Trig O'Nomehtri |
Trig rolls his eyes as the halfling has apparently followed them along, "Hopefully you won't slow us down like you did your last crew."
His outfit has changed from the last encounter, geometric shapes replaces with the same gnomish phrase written randomly all over his cloak and matching shirt and pants.
He quickly moves to the front of the crowd, "Back off NOW! Let the Administrator do their job and go back to yours, professionals are here to deal with this threat. We'll have your valuable wool back in production quickly. Go on, move along!"
Intimidation (T): 1d20 + 6 ⇒ (8) + 6 = 14
He leans in to speak with the Administrator, "There we go, that should calm them down long enough for us to work. This anthropomorphic were-porcupine shouldn't take long to defeat."
Ready to go meet the farmer.
Otova Yakvar |
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"I did NOT slow down my last crew!" announces Otova indignantly. "They were all slow gnomes!"
"Besides, me granny made woopy with a god so if it be anyone's fault, it weren't mine."
GM Nefreet |
Trig indeed does quiet down the crowd, which disperses, now thoroughly worried about the danger of lycanthropy...
The journey from Petitioner’s Port to the Harjhack farm is a two-hour trek north, mostly through rolling green hills broken by the occasional idyllic stream or copse of trees. A sturdy wooden fence marks the borders of the farm; though it might prevent animals from escaping, it doesn’t pose much of an impediment to any other creatures looking to enter the property.
When you arrive, you spot a wandering herd of several dozen alpacas off in the distance, moving behind a growing hill. As you continue towards the farm, you eventually see the leader of the herd ascend to the top of the hill, silhouetted by the sun...
Chupko: 1d20 + 4 ⇒ (5) + 4 = 9
Mutaq: 1d20 + 4 ⇒ (7) + 4 = 11
Otova: 1d20 + 8 ⇒ (10) + 8 = 18
Quetzhal: 1d20 + 5 ⇒ (19) + 5 = 24
Trig: 1d20 + 5 ⇒ (9) + 5 = 14
...Chupko and Mutaq are momentarily dazzled by the reflections off the herd leader’s brilliant wool, though the impressive effect quickly fades.
Moments later, a rugged-looking Kellid man in dirty overalls approaches, using a pitchfork as an impromptu walking stick. The man waves to you and quickly introduces himself, "Boy howdy. Don't get many visitors in these parts. You must've seen my bounty! Certainly appreciate the younger generation carin' so much about an old farmer's troubles. Name's Wilhuff Harjhack. Pleased to meetcha!"
Mutaq |
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"The pleasure is all ours, Mr. Harjhack," Mutaq begins, stepping forward and extending a gloved hand to shake. "The radiance of your wonderful herd here has impressed upon me the necessity of ending your wereporcupine problem with all possible haste, and I eagerly await the opportunity to slay the lycanthropic beast and ensure the safety of your beautiful animals. First, however, is there anything more you can tell us about the attacks?"
Trig O'Nomehtri |
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Trig just stands there in awe.
So much color yet... so subtle in beauty! Clearly a creation of the gods!!!
Quetzhal |
The druid let the others who are more societal to speak with the farmer to inspect all around. He's searching for traces and footprints. If there is a problem tied to a creature that comes, let's hope this creature comes not from above.
Chupko |
What's this?
The dazzled Tengu takes a while to see right again following his companions for a moment. But then he tries to find out something interesting in the environment by observation.
Otova Yakvar |
"Caring 'bout...eh, long as you pay, I care." replies the tiefling. "Names Otova and I'd gladly put yous issues to rest."
Glancing towards the one called 'Trig', he shakes his head. 'Gnome...slowin the group down again.'
"Did ya actually see the thing?"
GM Nefreet |
“It started about two weeks ago, when I found one of my alpacas, Shadow, dead near the northern fence. Looks like she got spooked something fierce and was caught up in the wiring we use there. Didn’t think too much of it until we found more alpaca bodies in the coming days. With ol’ Rockford gone, that makes four dead alpacas. Aside from Shadow getting caught up in the wiring, it’s been right strange. The other alpacas look like they just dropped dead from fright. I can’t tell much else, as I don’t have a medical background, but maybe you can take a look?”
