Merchant of Cumo

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412 posts. Alias of Ira kroll.


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It is pretty clear to Boudra that no decently defensible area is within the areas they have searched.


While following the trail, you come across where the "bird" landed. Although it is no longer a bird, but a feather... a rather mangled feather. While it detects as magic, its magic is much less than the other magic feather you found. It is almost as if it were no longer truly magical, but had a residual amount of magic on it.

Basically, you damaged a magical item so much that it would require a make whole spell to fix it.

After an hour or so of following the trail, you might consider whether you will continue to follow the trail or get back to your refugees and bring them along.

Knowledge Nature or Knowledge Local DC 15:
Troglodytes aren’t common in the Chernasardo, generally appearing only once every generation or two from caverns far below the surface.


Curiously, when inspecting the troglodytes, you find another feather on the first one you downed. It detects as magic.

Spellcraft DC 27:
It is a feather token (bird)

While Boudra has some difficulty finding the tracks amongst all the disturbed ground, once out of the ravine, following the tracks does not prove difficult.


Lily hits the bird, and it flops onto the ground just over the hill.

Caladra kills the remaining troglodyte.


Bree misses.

Boudra guides Cedric

Thorek advances

Cedric misses


Lily
Caladra
Cyrioul (will hit the bird for 2 force damage)
Blue Troglodyte
Bree
Boudra
Thorek
Cedric


1d20 - 1 ⇒ (20) - 1 = 19

Cyrioul casts grease under the troglodyte, who manages to keep his feet.

Shakily the troglodyte takes a step back, draws a feather from its belt, throws it up into the air. The feather transforms into a bird, which circles once, and begins flying away.


Bree
Boudra
Thorek
Cedric
Lily
Caladra
Cyrioul
Blue Troglodyte


Lily kills the gecko.

Caladra charges over the dead reptile, and kills the "red" troglodyte.


Cyrioul
Blue Troglodyte
Bree
Boudra
Thorek
Cedric
Lily
Caladra


Cedric attempts to establish communications with the troglodyte hunting party, but the language barrier, and his belligerent stance is responded to by the release of the gecko.

The giant gecko charges Cedric, who hits it.
Gecko attack: 1d20 + 2 + 2 ⇒ (17) + 2 + 2 = 21
Gecko damage: 2d4 + 1 ⇒ (1, 4) + 1 = 6


Lily
Caladra
Red Troglodyte
Cyrioul
Blue Troglodyte
Bree
Boudra
Thorek
Cedric
Giant Gecko (5)


Bree Fairchild wrote:
Just a heads up. I will be out of town til Monday. I hope to still be able to post, but please bot me if needed. Thanks.

Thanks for the heads up!


The next day, while leading the refugees, you and some troglodytes encounter each other.

initiatives:

Boudra initiative: 1d20 - 3 ⇒ (13) - 3 = 10
Bree initiative: 1d20 + 2 ⇒ (10) + 2 = 12
Caladra initiative: 1d20 + 1 ⇒ (17) + 1 = 18
Cedric initiative: 1d20 + 1 ⇒ (20) + 1 = 21
Cyrioul initiative: 1d20 + 9 ⇒ (6) + 9 = 15
Lily initiative: 1d20 + 5 ⇒ (13) + 5 = 18
Thorek initiative: 1d20 + 2 ⇒ (4) + 2 = 6
Red Troglodyte initiative: 1d20 - 1 ⇒ (18) - 1 = 17
Blue Troglodyte initiative: 1d20 - 1 ⇒ (16) - 1 = 15
Giant Gecko initiative: 1d20 + 6 ⇒ (14) + 6 = 20


Cedric
Giant Gecko
Lily
Caladra
Red Troglodyte
Cyrioul
Blue Troglodyte
Bree
Boudra
Thorek


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I don't have a problem with those rules, but, remember, that anyone doing spell research is not contributing to the daily checks for survival of the group.


The rest of the day passes uneventfully. Make checks for the night


Thorek Ironspark wrote:
Techno, so I don't sidetrack the gameplay thread, did the little camp have anything useful or valuable? Even if it's just a tent or bedrolls or something we could give it to the NPCs.

No, just a mundane bedroll, and perhaps some other mundane items. Nothing remarkable.


While searching the camp, you come upon a nearby hollow, where you find a grisly sight. Four skulls -- all human, tied together. Two of them look freshly cleaned.

Do you follow the trail?


1d20 + 7 - 10 ⇒ (20) + 7 - 10 = 17

Those of you following Boudra come upon a small campsite. It has all the look of one just immediately vacated. A bedroll is still on the ground.

