Tora no Senaka - The Back of the Tiger (Inactive)

Game Master Dreaming Warforged

Trouble with Goblins can lead to a lot of places, even the other side of the world...
Jade Regent AP, now in volume 3 - The Hungry Storm


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All is quiet, except for the slow moving water. The tracks don't look recent. At least a few hours old.


AC 21 (20)/T 13/FF 17; CMD 24, HP 76/76

Pavel shrugs.
"Ruh'reckon it crossed a while ago. Pruh'probably eatin' it's fill at home. Luh'Let's get across."


AC 19 Touch 17) FF 16; CMD 23 (25 Grapple) Hp 58/58
Spoiler:
+4 dodge bonus FD/ 6/6 ki points

Raith says, "Let's go across one at a time using rope. Seems the safest way. Don't want one of us getting caught up in the current and carried away with a monster in the river."

I'm going to assume this is where we're supposed to cross. I'd recommend we use a rope secured to someone and cross one or two at a time. If anyone gets caught in the current, we can pull them back to shore. Go about it slow and careful.


Male AC 17/To11/FF16, HP: 30/37 Human (Varisian/Tian mix) Cavalier 4

"Here, tie the rope around me. I should be the last across the river. This armour will sink me straight to the bottom, but it will also help me hold in place in case someone is swept away." The plan will have Raith cross the river first with the rope, and everyone else follow after using the rope as a guide and saftey net.


AC 21 (20)/T 13/FF 17; CMD 24, HP 76/76

Pavel looks to Garand and his bear.
"Think your buh'buddy'll be okay cruh'crossing?"


Hp: 21/30; AC:19/19/17 (22 ward, 24 PfE)
Stats:
(Mage Armor, +2 AC 1/6); DR 10/magic vs. ranged weapons (40pts); Fort+6, Ref+3, Will+5 (+2 vs. enchantments, immune sleep, resist cold 5)
Half-Elven Wizard 6

"Wait a second...where are the bodies?" Sorin says, scratching his chin with an ink stained finger.

"This river is going pretty fast, I cannot see the creature taking them across the river. We didn't come across a pile of skeletons, bones, or goblin carcasses...and this creature doesn't look to be bigger than a horse...so it isn't likely to be able to eat three goblins in one sitting."

Sorin's eyes widen as he thinks.

"I am wondering if we have been played for fools and the creature has hidden its tracks and never crossed the river in the first place. How canny is this creature anyways? Does anyone know?"

"I wonder if we should only send a single person across to look for tracks. I have a suspicion that the beast is still on this side of the river."


AC 21 (20)/T 13/FF 17; CMD 24, HP 76/76

"It's also puh'possible it swam downriver, buh'bodies and all. I bet it didn't even know we were cuh'coming... but it pays to be careful."

"Thuh'these tracks are hours old. Let me luh'look around on this side, a luh'little down river to see if it circled back. Guh'Garand can look upriver from here while I do that."
Assuming it's agreed to, Pavel will slip off to have a look a little down river.
Stealth: 1d20 + 2 ⇒ (8) + 2 = 10
Survival w/tracking: 1d20 + 6 + 1 ⇒ (13) + 6 + 1 = 20
Perception: 1d20 + 5 ⇒ (20) + 5 = 25

Liberty's Edge

(AC 19/t14/ff18, hp 62 of 68) Shoanti Cleric (of Erastil) 8

Sorry for the delay, just got back from work.

"The spirit of this river is strong and treacherous. It will take it's toll in blood if we do not take every precaution and treat it with the respect it demands." Garand cautions, after gazing at the river and running his hand in it's currents for a moment.

At Pavel's suggestion that it may have doubled back, and that he check for signs upriver, Garand and bear-spirit oblige, Garand calling upon the nature spirits to guide his eyes to the signs of the beast's passing.

Bear-spirit takes 10 to Aid Other, for a 15.

Garand's guidance-assisted Survival check w/ +2 for bear-spirits aid. 1d20 + 12 ⇒ (12) + 12 = 24


Moving up and down the river bank, Pavel finally discerns a sinuous path across that seems shallower. It looks as though this was the path taken by the Brinestump monster. Garand is confident that the group could cross safely, though a rope would certainly prevent any unfortunate tragedy...

As you scan the other bank, you don't see any movement or odd presence.

Still, the silence is oppressing...


