GM_Armok |
If you don't mind, also place your icon on the map where you'd want to be when sh!t inevitably goes down.
Goggeck Ghack |
I've provisionally placed Goggeck at O10. But if Toulbe wants a meatshield backup, I would place him at O17, assuming there is standing room.
Adu Hilnack |
"Ooooh, I've got an idea." Adu has a new trick up her sleeve that she's been dying to try out. "Let me go talk to them! I can see what they're up to, where they're hiding, and maybe lure them into an ambush!"
She concentrates for a moment, and suddenly a rather short bugbear stands in front of you. The voice is still recognizably Adu's. "Isn't this cool? I'm a bit short, but maybe they'll just think I'm young. And I speak goblin, so that's not a problem."
Thanks to her mystery, Adu can cast Disguise Self at will
Glor Stonebeard |
Nah, lets just sneak up and blast them. Ah hate goblins.
Sorry not to support a plan but Glor just wants to attack.
Goggeck Ghack |
"Adu, most of us are not nearly as stealthy or as deft with illusions as you and Toulbe. You would be putting yourself in grave danger with backup farther away than it needs to be. Those abilities should come in useful another time though."
Goggeck can see the value of trickery even if he personally isn't keen on it. But he honestly thinks here it's too much risk for too little gain.
Adu Hilnack |
Adu pouts, but concedes to her companion's wisdom. As much fun as it would have been, perhaps that kind of trickery would be best suited to another day. "Fine, fine." She dismisses the spell and once again resumes her normal appearance. "I guess I'll go with Toulbe up onto the hill. We can set up a good crossfire from there."
She stealthily makes her way up the hill and waits for the inevitable carnage to start.
Stealth, ACP: 1d20 + 12 - 4 ⇒ (10) + 12 - 4 = 18
Adu has never been accused of having wise ideas.
GM_Armok |
1d4 ⇒ 4
1d20 + 13 ⇒ (17) + 13 = 30
1d20 + 1 ⇒ (13) + 1 = 14
1d20 + 8 ⇒ (14) + 8 = 22
Brunhild Climb: 1d20 + 2 - 3 ⇒ (4) + 2 - 3 = 3
Glor Climb: 1d20 + 3 ⇒ (12) + 3 = 15
Toulbe Climb: 1d20 - 3 ⇒ (13) - 3 = 10
Adu Climb: 1d20 - 2 ⇒ (20) - 2 = 18
Adu: 1d20 + 6 ⇒ (2) + 6 = 8
Brunhild: 1d20 + 3 ⇒ (5) + 3 = 8
Glor: 1d20 + 3 ⇒ (4) + 3 = 7
Goggeck: 1d20 + 5 ⇒ (12) + 5 = 17
Hezekh: 1d20 + 1 ⇒ (11) + 1 = 12
Toulbe: 1d20 + 2 ⇒ (20) + 2 = 22
Bugbears: 1d20 + 1 ⇒ (5) + 1 = 6
???: 1d20 + 3 ⇒ (19) + 3 = 22
Heh, so, that's a lot to reconcile, but taking into account where your PC wanted to be, could they get there (Climb), can they get there without being noticed (PC Stealth vs BB Perception), and what do they see when they get there (BB Stealth vs PC Perception), I think I've got it figured out. Where you ended up on the map is a result of these factors.
Most everyone goes to scramble over the rocks to get the advantage of elevation and surprise. Toulbe and Brunhild struggle to climb the srata of rock face, while Glor, Adu, and Goggeck climb into position. Goggeck finds the highest perch, using his knowledge of stone surfaces to guide his hands into the right holds.
The bugbear camp comes into view. Two primitive huts are tucked into the corners of the cleft. A number of cages, mostly containing live wild game, including a few coyotes, a turkey, and some jackrabbits, are stacked alongside the huts.
Surprisingly, four bugbears are awake and alert during this daylight hour, milling about the campsite. One stands on a rocky ledge overlooking the camp, and is alert enough to notice the dwarven heroes scrambling over the rocks. He sounds the alarm:
That's when a bugbear archer appears from behind a rock, also on an elevated ledge. He's bigger than the others, and quickly takes command. Goggeck is the most apparent, so the bugbear archer fires at him. Since Goggeck is at higher elevation, I'd give him cover, but he's also more than 30ft away, so cover negated.
