I don't see anything that says they have to be sharing the same space, although I can see where you're coming from, logic-wise. I'm picturing it as the cougar rearing up on its hind legs and more or less pinning her arms to her sides with its arms as it reaches around her. You can attack from where you are, but Rhona's still providing it cover.
Drexel:
You don't see any more cougars. The cougar maneuvers to get a better hold on Rhona as its claws slash into her. Rhona takes 12 damage and is now pinned. Party up. GM Rolls: maintain grapple: 1d20 + 15 ⇒ (15) + 15 = 30 rake, L: 1d20 + 7 ⇒ (17) + 7 = 24 rake, R: 1d20 + 7 ⇒ (7) + 7 = 14 damage: 2d4 + 6 ⇒ (4, 2) + 6 = 12
Chantif and Umash both miss the nimble baby cougar. Rhona hears another MRRROW! behind her as she beats through the bushes, and she barely gets her shield around in time to fend off teeth and one claw belonging to another, larger cougar. She isn't as lucky with the other claw, however, and it slices the side of her sword arm and pins it against her chest. Sal quits bleeding. The baby cougar tries to run towards its mother. It tries to bite Rhona, but its jaws close on empty air.
GM Rolls: bite: 1d20 + 7 ⇒ (12) + 7 = 19 L. claw: 1d20 + 7 ⇒ (13) + 7 = 20 R. claw: 1d20 + 7 ⇒ (19) + 7 = 26 grab: 1d20 + 7 ⇒ (17) + 7 = 24 claw damage: 1d4 + 3 ⇒ (1) + 3 = 4Sal: 1d20 + 3 - 9 ⇒ (20) + 3 - 9 = 14Baby cougar bite: 1d20 + 9 ⇒ (6) + 9 = 15
Sal turns around and starts to obey Chantif, but as soon as it moves away you all hear a low moaning sound and then a "MRRROWWWW! as a feline creature explodes out of the bushes that Sal had been nosing around. The creature attacks Sal, grazing him with its teeth. The creature immediately redoubles its attack. It bites down on Sal and then manages to savage him with both its claws. Sal falls unconscious as he bleeds profusely. Surprise Round Rolls:
bite: 1d20 + 9 ⇒ (7) + 9 = 16 damage: 1d4 + 1 ⇒ (1) + 1 = 2 grab: 1d20 + 7 ⇒ (3) + 7 = 10 Initiative:
Chantif: 1d20 + 2 ⇒ (15) + 2 = 17 Sal: 1d20 + 1 ⇒ (7) + 1 = 8 ML1: 1d20 + 6 ⇒ (13) + 6 = 19 Rhona: 1d20 + 3 ⇒ (9) + 3 = 12 Umash: 1d20 + 1 ⇒ (7) + 1 = 8 Drexel: 1d20 + 3 ⇒ (10) + 3 = 13 ML2: 1d20 + 4 ⇒ (2) + 4 = 6 Umash:
Umash: 1d20 + 8 ⇒ (16) + 8 = 24This creature is a baby cougar. Cougars tend to wrestle their prey, and they are capable of doing incredible damage with their claws while doing so. It's also unusual to see a cougar this size away from its mother. Round 1:
bite: 1d20 + 9 ⇒ (4) + 9 = 13 bite damage: 1d4 + 1 ⇒ (3) + 1 = 4 L. claw: 1d20 + 9 ⇒ (20) + 9 = 29 R. claw: 1d20 + 9 ⇒ (7) + 9 = 16 L. claw damage: 1d3 + 1 ⇒ (3) + 1 = 4 R. claw damage: 1d3 + 1 ⇒ (1) + 1 = 2 L. claw crit damage: 1d3 + 1 ⇒ (3) + 1 = 4grab bite: 1d20 + 7 ⇒ (9) + 7 = 16 grab L. claw: 1d20 + 7 ⇒ (13) + 7 = 20 R. claw grab: 1d20 + 7 ⇒ (6) + 7 = 13 Sal is almost dead-dead; almost max damage on the attacks, plus a crit :(. There's a map up on Roll20. The green circles are trees, and the odd dark green shapes represent heavy undergrowth. The black squiggly marks on the road indicate that the road is sloping. The section that most of the party is on is level, but the section that Rhona and the two rearmost mules are on is uphill. The squiggly mark NW of Chantif marks where the slope starts heading down. The ground off to the north and east is a slope up, and the ground off to the south and west is a slope down. The party is up.
