Pixie Rogue's Adventures in Darkmoon Vale

Game Master Pixie Rogue

A small party, thrown together, adventuring in Darkmoon Vale in the nation of Andoran.


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Male Elf Druid 4

Nox, without breaking stride or looking back, Yes, many of them children.


Male Elf Wizard (Illusionist) (3)

"Well I say we get this back to help prevent more death of the innocent. Then we can come back here to clean out the guilty. We can also find out why your kin was killed." Laucian finishes with a nod to Gilgar.


Nox:
As you stride purposefully through the courtyard, you sense as much as hear something in the monastery. A quick glance is enough to send someone or something ducking down, but you were being watched through a small opening in the wall in a part of the monastery that the party didn't investigate. A quick guess would indicate this would be across the hallway from the drowned library.

As you pass through the double doors, you see someone watching from just inside the treeline. Even as you watch, it fades back into the trees and disappears. The dress was primitive, but the movement was very smooth. You could almost convince yourself that he'd never been there at all.

The normal noises of the forest are in full force as you exit the monastery, but they soon quiet as the party approaches the trees. Retracing your footsteps around the lake should not be difficult, but it will take at least two days because of the distance, depending on how much you push yourselves, of course.

Do you have any resources that will allow you to push farther or move faster?


Male Elf Druid 4

OOC: Outside of the Druids' woodland stride, I don't know of anything.


Dwarf Barbarian

I left my horde of orcs in my other breeches...


Travel back is fairly quick and you find yourselves nearly the witch's hut around time to call it a night. You could probably travel a couple more hours, but you already know there's not much in the way of clearings in these woods - do you want to stop early to camp near the hut, or push on and camp in the woods?

Perception and survival checks, if you please.


Dwarf Barbarian

Perception: 1d20 + 6 ⇒ (13) + 6 = 19
Survival: 1d20 + 6 ⇒ (4) + 6 = 10

Gilgar is uneasy about camping near the witch's hut, though he doesn't say so, his body language screams it. He will steadfastly deny that fact if asked, simply grunting or saying "Ain't fer carin'."


Gilgar wrote:

Perception: 1d20+6

Survival: 1d20+6

Gilgar is uneasy about camping near the witch's hut, though he doesn't say so, his body language screams it. He will steadfastly deny that fact if asked, simply grunting or saying "Ain't fer carin'."

OK, if you aren't a stubborn dwarf (and you care how he feels), Sense Motive check, please.

If you are a stubborn dwarf and feel uneasy about camping near the witch's hut, Bluff check, please.


Male Elf Wizard (Illusionist) (3)

"This place still makes me uneasy. My gut is telling me we should not camp near this place. I still think I saw one of those figures move the other day."

"I think I would fill more safe in the woods than I would in 'this' clearing."

Laucian looks around the to see what everyone else thinks.

DM:
Sense Motive: 1d20 ⇒ 11


Male Elf Druid 4

The further we get today, the closer we are tomorrow.

1d20 + 9 ⇒ (16) + 9 = 25 perception
1d20 + 5 ⇒ (10) + 5 = 15 survival

Perrin

1d20 + 1 ⇒ (5) + 1 = 6 perception
1d20 + 5 ⇒ (10) + 5 = 15 survival


Dwarf Barbarian

Bluff: 1d20 - 1 ⇒ (15) - 1 = 14


Female Elf Druid (2)

Perception 1d20 + 8 ⇒ (18) + 8 = 26
Survival 1d20 + 13 ⇒ (10) + 13 = 23
Sense Motive 1d20 + 3 ⇒ (16) + 3 = 19

If SM check is too low: continue as the rest of the group sees fit.

If SM check is high enough: "Its ok you little teddy bear, you need not be afraid of the big bad witch," as a motherly smile radiates off of Sylvanis's face. "We can go else where. Besides between me and your axe what is to keep you from nothing will stay around long enough to hinder our plans."

Once we setup camp for the night Sylvanis will use her last 2 (?) Cure Light Wounds on anyone with injury.


Sylvanis Leafmender wrote:

"Its ok you little teddy bear, you need not be afraid of the big bad witch," as a motherly smile radiates off of Sylvanis's face. "We can go else where."

