| GM Mervikoth |
The sun sets and the chittering sounds of insects fills the darkness. You are farther into the jungle than you have ever been. If the high-pitched squeaking of peepers keeps you awake as you try to sleep, the sound of branches cracking and leaves rustling startles you as something (or possibly nothing) moves about in under the cloak of night. Those with darkvision see glowing eyes of countless frogs and what might have been an alligator, but nothing treads on your patch of land.
The morning sun finds the party mostly recovered, but covered in bites from the day before and heavy eyes from a restless night. The jungle is not an easy place to stay. White rolling mists have formed during the night, blanketing your small island in another island of muffled sounds and ominous whiteness hiding the swampland. The air is surprisingly cool, though not unnaturally so.
"No need for thanks," Mud says about the chain shirt. "I wear wood," he taps the wooden slats strapped to his chest and back. "No drown in water, help swim. When rains come, I dive and bring you to surface, ha ha. You sink like stone."
As Mud unravels his hammock, a light mist starts to fall as if to emphasize his words. He looks about the swamps and nods eastward. "Ready? How you want travel, Mudzuzhi in front?"
I forgot to ask marching order earlier with your new companion.
After the party has gathered up their things and moved out in their specified order, Ood and Odie notice a large animal soaring above them some fifty feet up, but a hundred or more feet away. It is wheeling with the wind in the east, and the rising sun is preventing a clearer picture of the creature at this distance.
1d100 ⇒ 391d100 ⇒ 91d100 ⇒ 801d100 ⇒ 45
1d20 + 1 ⇒ (12) + 1 = 131d20 + 1 ⇒ (2) + 1 = 31d20 + 7 ⇒ (10) + 7 = 171d20 + 9 ⇒ (6) + 9 = 15
| Ood Ironforged |
"Seems a sound plan Mud! Wearing wood to aid in swimming. I like the idea."
Ood looks cautiously upon the creature soaring above.
"I'll follow next behind Mud. Feel free to point out anything interesting while we travel. Say, what are those flying critters up there? They look pretty big, are they some that you and your companions hunt?"
I should pick up a hammock, that seems like a good idea in this climate.
| GM Mervikoth |
Mud scans the sky, but shrugs when he spots the creature. "Not sure. Maybe flying reptile called Pterosaur. No good meat, much chewy. Or maybe is dragon. Only one, not more, so should be no harm."
He pulls out his sling and loads it with a stone. "But Mud not be too safe."
He sets off after camp has broken down toward the east and the flying reptile, Ood directly behind him and the other four bringing up the rear. The swamp is thick and heavy, and Mud appears to be following a large current of water through the thick of the swamp. Your boots are soon soaked again, and the mosquitoes continue their attacks in earnest.
The creature continues to wheel overhead, a small green reptile some 200 feet above you.
| Kargold "Stonewall"Steelpounder |
The others can hear Stonewall grumbling and mumbling to himself in Dwarven.
The others do see Stonewall eye the reptile warily and ready a javelin.
| GM Mervikoth |
"Song'o no tame dinosaurs. Against order of nature."
Round Surprise
The mud is thick and difficult to walk in. The morning wears on for an hour, but the flying reptile still soars above you. As Mud leads you through an unavoidably sticky spot, you hear a keening roar from up above. The reptile swoops down, green wings tucked in tight, straight for the party. About 60 feet above you it scaly mouth opens and a ball of green acid sprays out, splashing directly onto Stonewall in the center of the group. The acid mists into a cloud, filling everyone's lungs with noxious fumes. Stonewall's lungs fill with the gases. Stonewall takes 15 acid damage. The others take 7 acid damage.
The cloud's pain quickly dissipates, but the green mist still obscures your vision beyond 5 feet away.
Mud coughs and says, "Forest Drake!"
The map is updated. The brown ground is difficult terrain. The green is solider ground, and is not difficult terrain. The green trees will provide cover from aerial attacks. The green circle is the cloud of acid (no longer harmful) but does obscure vision within it. The forest drake is still in the air, hence the transparency.
