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Portraits | Tactical | Hollow Mountain

My apologies everyone. Once the mystery archer (Guess Who?) started peppering the Queen's warbirds with arrows, she went invisible, ended her captivating song, and took off. It is obvious I did not make that clear so mea culpa. And with that, we will resume action in May. Catch you on the flip side


Portraits | Tactical | Hollow Mountain

Finally meeting the harpies on their own footing, Arimar slices the harpy into a slowly falling mass of feathers, blood, and organs. The red rain falls in the midday sun, a slow mist of heat forming in the cool mountain air wafting from the dead corpse as it crashes to the ground.

The harpies scream in protest as one of their fellow warbirds dies in combat. The sound barely resonates through the waxy earplugs, and the steady rhythm of Gwen's music.

As the companions heal Benaiah, they spy more arrows emerge from the east and a dull grey shape in the distance. One, two, three, four, five, and finally a sixth arrow find the queen's bodyguards. Both harpies fall to the ground, punctured by numerous arrows each. All that can be heard is a long, dirgeful sound emanate from the invisible queen, the companions assume.

The sole warbird circles high and flies off to the west, disengaging from combat.

Let me know if you want to chase it, or what you want to do next.

Current Conditions: Arimar -11; Benaiah -8, Gwen -27 hp


Portraits | Tactical | Hollow Mountain

will fix that. Nice to see dice roller is back to normal.


Portraits | Tactical | Hollow Mountain

Arimar's second javelin once again skewers an evil harpy. This time his javelin lodges in her waist.

Benaiah, Kaddren, and Gewn all position themselves tactically to preserve the singing of the halfling. The companions think they might maybe see a grey form darting out of a rock formation and back again, but that cannot be sure. What they are sure of are more arrows. This time a quintet of arrows strike the queen and her body guards. Blood droplets cascade down followed by a miasma of feathers. All of the harpies look worse for wear.

The queen utters some gruntal sounds in the arcane language and disappears from sight, as the two war birds circle in the direction the arrows are emanating from.

Meanwhile, the remaining warbirds are tired of the paladin's javelins and their holy energy. Both hover in place and release volley after volley of arrows at the Aasimar.

Orange harpy vs Arimar, arrow #1: 1d20 + 18 ⇒ (11) + 18 = 29
damage: 1d8 + 7 ⇒ (5) + 7 = 12

Orange harpy vs Arimar, arrow #2: 1d20 + 13 ⇒ (8) + 13 = 21
damage: 1d8 + 7 ⇒ (1) + 7 = 8

Green harpy vs Arimar, arrow #1: 1d20 + 18 ⇒ (1) + 18 = 19
damage: 1d8 + 7 ⇒ (4) + 7 = 11

Green harpy vs Arimar, arrow #2: 1d20 + 13 ⇒ (3) + 13 = 16
damage: 1d8 + 7 ⇒ (5) + 7 = 12

Good to see the GM dice roller is back to normal

Only one arrow makes it way through the paladin's defenses. Sarenrae must be smiling on him today.

Up Next: Everyone

Combat Table:

Combat: Round 4
Active Conditions: Lots of waxy ears; Benaiah: mutagen, phantom blood, bull's strength, enlarge, shield, Fast Healing 10/10, Heroism; Kaddren: Heightened Awareness, Invisibility ?
Global Conditions:

  • Harpy Queen <=
  • Kaddren <=
  • Gwen <=
  • Arimar<=
  • Benaiah <=
  • Harpy Warriors <=

Current Conditions: Arimar -23; Benaiah -26, Gwen -27 hp, Yellow Harpy -15hp, Orange Harpy -12hp

Countersong (Su):
Countersong (Su): At 1st level, a bard learns to counter magic effects that depend on sound (but not spells that have verbal components). Each round of the countersong he makes a Perform (keyboard, percussion, wind, string, or sing) skill check. Any creature within 30 feet of the bard (including the bard himself) that is affected by a sonic or language-dependent magical attack may use the bard's Perform check result in place of its saving throw if, after the saving throw is rolled, the Perform check result proves to be higher. If a creature within range of the countersong is already under the effect of a noninstantaneous sonic or language-dependent magical attack, it gains another saving throw against the effect each round it hears the countersong, but it must use the bard's Perform skill check result for the save. Countersong does not work on effects that don't allow saves. Countersong relies on audible components.


Portraits | Tactical | Hollow Mountain
Kaddren wrote:
Free Action to curse Action Economy.

Action Economy makes it Will save


Portraits | Tactical | Hollow Mountain
Benaiah the Heretic wrote:
How the F*$& did we not think of this ahead of time? he scolds himself.

Not for the last time, the GM did think the same thing.


Portraits | Tactical | Hollow Mountain

lockwooded Lockwood and Arimar the Bodyguard

Arimar's javelin if goodness strikes true in the evil woman bird hybrid. Lodging in her collarbone, she lets out a shriek of pain as the holiness of the javelin sears her evil flesh. Once more her cries are drowned out by wax, sting, and harpy.

From nowhere, two arrows hiss across the skies, one trailing by the barest of margins. Before any of the Companions or harpies can track them or their origins, they both thud into the queen's breast with a wet 'THUMP THUMP' sound. Immediately two of her warbirds circle from their defensive formation in an effort to protect their queen. None of the Companions can see where these arrows originated from, only a vague cardinal direction of east.

