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226 posts. Alias of Stratos.


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Filios: Let us say it is the latter. With 2 under the projected number of players and declining momentum, it would probably be best to suspend it.


"Poor lady won't be able to walk on that leg for weeks, Rellington says. Must be horrible people on that island. I'd rather not go there."


"Ain't had no other visitors after the fish people - besides the poor lady," chimes in Balo, taking a sip of his stew. "'n' saw no ships. But they could be out there. Jeanne's been running about like a stowaway rat all day. She doesn't like the open waters. Rather in the city."

Setting aside his bowl he goes to fetch a new bottle of some beverage. "What's it like on the land?"


Without much incident, the rest of the group is brought aboard, reunited with the sub-skeletal crew. The native is asleep, and the surviving crew members don't look to be in ship-shape; Wald seems exhausted, and the others seem to have a gloom hanging over them.

Roasted vegetables and jerky are in the common area below deck for all who would partake of them - along with some brandy.

As the sun begins to set, Wald puts the situation pointedly to you. "We're in some unknown land. Onaar may have known something about this, but I'm in the dark. The inhabitants seem murderous on land and sea. I just ... I don't know what to do! A captain is supposed to lead, but I have no direction to give." The little sailor is obviously frustrated with himself, agitation manifesting itself in his voice. "The woman said she and her ... ex-husband had been slaves since they were children. Some tyrannical empire destroyed their society. So there is civilization. But do we really want to deal with them?"

After listening to this brainstorming, Jeanne has some not-so-pretty emotions to air as well. "What about home? I didn't sign up to be with some globe hopping skipper. I want to see my sister again!" She storms out of the area and into one of the sleeping quarters. You can hear her flop onto a hammock.

Wald sighs in defeat and shakes his head.


Climbing aboard is not a problem, nor is finding the crew: they are all below deck - at least those that were alive when you left. The woman from the town is also with them. Her lower leg is quite mangled though, and a crude bandage and poultice is wrapped about it.

"Thank goodness you returned!" sounds Jeanne after noticing your arrival. "But where are the others?" Her expression goes from happiness to worry in a heartbeat, but no suspicion plays on her face.

"This islander used your boat to come back. She says she's escaping some "Netherfiends", whatever those are. Even queerer, the woman speaks some odd, barely recognizable dialect of abyssal. I could hardly tell."

DC 14 Heal:
Her leg was likely struck with a blunt weapon to cause that kind of damage.

DC 19 Sense Motive:
Wald is not quite telling the truth about his recognition of the language, though the language itself seems not to be the lie.


The two aquatically-inclined members of the team swim out to the main ship, and they do so without too much difficulty. A couple small fish brush against their feet, but there are no sharks saying hello as earlier.

As the vessel is approached though, nobody is seen above deck. The ship you may assume as yours has been replaced on the ropes to pull it up, hanging off the side of the ship.


There was, Dristen. Enjoy!


The boat is a bit farther out than you recall it being before (around 300'), and vocal communication would be difficult, even with a yell in the humid air. Those appraising the swim see it as a reasonable feat for someone athletic to accomplish.

Survival(track) DC 12:
It seems the boat was, indeed, pushed out to water; it would be unlikely to find it along the shore.


Steeling their resolve for what they hope is a short trek back, the party retraces their path, parallel to the tracks, along the beach. Past the dead worm they walk, its carcass beginning to stink of rot. Before too horribly long, you reach the spot where the craft you took to shore should be. It seems to have gone missing. Conveniently, the tracks lead right to it.


Ariston was the one which saw the tracks, but I've only heard from 3/6 of you since the last post, so I will wait until a firm majority is there.


Yes, Ariston, I did mean Jall. I was looking at a different figure in my notes at the time *shifty eyes* and made the mistake though. Yes, the boat is visible.

No tracks besides the ones Dristen linked to the woman appear to be heading in the boat's direction. A stroll along the beach could bring you within reasonable swimming distance of the ship, but the sand is a reminder of the encounter with the worm from earlier...


The party retraces their steps, heading back to the empty cluster of huts, then further back along the path to the beach. Just before reaching the end of the jungle at the start of the sand, a dead body greets the group.

Face-down, it is recognizable once turned over: Joff.

Heal DC 10:
His skull is bashed in.

Heal DC 18:
The instrument of his demise would not be dissimilar to the maces of the red outsiders.