AC 21 (20)/T 13/FF 17; CMD 24, HP 76/76

I'll assume we're crossing at the path, keeping the same plan of Raith going first with Izumi as anchor.


AC 19 Touch 17) FF 16; CMD 23 (25 Grapple) Hp 58/58
Spoiler:
+4 dodge bonus FD/ 6/6 ki points

Raith thinks, Too damn quiet..

Let's cross. If the thing is waiting, let's draw it out

Everyone ok with the order being:

Izumi
Pavel
Sorin
Raith
Bear
Garand


Male Humanish Emergency Medical Doctor/3; Pilot/8; Argumentative/4; Biologist/5

"Agreed, lets cross now that we have found the trail again. We must be getting close to its lair now."


Hp: 21/30; AC:19/19/17 (22 ward, 24 PfE)
Stats:
(Mage Armor, +2 AC 1/6); DR 10/magic vs. ranged weapons (40pts); Fort+6, Ref+3, Will+5 (+2 vs. enchantments, immune sleep, resist cold 5)
Half-Elven Wizard 6

Stupid computer.

"Agreed, let's cross now that we have found the trail again. We must be getting close to its lair now. And the sooner we find it, the better."

Sorin flicks at the sleeve of his muddy and waterlogged tunic.

"I have a spell to get us cleaned up. Remind me to use it this evening, or before we go back to town."


Male AC 17/To11/FF16, HP: 30/37 Human (Varisian/Tian mix) Cavalier 4

Izumi simply nods grimly. Sorin had said all that needed to be said. As they cross, Izumi will keep a hand on his warhammer, ready to pull it free if danger arrives.


Secret Rolls:
1d100 ⇒ 99

One by one, the companions go through the motion of setting up Pavel's precious rope around their waist, and carefully take on the path across the river.

The sound of the Soggy River rushing slowly to Sog's Bay is the only things that breaks the silence, except from your splashing around...

Please roll the fatal swim, DC 8.


AC 19 Touch 17) FF 16; CMD 23 (25 Grapple) Hp 58/58
Spoiler:
+4 dodge bonus FD/ 6/6 ki points

Swim: 1d20 + 6 ⇒ (17) + 6 = 23


AC 21 (20)/T 13/FF 17; CMD 24, HP 76/76

Swim: 1d20 ⇒ 19
My precious rope wins again!


Male AC 17/To11/FF16, HP: 30/37 Human (Varisian/Tian mix) Cavalier 4

Swim 1d20 + 3 - 6 ⇒ (14) + 3 - 6 = 11
WOOOOOT


Hp: 21/30; AC:19/19/17 (22 ward, 24 PfE)
Stats:
(Mage Armor, +2 AC 1/6); DR 10/magic vs. ranged weapons (40pts); Fort+6, Ref+3, Will+5 (+2 vs. enchantments, immune sleep, resist cold 5)
Half-Elven Wizard 6

Swim...of Doom! 1d20 ⇒ 14

Liberty's Edge

(AC 19/t14/ff18, hp 62 of 68) Shoanti Cleric (of Erastil) 8

Garand prays for guidance, for himself and his companions, imploring the spirit of the river to show mercy upon them. He unstraps his shield and slings it over his back, before attempting the crossing.

guidance for +1 to each as they cross.

guidance-assisted swim check for bear-spirit
1d20 + 3 ⇒ (3) + 3 = 6

guidance-assisted swim check for Garand
1d20 + 3 ⇒ (5) + 3 = 8

Spectacular.


The companions cross, one by one, until there is but bear-spirit and Garand left. Bear-spirit is not too happy about the rope and has a hard time understanding why it needs to go in the water without Garand...

Midway across, bear-spirit slips and is taken by the current. The rope gets taut and the group does its best to pull the bear back without drowning it. Unfortunately, bear-spirit has a very different idea of what needs to do to get out and the opposing efforts make getting it out on the right bank a strenuous task.

Exhausted, they turn to Garand. He moves with caution, meanwhile trying to talk to its companion to keep it calm, reassured, and not to have it come to its rescue.

As he does all this, he manages to trip on a flipping rock and crashes too in the water. This time, it is not that the efforts are not coordinated, it's that half the party is trying to prevent bear-spirit from jumping in the water, while avoiding getting bit!

In the end, you all make it across, but tired to no end, and having lost a lot of precious time.

Fortitude save for all please (DC 10) or Fatigued for an hour.