Composite Longbow: 1d20 + 7 ⇒ (14) + 7 = 21
dmg: 1d8 + 4 ⇒ (8) + 4 = 12
Goggeck takes an arrow to the gut. The carnage begins.
Round 1: Bold May Act!
Bugbear Archer (Purple)
Toulbe
Goggeck (12dmg)
Hezekh (Negative Level)
Adu
Brunhild
Glor
Bugbears (Red; Yellow; Blue; Green)
A note about the map. Each ledge denotes a roughly 10ft change in elevation. It's a DC 15 Climb check to climb up or down a ledge, or a DC 15 Acrobatics check to jump off a ledge and not land on your face. Anything that looks like smaller rocks and boulders is difficult terrain, and can possibly be used as cover.
Goggeck Ghack |
Struck, Goggeck steps back, seeking cover.
He aims his sizable crossbow at the nearest bugbear and shouts in Dwarven as he fires:
"A SWIFT DEATH TO ALL GOBLINS!"
5ft step, Judgement: Justice 1/2, Shoot heavy crossbow
Heavy Crossbow vs Yellow Bugbear, Justice: 1d20 + 1 + 1 ⇒ (10) + 1 + 1 = 12
Determination: Aggression Reroll 1/2: 1d20 + 1 + 1 ⇒ (6) + 1 + 1 = 8
Damage: 1d10 ⇒ 9
Hopefully bardic inspiration or bless might bump up that shot!
Brunhild Liefdottir |
Should have asked. Would I have been able to use a standard action before combat to put bane goblinoids on my bow? Also does terrain block my line of sight? And if she moved forward 2 squares will that need a climb check or is it just difficult terrain?
Swift for +1 enchantment (Arcane Pool) And Standard for Legacy Weapon (Bane goblinoids) before Combat
Round vs Yellow: 1d20 + 9 ⇒ (9) + 9 = 18
Damage: 4d6 + 5 ⇒ (5, 2, 5, 2) + 5 = 19
Adu Hilnack |
Hearing Goggeck's shout of pain, it momentarily occurs to Adu that climbing up on the rocks alone might not have been a particularly intelligent idea. Now she's stuck up here, too far from her allies to bless them, too far from Goggeck to heal him, too far from the bugbears to cast any spells on them, and generally being rather useless.
Her idealized notion of sneaking behind the camp to catch the bugbears in a crossfire now seems utterly unrealistic. The dwarves have already been spotted, and now it would take too long to pick her way through the rocks to a good spot.
She settles for circling around the ledge she's on, crouching down as low as she can in the hopes of remaining undetected. The best she can do right now is get a little bit closer to her allies and let the bugbears come to her.
Stealth, ACP: 1d20 + 12 - 4 ⇒ (15) + 12 - 4 = 23
Sorry Goggeck, no Bless this round. Maybe next round, depending on where everyone ends up.
Goggeck Ghack |
@Adu: No worries! Goggeck's reroll is too low to realistically hit unless the AC is really dire.
GM_Armok |
Brunhild: I believe I allowed you a retroactive prebuff during the fight with the huecuva. I’m gonna put my foot down this time, as you had the opportunity to prepare. Moving up the map will be a climb check to scale the ledge. You can move 3 squares to the left past Hezekh and gain line of sight on the red, blue, and green bugbear, but still be on the bottom level.
Brunhild Liefdottir |
Fair enough. Will buff and move
Cursing herself for being a fool, Brunhild activated the runes on her bow as she ran into position. Her attempt at stealth had been ill-advised...
Toulbe Hilnack |
Toulbe peered around the corner as the sounds of angry dwarves going to war started. He eeped and realized he couldn't be really sneaky anymore. He began nervously spouting out culinary differences between goblin ale and dwarven ale and how to make them as he tried to climb up the side.
Climb?: 1d20 - 1 ⇒ (3) - 1 = 2
He fell flat on his butt and hunkered down.
Standard action to start inspire courage, move action to fail miserably.
Glor Stonebeard |
Glor shuffles forward and fires at red.
kinetic blast: 1d20 + 7 + 1 + 2 ⇒ (10) + 7 + 1 + 2 = 202d6 + 9 + 1 + 2 ⇒ (6, 6) + 9 + 1 + 2 = 24 Includes Dwarven Hatred Style
GM_Armok |
Glor is a monster!
