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Mild spoiler, question about DC error:
On page 31, the secret door in room D5 has two different Perception DCs to find it. Which is correct?


The male ogre reaches out to grab Aerel, his massive hands large enough to circle and crush the elf's head. The ogre raises the struggling archer high into the air, laughing a hideous and guttural laugh, before beginning to squeeze...

CMB check - no AoO due to reach: 1d20 + 9 ⇒ (14) + 9 = 23

Lysander. If you want to just run and leave Aerel to his fate, we can move on, or you can stick it out and watch (and maybe try to get back to intervene) in case you think there's still hope...


The spiderlike being wavers under Benedict's strike, but resolutely stays upright. Jie's sword is more than enough to finish off one of the spiders, however, and Lissa moves back to the north to strike at the other, cutting it down as well.

Glaive attack: 1d20 + 3 ⇒ (16) + 3 = 19, damage: 1d10 + 4 ⇒ (6) + 4 = 10

Amkarang still to go. Only the ettercap is still up.


Grum's blade is savage, sending a spray of ichor across the swamp as the spider-like being reels. It attempts to regroup, hoping another venomous bite might slow down the mighty warrior; when that fails to land, it slashes at him with razor-sharp claws, managing to cut him twice and leaving the half-orc reeling.

Bite attack: 1d20 + 5 ⇒ (7) + 5 = 12, damage: 1d6 + 2 ⇒ (4) + 2 = 6 plus a DC 15 Fort save

Claw #1: 1d20 + 5 ⇒ (20) + 5 = 25, damage: 1d4 + 2 ⇒ (3) + 2 = 5; crit confirm: 1d20 + 5 ⇒ (3) + 5 = 8, crit damage: 1d4 + 2 ⇒ (2) + 2 = 4
Claw #2: 1d20 + 5 ⇒ (11) + 5 = 16, damage: 1d4 + 2 ⇒ (3) + 2 = 5

Everyone but Grum.


While no one in the group has a map, this post summarizes what you all know about the area.


Back from GenCon, and feeling something closer to human finally.

The female ogre raises her club, then brings it down heavily toward Aerel. The archer tries to dodge aside, but the club catches him a "glancing" blow that sends him flying into a nearby bush, ribs shattered.

Greatclub attack: 1d20 + 7 ⇒ (9) + 7 = 16, damage: 2d8 + 7 ⇒ (6, 3) + 7 = 16

Aerel, you can go now.


Check the top of the thread.


Benedict is correct.


Benedict cuts deep into the spider-like humanoid, while Jie's crossbow bolt finds its mark as well, causing a spray of ichor. The two spiders in the trees rush forward, hoping to take advantage of their entangled prey. One sprints for Grum, mandibles snapping - and they gleam with an ominous wetness. Even shrouded in the webbing, though, Grum has no difficulty keeping the venomous mandibles away from his flesh.

Bite attack on entangled Grum: 1d20 + 2 ⇒ (5) + 2 = 7, damage: 1d6 ⇒ 2 plus a DC 14 Fort save.

The other rushes up from behind, but Amkarang and Lissa are ready. Amkarang's hammer finds its mark twice, but the spider keeps coming.

Amkarang readied attack, entangled: 1d20 + 6 - 2 ⇒ (16) + 6 - 2 = 20, damage: 1d8 + 4 ⇒ (2) + 4 = 6
Lissa readied attack: 1d20 + 3 ⇒ (6) + 3 = 9, damage: 1d10 + 4 ⇒ (4) + 4 = 8

Amkarang AoO, entangled: 1d20 + 6 - 2 ⇒ (11) + 6 - 2 = 15, damage: 1d8 + 4 ⇒ (2) + 4 = 6
Lissa AoO: 1d20 + 3 ⇒ (1) + 3 = 4, damage: 1d10 + 4 ⇒ (1) + 4 = 5

Bite attack on entangled Amkarang: 1d20 + 2 ⇒ (2) + 2 = 4, damage: 1d6 ⇒ 1 plus a DC 14 Fort save.

You guys.


The night passes without event, but the chill is harsh. Even those huddled near the small fires your group is forced to risk feel the cold deep in their bones, and many wake up with frost on the makeshift blankets they have made from cloaks or long dresses. The night's silence is occasionally punctuated by faint sounds that manage to carry from Phaendar, and the sounds are, without exception, screams.

