"Yeah, most nobleman are pretty attached to their purse strings, like they have nothing else to offer people"
I wonder if I am just jealous of him. Maybe I am...I don't know...I wish I could believe him at face value, but there is something more to him...I think.
Before following Aldern ahead of the group, Calla dismounts to get a better look at the tracks. She can confirm that these are indeed boar tracks and droppings. From her observations, she thinks that several boars have passed through here in the last few days and they all seem to be small specimens.
Venmirl steps back to attack a goblin but the quick creature jumps out of the way. The goblins continue their relentless attack, once again surrounding Venmirl. One of them slips under his guard and slashes at his poorly protected calf. The goblin then backs up, a devious smile on his face as he licks the blood on his blade. The cut isn't deep but Venmirl knows he can't take those hits forever.
2 more points of damage
The unarmed goblin tries to disarm Venmirl who gets an AoO.
The now unarmed goblin snarls in frustration. He drops his small shield and comes at Venmirl with his bare hands, trying to grab his morningstar. Venmirl react by swinging wide at the little freak. His blow fails to connect but keeps the goblin at a safe distance.
Venmirl steps back to attack a goblin but the quick creature jumps out of the way. The goblins continue their relentless attack, once again surrounding Venmirl. One of them slips under his guard and slashes at his poorly protected calf. The goblin then backs up, a devious smile on his face as he licks the blood on his blade. The cut isn't deep but Venmirl knows he can't take those hits forever.
2 more points of damage
The unarmed goblin tries to disarm Venmirl who gets an AoO.
Attack roll and damage: 1d20+4 , 1d8+4
The now unarmed goblin snarls in frustration. He drops his small shield and comes at Venmirl with his bare hands, trying to grab his morningstar. Venmirl react by swinging wide at the little freak. His blow fails to connect but keeps the goblin at a safe distance.
Invisible post.
Oh, and the roll is: 1d20 + 4 = (8) + 4 = 12 , 1d8 + 4 = (3) + 4 = 7
After waiting for Aldern and his party take their forward position, you let the servant take the lead. You slowly follow the boars' tracks while beating the undergrowth for your game. After a few minutes of this, you suddenly hear a short snort and you seem some movement in the plants ahead. It seems you flushed out one of your quarry. Your guide sounds his horn and the hunt is on.
Izbahn and Naomi can make a perception check. If you beat DC 10, you can spot the small boar in the bushes. If you fail, the boar as total concealement but you can still see in which 'square' it is, thanks to the rustling it causes as it runs through the undergrowth.
Hearing a horn sound, the servant with Aldern grabs his own horn and sounds it, to signal his position. Aldern and his group slowly make their way toward the sound of the first horn, eager for the kill.
More hunting 'rules'
For now, all this boar is going to do is try to get away from you so we'll do the rounds a bit differently. Since this is a pursuit, we won't do the usual 'I go, you go' system but we'll just calculate the changes in the distance separating you and the boar. Each round, it double moves 80 ft. and it's presently 30 ft. from the beating group. Your horses have a speed of 50 ft. so they can possibly move up to 100 ft., gaining 20 ft. on the boar. However, the small boar has a much easier time navigating the undergrowth then the bigger horses. Each round that you urge your mount to double move, you must make a DC 10 ride check. If you fail, your mount only moves 75 ft., losing 5 ft. on the boar. If you fail by 5 or more you only move 50 ft., losing 30 ft. on the boar. You can also make a single move without any checks. The standard penalties and consequences of mounted ranged attacks and spellcasting still apply here.
To anyone who actually knows something about boar hunting: I know this is probably all wrong. I'm pretty much making this up as I go along.
How far is the kill group from the boar? Are they chasing it towards us?
Yes, that's the goal. As for the distance, it's hard to judge since there's only the horn call to help you with that. Probably something between 300 to 500 feet.
