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Tarrasque

CrazyHedgehog's page

Pathfinder Society Member. 1,295 posts (1,703 including aliases). No reviews. 1 list. No wishlists. 4 Pathfinder Society characters. 3 aliases.


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Qadira

No problem Maudrill. You can keep watch over the NPCs :)

Maudrill: From your perspective, those partaking look completely relaxed and flaked out around the countryside. Every so often, a limb twitches, as if they are having a particularly strenuous dream.

Sitting nearby, leafing through your spellbook, you become aware that Hskoro is sitting opposite yourself, watching you. He is utterly still, and his eyes do not blink. It is a little disconcerting.

Across the camp, you can hear Lani in her tent. She seems to be talking softly to herself.

------

Into the Spirit Realms

Round 1
With a mighty bleat Krolmnite clomps forward, aiming to strike the dream serpent with a hoof. It's a solid hit, causing the snake's hooded head to shrink back. As he closes, the snake whips about and bites Krolmnite. 5 points damage to the serpent. 8 points of damage to the serpent and please can you make a Fortitude save against DC 17 or take 3 points Wisdom damage.

The snake rears back then with blinding speed its fangs encircle Krolmnite again.. It shakes the onager about, and as the fangs pierce his body powerful poison courses through his veins. Serpent double critted against Krolm for a total of 18 points damage and please can you make a Fortitude save against DC 17 or take 1 point Wisdom damage.

Zaghigoth lumbers forward in dinosaur form, thumb spikes criss-crossing as they lay into the serpent and slash away scales left and right. 5 points damage to the serpent.

In the form of a springbok, Rowena dances about the melee before charging in, flanking the serpent with Krolmnite and butting the serpent with her sharp horns. 3 points damage from the gore plus Cat you can also roll sneak attack damage for flanking.

As a furry howler monkey, Quinta begins singing to bolster her allies, her beautiful singing contrasting with the misty savannah background. You are all inspired!

Yekskya buzzes around overhead, and then dives in to attack. Stabbing with your stinger, each stab brings terrible, jagged wounds. 8 points damage but the snake succeeded in its Will save.

Nkechi scuttles along the edge of the combat, eye stalks moving here and there.

Ok, back up to Krolmnite!

Updated Map

Initiative
19 - Krolmnite
18 - Dream Serpent
17 - Zaghigoth
11 - Rowena
7 - Quinta
5 - Yekskya
4 - Nkechi

=======

GM rolls:

serpent bite 1d20 + 6 ⇒ (20) + 6 = 26
damage 1d6 + 4 ⇒ (6) + 4 = 10
confirm crit 1d20 + 6 ⇒ (20) + 6 = 26
crit damage 1d6 + 4 ⇒ (4) + 4 = 8
poison 1d3 ⇒ 1
aoo 1d20 + 6 ⇒ (11) + 6 = 17
damage 1d6 + 4 ⇒ (4) + 4 = 8
poison 1d3 ⇒ 3
Fort save 1d20 + 9 ⇒ (20) + 9 = 29

Qadira

The elven leader regards you, his face betraying little apart from suspicion. As you talk, he moves over to the remnants of the owl and inspects the carnage, as if looking for something. The elf doesn't acknowledge your words, but he looks up sharply when Leonar mentions the jade band you found. When the druid tosses it to the elves, their leader catches it deftly and examines it. He indicates to the other elves that they should search the area thoroughly, even slit the monster's belly if necessary.

The elf looks back at you and his stern gaze softens, somewhat. "We have come across a few of these creatures in the marshes. We call them harrowblades. Not natural, they have not been seen in the forest before but are decimating the wildlife. This band that you found, once belonged to a warrior of our village; his name was Laniker. It is clear that something terrible has happened to him, and now we search for his body, to return it to Starsong Hill. "

A shout from two of the elves draws your attention. They have indeed returned to slit open the belly of the harrowblade, and one of them holds up an obsidian ring set with a single white pearl. The elf leader turns back to you.

"You are outsiders in our marsh. It could be that you are mercenaries or bandits who have merely become lost, but it could be you are something more." He indicates Ambrose, whose accoutrements indicate he is a Lion of Brindol, and to where Shaylar kneels, administering a healing draught to Fang. "Indeed, your appearance here strikes me as both fortuitous and suspect. You must come with us back to our village, to Starsong Hill. Our speaker will want to talk with you. Our village is not far, but you cannot take a boat or ride. You must fly. One of my hunters will stay with your animals." He speaks briefly in Elven, and one of the elves steps forward, motioning that he can take the leads to your horses. Unfortunately, Leonar's horse did not recover from the blow it received from the harrowblade. The other elves begin to ready their owls.

Feel free to make Diplomacy checks, or Intimidate or Bluff, as you wish. That should be Fang back up to full strength as well.

Qadira

Round 2 continued
Batango turns his attentions to the two grindylow barring the way, fixing his baleful gaze on the rightmost warrior. Its eyes have a glazed look about them as it floats adrift on the current. Grindylow failed its Will save and is dazed for 7 rounds.

The giant, unnatural beast of a grindylow emits a tremendous bellow that thunders off the grotto's walls, a challenge to the invaders or possibly welcoming a feast. It kicks forward towards you as far as it can, reaching an enormous arm into the tunnel in hopes of reaching you. Despite his size, his reach still falls short. Dodging his grasping fingers, the grindylow warrior that was not dazed moves forward to attack Arven. It's spear jab is wild, coming nowhere close to the undine.

Ok, Quara and Atajay up next, then the queen.

Updated Map

Batango: No worries about the distance, the map kept throwing me for a loop as well, nowadays I just expect every map to work out at 5 feet to a square. Those two grindylows are just being pests, but bear in mind it's a three-dimensional space and you can always try to swim over or under them. Or, at least you can swim over them - the entrance tunnel has been laid with more of the fishhooks tied to seaweed fronds to snag the unwary (the dark blue squares on the map.

Initiative
18 - The Brinebrood Queen
18 - Penta
17 - A'vandira
13 - Arven
13 - Batango & Tabook
13 - The Whale and grindylows
12 - Quara
3 - Atajay

======

GM rolls:

grindylow 16 Will 1d20 + 2 ⇒ (7) + 2 = 9
grindylow 15 attack 1d20 + 3 ⇒ (3) + 3 = 6

Qadira

Ok, a redo of last update:

Round 3 continued
Quick as thought Shaylar targets the creature with three more arrows. Two hit in vital places, piercing its toughened emerald hide. He orders Fang back, out of the fray. First and third arrows hit, for a total of 15 points damage.

Severely wounded, the creature looks up and turns a baleful face towards Shaylar and Dapples. It looks as if it wants to leap across at its attacker, but can't summon the energy to move.

Judging the creature gearing to leap away, Ambrose spurs Smoke to a devastating attack. He lays in with his enchanted sword, driving it home again and again. Smoke lays in as well mercilessly with bites and kicks. The creature takes a pounding, and with a final flourish, Ambrose pierces the creature's heart and the monster rolls over into the swampy water, dead. Its wounds are rimed with ice. With the razorfiend not rising from its stupor, Ambrose is able to get in his full attack. Several hits with a total 62 points damage!

Looking around the site, you see the creature has done quite well for itself. You find a rusty iron coffer sitting at the highest point of its nest. It must have been plundered from a wizard, because it contains a headband of vast intelligence (+2), a +2 rapier, a ring of protection +2, a pearl of power (2nd level spells), and 720 gold pieces. You also discover that the owl has a jade band around one leg. Aleste helps with identifying some of the items, and notices that the band is inscribed with Elven script, spelling the name "Liokio".

Just a few minutes later, a series of shadows pass overhead. You hear a strange rush of wind and see soaring above you five giant owls like the one that lies dead in the clearing. Each bears a rider - a dark-haired elf wearing leather armor dyed green and brown to match the colors of the marsh. The flying elves circle the area twice, and then alight next to the slain owl. They study you with narrowed eyes before one of them speaks. "Who are you?" he demands. "What are you doing in our marsh?" The elves have bows at the ready, several looking over at the dead body of the dragon-kin.

Qadira

Rowena "Cat" Thennemen wrote:

I thought Maudril didn't partake of the root

Mmm, looks like Maudrill snuck that in while I was writing up my post, I was going by his previous post. No problem - nix one silver-scaled komodo dragon, he can keep company with Lani and Hskoro. The rest of you are on your own with the Dream Serpent. Have fun!

Qadira

Helaku wrote:
Now I have to stick up for the players :) He needs to make a save to be able to act. Its once/round until he either makes the save or 7 rounds have passed. Similar to a hold person or hold monster except that the target isn't helpless.

Quite right! I got a bit carried away with the prospect of slicing and dicing PCs. The die is cast...

Razorfiend Will save 1d20 + 4 ⇒ (1) + 4 = 5

...and Aaargh! Plans for one sliced elf, foiled. Impressive Acrobatic score be damned, that razorfiend's not going anywhere. Stay tuned, I'll need to retcon that last post then.

Qadira

That sounds like a consensus, in that case the razorfiend made its Reflex save and holds on to a few more hit points. Great to see the PCs sticking up for the monsters!

Round 3 continued
Quick as thought Shaylar targets the creature with three more arrows. Two hit in vital places, piercing its toughened emerald hide. He orders Fang back, out of the fray. First and third arrows hit, for a total of 15 points damage.

Severely wounded, the creature turns towards Shaylar and Dapples. With a leap that happens so fast that even Ambrose and Smoke are unable to stop it, the creature leaps into the air. You realize that its wings, sharp as scythes, do nothing to help it fly but rather its powerful legs allow it to make amazing jumps. It hops over much of the underbrush, landing with a splash near Shaylar and charging at horse and rider. One wing slashes forward almost too quickly to see, opening a wound on the elf. Hits with wingblade for 12 points of damage. The razorfiend has a really impressive Acrobatics score.

Updated Map

Ambrose up next.

Initiative
26 - Helaku
22 - Leonar
21 - Shaylar & Fang
21 - razorfiend
17 - Ambrose & Smoke
9 - Aleste

------

GM rolls:

razorfiend Acrobatics 1d20 + 23 ⇒ (9) + 23 = 32
razorfiend Acrobatics 1d20 + 23 ⇒ (20) + 23 = 43
wingblade attack 1d20 + 14 ⇒ (17) + 14 = 31
damage 2d6 + 5 ⇒ (6, 1) + 5 = 12

Qadira

No problem, I think you all function as a pretty effective group as is. If you change your mind or know of someone looking to join a game, just let me know.

