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Tarrasque

CrazyHedgehog's page

Pathfinder Society Member. 1,102 posts (1,424 including aliases). No reviews. 1 list. No wishlists. 4 Pathfinder Society characters. 3 aliases.


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Qadira

Here is the map, as promised - Ettins Attack!
A bit basic, but as long as it helps you see what's going on, I hope. :)

The two ettins are horrid, two-headed giants. The closest is a grotesquely hirsute giant apart from its smaller, second head which is bald as a newt. The other ettin looks completely mottled with warts and sores. Its two heads seem to keep arguing with each other. Both wield wicked looking flails in each hand.

Will give Helaku and Shaylar a chance to post initiatives and moves. I'm out of town from today, but should be able to update by the weekend.

@Aleste: You can see the two bodies lying in the road are garbed in the colors of the Lions of Brindol. There are a few other bodies around, they look like the wagon's driver and perhaps some additional guards. It's difficult to tell since it looks like they've been ripped apart. The crosses on the map show where the bodies lie.

Qadira

After some discussion, you decide to re-provision and head north. You purchase food, wands, and other magical items and plan your route. Brother Derny of the temple of Pelor is happy to honor a few requests as he escorts the last of the temple's relics out of town. Likewise, Sertieren the Wise, a wizened halfling reputed to be the most accomplished spellcaster in town, is happy to sell some of his items as his wagon is loaded for him and he leaves.

By the end of the day, the town of Drellin's Ferry is empty. Houses stare vacantly out at silent roads. The sun has just vanished behind the formidable scar on the horizon that is the Wyrmsmoke Mountains. After the raid two nights ago, burning much of the town on the west banks of the Elsir River, those who were remaining in town were quick to evacuate. A pall of smoke still hangs in the air, and many of the homes and shops where you fought goblin raiders are now empty hulks. Perhaps, a vision of what will befall the rest of the town when the enemy horde arrives in force.

With you, taking one last look at the town before joining the evacuees, are Speaker Wiston and Captain Soranna. Wiston takes a deep breath and wipes tears from his eyes with the back of his hand. "It seems we're about out of time," he says. "We'd best be going now if we want to keep ahead of the worg riders."

Captain Soranna nods to you. "You've already done us good. If you hadn't given us warning, we'd have all been asleep in our beds when the horde arrived on our stoops. Know that you've saved many lives, and for that you have my thanks. We'll push our people east, as far as Brindol if we have to. We appreciate everything you've done to help, and we'll certainly make sure Lord Jarmaath of Brindol hears of all that you have done." As she finishes, she lays a hand lightly on Ambrose's arm before turning her horse and riding out of town.

With that, there's nothing for it but to ride on. Over the next few days, you stay with the evacuees for a time, keeping as you go a lookout for any trouble and reassuring the townsfolk by your presence. Yet unencumbered, you move more quickly than most, and soon pull ahead. This end of Elsir Vale is drier and more sparsely settled than the eastern end, and as you travel away from the Elsir River, farmland gives away to range land for livestock.

Would love to elaborate more of the trip north, but to speed up pbp play for you I'll gloss over most of the travel bits for now. However, if you want to go back to focus on any of the locations or characters here, just let me know.

The next community you arrive at is Terrelton, a dusty town that seems to get by on the livestock and leather trades - several large, foul-smelling tanneries sit in the hills east of the town. Here you see the first evidence that your efforts to send word through to the communities between Drellin's Ferry and Brindol have had some success, for the Merchants Council of Terrelton have called up the town's militia in response to the warnings. An unruly lot, you see them being whipped into shape by a young crusading cleric of Pelor, named Leille.

Heading on, you ride on into hill country. You keep a close watch, for this can be bandit country. The next community you come to is the tiny hamlet of Nimon Gap, located at the place where the Dawn Way descends out of the Nimon Hills. It seems to have grown up around a large walled inn known as the Cross-Eyed Beholder. Nimon's Gap is surrounded by apples, pears, and chestnuts in orchards sheltered below the hills, while shepherds and goatherds keep their livestock on the heights. You enjoy a fine night at the Beholder, guessing that you might not have a similar opportunity for a while.

A couple days later, you are still talking about the entertainment at the inn when you spy trouble ahead on the road. In the shade of several tall poplars, a two-horse wagon has been dragged off the road. Small goblins clamber all over the wagon, shouting in wicked glee while a pair of hulking two-headed monsters roar and shout at the goblins. You think you can make out a couple of motionless bodies in surcoats of blue and white lying at the side of the road. The goblins soon see your approach and begin jumping up and down and jabbering, causing the ettins to turn your way.

Needing to rush off, but will put up the battle map tomorrow evening, it's nearly finished. Go ahead and roll initiative. The wagon, goblins, and ettins are about a hundred feet away, and the road here cuts across dusty farm fields, with little cover.

Initiative
26 - goblins
18 - ettins

------

GM rolls:

goblin init 1d20 + 6 ⇒ (20) + 6 = 26
ettin init 1d20 + 3 ⇒ (15) + 3 = 18

Qadira

Sure, that's no problem. Go ahead and update your sheets.

Qadira

The loot you brought back to Drellin's Ferry that you found at Vraath Keep and the bridge you mostly sold for cash. That gave you enough for a share of 2,842gp each. Most of the magic items were either claimed by certain characters or you've pooled them together - items that you have claimed I'll keep on the treasure spoilers on the campaign thread for another week or so to give you time to copy it to your character sheets if you haven't already done so. After that, I'll probably remove them, so that it doesn't confuse everyone.

To be honest, you haven't really had an opportunity to spend your gold, so if you are wanting to make purchases, go for it. Drellin's Ferry is listed as having a 800 gold piece limit and 46,000gp in assets, but I wouldn't let that be a hindrance. There are several mid-level spellcasters that items could be bought from, and the town is turned a bit upside-down with the evacuation.

Let me know if you have any last minute purchases or things your character wants to do before leaving Drellin's Ferry, I'll post an update tomorrow which should see you on the road north, to follow up rumours of this blockade.

Qadira

As for provisions, you should be able to purchase enough food for the trail to cover a journey of 6 days, costing 90gp.

If anyone is wanting to do something else, Just let me know, otherwise I will try to update tomorrow night, with you all on the road north.

