GM Giuseppe |
While the other are still sleeping, Korech is keeping watch as the sun rises over the horizon, lighting up the Fangwood. Suddenly, he hears the sound of several horses running through the forest. The noise is enough to wake everyone up.
---
Few seconds after, Korech can see a rather large group of mounted people riding towards him. At first sight, his hand reaches to his longbow, but then he cn recognize at least two of the riders: among them there are Sir Dramott* and his mentor, Arnama**. The mounted group quickly approaches the cave you're resting in, as Sir Dramott ably stops his trained war horse. «Oooh, Oh. Korech!», calls the man, slowly approaching with all his fellow riders following right behind him, «What happened here? We've been waiting for you back in Kassen. What has happened? I hope everything's alright». He tilts his head to look at who's inside the cave. «May Erastil be blessed! Calden, Shirzon, Merephel! Oh, and there you are Roldare, Dimira...Where are the others? We were worried. Why did the Quest took so long?».
______________________________________
* Sir Dramott's picture has been added to our Pinterest gallery.
** Arnama's picture has been added to our Pinterest gallery.
Korech |
The sun peeks over Korech as the lanky half-orc slowly polishes his bow, finally feeling peaceful and happy for the first time in horrid past couple of days. He hears the horses before they arrive, and he quickly barks out to the others to wake them up. An incredible sense of relief comes over him as he sees Arnama, and he lowers his bow.
"Arnama! Bad things happen! So bad! Culters come, take amulet from Asar, make undead come. Undead kill everyone'cept Roldare and Dimira. They both be very brave. We fight so many deaders, fight Asar! Asar die again, Kassen-ghost talk to us and now we here. Almost die lots and lots - Merephel, Calden, Shirzon fight good, very brave. Kassen-proud."
Korech's breathless retelling of the group's adventure is a near-incoherent mess.
Merephel Angorat |
Merephel stifled a chuckle behind her hand.
"Yes, that is exactly what happened."
She sobered up a bit.
"In truth, Korech is right. There were several undead, and Asar had been raised as an intelligent skeleton. There were several fatalities from those sent to set up the Crypt. We found many dead members of a cult of Razmir, was it?"
She looked over to Calden for confirmation.
"Regardless, it was harrowing."
GM Giuseppe |
The party consists of ten mounted individuals, including both Sir Dramott and Arnama. They all listen to Korech's report with a worried expression, although sometimes Arnama needs to better explain Korech's words to them. When Korech is done speaking and Merephel confirms his story, Sir Dramott seems very worried. «Oh, I see...It wasn't supposed to go this way, wasn't it?», he asks to the other townsfolk. They shake their heads gloomily. «Where are the other members of the original party which departed from Kassen to set the traps?», he asks reluctantly, as if he's afraid of the answer he could receive.
«They...died», explains Dimira, a painful expression written all over her face.
«Damn!» Sir Dramott shakes his head. Then a resolute expression appears on his face. «We must go to the Crypt and see in we can find any other survivors. It's our duty», he says addressing to the other people in the riding squad. They instantly agree.
«You should return to Kassen. You've proved your valor and bravery already. They're waiting for you back in town. They'll be glad to see you again. As for the others, we go to the Crypt, now!», he says as he make his horse turn in the Crypt's direction.
«Arnama, if you could inform the mayor back in town...», suggests with a somber expression Sir Dramott.
«Consider it done», replies the woman immediately as she speaks mystical words in a language you cannot understand. Her voice draws a bird near as she draws a piece of bread and offers it to the animal. Another member of the riding party, in the meantime, has written a report based on what Korech has just explained. Arnama attaches the small note to the bird and for an intense moment she seems to be mentally communicating with the creature. One moment after, the bird takes flight to Kassen.
«Lead them through safe paths in the wilds, Korech», whispers Arnama to his disciple.
«We'll see you back in Kassen», are Sir Dramott's last words before the riding party departs towards the Crypt greeting you with gestures of their hands.
«It wasn't supposed to go this way...No, it wasn't», thinks out loud Dimira. «Come on Roldare, we need to get back home», she says warmly as she offers her brother her support to stand up.
---
You're in the wilds now. Everyone know the right path now, and you don't even need the map anymore. As you walk through the Fangwood, you see familiar-looking tree shapes, reminding you of a time where the worst you could fear was a pack of starving wolves. What you experiences in the Crypt has surely changed you, in a deep sense.
---
As you walk through the Fangwood, a sudden rain starts falling from above. The sun has almost completed his daily cycle. Everyone except Korech (who's busy following the path) and Merephel (who's probably distracted by something else) discover a series of large footprints near the part in the woods.
Korech examines the footprints closely as you inform him, but he cannot tell you to which creature they belong. It has to be a huge creature though.
You've traveled for the whole day and already passed the Grey Lake, so you have two options now: you can continue your travel regardless of your tired limbs to put some distance between you and the huge animal who left those footprints, or you can search for a shelter nearby and hope the animal has just passed from here and won't return*.
______________________________________
* If you wish to find a shelter, please attempt a Survival check (everyone can use the aid another action to help Korech). If you prefer to move on instead, take a look at the rules for forced march (see below). You've already been traveling for 8 hours. You will also need a source of magical light to continue your travel: the rain will likely extinguish any nonmagical source of light.
Forced March: In a day of normal walking, a character walks for 8 hours. The rest of the daylight time is spent making and breaking camp, resting, and eating.
