| Thorgrym the Tracker |
I'll let you Aid Another via an INT check to Grym's Survival check.
Im pretty sure Ferox has the survival skill locked down. (Which Im super pissed about by the way) but anyway
Survival 1d20 + 13 ⇒ (17) + 13 = 30
| Dungeon Master S |
I'm going to rule that Stone Shape only helps with TWO totems as you only get less than 20 cubic feet of stone to work with. Who is holding up the rest?
| Morkeleb the Mighty |
I'm going to rule that Stone Shape only helps with TWO totems as you only get less than 20 cubic feet of stone to work with.
Does it look as if the totems will actually stay without intervention--barring earthquakes and stuff?
Who is holding up the rest?
We can take turns keeping our eyes out for the other totems. Know, however, that I believe we would all be best served if I get a full night's sleep, so I can replenish my spells and prepare more Stone Shape spells tomorrow...
| Dungeon Master S |
It looks like those two will stay without intervention - barring earthquakes and stuff.
| Dungeon Master S |
Let's do this to speed it up:
Stone: Method
DeGrog's:
Ferox's:
Gaius's:
Grym's: Held by Grym
Morkeleb's: 1 of 2 Stone Shaped
Odric's:
Sandor's:
| Dungeon Master S |
DeGrog's:
Ferox's: Held by Ferox
Gaius's:
Grym's: Held by Grym
Morkeleb's: 1 of 2 Stone Shaped
Odric's:
Sandor's:
| Dungeon Master S |
Sadly, none of the engineering checks help this situation.
DeGrog's:
Ferox's: Held by Ferox
Gaius's:
Grym's: Held by Grym
Morkeleb's: 1 of 2 Stone Shaped
Odric's:
Sandor's: Held by Sandor
| Odric the Stout |
Can Odric use his pitons and rope to hold two of the pillars up? The idea is to put pitons into the ground at four points surrounding a pillar, then run looped ropes up to the top. The rope could at a minimum make it much easier to support the pillar.
If the ground can't support the pitons then maybe a little stone shape action could assist holding the pitons in.
| Sandor Stouthammer |
Can Odric use his pitons and rope to hold two of the pillars up? The idea is to put pitons into the ground at four points surrounding a pillar, then run looped ropes up to the top. The rope could at a minimum make it much easier to support the pillar.
If the ground can't support the pitons then maybe a little stone shape action could assist holding the pitons in.
Aka the engineering check :D
Chris Marsh
|
Yeah its doable, but also obvious to an outsider that your rope and pitons are more sklar than you.
-Posted with Wayfinder
| Dungeon Master S |
If someone wants to fill in the slots, that'd be awesome.
| Odric the Stout |
DeGrog's: ManOrcs up and holds a pillar
Ferox's: Held by Ferox
Gaius's: Has never needed help keeping his pillar erect before... but considers the offered pitons and rope (?)
Grym's: Held by Grym
Morkeleb's: 1 of 2 Stone Shaped
Odric's: Mans up and starts holding a pillar.
Sandor's: Held by Sandor
| Morkeleb the Mighty |
DeGrog's: ManOrcs up and holds a pillar
Ferox's: Held by Ferox
Gaius's: Has never needed help keeping his pillar erect before... but considers the offered pitons and rope (?)
Grym's: Held by Grym
Morkeleb's: 1 of 2 Stone Shaped
Odric's: Mans up and starts holding a pillar.
Sandor's: Held by Sandor
so...no one else wants to utilize Morkeleb's ability to hold up his own stone, plus another???
| Sandor Stouthammer |
just go with Gaius unless Ferox claims your spell. I hope that the spell casters can get enough sleep to get the spells that they want for day 2. Then do we want to rotate schedules for bathrooom breaks and rest for the remainder of us.
| Dungeon Master S |
And so begineth the Trial of the Totem. The stones are strategically placed such that there is no shade. There is no breeze. There is no succor. The rays of the sun beat down like a forgemaster's hammer. Every moment is stretched to the point of agony. Time dilates in tune with your clouded eyesight.
Fort DC 16:
DeGrog: 1d20 + 11 ⇒ (3) + 11 = 14
Ferox: 1d20 + 8 ⇒ (7) + 8 = 15
Gaius: Safe
Grym: 1d20 + 12 + 4 ⇒ (19) + 12 + 4 = 35
Morkeleb: Safe
Odric : 1d20 + 12 ⇒ (19) + 12 = 31
Sandor: 1d20 + 13 ⇒ (15) + 13 = 28
DeGrog and Ferox feel the brunt of the sun's focus.
