GM_NotAngryButUpset |
Danus spots the culprit, almost perfectly camouflaged in the middle of the road. A snake lies coiled up choosing the freeze response over flight or fight.
Cato the Caught lies motionless in the mud.
Oona is stable but unconscious, Cato hasn't moved, the ponies are calmed but still a bit skittish, the cart is stuck in the mud, and the reason behind all this trouble is a snake in the road. What's next?
Round 2: All may act!
Boros the Snake |
"A snake? Did someone say a snake? Takes one ta know one! Here ya are, buddy--nothin' ta worry 'bout." Seemingly oblivious to the danger, Boros bends down, offers a hand, and invites the snake to slither over in an attempt to befriend it.
Nature: 1d20 + 5 ⇒ (16) + 5 = 21
I recognize this probably doesn't work, but Boros the Snake just has to do this.
Valkor Oso |
With Oona’s on the mend the monk made his way over to the motionless bandit. He bends over Cato’s prone form and begins to administer aid to the rogue, ”Let me see what’s wrong with you.”
Battle medicine: 1d20 + 5 ⇒ (17) + 5 = 22
Heal: 2d8 ⇒ (2, 3) = 5
Sébastien of The City of a Hund |
Sébastien warily watches Boros attempt to tame his namesake.
I feel like you should offer it your hand to shake.
The City halfling does seem serious.
Possible...lol.
Command An Animal
Shemar Dunebright |
"Yup, that's a snake. It's so small, I can't believe Dapple and Mary even saw that thing. Cato's whistle must have been a coincidence, but we might want to gag him, if he lives. Valkor?"
GM_NotAngryButUpset |
Snakes are, by their very nature, inclined to be unfriendly and hostile. Given this particular snake, in this particular situation, already feels threatened by the very fact that it was almost trampled by a pony cart while in the middle of its sunbath, although Boros does an excellent job of approaching in a friendly and disarming manner, this particular snake reacts.
Viper Strike!: 1d20 + 8 ⇒ (5) + 8 = 13
Boros quickly withdraws his hand just in time to avoid the venomous bite. The snake then slithers quickly away to the grassy ditch on the far side of the road.
Once the snake is out of sight, the ponies finally seem to calm down. Dapple nudges his snout against the apple sack.
Valkor finds that Cato dislocated his shoulder in the fall, and has passed out from the pain. The man's skin feels cold and clammy, as he has fallen into shock. With a sickening snap, Valkor pops the shoulder back into place.
After a few minutes of care pass by, Oona and Cato begin to come to.
"Ohhhh my head... What happened?" moans Oona.
Encounter resolved!
Boros the Snake |
"Gah!" shouts Boros as he leaps out of the way of the viper's strike. He watches disappointed as it slithers away. "Can't trust a snake," he concludes before realizing he's insulted himself as well.
With more qualified folk tending to the wounded and fallen, Boros contents himself with putting the trade goods in order so that they'd be ready to get going again once Oona and Cato recover. "Hm, maybe I oughta get meself a pet snake," he muses.
Sébastien of The City of a Hund |
Sébastien watched the viper try to bite Boros, then slither away.
He seemed nice.
The halfling then begins searching for a safe and comfortable camp site.
I am doubtful that our injured can travel. We may need to hunker down.
Survival(T): 1d20 + 5 ⇒ (14) + 5 = 19
Valkor Oso |
"Can't trust a snake," he concludes before realizing he's insulted himself as well.
”No truer words have left your lips,” the monk quipped with a sly wink at the halfling. The monk then explain tomOona what had appended.
To Sébastien he offers, ”First let’s get the cart unstuck and then we can decide on a course of action.” The monk will assist in getting the cart unstuck.
GM_NotAngryButUpset |
With Oona's coaxing of the ponies, and several shoulders put into it, the group is able to get the cart out of the mud. Oona seems a bit woozy and unstable on her feet after being knocked on the head. Cato definitely seems out of sorts and mostly sits in silence, moaning every now and then at the pain in his shoulder.
Any other thoughts on making camp here or further up the road?
Elry Larkwing |
Perhaps we try to get further up the road and away from any other nearby reptilian threat and the ground here is muddy/boggy...
Having helped to dislodge the wagon from the mud and before taking her position at the back of the wagon, beside Sebastien, Elry noted how woozy the halfling woman still was. Valkor had wrapped the head wound, yet the crack to her head must have been so hard that it left her unsteady still. "Mistress Oona, if you're still feeling woozy once we make camp, I'll check your head wrapping and wound and try to give you further aid. Just let us know if you're feeling sick. Please don't exert yourself as it'll only aggravate the head. Alright?"