Toulbe falls on his rump, but encourages his allies to fight on. What sort of despicable creatures brew beer out of newt tails and frog guts? These goblinoids must go!
Goggeck agrees, but his pierced abdominal muscles spasm just as he fires off his crossbow, and his bolt strikes the earth with a pfft.
Hezekh fires true, his bolt tears a gash in a bugbear's exposed upper arm.
Adu clings to a rock wall and creeps along a ledge, hoping no one will notice her.
Brunhild steps around a jutting rock and into the fore, bow brimming with arcane power.
Glor has plenty of earthy material to work with, and he unleashes his full power, blasting a bugbear with dirt and rock, ripping its arm clear off at the shoulder. The bugbear falls from its ledge and lands on a stack of small cages. Two jackrabbits scatter away, suddenly freed.
Now, one of the bugbears moves forward and hurls a javelin at Hezekh.
Javelin: 1d20 + 3 ⇒ (4) + 3 = 7
It sails well over the steel-fisted brawler's head.
Another charges straight ahead and swings a wicked morningstar at Brunhild.
Morningstar+Charge: 1d20 + 5 + 2 ⇒ (16) + 5 + 2 = 23
dmg: 1d8 + 3 ⇒ (7) + 3 = 10
As Brunhild readies her bow, she takes a mighty swing to her side, breaking a rib. The snapping sound of bone and sinew breaking is a painfully familiar one to Hezekh, who stands just next to her.
Another bugbear moves across the camp to get a good sight of Glor and hurls a javelin his way.
Javelin: 1d20 + 3 ⇒ (18) + 3 = 21
dmg: 1d6 + 3 ⇒ (4) + 3 = 7
Glor now has a pointy stick sticking out of his thigh.
The bugbear archer too changes his sight from Goggeck to Glor, obviously the most dangerous foe.
Longbow: 1d20 + 7 ⇒ (19) + 7 = 26
dmg: 1d8 + 4 ⇒ (4) + 4 = 8
Glor is starting to look like a pincushion.
Round 2: Bold May Act!
Bugbear Archer (Purple)
Toulbe (Inspiring)
Goggeck (12dmg)
Hezekh (Negative Level)
Adu (Creeping)
Brunhild (10dmg)
Glor (15dmg)
Bugbears (Yellow; Blue; Green 3dmg)
Adu Hilnack |
Adu looks over the battlefield. She's almost, but not quite, within range to bless everyone. She's almost, but not quite, able to reach Glor to heal him, given that he's ten feet below her. No matter what she wants to do, she has to hop down to do it.
Acrobatics, ACP: 1d20 + 2 - 1 ⇒ (2) + 2 - 1 = 3
Unfortunately she is a rather bookish gnome and not well-suited to jumping off cliffs. Even very, very small ones. She lands flat on her face.
Nonlethal Fall Damage: 1d6 ⇒ 3
"Owww...."
On the bright side, she landed right next to Glor's foot. She shakily reaches out and touches it, sending curative energy his way. "Hope it helps..."
CLW: 1d8 + 3 ⇒ (5) + 3 = 8
Much like Toulbe earlier: Move action to fail miserably at jumping off the ledge, standard action to cast CLW. Adu is still prone.
Goggeck Ghack |
Seeing the danger to Glor, Goggeck decides to take some risks of his own.
He aims to do a charge against the bugbear that he had shot at.
He cares little if this involves him running down - or flying down! - if he can occupy the attentions of the goblinoids!
His roar echoes:
"CAN YOUR MOTHER DO STITCHES!!?!?"
Climb: 1d20 + 7 - 3 ⇒ (7) + 7 - 3 = 11
Acrobatics if needed: 1d20 - 3 ⇒ (10) - 3 = 7
Inspired, power attacking charge for justice with 10ft reach!: 1d20 + 6 + 2 + 1 + 1 ⇒ (4) + 6 + 2 + 1 + 1 = 14
Aggression Reroll, 0/2 determinations: 1d20 + 6 + 2 + 1 + 1 ⇒ (16) + 6 + 2 + 1 + 1 = 26
Damage: 2d6 + 9 ⇒ (1, 1) + 9 = 11
Mwk Longhammer towards face: 1d20 + 6 + 1 ⇒ (11) + 6 + 1 = 18
Damage: 2d6 + 9 ⇒ (3, 5) + 9 = 17
Toulbe Hilnack |
Toulbe teeters a bit, unsure what to do before he summons up a bit of courage and comes screeching out from his hiding spot.
