Mended Wall's PBP for beginners (Inactive)

Game Master Hoary and Wizened

BATTLE GRID

Current Initative = Illiam, Kairon, Bombardier, Chillel, Dolok, Goruck, Merlokrep


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Male NG Half Orc Samurai (Shogun) 1/Kineticist 2 Half Orc | HP: 23/35 Nonlethal:| AC: 21/26 with shield (11 Tch, 20 Fl) | CMB: +7, CMD: 18 | F: +9, R: +6, W: +3 | Init: +3 | Perc: +2, SM: +8 | Speed 30ft (20 in armor | Challenges: 0/1 | Resolve: 4/4 | Burn: 6/6 | DR-Adamantine: 1 | Active conditions: None.

Perception: 1d20 + 3 ⇒ (15) + 3 = 18

Glancing across the river as he moves closer, Goruck shakes his head. "Closest I come to rope is my armored sash and a grappling hook." As he speaks he rummages through his pack until he produces said grappling hook, a well used piece of equipment carrying a number of dings and scratches.

The Exchange

Male CN Halfling Wizard (Conjuration: teleportation) 3 | Character sheet | Character Journal | HP: 18/18 | AC: 18 (14 Tch, 15 Fl) | CMB: -2, CMD: 11 | F: +1, R: +4, W: +3 | Init: +3 | Perc: +5, SM: +0 | Speed 20ft | shift 5ft 6/7, adaptable luck 2/3 | Spells: 1st 4/4, 2nd 3/3 | Active conditions: Mage Armor.

Illiam makes a mental note of the well-used grappling hook, a useful tool of his own trade, but doesn't say anything about it. Anyone else?

It looks like scipio has silk rope, but that makes 100ft of rope total. Illiam also has 50ft of string, but if we want to make the logs-on-a-rope idea work, we're going to need every inch of that rope. If we want to make a raft, we'll probably have to unravel Baradim's rope to make fastenings, unless we have some other source.


Male LG Human (Chelaxian) Paladin (Sarenrae) 1 | Character Sheet | HP: 12/12 | AC: 18 (12 Tch, 16 Fl) | CMB: +5, CMD: 17 | F: +4, R: +2, W: +3 | Init: +3 | Perc: +1, SM: +5 | Speed 30ft; 20ft in armor | Smite Evil: 1/1 | Detect Evil: At will | Active conditions: None.

I have some rope. Hopefully two coils of rope are enough to lash together some wood for a raft. We may need to pull down some creeping vines and use those as well.


Male NG Human Sarenite Cleric 3 | HP 25/27 | Initiative +6 | Perception +9, SM +2 (+0) | AC 16 {17} (12 t, 14 {15} ff) | CMB +5, CMD 17 | F +5, R +3, W +5 | Speed 30' | Longspear +7 (1d8+4); Scimitar +6 (1d6+3); Morningstar +5 (1d8+3) | Surgery 3/5 | Good 5/5 | Channel 4/4 (2d6, DC 12) | Spells: 1 - 2d/3d, 2 - 2d/2d | Satchel 8/10 | Active Conditions: -- | Active Buffs: -- | character sheet

While the party deliberates on its next course of action, Kairon takes a little of the jerky and cheese from his trail rations and shares some with his new companion. As the firefoot accepts the tidbits and licks the last of the flavor from the cleric's fingertips, Kairon smiles without reservation, perhaps for the first time since meeting his allies.

So we've got about 100 feet of rope, huh? And we've gotta get across that . . . beast. Kairon tilts his head toward the river. Something tells me I'll like this crossing less than I did the boat trip up from Almas.


Male NG Half-Orc Hunter 2 | HP: 20/20 | AC: 18 (12 Tch, 16 Fl) | CMB: +4, CMD: 16 | F: +5, R: +5, W: +2 | Init: +4 | Perc: +7, SM: +8 | Speed 30ft (20ft) | Animal Aspect: 20 rnds | Spells: 1st 0/2 | Active conditions: Baradim - None; Kanga - Animal Aspect: Eagle (+4 Perception)

"With this wand..." Baradim notes, speaking up as he packs away the rest of his belongings. "...Kanga will be far stronger and much larger. He can help pull us, ensure that the raft is not pulled away." The mountain lion's ears perk after hearing his name, the animal looking between all that were gathered before looking off into the woods.

"A quick raft could be made, especially with the amount of rope that we have. We should start immediately, who knows when the wolves will come."

There you go, that is my "It's quiet, too quiet" for the scene. :P


Female CN Human [Andoran] Winter Witch | HP: 24/24 | AC: 15 (15 Tch, 14 Fl) | CMB: 0, CMD: 11/10 |FL F: +2, R: +2, W: +3 | Init: +7 | Perc: +2, SM: +0 | Speed 30ft | Hexes Slumber - DC:15, Misfortune DC 15 | Spells: lvl0- 4 1st 3 2nd 2| Active conditions: None.

Sound thinking all round Baradim. Chillel responds, who then begins to search out suitable materials for a raft. She takes care not to wander off by herself in a forest renowned for being dangerous.


Male Human TN Sorcerer (Efreeti blooded) Lev. 3 | Init: + 3 | Perc: + 2, SM: + 0 | DEFENSE | AC 15, touch 11, flatfooted 14, (+1 armor, +1 Dex, ) | HP: 27/27 (1d6 + 2 + 1 FC) | F: +3, R: +2, W: +3 | OFFENSE Speed 30ft | Melee Quarterstaff +1 (1d6+0/X2) or dagger +1 | 2 if thrown, (1d4+0/19-20) Ranged Light Crossbow +2 (1d8+0/19-20) Fire Ray +2 (1d6+1/2lev) | Fire Rays 7/7 | Spells: 1st 4/6 | Active conditions: Mage Armor. Character sheet

"I fully agree with Baradim. Let us start making a raft as soon as possible."
Dolok will also start searching for materials, but just like Chillel he will NOT wander off alone! If he finds larger suitable logs, he will then point them out to the stronger folks, rather than try & carry them himself.