Your choices for going around are NE and SW. Since Mattock suggested S or W, I'm going to have you go SW until somebody says differently. Making their way towards the rock wall, the party winds up descending into a small valley between the ridge on which they camped and the taller ridge that dominates the skyline. By lunchtime the party has traveled several miles along this valley with no sign of an easier climb. Mattock:
You recognize that the tall ridge must be Nagara's Rocks. The Rocks are the edge of the plateau that occupies a large portion of the area north of the Teeth. If you follow the Rocks far enough SW, you should come to a place where you can bear back SE without having to climb onto the plateau. I'm working on redoing the map with more details. Your Knowledge (geography) check was high enough to get several details; I just have to settle on them first :) GM Rolls: Knowledge(geo): 1d20 + 7 ⇒ (11) + 7 = 18
The night passes uneventfully, and the party sets out early the next morning for the last leg of the journey into Meston. You hear the pitter-patter of a light rain hitting the forest canopy above you as you make your way up the trail, but not much of the rain makes it through the canopy, so you remain fairly dry. All of a sudden, Sal begins barking loudly. None of you notice anything untoward immediately. Marching order? GM Rolls: encounter: 2d6 ⇒ (1, 1) = 2 threat: 2d20 ⇒ (5, 18) = 23 weather: 1d100 ⇒ 86 type: 1d100 ⇒ 81 length: 2d4 ⇒ (3, 4) = 7 direction: 1d8 ⇒ 6 Perception distance: 2d6 ⇒ (6, 6) = 12 Umash: 1d20 + 7 ⇒ (4) + 7 = 11 Chantif: 1d20 + 5 ⇒ (18) + 5 = 23 Drexel: 1d20 + 2 ⇒ (20) + 2 = 22 Rhona: 1d20 + 2 ⇒ (16) + 2 = 18 Stealth (ML1): 1d20 + 16 ⇒ (8) + 16 = 24 Stealth (ML2): 1d20 + 22 ⇒ (13) + 22 = 35 Perception (ML1): 1d20 + 9 ⇒ (16) + 9 = 25 Perception: 1d20 + 9 ⇒ (4) + 9 = 13
Drexel collapses against a log while the rest of the party sets up camp, grabbing a meal out of his pack and eating it there, rather than waiting for the party to finish setting up; he heads to bed as soon as the tent is up. Having finished supper and the various camp chores, there are a couple of hours left before dark, so Umash begins working on a potion. Umash already declared that she'd make potions whenever she had the chance. Is there anything Rhona or Chantif would like to do before dark? GM Roll:
random encounter: 1d6 ⇒ 1 threat: 1d20 ⇒ 13 type: 1d100 ⇒ 14 EDIT: Forgot to roll for the potion. potion: 1d20 + 8 ⇒ (6) + 8 = 14 I subtracted the raw materials and added the potion to the spreadsheet. This makes a total of 4 CLW potions.
The party is about to reach Meston. Please let me know if you're still interested. New submissions are still welcome, provided you can get the character together quickly; the entire point of opening recruitment up early was so that the character would be ready to go when I was ready to introduce him or her.
The party continues for another hour. The trek is up a steep grade, and Drexel is short of breath and about to fall over from exhaustion by the time the party finds a convenient campsite. Drexel takes 4 nonlethal damage. Forced March checks: Rhona: 1d20 + 2 ⇒ (12) + 2 = 14 Chantif: 1d20 + 3 ⇒ (9) + 3 = 12 Drexel: 1d20 ⇒ 7 Umash: 1d20 + 2 ⇒ (19) + 2 = 21Drexel: 1d6 ⇒ 4
Det was the one trained in Knowledge (geography), which is why I had been giving that information to him; on that note, somebody is definitely going to want to put a rank in that when you officially level up in Meston. You're from the area, though, so I'll let you make an untrained check in this case. Chantif: Knowledge (geography): 1d20 + 1 ⇒ (18) + 1 = 19Based on the landmarks you've seen, you'd guess that you're about 20 miles out from Meston. If you camp here, a normal day tomorrow will put you a few miles outside Meston.
Having finished the funeral and associated duties, the party resumes the trek towards Meston. As the sun sinks below the trees off to the party's left, they pause in a small meadow to contemplate their next move. Your eight hours of overland travel are up. Forced march or camp?
