| Aubrey the Demented/Malformed |
Map. I'm assuming this map speaks for itself.
Initiatives
Rehil 19+
Ashshar 19
Cole 19-
Portforged 17+ (surprised)
Big Fish 17-
Will and James 13
Wultram 10+ (surprised)
Vaard 10-
Nalverren 4 (surprised)
Ashshar gets to do something too.
The fish rams into the lead canoe.
OK, this is effectively a bull rush. The fish will make a single CMB check against your individual CMDs for all those in the front canoe(including Vaard, Will and James). If you fail, you are dunked over the side on the opposite side to the fish in the square just to the left of where you were. If you succeed, you stay in the boat.
Big fish CMB 1d20 + 12 ⇒ (11) + 12 = 23
Then it is Will and James.
| Cole. |
Ashshar, surprise round.
Ashshar quickly catches sight of the on-rushing fish. He draws his morningstar in anticipation.
Since he acts before the Big Fish, does he get an AoO as it Bullrushes the canoe? There's an outside chance that could help him remain in the canoe.
| Rehil Ecraish |
Ashshar's in the second canoe with us. Vaard's getting bull-rushed. Based on Aubrey's 10/15 6:24 AM EST post I'm going to roll an AoO attack for him.
While the big fish thrashes its tail, trying to push the canoe sideways, Vaard grabs up his mace and drives it between the giant catfish's eyes.
The action is brave, but foolhardy. Vaard's hands are holding the mace, not the gunwales and he pitches back into the water. To the onlookers in the second canoe it looks like his mace rebounded off the fish and carried him back the other way.
Surfacing quickly the lizardman looks around for the canoe, the catfish, and the others.
Vaard, mace: 1d20 + 5 ⇒ (18) + 5 = 23 .... damage: 1d8 + 3 ⇒ (3) + 3 = 6
Hey did Vaard and Ashshar level up too?
23 CMD to stay in the boat! I think they'll all be swimming.
Hey Aubrey, is the river 26 squares wide or wider?
| Aubrey the Demented/Malformed |
Actually, Vaard doesn't get an AoO as he's flat-footed when the fish rams - he hasn't acted by the time the fish does its ram because he's lower in the initiative order. Even if he could act, he doesn't have Quick Draw so draw a weapon and attack in one action. But he can keep that roll for next time.
Vaard and Ashshar don't level up. I'm working on the assumpthe they are the equivalent of 2nd level character (which is what their CR of 1 would indicate) but earning xp at half the rate of the PCs (although I haven't been giving them a cut of the xp to date). So when thet get enough to qualify for level 3, thet'll get character levels - if they live that long.
It's Will and James at this point, then Vaard.
| Wultram Denka |
I am assuming the river counts as calm water for swim checks. So DC 10. So with those checks it means they all stay afloat but Will couldn't move if he wanted to assuming I am reading the rules correctly. As silly as it seems I think Wultram or Portforged do not roll before their turn.Oh and I am assuming we are still in the same squares(just in the water) because no mention otherwise.
The fish manages to empty the whole canoe with it's attack. Wultram shouts out curses as he flies overboard. Will and Vaard pull out their weapons while James tries to dig his teeth into the fish.
Swim Will: 1d20 + 2 - 2 ⇒ (9) + 2 - 2 = 9
Swim James: 1d20 + 1 ⇒ (16) + 1 = 17
Swim Vaard: 1d20 + 8 ⇒ (17) + 8 = 25
Bite: 1d20 + 4 ⇒ (19) + 4 = 23 Damage: 1d6 + 1 ⇒ (4) + 1 = 5 I am gona go out on a limb and assume trip does jackfeces in water
| Aubrey the Demented/Malformed |
Th canoe capsizes, throwing all of its crew overboard. Will disappears under the water.
The river is calm, so DC 10 to Swim. It's bigger than 26 squares. My instructions above were not entirely clear, but those tipped in do not occupy the same square, they are pitched into the next square - see the map.
