GM Euan's Jade Regent

Game Master Euan

Roll20 Map - Tracking Sheet
The Crown of the World


701 to 750 of 3,590 << first < prev | 10 | 11 | 12 | 13 | 14 | 15 | 16 | 17 | 18 | 19 | 20 | next > last >>

1 person marked this as a favorite.
Male Dwarf
Moose:
Appr+6,Arc +13, Heal +8, Geog +11, Local+9, Nat +13, Perc +20, Driver 16,+8 SenseMot/Surv, Spellcraft +13

”Oh hey, that isn’t Moose! I think it’s a different type of friend,” Mukluk points over to the tombstone where he definitely possibly maybe saw something.

1d20 - 1 ⇒ (19) - 1 = 18 Diplomacy

”Hey, we’re not going to hurt you. We’re Desna friends,” Mukluk offers to the thing he saw, surprising in its gentleness and tenderness. ”Me and Moose have always been kind to the Desnans, and they have been kind to us. Heck we even share our fires and stews with our friends. We’re just passing through and don’t mean to bother you if you don’t want to talk.”


Hearing Mukluk speaking to someone, Rory turns that direction as Storm licks his jowls getting all the sweet water in his mouth. Raising an eyebrow as Mukluk speaks clearly and concisely about himself and his mule companion. Blinking several times, Rory bit his tongue, waiting to see if the dwarf's eloquent speech was actually aimed at someone who might be wear tiny shoes or if he'd gone off his rocker.


M Dwarf | AC 29, T 11, FF 28, CMD 22 | HP 67/67 | F +11 R +5 W +13 (+3 vs spells/SLA/poison) | Move 30' | Init +1 | Per +15 | Active: Barkskin, Vestment, Flight, Shield

"I am Durgan Far-Walker, servant of Abadar. As my companion said, we mean you no harm.
We were admiring the efforts that you have put into tending to this cemetery and shrine."

Diplomacy to Aid: 1d20 + 4 ⇒ (18) + 4 = 22


F

Kisaiya sits down and leans forward with her back hunched. Whatever Mukluk has seen, it must be small, and one of the most reliable methods she can think of for showing she’s nonthreatening is making yourself smaller.

”Hey. We don’t mean any harm. We’re just trying to figure out what’s going on here.”

Diplomacy Aid: 1d20 + 4 ⇒ (20) + 4 = 24


About to say something, Durgan speaks up as well followed quickly by Kisaiya. His jaw dropping as he realizes that all his friends are much more eloquent than he is. Using his knees he turns Storm towards where they were speaking. As he does so, Storm looks up at him. Blinking, Rory whispers, "What? So they can speak better than me. I spend most of my time talking to you."


Roll20 Map - Tracking Sheet

You hear a high pitched voice call out from the graveyard, ”Why are you here?”

You see no one at the moment.


Male Dwarf
Moose:
Appr+6,Arc +13, Heal +8, Geog +11, Local+9, Nat +13, Perc +20, Driver 16,+8 SenseMot/Surv, Spellcraft +13

Mukluk rubs the back of his neck and starts to explain.

"Well, last time I was passing through here, my best mule, Moose, found a really good patch of frollicking ivy, I think it was over yonder that way," Mukluk points to where he thinks the good patch was. "You probably know it well, but that's not the important thing. The important thing is that Moose is a good mule who enjoys a good frollick..."

Mukluk continues the story, rambling until stopped.

"...and so me and Moose started selling more and more of the Stew of Three Sisters, which is pretty good. It's made of corn and squash and beans, it's powerful good, you see? And we're trading up and down the coast of Varisia..."

Mukluk continues the story, rambling until stopped.

"...and Moose was pretty annoyed that went for a second hunt in the swamp, but I fed him a bunch of nuts and that seemed to pacify him a bit and so I only got bit a few times. Still a good mule, you see? And then we went back to Sandpoint..."

Mukluk continues the story, rambling until stopped.


As Mukluk begins to tell his story, Storm senses it may be a while, spinning three times the wolf lays down. Realizing what's happening, Rory shifts in the saddle tossing one leg over the horn so as the wolf lays down Rory is sitting cockeyed on the side of the saddle, nearly as comfortable as the wolf.

As Mukluk gets to the part of the story where they head back to Sandpoint, Rory fishes some jerky out of the saddlebags, first tearing off a chunk for himself, he tears off a second chunk for Storm handing to the wolf, then extending the beef jerky towards Kisaiya, he offers, "Want some? We may be here a while."


F

She takes the offered jerky and takes a bite. She casually evaluates the texture and taste. She leans forward in the direction of the voice. ”What my friend is trying to say is that we are here because we think some relatives of someone we know lived here before it got destroyed, and we wanted to find out about them. I can give you something to eat if it will make you feel better. What kind of food do you like?”