A character can walk for more than 8 hours in a day by making a forced march. For each hour of marching beyond 8 hours, a Constitution check (DC 10, +2 per extra hour) is required. If the check fails, the character takes 1d6 points of nonlethal damage. A character who takes any nonlethal damage from a forced march becomes fatigued. Eliminating the nonlethal damage also eliminates the fatigue. It's possible for a character to march into unconsciousness by pushing himself too hard.
I'll be posting again at 08:00 p.m. GMT+1 (12:00 a.m. for Korech, 11:00 a.m. for Shirzon and Merephel), botting everyone who hasn't acted yet.
----- SURVIVAL CHECK -----
Korech: 1d20 + 8 ⇒ (9) + 8 = 17
----- PERCEPTION -----
Calden: 1d20 + 7 ⇒ (18) + 7 = 25
Dimira: 1d20 + 2 ⇒ (18) + 2 = 20
Korech: 1d20 + 7 ⇒ (4) + 7 = 11
Merephel: 1d20 + 4 ⇒ (3) + 4 = 7
Roldare: 1d20 + 7 ⇒ (14) + 7 = 21
Shirzon: 1d20 + 7 ⇒ (17) + 7 = 24
----- KNOWLEDGE (NATURE) -----
Korech: 1d20 + 5 ⇒ (8) + 5 = 13
Shirzon the Quarter |
Despite the rain, Shirzon maintains her good mood. Exhausted after the ordeal in the crypt, Shirzon slept like a rock and woke up refreshed and optimistic, if still a little sore. And seeing other people, other Kassenites, alive and well was invigorating. She was even happy to see Sir Dramott.
"I say we find somewhere to lay low and make camp. Whatever passed through here, the chances of us running into it are probably just as likely whether we buckle down or keep moving. After all, we don't know how big its territory is. I'd rather have a nice fire and a place to sleep than run into some beast while we're tired from pushing ourselves," Shirzon suggests. She helps scout out a good camping location with the others if they're up for it. While doing so, she approaches Roldare and Dimira, putting on a calm voice when addressing the gravely shaken man. "Hey, Roldare. I wanted to thank you for letting me use your crossbow, and for helping us out back there with Asar. Do you want your weapon back?"
Survival: 1d20 + 4 ⇒ (10) + 4 = 14
Calden Tigg |
Calden spends most of their resting team reading. He occasionaly tries to comform Roldare with some stories of home, and listens in while the two girls pour over the magical items they found. Despite his stance on magic, he can't help but listen in wonder to the descriptions they share. The mention of bracers that shield the wearer from harm have him leafing back and forth through his copy of Unbinding the Fetters, trying to find whether the teachings of Irori would be against him wearing these. It doesn't say one way or the other. I'll have to ask Ilimara, but for now it shouldn't hurt. "Can I have those?" he asks, before leaving the two to their work once more.
A bag that can hold everything without getting heavier? Huh, who'd have thought of that. Nice way to get all of that stuff back to Kassen, anyway.
--
When Calden wakes up and find a large group of Kassenites outside their cave, he keeps himself in the background. For one, he's not too fond of Sir Dramott. Secondly, he wouldn't want to impose himself between Korech and his mentor. He watches Korech and Merephel explain the situation, then gathers his belongings for the trek home.
The young lad is pensive during the trip, watching the same scenery they passed through on their way to the Crypt and trying to figure out why things look different. Seeing the large footprints bring back some of the feelings of that first trip, and he's immediately back on guard. "You're right, Shirzon. Let's find somewhere safe and dry. And defensible, if it comes to that." He pokes her lightly in the ribs. "We wouldn't want the heroes of Kassen to fail on their way home, wouldn't we?" He gets that boyish twinkle in his eyes, that has rarely been seen since their group left Kassen.
Survival, aid another: 1d20 + 2 ⇒ (12) + 2 = 14
Merephel Angorat |
Merephel agrees to the plan.
"Defensive sounds best. After this trip, I don't think I will ever look at camping the same way again..."
She shudders at the memory of the wolves.
Survival to Aid Another: 1d20 + 4 ⇒ (16) + 4 = 20
"Last thing we want is another fight. We should keep watches, to be safe."
GM Giuseppe |
«Yo...You-You can keep it...», says Roldare to Shirzon when the half-orc asks him is he intends to let her keep the weapon. The man is slowly gaining his sanity again, but it will be a lenghty process for sure.
---
Following Korech's lead and aiding him in the process, you find the only nearby shelter: a small natural cave in the side of a small hill in the forest.
---
You enter the cave and after some minutes of preparations, you mount your tent and unroll your bedrolls. Dimira joins Merephel in the tent, while the others sleep in their bedrolls. Korech has also started a campfire, and you all eat the trail rations the mayor gave to you some days ago. Hopefully, this will be your last night in the wilds.
---
During Korech's guard shift, a huge boar suddenly enters the cavern. Perhaps the half-orc was too tired or distracted by something else, but he's caught by surprise by the bear sudden appearance. The large bear's fur is wet and dirty. The creature roars, finishing the job of wakening everyone in the cavern up*.
When faced with a foe or small group of threats, the grizzly attempts to subdue or kill with its claws. When it can, the bear tries to grab a single target to deal continual damage until that target is dead, unconscious, or escapes.
--------------------------------
---- INITIATIVE ORDER ----
--------------------------------
- Merephel
- Roldare
- Shirzon
- Korech
- Bear
- Calden
- Dimira
______________________________________
* Please take note that everyone is prone on Turn 1 except for Korech.
