CrazyHedgehog's Red Hand of Doom

Game Master GeraintElberion

Characters must undertake vital missions in order to confront the relentless advance of a bloodthirsty horde.


1,351 to 1,400 of 2,090 << first < prev | 23 | 24 | 25 | 26 | 27 | 28 | 29 | 30 | 31 | 32 | 33 | next > last >>

Stats:
AC 14/14/11 HP 1/52 F+4 R+6 W+6 Init +7 Per +0/+2

"That is a good idea Ambrose. Maybe we can start to put some of these pieces further together."

The Exchange

Just as Shaylar revives under Leonar's ministrations, Aleste and Trellara also come around with some healing. Aleste brushes himself down and looks at the pink patches of newly healed skin on his arms. "That's not happened to me for a long time." he says enigmatically. "Thanks for healing me, Leonar, I thought I was a goner." Trellara just seems traumatised and distant.

Leonar casts detect magic and searches the building's chambers. Helaku helps by casting fly. Fortuitous, as when you enter through the double doors into a large chamber you see that most of the floorboards in the center of the room have fallen away to expose the flooded ground floor thirty feet below. This large room might have once been a well-appointed library, but now its shelves lie in disarray along the east and west walls. No sign of any books are apparent. There is a large pile of goods and treasure, items claimed as tribute from the lizardfolk and others reclaimed from the sunken city. Several of these do indeed glow with a magical aura. These items include:

- A suit of full plate armor, decorated with gold filigree and a roaring lion motif. Obviously the armor of a champion of Rhest.

Armor Spellcraft DC 21:
+2 full plate armor

- A finely worked mace chased with gold and silver.

Mace Spellcraft DC 21:
+2 silvered heavy mace

- A simple bronze headband decorated with an intricate pattern of small green gemstones. Detects as having moderate transmutation magic.

Amulet Spellcraft DC :
Periapt of Wisdom + 2

- The twisted horn of a mountain goat, elongated and enchanted and with a murky brown hue. Emits faint conjuration magic.

Horn Spellcraft DC 18:
Horn of Fog

- A narrow red cloth flag skilfully embroidered with a lion in gold thread that appears as if its looking directly at you, or passant guardant in heraldic parlance. It looks designed to be attached to a lance, polearm, or staff. It exudes moderate abjuration and enchantment magic.

Banner Spellcraft DC 21:
A battle version of a Knight's Pennon, as described on p.307 of the APG. If mounted and displayed on one of the above weapons, it grants its bearer the benefits of a heroism spell once per day.

8,800sp
2,300gp
130pp
gold necklace worth 800gp
11 small gemstones (spinels, tourmalines, and peridots worth a total of 330gp
a small iron coffer, unlocked, containing a delicate adamantine chain threaded with a lion's claws and teeth. This item radiates a strong aura of necromantic magic.

Chain Spellcraft or Knowledge (arcana) DC 26:
This is a dread item: the phylactery of a lich, a powerful and magical undead being. A lich will go to great lengths to protect its phylactery.

The room to the north (just next to the stairs where you fought the hobgoblin) appears to have been the goblin Wyrmlord Saarvith's headquarters. Three large animals - a leopard, a wild boar, and a crocodile - stand at the ready in the southern portion of this room. Closer inspection reveals them to be stuffed and mounted for display. The walls are decorated with a striking tapestry depicting a five-headed dragon in a pose of destructive rage. A free-standing perch for a falcon or eagle stands in the room's northwest corner. A cot heaped with fine furs lies against the western wall, next to a large table. Atop the table lies a dead batlike creature, its abdomen cleaned and stuffed with salt and wood chips, and its wings pinned to the table's surface with several thin pins. An ironbound chest sits on the floor beneath the table. The chest is locked.

