Edogawa Rannpou
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Arcana: 1d20 + 8 ⇒ (13) + 8 = 21
Survival: 1d20 + 1 ⇒ (4) + 1 = 5
Athletics: 1d20 ⇒ 1
holy bejeesus... these dice are not friendly this morning...
Edogawa very casually draws his crossbow, but leaves it in an nonthreatening angle away from all wolves and warg. "No offense... But can't be too cautious when meeting new individuals... Especially in such cold and remote locations... You understand."
| GM chadius |
| 1 person marked this as a favorite. |
Flunk Athletics: 1d20 ⇒ 5
Flunk Survival: 1d20 - 1 ⇒ (1) - 1 = 0
Edogawa Athletics: 1d20 ⇒ 4
Edogawa Survival: 1d20 + 1 ⇒ (8) + 1 = 9
The Guide to the Beyond knows trouble when she sees it. Wargs are evil pack animals and hold a supernatural control over wolves. They like pack tactics, surrounding and flanking their prey. They also enjoy swallowing small creatures like halflings. It's easiest to break their Will with a potent spell.
Tavin speaks up first and Odvar reels back. "An evil creature? Me? I simply wanted to bargain. You need a bodyguard. I would of course be willing to help. All I ask for is..." He glares at Gavin, licking his lips. "Let's begin with one juicy halfling."
Guide to the Beyond has had enough, and quickly cuts him off. ”Well then! How rude!” Odvar bares his fangs. “If you’re going to be like that! Wandering Wolf Wardens! Attack! And save me the juicy cuts!”
Guide: 1d20 + 9 ⇒ (2) + 9 = 11
Tavin: 1d20 + 8 ⇒ (17) + 8 = 25
Edogawa: 1d20 + 7 ⇒ (12) + 7 = 19
Gavin: 1d20 + 4 ⇒ (20) + 4 = 24
Flunk: 1d20 + 3 ⇒ (4) + 3 = 7
Wandering Wolf Wardens: 1d20 + 7 ⇒ (17) + 7 = 24
| GM chadius |
Gavin Sureshot
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The halfling, hearing that he might be dinner, pulls out his sling, and concentrating on the bullet as it becomes coal hot, launches it at the warg
1d20 + 7 ⇒ (11) + 7 = 18 sling bullet + produce flame
1d6 ⇒ 6 bullet
1d4 + 3 ⇒ (4) + 3 = 7 produce flame
Not sure if I can reload at this point.
Take that, you over grown and walking carpet the halfling responds.
| GM chadius |
◆ You probably loaded the slingshot
◆◆ Then used Spellstrike
So that's 3 actions. I'd say the sling is not loaded.
Gavin is food to no one, and he lets Odvar know. His sling bullet catches flame and burns Odvar's side. "Ack! The food is fighting back! Hurry up you mangy wolves and protect me!"
Tavin Sunward
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You are a cowardly cur, sending these poor wolves to die for you. We are not food, and object to being identified as such! Surrender, and we won't kill you.
◆ Tavin draws his +1 returning dagger
◆ Moves forward 10 feet
◆ Raises his Shield, bringing his Armor Class up to 22
| GM chadius |
"I hate when the tall bony ones speak big words!" Odvar barks. "Surround him!" The wolves obey and assault Tavin. The elf prays to his patron for protection. His shield deflects one of the wolves but the one with Black fur gnaws into his leg.
White: 1d20 + 7 ⇒ (3) + 7 = 10
White: 1d20 + 7 - 5 ⇒ (10) + 7 - 5 = 12
Purple: 1d20 + 7 ⇒ (8) + 7 = 15
Purple: 1d20 + 7 - 5 ⇒ (19) + 7 - 5 = 21
Black: 1d20 + 7 ⇒ (13) + 7 = 20
Black: 1d20 + 7 - 5 ⇒ (20) + 7 - 5 = 22 Crit, double damage
Piercing: 1d6 + 2 ⇒ (3) + 2 = 5 So 10 damage. Also:
Fleas leap from the disease-ridden wolf to Tavin's wound, hoping to find a new home. Tavin needs a DC 15 Fortitude save to stave off the fleas.
