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Tarrasque

CrazyHedgehog's page

Pathfinder Society Member. 1,606 posts (2,296 including aliases). No reviews. 1 list. No wishlists. 6 Pathfinder Society characters. 6 aliases.


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The Exchange

The Lion's Walk - Round 2
Helaku is reminded by recent events of his mortality. He summons magical power and turns himself invisible. He shuffles towards one of the lion edifice's massive stone paws, where he guesses there is less risk of being squashed by the huge monster. He finds himself standing near Fang, and the wolf's ears angle towards him, vaguely aware of the sorcerer's presence. Put you 25 feet from the behir's current position.

Shaylar's hands are a blur as he sends a blinding hail of arrows at the foe. All hit, but all apart from one bounces off its incredibly tough hide. That arrow seems to have made an impression, and the thing's tail lashes violently as it scratches at it with one of its many legs. 5 points damage.

Leonar hurls another ball of fire at the monster. It arcs up and then down, landing just at its feet. Just shy this time of a successful ranged touch.

Aleste uses his hastened abilities to drink an extract. He then lobs a bomb at the side of the creature. It explodes to great effect, bringing a satisfied smile to the alchemist's face. 23 points damage.

The monster presses its attack against Ambrose, its jaws closing with inexorable pressure. Then with a quick scoop, it gulps down the cavalier into its iron guts! Made a CMB check to swallow whole, with a result of 41. 18 points damage, still alive with the grappled condition, can attempt to cut your way out, or try to escape the grapple by climbing back up to the creature's mouth - sounds unpleasant either way.

Everyone up.

Updated Map

Initiative
27 - Helaku
25 - Shaylar
22 - Leonar
20 - Aleste
20 - Varanthian
11 - Ambrose

=========

GM rolls:

Aleste RTA 1d20 + 9 ⇒ (6) + 9 = 15
damage 4d6 + 6 ⇒ (6, 1, 4, 6) + 6 = 23
Varan 1d20 + 24 ⇒ (17) + 24 = 41
damage 2d6 + 11 ⇒ (4, 3) + 11 = 18

The Exchange

D'oh. How easily the mind forgets. When I posted on Tuesday it had been a really long day. Let's crack on.

The Fiend Unmasked - Round 4 continued
Dominated by Zakkiya, Yekskya watches for any threats to her and focuses in on Quinta's celestial spider. Without even thinking of breaking free of the plants entangling him or the nausea he's feeling from their sickly sweet poison, he attempts to lash out with his sword. His steel blade manages to hack away some foliage, but slices just short of hitting the spider. Just missed a hit by one, taking into account penalties for being sickened and entangled.

Almost against his will, Nkechi nudges forward, grasping his holy symbol and calling upon Gozreh's hand. He responds to Zakkiya's suggestion for healing by channeling positive energy towards those around him, including the lead dancer. What wounds she had received close up, as do your own. Even Masoze, who was starting to bleed out, opens her eyes from where she lies prone at Krolmnite's feet. Your guide shakes his head, as if he's unsure of what he's just done. I don't think any of you have been wounded, but Quinta, Yekskya, and Oshok'arr are all in the radius of Nkechi's positive energy channel and so can receive up to 5 hit points back.

Zakkiya's smile is a malevolent gleam. She winks as her body begins to twist and reform, growing wings and a whip-thin tail. Her features become more familiar, a visage you haven't seen since your encounter with the two green dragons. Mellistra! Or so one of the dragons named her. The succubus' true identity is anyone's guess. Lani? Zakkiya? Suddenly she lashes out with fury at Oshok'arr, returning the blow that she had received with two claw attacks that leave bloody gouges across the iguanadon's snout. 6 hit points damage to Oshok'arr.

Quinta completes her summoning spell and another spider appears, so close to Rowena it makes her jump in surprise. It spins and throws another web, this time at Osumare, the sticky filaments wrap all around her and threaten to drag her to the ground. O's entangled.

Quinta follows up her success with another spell, this one aimed at Alala. The woman stops dancing abruptly and clutches her ears - you think you can see blood oozing out from her burst eardrums. She can barely keep her feet. 3 points damage to Alala, and is dazed and on her last legs.

Alala thrusts a knife at Rowena, but the blade is easily turned away by her rapier. Krolmnite is watching on when he feels something scrabbling at his boot. Masoze, lying prone ion th eground, is determined to see continue her attack as she tries to stab the gnome with her own knife from her prone position.

Likewise Osumare is surprised by the spider's appearance and takes a step back. She waves her fingers and aims a spell at Quinta. It threatens to throw the singer off her game. Quinta please can you make a Will saving throw against DC 16, to avoid being dazed for a round.

Okay I think that's us caught up. I'm having trouble uploading map at the moment but no major changes.

Initiative
27 - Krolmnite
27 - Rowena
24 - Yekskya
17 - Nkechi
14 - Zakkiya
13 - Quinta
9 - Alala, Osumare
8 - Zaghigoth

========

GM rolls:

Yeks melee 1d20 + 8 - 2 - 2 ⇒ (11) + 8 - 2 - 2 = 15
damage 2d6 + 4 - 2 ⇒ (1, 5) + 4 - 2 = 8
channel 3d6 ⇒ (2, 2, 1) = 5
1d100 ⇒ 55
Zak 1d20 + 11 ⇒ (19) + 11 = 30
damage 1d6 ⇒ 4
Zak 1d20 + 11 ⇒ (18) + 11 = 29
damage 1d6 ⇒ 2
dancer 1 1d20 + 3 ⇒ (6) + 3 = 9
dancer 1 1d20 + 2 ⇒ (8) + 2 = 10
damage 1d4 - 1 ⇒ (4) - 1 = 3
dancer 2 1d20 + 2 - 4 ⇒ (6) + 2 - 4 = 4
damage 1d4 - 1 ⇒ (4) - 1 = 3
dancer 3 [dice] 1d20

The Exchange

Spirit Dancers - Round 3 continued
Zaghigoth twirls his spear and a swirling swash of shimmering light bursts right in front of one of the dancers, Alala. The woman staggers as light dances before her eyes but her vision seems to be clearing, and she doesn't seem otherwise harmed by the effects of the spell. Sorry Zag, just couldn't quite see how you'd catch the two of them in a 10ft radius. Alala made her Reflex save so is instead dazzled for 2 rounds, and doesn't take damage from the spell. [/ooc]

Oshok'arr lunges forward towards Zakkiya, lashing out with a thumbspike. The iguanadon catches her on the chin and the woman is nearly thrown. But she must be made of rock, because despite the force of the blow she just has a light graze on her chin. A good hit, but she has some damage reduction.

Round 3
Krolmnite marches forward and swings at the dazzled Alala. She can't put up much of a defense, and reels from the hit. She's bleeding pretty badly, but something seems to be compelling her to fight on. 8 points damage to her, she's in a bad way.

Rowena tumbles so as to catch Alala between her rapier and Krolmnite's blade. Standing on the bank, Rowena jabs with her slim sword but the blade tangles in the folds of the dancer's shift. Not quite a hit but in a good position now for flanking.

[ooc] Yekskya up! Quinta thanks for your post, will get both in next post.

Updated Map

Initiative
27 - Krolmnite
27 - Rowena
24 - Yekskya
17 - Nkechi
14 - Zakkiya
13 - Quinta
9 - Alala, Osumare
8 - Zaghigoth

========

GM rolls:

dancer 1 Reflex 1d20 + 5 ⇒ (13) + 5 = 18

The Exchange

And here it is: Updated Battle Map

The Exchange

Werner:

I'm really sorry to hear, you and yours have been having a really rough time of things. From experience, that's really difficult, my thoughts and prayers are with you and the family, take all the time you need.

Spirit Dancers - Round 3
Rowena takes advantage of an opportunity as Masoze draws her knife, and stabs the dancer in the chest with her rapier. Surprised, the woman crumples to the ground, dropping the knife. Spurred on, Rowena leaps to Quinta's aid with a strike to the first dancer Alala. Her thin blade bites deep, and her strong mind seems to have resisted Zakkiya's seductive charms. Two successful hits including the AoO from the previous round, the three points damage are enough to take down Masoze, so moved you on to the next closest adversary.

Having sized up the situation, Krolmnite decides to enter the fray after observing that Zakkiya and nearest dancer Osumare don't seem to have been caught up in Zaghigoth's entanglement spell. He lunges at Masoze but Rowena takes her down with her rapier, so the gnome turns on the other dancer, Alala. He takes a swing but Alala springs out of the way almost playfully, only to be stung by Rowena's blade (see above). It looked like the conditions for your held action were to wait and see the results of Zag's spell, so technically I think that puts you at the top of the initiative order for this round, but we had Cat's attack of opportunity to resolve, so I thought it easiest to write up her two attacks together and then yours. Initiative is a strange thing, but I reckon Rowena's and Krolmnite's attacks happen about the same time anyway.

Yekskya moves to stand beside the lead dancer Zakkiya. The entangling foliage writhes and twists about his legs as well, the spiky thorns and choking vapors claw at him, but the archer stands adamant with sword and bow ready to defend the woman. Oh dear! Sure I can NPC Yeks just now if you want while he's under the influence of the spell, thought I'd give you the choice. In any case, looks like he's not going anywhere for the moment.

Nkechi plants his feet and calls upon the aid of Gozreh. There's a brief rumble of thunder overhead and a jolt of lightning crashes down on Zakkiya. She looks a bit surprised at feeling the zap, but hardly wounded. She wags a finger at the wizened little guide, speaking in Common. "Nkechi, you naughty, naughty boy. I am going to have to punish you for that!" Nkechi looks utterly shocked, both because his spell failed, but also that she seemed to know his name.

Zakkiya barks once more at Nkechi, a harder edge creeping into her voice: "Cast some healing, priest!" Despite himself, Nkechi reaches for his wooden holy symbol. The woman meanwhile tries to pick her way out of the area of entangling vegetation. Nkechi will act on his next round.

Quinta finishes her summoning spell and the air behind Zakkiya blurs and forms into a golden-hued spider. It clatters amongst the thorns, but the foliage wraps around its arachnid legs and poisonous thorns dig into its chitinous frame. However, Zaghigoth's spell doesn't stop it from spitting a glob of webbing over Zakkiya. She seems genuinely surprised by the spider's appearance, as the sticky web falls over her and hinders her movements. Quinta keeps swaying and spinning, as well as keeping up her summoning song. More summoned beasties to come! Unfortunately by appearing in the midst of the entanglement, the spider became entangled and sickened by the thorns, but Zakkiya is successfully entangled.

The dancer competing with Quinta, Alala, leaps a few steps back out of the way of Rowena and Krolmnite. She brings up her blowpipe and blows another dart at Rowena. Fortunately the sprightly half-elf dodges out of the way.

The other dancer, Osumare, draws a dagger as she fights her way out of the grasping plants. She finds herself in striking distance of Quinta and takes a swipe at the singer. Her lunge is ill-timed however, and the dagger goes skittering away. Rolled natural 1.

Zaghigoth up!

Having trouble uploading a new map at the moment but will as soon as the site's back up. In the meantime, a summary: Osumare is in melee range of Quinta, but currently unarmed. Only Yekskya and the spider are currently in Zag's entangled spell. Alala is 5 feet from Cat and Krolm.

Initiative
27 - Krolmnite - after held action
27 - Rowena
24 - Yekskya
17 - Nkechi
14 - Zakkiya
13 - Quinta
9 - Alala, Osumare
8 - Zaghigoth

=======

DM rolls:

Nkechi CL check 1d20 + 5 ⇒ (19) + 5 = 24
3d6 ⇒ (2, 1, 2) = 5
Nkechi Will 1d20 + 8 ⇒ (6) + 8 = 14
spider Reflex 1d20 + 4 ⇒ (3) + 4 = 7
spider Fort 1d20 + 4 ⇒ (3) + 4 = 7
dancer 1 1d20 + 4 ⇒ (7) + 4 = 11
dancer 3 1d20 + 2 ⇒ (1) + 2 = 3

The Exchange

The Ghostlord's Demesne - Round 1 continued

Ambrose struggles against the vice-like grip of the creature's jaws. The weight of the teeth grinding against his armor is intense, but he jabs forward with the long blade of his bastard sword again and again. Striking at the neck and throat, he scores two good hits. The monster doesn't seem inclined to let him go just yet. More alarming, it seems to just shrug off the cold magic of Ambrose's frost blade. Stupendous rolls! Your first and third attacks hit, but are just shy of confirming criticals. Still grappled.

