
Anya'drea the Apprentice |

We should stick together, at least within line of sight. Maybe you can lead us around the perimeter. Getting too close too soon is dangerous. If we move towards the sheep, their bleeting should help cover noise we make...
On the other hand, wolves find sheep quite tasty. If I were just a true enchantress, we could all become invisible and fly.... Anya absently thumbs the wand at her side.

Mischa The Witch of the Woods |

The front is open, what kind of hoof prints are these?
Survival Identify hoof prints: 1d20 + 8 ⇒ (10) + 8 = 18
Mischa attempts to find the back route that was mentioned to them using her tracking skills.
Perception: 1d20 + 6 ⇒ (1) + 6 = 7
Survival Find trail around back: 1d20 + 8 ⇒ (16) + 8 = 24

Becarus Delaurentis Corbin |

Bec holds out the bag of caltrops he got at Kerwin's shop to Anya'drea. These're pretty simple. Y'jus'scatter'em about, an'if any'ne steps on'em, 't hurts real bad and slows 'em down.
CALTROPS
Price 1 gp; Weight 2 lbs.
A caltrop is a four-pronged metal spike crafted so that one prong always faces up no matter how the caltrop comes to rest. You scatter caltrops on the ground in the hope that your enemies step on them or are at least forced to slow down to avoid them. One 2-pound bag of caltrops covers an area 5 feet square.
Each time a creature moves into an area covered by caltrops (or spends a round fighting while standing in such an area), it runs the risk of stepping on one. Make an attack roll for the caltrops (base attack bonus +0) against the creature. For this attack, the creature's shield, armor, and deflection bonuses do not count. If the creature is wearing shoes or other footwear, it gets a +2 armor bonus to AC. If the attack succeeds, the creature has stepped on a caltrop. The caltrop deals 1 point of damage, and the creature's speed is reduced by half because its foot is wounded. This movement penalty lasts for 24 hours, until the creature is successfully treated with a DC 15 Heal check, or until it receives at least 1 point of magical healing. A charging or running creature must immediately stop if it steps on a caltrop. Any creature moving at half speed or slower can pick its way through a bed of caltrops with no trouble.
Caltrops may not work against unusual opponents.
Sheep's got 'ooves, there's sheep somewhere over 'at way, 's prob'ly sheep tracks.

Mischa The Witch of the Woods |

No she wouldn't go off alone. Only if others agree to try to find the back entrance. We really have three options. Front door (which is open but I don't think all of us are sneaky enough for that. Climb the eye (which I think we have the equipment for). Or the back route. If we decide to go the back route the roll applies. I think we're running against the clock a bit here so finding the back route might be the slowest option. How long would it take to climb to the eye? And how would we get down once we're on there?
If we can spook the sheep then perhaps that would cover our approach. How confident are you that you can scout without being spotted little one?

bwatford |

You have to declare which eye socket you are climbing for, either left or right. Reaching one of the eye sockets requires a DC 12 Climb
check to move 1/4 speed or DC 17 to move half your speed over a distance of 200 feet. You can take 10 on your climb checks so if you had at least a +2 to climb then there would be no chance of failure.

Bowen |

"I agree with Bec," Bowen replies to Anya'drea. "Putting down a spread of caltrops is the easiest trap we can set, and way quicker than anything I might cobble together."
Turning to Mischa, he says [b]"I'm usually the one keeping sheep from being spooked, but I think I could handle turning them into a diversion."/[b]

Mischa The Witch of the Woods |

Huh, those are all sheep taken from the town right? How many feet away from our current location?
Scare the sheep off now Bowen and make them bleat loudly if you can. They were taken by force in any case and mayhaps we will get the beast to come out to corral his stolen goods rather than us having to go into his lair
Feel free to chime on Mischa's plan guys been in to many pbp situations where someone suggests something and then things start happening without everyone else's input :)

Becarus Delaurentis Corbin |

With the climbing kit and taking 10 we can all hit the DC 12 check unless someone has a negative Str mod. Bec can actually hit the DC 17 by taking 10 with room to spare.
Bec shrugs, more interested action than planning. I could climb up t' one o' them eyes, shouldn't be much trouble. Got a rope too, I could tie it down and drop it t'th'rest of ye, but 'ts prob'ly na'long 'nough ta reach all th'way...
I thought we would only need 50' of rope on the eye socket based on post 167, otherwise I would have grabbed some more. Still, we have 150' of rope between Bec, Rowan and Newt, which leaves us 50' short if we want to try that route.
Bec looks at the hill, trying to see if there is any smoke coming from either eye socket like Tarik had suggested.
perception: 1d20 + 3 ⇒ (4) + 3 = 7

Bowen |

Bowen nods at Mischa, then begins making preparations - he unfurls his cloak and tosses it over his head shoulders with the darker of the two sides of the garment showing.
Hunching over, Bowen turns to the rest of the group and asks "Well, if you were a sheep, would you maybe mistake me for a wolf?"

bwatford |

As everyone wonders what to do, you notice that one of the sheep has gone astray of the other six. Then from a clump of nearby trees you see a human sized muscular, gray-skinned creature walk over to the stray sheep and strike it hard with a staff to force it back with the others.
If you can see it, then it may see you. Take action now and make a stealth or reflex check to keep from being noticed.

