GM Wolf's Carrion Crown the Bard's Epic! Module 2: Trial of the Beast

Game Master BloodWolven


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Male
Special:
Channel Energy 2d6 (Will 18 DC for half), 8/10x/day|Resist Negative Energy, Cold, and Electricity 10|Immune Magic Aging, Disease, and Positive Energy Damage
Vitals:
HP 62/67|Fast Healing 7|AC 20 (12 T, 18 FF)|Fort 8 Reflex 3 Will 7|BAB +2, CMB +6, CMD 18
Skills:
Percept +6|SM +12|Diplo +14|Heal +12 (+10)|Kn. (arcana, planes, hist.) +11|Kn. (religion) +14|Kn. (nobility) +12|Appraise +11|Linguist. +11|Spell +11|Stealth +7

"That is more than fair, Calin." Cristo agrees. "Thankfully, I've been doing my morning callisthenics!"


Vital:
HP: 81| AC: 22_T:13_ FF:19_ Perception +10| Sense Motive +5, Initiative: +9, Fort: +9_ Ref: +9_ Will: +4, CMB: +7, CMD: 22, Speed: 40 Immune:disease Resist:Cold&Elec10
Skills:
Acro+1|Bluf+7|Climb+2|Dip+12|Esc+1|Heal+8|Inti+11|K(Nat,Rel)+12|Ride+6|Spel l+12|Stealth+7|Sur+11|Swim+5

"Push forward then?" He prods the group.


Male
Special:
Channel Energy 2d6 (Will 18 DC for half), 8/10x/day|Resist Negative Energy, Cold, and Electricity 10|Immune Magic Aging, Disease, and Positive Energy Damage
Vitals:
HP 62/67|Fast Healing 7|AC 20 (12 T, 18 FF)|Fort 8 Reflex 3 Will 7|BAB +2, CMB +6, CMD 18
Skills:
Percept +6|SM +12|Diplo +14|Heal +12 (+10)|Kn. (arcana, planes, hist.) +11|Kn. (religion) +14|Kn. (nobility) +12|Appraise +11|Linguist. +11|Spell +11|Stealth +7

"Of course!" Cristo answered.


Male Half Celestial Aasimar
VITALS:
AC: 21, T: 13, FF: 18; HP: 56/56; F:15, R:10, W:13; CMD 23 ; Init: +5 ; Perc:+11
Paladin 4
Skills:
Acrobatics -3 (-7 to jump), Diplomacy +13, Fly +8, Handle Animal +15, Heal +10, Knowledge (religion) +11, Perception +11, Profession (soldier) +10, Ride +4, Sense Motive +10, Survival +5

"Very well, marching forward" he confirms as he takes his position


Male
Special:
Channel Energy 2d6 (Will 18 DC for half), 8/10x/day|Resist Negative Energy, Cold, and Electricity 10|Immune Magic Aging, Disease, and Positive Energy Damage
Vitals:
HP 62/67|Fast Healing 7|AC 20 (12 T, 18 FF)|Fort 8 Reflex 3 Will 7|BAB +2, CMB +6, CMD 18
Skills:
Percept +6|SM +12|Diplo +14|Heal +12 (+10)|Kn. (arcana, planes, hist.) +11|Kn. (religion) +14|Kn. (nobility) +12|Appraise +11|Linguist. +11|Spell +11|Stealth +7

The cleric uses his shoulders to help bare the weight of the gear as they travel.


Your group moves further down the road, who is carrying the light crossbows there are six to be held or put in bags.

Imrik continues to take the lead as Drake holds back to watch the groups flank. I also need to know if Imrik is flying above or below the trees. Then who is in the lead of the main group.

Perception, Survival or Knowledge (nature) DC 20 (only one check):

Since an assassin vine looks like a normal plant when at rest, a DC 20 Perception check is required to notice it before it attacks for the first time. Anyone with ranks in Survival or Knowledge (nature) can use either of those skills instead of Perception to notice the plant.


DM note:

Entangle (Su) An assassin vine can, as a free action, cause plants within 30 feet of it to animate and grasp at foes. This ability is otherwise similar to entangle (CL 4th, DC 13). The save DC is Wisdom-based.

Next they rest, 1d8 ⇒ 7 hour assassin vine strikes.


Male
Special:
Channel Energy 2d6 (Will 18 DC for half), 8/10x/day|Resist Negative Energy, Cold, and Electricity 10|Immune Magic Aging, Disease, and Positive Energy Damage
Vitals:
HP 62/67|Fast Healing 7|AC 20 (12 T, 18 FF)|Fort 8 Reflex 3 Will 7|BAB +2, CMB +6, CMD 18
Skills:
Percept +6|SM +12|Diplo +14|Heal +12 (+10)|Kn. (arcana, planes, hist.) +11|Kn. (religion) +14|Kn. (nobility) +12|Appraise +11|Linguist. +11|Spell +11|Stealth +7

Perception: 1d20 + 6 ⇒ (4) + 6 = 10


Attacks:
[dice=+1 Adamantine Spiked chain]d20+9[/dice][dice=+1 Adamantine Spiked Chain]2d4+11[/dice][dice=LE Crystal [Electricity]d6[/dice][dice=Bite]d20+3[/dice] [dice=Bite]d6+7[/dice] [dice=Bite]d20+3[/dice] [dice=Bite]d6+7[/dice]
Vital:
HP 23/26 | AC: 24 T:13 FF: 21 |Perception +11 (LL/DV) | Sense Motive +5, Initiative +3 | Fort +10, Ref +5, Will +6 | CMB +8, CMD 21 | Speed 20 (30) Ft , Fly 50 (60) [Average] | Immune to Sleep, Paralysis, Cold
Skills::
Diplomacy +11, Fly +9 (6), Heal +3, K(Arc, His, Nob) +6, Planes +8, Religion +7, Ling. +7, Perception +11 (LL/DV), Sense Motive +5, Spellcraft +6
Abilities:
Omrataji : Inv: 2/4; Sp.: 4/4

Imrik will stay below the tree line if possible.

