Mortika's Slumbering Tsar, the party going north


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Male Daytona 500 DM / 12

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Male Human Priest (Dreamer); HP 32/32; MP 19/19; Dodge 70/35/14

Montague really doesn't have an opinion one way or another about how they cross, since he could jump the ravine at any time, so he follows along with the rest of the group, shooting his crossbow at the hydra, and ready for any changes to the action.


Actually, Montegue brings up another reasonable option, trying to jump the chasm here. It's just about 20' wide at this point. You could spur your horses to leap the chasm. It would require a DC 20 Acrobatics check, but the horses move at 50' (for a +8 modifier) and have a Strength of 16 (for an additional +3), and a successful Ride check or Aid Another would provide the horse an additional +2. Montegue seems to favor this option.

Option Two: run the horses between the chasm and the ravenous ghouls.

Option Three: run the horses straight into the ghouls as a trample attempt. Alia seems to prefer this option.

Option Four: swerving left, to the south, to avoid the poor ghouls. This option will allow the hydra to gain on you, but should avoid the ghouls entirely. Durnast seems to prefer this option.

Option Five: Stop and fight the hydra before getting to close to the ghouls. Or, turn and charge the hydra. Artimus would find this option the most chivalrous, but he'll go along with the consensus.


Male Human Diviner 7 (favored class)

...I don't know about jumping the horses here, the chances look about 60/40, and just one of us failing and getting smashed up and isolated on the bottom would be bad news. Running past the undead parallel to the canyon as we have been doing would get us towards where it narrows further and becomes more do-able, so Durnast would be OK with that approach too.
I'm not sure Alia meant to ride INTO the undead and trample them outselves, it seemed she was talking about moving 'by' them and the hydra would be doing any trampling. I'm not up to gambling whether they have AoO's or not, you can catch some nasty stuff from undead.


Female Human Ranger 7
Durnast Kal wrote:

...I don't know about jumping the horses here, the chances look about 60/40, and just one of us failing and getting smashed up and isolated on the bottom would be bad news. Running past the undead parallel to the canyon as we have been doing would get us towards where it narrows further and becomes more do-able, so Durnast would be OK with that approach too.

I'm not sure Alia meant to ride INTO the undead and trample them outselves, it seemed she was talking about moving 'by' them and the hydra would be doing any trampling. I'm not up to gambling whether they have AoO's or not, you can catch some nasty stuff from undead.

Yep, I was more for running 'by' them, far away to avoir AoO but close enough that the hydra may have a go at them. Or they may have a go at the hydra.

For the option 1, I think Alia and Montague have a better chance to jump unmounted due to Montague class and Alia boots, and Durnast has no ride skill. I would prefer to wait for the chasm to be 15' before trying.


There we go then. So, if you make a Ride check (DC 10), you can make a hard turn to the left, moving sout-south-west. If someone wants to attempt a Bluff check against the hydra's Sense Motive, you can try to divert its attention towards the slower ghouls, like a bullfighter. Otherwise, it's going to "cut the corner" following you and it might get close enough to effectively attack.

In any case, Alia and Monegue have an opportunity to make a single attack at a range of 30', either the hydra or a ghoul.


It looks like we'd all be OK with Option Two: run the horses between the chasm and the ravenous ghouls.


Female Human Ranger 7

alia drives her horse by the ghouls and just as she is past them, twists in her saddle and fire at the hydra. smelling the ghouls, her horse swerves and her arrow shoots for the sky.

Single attack at the hydra with PBS, Deadly aim and double move penalty :
1d20 + 10 ⇒ (3) + 10 = 13, damage 1d8 + 9 ⇒ (1) + 9 = 10


The ghouls surge forward at a flat-out run, trying to grab you as you move past. 1d6 + 1 ⇒ (2) + 1 = 3 of them have a chance to attack:
1d20 + 3 ⇒ (15) + 3 = 18 -- (1d4 ⇒ 1) misses Artimus
1d20 + 3 ⇒ (5) + 3 = 8 -- (1d4 ⇒ 1) also misses Artimus
1d20 + 3 ⇒ (17) + 3 = 20 -- (1d4 ⇒ 4) misses Montegue

Well, that couldn't have turned out better if you'd planned it.

The hydra does indeed follow after you, rather than intentionally charge the ghouls, but they sweep forward and attack it. There are only a dozen or so ghouls, but it will take the hydra a couple rounds to dispatch them, even with eight attacks per round.

