| GM Goblin King |
I made the DCs too high. Drop them all by 5.
You're close to the tree line. Up here it's all pine and aspen. Further up, you notice a few fairly big trees that are well above the tree line. It's a strange sight, but not inexplicable. Some shamans can make plants grow in places they otherwise wouldn't.
You can see that they somewhat conceal an opening to a cave.
| Blask |
Hm, I see cave opening. Up near treeline. Good place to shelter.
He looks back down into the ravine and sees the bird down there. He wonders how to make use of it, and nothing comes to mind. After a few moments, a idea hits him.
Birds wings make good waterproof stuff. Protect selves from water.
| GM Goblin King |
They're generally more weird than malevolent. Shamans can be persuaded to help a tribe in trouble, sometimes for a gallon of wine, or a goat, or a good meal, or a week of free labor from a strong warrior. They rarely demand much more than that for their services. There's not much to want.
With their ability to affect their own environment, shamans can grow food in unexpected places. These small oases of life have a beneficial effect in the biome that is the Pariahs. It has much to do with prevailing winds and seed propagation. It's an unintended consequence of high-mountain hermits.
| GM Goblin King |
You can get to the pteranodon and haul it up with rope. It's got huge wings (30' span), but it's very light and easy to pull up. You can field dress both carcasses down to the good stuff in under an hour.
It's about lunch time. You can check out the cave or go back down.
| -Gurk- |
I'm amused that such a thing as lunch time exists.
Gurk begins to help with preparing the carcass.
I am eager to explore, but if the old man is hungry, we can eat first.
| GM Goblin King |
There's plenty of deadwood on the slopes. You can get a cooking fire going in 20 minutes. I'm not sure how long it takes to cook a giant goat, but it would take a while to make one meal, longer if you want to smoke the rest for later.
The skin is good for clothing and making drums.
| Kraull |
After the dinosaur carcass is pulled up and the goat is being roasted, Kraull looks for his javelin. If it's damaged beyond use or lost, he'll try to make another one before lunch.
Survival to find materials: 1d20 + 5 ⇒ (7) + 5 = 12
Craft (Weapons): 1d20 + 4 ⇒ (20) + 4 = 24
Once he has a full belly, he looks to the cave, "Let's explore. You dark-blind ones will need light."
| GM Goblin King |
javelin: 1d2 ⇒ 1
50/50 chance. 1 bad, 2 good.
Kraull's javelin was destroyed when the pteranodon hit the mountain, but he soon found some excellent wood and made a great replacement.
He shaped it, balanced it, and using the fire for some quick curing, made a better javelin than the one he lost. It's so sharp, it gets a +1 to damage.
| Blask |
I old, but not useless.
Blask, will then look around for a good source of material that will hold a flame, without it burning out too quickly.
survival: 1d20 + 9 ⇒ (14) + 9 = 23
If able to find a good material to take but not consume the flame, he will then grab a small bit of ash from the fire. He will than prick his finger willingly take 1 point damage. He will chant some words, and cause the flammable material to catch fire.
cast spark on object
| GM Goblin King |
Works like a charm.
Blask insists on starting the fire, himself. He waits until the right wood and smaller pieces are assembled.
Once it starts, the fire is easily maintained at the right intensity to cook both the immediate meal, and partially smoke the remainder.
This saves you all a little time. The sun peeks up over the steep peaks above you, and heats both you and the rock for 3 hours, then gets back behind the mountain.
| GM Goblin King |
You have no problem getting to the cave. Arrange yourselves near the opening on the map.
| Mourntel |
Having an issue seeing the map. There doesn't appear to be anything lol.
Spellcraft: 1d20 + 6 ⇒ (19) + 6 = 25
Mourntel eyes the cave opening while he munches on their goat and recognizes the work of magic at its best. Once they have finished eating the roasted meat and sucked all the juice from his fingers, he helps pack the smoked meat into their packs. "A feast worthy of your accomplishments."
As they approach the cavern he looks to the others. "A shaman lives here. We use caution." He leans over and places a hand upon R'kellor's hammer, murmuring unintelligible words. Suddenly a golden appears deep in the shaman's chest and works it's way from his chest through his shoulder and down his arm. Finally the glow transfers from his hand into the weapon. "I can do this again."
| GM Goblin King |
Scroll down. I put it pretty low.
Inside, you see no sign of a shaman, though there's a circle of rocks for a fire. It looks like no one's been here for awhile. The 4 x's are in squares where you can see 4 spherical-looking things. They glisten and reflect light like water does.
The cave appears to go further back, but you don't see where.
| GM Goblin King |
I didn't describe them well enough. They're about 6' wide. Nothing happens when you touch it, but you're strong enough to roll it if you want to.
The back of the cave looks to have a tunnel going down.
| Blask |
Hmm, I can. Hold still
Blask will pick a bit of fungus from the ground, and begin an short incantation. Suddenly, a warm glow surrounds Bear Shatter glow, not super bright but that of the dim lit coals.
Blask will go in the cave and his eyes widen at the sights before him. He looks at the pit, wondering how long it had been there and if anyone has tended it recently.
survival: 1d20 + 9 ⇒ (11) + 9 = 20
| GM Goblin King |
It looks as if no one has been here for months, maybe years. There are various tracks of animals that wandered in here, but no sign of recent habitation.
Just put yourselves where you want to be on the map.
| GM Goblin King |
Nothing happens.
I'd like for the other players to pipe in. Put yourself on the map and tell us what you're doing.
| GM Goblin King |
They have a mirror-like sheen. You've never seen anything like it.
