Caldovan Marches 2022

Game Master rando1000

Date: Mayum 27

Albarra;
HQ Map

Over-land Map

Combat Map

Party Funds:1810 gp, 10 sp, 4 cp, 500 gp amethyst
Party Potions: Remove Paralysis (2), Neutralize Poison (1), Remove Blindness/Deafness (1), Cure Moderate Wounds (2), Lesser Restoration (1)
Party Magic: Magic Mirror (back in Albarra), Ring of Swimming (swim speed 30', turqoise and silver) copper ritual bowl (allows casting without using slot, but takes 10 minutes), Feather Token (Tree)


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Human Male uRogue 6 | HP 57/57 | AC19/T14/F15 | Saves F+4/R+9/W+3 | Perc +10/+14 hidden-secret | Init +4

Djack tries to move opposite Rocko, on the other side of the big bad...

Acrobatics, tumble: 1d20 + 16 ⇒ (5) + 16 = 21

atk, vs flanked: 1d20 + 8 + 2 ⇒ (8) + 8 + 2 = 18
dmg, silver, sneak, disoriented: 1d6 + 1 + 3d6 ⇒ (6) + 1 + (5, 3, 2) = 17

If hit and takes damage, -2 on attacks & -4 vs Djack.


Human Male Cavalier (circuit judge) 6 | HP 48 | AC22/T11/F22 | Saves F+6/R+2/W+2 |Perception +0 | Init +4

Could I move further into the room?


Male Human (Polish Jew/Native American/Irish) Techie 7/Martial Artist 2
Amideo Caluzzo di Solva wrote:
Could I move further into the room?

You can move through friendly squares, but doing so would provoke an AOO. Might be worth it, your choice.


Male Human (Polish Jew/Native American/Irish) Techie 7/Martial Artist 2

Djack ends his tumble with one leg propped on a crate; as soon has he reaches stable footing, he brings the mace around and slams it into the werewolf's jaw. The creature staggers a bit, but seems prepared to continue the fight.

holding on Amideo


Human Male Cavalier (circuit judge) 6 | HP 48 | AC22/T11/F22 | Saves F+6/R+2/W+2 |Perception +0 | Init +4

Attack: 1d20 + 11 ⇒ (1) + 11 = 12

Amideo moves into the room, trying to swing at the werewolf. It's a poor attempt.

Moving in, to next to Djack.


Male Human (Polish Jew/Native American/Irish) Techie 7/Martial Artist 2

Combat Map updated.

AOO:1d20 + 6 ⇒ (4) + 6 = 10
1d6 + 4 ⇒ (2) + 4 = 6

Amideo and the were-beast take swipes at each other in passing, but both fail to land a hit.

Being now surrounded and quite wounded, the first werewolf is essentially hoping for a valiant death. It attacks Djack, who has caused it the most damage.

Claw: 1d20 + 6 ⇒ (5) + 6 = 11 MISS
1d6 + 4 ⇒ (6) + 4 = 10

Bite: 1d20 + 1 ⇒ (18) + 1 = 19 HIT?
1d6 + 4 ⇒ (6) + 4 = 10

Just then, a second werewolf bursts out of the door near Zia and attacks her with a sword.

1d20 + 6 ⇒ (9) + 6 = 15 HIT
1d8 + 4 ⇒ (8) + 4 = 12

Rocko and Yoltzin may act.


Female Human (Galloan) Arcane Adept 6|HP 12/26|AC 15/15/12|Fort: +2, Ref: +5, Will: +5|BAB: +2, Melee +1, Ranged +5, CMB: +2, CMD: 15|Init: +3

Zia screams in pain, but steps back, prepared to strike. Two magic missiles zip from her wand.

2d4 + 2 ⇒ (3, 2) + 2 = 7


Rocko will take one mighty swing of his axe at the werewolf in front of him. Even if he misses or the werewolf doesn't go down, he'll still plan on moving over toward the other one to give Zia some breathing room.

battle axe power attack: 1d20 + 13 - 2 + 2 ⇒ (11) + 13 - 2 + 2 = 24
damage if hit: 1d8 + 7 + 4 ⇒ (3) + 7 + 4 = 14

If the werewolf is still up it will get an attack of op.


