You are all approached by Letsua who tells you he and Grandfather Eiwa want to meet you. You follow him to Grandfather Eiwa's tent, where he waits outside.
Chapter 2: Service to the Following
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You are all approached by Letsua who tells you he and Grandfather Eiwa want to meet you. You follow him to Grandfather Eiwa's tent, where he waits outside.
The site of the Broken Tusk’s ancient Green Moon ceremony is a semicircle of tall standing stones the following calls Rockloom. It is an ancient place of animal spirits. It has been used to observe the Green Moon for generations. Rockloom is roughly semicircular, stretching more than 200 feet across from end to end. Thirteen standing stones comprise the monument. The mammoth stone in the center is the largest, standing 25 feet high, with its crown carved in the shape of a trumpeting tusked mammoth head. The dozen other stones have carvings of the other animals of the Broken Tusk houses
Grandfather Eiwa
Letsua
Pakano
The ceremonial vessels to be filled with water are four tightly woven, brightly colored baskets of different shapes. Pakano has grabbed one of them, so three baskets remain. Leather straps make carrying a basket on one’s back easy, and each is sealed with a waxy sap to ensure it doesn’t leak.
or not there’s really a fire somewhere that way.
Rolls
Perception - (1d20+4)
(5) + 4 = 9
Something is afoul here. I can feel it he murmurs as his hand wanders to his shortsword
Rolls
Perception - (1d20+7)
(7) + 7 = 14
Rolls
Perception - Koram - (1d20+3)
(7) + 3 = 10
Perception - Haitith - (1d20+3)
(9) + 3 = 12
Rolls
Perception - (1d20+5)
(11) + 5 = 16
Pakano
The spear is crafted from fire-treated ash wood and tipped with a serrated steel broadhead. A tattered deer hide banner is tangled around the shaft near the spearhead, you can't make out what it's emblazoned with, but you see black and red markings. A charred human hand hangs from a leather strap tied to the spear’s shaft. Shattered wrist bones tumble from the base of the severed appendage like pebbles from an open sack.
"I saw it first!" he complains. Then he looks around at the rest of the group. "Who objects to my right to this spear? I challenge you to a wrestling match for this prize!"
Why would I want to wrestle with you when I can just get one of the five spears that are behind this bush?
Rolls
Deception - (1d20)
(10) = 10
Cast Spell - ghost sound
Pakano
He tosses aside his own spear and assumes a wrestlers stance as he waits for Atticus.
So Atticus give me four checks, of which at least one must be an Athletics check.
With a surge of speed, Atticus lunges at Pakano and the match begins.
Rolls
Athletics check #1 - (1d20+6)
(6) + 6 = 12
Athletics check #2 - (1d20+6)
(20) + 6 = 26
Athletics check #3 - (1d20+6)
(18) + 6 = 24
Athletics check #4 - (1d20+6)
(18) + 6 = 24
Pakano
Once let go, he quickly gets up and starts complaining. "You didn't wrestle honorably!"
He gives an angry stare, but seems to accept he lost the spear when you hear him mutter. "Spear looks cursed anyway."
Sulkily he gets back to the task at hand and fills his wicker basket with water.
Looking the spear over you notice it is quite well made, and in fact radiating a magical aura. Looking at the deer hide banner you see it is emblazoned with the black silhouette of a woolly mammoth against a backdrop of red flames.
Rolls
Arcana vs DC 16 - (1d20+4)
(16) + 4 = 20
Rolls
Arcana - (1do20+4)
() + 25 = 25
Arcana - (1d20+4)
(3) + 4 = 7
Walking over to where the others are standing, Atticus claps Grom on the shoulder. Pointing at the spear, Atticus smiles...For you my friend.
Koram also returns to the task at hand, ready to carry water back to camp.
Well you can't fight Moose and you can't fight men. I'll catch you a bunny. You can start training with it! Maybe you'll progress to fighting geese when the snow melts again....
After laughing a bit too long over his own joke he gets a basket and fills it with water.
We're done here, aren't we? After he finished filling it
Wipa
Once back in camp, Pakano, who has spent the trip back fuming in anger, is quick to ditch you.
You don't have time to start on any new task however, before Wipa approaches you. "I hear you have been tasked with catching the tapirs," she says with a smile. "If you have the time, I could teach you some snares that might come in handy."
"But first, I want you to tell me what happened with the water?"
"follow me"
You follow the winding river up a series of smooth, low-lying hills for less than a mile before you come upon something of note: a small, stony island in the river across from an old, dead stump.
The river looks like it is shallow in this part.
"Why? Why have you come?" intones a gurgling voice emanating from the river water. The ashy water splashes to and fro, partially pulling itself from the river’s gentle current. "Are you here to help me? I’ve been so polluted, and I feel so weak!"
While Atticus talks to the river spirit he looks around in order to maybe find some clues on where the origin of the pollution is...
Rolls
Perception - Looking for the polluter - (1d20+7)
(17) + 7 = 24
Meanwhile Igbork can see a strange winged creature hiding behind som rocks on the island in the middle of the river. As well as spotting a shadow beneath the water near the speaking water.
Rolls
Perception - (1d20+5)
(10) + 5 = 15
Igbork rolls his eyes. Better watch out for him. There's something in the water and a strange bird on the island.
He grabs his sword and jumps into the river too, following Rat-Grom
Behind the rock Igbork sees the creature flapping his wings it what seems like an irritated way.
Below the water it is easy for Grom to notice a small winged creature below the water.
The one below the water: Arcana or Nature DC 15
The one behind the rock: Nature DC 17
Rolls
Nature check to identify sumerged winged creature - (1d20+5)
(14) + 5 = 19
Rolls
Nature (to identify the bird-like creature) - (1d20)
(13) = 13
From the river it speaks again. You are pretty sure the winged creature is the source of the voice. "Please you need to get the flower from the mud, or I will detoriate. I'm already close to death! Will you have a spirit's dying curse on you?!"
