| Jove Sirocco |
Perception: 1d20 + 5 ⇒ (10) + 5 = 15
Anyone fancy a climb? Jove asks jovially, pointing to the branches, but then, spotting something in the water, he says in a lower tone We are not alone, mates. There's a pair of eyes in the bog right there-- Jove points his finger in the direction. And another by the shore there. What could they be?
I'll make some knowledge checks to see if Jove knows about these creatures.
Kn (arcana): 1d20 + 9 ⇒ (20) + 9 = 29
Kn (nature): 1d20 + 9 ⇒ (6) + 9 = 15
| Ayaki "The Red Fox" Hu |
What? Can´t see anything in this mud. You´re getting paranoid.
| Ragnar Stolen-Voice |
Ragnar points at the two pairs of eyes for Ayaki's benefit- one pair in the muck, another in the swamps. The Ulfen pulls out a coil of rope from his rucksack, slinging it over one arm before shimmying up one of the trees.
Climb: 1d20 + 8 - 1 ⇒ (3) + 8 - 1 = 10
| Ayaki "The Red Fox" Hu |
Mh, whatever it is, it could make for a good dinner perhaps.
Nonetheless she climbs up behind the others.
1d20 + 4 ⇒ (17) + 4 = 21
| DM Bound Shade |
Ayaki and Noche'Wa manage to pick their way across the branches and down to the other side. Ragnar climbs up into one of the nearby trees and situates himself, but the branches seem foreboding and he pauses there for the time being.
| Jove Sirocco |
Those aren't crocs, they're giant frogs! Jove whispers frantically to the others as comprehension dawns on him. They can pull you in with their sticky tongues and try to chew you up with their fangs! I think we should draw them out of the water onto the land. If we're going to have to fight those things, it should be on solid ground and not in a tree to be knocked down into that muck where they have all the advantage.
| DM Bound Shade |
Wierd... Could've sworn I typed that out.
Four Skulls has a damned hard trying to make it up the tree. His armor weighs him down and the limitation of range of movement prevents him from getting to needed handholds on the route he picked.
Getting into a tree like Ragnar is a DC 10 Climb check, but crossing is a DC 20 Climb check.
PC Locations:
North Bank: Four Skulls, Jove, Ragnar (in tree)
South Bank: Ayaki, Noche'Wa
| Ayaki "The Red Fox" Hu |
You want to fight them? Ayaki shouts over the bog. Can´t help you much, i don´t have a bow or something!
| Ayaki "The Red Fox" Hu |
Ayaki tries to help Ragnar, pointing out branches strong enough to support him and trying to lend him a hand.
Climb: 1d20 + 4 ⇒ (11) + 4 = 15
| Four Skulls |
Once again Four Skulls tries to climb a tree and fails.
Climb: 1d20 - 2 ⇒ (10) - 2 = 8
Bloody curses! I dont think this is going to work.
It is actually impossible for my character to climb to the other side, I have a minus two on the check thanks to armor.
| Ayaki "The Red Fox" Hu |
Let´s lift Four Skulls up before he wades through there and becomes frog food. Mh but then, perhaps those sticky frog tongues would have the same effect on him as a waxing, that would be funny! Hahaha!
Climb Aid Another: 1d20 + 4 ⇒ (6) + 4 = 10
| Ayaki "The Red Fox" Hu |
If you take 20 and one persons helps you, you´re already there.
| Ayaki "The Red Fox" Hu |
Why not?
Anyone got a rope? Seems we need to either haul Four Skulls up here, take care he doesn´t get snacked crossing the bog or leave him behind.
| Jove Sirocco |
Because taking 20 is essentially trying a task 20 times--it takes 20 times as long as a single check, and it assumes multiple failures before getting the result of 20. In this case, that involves falling into water with heavy armor on and several presumably hungry giant frogs--something Four Skulls obviously wishes to avoid. :)
When you have plenty of time, you are faced with no threats or distractions, and the skill being attempted carries no penalties for failure, you can take 20. In other words, if you a d20 roll enough times, eventually you will get a 20. Instead of rolling 1d20 for the skill check, just calculate your result as if you had rolled a 20.