Qadira

Round 1 continued
The two grindylows do their best to haul Arven away towards their hungry brother. Atajay tries to slow them down by casting a spell to daze one of them. Its alien mind shrugs off the magic though and it continues to pull at the undine, despite the fact Arven is so much larger than either of the two sea-goblins. The concern on his face to help Sandara and Kenya shows keenly. Grindylow just made the Will save; they're good at that it seems.

Round 2
The queen-mother of the grindylows clings to the ledge above, and you hear her raspy voice as she begins a long incantation.

Penta inspires the group to the attack with an attack of her own, planting an arrow in the chest of the giant grindylow. It thrashes in the water, not used to being attacked. A hit for 9 points to the Whale.

A'vandira swims forward and tries to help Arven fight off the two grindylows. She stabs at one with her knife, but her blow is blunted by the grindylow's rubbery skin. Attack with dagger, just missed on to-hit roll.

Straining at the tentacles, Arven breaks free from his bonds. The grindylows were doing their best, but their tentacles weren't really strong enough to hold the barbarian for long. I'd neglected to post a DC for breaking the grapple, but a result like that is enough to easily escape their clutches.

Batango up next, with grindylow minions, Quara and Atajay following after. BTW, the scale on the map is one square = 10 feet. Technically that means the big grindylow is too far away to be detected by Batango's evil eye (see last post), but I'll keep it for now. Perhaps some strange property of the water acted to increase the effect of the hex to reach the grindylow so far away.

Updated Map

Initiative
18 - The Brinebrood Queen
18 - Penta
17 - A'vandira
13 - Arven
13 - Batango & Tabook
13 - The Whale and grindylows
12 - Quara
3 - Atajay

======

GM rolls:

grindylow 16 Will 1d20 + 2 ⇒ (13) + 2 = 15
A'vandira attack 1d20 + 2 ⇒ (12) + 2 = 14

Qadira

Lani wrinkles her nose at the suggestion of sampling the mystic's drugs. As you get to know her better on the trip, she often encourages everyone to enjoy themselves and try new experiences. Krolmnite especially, working on the paladin to let down his guard and try different tidbits and even wrapping him in an embrace or the odd peck on the cheek. She and Nkechi, however, don't seem to get on. "That's alright, Krolmnite my dear, I'll pass. But you have fun! Should you like to join me later, I'll be in my tent." She flashes enticing eyes at Krolmnite, before disappearing to her tent at the edge of camp. The gnome miner certainly is changing since Krolmnite first introduced her to you; trying to attract his attention, you think as she has started wearing make-up and changing her attire. And is that perfume?

Nkechi certainly seems to rouse strong emotions in everyone. He can be abrasive a lot of the time, and he has little patience for what he sees as outsiders marauding across lands that once belonged solely to the Mwangi. The only person he's really taken an interest in so far is Zaghigoth, particularly when he heard the name Stormbile mentioned. He keeps watching the half-orc shrewdly.

At Quinta's suggestion, Hskoro declines the root. He seems to be swithering anyway. He settles back near to the singer and the others taking part in the ceremony, and when Sssss slithers out of hiding, he gives the serpent a nod, as if they have an understanding.

Taking some of the root, you find its taste bitter and chalk-like. You soon fall into deep, dreamlike trance. You feel your consciousness lightening and shrugging off your physical body like a cloak. You rise up, drifting across the night sky like smoke. You sense, but cannot see, your companions. Travelling along at height, you can see the whole of the Mwangi Expanse spread out below, savannah and hills and jungle.

After a time, the sky turns red and you reform into being. However, instead of returning to your own bodies, you find yourself in the forms of strange, translucent spirit animals. Krolmnite materializes as a wild Garundi donkey known as an onager. Maudrill slinks into the gathering as a great monitor lizard with brilliant silver scales. Yekskya buzzes around the group as a giant wasp. You expect Rowena to pounce into view as some type of feline, befitting her nickname, and are somewhat surprised when she takes form as a springbok. Quinta meanwhile lopes into view as a magnificently mottled howler monkey. Zaghigoth lumbers into view, largest of all, a young-looking terror lizard walking on four legs with a spiky thumb on its forelegs, an iguanadon.

You hear a chuckle and turn towards Nkechi's voice. He's taken the form of a giant crab, the size of a wolf. He waves his pincers in the air, in the direction of Zaghigoth. "I knew it! Ha ha! A savage and primal heart. You are your father's son! Ha ha, your father took the form of a terror lizard as well, when years ago we sat around a similar campfire and shared a dreaming."

Not all of Nkechi's revelations concern Zaghigoth's heritage. "Long have I been pondering your quest, and seeking a meaning. The ruins of a forgotten city you seek, lost in myth and legend. Many rivals seek the same, it is difficult to divine who will be first to claim the prize. Beware! I see darkness over the city, storm clouds gather ominously on the horizon."

About halfway through Nkechi's divinations, a roiling misty shape curls towards you. As it approaches it coalesces into a giant serpent and immediately leaps to the attack! With hoots, bleats and honks you scatter in the face of this threat, while Nkechi clatters about, calling you to kill the serpent. "Attack! Attack! You must not fear this beast. It represents your resolve, and your struggle against the obstacles before you."

Heh, this is a pretty bizarre encounter. You are still in a sort of dream world, in your animal forms (stats below). You can still speak as normal and can cast spells, though spells with somatic components may be hampered. In all other respects, the forms function as if you were under the effects of Beast Shape II. At any point you can choose to opt out of the trance, though the visions are powerful: to snap out of the trance, you must make a DC 17 Fortitude save. The animal forms are for the most part randomized.

Cat, Yekskya, & Zaghigoth: Perception DC 10:

Oddly, the markings on the serpent are strangely reminiscent of Ieana, when you finally encountered her in snakefolk form in the underground temple on Smuggler's Shiv.

Map of the Dream Vision

[b] Initiative
20 - Maudrill
19 - Krolmnite
18 - Dream Serpent
17 - Zaghigoth
11 - Rowena
7 - Quinta
5 - Yekskya
4 - Nkechi

Krolmnite - Medium-size wild donkey:

Krolmnite - Onager
LG Medium Humanoid (polymorphed)
Init +0; Senses low-light vision, scent; Perception
------
AC 12, touch 10, flat-footed 12 (+0 Dex, +2 natural)
HP 54
Saves Fort +11, Ref +4, Will +7
------
Speed 40 feet
Melee 2 hooves +7 (1d3+3)
------
Str 16, Dex 11, Con 16, Int 10, Wis 10, Cha 17
BA +4; CMB +7; CMD 17 (21 vs trip)

[Beast Shape II, +2 size bonus to Str, +2 natural armor bonus to AC]

Maudrill - Medium-size monitor lizard:

Maudrill - Silver scaled monitor lizard
NG Medium Outsider (polymorphed)
Init +6; Senses low-light vision, scent; Perception +0
------
AC 13, touch 11, flat-footed 12 (+1 Dex, +2 natural)
HP 24
Saves Fort +2, Ref +2, Will +5
-----
Speed 30 feet, swim 30 feet
Melee bite +3 (1d8+1)
Str 13, Dex 12, Con 12, Int 21, Wis 10, Cha 10
BA +2; CMB +3 (+7 grapple); CMD 14 (18 vs trip)
Poison (Ex) - Bite - injury; save Fort DC 12; onset 1 minute; frequency 1/hour for 6 hours; effect 1d2 Dexterity damage; cure 1 save

[Beast Shape II, +1 size bonus to Str, +2 natural armor bonus to AC]

Quinta - Tiny-size howler monkey:

Quinta - howler monkey
NG Tiny Humanoid (polymorphed)
Init +4; Senses low-light vision
------
AC 17, touch 16, flat-footed 13 (+4 Dex, +2 size, +1 natural)
HP 30
Saves Fort +3, Ref +7, Will +7
------
Speed 30 feet, climb 30 feet
Melee bite +1 (1d3-1)
------
Str 9, Dex 18, Con 14, Int 12, Wis 10, Cha 18
BA +1; CMB -1; CMD 13

[Beast Shape II, +4 size bonus to Dex, -2 penalty to Str, +1 natural armor bonus, +2 size bonus to AC]

Rowena - Small-size springbok antelope:

Rowena - springbok antelope
CG Small Humanoid (polymorphed)
Init +10; Senses low-light vision; Perception +7
-------
AC 17, touch 16, flat-footed 12 (+5 Dex, +1 natural, +1 size)
HP 28
Saves Fort +3, Ref +8, Will +1
------
Speed 60 feet
Melee gore +5 (1d4+1)
Special Attacks powerful charge (gore; 1d4+3)
------
Str 12, Dex 20, Con 14, Int 14, Wis 11, Cha 10
BA +3; CMB +3; CMD 18 (22 vs trip)

[Beast Shape II, +2 size bonus to Dex, +1 natural armor bonus to AC, -1 size adjustment]

Yekskya - Large-size giant wasp:

Yekskya - giant wasp
N Large humanoid (polymorphed)
Init +4; Senses darkvision 60ft; Perception +9
------
AC 17, touch 13, flat-footed 13 (+4 Dex, +4 natural, -1 size)
HP 49
Saves Fort +6, Ref +5, Will +3
------
Speed 20 feet, fly 60 feet (good)
Melee sting +7 (1d8+6 plus poison)
------
Str 18, Dex 18, Con 14, Int 7, Wis 14, Cha 7
BA +4; CMB +9; CMD 23
Poison (Ex) Sting - injury; save Fort DC 16; frequency 1/round for 6 rounds; effect 1d2 Dexterity damage; cure 1 save.

[Beast Shape II, +4 size bonus to Str, -2 penalty to Dex, +4 natural armor bonus to AC, -1 size penalty]

Zaghigoth - Large-size juvenile iguanadon:

Zaghigoth - young iguanadon
LN Large Humanoid (polymorphed)
Init +0; Senses low-light vision, scent; Perception +8
------
AC 13, touch 9, flat-footed 13 (Dex +0, +4 natural, -1 size)
HP 45
Saves Fort +7, Ref +1, Will +7
------
Speed 30 feet
Melee 2 claws +6 (1d6+4)
------
Str 18, Dex 10, Con 16, Int 10, Wis 16, Cha 11
BA +3; CMB +8; CMD 18 (22 vs trip)
Thumb Spikes (Ex) An iguanodon’s thumb spikes can inflict
grievous wounds—they deal triple damage on a successful
critical hit.

