Okay, not trying to drag this out, everyone. I didn't realize that going hunting would turn into something. I'll do my best to help get the group back together as quickly as I can. Silent will probably be adopting a "we move in a pack" mentality from here on out.
Shano:
With Jivaji successfully away, Silent's mind turns immediately to survival. He bolts into the night, angling away from the group and Jivaji. The wolf's mind races for a solution.
It's big. It's fast. And it's after me. What to do? What to do? Think! His frenzied mind throws one thought back at him, Make the chase more trouble than the prize is worth!
The wolf flies through the night, smashing through foliage, jumping over fallen logs, and splashing through puddles. His lungs burn with the familiar burn of fatigue as his legs swallow dark ground. Silent can run flat-out for 17 rounds (1 min. 42 sec.) before resorting to the Constitution checks required for extended running (posted the related rules below for convenience).
He searches desperately for a cave, hole, or clump of fallen logs small enough to admit himself but restrict his large pursuer as he runs. Perception 1d20 + 10 ⇒ (12) + 10 = 22. If he finds one, he'll dive into it, getting as far from any openings as he can.
If he can't seem to find anywhere to hide (and the attacker doesn't give up), Silent will curve is path to safely bypass his team but run into the wall, hoping the presence of the vampires will scare off the dinosaur.
They're the reason the village isn't attacked, he thinks hopefully.
for convenience, on extended running wrote:
You can run for a number of rounds equal to your Constitution score, but after that you must make a DC 10 Constitution check to continue running. You must check again each round in which you continue to run, and the DC of this check increases by 1 for each check you have made. When you fail this check, you must stop running. A character who has run to his limit must rest for 1 minute (10 rounds) before running again. During a rest period, a character can move no faster than a normal move action.
for convenience, on squeezing wrote:
You can run for a number of rounds equal to your Constitution score, but after that you must make a DC 10 Constitution check to continue running. You must check again each round in which you continue to run, and the DC of this check increases by 1 for each check you have made. When you fail this check, you must stop running. A character who has run to his limit must rest for 1 minute (10 rounds) before running again. During a rest period, a character can move no faster than a normal move action.
I don't know, and I'm not even sure how big it is. But either way, I think Silent is better equipped to try to survive it, which is why I told you to run. If it's slower than both of us, then Silent can engage it, give Jivaji a head-start, then try to lose it in the jungle. If it's faster than JIvaji but slower than Silent... same thing, only it's more imperative that Silent distract it from Jivaji. If it's faster than both of us... well, we're in trouble, but at least Silent may be able to survive for a bit while trying to lose it. Jivaji would be in dire circumstances. At least that was my thinking.
:: Back to camp. Run. No straight route. I'll draw him away! ::
Then Silent's form shifts, and four paws rest on the soil. The wolf stands defensively, teeth flashing and fur standing. Every muscle in his body is poised to dodge as he snarls and barks viciously at the much larger animal.
Going to wolf form, then going full defensive with one step towards the dinosaur. (This is a big kind, right?)
Free action to basically bark and challenge the thing, trying to get its attention to Jivaji can get warning back to camp.
AC 24 (full defense)
CMD 26 (30 vs trip; 28 vs. grapple)
Silent -- in wolf form -- accompanies Jivaji in a quest for something more suitable than one of the party members for the poor starving vampire to eat. He'll do his best to bring it back as undamaged and close to alive as possible.
Silent throws another nonlethal elbow at the girl as she stands, following with another trip/strike combo as she tries to flee. His grunts and growls are growing even more frustrated.
Or you could stay back... considering a light breeze could kill you. Just a thought. Or at least stick next to someone who can come to your aid should something else unforeseen happen. :)
Silent's patience is getting just about spent. He throws a knee at her temple as the girl stands, trying once again to daze her. As she tries to flee once more, Silent throws a foot out to catch and tangle her legs, attempting to follow the trip up with a punch as she falls.
Okay, on the AoO from her standing, Silent will make a nonlethal unarmed strike with a riding stunning fist. Then, when she tries to flee, he'll make a trip attempt. If that's successful, it triggers his Vicious Stomp feat, giving him another unarmed AoO for nonlethal unarmed damage. :)
Unarmed AoO (for standing)1d20 + 6 ⇒ (13) + 6 = 19.
