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"Well, you know it is hard to give cats baths. Well it is even harder to give dwarves baths." Jory grins at Karzak. He helps the guest across too.
"Sir, I hope this bit of information is not too disconcerting, but fording rivers is actually the best skill we have. Now how are we slow dwarves gonna get our horses across?"
Jory smiles at Karzak then will try to lead a horse across.

GM Fnord |

I'll roll for Jake so that we can go ahead and get to the next discussion.
3d20 ⇒ (5, 11, 11) = 27
Jake tries a different tactic, and swims across the current while using the rope to stop him from going further downstream. He only takes 1 point of damage.
It is about an hour from dark. You can either camp here, or press on and camp in the woods.

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Absentmindedly rubbing her new aches, Tiann nods but narrows her eyes a bit.
Hmm, true... though at the same time anything coming down the river could harass us easily. Though I doubt that. Shaking her head as if to dismiss the idea, she changes the subject to healing. I don't think anyone had as rough a time with the water as I did; regardless, I can help you feel better before we camp so you'll rest better. And speaking of rest, shall we take the same watches we did last time? As always, I rise with the dawn and am fine with taking last watch.

GM Fnord |

If you are camping here, please refresh my memory on the watch order and arrange yourselves on the map for the first watch period. If you are building a camp fire, please place the red F where you're putting it.
The areas of the map with trees marked are treated as heavy undergrowth.

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Jake comes out of the water spitting and dripping wet.
Fine day for a swim, eh?
Appreciate you resolving that for me Fnord!
Since we are all now on this side, finally, then setting up camp would be a good idea. I will volunteer for the first watch, since I am so refreshed from my recent dip.

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I'll take first watch with Jake and will wake up either Jory or Karzak for second watch. It makes sense for each shift to have at least one person who can see a bit better in the dark. Especially since we're keeping our eyes peeled for a giant black cat.
Cats don't particularly like the water, so if we keeping our backs to the river make sense. Not too close though lest we get pinned.
Moving the fire...but if someone wants to place it differently feel free!

GM Fnord |

stealth: 1d20 + 10 ⇒ (1) + 10 = 11 (ugh, really?)
About an hour into the first watch, once everyone but Jake and Tal are sound asleep, Jake and Tal hear something approaching from the underbrush to the east. Tal can barely make out the outline of a charging feline!
Tiann Ceriagh'u: 1d20 + 1 ⇒ (15) + 1 = 16
Jory Redcap: 1d20 + 1 ⇒ (12) + 1 = 13
Talhaearn: 1d20 + 6 ⇒ (8) + 6 = 14
Jake Hargrove: 1d20 + 4 ⇒ (8) + 4 = 12
Karzak: 1d20 + 1 ⇒ (15) + 1 = 16
Feline: 1d20 + 6 ⇒ (16) + 6 = 22
Tal, Jake, and the cat can all act in the surprise round. Nobody else is even awake.
roll-off:
Tiann: 1d20 ⇒ 1
Karzak: 1d20 ⇒ 11
Init:
Cat: 22
Karzak: 16.5
Tiann: 16
Tal: 14
Jory: 13
Jake: 12
The cat spots Talhaearn staring at it, and stops in its tracks, staring him down. Suddenly, it pulls the skin back from its face, revealing the musculature and bone structures of its skull!
Skullface: 1d20 + 5 ⇒ (20) + 5 = 25
Talhaearn is shaken for 3 rounds.
Tal and Jake get a single standard or move action each, then we will start round 1.

GM Fnord |

Jory Redcap: 1d20 - 2 ⇒ (14) - 2 = 12 (+2 vs stonework, auto)
Karzak: 1d20 - 6 ⇒ (6) - 6 = 0 (darkvision 60')
Nester: 1d20 - 4 ⇒ (7) - 4 = 3
Everybody but Karzak is immediately awakened by the shout. Karzak does stir a little (penalty will be greatly decreased for next perception). Awakened folks will be prone and unable to act until their init in round 1.
Never rolled init for Nester Rees.
Nester: 1d20 + 1 ⇒ (3) + 1 = 4
Order:
Surprise round:
Jake
Round 1:
22: Cat
16.5: Karzak
16: Tiann
14: Tal
13: Jory
12: Jake
4: Nester
Anyone who has actually seen the beast (so just Tal so far) can roll Knowledge(arcana) to know about it.

GM Fnord |

Round 1 init 22:
The cat creature sees Jake coming and stalks towards him. It stops, and shocks Jake by pulling back the skin from its face again (which he missed the first time), while emitting a loud screech at Jake.
Jake will: 1d20 ⇒ 17
Skullface: 1d20 + 5 ⇒ (3) + 5 = 8
Jake is not afraid.
The sonic affect wakes Karzak, and it's his turn.

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Karzak grunts awake at the sound, and he rapidly blinks away the last effects of a deep sleep. He rolls over and gets to his feet, his hammer in hand. Feeling more than a little vulnerable without his armor, Karzak stands at ready, his hammer high as he waits for the beast to come to him.
Move action to stand from prone, then ready attack should the creature get in range.

