Leo Silvertail |
Well, Leo will see what his skills as an animal/healer can tell him about the mutilation.
Survival: 1d20 + 9 ⇒ (11) + 9 = 20
Heal: 1d20 + 10 ⇒ (13) + 10 = 23
Knowledge (nature): 1d20 + 5 ⇒ (8) + 5 = 13
And
Perception (with Scent, to see if he can smell what's responsible): 1d20 + 15 ⇒ (1) + 15 = 16
Little Orphan Annie |
BanditIt takes you a while but you finally find the home of the man offering a reward for the bandit's capture. The place is fairly large and nice with several guards standing outside. When they notice you they just shoo you along thinking you are a child.
Annie protests at the attempt at being shooed away.
Don't shoo me away, I have information. for your boss! about a certain bandit.
she gives a sly grin.
bluff: 1d20 + 6 ⇒ (4) + 6 = 10
and besides, You really don't want to make Mr. Tibbers angry.
Schwartz |
Schwartz goes with Leo and attempts poorly to aid him in whatever way he can.
Nature: 1d20 + 5 ⇒ (6) + 5 = 11
Perception: 1d20 + 14 ⇒ (15) + 14 = 29
Aids
Survival: 1d20 + 1 ⇒ (9) + 1 = 10 Success
Heal: 1d20 - 2 ⇒ (7) - 2 = 5 Fail
If any other knowledge skills are applicable, I believe Schwartz has them.
The Voice from the Depths |
Farm
Whatever has been killing these cows seems to drain the blood from the creature entirely. It is very had to pinpoint anything else besides that it smells like a grave.
Mansion
sense motive: 1d20 - 2 ⇒ (8) - 2 = 6
the men seem uneasy but they have their orders and they send you up to the merchants room. The place is very opulent but they usher you into the room. The man seems very fat and wealthy.
Schwartz |
It's a chupacabra! Because clearly all things that drain blood are cupha-thingies. :P
Knowledge local to know if there are any cemeteries nearby. Maybe that one we initially started off in?
Local: 1d20 + 8 ⇒ (7) + 8 = 15
If he doesn't know of any, he'll find farm hands and ask them:
"Do you know if zere are any grafe sites nearby?"
Also, lol, out bluffing minions with a 10.
Little Orphan Annie |
As Annie is being brought in, she takes note of the mansion's layout and what kind of defenses it may have. looking for guards and how many, where they seem to keep watch.
perception: 1d20 + 8 ⇒ (1) + 8 = 9
Once she is brought before the merchant. ahhh, hello there.You having a bandit problem?
The Voice from the Depths |
Farm
You can't think of any places that would be close enough and be a graveyard. The farm hand looks at Schwartz funny.
"What?"
Mansion
You aren't able to see much of the layout of the place. The merchant looks down at you from across his desk.
"Yes, would you have any information about the bandit?"
Leo Silvertail |
So, it seems reasonable that David might go with Annie, since she probably knows him as well as she knows Leo, and he's certainly got a more flexible sense of morality that might make it easier for them to work together. He also asked us to bot him for the next week or two; if DG or TVfD want to, they could, or else I could try to pose some actions for him.
David Duebillon |
"I will go with the little fire girl. She amuses me." Davis states
Reminder: I'm going to be away starting tomorrow afternoon through Aug 15. Please bot as needed.
Little Orphan Annie |
Annie simply climbs up on a chair. well the real question is, why do want this bandit? vengeance?, justice?, or something more personal. You see. I have information but not the resources to act upon them. while you, sir, have the resources but not the information.
Annie drops any illusion of her disguise reveling her much more gnomish features.
you see, I have means of getting into places. I can help you, but first i will need something from you.
must add ranks to bluff
bluff: 1d20 + 6 ⇒ (7) + 6 = 13 (any bonuses for believable story?)
Schwartz |
"I do not know vere zee scent of zee dead is comink from. Leo, do you sink you can be trackink zee culprits down?"
The Voice from the Depths |
Farm
The farmhand rubs his head.
"Why are you speaking so funny? I can't understand more than two words that come out of your mouth."
Mansion
Probably a +5 for a believable story.
Sense motive: 1d20 + 4 ⇒ (13) + 4 = 17
The merchant looks down at Annie.
"What information do you have, and what would you want little gnome?"
Leo Silvertail |
Leo is not sure what to do next to track this creature, which, I suspect, means it's time for a stake-out. "Schwartz, you can see in the dark, yes? Perhaps we should hide ourselves among the cows, and wait for the beast to return."