---> Nonlethal Damage1d6 + 5 ⇒ (1) + 5 = 6.
---> Stunning Fist: Fort DC 15 or be stunned for 1 round.
.
Trip1d20 + 6 ⇒ (12) + 6 = 18.
---> Unarmed AoO if trip is successful1d20 + 6 ⇒ (12) + 6 = 18.
---> nonlethal Damage1d6 + 5 ⇒ (3) + 5 = 8.
Regardless of what happens there, Silent has a round of actions...
Silent's goal is to keep this girl from running, and to keep her from hurting others, so he once again chases her down and goes for the grapple.
Grapple1d20 + 8 ⇒ (20) + 8 = 28.
His CMD vs. grapple in werewolf form is 24.
Okay, it'd be good to know, but I'll go ahead and do something else to keep things rolling. Posting in bed, huh? Aaaah, the beauty of PbP. :)
The werewolf switches tactics. In a desperate attempt to get the girl off Eltumal, he grabs her -- risking a counter-attack -- and tries to drag her back a few feet.
Let's try to use the Drag combat maneuver. I don't think the grappled Eltumal would come with her. If she's able to make AoO's, silent would provoke one for the attempt. He's trying to drag her directly back and away from Eltumal.
Drag1d20 + 6 + 2 ⇒ (10) + 6 + 2 = 18; flanking.
.
> Drag rules (just search for "Drag").
I guess I was wondering whether or not it seemed like she was unaffected (immune to stun) or if she shrugged it off (made the save). Don't want to waste another attempt if Silent is aware that it's useless.
So the stunning fist didn't take? Or did she shrug it off? I was hoping it would force her to drop Eltumal and we'd get a free round to bundle her up in some rope or something.
An annoyed growl rumbles in the werewolf's throat as it rushes after the girl, ending by kicking her legs out from under her, then attempting another grapple.
Not sure if I should still be spoilering as the group should be closing in, but I'll do it anyway. Feel free to open it to everyone if it's appropriate, Shano.
Shano:
His weapon on the ground next to them as they scuffle, Silent tries to determine what he does know about his prey.
Grapple to pin1d20 + 8 + 5 ⇒ (4) + 8 + 5 = 17.
So you said it appears to be a female. Does the scent tell me anything else? Blood? Race? Undead? Does the scent match any of those from the trails from the little shack in the village? The girls we came to find?
The wolf gives up its efforts in stealth, instead just trying to get out in front of the creature. In fact, he goes out of his way to make noise as he rushes out in front of it. When he knows he's between himself and whatever-it-is, he stops in an open spot he thinks will be directly in its path and waits.
Thinking better of it, he shifts back into his hybrid form, drawing out his blade in preparation for the thing.
Silence's speed of 50 should make it quite easy to get out in front of it (unless its moving much faster than it was before). Just trying to fence this thing in to give the rest of the group the chance to catch up.
Shano:
If it tries to bypass Silent, he'll try to grapple it to stop it. Possibly terrifying for whatever-it-is, but he's not willing to let it go.
Grapple1d20 + 8 ⇒ (13) + 8 = 21.
The wolf skulks into the camp, nudging Joe awake with his nose. When the big man comes to, the big black wolf looks intentionally at the rest of the group, then into the darkness, letting a warning growl rumble from his throat. The intent is clear, 'wake everyone... something comes.' The wolf then skulks back into the night, angling at a 45' angle from the direction he warned.
Shanosuke:
The wolf then ranges wide around where his nose and ears tell him the creature must be. He's trying to get around behind it (unnoticed) to see what kind of tracks the thing left, while at the same time cutting off the undead creature's easiest avenue of escape.
Stealth to get back around it unnoticed 1d20 + 6 ⇒ (3) + 6 = 9.
Perception and Survival - to get a feel for what kind of creature we're dealign with. Are there tracks? And if so, can he determine how many creatures there are?
Perception 1d20 + 10 ⇒ (5) + 10 = 15
Survival 1d20 + 9 ⇒ (11) + 9 = 20.
