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[LPF] Kaedyn's Quest

[Sblock=GM Notes]
JS45 said:
PM, what are the rules for distracting someone, via a sound or object, like the glass vial? I know actual feinting in combat is a bluff check, but that doesn't really make sense since we are trying to lure someone out from their current post via sound. By luring the creature away from it's post, we have a better chance of all of us hitting and killing it in a single strike, then moving the body into the woods. Stealth maybe, to hide ourselves after throwing the bottle? I think that is our current issue right now, since we have a plan on how to deal with the gnoll once lured.
Not sure what skill checks really would apply for some of the ideas you might try, but this might be better solved by just RPing it and not looking at the mechanics. I can always roll a dice and if it is low, then the issue of the modifier becomes moot.


Ultimately keeping surprise is going to require your stealth checks versus perception no matter how you play this. Since there is no mechanical rule on facing, much of the little details that you might think would come into play still get boiled down to your stealth roll anyway.

Btw, if you were to drop prone in the undergrowth, you can effectively break LoS and receive bonuses to stealth. However, your own visible range will get reduced to 2 squares. I am unofficially letting LoS extend in the undergrowth for standing characters to about 6 squares so everyone can see the gnoll.

Btw, I used Take 10 on stealth for your characters and the distance penalties pretty much made the gnoll’s initial perception roll impossible when I set the scene. [/Sblock]
 

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Umthirn_zpse1d8a42b.jpg


Umthirm pauses before whispering "Allright, Ru-boy, it's gonna be up to you to deal the killing strike. That vanishing trick of your's is great for killing mooks after all. We try and lure it close to us with the bottle smashing at the edge of the forest, so you can put your sword though it's back side. If you don't kill it in a single strike, hopefully it will be off guard enough that you, Rhas, or Damary can get it before it calls out."
[sblock=OOC]
Sneak attack is going to be our best way to kill the thing in a single shot. If it survives, we will pray we beat it in initiative and strike it down. Otherwise, we take as many down as we can and flee back in the woods.
[/sblock]
[sblock=mini stats]
Umthirn
AC: 17 + 4(Touch 17, Flatfooted 14) + 4
HP: 52/52

Initiative: +4 Movement: 30'
Perception: +11 Sense Motive: +11 Acrobatics: +10 ( +5 with jump checks)
CMB: +8 (10 w/ Grapple) CMD: 23 (25 vs Grapple/27 vs Trip & Bull Rush)
Fort: +7&% Reflex: +7&* Will: +8&
& +2 vs. spells, poison, and spell-like abilities
% +2 vs poison/drugs, +4 vs alcohol
* Evasion

Stunning Fists (DC 16) 4/5
Exploit Weakness against Target (DC 10+ (CR/Hardness): None
Bonus To hit Active: +2 to hit / Ignore DR
Bonus to Defense Active: +2 AC/Reflex/Sense Motive
Immune To Fatigue

In Hand: Unarmed Attack: +7 1d8+5+1d6 or +7/+7 Flurry: 1d8+5+1d6

Consumables Used:
3 taps of CLW
Bottle of Mage Armor Armor
[/sblock][/QUOTE]
 

Damaris.jpg


Damaris nods at Umthirm. "Alright, if anything happens, we should meet back at the farm or at the crossroad. Everyone ready?"



[sblock=Ministats]Damaris - Bard lvl 5
HP 39/39
Init +4
AC 20 | Touch 15 | FF 16
CMB+5 | CMD 19
Saves: F+2 | R+9 | W+4

Perception +7 | Sense Motive -1/10* (Vers. Perform.) | Bluff 2/10* (Ver.Per) (+1 vs Males)
Diplomacy +10 (+1 vs males)

Masterwork Shortbow +8 (1d6)
Longsword +5 (1d8+3) (Two-handed)
Sling +7 (1d4+2)

Bardic Performance: 9/12 day

Cantrips: Dancing Lights, Detect Magic, Read Magic, Ghost Sound, Jolt, Mending, Mage Hand
Spells: Lvl1 Grease, Sleep, Hideous Laughter, Silent Image 5/day. lvl2 Invisibility, Pyrotechnics, Glitter Dust 3/day
Spell-like ability: Message 0/day.

Combat Feats: Point Blank Shot, Rapid Shot, Arcane Strike

Consumables: Acid Flask(2/2), Alchemist Fire (2/2), Holy Water (2/2), Oil (2/2), Perfume, Firework Paper Candle (2), Vermin Repellent, Normal Arrows (16).[/sblock]
 

Ru Brike, rangerish human ninja

Ru nods.

"It doesn't last very long, so if we have a way to lure him out, we'll want to do that soon's I blink out, otherwise I may fade back into view before he comes close. On the upside, if one of you can watch my backpack, I should be able to cross to him fairly quickly once I'm transparent."

