| Hermia Robin |
Hermia says "Zzzzz."
As for your talk of fatigue and exhaustion; I would suggest they would be fatigued, but as the horses and not the characters are doing the majority of the haul of getting them out to Bokken's, they would not be exhausted, yet. Fatigue is already a pretty heavy penalty to have against the group as a whole, especially in a maybe combat situation. If they get into combat, then yes, afterwards they will be exhausted. Which is part of the reason I encouraged Ariarh to join the group, even if all she could do was tend them afterwords, it's better than no tending at all.
| Alaric Winter |
With how many people are riding off after the masked man and with Ry and Hermia still there with that other group, Alaric will stay with them. I didn't realize that so many people were going and I don't want to leave them alone with the man in the glasses. Please let me know if that is alright since nothing has happened yet. Had I known who was going I would have stayed.
| Dain GM |
Actually, my request was specifically for "Sleep Deprivation"... For example, if you ride on a horse for four hours straight on a straight gallop, in armor, after only four hours sleep... I can't believe you wouldn't suffer SOME fatigue... Just like I can't believe a character who works and works all the time and only gets a few hours of sleep in general wouldn't suffer some penalty to their body for lack of sleep.
Right now it's moot. I'm not going to ret-con a rule that can hurt you guys after the fact. It won't matter/come up again until I have more ideas on what to do. And then, it won't come up until AFTER I have written something and posted it for you to read.
Meantime....
Smendor, you've moved around the house. The door is shut, but like I said, you can smell food burning inside... there seems to be no one around, and if there IS anyone around, they certainly haven't said anything to you.
What do you do?
| Smendor |
Smendor has been inside the house before he just did not sleep inside the house.
Smendor thinking,either they have already left or they are inside. If they have left than the old man is dead. If they have not left than the old man is dead anyway. I just want to make sure they cannot use the native for their sacrifice, and I really do not think this little cottage is the right place for that to happen. I just need to make sure they cannot leave if they are inside. I think I will just brace the front door closed, and listen for sounds coming form inside.
After the door is very much so closed with a few well placed fire place logs Smendor will listen for a long while, also make sure the flying thing does not show up while he is outside.
Take 20 on Perception
| Dain GM |
With how many people are riding off after the masked man and with Ry and Hermia still there with that other group, Alaric will stay with them. I didn't realize that so many people were going and I don't want to leave them alone with the man in the glasses. Please let me know if that is alright since nothing has happened yet. Had I known who was going I would have stayed.
Hmmm...
Well, if you are REALLY worried about the glasses boy gumming up the works, he will happily suggest that he end this problem with great ease and simply pack up his men and leave now. You have just enough time to stay here and debate with him, or ride off madly with the captain.
You already know what happens if you ride off with the captain... It's your call; what do you prefer doing? We can RP from their... Pretty soon Hermia will have woke up, and Ariarh is waiting till dawn to refresh spells, in which case she will have to pray/meditate for an hour...
| imimrtl |
You already know what happens if you ride off with the captain... It's your call; what do you prefer doing? We can RP from their... Pretty soon Hermia will have woke up, and Ariarh is waiting till dawn to refresh spells, in which case she will have to pray/meditate for an hour...
Please... Alaric says with a smile of his own, Keep your petty words for yourself. I am sure that we will meet on the road, and when we do you will not have the protection of the goodness of Captain N'var to exploit. You better get a head start if you are to have any hope of catching up with us on mapping the area if you even think to have any hope of establishing yourselves here. But flee if you wish to flee. Scurry out of here with your tail between your legs. It matters not to me. Alaric concludes with an obviously mocking bow before returning to Ry and Hermia.
| Brett Rowan |
Dain GM wrote:Please... Alaric says with a smile of his own, Keep your petty words for yourself. I am sure that we will meet on the road, and when we do you will not have the protection of the goodness of Captain N'var to exploit. You better get a head start if you are to have any hope of catching up with us on mapping the area if you even think to have any hope of establishing yourselves here. But flee if you wish to flee. Scurry out of here with your tail between your legs. It matters not to me. Alaric concludes with an obviously mocking bow before returning to Ry and Hermia.
You already know what happens if you ride off with the captain... It's your call; what do you prefer doing? We can RP from their... Pretty soon Hermia will have woke up, and Ariarh is waiting till dawn to refresh spells, in which case she will have to pray/meditate for an hour...
