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  1. Casimir gingerly crosses the ford alongside the others, trying to not draw attention to himself by making undue splashing movements. He is relieved when nothing more sinister than a few leeches are to be found. As they laboriously make their way through the marshy vegetation towards the cliff, he keeps a lookout for any evidence that anyone - or anything - has recently come this way. When they eventually reach the base of the cliff, he casts a skeptical look over the nettles. "I'm no expert, but those look like they might hurt if you fell into them. Do these look familiar to any of you?" He looks for ways that they might reach the cave opening while avoiding the vegetation, just in case. Actions Free action: Move action: Standard action: Perception check 1) to notice any recent paths, evidence of habitation or recent travelers, 2) work out how to reach the cave while avoiding the plants. Mini stats Casimir Ivaldisson Male NG Human Cleric, Level 2, Init 1, HP 8/18, Speed 30 ft AC 16, Touch 11, Flat-footed 15, CMD 14, Fort +5, Ref +2, Will +7, CMB +3, Base Attack Bonus +1 Light crossbow (20 bolts) +2 (1d8, 19-20/x2) MW Mallet (Warhammer) +4 (1d8+1, x3) Dagger +3M/+2R (1d4+2, 19-20/x2) MW Lamellar armour, MW Buckler Abilities: Str 14, Dex 13, Con 12, Int 12, Wis 18, Cha 8 Condition: None Weapon in hand: MW Mallet Spells prepared for the day: 0: Create Water, Guidance, Light, Virtue 1: Animate Rope (D), Cure Light Wounds, Magic Weapon, Protection from Evil, Shield of Faith Channel energy attempts: 2 out of 2/day
  2. in response to your recent query about Ride checks, I would suggest the following sequence of rolls to resolve your complex situation: 1) Roll a Ride check vs DC 5 (!) immediately, to determine whether you stay in the saddle while the gecko is panicking (and while you yourself have just taken damage). This should be doable unless you roll a 1. 1a) If the worst happens (you fail the above roll) and you do fall off there and then, please roll another Ride check vs DC 15 to check whether you successfully execute a soft fall onto the bridge. If you make this check, then all is well and you are standing on the bridge in square U41. If you do end up failing your soft fall roll, before anything else, please first roll a Balance check (DC 11) to see whether you remain on the footbridge (in square U41) while the gecko hightails it back to land. If you fail that check, please roll 1d6, where 1-3 implies you roll off the bridge into the water to the LEFT of the bridge (squares T40, U40 and T41 respectively), and 4-6 implies you fall into the water to the RIGHT of the bridge (V41, U42, V42, as per the map). Needless to say, the water on the right-hand side of the bridge is currently a more hazardous place. 1b) If you fail your soft fall Ride check, but save the Balance check, you end up prone in square U41 while taking 1d2 damage (since you don't have a huge distance to fall and the surface is wood, not stone. But at least you won't be in the water!). 2) Based on your post, the gecko bolts back down the bridge, implying you are not rolling a second Ride check (DC 20) to control your mount in battle. Please confirm whether this is the case. NB: I am assuming here that the gecko was not trained for battle - please confirm. 3) Assuming none of the above has resulted in serious problems, once the gecko has traveled 20ft down the bridge towards land, please roll a DC15 Ride check to safely dismount, as per your intent. Please advise if this makes sense, and amend your post accordingly if all this sounds reasonable.
