| RPGGGM |
Continue the hunt? Yes [ ], No [ ]
| RPGGGM |
In for a penny...
The sun comes up.
I need folks to make eight (8!) fortitude checks (DCs in order are: 10, 12, 14, 16, 18, 20, 22, and 24) to avoid 1d6 points of nonlethal fatigue damage (and fatigue or exhaustion) from each failed check. YOu can stop when you want to.
| Zokon Santyev |
Zokon having gained his composure and wits again in the hunt decides "Let's stop, if we have not found her now, exhausting ourselves will not help us. We'll rest for a while and then decide. Let's make a camp and get some sleep if we can or at least rest."
if i still need to make em
Fort: 1d20 + 8 ⇒ (3) + 8 = 11
Fort: 1d20 + 8 ⇒ (13) + 8 = 21
Fort: 1d20 + 8 ⇒ (18) + 8 = 26
Fort: 1d20 + 8 ⇒ (14) + 8 = 22
Fort: 1d20 + 8 ⇒ (2) + 8 = 10
Fort: 1d20 + 8 ⇒ (2) + 8 = 10
Fort: 1d20 + 8 ⇒ (3) + 8 = 11
Fort: 1d20 + 8 ⇒ (16) + 8 = 24
| Durgan Far-Walker |
"Ilvah too will be getting tired, and we have magic to press on. I say we hunt her to exhaustion."
Eliminating the non-lethal damage from a Forced March also eliminates the fatigue. Durgan will use Channels, spells, and wand charges to keep everyone in top shape for as long as possible. Serena, can you contribute some Channels here as well?
I would say Wand charges if 1 or 2 are fatigued; Channel if 3 or more. We should be able to keep everyone fresh.
Fort DC 10: 1d20 + 9 ⇒ (19) + 9 = 28
Fort DC 12: 1d20 + 9 ⇒ (6) + 9 = 15
Fort DC 14: 1d20 + 9 ⇒ (9) + 9 = 18
Fort DC 16: 1d20 + 9 ⇒ (1) + 9 = 10
Fort DC 18: 1d20 + 9 ⇒ (16) + 9 = 25
Fort DC 20: 1d20 + 9 ⇒ (5) + 9 = 14
Fort DC 22: 1d20 + 9 ⇒ (12) + 9 = 21
Fort DC 24: 1d20 + 9 ⇒ (10) + 9 = 19
Durgan will wish to stop for an hour at dawn to pray for new spells (and get an all-new set of Channels) but he doesn't actually need to rest. And giving Ilvah an hour isn't enough to let her rest.
"Unless any of you know that werewolves are tireless."
| Serena Mistcastle |
Serena nods to Durgan's silent query, assuring him that she will use her powers as necessary to refresh the party and keep them moving. She herself starts to stagger once or twice but presses forward.
Fortitude save (DC 10): 1d20 + 12 ⇒ (7) + 12 = 19
Fortitude save (DC 12): 1d20 + 12 ⇒ (16) + 12 = 28
Fortitude save (DC 14): 1d20 + 12 ⇒ (19) + 12 = 31
Fortitude save (DC 16): 1d20 + 12 ⇒ (7) + 12 = 19
Fortitude save (DC 18): 1d20 + 12 ⇒ (3) + 12 = 15
Fortitude save (DC 20): 1d20 + 12 ⇒ (1) + 12 = 13
Fortitude save (DC 22): 1d20 + 12 ⇒ (10) + 12 = 22
Fortitude save (DC 24): 1d20 + 12 ⇒ (5) + 12 = 17
| Fergus Bouldershoulder Ironmug |
Fergus for his part does well at first, and even catches a second wind for a bit, But eventually his lack of physical training begins to show.
You know, I am reminded once again. huff. That I am not designed for this type of thing. I am at my best in my study, with my books and research. Phew. That aside, I'm a natural sprinter, but I am wasted on cross country. Hewww. Are we sure she continues to run?
fortitude1: 1d20 + 6 ⇒ (7) + 6 = 13
fortitude2: 1d20 + 6 ⇒ (11) + 6 = 17
fortitude3: 1d20 + 6 ⇒ (6) + 6 = 12
fortitude4: 1d20 + 6 ⇒ (12) + 6 = 18
fortitude5: 1d20 + 6 ⇒ (11) + 6 = 17
fortitude6: 1d20 + 6 ⇒ (10) + 6 = 16
fortitude7: 1d20 + 6 ⇒ (4) + 6 = 10
fortitude8: 1d20 + 6 ⇒ (12) + 6 = 18
nonlethal: 5d6 ⇒ (4, 1, 4, 6, 2) = 17 amount of healing needed
I say we continue for a while, if magical healing and nonlethal fatigue works that way.
| Noah Medwyn |
"Ilvah too will be getting tired, and we have magic to press on. I say we hunt her to exhaustion."