Finally, dawn arrives, crisp and pale, the breath of the watchers on guard misting the sparkling air. With the new day, the band of Phaendarite refugees have a chance to assess their situations, what they have brought with them - and what they have lost.

First order of business: the refugees have to be fed from your Provision Points. Do you want to give everyone a full ration, a half ration, or nothing? A character who eats only a half portion takes a –2 penalty on attack rolls, damage rolls, ability checks, skill checks, and saving throws until she consumes a full portion. If a person eats half provisions more than 3 days a week, she doesn’t have enough body fat to endure starvation for long, and must begin making Constitution checks each day to avoid taking nonlethal damage.

If a person eats no provisions in a day, she takes the –2 penalty on all attack rolls, damage rolls, ability checks, skill checks, and saving throws listed above. Typically, a character can go without water for 1 day, or food for 3 days before making Constitution checks to avoid taking nonlethal damage. Remember that a character who takes any nonlethal damage from starvation or thirst also becomes fatigued, imposing additional penalties.

And once you make that decision, you'll need to decide what your plans are for the day, both for you guys and for the followers.


Ko's onslaught easily dispatches another bird. Of the four that remain, two are badly wounded and seem unwilling to approach you for fear of further hurt, while the ones that threaten Okian and Otto are essentially unharmed.

Mira, if you're still with us?


Sorry, guys, my work locked me out of Paizo a couple of weeks ago, and my time outside of work to be online has been really really limited recently. I apologize profusely. I am going to keep trying to keep the game going, but I think I should warn you that the pace is going to be really slow - I likely won't be posting more than two-three times a week. If that's too slow for you guys, I understand.


Her companion climbs after her, or tries to.

Climb check: 1d20 + 7 ⇒ (4) + 7 = 11

Climb check: 1d20 + 7 ⇒ (18) + 7 = 25

Although when he finally makes it to the top of the ridge he has no weapon readied, it's all too easy to imagine what he might be able to accomplish with his bare hands.

Lysander can do something now if he wishes... before things start to get bad for Aerel.


Sorry, guys, my work locked me out of Paizo a couple of weeks ago, and my time outside of work to be online has been really really limited recently. I apologize profusely. I am going to keep trying to keep the game going, but I think I should warn you that the pace is going to be really slow - I likely won't be posting more than two-three times a week. If that's too slow for you guys, I understand.


Sorry, guys, my work locked me out of Paizo a couple of weeks ago, and my time outside of work to be online has been really really limited recently. I apologize profusely. I am going to keep trying to keep the game going, but I think I should warn you that the pace is going to be really slow - I likely won't be posting more than two-three times a week. If that's too slow for you guys, I understand.


Sorry, guys, my work locked me out of Paizo a couple of weeks ago, and my time outside of work to be online has been really really limited recently. I apologize profusely. I am going to keep trying to keep the game going, but I think I should warn you that the pace is going to be really slow - I likely won't be posting more than two-three times a week. If that's too slow for you guys, I understand.


Ready for what?


Lissa's Perception: 1d20 + 6 ⇒ (5) + 6 = 11

Seeing Grum stepping forward, sword raised to cut through the webbing ahead of the group, something near the cabin decides that's far enough and suddenly scuttles free of the shadows below the redoubt. It looks humanoid, roughly, but its face is more spider-like than human, and sickle-like claws are where its arms should be.

Knowledge (dungeoneering), DC 13:
The creature is an ettercap, creatures known for laying tricky traps with webs and training spiders like pets.

It scrambles through the trees, moving quickly through the canopy over the quicksand toward the group. Even as it does, sticky ropes of webbing fly from the trees, attempting to ensnare Amkarang and Grum. The sticky silk wraps around them, leaving them caught like flies.

