Green Dragon

GM ST's page

308 posts. Alias of SodiumTelluride.


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Book 1 | Hexes & Quests

Yes! However, unless you're using a spell that specifically targets/affects allies, the third option you're creating only applies to you. (So casting communal mount would help everyone, but burning hands would help only you. I hope that makes sense, chases are kinda weird and work differently than combat.)


Book 1 | Hexes & Quests
Erik Sforza wrote:

Are we allowed to try both checks for an obstacle? Are we allowed to take 10?

Also, 1) do you want separate checks for my dog, Malki? 2) Did I get enough sight of the boy to use studied target on him? (I will if I can...)

Each round you pick one check to attempt. You can try the other check the next round if you fail it (or the same check over and over again), but no you can make only one attempt at a time.

No taking 10 unless you can always do so via some ability (like a swim speed for Swim checks, or Lore Master for Knowledge checks). In a chase you are considered "threatened or distracted".

I'll let you decide for Malki, but he either makes his own checks the whole chase or just takes yours (no switching back and forth). Is that fair?

Finally, I believe Studied Target is a move action, so no you didn't get a good enough look. If you can make it as an immediate action then yes that'd be fine.


Book 1 | Hexes & Quests

We are now on a chase! Each round, you will be presented with an obstacle and two possible (default) ways of navigating it. Each of you can decide for yourselves how to get around each obstacle as it comes. Creative solutions welcome, although the DC for other skills will be higher.

We will operate on block initiative, meaning the party acts as a group. If the sequence of events ever matters (like for spell effects or whatever) the post order determines the order of operations.

Before you can even begin to chase after the boy, you must first get through the bushes he had first appeared from. These are a thick tangle of otherwise-harmless branches that block the view of what's on the other side.

DC 15 Acrobatics to jump over/around them, or DC 15 Perception to find a gap that's large enough to slip through.


Book 1 | Hexes & Quests

Erik and Rhiann are pretty confident the boar had been fired upon before it came into view, and it was the source of the sudden squealing sound.

As you make your investigations, you hear footsteps coming through the underbrush. "Oi!" a voice calls out. From inside a nearby bush you see a young man pop his head into view, using his longbow to push branches out of the way. He looks no older than sixteen, dressed similarly to Kairee and the other bandits you've encountered out here. "That was my..." The words die on his lips as he quickly takes stock of the situation-- five well-armed combatants versus himself.

For half a heartbeat, no one moves. Then he lets out an "Uh-oh!" and disappears back into the bush.

You can either attempt to chase him down, or let the boy go. Decide quick!


Book 1 | Hexes & Quests

Sorry everyone, I forgot to mention it beforehand but I was out of town for Origins last weekend in Ohio.

I would like to draw your attention to something you may have overlooked the first time:

GM ST wrote:
Suddenly, from around a large tree comes a wild boar-- so worked up into a frenzy by the arrow shaft sticking out of its withers that it charges right at you!


Book 1 | Hexes & Quests

Ok, assuming you run up to it in round 1 to get that attack...

Before the boar can take so much as three charging steps forward, an arrow from Rhiann, a crossbow bolt from Adela, a splash of painful acid from Dare, and a rapier jab from Yuki all find their marks in rapid succession. The boar loses its footing mid-rush and slides forward on the forest floor, dead before it even stops moving.

Combat over! Nice rolls all around.


Book 1 | Hexes & Quests
Rhiann Sokol wrote:

[dice=Masterwork Composite Longbow (+2)]1d20+7

[Dice=Piercing]1d8+2

Hit! I moved you into the front based on your description of your actions.

Also, Yuki, I apologize for not checking this first but from where you are you can't get into melee and swing in the same round-- unless you charge, which is fine but isn't something you've done in the past so I want to check with you first. Is that what you're doing? If not, please check the map so you can see your positioning.


Book 1 | Hexes & Quests
Adela Anastasia wrote:

[dice=crossbow] 1d20 + 2;

[dice=damage] 1d10;

Hit!

Yuki-Tsune wrote:

[Dice=Stabby!] 1d20+6

[Dice=Extra Stabby!] 1d20+6 nope
[Dice=Shnickt] 1d6+3+2d6

Hit! (But not a crit.)

Dare Ashborn wrote:

[dice=Ranged Touch Attack]1d20+4

[dice=Acid damage]1d3

Hit!

The boar takes several successful attacks from the party, but is still on its feet hooves.

~~ Turn Order (Bold May Act) ~~
Adela
Rhiann (Round 1 + surprise)
Erik
Yuki
Dare
Boar -13

Rhiann is up!


Book 1 | Hexes & Quests

During the surprise round you know something is coming your way, although you don't know what. The boar appears at the start of round 1 (but is flat-footed to you until it acts).


Book 1 | Hexes & Quests

You hammer out your infiltration plans as the group continues exploring and mapping the area. Although you have at least some idea of the direction in which the Stag Lord waits for you, there is still plenty of land to cover in your chartered area.

Everyone gets 27 XP for surviving, nay, even overcoming, your encounter with the brutally terrifying Kairee.