Roll20 Map - Tracking Sheet

Mukluk prattles on, but his deep voice is soothing, and he goes unchecked for some time without interruption. Eventually Kisaiya says something more to the point and the spell is broken.

”So, you’re archaeologists?” A tiny head pokes over a gravestone some distance away - only an inch or so across. Likely the creature who left the footprints you found. ”I don’t see any tools!” she pouts - keeping her distance.


Seeing the little folk, Storm stands to his feet to sniff the fey, almost throwing Rory off his back. Catching himself on the saddle, Rory shakes his head, forgetting he was letting the others do the talking. "We're just travelers, but Ameiko got sick as we got closer and Koya said it was a curse from this place."

He looks at the others, realizing he'd blurted out stuff. Shrugging he gives an apologetic smile to the others, turning back to the fey. "We're just trying to figure out what the curse is so our friend can get better, can you help us?"


Male Dwarf
Moose:
Appr+6,Arc +13, Heal +8, Geog +11, Local+9, Nat +13, Perc +20, Driver 16,+8 SenseMot/Surv, Spellcraft +13

Mukluk is about to tick off the reasons that Moose might be the best mule ever, but then holds off on those important facts until the nice fae can answer Rory’s questions.


M Dwarf | AC 29, T 11, FF 28, CMD 22 | HP 67/67 | F +11 R +5 W +13 (+3 vs spells/SLA/poison) | Move 30' | Init +1 | Per +15 | Active: Barkskin, Vestment, Flight, Shield

Durgan attempts to identify the tiny head.
Knowledge (Nature): 1d20 + 3 ⇒ (1) + 3 = 4
He knows nothing about what sort of being this is.

It is true that I don't have proper tools for excavation. Which we might need! Foolish of me to be unprepared.


Roll20 Map - Tracking Sheet

"Ameiko? What's an Ameiko?" inquires the creature. She flies up into the air (image) before settling on the tombstone she was hiding behind.

"I can't heal curses. And the creatures in the castle are no friends to the visitors here." She says matter-of-factly.

Knowledge Planes DC 15:
She is a lyrakien. CG Tiny outsider (azata, chaotic, extraplanar, good)

Lyrakien are divine musicians and messengers, mainly in the employ of deities of travel and natural wonders. They love to explore and visit beautiful places, especially locations with excellent views of rainbows, moonlight, and the stars. Whimsical and joyous, they love contests of song, dance, and knowledge, and keep journeys happy by distracting their companions from weary feet and stale food. Mortals who please them with excellent tales and new songs may be rewarded with elaborate maps, forgotten shortcuts, or rambling directions to hidden locations that hold lost magic.
- - -

I told some of you it was a knowledge nature. On review, that was bad advice. :)


Male Dwarf
Moose:
Appr+6,Arc +13, Heal +8, Geog +11, Local+9, Nat +13, Perc +20, Driver 16,+8 SenseMot/Surv, Spellcraft +13

"Ameiko isn't the mule. That's Moose, I was trying to talk about Moose here. And we're just passing through to the Castle. Don't suppose you want to tell me what's in there, do you?" Mukluk asks.


Watching as the adorable little fey flies out and reveals herself, Rory makes sure that Storm (who's trying to smell the little Desnan) doesn't get too close, as he replies. "Ameiko is our friend and fellow traveler. Her ancestors help build this place, and now it's made her sick." He looks at the others, "Or at least we think that's what's done it."


M Dwarf | AC 29, T 11, FF 28, CMD 22 | HP 67/67 | F +11 R +5 W +13 (+3 vs spells/SLA/poison) | Move 30' | Init +1 | Per +15 | Active: Barkskin, Vestment, Flight, Shield

Durgan's Knowledge (Planes) would be the same as Knowledge (Nature) at +3, so he still gets a 4 to ID.

Durgan assumes this creature is a fey of some sort, and he looks wary. He seems slightly uncomfortable, even. The priest keeps quiet, and keeps his hands folded in front of him.


Roll20 Map - Tracking Sheet
Mukluk Muletender wrote:
"Ameiko isn't the mule. That's Moose, I was trying to talk about Moose here. And we're just passing through to the Castle. Don't suppose you want to tell me what's in there, do you?" Mukluk asks.

She flits around, looking for a mule, but doesn’t find one. ”I don’t go into the castle. But these unwholesome flying creatures do come out hunting. They look like a humanoid crow with oily black feathers, glittering eyes, and sharp beaks.” She goes on to describe them well enough for a knowledge check.

Knowledge Nature DC 11:
They are dire corbies. NE Medium monstrous humanoid.