Qadira

Eleder

Round 2
Krolmnite draws his sword, taking a protective stance beside Lani as the two Garundi thugs draw near and he urges them to move out of the way. When Krolmnite tries to convince Lani to retreat, he harumphs. "What, are you kidding me? I can fight my own battles, just watch me." She pulls at the flimsy lid of a crate secured nearby. With a loud crack, half of a plank comes away, and she brandishes it as if she were going into battle with a war hammer.

The two thugs keep advancing towards the two gnomes, spreading out so as to approach from two angles at once. Despite Krolmnite's and Lani's calm and confident demeanors, these guys look tall, looming and intimidating. It's difficult not to quake in fear at the sight of them, one broad and shaven-headed, the other tall with a filmy orb where his left eye was.

The Halfling checks his retreat in order to watch the fun unfold between his friends and the gnomes. Then, he turns and notices Maudrill and Quinta approaching from out of the darkness. "Hey, nothing to see here! Go away!"

Ok, back up to Quinta and Maudrill for round 3.

Updated Map

Initiative
21 - Quinta
19 - Maudrill
15 - Krolmnite
8 - halfling & thugs
5 - Lani

------

GM rolls:

intimidate 1d20 + 9 ⇒ (16) + 9 = 25
intimidate 1d20 + 9 ⇒ (10) + 9 = 19

Qadira

Temple of Blood
Rowena tends to Aerys' wounds with care, for which she is very grateful. Under your tender care, her wounds quickly look much better, though she may have a few scars to boast of. "Thanks, Cat. You know, Grym is strong." Aerys healed 5 hit points.

As you work, you become preoccupied as the flowing blood from the altar continues to fill the chamber with a coppery tang. Occasionally, faint whisperings hang in the air, almost felt rather than heard. The dark, brooding statue of Zura doesn't help any, either. If only something could be done to turn aside its leering gaze! A small hole, perhaps just one inch in diameter, can be spotted on the ceiling above the statue. Odd, that.

Qadira

The Whores' Boudoir
Arven Shark's Friend stride forward with intent. Quara follows, the two of them scanning the bround between the edge of the clearing and the tent for traps or other surprises. As far as you can tell, the ground is clear. Atajay is right behind them, purpose etched on his face. Batango and A'vandira bring up the rear, with Shadow winging overhead.

Quara also uses her detect magic, projecting it forward in front of her. She is able to sense an item radiating faint conjuration magic coming from within the tent.

From the remains of the once-considerable tent stumbles a humanoid figure, that of a buxom human woman with lank red hair and a dress adorned with trinkets. And yet, as her head swivels and she looks about, you realize that while she may once have been human, little humanity remains. Eyes that had been adorned with makeup now glow like cruel embers. Painted lips part to reveal teeth grown long and sharp like a predator's, and a long, rasping tongue flicks out to test the air. Hands twisted into wicked claws, and her gown of rich fabric is now torn and made even more revealing. A ghoul!

You are nearly halfway across the clearing approaching the tent when the undead turns and sees you. It gives an inhuman, hungry howl, and lurches toward you! Roused by the sound, you hear movement from within the tent, and two more ghoulish ladies emerge, one must once have been a tall woman with high cheekbones and flowing hair, most have which has since been pulled out. The other looks dark and menacing despite heavy layers of makeup, and licks its lips in anticipation. A cloying, sweet scent pervades the air, mixed with the stench of rotting meat.

You've got the drop on the ghoulies, so you can take a surprise round action, and if you roll an intitiative of 22 or higher you can take a first round action as well.

Painted Ladies

Map of the Clearing

Initiative
22 - ghouls

-----

GM rolls:

init 1d20 + 2 ⇒ (20) + 2 = 22

Qadira

Temple of Blood

Taking the time to scour the chamber, Yekskya locates a hidden cubby built into the back of the altar. Inside is a carved ivory box, within which you find 20 large rubies. Their size and cut look much like the rubies that powered the strange dolls you encountered in the pit trap. They could be worth some money.

On the serpentfolk's body, you also find a sheaf of parchment sheets. They look like they have been scavenged from used magical scroll castings, but they have since been filled with scrawlings written in Aklo. Aerys, who can speak Aklo, is able to translate them as transcriptions of the carvings in the alcoves, along with several of Ieana's own notes. In addition, you find a finely-made scrollcase with several more scrolls inside, an interesting-looking ring, a potion, and 18 platinum pieces.

Zaghigoth inspects Grym's wounds and administers treatment to the worst of them. The big half-orc is still out for the time being, but is resting much easier and should feel better when he awakes. You can determine that the enchantment he is under should have worn off since the caster is dead.

More to follow, but wasn't able to type out anymore tonight.

Qadira

Eleder

Round 1
Krolmnite shouts at the escaping halfling to stop. When the thief continues to flee into the night, the paladin takes a javelin and hurls it at the retreating figure. It hits the halfling, hard. The pickpocket skews to the left and collides with a crate on the dockside, but he keeps running. Battle it is! 4 points of damage to the luckless halfling.

The halfling casts a nervous look behind him as he runs. The dockside is littered with various crates and gear, and being forced to dodge everything prevents the thief from running at full speed. He hops over some lobster traps and around a wooden crate and shouts into the night in his reedy voice. "Afua! Idir! Help!" With this two tall, strapping human men emerge from a nearby alley. Seeing the halfling, still screaming bloody murder, they turn towards him with nasty-looking cudgels in their hands. Lani sees them and sighs in resignation. "Right. Here we go, then. Krolmnite, do you think we can take them? Looks like he has friends."

Round 2
Hearing the commotion, Quinta and Maudrill hustle out of the Sargava Club into the night. The club is not far from the dockside, and even in the dark you can quickly see a halfling running away from Krolmnite and his companion, and towards you. The halfling is perhaps 60 feet away from you. Closer, you can see two troublesome looking humans heading towards the ruckus. Indeed, the sound of the halfling's yelling seems to be rousing sailors from the nearby ships at anchor, and lights are going on up and down the street. A whistle calls in the distance.

Map of the Docks

Maudrill and Quinta I figure a double-move would place you on the map, you are able to act again at the top of the next turn. Krolmnite, back to you. Note that despite the orientation of the map, the dock runs from north to south, so that Quinta and Maudrill are standing at the north end of the map area. I had to turn the map so I could get a screenshot of it, otherwise the detail would have been too small to see.