Roll20 Map updated.
I'll be posting again at 03:00 p.m. GMT+1 (07:00 a.m. for Korech, 06:00 a.m. for Shirzon and Merephel), botting everyone who hasn't acted yet.
----- PERCEPTION -----
Korech: 1d20 + 7 ⇒ (1) + 7 = 8
----- INITIATIVE -----
Calden: 1d20 + 2 ⇒ (2) + 2 = 4
Dimira: 1d20 + 1 ⇒ (1) + 1 = 2
Korech: 1d20 + 3 ⇒ (5) + 3 = 8
Merephel: 1d20 + 1 ⇒ (14) + 1 = 15
Roldare: 1d20 + 2 ⇒ (10) + 2 = 12
Shirzon: 1d20 + 4 ⇒ (4) + 4 = 8
Grizzly: 1d20 + 1 ⇒ (4) + 1 = 5
Calden Tigg |
"Whu? What?" Calden rubs sleep from his eyes, but isn't quick enough to react to the animal's presence.
I'll hold off on posting my action until after GM's next update. Giuseppe, can you clarify the lighting conditions, please?
-Posted with Wayfinder
GM Giuseppe |
The whole cavern is considered as normal light in terms of lighting conditions because of the central campfire.
Merephel Angorat |
============
Round 1
============
Merphel grabs her shield, and casts Shield of Faith on herself. She pokes her head out of the tent.
"Dimira! Stay in here, and hide under the blankets. It's just a bear; I am going to go scare it off!"
Move action to equip shield, standard to cast, and "5-ft step" to prepare to exit tent. Current AC is 21, since I am carrying the +1 shield. We never decided what to do with it for good, but I think it is safe to say she is at least the person carrying it home.
Korech |
=========
Round 1
=========
Knowledge Nature: 1d20 + 5 ⇒ (14) + 5 = 19
Korech stares at the bear.
"Big grizzly bear! They fight hard! No run away like little black one!"
Staggering backwards, Korech snaps off an arrow, missing wildly.
Attack: 1d20 + 6 + 1 ⇒ (3) + 6 + 1 = 10 Damage: 1d8 + 1 ⇒ (5) + 1 = 6
Shirzon the Quarter |
============
Round 1
============
Shirzon thrashes around and throws off her blanket when the bear bellows at the mouth of the cave. "I'm awake! Wha--" S e rolls over to her equipment and sntaches her bow, loosing an arrow at the bear.
Shortbow vs flat footed: 1d20 + 5 ⇒ (7) + 5 = 12
Damage, sneak attack: 1d6 + 1d6 ⇒ (5) + (2) = 7
Move action to pick up bow, standard to shoot.
GM Giuseppe |
▁▁▁▁▁▁▁▁▁▁▁▁
ROUND 1
▔▔▔▔▔▔▔▔▔▔▔▔
Both Korech and Shirzon miss with their ranged attacks. Roldare, frightened, just cowers in fear.
---
The grizzly moves forward and tries to hit Korech with its sharp claws. Korech cannot avoid the sudden and powerful attack, and the huge bear's claws slice through his flesh. Then the grizzly grabs the half-orc, holding him tight in its painful grasp*.
---
Dimira suddenly awakens. «Wa...Wait...What's this...Hey! Merephel!», she screms in fear. Realizing what's happening, she stands up abruptly and walks out of the tent: «Sorry Meph, but I need to help them!»
--------------------------------
---- INITIATIVE ORDER ----
--------------------------------
- Merephel
- Roldare
- Shirzon
- Korech
- Grizzly
- Calden
- Dimira
______________________________________
* Korech takes 7 points of damage and is grappled with the grizzly!
Roll20 Map updated!
I'll be posting again at 7:00 p.m. GMT+1 (11:00 p.m. for Korech, 10:00 p.m. for Shirzon and Merephel), botting everyone who hasn't acted yet.
------ GRIZZLY'S ATTACK -----
Claw Attack: 1d20 + 7 ⇒ (9) + 7 = 16
Claw Damage: 1d6 + 5 ⇒ (2) + 5 = 7
Grab: 1d20 + 13 ⇒ (7) + 13 = 20
Shirzon the Quarter |
============
Round 2
============
Shirzon curses in Orc and tosses her bow to the side before getting to her feet. She dashes toward the bear, pulling her dagger out and catching the fire light in its blade. She wrinkles her nose at the smell of the wet, dirty bear, and once closer to it, can appreciate its size. This may be tougher than I thought...
Move action to stand, another move action to go toward the bear and draw the dagger as I move. I feel like Shirzon would sleep with her dagger on her. :)
I want to move 30 feet toward the cave entrance. I'm trying to get behind the bear for flanking, and luckily for me it can't take AoOs while grappling (unless it's got an ability for that), so I want to get as much movement in as I can.
Korech |
=========
Round 2
=========
Korech roars in pain as the grizzly grabs him. He quickly tries to get out of the grapple.
CMB: 1d20 + 5 ⇒ (17) + 5 = 22
After doing so he drops his bow, yanking out his axe.
Merephel Angorat |
===================
Round 2
===================
Merephel picks up her shortspear, and exits the tent. She runs over to help with the battle, looking concerned.
"Hold fast Korech, We're coming!"
Move to pick up weapon, then another move to get adjacent to the bear in preparation for attacking next round.