Once we setup camp for the night Sylvanis will use her last 2 (?) Cure Light Wounds on anyone with injury.

Welcome back! I believe that while Sylvanis was a DMPC, I used one CLW on Winter, so you should have at least one remaining.

The party moves past the witch's clearing, hoping to get as close to the town as possible before calling it a night. The shared effort allows you to find a suitable campsite slightly off the trail that has been used previously.

There is some additional information forthcoming about the campsite. Let me know what your plan is for watches and any other business (like Sylvanis' casting) you wish to take care of.


Male Elf Wizard (Illusionist) (3)

Looking at the group Laucian says he can take first watch. He then goes about gathering wood and munching on some dried fruit.


Male Elf Druid 4

Nox and Perrin can take the second.


How long are your watches and how long are you remaining in camp? The arcane caster requires eight hours of rest to replenish spells, the divine casters just need to prepare their spells at the correct time of day - sunrise being the default. The barbarian requires rest (I believe) to regain rounds of rage (how much?)

Each person that is on watch, please give me a Perception check for each hour you will be on watch.

Yes, you can assume something is coming, so don't reset your spells or rage rounds yet - you still have whatever you left the monastery with. I haven't managed to assemble the other team yet, but it should be soon.


Dwarf Barbarian

The burly Dwarf needs 8 hours of rest, they do not need to be consecutive.

"Aye. I got 3rd watch, then."

Two hour watches should do it, shouldn't they?


Male Elf Druid 4

1d20 + 9 ⇒ (14) + 9 = 23 Perception-Nox hour 1
1d20 + 1 ⇒ (4) + 1 = 5 Perception-Perrin hour 1

1d20 + 9 ⇒ (1) + 9 = 10 Perception-Nox hour 2
1d20 + 1 ⇒ (12) + 1 = 13 Perception-Perrin hour 2


Dwarf Barbarian

Perception, hour 1: 1d20 + 6 ⇒ (6) + 6 = 12

Perception, hour 2: 1d20 + 6 ⇒ (1) + 6 = 7

Ooooooooooooooooooooh boy...


Male Elf Wizard (Illusionist) (3)

Perception Hour 1 : 1d20 + 2 ⇒ (2) + 2 = 4
Perception Hour 2 : 1d20 + 2 ⇒ (3) + 2 = 5

Gilgar, did you fall asleep?


Rolling for Sylvanis and Winter, who will have the last two hours of the watch:

Hour 1
Sylvanis 1d20 + 8 ⇒ (15) + 8 = 23
Winter 1d20 + 2 ⇒ (4) + 2 = 6

Hour 2
Sylvanis 1d20 + 8 ⇒ (12) + 8 = 20
Winter 1d20 + 2 ⇒ (16) + 2 = 18

Oh, and one more perception check from everyone -- this is to see if you wake up if you are not the one on watch (which has yet to be determined - or I'm not telling yet, anyway)

Wake up?
Sylvanis 1d20 + 8 ⇒ (6) + 8 = 14
Winter 1d20 + 2 ⇒ (2) + 2 = 4


Male Elf Wizard (Illusionist) (3)

Wake up : 1d20 + 2 ⇒ (5) + 2 = 7


Dwarf Barbarian

Wake Up Call: 1d20 + 6 ⇒ (17) + 6 = 23


Male Elf Druid 4

1d20 + 9 ⇒ (17) + 9 = 26 Nox Perception
1d20 + 1 ⇒ (20) + 1 = 21 Perrin Perception


DM's Screen:

1d20 + 8 ⇒ (16) + 8 = 24
1d20 + 8 ⇒ (13) + 8 = 21
1d20 + 8 ⇒ (19) + 8 = 27

1d20 + 0 ⇒ (5) + 0 = 5
1d20 + 0 ⇒ (19) + 0 = 19
1d20 + 0 ⇒ (1) + 0 = 1

The campsite is located about twenty feet from the game trail. It's apparent that someone has used this previously as there is a fire ring laid out in stone and the trees and brush have been cleared back about fifteen feet from the ring, making a rough circle 35' in diameter.