Initiative
21 - Quinta
19 - Maudrill
15 - Krolmnite
8 - halfling & thugs
5 - Lani

------

GM rolls:

Maudrill init 1d20 + 3 ⇒ (16) + 3 = 19
Quinta init 1d20 + 2 ⇒ (19) + 2 = 21
Krolm init 1d20 ⇒ 15
Lani init 1d20 + 1 ⇒ (4) + 1 = 5

Qadira

Went on to the campaign thread to deduct the money for your purchases. I'm not sure what's on there currently is correct, as you sold most of the loot when you returned to Drellin's Ferry apart from some items that you kept. I'll go back and update the thread tomorrow, but you should still have the funds as you each received 2,842gp as your share of the loot (in addition to whatever items you each kept), and I don't think anyone's bought gear between then and now.

Qadira

What? Be a nice GM? Heaven forbid! :) In-game reason is it's just the clerics left to provide the gear - 2,100gp for the two wands and two scrolls.

Any other purchases or preparations? Food? Ambrose mentioned taking the road, let me know which way you want to go, it really boils down to three options:

Option 1: Up the Rhestwash. It's about 50 miles up the Rhestwash to Lake Rhestin, and another 80 miles to the old city and just a bit farther to the Rhest trail which leads north. Several of the boats moored in town are large enough they could accommodate your whole group, including horses. This is the most direct route north, but likely also the most dangerous, as it skirts deep into the Witchwood, where you will be exposed on a riverboat.

Option 2: East to the Rhest Trail. This option is probably a safer route, and towns are such that you can probably find somewhere to rest each night. It's approximately 80 miles to Talar, and from there another 80 miles or so up along the Rhest Trail. It will likely take five or six days on the road on horseback.

Option 3: Cross Country. As the crow flies, the most direct route is to cut cross country through the Witchwood. This route is only about 60 miles, but as you have seen already, it means a slow trek through the trackless center of the forest, and you'll need to find a way across the Elsir River at some point as well. Apart from whatever dangers might be lurking in the woods, blazing a trail for yourselves could prove to take longer than either of the other two options.

Qadira

Quara weaves an arcane pattern and mutters a musical incantation. She gains the ability to detect magical auras, and uses her eldritch sight to spy to look towards the tent for any clues as to what's inside. Unfortunately, her sight doesn't seem to extand that far, meaning she will either need to move closer or find some other means of determining what's inside. You don't see anything in your immediate vicinity radiating magic. [ooc] Detect magic has a range of 60 feet, and the tent is 90 feet away from where you all are currently hiding.

An inhuman shriek emanates from the tent, and you hear sounds of tearing and ripping.

------

GM rolls:

1d20 + 5 ⇒ (14) + 5 = 19

Qadira

Eleder

The Sargava Club
Dargan Etters gives you a moment to respond, but when he doesn't get a response a barely concealed look of contempt and indignation crosses his face. "What, is the work not good enough for you? I thought I was helping you out, seeing as you looked like you were new to town." He leans closer again. "Tell you what, we'll think of it like a bounty. I know that the Freemen's Brotherhood are using a trader's shop, Bevren's Goods, as a cover and a hideout. It's in Portside, my agent was jumped not far from there. If you get my items for me, I'll give you the compensation for your trouble. If you don't, say by the end of the week, I contract someone else to do it. Take them out any way you like - negotiate, blast them to the nine hells, whatever, as long as I get my goods. They owe me. Nice doing business with you." With that, he makes his way out the door. You realize that you've neither agreed nor turned down his offer.

The Harbour
The fleet-footed Halfling is making good his escape. Lani stamps her feet in frustration, unable to stop the pickpocket's escape. Then she looks up at Krolmnite. "C'mon, let's go back. At least neither of us was hurt. That money was important, but I'm not risking my life over it." Krolmnite, any actions you want to take to try to stop the thief?

Qadira

Temple of Blood
Finally, at last, peace. Ieana, or at least the serpentfolk calling itself Ieana, lays dead. One of the summoned snakes ripped apart by Shiv's teeth and Yekskya's blade before disappearing as Ieana's summoning magic faded. The other snake, thrown into the stream by Aerys, is likewise gone. The skeleton left straddling the stream but knocked in by Shiv, lies helplessly wedged in the stream, immobile.

With time to look around, you are struck again at this foul place, that must have been the inner sanctum of a temple to some foul god. To the west, some steps lead up to a shrine presided over by a ten-foot-high statue of a beautiful, fanged woman, save that instead of arms she possesses two upraised bat-like wings and instead of feet her legs end in talons. She looms over a glistening altar of blood-red stone that seems to weep blood into a trough below; this is the source of the stream of blood running down the trough along the length of the room before disappearing at the east end of the chamber through a set of bronze bars in front of a large opening in the wall that drops away into darkness.

Stone pillars support the roof 25 feet above, and two dry fountains sit opposite each other against the walls in the middle of the room. Three large alcoves, one to the south and two to the north, contain complex wall carvings. The entire chamber feels unnaturally cold, and now and then strange disembodied whispers slither through the air.

The alcoves appear to once have been meditation corners, and the carvings along the walls are all in Azlanti. With Rowena translating, you work out that they tell the story of this cult of Zura, the Vampire Queen and demon lord of vampires and cannibalism, in three stages. The southern alcove tells of the cult's genesis in the city of Saventh-Yhi in the jungle, ending with the cult's exile from Saventh-Yhi and how they made a dangerous overland journey that ended on the shores of a remote island far from their homeland.

The northwestern alcove takes up the story at this point, detailing cult's exploration of this island, their discovery and defeat of a large group of serpentfolk who had gone into hiding after the defeat of their kind many years before at Saventh-Yhi, and the creation of this temple amongst the ruins of the former.

The northeastern alcove plots the cult's future plans, focusing on how they had hoped to earn the gift of vampirism from Zura by undertaking extensive and vile rituals, and once this gift was theirs, how they planned on making the journey back to Saventh-Yhi to awaken the city with Zura's blessing - vampirism.

The only exits to this chamber are the doors that you came through and the hole in the east wall, through which the blood flows.

DC 25 Knowledge (history):

These carvings present a wealth of new information about Azlant's presence in Garund. Particularly, the references to the lost city of Saventh-Yhi, one of the most sought-after lost cities of Garund, and according to legend was built by the Azlanti. Such a discovery could revolutionize what is known about this ancient empire, and the information alone, properly transcribed and recorded, could be worth thousands. Even more, any hard evidence of the location of Saventh-Yhi could well be priceless.

Map of the Temple of Blood

Qadira

We're back! Very happy that engineer discovered the fault in the phone line down the street, as phone company kept telling us how expensive it would be if the engineer found the problem to be in the house!