Round 2 - Helaku up and Leonar, Shaylar got your post thanks.

Initiative
27 - Helaku
25 - Shaylar
22 - Leonar
20 - Aleste
20 - Varanthian
11 - Ambrose

The Exchange

Spirit Dancers - Round 2 continued
Krolmnite holds off, weapon ready, as he spies Zaghigoth call on the jungle spirits and begin weaving a spell. He looks up at the action unfolding before him.

Zaghigoth completes his summoning, and a wide swath of bull grass around Zakkiya and Osumare begins to grow and wrap around their ankles and legs. As the grass does so it thickens and forms buds that instantly turn into wickedly sharp thorns. Osumare, already dancing about, manages to dance away from the entangling grasses, as does Zakkiya but she is pricked by some of the thorns. She begins coughing, and a look of genuine anger and malice now crosses her face. "You should not have done that, Stormbile." Both targets passed their Reflex saves, though Zakkiya failed her Fortitude save, currently sickened.

Meanwhile Zaghigoth sends Oshok'arr into the fracas. The dinosaur charges forward towards the Masoze as she tries to dodge Rowena's rapier thrusts. The iguanadon punches forward drives one thumb spike deep into the dancer's chest. A good hit, 13 points damage to Masoze.

On to Round 3!

Updated Map

Initiative
27 - Rowena
24 - Yekskya
17 - Nkechi
14 - Zakkiya
13 - Quinta
9 - Alala, Masoze, Osumare
9 - Krolmnite
8 - Zaghigoth

=========

GM rolls:

Osumare Reflex 1d20 + 5 ⇒ (15) + 5 = 20
Zakkiya Reflex 1d20 + 9 ⇒ (9) + 9 = 18
Osumare Fort 1d20 + 3 ⇒ (15) + 3 = 18
Zakkiya Fort 1d20 + 7 ⇒ (1) + 7 = 8

The Exchange

@Shaylar: No worries, wanted to give you a chance to dice yourself, looks like you were on a roll. ;)

The Ghostlord's Demesne - Round 1

Helaku dodges, anticipating another blast from the behir. He casts a spell to hasten his allies - taking this beast down as fast as possible seems to be the best defense. That +1 attacks, +1 AC, extra attack with full attack. +30 move could come in handy.

Speeded up, Shaylar retaliates for the lightning attack on Leonar by snapping off several arrows in quick succession. His bow sings a deadly song as two arrows sink deep. It makes for a big target so the elf's third arrow hits as well, but it bounces off the monster's scaled hide. Fang growls at the enemy but holds his ground. 16 points damage to the behir.

Leonar, rattled by the jolt of electricity, summons a ball of fire and hurls it at the beast. His aim is true, but just as the flame is about to hit flesh, it dissipates into thin air! Failed against spell resistance by the smallest of margins.

Aleste rushes up to one of the skeletal lion statues and takes cover, sparing the briefest of glances at it to make sure it's not going to come to life and attack him. He draws one of his vials and hurls it at the enemy. On contact it bursts and engulfs the monster in flame. It's been wounded and seems enraged, but you somehow sense the attack hasn't done as much damage as it should have. 7 points fire damage.

The behir thunders down the stone steps and lays into Ambrose. The Lion of Brindol puts up a brave defense but one massive claw reaches out and rakes across him, slashing armor and flesh alike. And another claw! Finally, it bends its head and snatches the cavalier in its jaws! Successful bite and two claw attacks causing a total damage of 37 points and you are held in its jaws - combat maneuver result of 34.

At the sight of the monster, the horses bolt into the coming storm, apart from Smoke. The warhorse rears up in challenge, ready for a fight.

Ambrose and everyone up! It's only a lizard!

Updated Map

Initiative
27 - Helaku
25 - Shaylar
22 - Leonar
20 - Aleste
20 - Varanthian
11 - Ambrose

========

GM rolls:

Leonar CL check 1d20 + 8 ⇒ (12) + 8 = 20
Aleste 1d20 + 9 ⇒ (8) + 9 = 17
damage 4d6 + 3 ⇒ (3, 4, 5, 2) + 3 = 17
V bite 1d20 + 17 ⇒ (17) + 17 = 34
damage 2d6 + 11 ⇒ (4, 1) + 11 = 16
V claw 1d20 + 12 ⇒ (12) + 12 = 24
damage 1d8 + 5 ⇒ (5) + 5 = 10
V claw 1d20 + 12 ⇒ (20) + 12 = 32
damage 1d8 + 5 ⇒ (6) + 5 = 11
V grapple 1d20 + 24 ⇒ (10) + 24 = 34

The Exchange

Spirit Dancers - Round 2

Seeing Hskoro crumple to the ground and concerned that she might be the next target, Rowena turns on the Zenj spirit dancer closest to her. In a blur her rapier darts in and out, inflicting a stinging stripe on the woman's arm. 2 points damage to the dancer that felled Hskoro.

Yekskya is acting unpredictably. At first he is charging into the fray, arrow and bow in hand. Just as he arrives in the clearing however, he stops in mid stride as he responds to the lady Zakkiya's seductive invitation. Seeing his response, she croons, "Defend me, my brave warrior! Don't allow them to attack me." Yeskya, I'm assuming protecting the woman doesn't conflict with your usual nature? She hasn't explicitly said, but tactically I reckon it would occur to a fighter to move closer to shield her from attacks - you could do so this round.

Zakkiya turns her attention to Rowena. "Please, lay your weapon down. Cease your attacks." She speaks in a soft, lulling voice of entreaty. Cat please make a Will save against DC 21 to avoid falling victim to a Suggestion spell and being compelled to do as she asks. It is an enchantment, so Rowena should be able to employ her half-elven saving throw bonus. Quinta - in this case I'm not sure that your counterdance will provide the same protection to Rowena as it won't disrupt Zakkiya's spellcasting in the same way a sonic performance would.

Still weaving and dancing, Quinta turns her attentions on one of the woman wielding blowpipes, Masoze. The Zenj suddenly cringes in response to shrieking in her ear that only she can hear. However, the woman seems to have experience with magical attacks, and soon shrugs it off. A look of genuine anger crosses her features. Made a successful save, took 3 points sonic damage.

The singer trying hardest to entrance Quinta and Rowena with her dancing begins a complicated move that draws the eyes. Arms, legs, they're everywhere! It's bewildering. She makes an especial effort to befuddle Quinta. Please make another Will save against DC 16 to avoid succumbing to a Lesser Confusion spell and being compelled to attack Rowena (result 96 - attack nearest creature) on your next action.

The second singer, still stinging from Rowena's strike, tries to dodge further rapier thrusts and draw a knife. She slides to the left and waves her blade wildly, trying to keep Cat at bay. Dancer takes a 5 foot step and tries to draw weapon, if Rowena hasn't been compelled to drop her weapon she gets an attack of opportunity. The dancer attacks but no hits. The third dancer shoots another blowdart, aiming for the back of Rowena's head. She misses.

Ok, this post has been a long time in coming! Been a crazy week. Krolmnite and Zaghigoth up next, but everyone go on and post.

Updated Map

Initiative
27 - Rowena
24 - Yekskya
17 - Nkechi
14 - Zakkiya
13 - Hskoro
13 - Quinta
9 - Alala, Masoze, Osumare
9 - Krolmnite
8 - Zaghigoth

=========

GM rolls:

dancer 2 1d20 + 3 ⇒ (15) + 3 = 18
1d100 ⇒ 96
dancer 2 1d20 + 2 ⇒ (13) + 2 = 15
damage 1d4 - 1 ⇒ (1) - 1 = 0
dancer 3 1d20 + 4 ⇒ (8) + 4 = 12
damage 1d2 ⇒ 1

The Exchange

That's right Shaylar. If you want to make the extra roll, I'm working on the next post just now so will try to post it up tomorrow. Don't forget to add the bonus to attack rolls from the haste spell.

The Exchange

Spirit Dancers - Round 1
@Quinta: Looking at the description for countersong, it explicitly says it only works against sonic attacks. However since you are using perform (dance) against an opponent also using the same skill, I think that will fly.

The dancer's legs become mesmerizing, and Quinta and Rowena can feel their minds starting to drift. The lead dancer, standing stationary, begins to smile. But Quinta has some fancy footwork of her own, and soon it's her movements that are drawing the attention. The change in focus helps both the women to shake off the enchantment and put the dancers on a wrong footing. Cat draws her rapier and takes a defensive stance, trying to assess the situation.

Yekskya draws a cold iron arrow to his bow and runs forward, followed by Nkechi and Hskoro. The skirt the river and the boulders and crash through the long grass.

The lead dancer smiles at the new arrivals. "Welcome. So glad you can join us!" She laughs, at as she says join us Yekskya feels a strange tug on his will, drawing him towards the woman. How could Quinta and Rowena have called out for help? This woman is not threat! Yekskya, please make a Will save against DC23. Failure means you are dominated and stand beside the dancer and protect her to the best of your ability.

The other three dancers continue to circle Rowena and Quinta. Suddenly one of the dancers pulls up a slim tube and breathes sharply into one end. Quinta can feel the sigh of a blowdart hissing past her ear. Another targets the newcomers and hits Hskoro. The nagaji halts in his tracks, and before he can reach for the dart stuck in his neck, he collapses to the ground in a heap. The third dancer continues her dance while attempting a different attack against Quinta. She ululates and the strength of her voice hits the opera singer with force, threatening to cloud her mind. Quinta please if you can make a Will save against DC 16. Failure means you suffer from a lesser confusion spell. However, in this instance I roll a ... 15, so you can act normally this next round anyway.

Krolmnite and Zaghigoth follow after the others, Oshok'arr not far away bellowing and hooting. As he runs, Zaghigoth beseeches the spirits and casts a spell on the iguanadon.

Back up to the top of the round.

Battle Map

Initiative
27 - Rowena
24 - Yekskya
17 - Nkechi
14 - Zakkiya
13 - Hskoro
13 - Quinta
9 - Alala, Masoze, Osumare
9 - Krolmnite
8 - Zaghigoth

========

GM rolls:

Krolm init 1d20 ⇒ 9
Quinta init 1d20 + 2 ⇒ (11) + 2 = 13
Rowena init 1d20 + 10 ⇒ (17) + 10 = 27
Yek init 1d20 + 5 ⇒ (19) + 5 = 24
Zag init 1d20 + 1 ⇒ (7) + 1 = 8
Nkechi init 1d20 + 2 ⇒ (15) + 2 = 17
Hskoro init 1d20 + 3 ⇒ (10) + 3 = 13
1d20 + 2 ⇒ (7) + 2 = 9
1d20 + 3 ⇒ (11) + 3 = 14
dancer 2 1d20 + 4 ⇒ (2) + 4 = 6
damage 1d2 ⇒ 2
dancer 3 1d20 + 4 ⇒ (17) + 4 = 21
damage 1d2 ⇒ 2
Hskoro Fort 1d20 + 5 ⇒ (4) + 5 = 9
1d100 ⇒ 15

The Exchange

The Ghostlord's Demesne

That's right Ambrose, looks like you and Smoke are good by the time you reach the lair. Leonar's fine, and it looks like Helaku and Cayenne are unfortunately a bit slowed up. No word from Shaylar, so I'll make some rolls for him and move things on.