Perception checks (Reminder: Cyrioul can always act in a surprise round):

Boudra perception: 1d20 + 2 ⇒ (20) + 2 = 22
Caladra perception: 1d20 + 5 ⇒ (17) + 5 = 22
Cedric perception: 1d20 + 2 ⇒ (4) + 2 = 6
Lily perception: 1d20 + 5 ⇒ (11) + 5 = 16
Thorek perception: 1d20 + 2 ⇒ (9) + 2 = 11

Feeling the bedroll, Boudra feels it is still warm, as if someone heard you coming, and left hurriedly.


At the camp, no weapons appear to be missing, but, remember, that you have issued weapons to many of the refugees.

Everyone who is following Boudra needs to give me a stealth check.


The heads were severed after death with a short blade -- such as a dagger or short sword -- with vigorous hacking.

Thorek spends hours looking for tracks, and Thorek finds tracks to the body from the camp, and from the body off into the woods.

Thorek can spend the rest of the day trying to track whoever has done this, but, he cannot take 20 to actively track. If you go as a group, others can attempt to aid his survival checks, even if they don't have ranks in survival, since aid another is a DC 10.


While, initially, some looks are exchanged between the refugees, Bree's assurances certainly put their minds at ease.

1d20 + 14 ⇒ (11) + 14 = 25
1d17 ⇒ 17

In the morning, those sleeping near Reta notice a blood stain. Reta is nowhere to be found. After some searching near the campsite, her body, minus her head, is found partially hidden in some brush.


Please make 'survival' checks for the next day, as you travel from the area around the wolverine cave.

Whoever (if anyone) is going to stay up the night on watch?


Looking at the body, it becomes obvious to Thorek that the head was severed from the body after death with a short blade and vigorous hacking.

Investigating Innis' sleeping arrangements, it appears that he was murdered in his sleep, and the body taken outside of camp, where the head was removed, and the body covered with leaves.


1d20 ⇒ 11

In the morning, several of the refugees notice that Innis is missing.

Perception DC 17:
While searching you find the body under a pile of leaves with the head roughly severed from the body. Please make a Heal check.


Cedric hits the wolverine with a solid blow.

Thorek misses

And, Lily kills the beast

You manage to fit everyone into the cave during the storm-tossed night.

No one gets a good nights sleep, and everyone is fatigued (barring magical intervention), but, the group gains 8 Provision Points from the body of the dire wolverine.

=================

Spend another day in the forest, and make checks as normal


Oh, I see. The first number is the current, the parenthesis is the rage, and the number after the slash is the total possible.

Man, I must be more tired than I thought.

But, yes, list the rage HP separately, please.


Please see discussion on discussion page
1d8 + 6 ⇒ (1) + 6 = 7
The wolverine could not move after its attack on Caladra.

Cyrioul damages the wolverine

Now the wolverine attempts to move toward Cedric.
Acrobatics: 1d20 + 3 ⇒ (16) + 3 = 19

The wolverine moves toward Cedric and takes a bite at him.
Bite: 1d20 + 8 ⇒ (9) + 8 = 17
Damage: 1d6 + 6 ⇒ (3) + 6 = 9


Cedric and Thorek
Lily
Caladra (14-5 (healing)=9+10+7=26) Caladra is bleeding out.
Bree
Boudra
Cyrioul
Wolverine (8+15=23+4=27)


Ah, now I get it. You list your hit points as 12(4)/21. Fighter level 1 gets 10+2 HP. Barbarian level two got the average of 1d12 rounded up = 7 + 2 for CON modifier.

I was confused because I saw the 12 and added 4 for during rage.

So, the second hit did take Caladra down, and the wolverine could not move safely.

Just so I don't get confused again, could you rewrite it as "12+9=21 Rage +4" and next level it would be "12+9+9=30 Rage +6"


@Caladra:

I'm confused about your raging hit points.

You start off with 12. Rage gives you 4, where are the other five coming from?

Oh, and BTW, originally I had all three hit you for 33 damage, but, I decided that once you fell, it would step over you.

If you have those other five HP, then I'll revise what occurred.

TDM


Boudra casts on the wolverine.
Will save: 1d20 + 2 ⇒ (18) + 2 = 20

The enraged wolverine continues to attack Caladra.
Claw: 1d20 + 8 ⇒ (6) + 8 = 14
All three attacks hit Caladra.
Damage: 1d8 + 6 ⇒ (4) + 6 = 10
Caladra falls.

