| Illthir Winlowe |
I'd say we better leave 1-2 days in there as a buffer. Just in case :p
| Zokon Santyev |
"No idea. But lets get there and make like we think they are our benefactors." he says with a wistful smile
| Alia of the Blade |
I am fine with the buffer, just saying we have a time frame of 14 days and can make it in 3, theoretically. There's no reason to drop everything we are doing and rush towards the place, then wait 10 days before the Lord Mayor arrives. We can finish our investigations as per rolls, then still have 7 days left before we MUST leave - as said, I absolutely agree with 2 days as buffer - just saying we don't need to panic just yet.
| RPGGGM |
"So we need to get there and it'll be tight to get there, we should leave as soon as possible."
Zokon assesses the groups transport capabilities horses etc? How long will it take us to get there considering terrain and such in his opinion
The assessment above still holds.
To be clear: I suggested splitting up for the investigation - as in Alia would remain in Brunderton and get some work done, while focusing her efforts on Ilvah - no need to head to the wilderness for that. As in, if we're just doing investigative work and covering a couple of nearby villages, then we don't have to all stick together.
I would assume the Lord-Mayor expects all of us to head to Restov - and with Balzeros upgrading the Roads to Highways(or allowing us to take wilderness shortcuts as if a Road existed) I dare-say we'll be there in less than 3 days with Song of Marching...plus as GM said we can depart during the last day(s) of investigation, and focus on villages or territory towards Restov, then move on directly from there.
That last bit is true, but considering where you started from and where you initially met Ilvah those places would probably have been looked at in the early days of the investigation.
"I think we are fine time-wise.", Alia replies to Zokon, then turns to the riders: "Do you have any more information about why he needs us in attendance? We had planned to stop in Restov and consult the Lord-Mayor on our way back towards Avalon - there must be a reason if he now needs us to return more urgently. If possible, I would like to use some of the time we have to prepare properly for what awaits us."
"My Lady, the Lord Mayor is holding a grand conclave of all those who hold charters to the once-Stolen Land to plot a future course for all the new kingdoms. Representatives from all four colonies, as well as all other interested parties are expected to attend. The preparations have been ongoing for some weeks now."
So before I go further, are some people hanging around Brunderton to craft while others explore the wilderness? If so I have questions that might be better answered in discussion: Who? What? Where? Some folks have already made commitments to gather info checks and have accounted for 11 days of time already (up to 16 days if they follow through).
To keep things straight, a fortnight is 14 days. The party is currently on day 11. If the plan is to travel for 3 days and make it with 2 days to spare, the group would have to set out from the southwestern Gronzi on day 20 of the investigation. Folks have rolled through day 16.
| Balzeros of the Narl |
Balzeros is cool to get going then whenever the others are! He's already playing to his skillset.
| RPGGGM |
The next few days do not turn up much more in the way of clues to Ilvah's origins, and the girl her self is little help. Whether she ha seen any of these settlements or not she will not tell, and instead keeps more and more to herself.
Then about 13 days in from the start, the party comes upon a forested spur of one of mountains. Here and there hilltops poke from among the trees allowing in the spring sun once it has passed over the edge of the snow-capped mountains to the east.
About mid-morning the party hears the baying of sheep. From afar the sees a shepherd and his dogs leading a score of sheep into a high pasture. Hoping for the news the party approaches. Drawing near though they hear the dogs suddenly bark in alarm. From the vale below they have only a narrow field of view upon the situation before they hear a wolf howl. It is quickly followed by others.
At present you are all mounted, and over a 150' away from the action. What do you do?
Round 1! (Theme ♬)
The Bold May Act!
_________________
__ Illthir
__ Fergus
__ Durgan
__ ???
__ Balzeros
__ Alia
__ Zokon
__ Serena
__ Erevenywg
__ Ilvah
Balzeros's Initiative: 1d20 + 2 ⇒ (14) + 2 = 16
Durgan's Initiative: 1d20 + 1 ⇒ (20) + 1 = 21
Fergus's Initiative: 1d20 + 3 ⇒ (20) + 3 = 23
Illthir's Initiative: 1d20 + 8 ⇒ (20) + 8 = 28
Serena's Initiative: 1d20 ⇒ 9
Zokon's Initiative: 1d20 + 4 ⇒ (5) + 4 = 9
1d20 + 2 ⇒ (19) + 2 = 21
| Durgan Far-Walker |
Durgan will cast Shield and have his horse take a double move to get 100' closer.
