
Milo Keen-Eye |

~before they go back to resting~
-4HP
Kentaur would you mind giving me some additional healing; I still feel week.
~next morning~
If we are heading into those woods we will have to be alert. Hopefully those things are active only during the night, but best to be sure.
knowledge nature about 4 legged hellions: 1d20 + 4 ⇒ (5) + 4 = 9
perception during the day: 1d20 + 5 ⇒ (20) + 5 = 25
Milo leads the party into the woods to explore.
C1?

Tirnel Stargazer |

knowledge nature: 1d20 + 9 ⇒ (18) + 9 = 27
perception: 1d20 + 2 ⇒ (10) + 2 = 12
Oleg's doesn't seem like much until you have to sleep on the ground. Now I believe it to be a palace...

DM Darkvision |

Tirnel recognizes the catlike creature from his studies, it is called a brush thylacine. As far as big cats go, it is not as big or dangerous as many but is pretty tough and can travel in packs of up to 6-8. Unlike other cats it does not rely on its claws to bring down prey, but solely on its powerful jaws. It also has a smaller cousin known as the thylacine that are much weaker.
Any other perception rolls or other actions during the day for the rest of the party?

Quinray Quantreant |

perception: 1d20 + 12 ⇒ (11) + 12 = 23

Quinray Quantreant |

Are these old traps or newly placed traps. If newly placed we may want to leave them here. If old I will try to disable.
disabletrap1: 1d20 + 7 ⇒ (5) + 7 = 12
disabletrap2: 1d20 + 7 ⇒ (14) + 7 = 21
add +1 to each roll

DM Darkvision |

The traps look like they have been there for a quite a while.
As Quinray attempts to disable the first trap, his hand slips, setting the trap off.
The iron jaws SNAP SHUT!!!! Quinray's right arm is savaged and trapped (8 hp damage).
trap attack: 1d20 + 10 ⇒ (16) + 10 = 26
dam: 2d4 + 3 ⇒ (3, 2) + 3 = 8
Quinray can try Escape Artist roll or Strength check to get out of the trap. Others can make Strength checks as well.
Party action.

Quinray Quantreant |

Iknow it is to late but I have a +9 disable and + 1 for unchained. So another +2. So would be a total of 15
escapeartist: 1d20 + 9 ⇒ (7) + 9 = 16
Death by bear trap, lame way to go.

Quinray Quantreant |

Quinray tries to slip his arm from the trap using his own blood as lubrication but he can't manage to work his arm loose.
*Not likely to die as trap has done its damage. Trap was DC20 so even with +10 you fail by 5, springing the trap.
Next time I should throw a heavy rock into it

Tirnel Stargazer |

Make sure you wash that out Quinray. Metal left out in the wilderness often can be cause for infection. Good thing we have Kentaur with us!
Look around for other dangers:
perception: 1d20 + 2 ⇒ (2) + 2 = 4

Milo Keen-Eye |

Milo snorts at the bookish elf.
Have a care there Quinray, let me help you manage that thing off.
STR: 1d20 + 4 ⇒ (19) + 4 = 23
Other dangers? Otherwise continue to search the area until cleared.
perception: 1d20 + 5 ⇒ (2) + 5 = 7

DM Darkvision |

Milo grabs the jaws of the trap, his muscles straining as the metal creaks and finally parts allowing Quinray to pull his arm free.
Blood still flowing down his right arm, Quinray walks slowly over to the second trap and as the rest of the party stares at him in disbelief, he disarms it using his left hand.

Tirnel Stargazer |

Tirnel would never think to waste one of his precious spells on such a mundane event when other means are available. Brawn has its spots as they say...

Quinray Quantreant |

Quinray looks at the party. I learn from my mistakes.

DM Darkvision |

A long day of trap finding ensues, the party locates 12 more traps of the same design over the next several hours scattered throughout this area of the forest, the first 11 prove no match for Quinray's nimble fingers now that he is familiar with the design.
However the last trap has closed on the left hind leg of an unfortunate wolverine.
Party action.

Milo Keen-Eye |

Supper time and XP! Errr....I mean engage Ranger sympathy muscles. :D
Milo moves forward slowly and with a gentle voice, Easy there little fella; let me help you. Shhh.....
wild empathy: 1d20 + 1 ⇒ (2) + 1 = 3
Wild Empathy (Ex)
A ranger can improve the initial attitude of an animal. This ability functions just like a Diplomacy check to improve the attitude of a person (see Using Skills). The ranger rolls 1d20 and adds his ranger level and his Charisma bonus to determine the wild empathy check result. The typical domestic animal has a starting attitude of indifferent, while wild animals are usually unfriendly.
To use wild empathy, the ranger and the animal must be within 30 feet of one another under normal visibility conditions. Generally, influencing an animal in this way takes 1 minute, but, as with influencing people, it might take more or less time.
The ranger can also use this ability to influence a magical beast with an Intelligence score of 1 or 2, but he takes a –4 penalty on the check.

Milo Keen-Eye |

Undeterred by the snarling and display of savagery, Milo offers the beast some of his food and water. Easy now...easy....
wild empathy: 1d20 + 1 ⇒ (13) + 1 = 14

Milo Keen-Eye |

Milo continues to speak in soft quiet tones to the carcajou.
Looking at Tirnel-I'm going to try and pry the trap open without getting bit. Can you help me by casting that grease spell on the trap. I'm hoping between the two little Mrs. here can get free.
strength: 1d20 + 4 ⇒ (6) + 4 = 10

Tirnel Stargazer |

Milo begins to mark the wood that he will soon shape-I hope Oleg is able to procure the correct varnishes and finishing stain. This could be a mighty weapon of war.
perception: 1d20 + 2 ⇒ (16) + 2 = 18

Quinray Quantreant |

Entry got eaten.
perception: 1d20 + 12 ⇒ (8) + 12 = 20

DM Darkvision |

when: 1d5 ⇒ 5
stealth: 1d20 ⇒ 5
Shortly before dawn, Quinray hears something moving through the forest as though it is trying to be stealthy but is not doing a very good job. After listening for a couple of minutes the sounds continue to get closer and based on the pattern of the noise he believes it may be one or more humanoid creatures closing in on the camp. He quietly wakes the others.
You may have 1 round before they are upon the camp.

Tirnel Stargazer |

Tirnel exits his meditative state and readies his bow and his spells, trying to put his back to a tree or some other cover so he can't be surprised as easily from the rear.

DM Darkvision |

Two humanoids leap forward out of the foliage, they resemble anthropomorphic toads, complete with webbed hands and feet, large eyes, and overly wide mouths.
The one on the left let's out a hideous croak: DC13 will save or be shaken for shaken rounds: 1d4 ⇒ 4
Shaken
A shaken character takes a –2 penalty on attack rolls, saving throws, skill checks, and ability checks. Shaken is a less severe state of fear than frightened or panicked.
Party action

Milo Keen-Eye |

What in the world?
Knature: 1d20 + 4 ⇒ (11) + 4 = 15
Will: 1d20 + 1 ⇒ (20) + 1 = 21
Milo swings his falchion in a deadly arc:
falchionPA: 1d20 + 4 ⇒ (2) + 4 = 6
2d4 + 9 ⇒ (3, 2) + 9 = 14

Quinray Quantreant |

Readied bow
Point blank range
LB: 1d20 + 7 ⇒ (15) + 7 = 22
damage: 1d8 + 1 ⇒ (5) + 1 = 6
willsave: 1d20 + 2 ⇒ (7) + 2 = 9