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Tarrasque

CrazyHedgehog's page

Pathfinder Society Member. 1,343 posts (1,770 including aliases). No reviews. 1 list. No wishlists. 4 Pathfinder Society characters. 4 aliases.


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The Exchange

The Mutiny - Round 1 continued
A'vandira hurls a ray of frost at one of the nearby enemy sailors, Fipps Chumlett. It misses him, but it does give him pause.

Arven hearing Quara's final words sees red and makes a grab for Plugg, hoping to take the braggart out of the fight and make him surrender or be thrown to the denizens of the deep. He bull rushes the first mate and shoves him back against the far railing, but not before Plugg slashes him with his cutlass. He seems good with a blade, and his cutlass though spotted with rust boasts a basket hilt adorned with a grinning skull. "Tell your men to put down their weapons or you feed the fish." the undine bellows. As a result of the bull rush you send him backwards 10 feet, another couple points and you'd have been able to shove him over the edge. He hits with an attack of opportunity for 8 points of damage.

Crimson Cogward, who you would expect to throw himself into a fight, instead hovers around the edge of the melee, watching everything.

At the snap of his allies letting loose, Batango turns abruptly and points his hand, fingers curled, at Scourge. "And how de tides turn upon you! Be gone, wretched beast!" Batango casts his magic, but Scourge just laughs. "Ha ha ha! Is that the best you can do, old man? Did I ever tell you that you remind me of my father? I never did like him. I'll enjoy gutting you." Scourge rolled a 20 for his Will.

Quara draws her longsword and shouts across to Hartshorn. "Owlbear, me old luv, help us! Remember who gave you healing and friendship! Please, help us! Stop Plugg and Scourge and their lackeys!"

Owlbear does indeed remember. After a few moments pondering, he turns towards Arven and Plugg. As he raises his club it looks like he's going to brain Arven Shark's Friend, but instead he brings it crashing down on Plugg. He shouts at the Shoanti, "Have you lost your mind, you imbecile!" but Owlbear just responds with "You mean to me. Owlbear not like you any more." Owlbear hits for 4 points damage - you had previous Diplomacy checks to win Owlbear's friendship, and he remembers Quara and Arven's kindness previously.

The fight continues. Kenya tries to hack at Fipps Chumlett, trying to clear room so she can fire her pistol. Her attack misses. You discover that one of the sailors Tilly Brackett is backing you as she draws her sword and she and Sandara harry the odious little gnome, Conchobar. Rosie Cusswell drives her prized handaxe into Badger Medlar, and another Halfling, Ratline Rattsberger, comes out on your side as he strikes Scourge. You also hear some fighting going on belowdecks.

All I can do tonight, but I'll get Atajay's action and can post up the first part of the next round.

Updated Map

Initiative
21 - Penta
16 - Atajay
16 - enemies
13 - A'vandira
13 - Arven
13 - Crimson Cogward
7 - Batango
3 - Quara
3 - allies

=====

GM rolls:

A'vandira ranged touch 1d20 + 4 ⇒ (6) + 4 = 10
Plugg aoo 1d20 + 11 ⇒ (10) + 11 = 21
damage 1d6 + 6 ⇒ (2) + 6 = 8
Scourge Will 1d20 + 3 ⇒ (17) + 3 = 20
Owlbear attack 1d20 + 6 ⇒ (15) + 6 = 21
damage 1d6 + 3 ⇒ (1) + 3 = 4
Kenya attack 1d20 + 6 ⇒ (2) + 6 = 8
damage 1d6 ⇒ 4
Sandara 1d20 + 7 ⇒ (17) + 7 = 24
damage 1d6 + 1 ⇒ (3) + 1 = 4
Tilly attack 1d20 + 6 ⇒ (9) + 6 = 15
damage 1d6 + 1 ⇒ (4) + 1 = 5
Ratline attack 1d20 + 5 ⇒ (12) + 5 = 17
damage 1d4 + 1 ⇒ (4) + 1 = 5
Rosie attack 1d20 + 8 ⇒ (11) + 8 = 19
damage 1d4 + 3 ⇒ (1) + 3 = 4
Jack 1d20 + 3 ⇒ (9) + 3 = 12
damage 1d6 + 1 ⇒ (2) + 1 = 3

The Exchange

Paizo site went down last night just as I was posting this. Luckily I'd saved it.

Dragon Hunting - Round 3 continued
Yekskya takes aim again, his arrows unerringly seeking out the weak points in the dragon's armored defense. Two arrows pierce its heart, and with a rending cry the dragon collapses to the earth! Maudrill whirls out of the way of the falling beast, while Krolmnite tries to move but is hindered by the entangling vegetation. The dragon falls at his feet with a thunderous thump, and with a single mighty blow the gnome hews through its neck and severs the head. Stupendous! Two arrows take the dragon down into the negatives. Sorry that Krolmnite didn't have the opportunity to land a telling blow, your smite would have been enough to finish it off as well. But just wait!

You gather and congratulate yourselves on your good fortune in slaying the beast. Killing that dragon wasn't so hard now, was it? Your thoughts are only just beginning to turn to what kind of treasure the dragon might have in its lair when you become aware of Lani's deep laugh. "Ha ha ha! Excellent. To be honest, I thought Malagitoryx would put up more of a fight. O, my brave adventurers. My brave fools! Khlorphraxus will be pleased."

Lani's form starts to shift. She seems to be growing taller. And are those wings sprouting from her back? Tiny horns form from her forehead, and a long sinuous tail that wraps around her legs. A demon!

We're still in initiative, Maudrill and Krolmnite you still have actions despite dodging the falling dragon, feel free to modify or change your actions above.

Initiative
17 - Zaghigoth & Oshok'arr
14 - Malagitoryx
12 - Yekskya
8 - Maudrill
5 - Krolmnite
4 - Rowena
4 - Quinta
3 - Hskoro
3 - Lani

The Exchange

Your boat weaves between the drowned buildings. Leonar perches expectantly on one the edge of the dugout. The lizardfolk warrior is still following at a distance, but isn't closing.

You draw nearer to the old bell tower. The stone building protrudes from the lake at a slant, reaching a height of thirty feet above the surface of the water. Eroded images of dozens of lions - stalking, sleeping, and pouncing - adorn its sides. A rickety-looking wooden platform has been built around the tower's circumference at water level, with three small skiffs docked alongside. It appears that the tower is three stories tall, but only its upper two floors remain above water. A massive iron bell that looks like it weighs tons hangs within the upper level of the old tower. The highest building in the area, it is a natural choice for a watchtower.

Atop the tower are three hobgoblin warriors, keeping watch for intruders into their domain. The guards you encountered at the roadblock barricade seemed bored and inattentive. These guards in contrast seem to take their task very seriously indeed. Obviously this is an honoured post. One of the guards turns in your direction, his gaze raking the boat and moving on. Lizardfolk on the lake must be a common sight, and the sight of the dugout doesn't raise much concern. Then his gaze comes back to you, and he focuses more intently. Suddenly there is great excitement and he calls out to his comrades. The hobgoblin and one of his allies take up bows and start firing in your direction. the other warrior takes the hilt of his sword and starts banging on the bell, making a ringing clamor that carries across the lake.

Roll initiative!

Your dugout is about 210 feet from the bell tower. No map for this yet, but I'll create one if we need one.

Helaku, no problem with casting the fly and having the invisibility ready to go.

Initiative

4 - Hobgoblins veterans

======

GM rolls:

initiative 1d20 + 2 ⇒ (2) + 2 = 4

The Exchange

The Mutiny - Round 1
Quara Sher finishes her tale by breaking into song, her words a thinly veiled warning as to Plugg's true intentions. His eyes go wide in surprise as his plans are laid bare. Conchobar Shortstone and Narwhal Tate likewise are astonished to have been found out. A brief, tense moment, then everyone goes for their weapons. Chaos ensues!

With quick refleses, Penta is the first to react to the situation. She bursts between her allies to move on top of one of the hatches on the main deck, unlooping her twin whips as she does so. From here she reach most of the crew on deck, all of whom are strangers to her. She even has time to say a few prayers for protection. Penta casts Bless, all allies within 50ft of her gain +1 to attack rolls and saves against fear.

Atajay slips forward, summoning magic and channelling it at Plugg in a sizzle of electrical energy. The stormborn sorcerer seems to summon the power of the hurricane itself, as the blast nearly jolts Plugg off of his feet. It is indeed worthy of a critical hit, and Plugg is flat-footed. 29 points electrical damage to Plugg! He's smoking!

A smoking Plugg rasps a command and Narwhal and Conchobar raise the crossbows at their sides and fire. Conchobar starts singing a jaunty tune, belittling creatures from the sea and bolstering his allies. It doesn't do Narwhal's aim any good, as the bolt he shoots at Quara goes wide. Conchobar's quarrel however, hits Arven in the small of the back - a treacherous act! Critical hit with crossbow on Arven, for 7 points damage total. Conchobar using inspire courage on allies.

Plugg meanwhile backs away from the fight, smarting from his wounds. He casts down his cat-o-nine-tails, draws his cutlass. As he does so he shouts at Owlbear Hartshorn. "Attack them you lummox! You big oaf! Or you'll get worse from me!" The towering but simple minded brawler does nothing, just looking back and forth at Plugg and the rest of you. Atajay if you have a weapon to hand you can make an attack of opportunity against Plugg as he makes a tactical retreat.

The other pirates draw their weapons. Fipps Chumlett and Syl Lonegan charge the party, laying in with their cutlasses. Blue-clad bully Fipps slashes Quara as he gets past her guard Was nearly a crit, 4 points damage to Quara. Syl Lonegan, rumoured to be an unhinged murderer who went to sea to escape the gallows, chooses the newcomer as his targer, diving at Penta Slaughter. Penta in this instance I think you get an attack of opportunity with your whip as he moves within your reach. Otherwise another potential critical, fortunately only doing 3 points of damage.

Badger Medlar, across the deck, draws her cutlass and clashes blades with the Halfling Rosie Cusswell. The Halfling has been a friend and ally to you throught the voyage.