The remaining warbirds attempt to silence the one Companion that seems to be disrupting their queen's captivating song. They flutter in the skies as they concentrate their efforts on the tiny halfling.

Orange harpy vs Gwen: 1d20 + 18 ⇒ (7) + 18 = 25
damage: 1d8 + 7 ⇒ (8) + 7 = 15

Green harpy vs Gwen: 1d20 + 18 ⇒ (14) + 18 = 32
damage: 1d8 + 7 ⇒ (5) + 7 = 12

This time Gwen is the recipient of the harpies accurate archery.

Up Next: Everyone

Combat Table:

Combat: Round 3
Active Conditions: Lots of waxy ears; Benaiah: mutagen, phantom blood, bull's strength, enlarge, shield, Fast Healing 5/10; Kaddren: Heightened Awareness, Invisibility ?
Global Conditions:

  • Harpy Queen <=
  • Kaddren <=
  • Gwen <=
  • Arimar<=
  • Benaiah <=
  • Harpy Warriors <=

Current Conditions: Arimar -11; Benaiah -31, Gwen -27 hp, Yellow Harpy -15hp

Countersong (Su):
Countersong (Su): At 1st level, a bard learns to counter magic effects that depend on sound (but not spells that have verbal components). Each round of the countersong he makes a Perform (keyboard, percussion, wind, string, or sing) skill check. Any creature within 30 feet of the bard (including the bard himself) that is affected by a sonic or language-dependent magical attack may use the bard's Perform check result in place of its saving throw if, after the saving throw is rolled, the Perform check result proves to be higher. If a creature within range of the countersong is already under the effect of a noninstantaneous sonic or language-dependent magical attack, it gains another saving throw against the effect each round it hears the countersong, but it must use the bard's Perform skill check result for the save. Countersong does not work on effects that don't allow saves. Countersong relies on audible components.


Portraits | Tactical | Hollow Mountain
Kaddren wrote:

Kaddren hasn't cast Flaming Sphere; it wasn't one of his prepared spells, so he was subbing out Invisibility for it.

GM question: Would you rule that directing a Flaming Sphere to enter the space of an opponent breaks the Invisibility? It's a gray area. Second tactical question: Is there a roofed place in the ruins that could be shot? Asking for a friend that doesn't want to be a pincushion.

** spoiler omitted **

Yes it would break invisibility because the AoE would contain a harpy, i.e. a foe.

The harpies are currently above the roof and the roof is so dilapidated that there isn't much there.


Portraits | Tactical | Hollow Mountain
Arimar wrote:
Thanks GM, let's retreat a little. With a teeny class level, are you sure about the +18 to hit then? I don't want to use too much PC knowledge, but +18 seems way out of the ballpark for a harpy. +8? Sure. +10? I can see it... you know what I'm getting at.

I get it, they are also currently being buffed with Good Hope and the queen has a bit more than teeny class level, but don't worry about her. ;)


Portraits | Tactical | Hollow Mountain

Only teeny tiny class level. You should be ok. But if you retreat back to where you started, you will have cover as is marked on the map.


Portraits | Tactical | Hollow Mountain

Kaddren -> place your sphere

As the companions close the gap between their defensive position and the feasting harpies, take to the skies. Two of the harpies draw their long bows as they climb into the skies.

Orange harpy vs Arimar: 1d20 + 18 ⇒ (5) + 18 = 23
damage: 1d8 + 7 ⇒ (4) + 7 = 11

Green harpy vs Benaiah: 1d20 + 18 ⇒ (20) + 18 = 38
damage: 1d8 + 7 ⇒ (6) + 7 = 13

Green harpy vs Benaiah confirm: 1d20 + 18 ⇒ (13) + 18 = 31
damage: 2d8 + 14 ⇒ (5, 4) + 14 = 23

Once more arros thud into Benaiah severing an artery. The man quickly pushes the arrow deeper into his chest to stay the flow of blood.

Arimar also feels the bite of the harpy's shot.

The queen begins to sing out her dirge, but the sound is completely drowned out by the melodious music of Gwen violin and the waxy damn in their ear canals.

Up Next: Everyone

Combat Table:

Combat: Round 2
Active Conditions: Lots of waxy ears; Benaiah: mutagen, phantom blood, bull's strength, enlarge, shield; Kaddren: Heightened Awareness, Invisibility ?
Global Conditions:

  • Harpy Queen <=
  • Kaddren <=
  • Gwen <=
  • Arimar<=
  • Benaiah <=
  • Harpy Warriors <=

Current Conditions: Arimar -11; Benaiah -36

Countersong (Su):
Countersong (Su): At 1st level, a bard learns to counter magic effects that depend on sound (but not spells that have verbal components). Each round of the countersong he makes a Perform (keyboard, percussion, wind, string, or sing) skill check. Any creature within 30 feet of the bard (including the bard himself) that is affected by a sonic or language-dependent magical attack may use the bard's Perform check result in place of its saving throw if, after the saving throw is rolled, the Perform check result proves to be higher. If a creature within range of the countersong is already under the effect of a noninstantaneous sonic or language-dependent magical attack, it gains another saving throw against the effect each round it hears the countersong, but it must use the bard's Perform skill check result for the save. Countersong does not work on effects that don't allow saves. Countersong relies on audible components.