Male Human (Polish Jew/Native American/Irish) Techie 7/Martial Artist 2

Rocko's mighty hit, despite his weapon not being silver, fells the first werewolf.

Yoltzin's action


Female Wild Elf Cleric 6 | HP 46/48| AC:16/T:12/F:16 | F/W/R: |+6/+5/+8 | 1st 4(1)/4(1), 2nd 3(1)/3(1), 3rd 2(1)/2(1)| C: 3d6 1/4

Not wishing for her human friend to come into more risk, Yoltzin barters with the spirits surrounding the manner and condenses one into animalistic form. Leaping out of the ether, a giant toad wreathed in celestial fire launches itself into the new wolf-man creature.

1 point Modification: Magic Attacks (Su)
HP: 2d8 + 10 ⇒ (3, 8) + 10 = 21

Attack: 1d20 + 5 ⇒ (10) + 5 = 15
Damage: 1d6 + 4 ⇒ (4) + 4 = 8
Grab: 1d20 + 9 ⇒ (3) + 9 = 12


Male Human (Polish Jew/Native American/Irish) Techie 7/Martial Artist 2

Unfortunately, the toad fails to land it's attack.

I'll update the map this evening, adding the toad and adjusting Rocko's position.

Top of Round 3
Djack, Amideo, Zia (Block 1) may act. First werewolf is down; you're uncertain if it's dead or not.


Male Human (Polish Jew/Native American/Irish) Techie 7/Martial Artist 2

Combat map updated. 1st Wolf near Djack is down, but might not be dead.


Human Male Cavalier (circuit judge) 6 | HP 48 | AC22/T11/F22 | Saves F+6/R+2/W+2 |Perception +0 | Init +4

Would it be possible for Zia to step back so I can get into melee range w the new werewolf?


Male Human (Polish Jew/Native American/Irish) Techie 7/Martial Artist 2
Amideo Caluzzo di Solva wrote:
Would it be possible for Zia to step back so I can get into melee range w the new werewolf?

Sure, consider it done.


Female Human (Galloan) Arcane Adept 6|HP 12/26|AC 15/15/12|Fort: +2, Ref: +5, Will: +5|BAB: +2, Melee +1, Ranged +5, CMB: +2, CMD: 15|Init: +3

Snapping out of her startled state, Zia steps back 5' to get out of the melee. She fires a set of magic missiles at the were-beast.

2d4 + 2 ⇒ (3, 4) + 2 = 9


Human Male Cavalier (circuit judge) 6 | HP 48 | AC22/T11/F22 | Saves F+6/R+2/W+2 |Perception +0 | Init +4

Amideo rushes into the other room, getting in between the werewolf and Zia.

Gonna need to double move to get there, but moving over nonetheless.


Human Male uRogue 6 | HP 57/57 | AC19/T14/F15 | Saves F+4/R+9/W+3 | Perc +10/+14 hidden-secret | Init +4

Thinking it's crowded but the new furry guest, Djack kneels to check the nearer fallen creature.

Hoping the victim can be cured of the... curse. Djack will try Sacred Touch. Going for story and not, they revive and kill you, TPK.


Male Human (Polish Jew/Native American/Irish) Techie 7/Martial Artist 2

The werewolf in the hall places its second palm on its sword, and swings with its full might at Rocko.

1d20 + 6 ⇒ (3) + 6 = 9 MISS
1d8 + 6 ⇒ (5) + 6 = 11

Rocko and Yoltzin may act. And the toad, I guess.


Female Wild Elf Cleric 6 | HP 46/48| AC:16/T:12/F:16 | F/W/R: |+6/+5/+8 | 1st 4(1)/4(1), 2nd 3(1)/3(1), 3rd 2(1)/2(1)| C: 3d6 1/4

Though Yoltzin has rarely demonstrated the ability for her to do so, the strange enchantment of her bracers allowed her to mimic aspects of her summons. She does so now, opening her mouth wide like the banshee to shoot forth a grotesque recreation of the frog's own Tongue. Her attempt to grabble with the werewolf however may not gain the traction hoped.

