Machaera Selanna |
Looking into the snowy sky, Machaera estimates what's left of the afternoon. Even with, or maybe because of, the last minute of excitement, she can already feel herself losing heat. Hearing Fizzlewhisk's teeth chatter, she says, "We should have a few hours yet before it's too dark for all of us to go on comfortably, but this cold is something else. If we can get out of the drifts and into the trees at least, we might be able to find some shelter soon, and that's beginning to look like a better and better idea."
Machaera's got another hour before she starts slowing down, but we don't want anyone to freeze to death. I think it might be best if we get out of the wind, build up a roaring fire, and rest if we can. When we do, Machaera will see if she can throw something like some snowshoes together, and she'll take helpers, since she'll be trying it untrained. :)
Mervyn Tumblelock |
Mervyn, seeing the party preparing to move out comes over to Fizzlewhisk side and says "Come on mate, right, lets scout out ahead some more." and with that he moves further again following the trail with the rest of the group in earshot behind them.
Perception: 1d20 + 6 ⇒ (1) + 6 = 7
Stealth: 1d20 + 11 ⇒ (6) + 11 = 17
DM Twilight |
Fizzlewhisk's Perception 1d20 + 7 ⇒ (12) + 7 = 19
Fizzlewhisk's Stealth 1d20 + 6 ⇒ (20) + 6 = 26
-----
The two scouts head out again, as you leave the gully movement becomes somewhat easier once more (no longer takes 4 squares, back to taking 2 squares). Unwilling to risk the scouts getting ambushed again, the group stays a little closer than they did before. You've only gone a couple of miles when Fizzlewhisk puts a hand out to stop Mervyn, then points to the trees. "Do you see that? What are those? Are... are those birds?"
Mervyn looks a little closer and sees that indeed the trees are littered with fetishes made out of dead crows that have been pinned to the bark.
Machaera Selanna |
Catching up with the two scouts again, Machaera notices the macabre fetishes and feels her skin crawl with another sort of chill. Before she can direct her mind to something else, her memory whirls back to other forests hundreds of miles away across the Inner Sea, hot, and breathing steam, and other fetishes placed in trees, and what they mean there... She gives her head a shake as if to dislodge the vision, and focuses on what she sees here, letting her subconscious draw comparisons and tentative conclusions. Knowledge (arcana): 1d20 + 7 ⇒ (14) + 7 = 21
Mervyn Tumblelock |
Mervyn quietly waved the shaman Aðvinr up, holding his finger over his lips to motion quiet and then pointing up into the trees, he had not been formally introduced to the large man but he had seen enough of his actions to know that he might could tell them something of this fetish thing.
The small halfling then looked back toward the direction of the other members seeing how the animals were reacting. They had warned the group earlier of danger. Maybe they would do so again.
Aðvinr |
Before
No stranger to survival in the wilds of winter, Aðvinr skins the Tatzlewyrm, making sure to take substantial cuts of meat from the body before leaving the carcass.
Survival: 1d20 + 8 ⇒ (17) + 8 = 25
Who's the food that talks now mother@#$#$er?
As Mervyn signals a stop, the shaman takes in the grizzly display sure of some sort of significance.
Knowledge Nature: 1d20 + 6 ⇒ (1) + 6 = 7
DM Twilight |
Machera is unable to determine any particular purpose for these fetishes, they don't seem to be arranged in to any particular fashion that would indicate a dabbling of the arts. Instead, they really just look horrid. Like twisted decorations, or perhaps a warning of sorts.
Aðvinr likewise is at a loss over the suspended crow corpses.
Snjórinn Verkirsson |
Snjorrin, utterly oblivious, continues on with the others, but nods when he sees the crows.
"This area is cursed. We should keep moving..."
DM Twilight |
Yeah, I know, the rolls are steep. I don't think they're really meant to be made! Headed out of town in the morning and won't be back until Sunday at some point. Will try to post if I can, but will be pretty brain fried from this school thing. It's possible you won't see much of me until Monday.
Mervyn Tumblelock |
Not going to attempt a check that he could not make even if he rolled a natural 20.
Mervyn looks at the others and says softly "Do yer fink yer should inspect one of these 'angin' birds more closely, then, guv? It ain't like yer spot dead birds just 'angin' 'round evryday."
Machaera Selanna |
Lovely. Looks like everywhere she goes, Machaera ends up surrounded by cannibals. Well, as long as she's not expected to partake, she's seen worse. She would like to put in a request that, if the worst ever happens, she not be made into fine roasted elf-kebab herself, but get a simple burial or pyre, as is more convenient. :)
"I think it's just a warning, or marking territory. If there is magic bound into them, it's not like any form I've seen elsewhere," Machaera opines. She finds herself falling into a more formal style as she remembers reciting old lessons and distances herself from such savagery, adding, "Or it may simply be a statement of abominable taste."
