Gun Scavenger

Juno Joralan's page

177 posts. Alias of Morhek.


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Is it selfish that I'm keeping my fingers crossed for the city of An to be fleshed out? I'm running Mummy's Mask, and hoping to do some one-shots in the region for when players can't make it, and An is a fascinating idea of a place, the third largest city in the country, near a whole heap of pyramids to explore, gladiator pits, across the water from Tephu and just upriver from Wati. A really good launching pad for adventurers. And yet there doesn't seem to be a single map, or more of a description than what's in Osirion: Legacy of Pharaohs. I COULD homebrew something, but I'm still learning the DMing ropes already. Even if it's specifically for 2e, I'd love to be able to do something with An. Especially with how the state Mummy's Mask leaves Osirion in.


Juno wakes, and sees the ants.

Juno Knowledge Nature: 1d20 + 2 ⇒ (7) + 2 = 9

"Aw hell."

She looks over at Adi and asks, "You have anything to use on these things? I don't think musket shot or a longsword will do anything."

Adi shrugs. If I get enough time, I could prepare a Create Water cantrip to drown them? At a stretch, I guess we could just outrun them. Nesica, you able to keep this up until we've packed up to leave?


Juno perception: 1d20 + 8 - 10 ⇒ (5) + 8 - 10 = 3


Adi suddenly remembers the campfire, and has an idea. She wants to cast Pyrotechnics, and let Nesica use her Windy Thing to try to smoke the ants away. She relays this to Nesica, and moves 40 feet away from the ants, past the fire, hoping to get them close to it.

Sorry, I completely forgot about the campfire, and also that Adi could still move even if she didn't have a spell to cast. Secibd edit: ALSO forgot about double move actions.


Adi calls out to the rest of the group, warning them about the ants. However, she has no spells she thinks would work on a swarm, so she looks expectantly at Nesica.


Juno finishes off Adi's watch and takes her own, and then wakes Sunt, asking her to wake Nesica to take a watch as the sun is rising. She then settles in and, like her father taught her, falls asleep instantly.


Adi collapses. Between the terror of being accosted by the undead and her regular exhaustion, she just passes out. Juno looks annoyed, but finishes off the rest of Adi's shift and then takes her own, spending it moving the zombie downwind. She asks Nesica to quickly clean up Adi with her magic before she goes back to sleep.


s$!$, sorry, those were d20s, not d12s

extra crit damage FOR REAL: 1d12 + 4 + 1 + 1d12 + 4 + 1 ⇒ (9) + 4 + 1 + (11) + 4 + 1 = 30


extra crit damage: 1d20 + 4 + 1 + 1d20 + 4 + 1 ⇒ (1) + 4 + 1 + (9) + 4 + 1 = 20


Waking, Juno looks out, sees a creature attacking her friend, and swiftly reaches for her gun, loads it as fast as she can, and fires it, taking care to not hit her friend.

Musket attack, with Point Blank Shot and Precise Shot: 1d20 + 10 + 1 ⇒ (20) + 10 + 1 = 31
Musket damage, PBS: 1d12 + 4 + 1 ⇒ (1) + 4 + 1 = 6

Crit confirm?: 1d20 + 10 + 1 ⇒ (15) + 10 + 1 = 26
Crit damage: 1d12 + 4 + 1 ⇒ (2) + 4 + 1 = 7

She yells "We're under attack! Adi, get out of there, you'll get yourself killed!"


Sorry, didn't realise Adi was up first.

Adi uses Arcane Strike, and tries to deliver a blow with her sword.

Bastard sword Arcane Strike: 1d20 + 7 ⇒ (9) + 7 = 16
BsAS damage: 1d8 + 2 + 2 ⇒ (3) + 2 + 2 = 7


Juno Perception: 1d20 + 8 + 2 ⇒ (13) + 8 + 2 = 23

Adi Perception: 1d20 - 1 + 2 ⇒ (3) - 1 + 2 = 4

Adi has darkvision and Juno has low-light vision


Juno doesn't think the Zenj and Ekujae she grew up among had a similar tradition, but she can at least respect the burial rites, and gives a low bow to the skull pile, hoping any lingering spirits see they mean no harm.