While she toyed with the strangeness of her magic, her summoned toad had no such difficulties when it comes to its natural abilities. It leaned forward with crushing intent towards the man-wolf, showing exactly why it should be feared as the natural abomination of the swamps it was.

Weird Creepy Tongue: 1d20 + 5 ⇒ (8) + 5 = 13 Miss on that grab, probably.

Bite: 1d20 + 5 ⇒ (20) + 5 = 25
Confirm?: 1d20 + 5 ⇒ (19) + 5 = 24

Damage, Smite Evil: 2d6 + 8 + 4 ⇒ (6, 6) + 8 + 4 = 24

Grab: 1d20 + 9 ⇒ (5) + 9 = 14


Rocko will make a pair of mighty chops on the werewolf.

based on what I see in the map I'm assuming no flanking.

battle axe power attack 1: 1d20 + 13 - 2 ⇒ (15) + 13 - 2 = 26
damage if hit: 1d8 + 7 + 4 ⇒ (4) + 7 + 4 = 15

battle axe power attack 2: 1d20 + 8 - 2 ⇒ (15) + 8 - 2 = 21
damage if hit: 1d8 + 7 + 4 ⇒ (2) + 7 + 4 = 13


Male Human (Polish Jew/Native American/Irish) Techie 7/Martial Artist 2

Rocko and Yoltzin's summon inflict a brutal amount of damage on the werebeast. However, it is still seems willing to fight.

Top of round. Amideo, Djack, and Zia.


Human Male Cavalier (circuit judge) 6 | HP 48 | AC22/T11/F22 | Saves F+6/R+2/W+2 |Perception +0 | Init +4

Attack 1: 1d20 + 11 ⇒ (15) + 11 = 26
Damage, Nonlethal: 1d8 + 6 + 2d6 ⇒ (7) + 6 + (3, 6) = 22
Intimidate, Enforcer: 1d20 + 12 ⇒ (18) + 12 = 30

Attack 2: 1d20 + 6 ⇒ (8) + 6 = 14
Damage, Nonlethal: 1d8 + 6 + 2d6 ⇒ (3) + 6 + (2, 5) = 16
Intimidate, Enforcer: 1d20 + 12 ⇒ (3) + 12 = 15

Amideo swings twice, striking with the flat of his blade. His longsword responds, hitting harder yet doing so without bloodlust. He says calmly but frighteningly, "I do not wish to kill you, but you must surrender or I will do what I must."

Dealing nonlethal damage, activating both my merciful enchantment on my sword as well as my Enforcer feat.


Male Human (Polish Jew/Native American/Irish) Techie 7/Martial Artist 2

Amideo beats the second wolfman into unconsciousness. You're uncertain how long he will remain that way.


Female Wild Elf Cleric 6 | HP 46/48| AC:16/T:12/F:16 | F/W/R: |+6/+5/+8 | 1st 4(1)/4(1), 2nd 3(1)/3(1), 3rd 2(1)/2(1)| C: 3d6 1/4

The woman hovers over the nearest wolf-man, her toad-summon eyeing the form with blank stare that conveys absolutely nothing. "...No, don't eat him. Amideo and Djack took great care to stay their blades for you to simply devour it. As such though. what do the two of you intended to do with them?"

Approaching carefully, she examined them for a moment with a keen look. These were tough creatures resistant to her bow, there was a chance they had other tricks to them.

Heal (Medical examination): 1d20 + 11 ⇒ (20) + 11 = 31


Male Human (Polish Jew/Native American/Irish) Techie 7/Martial Artist 2

They are, in fact, starting to heal their wounds already. The one Djack took down will be conscious soon.


Female Wild Elf Cleric 6 | HP 46/48| AC:16/T:12/F:16 | F/W/R: |+6/+5/+8 | 1st 4(1)/4(1), 2nd 3(1)/3(1), 3rd 2(1)/2(1)| C: 3d6 1/4

The elf jerked away with alarm, "They're regenerating, don't allow their wounds to close! If you intend to keep them alive for some reason, they need bound with something strong now."

Sensing it's summoner's distress, the Toad offers some assistance by wrapping the one in front of it with it's tongue.