A'vandira:
Shadow's comments are more impressions and feelings than words. I know he can speak in Common, but while flying it looked like the only way he could communicate over a distance is through empathic link. But if you prefer to play Shadow differently, let me know.

Pressing forward carefully, you soon see what had caught Shadow's interest. A terrible stench fills the swamp here, a fetid odor of cheap perfume and rotting flesh. Through the undergrowth, perhaps ninety feet ahead, you can see a large tree in the middle of a clearing. This must have been the tree around which Shadow was circling, which you could see in the distance. Draped across the lower branches of the tree is a huge, garishly covered tent, pegged to the ground. Lurid, painted faces cover both the tree's trunk and the tent are decorated with rotting humanoid body parts and carpets of squirming insects.

You don't see anything going about the clearing, but you can hear rustling sounds and you can see signs of movement within. It looks like the path crosses the clearing, passing the tent and heading back into the swamp on the north side of the clearing. It might be possible to bypass the clearing without alerting whatever might be within the tent, but it would been cutting through the swamp.

Shadow settles on a tree branch beside you and hops along to perch on A'vandira's shoulder. His loud cawing sounds like "Death! Death!"

Map of the Mysterious Tree

------

GM rolls:

2d8 ⇒ (3, 6) = 9 x 10 = 90
1d20 - 2 ⇒ (17) - 2 = 15

Qadira

If you have a look at the Campaign Info thread, I have a map up of Elsir Vale. You would be heading for the road north to Rhest from Witchcross. There are a few different ways you could go, trying to cut a path through the Witchwood or travelling the Dawn Way east and cutting north from Talar or Four Winds.

You should easily be able to purchase a healing wand from town's head priest. He and one of his acolytes are among the last to evacuate town. Just let me know which type you are purchasing. Keep forgetting to bring campaign notes to work with me, but hoping internet at home will be up and running again after today.

Qadira

Keep forgetting to bring my campaign notes to update the game on my lunchbreak, but between Yeks and Shiv you totally rip that summoned snake to shreds. That is all the combatants left in the chamber: Ieana and summoned snake are dead, other snake going downstream in stream of blood and then disappearing as spell duration ends, and ensorcelled Grym is out for the count. Congratulations! Let me know what you want to do next.

Qadira

Ah, it is a dilemma. How would Maudrill react to such an offer? Considering his alignment/background, would he be interested in helping Dargan Etters, with a known association with the Aspis Consortium? Or are gold pieces dancing before your eyes? Dargan did offer to let you keep any other treasure the gang had at their hideout, as long as he gets his items back. You might decide it's worth investigating a bit more into the circumstances of the mugging, or finding out why Etters is so keen on those items. Or why the gang took them in the first place. There's no right or wrong answer, I'll just go with whatever you decide and work out what happens next. But, you might come across Dargan again in the future, Sargava can be a small place indeed. :)

Qadira

Might be a wee temporary break in the game - came back from our trip to find phone and internet seem to have packed in. I'll try to update during my lunch breaks at work if I can, but today I spent the whole hour catching up on RL stuff. Just temporary, but might struggle to get things sorted before the end of the week. Will keep you updated, watch this space.

Qadira

Yes, Quinta's still here, but having internet problems (as am I - see discussion thread). I say you three are probably pretty much in agreement, so Maudrill you can probably speak for the group if you wish.

Qadira

Might be a wee temporary break in the game - came back from our trip to find phone and internet seem to have packed in. I'll try to update during my lunch breaks at work if I can, but today I spent the whole hour catching up on RL stuff. Just temporary, but might struggle to get things sorted before the end of the week. Will keep you updated, watch this space.

Qadira

Might be a wee temporary break in the game - came back from our trip to find phone and internet seem to have packed in. I'll try to update during my lunch breaks at work if I can, but today I spent the whole hour catching up on RL stuff. Just temporary, but might struggle to get things sorted before the end of the week. Will keep you updated, watch this space.

Qadira

I'll be away on holiday for the weekend. Should be back posting by Tuesday evening.

Qadira

I'll be away on holiday for the weekend. Should be back posting by Tuesday evening.

Qadira

I'll be away on holiday for the weekend. Should be back posting by Tuesday evening.

Qadira

True enough Maudrill, I'm curious to see which way you and Quinta decide to go.

Krolmnite: You and Lani take a leisurely stroll along the harborfront. The moon shines languidly as ships bob quietly beside the quays. In the distance you can see the towers of the Baron's palace.

Suddenly a low shape stumbles out of one of the dockside taverns. A Halfling with short-cropped hair weaves an unsteady line down the street, bumping into you. He hiccups. "Sorry there, my friends! Try the ale; I think they've brought out their best stock tonight!" he says as he pats you both on the shoulder. Lurching between you, he stumbles on into the night.

It's not until he is past that Lani stops. She seems a bit more sceptical of the halfling's actions, and checks her pockets. "Hey, he just stole my money!" Hearing her shout, the Halfling takes off down the street!

Halfling is 30 feet away from you.

Initiative
8 - halfling

------

GM rolls:

Sleight of hand 1d20 + 9 ⇒ (11) + 9 = 20
Bluff 1d20 + 7 ⇒ (18) + 7 = 25
Lani Percept 1d20 + 2 ⇒ (19) + 2 = 21
Krolm Percept 1d20 + 2 ⇒ (5) + 2 = 7
Lani Sense Motive 1d20 + 2 ⇒ (19) + 2 = 21
Krolm Sense Motive 1d20 + 6 ⇒ (4) + 6 = 10
initiative 1d20 + 3 ⇒ (5) + 3 = 8

Qadira

Speaking of which, you all seem set on heading north. Anyone one want to stock up on provisions before moving on?

Qadira

The Sargava Club
Maudrill and Quinta, haven't heard from you for a while. Are you thinking of taking Dargan Etters up on his offer? Krolmnite, you as well? It's taken a bit longer than I expected to link you up with the other players, but I do hope it has been entertaining so far, and I think plans to bring the two groups together just took a large step forward.

