| Shadara Windless |
Alright Mang lead the way.
perception: 1d20 + 11 ⇒ (10) + 11 = 21 to be alert to see if there is any danger or people following us
Quinten Gladwell
|
Quinten nods at Mang. Of course.
The teacher stays close to Mang as the party moves in case he doesn't know the way. I'd suggest we stick to side streets. The main roads will have more people, so it would be more difficult for us to spot potential assassins. Besides, I don't want to involve innocent bystanders in a fight if one comes.
Quinten frowns as he pictures a fireball emerging from the shadows. There's nothing we can do about that. The roads aren't wide enough for us to spread out.
Wait. Shadara, would you be able to follow us from the rooftops, like the archers we saw in the Borrows? If we're all on the ground, it'll be easy for assailants to disable us with blinding dust or mind-numbing magic.
| Shadara Windless |
Ki point used to become invisible
stealth: 1d20 + 10 + 20 ⇒ (4) + 10 + 20 = 34 taking 10 because I am moving deliverately and at the walking pace of the group and the + 20 is because I am invisable.
climb: 1d20 + 2 ⇒ (12) + 2 = 14 to get on roof
stealth: 1d20 + 10 + 20 ⇒ (13) + 10 + 20 = 43 taking 10 because I am moving deliverately and at the walking pace of the groupand the + 20 is because I am invisable.
perception: 1d20 + 11 ⇒ (18) + 11 = 29 looking for threats from the roof and below.
As the group nears the door to leave the inn Shadara simply disappears.
| Shadara Windless |
Acrobatics Rolls:
Acrobatics 1: 1d20 + 8 - 5 ⇒ (20) + 8 - 5 = 23
Acrobatics 2: 1d20 + 8 - 5 ⇒ (8) + 8 - 5 = 11
Acrobatics 3: 1d20 + 8 - 5 ⇒ (20) + 8 - 5 = 23
Climb Rolls:
Climb 1: 1d20 + 2 - 2 ⇒ (19) + 2 - 2 = 19
Climb 2: 1d20 + 2 - 2 ⇒ (16) + 2 - 2 = 16
Climb 3: 1d20 + 2 - 2 ⇒ (17) + 2 - 2 = 17
Climb 4: 1d20 + 2 - 2 ⇒ (3) + 2 - 2 = 3
Climb 5: 1d20 + 2 - 2 ⇒ (20) + 2 - 2 = 20
| Jerram |
Jerram starts for a moment as Shadara disappears. But then his eyes seem to track something, a puff of dust here, a loose stone there. A moment later, Jerram disappears
Take 10 for Climb: 10 + 16 = 26 I have a climb speed, so I will take 10 for all my climb checks
Stealth for Movement: 1d20 + 12 - 5 ⇒ (16) + 12 - 5 = 23 "When moving at a speed greater than half but less than your normal speed, you take a –5 penalty." I can move at 35 feet per round with this, so no problem keeping up with the group.
Acrobatics for Jumping: 1d20 + 24 ⇒ (3) + 24 = 27
Perception: 1d20 + 11 ⇒ (11) + 11 = 22
Quinten Gladwell
|
Perception: 1d20 + 10 ⇒ (11) + 10 = 21
Perception: 1d20 + 10 ⇒ (20) + 10 = 30 Yay!