The room to the south seems to belong to the hobgoblin, meaning he must have been one of the officers of this horde contingent. The chamber is clean and well-organized, despite its grim furnishings. Small barbed cages rest against the wall, not quite large enough to stand in and not quite wide enough to sit in. Several barrels of water are on the floor to the north, along with a bloodstained mop. A simple cot and a chair and desk round out the room's contents. A small coffer under the cot reveals the hobgoblin's gleanings from the ruined city: 155gp, 320gp, and a fine ruby-set bracelet in the shape of a sinuous lion worth 200gp. [/spoiler]

The hobgoblin cackles away, happy to sing. "Oh, you'll not catch them. Saarvith and Regiarix will be halfway on their way to Azarr Kul. He'll probably get knocked around a bit for having failed his orders, but as long as his companion the dragon lives he'll bounce back. They'll have gone north." He looks at the map but professes not to know any more details than you know aleady. He looks dejected. "Now, please masters! Please let Nurklenak go. There's no need to keep me any longer."


Stats:
AC 14/14/11 HP 1/52 F+4 R+6 W+6 Init +7 Per +0/+2

Helaku helps to recover the items and then works to uncover what they may all be. "Some of these I will need to study further tomorrow. I have learned all I can today. What do you all think about the chest?" Upon further discussion with the hobgoblin he adds, "I am inclined to honor our agreement as long as Nurklenak leaves these lands never to return. There will be no mercy if we see him again."
Spellcraft (armor): 1d20 + 10 ⇒ (5) + 10 = 15 Fails
Spellcraft (mace): 1d20 + 10 ⇒ (14) + 10 = 24 Succeeds
Spellcraft (amulet): 1d20 + 10 ⇒ (18) + 10 = 28 Succeeds (I think)
Spellcraft (horn): 1d20 + 10 ⇒ (2) + 10 = 12 Fails
Spellcraft (banner): 1d20 + 10 ⇒ (7) + 10 = 17 Fails
Spellcraft (chain): 1d20 + 10 ⇒ (1) + 10 = 11 Fails
Knowledge (arcana): 1d20 + 6 ⇒ (1) + 6 = 7 Fails


Male Lion Shaman 9 | AC (22) 16/12/14| HP 79/79 | F+11,R+7,W+11 | Init.+8| Perception+17 |

Armor spellcraft 1d20 + 5 ⇒ (13) + 5 = 18
Horn Spellcraft 1d20 + 5 ⇒ (5) + 5 = 10
Banner 1d20 + 5 ⇒ (4) + 5 = 9
Chain 1d20 + 5 ⇒ (16) + 5 = 21

"Hobgoblin, you saw how I sent the dragon running. If I ever hear of you doing evil again, I will come find you, and you will envy the dragon escaping me. Do you understand?"


NG Male Human Emissary 9 | HP: 91/91 | AC: 25, FF: 25, T: 12 | F +10, R +4, W +6 | Init +0, Perc +9

Sense Motive on the Hobgoblin again: 1d20 + 10 ⇒ (11) + 10 = 21

Ambrose puts his hand on Leonar's shoulder. "I cannot let him go, my friend. It is too dangerous. Whether he rejoins his allies or not, he is still a potential threat to the people I have sworn to protect. Were time on our side, I would take him to Brindol, but perhaps we could leave him with the elves." Ambrose looks to Trellara. "What do you think? This Red Hand has plagued your people as well - and your family. Surely you would want to see this enemy brought to justice rather than set free to engage in whatever schemes he may."

The Exchange

Ambrose:

As far as you can tell, the hobgoblin is truly contrite. Ingratiating, even.

There's a glint in his eye as the hobgoblin listens to the party debate letting him go. He is most in favour of Leonar's approach, but when Ambrose's argument seems to carry the day the hobgoblin begins to worry.

At Ambrose's suggestion, Trellara struggles to her feet, newly healed limbs still stiff and sore. With a cold gaze she regards the captive as she steps closer. "Do you know what I think, Ambrose? I think our land needs to be purged...of...every..last..one of them!" With that she lifts her longsword and in one fluid motion buries the blade in the skald's chest! 7 points damage to the hobgoblin, he's hanging on with positive hp but only just.