Qadira

Temple of Blood

Round 7 continued
Grim, Yekskya aims two more arrows at Ieana, trying to draw a bead on the snakefolk's blurred image. Time seems to stop as the arrows cut through the melee. The second arrow clatters harmlessly against the back wall. The first arrow though, buries itself deep in Ieana's chest. The snakefolk looks down at the fletching, stunned. Rowena follows up by ramming her rapier up to the hilt in the serpent's gullet. With a heavy boot and a grunt she pushes the foul creature off her blade and Ieana sinks to the floor. A look of disbelief still lights her cold eyes. "No..no! How could this be? Saventh-Yhi was to be my discovery! The Headless King shall live again..." With a final croak, you can see that the serpentfolk that had masqueraded as the Varisian scholar Ieana, is dead. Huzzah!! Credit for the kill goes to Yeks, but you all got in some good hits. You did well against a tough enemy, she took every advantage to put up several buffs.

The two vipers continue to hiss. The one Aerys is holding struggles vainly to escape her iron grip as she carries it over to the stream of blood and throws the serpent in. You are not sure whether that particular species is comfortable swimming, but the snake tumbles along with the slow current as it heads for bronze grate in the east.

Back up to Zaghigoth and Shiv, just the one snake left.

@Zaghigoth: Well done with the Fortitude saves, you take no more Constitution damage from the first snakebite, and don't take any from the second snakebite, you must have been able to jerk away before the viper could inject any venom through its fangs.

Initiative
25 - Zaghigoth & Shiv
25 - Ieana & snakes
19 - Yekskya
15 - Rowena
10 - Aerys
4 - Grym - unconscious

------

GM rolls:

snake 2 break grapple 1d20 + 4 ⇒ (7) + 4 = 11
Aerys hold grapple 1d20 + 6 + 5 ⇒ (2) + 6 + 5 = 13

Qadira

Splashing around in the water brings a welcome break from the tension since fighting the giant frogs. Certainly, this island is no innocent paradise! As it is, the biting clouds of insects are getting worse as the day wanes on, discouraging you from sticking in one place for long.

If you are really trying to clean each other up, doesn't one of you have hydraulic push as a spell-like ability? And Arven, the water around here means you can use your hydrated vitality. The water counts as brackish water.

After a short recovery, you are ready to move on. Arven finds the trail again through the swamp, firm enough to avoid any more pitfalls. A'vandira also summons forth her raven familiar, Shadow, to scout ahead. As he caws and wings ahead, you can see him turn and circle around a tree in the near distance. It's likely on the path you are now following. You can hear him make a din of raucous cries.

A'vandira:
As Shadow caws and wings ahead, you quickly start receiving impressions through your empathic link with the raven - Big roost! Smell death. Unbreaths! Lots of bugs to eat. Fouled, taste not right.

Qadira

I think I will do a slight retcon here, to allow for Rowena's post. I wasn't sure if you were needing me to NPC Cat so went ahead and posted a move, but I think this would be more epic.

Round 6, Cat's Move
Taking a moment to judge Ieana's true position, Rowena leaps forward to attack with her rapier. The half-elf feels the satisfaction of feeling her rapier sink deep into Ieana's serpentine body. Ieana hisses as dark blood gushes out of the wound, and she staggers back a couple steps. "No! My plans! Undone by hotbloods!" Just missed scoring a critical hit by a sliver, as it is Ieana appears to be on her last legs.

Round 7
Zaghigoth reels a bit as he begins to feel the viper's venom coursing through his veins. Seeing Rowena get the upper hand against Ieana, he urges Shiv to the attack. The crocodile eagerly tries to trap Ieana in its great maw, but despite her wounds Ieana slides out of the way as the jaws clamp shut. For his part, Zaghigoth lays about with his club, knocking back the viper close to him. 7 points of damage to the viper.

Trying to beat back Rowena's punishing strikes, Ieana suddenly lunges forward and sinks her fangs into Rowena's shoulder! The bite leaves a pair of deep puncture marks, the blood discoloured with poison. Critical hit! 8 points of damage to Cat, and please also can you make a Fortitude save against DC 17 to avoid losing 1 point of Strength.

Zaghigoth can feel the poison working through his system as he tries to bash away at the snake that bit him. Though he tries to keep out of reach, the viper still manages to strike and bite him on the arm - another wound! Zag please can you continue to make Fortitude saves against DC 13 or take 2 points of Constitution damage - save bonus applies. Also, viper hits again for 1 hit point damage, and another DC 13 Fort save to avoid another 2 points of Constitution loss.

The snake Aerys is holding tries to bite her, but she manages to hold it at arm's length.

Initiative
25 - Zaghigoth & Shiv
25 - Ieana & snakes
19 - Yekskya
15 - Rowena
10 - Aerys
4 - Grym - unconscious

------

GM rolls:

snake 1 attack 1d20 + 2 ⇒ (17) + 2 = 19
damage 1d4 - 1 ⇒ (2) - 1 = 1
snake 2 attack 1d20 + 2 ⇒ (2) + 2 = 4
Ieana touch 1d20 + 14 ⇒ (20) + 14 = 34
damage 1d6 + 1 ⇒ (4) + 1 = 5
Ieana confirm crit 1d20 + 14 ⇒ (12) + 14 = 26
crit damage 1d6 + 1 ⇒ (2) + 1 = 3
Ieana poison 1d2 ⇒ 1 Str
continuing poison 1d2 ⇒ 2 Con
viper poison 1d2 ⇒ 2 Con

Qadira

@Helaku: No, you weren't invited into the private room, it just seems to be Teyani Sura and members of the Town Council.

Qadira

@Atajay: No need to replace Jolt. I had come across the spell on the messageboards. I just like to find the published versions for these things, to keep me right so that I'm using the same notes as everyone else.

The water around here is pretty sluggish and mired, but moving on along the trail you eventually find sections of swamp where the water runs a bit clearer. There, keeping an eye out for any more frogs, you are able to wash off the mud.

Taking a few minutes to recover from your encounter with the frogs, you become aware of the myriad mosquitoes, biting flies, and no-see-'ems that seem to be hovering around the area. There's also an awful, fetid smell in the air. This is not an area where you'd want to settle in for an extended rest.

Qadira

@Zaghigoth: Absolutely, use your save bonus, though not so helpful this time around.

Temple of Blood
Round 6 continued
Yekskya moves closer and aims two more arrows at Ieana. The first looks like it should have hit, but Ieana's indistinct, blurred form makes her all but impossible to hit. Yekskya's next arrow punches past that defense, hitting one of the forms in the gut. With a flash, the last duplicate disappears, leaving only the original and deadly Ieana! Blur spell still in effect, but mirror image has been dispelled.

Emboldened by her earlier success and zeroing in on the true serpentfolk, Rowena lunges again with her rapier. Normally it would have been a devastating strike, but the spell effect blurring Ieana's image allows her to evade the hit.

