Raggnor Grub |
Sawmill
Acrobatics: 1d20 + 7 ⇒ (9) + 7 = 16
Raggnor bobs and waves his way though the the saw blades only losing a few hairs off the top of his head. "Run run as fast as you can you can't catch me." Raggnor says mocking the guards.
Issi Flamehair |
Sawmill
Issi ducks and weaves through various blades, her low height helping her neatly avoid the various obstacles.
Acrobatics: 1d20 + 2 ⇒ (14) + 2 = 16
Climb (not athletics): 1d20 ⇒ 18
All the frantic escapes from angry villagers in Heldren has helped Issi's escape skills and she disappears from the guards with almost supernatural skill.
I think I'm done now?
Donovan Dale |
Cemetery
Moving into the cemetery just ahead of the pursuers Donovan doesn't even seem to notice the smile on his face, on the run with his friends takes him back to the village.
Perception TN:10: 1d20 - 2 ⇒ (14) - 2 = 12
He almost doesn't see the open grave till too late, he turns to follow his friends towards the Sawmill.
Sawmill
Perception TN:10: 1d20 - 2 ⇒ (4) - 2 = 2
He bangs around nearly cutting him self
Perception TN:10: 1d20 - 2 ⇒ (5) - 2 = 3
He gets turned around busting out a door and seeing the guards following through the Cemetery, he turns and darts through the Sawmill.
Perception TN:10: 1d20 - 2 ⇒ (16) - 2 = 14
Carpenter
Donovan slides into the building and wracks his head before duck walking his way out the door.
Perception TN:10: 1d20 - 2 ⇒ (15) - 2 = 13
Chapel
Donovan is about to rush through the small Chapel when the Raven bites his ear, "What did I tell you about The Lady of Graves?"
Know: Religion: 1d20 + 1 + 1 ⇒ (13) + 1 + 1 = 15
Donovan kneels and traces the spiral in the air before himself and moves out the door.
Raggnor Grub |
Perception: 1d20 + 8 ⇒ (5) + 8 = 13
Raggnor keeps low to the ground to avoid the hanging tools before noticing a carved wooden chandelier hanging in front of an open window, Raggnor hurls himself at chandelier grabbing it and then quickly swings himself through the window landing softly on the other side.
Acrobatics: 1d20 + 7 ⇒ (19) + 7 = 26
spectrevk |
Probably easier to organize this by person rather than round:
Issi, being tiny and dextrous, easily slides her way out of the town square, leading the guards into a chase through the sawmill where she easily loses them and escapes.
Donovan escaped the town square easily enough, but got caught up in the barn for a little while, trying to convince a cow to help him with the guards. He eventually succeeded, however, then carefully moved through the cemetary. The saw mill gave him some trouble, however he eventually managed to get out of there before the guards could capture him. The carpenter's shop offers no trouble at all, and after paying his respects to the Lady of Graves, a convenient wind extinguishes the candles within the chapel and allows him to escape the guards in the darkness and confusion.
Raggnor's athleticism made his escape fairly easy. He moved through the square, and the barn, had a fun slide through the cemetary, and slipped through the Sawmill while the guards got several nasty cuts on the blades there. The carpenter's shop is also easily navigated, leaving him with only the Chapel to overcome for his final escape.
Henyan ran into some trouble in the town square, but managed to escape before he could be captured. He is now in the Barn.
Horvan easily got through the town square, barn, and cemetary thanks to his keen powers of observation, and is now in the Sawmill.
Henyan Bridleback |
Handle Animal: 1d20 + 5 + 4 ⇒ (13) + 5 + 4 = 22
Getting into he barn Henyan sees a large Cow he could have block the guards from pursing them further.
Henyan Bridleback |
"Aye girl we can make it" Henyan steers his pony to the open grave.
Jump: 1d20 - 2 ⇒ (9) - 2 = 7
Henyan and his pony go stumbling along as they slip in some mud before getting to the grave.
Henyan Bridleback |
Ok so the Saw mill has 2 acrobatics checks in it? I was using the Pony's stats it has a negative since I am riding it.
Acrobatics: 1d20 - 2 ⇒ (9) - 2 = 7
Henyan and the pony do their best to get through the saw blades so the guards slow down more.
Horvan Urthadar |
One carpenter living in Waldsby, Arbagazor Frimbocket, received training at the Crooked House in Whitethrone, and his skill is unsurpassed by any other woodworker in the village. As soon as you see his name on the shingle outside, of course, you recognize it. Upon seeing the gnome himself, it is obvious: he could easily be the twin of Tengezil back in Heldren! What an odd coincidence.