It seems agitated at the lack of response. Finally it flaps out with its wings. "These are more boring than the last one. Let's just get rid of them!" it exclaims.
Rolls
Loblobi Inititative - (1d20+7)
(5) + 7 = 12
Underwater Creature Initiative - (1d20+6)
(13) + 6 = 19
Rolls
Initiative - (1d20+5)
(10) + 5 = 15
Rolls
Initiative - Perception - (1d20+7)
(14) + 7 = 21
Gotta conserve ammunition... he thinks
Rolls
Short bow attack #1 - (1d20+7)
(10) + 7 = 17
Short bow attack #2 - (1d20+2)
(10) + 2 = 12
Potential damage #1 - (1d6)
(4) = 4
Potential damage #2 - (1d6)
(4) = 4
The other creature flies out of the water and closes in on the gathered combatants. It opens its jaws and an acidic burst spews forth.
Next up is Koram and Atticus.
Round 1:
Igbork
Water Creature
Koram
Atticus
Loblobi
Grom
Rolls
Acid damage - (2d6)
(25) = 7
Recharge - (1d4)
He extends an open palm, crossbow lowered in his other hand, and summons forth a burst of lightning from the sky, arcing between both the creature under the water and the winged creature on the small island. "Get the one on land, Haitith," he yells. The serpentine form of the eidolon races towards the winged creature to the east and attacks.
Action 3: Haitith Strikes the winged creature on the island
Electric Arc allows each target a basic reflex save vs DC 17 to avoid all damage to it.
Koram/Haitith take 3 HP dmg
Rolls
Reflex - (1d20+5)
(17) + 5 = 22
Electric Arc - (1d4+4)
(3) + 4 = 7
Haitith's Strike and Damage - (1d20+7, 1d8+4)
1d20+7 : (12) + 7 = 19
1d8+4 : (1) + 4 = 5
Taking a quick aim at the approaching creature, Atticus launches his spear at it.
Rolls
Reflex Save - (1d20+7)
(18) + 7 = 25
Spear throw - (1d20+4)
(17) + 4 = 21
Damage - (1d6+3)
(3) + 3 = 6
Both creatures are able to partly dodge the electical currents. Though, with practiced ease, Haitith is able to use that to his advantage as his attacks connects with the winged creature, causing a small gash in its side.
Atticus, similarly is able to take advantage of their distraction and he hits with the spear.
The winged creature screeches in pain before moving its wings in an intricate pattern. As he does, a spray of water burst out from his wings, threatening to soaking Haitith and pushing him back. The eidolon deftly dodges that as as well as the follow up beak strike.
Next up is Grom and Igbork.
Round 1:
Igbork
Water Creature
Koram
Atticus
Loblobi
Grom
Rolls
Water Creature Reflex - (1d20+11)
(11) + 11 = 22
Loblobi Reflex - (1d20+9)
(10) + 9 = 19
Loblobi attack roll vs Haitith - (1d20+8)
(2) + 8 = 10
Loblobi attack roll #2 vs Haitith - (1d20+5)
(6) + 5 = 11
He can avoid most of the spray but a little bit burns his neck.
He quickly gets up and looses another two arrows at the bird creature
Rolls
Reflex save - Acid spray - (1d20+13)
(6) + 13 = 19
Short bow attack #1 - (1d20+7)
(10) + 7 = 17
Short bow attack #2 - (1d20+2)
(4) + 2 = 6
Potential damage #1 - (1d6)
(6) = 6
Potential damage #2 - (1d6)
(4) = 4
The creature seems enraged and screams something in a strange language before an arrow of acid at Igbork before darting below the water again.
If the spell hits it also does 1d6 persistent acid damage.
Sorry for the lack of map, but I'm travelling and not at my regular computer and setup.
Koram & Atticus is up.
Round 2:
Igbork
Water Creature
Koram
Atticus
Loblobi
Grom
Rolls
Acid Arrow vs Igbork - (1d20+9)
(18) + 9 = 27
Damage vs Igbork (if hit) - (2d8)
(53) = 8
If the spell hits it also does 1d6 persistent acid damage.
Sorry for the lack of map, but I'm travelling and not at my regular computer and setup.
Koram & Atticus is up.
Round 2:
Igbork
Water Creature
Koram
Atticus
Loblobi
Grom
Even with lying down prone and nimble dodge I can't avoid this o.O
Action 2: Act Together (Koram steps 5ft away from danger while remaining within range of Haitith; Haitith strikes)
Action 3: Haitith Strikes
EDIT: Does the first strike crit? :D
Rolls
Haitith Strike and Damage #1 - (1d20+7, 1d8+6)
1d20+7 : (19) + 7 = 26
1d8+6 : (4) + 6 = 10
Haitith Strike and Damage #2 - (1d20+2, 1d8+6)
1d20+2 : (11) + 2 = 13
1d8+6 : (4) + 6 = 10
EDIT: Does the first strike crit? :D[/ooc]
"I’ll stride for all three actions. My pest form has a speed of 10 feet, so I can make 30 feet on my turn. Therefore, Grom-rat would like to travel E5-F4 (5’), F4-G3 (10’), G3-H2 (5’) and then H2-I1 (10’) for a total of 30’ to set up a flanking possibility for the next round. Can I also set Aid as a reaction, in case there is anything I can do to assist an attack by one of the party members?"
Haitith's savage attacks ends the winged creature before it has time to show itself as a threat. With a painful croak it falls lifelessly to the ground. Meanwhile, Atticus gets Igbork out of harms way.
Round 2:
Igbork
Water Creature
Koram
Atticus
Loblobi
Grom
Rolls
Javellin - (1d20+5)
(5) + 5 = 10
Igbork is up. Need to make a death save.
Round 3:
Igbork
Water Creature
Koram
Atticus
Loblobi
Grom
Igbork needs to make a death save, and the rest can act in whatever order they like.