Male AC 17/To11/FF16, HP: 30/37 Human (Varisian/Tian mix) Cavalier 4

Fort Save: 1d20 + 3 ⇒ (1) + 3 = 4

"Oof. Give me the exertions of a forge over this any day." Izumi says after taking a moment to catch his breath.

Takes my AC to 18.


AC 21 (20)/T 13/FF 17; CMD 24, HP 76/76

Fortitude: 1d20 + 4 ⇒ (11) + 4 = 15
Pavel starts coiling up the rope.
"That could have guh'gone easier... but I guess we should ju'just be glad the Suh'Soggy River Monster wasn't uh'actually waiting for us."


AC 19 Touch 17) FF 16; CMD 23 (25 Grapple) Hp 58/58
Spoiler:
+4 dodge bonus FD/ 6/6 ki points

Fort Save:1d20 + 4 ⇒ (5) + 4 = 9

Raith sighs, "That didn't go quite as planned. But the rope did come in handy. Would have hated to lose the bear to drowning.".


Male Humanish Emergency Medical Doctor/3; Pilot/8; Argumentative/4; Biologist/5

Fortitude 1d20 + 5 ⇒ (19) + 5 = 24

Sorin recovers quickly from the challenge of pulling the druid and his bear from the water.

Liberty's Edge

(AC 19/t14/ff18, hp 62 of 68) Shoanti Cleric (of Erastil) 8

Garand's Fort save 1d20 + 3 ⇒ (20) + 3 = 23
bear-spirit's 1d20 + 4 ⇒ (19) + 4 = 23

"I thank you all," Garand says, attempting to calm his angry and frustrated bear.


AC 19 Touch 17) FF 16; CMD 23 (25 Grapple) Hp 58/58
Spoiler:
+4 dodge bonus FD/ 6/6 ki points

"Damn Garand, that little bear of yours can put up a hell of a fight when he's scared. I'm tuckered from getting him out of the water.", Raith stands up, "No time to rest though. We gotta get on the beast's trail before it gets dark."


Pacing along the bank, you quickly find the obvious deep trail. About twenty minutes later, you reach a small clearing. A ten-foot-high mound of branches, logs, and reeds lies amid the trees here, nestled in a narrow, muddy clearing. Flies buzz and swarm around the foul-smelling mound of rotting vegetation.

Perception, stealth, knowledge (nature) and survival please...


AC 21 (20)/T 13/FF 17; CMD 24, HP 76/76

Perception: 1d20 + 5 ⇒ (16) + 5 = 21
Stealth: 1d20 + 3 ⇒ (18) + 3 = 21
Knowledge (Nature): 1d20 + 5 ⇒ (11) + 5 = 16
Survival: 1d20 + 6 ⇒ (10) + 6 = 16

Pavel crouches in an attempt to minimize noise, drawing his longsword and boggard shield as he looks for a good spot of cover.


Male AC 17/To11/FF16, HP: 30/37 Human (Varisian/Tian mix) Cavalier 4

Perception: 1d20 ⇒ 3
Stealth: 1d20 + 1 - 6 - 1 ⇒ (19) + 1 - 6 - 1 = 13
Survival: 1d20 ⇒ 18

Izumi crouches down beside Pavel, about as quietly as his armor and fatigue would allow.


AC 19 Touch 17) FF 16; CMD 23 (25 Grapple) Hp 58/58
Spoiler:
+4 dodge bonus FD/ 6/6 ki points

Perception: 1d20 + 9 ⇒ (20) + 9 = 29
Untrained Survival: 1d20 + 2 ⇒ (6) + 2 = 8
Stealth: 1d20 + 6 - 1 ⇒ (9) + 6 - 1 = 14

Raith slows to a stealthy walk when the smell hits his nose.

Liberty's Edge

(AC 19/t14/ff18, hp 62 of 68) Shoanti Cleric (of Erastil) 8

Perception 1d20 + 3 ⇒ (16) + 3 = 19
Stealth 1d20 + 2 ⇒ (7) + 2 = 9
Knowledge (nature) 1d20 + 6 ⇒ (8) + 6 = 14
Survival 1d20 + 9 ⇒ (7) + 9 = 16

Bear-spirit has no concept of stealth, but Garand silently instructs him to follow closely.

'Be stealthy' isn't a trainable trick, and even if it was, Garand would have to roll a 21 to push him to do it.