Calden Tigg |
======
Round 1
======
"A bear!" exclaims Calden when he's awake enough to assess the situation, stating the obvious. He kicks his blankets away from him, then throws his legs up to get on his feet in a fluid motion. In a few strides, he is beside Korech. "Hang on, try to get away from it!"
GM Giuseppe |
▁▁▁▁▁▁▁▁▁▁▁▁
ROUND 2
▔▔▔▔▔▔▔▔▔▔▔▔
As Shirzon darts through the cavern to get behind, Korech breaks free from the grizzly's grasp. The huge bear roars savagely before venting its animal anger on Korech again, but the half-orc avoid all of the bear's attacks by nimbly jumping away, deflecting the blows, and ducking to let the beast's claws to pass over his head.
--------------------------------
---- INITIATIVE ORDER ----
--------------------------------
- Merephel
- Roldare
- Shirzon
- Korech
- Grizzly
- Calden
- Dimira
______________________________________
Roll20 Map updated.
I'll be posting again at 10:00 a.m. GMT+1 (02:00 a.m. for Korech, 01:00 a.m. for Shirzon and Merephel), botting everyone who hasn't acted yet.
------ GRIZZLY'S ATTACKS -----
Claw Attack: 1d20 + 7 ⇒ (7) + 7 = 14
Claw Damage: 1d6 + 5 ⇒ (6) + 5 = 11
Bite Attack: 1d20 + 7 ⇒ (7) + 7 = 14
Bite Damage: 1d6 + 5 ⇒ (1) + 5 = 6
Claw Attack: 1d20 + 7 ⇒ (6) + 7 = 13
Claw Damage: 1d6 + 5 ⇒ (3) + 5 = 8
Grab: 1d20 + 13 ⇒ (9) + 13 = 22
Merephel Angorat |
=================
Round 2
=================
Merpehel stabs at the bear with her shortspear, missing wildly.
Melee Attack: 1d20 + 1 ⇒ (7) + 1 = 8
Calden Tigg |
===========
Round 2
===========
Calden breathes a sigh of relief that Korech managed to get away from the bear's grip. Hoping to prevent another attack from the bear, Calden focuses, pouring all his energy in a punch of his fist at the animal's head, right above its nose.
Single unarmed attack with Stunning Fist.
Attack +flank: 1d20 + 4 + 2 ⇒ (4) + 4 + 2 = 10
Damage: 1d6 + 3 ⇒ (3) + 3 = 6
Fort save DC 13 or stunned for one round.
-Posted with Wayfinder
Korech |
========
Round 2
========
Korech roars as savagely as the bear, swinging down with his enormous axe.
Attack: 1d20 + 5 ⇒ (6) + 5 = 11 Damage: 1d12 + 4 ⇒ (9) + 4 = 13
Shirzon the Quarter |
============
Round 3
============
Having successfully gotten behind the bear, Shirzon stabs forward, aiming to plunge her blade into the beast's back.
+1 Dagger, flanking: 1d20 + 6 + 2 ⇒ (11) + 6 + 2 = 19
Damage, sneak attack: 1d4 + 1 + 1d6 ⇒ (3) + 1 + (1) = 5
GM Giuseppe |
▁▁▁▁▁▁▁▁▁▁▁▁
ROUND 2
▔▔▔▔▔▔▔▔▔▔▔▔
Calden hits the bear with his punch, but he cannot harm the large creature in any significant way due to the thick layer of fur and flesh protecting this savage beast*.
▁▁▁▁▁▁▁▁▁▁▁▁
ROUND 3
▔▔▔▔▔▔▔▔▔▔▔▔
Korech misses with his axe blow as Merephel with her spear; Shirzon is actually able to hit the bear instead, and her magical dagger pierces deep in the grizzly’s thick flesh, opening a bleeding wound behind its neck that causes the bear to roar savagely.
----
The bear vents all of its fierce rage on Korech once again. The beast hits Korech with its claws, but the half-orc nimbly avoid the creature's bite. One moment after, the bear attack with its second paw, grabbing Korech and making him unconcious**. The bear holds Korech in its powerful, clawed grasp.
--------------------------------
---- INITIATIVE ORDER ----
--------------------------------
- Merephel
- Roldare
- Shirzon
- Korech
- Grizzly
- Calden
- Dimira
______________________________________
This is only for flavor of course. I imagine that sometimes one hits another creature buti s unable to hit it in a sensible spot in order to deal actual damage to that creature.
** Korech takes 9 points of damage from the first claw attack and 7 points of damage from the second claw attack.
------ GRIZZLY'S ATTACKS -----
Claw Attack: 1d20 + 7 ⇒ (16) + 7 = 23
Claw Damage: 1d6 + 5 ⇒ (4) + 5 = 9
Bite Attack: 1d20 + 7 ⇒ (8) + 7 = 15
Bite Damage: 1d6 + 5 ⇒ (5) + 5 = 10
Claw Attack: 1d20 + 7 ⇒ (12) + 7 = 19
Claw Damage: 1d6 + 5 ⇒ (2) + 5 = 7
Grab: 1d20 + 13 ⇒ (4) + 13 = 17
Grizzly - 37/42
Shirzon the Quarter |
============
Round 4
============
"Let go!" Shirzon shouts, lashing out with her blade once more. "Hold on, Korech!" she adds, more for her own morale than for the unconscious half-orc.
