GM Xzaral |
Daniel readies the spear obtained from the centaurs while Talor readies his weapon. Wuse Guy attempts to take out the creature with his mug, but misses the beast.
The beast next to Jericho unleashes a deadly assault into prone alchemist, severely wounding him (8 points of damage from claw/claw/bite)
You all are up again.
Surprise Round Inish
Talor
Wuse Guy
Beast (Moves next to Jericho for surprise action)
Nester
Astarton
Daniel (Draws Longspear)
Jericho
Round 1 Inish
Talor (Draws gun and reloads)
Wuse Guy (Stand and Flings beer stein, miss)
Beast (Full attack on prone Jericho, all hit)
Nester
Astarton
Daniel
Jericho
BBvJ 1d20 + 2 ⇒ (10) + 2 = 12; 1d6 ⇒ 3
BCvJ 1d20 + 2 ⇒ (12) + 2 = 14; 1d4 ⇒ 2
BCvJ 1d20 + 2 ⇒ (17) + 2 = 19; 1d4 ⇒ 3
Jericho Daskin |
Jericho provokes an AoO from the cat by standing. AC for that attack is 16 due to being prone when it is provoked and being under the effect of total defense. Once he is standing (provided he survives), his AC is 20
GM Xzaral |
As Jericho falls to the ground, Nester attempts to staunch the bleeding. "I'll do what I can with him, stop that thing!"
Astarton, Daniel still up for round 1, Talor and Wuse Guy for Round 2 can post as well, since no other enemies in between.
Round 1 Inish
Talor (Draws gun and reloads)
Wuse Guy (Stand and Flings beer stein, miss)
Beast (Full attack on prone Jericho, all hit)
Astarton
Daniel
Jericho (Attempts to stand, AoO drops him)
Nester (Stabilizes Jericho)
1d20 ⇒ 20
Astarton Columbridge |
Astarton stands up with bleary eyes, still not terribly certain if what is happening is real or not. But even in his dreams he is a man of action. After standing he pulls out his long blade and makes a step toward the beast.
Move action to stand, move action to draw my blade, 5 foot step, and that's all I can do for now.
Wuse Guy |
kitty ju betta run or im GONNA EAT YOU!!!! wuse hollers as he charges the thing stumbling at the last second but using the momentum of his fall to flip and bring his full weight down through his foot onto the things spine.
Attack:1d20 + 4 ⇒ (9) + 4 = 13
Damage:1d6 + 2 ⇒ (6) + 2 = 8
charge attack followed by free action prone. Monkey style negates negatives.
GM Xzaral |
Astarton stands and readies his blade, while Wuse Guy attempts to shatter the creatures spine. The creatures manages to roll the kick away, avoiding any damage to it.
Still waiting for Daniel round 1. Also Talor can post for round 2.
Round 1 Inish
Talor (Draws gun and reloads)
Wuse Guy (Stand and Flings beer stein, miss)
Beast (Full attack on prone Jericho, all hit)
Astarton (Stand and ready weapon)
Daniel
Jericho (Attempts to stand, AoO drops him)
Nester (Stabilizes Jericho)
Round 2 Inish
Talor
Wuse Guy (Attack, miss)
Beast
Astarton
Daniel
Jericho
Nester
Astarton Columbridge |
Aw, and I was going to make a joke out of it. Either that or I would have assumed you didn't want me to get into the front lines because I have the only healing ability in the group now that Jerico is down.
GM Xzaral |
Daniel attempts to strike the creature, but fails to connect with the nimble beast.
Just need Talor.
Round 1 Inish
Talor (Draws gun and reloads)
Wuse Guy (Stand and Flings beer stein, miss)
Beast (Full attack on prone Jericho, all hit)
Astarton (Stand and ready weapon)
Daniel (Attack, manipulating time and space to roll before the GM, and thus misses)
Jericho (Attempts to stand, AoO drops him)
Nester (Stabilizes Jericho)
Round 2 Inish
Talor
Wuse Guy (Attack, miss)
Beast
Astarton
Daniel
Jericho
Nester
GM Xzaral |
Talor deals a deep shot to the creature, blood pouring out of the wound. Obviously injured, it's surprising to see it not back down. Turning to face the gunslinger, you all watch as the skin of the beast's face pulls back and away, revealing it's bony musculature. As it does so, it emits a loud whine. Talor feels a panic begin to creep up his spine at the sight of the beast staring at him.