GM dice:
Hex 32, day 2: 1d100 ⇒ 40
Hex 32, day 3: 1d100 ⇒ 5
Encounter: 1d100 ⇒ 9
Number: 1d4 ⇒ 1
Adela: 1d20 + 0 ⇒ (19) + 0 = 19
Dare: 1d20 + 2 ⇒ (2) + 2 = 4
Erik: 1d20 + 5 ⇒ (10) + 5 = 15
Rhiann: 1d20 + 3 ⇒ (13) + 3 = 16
Yuki-Tsune: 1d20 + 3 ⇒ (12) + 3 = 15
Monster(s): 1d20 ⇒ 2

* * * * *
Arodus 11th

Two days later, as you continue your trek through the southern portion of the Narlmarches, you hear rustling sounds coming from the underbrush up ahead. This is followed by a loud squeal, then the rustling gets much louder and faster.

Suddenly, from around a large tree comes a wild boar-- so worked up into a frenzy by the arrow shaft sticking out of its withers that it charges right at you!

Initiatives! Its approach happened fast but was easy to hear, so you can all have 1 surprise round to draw a weapon or make preparations.

~~ Turn Order (Bold May Act) ~~
Adela (Round 1 + surprise)
Rhiann (Round 1 + surprise)
Erik (Round 1 + surprise)
Yuki (Round 1 + surprise)
Dare (Round 1 + surprise)

Boar

Party is up! See slide 24.


Book 1 | Hexes & Quests
Erik Sforza wrote:
"No, I want to pick your brains some more. Are any of the Stag Lord's boys non-human? (I want to know if anyone has darkvision) Any serious archers? Any heavy infantry? (wears heavy armor, plate or the like) Any trained cavalry? "

"Aren't seen none. If they're not human they keep it to 'emselves."

At Erik's mention of horse and infantry, Kairee chuckles nervously. "Yer thinkin' we got knights out here, what gave up their lands an' titles fer this?" She gestures around vaguely. "Nah. I wouldn't underestimate nobody in there, but we got no 'sirs' or 'dames' out 'ere."

Kairee gathers up her weapons and heads into the woods in the direction of the trading post-- a trek that, even for a single traveler moving swiftly who manages to not get off-course, will take days.

No sooner does she leave your line of sight than a second Kairee reappears with Rhiann from a secluded spot. Yuki's disguise is uncanny, so much so that anyone else might swear the departed bandit had a twin sister.

I will call for a Disguise check once you reach the bandit camp (which is nowhere near here). I'm sure with Realistic Likeness it will be crazy high.


Book 1 | Hexes & Quests
Erik Sforza wrote:
"Kid, you can draw on things other than paper you know." Erik hands Kairee a dagger, "Take this and draw things out in the dirt here. I will personally pee on it after we're done with it to make it illegible..."

Nice try lol.

Kairee relaxes a little when Erik lowers and stows his bow, but shakes her head emphatically at his suggestion and makes no move toward the dagger. "Uh-uh. Aren't gonna risk one o' the others comin' up an' catchin' me doin' it. It's a big forest, but it aren't that big."

However...

Dare Ashborn wrote:
She pulls out 7 gp (some from a boot and some from a pouch) and hands it to the girl. "Hold on to that till you get to Oleg's. That's enough for a new outfit that you like that fits you, including boots, and a new gambeson that won't leave you chafed, and some extra supplies. Don't waste it or gamble it, or it'll be gone and I'll not be here to spot you." Enough for a traveler's outfit, padded armor, and 1 gp to spare. She's not giving her more out of reasoning too much might give her big ideas that could get her hurt.

Kairee's eyes go wide at the sight of the gold, her expression that of someone who has perhaps never held so much money at one time. Her hands-- all concern of being seen apparently forgotten-- reach out to take it, ignoring Dare's slightly-disparaging comments entirely.

She swallows, her mouth dry. "The, um... the camp," she continues, clearly racking her brain for something to say, "has got watchtowers on it. Hard t'sneak up on. I think the Stag Lord sleeps under the south one, there's like a room under there. Though I never been through every door, y'get me. There's a cellar, too, offa the pig roastin' room. That's where the stockpile goes."

Since you're spending resources on her, I'll give you some more to go on!

Kairee stuffs the coins into a pouch at her belt. "Oleg. Rhiann sent me. Got it." Slowly, tentatively, she crouches to pick up her bow and shortsword. "Can I go now?"


Book 1 | Hexes & Quests
Rhiann Sokol wrote:
"Thank you, that's good information... what's your name?" Rhiann asks warmly.

"Name's Kairee. Kairee Faybre. 'Riginally from Restov, but I ha'n't been there in awhile."

Erik Sforza wrote:
"What happens if word does get to camp? What happens when you make it back there (one way or another)?"

Kairee shrugs. "Then they make ready. Somebody might already know yer out here an' that y'aren't one of us, but if they know yer close they'll want more eyes peeled.

"As fer me... I won't beat yeh there."

Adela Anastasia wrote:

"The Staglord, his three lieutenants. How many others are there?" Adela asks, trying to get information for the best way to approach this fort.

"And can you give us a drawing of the layout?" She adds.

"I don't keep roll or nothin', but like I said, the camp's always got folks there. Less'n a dozen at a time, usually."