Please place yourself on the map. The tan area is the cleared space for the campsite, the light green is wooded area - the wooded area has sufficient underbrush to make it difficult terrain for the non-druids. Beyond the green, the vegetation is thick enough to make it practically impassable for the non-druids.

Laucian's watch goes quietly, but about half an hour into the watch, everyone else is awakened by a branch breaking in the forest. Laucian didn't notice it, but he assures everyone that he will be alert if something happens.

Nothing else occurs, and Nox' watch begins.

Nox:
You hear something out of the ordinary in the woods, both to the northwest (assuming north is up on the map) as well as to the southeast. Perrin does not seem to notice either disturbance and it didn't wake the others.


Male Elf Druid 4

DM:
Is there anything Nox can make out regarding the sound? What does it sound like, how far away is it, is it moving/repeating?

Nox will nudge Perrin to get the Wolf's attention.


Nox:
The sound to the northwest is not repeated and sounded like something moving slowly through the brush - but not like an animal.

The sound to the southeast, now that you are listening for it, sounds like at least a couple bodies moving in the brush. There is a sudden 'crack' of a branch springing to hit something/someone and a muffled cry of pain, then all is silent. Considering what you know of the underbrush, they can't be far from the camp.

I see one sleeper in the camp - you should be able to add yourself, please go ahead and do so.


Male Elf Druid 4

Nox will move quietly to wake up Gilgar, using hand signs to let him know that he heard 2 moving to the south east and something to the north west as well.

He will then repeat the same for the others.

He will then move to the side, and into the brush 10 feet or so parallel to the noises he heard to the south east. Rapier drawn.

Perrin will follow.

OOC: I still cannot load the map, is anyone else having trouble?


I see two sleepers now, so it doesn't appear to be a problem for the others.

Nox:
To help visualize, the map is basically a circle. The fire is at E6 and there are three squares of cleared space in all four cardinal directions. There is a single diagonal square of clearing from the fire to the NE, SE, NW, and SW. If that is enough to help you approximate the map, I will place you on it - just tell me where. I'm not sure where "parallel to the noises" would be or whether you want to go south or east into the brush. And are you wanting to be stealthy in the brush?

Roll for initiative, everyone.


Male Elf Druid 4

Please place Nox at A5, which if I am understanding should be just into the forest. His goal is to hide in order to have the advantage of surprise for the NW while having a good view of the SE as well.

1d20 + 2 ⇒ (1) + 2 = 3 Perrin Initiative
1d20 + 2 ⇒ (14) + 2 = 16 Nox Initiative


Dwarf Barbarian

Init: 1d20 + 2 ⇒ (4) + 2 = 6 Yay...

Gilgar will rise into a crouch, ready his axe, and listen for the movement(s) Nox had indicated.

Perception: 1d20 + 6 ⇒ (19) + 6 = 25


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Gilgar wrote:
Gilgar will rise into a crouch, ready his axe, and listen for the movement(s) Nox had indicated.

Gilgar:
You hear whispers in the undergrowth to the southeast. You really can't make out words, but the voices are rather high-pitched. You cannot see anything in the underbrush - it's just too thick.

Looking for initiatives from Laucian and Sylvanis/Winter...


Male Elf Wizard (Illusionist) (3)

Initiative : 1d20 + 2 ⇒ (3) + 2 = 5


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I guess it's past time to roll for Sylvanis and Winter.

Sylvanis and Winter are curled up sleeping on the west side of the campfire and are only awakened by Nox' quick shake of a shoulder.

Sylvanis' initiative 1d20 + 3 ⇒ (18) + 3 = 21

Winter's initiative 1d20 + 7 ⇒ (15) + 7 = 22

Considering how this is coming together, I'm going to say that those awoken by Nox are still flat-footed and prone when action starts. It's a surprise round - too quick for full actions for those waking up.

22 Winter
21 Sylvanis
16 Nox
06 Gilgar
05 Laucian
03 Perrin

As Nox is stepping into the underbrush, Perrin at his heel, on the east side of the campsite, a voice speaks suddenly and a rain of stones comes from the bushes to the southwest.

