The Spider God's Bride -

Game Master dain120475

Know, O Man, that the world lays at thy sandaled feet. If thy would take it then stretch forth thy hand and seize all which lays before thee, but be warned – it shall not bend to thy will alone; rather, it shall yield only to the strength of thy arm and the fury of thy blade.

Map of the known world - Here -

Combat Map: - Here -


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Female Decadent Yar-Ammonite Bard (Archaeologist) 5 , Ranger (Commando) 1| DR 2| AC 16, T14, FF13 (Uncanny Dodge)| HP 49/49, F+4/+5/+6, R+9, W+5, CMB +5, CMD 18| Init +3, Lowlight, Perc. +15/+17, Speed 30ft | , 0/10 Rds Archaeologist's Luck, 0/8 times Detect Magic

Tairin felt the heat start to sap her vigour and she did not know if she could push the feeling away so readily this time.

Following Red's direction to the broken statue, she moved into the shadowed recess by Red's side. She unwound the veil from her nose and mouth and pressed herself against the rock, closing her eyes for a moment. Removing the waterskin from her pack, she brought it to her lips and gently sipped, feeling some of the dryness leave her lips and throat. Then she poured a little of the precious water over her head covering to help cool her down.

Taking a moment to collect herself, she looked to Bear, Red and Anhur. "We should stay here and rest until the sun has sunk lower in the sky. It will allow Red and I to revive from the heat and we can travel when it is cooler." Tairin's eyes sought Bear's first as he was her original travelling companion and then Red who seemed to feel as bad as she did. Finally they settled on Anhur. "We are not frail, yet we are not invincible either. We can make up the time we have lost in the evening, if we have to."

Tairin opts to stay in the shade of the broken statue until 3pm and then start walking again.


August 2nd
Time: Roughly 3:00 PM
Location: On the Road to Belthaar
Moon Cycle: Roughly Half Moon; Next Full Moon 8th of August
Moon Cycle
Weather Conditions: Hot, dry
Temperature: 90 F, or 32 C

The company gathers their gear and moves forward onto the trail.

As they travel they notice after another mile another pillar like the one they saw, but whatever figure or statue may have been on it has long been broken into the dirt beyond recognition.

This persists for a short while and during your journey you notice that while traveling the road the small dried out gash in the dirt which stretched from the mountains from the scrub of trees seems to have bisected the road itself at one point and you are forced to cross over its shallow depth. In the bottom of it you see that there are occasional cracks and breaks in it and small breaks of dry, brown, scrub grass.

At roughly 4:30 PM (the tempreture is now roughly 75 F or 24 C) you feel a dull, hot wind rise from the north – it pushes south hard over the sands and you feel the sting of the grit and dirt as the winds continue to blow. While the force is not strong it is persistent and somewhat annoying as you walk and you notice that to your left and right you cannot see much break in the landscape, only swollen hills that stretch to the south – to the north you see little but flat plains of sand and dust.

The hills to your south become more pronounced and varied, and you see occasional patches of grass in the dust, punctuated with an occasional thicket or cactus. You continue to walk, seeking out the next stone pedestal which marks the location of the road, though you notice the dry streambed seems to be running in a nearly eastern direction while the road itself is veering more south east.

These details seem almost monotonous as you continue to plod along, but the wind from the north continues to blow over you and you wrap your skin and face as well as you can with your clothes to protect from the dust and heat.

By 6:00 PM (60 F or roughly 15 C) you feel you’ve traveled roughly twenty miles from the pass, but the wind still feels warm on you. You can tell that the sun will not descend until roughly at 9:00 PM, so you have time to continue, but you are starting to feel some hunger pains.

Suddenly you notice movement to the south – roughly a quarter of a mile off the trail you see large birds circling a point in the hills. You cannot tell what is hidden behind the hills at this distance, but there is clearly something there to draw the attention of the birds.

Do you investigate or continue on your journey?


Male Human (Tharag Thulan)
Stats:
hp 74/74 AC 21|T 14 |FF 18, F +7|R +2|W +4, Init +2, Per +10
Gladiator 6

Looking at the parched lips of his female companions, Bjoern nods. "It makes not sense to move forward in the heat of the night. Maybe even better to rest during the day and move in the night. It´s cold, but the movement would make you warm."
-------------------------------------------------
Seeing the birds Bjoern loosens his sling.
"There is our supper. I mean the birds! And we should investigate what they are looking at. Vulture is not great, but eatable!"


August 2nd
Time: Roughly 6:10 PM
Location: On the Road to Belthaar
Moon Cycle: Roughly Half Moon; Next Full Moon 8th of August
Moon Cycle
Weather Conditions: Cool – very windy
Temperature: 60 F, or 15 C

As the party stares to the south Bjoern decides to take the initiative.

Bjoern Ghostbear wrote:
"There is our supper. I mean the birds! And we should investigate what they are looking at. Vulture is not great, but eatable!"

Bjeorn moves off to explore. Being that is only a quarter of a mile away, it is not far from the company of the others. However, as the landscape south of the road starts to rise and fall with the presence of more hilly terrain, he is soon lost to casual observation.

Who Follows the Birds:

After a quick jog you come over a ridge and see that a group of buzzards are picking at some dead animals. There seem to be three corpses of creatures, you cannot be sure what they are – yet.

Moving closer you can see that the largest of the creatures is a an Ibex. On closer inspection you can see that the body is missing several well cut pieces – as it was butchered after being killed. However, the butchery has stopped short and you can guess why.

Near to the body there are two other dead animals. They are the corpses of two Gray Wolves. On closer inspection the bodies seem to be very lean, as if the wolves had not been feeding well lately.

You can see two arrows shot through one of the wolves; the arrows are still lodged in the body – one in the throat and one in the shoulder. The second body has an arrow lodged in the chest.

On the ground you can see a broken arrow with bloodstains on the shaft and tip. You realize the arrows are not meant for a short bow; they seem to be arrows made for a longer bow. From what you’ve seen, though, the folk of Susrah typically do not hunt with longbows.

The buzzards watch you as you study the terrain, but they quickly return to feeding even while some of the buzzards circle above you.

