Greetings. Welcome to the first session of /mlpol/'s first running of the classic third edition d&d campaign Red Hand Of Doom.
On this adventure, our heroes, currently three strong, will encounter dozens of trials that will test their strength, cunning, and friendship as they face an army of goblins.
If you'd like to join, there's still room for more in the party. Don't be shy to ask.
Our story begins in Elsir Vale, with our three heroes on the road to the town of Drellin’s Ferry. The three are seasoned adventurers, and exated heroes to boot. Having fought many battles together before, they are confident in their strength. Legend has it of a vast treasure in the Vault of Vraath Keep, hidden deep in the Witchwood; our heroes, have journeyed all this way to seize the vault for their own.
Despite that, they all have their own motivations to travel to Drellin's Ferry:
Sir Whiskers, a cunning and charismatic Tibbet Jester, is travelling to meet up with an old friend of his: Princess Princess Bagel Jennifurr Fluffykinz the fourth. He hasn't met his old friend since he was a kitten, and he's eager to meet with her again. She has arranged to meet up with him in Drellin's Ferry, and to accompany him on his adventure.
Sir Brozal, a mighty Orc Crusader of Pelor, has received a mission from a high-ranking Cleric of his order has received a powerful vision of war descending on Elsir Vale under the banner of a clawed red hand, and has sent Brolaz to the far reaches of Elsir Vale to avert impending disaster... Brozal isn't exactly sure if the vision was real, or if his master just wanted to get rid of him for the year, but he never turns down a good crusade.
Brother Chad, a wise and powerful Druid, has chosen to accompany his companions on their hunt for the lost treasure in the Witchwood. Sir Whiskers requested his aid because Chad is the most experienced woodsman he knows. Chad is wary of this region, for he's heard that it is ruled by a fierce and territorial Druid, but he embarks upon this jouney nonetheless, the secrets of the Witchwood too tempting to ignore.
...So tempting that he seems to have drifted off somewhere with his horse; probably fucking it again or something. Stupid hippie.
And so, let's begin:
>The afternoon sun beats down on you; the air is hot and still. The sparsely settled lands of Elsir Vale are starting to grow monotonous, with a seemingly endless line of dusty flyspecks of towns. The town of Drellin’s Ferry lies a few miles ahead of you. It’s a settlement hard on the borders of the Witchwood, and the best place from which to begin exploring the nearby forest.
This is the part where the players ask obvious questions that I thoughtlessly ignored in the first post, as well as implore about their surroundings.
1820 replies and 74 files omitted.
Chad moves right after Whiskers.
>>134673>>134672With a scared whimper and life flashing before his eyes, Whiskers quickly casts Glitterdust on the field, blinding every single combatant, both friend or foe.
>>134676Okay, It looks like everyone is going to have to roll a Will save.
I'll roll for Misty.
>>134678[1d20+7 = 21]<Drastic circumstances require drastic measures (Will Save)
>>134678I don't see "Will" anywhere on the sheet.
What's the modifiers for it?
>>134681Just roll your wisdom modifier+your level
okay, most of the monsters heads appear to be blinded, although it's hard to tell because the monster lacks eyelids.
>>134679Blind
>>134681It's right below your ability scores.
You mod is +10
It's your turn btw
The monsters heads writhe in pain, but seem to home in on it's targets nonetheless.
>>134682>>134683[1d20+10 = 22]Why is it 10 if my wisdom modifier is 4?
>>134686Druid has a will save of 4 at level 6
>>134686Oh level okay i get it.
You add your wisdom mod and your will save
>>134686It's your turn.
You are at 37 HP. Two massive serpentine heads are pointed towards you. Misty is visibly wounded.
>>134691I cast summon natures ally V and summon a orca whale.
>>134692Never mind i summon a fire griffon, i don't think it's the right conditions for the whale but i'm not sure.
>>134692>>134693You can't summon an orca at this level.
Or a griffon
You have up to lvl 3 spells to burn.
https://www.dandwiki.com/wiki/SRD:Summon_Nature%27s_Ally_TableCheck that list and pick a monster. If you command the monster to attack, I'll control if for you.
>>134694Is it the right environment for a water animal or no?
Which part of the bog are we in?