Adi Perception: 1d20 - 3 ⇒ (10) - 3 = 7

Adi is sitting at 1 hitpoint with 21 nonlethal damage.


Juno Fort: 1d20 + 6 + 4 + 2 ⇒ (13) + 6 + 4 + 2 = 25
Adi Fort: 1d20 + 4 + 2 ⇒ (5) + 4 + 2 = 11

Juno asks Sunt to help with tending to the worse-off members of the group. She will tend to Adi, and asks her to tend to Whimsy. While they do that, she also asks if Sunt recognises the skull cairn. While it had initially seemed just another jungle curio, she has gained a degree of paranoia regarding these things.

Juno Heal to help Adi: 1d20 + 6 ⇒ (11) + 6 = 17
Adi Self Heal: 1d20 ⇒ 8

Adi is feeling down. She hasn't felt like she's contributed much for a long while, and that she's been more of a burden, despite her friends/coworkers reassurances. In fact, she resolves to fix this, and jots into her spellbook her ideas for how to improve the group's chances of getting back to Eleder.

Realised I had forgotten to level Adi a long while ago. She is learning Tiny Hut and Conjure Carriage as third level spells.

Juno suggests the regular roster for watches, she taking the darker part of the night because she can see further in dark than the others. Adi, uncharacteristically, demands the first watch. She is going to need a good solid chunk of sleep to process the spells she has learned.

Edit:

As she asks Sunt about the skull pile, she thinks about whether she knows anything it reminds her of.

Knowledge Local to figure out the skull: 1d20 + 5 ⇒ (7) + 5 = 12


Juno Fortitude w/Endurance w/survival: 1d20 + 6 + 4 + 2 ⇒ (11) + 6 + 4 + 2 = 23

Adi Fortitude w/survival: 1d20 + 4 + 2 ⇒ (4) + 4 + 2 = 10


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I didn't make it clear, but Juno is suggesting we keep walking through the heat but take a rest during the thunderstorm. And when I wrote "for Adi" I meant "for Whimsy," I am not feeding the gnome raw lizards as funny as that idea seems.


Sorry, I was tracking lethal and nonlethal on a different sheet. I've updated the doc you have, she should be back up to 31hp with no nonlethal. Adi is back up to full health.

"It's alright, Adi. We brought you for your magic, not for your durability. If anything, it's my fault for being unprepared - I'm the daughter of a ranger, for gods' sake, and I didn't take any precautions for heat, I didn't consider transport, I didn't even bring enough rations so we didn't have to live off the land. It is not a mistake I intend to make again, believe me."

Knowledge Geography: 1d20 + 2 ⇒ (19) + 2 = 21

She relays that they have about 35 miles left to Eleder. They could make faster time if she didn't collect food, but nobody but her has rations so she recommends they just accept it'll take a little longer.

Survival to predict weather: 1d20 + 9 ⇒ (8) + 9 = 17

She relays that it'll be warmest from 11 to 3, and that there'll be thunderstorms afterward until 5 but with little rain. Another day, perhaps, where we'll only make a few miles of progress if we don't want to risk bad weather.

Survival to collect food: 1d20 + 9 ⇒ (16) + 9 = 25

Juno collects enough food for four medium-sized creatures, including some lizards she caught for Adi. She is going to keep her two remaining elf rations in reserve in case there's a day where her scavengers run a little thin.

Fort w/Endurance & survival bonus: 1d20 + 6 + 2 ⇒ (8) + 6 + 2 = 16


Juno tends to Whimsy, laying him out to cool down and splashing him with some water, refilling her canteen with rainwater.

Juno Heal check for Whimsy: 1d20 + 6 ⇒ (1) + 6 = 7.

Otherwise, Juno suggests everybody hunker in, ignore the rain, and get as much shuteye as they can.


Juno suggests that, if she can find enough food to make tomorrow a bit easier, she might as well gather as much as she can. However, she advises that the group should try to rest while it's raining, since half the group is already in a bad way, and they're going to have heat and a thunderstorm to contend with.