+1 Dagger, flanking: 1d20 + 6 + 2 ⇒ (14) + 6 + 2 = 22
Damage, sneak attack: 1d4 + 1 + 1d6 ⇒ (4) + 1 + (3) = 8
Merephel Angorat |
================
Round 3
================
Merephel hurries over to Korech, attempting to revive him.
Casting Defensivly: 1d20 + 2 ⇒ (20) + 2 = 22
Converted Hide from Undead into Cure Light Wounds: 1d8 + 2 ⇒ (6) + 2 = 8
Korech |
=========
Round 3
=========
Korech misses terribly with his axe, which is the lsat thing he sees before the bear's massive paw knocks him out entirely. He comes to almost immediately as Merephel casts her healing spell. Now used to a world where there is nothing but pain, he coughs, and tries to stand.
Standard action to apply full defense, and move action to stand.
Calden Tigg |
========
Round 2
========
Calden keeps hammering at the bear as it's mauling Korech. "Let him go, you stupid animal!" He's still trying to stun the bear, remembering vividly from practice the feel of his arm going numb when Ilimara had struck him. She hit me in the ribs, right under my arm pit! He swings his right foot around the bear to land on its flank, just behind its shoulder.
Flurry of Blows unarmed with flanking, Stunning Fist on the second attack.
Attack 1: 1d20 + 3 + 2 ⇒ (3) + 3 + 2 = 8
Damage 1: 1d6 + 3 ⇒ (1) + 3 = 4
Attack 2 +Stun: 1d20 + 3 + 2 ⇒ (17) + 3 + 2 = 22
Damage 2: 1d6 + 3 ⇒ (1) + 3 = 4
Fort save DC 13 or Stunned for 1 round.
GM Giuseppe |
▁▁▁▁▁▁▁▁▁▁▁▁
ROUND 3
▔▔▔▔▔▔▔▔▔▔▔▔
Calden’s first attack misses, but his stunning fist hits the bear. Although Calden was able to hit the grizzly right in its face and even smash part of its left jaw, the bear is resilient and doesn’t seem to be stunned at all.
«O’ Erastil, allow this man to return to his home town and enjoy his brothers’ and sisters’ embrace once again! Protect him from this fiery beast!», shouts Dimira as a faint green light emanates from her left hand. Then she touches Korech, healing part of his wounds with her God’s positive energy*.
▁▁▁▁▁▁▁▁▁▁▁▁
ROUND 4
▔▔▔▔▔▔▔▔▔▔▔▔
As Merephel further heals Korech's wounds and the half-orc regains consciousness, Shirzon lashes out again, piercing the bear's flesh once again.
----
Korech is still grasped by the grizzly when he regains his consciousness. He had dropped his axe when he was bitten almost to death, and now he’s no weapon at ready, thus he tries to break free from the grizzly’s tight grapple**. He gets very close to get out of the grapple, but eventually the bear doesn't allow him to break free once again.
---
The grizzly roars again: his savage roar booms into the cavern, followed by the thundering sound of a lighting hitting a tree somewhere near the cavern. Maintaing the grapple, the grizzly tries to bite the life out of Korech. The bear's teeth delve deep in Korech's throat, causing him a bad and bleeding wound and making him lose his senses again***.
--------------------------------
---- INITIATIVE ORDER ----
--------------------------------
- Merephel
- Roldare
- Shirzon
- Korech
- Grizzly
- Calden
- Dimira
______________________________________
* Korech heals 2 points of damage.
** Korech, you’re still grappled by the bear, so you don’t need to stand up. As a consequence, considering that you have no weapon currently excrated and basing my decision on what you’ve done in the last round, I’m assuming you will try to break free from the grapple.
*** Korech takes 11 points of damage.
I'm going to post again at 12:00 a.m. GMT +1 (04:00 a.m. for Korech, 03:00 a.m for Shirzon and Merephel), botting everyone who hasn't acted yet.
------ GRIZZLY'S SAVE -----
Fortitude Save vs Stun: 1d20 + 8 ⇒ (8) + 8 = 16
------ CURE LIGHT WOUNDS -----
Dimira: 1d8 + 1 ⇒ (1) + 1 = 2
------ BREAK FREE FROM THE GRAPPLE -----
Korech: 1d20 + 5 ⇒ (14) + 5 = 19
------ GRIZZLY'S ATTACKS -----
Maintain the Grapple: 1d20 + 13 + 5 ⇒ (6) + 13 + 5 = 24
Bite Attack: 1d20 + 7 ⇒ (14) + 7 = 21
Bite Damage: 1d6 + 5 ⇒ (6) + 5 = 11
Grizzly - 25/42
Shirzon the Quarter |
============
Round 5
============
Shirzon flinches at the thundering bear's roar and the explosion of lightning outside. Briefly overwhelmed by the sensory overload, she grits her teeth and continues to stab the bear in front of her.
+1 Dagger, flanking: 1d20 + 6 + 2 ⇒ (18) + 6 + 2 = 26
Damage, sneak attack: 1d4 + 1 + 1d6 ⇒ (1) + 1 + (4) = 6
Merephel Angorat |
==============
Round 5
==============
Merephel gasps, and calls eneergy from her holy symbol. It wraps around the bear, to encompass everyone in the cave, but never touches the bear, keeping its distance even as the energy evelops the cave.
Merephel Channels Positive Energy.
Channel Positive Energy: 1d6 ⇒ 3
Calden Tigg |
=======
Round 4
=======
Giving up his attempts to stun the bear, Calden focuses his attacks on inflicting maximal damage. He kicks and punches at the animal's head, trying to drive it off.
