Peribras Sandlock |
You only need to beat DC10 to aid a check, even untrained...
Thoril The Slayer |
survival aid: 1d20 - 2 ⇒ (7) - 2 = 5
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Thoril The Slayer |
yes that i am lol... Well if i didnt roll all the ones on that last fight lol
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DM Beckett |
I was really debating on if I could skip this or not, but it does kind of matter later.
About four miles from the Krihirik village, the terrain suddenly drops off into a deep ravine. The far side of the ravine is sixty feet away, and its craggy faces descend one hundred feet to the ravine floor below. The gap in the jungle allows a glimpse of the sky above, but the trees grow to the very edge of the ravine, and their dense canopy still blocks out much of the light. Several of the trees have massive, shaggy barked trunks sporting countless twisting limbs. The trees’ strong roots grow deep into the earth and some even dangle over the side of the ravine.
Assuming the above is discovered and you wish to avoid it:, the climb down itself is just short of 100ft, and rather uneventful besides the long climb.[/I] If you have 100ft of rope between you all, the Climb DC is 15. Making less that a 10 however could be dangerous.
Peribras Sandlock |
Knowledge (Nature): 10 + 5 = 15
"That tree is called a monkey tree. It is harmless but... if we touch it we will have a strong distinct odor that won't go away for quite some time. We won't really be able to hide from anything that can smell us."
+8 Climb so I'm good either way.
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Thoril The Slayer |
i have +5 climb but i am ok with either one
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Van Potter |
"If one of you cats is willing to tie me to your back while you climb down, I'm ok with that. Otherwise, my legs are too short."
Thoril The Slayer |
"i have you little one"
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C.A. Gwyllgi "Old Shuck" |
Knotting his silk rope, C.A. starts down first without waiting for volunteers.
climb: 1d20 + 4 ⇒ (14) + 4 = 18
Getting to the bottom he anchors it and holds it steady.
aid climb: 1d20 + 4 ⇒ (2) + 4 = 6
Peribras Sandlock |
Peribras looks at Thoril. "Friend, once I am down, would you be so kind as to lower my furry friends down to me?"
If Thoril ascents, Peribras climbs down the knotted rope, then helps to hold the rope steady while the others climb down.
Climb: 10 + 8 = 18
Climb, aid another, Nemesis: 1d20 + 8 ⇒ (9) + 8 = 17
Climb, aid another, Shar-Lyn: 1d20 + 8 ⇒ (14) + 8 = 22
Climb, aid another, Tholand: 1d20 + 8 ⇒ (13) + 8 = 21
Climb, aid another, Thoril: 1d20 + 8 ⇒ (19) + 8 = 27
DM Beckett |
Actually, the DC 15 was assuming knotted ropes. It's actually a DC 10 just to get down safely, but the DC jumps to 15 IF you try to avoid the roots at various points, (it's just one check). I just didn't want to spoil it if no one made the Know check.
In other words a DC 10 Climb gets you down with at least 100ft of knotted ropes. Fail by 5 points means you fall. However, you need to make a DC 15 check to get down safely and also avoid the Monkey Tree Roots.
Peribras = good
Thoril = good
Tholand = good
C.A. Gwyllgi = good
Nemesis = ? (+2)
Shar-Lyn = ? (+2)
Van = ? (+2)
(It seems you have enough rope to lower the animals down, so we can hand wave that.)
Thoril and Tholand can also attempt to Aid, but can not Take 10 on that.
DM Beckett |
Normally, I'd just skip this entirely, but because it is important later, I went with it, knowing little things like this would come up. I allowed the animals to be lowered down just to avoid needing to look up various climb skills. But no, they need to actually make Climb checks.
C.A. Gwyllgi "Old Shuck" |
Call that first one aiding the ranger
Climb, aid another, Nemesis: 1d20 + 4 ⇒ (8) + 4 = 12
Climb, aid another, Shar-Lyn: 1d20 + 4 ⇒ (9) + 4 = 13
Climb, aid another, Tholand: 1d20 + 4 ⇒ (4) + 4 = 8
Climb, aid another, Thoril: 1d20 + 4 ⇒ (5) + 4 = 9
Both halflings use their small size an skill to hin handle the rope as the others decend, offering them advice on avoiding the noxious tree.
Van Potter |
Everyone: It was not my intent to make things more difficult for those with animal companions.
GM: What if a small PC is attached to the back of another PC? If they are strapped on well enough, they'd function the same as encumbrance.
If the GM does not allow that, I'm afraid that Van will be activating the Monkey Tree roots, because I don't like the odds of falling if I have to make a DC 15 Climb check.