Portraits | Tactical | Hollow Mountain

I got caught up with family stuff on my day off. I'll try to move this along sometime today or early tomorrow morning.


Portraits | Tactical | Hollow Mountain
Kaddren wrote:
Kaddren slinks back a bit to where he can Message the party.

I took this to mean you went back to the party - but you can move back if you prefer. Up to you.


Portraits | Tactical | Hollow Mountain

Map updated - please adjust yourselves +/- 10 feet. Kaddren it has been 15 rounds since you became invisible between movement and Benaiah's buffs.

The companions, feeling that they have a great plan for battle against the feasting harpies, begin to leave the shelter of their boulder hideout and move towards the ruined temple. Unfortunately, they do not get very far before the harpies spot them.

Initiative Rolls:

Arimar Initiative: 1d20 + 1 ⇒ (9) + 1 = 10
Benaiah Initiative: 1d20 + 0 ⇒ (6) + 0 = 6
Gwendolyn Initiative: 1d20 + 3 ⇒ (14) + 3 = 17
Kaddren Initiative: 1d20 + 4 ⇒ (14) + 4 = 18
Harpy Queen: 1d20 + 3 ⇒ (19) + 3 = 22
Harpy Warriors: 1d20 + 4 ⇒ (1) + 4 = 5

The Queen begins gesticulating in the arcane manner, while mouthing words to a spell. Both Gwen and Kaddren can easily recognize it as Good Hope. Posteering her followers, she takes to the sky with a powerful downthrust of her wings rising 40 feet into the air.

Up Next: Everyone

Combat Table:

Combat: Round 1
Active Conditions: Lots of waxy ears; Benaiah: mutagen, phantom blood, bull's strength, enlarge, shield; Kaddren: Heightened Awareness, Invisibility ?
Global Conditions:

  • Harpy Queen <=
  • Kaddren <=
  • Gwen <=
  • Arimar<=
  • Benaiah <=
  • Harpy Warriors <=

Current Conditions:

Countersong (Su):
Countersong (Su): At 1st level, a bard learns to counter magic effects that depend on sound (but not spells that have verbal components). Each round of the countersong he makes a Perform (keyboard, percussion, wind, string, or sing) skill check. Any creature within 30 feet of the bard (including the bard himself) that is affected by a sonic or language-dependent magical attack may use the bard's Perform check result in place of its saving throw if, after the saving throw is rolled, the Perform check result proves to be higher. If a creature within range of the countersong is already under the effect of a noninstantaneous sonic or language-dependent magical attack, it gains another saving throw against the effect each round it hears the countersong, but it must use the bard's Perform skill check result for the save. Countersong does not work on effects that don't allow saves. Countersong relies on audible components.


Portraits | Tactical | Hollow Mountain
Benaiah the Heretic wrote:

Back tonight guys, will definitely post by tomorrow. So sorry for holding things up. You can roll my stealth checks for me if it helps. I'll move slowly if that helps my modifier.

-Posted with Wayfinder

Looked for it - couldn't find it. If it is more than 6 with modifiers taking 10 like Arimar, you are all good. If below, we roll for int.

Posting note - Gwen is going to be slow posting, so we can bot her as necessary. Once Benaiah settles back into real life we can move this along.


Portraits | Tactical | Hollow Mountain

GM rolls:
5d20 ⇒ (17, 7, 8, 15, 10) = 57[/dice]


Portraits | Tactical | Hollow Mountain
Arimar wrote:

Heh. Thanks mate. I don't mean to be pushy, but I think you know I have my gripes about Pathfinder. That said, we're playing it and you should never feel pressured to do anything other than whatever you like as GM.

The more I re-read of 1st Ed, the more I really can't wait for the first weekend in May!

Looking forward to it to.


Portraits | Tactical | Hollow Mountain
Kaddren wrote:
Was the Queen visually distinctive? If so, I'll throw in what she looks like

You are smart enough to know she is the queen and relay that information to your friends.


Portraits | Tactical | Hollow Mountain

All good points there - there will be a nice modifier for distance and distraction. Also, I did give you the 'jump' on them.


Portraits | Tactical | Hollow Mountain

Great questions.

There is no difficult terrain. The cliff is 30 feet high.

Temple - partial roof, the harpies fly into the temple and out of the temple and it doesn't really hamper them. Around the perimeter and 10 feet into the temple is considered partial concealment, further in than 10 feet is total concealment.

Does that answer all your questions?


Portraits | Tactical | Hollow Mountain

If you are going to try to remain inconspicuous, please add in 3 stealth checks to make your total movement. Combat will begin once you are spotted, or if you make it unspotted, you will get a surprise round in.


Portraits | Tactical | Hollow Mountain

No difficult terrain. You can either walk up the western ridge (red line), or climb up the cliff.


Portraits | Tactical | Hollow Mountain

As Kaddren creeps closer for a better look, the companions freeze as a pair of Harpies appears over the northeastern ridge. They are flying haphazardly due to the large mass in their claws that is dragging them down. They swoop low and drop a dead mountain cat in front of the temple before wheeling to the east and circling back to land on either side of the carcass.

Kaddren:
"Food is here my queen." Kaddren can hear the harpy call.