Scourge moves through the crowd, edging away from the frontline but closer to Penta and to Plugg. He grabs up his whip and punching dagger and cracks the whip. It snaps and hits Penta in the face, leaving a deep welt. 3 points of nonlethal damage to Penta.

Updated Map I've made a few more changes, let me know if its any clearer.

A'vandira and Arven up next, Arven I have your action unless you want to change it.

Initiative
21 - Penta
16 - Atajay
16 - enemies
13 - A'vandira
13 - Arven
13 - Crimson Cogward
7 - Batango
3 - Quara
3 - allies

========

GM rolls:

allies 1d20 ⇒ 14
enemies 1d20 ⇒ 16
Crimson 1d20 + 1 ⇒ (12) + 1 = 13
Penta Acrobatics 1d20 + 4 ⇒ (15) + 4 = 19
Narwhal 1d20 + 5 ⇒ (1) + 5 = 6
Conchobar 1d20 + 5 ⇒ (20) + 5 = 25
damage 1d8 ⇒ 1
confirm crit 1d20 + 5 ⇒ (15) + 5 = 20
crit damage 1d8 ⇒ 6
Badger 1d20 + 4 ⇒ (1) + 4 = 5
Fipps 1d20 + 4 ⇒ (20) + 4 = 24
damage 1d6 + 1 ⇒ (3) + 1 = 4
Syl 1d20 + 4 ⇒ (20) + 4 = 24
damage 1d6 + 1 ⇒ (2) + 1 = 3
Fipps confirm 1d20 + 4 ⇒ (11) + 4 = 15
Syl confirm 1d20 + 4 ⇒ (4) + 4 = 8
Scourge 1d20 + 7 ⇒ (18) + 7 = 25
damage 1d3 + 2 ⇒ (1) + 2 = 3

The Exchange

Dragon Hunting - Round 3

Zaghigoth reaches Yekskya's side and uses his wand of healing on the archer, mending some of his horrid wounds. The half-orc urges Oshok'arr to go help his comrades fight the dragon. The iguanodon resolutely tears off through the trees, putting all her effort into moving closer. Oshok'arr reaches the edge of the gully and pulls up just short of the twisting, entangling vegetation. From where she is she can't quite reach the hovering dragon. Moved Oshok'arr a full-round's movement towards the dragon, cut short at the edge of the entanglement effect. She can't reach the dragon at the moment, but could try her luck by moving into the entangled area and down into the gully beside Krolmnite. Or she could try jumping down.

The green-scaled dragon ignores the celestial eagle and banks in a wide circle along the rim of the sinkhole, coming to rest on the top edge just behind Krolmnite and Maudrill. The wyrm edges just outside the area of entanglement and its jaw snakes forward to bite at Krolmnite whilst it rakes the aasimar with its claws. Krolmnite your readied action should kick in here, don't forget inspire courage and any other appropriate bonuses. Since you have a readied action you go first, but unless your move drops the dragon it bites you for 8 points of damage, and two claw attacks hit Maudrill for a total of 19 points damage. The dragon is just outside the entanglement effect and is using it's long neck to attack Krolmnite with reach.

Quinta and Maudrill, you're now in the area of effect for the dragon's frightful presence, if you can make a Will save against DC 17 to avoid becoming panicked and running away for 16 rounds (!). You both get the +1 bonus for inspire courage, Maudrill you also gain a +4 bonus to your roll as you are within Krolm's aura of courage.

The dragon is still a dangerous foe, but your tactics seem to be working; no one has fallen yet and the dragon has taken a lot of punishment.

Updated Map

Initiative
17 - Zaghigoth & Oshok'arr
14 - Malagitoryx
12 - Yekskya
8 - Maudrill
5 - Krolmnite
4 - Rowena
4 - Quinta
3 - Hskoro
3 - Lani

========

GM rolls:

M bite 1d20 + 17 ⇒ (11) + 17 = 28
damage 1d8 + 6 ⇒ (2) + 6 = 8
M claw 1d20 + 17 ⇒ (13) + 17 = 30
damage 1d6 + 6 ⇒ (6) + 6 = 12
M claw 1d20 + 6 ⇒ (18) + 6 = 24
damage 1d6 + 6 ⇒ (1) + 6 = 7
eagle aoo 1d20 + 4 ⇒ (14) + 4 = 18
damage 1d4 + 1 ⇒ (1) + 1 = 2
fright 5d6 ⇒ (1, 6, 3, 4, 2) = 16

The Exchange

Update tomorrow - since Thanksgiving it's been unexpectedly hectic around here, must be the holidays.

The Exchange

Update tomorrow - since Thanksgiving it's been unexpectedly hectic around here, must be the holidays.

The Exchange

Trellara crooks an eyebrow at the proposal, but turns to translate for the benefit of the impatient lizardfolk. They look inordinately pleased, slapping each other on the back and their eyes glistening. The lead warrior holds out a clawed paw, looking for the gold. Via Trellara's interpreting, he explains that you will need a boat to reach the city, unless you want to swim.

The lizardfolk beckon you forward. They lead you to their dugout canoe. Their leader indicates that you are welcome to take it. The dugout is long enough for all of you to find room, and finding paddles you are soon able to push off and row towards the ruins of the city.

Crossing the expanse, you see that the lake is pretty shallow, the darkish water rarely reaching a depth greater than twenty feet. Most of the buildings must have been made of wood, and these have collapsed and rotted into tangled piles of debris. The lakebed is crisscrossed by a regular network of canals, all that remain of the city's streets, deeper by ten feet on average than the mounds of ruins around them. The waters are quite murky.

Not all of Rhest's buildings have collapsed. A fair number of stone buildings survive, most completely submerged but a few protruding several feet above the surface of the murky waters of the lake. Two of the stone buildings are noticeably larger and better preserved than the others: an old bell tower and a large building that may once have been a town hall.

The citizens of Rhest seem to have had a particular affinity for lions. Numerous statues of the proud felines dot the ruins, and lion visages stare down at you from various angles. Ambrose is reminded of the story that many refugees from Rhest settled in Brindol, and to this day statues of guardian lions stand in front of important sites.

As you approach you have a better look at the three hobgoblin sentries on top of the bell tower. They certainly seem to take their jobs seriously, but so far don't seem to have taken a lone lizardfolk dugout as a threat. You hear a chittering roar like the roar of the greenspawn razorfiend you fought in the fens.

You also notice that two of the lizardfolk seem to be trailing your canoe underwater, about thirty feet behind. You are about 250 feet from the bell tower.

-------

GM rolls:

Ambrose 1d20 + 6 ⇒ (5) + 6 = 11
Helaku 1d20 + 4 ⇒ (16) + 4 = 20
Leonar 1d20 + 14 ⇒ (5) + 14 = 19
Shaylar 1d20 + 13 ⇒ (13) + 13 = 26
Aleste 1d20 + 11 ⇒ (20) + 11 = 31
Trellara 1d20 + 8 ⇒ (7) + 8 = 15
1d20 ⇒ 9

The Exchange

Atajay wrote:
DM, I can't get the map to increase in size. I see what I assume to be an opponent close to Atajay (the bald headed picture). Who is that? I'm thinking about dropping a Shocking Grasp on him, but I want to be sure it isn't one of the ones that don't completely hate us.

Yeah the link comes up a bit fuzzy, even when zoomed in. Try the link below, I've tried to zoom in as much as possible before making the snapshot. Essentially, from where you are Plugg is ideally situated to plant a shocking grasp on. Or by moving through your allies and across the deck you can also reach the gnome, Conchobar Shortstone, as well as Scourge, Narwhal Tate, Tilly Bracket (you can count her as an ally), Fipps Chumlett and Syl Lonegan.

Biggerer map

The Exchange

Helaku wrote:
Anyone have a gold tracker running for us? Or can think of a different sort of suitable "contribution"? Is the 2,842gp ea in the campaign tab accurate?

You all did make a few group purchases after receiving your shares of 2842gp on returning to Drellin's Ferry: 2 wands of cure light wounds, 2 scrolls of lesser restoration, 90gp worth of travel rations. Assuming you split the costs between the group, you should each have been left with 2,404gp. Ambrose I think made some additional purchases from Brother Derny, totalling 250gp.

The Exchange

Quara:

Mister Plugg is being friendly because he's feeling smug. He's feeling confident that the crew will be able to take you down at his command, so he feels he can indulge in some conversation. All he needs to do is give the sign, and Narwhal Tate and Conchobar will shoot you from behind with their crossbows. Plugg's sure that Master Scourge will see to it that the rest of the crew play their part in disposing of you. If only this damnable catwoman would stop speaking!

Atajay - absolutely you can cast Mage Armor on you and Sandara (she has AC 11).

Arven - just a note that you still have a +2 bonus to Diplomacy, Bluff, Intimidate and Perform when interacting with the crew, as a result of your victory in your bout with Owlbear Hartshorn.

The crew stand in rapt attention as Quara recounts your adventures. Crimson Cogward looks intrigued, as he always is by grisly tales of death and blood. Scourge scowls as the lot of you mutter to each other in Aquan. Conchobar Shortstone leans against the winch for the ship's boat. The dwarf Narwhal Tate edges towards the railing.

The Exchange

Round 2 continued
Focusing his arcane powers on the dragon, Maudrill effects a dimensional slide to translate across to the stone clefts near to Krolmnite, just out of the field of grasping vegetation. The aasimar's face lights up in fury as he breathes out a cone of fire at the green wyrm. The dragon twists and escapes the worst of it, but at the same time Maudrill summons his flaming sphere. It comes bounding across the pit and sears the dragon from the back. There is a smell of cooking flesh and its wings look horribly singed. Looking at the map you were too far away to be in range for fire breath, but your dimensional slide handily takes care of that. Let me know if you are alright with that and your current position on the map below. Dragon just failed its Reflex save against flaming sphere, taking 11 points fire damage. It did however make quite a successful save against the flame breath, taking only 7 points of damage.

Krolmnite stands his ground. The writhing plants are unable to hold him down. Blade ready, he beckons the dragon to come within reach.