Web attack on Grum, ranged touch: 1d20 + 5 - 4 ⇒ (17) + 5 - 4 = 18
Web attack on Amkarang, ranged touch: 1d20 + 5 - 2 ⇒ (19) + 5 - 2 = 22

Initiatives:
Benedict: 1d20 + 3 ⇒ (11) + 3 = 14
Jie: 1d20 + 3 ⇒ (11) + 3 = 14
Grum: 1d20 + 1 - 2 ⇒ (3) + 1 - 2 = 2
Amkarang: 1d20 + 2 - 2 ⇒ (18) + 2 - 2 = 18
Lissa: 1d20 + 2 ⇒ (8) + 2 = 10

All-Eyes: 1d20 + 7 ⇒ (14) + 7 = 21
Giant Spiders: 1d20 + 3 ⇒ (3) + 3 = 6

Initiative Order:
The ettercap, then
Amkarang, Benedict, Jie, Lissa, then
the spiders, then
Grum.

The ettercap scrambles closer still, until it is right over Grum, then it drops down on him, its fangs flashing.

Bite attack: 1d20 + 5 ⇒ (15) + 5 = 20, damage: 1d6 + 2 ⇒ (5) + 2 = 7, plus a DC 15 Fort save.

Amkarang, Benedict, Jie, and Lissa.


Lysander holds, unable to find a way back to Aerel, is forced to wait and see whether his friend can free himself.

The ogres continue to struggle up the hillside. Finally, though, the female makes it up, looming over Aerel.

Ogre's Climb: 1d20 + 7 ⇒ (15) + 7 = 22

She pulls free the massive club on her back, and raises it threateningly.

Aerel. Now is your moment, sir.


Jie's pokes turn out to be wise - what look like shallow basins with just a few inches of water turn out to be much deeper beds of soaking wet sand and mud, eager to clutch at unwary feet. Benedict's sharp eyes not only note the quicksand ahead of him, but also the thin, almost invisible stretch of webbing on the pathway ahead.

GM Screen:
All Eyes' Stealth: 1d20 + 7 ⇒ (9) + 7 = 16
Giant Spider #1: 1d20 + 11 ⇒ (14) + 11 = 25
Giant Spider #2: 1d20 + 11 ⇒ (9) + 11 = 20

Perception, DC 22:
There's a creepy, semi-humanoid figure with scythe-like forelimbs and a spider-y face clinging to the underside of the redoubt ahead of you.

...DC 23:
...as well as a human-sized spider in the trees ahead of you to the right.

...DC 26:
Did I say one spider? I meant two. This one's actually just to the right and behind the group, only about ten feet away.


Do you want to try the alternate skill roll?


That's correct. Lysander, it's you.


At this point, we can probably move out of spoilers for Group 2.


Touching an egg is a move action.

Otto floats up and claims a second egg for Pentakill, and the scoreboard registers another 2 points for the team.

Mira, Ko, Okian?


Benedict sees no signs of tracks, nor does Jie see anyone lurking in the trees, but careful examination immediately reveals to all of you that the tree branches are thick with sheets of spider webbing.

Ahead, a structure is visible through the gloomy trees, no doubt the Redoubt - but it's both smaller and much less occupied than you had hoped. No larger than a typical forester's cabin, it is built into the lowest branches of the largest tree in the area, one climbing up from a small hillock surrounded by what looks like ankle-deep water.


After about an hour's worth of work, the refugees have cobbled together shelter for a little less than half their number. You have 15 spaces and, allowing for the PCs and the three Small-sized refugees, you need 33.

Calliae is not at all concerned about rain - it probably feels pretty good, in fact - but she's no more resistant to the chill than anyone else.


The other Phaendarites nod at Quinn's words, setting to work trying to put together whatever shelters they can manage.

Vane's Survival: 1d20 + 5 ⇒ (5) + 5 = 10
Kining's Survival: 1d20 + 6 ⇒ (5) + 6 = 11
Carmine's Survival: 1d20 + 4 ⇒ (10) + 4 = 14
Farrow's Survival: 1d20 + 4 ⇒ (16) + 4 = 20
Clidon's Survival: 1d20 + 4 ⇒ (9) + 4 = 13

Unfortunately, the area is pretty poor in useful materials, and the end result is only enough places for six people.

You guys can try your own Survival checks if you'd like.


