# Chapter 2: How Do They Rise Up? (OOC)

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Dafyd

Leland will bring Raksha and Horace and hang toward the back, that he may more readily heal folks without getting splatted.

Hide, move silently for Leland, Raksha, and Horace the Mule.

I rolled 1d20-3, the result is 5, -3 = 2.
I rolled 1d20-3, the result is 7, -3 = 4.
I rolled 1d20+4, the result is 5, 4 = 9.
I rolled 1d20+5, the result is 3, 5 = 8.
I rolled 1d20+1, the result is 9, 1 = 10.
I rolled 1d20+1, the result is 8, 1 = 9.
Darker

Well, Swarbrick is going to say "why bother"

I rolled 1d20+7, the result is 2, 7 = 9.
I rolled 1d20+7, the result is 12, 7 = 19.
Fixxxer

Man, that check penalty for medium encumbrance really sucks.

Armund doesn't mind being near the front. He's set up nicely as a tracker. Sally can roam where she pleases, since he doesn't need her ability to track via scent right now. Though when we have to go single-file, Armund is probably going to be more on his guard, so let's assume Sally is within 40ft of the group. And he'll have a bullet loaded in his sling.

Hide; Move Silently
I rolled 1d20+2, the result is 12, 2 = 14.
I rolled 1d20+2, the result is 18, 2 = 20.
Obsidian_Spoon

Alrighty, then Kaarys agrees to take point. Also, do the horses role hide and move silently, too?

Hide, Move Silent
I rolled 1d20+5, the result is 17, 5 = 22.
I rolled 1d20+5, the result is 2, 5 = 7.
Talanall

I think you're the first player who's actually thought to ask about this.

I usually just treat it as a take 10, because I fancy that the horse doesn't really know it's supposed to be trying to be quiet (but instinctively it probably knows that being really noisy is a good way to get eaten by some predator). If you'd rather roll, you can.

All the standard kinds of horse are at -3 for Hide and +1 for Move Silently, due to having Dex 13 and being Large. Mules likewise. Ponies are at +1/+1 because they're Medium (not that anyone's riding one right now). Riding dogs are at +2/+2, although again it doesn't really matter for our circumstances here. If your animal is wearing barding, assess armor check penalties as appropriate.

On a related note, if your animal is trained for combat riding, I treat it as proficient with barding, so its armor check penalty does not apply to attack rolls.

Wæs se grimma gæst Grendel haten,
mære mearcstapa, se þe moras heold

MinusInnocence

Pretty sure this is going to go poorly

Hide, Move Silently
I rolled 1d20-6, the result is 14, -6 = 8.
I rolled 1d20-2, the result is 18, -2 = 16.

"Every normal man must be tempted, at times, to spit on his hands, hoist the black flag and begin slitting throats." - H.L. Mencken

Talanall

It could have gone a lot worse.

Wæs se grimma gæst Grendel haten,
mære mearcstapa, se þe moras heold

Fixxxer

It could have.

You're still gonna get eaten, though.

Talanall

Since DDMW is traveling, I'll go ahead and roll for Henrik.

I rolled 1d20-2, the result is 5, -2 = 3.
I rolled 1d20-2, the result is 3, -2 = 1.

Wæs se grimma gæst Grendel haten,
mære mearcstapa, se þe moras heold

Talanall

HAHAHAHAHA!

Wæs se grimma gæst Grendel haten,
mære mearcstapa, se þe moras heold

Talanall

Quote:

Up is north. The party is traveling south.

Squares with a small brown dot contain a normal tree. A creature standing in the same square as a tree gains a +2 bonus to Armor Class and a +1 bonus on Reflex saves (these bonuses don’t stack with cover bonuses from other sources). The presence of a tree doesn’t otherwise affect a creature’s fighting space, because it’s assumed that the creature is using the tree to its advantage when it can. The trunk of a typical tree has AC 4. A DC 15 Climb check is sufficient to climb a tree.

Massive trees are denoted by squares that are entirely filled by a brown dot. These take up an entire square and provide cover to anyone behind them, allowing the use of the Hide skill. They have AC 3, and like their smaller counterparts, it takes a DC 15 Climb check to climb them.