Round 3:
Igbork
Water Creature
Koram
Atticus
Grom
Rolls
To hit vs Grom - (1d20+8)
(18) + 8 = 26
Damage - (1d6+1)
(2) + 1 = 3
Action 2: Haitith Strikes (electric damage, if that makes a difference)
Action 3: Haitith Strikes (electric)
Rolls
Strike and Damage 1 - (1d20+7, 1d8+4)
1d20+7 : (15) + 7 = 22
1d8+4 : (1) + 4 = 5
Strike and Damage 2 - (1d20+2, 1d8+4)
1d20+2 : (15) + 2 = 17
1d8+4 : (1) + 4 = 5
The movement of his mouth becomes slower over time
Rolls
Death saving throw - Dying 1 - (1d20)
(7) = 7
Grom left to go, and you can tell the creature is badly injured.
Reaching the creature, Atticus swings his sword in the hopes of ending the battle.
Rolls
Athletics - (1d20+4)
(6) + 4 = 10
Attack - (1d20+4)
(10) + 4 = 14
Damage - (1d8+3)
(7) + 3 = 10
Rolls
Attack with Staff - (1d20+5)
(18) + 5 = 23
Damage (if applicable) - (2d4+2)
(21) + 2 = 5
Rolls
Medicine - (1d20+3)
(3) + 3 = 6
Rolls
Medicine Check - (1d20+5)
(14) + 5 = 19
"Igbork," he says, "you're going to be alright, friend."
While their friend is recovering well enough for the return trip, Koram wanders around the small island, wondering what it was that those two creatures were up to and looking for signs they were hiding something.
"Haitith, would you look around too? You can sleep later."
The dragon raises its head from its resting spot on the ground. "If you insist," he says, "but if I awake you this evening for a minor request, please do not think ill of me."
Rolls
Perception (Koram) - (1d20+3)
(1) + 3 = 4
Perception (Haitith) - (1d20)
(13) = 13
Rolls
Perception - (1d20+4)
(18) + 4 = 22
Do I recognize who it is?
What should we do about her? Does anyone want to wear the talisman?
Grom will start to gather materials to make a funeral pyre for the fallen Kellid
Wipa
The trip back to the camp is uneventful. And you are back with the dead body ready to learn snare crafting from Wipa. You have handed over the body and someone else will prepare the funeral pyre while you are being taught by Wipa. You can tell that some of the elders seems concerned about the body, more than usual, though no explanation is given at this time.
"I have three snares to teach you today," Wipa explains showing you three snares she has already crafted.
She shows you by throwing a rock into each snare in turn. The first one explodes in a burst of caltrops once triggered. The next one causes a flat rock to shoots up and causes the rock to burrow into the ground from the force. The last one seems similar to the first in many ways, but instead of caltrops it shoots out small barbs that looks to be coated in some kind of liquid. "Poison barbs," Wipa explains. "Need to be extra careful around that one."
He motions for you to try to create each snare yourself with her guidance.
Rolls
Crafting - (1d20+1)
(16) + 1 = 17
"hmmm... think I've got it", he says trying to convince himself.
Rolls
Crafting - (1d20+1)
(1) + 1 = 2
Rolls
Crafting - (1d20+4)
(1) + 4 = 5
Wipa
With the traps created, those who managed to at least. Wipa smiles at you. "None is expected to master it at the first attempt."
"It is time you learn about the traps' limitations and an appreciation for the traps' dangerous effects," she says, now more somber the earlier. "Would any of you like to step into the created traps? It is a great teachable moment, though I will not force anyone."
You can step into any of the three traps.
Caltrop Snare: DC 14 Acrobatics check.
Battering Snare: DC 16 Reflex save.
Poison Barbs Snare: DC 15 Reflex save
Rolls
Igbork Armbreaker: Crafting (Int) - (1d20+2)
(4) + 2 = 6
Rolls
Reflex Save - (1d20+7)
(12) + 7 = 19
Rolls
Reflex - (1d20+5)
(10) + 5 = 15
Even though his mind is clouded he can jump out of the trap just as it begins to shoot caltrops
Well easier to avoid than those demon we encountered he dryly remarks
Rolls
Acrobatics check - (1d20+8)
(11) + 8 = 19
Wipa
She looks into a pouch and takes out four small stones. You recognize it as worry stones of malachite. Wipa often makes them from stones she finds on solitary walks. She gives you each one stone.
Atticus returns to camp with the others and heads over to his quarters. Picking up one of his projects, he begins to work on the carving. Once he's satisfied with his progress Atticus will take his evening meal and then go to bed..ensuring that he's well rested for the next days activities.
Wipa
"We must speak about the lady you found last night," Wipa starts telling you. "We were unsure about how much to tell you yesterday, but I can tell you that from her markings she comes from the Burning Mammoths. Their following hasn't been seen in these parts for many years, but grandfather Eiwa told me to tell you to use caution should you encounter them."
He leaves, stippled with the others as they go their own ways. He returns to his tent and spends the evening in quiet reflection of the day's events while whittling a doll for one of the village girls that asked for one. Eventually he tells himself to go to sleep, ready to wake the next morning for their next task.
The next day he listens to Wipa's words with furrowed eyebrows
But what was this one woman doing there? I'd expect a whole scouting party to explore these lands, not just one person? Maybe they were scattered? If so, then by what?
Igbork looks into the skies and thinks about wether he had any encounters with the Burning Mammoths in the past
Rolls
Tundra Lore - What does Igbork know about the Burning Mammoths - (1d20+5)
(5) + 5 = 10
Wipa
"Just warning you that if you encounter them, they may be difficult to deal with. I have spoken to Imek, I think you can learn a lot from her before you go to capture the Tapirs."
Imek
"Hello," she greets you cheerily as she jumps down from one of the smaller mammoths, a homemade brush in her hand. "This is Fluffy," she pats the mammoth. "He doesn't like strangers, but if you feed him he'll warm up to you right away. I hear you are the brave scouts that has to deal with the Tapirs?"