Fly: 1d20 + 6 ⇒ (7) + 6 = 13

Perception: 1d20 + 11 ⇒ (4) + 11 = 15

Imrik tries to stay low enough that he is not seen by everyone for miles around as he looks for what lies beyond.


Calin Milotti - Angelkin Aasimar Male Paladin 5
Vital:
HP: 58/58 | AC: 22 T:10 FF:22 | Perception: +3 | Sense Motive: +7, Initiative: +3 | Fort: +10, Ref: +5, Will: +9 | CMB: +10, CMD: 20, Speed: 20 | Immune: all diseases; Resist: Acid, Cold, Elec 5
Skills:
Acrobatics: -6, Bluff: +3, Climb: -1, Diplo: +11, Disguise: +3, Heal: +7, Intim: +3, Kn. Planes: +3, Kn. History: +5, Kn. Nobility: +8, Kn. Religion: +6, Perception: +3, Ride: -6, Sense Motive: +7, Stealth: -6, Survival: +1

Calin hefts several of the crossbows in his bag. If no one else clearly takes the lead, Calin will lead the group down the path.

Perception: 1d20 + 3 ⇒ (19) + 3 = 22


Male Half Celestial Aasimar
VITALS:
AC: 21, T: 13, FF: 18; HP: 56/56; F:15, R:10, W:13; CMD 23 ; Init: +5 ; Perc:+11
Paladin 4
Skills:
Acrobatics -3 (-7 to jump), Diplomacy +13, Fly +8, Handle Animal +15, Heal +10, Knowledge (religion) +11, Perception +11, Profession (soldier) +10, Ride +4, Sense Motive +10, Survival +5

Even though he can use his wings, being one of the guards, he keeps his feet on the ground, and his eyes to the tree lines

Perception: 1d20 + 11 ⇒ (15) + 11 = 26

"Watch out! We have living vines, those aren't natural! he warns points at the camouflaged enemy as he readies his own weapon


Calin Milotti - Angelkin Aasimar Male Paladin 5
Vital:
HP: 58/58 | AC: 22 T:10 FF:22 | Perception: +3 | Sense Motive: +7, Initiative: +3 | Fort: +10, Ref: +5, Will: +9 | CMB: +10, CMD: 20, Speed: 20 | Immune: all diseases; Resist: Acid, Cold, Elec 5
Skills:
Acrobatics: -6, Bluff: +3, Climb: -1, Diplo: +11, Disguise: +3, Heal: +7, Intim: +3, Kn. Planes: +3, Kn. History: +5, Kn. Nobility: +8, Kn. Religion: +6, Perception: +3, Ride: -6, Sense Motive: +7, Stealth: -6, Survival: +1

Calin sees the same thing only seconds after Anapa. "An assassin vine. Be careful. Don't get too close to it!"

Calin looks around to see if the whole area is littered with these vines, or if they are able to skirt them by going slightly out of their way.


Attacks:
[dice=+1 Adamantine Spiked chain]d20+9[/dice][dice=+1 Adamantine Spiked Chain]2d4+11[/dice][dice=LE Crystal [Electricity]d6[/dice][dice=Bite]d20+3[/dice] [dice=Bite]d6+7[/dice] [dice=Bite]d20+3[/dice] [dice=Bite]d6+7[/dice]
Vital:
HP 23/26 | AC: 24 T:13 FF: 21 |Perception +11 (LL/DV) | Sense Motive +5, Initiative +3 | Fort +10, Ref +5, Will +6 | CMB +8, CMD 21 | Speed 20 (30) Ft , Fly 50 (60) [Average] | Immune to Sleep, Paralysis, Cold
Skills::
Diplomacy +11, Fly +9 (6), Heal +3, K(Arc, His, Nob) +6, Planes +8, Religion +7, Ling. +7, Perception +11 (LL/DV), Sense Motive +5, Spellcraft +6
Abilities:
Omrataji : Inv: 2/4; Sp.: 4/4

"What? Where?" Imrik says as he just sees plants everywhere!


Surprise Round! If you hit the perception you can act. My guess would be to draw ranged weapons.

---
Imrick looks around just as the vine tries to wrap around his neck.

Calin:
You do notice that there is at least two, it could be more as there are a lot of vines moving towards Imrick.

slam: 1d20 + 7 ⇒ (14) + 7 = 21
damage: 1d8 + 7 ⇒ (1) + 7 = 8 plus grab)

grab: 1d20 + 13 ⇒ (10) + 13 = 23
damage: 1d8 + 7 ⇒ (1) + 7 = 8

The vine snaps into Imrick and wraps itself around his neck. Flatfooted AC.

