Logos's Sandbox aka Abadar Expeditionary Force!


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M Hobgoblin Battlemind/Quicksilver Demon 17 (Foe Killer)
Armelio Fuentes wrote:
"God be praised, I've found you" Armelio shouts as he rushes into the clearing. "They came from nowhere and were killing people before I knew what to be done. I fled with the little beasts all over the place before I finally found you. We must prepare!!!"[/ooc]

A battered-looking Lyan greets Armelio. "Yes, come, friend, let me see how one trained in the temple can help."

Lyan lays on hands on Armelio twice, spending two of his own healing surges to give Armelio the benefits he would get from two of his.


(page bump +500 xp everyone and welcome to level 2)

the night passes uneasily and the discussion is turse. the craftsmen look to all of you..."what should we do..."


M Hobgoblin Battlemind/Quicksilver Demon 17 (Foe Killer)

"Tira is correct. We need defenses. Though I'm not sure what good they'd be against such as we fought last night, there are other dangers, such as the gnome creatures. And possibly the Eladrin -- Celegorm, did you find them?"

Lyan starts to organize the camp, instructing the crew to salvage what meat they can from the dead mule before breaking camp.

The priorities for campsite are now changed, I think. Defensible #1, followed by water supply. Agreement?


Female Half-elf Warlock 3

"Agreed, as long as water sources are not too far away to make it impossible to resupply in a short period of time. Where ever we make the permanent camp, a wall will probably keep out those small creatures that swarmed us last night. Plus the make it easier to defend all. However that is very hard and time consuming, and getting the lumber could be dangerous. We could use whatever we can salvage off those ships that hit the reefs. We also need to scout that out and who has survived and what is salvagable. Whatever we do, lets decide now and get the plan going. Time is our enemy at the moment."

"Should a small group scout out before we before we pull up all of camp. A smaller group would be faster and can find the easiest route to the area for our wagons."

just thinking outloud to get ideas going


M Hobgoblin Battlemind/Quicksilver Demon 17 (Foe Killer)
Tira wrote:
"Should a small group scout out before we before we pull up all of camp. A smaller group would be faster and can find the easiest route to the area for our wagons."

"I think getting the men started on fortifying the camp is a higher priority than the shipwrecks. Let the five of us scout a location, good thinking."


Male Human Wizard 1 (Conjurer, banned illusion and necromancy)

"Thanks my scaly friend, your healing is much appreciated. Armelio Fuentes, wizard and explorer at your service. If it's input into plans that you're after, I agree we get a defensable position built first before we do much scouting around. If we leave this baggage train and the artesans alone in this forest, they could easily get waylaid and destroyed. Once we find a defensable position we could scout for survivors or send a signal they would recognise and try to bring them to us. So in short, I'm for escorting the baggage train to a defensable position as our main priority."

This is all said in almost one breath and with a very nervous twitch from my left eye. I also keep darting looks at the forest expecting to see voracious little lizards at any moment.


*Skill Challenge*
Looking for 4 successess before 6 failures
Pass: You find a defencible location near good resources
Fail: You find a suitible location not so near good resources

Edit: also to the small group idea, if you mean the pc's that's fine, if you mean one or two people i would suggest otherwise (and oddly enough it doesn't really work that way in real life, you can "scout" with groups of 10 and even 30.

(Everyone Gets one skill check, tell me how the skill relates to the challenge, i reserve veto, especially appropiate or innappropiate skills may get a +2 or -2. There are no autofailures and you may not aid another. Skill checks cannot be repeated (ie you cannot do nature or stealth all the time when it is your turn)and if the group is doing something you work off the lowest skill modifier +2, weakest chain and all that DC=20)

This is not exactly as in the book, but the raw don't work per the book (your looking at 7% success rates)so here is my version.


M Hobgoblin Battlemind/Quicksilver Demon 17 (Foe Killer)

Does Insight work? Guessing at tactics of intelligent opponents?
Insight (1d20 8=27)


You tell me, are you dealing with intelligent opponents?

Some thing more like

Lyan uses his keen reasoning abilities to determine the amount of resistance to expect and how to best employ the resources they have as the party scouts the path to the new encampment.

that would get a pass from me, it should tell me how the skill is being used (reasoning) and applied (determining resistance and employing resources) and how that relates the the task at hand (scouting the path to the new encampment)

So that's one success once lyan writes up a bit more fluff, who's next


M Hobgoblin Battlemind/Quicksilver Demon 17 (Foe Killer)

As the scouting party proceeds, Lyan considers what he knows of savage humanoids -- perhaps the most likely attackers -- and how they would be likely to react to the camp. Using these insights, he looks for a campsite that would be well set to repel such an attack.


