| Oxnard Kettlebeak |
Rogarch moves over and finishes off the bugbear skeleton, while Kelleran moves around and checks the rest of the caravan, finding no more foes.
End of Combat
Status:
Fentar: 24/31
that one of the more famous of those battles occurred a short distance north of the ambush site.
Rogarch
|
Rogarch drops out of Rage panting a bit to catch her breath. She sees that her companions and the caravan are fine so she stows her hammer and then quickly examines the skeleton remains for any signs of treasure.
"These skeletons came from somewhere. Is anyone skilled at tracking?"
I am not sure if I can make the Survival check untrained. :)
Jaakko Varpunen
|
Survival: 1d20 + 6 ⇒ (12) + 6 = 18
Knowledge (local): 1d20 + 6 ⇒ (12) + 6 = 18
"I can give it a try. Let's see, they were wearing Mercenary league insignia and their tracks lead that way!"
Rogarch
|
Is the Caravan currently on the move or are we at one of the caravan's "safe points". Ironic that I am asking as we were just attacked by a group of skeletons.
"If we can ensure the caravan's safety then we should follow the tracks back to their source. We need to put an end to these attacks once and for all."
| Oxnard Kettlebeak |
Kazrin nods, "About a half hour further on there's a spot we can set up for the night- then if you backtrack here you can follow the tracks then, or you can camp with us and wait till morning."
Kelleran Storm
|
Local: 1d20 + 8 ⇒ (13) + 8 = 21
The mage ponders a moment. "The Mercenary League? Yes, I think they were involved in a battle just north of here. Someone or someTHING brought them back."
Rogarch
|
Rogarch thinks that they should proceed as soon as the caravan is secure.
"I think we should backtrack once the caravan is setup for the night and not wait until tomorrow. They might be gone by then or the tracks might be too difficult to follow."
Rogarch does not understand that the game often moves forward at the speed of plot. :)
She turns to Kelleran and Jaako.
"You people are full of useful information. That is good to know."
| Oxnard Kettlebeak |
so, based on the time of day it is- your choices are secure the caravan and go immediately (at night fall) or wait till the AM- or I guess wait till midnight or something wonky in between those two
Fentar Palomine
|
Fentar hisses unhappily, "Thank you."
He holds out his wand cure light wounds, "Can anyone activate this?"
Then he goes through a bunch of weapon drills, over and over again, lecturing himself under his breath.
Rogarch
|
Rogarch nods to Fentar.
"I can certainly try. Just to confirm, it is a wand of Cure Light Wounds?"
Fentar did not say what type of wand it was and it could have as easily have been another type of curative wand.
@Oxnard - Activating a spell trigger item with UMD is a DC of 20 which allows a character to use the item as if it was on their class spell list. As we know that the wand to be activated is a wand of Cure Light Wounds that should be sufficient to activate the wand. Do you agree?
Or ask the Alchemist as this spell is on his list.
Rogarch
|
Rogarch nods to Fentar.
"Sure, I know that temple. They host a fantastic footrace every year."
If Boomer is unavailable then my character will start rolling UMD for you.
"So people. Are we going to follow the tracks tomorrow morning at the break of dawn or immediately after we settle in with the caravan in about half an hour?"
I would like to hear from Boomer, Jaakko and Kelleran. Following the tracks today means it is more likely that we are going to find something but it may be more difficult as we will need a light source for some people.
Jaakko Varpunen
|
"We would most likely be an easy prey to whatever is waiting in the dark. It's safer to rest now and follow tracks in daylight."
Rogarch
|
Just to move this along why don't we just go with the morning option. I will flip my vote. :)
"Alright. But we need to setup a sharp watch. I do not want to risk the caravan in any way."
Kelleran Storm
|
Kelleran nods, "Agreed. My sight may not be as good as Rogarch, but better than most elves. Pair me off with someone who can't see as well."
My Shadow Scion archetype gives me 30' darkvision.
| Oxnard Kettlebeak |
Outside of combat I'm fine with assuming you will roll a success if trained in UMD before rolling a natural 1 and being locked out from trying again
| Oxnard Kettlebeak |
Following the tracks and clues from the caravan ambush, you soon arrive at a battlefield graveyard, its graves recently uncovered and emptied
This small forest clearing smells of recently tilled earth. Several crude grave markers dot the landscape, each currently marking the position of an empty pit.
1d20 + 9 ⇒ (1) + 9 = 10
1d20 + 9 ⇒ (7) + 9 = 16
Rogarch
|
Rogarch looks around for anything out of the ordinary. The Bloodrager's predatory instincts take over as she realises that she is being stalked.
Perception: 1d20 + 4 ⇒ (16) + 4 = 20
She flicks her wrist and a wand comes flying out into her hand. She speaks a word of protection surrounding herself with a mystical shield. She then carefully stows her wand into a pocket for safekeeping.