You leave the Phanedarites to their work and head off toward the Ranger redoubt. It's in a smaller, "satellite" wood separated from the larger Fangwood by a gap of a few hundred yards, but none of you knows the name of this fell, if indeed it has one. Entering the smaller copse feels distinctly different than traveling through the Fangwood, however. The forest grows thick here, trees pressed close together with their branches intertwined. A gloom hangs in the air. Foliage around the base of the trees is sparse, stunted by lack of sunlight. The songs of birds and noises of small animals have ceased, adding to the eerie atmosphere of the ancient woods.


FYI: my work shut off my access to Paizo, so I'm only able to post in the evenings.

Benedict: you are completely healed. How many checks you might be able to make depends on how long you spend out scouting, but you can definitely make multiple checks if you like. The fatigue will definitely affect your followers.

Jie: This morning's light flurries were, thankfully, the only precipitation you'll see today, and tonight you expect that it won't quite get below freezing. It'll be blustery, but the afternoon should be pretty comfortable.

Serving out the morning's food helps restore some of the group's morale, and they take to their assigned tasks with a will.

Modifying the plan because of the fatigue problem: Tushina, Shillein, and Geerum will guard the existing flock.

Jet's Survival: 1d20 + 5 - 2 ⇒ (11) + 5 - 2 = 14
Kining's Survival: 1d20 + 6 - 2 ⇒ (11) + 6 - 2 = 15
Netthias' Survival: 1d20 + 5 - 2 ⇒ (19) + 5 - 2 = 22
Farrow's Survival: 1d20 + 4 - 2 ⇒ (15) + 4 - 2 = 17
Clidon's Survival: 1d20 + 4 ⇒ (7) + 4 = 11

Mershan's Handle Animal: 1d20 + 4 - 2 ⇒ (8) + 4 - 2 = 10
Andrum's Handle Animal: 1d20 + 4 - 2 ⇒ (20) + 4 - 2 = 22
Toriya's Handle Animal: 1d20 + 5 - 2 ⇒ (16) + 5 - 2 = 19
Likolm's Handle Animal: 1d20 + 4 - 2 ⇒ (17) + 4 - 2 = 19
Phersi's Handle Animal: 1d20 + 4 ⇒ (11) + 4 = 15
Ednu's Handle Animal: 1d20 + 4 - 2 ⇒ (14) + 4 - 2 = 16
Minshiel's Handle Animal: 1d20 + 4 ⇒ (8) + 4 = 12
Rori's Handle Animal: 1d20 + 4 - 2 ⇒ (4) + 4 - 2 = 6
Varesha's Handle Animal: 1d20 + 5 - 2 ⇒ (7) + 5 - 2 = 10
Tamran's Handle Animal: 1d20 + 5 - 2 ⇒ (5) + 5 - 2 = 8
Ramtan's Handle Animal: 1d20 + 5 - 2 ⇒ (15) + 5 - 2 = 18
Imiraq's Handle Animal: 1d20 + 4 - 2 ⇒ (1) + 4 - 2 = 3

That's 18 Provision Points, and 5 more animals.

GM Screen:

Hour #1: 1d100 ⇒ 94
Hour #2: 1d100 ⇒ 8
Hour #3: 1d100 ⇒ 18
Hour #4: 1d100 ⇒ 44
Hour #5: 1d100 ⇒ 7
Hour #6: 1d100 ⇒ 3
Hour #7: 1d100 ⇒ 35
Hour #8: 1d100 ⇒ 52


Okian's first attack strikes the "terror bird" easily, but the beast dodges the second fairly easily. Still, the wound drives the bird away, sending it fleeing to huddle against the far wall.

Most of the other birds are not so reticent, however, and snap their beaks toward the heroes. None manages to make contact, and even Otto's illusions are safe.

Bite on Oster: 1d20 + 5 ⇒ (6) + 5 = 11, damage: 1d8 + 6 ⇒ (5) + 6 = 11
Bite on Okian: 1d20 + 5 ⇒ (14) + 5 = 19, damage: 1d8 + 6 ⇒ (1) + 6 = 7
Bite on Ko: 1d20 + 5 ⇒ (1) + 5 = 6, damage: 1d8 + 6 ⇒ (6) + 6 = 12
Bite on Otto: 1d20 + 5 ⇒ (6) + 5 = 11, damage: 1d8 + 6 ⇒ (5) + 6 = 11, mirror image: 1d3 ⇒ 3

The crossbows mounted on the birds' backs are less forgiving, however. As the first one fires, the bird jerks - almost angrily - and Mira and Oster try to take advantage of the sudden opening. Oster's blade cuts lightly, but it is just enough to drop the bird before the crossbow fires. The others largely miss - though Ko dodges only from a quick shout from Mira - but Oster takes yet another bolt.