Rowena is still possessed by the dragonfear, fleeing through the jungle. No problem, just keep us informed so we know you are still part of the game. Unfortunately the fright is in effect for you until Round 10.

Quinta completes her spellcasting, summoning a glorious, golden-feathered eagle that circles above the melee. It stoops and dives at the dragon, attacking with beak and claw. Though it strikes with divine might, it batters against the dragon's scaled hide without effect. No DR, just dragonhide in general is very, very tough. Also, feel free to use bardic performance and spellcasting in future, it looks to be one of the perks of being a bard.

Hskoro is struggling to hold his composure as he comes face to face with the dragon. If it weren't for the vines holding him fast, you think he would have bolted in the same way Cat did.

Lani totters at the edge of everything, practically jumping up and down in excitement. A wicked grin shows on her face as the dragon is taking a beating.

Back up to Round 3. I'll get Zaghigoth's actions and then I'll post the dragon's retaliation.
Updated Map

Initiative
17 - Zaghigoth & Oshok'arr
14 - Malagitoryx
12 - Yekskya
8 - Maudrill
5 - Krolmnite
4 - Rowena
4 - Quinta
3 - Hskoro
3 - Lani

------

GM rolls:

Reflex flaming sphere 1d20 + 8 ⇒ (9) + 8 = 17
damage 3d6 ⇒ (3, 2, 6) = 11
Reflex fire breath 1d20 + 8 ⇒ (17) + 8 = 25
damage 4d6 ⇒ (5, 3, 4, 2) = 14

The Exchange

Aleste steps forward and starts to say, "Actually, I do speak a smattering of Dra.." when Trellara speaks up in fluent Draconic, even approximating the sibilant accent of the lizardfolk. Helaku and Aleste are able to translate their words for the rest of the group. "Greetings. Your people and my people have often been at war, but let us not have bloodshed today, for we are on the same side. I have guided these warm-blood bandits through the swamp to Rhest, they have been summoned by those already in the city. They require safe passage and a boat to row across to the ruins. After today, it would please me to cross blades with yourselves." A dangerous light glints in the elf's eyes as she rests her hand on the pommel of her sword; this must be a ritualistic phrase.

Before the lizardfolk can reply, Trellara hurries on, gesturing to encompass the rest of you. "These warm-bloods are generous. For their safe conduct they will pay handsomely. I have been well rewarded already." She looks back at you and with a nod of her head gestures at the lizardfolk significantly. Aleste looks nonplussed, then shrugs. "Uh, right. That's pretty much what I was going to say."

The six lizardfolk warriors draw closer, looking at each other as they size up the situation. Finally the lead warrior turns back to you, a cold, calculating look in his eye. His short remark is easily translated: "How much?"

------

GM Rolls:

T Bluff 1d20 + 3 ⇒ (4) + 3 = 7
lizardfolk SM 1d20 ⇒ 2

The Exchange

You row out to the Man's Promise. Tension builds as you row the two boats within reach of ranged weapons fire, and you are perhaps surprised when none fall. Instead ropes are thrown down for you to climb aboard.

Once on the main deck, you see most of the crew at ease around the deck. That's curious enough, but what's more no one looks very comfortable. Master Scourge leans on the railing, leering across at you. Conchobar Shortstone, the gnome rigger, rakes Penta with lascivious eyes. Mister Plugg affects a grand welcome from where he stands by one of the masts. "Well, well! Didn't think you would return, to be honest. We didn't hear from you, I was starting to think those sea demons had gotten you all as well. By the way, welcome back Sandara, Kenya. Glad to see you didn't become fish food. And, who is this fetching creature?" Mister Plugg makes a shallow bow in Penta's direction.

Plugg chuckles and a wry smile crosses his face. The laugh seems alien coming from him. "In fact, another hour and we would have set sail, we've finished all our repairs. Ah, you did manage to bring back some fresh water, didn't you?" He throws a glance at Owlbear Hartshorn, but the big man just looks back blankly.

Warm Welcome

The Exchange

Yeah, I do expect it will be quiet over the next few days - Happy Thanksgiving to my fellow Americans!

I'll put up the next post and we'll maybe pick up after the weekend.

The Exchange

Penta, are you still happy to manage the group's loot? It looks like as a group you managed to appraise and decipher the items. Here are the items found in Riptide Cove:

8 4-pound silver ingots (20gp each)
6 pearls inside colossal sea creature's tooth (75gp each)
422sp in assorted coins
512gp in assorted coins

scrimshaw shark's jawbone (250gp)
scrimshaw hammerhead shark skull (250gp)
harp made from orca jaw set with pearls (500gp)
walrus tusk set with gold and inlaid with map of Shackles (400gp)

4 +1 heavy crossbow bolts
1 silver spearhead
lesser bracers of archery
vindictive harpoon - to Arven

wand of mirror image (23 charges) - to Atajay
Besmara's tricorne from Sandara - to Atajay
1 headband or alluring Charisma (+2) - to Atajay
1 pearl of power (1st level spells) - to Batango
1 feather token (anchor)

whale skull (weighs 25 pounds) with scrimshaw carvings equating to arcane scrolls of alter self, black tentacles, blur, color spray, daylight, enlarge person, hypnotism, slow, touch of idiocy, vampiric touch - to Batango .

Vindictive Harpoon:

Vindictive Harpoon
Aura moderate transmutation; CL 9th
Slot none; Price 10,305 gp; Weight 16 lbs.
This +1 returning harpoon (Pirates of the Inner Sea 18) is
made from the jagged, scrimshaw-carved tusk of a narwhal
attached to a 50-foot length of woven sinew. Unlike most
thrown weapons, a vindictive harpoon functions as well
underwater as on land, and its wielder takes no penalties on
attack rolls underwater.

I'll do a full update tomorrow, so you still have time to post actions as you near the ship and/or initiative rolls.

The Exchange

Round 2 continued
Convinced the dragon was about to make a meal out of him, Yekskya is glad of the distraction as the wyrm rounds on Krolmnite instead. He tries to aid the gnome by peppering the dragon with arrows. One hits, and like his other hits it burrows in deep. 12 points damage, plus two points bleed damage. This dragon is taking a beating!

With the dragon near to Krolmnite, Lani yells out from where she is standing at the edge of the fight, shouting with demonic fury. "Don't let it get away! Kill it! Kill it!"

Maudrill up next, then Krolmnite and Quinta - Krolmnite I've got your action. Rowena is still fleeing through the jungle. Speaking of which - Rowena, are you still with us? I'm aware Werner has had to come and go a bit, but I've been NPCing Cat for a while now.

Initiative

17 - Zaghigoth & Oshok'arr
14 - Malagitoryx
12 - Yekskya
8 - Maudrill
5 - Krolmnite
4 - Rowena
4 - Quinta
3 - Hskoro
3 - Lani

The Exchange

Confronting the lizardfolk, Helaku raises his hands over his head, calling out: "Pease. There is no need for conflict among us. We merely wish to speak with you about the city in the lake."

The lizardfolk eye you warily, considering. They turn to look at each other, and more exit the hut until you can see six lizardfolk standing around the hut, all armed. At last, one of them addresses you in sibilant Draconic.

Draconic:

"Go! Away with you. You are not welcome here. Great lords occupy the lake now, and they charge us to guard the city from outsiders."

The lizardfolk do not immediately attack.

Lizardfolk

The Exchange

I'll be out of town over the weekend, so next update should be Monday or Tuesday next week. Are the lizardfolk friendly, or not so friendly!

The Exchange

I'll be out of town for the weekend, so next update will be Monday or Tuesday.

By the way, has anyone read Michael J. Sullivan's Riyria novels? I've just finished reading Theft of Swords (aka The Crown Conspiracy and Avempartha). The characters could be straight from a Pathfinder game, it was fun. I was especially interested in the author's take on the different fantasy races.

Michael J Sullivan

The Exchange

Ok, so I gather the plan is for everyone to return to the Man's Promise in the rowboat, and then attack Plugg and his followers and seize the ship? Any plans for explaining Penta's presence? I'll lay out the map here, assuming you are rowing back. Just let me know your actions, and if you are making an attack, go ahead and make attack rolls and roll initiative.

After today I am out of town for the weekend, so I'll make the next update Monday or Tuesday.

Time to face your shipmates. You ready the rowboat, Arven providing some muscle for the oars. Before you leave, Sandara lifts her tricorne off Atajay's head. "Watch this," she smiles. Sandara whispers a blessing to Besmara, and the hat begins to fold out, expanding and reshaping itself until it looks like a sleek black longboat. The boat itself looks large enough to carry all eight of you and then some, but even better now you have two boats.

Kenya Bloodblade checks her weapons before putting her gear into one of the boats, inspecting her pistol particularly closely. "If we're going in guns blazing, did anyone bring any grappling hooks? It'll be just like boarding practice!"

You make short work of crossing the distance to the Man's Promise. As you draw closer, you can pick out the individuals on deck. You are soon spotted, and everyone seems completely focused on your return. What does it mean? You'll soon be in weapons range...

The Man's Promise
The ship's boats are blacked out as both are away (you with one and the other taken by some of the original Rahadoumi crew). Most of the crew are accounted for on the main deck, but a few are missing: Ambrose Fishguts Kroop, Jack Scrimshaw, Jaundiced Jape, Aretta Bansion, and Shivikah. The upper decks are accessable, but I had trouble overlaying them onto the main deck map.

The Exchange

Maudrill wrote:
Holy crap that things reflex is +13??? Is this an augmented dragon or something?

Hah, do you know something if you had asked me earlier I would have been adamant it was correct, because I didn't believe it myself and checked the tables last night but came up with the same result. Looks though like I added Con bonus to Reflex rather than Dex. Recalculating, the dragon indeed gets burned, burned! In that case, the dragon was more wounded than it was letting on. ;)

Also, in Quinta's case, apart from saying that continuing a bardic performance is a free action, the rules set (as far as I've seen) doesn't explicitly say if spellcasting (always verbal for bards) conflicts with bardic performance. My inclination is to allow both as Yekskya said, I'm sure a bard would be skilled enough to weave an incantation into their singing.