Initiative Order:
1-Forest Drake
2-The party
Round 1; AC 17; HP 42/42; 10 ft. in air
Vision concealed (50% miss) past 5 feet
The forest drake swoops down and speaks in Draconic behind Odie. He clamps down on his arm and gives him 9 damage.
The drake is still flying, but is 10 ft. above the ground. You can make him fall by dealing damage to him (and he then would have to fail his fly check). Reach weapons also are useful.
Round 1, Mud; 2/9 HP
Mudzhuzi screams at the party in Polyglot, quickly followed by "No wings, no fly!" and then hurls a sling faster than your eyes can catch at the drake. The stone hurls through the mist but lands far away in the swamp.
Mud is using his Freebooter's Bane, which gives all allies a +1 to attack and +1 damage to a single specified enemy (the drake).
1d20 + 3 ⇒ (17) + 3 = 201d20 + 1 ⇒ (19) + 1 = 201d20 + 4 ⇒ (13) + 4 = 171d20 + 2 ⇒ (8) + 2 = 101d20 + 6 ⇒ (15) + 6 = 211d4 ⇒ 34d6 ⇒ (5, 6, 1, 3) = 151d6 ⇒ 3
Alset: 1d20 + 2 ⇒ (4) + 2 = 6
Odie: 1d20 + 3 ⇒ (17) + 3 = 20
Ood: 1d20 + 1 ⇒ (10) + 1 = 11
Stonewall: 1d20 + 2 ⇒ (2) + 2 = 4
Mud: 1d20 + 5 ⇒ (20) + 5 = 25
Forest Drake: 1d20 + 6 ⇒ (19) + 6 = 25
Bite + High Ground: 1d20 + 9 ⇒ (12) + 9 = 211d8 + 4 ⇒ (5) + 4 = 9
Sling: 1d20 + 6 ⇒ (3) + 6 = 91d3 + 1 ⇒ (3) + 1 = 4
| Odie Ross |
Round 1
HP: 13/29
RRR: 8/9
Acrobatics(jump): 1d20 + 5 ⇒ (7) + 5 = 12
DC 20 to jump 5' sright up to attack it. Falling is free, but the fall damage only starts after 10',so I'm good there.
Odie screams and jumps at the flying creature, but doesn't jump high enough to make contact, enraging Odie further as he lands beneath it.
| Kargold "Stonewall"Steelpounder |
Round 1
HP 5/20
Stonewall’s skin is severely burned as the acid falls on him and he screams in pain. He draws a potion from his belt and downs the contents as he moves out of the mist.
Cure Moderate wounds Potion: 2d8 + 2 ⇒ (8, 8) + 2 = 18
HP 20/20
| Alset Kirk |
Initiative Order ('cause I need to see it in sequence): Drake (25); Mud (25); Odie (20); Ood (11); Alset (6); Stonewall (4)
Round 1, HP 18/25, Wand CLW 44/50
Alset performs Detect Evil on the drake.
Alset refuses to use his crossbow, knowing he'll miss, and, instead takes out the wand of CLW and heals Mud. Odie is next for healing.
"Mud, hold on, I'll heal you. Keep on slinging those stones."
CLW: 1d8 + 2 ⇒ (3) + 2 = 5
| GM Mervikoth |
Round 2, AC 17, HP 42/42; Breath recharge: 2 rounds; Mist dissipate: 3 rounds
+1 attack/damage on Drake
The drake flaps its wings to stay aloft, striking out with his bite and whipping his tail around at Odie. His swings miss wildly in the acidic fog. He flaps backwards, descending slowly into the muck and mire. Thick, muddy waters soon cover his green scales and leathery wings, hiding him from view. Soon nothing but the muddy water is visible, a small lump that might be a log, or the creature itself, under the waters. Perception DC 12 to see him hiding in the water. He's not very well hidden.