Hp: 21/30; AC:19/19/17 (22 ward, 24 PfE)
Stats:
(Mage Armor, +2 AC 1/6); DR 10/magic vs. ranged weapons (40pts); Fort+6, Ref+3, Will+5 (+2 vs. enchantments, immune sleep, resist cold 5)
Half-Elven Wizard 6

Sorin falls back to the back of the group, and carefully places a crossbow bolt into the crossbow, watching the gnarled trees for the signs of an attack.

Perception 1d20 + 5 ⇒ (6) + 5 = 11
Stealth 1d20 ⇒ 3
Survival1d20 + 6 ⇒ (18) + 6 = 24

Well Garand, don't worry, there are three of us bumbling loudly through the woods.


Between the companions, a few things seem clear: the mound is not a natural structure. Furthermore, a pile of bones can be noticed under some branches to the left. A sizeable pile...

The mound is about 15 feet in diameter. A small opening can be seen to the left, leading inside.

Churning noise could be heard from inside, but Sorin and Garand's clanking about suddenly makes it stop...

Map

Raith:
Raith has heard soft footsteps, to his right. Nearby... Behind the bushes...


Male AC 17/To11/FF16, HP: 30/37 Human (Varisian/Tian mix) Cavalier 4

Izumi will look at the pile of bones to see if there are any human remains, before turning to Pavel: "That mound almost looks like a hut, and I thought I heard something moving inside until we approached... shall I get it's attention? Maybe the beast remembers me."


Hp: 21/30; AC:19/19/17 (22 ward, 24 PfE)
Stats:
(Mage Armor, +2 AC 1/6); DR 10/magic vs. ranged weapons (40pts); Fort+6, Ref+3, Will+5 (+2 vs. enchantments, immune sleep, resist cold 5)
Half-Elven Wizard 6

Sorin takes a moment to cast Mage Armor on himself.


AC 19 Touch 17) FF 16; CMD 23 (25 Grapple) Hp 58/58
Spoiler:
+4 dodge bonus FD/ 6/6 ki points

Raith halts and looks to his right falling into a defensive stance, he whispers in Varisian, "Something in the bushes to our right. Something trying to be quiet."

Raith goes defensive. AC 21/CMD 23

I'm assuming you mean by the three trees sort of northeast of us.


@Raith, no, south.


AC 21 (20)/T 13/FF 17; CMD 24, HP 76/76

Pavel puts a finger to his lips and creeps around to the south where Raith indicated the noise, trying to stay quiet.
New Stealth check if needed: 1d20 + 3 ⇒ (16) + 3 = 19


AC 19 Touch 17) FF 16; CMD 23 (25 Grapple) Hp 58/58
Spoiler:
+4 dodge bonus FD/ 6/6 ki points

I'm assuming I'm facing east on the map, so to my right is south. That probably means the bush right next to Izumi or a few squares down. That's even worse.


Yes, B to D; 5 to 7 area.


Hp: 21/30; AC:19/19/17 (22 ward, 24 PfE)
Stats:
(Mage Armor, +2 AC 1/6); DR 10/magic vs. ranged weapons (40pts); Fort+6, Ref+3, Will+5 (+2 vs. enchantments, immune sleep, resist cold 5)
Half-Elven Wizard 6

Sorin, in a non-threatening manner, begins murmuring under his breath. His hands sketch through the air, tracing what appears to be three links in a chain. The chains shrink to the size of a thumb then rapidly duplicate into a fine silvery mesh, that wraps around Sorin's hand as a silvery haze. Sorin moves over and touches Raith on the shoulder causing the nimbus to vanish, leaving a fine metallic sheen on Raith's clothes.

Mage Armor


AC 19 Touch 17) FF 16; CMD 23 (25 Grapple) Hp 58/58
Spoiler:
+4 dodge bonus FD/ 6/6 ki points

Raith's focus on the bushes is absolute. The beads of sweat run down his face as he watches Pavel move in to flush whatever's hiding out in the open. He's tight all over like a taut cord. Sorin's touch causes him to jump a bit, when the magic washes over him his eyes widen, he thanks Sorin with a nod thinking, I hope that was something helpful. He's Pavel's friend. It has to be something helpful. Wish I knew what the hell it was. I think I remember him telling me something about mage armor or the like. If this is it, it isn't much to look at..

Defensive with mage armor: AC 25/CMD 23


Male AC 17/To11/FF16, HP: 30/37 Human (Varisian/Tian mix) Cavalier 4

Izumi quietly slides his warhammer out of the holster and grips it tightly, expectant as he watches Pavel enter the brush. He tries to keep his fatigue from his mind.