The Exchange

As you are scouting out the lizardfolk hut and the city ahead, you note a glint of steel and movement near the top of the tower at the center of the city. Sentries. Closer at hand, there is activity around the hut. Two lizardfolk are milling around the walkway outside of the hut, emptying baskets of shellfish and cleaning gear. Another lizardfolk bobs out of the water, heading towards a wooden ladder hanging from the walkway. There could be more inside.

As you observe the goings-on, you attempt to make as little noise as possible. The two elves make no noise at all, and Helaku is stealthy as well. The rest of you make a bit more noise, and Ambrose in particular with his heavy armor. Some noise or glint of sun on armor must alert the lizardfolk, because two of them look up and see you. They hiss a warning, and grab at spears resting nearby.

Well looks like we need initiative rolls!

Lizardfolk Hut Map The red X marks the ladder, with one lizardfolk in the lake next to it. A dugout canoe is also beside the ladder. The dark brown pentagon is the hut, with the lighter brown being the walkway.

=======

GM rolls:

Perception 1d20 + 1 ⇒ (5) + 1 = 6
Perception 1d20 + 1 ⇒ (13) + 1 = 14
Perception 1d20 + 1 ⇒ (14) + 1 = 15
Aleste Stealth 1d20 + 10 ⇒ (1) + 10 = 11
Ambrose Stealth 1d20 ⇒ 9
Helaku Stealth 1d20 + 3 ⇒ (14) + 3 = 17
Leonar Stealth 1d20 + 2 ⇒ (11) + 2 = 13
Shaylar Stealth 1d20 + 15 ⇒ (19) + 15 = 34
Trellara Stealth 1d20 + 2 ⇒ (19) + 2 = 21

The Exchange

Round 1 continued
Gasping from the gas attack, Yekskya nonetheless manages to hit the dragon with two thistle arrows. They are perfect hits, and lodge deep between the dragon's scales. You can be certain the pain is immense as the arrows dig in, causing the wounds to continue bleeding. 24 points of damage to the dragon and will keep track of bleed damage.

Maudrill summons a flaming sphere that whizzes across and tries to strike at the dragon's underbelly. Despite it's size, the dragon is able to twist away from the attack, dodging the ball of fire. made its Reflex save, just.

Krolmnite waits anxiously for the dragon to come within range. He challenges the dragon to attack.

Rowena keeps running through the jungle, terror gripping her heart.

Quinta ends her martial tune, shifting seamlessly into an arcane incantation to summon a celestial eagle.

Hskoro races forward to attack the dragon. He is quick as a flash. As he nears the dragon though its awesome presence flattens him, and he grounds to a halt, petrified with fear.

Lani continues to hover at the edge of the fight, watching everything unfolding.

Round 2
Zaghigoth races towards Yekskya, drawing his healing wand as he goes. Oshok'arr lumbers behind, following closely.

The dragon whirls around, skimming the edge of the sinkhole as it rounds on Krolmnite. It chuckles, a terrible, deep sound. "Here I am, little one." It doesn't quite draw near enough for Krolmnite to reach it with its blade, taunting the gnome. As it does so, the vines and creepers and vegetation start to writhe, twisting around and grasping at Krolmnite and Hskoro as well. Dragon is using a natural entangle ability, DC 13 Reflex save to avoid gaining the entangled condition.

Updated Map The sunburst symbol shows the location of Maudrill's flaming sphere. The green square at the bottom shows the extent of the entangled effect.

Initiative

17 - Zaghigoth & Oshok'arr
14 - Malagitoryx
12 - Yekskya
8 - Maudrill
5 - Krolmnite
4 - Rowena
4 - Quinta
3 - Hskoro
3 - Lani

-------

GM rolls:

dragon Reflex 1d20 + 13 ⇒ (7) + 13 = 20
Hskoro Will 1d20 + 5 ⇒ (9) + 5 = 14
Hskoro Reflex 1d20 + 5 ⇒ (6) + 5 = 11

The Exchange

When using Spellcraft along with detect magic or identify to determine the nature of magic items, if you have a failed roll you need to spend a day studying it before attempting another roll. Luckily, with Batango's roll in this instance your collaboration means a group success.

Perception DC 25:

Looking across the water at the Man's Promise, you can't help but notice how many people are milling around on the main deck. It's a fair distance and tricky to pick out the details, but by your reckoning more people than usual are up top. Plugg is there, and Scourge and Owlbear Hartshorn among others. What's more, the ship looks ready to sail, repairs completed and supplies lashed down again. Few though are aloft in the rigging, the gnome Conchobar Shortstone being one of them.
Some of them look spoiling for a fight.

The Exchange

Trellara pipes up. "You might be able to fly over, but what if we are seen? We don't know what we're going into, maybe we should check it out first before we stir up the whole nest."

The Exchange

Did I write Fort save? It must have been a senior moment. I meant Will.

Krolmnite: Correct, aura of courage should protect you from the dragon's frightful presence, apologies for asking for a Will save. And anyone standing within 10 feet of you should receive a +4 bonus to their Will saves as they are bolstered by your courage to boot.

Maudrill:

You have near-encyclopedic knowledge of green dragons, my friend.
Green dragons are belligerent creatures and masters of intrigue, politics, and backbiting. Green dragons are territorial and aggressive, much like other evil dragons. Their aggression however often takes the form of elaborate schemes to gain power or wealth with as little effort as possible.

Green dragons often seek out caves in sheer cliffs or hillsides for their lairs. They prefer locations where the lair's entrance is hidden from prying eyes, such as behind a waterfall, near a lake, pond, or stream that provides a submerged entrance. Green dragons often have a weakness for magic items.

This particular specimen looks to be a juvenile of the species. It already exhibits some of the combat traits used by adults of its kind, such as strong wings that could beat a man and its frightful presence. Also the ability to bend plants to its will to entangle others, to breathe water, and cast a smattering of arcane spells. Its most devastating attack is its ability to breathe a cloud of choking chlorine gas. It is immune to acid, magical sleep effects, and paralysis.

Yekskya and Krolmnite bravely stand their ground. With bow ready to act as soon as the dragon was sighted, Yekskya sends an arrow speeding at the dragon. It finds its mark, and the dragon's head whips around as it scans the undergrowth. Good shot, 15 points damage to the dragon. I took the liberty of rolling a Stealth check on your behalf to see if you were able to melt into the background as a sniper without being spotted, but it wasn't successful.

Pierced by the arrow, the dragon turns and searches the jungle for the source of the attack. Spotting the archer, it breathes a cloud of deadly cholorine gas at Yekskya! 25 points of acid damage to Yekskya; A successful Reflex saves against DC 19 reduces the damage to 12 points.

Updated Map

Initiative
17 - Zaghigoth & Oshok'arr
14 - Malagitoryx
12 - Yekskya
8 - Maudrill
5 - Krolmnite
4 - Rowena
4 - Quinta
3 - Hskoro
3 - Lani

--------

GM rolls:

Yekskya Stealth 1d20 + 11 ⇒ (15) + 11 = 26
dragon Percept 1d20 + 18 ⇒ (20) + 18 = 38
breath 1d4 ⇒ 2

The Exchange

Hunting a Dragon
Having made your preparations and taken positions around the gully, Krolmnite takes a few strides and climbs down into the gully. His greatsword is drawn. Quinta starts singing in a clear, strong voice. It's a Chelaxian martial song with a distinctive harmony, a rallying cry. Maudrill thinks he's heard it before, in his army days. Yekskaya and Rowena draw their bows. The aasimar's light spell helps to illumine the shadowy pit. Zaghigoth prepares a spell, and Hskoro is ready with his spear. Lani dances around the perimeter of the group, flushed and eager, practically floating with excitement. Krolmnite stands on a ledge and calls down to the pool, where Lani indicated the dragon's lair was hidden: "Dragon! We know you're here, and we are here to defeat you and end your reign of terror. Come face justice!"

The challenge has the desired effect. You hear a loud, thrumming roar. Suddenly, the pool bursts in a gigantic splash as the dragon explodes into the air, hovering on powerful wings. It is indeed a green dragon, with deep, verdant scales. Large too, like the chupacabra some of you fought on Smuggler's Shiv.

The moment the dragon bursts from the pool and unfurls its wings in a mighty display, a wave of dread washes over you. Dark, crippling fear. A dragon, one of the dread creatures of Golarion! How foolish to contemplate killing a beast of such magnitude! And yet some of you are able to push back the fear, enough to keep a clear head and act. Zaghigoth's new companion Oshok'arr looks ready to bolt but stands her ground, but Rowena drops her short bow and goes running off into the jungle. This dragon does indeed have a frightful presence - Yekskya and Krolmnite, as you are in range please make a Fortitude save against DC 17. Be sure to include the +1 bonus from Quinta's inspire courage. On a failure, you are panicked (drop everything and run away for 10 rounds)

Zaghigoth is unperturbed, and hurls a fistful of fire at the dragon. It strikes unerringly, scorching its dark green hide. [ooc] The dragon takes 6 points fire damage. Yekskya, you can also take an attack here, as you had readied an action. And assuming you make your save vs dragon fear.

Battle Map The yellow line indicates the range of the dragon's frightful presence. I'll update tomorrow with the dragon's action, in the meantime if Yekskya posts, I'll include his readied action. Zaghigoth, you might get to use your healing wand! Oh, and just realized the map still includes Rowena, at the moment he is running raving through the jungle, panicked.

Initiative

17 - Zaghigoth & Oshok'arr
14 - Malagitoryx
12 - Yekskya
8 - Maudrill
5 - Krolmnite
4 - Rowena
4 - Quinta
3 - Hskoro
3 - Lani

-------

GM rolls:

Malagitoryx 1d20 + 5 ⇒ (9) + 5 = 14
fright 5d6 ⇒ (2, 1, 3, 1, 3) = 10
Cat Fort 1d20 + 4 ⇒ (3) + 4 = 7
Oshok Fort 1d20 + 7 ⇒ (10) + 7 = 17
breath weapon 8d6 ⇒ (2, 3, 5, 4, 1, 3, 5, 2) = 25

The Exchange

Ambrose:

You sense that these elves are good hearted folk, but very independent and deeply insular. While their hearts go out to the people of the Vale, their concerns lie much closer to home. If they felt their homes were secure, they might be willing to join the fight against the Horde of the Red Hand across Elsir Vale.

