DM Brainiac's Triumph of the Tusk

Game Master Brainiac

Reputation: 17
Influence Points: Davorr 4, Grothlyn 5, Kestrel 4
Caravan Points: 13


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male ifrit orc sorcerer HP 19/38 | AC 17 | F +7 R +7 W +8 | Perc +6 |2: 3/5, 1: 4/4 speed 25 ft | focus 1/1| Hero 2 | Active Conditions:

Skaytar flings fire and void magic at one of the bears.

Fling Magic, Cast vitality lash

spell attack: 1d20 + 9 ⇒ (6) + 9 = 15 for fire: 2d8 + 2 ⇒ (5, 1) + 2 = 8

vitality: 3d6 ⇒ (2, 2, 4) = 8 Fort DC 19


Female Human Warpriest of Mazludeh 4 - HP 48/48| AC 22(24) | F +10 R +6(9) W +11 | Perception +9 | Hero Points 3 | Bless x2, Fear | Calm, Inner Radiance Torrent, Spiritual Armament | Heal 3/4 | Shield 20/20

"I'll hold the line, the rest of you hit then withdraw and I'll follow! Zombies hate to fight on the move. Y'know... next round

Vitality Lash: 3d6 ⇒ (5, 6, 6) = 17 Basic Fort DC 18, enfeebled 1 on crit fail
Raise Shield


Qisik Ignition: 1d20 + 8 ⇒ (15) + 8 = 233d4 ⇒ (3, 4, 1) = 8
Fortitude vs Vitality Lash: 1d20 + 12 ⇒ (7) + 12 = 191d20 + 12 ⇒ (9) + 12 = 21

Qisik lashes out with fiery magic at the nearest zombie bear. Melor bashes it twice with his cane. Skaytar's flung fire goes wide, and the bear resists both his and Njinga's vitality lashes, but the positive magic still exploits the zombie's weakness and is quite effective!

One zombie bear attacks Melor and the other one Njinga! Melor takes a hit while Njinga fends off her foe with her shield.

Jaws, Claw vs Melor: 1d20 + 10 ⇒ (19) + 10 = 291d20 + 5 ⇒ (12) + 5 = 17
Damage: 2d8 + 5 ⇒ (5, 1) + 5 = 11
Jaws, Claw vs Njinga: 1d20 + 10 ⇒ (8) + 10 = 181d20 + 5 ⇒ (10) + 5 = 15

11 piercing damage to Melor. Everybody may act.

Enemy Status:
-52


male ifrit orc sorcerer HP 19/38 | AC 17 | F +7 R +7 W +8 | Perc +6 |2: 3/5, 1: 4/4 speed 25 ft | focus 1/1| Hero 2 | Active Conditions:

Skaytar takes Njina's excellent advice, blasting the bear with vital energy and withdrawing.

vitality: 3d6 + 2 ⇒ (1, 6, 3) + 2 = 12 DC 19 Fortitude.

(I remembered sorcerous potency this time.)

Envoy's Alliance

Male Hold-Scarred Orc Gunslinger 4 | DC: 18| Resistances: HP 48/48| AC 21 | F+9 R+10 W+9 |P+9 | Speed 25ft | Hero 1/3 | Reactions:| Conditions:| Exploration:

Melor looks around as Njina calls for a retreat, well orcs don't retreat they tactically withdraw. Spotting one of the camp guards escorting folks away Melor shouts at him.

"Guardsman, your cross bow!" He makes a motion for the man to toss it to him and tosses his own cane to the side to distract the bear for a moment while the guard lobs it to him. Catching it he whirls about as the bear moves to snatch at him again and uses the broad object to shove at the hefty creature to buy himself time to reload the weapon. He then falls back getting ready to shoot into the fray.

Clear a Path(Shove): 1d20 + 8 ⇒ (5) + 8 = 13

Thinking a 13 does not push the bear lol stride back 30ft

"Hold the line Knight!"


Female Human Warpriest of Mazludeh 4 - HP 48/48| AC 22(24) | F +10 R +6(9) W +11 | Perception +9 | Hero Points 3 | Bless x2, Fear | Calm, Inner Radiance Torrent, Spiritual Armament | Heal 3/4 | Shield 20/20

Njinga intones a battle prayer, grateful to see her companions removing themselves from harm's way.