DM's screen:

1d8 ⇒ 5 Winter, Sylvanis, Laucian, Gilgar, Nox x2, Perrin x2
1d20 + 5 ⇒ (3) + 5 = 8
1d6 ⇒ 5

1d8 ⇒ 7
1d20 + 3 ⇒ (8) + 3 = 11
1d3 - 1 ⇒ (3) - 1 = 2

1d8 ⇒ 6
1d20 + 3 ⇒ (4) + 3 = 7
1d3 - 1 ⇒ (3) - 1 = 2

1d8 ⇒ 8
1d20 + 3 ⇒ (9) + 3 = 12
1d3 - 1 ⇒ (2) - 1 = 1

1d8 ⇒ 2
1d20 + 3 ⇒ (15) + 3 = 18
1d3 - 1 ⇒ (1) - 1 = 0

1d8 ⇒ 1
1d20 + 3 ⇒ (2) + 3 = 5
1d3 - 1 ⇒ (1) - 1 = 0

1d8 ⇒ 7
1d20 + 3 ⇒ (6) + 3 = 9
1d3 - 1 ⇒ (1) - 1 = 0

A single arrow misses Nox, hitting a tree to his right and sticking there. A pebble flies toward him, but is deflected down by a tree branch and rolls to a stop near his feet.

Three stones fly out toward the wolf, one hitting the ground near his forepaw and another lightly catching him in the shoulder, but bouncing away without apparently hurting him. Didn't overcome his natural armor, no damage.

The last two stones fly across the campsite toward the other elven druid. One flies long, missing elf and tiger both, but the second strikes the woman above the eye, causing a small welt to rise. 1 damage to Sylvanis

The dust has not settled and the sleepers don't have a chance to react before the distinctive sound of spellcasting in an unfamiliar language is heard from the opposite side of the campsite. Suddenly the brush and vines on the southwest side of the camp begin to writhe and move and several voices cry out in distress.

That's the surprise round. Party's turn, go ahead and post and we will resolve them in post order - don't worry about initiative order. If you have different actions according to what someone else does, you might want to spoiler the choices and their respective triggers or just indicate that you are waiting for the other character to complete their action before you go.

If I don't see something from a character in 48 hours, I will probably rule that they will delay. We'll see.

DM's screen:

1d20 + 5 ⇒ (5) + 5 = 10
1d20 + 1 ⇒ (8) + 1 = 9
1d20 + 1 ⇒ (12) + 1 = 13
1d20 + 1 ⇒ (9) + 1 = 10
1d20 + 1 ⇒ (12) + 1 = 13
1d20 + 1 ⇒ (11) + 1 = 12
1d20 + 1 ⇒ (6) + 1 = 7

Your turn!


Dwarf Barbarian

Gilgar delays, waiting until a target presents itself, or at least until he has a good idea of where one of the attackers is, then he'll go get 'em.


Female Elf Druid (2)

"Winter sic," as Sylvanis points to the N/NW square of Winter and takes cover herself in the thick of the woods.
Both Winter and Sylvanis should be moving clockwise about 10 foot in the trees from the clearing looking for those that interupted what was to be an evening more like they are used. Not this franctic paced, see stuff get obliterated by a Dwarf day they have had


Male Elf Wizard (Illusionist) (3)

Laucian wakes to the sound of distress. Not knowing were everyone is, he will sits up looking in to the southwest side of the camp. Now wide eyed, he first checks to see if any of his cohorts are the ones calling out. He then stands up.

DM:
While standing up he tries to figure out what spell or creature could be cause this ruckus.

Spellcraft: 1d20 + 7 ⇒ (18) + 7 = 25
Knowledge (Arcana): 1d20 + 7 ⇒ (7) + 7 = 14


Male Elf Druid 4

DM:
Thinking that those spells look an awful lot like entangle and magic stone, Nox does a spellcraft check to see if he can confirm.

1d20 + 6 ⇒ (1) + 6 = 7 SpellCraft


Sylvanis:
So a move action to get up, and a move action to circle the campsite?

Laucian:
You are pretty certain, based on the effect, that this is some form of Entangle spell.

Regarding your turn, standing up is a move action. I found out today that identifying a spell being cast is a free action, so you have a second action available, if you wish to take it.