After Ambrose's toast, silence reigns. The elves seem deeply moved by Ambrose's words. His respect towards Lanikar and his speech stirs their hearts. They wish you luck and success on your mission and assist you with your preparations to depart.

Killiar and his elves ferry you on the backs of giant owls close to the edge of Lake Rhest. You fly west towards the sun, and soon settle on a dry hillock. You still have a bit of a hike to reach the lake - you didn't want the enemy to see the owls in flight. Trellara hovers nearby, hand on the hilt of her sword.

Not long before dusk, you reach the shore of the lake and spy a dwelling nearby. You find the lake large, dark, brooding in the marshland, measuring nearly two miles wide. The cloying reek of decaying vegetation and swamp ooze is thick in the air, and countless frogs and insects and marsh birds chirp and croak and call to each other.

Out near the middle of the lake, dozens of decrepit stone buildings jut from the black waters. In most cases, these buildings sag and lean treacherously, the windows of their upper stories now even with the still lake's surface. Two buildings that seem to have survived relatively intact draw your attention - one a large stone tower, about a quarter-mile from the southern shore, and the other a large stone building near the lake's center. Both structures have rickety wooden walkways ringing them at water level. These look like recent additions; it would seem someon has made an attempt to settle down here.

The slightly crooked hut you see leans on unsteady wooden stilts out over the black waters of the lake. About twenty feet in diameter, the hut has wooden walls and a roof of sticks and branches, all covered over with copious amounts of dark gray, rancid-smelling mud. The hut's floor is about three feet above the surface of the water, and its single entrance can be reached by a crude ladder made of broken branches lashed together with reeds. You can see similar huts and crannogs scattered around the lake.

Lake Rhest The red X marks your location.

The Exchange

The night's rest finds you feeling much better and brighter come morning. Sandara and Kenya at least seem to be doing much better. Sandara especially, the irrepressible cleric of Besmara, is quick to bounce back from her ordeal. She relates how during the storm a group of grindylows grabbed hold of her and hauled her over the side before she could even say a word. She has nothing but contempt for the little creatures, who were vicious and cruel. She's indebted to you for her rescue, praising Besmara for her upturn of luck. When you present her with her holy symbol, found on the ship's deck after she had been abducted, she promises to spend some time communing with the Pirate Queen and to return with healing magic. As she walks away from the group, she slaps her tricorne onto Atajay's head. "Thanks for coming to get me! I knew you wouldn't let me down." She gives the sorcerer a wry wink as she saunters away. "Oh, and you can keep the hat by the way." You soon discern the hat is a Besmara's tricorne. Any thoughts of changing faith from Gozreh to Besmara?

Kenya indeed is glad to be back amongst allies once again. She is rather the worse for wear after the ordeal, beaten black and blue and gnawed in places by the grindylows. Despite the healing, it looks like she's going to have some interesting scars. Like Sandara, she is very pleased to receive her pistol back, and luckily she still has some blackpowder left in her pockets - the grindylows were none too bright about searching their prisoners. I'm assuming you brought along Sandara and Kenya's things that were left behind when they were captured.

Sandara returns after her meditations, and provides healing where needed.
Cure Moderate Wounds: 2d8 + 3 ⇒ (7, 3) + 3 = 13
Cure Moderate Wounds: 2d8 + 3 ⇒ (5, 7) + 3 = 15
Cure Light Wounds: 1d8 + 3 ⇒ (7) + 3 = 10
Cure Light Wounds: 1d8 + 3 ⇒ (2) + 3 = 5
Cure Light Wounds: 1d8 + 3 ⇒ (3) + 3 = 6
Here are the healing spells available from Sandara. Use as needed. Note that Kenya is down to 5 hit points, and Sandara after the night's rest is down four hit points from her total. If there are any cure spells not used, then Sandara announces that she's prayed for some combat magic for taking the fight to Plugg and his cronies.

Time to take stock. The Man's Promise lies about three-quarters of a mile off the eastern tip of Bonewrack Isle. Your camp is close to Riptide Cove, which is near the western edge of the island. It takes a good part of the day, but moving quickly and stealthily you are able to get back to the abandoned fishing village where you left the boat. You keep on the lookout for any more ghouls, but you manage to avoid them.

You arrive back at the village to find the Man's Promise still there. From your vantage point it looks like the damage to the hull has been repaired, and with the tide running full the ship will soon be floated off of the reefs and away under sail.

How do you all want to proceed with getting back to the ship?

Well done bringing Arven and Batango back from the brink.

The Exchange

Batango wrote:
Are we making 1 general spellcraft check, or 1 for each item?

If you want to make the one Spellcraft and/or Appraise check each, and depending on the result you can consult as many spoilers as you are eligible for. Looking back at them, it might not be clear that several of them refer to the arcane formulae on the skull, just different levels of spells.

I expect to have the next update up tomorrow. Penta, Sandara Quinn is a 3rd level cleric of Besmara. You don't have any more encounters today, so you get a full night's rest. With good Heal checks and cure spells, you likely can get everyone back up to full strength by morning, but it may be good to have a sense how many spells are needed, as it may impact on number of spells available for any combats. :)

The Exchange

Here is a Map of the pool, the gully, and the surrounding jungle. Perhaps it might be better to think of the gully as a sinkhole, with a pool filling its lowest part.

Let me know if you are happy with where you are positioned on the map, or if you want me to move you. From reading the descriptions I've just arrayed you around the rim of the sinkhole, with only Krolmnite standing on an outcrop a bit further down, part of a series of natural steps leading down to the bottom.

Go ahead and make any Stealth, Perception, or other rolls as you feel appropriate. Since you are preparing for a combat, go ahead and roll initiative and also any combat rolls as part of readied actions.

======

GM rolls:

1d20 + 13 ⇒ (7) + 13 = 20
1d20 + 18 ⇒ (15) + 18 = 33

The Exchange

Maudrill wrote:

Would you like us to make knowledge checks now or wait?

Go ahead if you want to make any knowledge or other skill checks, and if you are making any changes about how you want to position yourselves.

Is anyone going down into the gully/sinkhole? Or are you all staying outside of it?

The Exchange

A'vandira clutches at Arven, trying to haul him to the surface. Suddenly another pair of hands encircles the undine as Penta helps to bear Arven out of the water. The reach one of the ledges, hauling the big barbarian up. Along the way, Penta cups Arven's face in her hands, a faint glimmer of healing energy stabilizing him and allowing him to cling on to life. He rests, unconscious.

Atajay uses his dagger to cut away the bindings holding Sandara and Kenya. Quara lays in her own sword, slicing through the bonds. The two women kick feebly towards the surface. It's at this point that you notice Batango floating in the water, unconscious. He looks peaceful in the water, at rest. All the same, you drag him to the surface and, getting him onto one of the ledges, you pump the water out of his lungs. He starts breathing again, but lies unconscious. Batango in minuses, but stable.

You take long minutes to recover from the fight and to make sure no further threats linger. Taking stock of the situation, two of your party are unconscious and the two sailors you rescued look exhausted. It will take some effort, but the water breathing potion still works and between you all you should be able to get your wounded back to the surface.

Before that though, treasure! Scattered about the grotto you find dozens of scrimshaw objects littering the chamber in various nooks and
crannies carved into the walls. Many of these items are merely curious,
repulsive, or both, but among them you find the jawbone of a shark carved with scrimshaw images of a vast octopus eating whales and containing a dozen silver and gold rings hammered into it. You also find a huge hooked tooth from some colossal sea creature with a seaweed-plugged cavity containing six pearls and a whale skull weighing 25 pounds whose scrimshaw carvings look like arcane formulae.

In addition, there were a total of eight 4-pound silver ingots attached to Sandara Quinn and Kenya Bloodblade. The grindylow queen took her best treasures with her when she fled, but lying scattered on the floor of the grotto you find a harpoon made from the jagged, scrimshaw-carved tusk of a narwhal attached to a 50 foot length of woven sinew. In addition you find four heavy crossbow bolts, a silver spearhead, an iron bracelet that detects as magic, 422 sp, and 512 gp in assorted coins. Elsewhere, you recover another iron bracelet that matches the first one that you found, an exceptional pearl still clutched in a gnawed on hand, and a beautiful headband crafted from pearls and shells.

Elsewhere you recover a scrimshawed hammerhead shark skull with a piece of driftwood thrust through it. The piece of wood detects as magical. Nearby is also an ivory walrus tesk set with gold with a scrimshawed map of the Shackles and a curious harp made from the jaw of an orca set with pearls. On a drowned body you also find a sodden greatcoat with great silver buttons. Inside one of the buttons is a secret compartment with an image of a small token shaped like an anchor.

Getting yourselves above ground once again, you have tonight and most of the morning before the Man's Promise makes sail. Time enough to rest and heal a bit before moving on. You wonder what sort of reception you'll get on your return, as things were becoming tense aboard ship. Plugg and his cronies seem to have it in for you, and didn't even expect to see Sandara and Kenya again. And what will the crew make of Penta?

Treasure!

DC 20 Appraise:

Ornate scrimshaw ornament = 250gp
6 pearls = 75gp each (450gp total)
8 silver ingots = 20gp each (160gp total)
Scrimshaw hammerhead shark skull (250gp)
Scrimshaw map of Shackles (400gp)
Orca-bone harp set with pearls (500gp)

DC 19 Spellcraft:

Iron Bracelets = lesser bracers of archery
Driftwood = wand of mirror image (23 charges)

DC 21 Spellcraft:

Some of the arcane symbols etched into the whale skull equate to arcane scrolls of color spray, enlarge person, and hypnotism.

DC 22 Spellcraft:

In addition to previous results, you can also decipher the spells alter self, blur, and touch of idiocy

DC 23 Spellcraft:

In addition to previous results, you can also decipher the spells daylight, slow, and vampiric touch.