Mira's AoO: 1d20 + 7 + 2 ⇒ (8) + 7 + 2 = 17, damage: 1d6 + 1 ⇒ (1) + 1 = 2
Oster's AoO: 1d20 + 8 + 2 + 2 - 2 + 3 ⇒ (18) + 8 + 2 + 2 - 2 + 3 = 31, damage: 1d6 + 2 + 4 ⇒ (1) + 2 + 4 = 7, crit confirm: 1d20 + 8 + 2 + 2 - 2 + 3 ⇒ (3) + 8 + 2 + 2 - 2 + 3 = 16, crit damage: 1d6 + 2 + 4 ⇒ (1) + 2 + 4 = 7

Crossbow on Oster: 1d20 + 10 ⇒ (15) + 10 = 25, damage: 1d10 ⇒ 6
Crossbow on Mira with cover: 1d20 + 10 ⇒ (8) + 10 = 18, damage: 1d10 ⇒ 7
Crossbow on Okian: 1d20 + 10 ⇒ (3) + 10 = 13, damage: 1d10 ⇒ 2
Crossbow on Ko: 1d20 + 10 ⇒ (11) + 10 = 21, damage: 1d10 ⇒ 5
Crossbow on Oster: 1d20 + 10 ⇒ (2) + 10 = 12, damage: 1d10 ⇒ 7, mirror image: 1d3 ⇒ 1

You guys.


Lissa untrained Survival: 1d20 + 2 ⇒ (12) + 2 = 14

Nothing doing.

Netthias insists that the leadership and Aubrin take the spots in his shelter.

Jet 1d20 ⇒ 3
Rhyna 1d20 ⇒ 8
Kining 1d20 ⇒ 6
Farrow 1d20 ⇒ 14
Clidon 1d20 ⇒ 17
Mershan 1d20 ⇒ 16
Andrum 1d20 ⇒ 4
Toriya 1d20 ⇒ 5
Likolm 1d20 ⇒ 12
Salesi 1d20 ⇒ 5
Yangvit 1d20 ⇒ 12
Phersi 1d20 ⇒ 17
Ednu 1d20 ⇒ 11
Tushina 1d20 ⇒ 20
Shillein 1d20 ⇒ 20
Minshiel 1d20 ⇒ 18
Rori 1d20 ⇒ 10
Geerum 1d20 ⇒ 17
Varesha 1d20 ⇒ 9
Tanram 1d20 ⇒ 4
Ramtan 1d20 ⇒ 6
Imiraq 1d20 ⇒ 13

That would put Tushina, Shillein, Minshiel, Clidon and Phersi (still recovering from the witchcrow attack) in the other shelter.

The next night is a bit colder than the night before, and there is frost on the ground when you next waken. Those who slept out are cold indeed, despite the small fires dotting the campsite, and all are quite fatigued.

New day, and new plans. You're just a couple miles from the Ranger redoubt - what are you and your followers doing today? And how well are they being fed?


Group 2:

Furious, the larger ogre tries again to climb the slope.

Climb: 1d20 + 7 ⇒ (2) + 7 = 9

Climb: 1d20 + 7 ⇒ (4) + 7 = 11

I seriously don't know what to say. As for covering fire, Lysander, the maximum distance you can see in a forest of this type is 2d8 ⇒ (4, 2) = 6 x 10 feet, and you are currently 90 feet away. So no, at the moment, you are 30 feet too far (one card, basically) to be able to give covering fire. If you decide you want to go backward, leaving a card in either direction is the same roll, so if you want to do it, you can.


Sorry - my company shut off access to Paizo yesterday, literally in the middle of a post I was making to this thread. That's going to have an impact on my ability to keep post rates up, unfortunately.

