Magnar Runehammer |
Perception: 1d20 + 3 ⇒ (17) + 3 = 20
Magnar is unnerved by the sight of the field of skeletons. Still, whatever foul beast lurks here, it is one that needs dealing with if this region is to be settled.
He ties up his horse to something well away from the nearest skeleton, and starts investigating the field, looking for the killer.
GM.Shai.Hulud |
As Magnar steps among the sun bleached bones a giant spider springs from under a trap door to his right!
Magnar: 1d20 - 1 ⇒ (4) - 1 = 3
Surprise Attack!: 1d20 + 2 ⇒ (14) + 2 = 16
Damage: 1d6 ⇒ 6 DC14 Fort save or
1d2 ⇒ 2 STR damage for 4 rounds
Round 1: 1d20 + 2 ⇒ (1) + 2 = 3
Twice the spider pops out of the trap it has made and bites at Magnar, its mandibles sinking into his flesh once. Then the large beast returns partially hidden in its lair.
Considered in cover
Round 1
Spider AC18
Magnar -6, save?
Magnar Runehammer |
Initial Fortitude, Hardy +2(Poison): 1d20 + 7 ⇒ (4) + 7 = 11
"Argh!" Magnar lets out a decidedly startled shout as he's attacked by the giant spider. He feels his hands go weak.
Am I currently in melee with the thing?
GM.Shai.Hulud |
Pretty much, it's trap door is 20ft away. Going no map on this since there is only two of you.
Magnar Runehammer |
Okay, but I'm not currently in melee with it.
Magnar offers a short prayer to Torag, and summons a protective disk of force into being in front of him with a spell.
He also hefts his warhammer.
Casting Shield, using a point of Fervor to swift cast Divine Favor.
Status: 2 str damage, Divine Favor 20/20, Shield 20/20
GM.Shai.Hulud |
You can hear the spider scuttling some under the trap door, then it decides to attack once more possibly suspecting you have weakened from the poison.
Another Spring Attack!: 1d20 + 2 ⇒ (7) + 2 = 9
As it'll mandibles are repelled by the force field it let's out a minor insect squeal as it returns to peering out from it's trap.
Round 2
Spider AC18
Magnar AC19
Magnar Runehammer |
Magnar channels spellpower through his hammer, then holding it, ready to throw when the spider reveals itself again.
Swift action: Arcane Pool, hammer is now +1. Standard action: Ready the Magic Blessing(Trigger Condition: The spider leaves cover)
The Magic blessing lets Magnar throw his warhammer up to thirty feet, using his wisdom modifer to hit in place of dexterity. The hammer returning to his hand after the attack.
If readied action triggers: 1d20 + 8 ⇒ (6) + 8 = 14, Damage: 1d8 + 5 ⇒ (4) + 5 = 9
Status: -2str, Arcane Pool 10/10, Divine Favor 19/20, Shield 19/20
GM.Shai.Hulud |
The spider waits for some time, eventually it believes you to be subdued. As it exits its trap lair Magnar's hammer flies through the air! Crashing into the many eyes of the hulking arachnid!
It cries and several of it's legs flail, then after regaining its composure for a brief second the creature charges as Magnars' hammer magically returns!
Charging Large Spider!: 1d20 + 2 + 2 ⇒ (15) + 2 + 2 = 19
Damage: 1d6 ⇒ 4 I'll let you roll on the poison, DC 14 Fort
Landing right before Magnar could raise his weapon in defense, the spider injects another slurry of venom into its prey.
Round 3
Spider -9 AC12
Magnar AC19
Magnar Runehammer |
Magnar shouts the words of a spell as he rapidly swings his hammer. He feels a warm glow course through him, mending his wounds.
Concentration, Arcane Mark DC 15: 1d20 + 4 ⇒ (4) + 4 = 8
Spell Combat: 1d20 + 8 - 1 - 2 ⇒ (3) + 8 - 1 - 2 = 8, 1d8 + 4 + 2 - 1 ⇒ (6) + 4 + 2 - 1 = 11
Spellstrike, Arcane Mark, only if concentration succeeds.: 1d20 + 8 - 1 - 2 ⇒ (2) + 8 - 1 - 2 = 7, 1d8 + 4 + 2 - 1 ⇒ (8) + 4 + 2 - 1 = 13
Fervor to Heal: 1d6 ⇒ 6
Condition: -2 Str, Arcane Pool 9/10, Divine Favor 18/20, Shield 18/20
His efforts are largely in vain, however; he's still reeling from the spider's bite.
