| GM thunderspirit |
Vojtek's move will provoke. Not that he'll care.
attack of opportunity vs. Vojtek: 1d20 + 13 ⇒ (11) + 13 = 24
gore dmg: 2d6 + 13 ⇒ (3, 4) + 13 = 20
Also...did Vojtek include the flank into his attack roll? Asking for a dire boar friend.
| Ali'yanah D'ohr'hein |
Also...did Vojtek include the flank into his attack roll? Asking for a dire boar friend.
Also aslo vik...he gets an additional +2 for Kappi's rogue ability. Asking for a pork butt.
Edward W.Fell
|
Round 1
Pumba’s way of rolling in the mud is much different than what Edward had imagined. He seems to use blood to cool himself instead of mud the oradin thinks.
With a disappointed look at the knocked arrow in his hand Ed gives a quick estimate to the distance he is from Kappi, Ed figures it is ok, and channels energy to heal Kappi, and Vojtek.
Selective Channel (no pumba healing): 2d6 ⇒ (5, 5) = 10
Ok Kappi and Vojtek heals 15 each, Ali and Davosh heal 10, Ed takes 10 hp dmg, and heals it all back.
| GM thunderspirit |
Judging by the numbers, Vojtek didn't include either the flank or the extra +2 from Kappi. If he had included either, he would hit.
| GM thunderspirit |
No, I'm not going to be an a$$#01e like that. But it's a fun (or fun) way to remind people to do your math. ;-)
| GM thunderspirit |
DC 18 Will save: 1d20 + 7 ⇒ (11) + 7 = 18
The worst of Davosh's hex is shaken off!
Vojtek's blade hits the dire boar, who lets out a ground-shaking bellow!
Edward channels to heal!
In a fury, the boar lashes out at Vojtek!
gore attack: 1d20 + 13 - 2 ⇒ (20) + 13 - 2 = 31
gore confirm?: 1d20 + 13 - 2 ⇒ (20) + 13 - 2 = 31
gore dmg: 2d6 + 13 ⇒ (6, 2) + 13 = 21
plus crit confirm: 2d6 + 13 ⇒ (1, 6) + 13 = 20
Well, that should get V's attention...
You guys are up!
| Davosh the Wanderer |
My hex doesn't work when you anti-jeff!
Davosh cackles despite the blood sprayed by his wiry friend. He reopens his eye and sticks the beast with the Misfortune Whammy (Will DC 18 neg.
| GM thunderspirit |
DC 18 Will: 1d20 + 7 ⇒ (19) + 7 = 26
There is only one god, and his name is Death, and there is only one thing we say to Death: "Not today!"
| Kappi Matarito |
Round 2
Terrible wounds from the boar were leaking blood at an alarming rate. Healing power from the Oradin came in a searing wave, sealing off the wound from further blood loss. Heartened, the lad draws his offhand dagger and brings his full attack.
Flanking w/ Vojtek, full attack
Main attack 1d20 + 12 - 2 + 2 + 4 ⇒ (10) + 12 - 2 + 2 + 4 = 26
+1 sh sword 1d6 + 6 + 4d6 ⇒ (3) + 6 + (3, 4, 6, 3) = 25
Offhand attack 1d20 + 10 - 2 + 2 + 4 ⇒ (3) + 10 - 2 + 2 + 4 = 17
dagger 1d4 + 1 + 4d6 ⇒ (1) + 1 + (5, 5, 6, 6) = 24
Assuming either attack hits, then his Bewildering strike is in effect for another round. Giving Kappi an additional +4 to hit, and his allies an additional +2
| Ali'yanah D'ohr'hein |
Sorry...didn't realize it was my turn, didn't see any "new posts" because I wasn't "signed in."
Ali takes another swing, hoping to bring this thing down before it can finish the job on Vojtek.
Attack: 1d20 + 9 + 2 + 2 ⇒ (8) + 9 + 2 + 2 = 21
Damage: 1d10 + 4 ⇒ (2) + 4 = 6
| RAGING VOJTEK!!!! |
| 1 person marked this as a favorite. |
Vojtek's blood sprays across the boar's maw, bits of his flesh dangling from one of its rotten tusks. The northman grimmaces in pain, but his rage fills his consciousness and the red haze of agony is just a backdrop to his churning fury.