At the mention of a drawing, Kairee gives Adela a pained expression. "Look, miss, words is words an' I can always deny 'em, but puttin' chalk to paper makes it mine. Mine, y'know?" She pats her chest for emphasis. "I'd rather wear them feathers--" she glances meaningfully at Erik's arrow-- "than give the rest o' the crew proof that it was me what told yeh all this."

Translation: No, I will not be making it that easy on you. :)


Book 1 | Hexes & Quests
Yuki-Tsune wrote:
"Don't worry about Dovan, who ever he is, or what ever he did, im sure we will be able to get him out of the way real quickly"

"I... wouldn't be upset if y'did. Watch out fer'im though, man's a real monster. Prefers blondes." Like me, she seems to add.

Erik Sforza wrote:
"What do they do for food? Send out hunting parties?"

"Same's you, I expect," she responds, nodding toward the furs and reused animal pieces you're carrying which seem to accumulate during an exploration of any great length. "Hunts, traps, an' foragin' parties. 'S plenty o' food out here, so long's yer not picky."

Yuki-Tsune wrote:
"Say, who were you scouting for exactly? do you have a group in the close vicinity?"

"Not a group, no. 'S usually someone in earshot, an' I'd never seen ya 'fore, so I passed th'word. Aren't no guarantees it'll get all the way to camp, but it might."


Book 1 | Hexes & Quests

Upon Dare calling attention to them, the girl flicks her eyes down toward the sorceress's boots and wets her lips. "I... um..."

The additional kind words from Yuki, and Rhiann's mention of the trading post, seem to make up the girl's mind. "That's the one what Happs'n'is crew tried ta scumper, right? I'eard 'e never made it back. Show o' strength that was, an' no mistake. Really think they'd take me there?"

Yuki's roll isn't enough to persuade her, even with Dare's assist... but Rhiann's is. Well done!

She glances eastward before continuing, as though afraid of being overheard. "Stag Lord's camp's more of a fortress, really. Think it used ta be an old tower, or some such. Big place, maybe a hunnerd feet square, guarded like a princess's purity. It's up on this hill, like," she pantomimes a tall building with one hand, "an' has a path leadin' up ta the front gate." She pantomimes a walkway leading to it with her other hand. "They say if ya don't take the path, there's some kinna curse on the rest o'the hill. That's prob'ly just ta get us followin' the rules, but I weren't takin' no chances." She shrugs.

"There's..." The girl trails off and counts silently on her fingers. "Three leaders under the Stag Lord himself. The big dumb one is Ox; the long black-haired one is Dovan." She pauses for a heartbeat.

Sense Motive, DC 20 (hunch):
A shadow passes over the girl's face at the mention of Dovan, and she does her best to suppress a shudder. She definitely does not like this person.

"Other one I don't really know, never talked t'im. There's more that live there, whoever sucked up the best this week I guess; I never been one of 'em. There's usually, like, six ta ten though. It's never empty."


Book 1 | Hexes & Quests

The bandit blinks. "Who else, glian?" she says in a somewhat bewildered tone, using a slang term common among Restov's guttersnipes. "The Staglord. He's the biggest bad fer a thousan' miles, aren't'e?" She looks at the various weapons being carried in front of, and brandished at, her. "He'd have a place fer ya, if y'ask'im. Yer strong, I can see it, he'll see it."


Book 1 | Hexes & Quests

The girl, dressed in boiled leather that serves for armor with a braid of dirty blonde hair down her back, unslings her bow and quiver of arrows and, making no effort to hand them to Rhiann, instead drops them at her own feet. She pulls her shortsword from its sheath and drops it as well. No other weapons can be seen on her person, her only other possession being a small sack at her belt.

"Day-an'-a-half fer me. Longer fer you, with that wagon o'yers. Dunno how many we got; there's maybe a dozen allowed ta live there, the high-ups, y'know. Rest of us, we're here in the woods mostly. Jus' tryin' ta make an honest thievin', y'know."


Book 1 | Hexes & Quests

"I'm comin,' I'm comin'." The bandit slowly climbs down the tree-- no easy feat, since she never takes her eyes off Erik's bow-- until she's standing on the ground in front of you, palms up. "Aren't gonna do anythin', see? Camp's 'attaway," she says, jerking her head in the direction she had been whistling just moments ago, "but it's a hike."


Book 1 | Hexes & Quests
Erik Sforza wrote:
@GM, sorry, I messed up, studied target doesn't work on intimidate, " Bluff, Knowledge, Perception, Sense Motive, and Survival checks"... So that should be a 20 not a 21. Hopefully it doesn't matter.

Good catch! But nope, doesn't matter.

The bandit stays where she is up in the tree. "Round here? Aren't nobody I know of. Jus' you."


Book 1 | Hexes & Quests

"Aright, aright, don't shoot!" The bandit holds up her hands and looks from one side to the other, then back at Erik. "Was jus' doin' calls, y'know, thassit! I wasn't gonna shoot cha or anythin'!"

Sense Motive, DC 12:
With the way the bandit is looking all around and not in any particular spot, you sense she is very much alone (or else skilled at pretending to be).


Book 1 | Hexes & Quests

Sorry, it's been an unusual week. Moving on!