[Beast Shape II, +4 size bonus to Str, -2 penalty to Dex, +4 natural armor bonus to AC, -1 size penalty]

Zaghigoth: Certainly during your time on the trail so far, you can take the steps needed to call a new animal companion if you like, though by the time of the dreaming with Nkechi one hasn't appeared yet.

The DC for the Knowledge (nature) skill spoiler at the end of my last post is DC 14, for anyone wanting to identify the root Nkechi is using for the dreaming.

=======

GM rolls:

Krolmnite 1d10 ⇒ 4
Maudrill 1d10 ⇒ 8
Quinta 1d10 ⇒ 10
Rowena 1d10 ⇒ 3
Yekskya 1d10 ⇒ 3
snake init 1d20 + 4 ⇒ (14) + 4 = 18
Nkechi init 1d20 ⇒ 4
Krolm init 1d20 ⇒ 19
Maudrill init 1d20 + 6 ⇒ (14) + 6 = 20
Quinta init 1d20 + 4 ⇒ (3) + 4 = 7
Rowena init 1d20 + 10 ⇒ (1) + 10 = 11
Yeks init 1d20 + 4 ⇒ (1) + 4 = 5
Zag init 1d20 ⇒ 17

Qadira

Well spotted. DC 14 for the Knowledge (nature) spoiler; it's a relatively esoteric fact, and particular to Sargava and the Mwangi Expanse.

Qadira

Still here; started writing next post but realised I had some more prep work I needed to do for it. Nearly finished, look for update later tonight, Greenwich time.

Qadira

Shaylar Kallanereth wrote:

Shaylar: updated to level 7.

Fang: will do soonest

Excellent! A level in Ranger? Wizard? Arcane Archer?

Very sad to have Aleste depart, though I can certainly understand he has lots more interesting things on now. Are you all wanting to take on another player? Or keep with the current arrangement?

Qadira

Round 2 continued
Reeling from the sudden and unusual wing attack, Ambrose counters with a blinding series of sword strikes. The draconic creature has incredibly tough skin so that only one slash cuts through its thick scales, but that hit is a blinder and the wound is quickly rimed with thick frost from Ambrose's enchanted blade, compounding the pain from the wound. Smoke joins in as well with savage attacks, the war horse's expertly placed bite and kick dealing additional damage. Only the first sword attack got through, the others deflected by natural armor. Along with two hits by Smoke, deals a total of 34 points damage and 6 points cold damage. Ouch!

From his vantage point in the saddle, Aleste Embar hurls a bomb at the beast. It arcs over Leonar's head and bursts on the creature's back, instantly erupting in a brilliant explosion. The flames engulf the creature, and when they die down several parts of it continue to burn. Explosive bomb thrown, at -2 penalty so as not to catch others in the blast radius. 13 points fire damage and it is still aflame.

Round 3
The creature shrieks in rage and looks as if it is going to pounce on Ambrose and Smoke. Suddenly though it seems to lose interest in the attack, hanging its head as if in a stupor. Its wings and shoulders hunch as it sits huddled in the swampy muck and water, not even taking notice of its toasting flesh. Failed its Will save vs Oppressive Boredom. Though the spell description is pretty explicit that it takes no action, I'm unsure as to whether that just refers to standard or move actions or the like taken on its turn or does it also include Reflex saves or defending itself? I would have thought it would still have presence of mind to put out the flames from the bomb, but I'll read it that the spell instills a pretty bleak depression on its target.

A rumble from the skies above heralds the completion of Leonar's spell. You feel a momentary tingling at the feel of the static energy in the air just before a lightning bolt courses down from the sky. It hits the creature full between the shoulders, sizzling it further. The normally nimble razorfiend has a pretty impressive Reflex save, but if I'm reading it right under the spell it wouldn't make a move to save itself, so takes full 11 points electricity damage from the spell. It's swaying on its feet now.

Shaylar and Fang up next, can they put the final nail in its coffin? Or will it shake off its stupor and claim another victim?

Map

Initiative
26 - Helaku
22 - Leonar
21 - Shaylar & Fang
21 - razorfiend
17 - Ambrose & Smoke
9 - Aleste

------

GM rolls:

Aleste attack 1d20 + 7 ⇒ (7) + 7 = 14
damage 4d6 + 3 ⇒ (1, 5, 2, 2) + 3 = 13
razorfiend Will 1d20 + 4 ⇒ (12) + 4 = 16
razorfiend Reflex 1d20 + 10 ⇒ (9) + 10 = 19

Qadira

Round 1
Acting quickly to try to save the two captive women, Penta grabs up her bow and takes aim at the grindylow queen. The arrow misses but she manages to momentarily distract the sea goblin queen.

A'vandira tries to slow up the huge grindylow giant by casting a spell to sap its strength. She's horrified though to see the spell fail to hit the behemoth. Only just missed with ranged touch attack.

Arven readies for the fight by swelling his lungs with air, looking for any edge against his large opponent.

Batango swims up and focuses his evil eye on the giant grindylow. Under his withering gaze, it suddenly looks less imposing, almost appearing to shrink before your eyes. It failed its save so suffers AC penalty for 7 rounds.

The great behemoth bellows, a flood of bubbles rising from its mouth. At its call, two of the grindylow warriors you faced earlier move forward. They swim towards you quickly and quick as a flash their tentacles wrap around Arven, entangling him. They struggle against the muscular undine, trying to pull him towards the cauldron of roiling water and the big grindylow. Both grindylows succeeded in "trippint" Arven, effectively trying to entangle him in tentacles and move him towards their big brother.

Treading water, Quara begins singing a powerful, invigorating tune to strengthen the group. Before doing so, she shouts to Penta to move back amidst the rest of the group.

Atajay up next, with mother grindylow after.

Initiative
18 - The Brinebrood Queen (readied action)
18 - Penta
17 - A'vandira
13 - Arven
13 - Batango & Tabook
13 - The Whale and grindylows
12 - Quara
3 - Atajay

=======

GM rolls:

Whale Will 1d20 + 3 ⇒ (11) + 3 = 14
grindylow 15 trip 1d20 + 4 ⇒ (15) + 4 = 19
grindylow 16 trip 1d20 + 4 ⇒ (16) + 4 = 20

Qadira

Maudrill: The shortbows are of fine quality (masterwork), but of average pull (no Strength bonuses).

Hskoro is extremely grateful to Quinta for healing some of his wounds. He is happy to elaborate a bit more on the faith of Nalinivati and her teachings.

Knowledge (religion) DC 15:

Nalinivati, The Serpent's Kiss, Queen of the Nagas, is a deity little known in the Inner Sea but is widely revered among the distant nations of Tian Xia. Her worship is most widespread in the far realm of Nagajor, but sorcerers, nagas, smitten lovers, and snake cults throughout Tian Xia venerate her. It is said that in ages past she was the legendary first queen of Nagajor and gave birth to the varied naga races. Her symbol is a snake coiled in a lotus flower, and she concerns herself with fertility, nagas and the nagaji, snakes and sorcery. Additionally, snakes are considered sacred animals and the urumi is considered a favoured weapon.

Knowledge (religion) DC 25:

A powerful sorceress, Nalinivati is said to have used her own sorcery to ascend to godhood. As a goddess of fertility, she is romantically linked to Daikitsu, Lady of Foxes and goddess of agriculture, craftsmanship, and the kitsune. She is often depicted in art as emerging from an egg, or as guarding a clutch of eggs.

Knowledge (nature) DC 15:

Nagaji were created in ages past as a servitor race to the ancient naga races. While many still act as slaves and servants, they have since developed into a vibrant and proud race. They are reptilian with scaly flesh, with colourful ridges on their skulls and backs. They originate in the distant land of Tian Xia, and are only very rarely found in the nations of the Inner Sea.

Knowledge (nature) DC 25:

Nagaji society places honor, devotion, and dedication above all else. Because of this, some think of nagaji as born slaves, though they would instead remark that loyalty is a virtue.

You have plenty of time to expound on Nalinivati's teachings, as you gather your things, rush through any last preparations, and escape the city to start your expedition to Tazion. You manage to leave without any further trouble from the Freemen; the Eleder militia quickly and brutally moves in to quell the uprising. One day perhaps Sargava will put an end to the practice of slavery, but the uprising did nothing to advance the cause.

With Rowena's experience as a merchant, you are able to make your preparations quickly and move on. Your expedition is a group of nine for now. Yourselves, Lani Rocklobber, Hskoro, and a Mwangi guide named Nkechi, known as The Tempest. Nkechi is an aged mystic devoted to Gozreh, and due to his reputation with the local tribes and his knowledge of the terrain he came highly recommended as a guide. He is certainly knowledgeable, though also grouchy and temperamental, with some signs of true madness.
You will blaze the trail for the rest of the expedition to follow, and if possible hinder the Aspis Consortium expedition that tries to sabotage your own preparations.

The start of the journey is relatively uneventful. It begins with a long trek across the arid, dusty savannah to the city of Kalabuto, far outpost of Sargava. This leg of the trip will cover nearly 270 miles. Along the way, if you help Lani out with her dragon problem, you can make a short detour off the trail about 160 miles into the trip. After Kalabuto you truly start heading into jungle and the unknown.

As you move along, Nkechi keeps his distance at first, agreeing to come along only after he announced that you had accomplished tests set by Gozreh. Odd, since you don't remember there being any challenges to beat. At last, after nearly one hundred days on the trail, Nkechi declares himself satisfied. In the evening, he urges you to sit in a rough circular pattern drawn into the ground about a large fire filled with strong-smelling herbs. Nkechi picks up a wooden mortar filled with paste, and proceeds to draw mystic symbols on your faces as he walks around the circle chanting esoteric words. When finished, he draws out a pouch filled with small roots, eats a piece, and requests that the you all do the same. Do you accept?

Knowledge (nature):

The root is a potent hallucinogen known as dromotu. It can be used to put someone into a dreamlike trance

Qadira

Round 2 continued
Leonar takes a step back out of the way of Ambrose and Smoke. He raises his hands to the heavens, calling on the powers of sky and nature to summon a lightning storm. Familiar dark clouds begin to gather overhead.

Shaylar urges Dapples to circle around the monster, shooting two arrows at it in hastened fury. One of the arrows hits it between the shoulders, drawing a pained hiss from it. Shaylar hits with one strike dealing 3 points damage.

