Machaera Selanna |
As Hundur starts barking and the sounds of the scouts trudging ahead die down, Machaera frowns, wondering what they might have noticed. Squaring her shoulders, she tries to force her way ahead to join Fizzlewhisk and Mervyn as quickly as she can while beating a broader path for the others, but the heavy drifts slow her to a dream-like pace.
Since there's nothing for her to see just yet, I've just moved Machaera a couple of squares on the map.
Mervyn Tumblelock |
Mervyn motions back to signal Machaera to tell Annalisa to let the dog loose and follow it. For it knows what it sees.
"Turn the dog loose. It will show us wot it spots." he tells Machaera.
Digging further into his position, bow readied. Mervyn all but disappears from sight.
perception: 1d20 + 6 ⇒ (2) + 6 = 8
stealth: 1d20 + 11 ⇒ (10) + 11 = 21
Aðvinr |
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Good statement, Aðvinr, but unless you scouted ahead with Mervyn and Fizzlewhisk then you wouldn't have heard him speak. Also, it isn't so quite at the moment with Hundur barking his head off. Does your mammoth have 'scent'? If so, he's clearly upset, too.
** spoiler omitted **
R1
Machaera, Unknown Enemy, Fizzlewhisk, Annalísa, Aðvinr, Mervyn, SnjórinnI haven't placed the enemy on the map yet because he hasn't been spotted yet, when he attacks or when he is spotted I will place him. Don't forget that in this area, 1 square costs 4 squares of movement.
Since he's a reskinned goat (only way to get the tusk attacks) I'd have to say no on the Scent ability
@Mervyn, you just referred to Hundur as "it" definitely wouldn't want to be you right now. ;P
Aðvinr raises his spear warily moving forward with Ratatoskr at his side.
Double move for 15ft total (moving's a little tricky, you have to mover the layer then put it back)
DM Twilight |
I deleted the layer, I fought with that damn thing for twenty minutes and told it to "go to back" three times. I thought I finally had it where it wouldn't interfere with movement, it was only there to show the path anyway.
Without a sound, a sudden flurry of movement reveals the snow-white creature; the sun glints off of its scales. Fizzlewhisk is too well trained at surviving in the elements, though, to be taken by surprise and he is out of harms way before the creature lands. For now.
Pounce and grab 1d20 + 9 ⇒ (3) + 9 = 12
R1
Machaera, Artic Tatzlwyrm, Fizzlewhisk, Annalísa, Aðvinr, Mervyn, Snjórinn
Mervyn Tumblelock |
Seeing the creature pounce from the snow "Wot in the hell is that?" he yells as he moves back toward the group as fast as his little legs can move him (1 square) and he lets off a shot from his bow toward the creature.
Shortbow: 1d20 + 5 - 4 ⇒ (9) + 5 - 4 = 10 I added in -4 for firing into melee.
Damage: 1d4 ⇒ 3
Mervyn has fired one arrow.
Fizzlewhisk Ettinfell |
Though chilled to the bone, the young hunter's survival instinct overrides his frigid lack of comfort. With a flick, the gnome's walking staff snaps open with a curved scythe blade locking into place as Fizzlewhisk slashes at the beast.
"Big and mean!"
Switchscythe: 1d20 + 1 ⇒ (18) + 1 = 19
Damage: 1d6 - 1 ⇒ (3) - 1 = 2
While he slashes at the ivory creature, the gnome wracks his brain to try to remember what his parents taught him, and if this beastie belongs in the natural world.
Knowledge Nature: 1d20 + 6 ⇒ (20) + 6 = 26
DM Twilight |
Fizzlewhisk's scythe nicks one of the only two limbs that the creature possesses, knocking a scale loose and drawing the first hints of blood.
Mervyn's arrow misses the swift, slithering beast.
Getting a good look at the beast as you move in, you see that it's at least 7 feet long, and probably weighs several hundred pounds. It has two clawed limbs towards the front of its body, and the rest of it is built much like a snake's body with a soft ridge of spikes along its spine. Its head head is obviously reptilian, reminiscent of dragons, crested, and its mouth is full of sharp teeth.