Chad, I would need to tell you that casting a spell in melee range would provoke an attack of opportunity. You might also need to roll both Concentration and Ride to do it on the back of a wounded horse.
You can handle Misty as a free action. You could command her to move if you wish.
>>134695You are on the bridge. A river is nearby, and the monster is standing in a shallow mire. You summon an aquatic monster in the river, and I'll let it attack the monster in the mire.
Be aware that of the monster lands its AoO, you might lose your spell.
Chad, just do something. We're still on round one.
>>134696Misty moves backwards 7 feet.
I cast summon natures ally and (attempt) to summon a large shark.
[1d20+5 = 23](ride)
[1d20+12 = 16](concentration)
Is it 12?kek
>>134698The hydra bites you blindly and drops you to 29 HP.
You're going to have to roll concentration again to see if you retain the spell.
Remember, you can still command Misty to move as a free action.
>>134699Misty moves along the bridge this time by 12 feet
[1d20+12 = 19]Do i need to do another ride check mister?
>>134700You barely manage to retain concentration despite the serpent's bite.
You already rolled Ride.
The shark is summoned into the river. Lets say its a brackish shark so that it can tolerate fresh water. It charges from the river and barely manages to sink its teeth into the serpent's flank (thank Eponna for Augment Summoning).
>>134701Beginners luck i guess.
The shark manages to do a considerable bit of damage, so much damage that one of the heads threatening Brozal retreats to snap at it.
The serpent moves closer to the bridge and snaps at everyone (and I mean everyone), but Jorr, who has since moved out of the way. It's keen senses home in on the creatures its threatening.
One manages to strike the Blinded Brozal, dealing 5 damage.
Misty takes 4 damage from a bite. Forget the ride checks.
Another head grapples Whiskers. He's going to need to roll escape artist.
Even Bagel is damaged as a serpent bites her, now at half health.
Chad takes 7 more damage.
"Darn serpent can smell ye'! Don't just stand there! Move!" Jorr cries out, as he looses two more arrows.
The arrows strike true, but the monsters wounds seem to be closing, the arrow heads being pushed out of its regenerating flesh. Te monster hisses in pain.
Btw, you can totally try to sunder these heads if you're packing a slashing weapon.
>>134705I use stone bones on the first hydra head
I rolled a 23. 15 damage to the hydra and 5 dr for me until my next round.
Okay... it looks like Whiskers stepped out for lunch. I'll roll his escape artist check...
Okay, the monster rolled a 43. Looks like someone is being eaten pretty soon... Whiskers takes 9 more bludgeoning damage.
... It's Whisker's turn...
Gee, it looks like there's nothing Whiskers can do while grappled by this thing... He struggles weakly but cannot break the serpent's grip
I should have noted that Bagel is blinded and no longer invisible...
With no other options, she takes a 5 foot step back, and uses the retreat action, managing to roll 15 ft and succeeds on her balance ceck to avoid slipping.
Chad's turn.
>>134710okay, you managed to strike through concealment.
Just saying, this thing is going to kill Whiskers in a couple rounds if nobody stops it.
>>134709I cast plant growth.
>>134715You know, it'd be a lot less risky if you moved out of melee range before attacking. The serpent's head is less than 5 feet away from you, and it can smell you.
The serpent bites and you take 12 damage. Roll concentration to see if you lose your spell or not.
You are at 9 HP. Virtually any attack from the serpent could kill you now.
And yes, I've been rolling to see if this thing strikes through concealment. If it's within 5 feet of you, it can pinpoint your location.
>>134718You save heroically, managing to retain your spell.
The algea in the swarm triples in thickness, creating difficult terrain for the monster.
You had to give up a third level spell to summon that shark. Which did you give up?
Be warned, if you stay in melee range, you might die next round. You can handle Misty as a free action.
>>134719I lose sleet storm,
I move Misty 15 feet along the bridge.
Then i cast entangle after everyone else takes their turn.
The Shark crits and manages to deal a considerable amount of damage.
>>134720Misty avoids AoO.
You do as well.
Do you want to move any further than that? she can move up to 90 ft.
>>134721I move 69 feet along the bridge.
>>134722haha funny sex number
Okay, Whiskers drops to 8 HP as the serpent bites into him.