Weaving a deadly dance of death with one of the summoned vipers, Aerys suddenly snaps an arm out and grasps the serpent by the throat. The snake lunges at the half-elf, its fangs inches away from Aerys' face, but she seems to have it under control.

Back up to the top of Round 7!

Updated Map

Initiative
25 - Zaghigoth & Shiv
25 - Ieana & snakes
19 - Yekskya
15 - Rowena
10 - Aerys
4 - Grym - unconscious

------

GM rolls:

Cat attack 1d20 + 6 ⇒ (15) + 6 = 21
damage 1d6 + 1 ⇒ (6) + 1 = 7
miss chance 1d100 ⇒ 16
Aerys grapple 1d20 + 6 ⇒ (16) + 6 = 22
snake aoo 1d20 + 2 ⇒ (12) + 2 = 14

Qadira

Here is the map again that you liberated from Vraath Keep. I think perhaps you did hand it over to the Speaker, Soranna, and other leaders, but I'm sure you would have had a chance to study it. I'm also sure they would let allow you to study the details. I'll also add it to the Campaign info thread.
Wyrmlord Koth's Map

Teyani takes another draught of ale, wiping her mouth with her wrist as she looks at Helaku. "The Old Rhest Trail? It's a bit quiet at the moment, though of course now we know why. It's one of the main routes in and out of the Vale, heading north. You'll not likely get many of your refugees here heading that way; most will be heading east to Terrelton and beyond."

The rider turns back to Ambrose. "After I report here and get a change of horse, I'm away east to Brindol. I'll warn the communities along the way, and I'll pass your message on." A few moments later, Speaker Wiston, Captain Soranna, and a couple other of the town's leaders enter the taproom. Teyani moves across and introduces herself, and innkeeper Kellin Shadowbanks ushers them all into a private room to discuss matters. [ooc] The town leaders had already been notified of Teyani's arrival.

Rhest - DC 10 Knowledge (local or geography) check:
This place is a ruin. The proud city of Rhest, capital of the kingdom of Rhestilor, once stood as the center of civilization in this region, its rule extending far to the east and west and south. After three hundred years of glory, a combination of corruption, treachery, and civil strife weakened the kingdom to such an extent that it was unable to withstand the hordes that assaulted it two hundred years ago. This last great goblinoid uprising before the present day saw the kingdom destroyed and the city of Rhest sacked.

As the goblin horde looted the burning town, its remaining defenders made a fateful decision and destroyed the levees that held back the waters of the Stonewash River, flooding the city and drowning the horde.

In the aftermath, the survivors abandoned their homes and resettled in Dennovar, Brindol, and similar communities to the south. For the last two centuries, the city of Rhest has slowly been sinking into the sodden Blackfens.

Terrelton - DC 10 Knowledge (local or geography) check:
The western end of Elsir Vale is drier and more sparsely settled than the eastern end. Terrelton is a dusty town that gets by on the livestock and leather trades; several large, foul-smelling tanneries sit in the hills east of town. The town is governed by a Merchants Council shot through with connections to various gangs of brigands and highwaymen. However, rumor is that a crusading cleric named Leille is working to clean up the council by exposing the misdeeds of the criminal members.

Qadira

The Sargava Club

So, are you thinking of taking up Mr Etters' offer? And do you tell Krolmnite about it?

DC 15 Knowledge (local):

The Freeman's Alliance is an alliance of ex-slaves, mostly of Mwangi heritage of various tribes like the Bas'o and Ombo peoples. Their primary goal is to instil terror in the hearts of foreigners, merchants, and others they believe stand behind the slave trade. They seek to end the practice of the slave trade, but in doing so they also seek to cast out Sargava's colonists and return to their traditional ways of living.

Meanwhile, Lani hesitates bashfully before finally accepting Krolmnite's arm. You step outside into the warm night air, and it is instantly quieter outside. It's later on in the evening, and few people are going about at this time - most of the neighbourhood has gone to sleep.

Located in the Portside neighbourhood, the Sargava Club is situated close to the harbour district, and you find it is a nice walk along the waterfront. Lani seems to be more at ease away from the club, watching the ships bob gently in the bay.

Qadira

No problems Quara, just post as you can and hope you get your internet access back soon.

Qadira

Round 3 continued
Batango stares down the frog in front of him, starting to back away but tapping the oversized amphibian with his finger. Doing so discharges his spell, and the already enfeebled frog grows even more sluggish as its eyelids half droop down over its bulbous yellow eyes. Successful defensive casting, and unsuccessful Fort save - frog is fatigued next two rounds.

Arven keeps swinging away at the other frog with his warhammer. He doesn't manage to hit it, but at least he's holding its attention.

A'vandira fires another bolt at the frog but that misses as well, disappearing into the mud with a small plop.

Atajay snaps his fingers and a small jolt of electricity jolts across towards the nearest frog. The frog isn't terribly close however, and the electricity disperses into the air. Missed on the ranged touch. Which book does jolt come from again? It's not listed in the PRD, though I have come across mention of it.

The giant frog closest to Arven tries to bite the undine with a jaw full of serrated teeth, but the big barbarian is able to beat it back with his shield.

Its strength and vitality sapped, the other frog seems to have had enough of this fight. It backs up and takes a leap away, submerging itself in the mud as before. Batango you are able to take an attack of opportunity against it if you wish.

Round 4
With the frog pestering Batango in full retreat, Quara pivots and hurls another bullet at the other frog. Again the bullet hits the frog square between the eyes and it knocks the frog out cold. It starts to sink into the mud under its own weight. Quara I figured you would move your attack to the other frog, in which case...

The field of battle is yours - victory!

Initiative
19 - Quara
19 - Batango
14 - Arven
13 - A'vandira
6 - Atajay
4 - frogs

------

GM rolls:

frog 2 Fort 1d20 + 6 ⇒ (5) + 6 = 11
A'vi attack 1d20 + 3 ⇒ (6) + 3 = 9
frog 1 attack 1d20 + 3 ⇒ (11) + 3 = 14

Qadira

Temple of Blood

Round 6
Unsteady under the effects of the negative energy, as Shiv uses a burst of energy to blast at Ieana, powerful jaws clamping down on the serpentfolk. Rasping hisses carry a note of real alarm now, as Shiv inflicts terrible, jagged wounds. 12 points of damage to Ieana!