Still, it is not for her to turn her back. She gives ground to draw the bears on, but only inch by inch.
Vitality Lash: 3d6 ⇒ (5, 4, 3) = 12 Basic Fort DC 18, enfeebled 1 on crit fail
Step


Ignition: 1d20 + 8 ⇒ (3) + 8 = 11
Fortitude vs Vitality Lash: 1d20 + 12 ⇒ (12) + 12 = 241d20 + 12 ⇒ (16) + 12 = 28

Qisik misses with spell again. Melor fails to shove the hulking zombie bear away. The damaged zombie weathers the lashes of vitality sent its way, barely standing, before it attacks Melor again, scoring a critical hit1 The other one shambles after Njinga, biting at her but not hitting.

Jaws, Claw vs Melor: 1d20 + 10 ⇒ (20) + 10 = 301d20 + 5 ⇒ (2) + 5 = 7
Damage: 2d8 + 5 ⇒ (1, 6) + 5 = 12
Jaws vs Njinga: 1d20 + 10 ⇒ (8) + 10 = 18

24 piercing damage to Melor.

Enemy Status:
-83

Envoy's Alliance

Male Hold-Scarred Orc Gunslinger 4 | DC: 18| Resistances: HP 48/48| AC 21 | F+9 R+10 W+9 |P+9 | Speed 25ft | Hero 1/3 | Reactions:| Conditions:| Exploration:

5/39hp eek

Crossbow: 1d20 + 9 ⇒ (5) + 9 = 14
Piercing: 1d8 + 1 ⇒ (6) + 1 = 7
Clear the way: 1d20 + 8 ⇒ (8) + 8 = 16

strike, clear the way(same map) which also reloads, stride

Melor tries to shoot the bear from point blank to no avail, tries to shove the mass off of him but finds his arms weak, and decides the best choice is to backpedal more.


male ifrit orc sorcerer HP 19/38 | AC 17 | F +7 R +7 W +8 | Perc +6 |2: 3/5, 1: 4/4 speed 25 ft | focus 1/1| Hero 2 | Active Conditions:

Thanks for the clarifications on sorcerous potency, everyone!

Skaytar unleashes a ripple of vital energy that washes over his allies and the bear.
3-Action heal
heal: 2d8 + 2 ⇒ (3, 8) + 2 = 13 DC 19


Female Human Warpriest of Mazludeh 4 - HP 48/48| AC 22(24) | F +10 R +6(9) W +11 | Perception +9 | Hero Points 3 | Bless x2, Fear | Calm, Inner Radiance Torrent, Spiritual Armament | Heal 3/4 | Shield 20/20

If the badly injured bear survives Skaytar, then Njinga will follow suit with a HHHeal: 2d8 ⇒ (2, 7) = 9 [ooc]DC 18

Otherwise

Njinga's shield flares with light once more as the symbol of Mazludeh burns into the bear, before stepping back once more, trusting to its unthinking hunger to carry it forward into its destruction.

Vitality Lash: 3d6 ⇒ (4, 2, 1) = 7 DC 18
Step


Ignition: 1d20 + 8 ⇒ (17) + 8 = 253d4 ⇒ (3, 3, 3) = 9
Fortitude vs Heal, Vitality Lash: 1d20 + 12 ⇒ (15) + 12 = 271d20 + 12 ⇒ (14) + 12 = 26

While Melor misses, Qisik finally connects with his spell, burning the damaged zombie bear to ash. The other bear resists both Skaytar's and Njinga's spells as it continues to mindlessly lumber after the warpriest, its jaws scraping against her armor.

Jaws: 1d20 + 10 ⇒ (9) + 10 = 19

Enemy Status:
-33


Female Human Warpriest of Mazludeh 4 - HP 48/48| AC 22(24) | F +10 R +6(9) W +11 | Perception +9 | Hero Points 3 | Bless x2, Fear | Calm, Inner Radiance Torrent, Spiritual Armament | Heal 3/4 | Shield 20/20

Njinga stops her retreat, slamming her shield into the bear's rotting ribs and funneling divine wrath through it!