Bite +High Ground +Power Attack, Tail slap +High Ground +PA: 1d20 + 7 ⇒ (3) + 7 = 101d20 + 2 ⇒ (7) + 2 = 9
Stealth check: 1d20 + 6 ⇒ (6) + 6 = 12
Mud HP 7/9
Perception: 1d20 + 0 ⇒ (17) + 0 = 17
Mud grabs his chest, wheezing heavily, green spittle flying out of his mouth. He points to the "log" and shouts, "That's not log! Drake no makomoro Mudzhuzi, ngori waiswana!" He slips back into Polyglot in the heat of the battle, grimacing in pain.
Aid Another (Perception): 1d20 ⇒ 14
Alset gains a +2 to Perception to find the Drake because of Mud's Aid Another success.
While still injured, Mud attempts to hide behind Alset.
Stealth: 1d20 + 11 ⇒ (16) + 11 = 27
| Ood Ironforged |
perception: 1d20 + 9 ⇒ (7) + 9 = 16
Ood moved toward the "log," and takes a swing with the kama
kama attack: 1d20 + 5 ⇒ (18) + 5 = 231d6 + 4 ⇒ (5) + 4 = 9
| GM Mervikoth |
Oh, the drake registers as Evil.
| Odie Ross |
Round 2
HP: 13/29
RRR: 7/9
Perception: 1d20 + 7 + 2 ⇒ (5) + 7 + 2 = 14
Odie sees the drake in the muck and attacks!
I'm not sure if this involves swimming or what to get to it, for now, he's jumping at it, swinging, and then falling, haha.
Attack: 1d20 + 8 + 1 ⇒ (18) + 8 + 1 = 27
Damage: 2d6 + 12 + 1 ⇒ (4, 3) + 12 + 1 = 20
| Kargold "Stonewall"Steelpounder |
Stonewall understands Polyglot so may I have a translation of Mud?
Round 2
HP 20/20
Perception: 1d20 + 1 ⇒ (15) + 1 = 16
Stonewall spots the drake and charges forward drawing and swinging his terbutje as he approaches.
Attack: 1d20 + 4 + 1 ⇒ (5) + 4 + 1 = 10
The hasty swing bounces off the drake’s hard scales.
| Alset Kirk |
Round 2: HP 18/25 | Wand CLW 43/50 | Smite Evil on Drake - Attack +1, Damage +2, AC +1, DR negated | Freebooters Bane - Attack +1, Damage +1 | Bolts 10/10
Alset, sensing that the drake is evil, calls on the holiness of Iomedae to help him smite the evil creature. "Bless my attacks on this evil drake, Iomedae!"
Alset runs closer to the drake but away from the cloud. As he moves, he calls to Mud, "Stay with me. I'll protect you."
Without thinking about all the previous misses, he fires his crossbow at the drake out of pure reflex.
Crossbow: 1d20 + 4 + 1 + 1 ⇒ (4) + 4 + 1 + 1 = 10 The bolt misses wide to the left.
"Blasted crossbow. It Is Time For The Sword!!!
I keep saying never again, and, yet, I keep trying. Something about insanity comes to mind . . .
| GM Mervikoth |
Round 3. HP 13/42; Breath recharge 1 round, Mist dissipate 2 rounds
The drake rises from the pool, thick mud and plant detritus sliding off his back. He rises eight feet tall, his spiked tail skimming the surface of the water behind him before lashing out at Odie and Ood.
Bite at Odie +PA: 1d20 + 6 ⇒ (16) + 6 = 221d8 + 8 ⇒ (8) + 8 = 16
Tail at Ood +PA: 1d20 + 2 ⇒ (8) + 2 = 101d6 + 6 ⇒ (4) + 6 = 10
Odie is crushed in the mouth of the drake, red blood and green spittle dripping from the beast's mouth. The drake tosses Odie to the waters with a splash and grins, a guttural but incomprehensible voice coming from the reptile. You can see two throat sacs fill up again with a translucent green hue.