======

GM rolls:

Bluff 1d20 + 15 ⇒ (17) + 15 = 32
Trellara attack 1d20 + 3 ⇒ (16) + 3 = 19
damage 1d8 - 1 ⇒ (8) - 1 = 7


NG Male Human Emissary 9 | HP: 91/91 | AC: 25, FF: 25, T: 12 | F +10, R +4, W +6 | Init +0, Perc +9

Ambrose blinks, looks down at the hobgoblin, and then to Trellara, clearing his throat. Well, perhaps a bit of harsh justice, but what is done is done, I suppose." He kneels down and retrieves his manacles from the skald. "I suppose we should take a last look around and secure the area."


Stats:
AC 14/14/11 HP 1/52 F+4 R+6 W+6 Init +7 Per +0/+2

Helaku nods, "I leave his justice in your hands Trellara. You'd best stab him again though or take off his head. He seems to be holding on."


NG Male Human Emissary 9 | HP: 91/91 | AC: 25, FF: 25, T: 12 | F +10, R +4, W +6 | Init +0, Perc +9

I totally misread the last post and thought he was dead. Whoops.


Stats:
AC 14/14/11 HP 1/52 F+4 R+6 W+6 Init +7 Per +0/+2

I'm sure that's what she was going for ;-) Of course, if he counted as helpless, the autocrit and/or Fort save for the coupe de grace might have finished him.


Listening to some of my friends suggesting letting the hobgoblin go, my blood starts to boil. If there's one thing I have learned in my life it is that there is no negotiating with gnolls or hobgoblins. Then Ambrose suggests giving over the hobgoblin to Trellara's tribe and I see a glimmer of hope. When Trellara meets out swift justice, I can only feel sympathetic with her decision. Getting up, I draw my own longsword from my belt and move to stand next to the hobgoblin."I was going to say I agree with Ambrose, but I like your solution better, Trellara. Allow me to finish off this monster."

Coup de grace with longsword. Decapitate hobgoblin. 2d8 + 3 + 4 ⇒ (5, 6) + 3 + 4 = 18

The Exchange

The hobgoblin skald Nurklenak looks just as surprised as you as he looks at the shining blade of Trellara quivering from the mortal wound to his chest. Even more surprised when Shaylar draws close and shoves his own sword into the captive. The hobgoblin's last words in Common as the life leaves its body and it slumps to the side is "Rotten elves..."

This was left off my last post, but the DC to open the lock on the chest you find in Wyrmlord Saarvith's room is 30. What would you like to do next? There are no opponents in the immediate vicinity, but for how long?


Stats:
AC 14/14/11 HP 1/52 F+4 R+6 W+6 Init +7 Per +0/+2

"If we are done here, I think we should speak with the lizardfolk and the elves. Perhaps we can restablish the lizardfolk here in the ruins if they will agree to peace with the elves and opposition to the goblins."


Male Lion Shaman 9 | AC (22) 16/12/14| HP 79/79 | F+11,R+7,W+11 | Init.+8| Perception+17 |

"id say we let the elves decide. If the lizard men have been attacking them for years, the elves might not quite be ready for peace."

The Exchange

Aleste gathers his gear, hale again but still stiff and sore from his close brush with death. "I agree, let's get out of here. If those lizardfolk had the run of this place before, I'd rather go before they think we're cramping their style. Besides, that walkway out there seemed to lead to another building. Might be worth checking it out on the way."


Male Lion Shaman 9 | AC (22) 16/12/14| HP 79/79 | F+11,R+7,W+11 | Init.+8| Perception+17 |

"Yes, let's scan for any documents or magic that they might have left behind. No reason for all that to go to waste!"


NG Male Human Emissary 9 | HP: 91/91 | AC: 25, FF: 25, T: 12 | F +10, R +4, W +6 | Init +0, Perc +9

"Best to not leave any dangers or resources lying around that either the Red Hand or the lizardfolk could re-appropriate." Ambrose readies his gear and heads to the walkway.


Stats:
AC 14/14/11 HP 1/52 F+4 R+6 W+6 Init +7 Per +0/+2

"Yes and if they've left documents, it might give us a better idea of the current state of their war plans." Helaku joins the others heading over the walkway.

