| Gothard Piersson |
Gothard looks around in confusion, he has no idea how he got to this position on the battlefield. Enraged by the lack of memory and by the creepers fresh attack on him, he unleashes his fury at the plant.
power attack:1d20 + 6 - 1 ⇒ (20) + 6 - 1 = 25
damage:1d8 + 4 + 2 ⇒ (8) + 4 + 2 = 14
| Gothard Piersson |
Critical hit with the axe is X3, but I don't know if I should add the additional power attack damage on each of the rolls. I'm going to put it in, but if that's not allowed please subtract -2 from each roll
critical hit confirmation:1d20 + 6 - 1 ⇒ (17) + 6 - 1 = 22
damage:1d8 + 4 + 2 ⇒ (4) + 4 + 2 = 10
damage:1d8 + 4 + 2 ⇒ (8) + 4 + 2 = 14
| Rorie Halstein |
Critical hit with the axe is X3, but I don't know if I should add the additional power attack damage on each of the rolls. I'm going to put it in, but if that's not allowed please subtract -2 from each roll
critical hit confirmation:1d20+6-1
damage:1d8+4+2
damage:1d8+4+2
Sure as shooting you add the power attack damage :)
| DM organized |
finishing round 2 compile
Gothard responds to his confused feelings with fury. He heaves his battle axe with such intense force that it splits the Yellow Musk Creeper in two, sending plant material splattering in all directions.
Alyosha aims another shot that just misses his target.
Yellow Musk Zombie #2 redirects his attention to the fire blast. The creature turns direction and charges Smian.
attack:1d20 + 6 ⇒ (5) + 6 = 11
damage:1d6 + 4 ⇒ (5) + 4 = 9
Smian suffers a full force appendage that is slammed into his chest, sending him reeling.
Smian answers back with burning hands.
attacking #2 instead of #4
#2 reflex save:1d20 ⇒ 17
Smian has a hard time zeroing in on the shambling target.
2d4 ⇒ (2, 4) = 6/2=3
Combat Map
start combat round 3:
| Rorie Halstein |
I walk up beside Gothard and place a hand on his shoulder.
"So... What have we learned about sticking to the plan? Smian, I think it'd be best if ya toasted the big one once more. Just tah be safe.
I am visibly a little shaken at how close that came to going wrong fast.
| Gothard Piersson |
"Perhaps we should go over the plan again then? I was under the impression that they were to attack from range and we were supposed to be the front line. I believe that was what I did. I went to the front line, after that I do not remember anything...."
Gothard is visibly shaken by the fight and still confused as to what happened after he charged.
I have to say I did not expect that hive thing to be able to move, I thought I was far enough away to get into any big trouble. We're going to have figure out a better way to get a plan together and make sure we all know our place.
| DM organized |
The others catch up and Jask has a spell to heal Smian's wound.
cure light wounds:1d8 + 2 ⇒ (8) + 2 = 10
After traveling south for about an hour you run into a trail which leads you to the south west bay. Now the full view of the Red Mountain is in front of you.
It lies on the other side of the bay and is a deep rust color, devoid of any vegetation. It towers above anything else on the island and appears to have a flat plateau like top. The slope is nearly vertical except for a narrow path which spirals around the base several times on its way up.
Only a few hundred yards from the water, the trail leads you to another campsite. It features a lone dilapidated building constructed of wood planks. While shack would be a generous description, it appears to be far more established than the driftwood huts you ran across earlier.
The sun will soon reach its peak.
Besides the shack, a sizable bay stands in your immediate path. Referring to your map you can see that mouth of a river lies to the west.
map position is J10 where the trail ends.
I'll take perception checks, geography, or orders otherwise.
| DM organized |
Bleut gets a good look around the area. He estimates that at about 2,000 feet the Red Mountain would be a difficult climb without sticking to the coiled pathway. The coil seems to originate from the southern side. Alyosha keenly picks up on the same intricacies of the surrounding terrain.