Bowen |

Stealth/Reflex (it'd be the same modifier either way): 1d20 + 2 ⇒ (9) + 2 = 11
Upon seeing the creature appear, Bowen drops to his belly.
When it re-enters the trees, he props himself up on one elbow and says "Well, at least we have an idea of where it's at now."

Becarus Delaurentis Corbin |

Bec crouches behind a clump of tall grass.
stealth/reflex (also the same mod): 1d20 + 1 ⇒ (19) + 1 = 20
Uh, shouldn'it be bigger? he whispers. Nex't'tha' sheep, it looks t'be shorter'n me...
GM, did Bec see any smoke coming out of either eye of the cave?

Mischa The Witch of the Woods |

Surprised by the sudden appearance of a mysterious herder Mischa moves slower than she otherwise would to hide herself. It doesn't seem to matter though as the figure moves on.
Knowledge Nature to identify the creature: 1d20 + 6 ⇒ (8) + 6 = 14

bwatford |

Casimir or Anya has never encountered or studied one of these creatures before.
The creature stands about 5 feet tall and weighs about 160 pounds.
It is difficult to make out from this distance but you believe it to be a goblinoid of some kind.
Probably a hobgoblin judging by the size of the creature.
You haven't studied them in detail but you know they are not usually that strong of an opponent. (CR 1).
---------------------
Current Location: Dundraville: Cave Entrance Time: 11:37 am

Becarus Delaurentis Corbin |

Bec casts a surly eye on Mischa, but makes no further comment. Prob'ly a good idea t'try t'ge'in close afore't sees us, then hush't up real good so's'e can't make a ruckus'n warn th'ogre. Lead th'way, m'lord. I won'let'm get away. Bec grips his spear and waits for Casimir's instructions.
GM, are there other, similar clumps of trees or other obstacles we could use to get closer to the spot where the shepherd is?

Bowen |

Bowen withdraws his bow and nocks the arrow Mischa hands to him, ready draw back the bowstring and fire. He pulls out one of his own arrows and holds it between his teeth for quicker access.
"I appreciate your admiration, little one," he says to Newt with as much of a smile as he could manage around the shaft of an arrow. "But I think all of us would appreciate your being quiet even more."

bwatford |

Newt carefully sneaks around on the other side of the stand of trees where the creature was last seen. The creature seems to be napping in a makeshift hammock between a couple of trees, Newt gives the go ahead and the rest of the group begins to approach. As they get very close to the creature within thirty feet or so Anya steps onto a dead branch and it snaps under her weight startling the creature awake.
COMBAT HAS BEEN INITIATED
Group 1 You are Up
The creature is flat footed and considered prone until he moves in the initiative order.
Prone: A prone attacker has a –4 penalty on melee attack rolls and cannot use a ranged weapon (except for a crossbow). A prone defender gains a +4 bonus to Armor Class against ranged attacks, but takes a –4 penalty to AC against melee attacks.
Also I am going to run this encounter without a map since you are all outside and within movement range to take an action against the creature.
Group 1
Bowen
Mischa
Newt
Creature
Group 2
Bec
Casimir
Anya
Creature Perception: 1d20 + 2 - 10 ⇒ (13) + 2 - 10 = 5
-10 due to creature being asleep.
Round One Initiative
Mischa: 1d20 + 3 ⇒ (14) + 3 = 17
Anya: 1d20 + 5 ⇒ (1) + 5 = 6
Bec: 1d20 + 1 ⇒ (6) + 1 = 7
Bowen: 1d20 + 2 ⇒ (18) + 2 = 20
Casimir: 1d20 + 1 ⇒ (6) + 1 = 7
Newt: 1d20 + 3 ⇒ (8) + 3 = 11
Creature: 1d20 + 2 ⇒ (6) + 2 = 8
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Current Location: The Ogre's Cave: West Side of Hillock Time: 11:39 am

Mischa The Witch of the Woods |

**Before Newt goes scouting **
Mischa gives the gnome a started look. You know Elven?
** As combat starts **
Mischa gives Anya a withering look.
Ok, is it fair to say that Mischa would have her sickle out before combat starts when she saw that the creature was lying down and napping?