The Exchange

You make your way along the walkway to the adjoining building. The stone building must have once been a prominent building, but now its flat roof has almost entirely collapsed. A section to the east remains intact, forming a narrow and mossy platform above the waters. The remaining walls stand about a half-foot above the water level, creating an L-shaped enclosure. The entire area has been reinforced with a fence of logs and branches lashed together with ropes, extending the ruined walls of the building up by another ten feet. At the west end of the enclosure lies a large heap of mud and rotting plants. The only easy way inside to be a gate in the northeast corner, near a floating bridge that leads back to the boardwalk that surrounds the larger building.

The gate seems to be lashed shut, but with work you should be able to get it open again ( DC 10 Disable Device check ). You might also find a place where you can easily climb over the fence or perhaps even slip through the fence itself ( DC 10 Climb check or DC 30 Escape Artist check )


Male Lion Shaman 9 | AC (22) 16/12/14| HP 79/79 | F+11,R+7,W+11 | Init.+8| Perception+17 |

Climb 1d20 + 6 ⇒ (19) + 6 = 25

The Druid easily scales a lower section of the fence. He hops down on th floating bridge and looks around.

Perception 1d20 + 14 ⇒ (20) + 14 = 34


Stats:
AC 14/14/11 HP 1/52 F+4 R+6 W+6 Init +7 Per +0/+2

"I'm not so good at climbing or slipping through tight places. I will wait here and watch for trouble."
Perception: 1d20 + 2 ⇒ (4) + 2 = 6


NG Male Human Emissary 9 | HP: 91/91 | AC: 25, FF: 25, T: 12 | F +10, R +4, W +6 | Init +0, Perc +9

Climb 1d20 + 8 ⇒ (16) + 8 = 24

"I'll go with Leonar and secure the area."

The Exchange

Leonar and Ambrose nimbly climb over the fence, while Helaku remains outside with the others. Looking around this dank place you immediately note the large leathery eggs placed all around the chamber. The eggs themselves seem strange and scaled, affixed to the walls with some sort of sticky resin.

You don't have the opportunity to investigate any further, as Leonar points out the stream of bubbles rising to the surface from below. They seem to be making a beeline for Ambrose and Leonar. Suddenly an enormous reptile, very similar to the one you fought in the swamps some timw ago. It roars a challenge and splashes through the water towards the pair of you!

Roll initiative!

Initiative

17 - greenspawn razorfiend

========

GM rolls:

Perception check 1d20 + 14 ⇒ (7) + 14 = 21
Stealth check 1d20 - 1 ⇒ (17) - 1 = 16
Init 1d20 + 7 ⇒ (10) + 7 = 17


Male Lion Shaman 9 | AC (22) 16/12/14| HP 79/79 | F+11,R+7,W+11 | Init.+8| Perception+17 |

Initiative 1d20 + 8 ⇒ (8) + 8 = 16


Stats:
AC 14/14/11 HP 1/52 F+4 R+6 W+6 Init +7 Per +0/+2

Oh boy! We have got to find an opportunity for rest!
Initiative: 1d20 + 7 ⇒ (20) + 7 = 27


NG Male Human Emissary 9 | HP: 91/91 | AC: 25, FF: 25, T: 12 | F +10, R +4, W +6 | Init +0, Perc +9

Ambrose readies himself for the next bout, steely resolve usurping his features.

Init: 1d20 ⇒ 18

The Exchange

No rest for the wicked! Um, and you guys.

No surprise round needed, so we'll go straight into a normal combat round, Helaku and Ambrose you're up first. It didn't sound as if Leonar or Ambrose were making any particular attempts to be quiet as they climbed into the enclosure, and Leonar's perception check blew the creature's stealth attempt out of the water.