2 of them, the one on the left and the one in front of Blask, start shaking. We need everybody on the map.
| GM Goblin King |
I took the liberty of placing Gurk and Mourntel on the map. Just trying to keep things moving.
Init:
Blask: 1d20 + 0 ⇒ (6) + 0 = 6
Gurk: 1d20 + 4 ⇒ (4) + 4 = 8
Mourntel: 1d20 + 2 ⇒ (6) + 2 = 8
R'kellor: 1d20 + 3 ⇒ (4) + 3 = 7
Kraull: 1d20 + 4 ⇒ (17) + 4 = 21
me: 1d20 + 6 ⇒ (4) + 6 = 10
Kraull
me
Gurk
Mourntel
R'kellor
Blask
Something emerges from the 2 spheres that were shaking. They look like this.
| Kraull |
"Don't look friendly." Kraull observes, before charging up to the closest creature and attacking it!
Greataxe+PA+Charge: 1d20 + 9 ⇒ (9) + 9 = 18
Damage: 1d12 + 9 ⇒ (9) + 9 = 18
AC 14 until he acts again in initiative.
I can't edit the map for some reason this time, please place him between R'Kellor and Blask.
| GM Goblin King |
Kraull kills the strange creature in one vicious blow!
It's twin moves up to R'kellor and tries to bite him.
roar!: 1d20 + 2 ⇒ (8) + 2 = 10
The wily warrior easily blocks the attempt. The other two spheres begin to vibrate.
Gurk's turn!
| -Gurk- |
Gurk, who had been standing off to the side, glaring at the spheres, clearly perplexed and wary, unsure of what they are, sees the beasts appear and approaches them from behind his allies to attack. He throws a dagger at the one to the west (right).
Ranged Attack, Dagger: 1d20 + 7 ⇒ (15) + 7 = 22
Damage: 1d3 + 1 ⇒ (1) + 1 = 2
| Mourntel |
Mourntel is slow to respond to the strange creatures appearing from the orbs! After his companion takes one down, he moves forward and conjures up a ball of a clear liquid and flings it towards the strange creature!
Moving to new position. Standard to cast Acid Splash.
Ranged Touch Attack: 1d20 + 3 ⇒ (11) + 3 = 14
Acid Damage: 1d3 ⇒ 1
| GM Goblin King |
R'kellor's attack finishes off the 2nd one. The one that Blask was poking at appears to be about to escape its shiny cocoon.
Blask is up.
| Blask |
Blask, surprised that there was something living in the sphere, is more than happy to move away and let the younger ones of the tribe fight. He doesn't just do nothing though, he chants, softly.
He starts to pull water and vapor from the air and shape it in his hand. He waits for the strange creature to appear before letting the ball of snow and ice fly.
move action: move to position on map. Standard action: ready an action to cast snowball at the enemy when it appears...hopefully the one NOT surrounded by my allies...my rolls will be for NON cover so adjust accordingly if needed, thanx :)
readied snowball vs ranged touch AC: 1d20 + 2 ⇒ (1) + 2 = 33d6 ⇒ (5, 3, 2) = 10 DC 15 fort save or be staggered
| GM Goblin King |
With his amazing strength, Kraull stops the 3rd one from ever attacking.
The last one emerges, but Blask's snowball misses it. It goes for the nearest target, and snaps at Gurk.
bite: 1d20 + 2 ⇒ (14) + 2 = 16
Just missed. The halfling deftly dodges its wicked fangs.
Gurk's turn!
| -Gurk- |
After evading its attack, Gurk strikes at the monster that attacked him with his remaining blades.
Attack, Daggers: 1d20 + 5 ⇒ (4) + 5 = 91d20 + 5 ⇒ (3) + 5 = 8
Damage, Dagger: 1d3 + 1 ⇒ (3) + 1 = 41d3 + 1 ⇒ (3) + 1 = 4
| GM Goblin King |
Gurk makes a brave, risky attack, fearless in the face of a maw that could take his head off, but the creature is quick, and avoids his thrusts.
Mourntel the half elf is next, then R'kellor and Blask.
| Mourntel |
Mourntel rushes to the other side of the cave to assist with the remaining creature! Once into position he gathers up a rock from the cavern floor and cups his hands around it as he begins to speak strange words... Once completed he suddenly flings the acidic contents in his hands at the creature!
Touch Attack: 1d20 + 3 - 4 ⇒ (5) + 3 - 4 = 4-4 penalty for firing into melee
Acid Damage: 1d3 ⇒ 1
| Blask |
Blask, unsure of what to do, decides that getting into the mix of things would be extremely foolish. He grabs his sling and loads it, hoping not to have to use it.
double move: grab and load sling
| GM Goblin King |
R'kellor, with a mighty grunt, cuts the thing in half. Cloven in twain, as we say in proper society.
An easy fight, though it could have gone badly. You have no idea what these things were, and you don't have a word for the shattered remnants of the spheres.
Roll appraise, craft weapon, knowledge arcana, history, and/or spellcraft.
| Mourntel |
Knowledge: Arcana: 1d20 + 6 ⇒ (9) + 6 = 15
Spellcraft: 1d20 + 6 ⇒ (15) + 6 = 21
After R'kellor finishes off the last beast, Mourntel approaches them and the strange spheres from which they came. He prods the creatures, moving them around and examining them. He also picks up pieces of the shattered spheres, turning them in his hands and examining them closely. "Such strange creatures!"