The pursuit is on but only Aldern's hireling manages to get closer to the boar. Naomi barely keeps up with it and Izbahn almost falls from his horse when it rears, refusing to do go forward for a couple of seconds. Izbahn regains control and continues the pursuit but he's now far behind. The servant once again blows his horn to signal his position. To Aldern's group, the horn call sounded closer this time. It seems like the plan is working.
Let's not forget that the boar still has total concealment with Naomi. You can try another perception check this round to remove that condition.
Distances
Naomi 35 ft. from the boar
Izbahn 60 ft.
Servant 10 ft.
Continuing to battle the goblins, Venmirl hasn't been able to land a solid blow so far. The unarmed goblin takes a step back and looks around for something he could use as a weapon. Instead, he spots a big fat mushroom growing on a tree stump. He breaks it off and devours it in a couple of bites. The other two goblins are still flanking Venmirl. They dart in and out of his range, taunting him. Still, this time, the inquisitor manages to keep is cool and avoids or blocks all the dogslicers coming his way.
Izbahn decides now that horses and himself will never get along well. Probably due to the accident he had when he was young and he was nearly trampled by his brothers old mare. Strange, ever since that point, he never got along well with horses.
Calla clutches her spear closely and looks to Aldern for guidance, wondering if she should ride forward or dismount and trust the other group to drive the boar towards her and her waiting spear...
Venmirl is starting to figure out the goblins' tricks. He delivers a solid blow to a goblin's head but the little creature barely manages to turn with the blow, leaving him with a great gash across his head rather then a crushed skull. Badly wounded, this goblin loses his cool, drops his weapon and flees (no crit and the gobbo withdraws). The unarmed goblin tries to take advantage of this. He moves to the routed goblin's former position and leans down to retrieve the dogslicer. This leaves him open to the wrath of the shoanti for a split second ...
Picking up an object provokes an AoO from Venmirl.
Attack roll 1d20 + 4 ⇒ (14) + 4 = 18 and damage 1d8 + 4 ⇒ (6) + 4 = 10.
... and this costs him his life. Venmirl strikes him down but, in doing so, has to turn his back on the remaining goblin. The little rascal slashes him across the back, leaving a deep and nasty cut (4 points of damage).
Venmirl is at 6/14 hp but he now only faces 1 goblin. The other 2 are respectively on the run and dead.
To speed things along, I'll roll for Naomi. I hope you don't mind. Ride check: 1d20 + 3 ⇒ (2) + 3 = 5 , Perception check: 1d20 + 2 ⇒ (14) + 2 = 16.
As both Izbahn and Naomi struggle to navigate their mount through the undergrowth, Aldern's servant remains close to the small boar, guiding it toward his master. Naomi gets a good view of the boar and she send a sling bullet toward it.
Attack roll (-4 for double moving on a mount): 1d20 - 1 ⇒ (10) - 1 = 9 , Damage: 1d4 - 1 ⇒ (2) - 1 = 1.
Sadly, her mount's movements make her miss.
Meanwhile, responding to Syeira's excitement, Aldern leads his group forward. Soon enough, you all see movement up ahead. There's some in the lowers bushes and, following closely, is one of the manservant.
The same 'ride rules' still apply here. Also, like the others, you must make a DC 10 perception check to negate the boar's concealment or move adjacent to it where it no longer applies.
Distances
Naomi 40 ft. behind the boar
Izbahn 65 ft. behind the boar
Servant1 5 ft. behind the boar
Aldern, Servant2, Syeira and Calla 60 ft. in front of the boar
Perception DC 8 for Izbahn and DC12 for Naomi:
You gaze is drawn to a shadowy figure in the bushes to Izbahn's left. It's another boar, this one much larger. From the way it's scratching the ground, it seems about to charge.
Calla, seeing the battle closing, decides to dismount and wait for the boar to come closer. She readies her spear for a throw, hoping to get a good shot...
Readied action to throw the spear if the boar gets within 40 feet. DC 10 Perception check to negate concealment: 1d20 + 6 ⇒ (4) + 6 = 10. Whew! Barely Passed.
