Mrachni |
Mrachni's ready to go... shall we go around the east side of the water, as opposed to through? Take a bit longer, but Mrachni's not very good at swimming... either way, survival to follow the map: 1d20 + 9 ⇒ (1) + 9 = 10 (I hate you, dice.)
Quaylon |
Qualon takes a moment to consider the job offer then says politely After this trek I personally plan on taking time to visit the ruins and , Desna willing, return to someday open a school. Perhaps I might have need to call upon your services when that time comes?
GM Poisonblade |
Seeing that no one is interested in signing on with the woodsmen Rhoddam tips back the last of the wine and says Before you lads go help yourselves to our general supply of food. If your going to be out in the woods best be well stocked
With that the group leaves the dirty office.
Now is the time to stock up. Remember encumbrance and basic food and water needs. Let me know what you get, then add it to your sheet, food, water, ale, wine, and spirits are free. When your ready, post such and we can jump to the next step
Mrachni |
Oh right, food & water. Totally forgot about that. :P Thanks for the reminder, GM.
Mrachni fills his waterskin, nodding his appreciation at Rhoddam. Can't carry any more rations without becoming encumbered. :(
Sheet updated & ready to go.
Makvor |
Makvor grabs several more waterskins and several days' worth of rations, makes sure that Spirit has had his fill of water, and declares that he is ready to continue.
Makvor is at medium encumbrance, but seeing as how we have a gnome in the party, that won't slow us down any more than normal...
Zatqualmie Fire-Top |
The gnome looks up at Mrachni, "What does your sheet of paper with the colored drawings that is supposed to guide us to some old tree tell you about how long it will take us to get there and how much food we need?"
Before you can respond, with a look of distrust, "... And how do you know your paper will be right?"
I'll update sheet shortly. For an additional waterskin, do I need to purchase it?
Makvor, the gnome seems to move oddly fast for someone of his size. (Fast Movement class feature for Barbarian). However, he is medium encumbered from his armor anyway.
Mrachni |
Fair points.
Mrachni reconsiders, and picks up an extra waterskin and a few more rations. Showing Zatqualmie the map, he explains: "Here is where we are. I think it should not take more than two days to arrive here," (he points), "at our destination."
Same question as Zat on extra waterskin.
Makvor |
"If we run out of food or water, I can probably provide all that we need. Unfortunately, it will slow us down a little."
Actually, if Makvor is out of food & water, he'll be unencumbered, so foraging will slow him down to half-speed. Encumbered, he's already down to 2/3-speed, so it's not that much difference. Anyway, it's DC 10 to provide for myself, and I can provide for another for each additional 2 points I beat it with. With a +9, I'm guaranteed to provide for myself, at least. Same with Mrachni.
GM Poisonblade |
Our bold adventurers take part of the Logging camps stores filling up on needed items. Where upon they leave the busy work site and head into the Darkwood.
A dangerous foreboding place, as they walk the shadows great them with hungry feelers and muffled sounds. With the setting of the sun they decide to make camp.
As they eat over a little fire then drift off to sleep, though they set a guard. Likewise in another camp not far off, were two brave but slightly lost young adventures have a little fire snapping and popping in the spring night.
Dealing with two parts. One is the Main Players the other is New Guys. We will be dealing with combat for the new guys first. Then when and if the Main Players hear them they can decide what to do from there. In the area you can see is dim light (fire buring low). Beyond that is dark. If you have darkvision/lowlight vision you can see the meadow you are in normally because of those various traits.
Rolling Random to see who is on guard. 1d4 ⇒ 3, there is a 40% chance that Spirit is awake 1d100 ⇒ 83
1 Makvor
2 Mrachni
3 Zat
4 Qauy
Oh boy, just the person for this kind of thing.
same thing here, but less people 1d2 ⇒ 2
1 Fox
2 Og
Perception check for Og- 1d20 + 7 ⇒ (20) + 7 = 27
Fox is forced to take a zero for being asleep.
1d20 + 10 + 2 ⇒ (7) + 10 + 2 = 19
1d20 + 10 + 2 ⇒ (14) + 10 + 2 = 26
1d20 + 10 + 2 ⇒ (19) + 10 + 2 = 31
1d20 + 10 + 2 ⇒ (4) + 10 + 2 = 16
1d20 + 10 + 2 ⇒ (18) + 10 + 2 = 30
1d20 + 15 + 2 ⇒ (13) + 15 + 2 = 30
Main
For Quayon
Special Vision
New Guys - Round 1
Somewhere it the darkness, Oglon hears a muffled step on dry leaves. Behind him he hears the scrape of wood on wood. Then off to his right he hears a very sleight breath being let out.
Oglon you have one action, you are not surprise by the in coming attack I will let you post your one standard or move action, before I fire off the post to unleash HELL.