Haitith waits calmly some distance away, as Koram asked the eidolon to stay back lest he spook the mammoths.
Rolls
Nature - (1d20)
(13) = 13
Imek
Rolls
Will save - (1d20+7)
(13) + 7 = 20
Rolls
Will - (1d20+4)
(3) + 4 = 7
But each time he thinks he heard something useful it's really just another anecdote about an animal she once saw
Rolls
Will saving throw - (1d20+7)
(6) + 7 = 13
Rolls
Will - (1d20+5)
(1) + 5 = 6
To track them, someone needs to make a DC 12 Survival check.
Standing up Atticus looks at the tracks going in a specific direction. That way...
Rolls
Survival - (1d20+4)
(12) + 4 = 16
From inside the clearing you can hear the high pitched whiper of a couple of tapirs long before approach. They seem agitated, and as you turn a bend and get a clear look, you see two tapir that are trapped in a couple of poison barb snares. Unless you take caution to mask your presence they will growl at your presence.
Looking around Atticus tries to see if anything or anyone is also in the area.
Rolls
Perception - (1d20+4)
(4) + 4 = 8
Rolls
Nature check (+5) - (1d20+5)
(8) + 5 = 13
Rolls
Stealth (Dex) - (1d20+5)
(14) + 5 = 19
Rolls
Nature (Animal Handling) - (1d20+4)
(7) + 4 = 11
Rolls
Dexterity - (1d20+2)
(8) + 2 = 10
They are angry and ready to attack. They are weakened due to the poison, but can still be a threat. To attack with non-lethal attacks you suffer a -2 to your attack roll if you desire to knock them out and sort it all out later. I will let you keep your Stealth roll as initiative if you want Koram.
Rolls
Initiative Tapir (Blue) - (1d20+6)
(16) + 6 = 22
Initiative Tapir (Red) - (1d20+6)
(5) + 6 = 11
He draws his sword and is ready to help Koram in capturing the tapirs
Rolls
Initiative - Perception - (1d20+7)
(4) + 7 = 11
Rolls
Initiative (Perception] - (1d20+4)
(13) + 4 = 17
Rolls
initiative - (1d20+2)
(4) + 2 = 6
Koram and Atticus can act.
Edit: Sees I forgot to edit the map before I uploaded. The Tapir would have stepped 5 feet closer to Grom to attack him.
Round 1:
Character | Initiative | Acted |
Tapir (Blue) | 22 | X |
Koram | 19 | |
Atticus | 17 | |
Tapir (Red) | 11 | |
Igbork | 11 | |
Grom | 6 |
Rolls
Tapir (Blue) Athletics - (1d20+6)
(11) + 6 = 17
Tapir (Blue) Attack vs Grom - (1d20+6)
(4) + 6 = 10
"Haitith, take it down!" Koram yells.
The dragon-like Eidolon heeds the call and attempts to use its serpentine jaws to pull at the creatures leg in an attempt to topple him while Koram pulls out his spear.
Action 2: Haitith attempts to Trip using his jaw attack
Aciton 3: Koram attempts to tie the creature with his rope - making a 1d20 roll, GM please use whatever modifier makes sense
Rolls
Haitith Strike (Trip, no damage) - (1d20+7)
(11) + 7 = 18
Koram uses rope - (1d20)
(1) = 1
Rolls
Ranged attack (lasso) - (1d20+4)
(18) + 4 = 22
The lasso hits its target and lands around its neck. It struggles against it, and Atticus can feel its strength as he holds the rope fast.
Meanwhile, the other tapir is able to escape its snare, and charges at Koram. Its teeth get a hold of his arm for a few moments.
Igbork and Grom is up
Round 1:
Character | Initiative | Acted |
Tapir (Blue) | 22 | X |
Koram | 19 | X |
Atticus | 17 | X |
Tapir (Red) | 11 | X |
Igbork | 11 | |
Grom | 6 |
Rolls
Tapir athletics - (1d20+6)
(18) + 6 = 24
Tapir (Blue) vs Koram - (1d20+8-5)
(18) + 3 = 21
Tapir (Blue) Damage - (1d8+4)
(2) + 4 = 6
Rolls
Grapple Tapir (Athletics) - (1d20)
(7) = 7
Rolls
Tame Animal (Nature Check +5) - (1d20+5)
(8) + 5 = 13
Rolls
Tame Animal re-roll (using hero point) - (1d20+5)
(5) + 5 = 10
The tapir seems too rabid to listen to Grom's words as it gets back on its feet and bites out again at Grom. It teeth connects and grinds into his flesh.
The rolls says Tapir (Red), but that is obviously wrong. It should be blue.
Grom has to make a DC 16 Fortitude save or take more damge.
Action 1: Stand up (Provokes AoO if anyone has that)
Action 2: Attack vs Grom
Action 3: Grinding Bite
Koram and Atticus is up.
Round 2:
Character | Initiative | Acted | Statuses |
Tapir (Blue) | 22 | X | |
Koram | 19 | Prone | |
Atticus | 17 | ||
Tapir (Red) | 11 | ||
Igbork | 11 | ||
Grom | 6 | Enfeebled 1 |
Rolls
Tapir (Red) vs Grom - (1d20+8)
(13) + 8 = 21
Tapir (Red) Shove vs Haitith Fort DC - (1d20+1)
(14) + 1 = 15
Damage vs Grom - (1d8+4)
(7) + 4 = 11
The Shield is hardness 3, with 12 HP and broken threshold of 6. How do I calculate the damage that gets through to Grom?
Rolls
Fortitude Save (DC 16) - (1d20+4)
(5) + 4 = 9
The tapir's teet grind your flesh and muscles and you become Enfeebled 1 until the end of its next turn. You also take the rolled damage.
