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330 posts. Alias of Crimson Jester.


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TPK!


Darth Knight wrote:
cyberfrog-0u812 wrote:
CAPTAIN CAJUN wrote:
Blame On! wrote:
Ross Byers wrote:
Crimson Jester wrote:
Ross Byers wrote:
The thread title and alignment jokes make this look like a joke thread, so it is moved to off topic.
But Ross, what if we don't want it?
Bury it in smurfs, non sequitors, and amusing aliases until it is assimilated?
I guess we can do that.
BUT SHOULD WE?
Wont that mean it just gets bigger and sticks around?
We could always force choke it instead?

Or non Trollishly talk about gaming.


The creature bolts past pick up the young by the nape of the neck, much as a cat would a kitten and bolts off into the darkness.


That leaves Belneiros and friend :D


Waiting for the last two AoO.


Ormak Kron wrote:
Seeing that this no creature of nature, Ormak lashes out with his sword, hoping to put this foul being down.1d20+6 attack. 1d6+2 damage.

Ormak's sword hits with a resounding smack upon the creature its foreleg all but bare to the bone.


Thoian Urthadar wrote:

Thoian kicks out at the creature as it bounds past him.

AoO
Improved Unarmed: 1d20+11
IU Damage: 1d6+10

Your foot strikes it's side and foulness covers your boot. You have never smelt anything so awful before.


The larger creature bounds past and to the smaller one leaving a vile mucus upon the ground. The stench of death flows freely from her, even the plants seem to shrink from her presence.

Everyone who wishes to may now make an attack of opportunity


Tessara Omelian wrote:

Tessara moves to jinx teh still standing creature with one of her nasty tricks.

Use Evil Eye--Target within 30' takes -2 penalty on attack rolls for 7 rounds. A Will DC 16 save reduces this to one round.

Will 1d20 + 5 ⇒ (1) + 5 = 6


Sorry for the delay folks

Ormak and Tessara you are up.


Again Ichor flows fast and freely from this large beast, it lashes out in pain as it searches across the group.


Thoian and Belneiros you are both up


Searos lashes out and green ichor splashes upon the ground.
This second larger creature plants its legs to allow it a deeper bite and attacks.

Bite 1d20 + 7 ⇒ (17) + 7 = 24
damage1d8 + 2 ⇒ (7) + 2 = 9

if it does damage you need to make a fort save vs poison DC18


A loud crash as the bushes and trees move apart, a much larger creature then the first bursts upon the scene. Her eyes glow with an almost malevolent hatred, foam dripping from her jaws. She lashes out at the nearest foe striking at Searos with vengeance and furry.


1d20 + 6 ⇒ (5) + 6 = 11

"Momm.... Snorrrr"


So I have continued here, next up....


OK so to keep things going, for anyone still playing

Ormak Moves forward holding his blade aloft stating once again, "I'd rather not kill you if I don't have to."

The Creature keeps it's eye on Tessara as if it can not look away.

Tessara it is your turn


Ormak it is your turn again. The creature is hemmed in with thick branches and trees to either side of it and both Thoian and the creature Searos stand between you and it.


Belnerios it is now your turn. Do you wish for your Eidolon to attack the target everyone is is with or the one closer to it?


Thoian runs past Ormak and Tessara his blade flashes out scoring a deep wound upon the creature. It lashes out at the same time.

Thoian:
Attack 1d20 + 2 ⇒ (15) + 2 = 17
Damage 1d6 ⇒ 6in damage then, you need a constitution check vs DC 12 poison


Tessara Omelian wrote:

My bad. Missed Thursday's post somehow. I still would like to try and identify the creature using my previous rolls. If it is capable of being affected by mind affecting spells...

Tess moves to the scene of the fight. She targets the enemy, and uses one of her strange powers to give it a sense of unnerving.

Evil Eye--Target within 30' takes -2 penalty to attack rolls for 7 rounds. A Will DC 16 save reduces this to one round. This is a mind affecting effect.

Tessara:

You look at this creature and you notice right away that it is a young Crocotta. Some say these foul beasts are the degenerate offspring of hyena's and a demon. They are known to be able to mimic voices and sounds.

It looks up at you with a glazed look in his eyes.


Belneiros Veloren wrote:

I will move close enough to my Eidolon and cast Mage Armor on him.

Then command him to attack.

Are you wishing to use two rounds to do this?


Tessara it is your turn you can make it to Ormak and engage this round if you wish.


Ormak you can not tell what the critter is.
"Play with food, play, play is fun

It moves 10 feet back and haunches down as if to pounce the moment you close.

The moonlight plays off of it's brown coat.


Belneiros Veloren wrote:

I will move close enough to my Eidolon and cast Mage Armor on him.

Then command him to attack.

He is 60 ft away. You can reach him but not cast yet this round.


Tessara Omelian wrote:

skill checks to try and identify the creature...

Know. Arcana 1d20 + 10
Know. History 1d20 + 8
Know. Nature 1d20 + 9
Know. Planes 1d20 + 8

Well you are too far away at this time to see it. You do hear the sounds of conflict in the distance, over 100 ft away.


Ormak Kron wrote:
DM Jester wrote:

It seems to have hit

1d6+2 in damage then, you need a constitution check vs DC 14 poison
Con check, or Fort save?