Shield Bash: 1d20 + 9 ⇒ (12) + 9 = 21
Magic Bludgeoning: 1d8 + 3 ⇒ (1) + 3 = 4
Vitality Lash: 3d6 ⇒ (6, 6, 6) = 18 DC 18 Basic Fort Enfeebled 1 on Crit Fail


male ifrit orc sorcerer HP 19/38 | AC 17 | F +7 R +7 W +8 | Perc +6 |2: 3/5, 1: 4/4 speed 25 ft | focus 1/1| Hero 2 | Active Conditions:

Skaytar continues to strike out with the pure energy of nature.

Cast vitality last, Stride

vitality: 3d6 ⇒ (1, 6, 4) = 11 DC 19 Fort

Envoy's Alliance

Male Hold-Scarred Orc Gunslinger 4 | DC: 18| Resistances: HP 48/48| AC 21 | F+9 R+10 W+9 |P+9 | Speed 25ft | Hero 1/3 | Reactions:| Conditions:| Exploration:

27/39 hp thanks to all the triple action heals

Crossbow: 1d20 + 9 ⇒ (8) + 9 = 17
Piercing: 1d8 ⇒ 1

Melor squeezes off another shot that goes sailing into the dostance, grunts with anger and drops the crossbow turning to head to his tent.
"I'll return shortly."

He rumbles off grumbling about poorly maintained equipment.

gonna spend 2 actions to head to my tent and get my gun ready lol it's definitely just the equipment that's cirsed right?


Ignition: 1d20 + 8 ⇒ (10) + 8 = 18
Fortitude vs Vitality Lash: 1d20 + 12 ⇒ (1) + 12 = 131d20 + 12 ⇒ (15) + 12 = 27

Qisik misses with his fire spell as Melor runs to his tent for his gun. Njinga bashes the bear before lashing it with vitality. It critically fails to resist the spell, its rotting body crumbling apart from the blast of life energy. Another lash from Skaytar finishes it off, and it collapses!

With the zombie bears defeated, you move to help the rest of the camp deal with the lingering threats from other undead animals. Fortunately, it's as simple matter to finish what the other guards started. Soon, the last threat falls, leaving you with many questions as to where these creatures came from...


Female Human Warpriest of Mazludeh 4 - HP 48/48| AC 22(24) | F +10 R +6(9) W +11 | Perception +9 | Hero Points 3 | Bless x2, Fear | Calm, Inner Radiance Torrent, Spiritual Armament | Heal 3/4 | Shield 20/20

"Beasts such as this should leave heavy tracks. If they were sent from afar, let us find that trail. If they arose near here, then let's catch the sneaking hisser."

Envoy's Alliance

Male Hold-Scarred Orc Gunslinger 4 | DC: 18| Resistances: HP 48/48| AC 21 | F+9 R+10 W+9 |P+9 | Speed 25ft | Hero 1/3 | Reactions:| Conditions:| Exploration:

Melor returns with the battle concluded and quickly finds his cane, returning the crossbow to the guard as well before finind a seat to tend to his wounds.

"Your zeal is warranted, but we must see to the camp first. Gather trackers, hunters, fortify... see what the chiefs want to do. But first..." He gently touches the torn flesh on his chest and arms, wincing.

"A hand of aid would be greatly appreciated."
18/39hp since Njinga's triple action heal got canceled.


Female Human Warpriest of Mazludeh 4 - HP 48/48| AC 22(24) | F +10 R +6(9) W +11 | Perception +9 | Hero Points 3 | Bless x2, Fear | Calm, Inner Radiance Torrent, Spiritual Armament | Heal 3/4 | Shield 20/20

"Of course, Ironhand." Njinga concentrates and the wounds on her orcish counterpart seal and fade into a new web of thin scar tissue.

HHeal: 2d8 + 16 ⇒ (5, 1) + 16 = 22

Envoy's Alliance

Male Hold-Scarred Orc Gunslinger 4 | DC: 18| Resistances: HP 48/48| AC 21 | F+9 R+10 W+9 |P+9 | Speed 25ft | Hero 1/3 | Reactions:| Conditions:| Exploration:

The orc sighs with relief, "Ahh, many thanks. Were it that I had one of your talents many seasons ago." He lets out a soft chuckle and pats his leg before ushering himself to stand.

"As I said we should tend to the others firstly. I'll check the bears to see if there is any information to where they came from."
survival(with hunt prey) to determine where they came from maybe and if we could reasonably track where they originated from?


