| Mythril DM |
Tracking in the briar tunnels is near impossible, there are just too many goblin and goblin dog tracks going in all directions. It is obvious this leads to a lair or holdout of some kind. Belril steps into the tunnel and sees three directions to choose from. Left ahead, right ahead, or right. The tunnel to the far left ends in a wall of briars.
MAP (please ignore the dotted white line)
| Sophy Cassell |
| Sophy Cassell |
"Could whoever-it-is have carried Ameiko through such a small tunnel?" Sophy wonders as she watches the others stoop to enter. She tries to picture a man strong enough to carry Ameiko such a long way through the forest crouching down with his struggling burden ... unless she wasn't struggling any more? Caught in a new bout of worry, she sees Belril pausing at the intersection ahead and tries studiously not to think about which way to go. Every time she's had a hunch so far, it's led to dire danger and not to Ameiko. Struck by a sudden thought, she slips her hand into her pocket to touch the edge of her folded paper. 1d3 ⇒ 1 "I feel like we should go left," she calls ahead softly. "Which probably means we should take one of the other paths."
| Mythril DM |
Belril leads you to the right and in a short distance the tunnel turns tightly to the north. You enter a large space that two other tunnels open into,its a large cave-like chamber. Above, the thorny canopy grows thin enough that tiny slivers of the sky above can be seen, while below, the ground consists of trampled dirt. To the west, the distant sound of sloshing waves echoes up from a hole. The ceiling, such as it is, is high enough in this thicket cavern to allow the humans to stand.
| Victor Montoya |
"Alright. Space. You cannot beat standing room, no sir." As Sophy mentions another direction, "Man I hope there is standing room there as well. All this crouching is not so good on my back. It is still a bit sore." He mentions as he stretches his back.
| Kern Bevaniky |
"I'm sure we'll find standing room eventually," Kern assures Victor. "If not, we'll just have to rely on Belril's expertise, which I'm sure is more than adequate."
He follows along, helping out where he can.
Survival, aid another: 1d20 + 7 ⇒ (15) + 7 = 22
| Wren Chavali |
Intrigued, Wren peers into the hole was well, wondering how deep it stretched, trying to keep her mind off her aching back.
| Mythril DM |
The bullet falls down a shaft and splashes into dark water and begins to sink slowly. The glow fades as it sinks but you can tell that it fell into a water filled sea cave about sixty five to seventy five feet below.
Belril, Eponine, & Wren can make a Perception Check DC: 20
In the glow of the sinking bullet you think you see a dark shape swing past, probably a large seal.
| Victor Montoya |
Great horror movie line there, Wren! Absolute classic. :)
Victor shrugs as he turns away, his back to the deep dark hole, and returns to following the others to the right. Unbeknownst to them all, an alien creature LEAPS! out of the hole, silent as death, envelops Victor to where he can't utter a sound, and quietly disappears down the dark hole with him, never to be seen again. Because down here, no one can hear you scream. :p
| Mythril DM |
Belril leads you out the exit to the right, once again forcing the taller folk to hunch over in the cramped briar tunnel. You go a short distance and the passage splits, to the right is a T-intersection but to the left you see the tunnel opening up. The floor and walls of this musty-smelling chamber are covered with matted, wiry fur. Well-gnawed bones lie scattered about the floor, and a dozen wooden stakes have been driven into the ground near the walls. Attached to four of the stakes, by frayed ropes, are four goblin dogs that immediately leap up pulling at their short tethers, growling and barking loudly.
Initiative Rolls please and state your first round action. Also please list AC, hp, and any effects in your combat posts. Thanks
Goblin Dogs Init: 1d20 + 2 ⇒ (5) + 2 = 7
Belril Leokas
|
1d20 + 4 ⇒ (16) + 4 = 20 Init 20
Assuming its a standard medium sized goblin dog for damage purposes.
Belril reacts swiftly to the threat, hurling two sling stones at the mangy pest in an attempt to stop it before it can rush someone.
1d20 + 7 ⇒ (7) + 7 = 14 VS FF AC
1d6 + 3 ⇒ (5) + 3 = 8
1d20 + 7 ⇒ (2) + 7 = 9 VS FF AC
1d6 + 3 ⇒ (6) + 3 = 9
| Wren Chavali |
Initiative 1d20 + 2 ⇒ (7) + 2 = 9
Reacting quickly, Wren fires off a Magic Missle from the tip of her wand, rocketing towards the same creature that Belril attacked with his bullets.
Damage 3d4 + 3 + 2 ⇒ (3, 3, 1) + 3 + 2 = 12
| Victor Montoya |
Intiative: 1d20 + 8 ⇒ (18) + 8 = 26
Ac 17; Hp's 30
Victor moves in a few steps while drawing his bow, and takes a shot at one of the mangy dogs.