Making a Swim check is a Move action. The rules in the book are imprecise but I'm assuming that if you are making a Swim check then it requires at least a Move action, since even treading water requires physical action and activity (though James may keep that roll). It means, of course, you can't attack in the surprise round, since you are too busy trying not to sink. You swim at a quarter of your speed unless you have a swim speed (like Vaard and Ashshar). Of course, if you don't make a Swim check, you will have to hold your breath.
There is a bit of a weird anomaly, since the surprised guys technically don't make a Swim check until next turn. To fix it, they get to make one now - they can't move, but if they fail, they will go under and need to tick off a round against the number they can hold their breath for (well, Wultram, anyway).
Since Nalverren's surprised, it's Rehil - top of the round, first full round of action.
| Wultram Denka |
Okay I read it as you need to be succesful to have the option to move.(now rereading it yeah move action at least always.) Oh and Will would not go underwater, you need to fail by 5 to do that.
Swim: 1d20 - 3 ⇒ (14) - 3 = 11
Wultram manages to keep himself afloat despite his lack of skill.
| Rehil Ecraish |
Rehil draws quickly on his paddle to bring the canoe closer to the big fish. Then he drops the paddle at his feet before nocking an arrow and letting fly at the fish.
Shortbow: 1d20 + 6 ⇒ (8) + 6 = 14 ..... damage: 1d6 ⇒ 1
Prof canoeist if needed: 1d20 + 5 ⇒ (2) + 5 = 7
As the sternman, Nalverren could steer us however he wishes if we have way on the boat.
| Cole. |
Hmmm ... I'll keep that in mind.
Cole hurls the javelin taking back up his oar to help Rehil get the canoe closer to the action.
Javelin throw: 1d20 + 4 ⇒ (2) + 4 = 6
damage: 1d6 + 3 ⇒ (4) + 3 = 7
Canoe-ist: 1d20 + 2 ⇒ (12) + 2 = 14
| Rehil Ecraish |
I'd like to pull within melee range for Cole. He's our best damage dealer. I'd say Nalverren has the choice though. He's in the driver's seat.
| Nalverren |
canooist: 1d20 ⇒ 9
yeah, Nalverren will try to pull close
| Aubrey the Demented/Malformed |
OK, some slightly lamentable skill checks there. I'm wondering how to handle this but basically we will assume the canoe moves at initiative 0, but you can make skill checks (as move actions) to determine how it moves (i.e. the extent to which it moves as you wish it to). However, bear in mind, if you are paddling in your turn then your hands are full. You can do something with one hand as part of a standard action (assuming you are holding the paddle with the other) but anything requiring two hands will mean you have to put the paddle down (a move-equivalent action) or drop it (a free action, but you may drop it in the river and watch it float away). Also, if you perform a standard action that requires you to hold the paddle with one hand and do something with the other (like attack) you take a -2 to the check (though exceptions may apply - feel free to negotitate). I'll hand-wave any actions made up to this point - no one has rolled well enough to hit anything anyway.
I also note that Ashshar hasn't had his turn. He'll spend his turn trying to steer the canoe closer. As it'll be a full round action, he can make two checks. 1d20 + 5 ⇒ (3) + 5 = 8 and 1d20 + 5 ⇒ (7) + 5 = 12. Also, it's not Nalverren's turn so he doesn't get to make his check yet, though he can keep the one he has for his turn - I assume he'd prefer to have that roll as his Canoeist check rather than an attack roll.
EDIT: Hmm, Ashshar's not much better at this than you guys.
The canoe wobbles as the crew try to attack the fish and move closer to the action.
Initiatives
Rehil 19+
Ashshar 19
Cole 19-
Portforged 17+
Big Fish 17-
Will and James 13
Wultram 10+
Vaard 10-
Nalverren 4
Das Boot 0
Portforged.
| Nalverren |
Nalverren will continue his turn as posted, sadly with a lamentable roll
| Aubrey the Demented/Malformed |
While treading, Portforged attempts to sap the creature's willpower:
Manifesting Ego Whip, DC 16 will save for half
Catfish Will save 1d20 + 6 ⇒ (2) + 6 = 8
Portforged mentally rakes the fish's primitive mind. It offers little resistance. The catfish thrashes and then goes rigid, slowly turns turtle and begins to float away. Ashshar yells, "Quick, grab it! That'll feed us for days!"