The great axe rises and falls as Vojtek tried to batter his way through the tough old beast's defenses to the blackened heart within.
Great Axe: 1d20 + 13 - 2 + 3 ⇒ (2) + 13 - 2 + 3 = 16 for Damage: 1d12 + 7 ⇒ (5) + 7 = 12
Swine and a miss
He attacks a second time, leaning in for a chance to bring his own fearsome tusk to bear... err boar.
Great Axe: 1d20 + 13 - 5 - 2 + 3 ⇒ (13) + 13 - 5 - 2 + 3 = 22 for Damage: 1d12 + 7 ⇒ (1) + 7 = 8 with Wartooth Gnash: 1d20 + 7 ⇒ (8) + 7 = 15 for Damage: 1d4 + 4 ⇒ (4) + 4 = 8.
Miss Piggy (is it bad I kind of hoped I'd miss so I could bust that one out?)
Edward W.Fell
|
Round 2
Ed concentrates for a moment, and feels if this is a regular beast or something more infernal. Detect Evil
Taking a small step towards his friends Ed channels again. Will you all stop getting hurt, I would like to make a pig on a stick.
Selective Channel: 2d6 ⇒ (6, 4) = 10
Kappi, Ali, Vojtek heal 15. Davosh heal 10. Ed takes 10 heals 12
| Kappi Matarito |
Round 3
Thanks Edward! Kappi yells feeling the healing energy wash over him. Still flanking with the Northman, the rogue brings both blades to bare. If Desna will blow on the dice Kap hopes to dump its guts on the ground. FULL ATTACK
Main attack 1d20 + 12 - 2 + 2 + 4 ⇒ (15) + 12 - 2 + 2 + 4 = 31
+1 sh sword 1d6 + 6 + 4d6 ⇒ (6) + 6 + (4, 6, 2, 6) = 30
Offhand 1d20 + 10 - 2 + 2 + 4 ⇒ (20) + 10 - 2 + 2 + 4 = 34
dagger 1d4 + 1 + 4d6 ⇒ (3) + 1 + (5, 1, 2, 6) = 18
THREATENING!!! with dagger
1d20 + 10 - 2 + 2 + 4 ⇒ (6) + 10 - 2 + 2 + 4 = 20
extra damage 1d4 + 1 ⇒ (4) + 1 = 5
| GM thunderspirit |
The party owrks together to vanquish the fiendish dire boar, which does not vanish as it dies with a sickening *POP* the way a summoned creature usually does!
Out of combat!
| Davosh the Wanderer |
"Take the tusk. We need it. Also, Kappi, is there anything for our troubles in here? You know, beyond the trophy."
| Kappi Matarito |
The young rogue steps back from the dead boar, smiling and proud of his cuts he cleans his blades. Then he searches the room at Davosh’s prompting.
Perception/search. Take ten
10 + 13 = 23
| GM thunderspirit |
Kappi's search does not find anything beyond the fallen boar.
The DC for the Survival check is too high for an automatic success (no taking 10), so I'll need a roll to secure the tusks.
| Davosh the Wanderer |
Before setting to the task, Davosh casts a spell of Guidance
| Davosh the Wanderer |
Davosh not only casts the spell of Guidance, but casts one upon himself and tries to help Kappi Survival: 1d20 + 0 + 1 ⇒ (14) + 0 + 1 = 15
| Davosh the Wanderer |
Currently that puts Kappi at 19, with no one else helping.
| Davosh the Wanderer |
| 1 person marked this as a favorite. |
Follow up from Slack.
Edward: 1d20 + 8 ⇒ (14) + 8 = 22
Vojtek: 1d20 + 7 ⇒ (12) + 7 = 19
Ali: 1d20 + 0 ⇒ (10) + 0 = 10
Currently 25, go team!
| GM thunderspirit |
Kappi, with a little help from his friends, successfully extracts both tusks from the boar, while Vojtek tucks a meaty ham hock into his pack "for later."
