Lareg |
Naught but the ground itself seems aware of the creeping duo.
Mahdi 1d20 + 3 ⇒ (13) + 3 = 16 (normal)
Aldebert 1d20 + 8 ⇒ (7) + 8 = 15
Pent 1d20 + 7 ⇒ (4) + 7 = 11 (low-light)
Amiamble 1d20 + 10 ⇒ (15) + 10 = 25 (normal)
Yeenoghu 1d20 + 6 ⇒ (9) + 6 = 15 (low-light)
Kul 1d20 + 1 ⇒ (10) + 1 = 11 (normal)
Amiamble Piddlespot |
Going to wait for others to catch up, both in game and without, Lareg. Kul and I suspect Mahdi are at Pacificon and Aldebert is pretending he's in the Renaissance.
Ami and Yeen freeze, waiting to see what happens.
Lareg |
I'll set up tokens for everyone on roll 20. Toss up some perception / stealth rolls (two sets) in the mean time. EDIT: I'm not sure if Kul is set up with Roll20 so at the moment everyone can control Kul's token. Everyone else is set. Let me know if there are any issues.
Amiamble Piddlespot |
Ami and Yeen wait, ignoring loud calls from jingle-janglers others.
1d20 + 8 ⇒ (10) + 8 = 18 Stealth (Yeen) - non moving
1d20 + 3 ⇒ (14) + 3 = 17 Stealth (Ami) - non moving
1d20 + 8 ⇒ (19) + 8 = 27 Stealth (Yeen) - non moving
1d20 + 3 ⇒ (10) + 3 = 13 Stealth (Ami) - non moving
1d20 + 6 ⇒ (11) + 6 = 17 Perception (Yeen)
1d20 + 10 ⇒ (15) + 10 = 25 Perception (Ami)
1d20 + 6 ⇒ (19) + 6 = 25 Perception (Yeen)
1d20 + 10 ⇒ (18) + 10 = 28 Perception (Ami)
Pent Arotha |
Perception: 1d20 + 9 ⇒ (10) + 9 = 19
Stealth: 1d20 + 4 ⇒ (5) + 4 = 9
Perception: 1d20 + 9 ⇒ (11) + 9 = 20
Stealth: 1d20 + 4 ⇒ (20) + 4 = 24
Pent stalls as Aldi calls out to the hunting cat and its bindle. And they call me the incessant... Sheesh.
At least Pent's sudden halt allows him a little clarity as to what they run.
Mahdi al-Jabira |
Home, but computer problems. Will do my best to post regularly.
Perception 1: 1d20 + 3 ⇒ (2) + 3 = 5
Stealth 1: 1d20 + 1 ⇒ (12) + 1 = 13
Perception 2: 1d20 + 3 ⇒ (6) + 3 = 9
Stealth 2: 1d20 + 1 ⇒ (11) + 1 = 12
The map does look super spiffy! I generally prefer to be standing behind the front line when possible, but moving Mahdi there right now means moving him outside of what I can see, so I don't know if that means I can't be standing there. If I can be standing behind someone, please place him into a square behind someone (I am not particular as to which).
Kul Tiryaki |
Perception 1: 1d20 + 1 ⇒ (15) + 1 = 16
Stealth 1: 1d20 - 3 ⇒ (20) - 3 = 17
Kul starts sneaking along and begins looking pretty confident.
Perception 2: 1d20 + 1 ⇒ (19) + 1 = 20
Stealth 2: 1d20 - 3 ⇒ (6) - 3 = 3
Kul's face drops as his lamellar armor makes a sharp shearing noise as he steps around a rock.
I'm back and set on Roll20
Lareg |
Awesome. We'll take a 'pre' round to let everyone position themselves. So basically feel free to arrange yourselves within five feet of where you are now. I'll reveal a bit more of the area once everyone moves so feel free to pick a foggy spot. The intro stuff below and initiative won't start until after everyone is situated, but feel free to put up your first round actions.
As Yeen and Ami wait quietly the rest of the group approaches. The grass and rocks that thicken near the mountainside prove to be to much Aldebert. As he mistakenly kicks a bit of rock into the thick grass ahead everyone notices a snake take interest. It appears to be much like the snake encountered near the rocky mound.