"True, but she's moving at a good clip faster than you lot."
Wolves have a base move of 50' which is a hustle, but not an outright run. Make of that what you will. Also, while forced marching results in fatigue (that causes nonlethal damage), going a day without sleep results in fatigue (that can only be cured by rest) as well.
| Alia of the Blade |
Fortitude DC 10: 1d20 + 5 ⇒ (8) + 5 = 13
Fortitude DC 12: 1d20 + 5 ⇒ (10) + 5 = 15
Fortitude DC 14: 1d20 + 5 ⇒ (13) + 5 = 18
Fortitude DC 16: 1d20 + 5 ⇒ (9) + 5 = 14 Nonlethal: 1d6 ⇒ 1
Fortitude DC 18: 1d20 + 5 ⇒ (8) + 5 = 13 Nonlethal: 1d6 ⇒ 5
Fortitude DC 20: 1d20 + 5 ⇒ (13) + 5 = 18 Nonlethal: 1d6 ⇒ 5
Fortitude DC 22: 1d20 + 5 ⇒ (3) + 5 = 8 Nonlethal: 1d6 ⇒ 4
Fortitude DC 24: 1d20 + 5 ⇒ (13) + 5 = 18 Nonlethal: 1d6 ⇒ 2
"She may be faster, but exhausted all the same. She does not know we decided to pursue her, or she would have made attempts to hide her trail. She will decide to rest at some point. We just have to outlast her."
I would just like to point out that Illthir also has "Song of Marching" - if Noah determines that the track is not fresh enough to give her warning of our approach, then that should be a very valid option to keep up the pursuit. Once he states that the Tracks become 'fresh' enough we can stop the song and start the Channels.
For that matter, the same would be true for our armored folks slowing us down. If we know she is far ahead, we may take the time to undress the armor and move more swiftly, then put the armor on again once we get closer. Over the course of several hours, that will make a significant impact on the overland speed.
| Illthir Winlowe |
Fort Save 2: 1d20 + 7 ⇒ (5) + 7 = 12
Fort Save 3: 1d20 + 7 ⇒ (16) + 7 = 23
Fort Save 4: 1d20 + 7 ⇒ (10) + 7 = 17
Fort Save 5: 1d20 + 7 ⇒ (17) + 7 = 24
Fort Save 6: 1d20 + 7 ⇒ (1) + 7 = 8
Fort Save 7: 1d20 + 7 ⇒ (6) + 7 = 13
Fort Save 8: 1d20 + 7 ⇒ (13) + 7 = 20
Consequences: 3d6 ⇒ (3, 2, 1) = 6
"*Yawn*" Illthir comments. Yeah ... "Depends on how much faster she is; if she outpaces us *while* taking a nap we're screwed."
Song of Marching helps with hustle fatigue yeah. Not no-sleep fatigue though. Also have the Tripple Time masterpiece to smooth out any speed curves. +10' to 5 per use - so we could dearmour and boost our speed to 40'? This hinges on bard song rounds recovering without sleep though which is probably true but not certain.
Prerequisite: Perform (percussion) 3 ranks, Perform (string) 3 ranks, or Perform (wind) 3 ranks.
Cost: Feat or 1st-level bard spell known.
Effect: This bright and spritely tune mimics the sound of human feet, slowly building to a steady, ground-eating pace. When you complete this performance, you affect one ally in hearing range per bard level. This masterpiece increases the affected target’s base land speed by 10 feet for 1 hour. This adjustment is treated as an enhancement bonus. There is no effect on other modes of movement, such as burrow, climb, fly, or swim. As with any effect that increases your speed, this spell affects your jumping distance (see Acrobatics).
Use: 1 bardic performance round.
Action: 1 minute.
| Noah Medwyn |
So the plan to start singing a rollicking marching song occurs at after the fourth hour (as it wasn't mentioned mentioned until at least then). So given that, let's see what we have.
Looks like Fergus, Durgan and Alia each have some fatigue at that point, which Durgan can heal. Then Illthir has to apply triple time to Serena and Fergus to allow them to reach 30' moves speeds. So mark off any resources and I'll post again in a bit after work.