Talor, make a DC 12 will save or be frightened for 1d4 ⇒ 4rounds.
Round 2 Inish
Talor (Attack, hit)
Wuse Guy (Attack, miss)
Beast (Skullface on Talor)
Astarton
Daniel
Jericho
Nester
Astarton Columbridge |
Still in a daze, Astarton takes a staggering step forward and attacks. His eyes were not exactly focused, but the gunshot going off in his ear had his eyes get quite wide as he was in the middle of his swing. "What is that? Hey, that's not good!"
Attack:1d20 + 4 ⇒ (12) + 4 = 16
Damage: 1d10 + 2 ⇒ (9) + 2 = 11
Talor Blackstone |
will save: 1d20 + 2 ⇒ (11) + 2 = 13
Talor manages barely to control himself in the face of the creature's horrific display.
Fascinating creature, he observes with a rather forced air of nonchalance.
GM Xzaral |
Astarton's blade finishes the job, ending the creature before it can cause further damage. As it falls, three centaur's rush into the clearing, one you identify as Urdel Thunderhoof. Their weapons are at the ready, though the threat they sought to meet has been ended. "Thank the gods you are all still with us. I had seen smoke, and followed it to your camp. There I found this note and we ran to meet with you. I see our assistance was not needed." His eyes rest upon Jericho's form for a moment. "Or were we indeed too late?" Urdel offers what help he can, though there is little he can do at this point.
Astarton Columbridge |
Astarton reaches over and sees the blood on Jericho. He muttered something and put his hand on the man.
Cure Light Wounds: 1d8 + 1 ⇒ (5) + 1 = 6
"There you are my friend. That didn't look like comfortable sleep. You should feel better now."
He stands up and waves at the centaurs with one hand, yawning and rubbing his eyes with the other.
Astarton Columbridge |
We sent up the signal fire and then left a note saying we saw the beast and where it went. We figured it would be a nice thing to do for the centaurs who gave us the longspear.
GM Xzaral |
"I am glad that your friend is all right. And yes, I do believe that is the cat in question." Urdel turns to the north for a moment, then looks back. "It seems your path will take you through the Kortos mountains. If I could make a suggestion, we have acquired several furs from our hunting. If you would like, you could fashion the furs to protect one of you from the cold. We would gladly trade them for the body of the beast. Agreed?"
GM Xzaral |
The exchange made (I assume at this point?), the centaurs thank you for the efforts and take their leave. The rest of the evening goes by uneventfully.
The next day brings you all into the Kortoss mountain pass. As you all rise, the temperature drops, though during the day it's just abit of a chill. Snow on the ground makes itself clear the higher you climb.
The day passes uneventfully until the sun begins to set. Preparing to make camp this evening, 1d6 ⇒ 2 Daniel spots a wagon in the distance, half buried in the snow up ahead.
Jericho Daskin |
Jericho starts awake, and after a moment of thrashing looks at Astarton. Thanks. Much more pleasant than my last waking. Jericho looks at the corpse of the cat and shudders. He sits up and finishes with his attempt to drink the small vial of blue liquid.
Cure Light Wounds: 1d8 + 1 ⇒ (8) + 1 = 9.
------
Jericho does not say much as they begin travelling higher into the mountain pass, though it is clear he is unprepared for the cold.
Astarton Columbridge |
Astarton was a little taken aback by the Alchemist's statement. "Sorry Jericho, I'm not into guys." he said softly. He must have taken it hard because he was quiet for a long time after that and started drinking. Astarton felt bad about it, but it was better to be honest.
I am going to play like you never heard Astarton's comment, but he thinks you did. Ah, misunderstandings, they are comedy gold.
When Daniel spotted the wagon, Astarton clapped him on the back. "A fine sentiment Daniel, but we should be wary as it may be a trap."