Dire corbies are subterranean predators that resemble humanoid crows with muscular arms and fearsome claws. Though they make their cliff-side homes on the walls of underground chasms, where they climb and leap with death-defying agility, they are most frequently encountered in the tunnels where they wait to ambush prey, leaping down from the ceiling to rend and tear.

Dire corbies are intelligent, but have little use for society outside of the rough, squabbling pecking order of their rookeries, where their social order is little better than that of the mundane birds they resemble. Along with the near-suicidal savagery with which they launch themselves into combat, dire corbies are known for their terrifying screeches, songs of doom capable of unsettling even experienced explorers.

In addition to being savage predators, dire corbies are also notorious cannibals when it comes to their young, and a mother dire corby must carefully defend her eggs lest a flock of males from the same rookery descend on her nest and devour the unborn children in a flurry of yolk and blood. This ultimately counterproductive tendency only further supports the impression most races have of dire corbies as dangerously unbalanced beings, and may explain why the creatures remain relatively rare.
- - -

Rory Cornelius wrote:
Watching as the adorable little fey flies out and reveals herself, Rory makes sure that Storm (who's trying to smell the little Desnan) doesn't get too close, as he replies. "Ameiko is our friend and fellow traveler. Her ancestors help build this place, and now it's made her sick." He looks at the others, "Or at least we think that's what's done it."

”The castle made her sick? Oh, how awful!” she commiserates. ”So what are you going to do?”


Male Dwarf
Moose:
Appr+6,Arc +13, Heal +8, Geog +11, Local+9, Nat +13, Perc +20, Driver 16,+8 SenseMot/Surv, Spellcraft +13

1d20 + 8 ⇒ (15) + 8 = 23 Know (Nature) DRs? Special attacks?

"Oh yeah, them be corbies, the dire kind, not the kind that are kind, you see?" Mukluk says, thinking about what the not-fae has told them. "They are nasty things, black feathers, hunters with big old beaks. But Moose isn't afraid of them and neither am I. But they are nasty buggers, for sure." He will answer other questions if people have them.

He nods to the not-fae.

"Well, we mean to go in there to help our not-mule friend, Ameiko. Is there anything else you can tell us about who or what is in there? Or goes in and out of there?"


Roll20 Map - Tracking Sheet

Mukluk:
No DR, but they do have a rend if they hit with both claws. Also...

Leap (Ex) A dire corby can perform a special kind of pounce attack by jumping into combat. When a dire corby charges, it can make a DC 20 Acrobatics check to jump into the air and land next to its enemies. If it succeeds at this Acrobatics check, it can make a full attack (two claw attacks, plus a rend attack if both claws hit) against foes in reach. If it fails, it can still make its one attack as normal for a charge.
- - -

Mukluk Muletender wrote:
"Well, we mean to go in there to help our not-mule friend, Ameiko. Is there anything else you can tell us about who or what is in there? Or goes in and out of there?"

"Oh, I don't go near the castle. Big ugly thing. I stay here in the graveyard where it's pretty, isn't it nice?"

She doesn't see much of anything coming and going other than the corbies. Sometimes things will wander through town and enter the castle, but they don't come out - so she doesn't know if they're residents or food. However, she really doesn't leave the cemetery or surrounding wood. So an army could roam by and she might miss it.

She has seen some other things flying over the castle, but at this distance they all look like blurs - though some things aren’t all black like the corbies. Still, they’re all about the same size, so it’s hard to know what she saw. However, she does offer to provide Desna’s guidance to you in the coming battles. In practical terms, she’ll act as a conduit for up to six yes/no questions (link).

Then she flies up into the air, ”You must be very brave to go to the castle. If you need healing, I’m happy to help.” She lands on a different tombstone and cleans some leaves from atop it. ”From here of course.” she adds obviously. ”Oh! You don’t know my name! I’m Spivey.”

Seeing a few of you with minor scratches, she channels energy healing your remaining injuries. I noted a few of you at -1hp. Now fully healed.


Raising an eyebrow as Mukluk shared information that didn't start with 'Moose told me' Rory did chuckle a little when the dwarf shared that neither he nor his mule was afraid of the odd sounding birds. As she flies up into the air volunteering to help, Rory watches as Storms scratch is healed. Realizing that she had not only said she would help, but she actually helped he felt bad that Storm had drank her water. He nods towards the bowl, apologizing. "Thank you for healing Storm, Sorry he drank your water."

Realizing the water may be one of those fey tricks you hear about, he adds, "Nothing's going to happen to him, right?"

His question, sparking another question he'd wondered, causes him to look back towards the mauled ship, gesturing that general direction. "So do you know where the northerners from that boat went?"


Male Dwarf
Moose:
Appr+6,Arc +13, Heal +8, Geog +11, Local+9, Nat +13, Perc +20, Driver 16,+8 SenseMot/Surv, Spellcraft +13

Mukluk looks over to the castle, then looks back to Spivey.

