| Anna Dunsany |
Anna looks back to Kimberly, mouth twisted in a sour look. "If we could trust him to help, that's fine. But we can't. He's more likely to make things more complicated."
| Kimberly Snow |
If you remember, I wasn't much different. and sometimes I still make things more complicated.
she gives Anna that look that is so hard to resist. lets just give him a chance.
| Old Guy GM |
Unfortunately, it is too late to stop the young noble. He has ridden off in a rush, and when you eventually leave the gates of Ascanor Lodge, he and his hunting party are no where to be seen.
Make sure you list any special preparations in the next few posts. Otherwise, if you didn't bring it, you don't have it.
Setting out under gray skies, you follow the directions from the sources you found in the library. The best estimate is that the Stairs to the Moon are several hours away through the Shudderwood, as long as all goes well.
What are the riding arrangements, order of march etc?
| Tolvan |
Maybe he will find some traps for us. Tolvan adds with a slightly worried look.
Tolvan will cast mage armor on both himself and Danica after saddling up his mount. He will ride near the back beside Anna and or Kimberly.
| Anna Dunsany |
Anna is kitted out, loading up all her adventuring gear that she can't carry into her horse's saddle bags. Her luxury items stay behind with her coach.
When Tolvan makes his comment, Anna smiles. "Yep. He wants to be our fruit fly, let him. That's what they're good for."
| Oathar The Vigilant |
Oathar will pack rations and travelling gear in his packs. Including tent, blanket, bed roll, climbing gear and rope.
| Old Guy GM |
So everyone on horses, no coach. Any particular order?
The Shudderwood grows thick here, encroaching on the trail, in parts even covering over the track you follow.
'This forest is old, very old...'
Although it is early evening, the light of the sun can't be seen down here on the forest floor. Everything is dim and shadowed, even the wind can only be heard, not felt.
| Anna Dunsany |
"Stupid creepy woods," Anna mutters after several hours of travel. "If Estovion didn't need killing so bad, I'd be suggesting we just leave him to the werewolves."
| Tolvan |
He is either a werewolf himself, or he has some type of power over them.[/b[ Tolvan speculates as he rides. [b]Stay close.
| Danica Quinn |
Danica will ride behind Oathar. She has all her specified gear, including ther MW siliver nunchaku.
| Old Guy GM |
DM's Note: you are under the effects of dim light here, so a 20% miss chance unless you have some sight benefits.
Certainly you must be nearing the location of the Stairs of the Moon, but you can't see it due to the thick tree cover.
Suddenly a howl breaks out from somewhere ahead of you. Up ahead on the trail, two huge gray dire wolves break into a lope. As they do, they shift into a hybrid human-wolf form and charge!
ROUND ONE: You are mounted, 40' from the oncoming weres. They are side-by-side on the trail which is only 10' wide. Before you do anything, you must make a Ride skill roll, DC 13. Fail and you can not move or act as you fight to stay on. Fail by 5 or more and your horse casts you off and flees.
| Tolvan |
Ride: 1d20 + 4 ⇒ (6) + 4 = 10
Caught by surprise the wizard struggles to control his mount.
| Tolvan |
Strange mechanic. Fail by a little and you loose your entire turn. Fail by a lot and you get thrown, take maybe a D6 but then can act? Could I use a move action to dismount and let the horse bolt? Or am I stuck controlling the mount?
| Danica Quinn |
FYI - Danica has Darkvision ability.
Ride Check, DC 13, Ride skill mod: 1d20 + 6 ⇒ (12) + 6 = 18
| Old Guy GM |
Strange mechanic. Fail by a little and you loose your entire turn. Fail by a lot and you get thrown, take maybe a D6 but then can act? Could I use a move action to dismount and let the horse bolt? Or am I stuck controlling the mount?