Taking 20 means you are trying until you get it right, and it assumes that you fail many times before succeeding. Taking 20 takes 20 times as long as making a single check would take (usually 2 minutes for a skill that takes 1 round or less to perform).
Since taking 20 assumes that your character will fail many times before succeeding, your character would automatically incur any penalties for failure before he or she could complete the task (hence why it is generally not allowed with skills that carry such penalties). Common “take 20” skills include Disable Device (when used to open locks), Escape Artist, and Perception (when attempting to find traps).
| DM Bound Shade |
The bog stretches on for the visible distance, which admittedly, isn't that far in a thick jungle. Hopping across the pilings is a DC 10 Acrobatics check... for each piling, of which there are 12.
Another alternative is that the branches can support a man's weight, meaning that they could likely be used to set up a simple swing. A simple rope swing would get someone across with a single DC 10 Acrobatics check. Take 10 and add any Aid Anothers from other PCs and viola! You're across.
| Ayaki "The Red Fox" Hu |
Wow first time i see a negative roll!
Ayaki can´t help but laugh as she sees Four Skulls clumsy try to swing fail utterly, but then looks worried to the giant frogs.
| DM Bound Shade |
@Ragnar: Yes and no. It's too deep to move normally in. In fact, it acts as quicksand rather than just boggy water. However, the ability to avoid cover while attacking from outside the water could help.
Four Skulls grabs ahold of the rope and attempts to swing out, but the weight of his armor and its constricting movements causes him to slip from the rope at the wrong moment. He goes spilling into the thick mire a good 20 feet from shore. The pair of eyes start to move towards him.
Ayaki: 1d20 + 3 ⇒ (9) + 3 = 12
Four Skulls: 1d20 + 3 ⇒ (10) + 3 = 13
Jove: 1d20 + 3 ⇒ (4) + 3 = 7
Noche'Wa: 1d20 + 2 ⇒ (13) + 2 = 15
Ragnar: 1d20 + 4 ⇒ (19) + 4 = 23
Giant Frogs: 1d20 + 1 ⇒ (3) + 1 = 4
Ragnar(23)
Noche'Wa(15)
Four Skulls(13)
Ayaki(12)
Jove(7)
Giant Frogs(4)
Everyone goes before the frogs. Post actions, please!
| Ayaki "The Red Fox" Hu |
Ayaki moves close to the shore into the beginning of the bog, wielding her whip while beginning to shout encouragement for Four Skulls.
Start inspire courage performance
| Ayaki "The Red Fox" Hu |
If you delay untill after i start my performance you would get +1 on attack etc.
| Noche'Wa the Wild Mouse |
Enthused by Ayaki's encouragements, Noche'Wa grabs his sling and feeds a bullet into it. He then spin the leather strip with great speed, his tongue sticking out of his mouth, to throw it with great momentum at the closest frog.
Sling with IC vs FF frog: 1d20 + 3 + 1 ⇒ (9) + 3 + 1 = 131d4 + 4 + 1 ⇒ (4) + 4 + 1 = 9
| DM Bound Shade |
Round 1 - Giant Frogs
One of the frogs creeps closer to Four Skulls, while the other remains stationary for some reason. It doesn't yet attack, but begins to rise out of the water just a bit, enough to reveal the singed, mottled green-brown skin of its head.
______________________________________
Giant Frog #1 Swim Check: 1d20 + 10 ⇒ (3) + 10 = 13
Giant Frog #2 Swim Check: 1d20 + 10 ⇒ (10) + 10 = 20
Giant Frogs
Hp #1: 12/15; #2: 14/15
AC 20, T 19, FF 19 (+1 Dex, +1 natural, +8 cover)
Saves Fort +6, Ref +6, Will -1
CMD 14 (18 vs. trip)
| DM Bound Shade |
Round 1 - Wrap Up
Ragnar pulls an alchemist's fire from his bandolier and throws it at the frog closest to Four Skulls. Ragnar's knowledge of combat is water-ridden environments pays off and the flask strikes the frog right on the head, exploding in a small ball of flame. Frog #1 takes 3 fire damage. Frog #2 takes 1 fire damage.