Perception: 1d20 + 10 ⇒ (5) + 10 = 15
Will Save: 1d20 + 9 ⇒ (4) + 9 = 13
Will Save: 1d20 + 9 ⇒ (9) + 9 = 18
Reflex Save: 1d20 + 1 ⇒ (12) + 1 = 13
| Jerram |
Perception: 1d20 + 11 ⇒ (6) + 11 = 17
Perception: 1d20 + 11 + 10 ⇒ (20) + 11 + 10 = 41
Perception: 1d20 + 11 ⇒ (7) + 11 = 18
Will: 1d20 + 8 ⇒ (11) + 8 = 19
Will: 1d20 + 8 ⇒ (10) + 8 = 18
Reflex: 1d20 + 8 ⇒ (9) + 8 = 17
| Shadara Windless |
reflex: 1d20 + 8 ⇒ (10) + 8 = 18
climb: 1d20 + 2 ⇒ (6) + 2 = 8
acrobatics: 1d20 + 8 ⇒ (2) + 8 = 10
stealth: 1d20 + 8 ⇒ (15) + 8 = 23 If I am still invisible then add 20 to the rolled total if moving or 40 if stationary
Perception 1: 1d20 + 11 ⇒ (20) + 11 = 31
Perception 2: 1d20 + 11 ⇒ (16) + 11 = 27
Perception 3: 1d20 + 11 ⇒ (2) + 11 = 13
Will Save 1: 1d20 + 4 ⇒ (1) + 4 = 5 If save against enchantment then add 2 to the rolled total
Will Save 2: 1d20 + 4 ⇒ (9) + 4 = 13 If save against enchantment then add 2 to the rolled total
reflex: 1d20 + 8 ⇒ (20) + 8 = 28 If save against enchantment then add 2 to the rolled total
| Mang Fu Ha Saan |
perception: 1d20 + 15 ⇒ (12) + 15 = 27
perception: 1d20 + 15 ⇒ (9) + 15 = 24
perception: 1d20 + 15 ⇒ (18) + 15 = 33
will: 1d20 + 6 ⇒ (11) + 6 = 17
will: 1d20 + 6 ⇒ (5) + 6 = 11
reflex: 1d20 + 2 ⇒ (4) + 2 = 6
| Mang Fu Ha Saan |
As Mang Fu Ha Saan is leaving the Inn he mentions to Jerras they intend to see Erinessa early the next morning, and to pass the word along. He then requests to Marry that she watch over "her" until they return later in the day after their preparations to leave.
On exiting the Inn, in his typical fashion he lets Strong Talon loose to fly freely overhead where he can watch with his keen vision for possible threats.
He notices Shadara's vanishing act, as well as Jerram making his attempt to slip away hidden into the alleyway before making it up onto the rooftops. He muses wordlessly to himself about their attempts to move unseen.
You two don't escape my eyes... Just make sure you don't escape anyone else's...
| Herkymr the Silly |
all other rolls have been noted]
| Jerram |
| Jerram |
Jerram stops suddenly, looking alarmed. He breathes deep as Shadara catches herself. He stares, then walks forward trying to catch her attention. He motions with his arms, flapping them like wings, points to his eyes and then up.
Jerram, then searches the sky above him before returning to his vigil along the rooftop.
Sleight of Hand to Secretly draw a Shuriken: 1d20 + 9 ⇒ (10) + 9 = 19
Stealth, to continue running unseen: 1d20 + 12 ⇒ (18) + 12 = 30
| Shadara Windless |
Shadara gets up and quickly checks to make sure that none of her vials broke on the way down.
It was time to come off the roof anyway. This will work better I think
Shadara looks up and seeing Jerram waving his arms.
she starts following the group at a distance of about half a block trying to remain unseen.
ki point to invisibility length of time 4 minutes
stealth: 1d20 + 8 + 20 ⇒ (13) + 8 + 20 = 41
stealth: 1d20 + 8 + 20 ⇒ (12) + 8 + 20 = 40
stealth: 1d20 + 8 + 20 ⇒ (6) + 8 + 20 = 34
stealth: 1d20 + 8 + 20 ⇒ (12) + 8 + 20 = 40
stealth: 1d20 + 8 ⇒ (20) + 8 = 28
stealth: 1d20 + 8 ⇒ (10) + 8 = 18
stealth: 1d20 + 8 ⇒ (12) + 8 = 20
clarification
| Herkymr the Silly |
The streets begin to be smaller and smaller as you progress towards the Druids abode. The building seem to diminish as the flora and fauna of the place begin to flourish. The shrill call of several small creatures, possibly just dogs and other pets, echo in the somewhat quieter surroundings.
After walking for about 2 miles, You come to the entrance of the Druidic Groves.
Halt! Those with an invite or those of our faith may enter unescorted. All others WILL have one of our novices escort them as a protection for out friends and our guests. The voice and the owner, a small shrew like creature appear on the edge of the road where it intersects with the path. Quinten, I assume that it is you. I have only a description to go from but your mother is well known in our circles here. You are welcome to enter but due to the unfamiliarity you possess with our brethren of the wild, you will need a companion.