He takes a deep breath upon reaching the spot while continuing to talk about the lovely smokey taste of a dwarven ale and suddenly the air in front of him shatters and goes flying as he belts out a loud syllable.
Chord of Shards Reflex DC14 Negate: 2d6 ⇒ (6, 6) = 12
15ft cone towards Green. I believe shouldn't hit allies, if I got that wrong then at yellow cause Toulbe knows better than to accidentally hit his friends. Inspire is still up
Brunhild Liefdottir |
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5ft step back and shoot: 1d20 + 10 ⇒ (9) + 10 = 19
Damage: 4d6 + 6 ⇒ (5, 1, 4, 1) + 6 = 17
Brunhild staggered back in pain, her teeth gritted. Still, she did not fall. Instead she fitted an arrow to string and let it fly, at near point blank range. Such a shot would either do immense damage or would miss completely. She couldn’t take too many attacks like the last one...she managed to call out the words of the protective runes she had prepared, to shield herself from the bugbear’s wrath.
Mind Barrier (Sp) As a swift action, you can expend 1 point of mental focus to create a shield of mental energy around you that protects you from harm. The shield prevents a total of 2 points of damage per occultist level you possess (6). It lasts until the start of your next turn or until exhausted.
Glor Stonebeard |
Glor earth toughened skin lessens the damage from both javelin and arrow, but only slightly. DR 1
Ad Adu sacrifices herself to heal him he says Bless ya little Adu. He gathers earth again and lets fly at the archer, but the wounds are too painful to aim well. Afer his shot the steps back for some cover.
kinetic blast: 1d20 + 7 + 1 + 2 ⇒ (3) + 7 + 1 + 2 = 132d6 + 9 + 1 + 2 ⇒ (5, 6) + 9 + 1 + 2 = 23
GM_Armok |
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Glor, is that stoneskin effect always on?
Toulbe, I'm gonna direct you to Yellow, in order to maximize damage.
Bugbear Ref: 1d20 + 4 ⇒ (6) + 4 = 10
Toulbe's discordant shout rips through the bugbear's oversized eardrums and it roars in agony. Goggeck then leaps from his high perch and brings his longhammer down on the bugbear's ringing head from the ledge above. He sticks the hit, but not the landing. Goggeck falls prone, and the bugbear falls dead.
Nonlethal fall dmg: 1d6 ⇒ 1
Hezekh comes to Brunhild's defense and punches the bugbear in its big belly. The bugbear doubles over just as Brunhild steps back and fires an arrow directly into its forehead. The big lug falls to the sand with a thud.
Adu basically reverses the hurt Glor took from the arrow. Glor tries to take out the commanding archer, but the studded leather armor it wears protects it from the hit.
Two bugbears are left. The one down below looks around, finding itself cornered. It hurls another javelin at Hezekh, then moves to the back ledge to get ready to climb up and out of here.
Javelin: 1d20 + 3 ⇒ (13) + 3 = 16
dmg: 1d6 + 3 ⇒ (6) + 3 = 9
Hezekh takes one for the team.
The archer shuffles over along the ledge to provide covering fire for the other retreating bugbear. He targets Brunhild, the rival archer.
Longbow: 1d20 + 7 ⇒ (12) + 7 = 19
Brunhild deflects the arrow with her buckler, just in time.
Exciting combat! Friendly GM reminder, Toulbe gave everyone a +1 bonus to any one attack roll or skill check or saving throw for the day with his Inspiring Feast!
Round 3: Bold May Act!
Bugbear Archer (Purple)
Toulbe (Inspiring)
Goggeck (12dmg, 1nonlethal)
Hezekh (9dmg, Negative Level)
Adu (3nonlethal)
Brunhild (10dmg)
Glor (5dmg)
Bugbears (Blue)
Edit: You only fall prone from a fall if you take lethal damage from it. Adu and Goggeck are on their feet!
Brunhild Liefdottir |
Hit Blue: 1d20 + 10 ⇒ (6) + 10 = 16
Damage: 4d6 + 5 ⇒ (5, 3, 6, 2) + 5 = 21
Mind Barrier again
Still reeling from the blow, Brunhild fitted another arrow. She readied herself to shoot, but had to rush the shot as an arrow flew at her. She barely let loose her own when she had to raise her buckler, which luckily deflected the shot.