Odie is unconscious, and unfortunately drowning as well now. Unconscious characters must begin making Constitution checks DC 10 immediately upon being submerged. Once he fails one of these checks, she immediately drops to –1 (or loses 1 additional hit point, if her total is below –1). On the following round, she drowns.
Mud runs through the swamp to hide behind Alset. "Don't leave me!" he says.
| Ood Ironforged |
Ood discards his Kama and punches the drake in a flurry of blows!
punch: 1d20 + 6 ⇒ (7) + 6 = 131d6 + 3 ⇒ (3) + 3 = 6
flurry punch: 1d20 + 6 ⇒ (12) + 6 = 181d6 + 3 ⇒ (2) + 3 = 5
| Kargold "Stonewall"Steelpounder |
Round 3
HP 20/20
Stonewall carefully moves around the drake and swings his terbutje again.
Attack: 1d20 + 4 + 1 ⇒ (5) + 4 + 1 = 10
Stonewall curses his rotten aim as the vicious blow clanks against the drake’s scales once more.
| Odie Ross |
Round 3: the Balad of Odie the Drowned
Status: Unraged, Fatigued, Unconscious, Drowning, Dying, lol
HP: -4/25
After being bitten nearly in half, Odie's unconscious form lies dying in the mire, unmoving.
Constitution: 1d20 + 2 ⇒ (1) + 2 = 3
Was at -3, now -4 due to drowning. Next round, I drown.
At least I hurt the monster, maybe my friends an avenge me even if they cannot save me. I wonder if I'll come back as a Paladin or what in my next life?
| Alset Kirk |
Round 3: HP 18/25 | Wand CLW 43/50 | Smite Evil on Drake - Attack +1, Damage +2, AC +1, DR negated | Freebooters Bane - Attack +1, Damage +1 | Bolts 9/10
Alset moves next to Odie and touches his dying, bitten body with the tip of the wand.
Wand CLW: 1d8 + 2 ⇒ (3) + 2 = 5
"Odie, perhaps this will pull you through, but I'm going to have to fight this thing, NOW. Mud? Can you pull Odie out of the mire before he drowns?"
I couldn't move close enough to attack the nearly dead drake, so I healed Odie instead. But, next round, if it's still living, the longsword (+9 Attack) will make its appearance.
| GM Mervikoth |
Round 4; AC 17 HP 8/43; Mist dissipate 1 round
The drake squeals as Ood's fist slams into its nose. Reeling back, the drake flaps its wings and takes a 5' "step" into the air, thrashing against Ood. Blood pours from various wounds and mixes with the sludgy swamp water. He takes a gouge out of Ood as he lifts into the air.
Bite +HG +PA: 1d20 + 7 ⇒ (9) + 7 = 161d8 + 8 ⇒ (7) + 8 = 15
Tail +HG +PA: 1d20 + 3 ⇒ (5) + 3 = 81d6 + 6 ⇒ (3) + 6 = 9
Ood takes 15 damage. The drake's breath is recharged for next round.
Mud plunges his hand into the water, grabbing a knotted mass and pulls Odie up by his hair. The half-orc spews water and plant matter before gasping for air, the halfling's two small arms barely high enough for Odie's mouth to clear the surface of the water.
Odie is at 1 hp. You will have to do a jump check to hit the drake from the water, or shoot it with ranged weapons and hope it falls.
| Kargold "Stonewall"Steelpounder |
Round 4
HP 20/20
Stonewall splutters as he is splashed by the murky, muddy water from the drake’s take off but drops his terbutje and draws a javelin, takes careful aim and hurls it.