Welcome to Darkmoon Vale.
Oglon |
Round Surprise, Hit Points 9/9
I will move to H 13, (the rocks next to Fox) lightly kicking him as I pass, hissing, "Foxheart, we have unexpected company!"
If the rocks are 'difficult' terrain, Nimble Moves allows my movement there without penalty
Mrachni |
Perception to wake up when it's my turn: 1d20 + 4 ⇒ (5) + 4 = 9
Edit: Hopefully I get a nice bonus from someone yelling or something.
GM Poisonblade |
Sleepers, remember you are not in your medium or heavy armour unless you have Endurance.
Mrachni - Yes you're right, but being helpless doesn't let you roll IMO. So working from this he would take zero, then ranks with bonuses if any, and typically that won't hear sneaks, even if he rolled 20 he wouldn't hear them with +10 to there roll. So effectively sleepers are constantly making the same perception roll over and over. This is why it is SO important to have a guard. With things like scent or termorsense this is way different.
No terrain effects in the clearings. They are static camps used by loggers over and over again. Even the fire pits are permanent. Only big rocks, large or larger, and trees for these maps provide any kind of cover.
Oglon, your move is the action you get. Kicking him awake will go down on your turn as apart of the free action to speak. Then you will get your normal turn.
Fox, please read carefully.
Surprise Round - shots at 1-Oglon (AC 16)and 2-Fox (AC 9), the d2 represents which one is shooting who.
Sneaky 1 Target1d2 ⇒ 1Ranged Attack1d20 + 4 ⇒ (9) + 4 = 13 Confirmation Roll 1d20 + 4 ⇒ (18) + 4 = 22 Damage 1d6 ⇒ 2
Sneaky 2 Target1d2 ⇒ 1Ranged Attack1d20 + 4 ⇒ (15) + 4 = 19 Confirmation Roll 1d20 + 4 ⇒ (14) + 4 = 18 Damage 1d6 ⇒ 3
Sneaky 3 Target1d2 ⇒ 2Ranged Attack1d20 + 4 ⇒ (11) + 4 = 15 Confirmation Roll 1d20 + 4 ⇒ (8) + 4 = 12 Damage 1d6 ⇒ 2
Sneaky 4 Target1d2 ⇒ 2Ranged Attack1d20 + 4 ⇒ (3) + 4 = 7 Confirmation Roll 1d20 + 4 ⇒ (11) + 4 = 15 Damage 1d6 ⇒ 3
Sneaky 5 Target1d2 ⇒ 1Ranged Attack1d20 + 4 ⇒ (11) + 4 = 15 Confirmation Roll 1d20 + 4 ⇒ (8) + 4 = 12 Damage 1d6 ⇒ 1
Nasty Sneaky (delay action)
Oglon hears the whisper of loosed bolts in the same moment he sees them. His nimble body twisting and turning, all BUT the bolt from number 2 miss, and that just grazing a shoulder, taking 3 damage.
Fox is jolted awake a bolt punchering into his side, from sneaky number three taking 2 points of damage.
Initiative for New Guys Group. Zat will be last in the round, due in part because there has to be noise for him to make a perception check. There is distance involved between the groups that would cancel the noise of crossbows.
Sneaks Common 1d20 + 6 ⇒ (12) + 6 = 18
Sneaky Boss1d20 + 5 ⇒ (6) + 5 = 11
Oglon1d20 + 3 ⇒ (19) + 3 = 22
Fox1d20 + 8 ⇒ (18) + 8 = 26
So our turn is
Fox
Oglon
Common Sneaks
Sneak Boss
Zat (the guard in Main Player Camp)
Zatqualmie Fire-Top |
I'm just going to go ahead and throw my perception check out there. Let me know if I hear anything.
Perception 1d20 + 5 ⇒ (13) + 5 = 18
EDIT: I'll be at home this evening. I'll add in the waterskin and food then. I expect to take 5 or 6 days of food and 2 to 3 more water skins (1 or 2 with alcohol) assuming no weight issues. If there are weight issues then I'll readdress.
GM Poisonblade |
Mak, yes it does, he grabs the sleave of your arm tugging you awake. The wind is blowing from the south, which is the bottom of the Main Player Map. He won't suffer forest distraction in his smelling distance nor will he suffer distance related negatives, for the distance within his smelling area. Add 4 to his Perception in this case too his above roll. In order you are after Zat. Your wolf goes before you.stupid two legger, his nose never works properly
Maximun Distance for perception checks (related to vision) for this encounter in the sparsh forest 3d6 ⇒ (4, 4, 3) = 11 x10 = 110 feet.