A Survival Roll may reveal more clues on what happened here if you’re able to search for Tracks. Knowledge: Nature would also be helpful, too.


Female Civilised Yar-Ammonite Witch (Bouda) 4 | HP 30/38 (1d6(=6, 4, 4,4=14)+4 FC + 8 Con ) | Defence AC 12 (Touch 12 Flat Footed 10) [/ooc] | CMB: +1, CMD: 13/11 |FL [| Init: +4 | Perc: +9, SM: +7 ooc] F: +3, R: +3, W: +5[/ooc] | Speed 30ft | Hexes Slumber - DC:17, Bouda Eye DC 17, Healing, Cackle, Fortune, Misfortune DC 17 | Spells: lvl0- 4 1st 5, 2nd 3 | Active conditions: None.
Bjoern Ghostbear wrote:
Looking at the parched lips of his female companions, Bjoern nods. "It makes not sense to move forward in the heat of the night. Maybe even better to rest during the day and move in the night. It´s cold, but the movement would make you warm."

" Trying to move around in the heat of the day is a bad idea for a number of reasons. Since night is short, getting dark around 9, I think the best plan may be to march from dawn to mid morning, seek shade in the heat of the day, even sleep a bit, and then march from say 3 pm until the evening. "

Bjoern Ghostbear wrote:

Seeing the birds Bjoern loosens his sling.

"There is our supper. I mean the birds! And we should investigate what they are looking at. Vulture is not great, but eatable!"

"Very well. Come back if you encounter anything dangerous and we will confront it together" replies She Who Knows, thinking dining on vulture. This will be ... interesting.


Female Decadent Yar-Ammonite Bard (Archaeologist) 5 , Ranger (Commando) 1| DR 2| AC 16, T14, FF13 (Uncanny Dodge)| HP 49/49, F+4/+5/+6, R+9, W+5, CMB +5, CMD 18| Init +3, Lowlight, Perc. +15/+17, Speed 30ft | , 0/10 Rds Archaeologist's Luck, 0/8 times Detect Magic

The rest had restored her vigour and the heat had mellowed somewhat.

I'm assuming that means both Tairin and Red have now recovered from their non-lethal damage and fatigue at this point...

The wind kept up its assault and Tairin was glad for the head covering and veil over her nose and mouth. Pushing down the veil a little, so her mouth was uncovered, she called out, "Bjoern! Carrion birds mean something is dead there. I do not want to get off this path - it would be a fool's errand. Let us proceed as we have been and we can sup on the trail rations I have brought with me once the sun has fallen beneath the horizon. I want to reach Belthaar in reasonable time." Her dark eyes entreated the large warrior protector. Tairin did not care to know what lay beyond the hills and what had drawn the large birds. She knew Bear enjoyed his roasted meat and he could have his fill of it once they reached Belthaar.


Male Human (Tharag Thulan)
Stats:
hp 74/74 AC 21|T 14 |FF 18, F +7|R +2|W +4, Init +2, Per +10
Gladiator 6

Surv: 1d20 + 8 ⇒ (19) + 8 = 27
To find more clues.
Bjoern looks around for a few moments, the draws his dagger and smilingly cuts himself also a few choice pieces.


Female Civilised Yar-Ammonite Witch (Bouda) 4 | HP 30/38 (1d6(=6, 4, 4,4=14)+4 FC + 8 Con ) | Defence AC 12 (Touch 12 Flat Footed 10) [/ooc] | CMB: +1, CMD: 13/11 |FL [| Init: +4 | Perc: +9, SM: +7 ooc] F: +3, R: +3, W: +5[/ooc] | Speed 30ft | Hexes Slumber - DC:17, Bouda Eye DC 17, Healing, Cackle, Fortune, Misfortune DC 17 | Spells: lvl0- 4 1st 5, 2nd 3 | Active conditions: None.

"I don't think he is listening Tairin."


Tairin of the Veils wrote:
I'm assuming that means both Tairin and Red have now recovered from their non-lethal damage and fatigue at this point...

Indeed! As you both have rested for 3 hours then you have both completely recovered your Non-Lethal damage and are no longer considered Fatigued. Also, as the sun has dipped lower to the west it's cooler and you shouldn't need to make another Fortitude Save today for hot weather.

Bjoern Ghostbear wrote:
Survival 27 To find more clues.

Re: Survival Check results via 27

Good roll – lots of information here:

Your first piece of information is how old the tracks are – you’d guess likely about an hour or so, maybe less, but it's hard to say specifically.

You can tell that the Ibex was likely part of a small herd – possibly about ten to twelve of them in the herd, as is not uncommon with Ibex herds. The Ibex came from the west – the mountains and the water sources were to the west – based on the tracks it’s likely they were traveling quickly as they moved over the somewhat grassier hills, likely as they were being pursued.

It looks like a single hunter was pursuing them from the west as well. The hunter made the killing shot likely at the crest of the small hill and the Ibex probably tumbled to the bottom of the small area between the low-lying hills where the hunter began to butcher it.

You’d wager the hunter was butchering the meat when the smell of blood drew the wolves from the south west. This would mean the wolves came from the west as well, but traveled in a somewhat northerly direction as they smelled the blood during the butchering of the meat.

The hunter’s arrow shots and methods suggest professionalism. It does not seem as if the hunter was wounded.

Based on the tracks you discovered and the blood trail from where the Ibex was initially shot, you’d wager that the hunter fired when the Ibex had reached the top of the small hill to your west because he was afraid that if the Ibex started running down the hill he’d not get a clear shot.

You only assume that because – from what you can tell of the tracks – the arrow was fired from nearly 500 feet (the effective range of a Shortbow is roughly 300 feet From SRD: Shortbow range 60 feet at 5x feet but Longbow is 100 feet at 5x feet).

Of course, you’ve seen Longbows in your homelands in the North, but you know that most southern folk use the Short Bow. The length of the shot and the size of the arrows you found in the grass and bodies makes you believe that not only does this hunter have a Longbow, but the hunter is an exceptional shot.