DC 90
DeGrog:1d100 ⇒ 44
Ferox: 1d100 ⇒ 30
A quarter day goes by. Conversation flattens, and you begin to see patterns in the pools of sweat at your feet.
Fort DC 18:
DeGrog: 1d20 + 11 ⇒ (3) + 11 = 14 EXHAUSTED
Ferox: 1d20 + 8 ⇒ (8) + 8 = 16 EXHAUSTED
Gaius: Safe
Grym: 1d20 + 12 + 4 ⇒ (5) + 12 + 4 = 21
Morkeleb: Safe
Odric : 1d20 + 12 ⇒ (3) + 12 = 15 FATIGUED
Sandor: 1d20 + 13 ⇒ (2) + 13 = 15 FATIGUED
DC 90
DeGrog: 1d100 + 10 ⇒ (98) + 10 = 108
Ferox: 1d100 + 10 ⇒ (58) + 10 = 68
Odric: 1d100 ⇒ 65
Sandor: 1d100 ⇒ 2
After a half day, DeGrog and Ferox look miserable. Odric and Sandor too start to succumb
Fort DC 20:
DeGrog: EXHAUSTED
Ferox: EXHAUSTED
Gaius: Safe
Grym: 1d20 + 12 + 4 ⇒ (16) + 12 + 4 = 32
Morkeleb: Safe
Odric : 1d20 + 12 ⇒ (18) + 12 = 30 FATIGUED
Sandor: 1d20 + 13 ⇒ (17) + 13 = 30 FATIGUED
DC 90
DeGrog: SPOILER BELOW
Ferox: 1d100 + 30 ⇒ (44) + 30 = 74
Odric: 1d100 ⇒ 50
Sandor: 1d100 ⇒ 84
Three quarters of a day later, it seems as if there is nothing different in the world. This is your life. This is your Fate. You shall hold the totem forever.
Fort DC 22:
DeGrog: EXHAUSTED
Ferox: EXHAUSTED
Gaius: Safe
Grym: 1d20 + 12 + 4 ⇒ (19) + 12 + 4 = 35
Morkeleb: Safe
Odric : 1d20 + 12 ⇒ (18) + 12 = 30 FATIGUED
Sandor: 1d20 + 13 ⇒ (15) + 13 = 28 FATIGUED
DC 90
DeGrog: SPOILER BELOW
Ferox: 1d100 + 60 ⇒ (58) + 60 = 118 SPOILER BELOW
Odric: 1d100 + 10 ⇒ (68) + 10 = 78
Sandor: 1d100 + 10 ⇒ (61) + 10 = 71
Three quarters of a day later, it seems as if there is nothing different in the world. This is your life. This is your Fate. You shall hold the totem forever.
Fort DC 24:
DeGrog: EXHAUSTED
Ferox: EXHAUSTED
Gaius: Safe
Grym: 1d20 + 12 + 4 ⇒ (12) + 12 + 4 = 28
Morkeleb: Safe
Odric : 1d20 + 12 ⇒ (20) + 12 = 32 FATIGUED
Sandor: 1d20 + 13 ⇒ (17) + 13 = 30 FATIGUED
DC 90
DeGrog: SPOILER BELOW
Ferox: SPOILER BELOW
Odric: 1d100 + 20 ⇒ (74) + 20 = 94
Sandor: 1d100 + 20 ⇒ (29) + 20 = 49
As dawn comes the heat of the rocks is finally cooling, only to be warmed soon again....
SPOILER BELOW and DAY 2 are coming later today.
| Dungeon Master S |
On the morning of the second day, the exhausted party drags their totems up to the top level. The experience has exacted it's toll
1d20 ⇒ 5
1d20 ⇒ 14
1d100 ⇒ 68
1d20 ⇒ 16
1d20 ⇒ 16
1d100 ⇒ 100
1d20 ⇒ 13
1d20 ⇒ 16
1d100 ⇒ 6
1d20 ⇒ 17
1d20 ⇒ 9
1d100 ⇒ 73
1d20 ⇒ 2
1d20 ⇒ 13
1d100 ⇒ 74
1d20 ⇒ 4
1d20 ⇒ 16
1d100 ⇒ 28
1d20 ⇒ 7
1d20 ⇒ 13
1d100 ⇒ 32
| Dungeon Master S |
You first notice shimmering waves of heat rising from the stone around you. The shimmers begin to cloud your vision, and a moment later you see a crystal-clear pool of water has seeped into an empty totem depression. You try to steal a drink and see that in your reflection you're an auroch... somehow.