Round 1

Init:

1d20 ⇒ 3 vine 1

1d20 ⇒ 6 vine 2

1d20 + 3 ⇒ (10) + 3 = 13 Imrick
1d20 + 3 ⇒ (3) + 3 = 6 Calin
1d20 + 5 ⇒ (9) + 5 = 14 Anapa
1d20 ⇒ 16 cristo
1d20 + 9 ⇒ (19) + 9 = 28 Drake
1d20 ⇒ 5

3 vine 1
1d20 ⇒ 6 vine 2

1d20 + 3 ⇒ (10) + 3 = 13 Imrick
1d20 + 3 ⇒ (3) + 3 = 6 Calin
1d20 + 5 ⇒ (9) + 5 = 14 Anapa
16 cristo

28 Drake
Team then vines!


Male Half Celestial Aasimar
VITALS:
AC: 21, T: 13, FF: 18; HP: 56/56; F:15, R:10, W:13; CMD 23 ; Init: +5 ; Perc:+11
Paladin 4
Skills:
Acrobatics -3 (-7 to jump), Diplomacy +13, Fly +8, Handle Animal +15, Heal +10, Knowledge (religion) +11, Perception +11, Profession (soldier) +10, Ride +4, Sense Motive +10, Survival +5

He rushes over to help Imrick, taking a heavy slash to the vine trying to strangle him

Slash!: 1d20 + 10 ⇒ (5) + 10 = 15
Damage: 2d8 + 16 ⇒ (5, 1) + 16 = 22


Male
Special:
Channel Energy 2d6 (Will 18 DC for half), 8/10x/day|Resist Negative Energy, Cold, and Electricity 10|Immune Magic Aging, Disease, and Positive Energy Damage
Vitals:
HP 62/67|Fast Healing 7|AC 20 (12 T, 18 FF)|Fort 8 Reflex 3 Will 7|BAB +2, CMB +6, CMD 18
Skills:
Percept +6|SM +12|Diplo +14|Heal +12 (+10)|Kn. (arcana, planes, hist.) +11|Kn. (religion) +14|Kn. (nobility) +12|Appraise +11|Linguist. +11|Spell +11|Stealth +7

Round 1

Cristo throws off his load of gear and supplies and draws his morningstar.


Round 1

Anapa flies up to help Imrick, cutting a deep gash cutting some of the vine just not the vine around his neck. You can see it loosen...

Cristo sees himself for a melee and they are up in the trees.


Vital:
HP: 81| AC: 22_T:13_ FF:19_ Perception +10| Sense Motive +5, Initiative: +9, Fort: +9_ Ref: +9_ Will: +4, CMB: +7, CMD: 22, Speed: 40 Immune:disease Resist:Cold&Elec10
Skills:
Acro+1|Bluf+7|Climb+2|Dip+12|Esc+1|Heal+8|Inti+11|K(Nat,Rel)+12|Ride+6|Spel l+12|Stealth+7|Sur+11|Swim+5

Round Surprise

perception: 1d20 + 10 ⇒ (2) + 10 = 12 [occ]No![/ooc]

How close?: 1d4 - 2 ⇒ (1) - 2 = -1 Awesome!

Round 1

Now seeing the threat for what it is he draws and rapid fires at the vine around Imrick.

Rapid shot, soft cover
Ranged mwk composite longbow, arrow, DA: 1d20 + 11 + 3 - 1 - 2 - 4 ⇒ (7) + 11 + 3 - 1 - 2 - 4 = 14
damage: 1d8 + 2 + 1 + 2 ⇒ (1) + 2 + 1 + 2 = 6
Ranged mwk composite longbow, arrow, DA: 1d20 + 11 + 3 - 1 - 2 - 4 ⇒ (6) + 11 + 3 - 1 - 2 - 4 = 13
damage: 1d8 + 2 + 1 + 2 ⇒ (5) + 2 + 1 + 2 = 10

Both arrows miss their mark.


Attacks:
[dice=+1 Adamantine Spiked chain]d20+9[/dice][dice=+1 Adamantine Spiked Chain]2d4+11[/dice][dice=LE Crystal [Electricity]d6[/dice][dice=Bite]d20+3[/dice] [dice=Bite]d6+7[/dice] [dice=Bite]d20+3[/dice] [dice=Bite]d6+7[/dice]
Vital:
HP 23/26 | AC: 24 T:13 FF: 21 |Perception +11 (LL/DV) | Sense Motive +5, Initiative +3 | Fort +10, Ref +5, Will +6 | CMB +8, CMD 21 | Speed 20 (30) Ft , Fly 50 (60) [Average] | Immune to Sleep, Paralysis, Cold
Skills::
Diplomacy +11, Fly +9 (6), Heal +3, K(Arc, His, Nob) +6, Planes +8, Religion +7, Ling. +7, Perception +11 (LL/DV), Sense Motive +5, Spellcraft +6
Abilities:
Omrataji : Inv: 2/4; Sp.: 4/4

Round 1

Imrik reacts by attacking the vine with tooth and claw!

Bite-PA: 1d20 + 9 - 1 ⇒ (4) + 9 - 1 = 12

Bite+PA: 1d6 + 7 + 2 ⇒ (5) + 7 + 2 = 14

Claw-PA: 1d20 + 9 - 1 ⇒ (4) + 9 - 1 = 12

Claw+PA: 1d4 + 7 + 2 ⇒ (4) + 7 + 2 = 13

Claw-PA: 1d20 + 9 - 1 ⇒ (11) + 9 - 1 = 19

Claw+PA: 1d4 + 7 + 2 ⇒ (1) + 7 + 2 = 10

That could have gone a bit better.

Round 2

Imrik yells out, "The plants in these parts are terrible! as he continues to try and red the thing attacking him.