He also takes 5 nonlethal damage.
>>134722Two heads follow misty as she leaves, but the blinded monster doesn't yet appear interested in attacking creatures beyond its reach.
As a result monster focuses fire on the rest of the party, the two spare heads snapping towards it's greatest source of pain: the shark:
The shark takes three more bites and vanishes.
Two heads miss Brozal.
One head hits and attempts to grapple. Roll an opposed grapple.
Jorr manages to critically wound the monster. It looks very, very wounded.
>>134725I cast call lightning.
I punch it for ten points of damage
Brozal manages top free himself just long enough to punch the monster with Mountain hammer.
The monster drops whiskers and appears to pass out momentarily.
The monster appears to still be writhing and its wounds are closing.
Whiskers turn. You are on difficult terrain.
>>134729Whiskers sucks in a massive amount of air as he gracefully falling on his paws, then start a coup de grace on the now dying beast that almost ended his existence.
[1d20+5 = 15]<Iaijutsu Focus
>>134730You manage to pierce through the serpents chest and pull its heart out, still beating.
The monster stops moving.
lol, you did exactly enough damage to kill it before it got up.
>>134731Breathing heavily through his nostrils, Whiskers stood in place, still reeling from the battle as he keeps chomping on the beast's heart mainly from how stressed he got during the battle.
Alright. This wasn't meant to a hard fight, but it was anyway.
The encounter is over. Anyone still alive (everyone), can move freely.
Everyone gets 450 XP for this encounter.
>>134692Brozal dusts himself off and looks at the scene.
Alright. Before you lies a dead 6-headed hydra and what appears to be an old wagon.
>>134732Jorr walks up to you and pulls you out of the mud.
Bagel peers down at you from the bridge.
Everyone is at low HP. You should have healing equipment though.
Chad, you have that wand of lesser vigor. It heals 11 HP per use.
>>134736That's fine.
Tbh, I'm disappointed at how slow this has been going... I kind of expected everyone to be in voicechat, and I'm not the fastest typer...
>>134735Whiskers' still chewing on the hydra heart as the woodsman picked the cat up, still looking forward as after being pulled out of the mud, his tail was extremely poofy and whatever hair not weighted down by mud was spiked up.
We might have to end the session here... Brozal had to go and this went far slower than i wanted... We only got through half the adventuring day, but I need to go eat.
All of you can still dialogue for now. There's also that wagon, that the hydra turned over. Just say what you do and I'll respond.
If y'all are still available this evening, I ingested a truly regrettable amount of caffeine this morning, and will probably be up all night.
>>134738The heart of the hydra
>>134738The heart of the hydra still beats as you chew into it.
Jorr is wading through the mud without care, the grown plants seeming to bend out of his way as he moves with his dogs. He takes out his dagger and appears to be helping himself to a portion of the slain hydra's corpse.
>>134740>>134739The fact that it was still beating only makes the kitty chew on it further, fearing the possibility of the beast rising up again, be it irrational or not.
Chad, you're free to move as you please.
Feel free to dialogue in the thread. If you want to heal yourself or the party with your wand, go ahead.
>>134743I move back towards the group and begin healing them and Misty.
>>134744The kitty isn't exactly paying attention to his wounds healing as he's in an extremely bad mood if his staring into the distance and now absent-minded chewing of the hydra's heart is any indication.
Okay, it would take about 5 charges to heal Brozal, 4 charges to heal Chad, 3 charges to heal Whiskers, and 2 charges to heal Misty.
Jorr refuses healing and takes a potion instead.
Chad's wand has 36 charges left.
I think that the ideal time for it is late in the afternoon, at the setting of the sun as most people are available at that time.
I won't be able to play later as i have a date with destiny.
>>134737>Tbh, I'm disappointed at how slow this has been going... I kind of expected everyone to be in voicechat, and I'm not the fastest typer...Don't feel down anon, you taught a faggot how to suck dick better than before.
It was slow but at least i am learning, thanks for doing this.I think it felt slow as if we were attacked by goblins it wouldn't have taken as long, anyways it doesn't matter i got to learn how to summon swamp Jaws
>>134754I'll try harder.
Thing is timing is kind of important in this game. I can feel the slow gameplay killing the immersion...
