Chi T'reignial |
Chi gives Gwen a hug before she goes over the top, "Be brave Gwen and use the rope that's there already to steady yourself as you go down. I'll be watching you from up here as you go, so remember to keep watching me when you can."
Chi encourages Gwen to look up, rather than say don't look down.
Once Gwen is afely down, Chi takes the ropes, she fastens her belt around the rope, such that if she let go, the rope would still be within her grasp, though it wouldn't stop her falling.
Taking 10, so with her +1 STR modifier and the +2 circumstance bonus she has a total Climb check of 13.
DM Alexander Kilcoyne |
Gwen is gently lowered down, occasionally muttering in her strange language as she goes. The group all eventually make it to the bottom of the ridge, Ambroze struggling a little with the descent but making it safely nonetheless.
Moving onto the game trail, you are able to make much faster progress travelling than usual- you know that the trail leads directly to the campsite with the shack so you follow it.
As I understand it, your default marching order has Tun'ada and James at the front, Savarend at the back as a rearguard and the other three somewhere in the middle.
W?1d2 ⇒ 1
James perception-1d20 + 5 ⇒ (5) + 5 = 10
Tun'ada perception-1d20 + 8 ⇒ (20) + 8 = 28
Something feels wrong to Tun'ada, and just before James triggers a trip line, Tun'ada shouts out a warning. Tun'ada spotted a cleverly hidden vine trip line strung across the pathway. As soon as the trip line is triggered, a snare attached to a bent tree branch whips around the victims leg and yanks him up into the trees against a set of sharpened stakes that Tun'ada also spotted. In addition to possibly taking damage from the stakes, the snare suspends the victim upside down 10 feet off the ground.
As Tun'ada got so high on the perception check I ruled hes able to discern how the trap works too.
9AM, Day 6.
Gwenyth |
Brief retcon back to the cliff...
Gwen hugs Chi quickly and thanks James and Tun'ada heartily.
Really, I can't thank you enough, I hadn't had a chance to tell any of you this, but I am very afraid of heights and cannot climb to save my life. Any time we're in such a situation I'm likely to get worked up and panic a bit, so please do what you can to help me. Hopefully the Gods will grant me courage on this point, but as of now I have none.
Back at the tripline...
Knowing that Chi's heart is in the right place but that she is still learning, Gwen calls for the Guidance of the Gods on Chi's disarm attempt.
+1, Chi!
Chi T'reignial |
Chi blushes slightly at the confidence shown in her by the others, "I am still an apprentice when it comes to things like this, Ishorou has shown me many things, but not how to make a trap safe yet, other than setting it off. I will try for you, but..." Tears well up in her eyes as she fights her need to survive and her need to serve her friends, knowing see doesn't want to let them down. "Perhaps we should do as Tun'ada says and set the trap off from a safe distance. I'll get a long branch." Chi looks around the way they have come to find a long straight branch. She removes the leaves and picks it up, much like a lance and like a long fishing rods, she waits a few minutes whilst she gathers herself, before she tries to slam the end into the trip wire to set it off.
Not sure what you want, I think the branch is 12-15ft long and here's a couple of d20 rolls to base the results on. Other party members can stop her from doing it if they want in the moments she gathers herself.
Roll 1 1d20 ⇒ 10
Roll 2 1d20 ⇒ 15
DM Alexander Kilcoyne |
Chi sets off the trap with a long stick, which is immediately smashed against the sharpened stakes hidden above. The tripwire triggered, the trap is currently useless.
As a general rule with my DMing, outline your approach to things and what you'd like to do, and i'll ask for a roll if necessary or make one on your behalf. 100XP each, that was a very difficult Perception check that Tun'ada made, I expected one of the scouts to get mangled :).
Travelling on, you eventually find yourself at the campsite. Even a quick glance reveals that the campsite has been abandoned for some time, although some shelter is still available. Searching through the campsite, old bloodstains and broken clubs and swords indicate that the campsite was the scene of a battle some time ago.
The partially completed wooden shack has a disturbing memento left on it- a large pentagram has been carved into one wall of the shack and several human teeth have been hammered into the wood in its center—a grisly bit of graffiti left by the victors...
9:40AM, Day 6.
Chi T'reignial |
Chi looks at James concerned, "Best be careful, there might be more traps in there. Whoever set that trip wire might still be around somewhere." Chi quietly and gingerly looks through a window, through a gap in the wall or around the door, without entering.
Her cat looks at her with amusement as she tries to be quiet like he can be.
Stealth to get close to the hut to look inside 1d20 + 8 ⇒ (19) + 8 = 27
Perception looking inside the hut 1d20 + 3 ⇒ (4) + 3 = 7
Just remembered what you said in your last post, perhaps you didn't need these rolls...oops
Gwenyth |
Well, I guess we know where we should move camp to next - and to be wary when we do[i], Gwen says, eyeing the teeth in the cabin warily. I wonder, though, could we possibly take shelter here as a group, and continue our investigation of the nearby area once the hot part of the day has passed by?