Slowed by the arrow, the creature nonetheless hops closer to Ambrose on strong hind legs. Powerful wings buffet the cavalier, the wings like sharpened scythes. One of the wings slices nearly through Ambrose's armor to leave a deep wound. The monster's wing hits, slashing Ambrose for 14 points damage.

Ambrose your turn to strike back!

Initiative
26 - Helaku
22 - Leonar
21 - Shaylar & Fang
21 - razorfiend
17 - Ambrose & Smoke
9 - Aleste

======

GM rolls:

Shaylar attack 1d20 + 11 ⇒ (13) + 11 = 24
damage 1d8 + 2 ⇒ (1) + 2 = 3
Shaylar attack 1d20 + 11 ⇒ (3) + 11 = 14
razorfiend attack 1d20 + 14 ⇒ (10) + 14 = 24
damage 2d6 + 5 ⇒ (3, 6) + 5 = 14
razorfiend attack 1d20 + 9 ⇒ (6) + 9 = 15

Qadira

Woohoo! I was thinking Asgrid's ally might need to jump in to help us save the day, this is going to be a tough fight.

Qadira

Post was lost last night I see, so I'll try to resurrect it here. I think I must have pressed Preview instead of Submit Post just before logging out.

Round 8 continued
Seeing his grindylow foe turn to flee, Arven lunges forward with his cutlass, skewering it on his blade. He then kicks his feet to swim after the retreating forms of its comrades. Arven does indeed get an attack of opportunity, 5 points damage enough to finish it off. Since on your turn you just had the standard action, I've also noted your move action.

Batango follows after the barbarian, giving chase to the enemy.

Round 9
The rest of you follow trying not to let the grindylows and Arven get too far ahead of you. After all, they are in their native environment.
Penta I did get your action in last post, granting Arven back some sorely needed hit points. I noted your move before that of the grindylows, but I think the effect would have been the same.

If you all are intent on chasing the fleeing grindylows, they lead you on a merry chase, through tight, winding tunnels, past more kelp forests trapped with hooks that try to snare your flesh, and past dark grottoes. I'll skip ahead if you don't mind, but the chase takes 2 frenzied minutes to allow for the slowest swimmers to catch up.

Finally, you come to a tunnel that has room for a breathing space filled with stale air, leading to a larger chamber with a great deal more room. The water here churns with hundreds of remains floating in this large bowl of water - bones, scraps of flesh, and the carcasses of strange, almost alien fish. Just visible through the roiling stew are humanoid bodies floating in the water, wan corpses drifting near the bottom of this cauldron like sleeping guardians.

The water churns and seethes, and combined with all the detritus it's difficult to see more than five feet in the water, just catching occasional glimpses. What you can see though is enough to cause fear in the heart of even the most hardened freebooter. The three grindylows you followed are here, circling around the bowl with the current. Swimming in the middle is another grindylow, but not like any of the others you've seen. This one is huge, well more than twice the size of its brethren and yourselves, a bloated monstrosity with a toothy, gaping maw. It must have been smaller when it came into this cavern, because now it looks like it would be too big to fit in the tunnel.

Above the water is another horrible sight. Hanging from the ceiling above the churning water are two figures, bound hand and foot with thick strands of seaweed and sinew and weighted with heavy ingots of silver. You recognize them both, of course, Sandara Quinn and Kenya Bloodblade. Both crewmates look terribly wounded, especially Kenya who looks as if she has been partially eaten and just hanging on to life by a thread. A particularly malevolent grindylow matron slithers along a ledge beside them on her black tentacles.

The instant the grindylow matron sees you, she takes a flint knife and slices at the seaweed suspending both of the sailors above the water. Cut, the two fall into the water with a terrific splash, weighted down with silver. The matron cries out in rasping cry.

Aquan:
"See? Our lure brings prey! Feed, my son! Grow, and be strong!"

The Cauldron

The Caulrdon - side view

The Brinebrood Queen

The Whale

The ratio on the map is 10 feet to a square, the sideview shows the tunnel you are coming through and the depth and height of the cavern. The Brinebrood Queen has just gone, so you all can take your turns. You also have two minutes of swimming leading up to this encounter, so let me know any preparations you want to make before entering the chamber, following the grindylows I think you'll be aware of the enemy so there is no chance of surprise either side.

Initiative
18 - The Brinebrood Queen (readied action)
18 - Penta
17 - A'vandira
13 - Arven
13 - Batango & Tabook
13 - The Whale and grindylows
12 - Quara
3 - Atajay

======

GM rolls:

Arven init 1d20 + 2 ⇒ (11) + 2 = 13
Atajay init 1d20 + 2 ⇒ (1) + 2 = 3
A'vi init 1d20 + 8 ⇒ (9) + 8 = 17
Batango init 1d20 + 1 ⇒ (12) + 1 = 13
Penta init 1d20 + 6 ⇒ (12) + 6 = 18
Quara init 1d20 + 1 ⇒ (11) + 1 = 12
The Whale init 1d20 + 4 ⇒ (9) + 4 = 13
grindylows init 1d20 + 2 ⇒ (16) + 2 = 18

Qadira

Woodsmoke, can I ask, how close are we to level 2? Feel free not to answer if it's a cheeky question. I'm just thinking I'll still have Asgrid multiclass, and so wanted to be ready for that.

Enjoy your vacation!

Qadira

Excellent! I'll try to keep up with the posts as well!

Qadira

Round 2
Nimble and invisible, Helaku casts another spell granting himself the power of flight. With a leap he takes to the air, swooping up over the river and circling around towards the dragon-thing.

Anyone else?

Initiative
26 - Helaku
22 - Leonar
21 - Shaylar & Fang
21 - razorfiend
17 - Ambrose & Smoke
9 - Aleste

Qadira

Lani looks up into Krolmnite's eyes. The pendant with the symbol of Smiad is prominent on her chest. "Actually, I was here in Eleder on business and thought I could prevail on you again about this dragon that has been plaguing our mining operations. I know you are leaving soon on an expedition, but you mentioned before that you would be heading east. If that's right, then you'll pass near enough to the mines in the Bandu Hills as well as where I think the dragon's lair must be in the Laughing Jungle. So it wouldn't even be much out of your way, right? I even thought I could travel back with you. You know, safety in numbers!"

Krolmnite:

You focus your detect evil ability on the newcomer, Hskoro. His appearance certainly is unusual, but he doesn't exude an evil aura.

Maudrill looks around the battle and cast detect magic, hoping to locate any magic items left behind and to piece together what has happened.

Maudrill:

Unfortunately you don't find any magical items left by the attackers, though you do collect seven flasks of alchemists fire off the bodies of the Freeman thugs. You also recover three stout clubs (masterwork) and three finely made composite shortbows (masterwork). The area is heavy with a moderate lingering aura of conjuration magic, a summoning spell. Most of your companions carry magical items; Hskoro wears a pair of bracers on his arms that radiate moderate conjuration magic, and Lani Rocklobber has something tucked in her clothes that emits faint abjuration magic.

Hskoro tries to answer your questions, sometimes struggling to find the right words in Common. At Quinta's insistence, he pulls up the hood on his cloak. To the paladin he explains: "I am not dragon, nor even kin of dragons. I am nagaji, from Nagajor. My people serve the naga, an old and powerful race." Looking at the rest of you, he continues. "I am Promised to the Goddess, Nalinivati, the Serpent's Kiss. It was at my monastery that I first received the vision that I must travel to help a favoured one of Nalinivati to vanquish ancient enemies. I have travelled long and far, from Nagajor in Tian Xia to here. Always, I am seeking the favoured one. Always, I am led to travel on."

"But you? I do not understand. As soon as I saw you in the market, I knew it was you I was to protect. Yet you are not naga, or even nagaji! Do you know of Nalinivati? I do not understand, but I obey. With all of my strength I will protect you." With reserve, he accepts introductions from the rest of you.

Qadira

Round 7 continued
Batango stabs at one of the grindylows still fighting; it leans out of reach and pulls a horrid face at the witch.

Round 8
A'vandira waits, urging those on the frontline to cut down the enemy and catch those grindylows that are getting away.

Quara and Atajay are anxious to keep the three retreating grindylows from getting away, but unable to catch the quickly swimming blighters.

Penta puts the last of her magical energies into a last healing spell for Arven. The spell helps knit some of his wounds, so he is ready for another attack. 10 points back to Arven.

Arven sweeps at one of the grindylows two-handed. His cutlass slices through flesh, parting the grindylow's upper body from its tentacles completely in a mass of red blood. Confirmed critical, 12 points damage to the grindylow.

The remaining grindylow moves back a bit to reconsider his position. It attempts to flee.

Initiative
20 - A'vandira
19 - Quara
17 - Atajay
15 - Penta
13 - Arven
13 - grindylows
2 - Batango

[

Qadira

Round 1
Helaku casts an invisibility spell on himself and moves south towards the cart. Speeded up, you see small splashing footsteps through the marsh towards the cart. On the map, Helaku highlighted in blue to note invisibility.

Leonar wards himself by casting a spell to protect him from any further acid attacks.

Continuing to try to urge Dapples to circle the beast and find a weak spot, Shaylar hits it with two arrows. They are well-placed shots, but they don't seem to deal as much damage as they should. It would seem this creature shares some of a dragon's resistance to wounds. Two hits dealing 9 points of damage, but damage reduction reduces that to 4 points damage.

The emerald green creature lunges forward, wings sweeping forward. The wings reveal razor sharp edges which rip into Leonar's horse, slashing its belly. The horse screams and the druid just has time to leap out of the saddle before it drops and rolls over. The horse twists and turns, but the wound looks fatal. 12 points damage to Leonar's horse.

Ambrose urges Smoke through the marsh towards the creature, brandishing his sword to get its attention. As he does so he calls out a challenge, daring it to attack him.

Aleste moves his horse out of combat, and tries to cover Leonar by mixing a vial of chemicals and throwing it at the beast. It's a long throw, and the bomb plops into standing water beside the creature. It explodes in an enormous splash of water, but doesn't deal any damage.

Ok, back around to everyone for round 2.