The wolverine attempts to move forward.
Acrobatics check: 1d20 + 3 ⇒ (14) + 3 = 17


Cyrioul -- Delayed
Wolverine (8+15=23)
Cedric and Thorek
Lily
Caladra (14-5=9+10=19)
Bree
Boudra


Cedric heals Caladra, while Thorek appeals to the invasive nature of the refugees.

Lily attempts to non-lethally damage the wolverine, but, the rock just bounces off of its tough hide.

Caladra's swing misses the wolverine entirely.

Bree casts grease beneath the wolverine.
Reflex save: 1d20 + 7 ⇒ (16) + 7 = 23


Boudra -- Delayed
Cyrioul
Wolverine (8+15=23)
Cedric and Thorek
Lily
Caladra (14-5=9)
Bree


Lily hits the wolverine, enraging it.

Caladra moves up to it and hits it.

Bree misses

Cyrioul enhances Thorek.

The wolverine, now enraged attacks Caladra.
Claw, claw, bite: 1d20 + 8 ⇒ (9) + 8 = 171d20 + 8 ⇒ (1) + 8 = 91d20 + 8 ⇒ (6) + 8 = 14
One of the claws tears into Caladra.
Damage: 1d8 + 6 ⇒ (8) + 6 = 14


Boudra
Cedric and Thorek
Lily
Caladra (14)
Bree
Cyrioul
Wolverine (8+15)


Please make daily checks.

The next morning is gray and dreary. The wind begins to pick up, and by noon it is already raining.

Survival checks:

Boudra Survival: 1d20 + 10 ⇒ (16) + 10 = 26
Cyrioul Survival: 1d20 + 2 ⇒ (5) + 2 = 7
Thorek Survival: 1d20 + 6 ⇒ (2) + 6 = 8

Boudra tells you that there is a terrific storm coming, and it would be best to seek some kind... any kind of shelter from the storm.

The rain is icy cold, and the wind begins to pick up. By midafternoon, it is becoming hard to see, and for anyone small even hard to walk.

Survival checks:

Boudra Survival: 1d20 + 10 ⇒ (10) + 10 = 20
Cyrioul Survival: 1d20 + 2 ⇒ (13) + 2 = 15
Thorek Survival: 1d20 + 6 ⇒ (18) + 6 = 24

While passing by a mighty oak, Thorek notices a hole by the oak's base. The hole leads into a cave beneath the oak, and investigating it, it appears that it will hold all the party and refugees through the worst of the storm.

As you explore the cave, you encounter an animal that has made this cave its home or also sought shelter from the storm.

initiatives:

Boudra initiative: 1d20 - 3 ⇒ (10) - 3 = 7
Bree initiative: 1d20 + 2 ⇒ (12) + 2 = 14
Caladra initiative: 1d20 + 1 ⇒ (15) + 1 = 16
Cedric initiative: 1d20 + 1 ⇒ (2) + 1 = 3
Cyrioul initiative: 1d20 + 9 ⇒ (3) + 9 = 12
Lily initiative: 1d20 + 5 ⇒ (17) + 5 = 22
Thorek initiative: 1d20 + 2 ⇒ (1) + 2 = 3
Wolverine initiative: 1d20 + 2 ⇒ (8) + 2 = 10

Lily
Caladra
Bree
Cyrioul
Wolverine
Boudra
Cedric and Thorek


Thorek kills the remaining spider with a satisfying crunchy sizzle.

The spiders’ nests are 15 feet up in the trees, and contain the remains of previous victims in webbing sacks. Most of the remains are of squirrels, rabbits, and birds, but there are also two humanoid corpses. One is still dressed in a +1 chain shirt and a cloak of resistance +1, and carries a masterwork shortbow with 15 +1 arrows and a single sleep arrow. A masterwork light mace, a holy symbol of Erastil, and a scroll tube (containing scrolls of charm animal, cure light wounds, lesser restoration, and plant growth) are sealed in with the second body.

DC 20 Perception check:
Several gemstones are scattered among the nests, fallen from the pocket of a previous victim, and can be found with a successful DC 20 Perception check. In total, there are three agates (worth 10 gp each), one star rose quartz (worth 55 gp), and four amethysts (worth 110 gp each).

DC 15 Survival check:
The Chernasardo redoubt has been abandoned. You determine that no one has used the building for at least 2 weeks.

Success on the above Survival check and another DC 15 Perception check:
You find a half-burned letter recalling
all Chernasardo Rangers to Fort Trevalay, though it gives
no indication of what or where Fort Trevalay is. Aubrin
is unsure of the fortress’s location and encourages the
PCs to focus on more immediate needs like finding food
and shelter, but to seek out the Rangers once their own
position is more secure.


Lily loses her spell, but hits the spider anyway.

Cedric moves up.