Zaghigoth keeps his focus on Grym, sadly knowing the need to keep Ieana from using the half-orc as an ally. Grym already seems to be shaken, under Aerys' attacks and he looks like he's been undone by the negative energy as well. Zaghigoth wallops Grym on the back of the head, the trapper's eyes rolling up in his head as he collapses on the floor in a solid heap. Perhaps not quite a successful hit, but had forgotten to roll a Fort save for Grym as well for the negative energy. He's out for the count at the moment.

One of the vipers turns its attentions from Shiv and tries to bite Aerys. The half-elf and the snake begin a deadly dance, each trying to get past the other's guard. The other viper coils and strikes, biting deeply into Zaghigoth's leg. The half-orc can feel poison coursing through his veins. 2 points of damage to Zag and pleas can you make a Fortitude save against DC 13 to avoid taking 2 points of Constitution damage.

Ieana and her doppleganger image both take a step back, further into the alcove. She speaks a word of power, and some of their wounds seem to heal. Despite her wounds and the beating she's taken, she glares at you with arrogant contempt.

Initiative
25 - Zaghigoth & Shiv
25 - Ieana & snakes
19 - Yekskya
15 - Rowena
10 - Aerys
4 - Grym

------

GM rolls:

Grym Fort 1d20 + 5 ⇒ (4) + 5 = 9
Aerys Fort 1d20 + 6 ⇒ (3) + 6 = 9
viper 1 1d20 + 2 ⇒ (17) + 2 = 19
damage 1d4 - 1 ⇒ (3) - 1 = 2
poison 1d2 ⇒ 2
viper 2 1d20 + 2 ⇒ (8) + 2 = 10
clw 1d8 + 4 ⇒ (5) + 4 = 9

Qadira

It's just the immediate morning, after the raid.

Some of the local militia in the tap room greet Ambrose warmly as he rushes across the room to speak to Teyani. Though they appreciate the efforts of all of you, they seem to have accepted the cavalier as one of their own, especially after spending such effort to help retrieve the fallen and giving such honor to their sacrifice.

On seeing Ambrose, Teyani's eyes light up. "Harrowfield! I might've known it would be you causing all this trouble," she says with a wry smile. "I don't know what's been going on here, but you've certainly been busy."

As the barkeep returns with a mug of ale, Teyani lifts it to her lips and drains half of it in one draught. "Ahh, have been looking forward to that. Hard ride. I was part of a patrol sweeping up the old Rhest Trail. Five days ago, we ran into a roadblock - hobgoblins and ogres, waylaying any travellers heading into or out of the vale from the north. They were too strong for us, and we had to retreat. Captain Borgun sent several of us riding off to warn folks across the vale to avoid the old Rhest Trail. So here I am. I'll report to the Speaker here, then I'll be heading back to Brindol."

Qadira

Sure Helaku, that's fine. Aleste offered to help too, and he has a pretty high Spellcraft score, so between the two of you you should be able to identify everything.

Detect Magic:

gnoll's medium-size scale mail - masterwork
gnoll's short sword - masterwork.
goblin small-size hide armor (x3) - +1 hide armor.
potions (x12) - each is a potion of cure moderate wounds.

Been a bit quiet on the boards this week, eh?

Qadira

Temple of Blood

Round 5 continued
Expert archer Yekskya fires two more arrows, arcing over the heads of the rest of you. One of the arrows hits Ieana despite all her magical precautions, and she hisses loudly in pain and anger. "Fools! You shall die here beneath the earth!" 17 points of damage to Ieana.

Rowena follows up with a thrust of her rapier, while hoping that by attacking Ieana she can break the spellcaster's hold on Grym. The snakefolk images dance and weave but her aim is true, and the half-elf feels a sense of satisfaction as her blade meets the resistance of scales and flesh. 6 more points of damage to Ieana!

With Zaghigoth distracting Grym, Aerys lands another punch to the side of the trapper's head. She has to reach up to hit the strapping half-orc. He staggers under the blow, his ears ringing. Grym responds with a vicious downward chop of his greataxe. Aerys tries to out of the way, moving with the grace of a true brawler. The blade catches her arm though, tearing a terrible gash and nearly taking her arm off - Grym is using deadly force! 5 points of damage to Grym from Aerys' punch, and 8 points of damage to Aerys. Both are a bit unsteady on their feet.

Over to Zaghigoth and Shiv.

Initiative
25 - Zaghigoth & Shiv
25 - Ieana & snakes
19 - Yekskya
15 - Rowena
10 - Aerys
4 - Grym

------

GM rolls:

1d2 ⇒ 1
Aerys attack 1d20 + 9 ⇒ (14) + 9 = 23
damage 1d3 + 2 ⇒ (3) + 2 = 5
Grym attack 1d20 + 6 ⇒ (11) + 6 = 17
damage 1d12 + 4 ⇒ (4) + 4 = 8

Qadira

Been a bit quiet on the games this week. Everyone all right?

Qadira

I'll not say precisely where Ieana is, but I think ayers is definitely off the hook for the negative energy discharge. Unless, you want to roll for damage? :)

Qadira

The Sargava Club

Dargan regards Quinta quizzically. "Why would I not speak the truth, my dear? My agent picked up the items as payment for a shipment I provided. Those Freemen swine obviously lay in wait and ambushed my man, and stole the items for themselves. They are not irreplaceable, but what kind of merchant would I be if I didn't try to reclaim my stock? If you're not interested, why I can easily find some muscle to help me. But I can see you are new here to the South, and I am in a position to provide gainful employment, if you want it." He swirls the wine in his fluted glass. "If you want to discuss payment, I could pledge one thousand gold pieces for the three of you, and you can keep anything else you find, just bring me the items...and make them a lesson as to why one should not cross Dargan Etters."

Lani smiles warmly at Krolmnite. "I can understand that. Zheni and I have worked a few prospects over the years, we usually sell up when we get the itch to move on, see a new horizon." Lani watches her sister as she dices at a table across the room, laughing raucously with a gang of rough men. The faded gnome turns back to Krolmnite with a resigned sigh. "I think my sister's going to be here a while, but I'm getting bored of this place. Want to take a stroll with me?