Updated Map

Initiative
26 - Helaku
22 - Leonar
21 - Shaylar & Fang
21 - razorfiend
17 - Ambrose & Smoke
9 - Aleste

======

GM rolls:

Shaylar attack 1d20 + 12 ⇒ (15) + 12 = 27
damage 1d8 + 2 ⇒ (1) + 2 = 3
Shaylar attack 1d20 + 12 ⇒ (19) + 12 = 31
damage 1d8 + 2 ⇒ (4) + 2 = 6
razorfiend wing 1d20 + 14 ⇒ (2) + 14 = 16
damage 2d6 + 5 ⇒ (5, 2) + 5 = 12
Leonar Ride 1d20 + 6 ⇒ (17) + 6 = 23
Aleste attack 1d20 + 9 ⇒ (9) + 9 = 18
damage 4d6 + 3 ⇒ (5, 6, 3, 4) + 3 = 21

Qadira

Round 5 continued
Yekskya moves a bit forward in order to get a clean shot of the demon. He puts two arrows to the string, and one of them hits, knocking the demon back. Despite its enchantment, the arrow quickly dissolves on contact with its skin. Good hit, 13 points damage to the demon.

Maudrill studies the demon for now, trying to discern how to break its formidable defences.

While he is contemplating, Zaghigoth summons his own magic and calls on the spirit of the land to vanquish this abomination. A second brilliant light erupts around the demon, burning it with holy power and dazzling it. Your foe is finally beginning to look staggered. Nifty spell. I'll have to remember that one. The demon made its Reflex save, so it is dazzled rather than blinded.

Round 6
Lani creeps closer to Krolmnite as the demon takes a step back from its foes, trying to clear its head and the after images from its eyes. It still lashes out with its longspear, opening a wide slice across Krolmnite's forehead. Five foot step diagonal-left to reposition. Sorry guys, had forgotten longspear needed reach. Making a full attack, it hits Krolmnite for 10 points of damage.

Quinta completes another summoning spell and a third celestial eagle joins the fray. The silvery-white plumed eagles dive and rend as she begins a new song to buoy everyone up. One of the eagles, larger than the others, pecks feverishly at the demon's head until it manages to gouge the demon in the face. With a flash it disappears, returning to the place from whence it had been summoned.

For a moment, all is silence. The demon is gone, the Freemen are gone and the fires have been put out. The three celestial eagles swoop and circle around Quinta before they too, disappear one by one. Then Lani jolts forward and wraps her arms around Krolmnite. "We're saved! Oh, my heroes! What a terrible, horrible creature! I thought I was going to die." The gnome maiden plants a kiss on the paladin's cheek.

As you pick through the remnants of the fight, the hooded stranger that came to your aid approaches Quinta. Slowly, and you sense a certain amount of reluctance, the figure goes done on one knee before her. He puts a fist to his heart in a salute and addresses you in a raspy voice in an unusual accent reminiscent of Tian. "My lady, my name is Hskoro. As I was summoned by the Goddess, I have travelled long leagues to find you. And having found you, I must pledge my life to your defense. I am yours to command." As the figure speaks, his dark hood falls back, revealing a dark reptilian head with heavy ridges of red scales. Crocodilian eyes look up at the opera singer.

Hskoro

A few minutes later reinforcements arrive, labourers and members of the expedition coming to rescue what they can of the supplies. They are greatly relieved and grateful to see that the warehouse has been spared. They also relate that Freemen have conducted raids and attacks all over Eleder in a general uprising. However, Pathfinder sources indicate that it was instigated by the new leader of the Aspis Consortium, Seoghal Rin-Vorex, a Chelaxian. The Consortium is one of the Pathfinders' main rivals, and your competition to reach the city of Saventh-Yhi first. Likely, the troubles today are a smokescreen, a distraction so that Aspis can launch their own expedition, and to hinder any competitors.

That being the case, Amivor Glaur, the Pathfinders' expedition leader, suggests you grab your gear and prepare to leave immediately!

Well done with the demon, that could have been a very nasty encounter. We'll wrap up here, then I'd like to skip ahead a bit. Otherwise another couple months could pass easily with you still in Eleder.

=======

GM rolls:

caster level check 1d20 + 4 ⇒ (9) + 4 = 13
Reflex 1d20 + 6 ⇒ (12) + 6 = 18
attack 1d20 + 11 ⇒ (12) + 11 = 23
damage 1d8 + 7 ⇒ (3) + 7 = 10
attack 1d20 + 6 ⇒ (8) + 6 = 14

Qadira

Round 6 continued
Eschewing his patron's dark arts for now, Batango tries to help Arven by keeping the nearest grindylow distracted.

Round 7
A'vandira does the same by trying to hit the same grindylow with a frost ray. It ducks at the last moment, and the freezing spike of water misses the grindylow.

Quara kicks her feet to shift back a bit from the front line, treading water as she begins another ditty, inspiring you to fight harder and strike more accurately. You are inspired!

Penta drifts closer to Arven, ready to bestow another healing spell if necessary.

Arven keeps swiping at the grindylows near him, trying to get past their spears. It's a struggle to hit them though, as they dart about and try to disrupt attacks with their waving tentacles.

One of the grindylow's at the front barks an order in a trill, burbly voice. The three at the rear immediately begin to move with a flick of their tentacles, heading for one of the narrow gouges in the rock. They quickly take off.

Aquan:

"Beware the Undine! He is a great warrior. Go! The Brinebrood Queen must be told, that he brings Humans, with foul magic."

The warrior then stabs at Arven with all its might, and its wickedly barbed spear bites deep into Arven's chest. It's fellow, the one dazed by Atajay, suddenly snaps into focus and tries to attack as well, but it's lunge is off and misses the barbarian. The grindylow hit with nearly a critical but it failed to confirm the hit. It still inflicted full damage of 7 hit points to Arven.

Updated Map

Initiative
20 - A'vandira
19 - Quara
17 - Atajay
15 - Penta
13 - Arven
13 - grindylows
2 - Batango

------

GM rolls:

A'vandira ray 1d20 + 3 ⇒ (2) + 3 = 5
1d3 ⇒ 1
grindylow 12 1d20 + 3 ⇒ (2) + 3 = 5
grindylow 14 1d20 + 3 ⇒ (20) + 3 = 23
damage 1d6 + 1 ⇒ (6) + 1 = 7
confirm critical 1d20 + 3 ⇒ (6) + 3 = 9
critical damage 2d6 + 2 ⇒ (6, 1) + 2 = 9

Qadira

Atajay wrote:
The only way to speed up gameplay is to simply post more often, players and GM alike. No other way to get it done, IMHO.

Yeah, I think that's the crux of it. Will see what I can do to up the tempo at this end. But, har har mateys, we sail on then! I can't wait to introduce you to the grindylows' big brother. And then it's back to pirates being...pirates.

Qadira

You're definitely getting your money's worth out of those spells!

Qadira

Yeah, what I wrote in my last post was vague on detail. Basically, in a previous post the critter was lurking near the kill site using Stealth. Since no one specifically mentioned they were moving along stealthily, it became aware of the party and I rolled Perception checks on everyone's behalf. The result was that only Helaku and Shaylar became aware of it before it broke cover and so were able to act in a surprise round. That's just past, so we can move on now with Round 1 at the top of initiative order, which is why Helaku gets to make another move and then your Resist Energy move will come into play unless you want to do something else instead. I think some of the confusion may have been because I was setting it up as a straight forward encounter, but a closer reading of the description indicated some stealthness was involved.

Qadira

Hey guys, still here. Apologies for the delay, was caught up with work last week and then me and the family were all down with sickness bugs. Will hopefully be back to regular postings, but I am aware that things have really slowed down of late. As long as you all are still keen, I'd like to keep going, it may be I should drop one of my games I'm Gming, but I'd rather not if I can. If you can suggest any things that can speed up play I'd be all ears, cuz I can see a lot of exciting encounters ahead and I'd like to give your characters a chance to experience them. A lot of you guys are in my other games, so you'll have seen this message there too.

Qadira

Round 5 continued
Those of you blinded by the radiant flaming sphere find that it was merely a momentary effect. Perhaps the sphere was flaring as a reaction to the creature, or perhaps it was effect due to Maudrill's emberkin nature. In either case, it doesn't slow the demon any as it lays into its opponents with its spear, getting past Krolmnite's and the hooded stranger's defences. 9 points of damage to Krolmnite, and 11 points of damage to the stranger.

Quinta finishes summoning another eagle from the celestial planes, and it dives on the demon along with the first. Their claws and beaks don't seem able to do much damage against its tough skin, but some attacks do get through. In her melodic voice she continues summoning. Two hits from the eagles score a total of 5 hit points damage.

The hooded stranger continues to harry the demon on the far side of the battle. He disregards the spear in his hands as instead he makes a series of lightning moves and kicks. The demon responds with some rapid footwork of its own, dancing out of the way. The stranger doesn't score any hits, but it does serve to distract the demon.

Krolmnite likewise finds himself temporarily blinded, though the effect quickly wears off. Fearing it to be a trick of the demon's, he charges in with a vicious attack, pleased to open a vicious wound. Great hit, 13 points damage, please can you also make a Reflex save against DC 18 to avoid your sword receiving 3 damage points. Not blinded after all!

Cat, Yekskya, you also escape blindness and can act this round, I'll wait a day or two so you can post before moving on, Maudrill you as well. You all can see that you definitely making an impact on the demon despite its prowess and impressive defences.

Battle Map

Initiative
19 - Lani
13 - creature
13 - Freemen
9 - Quinta
9 - Hskoro
9 - Rowena
9 - Krolmnite
9 - Yekskya
5 - Maudrill
3 - Zaghigoth

------

GMing rolls:

spear 1d20 + 12 ⇒ (6) + 12 = 18
damage 1d8 + 7 ⇒ (2) + 7 = 9
spear 1d20 + 7 ⇒ (11) + 7 = 18
damage 1d8 + 7 ⇒ (4) + 7 = 11
bite 1d20 + 7 ⇒ (2) + 7 = 9
Hskoro flurry 1d20 + 7 ⇒ (11) + 7 = 18
Hskoro flurry 1d20 + 7 ⇒ (4) + 7 = 11
Cat ranged 1d20 + 7 ⇒ (9) + 7 = 16
1d8 ⇒ 3

Qadira

Hey guys, still here. Apologies for the delay, was caught up with work last week and then me and the family were all down with sickness bugs. Will hopefully be back to regular postings, but I am aware that things have really slowed down of late. As long as you all are still keen, I'd like to keep going, it may be I should drop one of my games I'm Gming, but I'd rather not if I can. If you can suggest any things that can speed up play I'd be all ears, cuz I can see a lot of exciting encounters ahead and I'd like to give your characters a chance to experience them. A lot of you guys are in my other games, so you'll have seen this message there too.