"Are you coming?" snaps Medwyn. "I don't have all day you know."
| Zokon Santyev |
Are we chasing after her or what? I've missed something here?
| Illthir Winlowe |
I think we are death marching her down yes :p
A sleepy skald gives the druid a sheepish look then invokes the masterpiece that would let them run slightly faster. Useful to track - probably useful if they were to stumble back to camp as well. That's going to be a pita.
| Noah Medwyn |
"Strange." says the old forester stopping short, and looking around in pre-morning gloom. "There are no birds here."
The pathway becomes clearer ahead, and the foliage above skeletal, like spring had yet to arrive. Up ahead, down in shallow fold between the hills a series of abandoned structures loom out of the night. The tumbledown ruins have yet to be fully claimed by the surrounding wilderness and their broken walls are still too regular to be anything else but the shells of what were once the hovels of some long deserted forest hamlet. A pale, creeping fungus lays over the scene like a shroud.
Make one check for each of the following:
Medwyn apparently thinks Ilvah went this way. (If you want to verify he is correct make a trained Survival check) Continue?
| RPGGGM |
So what's the plan?
| Durgan Far-Walker |
Perception: 1d20 + 13 ⇒ (2) + 13 = 15
Knowledge (Nature): 1d20 + 3 ⇒ (9) + 3 = 12
Durgan is not trained in Survival at this point.
"Perhaps she has a lair in these ruins. Or this was her home back before she was turned.
Maybe we can sleep in shifts, while keeping the pressure on her enough to prevent her from resting? I am unsure about venturing into that pale creeping fungus."
| Fergus Bouldershoulder Ironmug |
perception: 1d20 + 2 ⇒ (13) + 2 = 15
know. Nature: 1d20 + 12 ⇒ (10) + 12 = 22
Hmmm... webbing. Be cautious, I've heard tales of giant spiders and the like. While I think this webbing is of different make than a spiders web, perhaps more like a caterpillars cacoon, I cannot tell precisely what created it... I wager nothing benign. Considering the seeming absence of most Fauna. As far as it goes, spiders are fascinating creatures to observe. Though, I admit I do not enjoy interacting with them. Especially if it involves them touching me. Fergus just rubs his beard as he speaks, thinking about the best course of action. He trusts the druids ability to track, besides he wouldn't really have much of a clue.
pft, what need does a wizard have of survival and wilderness skills? Bah! lol
| Zokon Santyev |
Per: 1d20 + 10 ⇒ (5) + 10 = 15
Per: 1d20 + 10 ⇒ (17) + 10 = 27
Survival: 1d20 + 9 ⇒ (18) + 9 = 27
Zokon looks around and checks out the area, searching for signs
"No birds, thick webbing, kinda caterpillarish and wolf tracks leading down into the ruins. I'd suggest we have something like a natural guardian, that may be being used to have guard the ruins where she is lairing. Do we go in?" he asks
| Serena Mistcastle |
Perception: 1d20 + 6 ⇒ (11) + 6 = 17
Perception: 1d20 + 6 ⇒ (9) + 6 = 15
Serena examines the strange growths without touching them, suppressing a shudder when Fergus speaks of giant spiders.
| RPGGGM |
The company discusses their options and the possible hazards path ahead.
| Durgan Far-Walker |
So it is still pre-dawn, and Durgan has not yet prayed for new spells?
If not for this druid here I'd suggest burning her out...
"I am fine with any plan. My ideas:
To go in there after her immediately;
To stop for an hour, let her think we have given up the chase, and send our stealthiest to sneak in with a silver knife and cut her throat while she sleeps; or,
To camp here and sleep in shifts, sending some in to make noise and force her to wake up and move.
Of those, I like the second option the best, assuming we can find and eliminate this silk-spinning guardian. If she thinks she is safe, she will have to sleep."
| RPGGGM |
So it is still pre-dawn, and Durgan has not yet prayed for new spells?
Correct.
| Serena Mistcastle |
Serena spares a glance at Durgan. "As efficient as your second plan may be, the thought of slaughtering a foe while they sleep does not sit well with me. She should be permitted the opportunity to face her punishment awake and fully aware. The other problem is her companions. I would expect that she would have a couple of worgs as bodyguards."
| Fergus Bouldershoulder Ironmug |
Fergus chuckles at Serena's apprehension.