Not strange at all. If you are thrown, you are flat on your behind, on the ground. With two charging werewolves on you. Still can't act, and in a significantly disadvantageous position. This turn you are fighting to stay on. Next round you will be able to dismount, rapid dismount, etc. per the rules. If you made your Ride check, by all means go ahead and post an action.
| Anna Dunsany |
"A little light would be helpful, Kimberly," Anna says as she sights along her heavy crossbow, kneeing her mount to move a bit closer for the best shot.
Moving 10 feet ahead to get within 30
Ride: 1d20 + 4 ⇒ (18) + 4 = 22
Ranged, pbs, flat-footed: 1d20 + 10 + 1 ⇒ (14) + 10 + 1 = 25
Damage: 1d10 + 1 + 1 ⇒ (3) + 1 + 1 = 5
If Kimberly is able to bring up some light:
Sneak attack: 4d6 ⇒ (2, 4, 1, 4) = 11 Plus Befuddling Strike, -2 to hit me for 1d4 ⇒ 2 rounds.
If not:
20% miss chance: 1d100 ⇒ 42
| Tolvan |
Tolvan wrote:Strange mechanic. Fail by a little and you loose your entire turn. Fail by a lot and you get thrown, take maybe a D6 but then can act? Could I use a move action to dismount and let the horse bolt? Or am I stuck controlling the mount?Not strange at all. If you are thrown, you are flat on your behind, on the ground. With two charging werewolves on you. Still can't act, and in a significantly disadvantageous position. This turn you are fighting to stay on. Next round you will be able to dismount, rapid dismount, etc. per the rules. If you made your Ride check, by all means go ahead and post an action.
OL. No issue. I was not aware of the "Still can't act" part and was worried that Tolvan might have to make a ride check every round, possibly loosing multiple rounds of actions and then maybe still getting thrown. If he could act after being thrown then I was suggesting it might be better to have more fully failed and get to act than to remain in limbo on the back of a panicked beast.
| Old Guy GM |
Old Guy GM wrote:OL. No issue. I was not aware of the "Still can't act" part and was worried that Tolvan might have to make a ride check every round, possibly loosing multiple rounds of actions and then maybe still getting thrown. If he could act after being thrown then I was suggesting it might be better to have more fully failed and get to act than to remain in limbo on the back of a panicked beast.Tolvan wrote:Strange mechanic. Fail by a little and you loose your entire turn. Fail by a lot and you get thrown, take maybe a D6 but then can act? Could I use a move action to dismount and let the horse bolt? Or am I stuck controlling the mount?Not strange at all. If you are thrown, you are flat on your behind, on the ground. With two charging werewolves on you. Still can't act, and in a significantly disadvantageous position. This turn you are fighting to stay on. Next round you will be able to dismount, rapid dismount, etc. per the rules. If you made your Ride check, by all means go ahead and post an action.
This actually something I know a little about. My son and I used to ride. Its far harder to maintain yourself on an ornery horse than it is to just fall off. Of course we didn't have raging werewolves to contend with. For our purpose, we'll go with it as I wrote it. BUT let me add this: each round you get a cumulative +2 to your Ride check to regain control.
ANNA: using silver bolts I assume? You didn't say.
EDIT: My son was reading as I typed it, and he reminded of something we were always told: that big animal will go where it wants, and if its spooked, you'll be lucky to get it back to where you want it.
| Anna Dunsany |
Well, there's still my servants, the lodge's servants, Kimberly's new friends, and the courtesans. I think there were still a few other guests, too.
Anna shakes her head. "I don't think they're werewolves. Nothing in the notes I saw said that. But he's got control of a wolf spirit, and is in league with one of the packs. So still pretty bad. Maybe worse, even."
She retrieves the rest of her gear where it had been stowed in her coach's compartments. That includes the oversized crossbow that she loads with one of her silver-tipped bolts. As she hefts the thing over one shoulder, she looks at the hunter. "Keep the lodge safe. I may hate half the people still here, but they don't deserve to die."