The trees in this area are large enough to form a canopy that extends 10 feet from any square containing a tree. Creatures on branches in a forest canopy are considered to have both cover and concealment (20% miss chance) when fighting creatures on the ground. It is possible to hide in forest canopy.

Yellow areas contain light undergrowth. A space covered with light undergrowth costs 2 squares of movement to move into, and it provides concealment (20% miss chance). Undergrowth increases the DC of Tumble and Move Silently checks by 2 because the leaves and branches get in the way. It is possible to hide in light undergrowth. Running and charging are impossible.

Orange areas contain heavy undergrowth. Heavy undergrowth costs 4 squares of movement to move into, and it provides concealment with a 30% miss chance. It increases the DC of Tumble and Move Silently checks by 5. Heavy undergrowth is easy to hide in, granting a +5 circumstance bonus on Hide checks. Running and charging are impossible.

The dark brown line represents a fallen log. Fallen logs generally stand about 3 feet high and provide cover just as low walls do. They cost 5 feet of movement to cross. A low obstacle (such as a wall no higher than half your height) provides cover, but only to creatures within 30 feet (6 squares) of it. The attacker can ignore the cover if he’s closer to the obstacle than his target.

Blue 1 - Armund
Gray 1 - Sally
Blue 2 - Leland
Gray 2 - Raksha
Blue 3 - Kisasi (on horse)
Blue 4 - Henrik
Blue 5 - Vandersrike
Blue 6 - Kaarys (on horse)
Blue 7 - Swarbrick (on horse)
Yellow - Horace the Mule

Does the above look right, in terms of order of march?

Wæs se grimma gæst Grendel haten,
mære mearcstapa, se þe moras heold

MinusInnocence

Back or front is fine with me. Kisasi is bifurious.

"Every normal man must be tempted, at times, to spit on his hands, hoist the black flag and begin slitting throats." - H.L. Mencken

Cronono

That'll work

Darker

I guess so, sure.

Talanall

Rolls

I rolled 1d20+2, the result is 15, 2 = 17.
I rolled 1d100, the result is 42 = 42.
I rolled 1d20+2, the result is 15, 2 = 17.
I rolled 1d100, the result is 94 = 94.
I rolled 1d20+2, the result is 13, 2 = 15.
I rolled 1d100, the result is 28 = 28.

Wæs se grimma gæst Grendel haten,
mære mearcstapa, se þe moras heold

Cronono

I'm going out on a limb and saying hit, woulda hit but for concealment, and plinking off armor.

Talanall

I always use lower is worse for concealment, because it's easier to track whether an attack falls within the 20%/30%/50% margins for concealment, heavy concealment, and total concealment.

Wæs se grimma gæst Grendel haten,
mære mearcstapa, se þe moras heold

Cronono

That's reasonable, and unfortunate for poor bastard #2.

Talanall

More rolls.

I rolled 1d20+3, the result is 8, 3 = 11.
I rolled 1d20+7, the result is 18, 7 = 25.
I rolled 1d20+4, the result is 5, 4 = 9.

Wæs se grimma gæst Grendel haten,
mære mearcstapa, se þe moras heold

Talanall

Roll for initiative!

Wæs se grimma gæst Grendel haten,
mære mearcstapa, se þe moras heold

MinusInnocence

Talanall wrote:

Roll for initiative!

One of my favorite sentences ever.
Initiative (flat roll)
I rolled 1d20, the result is 9 = 9.

"Every normal man must be tempted, at times, to spit on his hands, hoist the black flag and begin slitting throats." - H.L. Mencken

Cronono

We have different opinions on that score.

Init
I rolled 1d20+4, the result is 6, 4 = 10.
Darker

Roll

I rolled 1d20+7, the result is 3, 7 = 10.
Fixxxer

Marching order looks fine to me.

Initiative
I rolled 1d20+1, the result is 5, 1 = 6.
Talanall

Dice roller be like:

Wæs se grimma gæst Grendel haten,
mære mearcstapa, se þe moras heold

Obsidian_Spoon

Sticky snot. Lovely.

