To End the World || An improvised homebrew adventure by DM Patcher.


Play-by-Post

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Coross finds few books spread amidst the snow. They are all ruined and broken by the spine, as if a great force had torn them to bits - as they did the broken dead that surround you. Familiar faces can be found - and some are strangers, yet they all wore the same robes as you did. The librarian's crushed corpse lies underneath the spire as Darche digs through the stone wall. The bright sun seems to follow your mood as it glides behind the black clouds protruding from the top of the mountains. The screams and cries of the people far in the horizon grow weaker and weaker as sorrow paints the scenery.

The path south-east is long. Snow stretches for several leagues, though in the horison you can see the beginning of spring. The Willow Plains is a stretch of colours, far too beautiful, almost mockingly so...

Liberty's Edge

Male Gnome Rogue, Level 1

Frum sees Rafael leaving and suddenly feels the need to do do something and starts off for the fishing village with them.

As they travel his mind works at a kind of alchemical problem he had avoided before - the kind many people had offered him large amounts of money to explore, but to which Frum had limited interest: how to make things that killed, that did damage -- items for battle.

Frum is consumed by the need to rise to the occasion and wastes no time with thoughts that do not explore some aspect of winning this campaign. As they travel, he looks for organic materials he might be able to use and loads them on to Donte; alchemical, poisonous, dangerous. If he sees trees with branches that would be useful for various kinds of traps or snares, he stops to collect them. And anything with healing properties, or anything at all that would be useful on their campaign - Frum is focused keenly on finding these things as they travel, moving off the path often, never wondering too far.

Frum will take 20 on these checks: Knowledge nature =28, Perception = 26.


Male Elan Vitalist 10

Skender will stand up again. Walking over to Coross, "Come one, there's really nothing to be done right now. We need to catch up to the others."

With that, Skender will follow the others down the path.

You cannot take 20 on knowledge checks.


Male Tiefling (specifically, Glabreezu tainted) Abyssal Sorcerer 1

Frum, it's been said in the ooc thread, but I guess you didn't read it. You can't take 20 on knowledge checks.

Liberty's Edge

Male Gnome Rogue, Level 1

re: knowledge checks - my bad. re: the OOC room - this is the only window I've ever had open for this. I'll find the thread and check it out. Here is my knowledge nature roll:

1d20 + 8 ⇒ (15) + 8 = 23


Male Human Cleric 1

Rafael says, "Lorem mecum aquae." Water beings to flow from nothing.

Spellcraft DC 15:
Create Water

"Its getting a bit nippy. Winter is coming early this year."

Rafael pulls out a Winter blanket from the small chest on the back of Donte. He unslings his backpack and places it on the top of Donte. He breathes a little faster and you see the puffs of smoke from his mouth.

He puts the winter blanket around his shoulders, rope across his chest and a quarterstaff in right hand. He adjusts his wooden holy symbol up and over the blanket.

Rafael says, "So, how much further? My bones will break if I have to endure this weather any longer."


The day passes slowly. The snowlands seem to never end, and by time of nightfall the Willow Plains are still out of reach. The chill is growing milder, however, and the snow seems to be slowly melting. By sunset, you come to a small grove of trees, suitable for staying the night...

Frum:

During the trek, you collect several batches of rare herbs, called Snötåre, that you know can be used for healing purposes. In the grove, you come upon several fungi, known as Chillgrowth, used to create objects and alchemical concoctions with weak frost properties; you also gather leaves from special trees called Frostgrein, which contain unique properties in similar veins. You also manage to collect two vials of sap from the Frostgreins, an azure, thick substance that is suitable as an amplifier.

You collect: 15 Snötårer, 6 Chillgrowth Mushrooms, 35 pristine Frostgrein leaves, 2 vials of Frostgrein sap.


Male Tiefling (specifically, Glabreezu tainted) Abyssal Sorcerer 1

Zachary rubs his hands together and blows on them, clearly not dressed for the cold weather. He rips some branches off a nearby tree, puts some dry tinder underneath these branches, and casts Spark at the pile, aimed toward the drier tinder.