Human Male uRogue 6 | HP 57/57 | AC19/T14/F15 | Saves F+4/R+9/W+3 | Perc +10/+14 hidden-secret | Init +4

All I have is hemp rope.


"Can we be takin em outside and have friend Momo sit on 'em?"

Rocko can give them each a few good strong punches to help on the longer sleep

"And a strong cloth soaked in nastiness tied around their snouts might go a long way in knockin' em out. I know it would be knockin me out good."


technically Rocko has craft poison. with a little creativity, he can probably craft something quick that would seriously debilitate a couple of creatures that rely on scent. Provided the party isn't averse to Rocko using *ahem* 'bodily waste' in crafting it.


Female Wild Elf Cleric 6 | HP 46/48| AC:16/T:12/F:16 | F/W/R: |+6/+5/+8 | 1st 4(1)/4(1), 2nd 3(1)/3(1), 3rd 2(1)/2(1)| C: 3d6 1/4

"I am curious as to why you all wish to go through such effort to assure their lives, however. Are they not willing enforcers of their lords?"


Male Human (Polish Jew/Native American/Irish) Techie 7/Martial Artist 2

I don't want to spend too much time caught up on dealing with unconscious werewolves. In all honesty I expected you to put them down, but I'm not going to punish anyone for coming up with a different solution. Therefore, I'm riffing off one of Rocko's ideas here to give you an easy out.

While Yoltzin considers the morality of the situation, Rocko begins his search in the pine woods on the island. It doesn't take long, however, before Rocko is interrupted by Kaki returning.

In his beak, Kaki has a small note written in broken common, but with very elegant script. It appears the bird reached an Elven outpost.

Attached is a small bundle of silver, fuzzy-stemmed plants with violet flowers. Rocko nods. Silverleaf nightshade. Purportedly very effective against skin-changers.

Need a DC 15 Craft/Alchemy check from Rocko. There's enough nightshade to re-try twice.


Human Male Cavalier (circuit judge) 6 | HP 48 | AC22/T11/F22 | Saves F+6/R+2/W+2 |Perception +0 | Init +4
Yoltzin wrote:
"I am curious as to why you all wish to go through such effort to assure their lives, however. Are they not willing enforcers of their lords?"

Amideo shrugs, "Perhaps they are. Yet I have also heard tales of werebeasts that change against their will, their bestial selves overtaking their conscience. I do not know if they are as such, but I would not risk killing an innocent for convenience's sake."


Using some of the kitchen tools, Rocko begins whipping up a tonic that smells both oddly sweet and bitter at the same time.

"no quite like gramma be makin'. Here be hopin'"

craft check: 1d20 + 6 ⇒ (19) + 6 = 25


Female Wild Elf Cleric 6 | HP 46/48| AC:16/T:12/F:16 | F/W/R: |+6/+5/+8 | 1st 4(1)/4(1), 2nd 3(1)/3(1), 3rd 2(1)/2(1)| C: 3d6 1/4

"Like a curse?" She asked, now thoughtful. "If we'd the time for it, I could attempt rituals to undo it. Yet I fear we would not wish to waste much longer."


The whole time Rocko was cooking up the tonic, he kept half expecting one or more of the vampires to show up. It's a wonder the pressure didn't cause him to mess up.

"We be having more time after them vampires are beaten up."

He holds up a fine looking bowl from the kitchen that seems out of place to hold such a peculiar smelling liquid.

"Let's tie them two up good, put them outside, and then fight them Dead Ones."


Human Male Cavalier (circuit judge) 6 | HP 48 | AC22/T11/F22 | Saves F+6/R+2/W+2 |Perception +0 | Init +4

Amideo nods and smiles, "A fine course of action. There will be no presumption of innocence for the vampires, I believe."


Human Male uRogue 6 | HP 57/57 | AC19/T14/F15 | Saves F+4/R+9/W+3 | Perc +10/+14 hidden-secret | Init +4

Djack seems nervous, Yeah... vampires.


Female Wild Elf Cleric 6 | HP 46/48| AC:16/T:12/F:16 | F/W/R: |+6/+5/+8 | 1st 4(1)/4(1), 2nd 3(1)/3(1), 3rd 2(1)/2(1)| C: 3d6 1/4

"Let us move them and be done with it for now, then. I shall indeed of Momo 'sit on them', as you stated."