Male NG Human Sarenite Cleric 3 | HP 25/27 | Initiative +6 | Perception +9, SM +2 (+0) | AC 16 {17} (12 t, 14 {15} ff) | CMB +5, CMD 17 | F +5, R +3, W +5 | Speed 30' | Longspear +7 (1d8+4); Scimitar +6 (1d6+3); Morningstar +5 (1d8+3) | Surgery 3/5 | Good 5/5 | Channel 4/4 (2d6, DC 12) | Spells: 1 - 2d/3d, 2 - 2d/2d | Satchel 8/10 | Active Conditions: -- | Active Buffs: -- | character sheet

To See The Trees for the Wood: 1d20 + 2 ⇒ (13) + 2 = 15

Kairon begins to cast his eyes about for suitable pieces of wood, the firefoot following close behind.

The Exchange

Male CN Halfling Wizard (Conjuration: teleportation) 3 | Character sheet | Character Journal | HP: 18/18 | AC: 18 (14 Tch, 15 Fl) | CMB: -2, CMD: 11 | F: +1, R: +4, W: +3 | Init: +3 | Perc: +5, SM: +0 | Speed 20ft | shift 5ft 6/7, adaptable luck 2/3 | Spells: 1st 4/4, 2nd 3/3 | Active conditions: Mage Armor.

Not being of any use carrying wood, Illiam picks up a stick and starts drawing plans for a double raft in the dirt of the shore.


Battle Grid

Those of you looking for suitable wood, make a Survival check, untrained if need be. We'll take the highest person's roll, and then everyone else can use their rolls to aid, or not. I set the DC at 15, and there was a roll by Goruck way earlier, before the march to the river of 21, not sure if he meant for that to be taking wood and carrying it along, or just looking for creeping vines, etc. Regardless, if you want, I'll keep his 21 as the base, and every other roll will just aid his. After the gathering rolls, then you'll want to make those untrained craft carpentry checks for piecing everything together, and lashing one raft to the other. Assuming we're still going with the catamaran of two rafts idea. Remember bad craft rolls mean no progress, and really bad craft rolls mean some of the material gets ruined and more would need to be gathered.

The Exchange

Male CN Halfling Wizard (Conjuration: teleportation) 3 | Character sheet | Character Journal | HP: 18/18 | AC: 18 (14 Tch, 15 Fl) | CMB: -2, CMD: 11 | F: +1, R: +4, W: +3 | Init: +3 | Perc: +5, SM: +0 | Speed 20ft | shift 5ft 6/7, adaptable luck 2/3 | Spells: 1st 4/4, 2nd 3/3 | Active conditions: Mage Armor.

Craft:Carpentry for the first raft (others can aid, or Chillel can start the second one): 1d20 + 4 ⇒ (17) + 4 = 21 Assume this is after materials have been gathered. Or, we could call this the roll for connecting the two rafts together (since Illiam is in the design phase).


Male NG Human Sarenite Cleric 3 | HP 25/27 | Initiative +6 | Perception +9, SM +2 (+0) | AC 16 {17} (12 t, 14 {15} ff) | CMB +5, CMD 17 | F +5, R +3, W +5 | Speed 30' | Longspear +7 (1d8+4); Scimitar +6 (1d6+3); Morningstar +5 (1d8+3) | Surgery 3/5 | Good 5/5 | Channel 4/4 (2d6, DC 12) | Spells: 1 - 2d/3d, 2 - 2d/2d | Satchel 8/10 | Active Conditions: -- | Active Buffs: -- | character sheet

Living by the Lumber: 1d20 + 2 ⇒ (8) + 2 = 10 Survival, untrained


Male NG Half Orc Samurai (Shogun) 1/Kineticist 2 Half Orc | HP: 23/35 Nonlethal:| AC: 21/26 with shield (11 Tch, 20 Fl) | CMB: +7, CMD: 18 | F: +9, R: +6, W: +3 | Init: +3 | Perc: +2, SM: +8 | Speed 30ft (20 in armor | Challenges: 0/1 | Resolve: 4/4 | Burn: 6/6 | DR-Adamantine: 1 | Active conditions: None.

Pulling the wood he carried along with him free, Goruck forms a pile of timber that he hurries to add to. With a trace of humor, he asks, "I don't suppose any of you moonlight as boot makers?" In a more serious tone, he adds, "I can aid Kanga in pulling the raft. The strain will be easier split across two bodies than stressing one."

Mended, I meant that for gathering and carrying suitable pieces of wood, if that appeases your GM mentality.

The Exchange

Male CN Halfling Wizard (Conjuration: teleportation) 3 | Character sheet | Character Journal | HP: 18/18 | AC: 18 (14 Tch, 15 Fl) | CMB: -2, CMD: 11 | F: +1, R: +4, W: +3 | Init: +3 | Perc: +5, SM: +0 | Speed 20ft | shift 5ft 6/7, adaptable luck 2/3 | Spells: 1st 4/4, 2nd 3/3 | Active conditions: Mage Armor.

Illiam looks up from the blueprints he's been drawing in the dirt. There will be room for at least four people to row. I assumed you would be one of them. Is Goruck suggesting swimming ahead with a rope tied to him like Kanga? I don't think that's a good plan, especially if he keeps his armor on.


Male NG Half Orc Samurai (Shogun) 1/Kineticist 2 Half Orc | HP: 23/35 Nonlethal:| AC: 21/26 with shield (11 Tch, 20 Fl) | CMB: +7, CMD: 18 | F: +9, R: +6, W: +3 | Init: +3 | Perc: +2, SM: +8 | Speed 30ft (20 in armor | Challenges: 0/1 | Resolve: 4/4 | Burn: 6/6 | DR-Adamantine: 1 | Active conditions: None.

The swordman shrugs. "If the sky wishes, the earth must comply."

I planned on taking his armor off, but on second glance a +3 isn't going to help much.


Female CN Human [Andoran] Winter Witch | HP: 24/24 | AC: 15 (15 Tch, 14 Fl) | CMB: 0, CMD: 11/10 |FL F: +2, R: +2, W: +3 | Init: +7 | Perc: +2, SM: +0 | Speed 30ft | Hexes Slumber - DC:15, Misfortune DC 15 | Spells: lvl0- 4 1st 3 2nd 2| Active conditions: None.

Chillel gathers materials and then following Illaim's lead, sketches out a design for a second raft using the material available.

