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1,505 posts. Alias of Edward Sobel.


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I am looking to spend my extra money on a trip to the Bahamas


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all is good, I myself have been a little overwhelmed with work. so much so that I am struggling to keep up with most of my games.

I need a small hiatus from this game till the end of May.


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no problem, not much for Easter weekend anyway.


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about the chest... forgot about that

The chest contains clothing and also various other junk that the gnolls thought might be valuable.

among the stuff you do find a few valuable items:

2 bottles of wine (a local brew worth about 20gp)
a very nice dagger (mw dagger)
2 potions of CLW


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Sensing that t=you do not understand him. the gnoll tries to make some words in common.

road, guard, wizard, gold. goblins

he points down the road in the direction you were originally traveling.


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hey guys, you waiting on me? if so sorry, I may have missed that.


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The gnoll looks up at Conner leaning back in fear at Sora's snap.

in gnoll:

keep the road clear, not let anyone find the mistress until her task is complete. he says with obvious fear in his eyes and voice.


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gnoll stats:

AC 16, touch 11, flat-footed 15 (+2 armor, +1 natural, +2 shield, +1 dodge)
Fort +4, Ref +1, Will +0
CMB +3; CMD 13
these gnolls are -1 to attack and +1 to damage

#1 18 damage
#2 8 damage
#3 15 damage

reflex #1: 1d20 + 1 ⇒ (6) + 1 = 7 = 9 damage
reflex #2: 1d20 + 1 ⇒ (20) + 1 = 21 = 4 damage
reflex #3: 1d20 + 1 ⇒ (19) + 1 = 20 = 4 damage

The group moves quickly taking advantage of the drunk gnoll's lack of observation.

Tat fries all of them but one much worse than the other two as they seem to manage to weave (drunkenly) out of some of the harm's way.

however that little blast semi-victory is short lived as Sora rips the gnoll that failed to dodge the electricity blast apart with a savage bite. #1 is dead

Del leaps from hiding and whacks another gnoll, though the axe hits the damage is a little less than expected and he still stands.

though the combined damage of Del and Tat do take their toll and the gnoll does not have much life left in him.

a crossbow bolt wizzes through the combat hitting noone. and there is a click of a gun but no blast as the weapon jams

Conner advances and slices gnoll number 3 practically in half.

with two down and the last barely standing, he drops his weapon, falling to his knees.

mercy, please he manages to say in broken common


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Link to the battle map

the party is up with a surprise round.

initiative rolls:

tat: 1d20 + 7 ⇒ (14) + 7 = 21
Felix: 1d20 + 12 ⇒ (16) + 12 = 28
Del: 1d20 + 5 ⇒ (19) + 5 = 24
Conner: 1d20 + 1 ⇒ (19) + 1 = 20
Miya: 1d20 + 2 ⇒ (1) + 2 = 3
bad guys: 1d20 + 0 ⇒ (13) + 0 = 13

Initiative order:
Group A: everyone except Miya
Group B: bad guys
Group C: Miya


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The "bandits" looks to Conner, then to the group.

They head off toward some brush to hide, carrying their injured comrade with them.

meanwhile the gnolls approach closer to the group.

one of them hollars out

in gnoll:

hey, you guys better have more of that wine, or its yer blood we will be drinking.

will try and get a map together this weekend, I will be working a double shift tomorrow. you guys will have a surprise round once combat does start as the gnolls are not expecting ou guys being there.


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1d20 + 6 ⇒ (9) + 6 = 15

Del:

You manage to make out 3 gnolls heading your way. they appear to be carrying a small chest and one has what appears to be a bottle.

they appear drunk.


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Felix Tark wrote:

Well let's try being blunt

Felix looks at the family. Look, you need our help and we'd like to help save your family member from dying but we know you're hiding something and that makes us real nervous. So if you want us to help you get to this old shrine then it'd be really great if you could just start being honest. Yeah?

there is enough tome for them to answer this before comapny arrives

They look at each other a little worried, but they see that they may have little choice.

Look, we are actually only here to take what we can from unsuspecting merchants. we are worried that you would find out and help us only to guide us to our execution.

The injured man looks to your group, just help us please, and we will move on, please


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To answer the questions the group has posed either to each other or to the travelers. they do offer what answers that they can.

We would rather not say why we were out here, but we do know of an old shrine just off the main road up ahead. its long abandoned and most likely overgrown with weeds, but it may work

sense motive DC 15:

the group seems to be hiding their real purpose on the road and will not talk of it in front the Paladin.

for Del:

you are keeping an eye up ahead as well as all around you don't see anything unusual but you think you can hear something approaching from up ahead.


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actually its because I like you guys.... I find the fact that you are all patient with me and the pace of the game very positive about all of you.

I am glad to have all of you guys in this game and would hate to lose any of you.


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Hi guys, got busy with stuff, I go away to the Caribbean in about a week and been trying to find what summer type clothes I have that still fit.

