Book 1 - Chapter 2.2 You can lead a horse to water...

Started by Asta, July 14, 2020, 07:04:14 AM

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Asta

Location: Road between Caer Mog and Aite-Aerd
Date: Oaeksaber 4, Mittdey, 795
Time: ~1200



The pond by the side of the road seems tranquil enough. The horses would certainly appreciate stopping, as even though the coolness of autumn has come in full the sun bears down hard from a cloudless sky. The wind does it's part to cool you, but it may prove more trouble than its worth to press onward without a break.

"Shud we stop? 'orses seem ter want a draink." Scathach asks.

pringerbeam

#1
     "I don't see why not. We seem to be making good time towards Aite Aerd."  Said Thedrin as he dismounted to walk his horse up to the pond.

Throndir






Rhenri nodded as she herself slowed her horse down to trot after Thedrin. She didn't quite yet dismount though, choosing to keep the benefit of the height riding the horse gave as she quickly scanned the pond and area.

Perception
Rolled 1d20+7 : 3 + 7, total 10

Asta

Rhenri's Perception:
After spending a few minutes looking around it appears there is no danger.

Thedrin's massive destrier sinks its muzzle below the surface of the pond and drinks greedily, occasionally lifting it back up to let out a satisfied snort. Meanwhile, Scathach also dismounts to take her horse to the water's edge.

Throndir






Seeing that it was safe, Rhenri dismounted as well.

Asta

While the horses rest, you enjoy the relative peace of the moment. Gusts of wind ripple the water, and the tall grasses bend and sway in the breeze. Its almost relaxing. Unfortunately it is not to last.

From the nearby grasses a burst of motion reveals two dog-like creatures, the pair move nearly in tandem as they quickly close in on your group making a pincer assault; yipping and snarling all the while. The horses panic, even Thedrin's great black destrier shuffles uncomfortably at the sight of the beasts and the other three look as if they are ready to bolt.

With little time to react, the beasts bear down on Rhenri and Cecilia. Fang filled mouths snap at their ankles and both find purchase. The one assaulting Cecilia yanks its head violently to the side, and sends the mage tumbling to the ground.

Dog-Thing 1 attacks Rhenri and hits, dealing 1 damage but fails to trip.
Dog-Thing 2 attacks Cecilia and hits, dealing 5 damage and tripping her, Cecilia is now prone.

Surprise round over. Roll initiative.

Combat Log

Roll20 Link

Surprise Round
Dog Thing 1 attacks Rhenri, hits, 1 damage
Dog Thing 2 attacks Cecilia, hits, 5 damage and tripped
[close]


Oath


Throndir


pringerbeam


Oath

Cecilia pushes herself off of the ground, staring the dog-like creature down. "Color Spray!" A wave of colors bursts forth from her hands directly towards the creature that had knocked her down.

Standing up to provoke AOO. If I don't die, casting color spray.

Will save vs spell DC  of 15. Save negates the effects.

QuoteColor spray reference: A vivid cone of clashing colors springs forth from your hand, causing creatures to become stunned, perhaps also blinded, and possibly knocking them unconscious. Each creature within the cone is affected according to its HD.

2 HD or less: The creature is unconscious, blinded, and stunned for 2d4 rounds, then blinded and stunned for 1d4 rounds, and then stunned for 1 round. (Only living creatures are knocked unconscious.)

3 or 4 HD: The creature is blinded and stunned for 1d4 rounds, then stunned for 1 round.

5 or more HD: The creature is stunned for 1 round.

Sightless creatures are not affected by color spray.

Asta

As Cecilia rises to her feet the creature snaps at her arm, however it seems to have misjudged the distance and its teeth connect only with the air. The spell fills the vision of the dog-thing with a myriad of bizarre colors that it's brain can't process. It falls to the ground glassy-eyed and drooling.

Dog Thing 2 makes an attack of opportunity, and misses.
Dog Thing 2 is hit by Color Spray, and is unconscious/blind/stunned for 2 rounds, blind/stunned for 1 round, stunned for 1 round.
Rhenri to take turn.


