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  1. - Top - End - #301
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    Default Re: Portal to D&D IC - Thokk_Smash

    The easiest way to head southeast is actually by following the path your former allies traveled.
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  2. - Top - End - #302
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    Default Re: Portal to D&D IC - Thokk_Smash

    "Oh, man, does that mean it'll take two days to get there?" Jerry complains. Still, he hoists his makeshift belt higher and directs Berserker and Ash to follow him down the path.

    Once they're on the path, Jerry stops them. "Berserker, climb up that tree. I want to see what's out there."

    Berserker nods and starts climbing.

    Spoiler: Climb
    Show
    (1d20+4)[17], (1d20+4)[15], (1d20+4)[15], just rolling till Berserker makes it


    Once Berserker is climbing, Jerry says to Ash, "Keep an eye out for danger. I'll be blind an deaf for the next minute."

    Then, he closes his eyes and syncs his senses with Berserker in order to see what he sees.
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  3. - Top - End - #303
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    "Uh..." says Ash, sounding a bit worried for you.

    Berserker has no difficulty climbing the tree. You close your eyes and look through his senses.

    When Berserker looks around, you both see rabbits in various locations, including a group of (1d3+2)[5] within about 15 feet of you.
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  4. - Top - End - #304
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    Default Re: Portal to D&D IC - Thokk_Smash

    "Come on down, Berserker. Let's start on those rabbits."

    Jerry returns to his senses. "I'm back, Ash. Looks like you're in luck, there's almost a half-dozen rabbits nearby. We'll get you some breakfast."

    After Berserker comes down, Jerry has him lead the way toward the group of rabbits. Considering the rabbits are considered to be reproducing at a dangerous rate, he feels comfortable attacking them out of the blue.

    Berserker leaps at them, slashing at the nearest one with his claws.

    Spoiler: Berserker attack
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    (1d20+5)[24], (1d4+3)[4]


    "Go for it, Ash," Jerry says. Ash goes after another of the rabbits, positioning so that they'd be between herself and Berserker. She catches one rabbit between herself and Berserker.

    Spoiler: Ash
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    Move into flanking position with Berserker against one of the rabbits.

    (1d20+5)[10], (1d6+1)[3]


    Spoiler: Assuming the rabbits run
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    Berserker gets two AoO's from the rabbits running away.
    (1d20+5)[20], (1d4+3)[7]
    (1d20+5)[18], (1d4+3)[6]
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  5. - Top - End - #305
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    Spoiler: DM Note
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    I'm not sure if I've mentioned this or not, but all companions will act on your initiative unless there's some specific action that changes their position in the initiative.

    (1d20+5)[21]
    (1d20+3)[23]

    Between the attacks and the AoOs, you manage to kill off 3 rabbits. The other 2 escape.

    Encounter Notice
    Enemies Defeated:
    Enemies Dispersed:
    Experience Gained:
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    120
    Last edited by Rizban; 2020-08-05 at 10:05 AM.
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  6. - Top - End - #306
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    Jerry tries to use his dagger to harvest the skin and meat from the rabbits. He’ll bury the bones and keep the meat in a pile for Ash to start on.

    ((Taking 10 on Survival to skin and debone the rabbit meat for 19))
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  7. - Top - End - #307
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    Quote Originally Posted by Thokk_Smash View Post
    Jerry tries to use his dagger to harvest the skin and meat from the rabbits. He’ll bury the bones and keep the meat in a pile for Ash to start on.

    ((Taking 10 on Survival to skin and debone the rabbit meat for 19))
    You succeed, no problem. The whole process takes you (1d2)[2] hours since, although you have the requisite knowledge, you've never actually done it before.

    Also, the smell of the raw meat reminds you that you haven't actually eaten in 24 hours...
    Last edited by Rizban; 2020-08-05 at 12:54 PM.
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  8. - Top - End - #308
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    Jerry wraps whatever meat Ash doesn’t eat in the scraps of fur to use later. He doesn’t want to start a fire to cook the meat just yet.

    Instead, he checks whether the pear he had take from the garden the day before is still fresh. If it is, he eats the rest of it.

    “Ash, do you think you could try tracking their scent back to their burrow?” he asks his companion.