  3. Combat, round 3 Ashril fires another arrow at the fanged lilypads, but this one misses, hitting the water and sinking to the depths without coming close to hitting the thing. Raph attempts to summon an ally combatant, and concentrates on that. Belyr strikes at the creature, but misses. Agitha, cackling wildlly, by now strongly suspects that the creature is now under the effect of her Misfortune hex. The plant creature, meanwhile, changes its tactics. Instead of continuing to attack the creatures in front of it, it dives underneath the footbridge, provoking an attack of opportunity from Belyr, who is successful in chopping off one of its leaves. It resurfaces on the other side of the bridge, between Bill and Agitha, then opens up the central maw and emits a blood-curdling scream that lingers in the ears of all that hear it. Bill is badly affected, blood starting to run down one ear, and shows signs of beginning to panic. Combat information Notes: , : Please roll a DC14 Fortitude save to mitigate the effects of the kawa akago's blood-curdling scream on yourselves and the gecko, which upon a fail, bestows 12 pts of sonic damage + causes deafness for 3 rounds to all who hear it within 20 ft of the kawa akago. If you save successfully, the damage is halved and the deafness duration is reduced to 1 round. , Bill failed his save, which means he is now deafened for 3 rounds and has just sustained a significant injury. Up to you how you wish to play his and Ashril's response to that? Initiative order: Ashril: 25 Raph: 23 Belyr: 21 kawa akago: 23 -> dropping to 21 to match Belyr's initiative Agitha: 21 Conditions: Ashril: kawa akago: 9/? dmg Raph: Belyr: under Protective Luck hex; Longstrider (lasts 3 hours) Agitha:
  4. Casimir considers their options, as laid out by Barlo, Arradon and Azgar. As is in his nature, he attempts to find common ground between the different proposals. "We could bring the oxen and the boat with us to the southern edge of this island, but then leave them on this side of the ford while one or more of us cross to investigate. That way, we retain maximum flexibility and some reassurance that we won't leave these valuable beasts unprotected." Actions Free action: Move action: Consult map. Standard action: Mini stats Casimir Ivaldisson Male NG Human Cleric, Level 2, Init 1, HP 8/18, Speed 30 ft AC 16, Touch 11, Flat-footed 15, CMD 14, Fort +5, Ref +2, Will +7, CMB +3, Base Attack Bonus +1 Light crossbow (20 bolts) +2 (1d8, 19-20/x2) MW Mallet (Warhammer) +4 (1d8+1, x3) Dagger +3M/+2R (1d4+2, 19-20/x2) MW Lamellar armour, MW Buckler Abilities: Str 14, Dex 13, Con 12, Int 12, Wis 18, Cha 8 Condition: None Weapon in hand: MW Mallet Spells prepared for the day: 0: Create Water, Guidance, Light, Virtue 1: Animate Rope (D), Cure Light Wounds, Magic Weapon, Protection from Evil, Shield of Faith Channel energy attempts: 2 out of 2/day
  5. Casimir nods to himself as Barlo and Arradon consider the option of the cave, then re-checks his map. "This island does not appear terribly large, so we should hopefully not have to spend a huge amount of time searching for clues... but then we would need to cross another waterway to reach the cliffs and the cave. That takes us further away from our wagon and oxen... I am just checking to see whether there is a way round over land?" He checks the map to make sure there is no road that would enable them to reach the vicinity of the cave by retracing their steps with the wagon. From memory, he doesn't think there is such an option, but he wants to be completely sure before leaving their wagon and supplies even further behind. Once he has satisfied himself, he falls in behind the rest of the party as they set off to explore the possible escape route from the wreck towards the cliffs. Actions Free action: Move action: Consult map. Standard action: Mini stats Casimir Ivaldisson Male NG Human Cleric, Level 2, Init 1, HP 8/18, Speed 30 ft AC 16, Touch 11, Flat-footed 15, CMD 14, Fort +5, Ref +2, Will +7, CMB +3, Base Attack Bonus +1 Light crossbow (20 bolts) +2 (1d8, 19-20/x2) MW Mallet (Warhammer) +4 (1d8+1, x3) Dagger +3M/+2R (1d4+2, 19-20/x2) MW Lamellar armour, MW Buckler Abilities: Str 14, Dex 13, Con 12, Int 12, Wis 18, Cha 8 Condition: None Weapon in hand: MW Mallet Spells prepared for the day: 0: Create Water, Guidance, Light, Virtue 1: Animate Rope (D), Cure Light Wounds, Magic Weapon, Protection from Evil, Shield of Faith Channel energy attempts: 2 out of 2/day
  6. Apologies, I will be traveling from today (Friday) until Friday next week, inclusive. I may not be able to post much during this time.