Duck and Cover - The workshop itself is sized for a Gnome, and as a result there are a lot of low-hanging tools, wooden goods, and such that could easily catch a larger person unaware. Perception DC 10 to avoid falling victim to head trauma.
Take the High Road - With so many tools and goods hanging from the ceiling, there is an opportunity to swing your way to freedom while the guards blunder through. Acrobatics DC 15.
Perception: 1d20 + 6 ⇒ (4) + 6 = 10
Waldsby’s tiny village chapel is dedicated to Pharasma. The village priest, Rolf Halzberg, offers what little comfort he can to the beleaguered villagers. There is a small vial marked "Oil of Protection from Evil" on a table with a suggested donation of 50gp.
Quiet as the Grave - The chapel is tiny, but has many places where a child could hide. Stealth DC 10 should help you lose your pursuers, at least for a while.
Respect the Lady of Graves - Even at a time like this, paying the proper respects to Pharasma is important. Knowledge: Religion DC 5 (must be trained) will ensure Pharasma's blessing on your escape.
Stealth: 1d20 + 1 ⇒ (13) + 1 = 14
Henyan Bridleback |
perception: 1d20 + 6 ⇒ (18) + 6 = 24
Horse perception Aid?: 1d20 + 5 ⇒ (2) + 5 = 7
Henyan is able to guide his Pony though the Carpenter's shop, despite the Pony's inattentiveness.
spectrevk |
Stealth roll for Henyan: 1d20 - 2 ⇒ (13) - 2 = 11
Henyan and his pony manage to find a place to hide in the chapel long enough to lose their tail, and the children all regroup with Nadya at the edge of town. Orm and Mjoli are with her, as she was unwilling to leave them in town under the circumstances. As promised, she leads you towards the Pale Tower.
Donovan Dale |
Donovan takes a moment to enjoy the thrill of the chase with his friends, but soon that joy is smothered by the weight of the task and he moves follow the path to the Pale Tower.
Henyan Bridleback |
"That be harder than I be thinkin. Them guards be quick and now they be knowin' what we look like." Henyan says as he crowds in with everyone else. "So this trail be leadin' us ta the tower?"
spectrevk |
1d4 ⇒ 3
Henyan feels something nearby fiddling with his packs...
Steal attempt: 1d20 + 7 ⇒ (10) + 7 = 17
The image of a crow in mid-flight suddenly appears next to him, carrying one of the "keys" that the Black Rider gave you in its beak! It's flying away with its find...
Crow Initiative: 1d20 + 3 ⇒ (18) + 3 = 21
Donovan's Initiative: 1d20 + 3 ⇒ (1) + 3 = 4
Henyan's Initiative: 1d20 + 3 ⇒ (8) + 3 = 11
Raggnor's Initiative: 1d20 + 3 ⇒ (4) + 3 = 7
Horvan's Initiative: 1d20 + 2 ⇒ (13) + 2 = 15
Nadya's Initiative: 1d20 + 2 ⇒ (8) + 2 = 10
On the crow's turn, it flies away, traveling about 60 feet from the group.
TURN ORDER:
Crow (flew away, currently 60 feet from the group)
Horvan
Henyan
Nadya (will draw her bow and fire on her turn)
Raggnor
Donovan
Raggnor Grub |
"Donovan can your feathered friend catch that little thief." raggnor shouts as draws his sling and loads a stone and fires it at the crow.
Sling: 1d20 + 2 - 2 ⇒ (12) + 2 - 2 = 12
damage: 1d4 + 3 ⇒ (4) + 3 = 7
Horvan Urthadar |
We need that key! Horvan says as he activates his Sudden Speed power, increasing his move speed by 30 for a full minute (swift action). As he moves 50' towards the crow (single move) he pulls his bow and fires at the thief.
MW Composite Longbow: 1d20 + 3 ⇒ (19) + 3 = 221d8 + 4 ⇒ (7) + 4 = 11
Henyan Bridleback |
Henyan swats at the bird but not realizing it is there till it is to late he misses. "Ye come back here ye ruddy thief." Henyan turns and spurs his Shaggy Pony on to chase the bird.
50' of movement
Donovan Dale |
Donovan is in the middle of his draw and cast motion with his javilin when Grub asks him, "I don't know? Can you?