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Rousing from her slumber, Tiann mutters a few choice swears before something more coherent: What is that...?
Free action: Knowledge Religion to try to identify the creature (can't hurt): 1d20 + 4 ⇒ (10) + 4 = 14
Standing up, she realizes that she is without armor and weapon. She grips her holy symbol and begins to chant, casting Bless.
Each ally gains a +1 morale bonus on attack rolls and on saving throws against fear effects.

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Jory Round 1
Stand and draw bow. With a +0 BAB I think that uses all my actions. Let me know if I can fire.
"Whoa, that is a strange cat."

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Tal is shaken...not stirred..
Tal attempts to steady his hand and takes a shot at the beast.
Attack1d20 + 4 - 2 + 1 ⇒ (8) + 4 - 2 + 1 = 11
Damage1d6 + 2 ⇒ (5) + 2 = 7
After his shot he moves forward about 10 feet, trailing Jake into combat.
I'll update the map when I get home. Jory next (see above) then Jake.

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Round 1, AC 17 (15), HP: 13/13, Blessed, Charge, Power Att.
Jake charges the cat with his Greatsword raised.
GS ATT: 1d20 + 7 + 1 + 2 ⇒ (11) + 7 + 1 + 2 = 21
GS DAM: 2d6 + 4 + 3 ⇒ (3, 1) + 4 + 3 = 11

GM Fnord |

Tiann has no idea what the creature is.
The creature takes a really bad wound from Jake.
Nester rolls to get a better look at the action, and starts trying to get up, bracing himself with his cane.
Round 2:
Init 22: Feline
The creature defends itself against Jake, full attacking.
Bite: 1d20 + 2 ⇒ (17) + 2 = 19, dam 1d6 ⇒ 1
Claw: 1d20 + 2 ⇒ (6) + 2 = 8, dam 1d4 ⇒ 3
Claw: 1d20 + 2 ⇒ (18) + 2 = 20, dam 1d4 ⇒ 4
16.5, Karzak's turn.

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Tal looks for an opening to slip into the fray but, in his shaken state, can't plot a way to do so without giving the cat too much of an advantage. In frustration Tal raises his bow and shoots, careful to avoid Jake.
Attack1d20 + 4 + 1 - 2 - 4 ⇒ (6) + 4 + 1 - 2 - 4 = 5 Bless, Shaken, shooting into combat
Damage1d6 + 2 ⇒ (4) + 2 = 6
Flustered, Tal drops his bow and draws his rapier.
Jory is up.

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Jory steps five feet forward, excited to try the new bow.
Round 1 Jory
Full attack; Flurry
Perfect shot for first shot
Jory fires wildly missing twice. The fine bow takes some getting used to and Jory fires high unaccustomed to its flatter trajectory.
Even adding the +1/+1 for precise shot if within 30' probably doesn't help. Jake the melee master next!

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Round 2, AC 17, HP: 8/13, Blessed, Power Att.
Jake swings again at the cat, and then slides 5 feet to better enable a flanking position.
GS ATT: 1d20 + 7 + 1 ⇒ (3) + 7 + 1 = 11
GS DAM: 2d6 + 4 + 3 ⇒ (5, 2) + 4 + 3 = 14
I took the liberty of moving Karzak up to within 20' like he indicated in his post.

GM Fnord |

Everything misses.
Nester moves up behind the front liners, and says, "It looks like it's almost dead."
The cat full attacks Jake again.
Bite: 1d20 + 2 ⇒ (20) + 2 = 22, dam 1d6 ⇒ 2
Crit conf: 1d20 + 2 ⇒ (4) + 2 = 6, bonus dam 1d6 ⇒ 5
Claw: 1d20 + 2 ⇒ (3) + 2 = 5, dam 1d4 ⇒ 2
Claw: 1d20 + 2 ⇒ (15) + 2 = 17, dam 1d4 ⇒ 2
22: Cat
16.5: Karzak
16: Tiann
14: Tal
13: Jory
12: Jake
4: Nester
Karzak is up.

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Tal watches as the giant cat mauls his friend. At the last moment reason overcomes blind rage and, instead of rushing in, Tal tactfully moves in and strikes at the beast with his rapier, sidestepping after his strike to provide a tactical advantage for Jake.
Attack1d20 + 5 ⇒ (1) + 5 = 6 Bless, no longer shaken
Damage1d6 + 2 ⇒ (2) + 2 = 4
Moved Karzak per his last post...please let me know if the placement is incorrect and I will fix it. Once Tal picks up his rapier, that is....

GM Fnord |

Tal, I didn't see where you started. You can't take a 5' step (to avoid AoO) if you do a normal move, and you can't do move / strike / move again (even 5') without feats. Do you provoke an AoO to get into that position (i.e. what square did you move from for the last step, assuming north is the top of the map)?
edit: If you do provoke an AoO, you can try an acro skill check to avoid it.

GM Fnord |