Nemesis Melek |
If the GM does not allow that, I'm afraid that Van will be activating the Monkey Tree roots, because I don't like the odds of falling if I have to make a DC 15 Climb check.
I feel similarly - between aid and knotted rope and taking off my armor, I may more likely make it than not, but the risk of failure is too much in this case. I'd wanted to take the long way.
DM Beckett |
No, no worries. I just mean it's one of those things where logic doesn't seem to apply. Why can't you just go around, for instance. It's just one of those things that it insists we do rather because it matters later. Otherwise I would have just skipped it entirely, sort of like the bridge encounter from last scenario, where it slows things down for really no reason or risk.
Shar-Lyn: 1d20 + 4 ⇒ (19) + 4 = 23
Nemesis: 1d20 + 4 ⇒ (17) + 4 = 21
C.A.'s Aid for Van: 1d20 + 4 ⇒ (10) + 4 = 14
Thoril's Aid for Van: 1d20 + 5 ⇒ (9) + 5 = 14
Van: 1d20 + 4 ⇒ (16) + 4 = 20
Fallen trees, rocky streams, hanging vines, and other obstacles litter the ravine floor, making travel through this area just as difficult despite the sparser foliage. After several hundred feet, the terrain gives way to a natural trail running through the middle of the ravine. In most places the trail is a mere five feet wide, though it widens to fifteen or even twenty feet in some areas. The ravine walls and the distant canopy still block out most of the natural light along the path.
Where the path narrows again, a humanoid corpse—one hand in its vest as though desperately trying to reach for something—lies sprawled in the dirt next to a thick, thorny plant. Countless biting ants swarm over the corpse, making its features difficult to discern.
You can also easily spot half a dozen sets of humanoid tracks leading away from the area, leaving you with a difficult choice. Trying to cross the trail will likely draw the ant's ire. Or, you could wait them out, slowing your journey, but not risking the swarms seeing you as the next meal.
New map is up.
DM Beckett |
Van Potter wrote:I feel similarly - between aid and knotted rope and taking off my armor, I may more likely make it than not, but the risk of failure is too much in this case. I'd wanted to take the long way.If the GM does not allow that, I'm afraid that Van will be activating the Monkey Tree roots, because I don't like the odds of falling if I have to make a DC 15 Climb check.
Just to be clear, the only way you would fall is if you rolled a Total of 5 or less, (but see above). The base DC is just 10 to get down. It becomes 15 to avoid touching any of the Monkey Tree Roots, but tat doesn't change the risk of failure. after the scenario, though, I'll again ask your opinions on the scenario prior to reviewing it. So feel free to bring this up. :P
Van Potter |
Sighing, Van pulls out his spellbook and quickly switches out his Color Spray spell for Burning Hands. 1 Arcane Res. spent, 2 currently left in pool.
Thoril The Slayer |
i will play decoy if you guys can kill it. I can not do anything but take damage for you on this one
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C.A. Gwyllgi "Old Shuck" |
There's enough burning hands in this party, this won't last but a moment
Active perception to see if the man is alive.
Perception: 1d20 + 7 ⇒ (19) + 7 = 26
Shar-Lyn the wanderer |
"So, we gonna burn these ants or what?" The gnome asks, making his choice of action obvious.
description is of a corpse, so yeah lets burn them. Also from a metagame perspective not the recorded number of delays at the top of the page...
Yes, my friend i think we need to keep moving. Afterall we must remember this is a race against the aspis, one in which they already have a head start!
Shar-Lyn rummages around in his pack and readies an acid flask in case the party firestarters are not enough.
Van Potter |
"If we all hit them at once, we might be able to disperse them without worry about them coming after us. Who's got juice?"
Are the green areas passable? Difficult terrain, per chance?
Nemesis Melek |
"I only brought water, wine, and a bit of that local urwaga Aya was offering. If you'd wanted juice, you should have planned for that yourself."
So...do we roll for initiative, or what?
C.A. Gwyllgi "Old Shuck" |
"Why don't I pick up a stone and try to draw the further one closer?"
Assuming one of the casters agrees, Old Shuck finds a handful of stones and throws them at the further swarm.
ranged touch: 1d20 + 5 ⇒ (6) + 5 = 11
ranged touch: 1d20 + 5 ⇒ (7) + 5 = 12
ranged touch: 1d20 + 5 ⇒ (8) + 5 = 13
Peribras Sandlock |
"I'll toss one of these babies in once you lot are ready." Peribras pulls an Alchemist's Fire out of his pack.
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Tholand Warmane |
My internet is out and wwayfinder isn't working ill try to post when I can.