Goggeck Ghack |
Goggeck rises and sees bugbears still living, so he jogs towards them, picking up speed!
Get up, move towards nearest goblinoid.
Mwk Longhammer towards face: 1d20 + 6 + 1 ⇒ (7) + 6 + 1 = 14
Damage: 2d6 + 9 ⇒ (2, 5) + 9 = 16
Adu Hilnack |
Adu eyes the remaining goblins, trying to ignore the twinge of pain from her ankle. It looks like they're planning to run, which she would be fine with, except that the archer clearly plans to continue peppering them all with arrows.
She gets really, really irritated whenever someone immediately undoes the hard work she put into healing. Or makes more work for her later by filling her allies full of holes.
Taking advantage of the fact that none of the bugbears have thought to target her yet, (not that she's given them a reason to), she makes her way around the cliff until she's just that little bit closer to the archer.
Casting Command on Purple, Will DC17 to negate. On a failure he has to drop his weapon on his next turn, and can't pick it up again until the turn after that.
Hezekh Ironfist |
I have *got* to work on getting my AC up. low Dex plus light armor makes sense thematically for this character, but it's still not a good mechanical combination.
Hezekh looks around. Seein that there is only one bugbear still on the ground floor, he charges at him, trusting the others to deal with the javelin thrower.
Attack, Charge: 1d20 + 6 + 2 + 1 + 1 ⇒ (4) + 6 + 2 + 1 + 1 = 14
Damage: 1d6 + 5 + 1 ⇒ (5) + 5 + 1 = 11
AC is *13*(Ick!) this turn, due to the charge. Somebody help me kill this guy fast.
GM_Armok |
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Goggeck jumps down again from the next ledge.
Gog Acro: 1d20 - 3 ⇒ (2) - 3 = -1
Nonlethal dmg: 1d6 ⇒ 4
He twists his ankle and limps forward after the fleeing bugbears.
Hezekh too runs after the bugbears and throws his momentum into his punch. But, the bugbear's exorbitantly thick skin helps take the blow.
Seeing Hezekh's peril, Brunhild fires into the fracas. Nimble for its size, the bugbear twists just enough for the arrow to glance off its armor. So close.
Will: 1d20 + 2 ⇒ (8) + 2 = 10
Adu grunts and barks at the bugbear archer, and for a confused moment, it drops its longbow to the ground.
Pretty clutch move by Adu! Can Glor and Toulbe save Hezekh?
Round 3: Bold May Act!
Bugbear Archer (Purple, Disarmed)
Toulbe (Inspiring)
Goggeck (12dmg, 5nonlethal)
Hezekh (9dmg, Negative Level, AC13)
Adu (3nonlethal)
Brunhild (10dmg)
Glor (5dmg)
Bugbears (Blue)
Glor Stonebeard |
Busy traveling and packing for a move. But back and posting. Yes, Glor's DR is turned on in the morning and it stays on all day. Its part of his taking a point of burn every morning, like spell prep. It goes up to 2 next level. :)
Glor moves back into full view shouting dwarven obscenities demanding biologically impossible acts at the remaining bugbears as he fires off another kinetic blast at the one threatening his brother.
kinetic blast: 1d20 + 7 + 1 + 2 ⇒ (16) + 7 + 1 + 2 = 262d6 + 9 + 1 + 2 ⇒ (5, 5) + 9 + 1 + 2 = 22
Toulbe Hilnack |
Toulbe moved up as he looked around trying to figure out how he could help in any way. But he squeaked as rocks went flying and people yelled.
He hunkered down and continued to recite differences in smoking barrels as he let out a wave of energy.
Channel Pos: 1d6 ⇒ 5
GM_Armok |
Glor rains down pain and death in the form of dirt and rock from above, knocking the bugbear out of commission.
Toulbe continues to support the group, channeling healing energy for the benefit of EVERYONE (except Adu who's out of reach), including the bugbear Glor just knocked down, stabilizing it.
The archer sees no point in sticking around. It turns and tries to scramble up the ledge behind it.
