Nazard |
Eaglebear
Rorse
Niesen
Eriniyes
Lilo
Hickory
Rommin
Titus
Although the rules say you can't charge on only 5 feet, it makes sense that you should be able to continue your forward momentum from the previous round to manufacture a charge. On the other hand, if he's "charging", then the beast will get an AoO from Rorse moving through its threatened area, whereas if he just makes a 5-foot step, there will be no AoO. Since Rorse hit without the charge bonus, I'll just say he makes a "five foot step" mechanics wise, but is "charging wildly" flavour wise.
Rorse and Vero burst forth from the underbrush into this small clearing and gallop straight for the eaglebear's right flank. Rorse's sword lands true and digs deeply into the creature's haunch. The beast roars in pain and rage.
Niesen advances thirty feet and hurls a dagger, another already in his hand before the blade finds its mark. Attack: 1d20 + 6 - 2 ⇒ (11) + 6 - 2 = 15, damage: 1d4 + 2 ⇒ (4) + 2 = 6
Eriniyes, Lilo, and Hickory continue their advance, Eriniyes loading her crossbow, Hickory beginning to sing an inspirational and uplifting song of bravery and valour. Everybody receives +1 to attack, damage, and saves vs fear
Rommin lets loose with an arrow, but it misses the beast and vanishes into the forest.
The beast sees Titus advancing and swipes at him with a claw.
Attack:1d20 + 8 ⇒ (6) + 8 = 14 The massive paw swings through the air a moment too soon and Titus feels the breeze against his stomach where a second later there would have been vicious claws. Titus' own blow also misses its mark.
ROUND 3
The eaglebear turns its attentions on Rorse and Titus. Letting out an ear-splitting roar, it swipes at Rorse and Vero each with a claw, and snaps at Titus with its beak.
Claw attack on Rorse:1d20 + 8 ⇒ (19) + 8 = 27; damage: 1d6 + 4 ⇒ (3) + 4 = 7
Claw attack on Vero:1d20 + 8 ⇒ (18) + 8 = 26; damage: 1d6 + 4 ⇒ (2) + 4 = 6
Bite attack on Titus: 1d20 + 8 ⇒ (19) + 8 = 27; damage: 1d6 + 4 ⇒ (5) + 4 = 9
Grapple check on Rorse: grapple check: 1d20 + 14 ⇒ (18) + 14 = 32
Grapple check on Vero: grapple check: 1d20 + 14 ⇒ (17) + 14 = 31
Rorse's Ride check to negate hit on Vero: 1d20 + 7 ⇒ (12) + 7 = 19
Not only is the eaglebear able to land hits on all three targets, it puts its massive weight down on Rorse and Vero, grappling with both of them.
Rorse to act...Rorse and Vero both have the grappled condition (as does the eaglebear). Please give me separate actions for both if they are attempting to break free of the grapple. Rorse is only able to use a 1-handed or light weapon.
Titus Cagnaletti |
Round 3
A grunt of pain turns into a loud yell as the creature's beak snaps down on Titus' arm. The old man manages to free the arm from its beak, but not without tearing a long strip of flesh loose. The freely bleeding wound blazes with pain, but the old infiltrator maintains his focus. He moves to the beast's side, trying to start surrounding the thing with his companions, then sends two snap kicks in quick succession.
1d20 + 3 ⇒ (7) + 3 = 10
1d20 + 3 ⇒ (18) + 3 = 21
1d6 + 3 ⇒ (4) + 3 = 7
1d6 + 3 ⇒ (3) + 3 = 6
Thanks for the heads-up, Lilo!
Nazard |
Rorse and Vero struggle in vain beneath the beasts' enormous paws.
Niesen moves through Rommin's space, narrowly skirts the dead tree trunk, and attempts to tumble past the eaglebear's sweeping beak.
Acrobatics: 1d20 + 10 ⇒ (20) + 10 = 30 He ends up northwest of Rorse and waits for Titus to move to a flanking position.
Eriniyes to act...
MAP UPDATED
Eriniyes |
It needs a DC 14 Will save. I'm causing it to take -2 to it's attacks.
Lilo Deepburrow |
Lilo Moves up beside Rommin speaking words of power as he does ..a small ball off glowing green energy forms in his hand and he throws it towards the abberant creature in front off him.The glowing orb changes in mid air to sizzling spitting acid that catches the beast on one side of it's feathered head
Ranged touch: Acid Splash1d20 + 3 + 1 - 4 ⇒ (16) + 3 + 1 - 4 = 16
Damage1d3 ⇒ 3
Nazard |
Are everybody's rolls including the +1 to attack and +1 to damage (which would include Lilo's acid splash)?
Hickory continues her beautiful singing, then adds a few magical notes and a wave of her hand. The ground underneath the eaglebear becomes slippery and slick with grease.
Eaglebear Reflex save: 1d20 + 5 ⇒ (2) + 5 = 7 The eaglebear flails its legs but fails to find purchase with its claws and falls to the ground. Rorse and Vero can have +2 bonuses to their attempts to escape next round.
Rommin to act...
Rommin Hawkridge |
Rommin Hawkridge wrote:Additional plus one's also for being point blank range.Rommin draws another arrow, aims with care and fires at the beast.
To Hit 1d20+6
Damage 1d8+5
That does include for point blank. He's using his deadly aim feat, which drops bab by 1, but adds 2 to damage. Otherwise he'd only be doing 1d8+3. But thanks for looking out for us!
Nazard |
Rommin's arrow finds its way into the eaglebear's gut, while Titus drums on its face with a pair of meaty fists.
ROUND 4...
The eaglebear releases Rorse and Vero as it attempts to stand up.
Eaglebear's reflex save to stand up: 1d20 + 5 ⇒ (1) + 5 = 6 The beast cries out pitifully as it fails to stand up.