Initiative (Round One)
Mahdi 1d20 + 10 ⇒ (2) + 10 = 12
Aldebert 1d20 + 1 ⇒ (5) + 1 = 6
Pent 1d20 ⇒ 15
Amiamble 1d20 + 3 ⇒ (3) + 3 = 6 (with Yeenoghu)
Kul 1d20 + 4 ⇒ (8) + 4 = 12
Round One: Pent is up first.
Pent Arotha |
Round 1, Init 15
AC = 13
HP = 30/30, Damn the heat!!!
Weapon Equipped = Light Crossbow
Condition(s) = Sarah's Blessing be gone
Pent grimaces as he spots the snake. "That snake looks like it's fit with an appetite not easily settled down by halfling half-ribs. It'll be no time before it sets its sights on my hindquarters, so I suggest we dispatch it now for some snake gazpacho later."
The gnome lets a bolt fly fizzle.
Light Crossbow: 1d20 + 3 ⇒ (1) + 3 = 4 for 1d6 ⇒ 3 damage
"Heh, yeah, Maddie will you see to slimy thing, if you'd be as kind to it as you'd been to the rats, I'd be most grateful."
Aldebert Piddlespot |
Round: 1, Initiative: 6-
Weapon Equipped = Guisarme
Conditions = None
Smite Evil = 2/2 (+2 attack, +4 damage, +2 AC)
Lay on Hands = 3/4 (2d6 healing +1d6 if not fatigued)
Spells (caster level 1, concentration +3)
1) Hero's Defiance
Not wanting to get in the way of the natural order of things, Aldebert will move cautiously forward to stand between the party and the snake. He’ll only attack if the snake closes. He drops his crossbow as he closes and readies an attack.
Guisarme (cold iron): 1d20 + 8 ⇒ (16) + 8 = 24 damage: 1d6 + 3 ⇒ (6) + 3 = 9
I’ll move when it’s closer to my turn in initiative. Obviously if the snake goes first and closes up with the party, this’ll be a move and strike instead of a move and ready.
Amiamble Piddlespot |
Round 1
Ami and Yeen stay hidden, not wanting to spoil the hunt for the cat. Ami knows that Yeen finds its frustrating to have his hunt ruined by Aldebert's incessant jing-jangling walking ruckusing armor clanks, so he stays where is and watches.
The only movement he makes is the slow down and watch gesture two fingers pointing to the eyes, then two points to the cat at the scene unfolding.
Mahdi al-Jabira |
Round 1
Mahdi eyes the snake warily. Not within range of his ability to call forth fire, and the last time he had closed with a snake it had wound up with him being poisoned. He draws his crossbow and loads it.
"I'll burn it if it comes closer."
Kul Tiryaki |
Round 1, Init 12
I have no idea on the map where the snake is. I can see a gold cat near us and a black dog to the NW, but no snake. As a result, I'm uncertain which direction to move in.
If I can reach the snake in 30', I'll take an attack. Otherwise, I'll walk 30' toward it and ready an attack.
Falchion - Power Attack: 1d20 + 10 - 2 ⇒ (11) + 10 - 2 = 19
Damage + Power Attack: 2d4 + 6 + 6 ⇒ (3, 2) + 6 + 6 = 17
Lareg |
Snake will become visible on it's initiative. So feel free to hold / ready an action however you like.
As the snake approaches, the hunting cat pursues. It uses the tall grasses and rocks to cover it's advance. Everyone seems to be unable to track it's exact location.
Readied attacks go off. Kul's attack will kill the snake so Aldebert may take a new action. Depending on Mahdi's action we may have other action changes coming.
Perception:
Mahdi 1d20 + 3 ⇒ (11) + 3 = 14 (normal)
Aldebert 1d20 + 8 ⇒ (11) + 8 = 19
Pent 1d20 + 7 ⇒ (16) + 7 = 23 (low-light)
Amiamble 1d20 + 10 ⇒ (10) + 10 = 20 (normal)
Yeenoghu 1d20 + 6 ⇒ (7) + 6 = 13 (low-light)
Kul 1d20 + 1 ⇒ (4) + 1 = 5 (normal)
Mahdi al-Jabira |
My action in round 1 was move to draw crossbow, move to load it. If we're officially in round 2 now, I suppose I would shoot at the snake, but it sounds like that is gonna be a dead snake.
