DM Ender presents the Shattered Lands


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Male Human Witch 4

"I apologize for offending" Crisk bows to the greyscales. To the greener Naga "I normally agitate easily in an unknown situation so I was direct to our purpose, we seek additional information about the area, nearby towns, modes of travel etc.. We would be most apprecitive of any assistance you can offer. Has the city come of trouble of late, it appears that some destruction has befallen this place?"


The younger (though still probably close to middle aged) Naga points vaguely towards the coast line as he speaks.

“There are 3 roads to Lugh, the high, middle, and low. The high road cuts inland and stays dry above the marsh, but takes 2 days to reach Lugh. The Middle road is fastest, especially during dry season, but it is haunted by phii, who lead travelers astray into the bogs. The Low road follows the coast through the Shallows, but is inhabited by monkey demons that steal and harry travelers, though they rarely cause serious harm. Your people will be best served to take the high road, but you may wish to take the other routes, since they are faster for a smaller group. I, Rana, have traveled these roads , and know this information to be true.”

He then looks carefully around him, as though about to share a secret. “And yes, we have been raided, but I do not believe it is by farang, outsiders. The Lord of these lands is not a friend to the South. But I dare not speak more on that.” Rana then moves quickly away, back to his work repairing burned ships.

Stock image of Naga for those who don;t have 3.0 Oriental Adventures memorized :)


Looks at the little well traveled halfling, "Any idea what a phii is? What are your thoughts, I really do not fancy a dip into a swamp, and getting my stuff stolen resonates strongly with me."


Male Human Witch 4

"I'm not all for tracking through a bog either and we are looking for bandits so not sure they would want to live there... although that might be the perfect place as most people will avoid it..."


ENDER:
1d20 + 7 ⇒ (2) + 7 = 9 Knowledge(all) add 1 if K(local), to know something about the phii or monkeys.


Male Human Ranger 4

know (nature)1d20 + 5 ⇒ (13) + 5 = 18 re: phii or monkey demons

"Well, I think we can rule out the high road, although that is the way any large force would likely take. The bog shouldn't be a problem, except for the phii, of course, but the coast might be the best route if it doesn't present any delay."


@ Vyk

Spoiler:
Phii is the local name for spirits, or ghosts, and is used for anything unknown but immaterial or other worldly. It is also the spirit of a dead person that lingers before re-incarnation. Demon is used for pretty much any monster, but you have no specific idea what a monkey demon is.

@ Ash

Spoiler:
Phii is the local name for spirits, or ghosts, and is used for anything unknown but immaterial or other worldly. Demon is used for pretty much any monster, so "monkey demon" is likely a small vaguely humanoid critter that's more annoying than dangerous, like a goblin, or kobold.


"Phii are ghosts or apparitions, no idea what the monkeys could be. I would agree that the army would go the high road and it may where we are supposed to check. The other roads would be much faster."


"Mid or Coast sounds good to me, the raiders may use the coastal waterways and highway. I would agree with the coast, I do not want to deal with spirits if I can help it."


Male Human Witch 4

"Based on our directives I can see 2 areas of interest, the coast as we are supposed to work our way up and down the coast securing billets and looking for raider activity. As they are mostly sea going that is our best bet as far as that is concerned. The other having a network that our troops can move from one village to another meaning the high ride most likely due to the size of the force. Why not do both... we can go up the coast to the next town then come back to this town by way of the high road and give our report, that should be no more than 4 days."


"That is a good suggestion, and will accomplish our objective as quickly as possible."


"The coastal road it is! I love a walk on a beach too."


Male Human Ranger 4

"Waddya think, Raj? Wanna see some monkey demons?"


Simian Buddy 1

O_o


I will try and defer posting until everyone gets a chance to weigh in most of the time, but since they vote is clear...

The villagers point you all to a point near the northern end of the village where the clearing ends and tall, dry grasses start. Another greenscale explains as he leads you to the trail head “The low road runs through there, mostly along the coast, but it stays in the grasses and marshes for the most part. Be careful, there is quicksand, and the monkey demons are crafty. Sometimes the path splits, so be wary, and keep to the right path.“

The path appears to be 10-15’ wide at this end, but it is unlikely that it stays that way the whole route. It will be tight quarters, and close since the grass obscures vision beyond about 3-4 feet off the trail.

I need a marching order please, and if anyone is making active Perception or other checks, please do so now. That includes critters.


Perception check 1d20 + 9 ⇒ (19) + 9 = 28
I am not very good at the point position in the wilderness, so I may not be the best for that. Witch and Bard in the middle probably with Ranger in the front with me and the Druid pulling up the rear?


Male Human Witch 4

Yeah I would prefer 2nd or 3rd in the order.

Ja perception check 1d20 + 6 ⇒ (17) + 6 = 23
Crisk perception check 1d20 + 1 ⇒ (6) + 1 = 7


1d20 + 6 ⇒ (1) + 6 = 7 perception. Middle is good for me
"I love adventure!", she says as she steps into formation.


