| Gwernach Nickelbeard |
Sensing Diarmal's suspicions Gwernach carefully pours the contents of his kettle over the small fire causing the coals to hiss and smolder. As the steam rises Gwernach addresses the elf in a calm voice, Ah und'rstand ya appra'hension, but lets no forget, tis those creatures tha are tha enemy now. Put ya suspicions ta tha side good elf an let my actions put ya mind ta rest.
While the group makes up their mind, this dwarf busies himself gathering up his belongings, Right, think tha's ev'ryth'n. Turning to face the group Gwernach looks expectantly at Diarmal for direction.
| Generic Dungeon Master |
Day 4 Sunday, (turn 46) (approximate time of day, 7:30 am) Location, entering the Shadow Moor once again
Gwernach packs his camp quickly and after he is satisfied that the device can at least determine a heading, he allows Marvin to lead, while he keeps his eyes to the ground, and the terrain all around.
Following the signal of the device, Marvin leads the group in a south-southwesterly direction. In a few hours the low rolling hills give way to the familiar creeks and bogs of the Shadow Moor.
Skirting the edge of a large pond with brackish water, choked with thick reeds, the party comes across an unusual set of tracks
| Gwernach Nickelbeard |
Kneeling down to examine the markings Gwernach grunts, Humph, Bullywugs Ah recon.
Survival, How many? and how old are the tracks?: 1d20 + 8 ⇒ (16) + 8 = 24
| M.A.R.V.I.N. |
Survival: 1d20 + 6 ⇒ (13) + 6 = 19
"Current location is one mile north of the first ruins the party explored, approximately half a mile east of the high ground the party camped in when we were attacked by the large cat."
Where's the device pointing to?
| Gwernach Nickelbeard |
Taking a closer look at the tracks, the dwarf gently shifts aside a few pieces of muck from some of the tracks, A'leastta dozen... an drag'n someth'n or someone. Ya see 'ere, Gwernach points a stubby finger at the long depression in the center of the tracks, look how it's shift'n as it's pull'd. Tisn't struggl'n whatev'r it is.
| Gwernach Nickelbeard |
Hehehe, Ah like ya think'n Xor, Gwernach grins as he stands and draws his bow. 'Course, if tha'r gonna our way it would be bett'r ...Marvin? Looking to the android for the party's direction of travel, Gwernach is hoping that the pointer thingy is pointing along the same path that the bullywugs where heading in.
| Gwernach Nickelbeard |
Brill-yant! Twas not long since tha Bullays pass'd 'ere. We ought'ta catch'm up soon, shall we? With his bow in hand, Gwernach eagerly follows the tracks leading in the direction MARVIN indicated.
Stealth: 1d20 + 6 ⇒ (20) + 6 = 26
Perception: 1d20 + 7 ⇒ (10) + 7 = 17 - Guess I'll just take 10 on this one
| Generic Dungeon Master |
Day 4 Sunday, (turn 80) (approximate time of day, 1:10 pm) Location – the Shadow Moor, near the ruins
Increasing their pace somewhat, the party follows the trail of the Bullywugs. When they are near the ruins, they see the sign of a fire, smoke is rising from the small rise in the marshes.
The party can stop well out of range of being spotted, as they can see that someone, or something has built a fire on the site of the ruin – Marvin, Diarmal, Xor, and Sasithorn all are familiar with the layout of the area where the ruin is located, so they can easily give Gwernach a good idea of the place – I’ll do up a map and when you decide to approach, just let me know how you want to do it
| Gwernach Nickelbeard |
Gwernach's face shows mixed amusement and curiosity to MARVIN's vernacular when referring to himself, or itself, um, themselves? The dwarf gives his head a quick shake and in an equally low voice responds, Ah've no problems there lad. Stopping himself briefly, the dwarf wanders if he should have said 'lad' or if 'this unit' as it seems to call itself would prefer something else. Er, ya lead on an togeth'r we'll pick'm off from down range.
Leaning over to Xor, Gwernach queries, Ummm, whaddoya call it? S'it gotta nickname or someth'n?