Qadira

Surprise Round
Reacting quickly from the sight of the creature emerging from the underbrush, Helaku lays a spell on the party to allow it to move more quickly. He then moves Cayenne back across the deepest part of the fens towards the trees and dismounts, his horse screened from view. Everyone above hastened. Leonar you can apply the +1 spell bonus to your Reflex save, though it looks like the result is the same.

Shaylar snaps off a quick arrow just as the creature spews its deadly acid. The arrow bounces off its tough, scaly hide. The acid breath hits Shaylar's wolf Fang square on, burning it badly. The elf moves Dapples round the large trunk of a fallen tree, trying to get behind the monster. At the same time he shouts on Fang to get out of the fight and the wolf moves back, into the deep part of the bog, licking his wounds. Fang failed Reflex save, taking 17 points acid damage.

The acid also hits Leonar and his horse, though the druid bears the brunt of the attack. His mount dances back from the beast, ears bent back in fear. Interestingly, on rolling for the horse I got a natural 20 for it.

Round 1
Helaku, you can make another move here.

Battle Map

Initiative
26 - Helaku
22 - Leonar
21 - Shaylar & Fang
21 - razorfiend
17 - Ambrose & Smoke
9 - Aleste

======

GM rolls:

Shaylar attack 1d20 + 11 ⇒ (5) + 11 = 16
damage 1d8 + 2 ⇒ (6) + 2 = 8
Fang Reflex 1d20 + 6 ⇒ (8) + 6 = 14
horse Reflex 1d20 + 6 ⇒ (20) + 6 = 26

Qadira

Hey guys, still here. Apologies for the delay, was caught up with work last week and then me and the family were all down with sickness bugs. Will hopefully be back to regular postings, but I am aware that things have really slowed down of late. As long as you all are still keen, I'd like to keep going, it may be I should drop one of my games I'm Gming, but I'd rather not if I can. If you can suggest any things that can speed up play I'd be all ears, cuz I can see a lot of exciting encounters ahead and I'd like to give your characters a chance to experience them.

Qadira

Round 5 continued
Batango summons the dark forces of his patron to command one of the sea goblins to swim away from the fight, but it shrugs off the magic. These grindylows are impudent. Grindylow diagonal-right of Arven targeted (I thought it was the closest). The grindylow made its Will save with a 17.

Round 6
Spells are flying everywhere in the water, as A'vandira releases her own spell, a coruscating ray of energy that envelops one of the grindylows. It hits, and the grindylow becomes visibly weakened. Grindylow just to the right or Arven on the map is hit. -6 damage to grindylow's Strength score, after if failed to make its Fort save.

Quara swims forward, until she can lay a hand on Arven's back. She sings as magic courses between her and the undine, healing some of the barbarian's wounds. Arven healed 5 hit points.

Atajay keeps using his spells to daze his opponents, hitting one of the grindylows ringed around Arven. If floats, stupefied. The one just above Arven on the map failed its Will save and is dazed.

Penta calls upon Calistra's aid to help Arven, healing some more of his wounds so that the barbarian can continue to battle his enemies and protect the party. Another 10 hit points healed for Arven.

Arven responds by laying into his foes. Wielding his cutlass double-handed, he knocks away the spear of the grindylow ahead of him and strikes at what he hopes is a weak spot. This grindylow, that had been harassing him and must have been one of the great warriors of its shoal, is struck off guard by Arven's attack and his blade bites deep, dark blood oozing from a gash that rips it from sternum to belly. It is dying quickly. Attacking the grindylow diagonal-right of you, dealing 7 points damage enough to put it into minuses.

Within reach, that leaves one grindylow staring, dazed, and another which has been hit by A'vandira's enfeebling spell. That one takes a stab at Arven but can hardly grasp its spear, so it backs off five feet. This gives an opportunity for those warriors hanging back to move in. Two of them size up the situation but one of them jets in close enough to stab at Arven. However, invigored Arven is able to beat away the attack.

Initiative
20 - A'vandira
19 - Quara
17 - Atajay
15 - Penta
13 - Arven
13 - grindylows
2 - Batango

Ok, back to Batango and rest of party at top of round. Only 5 sea-goblins left!! You've taken on an army of 'em! Sandara and Kenya must be rescued!

Updated Map

--------

GM rolls:

grindylow 10 Will 1d20 + 2 ⇒ (15) + 2 = 17
A'vi ranged touch 1d20 + 3 ⇒ (18) + 3 = 21
damage 1d6 + 1 ⇒ (5) + 1 = 6
grindylow 13 Fort 1d20 + 1 ⇒ (13) + 1 = 14
grindylow 12 Will 1d20 ⇒ 7
damage 1d6 + 1 ⇒ (1) + 1 = 2
grindylow 13 attack 1d20 ⇒ 14
grindylow 14 attack 1d20 + 3 ⇒ (9) + 3 = 12

Qadira

Maudrill wrote:
Actually anybody that does not have direct line of sight should not be effected, such as those who have a building between themselves and the spell.

I think by the time of Maudrill's turn the whole party is in line of sight of the demon and flaming sphere apart from Zaghigoth.

Maudrill, if you want to take another action, we can retcon. On the same note, it certainly makes for good roleplaying as it is and I can well imagine a spellcaster using a spell for the first time might get unexpected results, especially when using a flaming sphere as the focus for a pyrotechnics spell! As for the demon, you've all certainly taken it down a peg or two, but it still has some fight left in it. Any more spells like stone call that can get around spell resistance?

Qadira

Round 4 continued
Quinta's summoning spell is completed, calling forth a golden celestial eagle that stoops and dives at the demon. Powerful claws rip into its shoulders and head, leaving black gouges. Quinta sings on, beginning another spell; her snake Ssss coils around her arm and shoulder. Second of the claw attacks hits, dealing 4 points of damage.

A figure suddenly emerges from the alleys behind the demon, running forward armed with a shortspear. The figure appears human shaped, though big, and draped in a dark cloak with a deep hood. The demon doesn't appear to notice, but at the last minute twists so as to dodge the attack, allowing the spear's blade to go wide of the mark. The figure has the demon's full attention though, as they begin a deadly dance of spears. The figure is directly opposite Krolmnite, allowing both of you a flanking bonus against the demon.

Turning her attention away from the fleeing Freeman, Cat sprints around the warehouse, skidding to a stop beside Quinta and Maudrill. With horror she takes in the sight before her, readying her crossbow and waiting for a clear shot.

Krolmnite meanwhile takes advantage of the demon's distraction to get in a mighty swing of his greatsword. He hits the narrow back of the creature, but fails to puncture its tough hide. The gnome manages to avoid getting the demon's acidic coating on his blade this time. Flanking bonus added. Nearly a successful hit, didn't get through its natural armor though.

Like Rowena, Yekskya sprints down the street towards the side of the warehouse. He takes in the situation and readies his bow to lend a hand in the attack.

Maudrill directs his flaming sphere to flare up around the demon again, scorching it a bit this time though it seems resistant to the fire's touch. However, the aasimar then does something unexpected, causing the flaming sphere to explode around the demon in a blast of light. He whispers to Quinta to close her eyes, and some of you standing nearby reflexively do so. Others are not so lucky, as you find yourselves blinded. Unfortunately the demon is not affected by the spell, though your hooded ally is. Demon made its save against the spell, but the newcomer is blinded for 3 rounds. Please can everyone apart from Zaghigoth also make a DC 17 Will check to avoid being blinded as the spell's radius is 120feet. Quinta, Yekskya, and Cat receive a +2 bonus to their save due to their being next to Maudrill and hearing his whispered warning. Only two points of fire damage inflicted due to fire resistance.

Zaghigoth hurries over as well, keeping an eye out for activity up on the rooftop.

Round 5
Lani shouts out encouragement to Kromnite as she cowers behind him. The demon meanwhile continues to trade blows with the newcomer, this time landing a serious hit. 8 points of damage to the newcomer.

The remaining Freeman makes good his escape, glad to get away from the combat.

Back to you!

Updated Map

Initiative
19 - Lani
13 - creature
13 - Freemen
9 - Quinta
9 - Hskoro
9 - Rowena
9 - Krolmnite
9 - Yekskya
5 - Maudrill
3 - Zaghigoth

------

GM rolls:

Hskoro Acrobatics 1d20 + 9 ⇒ (9) + 9 = 18
Hskoro spear 1d20 + 9 ⇒ (4) + 9 = 13
Maudrill caster lvl 1d20 + 4 ⇒ (20) + 4 = 24
Maudrill caster lvl 1d20 + 4 ⇒ (14) + 4 = 18
demon Will 1d20 + 5 ⇒ (12) + 5 = 17
Hskoro Will 1d20 + 5 ⇒ (1) + 5 = 6
demon attack 1d20 + 12 ⇒ (9) + 12 = 21
damage 1d8 + 7 ⇒ (1) + 7 = 8
demon attack 1d20 + 7 ⇒ (6) + 7 = 13

Qadira

Shaylar, don't forget you and Fang can level up to 7th now.

Qadira

Aleste I'm going to be sorry to see you go, but it sounds like you're having some RL adventures of your own now. You've been a great part of the group, and you've shown me just how cool alchemists are. I wish you all the best, and if your circumstances should change you'd be welcome to come back. And, perhaps I'll see you at some future PaizoCon UK or other!

Qadira

The Blackfens
You have a happy reunion with Leonar, glad to have the druid back as you head into the Blackfens. Moving deeper and deeper into the marshes, you head in the general direction that you think Rhest might lie in. For a while you follow what looks to you like an old road, but it soon gives way to swampy, marshy terrain. For the most part your horses can navigate the boggy terrain. Soon enough, you start to feel that the horses are swimming as much as they are walking; you may have to abandon the horses soon as the swamp becomes deeper. Somewhere out there, lies the ruined city.

When you come across the carcass of the giant owl, it is enough to put you on your guard. The ruined owl looks to be laying on a crude nest. Dapples' ears prick left and right and Smoke swishes her tail in apprehension as you look around the sight - they are uncomfortable with the stench of death that hangs over the place, and suddenly too.