Both Oona and Shemar (and including Cato) received healing via treat wounds and won't be able to be treated again for an hour. The rolls below are once we're found a place to camp and after the appropriate time has elapsed.
Medicine (T) (DC 15) on Oona: 1d20 + 6 ⇒ (11) + 6 = 17
Trturned HP to Oona: 2d8 ⇒ (1, 7) = 8
Medicine (T) (DC 15) on Shemar: 1d20 + 6 ⇒ (16) + 6 = 22
Returned HP to Shemar: 2d8 ⇒ (3, 4) = 7
Medicine (T) (DC 15) on Cato re his sore shoulder: 1d20 + 6 ⇒ (16) + 6 = 22
Returned HP to Cato: 2d8 ⇒ (4, 2) = 6
"I respectfully suggest we continue up this road and find a drier and safer place to make camp."
If we do continue on the road...
From her vantage at the back, Elry kept her eyes open and scouring the surrounds lest something else befell them before reaching the place they would make camp.
Perception (T) - Seek threat/danger: 1d20 + 7 ⇒ (15) + 7 = 22
Survival (T) - Looking for a good place to camp: 1d20 + 6 ⇒ (17) + 6 = 23
Shemar Dunebright |
"Yeah, sure. Finding a better place to camp sounds fine.". It makes no never mind to Shemar when and where they camp.
Shemar will keep his eyes open while walking to their rest stop, but now slightly farther away from the dangerous wagon.
After receiving the treatment from Elry, Shemar feels much better, just worn. "Elry, you are amazing. Let's just hope it's not needed on a regular basis."
Danus |
Danus watches the area as the group talks.
"I suggest we move further down the road. I can move forward and find an optimal camping spot if you wish?"
Perception to find good campground: 1d20 + 7 ⇒ (17) + 7 = 24
Once encamped, Danus will also help treat wounds using his Natural Medicine and Treat Wounds skills to assist Elry
GM_NotAngryButUpset |
The current surroundings don't seem suitable for camp, so Oona and Cato climb back aboard the wagon and the group moves further down the road, toward higher, drier ground.
As the sun lowers in the western sky, Danus spots a nice clearing just off the side of the road that seems like a nice spot to make camp for the night. Oona pulls the cart to the side of the road and unharnesses Dapple and Misty, hitching them to a nearby tree on the edge of the clearing to graze.
1d20 + 3 ⇒ (14) + 3 = 17
As Elry tends to the wounded and others go about setting up camp, Sebastien notices the two ponies have stopped grazing and are looking about nervously. As he goes over to have a look, he hears a rustling in the underbrush nearby, and a pack of hungry, feral dogs emerges from the wood!
Boros: 1d20 + 7 ⇒ (20) + 7 = 27
Danus: 1d20 + 7 ⇒ (13) + 7 = 20
Elry: 1d20 + 7 ⇒ (19) + 7 = 26
Sebastien: 1d20 + 7 ⇒ (16) + 7 = 23
Shemar: 1d20 + 4 ⇒ (17) + 4 = 21
Valkor: 1d20 + 4 ⇒ (14) + 4 = 18
Feral Dogs: 1d20 + 3 ⇒ (13) + 3 = 16
Dapple and Misty begin to panic!
Round 1: All May Act!
Boros
Elry
Sebastien
Shemar
Danus
Valkor
Feral Dog 1
Feral Dog 2
Feral Dog 3
Feral Dog 4
Feral Dog 5
Danus |
Hearing the distress of the ponies, Danus turns to see the pack of wild dogs exiting the woods. He quickly brings his bow to bear and fires upon the creatures.
◇=Send Tor to attack the pack of dogs
◆= Mark wild dog as hunted prey
◆◆= Hunted Shot
Attack: 1d20 + 7 ⇒ (3) + 7 = 10
Attack: 1d20 + 7 ⇒ (8) + 7 = 15
Damage: 2d8 + 1d8 ⇒ (6, 6) + (3) = 15(Precision)
◆◆◆= Fire on same dog, or if dead, take aim (and Hunted Prey) to next dog.
Attack: 1d20 + 2 ⇒ (20) + 2 = 22
Damage (crit): 1d8 ⇒ 6x2 plus 1d10 ⇒ 6 =18
Tor the Boar
Attack: 1d20 + 6 ⇒ (19) + 6 = 25
Damage: 1d8 + 3 ⇒ (8) + 3 = 11
GM_NotAngryButUpset |
Danus drops one feral dog with his second arrow, then he eyes down the next dog.
Soowee! Tor follows Danus's gaze and gores the next dog in line.
Two dogs down, who's next?