The only reason to let someone see their death coming is to cause further emotional and mental harm. It would be kinder to slaughter it in its sleep. Though if you prefer to further punish it for its actions I won't disagree. As for the plans, I would rather not assume it is resting. For all we know, it may well be still running. We don't know what abilities it has or how efficient it is at running away. And the last time we split up in regarding this creature we nearly lost someone. I would caution against it again. Fergus speaks matter of factly.
| Illthir Winlowe |
"Mm. I still don't think the Worgs are with her. But whatever else is here; yeah that doesn't sound nice ..." Illthir scratches her chin and winces. She didn't enjoy moral dilemmas even when well rested. She leaned on a nearby tree a little - not to much no certainly not. ...zzZZzzZz ... No! No sleeping yet! "Mphm. This isn't any difference then a bandit or mugger, just a bit more furry. We're not going to assassinate those are we? So let's just go in and drag her out. My opinion."
| Fergus Bouldershoulder Ironmug |
If that is the safest and most logical course of dealing with them? Why wouldn't we? Fergus replies to Illthir, refusing to show his fatigue as any good dwarf would do.
| Durgan Far-Walker |
"If an ally used a Sleep spell during a battle, would you take the opportunity to finish the downed foe? Or would you consider that assassination? Because I see this as a long drawn-out battle.
I do not fight for the honor of glorious and fair combat, but I respect those who do. I will accede to the wishes of Illthir and Serena."
| Zokon Santyev |
Zokon keeps out of the moralistic conversation
"I think she might just catch us out if we try and sneak up on her, plus i'm an archer, I do have some silver arrows though. Aye a good option is too wait and let her rest a little then go."
| RPGGGM |
So one very definite 'let's go' (Illthir) in and one very definite (Zokon) 'let's wait a little'.
| RPGGGM |
I vote we go. Or stop for no longer than an hour.
So that's a solid 1.5 votes each.
As the sun rises the the party continues to debate between long periods of awkward silence. An hour passes....
| RPGGGM |
Durgan will do as Zokon suggests; wait an hour and then go.
He will pray for new spells during that hour if possible, if it is about dawn.
All good. Assume you are a few hundred feet away from the west side of the map while you wait. Because of the mountains directly east, after the hour, pale rose-colored sunlight can be seen directly overhead, but there are a lot of deep shadows amid trees. Consider it bright enough for humans to see by, with some dim spots.
| Zokon Santyev |
"Let's go then." Zokon grabs his bow and readies his gear for moving. Making sure he has a silver arrow in hand
| Illthir Winlowe |
Illthir opts for her polearm - whatever made those webs had her more worried then a lone and tired werewolf. But her silver hammer was looped to her belt at least within easy reach. Just in case. "Mhm. Let's."
| RPGGGM |
The website has eaten my post so here we go again....
Durgan's Perception: 1d20 + 13 ⇒ (1) + 13 = 14
Fergus's Perception: 1d20 + 3 ⇒ (6) + 3 = 9
Illthir's Perception: 1d20 + 11 ⇒ (8) + 11 = 19
Serena's Perception: 1d20 + 6 ⇒ (4) + 6 = 10
Zokon's Perception: 1d20 + 7 ⇒ (18) + 7 = 25
Alia's Initiative: 1d20 + 3 ⇒ (5) + 3 = 8
Durgan's Initiative: 1d20 + 1 ⇒ (9) + 1 = 10
Fergus's Initiative: 1d20 + 3 ⇒ (18) + 3 = 21
Illthir's Initiative: 1d20 + 8 ⇒ (19) + 8 = 27
Serena's Initiative: 1d20 ⇒ 5
Zokon's Initiative: 1d20 + 4 ⇒ (8) + 4 = 12
The party advances into the web-shrouded ruins.
I'm going to use the standard marching order (unless someone says different), and post more tonight when I get back from work.
| RPGGGM |
The party moves into the ruins, past the shells of old, crumbled stone buildings and through the accumulated leaves of autumns past. Nearly all of the structures have lost their roofs some to pestilent trees that had grown from their foundations. Most are also miss all or part of a wall or two.
Zokon feels uneasy. There are so many animal tracks along the path into the dead village, but none leaving, with no sign of what creature may have build the sheets of white silk fluttering in the morning breeze like the sails of a ocean-going phantom ship.
He's on edge too from lack of sleep, the long chase, the fight the night before. For it all to end up here in this early dawn ghost town....
The old dried leaves are making too much noise.