No sooner do appreciate this new sense of self than you catche the scent of your new natural enemies: the beasts with claws are nearby. Although you cannot see them, you see that they are moving in unison, seeking to surround you. Yet just your pulse begins to race and you are sure the unseen enemies close in, suddenly the sun beams down upon you. As its light hits you,
Odric: 1d20 + 0 ⇒ (17) + 0 = 17
Ferox: 1d20 + 3 ⇒ (9) + 3 = 12
DeGrog: 1d20 + 0 ⇒ (10) + 0 = 10
a moment of deep clarity hits you in which you realize that you are not the prey, but the protector of the Cinderlands. As you feel this your enemies begin to quail at your newfound strength, the vision abruptly ends.
Your insight gives you a PERMANENT +1 Insight bonus to hit and damage when attacking an enemy who is yet unknown to you...
| Dungeon Master S |
The second day you are paid a visitor...
On the morning of the second day, Krojun returns from his therapeutic ride through the wilds and pays you a visit. Although initially enraged that invading tshamek were given the opportunity to join the Sklar-Quah, he calmed down considerably when he learned that the Sun Shaman selected a particularly grueling challenge to properly test your mettle and climbs Bolt Rock to see how you are doing. He is especially impressed by "scrawny" Gaius and Morkeleb, who seem fresh somehow. ;-) Krojun stares at you silently for a few minutes and then begrudgingly compliments you by suggesting you are lucky to have one another as nalharest (brothers and sisters). Krojun leaves with undeniable respect. You gain 1 Respect Point.
DeGrog: 1d20 + 5 ⇒ (10) + 5 = 15
Ferox: 1d20 + 1 ⇒ (1) + 1 = 2
Gaius NA
Grym: 1d20 + 2 ⇒ (9) + 2 = 11
Morkeleb NA
Odric: 1d20 + 5 ⇒ (12) + 5 = 17
Sandor: 1d20 + 4 ⇒ (7) + 4 = 11
When all is done, as the sun rises, some of you can't hold it together any longer. Ferox, Grym, and Sandor lose their last ounce of strength. Their totems tip and shatter. That leaves 4, the minimum number to pass. With the third dawn, the Trial of the Totems ends. The Sun Shaman leads the entire tribe from Flameford up to Bolt Rock in the pre-dawn hours, and as the sun rises, the four standing totems still intact and standing are greeted with a rousing cheer. These totems represent new brothers and sisters in the Sklar-Quah, an event that is cause for great celebration. Before the jubilation gets too out of hand, the Sun Shaman holds high his hands for silence, then personally welcomes each whose totem remained standing and intact into the Sklar-Quah. Yet he goes even further—he acknowledges the three whose totems toppled and broke as nalharest to those whose totems survived, and while you folk are not considered full-blooded members of the Sklar-Quah, you are welcome at Flameford as guests as long as the four allies remain as well.
The 4 standing totems grant you another 4 Respect Points.
The shaman gives you time to recover from your trial in your personal yurt. Once back in Flameford, the Sun Shaman quietly tells you that he is nearly ready to speak with you about the information you seek regarding Midnight’s Teeth and the great evil that the Shoanti once guarded so long ago. Before he does, however, he must seek out the wisdom of his ancestors by traveling to the Kallow Mounds to commune with them. As tradition demands, the Sun Shaman is accompanied on this trip by Chief Ready-Klar and four of the tribe’s thundercallers—the journey is made via wind walk. The Sun Shaman estimates that they will return to Flameford in but a day, and suggests that you take that day to rest, recover, and relax. While they are gone, Krojun is given command of the tribe, a responsibility he accepts with pride and honor...
Check in as a party and I will advance.
| Morkeleb the Mighty |
He is especially impressed by "scrawny" Gaius and Morkeleb, who seem fresh somehow.
At the acknowledgement of respect (I'm guessing it's not verbally, but in some form of body language), the wizard offers a bow of the head to the mighty warrior. He then locks eyes in a blinkless stare for a moment, and gives a quick wink, with a stoic expressionless face.
| Ferox Kerr |
Chris, thanks for doing all of those rolls and keeping things moving. It was a fun read. What do you mean by "an enemy who is yet unknown to you..."?
Ferox collapses in the hut and sleeps.
| Dungeon Master S |
No problem. I think it would have been a fun minigame at the table, but not on PbP. The foreshadowing will be made clear soon.
| Sandor Stouthammer |
Yes thanks for doing all those rolls, it is most appreciated. I'm ok since we succeded, but I'm not a just barely passes type of guy. So I have a question for you. Yes we had Morkelb and Gauis able to sleep and rest. My question is why couldn't we rotate them to each of our totems to gain a few hours of sleep. food and water wasn't a concern, and making a shady lean-to from items we have were not an issue. The plan to rotate help so all could sleep was stated. If succeeding to below perfect is part of the plot I understand, but meh I had to ask.