GM Xzaral |
Coming upon the wagon cautiously, the interior reveals three long dead occupants, apparently having succumbed to the cold weeks ago during the cold season. Each of the frozen corpses is currently wearing a cold weather outfit. There's enough room in the wagon that it could conceivably hold 5 people inside it.
Talor Blackstone |
Indeed. We should bury these poor souls - or burn them?
Talor looks over the wagon.
Perception: 1d20 + 6 ⇒ (12) + 6 = 18
My friends, this is a most unfortunate scene. But perhaps the misfortune of these travelers can do some good. Their gear looks warm, and there is a wood-burning stove here, and it looks like enough wood to get through the night.
Perhaps we should take advantage of what they can no longer use so that we might survive the cold.
GM Xzaral |
Time for a little crunch. There will be a period of about four hours (1am to 5am) where saves will be required for the night. These will get progressively more difficult. There are two ways to resolve it. We can either do it like combat, go hour by hour and you all can switch things up as we go. Or we can make the decisions now and then make all the rolls. I'll leave it up to you, majority vote.
There are several ways for bonuses to these saves. Cold weather gear for starters, which between the centaurs and here you have four sets of. Being in the wagon gives a bonus, as well as having the fire go. You can also make a survival check to help stay warm, exceeding the DC allowing you to provide the bonus to others. And remember you do have Nester with you, so decide where you want to put him. All the saves are Fortitude saves, just an FYI.
Astarton Columbridge |
Astarton will claim one of the sets of cold weather gear and stay in the wagon and light the fire and try to stay warm he just isn't used to this type of stuff. My vote is just to just make all the saves and move forward, hopefully no one dies. Since Astarton is just a skinny guy, he will do everything he can to be warm.
Talor Blackstone |
So we have seven people, four sets of gear and room for five in the wagon?
Talor thinks himself pretty badass with his +4 save, so he will let others take the gear (let's make sure Nestor gets a set). Still, I'd take a spot by the fire at least.
Daniel von Dorn |
I posted in the Discussion thread but figured I'll repost here:
Daniel doesn't have survival, so he'll be relying on the fort saves. I propose we put Nester in the wagon, and start a fire. Daniel will try to go without a blanket for at least first 2 hours.
EDIT: by blankets I mean cold gear sets, I guess.
Fort save: 1d20 + 3 ⇒ (9) + 3 = 12
Fort save: 1d20 + 3 ⇒ (9) + 3 = 12
Fort save: 1d20 + 3 ⇒ (18) + 3 = 21
Fort save: 1d20 + 3 ⇒ (9) + 3 = 12
Not sure if the dice roller is working fine after the boards update...
Wuse Guy |
Wuse Tries burying himself in snow, something he must've heard some drunk talking about.
Survival:1d20 + 3 ⇒ (3) + 3 = 6
If that doesn't work he will suck it up and camp outside the wagon, assuming there is no room inside.
Fort1:1d20 + 5 ⇒ (3) + 5 = 8
Fort2:1d20 + 5 ⇒ (9) + 5 = 14
Fort3:1d20 + 5 ⇒ (19) + 5 = 24
Fort4:1d20 + 5 ⇒ (5) + 5 = 10
Plus any relevant modifiers for the survival
Astarton Columbridge |
Yeah, okay, here are my fort saves. You will have to add any circumstance bonuses.
1d20 + 2 ⇒ (4) + 2 = 6
1d20 + 2 ⇒ (8) + 2 = 10
1d20 + 2 ⇒ (5) + 2 = 7
1d20 + 2 ⇒ (15) + 2 = 17
GM Xzaral |
This is what I have so far. So speciically I need the following: Who claimed the last cold weather gear (I would recommend whoever is outside), who gets the last wagon spot for all four hours, and survival checks if anyone else wants to make them. Also Jericho's fort saves.
Four cold weather gear: Nester, Astarton, Jericho, 1 unclaimed.
