| Aerys D Mavato |
Survival 1d20 + 3 ⇒ (2) + 3 = 5 to gather food
Perception 1d20 - 1 ⇒ (18) - 1 = 17
Survival 1d20 + 3 ⇒ (1) + 3 = 4 aid Sam in tracking
Aerys will be in front of the 'squishy' party members, hoping to protect them. Following on the more aware party members, in a position to quickly aid their defense.
| Black Tom |
There are several tracks going south, but distinguishing the captain's and Iaena's among them is almost impossible. Fortunately there is really only one way to go as the trail winds through a 10-foot-wide gulch here, flanked on either side by steep 50-foot-high slopes. Not
quite vertical cliffs, these slopes host numerous scraggly plants and a number of hanging vines.
As you make your progress slowly upwards suddenly Torch is yanked off his feet and pulled bodily 25 feet up the slope, a snare attached to a bent tree looping around his foot. He crashes into some carefully sharpened poles, impaled for 5 points of damage. He is also considered grappled.
Someone hidden at the top of the slope is trying to pull him upwards. Roll for initiative.
The Climb DC is 10 if you want to try to ascend.
| Aerys D Mavato |
Aerys watches as Torch is being pulled upwards, "Leave him be or I'll be after you!" shouts Aerys at some invisible predatory foe. She starts to climb up towards those pulling Torch up.
Initiative 1d20 + 2 ⇒ (9) + 2 = 11
Climb 1d20 + 5 ⇒ (10) + 5 = 15
| Sam "Torch" McQuarry |
I'm still grappled? Somehow the stakes are moving with me? Can I see who/what is pulling me?
Torch grits his teeth against the pain while he tries to pull himself free of the cunningly laid trap. Grapple check to escape: 1d20 + 2 ⇒ (17) + 2 = 19 (or +1 to that if it's actually been a day since we left the fungus island - I've lost track).
| Maestro Gelikugel Aberwhinge |
Gelik will try to climb into range for his Beguiling Voice ability (30 ft - described below), using surprisingly commanding dulcet tones to daze the trapper.
climb1d20 ⇒ 3
If he duffs the climb roll, he'll use his Ghost Sound (DC 14) ability to make the noise of a very aggressive fangbird hissing to the trapper's flank, in order to distract him.
Beguiling Voice (Ex, 6/day, DC 13): At 1st level, you can use the sound of your voice to lull a target creature into taking no action. This ability acts as the daze spell, except it is language-dependent, has a duration of 1 round, and affects a living creature whose Hit Dice do not exceed your sorcerer level. You can use this ability a number of times per day equal to 3 + your Charisma modifier.
As Daze: School - enchantment (compulsion) [mind-affecting] Range close (25 ft. + 5 ft./2 levels)
Dazed Condition: The creature is unable to act normally. A dazed creature can take no actions, but has no penalty to AC.
| Ralf Pennywhistle |
If he's out of range of channeling, he's out of range of Ralf's healing spell, too.
"Hang on, young feller! We'll rescue you."
Ralf puts his shield away and starts to climb as fast as his feeble limbs will go.
Climb: 1d20 - 1 ⇒ (8) - 1 = 7
| Black Tom |
You have indeed slept for a night after leaving the blighted island.
Torch cuts the rope and manages to hang on to some vines. The rest of you start to climb, but only Aerys and Hrakar make any headway, Aerys climbing 15 feet up and Hrakar 10. Torch is 35 feet up.
The cannibal at the top (what did you expect) breaks cover and flings a javelin at Torch, accompanied by some pretty colorful curses in pidgin Infernal. Torch is hit for 4 points of damage.
You are up.
| Sam "Torch" McQuarry |
Torch roars out a curse of his own as the javelin creases ribs already wounded by the spikes. Painfully aware of his weakness, he nevertheless begins to scramble toward the top of the ravine in hopes of confronting his foe directly.