Squinting the odd fellow looks over the rest of you.Gigi is waiting for you Mang. The rest well .... he looks at each of you in turn with a suspicious questioning in his eyes.
| Jerram |
As the buildings get lower and the streets smaller, Jerram looks about more frequently. As it seems the group is finally approaching their destination, Jerram rejoins the others. He motions to Shadara when she joins them as well.
Perception to see if the bird is still around anywhere: 1d20 + 11 ⇒ (17) + 11 = 28
As the group finally arrives, Jerram pulls out his chalkboard and writes, handing the final copy to Mang.
If you want me to join you, I am happy to. However, it looks as if they do not want most of us in there. If needed, I can stay and watch the entrance.
Quinten Gladwell
|
Another sign my mother is more than she appears to be. When this is over, we're going to have to talk.
Quinten nods at the small, shrew-like creature. I will try not to cause any trouble. My companions and I came largely to hear what Gigi has to tell Mang, so if it would be a hassle to find a guide and you trust his judgment, I'll stay with him.
The teacher smiles. If not, I'd love to have an escort. I haven't been to the groves in years, and it would be great to have someone to answer questions. The more I know, the more I can convey the importance and nature of your work to my students.
Politeness keeps Quinten's attention on the creature, so he does not notice Jerram signing or passing the chalkboard to Mang.
| Mang Fu Ha Saan |
Mang Fu Ha Saan leads the group through the streets to the groves with a watchful eye always on his surroundings. He comes to a stop when prompted at the entrance to the grove, and greets the little creature who stands before them. He notices the little one before him eying the other with a wary eye. Whistling to Strong Talon that he can return, he then, with the chalk board handed to him he reads what is written on it before commenting to Jerram. They are concerned that someone might mistake a companion for a pest... As he says this Strong Talon comes in and lands, with wings stretched wide in a brief moment for stability. Not all of us have companions like him He says glancing upward Some are quite small and easily missed if not cautious.
Quinten Gladwell
|
Quinten takes off his glasses, breathes on them to mist them, and uses his jacket to wipe them clean. I'll watch my step.
I'd speak for my companions, but it'll mean more if they assure the creature themselves.
| Shadara Windless |
She blatantly studies the little creature as if trying to assess its combat capabilites.
perception: 1d20 + 11 ⇒ (20) + 11 = 31 combat capabilities of little creature
After a minute or so of study she smiles and adopts a more relaxed outward posture and begins to slowly scan her surroundings to see what else may be hiding in the foliage around them.
perception: 1d20 + 11 ⇒ (14) + 11 = 25 any other threats in the area
| Herkymr the Silly |
With a brief nonchalant glance, Richard smiles inwardly noticing that Shadara has remained "unobserved." With a curt nod of his head, he acknowledges the stipulations placed on the group by the little "shrew." One last glance at each of you, then the creature lets out a shrill whistle that makes even Strong Talon shift away. With in moments a small lizard ridden by another of the Shrewmen arrives. grisss lintfrgr conlinf the first directs the new arrival. Now you will be guided to where you need to be. You will be met by those you must know. Now go, the grove is eternal, only time slows it tears. A formal intonation of the last dismisses you.
Without a word, the lizard turns and dashes quickly forward. The rider waves at you to follow but stays just far enough ahead of the group to stop conversation. As you enter the grove, a feeling of awe washes over you. The boundary from the city to the grove is merely a tiny stream but nature knows its home and you can feel it. You are led along a small path towards the center of the grove. The brush gets closer and closer as you progress in until it brushes or clings to each movement.
After walking for about 1/2 a shadow, you exit the heavy foliage and find yourselves in a clearing of sorts. A quick look around reveals stones, large trees and what appears to have been tombstones.Remains of several broken fences intertwine the stones and trees throughout the area.
Quinten Gladwell
|
Quinten scowls as the lizard rider rushes off. Well, I see why the druids prefer to keep to themselves. They have no concept of hospitality!