The cries continue and the vines seem to thrash, but you can't tell if it is from those crying out or the vines themselves.

Waiting for clarification to post the attackers' new actions.


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Female Elf Druid (2)

correct


Male Elf Wizard (Illusionist) (3)

"Watch out for those vines. They will entangle and slow you down."

Laucian starts chantting sand points into the brush to cast dancing lights to brighten the area up. (Casts above the entangling vines)


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In response to the attacks, Winter and Sylvanis fade into the trees on the northwest side of the campfire while Nox and Perrin disappear into the east side of the ring. Laucian puts a set of floating lights in the trees above the entangling vines. Marked on the map with DL.

Nox:
Nox, you find yourself on the edge of the clinging vines. You know that you can move through any natural tangle, but if it's magically 'active', it will hold you just as surely as it would the kobolds.

Laucian and Gilgar find themselves standing alone in the campsite.

DM's Screen:

1d20 + 3 ⇒ (16) + 3 = 19
1d20 - 1 ⇒ (18) - 1 = 17
1d20 - 1 ⇒ (20) - 1 = 19
1d20 - 1 ⇒ (4) - 1 = 3
1d20 - 1 ⇒ (16) - 1 = 15
1d20 - 1 ⇒ (13) - 1 = 12
1d20 - 1 ⇒ (5) - 1 = 4

1d20 + 1 ⇒ (5) + 1 = 6
1d6 - 1 ⇒ (3) - 1 = 2
1d20 + 1 ⇒ (13) + 1 = 14
1d6 - 1 ⇒ (5) - 1 = 4

1d4 ⇒ 3 Sylvanis, Nox, Laucian, Gilgar
1d20 + 6 ⇒ (11) + 6 = 17
1d6 + 1 ⇒ (6) + 1 = 7

1d4 ⇒ 3
1d20 + 3 ⇒ (1) + 3 = 4
1d3 - 1 ⇒ (1) - 1 = 0

1d4 ⇒ 2
1d20 + 1 ⇒ (6) + 1 = 7
1d3 - 1 ⇒ (1) - 1 = 0

1d4 ⇒ 3
1d20 + 1 ⇒ (11) + 1 = 12
1d3 - 1 ⇒ (2) - 1 = 1

1d4 ⇒ 4
1d20 + 1 ⇒ (11) + 1 = 12
1d3 - 1 ⇒ (1) - 1 = 0

Two kobolds come into view, slipping free of the vines that seem to be trying to hold them back, and run to stab the visible party members with their spears. They are the K's visible on the map.

No longer caught unawares, the mage and the dwarf easily dodge the clumsy attacks of the two kobolds. A fresh round of missiles fly forth from the trees.

A stone cracks off of a tree near where Nox and Perrin entered the brush, but another, apparently aimed at Laucian, cracks his foe in the back of the head. A third stone lands in the fire as a small arrow zips out of the brush, over K1's head, and hits the mage square in the chest 7 points of damage. Another stone is deflected by a branch and lands on the ground between Gilgar and his attacker.

Your turn!


Dwarf Barbarian

Gilgar attempts to disassemble the kobold in front of him (K2) with a diagonal downward slice of his axe.

2-handed Dwarven Waraxe Attack: 1d20 + 5 ⇒ (6) + 5 = 11
Dwarven Waraxe 2-handed damage: 1d10 + 3 ⇒ (6) + 3 = 9


Female Elf Druid (2)

Winter grows tense and leaps toward K1 ending in F4 and attacks.
Not sure how many attacks he gets since he is trying to pounce the target. I'll let DM decide.
Sylvanis tries to pinpoint where the stones are coming from and with the cover of the trees continues on her way there. And will slow pace as she comes toward it.
Perception 1d20 + 8 ⇒ (10) + 8 = 18


Male Elf Wizard (Illusionist) (3)

Feeling a little shaken from the hits received, Laucian retreats over to Gilgar (D9) and to take cover in the trees. Shortly after he can be heard casting a spell.