Flurry of Blows, unarmed and flanking.
Attack 1: 1d20 + 3 + 2 ⇒ (1) + 3 + 2 = 6
Damage 1: 1d6 + 3 ⇒ (6) + 3 = 9
Attack 2: 1d20 + 3 + 2 ⇒ (16) + 3 + 2 = 21
Damage 2: 1d6 + 3 ⇒ (3) + 3 = 6
GM Giuseppe |
▁▁▁▁▁▁▁▁▁▁▁▁
ROUND 4
▔▔▔▔▔▔▔▔▔▔▔▔
Calden’s first attack misses, but his kick hits the bear. Although Calden was able to hit the grizzly right in its face and even smash part of its left jaw, the bear is resilient and doesn’t seem to be stunned at all.
«O’ Father, please sustain this hunter in the time of need!», shouts Dimira as a faint green light emanates from her left hand once again. Then she touches Korech, healing part of his wounds with her God’s positive energy*.
▁▁▁▁▁▁▁▁▁▁▁▁
ROUND 5
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As Merephel further heals Korech's wounds and the half-orc regains consciousness, Shirzon lashes out again, piercing the bear's flesh once again.
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Korech is still grasped by the grizzly when he regains his consciousness for the second time, thus he tries to break free from the grizzly’s tight grapple. He gets very close to get out of the grapple, but eventually the bear doesn't allow him to break free once again.
---
The action seems like a literal reproduction of what has happened few seconds before: maintaing the grapple, the grizzly tries to bite the life out of Korech. The bear's teeth delve deep in Korech's throat, causing him a bad and bleeding wound and making him lose his senses again**.
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---- INITIATIVE ORDER ----
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- Merephel
- Roldare
- Shirzon
- Korech
- Grizzly
- Calden
- Dimira
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* Korech heals 8 points of damage.
** Korech takes 10 points of damage.
Roll20 map updated!
I'm going to post again at 11:00 p.m. GMT +1 (01:00 p.m. for Korech, 12:00 a.m for Shirzon and Merephel), botting everyone who hasn't acted yet.
------ CURE LIGHT WOUNDS -----
Dimira: 1d8 + 1 ⇒ (7) + 1 = 8
------ BREAK FREE FROM THE GRAPPLE -----
Korech: 1d20 + 5 ⇒ (13) + 5 = 18
------ GRIZZLY'S ATTACKS -----
Maintain the Grapple: 1d20 + 13 + 5 ⇒ (15) + 13 + 5 = 33
Bite Attack: 1d20 + 7 ⇒ (19) + 7 = 26
Bite Damage: 1d6 + 5 ⇒ (5) + 5 = 10
Grizzly - 13/42
Calden Tigg |
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Round 5
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With a voice cracking from anxiety at seeing Korech float in and out of consciousness, Calden keeps up his assault of the bear. "Let. Go. You. Stupid. Animal!"
Unarmed Flurry of Blows again, still with flanking.
Attack 1: 1d20 + 3 + 2 ⇒ (8) + 3 + 2 = 13
Damage 1: 1d6 + 3 ⇒ (4) + 3 = 7
Attack 2: 1d20 + 3 + 2 ⇒ (14) + 3 + 2 = 19
Damage 2: 1d6 + 3 ⇒ (3) + 3 = 6
Korech |
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Round 5
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Korech alternate falls in and out of consciousness rapidly as Merephel and Dimra stream healing into him while the bear crushes the life out of him. He suddenly lets out a burst of frenetic energy as he tries to escape the bear, but to no avail.
CMB: 1d20 + 5 ⇒ (8) + 5 = 13
Using orc ferocity. Badly.
Shirzon the Quarter |
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Round 6
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"Just die already!" Shirzon cries. She wipes a bit of bear blood from her face before hacking at the bear's legs.
+1 Dagger, flanking: 1d20 + 6 + 2 ⇒ (11) + 6 + 2 = 19
Damage, sneak attack: 1d4 + 1 + 1d6 ⇒ (4) + 1 + (5) = 10
GM Giuseppe |
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ROUND 5
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Calden delivers a powerful blow at the grizzly, which sends the beast into a roaring frenzy.
«Let the Old Deadeye heal your wounds, proud archer!», shouts Dimira as a faint green light emanates from her left hand once again. Then she touches Korech, healing part of his wounds with her God’s positive energy*.
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ROUND 6
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As Merephel further heals Korech's wounds** and the half-orc regains consciousness, Shirzon delivers the final blow to the fiery grizzly: her magical dagger pierces the creature’s heart from behind. A wailing moan precedes the loud crash of the creature on the cavern’s floor. The grizzly falls in a large pool of its own blood.
----
Combat is over!
---
When combat is finally over, Dimira speaks with an agitated voice: «Finish the bear, so I can heal your wounds», she says, before channeling her divine energy to heal everyone in the cavern***. After doing that, she approaches her brother and whispers: «Everything is fine, Roldi. We killed the bear. Go back to sleep», she says with a smile before hugging her brother in a tight embrace.
---
It has not been an easy night for Korech: after the sudden grizzly’s appearance, the rest of his night is anguished and tormented. He has some horrible nightmares involving undead zombies and skeletons chasing him through the Fangwood, asking for his very life to be returned to the Crypt.