Qadira

Temple of Blood

Round 5
Zaghigoth commands Shiv to move forward to the attack, with Ieana as the target. The lumbering crocodile looks up at Grym as it passes, snapping its tail and then lunging at the blurred snakefolk. Shiv's vice-like jaws clamp down on one of the snakefolk, and it must be Ieana's true form, because she makes a rattling, hissing scream. Shiv tries to keep his grip, so that the crocodile can thrash his head and worry her to pieces as he would helpless prey, but the snakefolk is sinuous and cunning as well as tall, and manages to elude his grasp. Bet you're glad now you put all that effort into bringing Shiv with you! 7 points of damage to Ieana, but her CMD is still higher so eludes the grapple attempt.

At the same time, Zaghigoth wades across the streaming blood and threatens Grym with his warclub, trying to distract the half-orc so Aerys can land a knockout blow.

Despite Shiv's painful bite, Ieana completes her latest incantation, and you hear hisses echo around the chamber as two emerald green vipers with golden yellow bands appear, coiled and ready to strike. The first strikes at Shiv but misses, while the other lunges at Zaghigoth but does not connect. Shiv very nearly wrecked Ieana's spell, but she made her concentration check, just barely.

Ieana's not finished. She grasps a symbol hanging at her chest, and speaks a word of divine power. A powerful wave of divine energy flows out from her and washes over you, threatening to freeze the lifeblood in your veins. Yekskya I think you are just outside the radius of the channelled negative energy. Everyone else, please can you make a Will save against DC 16 or take 11 points of damage. A successful save means you only take 5 points of damage. Zag please can you also roll for Shiv, can use resistance bonus.

Yekskya and Rowena are up.

Updated Map

Initiative
25 - Zaghigoth & Shiv
25 - Ieana
19 - Yekskya
15 - Rowena
10 - Aerys
4 - Grym

------

GM rolls:

concentration 1d20 + 9 ⇒ (10) + 9 = 19
viper 1 1d20 + 2 ⇒ (4) + 2 = 6
viper 2 1d20 + 2 ⇒ (4) + 2 = 6
channel negative energy 2d6 ⇒ (6, 5) = 11

Qadira

Detect Magic:

gnoll's medium-size scale mail - no magical aura, but is a well-made masterwork suit of armor.
gnoll's short sword - like the gnoll's other weapons, not magical but a finely crafted masterwork item.
goblin small-size hide armor (x3) - each shows a faint magical aura; provides a +1 AC bonus.
potions (x12) - each shows faint faint conjuration and healing magic; identification DC 17 Spellcraft check.

Leonar swoops in and returns to his natural form while Soranna regards each of you, addressing Helaku first as he and Aleste busy themselves with identifying some of the items stripped from their fallen foes. "Several of the goblins and hobgoblins we were fighting retreated as well. But their attack was all too effective," she says in tired, grim voice, indicating the many burning buildings. "Most of these buildings will be burned out by morning, so I've decided to have everyone fall back across the river. My force will fight a rear guard just long enough to ensure everyone heads out of town before we follow. If anything, this likely has helped convince everyone of what you say."

Soranna turns to follow her militiamen back to the ferry, but at Aleste's remark turns back to him. "Hmm, I'll ask around. There are a few halflings and gnomes in town, those suits look like they'd be a good fit. Maybe some of Kellin's kin at the Old Bridge Inn."

You spend a bit more time securing the area, Ambrose helping the militia to gather up the dead and check for any more townsfolk on this side of town. It's difficult, hazardous work, with most of the buildings now up in flames and lighting the night sky. With a welcome dawn creeping across the eastern sky, you return with the survivors and the dead across the river.

Soranna Anitah's words turn out to be prophetic. Come morning, there is a great exodus of people, horrified by the audacity and destruction of the night-time raid. As the day presses on, very few remain in town aside from the town's leaders, the bulk of the militia, and a few diehards. Most of the evacuees are for now intent only on heading for the next town, Terrelton, though many intend on pressing onwards towards the cities in the east, Brindol and Dennovar.

As you are making your own preparations, a visitor arrives. You are in the inn when a black-haired woman, her face streaked with the dust of the road, trudges into the common room. She wears a soldier's tunic of blue and white over a shirt of mail, with the stylized image of a golden lion over her heart. In fact, the images are identical to the emblems Ambrose has emblazoned on his person. She signals the barkeep. "Ale," she rasps. "And send for your Speaker. I've got ill news for him."

Ambrose:

You know this person. She's Teyani Sura - a fellow Lion of Brindol, like yourself one of the city's elite knights. Also like yourself, she often spends her time abroad across the Vale, dealing with threats to the city or as a scout. In happier times, you often sparred together and shared many a pint with your fellow knights.

So, what plans next? Stay to help oversee the evacuation? Protect the fleeing townspeople? Or head off to parts unknown?

Qadira

Sounds like fun! Which con is this?

Qadira

Round 2 continued
Tottering atop one of the pilings, A'vandira fits a bolt to her light crossbow and fires at the closest frog, covering Arven's attack. The bolt hits the giant amphibian; it flinches, a dark rivulet of blood oozing down its body into the muck. 2 points of damage to the frog nearest Arven.

Atajay hurls an ear-piercing scream at the same frog. It flinches again but continues to hassle Arven, dark spots on the sides of its head indicating where blood is trickling out of its ear holes. Bleeding now from several wounds, the frog would probably have retreated by now to look for an easier meal, but for the desperately hungry look in its amber eyes. Amazingly, the frog made its Fort save, so 3 points of damage only, not dazed.

The frog, in a frenzy, lurches forward to bite Arven, revealing a mouth full of razor-sharp teeth. Weakened and sporting numerous wounds, it's attack is ponderously slow and the tall undine is easily able to lean out of the way. Its companion, its tongue still wrapped around Batango, wades closer and tries to reel Batango in for a meal. But the witch is nearly as large as the frog and its mouth not quite wide enough to swallow him.

Round 3
Still singing a rousing song, Quara hurtles another bullet at the frog trying to make a meal out of Batango. The bullet hits it square between the eyes, and the green frog lets go of Batango and pulls in its tongue with a shlurp. Successful critical, deals 5 points of damage to the second frog.

Updated Map

Initiative
19 - Quara
19 - Batango
14 - Arven
13 - A'vandira
6 - Atajay
4 - frogs

------

GM rolls:

A'vi attack 1d20 + 3 ⇒ (13) + 3 = 16
damage 1d6 ⇒ 2
frog 1 Fort 1d20 - 1 ⇒ (17) - 1 = 16
frog 1 bite 1d20 + 3 ⇒ (1) + 3 = 4
frog 2 bite 1d20 + 3 ⇒ (3) + 3 = 6

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