"Nice to meet you, Spivey. I'm Mukluk, and if you see a very good mule around, that's Moose. He's a friend, but he should be back with our caravan watching over Ameiko, so you tell him to get back and do that, okay?" Mukluk explains things to Spivey.

Mukluk waits for the answer to Rory's question and then will follow up with his own.

"You've been quite kind to us, Spivey. Is there anything we can do to repay you?" he asks.


F

Kisaiya bows her head. ”My name is Kisaiya Shiraishi. A pleasure to meet you.” She debates questions in her head she could pose about this place. ”Have you seen any traps about the castle? Any undead?”


Roll20 Map - Tracking Sheet
Rory Cornelius wrote:
Realizing the water may be one of those fey tricks you hear about, he adds, "Nothing's going to happen to him, right?"

”It’s holy water. Very fresh. In fact, if you want to take some, help yourself. It replenishes often.”

There are still two ‘flasks’ worth of holy water in the bowl. Further, you can pour regular water in, and get three more flasks worth out if you choose.

Rory Cornelius wrote:
His question, sparking another question he'd wondered, causes him to look back towards the mauled ship, gesturing that general direction. "So do you know where the northerners from that boat went?”

”Northerners?” She didn’t see anyone, but did hear some thrashing about two weeks ago or so. Unless they come into her graveyard she doesn’t usually pay much attention to the noises.

Mukluk Muletender wrote:
"You've been quite kind to us, Spivey. Is there anything we can do to repay you?" he asks.

She gestures to the forest and the graveyard as she flies up into the air, ”I have all I need right here!” she laughs contentedly.

Kisaiya Shiraishi wrote:
”Have you seen any traps about the castle? Any undead?”

She shrugs, having no first hand knowledge of the castle or its immediate environs. ”None here, that’s for sure.” she adds severely. "I could ask." she reminds the group of her offer to commune with Desna.


F

Kisaiya grimaces slightly, realizing she did not articulate herself well. ”Sorry, that’s what I meant. Those were questions I wanted to know if you could ask Her. I should have been clearer. Not really used to just being able to…ask things like that.”


Male Dwarf
Moose:
Appr+6,Arc +13, Heal +8, Geog +11, Local+9, Nat +13, Perc +20, Driver 16,+8 SenseMot/Surv, Spellcraft +13

Mukluk snaps his fingers.

”Oh! We should ask if Ameiko’s sickness is related to the castle!? Or if we can find Ameiko’s cure within the castle! That would be helpful, wouldn’t it?” Mukluk looks to his friends for confirmation, knowing Moose would agree already.


Raising an eyebrow when he learns that Storm was drinking holy water, Rory pats the wolf on the shoulder, sometimes it paid just to do what seemed natural. He listed as the others asked their questions and the fey carefully answered the best they could. Not really understanding how the little fey could ask Desna question directly, he was proud that Mukluk had asked if there was anything they could do for the fey.


M Dwarf | AC 29, T 11, FF 28, CMD 22 | HP 67/67 | F +11 R +5 W +13 (+3 vs spells/SLA/poison) | Move 30' | Init +1 | Per +15 | Active: Barkskin, Vestment, Flight, Shield

Durgan waits patiently while Mukluk engages with Desna's fey (or so it seems) servant.

He is wary of fey, and averse to telling Desnans how they should commune with their deity. Mukluk seems to have good ideas here, so Durgan listens for the reply.


Roll20 Map - Tracking Sheet

Spivey shrugs when there are no further questions. She ritually bathes with water from the holy water bowl (using up a pint - leaving one left, though you can refill for three more) and prays to Desna for guidance.

Commune…
Are there any traps about the castle? … No
Are there any undead in the castle? … Yes
Is Ameiko’s sickness related to the castle? … The answer is a hesitant Yes
Is Ameiko’s cure within the castle? … Yes

She comes out of her trance, ”Oooh, undead! You should take some holy water.” she grins.


Male Dwarf
Moose:
Appr+6,Arc +13, Heal +8, Geog +11, Local+9, Nat +13, Perc +20, Driver 16,+8 SenseMot/Surv, Spellcraft +13
GM Euan - Jade wrote:
”Oooh, undead! You should take some holy water.”

Mukluk grins back. "Why thank you! Don't mind if I do," Mukluk scrounges for some empty potion bottles or wineskins to take 2 (or 3?) holy water flask equivalents.

"Seems like this might come in handy. Thank you, and may the Great Dreamer know of your generosity. I'll certainly tell Moose, that's for sure," Mukluk will claim (and offer around) the holy water and then be ready to move on.

Happy to go to castle or the other side of the bay. Lead on, someone.


