| Noche'Wa the Wild Mouse |
Noche'Wa has been busy during the burial, assembling green branches and caring for a small smoky fire. With his eagle feather, he spread the smoke over the bodies of the soldier and of the dead, chanting and dancing slowly. To the westerners, this is close enough to a lullaby.
Facing the spirit of the girl, he smile and says: "Have a good night little one."
Looking at the loot: "Ah! Ah! They are very generous, very generous, hmm? But I wonder what took over them. This village is not so different than yours after all. Perhaps we should look around some more?"
| Nazard |
Other than being easily able to replenish his taka weed supply (the fields are completely overgrown with the stuff), Noche'Wa doesn't find anything of interest in the village.
Once the burial detail is complete, you all return to the colony across the river. There is still no sign of the south group.
| Jaymin Thrushberry |
Banker Camder skips up to your group as you return that evening.
"I hear you had yourself a little encounter with some more undead. Allips, was it? Anybody get hit? They don't leave physical wounds, rather they drive you closer to their own peculiar brand of madness with each touch. I can remove some the effects in one of you this evening, and tomorrow, I will beseech Abadar to grant me the ability to help more, if needed."
He casts a lesser restoration spell on whomever speaks up first, returning 1d4 ⇒ 4 points of Wisdom.
| Jaymin Thrushberry |
Banker Camder restores all of Finn's wisdom damage, and prepares three lesser restorations for the next morning. He also tends to you with potions and foul brews, allowing everybody to recover two Wisdom points over the night.
If anybody is still down, it's first come first served from the following list:
1d4 ⇒ 1
1d4 ⇒ 2
1d4 ⇒ 2
| Nazard |
So a few minutes after gathering you supplies, you set off. Lord Brycen and Sir Kheiron wish you luck and offer heartfelt, though hollow-sounding words of encouragement in your quest to find your friends.
It's a beautiful summer's day for a hike and you make as good of time as the short-legged people can manage. Keeping an eye out for signs of your friends, it's a few hours before sunset before you arrive at the area Rommin estimates would be the half-day's journey for the other group. You find no sign of the other group, but Landis does catch sight of a sandy beach just up ahead, and a path leading down the bluff to get to it.
| Finnegan MacMorn |
Finn will step forward, offering to scout out the beach (Welcoming any others also versed in stealth).
Moving off Stealth:1d20 + 7 ⇒ (3) + 7 = 10 *, and keeping an eye and ear out Perception: 1d20 + 7 ⇒ (19) + 7 = 26, he keeps Brannagh at the ready
* Stealth roll includes Guidance
Lilo Deepburrow
|
Lilo and Hickory walk together towards the rear of the group... observing all the strange new sights of this new world they find themselves in whilst remaining wary of anything which might approach them.Every so often Hickory begs a short halt to make a note in her journal or to pick a few leaves for pressing between the pages
| Nazard |
Finn and Rommin make their way down the winding path, followed a little ways back by the rest of the troupe. They descend down to a beach of pebbles and sand. Rocks jut out of the water in places and the beginnings (or endings) of tide pools are scattered everywhere. Both Rommin and Finn find disturbances in the path indicating that someone or something passed through not long ago.
You reach the bottom and find plenty of boulders to use as cover, though the beach seems quiet save for the crash of the surf. Up ahead, you spot something round lying at the base of a bluff. You make your way cautiously forward when your foot catches on a long, leathery rope partially buried in the sand. Hauling a few feet of it out, Rommin quickly recognizes it as partially-desiccated intestines.
Up ahead, the round object is revealed to be Maenir's darkwood shield.
| Landis Thatch |
It looks like someone is out there. If there's any chance they're alive, I have to see.
Rommin will strip down to clothes, armor and hand axe, leaving Skry with his gear. He'll cast Shield on himself, wade in as far as he can, then swim out to the body.
Swim 1d20+6
"Wait a minute friend". "I'll swim out with you".
| Nazard |
As you approach, you recognize Niesen's clothing. His legs are splayed at all angles, and his neck is nearly twisted completely around. Despite these obvious signs of trauma, he seems to be moving, twitching about. On his back are claw marks, like from the talons of some enormous bird.
You arrive at the rock to find Niesen, very much dead. His entire front torso has been ripped away. A giant crab, about the size of a dog, has its claws in him, ripping at dead flesh. The crab spots you and quickly scuttles off into the water.
Those on shore have a -10 penalty to this check.
| Noche'Wa the Wild Mouse |
This doesn't look good... They're dead.
Noche'Wa remains focussed on the surroundings while others look at tracks.
Perception: 1d20+9
Perception: 1d20 + 9 ⇒ (18) + 9 = 27
Noche'Wa raises from his saddle: "Kuangalia nje! Mimi naona kaa kubwa kushambulia Rommin, na tano zaidi kuja njia yetu!"
Look out! I see a big crab attacking Rommin, and five more coming our way!
He starts muttering a prayer to the spirits... Summon Nature's Ally II instead of Soften earth and stone.
| Noche'Wa the Wild Mouse |
Initiative: 1d20 + 4 ⇒ (13) + 4 = 17; summoning a giant frog near the crab behind Rommin to try and grapple it.
I am leaving Friday for around ten days. I'll be nowhere near a computer. Feel free to NPC me.
| Finnegan MacMorn |
OoC: Sorry, phone has been out of commission fit a couple of days.