Wagon occupants
Hour 1: Nester, Astarton, Talor, Jericho, 1 Open
Hour 2: Nester, Astarton, Talor, Jericho, 1 Open
Hour 3: Nester, Astarton, Talor, Jericho, 1 Open
Hour 4: Nester, Astarton, Talor, Jericho, 1 Open
Outside
Hour 1: Daniel
Hour 2: Daniel
Hour 3:
Hour 4:
Undefined
Hour 1: Wuse Guy
Hour 2: Wuse Guy
Hour 3: Wuse Guy, Daniel
Hour 4: Wuse Guy, Daniel
Survival checks made
Wuse Guy - 6 (Fail)
Talor - 18 (Success, self only)
Fort Saves umodified
Astarton: 6, 10, 7, 17
Daniel: 12, 12, 21, 12
Jericho:
Talor: 10, 16, 21, 11
Wuse Guy: 8, 14, 24, 10
Nester: 10, 11, 21, 7
1d20 + 1 ⇒ (9) + 1 = 10
1d20 + 1 ⇒ (10) + 1 = 11
1d20 + 1 ⇒ (20) + 1 = 21
1d20 + 1 ⇒ (6) + 1 = 7
Jericho Daskin |
Survival: 1d20 + 5 ⇒ (16) + 5 = 21.
Jericho will do what he can to help others stay warm, such as pulling Wuse out of the snowbank and setting him next to the fire.
That only works with lots of cold weather gear deep under the snow. better to sit here and stay warm.
Then he bundles into a thick coat and huddles near the In the wagon with the others, getting close to help share a little body heat. He will also drape a blanket over everyone communally in an effort to make a warm bubble around them.
Fortitude #1: 1d20 + 4 ⇒ (13) + 4 = 17.
Fortitude #2: 1d20 + 4 ⇒ (1) + 4 = 5.
Fortitude #3: 1d20 + 4 ⇒ (11) + 4 = 15.
Fortitude #4: 1d20 + 4 ⇒ (17) + 4 = 21.
I have not added any modifiers for being inside the wagon, having cold weather gear, or having a fire burning. Is the stove in the wagon? If needed can we put the stove outside to help those who cannot get out of the weather?
Jericho Daskin |
First, I am going to give the last set of cold weather gear to Daniel; if he is going to be outside the wagon, he needs it. I will provide Daniel with the bonus for the first two hours. I will switch with Daniel after the second hour, and tell him to go inside to get warm. For the third hour, I will assist Astarton, and I will assist Nester during the last hour.
GM Xzaral |
Four cold weather gear: Nester, Astarton, Jericho, Daniel.
Wagon occupants
Hour 1: Nester, Astarton, Talor, Jericho, Wuse Guy
Hour 2: Nester, Astarton, Talor, Jericho, Wuse Guy
Hour 3: Nester, Astarton, Talor, Daniel, Wuse Guy
Hour 4: Nester, Astarton, Talor, Daniel, Wuse Guy
Outside
Hour 1: Daniel
Hour 2: Daniel
Hour 3: Jericho
Hour 4: Jericho
Undefined
Hour 1: Wuse Guy
Hour 2: Wuse Guy
Hour 3: Wuse Guy
Hour 4: Wuse Guy
Survival checks made
Wuse Guy - 6 (Fail)
Talor - 18 (Success, self only)
Jericho - 21 (Success, bonus to: Daniel, Daniel, Astarton, Nester)
Fort Saves umodified
Astarton: 6, 10, 7, 17
Daniel: 12, 12, 21, 12
Jericho: 17, 5, 15, 21
Talor: 10, 16, 21, 11
Wuse Guy: 8, 14, 24, 10
Nester: 10, 11, 21, 7
Bonuses
Inside wagon +2
Fire inside wagon +2
Cold Weather Gear +5
Successful Survival Check +4
Fort save results
DCs are 15, 16, 17, 18
Astarton: 15 (pass), 19 (pass), 20 (pass), 26 (pass)
Daniel: 21 (pass), 21 (pass), 30 (pass), 21 (pass)
Jericho: 30 (pass), 18 (pass), 24 (pass), 30 (pass)
Talor: 18 (pass), 24 (pass), 29 (pass), 19 (pass)
Wuse Guy: 12 (fail), 18 (pass), 28 (pass), 24 (pass)
Nester: 19 (pass), 20 (pass), 30 (pass), 20 (pass)
Wuse Guy takes 1d6 ⇒ 3 non-lethal damage from the cold.