Bite-PA: 1d20 + 9 - 1 ⇒ (14) + 9 - 1 = 22

Bite+PA: 1d6 + 7 + 2 ⇒ (1) + 7 + 2 = 10

Claw-PA: 1d20 + 9 - 1 ⇒ (10) + 9 - 1 = 18

Claw+PA: 1d4 + 7 + 2 ⇒ (4) + 7 + 2 = 13

Claw-PA: 1d20 + 9 - 1 ⇒ (4) + 9 - 1 = 12

Claw+PA: 1d4 + 7 + 2 ⇒ (2) + 7 + 2 = 11


Male
Special:
Channel Energy 2d6 (Will 18 DC for half), 8/10x/day|Resist Negative Energy, Cold, and Electricity 10|Immune Magic Aging, Disease, and Positive Energy Damage
Vitals:
HP 62/67|Fast Healing 7|AC 20 (12 T, 18 FF)|Fort 8 Reflex 3 Will 7|BAB +2, CMB +6, CMD 18
Skills:
Percept +6|SM +12|Diplo +14|Heal +12 (+10)|Kn. (arcana, planes, hist.) +11|Kn. (religion) +14|Kn. (nobility) +12|Appraise +11|Linguist. +11|Spell +11|Stealth +7

Round 2

Morningstar in hand, the cleric seeks to climb the tree and help his companions.

Climb: 1d20 + 4 ⇒ (6) + 4 = 10


Imrick you are grappled... you can try to break free.

Round 2
Cristo tries climbing with Morningstar in hand and fails dropping to the ground again.

Imrik is free before the vine gets to go again but Anapa is the next victim as vines lash around him. But he gets free.

slam: 1d20 + 7 ⇒ (3) + 7 = 10
damage: 1d8 + 7 ⇒ (7) + 7 = 14
plus grab)

grab: 1d20 + 13 ⇒ (3) + 13 = 16

Round 3

slam: 1d20 + 7 ⇒ (3) + 7 = 10
damage: 1d8 + 7 ⇒ (5) + 7 = 12
plus grab)

grab: 1d20 + 13 ⇒ (18) + 13 = 31


Vital:
HP: 81| AC: 22_T:13_ FF:19_ Perception +10| Sense Motive +5, Initiative: +9, Fort: +9_ Ref: +9_ Will: +4, CMB: +7, CMD: 22, Speed: 40 Immune:disease Resist:Cold&Elec10
Skills:
Acro+1|Bluf+7|Climb+2|Dip+12|Esc+1|Heal+8|Inti+11|K(Nat,Rel)+12|Ride+6|Spel l+12|Stealth+7|Sur+11|Swim+5

Round 2

He continues to rapid fire at the vine around Imrick.

Rapid shot, soft cover
Ranged mwk composite longbow, arrow, DA: 1d20 + 11 + 3 - 1 - 2 - 4 ⇒ (14) + 11 + 3 - 1 - 2 - 4 = 21
damage: 1d8 + 2 + 1 + 2 ⇒ (4) + 2 + 1 + 2 = 9
Ranged mwk composite longbow, arrow, DA: 1d20 + 11 + 3 - 1 - 2 - 4 ⇒ (4) + 11 + 3 - 1 - 2 - 4 = 11
damage: 1d8 + 2 + 1 + 2 ⇒ (1) + 2 + 1 + 2 = 6

The 2nd arrow misses its mark.


Male
Special:
Channel Energy 2d6 (Will 18 DC for half), 8/10x/day|Resist Negative Energy, Cold, and Electricity 10|Immune Magic Aging, Disease, and Positive Energy Damage
Vitals:
HP 62/67|Fast Healing 7|AC 20 (12 T, 18 FF)|Fort 8 Reflex 3 Will 7|BAB +2, CMB +6, CMD 18
Skills:
Percept +6|SM +12|Diplo +14|Heal +12 (+10)|Kn. (arcana, planes, hist.) +11|Kn. (religion) +14|Kn. (nobility) +12|Appraise +11|Linguist. +11|Spell +11|Stealth +7

Round 3

"Dammit.." The cleric uses to himself as he quickly recovers and attempt to aid thew others.
Climb: 1d20 + 4 ⇒ (11) + 4 = 15


Calin Milotti - Angelkin Aasimar Male Paladin 5
Vital:
HP: 58/58 | AC: 22 T:10 FF:22 | Perception: +3 | Sense Motive: +7, Initiative: +3 | Fort: +10, Ref: +5, Will: +9 | CMB: +10, CMD: 20, Speed: 20 | Immune: all diseases; Resist: Acid, Cold, Elec 5
Skills:
Acrobatics: -6, Bluff: +3, Climb: -1, Diplo: +11, Disguise: +3, Heal: +7, Intim: +3, Kn. Planes: +3, Kn. History: +5, Kn. Nobility: +8, Kn. Religion: +6, Perception: +3, Ride: -6, Sense Motive: +7, Stealth: -6, Survival: +1

Surprise Round

Since he doesn't currently carry a ranged weapon, Calin readies himself to protect Drake's flanks.

Round 1

Seeing Imrik harried by vines in a tree, Calin rushes over to his friends and tries to climb.

Climb: 1d20 - 1 ⇒ (7) - 1 = 6

Round 2

"Blast!" He tries again.

Climb: 1d20 - 1 ⇒ (17) - 1 = 16


Male Half Celestial Aasimar
VITALS:
AC: 21, T: 13, FF: 18; HP: 56/56; F:15, R:10, W:13; CMD 23 ; Init: +5 ; Perc:+11
Paladin 4
Skills:
Acrobatics -3 (-7 to jump), Diplomacy +13, Fly +8, Handle Animal +15, Heal +10, Knowledge (religion) +11, Perception +11, Profession (soldier) +10, Ride +4, Sense Motive +10, Survival +5

Anapa again cuts at the vines around Imrik

Chop!: 1d20 + 10 ⇒ (20) + 10 = 30
Slash: 2d8 + 16 ⇒ (7, 3) + 16 = 26


End of combat.