Schwartz |
Schwartz rolls his eyes at the farmhand, saying something in a foreign language. Most likely it's an insult of some kind.
Schwartz inclines his head towards Leo. "Yes, I can see in zee dark quite vell. Let us be settink up ein ambush, ja?"
Is there just one field of cows? Or multiple? If there are multiple, Schwartz will suggest gathering all the cows in the same field, so they can hide there.
Little Orphan Annie |
Annie smiles, now that wouldn't be very fair, If I told you what I know, then you would have no need of me.
Annie climbs up on a chair to feel a little taller. what i want from you? well I can't exactly deal with this bandit on my own, I will need help. I suggest a trap. looking about the room.
would you happen to have a map? especially of the areas you ship most of your goods, possible site where this bandit may attack.
another bluff check? 1d20 + 6 ⇒ (16) + 6 = 22
The Voice from the Depths |
Farm
There are multiple fields of cows and when you suggest placing them all in the same spot the farm seems okay with it.
"If you think it will help catch this creature then go for it. I want to see this things head on a pike."
Mansion
Sense motive: 1d20 + 4 ⇒ (17) + 4 = 21
"I have several routes where there are perfect spots to ambush my caravans and that's why I have extra guards hiding in those areas. The bandit never strikes from where it would be best. In fact he always seems to pick the worst spot which is why these attacks are even more humiliating!"
The merchant goes over and pulls out a map of the area that shows his main caravan routes.
"I normally take roads that the guard protect, but even they cannot do anything about this bandit. The bandit normally strikes from bogs that are next to the road or other areas where ambushing a caravan would be foolish."
You can see several areas that the merchant has marked down on the map as attacked caravans and all of them are in areas where the ground would be filled with muck and other debris.
Leo Silvertail |
Maybe they're spooooky swamp bandits!
Leo suggests that they do, in fact, do that. Schwartz can stand guard; Leo will memorize a bunch of castings of Disguise Self (a bonus domain spell), each of which lasts for over an hour, then shift into animal form and use the spell to disguise himself as a young cow (since he's now the same creature-type).
Disguise (as a medium-sized calf): 1d20 + 14 ⇒ (7) + 14 = 21
(this will, of course, mean that he starts any next fight as a regular snow leopard with feats but no spells or talking, which could be amusing)
Schwartz |
Schwartz will hunker down in the grass until night fall, at which point he'll start a stealthy, semi-circle patrol around the field (semi-circle because he figures Leo can guard/patrol whichever area of the field he's in).
Stealth: 1d20 + 14 ⇒ (4) + 14 = 18
Perception: 1d20 + 14 ⇒ (7) + 14 = 21
Little Orphan Annie |
Annie examines the maps studying them intently.
when and what is your next shipment of goods planned? and what route do you plan to take? I propose with my help, we lay a trap for Mr Bandit.
You see, I use my abilities to infiltrate the bandit lair, and mislead Mr bandit as to your shipment, and instead lead him into a trap, while your normal shipment travels safely along another route. Of course I will need to know that route so I can keep the Bandit from going in that direction. and when he attempts to rob you, instead of a bunch of goods ripe for the taking, he finds wagons loaded with well armed soldiers ready to strike back. I may even be able to relay back the ambush point to you so you will be ready.
The Voice from the Depths |
Farm
Encounter chance: 1d100 ⇒ 78
This night remains silent as the creature(s) don't strike at the cows.
Mansion.
The merchant glances down at the map and points out two different roads. One travels right next a marshland, and the other remains on stable road for the entire trip.
"He would expect me to keep trying to get through, but he would never expect me to catch onto his little game. I was planning something similar with a certain 'beast' I have. That will travel with the marshland caravan, and when he strikes he will only find death."
Leo Silvertail |
The next morning, Leo pads back out of the fields, shifts to his human form, and promptly falls asleep.
A few hours later, he's out and about again. "What d'you say, Schwartz? One more stake-out, and then we give this up as a hoax and search for the others?"
Schwartz |
"Vorks for me. Do you vant to spend zee day investigatink zis more or do you vant to look into von of zee ozer rumors and come back tonight?"
Party cohesion-wise, the latter might make more sense. Otherwise we might end up a couple of days ahead of everybody else.
Little Orphan Annie |
Annie's interest is peaked at the mention of a "beast" A beast? what kind of beast, can I see?
The Voice from the Depths |
Farm
Are you staying for another night or are you going to do something else?
Mansion
David also seems interested in this beast the merchant mentioned. the merchant just smiles.
"I can't talk about it in here. The walls might have ears. If you wish to see it then join me just outside the town tonight. It will be around there."