  7. Apologies, I will be traveling from today (Friday) until Friday next week, inclusive. I may not be able to post much during this time.
  8. Combat, round 2 Ashril hustles along the rickety wooden bridge to reach the island and attack this new vegetable menace. As he attempts to slip past Belyr and regain solid footing, one of the spiny leaves reaches out from the water and attempts to grab his leg. It is unfortunately highly successful, and Ashril feels a burning sensation start around the painful bite, but manages to shrug it off. He recalls hearing about these creatures before: called kawa akago, they haunt lakes and ponds and attempt to drag victims down into the water with them. Their bite causes affected victims to try and immerse themselves in water to make the burning stop. Undeterred, Ashril fires an arrow at the thing from mere feet away; the arrow pierces one of the creature's leaves and disappears down into the dark depths of the pond. Raph, hanging back, shifts into a defensive stance with his quarterstaff while attempting to recall potentially useful information about this kind of creature and, importantly, how to go about killing it. He recalls something about these creature being able to damage their foes by emitting a harmful wailing sound, but the details escape him for the moment Belyr feels he has the measure of this creature and slashes down at it with his scimitar, but the strike misses badly with the blade briefly embedding itself in one of the support posts holding up the bridge. Sensing an opening, the creature sends two fanged lilypad-like leaves up to grab the feet of first Belyr, then Ashril. It misses Belyr, but Ashril is once again hit with a painful bite. Thankfully, the effects of the poisonous bite once again fail to take hold. The creature then shifts slightly away from the island alongside the rickety wooden bridge. Agitha hangs back and attempts to maintain one hex while casting another. She believes she was successful, but will have to wait and see what the creature does next before knowing for sure. Combat information Notes: since we do not use 'Critical Fumble' rules (although happy to instigate this in future games!) no harm comes from Belyr's rolling a 1, just an amusing brief visual of him having to wrench his blade back out of the submerged wooden post. Initiative order: Ashril: 25 Raph: 23 Belyr: 21 kawa akago: 23 -> dropping to 21 to match Belyr's initiative Agitha: 21 Conditions: Ashril: kawa akago: 5/? dmg Raph: Belyr: under Protective Luck hex; Longstrider (lasts 3 hours) Agitha:
  9. I can do that (we're then talking about grid square Q-46, correct?) but I just realized why I was so confused about Agitha's movement - I had forgotten the gecko had a 40ft move. My concern through all this was that, with Belyr under the influence of Longstrider, Agitha might not be able to keep up from the positions they both started in, although I am happy to tweak that given that combat started with the party becoming aware of the hazard at a safe distance. But that issue goes away once the movement of the gecko is taken into account. Apologies for the confusion - Agitha will definitely be able to reach a point within 30 ft of Belyr. Unless you do wish her to be placed at Q-46 as per above? Please let me know either way, I will amend the map accordingly in my next update. Given that hexes take a standard action to cast, and cackling represents a move action, Agitha can't do anything else this round. So, in the previous round, she would have had to get herself into a position within 30ft of Belyr for this to work.