Climb: 1d20 + 3 ⇒ (1) + 3 = 4
Climb: 1d20 + 3 ⇒ (2) + 3 = 5
It tries and tries again, but fails to mount the steep ledge. Instead it turns and roars at the dwarves.
Round 4: Bold May Act!
Bugbear Archer (Purple, Disarmed)
Toulbe (Inspiring)
Goggeck (7dmg)
Hezekh (4dmg, Negative Level)
Adu (3nonlethal)
Brunhild (5dmg)
Glor
Bugbears (Blue: 17dmg, unconscious, stable)
Brunhild Liefdottir |
Hit Blue: 1d20 + 10 ⇒ (2) + 10 = 12
Damage: 4d6 + 5 ⇒ (1, 1, 5, 1) + 5 = 13
Brunhild raised an arrow to shoot, aiming for where the bugbear was climbing to. She let the arrow loose just as it slid down. The arrow bounced harmlessly off of the stones.
Goggeck Ghack |
Hp 23/30. 0 non lethal
Goggeck sees the scrabbling bugbear and charges, determined to see it dead!
Mwk Longhammer with 10ft reach, justice, pa, charge: 1d20 + 6 + 1 + 2 ⇒ (11) + 6 + 1 + 2 = 20
Damage: 2d6 + 9 ⇒ (5, 5) + 9 = 19
AC 14 this round with charge
Mwk Longhammer with 10ft reach, justice, pa: 1d20 + 6 + 1 ⇒ (14) + 6 + 1 = 21
Damage: 2d6 + 9 ⇒ (5, 1) + 9 = 15
Glor Stonebeard |
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The earth itself is agins't ya. Glor bellows when he sees the bugbear fail to climb. You walk on me element and it shall surly take you down. There is no escapin.
kinetic blast: 1d20 + 7 + 1 + 2 ⇒ (20) + 7 + 1 + 2 = 302d6 + 9 + 1 + 2 ⇒ (4, 6) + 9 + 1 + 2 = 22
Confirm?: 1d20 + 7 + 1 + 2 ⇒ (5) + 7 + 1 + 2 = 152d6 + 9 + 1 + 2 ⇒ (3, 5) + 9 + 1 + 2 = 20
Toulbe Hilnack |
Toulbe lifts his head and sees that the tide has turned. He lets out a silent scream at the bowman.
Ear Piercing Scream DC 14 Fort: 1d6 ⇒ 5
Dazed if fails. Continue inspire courage.
Adu Hilnack |
Adu very nearly dances in place when she sees the archer drop his bow. Hah! It actually worked! Her grin only widens as she lines up a shot with her own bow.
Masterwork Light Crossbow, IC: 1d20 + 6 + 1 ⇒ (7) + 6 + 1 = 14
P. Damage, IC: 1d6 + 1 ⇒ (2) + 1 = 3
Move action to load the crossbow, standard to shoot at Purple. Not that I think that hits.
GM_Armok |
Everyone targets the final bugbear as he fails to make his villainous escape!
From below, Goggeck swings his longhammer and gives the archer the ol' Nancy Kerrigan, blowing out his kneecap in one swift strike.
Glor tells him why, by blowing out his brains with a bullet of rocky mass to the head.
Toulbe can save his spell, and Adu and Brunhild can save their ammo, for the fight is won.
Combat Over!
The aftermath:
One bugbear (blue) is unconscious and stable at -1hp. The rest are very dead.
Searching the bugbears nets you 4xMorningstars, 12xJavelins, 4xLeather Armors, 4xLight Wooden Shields, 1xStudded Leather Armor, 1xHeavy Flail, 1xMW Composite Longbow (+4Str), 1xPotion Cure Moderate Wounds.
Around the campsite are stacks of caged animals. The animals are yipping and clucking and hopping around frantically after all the commotion. There's also two large primitive huts where the bugbears slept.
Brunhild Liefdottir |
If nobody stops her, Brunhild unceremoniously puts an arrow into the head of the unconscious bugbear, and then goes back to looting the camp. As far as she was concerned this was a detour to kill some of their ancient foes. That, and she remembered Torag’s dogma quite well.
Against my people’s enemies, I will show no mercy. I will not allow their surrender, except when strategy warrants. I will defeat them, yet even in the direst struggle, I will act in a way that brings honor to Torag.
