Josef Jakovian |
Sorry, life has interfered with my hobbies lately. I should be back for good for awhile though. I'll just catch up here as though I'd been with you all along, and then be better in the habit of posting daily.
Josef blows out a long breath. Dancing around and jumping over rivers isn't his strong suit.
If I get wet, I'm blaming the Half-Orc!
And with that, he takes a leap of faith.
Acrobatics (untrained D:) 1d20 ⇒ 5
Needless to say, Josef does blame the Half-Orc, loudly.
Vermin* |
Perhaps you should consider blaming someone with a lower swim skill... :) Oh, wait, his swim is not all that good, so blame away, but hold on to the rope. lol
Vermin* |
Vermin helps him out of the water. You swim like a fish! And calling across to Luccinus Vermin advises Come last, and tie yourself onto the rope.
Edit: I think everyone else has made it across.
GM Nel |
I'll go ahead and roll Lucc's since he is last:
Acrobatics (+2 rope help): 1d20 - 5 + 2 ⇒ (10) - 5 + 2 = 7
I was going to say how I assumed that Lucc was not taking 10 with a -5 to acrobatics...
Into the water he goes...
STR (+2 rope help): 1d20 + 4 + 2 ⇒ (16) + 4 + 2 = 22
But follwing Josef's steps, he is able to snag himself into a rock and get himself unto shore. The party is now all at the northern bank.
A few of you (Vermin, Harauk, Rorgrim) are able to see some large cat claw marks on the ground here, and a few droplets of blood.
However, none of you currently see any trace of a big cat around.
It is now late afternoon
Vermin* |
With everyone across we form up again and head out, per out map. Its still early. Plenty of daylight to hike by. Lets put some distance between us and that cat.
Vermin* |
Scouting around the selected campsite Vermin considers. I recommend a fire and three watches. He begins to drag up dead but dry wood and stack it. At the very least we should lay a fire and have it ready to light, but I think in a forest like this a fire will do more good than harm. He starts a small cooking fire and begins to prepare a hot mean for the group. My eyes are keen so I will take second watch, which should be the darkest.
Harauk Kil |
Crude and loudly, Harauk exclaims, If dwarves are good at one thing, it's being in the dark. I'll take a damn shift as long as I can get my full night's rest. I don't do well when I don't get my beauty sleep. Got to keep my figure, you know. Hahaha! If it were up to me, we'd be travelin' by night instead!
Vermin* |
So, we will have someone with Darkvision on watch all three watches. Lets say Roggrim first, Vermin second, and Harauk third. Luccinus and Josep each sign up for either first or third, and Vermin will do a watch solo, since we only have 5 PCs, right? And we will maintain a fire the entire night.
Harauk Kil |
I'd like Luccinus because Harauk is much more of a caster, and that would make the most sense.
GM Nel |
ok.
Shift one comes.
Up: Roggrim, Josep
Sleeping: Vermin, Harauk, Luccinus
stealth 1d20 + 10 ⇒ (1) + 10 = 11
Rorgrim perception 1d20 + 5 ⇒ (1) + 5 = 6
Josef perception 1d20 + 0 ⇒ (20) + 0 = 20
wow, whats up with those rolls... open up my spoiler
Josef alerts the party that he hears a sound from the underbush, and sounds the alarm
Initiatives:
Rorgrim: 1d20 + 5 ⇒ (12) + 5 = 17
Harauk: 1d20 + 1 ⇒ (13) + 1 = 14
Luccinus: 1d20 + 2 ⇒ (9) + 2 = 11
Josef: 1d20 + 0 ⇒ (19) + 0 = 19
Vermin: 1d20 + 4 ⇒ (11) + 4 = 15
BBEG: 1d20 + 6 ⇒ (14) + 6 = 20
Surprise Round:
Josef
Rorgrim
Round 1:
BBEG
Josef
Rorgrim
Vermin
Harauk
Luccinus
New map up. the yellow circle is the area where the sound is coming from
GM Nel |
The creature, which looks like this, comes out of the thick brush. After a second, it's face muscles start pulling apart from its face, revealing the creature's skull and begins to emit a loud screeching noise at Rorgrim.
Rorgrim will save: 1d20 + 1 + 2 ⇒ (1) + 1 + 2 = 4
After seeing the monstrous creature, Rorgrim is afraid for his life!
Fear: 1d4 ⇒ 2 rounds
Round 1:
BBEG
Josef
Rorgrim <--
Vermin
Harauk
Luccinus
Frightened: A frightened creature flees from the source of its fear as best it can. If unable to flee, it may fight. A frightened creature takes a –2 penalty on all attack rolls, saving throws, skill checks, and ability checks. A frightened creature can use special abilities, including spells, to flee; indeed, the creature must use such means if they are the only way to escape.