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When you all wake up, Korech is not feeling very good****. He feels weak, but that is probably because of the lack of sleep; he looks a bit pale though, and he appears to be very tired indeed, as though he hadn’t been resting in a while.
---
What is the heroes next move? Will they continue their journey back to Kassen or will they stop to allow their guide to recover from his current status?
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* Korech heals 9 points of damage.
** Korech heals 4 points of damage.
*** Everyone heals 12 points of damage.
**** Korech takes2 points of damage to his Constitution ability score.
***** Merephel can attempt this check untrained and gains a +5 circumstantial bonus to the check.
You gain 300 XP for having defeated the grizzly. If you succeed at a DC 15 Survival check, you can skin the beast to obtain a prized fur worth 100 if sold.
I'm going to post again at 12:00 a.m. GMT +1 (04:00 a.m. for Korech, 03:00 a.m for Shirzon and Merephel), botting everyone who hasn't acted yet.
------ CURE LIGHT WOUNDS -----
Dimira: 1d8 + 1 ⇒ (8) + 1 = 9
Merephel: 1d8 + 2 ⇒ (2) + 2 = 4
------ CHANNEL ENERGY -----
Dimira: 1d6 ⇒ 5
Dimira: 1d6 ⇒ 2
Dimira: 1d6 ⇒ 2
Dimira: 1d6 ⇒ 3
------ ZOMBIE ROT -----
Korech: 1d2 ⇒ 2
Korech |
Korech finally comes, looking pallid and miserable.
"Thanks you. I... I not feel good."
Mutely, he sets to skinning the grizzly bear for its pelt, his hands shaking a little as he works.
Taking 10 for 18.
Untrained Heal: 1d20 + 3 ⇒ (16) + 3 = 19
As Korech thinks, he suddenly looks very, very worried.
"Those deaders... ones that blow up. I think they make me sick. Make me like them! How we make better?! We should go Kassen, maybe Kassen-folk know how make better."
Calden Tigg |
Calden lets himself fall over the corpse of the bear, exhausted from the midnight fight. He soon picks himself up, though, worried about Korech.
Heal untrained: 1d20 + 2 ⇒ (18) + 2 = 20
When he examines the half-orc, he looks even more worried. "You're right, Korech. You can still fight off the disease, though. Stay strong. Rest for a moment, while you can. We'll make preparations to leave as soon as we can.
He looks around for something to cheer the half-orc up. "Here, I'll try to skin the bear, so you can have a trophy for when we get back." Calden then pulls his knife and tries to skin the bear. Maybe it'll be just like shearing sheep, he thinks hopefully. It's pretty clear to anyone watching that he's about to butcher the job, though.
Survival untrained: 1d20 + 2 ⇒ (1) + 2 = 3
Shirzon the Quarter |
As Shirzon shakes bear vitals from her blade, she spies Calden about to start in on skinning bear entirely wrong. "Hey Calden. Maybe leave the bear skinning to the experts this time..." she suggests, indicating Korech already starting to skin the beast.
Frowning at Korech's sickly color, Shirzon adds, "We should get back to town soon. It might be a bit rough, Korech, but I think you'll feel better if you can rest in town. I'll get you a room at the Seven Silvers if you want to stay somewhere more comfortable than wherever Arnama has you staying."
Merephel Angorat |
Heal Check: 1d20 + 4 ⇒ (12) + 4 = 16
Excellent. Now for the Spellcraft check.
Spellcraft Check: 1d20 + 5 ⇒ (16) + 5 = 21
Yay!
Merephel looks worried, but puts on a brave face for Korech.
"I do believe you are right Korech. You are likely infected with what is commonly known as Zombie Rot. Don't worry though, it is absolutely treatable! There is a spell known as Remove Disease which can cure it. While it is beyond my power to cure it, there are those who can. I will work on my own spellcasting, and see if I can perhaps cast it for you soon myself.
Turning to the others, she continues, whispering.
"We need to get him back to Kassen as soon as possible! He needs bed rest, and the attention of a healer more skilled than I.
Calden Tigg |
Calden's face turns red at Shirzon's admonition, and he stares awkwardly at the knife in his hand. He stammers an apology. "Well yeah... But I thought, with Korech not feeling well... I'd give a hand..." He motions somewhere towards where Roldare is huddling. "I'll just be over there," he mutters as he slinks off.
Sorry, I missed that Korech had already made the roll. Also, Merephel, I think you're still eligable to make that Knowledge Local roll. :)
Merephel Angorat |
Can I roll for untrained knowledge checks that are a DC higher than 10? I thought that wasn't allowed. Be glad to, if I can!
Merephel Angorat |
WELL, I feel silly for missing that. Good eye!
Knowledge: Local: 1d20 + 5 ⇒ (1) + 5 = 6
/Facepalm. Nevermind. Merephel's Cursed Rolls Return.
Korech |
Korech's eyes widen as Calden tries to skin the bear.
"No! You do wrong! Here, you start at this end. No, you rip fur if you do that..."
Survival: 1d20 + 8 ⇒ (11) + 8 = 19
After Merephel's diagnoses, Korech just looks more worried.
"Well, we go back to Kassen, maybe see if someone can cast? Not sure waiting is good... I feel [i]really[/] not-good."
GM Giuseppe |
With a new grizzly fur and a diseased guide, you're now ready to depart from the cavern to reach Kassen again. Luckily, the new day brings dark clouds but not actual rain.