R2
Machaera, Artic Tatzlwyrm, Fizzlewhisk, Annalísa, Aðvinr, Mervyn, Snjórinn
Machaera Selanna |
Machaera pushes ahead to the side of a tree. Catching her breath, she sights around the trunk and hastily conjures a blob of acid to hurl at the creature. Casting acid splash. Ranged touch, with penalty for shooting into melee: 1d20 + 3 - 4 ⇒ (20) + 3 - 4 = 19 Critical threat: 1d20 + 3 - 4 ⇒ (1) + 3 - 4 = 0 Well, it was a tricky shot. ;) Damage: 1d3 ⇒ 3
DM Twilight |
The creature hisses as Machera's acid sizzles against its scales, eating away at what little natural protection they afford its body. Still, it keeps its eyes set on Fizzlewhisk and strikes out at the gnome once again.
Grab 1d20 + 9 ⇒ (5) + 9 = 14
R2
Machaera, Artic Tatzlwyrm, Fizzlewhisk, Annalísa, Aðvinr, Mervyn, Snjórinn
Aðvinr |
Realizing the difficulty in reaching the creature, Aðvinr begins a mystical chant in Hallit, calling upon the giant's blood running through his veins. Aware of what is happening, Ratatoskr moves clear as she shaman's body begins to grow, doubling in size and mass, his weapons and gear growing with him.
He takes a step forward, preparing to attack the vicious creature.
Cast Enlarge person
Machaera Selanna |
Drawing her sword, Machaera switches to her other hand to keep pelting the wyrm with acid. "It doesn't seem to be in the mood for talking!" she calls, before hissing out her cantrip's incantation. Acid splash: 1d20 + 3 - 4 ⇒ (10) + 3 - 4 = 9 Damage?: 1d3 ⇒ 3
Nonetheless, she addresses the creature in Draconic, rather more boldly than she would if spells and steel weren't already flying, borne along by the pulse of battle, "How about it, then? Is there any reason for this, or shall we just keep doing this all day?"
Sorry, Fizzlewhisk. After this, I think Machaera will just keep her sword drawn throughout this silly wood, since she's not fast enough with it yet to draw and close without leaving herself open to counterattack.
DM Twilight |
The Arctic tatzlwyrm whips its head towards Machera briefly, causing her acid to miss.
When Hundur arrives, growling and snarling like proper prey, the arctic tatzlwyrm decides that perhaps Fizzlewhisk really isn't worth the trouble. Especially since Hundur's arrival also brought a much larger prey with sharp shiny things with him.
Rake attack against Hundur 1d20 + 5 ⇒ (20) + 5 = 25
Damage 1d4 + 2 ⇒ (3) + 2 = 5
Rake attack against Hundur 1d20 + 5 ⇒ (13) + 5 = 18
Damage 1d4 + 2 ⇒ (4) + 2 = 6
Grab Hundur 1d20 + 9 ⇒ (20) + 9 = 29
Hundur lets out a yelp and a whimper before the arctic tatzlwyrm wraps him up in its coils, slowly squeezing the life out of him.
Hundur 11
Tatzlwyrm 5
R3
Machaera, Arctic Tatzlwyrm, Fizzlewhisk, Annalísa, Aðvinr, Mervyn, Snjórinn
Annalísa Finnrsdóttir |
Seeing her dearest friend in trouble, Annalísa flies into a rage. Spittle flies from her mouth as she viciously roars, "Let go of my dog you son of a b**ch!"
Annalísa swings her sword at the tatzlwyrm but isn't able to land the blow.
Rage 1/6
Longsword 1d20 + 5 ⇒ (5) + 5 = 10
Damage 1d8 + 4 ⇒ (7) + 4 = 11
Hundur yelps and tries to free himself, unsuccessfully.
CMB 1d20 + 0 ⇒ (9) + 0 = 9
Mervyn Tumblelock |
Mervyn changes position to free up space for Fizzlewhick to disengage and let the big guy up into combat.