Can Juno and Sunt look for some shelter while she's foraging?


Juno Fort w/Endurance and Survival for 11:30: 1d20 + 6 + 4 + 2 ⇒ (4) + 6 + 4 + 2 = 16
Juno Fort w/Endurance and Survival: 1d20 + 6 + 4 + 2 ⇒ (7) + 6 + 4 + 2 = 19
Juno Fort w/Endurance and Survival: 1d20 + 6 + 4 + 2 ⇒ (10) + 6 + 4 + 2 = 22
Juno Fort w/Endurance and Survival: 1d20 + 6 + 4 + 2 ⇒ (15) + 6 + 4 + 2 = 27
Juno Fort w/Endurance and Survival: 1d20 + 6 + 4 + 2 ⇒ (16) + 6 + 4 + 2 = 28
Juno Fort w/Endurance and Survival: 1d20 + 6 + 4 + 2 ⇒ (14) + 6 + 4 + 2 = 26
Juno Fort w/Endurance and Survival: 1d20 + 6 + 4 + 2 ⇒ (5) + 6 + 4 + 2 = 17
Juno Fort w/Endurance and Survival: 1d20 + 6 + 4 + 2 ⇒ (8) + 6 + 4 + 2 = 20

Adi Fort w/Survival: 1d20 + 4 + 2 ⇒ (9) + 4 + 2 = 15
Adi Fort w/Survival: 1d20 + 4 + 2 ⇒ (4) + 4 + 2 = 10
Adi Fort w/Survival: 1d20 + 4 + 2 ⇒ (17) + 4 + 2 = 23
Adi Fort w/Survival: 1d20 + 4 + 2 ⇒ (13) + 4 + 2 = 19
Adi Fort w/Survival: 1d20 + 4 + 2 ⇒ (6) + 4 + 2 = 12
Adi Fort w/Survival: 1d20 + 4 + 2 ⇒ (11) + 4 + 2 = 17
Adi Fort w/Survival: 1d20 + 4 + 2 ⇒ (14) + 4 + 2 = 20


Well, I already specified she was finding food, and she hasn't found much so far, so I'll roll the fortitude. She still has three days worth of elf trail rations, so she'll let Adi and Nesica (who are small, does that mean they consume less?) have the food, and if there's any left over Sunt. If not, Sunt is able to forage for herself. Can Juno take ten to keep foraging while they keep walking instead of rolling?

Juno Fort w/Endurance w/Survival bonus: 1d20 + 6 + 4 + 2 ⇒ (4) + 6 + 4 + 2 = 16


Juno figures, since Adi is having some trouble, they should take a rest around the hottest part of the day. She will take that opportunity to forage for food.

Survival: 1d20 + 9 ⇒ (4) + 9 = 13


Juno Fortitude save w/Endurance and bonus from survival check(?): 1d20 + 6 + 4 + 2 ⇒ (5) + 6 + 4 + 2 = 17
Juno Fortitude save w/Endurance and bonus from survival check(?): 1d20 + 6 + 4 + 2 ⇒ (10) + 6 + 4 + 2 = 22
Juno Fortitude save w/Endurance and bonus from survival check(?): 1d20 + 6 + 4 + 2 ⇒ (6) + 6 + 4 + 2 = 18
Juno Fortitude save w/Endurance and bonus from survival check(?): 1d20 + 6 + 4 + 2 ⇒ (11) + 6 + 4 + 2 = 23
Juno Fortitude save w/Endurance and bonus from survival check(?): 1d20 + 6 + 4 + 2 ⇒ (16) + 6 + 4 + 2 = 28

Survival check: 1d20 + 4 + 2 ⇒ (6) + 4 + 2 = 12
Survival check: 1d20 + 4 + 2 ⇒ (8) + 4 + 2 = 14
Survival check: 1d20 + 4 + 2 ⇒ (19) + 4 + 2 = 25
Survival check: 1d20 + 4 + 2 ⇒ (16) + 4 + 2 = 22
Survival check: 1d20 + 4 + 2 ⇒ (2) + 4 + 2 = 8

Oof, poor Adi just is not having any luck in this bush.