Chris Marsh
|
Actually that was assumed. I made am assumption of rotation and removed 75% of the rolls (which ought to be done hourly.)
-Posted with Wayfinder
| Sandor Stouthammer |
Actually that was assumed. I made am assumption of rotation and removed 75% of the rolls (which ought to be done hourly.)
-Posted with Wayfinder
Ahh thanks Chris :D Grym Sandor is in the same boat.
| Sandor Stouthammer |
Sandor takes any celebration for his brothers with humble humility since he failed in the task.
He also talks to any of the Sklar Quah smiths about techniques, and maybe setting up some trade when things get back to normal in Korvosa.
anyone have anything to do? Krojun is in charge and avail if any want to talk to him. If not I guess we are waiting for the Wind Walking Chieften to return
| Morkeleb the Mighty |
Morkeleb spends the day mingling with the clan. He drops hints on the power of magic (as evidenced by his strong condition after the Trial) and that the clan now has a resonably strong wizard...and that he is open to teaching and learning.
| Dungeon Master S |
Most people move from Morkeleb like he's that awkward creepy guy at the bar. The others do a reasonable job of blending in. The next morning it appears that Krojun and his posse have taken a long ride.
Finally after so much agony and effort the Quah they seem to be warming. During the breaking of the night fast a cry comes from a guard on the East. You all bolt from the mess hall yurt to see a fantastic and dangerous sight...
From the East and the South a small army is bearing down on Flameford. Dozens of humans garbed in red mantis armor hang from the clutches of stone skinned winged humanoids. They streak down from the sun and the creatures release the armored cargo. The red mantis warriors roll out of their landings and draw steel. The Shoanti are no slouches and instantly they begin to fight back.
That is when the true terror strikes. A half dozen massive landsharks ride towards Flameford. They ignore the deadly fields around the encampment. Riding atop two are a pair of figures. One flies the flag of Korvosa, now with the Queen's standard upon it.
Apparently the queen has not sat by idly waiting. She has brought the fight to you. While Shoanti and mantis fight a quartet of gargolyes and mantis warriors.
Baddies: 1d20 + 2 ⇒ (9) + 2 = 11
DeGrog: 1d20 + 4 ⇒ (10) + 4 = 14
Ferox: 1d20 + 10 ⇒ (4) + 10 = 14
Gaius: 1d20 + 3 ⇒ (6) + 3 = 9
Grym*: 1d20 + 3 ⇒ (3) + 3 = 6
Morkeleb: 1d20 + 5 ⇒ (6) + 5 = 11
Odric: 1d20 + 4 ⇒ (10) + 4 = 14
Sandor: 1d20 + 2 ⇒ (17) + 2 = 19
| Sandor Stouthammer |
The dwarf seeing the two different threats has a choice to make. Rush to Krojen and help them with the assassins or go after the ones on the landsharks who are ther because of them.
He makes up his mind and goes after the land based attackers. Sandor looks at the two riding to see if they look familiar, or what he can tell about them at all. then he charges attempting to hit the landshark and knock it's rider off. they are not on the map that i can see
perception: 1d20 + 13 ⇒ (9) + 13 = 22
Single Attk TWF+PA
MW Axe TWF+PA: 1d20 + 12 - 3 ⇒ (17) + 12 - 3 = 26
Dmg: 1d10 + 4 + 6 ⇒ (1) + 4 + 6 = 11
Shield Bash TWF+PA: 1d20 + 11 + 6 - 3 ⇒ (20) + 11 + 6 - 3 = 34 Opponent Hit with Attack is affected by a Bull Rush the CMB= Attack Roll+3. If opponent can't move it falls prone
Dmg: 1d8 + 3 + 3 ⇒ (1) + 3 + 3 = 7
| Dungeon Master S |
The landsharks are still a ways off, and not yet an immediate threat (more like painting the picture of a massive battle going on with you guys focusing on your own skirmish within the battle.)
Sandor moves in and attacks the nearest mantis assassin. (Move to close, standard means 1 swing). The dwarf slices the mantis assassin with skill, but the zealot doesn't show signs of slowing.
Round 1:
Sandor: Close and attack (move your mini to show which one.)
Ferox: Current
Odric: TBD
DeGrog: TBD
Morkeleb: TBD
Baddies: TBD
Gaius: TBD
Grym*: TBD
Mantis V Sandor: 11
Mantis 2:
Mantis 3:
Mantis 4:
Gargoyle 1:
Gargoyle 2:
Gargoyle 3:
Gargoyle 4:
| Ferox Kerr |
Round 1
With a quick prayer to Abadar, Ferox takes aim and lets loose a volley at the closest Red Mantis assassin (SW most).