DM Twilight |
It isn't cannibalism. One species eating a member of their same species is cannibalism. It might be considered by some to be unethical, but it is taboo at best. The tatzlwyrm is still just a beast.
Machaera 1d20 + 3 ⇒ (19) + 3 = 22
Fizzlewhisk 1d20 + 3 ⇒ (17) + 3 = 20
Aðvinr 1d20 + 0 ⇒ (3) + 0 = 3
Mervyn 1d20 + 4 ⇒ (3) + 4 = 7
Snjórinn 1d20 + 0 ⇒ (1) + 0 = 1
Annalísa 1d20 + 1 ⇒ (3) + 1 = 4
Pym 1d20 + 3 ⇒ (18) + 3 = 21
Shor 1d20 + 3 ⇒ (18) + 3 = 21
Vosi 1d20 + 3 ⇒ (9) + 3 = 12
Suddenly Annalísa and Mervyn feel a slight sting, not too unlike being bitten by a bug. Fortitude DC11 checks, please.
Everyone can make perception checks to beat each of the stealth rolls to locate the assailants. I have their markers on the map, but unless they are spotted you'll have to pretend you don't know where they are :D
Shot at Annalísa 1d20 + 8 ⇒ (8) + 8 = 16
Damage 1d2 - 2 ⇒ (2) - 2 = 0
On a hit, DC 11 Fortitude or staggered for 1 round due to numbing cold.
Stealth to remain hidden after firing 1d20 + 0 ⇒ (14) + 0 = 14
Shot at Machera 1d20 + 8 ⇒ (7) + 8 = 15
Damage 1d2 - 2 ⇒ (2) - 2 = 0
On a hit, DC 11 Fortitude or staggered for 1 round due to numbing cold.
Stealth to remain hidden after firing 1d20 + 0 ⇒ (7) + 0 = 7
Shot at Mervyn 1d20 + 8 ⇒ (17) + 8 = 25
Damage 1d2 - 2 ⇒ (1) - 2 = -1
On a hit, DC 11 Fortitude or staggered for 1 round due to numbing cold.
Stealth to remain hidden after firing 1d20 + 0 ⇒ (11) + 0 = 11
SR
Pym, Shor, Vosi
R1
Machaera, Pym, Shor, Fizzlewhisk, Vosi, Mervyn, Annalísa, Aðvinr, Snjórinn
Mervyn Tumblelock |
Fortitude: 1d20 + 4 ⇒ (17) + 4 = 21
Mervyn felt the tiny sting but did not seem to suffer any ill effects from it. He looked around the area.
Perception: 1d20 + 5 ⇒ (15) + 5 = 20
DM, Should not the fact that the creatures attacked have given away their position? I believe if you are hiding and make an attack then you are automatically detected unless you have improved invisibility.
"Be on alert sumfink just stung me in the chuffin' freakin' face." Mervyn shouts as he picks at the spot on his face that was stung.
Mervyn was pissed and his eyes was sharper now looking all around him.
"There is three of them wee wee flyin' fings in the bloomin' trees."
Mervyn will then call out there positions among the trees as he draws his bow, knocks back a cold-iron arrow and fires at the closest available target on his turn.
Shortbow: 1d20 + 5 ⇒ (16) + 5 = 21
Damage: 1d4 ⇒ 1
Once he has fired, Mervyn will drop prone to give his ranged attackers a more difficult target.
DM Twilight |
This particular enemy is noted as being able to make a stealth check after their attack at a -20 to remain hidden. Their stealth is normally a 20, thus the +0 roll. Also, I want rolls for each of the three stealth rolls made. You rolled once, I'll allow you to have noticed the one closest to Annalisa. You'll have to make two more rolls to notice the other two. Your attack will not take place until your turn in the initiative, which is after the three sprites have acted and/or moved.
Fizzlewhisk Ettinfell |
Perception the 1st: 1d20 + 7 ⇒ (17) + 7 = 24
Perception the 2nd: 1d20 + 7 ⇒ (1) + 7 = 8
Perception the 3rd: 1d20 + 7 ⇒ (18) + 7 = 25
The small gnome loses his teeth chatter in his excitement, "Three little piskies! There, there, and there!" Fizzlewhisk points, unaware that the rest of the group might not see where he is pointing. "They have little wings and bows."
Machaera Selanna |
Hey, some of my best friends are dragons! :) I was generalizing the idea to sapient beings, but I guess if it's more of a parrot that's OK. Anyway, let's leave that to the philosophers, we have more monsters to deal with!
Perception #1: 1d20 + 1 ⇒ (3) + 1 = 4 Perception #2: 1d20 + 1 ⇒ (17) + 1 = 18 Perception #3: 1d20 + 1 ⇒ (13) + 1 = 14
Feeling something bounce off her armour, Machaera whirls towards the source. As the others cry out, she adds, "I see them!" Well, most of them.