Given his expertise as a hunter you are surprised that he would linger so long with hungry predators roaming about. However; after re-checking the bodies of the wolves you’re convinced that these wolves are fairly lean and likely not eating well. You’d guess that the lack of food drove them to range further from their typical hunting grounds – you’d also wager that the lack of food urged them to attack the hunter in force as he worked. In short; the wolves were probably starving, they ran a long distance for the smell of blood and attacked the hunter out of desperation.

This is not typical of wolves, generally.

Your gut tells you there is something else is at work for wolves to be so undernourished in the middle of summer when game should be more plentiful.

You stop with your studies and go back to cutting meat…

While slicing off another chunk of the meat you ponder what may be causing wolves to starve in the middle of summer.

You’re startled to hear a howling sound from the southwest over the ridge of hills.

Another howl answers from the west; then a third…

You’re roughly ¼ mile from your companions; it’s hilly, but there’s no obstructions like tall grasses, rocks, or things to impede you running so I’m ruling the two types cancel themselves out and you can treat the terrain between you and your companions as “Flat, even terrain” if you choose to Run at 5x Speed – assuming you choose to run, of course; but you’ve heard at least 3 different wolves howl, there might be more; you know that wolves (if it is wolves; it may be something else) are starving and aggressive and you’re currently alone.

There are 1,320 feet in a quarter of a mile. I believe you have a Move Speed of 30 as Gladiator. That means at 5x Speed it will take you roughly 9 Rounds to get to your companions (assuming they don’t come to your aid).

Four legged creatures typically run faster – the predators will likely reach you before you reach your companions.

Everyone Else: You will be able to see Bjoern running to you after roughly 4 rounds. However, you can all make Perception Checks to hear the howling at this range (DC 25 – make 5 successive checks as the DC drops by 1 for each round until it hits 21. If anyone hears the howls sooner they can rush to help; depending on your actions will depend on how soon you’ll get to Bjoern to aid him.


Female Civilised Yar-Ammonite Witch (Bouda) 4 | HP 30/38 (1d6(=6, 4, 4,4=14)+4 FC + 8 Con ) | Defence AC 12 (Touch 12 Flat Footed 10) [/ooc] | CMB: +1, CMD: 13/11 |FL [| Init: +4 | Perc: +9, SM: +7 ooc] F: +3, R: +3, W: +5[/ooc] | Speed 30ft | Hexes Slumber - DC:17, Bouda Eye DC 17, Healing, Cackle, Fortune, Misfortune DC 17 | Spells: lvl0- 4 1st 5, 2nd 3 | Active conditions: None.

Perception, round 1: 1d20 + 6 ⇒ (1) + 6 = 7

Perception, round 2: 1d20 + 6 ⇒ (9) + 6 = 15

Perception, round 3: 1d20 + 6 ⇒ (7) + 6 = 13

Perception, round 4: 1d20 + 6 ⇒ (10) + 6 = 16

Perception, round 5: 1d20 + 6 ⇒ (15) + 6 = 21


Female Decadent Yar-Ammonite Bard (Archaeologist) 5 , Ranger (Commando) 1| DR 2| AC 16, T14, FF13 (Uncanny Dodge)| HP 49/49, F+4/+5/+6, R+9, W+5, CMB +5, CMD 18| Init +3, Lowlight, Perc. +15/+17, Speed 30ft | , 0/10 Rds Archaeologist's Luck, 0/8 times Detect Magic
She Who Knows wrote:
"I don't think he is listening Tairin."

Her thin, dark brow elegantly arched up at the woman's words and Tairin looked across to Red, the corners of her mouth lifted in mild amusement, "You are right, Sister. Bear can be rather single-minded; more so when hungry." And, I do not always heed his words, Tairin mused privately.

Tairin casually gazed toward the hills and wondered what, if anything, Bjoern had discovered and when he would return.

Perception, Round 1: 1d20 + 6 ⇒ (16) + 6 = 22
Perception, Round 2: 1d20 + 6 ⇒ (7) + 6 = 13
Perception, Round 3: 1d20 + 6 ⇒ (8) + 6 = 14
Perception, Round 4: 1d20 + 6 ⇒ (2) + 6 = 8
Perception, Round 5: 1d20 + 6 ⇒ (2) + 6 = 8


Breton Thaumaturge 1 | HP: 12/12 | AC: 11, T: 11, FF: 10 | Fort: +3, Ref: +1, Will: +2 | CMB: +0, CMD: 11 | Init: +1, Perception: +0 | SP: 5/5 | Speed: 30ft

I would've liked to have gone with Bjoern, seeing as I didn't bring trail rations and had planned on hunting. That said, I'm fine with whatever you decide GM.
Post is assuming I stayed with the women.

Perception: 1d20 + 6 ⇒ (19) + 6 = 25 Well then.

"Wolves!" Anhur declares as he hears the howling and takes off running. The thought of getting eaten was none too thrilling, but he was sure he could easily fight off a few while they were chewing on the much bigger Bjoern. And they'd likely be better to eat than the carrion birds of Bjoern's original plan.


Female Civilised Yar-Ammonite Witch (Bouda) 4 | HP 30/38 (1d6(=6, 4, 4,4=14)+4 FC + 8 Con ) | Defence AC 12 (Touch 12 Flat Footed 10) [/ooc] | CMB: +1, CMD: 13/11 |FL [| Init: +4 | Perc: +9, SM: +7 ooc] F: +3, R: +3, W: +5[/ooc] | Speed 30ft | Hexes Slumber - DC:17, Bouda Eye DC 17, Healing, Cackle, Fortune, Misfortune DC 17 | Spells: lvl0- 4 1st 5, 2nd 3 | Active conditions: None.

She Who Knows takes a second to register the situation, thinks time to go rescue our bodyguard and with a wry smile sets off in pursuit of Anhur.


Female Decadent Yar-Ammonite Bard (Archaeologist) 5 , Ranger (Commando) 1| DR 2| AC 16, T14, FF13 (Uncanny Dodge)| HP 49/49, F+4/+5/+6, R+9, W+5, CMB +5, CMD 18| Init +3, Lowlight, Perc. +15/+17, Speed 30ft | , 0/10 Rds Archaeologist's Luck, 0/8 times Detect Magic

Upon Anhur's swift declaration of wolves and watching as both he and Red ran off and left her standing on her own, Tairin muttered something under her breath and then picked up her skirts and started to run after them. She had warned Bjoern not to venture off the path and away from them. Now, wolves of all things.