The barbaric figures steps forward...
"Why... you..."but he is held back by his companion with the glasses who then moves to his quarters, gathers his things, and that of his crew, then packs it all up and heads out to the plains south and after moving relatively quickly have vanished from the horizon.
"Hmph! Imagine that,"Brett says agreeably as he watches the interplay. "After all that talk and ye be letting them go without nay trouble? Who'd a thought it... And now with captain N'Var gone... Well, in case, if yer anything like me; ye'll want a good solid eight hours of sack time... So, as everyone has left, no doubt ye'll be settling in with us,"he says with a yawn and a stretch and then ambles off to bed, singing something about roads that go on and on... or something.
| Dain GM |
Smendor has been inside the house before he just did not sleep inside the house.
Smendor thinking,either they have already left or they are inside. If they have left than the old man is dead. If they have not left than the old man is dead anyway. I just want to make sure they cannot use the native for their sacrifice, and I really do not think this little cottage is the right place for that to happen. I just need to make sure they cannot leave if they are inside. I think I will just brace the front door closed, and listen for sounds coming form inside.
After the door is very much so closed with a few well placed fire place logs Smendor will listen for a long while, also make sure the flying thing does not show up while he is outside.
Take 20 on Perception
By the way, you can't take a 20 on an opposed roll; in this case it would be via stealth. Just like you can't take a 20 to use Perception to Find Traps. It's your skill vs. HIS skill... of course, this presumes anything is in there...
However...
As you press your ear against the door... you think you hear a noise. But you aren't sure... Suddenly, you DO hear a noise...
"Yug-shuboth! - Flee!"comes a voice chill as death.
Okay, I need you to make a "Willpower roll".
| Dain GM |
Will: 1d20+3 +1 Vs. fear & + 2 for hardy if the effect matches the trait.
You will be pleased to know if it is not a fear effect... the noise comes from inside the cottage, by the way...
You have failed your save...
You go charging away at full speed... you go now charging for roughly 100 feet before you halt... shaking off the effects of the spell.
You turn, and see forcing the door open is a man comming from inside the door of the cottage. He is your old friend; the man in black...
In his hand is a long curved blade; a sword. He stares at you, his eyes cold and grinning malice over his mask.
Roll Initiative please...
1d20 + 7 ⇒ (3) + 7 = 10
As a free action he speaks to you...
"Never fear good friend... I shall not kill you, lest you force my hand... Rather, I shall keep you long after your time, alive, mindless... a slave... "
He titlts his head back and laughs coldly.
| Dain GM |
Initiative: 1d20+1
Smendor will run at his max so he is now 160 feet from the mask man.
I assume it will not work but
Smendow will call out to his horse to come as he run. [b]Come, get over here![/ooc]
Handle Animal: 1d20+6
You could have got the horse to "come" via the trick; if you had trained him in any tricks. I don't know that you have done so, and I can't recall it. If you have taken time to train your horse in any tricks, then perhaps it would "come" on command. But you needed to have trained it prior, like, during downtime. You can't just make it come without it knowing the trick as per the skill.
However, this assumes the horse is not tied up. Is your horse tied up?
In either case, your run speed (I think, if you do a full run) is 5x times the movement... or at least 4 times, in either case you are now 100 feet BASE away from the man, so you should be 180 feet away, or 200 feet away. That part is definete... I just can't be sure how far you can book it, is this a full withdrawal or what?
The man has not moved, though, at least until his Ini is up.
I need to know from you:
1. Did you tie your horse?
2. Have spent down time between now and before to teach your animal a trick, in this case "come".
3. How far EXACTLY are your character? When you won initiative you were starting at 100 feet away... How far would you have run?
Okay, just let me know...
| Smendor |
Yes the horse should know the Come trick. It was posted back on page 45 that I was training him. There where I think 2 or more other PC helping him train them. The horse already knows the trick stay from what you said on page 44 and due to the fact it should know the trick come I must conclude ting it to a tree would be counter intuitive..
Smendor is in heavy armor he can only go X3 for a full run, so he is only at a range of 160feet. the horse on the other hand should cover the distance very quick.