GM Nel |
Oh s$%&...I am going to die
Rorgrim flees from the creature in fear!
Go ahead and tell me where you want to end up at :P I guess off the map actually?
Round 1:
BBEG
Josef
Rorgrim
Vermin <--
Harauk
Luccinus
people who were asleep, give me a perception (-10) to hear everyone sounding the alarm (DC5) when it's your turn. If you make it, you are prone and if you wear medium/heavy armor you don't have it on.
Rorgrim Stonebeard |
I am + 4 will save raging with dwarven trait and still failed. Sorry guys...your first line of defense is gone!
Since there is no wall to stop me, I would say 30' on my surprise turn (1 action) and 90 feet more in the first full round.
So the second full round I would be running back and the third full round I can attack if it is alive and in the camp?
Harauk Kil |
I'll go ahead and post mine.
Wake up: 1d20 + 9 - 10 ⇒ (9) + 9 - 10 = 8
Will save (if applicable): 1d20 + 7 ⇒ (9) + 7 = 16
Knowledge (Nature) (if applicable): 1d20 + 7 ⇒ (20) + 7 = 27
Stand up, take 5 foot step to B-8, cast Entangle (DC 16 Reflex) at M-N 15-16 (essentially will barely get the BBEG, and will also get squares I-10 and G-12).
Edit: Oh, excuse me, it will NOT get G-12 in entangle, but will get H-12.
This spell causes tall grass, weeds, and other plants to wrap around creatures in the area of effect or those that enter the area. Creatures that fail their save gain the entangled condition. Creatures that make their save can move as normal, but those that remain in the area must save again at the end of your turn. Creatures that move into the area must save immediately. Those that fail must end their movement and gain the entangled condition. Entangled creatures can attempt to break free as a move action, making a Strength or Escape Artist check. The DC for this check is equal to the DC of the spell. The entire area of effect is considered difficult terrain while the effect lasts.
Vermin* |
Vermin, if awake, stands, 5 foot steps towards the creature, and readies his staff.
I think that is all he can do since he has no BAB.
Vermin* |
Just saw the note on perception checks. I guess that light purple font is +10 to hide me.
Wake Up?: 1d20 + 9 - 10 ⇒ (17) + 9 - 10 = 16
In medium and heavy armors there are usually padding worn under the armors that can be slept in - this counts as padded armor. This may be a carry over from 3.5 but I am sure it was the RAW at one time.
GM Nel |
The cat charges it's closest foe!
ATK: 1d20 + 2 + 2 ⇒ (20) + 2 + 2 = 24
DMG: 1d6 ⇒ 2
CRT THRT: 1d20 + 2 + 2 ⇒ (8) + 2 + 2 = 12
CRT DMG:1d6 ⇒ 3
Harauk takes a nasty bite from the beast, taking 2 pts of damage!
Round 2:
BBEG (-2 AC)
Rorgrim (flees some more, then wears of)
Vermin <--
Harauk
Luccinus
On Delay:
Josef
new map up
Vermin* |
The half orc, still groggy from sleep, but now equipped with his trusty quarterstaff, moves to begin to flank the creature D9. As he moves he snaps his wrist and a wand appears in his hand. He quickly taps his staff with the wand saying a word in the druidic language. Shillelagh and thenn drops the want to the side.
While the magic flows over the weapon Vermin considers the strange cat.
Knowledge Nature: 1d20 + 6 ⇒ (16) + 6 = 22
Harauk Kil |
Ugg. Damn mangy...whatever the hell you are.
5 foot step to A7.
Using his Storm Burst to attack it.
As a standard action, you can create a storm burst targeting any foe within 30 feet as a ranged touch attack. The storm burst deals 1d6 points of nonlethal damage + 1 point for every two cleric levels you possess. In addition, the target is buffeted by winds and rain, causing it to take a –2 penalty on attack rolls for 1 round. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.
Touch Attack: 1d20 + 1 ⇒ (1) + 1 = 2
Nonlethal Damage: 1d6 ⇒ 5
Added effect: If hit, -2 to all attack rolls for 1 round.
YOU KNOW WHAT? I'm gonna shirt reroll that.
Touch Attack: 1d20 + 1 ⇒ (19) + 1 = 20
Much better.
GM Nel |
Sadly your knowledge of natural things doesn't reveal anything about this creature.
knowledge (arcana)?
Harauk strikes the beast with lightning! It takes 5 damage
It recoils and hisses!
Round 2:
BBEG (-2 AC, -2 ATK, -5 hp)
Rorgrim (flees some more, then wears off)
Vermin
Harauk
Luccinus <--
On Delay:
Josef
Vermin* |
I knew that knowledge Nature would not reveal anything about the creature but Vermin did not. Now he is pretty sure it is not natural and will feel less bad killing it. :)
Harauk Kil |
Luccinus, since you have +1 BAB you can move AND draw your weapon as one move action and then also have a standard action left to attack.