Climb check: 1d20 + 6 ⇒ (12) + 6 = 18
| Maestro Gelikugel Aberwhinge |
Once again, Gelik will try to climb into range for his Beguiling Voice ability (30 ft - described below).
climb 1d20 ⇒ 13
If he doesn't make it within range, he'll use his Ghost Sound (DC 14) ability to make the noise of a very aggressive fangbird hissing to the trapper's flank, in order to distract him.
Beguiling Voice (Ex, 6/day, DC 13): At 1st level, you can use the sound of your voice to lull a target creature into taking no action. This ability acts as the daze spell, except it is language-dependent, has a duration of 1 round, and affects a living creature whose Hit Dice do not exceed your sorcerer level. You can use this ability a number of times per day equal to 3 + your Charisma modifier.
As Daze: School - enchantment (compulsion) [mind-affecting] Range close (25 ft. + 5 ft./2 levels)
| Black Tom |
Torch reaches the top and the cannibal takes a swipe at him but misses. Aerys is almost there and can reach the top with a move action.
Gelik and Hrakar are advancing steadily and Gelik is within range to use his beguiling voice, but the cannibal resists his lure.
Ralf loads his crossbow and fires, almost hitting Aerys.
You are up again.
| Sam "Torch" McQuarry |
Torch launches himself forward, ready to repay the cannibal for the pain he's suffered with interest. His scimitar still on the ground at the bottom of the ravine somewhere, Torch leads with the cestus on his left hand. It's a waste, but he's pissed me off, so I'm activating ranger's focus. Cestus attack: 1d20 + 5 ⇒ (9) + 5 = 14, damage 1d4 + 4 ⇒ (3) + 4 = 7.
| Sam "Torch" McQuarry |
Grinning with a slightly-insane mix of pain and fury, Torch feints with his right hand and then sidesteps to try a shot at the man's kidneys with his left. 5 ft step to set up a flank with Aerys, next turn I'd think unless we're lucky, then cestus attack: 1d20 + 5 ⇒ (15) + 5 = 20, damage 1d4 + 4 ⇒ (2) + 4 = 6.
| Black Tom |
Torch lands a fierce blow to the cannibal's kidneys. Gelik tries to fire off a spell, but it is difficult to find the cannibal without hitting Aerys or Torch. Ralf actually makes some headway up the slope.
Hrakar, if you channel, you will heal the cannibal as well. Are you sure?
| Hrakar Orcbane |
Yes, cuz I don't really want the cannibal to get lucky again and send Torch below 0 hp. Once we are all on top dealing with one lone cannibal shouldn't be a problem, but without our melee expert it might become one. Torch should be near dead and +6 hp help him more than the cannibal IMO
Hrakar starts climbing again hoping to reach the top and help the others.
Climb check:1d20 - 1 ⇒ (16) - 1 = 15
| Black Tom |
I totally missed the included penalty. Yes, I'm granting him cover, not from you but from the crest of the hill. Still, he's near naked and raging, so Gelik actually hit.
The cannibal is refreshed by the healing energies, and shrugs off the ray that singes his arm, leaving a ream of frost. He takes another swing at Torch, misses and starts to back away.
But only 5 feet, so you will be able to flank him if you like.
You are up.
| Black Tom |
Well, then, that ends the cannibal. And earns you 120 xp each and a hero point for Torch for his unfailing ability to find trouble... er, heroics (you say tomato).
You can get up or down the slope at leisure now. The cannibal carries no valuables except a red pearl amulet, three javelins and a light shield. His scimitar is rusty and broken.
| Sam "Torch" McQuarry |
With Aerys' help, Torch strips the cannibal of the bits that seem valuable, with particular curiosity for the unusual amulet, which he hands over to Gelik and Hrakar in case it is more than it seems. Then, when an expression of satisfaction, he half-climbs, half-slides back down the slope to where his scimitar lies, readying it once again.