Breton Thaumaturge 1 | HP: 12/12 | AC: 11, T: 11, FF: 10 | Fort: +3, Ref: +1, Will: +2 | CMB: +0, CMD: 11 | Init: +1, Perception: +0 | SP: 5/5 | Speed: 30ft

if I may:
Anhur pauses to withdraw something from a pouch--a small, withered jungle cat's paw--and put it in his mouth. He then sped off toward Bjoern with incredible grace and speed.
Expeditious Retreat, +30ft movement for 60ft total


Female Civilised Yar-Ammonite Witch (Bouda) 4 | HP 30/38 (1d6(=6, 4, 4,4=14)+4 FC + 8 Con ) | Defence AC 12 (Touch 12 Flat Footed 10) [/ooc] | CMB: +1, CMD: 13/11 |FL [| Init: +4 | Perc: +9, SM: +7 ooc] F: +3, R: +3, W: +5[/ooc] | Speed 30ft | Hexes Slumber - DC:17, Bouda Eye DC 17, Healing, Cackle, Fortune, Misfortune DC 17 | Spells: lvl0- 4 1st 5, 2nd 3 | Active conditions: None.

"Neat trick. These two look very savage with all their muscles and weaponry. But they don't know the fist rule of strategy, don't divide your forces. Perhaps we should separate to be consistent."says She Who Knows while running, which she seems to be dealing with better than the heat.


Anhur wrote:

I would've liked to have gone with Bjoern, seeing as I didn't bring trail rations and had planned on hunting. That said, I'm fine with whatever you decide GM.

Post is assuming I stayed with the women.

I had assumed that, too; but I wasn’t sure and didn’t want to hold things up. In the future if you’d like to be Bjoern’s wingman, I’ll make sure you two are together unless otherwise noted – for now, though, you are with the women, ufortunately.

Meantime, the animals were roughly 500 feet from Bjoern when they started to howl. Bjoern goes first and gets his x5 movement – furthermore; the party is able to hear him on the first round and they naturally rush to his rescue. Lot of math to do – so here goes…

Animals start at 500 feet back; closing at 250 feet per turn – Bjoern rushes forward at 150 per turn – Backup-closes range at 150 per turn – there is a 1,350 gap between them.

On round 4 you obviously see that Bjeorn is rushing about 100 feet in front of a pack of wild dogs. The girls are roughly 130 feet from him. Anhur moved 30 feet on round one as his Move Action and had it as his standard action; the rest of the rounds he ran – 300 feet a round; this means he is now moved next to Bjoern.

On Round 5 you can turn and flee, but the dogs will overrun you quickly so I assume you’ll stand and fight – this means that your party goes first; the women are roughly 130 feet (or 26 Squares) north of Bjoern and Anhur. The dogs are 20 squares South and South west of them.

Anhur – you have 5 Rounds left of your thing at this time…

Ladies – you are not on the map yet; you’re still 130 feet north of your friends and roughly 230 feet north of the dogs. You can move up to help them on this turn as a double move, if you’d like, though.

Alright gang; - you have initiative – what’s your move?

Combat Map Found - HERE –


Male Human (Tharag Thulan)
Stats:
hp 74/74 AC 21|T 14 |FF 18, F +7|R +2|W +4, Init +2, Per +10
Gladiator 6

I was also assuming that we would travel together?
Bjoern will take out his shield and draw a pilum to throw it! When they come closer he is prepared to go shield and board using combat expertise.
7 wolves? You want this to end fast?


Breton Thaumaturge 1 | HP: 12/12 | AC: 11, T: 11, FF: 10 | Fort: +3, Ref: +1, Will: +2 | CMB: +0, CMD: 11 | Init: +1, Perception: +0 | SP: 5/5 | Speed: 30ft

Please don't taunt the GM. I have a vested interest in survival.

Anhur casts aside his spear dramatically and reaches under his robe. From it he produces something unrecognizable and covered in ash. He consumes it and flexes tightly all over, and his skin seems to become thick and calloused. He then draws a painted club and holds it overhead even as the metal scrape of a curve-blade knife leaving its sheath rings through the air. He holds the knife forward and the club high and lets out a battle cry, wordless and animalistic, as the wolves come charging in.


Female Civilised Yar-Ammonite Witch (Bouda) 4 | HP 30/38 (1d6(=6, 4, 4,4=14)+4 FC + 8 Con ) | Defence AC 12 (Touch 12 Flat Footed 10) [/ooc] | CMB: +1, CMD: 13/11 |FL [| Init: +4 | Perc: +9, SM: +7 ooc] F: +3, R: +3, W: +5[/ooc] | Speed 30ft | Hexes Slumber - DC:17, Bouda Eye DC 17, Healing, Cackle, Fortune, Misfortune DC 17 | Spells: lvl0- 4 1st 5, 2nd 3 | Active conditions: None.

Dain GM- I think when you say Tairion and I can double move up to the guys you mean a full move run. A double move is 60 feet I think. So if it takes a full round action I will do is move up to 25 feet short of the guys. If I can somehow reach the guys in a double move I will single move and stop 30 feet short, delaying my attack to Slumber Hex the first wolf to come within range, which is 30 feet. DC 15 will save to avoid a round of magical sleep.


She Who Knows wrote:
Dain GM- I think when you say Tairion and I can double move up to the guys you mean a full move run. A double move is 60 feet I think. So if it takes a full round action I will do is move up to 25 feet short of the guys. If I can somehow reach the guys in a double move I will single move and stop 30 feet short, delaying my attack to Slumber Hex the first wolf to come within range, which is 30 feet. DC 15 will save to avoid a round of magical sleep.