Rising from the northwest of the ruin, a trio of harpies fly up and over the top to land beside the carcass. One of the harpies tears into the big cat, slicing through skin and muscle to rip a chunk of meat off, tips her head back, and swallows the meat down her gullet in one snap. The pair besider her look to her before also ripping off their own chunk of cat meat.

Please describe your next actions, but not too far.


Portraits | Tactical | Hollow Mountain

There are interior rooms that you cannot see in. I made the GM assumption that you shifted perimeter positions in your scouting. The only way to see more is to approach and enter the ruined temple.


Portraits | Tactical | Hollow Mountain

Once again Kaddren uses his magics to augment his senses and obscure his movements from potential enemies. Taking the road less traveled, he decides to skirt below the cliff face. As he moves closer, his nose picks up a scent that he is familiar with, like a dream of long ago.

Living in palatial Kaddren Villa, his older siblings often played pranks on the serious child. One particularly hot summer, so hot cooks turned off their cook fires for the pavement of Magnimar, a certain dead fish, drenched in a river of raw excrement, wrapped in rags saturated with women's menstrual discharge, was hidden in his room. After a few days, the smell was so horrible that his parents suggested burning down the villa and moving to Cheliax.

This was the smell that Kaddren smelled before and wished to never smell again but was breathing in now. Trying to inhale through his mouth, he scanned the area. Pilled up were carcasses in various states of decay, dropping from huge birds, and trash upon trash upon trash. The harpies were either here, or have recently vacated this lair.

Kaddren Kn (Religion): 1d20 + 10 ⇒ (8) + 10 = 18

The man also recognizes various carvings and religious statues dedicated to Pazuzu.

Ascending the cliff face, he peers into the ruined temple but his view is obstructed. In his field of vision he does not hear or see any haripes.


Portraits | Tactical | Hollow Mountain

Breaking camp, the rangers turn in for some rest after seeing to the yaks, while the Burgomaster and companions in tow head off on another mountain trail. Luckily this site seems to be a bit below Advanced Base Camp and the companions find the walk peaceful.

Unfortunately, no harpies are found.

The night passes relatively the same, the rangers are up before sunset and have seen to tea and a meager dinner.

Two more days trudging through the mountain, and no sight of the harpies. The elements, altitude, and lack of proper meals are starting to take a toil on the physically fit adventures. Stubble appears on Benaiah's chin, Arimar tries to move heavy stones to keep his muscles from atrophying, Gwen sings songs to pass the time, as Kaddren thumbs through some books of his.

With little hope, they strike out once again. This path rises sharply into the mountain. The air quickly thins as the companions lean over their feet as the walk uphill. Their breath coming in rapid white puffs, the burn of their thighs, and the conversation dies quickly.

Fortitude Rolls, Altitude DC 15:

Arimar Fortitude: 1d20 + 11 ⇒ (18) + 11 = 29 -- Resist acid 5, cold 5, electricity 5
Benaiah Fortitude: 1d20 + 7 ⇒ (1) + 7 = 8 -- +1 vs. divine spells, +2 vs. poison
Kaddren Fortitude: 1d20 + 3 ⇒ (18) + 3 = 21 +5 vs cold weather
Gwendolyn Fortitude: 1d20 + 4 ⇒ (4) + 4 = 8

Benaiah and Gwen are fatigued

After an hour of hard trekking, they once again come to a cliff face with a ruined temple cresting the ridge. Creeping to 100 feet from the temple, they crouch down to hide behind a small rise. As the companions look over the area they can see that if they take a westward course, they can walk up the rise to the ruined temple. If they strike out north, the cliff face only rises about 10 feet to the temple, whereas if they circled east, the cliff face rises to an elevation of at least 30 feet.

Map Updated - Please describe your approach


Portraits | Tactical | Hollow Mountain

Deciding that caution is the better part of valor, the Companions create their warning sign to help any wayward travelers avoid the deadly fungi and its spawn.

Rappelling back down the cliff, the walk back over the scree and find Draslas huddled deep in his furs on the lee side of a large boulder. Scanning the companions he quickly surmises that they did not in fact, find the harpy lair. He is a bit surprised at the fungi lair, and is grateful for the companions altruism in leaving the warning sign.


Portraits | Tactical | Hollow Mountain

As Arimar heals one of the vegepygmys, it raises from the floor and scurries defensively by the fungal mat that spawned it.

Up to you what you want to do about this.

Being the intrepid explorers that they are, they continue to search the ruined temple, looking for treasure or clues.

Sadly their search only yields a leather journal. Opening it, they find many of the pages missing or illegible except for

Journal:
If you want to kill the vegepygmys turn to page 75. If you want to return to Advanced Base Camp turn to page 63.

As the sun continues it journey across the sky, the companions realize that night will be falling soon.


Portraits | Tactical | Hollow Mountain

As Benaiah and Arimar once more tear into the vegepygmys, the sole remaining vegepygmy retreats back towards the fungi that spawned it. It makes no moves to advance or attack.

Combat over. Let me know if you want to destroy the vegepygmy and fungi or not.


Portraits | Tactical | Hollow Mountain
Benaiah the Heretic wrote:
Unless you get sick, there is no such thing as spring break killing you. Ours is next week, and I can't wait. It might kill my post rate, but it won't kill me... :) sunshine and warm weather, family and drinks by the pool. No work. Emphasise that last part... no.... work. :)

This - lots of this.