Rolls
Grinding Bite - (1d4)
(1) = 1
Rolls
Athletics - (1d20+6)
(13) + 6 = 19
Atticus pulls hard on the rope, and while the big creature tries to resist, Atticus proves to strong for it. He is able to pull the creature out of the way and tie it to a tree until it can calm down.
"Haitith, let's see if we can get this one to the ground as well!"
Action 2: Haitith strides to 10ft north
Action 3: Act Together (vs. Red Tapir; Haitith Strike (trip), Koram attempts to rope the creature w/ athletics)
Rolls
Haitith Strikes (Trip) - (1d20+7)
(7) + 7 = 14
Koram Athletics - (1d20+3)
(17) + 3 = 20
Action 1: Bite Koram
Action 2: Grinding Bite
Action 3: Escape
Koram you need to take a Fortitude save vs its' Grinding Bite. DC 16.
Igbork and Grom is up.
Round 2:
Character | Initiative | Acted | Statuses |
Tapir (Blue) | 22 | X | Tied Up |
Koram | 19 | X | |
Atticus | 17 | X | |
Tapir (Red) | 11 | X | Roped |
Igbork | 11 | ||
Grom | 6 | Enfeebled 1 |
Rolls
Tapir (Red) vs Koram - (1d20+8)
(7) + 8 = 15
Tapir (Red) Damage - (1d8+4)
(5) + 4 = 9
Tapir (Red) Escape - (1d20+6-5)
(12) + 1 = 13
Rolls
Fortitude - (1d20+7)
(6) + 7 = 13
Rolls
Tame animal - (1d20+5)
(18) + 5 = 23
Sorry for posting late. I'm currently traveling in Italy
As he can't really heal he instead resorts to stand guard. Maybe the people that put up the traps will come back for their prey....
Rolls
Looking for danger - Perception - (1d20+7)
(5) + 7 = 12
Rolls
Koram Perception
Atticus Perception
Grom Perception
Rolls
Stealth - (1d20+5)
(3) + 5 = 8
Rolls
Hunker down - (1d20+11)
(5) + 11 = 16
Rolls
Diplomacy - (1d20+4)
(11) + 4 = 15
No matter to whom the traps belong it was the work of a fool. The barbed end was covered in poison and the poison seeped into the meat. Those animals are tainted as human food. But Sister Cinder will gladly take them as an offering
Rolls
The tapirs are poisonous - Deception - (1d20)
(1) = 1
He pulls back his arm as if he's about to throw his spear.
Rolls
Mysterious Hunter 1 Perception - (1d20+7)
(18) + 7 = 25
Mysterious Hunter 2 Perception - (1d20+7)
(10) + 7 = 17
Rolls
Perception - (1d20+7)
(9) + 7 = 16
Rolls
Perception - (1d20+4)
(14) + 4 = 18
Rolls
Initiative - (1d20+2)
(8) + 2 = 10
Rolls
Initiative (Avoid Notice) - (1d20+5)
(20) + 5 = 25
The first hunter is quick to react and tosses a spear at Igbork. He then draws another spear and closes in on close combat with Atticus and Grom.
Koram and Atticus may act before the last hunter and then the last hunter.
Round 1:
Character | Initiative | Acted | Statuses |
Hunter (red) | 25 | X | |
Koram | 25 | | |
Atticus | 18 | ||
Hunter (blue) | 17 | ||
Igbork | 16 | ||
Grom | 10 |
Rolls
Hunter (Red) vs Igbork - (1d20+7)
(2) + 7 = 9
Piercing damage if hit - (1d6+2)
(5) + 2 = 7
Rolls
Attack - (1d20+4)
(18) + 4 = 22
Damage - (1d8+3)
(5) + 3 = 8
Actions 2&3: Act Together - Haitith strikes @ Hunter (blue), Koram casts spell Electric Arc (1d4+4 DMG, Basic Reflex save negates)
Rolls
Haitith Strikes (Trip) - (1d20+7)
(5) + 7 = 12
Electric Arc - (1d4+4)
(1) + 4 = 5
Both hunters are swift and able to react quickly as the electrical arc whizzes past. One of the hunters becomes distracted however, and is unable to dodge Atticus’ slash as well. He tries to block and gets a ugly gash on his arm for his effort.
The other hunter turns around to make three quick stabs at Haitith. He is just barely able to avoid the first one, but for the two follow up attacks the hunter seems to be off his game and is easier to dodge. "Blasted creature!" he exclaims in anger.
Round 1:
Character | Initiative | Acted | Statuses |
Hunter (red) | 25 | X | -10 HP |
Koram | 25 | X | |
Atticus | 18 | X | |
Hunter (blue) | 17 | X | -2 HP |
Igbork | 16 | ||
Grom | 10 |
Rolls
Hunter (Red) Reflex - (1d20+7)
(17) + 7 = 24
Hunter (Blue) Reflex - (1d20+7)
(19) + 7 = 26
Hunter (Blue) Attack #1 vs Haitith - (1d20+8)
(8) + 8 = 16
Hunter (Blue) Attack #2 vs Haitith - (1d20+8-5)
(6) + 3 = 9
Hunter (Blue) Attack #3 vs Haitith - (1d20+8-10)
(9) - 2 = 7
Rolls
Shortbow attack #1 - (1d20+7)
(11) + 7 = 18
Shortbow attack #2 - (1d20+2)
(5) + 2 = 7
potential damage #1 - (1d6)
(3) = 3
potential damage #2 - (1d6)
(4) = 4
Rolls
Pecking jackdaw damage - (3d4)
(333) = 9
Meanwhile hundreds of insects and rodents start swarming from the underbrush and goes wild on him. Unable to brush off their attacks, he lets out a horrifying scream as he falls to the ground.
Got him down just in time for it to be his round. Since he can't act, it goes back to Koram and Atticus again.