Survival: 1d20 + 0 ⇒ (10) + 0 = 10

Craft: 1d20 + 4 ⇒ (20) + 4 = 24


Male NG Half-Orc Hunter 2 | HP: 20/20 | AC: 18 (12 Tch, 16 Fl) | CMB: +4, CMD: 16 | F: +5, R: +5, W: +2 | Init: +4 | Perc: +7, SM: +8 | Speed 30ft (20ft) | Animal Aspect: 20 rnds | Spells: 1st 0/2 | Active conditions: Baradim - None; Kanga - Animal Aspect: Eagle (+4 Perception)

Baradim silently begins to head off into the outskirts of the woods, gathering what he could to help build the rafts necessary to cross the river.

Survival: 1d20 + 5 ⇒ (10) + 5 = 15

There is the Aid Another for the wood.

Once enough wood has been collected, Baradim would do what he could to put the raft together. His home was more a permanent lean-to than an actual building after all, so his experience was limited.

Craft: Carpentry (untrained): 1d20 + 1 ⇒ (6) + 1 = 7

He ends up doing little to help quicken the process, just another body to do the heavy lifting. All the while, Kanga watches carefully on guard.

The Exchange

Male CN Halfling Wizard (Conjuration: teleportation) 3 | Character sheet | Character Journal | HP: 18/18 | AC: 18 (14 Tch, 15 Fl) | CMB: -2, CMD: 11 | F: +1, R: +4, W: +3 | Init: +3 | Perc: +5, SM: +0 | Speed 20ft | shift 5ft 6/7, adaptable luck 2/3 | Spells: 1st 4/4, 2nd 3/3 | Active conditions: Mage Armor.

With Chillel's help, Illiam mocks up the raft at full scale, with sticks and lines drawn on the ground so that the wood need only be laid in place and lashed together. He then supervises the work to assemble the raft, checking over each joint and pointing out some that need to be reinforced.


Male NG Half Orc Samurai (Shogun) 1/Kineticist 2 Half Orc | HP: 23/35 Nonlethal:| AC: 21/26 with shield (11 Tch, 20 Fl) | CMB: +7, CMD: 18 | F: +9, R: +6, W: +3 | Init: +3 | Perc: +2, SM: +8 | Speed 30ft (20 in armor | Challenges: 0/1 | Resolve: 4/4 | Burn: 6/6 | DR-Adamantine: 1 | Active conditions: None.

Craft:Carpentry (untrained): 1d20 ⇒ 14

Using his new axe to cut and shape the wood as directed, Goruck does his best to help build the raft.


Male Human TN Sorcerer (Efreeti blooded) Lev. 3 | Init: + 3 | Perc: + 2, SM: + 0 | DEFENSE | AC 15, touch 11, flatfooted 14, (+1 armor, +1 Dex, ) | HP: 27/27 (1d6 + 2 + 1 FC) | F: +3, R: +2, W: +3 | OFFENSE Speed 30ft | Melee Quarterstaff +1 (1d6+0/X2) or dagger +1 | 2 if thrown, (1d4+0/19-20) Ranged Light Crossbow +2 (1d8+0/19-20) Fire Ray +2 (1d6+1/2lev) | Fire Rays 7/7 | Spells: 1st 4/6 | Active conditions: Mage Armor. Character sheet

Dolok will of course do what he can, though he's concerned that he may just be getting in the way at this point.

craft carpentry untrained: 1d20 + 1 ⇒ (19) + 1 = 20

"Oh, yeah! Now I remember going out to gather firewood for the forge! Sometimes I had to cut it & would sometimes strap them together like so to drag them back to Master Figueroa." :D


Female CN Human [Andoran] Winter Witch | HP: 24/24 | AC: 15 (15 Tch, 14 Fl) | CMB: 0, CMD: 11/10 |FL F: +2, R: +2, W: +3 | Init: +7 | Perc: +2, SM: +0 | Speed 30ft | Hexes Slumber - DC:15, Misfortune DC 15 | Spells: lvl0- 4 1st 3 2nd 2| Active conditions: None.

Just don't go setting fire to the raft! Exclaims Chillel in apparent alarm.


Male Human TN Sorcerer (Efreeti blooded) Lev. 3 | Init: + 3 | Perc: + 2, SM: + 0 | DEFENSE | AC 15, touch 11, flatfooted 14, (+1 armor, +1 Dex, ) | HP: 27/27 (1d6 + 2 + 1 FC) | F: +3, R: +2, W: +3 | OFFENSE Speed 30ft | Melee Quarterstaff +1 (1d6+0/X2) or dagger +1 | 2 if thrown, (1d4+0/19-20) Ranged Light Crossbow +2 (1d8+0/19-20) Fire Ray +2 (1d6+1/2lev) | Fire Rays 7/7 | Spells: 1st 4/6 | Active conditions: Mage Armor. Character sheet

Dolok looks up & grins broadly at Chillel. Then, just for the fun of it, he will start a little flame on the tip of his finger & point it at the raft. He then quickly extinguishes the flame before he accidentally sneezes or somehow or other does start a fire!


Battle Grid

Intelligent minds and strong backs working in complementary concert make great headway, and if it weren't for Baradim's attempts to put his two coppers into the mix, the rafts would be all completed. Unfortunately his interference caused one of the rafts to fold in on itself, and, as Baradim pulled to tighten the rope, a few of the weaker pieces of wood snapped. Looks like a few more materials need to be gathered, and a bit more work is needed to finish the second raft. Thankfully, Goruck was able to put together one satisfactory oar, only three more to makeshift.

Okay, here's how I'm ruling this. Illiam and Chillel had things all set up for the two rafts, then Baradim came in to try and tweak them to make lashing them together easier, and blundered it but good. Goruck's roll will just be for one of the oars, as I stated. Dolok's roll will be sufficient to fix the damage, but we need a couple more survival rolls to gather more materials, another successful Craft: Carptenty DC 15 to put everything together, and minimum three more Craft: Carpentry DC 10's to put some makeshift oars together for rowing. Of course, all that will have to wait, because... Is that a wolf howl I hear in the distance.

As people start to head back into the nearby woods to gather more material, they all stop dead in their tracks as a wolf, as black as a starless night, and as big as a horse, comes around the final bend of the trail. It stands up proud and tall, not even attempting to hide.