Portraits | Tactical | Hollow Mountain

Gwen manages to avoid the worst of the vegepygmy' attack before moving back slightly.

Once again Arimar swings his falchion with deadly ferocity, slicing through vegetative matter and slicing it in half. It falls in different directions to the ground.

With claw and bite Benaiah manages to rip apart the red vegepygmy. It's verdant body lies lifeless on the temple floor. His last claw tears a bushwhacked path from shoulder to hip on the orange vegepygmy.

Kaddren releases another jet of grease at the Green vegepygmy.

Reflex: 1d20 + 8 ⇒ (2) + 8 = 10

And promptly falls down. It gets back up and seems to twist and run in an odd fashion.

As the red vegepygmy dies, the orange and yellow continue to engage Benaiah with multiple blows. Thur move around the big man trying to, but not quite attaining flanking position.

orange vegepygmy Attack vs Benaiah: 1d20 + 7 ⇒ (7) + 7 = 14
vegepygmy damage: 1d6 + 3 ⇒ (1) + 3 = 4

orange vegepygmy Attack vs Benaiah: 1d20 + 7 ⇒ (14) + 7 = 21
vegepygmy damage: 1d6 + 3 ⇒ (1) + 3 = 4

yellow vegepygmy Attack vs Benaiah: 1d20 + 7 ⇒ (6) + 7 = 13
vegepygmy damage: 1d6 + 3 ⇒ (1) + 3 = 4

yellow vegepygmy Attack vs Benaiah: 1d20 + 7 ⇒ (14) + 7 = 21
vegepygmy damage: 1d6 + 3 ⇒ (1) + 3 = 4

Only some blows land and not very damaging to the rage monster.

Nice dice rolls. WTF. map help please?

Up Next: Everyone

Combat Table:

Combat: Round 3
Active Conditions: Benaiah fast healing 5/10
Global Conditions:

  • vegepygmy <=
  • Kaddren <=
  • Gwen <=
  • Benaiah<=
  • Arimar <=

[ooc]Current Conditions: Arimar -5hp; Benaiah -23hp; Kaddren -7hp & Deaf (2/3); Gwen -5hp; Blue Dead; Orange -15hp; Red Dead [/b]


Portraits | Tactical | Hollow Mountain

Post coming tomorrow. Spring Break killing me.


Portraits | Tactical | Hollow Mountain

Thanks


Portraits | Tactical | Hollow Mountain

Gwen is the first of the companions to act. Striking up a tune, her friends feel a burst of courage to defend themselves against the plant attackers.

Arimar swings his falchion with deadly ferocity, slicing through vegetative matter. A pool of clear, thick fluid trickles from the creature's wounds. Whatever he said to his assailant seems to either be ignored or not understood.

Benaiah decides to fling fire through the air. It lands directly on the red vegepygmy. Strangely much of the fire fizzles out before it scorches the vegepygmy. The resultant splash only produces a small puff of steam rather than hurting its companion.

Kaddren releases a jet of grease causing one of the plant creatures to slip and fall. The other retains his footing but makes no effort to follow the human as he slides away.

Left with only three targets, the vegepygmy once more resume their attack.

Blue vegepygmy, Attack vs Arimar: 1d20 + 7 ⇒ (19) + 7 = 26
vegepygmy damage: 1d6 + 3 ⇒ (6) + 3 = 9

Blue vegepygmy, Attack vs Arimar: 1d20 + 7 ⇒ (16) + 7 = 23
vegepygmy damage: 1d6 + 3 ⇒ (2) + 3 = 5

While the blue vegepygmy swings at Arimar, the green advances towards Gwen with its arm cocked high. Reaching the halfling, it tries to deliver a strong uppercut to the halfling's jaw.

Green vegepygmy, Knockout Attack vs Gwen: 1d20 + 8 ⇒ (4) + 8 = 12
vegepygmy damage: 1d6 + 3 ⇒ (5) + 3 = 8
But misses

As the red vegepygmy regains its feet, the orange and yellow all close the distance with Benaiah surrounding him and begin to rain down blows.

orange vegepygmy flank Attack vs Benaiah: 1d20 + 7 + 2 ⇒ (17) + 7 + 2 = 26
vegepygmy damage: 1d6 + 3 ⇒ (6) + 3 = 9

orange vegepygmy Attack vs Benaiah: 1d20 + 7 + 2 ⇒ (19) + 7 + 2 = 28
vegepygmy damage: 1d6 + 3 ⇒ (4) + 3 = 7

yellow vegepygmy Attack vs Benaiah: 1d20 + 7 + 2 ⇒ (6) + 7 + 2 = 15
vegepygmy damage: 1d6 + 3 ⇒ (1) + 3 = 4

yellow vegepygmy Attack vs Benaiah: 1d20 + 7 + 2 ⇒ (16) + 7 + 2 = 25
vegepygmy damage: 1d6 + 3 ⇒ (4) + 3 = 7

map help please?