David Duebillon |
Mansion
David also seems interested in this beast the merchant mentioned. the merchant just smiles.
"I can't talk about it in here. The walls might have ears. If you wish to see it then join me just outside the town tonight. It will be around there."
David nods his agreement and smiles warmly until the merchant leaves. Once the merchant is gone David turns to his companions with the warm smile notably missing.
"Well, that's clearly a trap, but I don't know what other options we have. "
Leo Silvertail |
Given that he's not sure how long it'll take to catch up with the others, Leo suggests staying and repeating the same plan for one more night before trying something else.
Schwartz |
Schwartz is fine with that. Another stake-out it is then!
Stealth: 1d20 + 14 ⇒ (17) + 14 = 31
Perception: 1d20 + 14 ⇒ (2) + 14 = 16
The Voice from the Depths |
Farm
Chance: 1d100 ⇒ 69
Chance: 1d100 ⇒ 90
Stealth: 1d20 + 15 ⇒ (8) + 15 = 23
Perception: 1d20 + 27 ⇒ (16) + 27 = 43
Perception: 1d20 + 1 ⇒ (11) + 1 = 12
Schwartz is unable to notice as a large creature begins moving towards the cow herd. Leo can see the creature has four arms and it's head splits open in the middle. The creature makes sure to keep Schwartz and Imperius on the opposite side of the herd as it quickly moves down and kills an outlying cow with all four of its arms. The other cows don't notice that one of the herd is now dead.
Leo Silvertail |
Unlike true leopards, snow leopards cannot roar, but Leo growls really loudly and moves to pounce on the creature, still in full animal form.
(He can charge up to 80 feet; if it's further than that, he'll sneak towards it instead, letting him move 40 feet closer.
Acrobatics (to jump over any cows in the way during his charge): 1d20 + 21 ⇒ (16) + 21 = 37
Stealth (if, instead, he's sneaking): 1d20 + 19 ⇒ (7) + 19 = 26
Acrobatics (DC 24 for leaping strike, if it's large): 1d20 + 17 ⇒ (8) + 17 = 25
And, pouncing on the creature (if he can) like a wild animal, Leo delivers his claws and teeth with deadly accuracy.
Bite: 1d20 + 12 ⇒ (2) + 12 = 14
Bite Damage: 1d6 + 7 ⇒ (4) + 7 = 11
Bite, to confirm: 1d20 + 14 ⇒ (4) + 14 = 18
Bonus Crit Damage: 2d6 + 14 ⇒ (4, 5) + 14 = 23
Claw 1: 1d20 + 12 ⇒ (6) + 12 = 18
Claw 1 Damage: 1d4 + 5 ⇒ (2) + 5 = 7
Claw 1, to confirm: 1d20 + 14 ⇒ (9) + 14 = 23
Bonus Crit Damage: 2d4 + 10 ⇒ (1, 1) + 10 = 12
Claw 2: 1d20 + 12 ⇒ (20) + 12 = 32
Claw 2 Damage: 1d4 + 5 ⇒ (1) + 5 = 6
Claw 2, to confirm: 1d20 + 14 ⇒ (13) + 14 = 27
Bonus Crit Damage: 2d4 + 10 ⇒ (1, 2) + 10 = 13
Rake 1: 1d20 + 12 ⇒ (19) + 12 = 31
Rake 1 Damage: 1d4 + 5 ⇒ (1) + 5 = 6
Rake 1, to confirm: 1d20 + 14 ⇒ (2) + 14 = 16
Bonus Crit Damage: 2d4 + 10 ⇒ (2, 2) + 10 = 14
Rake 2: 1d20 + 12 ⇒ (12) + 12 = 24
Rake 2 Damage: 1d4 + 5 ⇒ (3) + 5 = 8
Rake 2, to confirm: 1d20 + 14 ⇒ (3) + 14 = 17
Bonus Crit Damage: 2d4 + 10 ⇒ (3, 2) + 10 = 15
(If it's what I think it is, that's three claws hitting, one of them crating, for a total of 33 damage)
If he is able to charge, Leo's AC is currently 20 (from a base of 22 in full animal form), and he will of course be unable to charge next turn.
Schwartz |
Perception to hear combat?
Perception: 1d20 + 14 ⇒ (18) + 14 = 32 I'm guessing I probably hear it with that? If so, next step would be making whatever knowledge check is appropriate.
Little Orphan Annie |
Annie whispers back, I agree, of course seeing what's up this guy's sleeve is very useful indeed
looking back to the merchant. Agreed then, we will meet you and sundown. just give us a more precice location please.