Bree attacks and hits

Caladra charges in, but misses.


Thorek
Boudra (entangled)
Cyrioul
Red Giant spider (3+3)
Lily (entangled)
Cedric
Bree
Caladra


Boudra shoots (and misses) the giant spider, but Cyrioul's damage is enough to kill the ettercap.

The remaining spider entangles: 1d20 + 5 ⇒ (14) + 5 = 19 Boudra.


Lily (entangled)
Cedric
Bree
Caladra
Thorek
Boudra (entangled)
Cyrioul
Red Giant spider


Thorek burns enough of the webbing away to not be entangled.

bite, claw, claw: 1d20 + 5 ⇒ (14) + 5 = 191d20 + 5 ⇒ (1) + 5 = 61d20 + 5 ⇒ (15) + 5 = 20
damage: 1d6 + 2 ⇒ (6) + 2 = 81d4 + 2 ⇒ (3) + 2 = 5
Thorek fortitude save vs poison: 1d20 + 5 + 3 ⇒ (11) + 5 + 3 = 19

The ettercap rips at Thorek (doing 13 damage), but his hardy constitution prevents the poison from doing him any harm.


Boudra -- Delayed
Cyrioul
Red Giant spider
Lily (entangled)
Cedric
Bree
Caladra
Thorek
Ettercap (29)


Lily loses a spell.

Cedric misses.

Bree misses

Caladra misses.


Boudra -- Delayed
Thorek (entangled)
Ettercap (29)
Cyrioul
Red Giant spider
Lily (entangled)
Cedric
Bree
Caladra


Sorry I dropped off the face of the earth yesterday without warning...


Cyrioul enhances Cedric.

The remaining spider shoots a web: 1d20 + 5 ⇒ (17) + 5 = 22 at Thorek, entangling him.


Lily (entangled) -- delayed
Cedric
Bree
Boudra
Caladra
Thorek (entangled)
Ettercap (29)
Cyrioul
Red Giant spider


Caladra's swing neatly slices the giant spider in two.

Thorek again, with the help of Boudra's blessing, hits the ettercap with a devastating blow.

The ettercap bite, claw, claw: 1d20 + 5 ⇒ (6) + 5 = 111d20 + 5 ⇒ (16) + 5 = 211d20 + 5 ⇒ (10) + 5 = 15 hits Thorek with one of its claws, doing damage: 1d4 + 2 ⇒ (2) + 2 = 4


Lily (entangled) -- delayed
Cyrioul
Red Giant spider
Cedric
Bree
Boudra
Caladra
Thorek
Ettercap (29)


Cedric shrinks and misses.

Entangled:
Entangled: The character is ensnared. Being entangled impedes movement, but does not entirely prevent it unless the bonds are anchored to an immobile object or tethered by an opposing force. An entangled creature moves at half speed, cannot run or charge, and takes a –2 penalty on all attack rolls and a –4 penalty to Dexterity. An entangled character who attempts to cast a spell must make a concentration check (DC 15 + spell level) or lose the spell.
If you have a ranged attack, it can still work

Bree steps up, but her rapier glances off the ettercaps hide.

Boudra again casts guidance on Thorek.


Lily (entangled) -- delayed
Caladra
Thorek
Ettercap (17)
Green Giant spider
Cyrioul
Red Giant spider
Cedric
Bree
Boudra


Cyrioul enhances Cedric.

Having entangled Lily, the red spider fails to entangle: 1d20 + 5 ⇒ (3) + 5 = 8 Bree.


Cedric
Lily (entangled)
Bree
Boudra
Caladra
Thorek
Ettercap (17)
Green Giant spider
Cyrioul
Red Giant spider


Caladra moves forward and misses the spider.

Thorek, using every available advantage hits the ettercap solidly

The ettercap shoots: 1d20 + 6 ⇒ (5) + 6 = 11 its web at Thorek, but does not entangle him. This provokes from Thorek.

The green giant spider bites at: 1d20 + 2 ⇒ (15) + 2 = 17 Caladra, damaging: 1d6 ⇒ 5 him. Caladra is not: 1d20 + 6 ⇒ (17) + 6 = 23 poisoned by the spider.


Cyrioul
Red Giant spider
Cedric
Lily (entangled)
Bree
Boudra
Caladra
Thorek
Ettercap (17)
Green Giant spider


Cyrioul produces a greasy spot on the wall. The ettercap does not: 1d20 + 5 ⇒ (16) + 5 = 21 lose it's footing.

The Red giant spider shoots: 1d20 + 5 ⇒ (13) + 5 = 18 a web at Lily, entangling her.