Male Human (Polish Jew/Native American/Irish) Techie 7/Martial Artist 2

As Rocko applies the salve he mixed from the plants Kaki brought back, he is startled as the werewolves shift their form, back to human. They are still quite unconscious, and their wounds, while closed, no longer seem to be healing as quickly.

Putting the erstwhile wolfmen outside and securing them once again to fit their new forms, the party is free to enter the manor house once again.

As you head in, you notice that the day is growing dark, the sky now overcast and sun all but completely hidden in the sky. It feels as if the very weather bends to the Rosentos' will.


"Best we all stay close, be quick. Up them stairs first?"


Female Wild Elf Cleric 6 | HP 46/48| AC:16/T:12/F:16 | F/W/R: |+6/+5/+8 | 1st 4(1)/4(1), 2nd 3(1)/3(1), 3rd 2(1)/2(1)| C: 3d6 1/4

The elf nods, fingers gracing her charred pendant while uttering a word of protection.


Human Male uRogue 6 | HP 57/57 | AC19/T14/F15 | Saves F+4/R+9/W+3 | Perc +10/+14 hidden-secret | Init +4

Djack re-enters and listens, looking to where the other sounds had come from.

Perception, canny observer?: 1d20 + 10 ⇒ (4) + 10 = 14


Male Human (Polish Jew/Native American/Irish) Techie 7/Martial Artist 2

At the top of the narrow staircase, the air changes—heavier somehow, as if the floor itself resents being disturbed. The steps end on a landing floored with worn, dark wood, the kind that groans underfoot no matter how gently one treads. Faded paint, once patterned with delicate vines, now is obscured by mold. The smell here is of dust, old varnish, and something faintly sweet—like rotted fruit.

The hallway stretches in both directions, each about thirty to forty feet long, dimly lit by a chandelier in an open area at the top of the steps. Its light flickers fitfully, casting weak light that seems to struggle against the gloom. Shadows pool along the floorboards and seem to crawl when the light sputters.

To the left, four doors line the wall—two on each side, their paint blistered and their brass knobs dulled with tarnish. The nearest stands half open, revealing only darkness within, though the faintest draft breathes from it, carrying the scent of mildew. At the far end, a door of a different make—heavier, painted black long ago—waits at a crooked angle, as though the frame itself has shifted to avoid it.

To the right, the corridor is shorter. There are only three doors to the right; one almost immediately at the top of the stairs, and two at the far end. The left door at the end on this side is shut tight, but a faint sound—perhaps the slow drip of water, or something pacing behind the wood—can sometimes be heard if one stops to listen.


Male Human (Polish Jew/Native American/Irish) Techie 7/Martial Artist 2

The right door on the right side, Djack notices (because he was looking for something), bears the marks of clawed fingernails dragged through the paint.


Male Human (Polish Jew/Native American/Irish) Techie 7/Martial Artist 2

Amazingly, somehow we have reached this part of the adventure in late October. Fitting.


Rocko will whisper to Amideo,

"This may be sounding strange, but I be having a hunch you talking judge-like may be giving us an edge."


Human Male Cavalier (circuit judge) 6 | HP 48 | AC22/T11/F22 | Saves F+6/R+2/W+2 |Perception +0 | Init +4

"If we are lucky. If not, our keen blades may be the only edge that will help us."


Seeing people waiting to do something, Rocko will head to the door where Djack noticed the marks. Since he's got his hands full with axe and shield, he'll tilt his head toward the door hoping someone picks up the hint that he'd like to check this room first, while being relatively quiet at first


Human Male Cavalier (circuit judge) 6 | HP 48 | AC22/T11/F22 | Saves F+6/R+2/W+2 |Perception +0 | Init +4

Amideo sees Rocko's motion and shrugs. His hands are full as well, sword and shield at the ready.


Feeling the need to move decisively, Rocko will go ahead and transfer his axe to his shield hand to be able to open the door. Having dealt with some of the trickier doors in Albarra, he'll remember to lift of on the handle as he pushes in to minimize door noise. He'll also do his best to leave a gap to let Amideo rush in first

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