Shot roll, if needed: 1d20 + 3 ⇒ (17) + 3 = 20
Damage: 1d8 ⇒ 2
Aldebert Piddlespot |
My action for round one stands. I would have been 10' back of Kul anyway. :)
- - -
Round: 2, Initiative: 6-
Weapon Equipped = Guisarme
Conditions = None
Smite Evil = 2/2 (+2 attack, +4 damage, +2 AC)
Lay on Hands = 3/4 (2d6 healing +1d6 if not fatigued)
Spells (caster level 1, concentration +3)
1) Hero's Defiance
Aldebert puts himself between the party and the cat, ideally sidling up next to Kul. He readies an attack on the cat, but only if it closes.
Guisarme (cold iron): 1d20 + 8 ⇒ (15) + 8 = 23 damage: 1d6 + 3 ⇒ (3) + 3 = 6
Lareg |
With the snake cut to bits, the wind rustles through the grass as the calm of the mountain shadow is shattered by the jumping gnome.
Round One: Aldebert and Ami/Yeen now acting.
No targets visible for Mahdi (or others), but we can treat that roll as a readied action for round two, which is approaching.
Amiamble Piddlespot |
Round 2
Ami, disappointed that Kul killed the assuredly delicious snake (as Yeen would likely attest), waits to see what the cat does.
He never wanted to steal a meal from his feline friends, and if they want the snake they can have it.
Ami and Yeen delay.
Aldebert Piddlespot |
"Don't provoke the cats, we have no quarrel with them. They might wander off on their own, with a little luck."
Lareg |
Suddenly an earless, panther-like beast snarls as it emerges from the grass. Apparently it has taken issue with its prey being killed. It charges aggressively toward Kul. (Roll20 positioning updated.)
Readied actions may be completed prior to the creature reaching Kul.
Pent Arotha |
Knowledge, Arcana: 1d20 + 5 ⇒ (19) + 5 = 24
"Not cat, not cat, not cat, not cat, like, at all!!!! That thing's a krenshar, and it's got this thing it can do..." Pent reaches his hand around the top of his head, face calm as his hand descends, face a rictus as his hand lifts up and over.
"I had a master once, kept a dead monkey, where he peeled the face right off, and laughed as he found different ways of hanging the flap differently... disgusting, if you ask me, disgusting, even if you didn't, cause I'd tell you off for having done that, but not back then, 'cause telling off a master is likely to get your face ripped clean off, then he'll be playin' with your face, not the dead monkey's..."
Pent shakes his head wildly. "I don't think it's evil in its nature, kinda like a fart isn't evil inherently, but you don't want to be around it just the same. And it doesn't look happy you killed the snake. Guess I could try to heal the snake, so the krenshar can kill it itself, but I don't think it'll give us the time to do so..."
Mahdi al-Jabira |
Round 2, Init 12/readied action?
Can't fail an 11, but:
Arcana: 1d20 + 11 ⇒ (7) + 11 = 18
"Yes, Krenshar," Mahdi mutters darkly. "That thing they do with their skin is disgusting."
He releases the bolt he had loaded a few seconds before-- it hits, and does light injury to the yowling cat-thing. 3 damage
He reloads his crossbow.
Lareg |
As the bolt hits, the krenshar growls. It's mate, which had been lurking near by responds with a growl of its own - giving away it's hiding spot.
The second krenshar isn't up to move yet, but can now be seen. (roll20 updated) Also, Mahdi would have needed to move to have line of sight on the krenshar. I have repositioned the token accordingly, but feel free to tweak positioning.
Aldebert Piddlespot |
Not completely sure where we are in the round. To clarify any confusion about Aldebert's actions. His first round was moving up and readying, but not attacking. Then when Pent tells it like it is, he'd have used his second ready to attack the cat nearest to his brother if possible (looks OK on the map - I have reach).
I trust Kul to handle his, er, handily.
Amiamble Piddlespot |
Ami and Yeen come out of delay.
Round 2?
Ami nudges Yeen forward to engage the back not-cat, disappointed that they aren't happy fun cats, but something much weirder.
Ami swings with his staff as Yeen attacks, trying to get a meal.
1d20 + 7 ⇒ (3) + 7 = 10 to hit;
1d6 + 2 ⇒ (5) + 2 = 7 damage.