Attack: 1d20 + 3 + 1 ⇒ (16) + 3 + 1 = 20
Damage: 1d6 + 4 ⇒ (4) + 4 = 8
| Ood Ironforged |
round 4
HP -2/20
Ood lets out a groan, "ugh"
constitution: 1d20 + 2 ⇒ (2) + 2 = 4
not sure if I know how to die, taking lessons from Odie. Hadn't been updating HP per round either, sorry about that!
| Odie Ross |
Round 4
Status: Unraged, Fatigued, Unconscious, Drowning, Dying, lol
RRR: 7/9
HP: 1/25
Odie gasp a breath of "fresh" air.
"Huuuh, bleh. That was unpleasant." Seeing Mud was the one that pulled him up. "Thank you Mud"
Odie climbs out of the swamp and attempts to jump and swing at the drake.
Acrobatics: 1d20 + 4 ⇒ (1) + 4 = 5
"Why do they always hover just out of reach?"
DC is 20 to jump 5' straight up, fail.
| Kargold "Stonewall"Steelpounder |
I don’t feel like you should have to jump 5 feet. If your 6 and a half ft tall you can reach, what, another foot and a half at least. Then you have the length of your sword on top of that which would give you another 3-4 ft? Your looking at a reach of 11-12 ft up. You would still have to jump to get a good hit in but only 1-2 ft I would think.
| Alset Kirk |
Round 4: HP 18/25 | Wand CLW 43/50 | Smite Evil on Drake - Attack +1, Damage +2, AC +1, DR negated | Freebooters Bane - Attack +1, Damage +1 | Bolts 9/10 | Healing 2/2
Alset sees the javelin hit the drake and sensing that the drake won't make it far, he uses the Wand of CLW on Ood. He will pull him out of the mud/slime if necessary.
Wand CLW: 1d8 + 2 ⇒ (6) + 2 = 8
"Ood, that should help! Mud, you've done very well. Stay back, now, and we'll finish the drake off."
This was my first roll of a 1d8 that was above a 4. The other 16 times have been 4 or lower. Things are looking up.
| Odie Ross |
"We've all been looking up! The drake keeps flying up!"
Whoops, read that from my email and it wasn't labeled as ooc... I'm keeping it anyway.
| GM Mervikoth |
Rising from the waters, Stonewall throws his javelin, an arc of water trailing behind the javelin like tiny jewels. The head sinks deep into the drake's skull through its nostril, green blood spewing out. His head jerking back, neck falling limp, the drake sinks into the waters with a slap.
1200 XP, which brings you to level 3!
Ood is breathes again, healed by Alset's wand, and the party gathers themselves on the dry ground. You heal your wounds Remember to mark off uses of CLW wand as Mud begins to strip the drake of skin and flesh.
"Meat no good food," he says, knife slitting the drake down his belly. "But skin good for pots and bowls."
Mud cleans the skull as best as he can and offers the horned visage of the drake to Stonewall. "To the one that kills the beast."
| Kargold "Stonewall"Steelpounder |
Stonewall listens to Mud’s explanation and decides to assist him in harvesting the drake for usable parts.
Survival: 1d20 + 5 ⇒ (9) + 5 = 14
He tries to keep the skin as whole as possible.
Upon seeing the skull and realizing Mud was cleaning it for him, he says, ”Thank you Mud!”. I wonder if I can make that into a helmet...”
| Alset Kirk |
Wand of CLW 42/50 | Healing (Lay on Hands) 2/2
Alset begins to heal those who are injured with the Wand of CLW.
Hit points needed: Odie - 24, Ood - 14, Alset - 7, Mud - 2
Alset lays hands on himself.
Heal: 1d6 + 1d6 ⇒ (2) + (5) = 7 Oddly that was just exactly enough. Wouldn't want to waste any.
Alset uses the wand on the others for 40 total points of healing.