The Thornwaste is a real pest. It seems like everywhere you go jagged shrubs shroud the landscape. By the end of the four days that it takes to cross the wasteland, most of you have been hobbled at one point or another by the thorns and briars. Leonar seems to have no trouble with the terrain, and Smoke and Ambrose are fortunately encased in armor which helps to ward off the thorns. Helaku seems to have more trouble, Cayenne pulls up lame, and Shaylar and his companions have similar troubles. OK, I made a few rolls for Shaylar, Fang and Dapples, unfortunately nearly all failures. So I have following moving at half speed at the moment: Helaku, Cayenne, Shaylar, Fang, and Dapples.

Bizarrely, as you approach you can make out dozens of translucent lionlike shapes flying and capering about the massive lion's head and body. The shapes sometimes even pass through its stony surface to emerge in a different spot.

A flash of lightning tears across the eastern sky as the stone lion stares into the approaching storm. A good time to get under cover! You approach warily, experience telling you to be prepared for some type of ambush. However, you don't see anything stalking you outside, and your eyes find it difficult to pierce the impenetrable gloom outside.

You bring the horses under the stone head of the lion; that should at least provide some shelter from the elements, flanked by massive stone paws. A worn stone path leads between the great paws to a low stone ramp, which climbs up to an impressive archway in the lion's chest. Two basalt statues of skeletal lions facing each other on either side of that arch, as if passing judgment upon those who travel between them.

It's not until you take your first steps up the stairs leading into the structure that you sense the first signs of danger. A rumble of thunder is echoed by a throaty rumble from within. Suddenly a massive reptilian shape bursts from the darkness. At first glance it could be a dragon, with wings, horns, and glistening purple scales. Yet its serpentine body is borne by six pairs of strong legs and it fairly seems to crackle with energy and dark malevolence. It stalks down the steps and spits a bolt of lightning at Leonar! The rest of you scatter and draw your weapons.

Firstly, from your descriptions it didn't sound as if any stealth was happening but if anyone was intending to sneak into or around the building, go ahead and make your rolls now. Having checked your Perception scores, the monster made an impressive Stealth check for such a large creature, so it manages to get in a sneak attack. Leonar, make a Reflex save, the DC is 21, to avoid taking 28 points electricity damage. A successful save means you only take 14 points damage. After the surprise round, it's Helaku, Shaylar, and Leonar up first to deliver some payback.

DC 20 Knowledge (arcana) check:

This huge monster, easily identified by its six pairs of powerful legs, is a behir. It's conjectured that they are distantly related to blue dragons, especially since both employ a powerful lightning blast breath weapon. However, this specimen seems different from the norm. Perhaps it is tainted with fiendish blood? In any case, it will be immune to electrical attacks and in addition to its breath weapon relies on its terrible bite and powerful grappling.

DC 20 Knowledge (planes) check:

This huge monster, whatever it might be, has been fiendish blood running through its veins. It seems to be a powerful type of outsider, called to this plane, perhaps even born here. Like other devils, it has resistance to most types of energy attacks and mundane attacks, and likely has spell resistance too. Expect it to have magical attacks as well.

The Ghostlord's Lair

Battle Map

Initiative
27 - Helaku
25 - Shaylar
22 - Leonar
20 - Aleste
20 - Varanthian
11 - Ambrose

========

GM rolls:

1d20 + 3 ⇒ (17) + 3 = 20
Aleste Reflex 1d20 + 10 ⇒ (18) + 10 = 28
AR 1d20 + 10 ⇒ (3) + 10 = 13
AR 1d20 + 10 ⇒ (6) + 10 = 16
AR 1d20 + 10 ⇒ (7) + 10 = 17
Shaylar Reflex 1d20 + 11 ⇒ (1) + 11 = 12
SR 1d20 + 11 ⇒ (2) + 11 = 13
SR 1d20 + 11 ⇒ (5) + 11 = 16
SR 1d20 + 11 ⇒ (5) + 11 = 16
Aleste Perception 1d20 + 11 ⇒ (7) + 11 = 18
Ambrose Perception 1d20 + 8 ⇒ (12) + 8 = 20
Helaku Percept 1d20 + 2 ⇒ (13) + 2 = 15
Leonar Percept 1d20 + 16 ⇒ (6) + 16 = 22
Shaylar Percept 1d20 + 13 ⇒ (9) + 13 = 22
Fang Percept 1d20 + 8 ⇒ (5) + 8 = 13
Dapples Percept 1d20 + 6 ⇒ (9) + 6 = 15
Cayenne 1d20 + 6 ⇒ (1) + 6 = 7
Fang Reflex 1d20 + 5 ⇒ (13) + 5 = 18
FR 1d20 + 5 ⇒ (4) + 5 = 9
FR 1d20 + 5 ⇒ (4) + 5 = 9
FR 1d20 + 5 ⇒ (7) + 5 = 12
Dapples 1d20 + 5 ⇒ (13) + 5 = 18
DR 1d20 + 5 ⇒ (15) + 5 = 20
DR 1d20 + 5 ⇒ (7) + 5 = 12
DR 1d20 + 5 ⇒ (9) + 5 = 14
1d20 + 14 ⇒ (11) + 14 = 25
electricity damage 7d6 ⇒ (5, 3, 3, 4, 6, 2, 5) = 28
1d4 ⇒ 4
Ambrose init 1d20 ⇒ 11
Helaku init 1d20 + 7 ⇒ (20) + 7 = 27
Leonar init 1d20 + 8 ⇒ (14) + 8 = 22
Shaylar init 1d20 + 10 ⇒ (15) + 10 = 25
Aleste init 1d20 + 3 ⇒ (17) + 3 = 20
1d2 ⇒ 2

The Exchange

The rolls to avoid the thorns represent a whole day. So the hit point damage may be incidental, but the movement penalty persists for 24 hours as your feet and/or legs are injured by the pernicious thorns. Ambrose, if you could roll for yourself as well. Each of you probably would be protected for the most part while mounted, but you would need to dismount at least once throughout the day, and these thorns seem to be everywhere.

With the lion-shaped edifice, it certainly does seem like a place that a lion shaman like yourself would feel at home. Do you want to approach in daylight or wait until nightfall?

The Exchange

Spoilers galore!

The Girls:

The leader of the women smiles broadly at Quinta's response. Her voice carries equally loudly "There is no need! Please, we would be delighted to have your company. And, we can offer you a boon. As spirit dancers we can awaken your totem spirits, provide you with much protection against the dangers of the wild. Alala, Masoze, Olumare! Please, provide our friends with a demonstration." The three young women circle round Quinta and Rowena, as they begin to sing in a complex harmony and chant. The layers of song weave in and out with each other. However, it is their dancing that is truly hypnotic. The lithe Mwangi women leap and writhe, in turns embodying graceful gazelles, fierce lions, and stately elephants. You find it difficult to tear your gaze away. Please can you make a Will save against DC 16...

Quinta:

Quinta Spellcraft: 1d20 + 8 ⇒ (8) + 8 = 16
The women's song, though entrancing, is mundane. But their dance! Their movements resonate with a bardic talent much like your own, weaving a Charm Person-like spell. [ooc] Since you stated you were going to prepare a countersong in the event they turn hostile, I'd say that Quinta is able to start her countersong just as they begin to sing and dance, but bear in mind that their bardic performance is visual-based, rather than audible-based.

Rowena:

Rowena Sense Motive: 1d20 ⇒ 4
Your sharp half-elven eyes take in all the details. These women are almost unworldly beautiful and alluring, particularly their leader. It's odd, you are certain you have never met this woman before but in some odd, disconcerting way she seems familiar, if only you could place your finger on it.

The Boys:

From across the way, Quinta's voice drifts towards you: "What a charming offer, simply charming. Ah, but we have not a guest-gift! Nor fine clothes to wear as a token of respect for our hosts... What to do, what to do?" along with the same richly-accented voice's rejoinder: "There is no need! Please, we would be delighted to have your company. And, we can offer you a boon. As spirit dancers we can awaken your totem spirits, provide you with much protection against the dangers of the wild. Alala, Masoze, Olumare! Please, provide our friends with a demonstration."

What commences is a song, surely sung by at least two or three voices but the way they interplay with each other it sounds like many more. It sounds beautiful, and Nkechi gets more and more excited. "Spirit dancers! They call to the spirits of the land, just as you do, friend Zaghigoth. What you saw in Kalabuto is just a sham in comparison."

Anyone, DC 10 Intelligence check:

Spirit dancers? That sounds like those sacred spirit dancers you saw in the Shrunken Head Tavern in Kalabuto. There, they were just dancing, but this, this could be real!

========

GM rolls:

1d20 + 2 ⇒ (16) + 2 = 18
1d20 + 10 ⇒ (1) + 10 = 11
1d20 + 2 ⇒ (14) + 2 = 16
1d20 + 3 ⇒ (16) + 3 = 19

The Exchange

The Thornwaste

Fortunately, the night proves uneventful, affording you the opportunity to rest and recover, nursing back Helaku, Fang and even Cayenne. Feel free to continue role-playing your conversation if you wish, but I'll move things along a bit. Also, a judicious use of six charges of Leonar's CLW wand would bring Fang and Cayenne back near to full strength.

The following day you begin to head into the Thornwaste. For those of you not native to Elsir Vale, you've certainly become acquainted with the region's geography. You've braved the tangled tracks of the Witchwood, and the flooded reaches of the Blackfens, but none of that has prepared you for these desolate wastes. Even the Wyrmsmoke Mountains to the north are more densely populated, if only by goblins and their kin. A maze of broken hills, briar-choked ravines, and thistle-clogged fissures, even with horses it's a real slog. Worse, the countless thistles and thorns have a way of working themselves through armor and clothing. Overland movement rates are reduced by half. Also please if everyone can make a Reflex save against DC 15 to avoid taking 2 points of damage from these thorns. A failed save also means that movement speeds are reduced by half, the same as if you had stepped on caltrops. Please also roll for any horses or wolves under your control as well, though if anyone has a natural armor bonus of at least +3, the woodland stride ability, or at least 5 ranks of Survival, you can avoid having to make the dice rolls altogether.

You feel fortunate that you do not have any encounters while traversing this forlorn landscape. Instead, you feel choked with dust, and even your water begins to taste like ash after a while. The going is slow, but after four days you discover the Ghostlord's lair, atop a low, barren mesa. The imposing structure is shaped roughly like a crouching lion, as if ready to pounce on a nearby hill. The cyclopean monolith is composed of a dull tawny stone. It looks to be about two hundred forty feet in lenth, and the top of its maned head rises over eighty feet from the ground. There seems to be some sort of hollow between the lion's front paws, in the area bordered by its chest. Likewise, hints of a dark cave are apparent in its gaping jaws. Dark clouds fill the sky, and the rumble of thunder rolls over the land.

How would you like to proceed?

The Ghostlord's Lair

========

GM rolls:

1d100 ⇒ 70
1d100 ⇒ 35
1d100 ⇒ 45
1d100 ⇒ 96
1d4 ⇒ 2
1d100 ⇒ 71
1d100 ⇒ 90
1d20 + 14 ⇒ (9) + 14 = 23
CLW 1d8 + 1 ⇒ (4) + 1 = 5
CLW 1d8 + 1 ⇒ (7) + 1 = 8
CLW 1d8 + 1 ⇒ (5) + 1 = 6
CLW 1d8 + 1 ⇒ (6) + 1 = 7
CLW 1d8 + 1 ⇒ (8) + 1 = 9
CLW 1d8 + 1 ⇒ (2) + 1 = 3

The Exchange

Spirit Dancers
Well, alright then.

The Girls:
Quietly, Quinta and Rowena step forward to greet the strangers. Stepping around the boulders and parting the brush, the two ladies meet an unexpected sight. Four scantily clad Mwangi women, of Zenj extraction, drying in the sun as they reach for their clothing. Their abundant flesh is covered in tribal tattoos, and savage fetishes hang low from their necks. They smile warmly in greeting, especially one woman who from the others' deference you infer to be their leader. The woman with a knowing smile and long, dark red hair bound in thick dreadlocks.

