Pixie Rogue |
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?
Pixie Rogue |
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.
Pixie Rogue |
Perception: 1d20+6
Survival: 1d20+6Gilgar 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.
Laucian Galanodel |
"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.
Sylvanis Leafmender |
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.
Pixie Rogue |
"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.
Pixie Rogue |
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.
Pixie Rogue |
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
Pixie Rogue |
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.
Pixie Rogue |
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.
Nox La'Athvanna |
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?
Pixie Rogue |
I see two sleepers now, so it doesn't appear to be a problem for the others.
Roll for initiative, everyone.
Pixie Rogue |
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Gilgar will rise into a crouch, ready his axe, and listen for the movement(s) Nox had indicated.
Looking for initiatives from Laucian and Sylvanis/Winter...
Pixie Rogue |
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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.
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.
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!
Sylvanis Leafmender |
"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
Laucian Galanodel |
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.
Spellcraft: 1d20 + 7 ⇒ (18) + 7 = 25
Knowledge (Arcana): 1d20 + 7 ⇒ (7) + 7 = 14
Pixie Rogue |
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.
Pixie Rogue |
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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.
Laucian and Gilgar find themselves standing alone in the campsite.
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!
Sylvanis Leafmender |
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
Laucian Galanodel |
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.
Pixie Rogue |
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
Nox to go, then the kobolds.
Nox La'Athvanna |
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
Sylvanis Leafmender |
Reflex 1d20 + 3 ⇒ (17) + 3 = 20
Pixie Rogue |
Pixie Rogue |
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.
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
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.