Perception 1d20 + 7 ⇒ (18) + 7 = 25
Initiative 1d20 + 1 ⇒ (12) + 1 = 13
Finn snaps out of his Reverie, moving to interpose himself between the approaching beasts and his less battle-hardy companions.
Glaive ( Power Attack, Reach) 1d20 + 7 ⇒ (11) + 7 = 18
damage 1d10 + 9 ⇒ (8) + 9 = 17
If necessarily, Finn will Charge +2/-2ac
| Nazard |
Initiative Order:
Landis
Crab 3
Crab 4
Crab 5
Noche'Wa
Crab 2
Crab 1
Hickory
Lilo
Finn
Warg
Rommin
Warg: 1d20 + 0 ⇒ (11) + 0 = 11
Hickory: 1d20 + 4 ⇒ (9) + 4 = 13
Landis: 1d20 + 2 ⇒ (20) + 2 = 22
Crab 1: 1d20 + 1 ⇒ (13) + 1 = 14
Crab 2: 1d20 + 1 ⇒ (14) + 1 = 15
Crab 3: 1d20 + 1 ⇒ (20) + 1 = 21
Crab 4: 1d20 + 1 ⇒ (20) + 1 = 21
Crab 5: 1d20 + 1 ⇒ (20) + 1 = 21
Hickory Perception: 1d20 + 7 - 10 ⇒ (12) + 7 - 10 = 9
Everybody who made the Perception check (Noche'Wa, Rommin, Landis, and Finn) gets to act in the surprise round. The crabs have technically already "acted" to move into their current positions and give away their positions with the currents you spotted.
All the water is considered difficult terrain, deep enough and uneven enough to prevent charging. Everything past the red line is deep enough that you are considered entangled by the water, though movement is not prevented.
SURPRISE ROUND
Up next: Landis, Noche'Wa, Finn
| Nazard |
Landis will attempt to make a net attack on one of the crabs.
1d20+6 Ranged touch
1d20+5 Opposed strength check to drag him onto the rocks.
Chances are very good that, given that the crab is underneath the surface of the water, the net would not be very effective, unless it's weighted. You can change the action if you like.
| Landis Thatch |
Landis Thatch wrote:Chances are very good that, given that the crab is underneath the surface of the water, the net would not be very effective, unless it's weighted. You can change the action if you like.Landis will attempt to make a net attack on one of the crabs.
1d20+6 Ranged touch
1d20+5 Opposed strength check to drag him onto the rocks.
I researched this on the internet and found the following as a description:
Gladiator Weapons - IaculumThe iaculum was a weighted casting net - the weapon of a retiarius
If you still want to rule it is ineffective then Landis will wait for the crab to come closer to the surface before casting.
Dang it I spent a feat on this net, I'm going to use it :-)
| Nazard |
If it could reasonably be said to have weights, then I have no problem withit. The crabs do have concealment in the deep water, however.
Miss on five: 1d5 ⇒ 1
Crab strength: 1d20 + 2 ⇒ (15) + 2 = 17
Crab 1 is entangled in the net and pulled to the surface towards, but not yet to, the big rock with Niesen's body.
Noche'Wa starts casting a summoning spell.
Finn moved forward, but the crabs are out of reach, and he can't charge. I assume he moves as far out to sea as he can.
Up next: Rommin, Landis, Crab 3
For those beyond the red line, don't forget the entangled penalties, primarily -2 to attack rolls.
| Nazard |
@Finn: Actually, he can take a 5-foot step into the water (okay because his current square is not difficult terrain) and catch Rommin in the spell
@Rommin: Climbing onto the rock is no problem and he can do that in his surprise round action. I'll need an Acrobatics check DC 10 each round to avoid losing his move action, due to stabilizing himself on the slippery rock.
[ooc]Okay, slight redo of surprise round, then.
Landis tosses his weighted net at Crab 1, entangling it in the ropes.
Noche'Wa starts his summoning spell.
Finn steps into the surf and casts his spell. Rommin feels the magic wash over him (as does everybody) as he climbs up onto the rock, slipping slightly in Niesen's gore.
ROUND 1
Landis gives a mighty heave on the net, dragging the ensnared crab fifteen feet towards him and close to the rocks. He can't quite get the creature up onto the rocks this time, but it is good and entangled.
Crabs 3 and 4 swim up towards Rommin on his rock. Their enormous heads and claws break the surface as they grab at him.
Crab 3: 1d20 + 4 ⇒ (9) + 4 = 13
Rommin, balancing precariously on the rock, is unable to avoid the crab's claw. Damage: 1d4 + 2 ⇒ (2) + 2 = 4 Rommin is too big for the crab to attempt a grab action.
Crab 4: 1d20 + 4 ⇒ (13) + 4 = 17. Damage: 1d4 + 2 ⇒ (1) + 2 = 3
Crab 5 swims under water, pinching at Landis' legs. 1d20 + 4 ⇒ (9) + 4 = 13 It misses its mark, however, as Landis, even up to his waist in water, is too quick for it. [ooc]Landis, Crab 5 has concealment in relation to you.
Noche'Wa finishes his summoning spell, and a giant crab appears in the water (I reassigned to to behind Crab 5, as Landis has successfully grappled Crab 1). Noche'Wa still has a move action remaining this round.
Up next: Giant Frog, Crab 1, Crab 2
The red diamond is to remind us that Landis is "entangled" by the deep water. The magenta triangle is to show that that crab is actually entangled by Landis' net.