I am sorry to have been sluffling off.


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with your combined checks. you can figure out the spell and the effects in the spoiler above

The wound is a vile energy wound. healing magic does work but only if cast on holy ground.


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The wounded man (Serge) drops his crossbow when approached. his condition seems to indicate he probably was struggling to just hold it, let alone shoot anyone.

the wich that was leading the dog-men. she formed a weapon of black magic. it tore through me and no healing has been able to stop the wound from spreading.

spellcraft DC 25:

is very rare yet deadly spell known only as "Vile Lance" There are probably only a handful of wizards that even heard of the spell and fewer that can even use it.


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Miya's heal check:

The wound is also infected with some kind of poison, but nothing you have ever seen before. almost as though the very essence of negative energy were eating away at his flesh.

will need a knowledge religion check DC 20


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The man behind the wagon has a very nasty gash across his mid section. it does not appear to be healing.

Felix:

the wound seems to be tainted with some sort of curse or poison. You would need either another heal check DC 15 or knowledge religion check DC 20.

The woman with what seems to be her husband looks to the trees and waves her hand.

looking to the group, our lookout is in the trees. he is our son, Antonio. This is my husband Stefan and I am Nadya.

Nadya looks like she is a bout to say more but Stefan raises his hand to try and keep her quiet. (not striking her or being violent)

The younger man from the trees, Antonio, makes his way to the group.

no more dog men in the area papa.


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dice rolls:

1d20 ⇒ 19

Miya's perception:

at first she thinks she saw some movement in a nearby tree, but then she sees a bird fly off into the sky.


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Miya's knowledge:

he seems to be referring to gnolls. Daresh employs gnolls as was evidenced back when the group first met her.

The man indicates the man behind the wagon. Serge took a nasty gash to the gut it doesn't seem to be healing right.


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The couple by the wagon cautiously take some steps toward the party. no weapons are drawn.

the man looks back toward the one behind the wagon. Serge, it's alright, they are not dog men. he yells back.

turning to the party. we mean no harm, we were attacked. do you have a healer among your group?


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As the party advances with caution, expecting an ambush or attack, you round the first bend with no attack.

just ahead you see a wagon with no wheels lying in the path. A man with what seems to be his wife nearby.

as you are in view the man looks up at your group and pulls his wife closer to his side.

you are about 80 feet from the wagon.

perception DC 18:

you can make out someone behind the wagon on the ground attempting to hide. you see no weapons pointed at you.

perception DC 22:

you see the previous spoiler, but also the person behind the wagon may be injured


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So the decision is made to venture into goblin territory to investigate the meteor crash site.

Veoden offers 3 potions of cure moderate wounds to the party and offers to finance any incidentals the group may which to purchase for the trip (not to exceed 200 gold for the group).

the incidentals can be decided as we go on within reason and no metagaming

dice rolls:

1d100 ⇒ 69
1d100 ⇒ 64

the journey out of Haanex is mostly uneventful. the first thing you learn though is that the map is not drawn to scale. and after almost a whole day of travel you seem to have barely moved on the map.

the trail ahead winds into a small wooded area.

survival DC 15:

the road ahead looks like a perfect spot for an ambush by bandits if there were any on the road

survival or perception DC20:

the road ahead looks like it has been used very recently and there are some oddities in the trees. something is not right


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ok all, was just waiting for a decision as to where you wanted to go. So it looks like into goblin territory then.


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link to the map

You make your way back to the tower and together with Veoden you start to decipher the map and the journal.

the section of the map that says Dai Weenoo seems to be some ancient burial mounds. still guarded by ancient spirits.

Diread Osooka is an ancient Azlanti obelisk. this is suspected to be the origin of the undead state that Walker Dairoo had suffered.

Dai Dirounai is the site of a meteorite landing. the bottom of a large crater. (this area is also in the heart of goblin country)

Oogiir Ceurt as the name almoat sounds like, this is the "Ogre Court" so obviously there are Ogres here.

Doowar This is a Dwarven clan burial ground and by all indications the clan still uses this area as a burial ground.

Neer Rool a large lake, a creature lurks beneath the surface that feeds on creatures that wander near the edge of the lake.

Oodum Waif, this is the fire swamp

this are the key descriptions that you were able to find in the journal.


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Will get things going tonight


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Felix Tark wrote:

So I've decided to do something pretty dumb guys!


Throwing my hat into the GMing ring for at least a test run.

Any advice would be appreciated on how I do.

I may be able to help with combat maps. the one I use here is pretty simple to use.


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no real knowledge areas. just have to do a little metagaming here.

the dates don't match the Pathfinder setting at all.

I never was good with calanders in any game setting for that matter.

Anyway, if it makes things easier.... ignore the dates except for the one that matched the gravesite.


