
motteditor RPG Superstar 2012 Top 16 |

Sorry, am sort of waiting for Orin as if he shakes off the negative levels' effects, there's no reason to go back to Thronehold, but I don't want to roll the saves for him. Is anyone taking the hammer?
That said, here's the updated map.

Agnar Hrolfson |

Why would we want to take a magic hammer? Oh, yeah...that's why we're here.
Agnar will grab the shield as well. It might not have much value, but he figures it can hang in a hall in the keep as a conversation piece. "The Shield of the Forgotten Warlord."
When we're outside, Agnar will note the time of day and make sure that Orin is bolstered with a bear's endurance the following day to help fend off his affliction.

Orin Ro |

Okay, let's get this over with
1d20 + 5 + 2 + 2 - 3 ⇒ (13) + 5 + 2 + 2 - 3 = 19
1d20 + 5 + 2 + 2 - 2 ⇒ (6) + 5 + 2 + 2 - 2 = 13
1d20 + 5 + 2 - 2 ⇒ (9) + 5 + 2 - 2 = 14
-2 Negative levels, total
Once the danger has passed, Orin slumps to the ground in the corner of the tomb, his bow falling from his grasp to rattle on the ground. Pallid and shaking Orin nods at Treshiell's advice "Rest sounds good right about now." he mangaes to say in a small thin voice. When Treshiell finishes her Ward on him Orin grasps the witch's hand in his and whispers "Thanks...", the rest of his words fail to come as his head slumps against his chest and faint snoring can be heard.
In the morning Orin awakes still drawn and pale and helps the others get ready to move on. As the others talk of returning to Thronehold, Orin protests, however weakly, that he is still able to continue their loop around the countryside before heading home.
As the day progresses some color and muscle tone return to the Ranger's cheeks and body but not the same as he was before.

Agnar Hrolfson |

"Kereek's right. There's some nasty stuff out here. We all need to be ready for it. We'll get you fixed up and then get back out in the countryside. All the nasty things that will try to kill us will still be there waiting, I promise."
A scroll of restoration will cost 700gp. I can pay that out of pocket.

Orin Ro |

You forgot to add in the material component cost. To remove a permanent negative level also costs an additional 1,000 gp's in diamond dust. Since I would need two Restoration spells cast, that's 3,400 gp's.

Orin Ro |

"And why is that?" Orin asks, his curiosity piqued, leaning slightly in his saddle to get a better look at the fisherman.

Orin Ro |

"So I take it we're not talking about your run of the mill box turtle here, are we? Exactly how big is this beastie? The size of a small dog or more like Windswift here?" Orin asks while patting his horses neck with his hand.

motteditor RPG Superstar 2012 Top 16 |

"Aye, if you could do something about it, I'd be happy to thank you proper. It's a big creature, though, bout the size of that there horse. It's down on the coast of the Tuskwater, a few miles south of the Gudrin."
He gives you enough directions that you think you could find it, though you've never been to the area before.

Prazil |
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Prazil's eyes glaze over once he's back astride Spike as he imagines Kereek riding a majestic, heavily armored, horse-sized war turtle into combat. Streams of fire fling out every which way from Kereek's flailing hands as boulders, arrows, and dragons bounce off the turtle's massive shell.
Ooooooo...

motteditor RPG Superstar 2012 Top 16 |

M'called Arven," he replies. "I think that beast eats just about anything. That's why I had to come here. Get to close, it's likely to take your leg right clean off."
OK, I'm assuming you're heading to the turtle, even with Orin's condition.
Traveling south, you reach the Gudrin river, though it takes you several hours traveling back east to find a place to cross. Finally you do find a ford and, moving to the south side of the water, begin backtracking west, toward the Tuskwater.
The trip passes without incidence and soon you find yourself approaching the watering hole Arven described to you.
Let me know if you want to do anything before you arrive, or still have any questions for Arven himself.
1d100 ⇒ 62
1d100 ⇒ 28
1d100 ⇒ 46

Agnar Hrolfson |

"Probably lurking in the water, waiting for his next meal."
Agnar casts a spell, placing a hand on Orin's shoulder. A rush of confidence surges into him, almost making him forget his lessened condition. Heroism spell. +2 on attacks, saves, and skill checks for the next 40 minutes.
"We should check the banks for tracks and keep one eye on the water."
Survival Check: 1d20 + 6 ⇒ (8) + 6 = 14