You find the tracks of the undead that came to the camp. You follow them for some time before they become too faint. They must have traveled some distance to reach the Torrentmoot camp, but it's impossible to tell whether their arrival was a random happenstance or far from a coincidence. Ardax orders the guards to be extra vigilant as the Deluge draws near.

You have gained 1 Hero Point. Everybody is now level 4!

***

Part 1, Chapter 2: Flood of Nightmares

A few more days pass without incident. It has now been nearly four weeks since Torrentmoot began. Aurochs sightings start to become more common, a variety of bird species that haven’t been seen in the area before start to appear, and the air grows colder. The Deluge is imminent.

Everyone in the camp gathers around the main fire pit. There is an air of excitement and expectation in the crowd, enthusiastic chatter about the Deluge and the life it brings on everyone’s lips. Davorr’s explanation of migratory cycles abruptly stops when Ardax steps onto a log bench, the crowd respectfully falling silent. The white-haired orc gestures broadly to encompass everyone there.

“Friends,” he says, “I can call you that, I think, after our time together. It has truly been a pleasure to be here with you. We’ve faced challenges I did not expect, but that is the nature of Belkzen. The hardships, the pain, the threat of death: these are all ever-present.

“But so too are the joys of testing your strength, of solving challenges and overcoming them with the tools you have at hand. These experiences have shaped us into survivors able to face anything, and soon you’ll witness another of Belkzen’s wonders: the Deluge is nearly upon us. I have chosen a place to overlook the spectacle where we won’t be in danger of getting washed away. The journey is only a couple of hours, and we’ll leave at midday. We’ll return after nightfall.”

Envoy's Alliance

Male Hold-Scarred Orc Gunslinger 4 | DC: 18| Resistances: HP 48/48| AC 21 | F+9 R+10 W+9 |P+9 | Speed 25ft | Hero 1/3 | Reactions:| Conditions:| Exploration:

Melor settles in having been listening to the topic of bird migrations from Davoor. But his attention quickly focuses in on Ardax. Once it's clear everything has been said, he gets up and starts to pack for the trek. Sighing a bit as he hefts his gear onto his back, checks his weaponry and readies it. No such thing as being too safe given the events of the last few days.

Level 4,| DC: 18| Resistances: HP 48/48| AC 21 | F+9 R+10 W+9 |P+9


Female Human Warpriest of Mazludeh 4 - HP 48/48| AC 22(24) | F +10 R +6(9) W +11 | Perception +9 | Hero Points 3 | Bless x2, Fear | Calm, Inner Radiance Torrent, Spiritual Armament | Heal 3/4 | Shield 20/20

Njinga begins packing up her tent in solitude out of long habit, then, considering, she goes and seeks out her recent companions to offer her aid, and to get the help of extra eyes.

Many hands make light work...

"Good morning, soldier!" she barks, falling back to more soldierly conduct in her ease with the other Ironhand. "Tell me, what is an orc-march like?"

Envoy's Alliance

Male Hold-Scarred Orc Gunslinger 4 | DC: 18| Resistances: HP 48/48| AC 21 | F+9 R+10 W+9 |P+9 | Speed 25ft | Hero 1/3 | Reactions:| Conditions:| Exploration:
Njinga Ironhand wrote:

Njinga begins packing up her tent in solitude out of long habit, then, considering, she goes and seeks out her recent companions to offer her aid, and to get the help of extra eyes.

Many hands make light work...

"Good morning, soldier!" she barks, falling back to more soldierly conduct in her ease with the other Ironhand. "Tell me, what is an orc-march like?"

Having packed the essentials first and left them to the side Njinga catches Melor as he looks to be about to disassemble his large tent. He turns just before he uprooted the securing pitons of the front side.

"Hail.. though I wouldn't call myself a soldier." He rests on his knee for a moment, "An orcish march to war or one to a camp, they are very different. One a dreadful awe inspiring thing to behold filled with battle drums and Clan-hold chants. The other far more leisurely and pleasant and typically without the sound of braying horns and battle chants. I would not expect something easy, but it shan't run you to death either. We have the young and elderly to care for on our journey."

Melor's brow furrows for a few moments as he rips up the piton and begins to untie the rope securing the tent before moving to the next. "I suspect we will have scouts ahead of the pack due to recent concerns. And that troubles me."


The trip to the overlook is straightforward and poses no dangers for the attendees of Torrentmoot. Hign Bonesnap leads the way. Throughout the trip, Ardax moves to different parts of the line, visiting with dignitaries and answering questions.

