GM WhtKnt's A Noble Cause (Inactive)

Game Master WhtKnt

Noble animals strive to help and protect the two legs, without revealing themselves directly.


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Raccoon Rogue 1 | HP:9/9 | AC:17 FF:12 T:16 ( | CMD:14 | F:+1 R:+7 W:+1| Init:+5 Per:+7 |

How many humans are there?

Dark Archive

Maps: Car. Crown || Forge of Heroes || Skull & Shackles

Six.


M Noble Owl Cleric 1 HP 9/9 | AC 18, T 16, FF 14 | Fort +3, Ref +4, Will +6 | CMB -2; CMD 12 | Init +4 | Perception +4

Starwatcher follows the trail he has found, noting that some of the others seem to be headed the same direction as him.


HP= 11 | Spells 2=1st | Initiative +2|AC 12/12/10 | FORT 5 + poison bonus| Ref 4| Will 1|immune drow poison|Resist Cold 1 Fire 1 | Skills acro +1 Appraise +3/5 climb +3 Alchemy 7/8 Poison +7 DD+5 Heal +5 Percep +5 SC +7 Surviv +5

Tamimay simply follows along with the group.

Dark Archive

Maps: Car. Crown || Forge of Heroes || Skull & Shackles

The humans (and Boondocks) have gone in a different direction (to the west), just to clarify.


Clalaak flies back, letting the group know what he saw.


Survival: 1d20 + 7 ⇒ (9) + 7 = 16

If this is enough.

Scyllaess makes her way north-west, seeing Starwatcher and Clalaak indicating the same direction, she knows she is on the right path.

"Perhaps if we find its lair, we could lure those hunters to it."

She says while slithering along a north-western trajectory.


Raccoon Rogue 1 | HP:9/9 | AC:17 FF:12 T:16 ( | CMD:14 | F:+1 R:+7 W:+1| Init:+5 Per:+7 |

Boondocks withdraws back into the woods as quietly as possible.

The he runs to find the others.

stealth: 1d20 + 13 - 5 ⇒ (7) + 13 - 5 = 15

"The two-legs have a wolf trapped to the west!" he tells them.


M Noble Owl Cleric 1 HP 9/9 | AC 18, T 16, FF 14 | Fort +3, Ref +4, Will +6 | CMB -2; CMD 12 | Init +4 | Perception +4

Starwatcher perches and listens as the group gathers back together, taking in the different findings and pondering them in silence for a moment. Truth lies in the silence between breaths, as he had learned, so he does not rush to a conclusion.

Finally he speaks. "If we free the wolf, we may lay a trail from the trap to the lair Clalaak found."


Skunk Bard 1 AC 13 9/9 HP F +1 R +4 W +3

"I like that plan, Starwatcher," Hoyleberry says looking at the bird. "It's very sneaky. Plus they'll attack the true target of their fear."


HP= 11 | Spells 2=1st | Initiative +2|AC 12/12/10 | FORT 5 + poison bonus| Ref 4| Will 1|immune drow poison|Resist Cold 1 Fire 1 | Skills acro +1 Appraise +3/5 climb +3 Alchemy 7/8 Poison +7 DD+5 Heal +5 Percep +5 SC +7 Surviv +5

Makes sense. Lets do it.The hedgie pipes in


Raccoon Rogue 1 | HP:9/9 | AC:17 FF:12 T:16 ( | CMD:14 | F:+1 R:+7 W:+1| Init:+5 Per:+7 |

"I've been a target of the two-legs before." Boondocks says, pointing to his scarred over missing eye.

"They're dangerous, we'll have to be quick."

Dark Archive

Maps: Car. Crown || Forge of Heroes || Skull & Shackles

Okay, what's your plan? The humans are surrounding the wolf and are about to kill it. The wolf, for its part, looks terrified.


M Noble Owl Cleric 1 HP 9/9 | AC 18, T 16, FF 14 | Fort +3, Ref +4, Will +6 | CMB -2; CMD 12 | Init +4 | Perception +4

Oh, I'd missed that the humans were surrounding the wolf. I guess that changed while we gathered.

Starwatcher quickly lands on a branch. "Distract them!" he hoots to the others as loudly as he dares.

Starwatcher could cast Summon Monster to summon a fiendish dog... that will last for one round. But it's a full-round action to cast so he'll need a bit of time. He's hoping to use it to draw attention and then have it run off towards the shack we found before it disappears.


HP= 11 | Spells 2=1st | Initiative +2|AC 12/12/10 | FORT 5 + poison bonus| Ref 4| Will 1|immune drow poison|Resist Cold 1 Fire 1 | Skills acro +1 Appraise +3/5 climb +3 Alchemy 7/8 Poison +7 DD+5 Heal +5 Percep +5 SC +7 Surviv +5

Tamimay casts ghost sound to make it sound as if a large party is moving in behind the humans.