Sorry Fort save. What I get for posting during my lunch hour


Ormak since the surprise round is over you may act again then it goes to Tessara.


It seems to have hit
1d6 + 2 ⇒ (2) + 2 = 4 in damage then, you need a constitution check vs DC 14 poison


Ormak you see before you a creature resembling a young deer but with a mouth full of teeth and claws on its feet. Your arrows strikes its flanks and though you see some blood it does not stop its rush towards you.
in a voice like a young child Food, momma says don't play with food

It bites at you, viscus green foam dripping from its opened maw.

1d20 + 4 ⇒ (18) + 4 = 22


Ormak a creature cloaked in shadows bursts forth from the underbrush. You loose your arrow at it. Please make an attack roll and roll for damage in case you hit. Please also roll your Init.


no peeking:

1d20 + 3 ⇒ (13) + 3 = 16


Ormak:

Off in the distance behind you, you hear the sound of a person crashing through the brush, it is distant but seems like it is coming your way

Searos:

The creature that was behind Ormak is moving to the left and seems as if it is going to a position where it can better watch events unfold

Belneiros:

Your chant ends as you walk next to Tessara and no response is received you are sure that he is too far away. Thoian bolts past you and heads off into the brush quickly disappearing from view.

Tessara:

You walk slowly from camp while Belneiros chants near you. You see Thoian bolt into the brush hurrying into the darkness. Giggles sitting upon your should turns to you and whispers, "Something stinks!! out here."

Thoian:

You take off into the brush in the general direction of Ormak, moving quickly through the dense underbrush you easily spy the creature Searos not to distant in front of you.

Oh yeah one more thing; Initiatives please.


Thanks Thoian


Ormak is well outside of your Message spell range


Searos wrote:
Perception Check 1d20 + 15

Searos:

There is another creature betwixt you and Ormak, Much larger the the first, it seems to be watching. It is a four legged creature crouched in the bushes

Ormak:

Before you in the dark is a smallish creature. It seems much less "man" shaped this close. The smell is defiantly coming from near it.

Everyone else:

The noise of crying seems to have stopped and all is eerily quite and still in the night


Ormak Kron wrote:
Do I still hear the cry? or has it stopped?

What you hear now is the faint sound of crying only maybe 50 feat east of you in that small dark copse of trees. You are about 250 feat from the rest of the party but you think that the summoned creature called Searos is but just behind you in the dark

Searos:
needs a perception check


Thoian and Tessara you wake Belneiros who sends his strange creature into the night. You all quickly loose sight of searos.
Aldhelm wakes quickly, from your gentle touch as if he is but half asleep.


Ormak Kron wrote:

Sensing what could be something dangerous out in the night, the Half-Orc moves slowly, and cautiously towards what he hopes is a small child. He pauses every so often to sniff the air, for any signs of danger.

1d20+10 perception check. Don't forget Ormak has the Scent ability.

Ormak:
You smell the rotting flesh of a deer

Whisper the wolf stays in the protective area of tree, her Hackles rising she does not venture into the dark.

Those of you who have made your perception rolls All of you I think Notice a small form several hundred feat off in the night. Past where even dark vision can accurately even make out a form.

Ormak slips into the dark blending in with the shadows.

Ormak:

You sense more then see that there may well be more then one creature out in the night with you. However normal animals, owls and such seem conspicuously absent.


You hear it again only much fainter now.


Since those who are awake made the check
From some distance out in the deepness of the dark of the night

Off in the distance:

a small almost 'thin' sounding voice can be heard "Momma."


Who is on first.... who is on watch??


Darkness falls and the light from your fire is slowly going down. The only noise is the occasional bird call in the distance and the sound of your companions breathing deeply. The air is crisp but has yet to turn cold. The stars are bright in the sky for the moon has not yet risen. The land is cold and dark.

Whomsoever is still awake and on watch please make a perception check


I will post some more late this evening. Mainly about the sun setting and such. You might want to come up with camping rules amongst yourselves.


The sunlight falls upon the faraway snow capped peaks. It strikes them just right to give them a blaze of light almost as if they are on fire in the setting sun. Few bugs fly around but most do not seem to go near your camp ground. You hear a few howls in the night as of some large strange cat hunting for prey from the distance.

The wind changes directions and the snap of chill air causes many of you to pull your cloaks close around.

Is anyone mounted? Other than the wolf and Weasel what other animals are in the camp area? Does anyone light a fire?


I will give it a day or so for RP options then will add some other "encounters"


A crisp chill enters the air, it is looking as if the night shall be cold after all.


Monkeygod wrote:
1d20+8 K:N check about what just happened

I assume this is for Ormak Kron. Knowledge Nature does not reveal anything. Otherwise meaning this is not natural.


As per a request on the Vigils

Beltanian Vigil

Role: Part reconnaissance expert, part border guard, part spy, part diplomat, the vigilant is a highly trained warrior who can be confidently sent into any situation, no matter how grim the odds.

Alignment: non-evil.
Hit Die: d12.

Requirements
BAB +5

Feats: Endurance

Skills:
Diplomacy 5 Ranks
gather information 5 ranks
Knowledge Nature 7 ranks

Ordination: Must pass an initiation test and swear an oath of allegiance to vesh.

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