Her shot goes wide though, and she frowns when she realizes this could end badly. Why is it everytime she got into a fight since coming to Sandpoint, there were always to many for her way of fighting?
Venmirl turns to face his last remaining enemy. He swings widly at the goblin, trying to end this quickly. The quick creature manages to side step the blow and returns the favor. He lashes at Venmirl, almost lacerating his face but cutting him deep in his shoulder instead (4 more points). Venmirl is starting to feel weak from the pain and the lost blood.
Wow, the little guy is on a roll. Venmirl is at 2/12. Edit: make that 2/14
The Varisian dancer is the first to react. She pulls an arrow on her bow and shoots it from horse back at the boar. It whines and snorts as the projectile sinks in its back but it continues forward. It soon finds itself in Calla's range. The huntress eaves her large spear at the boar. Her throw is strong and her aim is true. The weapon completely skewers the animal, entering one of its side and leaving through the other. It squeals loudly one last time and then remains still and silent.
Edit: It should actually be 1d20+0 here (since the goblin dog 'itching' dex and cha penalty still applies) but it changes nothing.
And, with this, the hunt seems already over. Aldern cheers at the kill but those who look closely at him see a slight disappointment in his face. A hundred feet from there, however, another member of the group faces a bigger danger.
Calla lets out a whoop and smiles at Syeira, then takes out her other spear and moves forward into the woods towards wherever she heard Izbahn yell from... when it comes around to my turn again.
Having spotted this other and bigger boar, Izbahn brings his mount to a stop and concentrates to project a spell at it while Naomi makes her sling whirl and sends a bullet at it. Sadly, the flashy light spell seem to have little effect on the boar and Naomi's bullet flies wide of its target.
Undeterred, the boar snorts and squeals loudly has it charges out of the bushes. It violently gores Izbahn's horse. The poor mount rears, wounded and panicked. Izbahn barely holds on but he has now little control on the animal beneath him (ride check to stay on 1d20 + 1 ⇒ (6) + 1 = 7; see the 'control mount in battle' entry in the Ride skill description for the next round).
You all hear he ruckus caused by this bigger boar ... even Venmirl, ok not really.
You hear Izbahn yelling some rather colorful metaphors out loud, as he tries to keep his horse from bolting or throwing him off.
Unfortunately since I failed my Ride check, I can do nothing else this round.
I guess my post wasn't really clear, sorry. The ride check I posted was to stay in the saddle after your mount took damage, which you succeeded. What I meant is: if you stay on horsy, you must make a DC 20 ride check as per the control mount in battle thing. You could also try to dismount (which is also a move action) but between the mad boar and the panicking horse this might also be dangerous.
Naomi grimaces as the boar gores Izbahn's horse, and tries to turn her horse toward it, riding closer as wrenches her small mace from her belt.
Ride:1d20+3
"Izbahn, if you've got something stronger, now would be the time to use it!"
You were close enough that you can attack this round, if you wish. You also get a +1 bonus for being on higher 'ground' but just remember that most of your mounts aren't really trained for heavy combat.
Syeira closes the distance between her and Izbahn but she can't do anything before the boar attacks again.
Venmirl steps back and grabs his totem to heal himself. The goblin follows close behind, dogslicer raised high. "Me kill longshank!" Venmirl is ready for him this time and deflects the blow aside with his klar.
I guess my post wasn't really clear, sorry. The ride check I posted was to stay in the saddle after your mount took damage, which you succeeded. What I meant is: if you stay on horsy, you must make a DC 20 ride check as per the control mount in battle thing. You could also try to dismount (which is also a move action) but between the mad boar and the panicking horse this might also be dangerous.
Ok Izbahn will stay in the saddle, and try to guide the mount away from the boar's attacks.
Ride 1d20 + 1 ⇒ (19) + 1 = 20
Wow, I didn't expect to make that. Ok so that takes only a move action, so as a standard action, cast Mage Armor on myself, AC now 15.