The immediate area is overgrown, and seems undisturbed. The waters of the bay are relatively calm, and lack the consistent chop found in the northern bay. Another good sized hill rises above the jungle just east of your position, although it is still dwarfed by Red Mountain.
Rorie peeks through one of the many gaping cracks in the shack walls. He is able to make out little but a thick layer of dust covering everything including a table that was obviously salvaged and not make shift constructed.
Gothard takes a closer look at the map. The bay is a mile wide just south to your position. The river to the west seems to be the mouth for numerous steam flows, and considering the elevation drop, is likely to be fast moving. The map indicates clear sandy coast lines around all points south and west, which should make for quick travel. To the immediate east the mountain Sasha identified as pyramid like in shape is clearly indicated.
| DM organized |
Higher numbers are usually good.
Rorie peeks his head into the shack. Blood is soaked into the wood and a sinister symbol is carved into the wall.
Rorie notices what appears to be the covering of a secret compartment below the planks.
He lifts the trick plank to reveal a small bag with a drawstring. The pouch contains a variety of two dozen gems and precious stones.
knowledge: religion check for info on the symbol
appraise for the gems, but that can be later.
| DM organized |
Bleut does not notice anything out of sorts.
You begin to cross the river close to the mouth where the current is a non-factor. Although just slightly less than waste deep, no swimming is required.
Addam perception check:1d20 + 6 ⇒ (12) + 6 = 18
Alyosha perception check:1d20 + 6 ⇒ (9) + 6 = 15
Bleut perception check:1d20 + 5 ⇒ (18) + 5 = 23
Gothard perception check:1d20 ⇒ 7
Rorie perception check:1d20 + 7 ⇒ (18) + 7 = 25
Smian perception check:1d20 + 3 ⇒ (7) + 3 = 10
As you near the halfway point of the crossing, Rorie and Bleut spot movement right of the edge of deeper waters. Multiple shark fins break through the surface, heading in your direction!
Addam initiative check:1d20 + 7 ⇒ (4) + 7 = 11
Alyosha initiative check:1d20 + 6 ⇒ (18) + 6 = 24
Bleut initiative check:1d20 + 2 ⇒ (12) + 2 = 14
Gothard initiative check:1d20 + 3 ⇒ (16) + 3 = 19
Rorie initiative check:1d20 + 7 + 3 ⇒ (6) + 7 + 3 = 16
Smian initiative check:1d20 + 1 ⇒ (11) + 1 = 12
Bull Shark #1 initiative check:1d20 + 5 ⇒ (4) + 5 = 9
Bull Shark #2 initiative check:1d20 + 5 ⇒ (9) + 5 = 14
Bull Shark #3 initiative check:1d20 + 5 ⇒ (5) + 5 = 10
Bull Shark #4 initiative check:1d20 + 5 ⇒ (15) + 5 = 20
initiative order:
Alyosha
Bull Shark #4
Gothard
Rorie
Bull Shark #2
Bleut
Smian
Addam
Bull Shark #3
Bull Shark #1
Note the river crossing counts as difficult terrain. Each square of difficult terrain counts as 2 squares of movement. Each diagonal move into a difficult terrain square counts as 3 squares. You can't run or charge across difficult terrain.
Combat Map:
Begin Combat Round 1
| DM organized |
Something of an understatement. Partial round compile.
Flat nosed sharks five to six feet in length threaten from the bay. As they swim towards the shallows in a frenzy the outlines of four are clear, only barely below the surface of the water.
Alyosha reacts quickly and fires a solid hit into the base of the lead shark's dorsal fin. (#4)
Bull Shark #4 breaks for the collective group.
Gothard uses a double move action to reach Addam.
Rorie takes a defensive posture, waiting for an enemy to draw near.
Bull Shark #2 races straight into the channel and attacks Addam.
bull shark 2 attack:1d20 + 5 ⇒ (20) + 5 = 25
crit confirmation check:1d20 + 5 ⇒ (8) + 5 = 13
Addam sustains a moderate bite wound.
damage:1d8 + 4 ⇒ (1) + 4 = 5
Continue round 1