Combat Log

Roll20 Link

Initiative Order:
Cecilia, Rhenri, Scathach, Horses, Dog Thing 2, Dog Thing 1, Thedrin

Surprise Round
Dog Thing 1 attacks Rhenri, hits, 1 damage
Dog Thing 2 attacks Cecilia, hits, 5 damage and tripped
Round 1
Cecilia stands, avoids AOO, uses Color Spray on Dog Thing 2
[close]

Throndir






Rhenri winced from the pain as she quickly stepped back, both withdrawing and nocking an arrow into her longbow in the same movement. The moment she turned to face the dog thing again, her stance was already set, and her eyes determined to make short work of the creature that attacked. Her eyes locked on the target, she shifted herself meaning to confuse her target of where her arrow would fly. It was one of the first maneuvers she had learned from her master; an ability to shift between two worlds from the discipline of the Veiled Moon.

Before the dog-thing could react, she let fly her burning arrow.

Free: Untrained knowledge check to identify
Intelligence 1d20-1 : 11 - 1, total 10
Free: 5 ft. step back.
Swift: Active Stance of the Piercing Rays
Move: Withdraw longbow
Standard: Dimensional Strike (target is flatfooted for this attack)
to hit vs flatfoot 1d20+5 : 16 + 5, total 21
piercing 1d8 : 6, total 6
fire 1d6 : 4, total 4

Dimensional Strike reference

DIMENSIONAL STRIKE
Discipline: Veiled Moon (Strike)
Level: 1
Initiation Action: 1 standard action
Range: Melee or ranged attack
Target: One creature
Duration: Instant
By shifting slightly between two worlds, the disciple confuses the senses of his foe so he may land his attack more easily. The initiator initiating this strike causes his foe to be flat-footed to this attack.
[close]

Asta

Rhenri Knowledge Check 10:
You recognize the dog-thing as a hyena, but beyond that you don't know much else.

In a display of martial prowess, Rhenri's flaming arrow streaks through the air and catches the hyena in the side. It yelps in pain and the smell of burning fur fills the air around it before another stiff breeze blows through the area. Scathach, makes a quick dash to put herself in a better position to aim and looses an arrow of her own. The shot grazes the badly wounded hyena but still manages to inflict a small gash across its face.

Meanwhile, the horses most near the snarling canines have begun to bolt in fear. The shallow watering hole provides little in the way of an obstacle as they splash across snorting and screaming.

The hyena that was subject to Cecilia's spell continues to lie on the ground, drooling as its eyes stare at nothing. It's compatriot, bleeding heavily and near death makes as calculated a response as an animal might and turns to flee, though its wound prevents it from doing so with any form of haste.

Rhenri shoots Hyena 1, dealing 10 damage.
Scathach shoots Hyena 1, dealing 2 damage.
Horses 2 and 3 begin to bolt.
Hyena 2 is unconscious/blind/stunned for 1 round, blind/stunned for 1 round, stunned for 1 round.
Hyena 1 tries to flee.
Thedrin to take turn.

Combat Log

Roll20 Link

Initiative Order:
Cecilia, Rhenri, Scathach, Horses, Hyena 2, Hyena 1, Thedrin

Surprise Round
Dog Thing 1 attacks Rhenri, hits, 1 damage
Dog Thing 2 attacks Cecilia, hits, 5 damage and tripped
Round 1
Cecilia stands, avoids AOO, uses Color Spray on Dog Thing 2
Rhenri shoots Hyena 1 for 10 damage
Scathach shoots Hyena 1 for 2 damage
Horses bolt
Hyena 2 remains unconscious
Hyena 1 starts to flee
[close]

pringerbeam

     Unfortunately for Thedrin, a clear path to the unwounded hyena was not available so he made his way around one of the horses by sloshing through the shallows of the pond.  "Quick, while it's disoriented stave its skull in! "

Move Action: move 20 ft

Move Action: Combat Advice to give Cecilia +2 to attack Hyena 2

Oath

Cecelia let out a nearly feral screech as she brought her quarterstaff down on the hyena's skull.

Coup de grace.
Rolled 2d6 : 1, 5, total 6

Coup de Grace info:
Spoiler

Coup de Grace
As a full-round action, you can use a melee weapon to deliver a coup de grace (pronounced "coo day grahs") to a helpless opponent. You can also use a bow or crossbow, provided you are adjacent to the target.

You automatically hit and score a critical hit. If the defender survives the damage, he must make a Fortitude save DC 10 + damage dealt) or die. A rogue also gets her extra sneak attack damage against a helpless opponent when delivering a coup de grace.

Delivering a coup de grace provokes attacks of opportunity from threatening opponents.

You can't deliver a coup de grace against a creature that is immune to critical hits. You can deliver a coup de grace against a creature with total concealment, but doing this requires two consecutive full-round actions (one to "find" the creature once you've determined what square it's in, and one to deliver the coup de grace).
[close]