Female Half-elf Warlock 3

Tira looks around for area's that look good, looking for obvious dangers. "What the hell are we looking for? I don't know what constitutes a "defensible" area anyway."

"HornsTyphus you're the warlord, you know about these things, not me. Scales looks like he knows what he's doing."

Percecption:1d20+2=7

I used perception, even though that's one of my worst scores, cause after reading the description I thought it was the most pertinent

Tira's common sense isn't the best in the world.


F Eladrin Ranger 2

I do a nature roll for take a look at the landscape.
1d20+10=25

"I hope we find a great place to stay because I should tell of my meeting with another of my kinfolk."


Male Human Wizard 1 (Conjurer, banned illusion and necromancy)

I rack my mind thinking over all the history books I read in my youth about the early exploraion of Abadar and their tactics, but all he could think of was the Yardly expedition and how they turned to canabilism to survive the winters. I try not to think any more about history.

knowledge history = [3,9] = (12). Next round I'll go for knowledge nature if I'm alowed to since Cele has already done one


Typhus raises one eyebrow at being called Horns, and cocks his head, studying the surroundings.

(Using History to rack my brain for any relevant historical events that might shed insight on the situation)

Check: 1d20 10=18


I'll give one success for the two history checks

yardly expedititon indeed

(no more nature, history,perception or inspiration checks if you please)
3 successess 2 failure

everyone can try again but without those skills used last time.


Typhus will shimmy up a nearby tree to get a good look at the landscape.

Athletics: 1d20 8=18


Male Human Wizard 1 (Conjurer, banned illusion and necromancy)

Knowing that the group is heading towards the hills, and having explored a number of hill caves in his past, Armelio begins thinking of natural cave and rock formations they may use to find a defensive postion. Little things like creek flows and underground water reserves come to him as a possible way to get fresh water if there is none on the surface. The hill country ahead would surely have a shallow cave or box canion in which they could hide and maybe dig a well fo fresh water.

I know it's a stretch but it's all I had left after the other skills were eliminated. Knowledge Dungeoneering = [13,9] = (22).


With the efforts of everyone over 5 long days of travel you come out of the woods and into the hill country, climbing ever higher into the drumlands past them.

Thanks especially to the wizard, you manage to find yourself a small box canyon with a fairly narrow entrance. There is a cave at the back and enough flora and fauna towards the back to suggest a source of water if your willing to dig/explore the cave. The box canyon itself is fairly steep, with some overhang in the back, so that the back never sees the light of day.

You think that if your willing to dig into the sides of the canyon (a risky but doable proposition) you could house maybe 1000 people, and the work space but not the farm land in the canyon itself.

The first night you spend there you hear the most unnatural sounds from the cave however.

You pass the night uneventfully this time, It is the dawn of day 10, and the artisan's are awaiting orders.

If you want the ascii representation (hope fixed width fonts is on)
one character is about 20' by 20'

0-lowlands x base hiegh # higher up G greenery Cave=Cave
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ooxx##xxx##########xxxxxxxxxxxxxxxxxxxxxxxxGxGx##############
oooxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxGxGxCAVE#########
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To the north is deserted drumlands
To the east is the increasinly high mountains with few patches of greenery
To the south is more drumland and somewhere you think the river that you left almost a week behind.
To the west is the drumforest that you passed through to get here

On a good clear day from the highest peak you can reach, you think you can make out western style fortifications far to the south east, on the highest peak that you can presently see.

You also think that from the fact you have managed to find an aquafer here that there is a good likelyhood of open water (lakes, river's streams) if you get off the rocky drumland itself.

The miner's are quite pleased however, and are practically chomping at the bits to get started, right after you clear out that cave of course...


"Let's get started on that cave," Typhus growls and readies himself for the battle to come.


Female Half-elf Warlock 3

"Thanks Twitch Armelio I'm glad somebody knows what they are doing. Plus this seems like a good place to start mining." Looking toward the excited miners. "I don't like those sounds though."

Tira creeps up to the entrance and listens more intently trying to figure out what it is.

Stealth: 1d20+3=12

Nature:1d20+2=19


M Hobgoblin Battlemind/Quicksilver Demon 17 (Foe Killer)

Knowing better than to attempt stealth, Lyan hangs back while Tira investigates the cave mouth.