Initiative
27 - Helaku
18 - Ambrose
17 - greenspawn razorfiend
16 - Leonar


Stats:
AC 14/14/11 HP 1/52 F+4 R+6 W+6 Init +7 Per +0/+2

Helaku casts haste hoping it will help Ambrose to deal with the razorfiend.
1st level spells: 3/8 remain. Used 1 x burning disarm, 2 x grease, 2 x ear-piercing scream
2nd level spells: 1/8 remain. Used 2 x scorching ray, 3 x create pit, 1 x invisibility, 1 x glitterdust
3rd level spells: 0/5 remain. Used 3 x fly, 2 x haste


NG Male Human Emissary 9 | HP: 91/91 | AC: 25, FF: 25, T: 12 | F +10, R +4, W +6 | Init +0, Perc +9

Feeling the familiar effects of Helaku's spell swelling up within him, Ambrose moves forward to engage the razorfiend with his blade, locking his gaze on the draconic beast. Swift action to mark the razorfiend with Challenge, giving me +7 damage against it.

Bastard Sword: 1d20 + 13 ⇒ (10) + 13 = 23
Damage: 1d10 + 12 ⇒ (7) + 12 = 19 plus 1d6 ⇒ 3 cold

Not sure if the enemy is close enough that I can take a 5 foot step to get to it. I'll go ahead and roll my two additional attacks just in case.

Bastard Sword: 1d20 + 8 ⇒ (20) + 8 = 28
Damage: 1d10 + 12 ⇒ (8) + 12 = 20 plus 1d6 ⇒ 3 cold

bastard Sword (Haste): 1d20 + 13 ⇒ (13) + 13 = 26
Damage: 1d10 + 12 ⇒ (9) + 12 = 21 plus 1d6 ⇒ 3 cold

Second Attack's Confirm: 1d20 + 8 ⇒ (19) + 8 = 27
Extra Damage: 1d10 + 12 ⇒ (8) + 12 = 20

HP: 39/69
AC: 22

The Exchange

Razorfiend's Revenge - Round 1
Reacting quickly, Helaku summons the last of his arcane strength to imbue Ambrose with a haste spell. The cavalier draws his bastard sword, ready to leap into combat with the beast. But what is this? The water looks rather deep. Ambrose steps back, making a few threatening swipes with his blade but otherwise waiting for the creature to come to him...

I should emphasize that the pool of water in the middle of the chamber is about 10 feet deep. It also would have helped if I had remembered to attach a map to the last post - see below. For now I'll interpret your move as a readied action, hold on to those rolls.

...And it does! The greenspawn creature rears up, hissing at you and spitting a haze of acid at Leonar and Ambrose. It then flexes its wings and moves in for the kill. Please if you can both make a Reflex save against DC 18. Failure means 21 points acid damage, or 10 points acid damage with a successful save.

Leonar and Shaylar up!

Battle Map

Initiative
27 - Helaku
23 - Aleste
18 - Trellara
18 - Ambrose
17 - greenspawn razorfiend
16 - Leonar
13 - Shaylar

======

GM rolls:

Shaylar init 1d20 + 10 ⇒ (3) + 10 = 13
Trellara init 1d20 + 2 ⇒ (16) + 2 = 18
breath weapon 5d6 ⇒ (5, 2, 5, 4, 5) = 21
Shaylar Climb 1d20 + 12 ⇒ (9) + 12 = 21
Aleste init 1d20 + 3 ⇒ (20) + 3 = 23


Male Lion Shaman 9 | AC (22) 16/12/14| HP 79/79 | F+11,R+7,W+11 | Init.+8| Perception+17 |

Reflex 1d20 + 5 ⇒ (8) + 5 = 13

Leonar was badly burned by the acid, but all he knew to do was to sacrifice his Freedom of Movement spell and start summoning a medium Water Elemental to appear the next round to defend the duo.


Once more my bow signs its deadly song as a hail of arrows speeds towards the razorfiend.