1: No
1: Yes
1: Smendor will go 60feet. He is now at a range of 160feet.
| Dain GM |
Yes the horse should know the Come trick. It was posted back on page 45 that I was training him. There where I think 2 or more other PC helping him train them. The horse already knows the trick stay from what you said on page 44 and due to the fact it should know the trick come I must conclude ting it to a tree would be counter intuitive..
Smendor is in heavy armor he can only go X3 for a full run, so he is only at a range of 160feet. the horse on the other hand should cover the distance very quick.
1: No
1: Yes
1: Smendor will go 60feet. He is now at a range of 160feet.
Okay... though you mentioned you would train it, you never to bother to make the roll. But whatever, the can come.
If you wanted the horse to "stay" instead of binding him to the tree, that is fine... just let me know next time.
So you are now 160 feet away... The horse is "comming" and I assume he is running toward you when he does?
Okay; though I don't know how far the horse is from you, I will assume he will get there on your turn next round.
As you are 160 feet away, concentrating on your horse, you cannot see what is going on with the guy, but from where you are standing, you THINK he is hold action, even as you run off... You think he is not moving, possibly guarding something at the cottage door
By the way... did you ever find out if combining Light and Medium armor "equals" heavy? I didn't know, though I looked for it... It doesn't matter now, I was just curious though..."
| Hermia Robin |
When Hermia wakes, her first priority is information. If she hears that a guard has died and that the others have gone, with Puck Sparrow, and without Ariarh, she will immediately stop whomever is speaking and leave the bunkhouse without speaking another word.
Healthy and hale, and informed about the threat of plague, Hermia will go to any that have risen and are active without and maintaining a comfortable distance, politely ask what is to be done with the man murdered for her foolishness. If he has family anywhere she can write to, or any gods he keeps that she may appeal to while sitting vigil for him until the others return.
Diplomacy to Gather Information on the "red shirt": 1d20 + 6 ⇒ (18) + 6 = 24
If any approach her during this vigil, she is not likely to speak to them, unless actively prevailed upon to do so.
| Dain GM |
Yes adding a kilt to light armor makes it medium, and adding to medium makes it heavy. You cannot add a kilt to heavy armor.
Right, well the man in black is doing nothing that you can see... your horse comes running up in your round... When he gets to you, you will need to make a "ride" check to mount it, as it has no saddle or stirrup.
This may be considered a "fast mount" which typically is a 20 for ride, at -5 for lack of saddle... You can take time to do it, though, if you want... In this case I'll allow a take 10 or take 20, if you don't mind waiting.
| Dain GM |
When Hermia wakes, her first priority is information. If she hears that a guard has died and that the others have gone, with Puck Sparrow, and without Ariarh, she will immediately stop whomever is speaking and leave the bunkhouse without speaking another word.
Healthy and hale, and informed about the threat of plague, Hermia will go to any that have risen and are active without and maintaining a comfortable distance, politely ask what is to be done with the man murdered for her foolishness. If he has family anywhere she can write to, or any gods he keeps that she may appeal to while sitting vigil for him until the others return.
Diplomacy to Gather Information on the "red shirt": 1d20 + 6
If any approach her during this vigil, she is not likely to speak to them, unless actively prevailed upon to do so.
Best person to speak to is the "Master Chief" of the group who is nominally in charge of the company of men there. But all of the man, including this "captain N'Var" are under the jurisdiction of Oleg, as he is the chief "land owner" of this place.
If you do not wish to speak to Alaric, or Brett (and seeing that Ariarh is meditating now to regains spells), you are free to do ask what you like specifically.
The short answers to your questions are:
1. Yes he has family, an older mother, who is in Brevoy. His father died when he was younger in the mines. He has no other family that they know of, that's who he mentions from time to time.
2. He is currently covered, and will be burried when the captain comes back to say appropriate words.
3. They mention no special or specific gods at this time...
4. They also say that as soon as the tower and the "gaurd house" for it is finished, the majority of the party is leaving to return to Brevoy, if you would like to send something, you're welcome to. They will leave a garrison of eight men to gaurd this place when they leave.
Any other specific questions can be socially RP'd... just let me know what you want to know, and who you want to talk to... But by now now you would have heard all the "news" fit to print, via the boards above.
| Dain GM |
Smendor will look back very quickly and see if the man is there, flying or running at his?