The terrain slopes gently upward at the start of the hike, then becomes steeper after about an hour. Ardax chose a route that would be easy for a large group to navigate, however, and even the steep terrain is not hard to traverse. He and his guards assist anyone who needs it. Davorr is excited to look at the terrain and happily jots down notes every few minutes, and Grothlyn continues to boast to anyone who listens. Kestrel chats pleasantly with other attendees; her accompanying knights follow behind, fully armed and armored as if expecting battle.

Before nightfall, you reach your destination. The rocky promontory provides a spectacular view of the lands to the north and west. Most of what’s visible are rocky hills and plains, and a few flat-topped mesas dot the landscape. In the immediate area, the terrain is barren and dry, with small bushes and trees clinging to life along the cliff face below as well as in small clusters throughout the plain. Far away to the north are snow-capped mountains.

The sky is filled with dark and roiling clouds, although no rain falls from them. The ever-present winds from the north are strong and carry the scent of water as herds of aurochs graze contentedly in the distance.

Ardax encourages the dignitaries to find comfortable vantage points. The area of the overlook has been set up as a temporary camp by the staff ahead of time, with numerous stumps and rough benches placed near the edge of the mesa to grant excellent views. While no one knows the exact time the Deluge will arrive, environmental signs have them fairly confident that it will be today.

Looking around, Melor senses something is amiss. There are no animals, not even birds, are in the area. Qisik, too, feels a terrible sense of foreboding and shares his concerns with you...


male ifrit orc sorcerer HP 19/38 | AC 17 | F +7 R +7 W +8 | Perc +6 |2: 3/5, 1: 4/4 speed 25 ft | focus 1/1| Hero 2 | Active Conditions:

With the group uneasy, Skaytar reaches out with his magical senses...

I'll detect magic, just in case.


Female Human Warpriest of Mazludeh 4 - HP 48/48| AC 22(24) | F +10 R +6(9) W +11 | Perception +9 | Hero Points 3 | Bless x2, Fear | Calm, Inner Radiance Torrent, Spiritual Armament | Heal 3/4 | Shield 20/20

Njinga unslings her shield, murmuring a blessing. Nothing's ever simple...

Envoy's Alliance

Male Hold-Scarred Orc Gunslinger 4 | DC: 18| Resistances: HP 48/48| AC 21 | F+9 R+10 W+9 |P+9 | Speed 25ft | Hero 1/3 | Reactions:| Conditions:| Exploration:

Melor doesn't want to send everyone on alert, but he moves to inform the guards to keep an eye out as something seems amiss. He then prepares his own weapon.

Perception to look for anything in particular that's out of place


Skaytar doesn't detect any strange magic auras, nor does Melor notice anything in particular out of place. Still, you can't shake the feeling of wrongness. Something on the edge of perception is making the hair on the back of your neck stand up...

Ardax glances over at you and walks to your side. "Everything alright?" he asks quietly.


male ifrit orc sorcerer HP 19/38 | AC 17 | F +7 R +7 W +8 | Perc +6 |2: 3/5, 1: 4/4 speed 25 ft | focus 1/1| Hero 2 | Active Conditions:

Skaytar grunts. "No, something is wrong, though I can't put my finger on what."


Ardax nods. "I’ve been feeling like something is wrong, too," he admits. "Like the air is stale or my chest is being squeezed. I’m glad to know it isn’t just me, although I wish it were just in my head." He frowns. "I don’t want the people here to succumb to some nameless fear, but I don’t want to just ignore this. What do you suggest we do?"


male ifrit orc sorcerer HP 19/38 | AC 17 | F +7 R +7 W +8 | Perc +6 |2: 3/5, 1: 4/4 speed 25 ft | focus 1/1| Hero 2 | Active Conditions:

"Perhaps we can lead a scouting party up the path of the deluge," Skaytar suggests. "If we stay above the flood line, it should be safe enough."

Famous last words.

Envoy's Alliance

Male Hold-Scarred Orc Gunslinger 4 | DC: 18| Resistances: HP 48/48| AC 21 | F+9 R+10 W+9 |P+9 | Speed 25ft | Hero 1/3 | Reactions:| Conditions:| Exploration:

"I'm sute the hunters have noticed the lack of songbirds or anything of the sort. I don't wosh to simply be on guard, but... I don't know what we should be weary for."