"Do any of you have some food?"


Male Elan Vitalist 10

"Sure, Zach. I've got you covered."

Skender will remove one serving of wandermeal for Zachary, and another for himself.

"It doesn't taste great, but it'll fill you up."


M human Inquisitor 1 (Domain Trickery)

Lucca sets up his bedroll away from the others and starts reading something, ignoring everyone.


Male Human Cleric 1

Rafael takes all the gear off of Donte and lets him graze nearby. He takes out some Canvas and makes a Lean-to to block the wind. Under it he places his bedroll down.

Rafael offers extra Canvas to up to 4 others to block the wind.

He helps collect firewood and keeps the fire going. Anyone who is thirsty or needs to clean themselves or their gear he will cast Create Water for them.

Untrained Survival check to find food nearby: 1d20 + 3 ⇒ (19) + 3 = 22 - Success for (22-10)/2 = 12/2 = 6 additional people - that should be everyone

Rafael says, "Save the Wandermeal for when we need it. There's plenty of food around if you know where to look for it."

Rafael hands out the food (berries, plants, small woodland creatures caught), to the others after about an hour foraging.

Rafael says, "Here Lucca, have some squirrel-ca-bob and berries; we need you strong for our long journey."

After everyone gets their fill on dinner Rafael perks up and asks, "So how do you want to do watch tonight? I would prefer last watch since I need to pray for my spells tomorrow. Also, anyone injured so I can tend to your wounds?"

@DM Patcher: Is it cold enough that we need to make Fortitude saves against severe weather? If we do then we can make DC 15 Survival checks to add +4 and +4 to others by each point beyond 15.


Male Tiefling (specifically, Glabreezu tainted) Abyssal Sorcerer 1

Zachary takes a few bites from the wandermeal before Rafael returns to camp with food, then hands it back to Skender. He instead takes a squirrel-kebob and digs in, swigging from his waterskin on occasion. He gets Rafael to refill the waterskin before placing it in his pack and taking out his bedroll. He says, "I'll get second watch." Before tucking in and going to sleep.


Male Elan Vitalist 10

"I'll take first watch. I feel pretty good, for now." Skender will put away the wandermeal that he had taken out, and take a squirrel-kebob.

Liberty's Edge

Male Gnome Rogue, Level 1

Frum happily eats with Rafael and the others, scarfing down the night's catch.

I can take 3rd watch - just nudge me he announces before falling asleep almost immediately.


Male Human Cleric 1

Before Rafael sleeps he does a once over those that are injured, redressing and cleaning any wounds.

Take 10 on a Heal check for Long-term care (DC 15): 18 - Success

Who is still injured?


Male Tiefling (specifically, Glabreezu tainted) Abyssal Sorcerer 1

Long-term care requires 8 hours. I think you should sleep instead.

About two hours into the first watch, Zachary starts to whimper in his sleep. He's turning in his bedroll, muttering something. He seems to be having a bad dream.


Male Human Cleric 1

You're right...since I spent at least an hour doing Survival I won't be able to put in 8 hours unless we travel less than 8 hours next day.

Zzzzzzz...


Male Human Cleric 1

  • 1st Watch - Skender [Normal +4]
  • 2nd Watch - Zachary [Darkvision +2]
  • 3rd Watch - Frum [Low-light +0], Rafael [Normal +3], and Donte [Low-Light +5]

Which watch would you like to be on Coross [Normal +0], Darshe [Normal? +4], and Lucca [Normal +6]? I don't know each of your vision capabilities, but at least one person with either dark or low-light vision should be on 2nd Watch. Also if you have a very low perception, let us know so we'll buddy you up with someone with a higher perception.

Edit: Hope you guys didn't mind, but I looked at your character sheets to get your vision capabilities and Perception bonus to save time - didn't look at anything else.
Coross [Normal +0], Darshe [Normal? +4], and Lucca [Normal +6]


Yes, it is in fact cold enough that you will have to make a fortitude save to not suffer consequences. Only DC 10, however.