Juno examines the pattern in the wall.
Juno Appraise: 1d20 + 1 ⇒ (14) + 1 = 15

The crystals aren't especially valuable, but points out the humanoid pattern. "I think we just slept in a giant ruin."

She looks up, at the clouds, tests the humidity, and consults with various other portents that her father taught her as a girl.

Juno Survival: 1d20 + 9 ⇒ (19) + 9 = 28

She determines that it's going to be extremely warm day, especially between 11 and 3, and that they really need to find a way of cooling down if they can.

While she's assessing the weather, she's also placing herself geographically.

Juno Knowledge Geography: 1d20 + 2 ⇒ (19) + 2 = 21

"We've still got 41 miles to go, but we'll only be able to make about 9 if we keep ourselves fed. Since the heat's going to be hard enough, I'd prefer if we didn't also have hunger to contend with.

While Juno is doing this, Adi is examining the Hellknight armour. Now that she's conscious, she's assessing whether it's been damaged by the fire Nesica and Juno apparently set, because if it is she has a spell for that.

Adi Appraise: 1d20 + 3 ⇒ (17) + 3 = 20

If it doesn't seem damaged enough, she prepares Invisibility, Mirror Image, Pyrotechnics (2nd level) and Mage Armor, Feather Fall, Silent Image, and 2x Shocking Grasp (1st Level). If it does, she swaps the Invisibility for Make Whole.


Juno Knowledge Engineering: 1d20 + 5 ⇒ (8) + 5 = 13
Juno thinks the ruins are curious, but not especially noteworthy.

Juno Healing Adi: 1d20 + 6 ⇒ (12) + 6 = 18
Juno tends to Adi's injuries as best she can, making sure the makeshift bandages aren't too loose or tight.

She suggests taking the middle watch. She does, after all, have better vision in low light.


Ah, I'd forgotten she'd already gathered food. In that case, food is less of a concern for Juno.


"Sunt and I can try to gather some food for tonight. Depending on what those ruins are like, we might want to use them for camp tonight. Defensible walls, good elevation. But if there's anything there, Adi's not looking good, and I've got limited ammo to deal with it."


Adi Fortitude: 1d20 + 4 + 2 ⇒ (5) + 4 + 2 = 11
Adi Fortitude: 1d20 + 4 + 2 ⇒ (18) + 4 + 2 = 24
Adi Fortitude: 1d20 + 4 + 2 ⇒ (3) + 4 + 2 = 9

Poor Adi just does not seem to be having any luck. Adi takes another 5 nonlethal damage.

Juno Fortitude with Endurance: 1d20 + 4 + 6 + 2 ⇒ (19) + 4 + 6 + 2 = 31
Juno Fortitude with Endurance: 1d20 + 4 + 6 + 2 ⇒ (10) + 4 + 6 + 2 = 22
Juno Fortitude with Endurance: 1d20 + 4 + 6 + 2 ⇒ (15) + 4 + 6 + 2 = 27

Juno, on the other hand, seems to be doing extremely well in the heat. She's still fatigued, but getting no worse.

She decides a well is a decent enough place to refill their canteens, but is suspicious of the tinkling noise. It seems a little too convenient.

Juno Perception check: 1d20 + 8 ⇒ (8) + 8 = 16

She readies her musket as she approaches the well, in case there's more lizards, or snakes, or anticores waiting to leap out at her as she checks it.


Sorry, nonlethal for Adi should be 6, not 10. Juno takes 6 nonlethal, and is down to 13hp.


Juno tells everyone to stay stationary while she looks for shelter and sustenance.