Pearl & Shell Headband = Headband of Alluring Charisma +2

DC 24 Spellcraft:

In addition to previous results, you can also decipher the spell black tentacles

DC 26 Spellcraft:

Harpoon = vindictive harpoon
Pearl = pearl of power (1st level spells)
Token = anchor feather token

------

GM rolls:

Batango Con 1d20 + 2 ⇒ (12) + 2 = 14

The Exchange

I should have next post up tomorrow. I'm doing a few background bits for the encounter, and wanted to have certain bits up before proceeding. I'm hoping to have a map up too, so keep planning away.

The Exchange

In response to Ambrose's question, Trellara draws herself up and looks him squarely in the eye. "I am one of the singers for our clan. I hold the tales of the clan's histories and exploits. But more to the point, while I can swing a blade I am a better shot with my bow and my wand. Would that benefit your group, tactically speaking?" A wry smile quirks the corner of her mouth, but her eyes are full of challenge.

That evening you are honoured guests in the elven encampment of Starsong Hill. The evening is punctuated by the hoots of the giant owls who nest in the tallest trees at the south end of the hill. You feast on marsh deer and succulent waterfowl, garnished with berries and nuts. Sellyria Starsinger, the clan's speaker, makes you feel comfortable and relates a bit about her own family. She is as ancient an elf as you've seen, having led the Tiri Kitor for nearly two hundred years. She is deeply proud of her two sons, both of whom have gone on to become leaders of other nearby encampments. Her husband was lost years ago, slain by a lizardfolk barbarian.

Killiar Arrowswift as well begins to open up to you, accepting you as allies rather than threats. He seems to have unusual abilities, in some ways sharing Shaylar's ranger skills, yet an even more consummate hunter.

You have a peaceful night under the trees and stars, your concerns over Fang and your other riding animals and allies allayed by the elves. It is only when the group's priest, Illian Snowmantle, returns in the morning that you can drawn the elves into more discussion about exploring Rhest.

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 horde 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. Today, much of the Rhest is underwater.

Illian Snowmantle is unable to share much information until after the funeral for Trellara's brother Lanikar. The ceremony begins with an hour of song led by Trellara. Usually the body would be burned atop a pyre and the ashes collected in an urn to be kept in their Hall of Ancestors. Since no body was recovered however, the pyre consists of boughs and branches collected by all the elves and anointed with holy water. These ashes are placed in a proxy urn, along with various small mementos.

After the ceremony, the elves spend the rest of the day in celebration of Lanikar's time with them, with feasting, dancing, and storytelling (particularly of stories involving Lanikar himself), taking them well into the night. Feel free to join in with some stories of your own adventures, and also by making a Perform (storytelling) check.

In the evening, Illian and Killiar indicate that for the last several decades, numerous small tribes of lizardfolk have lived in crude huts that ring the lake's shores. Primitive and superstitious, the lizardfolk have long regarded the buildings in the central portion of the lake around Rhest as taboo. The dark powers behind these harrowblades could well be found in these drowned buildings. The elves can fly you near to the edge of the lake around the ruins, but once there you may need to find a boat. You make plans for leaving the following morning.

You get two full nights at Starsong Hill, and the nature of the elven encampment is such that over the two nights you gain back twice your character level in hit points each night, for those who were injured by the razorfiend.

The Exchange

My rule of thumb that I've used elsewhere is full hp at 1st level. After that, you can either take average hit points or if you want to gamble on gaining more hit points you can roll for it instead. If you want to roll for hit points, you keep the results. If you take average hit points, round up (d6=4; d8=5; d10=6; d12=7). If you're all happy with that, we can use that going forward as a house rule.

Atajay, that's fine to take the average.

The Exchange

Your words bring comfort to both Sellyria and Trellara. The Tiri Kitor leader remarks at Helaku's words: "If what you say is true, then these are dark days indeed. Perhaps it is time that we come out of our enforced seclusion here in the Blackfens, and help the other peoples of the Vale to defeat this army that threatens all of us. And yet, how can we leave when the enemy is so close to us?"

"We have seen them in the ruins of old Rhest. We do not go there. The place has bad memories. It was once the center of a proud nation, but now it is little more than a few ruined buildings slowling sinking into the mire. We respect the memories of that folk and avoid the place. The lizardfolk do not."

"Aside from the lizardfolk, in recent months a dark power has established itself in the ruins and brought the lizardfolk under its dominion. It has also brought soldiers, under the leadership of a cruel and clever goblin chief. And, a dragon. A sleek, black wyrm not quite as big as one of our owls. We have seen it in the skies, but so far it has not attacked any of our encampments. Yet I fear it is simply biding its time."

"If you are looking for our priest, Ilian Snowmantle, he is away to visit an elder at another our encampments. When he returns tomorrow, we will hold a funeral for Lanikar. You would be welcome to attaend."

You look at Trellara and realize that a cold fury runs deep under her present sorrow. "Lanikar's death must be avenged. If you go to Rhest, I want to go too."

The Exchange

After some discussion, the majority of you are in favour of bypassing the salt mines and continuing to head overland. Lani is overjoyed at the decision, and as she leads the way you could almost swear she's grown taller with anticipation of dragon hunting. Nkechi, on the other hand, groans at the thought of entertaining either detour, whether trekking through the mines or hunting dragons. Hskoro keeps his own counsel, spending the morning in meditation and in moving through a succession of exercises.

You move on. Unexpectedly you make a turn to the south, heading out of the foothills and into flatlands carpeted with trees. Soon enough, you find yourself in proper jungle. Lani leads the way with confidence. As you travel, the way becomes more broken, the jungle growing around rock outcroppings and low hills. Finally, Lani brings you to a wide gully with a deep pool at the bottom. The trees ring the gulley, creating a clearing. The water below looks choked with vegetation.

Lani points down towards the water. "The dragon lives down there. It must have some cave or something under the water. Guardians too, I'd expect. Be careful down there."

Reaching the water is a fairly simple climb of about 30 feet down to the water's edge. Are you all wanting to make any preparations before proceeding? It's late afternoon of the same day after you decided not to try your luck with the mines. You all are well rested, so you have the full use of your spells and abilities.

=======

GM rolls:

1d20 + 19 ⇒ (20) + 19 = 39
K 1d20 + 2 ⇒ (17) + 2 = 19
M 1d20 ⇒ 3
Q 1d20 + 7 ⇒ (3) + 7 = 10
Y 1d20 + 3 ⇒ (18) + 3 = 21
Z 1d20 + 10 ⇒ (12) + 10 = 22

The Exchange

Round 4 continued
Alarmed at the sight of Arven disappearing into the behemoth's gullet, Penta swims forward with desperate strokes. She draws one of her scorpion whips. Ungainly to use underwater to say the least, she waits for the monster to breach. It does so, thrashing about, sorely wounded and not very happy about its recent meal. Judging her moment perfectly, Penta snaps forward the whip. Its razor sharp blades wrap around the giant grindylow's neck, slicing and constricting at the same time. It struggles against the attack, but the creature being already weakened, very soon goes limp and unconscious. A'vandira follows close behind Penta, moving up to use her dagger to claw at the Whale's belly. "Help me get him out of there!" she yells. With a great ripping stroke, she is able to cut open the Whale's distended belly from top to bottom. Swim speeds for landlubbers are really minimal in this game, but I reckon given the situation a superhuman effort on Penta and A'vandira's part can put them closer to the action. The Whale only had 4hp left, a great attack roll by Penta is easily enough to put him into the minuses. A coup de grace from A'vandira I think is also enough to open its belly, as for Arven to slice his way out would only have required 3hp damage. Arven you'll be glad now that you had chosen guarded life! Stabilized, but someone should get you to the surface so you can breathe? Not sure if that is something you can control while unconscious. Did you already gain your daily hit points back from hydrated vitality? It's been a pretty long, continuous fight underwater.

The body of the Whale sinks rapidly to the bottom of the grotto. Batango takes advantage of the pandemonium to swim further into the cauldron of swirling water. Out of magical options he lashes out instead with his own dagger, close enough to reach the dark red octopus trying to pull apart Atajay's head as if it was a clam. The octopus doesn't notice his approach until Batango attacks, a deep strike that just misses vital organs. Another well-aimed hit, with an Olympic effort you can stride forward and reach the next closest opponent, the summoned octopus.

The remaining grindylow warrior, intent on prodding and stabbing its drowning prisoners, only now becomes aware that its enormous brood brother is in trouble. It turns from its sport and moves to attack Atajay and Batango. With a fury the little grindylow drives its coral spearpoint deep into Batango's side! Tabook swims around the witch concernedly. [/ooc] The pesky little grindylow warrior that's left manages to score a critical hit with a shortspear, equalling 17 points of damage. Batango am I right that puts you near -10hp? Hopefully you can make a stabilization roll on the first go and your allies can keep you from drowning. There are plenty of ledges in the grotto above the tide line where bodies can be laid out away from the water. [/ooc]

Seconds later Quara spits the grindylow warrior on her blade, ending its depredations. All the while she continues to growl out her martial song. As above, I've moved you on to the next target. 10 points of damage is certainly enough to end the grindylow.

Horrified at the terrible attack just beside him, Atajay stabs at the octopus clinging to his head. It's an awkward position though, and difficult to land a telling blow.

Round 5
All is lost for the Brinebrood Queen, the grindylow tribe's mother. All her pride pinned on her enormous mutant son, she chooses the better part of the valor. With a flick of her tentacles she shoots a jet of water that sends her shooting across the grotto and down the long tunnel. The movement is so swift that you barely have time to register what's happening without time to retaliate. With her speed and agility underwater, you would be hard pressed to catch her before she reaches the open sea. The octopus clinging to Atajay's head detaches and with a similar motion follows behind, covering her escape. Her morale broken by the death of the Whale, the queen takes the first opportunity to try to user her 200 foot jet ability to try to escape with any remaining allies in the caves to plot her revenge. The grotto is yours!