Bow in hand, Gwernach follows MARVIN to what he assumes will be prime firing positions for a ranged attack.
Stealth: 1d20 + 6 ⇒ (12) + 6 = 18
Sasithorn Loom
|
"Allow me to come with you," Sasithorn smiles in the darkness. "I defy any of you to move more silently than a Wayang."
Stealth: 1d20 + 14 ⇒ (15) + 14 = 29
| M.A.R.V.I.N. |
Marvin shakes their head and allows Sasithorn to go forward with Gwernach. "This unit will refrain from accompanying, so as to preserve the pair structure. This unit will instead provide ranged assistance if the need should arise."
| Generic Dungeon Master |
Day 4 Sunday, (turn 80) (approximate time of day, 1:10 pm) Location – the Shadow Moor, near the ruins
Following a low growth of black, leafless bramble like bushes through the marsh, Gwernach and Sasithorn try to get closer to the hill, and the ruins, to see what they can see.
perception, Bullywug style: 1d20 + 3 ⇒ (1) + 3 = 4
Gwernatch’s Stealth is the lower of the two, the conditions are neither favorable nor unfavorable to be spotted, and I would like to assume you stop at 40 feet away, adding +4 to the DC
| Gwernach Nickelbeard |
Pushing down a couple twigs, Gwernach's dwarven eyes pierce into the ruins to get a better look at who ever may be tied to the spit.
Perception +2 for favored terrain: 1d20 + 7 + 2 ⇒ (16) + 7 + 2 = 25
| Generic Dungeon Master |
Gwernach is sure he has seen the man on the spit before. Yes, it is Nigel, the Barman at the only tavern in Connie’s Bright, what was it called again…oh yes, the two Barrels, or maybe just Two Barrels
Gwernach recalls that he briefly met the barman, who was recovering from a stab wound on his back shoulder, caused, so the story goes, by a bar maid who became possessed by dark spirits.
Nigel told his story in simple words, and spoke of how the girl vanished in the confusion of a battle on the beach between a small group of heroes and a mass of shadowy creatures.
From where he is hiding, Gwernatch can see that Nigel is still alive, though he appears to be weak and not struggling against his captors.
| Gwernach Nickelbeard |
Could have sworn I posted this ages ago, but here goes again...*scratches head*
Quietly catching Sasithorn's attention Gwernach whispers, Thas Nigel! Met'em at-ta tavern in Connie's Bright...Two Barrels. He'd been bang'd up by a lass. We should giv'em a hand.
Moving in closer, the dwarf draws his bow and takes aim at one of the closer Bullywugs.
Stealth to get closer: 1d20 + 6 ⇒ (11) + 6 = 17
Surprise Attack?? vs. Flat-footed Bullywug: 1d20 + 6 ⇒ (8) + 6 = 14
Long Bow Damage: 1d8 + 1 ⇒ (8) + 1 = 9
Sasithorn Loom
|
The die having now been cast, Sasithorn lances another one of the bullywugs with the darkness around them.
Arrow of Dusk ranged touch: 1d20 + 4 ⇒ (17) + 4 = 21
magic damage: 3d4 ⇒ (1, 1, 4) = 6
| Generic Dungeon Master |
West-Northwest of Connie’s Bright, near the ruins of an ancient castle
Day 4, Sunday (turn 80) (approximate time of day, 1:10 pm)
Sneaking even closer, Gwernach draws an arrow as quietly as he can
Perception: 1d20 + 3 ⇒ (18) + 3 = 21
The Bullywug in this game is modeled on the grippli, which have a perception of +5, but I am applying a -2 modifier as these Bullywugs are distracted by the evil task they are preparing to do.