When Wilhuff spots Trig admiring the herd, he adds, “That’ll be my pride and joy, my Majesty. He’s the stud ‘round this farm and the daddy to a good chunk of the herd. He’s one of those fancy baccalia breeds they have out east. Bought him years back from a Prophet and the farm’s fortunes have only soared since. I’m worried whatever’s killing the herd stragglers might get some courage and try to attack Majesty. I don’t know what I’d do if I lost him!”
While you're conversing, the old farmer escorts you to the northeastern section of his land, where he has kept the body of his latest lost alpaca, Rockford, untouched near the containment fence.
“You folk seem alright, so I'll leave ya to perform your investigation in peace while I get this herd gathered up and put into the barn.”
Chupko |
The Tengu looks to see if there are some traces of a passage through the countryside.
Perception:1d20 + 5 ⇒ (9) + 5 = 14
GM Nefreet |
You can now spend time investigating the area for clues:
---------------------------------------------------------------------------
The Body:
Investigating Rockford’s body you see he has six golden studs on his ears.
---------------------------------------------------------------------------
The Fence:
Inspecting the fence here reveals no damage or sign of forced entry into the enclosure.
---------------------------------------------------------------------------
The Terrain:
These rolling hill fields are well-maintained.
Quetzhal |
The body:
Perception:1d20 + 7 ⇒ (15) + 7 = 22
There are several puncture marks underneath the wool of the alpaca’s neck.
The fence:
Perception:1d20 + 7 ⇒ (6) + 7 = 13
The terrain:
Perception:1d20 + 7 ⇒ (5) + 7 = 12
Survival:1d20 + 7 ⇒ (13) + 7 = 20
There are small footprints directly next to Rockford’s corpse, though they don’t seem to go any further. The tracks start and end several feet past the fence, leading towards a nearby copse of trees. The creature likely jumped into the enclosure and then jumped out.
Trig O'Nomehtri |
Trig pinches closed his nose from the smell and inspects the wound.
Medicine (U): 1d20 + 4 ⇒ (3) + 4 = 7
"So? Could be any sort of animal bite. Even a were-porcupine."
________________
He moves away from the stinky and getting stinkier body.
Perception (T): 1d20 + 7 ⇒ (15) + 7 = 22
"But look here, this fence doesn't even have a scratch on it. The creature must have jumped over, flown over or burrowed under."
________________
Survival (T): 1d20 + 7 ⇒ (3) + 7 = 10
Perception (T): 1d20 + 7 ⇒ (9) + 7 = 16
"Over here, three more gold studs."
Mutaq |
DC 12 Medicine (U): 1d20 + 1 + 1 ⇒ (19) + 1 + 1 = 21
Mutaq joins Trig in examining the punctures. After some fruitless prodding, he draws a dagger and cuts away some of the fur around the wound, revealing strangely pale flesh.
"All the blood's gone!" he exclaims after a moment of investigation. "Are we really dealing with a vampiric wereporcupine? I've seen plenty of oddities in my time, but that would take the cake."
DC 12 Crafting: 1d20 + 7 + 1 ⇒ (6) + 7 + 1 = 14
Moving over to the fence, Mutaq notes patches of rot in the wood. "Wouldn't have been too difficult to break right through, but the creature still chose to avoid it. Hmmm...."
The orc strides away a few steps and twirls back to survey the scene. "So, the attacker came from those trees, leaped over the fence, drained poor Rockford's blood, and left the same way. Very puzzling behavior for a wereporcupine, I must say. Even if it was vampiric. And the studs scattered on the ground are quite curious as well. Regardless, I suppose we should head over and search that copse."
Otova Yakvar |
Body
With but a glance towards the body, Otova confirms. "Yep, the beast be dead...or playing possum real good." Kicking the animal once, he nods. "Yep, dead fer sure."