Female Human Warpriest of Mazludeh 4 - HP 48/48| AC 22(24) | F +10 R +6(9) W +11 | Perception +9 | Hero Points 3 | Bless x2, Fear | Calm, Inner Radiance Torrent, Spiritual Armament | Heal 3/4 | Shield 20/20

"Vanguards are needed," Ironhand agrees, "but we need to do more. Have your sergeants- or your chiefs, maintain readiness for the march. Don't let the following spread out too far; if we spy danger we have to be able to react quickly."


Ardax listens to your thoughts. "I don't want you all to get separated when the floodwaters come in. And if the whole expedition leaves now, the entire purpose of Torrentmoot will be undermined, which I'm sure will do more harm than good. No scouting party yet, but I'll make sure the guards stay ready in case we need to move swiftly. Here, take this, just in case. I don't know if you'll need it any time soon, but best to be prepared just in case." He gives you a potion of water breathing from his belt pouch.

***

About two hours pass. Then, shouts and cries of excitement go up around the camp as everyone looks to the northwest. It takes a moment to notice, but the Flood Road itself looks like it’s moving. A few seconds later, it becomes clear that this is the leading edge of the flood waters, full of dirt, mud, and large chunks of debris. The water washes down the road a foot or two high, moving slowly in a large trickle.

Several attendees mutter and a few chuckle at this less-than-impressive sight. Ardax calls out to the crowd, "That was just a spillover from a melted lake, like a first sip of ale. Just watch."

Within a few minutes, a low rumbling soon becomes a roar that can be heard even from this distance. A veritable wall of water some 20 feet high crashes and churns its way through the Flood Road, and where it passes, it overflows the banks and spreads across the terrain for perhaps 100 feet on either side.

The main channel of what has become a sudden river rushes past. Uprooted trees, tumbling boulders, and chunks of ice as large as houses are pushed irresistibly along by the flow of the water. Before long, the once dry and parched terrain has been transformed into a rushing river with a wide, waterlogged morass on either side.

The dignitaries are impressed by the sight, and it spawns a great deal of conversation. Ardax entertains questions good-naturedly and does note that this is one of the larger floods he’s witnessed. He tells his guests that the plan is to stay here for a few hours, then return to the base camp.

Anybody who wishes to socialize may attempt an Influence check against one of the NPCs. Anybody who is keeping an eye out for danger can roll either a Nature or Perception check.


male ifrit orc sorcerer HP 19/38 | AC 17 | F +7 R +7 W +8 | Perc +6 |2: 3/5, 1: 4/4 speed 25 ft | focus 1/1| Hero 2 | Active Conditions:

Too wary to enjoy the unusual sight, Skaytar keeps an eye out for danger.

Nature: 1d20 + 6 ⇒ (18) + 6 = 24

Envoy's Alliance

Male Hold-Scarred Orc Gunslinger 4 | DC: 18| Resistances: HP 48/48| AC 21 | F+9 R+10 W+9 |P+9 | Speed 25ft | Hero 1/3 | Reactions:| Conditions:| Exploration:

While he wanted to keep watch, there was meaning behind the wonders of the floodroad and Melor could not sit idly by when he could despense with wisdom he'd garnered over the years and through his delves into Belkzens' storied past.

So he joined the others adding tidbits of information about how the various holds came to be and how life began to form and develop around the cycle of the flood, with Davorr

Belkzen lore: 1d20 + 9 ⇒ (6) + 9 = 15


Female Human Warpriest of Mazludeh 4 - HP 48/48| AC 22(24) | F +10 R +6(9) W +11 | Perception +9 | Hero Points 3 | Bless x2, Fear | Calm, Inner Radiance Torrent, Spiritual Armament | Heal 3/4 | Shield 20/20

Njinga finds her sister-in-arms watching the flood. "Ho Kestrel, it's impressive, is it not? Looking on how harsh the seasons are here it's no wonder that the Godsrain has brought them so many new, harsh gods. Hopefully Mahja Firehair will continue to catch their hearts and wills though."

Religion: 1d20 + 9 ⇒ (13) + 9 = 22


Qisik talks to Davorr alongside Melor, the two of them together gaining some influence with the Pathfinder.