Concentration DC 11 for casting while mount is moving: 1d20 + 9 ⇒ (17) + 9 = 26
| Illthir Winlowe |
Illthir curses and follows Durgan. She puts a hand on her weapon - but neither she or her horse knew anything about mounted combat. Would have to find some spot to dismount before any wolves tried to make a snack out of her ...
Double Move horse and draw weapon (fancy pansy fish bardiche!)
| Fergus Bouldershoulder Ironmug |
Fergus follows Durgan's lead, casting shield upon himself and urging his phantom mount on.
concentration: 1d20 + 10 ⇒ (3) + 10 = 13
AC is using the [value] (20).
| RPGGGM |
The party sees a couple of large, snarling wolves run amid the flock, baying and worrying the sheep.
intimidate v sheepdog: 1d20 + 4 ⇒ (20) + 4 = 24
While these creatures might fool some into thinking they are but ordinary wolves, the red gleam in their eyes betrays their intelligence--these are worgs not wolves! Members of the party have encounter worgs before and therefore recognize them for what they are--basically big, evil, intelligent wolves. The winter wolves the party fought nearly a month before are just a larger variant with an icy breath weapon.
At present you are all mounted, and start a 150' away from the southern edge of the map. What do you do?
Round 1! (Theme ♬)
The Bold May Act!
_________________
__ Illthir
__ Fergus
__ Durgan
__ Worgs!
__ Balzeros
__ Alia
__ Zokon
__ Serena
__ Erevenywg
__ Ilvah
__ Shepherd
__ Sheepdogs
| Zokon Santyev |
"Lets get there quick, ride up close, then we can engage."
Zokon will spur his horse forward and running it up to 100ft from the Wargs.
| Balzeros of the Narl |
Following suit, Balzeros ignites his hand with flame, then urges his horse forward to follow Zokon.
________
Cast Extended Produce Flame, then single move with the horse! Next turn, he'll move closer and start burning Worgs!
| Alia of the Blade |
"We are good. Thank you."
Ride: 1d20 + 7 ⇒ (12) + 7 = 19
Alia steers her horse away from Erevenywg, but remains behind the others. Ilvah had been silent again the past few days, but there was a good chance she would not like getting too close to wolves.
Alia knew the Fey was much more dangerous, though.
While the horse trotted forward about 50 feet, Alia drew her bow, enhanced it with magic, then took aim at the most exposed Worg, and lets fly.
Attack, Distance: 1d20 + 8 - 2 ⇒ (20) + 8 - 2 = 26 Damage: 1d8 + 4 ⇒ (4) + 4 = 8
Attack, Distance, Confirm: 1d20 + 8 - 2 ⇒ (18) + 8 - 2 = 24 Damage: 2d8 + 8 ⇒ (7, 3) + 8 = 18
This is worrysome. Worg are...intelligent enough to know not to attack humans near settlements, for fear of retaliation. So either they are not afraid, or they are out of options. They may have been displaced from their usual hunting ground, or they may have allied themselves with someone powerful enough to give them this type of confidence. Both are not desirable situations...but maybe I am overthinking this.
Free to steer with knees, move to draw, swift to enhance to +2, standard to fire.
| RPGGGM |
Alia easily manages a shot with her longbow from the back of her horse, lofting her arrow up and over, the forest's branches, her allies, and sheep, burying it into the side of one (green) worg facing down a visibly shaken sheepdog.
Green has soft cover (-4 to hit), but isn't in melee with an opponent (another -4 to hit).
The shepherd calls out to his dogs and they rush about the clearing darting to and fro amid the scattered sheep trying to bring as many as possible together atop the hill as more worgs can be heard howling from the periphery.
Round 1.5*! (Theme ♬)
The Bold May Act!
_________________
__ Balzeros
__ Alia
__ Zokon
__ Serena
__ Illthir
__ Fergus
__ Durgan
__ Worgs!
__ Erevenywg
__ Ilvah
__ Shepherd
__ Sheepdogs
* Just shoving the latter set of PCs into the next round for convenience sake.
| Illthir Winlowe |
Let's see - I must admit that I haven't brushed up on the mounted rules in a while. Can I move->move the horse and then attempt a fast dismount to move->standard myself? That seems silly. Just move the horse and then attempt a fast dismount + illthir's actions seems more reasonable?
| Durgan Far-Walker |
Durgan's horse does a double move.
Durgan himself casts Shield of Faith and then uses a move action to dismount.