A rustle in the thickets, as Pavel approaches is quickly followed by a loud shriek, as if the earth had split open and all the demons had come rushing out. Your blood freezes as a hairless humanoid, lurching on back-bent, dog-like legs, comes out from behind a bush, its hideous mouth flanked by tiny arms with three-fingered hands. His shriek is echoed by another as frightening, coming from the mound. It seems there is not one Brinestump Horror, but two...

Secret Rolls:

Initiatives
R: 1d20 + 2 ⇒ (13) + 2 = 15
S: 1d20 + 2 ⇒ (11) + 2 = 13
G: 1d20 + 2 ⇒ (20) + 2 = 22
P: 1d20 + 6 ⇒ (11) + 6 = 17
I: 1d20 + 1 ⇒ (11) + 1 = 12

1: 1d20 + 5 ⇒ (9) + 5 = 14
2: 1d20 + 5 ⇒ (9) + 5 = 14

Initiative Order
Group 1: Garand, Pavel and Raith
Group 2: Brinestump Horrors
Group 3: Sorin and Izumi

Updated Map
Garand, Pavel and Raith to start round 1.

Liberty's Edge

(AC 19/t14/ff18, hp 62 of 68) Shoanti Cleric (of Erastil) 8

Garand's voice rings out in Shoanti, an involuntary cry of outrage, as he readies his bow and lets fly an arrow.

Shoanti

Spoiler:
"Abomination!"

shortbow 1d20 + 2 ⇒ (16) + 2 = 18
piercing damage 1d6 ⇒ 4

If the creature is not an undead or aberration

Bear-spirit charges forward a second later, spurred by Garand's silent urging.

Charge and bite 1d20 + 6 ⇒ (7) + 6 = 13
damage 1d4 + 2 ⇒ (1) + 2 = 3

If the creature is an undead or aberration

Bear-spirit makes a strange barking cry, snorting as it tries to clear it's nose of the creature's unnatural scent. He refuses to approach, but remains at Garand's side, growling.


AC 21 (20)/T 13/FF 17; CMD 24, HP 76/76

Pavel abandons all pretense of stealth to run headlong for the monster, hacking at it with his sword with a grunt.
Charge diagonally to DE6 and attack Brinestump Monster 1; +2 to attack, AC 16 until next round.

Longsword w/charge: 1d20 + 6 ⇒ (13) + 6 = 191d8 + 3 ⇒ (5) + 3 = 8


Male AC 17/To11/FF16, HP: 30/37 Human (Varisian/Tian mix) Cavalier 4

Remember Izumi's banner gives +1 morale bonus to charge attacks.


AC 19 Touch 17) FF 16; CMD 23 (25 Grapple) Hp 58/58
Spoiler:
+4 dodge bonus FD/ 6/6 ki points

Raith plants most of his weight on his left foot and his left leg slides forward planting the weight on the ball of the foot lift it slightly, arms flow out at angles towards the ground. "I'm going to stay back by Sorin and Garand until the other beast shows its ugly face."

Total Defense Crane Style: AC 24/CMD 22
Keep eyes focused towards the entrance to the mound keeping my position in front of Sorin.


Round 1 - Garand, Pavel and Raith
Garand’s shaft bites deeply in the creature’s wound, then Pavel’s sword. Grey-green blood ozzes out with a putrified stench. Bear-spirit can’t find the will to advance on the horror.

Raith holds still, preparing to fight what horror would step out of the mound.

Round 1 - The Brinestump Horrors

Secret Rolls:

1: 1d20 + 3 ⇒ (13) + 3 = 16; 1d6 + 1 ⇒ (2) + 1 = 3
1d20 + 3 ⇒ (14) + 3 = 17; 1d4 + 1 ⇒ (2) + 1 = 3
1d20 + 3 ⇒ (12) + 3 = 15; 1d4 + 1 ⇒ (4) + 1 = 5

The Horror facing Pavel shrieks and attacks back. It’s fangs dig deep in the warrior’s arm and a claw lashes at his face. (-6 hp, Will save DC 12 please)

From the mound comes a second Horror. It looks at the group of companion and lifts its sword in a challenge, a sword that Izumi knows only too well, for it belonged to him, and to his father before that. His eye catches the steel that forged his youth, the steel of his family...

Updated Map
Izumi and Sorin next.

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