Enthused by Ayaki's encouragements, Noche'Wa grabs his sling and feeds a bullet into it. He then spin the leather strip with great speed, his tongue sticking out of his mouth, to throw it with great momentum at the closest frog. What would otherwise be a good shot is stopped by the water the frog is immersed in. It steals all power from the bullet, saving the frog from harm. Ayaki goes after Noche'Wa, so the Inspire Courage bonus doesn't start until after his turn. If you want to delay, be sure to note it more explicitly, please. For this turn, it doesn't matter, because the cover bonus to AC negates the shot either way.
Upon landing with a splash Four Skulls, being a terrible swimmer, immediatly recognises the danger of his situation and casts Air Bubble.
Ayaki moves close to the shore into the beginning of the bog, wielding her whip while beginning to shout encouragement for Four Skulls.
Jove draws his dagger and then incants Armamagi! as an invisible armor of force surrounds him.
One of the frogs creeps closer to Four Skulls, while the other remains stationary for some reason. It doesn't yet attack, but begins to rise out of the water just a bit, enough to reveal the singed, mottled green-brown skin of its head.
____________________________________
Noche'Wa(15)
Four Skulls(13)
Ayaki(12)
Jove(7)
Giant Frogs(4)
Relevant Rules:
Quicksand
Dealing with Water
Most notably, the frogs get Improved Cover in the water, so they're at a +8 AC.
Beginning of Round 2! Have at!
| Jove Sirocco |
Jove concentrates on the frog approaching Four Skulls, willing its perception of the world to be off by a fraction, enough to render its aim less effective. Jove's eyes blacken while he sends shadows visible only to himself to hex the frog. Then he lets off a loud, giddy laugh which strengthens the shadows binding the frog. (Evil Eye hex imposing -2 to the frog's attack rolls & then Cackling; duration 9 rounds; 2 rounds if makes a DC 16 Will save)
AC: [18/20*]; Flat-Footed: [15/17*]; Touch: 13/[15*]
Breeze-Kissed: On* (+2 racial bonus to AC against nonmagical ranged attacks)
Hit Points: 11/11
Speed: 30 ft
In Hand dagger
Hexes Active
- Frog Attacking Four Skulls: -2 to attack rolls; duration pending DC 16 Will save (2 or 9 rounds)
Spells Prepared
- 1stCommand, Ear-Piercing Scream, Ray of Enfeeblement
- Cantrips Dancing Lights, Detect Magic, Guidance, Message
Spell Effects:
- Mage Armor (+4 armor bonus)
| DM Bound Shade |
Effects of Quicksand: Characters in quicksand must make a DC 10 Swim check every round to simply tread water in place, or a DC 15 Swim check to move 5 feet in whatever direction is desired. If a trapped character fails this check by 5 or more, he sinks below the surface and begins to drown whenever he can no longer hold his breath (see the Swim skill description in Using Skills).
Characters below the surface of quicksand may swim back to the surface with a successful Swim check (DC 15, +1 per consecutive round of being under the surface)
So, technically, I should be having Four Skulls make a Swim check every round in order to stay on the surface. I've ruled the action to move to be part of a move action, so technically, you can take two move actions (and pass both DC 15 Swim checks) to move 10 feet in that round. The frogs are having an easier time of it, so I'm modifying the rules slightly due to their swim speed and familiarity with their environment, but they still need to make swim checks to even move. Yeah, quicksand sucks.
| Ayaki "The Red Fox" Hu |
Will be on the road untill monday maybe can´t post much/at all.
| Four Skulls |
Using his abilities inward to channel the dark powers of the grave Four Skulls brings forth the curse of the damned to his enemies.
Ancestors curse you, filthy beast.
Then he grabs the rope and tries to pull himself out of the bog but cant avoid going under.
Swim: 1d20 - 2 ⇒ (1) - 2 = -1
Standart Action: Raise the Dead class abilitiy, move action: grab rope and pull himself out.