The teacher sighs and breathes in the grove's rich, musty smell, trying to savor the unfamiliar scents.I won't get many opportunities to be here, and I have to admit it is impressive.
But restlessness overtakes him. Seeking to still it, the teacher walks to the tombstones and kneels to read the names. Vines cover them, and he decides against disturbing them. I'm a guest here, and I have no idea what might cause offense.
Well, it should be safe to talk. The creature who guarded the entrance said we would meet 'those you must know,' which implies more than Gigi. Mang, do you have any idea who the others might be?
| Jerram |
Jerram shrugs and walks in silence behind the others as he enters the grove. As the group truly leaves the city behind and enter this natural world, Jerram's eyes grow wide. He watches as they wend their way, wondering at the foliage and the grove here.
Perception: 1d20 + 11 ⇒ (2) + 11 = 13
Knowledge Nature (looking for any out of place flora): 1d20 + 9 ⇒ (3) + 9 = 12
Stealth (walk silently): 1d20 + 12 ⇒ (7) + 12 = 19
| Herkymr the Silly |
group 1 - 1d20 + 4 ⇒ (2) + 4 = 6 (2)
group 2 - 1d20 + 2 ⇒ (12) + 2 = 14 (1)
group 3 -1d20 ⇒ 20 (3)
group 4 -1d20 - 3 ⇒ (9) - 3 = 6 (4)
Players group1d20 + 3 ⇒ (18) + 3 = 21 (4)
group 3 {3}
Players (jerram,mang/strong, shadara, Richard, Quinten)
group 2 910
group 1 (2)
group 4 (4)
| Jerram |
Yeah! Natural 20! +10 for 35 total.
| Herkymr the Silly |
WE ALL REALLY REALLY REALLY REALLY REALLY REALLY REALLY REALLY REALLY REALLY NEED TO RESPOND TO THE POSTS ABOVE. AND THE QUESTIONS POSED IN DISCUSSION.
PLEASE LINK MAP ONCE YOU HAVE UPDATED IT INTO THE DISCUSSION THREAD. ONCE everyone HAS UPDATED THEMSELVES ON MAP, I WILL SEE THAT WE GET A UPDATED MAP IN GAMEPLAY.........
Yes I know I was using all caps. :)
Quinten Gladwell
|
Quinten is unable to resist the temptation to push a few vines aside to study the headstones. As he tries to read the names, the vines press against his hand. Sighing, he withdraws it and stands. It's clear the groves don't want me disturbing this place. I suppose they want to claim this place as quickly as possible.
The teacher frowns. Why would the head of the druids meet us at a place where nature has yet to erase signs of civilization? Gigi's words would carry more weight if we were still in the groves proper, for we might be in awe.
Beginning to be worried, Quinten speaks his thoughts out loud. There are few places to sit here. The groves get enough visitors that I'm sure the druids have a place to speak with outsiders where they would be comfortable. Why are we meeting here?
The teacher looks around in hopes of finding a clue.
1d20+10: 1d20 + 10 ⇒ (18) + 10 = 28
| Mang Fu Ha Saan |
At the prompting of the tiny guide he follows through the increasingly dense foliage behind his guide. The path taken reminded him of nothing like his prior visit to the Grove. The quick pace of the guide and the continuously denser winding foliage. His senses bristle as this behavior is obviously intended to disorient the group and lead them into danger they would not be able to easily get a bearing to safety from.
Perception: 1d20 + 15 ⇒ (17) + 15 = 32 Searching the area for signs of others, possible ambush.
With his every instinct screaming "ambush" with everything that just transpired, and Gigi nowhere to be seen Mang Fu Ha Saan stops in the clearing by the headstones and immediately casts enlarge person on himself and Strong Talon. Who, now the size of a horse with several flaps of his equally immensely sized wings takes flight as through training he knows this can only mean a fight.
Simultaneously, Mang Fu Ha Saan grips his weapon in a ready stance.