    ((Survival for Ash’s Tracking, (1d20+7)[8]. A longshot, I think. If possible, Jerry will Aid, and he can’t fail to get a 10 or better even on a nat 1. Roll includes the Aid.))

    Assuming that fails, Jerry will encourage Ash to keep trying, and after an hour will take 10 for a 17.
    Last edited by Thokk_Smash; 2020-08-05 at 01:09 PM.
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  9. - Top - End - #309
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    The fruit isn't exactly fresh, but it's enough to satisfy and give you the 10% xp buff. All your other xp buffs have long since expired.

    Ash is too contented with eating to want to hunt. Give her a bit of time, and she's sure to pick up the trail...
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  10. - Top - End - #310
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    “Ash, pls, I wanna get started on this rabbit thing as soon as possible.”

    Jerry spends some time checking the rabbit bones to see if they’d be useful at all as tools. He assumes they’re too small, but it never hurts to check.

    He checks in with Ash every ten minutes to see if she’s good to hunt. Once she is, he helps her to track down the rabbits.

    ((I’ll have Ash take 10 on the Track this time, Jerry Aiding, for a total of 17.))
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  11. - Top - End - #311
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    The rabbit bones could be made into small tools: small picks, fishhooks, and the like or purposed as ties on rough clothing or other decorative uses, but they're not really suitable for much.

    Ash heads off, following the edge of the path for a short distance before cutting off into the woods.

    She leads you about 45 feet off the path to a Tiny-sized hole in the ground, the entrance to a rabbit warren.
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  12. - Top - End - #312
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    Default Re: Portal to D&D IC - Thokk_Smash

    Jerry keeps some of the bones anyway, just in case.

    “Well, this looks promising,” he says, looking at the hole with interest. Maybe this’ll be one of the dungeons the Quest mentioned? The hole is definitely way too small as-is, though. So Jerry takes the wedge-shovel from his belt and starts breaking the dirt around the warren entrance. He has Berserker clear away the broken-up dirt as Jerry does, and together they open up a hole big enough to fit through.

    Once the hole is big enough, Jerry casts Guidance on Ash and directs Berserker to enter the hole first.
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  13. - Top - End - #313
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    Clearing out the hole take about an hour of work, which is pretty good, considering it would have taken two or three without tools and competent assistants.

    You break through the end of the tunnel, revealing a room 10 feet wide by 15 feet long. The ceiling, however, is only 6 feet tall, making fighting within quite difficult. Anyone taller than 5 feet will take a -2 penalty to attack rolls from the low ceiling.

    On the far end of the room, you can see (1d3+2)[5] rabbits like the ones you've fought on the surface.

    As soon as you or one of your companions enters the room, you receive a series of popups.

    You have entered a Transient Dungeon!
    These dungeons spawn randomly throughout the Realm and are completed when the Dungeon Boss is defeated. Once completed, a Transient Dungeon will cease to exist, and all Players and NPCs not spawned by the dungeon will be automatically transported back to the dungeon entrance. Uncollected items and resources will be permanently lost.

    Achievement: Entered a Dungeon
    You have entered a dungeon for the first time. Gain 10 experience.

    Achievement: Discovered a Dungeon
    You have discovered an unknown dungeon and are the first to enter it. What dangers lurk inside? Gain 25 experience.
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  14. - Top - End - #314
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    Initiative
    (1d20+3)[18]
    (1d20+5)[10]
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  15. - Top - End - #315
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    The rabbits win initiative and charge at Berserker. They provoke AoOs as they enter his space to attack.

    (1d20+6)[10] - [1]
    (1d20+6)[13] - [1]
    (1d20+6)[19] - [1]
    (1d20+6)[22] - [1]
    (1d20+6)[15] - [1]
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  16. - Top - End - #316
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    Spoiler: Berserker AoO's
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    (1d20+3)[7], (1d4+3)[4], (1d20+3)[12], (1d4+3)[6]


    Berserker roars in pain even as he reflexively lashes out at the rabbits, and Jerry considers the room. "It's unfortunate about the roof," he mutters. "Ash, go around Berserker to set up a flanking position. Berserker, take a step back and let them have it."

    Ash bounds around Berserker as the eidolon steps in the opposite direction--all the rabbits stuck in the middle. Jerry stoops a bit and attacks one rabbit as well, for all the good it will do.