Javilin-2 range increment: 1d20 + 4 - 2 - 2 ⇒ (14) + 4 - 2 - 2 = 14
?Damage?: 1d6 + 4 ⇒ (2) + 4 = 6
spectrevk |
Nadya takes aim and fires her arrow:
Composite Longbow: 1d20 + 5 ⇒ (3) + 5 = 81d8 + 1 ⇒ (5) + 1 = 6
Sadly, she fails to compensate for the bird's speed and her shot goes wide. Donovan, Loa kok, and Raggnor similarly come up short, but Horvan's shot strikes true for 11 points of damage.
ROUND 2
The crow swoops around, clearly irritated with its injury, and attempts a flyby attack on the nearest person, in this case Henyan:
Claw Attack: 1d20 + 7 ⇒ (14) + 7 = 211d6 + 1 ⇒ (6) + 1 = 7
The bird's claws find purchase on Henyan's face, slashing him for 7 points of damage.
Nadya adjusts her aim and tries to shoot again:
Composite Longbow: 1d20 + 5 ⇒ (8) + 5 = 131d8 + 1 ⇒ (5) + 1 = 6
She missing a second time, but only narrowly. She curses under her breath and prepares to try again next round.
Raggnor Grub |
Knowledge nature: 1d20 + 5 ⇒ (16) + 5 = 21
Raggnor runs to try and catch up with the rest of the group keeping his eyes on the bird to figure out it's usual behaviour.
Raggnor double moves
Donovan Dale |
Donovan pulls the crossbow from it's case on his back and loads it.
Loa kòk flies up to watch for others.
Perception: 1d20 + 9 ⇒ (4) + 9 = 13
Raggnor Grub |
"That's not a normal crow it's a Greater Witchcrow a evil beast that can cast spell." Raggnor shouts out to warn his friends.
spectrevk |
Loa Kok doesn't notice any additional crows; Horvan manages to sink another arrow into the Greater Witchcrow, dealing 6 points of damage, but it remains dangerous.
ROUND 3
The crow turns its attention to Horvan, staring at him with deep, dark eyes that seem almost supernaturally unsettling.
Horvan's Will save: 1d20 + 3 ⇒ (1) + 3 = 4
For the next round, Horvan is affected by Misfortune: any time he makes an ability check, attack roll, saving throw, or skill check, he must roll twice and take the lower result.
Nadya nocks a third arrow and attempts to hit the bird:
Composite Longbow: 1d20 + 5 ⇒ (4) + 5 = 91d8 + 1 ⇒ (1) + 1 = 2
Raggnor Grub |
Raggnor moves closer to the Witchcrow and hurls his cold iron spear at the feathered fiend.
Cold iron Spear: 1d20 + 5 ⇒ (13) + 5 = 18
damage: 1d8 + 3 ⇒ (3) + 3 = 6
Horvan Urthadar |
Feeling somehow wrong Horvan tries to keep fighting.
MW Composite Longbow: 1d20 + 3 ⇒ (20) + 3 = 23
MW Composite Longbow: 1d20 + 3 ⇒ (16) + 3 = 19
Damage: 1d8 + 4 ⇒ (7) + 4 = 11
He gets a good hit but feels somehow that that fates have cheated him out of a truly remarkable strike.
Donovan Dale |
Donovan moves forward and looses a shot from his crossbow.
Crossbow-range: 1d20 + 4 - 2 ⇒ (10) + 4 - 2 = 12
spectrevk |
Raggnor and Horvan manage to bring down the Witchcrow, despite the aura of bad luck currently affecting the latter. Nadya looks embarrassed, having missed with every shot that she fired. She quietly waits for you to retrieve your 'key' from the bird, and leads you down the path to the Pale Tower. Before too long, you reach your destination:
Sharp winds whistle across this stark white plain, stinging the eyes along with the near-blinding rays of the reflected sun. A great eruption of frozen ice rises in the distance—an imposing pale tower crowned with icicles spearing into the sky. Seemingly born of the land itself, an unbroken circular wall of ice guards the tower’s base, with no means of entrance visible. High above, a large gash opens in the tower’s bowl-like crown, ringed in icy spikes and split by a massive plane of ice resembling an inverted crescent moon.
A path of trampled snow leads to the front gate of the wall surround the base of the tower.
Raggnor Grub |
"I've set off to many bad things opening stuff these last few days I'm not going to this time". Raggnor says as he searches for any signs of a trap on the gate.
Perception: 1d20 + 8 ⇒ (17) + 8 = 25