Init.
I rolled 1d20+4, the result is 16, 4 = 20.
deadDMwalking

Tal, can you roll for me? Especially with the -4 Dex, I would be guessing at my modifier.

Talanall

Okay.

I rolled 1d20, the result is 12 = 12.

Wæs se grimma gæst Grendel haten,
mære mearcstapa, se þe moras heold

Dafyd

Init

Init.
I rolled 1d20+6, the result is 2, 6 = 8.
Talanall

Init

I rolled 1d20+1, the result is 15, 1 = 16.
I rolled 1d20+1, the result is 1, 1 = 2.
I rolled 1d20+1, the result is 14, 1 = 15.
I rolled 1d20+1, the result is 17, 1 = 18.

Wæs se grimma gæst Grendel haten,
mære mearcstapa, se þe moras heold

Talanall

Rolls

Ranged touch @ Serry, concealment, Reflex
I rolled 1d20+2, the result is 17, 2 = 19.
I rolled 1d100, the result is 87 = 87.
I rolled 1d20+4, the result is 11, 4 = 15.

Wæs se grimma gæst Grendel haten,
mære mearcstapa, se þe moras heold

Talanall

Duration

I rolled 2d4, the result is 3, 2 = 5.

Wæs se grimma gæst Grendel haten,
mære mearcstapa, se þe moras heold

Talanall

Obsidian_Spoon wrote:

Sticky snot. Lovely.

At least it didn't get in your character's mouth. Poor Henrik.

Wæs se grimma gæst Grendel haten,
mære mearcstapa, se þe moras heold

Obsidian_Spoon

At least it wasn't sticky love snot.

Talanall

Wæs se grimma gæst Grendel haten,
mære mearcstapa, se þe moras heold

Obsidian_Spoon

Ok, Kaarys would like to 5ft step Serry one space to the east, then attempt a fast dismount into the square directly below Vander, and then draw his longbow. If he manages to make the dismount, can he then fire an arrow at White 5? I'd get a -4 from the slime, correct?

Ride check, longbow, dmg.
I rolled 1d20+4, 1d20+3, 1d8, the result is 19 = 19.
Ride, longbow, dmg
I rolled 1d20+4, the result is 17, 4 = 21.
I rolled 1d20+3, the result is 7, 3 = 10.
I rolled 1d8, the result is 4 = 4.
Obsidian_Spoon

Ignore that top set in the rolls, I messed up.

Talanall

Yes, that's all correct. Unfortunately, it's a miss.

Wæs se grimma gæst Grendel haten,
mære mearcstapa, se þe moras heold

Talanall

Roll

Ranged touch vs. Swarbrick, flat-footed
I rolled 1d20+2, the result is 9, 2 = 11.
I rolled 2d4, the result is 4, 2 = 6.
I rolled 1d4, the result is 2 = 2.
Ranged touch vs. Kaarys; concealment;
I rolled 1d20+2, the result is 19, 2 = 21.
I rolled 1d100, the result is 41 = 41.
I rolled 2d4, the result is 2, 3 = 5.
I rolled 1d4, the result is 2 = 2.
Ranged touch vs. Vandersrike, flat-footed; concealment
I rolled 1d20+2, the result is 9, 2 = 11.
I rolled 1d100, the result is 65 = 65.
I rolled 2d4, the result is 1, 4 = 5.
I rolled 1d4, the result is 3 = 3.
Ranged touch vs. Henrik, flat-footed; concealment
I rolled 1d20+2, the result is 3, 2 = 5.
I rolled 1d100, the result is 74 = 74.
I rolled 2d4, the result is 4, 3 = 7.
I rolled 1d4, the result is 4 = 4.
Reflex, Swarbrick; Reflex, Kaarys; Reflex, Vandersrike; Reflex
I rolled 1d20+5, the result is 2, 5 = 7.
I rolled 1d20+5, the result is 17, 5 = 22.
I rolled 1d20+7, the result is 9, 7 = 16.

Wæs se grimma gæst Grendel haten,
mære mearcstapa, se þe moras heold

Talanall

Hmm. Actually, looks like Vandesrike has cover in addition to concealment. So he's fine, and I didn't need to roll him a save. Good for him!