Concentration DC 11: 1d20 + 9 ⇒ (19) + 9 = 28
Fast Dismount? DC 20: 1d20 ⇒ 2
If he can draw his axe while taking the move action to dismount, he will do so. Otherwise, he will draw his axe next round.
| Fergus Bouldershoulder Ironmug |
if the mount moves with you on it, it counts as your move, you can move mount, dismount (fast) with a check, and perform a standard to move. But otherwise no. You also can move the mount, shoot, and move it again IIRC, but at a -4 or -8 penalty (I don't recall which), you can also move-cast-move with a concentration check. Mounts actually work well with casters due to this.
Fergus urges his steed onward, and draws his prodda'
| RPGGGM |
Let's see - I must admit that I haven't brushed up on the mounted rules in a while. Can I move->move the horse and then attempt a fast dismount to move->standard myself? That seems silly. Just move the horse and then attempt a fast dismount + illthir's actions seems more reasonable?
What Fergus said. In addition, I should note that I don't think anyone has a combat-trained horse, so controlling them in fight might become a thing. Side Note: I once had a 'magic-user' in an old skool D&D found a magic academy (there was a Dragon Magazine article about it) where they taught a practical course in wartime applications of magic-using cavalry.
Riding Rules
Mounted Combat Rules
Durgan's horse does a double move.
Durgan himself casts Shield of Faith and then uses a move action to dismount.If he can draw his axe while taking the move action to dismount, he will do so. Otherwise, he will draw his axe next round.
Drawing a weapon is something you can do with a BAB of +1 or better during a "regular move" which I would rule to be any move that you have a Speed score for. While dismounting is a move action it's more like climbing than "regular old moving" and in either case is a move equivalent action rather than a "regular move". Also Durgan can move once on his horse and dismount or move twice on his horse and dismount next turn.
| RPGGGM |
Round 1.5! (Theme ♬)
The Bold May Act!
_________________
__ Balzeros
__ Alia
__ Zokon
__ Serena
__ Illthir
__ Fergus
__ Durgan
__ Worgs!
__ Erevenywg
__ Ilvah
__ Shepherd
__ Sheepdogs
| Illthir Winlowe |
Illthir urges Walker the horse forward! A bit faster then a walk please. Then, to make it all the more exciting, she attempts a fast dismount.
Ride: 1d20 + 5 ⇒ (3) + 5 = 8
Not being used to such shenanigans the half elf flails wildly as she gets stuck in a stirrup. She gets free eventually, but it cost valuable seconds (and several blows to her pride).
When she regains her composure she flings a bit of glitter at the yellow+green beast. Sparkle!
Glitterdust! DC 17 or be blind
| Alia of the Blade |
"With how often we are on horseback, we'll want to do some riding lessons when we find the time.", Alia comments her allies attempts at speeding the horses up or dismounting swiftly while drawing a new arrow.
She only had basic training herself, having learned properly only after she arrived in these lands, but it clearly seemed a valuable and important skill.
| Durgan Far-Walker |
if the mount moves with you on it, it counts as your move
I am not sure where you are getting this from. I have a Cav16 in PFS and have always gone by the line in the rules "You move at its speed, but the mount uses its action to move."
Now, if the mount isn't combat-trained, you need to use a move action to control it while in combat (if you don't dismount), so I guess the question is when we are considered to be in combat.In any event, I guess Durgan will just do a double move.
Next round, dismount and draw. The round after that hopefully get to attack.
@Alia - Durgan actually has 4 ranks in Ride, for a +0 after ACP.
The DCs are pretty easily attainable for a cavalier (Ride as class skill and no ACP on their mount) but for others it's rough - as it should be I guess.
| Alia of the Blade |
All good. While I don't know your exact ranks, Alia simply saw people struggling with ride-related stuff and commented on that so that it can later be revisited. Either, if people are willing, by investing more skill points, or, if they are already decently skilled, finding other ways - e.g. a slotless +2 ride saddle would be (2²*100)*2/2 or 400 GC to make. +3 at 900 GC. Not something to consider right now, necessarily, but could make for an affordable investment in the future - if action economy benefits from it it can be worth it.
@Move Action: He may refer to the part: "Mounts that do not possess combat training (see the Handle Animal skill) are frightened by combat. If you don’t dismount, you must make a DC 20 Ride check each round as a move action to control such a mount. If you succeed, you can perform a standard action after the move action. If you fail, the move action becomes a full-round action, and you can’t do anything else until your next turn." The question is, when IS it combat for the Mounts - it does not say 'Melee' so arguably going close enough to a Worg so that the Worg could charge your horse could already warrant a control check to force it to comply. But then, nobody needed to make one yet so the move action is probably not consumed at this point and you can instead guide with knees@Ride 5.