You can move up 25 feet from the guys this turn as an ALMOST Full Run if you'd like, instead - I'll adjust the map accordingly as soon as I get Tairin's response, no worries :)


Female Decadent Yar-Ammonite Bard (Archaeologist) 5 , Ranger (Commando) 1| DR 2| AC 16, T14, FF13 (Uncanny Dodge)| HP 49/49, F+4/+5/+6, R+9, W+5, CMB +5, CMD 18| Init +3, Lowlight, Perc. +15/+17, Speed 30ft | , 0/10 Rds Archaeologist's Luck, 0/8 times Detect Magic

Tairin ran as fast as she could, hoping to bridge the distance sooner rather than later. (I think if she runs at almost x4 she'll make it 110 ft and will come to a stop 20 ft behind and to the side of Bjoern. I've moved the token on the map. I think that's all she can do this round - a full round action of running, yes?)


Female Civilised Yar-Ammonite Witch (Bouda) 4 | HP 30/38 (1d6(=6, 4, 4,4=14)+4 FC + 8 Con ) | Defence AC 12 (Touch 12 Flat Footed 10) [/ooc] | CMB: +1, CMD: 13/11 |FL [| Init: +4 | Perc: +9, SM: +7 ooc] F: +3, R: +3, W: +5[/ooc] | Speed 30ft | Hexes Slumber - DC:17, Bouda Eye DC 17, Healing, Cackle, Fortune, Misfortune DC 17 | Spells: lvl0- 4 1st 5, 2nd 3 | Active conditions: None.

Please excuse my computer ignorance, there is a lot of it to excuse, I could not find my icon on the combat map. Or I don't know how to create one if that is what we are supposed to do. She Who Knows will be standing next to Tairin.


The animals charge in, but even at a twice their speed, they are not close enough to bridge the gap between them and their prey.

The four allies watch in grim silence as the lean beasts charge in at them, their weapons ready and their senses tense. When they see how the animals have moved they then prepare their own counter-attack...

Basically what I did is move the animals up via a Double Move right next to where you guys where on the the map. However, to keep things simple (hopefully) I then slid everyone (including the animals) down four squares so you have some Tactical Terrain above you if you need it. The locations on the map in relation to the animals and each other has not changed after the animals moved; only your position on the map.

That said, now it's your turn - Anhur you now have 4 rounds left of your Extract.


Female Civilised Yar-Ammonite Witch (Bouda) 4 | HP 30/38 (1d6(=6, 4, 4,4=14)+4 FC + 8 Con ) | Defence AC 12 (Touch 12 Flat Footed 10) [/ooc] | CMB: +1, CMD: 13/11 |FL [| Init: +4 | Perc: +9, SM: +7 ooc] F: +3, R: +3, W: +5[/ooc] | Speed 30ft | Hexes Slumber - DC:17, Bouda Eye DC 17, Healing, Cackle, Fortune, Misfortune DC 17 | Spells: lvl0- 4 1st 5, 2nd 3 | Active conditions: None.

She Who Knows moves to a position slightly behind Bjoern and Anhur and then talks briefly in an unknown language and gesticulates for no apparent reason. For those few who understand magic, this is her casting Mage Armour on herself. She then speaks in Sushranite, saying:-

"Bjoern, Anhur, I am going to make the wolves sleep. If a wolf falls asleep try to kill it straight away, the hex only lasts a few seconds. I will explain later."


Male Human (Tharag Thulan)
Stats:
hp 74/74 AC 21|T 14 |FF 18, F +7|R +2|W +4, Init +2, Per +10
Gladiator 6

As the wolves charge in Bjoern whirls his javelin in his hand takes a step forward to gain momentum and be the first in line and throws it at the lead wolf.
Attack: 1d20 + 2 + 2 ⇒ (18) + 2 + 2 = 221d6 + 6 ⇒ (5) + 6 = 11
Seeing the javelin deeply pierce the wolf he then quickly draws his gladius, holding his shield high and the blade ready to stab what comes closer.


Bjoern Ghostbear wrote:

As the wolves charge in Bjoern whirls his javelin in his hand takes a step forward to gain momentum and be the first in line and throws it at the lead wolf.

[Dice=Attack]d20+2+2; 1d6+6
Seeing the javelin deeply pierce the wolf he then quickly draws his gladius, holding his shield high and the blade ready to stab what comes closer.

To clarify - these aren't wolves; they're something akin to either wild dogs, or possibly coyote. This makes sense as if wolves were slain an hour ago and fled they would not likely return to the smell of their dead pack mates - these beasts are smaller and somewhat weaker than wolves.

That said, your javelin has nearly slain the wild dog at K:11. Now we're waiting on Anhur and Tairin to act - though I'll have Tairin act last as she's AFK for a bit.


Female Decadent Yar-Ammonite Bard (Archaeologist) 5 , Ranger (Commando) 1| DR 2| AC 16, T14, FF13 (Uncanny Dodge)| HP 49/49, F+4/+5/+6, R+9, W+5, CMB +5, CMD 18| Init +3, Lowlight, Perc. +15/+17, Speed 30ft | , 0/10 Rds Archaeologist's Luck, 0/8 times Detect Magic

Tairin unsheathed her scimitar and held it ready in her hand. She moved 15 feet forward (to F:14) to stand just behind Bear and Anhur, and, before Red. She keenly watched the wild canine scavengers, contemplating what she knew of such creatures and trying to gauge how they would move/attack and react if the lead dog was killed. Tairin waited to see how successful Red's slumber hex would be before attempting anything else.

INT check re pack mentality: 1d20 + 1 ⇒ (20) + 1 = 21

Two move actions this round.


Breton Thaumaturge 1 | HP: 12/12 | AC: 11, T: 11, FF: 10 | Fort: +3, Ref: +1, Will: +2 | CMB: +0, CMD: 11 | Init: +1, Perception: +0 | SP: 5/5 | Speed: 30ft

Anhur steps forward to draw the attention of the dogs and poises himself for battle.
5ft step forward and total defense for +4 to AC (now 20).


Bottom of Round 2

Tairin’s Intelligence Check:

Normally a Character can not get higher on a Knowledge Check than 10 + their Int Modifier (in your case 11). However, due to your Natural 20 you learn this: The creatures are like Jackals (basically the same; stats found – Here –. The only difference is they have Max HP, no DR and a speed of 50 vs. 40 feet. They are not as famished as the wolves and have likely moved north on the scent of blood and did not move in until after they were sure that the larger and more dangerous wolves had fled. They are feeding better toward the south, you’d guess.