Orin Ro |

Orin will dismount and fish around for a handful of rations before walking over to the ponds edge. Tossing the food into the water, Orin will slap the water's surface, shouting "Hey, Crackjaw. Dinner is served." before taking a step back and preparing for a sudden onslaught.
Orin will hold his action, waiting for Crackjaw to appear. If the turtle should come within striking distance Orin will swing at it.

motteditor RPG Superstar 2012 Top 16 |

Your preparations complete, Orin tosses some food in the water. It's a short wait, when suddenly a massive turtle, hooked beak gaping open, comes charging out.
Agnar: 1d20 + 1 ⇒ (15) + 1 = 16
Kereek: 1d20 + 3 ⇒ (20) + 3 = 23
Orin: 1d20 + 2 ⇒ (19) + 2 = 21
Prazil: 1d20 + 4 ⇒ (15) + 4 = 19
Treshiell: 1d20 + 1 ⇒ (3) + 1 = 4
Crackjaw: 1d20 + 3 ⇒ (14) + 3 = 17
Orin can take his readied action, then full first-round actions from Kereek, Orin and Prazil, please.

Prazil |

Prazil spurs Spike into a daring charge as the monstrously large turtle emerges from the water! "BAAAAAY-COOOOONE!"
Swift Action: Challenge!
Full Round Action: Charge!
Mwk Lance (Cav's charge, challenge): 1d20 + 12 ⇒ (9) + 12 = 21for: 2d6 + 12 ⇒ (5, 3) + 12 = 20
Spike Gore (charge, challenge): 1d20 + 9 ⇒ (14) + 9 = 23for: 1d8 + 3 ⇒ (6) + 3 = 9
Don't forget, everyone gets a +2 to hit so long as Prazil is adjacent to the turtle
--Prazil--
HP: 30/30
AC: 25 (15 T / 22 FF)
CMD: 20
F/R/W: +4/+5/+2
Cavalier's Challenge uses remaining: 1/2
Tactician uses remaining: 1/1
-Ongoing Effects-
--Spike--
HP: 28/28
AC: 19 (11T / 16 FF) (includes penalty from charging)
CMD: 17 (21 vs trip)
F/R/W: +5/+6(evasion)/+2

Orin Ro |

Round #:
Initiative: 21
Hit points: 31/31
AC: 20 ; T: 13 ; FF: 18
CMD: 18
Condition: Negative level (2), Heroism, Power Attack
As the creature lurches out of the water Orin rushes up to it and brings his sword down in an overhead chop, only to have it bounce harmlessly off the turtle's hard shell.
Attack roll: 1d20 + 9 - 2 + 2 - 2 ⇒ (9) + 9 - 2 + 2 - 2 = 16
Damage: 2d4 + 6 + 4 ⇒ (1, 3) + 6 + 4 = 14
His first swing ineffective Orin swings for the creature's protruding neck as it reaches out to bite at him.
Attack roll: 1d20 + 9 - 2 + 2 - 2 ⇒ (11) + 9 - 2 + 2 - 2 = 18
Damage: 2d4 + 6 + 4 ⇒ (4, 4) + 6 + 4 = 18

motteditor RPG Superstar 2012 Top 16 |

OK, let's see if I can't get myself back on track. Sorry for the delays. Should be back to usual posting frequency now.
Kereek: 23
Orin: 21
Prazil: 19
Crackjaw: 1d20 + 3 ⇒ (14) + 3 = 17
Agnar: 1d20 + 1 ⇒ (15) + 1 = 16
Treshiell: 1d20 + 1 ⇒ (3) + 1 = 4
Orin's blade bounces off the turtle's shell as it rushes forward, his second swing doing the same as he tries to correct and aim more for its head.
Kereek's fiery blast has more luck, easily hitting the massive amphibian, scorching it despite its shell.
Prazil and Spike charge in, the dinosaur goring the creature even as Prazil's lance just catches the lip of its shell. It snaps back at Spike, but the lance limits its movement and throws off its aim, letting the small dinosaur easily avoid its sharp beak.
1d3 ⇒ 3
1d20 + 11 ⇒ (3) + 11 = 14
Crackjaw: 24
Agnar
Treshiell
Kereek
Orin
Prazil
Crackjaw

Kereek! |

Teenage Mutant Snapping Turtles...
Kereek lets out another whoop of excitement/shock, moves to within 20' of the monstrosity and launches another scorching ray at the giant turtle!
Scorch, baby, scorch!: 1d20 + 6 ⇒ (4) + 6 = 10
FIRE!: 4d6 + 4 ⇒ (1, 4, 1, 5) + 4 = 15