Odvar peeks from behind and closes in for the kill. He bites once, and then holds the elf in place. He continues mumbling, but it's difficult to hear anything with his mouth full.
Odvar Bite vs Flanking Tavin: 1d20 + 12 ⇒ (17) + 12 = 29
Piercing and Pack Attack: 1d8 + 4 + 1d4 ⇒ (7) + 4 + (4) = 15
Odvar has Grabbed Tavin.
| GM chadius |
Round 1
Odvar (13 damage, Grabbing Tavin)
Wandering Wolf Wardens
Edogawa
Guide
Flunk
Round 2
Tavin (25 damage, DC 15 Fort save vs Fleas, >Grabbed< by Odvar)
Gavin
Flunk Flamerager
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Noticing the warg, Flunk rips off his tie and unbuttons the first few buttons of his collared shirt. "I was waiting for fire time!" He cackles, his voice suddenly raspy and somewhat maniacal. "But kinds of feeling like glow missile today instead. Let go of elf friend, jerk!"
From Flunk's palm fly three purple goblin-shaped balls, screaming their way towards Odvar.
Magic Missile vs Odvar (◆◆◆): 3d4 + 3 ⇒ (3, 2, 1) + 3 = 9
Edogawa Rannpou
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Edogawa sizes up Odvar
Devise a Strategem: 1d20 ⇒ 14
He nods, deciding the idea is good, moves into flank with Tavin, and fires his Alchemical Crossbow point-blank into the Warg.
Crossbow Shot vs flatfooted: 14 + 9 = 23
Piercing and Precision damage: 1d8 + 1d6 ⇒ (1) + (6) = 7
Fire damage from the bomb he loads every morning into the bow: 1d6 ⇒ 6
End Turn
Guide to the Beyond
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Guide will yell to Tavin to move slightly back towards the group or slightly to the side as she prepares her largest attack, hoping to catch several creatures in the blast, including the warg.
"Oh Choir of Pharasma, singer of Imot, rattle the bones of these soon to join you..." she intones as a choir of psychopomps appear in the area and blast the creatures with their voices.
Targeting Red, White and Pink.
Concordant Choir-Fortitude DC 17
Sonic Damage: 2d4 ⇒ (2, 1) = 3
Well that is depressing...
After unleashing the blast, she will retreat a few steps away from the wily beast.
Tavin Sunward
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Guide, I can't really move right now. Sorry about that.
Fortitude save versus fleas: 1d20 + 7 ⇒ (16) + 7 = 23
↺ As a reaction, Tavin would have used Shield Block on the first attack, reducing the damage by the Shield Hardness, 5. So I take 5 and the shield takes 5.
◆ Tavin stabs Odvar with his dagger
+1 Returning dagger to hit: 1d20 + 10 ⇒ (20) + 10 = 30
damage, slashing: 1d6 + 1 ⇒ (1) + 1 = 2
A crit! with the worst possible damage
Yuelral, The Wise, lend me your strength against these foul beasts!
◆ Tavin stabs Odvar again
+1 Returning dagger to hit: 1d20 + 10 - 4 ⇒ (14) + 10 - 4 = 20
damage, slashing: 1d6 + 1 ⇒ (1) + 1 = 2
◆ Raises his Shield, bring his Armor Class up to 22
The dice roller hates me. Hits, but minimum damage
| GM chadius |
Edogawa gets close and fires right in Odvar's face, burning him some more.
Fort Save: 1d20 + 12 ⇒ (10) + 12 = 22 Odvar holds steady, even as the Guide to the Beyond calls upon his end.
Flunk and Gavin contribute. Odvar pants but he still holds on.
Tavin's dagger digs into Odvar, and finally he loses his grip. ”Inconceivable...” He lies down and bleeds out.
The wolves surrounding Tavin pause, watch the fallen Odvar, and back away, trying to run away.
Combat Over unless you want to attack the wolves. Tavin took 20 damage and his shield took 5.