Anapa cuts the assassin vine and it falls, at least part of it. The vines don't attack or grasp any more.

You have two or three hours left before it's dark.


Male
Special:
Channel Energy 2d6 (Will 18 DC for half), 8/10x/day|Resist Negative Energy, Cold, and Electricity 10|Immune Magic Aging, Disease, and Positive Energy Damage
Vitals:
HP 62/67|Fast Healing 7|AC 20 (12 T, 18 FF)|Fort 8 Reflex 3 Will 7|BAB +2, CMB +6, CMD 18
Skills:
Percept +6|SM +12|Diplo +14|Heal +12 (+10)|Kn. (arcana, planes, hist.) +11|Kn. (religion) +14|Kn. (nobility) +12|Appraise +11|Linguist. +11|Spell +11|Stealth +7

The cleric regathers his load of supplies and continues walking toward their destination.


Attacks:
[dice=+1 Adamantine Spiked chain]d20+9[/dice][dice=+1 Adamantine Spiked Chain]2d4+11[/dice][dice=LE Crystal [Electricity]d6[/dice][dice=Bite]d20+3[/dice] [dice=Bite]d6+7[/dice] [dice=Bite]d20+3[/dice] [dice=Bite]d6+7[/dice]
Vital:
HP 23/26 | AC: 24 T:13 FF: 21 |Perception +11 (LL/DV) | Sense Motive +5, Initiative +3 | Fort +10, Ref +5, Will +6 | CMB +8, CMD 21 | Speed 20 (30) Ft , Fly 50 (60) [Average] | Immune to Sleep, Paralysis, Cold
Skills::
Diplomacy +11, Fly +9 (6), Heal +3, K(Arc, His, Nob) +6, Planes +8, Religion +7, Ling. +7, Perception +11 (LL/DV), Sense Motive +5, Spellcraft +6
Abilities:
Omrataji : Inv: 2/4; Sp.: 4/4

"The plants in these parts are...terrible." Imrik says as starts his healing aura.

I will use two minutes of my aura to heal everyone 20 points. So I am full and that should heal anyone else who is hurt.


Vital:
HP: 81| AC: 22_T:13_ FF:19_ Perception +10| Sense Motive +5, Initiative: +9, Fort: +9_ Ref: +9_ Will: +4, CMB: +7, CMD: 22, Speed: 40 Immune:disease Resist:Cold&Elec10
Skills:
Acro+1|Bluf+7|Climb+2|Dip+12|Esc+1|Heal+8|Inti+11|K(Nat,Rel)+12|Ride+6|Spel l+12|Stealth+7|Sur+11|Swim+5

Before leaving the assassin vines he collects his arrows. Using his dagger to make sure they are dead. Then looks around for corpses.

Take 10 perception, 22!

He enjoys the boost from Imrik and sticks around for the aura. "Thanks Imrik that is a sweet aura you got there. So we plan to do the three four hour shifts we should make camp soon."


Drake does find a few bodies. A horse, a man, and a skeleton.

The horse has saddlebags, a saddle, a holey blanket, bit and bridle.

Saddlebags:
There are several centipedes that attack when it is opened.

bite: 1d20 + 6 ⇒ (9) + 6 = 15
bite: 1d20 + 6 ⇒ (10) + 6 = 16
bite: 1d20 + 6 ⇒ (4) + 6 = 10

damage: 1 = 1 plus poison

Poison (EX) Bite—injury; save Fort DC 11; frequency 1/round for 6 rounds; effect 1 Dex damage; cure 1 save. The save DC is Constitution-based and includes a +2 racial bonus.
---
Loot: There are a few ruined books, a metal scroll case with a writ of loan worth 300 gp. A bag with 8 gp, 11 sp, 15 cp.

The man has an engraved silver ring, a silver bracelet, a silver with sapphire amulet. A ruined Noblemans outfit. A dagger and a ruined crossbow with a qurrel of bolts.

The skeleton: chain shirt, ruined backpack, 'a fighters kit' with the perishables gone.


Male
Special:
Channel Energy 2d6 (Will 18 DC for half), 8/10x/day|Resist Negative Energy, Cold, and Electricity 10|Immune Magic Aging, Disease, and Positive Energy Damage
Vitals:
HP 62/67|Fast Healing 7|AC 20 (12 T, 18 FF)|Fort 8 Reflex 3 Will 7|BAB +2, CMB +6, CMD 18
Skills:
Percept +6|SM +12|Diplo +14|Heal +12 (+10)|Kn. (arcana, planes, hist.) +11|Kn. (religion) +14|Kn. (nobility) +12|Appraise +11|Linguist. +11|Spell +11|Stealth +7

After dealing with the saddlebags, Cristo examines the skeleton. It appears this man was part of the nobility. The cleric examines the remains and the silver items to see if the body can be identified.
Knowledge (nobility): 1d20 + 12 ⇒ (8) + 12 = 20


Male Half Celestial Aasimar
VITALS:
AC: 21, T: 13, FF: 18; HP: 56/56; F:15, R:10, W:13; CMD 23 ; Init: +5 ; Perc:+11
Paladin 4
Skills:
Acrobatics -3 (-7 to jump), Diplomacy +13, Fly +8, Handle Animal +15, Heal +10, Knowledge (religion) +11, Perception +11, Profession (soldier) +10, Ride +4, Sense Motive +10, Survival +5

Anapa nods "If the forest itself is out to get us, perhaps we shouldn't split to far away from each other. Could have been much worse for our friend Imrik" as he once again takes a look around the area