I guess that's something I didn't account for that when I decided to run it PbP. I'll think of how to handle this...
>>134774I would have liked to play today, but I have a ton of homework due tonight that I had to work on all day.
I'd like to start either Friday or the weekend of next week. This time I'll try not to procrastinate on my meatspace responsibilities during the week so that I'll have time to focus on games this weekend.
Vraath Keep isn't that far ahead in the map, and Jorr would have told you it's only a couple days away. It's going to be the center focus of this part of the campaign, and the majority of encounters, treasure, and story developments will take place there. We'll be getting into the true meat of the adventure next session.
I would like to play Friday if possible.
>>134967Hello.
Um, were you trying to get my attention?
If you had a character you wanted to play, there's still plenty of room in the party.
As posted in
>>134920 → except it's in the right place this time
While the rest of the party heals up and recovers from the hydra encounter (I'm assuming you breath for just a few minutes), Jorr appears to be cutting off chunks of the hydra's carcass and tossing them to his dogs.
He eventually makes his way over to remains of the wagon, lifting it up with a heroic strength check and revealing the partial skeletons of what Jorr declares to be goblinoids, wearing ruined ruined remains of their armor. One shiny bit stands out though.
"~Heeey!" the woodsman says with a smile, yanking off what appears to be a still-shiny breastplate from a goblin champion.
"Mithril, if I'm right. Good stuff." He says, placing the fancy piece on the bridge
Jorr offers to lead the way for the party for the rest of the way until Vraath Keep (unless anyone else objects to the scout doing the scouting), which he says he hopes should be just one or two days away.
It's currently 11-12-ish in game, right after the hydra fight. It would only take a few minutes to heal-up with Chad's wand.
I encourage any of you to discuss potential plans in dialogue between sessions. We'll play Friday or even this weekend, and maybe actually get through a good portion of the game, Pelor help us.
After a good while, the kitty has calmed down, stopping his chewing of the heart at it not moving an inch after that, not to mention the now much better hidden cat standing beside him.
>"Purr, I knew you could do it," Bagel would happily say "not even monsters can take down."
>"Good thing I didn't use the scrolls," Whiskers would answer before puffing his chest "but thankfully, our team is a strong one."
I am finished with my doctor's appointment. Once you're all present, I can set you on course to Vraath Keep.
But i will be able to play later, in about 2 and a half hours.
>>135005That works for me.
I'll grab lunch in the meantime.
Well, would anyone like to declare actions before Chad gets back?
Also, I neglected to add XP for Jorr and the hydra encounter. None of you have modified your sheets since last session, right?
>>135008Aside from them riding Misty again? Not really.
Prolly she's gonna carry the breastplate too unless Brozal wants it.
>>135010I was waiting for Brozal on that.
But, to be clear, you guys are headed towards Vraath keep, correct?
Okay, just checking Brozal's walking speed... You've been marching about 6 hours today (Brozal on foot), so i'm going to need Brozal to roll a Fortitude Save when he gets back.
>>135014Rolled a 17 on fort
>>135015Okay, you avoid exhaustion from marching all day in banded mail.
After another ~5-6 hours of marching, you're well into the Witchwood, in the evening. I'm going to wait until Chad arrives to narrate the next part.
In the meantime, anybody with ranks in Knowledge (Local) or Knowledge (History) can make a check about the keep.
>>135016Gonna have to delay a bit, i'll be back in about an hour from now.
Doing a fire.
>>135016Sure.
[1d20+8 = 14]<Knowledge (Local)
Witchwood is thicc, deep, and dark. The trees are tall, and clearly ancient. Various mosses and vines hang down from dead trees and loom over the path. Indeed, it would be an ideal place for an ambush...
brandishes random encounter table, counting hours of travelThe road itself, however, is relatively clear, and you suffer no serious issues traversing it. Jorr claims that the Keep is just about an hour away, to the north west, but that you'll have to take the old forest trail to the west while taking it.
>>135018You fail, since you're not from around here.
Jorr, however, passes heroically and is able to fill you in on the story, since the the tale is common knowledge to those native to Elsir Vale.