The Voice from the Depths |
Farm
As Leo charges at the creature two of its arms bend around unnaturally and attack the snow leopard.
AoO 1: 1d20 + 17 ⇒ (13) + 17 = 30
Damage 1: 1d6 + 7 ⇒ (4) + 7 = 11
AoO 2: 1d20 + 17 ⇒ (10) + 17 = 27
Damage: 1d6 + 7 ⇒ (1) + 7 = 8
Rend: 1d6 + 10 ⇒ (1) + 10 = 11
Both of the creature's arms hit Leo and they tear off some extra flesh as they leave. 30 damage to Leo.
Creature's initiative: 1d20 + 1 ⇒ (11) + 1 = 12
Leo initiative: 1d20 + 7 ⇒ (5) + 7 = 12
Imperius initiative: 1d20 + 2 ⇒ (4) + 2 = 6
Schwartz initiative: 1d20 + 4 ⇒ (7) + 4 = 11
Leo; Creature; Schwartz; Imperius.
Use map in link
Mansion
The merchant nods.
"Meet me at the north gate of town two hours after sundown."
Leo Silvertail |
Oops! Forgot about this. Since I'm a leopard, the only thing I can do is generally claw at its eyes.
AC is 22, and Sacred Avenger is active
Bite: 1d20 + 10 ⇒ (12) + 10 = 22
Damage: 1d6 + 5 ⇒ (2) + 5 = 7
Claw 1: 1d20 + 10 ⇒ (4) + 10 = 14
Damage: 1d4 + 5 ⇒ (4) + 5 = 9
Claw 2: 1d20 + 10 ⇒ (16) + 10 = 26
Damage: 1d4 + 5 ⇒ (4) + 5 = 9
As snow leopards, unlike true leopards, lack the vocal chords to roar, Leo just sort of growls and meows really loudly at the creature as he bites and scratches its face.
The Voice from the Depths |
Farm
The creature is only hit by one of leo's attacks and it howls before attacking him back.
Bite 1: 1d20 + 14 ⇒ (15) + 14 = 29
Damage: 1d8 + 13 ⇒ (8) + 13 = 21
claw 1: 1d20 + 14 ⇒ (2) + 14 = 16
Damage: 1d6 + 13 ⇒ (4) + 13 = 17
claw 2: 1d20 + 14 ⇒ (13) + 14 = 27
Damage: 1d6 + 13 ⇒ (3) + 13 = 16
claw 3: 1d20 + 14 ⇒ (1) + 14 = 15
Damage: 1d6 + 13 ⇒ (1) + 13 = 14
claw 4: 1d20 + 14 ⇒ (14) + 14 = 28
Damage: 1d6 + 13 ⇒ (6) + 13 = 19
Rend: 1d6 + 10 ⇒ (6) + 10 = 16
Leo is hit by several of the creatures claws and the head amanages to chomp down on Leo. 72 points of damage over 4 hits.
Leo; monster; Schwartz; Imperius
Schwartz |
Not really sure what kind of knowledge roll is appropriate. Planes?
Planes: 1d20 + 8 ⇒ (14) + 8 = 22
Schwartz concentrates, focusing the power of time to attack the beast. Using an aveum to make a ranged touch attack.
He'll also spend a mote to increase his to hit
To Hit: 1d20 + 11 - 4 + 1d4 ⇒ (7) + 11 - 4 + (3) = 17
Damage: 5d8 ⇒ (6, 1, 4, 5, 4) = 20 This damage bypasses hardness and DR
Finally, he moves towards Leo, drawing his sword as he goes to give him backup.
The Voice from the Depths |
Farm
Schwartz recognizes the creature as a gug. Such creatures normally live out in cave or other dark dank areas and they come out to hunt for food or just for sport.
Mansion
What are you guys going to do now?
Schwartz |
Imperius dances toward the beast scimitar drawn. The edge of his blade gleaming silver. arcane point to add keen.
[dice=Attack]1d20+9
[dice=spellstrike]1d20+9
You should probably check the map; unless I'm mistaken you're too far away to be able to do that.
Little Orphan Annie |
I believe we will go meet the merchant at the appointed time and place.
The Voice from the Depths |
Farm
Leo is up.
Town
You wait in a tavern until it is near the appointed time. Heading out to meet with the merchant you find that he is already there at the north gate with two of his guards that you saw at the mansion beforehand. He nods when he sees you.
"Very good I like it that you are punctual. Now if you would follow me we can go to see the beast."
When the merchant mentions the beast the guards on either side of him seem to be afraid of whatever it is.