Move and draw bow to AT 35; Attack AQ 33
Longbow w/PB & DA: 1d20 + 9 ⇒ (2) + 9 = 11
Damage w/PB & DA: 1d8 + 6 ⇒ (8) + 6 = 14
I see my ability with the bow hasn't changed.
Also, I'm not sure if we tall folk are still hunched over or not. My roll is not going to matter, but if there are minuses to being in cramped quarters or whatever, let me know. I'm not sure what that all entails.
| Sophy Cassell |
Initiative 1d20 + 8 ⇒ (16) + 8 = 24
AC 18; HP 30/30
light on crossbow
As usual, Sophy is one of the first to react but has nothing useful to contribute to the fight. As Victor shoves past her to fire his bow, she quickly withdraws to get out of the others' way, fumbling a bolt into her glowing crossbow in case it is needed. Move to AU 39; Perception to see/hear anything coming in response to the dogs' ruckus 1d20 + 1 ⇒ (10) + 1 = 11; load crossbow
| Sophy Cassell |
Repost for new page and because I forgot and had to go looking for it:
If you enter the tunnels note the following:
Bipedal Medium creatures can navigate them by stooping over and hunkering down, effectively squeezing to move, and thus taking a –4 penalty on attack rolls and a –4 penalty to AC; such characters must spend 2 squares of movement for each square traveled. Small and smaller creatures can move about normally, as can most quadrupedal Medium creatures. Although the ceilings and walls of these tunnels consist of tangled, thorny vines, a character that brushes against them need not worry about damage. A character pushed into a wall must make a DC 15 Reflex save to avoid taking a point of damage (characters in heavy armor automatically make this save).
Forgot about the impeded movement for the Medium people; put Sophy at AU 38, and her effective AC is 14.
| Mythril DM |
Yes, here everyone of Medium height is affected by being hunched over (–4 penalty on attack rolls and a –4 penalty to AC; must spend 2 squares of movement for each square traveled), unless you fall back to the chamber with the hole to the sea cave below.
Victor steps to the front and tries to take a shot at one of the goblin dogs, but the thicket canopy makes using the long bow difficult. Sophy retreats back from the dogs by moving forward into undiscovered territory. The light from her crossbow reveals a passage to the north and a passage to the south. To the south a musky scented lair covered with tufts of red and black hair contains a firepelt (local bread of wild cat, about the size of a leopard) similar to the one the goblins had in the Glassworks. It growls and eyes her hungrily. Belril fires of two bullets at the leading dog, one of which strikes it in the head. Kern advances and pulls out his flail, the tethered dog snapping at him as he gets close. The firepelt leaps forward at Sophy gnashing at her with its big pointy teeth, chomping down hard on her arm and refusing to let go. Wren blasts her magic at the lead dog, it yelps in pain and falls over dead. The other three goblin dogs tug an pull at their ropes easily snapping the old frayed tethers freeing themselves from their stakes. Eponine holds her ground, since Victor already moved into the vantage point she was thinking about.
Goblin Dog AoO vs Kern 1d20 + 2 ⇒ (2) + 2 = 4
Firepelt bite vs Sophy 1d20 + 6 ⇒ (10) + 6 = 16 Damage 1d6 + 3 ⇒ (3) + 3 = 6
Grab grapple attempt vs. Sophy 1d20 + 9 ⇒ (9) + 9 = 18 Sophy and the firepelt gain the grappled condition
Dog 1 STR check 1d20 + 1 ⇒ (18) + 1 = 19
Dog 2 STR check 1d20 + 1 ⇒ (14) + 1 = 15
Dog 4 STR check 1d20 + 1 ⇒ (14) + 1 = 15
End of Round 1; Map Victor, Sophy, Belril, then Kern are up...
Order of Initiative
Victor 26
Sophy 24
Belril 20
Kern 16
Firepelt 14
Wren 9
Goblin Dogs 7
Eponine 5
1d20 + 2 ⇒ (6) + 2 = 8
1d20 + 4 ⇒ (18) + 4 = 22
| Victor Montoya |
Hearing a growl from behind him, Victor turns and notices another one of those cats from the glassworks aiming for Sophy. "NO!" He yells, realizing he can do nothing to help Sophy. "Belril, please help Sophy!" He says as he turns back around and fires.