Activates Judgement: Destruction and Justice (swift action)
Arrow: 1d20 + 13 + 1 + 2 - 2 - 2 ⇒ (7) + 13 + 1 + 2 - 2 - 2 = 19
Damage: 1d8 + 3 + 1 + 3 + 4 ⇒ (3) + 3 + 1 + 3 + 4 = 14
Arrow: 1d20 + 13 + 1 + 2 - 2 - 2 ⇒ (20) + 13 + 1 + 2 - 2 - 2 = 32
Damage: 1d8 + 3 + 1 + 3 + 4 ⇒ (5) + 3 + 1 + 3 + 4 = 16
Arrow: 1d20 + 8 + 1 + 2 - 2 - 2 ⇒ (2) + 8 + 1 + 2 - 2 - 2 = 9
Damage: 1d8 + 3 + 1 + 3 + 4 ⇒ (6) + 3 + 1 + 3 + 4 = 17
Confirm Crit:
Arrow: 1d20 + 13 + 1 + 2 - 2 - 2 ⇒ (10) + 13 + 1 + 2 - 2 - 2 = 22
Damage: 2d8 + 22 ⇒ (6, 8) + 22 = 36
| Sandor Stouthammer |
I can't move the mini on my iPad. Plz mode me to the mantis that is the second from the bottom. I will say move me tops ace E3 I'd they were labeled from the bottom left letters vertically numbers horizontaly
| Dungeon Master S |
One of Ferox's arrows takes the mantis assassin in the neck. Blood sprays forth, but the enemy fights on albeit barely.
Odric!
Round 1 Update:
Sandor: Close and attack (move your mini to show which one.)
Ferox: Crit with an arrow!
Odric: Current
DeGrog: On Deck
Morkeleb: TBD
Baddies: TBD
Gaius: TBD
Grym*: TBD
Mantis V Sandor: 11
Mantis SW: 53
Mantis 3:
Mantis 4:
Gargoyle 1:
Gargoyle 2:
Gargoyle 3:
Gargoyle 4:
| Odric the Stout |
Round 1: Odric straighten from his stretch where he had been touching his toes. His face is red where the blood rushed into his head. He staggers slightly as he experiences a momentary bout of dizziness when the blood rushes out of his head to engorged his giant muscles.
He lifts his war kilt quickly and makes a quick adjustment, then draws forth the massive gleaming Kegerator. With a grin to his mates, he sets off in hot pursuit of Ferox' whistling arrows.
Odric closes with the enemy with a crunching thud, depending on his bulk and solid mass to off-balance the foe.
Power Attack (Furious Focus) with MW Keen Falchion +1: 1d20 + 17 ⇒ (13) + 17 = 30 for 2d4 + 10 + 9 ⇒ (2, 2) + 10 + 9 = 23 damage.
Ooc - Phone only during a big meeting - sorry cant get to map. I want to get the closest uninjured guy. If I can do it without a move id like another attack please.
| Dungeon Master S |
You need to move. I've placed you.
Odric takes a large bite out of the Easternmost mantis assassin.
Round 1 Update
Round 1 Update:
Sandor: Close and attack (move your mini to show which one.)
Ferox: Crit with an arrow!
Odric: Move and hit
DeGrog: Current (Is Bucho still on autopilot? Mike, just post.)
Morkeleb: Current
Baddies: On deck
Gaius: TBD
Grym*: TBD
Mantis V Sandor: 11
Mantis SW: 53
Mantis v Odric: 23
Mantis 4:
Gargoyle 1:
Gargoyle 2:
Gargoyle 3:
Gargoyle 4:
| Thorgrym the Tracker |
I'm picturing the landsharks from the old SNL skit in the 70's
Concentrate on the gargoyles if you can Odric. I want a few pieces from the Mantis warriors. The ranger calls. Grym takes a moment to call his dog close before they move forward.
not round action, just flavor
| Morkeleb the Mighty |
Sorry for the delay all. I tried posting from my phone but I get such poor cell reception from work I couldn't even post simple text...
ROUND 1
The wizard looks around the field. So many choices here...nearly all of his mind-affecting magic can influence the Mantis assassins, and their gargoyle mounts.
Their gargoyle mounts...who flew them in...
The wizard smiles a small, chilling smile, then focuses his gaze on one of the gargoyles. His eyes glow the same eldritch green as his staff headpiece as he locks eyes with the creature, his left hand once again making motions of a puppeteer.
Use Irresistible Demand, focusing on one of the gargoyles closest to the one Ferox shot. Will save DC 22