Normally, you'd have to ask him first, but whatever...I'm just going to post it in prose, since I don't feel like dialoging the whole thing:
>For centuries, trade through the Witchwood used the Dawn Way, and the soldiers stationed at Vraath Keep were the primary defenders of the region. Their presence kept the road safe for merchants to travel.
>A few years before the fall of Rhest, an ambitious young man named Amery Vraath inherited control of the keep. After the Rhestilor kingdom dissolved, Amery laid claim to the entire Witchwood and sought to rid his new domain of its evil reputation. Chief among his targets was a tribe of forest giants that dwelt deep in the woods. Known as the Twistusks, these forest giants generally kept to themselves but raided merchants on the Dawn Way from time to time.
>The brash young lord gathered together an impressive group of mercenaries and adventurers, and early one summer day led his force against the Twistusks. The battle was furious, but in the end Amery’s men won the day and forced the Twistusks to flee into the mountains. The soldiers burned the giants’ steading to the ground and returned to Vraath, victorious.
>Yet their victory was short-lived. One week later, the surviving Twistusks returned and attacked Vraath Keep during a tremendous thunderstorm. The giants bombarded the keep all night long with hurled boulders and massive poisoned arrows. When the sun rose, four of the Twistusks lay dead amid the ruined keep, but none of the keep’s soldiers or residents remained. Those who had survived the battle were taken away to be eaten by the giants in their own victory feast—all except for Amery Vraath. The young lordling retreated into the vault below his keep after he was shot by a forest giant’s poisoned arrow, hoping to elude death, only to perish slowly of his poisoned wound. Rumors persist that Amery’s ghost haunts the ruins, and that those who dare to travel the Dawn Way at night say they sometimes hear the sounds of his anguished cries coming from somewhere deep underground.
Ans supposedly, the ruins and skeletal remains surrounding it attest to the Keep's tragic story.
So, anyway, in case you didn't know (I'm auto-rolling Chad's nature check), there are indeed still giants in the surrounding region. The ghost stories are probably, because ghosts totally don't exist, right?
The sun begins to set behind the mountains in the west, blanketing the whole region in a dim orange glow. Those without low-light vision begin to find it difficult to see very far into the wood, but aren't significantly inhibited on the road.
>>135019Whiskers and Bagel sat aloft Chad's mare, content with letting her do the legwork like always.
I keep walking and ask the old man where he’s from.
And since nobody mentioned picking it up...
"Don't mind if do then." Jorr says with a whistle, discarding his leather armor and slipping the plate over his chest.
"Light as a feather."
As Jorr finishes recounting the story, you arrive at the old forest road.
>>135021"I'm from around here." The woodsman replies, strutting along the path like he owns the place, watching out for any more threats ahead
"I've been fighting my own little one-man war against the reds in these woods for years now. Blasted vermin have been swarmin' lately though." he continues
>>135022“Where were you born? Why do you live alone in the woods?”
>>135023"I like my privacy." the leathery-skinned hermit says, casually petting one of his dogs
"When those damn savages aren't around."
>>135024"Privacy, you say?" Whiskers pipes up, curious by the woodsman "Do you hang out with anybody else besides your... canine companions?"
"I was born on a farm in the Vale a few days from here, but I've lived in these woods for the better half of my life." He continues
>>135025"Not if I can help it." the hermit replies
"The forest is nice an' peaceful, if you're sharp enough to avoid the local 'wildlife'
(monsters). The only ones who give me trouble are those damn goblins who keep running through my woods like they own the place."
>>135027"Aren't humans social creatures?" Whiskers asks, curiosity all too present in his feline features:
>"Don't give him ideas, darling," Bagel meows "or else we'd have to contend with those... flea-ridden... things."
>>135029"Heh, you've got a lot to learn about humans, kitty." the woodsman says with a chuckle
He draws is bow as he peers into the distance, but lowers it after a few seconds.
>>135030>"Like why they could possibly think having those brutes as pets," Whiskers meows in disdain, hoping his demeanor didn't tip the hunter of anything.
>>135031Is she saying that in common?
>>135032*He
Also no. Feline.
Was brushing Misty for a little longer.
Okay, is everyone present?
Situated near the junction of the Dawn Way and Old Forest Road, Vraath Keep is visible from either road from several hundred yards away.