Returning to Moc, the raven flaps his wings. Congratulations, heroes, he squawks, giving Kappi a similar iron amulet to the one Tryva gave before. You have passed the Challenge of Strength. This amulet holds but one of three clues you seek. It reveals a key for the Cauldron, found where time catches up to us all.
Clutching a boar's tusk in each talon, Moc lifts himself atop the glowing orb in the nest. As he lands, the orb's light winks out and the raven disappears, but not before he caws one last mysterious phrase:
Mother. Maiden. Also Crone.
Look for Mother when full grows the moon!
Once the raven is gone, Davosh notes that the orb has transformed into a solid sphere of rust-coated iron.
The iron amulet is engraved with an Iobarian rune.
| Davosh the Wanderer |
Linguistics: 1d20 + 12 + 5 ⇒ (6) + 12 + 5 = 23
"DRAGON!" The witch looks at his teammates and pokes them in their wounds. "We cannot continue yet. Edward?"
Edward W.Fell
|
Ed snaps his head towards the witch, and ducks making sure there isn’t a dragon in the hut. My apologies friends I am amiss in my duties keeping you healthy. Give me a minute, and your injuries will fade.
Ed plants himself stationary, and allows his lifelink to heal his friends, and the boots to heal him. While this is happening Davosh, you yelled dragon. Why, and where must we be at durring the full moon to get to the mother?
We have faced twilight, and dawn, now we need to find the night raven and it’s challenge. I bet it will be dark, so do we have enough torches, and or spells to counter darkness?
| Vojtek Wartooth |
| 1 person marked this as a favorite. |
Upon hearing Davosh's exclamation, Vojtek feels a painful surge in his chest, as his heart strains at it's newly formed moorings. The draconic muscle squeezes hard, forcing blood to pump and throb in his temples. His eyes hurt and a cold sweat breaks out on his forehead. The surging blood bulges his veins out on his wiry arms alarmingly, and the barbarian drops into a defensive stance. The great axe is out in a flash, and his eyes dart about in a difficult to pinpoint blend of alarm, rage, pain, and icy fear.
Slowly, Vojtek relaxes and rubs at his chest with a grimmace of pain. He isn't quite sure what happened, but it has clearly shaken him.
| Kappi Matarito |
Kappi nods his thanks to Edward's healing.
Then seeing his friend in distress the rogue pulls out a small bottle of that liquor made of yew. Kappi takes a nip and grimaces horribly. He hands it to Vojtek.
Grandmother would say this would help.
| Vojtek Wartooth |
| 2 people marked this as a favorite. |
Vojtek's lip curls up in a sudden snarl as Kappi's quick hands dart towards him with the small clay bottle. An inhuman screech claws itself partway out of Vojtek's throat before in a flash the snarling mein transforms to a nod of thanks and a friendly grin.
The change is quick, and the snarl was visible for but a flicker of time. Kappi chalks it up to his imagination fuelled by grandmother's soured goat's milk and yew liquor. For his part, Vojtek seems completely unaware of it.
But The Eye saw it. Davosh counts quickly on his fingers, checks the contents of one of his pouches, and hacks a snot-filled expectoration onto the floor. As Vojtek turns toward the door, the One Who Speaks With The Ancients takes a surreptitious look at the lay of his handiwork on the worn wooden floorboards. His brow furrows slightly as he reads the sign's color, shape, and viscocity. As he steps forward into position he is careful to obliterate the ill omen by grinding it into the floor with the ball of his foot.
"Thank you little brother" Vojtek says with a nod, "Ready."
| GM thunderspirit |
Kappi finds the door unlocked and believes it not to be trapped, so he opens it.
Wavering darkness devours everything that lies beyond the threshold. Thick stone columns and wooden beams, entangled with pale moonflower blossoms, support the room's highvaulted ceiling. A faintly glowing blood-red orb dangles from a black iron chain in the center of the room.
Shortly after entering the room, a hideous albino raven with red eyes hops forth along the beams before fluttering to rest atop the orb. It stares at the party in silence.
| Davosh the Wanderer |
Davosh holds up the other trophies, "Speak and give voice to your challenge. We have surmounted a pair of travails this day and we shall surmount your third."
| GM thunderspirit |
Seeing the amulet, the bird speaks.