Then he remembers something old Erlund showed him years ago in the forest, and jerks his eyes skyward.
Surprise and Round 1! (Theme ♬)
The Bold May Act!
_________________
__ Illthir
__ Fergus
__ Zokon Surprise round actions only
__ Huge-eyed, Horse-sized Spiders hanging from the trees 30' above you! Readied!
__ Durgan
__ Alia
__ Serena
| Zokon Santyev |
"Above in the trees" Zokon takes a 5ft step and aims his bow up and fires at the one above him
Bow+pbr-DA: 1d20 + 1 + 11 - 2 ⇒ (6) + 1 + 11 - 2 = 16 Damage+pbr+DA: 1d8 + 1 + 4 ⇒ (1) + 1 + 4 = 6
| RPGGGM |
Zokon cries out and let's an arrow fly. The arrow sticks itself into the armored mandible of one spider to little apparent effect.
At the same time the trio of huge-eyed, horse-sized spiders hanging from the trees above the party descend quickly extending their nets! Two of the spiders entangle Alia and Illthir in their webs, while a third net misses Serena's head by inches. The spiders haul back on their web nets.
yellow net v Alia (v flat-footed, ranged touch): 1d20 + 4 ⇒ (11) + 4 = 15 Str Check: 1d20 + 4 ⇒ (5) + 4 = 9 Hit
green net v Illthir (v flat-footed, ranged touch): 1d20 + 4 ⇒ (16) + 4 = 20 Str Check: 1d20 + 4 ⇒ (20) + 4 = 24 Hit
white net v Serena (v flat-footed, ranged touch): 1d20 + 4 ⇒ (4) + 4 = 8 Str Check: 1d20 + 4 ⇒ (8) + 4 = 12 Miss
Those hit by a spider's net are entangled and must make an opposed Strength check vs the spider that netted them or be unable to more more than 5' from their current space as the spider above them is holding the other end of the net taut.
| RPGGGM |
The Official Round 1! (Theme ♬)
The Bold May Act!
_________________
__ Durgan
__ Alia entangled
__ Serena
__ Illthir entangled
__ Fergus
__ Zokon
__ Huge-eyed, Horse-sized Spiders hanging 10' up, yellow -6 hp
PCs can make a Knowledge (nature) check to ID the spiders. Roll once and open all the following spoilers that apply.
| Durgan Far-Walker |
Durgan casts Liberating Command as a swift action on Illthir on his turn (he would have done it as an immediate action as soon as the webs hit, but he was flat-footed).
She can reach the spiders with her weapon, and has a decent chance of breaking free.
Illthir gets an immediate-action Escape Artist check with an additional +10.
Durgan then moves and activates his Aura of Deflection, giving all allies within 20' a +2 deflection bonus to AC and CMD. Think that should cover everyone.
Knowledge (Nature): 1d20 + 3 ⇒ (19) + 3 = 22
| Serena Mistcastle |
Serena slashes her scimitar at the nearest spider to her.
Scimitar vs. spider: 1d20 + 8 ⇒ (3) + 8 = 11 Damage: 1d6 + 3 ⇒ (2) + 3 = 5
| RPGGGM |
Serena slashes her scimitar at the nearest spider to her.
Not that that roll hits regardless, but they are out of range of Serena's sword being 10' up.
| Illthir Winlowe |
Illthir has Uncanny Dodge to avoid being flat footed. Not that her touch AC is higher then 16 anyhow though :p
Assuming we are fatigued right? So str/dex checks at -1
"..Darn it!" Was it too morbid to wish that the spiders had feasted on the girl instead? At least there would be no hard choices then!
Str check!: 1d20 + 3 - 1 ⇒ (9) + 3 - 1 = 11
Escape Artist!: 1d20 + 2 - 1 - 3 - 2 ⇒ (9) + 2 - 1 - 3 - 2 = 5
The skald flails around ineffectively in the web! I'll put a rank in Escape Artist next level. This will count as practice :p ...And maybe see if I can't get rid of that acp ...
"DARN IT!!" she groans and flails a bit more, this time with her weapon.
Sunder the web possible yay/nay? Will attempt at least!
To Hit: 1d20 + 5 - 2 - 1 ⇒ (13) + 5 - 2 - 1 = 15
Damage?: 1d10 + 5 ⇒ (2) + 5 = 7
| Illthir Winlowe |
Know(Nature): 1d20 + 7 ⇒ (9) + 7 = 16