"Well, hello there," she says in a deep, resonant voice. Unlike Quinta, she responds in Common. "Please, do join us. Are you travelling alone? You look to be a long way from home. If that is the case, then you must join us for a meal, our home is near by."

The other women nod encouragement and welcome as the finish shrugging in to their clothes. The lead woman in particular, dons a striking lion-skin cloak. They certainly seem friendly enough.

The Boys:
You watch as Quinta and Rowena head off in the direction of the voices. A moment later you can hear faintly, a rich voice speaking in clear but accented Common: "Well, hello there. Please, do join us. Are you travelling alone? You look to be a long way from home. If that is the case, then you must join us for a meal, our home is near by."

Listening to the voices, Nkechi perks up. "It just sounds like some local women. Perhaps they have just come to the river to draw water? I don't know of any hostile tribes here beyond Eloko lands; we should be careful, but it is the custom to accept hospitality."

Hskoro, stalking back and forth as he waits for word that Quinta is alright, doesn't look quite convinced. "Zaghigoth's right. You people seem to stumble from one mess into another. I think I'll keep my spear close to hand."

========

GM rolls:

Quinta 1d20 + 4 ⇒ (2) + 4 = 6
Rowena 1d20 ⇒ 5

The Exchange

Ssss slithers away through the undergrowth...

Quinta:

Through your empathic link, you sense Ssss's curiosity. No danger. Through Ssss you sense humanoids like yourself - does that mean they are human? You sense the snake's surprise as it realizes that one of the figures is aware of the serpent...

...and a few moments later you hear an alluring female voice calling out first in Mwangi and then in Common. "Hello? Is there someone there? Please, do not be alarmed. The water is quite safe here, we've just been bathing. Just give us a moment, as we dress." The laughter subsides gently, and you hear figures wading from the water to the near bank. The boulders still obscure your view. Ssss comes back to Quinta and coils at her feet.

=======

GM rolls:

Ssss Stealth 1d20 + 15 + 4 ⇒ (7) + 15 + 4 = 26
Perception 1d20 + 6 ⇒ (1) + 6 = 7
Perception 1d20 + 6 ⇒ (19) + 6 = 25
Perception 1d20 + 6 ⇒ (6) + 6 = 12
Perception 1d20 + 21 ⇒ (7) + 21 = 28
1d20 + 13 ⇒ (13) + 13 = 26
1d20 + 27 ⇒ (4) + 27 = 31
1d20 + 1 ⇒ (3) + 1 = 4

The Exchange

Pleased to have Helaku back in the land of the living, you take care of the bodies of the two farmers and travel further on to find a place to camp for the night. Somewhere defensible, and you keep a strong watch through the night in the expectation that you will be attacked again. You manage to find a rocky bluff that should help to keep anything from sneaking up on you from most directions, and a strong fire helps to guard the only approach.

As you recount the day's events, Aleste sits, brooding. Eventually he kicks his foot in agitation, striking one of the logs jutting from the fire. "We were betrayed! They must have known we were traveling that way. They were expecting us, I'm sure of it. But how could anyone know?"

Next time - The Ghostlord's Lair!

The Exchange

I'm pretty open regarding the feat. I have a few ideas myself, but it's your feat so wanted to see if you had anything particular in mind. We'll see what comes along in the meantime. Aleste's still kicking around as well, I didn't see a natural exit for him at this juncture, and as you say he's been useful to keep around.

The Exchange

Ambrose, are you still considering taking Leadership as a 9th level feat? Did you have any thoughts as to what kind of character you were going to take on as a cohort?

Also Shaylar, I was reading through Animal Archive and came across this feat - Boon Companion. I think it had a different name in D&D, but thought it might provide a boost for Fang since he often seems to end up in close combat. Animal Archive also has animal companion archetypes, some of which sounded like they might suit your wolf.

The Exchange

Leonar pulls the staff of life and stands over his fallen friend. The white oak is carved to resemble braided bands of holly and oak boughs, twisted around a unicorn's horn at the end. Intricate carvings of the cycle of life and death hint at its power. The lion shaman stands over dead sorcerer roars a summons to the spirits of the land to awaken the power of the staff. At first nothing happens, but then Aleste comes forward and grasps the staff as well. Between the two, the staff suddenly erupts and crackles as red motes of arcane energy arc between the staff and Helaku. You don't realize you are holding your breath until Helaku suddenly gasps for air, filling his lungs. The sorcerer sits up, groggy, staring back at the rest of you!

I wasn't worried about you all being able to use the staff as I thought raise dead was on the druid spell list - not! Aleste was able to help out with a timely UMD check. Helaku's back - hurrah! - with unfortunately two negative levels as a circumstance of the spell. Currently with 8 hit points. The spell used up five charges out of seven on the wand, meaning it can cast Heal twice before needing recharged - Heal is a druid spell luckily.

Also wanted to point out that Fang and Cayenne were both taken down during the fight. Both stabilized, but are still into negative hit points.

GM rolls:

Cayenne stabilize Round 6 1d20 + 6 ⇒ (3) + 6 = 9
Fang stabilize Round 7 1d20 + 5 ⇒ (16) + 5 = 21
Cayenne stabilize Round 7 1d20 + 6 ⇒ (14) + 6 = 20
Aleste UMD 1d20 + 7 ⇒ (17) + 7 = 24

The Exchange

Quinta:

The creature you encountered was likely a shadow demon. A dangerous adversary, immune to cold, electricity, and poison and incorporeal to boot. However, it's most dangerous ability is its ability to possess mortal beings. Sometimes, when a particularly envious and evil mortal soul is pulled into the Abyss, it is transformed, split apart and combined with other souls until what emerges is little more than jealous malevolence without the impediment of a physical body. It's difficult to say, but you would wager that it hadn't been summoned by the succubus that you encountered, rather was a lurking spirit waiting to waylay the unwary.

@Zaghigoth: It's difficult to make out over the sounds of splashing water and laughing, but you reckon the voices are speaking Mwangi. They're not speaking about anything of great import, just seem to be enjoying themselves.

Drawing closer, the voices seem to be coming from just out of sight, in a pool around a few enormous boulders. There is quite a lot of brush around the river here, you ought to be able to sneak closer for a peek, if you wanted to.

The Exchange

Round 7 continued
Leonar uses his nature powers to summon a feral leopard. As quick as thought the leopard appears and leaps at the enemy. The dragon-warrior brings its falchion down in a cleaving cut, the leopard takes some damage but pounces and digs its claws deep. The dragonspawn makes an attack of opportunity with its improved reach, cutting the leopard for 12 points damage. The leopard scores two successful claw attacks, dealing 14 points damage.

Shaylar turns and looses two arrows at the dragon-warrior. The first strikes a mortal blow, hitting it in the throat. Shaylar's second arrow hits it in the heart, and the warrior goes down! Ambrose's sword is already slicing down as well, and hews the dragon-warrior's head even as the body begins to shrink back to its regular size. Shaylar scores a critical hit with first arrow and another hit with his second, for a total 37 points damage. Ambrose's attacks would have scored a killing blow as well. Victory!

You check the bodies of the two people tied up by the farmhouse, unfortunately they're both dead. Alas, so is Helaku. Aleste looks up from his place beside the sorcerer's body. "I'm sorry, there was nothing I could do. He's dead."

Is Leonar going to use the staff? Otherwise Aleste could try, with a UMD attempt.

Examining the bodies, you find the following items of note: four plain looking but well-made falchions (masterwork). Eight javelins, two potions of green liquid, eight potions of amber liquid, four potions with a rubber stopper, four potions in small glass vials, and two further potions in metal bottles. These were recovered from the four dragonspawn warriors. From the five hobgoblins you also retrieve five longswords of craftsmanship similar to the falchions (masterwork), five composite longbows with a tight pull (+1 Str), five suits of chainmail armor and heavy steel shields.

Daylight is fast fading, and you consider whether to press on or to shelter in the farm cottage or nearby for the night.

Spellcraft DC 17:

Two potions of Cure Moderate Wounds.

Spellcraft DC 17:

Eight potions of Invisibility.

Spellcraft DC 16:

Four potions of Jump.

Spellcraft DC 16:

Four potions of Pass without Trace.

Spellcraft DC 16:

Two potions of Protection from Good.

=========

GM rolls:

dragonspawn AoO 1d20 + 12 ⇒ (15) + 12 = 27
damage 2d6 + 3 ⇒ (4, 5) + 3 = 12

The Exchange

Oh yes, Hskoro's lucky save to disbelieve and communication grants you all a +4 bonus to your own saves, if that changes how the shadow evoked fireball affects you.

What was that thing? That battle took a lot out of you. Zaghigoth provides some healing to Quinta, bringing her back to consciousness after succumbing to that fireball effect. Nkechi kneels beside her as well and calls upon the power of Gozreh and the jungle wilds to bestow more healing upon the spellcasting diva. Hskoro looks aggrieved that Quinta has come to harm, and after making sure that she is alright takes up a defensive stance, keeping watch for the group. Nkechi casts cure serious wounds to heal Quinta 21 hit points, I think that just brings you nearly back to full strength? The Tempest asks if anyone else is in need of healing as well.

After a minute or two, Cat returns to the scene, followed a few moments later by Oshok'arr. They are out of breath, having been running full pelt. The iguanadon sniffs the gorilla's stiff corpse apprehensively. Welcome back Cat and Werner.

Anyone want to linger here? I'll begin sketching out the next leg of the journey, but if anyone wants to do any further exploration or roleplay here at the clearing please feel free.

Wary of any further threats lurking in the shadows, you move on. You make your way through the jungle, and despite the dangers, Nkechi proves to be a resourceful guide and teacher regarding what to watch out for. At one stage, your Mwangi guide points out signs that Eloko headhunters have crossed your path, vicious gnomish cannibals. You give the area a wide berth. Apart from that, you encounter wild animals but for the next couple weeks you suffer no real threats. A welcome relief to be sure, allowing you all time for respite on this gruelling trek. You get a break, nearly twenty days without any random encounters! You have pushed yourselves hard though, in that time covering nearly 400 miles.

Eventually the trees thin out again as you leave the Screaming Jungle to follow the river across the Korir Plains. At this point, the river widens and becomes fast and shallow, no more than a few feet deep. The surrounding vegetation consists almost entirely of reeds, mangroves, lotuses, and other water plants. The dappled sunlight is wonderful after the dark confines of the jungle. Along the way, you don't encounter any of the other parties racing to reach Tazion, but now and again you do spot evidence that other bands of wayfarers have been travelling the same paths as yourselves.

At one point, you pause alongside the river for a rest, replenishing your water supply. Most of you slowly become aware of the sound of splashing water from nearby, and laughing and chatter.

========

GM rolls:

CSW 3d8 + 5 ⇒ (8, 3, 5) + 5 = 21
Hskoro Percept 1d20 + 9 ⇒ (16) + 9 = 25
Krolm Percept 1d20 + 2 ⇒ (18) + 2 = 20
Quinta Percept 1d20 + 6 ⇒ (11) + 6 = 17
Rowena Percept 1d20 + 7 ⇒ (4) + 7 = 11
Yeks Percept 1d20 + 3 ⇒ (2) + 3 = 5
Zag Percept 1d20 + 9 ⇒ (17) + 9 = 26
Hskoro Percept 1d20 + 9 ⇒ (11) + 9 = 20
Nkechi Percept 1d20 + 4 ⇒ (15) + 4 = 19

The Exchange

Sorry folks, was away for the long weekend, tried to put a post up before leaving but Paizo site was unresponsive, and it's happened a couple times this week as well while trying to catch up. Not sure if I keep logging in when Paizo does regular maintenance on the site, or if it's when the site's busiest, or if it's due to their new Twitch venture, but hopefully this will be a successful post.