However, like most Pack Animals you do not need to destroy all of them to win. If you’re ale to kill at least half their company the rest will likely panic and flee.

The creatures move up and attack –

Anhur, you’re free to take an AoO on the first wild dog who attacks you, whether or not he hits – the same goes for Bjeorn.

Meanwhile, Dogs 1-3 have attacked Anhur – Dogs 4-7 have attacked Bjoern. Dog 7 gains flanking with Dog 3.

Current AC: Bjoern, remember your current AC is only 13 as you’re not wearing your armor, but you’re carrying a Heavy Shield – so you also have a DR of 2. Anhur, your AC is 20 with Total Defense, but you only have DR of 1 as your armor is Light; Red, your AC is 16 with Mage Armor; Tairin I think your AC is now 13.

Jackal 1
1d20 + 2 ⇒ (5) + 2 = 7

If it hits -
1d4 + 1 ⇒ (2) + 1 = 3

Jackal 2
1d20 + 2 ⇒ (2) + 2 = 4

If it hits -
1d4 + 1 ⇒ (1) + 1 = 2

Jackal 3
1d20 + 2 ⇒ (14) + 2 = 16

If it hits -
1d4 + 1 ⇒ (3) + 1 = 4

Jackal 4
1d20 + 2 ⇒ (2) + 2 = 4

If it hits -
1d4 + 1 ⇒ (1) + 1 = 2

Jackal 5
1d20 + 2 ⇒ (19) + 2 = 21

If it hits -
1d4 + 1 ⇒ (1) + 1 = 2

Jackal 6
1d20 + 2 ⇒ (5) + 2 = 7

If it hits -
1d4 + 1 ⇒ (1) + 1 = 2

Jackal 7
1d20 + 2 + 2 ⇒ (8) + 2 + 2 = 12

If it hits – (including “Opportunist Bite”)
1d4 + 1 + 1 ⇒ (4) + 1 + 1 = 6

EDIT: it looks like none of the animals hit except for dog/jackal 5 - but the damage was negated via by his DR.

Top the round; it's your move - Bjoern and Anhur, don't forget to include your AoO in your actions.


Female Decadent Yar-Ammonite Bard (Archaeologist) 5 , Ranger (Commando) 1| DR 2| AC 16, T14, FF13 (Uncanny Dodge)| HP 49/49, F+4/+5/+6, R+9, W+5, CMB +5, CMD 18| Init +3, Lowlight, Perc. +15/+17, Speed 30ft | , 0/10 Rds Archaeologist's Luck, 0/8 times Detect Magic

In Susrahnite, Tairin called to her companions, "Kill the leader and half the Jackal pack, and, the rest will likely flee. Jackals move fast (50ft), like to feign death and flank their quarries!" (Free action)

Tairin takes a 5ft step (to F:13) to get closer to the wounded lead Jackal and slashes at it with her scimitar.

Attack with Scimitar on lead Jackal (wounded one): 1d20 ⇒ 16
Damage, if hits: 1d6 ⇒ 4

Then she removes her scorpion whip with her off hand and simply holds it in that hand in case she needs it. (Move action) (She has her scimitar in her true hand and simply holding the whip in her off hand.)

(Tairin's AC is 13 as she isn't wearing her armour. HP 18/18)


Tairin of the Veils wrote:
In Susrahnite, Tairin called to her companions, "Kill the leader and half the Jackal pack, and, the rest will likely flee. Jackals move fast (50ft), like to feign death and flank their quarries!" (Free action)

Your attack kills Wild Dog 1


Female Civilised Yar-Ammonite Witch (Bouda) 4 | HP 30/38 (1d6(=6, 4, 4,4=14)+4 FC + 8 Con ) | Defence AC 12 (Touch 12 Flat Footed 10) [/ooc] | CMB: +1, CMD: 13/11 |FL [| Init: +4 | Perc: +9, SM: +7 ooc] F: +3, R: +3, W: +5[/ooc] | Speed 30ft | Hexes Slumber - DC:17, Bouda Eye DC 17, Healing, Cackle, Fortune, Misfortune DC 17 | Spells: lvl0- 4 1st 5, 2nd 3 | Active conditions: None.

She Who Knows focuses her arcane power on the wild dog closest to her on her left, ie using the Slumber hex on it.

That I believe is wild dog 7, the one next to Bjeorn and flanking with dog 3. That is a DC 15 will save to avoid 1 round of magical slumber. She Who Knows AC is currently 16, +2 for dex and +4 for mage armour. My current HPs are 17 and I am hoping it will stay that way. :)


Male Human (Tharag Thulan)
Stats:
hp 74/74 AC 21|T 14 |FF 18, F +7|R +2|W +4, Init +2, Per +10
Gladiator 6

Ac is 14 Combat expertise +1, Dex+1 shield+2
Keeping his defensive movements up, Bjoern stabs at the last jackaljackal 7 and moves a step back to close the ranks.
Attack: 1d20 + 8 ⇒ (12) + 8 = 201d6 + 8 ⇒ (1) + 8 = 9


Dog 7 Willpower Save
1d20 + 1 ⇒ (7) + 1 = 8

Dog 7 falls asleep - Bjoern stabs the dog, it awakens but suffers 9 Damage. While Anhur does not get an AoO as he's in Total Defense, I believe he is able to take his attack at this time if he'd like to, assuming he drops his Total Defense. On the other hand, he may be keeping his Total Defense up this round, I'm not sure...