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I can say that much of this adventure is not level appropriate. some will be very hard and some will be super easy. the placement goes with what will make sense for the area and the creatures in the area.

I can say that the party that I GM'd this for table top fell into the "this will be easy" trap and almost had a TPK


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I know it really makes no sense at this point as this was originally written for a different campaign setting and this part did not convert well.

the keep to this the matching dates are supposed to be a clue to show where the next destination should be.

but that does not mean you cannot check out the other locations.

the common denominator in all of this:

Daresh is after this "starmetal" from a fallen metor

Arowain is a master Alchemist that has the secrets to make a powerful magic item that uses this "starmetal"

Daresh has most likely kidnapped or hired Arowain to make this magic item for her.

the map was supposed to give the location of the fallen meteor that most likely has a supply of starmetal.

this is why Daresh was so interested in the map.

there will be parts that may make no sense, so just go with it for story purposes.


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just let me know if you want to stay here in the cemetery or go back to the keep.


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Lord Foul II wrote:
Well harvest 18, 738 is a date (I assume) mentioned both places

You are correct... that is a date.


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ok here are some clues about the map....

the key with this are the dates.
1. they are not typical Pathfinder setting dates.
2. you will have to refer to the following two pictures that I believe I gave out. (but to make it easier I will post them both here again)

picture 1 - the map

picture 2 - the grave where you exhumed the body

more info can probably be obtained by talking to Veoden but you guys are looking for the possible location of Arowain as well as the mysterious Star metal.


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lets not forget your buddy, Veoden.... anyway look at discussion thread from some DM clues on this as it isn't readily noticeable


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its ok Miya.

Btw today is December 3rd 2016, and its been 3 years, 126 days since I had to use Calculus in the real world....


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sorry Felix, I meant Del but you can take the credit if you want.

Also among the remains is a journal book written in a strange language.

linguistic check (can be untrained) DC 10:

It is in ancient Azlanti


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the xp tracker in the campaign tab is updated

you all should be at 6330 xp now.

no leveling yet.


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Everything happens so fast, poor undead Dairoo, barely had a chance. he is destroyed.

Miya, you are unable to tell if the spell worked or not as Conner and Felix put it down just as your spell went off.

here is the full map you recovered all the parts


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fort save DC 18: 1d20 + 5 ⇒ (1) + 5 = 6

I think the spell is Ear piercing scream, as Sonic scream is a cone effect and has a reflex save

The sound is silent all but the Ghoul, He quickly places his hands over his ears effectively nullifying his retaliation for at least 1 round.

the enemy is dazed for 1 round

enemy stats:

AC 18, touch 14, flat-footed 14 (+4 Dex, +4 natural)
damage taken = 10
Fort +5, Ref +5, Will +7
Defensive Abilities Channel Resistance +2; Immune ability drain, bleeds, death effects, energy drain,
exhaustion, fatigue, physical ability damage, disease, mind-affecting, non-lethal damage, paralysis, poison,
sleep, stunning, Undead Traits

CMB +5; CMD 19


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init rolls:

tat: 1d20 + 7 ⇒ (4) + 7 = 11
Felix: 1d20 + 12 ⇒ (15) + 12 = 27
Del: 1d20 + 5 ⇒ (3) + 5 = 8
Conner: 1d20 + 1 ⇒ (15) + 1 = 16
Miya: 1d20 + 2 ⇒ (17) + 2 = 19
bad guy: 1d20 + 4 ⇒ (2) + 4 = 6

Sora attempts to bite at the creature before in can make a move but the coffin sides prevent a solid bite. missed by 2

initiative order:

whole party
bad guy

PARTY UP!


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yayy for Felix.

on my side, I am finally getting done my night shift ad will have more time for posting.

just not sure if I get done Thursday or Friday but definitely this week.

working 72 hours each week is really more draining than I had hoped.


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The detect magic does reveal a necromantic Aura.

spellcraft DC 18:

the aura is a powerful curse

the knowledge check reveals very little other than this bears a resemblance to a ghoul


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As the mage hand grabs the book and gives a tug. the eyes on the corpse pop open. and it "attempts" to get up.

those that had a readied actions may take them now, the creature may not survive that so we shall see.


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A quick look at the corpse, you can see a small journal book clasped in its hands.


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Del unlocks the coffin locks with relative ease. he slowly opens the coffin and there is a sudden wave of stench the erupts from the coffin as years of trapped decay are suddenly released.

what is inside

at first there is no movement from the decayed corpse inside.

all need to make a DC 12 Fort save or be for 1d3 ⇒ 2 rounds

link to Sickened condition


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will move along tomorrow if I can, I will travelling to Florida for a couple days. bringing my computer so the hotel wifi should be available for evening posting (or perhaps late night posting)


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the hinge is on Conner's side.


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let me know if you cannot edit the map yourselves. I think you all should have access.


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I moved Del so he can work on the lock. Is everyone else where they want to be on the map?

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