M Dwarf | AC 29, T 11, FF 28, CMD 22 | HP 67/67 | F +11 R +5 W +13 (+3 vs spells/SLA/poison) | Move 30' | Init +1 | Per +15 | Active: Barkskin, Vestment, Flight, Shield

"I thank you, Spivey, for your generosity and wise counsel."
Durgan sounds even more stiff and formal than usual. As if he is thinking about his words very carefully before speaking to a fairy (which is what he thinks her to be).

"I will proceed to the castle with any who will join me."

Durgan leads the way to the castle, only drawing his axe once he is out of view of Spivey, thinking that she might take offense to his bearing a cold iron weapon.

Moved us to the other side of the lagoon, at least - something could happen before we get to the castle.


Mesmerized as he watches the fey first ritually bathe in the dish of water then pray, Rory, chuckles at her outburst about taking the water; obviously expecting something more...dramatic.

Nodding as Mukluk scrounges for bottles, he offers his waterskin, "I've got some regular water if we need to 'make' more holy water." Chiming in with Durgan, "Yeah, thanks Spivey, you're the most helpful fey I've ever met. Most Faries just want to joke and play games."

He waves to the fey as he turns Storm to follow Durgan. Since they were headed towards the Castle, he keeps Storm near the others, just a few feet actually. Having the wolf sniff the path as he kept a keen eye out, watching for anything odd.

you guessed it, taking 10's (21 Rory/18 Storm) on perception

status:

Init: + 4,
hero points 2/2
Rory HP 17/17; AC: 21, T 14, FF 17 CMB 0/CMD16, Fort: + 4, Ref: + 7, Will: + 3
Perception: +9/11
Storm HP: 19/19 AC: 18, T 13, FF 16 CMB 3/ CMD 15 (19 vs trip) Fort: + 5, Ref: + 5, Will: + 2
Perception + 6/8
Rory Conditions = Focus:
Storm Conditions = Focus: Tiger + 2 dex
Weapon equiped saw-back Gladius: 1d4, 19-20/x2, P or S
Storms’s Bite: Att: + 3 (BAB +2, Str +1) Dam: 1d6 Str +1 Crit: 20/x2 + trip (CMD +2)
Spells Known (Caster Level 1, Concentration +, DC 12+lvl)
. . Orisions known@5: know direction, light, mending, spark, purify food and water
. . 1st (3/3) Obscuring Mist, Entangle, magic fang


1 person marked this as a favorite.
M Dwarf | AC 29, T 11, FF 28, CMD 22 | HP 67/67 | F +11 R +5 W +13 (+3 vs spells/SLA/poison) | Move 30' | Init +1 | Per +15 | Active: Barkskin, Vestment, Flight, Shield

He might have just insulted her people... can never be sure how the Fey will react. Is Spivey going to take it as challenge to prove she is like other Fey and not abnormal?
Durgan cringes inwardly, expecting Rory to turn into a marmot or something.

If nothing happens immediately, that only increases his sense of dread.
Could be a long game.


Roll20 Map - Tracking Sheet
Rory Cornelius wrote:
Nodding as Mukluk scrounges for bottles, he offers his waterskin, "I've got some regular water if we need to 'make' more holy water." Chiming in with Durgan, "Yeah, thanks Spivey, you're the most helpful fey I've ever met. Most Faries just want to joke and play games."

"Yes, but I'm no fey. Worshipping Desna is serious stuff!" she giggles a little however, belying her statement.

Having witnessed the power of Desna, the party feels somewhat refreshed and renewed. Healed yes, but something more...

See the discussion thread.

The party closes with the castle. You pass more dilapidated and crumbling structures. You see, on the northwestern shore, the rotting carcass of a sea drake, half submerged in the water. Flies and other insects buzz angrily over the corpse as they feed and lay their eggs.

You head along the westerly path however, turning north to the castle. You make your way through the trees until the castle is in sight. Pierced by arrow slits anyone who may be inside will get a ready view of you as you close. You can see, even from a distance, the gates are iron bars, and somewhat rusted.

How do you want to approach the fortress?


Male Dwarf
Moose:
Appr+6,Arc +13, Heal +8, Geog +11, Local+9, Nat +13, Perc +20, Driver 16,+8 SenseMot/Surv, Spellcraft +13

Mukluk waits to see how he might guide the party into the Castle. He waits patiently.


Feeling a tingling of refreshment and renewal, Rory sit's gapped mouth for a moment on Storms back. Nodding "Not a fey? My apologies Spivey I meant no offense to Desna or her servant." Giving the not-a-fey a wink and a smile he turns Storm towards the gate and gives the wolf his head.