In other notes: Your horses will probably try and run away after you guys dismount. Should I stick around with my bow or try and calm/catch the horses?
| RPGGGM |
Durgan drives his mount up onto the hill at the center of the clearing and gains a view of the all its contents. Fegus follows him in and up.
Technically, the sheep and dogs are not yet allies (who knows, they might even be worgs wearing clever disguises ;)) and so normally you can't move through them (aside perhaps by slowing and squeezing a bit--which makes sense since you wouldn't want to slam into a sheep at full speed), but they aren't doing much otherwise this turn aside from running around or away worgs, and dodging galloping horses, so all's good for this round.
When she regains her composure she flings a bit of glitter at the yellow+green beast. Sparkle!
Glitterdust! DC 17 or be blind
green will: 1d20 + 3 ⇒ (16) + 3 = 19
yellow will: 1d20 + 3 ⇒ (18) + 3 = 21Illthir's party magic bedazzles the two beasts, but not enough to blind them.
Alia: 100’ this way from the southern map edge, moved to get a clear line of fire to one worg.
There really isn't a good place at present 100' back of the clearing (it's the only clearing in otherwise forested terrain). There are going to be trees, sheep, and/or party members and their horses in the way. Also, the center of the field is a bit higher than the ground around so Alia doesn't have a good field of view to the north of the clearing's center.
| RPGGGM |
The uninjured worgs drive small groups of sheep before them into the woods. While the wounded one runs off to the northeast howling its pain.
The shepherd and his dogs try to round up the remaining panicked flock even as Durgan and Fergus drive through a group of them. A dog barks at the dwarves as they pass between it and its charges.
Round let's just call it nearly 3! (Theme ♬)
The Bold May Act!
_________________
__ Balzeros
__ Alia
__ Zokon
__ Serena
__ Illthir
__ Fergus
__ Durgan
__ Worgs! green -26 hp, bedazzled, yellow bedazzled
__ Erevenywg
__ Ilvah
__ Shepherd
__ Sheepdogs
__ Sheep shaken
| RPGGGM |
Fergus Bouldershoulder Ironmug wrote:if the mount moves with you on it, it counts as your moveI am not sure where you are getting this from. I have a Cav16 in PFS and have always gone by the line in the rules "You move at its speed, but the mount uses its action to move."
Now, if the mount isn't combat-trained, you need to use a move action to control it while in combat (if you don't dismount), so I guess the question is when we are considered to be in combat.
Let's call it closing within 30 feet of an obviously dangerous creature, now that many of the horses have actually seen the worgs.
| Zokon Santyev |
Zokon was supposed to have ridden to 100ft away from the wargs, that doesn't appear to have been taken into account or has it?
| RPGGGM |
Durgan lands upon the hillside. It might only be one small step for a dwarf, but it would have been one giant leap for a halfling.
The shepherd waves his free hand and stave to garner the dwarf's attention. "THEY'VE RUN OFF MY SHEEP!"
The sheepdogs continue to bark.
Zokon was supposed to have ridden to 100ft away from the wargs, that doesn't appear to have been taken into account or has it?
That would put Zokon about 50' south of the map based upon the worgs he could see last round.
Note to everyone: the forest terrain has trees and is considered to have light undergrowth, slowing creatures moving through them down, and providing concealment (20% miss chance on ranged attacks).
| Fergus Bouldershoulder Ironmug |
Fergus urges his horse to the tree line before dismounting and uttering the arcane phrase for his spell, channeling his magic through the sapphire gem in his beard braid. ntanx xiekiv Causing him to grow several times larger.
Move, move action dismount, standard action cast enlarge person.
| Balzeros of the Narl |
With Fergus and Durgan charging ahead, Balzeros follows them to the clearing and swings off of his saddle to the ground. "I'll cover you while you finish your spell!" he says, chucking a ball of flame at the fleeing Worg.
________
Fast Dismount, DC 20: 1d20 + 6 ⇒ (3) + 6 = 9
20% Sadness?: 1d100 ⇒ 89 :D
Produce Flame vs Light Green (Touch): 1d20 + 5 ⇒ (8) + 5 = 131d6 + 5 ⇒ (1) + 5 = 6
| Zokon Santyev |
Zokon will ride up next to Illthir and then stops the horse, taking his bow out while remaining in the stirrups
| RPGGGM |
With Fergus and Durgan charging ahead, Balzeros follows them to the clearing and swings off of his saddle to the ground. "I'll cover you while you finish your spell!" he says, chucking a ball of flame at the fleeing Worg.