One of the Bullywugs spots Gwernach through the low marsh vegetation, and alerts the others with a series of load barks and throaty croaks. Before the others understand what is going on, Gwernach lets the arrow fly. The arrow strikes an unarmored Bullywug in the leg, and the creature lets out a startled cry that sounds like a high pitched gurgling noise
*gulagulagulagula*
Sasithorn follows Gwernatch’s signal and launches a bolt of magical showows at another Bullywug
Gwernach is spotted just before he can attack, but I will allow the surprise attack to go ahead – now it is time for Initiative
The Bullywug’s Initiative: 1d20 + 3 ⇒ (16) + 3 = 19
Red_BW – takes 9 damage (3) from Gwernatch
Org_BW – takes 6 damage (6) from Sasithorn
Sasithorn Loom
|
initiative: 1d20 + 2 ⇒ (3) + 2 = 5
| Terquem |
West-Northwest of Connie’s Bright, near the ruins of an ancient castle
Day 4, Sunday (turn 80) (approximate time of day, 1:10 pm)
The party hears the Bullywug cry out a warning to the others of his kind
Gwernach - 17
Diarmal – 17
Marvin – 16
Sasithorn – 5
Xor – 2
Round 1…
Though at first the Bullywugs are caught by surprise, they quickly mobilize to attack the humans and their ilk, to defend their prize.
The Bullywug hit by Gwernach’s arrow runs toward the bushes where the dwarf and Sasithorn are hiding and flings a large net at the bush, hoping to catch the intruders, but he misjudges the distance, and the net falls harmlessly on the bush in front of the heroes.
BW_1 moves to B-5
Behind this Bullywug another rushes forward, he carries a spear, and reaches into a wide mouthed basket on his belt and draws out a large wicked looking dart, and he stops and throws the dart at Sasithorn BW_9 moves to A-4, and attacks
Ranged Dart Attack: 1d20 + 5 ⇒ (15) + 5 = 20
Sasithorn benefits from soft cover, giving him a +2 to his AC
Turning back to see if the others are aware of what is about to happen, Sasithorn is caught by the attack unprepared
Damage: 1d3 + 1 ⇒ (1) + 1 = 2
and he feels something irritating his skin
Sasithorn must make a Fortitude Save, the DC is 10, or suffer d2 constitution damage, each round for 6 rounds
The other Bullywugs, some armed with more nets, come toward the pair of heroes, see the first Bullywug miss with his net, and decide to slow down, and think about their next move, while one Bullywug, standing behind a section of ruined stone fence, aims a small bow and arrow at Diarmal
Arrow attack versus Diarmal, Bullywug leader: 1d20 + 5 - 1 ⇒ (2) + 5 - 1 = 6
but the arrow flies high over the hero's heads
I will move the other Bullywugs tonight
BW_1 – takes 9 damage (3) from Gwernatch
BW_2 – takes 6 damage (6) from Sasithorn
Round 1
Sasithorn – takes 2 damage, must save versus frog poison from Dart attack
Sasithorn Loom
|
Oh dear. Yes, I think this is worth spending one of my long-neglected Void points on....
Fortitude save: 1d20 + 5 ⇒ (3) + 5 = 8 F~&+f*!~f&!#f#f*+#.
Constitution damage: 1d2 ⇒ 1
| Gwernach Nickelbeard |
Round 1 Init 17
Blast. Realizing his shoot first and ask questions later strategy is about to backfire, Gwernach grabs Sasithorn by the arm to get the Wayang moving, Didn't think tha one through... com'on Sas, time to bug out! As quickly as his short legs can, the dwarf hurries to regroup with the others. Crashing through brush and barely dodging trees (I think, map is a bit sparse) Gwernach turns as he goes to fire another volley at the Bullywugs. The shot is wild but at least it headed in the right direction and may just spurn the creatures into giving chase.
Longbow Attack: 1d20 + 6 ⇒ (5) + 6 = 11
MA 30ft to K7 to regroup | SA Longbow att
| Diarmal Illsutra |
Seeing Gwernach (and presumably Sasithorn) headed back their way at full speed--and with an arrow flying past his head--Diarmal quickly reaches for the mighty longbow upon his back, stringing it in a single smooth motion. Though the Lightning's Hand was a formidable weapon, already he could feel the power in its draw weight... and lamenting lacking the the strength of the Drasbian hero that once held the weapon. With any luck, the blessings of his ancestors and Lady Aisling would guide his hand.