Round 6 continued
Leonar calls down another flaming strike on the group of ambushers nearest to him. Not wanting to be caught in their trap, he edges further and further from the farmhouse as the cascading column of fire catches the up-sized wolf-goblin and dragon warrior. The wolf-goblin is walloped as it reels out of the way, and the dragon warrior takes the brunt of the blast, leaving only a charcoaled ruin that shrinks as the figure reverts back to its original size. Oops forgot to move your icon before taking a screen shot of the map. With the two 30ft movements that puts you 25ft off the southern edge of the map. The barghest made its Reflex save in style but the 18 points half damage still hurt it significantly. The dragonspawn didn't and had been down to 15hp, so it's toast.

Shaylar stays where he is, sweat beading his brow as he tries to keep up a steady stream of arrows flying at his enemies. He focuses on the wolf-goblin nearest, hitting it with one shot. As he reaches for another arrow, the enormous monster charges at him, but another arrow drops it to the ground in a cloud of dust. 2 successful hits, for a total of 21 hit points, and the thing is down and bleeding out. Shaylar's player reported elsewhere that he's had some RL stuff going on, hopin that we'll get him back in the game soon, glad that you're doing better Werner.

Ambrose and Smoke dance about, moving as one. They coordinate their attacks to try and take down the last remaining dragon warrior. The enemy's unready for this onslaught and with an expert maneuver Ambrose manages to skewer the warrior twice while Smoke delivers a bite that nearly crushes its shoulderblade. It staggers, nearly ready to topple. A nicely timed critical hit! Three successful hits, for a total of 50 points damage, and a once healthy dragonspawn is now on the brink of ruin.

Suddenly from the corner of your eye you see a javelin thud into the ground at the edge of the pit conjured by Helaku. The hobgoblin that had been stranded in their seems to be spitted on the weapon, and as its dead body slides down the shaft, it seems to help anchor the javelin. A large meaty hand reaches up to grasp the projectile, and the ogre slowly levers himself out of the pit. He looks around at the carnage around the farmhouss, and hightails it into the woods. Slowly, inch by inch the battle seems to be turning in your favour.

Aleste races forward, dropping beside Helaku. He checks the fallen form for any signs of life, and as he looks up and meets your eyes, he solemnly shakes his head.

Round 7
The dragon warrior takes a step back from the melee and hurriedly clutches at a flask. Unstoppering it, the warrior downs the contents, and you don't think it's merely for courage either. Some of its wounds seem to heal some, and it looks ready to leap back into the fight. 5 foot step to drink potion.

Its companion seems to have different ideas. Glancing around as it too backs away from the cavalier's attacks, it barks something at the dragon warrior before uttering a quick incantation. Instantly it disappears. 5 foot step and casts spell. The dragon warrior, fanatical, is ready to take you all on.

Knowledge arcana check DC 24 [/dice:

The barghest cast dimension door. It's out of sight, but is likely still in the area, several hundred feet away.

Just the one dragonspawn left! Now it's Photobucket that's not working properly so can't upload the map, but it may be that you don't need it. Leonar, Shaylar, and Ambrose up.

Initiative
26 - First group of ambushers
17 - Leonar
16 - Shaylar
13 - Ambrose
8 - Aleste

=======

GM rolls:

barghest 2 Reflex 1d20 + 10 - 1 ⇒ (19) + 10 - 1 = 28
dragonspawn 3 Reflex 1d20 + 8 ⇒ (10) + 8 = 18
Shaylar ranged 1d20 + 12 ⇒ (9) + 12 = 21
damage 1d8 + 3 ⇒ (8) + 3 = 11
Shaylar ranged 1d20 + 7 ⇒ (16) + 7 = 23
damage 1d8 + 3 ⇒ (7) + 3 = 10
ogre Climb 1d20 + 7 + 2 ⇒ (18) + 7 + 2 = 27
CMW 2d8 + 3 ⇒ (6, 5) + 3 = 14

The Exchange

Zaghigoth - Right enough, I was thinking in the spell description it said you could make an immediate attack on casting the spell. Since I was going out of town I went ahead and rolled so that you all could post responses while I was away, and I'm a little nonplussed to find that my last post actually went through as the Paizo site seemed to go down in the midst of writing it. Fair enough, we'll roll with the attack in the same round this time but unfortunately your caster level check had the same result as the one I'd made on your behalf and did not beat its spell resistance.

Bodies on the Riverbank - Round 5
The shadow spirit drifts back a few more feet then conjures a blistering fireball that erupts around your feet. The blast washes over you and you can see flames licking at your skin. Hskoro, standing near the creature, rasps back, "It's not real! It's not real!" Quinta, Krolmnite, Zaghigoth, Yekskya, please can you first make a Will save, DC 19, then a Reflex save against the same DC. If you fail both, take 35 points fire damage. If you only succeed on the Reflex save, take 17 points fire damage. If you only succeed on the Will save, you disbelieve the illusion but still suffer 6 points fire damage from interacting with the shadow energies. If you manage two successful saves, only take 3 points fire damage.

DC 25 Knowledge arcana check:

This is a shadow evocation spell, a powerful illusion drawing on energy from the shadow plane to mimic the flames of a fireball spell. To those without the perception to penetrate the illusion, it would certainly feel like being burnt by a fireball.

The summoned crocodile still remaining lunges at Quinta. She dodges out of the way, and the jaws snapping shut inches from her face feels so real!

Trying to help, Nkechi raises his enchanted trident high and stabs at the illusory crocodile. The crocodile reacts as if struck.

Hskoro flips out of the burning area of jungle and leaps at the shadow entity. He tries to put his fist through it, summoning his inner ki to try to grasp the incorporeal foe, but the creature simply drifts to the right and his fist connects with empty air. Moves 20 feet forward to engage it in melee.

Quinta, still singing her stirring song, attempts to weave a magic spell into it. She directs the spell at the shadow foe, but the spell fizzles out on contact.

Krolmnite pushes forward, also trying to engage the shadow in melee. He brandishes his cold iron sword, his smite helping to weaken the creature. He is aided by one of Yekskya's arrows, and as the things is blasted down to the ground. Ugh, I had also misread the special defences of incorporeal creatures, damage with magic/cold iron weapons is merely halved rather than have a 50% miss chance. So going back to Yekskya's successful hit this round and your earlier melee attacks, the thing just goes down! All that's left is the shadowy crocodile.

That just leaves the summoned shadow crocodile. Zaghigoth leaps forward and plunges his flame blade into the reptilian form. The flaming brand shreds the crocodile illusion to bits Victory!

Looking around, you find amongst the bodies of the slain pirates, five cutlasses, four well-made (masterwork) suits of studded leather, three finely crafted (masterwork) shortspears, and on one figure a strangely warming, golden ring.

Well done, that was a tricky encounter.

=========

GM rolls:

10d6 ⇒ (2, 3, 4, 4, 2, 3, 5, 3, 4, 5) = 35
Hskoro Will 1d20 + 7 ⇒ (19) + 7 = 26
Hskoro Reflex 1d20 + 5 ⇒ (1) + 5 = 6
crocodile 1 1d20 - 2 ⇒ (11) - 2 = 9
damage 1d8 + 4 ⇒ (1) + 4 = 5
1d100 ⇒ 40 1-50 hits
Nkechi melee 1d20 + 4 ⇒ (20) + 4 = 24
damage 1d8 ⇒ 4
1d100 ⇒ 44 1-50 hits
Hskoro melee 1d20 + 5 ⇒ (5) + 5 = 10
damage 1d6 + 3 ⇒ (5) + 3 = 8

The Exchange

I'll be away over the weekend, so Zag hope you don't mind if I roll for you, that'll give you a chance to plot your next moves.

Round 3 continued
Zaghigoth crashes through the jungle brush to bring the flame blade to bear against the shadow monster. Fortunately the vegetation is so lush it's difficult for it to catch fire. Zaghigoth swings with the blade and is shocked when on contact with the creature the blade fizzles and dies! He steps back and the blade springs to life again. Great idea but sadly spell has fallen victim to spell resistance.

Round 4
All this time the creature has been muttering in some sibilant tongue. It drifts back into the shadows as it does so. 5ft step back and to the east. Suddenly from the river bursts two enormous crocodiles, big black-scaled things. They sprint from the water - one opens its jaws to snap at Nkechi, its jaws clacking shut inches from the Mwangi's face. The other's tail whips forward, trying to sweep Hskoro off his feet but the nagaji monk easily springs out of the way.

Frightened, Nkechi takes a step back and mutters a prayer, enchanting his trident. Takes 5 foot step up and to the right.

Hskoro leaps forward into battle with the crocodile that tried to knock him down. He drives the spear down into the crocodile's spine, and is surprised as the creature dissolves in a cloud of black mist. Attacks crocodile and deals 7 points damage.

Cat and Oshok'arr are still tearing through the jungle. You hope they'll be able to find you again when this is all over. And that there will still be something left for them to find.

Rest of the team is up!

Updated Map

Initiative
19 - Itombu
19 - Nkechi
18 - Hskoro
17 - Cat
13 - Quinta & Ssss
13 - Krolmnite
10 - Yekskya
6 - Zaghigoth & Oshok'arr

======

GM rolls:

Zag CL check 1d20 + 5 ⇒ (10) + 5 = 15
Zag melee touch 1d20 + 5 ⇒ (10) + 5 = 15
damage 1d8 + 2 ⇒ (3) + 2 = 5
1d2 ⇒ 1
crocodile 1 1d20 - 2 ⇒ (15) - 2 = 13
damage 1d8 + 4 ⇒ (7) + 4 = 11
1d2 ⇒ 1
crocodile 2 1d20 - 7 ⇒ (14) - 7 = 7
damage 1d12 + 2 ⇒ (7) + 2 = 9
Nkechi Will 1d20 + 8 ⇒ (1) + 8 = 9
Hskoro Will 1d20 + 5 ⇒ (9) + 5 = 14
Hskoro spear 1d20 + 7 ⇒ (17) + 7 = 24
damage 1d6 + 5 ⇒ (2) + 5 = 7

The Exchange

Excellent, even I'd forgotten about the staff of life.

The Exchange

Round 5 continued
Rallying, Ambrose strikes back at the goblin-faced wolf creature lunging at him. His frosted blade bites again and again, and it's a wonder that the thing is still on its feet. Smoke lashes out as well, but the warhorse's hooves don't seem to do much damage apart from drawing its attention. Ambrose's two attacks both hit, for a total of 42 points + 8 points cold damage. Barely on its feet.

Shaylar has found his mark and continues launching volleys at the enemy. One of his arrows scores a deep hit on the dragon-man closest to Aleste. Hits for 6 points damage. Pretty badly wounded. Meanwhile, Fang's stabilized.

Leonar follows up by calling down a column of fire on the other wolf-goblin and dragon-warrior. The dodge out of the way, but come up with fur and armor singed and smoking. Both made their Reflex saves, taking 17 points fire damage nonetheless. Both are in a bad way, though the barghets perhaps not as much as its minion.

Aleste tosses another bomb into the fray, this time a high explosive aimed at the nearest wolf-goblin. It tries to bat the bomb away, causing it to explode but perhaps deflecting the worst of the damage. Some of the fire ignites the acid still coating the dragon-man hit by Aleste's last bomb, causing it further hurt. Barghest hit by bomb but makes Reflex save, only taking 8 points half damage. The dragonspawn takes 2 points acid damage from last round's bomb as well as 7 points fire damage from the exploding bomb's splash.

Round 6
The wolf-goblin trying to slide around Ambrose's flank abandons that idea for the moment, taking a cautious step away. Suddenly it starts blinking, disappearing and reappearing on the spot in rapid succession. It would make it difficult to get a decent strike against it. Takes 5ft step back, activates blink.

The dragon warrior on Ambrose's other side tries pressing the attack against Ambrose this time, but is finding it difficult getting past the cavalier's guard.

The other dragon warrior continues to pause and drinks another potion. It seems to become reinvigorated and stands taller and straighter after your recent attacks. At the same time, the wolf-goblin next to it makes an arcane gesture and both grow to a larger size. The wolf-goblin positively towers over you now! [

Back over to you all.

Updated Map The ten-foot square indicates the location of Leonar's flame strike.