[sblock=ooc]Finished the level up, about to submit him, but I at least have the mini-stats ready.

Ru took Fast Stealth for his 4th level ninja trick, which means he can move full speed without taking a stealth penalty. Given the heafty stealth bonus for moving while invisible, that should hopefully give him time to get into position while invisibled. Took Extra Ki, too, so he's not burning his last use, which is nice. He'll probably just rely on his +12 natural stealth to get to the edge of the difficult terrain before blinking out.

But, not having the slow down from the overweighted pack seems like a good idea, too. There's no stealth penalty for medium load, but with only 4 rounds of see-through, I figure distance is at a premium?[/sblock]

[sblock=mini stats]
Ru_Portrait_zpsbc1b0cc0.jpg

Ru Brike
AC: 19 (Touch 14, Flatfooted 15)
HP: 44/47

Initiative: +4
Perception: +8 (+9 Traps) Sense Motive: +6
CMB: +4 CMD: 18 Fort: +6 Reflex: +11 Will: +3
(conditional: +2 vs. divination effects)

Wakizashi: +9, 1d6
Wakizashi (TWF): +7/+7, 1d6/1d6
Nunchaku: +8, 1d6
Shuriken: +8, 1d2
Conditional Attack mods: +2d6 Sneak Attack (when denied Dex), +1 Dirty Fighter (flank), +2 Attack / dmg vs. Ranger's Focus (1/day)

Conditions:

In Hand: Wakizashi x2

Ki Pool: 3/5 remaining
Ranger's Focus: 1/1 remaining
Shuriken: 9/10 remaining
CLW Wand charges: 41/50 remaining

Used: 15 days' rations[/sblock]
 

~ Day 15, 13:43 - Miles North of Thornbury ~

Gnoll.png

As you observe the gnoll's fort and discuss your plan to attack, the gnoll sentry continued his patrol across the gate.

Farther inside, you caught a glimpse of another gnoll walking around. So far, neither has spotted the four of you mostly concealed in the undergrowth of the forest.

[sblock=Combat Information]
Tactical Map:
LPFKQEnc5Map00B_zpsaafb6fd3.jpg


Party Status:
Code:
Ru:        44/47 HP remaining;
Damaris:   39/39 HP remaining; 
Rhas:      55/55 HP remaining;
Umthirn:   52/52 HP remaining; 
  
Spells Cast: 
Abilities Used:
  Ru: Ki Pool 2/6; Rngr Foc 0/1
  Damaris: Bard Pef 3/12; Spells 1st 0/5, 2nd 0/3; SLA 1/1
  Umthirn: Stun Fist 1/5
Conditions in effect: Message
[/sblock] [sblock=GM Notes]I approved Ru for level-up, but jkason is maybe AFK until Sunday. I will need actions to really progress the scene more than I have.[/sblock]
 

Damaris.jpg

"Uh-oh" Damaris looks up at the other gnoll. "Ok, whatever we are doing we have to do it before that other gnoll realizes what's happening. I can make an illusion of the gnoll Archer standing at the treeline and motioning him closer if you want with a Silent Image."


If the party agrees, Damaris will cast Silent Image at AE16 with the form of the gnoll archer motion him closer.


[sblock=Ministats]Damaris - Bard lvl 5
HP 39/39
Init +4
AC 20 | Touch 15 | FF 16
CMB+5 | CMD 19
Saves: F+2 | R+9 | W+4

Perception +7 | Sense Motive -1/10* (Vers. Perform.) | Bluff 2/10* (Ver.Per) (+1 vs Males)
Diplomacy +10 (+1 vs males)

Masterwork Shortbow +8 (1d6)
Longsword +5 (1d8+3) (Two-handed)
Sling +7 (1d4+2)

Bardic Performance: 9/12 day

Cantrips: Dancing Lights, Detect Magic, Read Magic, Ghost Sound, Jolt, Mending, Mage Hand
Spells: Lvl1 Grease, Sleep, Hideous Laughter, Silent Image 5/day. lvl2 Invisibility, Pyrotechnics, Glitter Dust 3/day
Spell-like ability: Message 0/day.

Combat Feats: Point Blank Shot, Rapid Shot, Arcane Strike

Consumables: Acid Flask(2/2), Alchemist Fire (2/2), Holy Water (2/2), Oil (2/2), Perfume, Firework Paper Candle (2), Vermin Repellent, Normal Arrows (16).[/sblock]
 
Last edited:

Ru Brike, rangerish human ninja

Ru_Portrait_zpsbc1b0cc0.jpg


Ru smiles.

"I like it," he whispers back to Damaris. He holds his position until the illusion appears, and waits to see if the gnoll takes the bait before vanishing from sight.