Wand of CLW: 1d8 + 2 ⇒ (1) + 2 = 3
Running total: 41/50 | HP Restored: 3
Wand of CLW: 1d8 + 2 ⇒ (5) + 2 = 7
Running total: 40/50 | HP Restored: 10
Wand of CLW: 1d8 + 2 ⇒ (3) + 2 = 5
Running total: 39/50 | HP Restored: 15
Wand of CLW: 1d8 + 2 ⇒ (4) + 2 = 6
Running total: 38/50 | HP Restored: 21
Wand of CLW: 1d8 + 2 ⇒ (6) + 2 = 8
Running total: 37/50 | HP Restored: 29
Wand of CLW: 1d8 + 2 ⇒ (4) + 2 = 6
Running total: 36/50 | HP Restored: 35
Wand of CLW: 1d8 + 2 ⇒ (1) + 2 = 3
Running total: 35/50 | HP Restored: 38
Wand of CLW: 1d8 + 2 ⇒ (1) + 2 = 3
Running total: 34/50 | HP Restored: 41
"There! We're all healed up. Let's find a good place to rest for the night. Mud, what would you suggest?"
| GM Mervikoth |
You can level up right now.
Mud motions further eastward. "We have much sun left. Almost through swamp."
He leads the party further toward Cahshil, the halfling village for the rest of the day. As the sun sets, you find the marshy ground give way to thicker jungles. Mud finds a sheltered place in the shade of the trees for you to rest for the night. He is much more at home in the trees than the swamps.
You can do the same order of watches during the night or switch it up. You'll be level 3 when you wake up. The rest of the journey to the halfling village is a day away! I can't post more tonight, hopefully tomorrow. Unless you get attacked by a random encounter in the night.
| Kargold "Stonewall"Steelpounder |
After Mud picks out a place to camp. Stonewall tries to get a fire going to dry clothes.
Survival: 1d20 + 5 ⇒ (4) + 5 = 9
Stonewall busies himself about trying to gather up enough kindling and tinder to get started but has trouble finding enough. ”Well boys, looks like we’ll have to air dry tonight.”
Stonewall eventually gives up and sits down with his Dwarven Trail Ration (sausages, dried salted ham, hardtack and dried fruit). He sets his pack, shield and newly acquired drake skull on the ground next to him. As he’s chewing, he pulls out his red and white hand bag to contemplate it. The others see him staring at it for a long time and gather himself up. He plunges his hand into the bag and feels around.
| GM Mervikoth |
1d100 ⇒ 75
Stonewall digs around, but the bag is a normal bag of holding. Nothing else is inside.
I've got Alset's 3rd and Odie's 3nd level characters.
| Kargold "Stonewall"Steelpounder |
Yeah, I left my updated character sheet at work. I’ll have to put it up Monday. I can update my header on the message board though.
| GM Mervikoth |
1d100 ⇒ 331d100 ⇒ 861d2 ⇒ 11d100 ⇒ 981d20 + 6 ⇒ (12) + 6 = 18
Mud points to Stonewall's sausages and says, "You eat the...?" He motions to his gut and makes a gurgling sound. He digs into his own pack of dried fruit and root vegetables the lack of fire of no concern to the halfling.
So I have the watch order at night as Hour 0-2: Everyone but Odie. Hour 2-8: Ood. Hour 8-10: Odie. Ood only needs to sleep 2 hours, but everyone else needs 8. I hope that makes sense. (Hour 0 = whenever everyone goes to sleep, probably 9 pm.)
That night on the edge of the jungle is full of sounds even more wild than the night before. As Odie rises to take the last watch in the predawn light, he hears a light rustling in the branches. His darkvision is not enough to see any movement in the branches.
From behind him, he hears a harsh, quiet voice say, "Hello?"
The voice sounds like a parrot imitating human speech, but deeper.
| Kargold "Stonewall"Steelpounder |
Stonewall looks at Alset askance. ”Nope, it’s empty. If Mud journeys with us, we’ll have to pink him something up in town.”
| Kargold "Stonewall"Steelpounder |
To Mud, ”mmm yes, and it’s delicious!”
Loud swallowing and chewing noises
| GM Mervikoth |
The Perception DC to hear Odie talking in a normal voice while asleep is 12.