As you get a chance to calm down after the rush of battle, you take a look around the area and notice a small cave that was a wolf den. On one side you see Odvar’s fur, it must have been his resting spot. The other side has assorted wolf fur, that must have been where the other wolves had to bunch up. Odvar’s side also has a pile of partially eaten travellers. Most of their armor and gear have been shredded and are quite worthless at this point.
But you do notice four vials, still intact and containing the same colored liquid.
Tavin Sunward
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As long as the wolves aren't unusually hostile, Tavin has no interest in pursuing them.
Tavin will sheath his dagger, then Lay on Hands himself to heal 12 HP.
I give thanks to Yuelral for giving me the strength to dispatch that beast.
He turns to the rest of the party. I am also grateful for your assistance.
Since Tavin has Natural medicine, he will roll Medicine to treat his remaining wounds. @GM chadius, there is a +2 bonus at your discretion, fi there might be healing herbs in the area.
Nature to treat wounds: 1d20 + 8 ⇒ (19) + 8 = 27
Dice are hot tonight. Crit success on the treat wounds, so 4d8 healing
Crit success healing: 4d8 ⇒ (1, 2, 1, 2) = 6
Grumble. A crit success and I am still down 2 HP
He will then sit down for 10 minutes to refocus.
Edogawa Rannpou
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Edogawa will walk over to Tavin, quickly shoves some liquids together and hand him a vial, "Drink this." He offers no more explanation, and goes to examine the vials in Odvars den. Minor Elixir of Life, heals 1d6
Crafting to identify: 1d20 + 8 ⇒ (20) + 8 = 28
Being heavily proficient in alchemical and magical potions, Efogswa knows exactly what these are, and informs the party.
Tavin Sunward
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Tavin looks curiously at the vial Edogawa hands him, shrugs, then drinks it.
Minor Elixir of Life: 1d6 ⇒ 4
Thank you, Edogawa
| Flunk Wright, Esq. |
Flunk takes out his nicest silky red tie and steps up to the orc. "Greetings. We are just passing through these parts. I can't help but notice your wounds. Was there a recent battle? With wolves, perhaps? Where is your leader?"
Diplomacy: 1d20 + 7 ⇒ (20) + 7 = 27
The tie seems to work quite well.
Guide to the Beyond
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Seeing that the warg is handled easily, Guide happily follows the group to meet with the orcs. "We could treat your wounds if you guys are amenable!" offers the ever-helpful cleric.
| GM chadius |
The guards calm down a bit when Flunk and the Guide offer aid. They grunt and step aside to let you through. They point towards the chief’s tent.
Between the walls of a ruined building stand a few hastily erected tents. Muddy footpaths run between the tents while carefully tended campfires emit only faint smoke. More wounded orcs eye you. None make a move as you travel through the camp.
As you approach the chief’s tent, a heavily scarred female orc with a broken tusk approaches you. She stares all of you down, silently as other orcs stand behind her. ”My name is Grakcha, leader of the Bearclaw Tribe. You’re either brave or stupid to come here. I’ll entertain you briefly. What are you doing here? What is your business?”
Looks like it’s time for some negotiation. Your bottle of Urglin gin may be useful here.
| Flunk Wright, Esq. |
Smiling, Flunk offers his business card to Grakcha. "This will be quick, we promise. We're simply looking to carve out a route through these parts, and we happened upon your camp. You look like you've been through a lot. How about we relax, and you tell us about it over a bottle?" He pops open his briefcase and pulls out the bottle of gin provided by Benarry.
Diplomacy: 1d20 + 7 ⇒ (11) + 7 = 18
| GM chadius |
Grakcha begins tapping her foot, maybe louder than Flunk's opening statement. But the he opens the briefcase. "Hold it."
She takes the bottle, opens it and sniffs the contents. ”Urglin gin… this takes me back.” She turns to shout to one of her aides, who returns with some mugs. ”I haven’t drank this in ages. The spirits know I could use some relaxation here. Fine. Who wants to drink with me?” She grins.
Anyone wants to drink the gin with her should make a Fortitude save. Flunk, I'll save your Diplomacy check.