GM.Shai.Hulud |
The large spider hisses and strikes again, barely missing your flesh.
Attack: 1d20 + 2 ⇒ (16) + 2 = 18
Round 3
Spider -9, AC14
Magnar -4, AC19
Magnar Runehammer |
Something cracks under his boots as he's driven back across the hunting grounds.
His hammer hums with power as he tries to fend off the beast's fangs.
Concentration, Arcane Mark DC 15: 1d20 + 4 ⇒ (18) + 4 = 22
Spell Combat: 1d20 + 8 ⇒ (5) + 8 = 13, 1d8 + 4 + 2 - 1 ⇒ (5) + 4 + 2 - 1 = 10
Spellstrike, Arcane Mark, only if concentration succeeds: 1d20 + 8 ⇒ (14) + 8 = 22, 1d8 + 4 + 2 - 1 ⇒ (8) + 4 + 2 - 1 = 13
Condition: -2 Str, Arcane Pool 8/10, Divine Favor 17/20, Shield 17/20
GM.Shai.Hulud |
Magnar's hammer breaks through the spider's exoskeleton with a sickening crack and the beast slumps to the dirt. A couple of its legs twitch as it dies.
With a quick glance around you are able to see that there are no other threats.
GM.Shai.Hulud |
As you creep up to the lair, nothing else jumps out at you. Lifting open the trap door you see that it is a 5-foot-diameter, 25-foot-deep shaft. The walls are covered in thick webbing and appear to be an easy climb because of it. A few bodies are stuffed down into the bottom of the shaft.
GM.Shai.Hulud |
Climb Check: 1d20 + 2 - 4 ⇒ (14) + 2 - 4 = 12
You find the climb moderately challenging with the poison only just starting to show signs of fading away. Nevertheless, you are able to travel up and down the shaft without incident.
Of the three bodies you drag up, two appear to have been simple travellers while one was clearly a bandit. The bandit is still dressed in their leather armor and carries a short sword and 10 gp. Around his neck is another silver Stag amulet.
The burials take 1d3 + 1 ⇒ (1) + 1 = 2 hours, leaving roughly 4 hours of daylight left by your estimate.
Magnar Runehammer |
Magnar decides that he'll spend some time in the darkness, in order to get completely familiar with the land. He hopes the horse will be okay with their partial night ride.
He pockets the gold and the amulet, and stows the bandit's gear on the back of his horse.
That done, he's ready to ride out.
GM.Shai.Hulud |
The rest of the evening is quite as you finish your charting. You only end up needing to ride for a little over an hour in the actual night and are able to set up a minimal camp without difficulty.
Where in this Hex are you camping and what are your next moves?
GM.Shai.Hulud |
As the sun rises, Magnar is back on his horse for another hard day of riding and surveying. Quite early into the morning you notice odd movement in the tall grass in the distance.
As you approach you notice that it is of an odd man, rooting around in the vegetation, popping his head up periodically and tossing items into his satchel. He pays no attention to you as he is quite oblivious.
GM.Shai.Hulud |
"Gah! F!&!! Ahem, yes! Welcome to the day indeed! You startled me there. Who, er, what are you, sir?" The man is nervous as a bird or a jittery child.
He then shakes he head as if you took too long to answer. "No time for dallying, you wish to purchase, yes? What'll it be?"
GM.Shai.Hulud |
He looks at you confused. "We, er, haven't met then I assume. Bokken, Herbalist and Alchemist. If you have ever found yourself with a potion from Oleg's then you are familiar with my work."
He then starts to dig through a sack hanging from his shoulder. "Hmm, I have two potions of cure light wounds, two potions of endure elements, and a potion of cure moderate wounds on me but can brew up most anything on request." he eyes you like a piece of food.
Can craft any potion of a spell level 2 and less.
GM.Shai.Hulud |
He looks you over oddly, "Hmm very well. Yes, you know Oleg, eh? He's a better man than my bastard of a brother." Bokken then holds up his right hand, indicating to his missing pinky finger. "Evil man, cut that offa me the last time he hit my mother, Desna rest her soul. But he took off right after to live in a hollow tree down south rather than face the guards, so I guess it all worked out well enough. I flirted with the idea of hunting him down, but.. no." He then clears his throat and starts to forage again. "But, if you do come back, I need more Fangberries. Bring some with you and I'll give you a discount. There's a patch Southwest of Oleg's, some 55 miles."