Spoiler:
Casting Unseen Servent I want it to pick up a piece of burning wood from the fire, and wave it back in forth in (G8). It can not attack, but I am trying to give the appearance that danger is behind creature K2. Trying to give some aid or flank for Gilgar as I am trying to give the appearance that K2 needs to worry about getting attacked from behind, even though the spell can not attack. Guess we will see if it works.


Gilgar's opponents' eyes bug out as the axe whistles past, just short of his chest as he jumps back. As if that weren't bad enough, a burning brand from the fire floats into the air and begins swinging at him. He easily ducks them, but he's obviously unnerved.

Winter gets a single attack because he is starting in difficult terrain. That makes his move effectively 10' from an effort standpoint.

Winter's bite attack 1d20 + 3 ⇒ (6) + 3 = 9
Damage 1d6 + 1 ⇒ (2) + 1 = 3

Sylvanis:
As you move through the underbrush, you come to Nox and Perrin's positions, but you find that the brush ahead of you has been magically affected - even with your supernatural ability to move through normal vegetation, you know that this isn't normal - and it will claw and cling at you just like it is the kobolds. You can continue, if you wish, but you will need to make a Reflex save to avoid the spell's effects.

Nox:
I was remiss yesterday. I should have shared this with you when I replied about your position in the underbrush: You find that the brush ahead of you has been magically affected - even with your supernatural ability to move through normal vegetation, you know that this isn't normal - and it will claw and cling at you just like it is the kobolds. You can move south, if you wish, but you will need to make a Reflex save to avoid the spell's effects.

Nox & Sylvanis:
On her turn, Sylvanis comes through the normal brush to the north to Nox and Perrin's location.

Nox to go, then the kobolds.


Male Elf Druid 4

Nox will move to F6, and attack K1 with a flank

1d20 + 5 ⇒ (15) + 5 = 20 nox rapier attack with flank
1d6 ⇒ 4 rapier damage

Perrin will follow Nox's lead to attack K1 from G5

1d20 + 3 ⇒ (8) + 3 = 11 Perrin bite attack
1d6 + 1 ⇒ (1) + 1 = 2 bite attack damage if applicable
1d20 + 3 ⇒ (20) + 3 = 23 trip attack if applicable


Female Elf Druid (2)

DM:
Upon coming to the growth Sylvanis makes her way around the very outskirts of the vegetation. If she comes to the other side of it near the clearing and figures that the rocks came from inside it she will yell those findings to the others and move in. In case the effected area isn't that big and I come to the other side this turn...
Reflex 1d20 + 3 ⇒ (17) + 3 = 20


Sylvanis:
If you go counter-clockwise around the spell effect, you will come to the campsite very quickly. If you go clockwise, you will pass into (normal) nigh-impassable vegetation (for a non-druid) and circle around. You think you are about halfway from the campsite when you run out of movement. Or you can attempt to enter at any point in your movement. I'll let you choose between the three.


Nox comes up behind K1 and scores a grievous wound on the reptilian, staggering it. With his wound and a (relatively) massive tiger threatening him, he runs for it. Because his movement is more than 5', he provokes an attack of opportunity from both Winter and Nox, should they choose to take it.

K2 is thoroughly freaked out about the plants grabbing him and now the fire coming to life. He also flees. He provokes an attack of opportunity from Gilgar, Nox, and Winter, as well, but remember that unless you have Combat Reflexes, you can only take one attack of opportunity in a round.

DM's Screen:

1d20 + 5 ⇒ (7) + 5 = 12
1d20 + 1 ⇒ (4) + 1 = 5
1d20 - 1 ⇒ (7) - 1 = 6
1d20 - 1 ⇒ (20) - 1 = 19
1d20 - 1 ⇒ (4) - 1 = 3

Laucian:
A kobold in a hurry to be somewhere else, struggles through the underbrush and is as startled as you are when he finds you. If you have a weapon prepared - or an immediate-action spell you can utilize, you may make an attack of opportunity as he tries to flee past you. Call him K4; He ends his movement in B8.

Quite a bit of thrashing is heard from the bushes to the southwest, but no missiles are forthcoming.

One last bit of business will take place, depending on the resolution of the attacks of opportunity, so I will wait to hear if Nox, Gilgar, and Winter will take them. And Sylvanis might have something left to do from last round.

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