I guess that question was as much for AK as the rest of the party :-)
Chi T'reignial |
Chi looks at the dwarf, wondering if the sigil is indeed as powerful as he suggests, "Savarend, what possibly can this mark do that makes you so afraid? What do you know about this thing? Perhaps Ambroze can shed some light on it too, he seems to know so much about everything."
DM Alexander Kilcoyne |
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Random encounter 15% chance.1d100 ⇒ 11
??-1d6 + 1 ⇒ (5) + 1 = 6
About time the random encounter dice fulfilled their purpose... Sorry for the delay in this update, this post took some time to write, as did making the encounter map. Hope the map looks ok- its quite large so I resized it in Paint in the hope you'll be able to make everything out ok.
The group seek shelter, some in the shack, some in the makeshift shelter of the abandoned campsite and in Savarend's case, under the shade of a nearby tree. The unbearably hot midday sun comes as it always does, and the group shelter as best they can from the harsh jungle climate.
Time passes slowly, with the majority of the group inside the large shack and Savarend relaxing on a chair underneath the only tree in the campsite. Chi's cat decides that Savarend picked the best spot, and contentedly sits underneath the shade of the palm tree with him.
Suddenly, from the treeline about 180 feet away, six half-naked human savages in rags surge from the undergrowth into the camp, moving at an incredible speed and making no attempt at stealth. The savages are muscular and are deeply tanned, with sharpened teeth and crazy, bestial grins on their faces. They are clearly acclimatized to the scorching heat of the midday sun
Battering their shoddy scimitars against their small wooden shields, they scream and shout in a strange tongue as they burst into the campsite; more than one of these savages bears some kind of deformity. Each savage is adorned with ritualistic scars and red pentagram tattoo's, and each wears a red amulet around their neck. In addition to the mostly broken and damaged blades they are carrying, each savage is carrying three javelins.
Savarend is able to shout a warning as the savages approach, and the remainder of the group stand and gather next to the tent's entrance (you can assume to have drawn any weapon or object you please in this time.)
Chi-1d20 + 4 ⇒ (11) + 4 = 15
Savarend- 1d20 + 2 ⇒ (5) + 2 = 7
Ambroze-1d20 + 3 ⇒ (4) + 3 = 7
Tun'ada-1d20 + 4 ⇒ (5) + 4 = 9
James-1d20 + 3 ⇒ (19) + 3 = 22
Gwyneth-1d20 + 2 ⇒ (14) + 2 = 16
Savages- 1d20 + 2 ⇒ (14) + 2 = 16
Gwyneth Roll-Off- 1d20 ⇒ 18
Savages Roll-Off- 1d20 ⇒ 2
Round 1 Initiative-
James- 22
Gwyneth- 16
Savages- 16
Chi- 15
Tun'ada- 9
Ambroze- 7
Savarend- 7
Encounter Map-
Rules/Mechanics for the extreme heat.
You will function normally during the combat, but at the end (assuming you've ventured out of the tent) i'll require a Fort save to avoid non-lethal damage and fatigue.
James Carmichael |
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James roars, his muscles seeming to bulge and multiply outwards as his eyes narrow on the object of his fury, before charging full pelt at one of the more central savages.
James will rage and charge the savage at -A9.
1d20 + 6 ⇒ (6) + 6 = 122d6 + 9 ⇒ (1, 3) + 9 = 13
James sword rips across the native's chest from shoulder to hip, tearing a huge gash in the man's torso.
DM Alexander Kilcoyne |
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The eastern-most savage moves towards Savarend with tremendous speed, and hurls a Javelin his way. The Javelin thuds into the tree, not in any way endangering the Dwarf. A second nearby Savage hurtles across the camp, ending his turn in melee with Savarend.
1d20 + 1 ⇒ (6) + 1 = 7
One of the savages breaks away from the nearby Battle of the Barbarians and makes a beeline for the shack, drawing and hurling a Javelin at Tun'ada, slamming into the doorframe beside him.
1d20 + 1 ⇒ (7) + 1 = 8
The heavily wounded savage that James cut seems to falter. He carefully withdraws from the fight, making a beeline back towards the jungle forest.
Withdraw action, 90 feet movement.
The other two move into flanking positions, seeking to tear James apart with their broken scimitars. Both blades cut deeply into the barbarian, but the force the strong savages can put behind the blows is limited by the poor quality of their weapons. Even so, James takes two nasty cuts to his abdomen.
1d20 + 5 ⇒ (16) + 5 = 21
1d6 + 2 ⇒ (2) + 2 = 4
1d20 + 5 ⇒ (12) + 5 = 17
1d6 + 2 ⇒ (6) + 2 = 8
12 damage total.
Gwenyth |
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Seeing the savages tearing into her friend, Gwen finally erupts. She storms out of the tent, arm raising, finger pointing ominously at one of the barbarians seeking an unfair fight against James. Her pupils fade to white, and when she speaks, it is with the voice of every woman who has ever lost a husband, a son, a friend to the ravages of war.