Rafael gathers enough food and nourishment for you all to endure the night without going hungry - while the strange moss he found was rather tasteless, and the squirrel was impossibly hard to eat after it whimpered upon capture, the day itself is tainted heavily...

The night creeps in slowly. Skender finds the night to be slow and quiet, and as the darkness grows complete he gives the mantle to Zachary...

Zachary:

It's only half an hour before you hear the rustling of something over in a bush - and thanks to your eyes you see the man between the branches, his body shaking and his eyes wild with madness. But that is not all - you see two ferocious beasts, with long fur and sharp fangs - two wolves are circling the camp as well...

DM Dice Rolls:

1d100 ⇒ 70
1d100 - 5 ⇒ (5) - 5 = 0
1d100 ⇒ 67
Zach perception: 1d20 + 2 ⇒ (9) + 2 = 11
??? stealth: 1d20 - 1 ⇒ (12) - 1 = 11


Male Tiefling (specifically, Glabreezu tainted) Abyssal Sorcerer 1

Zachary shouts, loud enough to wake the others. "Come out of there! I can see you and your wolves! What are you planning on doing?"

Liberty's Edge

Male Gnome Rogue, Level 1

Fortitude Save 1d20 + 2 ⇒ (3) + 2 = 5

@DM Patcher my perception is +6, not +0 as indicated above in Rafael's list, fyi.

Frum wakes up upon hearing Zachary's racket and looks into the shadows for wolves and other undesirable companions while he puts on his backpack and climbs a nearby tree as quietly as he can. - perception check, then stealth check, then climb check 1d20 + 6 ⇒ (13) + 6 = 19 ; 1d20 + 6 ⇒ (5) + 6 = 11 1d20 - 3 ⇒ (1) - 3 = -2


Male Elan Vitalist 10

fortitude save:1d20 + 2 ⇒ (9) + 2 = 11

As Skender wakes up to the shouting of Zachary, he immediately manifests his mind blades after getting out of his hammock."What's wrong, Zach?"Perception1d20 + 4 ⇒ (11) + 4 = 15

I'm only going to be able to post in the next two hours. After that, I'm going to be in an IRL game. Feel free to NPC me if you want, Patcher.


Male Tiefling (specifically, Glabreezu tainted) Abyssal Sorcerer 1

Fortitude for the cold:1d20 + 2 ⇒ (8) + 2 = 10

As the rest of the party awakens, Zachary says to them, "I see some creep watching us from the bushes over there." He points to the bush. "Watch out, there are also wolves around here. Be ready for a fight."

Liberty's Edge

Male Gnome Rogue, Level 1

damage roll for failing fortitude check against cold 1d6 ⇒ 6


Male Human Cleric 1

Untrained Survival check (DC 15) "Gain a +2 bonus on all Fortitude saves against severe weather while moving up to half your overland speed, or gain a +4 bonus if you remain stationary." - 1d20 + 3 ⇒ (12) + 3 = 15 - Success

@DM Patcher: Those of us using a Winter Blanket and are shielded by a Lean-to, do we still need to make the Fortitude check? Or do we gain some kind of circumstance bonus?

Fortitude check to avoid the cold (DC 10) - 1d20 + 2 + 4 ⇒ (13) + 2 + 4 = 19 - Success

Perception check to wake up (DC 10) - 1d20 + 3 ⇒ (1) + 3 = 4 - Failed

Zzzzzz...


The damage you suffer from a failed save is non-lethal - but you do catch a cold as well. -1 to all physical attributes, save per day to recover.

The man looks shocked that he was seen but he steps forward nonetheless. His entire body is twitching, as if cold. His eyes have a wild, hungry glare in them. In his hands is a rusty dagger. Broken, rusty manacles are around his neck and legs. "Oh, warm flesh, yes, what I was looking for, yes, to feel the blood on my face, it will keep me warm, yes...yes, never again..."