Anhur, once I get your action I'll do the enemy's attack, then you guys can go again :)


Breton Thaumaturge 1 | HP: 12/12 | AC: 11, T: 11, FF: 10 | Fort: +3, Ref: +1, Will: +2 | CMB: +0, CMD: 11 | Init: +1, Perception: +0 | SP: 5/5 | Speed: 30ft

Seeing one of them fall, Anhur swings forcefully at the jackal in front of him hoping to make it two.
vs Dog 3, with mutagen:
Club TWF: 1d20 + 3 + 1 - 2 + 2 ⇒ (11) + 3 + 1 - 2 + 2 = 15, Damage: 1d6 + 3 + 2 ⇒ (1) + 3 + 2 = 6
Curved Dagger TWF: 1d20 + 3 - 2 + 2 ⇒ (11) + 3 - 2 + 2 = 14, Damage: 1d6 + 1 + 1 ⇒ (1) + 1 + 1 = 3

AC 17 (forgot mutagen AC previously), HP 20


Bottom of Round 3

With the first of the wild dogs dead, Anhur and Bjoern are able to severely wound two more of the beasts, all of them recalling Tairin’s words – hoping that if they can destroy at least half the pack the others will simply flee to seek easier prey…

Meanwhile, Jackal 2 rushes over the body of it's dead comrade to attack Tairin, Jackal 3 and 4 continue their assault on Anhur, Jackal 5 and 7 continue to attack Bjoern, and Jackal 6 rushes up to attack Red...

Jackal 2
1d20 + 2 ⇒ (7) + 2 = 9

If it hits -
1d4 + 1 ⇒ (4) + 1 = 5

Jackal 3
1d20 + 2 ⇒ (8) + 2 = 10

If it hits -
1d4 + 1 ⇒ (1) + 1 = 2

Jackal 4
1d20 + 2 ⇒ (5) + 2 = 7

If it hits -
1d4 + 1 ⇒ (1) + 1 = 2

Jackal 5
1d20 + 2 ⇒ (15) + 2 = 17

If it hits -
1d4 + 1 ⇒ (4) + 1 = 5

Jackal 6
1d20 + 2 ⇒ (17) + 2 = 19

If it hits -
1d4 + 1 ⇒ (2) + 1 = 3

Jackal 7
1d20 + 2 ⇒ (20) + 2 = 22

If it hits -
1d4 + 1 ⇒ (2) + 1 = 3

Confirm Jackal hit on Bjoern
1d20 + 2 ⇒ (8) + 2 = 10

If it hits -
1d4 + 1 ⇒ (2) + 1 = 3

EDIT: It looks like Red took 3 Damage, the confirmation of the critical didn't take so Bjoern took only 4 Damage. It is now your turn to attack...


Breton Thaumaturge 1 | HP: 12/12 | AC: 11, T: 11, FF: 10 | Fort: +3, Ref: +1, Will: +2 | CMB: +0, CMD: 11 | Init: +1, Perception: +0 | SP: 5/5 | Speed: 30ft

Anhur continues to beat and slash at the dogs with deadly rhythm.
vs Dog 3 until it drops, then switch to Dog 2:
Club TWF: 1d20 + 3 + 1 - 2 + 2 ⇒ (13) + 3 + 1 - 2 + 2 = 17, Damage: 1d6 + 3 + 2 ⇒ (2) + 3 + 2 = 7
Curved Dagger TWF: 1d20 + 3 - 2 + 2 ⇒ (16) + 3 - 2 + 2 = 19, Damage: 1d6 + 1 + 1 ⇒ (5) + 1 + 1 = 7

AC 17, HP 20


Female Civilised Yar-Ammonite Witch (Bouda) 4 | HP 30/38 (1d6(=6, 4, 4,4=14)+4 FC + 8 Con ) | Defence AC 12 (Touch 12 Flat Footed 10) [/ooc] | CMB: +1, CMD: 13/11 |FL [| Init: +4 | Perc: +9, SM: +7 ooc] F: +3, R: +3, W: +5[/ooc] | Speed 30ft | Hexes Slumber - DC:17, Bouda Eye DC 17, Healing, Cackle, Fortune, Misfortune DC 17 | Spells: lvl0- 4 1st 5, 2nd 3 | Active conditions: None.

She Who Knows attempts to avoid the snapping jaws but fails, gritting her teeth against the pain. In retaliation She Who Knows uses Bouda's Eye on the Jackal that just bit her.

The Bouda's Eye will inflict a -2 penalty on AC and attack rolls. I am using my once a day when I can inflict 2 penalties with this hex. The duration is 8 rounds, if the Jackal makes a DC 15 will save the duration is reduced to 1 round. She Who Knows AC is currently 16, +2 for dex and +4 for mage armour. My current HPs are 14.


Female Decadent Yar-Ammonite Bard (Archaeologist) 5 , Ranger (Commando) 1| DR 2| AC 16, T14, FF13 (Uncanny Dodge)| HP 49/49, F+4/+5/+6, R+9, W+5, CMB +5, CMD 18| Init +3, Lowlight, Perc. +15/+17, Speed 30ft | , 0/10 Rds Archaeologist's Luck, 0/8 times Detect Magic

The damn Jackal had dared to rush forward to bite her, but somehow it missed in its excitement. Still, Tairin did not like its audacity. She watched as Anhur wounded the wild creature, and, then swinging her scimitar, she attempted to slash at it, too.

Attack with Scimitar on Jackal 2: 1d20 ⇒ 5
Damage, id hits: 1d6 ⇒ 4

Alas, the motion/arc of her blade was terrible and her scimitar went wide; leaving the Jackal unscathed from her attack. Tairin muttered an angry retort under her breath and stepped back 5 ft (E:13) to stand side by side with Red.

(Tairin's AC is 13 and HP 18/18)


Once Bjoern has acted then it flips back to me.


Male Human (Tharag Thulan)
Stats:
hp 74/74 AC 21|T 14 |FF 18, F +7|R +2|W +4, Init +2, Per +10
Gladiator 6

With an economical stab Bjoern attacks the wolf he wounded before but that was to stupid to run.
Attack: 1d20 + 8 ⇒ (13) + 8 = 211d6 + 8 ⇒ (4) + 8 = 12. He then moves a step back to help the witch.


The dogs are badly wounded and several dead, but they can smell blood. They therefore move to attack the wounded party members quickly, too enraged and desperate to do anything which might involve clever fighting or tactics.