The cave is about 10 feet across and goes back for another 30 feet before disappearing into a pit that appears to head almost straight down. The sounds are definitely coming from there.

The plantlife in the cave is very thick, you think the back of the cave might have been a crude well at one time.

If you set foot inside the cave the sounds stop.


Male Human Wizard 1 (Conjurer, banned illusion and necromancy)

Armelio moves closer to the cave but stands next the great big dragon born with the impressive armour and defensive stance. Actually he stands somewhat in his shadow hoping to be less noticed when whatever it is living in the cave comes pooring out and eats every one.

When he hears the noise he stops imagining horrible deaths and starts trying to identify it from his vast store of knowledge.

knowledge checks in order - Arcana, dungeneering, nature ([8, 9], [8, 8], [2, 7]), Arcana = 17, Dung= 16, Nature = 9


F Eladrin Ranger 2

Celegorm follow the others into the cave to take a good measure of the land.
"I hope we will find a stable emplacement to stay!"


Typhus takes note of the hole and its disappearing noises. "Begin tying our rope together; let's start with 150 ft and see if we hit bottom." He'll look around for a very sturdy place to tie the end of the rope.


The rope hits at the join of the last two pieces of rope, which means the shaft goes down about 100 feet. After a second there is a sudden tug at the rope, and when you pull it up their is about 10 feet of frayed and useless rope at the end.

Any number of fell magical beasts or dungeon dwellers could have made that noise.


Male Human Wizard 1 (Conjurer, banned illusion and necromancy)

I reach across and break a twig from the nearest bush. On this I cast light, a minor cantrip that has served me well in the past, particulalry while caving. I hand this to one of the larger members of the party and say "Perhaps you'd be so good as to drop this down yonder pit and maybe look to see what's down there. I think something hungry enough to chew off about ten feet of rope should probably be looked at before we go climbing down there."

Who would like my little light?


M Hobgoblin Battlemind/Quicksilver Demon 17 (Foe Killer)

After inspecting the rope, Lyan accepts the twig from Armelio and drops it down the shaft, peering after it.

Perception (1d20 4=20), and low-light vision.


Perception: 1d20 1=8


Female Half-elf Warlock 3

Tira peers down the shaft next to Lyan. An Eldritch Blast readied.

Perception: 1d20+2=13

just incase I have to attack
Eldritch Blast (ranged 10)1d20+4=24, 1d10+4=6 [damage of 14 with a Nat 20]


The Twig Hits bottom and something scally and uncanny fast moves back from the light, but the snarling begins again. Loud and Ferocious, and then it is joined by another, and another until quite an abhorrent sound is heard.

Anyway still looking down the hole, sees something dash across and bat the twig before anyone can do anything about it disappearing again. Then everyone can hear a new sound. A scratching clawing sound as if something was trying to get away from the light...


Female Half-elf Warlock 3

"Well, we know they don't like light atleast. But they are very fast, and from lookin' at the rope, I'd say pretty dangerous.?

"We could go down with torches, sunrods, or if Twitch can make more light sticks, them. Do we have enough rope for two to go down at a time? If yes, who should go first? Horns and I?


M Hobgoblin Battlemind/Quicksilver Demon 17 (Foe Killer)

"Tira, I think we do need to try to flush them out. They're going to be a danger as long as we set a base here, and I don't think we want to wait until nightfall."

Lyan is willing to go down, or defer to others.


"Let us steady ourselves and head down into the deeps. Perhaps if we could cast a light upon a larger rock, say something that will bounce toward these beasts, it might occupy them long enough for one or two of us to make our ways into the fray?"


Male Human Wizard 1 (Conjurer, banned illusion and necromancy)

Ahh, yes well...more light ehhh hehehe. I can create another one just like that one but not more powerful, and I have to put the first one out to do so." I say somewhat embarressed.

"However I believe one of our sunrods will cast much stronger light, though I'm not sure it will survive the drop.We could lower one down the rope so it casts light over a much broader spectrum. Or if we have oil based flame we could drop a couple of these into the pit at dfferent locations and light up the whole area" .

"I think slowly lowering ourselves into a pit of ravenous lizard things may not be the safest option. Perhaps we could look for an alternate path into the depths, or maybe there is an easier way to climb down. If these beasts are to truly pose a problem, surely they have some means of climbing from this 100ft pit that we could use?"