Looming out of the shadowy woods ahead is a haunting sight—a ruined keep. The old castle sits on a small rocky hillock, and you can catch glimpses of a broken tower between the trees. A moss-covered stone at the side of the road you’re following marks a footpath that looks like it leads up to the keep.
The footpath appears to be the easiest path up to the keep from the road. Jorr scouts ahead and examines the path. He says he's found tracks, and claims that numerous medium sized humanoids and several large wolves have been using this track recently.
The keep appears to be about 5 minutes up the hill if you take the path.
Evening will set in soon.
What do you do?
>>135040Whiskers' hair starts to slowly rise up, making him all poofy on Misty's back. "H-how recent are those tracks?" he asks "and where do they lead?"
>>135040>>135041Should i make a spot check?
>>135041"A couple days, I reckon." the woodsman says with a scowl
>>135042You may
>>135043"That's not good," the pussy mutters "it probably means they've got one of their camps stationed here."
“Whoever wanders off will get killed by a ghost. I hear ghosts can control the living.”
Jorr waits ahead on the path.
"Dusk will be upon us soon..." He says, looking up at the evening light.
>>135043[1d20+14 = 20] (spot)
>>135047You see some movement in the bushes on the other side of the path.
>>135045That only serves to make the kitty even more scared, back starting to arch as his tail became all puffy.
Jorr apparently sees something too.
He draws his bow.
"Damnit...!" he mutters "Incoming!"
Everyone roll initiative.
>>135050;-;
[1d20+2 = 6]<Initiative
Brozal, are you still there?
>>135050[1d20-1 = 6]Is it -1?
Also nice get.
>>135051[1d20+4 = 22]<Bagel Ini
>>135054Classic dice shenanigans.
[1d20+2 = 12]
Fuck it. Rollining initiative for Bro
Fuck.
An unknown monster lunges out of the woods like lightning and scores a 23 inititative. It moves with surprising speed for its size (large) and lets out a gurgling roar, stopping only 20 ft ahead you before spewing a cone of slimy green mist.
pic related
Everyone roll a Reflex save.
>>135057[1d20+7 = 13]<Not Epic (Whiskers)
[1d20+6 = 23]<Not Epic (Bagel)
[1d20+4 = 20]
Rolling Bro's save
The creature's spit is a spray of hypertonic acid
Bagel saves and takes 6 damage, leaving her at half health.
Brozal saves as well, also taking 6 damage.
Everyone else fails, taking 12 damage each.
Bagel's turn
>>135061With a hiss of pain, Bagel slinks off into obscurity with her natural invisibility, moving away from the ensuing acid puddle and the monster to ensure she's not harmed any further
>>135061Should i do a ride check?
>>135062Good call.
Jorr steps back 5 feet and fires two arrows, one striking true and hitting the beast, damaging it.
>>135063Oh yeah, do that.
Misty needs to roll a saving throw as well.
[1d20+15 = 25]
Seeing as how it's Brozal's turn, I'll have him attack and charge with his unused Smite, since the creature is bigger than him.
Add furious counterstrike, add charisma, and...
>>135064[1d20+5 = 20]What's the dice roll for Misty's saving throw?
Bang, the monster takes dice amount of damage as the orc impales it with his trident.
Whisker's turn
>>135066More than that. She passes and takes no damage at all.
YOU move after Whiskers.
15 damage from Brozal's attack
Whisker's turn, then Chad's
Chad, don't forget you can handle Misty to do tricks on your turn.
>>135067Whiskers quickly scurries away from the puddle as well, not wanting to deal with the situation if his backpedalling was any indication.
However he does cast Instant of Power on Brozal for the orc's next turn when his movement points have depleted.
>>135072+4 enchantment to attack, save throw or damage rolls. In this case, Whiskers will give him the third option.
>>135072You wanna just take that action to add to Brozal's damage roll? You're not flat-footed this turn because Jorr warned you.
If you do so, you'd still have a standard action left this turn.
>>135071I didn't know i could do that, do you mind telling me what i can do?
I move away by 20 feet along the road so i am broadsiding it.
I cast call lightning on it.
>>135074I moved him back to get out of melee range. Isn't that enough?
>>135075She is trained for riding purposes, but you can push her to attack or do other tricks.