DM Beckett |
Thoril runs up and kicks some dirt and mud onto the ants, while C. A. Shuck throws a few rocks, antagonizing them to attack. As soon as they are close, Peribras and Van Potter bring the fire, burning the little bastards to a crisp.
Afterwards, with the way now clear, you are able to rifle through the corpse of the Aspis Agent left behind. The following gear lies in the undergrowth near on or near the body: a rapier, a masterwork composite longbow, a potion of invisibility, a potion of cure moderate wounds, two oils of magic weapon, two sleep arrows, and two flasks of alchemist’s fire.
I have had enough of your games. Cheating at dice is one thing, but gambling away our wages… that I will not forget. No more idle jobs for you. This time you go into the jungle with the others. Bring back the eggs or face my displeasure. I will not bother reporting to Zaril this time, if you fail I will let your fellow agents take care of you in whatever manner they see fit. And you will not see a bit of coin until the talisman is in my hands.
The floor of the ravine slopes downward slightly and the foliage overhead gradually thins. The ravine is wider here, and numerous boulders scattered throughout the area attest to steady erosion. Some of the boulders bear strange carvings and are even hewn into rough pillars, but they jut at odd angles out from the landscape and don’t seem to be a part of any surviving structure. Nestled in the shadow of two such pillars is a shallow pit scraped out of the earth by some massive creature’s claws.
The nest contains several branches, the half-eaten body of a leather-clad humanoid, several broken shells, and a several large, intact eggs. In the trampled foliage near the nest lies the corpse of a massive, bipedal dinosaur, its tooth-lined maw agape and its hide pierced with dozens of crude javelins.
Near the nest, a pair of Lizardfolk warriors remain. From what you can tell, it appears that they, and likely many, many others of their kind have been feasting on the dead dinosaur and it's eggs. Where it's mate is, you can not say. As you approach, they notice you, dropping the half-eaten eggs to shatter fully on the ground and grab their weapons and prepare for a fight amidst a few comments in Draconic. You can also see that within the mostly ransacked nest, 5 viable dinosaur eggs still remain.
Both have a mourningstar, a shield, and javelins. There really isn't anything worth noting in a Know check, (that would be particularly relevant anyway) outside of the fact that they have pretty thick hides.
Also, OOC, if anyone would have touched the roots earlier, they would have gotten an automatic surprise round.
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<In order to aid, you need to have both a +5 Diplomacy and also speak Draconic.>
OR
C.A. Gwyllgi: 1d20 + 5 ⇒ (16) + 5 = 21
Nemesis: 1d20 ⇒ 9
Peribras: 1d20 + 5 ⇒ (12) + 5 = 17
Shar-Lyn: 1d20 + 3 ⇒ (4) + 3 = 7
Tholand: 1d20 + 3 ⇒ (13) + 3 = 16
Thoril: 1d20 + 2 ⇒ (13) + 2 = 15
Van: 1d20 + 2 ⇒ (6) + 2 = 8
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Lizardfolk 1: 1d20 ⇒ 14
Lizardfolk 2: 1d20 ⇒ 16
ROUND 1
C.A. (), Peribras (), & Tholand (*)
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Lizardfolk 1 ()
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Thoril (*)
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Lizardfolk 2 ()
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Nemesis (), Van Potter (), & Shar-Lyn () -> Round 2
C.A. Gwyllgi "Old Shuck" |
perception: 1d20 + 7 ⇒ (15) + 7 = 22
Finding the note, he reads it aloud.
**************************
Old Shuck makes a run forward and throws a knife at the first of the lizard men.
thrown dagger, range, flatfooted, whetstone: 1d20 + 5 ⇒ (14) + 5 = 191d3 + 1d8 + 1 ⇒ (1) + (4) + 1 = 6
DM Beckett |
The dagger flies true, catching the closest Lizardfolk in the shoulder before it's able to bring it's shield up to block it.
ROUND 1
C.A. (), Peribras (), & Tholand (*)
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Lizardfolk 1 (-7)
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Thoril (*)
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Lizardfolk 2 ()
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Nemesis (), Van Potter (), & Shar-Lyn ()
Peribras Sandlock |
Peribras shakes his head at the note. "I'm glad we don't work for the other guys."
He studies the ground as they enter the area. "There were hundreds of lizardfolk here not long ago. There was a big battle here. They left just hours ago."
Peribras frowns as the lizardfolk pick up their weapons. "There are only two of them..." He shakes his head as he urges Ash to move forward, winding up his sling staff. Once Ash is alongside Old Shuck, Peribras lets the bullet fly at the nearer lizardfolk, then reloads his sling pouch.
why would someone need to have a +5 diplomacy to aid?