GM Rolls/Notes: 26 mi. left
The party makes their way towards what they think is the southeast. After two hours, however, they return to the site of their battle; the ground singed by the creature's exit and the remnants of the trap that caught Riuk make it blindingly obvious that the party has been traveling in circles. Taking a moment to regroup, Riuk tries again, and apparently gets it right this time. Five hours later, as the day's travel is winding down, the forest thins out somewhat as they begin to climb a steep grade. About a mile in front of them a sheer rock face rises about 200 feet above their current elevation. You have one hour of overland movement left for today, if you want to use it. GM Rolls: Survival 1: 1d20 + 9 ⇒ (8) + 9 = 17 Survival: 1d20 + 9 ⇒ (2) + 9 = 11 direction: 1d8 ⇒ 8 Survival 3: 1d20 + 9 ⇒ (8) + 9 = 17 Survival 4: 1d20 + 9 ⇒ (8) + 9 = 17 Survival 5: 1d20 + 9 ⇒ (18) + 9 = 27 Know (geo): 1d20 + 7 ⇒ (5) + 7 = 12
So, it appears that leaving Det's gear will work weight-wise. In figuring that out, however, I noticed that there are some items that should probably be recorded on individual character sheets in addition to the spreadsheet. Drexel, you have a scroll of true strike and scribing supplies for 5 scrolls. The last I knew, Umash had the belt of tumbling, but it isn't listed on her sheet. She also has 3 potions' worth of raw materials. I have the party at 3 CLW potions, and Umash's sheet lists 1; you should probably figure out who has the other 2. Also, there's a free-floating invisibility potion someone should claim. Finally, there's 17 gp, 5 sp left in the party coffers; somebody should probably keep track of that. Basically I'm not going to worry about where all the miscellaneous items are as long as the total weight works out, but for things that you're going to want quickly (like potions and scrolls) their location needs to be clear. Although the crafting supplies and left-over gold don't fall into the category of things you'll need in combat, keeping track of them separately may help everyone keep track of what they have available to them; I'm guessing Drexel and Umash may not have realized that they still had raw materials. I'll try to get a post up shortly.
Quingrin:
By the time you're done with Falgard there are no magical auras. Rannock: It would be helpful for you to have your HP with your sermonic performance (which should be 2/4, btw, I continued it as part of your action the round that the creature disappeared) and the wand charges. I have you at 3/20.
Morg wrote: I'm @ 10/20. Is that counting the AoO that never actually happened or not? In other news, that last fight has convinced me to allow the fractional BAB rules from Pathfinder Unchained, at least for now. If things get crazy with people dipping all over the place, I may revisit this, but for now everybody should have a BAB of +1.
The only things that changed were Morg's last attack and the AoO it provoked. When Morg said he was willing to provoke an AoO I went ahead and resolved his turn, not realizing he wasn't up. Mattock casts a minor spell, and his eyes become white, pupil-less orbs. Mattock:
The presence of magic innundates your senses as the spell takes effect. Concentrating for a few more seconds, you are able to determine that there are four auras and that all of them are dim in strength, since their source has dissapated. All the auras are located where the creature was. Two of the auras are simple divination auras; in fact, you rather suspect the very spell you are using created one of them. One of the others is a conjuration aura. The last aura remains a mystery to you.
Knowledge (arcana)x4: 4d20 ⇒ (14, 12, 1, 7) = 34With your modifier of +8, only the 1 fails. Rannock, didn't you only have one CLW memorized? If so, the one you just rolled would need to be a charge off the party's wand. I had you use CLW on yourself when I botted you.
Yes, Chantif, it did come up before (well before the date of the FAQ, actually). Now that it has been FAQ'd, I will run it that way. On a different note, could I get you to either update the gear spreadsheet or give me editing rights so I can do it myself? I'm trying to figure out where the party stands with respect to encumbrance without Det. Speaking of that, I realize that this last encounter may have been frustrating. Unfortunately, given the nature of your mission, writing Det out of the story is more complicated than normal. It doesn't make sense for him to just wander off, or decide to stay in Meston, or whatever. The only rational solution I could come up with was to kill him off in combat, so when the random encounter dice called for an encounter I made it a doozy and targeted him directly. I just want to reassure you that you don't have to worry about me throwing more encounters like this at you any time soon. That said, 300 XP apiece, for a total of 1602 XP.
Umash is correct; it's an aberration. Shocked by the turn of events, the party mills around in a stupor for a while, collecting their equipment and preparing a pyre for Det's body. None of you are sure exactly what rites are appropriate for a half-orc raised by dwarves, but each of you has an opportunity to say a few words, if you wish.
Rannock moves towards the creature, drawing his silver warhammer and exhorting his comrades all the while. The creature takes a step back and pulls his forearms together in front of his face with a look of complete concentration on his face. After a couple of seconds, he disappears. A burst of flame jets out in all directions from his former location, washing over Falgard, Mattock, Quingrin, and Rannock.
GM Rolls:
cast defense: 1d20 + 4 ⇒ (18) + 4 = 22 damage: 2d6 ⇒ (5, 2) = 7 Mattock Reflex: 1d20 + 8 ⇒ (17) + 8 = 25 Reflex (Falgard): 1d20 + 5 ⇒ (2) + 5 = 7 Reflex (Quingrin): 1d20 + 6 ⇒ (6) + 6 = 12, Rannock Refflex: 1d20 + 9 ⇒ (12) + 9 = 21 Rannock Spellcraft: 1d20 + 5 ⇒ (9) + 5 = 14 Mattock: 1d20 + 7 ⇒ (13) + 7 = 20 Mattock:
The creature used an innate ability similar to a spell you have heard called damnation stride, but not as powerful You've forced it off, which counts as victory. 200 XP apiece.