Helaku and Shaylar only just have time to register danger as a creature erupts from the brackish water and undergrowth, a draconic shape that leaps from the water with razor-tipped clawed wings. A frill on its forehead and extending from its back suggests a green dragon was somehow involved in the creation of this beast. It thrashes about and charges at you. Closing on the rear of the party, it spits a stream of viscous green acid over everthing in its path, hitting Leonar and Fang. it's potent stuff, and burns. [ooc] This disagreeable creature has a pretty deadly acid attack; 17 points acid damage to Leonar and his horse, or only 9 points if each can make a DC 18 Reflex Save. Shaylar please can you also roll the same for Fang.

[ooc] A word on the map, I've struggled to find one that was appropriate to the situation, but this was best that I had at hand. Basically, instead of open ground and road, the entire area is covered by boggy marsh. The open areas denote swampy terrain and movement costs double. The areas indicating trees are areas of heavy undergrowth, hampering progress even further. The monster is about 20 feet away from most of the party.

Battle Map

DC 17 Knowledge (arcana) check:

This creature is a greenspawn razorfiend, a vicious magical beast related to green dragons.

DC 22 Knowledge (arcana) check:

Greenspawn razorfiends are immune to acid, paralysis, and sleep magic. They have an acidic breath weapon and extremely sharp, bladed wings with which they slash at foes.

DC 27 Knowledge (arcana) check:

Greenspawn razorfiends live to kill and prefer to ambush opponents, leaping in and out of combat to rip prey to shreds.

DC 32 Knowledge (arcana) check :

Greenspawn razorfiends form mated pairs that defend their nests ferociously. One guards the eggs while the other hunts, staying nearby to respond to an alarm.

DC 17 Knowledge (religion) check:

Greenspawn razorfiends are some of Tiamat's spawn, created through magical means from the eggs of green dragons.

DC 22 Knowledge (religion) check:

Greenspawn razorfiends can often be found amongst worshipers of Tiamat.

DC 27 Knowledge (religion) check:

Tiamat's armies of old used greenspawn razorfiends as shock troops to take advantage of their ferocity and love of slaughter.

Initiative
26 - Helaku
22 - Leonar
21 - Shaylar & Fang
21 - razorfiend
17 - Ambrose & Smoke
9 - Aleste

======

GM rolls:

init 1d20 + 7 ⇒ (14) + 7 = 21
stealth 1d20 + 11 ⇒ (8) + 11 = 19
Aleste percept 1d20 + 11 ⇒ (4) + 11 = 15
Ambrose percept 1d20 + 6 ⇒ (3) + 6 = 9
Helaku percept 1d20 + 9 ⇒ (20) + 9 = 29
Leonar percept 1d20 + 14 ⇒ (1) + 14 = 15
Shaylar percept 1d20 + 12 ⇒ (16) + 12 = 28
breath weapon 5d6 ⇒ (4, 6, 3, 2, 2) = 17
1d4 ⇒ 4

Qadira

Round 4 continued
Batango moves up, treading water just behind Quara's shoulder. His hand is still wreathed in gray light as he channels his spell. With the second batch of grindylows crowding around Quara, Batango snakes a hand out past her and grabs one of the grindylows. The grindylow shrugs off the magical attack though, and responds with a jab of its spear. It's an awkward thrust, and Batango and Quara both are able to dodge the spearpoint. Expended Batango's touch of fatigue spell, but the grindylow went and made its Fort save.

Round 5
A'vandira swims back towards the rest of the group and the oncoming grindylows, weeing with a bitter note that Arven and Penta together have managed to wipe out the first lot. She readies another spell to weaken the foe. Ray of enfeeblement held

Singing away, Quara lashes out with her sword, laying low the grindylow that stabbed her twice. Then, with a powerful kick she swims away from the other warriors, giving herself some space from the enemy. 6 points of damage to the grindylow, it's dying. I've moved you back two squares, hopefully to the right spot.

Atajay hurls another dazing spell at one of the nearest grindylows. it hits him hard, and he drifts aimlessly for a few moments, a stupid expression on its face. Had a terrible save, it's dazed for this round.

Penta continues to make sure the sleeping grindylows aren't going to come back to haunt the party, while Arven moves along to the second front. He shoves Batango out of the way and moves in to confront the enemy. Slashing with his cutlass, he cuts down one of the grindylows - the one dazed by Atajay - with a vicious swipe from head to tentacles. He stares defiantly at the enemy warriors. With Arven's move he could also make an attack, so I went ahead and rolled for you so as to keep things moving. Nearly a critical hit as well, but with the slashing damage being halved, total damage only 6 points. Still, enough to take out another octo-goblin.

A wave of goblins move in to swarm around Arven. Together they are a flurry of waving tentacles, prodding spearpoints, and cold blue flesh. While he puts up a spirited defense with his cutlass, two of the spearpoints manage to get past his guard, doing considerable harm. Seeing blood float in the water, the grindylows eyes gleam murderously. Two attacks hit for a total of 13 points damage. Medic!

Updated Map

Batango, back to you!

Initiative
20 - A'vandira
19 - Quara
17 - Atajay
15 - Penta
13 - Arven
13 - grindylows
2 - Batango

-------

GM rolls:

Batango melee touch 1d20 ⇒ 17
grindylow 10 Fort 1d20 + 1 ⇒ (15) + 1 = 16
grindylow 10 aoo 1d20 + 2 ⇒ (3) + 2 = 5
damage 1d6 + 1 ⇒ (2) + 1 = 3
grindylow 11 1d20 + 2 ⇒ (1) + 2 = 3
Arven attack 1d20 + 5 + 2 ⇒ (18) + 5 + 2 = 25
damage 1d6 + 3 + 3 ⇒ (6) + 3 + 3 = 12
crit confirm 1d20 + 5 + 2 ⇒ (2) + 5 + 2 = 9
damage 1d6 + 3 + 3 ⇒ (1) + 3 + 3 = 7
grindylow 10 1d20 + 3 ⇒ (17) + 3 = 20
damage 1d6 + 1 ⇒ (5) + 1 = 6
grindylow 12 1d20 + 3 ⇒ (1) + 3 = 4
grindylow 13 1d20 + 3 ⇒ (19) + 3 = 22
damage 1d6 + 1 ⇒ (6) + 1 = 7

Qadira

Warehouse - Round 3 continued
Yekskya catches up with the group. He quickly sizes up the situation and with deadly aim uses his bow to plant two arrows in the back of one of the arsonists, just as they are picking their way across the roof of the warehouse to escape. The man staggers, nearly rolling off the roof of the warehouse, leaving a trail of blood as he goes. He's in a bad way. 20 points of damage to the Freeman, with bleed damage to follow.

Seeing magic has a difficult time targeting the fiendish creature from the Abyss, Maudrill snatches up his crossbow and shoots at it. His aim is off though and the bolt goes awry. Something about the creature exudes malevolence and seems anathema to the aasimar. Hey Maudrill I didn't see an action so I hope it's okay that I NPC'd an action for Maudrill. I'm also wondering whether your flame strike spell has another opportunity to affect the creature, or if once a spell is defeated by spell resistance it fizzles out completely.

Zaghigoth calls upon the spirits of stone and calls forth a rain of rocks and earth to fall upon the Freemen and the warehouse, pummelling the arsonists. The man hit by Yekskya's arrows goes down under the assault, while the other finds his escape severely hampered by the rubble. 6 points damage to both of the rooftop arsonists, enough to put one of them down at least and the other is pretty battered. The area of effect covers most of the roof of the warehouse as well as some of the ground around the back of the warehouse. Thus, one Freeman left, and the creature.

Round 4
Lani tries to edge behind Krolmnite as he battles the creature, squeezing past the gnome. The paladin ducks and dives as the creature attacks, stabbing with a longspear. He blocks the blows, but then the creature leans forward and takes a deep bite from Krolmnite's shoulder with needle-sharp teeth. Ouch! 5 points damage to Krolm. Also in my last post I missed an important detail. The 7 points acid damage from the creature's skin was to your greatsword, not to yourself.

The remaining Freeman scrambles to get off the roof, trying to climb down amidst all the rubble. He disappears from view as he tries to climb down the far side of the warehouse.

Okay, back to you, post away!

Updated Map

Initiative
19 - Lani
13 - creature
13 - Freemen
9 - Quinta
9 - Rowena
9 - Krolmnite
9 - Yekskya
5 - Maudrill
3 - Zaghigoth

=======

GM rolls:

Maudrill crossbow 1d20 + 3 ⇒ (8) + 3 = 11
longspear 1d20 + 12 ⇒ (1) + 12 = 13
longspear 1d20 + 7 ⇒ (8) + 7 = 15
bite 1d20 + 7 ⇒ (17) + 7 = 24
damage 1d6 + 2 ⇒ (3) + 2 = 5
Climb 1d20 + 5 ⇒ (16) + 5 = 21

Qadira

Round 3 continued

Hearing sounds of battle coming from behind, Batango summons a spell and holds the charge while he moves back, angling himself so that he can keep both tunnels in view. With a sour look he marks the arrival of this newest group of grindylows.

Round 4
A'vandira aims another ray of frost ta the lone remaining grindylow from the first group. However the water diffuses the spell, and it never reaches its target. Cast ray of frost.

Singing away, Quara battles with the grindylow that tried to gut her. Her blade clangs against its spear before she scores a hit, biting deeply into its side. 3 points of damage to the grindylow.

Atajay reacts to the arrival of the new group of grindylows by slinging a daze spell at the closest grindylow. A glazed look comes over its eye. Grindylow failed its Will save.

Penta takes in the grindylows left of the first lot of guards, and starts swimming towards them with intent. She deftly dodges the drifting hooks, closing on the remaining grindylow that's still awake and driving her weapon home. The grindylow, left dazed and bloodied, is left to drift on the current. Hit the last one in the first group for 5 points of damage, disabling it. There are still four sleeping.

Arven moves forward with the grim work of taking care of the slumbering enemy. He slits open the belly of one, spilling dark blood and offal to drift with the current. 10 points of damage to one of the sleeping grindylows with a successful coup de grace.

The grindylow newcomers form up, presenting a wall of jabbing spearheads. They naturally know to avoid the hook traps drifting in the seaweed, and stab at Quara. One manages to hit against the tiefling, a piercing attack that creates a jagged tear in her side.
5 points of damage to Quara.