The woman is nowhere to be found.

Survival (track) DC 14:
One set of prints goes in the direction you are headed on the sand. Two sets of heavy not-quite-footprints approach from the opposite direction to the jungle.

Survival (track) DC 22:
The lone set of prints heading towards your goal are those of a person who was running - quickly.

Your boat is thankfully still visible in the distance - actually somewhat closer to you laterally, but the same distance from the coast. Not quite evening, the long trek has been tiring.


You survived!.. for now.

Perception DC 20:
It seems those injured upon the area bounded by the obsidian orbs have their pools of blood disappearing rather rapidly - as if they are being sucked into the ground.

The pattering of the creatures footfalls are the only sound besides that of the recovering party in the early afternoon. It is warm, but bearable, yet the peril gives our heroes pause: What dangers await ahead?

Regardless of the thoughts racing through their minds presently, no other threat rears its head immediately.

The map remains as before. Your foes don't hang about for an encore.


Apologies, I was forced to stay at another's house yesterday due the storm here.

Fully fearing his life, our sole survivor still at the scene opposed to the party beats a hasty retreat. Is it hasty enough?

Double move (60') along the Eastern path. Those desiring to follow may. I will remove us from initiative now, so take actions as need be; no crazy surprises should be occurring. At least not any I can think of at the moment. You have wounded and unconscious. Remember also there were survivors which fled to the North some time back.


Haggin's mending seems a counterweight to the departure of Filios from the world of the conscious, but Saladraxis's deft shooting riddles one of the unknown creatures with a quiver of quarrels.

The remaining caster is clearly rethinking his judgment to stay.

Order: Casters2, Haggin, Ariston, Filios, Saladraxis, Dristen, Gansukh


Dristen's and Gasukh's unexpected attacks render the outsider horizontal, its vitals slowly spilling out onto the ground.

You needed a 20, Ariston, for the planes check to reveal something useful beyond what's already been known. Sorry.

The spellcasters in the East seem unwilling to give up their fight just yet though. An additional barrage of arcane projectiles flies towards Haggin and Filios.

Haggin: 2d4 + 2 ⇒ (3, 1) + 2 = 6
Filios: 2d4 + 2 ⇒ (2, 4) + 2 = 8

Order: Casters2, Haggin, Ariston, Filios, Saladraxis, Dristen, Gansukh

Saladraxis did not respond for last round, but she can retro-attack if she wishes before we get to her this time. Only 2 baddies left!


Filios's strike misses as his vitality wanes. Drawing the ire of the mace-wielder now Gansukh is down, the creature turns to retaliate.

The following action will occur after Ariston takes his turn if it is still alive:

Mace swing: 1d20 + 11 ⇒ (4) + 11 = 15 Damage: 1d8 + 8 ⇒ (4) + 8 = 12

Narrowly dodging an otherwise devastating blow, Filios remains on his feet.

Order: Casters2, Haggin, Ariston, Filios, Melee, Saladraxis, Dristen


Ah, I missed the still raging while unconscious bit.

Reflex: 1d20 + 3 ⇒ (5) + 3 = 8

Slightly singing the creature, Haggin sets up the foe for blows from Ariston and Filios. Maybe! They're up.


Actually, it's death I'm more concerned with presently. What is your HP count against your modified CON score?


While the shocking connection from Dristen significantly damages the outsider - which looks very badly off now - the lone caster in the North takes the opportunity to escape into the jungle.

The other two, however, have plenty of fight left in them; twin barrages of arcane power pound Filios, evidently perceived as the next largest threat to them.

Magic Missiles(First set): 2d4 + 2 ⇒ (4, 4) + 2 = 10
Magic Missiles(Second set): 2d4 + 2 ⇒ (2, 3) + 2 = 7

Auto-stabilize, Gansukh? Are you taking into account your adjusted Con score with your HP?

Order: Casters2, Haggin, Ariston, Filios, Melee, Saladraxis, Dristen


The elf's "sneak" attack does the job - two-handed sharp objects usually do. As the creature falls forward and to its left, a deep hum sounds across the meadow. It seems to be coming from mainly the center of the field, yet nowhere in particular at the same time. The sound does resonate off the three orbs though.

Perception DC 20:
The penultimate mace-wielder is almost forced to the ground instead of just falling. It's almost as if he were sucked to the floor of the field.