Wæs se grimma gæst Grendel haten,
mære mearcstapa, se þe moras heold

Obsidian_Spoon

In my head, Kaarys does this graceful turning dismount while his horse walks out from under him, and he draws his bow while landing, fires, and has just enough time to see he missed before the second load of slime blasts him in the face.

Darker

Swarbrick's horse will attempt to free itself with a str check. I don't know the mod, but I'll roll the d20. Swarbrick attempts to get the stuff off him as well, using his sword to get the stuff off. If successful, he'll drop off his horse and use it for cover.

I rolled 1d20, the result is 14 = 14.
I rolled 1d8+4, the result is 7, 4 = 11.
Talanall

Obsidian_Spoon wrote:

In my head, Kaarys does this graceful turning dismount while his horse walks out from under him, and he draws his bow while landing, fires, and has just enough time to see he missed before the second load of slime blasts him in the face.

This is how I would prefer to imagine it, too.

Wæs se grimma gæst Grendel haten,
mære mearcstapa, se þe moras heold

Talanall

Darker wrote:

Swarbrick's horse will attempt to free itself with a str check. I don't know the mod, but I'll roll the d20. Swarbrick attempts to get the stuff off him as well, using his sword to get the stuff off. If successful, he'll drop off his horse and use it for cover.

Looks like they'll both be free. Isn't that nice?

Wæs se grimma gæst Grendel haten,
mære mearcstapa, se þe moras heold

Fixxxer

What does Armund know about bothrians? Can he tell at a glance what kind of creature these might have been before becoming bothrians, assuming they aren't truebred?

Knowledge (dungeoneering); Knowledge (nature)
I rolled 1d20+7, the result is 5, 7 = 12.
I rolled 1d20+12, the result is 1, 12 = 13.
Fixxxer

Man, fuck this die roller with a rake!

Talanall

Fixxxer wrote:

What does Armund know about bothrians? Can he tell at a glance what kind of creature these might have been before becoming bothrians, assuming they aren't truebred?

Believed to be the product of renegade mages’ experiments in transmutation, a race of creatures called bothrians slithers and sucks its way the kingdom of Enteria’s rainforests. These horrifying amalgams of mollusk, insect and animal bear a haunting resemblance to the unfortunate creatures onto which their tentacles and additional eyes were grafted. The remnants of a humanoid face, an animal’s pelt, or a bird’s twisted wings often swirl together with outlandish webbing and tentacles.

Most bothrians are sterile, doomed to live brief, painful lives and then succumb to the inherent madness of their own forms. A few of the most "successful" of the arcane flesh-weavers’ experiments have successfully made the jump to become a true-breeding species of their own. A few bothrians, escapees through neglect or accident from their masters’ pens, are now found in the wild.

Of late, these insane beasts have begun to encroach into the settled areas of Enteria. Armund recalls that his late mentor thought that the examples that appear nearest to civilization must be true-breeding bothrian strains. The slitherwebs that the party already has encountered clearly are kin to bothrians.

Armund has heard of, but not seen, this particular variety of bothrian. He thinks that it was bred from a species of giant ant, and looking at specimens makes this seem plausible. They look very much like ants, except they're the size of mastiffs, they have suckered tentacles growing straight up from their thoraxes, and instead of an ant's haired, spiked exoskeleton these creatures have flabby skin that changes color and pattern in a fashion similar to what he's heard is the case for octopuses.

Most bothrians are good at grabbing hold of things with their tentacles. Many of them prefer to kill by throttling their prey to death.

Wæs se grimma gæst Grendel haten,
mære mearcstapa, se þe moras heold

deadDMwalking

Going for the strength check.

Baby baby
I rolled 1d20+2, the result is 8, 2 = 10.
Talanall

Ah, too bad.

Wæs se grimma gæst Grendel haten,
mære mearcstapa, se þe moras heold

Cronono

Vandersrike will hiss. "Flank them from the east!"

In this vein, he moves SE, SE, both squares through Kaarys, E, E, E, SE. This will end his movement in a square with a small tree and just north of a square with a big tree.

He will hide.

Sneaky sneaky
I rolled 1d20+18, the result is 11, 18 = 29.