The threat overcome, your attention turns to your wounded and also to the two captive sailors, Sandara Quinn and Kenya Bloodblade. Both are struggling with their last breaths to break their bonds, the seaweed and silver ingots binding them. Kenya especially looks in a bad way. [/ooc] The seaweed is braided like rope, and requires a successful DC 23 Strength check to break the bonds. Or, you could just cut them. [/ooc]

Lost half the post while typing it out but I'm hoping this comes across better typing it out this second time. Well done with a series of difficult (and long!) encounters. I'm hoping you can easily rescue your casualties and recover. You can try to follow the queen, but she did get a substantial head start and has a higher swim speed than everyone except I think Arven. The good news is, you all have earned enough to reach 3rd level. :)

======

GM rolls:

Penta Swim 1d20 + 7 ⇒ (12) + 7 = 19
dagger 1d4 + 1 ⇒ (2) + 1 = 3
A'vandira Swim 1d20 + 3 ⇒ (6) + 3 = 9
Batango Swim 1d20 + 12 ⇒ (13) + 12 = 25
grindylow 13 1d20 + 3 ⇒ (19) + 3 = 22
damage 1d6 + 1 ⇒ (4) + 1 = 5
critical confirm 1d20 + 3 ⇒ (11) + 3 = 14
critical damage 2d6 + 2 ⇒ (6, 4) + 2 = 12

The Exchange

As you are making your introductions, Sellyria listens without interrupting. After you finish, she is silent for a long moment, turning to look out a window at the giant owls roosting in trees nearby. "Killia informs me that you fought a harrowblade, and are responsible for finding the body of one of our people, Lanikar. We thank you for your service to our people. Trellara here is Lanikar's sister. He had been missing for some time, now his fate is certain." At this Trellara barely holds in a shuddering sob. She wraps her brown and green robes more closely about her as she sits forlornly in the chair.

"As you have seen, the marsh is growing dangerous. We have long struggled to hold these beautiful lands for our own. The local lizardfolk have vexed us for many decades, but now a new peril stalks the Blackfens. These harrowblades, they are something new. We've only seen a few of them over the past few weeks. Poor Lanikar was the first to run afoul of one. Our high priest Illian Snowmantle, believes that they have ties to the infernal. Until today, none of the beasts have been sighted far from Rhest - it seems obvious that the ruin's new tenants have something to do with them."

"We do not care much for outsiders intruding upon our lives. But it is clear that a new danger stalks us. It may be that we have need of a Lion of Brindol, a shapechanger, a magic-user, and one of our elf kindred." Sellyria turns to look each of you in the eye.

Please can I get Diplomacy rolls for each of you, separate rolls for Sellyria and Trellara.

The Exchange

There is indeed a larger expedition following some days behind. Basically you're task is to provide a beach head of sorts by reaching Tazion before any of your rivals and acquiring the details needed to get you to the city of Saventh-Yhi first. The rest of the expedition will follow behind and help you to hold on to what you've got. I don't remember you all leaving with carts or wagons, but it's certainly possible. The rest of the expedition will likely be using mules and camels over land, resorting to porters once the expedition moves into heavy jungle.

Zaghigoth:

Knowledge (geography): The local hills seem dotted with seams of rock salts, so it's reasonable to assume that salt mines in the area would be plentiful. Most would probably be small operations, but it's possible that two large mines carving out the same seam could join together to create a tunnel of sorts under the hills. Salt mining is a dangerous operation, due to rapid dehydration caused by constant contact with the salt (both in the mine passages and scattered in the air as salt dust) and also risking other health problems caused by excessive salt intake.

After you all snap out of the dream, N'kechi takes himself apart from the group and is not surprised when Zaghigoth seeks him out, almost as if he was waiting for him. "Your father? Heh heh yes, I knew Stormbile. Zargosh Stormbile. When I met him he was on the run from Eleder. Slavery hadn't agreed with him. I gave him shelter, and we found we had a lot in common, him being born of the jungle. He knew about jungle spirits! A brave and cunning warrior with the instincts of a predator. He went back and freed some others, they started a group known as the Freemen's Brotherhood, but I think he left Sargava completely after that. In that sense, he was a leader, like his father. His people, your people even, must still live in the heart of the Mwangi Jungle. I've not seen him in a long time."

The following day, Zaghigoth finds the iguanadon responds well to the druid, to the exclusion of everyone else. The big juvenile follows him everywhere, as if he was the parent.

When you begin debating whether to try for a shortcut at the Fzumi mine, the group seems split over whether to try the shortcut or to continue on your present course. Lani throws in her own protests against the idea. She points out that salt mines are dangerous due to cave-ins, and reminds you that it may end up taking you away from hunting down the dragon that's been plaguing her own mining operation. In her own words, she's not keen to head off into the unknown when she knows her own people are in danger.

------

GM rolls:

1d20 + 27 ⇒ (8) + 27 = 35
1d20 + 19 ⇒ (16) + 19 = 35
1d20 + 3 ⇒ (9) + 3 = 12
1d20 + 15 ⇒ (10) + 15 = 25

The Exchange

Round 3 continued
Penta shoots an arrow at the grindylow hulk, spotting an opening as the creature briefly lunges from the water. It's not enough time to line a good shot though, and the arrow goes awry.

A'vandira has more luck, as she uses the same opportunity to hurl an orb of acid at the ungainly grindylow. It hits the creature in the head, just as it is sinking below the water again. The acid burns. Acid splash on the Whale, for 3 points damage.

With the way clear, Arven powers forward and attacks the Whale. He swims quickly towards it with cutlass raised to the attack, but the hulking creature thrusts itself forward and grapples the barbarian in its mighty jaws! Shark-like teeth grind into the undine and hold him fast. Arven retaliates by slamming his blade into it, carving deep wounds in its maw. The grindylow seems confused and a bit dismayed - it can't be used to having its dinner fight back. The Whale is big, and with reach it gets an attack of opportunity to bite you for 11 points damage as you move within its reach. It rolled a 30 on its grapple/grab roll which I think beats your CMD score. Both your attacks hit though, delivering 8 points of damage to the Whale.

Batango turns his withering gaze on the Whale once more, trying to quell its attacks with fear. But Batango find it difficult to catch the grindylow's eye, and the effect falters. The Whale made its Will saving throw with an 18, fighting off the effect.

You watch as the Whale's jaw distends and it gulps, widening its maw big enough to swallow Arven! The grindylow belches, a cascade of bubbles escaping its mouth. But all is not lost, as the Whale lurches about as if buffeted from the inside - it also looks like its suddenly suffering a bout of indigestion. You only hope it's Arven, fighting back. The Whale has the grab ability on its bite attack, getting a hold of Arven with its attack of opportunity. A second successful grapple on its turn results in 14 points bite damage to Arven and being swallowed whole. Arven you can either try to cut your way free through its stomach, or try to climb out of its stomach by breaking its grapple.

The remaining normal-size grindylow swims about the struggling captives, poking them every so often with his spear.

Quara sings away, her song warbling underwater. All the while she stabs away with her sword, hoping with each wound that she's not actually stabbing Arven by mistake. The Whale has suddenly discovered a sensation new to it - fear. 7 points of damage to the grindylow.

Atajay swims forward, trying to dodge the battle and the grindylow's grasping tentacles. Luckily the huge monstrosity is distracted by Quara's attacks and its ill-planned lunch. He darts past, making his way towards Sandara and Kenya, lying at the bottom of the grotto as they struggle in vain to escape their bonds. Fortunately the Whale has taken an attack of opportunity this round, you are able to squeeze past as part of a double move.

Roung 4
The grindylow queen leaps into the roiling water. Looking about, she spies Atajay swimming towards the captives. With a scream, she orders the octopus to the attack. It moves forward and wraps its tentacles around the sorcerer, drawing him into a dark embrace and a sharp bite. More than the bite, you can feel a debilitating numbness stealing through his body. Octopus hits with a bite attack dealing 3 points of damage. The dark octopus is also poisonous, please can you make a Fortitude save against DC 13 or take 1 point of Strength damage.

Okay! Back to everyone for round 4. Will Arven escape the clutches (and gut) of the Whale? Will the captives be freed? Will the grindylow queen take her revenge at the death of her brood?

Updated Map

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

=====

GM rolls:

A'vandira ranged touch 1d20 + 3 ⇒ (17) + 3 = 20
damage 1d3 ⇒ 3
Whale aoo 1d20 + 6 ⇒ (18) + 6 = 24
damage 1d8 + 7 ⇒ (4) + 7 = 11
Whale grab 1d20 + 12 ⇒ (18) + 12 = 30
Whale Will 1d20 + 2 ⇒ (16) + 2 = 18
Whale grapple 1d20 + 17 ⇒ (5) + 17 = 22
damage 1d8 + 7 ⇒ (7) + 7 = 14
octopus tentacles 1d20 + 5 ⇒ (12) + 5 = 17
damage 1d3 + 1 ⇒ (2) + 1 = 3

The Exchange

Hskoro's eyes glint as talks with Maudrill. "Celestials? Fascinating. I have heard of people of celestial blood living in Tianjing, but I have never such a one. I could tell that you were a soldier. You are a spellcaster, but you have the bearing of a warrior."

Later Hskoro follows Quinta away from the others, mute. At her words he contemplates for a moment and then replies in an equally quiet voice. "There is some connection. Nalinivati created the nagas; nagaji as well. Ydersius created the snakefolk. Nagas and snakefolk were enemies in ages past, before being driven from Tian Xia. In my monastery there were records, that afterwards the remaining snakefolk were all but destroyed in a mighty war against a human people called the Azlanti. Have you heard of them? I think perhaps they come from your part of the world. In any case, Ydersius went into hiding in the Darklands. A mighty hero decapitated Ydersius and he became known as the Headless King, but the head was undying. Snakefolk venerate it still. If you are having dealings with snakefolk, ah I think I begin to see why Nalinivati would send me to you."

You press on. By now you've travelled nearly a hundred miles. Looking at the route ahead on your map, you see that you will soon be skirting the southernmost edge of the Bandu Hills, as they run up against the Laughing Jungle. The trail you are using was a route used primarily by early colonists, most of whom were prospectors seeking their fortunes in salt, gold, and diamonds. While several successful mining operations remain, the trails are far less used than they were in the past, particularly because merchants using them are easy targets for brigands and wild beasts. This same remoteness though should lessen the chance of encountering the other factions' expeditions who might try to block or sabotage your mission.