GM dice:
Hex 31, day 2: 1d100 ⇒ 56
Hex 31, day 3: 1d100 ⇒ 85
Hex 32, day 1: 1d100 ⇒ 7
Encounter: 1d100 ⇒ 51
Perceptions, DC 12
Adela: 1d20 + 9 ⇒ (10) + 9 = 19
Dare: 1d20 + 0 ⇒ (6) + 0 = 6
Erik: 1d20 + 8 ⇒ (6) + 8 = 14
Rhiann: 1d20 + 1 ⇒ (12) + 1 = 13
Yuki-Tsune: 1d20 + 5 ⇒ (16) + 5 = 21

* * * * *
Arodus 9th

Three days of travel later, as you make your way through the trees, you hear the call of a thrush that doesn't quite match what you by now know thrushes to sound like. Following the sound, everyone except Dare-- who is, perhaps, too busy inspecting/admiring the magical backpack found on the trolls-- sees a bandit perched about 20 feet up in one of the trees, watching you and throwing a bird call toward the west (roughly in the direction you're currently traveling).

When you make eye contact with her, she quickly ducks behind the trunk of the tree.


Book 1 | Hexes & Quests

Since Erik acts first, I'll go ahead and adjudicate his turn.

And with that, the second of the two trolls takes his final breath and lies still.

Combat over! Each of you receives 680 XP.

Neither troll had so much as a plate of armor or ring of mail to protect them, and they wore uncomfortably little in the way of clothing, so searching the bodies takes almost no time at all. Looped onto the rope belt of one troll is a well-used backpack with two side pouches, clearly sized for someone much smaller than they were and probably taken from some unfortunate adventurer.

Detect magic:
It contains nothing magical, but the backpack itself radiates with an aura of conjuration magic.

Spellcraft, DC 24:

Spoiler:
This is a handy haversack.

The large main portion of the backpack contains many common but useful items-- candles, chalk, rope, a lantern. In fact, as you scoop out handful after handful of small tools, there are far more of them than the pack seemed at first to be holding. One of the side pouches, similarly, contains so many gold and silver coins that it should have been full to bursting, surely none of which were noticed by the trolls.

The contents of the backpack function as a deluxe dungeoneering kit. The side pouch contains 400 gp and 700 sp.


Book 1 | Hexes & Quests

Dare's magical flames continue to eat away at the troll-flesh, but it's clear his body is still trying its best to keep him alive.

You have a few seconds of breathing room right now-- one troll is still alive but unconscious, and his regeneration is suppressed. You can kill him for good quite easily, or you can do something else.

~~ Turn Order (Bold may act) ~~
Erik (Round 5)
Adela (Round 5)
Dare (Round 5)
Rhiann (Round 5)
Yuki -10 (Round 5)

Red -81, regen suppressed
Blue (dead)

Party is up!


Book 1 | Hexes & Quests
Yuki-Tsune wrote:
full round action, coup d'etat

You're trying to overthrow his government? :) Coup de grace is what you're doing. Also it provokes an attack of opportunity, but fortunately...

The troll lunges at Yuki lining up her blade to deliver a death-blow to his downed comrade, but Erik's arrow and Rhiann's magically-embiggenated blade bring him down at her feet before he can finish the attack. Yuki drives the rapier throw the first troll's eye socket and into his brain, killing him for good.

~~ Turn Order (Bold may act) ~~
Erik (Round 4)
Adela (Round 4)
Dare (Round 4)
Rhiann (Round 4)
Yuki -10 (Round 4)
Red -72, regen suppressed
Blue (dead)

Dare is up! One troll remains, alive but unconscious.


Book 1 | Hexes & Quests
Erik Sforza wrote:

[dice=To hit] 1d20 + 2 + 3 + 1 + 1 + 1

2 bab +3 dex +1 MW bow+1 studied target +1 pbs
No penalty for shooting into melee because of precise shot

[dice=Damage] 1d8 + 1 + 1 + 1
+1 str +1 studied target +1 PBS

Hit!

Rhiann Sokol wrote:

[dice=Masterwork Cold Iron Fauchard vs Blue]1d20+8

[dice=Cold Iron/slashing/reach(large)]2d8+4

Confirm
[dice=Masterwork Cold Iron Fauchard vs Blue]1d20+8
[dice=Cold Iron/slashing/reach(large)]2d8+4

Hit! You gotta do something about those crit confirms lol.


Book 1 | Hexes & Quests

The remaining troll, having felt Yuki's sting (and a very important, very impactful crossbow bolt from Adela), decides the fire-mage is in fact the most dangerous enemy after all.

5-ft step.

Bite vs Dare: 1d20 + 8 ⇒ (3) + 8 = 11
Damage: 1d8 + 5 ⇒ (4) + 5 = 9

Claw 1 vs Dare: 1d20 + 8 ⇒ (20) + 8 = 28
Damage: 1d6 + 5 ⇒ (4) + 5 = 9

Claw 2 vs Dare: 1d20 + 8 ⇒ (10) + 8 = 18 (Ooo, got lucky!)
Damage: 1d6 + 5 ⇒ (4) + 5 = 9

Confirm:
Claw 1: 1d20 + 5 ⇒ (14) + 5 = 19
Extra damage: 1d6 + 5 ⇒ (1) + 5 = 6

Dare, through a combination of abjuration magic and her own survival instincts, manages to dodge two of the attacks-- but not the third. It manages to score deeply, leaving a dark red gash across her abdomen.