I see through your pitiful attempt to trick us! You have only lead yourselves to your death!
| Shadara Windless |
Shadara walks beside Jerram into the natural world, feeling more at home with every step forward. As they enter the clearing she also begins to look at the headstones but also around at her settings. Somewhat startled by Mang and Talons growth and words, Shadara pulls out a bottle of shard gel in one hand and a bottle of black smear in the other.
perception: 1d20 + 11 ⇒ (13) + 11 = 24 looking for enemy threats to the group.
What's going on big boy, she calls to Mang.
| Herkymr the Silly |
How would you all know what was threatening the group or what was just odd or different in the grove? Druids for the most part are neutral alignment.
Maps should be good to go for everyone to mark. When all of you are on it would some one please post me a link? I have several maps for game and other so it is difficult for me to remember to update map here. Thanks all.
Awesome! thanks for the help with the map update directions.
| Herkymr the Silly |
You also notice that ahead of you about 25 yrds are 3 little creatures with swords of some kind. One of them has a small crossbow and is preparing to shoot it. Your eyes meet briefly and it is apparent he is surprised but he reacts by firing his crossbow at you. The quarrel flies straight, the feathers on the quarrel brush the top of the headstone you are kneeling by. Its not much of a brush but enough as the quarrel shifts upward and tears a small hole in your shirt just above the shoulder.
| Herkymr the Silly |
A quarrel comes flying out from the bushes ahead of Quentin. It brushes the tombstones top and veers slightly leaving a hole in his shoulder clothing but not in his flesh.
Out from behind the bushes step 3 creatures. They resemble to shrew in most details but these are armed with small swords and a form of armor that appears to be spliced together chunks of bone, leather, stone, and whatever else was handy. The one who fired at your companion drops his crossbow and draws 2 swords like his compatriots.
You have been unbidden to places you should not be. You are also a menace to the safety of our races. You now will bear the brunt of your decisions. One of the others says as he draws items from a pouch on his belt.
| Herkymr the Silly |
Strong Talon gives a screech of warning just as the creatures emerge from the bushes.
Quinten Gladwell
|
Will save against fear: 1d20 + 9 ⇒ (14) + 9 = 23
Quinten glances at the tear through his jacket's shoulder, scowling. Damn! I'll need to get this mended again!
Then Quinten realizes why the tear is there and adrenaline pours through him. For a moment, he is tempted to flee. Instead, he ducks behind the gravestone and studies the creatures as they advance toward him, appearing to move slowly.
They're attacking the five of us despite Mang's challenge and current size, so they're either foolish or desperate. I'm inclined to think the latter. If they had time on their side, they would have waited for us to let our guard down before revealing themselves. They're likely worried the other druids will intervene.
I'd love to wait until that happens, but they look like warriors. Dual wielding is too awkward to be the province of novices, so I should assume they'll be deadly once they get close.
I could summon, but it's possible these three are merely a distraction. I should try to disable them so we can take them down quickly and watch for their allies.
Quinten grabs the wooden dog that hangs around his neck. Brown Dog, steal their vision, as nature once stole mine! A blizzard appears around the creatures, then vanishes. But the snowflakes remain, clinging to every inch of their bodies, including their eyes.
Quinten is moving to put the gravestone between him and the shrews, then casting Glitterdust, fluffed as a brief snowstorm. The shrews need to make a Will save against a DC of 17. If they fail, they're blind for 5 rounds. At the end of each round, they'll get another Will save against the same DC to negate the effect.
Glitterdust covers a 10-foot radius. I'm hoping that's large enough to get all three enemies without catching any of the party members.
| Mang Fu Ha Saan |
HP:56
AC:13/9/13
Reach while enlarged 20'
Lucerne hammer (2H, Brace, Reach, +2 sunder armor) +9 3d6+9
2x Claws +9 1d6+6
Strong Talon
HP: 28
AC: 23/13/19
Bite: +6 1d8+3
2x Talon: +6 1d6+3
Mang Fu Ha Saan watches the crossbow bolt let fly at Quinten with a practiced calm come from many battles prior. He steps toward the impudent one speaking threats against them. I am Mang Fu Ha Saan, tasked by the High Druid himself. YOU WILL NOT STAND IN MY WAY!
As he comes into range he brings his large weapon over his head and in a swift motion swings it hard down onto the head of the one who would speak.