Adjustment to Perception (+34 to DC) for each group to hear the other. So aside from outright combat and yelling your not going to hear much from them right now, which would be a Perception of 24. Up until the end of the round that is. They only fired crossbows which isn't going to be heard at the distance from the Main Players.
Sneaks for Main Players - if you are asleep add ten to these.
Sneaky 1 - 1d20 + 8 + 2 + 2 ⇒ (8) + 8 + 2 + 2 = 20
Sneaky 2 - 1d20 + 8 + 2 + 2 ⇒ (20) + 8 + 2 + 2 = 32
Green Sneaky - 1d20 + 12 + 2 + 2 ⇒ (20) + 12 + 2 + 2 = 36
Watching Sneaky -1d20 + 11 + 2 + 1 ⇒ (1) + 11 + 2 + 1 = 15
Watching Sneaky Feathered Friend -1d20 + 7 + 2 + 5 ⇒ (11) + 7 + 2 + 5 = 25
Zat needs to succeed a perception here.
Zatqualmie Fire-Top |
Round 1, HP 15/16
Move Action: To G9, to F10, to E10 - Draw Greataxe during move
Standard: Shaking Mrachni
Free Action: Quietly say: "There is someone else out here. I'm heading to investigate."
Mrachni |
GM, is the terrain north of me a pond, or meadow, or what? Also, assuming you'll roll init for us as we wake up?
Mrachni mutters as Zatqualmie shakes him. "urng... not an Orc... mm... oh. Alright... I'll wake Quaylon and follow. Be careful."
Mrachni stands up, hand going to his sword, and attempts to wake Quaylon quietly.
Move action to stand; if I've still got an action after shaking Quaylon, I'll want to move and draw my sword, but my destination will depend on what the green terrain is.
Edit to fix actions.
Zatqualmie Fire-Top |
Should I be looking at the Quaylon map or special vision? I think we both have low light vision but the other two have dark vision.
Makvor |
Round 1 (Spirit): HP 17/17
Spirit pulls on Makvor's arm to wake him.
Round 1 (Makvor): HP 10/10
Makvor, shaken awake by Spirit, gets to his feet holding, orders Spirit to defend, and looks to see what he can see.
Move: Stand up
Free: Order Spirit to Defend
Standard (Move): Draw Greataxe
GM Poisonblade |
Oh, a wet gnome is my favorite
At Fox's words there is a echoing giggling laughter. It has such an silly high pitch sound that its hard not to smile when you hear it, and then there is the condition that you find yourselves in which isn't funny at all.
NEW PCs Round 1 action. It is clear that the shooters are in the darkness. You can hear them use move actions to load there crossbows.
Total defense is a full round action, perception is reflective of looking around, which I think is free in this case.
Shots 1-Oglon (AC 20)and 2-Fox (AC 14), the d2 represents which one is shooting who.
Oglon and Fox both hear the scraping of crossbows being drawn and loaded. To' rusuk To'
Sneaky 1 1d2 ⇒ 2, Crossbow 1d20 + 4 ⇒ (8) + 4 = 12, Confirmation Roll 1d20 + 4 ⇒ (7) + 4 = 11, Damage 1d6 ⇒ 5.
Sneaky 2 1d2 ⇒ 1, Crossbow 1d20 + 4 ⇒ (14) + 4 = 18, Confirmation Roll 1d20 + 4 ⇒ (5) + 4 = 9, Damage 1d6 ⇒ 2.
Sneaky 3 1d2 ⇒ 1, Crossbow 1d20 + 4 ⇒ (19) + 4 = 23, Confirmation Roll 1d20 + 4 ⇒ (19) + 4 = 23, Damage 1d6 ⇒ 2.
Sneaky 4 1d2 ⇒ 1, Crossbow 1d20 + 4 ⇒ (18) + 4 = 22, Confirmation Roll 1d20 + 4 ⇒ (12) + 4 = 16, Damage 1d6 ⇒ 5.
Sneaky 5 1d2 ⇒ 1, Crossbow 1d20 + 4 ⇒ (14) + 4 = 18, Confirmation Roll 1d20 + 4 ⇒ (7) + 4 = 11, Damage 1d6 ⇒ 2.
Sneaky Boss - Sneaking 1d20 + 15 + 2 ⇒ (13) + 15 + 2 = 30
Oglon ducks and weaves but runs right into a bolt, the Critical Hit doing 4 points of damage, his guard drops for just a blink and another bolt takes him, dropping him to -3.
Fox catches a bolt in the shield.
In the main camp, the trail north reveals nothing to the orcs. Those with low light cannot see down it.
Remember a hero point equals +8 before you roll (during your post, and be honest about your previewing) and +4 after your post.
sh*tty luck Oglon, don't worry, you won't be killed, though robbed and left bleeding may be just as good
I will update the maps in Round 2
Mrachni |
Round 1: 11/11
Would like to move around the pond to B12 while drawing my sword, if I've still got a move after standing up and shaking Quaylon.