Male Human Ranger 4

"I'm happy to take point," Ash volunteers. "I'd feel too blind anywhere else."

"Tsch tsch. C'mon, Raj, up you go."

Ash perception 1d20 + 9 ⇒ (9) + 9 = 18

Raj perception 1d20 + 5 ⇒ (17) + 5 = 22

That reminds me that I still need to stat out Raj. Oh, and Ender - I'm posting more than I typically will. There will be plenty of days when I'll maybe only get one post up. Just, fyi.


@ Ash- Ha, no worries, I'm being pretty prolific too :)


Male Human 4 Druid

"Jyx and I can make sure no one is following us." Balam walks to the end of the group and motions for Jyx to sweep out to the flank.

Perception:1d20 + 9 ⇒ (16) + 9 = 25


Female Jaguar 4HD

Jyx slinks off trying to see what "prey" are out and about.

Perception:1d20 + 7 ⇒ (3) + 7 = 10


Male Human Witch 4

@ Ash

Spoiler:
when you fill out Raj can you give him a weight? Was just thinking ahead back to being on a ship and thought it might be useful if Ja could pick him up if he ever went overboard got into trouble and had to make a fast get away etc. The Max heavy load for my raven is currently 10 lb, so I'm hoping your little guy weighs less than that ;p


Dram shimmers and appears to grow taller and his cloths melds into heavy armor. Dram pulls his new helmet down a little bit and tells everyone. "Ready when you are."

Disguise hat, used to make myself look big and brawny in heavy armor


Can someone give me a Survival check to find North and follow the trail? Ideally the guy LEADING the party :) @ Crisk- nice.


Male Human Ranger 4

Ash checks his armor, adjusts his sword belt, stretches, licks a finger and holds it above his head, throws some grass into the air, squints at the sun, looks around . . . and pulls a compass from his backpack.

Survival 1d20 + 9 ⇒ (1) + 9 = 10

Edit: D'oh!


After the confused look on Ash's face, Dram tries to get his baring and offers suggestions to Ash. "Maybe we can find some tracks to follow."

Dram remembers the warning about quicksand and offers Ash his 10 ft pole to test the ground in front of him, if he chooses to borrow it.

1d20 + 2 ⇒ (10) + 2 = 12 Survival


So order is Ash, Dram, Crisk, Vyk, and Balam

The first couple hours of the trip pass uneventfully, with the occasional switch back or wrong trail. About mid afternoon, as the sun blazes high over head, a light breeze ruffles the grass, filling the air with a whispering sound. The trail descends into a small valley, barely a wrinkle in the earth.

Ash, seemingly distracted by all the adjusting of gear he is doing, trips over a concealed string and lands face first in a puddle of quicksand!!! Dry sand had been spread over its surface to disguise it, and along with the string, it seems apparent, this is a trap of some sort!!!!

Map

Around you, the birds and other animals fall suspiciously silent....


For DM:
Trap Spotter: Whenever a rogue with this talent comes within 10 feet of a trap, she receives an immediate Perception skill check to notice the trap. This check should be made in secret by the GM


Dram Rao wrote:
** spoiler omitted **

@ Dram

Spoiler:
Would have gotten away with it if it weren't for those darn crafty PCs.... mumble mumble mumble..... Perception 1d20 + 9 ⇒ (10) + 9 = 19

Oh, wait, looks like i still did :)


DM:
Awesome :), I just love that talent and forgot to mention it earlier.

Dram looks around scanning the high grass to see if he can spot anyone watching or if this was an old trap Perception 1d20 + 9 ⇒ (5) + 9 = 14 If I do not perceive any threat I am going to try and use my 10 ft pole, that I assume he didn't take since he took a sand bath to try and get him out.


Male Human Witch 4

Crisk casts Mage Armor on himself


Male Human Ranger 4

Survival 1d20 + 7 ⇒ (14) + 7 = 21

Ash tries to remain calm, as he knows is the key with quicksand, and carefully tries to extricate himself from it while looking for help from his friends.

Crisk - Wikipedia says the average size of a rhesus monkey is just over 11 pounds, and saying he's less would feel like fudging, so let's do this: 1d8 + 4 ⇒ (7) + 4 = 11.

Dram - A 10' pole? Really? You're carrying one of those? That always struck as one of the oddest pieces of adventuring equipment.


Simian Buddy 1

Raj scrambles up the nearest try, where he jumps up & down in obvious panic.


readies her bow and looks for trouble
1d20 + 6 ⇒ (19) + 6 = 25 perception


Male Human Witch 4

@ Ash

Spoiler:
a 10 ft pole is like a weather rock ;p if it's wet you stuck it in water, if it's 2 ft in the ground you stuck it in quicksand or there is a pit ahead, if it's black and charing you just set off a trap but at least you were 10 ft away :) and yeah that sounds about right on the Rhesus I wasn't sure what type of Monkey makes sense was worth a thought


Yep I always take a 10' pole when I am in a marshy or sandy setting. Easily discardable piece of equipment that could save a life, or at least make your life easier until it becomes too cumbersome to keep up with.