Do you want to stick around and help one side or the other, or ride away while everyone's distracted?


Male Human Diviner 7 (favored class)

Durnast thinks why not keep shooting it, while the horses continue moving (single/double?)
Maybe after the move we can delay attacking until after the hydra's turn, so as not to distract it from zombies?


Female Human Ranger 7
Durnast Kal wrote:

Durnast thinks why not keep shooting it, while the horses continue moving (single/double?)

Maybe after the move we can delay attacking until after the hydra's turn, so as not to distract it from zombies?

I think we should stick around and fire on it while is otherwise occupied by the ghouls whithout moving too much to stay within reasonable firing distance (70 feet for example). Then when it's finished, in 1 or 2 rounds, Artimus and Montague should charge under invisibility to avoid AoO. In the mean time, Alia will go on firing.


Male Human Priest (Dreamer); HP 32/32; MP 19/19; Dodge 70/35/14

"Is there some reason we must kill this beast, instead of continuing on our journey"? "I would think finding the survivors was more important, and if we get killed there is nobody left to look".


Artimus turns to Montegue and nods. "Your prudence and foresight serve you well, brother. But think on this: we will need to pass this way again. I would rather fight the beast now, when it is distracted, than later, after it has healed ... or become a ghoul itself.""


Male Human Diviner 7 (favored class)

OK...I'm not sure where we are at Init, did the Ghouls attack the Hydra already? But if we're shooting again (after moving - 1 move or 2? how far away from the hydra are we after it took it's last move?) Durnast will give Alia the +3 again.


We stepped out of combat temporarily, so you could pull up reins and assess the situation. You're 70' away from the hydra, give or take five feet, which is being swarmed by a dozen or so desperate, almost mindless-in-their-hunger ghouls, like a cow caught in piranah-infested waters. The undead could be doing much better if they would coordinate, flank, and Aid Another, but they're unable to think that clearly right now.

First round of combat, the ghouls move upon the hydra, so each can only attack once, as opposed to three times.

The hydra's combat reflexes allow it multiple Attacks of Opportunity against the ghouls. Two of the undead drop.

Ghoul #1: attack: [ooc]1d20+3=8; miss.
Ghoul #2: attack: 1d20+3=20; Damage: 1d6 + 1 ⇒ (1) + 1 = 2; Hydra's save vs. disease: 1d20 + 11 ⇒ (5) + 11 = 16; Hydra's save versus paralysis: 1d20 + 11 ⇒ (17) + 11 = 28.

Ghoul #3: attack: 1d20+3=17; Damage: 1d6 + 1 ⇒ (1) + 1 = 2; Hydra's save vs. disease: 1d20 + 11 ⇒ (1) + 11 = 12; Hydra's save versus paralysis: 1d20 + 11 ⇒ (13) + 11 = 24; the hydra takes 1d3 ⇒ 2 Con damage, and 1d3 ⇒ 3 Dex damage.
Ghoul #4: attack: 1d20+3=14; hit, because of the monster's new, reduced Dexterity. Damage: 1d6 + 1 ⇒ (2) + 1 = 3; Hydra's save vs. disease: 1d20 + 10 ⇒ (14) + 10 = 24; Hydra's save versus paralysis: 1d20 + 10 ⇒ (11) + 10 = 21.
Ghoul #5: attack: 1d20+3=13; hit, because of the monster's new, reduced Dexterity. Damage: 1d6 + 1 ⇒ (4) + 1 = 5; Hydra's save vs. disease: 1d20 + 10 ⇒ (18) + 10 = 28; Hydra's save versus paralysis: 1d20 + 10 ⇒ (19) + 10 = 29.

Ghoul #6: attack: 1d20+3=21; Damage: 1d6 + 1 ⇒ (2) + 1 = 3; Hydra's save vs. disease: 1d20 + 10 ⇒ (10) + 10 = 20; Hydra's save versus paralysis: 1d20 + 10 ⇒ (4) + 10 = 14.
Ghoul #7: attack: 1d20+3=16; Damage: 1d6 + 1 ⇒ (4) + 1 = 5; Hydra's save vs. disease: 1d20 + 10 ⇒ (10) + 10 = 20; Hydra's save versus paralysis: 1d20 + 10 ⇒ (18) + 10 = 28.
Ghoul #8: attack: 1d20+3=8; miss.

A total of 20 points of damage.

Two of the ghouls are making full-turn moves toward you. They'll attack next round.