Initiative
26 - First group of dragon-men
19 - Second group of dragon-men
17 - Leonar
16 - Shaylar
13 - Ambrose
13 - Farmhouse goons, stuck in pit
8 - Aleste

=======

GM rolls:

Shaylar ranged 1d20 + 12 ⇒ (16) + 12 = 28
damage 1d8 + 3 ⇒ (3) + 3 = 6
Shaylar ranged 1d20 + 7 ⇒ (7) + 7 = 14
damage 1d8 + 3 ⇒ (8) + 3 = 11
Fang stabilize 1d20 + 2 - 5 ⇒ (15) + 2 - 5 = 12
barghest 2 Reflex 1d20 + 10 ⇒ (9) + 10 = 19
dragonspawn 3 Reflex 1d20 + 8 + 2 ⇒ (11) + 8 + 2 = 21
acid damage 1d6 ⇒ 2
Aleste bomb 1d20 + 9 ⇒ (17) + 9 = 26
damage 4d6 + 3 ⇒ (4, 4, 5, 1) + 3 = 17
barghest 2 Reflex 1d20 + 10 ⇒ (19) + 10 = 29
1d2 ⇒ 1
dragonspawn 2 1d20 + 12 ⇒ (5) + 12 = 17
damage 2d6 + 3 ⇒ (1, 3) + 3 = 7
dragonspawn 2 1d20 + 7 ⇒ (2) + 7 = 9
damage 2d6 + 3 ⇒ (6, 2) + 3 = 11
CMW 2d8 + 3 ⇒ (7, 1) + 3 = 11

The Exchange

Helaku was a great character and a stalwart, it would be sad to see him go.

It depends how this fight goes, but the party is getting to be high enough level that the group could create opportunities for Helaku to be brought back, if they wanted to. Likewise, if you wanted to start statting up one or more of your character concepts in the meantime, here are the guidelines:

1. I'm pretty open to using material from the various sourcebooks or even third party sources, though if you're wanting to use a race apart from those in the core book they'll need a compelling story. The group could benefit from a variety of character types.

2. High fantasy 20-point character builds.

3. Characters begin at 8th level. Remember to add ability bonus, extra feats, and favored class bonuses.

4. For hit points, you can either roll on this thread or multiply hit dice using average die results: 1d4=2.5 ; 1d6=3.5 ; 1d8=4.5 ; 1d10=5.5 ; 1d12=6.5.

5. Characters start with 51,000XP and 33,000gp in equipment.

6. You can select two character traits from the Advanced Players Guide.

7. Alignment - any good or neutral characters. Sorry, no evil!

8. Deities and domains, the game uses the D&D 3/3.5 ed pantheon, I'll keep that but update with the domains available in the core rulebook. I've posted deities and domains on the campaign thread, but I'm not sure whether that's captured subdomains as well.

The Exchange

Bodies on the Riverbank - Round 3 continued

Zaghigoth uses one of the scrolls in his arsenal to summon a flame blade, a blazing scimitar wreathed in fire. He advances on the shadowy foe.

Go ahead and roll for attack!

The Exchange

Edit last post: Helaku had a couple consecutive rounds where he received 30+ points damage, that was going to be hard for any character to walk away from, especially an arcane caster. I wasn't intending to pick on Helaku in particular, but it did make sense to me that a barghest would see a spellcaster as easy pickings. :(

The Exchange

Marked for Death - Round 4 continued

@Leonar: Why yes, that should get you out of reach, good call.
Stepping back out of reach, Leonar hurls a ball of fire at one of the large wolf-goblins. It arcs over the hobgoblin warrior's head and explodes in front of the monster's face. Direct hit, 10 points of fire damage.

Shaylar, horrified to see Fang bleeding out, launches arrows at all comers. The first hits the last hobgoblin in the chest and takes him down. His next arrow hits deep into the dragon-man that had gutted Fang and is threatening to take down Aleste. 11 points damage to the hobgoblin with first arrow, 10 points damage to the blackspawn raider at bottom of the map. Fang fails at stabilization check, -5hp.

Ambrose circles Smoke around, trying to dodge the incoming attacks. He raises his sword to the wolf-goblin, and it howls at the challenge, recognizing that it is being called out. A quick swipe takes a tremendous chunk out of the monster, Ambrose's next strike nearly doing the same but not quite cutting through the thing's thick hide. Smoke weighs in with a ferocious volley of bites and kicks, teeth ripping off an ear. Negating the damage with a Ride check is a good idea, unfortunately the result was just a couple points shy of matching the barghest's attack roll. First attack hits for 17 points damage plus the 4 points cold damage, and Smoke's bite deals 6 points damage, helping to cut it down to size.

In the heat of the battle, you apare a glance at your comrades, to see how they are faring. You are shocked and dismayed to see Helaku sprawled on the ground, torn to shreds by the hulking goblin beast astride him. The resourceful sorcerer doesn't show any signs of life.

Aleste takes advantage of Shaylar's shots to toss an acid bomb at the dragon-man about to run him through with a falchion. The dragon-man dodges but is still coated, the green acid eating through skin and armor. The dragon-man halts, suddenly hesitant to advance on the alchemist. A flailing kick from a nearby horse is enough to knock it out. The horse moves off from the fight, whinnying in fear. With a successful Reflex save, the blackspawn only takes 8 points acid damage, and is finished off by the horse with 5 points damage.

Round 5
The two foes fighting Ambrose continue to hack away at the cavalier's defences. The wolf-goblin slashes and rends with tooth and claw as it edges around Smoke to get into a flanking position, and Ambrose is beginning to tire as some of the attacks find their mark. The heightened dragon-man decides instead to focus on Smoke, one swipe of his massive falchion nearly cleaving the horse's head from its shoulders. I think two attacks against AC 28 and 25 hit Ambrose, dealing a total of 22 points damage. The blackspawn nearly scores a critical hit on Smoke, instead dealing just 6 points damage.

The other wolf-goblin pauses to paw at Helaku's body, making sure he is dead. An evil grin of triumph creases its nearly humanoid features. The remaining dragon-man takes advantage of the cover provided by the its nearby bulk to pause and drink a potion.

Leonar, Shaylar, Ambrose up. To be fair, you've all done quite a lot of hurt, just the two barghests and two of the blackspawn raiders left to provide a threat and each has taken significant damage. Plus the ogre and the hobgoblin still stuck in Helaku's pit. It's touch and go.

Updated Map

Initiative
26 - First group of dragon-men
19 - Second group of dragon-men
17 - Leonar
16 - Shaylar
13 - Ambrose
13 - Farmhouse goons, stuck in pit
8 - Aleste

========

GM rolls:

Shaylar ranged 1d20 + 12 ⇒ (10) + 12 = 22
damage 1d8 + 3 ⇒ (8) + 3 = 11
Shaylar ranged 1d20 + 7 ⇒ (15) + 7 = 22
damage 1d8 + 3 ⇒ (7) + 3 = 10
Fang stabilize 1d20 + 2 - 4 ⇒ (4) + 2 - 4 = 2
Cayenne stabilize 1d20 + 3 - 5 ⇒ (9) + 3 - 5 = 7
Aleste acid bomb 1d20 + 9 ⇒ (16) + 9 = 25
damage 4d6 + 3 ⇒ (1, 5, 5, 3) + 3 = 17
blackspawn 4 Reflex 1d20 + 8 ⇒ (18) + 8 = 26
horse 1d20 + 4 ⇒ (6) + 4 = 10
damage1d4 + 1 ⇒ (4) + 1 = 5
horse 1d20 + 4 ⇒ (16) + 4 = 20
damage 1d4 + 1 ⇒ (4) + 1 = 5
barghest 1 bite 1d20 + 14 ⇒ (14) + 14 = 28
damage 1d8 + 6 ⇒ (7) + 6 = 13
barghest 1 claw 1d20 + 14 ⇒ (4) + 14 = 18
damage 1d6 + 6 ⇒ (1) + 6 = 7
barghest 1 claw 1d20 + 14 ⇒ (11) + 14 = 25
damage 1d6 + 6 ⇒ (3) + 6 = 9
1d2 ⇒ 2
blackspawn 2 1d20 + 12 ⇒ (19) + 12 = 31
damage 2d6 + 3 ⇒ (2, 1) + 3 = 6
blackspawn 2 1d20 + 7 ⇒ (8) + 7 = 15
damage 2d6 + 3 ⇒ (5, 4) + 3 = 12
blackspawn 2 confirm crit 1d20 + 12 ⇒ (6) + 12 = 18
damage 1d6 ⇒ 1

The Exchange

Do you know, since you all levelled up to 8th, I've not had a chance to finish copying down everyone's new stats. I suspected you might be into minuses Helaku, but didn't think it was an outright kill. Oh no! Those barghests are pounding hard. If the opportunity was there, would you want to be brought back, or would you prefer to roll up a new character?

BTW, where's Shaylar? The elf's needing levelled up or he'll be at risk as well.

The Exchange

Bodies on the Riverbank - Round 3 continued
Quinta draws a bead on the outsider's glowing eyes and targets the space with a silent scream. She looks expectantly for any kind of reaction, but doesn't see even a niggle. This thing must have some type of spell resistance! Unfortunately, a caster level check indicates that the silent scream fails to penetrate the thing's natural arcane defences.

Krolmnite raises his sword, declaring that he will smite this dangerous foe. He charges forward and swings with his magical blade of cold iron, but the weapon just passes through the shadow mist without connecting with anything. No hit this time, but definitely add the +8 bonus to your next successful damage roll. And, isn't Krolm's Charisma 17? Wouldn't you get a +3 bonus to AC? :)

Yekskya nocks two more arrows to his bowstring and lets fly in rapid succession. His cold iron arrows seemed to hit before, but this time both seem to streak right through the thing with no discernible damage.

Zaghigoth up. Spellcasters, when casting spells at it you may prefer to roll your own caster level checks to harm it. Likewise, those using weapons you may prefer to roll your own d100 to try to hit an incorporeal creature. Map's the same as last post, with Krolmnite moving 5 feet closer to the thing.

Initiative
19 - Itombu
19 - Nkechi
18 - Hskoro
17 - Cat
13 - Quinta & Ssss
13 - Krolmnite
10 - Yekskya
6 - Zaghigoth & Oshok'arr

======

GM rolls:

Quinta caster check 1d20 + 4 ⇒ (11) + 4 = 15
Krolm 1d100 ⇒ 72 1-50 hits
Yekskya 1d100 ⇒ 59
Yekskya 1d100 ⇒ 62

The Exchange

Bodies on the Riverbank - Round 2 continued

Sorry Quinta, you probably know enough to guess that this is some type of outsider, but not any specifics about it.

DC 17 Knowledge (planes) check:

This is a type of fiend known as a shadow demon. A dangerous adversary, immune to cold, electricity, and poison and further powerful defences. However, it is vulnerable to bright sunlight, difficult enough to find this deep in the jungle. Shadow demons have the ability to possess the bodies of their victims.

Yekskya nocks two arrows and begins firing at the new threat. Grasping his bow, he can feel its strength and it is as if his weapon was purposed for just such a time as this, wood lovingly slivered from the heartwood of a tree animated by a treant, shaped by a jungle dryad, the green of leaves ingrained into the wood itself. Its curve seems to adjust its pull to match Yekskya's strength. The first arrow misses, but the second seems to hit the misty, shadowy creature. The cold iron arrowhead digs in deep, though from here it merely looks suspended in the air. It hisses in consternation, perhaps surprised that you were able to hit it. Second arrow hits for 16 points damage.

Unsure of this turn of events and as to the identity of this new adversary, Zaghigoth pauses with shield raised, looking to his comrades for inspiration as to how to defeat this thing. +4 dodge bonus to AC.

Oshok'arr is still tearing through the jungle.

Round 3
The shadowy figure seems indistinct in the gloom of the jungle and suddenly it moves and it is as if it has merged with shadows about you, playing with the alternating patches of light and dark. You twist about, looking for some sign of it. Finally, you see a pair of glowing eyes appearing over Krolmnite's shoulder. It must have moved around the party, but how it got there it may as well have been invisible. It mutters dark, sibilant syllables.

