Aubrey the Demented/Malformed |
OK, that's both of the stabilised. I'm not going to inflict death saving throw ticks on anyone since I tried my best to kill you with a meteorite. Also, Arakan and Gorad can just redover to 0hp and use their healing surges to get back their hit points.
Gorad and Arakan are dragged out of the rubble. Irivis revives Arakan with a few slaps to the face while Gorad wakes to find Jareen's face hovering over him.
OK, that's the end of your ordeal.
Arakan |
Gorad, don't forget that as a Shaman each time you use your healing spirit, an ally adjacent to your spirit gets healing (surge free). Then you just need a short rest, and can use it again. Unless pressed for time, I would always suggest using your encounter power to heal, then short resting and using it again, rinse repeat until all is good.
Arakan sits up and rubs his temple where the last rock struck, whispering soothing words until the pain goes away. Then he does the same for his leg and shoulder. Sitting there he looks at Irivis, and find his old voice "Escape? Don't act like you helped me out to punish me, you know full well you did it because you can't imagine going a day without me." He smirks, as he slowly gets to his feet.
Arakan uses his Majestic word, short rest, uses it again, short rest again.
Arakan |
Arakan seems to be in agreement with most of the sentiment, "I would like to investigate that thing, but I'm sure it got no small amount of attention, and we won't be the only ones checking it out. It's in our best interests to continue on to the pool."
Calla the Quick |
Calla finds herself agreeing with Arakan. "We're even less likely to find survivors and supplies back at the tower now. Nothing for it but to press on."
Her thoughts take a melancholy turn as the group waits for first light and prepares to move on again.
At least it's a fitting pyre and monument for my dead.
Irivis |
"I hope it took out those damn Elf look alikes..."
"I think it took out anyone near it."
Irivis casts a thoughtful look at Calla, before hobbling closer to the younger woman.
"It isn't much comfort, but the end will have been very quick."
Aubrey the Demented/Malformed |
The group pick their way down the escarpment towards the road, with light provided by Jareen's spell. There are skitterings and the glimpse of eyes glowing with reflected radiance. Most are tiny creatures of the night - no threat - but some are larger animals disturbed by the crashing meteor. The group head down a steep defile, a wrinkle in the steep rock slope. The flickering gaze of potential predators begins to make everyone jumpy, the deeper shadows become possible sources of ambush, and the clatter of a rock skipping down the trail could be a monster preparing to leap.
Arcana or Insight, DC 20:
Arakan |
Arcana: 1d20 + 6 ⇒ (16) + 6 = 22
Insight: 1d20 + 6 ⇒ (10) + 6 = 16
Arakan tries to act casual as he scans the area around, quietly adding "I don't think you are imagining them, this does not feel like a natural sense of foreboding. There may be a chance something is targeting us mentally."
Perception: 1d20 + 5 ⇒ (16) + 5 = 21 if I can see anything (low-light)
Knowledge checks to see if I can think of anyone/thing that could be doing it.
Arcana: 1d20 + 6 ⇒ (8) + 6 = 14
Dungeoneering: 1d20 + 4 ⇒ (2) + 4 = 6
Nature: 1d20 + 5 ⇒ (13) + 5 = 18
Religion: 1d20 + 5 ⇒ (1) + 5 = 6
Calla the Quick |
Insight: 1d20 + 5 ⇒ (12) + 5 = 17
Calla's mind is still turning over loss and regret, and she is grateful for the comfort provided by Irivis and Gorad. She smiles her thanks, and stays close to them as the group makes it's slow way towards the road.
She notices nothing before Jareen and Arakan give warning. "What is it? Are we being followed?"
Aubrey the Demented/Malformed |
Arakan:
Perception checks (Arakan and Gorad have already tried) DC 15:
If you made the Perception check, you are not surprised and may also try the following Nature of Dungeoneering check (again, Arakan has already tried), DC 15:
Roll initiative, please.
Arakan |
Initiative: 1d20 + 3 ⇒ (9) + 3 = 12
Arakan shudders at the sight, thinking to himself that this particular creature could really be bad for him "Oh no, an Id Fiend, just as I had feared... coincidentally. This thing will use our fears against us."
Calla the Quick |
Aubrey, that was a late perception roll. Calla's init roll is: 1d20 + 3 ⇒ (3) + 3 = 6. Note that Calla still gets to use her speed of thought power even when surprised. EDIT - well that really wasn't worth a re-roll!
Calla turns to Gorad, Wh - what under the stars is an 'id fiend'? I've never even heard of one. What do we do, fight or run?"
Aubrey the Demented/Malformed |
Aubrey, that was a late perception roll. Calla's init roll is: 1d20+3. Note that Calla still gets to use her speed of thought power even when surprised. EDIT - well that really wasn't worth a re-roll!
My apologies: revised initiative table:
Gorad 20Id fiend 14
Arakan 12
Calla 6
Irivis 2
Gorad Bender |
Not sure if you are waiting on me I was waiting on a map, but to move my round along! Gorad will be near Calla since they were talking.
Gorad summons Sandswimmer next to the Id fiend who quickly attacks.
1d20 + 5 ⇒ (20) + 5 = 25 vs Fort Spirit Cascade (daily)
2d10 + 5 ⇒ (7, 1) + 5 = 13
Effect: the first time any ally hits an enemy adjacent to your spirit companion, the attack deals 1d6 extra damage to that enemy. The second time any ally hits the enemy adj to your spirit companion the attack deals 2d6 extra dmg, the third time 3d6 extra dmg. The effect ends after the third attack hits or at the end of the encounter
woot crit! 25 dmg
Aubrey the Demented/Malformed |
OK, my catarrh-addled mind has found a solution. Map.
Alright, the situation is maybe a bit more complicated than it immediately looks from the map, so I shall explain. You are travelling down a trail which heads down a steep slope. The trail is darker orange line down the middle of the map - the higher end is at the top, the lower at the bottom, and the gradient is about one in three. It lies in a dip or crease in the rock, so the sides of the trail also slope up at a similar gradient - the trail is at the low point, and then it slopes up to both left and right from there. Effectively, its a small, downward-sloping gorge. As a consequence, the id fiend is above the trail, up the slope to the side of the trail.
Moving up and down the trail counts as normal movement. However, if you want to run or charge on the trail, you will need a DC 10 Acrobatics check or you will fall prone. However, the walls are tricky, and you will need to make a DC 10 Athletics check and suffer all of the difficulties involved in climbing per the PHB. If you fall, you will slide back down to the trail and end up prone, but won't take damage. The cacti are nasty and spiny and falling on one will hurt.
You are currently travelling from the top of the map to the bottom. Please place yourselves. You will be on the trail, somewhere between rows 1 and 8.
Just to remind you, I'm on holiday from tomorrow.