Calin Milotti - Angelkin Aasimar Male Paladin 5
Vital:
HP: 58/58 | AC: 22 T:10 FF:22 | Perception: +3 | Sense Motive: +7, Initiative: +3 | Fort: +10, Ref: +5, Will: +9 | CMB: +10, CMD: 20, Speed: 20 | Immune: all diseases; Resist: Acid, Cold, Elec 5
Skills:
Acrobatics: -6, Bluff: +3, Climb: -1, Diplo: +11, Disguise: +3, Heal: +7, Intim: +3, Kn. Planes: +3, Kn. History: +5, Kn. Nobility: +8, Kn. Religion: +6, Perception: +3, Ride: -6, Sense Motive: +7, Stealth: -6, Survival: +1

Calin helps deal with the centipedes that were nestled in the saddlebags. He lays out all of the loot in an orderly grouping. "The crossbow is nothing more than kindling now, but there are valuable items here."

Calin agrees with Cristo's assessment and he looks for any familiar markings like family crest or similar.

Knowledge Nobility: 1d20 + 8 ⇒ (10) + 8 = 18


Male Half Celestial Aasimar
VITALS:
AC: 21, T: 13, FF: 18; HP: 56/56; F:15, R:10, W:13; CMD 23 ; Init: +5 ; Perc:+11
Paladin 4
Skills:
Acrobatics -3 (-7 to jump), Diplomacy +13, Fly +8, Handle Animal +15, Heal +10, Knowledge (religion) +11, Perception +11, Profession (soldier) +10, Ride +4, Sense Motive +10, Survival +5

Anapa will quietly say a prayer to Anubis to guide their souls safely to the boneyard


Cristo does identify the family name... I just don't have it created. I am open to suggestions.

Who opens the saddlebag? Drake can!


Male
Special:
Channel Energy 2d6 (Will 18 DC for half), 8/10x/day|Resist Negative Energy, Cold, and Electricity 10|Immune Magic Aging, Disease, and Positive Energy Damage
Vitals:
HP 62/67|Fast Healing 7|AC 20 (12 T, 18 FF)|Fort 8 Reflex 3 Will 7|BAB +2, CMB +6, CMD 18
Skills:
Percept +6|SM +12|Diplo +14|Heal +12 (+10)|Kn. (arcana, planes, hist.) +11|Kn. (religion) +14|Kn. (nobility) +12|Appraise +11|Linguist. +11|Spell +11|Stealth +7

For convenience, let the noble be part of the area nobility. That way, the party can bring the silver items to their mansion.
I suggest Drake take care of the saddlebag.


Vital:
HP: 81| AC: 22_T:13_ FF:19_ Perception +10| Sense Motive +5, Initiative: +9, Fort: +9_ Ref: +9_ Will: +4, CMB: +7, CMD: 22, Speed: 40 Immune:disease Resist:Cold&Elec10
Skills:
Acro+1|Bluf+7|Climb+2|Dip+12|Esc+1|Heal+8|Inti+11|K(Nat,Rel)+12|Ride+6|Spel l+12|Stealth+7|Sur+11|Swim+5

Drake opens the saddlebags... the centipedes miss.

Round 1
He flings the saddlebags away. Then draws his bow. He yells, "Centipedes! Wait for them to come out!


You all may act first. The bugs are a bit disorientated.


Attacks:
[dice=+1 Adamantine Spiked chain]d20+9[/dice][dice=+1 Adamantine Spiked Chain]2d4+11[/dice][dice=LE Crystal [Electricity]d6[/dice][dice=Bite]d20+3[/dice] [dice=Bite]d6+7[/dice] [dice=Bite]d20+3[/dice] [dice=Bite]d6+7[/dice]
Vital:
HP 23/26 | AC: 24 T:13 FF: 21 |Perception +11 (LL/DV) | Sense Motive +5, Initiative +3 | Fort +10, Ref +5, Will +6 | CMB +8, CMD 21 | Speed 20 (30) Ft , Fly 50 (60) [Average] | Immune to Sleep, Paralysis, Cold
Skills::
Diplomacy +11, Fly +9 (6), Heal +3, K(Arc, His, Nob) +6, Planes +8, Religion +7, Ling. +7, Perception +11 (LL/DV), Sense Motive +5, Spellcraft +6
Abilities:
Omrataji : Inv: 2/4; Sp.: 4/4

Round 1

Imrik readies and smacks a bug as it comes out.

+1 Adamantine Spiked chain-PA: 1d20 + 9 - 1 ⇒ (20) + 9 - 1 = 28

+1 Adamantine Spiked Chain+PA: 2d4 + 11 + 3 ⇒ (4, 4) + 11 + 3 = 22

LE Crystal [Electricity: 1d6 ⇒ 4

Critical Confirmation +1 Adamantine Spiked chain-PA: 1d20 + 9 - 1 ⇒ (18) + 9 - 1 = 26

Critical Confirmation +1 Adamantine Spiked Chain+PA: 2d4 + 11 + 3 ⇒ (3, 4) + 11 + 3 = 21


Male Half Celestial Aasimar
VITALS:
AC: 21, T: 13, FF: 18; HP: 56/56; F:15, R:10, W:13; CMD 23 ; Init: +5 ; Perc:+11
Paladin 4
Skills:
Acrobatics -3 (-7 to jump), Diplomacy +13, Fly +8, Handle Animal +15, Heal +10, Knowledge (religion) +11, Perception +11, Profession (soldier) +10, Ride +4, Sense Motive +10, Survival +5

The hound celestial brings his large blade down on the closest of the centipedes

Swing!: 1d20 + 10 ⇒ (9) + 10 = 19
Damage: 2d8 + 16 ⇒ (4, 4) + 16 = 24


Male
Special:
Channel Energy 2d6 (Will 18 DC for half), 8/10x/day|Resist Negative Energy, Cold, and Electricity 10|Immune Magic Aging, Disease, and Positive Energy Damage
Vitals:
HP 62/67|Fast Healing 7|AC 20 (12 T, 18 FF)|Fort 8 Reflex 3 Will 7|BAB +2, CMB +6, CMD 18
Skills:
Percept +6|SM +12|Diplo +14|Heal +12 (+10)|Kn. (arcana, planes, hist.) +11|Kn. (religion) +14|Kn. (nobility) +12|Appraise +11|Linguist. +11|Spell +11|Stealth +7

Gonna assume Cristo did not have his hands full when the saddlebags were opened.