I didn't initially check, because CHA is not really a score you really pay attention to for a fish, but its CHA is 2. PF just blasted the enemy in its Achilles' heel (if it had feet).
End of combat. 400xp each.
| Cole. |
Cole is in the middle of trying to figure out what to do when the big fish suddenly goes belly-up.
"What just happened?!" he yells as he acts on their guide's advice ... trying to use his longspear to keep the huge beast from floating away.
Nice call, Port!
| Rehil Ecraish |
"..It died?" Rehil holds another arrow ready and looks hard at the fish. When it doesn't move for several seconds he drops the arrow back into his quiver and stows his bow.
"Let's get the others back into their canoe. Then we can deal with the fish."
***** After everyone is loaded in again and *****
Rehil looks at the repopulated canoe with some satisfaction. Then he turns to Ashshar. "How long will it take to prepare the fish for travelling? We don't have time to smoke it."
Yow! Nice PF. Great play.
In light of this encounter should we keep close to a bank in the future. That way if we do tip a canoe at least it will be easier to get out of the water. If the fish had had a chance to shock half the party in one go, that could have been a very nasty fight.
| Rehil Ecraish |
Rehil agrees. "Smoking the meat will take some time. Let's not push on tonight. We'll save time later because we won't have to stop to eat."
Once ashore Rehil will help gut, scale, and smoke the fish. He carefully watches Ashshar and Vaard and mimics their technique. There is still a lot of fish left. There must be. "What do we do with the rest of the carcass? Dump it in the river and hope it draws its brothers downstream?"
| Wultram Denka |
"Agreed, let's just make the same preperations as last time and weshould be fine. If we stay undiscovered they might give up on any extensive tracking."
Once he gets some firm ground against his heels the man casts a spell touching his wound and healing it. "If I get out of this, I am making sure that the next time there is water beneath me it's winter." The Karn mumbles to himself.
Inflict light wounds: 1d8 + 3 ⇒ (5) + 3 = 8 Because of deaths embrace within that heals Wultram.
| Nalverren |
In light of this encounter should we keep close to a bank in the future. That way if we do tip a canoe at least it will be easier to get out of the water. If the fish had had a chance to shock half the party in one go, that could have been a very nasty fight.
concur
| Nalverren |
perception: 1d20 + 5 ⇒ (7) + 5 = 12 vs DC 15
| Cole. |
Perception: 1d20 + 12 ⇒ (5) + 12 = 17
As the team beaches the canoes, Cole helps out in heaving them up out of the water before seeking out Portforged. The sound of metal on metal accompanies a friendly shoulder-clap. "I'm to understand that was your doing back there?" He shakes his head, "Well-done. I have no idea how I would have taken it down."
Cole spends a few minutes helping the group prepare the camp before he takes a circuit of the area. At one point in his search for anything unusual, he stops and calls out to the group. "Something over here. We may not be alone."
Cole will make sure everyone sees the spoilered tent remains. Feel free to check the spoiler if you heed Cole's call.
Cole begins looking around for tracks or clues ... both to who might have used this tent and how long ago it might have been used.
Perception (for further clues): 1d20 + 12 ⇒ (14) + 12 = 26
Survival (tracks in the area): 1d20 + 6 ⇒ (20) + 6 = 26
| Rehil Ecraish |
Rehil quickly leaves the fish and, after grabbing his sword and bow, hurries to Cole's call. Vaard and Ashshar come also.
Reaching the site,the elf looks at the remains of the tent. "Looks old." Nevertheless he helps Cole search the area.