Upon the lifeless portion of the ground, the fearsome redskin seems invigorated. His blunt weapon swings with alacrity and force unexpected from before, the blunt weapon hunting for Gansukh's vitality even as his own waned.

Mace: 1d20 + 11 ⇒ (18) + 11 = 29 1d8 + 8 ⇒ (8) + 8 = 16

A sickening CRUNCH fills the air as the metal demolishes the figher's ribcage. Internal trauma ensuing, Gansukh falls to the ground.

By my tracking of HP anyway. I could be wrong.

Order: Casters2, Haggin, Ariston, Filios, Melee, Saladraxis, Dristen, Casters1, Gansukh


Reflex: 1d20 + 3 ⇒ (2) + 3 = 5
Reflex: 1d20 + 3 ⇒ (4) + 3 = 7

Haggin's impressive fire is quite the visual spectacle, and in their focus on Gansukh, the assailants take the full brunt of the flames. Though it doesn't seem to have the anticipated effectiveness, they are definitely feeling the burn.

Orc and Elf, common enemies in race, have now a common enemy between them as they prepare to act.

Ariston and Filios are up.


Sorry: Fear implies the shaken condition for that many rounds. That's a -2 on saves, skills, attacks, and ability checks.


Gansukh's blows strike with effect, but not fatality; the threats in front of him were meaty, muscular, and mean.

Cruel also, however, were the thinner, robed figures in the Eastern path. Performing an encore, a similar wave of pink energy rushes in the reverse direction, washing over Gansukh and the creatures to reach the Western spheres. This wave glows brighter than the last, however.

DC 18 Fort save to cut this damage in half: Con: 1d6 ⇒ 2

Perception DC 15:
The outsiders in the wave actually seem invigorated by it.

Int: 1d20 + 3 ⇒ (16) + 3 = 19

The Northern casters seem to dislike their odds and retreat.

Order: Casters2, Haggin, Ariston, Filios, Melee, Saladraxis, Dristen, Casters1, Gansukh


Muttering from the mages ends in a frightening rumble - seemingly from the earth itself.

Ariston and Filios, Will saves, DC 16 to negate fear for Rounds: 1d4 ⇒ 3

While Sal needles her opponent with one of her shots, that and the Halfling's stormspear do little to intimidate their foes.

Gansukh is up!


Ariston's shot misses, but the mace-wielding redskins do not.

Mace 1: 1d20 + 9 ⇒ (2) + 9 = 11 Damage: 1d8 + 6 ⇒ (8) + 6 = 14
Mace 1: 1d20 + 9 ⇒ (18) + 9 = 27 Damage: 1d8 + 6 ⇒ (8) + 6 = 14

Not both, anyway. While he can dodge one blow, a solid "crack" sounds on Gansukh's left side with the other.

Order: Casters2, Haggin, Ariston, Filios, Melee, Saladraxis, Dristen, Casters1, Gansukh


Haggin's shot goes wide while Filios attempts to remain undetected.

Perceptions:
P1: 1d20 + 3 ⇒ (17) + 3 = 20
P2: 1d20 + 5 ⇒ (18) + 5 = 23


Gansukh's well-placed cut ends the consciousness of the combatant, its mace falling to the ground alongside it.

Of the original group, the casters remained, but this didn't mean our heroes were out of the water just yet; the group from the East was beginning to come on in full force.

Initiative(Casters): 1d20 + 3 ⇒ (17) + 3 = 20
Initiative(Melee): 1d20 + 1 ⇒ (15) + 1 = 16

The robed figures here waste no time in taking out their ire upon Gansukh. Raising their staffs, a line of hot-pink energy flows to the two orbs farthest away from them, illuminating the obsidian in that shade of light. A moment later, the dead ground beneath the pair of orbs illuminates in a wave flowing to the sphere on the Eastern tip. The warrior standing on it feels the life being sucked out of him into the abyssal ground.

DC 18 Fort save to cut Con Damage: 1d6 ⇒ 2 in half.

Order: Casters2, Haggin, Ariston, Filios, Melee, Saladraxis, Dristen, Casters1, Gansukh


Gansukh-Omae wrote:
any chance you can update the roll20map? I'm not sure where they are right now, I had assumed some would charge me.

Done, apologies.