The first troll, having received enough magical burns, deep gashes, and puncture wounds to slay many a beast, still clings desperately to life lying on the ground; his chest rises and falls rapidly, his seared flesh struggling to mend itself.

Rhiann Sokol wrote:
yeah if it takes more damage while down and regeneration switched off it should be dead now. (At least -11 )

Your numbers aren't wrong, but you underappreciate one thing: Trolls are tough.

~~ Turn Order (Bold may act) ~~
Erik (Round 4)
Adela (Round 4)
Dare -15 (Round 4)
Rhiann (Round 4)
Yuki -10 (Round 4)

Red -49, regen suppressed
Blue -74, regen suppressed

Party is up!


Book 1 | Hexes & Quests

Reflex (Red): 1d20 + 4 ⇒ (10) + 4 = 14
Saved!

Erik Sforza wrote:

[dice=To hit] 1d20 + 2 + 3 + 1 + 1 + 1

2 bab +3 dex +1 MW bow+1 studied target +1 pbs
No penalty for shooting into melee because of precise shot

[dice=Damage] 1d8 + 1 + 1 + 1
+1 str +1 studied target +1 PBS

Hit!

Rhiann Sokol wrote:

[dice=Masterwork Cold Iron Fauchard vs Blue]1d20+8

[dice=Cold Iron/slashing/reach(large)]2d8+4

Confirm
[dice=Masterwork Cold Iron Fauchard vs Blue]1d20+8
[dice=Cold Iron/slashing/reach(large)]2d8+4

Hit! But does not confirm.

Yuki-Tsune wrote:

[Dice=Acro] 1d20+14

[Dice=Stab] 1d20+6+2
[Dice=Shnict] 1d6+3+2d6

Successful Acrobatics. And hit!

Adela Anastasia wrote:

[dice=crossbow] 1d20 + 3;

[dice=damage] 1d10;

Hit!


Book 1 | Hexes & Quests

The remaining troll sees his compatriot fall and, believing the elf-girl to perhaps be much more dangerous than she appears, turns to dispose of the new threat, lashing out with both claws and those horrendous teeth.

Red:
Bite vs Yuki: 1d20 + 8 ⇒ (4) + 8 = 12
Damage: 1d8 + 5 ⇒ (4) + 5 = 9

Claw 1 vs Yuki: 1d20 + 8 ⇒ (12) + 8 = 20
Damage: 1d6 + 5 ⇒ (5) + 5 = 10
Hit!

Claw 2 vs Yuki: 1d20 + 8 ⇒ (2) + 8 = 10
Damage: 1d6 + 5 ⇒ (2) + 5 = 7

Unfortunately for the troll, she manages to dodge all but one of the strikes.

~~ Turn Order (Bold may act) ~~
Erik (Round 3)
Adela (Round 3)
Dare (Round 3)
Rhiann (Round 3)
Yuki -10 (Round 3)

Red -7, regen suppressed
Blue -64, regen suppressed

Party is up!


Book 1 | Hexes & Quests
Yuki-Tsune wrote:

[Dice=Jab] 1d20+6+2

[Dice=Stabbed] 1d6+3+2d6

Hit!

The severely injured troll suddenly finds the business end of a rapier stuck into his liver, and with his regenerating flesh painfully seared, he succumbs to his wounds.

Blue is unconscious but not dead, and in a few seconds his regeneration will kick in again.


Book 1 | Hexes & Quests

Oh hey, I'm a university staffer too! Our students finished finals a week ago, and yea I know how hectic this time is. Particularly for the registrar's office, but also for anyone who needs to get grades submitted.


Book 1 | Hexes & Quests

Reflex (Red): 1d20 + 4 ⇒ (11) + 4 = 15
Reflex (Blue): 1d20 + 4 ⇒ (9) + 4 = 13

Lol, the blue one is not having a good time.

~~ Turn Order (Bold may act) ~~
Erik (Round 2)
Adela (Round 2)
Dare (Round 2)
Rhiann (Round 2)
Yuki (Round 2)
Red -18, regen suppressed
Blue -51, regen suppressed

Yuki is up! Blue is substantially more injured than Red, but both are still standing.


Book 1 | Hexes & Quests
Erik Sforza wrote:

[dice=To hit] 1d20 + 2 + 3 + 1 + 1+1

2 bab +3 dex +1 MW bow+1 studied target +1 pbs
No penalty for shooting into melee because of precise shot

[dice=Damage] 1d8 + 1 + 1 +1
+1 str +1 studied target +1 PBS

Hit!

Adela Anastasia wrote:

[dice=crossbow] 1d20 + 3;

[dice=damage] 1d10 + 1d3;

Hit!

Rhiann Sokol wrote:

[dice=Masterwork Cold Iron Fauchard vs Blue]1d20+8

[dice=Cold Iron/slashing/reach(large)]2d8+4

Hit!