Juno Fortitude with Endurance: 1d20 + 6 + 4 ⇒ (10) + 6 + 4 = 20
Juno Fortitude with Endurance: 1d20 + 6 + 4 ⇒ (9) + 6 + 4 = 19
Juno Fortitude with Endurance: 1d20 + 6 + 4 ⇒ (3) + 6 + 4 = 13
Juno Fortitude with Endurance: 1d20 + 6 + 4 ⇒ (5) + 6 + 4 = 15
Juno Fortitude with Endurance: 1d20 + 6 + 4 ⇒ (14) + 6 + 4 = 24
Juno Fortitude with Endurance: 1d20 + 6 + 4 ⇒ (15) + 6 + 4 = 25
Juno Fortitude with Endurance: 1d20 + 6 + 4 ⇒ (10) + 6 + 4 = 20
Juno Fortitude with Endurance: 1d20 + 6 + 4 ⇒ (20) + 6 + 4 = 30

Even Juno's affected by the heat now. Juno is now fatigued.

Adi Fortitude: 1d20 + 4 + 4 ⇒ (20) + 4 + 4 = 28
Adi Fortitude: 1d20 + 4 + 4 ⇒ (12) + 4 + 4 = 20
Adi Fortitude: 1d20 + 4 + 4 ⇒ (8) + 4 + 4 = 16
Adi Fortitude: 1d20 + 4 + 4 ⇒ (15) + 4 + 4 = 23
Adi Fortitude: 1d20 + 4 + 4 ⇒ (2) + 4 + 4 = 10
Adi Fortitude: 1d20 + 4 + 4 ⇒ (1) + 4 + 4 = 9
Adi Fortitude: 1d20 + 4 + 4 ⇒ (15) + 4 + 4 = 23
Adi Fortitude: 1d20 + 4 + 4 ⇒ (2) + 4 + 4 = 10

Adi is not doing well at all. Adi takes another 10 nonlethal damage.

Juno Survival for shelter: 1d20 + 9 ⇒ (1) + 9 = 10

With Juno's help, Sunt finds a shady tree that the party can hide in the shade of.

Juno Survival for food and water: 1d20 + 9 ⇒ (10) + 9 = 19

Juno finds enough food and water for four people, bringing in full waterskins and a bulging backpack of edible roots, berries, and wild herbs.


Juno Knowledge Geography: 1d20 + 2 ⇒ (17) + 2 = 19

Juno explains that they're about three and a quarter days from Eleder, about 50 miles from it. She also urges, once again, that they really need to think about investing in a cart so they don't have to walk everywhere.

Juno Fortitude with Endurance: 1d20 + 6 + 4 ⇒ (13) + 6 + 4 = 23
Juno Fortitude with Endurance: 1d20 + 6 + 4 ⇒ (7) + 6 + 4 = 17
Juno Fortitude with Endurance: 1d20 + 6 + 4 ⇒ (14) + 6 + 4 = 24
Juno Fortitude with Endurance: 1d20 + 6 + 4 ⇒ (13) + 6 + 4 = 23
Juno Fortitude with Endurance: 1d20 + 6 + 4 ⇒ (9) + 6 + 4 = 19

Surprisingly, unlike yesterday, Juno seems to cope a lot better with the heat than she usually does, working up a sweat but keeping up a steady pace.

Adi is slung across Sunt. Rolling fort in case she needs them as well.

Adi Fortitude: 1d20 + 4 ⇒ (4) + 4 = 8
Adi Fortitude: 1d20 + 4 ⇒ (2) + 4 = 6
Adi Fortitude: 1d20 + 4 ⇒ (7) + 4 = 11
Adi Fortitude: 1d20 + 4 ⇒ (20) + 4 = 24
Adi Fortitude: 1d20 + 4 ⇒ (5) + 4 = 9


Juno Knowledge Nature: 1d20 + 2 ⇒ (10) + 2 = 12

She shrugs. "They're carrion birds, they won't attack until we've been dead at least a day. Still, time to be moving on. Hopefully Eleder's not too far."


Adi's back at 2hp, and Juno's up to 19.


Juno lets out a long sigh, and suggests "Now that it's not filled with poisonous lizards, this place seems like a decent place to make camp for the night. I'll be honest though, I think you two are going to have to handle the watch," nodding at Nesica and Sunt, "I'm not in the best shape and Adi's going to need some time to recuperate."