Cedric enlarges and breaks free of the entangling webs

Lily, having sensed something was afoot, almost: 1d20 ⇒ 17 moved up next to Bree. She noticed that the place she was going to move to was filled with quicksand. Still entangled, she shoots at the ettercap, damaging it.

Bree bursts the entangling bonds on her, and then, takes a step back away from the ettercap. Because the web is tethered to the creature, you can't move while entangled

GM Bot: Boudra moves in and casts guidance on Thorek.

Except for those squares that have water in them, it is not difficult terrain


Caladra
Thorek
Ettercap (4)
Green Giant spider
Cyrioul
Red Giant spider
Cedric
Lily (entangled)
Bree
Boudra


Bree makes sure everyone sees the webs, and so, no one is entrapped by them. This makes the ettercap on the roof of the building come out of hiding and successfully attempts: 1d20 + 6 ⇒ (7) + 6 = 13 to entangle Bree.

Additionally, two giant spiders come out of the trees to the east and west.

template for initiatives:

Boudra initiative: 1d20 - 3 ⇒ (12) - 3 = 9
Bree initiative: 1d20 + 2 ⇒ (7) + 2 = 9
Caladra initiative: 1d20 + 1 ⇒ (7) + 1 = 8
Cedric initiative: 1d20 + 1 ⇒ (16) + 1 = 17
Cyrioul initiative: 1d20 + 9 ⇒ (12) + 9 = 21
Lily initiative: 1d20 + 5 ⇒ (8) + 5 = 13
Thorek initiative: 1d20 + 2 ⇒ (3) + 2 = 5
Ettercap initiative: 1d20 + 7 ⇒ (20) + 7 = 27
Red Giant spider initiative: 1d20 + 3 ⇒ (16) + 3 = 19
Green Giant spider initiative: 1d20 + 3 ⇒ (20) + 3 = 23

The ettercap climbs five feet down the side of the building, and attempts to bite: 1d20 + 5 ⇒ (9) + 5 = 14 Bree. Then it makes two claw attacks: 1d20 + 5 ⇒ (16) + 5 = 211d20 + 5 ⇒ (19) + 5 = 24. The second one hits dealing 1d4 + 2 ⇒ (2) + 2 = 4 damage.

The green spider shoots: 1d20 + 5 ⇒ (12) + 5 = 17 a web at Cedric, entangling him.


Cyrioul
Red Giant spider
Cedric
Lily
Bree
Boudra
Caladra
Thorek
Ettercap
Green Giant spider

Entangled:
Entangled: The character is ensnared. Being entangled impedes movement, but does not entirely prevent it unless the bonds are anchored to an immobile object or tethered by an opposing force. An entangled creature moves at half speed, cannot run or charge, and takes a –2 penalty on all attack rolls and a –4 penalty to Dexterity. An entangled character who attempts to cast a spell must make a concentration check (DC 15 + spell level) or lose the spell.


Bree Perception: 1d20 + 5 ⇒ (17) + 5 = 22

Bree notices that the trees are swarming with insects, the areas that have water in them appear to be difficult terrain, and the trail to the door of the building has webs across it.


See Maps.


Perhaps one of you think of it or maybe Aubrin will mention it, but the subject of the Chernasandro Rangers comes up in conversation. Perhaps the rangers can help.

Veld will tell you where their outpost is.

The next day, as you approach, the forest grows thick here, trees pressed close together with their branches intertwined. A gloom hangs in the air. Foliage around the base of the trees is sparse, stunted by lack of sunlight. The songs of birds and noises of small animals have ceased, adding to the eerie atmosphere of the ancient woods.

You can see the building on an island with a short bridge to the mainland.

What do you do?


Veld has agreed to make some scrolls for you.

She is willing to make any first or second level scrolls for the appropriate amount of gp. It will take her a day to make a scroll, so, if you want to, and have the money available she can make scrolls with multiple copies of the spell. For instance, rather than a single scroll of burning hands for 50 gp, she could make a scroll with ten of the spell on it for 500 gp. She knows a lot of the woods, and can be a source of information, if you ask the right questions.

Please make daily checks.


There is an almost depleted pile of firewood next to the door to the shack.

DC 10 Perception check:
You hear a faint, slightly off-key humming of a tune from inside the shack. A DC 15 Knowledge History or Perform Song would let you know it was a popular tavern song from over fifty years ago.


The refugees lead you to a thicket of brambles. It takes a moment, but, the thinnest wisp of smoke from a tiny chimney lets you discern a small shack.


The next day please make daily checks some of the refugees who were foraging come back with news of a tiny shack hidden in a thicket of brambles.

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