Waiting for his allies to retreat far enough to be within range of his prayers, he whispers a quiet prayer to Lady Aisling. "May the graces of your light guide our aim..."
Delaying ini until Sasithorn moves back; Move action to draw bow; standard to cast bless. +1 morale on attack rolls and saves vs. fear.
@Terquem - I never got the composite +Str value for the bow. It's not super relevant since Diarmal can't take advantage of it and is getting a -2 on attacks anyway, but would be handy for notation's sake.
| Generic Dungeon Master |
Diarmal, sorry I didn't list that, it is a +2 composite Long Bow, and it is a shame that you cannot use it effectively, but still if it hits, or crits it will be impressive. About the sparse map, I'll try to add a few more bushes and some indication of the water channels in the fens, but for the record, there are few large trees here, and most would be small with trunks of less than 6 inches diameter.
Sasithorn Loom
|
Yes, I am definitely moving back with Gwernach; double-moving, in fact. I can move just far enough that way to reach L-9.
| Gwernach Nickelbeard |
Status?! Gwernach's thick eyebrows raise revealing the whites of his dwarven eyes, Status he asks! Bee'ng chas'd lad! Fire at will!
Free Action
Sasithorn Loom
|
"And their darts are poisoned! Trust me!"
| Generic Dungeon Master |
West-Northwest of Connie’s Bright, near the ruins of an ancient castle
Day 4, Sunday (turn 80) (approximate time of day, 1:10 pm)
The party hears the Bullywug cry out a warning to the others of his kind
Party - 17
Round 1, wrap up
Gwernach grabs Sasithorn and together the two retreat back toward the rest of the group, sloshing through the ankle deep ponds and nearly tripping over small bushes and clumps of mud hidden in the grass.
Diarmal, seeing the Bullywugs coming at a quick pace, pauses to be certain the two scouts are going to make it back safely, and then he stings his long bow, and casts a protective blessing on the group. Marvin moves forward a few steps and takes an offensive stand as he questions the others about the situation unfolding before him. Xor hustles to catch up with Marvin, taking a hefty rock in his hand he looks for a promising target.
As most of the party’s action in round 1 were of the, fall back and make a plan, variety, I have combined everyone’s initiative into one score which is after the Bullywug’s act in the round. Round two will have the Bullywugs move closer. I will update the map as soon as I can, and then after everyone can see their correct position, and the position of the attacking Bullywugs, you can declare round 2 actions. Okay?
BW_1 – takes 9 damage (3) from Gwernatch
BW_2 – takes 6 damage (6) from Sasithorn
Round 1
Sasithorn – takes 2 damage, must save versus frog poison from Dart attack
Sasithorn Loom
|
Fortitude save: 1d20 + 3 ⇒ (4) + 3 = 7 Jesus H....
Constitution damage: 1d2 ⇒ 2 Help me. Help meeeeee....
I ready an action to blast the next bullywug to come into my unimpeded view. I am guessing those terrain features are presently in my way, and they're deliberately taking advantage of the cover.
Arrow of Dusk: 1d20 + 4 ⇒ (3) + 4 = 7
magic damage: 3d4 ⇒ (4, 1, 3) = 8
| Terquem |
West-Northwest of Connie’s Bright, near the ruins of an ancient castle
Day 4, Sunday (turn 80) (approximate time of day, 1:10 pm)
The party hears the Bullywug cry out a warning to the others of his kind
Party - 17
Round 2…
It looks as though the Bullywugs are splitting up into two groups in an attempt to surround the party, and are moving not too quickly to rush into battle.
As the frog-like men get closer, Sasithorn fires another magical arrow into their number but the shadowy missile disappears out of sight flying through the enemy ranks without hitting a thing.
BW_1 – takes 9 damage (3) from Gwernatch
BW_2 – takes 6 damage (6) from Sasithorn
Round 1
Sasithorn – takes 2 damage, must save versus frog poison from Dart attack
Round 2
Sasithorrn – loses 2 more con (3 total)
| Gwernach Nickelbeard |
Seeing the frog-men advance behind cover, Gwernach raises his bow to fire, but with no immediate target the dwarf is forced to wait. Turning to Xor the ranger confesses, Tis no' exact'lay go'in as I had imagin'd!