    Spoiler
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    Ash: adjacent to Berserker in anticipation of Berserker taking a 5ft step

    Berserker: 5ft step in the opposite direction of Ash

    Ash attack, +2 for Flanking, no penalty because she's less than 5ft at shoulder height: (1d20+5)[8], (1d6+1)[7]

    Berserker attacks, -2 for being taller than 5ft, +2 for flanking: (1d20+5)[13], (1d4+3)[6]
    (1d20+5)[20], (1d4+3)[6]

    Jerry: Move adjacent to the rabbits. Standard action attack with his club, -2 for being over 5ft tall: (1d20-2)[-1], (1d6-1)[0]
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  17. - Top - End - #317
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    Default Re: Portal to D&D IC - Thokk_Smash

    Spoiler: DM
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    Pretty sure Berserker only gets 2 AoOs. 1 + 1 from CR with Dex 12.

    Also, I think his attack rolls should possibly be 1 point higher. Double check that, please.

    Berserker slashes harmlessly at the air strikes down one rabbit as the rabbits dog pile... err rabbit pile on him.

    Ash misses her attack, but Berserker hits with with both claws.

    You, unfortunately, do little more than get in the way.

    The remaining three two rabbits each pick different targets, provoking AoOs from their targets as they do.

    Vs Berserker
    (1d20+4)[8] - [1]


    Vs Ash
    (1d20+4)[21] - [1]

    Vs Iriander
    (1d20+4)[15] - [1]
    Last edited by Rizban; 2020-08-05 at 11:21 PM.
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  18. - Top - End - #318
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    Default Re: Portal to D&D IC - Thokk_Smash

    Spoiler: OOC
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    Berserker's AoO's: (1d20+5)[25]
    (1d20+5)[21]

    If needed, Ash's AoO against her rabbit: (1d20+5)[24]

    If needed, Jerry's (hah) AoO: (1d20-1)[8]


    As the rabbits jump at other targets, Berserker takes advantage of their negligence to slice their heads off.

    "Nice work, guys," Jerry says, clapping Berserker on the back and petting Ash's head. Seeing as this is a dungeon now, he searches the rabbits for loot.
    Last edited by Thokk_Smash; 2020-08-05 at 11:25 PM.
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  19. - Top - End - #319
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    Encounter Notice
    Enemies Defeated:
    Experience Gained:
    5
    188
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  20. - Top - End - #320
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    Default Re: Portal to D&D IC - Thokk_Smash

    When you search the rabbits, they disperse into motes of light and disappear.

    You find (1d5)[5] small bronze coins which you intuitively know are called bronze pips.

    (1d100)[22]
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  21. - Top - End - #321
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    Default Re: Portal to D&D IC - Thokk_Smash

    "Oh, neat, actual money."

    Jerry stashes the pips in the pouch with his cherry fruit. He looks around for a door or other entrance deeper into the dungeon.
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  22. - Top - End - #322
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    Default Re: Portal to D&D IC - Thokk_Smash

    You spot another Tiny tunnel on the far wall from the entrance that turns sharply to the right.
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  23. - Top - End - #323
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    Default Re: Portal to D&D IC - Thokk_Smash

    Jerry sighs. “More digging. Joy. C’mon, Berserker.”

    Jerry grabs his shovel and starts widening the hole, though he checks every so often to see when Berserker will be able to squeeze through. He’d rather not take another hour to dig all the way through the tunnel.
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  24. - Top - End - #324
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    Default Re: Portal to D&D IC - Thokk_Smash

    The next section takes you a mere 15 minutes of work, as the tunnel isn't nearly as long, and you're mostly just knocking dirt out of the way rather than excavating and removing it.

    Within the next room are (1d3+2)[3] Woodland Hares and [1] Basher.

    They don't attack yet but look ready to pounce as soon as anyone enters the room.
    Last edited by Rizban; 2020-08-06 at 12:07 PM.
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  25. - Top - End - #325
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    Default Re: Portal to D&D IC - Thokk_Smash

    "No time like the present. Get the Basher first, Berserker! Ash, follow behind."

    Berserker bellows and charges at the Basher, if the smaller ceiling will allow it. Ash moves to set up a flanking position on the Basher if it survives, or else targets one of the woodland hares.