Perception: 1d20 + 6 ⇒ (7) + 6 = 13
Fence
Walking over to the fence, he half-heartedly tugs on it. "Seems sturdy enough ter keep the herd in. Thinkin we could break it though if we really wanted ta."
Perception: 1d20 + 6 ⇒ (6) + 6 = 12
Terrain
"Hey! There's a print o'er here..."
Survival(Trained): 1d20 + 4 ⇒ (13) + 4 = 17
Perception: 1d20 + 6 ⇒ (1) + 6 = 7
Turning back to the farmer, he frowns. "So ya didn't see da beast. Ya just assumin twere that thing ya posted?"
GM Nefreet |
The farmer left to put the rest of the herd safely in the barn.
Following the tracks, you come to a rocky outcropping nestled in a copse of trees close to the farmer’s property. The trees here stand about 30 feet tall on average, while the rocks to the north rise to a height of 20 feet.
Here you find yourselves surrounded on both sides by a rising escarpment of dirt, eventually narrowing to a section where the walls around you rise about 10 feet high. A collapsed tree trunk leads up to the main area from the lower terrain. The trunk stretches 20 feet in length (requiring either a DC 12 Acrobatics to Balance, or a DC 15 Athletics to Climb the slope).
Additionally, for those who make it up on the first attempt, give my your Exploration Activity and roll. For those who fail the first attempt, place yourselves anywhere in the sinkhole.
Mutaq |
Mutaq draws the sword from his cane before attempting to balance his way up the trunk.
Acrobatics: 1d20 + 5 ⇒ (8) + 5 = 13
Despite a few close calls he makes it to the top safely and begins looking around for any sign of the monster.
Perception to Search: 1d20 + 6 + 1 ⇒ (6) + 6 + 1 = 13
He'll also use Clue In to grant a +1 to anyone who makes an applicable check for their Exploration Activity.
Chupko |
The Tengu moves to other side of the trunk.
Acrobatics: 1d20 + 7 ⇒ (15) + 7 = 22
Doing this he tries to remains discreet.
Stealth: 1d20 + 7 + 1 ⇒ (11) + 7 + 1 = 19
On this opposite side, he draws his rapier.
Quetzhal |
First he balance to pass on this opposite side of the trunk.
Acrobatics: 1d20 + 5 ⇒ (3) + 5 = 8
Then he searches.
Perception:1d20 + 7 + 1 ⇒ (18) + 7 + 1 = 26
Trig O'Nomehtri |
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Trig tries to balance.
Acrobatics (U): 1d20 ⇒ 12
And surprising himself, does so!
He scans for magic because that’s why he’s here. That and to look delish.
TENGU BOT 5000 |
Botting Otova
Acrobatics(Trained): 1d20 + 6 ⇒ (9) + 6 = 15
Perception(Epert): 1d20 + 6 ⇒ (17) + 6 = 23
As Otova climbs out of the depression he warns the party of a dangerous sinkhole up ahead (marked on map as "T").
It looks like anyone could "disable" this "hazard" by pulling down branches and kicking debris into the hole (a single-action, Untrained, DC 12 Nature check).
GM Nefreet |
But, the sounds of you all climbing out of the pit have alerted your presence to a creature! Waking up from a nap, a 5-foot-long and 4-foot-tall spiky, fanged creature locks its hungry gaze on you as it licks its teeth in anticipation (Nature to Recall Knowledge).
Chupko: 1d20 + 7 + 1 ⇒ (1) + 7 + 1 = 9
Mutaq: 1d20 + 6 + 1 ⇒ (16) + 6 + 1 = 23
Otova: 1d20 + 6 + 1 ⇒ (9) + 6 + 1 = 16
Quetzhal: 1d20 + 7 + 1 ⇒ (2) + 7 + 1 = 10
Trig: 1d20 + 7 + 1 ⇒ (18) + 7 + 1 = 26
???: 1d20 + 9 + 2 ⇒ (11) + 9 + 2 = 22
The Bloodsucker’s Lair, Round 1
Trig ()
Mutaq ()
??? ()
Otova ()
Quetzhal ()
Chupko ()
I'll say that the black marks on the map represent tree trunks occupying those spaces.