Up Next: Everyone

Combat Table:

Combat: Round 2
Active Conditions:
Global Conditions:

  • vegepygmy <=
  • Kaddren <=
  • Gwen <=
  • Benaiah<=
  • Arimar <=

[ooc]Current Conditions: Arimar -14 hp; Benaiah -28hp; Kaddren -7hp & Deaf (1/3); Gwen -5hp & Dazzled (1/2); Blue -18 hp; Red -20hp [/b]

Dirty Trick:
Source: PRG:APG.

You can attempt to hinder a foe in melee as a standard action. This maneuver covers any sort of situational attack that imposes a penalty on a foe for a short period of time. Examples include kicking sand into an opponent’s face to blind him for 1 round, pulling down an enemy’s pants to halve his speed, or hitting a foe in a sensitive spot to make him sickened for a round. The GM is the arbiter of what can be accomplished with this maneuver, but it cannot be used to impose a permanent penalty, and the results can be undone if the target spends a move action. If you do not have the Improved Dirty Trick feat or a similar ability, attempting a dirty trick provokes an attack of opportunity from the target of your maneuver.

If your attack is successful, the target takes a penalty. The penalty is limited to one of the following conditions:

blinded, dazzled, deafened, entangled, shaken, or sickened.

This condition lasts for 1 round. For every 5 by which your attack exceeds your opponent’s CMD, the penalty lasts 1 additional round. This penalty can usually be removed if the target spends a move action. If you possess the Greater Dirty Trick feat, the penalty lasts for 1d4 rounds, plus 1 round for every 5 by which your attack exceeds your opponent’s CMD. In addition, removing the condition requires the target to spend a standard action.


Portraits | Tactical | Hollow Mountain

Yeah sorry for the slow post. Will move along tomorrow. Spring break and all.

And as for the map I will endeavor to make maps whenever possible. Thanks for all the feedback. Now that I know I do have I large bank of maps do it was easy to do at lunch.


Portraits | Tactical | Hollow Mountain

Orange Ref: 1d20 + 8 ⇒ (12) + 8 = 20
Red Ref: 1d20 + 8 ⇒ (10) + 8 = 18


Portraits | Tactical | Hollow Mountain

Low is usually bad. So 1d5 - 1 is a failure

Deaf: 1d5 ⇒ 2


Portraits | Tactical | Hollow Mountain

Threw together a map for you all. Enjoy.


Portraits | Tactical | Hollow Mountain

No map. They move back 15 feet after hitting you. Very close quarters.


Portraits | Tactical | Hollow Mountain

As the duo are waxing rhapsodic with their book learning, five vegepygmy burst forth and rush the companions.

Perception Rolls:

Arimar Perception: 1d20 + 7 ⇒ (9) + 7 = 16 -- Darkvision
Benaiah Perception: 1d20 + 7 ⇒ (5) + 7 = 12
Kaddren Perception: 1d20 + 8 ⇒ (12) + 8 = 20
Gwendolyn Perception: 1d20 + 13 ⇒ (18) + 13 = 31
vegepygmy Stealth: 1d20 + 26 ⇒ (6) + 26 = 32

Initiative Rolls:

Arimar Initiative: 1d20 + 1 ⇒ (9) + 1 = 10
Benaiah Initiative: 1d20 + 0 ⇒ (12) + 0 = 12
Gwendolyn Initiative: 1d20 + 3 ⇒ (11) + 3 = 14
Kaddren Initiative: 1d20 + 4 ⇒ (11) + 4 = 15
vegepygmy: 1d20 + 4 ⇒ (13) + 4 = 17

Begin Surprise Round
They systematically attack the Companions, the claws of the vegepygmy drip with Russet Mold spores.

vegepygmy 1, Charge Claw Attack vs Arimar: 1d20 + 8 + 2 ⇒ (10) + 8 + 2 = 20
vegepygmy 1, Charge Claw damage: 1d4 + 3 ⇒ (4) + 3 = 7

vegepygmy 2, Charge Claw Attack vs Benaiah: 1d20 + 8 + 2 ⇒ (9) + 8 + 2 = 19
vegepygmy 2, Charge Claw damage: 1d4 + 3 ⇒ (1) + 3 = 4

vegepygmy 3, Charge Claw Attack vs Benaiah: 1d20 + 8 + 2 ⇒ (19) + 8 + 2 = 29
vegepygmy 3, Charge Claw damage: 1d4 + 3 ⇒ (2) + 3 = 5
Benaiah Fortitude: 1d20 + 7 ⇒ (17) + 7 = 24

Only one vegepygmy lands a claw, but the barbchemist is so used to odd chemicals in his bloodstream that he easily shakes the effects off.

vegepygmy 4, Charge Claw Attack vs Kaddren: 1d20 + 8 + 2 ⇒ (17) + 8 + 2 = 27
vegepygmy 4, Charge Claw damage: 1d4 + 3 ⇒ (4) + 3 = 7
Kaddren Fortitude: 1d20 + 3 ⇒ (16) + 3 = 19

Tearing into Kaddren's fine clothes, the youth also is able to resist the strange mold spores.

vegepygmy 5, Charge Claw Attack vs Gwen: 1d20 + 8 + 2 ⇒ (11) + 8 + 2 = 21
vegepygmy 5, Charge Claw damage: 1d4 + 3 ⇒ (2) + 3 = 5
Gwendolyn Fortitude: 1d20 + 5 ⇒ (17) + 5 = 22

Gwen too is slashed with the vegepygmy claw and she too is able to ignore the mold in her bloodstream.