He raises his hand as if to strike, and the wolves all poise to attack.

Map notes:

The grove is 60 (12 squares, 1 - 12) by 80 (16 squares A - P) feet long. You are all in the middle (scattered around F8, your discretions). The man is at E2. One wolf is at O4. Another wolf is at I9.

There are a few patches of bare grass and moss - these are not difficult terrain. Three-four patches, up to 3 squares each - Rafael, spread them at your discretion. Otherwise the terrain is snow, and difficult terrain.

Need more information?

Dice rolls and initiative - may read:

Initiative rolls
Darche initiative: 1d20 + 3 ⇒ (3) + 3 = 6
Coross initiative: 1d20 + 2 ⇒ (10) + 2 = 12
Lucca initiative: 1d20 + 2 ⇒ (12) + 2 = 14
Rafael initiative: 1d20 ⇒ 5
Frum initiative: 1d20 + 4 ⇒ (10) + 4 = 14
Zachary initiative: 1d20 ⇒ 9
Skender initiative: 1d20 + 5 ⇒ (4) + 5 = 9
Strange man initiative: 1d20 - 1 ⇒ (19) - 1 = 18
Wolf A initiative: 1d20 + 2 ⇒ (16) + 2 = 18
Wolf B initiative: 1d20 + 2 ⇒ (7) + 2 = 9

1. Strange man?
2. Wolf A
3. Frum
4. Lucca
5. Coross
6. Skender
7. Wolf B
8. Zachary
9. Darche
10. Rafael

Will do the first actions once I know who stands where.


Male Human Cleric 1

I have to be somewhere in 45 minutes so I didn't have time to finish the map. Missing are the wolves and the green patches. I'm assuming the 2 squares around the fire are green grass.

I won't be able to post for 21 hours.

Initiative check: 1d20 + 0 ⇒ (20) + 0 = 20

Zzzzzzz...


Map:

I miscalculated in my head - F8 should instead have been I6, henceforth where you are scattered. The wolf is not supposed to be up in your faces either.

My apologies.


Male Human Witch 2

Coross awakes at Zachary's cry and looks around. What is it this time. Come out so we can deal with you and then go back to bed where we belong.

Survival similar to Rafael's:1d20 + 0 ⇒ (3) + 0 = 3
Fort v. Cold:1d20 + 4 ⇒ (18) + 4 = 22


Kincade Alchemist (Vivisection/Preservationist)

Darche wasn't sleeping, this entire time he has been up and silent, staring off into the distance. His hands, bandaged and bloodied from the digging he had done earlier.

He just stares at the wolf man.

fort vs cold:1d20 + 3 ⇒ (19) + 3 = 22


M human Inquisitor 1 (Domain Trickery)

Lucca stands up quickly and grabs his weapon, staring impassively at the attacker.

fort save 1d20 + 2 ⇒ (12) + 2 = 14
initiative 1d20 + 2 ⇒ (3) + 2 = 5


Male Human Cleric 1

DC to wake up when someone is yelling is not DC 10 while sleeping its DC 0 (Base DC -10 +10 for sleeping = 0), so I'm awake.

DM only - map questions:
Next time maybe we can ask where everyone is standing during the 1st, 2nd, 3rd watch THEN we can place the enemies. That way I don't have to decide where people are.

Here's the map so far. Repost if you think its correct or else let me know what to change, please.


Rafael:

Yes, I agree. Apologies for the clumsiness. The map is correct apart from the wolf in I9 - could you move it to I11?


Male Human Cleric 1

The map at the beginning of Round 01

Donte's Perception check to wake up (DC 0): 1d20 + 5 ⇒ (3) + 5 = 8 - Success


The man huffs, his eye mad with excitement as he steps forward. The dagger is dangling between his fingers. "Yes, a child's blood, to soothe the anger...yes, I will not go back there, not to the men, no, never again, no, to feast upon your flesh...there is NOTHING SWEETER!"

In a lapse of clarity the man rushes forward, striking at Frum - though the twitches return in time of the strike, and the dagger soars above the gnome's head.