Book 1 | Hexes & Quests

The two trolls charge forward, heedless of danger, accustomed to taking minor wounds and shrugging them off. One of them takes several arrows, two of which from targets he didn't even know were there until it was too late-- but if the two punctures hurt, he gives little indication of it. Even as they run toward you the wounds begin to heal, the arrows slowly pushing themselves out of the troll-flesh...

...Until, that is, Dare lets forth a cascade of magical flames. This they notice, and they both roar as the burn marks sear painfully across their hide. Knowing the danger this poses to them, one quickly changes targets!

This is likely to be a tough fight so we'll say Dare can make her attack against both of them, since they act at the same time. Their turn begins before your readied action goes off, so their regeneration applies this turn but won't apply next turn.

Reflex (red): 1d20 + 4 ⇒ (1) + 4 = 5
Reflex (blue): 1d20 + 4 ⇒ (4) + 4 = 8

Each will charge-- +2 to attack, -2 AC for the round.

Claw (Red) + Charge vs Dare: 1d20 + 8 + 2 ⇒ (6) + 8 + 2 = 16
Damage: 1d6 + 5 ⇒ (5) + 5 = 10

Claw (Blue) + Charge vs Rhiann: 1d20 + 8 + 2 ⇒ (5) + 8 + 2 = 15
Damage: 1d6 + 5 ⇒ (6) + 5 = 11

Yeesh, dicebot does not like these guys.

~~ Turn Order (Bold may act) ~~
Erik (Round 2)
Adela (Round 2)
Dare (Round 2)
Rhiann (Round 2)
Yuki (Round 2)

Red -7, regen suppressed
Blue -20, regen suppressed

Party is up!


Book 1 | Hexes & Quests
Rhiann Sokol wrote:

[dice =Masterwork Composite Longbow (readied action)]1d20+7

[Dice=piercing]1d8+3

Hit! I will apply it to blue since it's coming toward you specifically.


Book 1 | Hexes & Quests

Neat idea, and maybe it's not too late! See my most recent post. It's even the kind of thing someone in Dare's position would ready (at least in my opinion).


Book 1 | Hexes & Quests
Dare Ashborn wrote:
I guess Rhiann gets her shot off because she readied an action, but I didn't think to do the same because in other games I've played, GMs didn't let us ready an action until initiative is rolled, because ready is an initiative-based action

Hmmm, I see your point and I need to at the very least apply rules consistently. Since I called for two rounds of actions, it seemed reasonable for Rhiann to spend one of those rounds readying an action. Dare, knowing this, you can retroactively do the same if you want.


Book 1 | Hexes & Quests
Erik Sforza wrote:

Surprise round

[dice=To hit] 1d20 + 2 + 3 + 1 vs FF
[dice=Damage] 1d8 + 1
+1 str

Round 1
[dice=To hit] 1d20 + 2 + 3 + 1 +1 vs FF
[dice=Damage] 1d8 + 1 +1
+1 str +1 studied target

First one hits!

Adela Anastasia wrote:

[dice=crossbow] 1d20 + 3;

Backs up 10' on the map. I guess I'm the weaker one? :)

To them you are. Big ouchie stick-shooter, little ouchie stick-shooter, the one with the bigger stick must be stronger. I hope Adela doesn't take it personally lol. Also, miss!

Yuki-Tsune wrote:

[Dice=Twang!] 1d20+6

[Dice=Thunk] 1d8+2d6

Hit! Sorry about the minimum sneak attack though :(

~~ Turn Order (Bold may act) ~~
Erik - hidden (Round 1)
Adela (Round 1)
Dare (Round 1)
Rhiann (Round 1)
Yuki - hidden (Round 1)
Red
Blue -14

Rhiann is up!


Book 1 | Hexes & Quests
Dare Ashborn wrote:

Trolls: I don't have a clever way of wording this but can i know about what beats their regeneration? AFAIK that's the main interesting thing about them

Dare remembers that troll-flesh heals cuts and bruises quickly and even regrows lost body parts, making them very hard to kill-- but if it's been burned away, the damaged flesh takes longer to heal.

(In game terms, they have regeneration 5 that is suppressed by acid or fire for 1 round. They can't be killed as long as their regeneration is functioning; while the regeneration is suppressed they can die normally.)

Erik Sforza wrote:
@GM ST, surprise round for those of us who are hidden?

Yep! You and Yuki both get one.


Book 1 | Hexes & Quests
Erik Sforza wrote:

Not sure if I can find a spot to hide in that counts as dim light, but we are in the woods, and thus there is some canopy cover. If I can, I am going to take advantage of my Cover of Night ability ...

I'm fine with that, there are enough shadowy areas around that you can find a place to disappear.

The crunching of leaves and sticks grows louder, and very soon two hideous-looking humanoids emerge from the brush. Each is at least ten feet tall with rough, green hide, though if they weren't so hunched over they would no doubt be taller still. Their hands end in claws, and their bestial faces have large tusks and protruding lower jaws.

Perception, DC 18:
You notice that the creatures are using their claws to part the underbrush as they walk, but they make no effort at all to avoid being scratched along the way. In fact, before your very eyes one of them receives a long cut across its thigh from a passing thorn; within seconds, the cut heals itself and vanishes.

Knowledge (local), DC 15:
These are trolls-- large humanoids as tough as a castle wall but not particularly clever. (You can ask one question for every 5 by which you beat the DC.)