The flame falls short of its mark, splashing off a tree.
Round let's just call it nearly 3! (Theme ♬)
The Bold May Act!
_________________
__ Balzeros
__ Alia
__ Zokon
__ Serena
__ Illthir
__ Fergus
__ Durgan
__ Worgs! green -26 hp, bedazzled, yellow bedazzled
__ Erevenywg
__ Ilvah
__ Shepherd
__ Sheepdogs
__ Sheep shaken
| Illthir Winlowe |
Illthir groans as the worgs runs away, being only slightly prettier for her efforts. But! They were still in range for another try - for a few moments at least. She runs into the field making sure to say on the right side of the dogs. It looked like she'd avoid being bitten in this encounter - so didn't want to push her luck! Then she invoked the powers of sparkle and glitter again. Take that!
Move -> Glitterdust. It got 150' range so that should be enough for this turn. If she can see purple + grey she'll tag them and as many sheep as possible. Otherwise order of priority: yellow, double-red, green
| RPGGGM |
1d6 ⇒ 1
"FIRST WOLVES AND NOW BANDITS!" cries the shepherd as the party approaches.
| RPGGGM |
Where is Serena on the tactical map, please?
50' south of the map edge.
| Alia of the Blade |
Fergus, Enlarge Person has a full round casting time, so you'd probably finish it next turn? Unless I missed something about your casting that lets you pull it off as standard in which case apologies for bringing it up.
Alia rides closer another 50 feet, keeping herself and Ilvah far from any Worgs she sees, then shoots another arrow.
Attack: 1d20 + 8 - 2 ⇒ (6) + 8 - 2 = 12 Miss Chance: 1d100 ⇒ 11
She didn't take much time to aim, trying to check on her comrades, Ilvah, and make sure no Worgs were nearby, and just as she released the arrow, her target disappeared behind the trunk of a long-gone tree.
Not particularily worried at this time, the Elf simply nocks another arrow, on the lookout for targets.
| RPGGGM |
The wolves continue pushing the sheep they've herded deeper into the wood. And out of sight from Alia's location.
The sheepdogs growl warily at the companions from beneath their long bangs. While the remaining sheep cluster in tight groups around the clearing.
"WELL!? COME AT ME IF YOU THINK YOU'RE HARD ENOUGH!" cries the shepherd grasping his stave in both hands.
Round 4! (Theme ♬)
The Bold May Act!
_________________
__ Balzeros
__ Alia
__ Zokon
__ Serena
__ Illthir
__ Fergus
__ Durgan
__ Worgs! green -26 hp, bedazzled, yellow bedazzled
__ Erevenywg
__ Ilvah
__ Shepherd
__ Sheepdogs
__ Sheep shaken
| Balzeros of the Narl |
"We're here to help, not attack you!" Balzeros says as he slings another bundle of flame at a Worg.
"Lead the way, Fergus!"
________
20% Sadness?: 1d100 ⇒ 78
Produce Flame vs Dark Red (Touch): 1d20 + 5 ⇒ (13) + 5 = 181d6 + 5 ⇒ (6) + 5 = 11
| Alia of the Blade |
To be honest, not sure if you need to catch the worgs...The sheep move only at 30 feet speed, and probably not away in a straight line, they'll try to break out left and right to get back to the herd, so the worg has to "herd" them away. So 'chasing' them on foot would probably still work - that is, allow you to catch up and bring them down or force them to flee(and return the sheep to the flock). I can remain behind and try to secure the horses, Ilvah and the Shepherd + rescued sheep against any Worgs cycling around and trying to fetch more of them. But a Dwarven A-10 would probably still be beneficial for this plan as you catch up faster and can reposition and provide aerial surveillance. Of course, just an suggestion, I'll hold on my action until we formulate a plan - will probably move closer since I have no targets left, but not locking that double-move in just yet.
| Zokon Santyev |
"We are here to help, why would a bandit go anywhere near Worgs, those things are dangerous."
Zokon moves forward 30ft and fires an arrow at a Worg directly ahead going down the path
Comp longbow + deadly aim: 1d20 + 9 ⇒ (11) + 9 = 20 damage+da: 1d8 + 8 ⇒ (2) + 8 = 10
| Illthir Winlowe |
Anything on the glitter bomb version 2?