Narrowly missing his target, Filios's propsective prey withdraws to the trees while the robed figure behind him looks more defiant.

Extending its hand, pinpoints of bright light streak towards the elven rogue, pounding into his torso with arcane accuracy.

Damage: 1d4 + 1d4 + 2 ⇒ (2) + (3) + 2 = 7

Spellcraft DC 17:
That is a magic missile (or two) if ever there were any.

Gansukh is up. On the next round, I will include the other group - they have not initiated yet.


Making good on all their offenses (save one of Sal's arrows), the Northern group seems to be very bloodied and burnt. Dristen's lightning elicits an otherworldly shriek, though the Eastern group doesn't seem to be at the same level of pain.

Yet, anyway.

Surveying the scene, the Rogue cuts his own fate...

Sense Motive DC 20, -2 with trained Know(Planes):
The Northern group's casters seem fearful now, not something you would expect from hellish beings.

Filios is up!


Reflex: 1d20 + 3 ⇒ (18) + 3 = 21
Reflex: 1d20 + 3 ⇒ (20) + 3 = 23
Reflex: 1d20 + 5 ⇒ (3) + 5 = 8
Reflex: 1d20 + 5 ⇒ (1) + 5 = 6

While the casters are easily caught by the vines, the mace-wielders look towards Haggin with ire - and steps to match.


While most of the group focuses on the enemies nearby, Saladraxis harasses the set of outsiders approaching from the East. It was clear they'd seen the party before the shot, but like a nest of insects, they now made a beeline for the group.

Filios's ambush was well-made, the blade piercing the vitals of the strange creature, it falling to the ground. His companion, however, gives Dristen a nasty bash of the mace - even as the cleric calls upon the power of the storm again. Take the second mace swing's damage I posted, Dristen; it was originally intended for Gansukh, but I'd not realized he moved.

The party is up for the next round.

Order: Haggin, Ariston, Filios, Saladraxis, Dristen, Casters, Gansukh, Melee.


Ariston's aim proves to be impeccable - but his flashy creations draw the ire of some of the creatures.

Filios is up, then the actions I had posted will begin to be ratified. Sal can un-hold her action if she'd like after one of them goes.

I noticed Gansukh moved for this round. That will take effect after the casters move, mind you. You would need to withdraw to prevent AoO.


4x, IIRC. I cannot update the map from my current terminal, but I will later. The only change in positions is the melee now are adjacent to Gansukh via the shortest possible paths.


Melee Initiative: 1d20 + 3 ⇒ (7) + 3 = 10
Caster Initiative: 1d20 + 3 ⇒ (9) + 3 = 12

Reflex: 1d20 + 5 ⇒ (5) + 5 = 10
Reflex: 1d20 + 5 ⇒ (16) + 5 = 21

Without ceremony, a burst of wind and flame takes the forest. The cleric's miniature squall is effective, but its hindrance pales in comparison to Ariston's creation. Barely nicking its target, the arrow fired explodes, illuminating the nearby area.

The following will occur upon their next turns. I'm posting this as these are fairly non-threatening actions that will speed up gameplay.

The casters chant similar, though different incantations.

Spellcraft DC 16:
Bless and Bane have been cast.

While spectacular in its depletion, the energy doesn't seem to phase the creatures as much as it should though. Their approach continues towards their original targets. Coming to Gansukh, they swing at him with their maces.

Mace 1: 1d20 + 7 ⇒ (17) + 7 = 24 Damage: 1d8 + 6 ⇒ (8) + 6 = 14
Mace 2: 1d20 + 9 ⇒ (16) + 9 = 25 Damage: 1d8 + 6 ⇒ (4) + 6 = 10

Order: Haggin --> Ariston --> Filios --> Sal --> Dristen --> Casters --> Gansukh --> Melee


The entire party hears Gansukh's challenge - and Gansukh along with Haggin see the red-skinned outsiders seem to accept it, orienting towards the fighter immediately.

No more stealth roles are necessary at the moment. Waiting on Ariston/Sal before resolving.


Gansukh & Haggin:
The heads of the two searchers within the forest cock towards Haggin's direction as he invokes his spell.


Yes, the forums love eating my posts. Sorry about that.