Round 2:
Character | Initiative | Acted | Statuses |
Hunter (red) | 25 | X | DYING |
Koram | 25 | | |
Atticus | 18 | ||
Hunter (blue) | 17 | -2 HP | |
Igbork | 16 | ||
Grom | 10 |
Rolls
Hunter (Red) Reflex - (1d20+7)
(2) + 7 = 9
Action 3: Haitith Attacks Hunter (blue)
Electric Arc will damage both enemies, but allows for each to make a Basic Reflex save to negate all damage.
Rolls
Electric Arc DMG - (1d4+4)
(3) + 4 = 7
Haitith Attack & Damage #1 (Jaws) - (1d20+7, 1d8+4)
1d20+7 : (3) + 7 = 10
1d8+4 : (1) + 4 = 5
Haitith Attack & Damage #2 (Wings, Agile) - (1d20+3, 1d6+4)
1d20+3 : (5) + 3 = 8
1d6+4 : (1) + 4 = 5
Rolls
Attack - (1d20+4)
(5) + 4 = 9
Damage - (1d20+3)
(18) + 3 = 21
The last hunter seems to focus as his friend goes down. You can see mad murder in his eyes, and you can’t imagine him giving up. He deftly dodges the Haitith’s blows as well as the electrical attack coming his way.
The hunter slashes once at Haitith and comes around to let loose a slash at Atticus. He then steps back from his two assailants.
With the red hunter down for the count, you all get to act again before his next turn.
Round 2:
Character | Initiative | Acted | Statuses |
Hunter (red) | 25 | X | DEAD |
Koram | 25 | X | -3 HP |
Atticus | 18 | X | -5 HP |
Hunter (blue) | 17 | X | -5 HP |
Igbork | 16 | ||
Grom | 10 |
Rolls
Hunter (blue) Reflex - (1d20+7)
(19) + 7 = 26
Hunter (Blue) Attack #1 vs Haitith - (1d20+8)
(14) + 8 = 22
Hunter (Blue) Attack #2 vs Atticus - (1d20+8-5)
(16) + 3 = 19
Damage vs Haitith - (1d6+2)
(1) + 2 = 3
Damage vs Atticus - (1d6+2)
(3) + 2 = 5
Welp. Not much better
Rolls
Shortbow attack #1 - (1d20+7)
(4) + 7 = 11
Shortbow attack #2 - (1d20+2)
(19) + 2 = 21
potential damage #1 - (1d6)
(6) = 6
potential damage #2 - (1d6)
(1) = 1
Reroll shortbow attack #1 - (1d20+7)
(9) + 7 = 16
Rolls
Attack - (1d20+4)
(16) + 4 = 20
Damage - (1d8+3)
(5) + 3 = 8
Aciton 3: Haitith strikes
Rolls
Magic Missile Damage - (2d4+2)
(24) + 2 = 8
Haitith Strikes - (1d20+7, 1d8+4)
1d20+7 : (7) + 7 = 14
1d8+4 : (1) + 4 = 5
Welp. Not much better
Rolls
Fortitude save Hunter (blue) - (1d20+4)
(8) + 4 = 12
You also find a few tindertwigs and some trinkets that could catch some value at a trading post.
He thinks he has already seen something like that...
But after a few minutes of investigating it he shrugs his shoulder
I think I've seen items like these on people of other tribes but honestly I have no idea what this item is supposed to do
Rolls
Identify item - Arcana check - (1d20+2)
(8) + 2 = 10
Rolls
Nature check - (1d20+5)
(19) + 5 = 24
Haitith comes up alongside Koram and looks up at him. "They were easy targets, Master Koram. As always, it was a pleasure to save your lives - you should continue to count your blessings to have a companion such as I."
Koram purses his lips at the dragon. "Yeah, I suppose so," he says, "but you know it was a group effort. We are a tribe, Haitith - not a one of us are anything without the others."
The dragon opens its mouth as if to speak, then yawns. "If you-" ahhhyaa, "-say so, Koram."
I guess we should give them some kind of burial. I don't have a shovel but maybe we can at least put 'em into a ditch and cover them somewhat.
After that we can bring the tapirs back to our camp
Rolls
Society - (1d20+1)
(14) + 1 = 15
Warfare Lore - (1d20+4)
(10) + 4 = 14
Grom seats himself cross-legged between the bodies and adds, "and the party should stay together; its the reverant and the safest thing to do, We can all escort the Tapir's home once these souls have crossed the river between this life and the beyond"
Grom's eyes close and he begins humming the oddest of melodies; more like the twittering of birds at sun-up than a dirge for the dead.
Imek
By the time you've finished with the bodies, the sun is setting. Luckily you were not that far from camp and is able to return before nightfall.
As you walk back into camp with the tapirs, you see Imek is overseeing some other animal handlers and that a pen has been sat up for the tapirs. She greet you the moment she sees you. "Took your time, anything happen?"
Imek
"If not I'll call you Arnaaluk," she tells one of the tapirs, before looking at the other. "And you look like a Meriwa."
We argued a bit and then they attacked. We all came back so you can imagine how the fight went. It's a pity but after all they were hunting on our grounds. Igbork reports.
He thinks a bit while Imek names the tapirs
We haven't named them but I guess they won't mind being called Arnaaluk and Meriwa. Say Imek did you hear or see anything about people of other tribes nearby? If there are more or even a whole tribe nearby this could spell trouble for us.
Atticus stands with his friends and awaits their decision.
Her words are cut off by the sound of a mammoth crying out in fear. You see a mammoth rise on its hind legs and one of the animal handlers jumping out of the way just in time. As he tries to get back on his feet he calls out: "Porcupine here! Someone come look!"
On the mammoth's raised left front leg you can see several quills embedded and on the ground below you can see an angry giant porcupine the size of a large dog that's been hiding in the tall grass. It's hisses at the mammoths and the handlers.
Taking in the situation he holds his hand up and calmly approaches the mammoth. "Calm now, fried. Calm."