GM Rolls:

TW Stealth: 1d20 + 8 ⇒ (2) + 8 = 10
W 1 Stealth: 1d20 + 6 ⇒ (14) + 6 = 20
W 2 Stealth: 1d20 + 6 ⇒ (16) + 6 = 22
W 3 Stealth: 1d20 + 6 ⇒ (10) + 6 = 16
DW initiative: 1d20 + 2 ⇒ (11) + 2 = 13
TW initiative: 1d20 + 4 ⇒ (9) + 4 = 13
W 1,2,3 Initiative: 1d20 + 2 ⇒ (11) + 2 = 13
Grung Initiative: 1d20 + 3 ⇒ (7) + 3 = 10
Baradim Initiative: 1d20 + 4 ⇒ (13) + 4 = 17
Illiam Initiative: 1d20 + 3 ⇒ (10) + 3 = 13
Kairon Initiative: 1d20 + 1 ⇒ (2) + 1 = 3
Lunarinus Initiative: 1d20 + 3 ⇒ (8) + 3 = 11
Dolok Initiative: 1d20 + 2 ⇒ (8) + 2 = 10
Chillel Initiative: 1d20 + 7 ⇒ (17) + 7 = 24
Goruck Initiative: 1d20 + 2 ⇒ (1) + 2 = 3

Perception Check 10+:
A slightly larger than average wolf is attempting to hide in the woods to the east of the trail.

Perception Check 16+:
A wolf is attempting to hide in the woods far to the west of the trail, just a few paces from the edge of the tree line.

Perception Check 20+:
A wolf is attempting to hide in the woods to the east of the trail about 25 feet from the larger wolf also hiding in that direction.

Perception Check 22+:
A wolf is attempting to hide in the trees to the east of the trail, only about 20 feet from the horse sized wolf.

We're in initiative, and it goes like this: Chillel, Baradim (Kanga on your initiative obviously), Illiam, Timber Wolf, Dire Wolf, Wolves (1,2, & 3 grouped), Lunarinus, Dolok, Grung, Kairon, Goruck. On your turn in the initiative you can make a free perception check, and check the spoiler boxes for as many of the DCs as your roll beats. Remember talking is a free action, so those of you that see any of the wolves on your turn in the initiative can call out locations to your comrades. The battle grid is updated, but remember that the locations of the four wolves that are hiding is metagame knowledge. You, the player can see them on the map, but your character may not see them, or know they are there. Obviously I'll roll for Grung and his razorcrows on his turn int he initiative. Dice luck to all!


Male Human TN Sorcerer (Efreeti blooded) Lev. 3 | Init: + 3 | Perc: + 2, SM: + 0 | DEFENSE | AC 15, touch 11, flatfooted 14, (+1 armor, +1 Dex, ) | HP: 27/27 (1d6 + 2 + 1 FC) | F: +3, R: +2, W: +3 | OFFENSE Speed 30ft | Melee Quarterstaff +1 (1d6+0/X2) or dagger +1 | 2 if thrown, (1d4+0/19-20) Ranged Light Crossbow +2 (1d8+0/19-20) Fire Ray +2 (1d6+1/2lev) | Fire Rays 7/7 | Spells: 1st 4/6 | Active conditions: Mage Armor. Character sheet

And don't forget Athena in that initiative!


Female CN Human [Andoran] Winter Witch | HP: 24/24 | AC: 15 (15 Tch, 14 Fl) | CMB: 0, CMD: 11/10 |FL F: +2, R: +2, W: +3 | Init: +7 | Perc: +2, SM: +0 | Speed 30ft | Hexes Slumber - DC:15, Misfortune DC 15 | Spells: lvl0- 4 1st 3 2nd 2| Active conditions: None.

Just as well we are in a forest it's a great place to find wood...

Perception= Chillel: 1d20 + 1 ⇒ (7) + 1 = 8

Perception= Athena: 1d20 + 10 ⇒ (4) + 10 = 14

Chillel's voice trails off as she notices the huge wolf, whereupon she yells:-

Wolves!

Then runs up next to Goruck, calling the fell and frigid spirits of the raging water into her body and mind, then drawing on their power, and gathering her own, she unleashes a Hex on the gigantic wolf before her.

Game mechanically, that is:-
Move action to next to Goruck [or is it Grung?]
Swift action-Invoke spirits, Curiosity: The DCs of the invoker’s hexes and patron spells increase by 1.
Standard Action- Slumber Hex on the giant wolf, now DC 15 save.
Mended Wall- you have it dead right. :)


Chillel, you are first in the initiative, so you can make your full economy worth of actions... My assumption was you'd try and slumber hex that dire wolf... :D

Dire Wolf Will Save: 1d20 + 2 ⇒ (11) + 2 = 13

Chillel's witch talents again prove themselves invaluable in the face of great danger. The dire wolf drops to the ground, sleeping. Interestingly the way the wolf fell, its chin is resting very primly on its two front paws. If it were not a wolf the size of a horse, the scene might almost be worthy of sentimental emotion.

It's Grung. :) Dice luck! I mean Chillel just single handedly took that Dire Wolf out of combat with one standard action. Witches! Who knew?!

Edit: OOOOooooohh dang! I just remembered the slumber hex only lasts for rounds/Character level. This means the Dire Wolf is only asleep for 1 round... Coup de grace?

Edit 2: Baradim/Kanga, batter up.

The Exchange

Male CN Halfling Wizard (Conjuration: teleportation) 3 | Character sheet | Character Journal | HP: 18/18 | AC: 18 (14 Tch, 15 Fl) | CMB: -2, CMD: 11 | F: +1, R: +4, W: +3 | Init: +3 | Perc: +5, SM: +0 | Speed 20ft | shift 5ft 6/7, adaptable luck 2/3 | Spells: 1st 4/4, 2nd 3/3 | Active conditions: Mage Armor.

Coup de Grace isn't possible, because it's a full-round action and someone would need to get into position first. Probably would have been better to hold it until it was closer to someone, maybe as a readied action. At first level, the Slumber hex isn't a whole lot better than the Daze cantrip.


Female CN Human [Andoran] Winter Witch | HP: 24/24 | AC: 15 (15 Tch, 14 Fl) | CMB: 0, CMD: 11/10 |FL F: +2, R: +2, W: +3 | Init: +7 | Perc: +2, SM: +0 | Speed 30ft | Hexes Slumber - DC:15, Misfortune DC 15 | Spells: lvl0- 4 1st 3 2nd 2| Active conditions: None.