Edvard:
The burned-out ruin of Maldeen's cabin is about 8 miles due east from your current location, basically right along the same line of travel as you would take to reach the Ranger redoubt Raska's voting for. Through the forest, without roads or the like, it would take your group a full day's travel to reach it; since you burned it down, though, there would be some effort required to make it habitable again.


Group 2:
Seeing Lysander slip away, the female ogre's humor disappears and she tries to climb after him.

Climb: 1d20 + 7 ⇒ (4) + 7 = 11

She has no better luck than her companion, shocking everyone.

Climb: 1d20 + 7 ⇒ (3) + 7 = 10

The RNG is being so nice to you. Aerel, try again?


Ko's flurry of fists and blades annihilates another beast.

Okian?


Grum's willingness to engage in cannibalism notwithstanding, Jie doesn't know if it tastes good because eating thinking beings is generally frowned on in civilizied society.


Drakes are intelligent beings, eating one is an evil act.


Okay, from here til the end of this book of the AP, you guys are kind of in the driver's seat as to what happens next, where you go, etc. There will be outside events that will happen regardless, but you're really going to be the ones making the decisions.

Under the Campaign Info tab, you'll see the list of everyone you have rescued, along with a list of various tasks you can assign your followers every day. If you want to just try to move the band, the group as a whole makes about 8 miles of progress a day through the forest.

Of immediate interest might be temporary shelter in the forest. The Fangwood Forest and Nirmathas in general are temperate, with frequent light rains. Shelter can be as simple as an abandoned home, a cave, a lean-to, a ruin, a tent. If a shelter option isn’t immediately available, a character can construct a temporary shelter sufficient for one Medium-sized creature or two Small-sized creatures with a successful DC 15 Survival check and 1 hour’s work; for every 2 points by which this result exceeds 15, the shelter can accommodate one additional Medium creature or two additional Small-sized creatures.

(Note that this set of rules is different from what's in the Campaign Tab - that's because what's in the Campaign Tab takes all day but produces something that will last for at least several days' shelter, while this will basically just cover one night, but only takes an hour to get set up.)

Sleeping without a shelter is cold and often wet, exposing a character to the elements and leaving her fatigued the next day. If she sleeps without shelter a second day, she awakes exhausted, which persists until she can find shelter to rest in for a night.


The river drake is worth another 160 XP each.


You can indeed call for an Aid Another in that fashion, Benedict.

Benedict and Jie leave the drake staggering, and Grum's massive blade ends the draconic threat.

The nearby island proves to be the drake's lair, and you recover a few items of apparent value from it: a decorated electrum serving tray (worth 110 gp), an engraved jade scarab (worth 85 gp), a candelabra, holy symbol and mask all made of silver and bearing the insignia of the god Razimir (worth 175 gp total), a small collection of semiprecious stones worth a total of 29 gp, and a pair of magical elixirs.

The rest of the day proves largely uneventful, and you call a halt while there's still a little sunshine left, to start building shelters again. You're pleased to learn that, with the sheer number of people you are traveling with who understand the basics of animal husbandry, none of your recovered livestock was lost on the trip. You're just over a mile from where the Ranger redoubt should be.

Setting up shelters for the night:
Jet's Survival: 1d20 + 5 ⇒ (2) + 5 = 7
Kining's Survival: 1d20 + 6 ⇒ (7) + 6 = 13
Netthias' Survival: 1d20 + 5 ⇒ (20) + 5 = 25
Farrow's Survival: 1d20 + 4 ⇒ (3) + 4 = 7
Clidon's Survival: 1d20 + 4 ⇒ (10) + 4 = 14

It's clear that the area isn't as well-suited to finding shelter materials as your previous spot.

So far, the NPCs have only come up with shelter for 6 of your group. Can the PCs make up the difference?


The aurochs is worth 120 XP each.


Bunko's hammer catches the bull in a kneecap as it runs past, sending it crashing to the ground with a loud crack. It hits its head as it goes down, then slumps entirely.