Edit to add Perception check. Come on nat20. 1d20 + 4 ⇒ (11) + 4 = 15
Mrachni |
I'll wait and try again next round, since I can't do anything else this round anyway... but man, why don't the dice ever roll nice numbers for me, GM?
Edited.
GM Poisonblade |
Yes you were Marchni, let me update the map, and see what you see.
Makvor |
Perception (Makvor): 1d20 + 7 ⇒ (8) + 7 = 15
Perception (Spirit): 1d20 + 5 ⇒ (14) + 5 = 19
Knowledge(Nature): 1d20 + 7 ⇒ (8) + 7 = 15
"Careful - looks like there are webs over the trail to the south. Probably means some large spiders nearby."
GM Poisonblade |
Mrachni will go after Makvor and Quayon. Sort of just filling you guys in as you wake up.
Round 2
Main group
Watching Sneaky 1d20 + 11 + 2 ⇒ (1) + 11 + 2 = 14 - no action cept for hiding
Watching Sneaky Feather Friend 1d20 + 7 + 5 + 2 ⇒ (19) + 7 + 5 + 2 = 33 - no action, except for hiding.
Sneakys 1 1d20 + 7 + 3 + 2 ⇒ (9) + 7 + 3 + 2 = 21 - ready action
Sneakys 2 1d20 + 7 + 3 + 2 ⇒ (20) + 7 + 3 + 2 = 32 - ready action
Green Sneaker 1d20 + 12 + 3 + 2 - 2 ⇒ (15) + 12 + 3 + 2 - 2 = 30 - command action to sneakys 1 and 2. Hence the -2.
Attacks on poor lonely Fox
Sneaky 1 1d20 + 4 ⇒ (8) + 4 = 12, Confirmation Roll 1d20 + 4 ⇒ (12) + 4 = 16, damage 1d6 ⇒ 3.
Sneaky 2 1d20 + 4 ⇒ (14) + 4 = 18, Confirmation Roll 1d20 + 4 ⇒ (13) + 4 = 17, damage 1d6 ⇒ 3.
Sneaky 3 1d20 + 4 ⇒ (18) + 4 = 22, Confirmation Roll 1d20 + 4 ⇒ (4) + 4 = 8, damage 1d6 ⇒ 1.
Sneaky 4 1d20 + 4 ⇒ (2) + 4 = 6, Confirmation Roll 1d20 + 4 ⇒ (19) + 4 = 23, damage 1d6 ⇒ 5.
Sneaky 5 1d20 + 4 ⇒ (7) + 4 = 11, Confirmation Roll 1d20 + 4 ⇒ (13) + 4 = 17, damage 1d6 ⇒ 2.
Sneaky Master, laughing with a good deal of mirth. Intimadate on Fox. 1d20 + 3 ⇒ (1) + 3 = 4 and is by no means silent. Perception check to hear the laughter and the cross bow bolts hitting his sheild is DC 20 for the Main PCs, auto for Fox. Perception checks to be made in Round 2 actions.
Fox cannot see him he can certainly tell its off to the west (left side of the map). As frightful as the laugh is, it just doesn't sound very scary...more like the giggling of cartoon character. Like Chip and Dale from Rescue Rangers.
Fox, looks like to get you (AC currently 18) for 4 damage total.
Mrachni |
Edit: Btw, I meant to mention that I left my pack in camp next to the fire; otherwise I can only make it to C13 instead of B12 (GM: I'm in C11 on your map, but can't actually get to that square). I realize I forgot to specify leaving my backpack, so understand if you rule that I didn't and thus am only able to make it to C13.
GM Poisonblade |
Ya Quay is up, he was the last one if I read it right.
Looks like you did make that Perception roll to see, Watching Sneak.
Two squares directly in front of you, hiding in the brush (what would be -A11) is brown skinned hobgoblin, calmly sitting there, big warty nose armed with a crossbow across his lap.
Seeing you notice him,he starts a bit and then says rohhu hpo, tu 'u ruht nrugo bakg ggakg rugnhako? A rohahtat nrhan nro hamhahtg rhat guro bho' akhot A't uhhur hakt goo rrhang kuakk uk.
@Marchni - if you can't wear some armor while sleeping you certainly can't wear a backpack. That's the bennefit to the sleeping rules, little to no encumbrance, typically. I thought you said b11, but will move you back. You still beat him either way.
Foxheart the Noble |
Round 4
Fox charges West yelling and waving his sword and shield in the air.(thinking such a giggly beast is easily scared)
Intimidate:1d20 + 4 ⇒ (7) + 4 = 11
No idea what that will do to my AC :P