Cristo draws his morningstar and attacks the insects.
MW Morningstar: 1d20 + 7 ⇒ (3) + 7 = 10
Dmg.: 1d8 + 4 + 1d6 ⇒ (5) + 4 + (3) = 12


Calin Milotti - Angelkin Aasimar Male Paladin 5
Vital:
HP: 58/58 | AC: 22 T:10 FF:22 | Perception: +3 | Sense Motive: +7, Initiative: +3 | Fort: +10, Ref: +5, Will: +9 | CMB: +10, CMD: 20, Speed: 20 | Immune: all diseases; Resist: Acid, Cold, Elec 5
Skills:
Acrobatics: -6, Bluff: +3, Climb: -1, Diplo: +11, Disguise: +3, Heal: +7, Intim: +3, Kn. Planes: +3, Kn. History: +5, Kn. Nobility: +8, Kn. Religion: +6, Perception: +3, Ride: -6, Sense Motive: +7, Stealth: -6, Survival: +1

Calin does his best to fight the centipedes along with the group.

Longsword w/ PA: 1d20 + 10 ⇒ (11) + 10 = 21
Slashing Dmg: 1d8 + 10 ⇒ (6) + 10 = 16


Splat! Splat! Splat! Goes the centipedes as the group smashes into them.

Please state which items you take and add them to your inventory.

The group finds a glade off the road and begin to make camp. Who makes the fire? Please tell us what you do to prepare for the night.

The night goes by quickly. No one raises the alarm not seeing any threats but many of them heard howls and other night sounds.

The next day you don't find anymore attacking plants or many animals. As twilight starts to creep upon you, you see a caravan ahead. As you arrive, the various members of the troupe are milling aimlessly around the stopped caravan. Aleece’s sisters Lettie and Poppy are crying and
distraught, which in turn is causing the Wolf Child to howl inconsolably. Lidia and S’jeer are trying to comfort them while the others argue over the best course of action to take. Trollblood and Prince Zar are in favor of mounting a search party to find Aleece, but Hap and the three clowns are reluctant to venture into the nearby fens
for fear that whatever happened to Aleece might happen to them.

As soon as the Kin realize that strangers have arrived, Kaleb emerges from his wagon to greet you. Though the Kin are naturally reluctant to trust strangers, Kaleb does not want to risk the lives of his troupe in a foolhardy search in the fens at night. Several travelers have already
passed the caravan by, repulsed by the freaks’ appearance, and despite his somewhat sinister appearance, Kaleb honestly needs help. In all his finery, he approaches your group and explains the situation, assuring you that his troupe are harmless performers who have lost one of their
own. He begs for aid, and promises to reward you with a magical dagger if they can find the missing Aleece. It is immediately obvious that the Kin are ill-prepared to go venturing into the fens, and that any rescue party they mount would likely deteriorate into a disaster before the night is over.

Survival DC 15:
Aleece’s tracks are fresh, and found. The tracks run for about half a mile as they head down into a boggy river valley, and then into a densely vegetated, midge-infested marsh. The marsh is a shallow bog, with high reeds between 6 and 8 feet high that affect abilities and movement in the same way as heavy undergrowth in dense forest. Aleece’s tracks soon all but vanish under water.

In the Bog! DC 20 Survival check:
As you continue for another hundred yards or so to a cramped clearing filled with dismal-looking gray
flowers.

In the clearing! Perception DC 20:
Aleece’s pale, broken body lies half-submerged in the bog a few yards past the clearing, to notice the tracks the body made as it was dragged away.


Male
Special:
Channel Energy 2d6 (Will 18 DC for half), 8/10x/day|Resist Negative Energy, Cold, and Electricity 10|Immune Magic Aging, Disease, and Positive Energy Damage
Vitals:
HP 62/67|Fast Healing 7|AC 20 (12 T, 18 FF)|Fort 8 Reflex 3 Will 7|BAB +2, CMB +6, CMD 18
Skills:
Percept +6|SM +12|Diplo +14|Heal +12 (+10)|Kn. (arcana, planes, hist.) +11|Kn. (religion) +14|Kn. (nobility) +12|Appraise +11|Linguist. +11|Spell +11|Stealth +7
GM Wolf wrote:

Please state which items you take and add them to your inventory.

The group finds a glade off the road and begin to make camp. Who makes the fire? Please tell us what you do to prepare for the night.

Cristo takes the silver items from the deceased noble, and puts them in his backpack, in hopes to return them to his family.

Despite his famed outdoorman lord uncle, Cristo was raised mostly indoors, and has no wilderness lore to draw from. The cleric does what he can help keep the fire going, but feeding it various sticks. After doing a quick circle of the campsite to check for any lingering spirits, Cristo lays down his bed roll, tries to read some passages from The Bones Land in a Spiral and go to sleep.