"However I shall defer to the general consensus of the party. I have a spell or two that can reach that depth to support those who wish to engage the beasts, but I am by no means at my most effective. I will climb down to further investigate when a bridgehead is secured"


Female Half-elf Warlock 3

"I was considering a couple of us being lowered with a light and weapon or spell readied. It's not going to be safe for the first couple down there at all. But with light in hand, we know they are afraid of that atleast. This is an advantage we must use to our advantage."

"However, Twitch, you have given me another idea. We could throw some of the swarm meat, or something larger prefferebly. I would assume the creatures are hungry and will attack a fresh meal instantly. A heavier meal might keep them in range longer. As we hear them come out we thn drop a light so we can see our targets. We could then rain down spells and arrows upon them. We would have to time it just right and be very quick with our spells. A very difficult plan but much less risky. I am ready for either."

Tira pulls out one of her sunrods and prepares for battle.


Everyone Roll a spot check DC 15

Spoiler:
Indeed they must have some means of climbing out of that huge hole in the ground. The wall trembles a second and you realize that these lizards apparently can tunnel through rock, Take a surprise round (1 action)

Hideous Monsterous Lizards Break Into the Cave from the walls! Two exceptionally large ones are accompanied by a handful of smaller ones (3)

EVERYONE ROLL INITIATIVE!

Monsters 10


Female Half-elf Warlock 3

Perception(? no spot)then initiative

1d20+2=8, 1d20+1=16

I'm guessing I'm surprised here, so all actions are taken as soon as I can

As soon as Tira recover's from her surprise, she will

Move action: Shadow Walk away from combat (gain concealment until next turn)

Minor Action: Warlock's curse

Standard Action: Witchfire (vs reflex) fire damage target takes -4 to attack rolls until the end of your next turn(says +2 then below says 2+ my Int mod, so I'm reading as a -4 to attack rolls?)

1d20+4=14, 2d6+4=12


M Hobgoblin Battlemind/Quicksilver Demon 17 (Foe Killer)

Perception; Init (1d20 4=18, 1d20 1=19) Ooh, good rolls

Startled, Lyan does something the others had not yet seen -- he roars, spewing forth a great cloud of yellowish mist that engulfs some of the lizards.

Dragon Breath encounter power, close blast 3, catching as many lizards as possible (without catching PCs, obviously), prioritizing the smaller ones.

Breath attacks vs. Reflex, smaller lizards first (1d20 5=14, 1d20 5=24, 1d20 5=12, 1d20 5=17, 1d20 5=24)
Breath poison damage (1d6 2=8)


F Eladrin Ranger 2

Perception: 1d20+7=25
Initiative: 1d20 4=16

Standard action: Twin strikevs AC-->1d20+7=25
Damage:1d10+6=11


Initiative: 1d20 3=14 (And everyone else gets a +2 to Init)

Typhus will call upon his inner wizard, unleashing a scorching burst (burst 1 within 10 squares vs reflex): 1d20 5=23, 1d6 4=6 Fire damage!


Typhus Aurelius wrote:

Initiative: 1d20 3=14 (And everyone else gets a +2 to Init)

Typhus will call upon his inner wizard, unleashing a scorching burst (burst 1 within 10 squares vs reflex): 1d20 5=23, 1d6 4=6 Fire damage!

I'm pretty sure that for area attacks, you roll a separate to-hit against each target, and one damage roll.


Male Human Wizard 1 (Conjurer, banned illusion and necromancy)

Spot [5,5] = (10), guessing I'm surprised. Note that my alertness feat means I don't provide combat advantage when surprised.

intitiative [7,6] = (13), so at least I go before the lizards when we get to act. At work atm so can't do too much sorry. Would probably drop a chill strike (encounter) against one of the large beasts to slow it if I can't act before they reach us. If I can act before they go then I'll drop a thunder wave against the beasts to area affect them. Can't use this with firends around as it affects all creatures. Logos you may need ot roll for me here sorry as i am at work and have limited time. If I get a chance to post before you I will do my rolls. I'll also move away from the beasts after either event if possible.


With Exception acuity and poise the party responds.

lyan breathes his cloud of yellowish vapours, catching all the small ones and one of the large ones in his blast.

celegorm strikes out with her arrows, twin striking the closest adult for 11dmg

The Horrendous Lizard Beasts strike out, the adults flinging spikes off their back into the crowd of people as the young come rampaging out.

Attack vs Ac, Lyan 13, Cele 15, Tira 19, Typhis Natural 1 for 8 , 12, 7,and 5 damage respecively. In addition you take 5 ongoing poison damage and are slowed (save ends both)

The Young Strike out streaking towards the warrior who breathed pain upon them.