Valkor Oso |
The monk followed Tor and rushed the wild dogs. Fists flailing away at the feral canines.
Flurry of blows 1: 1d20 + 7 ⇒ (4) + 7 = 11
Damage 1: 1d8 + 4 ⇒ (8) + 4 = 12
Flurry of blows 2: 1d20 + 3 ⇒ (9) + 3 = 12
Damage 1: 1d8 + 4 ⇒ (6) + 4 = 10
◆= move
◆= entered stance
◆= flurry of blows 2 attacks
Sébastien of The City of a Hund |
Round 1
Dogs! Dogs! Dogs!
The halfling screams in a slightly higher pitched voice. He shuts his mouth, as he watches both Danus and Valkor respond accordingly.
Sebastien then begins reciting why feral dogs are bad for your health!
Lingering Performance(T) DC 15 : 1d20 + 8 ⇒ (19) + 8 = 27
◆Inspire Courage
CRIT! 4 beautiful rounds of +1 attacks/damage/fear
The halfling then--wisely--◆strides to a more advantageous position to further evaluate this situation.
The bard then cast ◆Shield.
Shemar Dunebright |
can't open maps at the moment, but...
Shemar will look around for a safe spot from the dogs. Taking a deep breath, he will turn fun that idea, pick out the dog closest to himself, point one open palm at the dog, and send forth three magic missiles!
3mm: 3d4 + 3 ⇒ (1, 2, 3) + 3 = 9
GM_NotAngryButUpset |
Danus, it has been pointed out to me that Command an Animal is an Action and not a Free Action. Tor gets two actions on his turn, but luckily has 35ft of movement and was able to reach the second dog. So, not much changes on your turn, you just didn't get the second Hunt Prey action in. ◆ Command Animal, ◆ Hunt Prey, ◆ Hunted Shot. Then Tor ◆ Strides and ◆ Strikes.
Punching dogs proves too much for Valkor as he seems to hold back. Maybe Sebastien's recitation of canine hygiene will inspire him. Or maybe Shemar's display of arcane prowess will. Thmp! Thmp! Thmp! three magic missiles take out another feral dog.
Now Three Dogs say Goodnight! Two remain!
Elry Larkwing |
Round 1
Using her divine magic, Elry invoked a magical stone in her hand (◆ verbal, range 60ft, using 1 focus point) and threw it at the feral dog nearest Valkor. (I think Boros is trying to kill this dog as he said the one nearest the horse? If it's dead, then Elry will aim for the feral dog directly in front of Boros.)
Spell Attack vs feral dog: 1d20 + 6 ⇒ (20) + 6 = 26
Bludgeoning dmg, if hits: 1d6 ⇒ 1
Critical Success. The magical stone deals double damage: 2 pts
She then raised her shield to better protect herself (◆, AC is 16 now) and drew her sickle from her belt. (◆, Interact: Retrieve weapon.)
GM_NotAngryButUpset |
Boros strikes like a crescent mountain tree viper and fells another dog.
Elry projects a stone across the battlefield, knocking the last remaining dog in the ribs. It's hurt, but remains standing while the rest of his pack has fallen around him. He snarls and barks, ravenous with hunger, wildness in his eyes.
Oona cries out "Oh! the ponies!" She tries to stand but the injury to her head keeps her grounded.
Cato, I assume he remains restrained and defenseless, pulls a Shemar and rolls himself under the cart, whimpering at his injuries.
The last feral dog snaps slavering jaws at Boros.
◆ Jaws: 1d20 + 4 ⇒ (5) + 4 = 9
◆ Jaws: 1d20 - 1 ⇒ (12) - 1 = 11
◆ Jaws: 1d20 - 6 ⇒ (6) - 6 = 0
Boros evades getting bit.
With one dog remaining and no one trying to calm them down, Dapple and Misty continue to panic and try to bolt.
Dapple Athletics DC 15: 1d20 + 7 ⇒ (5) + 7 = 12
Misty Athletics DC 15: 1d20 + 7 ⇒ (12) + 7 = 19
Dapple's hitch remains taught against the tree, but Misty's comes undone, and she bolts off into the woods.
Round 2: All May Act!
Boros
Elry
Sebastien
Shemar
Danus
Valkor
Feral Dog 4 (4dmg)
GM_NotAngryButUpset |
I should point out that Ponies have the Gallop ability which allows them to Stride twice and get a +10 foot bonus to their movement speed when they do so. But, the forest is Difficult Terrain, which means Misty was able to run 45ft on her turn. In subsequent turns, she'll be able to move a total of 60ft using up her three actions.
Shemar Dunebright |
"The horse...pony!" Shemar says, as Misty runs off. He then looks to the last dog, opens his mouth and spits fire at the mongrel.