To handle her, roll Handle animal, adding an additional +4 bonus beyond your normal bonus.
You can do this as a free action, meaning it takes no time at all and you should be doing it every turn.
>>135076That's fine. I'll treat it as the retreat action.
>>135078I cast call lightning on it.
[1d20+6 = 20] (handle animal)
Oh, Chad already posted his turn
The monster makes it's save against the lightning and takes 7 damage.
>>135079What are you trying to make her do?
>>135082Alright. Misty charges and makes a hoof attack, managing to hit the creature from the charge bonus and deal 10 damage.
The creature screeches, clearly not having expected to take this much damage in the first round.
It takes the retreat action, scurrying 60 feet into the brush fraster than Brozal can swipe at it.
Jorr shoots an arrow after it on his turn.
It's Bagel's turn.
>>135084With a heavy sigh at seeing the threat run away, Bagel opts to stand alongside Chad, invisible as ever as she watches, passing her turn.
Whiskers, do you want to expend that instant of power slot on the arrow that just barely missed the monster?
>>135086Indeed he does, mr GM man.
>>135087Alright, both shots strike true, critically wounding, but not killing the monster. It shrieks in pain.
Brozal throws a javelin after it. The monster appears to get the message, for now.
Whiskers's turn, if he wishes to pursue the monster into the woods.
>>135088Feeling mischievous, Whiskers decides to cast Grease on the monster's area, coating both it and the floor it's standing on to become incredibily slippery.
>>135089Sorry, it's just beyond range of your grease, roughly 80 ft away.
>>135088Can i cast lightning on it?
Misty pursues the creature.
No mercy!
>>135090Darn.
Well, Whiskers doesn't have anything to do then, so he'll focus on healing his friend up with the healing belt then.
>>135091Do you cast before or after charging?
>>135093Before.
It probably dies before i get to it.
The monster is kill. Initiative is over.
I'll give you XP for this encounter and the last two encounters after next session. I'll add it to the sheet's myself.
>>135094Yep. The monster is killed by the lightning.
Rushes over in that direction.
"Blast it! Quick, everyone out o' the road!" he says, throwing a blanket over Brozal's illuminated form.
>>135095Are we gonna camp?
>>135097Depends on whether or not you'd rather take the keep at night, or in the morning.
>>135096With hair frazzled, Whiskers and the invisible cat follow Jorr out the road, obviously not wanting to fight anything more.
>>135099I think it would be better to wait for bro.
Should i give a survival roll?
Although, be aware that most of you guys have consumed your 1/day resources and taken considerable damage.
Oh yeah. Somw ~8 HP were healed between the four of you with martial spirit.
>>135101Yeah, go ahead. Add an extra +2 to the roll, since Jorr is helping you.
Jorr grumbles something unintelligible about "flashy mages", but works dutifully, ushering the party into the wood as he watches behind with his bow drawn.
I think it would indeed be wiser to wait for Bro.
>>135102Roger that.
The two kitties will sit pretty under Misty, cowering at the imminent danger, one wrapping his paws against the invisible kitty while part of his fur is pressed in by assumedly Bagel.
>>135103Roll a reflex save.
>>135104[1d20+7 = 13]<Scaredy cat
[1d20+6 = 19]<Scaredy kitty
Still waiting for Chad's survival check, but I'm assuming it passed, given his absurdly high modifier.
Jorr mutters some sort of incantation as he tails the party, tracks vanishing behind you.
You come to a rocky outcrop which Jorr hopes should give some cover for the night, or at least enough to make a small camp.
Jorr tells the party to rest up while he takes first watch, his bow drawn and his dogs on alert.
>>135105You take 13 non-lethal bludgeoning damage as the tired horse absentmindedly sits on you with her fat horse butt, lol.
Which should recover overnight, assuming nothing comes to chew your faces off.
Misty is not squished.
>>135106*Bagel is not squished
>>135108Yeah, that's enough.
You make camp deep enough in the woods to avoid drawing the interest of any potential goblins.
As you pass the monster, its body bursts and erupts into a geyser of acid, dissolving into a brown puddle behind you. Creepy, if not convenient.
>>135106Whiskers squeaks as he's squished by horse butt, air suddenly leaving out his lungs.