Yeen:
1d20 + 5 ⇒ (15) + 5 = 20 to hit; (bite)
1d6 + 2 ⇒ (3) + 2 = 5 damage.
1d20 + 5 ⇒ (10) + 5 = 15 to hit; (claw)
1d4 + 2 ⇒ (2) + 2 = 4 damage.
1d20 + 5 ⇒ (13) + 5 = 18 to hit; (claw)
1d4 + 2 ⇒ (2) + 2 = 4 damage.
Kul Tiryaki |
Round 2, Init 10 It looked as though the snake went on 10, so I've adjusted my Init down to match due to my readied action in round 1.
Kul has no idea what the strange cat-like creature is that is bearing down on him, but he doesn't let ignorance prevent him from attempting to bisect the beast:
Falchion - Power Attack: 1d20 + 10 - 2 ⇒ (10) + 10 - 2 = 18
Falchion Damage + Power Attack: 2d4 + 6 + 6 ⇒ (3, 2) + 6 + 6 = 17
Lareg |
I forgot about the reach. Round two looks set now.
With a series of swipes, Yeen dispatches the rear kenshar while Aldebert and Kul finish the work Mahdi had started on the foremost kenshar. Yeen's strikes look precise where it is difficult to tell exactly what kind of creature Kul has fought. Blood and fur seems to simply hang in clumps in the tall grass while bits of bone rest among the rocks.
Perception
Mahdi 1d20 + 3 ⇒ (1) + 3 = 4 (normal)
Aldebert 1d20 + 8 ⇒ (1) + 8 = 9
Pent 1d20 + 7 ⇒ (4) + 7 = 11 (low-light)
Amiamble 1d20 + 10 ⇒ (20) + 10 = 30 (normal)
Yeenoghu 1d20 + 6 ⇒ (17) + 6 = 23 (low-light)
Kul 1d20 + 1 ⇒ (16) + 1 = 17 (normal)
Amiamble Piddlespot |
Ami gives everyone he can see the watchy-watch gesture two fingers pointing to the eyes, then two fingers pointing and pointing at the direction from which he hears people coming.
He holds up 2 fingers, signaling that two come.
Ami and Yeen re-hide, slinking to nearby cover. Either where they are or some other local cover, GM Lareg, hard to tell from map. Whatever works.
1d20 + 8 ⇒ (20) + 8 = 28 Stealth (Yeen)
Not sure that Ami should roll stealth as well as he is just riding, but rolled here too, just in case.
1d20 + 3 ⇒ (13) + 3 = 16 Stealth (Ami)
Lareg |
For the purposes of ease of play no need to worry about the position on the map for stealth unless we want to get into cover bonuses and that sort of thing. I'm not sure on the Stealth bit. Haven't done a great deal with mounted PCs, but I'll look into it. For now I'll go with Yeen's rolls.
Aldebert Piddlespot |
Aldebert whispers to his brother just a few feet away.
"Why are we hiding? They might just be traders heading to town. Or gnolls that deserve our blades."
None the less, he does his best to remain inconspicuous crouching behind some nearby rocks if possible.
Stealth: 1d20 + 2 ⇒ (20) + 2 = 22
Perception: 1d20 + 8 ⇒ (14) + 8 = 22
Lareg |
Aldebert may now read the Ami, Yeen, & Kul spoiler. Mounts & Stealth update. So from what I've seen there is no official ruling. Some GMs use lowest roll while others use a combination of ride checks and stealth. In this case I'd prefer to go with the later. Unless Ami starts wearing metal armor I don't see the need to fuss over armor check penalties and such. In most situations we'll go with Yeen's stealth roll, assuming that the ride check is successful. In some cases Ami will need to take a more explicit roll in encouraging Yeen to use stealth. Here I have in mind the Sneak (DC 15) trick. I'm not up on the rules for learning new tricks, so for now we won't worry about needing the trick. I would however encourage learning the trick if Ami wishes to be able to use stealth with Yeen in all situations.
Pent Arotha |
Pent watches Ami pantomiming. "Yeah, yeah. I saw it too. Two krenshars prowling, then yoweling, then disemboweling. Why would I want to look over the gore? You find something interesting resting in their innards? Go ahead and collect, so we can continue on." Pent searches for his misfired bolt in the dirt.