As they draw near he notices the dilapidated structures and the carcass, staying to the left side of the road until they approach the turn towards the castle moving through the trees, Rory stops Storm at the tree line. Gesturing towards the gates, about forty feet ahead of them, then the arrow slits. "We're close enough here for anyone to see or shoot us for that matter. We should press on to the gates. Mounted on Storm I can get there quick and back again if I need to. I'll ride ahead and see if the gates are locked."

Not waiting for anyone to approve or disapprove, Rory turns Storm towards the gates. The wolf moves quickly that direction, using his legs Rory stops the wolf just this side of the gates. Quickly looking at the gates, the walls and the arch to see if there were any traps or Portcullis. Once he's convinced it was safe, he tries to open the gate.

Taking 10(22) on perception, if anything tries to kill him he will retreat. Also I don't have his spoiler info updated, I will do so in the morning


Male Dwarf
Moose:
Appr+6,Arc +13, Heal +8, Geog +11, Local+9, Nat +13, Perc +20, Driver 16,+8 SenseMot/Surv, Spellcraft +13

Mukluk readies to follow Rory and does so when it seems safe. He will Rory space to do his thing, but also look for ways to safely move up.


M Dwarf | AC 29, T 11, FF 28, CMD 22 | HP 67/67 | F +11 R +5 W +13 (+3 vs spells/SLA/poison) | Move 30' | Init +1 | Per +15 | Active: Barkskin, Vestment, Flight, Shield

Durgan remains a ways back, waiting for Rory to return from his scouting mission.


Roll20 Map - Tracking Sheet

Storm charges ahead gladly, with Rory hanging on as they close with the gates. The gates are comprised of iron bars, so Rory can see within the gatehouse once he gets close - though it’s dark in there.

This stone structure has a floor of packed dirt and numerous wooden support beams for the stone ceiling above. Two rusted iron gates allow access through the gatehouse, while to the north, a pair of wooden ladders climb to the roof above (‘C’ on the map).

He also sees two dire corbies within. One sleeping in a makeshift nest, and the other playing solitaire at a table. These hideous creatures look like muscular humanoids with ravenlike heads and covered with black feathers. They do not wear armor or wield weapons, for their thick muscles, talons, and sharp beaks are armor and weapons enough.

They do not immediately notice him, but may do so at any moment.

Knowledge Nature DC 11:
They are the dire corbies Spivey spoke of. NE Medium monstrous humanoid.

Dire corbies are subterranean predators that resemble humanoid crows with muscular arms and fearsome claws. Though they make their cliff-side homes on the walls of underground chasms, where they climb and leap with death-defying agility, they are most frequently encountered in the tunnels where they wait to ambush prey, leaping down from the ceiling to rend and tear.

Dire corbies are intelligent, but have little use for society outside of the rough, squabbling pecking order of their rookeries, where their social order is little better than that of the mundane birds they resemble. Along with the near-suicidal savagery with which they launch themselves into combat, dire corbies are known for their terrifying screeches, songs of doom capable of unsettling even experienced explorers.
- - -

If you leave, or open the gate, please make a stealth check. Storm makes it if you leave, Rory makes it if he opens the gate. It does not appear to be locked, but it is mighty rusty.

New map up! You’re near the bottom in the middle.


GM Euan - Jade wrote:
If you leave, or open the gate, please make a stealth check. Storm makes it if you leave, Rory makes it if he opens the gate. It does not appear to be locked, but it is mighty rusty.

What happens if he doesn't move? Taking 10(17) on knowledge Nature.

Seeing the two dire corbies Rory freezes, quietly shushing Strom. Turning towards the others, he points two fingers at his eyes then into the open area beyond the gate. He then holds up two fingers, and slowly flaps his arms like they are wings. Lastly he motions with his hands for them to join him, as he turns and tries to quietly push the rusty gate open.

Not sure if it counts as a 'surprise round' Can he take 10(21) on stealth pushing the gate open? Or does he need to roll?
if not, stealth: 1d20 + 11 ⇒ (10) + 11 = 21
str: 1d20 ⇒ 7

Edit:
Mumbling under his breath, "Stupid Corbies, can't keep the door oiled well enough for a halfling to open it.


Male Dwarf
Moose:
Appr+6,Arc +13, Heal +8, Geog +11, Local+9, Nat +13, Perc +20, Driver 16,+8 SenseMot/Surv, Spellcraft +13

Mukluk lumbers up to join Rory at the gates. He nods and understand the situation, and knows the gate must be opened.


Roll20 Map - Tracking Sheet

Rory tries the door, and though it is unlocked, it doesn't budge either. However, the corbies don't look up as Mukluk joins him at the gate.

No surprise round, but do keep it in rounds as I expect combat soon.


F

While Rory tries the door, Kisaiya pulls out a crowbar. ”Let me try.”