Delays...
| M.A.R.V.I.N. |
Marvin takes a moment to further survey the battlefield before choosing their target. They move a single step north, coming into optimal distance of the bullywug without cover, and fires a single loud shot at the opponent. Another shot rings out almost immediately after, Marvin's reloading simply an efficient blur of hands at this point.
Battered Musket (Ranged Touch): 1d20 + 7 + 1 + 1 - 2 ⇒ (11) + 7 + 1 + 1 - 2 = 18 Modifiers: Bless, Point-Blank Shot, Rapid Reload
Damage: 1d12 + 1 ⇒ (3) + 1 = 4 Modifiers: Point-Blank Shot
Battered Musket (Ranged Touch): 1d20 + 7 + 1 + 1 - 2 ⇒ (7) + 7 + 1 + 1 - 2 = 14
Damage: 1d12 + 1 ⇒ (3) + 1 = 4
5-foot step to H-8. Full-round action to attack enemy (9) and then an additional time using Rapid Shot with an Alchemical Paper Cartridge for the second shot to make reloading a free action.
| Diarmal Illsutra |
Diarmal draws an arrow from his quiver and sets it to the mighty bow of his people's hero. His arm strains against the powerful draw of the bow, but he manages to pull it nearly to his ear as taught back in his homelands. Teeth grit against the tension, he prays that Lady Aisling would guide his aim...
Readying an action to fire on the first bullywug to break cover (relative to Diarmal) and move towards the group. Rolling dice now for simplicity's sake.
Atk: 1d20 + 3 + 1 ⇒ (11) + 3 + 1 = 15
Dmg: 1d8 + 1d6 - 1 ⇒ (7) + (3) - 1 = 9
| Generic Dungeon Master |
[b]West-Northwest of Connie’s Bright, near the ruins of an ancient castle]/b]
Day 4, Sunday (turn 80) (approximate time of day, 1:10 pm)
The party is engaged inbattle with Bullywugs
Bullywug – 19
Party – 17
Round 2, wrap up
Marvin steps forward and fires, reloads, and fires again, striking one of the oncoming Bullywugs in the shoulder and the hip, but the monster keeps coming
When one of the small frog-men comes out from behind a bush Diarmal fires and arrow which strikes the monster in the chest, sending him backwards sprawling into the marsh greass BW2 is dead
BW1, 4, 7 and 9 have moved to within 20 feet of Xor. BW4 and 9 have soft cover to attacks from Xor. I need to know what Xor will do before I roll the round 3 Bullywug attacks
Surprise Round
BW_1 – takes 9 damage (3) from Gwernatch
BW_2 – takes 6 damage (6) from Sasithorn
Round 1
Sasithorn – takes 2 damage, must save versus frog poison from Dart attack
Round 2
Sasithorrn – loses 2 more con (3 total)
BW 9 – takes 8 damage
BW2 – takes 9 damage and dies
[spoiler-DM Notes]
Bullywugs (9) AC 14, t 14, ff 11 (+3 dex, +1 size), hp 12, f+3, r+5, w+1 | s 30, Melee +3 (club or spear) d4+1; ranged +5 dart d3+1 or net | BaB+1, CMB +1, CMD 14 | Init +3, S 12, D 17, C 13, I 10, W 10 Chr 12[/spoiler]
| M.A.R.V.I.N. |
Marvin steps back and repeats their previous action, reloading and shooting twice with cold calculated aim.
Battered Musket (Ranged Touch): 1d20 + 7 + 1 + 1 - 2 ⇒ (19) + 7 + 1 + 1 - 2 = 26
Damage (B&P): 1d12 + 1 ⇒ (1) + 1 = 2
Battered Musket (Ranged Touch): 1d20 + 7 + 1 + 1 - 2 ⇒ (17) + 7 + 1 + 1 - 2 = 24
Damage (B&P): 1d12 + 1 ⇒ (2) + 1 = 3
5-foot step to I-8 and full-round attack (9) again. My damage rolls are terrible.