Trig O'Nomehtri |
Trig moves around the big tree trunk and reaches out for Mutaq's weapon, "You were quite competent against the Wyrm, this should help refine your blade a bit. Use it to send this thing back to were-porcupine hell!"
Stride, Cast Magic Weapon on Mutaq's sword cane.
Mutaq |
Mutaq smiles and inclines his head toward Trig. "Many thanks. Who needs silver weapons when you have magical ones?"
He then pauses to analyze the monster now that he has a good look at it for the first time.
Devise a Stratagem: 1d20 ⇒ 2
Nature to Recall Knowledge (Known Weaknesses): 1d20 + 1 + 1 ⇒ (10) + 1 + 1 = 12
Concluding that rushing forward to attack the beast alone is probably unwise, Mutaq steps forward to guard the gnome and potentially lure the creature into the sinkhole if it isn't already aware of the pit. He raises his cape to make himself a more difficult target.
GM Nefreet |
Mutaq is unable to identify or discern any weaknesses of this creature.
Wary of your superior numbers, it cautiously approaches the front line, then in a flurry of movement it lunges forward, bites and lunges back.
◈ Stride
◈ Pounce
◈ Stride
Jaws vs Mutaq: 1d20 + 11 + 2 ⇒ (19) + 11 + 2 = 32; Piercing, Crit: 2d10 + 10 + 4 ⇒ (1, 9) + 10 + 4 = 24
The Bloodsucker’s Lair, Round 1-2
Otova ()
Quetzhal ()
Chupko ()
Trig ()
Mutaq (-21/21; dying 2)
??? ()
Party is up!
As a reminder, you can Seek as a single action 30-foot-cone or 15-foot-burst, if you are worried about any further hazards.
Otova Yakvar |
"Whatcha waiting fer? He's getting away!" calls out the fiendish halfling. Rushing ahead, he thumbs one of the many blades at his waste a moment, before spinning his tail into the beast.
Tail: 1d20 + 8 ⇒ (9) + 8 = 17 for Bludgeoning: 1d4 + 2 ⇒ (2) + 2 = 4 (Agile, Finesse)
◈ Stride
◈ Stride
◈ Strike
Trig O'Nomehtri |
Trig looks down at the bloody pulp in front of him, "Well, he did step forward and take that blow for me. And he IS usually competent. I guess I should intervein."
The bi-chromatic gnome points at the injury and a sizzling sound is heard from within the half-orc as the blood stops pouring out on the ground, "Not perfect, but he should be able to fight again."
2 action heal for 1d8 + 8 ⇒ (1) + 8 = 9 on Mutaq, Stride.
He points at the creature, "Like the devil said, after him!"
Mutaq |
Mutaq sputters into consciousness and hastily stands, brandishing his sword wildly until he spots the monster and calms somewhat. "Thank you once again, Trig. That was rather overwhelming. Gods, if I'm actually killed by a wereporcupine of all things...."
Devise a Stratagem: 1d20 ⇒ 6
Known Weaknesses: 1d20 + 1 + 1 ⇒ (8) + 1 + 1 = 10
Turning his focus back to the battle, Mutaq races after the creature, following the path it took in retreat. Much as he would like to take advantage of his sword's enchantment he can't see a good opening to strike, so when he arrives he attempts to kick the monster's legs out from under it.
Athletics to Trip: 1d20 + 4 ⇒ (14) + 4 = 18
Stand, Stride, Trip
GM Nefreet |
The wereporcupine easily dodges the little devil's swing, and Trig breathes some life back into the half-orc.