Dog 2 on Bjoern
1d20 + 2 ⇒ (9) + 2 = 11

If it hits –
1d4 + 2 ⇒ (1) + 2 = 3

Dog 4 on Bjoern
1d20 + 2 ⇒ (1) + 2 = 3

If it hits –
1d4 + 2 ⇒ (2) + 2 = 4

Dog 5 on Bjoern
1d20 + 2 ⇒ (18) + 2 = 20

If it hits –
1d4 + 2 ⇒ (1) + 2 = 3

Dog 6 on Red
1d20 + 2 ⇒ (10) + 2 = 12

If it hits –
1d4 + 2 ⇒ (2) + 2 = 4

EDIT: Dog 5 Managed to hit Bjoern, but after his DR it only did 1 Point of Damage.

You sense that the dogs are behaving badly tactically (they didn’t even attempt to flank as they’re desperate and not focusing like a team). Slaying one more of their pack should cause them to panic and flee…

Your move!


Male Human (Tharag Thulan)
Stats:
hp 74/74 AC 21|T 14 |FF 18, F +7|R +2|W +4, Init +2, Per +10
Gladiator 6

Bjoern quickly attacks again, seeking a wounded animal to finish it off.
Attack: 1d20 + 8 ⇒ (9) + 8 = 171d4 + 8 ⇒ (2) + 8 = 10


Breton Thaumaturge 1 | HP: 12/12 | AC: 11, T: 11, FF: 10 | Fort: +3, Ref: +1, Will: +2 | CMB: +0, CMD: 11 | Init: +1, Perception: +0 | SP: 5/5 | Speed: 30ft

if it's required:
Anhur dodges behind the dog making for the women and takes advantage of the distraction to strike at its weak points.
5ft step behind, attacking dog 2 with flanking.
Club TWF: 1d20 + 3 + 1 - 2 + 2 + 2 ⇒ (16) + 3 + 1 - 2 + 2 + 2 = 22, Damage: 1d6 + 3 ⇒ (3) + 3 = 6, Sneak: 1d6 ⇒ 3
Curved Dagger TWF: 1d20 + 3 - 2 + 2 + 2 ⇒ (2) + 3 - 2 + 2 + 2 = 7, Damage: 1d6 + 1 ⇒ (2) + 1 = 3, Sneak: 1d6 ⇒ 5

Anhur bangs his knife on his club and yells loudly at the dogs in an effort to disperse them. Which I'm not sure is mechanically possible in Pathfinder, but this time it's just for flavor anyway.


Female Civilised Yar-Ammonite Witch (Bouda) 4 | HP 30/38 (1d6(=6, 4, 4,4=14)+4 FC + 8 Con ) | Defence AC 12 (Touch 12 Flat Footed 10) [/ooc] | CMB: +1, CMD: 13/11 |FL [| Init: +4 | Perc: +9, SM: +7 ooc] F: +3, R: +3, W: +5[/ooc] | Speed 30ft | Hexes Slumber - DC:17, Bouda Eye DC 17, Healing, Cackle, Fortune, Misfortune DC 17 | Spells: lvl0- 4 1st 5, 2nd 3 | Active conditions: None.

She Who Knows employs the slumber hex on jackal on the far side of Bjoern.

Sorry I can't figure out it's number. The one in a line, me, Bjoern, jackal.


She Who Knows wrote:

She Who Knows employs the slumber hex on jackal on the far side of Bjoern.

Sorry I can't figure out it's number. The one in a line, me, Bjoern, jackal.

The dog you hexed is now asleep. Also, via a Ret-Con for the dog near you - here's the Willpower Save[/ooc]

Willpower for Save for Dog 6
1d20 ⇒ 15

EDIT: I think the dog made it's save; but we'll see what happens soon :)


Female Decadent Yar-Ammonite Bard (Archaeologist) 5 , Ranger (Commando) 1| DR 2| AC 16, T14, FF13 (Uncanny Dodge)| HP 49/49, F+4/+5/+6, R+9, W+5, CMB +5, CMD 18| Init +3, Lowlight, Perc. +15/+17, Speed 30ft | , 0/10 Rds Archaeologist's Luck, 0/8 times Detect Magic

Sorry, site was still showing/coming up as down for me.

Moving 5 ft (F:13) to stand atop the nearest dead Jackal, Tairin slashed at the slumbering Jackal #4 with her scimitar.

Scimitar Attack on Jackal #4: 1d20 ⇒ 19
Damage, if hits: 1d6 ⇒ 5

Confirm Crit: 1d20 ⇒ 7 (Did not confirm.)


August 2nd
Time: Roughly 6:15 PM (sundown roughly 9:00 PM)
Location: Half a mile south of the Road to Belthaar
Moon Cycle: Roughly Half Moon; Next Full Moon 8th of August
Moon Cycle
Weather Conditions: Cool – very windy
Temperature: 60 F, or 15 C

Tairin of the Veils wrote:
Moving 5 ft (F:13) to stand atop the nearest dead Jackal, Tairin slashed at the slumbering Jackal #4 with her scimitar.

With the bulk of their pack slaughtered on the open plains, the remaining wild dogs give out loud, fierce yelps of panic and go charging off to the south far from you all.

Though it seemed long, the combat barely lasted a few moments.

The remains of the butchered wolf still lie near to where Bjoern had been earlier, and though the tracks he had studied are now trampled it is certain that the northman recalls the details which he spied before the mad beasts set upon him for blood should he choose to share them.

What are your plans now?


Female Civilised Yar-Ammonite Witch (Bouda) 4 | HP 30/38 (1d6(=6, 4, 4,4=14)+4 FC + 8 Con ) | Defence AC 12 (Touch 12 Flat Footed 10) [/ooc] | CMB: +1, CMD: 13/11 |FL [| Init: +4 | Perc: +9, SM: +7 ooc] F: +3, R: +3, W: +5[/ooc] | Speed 30ft | Hexes Slumber - DC:17, Bouda Eye DC 17, Healing, Cackle, Fortune, Misfortune DC 17 | Spells: lvl0- 4 1st 5, 2nd 3 | Active conditions: None.

"Bjeorn, you are injured. I can help." says She Who Knows, who then proceeds to employ the healing hex on first herself, then, if he permits it, Bjeorn.

Healing Hex, She Who Knows: 1d8 + 1 ⇒ (2) + 1 = 3

Healing Hex, Bjeorn: 1d8 + 1 ⇒ (1) + 1 = 2

"Is anyone else hurt? And Bjeorn, did you discover anything?"

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