Illiam is quite right, unfortunately.
The Dire Wolf will lose an action, then it will have to get up, and hopefully some melee types will have ripped it up good by that time.
I will try to use the Hex in such a way coup de grace can be used for the rest of the combat.


Male NG Half-Orc Hunter 2 | HP: 20/20 | AC: 18 (12 Tch, 16 Fl) | CMB: +4, CMD: 16 | F: +5, R: +5, W: +2 | Init: +4 | Perc: +7, SM: +8 | Speed 30ft (20ft) | Animal Aspect: 20 rnds | Spells: 1st 0/2 | Active conditions: Baradim - None; Kanga - Animal Aspect: Eagle (+4 Perception)

Teaches me to not just Take 10 on the carpentry roll :P

Baradim's Perception: 1d20 + 6 ⇒ (3) + 6 = 9
Kanga's Perception: 1d20 + 10 ⇒ (11) + 10 = 21

Flustered by his failed attempt at the raft, Baradim is silently cursing himself when Kanga lets out a fierce roar. Turning to look into the woods, he sees nothing yet but trusts in his companion's instincts. When Chillel shouts out, the half-orc grimaces and nods.

"Beidzot viņi nāk. Nāc, nāc un izmēģināt mums."

Orcish:
"At last they come. Come, come and test us."

Baradim moves quickly, Kanga running alongside his master as he moves to join alongside Chillel. As he does so, there is a quick whisper and it appears as if both of them suddenly grow stronger and taller.

Using my swift action to switch Kanga's Animal Focus to Bull for the extra Strength and activating my own for the same thing.

He pulls out the wand that they had found on the fallen ranger earlier with one hand as he draws his guisarme with the other. Whispering the command word, the wand's magic shines to life and seems to envelop around the mountain lion. An already impressive roar becomes monstrously loud as Kanga grows in size, this massive feline holding the front that lets out a challenging roar.

As part of the move, Baradim draws the guisarme and the wand and will use his standard action to activate the wand on Kanga. Kanga's actions will be to move, become more awesome than usual, and then ready an attack to strike at any enemy that comes into range. I decided that it made sense that Kanga is Large (long) like the Dire Wolf than Large (tall) so he doesn't get the extra reach. Baradim will then drop the wand to allow him to try and make AoO with his reach weapon.

The Exchange

Male CN Halfling Wizard (Conjuration: teleportation) 3 | Character sheet | Character Journal | HP: 18/18 | AC: 18 (14 Tch, 15 Fl) | CMB: -2, CMD: 11 | F: +1, R: +4, W: +3 | Init: +3 | Perc: +5, SM: +0 | Speed 20ft | shift 5ft 6/7, adaptable luck 2/3 | Spells: 1st 4/4, 2nd 3/3 | Active conditions: Mage Armor.

Perception: 1d20 + 3 ⇒ (5) + 3 = 8 Only sees the dire wolf, but that's enough.

Illiam moves to a more defended position behind the stronger characters and prepares to cast a spell.

Ready an action: Illiam will cast grease if a wolf seems to be heading for him, specifically. I was also going to do something with the Dire wolf, but he's not moving this round.


Baradim: You did more than two rounds worth of actions there. I'm going to need you to decide on one move, and one standard action (swift of animal aspects is fine, remember to tick those off of daily uses in your quickbar). Drawing the weapon would have been a move action (you don't have a +1 BAB so you can't draw a weapon as part of a move). Drawing the wand would have been a move action, and casting the spell from the wand would have been a standard. If you want to draw the wand and cast the spell that's the end of your turn right there, and you can't physically move. Kanga can move, but Baradim cannot if you draw the wand and cast the spell. I've assumed that's what you wanted to do and moved Baradim back to where I believe he was at the beginning of your turn.


Battle Grid

The sight of a sleeping dire wolf by no means gives the group a great deal of confidence, for they are all smart enough to know that, certainly, he has come with allies. If only those fanged devils would show themselves.

Secret GM Rolls:

Wolf 1 Stealth Check: 1d20 + 6 ⇒ (2) + 6 = 8
Wolf 2 Stealth Check: 1d20 + 6 ⇒ (12) + 6 = 18
Wolf 3 Stealth Check: 1d20 + 6 ⇒ (18) + 6 = 24

Then, one of them shows himself, stepping from the woods right near the trail head. This wolf is larger than other wolves and seems to have bigger paws. It looks at the sleeping dire wolf and lets out a long piercing howl. Oooowwwwwwooooooooooooooo!

Okay new stimulus, so new checks. Everyone can roll, you do not need to be up in the initiative to roll perceptions on this one, because there was movement, and everyone has a chance to notice it. Also wanted to note that the map is currently "upside down" in terms of compas rose. The water is north, and the woods are south. So as you look at the map left is actually east, and right is west. Confusing enough? Also, metagame knowledge just to make tracking easier: Wolf 1 is the farthest left, Wolf 2 next to the dire wolf, and wolf 3 next to him, farthest to the right.

Perception Checks 8+:
A wolf moved through the trees east of the trail.

Perception Checks 18+:
A wolf moved through the woods west of the trail ending up very near the dire wolf just off the path.

Perception Checks 24+:
A very crafty and stealthy wolf moved through the trees west of the trail to end up very near the dire wolf about ten feet off of the trail.

Just wanted to be up front about action economy there, two of the wolves (two guesses which ones) had to make double moves to stay stealthy (and move as far as they did), but one only moved half his speed, so still had a standard action. I wonder what it was...? Mwa ha ha ha ha ha ha ha! Lunarinus son of Scipio is up!

The Exchange

Male CN Halfling Wizard (Conjuration: teleportation) 3 | Character sheet | Character Journal | HP: 18/18 | AC: 18 (14 Tch, 15 Fl) | CMB: -2, CMD: 11 | F: +1, R: +4, W: +3 | Init: +3 | Perc: +5, SM: +0 | Speed 20ft | shift 5ft 6/7, adaptable luck 2/3 | Spells: 1st 4/4, 2nd 3/3 | Active conditions: Mage Armor.

Perception: 1d20 + 3 ⇒ (18) + 3 = 21

I see two more hiding in the bushes near the big one!