Odie sees a 3 foot tall reptile about as long as Odie is tall, but weighing much less. It has a long nose and inquisitive eyes, the reptile's head tilted to the side. The claws are not particularly deadly looking. It is covered in light feathers, the tail particularly impressive, and the brown and white coloring helps it to blend into the undergrowth. A red, fleshy caruncle hangs from its lower jaw.
The dinosaur hops forward until it's about 40 feet away from Odie and says in the same parrot-like voice, "Hello?"
Odie's exceptional ears hear a rustling in the jungle around him louder than the normal night sounds.
Wilderness Encounters Map updated. The map is boring cause I can't find a good one. Also you can rearrange your sleeping arrangements as long as you're within 10' of the "fire". Also the "fire" isn't a fire cause everything is wet but it's your packs and belongings and whatnot. Don't forget, you're not sleeping in armor...
| Odie Ross |
Round 1, maybe even surprise?
RRR: 10/11
HP 43/43
"EVERYONE UP! THERE IS SOMETHING OUT THERE BEING SUPER CREEPY!"
Odie does not wait to see if his companions wake up or not as he rushes into the jungle towards the beast that, if it were friendly would have waited until daybreak.
As Odie is within striking distance, he says "HELLO!" as he swings his sword at it.
Attack: 1d20 + 9 ⇒ (2) + 9 = 11
Damange: 2d6 + 12 ⇒ (4, 3) + 12 = 19
| Kargold "Stonewall"Steelpounder |
perception: 1d20 + 1 ⇒ (11) + 1 = 12
Stonewall hears something that wakes him up and jumps to a sitting position glancing everywhere saying, "What is it, whats going on?" as he reaches for Igvir and draws a handaxe from the inside of the tower shield.
AC 17 W/O armor
| Ood Ironforged |
Ood arises and tries to figure out what is going on...
perception on situation/surroundings: 1d20 + 10 ⇒ (19) + 10 = 29
SM on the creature: 1d20 + 7 ⇒ (10) + 7 = 17
attempts to join the fray or halt Odie as appropriate
| Alset Kirk |
Round 1 | HP 37/37 | Smite Evil 1/1 | Lay on Hands 2/2
Perception: 1d20 + 2 ⇒ (18) + 2 = 20
Detect Evil on creepy dino who says, "hello."
"Odie, be careful, but it doesn't sound too dangerous or it wouldn't be talking."
Alset stands, draws his sword, and moves toward Odie at a run.
Run is 4x so that's 80' of which AK has only used 75'
| GM Mervikoth |
Surprise Round
The dinosaur dodges barely away from Odie's swing and hisses.
Ood hears the sounds of four more creatures moving swiftly on their location from the surrounding woods. The dinosaur seems mostly curious, but you have a hard time telling what these reptilian creatures think.
The dinosaur is not evil. Alset hears two dinosaurs to the south.
Four other dinosaurs converge on the party from the dark jungle and swipe at Ood, Mud, and Stonewall.
4 claws: 1d20 + 3 ⇒ (3) + 3 = 61d20 + 3 ⇒ (8) + 3 = 111d20 + 3 ⇒ (14) + 3 = 171d20 + 3 ⇒ (10) + 3 = 13
Mud damage: 1d4 ⇒ 1
Mud takes the only hit for 1 damage. He awakes with a start and curses in Polyglot before seeing what woke him.
Round 1; AC 13; HP 13/13
The Party is up.
Troodons after that.
| Kargold "Stonewall"Steelpounder |
Round 1
HP 28/28
AC 17
Stonewall takes a swing at the nearest troodon.
attack: 1d20 + 4 + 1 ⇒ (9) + 4 + 1 = 14
Damage: 1d6 + 3 ⇒ (1) + 3 = 4
Stonewall then steps toward Mud to close ranks with him and Ood.
”Mud! I’m coming!”