Rolls
Diplomacy - (1d20+7)
(7) + 7 = 14
Rolls
Nature (Command Animal) - (1d20+0)
(10) = 10
Rolls
Wild Empathy (diplomacy) check - (1d20+1)
(13) + 1 = 14
"It has a burrow there, so we'll just have to maneuver around it now that we know," Imek tells you once the situation is under control. "Good work by the way. Seems I taught you well."
He resists the temptation to pat her on the head.
Well I think we should talk to Wipa about what happened. I fear that trouble is coming to us...
Wipa
Wipa
"In a couple of days we will have the Night of the Green Moon," she continues. "Then we move on to the north. I will speak with the elders and try to start the journey as soon as possible after the ceremony."
Then we only have to clear the ritual site. Let's do that tomorrow. We had another hard day and my family will be happy to see me before I go to sleep.
Wipa
Arriving you see massive, ancient stones rise like teeth from the soft earth of this ancient site, forming a rough half circle atop a grassy mound. Each stone is shaped like a different animal sacred to the Broken Tusks—cave bear, big cat, woolly mammoth, giant raven, and so on. The monoliths are chipped and worn, having stood vigil at this edge of the Gornok Plain for countless generations, yet all stand magnificent and timeless—with one exception. The last stone to the west, the Raven Stone, is broken off at the midpoint, its upper half missing.
Once he's done, Atticus turns around and gives in to his curiosity. Approaching the broken Raven statue, he looks to see if he can determine how it was broken.
Rolls
Perception - (1d20+4)
(1) + 4 = 5
Rolls
Nature check - (1d20+5)
(18) + 5 = 23
If Tundra lore is applicable the modifier is a +5
Rolls
(Tundra) Lore - (1d20+2)
(17) + 2 = 19
Igbork cannot recall any significance to why it would be vandalised. Though the tear seems strangely straight. It don't look like it has been chipped off, just split in two and the top half disappeared.
A clean cut. And the top is gone. This isn't an accident or vandalism. This was done deliberately in this way. That's a message... The question is what this message means...
Igbork draws his bow, ducks down into the grass and searches for the top half and possibly the perpetrator
Rolls
Stealth - Sneaking through the grass - (1d20+11)
(1) + 11 = 12
Perception - Looking for stones and people - (1d20+7)
(14) + 7 = 21
Rolls
Perception - (1d20+4)
(9) + 4 = 13
Slowly he crouches up the hill on all fours, his bow firmly in his left hand.
Rolls
Stealth (if applicable) - (1d20+11)
(10) + 11 = 21
He seems to be in too much despair to pay you any attention.
The he points at the others, at his eyes then at the surroundings.
Hopefully they get the message... he thinks
Then he stands up, puts his bow on his back but the hand on the sword and approaches the small hairy creature.
He harrumphs What seems to be the problem? he points at the top of the raven statue This yours?
Shaggy Shemven
"What?!" he says sniffling, then dragging the back of his left hand across his nose. "It... It is none of your business. Leave a man to grieve in peace."
Those below the hilltop can hear the creature clearly as it seems he's never been told to use indoor voice.
"Ach! Come now, you know what they say, a sorrow shared, is a sorrow halved."
Grom walks towards the creature and reaches out to give it an avuncular pat on its shaggy-haired head.
Shaggy Shemven
He continues between sobs. "Thought this raven statue would be a good gift. But stupid Shemven have failed again." he starts hitting himself on the head in anger.
Rolls
Secret Roll
Secret Roll
Secret Roll
Secret Roll
Rolls
Diplomacy - (1d20+4)
(8) + 4 = 12
Shaggy Shemven
Shaggy Shemven
Rolls
Deception - (1d20+0)
(17) = 17
Shaggy Shemven
He starts hitting himself again muttering a little lower. "Stupid Shaggy!"
After a few punches he looks up at you. "Will you help me get it back down. I can stone shape it back but I'm too tired to drag it back down alone."
Have you seen anything else that may scare off crows? Just so we know if we should take care of anything else...?
While he waits for an answer Igbork prepares to lift the stone with a little help from his companions
But finally you make it all the way down with no more trouble than dirty hands. You realize that the hard work has just begun. As you try to place the upper half on the lower half, you realize it slides off and becomes crooked unless someone stands there to hold it. And there's not enough space for all of you to do the work. Shaggy shrugs his shoulders and gives a dumbfounded look: "I can't hold it in place and cast the spell. I need to stand back and make sure it will be back in perfect shape. It is after all a holy place."
And since it's a new month you each get a new hero point, making you all full up again :)
I have this one here. Rope and pitons. If I knot the rope around the stone we all can help with stabilizing the stone. And maybe the pitons can be put in the gap in order to stabilize the stone further.
Remember Koram that you can roll for Haitith as well, and he has a decent Athletics.
For ease of reference here's the skill values you all have in the mentioned skills:
Character | Athletics | Crafting | Thievery |
Atticus | +6 | +4 | +2 |
Grom | +1 | +1 | +2 |
Haitith | +7 | +0 | +2 |
Igbork | +0 | +2 | +4 |
Koram | +3 | +1 | +2 |
"I will chant a prayer to the Great Eld to help you bind the fibres of the rope and beseech our Sister Cinder to make your arms strong"
Rolls
Athletics (Str) - (1d20+3)
(17) + 3 = 20
Rolls
Perfromance (to aid by inspiration) - (1d20+4)
(6) + 4 = 10
Rolls
Athletics - (1d20+6)
(14) + 6 = 20
Rolls
Thievery - (1d20+4)
(18) + 4 = 22
Shaggy Shemven
Shaggy looks on a bit sheepishly from the sidelines. "Sorry I messed up your statue," he says, his gaze trained on the ground. "Guess I'll leave you alone now. To be in my cold, damp cave all by myself."
You hungry? And no one else is here to keep you company? Are we to only humans around here?
Koram feels an empathic tug from Haitith and looks at the dragon, who wears a semblance of a grin and a look that suggests the creature could otherwise be food. Koram frowns and just shakes his head dismissively. Haitith shrugs and lopes off into the nearby grass.