Strength Check (crowbar): 1d20 + 3 + 2 ⇒ (20) + 3 + 2 = 25

She pops the door open like a pickle jar.

Stealth: 1d20 - 4 ⇒ (10) - 4 = 6

But about twice as loudly.


Roll20 Map - Tracking Sheet

Kisaiya pops the door wide open with a crash! The dire corbies look up, and screech!

- Round 1 -
Good Folk - 19
Mukluk - 18
Rory - 6+
Kisaiya - 6-
Durgan - 4

Initiative Rolls:

Durgan: 1d20 + 1 ⇒ (3) + 1 = 4
Kisaiya: 1d20 + 2 ⇒ (4) + 2 = 6
Mukluk: 1d20 + 2 ⇒ (16) + 2 = 18
Rory: 1d20 + 4 ⇒ (2) + 4 = 6
Good Folk: 1d20 + 1 ⇒ (18) + 1 = 19

The dire corbies launch themselves into action. The nester must get up first and so a double move closes to the gate, but the other flies in and attacks!
Acrobatics: 1d20 + 10 ⇒ (18) + 10 = 28 vs DC 20

It 'pounces' on Kisaiya from the air!

Claw on Kisaiya: 1d20 + 3 ⇒ (9) + 3 = 12 damage: 1d4 + 1 ⇒ (2) + 1 = 3
Claw on Kisaiya: 1d20 + 3 ⇒ (8) + 3 = 11 damage: 1d4 + 1 ⇒ (1) + 1 = 2

Though it does poorly.

• Next up everyone.


Looking from the Corbies towards Kisaiya he flinches as she starts to speak. As she pulls out her crowbar and pries the door loose, he realizes if the talking didn't alert the dirty birds then the crashing sound of the gate would. Storm jumps back as the gate comes crashing, but instantly recovers as the birds rush towards them.

Drawing his sword, Rory slashes at red Corbie touching his bare heels to Storms flank, telling the wolf, "Sick 'em" The wolf, always happy to chase crows around the yard, snaps at the same red Corbie, trying to drag it to the ground. As the attacks end, Rory, knowing they need more room, using his knees, guides Storm back out of the doorway.

move action draws gladius, outflank Attack MW gladius, outflanke Storm attack: bite, 5 ft step
MW Gladius: 1d20 + 7 + 1 + 4 ⇒ (13) + 7 + 1 + 4 = 25 for damage: 1d4 ⇒ 3
attack: bite: 1d20 + 4 + 4 ⇒ (3) + 4 + 4 = 11 for damage: 1d6 + 3 ⇒ (6) + 3 = 9 trip: 1d20 + 4 + 4 ⇒ (6) + 4 + 4 = 14

status:

Init: + 4,
hero points 2/2
Rory HP 24/24; AC: 21, T 14, FF 18 CMB 1/CMD17, Fort: + 5, Ref: + 8, Will: + 4
Perception: +10/12
Storm HP: 19/19 AC: 22, T 14, FF 18 CMB 4/CMD 18 (21 vs trip) Fort: + 5, Ref: + 7, Will: + 2
Perception + 6/8
Rory Conditions = Focus:
Storm Conditions = Focus: Tiger + 2 dex
Weapon equiped saw-back Gladius: 1d4, 19-20/x2, P or S
Storms’s Bite: Att: + 8 (BAB +2, Str +2 + 4 flank) Dam: 1d6 Str +3 Crit: 20/x2 + trip + 8 (CMB +4 + 4 flank)
Spells Known (Caster Level 1, Concentration +, DC 12+lvl)
. . Orisions known@5: know direction, light, mending, spark, purify food and water, read magic
. . 1st (4/4) Obscuring Mist, Entangle, magic fang, clw


M Dwarf | AC 29, T 11, FF 28, CMD 22 | HP 67/67 | F +11 R +5 W +13 (+3 vs spells/SLA/poison) | Move 30' | Init +1 | Per +15 | Active: Barkskin, Vestment, Flight, Shield

Durgan casts Guidance on Kisaiya and moves next to Rory.


Male Dwarf
Moose:
Appr+6,Arc +13, Heal +8, Geog +11, Local+9, Nat +13, Perc +20, Driver 16,+8 SenseMot/Surv, Spellcraft +13

Round 1

Mukluk moves to attack the corby.

1d20 + 1 - 4 ⇒ (1) + 1 - 4 = -2 to hit;
1d6 ⇒ 2 piercing damage

Muk Around, Find Out:

Melee:
[ dice=Trepanator]1d20+1[/dice] to hit;
[ dice=]1d6[/dice] cold iron piercing damage

Mule Bite:
[ dice=MuleBite]1d20+2[/dice] touch to hit;
[ dice=Divine]1d4[/dice] damage

Mule Kicks:
[ dice=MuleKicks]1d20+2[/dice] touch to hit;
[ dice=Force]1d4[/dice] damage

Adhesive Spittle -2 to attacks, -4 to dex for 2d4 ⇒ (2, 4) = 6 rounds. DC 16 Reflex to avoid being stuck to the ground DC16 str to break free.