Perception:1d20+10
You can turn and see him... he is not seeming to move... Your horse is standing at your side, you are holding his flanks, keeping him steady...
Suddenly, not far from him... somewhere over the grasses between you is a sudden explosion of dark matter...
A ghostly shape solidfies... it is spinnin whirlwind of air... its eyes looking like streaks of lightening even as it charges hard toward you...
It shall move forward quickly, and is trying to slam hard your horse, and your means of escape.
"You can run little one, but not for long,"the masked man calls out with an evil laugh.
The creature will assult your horse, avoiding you... Though you will get an attack of opportunity on it as it slams into your mount.
1d20 + 6 ⇒ (16) + 6 = 22
IF he hits (needs a 11 to hit)
1d4 + 1 ⇒ (3) + 1 = 4
| Dain GM |
Question does the dwarf race trait Slow and Steady negate the effect of heavy armor while running. Now that I think about it I think he should have gone 80 feet. We will do that next time.
I am looking at "racial traits" but I don't see that feature. Either way, what do you do at this time?
| Dain GM |
Smendor wrote:Question does the dwarf race trait Slow and Steady negate the effect of heavy armor while running. Now that I think about it I think he should have gone 80 feet. We will do that next time.I am looking at "racial traits" but I don't see that feature. Either way, what do you do at this time?
Never mind, I thought you meant that literally as a "trait"... okay, yes, I saw that you could have been 80 feet, but since you said 60 feet we will go with 60 feet. You have the chance to attack this thing, as it moved right by you, though, via AoO
| Hermia Robin |
As I assume that none would leave a fresh death in plain view of the living...
Hermia briefly returns to the sleeping quarters to gather her bowl and a bar of soap. Using the privacy afforded by the recent death, she will remove the man's impromptu shroud, and his clothing, and bathe him in preparation to be received into the Great Mother's embrace.
Thinking little of Brett's assessment that she is "touched in the head," she will speak to the young man while she conducts this ritual, though her somber tone has more of an air of prayer than a full conversation with a corpse.
Untrained Perform (Oratory) 1d20 + 3 ⇒ (6) + 3 = 9
"It is like to be some hours still, but whereupon they do return, your companions will give you a proper burial. I will attend, of course, as is my duty," the words seem to taste like ash on her lips, as her temper is a swelling tumult inside of her. "I will write your mother, as well, and will see to it that she is compensated.'
Hermia manages the barest of smiles as she lifts and washes the man's right hand and arm.
"The Great Mother will receive you. And where you have fallen, your comrades remain to brace and protect others, to bolster still more in their daily struggles. You and me, the dirt beneath our legs, the little beasts within it, each of us plays our part in the progress of our community, of the whole. This land, these people, my people, will be great some day. Your sacrifice will not be forgotten. You will live in me, and in Her."
| Dain GM |
As I assume that none would leave a fresh death in plain view of the living...
Hermia briefly returns to the sleeping quarters to gather her bowl and a bar of soap. Using the privacy afforded by the recent death, she will remove the man's impromptu shroud, and his clothing, and bathe him in preparation to be received into the Great Mother's embrace.
Thinking little of Brett's assessment that she is "touched in the head," she will speak to the young man while she conducts this ritual, though her somber tone has more of an air of prayer than a full conversation with a corpse.
Untrained Perform (Oratory) 1d20 + 3
"It is like to be some hours still, but whereupon they do return, your companions will give you a proper burial. I will attend, of course, as is my duty," the words seem to taste like ash on her lips, as her temper is a swelling tumult inside of her. "I will write your mother, as well, and will see to it that she is compensated.'
Hermia manages the barest of smiles as she lifts and washes the man's right hand and arm.
"The Great Mother will receive you. And where you have fallen, your comrades remain to brace and protect others, to bolster still more in their daily struggles. You and me, the dirt beneath our legs, the little beasts within it, each of us plays our part in the progress of our community, of the whole. This land, these people, my people, will be great some day. Your sacrifice will not be forgotten. You will live in me, and in Her."
Your actions are not disturbed, though the men look at you with cold eyes for the most part. You sense it is not due to what you are doing, but due to the fact that everyone is angry that a creature of... darkness was resting in their very grasp, and fled away quickly. They all want him dead, you can see that in their gaze.
Ariarh is still meditating.
Brett is prepipng breakfest with Sventlana.