The two wolves circle the camp slowly, waiting for something...

DM Dice rolls:

1d20 + 2 ⇒ (8) + 2 = 10
1d4 ⇒ 4

BATTLE TRANSCRIPT:

ROUND 1
STRANGE MAN moves to G4, attacks FRUM but misses
WOLF A moves to N8
WOLF B moves to M9

Liberty's Edge

Male Gnome Rogue, Level 1

Frum dodges the awkward attack and sniffles from the nasty cold he caught in the night.

If I gave you something to eat, friend, would you calm down and call off your dogs? I've got a magic pill that will make it so you don't need to eat for a long time - The're nothing else like them!

Frum pulls a small pouch from a pocket in his cloak and holds it up for the lunitic to see while focusing his mind on pure defense.

I'm not going to attack you if all you are is hungry

total defense bonus brings AC to 19


M human Inquisitor 1 (Domain Trickery)

"Or insane," Lucca adds, quietly so their attacker doesn't hear him.


Male Human Cleric 1

Map after Lucca's turn (I'm assuming you're delaying)


Male Elan Vitalist 10

"Frum, this guy's talking about smearing our blood on his face. He's clearly insane, and it can't be helped. I don't think he's going to back off even if you throw food at him."

When my turn comes up, I will move to L8, and attack the wolf in M10.
Attack :1d20 + 3 ⇒ (15) + 3 = 18
Damage:1d6 + 2 ⇒ (5) + 2 = 7


Male Tiefling (specifically, Glabreezu tainted) Abyssal Sorcerer 1

First, free action to extend claws. Move to H4 and aid another on Frum, to give +2 AC.
Attack for Aid Another: 1d20 + 2 ⇒ (4) + 2 = 6

Zachary advances upon the crazed man, his fingers extending and sharpening to claws. He slashes in front of the man's face in an effort to hold his attacks off of Frum.


Male Human Cleric 1

Map Round 01 - e


Male Human Cleric 1

Rafael is awoken from his sleep by Zachary's scream. He frantically looks around as Skender runs past him. He turns and see two wolves near him. He turns again towards Donte and says, "Attack Donte!" and points a wolf.

Untrained Handle Animal to direct Donte to use the Attack trick (DC 10): 1d20 + 2 ⇒ (13) + 2 = 15 - Success

Donte moves to wolf moves to M7 and attacks the wolf in N8 (I'm assuming Donkeys sleep standing up, if not then Donte stood up and then moved instead of attacked).

Hoof: 1d20 + 2 ⇒ (2) + 2 = 4
Damage: 1d3 + 1 ⇒ (2) + 1 = 3

Rafael stands up and 5-foot step into J8 looking for his rope.

Map at the end of my turn (Map Round 01-f).


I will start round 2 now - Coross, Darche and Lucca, you all have actions to do - feel free to do two actions, one for Round 1 and one for round 2.

The strange man's glare burns as he turns his attention to Zachary. "Oh, yes, fresh blood, spill it, drown me in your warmth!"

The tiefling parries the dagger easily as it is thrust in his direction. The man does not seem to listen to reason.

Skender lashes at the wolf; it lets out a whimper as blood starts to coat the ground. However, it retaliates shortly after, digging its sharp fangs into Skender's foot and tripping him.

Donte obeys his master's orders and tries to attack the wolf; however, fear overtakes the beast and his hooves do not hit true. The wolf reacts by biting the donkey in the upper calf, dragging him to the ground.

Skender, you suffer 4 damage and are prone. Donte suffered 6 damage and is prone as well.