    Spoiler: OOC
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    Berserker: Charge at the Basher, stopping 10ft away because of his reach. +2 for charge, -2 for stooping ceiling: (1d20+5)[11]
    (1d4+3)[6] Berserker's AC is 13 this round

    Ash: If the Basher lives, move into flanking and attack it. If Berserker downs it, attack one of the woodland hares: (1d20+3)[22], +2 against the Basher.
    (1d6+1)[2]

    Jerry: Move 10ft into the room and take full defense, AC is 15.
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  26. - Top - End - #326
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    Default Re: Portal to D&D IC - Thokk_Smash

    Berserker misses the flat-footed basher by literally 1 point.

    Ash flanks the basher and easily bites it. (No trip attempt?)

    Iriander moves into the room.

    The basher attacks Berserker
    (1d20+4)[7] - (1d4)[2]

    The three rabbits split up between the two hostile targets.
    vs Berserker
    (1d20+4)[5] - [1] (provokes)

    vs Ash
    (1d20+4)[23] - [1] (provokes)
    (1d20+4)[8] - [1] (provokes)

    All of the rabbits miss... except for the one that goes for the jugular. That bunny is brutal!
    Last edited by Rizban; 2020-08-06 at 12:36 PM.
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  27. - Top - End - #327
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    Default Re: Portal to D&D IC - Thokk_Smash

    Spoiler: AoO's
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    I'm assuming the Basher had to move closer to Berserker since he was 10ft away from his reach. So I'll roll an AoO against the Basher as well, let me know if that's erroneous.

    vs Basher: (1d20+3)[13]
    (1d4+3)[5]

    vs hare: (1d20+3)[21]
    (1d4+3)[6]

    Ash's AoO vs woodland hare: (1d20+3)[23]
    (1d6+1)[6], no trip attempt b/c I'm assuming the have 1hp That's a crit, confirmed in the dice server for +4 damage


    As the Basher and hares move to attack, Jerry moves closer in to provide flanking for Ash. Ash sidesteps the hares in her square and lashes out once more, and Jerry tries his hand at attacking as well. Berserker continues to Berserk.

    Spoiler: OOC
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    Berserker: Attack the Basher; if the Basher is dead, 5ft step to be able to attack one of the hares: (1d20+3)[10]
    (1d4+3)[5]

    (1d20+3)[22]
    (1d4+3)[6]

    Ash: 5ft step out of the hares' square. Wait for Jerry to flank
    Standard: Attack with flanking, (1d20+5)[18]
    (1d6+1)[7]

    Jerry: Move into flanking position with Ash vs the hares
    Standard: Swing at any hare still moving, +2 for flanking: (1d20+1)[6]
    (1d6-1)[4]
    Last edited by Thokk_Smash; 2020-08-06 at 12:43 PM.
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  28. - Top - End - #328
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    Default Re: Portal to D&D IC - Thokk_Smash

    Berserker misses his AoO against the Basher but quickly kills it in the follow up. He also takes out one of the smaller rabbits as it tries to bite him.

    Ash snaps the rabbit lunging for her throat out of the air, ripping it apart with a violent shake of her head. She then snaps another one up as it panics and tries to flee the vicious predator.

    Iriander attempts to bonk the last bunny on the head, but let's face it, he's frankly an embarrassment to the art of head bonking.

    Spoiler
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    The last bunny attacks him, because he's obviously the easiest target, foolishly provoking AoOs from all three members of your party.
    Last edited by Rizban; 2020-08-06 at 01:05 PM.
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  29. - Top - End - #329
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    Default Re: Portal to D&D IC - Thokk_Smash

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    I think all the hares should be down? Berserker killed the one with his AoO, Ash brutalized one with her AoO, and Ash killed the last with her attack on her turn.
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  30. - Top - End - #330
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    Default Re: Portal to D&D IC - Thokk_Smash

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    Hmm. I misread that. So, all of the bunnies are dead, but the Basher is still alive. Let me fix that last post.

    No, wait, he killed the basher too. never mind.


    Encounter Notice
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    Experience Gained:
    4
    252
    Last edited by Rizban; 2020-08-06 at 01:05 PM.
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