Attack, Longbow: 1d20 + 12 - 2 ⇒ (10) + 12 - 2 = 20 Rapid Shot
Attack, Longbow: 1d20 + 7 ⇒ (15) + 7 = 22
Attack, Longbow: 1d20 + 12 - 2 ⇒ (3) + 12 - 2 = 13 Rapid Shot
Damage, Longbow: 1d8 + 3 ⇒ (5) + 3 = 8 Manyshot
Damage, Longbow: 1d8 + 3 ⇒ (8) + 3 = 11 Manyshot
Damage, Longbow: 1d8 + 3 ⇒ (6) + 3 = 9
Damage, Longbow: 1d8 + 3 ⇒ (8) + 3 = 11 Rapid Shot

Status: Current hp: 31/40 - AC: 19


NG Male Human Emissary 9 | HP: 91/91 | AC: 25, FF: 25, T: 12 | F +10, R +4, W +6 | Init +0, Perc +9

Apologies, I took some liberties with the mention of it coming towards us. I thought it might have been on the walkway. No worries.

Reflex: 1d20 + 3 ⇒ (19) + 3 = 22 Whew!

Interposing his shield at the last moment and twisting his body away, Ambrose is able to get away from most of the blast of acid, though that of it which splashes across him sizzles through his tabard and tunic, pitting his armor.

Also, with my Saving Shield feat, if the thing ever tries to attack Leonar while he is adjacent to me, I can and will use immediate actions to grant him a +2 shield bonus.

HP: 29/69
AC: 22

The Exchange

Razorfiend's Revenge - Round 1 continued

Badly burned by the creature's acid breath, Leonar falls back and begins casting. A powerful elemental summoning spell.

Surprised to see Ambrose and Leonar being attacked, Shaylar draws his bow and sends several arrows arcing over the wooden fence at the razorfiend. Two of the three arrows bite deep, burying deep into the razorfiend's hide. 20 points damage to the razorfiend.

Round 2

Helaku over to you!

Initiative
27 - Helaku
23 - Aleste
18 - Trellara
18 - Ambrose
17 - greenspawn razorfiend
16 - Leonar
13 - Shaylar


Stats:
AC 14/14/11 HP 1/52 F+4 R+6 W+6 Init +7 Per +0/+2

Nearly out of spells but knowing he needs to try to end this fight quickly, Helaku murmurs an incantation and casts his last glitterdust to try to limit the razorfiend.
Will aim it so that it doesn't catch Ambrose. DC 18 Will save or blind (and hoping it doesn't have blindsense if the spell works!).

The Exchange

Razorfiend's Revenge - Round 2 continued
His spellcasting reservoir nearly depleted, Helaku has few tricks up his sleeve. He targets a spell at the razorfiend, conjuring a swirling dust of golden motes. The glittery cloud disorients and blinds the creature, causing it to thrash in frustration. The fiend did indeed fail its save, and doesn't appear to have blindsense.

Aleste tries to see what is happening over the fence. Spying the creature, the weary alchemist draws out a flask and lobs it over the fence at the razorfiend. Amazingly it hits the creature, creating a loud burst of fire and flame. The creature is hit by a bomb for 20 points of fire damage.

Trellara tries to help by directing a sudden burst of sound at the enemy creature. A cacophony of sound washes over the razorfiend, but it seems to shake off the worst of the effects. Razorfiend made its Will save, taking only the 1 point sonic damage but avoids being stunned.

[ooc] Ambrose up.
Will get a map posted up, at the moment no one has really moved yet.

Initiative
27 - Helaku
23 - Aleste
18 - Trellara
18 - Ambrose
17 - greenspawn razorfiend
16 - Leonar
13 - Shaylar

========

GM rolls:

razorfiend Will 1d20 + 4 ⇒ (5) + 4 = 9
Aleste bomb 1d20 + 9 - 1 ⇒ (11) + 9 - 1 = 19
damage 4d6 + 3 ⇒ (5, 4, 5, 3) + 3 = 20
Trellara sound burst 1d8 ⇒ 1
razorfiend Fort 1d20 + 9 ⇒ (18) + 9 = 27


Stats:
AC 14/14/11 HP 1/52 F+4 R+6 W+6 Init +7 Per +0/+2

Whew! That's pretty much everything I can give you Ambrose. Go kill that suckah!