The hydra makes eight bite attacks, one against each ghoul.
Attack: 1d20+8=21; hit for 1d8 + 5 ⇒ (4) + 5 = 9 points.
Attack: 1d20+8=11; miss
Attack: 1d20+8=13; miss
Attack: 1d20+8=10; miss
Attack: 1d20+8=18; hit for 1d8 + 5 ⇒ (5) + 5 = 10 points.
Attack: 1d20+8=12; miss
Attack: 1d20+8=25; hit for 1d8 + 5 ⇒ (7) + 5 = 12 points.
Attack: 1d20+8=22; hit for 1d8 + 5 ⇒ (6) + 5 = 11 points.

A depressingly bad round for the hydra.

Your turns.


Female Human Ranger 7

Stopping her horse and turning round, Alia fires tree arrows in the hydra and casually loses the fourth one on one of the approaching ghouls.

On the Hydra
1st Attack with deadly aim, manyshot and rapid shot
1d20 + 11 ⇒ (10) + 11 = 21, damage 1d8 + 8 ⇒ (8) + 8 = 16 + damage 1d8 + 8 ⇒ (1) + 8 = 9
2nd Attack with deadly aim and rapid shot 1d20 + 11 ⇒ (14) + 11 = 25, damage 1d8 + 8 ⇒ (6) + 8 = 14

On the Ghoul
3rd Attack with deadly aim, point blank shot 1d20 + 6 + 4 + 1 ⇒ (8) + 6 + 4 + 1 = 19, damage 1d8 + 8 + 4 + 1 ⇒ (3) + 8 + 4 + 1 = 16

"Artimus, the second one is for you!"


Male Human Priest (Dreamer); HP 32/32; MP 19/19; Dodge 70/35/14

Montague fires at the other ghoul.

Crossbow (1d20+7=18)

Damage (1d8=4)

"Well if we're going to take it down, I suggest we do so while it is weakened". "Your invisible charge plan seems good". "I'll give you a head start, since I can't see you either".


Actually, Alia, your three shots, along with the ghouls' attack and the shots you fired before, take the hydra down! It's still healing freakishly quickly, but all eight ghouls will have three attacks each next round.

Your other shot takes out the ghoul.

Montegue damages the remaining ghoul that's charging you.


Female Human Ranger 7

"Durnast, once the ghouls have finished the hydra, it will be time to clean them up. Can you use a fireball today?"


Artimus intercepts the remaining ghoul moving twoards you. 1d20 + 13 ⇒ (19) + 13 = 32, he hits it and sends it to its repose.

The ghouls decend upon the dying hydra and feast on its flesh:
1d20 + 7 ⇒ (20) + 7 = 27; 1d20 + 7 ⇒ (9) + 7 = 16; 1d20 + 7 ⇒ (2) + 7 = 9
1d20 + 7 ⇒ (4) + 7 = 11; 1d20 + 7 ⇒ (7) + 7 = 14; 1d20 + 7 ⇒ (19) + 7 = 26
1d20 + 7 ⇒ (19) + 7 = 26; 1d20 + 7 ⇒ (20) + 7 = 27; 1d20 + 7 ⇒ (8) + 7 = 15
1d20 + 7 ⇒ (10) + 7 = 17; 1d20 + 7 ⇒ (8) + 7 = 15; 1d20 + 7 ⇒ (19) + 7 = 26
1d20 + 7 ⇒ (18) + 7 = 25; 1d20 + 7 ⇒ (18) + 7 = 25; 1d20 + 7 ⇒ (20) + 7 = 27
1d20 + 7 ⇒ (6) + 7 = 13; 1d20 + 7 ⇒ (12) + 7 = 19; 1d20 + 7 ⇒ (9) + 7 = 16
1d20 + 7 ⇒ (7) + 7 = 14; 1d20 + 7 ⇒ (9) + 7 = 16; 1d20 + 7 ⇒ (3) + 7 = 10
1d20 + 7 ⇒ (11) + 7 = 18; 1d20 + 7 ⇒ (12) + 7 = 19; 1d20 + 7 ⇒ (17) + 7 = 24

That's 25d6 + 25 ⇒ (4, 4, 5, 2, 5, 1, 6, 5, 2, 2, 4, 2, 6, 4, 4, 6, 1, 3, 6, 4, 5, 1, 2, 2, 2) + 25 = 113 points of damage. At this rate, the hydra's bones will be picked clean in another few seconds. Ghouls, of course, are always hungry.