Kestrel smiles at Njinga. "Yes, it is indeed a sight to behold. I do hope that Mahja's influence spreads. She was a priest of Sarenrae in life, so her goals are in line with the Dawnflower's teachings."

You have gained 1 Influence with each dignitary, 1 away from maximum with both of them.

Skaytar keeps a wary eye on the floodwaters, and in so doing, he spots signs of movement along the saturated land on the river's bank. He quickly alerts Ardax, who looks where he is pointing.

The movement along the banks of the Flood Road grows more and more pronounced as muddy forms emerge from where the water has touched. Some lumber about, while others move with disturbing grace. Within a few minutes, hundreds of creatures have clawed their way out of the earth. The hordes begin moving away from the river on either side.

Ardax stares for a moment longer, flanked by his guards, as the other dignitaries look on with growing alarm. The white-haired orc’s eyes widen, then quickly narrow in determination. His tone commanding, he shouts, “We’re returning to the base camp immediately. You will have only a few minutes to gather your most important possessions before we leave. There is no time to waste; GO!”


male ifrit orc sorcerer HP 19/38 | AC 17 | F +7 R +7 W +8 | Perc +6 |2: 3/5, 1: 4/4 speed 25 ft | focus 1/1| Hero 2 | Active Conditions:

"Luckily, I travel light," Skaytar grunts. He looks for any stragglers to help.


Female Human Warpriest of Mazludeh 4 - HP 48/48| AC 22(24) | F +10 R +6(9) W +11 | Perception +9 | Hero Points 3 | Bless x2, Fear | Calm, Inner Radiance Torrent, Spiritual Armament | Heal 3/4 | Shield 20/20

"Right. Organize the march by tribes; if they don't know who's supposed to be at their side then we'll get more stragglers. Make sure no one overloads the carts - we can't stop to fix a broken wheel until we know if those things take rests."

Envoy's Alliance

Male Hold-Scarred Orc Gunslinger 4 | DC: 18| Resistances: HP 48/48| AC 21 | F+9 R+10 W+9 |P+9 | Speed 25ft | Hero 1/3 | Reactions:| Conditions:| Exploration:

Melor grabs his pack as the waterlogged hordes begin to shuffle onto land, "Elderly and children to the carts, Any who can hold a weapon get it done. We must make haste, and ready to destroy those who would desecrate our sacred time of peace."


The group gathers up their stuff as fast as possible before beginning to flee back towards camp ahead of the rising horde. Unfortunately, the need to hurry creates additional problems, since the most direct route takes you through obstacles you simply avoided on the way to the overlook.

Flee!:
This section uses a modified version of the Chase subsystem rules. Instead of an opposed roll against the pursuers, this is a race against the clock. The PCs are trying to earn Escape Points (EP) rather than accumulating Chase Points to overcome each obstacle. The more successful the PCs are in overcoming obstacles, the more time everyone in the expedition has at the base camp before they leave. This will culminate in Caravan Points (CP), which represent the caravan’s inventory; Caravan Points are detailed in the next section

Unless stated otherwise, each PC can attempt the listed check to bypass the obstacle once to earn Escape Points. A PC who doesn’t attempt a check earns 0 points.

Critical Success: The PC earns 2 Escape Points and 1 Reputation Point with Ardax.
Success: The PC earns 1 Escape Point.
Critical Failure: The PC subtracts 1 from the Escape Point total.

As with other chases, obstacles might be overcome by using spells, abilities, or by expending resources.

Shortly after the expedition begins its retreat, you encounter your first challenge. Scattered rocks and patches of brown grasses dot the rolling hills ahead. Throughout the area are fuzzy bushes that appear to be covered in soft, downy fluff. Closer inspection reveals that the plants are covered in thousands and thousands of fine, needle-like spines.

Hign Bonesnap puts a hand up and speaks to the crowd. “This is the fastest path, but move carefully and avoid these plants. They’ll stab you sharper than any needle, and they have barbs.”