(Shield spell is cast from her wand)
In a hushed voice she warns the other.
"Over there. A large wolf. Ready yourself."
Clearly the monster on the cover art of the scenario. :)
| Helping Hand |
Helping Hand notices the danger as well and provides Rogarch with a divine blessing.
(His take 10 on Perception is 19)
Guidance is up on Rogarch.
Jaakko Varpunen
|
Perception: 1d20 + 8 ⇒ (8) + 8 = 16
"Ha! I'm seeing the wolf, if it's alone we should be able to kill it Jaakko aims with musket, ready to shoot.
| Oxnard Kettlebeak |
Rogarch
|
K-Arcana: 1d20 + 4 ⇒ (9) + 4 = 13
"Right, a Worg. I remember reading about them once. Ask them about the skeletons. Maybe he knows something about people digging up bodies here."
| Oxnard Kettlebeak |
"I want no problems here. . . just looking for a meal. What is your business here?"
Starting attitude is indifferent- will need diplomacy checks as you talk please
Rogarch
|
"We tracked a group of skeletons that attacked us yesterday. We are looking for the source of this infestation."
Rogarch decides to leave out any mention of the caravan deciding that it would not be wise to share this information with a large and hungry carnivore.
"I do have some beef jerky in my pack that I would be inclined to share with you if you can help us with any useful information."
Diplomacy,Guidance: 1d20 + 2 + 1 ⇒ (10) + 2 + 1 = 13
If anyone would like to try to aid my character's Diplomacy check it would be appreciated.
Kelleran Storm
|
Diplomacy {Aid?}: 1d20 - 2 ⇒ (3) - 2 = 1
Sorry man. I tried.
"Wait! I've read about these. You're gonna feed it?!?! That thing could kill all of us."
Jaakko Varpunen
|
Jaakko puts down the musket and addresses the worg.
"Not long ago our caravan was attacked by skeletons and we decided to track down where they came from."
Diplomacy, aid: 1d20 + 3 ⇒ (17) + 3 = 20
| Oxnard Kettlebeak |
" am old, and though I have seen and done much, I do not wish to die today. You seem more than capable enough to deal with an
old dog such as I, and I am hungry. . .
A hobgoblin tribe, one I do not recognize, came across this place
several moons ago. They spent many days turning the land and removing the dead—human, goblin, bugbear, it did not matter to them."
Kelleran Storm
|
Kelleran lowers his wand. He considers the information, "Do you know which way they went, or where they camp? I got food to spare if you are looking to bargain."
| Oxnard Kettlebeak |
"They have made their lair not far from here, toward the setting sun. A nearby trail should lead you directly to a tree broken in two. The entrance lies somewhere off the road, beneath the tree."
That's the last of the listed info she has
With the information from the worg you easily find the trail leading to the hobgoblin's lair. . .
Following it, it leads you to the entrance to a cave.
Pausing here if there's anything you want to do before entering the cave
Rogarch
|
Rogarch is good to her word and leaves her entire supply of beef jerky for the worg to eat in return for the useful information.
"I have been eating too much meat anyways these days. You can have it. The other food I have you will not be able to digest properly."
(I will deduct 1 day of rations from my total)
Perception: 1d20 + 4 ⇒ (18) + 4 = 22
The Bloodrager then leads the party to the stashed valuables which she helps to distribute.
Everyone can click on the Perception button now. Take what you want to use now and the rest will simply be brought back to sell.
Right before entering the cave Rogarch activates her wand of Shield and then places the wand back into her empty wrist sheath.
Fentar Palomine
|
Fentar checks that the worg has not followed them, perception: 1d20 + 7 ⇒ (2) + 7 = 9
then he draws his greatsword and stretches a little, "Anyone got some light?"
He grabs a sunrod from his pack, taps the end against his sword and then tucks it into his boot.
Kelleran Storm
|
As agreed, the mage also tosses some meat into Rogarch's bounty as payment.
""Anyone got some light?"
"Sorry friend, my eyes are better than those of my kin. So I tend not to memorize such a spell."
Rogarch
|
Rogarch smiles at the illumination of the Sunrod.
"We were not going to sneak in here anyways with this lot. It is a pretty nifty invention if you cannot see in the dark."
I am a huge fan of cheap mundane equipment. So much value that is accessible to anyone with the foresight to purchase it.
| Oxnard Kettlebeak |
The path winds its way through the Chitterwood until it forks at the foot of a large and mangled tree. A large tear runs the length of its trunk, splitting the tree nearly in two. The southern half of the tree hangs awkwardly to the side, casting a shadow over a small dip in the land.
There are two goblin skeletons here!