Alaric is exercising his horse in a comfortable arc around the camp at about half mile or so, just riding about leisurely, circling mainly to the south, and the east...
| Dain GM |
Shield Attack Fire:3d4 Making sure not to hit the horse.
Attack Vs Summon AoO:1d20+7
Damage:1d10+3
It is a "slam attack" so it is right on top of the horse literaly, and that power is in fact an arc effect. You can do it, but you have to move to do it... so you will have to wait till next round, as you will need to position yourself as your turn was already over and you are currently taking your AoO... which has missed, unfortunately...
You can position yourself next round to do both things if you prefer, however. But not until then.
Glancing over your shoulder you are stunned to see ANOTHER of these thing materialize!
| Dain GM |
Okay, the horse goes charging off in that direction then. You are able to attack the creature, if you want, or hold action. But the creature is chasing after your horse.
The horse is (I presume) charing at full speed, which is times 5... which means that it will cover 250 feet... The other creature is charging too, after it... and ignoring you as it flies...
it is moving fast and will attempt to "slam" the horse as it travels again... You can take another swing at it, if you prefer, though, as it moves out.
If you kill it with your attack, this move won't matter...
Slam attack
1d20 + 6 ⇒ (3) + 6 = 9
IF it hits
1d4 + 1 ⇒ (1) + 1 = 2
| Smendor |
I assume you said something wrong and the attack is for the AoO when the horse leaves unless this thing really has a movement speed of 250feet. An elder wind elemental does not have a base movement speed of 250feet. The elemental is at 100feet.
Fire if I can:3d4 ⇒ (3, 2, 3) = 8
Attack:1d20 + 7 ⇒ (2) + 7 = 9
Damage:1d10 + 3 ⇒ (6) + 3 = 9
| Dain GM |
I assume you said something wrong and the attack is for the AoO when the horse leaves unless this thing really has a movement speed of 250feet. An elder wind elemental does not have a base movement speed of 250feet. The elemental is at 100feet.
Fire if I can:3d4
Attack:1d20+7
Damage:1d10+3
The horse movement speed at full is 250 feet.
The wind elemental is doing a "Charge" which is twice movement speed. I miscalculated... he will be there soon, but he is moving fast. As for the OTHER elemental, it is moving far ahead of the horse, moving at its Full Movement speed to move forward and around to flank. Or so it seems, because your horse will be caught between them.
The elmental you hit has taken damage from your shield however, though you missed with your axe.
If you happen to look behind you, ugly McPeaches is moving closer to you... though only 30 feet closer. He seems in no hurry at this point...
What direction are you running, by the way?
| Dain GM |
Semndor will keep running away. He is going after the horse.
and I can only cross my finder that the man in black cannot keep those summons going a long time.
So far those two elementals are it... for now...
They have moved to attack your running horse from the front and are moving to at the same time, via flanking... this will happen on round three, as on round two they used time to manuever to hit the horse properly.
Round 2 only one will attack... the second one who moved fast and around from the begining...
Round 3 both have flown fast in front of the horse and moved back to hit it from the front...
Round 2
1 attack
1d20 + 6 ⇒ (20) + 6 = 26
IF it hits
1d4 + 1 ⇒ (1) + 1 = 2
Round 3
1 attack
1d20 + 6 ⇒ (9) + 6 = 15
IF it hits
1d4 + 1 ⇒ (4) + 1 = 5
2 attack
1d20 + 6 ⇒ (7) + 6 = 13
IF it hits
1d4 + 1 ⇒ (1) + 1 = 2
The Horse has an AC of 11... and it has lost 4 HP already... we shall see what happens at the end of round 3
| Dain GM |
Round 1 can probably crit...
1 attack
1d20 + 6 ⇒ (2) + 6 = 8
IF it hits
1d4 + 1 ⇒ (1) + 1 = 2
So far the horse took 4 damage, this last round (not counting critical) it has taken 9 - for a total of 13 points...
we shall see what happens, and if it crits...
it does not... the horse lost 13 points so far... nearly dead at this point...
Even as your horse make a full charge past its enemies they will move to try it again... They will move past the horse and try one more time... Only one can hit it at this time, though...
1 attack
1d20 + 6 ⇒ (11) + 6 = 17
IF it hits
1d4 + 1 ⇒ (2) + 1 = 3