Once again Nkechi clutches his wooden idol of Gozreh, chanting for his god's help. You watch him and the old hermit stares back with wide eyes. It's clear, he doesn't have any idea what this thing is either.

Hskoro dashes forward and leaps up, bringing a fist down hard on where the shadow figure is floating. His fist passes through its form with no discernible impression. He lands in a crouched position, studying his enemy.

Cat's still running through the jungle. You reckon you've left the fight far behind, but it's difficult to force yourself to stop running.

Everyone else up to bat.

Updated Map Your foe is now in the lower middle of the battle map.

Initiative
19 - Itombu
19 - Nkechi
18 - Hskoro
17 - Cat
13 - Quinta & Ssss
13 - Krolmnite
10 - Yekskya
6 - Zaghigoth & Oshok'arr

========

GM rolls:

Hskoro melee attack 1d20 + 5 ⇒ (13) + 5 = 18

The Exchange

Marked for Death - Round 3 continued

*From Before*
Feeling the pain from the barghest's swipe, Leonar ducks and dodges and tries to hurl a ball of flame in the hobgoblin's face. The hobgoblin's a tough old warrior though, not afraid of magic and dives out of the way as the fire flares past. Oh man! Anything but a natural one would have been a success. Nevermind, burn him to bits next time. Your casting defensively rocked though, and beat even the barghest's hefty CMD score.

Helaku shakes off the beast's magical attack and unleashes an attack of his own. Hurling several flaming bolts, he burns the dragon-man to a crisp. The warrior's a bit charred and smoldering, but still on its feet. One hit and a confirmed critical, for a total of 34 points fire damage.

Aleste leaps back from the dragon-man trying to end his life, and hurls an acid bomb at him. The dragonspawn is horribly burned by the blast and acrid acid. 18 points acid damage.

Round 4
The giant-sized dragonspawn left facing Ambrose pounds on the cavalier with its falchion. One of the attacks cuts through Ambrose's armor, nearly deflected but inflicts a painful cut. 9 points damage to Ambrose.

Suddenly another of the large, hairy wolf-and-goblin-like things appears beside Ambrose Harrowfield and starts laying into Smoke with tooth and claw. Smoke's game, however, and deflects the majority of the attacks even though one claw rakes his belly. 12 points damage to Smoke.

The other group of opponents press their attacks. One of the dragonspawn plunges his falchion into Cayenne's side, cruelly twisting the blade to maximum effect and the horse goes down! Two successful critical hits, and Cayenne's lucky not to be killed outright! 20 points damage to the horse.

Its dragonspawn partner tries to get at Aleste, but Fang is in its face, snarling and snapping. The dragonspawn is quick, and a few fell snips of the blade leaves the wolf writhing on the ground. Another critical hit and a second hit combine to deal 19 points damage to Fang.

The beast looming over Helaku lays into the sorcerer, claws and teeth digging in. It hurts! Three successful hits with bite and claws, dealing a total of 36 points damage.

Leonar, Shaylar, and Ambrose up again.

Updated Map The fight hangs in the balance!

Initiative
26 - First group of dragon-men
19 - Second group of dragon-men
17 - Leonar
16 - Shaylar
13 - Ambrose
13 - Farmhouse goons
10 - Helaku
8 - Aleste

=========

GM rolls:

Aleste bomb 1d20 + 9 ⇒ (5) + 9 = 14
damage 4d6 + 3 ⇒ (1, 6, 6, 2) + 3 = 18
dragonspawn 2 1d20 + 12 ⇒ (12) + 12 = 24
damage 2d4 + 4 ⇒ (3, 2) + 4 = 9
dragonspawn 2 1d20 + 7 ⇒ (2) + 7 = 9
damage 2d4 + 4 ⇒ (1, 1) + 4 = 6
barghest 1 bite 1d20 + 14 ⇒ (8) + 14 = 22
damage 1d8 + 6 ⇒ (6) + 6 = 12
barghest 1 claw 1d20 + 14 ⇒ (6) + 14 = 20
damage 1d6 + 6 ⇒ (1) + 6 = 7
barghest 1 claw 1d20 + 14 ⇒ (10) + 14 = 24
damage 1d6 + 6 ⇒ (6) + 6 = 12
dragonspawn 3 1d20 + 11 ⇒ (20) + 11 = 31
damage 2d4 + 3 ⇒ (1, 3) + 3 = 7
dragonspawn 3 1d20 + 6 ⇒ (19) + 6 = 25
damage 2d4 + 3 ⇒ (3, 2) + 3 = 8
dragonspawn 4 1d20 + 11 ⇒ (19) + 11 = 30
damage 2d4 + 3 ⇒ (3, 3) + 3 = 9
dragonspawn 4 1d20 + 6 ⇒ (9) + 6 = 15
damage 2d4 + 3 ⇒ (3, 3) + 3 = 9
barghest 2 bite 1d20 + 14 ⇒ (7) + 14 = 21
damage 1d8 + 6 ⇒ (8) + 6 = 14
barghest 2 claw 1d20 + 14 ⇒ (12) + 14 = 26
damage 1d6 + 6 ⇒ (5) + 6 = 11
barghest 2 claw 1d20 + 14 ⇒ (3) + 14 = 17
damage 1d6 + 6 ⇒ (5) + 6 = 11
dragonspawn confirm crit 1d20 + 11 ⇒ (16) + 11 = 27
damage 1d4 ⇒ 2
dragonspawn confirm crit 1d20 + 6 ⇒ (12) + 6 = 18
damage 1d4 ⇒ 3
dragonspawn confirm crit 1d20 + 11 ⇒ (10) + 11 = 21
damage 1d4 ⇒ 1

The Exchange

Marked for Death - Round 3 continued
Whoa! Leonar tries to tumble back out of reach of the monster before him, trying to put some distance so that he can bring his spells to bear. But the thing has long arms, and just when he thinks he's moved far enough back the creature's almost human arm sweeps out and gouges Leonar's face with ragged claws. That was a stupendous roll but sadly didn't beat the thing's CMD. 9 points damage, and if you want to chance a spell or another flame then you'll need to make a concentration check against DC 19.

Shaylar pelts two arrows at the same creature, distracting it somewhat so that Leonar can get away. Given speed by the elf's magically strengthened bow, both arrows bury themselves deep into its hide. Two hits dealing 14 points damage

Ambrose rounds on the hobgoblin warrior that had been trying to pull him from the saddle. Just as the figure is growing in size, he hacks the brute down with his sword, the wounds rimed with frost from the enchanted blade. Next he turns on one of the dragon-men, and with a blistering combination of attacks scores a number of wounds on his foe. As he does so he issues a challenge, and for the first time you see a look of uncertainty in the cold gaze of your foe. This particular enemy looks to be in a bad way now, and Smoke rises up, catching the dragon-man in the face with a flying hoof, crushing his skull. Ambrose takes down the hobgoblin with a successful critical hit, while his other attacks deal a total of 43 points damage and Smoke in with the assist to put the fella into the minuses.

Apart from the ogre and hobgoblin stuck in Helaku's magical pit, the only adversaries from the original group you spotted that are left is one hobgoblin trying to gut Leonar. As the druid tries to tumble away, the hobgoblin regular takes a swing that doesn't get past the druid's defences. He tries to follow up with another overhead chop, but Leonar easily dodges out of the way of this one. Nearly forgot this second attack of opportunity as a result of Leonar's Acrobatics attempt, but his result easily bypasses this fellow's CMD. Second attack also misses.

Helaku up!

Updated Map Adversaries that you can see, one hobgoblin fighting Leonar, another one and the ogre down in the pit, three dragon-men (one enlarged, fighting Ambrose), and a greater barghest.

Initiative
26 - First group of dragon-men
19 - Second group of dragon-men
17 - Leonar
16 - Shaylar
13 - Ambrose
13 - Farmhouse goons
10 - Helaku
8 - Aleste

=======

GM rolls:

barghest AoO 1d20 + 14 ⇒ (17) + 14 = 31
damage 1d6 + 4 ⇒ (5) + 4 = 9
Shaylar bow 1d20 + 13 ⇒ (18) + 13 = 31
damage 1d8 + 3 ⇒ (2) + 3 = 5
Shaylar bow 1d20 + 8 ⇒ (19) + 8 = 27
damage 1d8 + 3 ⇒ (6) + 3 = 9
hobgoblin 3 AoO 1d20 + 1 ⇒ (18) + 1 = 19
damage 1d8 + 1 ⇒ (1) + 1 = 2
hobgoblin 3 sword 1d20 + 1 ⇒ (3) + 1 = 4
damage 1d8 + 1 ⇒ (3) + 1 = 4

The Exchange

Bodies on the Riverbank - Round 2 continued
Rowena keeps running pell-mell through the jungle, hounded by fear. We'll get you back soon!

Quinta has another attempt at tripping up the giant ape, but it is too big and solid and doesn't even seem to notice the whip snaking around its ankles.

Krolmnite ducks a swipe from the ape, a meaty fist flashing over the gnome's head. As he ducks Krolmnite drives his blade upwards, burying it to the hilt in the ape's belly. With a sigh, the ape sinks to its knees then sprawls on the ground. Victory!

And yet, something is not right with the ape's corpse. An inky, jet smoke rises from the still body. It coalesces into a vaguely humanoid form with indistinct lines, bat-like wings and glowing red eyes. It rises up above head level and floats a few feet away, eyes glimmering malevolently.

Shadows of Death

Yekskya and Zaghigoth up!

Updated Map One foe down, but another of an altogether different sort arises.

Initiative
19 - ???
19 - Nkechi
18 - Hskoro
17 - Cat
13 - Quinta & Ssss
13 - Krolmnite
10 - Yekskya
6 - Zaghigoth & Oshok'arr

The Exchange

You could try a 5foot step to the left, but the creature's big and has reach. I think it would still get an attack of opportunity as it would threaten that space as well. You could chance an Acrobatics check to tumble say, or a full defence.

The Exchange

Bodies on the Riverbank - Round 1 continued
Stolid Krolmnite projects a aura of calm that helps to break through the curtain of dread emanating from the ape. Nonetheless, Cat is overwhelmed with fear and hightails it along the riverbank, crashing into the jungle. Oh man, that's a couple times that's scuppered you, lol. Maybe invest in Iron Will?

Quinta strikes with her whip at the enraged ape. It curls around the ape's foot and she pulls, hoping to pull it over, but the ape rips the whip away.

Fearless, Krolmnite steps forward, brandishing his sword and throwing himself at the ape and drawing its attention away from the rest of the party. With his blade he slices deep, causing a terrible wound that looks like it's taken a toll on the animal. 14 points damage to the ape.

Yekskya tries to take advantage of the distraction to pick the ape off with a couple well-placed arrows. It's difficult though to shake off the sense of dread the ape exudes, and that throws off the archer's aim. The two arrows go scudding off into the jungle.

Oshok'arr goes tearing off into the jungle as well, overcome by dread, as Zaghigoth tries to defend himself with a spear thrust. Fortunately the ape is distracted as it defends itself from Krolmnite's attacks, and Zaghigoth's spear bites deep. The ape is suffering a couple deep wounds now, and you can tell that the loss of blood is sapping its strength. 5 points damage.

Round 2
The ape pounds on Krolmnite, an expression on its face as if it's relishing its own physical strength. The gnome dodges a bite, deflects a claw, but one hit rends through his armor and inflicting some rough gouges. 7 points of damage to Krolmnite.

Nkechi so far has been holding back, now he takes a step back and moves closer to Zaghigoth. He reaches out and mutters a prayer to Gozreh as he enchants the jungle druid's shortspear. Casts magic weapon on Zag's spear (+1 bonus on attack and damage rolls)

Hskoro likewise had been holding back but now leaps to the attack alongside Krolmnite and Zaghigoth. He moves in to thrust with his spear, but the ape is quick and leans in to take a bite out of the nagaji. Undaunted, Quinta's self-appointed defender thrusts his spear and is rewarded with a telling hit. The ape's attack of opportunity inflicts 5 points of damage on Hskoro. In return, Hskoro's attack inflicts 8 points of damage on the ape.