Technically, Mutaq would have needed an action to grab his sword off the ground, but since the Athletics to Trip missed anyways, we'll just say he has it in-hand now ^_^
The Bloodsucker’s Lair, Round 1-2
Otova ()
Quetzhal ()
Chupko ()
Trig ()
Mutaq (-12/21; wounded 1)
??? ()
Bold may act!
GM Nefreet |
Known Weaknesses: 1d20 + 1 + 1 ⇒ (8) + 1 + 1 = 10
Humorous note, that check critically fails. I'm imagining that seeing the flesh and blood creature solidly confirms to Mutaq that this is, indeed, a wereporcupine.
Quetzhal |
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The druid moves forward and summons an electrical tempest upon the beast.
Tempest Surge: 1d12 ⇒ 12
Reflex save DC 17. On a failure, the target also is clumsy 2 for 1 round and takes 1 persistent electricity damage.
Chupko |
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The Tengu moves as well. He feints the creature and strikes then.
Deception, Cape: 1d20 + 6 + 1 ⇒ (6) + 6 + 1 = 13
Assuming it doesn't work. Otherwise it has only +3 Perception. So no panache.
Rapier: 1d20 + 7 ⇒ (18) + 7 = 25 vs FF because of flank
Damage:1d6 + 1 ⇒ (3) + 1 = 4
Mutaq |
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Technically, Mutaq would have needed an action to grab his sword off the ground, but since the Athletics to Trip missed anyways, we'll just say he has it in-hand now ^_^
Right, I always forget that. Does anyone know if there’s an item which lets you tie a weapon to your hand or something so it’s not dropped when you’re knocked unconscious?
Humorous note, that check critically fails. I'm imagining that seeing the flesh and blood creature solidly confirms to Mutaq that this is, indeed, a wereporcupine.
Wonderful. I guess I should really invest in having Nature trained if I’m going to try identifying every enemy.
Chupko |
Quetzhal iruxi's claws are fixed to the hand :) More seriously I suppose that you can say you have a tie around the wrist. But you will still not have the weapon in hand if fallen unconscious.
GM Nefreet |
Reflex: 1d20 + 11 + 2 ⇒ (2) + 11 + 2 = 15 Ooooh that's going to hurt
The iruxi and the tengu each land a solid hit! And since the tengu is closer, he gets the chomp chomp...
Jaws vs Chupko: 1d20 + 11 + 2 ⇒ (19) + 11 + 2 = 32; Piercing, Crit: 2d10 + 10 + 4 ⇒ (9, 9) + 10 + 4 = 32
...dropping the ambitious swashbuckler. Still faced with more than one opponent, the creature cannily steps away and then strides in retreat.
◈ Strike
◈ Step
◈ Stride
Flat DC 15: 1d20 ⇒ 16
The Bloodsucker’s Lair, Round 2-3
Otova ()
Quetzhal ()
Chupko (-17/17; dying 2)
Trig ()
Mutaq (-12/21; wounded 1)
??? (-17; clumsy 2)
Party is up!
Otova Yakvar |
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"Coward!" exclaims the small man. Taking off after the beast, he tries to cut off it's escape. Twirling again, the tail comes forward with lightning speed.
"DIE!"
Tail: 1d20 + 8 ⇒ (17) + 8 = 25 for Bludgeoning: 1d4 + 2 ⇒ (4) + 2 = 6
◈ Stride
◈ Stride
◈ Strike
GM Nefreet |
A nice BONK to the head!
The Bloodsucker’s Lair, Round 2-3
Otova ()
Quetzhal ()
Chupko (-17/17; dying 2)
Trig ()
Mutaq (-12/21; wounded 1)
??? (-21; clumsy 2)
Bold may act!
Mutaq |
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Devise a Stratagem: 1d20 ⇒ 17
Known Weaknesses: 1d20 + 1 + 1 ⇒ (11) + 1 + 1 = 13
As Otova circles around the wereporcupine and draws its attention, Mutaq finally sees an opportunity to make good use of his enchanted sword. He advances quickly but quietly, retracing the monster's steps yet again, then pauses by a tree. At just the right moment he lunges forward and drives his blade into the creature.