Double Move directly North
"Drop hammer and tack Fizzlewick, let this giant of a man frough. I'm gonna go ter circle 'round the creature and cop flankin'." Mervyn says as he hustles north, the snow not being forgiving on his small legs. "Clear a paff so 'e can charge the fink"
Machaera Selanna |
I'm not sure I can actually do this, so if not, it can be retconned into another acid splash.
With a murmur that carries an unearthly edge behind it, like sharpening steel, Machaera calls a spark of magic to the weapon in her hand, and slides around the tree in front of her. Putting the trunk to her back, she lashes out at the wyrm with a heavy downward slash. Attack: 1d20 + 2 ⇒ (19) + 2 = 21Critical threat: 1d20 + 2 ⇒ (2) + 2 = 4 Damage: 1d8 + 2 ⇒ (7) + 2 = 9
Arcane pool: Round 1/20, 3 points remaining.
DM Twilight |
Meh, I'll allow it she had enough overall movement to pull off the maneuver and we can assume that that particular tree was tall enough for her to stand under the canopy.
Just as it looked as if the tatzlwyrm were about to retreat, dragging Hundur beneath the snow, Machera lashes out and ends the creature's life. Blood pools across the snow as the tatzlwyrm's coils relax just enough to not longer be a threat to the still tangled up dog.
Machaera Selanna |
Seeing the burly shaman lift Hundur up, Machaera stops in her own step forward to move the dead dragonlet. Seeing the poor brave dog's injuries, she glances in Snjórinn's direction, wondering how deep the pool of the half-orc's strange healing magic runs. Feeling helpless, she concentrates on calming herself down, scooping up a handful of snow to clean her blade. 'Food that speaks,' she thinks disgustedly, letting the last of her anger ebb away. That thing might have been able to speak, but if that's what it had to say for itself, it was a wasted gift.
Aðvinr |
"Yes, he will be alright, I promise you." Aðvinr replies calmly. Kneeling in the snow the shaman begins to work on the valiant dog, binding his wounds with healing poultices and herbs, putting the full extent of his knowledge and skill to work.
[dice=Heal (Treat Deadly wound)]1d20+9[/dice] Heals 5hp
As Annalísa's companion begins to breathe more easily, the shaman smiles at the Ulfen woman reassuringly.
Mervyn Tumblelock |
Mervyn will look around the area trying to find his two arrows that missed his target and return them to his quiver.
"Is there anyfink of this creature that is salvageable, isit? Can its fur be used ter keep Fizzlewisk warmer if yer skinned it, squire? I'm not the hunter 'ere so pardon me if I'm bloody well mistaken." Mervyn says, his breath a frost in the air.
He then looks up to see how much daylight is left.
Snjórinn Verkirsson |
Snjorrin moves forward, and impassively regards the wounded hound.
"I can sense its pain. Allow me..."
He then moves his hands over the hound's broken form, and with some sharp clicks and awful sucking noises, the dog's wounds close over, and broken bones return to their normal positions.
CLW: 1d8 + 1 ⇒ (8) + 1 = 9.
DM Twilight |
We are entering into what I'm calling the third hour of being in the woods, so keep track of your rolls and note when your fatigue sets in. There is still enough day light to keep moving, 3 or 4 hours it's hard to tell for sure in the woods. If anyone is fatigued now and wants to stop and set camp you can do that, too. The tatzlwyrm can be skinned, and can be eaten if you guys want. It's more of a moral question since it was clearly intelligent than it is of a safety question.
Hundur whimpers as the pain eases from his body and then once back on his feet he races back and forth between the two men who helped him, licking them ferociously before returning to his mistress' side.
Mervyn Tumblelock |
Arrow 1: 1d100 ⇒ 38
Arrow 2: 1d100 ⇒ 49
Completing his search, Mervyn can not find either of his arrows that have been lost in the snow. Frustrated Mervyn moves over to the group and is glad to see that the animal has been saved.
Being completely out of his normal environment and not sure how to proceed he awaits further instructions from Annalisa. He thinks about taking a moment to smoke but even that doesn't sound interesting. They needed to move on and would soon have to find shelter.