Dram scans the area and extends a helping 10' pole to Ash, who is trying to avoid sinking further.Vykral scans the area, but has a hard time hearing over Crisk's casting of Mage Armor.

@ Vyk

Spoiler:
Thankfully, your sight is unhindered. map of the sitch. Small, furry creature bearing crude stone weapons seem to bubble out of the grass, evidently with malicious intent. You can even vaguely see some movement in the surrounding trees, possibly more of them. You can take an action in the surprise round, so go ahead and declare it, and then roll init. You may alert teh others as a free action.

@ Ash-

Spoiler:
Even in the midst of this, Ash can't help but think "Raj is sounding even more freaked out than usual..." A sudden movement draws your attention from across the quicksand pond. Small, furry creature bearing crude stone weapons seem to bubble out of the grass, evidently with malicious intent.


Vykral begins a story of a small band of fighters overtaking a bigger force. "out of the grass they came ready to eat, but the party could not be beat"

bardic performance, inspire courage +1 to attack and damage as well as saves vs fear. Oh and there are bad guys afoot.
1d20 + 2 ⇒ (4) + 2 = 6 initiative.


1d20 + 7 ⇒ (8) + 7 = 15 initiative


Male Human Ranger 4

Initiative 1d20 + 4 ⇒ (14) + 4 = 18

Raj 1d20 + 2 ⇒ (2) + 2 = 4

Just to note, Raj's normal reaction to combat will be to run like hell and to find Ash when things calm settle down. In the current case, he's just going to scramble as high as he can in the nearest tree.


Male Human Witch 4

Initiative 1d20 + 7 ⇒ (16) + 7 = 23

Ja 1d20 + 2 ⇒ (2) + 2 = 4

Like Raj, Ja's normal response is going to be to fly as high as deemed safe as a bird with 7 int and just watch...


M Dwarf Bard 5

yeah, a witch's familiar is a pretty major weak point, one I did NOT appreciate :)Balam is AFK for a few days, so I will roll init for him today, and likely take a break for the long weekend after that.

Balam Init 1d20 + 3 ⇒ (7) + 3 = 10

MOnkey Demons 1d20 + 3 ⇒ (4) + 3 = 7


Male Human Witch 4

@ DM Ender

Spoiler:
I agree completely on the familiar and it talks about doing touch attacks with them, and I'm thinking you mean send my 10 hp familiar into battle to deliver a touch attack and lose all of my spells until I replace him??? maybe in the most dire of circumstances It's like asking a wizard to throw his spellbook at an enemy to deliver a touch attack...


So order is:
Crisk-23
Ash-18
Dram-15
Balam-10
MDs-7
Vykral-6

Note: Critters go on their masters order, they don;t get their own initiative

The tall grasses around the party seem to spring to life as a pack of small furry creatures leap from hiding!!!!!! Adorned with feathers and bones, brightly colored pigments staining dun colored fur, some blow on long horns, the raspy, blurbling toots adding to the cacophony of the attack. Drums begin beating, beyond where the party can see. How many are there? What are they? What do they want?!?!?!

Crisk, your turn :)

Sounds like you are being attacked by Ewoks!!!

Map for everyone


Male Human Witch 4

Crisk says to the monkey demon #7 "I wish you grave misfortune"
Crisk hexes the demon with Misfortune.
Anytime the creature makes an ability check, attack roll, saving
throw, or skill check, it must roll twice and take the worse
result. A Will save negates this hex.

Monkey Demons needs to make a will save against dc 16.

@ DM

Spoiler:
I'm new to a witch so I'm reading that cackle would need to be used next round to extend the misfortune but if it's required to cackle this round I would do it as the move action. edit: free to move above.


Male Human Ranger 4
DM Ender wrote:


Sounds like you are being attacked by Ewoks!!!

Actually, I'm picturing gaudily dressed ewoks, at a rave, blowing on vuvuzelas.

So, what are Ash's options? Is he still stuck?


M Dwarf Bard 5
Ashwatthama wrote:
DM Ender wrote:


Sounds like you are being attacked by Ewoks!!!

Actually, I'm picturing gaudily dressed ewoks, at a rave, blowing on vuvuzelas.

So, what are Ash's options? Is he still stuck?

He can make a swim check as a move action to get to dry land, or take the pole and let Dram pull him out as a full round.

And yes, the vuvuzelas were intentional :)


Ashwatthama wrote:
DM Ender wrote:


Sounds like you are being attacked by Ewoks!!!

Actually, I'm picturing gaudily dressed ewoks, at a rave, blowing on vuvuzelas.

So, what are Ash's options? Is he still stuck?

He can make a swim check as a move action to get to dry land, or take the pole and let Dram pull him out as a full round.

And yes, the vuvuzelas were intentional :)


Male Human Ranger 4

I'll leave that up to Dram, depending on what he feels is necessary, since he's being attacked.

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