☠ ☠ ☠ ☠ ☠

Cristo freely moves amongst the performers, doing his best to ease their worry. "As with the majority of my travels abroad, I will continue to lean on the skills of my companions, but we shall enter the fen and do our best to bring Aleece back to you." Diplomacy: 1d20 + 14 ⇒ (17) + 14 = 31

Perception DC 20, if the clearing is found: 1d20 + 6 ⇒ (3) + 6 = 9


Calin Milotti - Angelkin Aasimar Male Paladin 5
Vital:
HP: 58/58 | AC: 22 T:10 FF:22 | Perception: +3 | Sense Motive: +7, Initiative: +3 | Fort: +10, Ref: +5, Will: +9 | CMB: +10, CMD: 20, Speed: 20 | Immune: all diseases; Resist: Acid, Cold, Elec 5
Skills:
Acrobatics: -6, Bluff: +3, Climb: -1, Diplo: +11, Disguise: +3, Heal: +7, Intim: +3, Kn. Planes: +3, Kn. History: +5, Kn. Nobility: +8, Kn. Religion: +6, Perception: +3, Ride: -6, Sense Motive: +7, Stealth: -6, Survival: +1

Calin adds the chain shirt to his pack, leaving the rest. Like Cristo, Calin isn't much of a survivalist, but he knows enough to start a fire and keep it going.

As the party approaches the stopped caravan, Calin keeps a close eye on the surrounding area, wary of a ruse. "My friends and I are happy to help. Where was she last seen?

Perception for ambush: 1d20 + 3 ⇒ (19) + 3 = 22


Attacks:
[dice=+1 Adamantine Spiked chain]d20+9[/dice][dice=+1 Adamantine Spiked Chain]2d4+11[/dice][dice=LE Crystal [Electricity]d6[/dice][dice=Bite]d20+3[/dice] [dice=Bite]d6+7[/dice] [dice=Bite]d20+3[/dice] [dice=Bite]d6+7[/dice]
Vital:
HP 23/26 | AC: 24 T:13 FF: 21 |Perception +11 (LL/DV) | Sense Motive +5, Initiative +3 | Fort +10, Ref +5, Will +6 | CMB +8, CMD 21 | Speed 20 (30) Ft , Fly 50 (60) [Average] | Immune to Sleep, Paralysis, Cold
Skills::
Diplomacy +11, Fly +9 (6), Heal +3, K(Arc, His, Nob) +6, Planes +8, Religion +7, Ling. +7, Perception +11 (LL/DV), Sense Motive +5, Spellcraft +6
Abilities:
Omrataji : Inv: 2/4; Sp.: 4/4

Survival DC 15: 1d20 + 1 ⇒ (8) + 1 = 9

Survival DC 20: 1d20 + 1 ⇒ (9) + 1 = 10

Perception: 1d20 + 11 ⇒ (1) + 11 = 12

Imrik nods and says, "By Omrataji, we will see if we an find Aleece."

Yeah...great rolls.


Calin Milotti - Angelkin Aasimar Male Paladin 5
Vital:
HP: 58/58 | AC: 22 T:10 FF:22 | Perception: +3 | Sense Motive: +7, Initiative: +3 | Fort: +10, Ref: +5, Will: +9 | CMB: +10, CMD: 20, Speed: 20 | Immune: all diseases; Resist: Acid, Cold, Elec 5
Skills:
Acrobatics: -6, Bluff: +3, Climb: -1, Diplo: +11, Disguise: +3, Heal: +7, Intim: +3, Kn. Planes: +3, Kn. History: +5, Kn. Nobility: +8, Kn. Religion: +6, Perception: +3, Ride: -6, Sense Motive: +7, Stealth: -6, Survival: +1

Calin will try to assist in following the tracks in the bog.

DC 15 Survival check: 1d20 + 1 ⇒ (19) + 1 = 20 Success!

DC 20 Survival check: 1d20 + 1 ⇒ (13) + 1 = 14

"Well, I was able to follow these tracks but they've vanished now. Anyone have any ideas? I'm not sure what to make of the situation."


Male Half Celestial Aasimar
VITALS:
AC: 21, T: 13, FF: 18; HP: 56/56; F:15, R:10, W:13; CMD 23 ; Init: +5 ; Perc:+11
Paladin 4
Skills:
Acrobatics -3 (-7 to jump), Diplomacy +13, Fly +8, Handle Animal +15, Heal +10, Knowledge (religion) +11, Perception +11, Profession (soldier) +10, Ride +4, Sense Motive +10, Survival +5

Survival: 1d20 + 5 ⇒ (19) + 5 = 24
Perception: 1d20 + 11 ⇒ (9) + 11 = 20

"There she is" his tone indicating that she probably isn't alive, pointing to her fallen form

"She seemed to have been moved" he adds as he points out the drag marks


Male
Special:
Channel Energy 2d6 (Will 18 DC for half), 8/10x/day|Resist Negative Energy, Cold, and Electricity 10|Immune Magic Aging, Disease, and Positive Energy Damage
Vitals:
HP 62/67|Fast Healing 7|AC 20 (12 T, 18 FF)|Fort 8 Reflex 3 Will 7|BAB +2, CMB +6, CMD 18
Skills:
Percept +6|SM +12|Diplo +14|Heal +12 (+10)|Kn. (arcana, planes, hist.) +11|Kn. (religion) +14|Kn. (nobility) +12|Appraise +11|Linguist. +11|Spell +11|Stealth +7
Anapa wrote:
"She seemed to have been moved" he adds as he points out the drag marks

The cleric readies his morningstar to attack, looking around.

Perception: 1d20 + 6 ⇒ (20) + 6 = 26

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