Boomer Init: 1d20 + 2 ⇒ (13) + 2 = 15
Fentar Init: 1d20 + 1 ⇒ (3) + 1 = 4
Jaakko Init: 1d20 + 5 ⇒ (16) + 5 = 21
Kelleran Init: 1d20 + 10 ⇒ (8) + 10 = 18
Rogarch Init: 1d20 + 8 ⇒ (20) + 8 = 28
Skelton: 1d20 + 7 ⇒ (10) + 7 = 17
Round 1
Turn order:
1. Rogarch
2. Jaako
3. Kelleran
4. Skeltons
5. Boomer
6. Fentar
Rogarch, Jaako, and Kelleran act before the goblin skeles! We are on slide 5 now!
Kelleran Storm
|
The mage launches a small blob of pure acid at the unawakened skeleton. He then snaps his wrist and feels the familiar weight of his primary weapon fall into his hand.
Acid Splash vs BLUE (Flat-footed TOUCH AC): 1d20 + 3 ⇒ (20) + 3 = 23
Damage+Sneak Attack: 1d3 + 1d6 ⇒ (1) + (3) = 4
CONFIRM (Flat-footed TOUCH AC): 1d20 + 3 ⇒ (15) + 3 = 18
Damage: 1d3 ⇒ 2
No Save, no SR
Building towards an Arcane Trickster, so testing out the hijinx now.
Rogarch
|
Rogarch tries to bring down the hammer on a skeleton (Red) after receiving a rushed blessing by Helping Hand.
Attack,Guidance,Reach: 1d20 + 6 + 1 ⇒ (17) + 6 + 1 = 24
Damage,Blunt,Cold Iron: 1d12 + 6 ⇒ (9) + 6 = 15
@Oxnard - Rogarch is still on the stairs so is 10' away from either skeleton or perhaps former skeletons after the two attacks by the characters. :)
@Kelleran - Snowball also pairs nicely with sneak attack but you will have to wait a few levels for it to truly shine.
Jaakko Varpunen
|
Jaakko rushes forward to smash the blue skeleton with flail.
+1 flail: 1d20 + 7 ⇒ (8) + 7 = 15
damage: 1d8 + 2 ⇒ (8) + 2 = 10
| Oxnard Kettlebeak |
As Rogarch and Jaakko smash the skeletons they explode!
Fire Damage: 1d6 ⇒ 5
Fire Damage: 1d6 ⇒ 2
DC 10 Reflex- this is two explosions which will each hit Jaako and Rogarch- so its save for half on each 5 or 2 and then 2 or one
You are left in the empty room with two exits after they have been destroyed
Kelleran Storm
|
@Kelleran - Snowball also pairs nicely with sneak attack but you will have to wait a few levels for it to truly shine.
I am thinking to eventually add intensify and rime to them, feats permitting. Accomplished Sneak Attack @3, PBS @5, Precise Shot @7, Improved PS @9 and either intensified or Weapon focus (ray) @11, with a rime metamagic rod for fun.
Jaakko Varpunen
|
Reflex 1: 1d20 + 7 ⇒ (15) + 7 = 22
Reflex 2: 1d20 + 7 ⇒ (19) + 7 = 26
3 points damage
Jaakko walks toward the south door while looking around if anything interesting can be found.
Perception: 1d20 + 8 ⇒ (8) + 8 = 16
Rogarch
|
Rogarch tries her best to avoid the fire from the exploding skeletons.
Reflex,5pts: 1d20 + 4 ⇒ (16) + 4 = 20
Reflex,2pts: 1d20 + 4 ⇒ (17) + 4 = 21
3 points of damage
She stows her hammer and brings out her healing wand. With a blessing from Helping Hand and a touch of her focusing crystal she tries to activate it.
UMD,MW-Tool,Guidance, DC 20: 1d20 + 4 + 2 + 1 ⇒ (3) + 4 + 2 + 1 = 10
UMD,MW-Tool,Guidance, DC 20: 1d20 + 4 + 2 + 1 ⇒ (5) + 4 + 2 + 1 = 12
UMD,MW-Tool,Guidance, DC 20: 1d20 + 4 + 2 + 1 ⇒ (2) + 4 + 2 + 1 = 9
UMD,MW-Tool,Guidance, DC 20: 1d20 + 4 + 2 + 1 ⇒ (14) + 4 + 2 + 1 = 21
CLW: 1d8 + 1 ⇒ (8) + 1 = 9
@Oxnard - She is back to full hit points.
She then places her wand back into her wrist sheath.
| Helping Hand |
Helping Hands tries to dodge the incoming fire as well.
Reflex,Improved Evasion, 5 points: 1d20 + 5 ⇒ (20) + 5 = 25
Reflex,Improved Evasion, 2 points: 1d20 + 5 ⇒ (19) + 5 = 24
The nimble familiar dodges all of the fire damage completely.
| Oxnard Kettlebeak |
Quickly taking the time to heal, you are left with two directions to go. . .
Correct- the cave entrance was in the tree