Updated Map

Initiative
20 - A'vandira
19 - Quara
17 - Atajay
15 - Penta
13 - Arven
13 - grindylows
2 - Batango

======

GM rolls:

A'vandira touch attack 1d20 + 3 ⇒ (2) + 3 = 5
grindylow 9 will 1d20 + 2 ⇒ (6) + 2 = 8
Penta Reflex 1d20 + 4 ⇒ (11) + 4 = 15
grindylow 9 attack 1d20 + 3 ⇒ (14) + 3 = 17
damage 1d6 + 1 ⇒ (2) + 1 = 3
grindylow 10 attack 1d20 + 3 ⇒ (6) + 3 = 9
grindylow 11 attack 1d20 + 3 ⇒ (1) + 3 = 4

Qadira

@Yeskya: You're coming from the south-east end of the street. You can see the Freeman scrambling on the roof, though you can't see Krolmnite and his assailants unless you round the corner.

@Zaghigoth: Yes, you can definitely reach the arsonists with your stone call spell.

Yekskya, I'll give you some time for posting Yek's move, but I'll endeavour to get an update up tomorrow night.

Qadira

What are you doing with your three prisoners after your interrogation? I'll move the story on, and you indeed get a chance to rest overnight.

Helaku:
There are a few different breeds of dragon and dragon-kin known to make their homes in warm marshes, but the most well-known are black dragons. They are vicious, sadistic creatures who use acid as a weapon.

The following day, having terminated your interrogation of the hobgoblins you move on towards Rhest. You travel some miles further north upon the road, before you reach a crossroads with a path leading west towards the ruins of Rhest. Not long before you reach the crossroads, the cry of an eagle draws your attention to the skies above. It drops wearily onto a branch before hopping down to the ground. As it does so it the eagle's form shifts and melds to reveal the familiar face of Leonar. The druid hails you, and you are pleased to be reunited with your adventuring companion.

Welcome back Leonar!

The rest of the day is spent travelling through the marshes. A curious sight awaits you. A low, mossy island of mud and peat protrudes from the marsh waters ahead. Two gnarled trees grow fitfully in the rugged ground, and sprawled across their turgid roots is the ruined and bloody remains of a horse-sized owl. The once-magnificent bird's body has been partially dissolved in places, and swaths of foul, dark green fluid still sizzle and pop, eating away at exposed flesh and bone.
Roll initiative!

Qadira

Warehouse - Round 2 continued
Maudrill calls upon one of his fire spells, summoning a flaming strike to rise up at the creature's feet to consume it. But no! The demon, for surely it must be some despicable demon of the Abyss, beats back the flames and steps away, unharmed. Sorry, despite the wait, no luck with the spell resistance.

In contrast Zaghigoth summons forth water, to rain down on the roof of the warehouse, putting out the fires. The two rooftop arsonists stop in surprise, torches in hand. They seem surprised to see the flames from their alchemist's fire go out so quickly. They stand and debate, whether to put their torches to the roof again or to flee instead.

Warehouse - Round 3
Lani continues to cower in fear, not able to edge around the Freemen to get away from the creature. It continues to terrorize the Freemen, one lop of its spear nearly taking off a Freeman's head from its shoulders, another strike dealing out a massive wound - the man looks like he can barely keep his feet. His club eaten by acid, the Freeman tries to back away. His two comrades on the roof decide to make a tactical withdrawal.

But not so fast! Quinta begins the incantation for a summoning spell, while Rowena keeps trying to pick off the escaping arsonists. It's a difficult angle, so the half-elf hustles down the alley between warehouses in order to get a clean shot at one of them.

Krolmnite charges forward with his sword held high. Distracted, the demon fails to notice the gnome until he is right there, plunging his blade in deep. As he hacks into the creature, bits of skin and acidic slime go all over, even burning Krolmnite. 19 points of damage to the demon. Also Krolmnite receives 7 points of acid damage, as its protective coat goes all over you.

Ok, Yekskya's move up next, along with Maudrill and Zag.

Initiative
19 - Lani
13 - creature
13 - Freemen
9 - Quinta
9 - Rowena
9 - Krolmnite
9 - Yekskya
5 - Maudrill
3 - Zaghigoth

-------

GM rolls:

Maudrill caster 1d20 + 4 ⇒ (11) + 4 = 15
attack 1d20 + 12 ⇒ (13) + 12 = 25
damage 1d6 + 5 ⇒ (5) + 5 = 10
attack 1d20 + 7 ⇒ (10) + 7 = 17
damage 1d6 + 5 ⇒ (3) + 5 = 8
attack 1d20 + 7 ⇒ (2) + 7 = 9
init 1d20 + 3 ⇒ (17) + 3 = 20
Krolm Reflex 1d20 + 3 ⇒ (5) + 3 = 8
1d8 ⇒ 7

Qadira

Round 2 continued
Floating behind Arven, Batango extends an arm to place a hand on the undine's back, gifting him with healing power as he tries to escape the hooks binding him.

Round 3
A'vandira tries to help Arven as well by targeting the grindylow facing him with a coruscating, enervating ray. It seems to wither a bit under the spell's effects. Casts ray of enfeeblement, the grindylow losing 2 Strength after failing a Will save.

Quara takes up her inspiring melody, firing your hearts as you battle the guards. Inspire courage in effect!

Atajay tries to daze the other grindylow to halt its attacks, but it seems to escape the worst of the spell's effects. Grindylow made its Will save with a natural 20, unfortunately.

Penta tries to stab the same creature, hitting it but unfortunately her weapon doesn't penetrate its rubbery skin. Very nearly a successful hit.

Still snagged by the fishing hooks, Arven nonetheless is able to fence with the grindylows. With expert use of his cutlass, he knocks a grindylow's spear out of the way, slices off several tentacles, then skewers it through its black heart. Then with a burst of strength the undine barbarian breaks free of the troublesome hooks. Yes, a Strength check is easily enough to break fee of the hooks, as would an Escape Artist check. You realize that in future you can either avoid them by swimming above their reach or by taking the time to clear them away. It was almost a pity to use that great critical hit against just the one grindylow, as it was well more than enough damage for it.

The lone grindylow remaining awake makes a desultory stab at Penta and starts to back away from the fight when a deep cry comes from behind the group. Looking back, you see another patrol of eight grindylows approaching from another cavern. As they spew out of the tunnels and swarm at you, one tries to gut Quara but with a powerful kick she is able to move out of the way.

Updated Map - Of the first shoal of grindylows, only one is still on the go, with four more in magical slumber.

Initiative
20 - A'vandira
19 - Quara
17 - Atajay
15 - Penta
13 - Arven
13 - grindylows
2 - Batango

------

GM rolls:

A'vandira touch attack 1d20 + 3 ⇒ (18) + 3 = 21
grindylow Will 1d20 + 2 ⇒ (1) + 2 = 3
damage 1d6 + 1 ⇒ (1) + 1 = 2
grindylow Will 1d20 + 2 ⇒ (20) + 2 = 22
grindylow attack 1d20 + 3 ⇒ (2) + 3 = 5
grindylow attack 1d20 + 3 ⇒ (7) + 3 = 10

Qadira

Having rounded up the escaping hobgoblins and taken them into custody, you have an opportunity to secure the stockade. Opening the gates, you make sure that the road is open once again.

You also question the captives. The two soldiers happily talk, but the only information you can glean from them is that they are louts and that the reason they were stationed to such an out of the way outpost was as a punishment. The sergeant on the other hand is more close-mouthed. Between Helaku's influence and Ambrose's intimidating presence, he becomes more willing to share what information he knows.

"Wyrmlord Saarvith? Our commander; a goblin and legendary amongst our tribes as an archer, even his pet eagle is feared. He has business in the ruined human city, he's hatched a plan with the lizardfolk and a dragon of the fens. He'll be there with Nurklenak, a hobgoblin with powers of the mind.

"Wyrmlord Kharn? I've heard of him, but never seen him. He's a hobgoblin. And Tyrgarun, I don't know who that is, I swear it!"

Qadira

Sorry folks, laptop had crashed, and it ended up being more time than I expected to get back to things:

Warehouse - Round one continued
The unnatural looking, skeletal creature lays into the Freemen with a bestial ferocity. With a left-handed lunge, it spears one of the kidnappers, the spear's point biting deep. Then, drawing the blade out and taking an almost casual backward step, it skewers the already injured Freeman in the chest, killing him. The third, standing a bit too close, has his ear taken off with a nasty bite. All of the Freemen are still standing, but those three are in a bad way.

The Freemen have bows, but their only melee weapons are stout clubs. These they hold up in defense. One, braver than the others, tries to strike the creature. But the thing is too quick, and just dances away. The others swing about wildly, more from a desire to make room so that they can make a mad dash for freedom. One manages to hit the thing, but his club doesn't seem to make an impact against the creature's tough skin. In fact, as the club hits its body, acid from the creature's body starts to eat away at the club. The man drops the already disintegrating club in fright.

The other two Freemen, up on the roof, look terrified at the fight happening down in the lane. They each cast a flask at the warehouse roof, and with a blast each erupts into a fireball. The fire catches quickly on the roof.

Quinta rounds the corner and drops into a roll, ready for anything. When she sees the creature however, she skids to a stop. The spellcaster in her reacts quickly, hurling an ear-piercing scream at it. But the spell fizzles, as if it had hit a wall between the sorceress and the creature. Her hand strays to her whip. Ooh yes, it has spell resistance.

Mercantile instinct taking over, Rowena decides to protect the goods inside by targeting one of the Freemen with her shortbow. This time she hits one of the insurgents, a great shot as he tries to retreat. 6 points of damage to the thug.

Krolmnite skids around the corner, just behind Quinta. He's huffing and puffing in his armor, but spoiling for a fight, and Lani looks frightened and vulnerable there in the midst of the combat. It wasn't a full move to get around the corner (15ft), so you can still take an action as well.

Maudrill up too, Yekskya's still with the hounds, Zaghigoth I've got your action unless you want to change it. How fun!

Updated Map - The warehouses are just on the edge of the map I was using for your last encounter with the dogs, hence the gridlines run out halfway along. Basically there's 20 feet between Quint and Krolmnite and the two Freemen still fighting the thing.

Initiative
19 - Lani
13 - creature
13 - Freemen
9 - Quinta
9 - Rowena
9 - Krolmnite
9 - Yekskya
5 - Maudrill
3 - Zaghigoth

=======

GM rolls:

thug 1 attack 1d20 + 2 ⇒ (1) + 2 = 3
thug 2 attack 1d20 + 2 ⇒ (2) + 2 = 4
thug 3 attack 1d20 + 2 ⇒ (13) + 2 = 15
Quinta caster level 1d20 + 3 ⇒ (5) + 3 = 8

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