Not worth mentioning where they came from. It doesn't matter anymore, at least in Illiam's mind.


Male LG Human (Chelaxian) Paladin (Sarenrae) 1 | Character Sheet | HP: 12/12 | AC: 18 (12 Tch, 16 Fl) | CMB: +5, CMD: 17 | F: +4, R: +2, W: +3 | Init: +3 | Perc: +1, SM: +5 | Speed 30ft; 20ft in armor | Smite Evil: 1/1 | Detect Evil: At will | Active conditions: None.

Perception: 1d20 + 1 ⇒ (13) + 1 = 14
Seeing the movement to the east of the trail makes Lunarinus worry that there are many more wolves hiding in the trees. Careful lads, wolves love to pick off strays. Stay close. Lunarinus says as he pulls his Lucerne hammer from the strap on his pack and moves to a position where he can defend Chillel.

Using my standard to ready an action to attack any grey furry beast (except Kanga, but his fur isn't grey anyway) that moves into my threatened range.

The Exchange

Male CN Halfling Wizard (Conjuration: teleportation) 3 | Character sheet | Character Journal | HP: 18/18 | AC: 18 (14 Tch, 15 Fl) | CMB: -2, CMD: 11 | F: +1, R: +4, W: +3 | Init: +3 | Perc: +5, SM: +0 | Speed 20ft | shift 5ft 6/7, adaptable luck 2/3 | Spells: 1st 4/4, 2nd 3/3 | Active conditions: Mage Armor.

Hey Grung, how does a dire wolf pelt sound as a trophy?

Dolok, you're up.


Male NG Human Sarenite Cleric 3 | HP 25/27 | Initiative +6 | Perception +9, SM +2 (+0) | AC 16 {17} (12 t, 14 {15} ff) | CMB +5, CMD 17 | F +5, R +3, W +5 | Speed 30' | Longspear +7 (1d8+4); Scimitar +6 (1d6+3); Morningstar +5 (1d8+3) | Surgery 3/5 | Good 5/5 | Channel 4/4 (2d6, DC 12) | Spells: 1 - 2d/3d, 2 - 2d/2d | Satchel 8/10 | Active Conditions: -- | Active Buffs: -- | character sheet

Perception: 1d20 + 2 ⇒ (13) + 2 = 15

I see one of 'em!


Male Human TN Sorcerer (Efreeti blooded) Lev. 3 | Init: + 3 | Perc: + 2, SM: + 0 | DEFENSE | AC 15, touch 11, flatfooted 14, (+1 armor, +1 Dex, ) | HP: 27/27 (1d6 + 2 + 1 FC) | F: +3, R: +2, W: +3 | OFFENSE Speed 30ft | Melee Quarterstaff +1 (1d6+0/X2) or dagger +1 | 2 if thrown, (1d4+0/19-20) Ranged Light Crossbow +2 (1d8+0/19-20) Fire Ray +2 (1d6+1/2lev) | Fire Rays 7/7 | Spells: 1st 4/6 | Active conditions: Mage Armor. Character sheet

perception: 1d20 + 0 ⇒ (5) + 0 = 5

Not seeing any besides the the two very large wolves, Dolok moves up behind Chillel. In an obviously unpleasant mood he says, "Our backs aren't close enough to the river here! They can still circle around behind us!"

Then he will raise his hand pointing at the wolf that just appeared, "Įrašyti ir išvalyti!" as a ray of fire will shoot forth from his hand towards it.

Ranged touch attack: 1d20 + 1 ⇒ (13) + 1 = 14
damage: 1d6 + 1 ⇒ (2) + 1 = 3

Ignan:
Burn and Purify!


Male Human TN Sorcerer (Efreeti blooded) Lev. 3 | Init: + 3 | Perc: + 2, SM: + 0 | DEFENSE | AC 15, touch 11, flatfooted 14, (+1 armor, +1 Dex, ) | HP: 27/27 (1d6 + 2 + 1 FC) | F: +3, R: +2, W: +3 | OFFENSE Speed 30ft | Melee Quarterstaff +1 (1d6+0/X2) or dagger +1 | 2 if thrown, (1d4+0/19-20) Ranged Light Crossbow +2 (1d8+0/19-20) Fire Ray +2 (1d6+1/2lev) | Fire Rays 7/7 | Spells: 1st 4/6 | Active conditions: Mage Armor. Character sheet

Just thought I'd re-post the initiative so as to refresh everyone's memory:

Mended wrote:
We're in initiative, and it goes like this: Chillel, Baradim (Kanga on your initiative obviously), Illiam, Timber Wolf, Dire Wolf, Wolves (1,2, & 3 grouped), Lunarinus, Dolok, Grung, Kairon, Goruck.

So that puts Grung next!


Male NG Half Orc Samurai (Shogun) 1/Kineticist 2 Half Orc | HP: 23/35 Nonlethal:| AC: 21/26 with shield (11 Tch, 20 Fl) | CMB: +7, CMD: 18 | F: +9, R: +6, W: +3 | Init: +3 | Perc: +2, SM: +8 | Speed 30ft (20 in armor | Challenges: 0/1 | Resolve: 4/4 | Burn: 6/6 | DR-Adamantine: 1 | Active conditions: None.

Perception: 1d20 + 3 ⇒ (18) + 3 = 21
Turning from working on the raft, Goruck quickly shouts, "So the beasts finaly decided to challenge us!"

My initiative is cursed

The Exchange

Male CN Halfling Wizard (Conjuration: teleportation) 3 | Character sheet | Character Journal | HP: 18/18 | AC: 18 (14 Tch, 15 Fl) | CMB: -2, CMD: 11 | F: +1, R: +4, W: +3 | Init: +3 | Perc: +5, SM: +0 | Speed 20ft | shift 5ft 6/7, adaptable luck 2/3 | Spells: 1st 4/4, 2nd 3/3 | Active conditions: Mage Armor.

Last time you were all tucked-into your bed, so I told them to come back later! Illiam replies to Goruck, ribbing him just a bit to lighten the mood.


Female CN Human [Andoran] Winter Witch | HP: 24/24 | AC: 15 (15 Tch, 14 Fl) | CMB: 0, CMD: 11/10 |FL F: +2, R: +2, W: +3 | Init: +7 | Perc: +2, SM: +0 | Speed 30ft | Hexes Slumber - DC:15, Misfortune DC 15 | Spells: lvl0- 4 1st 3 2nd 2| Active conditions: None.