Judging by the map, not far from where you are is an abandoned mining operation known as the Fzumi Salt Mine. It appears to lead to the edge of the M'neri Plains, suggesting that passage through the mines provides a shorter route south through the hills. While the map admittedly has scant details about the place, it looks reasonable to assume that if you can travel the mine from one end to the other, it could provide a shortcut.

The Exchange

Forgot to tack this on to the end of yesterday's post:

Ambrose:

Using your local knowledge, you recall a legend about elves arriving in Elsir Vale from a far land known as Westdeep, having gone into self-imposed exile to avert a civil war. It could well be that these Tiri Kitor are the same elves mentioned in the legend. These elves would not necessarily be kin then with Shaylar, Keliwyn, and the elves of the Elven Court to the south.

Helaku:

Your ready diplomacy, aided by Ambrose's words and Leonar's shapechanging, significantly affect the elves's opinion of you. At first unfriendly and regarding you with suspicion, they seem much more helpful and friendly, though still taciturn around strangers.

The Exchange

Maudrill
Maudrill stares back at the nagaji, with a challenging glare. Eventually Hskoro blinks and cocks his head curiously. "Forgive me, I've just never seen one such as yourself before. You are not human, I think. Do you have demon blood? I've fought oni that were pale and with a metallic sheen like yourself. You also carry yourself like a soldier, or perhaps a former soldier. Where did you serve?"

After, Maudrill gets up and walks over to Nkechi. He waves his hand and snaps his fingers in front of the face of the old mystic....

The Spirit Realms
Krolmnite - We'll use both saves. The first attack was an attack of opportunity as the giant snake has reach. Despite a successful hit, the second attack actually only extends the number of rounds you would need to keep making saving throws against the poison. So, if you want, the first round it looks like a failed save so you take the 3 points ability damage to Wisdom, but you can use the second roll as your save for Round 2, negating any more ill effects from the poison.

Round 2
Krolmnite tries to shrug off the poison dulling his senses. He rears up, and two powerful hooves flick out to deal the snake powerful punches. Both hooves deal direct hits, for 11 points damage.

The beleaguered dream serpent seems much less certain, now that it is surrounded on all sides by angry animals. Choosing the biggest target, it lunges at Zaghigoth, but misses as the iguanadon twists out of the way. The druid-dinosaur responds by stabbing up with one of its sharp thumb-spikes, driving it up under the jaw. The giant viper spits and thrashes, wounded terribly. Great critical hit, deals 16 points damage to it, not much life left in it.

With Rowena hovering nearby, Quinta emits a sonic scream that hits the serpent. It convulses under the sonic onslaught, and blood starts streaming from its mouth and other orifices. It's coiled to strike, but wavering. Made its save with a spectacular roll of 20, but still takes 2 points sonic damage.

The serpent is teetering, and Yekskya the wasp deals a final blow with a powerful sting that pins its head to the ground. Even as he pumps poison into the puncture, he feels the serpent dying and moments later it fades away. Successful hit dealing 9 points damage, putting it well into the minuses. It's history!!

With that you feel a pulling, as if someone had tied a cord around your middle, pulling you back to your bodies. Just as Maudrill waves his hand in front of Nkechi's face you all surface from your trance. Nkechi's eyes open and he looks up and scowls at the aasimar. It takes a few minutes to recover from the vision. It takes just moments to confirm that you all had the same encounter. It felt so real! So real in fact, you find it difficult to believe that you didn't really turn into an assortment of exotic animals, or that you took any injuries. You all feel fine, apart from Krolmnite who has a terrible headache. Any damage you incurred while fighting the serpent is negated once you wake from your dream. Krolmnite this includes your Wisdom damage from the poison.

After the trance, Nkechi seems to have found new respect for you and insists on aiding you in your quest, apart from just keeping you on the right trail. He believes that whatever threat you all face is a threat to Gozreh as well, or at least to what Gozreh holds sacred, and that Gozreh desires that he help you. He also thinks that the vision you all shared was symbolic. He recounts the legend of the dead god Ydersius, and feels that you killing the serpent was like the decapitation of Ydersius in legend. He then turns in to his tent, as if that's enough to be said on the subject.

The rest of the evening passes without incident. In the morning though, those on guard point out a strange creature hovering near the camp. It is a young iguanadon, smaller than Zaghigoth appeared in your vision, but already its thumb-spikes look wickedly sharp. You look around, but don't find its parents nearby. You wonder, was it summoned by Zaghigoth's communing with nature, or was it conjured by your vision?

------

GM rolls:

serpent 1d20 + 6 ⇒ (4) + 6 = 10
serpent Fort 1d20 + 9 ⇒ (20) + 9 = 29

The Exchange

Round 2 continued
Atajay casts another of his signature scream spells at one of the grindylows trying to hinder their progress. It rocks back as if hit by a concussive blast and is left floating limply. The other grindylow seems to be made of sterner stuff, despite being afflicted by Batango's evil eye. As Atajay tries to twist above it to swim to Sandara's aid, it looks prepared to take advantage of the opportunity to stab its spear deep into Atajay's chest. Just as it does so, Quara blocks the attack with her blade, leaving the grindylow wide open. She turns her blade to stab at the grindylow, ending it. Singing all the while, Quara follows after Atajay. Only the grindylow hulk is in your way.

Failed save and 5 points sonic damage is enough to disable the first grindylow. Also, apologies to Quara I did indeed miss your last action. I thought I'd gotten it, and I had to go back and read the last few posts several times to see the error. Hope the dramatic finish balances it out a bit, both grindylow warriors in front of you now disabled. A good save too, as otherwise grindylow would have made an attack of opportunity against Atajay that turned out to be a critical hit with a spear. I'm going to post the queen's action so everyone can post accordingly, but you should get an extra action for this turn, seeing as you were missed out.

Round 3
The grindylow queen-mother finishes her dark incantation and summons an octopus. It appears in the water between Sandara's and Kenya's writhing forms and the grindylow giant, its dark red tentacles twisting and turning. The grindylow queen starts climbing from the ledge down to the water.

Adversary-wise, you have left the big grindylow, one grindylow warrior circling Sandara and Kenya, the brood mother and her summoned octopus. No problem!

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

------

GMing Rolls:

grindylow 15 Fort 1d20 + 1 ⇒ (6) + 1 = 7
Atajay Acrobatics 1d20 + 2 ⇒ (7) + 2 = 9
grindylow 16 aoo 1d20 + 1 ⇒ (20) + 1 = 21
damage 1d6 + 1 ⇒ (5) + 1 = 6
grindylow 16 crit confirm 1d20 + 1 ⇒ (18) + 1 = 19
crit damage 2d6 + 2 ⇒ (2, 3) + 2 = 7

The Exchange

At Helaku's words, the elven leader's stance softens somewhat and his face quirks up in a wry smile. "We have several encampments in the Blackfens. The fact that you have not heard of us is a point of pride, we value our independence. The news you bring is grave, the sooner you can share this news with our Speaker, the better."

When Ambrose introduces himself, the elven leader's eyes blaze at the comparison with goblins, but he nods in understanding. "I would feel the same concern were I to be parted from Jivi, my owl, for very long. Lion of Brindol, all being well you will soon be reunited with your mounts and your wolf. But our encampment is surrounded by deep water. Flying is the best way. Maludin here will look after your animals, he is very skilled and with your permission will take them somewhere safe to await your return. My name is Killiar Arrowswift, Battlehunter for our tribe."

The elves begin readying their owls for flight. One of them introduces himself as Maludin, and takes time to introduce himself to Smoke and each of the remaining horses and to Fang. He promises to speak a last blessing over Leonar's horse, as they did for Lanikar's owl. The elves look shocked and impressed as the druid takes eagle form, soaring into the air. Watching him, Killiar remarks, "Only our Speakers have abilities like that. I didn't realize you humans had wise ones as well."

You take to the air, with Helaku, Ambrose, Aleste, and Shaylar riding in the saddle behind Killiar and his elves. Another owl follows with an empty saddle, and Leonar easily keeps up with the group. Despite Killiar's words, you reckon that it takes just over an hour to reach Starsong Hill, the elven encampment. The sun is going down, dusk settling over the marshes.

The giant owls are silent as they wing through the gloom, apparently able to navigate effortlessly through the darkness. Your elf escorts are also silent, aside from softly pointing out some dimly glimpsed landmark far below from time to time.

Before long, you reach your destination. Rising from the marsh is a low hill of solid ground, encircled by a thick ring of trees. Dozens of pinpoints of light dot the hill - small lanterns filled with fireflies, each hanging from a tree-platform or the upper reaches of a conical tent. Many elves silently emerge to watch as you fly overhead. Killiar produces a sleek, silver horn of some sort from a saddlebag and blows one wailing note similar to a loon's cry.

Near the hill's peak stand three large trees, and built into their boughs are wooden structures. One glows softly with luminescence of its own and seems to be a temple. Another looks to be some sort of public building or town hall. The third, and your destination, is the smallest of the three - a cozy-looking tree house set above a large pool.

Killiar and Helaku land first on the porch of the tree house, with the remaining owls depositing their charges nearby before they wing off to their nests in the trees to the south. You are asked to wait while Killiar steps inside. A few minutes later Killiar emerges and beckons you to enter.

Waiting inside is a wise-looking and ancient elf. She wears flowing golden and green robes, and her hair is braided around a complex headdress made of wicker and wood. She stands next to a much younger female elf in plain brown and green robes who looks to have been crying recently. The younger elf is seated in a large wicker chair, and the standing elf indicates nearby chairs for each of you. Behind you, Killiar the hunter takes a silent stance near the door.

"I am Sellyria Starsinger, Speaker for the Tiri Kitor," the standing elf says. She indicates the seated elf and continues, "This is High Singer Trellara Nightshadow. We do not often see strangers in our homeland. What brings you to the Blackfens?"

The Exchange

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

The Exchange

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.

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