Tavin Sunward
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When travelling abroad, one must try new things
Fortitude Save: 1d20 + 7 ⇒ (17) + 7 = 24
Guide to the Beyond
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"I am not a drinker, however I can offer my services to your clan. It looks like many are in need of aid." Guide offers with a smile.
"I don't want to overstep my bounds, but our arrival does not bode well for the continuance of the status quo." she states plainly. "We are acting on orders from high. You can kill us, that's true, but we are merely the vanguard. This region will be overrun with opportunists, loyalists and Society members." she opines.
"If we die, then the Society is likely to send in a clean-up team. Four sorcerers bombarding your encampment with Fireball is not probably in your best interest, right?" she posits to the orc chieftain. "If you work with us, you are submitting to the powers-that-be, but you will be THE orc tribe controlling the area. That has its own benefits."
| GM chadius |
The Guide to the Beyond uses a lot of words, but her point is clear. Besides, Tavin downs the gin without a second thought.
Grakcha smiles. ”Alright, you’re not as stupid as you look. Maybe you can help us. The trade route would be useful for the Bearclaw Tribe. The other tribes will have to listen to us more often, hehe.” Her smile fades as she looks and points to a cavern entrance. ”But we have a problem. And now, it’s your problem.” She takes another swig of the gin.
”That cavern has food and supplies my tribe uses during the winter. An ogre arrived here last week, killed every scout that got in his way, and ate all the food inside. He’s still there. He’s bested my best fighters. Kill him.” She turns to you, stern. ”You do this for the Bearclaw, and we’ll open our lands for caravans. We have the finest bear furs in this region, you will see!” She extends her hand to shake. ”Do we have a deal?”
Edogawa Rannpou
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Edogawa will pipe up finally, "Swear on the names of your ancestors, and I shall swear on mine to rid you of that foul beast."
| GM chadius |
Grakcha takes a long hard look at Edogawa, picking apart his words with her eyes. "Aye, I swear on my ancestors. My word is bond." Grakcha’s clasps his arm and shakes vigorously. It's an avalanche of brute strength and loyalty at once.
The orcs behind her calm down a bit. ”Good! Good! Brave AND smart, this is what Bearclaws aim for!” She turns and yells at a guard, who runs off into her tent to bring back a bag. ”I was going to fight that Ogre alone, so I gathered our provisions in preparation. But you should use it.”
She points out the contents. ”These two are minor healing potions. This is a lesser tanglefoot bag. And this pendant is a crying angel pendant talisman.”
”When you crush that Ogre’s skull, we will celebrate with the best grog we have. My Secret brew!” She winks and then laughs.
Making a deal earns 3 Discovery points
”We moved about a day away from the cavern. Rest up, we’ll drink to victory.” Grakcha describes the pathways used to get to the cave, and the instructions are quite clear.
The sunset bathes the orc camp in a red glow. Already the orcs are clearing out one of the tents for you to sleep in, and others are starting a grand feast for their triumphant heroes. Or for their last days before the ogre has his revenge, whichever.
Spending the night at the camp? Or going straight to the cave?
Tavin Sunward
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My inclination is to stay the night here, but I will defer to the rest of the group.
My shield was damaged in the encounter with the Warg earlier. Could someone repair it before we go to kill the Ogre?
| GM chadius |
Grakcha yells like a bear's roar. A minute later, a short, bulky orc arrives, his hammer burning red. He looks at you all with suspicion, then to Grakcha. "This is Flattusk. He got his name from hammering a boar's tusk flat as a board. He'll fix your shield."
Edogawa Rannpou
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Edogawa thinks lightly on the Orcs.
Society, Expert: 1d20 + 10 ⇒ (19) + 10 = 29
His memory from what was described by Bark is confirmed by his extensive knowledge of Orcs. yay... the time to roll a 19 is when anything but a 1 would do XD
Edogawa will look to his party, "My resources are only lightly effected by the battle with the Warg... However others may have been more firmly affected." I could go as is, or wait the night, I leave it to our casters... Either way I slot another of my purchased Alchemist Fires into my Crossbow, in preparation for battle.