Skunk Bard 1 AC 13 9/9 HP F +1 R +4 W +3

Hoyleberry scampers to the group, angling to get as many people as he can within his spray zone. The skunk stamps its right hind foot and hisses, hoping the humans may get distracted and allow the wolf to escape, or give the wolf some warning that a foul odor is imminent. After a moment, it turns and does a handstand, lifting his tail before he sprays. The one-and-half-foot tall black and white animal hisses once more for good measure at the humans.

"Follow us!" he chitters in canine.

Move action: get into position
Standard action: Spray Scent

Spray Scent: Up to three times a day a noble skunk can spray its scent on its enemies. This is an area-effect attack, affecting a cone-shaped area in a range of 15 feet. A successful Reflex Save versus a DC of 15 avoids the spray entirely.
Any creature hit by the spray is now covered in the skunk’s trademark “stink” and must now make a Fort save against a DC of 10 or be nauseated. A successful save means the creature can at least “tolerate” the smell. The scent spray stays with the victim for 1d6 days unless extraordinary measures are taken to clean it off (bathing in tomato juice, remove curse, etc.). While under the stink, the creatures can be detected by scent at triple the normal range, and anyone attempting to track them gets a +4 situational bonus.


Raccoon Rogue 1 | HP:9/9 | AC:17 FF:12 T:16 ( | CMD:14 | F:+1 R:+7 W:+1| Init:+5 Per:+7 |

Boondocks chitters and shakes a bush, making as much sound as he can.


If the skunk spray is effective in dispersing/distracting the group of men.

Scyllaes slithers over towards the trap, hoping to use her bodily strength to push open the trap, so the wolf can escape.
If the
Strength: 1d20 + 4 ⇒ (15) + 4 = 19


Clalaak swoops down to help Scyllaes.

Strength Aid: 1d20 + 2 ⇒ (10) + 2 = 12

Dark Archive

Maps: Car. Crown || Forge of Heroes || Skull & Shackles

The humans see the skunk and shout a warning to one another, backing away. Despite this, three of the men are hit by the spray. They grimace and back off quickly.

Common:
"Leave this one for now, lads. She isn't going anywhere! Sounds like there's something bigger over that way anyway. You three go back to town and get washed up. You'll give us away."

Three of the men move off towards the ruckus being made by Boondocks, while the other three (the ones that were sprayed) head back towards the two-leg den. Scyllaes tries to open the trap and with the help of Clalaak, is able to do so.

The she-wolf shakes her leg and whimpers slightly. The leg is broken, but she will survive the experience. She whines in canine.

Canine:
"Where will we go?"

Ref save: 1d20 + 1 ⇒ (17) + 1 = 18
Ref save: 1d20 + 1 ⇒ (16) + 1 = 17
Ref save: 1d20 + 1 ⇒ (8) + 1 = 9
Ref save: 1d20 + 1 ⇒ (15) + 1 = 16
Ref save: 1d20 + 1 ⇒ (1) + 1 = 2
Ref save: 1d20 + 1 ⇒ (2) + 1 = 3


M Noble Owl Cleric 1 HP 9/9 | AC 18, T 16, FF 14 | Fort +3, Ref +4, Will +6 | CMB -2; CMD 12 | Init +4 | Perception +4

Starwatcher flies down. He chants a healing spell and reaches out to the wolf's injured leg with a wing.

CLW: 1d8 + 1 ⇒ (3) + 1 = 4

"It will stop the bleeding, at least," he states in High Fauna, not knowing the tongue of wolves. Looking to the rest of the group, he says, "We still need to lead the humans to their true quarry."

He casts an eye over to where Boondocks is distracting them, not wanting to interfere just now.


Raccoon Rogue 1 | HP:9/9 | AC:17 FF:12 T:16 ( | CMD:14 | F:+1 R:+7 W:+1| Init:+5 Per:+7 |

Boondocks shrieks like a banshee and runs away.

He finds a hollow log and hides.

stealth: 1d20 + 13 ⇒ (10) + 13 = 23


Skunk Bard 1 AC 13 9/9 HP F +1 R +4 W +3

Wanting the humans to run in a specific way, Hoyleberry scampers here and there but generally moves away from the direction they want the humans to go, hoping that the threat of another spraying will get them to move the right way. He hisses and snarls at the humans, acting as if they are the one's disturbing him while he was minding his own business in the forest.


Clalaak takes off, ready to provide aerial recon for the rest of the animals if necessary.

Dark Archive

Maps: Car. Crown || Forge of Heroes || Skull & Shackles

The wolf does not seem to understand High Fauna, but she does get the gist of the statement, especially since her leg feels somewhat better. Gingerly, with a pronounced limp, she moves away from the trap and disappears into the underbrush. The two legs move towards Boondocks, who swiftly ducks out of sight into a hollow log. Hoyleberry does his part in steering the two legs. They gradually begin to move in the desired direction.

Eventually, with much effort and shuffling, you manage to get them to the small hovel. The men buzz excitedly amongst themselves, readying their weapons and taking up offensive positions. They knock at the door. A small, unassuming two-legs answers.

Small human:
"W-who are you? What do you want?"

Large human:
"We're on the hunt for a dangerous beast," a large human says. Have you seen anything suspicious of late? An odd beast, like a wolf that did not behave like a wolf, perhaps."