NG Male Human Emissary 9 | HP: 91/91 | AC: 25, FF: 25, T: 12 | F +10, R +4, W +6 | Init +0, Perc +9

If the creature hasn't moved forward and the water is 10 feet deep, I can't do much with it 15 feet away. If i missed something and it did move forward, I'll roll my attacks in case.

Bastard Sword: 1d20 + 13 ⇒ (20) + 13 = 33
Damage: 1d10 + 12 ⇒ (7) + 12 = 19 plus 1d6 ⇒ 1 cold
Bastard Sword: 1d20 + 8 ⇒ (3) + 8 = 11
Damage: 1d10 + 12 ⇒ (1) + 12 = 13 plus 1d6 ⇒ 5 cold
Bastard Sword: 1d20 + 13 ⇒ (17) + 13 = 30
Damage: 1d10 + 12 ⇒ (3) + 12 = 15 plus 1d6 ⇒ 2 cold

Attack 1 Confirm: 1d20 + 13 ⇒ (4) + 13 = 17
Extra Damage: 1d10 + 12 ⇒ (1) + 12 = 13


The pained cry of the razorfiend as my arrows strike home is music to my ears and with a satisfied smile on my face, I draw another series of arrows from my quiver, sending them quickly after the first volley.

Attack, Longbow: 1d20 + 12 - 2 ⇒ (1) + 12 - 2 = 11 Rapid Shot
Attack, Longbow: 1d20 + 7 ⇒ (5) + 7 = 12
Attack, Longbow: 1d20 + 12 - 2 ⇒ (10) + 12 - 2 = 20 Rapid Shot
Damage, Longbow: 1d8 + 3 ⇒ (1) + 3 = 4 Manyshot
Damage, Longbow: 1d8 + 3 ⇒ (4) + 3 = 7 Manyshot
Damage, Longbow: 1d8 + 3 ⇒ (6) + 3 = 9
Damage, Longbow: 1d8 + 3 ⇒ (2) + 3 = 5 Rapid Shot

Status: Current hp: 31/40 - AC: 19

The Exchange

@Ambrose: The creature hadn't moved within melee range actually. As a consequence I was interpreting Ambrose's action as a readied action, to attack should the creature stray within reach.

Razorfiend's Revenge - Round 2 continued
Ambrose crouches, bastard sword at the ready. That water looks a bit deep for just jumping in. He waits, willing the creature to come closer.

And it does! Luckily, the greenspawn creature is wounded and blinded. It wallows forward as its head thrashes about, trying to clear its eyes. Every few seconds it lashes out with its wings like razor-bladed scythes, hoping to catch Ambrose and Leonar with a blow. Instead, it meets Ambroses's sword. As it approaches within reach, the cavalier plunges his sword into the creature's heart. Then, withdrawing the blade, Ambrose spins on the ball of his foot and brings his sword up to decapitate the creature. The thing collapses in to the water. Wow, I think any of those attacks from each of you would have been enough to take down the beast, Leonar if you want to save your summoning spell and Shaylar you can keep your spells.

With the immediate threat over, you have more freedom to look around. What you instead fine a clutch of eggs just under the water. Indeed, the eggs seem to be acattered everywhere in the chamber. The eggs are warm to the touch, with a tough speckled shell.

Initiative
27 - Helaku
23 - Aleste
18 - Trellara
18 - Ambrose
17 - greenspawn razorfiend
16 - Leonar
13 - Shaylar

=======
[spoiler=GM rolls]


Male Lion Shaman 9 | AC (22) 16/12/14| HP 79/79 | F+11,R+7,W+11 | Init.+8| Perception+17 |

"I think we need to destroy these eggs, if they are going to turn into one of those awful beasts. More than just a few would destroy this whole area."


Stats:
AC 14/14/11 HP 1/52 F+4 R+6 W+6 Init +7 Per +0/+2

"I agree with you Leonar. These are very dangerous creatures. We need to end their threat in this area." Before destroying them though, Helaku comes in to have a closer look at them.
I do want to make sure though that these are razorfiend-sized eggs and not lizardfolk-sized eggs.
Knowledge (arcana) for razorfiend?: 1d20 + 6 ⇒ (6) + 6 = 12
Knowledge (local) for lizardfolk?: 1d20 + 5 ⇒ (17) + 5 = 22

The Exchange

Helaku:
Looking closely at the ones that you have found, you are certain these haven't been spawned by the lizardfolk. You're not as certain whether they were the get of the razorfiend, but they do seem tinged with magical energy, and you think it's a good guess that they are.