You are welcome for those nice Fort Saves!

Begin Round 1
Again the vegepygmy take advantage of the Companions slow reactions. They strike out as a team trying to keep the Companions off balance.

vegepygmy 1, Dirty Trick vs Arimar: 1d20 + 8 ⇒ (7) + 8 = 15
Picking up some loose pebbles, the vegepygmy tosses a handful into Arimar's eyes, attempting toblind him, but the paladin often wades into combat with his eyes closed so suffers no ill effects.

vegepygmy 2, Dirty Trick vs Benaiah: 1d20 + 8 + 2 ⇒ (17) + 8 + 2 = 27
vegepygmy 3, Dirty Trick vs Benaiah: 1d20 + 8 + 2 ⇒ (12) + 8 + 2 = 22
Benaiah is not so lucky. Both vegepygmy team up to bind Benaiah's boots together causing him to become Entangled for 2 rounds.

vegepygmy 4, Dirty Trick vs Kaddren: 1d20 + 8 ⇒ (17) + 8 = 25
Another vegepygmy boxes Kaddren's ears causing a ringing sensation. Try as he might, Kaddren cannot hear what his friends are saying to him for three rounds.

vegepygmy 5, Dirty Trick vs Gwen: 1d20 + 8 ⇒ (14) + 8 = 22
The last vegepygmy dances around, under, and behind Gwen before showing her a sparkly prism whose light dazzles the halfling for two rounds.

All the vegepygmys retreat from their foes giggling heartily.

Kaddren Kn (Nature): 1d20 + 10 ⇒ (5) + 10 = 15
Gwendolyn Kn (all Kn skills): 1d20 + 9 ⇒ (8) + 9 = 17

Monster Lore vegepygmy

Monster Lore 15:
Immune electricity & Plant Traits

Monster Lore 20:
DR 5/slashing or bludgeoning

Monster Lore 25:
Argent Mold with each attack, new Fort Save

Monster Lore 25:
DR 5/slashing or bludgeoning

Up Next: Everyone

Combat Table:

Combat: Round 1
Active Conditions:
Global Conditions:

  • vegepygmy <=
  • Kaddren <=
  • Gwen <=
  • Benaiah<=
  • Arimar <=

[ooc]Current Conditions: Benaiah -5 hp & Entangled (0/2); Kaddren -7hp & Deaf (0/3); Gwen -5hp & Dazzled (0/2) [/b]

Dirty Trick:
Source: PRG:APG.

You can attempt to hinder a foe in melee as a standard action. This maneuver covers any sort of situational attack that imposes a penalty on a foe for a short period of time. Examples include kicking sand into an opponent’s face to blind him for 1 round, pulling down an enemy’s pants to halve his speed, or hitting a foe in a sensitive spot to make him sickened for a round. The GM is the arbiter of what can be accomplished with this maneuver, but it cannot be used to impose a permanent penalty, and the results can be undone if the target spends a move action. If you do not have the Improved Dirty Trick feat or a similar ability, attempting a dirty trick provokes an attack of opportunity from the target of your maneuver.

If your attack is successful, the target takes a penalty. The penalty is limited to one of the following conditions:

blinded, dazzled, deafened, entangled, shaken, or sickened.

This condition lasts for 1 round. For every 5 by which your attack exceeds your opponent’s CMD, the penalty lasts 1 additional round. This penalty can usually be removed if the target spends a move action. If you possess the Greater Dirty Trick feat, the penalty lasts for 1d4 rounds, plus 1 round for every 5 by which your attack exceeds your opponent’s CMD. In addition, removing the condition requires the target to spend a standard action.


Portraits | Tactical | Hollow Mountain

Assuming you all join in the exploration

As the companions explore more of the cavern, they find it in a ruinous state. The only abnormality seems to be an abundance of water in the usually barren environment. Gwen muses it might be an underground spring but she cannot say for sure. Small pools are dotted throughout, many half frozen, and a multicolored pattern of fungi and lichen decorate the area in the damp, dark temple.

The Companions come across a few mundane items, a cup with giant with ram's horns on his head, cracked pottery, some discarded and moldy furs. Nothing of any real value. About 5 minutes of game time to explore.

Until they come a bit too close to a spread of mold.

Kaddren Kn (Nature): 1d20 + 10 ⇒ (5) + 10 = 15
Gwendolyn Kn (all Kn skills): 1d20 + 9 ⇒ (19) + 9 = 28

Kaddren and Gwen steer the companions away from the mold, knowing that it has the potential to belch a cloud of spores at the companions. They explain to the rest that is is a variety of Russet Mold, and if you are infected and die from infestation, you become a vegepygmy.


Portraits | Tactical | Hollow Mountain

Arimar:
Please open Kaddren's first spoiler.


Portraits | Tactical | Hollow Mountain

Kaddren:
You notice artifacts in the temple that remind you of a Tian-Min god named Yamatsumi


Portraits | Tactical | Hollow Mountain

Kaddren, calling upon his arcane abilities, scurries invisibly from boulder to outcropping without incident. Settled at the base of the cliff face he motions for the others to follow and gives the all clear before realizing that he is invisible and they can't see him, so he whispers the all clear.