---
You follow the same route you've walked through to reach the Crypt almost a week ago. You spot the place were the wolves attacked, and also the fallen tree where the illusionary orcs ambushed you.
---
When the sun is slowly dying, you can finally see Kassen on the horizon.
Upon arriving in town, you find a celebration underway in your your honor, even though the harvest celebration is somehow melachonly. Mayor Uptal for you at the gates and greets you, but it seems like everyone in town already knows what has happened in the Crypt. The townsfolk look at you with admiration as you walk through the town streets, but everyone appears to be somber and sad. In fact, almost anyone has lost a friend or a relative in the recent happenings, and even though no one can blame you for what happened, they cannot help but stay silent and contrite.
---
The celebration held in you honor is quick and somber. The mayor proclaims you full members of Kassen, and the beginning of the harvest season in declared. Townsfolk share some drink and congratulate with you, but it's clear that everyone is somehow sad and still need some time to grieve.
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Alright everyone, so now you're back in Kassen again. I will leave to you to decide who do you want to speak with, even though I would suggest to avoid detailing every single conversation your character has once back in Kassen. I think we would do better to simply assume that everyone briefly speak with the bystanders, than goes to his home to speak with his relatives and friends, and maybe mentors. A good meeting place to reunite the party could be the Seven Silvers tavern, where this all began. It makes sense to me that after speaking with your close relatives and friends and having received the townsfolk's greetings you want to spend a little time in a comfortable place before going back to sleep. I'm planning on giving you a chance to better roleplay a detailed roleplay scene with your own mentor the following day. So, if everyone is ok with this, please post your reaction to the celebration in your honor and then describe your arrival at the Seven Silvers.
Calden Tigg |
At first, Calden tries to make some light conversation on the way home, but as they get closer, he grows less cheerful and more silent. He looks nervous.
When they are greeted at the gate, Calden scans the crowd, looking for familiar faces. He keeps a close eye on Korech, bearer of the lantern. "If you're to weak to continue, I'll take it," he offers to the sickly half-orc.
While they walk to the town square, Calden is quickly infected by the gloom that has drawn over the villagers. He barely manages to swallow an acidic remark to Shirzon. So, this is the fabled return of Kassen's "heroes", then? He tries to put up a brave face, waving at some of the Kassenites and shaking hands with several people he knows well.
Finally, the mayor makes his speech and proclaims Calden and the others full members of Kassen, which seems to fuel Calden's foul mood. So, now we're officially adults. And then? What would I have really expected? Ilimara here with flowers, to cheer me and wrap her arms around me? Angry with himself for bring foolish, Calden quickly says his goodbyes. "Meph, you'll take Korech to the temple to cure him, will you? I have to go home..." He avoids people as much as possible after that and makes his way home.
He hugs his parents and siblings, then eats greedily from the real, warm food that his mother sets before him. Seeing them look at him expectedly, he tries to tell what they have been through, but finds it hard to find the words. In the end, he keeps it simple, telling in vague terms that the Crypt was beset by various undead.
Calden excuses himself after dinner, puts on some fresh clothes and goes out for a walk. His feet take him halfway to Ilimara's home, but he turns around immediately when he notices where he's going. No! What will I say...? He decides on going to the Seven Silvers, trying to catch up with the others for company. Upon entering, he looks around for familiar faces.
Korech |
Korech gives head a bare shake to Calden, although sickly and legitimately terrified of becoming that which he hates most, he is still strong and can complete his task. The reactions of the villagers send Korech back into his introverted shell, and he says nothing as he finishes his task. With that completed, he makes to the temple, checking to see if they have any way to cure diseases, seeking out Father Prasst.
"High Priest, zombie make me sick, do you have cure?"
Going to have to try and resolve this before Korech makes his way to the tavern.
GM Giuseppe |
Father Prasst welcomes both Korech and Merephel with a warm smile. It's clear that he has already heard about the recent events in the Crypt of the Everflame, but differently from the others, he shows a somehow proud smile on his young face. «Korech, Merephel! You're most welcome. I heard about the undeads in the Crypt, but I had no idea someone had contracted a disease...Let me look at you Korech, please. Follow me», says Father Prasst as he leads both Korech and Merephel in a small chamber containing a bed and some crude furnishing. As soon as Korech lays down on the bed, Father Prasst carefully analyze the half-orc. At the end of his examination, he states with a somber tone: «You were right Merephel, Korech is plagued by zombie rot. A terrible disease. I can't even imagine the foul beings capable of sowing this horrible plague...You have proved valiant in the Crypt. I'm proud of you Merephel».
After a few seconds spent thinking about what to do to heal Korech's disease, Father Prasst comes with an idea: «We should have some scrolls that could come in handy for this, now that I think about it...». He pauses a bit, seemingly perplexed as he scratches his chin. «The only problem is that I'm not allowed to give you those for free to anyone, even though I'd wish so. You were so brave that you deserve these divine aids for sure, still I cannot violate my codes...The former High Priest paied a tidy sum to get those scrolls, to serve in the time of need. Let me check their value in our ledger. With your permission», says Father Prasst before exiting the room.
He returns in a few minutes, his face clearly embarassed. «Well...I checked the ledger, and...Oh, for Erastil, this makes me feel so filthy...By the way, I need to ask you 300 gold pieces for one of these...But I have to warn you. It's not guaranteed to work. I can cast the spell for you to maximize our chances of success, but still a failure can occurr. What would you like to do? It's a great sum, I know...», he concludes with a guilty expression.
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