[sblock=ooc]As above. He'll hold position, disappearing and moving to the gnoll if it moves to investigate.[/sblock]

[sblock=mini stats]
Ru_Portrait_zpsbc1b0cc0.jpg

Ru Brike
AC: 19 (Touch 14, Flatfooted 15)
HP: 44/47

Initiative: +4
Perception: +8 (+9 Traps) Sense Motive: +6
CMB: +4 CMD: 18 Fort: +6 Reflex: +11 Will: +3
(conditional: +2 vs. divination effects)

Wakizashi: +9, 1d6
Wakizashi (TWF): +7/+7, 1d6/1d6
Nunchaku: +8, 1d6
Shuriken: +8, 1d2
Conditional Attack mods: +2d6 Sneak Attack (when denied Dex), +1 Dirty Fighter (flank), +2 Attack / dmg vs. Ranger's Focus (1/day)

Conditions:

In Hand: Wakizashi x2

Ki Pool: 3/5 remaining
Ranger's Focus: 1/1 remaining
Shuriken: 9/10 remaining
CLW Wand charges: 41/50 remaining

Used: 15 days' rations[/sblock]
 

Umthirn_zpse1d8a42b.jpg


Umthirm nods before whispering "Do it lass."
[sblock=OOC]
Sorry for the lack of posting. Crazy occurred last week, and I'm still recovering from it...
[/sblock]
[sblock=mini stats]
Umthirn
AC: 17 + 4(Touch 17, Flatfooted 14) + 4
HP: 52/52

Initiative: +4 Movement: 30'
Perception: +11 Sense Motive: +11 Acrobatics: +10 ( +5 with jump checks)
CMB: +8 (10 w/ Grapple) CMD: 23 (25 vs Grapple/27 vs Trip & Bull Rush)
Fort: +7&% Reflex: +7&* Will: +8&
& +2 vs. spells, poison, and spell-like abilities
% +2 vs poison/drugs, +4 vs alcohol
* Evasion

Stunning Fists (DC 16) 4/5
Exploit Weakness against Target (DC 10+ (CR/Hardness): None
Bonus To hit Active: +2 to hit / Ignore DR
Bonus to Defense Active: +2 AC/Reflex/Sense Motive
Immune To Fatigue

In Hand: Unarmed Attack: +7 1d8+5+1d6 or +7/+7 Flurry: 1d8+5+1d6

Consumables Used:
3 taps of CLW
Bottle of Mage Armor Armor
[/sblock]
 

Rhas_150.jpg


Rhas simply nods wordlessly. He puts a half dozen bolts in the dirt at his feet and another between his teeth, then makes sure the crossbow mechanism is set. He takes aim and waits.

[sblock=OOC]--[/sblock][sblock=Mini Stats]Rhas Ironeyes

AC: 18 (14 flat-footed, 14 touch)
HP: 55/55
CMB: +7 CMD: 21
Fort: +6 Reflex: +5 Will:+3
Weapons: Heavy Crossbow (+10 or +8/+8, 1d10+6, 19-20x3) or Dwarven Waraxe (+7, 1d10+3, 20x3)

Perception: +13
Initiative: +4

Reliable Strike: 1/1

Weapon in Hand: Heavy Crossbow (+10 or +8/+8, 1d10+6, 19-20x3)
Conditions in Effect: +2/+2 Bardsong

Used Items:
None

[/sblock]
 

~ Day 15, 13:43 - Miles North of Thornbury ~

Gnoll.png

Damaris’s image of the gnoll certainly looked real enough at the edge of the undergrowth. The gnoll sentry spotted the image and called out in the barking growl of the gnoll tongue. It sounded like a question.

The second gnoll you saw farther inside the fort turned around and walked to the wooden barricade. The both were conferring and one pointed to the gnoll archer illusion that beckoned them to come on out of the fort.

The second gnoll called out again, yelling some question to the bard’s illusion.

[sblock=Combat Information]
Tactical Map:
LPFKQEnc5Map00C_zps7a8c2015.jpg


Party Status:
Code:
Ru:        44/47 HP remaining;
Damaris:   39/39 HP remaining; 
Rhas:      55/55 HP remaining;
Umthirn:   52/52 HP remaining; 
  
Spells Cast: 
Abilities Used:
  Ru: Ki Pool 2/6; Rngr Foc 0/1
  Damaris: Bard Pef 3/12; Spells 1st 1/5, 2nd 0/3; SLA 1/1
  Umthirn: Stun Fist 1/5
Conditions in effect: Message
[/sblock] [sblock=OOC]I think this requires a Bluff roll. While the gnolls will certainly recognize the archer, convincing them to do something with the image requires some ability at bluffing them to follow a non-verbal order.

They don’t get a saving throw until they interact and the image doesn’t speak gnoll. If the bluff fails, the lack of verbal interaction will eventually reach a point for me to roll a Saving Throw.[/sblock]
 

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