Stratagem roll of 17 + 7 + 1 = 25 vs FF
Damage: 1d6 + 1d6 + 1d6 + 1 ⇒ (6) + (5) + (1) + 1 = 13
Stride, Step, Strike
GM Nefreet |
The creature screams in pain and rage! It's beginning to look "bloodied"!
The Bloodsucker’s Lair, Round 2-3
Otova ()
Quetzhal ()
Chupko (-17/17; dying 2)
Trig ()
Mutaq (-12/21; wounded 1)
??? (-34; clumsy 2)
Bold may act!
Trig O'Nomehtri |
Trig moves over to keep up with the group and turns to Chupko sadly, "Maybe... maybe don't get hit again?" His magic envelopes the bird, yanking feathers away from the wound, splashing it with an antiseptic liquid and patching it with a sticky bit of gauze.
Stride, 2 action Heal for 1d8 + 8 ⇒ (1) + 8 = 9
Hmmm... three heals, three 1's on the dice. Mayhaps Trig isn't suited to be a healer? :(
Chupko should be able to take their full action
GM Nefreet |
Chupko should be able to take their full action
Yep, because technically Chupko goes after everyone else, and just before the wereporcupine.
Which also means, if you'd like to use that 19 for your first roll this round, you can ^_^
The Bloodsucker’s Lair, Round 2-3
Otova ()
Quetzhal ()
Chupko (-8/17; wounded 1)
Trig ()
Mutaq (-12/21; wounded 1)
??? (-34; clumsy 2)
Bold may act!
GM Nefreet |
Quetzhal's ray goes wide, and Chupko stands with as much elegance and grace as he can.
The creature, meanwhile, looks at the Halfling hungrily...
Jaws vs Otova: 1d20 + 11 + 2 ⇒ (8) + 11 + 2 = 21; Piercing: 1d10 + 5 + 2 ⇒ (5) + 5 + 2 = 12
...and then latches on and BLEEDS him.
◈ Strike
◈ Grab
◈ Chupar
The Bloodsucker’s Lair, Round 3-4
Otova (-13/18; drained 1, grabbed)
Quetzhal ()
Chupko (-8/17; wounded 1)
Trig ()
Mutaq (-12/21; wounded 1)
??? (-34; clumsy 1, quickened 1)
Party is up!
Quetzhal |
The druid has seen that the electricity seems to work properly on this creature. That's why he moves and summons a new tempest of electricity upon the beast.
Tempest surge: 1d12 ⇒ 9
Reflex save DC 17. On a failure, the target also is clumsy 2 for 1 round and takes 1 persistent electricity damage.
GM Nefreet |
Reflex: 1d20 + 11 + 2 - 1 ⇒ (12) + 11 + 2 - 1 = 24 Bzzzt!
With Otova's neck in its mouth, the beast slowly turns its gaze to focus on the lizardfolk next...
The Bloodsucker’s Lair, Round 3-4
Otova (-13/18; drained 1, grabbed)
Quetzhal ()
Chupko (-8/17; wounded 1)
Trig ()
Mutaq (-12/21; wounded 1)
??? (-38; clumsy 1, quickened 1)
Bold may act!
Trig O'Nomehtri |
Trig casts a quick spell, trying to muddle the creature's mind.
If it even has one.
He slowly drifts forward, walking staff out and ready.
"Now, while we have it trapped, all out attack!"
Cast Daze for 4 Mental Damage, DC 17 Will Save for half, Crit Fumble the Save for double damage and Stunned 1. Then Stride into Flanking if the bird wants it.
Chupko |
The Tengu stands as he can. To stay smart he says:
That's not fair to try to eat us. I could also do it, I've a beak. But I'm looking for panache. Don't you understand? Well let me catch you up to speed.
Electric arc: 1d4 + 3 ⇒ (3) + 3 = 6
Reflex DC 16.
And he raises his arm with his cape wrapped around it.