They see several adventurers without difficulty and stop for just a moment. They speak to each other in a rumbling, throaty language.

"սնունդ?"
(Nods.) "ինձ համար ուտելիքի է նման."
"Ես վերցնում եմ ավելի թույլին."

Giant:
"Food?"
"Looks like food to me."
"I take the weaker one."

Then the two of them rush toward Rhiann and Adela respectively, claws extended.

* * * * *

Initiatives! I'll use the ones that are pre-rolled. Dare is visible to them as well, but Yuki and Erik are not.

GM dice:
Perception vs Stealth: 1d20 + 8 ⇒ (3) + 8 = 11
Adela: 20 = 20
Dare: 1d20 + 2 ⇒ (11) + 2 = 13
Erik: 22 = 22
Rhiann: 1d20 + 3 ⇒ (7) + 3 = 10
Yuki-Tsune: 7 = 7
Monster(s): 1d20 + 2 ⇒ (5) + 2 = 7

As they run forward, Rhiann's hair-trigger lets an arrow fly. (Go ahead and roll your readied attack.)

~~ Turn Order (Bold may act) ~~
Erik - hidden (Round 1)
Adela (Round 1)
Dare (Round 1)
Rhiann (Round 1)
Yuki - hidden (Round 1)

Red
Blue

Party is up! See slide 23.


Book 1 | Hexes & Quests

Dare, you're up! Two rounds of actions please, you haven't seen anything yet but two somethings are approaching.


Book 1 | Hexes & Quests

GM dice:
Hex 25, day 2: 1d100 ⇒ 19
Hex 25, day 3: 1d100 ⇒ 30
Hex 31, day 1: 1d100 ⇒ 7
Encounter: 1d100 ⇒ 64

* * * * *
Arodus 6th

Two days later, as you're trekking through the woods, you hear the unmistakeable, rhythmic-but-asymmetric crash-crash, crash, crash-crash of several sets of footsteps approaching to your left. While the sources of the sounds are too far away to be seen through the trees just yet, they're on a course that will intersect with yours shortly.

Erik (and anyone else who breaks a DC 10 Perception) can tell by the sound that there are two creatures walking upright who are much larger than you.

You have two rounds to make whatever preparations you'd like. There's plenty of underbrush to Stealth behind or trees to Climb, but you can of course choose to meet them head-on.


Book 1 | Hexes & Quests

Dare knows that the lack of scavengers and decomposition-assisting insects is indeed strange-- while unicorns have many magical abilities and properties, their flesh is no less tasty and nutritious than that of similar beings. (I didn't say it isn't rotting; moving the body makes it clear that it is definitely in the process of decomposing. It's just that nothing is feeding on it, so the process is happening much slower than usual.)

Dare also remembers that a unicorn's horn is the conduit for its magical abilities and is said to be an incredibly powerful focus for healing magic. (In game terms: A unicorn must touch you with its horn to use a spell-like ability on you. It counts as 1,600 gp of components (any material) for spells with the healing descriptor.)


Book 1 | Hexes & Quests
Dare Ashborn wrote:

GM: I apologize for reading the spoiler, but isn't the Knowledge check for info about those creatures Nature and not Planes?

I mean, I have Knowledge Planes and not Nature (but not a high enough modifier to get a 30) so I'm not asking for myself, just asking.

I got halfway through typing up something to say exactly this before I realized that nobody has a high enough Knowledge (nature) modifier for it to matter. It calls for Knowledge (planes) in the book, but if anyone were capable of reaching it I would take either one.

(You aren't really expected to be able to reach it, I guess it's more of an easter egg for any character that happens to have sky-high Knowledge checks.)


Book 1 | Hexes & Quests

Knowledge (arcana), DC 13:
You know that a unicorn is an intelligent magical beast, far more cunning than most humanoids and stunningly beautiful in life. Common knowledge holds that unicorns are strongly associated with goodness and virtue. (You can ask 1 more question per 5 by which you beat the DC.)

The unicorn's body offers no unusual resistance to being touched or moved, although since it weighs at least half a ton, such a feat takes several people (probably). Erik finds no trace of anyone or anything that might have approached; if any evidence ever existed, it's long since disappeared.

Adela's Knowledge (religion) results kinda depend on whether someone makes the (arcana) check above.

If yes:
Adela has no particular information about the religious tendencies of unicorns, but knowing they're good-aligned and free-spirited, Desna and Shelyn are most likely to be held in high regard.

If no:
Adela has no firm idea of who unicorns might worship or revere, although since they're creatures of the forest, Erastil and Gozreh seem likely.


Book 1 | Hexes & Quests

You all set out again the next day, making the journey back to the most recently sketched-out portion of your map in a few days' time.

GM dice:
Travel day 1: 1d100 ⇒ 41
Travel day 2: 1d100 ⇒ 65
Travel day 3: 1d100 ⇒ 91
Which day?: 1d3 ⇒ 2
Hex 25, day 1: 1d100 ⇒ 67

* * * * *
Arodus 4th

As the month of Arodus comes around, you come to a somewhat sunken clearing in the woods. The clearing is heavy with the stink of moldering plants, and a strange quiet surrounds the clearing-- the constant songs and chirps of various birds to which you had long since grown accustomed are noticeably absent.