Tavin Sunward
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Chief Grakcha, and Flattusk, I thank you for your assistance.
Speaking to the rest of the group My resources are the same either way, so I can go now or tomorrow.
| GM chadius |
Everyone, please make a Survival check and an Athletics check as you travel to the cave.
A new day begins and you set out for the cave. It's easy to find thanks to the trails of beaten snow. Also the clouds of black flies and animal carcasses. And the increasing stench.
You reach the cavern and notice the ceilings are about 15 feet high, with maybe 10 foot ceilings in the corridors. Dim light pervades the cavern.
Which way will you go first? I added a minimap with symbolic room names. You can move your icons on slide >Slide 9<.
Give me your exploration activity.
Edogawa Rannpou
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Survival: 1d20 + 1 ⇒ (9) + 1 = 10
Athletics: 1d20 ⇒ 7
Edogawa will Scout. Giving everyone a +1 to initiative. Rolls Perception for his own.
"I vote we head north... it's a right turn, and thus, the right turn."
| Flunk Wright, Esq. |
Survival: 1d20 - 1 ⇒ (9) - 1 = 8
Athletics: 1d20 + 1 ⇒ (15) + 1 = 16
Flunk changes into a navy blue suit the next morning, just because. "Ah, this way is the right way?" He follows behind Edogawa, his eyes glowing as he scans about the area.
Detect Magic as Exploration
| GM chadius |
This room was once a storeroom, apparently for leftover crates and bales, but has been recently and regularly used as a latrine. Tunnels exit to the south and west.
As Edogawa enters, the stench gets much, much worse. You’re going to be sick!
Unless you can make a DC 15 Fort Save.
Tavin Sunward
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| 1 person marked this as a favorite. |
Survival: 1d20 + 6 ⇒ (3) + 6 = 9
Athletics+1: 1d20 + 1 ⇒ (8) + 1 = 9
Tavin is also following Edowaga.
Fortitude Save: 1d20 + 7 ⇒ (15) + 7 = 22
Lost on the way, but a good Fort save. I may be out for a while. Wife is having a health crisis.
Guide to the Beyond
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| 1 person marked this as a favorite. |
Survival: 1d20 + 4 ⇒ (15) + 4 = 19
Athletics: 1d20 ⇒ 11
Following the group through the cave, Guide looks about in awe. "This would be so creepy without you guys..." she whispers.
As the smell wafts over, Guide wrinkles her nose. "We should go a different way." she proposes, pointing to the nearby staircase (which is X).
My Exploration Activity is Follow the Expert.
EDIT: I hope your wife gets better soon!
Edogawa Rannpou
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| 1 person marked this as a favorite. |
Fortitude: 1d20 + 5 ⇒ (9) + 5 = 14
Edogawa will shrug and turn as Guide suggestw, trying to quench the smell from his nostrils, but failing.
I will also be out a lot this week. Our own family issues. Will still try to post when I can.... If the Fortitude effect is a Poison or Fisease effect, let me know. I can quick Tincture together an elixir to give me a bonus to it and a reroll.
| GM chadius |
@Everyone: Take your time on posting. Your family comes first. I had to take care of a family crisis a few weeks ago, so we can take it slow.
@Gavin: The Fort Save is for everyone entering the room. As Edogawa is scouting ahead, he would notice the stench first. If you rolled a save and was successful, I'll say you resisted the stench.
No change in Discovery Points due to Athletics/Survival.
Edogawa realizes the smell is too much to bear.
You are Sickened 1 for the next 5 minutes.
You can retch in order to wean off the sickness, but it is noisy.
Gavin and Tavin notice the bad smell but are able to hold onto their lunch. The Guide to the Beyond decides not to test her constitution and suggests they move in a different direction.
A massive pile of refuse lies in the middle of this room. Animal parts and partially eaten fruit and vegetables make up most of the pile, and flies lazily buzz around the perimeter. Tunnels exit in all four directions.
Two shrews are chewing on some of the garbage in the room.
An ogre sits with his back to the refuse pile, casually leaning on it as he chews on a boar carcass. He doesn’t seem to be paying attention to you.