Vero, Rorse, and Titus can make attacks of opportunity as the creature attempts to stand.
Nazard |
Rorse is having computer trouble, so...
Rorse attack of opportunity: 1d20 + 5 ⇒ (12) + 5 = 17; damage: 1d10 + 3 ⇒ (2) + 3 = 5
Vero attack of opportunity: 1d20 + 3 ⇒ (10) + 3 = 13; damage: 1d6 + 2 ⇒ (2) + 2 = 4
And since it has 1 hp left, just to possibly speed things along...
Titus' attack of opportunity: 1d20 + 5 ⇒ (20) + 5 = 25; confirm: 1d20 + 5 ⇒ (9) + 5 = 14; damage: 2d6 + 8 ⇒ (6, 1) + 8 = 15
Titus stomps down hard on the creature's neck, nearly snapping it in half. The eaglebear has landed...err...is dead.
Unfortunately, so are the two natives.
Nazard |
Rommin is unable to find any usable tracks from the humans, although the beast seems to have entered the clearing from the south and its fur is slightly damp. He doesn't see any signs of more humans, and the forest remains eerily quiet.
The two natives are lightly-clad in hide vests and loincloths, adorned with simple jewelery of polished sea shells strung on a strip of rawhide. One of the men wears a very nice headband containing beautiful white feathers and set with colourful polished stones that would probably fetch a pretty price to a collector back home (and may be semi-valuable among the native Skraelings). Each man also wears a small pouch around his neck on another leather thong - each pouch contains small fetishes of human hair, animal parts, and dried herbs.
Both men are armed with rustic-looking shortbows, and although neither are composite in the technical sense, one of them is harder to draw back than the other and has a strength rating of +2. It is also finely made and polished - of masterwork quality. Each man also has a greatclub strapped to his waist - it seems neither man had enough time to loosen their weapons to defend themselves, although one of them did get a shot off with an arrow. The arrow shafts are "straight-ish" and tipped with sharpened stone lashed to the to the shafts with shrunken rawhide.
Titus Cagnaletti |
Titus gives Lilo a funny look. "Nothing says diplomacy like strangers carrying the corpses of your dead family. Contact is fine with me, but maybe we shouldn't burden ourselves with the corpses until we know how we'll be received."
The old man looked down at the fallen creature, grinning to himself. I just killed that with my bare hands.
Lilo Deepburrow |
Lilo gives Titus a long hard look"I didn't say take the corpses..I just think we should tell their people where to find them..otherwise they might think we killed them anyway.Best not to have any misunderstandings this early don't you think?"
"We should make sure scavengers can't do any more damage to the bodies as well."
Hickory Coopersmith |
"I am afraid that Falcon Gray was unable to learn anything of worth concerning the burial customs of the Skraelings, but I would suggest that burial would be better than burning. If we later learn that they prefer cremation, it is a simple matter to dig them up and burn them, but if we do it the other way around, it's not such a simple matter."
Rorse |
Rorse hops up and looks around taking a slow walk around Vero and as he does so, the wolf seems to be looking directly behind him. as Rorse makes his walk around the wolf, Vero's head stops and he pops up looking in a particular direction, Rorse turns and looks a bit closer.
Rorse perception1d20 + 2 ⇒ (4) + 2 = 6
Vero perception1d20 + 8 ⇒ (12) + 8 = 20
Nazard |
Rorse:
Rorse |
he taps his finger on his lips in wonder." Cause I do, I mean unless their is a Predator about then there should be at least some sort of noise, and I think we have taken care of the closest predator. I wonder which tribe these guys are from, I can't really tell from the head dress though the one fella had a pretty fancy head dress on, perhaps we should discuss it with Falcon. The only thing I remember from reading from the book concerning their current condition is that they take the preservation of the dead seriously, they believe that being undead traps the soul along for the ride. so regardless I think Titus has the right Idea. I figure if it is something dangerous it'll let us know it needs killing." he then tries out some fledgling Skreling commonIf you are out there we mean you no harm. He strolls over and puts his back into helping the old man." I suppose if we give the banks a once over later and we find a canoe they might be of the river tribe."
AS they finish burying the bodies. Rorse suggests their next step. I think maybe we should get back to the ships and report both the fight and the lack of fauna.
Rommin Hawkridge |
We could go back, but I think it is still a little early. Why don't we consider finding a high point that would serve as a good vantage point over this territory. If all the natives are hunters and gatherers, then we probably won't see anything. But if they have any sort of crops or villages nearby, maybe we will. Rommin will scan the distance, looking for any high hills or ridges that they could likely reach within the day.
Perception 1d20 + 10 ⇒ (10) + 10 = 20
Nazard |
We could go back, but I think it is still a little early. Why don't we consider finding a high point that would serve as a good vantage point over this territory. If all the natives are hunters and gatherers, then we probably won't see anything. But if they have any sort of crops or villages nearby, maybe we will. Rommin will scan the distance, looking for any high hills or ridges that they could likely reach within the day.
Perception 1d20+10
There are only a few hours of daylight left this day, and the ground at your level is pretty thick with trees, so it's hard to see anything beyond twenty or thirty feet away. To the north, through the trees, you are able to see that the ground rises somewhat, though the hill is just as thickly forested as the land at the base of it.
Nazard |
It's easy enough to find a tall tree at the top of that small hill to climb and the climbing is easy (DC 5, so I assume you have no risk of falling). To the south and west, you see the river tumbling along. Just across it rises a truly enormous oak tree at least a hundred feet into the air. Just to the west of this tree there is a break in the trees that might suggest another clearing. To the north, you see a large pond or small lake.
Edit: MAP UPDATED I left the enormous oak tree highlighted so you would know where it is.