Du vil flykte dette stedet. NÅ.
Move action: Move to F6.
Standard Action: Cast Cause Fear on Savage in A8.*
DC 15 Will Save or become frightened for 1d4 ⇒ 3 rounds.
*This is not a language-dependant effect.
DM Alexander Kilcoyne |
Ambroze fumbles with his crossbow, struggling to get it loaded. Once he has a bolt in place he runs out the door after Gwenyth, searching for a viable target.
Standard action to load light crossbow. Move action to J-8.
Loading a light crossbow is a move action, feel free to edit your action.
Chi's arrow sails wide of its mark, but Tun'ada strikes true and deals the savage a vicious wound on his shoulder. Moments later, Gwyneth emerges from the tent, speaking ominously in Celestial.
1d20 + 3 ⇒ (13) + 3 = 16Shaken for one round.
Although the savage goes pale, he is too lost in his fury to succumb to the spell fully, and stands his ground.
Savarend's blow connects with his opponent, knocking the savage to the ground but not significantly wounding him.
1d20 + 5 ⇒ (7) + 5 = 12Fail
Back up to James-
Round 2 Initiative-
James- 22
Savages- 16
Chi- 15
Tun'ada- 9
Gwyneth- 8
Ambroze- 7
Savarend- 7
Encounter Map-
DM Alexander Kilcoyne |
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James cuts down one of his assailants with a single heavy swing, as the other follows the Shoanti barbarian and makes another swing with his shoddy weaponry, further wounding James.
1d20 + 3 ⇒ (13) + 3 = 16Hit
1d6 + 2 ⇒ (2) + 2 = 4
More to come, early submission by mistake.
The semi-naked man fighting Tun'ada roars in the Mwangi's face as he attacks, showering Tun'ada with spittle. The attack that follows is a predictable overhead swing that the seasoned Tun'ada is easily able to sidestep.
1d20 + 3 ⇒ (8) + 3 = 11Miss
1d6 + 2 ⇒ (1) + 2 = 3
Savarend lands another blow on his assailant as the savage rises to his feet. Looking quite worse for wear, the man drops his weapon and casts his shield aside as he reaches for Savarend and tries to pull him into a hold. Calling upon his own wrestling and fist fighting experiences, Savarend is able to resist the strong man's hold.
1d20 + 5 ⇒ (11) + 5 = 16 VS CMD, Fail
The other barbarian charges at Savarend, attempting to strike him with the flat of his blade and knock the Dwarf unconcious, the blow dodged by a hair's length by Savarend.
1d20 + 1 ⇒ (13) + 1 = 14Miss
1d6 + 2 ⇒ (1) + 2 = 3
Team Shipwrecked are up.
Tun'ada |
Seeming almost annoyed by the savage's all to predictable attack, Tun'ada slashes at his would-be assailant.
Attack:1d20 + 3 ⇒ (20) + 3 = 23
Damage:1d8 + 2 ⇒ (2) + 2 = 4
Confirmation?:1d20 + 3 ⇒ (4) + 3 = 7
Damage:1d8 + 2 ⇒ (2) + 2 = 4
If by chance, the strike drops the savage, Tun'ada will move to I17 after the hit to move towards Savarend.
DM Alexander Kilcoyne |
Seeming almost annoyed by the savage's all to predictable attack, Tun'ada slashes at his would-be assailant.
Attack:1d20 + 3
Damage:1d8 + 2Confirmation?:1d20 + 3
Damage:1d8 + 2If by chance, the strike drops the savage, Tun'ada will move to I17 after the hit to move towards Savarend.
It doesn't drop him, but hes heavily wounded.
Chi T'reignial |
Chi leaves the confines of the hut, and see that James is bleeding profusely, moves towards him and the native engaged with him. Her mind becomes incensed at the injuries James has sustained from the native and his dead companion, her eye is immediately black, searching out the native.
Chi moves to E,8 and then against native attacking James, Evil Eye -2 to attack for 7 rounds, Will save DC=15 for a single round
DM Alexander Kilcoyne |
Chi leaves the confines of the hut, and see that James is bleeding profusely, moves towards him and the native engaged with him. Her mind becomes incensed at the injuries James has sustained from the native and his dead companion, her eye is immediately black, searching out the native.
Chi moves to E,8 and then against native attacking James, Evil Eye -2 to attack for 7 rounds, Will save DC=15 for a single round
1d20 + 3 ⇒ (15) + 3 = 18 Pass, 1 round duration.
James Carmichael |
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Round Three Action
It's so true, happens all the time...
See, the dice are all on his side!!! If we rolled them they'd all lose... D:<
James crouches and spins on the spot with a feral snarl, bringing his huge sword around in a wide sweeping arc.
1d20 + 4 ⇒ (20) + 4 = 242d6 + 9 ⇒ (4, 5) + 9 = 18
Okay maybe I was wrong. ><
Confirm? 1d20 + 4 ⇒ (13) + 4 = 172d6 + 9 ⇒ (3, 1) + 9 = 13
Woot! My first crit of the campaign!