Overcome: DC 20 Acrobatics or Athletics to move quickly and dodge the cactus; DC 19 Nature or Survival to carefully pick a path
Special: A creature that fails their check takes 1d4 piercing damage (doubled on a critical failure).


male ifrit orc sorcerer HP 19/38 | AC 17 | F +7 R +7 W +8 | Perc +6 |2: 3/5, 1: 4/4 speed 25 ft | focus 1/1| Hero 2 | Active Conditions:

Survival: 1d20 + 6 ⇒ (4) + 6 = 10

Skaytar picks his way through the rough area, bumping into several plants.

piercing: 1d4 ⇒ 4

Envoy's Alliance

Male Hold-Scarred Orc Gunslinger 4 | DC: 18| Resistances: HP 48/48| AC 21 | F+9 R+10 W+9 |P+9 | Speed 25ft | Hero 1/3 | Reactions:| Conditions:| Exploration:

Athletics: 1d20 + 9 ⇒ (13) + 9 = 22

Melor hoofs it through the cactus field waving others the direction he takes.

1 point woo


Female Human Warpriest of Mazludeh 4 - HP 48/48| AC 22(24) | F +10 R +6(9) W +11 | Perception +9 | Hero Points 3 | Bless x2, Fear | Calm, Inner Radiance Torrent, Spiritual Armament | Heal 3/4 | Shield 20/20

Njinga bulls her way through the field of cacti, using her shield and heavy armor to clear a path for those behind her!

Athletics: 1d20 + 11 ⇒ (19) + 11 = 30


Qisik Acrobatics: 1d20 + 10 ⇒ (19) + 10 = 29

Though Skaytar takes a few pokes, the rest of you make it through safely. Njinga's athletic display impresses Ardax.

3 Escape Points, 1 Reputation Point

***

The land opens into broad plains extending to the south and east. Mesas rise from the plains directly to the south while the east has a few low hills and scrubby vegetation. A huge cloud of dust rises from the north, gliding across the land as it moves south. The dust disperses to reveal a herd of wild-eyed aurochs crushing everything in their path as they bellow in terror!

Overcome: DC 22 Acrobatics or Athletics to avoid the aurochs; DC 21 Nature to calm the creatures

Envoy's Alliance

Male Hold-Scarred Orc Gunslinger 4 | DC: 18| Resistances: HP 48/48| AC 21 | F+9 R+10 W+9 |P+9 | Speed 25ft | Hero 1/3 | Reactions:| Conditions:| Exploration:

Nature: 1d20 + 7 ⇒ (1) + 7 = 8
aha i'm in danger

Melor moves to calm the beasts, but the clanking of his equipment and haste probably doesn't make him the best to approach the frightened beasts.


Female Human Warpriest of Mazludeh 4 - HP 48/48| AC 22(24) | F +10 R +6(9) W +11 | Perception +9 | Hero Points 3 | Bless x2, Fear | Calm, Inner Radiance Torrent, Spiritual Armament | Heal 3/4 | Shield 20/20

Njinga instinctively sets her shield, but the onrush of sinew and strength makes even her quail, and she scampers to the side.

Athletics: 1d20 + 11 ⇒ (8) + 11 = 19


male ifrit orc sorcerer HP 19/38 | AC 17 | F +7 R +7 W +8 | Perc +6 |2: 3/5, 1: 4/4 speed 25 ft | focus 1/1| Hero 2 | Active Conditions:

Skaytar tries to usher the aurochs away from the fleeing crowds.

Nature: 1d20 + 6 ⇒ (7) + 6 = 13


Qisik Acrobatics: 1d20 + 10 ⇒ (9) + 10 = 19

Unfortunately, the aurochs stampede proves difficult to get past. You get jostled and shoved around, forcing you to find a safe place to wait until the beasts have moved on. This costs you precious time.

You lose 1 Escape Point due to Melor's critical failure.

Rain begins to fall as you finally start to move past the aurochs. Most of the expedition have made it past, but you then several shapes emerge from the heavy curtain of rain. They are hunched and waterlogged, but rapidly dart forward toward a group of stragglers. Ardax shouts a command and several of his warriors join him in a charge against the undead, valiantly defending the group. A few dark shapes shoot past the warriors, unnoticed as their skirmish continues, heading right for you! They are ghouls, sharp teeth and long claws poised to rip you apart!

Initiative:
Melor: 1d20 + 9 ⇒ (17) + 9 = 26
Njinga: 1d20 + 9 ⇒ (9) + 9 = 18
Qisk: 1d20 + 8 ⇒ (14) + 8 = 22
Skaytar: 1d20 + 6 ⇒ (6) + 6 = 12
Enemies: 1d20 + 8 ⇒ (7) + 8 = 15

Everybody but Skaytar may act!

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