Whipping Yuln's sword around at the one who shot at her, she growls, "We're not in the mood, whoever you are." She lashes out with the cold iron blade, her free hand already dripping with acid. Spell combat, attacking first, then casting acid splash: Attack: 1d20 + 1 - 2 ⇒ (12) + 1 - 2 = 11 Damage?: 1d8 + 1 ⇒ (2) + 1 = 3
Ranged touch: 1d20 + 3 ⇒ (19) + 3 = 22 Damage?: 1d3 ⇒ 3
Snjórinn Verkirsson |
Perception: 1d20 + 4 ⇒ (20) + 4 = 24.
Perception: 1d20 + 4 ⇒ (6) + 4 = 10.
Perception: 1d20 + 4 ⇒ (13) + 4 = 17.
Snjorrin nods.
"I see them."
He then takes a swing at the closest one.
Cold Iron Greataxe: 1d20 + 1 ⇒ (17) + 1 = 18, for 1d12 + 1 ⇒ (10) + 1 = 11 damage.
DM Twilight |
Machera's blade goes wide but she hears an angry hiss as her acid hits the little sprite.
The first two sprites burst into bright light and instantly are surrounded by by several more lights, they all dance and swirl about.
R1
Machaera, Pym, Shor, Fizzlewhisk, Vosi, Mervyn, Annalísa, Aðvinr, Snjórinn
You will now have to choose a light as a target to attack. I've colored them so you can name the color and state location North, South, or West.
Aðvinr |
Going clockwise from the top
Perception: 1d20 + 4 ⇒ (9) + 4 = 13
Perception: 1d20 + 4 ⇒ (15) + 4 = 19
Perception: 1d20 + 4 ⇒ (10) + 4 = 14
Narrowing his eyes, Aðvinr spots the attacking creatures. His icy glare seeming to intensify. With a word and gesture he peers deep into the neares of the tiny creatures filling it with terror of being crusted and broken.
Cause Fear Dc 15 Will or Frightened1d4 ⇒ 4 rounds
DM Twilight |
Mervyn, they would not be flying low enough to be considered melee for you. Some of the lights would barely be in melee range for a medium person. The one that is closest to you, and was not illuminated is definitely out of melee range, but is also acting before you.
Fizzlewhisk's arrow appears to have the sprite dead to rights but somehow doesn't seem to bother the sprite in the slightest. It responds by throwing out its little hand and sending a spray of vivid colors out over part of the group. Color Spray hitting everyone but Hundur and Snjórinn
Unconscious, blinded, and stunned for # rounds: 2d4 ⇒ (3, 3) = 6
Followed by being Blinded and stunned for # of rounds: 1d4 ⇒ 1
Followed by being stunned for 1 round.
DC12 Will save negates; Spell resistance
R1
Machaera, Pym, Shor, Fizzlewhisk, Vosi, Mervyn, Annalísa, Aðvinr, Snjórinn
Machaera Selanna |
Will save: 1d20 + 1 ⇒ (6) + 1 = 7 Machaera tries to resist the blast of colours, but even as she gathers her will, a memory of a morning in a distant desert intrudes upon her mind... She sinks to the ground. I'm not rolling any better, alas - but it's Machaera who's letting Team Spellcasters down here. :/
Annalísa Finnrsdóttir |
Fortitude against numbing cold from arrow shot 1d20 + 5 ⇒ (17) + 5 = 22
Will save against color spray 1d20 + 1 ⇒ (14) + 1 = 15
Annalísa manages to shake off the effects from the tiny arrow, and is not impressed by the dazzling display of colors. Awaiting initiative to act.
Annalísa Finnrsdóttir |
Annalísa growls in frustration as Machera and Mervyn drop to the ground, she swings her sword at the nearest ball of light (red, North), but isn't able to quite reach.
Longsword 1d20 + 3 ⇒ (2) + 3 = 5
Damage 1d8 + 3 ⇒ (2) + 3 = 5
Hundur wags his tail and barks happily at the lights.
DM Twilight |
[dice=Ratatoskr will]1d20
Even as he focuses his menacing will, the shaman feels his companion succumb to the blast of light.
Action already posted above
Yes, but nearest to you are the balls of light. Are you attempting to frighten one of the balls of light, and if so which one? Or, are you attempting to frighten the solitary sprite that cast color spray?
DM Twilight |
Vosi Will Save 1d20 + 2 ⇒ (7) + 2 = 9
The sprite is taken aback by Aðvinr's gaze and is clearly frightened. Vosi will begin fleeing on his next turn, unless killed or otherwise prevented from doing so before then.
R1
Machaera, Pym, Shor, Fizzlewhisk, Vosi, Mervyn, Annalísa, Aðvinr, Snjórinn
DM Twilight |
My action was posted ages ago :-)
Yes, and because everyone keeps acting out of turn not only do your actions get lost but your actions become invalid or the parameters for which you posted your actions change. There isn't a single enemy nearest to Snjórinn anymore but now two balls of light that can be considered nearest. If you wish to keep the same action, then please chose a specific target.