There seem to be a lot of eggs here, fixed in place along the inner walls of the building by a sticky resin. It would take a while to find them all. Unlike a duck's egg that is smooth to the touch, these are leathery and scaly.

If you are trying to round them all up, we'll need some Perception checks from anyone venturing inside.


Stats:
AC 14/14/11 HP 1/52 F+4 R+6 W+6 Init +7 Per +0/+2

"These eggs do not appear to belong to the lizardfolk so I assume they are eggs of these razorfiends. We should gather them and destroy them I think."
Perception: 1d20 + 2 ⇒ (3) + 2 = 5


NG Male Human Emissary 9 | HP: 91/91 | AC: 25, FF: 25, T: 12 | F +10, R +4, W +6 | Init +0, Perc +9

"If the goblins and their wyrmlords were to breed squadrons of these beasts, it would be ill news for both the elves and my own people of the Vale. Unfortunate as it may be, we need to end this threat now."

Perception 1d20 + 6 ⇒ (3) + 6 = 9


Male Lion Shaman 9 | AC (22) 16/12/14| HP 79/79 | F+11,R+7,W+11 | Init.+8| Perception+17 |

Leonar was exhausted, but the threat had to end now if at all possible. He looked for any eggs he might see.

Perception 1d20 + 14 ⇒ (17) + 14 = 31

The Exchange

It takes some time to find them all, wading through water and rubble, but Leonar especially with his keen eyes finds the bulk of them, thirty eggs in all. You reckon that must be all of the eggs in this chamber.


Stats:
AC 14/14/11 HP 1/52 F+4 R+6 W+6 Init +7 Per +0/+2

Directed by Leonar, we gather all of the eggs and destroy them.
I don't think we want to take any chances with these. Do we find anything else in this location?

The Exchange

Having found the eggs, you are able to destroy them in short order, depriving the Horde of the Red Hand valuable allies. The egg shells are scaly and sharp, and you need to take care not to cut yourself on them. You carefully check the structure, but don't find anything else of note.

Your mission completed, you retreat to the canoe and start rowing back to shore, keeping a sharp lookout for any attacking lizardfolk. Aleste struggles with the locked iron chest that you picked up but manages to get it into the craft. Trellara looks at the strange iron coffer as well.

Fortunately, the lizardfolk seem to give you a wide berth. You don't know if it is because they are grateful that you have emptied the ruins for them to reclaim, or if your feats of arms have cowed them. Either way, you reach the shore unmolested and head into the swamps. Before long, you are spotted by a wild elf scout on owl-back. You are soon greeted by Killiar Arrowswift and a band of his warriors. "I am impressed! We were not certain that you would return from the ruins of the city, but glad that you have done so. Please, you look like you are in need of healing and rest. We will take you back to our encampment, and we look forward to hearing your tale."

Without further ado, you return to the elven encampment of Starsong Hill. BTW, you all have levelled up to 8th level, well done! Go ahead and level up your characters, and I'll post the next part in a couple days.


NG Male Human Emissary 9 | HP: 91/91 | AC: 25, FF: 25, T: 12 | F +10, R +4, W +6 | Init +0, Perc +9

Ambrose embraces Killiar at the wrist. "Greetings. We are glad to find some reprieve from these battles. Tell me, how fares my steed, Smoke? I have missed her company."

1,351 to 1,400 of 2,090 << first < prev | 23 | 24 | 25 | 26 | 27 | 28 | 29 | 30 | 31 | 32 | 33 | next > last >>
Community / Forums / Online Campaigns / Play-by-Post / CrazyHedgehog's Red Hand of Doom All Messageboards

Want to post a reply? Sign in.