At the center of the clearing, the soggy ground becomes an insect-infested, stagnant, swamp-like pond, and sprawled at the pond’s southern edge is what appears to be a dead horse. Approaching the carcass, it quickly becomes clear that this was not a common horse but a unicorn, its horn broken off at the brow (and nowhere to be seen) and its body strangely untouched by insects or other necrophages. The stink of mold comes not from the body, which is weirdly odorless, but from the fouled water of the pond. Why the various insects and other scavengers in the area have avoided the body is a mystery.

The body shows no obvious cause of death, although its eyes are milky and sightless-- this creature was blind at the time of its death.

Heal, DC 20:
You can tell the horn was removed after death. The lack of any wounds, bodily fluids, or other signs indicate this was a magical death effect.

Knowledge (planes), DC 30:
There are tales that tell how the acts of some powerful fey creatures from the First World can leave their victims “marked” in a way that even their bodies shed a strange aura of repulsion to natural life—as if animals and vermin could sense the anger of such powerful fey and knew better than to involve themselves with such a victim.


Book 1 | Hexes & Quests

Back to the Trading Post!

GM dice:
Day 1: 1d100 ⇒ 78
Day 2: 1d100 ⇒ 33
Day 3: 1d100 ⇒ 28
Day 4: 1d100 ⇒ 52

The journey back to Oleg's is an uneventful four days, spent trying to avoid the stench of the tatzlwyrm head you kept for his benefit. Adela's magic keeps it from rotting, magically preserving it in a state of less-than-twelve-hours' decay, but it isn't what anyone would call 'pleasant.' Fortunately, no wandering predators interrupt the journey.

The gruff trader is true to his word, rewarding you with a sack of gold for bringing him the head. "This'll go right above my armchair, it will," he declares proudly, taking it to his workbench. He's no taxidermist-- by the time you're ready to head out the next day, a large tatzlwyrm skull sits on the bench stripped of flesh and scales and ready for a thorough cleaning.

'Wanted: Tatzlwyrm' Quest complete! Each of you receives 320 XP for defeating both tatzlwyrms and completing the quest. You also receive a total of 600 gp (120 gp each) from Oleg.


Book 1 | Hexes & Quests

I have not seen anything in the adventure that suggests a required timeframe. Honestly the only reason I've been tracking the days is because your previous GM's did and I figured there was a reason for it-- although it also serves as a nice reminder of just how much time is passing in-game.

As for travel time, I've been assuming you can spend 16 hours a day on the move with no ill effects. If you'd rather stick to the recommended 8 (to benefit from some specific ability you have or something) I'm happy to start doing that, but I haven't been.


Book 1 | Hexes & Quests

You're about 56 traveling hours from Oleg's. Assuming 16-hour days, that comes out to 4 days of travel (3 and some change). Waiting until tomorrow morning won't significantly affect the body, so it will just cost you one 1st-level spell slot every other day.

You can either return now or continue exploring-- the head of a tatzlwyrm won't affect your travel time, and you have a means of preserving it basically indefinitely.


Book 1 | Hexes & Quests

Adela looks around for any new threats, and something catches her eye that didn't before-- not a living creature, but a particular long-dead one. One of the skeletons of what must have once been a human is still dressed in a fine set of armor. (+1 scale mail.)

Once the skeleton is moved so this well-made suit of mail can be retrieved, Adela also sees a rotting leather backpack underneath, the contents of which have been well-preserved by the mud. Altogether, the pack contains: 90 gp, a pewter drinking stein, a silver ring, a jade carving of a female elven monk (fully nude and rendered in lewd detail), and a watertight scroll tube. (None of these things are magical.)

Appraising the drinking stein:
Appraise, DC 15:
Spoiler:
You estimate the stein to be worth 10 gp.

Appraise, DC 20:
Spoiler:
This stein is worth exactly 12 gp; it's both useful and pretty to look at.

Appraising the ring:
Appraise, DC 15:
Spoiler:
You estimate the ring to be worth 28 gp.

Appraise, DC 20:
Spoiler:
This ring is worth exactly 35 gp; it's untarnished and (relatively) unscratched!

Appraising the jade carving:
Appraise, DC 15:
Spoiler:
You estimate the carving to be worth at least 70 gp.

Appraise, DC 20:
Spoiler:
This carving is worth exactly 85 gp to the right buyer-- one who doesn't have a jealous spouse!

The tube contains, not spell scrolls, but a partially-completed map of the northwest corner of the Greenbelt. The person who drew it had apparently come from the north, reached the Skunk River, and was continuing downriver. Indeed, had you discovered this map earlier, a significant amount of your work would have been done for you-- large sections of the forest and the landmarks contained therein are depicted clearly, including the frog pond, the statue of Erastil, and the forgotten temple.


Book 1 | Hexes & Quests

Reflex (Blue), DC 14: 1d20 + 5 ⇒ (17) + 5 = 22
Saved! However...

The remaining tatzlwyrm takes an arrow, a crossbow bolt, and a wave of magical fire which all prove too much for it. Almost as quickly as it had emerged, it cries out and falls over dead.

Combat over! (These things didn't have a whole lot of hit points.)