Josef Jakovian |
Josef watches the dwarf run off screaming, and thinks for a second, before closing his eyes and raising his hands, palms toward the beast, fingers splayed.
Down, kitty.
Casting Hypnotism on the kitty. Kitty makes a DC 16 Will save or gets fascinated. Casting time, 1 round. I fascinate 2d4 HD of creatures per cast, so...
2d4 ⇒ (2, 1) = 3
3 Hit Dice. :( Hope it's enough...
GM Nel |
Cat's Will save: 1d20 + 1 + 2 ⇒ (14) + 1 + 2 = 17
Cat is not fascinated by Josef.
the cat 5' into A8 and goes into a frenzy on Harauk:
Bite: 1d20 + 2 - 2 ⇒ (6) + 2 - 2 = 6
Claw: 1d20 + 2 - 2 ⇒ (5) + 2 - 2 = 5
Claw: 1d20 + 2 - 2 ⇒ (9) + 2 - 2 = 9
And he fails miserably...
Round 3:
BBEG (-2 ATK, -5 hp)
Rorgrim (starts running back after being a wuss)
Vermin <--
Harauk
Luccinus
Josef
Vermin* |
The map does not show where Luccinus moved up to to attack. I think he had to have been in A8 or B8. Also Vermin had moved up to D9 last round. IF Luc did move up and attack like he stated then Vermin should be able to 5 foot, swift enlarge, and two weapon attack. Either way he will two weapon attack, you must decide if the flank is there.
Vermin takes a quick step towards the creature and as he does he shimmers and grows to stand nearly 10' tall. A combination of his movement and growth has put him in a flank with Luccinus I hope. He attacks the cat-thing with a large enchanted staff in a swift double swing, trying to connect with both ends of the weapon.
First Attack: 1d20 + 4 + 1 - 2 + 2 ⇒ (2) + 4 + 1 - 2 + 2 = 73d6 + 5 ⇒ (1, 6, 4) + 5 = 16
Second Attack: 1d20 + 4 + 1 - 2 + 2 ⇒ (8) + 4 + 1 - 2 + 2 = 133d6 + 5 ⇒ (1, 6, 5) + 5 = 17
Edit - Likely misses even with flanks. :(
GM Nel |
Second one hits which downs the beast!
As soon as Rorgrim gets back to the camp, Urdel Thunderhoof and his centaurs bursts into the forest clearing. Seeing the dead beast at your feet, he addresses Vermin: "My, a bit taller than when we saw you earlier. Magnificent! Looks like you are all mightier hunters than we thought."
"This beast has been tormenting us for some weeks now. We wish to take this beast's corpse. I have with me some valuable fur pelts I would be willing to exchange with you. would this be agreeable?"
Vermin* |
Since the Growth Domain power is rounds per day Vermin would not maintain it once the creature drops. Besides, he likes to keep that power a secret. :)
Vermin looks at his party for confirmation. Might I see these pelts? he asks.
Sense Motive: 1d20 + 2 ⇒ (1) + 2 = 3
Evidently Vermin believes these pelts are quite valuable and the offer is generous and without deception. :)
Harauk Kil |
This damn freak of nature tried to slaughter me. I see no value in keeping it around us.
But why in hell would you want its corpse?
Sense Motive (if they don't tell us why): 1d20 + 10 ⇒ (10) + 10 = 20
Harauk Kil |
Also, Harauk is going to slap a cure light wounds on himself to heal to full.
Luccinus de Concorezio |
Well done friend Vermin... and I will return to my bedroll and dream of the Para-Countess... and hot wax. Make whatever arrangements you see fit in regards to the beast you slew.
Josef Jakovian |
Josef slaps the Half-Orc on the back.
Good work. I would have been even more thrilled had my trick actually worked, but I'm hardly one to argue with results.
He yawns.
All right, back to bed. Hopefully no more kitties to intrude on my rest tonight.
And hopefully no more of these strange dreams...
GM Nel |
"Thank you, friends. We want to take the corpse back to our village, to show the women and children the terror has been slain and they can come back out into the woods. As for the pelts, we were going to start saving for the winter, but there is still plenty of time to gather now that this beast is dead."
"You see, it gets freezing cold in these parts during the winter. I know that it's not bad now, but just wait a few months. However, if you are going through the mountains to the north, it will be quite freezing. You can use the pelts to protect you from the weather, if you wish."
One of the other centaurs grabs the carcass and slings it on his back. Urdel bows his head in respect and heads out of the clearing, leaving you to camp...