Earlier I had a perception roll of 32, what do I see?
attack roll: 1d20 + 9 ⇒ (20) + 9 = 29
*OOH IT'S ON SON confirmation: 1d20 + 9 ⇒ (3) + 9 = 12
damage: 3d6 + 9 ⇒ (6, 5, 4) + 9 = 24
Perception Strong Talon: 1d20 + 7 ⇒ (10) + 7 = 17
Strong Talon, circling overhead picks out a Shrewman more distant from the group and dives down on it with giant talons extended. Pouncing on it he latches on and snaps at its head with his sharp beak.
Attack Talon: 1d20 + 6 ⇒ (7) + 6 = 13
Attack Talon: 1d20 + 6 ⇒ (4) + 6 = 10
Attack Bite: 1d20 + 6 ⇒ (9) + 6 = 15
damage Talon: 1d6 + 3 ⇒ (3) + 3 = 6
damage Talon: 1d6 + 3 ⇒ (1) + 3 = 4
damage Bite: 1d8 + 3 ⇒ (8) + 3 = 11
| Herkymr the Silly |
All information received from the perception checks from EVERYBODY has been given.
Also, according to surprise round, an attack or move but not both and not a full round action may be taken.
So all may draw a weapon and shout or move.
Quentin is fine with the spell as long as it isn't a full round action.
SRRY I forgot to post a reminder and state it was a surprise round. As soon as the compilation post is complete I will let initiative order be known.
| Shadara Windless |
Smiling, while nonchalantly moving to her right to put a tombstone between her and the attackers, shadara says sweetly,
Aaahhh, well aren't you guys just the cutest little things.
| Jerram |
Jerram runs forward, putting himself right in front of the shrew who shot. He holds up his hands in a warding off gesture as his muscles tense up in preparation.
| Richard the Amnesiac |
The appearance of the hostile creatures takes Richard by surprise. From what I was told we were supposed to meet with an ally. Seems we were misled or these creature seek to stop us. Well time to she what i can do with my powers."
Richard concentrates as he tries searches his mind for a breif moment.Spell Recollection: 1d100 + 1d10 ⇒ (40) + (3) = 43
Just then knowledge pours into his mind as he learns a new spell or remembers an old one. Hes not sure.
Then using his new spell he targets the farthest creature but using the skills ingrained in his minds he tries to hide what he is exactly doing. He pretends to cower behind the teacher. "I thought we were susposed to meet a friend. They don't look very friendly to me."
Bluff: 1d20 + 12 ⇒ (18) + 12 = 30
Mind Thrust II: 4d8 ⇒ (6, 1, 7, 5) = 19
DC=16 Will Save for half damage
Used my spell recollection to learn Mind Thrust II and am using it with Cunning caster to try to hide the subtle signs of my casting as well as acting like I'm not a threat.
Quinten Gladwell
|
Perception to notice that Richard is casting: 1d20 + 10 ⇒ (19) + 10 = 29 Only one more and I would have made it!
Quinten keeps his eyes on the creatures as he answers. So did I. It appears the druids are no more unified than our other allies. I wonder what races they're referring to.
Knowledge (local) to identify the creatures: 1d20 + 14 ⇒ (9) + 14 = 23
Supporting Knowledge (arcana) roll, applicable if the shrews are tied to dragons: 1d20 + 0 ⇒ (1) + 0 = 1
Supporting Knowledge (history) roll, applicable if they have played a roll in history: 1d20 + 0 ⇒ (19) + 0 = 19
Supporting Knowledge (planes) roll, applicable if they are outsiders: 1d20 + 0 ⇒ (2) + 0 = 2
If Knowledge (history) applies, the total will be 25.
| Herkymr the Silly |
Quentin None of the knowledges give you any information of worth. These are merely a type of ratfolk often called degenerates by their brethren.
Shadara You make the move fine but need to make a bluff check if you intend to do it "nonchalantly" with intent to obfusicate what exactly you are doing.
RichardSpell cast successfully.
Start of initiative order. -- I Rolled for everyone---
Jerram
DM .... ???????
Mang
Shadara
Quentin
Richard