Glor Stonebeard |
Glor nods approval the the archer as he helps loot. I'll be guessin that you'll be wanting ta free the beasts Toulbe. Glor says with a happy glint in his eye. Might be that some would be better of with us than freed. he adds as he heads for a hut, hoping there are no bugbear young that will need putting down.
Toulbe Hilnack |
Toulbe moves back to the cart and gathers up the pup before coming to face all the creatures. He casts his innate magics and soon he addresses his animal audience. "We are friends, we have come to rescue you from the bugbears and reunite you with your child!" he says happily.
He looks at all the cages and animals present. He felt bad but debated what to do with the non wolves. He hoped that he could have a pack of friends to ride in his wagon and guard them at night.
"I'm going to come over and unlock all the cages now, please dont be alarmed or bite me. If you are hurt, please come sit by the pup and I will tend to your wounds. We are travelers and are headed to take back a fort from the Orcs but we would welcome you to become part of our pack. I dont expect you to fight for us, just help protect us at night and help hunt and we will make sure you stay fed and healthy!" he said happily.
Diplomacy/Handle Animal: 1d20 + 9 ⇒ (18) + 9 = 27
Goggeck Ghack |
Goggeck hooks the brainless bugbear corpse with his lengthy hammer, and drags it unceremoniously to the ground. He then turns to advance upon the fallen bugbear but gets to nod approvingly as Brunhild does her duty.
"Excellent. Let us take what we can use, free these unfortunate beasts, and smash the rest. I would not have other goblinoids thinking that they have safe accommodation in our lands, and no decent creature would sleep in such hovels."
He will begin to search the huts, hammer still in hand and unafraid to smash doors and walls first if necessary.
Perception: 1d20 + 9 ⇒ (7) + 9 = 16
Survival: 1d20 + 4 ⇒ (14) + 4 = 18
Adu Hilnack |
Adu pumps her fist in the air triumphantly. "We did it! Goblins slain, family rescued, it's been a good day. Well, for everyone but the bugbears that is." She makes sure to pick up the archer's bow before jumping down to rejoin the rest of the group. It had seemed to be of good quality.
"Does anyone need healing? It looked like Toulbe took care of most of it. When did you learn how to do that? It was awesome!"
If any of the trapped animals are injured, (and her party members don't request healing for themselves), Adu happily spends the rest of her spells healing the puppy's family. Wise? Likely not. But no one's ever claimed Adu was wise.
GM_Armok |
Within the huts, Glor discovers some sleeping pallets made of furs and such, and the half eaten remains of a couple of coyotes. Within one hut, obviously the leader's, is a simple chest. Feels pretty hefty. It's locked, but a key is discovered on the dead archer.
While everyone else is looking around, Toulbe addresses the caged animals. Adu sees that two or three of the animals are injured, but not life threateningly so.
As Toulbe opens the cages, the remaining jackrabbits and turkeys hop or fly off into the surrounding rocks and brush. Obviously, there are apex predators abound.However, the biggest of the coyotes approaches Toulbe and the pup. The pup whimpers out "Momma!"
After the alpha female sniffs out and inspects her pup, she speaks to Toulbe. "I remember you. You said you were friends. I didn't believe you then, but I believe you now. For saving us, we can be as guides for you in this land. But this land is our home, it is all we know. We will not be leaving it for lands beyond."
Mechanically speaking, Toulbe can confer with the coyotes to gain a +2 bonus on Survival Checks, but only in the Flatiron Hills Region. The coyotes also have the Scent ability, which can be helpful if you are tracking something specific. In that case, the bonus becomes +4.
"But momma! I want to go on adventures with them!"
"Do as you wish, child. But be careful. People will tame you, and you will lose your wild spirit. Never forget your people and your home."
"Don't worry! I won't!" the pup happily returns to Toulbe's side.
Goggeck Ghack |
"Adu, I could use healing.", replies Goggeck.
GM_Armok |
That should be Goggeck discovers a locked chest, not Glor. Maybe Glor is the one who discovers the key.
Goggeck Ghack |
Goggeck hauls the chest outside, unwilling to leave it within the goblin hut.
As Glor furnishes the key, Goggeck examines the chest in daylight for traps or notations.
Perception: 1d20 + 9 ⇒ (14) + 9 = 23
If he finds none, or no one else seeks to check the chest, he will open the chest with the key.
GM_Armok |
Goggeck notices something odd with the lock on the chest. It appears to be trapped.