  10. Map is fixed - please let me know if this changes matters.
  11. Casimir carefully pockets the captain's journal, intending to study it in more detail at some later point. He then gives the cabin one last wistful glance and follows Lothar and Azgar back outside. While the others search for evidence of recent activity, he spends a few minutes removing the plank with the ship's name to take back to Venza with him. Once this is accomplished, he scans the area based on what they now know were the captain's final orders before the ship was wrecked. "Not much 'higher ground' on this island", he eventually comments, "If our own map is any indication, the survivors might have been able to see the cliffs in the distance, and tried to head in that general direction? Whether they managed to get off this island or not, my suggestion would be to explore the southern part of this island first." Actions Free action: Move action: Take 10 (Craft (Shipbuilding)) = 15 to remove the plank with the ship's name from the hull. Standard action: Mini stats Casimir Ivaldisson Male NG Human Cleric, Level 2, Init 1, HP 8/18, Speed 30 ft AC 16, Touch 11, Flat-footed 15, CMD 14, Fort +5, Ref +2, Will +7, CMB +3, Base Attack Bonus +1 Light crossbow (20 bolts) +2 (1d8, 19-20/x2) MW Mallet (Warhammer) +4 (1d8+1, x3) Dagger +3M/+2R (1d4+2, 19-20/x2) MW Lamellar armour, MW Buckler Abilities: Str 14, Dex 13, Con 12, Int 12, Wis 18, Cha 8 Condition: None Weapon in hand: MW Mallet Spells prepared for the day: 0: Create Water, Guidance, Light, Virtue 1: Animate Rope (D), Cure Light Wounds, Magic Weapon, Protection from Evil, Shield of Faith Channel energy attempts: 2 out of 2/day
  12. Wow, sorry about leaving out the map! I have now amended my earlier post so that the updated map is included. Please feel free to amend your posts if this makes any difference. Also, many thanks for your continued interest and patience. These last few months have been very busy and at times extremely stressful, and I am having trouble finding the time and focus to return to this game more than once or twice a week, so your continued support is greatly appreciated!
  13. Pre-combat Agitha hustles up to where Belyr and Ashril are to cast her protective hex on the cleric. Belyr then employs some magic of his own and forges ahead towards the largest island, with Ashril leading Bill onto the bridge behind him. Raph brings up the rear, squinting suspiciously at every patch of lilypads following Belyr's revelations. Agitha seemingly will have her work cut out for her to remain within 30 ft of the cleric to maintain her hex. As Belyr approaches the island, he suddenly observes the suspicious lilypads moving purposefully towards him along the shore. Then, as he is about to step off the bridge, the water beside him explodes as two pads, covered in vicious spines, erupt and attempt to take chunks out of him! The first one fails, thanks to Agitha's hex, but the second pad connects and starts gnawing at Belyr's leg. The cleric suddenly experiences an intense burning sensation, akin to being buried under posion ivy, and struggles to keep things under control. Combat information Notes: The creature moved 5 ft and executed a full attack. please roll a Fortitude save (DC14) to avoid becoming sickened (–2 penalty on all attack rolls, weapon damage rolls, , skill checks, and ability checks) for 1 minute (10 rounds). Initiative order: Ashril: 25 ?????: 23 -> dropping to 21 to match Belyr's initiative Raph: 23 Belyr: 21 Agitha: 21 Conditions: Ashril: ?????: Raph: Belyr: under Protective Luck hex; Longstrider (lasts 3 hours) Agitha:
  14. Casimir points out the door to what he presumes to be the former captain's quarters, then studies it carefully for a bit. "Perhaps someone could lend me a hand?" he inquires as he pulls out a chisel from his pack and sets to hammering at the hinges, trying to break down the door. Actions Free action: Move action: Craft (Shipbuilding) check to break down the door by tackling the hinges and the (presumed) sodden, waterlogged wood around them. As previously, if taking 10 is OK, then that results in a 15. I will add a roll at the bottom of this page just in case. Standard action: Perception check to make sure the door is not trapped or likely to release something hazardous once opened. Mini stats Casimir Ivaldisson Male NG Human Cleric, Level 2, Init 1, HP 8/18, Speed 30 ft AC 16, Touch 11, Flat-footed 15, CMD 14, Fort +5, Ref +2, Will +7, CMB +3, Base Attack Bonus +1 Light crossbow (20 bolts) +2 (1d8, 19-20/x2) MW Mallet (Warhammer) +4 (1d8+1, x3) Dagger +3M/+2R (1d4+2, 19-20/x2) MW Lamellar armour, MW Buckler Abilities: Str 14, Dex 13, Con 12, Int 12, Wis 18, Cha 8 Condition: None Weapon in hand: MW Mallet Spells prepared for the day: 0: Create Water, Guidance, Light, Virtue 1: Animate Rope (D), Cure Light Wounds, Magic Weapon, Protection from Evil, Shield of Faith Channel energy attempts: 2 out of 2/day
  15. Apologies, I will be traveling from today (Friday) until Tuesday next week, inclusive. I may not be able to post much during this time.
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