"Everything out here has tried to kill us one way or another. What's wrong with the element of surprise for once?"
Juno reloads, trying to get a good look at it.

Perception: 1d20 + 8 ⇒ (7) + 8 = 15

She manages to pinpoint it, and fires another of her increasingly scarce shot because she wants to keep as much distance between her and it as she can.

Musket Shot: 1d20 + 9 ⇒ (16) + 9 = 25
Musket Damage: 1d12 + 3 ⇒ (3) + 3 = 6


Did Sunt's heal check not already staunch the bleeding?

Adi Stabilisation Roll: 1d20 + 4 ⇒ (16) + 4 = 20


She reloads, and fires at the lizard.

Musket Attack: 1d20 + 9 ⇒ (7) + 9 = 16

Musket Damage: 1d12 + 3 ⇒ (6) + 3 = 9

"You say that as if we weren't going to be fighting these anyway," Juno says to Nesica.


Whoops, thought that said Fortitude save. It would have been 18,
instead of 19. Let me know if you'd prefer another roll. The attack also matches Adi's flat-footed AC.

Adi actual Fortitude: 1d20 + 4 ⇒ (4) + 4 = 8


Adi Fort save: 1d20 + 4 ⇒ (15) + 4 = 19


Fortitude to resist poison: 1d20 + 6 ⇒ (18) + 6 = 24


Juno reloads the musket (a move action because of the Fast Musket deed and Rapid Reload) and fires again.

Musket: 1d20 + 9 ⇒ (17) + 9 = 26 Damage: 1d12 + 3 ⇒ (7) + 3 = 10

I can run Adi if you like.


Juno is going to fire off a shot, taking careful aim.

She has the Steady Aim deed if that applies, and Point Blank Shot, but is taking a -3 penalty to her attacks from fatigue.

1d20 + 7 ⇒ (10) + 7 = 17 (+1 if within 30ft, or remove first range increment, whichever applicable)

1d12 + 1 ⇒ (3) + 1 = 4 (that fatigue is really hurting her dex, but if she has PBS that's a +2 instead)


Knowledge Nature: 1d20 + 2 ⇒ (5) + 2 = 7

Juno holds up a hand, and gives a quiet shush. "There's something ahead." She raises her musket, and readies a shot.


"Maybe we could look into that? I've got skills, I could make and sell enough to cover paying for a stable stall. There's got to be some stables near the wharf somewhere, right? And if we invest in a cart, we can not only carry more salvage, but I can store my ammunition and gunpowder on it so I don't have to carry everything on my person."

Juno looks around them. She remembers the squawking of the galagos, and wants to know why they can't hear them now.


Fortitude (Endurance, remembering the +4 from survival this time): 1d20 + 6 + 4 + 4 ⇒ (2) + 6 + 4 + 4 = 16

Damn.

"Well, it'd be handy for guild business. If I'm buying a horse, it's for me, I decide what to call it, what to use it for, and so on. If the guild buys a horse, we all get a say in what it does."

Juno realises that, somehow, her sleeve has caught fire, and hurriedly puts it out.


"I'm telling you, Nesica, a horse. Something you can ride, and carry plate armour so you don't have to rely on the generosity of friends," Juno says, gesturing to Sunt as she does. "We call it Jape, to go with Whimsy."


Fortitude (with Endurance): 1d20 + 6 + 4 ⇒ (18) + 6 + 4 = 28


"Trapbreaking is useful, but more useful? Being able to actually CARRY the stuff we find, and right now we can't. At the very least we could look at buying a horse to carry it."


"We found some magical items and a pretty nifty sword," Juno says, unsheathing it to show the golden gleam. "There's more back there, including some hellknight plate armour, but there was an, er, accident involving some alchemists fire that damaged some of it. We're returning another day to finish searching and looting the heavy stuff. Preferably when I have more ammunition to deal with anything we may face here."


Juno coughs a bit as she helps Nesica up, but it's not as bad as she expected.

Sorry, the last post timed out before I could add the in-character detail.

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