Going back over the posts to check my math, I realized I accidentally let Morg have an extra turn in there somewhere. I think it was this morning with the provoking to get flanking, so I'm backing up the game. Morg's last action (and the AoO it provoked) never happened. I'm about to post an action for Rannock and the enemy. Everything should be al right then, presuming I don't get trigger happy on resolving AoOs again :).
Since I can tell that my attempt to separate IC terminology and OOC terminology is causing confusion, I'll mention that what Quingrin quoted was the IC information I gave him. The OOC clarification was that it meant DR 5/good or silver. Magic Weapon won't--you'll have to pardon the expression--cut it.
Falgard: Who said anything about a level 2 enemy? In this particular case, it's an APL+1 encounter, but it's best you don't get in the habit of assuming that every fight is one you can reasonably win. As I have said since the beginning of the campaign (look at the first post in the discussion thread), sometimes the correct answer is RUN!
It's time to move this along. Lore keeper is resolving instead of an attack. Morg hits the creature twice, and Mattock cleaves into its shoulder with his axe, but the creature is still standing. Quingrin's palm-heel strike into the creature's chest reveals something of the creature's nature. Quingrin:
You get a sudden intuition that holy or precious weapons are more likely to affect the creature. i.e. DR 5/good or silver Rannock begins encouraging his comrades, but even with this assistance Falgard's sweep attempt fails to knock the creature off its feet. In fact, the creature manages to to take advantage of the atttempt to bite Falgard's hand. Riuk's arrows fly by harmlessly. The creature redoubles its attack on Falgard, lashing out with its maw and talons. One of the talons catches him on the arm. Then the creature moves to place Mattock between him and Falgard. Rannock:
You hear a voice in your head: You wish to give me Hell, foolish mortal? I AM Hell! Falgard takes 4 physical damage and 2 acid damage from the AoO, and the same again from the claw that hit. The repeats on damage rolls are unusual, but I'm not sure what to do about it. Party up. GM Rolls: bite: 1d20 + 6 ⇒ (18) + 6 = 24 miss: 1d100 ⇒ 64 bite damage: 1d4 + 2 ⇒ (2) + 2 = 4 acid: 1d4 ⇒ 2 Fort save: 1d20 + 6 ⇒ (13) + 6 = 19 bite: 1d20 + 6 ⇒ (7) + 6 = 13 L. claw: 1d20 + 7 ⇒ (16) + 7 = 23 R. claw: 1d20 + 7 ⇒ (3) + 7 = 10 miss: 3d100 ⇒ (52, 36, 27) = 115 claw damage: 1d4 + 2 ⇒ (2) + 2 = 4 claw acid: 1d4 ⇒ 2
Mattock, he isn't so much coming at you as trying to move around Falgard, which happened to take him in your direction. Quingrin, you can't use lore keeper and flurry. You either make a touch attack as a standard action OR flurry as a full-round action. You need the feat Domain Strike to combine them (and you would need to specify which hand the Domain Strike attempt applied to because you only get 1 swift action). If you choose lore keeper, it resolves against touch AC. If you choose flurry, it resolves against normal AC. EDIT: I just realized this isn't phrased very well. The issue isn't just flurry+lore keeper; it's lore keeper+any attack. The beginning of the blessing ability states that they are standard actions, and so you don't have a standard action with which to make a normal attack (much less a flurry) without the feat (which makes lore keeper a swift action to activate.)
I'm going to go ahead and move this along. As Drexel already noted, there isn't much for him to do but shoot. I'm guessing, however, that Umash doesn't want to fry Det with a bomb, so I'm going to put her on delay. (If you'd rather ready an action, Umash, you can post with a trigger.) Drexel aims for the spot in between the creature's beady orange eyes, which are directly over the crown of Det's head, but his bolt flies well wide of the tree. Rhona's arrow strikes the trunk of the tree just below Det's dangling feet. Chantif's arrow on the other hand, skewers the leg by which the creature is holding onto the limb on which it is perched. The creature howls in pain and redoubles its attempt to squeeze the life out of Det. The party hears a sickening sound as the creature crushes Det's windpipe. GM Rolls: Drexel: 1d20 + 3 ⇒ (4) + 3 = 7 miss chance: 1d100 ⇒ 66 Det stabilization: 1d20 - 3 ⇒ (7) - 3 = 4 grapple check: 1d20 + 13 ⇒ (10) + 13 = 23 tentacle damage: 1d4 + 3 ⇒ (4) + 3 = 7 constrict: 1d4 + 3 ⇒ (4) + 3 = 7
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