Already loaded, boss.
| Kimberly Snow |
ride - ya right: 1d20 - 4 ⇒ (4) - 4 = 0
Kimberly is prone and horseless now. (expected that really)
need lighter armor, this -5 ACP will eventually be a problem
not sure if Kimberly can give you light as she fell from the horse and I don't know if she can act right now.
| Danica Quinn |
Danica uses her turn to jump off of her horse to protect the prone Kimberly.
Acrobatics: 1d20 + 13 ⇒ (5) + 13 = 18
| Old Guy GM |
One of the weres shrieks in pain as Anna's bolt hits it. The beast charges straight in, leaping up to drag Anna off of her horse. Claws catch nothing but air as the rogue ducks under the attack.
The second werewolf sees the young girl on the ground, and rushes forward with fangs bared. It it bites Kimberly on the leg, tearing a fearsome gash! The werewolf rears its head back and lets out a long howl. From a distance hard to judge in these deep woods, it is answered...-9 hp, Kimberly. Danica, you get an AoO on it if you wish.
ROUND TWO: You all go first. Anna is on her horse with an angry were to her left. On the other side of her is Oathar on the ground. Just behind them are Danica and Kimberly (prone) with a were over her. Tolvan struggles to control his horse just beyond that - ala last in line.
| Tolvan |
Desperate to get into the fight Tolvan manages to calm his mount on his turn.
ride: 1d20 + 4 + 2 ⇒ (18) + 4 + 2 = 24
| Anna Dunsany |
Anna lets the big crossbow drop to the ground as she draws her mithril dagger. She slashes with it once at the were threatening her.
Melee, higher ground: 1d20 + 10 + 1 ⇒ (1) + 10 + 1 = 12
Damage: 1d4 + 2 ⇒ (2) + 2 = 4
"Down, doggie! No biscuit!" she quips.
| Oathar The Vigilant |
Oathar rushes to attack the were on Kimberly:
greatsword/power attack: 1d20 + 10 ⇒ (17) + 10 = 27 damage: 2d6 + 13 ⇒ (5, 3) + 13 = 21
| Kimberly Snow |
Kimberly shrieks in pain and fear as the were rips into her leg. in a desperate attempt to stay alive Kimberly pulls the small bone dagger she has and in a desperate attempt to drive the beast off of her she lashes out at the were creature.
dagger attack from prone: 1d20 + 9 - 4 ⇒ (4) + 9 - 4 = 9
and of course I roll like crap.
| Danica Quinn |
Danica attacks the were creature, flanking with Ana.
AoO, Silver Nunchaku Attack, Outflank: 1d20 + 11 + 4 ⇒ (7) + 11 + 4 = 22
AoO, Damage: 1d6 + 2 ⇒ (3) + 2 = 5
Round 2, Silver Nunchaku Attack, Outflank: 1d20 + 11 + 4 ⇒ (17) + 11 + 4 = 32
Round 2, Damage: 1d6 + 2 ⇒ (4) + 2 = 6
| Old Guy GM |
Anna and Danica harry the were between them. Small cuts and wounds drawing snarls and spit from the creature. It tries again to drag Anna from the saddle, but the shifting of her horse keeps her safe for now.
Oathar's blow bites into the werewolf's side, and it howls in rage and pain. It spins on the paladin, tearing at him with teeth and claws. One wound only it manages on Oathar, a savage bite to the shoulder. -11 hp, Oathar.
The howling in the woods continues...
ROUND THREE: you go, I go... Anna and Danica are flanking, as are Kim and Oathar. Kim is prone. Tolvan has control and can act normally.
| Anna Dunsany |
Melee, flanking, higher ground: 1d20 + 10 + 2 + 1 ⇒ (10) + 10 + 2 + 1 = 23
damage: 1d4 + 2 + 4d6 ⇒ (1) + 2 + (4, 3, 4, 3) = 17
If I hit, Offensive Defense, I get +4 AC vs that opponent.