Shaggy Shemven
"Haven't seen other humans around here. Did see some a few days ago to the north, but I quickly avoided them. Don't usually like people, or they don't like me more likely," he answes Igbork.
He starts looking through his pack and takes out a couple of items. One a lensatic compass and the other a gold pendant with a garnet gem. "A gift of friendship. And for me messing up your pretty statue."
You spend the rest of the day preparing the site, and discover no more trouble. Seems it will be safe for your following tomorrow.
As their work for the day concludes, he adds, "Why don't you come tomorrow, for our ceremony? I can't promise you'll find it entertaining, but it's important to our people. As long as you don't get under foot, I can't see why anyone would mind you observing."
As Atticus looks the compass over, he hears the invitation for Shaggy to come to the ceremony. Indeed my friend, come to the ceremony tomorrow. Friends are always welcome.
Wipa greets you with a smile. "Seems you've had another adventure," she laughs. "I thought the tapirs would be the strangest things you would drag home with you."
Wipa
"Sorry to bother you this early, but Father Eiwa has requested an audience with you," Wipa tells you.
Grandfather Eiwa
"How to make a long story short? I will try to put it simply. In the ethgir—the before times, when my ancestors were young—we Broken Tusks were called the Burning Mammoths. Our migratory route was large then, as was our herd. We carried with us a powerful light: the primordial Flame." He spreads the fire’s coals into a wide, flat layer. In the center of the coals, a perfectly round pebble glows, red hot.
"Then, the Great Quake shattered the eastern lands." He tips a large, jagged rock from the fire ring into the coals. "Far as we were, our people still felt the thundering hooves of the demon horde." Earwigs and pill bugs scatter out of the hole left by the upturned stone.
"Our Mammoth Lords argued over what to do with the light," Eiwa continues. "In the end, some of us took the Primordial Flame. We hid it where it would be safe."
With his stick, he separates a few coals from the rest, then moves the red-hot pebble next to the small group. "The others called us traitors and went east to face the demons, taking the banner of the Burning Mammoths with them. Weak but determined to carry on, we took a new name: the Broken Tusk."
"That was long ago, and much has happened since," he says, dropping his stick into the fire. "But now, the Burning Mammoths have returned? And in time for the Night of the Green Moon. I cannot say what this means—my ancestors’ spirits are silent. But my bones tell me this will not be a happy reunion."
Grandfather Eiwa
Well after all they were our brothers long time ago. While the reunion may not be happy they may understand that a lot of water has run down the glaciers in the summers since we parted ways and cleansed the land.
We also don't know why they are coming. Maybe they need help. This could be a chance to heal the schism between us.
I say we should welcome them as warm as if we never parted ways but still be on our guard
Grandfather Eiwa
"Cleaning up the camp, gathering loose materials, organizing tools, and tidying bundles is hardly the most glamorous job, but it’s necessary all the same before the following can journey onward."
"The way east from Rockloom rarely poses any dangers to the Broken Tusks, but scouting ahead can make sure that’s still the case. Tightening the radius of the herd will make them easier to move in the morning."
"And clear heads in the morning will hasten our travel. I am afraid the spirit baskets would need to be dealt with."
Critical Success The party completes the task brilliantly in the indicated Time. They earn double the listed Preparation Points and can’t repeat the task.
Success The party completes the task in the indicated Time. They earn the listed number of Preparation Points and can’t repeat the task.
Failure The character who attempted the check fails the task and earns the party no Preparation Points, but the time isn’t yet lost. If this attempt is the first time the party has failed the check, another character who hasn’t already attempted the check or Aided a character attempting the check can immediately attempt the check. If the party has already failed this check one or more times, this result is a critical failure instead.
Critical Failure The party expends the indicated amount of Time but earns no Preparation Points. They can repeat the task if they like
Activity | Time to Attempt | Preparation Points | Skills |
Clean Up Camp | 1 hour | 1 | Crafting or Society |
Clear the Trail | 2 hours | 3 | Survival |
Dilute the Spirits | 1 hour | 1 | Medicine or Thievery |
Gather the Herd | 3 hours | 2 | Nature or Diplomacy |
@Furmyr, are the tasks conducted in the above order and sequentially. I.e. we can't clean the camp and the trail in parallel??
Can a character make a roll in more than 1 check?
Looks like Clear the Trail is the best use of our time if we can do it. Does anyone have a decent survival score?
Igbork also has a +7 in Survival se he can be useful in helping clearing the trail
So, we have:
Clean Up Camp - 1 hour - Atticus (Crafting or Society +4) with Koram (Crafting or Society +1) as back-up
Clear the Trail - 2 hours - Igbork (Survival +7) with Atticus (Survival +4) as back-up
Dilute the Spirits - 1 hour - Igbork (Thievery +8) with Koram (Medicine +3) as back-up
Gather the Herd - 3 hours - Koram (Diplomacy +7) with Grom (Nature +5) as back-up
Any other suggestions?
Igbork and Koram, you largely have the fate of this task in your hands. Do you want to build up to the big rolls or dive right in?
Along with his companions he heads out into the wilderness
Rolls
Clear the trail - Survival - (1d20+7)
(12) + 7 = 19
Erm... Maybe someone else can give directions on how to do this. Herding animals is nothing I do often
Edit: Pretty sure I have a hero point, can I use that to re-roll?
Rolls
Diplomacy (Cha) - (1d20+7)
(3) + 7 = 10
Edit: yes! I'll take that!
Rolls
Diplomacy - (1d20+7)
(18) + 7 = 25
Igbork goes into position behind a tree and waits for the group to distract the other tribe members so he can sneakily pour water into the containers with the spirits
EDIT: Dang it! Hero point incoming!
EDIT2: That's more like it :D
Rolls
Thievery - (1d20+8)
(6) + 8 = 14
Reroll - (1d20+8)
(19) + 8 = 27
Rolls
Society - (1d20+4)
(14) + 4 = 18