Cool. I'll do that. Silent's mobility, scent, and low-light vision should give him a few edges where Joe doesn't. Joe should get some more beauty sleep. :)
Is there one left for Silent? He'll take whatever. If it's a moonlit night, then he's good to go on any shift. IF it's too dark, then around dusk or dawn are his strengths. And he'll be taking the shift in wolf form.
Silent assumes wolf form and goes to help Jivaji, but not before sniffing up to the edge of the wall to see where the scents of the man and daughters -- as well as that of the undead -- went.
on the off-chance that you forgot (not saying that you did this time; just trying to be helpful), keep in mind that Siletn has Scent, regardless of the form he's in. :)
The half-wolf's blade hisses as it flies from its scabbard, continuing in one vicious arc over Silent's head, coming down in a crushing two-handed blow on the undead thing in front of him.
THat was my thought.
Survival - to gather some game on those game trails 1d20 + 9 ⇒ (5) + 9 = 14.
.
Then with the remaining time, following the trail of the family by scent, turning back with just enough time to get back before dark-fall. If they run into trouble, and Silent the Wolf can pick it up before they blunder into it, he'll warn them off and have everyone come back to camp.
Perception 1d20 + 10 ⇒ (19) + 10 = 29
Stealth 1d20 + 6 ⇒ (1) + 6 = 7
Survival (to track by scent) 1d20 + 9 ⇒ (12) + 9 = 21.
Let me just make sure I understand what you've presented. The scent of the girls and father was in the shack; the father's scent being the strongest. But there was also a separate scent -- one of 'death and blood'.
The 'death and blood' scent didn't' smell like the father's or the girls' scents, though?
And was there any actual blood on the clothes or bed? Or just the smell?
Then the trails:
i found a few game trails (which might be helpful later). One of these game trails, however, was only found because of a 'smell of death'. This is the same smell from the house?
The trail had no blood, no corpses, or signs that anything was dragged. The father/daugher's scents are here, but older than that of the death/decay. And you ended with "something dead was on this trail and has left a trail into the village." Did you mean that silent can tell that the 'something dead' was actually headed into the village? as opposed to out of the village? Or did you simply put that to indicate that it was the same smell as in the shack.
I'm trying to establish some kind of timeline in my head.
Sorry if some of this seems redundant. I just want to make sure I have my story straight before I report back to everyone.
Unless anyone has anything they want to do immediately...
Silent nods, realizing that a few hours of tracking and scouting might go a long way to informing their decision on the man and his daughters. So he nods to everyone and stalks out, weaving his way out of the ramshackle village. If he passes the man who brought them to the shack, he nods in passing.
Stepping out of the protective ring of the small village, Silent finds a place away from prying eyes before shifting form. The forest stretches around him, his paws scratching at the earth readily as his nose seeks the scents he found in the shack. The wolf looks for local game trails as he seeks the tracks of the three humans.
Stealth - to find a spot to hide in that won't scare any of the locals 1d20 + 6 ⇒ (11) + 6 = 17.
Shift to wolf form and circle the village until he can pick up the scent or the physical trail.
Survival - to find the trail by scent or sight 1d20 + 9 ⇒ (12) + 9 = 21.
Perception 1d20 + 10 ⇒ (7) + 10 = 17.
.
Survival - to look for local game trails - it might be really good to be able to bring in supplemental resources to the town. 1d20 + 9 ⇒ (9) + 9 = 18.
You've never seen a wolf shrug before, but that's exactly what Silent does before sliding back away from the eerie thing... obviously not wanting to engage it if he doesn't have to.
Seeing that a majority has been met, Silent turns and heads in the direction of the hermit's house. His first two steps are accompanied with the uncomfortable popping and stretching sounds of him shifting into his full wolf form, then the dark-furred wolf runs off into the forest, his long legs covering enough ground to range out in front of his pack to search for traps or ambushes.
Perception 1d20 + 10 ⇒ (10) + 10 = 20
Stealth 1d20 + 6 ⇒ (6) + 6 = 12 <--- not having luck on the stealth rolls lately!
Survival 1d20 + 9 ⇒ (13) + 9 = 22.
As he ranges, he not only watches for immediate threats, but for signs of game trails or other indicators of local food sources or hunting grounds.