I am Rozum, one of three,
Who guards the roots of Fate's tree.
While you have convinced me of your will,
You must also prove to me your guile.
To show your cleverness you must present
The answer to my riddle's intent.
I mark night's coming,
I will mark your end.
I run not in fear,
I have not a friend.
The answer lies within the passage of night. To find the path to what you seek, drink from the silver chalice within the grotto. Go now and do not return to me unless you can prove your worth.
| Davosh the Wanderer |
| 1 person marked this as a favorite. |
Into the room Davosh goes forth, boldly.... behind Vojtek.
| Kappi Matarito |
I mark night's coming,
I will mark your end.
I run not in fear,
I have not a friend.The answer lies within the passage of night. To find the path to what you seek, drink from the silver chalice within the grotto. Go now and do not return to me unless you can prove your worth.
Kappi listens to the Raven's riddle. Then he reaches out and gently tugs Davosh's sleeve. As Ojos Locos gives his full attention Kappi whispers The moon? Then shrugging his shoulders the lad leads on into narrow corridor.
| Ali'yanah D'ohr'hein |
Ali’s eyes narrow in thought at the riddle. Well, at least I can do this...with my own brand of creepy!. She casts Dancing Lights in the shape of a humanoid, to illuminate their path
| Davosh the Wanderer |
Davosh looks at Edward for a bit, "Water clocks and hour glasses run at night."
| Ali'yanah D'ohr'hein |
I think the answer may be "shadow." Shadows lengthen when night approaches; they are at the "end" of you; they can be described as "running."
| GM thunderspirit |
The room is dark, but Ali's dancing lights brighten the gloom a little. Hundreds of tangled roots dangle from the raw earthen ceiling of this rough-hewn, circular grotto, which is filled with dark, placid water. The ceiling is about 20 feet high. A narrow stone walkway leads to a circular platform in the center of the room upon which rests a stone table set with five silver chalices.
About the perimeter of the grotto, a few feet above the waterline, five deep alcoves have been dug into the grotto walls. Though shadowed by darkness, a faint glitter sparkles from deep within each alcove. However, none of the light from Ali's spell seems to penetrate the darkness.
| Davosh the Wanderer |
Davosh looks for the wooden chalice.
Davosh will take his sweet time looking over the chalices while Kappi checks them for traps.
Edward W.Fell
|
Water and cups, I think you might be right a water clock. Hey before anyone drinks anything out of these chalices, let Apsu make sure they are clean and free of poisons for you.
Ed will cast purify food and drink on the contents of any chalice that is going to be consumed.
| GM thunderspirit |
Davosh closely inspects each chalice, and learns that the rim of each is etched with Iobarian runes in a repeating pattern.
| Davosh the Wanderer |
Davosh looks at them all, makes various sounds of cogitation, and then arrives at the hourglass chalice. "Here. This one is marked with an hourglass, and likely the one we're looking for."
| Kappi Matarito |
The Varisian lad is somewhat put off by the water in the room, he treads carefully and helps to search the room even as he gets ready to stab the water monster.
Perception 1d20 + 13 ⇒ (10) + 13 = 23
| GM thunderspirit |
Edward observes a dark red liquid inside the chalice, and casts purify food and drink. He then reaches out to grasp the chalice and, as he touches it, a pale flash of moonlight illuminates the third alcove for a second or two, long enough to identify an hourglass within it.
Edward drains the glass, which is full of a rich, dark red wine that is really quite good. As he does, three stepping stones rise from the black water!
1d4 ⇒ 1 Ouch, the dice are unkind.
Kappi gives a yelp of excitement and volunteers to head across! But just as he is about to go, the stones sink some six seconds after they arose!
| Kappi Matarito |
Can Kappi quickly skip across? Or just get wet and continue, since he knows where the stones are below the surface of the water? Kappi would try to use his speed and natural dexterity to speed across if he could
| GM thunderspirit |
If Kappi springs into action right away, Kappi will auto-make the Acrobatics check to get to stone #2. He'll need a DC 17 Reflex save to not go into the drink, and if he makes that, he'll auto-make the Acrobatics to get into the alcove. He'll have to find a way back after that, though.
And that also means no guidance or anything on the dice.