Small human:
"I've seen nothing."

Large human:
"Do you live here, then?"

Small human:
"Yes, this is my home for the past 10 years."

Large human:
"Right, then. We'll be about, looking to find the beast. Best you should stay indoors 'til we've killed it."

Small human:
"O-okay. I'll take your advice."

With that, the door closes and the men go back to their search.


M Noble Owl Cleric 1 HP 9/9 | AC 18, T 16, FF 14 | Fort +3, Ref +4, Will +6 | CMB -2; CMD 12 | Init +4 | Perception +4

Starwatcher quietly watches the interaction from a distance. When the humans leave the nest in peace, he waits for them to get some distance away before speaking to the others.

"Their prey hides, it seems," he comments. "Do we draw it out or hunt it ourselves?"

Dark Archive

Maps: Car. Crown || Forge of Heroes || Skull & Shackles

Indeed, what will you do?


Skunk Bard 1 AC 13 9/9 HP F +1 R +4 W +3

Hoyleberry will make a Knowledge (local) check to see if he recognizes the man. Maybe knows his name.

knowledge (local): 1d20 + 5 ⇒ (12) + 5 = 17

Hoyleberry asks his companions, "Do any of you recognize that man?" He pauses to think, while clawing the ground and leaf-litter. "They're looking for a wolf. We think it's a were-wolf. Could it be this man?"

The skunk sits on its haunches. "We can also search for traps and ruin them so no more wolves get hurt. I think we should watch this man. See what he does during the day...and night." He sniffs the air.

Should one of us with scent investigate the cabin's exterior to see if we can discover anything that way?

Dark Archive

Maps: Car. Crown || Forge of Heroes || Skull & Shackles

Hoyleberry:
You do not know the name of the two-legs, but the scent that you have been following is definitely his.


"Allow me to cchheck. I've picked up itss sscent from a disstancce."
Scyllaess slithers closer to the doorway after the group of men leave and the smaller man closes the door.

Scyllaess tastes the air closer to the door, trying to sense if the scent she picked up earlier in the woods is strong inside the house.

Perception: 1d20 + 11 ⇒ (15) + 11 = 26

Dark Archive

Maps: Car. Crown || Forge of Heroes || Skull & Shackles

It is very strong here. This is undoubtedly the same scent from before.


Skunk Bard 1 AC 13 9/9 HP F +1 R +4 W +3

"That confirms what my nose was telling me," Hoyleberry says to Scyllaess. "So, what should we do? I think we should watch the man. Night's a-comin'. He might transform. And maybe one of us with wings should go tell the council what we discovered."


M Noble Owl Cleric 1 HP 9/9 | AC 18, T 16, FF 14 | Fort +3, Ref +4, Will +6 | CMB -2; CMD 12 | Init +4 | Perception +4

"He will be more dangerous transformed," Starwatcher points out. "Unless we plan to show his transformed form to the humanoids, it would be better not to wait."


Skunk Bard 1 AC 13 9/9 HP F +1 R +4 W +3

"I hadn't thought about that," Hoyleberry admits. "How should we fight him? Lure him away from his home...but where?" The skunk grows quiet as he thinks about any nearby cliffs or caves or other geographical features they can use to their advantage. Maybe a river ford with rocks he could trip on? Or a place with thorny bushes.


Raccoon Rogue 1 | HP:9/9 | AC:17 FF:12 T:16 ( | CMD:14 | F:+1 R:+7 W:+1| Init:+5 Per:+7 |

"Do we have the ability to fight?"

"Maybe talking is a better option?"


M Noble Owl Cleric 1 HP 9/9 | AC 18, T 16, FF 14 | Fort +3, Ref +4, Will +6 | CMB -2; CMD 12 | Init +4 | Perception +4

"It would be difficult if even possible for us," Starwatcher states.

Not sure if we'd know about the whole silver thing?

"To speak we would reveal ourselves. This is unwise. If we can anger his transformed form and lead it to the humanoids, perhaps?"


Skunk Bard 1 AC 13 9/9 HP F +1 R +4 W +3

"I like that idea," Hoyleberry says, nodding to Starwatcher's words. "If we could steal something valuable he might get mad and chase us."

Dark Archive

Maps: Car. Crown || Forge of Heroes || Skull & Shackles

So does anyone have anything else to add, or are we dead in the water?


M Noble Owl Cleric 1 HP 9/9 | AC 18, T 16, FF 14 | Fort +3, Ref +4, Will +6 | CMB -2; CMD 12 | Init +4 | Perception +4

Good question


Sorry, I’m a little out of the loop with the plot. Think I got myself confused with what exactly is going on in game.


Skunk Bard 1 AC 13 9/9 HP F +1 R +4 W +3

I still want to continue the game. As far as I understand we are trying to get the human in the cabin to reveal that he is the monster the townsfolk are looking for. Maybe we should keep making wolf tracks from the town to the cabin over the next few days. The towns people want to hunt wolves? We''ll give them tracks to follow.

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