Your turn. Artimus turns to Durnast. "It would give me great satisfaction, my friend, to charge that mass of walking dead and lay them to rest with a blast of holy power. But I would rather do so after you cast a fireball, rather than before."


Male Human Diviner 7 (favored class)

Briefly cringing at the thought that could be one of us succumbing to the ghouls instead of the demon hydra,
Durnast nods at Alia, responding "That, I did prepare for these ghoulish abominations...", and spurring his horse on with his knees, his fingers are already tracing magical energies round the spell components already drawn from his belt pouch, whilst intoning arcane mutterings... a brief moment of silence between hoof beats before the crowd of ghouls erupts in fire and ash...
Casting Fireball, 7d6 ⇒ (5, 3, 6, 5, 2, 4, 3) = 28 damage, Reflex DC18 for half, auto-passing the Concentration for a 3rd level spell and Vigorous Movement from his Horse's Double Move. I don't know if that will kill all the ghouls, or interrupt their feeding, but if it does either Alia might want to keep laying down fire on the hydra corpse to make sure it's dead-dead.
"We may want to follow the same tack, keep out of arm's reach of these ghouls who seem to have noticed us."

Given the bonus she's using, is Alia only spurring her horse to take a single Move action?
If Alia does just take a single move, perhaps Artimus would also only move his horse a single move (protecting Alia), and both Artimus, his horse, and Alia's horse Ready an Attack against closing Ghouls?

Cam is available to Aid Another to anybody, or if nothing else,
will fly up 60 above Durnast to watch out for anything un-noticed. (Take10: 21)


No need to worry, Durnast; these ghouls are weak enough that even those who dodge the worst of the flames surrender to the magics and fry to a crisp.

--+--

You proceed to a good place to step over the chasm, and do so.

--+--+--

A mile further to the north, the Chaos Rift itself comes into view to the east. Literally leagues wide, over a mile deep in places, and dozens of miles from here to the far end, the stories say the rift is a gateway to Hell, with Infernal armies having gathered on the other side of the breach for centuries, waiting for the trigger that will loose them upon the material plane. Seeing it with your own eyes, that doesn't seem out of the question. Sometimes, you can hear echoes of a terrible roaring, a great distance away.

At one point you pass over a fissure. 7' across, and something like 150' deep.

--+--+--

It's Montegue who notices, up ahead on the horizon, a familiar wagon. It's mid-afternoon, and it looks like you may have found what you're looking for.


Female Human Ranger 7

Riding in silence for a few minutes, Alia reflects on the fight that just happened. "My friends," she says, "I've been thinking about the craetures we have encountered since we set foot here. For most of them, we were able to detect them well before they could attack us. Both Montague and I have ranged weapons but you both do not. I know Durnast can fight with spells. Artimus, you prefer to use your sword. But you should have a ranged weapon as a back-up, as well as I have this scimitar."

Eventually, the reach the ambush site.

"Montague, is that the caravan of your employer", asks Alia as he points to the wagon ?

Approaching the caravan remains, Alia will watch the sky to avoid a similar fate as the caravan.
Perception 1d20 + 13 ⇒ (19) + 13 = 32

When they reach closer to the site, she will look for movement on the ground and tracks (there may have been other survivors than Gurg).
Perception 1d20 + 13 ⇒ (6) + 13 = 19
Survival 1d20 + 16 ⇒ (3) + 16 = 19

Swiftpaws trots by Alia horse and adds his nose to the search (aid another)
Perception 1d20 + 8 ⇒ (12) + 8 = 20
Survival 1d20 + 6 ⇒ (9) + 6 = 15


Artimus nods at Alia's wise advice.

Alia, are you and Swiftpaws advancing alone? On horseback? Are you casting and spells before you go?

Is anybody else?


Female Human Ranger 7

I'm not casting any spells. And I'm moving forwards unmounted.


Male Human Diviner 7 (favored class)

At Alia's discussion of ranged weaponry, Durnast agrees Artimus should really find such a weapon, and even offers that he himself wouldn't mind something like Montague's Crossbow, as on days like yesterday when his spell power ran low.

-------------------------------------------

Durnast sends Cam ahead to scout out the wagon, dropping down to 25' or so, but returning to 40' high.
Durnast casts Detect Magic on Cam before he flutters away, himself remaining mounted some distance back from the caravan.

Perception for Cam: 1d20 + 11 ⇒ (2) + 11 = 13, and Durnast: 1d20 + 11 ⇒ (15) + 11 = 26

"Artimus? What do you sense here?" (Detect Evil)


No magic there. No evil that Artimus can detect from this range.