Recovering Bolt, High Good: 1d2 ⇒ 1
"Damn it, damn it, damn it. It broke." The gnome kicks the offending stone that obviously caused the bolt to break. He realizes too late that bolt and toe are no different, as he hears a light snap in the bone of the big toe that met the rock first. "... damn... it... broke..." His eyes start to blur from pain tears.
Pent leans over, reaching for his foot, tapping broken toe with broken bolt, and realizes too late that toe and stone are very different. His yowels are a feeble echo of the krenshars' last sounds.
Lareg |
Pent (Stealth): 1d20 + 4 ⇒ (13) + 4 = 17
Despite the gnomes consternation, he remembers himself enough to keep his yowls relatively quite. As it is, the gnoll looking creature who seems to be following a trail that his hyena is sniffing out seems so oblivious that it's unlikely he would have heard full fledged gnome yowling.
Roll20 map reveal incoming.
Amiamble Piddlespot |
Here I have in mind the Sneak (DC 15) trick.
Ah, this is perfect. Yeen has been trained with the sneak trick (took it at 4th lvl) and so will rely on that and you telling me when you would prefer Ami to roll.
When Ami sees the gnoll-like creature, he smiles, tensing and letting Yeen know that it will soon be time to pounce.
He looks at his brother, and smashes his tiny fist into his tiny palm...
Time to give them the whatfor!
Mahdi al-Jabira |
Mahdi peers where Ami is gesturing, a frown beetling his brows as he looks for whatever Ami sees.
Perception: 1d20 + 3 ⇒ (16) + 3 = 19 (Hopefully I can see them, if not, ignore this)
Knowledge Local: 1d20 + 9 ⇒ (19) + 9 = 28
"Flinds!" he hisses. "Like gnolls but nastier, and harder to put down-- but of the same brutish stock, and given to the same cruelties. Cleaning them from the earth will be a pleasure."
Aldebert Piddlespot |
He looks at his brother, and smashes his tiny fist into his tiny palm...
Time to give them the whatfor!
Aldebert, when the creature comes into view, leaps out from cover and charges toward the ugly brute! He swings at the end of his charge.
Guisarme (cold iron): 1d20 + 8 ⇒ (3) + 8 = 11 damage: 1d6 + 3 ⇒ (1) + 3 = 4Presuming surprise round so only one action - charge. Looks like I have a straight line toward the opposition, but if any of the intervening terrain is difficult then I merely close.
How do you want to rule on that? I'm fine either way, nothing here breaks my build, I just need to know to plan my attacks, avoid AoOs, etc.
Kul Tiryaki |
Knowledge Local: 1d20 + 9 ⇒ (8) + 9 = 17
Stealth: 1d20 - 3 ⇒ (13) - 3 = 10
Kul crouches in the bushes, waiting for his companions to move closer, knowing that once combat begins he can pounce on the flind.
Lareg |
Yes, surprise round. Fine going with previous rulings on diagonal reach. Everyone may have an action prior to what occurs below. So far I have Kul & Aldebert with actions.
The Flind suddenly seems to take notice that he isn't alone. He looks with concern toward where Kul is crouching in the bushes. He begins to speak a taunt of some kind when suddenly Aldebert catches him by surprise. A hearty laugh bellows from the creature as he shakes off the attack.
"If that's your friend there in the bush he might want to stay there."
Surprise round Actions for Pent, Mahdi, & Ami/Yeen remaining.
Round One: Mahdi & Kul.
Initiative
Mahdi 1d20 + 10 ⇒ (16) + 10 = 26
Aldebert 1d20 + 1 ⇒ (5) + 1 = 6
Pent 1d20 ⇒ 1
Amiamble 1d20 + 3 ⇒ (3) + 3 = 6 (with Yeenoghu)
Kul 1d20 + 4 ⇒ (18) + 4 = 22
Init Track: Mahdi, Kul, Flind (& Hyena), Remaining PCs.
Kul Tiryaki |
Round 1, Init 22
Kul gives up on stealth and rushes the Flind, moving towards its flank.
Falchion Attack - Power Attack: 1d20 + 10 - 2 ⇒ (3) + 10 - 2 = 11
Falchion Damage + Power Attack: 2d4 + 6 + 6 ⇒ (4, 3) + 6 + 6 = 19