In case Tolvan casts haste
Melee, flanking, higher ground: 1d20 + 10 + 2 + 1 ⇒ (8) + 10 + 2 + 1 = 21
damage: 1d4 + 2 + 4d6 ⇒ (2) + 2 + (1, 1, 2, 4) = 12
If I hit, Befuddling Strike, -2 to hit for 1d4 ⇒ 1 rounds.
| Oathar The Vigilant |
Oathar activates smite evil against the creature and attacks with flank and power attack:
silversheen great sword: 1d20 + 15 ⇒ (19) + 15 = 34 damage: 2d6 + 20 ⇒ (1, 2) + 20 = 23
silversheen great sword: 1d20 + 10 ⇒ (2) + 10 = 12 damage: 2d6 + 20 ⇒ (3, 5) + 20 = 28
confirm crit: 1d20 + 15 ⇒ (7) + 15 = 22 extra damage: 2d6 + 20 ⇒ (2, 4) + 20 = 26
| Danica Quinn |
Danica unleashes the might of the Dawnflower upon the were creature, calling forth her Bane and Smiting (Judgement) abilities.
Both are Swift Actions
Attack, bane-swift action, Smiting: 1d20 + 11 + 4 + 2 ⇒ (9) + 11 + 4 + 2 = 26
Damage, Bane: 1d8 + 3 + 2d6 ⇒ (3) + 3 + (3, 2) = 11
Smiting - The inquisitor’s weapons count as magic for the purposes of bypassing damage reduction.
| Tolvan |
I think I was allowed to try to dismount on ROUND 2 if I made the ride roll, which I believe I did., so...
ROUND 2
After regaining control of his mount Tolvan uses a move action to dismount.
Dismount, DC 20 to make it a free action: 1d20 + 4 ⇒ (5) + 4 = 9
ROUND 3
Tolvan does indeed cast Haste on his turn, extending it for 14 rounds with his amulet. He then uses his 60'hasted movement and dimensional shift ability to move up into a tree with no low branches that might give him a better view towards the tower. He tries to locate at least some of the causes of all that howling. I fear our fight will draw more weres to us. We need to begin to make our way to the tower as soon as we can.
Perception: 1d20 + 13 ⇒ (13) + 13 = 26
| Old Guy GM |
Anna slices the werewolf with her dagger, blood spattering her horse. Danica with a well-aimed blow to the head drops the creature in its tracks.
Oathar's greatsword takes the were low on one hip, and nearly cuts it in two. Blood and fur splash onto the prone oracle, covering Kimberly in gore.
The howling continues sometimes nearer, sometimes farther. The wind and heavy vegetation making it difficult to tell just how far they are from where you stand. From his vantage point, Tolvan can just make out a part of the Stairs of the Moon when the trees sway just right.
| Tolvan |
With his bearing set Tolvan shifts to the ground and prepare to move out at a hasted speed. Quickly my friends, let us be away from here and to the Stairs of the Moon before we are set upon again.
| Anna Dunsany |
"Our horses will be slaughtered out here!" Anna realizes. She spurs her mount in the direction of the Stairs and works the crank on her crossbow.
| Tolvan |
Recall that you are all hasted and are currently quite a bit faster than your horse. Mounting takes a move action too unless you can make that DC 20 ride.
| Anna Dunsany |
Since I never lost control of my mount, I'm faster by riding rather than dismounting then moving. Plus, it lets me reload.
| Danica Quinn |
Running speed for a character with no armor is x4 so Danica can have a speed of 120 without Haste. Would Haste double her speed to 240?
The real question is if the horses are hasten too?
| Anna Dunsany |
That means you could get two horses. I don't know if you would, though. I can see doing it to give them a better chance to get away from the wolves, or not to give us a better chance of catching them. I think I'm the only one who managed to stay in the saddle. Don't know if you would have at least targeted mine.