Produce flame: 1d20 + 3 ⇒ (20) + 3 = 231d4 + 4 ⇒ (2) + 4 = 6
After lighting the dog up, Shemar sees something shinning against the fiery light.
Perception: 1d20 + 4 ⇒ (8) + 4 = 12
GM_NotAngryButUpset |
Shemar bbqs the last of the feral dogs, ending the immediate threat, but the sound of Misty bolting through the woods means the situation isn't under complete control. See clarifying post above ;)
Meanwhile, Dapple continues to buck against his lead rope.
GM_NotAngryButUpset |
Danus, I don't see anything on your sheet implying you can ignore Difficult Terrain. Unless I'm wrong, you're movement is halved.
Danus |
Yikes..I just noticed that it was difficult terrain!! Not too sure if there is anything that might get rid of that...I know rangers use to be able to do something like that...but I do not see anything here...so it will be stride 3 times (75 feet-down to 37.5 feet). Now I have to see if any free actions can help me stop the pony before it bolts even further away!!!
Boros the Snake |
"Woah there, Dapple!" As soon as all the feral dogs are put down, Boros tries to calm Dapple down.
Nature: 1d20 + 5 ⇒ (6) + 5 = 11
That was terrible. Maybe that can be used to aid?
He tries pulling on the rope to make it harder for Dapple to escape. I don't know what that action is, but hoping I can move and grab the rope.
GM_NotAngryButUpset |
Boros, your Nature check can be an Aid if anyone else makes the same effort and rolls higher. Grabbing the rope will be an Interact action. I'm thinking what that will do is increase the DC for Dapple to break free.
Sébastien of The City of a Hund |
Round 2
Sebastien watches in delight the quick work of the feral dogs by his companions. The bard does squeak a bit when Misty escapes her tether and gallops off into the foliage!
Well that's not good!
Speaking a quick word and waving his fingers, the bard suddenly Warp Steps toward her!
◆◆Warp Step
He then continues to ◆Stride.
85' total, but halved for Difficult terrain.
Misty! Come back! I got an apple here somewhere!
Valkor Oso |
Valkor moved over to aid Boros and tried to help the halfling get Dapple under control.
roll: 1d20 ⇒ 19
Not sure if I can aid or try with an untrained skill. If not he will try to grab the reigns.
Elry Larkwing |
Perception DC 10: 1d20 + 7 ⇒ (7) + 7 = 14
She called out to the companions remaining beside the last feral dog that was felled. She pointed it out, "That one there wears a collar with a metal tag. Best see what's on the tag..."
=====
Then seeing the situation with the Halfling horses, Elry quickly stowed her shield and weapon and cast Guidance on herself before moving steadily toward Dapple still hitched to the tree. Sebastien and the others will get a hold of Misty and bring her back. Boros and Valkor were doing their best to help keep Dapple calm.
"Hush now, Dapple dear. The dogs can no longer harm you. Hush, let us draw near and don't run off, so you won't hurt yourself," as she too reached out for the rope so it would not give; allowing the pony to gallop away like its friend.
Know. Nature (T) with Guidance to calm horse-Dapple: 1d20 + 6 + 1 ⇒ (10) + 6 + 1 = 17
GM_NotAngryButUpset |
Valkor, calming the ponies falls under the Command Animal action, which is untrained for Nature. I dont see anything about not being able to Aid untrained, unless of course the action falls under the trained category.
Elry Larkwing |
Since the dogs were all put down, I assumed we were temporarily out of combat. Apologies. Elry can drop her shield and weapon as free actions to make sure she’s taken three actions (cast, move and try to soothe).
GM_NotAngryButUpset |
Gotta resolve the ponies!
Seeing Misty take off into the woods and Dapple continue to struggle against his lead, Oona is hot on Elry's heels and helps to calm the remaining pony.
Nature Aid+Circumstantial Bonus, it's her pony: 1d20 + 2 + 2 ⇒ (18) + 2 + 2 = 22
All in all it's a success to calm Dapple down
Dapple seems to calm down, at least he's no longer wildly bucking against his restraint, although he breathes heavily and his eyes look about for more danger.
Cato continues to cower under the wagon.
Misty continues galloping off through the woods. She moves 60ft through Difficult Terrain on her turn, I think Sebastien ended his turn next to her, can he keep up? If not, we'll end rounds and assume Misty has run off.
GM_NotAngryButUpset |
If Sebastien can't catch her, I assume a search through the woods will be your next step ;)
Shemar finds a dog tag stamped with an emblem, Per fess embattled vert and sable, an owl argent.
That's my best attempt at blazon, see the discord for an image.