DM Dice Rolls:

Strange man attack roll against Zachary: 1d20 + 2 ⇒ (9) + 2 = 11
Strange man damage roll against Zachary: 1d4 ⇒ 3
Wolf A attack roll versus Donte: 1d20 + 2 ⇒ (13) + 2 = 15
Wolf A damage roll versus Donte: 1d6 + 1 ⇒ (5) + 1 = 6
Wolf A trip manoeuvre check versus Donte: 1d20 + 2 ⇒ (18) + 2 = 20
Wolf B attack roll versus Skender: 1d20 + 2 ⇒ (16) + 2 = 18
Wolf B damage roll versus Skender: 1d6 + 1 ⇒ (3) + 1 = 4
Wolf B trip manoeuvre check versus Skender: 1d20 + 2 ⇒ (16) + 2 = 18

BATTLE TRANSCRIPT:

ROUND 1
STRANGE MAN moves to G4, attacks FRUM but misses
WOLF A moves to N8
WOLF B moves to M9
FRUM performs TOTAL DEFENCE
LUCCA - no action
COROSS - no action
SKENDER moves to L8 and deals 7 damage to WOLF B
ZACHARY attempts to AID ANOTHER on FRUM but fails
RAFAEL orders DONTE to attack WOLF A
DONTE attacks WOLF A but misses
DARCHE - no action

ROUND 2
STRANGE MAN attacks ZACHARY but misses
WOLF A attacks DONTE, deals 6 damage and trips him
WOLF B attacks SKENDER, deals 4 damage and trips him

Liberty's Edge

Male Gnome Rogue, Level 1

Frum shrugs off his insane attacker's refusal to eat his magic tablet and moves to the escaped prisoner's rear to F4 via G6, F6, E5, E4 and takes out his short sword.


Male Tiefling (specifically, Glabreezu tainted) Abyssal Sorcerer 1

Actually, an 11 is enough to hit (AC is only 10, because I don't have Mage Armor). I'll write the damage down.

Now that his blood has been spilt, Zachary forgets about holding back and launches an assault on the crazed man, slashing with both hands.

First Claw Attack: 1d20 + 2 ⇒ (12) + 2 = 14
Damage: 1d4 + 2 ⇒ (1) + 2 = 3
Second Claw Attack: 1d20 + 2 ⇒ (3) + 2 = 5
Damage: 1d4 + 2 ⇒ (3) + 2 = 5

3 rounds of claws remaining.


Male Elan Vitalist 10

Skender will attack from the ground.

Attack 1 1d20 - 1 ⇒ (2) - 1 = 1
Attack 2 1d20 - 1 ⇒ (15) - 1 = 14
Damage 1 1d6 + 2 ⇒ (4) + 2 = 6
Damage 2 1d6 + 2 ⇒ (2) + 2 = 4


Male Tiefling (specifically, Glabreezu tainted) Abyssal Sorcerer 1

I updated my profile to contain all my trackables.


Male Human Cleric 1

Donte stands up and attacks with his Hooves.

AC 7 (prone), AC 11, touch 11, flat-footed 10 (+1 Dex); hp 7/13 (2d8+4)
Fort +5, Ref +4, Will +0; Base Atk +1; CMB +2; CMD 13 (17 vs. Trip)

Hoove 1 attack: 1d20 + 2 ⇒ (6) + 2 = 8
Hoove 1 damage: 1d3 + 1 ⇒ (3) + 1 = 4
Hoove 2 attack: 1d20 + 2 ⇒ (4) + 2 = 6
Hoove 2 damage: 1d3 + 1 ⇒ (2) + 1 = 3

Rafael picks up a hemp rope and throws it towards the nearest wolf.

DC 7 to hit the square M9 from J8 (15-feet @ 10-foot range increment, -2 to hit): 1d20 + 0 ⇒ (2) + 0 = 2 - Fails The rope lands in 1d8 ⇒ 6 - N8 (clockwise starting from L9)

But the rope veers off to his right as it clumsily flies over Skender's head and lands at the feet of the other wolf.

Rafael says, "I have no healing. Make everything count."

Map for Round 02-a


Male Human Cleric 1

Oops...Donte only gets one attack after standing up.


M human Inquisitor 1 (Domain Trickery)

Lucca just attacks the enemy.

attack 1d20 ⇒ 8
damage 1d8 ⇒ 5

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