No matter, as Arimar and Benaiah the Carrier have tried to follow a short distance behind their unseen companion. Doing their best to remain incognito, difficult with Gwen perched on Benaiah's shoulders, they do their best in the mountain scree.

Stealth:

Arimar Stealth: 1d20 - 4 ⇒ (5) - 4 = 1
Benaiah Stealth: 1d20 - 5 ⇒ (13) - 5 = 8
Gwendolyn Stealth: 1d20 + 19 ⇒ (9) + 19 = 28

Quite a bit less stealthy, the trio follow and reach the base without incident. Arimar calls upon the blessings to Sarenrae to determine if their is an evil foe present. As he searches his feelings, he cannot feel anyone of an evil nature near by.

Kaddren then bends the physical laws of space to stride to the top of the cliff face. Still invisible he drops the rope before scanning the area.

Kaddren:
Standing at the once grand entrance to the temple, he notices that the temple is in a state of disrepair. Numerous columns have crumbled or are tilting greatly. Most of the roof has collapsed into piles of rubble. Numerous pools of stagnant water that has frosted over congeal in depressions in the ground. There are a couple of refuse piles that sit in a state of partial decay due to the hazardous environmental conditions. There are no signs of any foes here. Let me know if you want to explore into the temple.

Knowledge Skills:

Arimar Kn (Religion): 1d20 + 7 ⇒ (11) + 7 = 18
Gwendolyn Kn (all Kn skills): 1d20 + 9 ⇒ (4) + 9 = 13
Kaddren Kn (Religion): 1d20 + 10 ⇒ (16) + 10 = 26

Let me know if Arimar, Benaiah, and Gwen follow Kaddren up.


Portraits | Tactical | Hollow Mountain

Got it that Kaddren is going to have a go, so waiting on his IC post.


Portraits | Tactical | Hollow Mountain

It seems like you all are putting for a lot of effort in the planning phase. Great job all around utilizing your resources.

When you are ready let me know and I will move it forward.


Portraits | Tactical | Hollow Mountain
Arimar wrote:
Just to clarify... the 300 feet we need to cross isn't DC 25 to climb, is it? Anyway, we noisy ones should hop boulder to boulder as best we can about 60' behind the advance scouts.

No that is area of scree before the cliff face


Portraits | Tactical | Hollow Mountain

you are assuming you will safely cross 300' levitate up and have time to afix a rope. Love the optimism:)


Portraits | Tactical | Hollow Mountain

The Climb DC without a rope is 25 - A rough surface, such as a natural rock wall or a brick wall.


Portraits | Tactical | Hollow Mountain

Ruins 1

Camp all situated, the Burgomaster and his small band of rangers prepares to depart. "I shall leave two back to guard the yak and camp. Make sure that fire is hot and there is plenty of scalding tea when we return." knowing full well the affect the mountain can have on a body, Draslas is preparing for the worst.

As they depart camp and ascend higher up the mountain, now that they are above the timberline there are no more trees and few shrubs. The landscape is a swatch of dull greys, interspersed with pink hues. They breath is labored as they work extra hard against the natural incline. As they make their way up the trial, it becomes more and more rugged until it fades entirely.

Before long, the Companions are bouldering across the mountain scree.

Environmental Hazards:

Steep Slope: Characters moving uphill (to an adjacent square of higher elevation) must spend 2 squares of movement to enter each square of steep slope. Characters running or charging downhill (moving to an adjacent square of lower elevation) must succeed on a DC 10 Acrobatics check upon entering the first steep slope square. Mounted characters make a DC 10 Ride check instead. Characters who fail this check stumble and must end their movement 1d2 × 5 feet later. Characters who fail by 5 or more fall prone in the square where they end their movement. A steep slope increases the DC of Acrobatics checks by 2.

Scree: A field of shifting gravel, scree doesn’t affect speed, but it can be treacherous on a slope. The DC of Acrobatics checks increases by 2 if there’s scree on a gradual slope and by 5 if there’s scree on a steep slope. The DC of Stealth checks increases by 2 if the scree is on a slope of any kind.

The time passes slowly, but not as slow as they progress. The rangers constantly have to turn back and assist the heavily armored Benaiah and Ariar as they trudge up the mountain. All the hard work eventually takes a tole on their bodies, unaccustomed to the thin mountain air.

Fortitude Rolls, Altitude DC 15:

Arimar Fortitude: 1d20 + 11 ⇒ (6) + 11 = 17 -- Resist acid 5, cold 5, electricity 5
Benaiah Fortitude: 1d20 + 7 ⇒ (16) + 7 = 23 -- +1 vs. divine spells, +2 vs. poison
Kaddren Fortitude: 1d20 + 3 ⇒ (20) + 3 = 23 +5 vs cold weather
Gwendolyn Fortitude: 1d20 + 4 ⇒ (1) + 4 = 5

Gwen is fatigued

Eventually they reach the first site. Draslas, inhaling and exhaling heavily, approaches the group. He explains that there are odd ruins and crags that are likely spots for the harpies to lair. About 300 feet away, on a top of a sheer cliff face, are the ruins of a temple. From their vantage, the companions can only see solitary carved columns and ruined walls of a temple. It would be a steep ascent over scree to reach the cliff face, before ascending the wall 40 feet to reach the temple. There are multiple large boulders that could be used to hide behind on their path to the cliffs.

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