AC: 12/12/10 + 1 w/shield
Fort/Ref/Will: +2/+3/+7
HP: 17/17

Focus: 0/3
Hero Points: 0/3
Speed: 20'
Luck? 0/1 used
Mule bites: 0/7 used


F

Kisaiya, shocked by how quickly the corby landed in her face, slashes out with Saya more as a reflex than anything.

Attack with Saya: 1d20 + 7 ⇒ (4) + 7 = 11
Damage: 1d6 + 3 ⇒ (3) + 3 = 6

Nutrition Facts:

HP: 31/31
AC: 21/12/19
Saves: F5/R3/W5
Hero Points: 2
Smite Evil Used: 0/1
Lay on Hands Used: 0/3
Second Chance
Spells/Effects Active: Shield Gauntlet Style, Guidance

Saya (Cold Iron Sharpened Combat Scabbard):
[ dice]1d20+7[/dice] to hit;
[ dice]1d6+3[/dice] damage.


Roll20 Map - Tracking Sheet

Mukluk falters a bit, smashing his trepanator into the wall of the keep. Rory takes a bit out of red before backing up to give some space. Kisaiya falters a bit, slashing at air as the corby dodges her blow. Durgan gives Kisaiya a little guidance and slides over.

Red presses Kisaiya, as does blue!
Red claw on Kisaiya: 1d20 + 3 ⇒ (19) + 3 = 22 damage: 1d4 + 1 ⇒ (1) + 1 = 2
Red claw on Kisaiya: 1d20 + 3 ⇒ (6) + 3 = 9 damage: 1d4 + 1 ⇒ (4) + 1 = 5

Blue claw on Kisaiya: 1d20 + 3 ⇒ (8) + 3 = 11 damage: 1d4 + 1 ⇒ (2) + 1 = 3
Blue claw on Kisaiya: 1d20 + 3 ⇒ (13) + 3 = 16 damage: 1d4 + 1 ⇒ (2) + 1 = 3

Kisaiya, though flurried with feathers and claw, is only hit once for a scratch.

- Round 2 -
Mukluk - 18
Rory - 6+
Kisaiya - 6- (-2hp)
Durgan - 4
- Round 3 -
Good Folk - 19
Red - 19 (-3hp)

• Next up everyone.


Realizing Kisaiya hadn't stepped back, Rory mentally kicks himself for not encouraging the cook to move back so the four of them could gang up on the two Corbies. Not wanting her to be the brunt of the next attack, Rory touches Storm's flanks with his bare heels. "Get 'em."

Storm surges forwards snapping at the red Corbies' leg trying to drag it down, as Rory leans forwards slashing at the dirty bird.
Storm 5 ft move. outflank attack: bite, Rory outflank Attack MW gladius
attack: bite: 1d20 + 4 + 4 ⇒ (9) + 4 + 4 = 17 for damage: 1d6 + 3 ⇒ (1) + 3 = 4 trip: 1d20 + 4 + 4 ⇒ (2) + 4 + 4 = 10
MW Gladius: 1d20 + 7 + 1 + 4 ⇒ (8) + 7 + 1 + 4 = 20 for damage: 1d4 ⇒ 3

status:

Init: + 4,
hero points 2/2
Rory HP 24/24; AC: 21, T 14, FF 18 CMB 1/CMD17, Fort: + 5, Ref: + 8, Will: + 4
Perception: +10/12
Storm HP: 19/19 AC: 22, T 14, FF 18 CMB 4/CMD 18 (21 vs trip) Fort: + 5, Ref: + 7, Will: + 2
Perception + 6/8
Rory Conditions = Focus:
Storm Conditions = Focus: Tiger + 2 dex
Weapon equiped saw-back Gladius: 1d4, 19-20/x2, P or S
Storms’s Bite: Att: + 8 (BAB +2, Str +2 + 4 flank) Dam: 1d6 Str +3 Crit: 20/x2 + trip + 8 (CMB +4 + 4 flank)
Spells Known (Caster Level 1, Concentration +, DC 12+lvl)
. . Orisions known@5: know direction, light, mending, spark, purify food and water, read magic
. . 1st (4/4) Obscuring Mist, Entangle, magic fang, clw

1 to 50 of 3,590 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | next > last >>
Community / Forums / Online Campaigns / Play-by-Post / GM Euan's Jade Regent All Messageboards

Want to post a reply? Sign in.