Perception Chillel: 1d20 + 1 ⇒ (3) + 1 = 4

Perception Athena: 1d20 + 10 ⇒ (16) + 10 = 26

Chillel notices the now huge Kanga moving beside her. Athena's superior senses tell her the wolves are grouping to attack.


Dolok's ray of fire singes some of the fur on the timber wolf's side, but the damage seems to only enrage the animal as it lets out a low growl.

Grung Perception: 1d20 + 8 ⇒ (1) + 8 = 9
razorcrow 1 Perception: 1d20 + 11 ⇒ (4) + 11 = 15
razorcrow 2 Perception: 1d20 + 11 ⇒ (20) + 11 = 31
razorcrow 3 Perception: 1d20 + 11 ⇒ (20) + 11 = 31

Two of Grung's razrocrows take off and fly to a tree just on the edge of the path and caw in cacophony, causing the third to come and join them. Grung looks and says, Another wolf hiding there. Then in response to Illiam's question about a dire wolf trophy he smiles and says, Dire wolf pelt show Grung a true hunter. First we kill little wolves. As he says it he steps forward just a pace grabbing his longbow and firing two arrows in quick succession at the timber wolf.

Rapid Shot & Point Blank Shot: 1d20 + 6 + 1 - 2 ⇒ (6) + 6 + 1 - 2 = 11
Rapid Shot & Point Blank Shot: 1d20 + 6 + 1 - 2 ⇒ (18) + 6 + 1 - 2 = 23

Damage: 1d8 + 1 ⇒ (7) + 1 = 8

The first arrow misses the mark landing in the dirt in front of the timber wolf, but the second lands solidly in the animals front shoulder, drawing a wild howl of pain.

Kairon, then Goruck, and then run it all over again.


Male NG Human Sarenite Cleric 3 | HP 25/27 | Initiative +6 | Perception +9, SM +2 (+0) | AC 16 {17} (12 t, 14 {15} ff) | CMB +5, CMD 17 | F +5, R +3, W +5 | Speed 30' | Longspear +7 (1d8+4); Scimitar +6 (1d6+3); Morningstar +5 (1d8+3) | Surgery 3/5 | Good 5/5 | Channel 4/4 (2d6, DC 12) | Spells: 1 - 2d/3d, 2 - 2d/2d | Satchel 8/10 | Active Conditions: -- | Active Buffs: -- | character sheet

Hearing the shouts of his teammates, Kairon moves closer to the party, keeping his longspear at the ready.

Perception: 1d20 + 2 ⇒ (11) + 2 = 13

Clearing some of the vegetation as he draws nearer, he sees the sleeping beast and its fellow wolf at the opening to the forest path. Gauging the distance to be near-perfect, he draws upon the Dawnflower's fire and launches a blast at the wolf that bleeds from an arrow wound (Timber wolf -- all wolves look alike to Kairon, as it were).

Fire Bolt Touch Attack: 1d20 + 1 ⇒ (4) + 1 = 5
Fire Bolt Damage: 1d6 + 1 ⇒ (5) + 1 = 6 per Mended's earlier ruling about the +1/2 level damage -- though I'm fine if we run it more conservatively

EDIT: *sigh* I hate dice. Even digital ones.


Male Human TN Sorcerer (Efreeti blooded) Lev. 3 | Init: + 3 | Perc: + 2, SM: + 0 | DEFENSE | AC 15, touch 11, flatfooted 14, (+1 armor, +1 Dex, ) | HP: 27/27 (1d6 + 2 + 1 FC) | F: +3, R: +2, W: +3 | OFFENSE Speed 30ft | Melee Quarterstaff +1 (1d6+0/X2) or dagger +1 | 2 if thrown, (1d4+0/19-20) Ranged Light Crossbow +2 (1d8+0/19-20) Fire Ray +2 (1d6+1/2lev) | Fire Rays 7/7 | Spells: 1st 4/6 | Active conditions: Mage Armor. Character sheet
Kairon Daaltin wrote:
EDIT: *sigh* I hate dice. Even digital ones.

Yes, the dice hate us. I at least did hit, but for very little damage. Kairon at least would have done decently on the damage.


Male NG Half-Orc Hunter 2 | HP: 20/20 | AC: 18 (12 Tch, 16 Fl) | CMB: +4, CMD: 16 | F: +5, R: +5, W: +2 | Init: +4 | Perc: +7, SM: +8 | Speed 30ft (20ft) | Animal Aspect: 20 rnds | Spells: 1st 0/2 | Active conditions: Baradim - None; Kanga - Animal Aspect: Eagle (+4 Perception)

Baradim's Perception: 1d20 + 6 ⇒ (13) + 6 = 19
Kanga's Perception: 1d20 + 6 ⇒ (14) + 6 = 20

Baradim takes note where each callout is made, as Kanga lets out another challenging roar.


Male NG Half Orc Samurai (Shogun) 1/Kineticist 2 Half Orc | HP: 23/35 Nonlethal:| AC: 21/26 with shield (11 Tch, 20 Fl) | CMB: +7, CMD: 18 | F: +9, R: +6, W: +3 | Init: +3 | Perc: +2, SM: +8 | Speed 30ft (20 in armor | Challenges: 0/1 | Resolve: 4/4 | Burn: 6/6 | DR-Adamantine: 1 | Active conditions: None.

Stepping up to reinforce the line, Goruck draws his blade with a flourish. "Šīs ir manas maksa. Ja jūs vēlaties darīt uz tiem kaitējumu, vispirms jums ir padarīt kaitējumu pie manis." Shifting his feet to shoulder distance, the swordsman prepares for the onslaught to come. "You have my thanks, no reason for a good dream to be interupted."

Orc:
"These are my charges. If you wish to do upon them harm, first you must render harm unto me."

Moved, and readied action to strike the first wolf to near me.


Female CN Human [Andoran] Winter Witch | HP: 24/24 | AC: 15 (15 Tch, 14 Fl) | CMB: 0, CMD: 11/10 |FL F: +2, R: +2, W: +3 | Init: +7 | Perc: +2, SM: +0 | Speed 30ft | Hexes Slumber - DC:15, Misfortune DC 15 | Spells: lvl0- 4 1st 3 2nd 2| Active conditions: None.