Round 1 action:
direct mount with knees to go one move-increment forward as a free action
attack lizardfolk with sling staff as a standard action
reload sling staff as a move action
Rolls:
Perception: 10 + 9 = 19
Survival: 10 + 5 = 15
Ride, guide with knees vs. DC 5: 1 + 9 = 10
halfling sling staff, attack, flagbearer, deadly aim: 1d20 + 8 + 1 - 1 ⇒ (9) + 8 + 1 - 1 = 17 for bludgeoning: 1d6 + 2 + 1 + 2 ⇒ (1) + 2 + 1 + 2 = 6
Alternate action condition:
(none)
Alternate action:
(None)
Active Status effects:
flagbearer
Tholand Warmane |
Tholand looks around expectantly.Perception: 1d20 + 7 ⇒ (3) + 7 = 10Survival: 1d20 + 3 ⇒ (1) + 3 = 4He just can't seem to figure out what happened. He seems upset that they weren't able to communicate effectively with the locals, but sucks it up because he understands what must be done. Tholand concentrates and charges at the nearest enemy. Swift Action Dragon Style Attack: 1d20 + 4 + 2 + 1 ⇒ (19) + 4 + 2 + 1 = 261d4 + 4 + 1 ⇒ (2) + 4 + 1 = 7 Crit Confirm: 1d20 + 7 ⇒ (14) + 7 = 211d4 + 5 ⇒ (1) + 5 = 6 With a roar Tholand races towards the Lizard and does a leaping downward punch with his Cestus straight through the throat, catching it by suprise.
Thoril The Slayer |
Thoril will charge and swinghia mighty axe
atk: 1d20 + 8 ⇒ (13) + 8 = 21
dmg: 3d6 + 10 ⇒ (3, 6, 4) + 10 = 23
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DM Beckett |
@Peribras Because you need to be able to make the check yourself to aid, (that is, if you are not able to make a DC 25 on a Nat 20, you can not aid in this task). I just figured I would through the possible option in, just in case.
The mounted Peribras quickly loads a bullet and sends it flying from his staff, catching the closest Lizardfolk in the face and sending him to his knees in a daze, then to the ground completely as he begins to bleed out. Tholand begins to move towards the other one aggressively, is your speed 20ft? while Thorils follows quickly behind, cutting the other reptilian humanoid in half with deft ease.
For a few moments, things are calm, and you discover that there are the remains of what looks like two humans within the nest, their bloody, (and more) gear strew about with abandon. All in all, what was not destroyed by the dead t-rex includes a climber’s kit, 100 feet of silk rope, a grappling hook, a longbow with 20 arrows, a potion of hide from animals, and two tree feather tokens.
There are still five eggs that have not been eaten or cracked, which you also grab up quickly.
rumble. . .
The ravine suddenly falls silent—no birds, monkeys, or other jungle creatures are audible. A few heartbeats later, a bellowing roar echoes through the ravine, causing countless small birds and animals to abandon their hiding places and scatter as quickly as possible.
A series of great shuddering cracks herald the downfall of several trees in the distance, and a second thunderous roar pierces the air, followed by the frantic shouts of panicked humanoids. Suddenly, a massive dinosaur bursts out of the jungle to the southwest, pursuing a dozen leather-clad explorers through the ravine. The furious creature sweeps up a straggler into its massive jaws and flings the screaming victim off into the jungle, roars, and rushes toward its next target.
It looks like you found the rest of the Aspis Agents. They spot you as well, and suddenly seem to flock right towards you. Then right past you, fleeing from the massive, very pissed off T-Rex mother. She spots you, eggs still in hand, and begins rushing after the Aspis, RIGHT AT YOU. . .
DM Beckett |
Please see the discussion thread and begin. . .
Nemesis Melek |
Nemesis just stares at what's before her with dispassionate eyes. "Amazing."
She calmly sticks her leg out in preparation for one of the oncoming Aspis agents.
[dice=aid another on "Knock Them Flat" (can I do that?)]1d20+1[/dice]
C.A. Gwyllgi "Old Shuck" |
"Here you go Princess," tossing the potion to the priestess, "We don't have to be the fastest, we just need to beat them."
acrobatics: 1d20 + 7 ⇒ (12) + 7 = 19
Those are pretty high, is that the right tier?
DM Beckett |
@ Nemesis: Yes, and no. Just roll your individual check, and it has special rules on my side. So don't worry about Aid Another. And P.S., that's awesome. :P
DM Beckett |
Absolutely. Honestly, just roll with it. It's pretty awesome, from what I see.