7, 23, and 17 vs ac for 10, 9, 7 damage respectively

Tira shadowwalks away and then strikes with witchfire. Igniting one of the adults. (if you where hit with poison spike take 5 poison damage and you save)

Typhis unleashes his fireblast squarely on one of the young beasts attacking lyan striking it with a fierce WHOOMP! (if you where hit with poison spike take 5 poison damage and you do not save)

Once Armelio, lyan, and cele and the monsters goes it is the end of round 1

The Layout (in 5 foot squares as i imagined it)
#################
xxxxxxxx#xAxxxx##
xxxxxxxxxxxYCxxY#
xxxxxxxxTxRxLxWY#
xxxxx##xxxAxxYx##
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~key
T=Tira
W=Well
C=Cele
Y=Young Ones
A=Adult Ones
L=Lyan
R=Armelio


M Hobgoblin Battlemind/Quicksilver Demon 17 (Foe Killer)

Lyan moves next to Armelio while brandishing his holy symbol. Gesturing in a circle, he yells, "Abadar shield us," and a faint white light coats each of the party.

Move: Shift 5' left. Minor: Ready holy symbol. Standard: Sacred Circle. All of us within three squares of my new location (currently all of us) get +1 to AC. Also, two of the young hit me.


Male Human Wizard 1 (Conjurer, banned illusion and necromancy)

"AAAARRGRRRGHHHHHHH not the face!!!!!! I scream as the creatures attack.

I'll shift 5' left which i think puts me out of reach of both the adult and the young. I'll then cast chill strike at the nearest adult (next to Tyran now). Attack vs fort [14,4] = (18), damage [8,8,3] = (19). If its struck its also dazed till the end of my next turn. As part of shift I'll drop the light cast below and as a minor action I'll recast light on my staff so everything within 20 feet (4 squares) of my position is in light.


Male Human Wizard 1 (Conjurer, banned illusion and necromancy)

ummmmm...I don't see Typhus on the map. Could you describe where he is please Logos. If I have to do one of my area effects I don't really want to hit a companion (only some of the area effects I know are enemy only, the rest are all creatures in the effect)


Female Half-elf Warlock 3

Concentrating on the Adult I hit ealier, I attack again

Save;eldritchblast;damage;w.curse damage (1d20=19, 1d20+4=13, 1d10+4=8, 1d6=1)

I am Hit, but I saved. Not sure if my Eldritch blast hit vs Reflex

also as a minor action I put a worlock's curse on the other adult.

I also shadaw walk 3 squares away and gain concealment until next turn.


Typhus will step up toward the nearest enemy and use Viper's Strike: 1d20 7=8, 1d8 3=10 Natural One... Nevermind...


reminder: even if you save against the poison damage you still take 5 poison damage for that first turn, ongoing damage comes before the save.

second, the Y to the left of the C is typhis, i mixed up my naming scheme and didn't update him.

Cele go when you get a chance

The Monsters Attack

Lyan, typhis, and armelia respectively take 6 , 2 , 2 damage at the end of their turn, as the gnashing hoarde of lizards advances.

The Adults attack (the one to the north is dazed, the one to the south is witchfyred)

They Throw their poisonous barbs again
Attack vs Tira Ac 18, for 12 damage and 5 ongoing poison and slow
Attack vs Typhis Ac 5 for 6 damage and 5 ongoing poison and slow
Attack vs Armelio Ac 13 for 8 damage and 5 ongoing poison and slow
Attack vs Cele Ac 9 for 11 damage and 5 ongoing poison and slow

The bright light from the wizards staff doesn't seem to both these creatures as much as the ones below. But in the clear light their features are even more repulsive. Equal parts monitor lizard and crab these grotequeries have forked tongues and tails, and massive spikes.

The young ones attack one provoking an oppurtunity attack from lyan

Vs Ac against Lyan15 for 8 damage
Vs Ac against Lyan23 for 5 damage
Vs Ac against Cele19 for 10 damage

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~key
T=Tira
W=Well
C=Cele
Y=Young Ones
A=Adult Ones
L=Lyan
R=Armelio
S=Typhis

If you end your turn next to one of teh adults or young ones you take 2 damage for everyone one you end your turn against.

once cele goes it will be the end of round 1

Next up (round 2)
Lyan, Cele, Tira, Armelio, Typhis, Monsters

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