Rhen Vemsa |
he can drop the whip to avoid being tripped
Rhen will launch himself at the girl, smacking at her with the flat of his blade.
Short Sword Non-Lethal: 1d20 + 6 - 4 ⇒ (9) + 6 - 4 = 111d6 + 1 ⇒ (2) + 1 = 3
Bulgard Merkenkin |
bukgard moves to a flanking position and focused his ranger's mind on his exact target on the distorted head of the were-child.
nonlethal greatsword attack: 1d20 + 2 + 2 + 4 - 4 ⇒ (10) + 2 + 2 + 4 - 4 = 14
dmg: 2d6 + 4 + 2 ⇒ (6, 1) + 4 + 2 = 13
Igar The Terrible |
Bulgard misses. I will assume Zevon would prefer to be without a whip rather than prone at this moment.
Jeva continues with the murder of Zevon
claw v AC 16: 1d20 + 3 ⇒ (14) + 3 = 17
claw v AC 16: 1d20 + 3 ⇒ (11) + 3 = 14
bite v AC 16: 1d20 - 1 ⇒ (6) - 1 = 5
claw damage: 1d4 + 1 ⇒ (1) + 1 = 2
5 foot step
Reinar says "These southern werewolves are pretty tough. Not as tough as the northern ones." As he moves into flanking position, his shield comes out. AC now 19
longsword, nonlethal: 1d20 + 6 + 2 - 4 ⇒ (2) + 6 + 2 - 4 = 6
nonlethal damage: 1d8 + 4 ⇒ (1) + 4 = 5
Zevon HP 13/20
Rhen
Bulgard
Jeva
Reinar
Zevon <--------------
Zevon Vierding |
Zevon's whip becomes tangled in the wolf-child's legs and it is pulled from his grasp. He takes a step away from the fighting and begins shouting support for his companions.
Inspire Courage: An affected ally receives a +1 morale bonus on saving throws against charm and fear effects and a +1 competence bonus on attack and weapon damage rolls.
Rhen Vemsa |
Rhen tries to use the pommel of his sword to knock the girl out.
Non-Lethal: 1d20 + 6 + 1 ⇒ (6) + 6 + 1 = 131d6 + 1 + 1 ⇒ (1) + 1 + 1 = 3
"Please stop lass!" Rhen pleads with the girl
Igar The Terrible |
Jeva takes a five foot step and continues with Zevon.
claw v AC 16: 1d20 + 3 ⇒ (19) + 3 = 22
claw v AC 16: 1d20 + 3 ⇒ (2) + 3 = 5
bite v AC 16: 1d20 - 1 ⇒ (7) - 1 = 6
claw damage: 1d4 + 1 ⇒ (3) + 1 = 4
Reinar moves into flanking position
longsword, nonlethal: 1d20 + 6 - 4 ⇒ (4) + 6 - 4 = 6
nonlethal damage: 1d8 + 4 ⇒ (5) + 4 = 9
Round 3
Zevon HP 09/20
Rhen, Bulgard
Jeva
Reinar
Zevon <--------------
Zevon Vierding |
His wounds throbbing, Zevon continues his retreat behind the ranger. He draws his crossbow and begins loading one of the flaming bolts into it.
Friend's perhaps we should consider that the girl is better off freed from this curse and put to rest. You may be forced to use the daggers found in the basement, if only to save our own lives and not fall prey to this beast.
Edit: Inspire courage still active
Bulgard Merkenkin |
Bulgard keeps swinging his greatsword, this time using the business end of his weapon. He whispers "I'm so sorry, child" as he attempts to end her curse.
Greatsword, lethal damage: 1d20 + 2 + 2 + 1 + 4 ⇒ (8) + 2 + 2 + 1 + 4 = 17
dmg: 2d6 + 4 + 2 + 1 ⇒ (6, 6) + 4 + 2 + 1 = 19
Zevon Vierding |
Zevon stops his rally, sinks down to one knee and gives his friends a pitying look.
My sincerest condolences. Perhaps we can track her once she reverts to her other form. Unfortunately, we don't which is truly her. Is she a girl cursed to prowl as a beast, or beast that uses the guise of a girl to hunt. It begs the question, how is this connected to the orphanage? Silver daggers and a corpse with her throat ripped out is more than mere coincidence.
He glances at his wounds.
And there are the more pressing matters...
Knowledge (local) for lycanthrope info: 1d20 + 6 ⇒ (8) + 6 = 14
Igar The Terrible |
Day 2 the sun rises at 6:00. You have 8 hours of travel time. 15 days to full moon. As you head out, you hear a wolf howling in the distance. Your alignments are not affected by this encounter. It was a close call.