Aid Another, Percept: 1d20 + 9 ⇒ (13) + 9 = 22
Aid Another, Survival: 1d20 + 6 ⇒ (16) + 6 = 22
Vaard
Aid Another, Percept: 1d20 + 0 ⇒ (16) + 0 = 16
Aid Another, Survival: 1d20 + 4 ⇒ (12) + 4 = 16
Ashshar
Aid Another, Percept: 1d20 + 3 ⇒ (1) + 3 = 4
Aid Another, Survival: 1d20 + 5 ⇒ (19) + 5 = 24
| Aubrey the Demented/Malformed |
Cole and Rehil carefully pick through the site. It seems to have been abandoned a while ago - the campsite is almost engulfed by vegetation and a small bush is growing inside the tent. The poles have collapsed and time and weather have left the canvass ragged and mildewed. Pulling it back, inside there lies the remains of a skeleton - probably human, the bones scattered by scavengers - still dressed in rotted jungle fatigues. To one side of the body is a small satchel, largely intact.
Survival or Heal, DC 15:
Perception, DC 15:
| Rehil Ecraish |
Rehil looks over the body and tent area.
Percept: 1d20 + 9 ⇒ (19) + 9 = 28
Survival: 1d20 + 6 ⇒ (5) + 6 = 11
"He's got some kind of headband and some rings. But I wonder what's in the satchel."
The elf pokes the satchel with one end of his bow. Satisfied no venomous vermin have housed themselves within he uses the bow to tip the bag back and see if the bottom has rotted out. If the bottom looks substantially intact, Rehil opens the satchel up.
| Cole. |
Using my rolls above. HERE
Cole nods along to Rehil’s observation, then adds his own. “Body looks old … over a year, I’d guess.”
He stoops down to look at the bones of one of the legs, “This leg was broken. Right here. Looks like it was broken before he died. You think he starved here? Or maybe got sick from the break and couldn’t get medicine?”
| Rehil Ecraish |
Using my rolls above. HERE
Cole nods along to Rehil’s observation, then adds his own. “Body looks old … over a year, I’d guess.”
He stoops down to look at the bones of one of the legs, “This leg was broken. Right here. Looks like it was broken before he died. You think he starved here? Or maybe got sick from the break and couldn’t get medicine?”
"One or the other. This is a hard land to travel alone. Maybe the book will give us a clue."
william will pick up the ring and open of the scroll case.
"hopefully this will help us in a way, there is a magical scroll in side"
Rehil cocks his head quizzically. "What is it? What does it do?"
| Nalverren |
looks like the others already got the rolls.
"Yes, it is a dangerous land to travel alone."
| Aubrey the Demented/Malformed |
Opening up the scroll case reveals, perhaps unsurprisingly, a scroll.
So that's a scroll, a headband, and a ring. Someone can try identifying these items using Spellcraft if they like. Also, the non-magical ring looks like a signet of some kind.
Meanwhile, flicking through the journal reveals it to be the property of a certain Carstan ir'Gorstark. He seems to have been part of an expedition into the jungles of Q'barra at the very end of the Last War, sponsored partly by the Wayfinder Foundation and partly the government of New Galifar, to explore and map the interior. The journal discusses their progress upriver and details a number of sites they explored and interactions with the locals and the wildlife. However, the expedition was attacked by a large carnivorous dinosaur and half the members were killed, their supplies were lost, and Carstan's leg was broken. The remains of the group decided to return to civilisation, carrying Carstan with them. Carstan was left on the island to rest while the others went to forage for food - and never returned. Carstan was unable to heal himself and his wound went bad. The final entries become sparse as fever grips him before ending altogether.
| Cole. |
The warforged barbarian is unsurprisingly short on Knowledge skills, unfortunately. So I’m no help on the signet ring.
Cole looks down over shoulders as the journal is leafed through. “Well, that’s bleak.” He looks back over at the bones, “It surprises me that you all can be so fragile but be so dominant. Though I guess I could be taken down by the elements, too.”
When the arcane nature of the scroll, headband and ring are revealed, Cole waits for Wultram to inspect them … hoping the Karnn can ferret out their uses.
How big is this island? Is it small enough to scout the place out in less than an hour? Or is it fairly large?