Quinn's consultation is not encouraging - though the Fangwood will no doubt shield the Phaendarites from pursuit, there is little in the way of good shelter beneath its branches. There also aren't very many surrounding towns; the closest town is Cavlinor, founded where the Marideth and the Deepcut Rivers meet, about ten miles to the south and on the wrong side of the river from the hobgoblins at the moment. It's not really much of a town, either; a permanent population of two dozen elves tends the grove of trees being cultivated into living elven structures, while another two- to three-dozen visitors investigate the region’s elven ruins and artifacts, and work to make new diplomatic inroads with the fey of the nearby Fangwood Forest.

Beyond that, the next closest settlements are Folarth, a small dwarven village at the headwaters of the Deepcut, and Longshadow, a decent-sized town about forty miles up the Marideth from Phaendar. There is also a tiny hamlet - really just a logger's camp - called Gristledown on the edge of the Fangwood, about 14 miles north of where the bridge used to be. Aubrin recalls too that there should be a redoubt used by the Chesnardo Rangers about ten miles due east of town, though she has no idea about what its current state might be.

No rivers actually flow through the Fangwood, although there are the usual assortment of smaller creeks or tiny ponds here and there. Some of the latter do include quicksand patches. In terms of long-term shelter, there's nothing any of you are aware of that would encourage any kind of settlement above ground in the area. The Fangwood isn't replete with caves - the local geology isn't particularly friendly to them - but you do know there are at least a few that might be large enough to support your refugees: some years ago, the Chesnardo Rangers were being attacked, and indeed feasted upon, by a tribe of troglodytes who lived in a cave complex somewhere at this end of the Fangwood. You're not sure where it is, but it's most likely east to northeast of your position by several miles.


Group 2:
The slightly larger male starts to scramble up the hill behind Aerel. It stumbles, though, sliding back down just before reaching the top, and has to make another crack at it.

Climb: 1d20 + 7 ⇒ (4) + 7 = 11

That time is even worse, and his sister? mate? both? snorts a high-pitched twitter of a laugh at the giant's expense.

Climb: 1d20 + 7 ⇒ (3) + 7 = 10

Didn't see that coming... Lysander, you're up. You can find the link to the chase map here.


The aurochs, now thoroghly beaten and bloodied, turns to flee its tormentors.

AoO from Bunko as it tries to run past him, then (assuming it survives) it moves 100 feet away and into the cover of the forest. You can still follow or try to attack it through the cover, however.


Benedict's arrow and Jie's crossbow both find their marks, sending blood and scales flying across the stream. The drake roars, tail lashing, before leaping into the air, wings beating furiously. It gains just a few feet of altitude before turning the upward movement into a flat dive, rushing down on Benedict with its fanged maw open wide. Just before it strike him, Amkarang's meteor hammer lashes out. The heavy stone catches the drake in the side, but doesn't stop the drake's charge.

Readied attack for Amkarang: 1d20 + 6 ⇒ (15) + 6 = 21, damage: 1d8 + 4 ⇒ (2) + 4 = 6

The drake takes a deep bite out of the aasimar's shoulder, and for good measure, its tail whips him across the pate, drawing blood from just along his hairline as well.

The drake pounces on Benedict.
charging bite: 1d20 + 7 + 2 ⇒ (14) + 7 + 2 = 23, damage: 2d4 + 3 ⇒ (1, 4) + 3 = 8
charging tail slap: 1d20 + 2 + 2 ⇒ (15) + 2 + 2 = 19, damage: 1d4 + 1 ⇒ (2) + 1 = 3

You guys are up.


It's well after dark at this point, and you have a few dozen exhausted refugees. How far into the forest do you plan to go?


You can take any actions you like within the bounds of the entangled status.

Quote:
Entangled: The character is ensnared. Being entangled impedes movement, but does not entirely prevent it unless the bonds are anchored to an immobile object or tethered by an opposing force. An entangled creature moves at half speed, cannot run or charge, and takes a –2 penalty on all attack rolls and a –4 penalty to Dexterity. An entangled character who attempts to cast a spell must make a concentration check (DC 15 + spell level) or lose the spell.


It's 1d4 additional acid, and then you can attempt another Ref save at the end of your turn to break the entanglement.


The aurochs turns, grunting in pain, and lowers its massive horns, stabbing toward Iteb.

Gore attack: 1d20 + 7 ⇒ (3) + 7 = 10, damage: 1d8 + 9 ⇒ (6) + 9 = 15

You guys.

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