1d100 ⇒ 56
1d100 ⇒ 20
1d20 + 7 ⇒ (15) + 7 = 22
1d20 + 6 ⇒ (18) + 6 = 24
1d20 + 5 ⇒ (12) + 5 = 17
1d20 + 0 ⇒ (2) + 0 = 2
1d20 ⇒ 19
1d20 ⇒ 13
Bulgard, give me some survival checks until you make the DC15. Each failure represents an hour of locating the tracks. Dr. Fox can aid you. Roll a d20 for him and if it is 10 or better you get a +2.
Rhen Vemsa |
Rhen looks upset at what took place with the girl, going off by himself to sit and carve a few sticks into points and place them in the ground.
"I agree, there be somethin' to her."
Zevon Vierding |
Zevon passes the wand over his wounds, and then attempots to aid in Bulgard's tracking.
CLW: 1d8 + 1 ⇒ (7) + 1 = 8
Survival (aid another): 1d20 + 1 ⇒ (6) + 1 = 7
Bulgard Merkenkin |
Bulgard is left in utter sadness having failed to keep safe the girl mere hours after promising his protection.
He busies himself scouting for the trail, all the while admonishing Dr Fox for not clarifying his position on the werewolf.
still, you sh-should've made your point clearer. Don't give me that look!
survival(tracks): 1d20 + 7 ⇒ (12) + 7 = 19
survival (fox): 1d20 ⇒ 4
Igar The Terrible |
You travel 8 hours without incident. We will keep the current map for future campsites. This night passes quietly.
Day 3 the sun rises at 6:00. You have 8 hours of travel time. 14 days to full moon. Zevon HP is 18/20
1d100 ⇒ 30
1d100 ⇒ 58
1d20 + 7 ⇒ (9) + 7 = 16
1d20 + 6 ⇒ (15) + 6 = 21
1d20 + 5 ⇒ (1) + 5 = 6
1d20 + 0 ⇒ (13) + 0 = 13
1d20 ⇒ 13
1d20 ⇒ 17
Igar The Terrible |
You travel 8 hours without incident. The night is eventless.
Day 4 the sun rises at 6:00. You have 8 hours of travel time. 13 days to full moon. Zevon HP is 20/20
1d100 ⇒ 18
1d100 ⇒ 93
1d20 + 7 ⇒ (11) + 7 = 18
1d20 + 6 ⇒ (14) + 6 = 20
1d20 + 5 ⇒ (20) + 5 = 25
1d20 + 0 ⇒ (11) + 0 = 11
1d20 ⇒ 20
1d20 ⇒ 4
Igar The Terrible |
You travel 8 hours without incident. Just as you begin looking for a good campsite, you see a familiar structure. The tracks lead into Droskar's Crucible. They enter the monastery at the same doorway you used last time. Bulgard, DC is 20 to follow indoors. 10 minutes to find a trail indoors. You will need a light source.
Igar The Terrible |
Reinar says "This is harder than killing little girls."
survival: 1d20 + 7 ⇒ (1) + 7 = 8
aid another: 1d20 ⇒ 3
Reinar sits down out of frustration. "Kids are probably dead by now anyway."
I should have asked this sooner. Sorry. Where is the Ring of Torag? If someone is wearing it, when was it put on?
Bulgard Merkenkin |
[ooc] I would assume that Rhen has it stashed in his pack or maybe wears it on a chain around his neck? [ooc]
Bulgard signals for the group to take cover while he sneaks around to find out what they're up against. He signals to Zevon to activate his communication thing and tells Dr Fox to stay.
stealth: 1d20 + 9 ⇒ (16) + 9 = 25
Rhen Vemsa |
I don't remember even getting that, Yes Rhen will wear it
Rhen follows the astute woodsman around, not really having a nose for this kind of thing.
"Lets just be hopin' all them little ones not be like that lass." Rhen sets his feet and keeps an eye out.
Perception: 1d20 + 6 ⇒ (20) + 6 = 26
Igar The Terrible |
I will say you put it on when you got it. Takes 24 hours to protect you.
Reinar goes back to looking for tracks.
survival: 1d20 + 7 ⇒ (17) + 7 = 24
Reinar says "Got it!" You end up at the stairway in Greypelt's lair.
The stairway opens into a large rectangular chamber. The stone walls of this area are covered with intricate carvings of dwarves toiling in mines or smithies. In the center of the chamber stands the bottom half of a broken obsidian obelisk. Crude picks, hammers, and other tools lie scattered around the chamber.
Two kobold slaves toil near the west doorway, trying to drag a 60-pound chunk of the fallen monument behind them. Four kobold warriors accompany them (not so much to protect the slaves as to ensure they do not run away).
They have their backs to you. You may all act in the surprise round. One standard or one move action. Weapons and gear were readied before you descended the stairs. Move when you are ready. Will roll initiative after the surprise round.