Chillel moves to a less exposed position then readies and action to Slumber Hex any wolf that moves adjacent to one of the party.


Male NG Half-Orc Hunter 2 | HP: 20/20 | AC: 18 (12 Tch, 16 Fl) | CMB: +4, CMD: 16 | F: +5, R: +5, W: +2 | Init: +4 | Perc: +7, SM: +8 | Speed 30ft (20ft) | Animal Aspect: 20 rnds | Spells: 1st 0/2 | Active conditions: Baradim - None; Kanga - Animal Aspect: Eagle (+4 Perception)

Baradim moves forward, standing beside the paladin of Saranrae. A grim but eager smile spreads across the hunter's face, as he drops the wand to the ground and draws his weapon.

"I wish you the best of luck, friend." The half-orc says to Lunarinus, readying himself for any enemy that wishes to enter into his deadly reach.

With a quick whistle, Kanga steps back and enters into a vicious pose. Talons extend from his claws, larger than any dagger and twice as wicked, as the mighty mountain lion waits for a wolf to come close.

First, Baradim will take a five foot step as a free action. Afterwards, he will drop the wand as a free action and draw the guisarme as a move action. As his standard action, Baradim will ready an action to strike at any enemy that enters his threatened area.

Kanga will move ten feet and take a readied action to attack any enemy that enters his reach.

Seems that it didn't save my updates to the stat line. I'll have that updated momentarily.

The Exchange

Male CN Halfling Wizard (Conjuration: teleportation) 3 | Character sheet | Character Journal | HP: 18/18 | AC: 18 (14 Tch, 15 Fl) | CMB: -2, CMD: 11 | F: +1, R: +4, W: +3 | Init: +3 | Perc: +5, SM: +0 | Speed 20ft | shift 5ft 6/7, adaptable luck 2/3 | Spells: 1st 4/4, 2nd 3/3 | Active conditions: Mage Armor.

Illiam steps up onto the completed raft (I'm assuming that's the one on the right) to get a slightly better view through the line formed by the other characters. He prepares to use Grease to hinder the wolves' attacks, preferably those of the Dire Wolf.

Illiam readies an action to cast grease, again. This time, it will trigger when the dire wolf enters a threatened square (to make it fall in that square). If the Dire Wolf lets its turn pass without entering a threatened square, it will trigger on any other wolf that is entering a threatened square. In any case, if it looks like it is headed for a square that is threatened by multiple characters, Illiam will wait to let it get there so that multiple attacks can be made against it, but he'll definitely cast before the wolf can attack.

Wolves' turns.


Battle Grid

The timber wolf charges Grung, perhaps in rage against his having pierced it with an arrow.

Charge Attack: 1d20 + 4 + 2 ⇒ (12) + 4 + 2 = 18

The vicious wolf sinks his teeth into Grungs ankle and pulls him off his feet, slamming his back onto the ground hard, drawing an audible grunt from the hobgoblin ranger.

Damage: 1d6 + 4 ⇒ (4) + 4 = 8

Then everyone watches in sheer horror as the dire wolf charges the prone hobgoblin.

Dire Wolf Charge Attack: 1d20 + 7 + 2 ⇒ (4) + 7 + 2 = 13

He sinks his teeth into Grung's thigh ripping away cloth and flesh with a sinister growl.

Bite Damage: 1d8 + 6 ⇒ (6) + 6 = 12

Grung cries out in pain, screaming a piercing scream that shakes the very bones of everyone of his new found friends. Will they stand by and watch as their new friend and guide is torn to pieces?

Then out of the woods two wolves run (not the action run, just narratively speaking) at Kairon. Right as they reach the edge of his longspear's range Illiam's magic snaps to life, coating an entire ten foot splotch of forest with slippery grease.

Wolf 2 Reflex Save: 1d20 + 5 ⇒ (12) + 5 = 17
Wolf 3 Reflex Save: 1d20 + 5 ⇒ (8) + 5 = 13

One of the wolves is able to stay on it's feet, but the other slams into the ground losing it's footing. Kairon seizes the opportunity jabbing his longspear into the wolf's hide, drawing a howl of pain, and an exultant smile from the cleric of Sarenrae.

Kairon's AoO Attack: 1d20 + 3 ⇒ (16) + 3 = 19
Kairon's Longspear Damage: 1d8 + 4 ⇒ (5) + 4 = 9

The wolf that was able to keep its feet moves forward trying to get its wicked maw of sharp teeth within biting range.

Acrobatics check to stay up: 1d20 + 2 ⇒ (1) + 2 = 3

The attempt is spoiled by Illiam's magical grease, and this wolf too, slams into the ground. Kairon's combat trained reflexes (see what I did there?) seize the opportunity and he quickly switches grip and jabs the pointy end of his spear into the fallen canine, piercing deep into the right shoulder, drawing another howl of pain.

Kairon's AoO afforded by Combat Reflexes: 1d20 + 3 ⇒ (9) + 3 = 12
Kairon's Longspear damage: 1d8 + 4 ⇒ (4) + 4 = 8

Then out of the tree line another wolf emerges closing on Lunarinus' position. Clearly wolves do not understand the threat of men with long-hafted weapons, for as it closes both Lunarinus and Baradim attack with deft strength.

Lunarinus AoO: 1d20 + 5 ⇒ (1) + 5 = 6
Baradim AoO: 1d20 + 3 ⇒ (3) + 3 = 6

Unfortunately both warriors miss their strikes, and the wolf closes the distance to come inside the range of those long handled weapons. As it does Chillel slams her mental magic into its mind attacking its will to stay awake.

Wolf Will Save: 1d20 + 1 ⇒ (18) + 1 = 19

The wolf growls a deep throated growl as her magic assaults it, but it does not fall, and now stands poised to attack right at Lunarinus' feet.

Man that was a lot of actions and interrupt actions. Dice luck to Kairon! Way to go, two prone wolves, easy pickings... Terrible dice luck to Lunarinus, Baradim, and Chillel. Ouch, sorry! Lunarinus is up, remember any move action besides a 5' step is going to provoke an AoO from the wolf at your feet. I put a purple box where I thought Illiam's spell would land.

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