Though Filios escapes attention, Haggin and Gansukh do not. As the party scattered to the perimeter, attempting to hide, Gansukh steps on a branch, while Haggin's colorful hair was never made for hiding. One group clearly hears or sees something, as two of the hellish-looking creatures begin searching through the trees for (presumably) the pair after a few unintelligable words to their companions.

As they begin their entry to the forest, a better look (albeit with branch and leaf in the way) can be had of the other sort accompanying them. Skin a ruddy-brown, these robed specimens of similar anatomy otherwise each carry a staff. Their robes are mostly black, and any designs are not large enough to be discerned from this distance.

Know(Religion) DC 10:
With no (apparent) (un)holy symbols, you would assume they are not priests.

Detect Magic:
The robed figures are indeed capable of casting magic.

On the updated roll20.net map, you may adjust your positioning so long as the grouping of 4 and 2 as mentioned stays the same and you are in the same quadrant of jungle. For those curious, I split groups based-on the stealth checks.

While not discovered yet, the warrior and sorcerer poise themselves, knowing they will be shortly if the search continues. Their comrades rest in the suspense of not knowing their missing members' status.

The forest counts as difficult terrain. You now have a surprise round. Go ahead and roll initiative, and declare your actions. As a reminder, there are two groups, but only one has any chance of seeing you at the moment in the trees.


Apologies for the delay, elections had me very busy tonight; I will get a post up Wednesday evening.


Perception: 1d20 + 7 ⇒ (10) + 7 = 17

Stealth rolls if you're trying to remain hidden, please.

The groups approach from each path, seeming about equidistant from the clearing. From what you can tell at this distance, they seem to be the same sorts of creatures as before, but there are more of them - 3-4 in each group.

Perception DC 25:
There are 4 in each group, two of the four in each dressed in cloths, the rest in chainmail as before.

As the distance closes, Filios is sure they see him, pointing. Readying his blade, he breathes a (quiet) sigh of relief as the large, colorful python on the branches above him slithers along it, the outsider's finger following.


"One dose not enter his plane. Nor does one leave." The raven's ominous words hang in the air as it flies off, leaving the Gnome's questions about the master unanswered.

A ways off, you can hear voices in a language you do not understand.

WIS 12:
The tongue sounds similar to that from before.

Perception DC 14:
The owners of these voices are approaching - from both paths you've yet to travel. They are 50-70 feet off yet.


The bird stares at Haggin as it makes various cackles and caws (at least that is the way it sounds to everyone else) from Haggin's shoulder. The Gnome appears very adept in taming wildlife! If only he'd been able to do the same with the worm on the beach...


"Why, his plane, of course. Surely you know of him - why else would you be here?" The bird sounds put-off with the last question, a tad insulted perhaps.


Intersting line of resolution.

The bird flies to Saladraxis's arm as it is bid, large against the smallfolk's tiny frame. Its talons do not clutch overtight. In fact, they are almost gentle. Well, as much as sharp apprendages can be, anyway.

The bird stares at Haggin a while after Haggin casts his spell. Then she replies:

"Because you do not belong here, mageblood. My master does not take kindly to your kind. Nor your friend's back on the your ship."

Haggin:
The bird is too well-spoken; when using this spell in the past, the responses were jerky, poorly constructed. Here, the raven's voice is eloquent and refined. She's spoken before.


Though requiring both hands, Filios moves them with ease. Not too far entrenched in the soil, they are a head shorted than Haggin when removed. Upon dislodging, a slight tingle goes through the Elf's body.

"CAW" More insistent this time, the bird harries its wings.


You would know the positioning is indeed important; movement of the stones may cause faulty spell completion. In the case of teleportation, prospective users may not arrive at their destinations.

A flutter of wings breaks the quiet as a bird perches on a branch above. A familar "Caw!" draws the group's attention, and the raven with bright green eyes gazes back at you.

Though the bird does seem to be watching you, it does little else, seemingly happy to observe from its perch.


Haggin:
You surmise the absence of foliage within the stones is due to not-so-seldom use; in fact, lingering magical auras (very faint) indicate the device was activated a few days past. It generated a sort of field, though which type is too hard to tell this far gone.

The sun winks out behind a cloud; overhead, there is a front of sorts rolling in. Though the temperature has only dropped slightly, it may be a cloudburst this evening.


Those having Knowledge(planes) trained would know it is entirely possible to call outsiders through portals, so if this was one, that's a possibility.

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