Alia:
The stench of death and the buzz of flies fill the air on the road ahead. Shattered wagons and a few slaughtered draft animals lie strewn about like so many toys. The corpses of men and ogres have likewise been tossed here and there like a child’s dolls. The 8 ogres and 13 humans do not appear to have died in battle with one another. By the positioning of their corpses, they seem to have fought side-by-side. All bear similar marks of tooth and claw, and several bear horrible acid burns.

From ten yards away, you hear the sound of something chewing. As you approach, it stops.

My posting will be hap-hazard this weekend.


Male Human Priest (Dreamer); HP 32/32; MP 19/19; Dodge 70/35/14

"Oh boy"! "What now"? "Why did I ever leave Bards Gate"? "Why did I ever leave the monastery"?

Perception (1d20+14=31)


For the chance to see the world, of course.

Montegue, there's not much you can tell from back this far away.


Male Human Priest (Dreamer); HP 32/32; MP 19/19; Dodge 70/35/14
GM Chris Mortika wrote:

For the chance to see the world, of course.

Montegue, there's not much you can tell from back this far away.

then Montague will have to sneak forward and look.

1d20 + 14 ⇒ (10) + 14 = 24 Stealth


Female Human Ranger 7

Alia joins Montague in his stealthy approach, keeping a few steps behind him.

stealth 1d20 + 16 ⇒ (18) + 16 = 34


Montegue, you sneak your way up until you're about ten feet behind Alia. (Alia, this happens just before Montegue reaches your position.)

And a large green worm-like creature comes calmly sliding out of one of the wagons towards you.

Nobody's particularly surprised. It's twenty feet from Alia and Swiftpaws, thirty feet from Montegue. 160 feet from Durnast and Artimus, who will need a Perception check of 16 to see what's going on, unless somebody yells something.

Initiative --

Spoiler:

Alia: 1d20 + 6 ⇒ (15) + 6 = 21
Artimus:1d20 + 1 ⇒ (16) + 1 = 17
Carrion Crawler: 1d20 + 2 ⇒ (9) + 2 = 11
Chamomile: 1d20 + 2 ⇒ (4) + 2 = 6
Durnast: 1d20 + 7 ⇒ (11) + 7 = 18
Montegue: 1d20 + 4 ⇒ (12) + 4 = 16
Swiftpaws:1d20 + 3 ⇒ (11) + 3 = 14

Alia (21):
Durnast (18):
Artimus (17):
Montegue (16):
Swiftpaws (14):

The Carrion Crawler (11):

Chamomile (6):


Female Human Ranger 7

Alia steps back 5 feet to stabilize herself and, raising her bow, fires a volley into the creature.

"Carrion crawler ahead. There may be others around"

1st Attack with deadly aim, point blank shot, manyshot and rapid shot
1d20 + 10 ⇒ (3) + 10 = 13, damage 1d8 + 9 ⇒ (4) + 9 = 13+damage1d8 + 9 ⇒ (5) + 9 = 14

2nd Attack with deadly aim, point blank shot and rapid shot
1d20 + 10 ⇒ (15) + 10 = 25, damage 1d8 + 9 ⇒ (3) + 9 = 12

3rd Attack with deadly aim, point blank shot
1d20 + 5 ⇒ (10) + 5 = 15, damage 1d8 + 9 ⇒ (4) + 9 = 13

Swiftpaws waits for Montague action before moving in if necessary.


Male Human Diviner 7 (favored class)

"Oh... Crispy Fried Legs of Tsathogga..."

"Artimus... You want to take that?
If Artimus wants to Charge (maybe jumping off his horse when he gets close, to avoid endangering it), Artimus can give him his Diviner's Fortune (+3 att, skills, saves, ability checks). If not, I can think of another course of action.


Artimus looks dubious. "I could not reach them in time, my friend. Your magic must do what my strong arm cannot!'


Male Human Diviner 7 (favored class)

"...Blackened Legs of Tsathogga it must be then...!"
Casting Scorching Ray at the sucker...
1d20 + 5 ⇒ (11) + 5 = 16 and 1d20 + 5 ⇒ (14) + 5 = 19 Ranged Touch
for 4d6 ⇒ (6, 1, 5, 5) = 17 and 4d6 ⇒ (6, 1, 3, 6) = 16 fire damage.