Attack AQ 33 again
Longbow w/PB & DA: 1d20 + 9 - 4 ⇒ (11) + 9 - 4 = 16
Damage w/PB & DA: 1d8 + 6 ⇒ (3) + 6 = 9
Ac 13; Hp's 30
| Mythril DM |
I'll skip loading the crossbow, if possible; if she saw the cat when she moved, she would have known it wouldn't do her any good to have a ranged weapon at that point. Would have been nice to spend her action on Total Defense or drawing a melee weapon. :P
Fair enough, upon seeing the cat would you draw a weapon or go on the defensive?
| Sophy Cassell |
Considering her utter ineptitude with her d4 of weapon, I'd say Total Defense, but since I already know that option is good enough to avoid her being hit and grappled, we'll let the dice decide how she reacts in that split second. 1 is draw dagger; 2 is Total Defense. 1d2 ⇒ 1 Okay, silver dagger Victor found in the tunnels is 1; normal dagger is 2 1d2 ⇒ 2
Round 1
Sophy's eyes go wide as the radius of light she is carrying reveals the glowing eyes of the firepelt. Instinctively, her hand, about to grab a bolt, dives for her dagger and holds it in front of her as she releases her crossbow. Oops, someone might about to get hit with a glowing crossbow. Incoming! 1d4 ⇒ 1 At least it's not Wren this time. The haunting spirits that surround her seize the weapon before it hits the ground and toss it spitefully into the thorns to the north, where it hangs on the briars, still helpfully illuminating the area. She has no leisure to pay attention to where it ends up, however, as she is quickly hit with a lapful of biting, clawing wildcat.
Round 2
Screaming in fright and pain, Sophy tries to protect her face from the animal's sharp claws and teeth without getting her hair and clothing caught in the briars overhead. Remembering how the firepelt in the Glassworks had savaged Eponine, she desperately tries to pull away from its dangerous embrace. CMB to escape grapple 1d20 + 3 ⇒ (10) + 3 = 13 Well, that's not good enough. :P If by some chance it is, she'll move west 15 feet to AU 35. Otherwise, she'll just be standing there getting torn to pieces until someone beats it off her.
AC 12 (squeezing & grappled); HP 24/30
Belril is up.
| Mythril DM |
Victor compensates for the briars and lowers his arms as he lets another arrow fly, this one striking true. The goblin dog yelps in pain as blood starts to pour from the puncture wound. Sophy twists and turns as she screams in fear, but she is unable to pull free of the cats mighty jaws. (You were so close.)
Belril Leokas
|
You don't give me orders numbskull! Belril screeches at Victor, before appraising the situation with an expert eye. Coming to a (his own, carefully weighed up) decision he spins, swiftly reloading and sending two sling bullets at the firepelt.
1d20 + 3 ⇒ (9) + 3 = 12 (-4 firing into melee included, the creature's AC should be 2 lower from grapple's -4 dexterity)
1d6 + 3 ⇒ (5) + 3 = 8
1d20 + 3 ⇒ (14) + 3 = 17 (-4 firing into melee included, the creature's AC should be 2 lower from grapple's -4 dexterity)
1d6 + 3 ⇒ (5) + 3 = 8
| Wren Chavali |
Wren laughs at Belril's outburst. [i]I like the little one![/]. She can't well let Sophy get burned alive no matter how annoying she was, so the Mage fires another magic missle from her wand, this one st the fire pelt wrestling the annoying girl.
Damage 3d4 + 3 + 2 ⇒ (4, 4, 3) + 3 + 2 = 16
| Mythril DM |
Kern moves and bashes the goblin dog dead with his flail, blood and brains splattering across the dried earth. The large cat keeps a tight grip on Sophy's arm dragging her back towards it's lair. As the firepelt disappears around the hedge wall Wren loses sight of it forcing her to move east to keep Sophy and her attacker in sight. Pointing her wand she unleashes a bolt of magic that lights up the thicket cavern and blasts the cat. A smell of singed fur fills the air. The goblin dog on the left fixes it's beady eyes on Victory and charges across the cavern towards the warrior. Kern is ready for it, and swats this flail down heard upon the goblin dog's back, snapping it's spine before it can get close to the archer. It falls and twitches for a moment and then dies. The last of the living goblin dogs leaps at Kern while his back is turned killing it's twin, but it's teeth only find the steel links of his armor.
Updated Map after Goblin Dogs Move; Mid round
Grapple Vs Sophy move to AX42; Sophy Moved to AW41 1d20 + 9 + 5 ⇒ (11) + 9 + 5 = 25
Moved Wren 15 ft to AU39; unless you prefer to not use the wand and stay put,
Kern AoO vs Goblin Dog 1 1d20 + 10 - 4 ⇒ (10) + 10 - 4 = 16 Damge 1d10 + 9 ⇒ (8) + 9 = 17
Goblin Dog 4 moves to AQ34
Goblin Dog 4 Bite vs Kern 1d20 + 2 ⇒ (6) + 2 = 8
Eponine is up to end the round.
| Wren Chavali |
Perfect move by you, DM. that is exactly what Wren would have done. Can't have the cat eating Sophy. Not yet, at least. LOL.