Oly one of Alia's arrows hits, wounding the aberration but not killing it. Durnast's fireblasts travel to their maximum range (40 feet) and peter out.

Montegue and then Swiftpaws, you're up.


Male Human Priest (Dreamer); HP 32/32; MP 19/19; Dodge 70/35/14

Montague, with the urge for retribution strong in him, charges the monstrosity, tumbling and diving to avoid its attacks.

Acrobatics (1d20+14=30)

spending a Ki point to increase his AC by 4 he launches an attack.

Unarmed Strike - charging (1d20+10=13)

:-(


You do, in fact, maneuver around the thing's eight tentacles and land at its side. Its hide is harder than you'd thought, though; like boiled leather armor.


uhhh... you didn't see the part about Durnast's horse running up to get him in position...? 8-]
INT Check for real super-genius Durnast, not me =
1d20 + 5 ⇒ (18) + 5 = 23

The Exchange RPG Superstar 2010 Top 16

In the heat of the moment, everybody makes mistakes, even a super-genius. (I'm pretty much expecting spellcasters to check things like range and casting time.)


Male Wolf Animal Compagnon 4

Hair raised, Swiftpaws moves to the opposite side of Montague and, dodging the tentacles, bites the unprotected belly

Single attack : 1d20 + 5 + 2 ⇒ (15) + 5 + 2 = 22, damage1d6 + 3 ⇒ (6) + 3 = 9


That kills it. It tastes like formaldehyde, Swiftpaws, and your mouth is numb for about an hour.

--+--+--

Montegue, this is clearly the caravan from Bard's Gate. You recognize the corpses of the people, and the colors of the wagons. Many pieces of mundane equipment and weapons lie around, but nothing of masterwork or better quality remains, and the wagons’ crates have all been broken open and plundered.

Alia, there are claw-marks around, indicative of a large bird, almost as heavy as a human, but no other tracks.


Female Human Ranger 7

Are there arrows to be collected ? Alia is getting low on missiles.

"The tracks indicate some big birds have killed the party, but I don't know of any birds spitting acid."

Do I? Knowledge nature 1d20 + 11 ⇒ (15) + 11 = 26


Male Wolf Animal Compagnon 4

"Pfwaark"

Swiftpaws spits back the entrails of the beast he has just killed. He shakes his head for a long time, still retching and spitting and comes back to Alia with a furious glare.

The meaning is obvious: "You'll never get me to bite one of these things again. Never"


Male Human Diviner 7 (favored class)

Approaching slowly and silently after his dramatic miss with the Scorching Rays,
Durnast looks around at the massacre's aftermath, looking for tracks of anybody escaping with Cam:
Perception 1d20 + 11 ⇒ (1) + 11 = 12, 1d20 + 11 ⇒ (16) + 11 = 27

"I don't know the folks, and they may well have been bastards, but I think we should give them the same ceremony Gurg received, it just doesn't seem right to let any dead lie around here in this Desolation."

So we still see the Chaos Fields, now closer? Anything else we can discern in the surroundings?

"Should we press on to where this King Kroma resided? Having lost Gurg, and now found the Caravan, the situation has changed somewhat. Perhaps we should return to the rendezvous point... I'm curious about the mausoleum there, it could have information relevant to our quest."


Female Human Ranger 7

"One last thing, Montague. Do you know how many people were in the caravan? If the birds that killed them took what was in the crates, they could have taken some people as well?

"Then we should burn the corpses and try to go back to the meeting place before the night."


As it turns out, Alia, there is a barrel of arrows left in one of the wagons. They're not the finest arrows you've seen, but they're servicable and there are 140 of them.

Any other mundane goods, up to 45 gold, you can find here. Rations, clothing, tools, swim fins. Somebody busted through all this, but they didn't take the standard stuff.

Try knowledge (arcana) (DC 18):

Spoiler:
There's also a sword on the ground. Clearly, it was masterwork, but it's been actually bent by the force of a blow. Resistant skin, acid attacks, flying, and claws. So far, the pieces are coming together to indicate a gathering of gargoyles.


Male Human Diviner 7 (favored class)

Do we find a bow+arrows for Artimus and maybe a x-bow for Durnast as well?
Durnast will ask Montague what he thinks of this if they are available, as he knew the Caravan.

Know:Arcana 1d20 + 15 ⇒ (20) + 15 = 35 Durnast shares his suspicions gleaned from the damaged sword that Gargoyles were involved in the attack, and that such monsters have Acid-laced attacks.

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