Battle Map Hooray! Map finally uploaded ok this time.

Initiative
19 - Ape
19 - Nkechi
18 - Hskoro
17 - Cat
13 - Quinta & Ssss
13 - Krolmnite
10 - Yekskya
6 - Zaghigoth & Oshok'arr

=======

GM rolls:

ape bite 1d20 + 10 ⇒ (8) + 10 = 18
damage 1d6 + 4 ⇒ (6) + 4 = 10
ape claw 1d20 + 10 ⇒ (9) + 10 = 19
damage 1d4 + 4 ⇒ (3) + 4 = 7
ape claw 1d20 + 10 ⇒ (4) + 10 = 14
damage 1d4 + 4 ⇒ (2) + 4 = 6
Nkechi init 1d20 + 2 ⇒ (16) + 2 = 18
Hskoro init 1d20 + 3 ⇒ (16) + 3 = 19
Hskoro Acrobatics 1d20 + 9 ⇒ (4) + 9 = 13
Hskoro attack 1d20 + 7 ⇒ (10) + 7 = 17
damage 1d6 + 5 ⇒ (3) + 5 = 8
ape Aoo 1d20 + 10 ⇒ (12) + 10 = 22
damage 1d6 + 4 ⇒ (1) + 4 = 5

The Exchange

Update coming, hopefully tomorrow night. Red Hand of Doom update took longer than I thought to put together, so too late now to move on to another game. In the meantime I've just tried uploading again the map I promised last week, but Photobucket seems to be unresponsive now.

The Exchange

Marked for Death - Round 2 continued

Leonar ducks around Helaku and Cayenne, hurling another ball of flame at one of the black-scaled newcomers. The dragon-man ducks and the fistful of fire burns harmlessly on the ground. A near miss!

Shaylar draws two arrows, fitting them to his bowstring one after another. He aims at one of the dragon-men harassing Ambrose to draw their attention away from the cavalier. One arrow hits, while the other thunks into the side of the farmhouse. 7 points of damage to the dragonspawn to the right of Ambrose. Meanwhile Dapples dances away from danger as Fang closes on one of the warriors attacking Aleste. The wolf darts in with hackles raised, but a brutal kick from the warrior keeps Fang at bay.

Ambrose draws his sword. The two dragon-men flanking him are tough warriors. They raise falchions and take advantage of his action to try to slice him from the saddle. Ambrose twists and turns to deflect their attacks, but they manage to get in two hits. Excellent maneuvers, but they had incredible rolls for their attacks of opportunity, inflicting a total of 13 points damage. Ambrose strikes back, hitting the lead warrior through its armor. Smoke rears up and lashes out as well, dealing the warrior a strong kick. The dragon-man seems to shrug off most of the blow however. Ambrose's strike hits for 9 points damage and 5 points cold damage. One of Smoke's hooves connects but the damage is reduced to 1hp.

The two remaining hobgoblins throw themselves into the fray. One rushes over and tries ineffectually to pull Ambrose from the saddle. Ambrose you get an attack of opportunity against this one.
The other charges at Leonar, trying to cut down the druid with his longsword. Leonar takes a wound in the side. Down in the pit the ogre and his hobgoblin ally languish. Just hits for 6 points damage.

Helaku dismounts and zaps bolts of fire at the nearest warrior. They both hit the dragon-man, burning it terribly! Both bolts on target scoring 31 points damage.

Aleste's in a tight spot, caught in between two dragon-warriors and their falchions. He tries to tumble out of the way, but the warriors aren't fooled and both slice into him, leaving the alchemist reeling. Two attacks of opportunity causing a total of 18 points damage.

Round 3
The dragonkin press their attack. The two attacking Ambrose launch blinding attacks, and he is hard-pressed to deflect them all. Another blow gets past his armor, and he feels the pain. 8 points damage.

One of the others attacking Aleste continues to hound him, and cuts him down with a vicious swipe! 6 points damage puts Aleste into the negatives (again!).

The fourth dragonkin leaps in to attack Helaku, getting two strikes on the unprepared sorcerer. 5-foot step to make a full attack, two hits dealing total of 15 points damage.

Suddenly, the two dragonkin and the hobgoblin warrior surrounding Ambrose grow to enormous size! The Lion of Brindol looks very small, penned in between them. At the same time, a great hideous beast manifests beside Leonar and Helaku. It looks like a burly, snarling canine beast whose front paws look more like humanoid hands, and with a bat-like face. As it looms over the two spellcasters, it weaves a spell and a pall of fear hangs over you like a lead weight. Leonar and Helaku if you have weapons drawn you can make an attack of opportunity against this creature. Please if Leonar, Helaku and Shaylar can make a Will save against DC 16 or else take a -2 penalty to attack rolls, damage rolls, saving throws, skill checks, and ability checks. Helaku and Shaylar please if you can also roll for Cayenne and Dapples and Fang. Any special tricks you have up your sleevs, now's the time to employ them!

DC 17 Knowledge (planes) check:

By the gods, it's a greater barghest! A fiendish relation of goblins and hobgoblins, these hateful creatures come to the Material Plane to feed. They have magical powers of invisibility, mobility, and misdirection, and as it devours its enemies it grows stronger. They are best hit with magic, and are lawful in nature.

DC 24 Knowledge (arcana) or DC 19 Spellcraft check:

The creature is casting a spell of crushing despair.

DC 24 Knowledge (arcana) check:

A spell of mass enlarge person was used to enlarge the dragonspawn and hobgoblin.

DC 10 Spellcraft or Knowledge (arcana) check:

That creature couldn't cast two spells at once, so something else must have cast the spell that enlarged the dragonspawn and hobgoblin.

Updated Map Go get 'em!

Initiative
26 - First group of dragon-men
19 - Second group of dragon-men
17 - Leonar
16 - Shaylar
13 - Ambrose
13 - Farmhouse goons
10 - Helaku
8 - Aleste

======

GM rolls:

Shaylar ranged 1d20 + 12 ⇒ (4) + 12 = 16
damage 1d8 + 3 ⇒ (4) + 3 = 7
Shaylar ranged 1d20 + 7 ⇒ (1) + 7 = 8
damage 1d8 + 3 ⇒ (2) + 3 = 5
Fang bite 1d20 + 3 ⇒ (5) + 3 = 8
damage 1d6 + 1 ⇒ (1) + 1 = 2
dragonspawn 1 Aoo 1d20 + 11 + 2 ⇒ (16) + 11 + 2 = 29
damage 2d4 + 3 ⇒ (2, 1) + 3 = 6
dragonspawn 2 Aoo 1d20 + 11 + 2 ⇒ (13) + 11 + 2 = 26
damage 2d4 + 3 ⇒ (3, 1) + 3 = 7
hobgoblin 1 1d20 + 3 ⇒ (9) + 3 = 12
hobgoblin 2 1d20 + 4 + 2 ⇒ (10) + 4 + 2 = 16
damage 1d8 + 1 ⇒ (3) + 1 = 4
Aleste Acrobatics 1d20 + 9 ⇒ (9) + 9 = 18
dragonspawn 3 Aoo 1d20 + 11 + 2 ⇒ (14) + 11 + 2 = 27
damage 2d4 + 3 ⇒ (3, 4) + 3 = 10
dragonspawn 4 Aoo 1d20 + 11 + 2 ⇒ (2) + 11 + 2 = 15
damage 2d4 + 3 ⇒ (2, 3) + 3 = 8
dragonspawn 1 attack 1d20 + 11 + 2 ⇒ (4) + 11 + 2 = 17
damage 2d4 + 3 ⇒ (3, 1) + 3 = 7
dragonspawn 1 attack 1d20 + 6 + 2 ⇒ (7) + 6 + 2 = 15
damage 2d4 + 3 ⇒ (1, 1) + 3 = 5
dragonspawn 2 attack 1d20 + 11 + 2 ⇒ (12) + 11 + 2 = 25
damage 2d4 + 3 ⇒ (1, 4) + 3 = 8
dragonspawn 2 attack 1d20 + 6 + 2 ⇒ (1) + 6 + 2 = 9
damage 2d4 + 3 ⇒ (3, 1) + 3 = 7
dragonspawn 3 attack 1d20 + 11 ⇒ (3) + 11 = 14
damage 2d4 + 2 ⇒ (1, 2) + 2 = 5
dragonspawn 3 attack 1d20 + 6 ⇒ (11) + 6 = 17
damage 2d4 + 3 ⇒ (3, 4) + 3 = 10
dragonspawn 4 attack 1d20 + 11 ⇒ (1) + 11 = 12
damage 2d4 + 3 ⇒ (4, 4) + 3 = 11
dragonspawn 4 attack 1d20 + 6 ⇒ (13) + 6 = 19
damage 2d4 + 3 ⇒ (1, 2) + 3 = 6

The Exchange

Bodies on the Riverbank

Surprise Round
Zaghigoth takes a step back and raises his spear defensively. Calling on the spirits of the animal realm, he tries to calm the giant ape. It halts for a moment and falls back on its haunches. Then its gaze seems to clear and it resumes its aggressive stance, half covered in shadow.

Zaghigoth:
You feel your spell should have worked, but you could sense resistance to your soothing call. It was almost as if there was another will contending with you to control the ape, a presence greater than your own that pushed you back.

DC 29 Knowledge (arcana) check:

This giant ape has just tried to target you with a fear spell. They shouldn't be able to do that!

DC 25 Sense Motive check:

This ape isn't acting the way an ape should! It's almost as if something was controlling it, or it was possessed.

The ape looms over you and pounds its chest. For each of you, you gain a sense that it is gazing directly into your soul. It makes you want to drop everything and flee in terror. Roll a Will save against DC 18 or be panicked and flee in terror for 11 rounds. Otherwise, a successful save means you are shaken (-2 to attack rolls, saving throws, skill checks, & ability checks) for one round instead.

Round 1
Assuming that Zaghigoth makes his save; otherwise this becomes a bit more random.
The ape lunges forward and grabs Zaghigoth with a powerful fist. It pulls the druid forward and tears a chunk out of his shoulder with sharp incisors before tossing Zaghigoth back down. Hits AC 25 for 5 points damage.

Map - Photobucket's down at the moment, so will get map posted up next time I'm online. Basically assume the ape is 10 feet away from your front line fighters.

Initiative
19 - Ape
17 - Cat
13 - Quinta & Ssss
13 - Krolmnite
10 - Yekskya
6 - Zaghigoth & Oshok'arr

=======

GM rolls:

ape bite 1d20 + 10 ⇒ (15) + 10 = 25
damage 1d6 + 4 ⇒ (1) + 4 = 5

The Exchange

Ugh, just noticed that we seem to have lost a post. I'll try to reconstruct it, and have a post up pronto.

The Exchange

DC 14 Knowledge (nature) check:

These newcomers are known as blackspawn raiders. Like the razorfiends you fought earlier, they were created through magic rituals that corrupt dragon eggs, in this case black dragon eggs. Sneaky and cunning, they employ a dangerous acidic breath weapon and share many of their parent black dragon's immunities and resistances. Unless trained in magical arts, they don't usually have any spellcasting powers of their own.

DC 13 Knowledge (arcana) or Spellcraft check:

These newcomers seem to have employed an invisibility sphere spell to get so close to you without being seen. Odd that, as they don't seem to be natural spellcasters themselves.

The Exchange

Marked for Death, Round 1
Leonar throws the burning fire in his palms at the nearest hobgoblin. It hits, causing some grievous burns. 7 points fire damage to the hobgoblin.

Shaylar moves quickly and precisely, sliding out of the saddle even as his hands reach for the arrows in his quiver. Two shots hit one of the other hobgoblins dead in the chest, and he goes down. Two hits for total 21 points damage.

Ambrose spurs Smoke forward charging directly at the enemy. His lance levels, and time seems to slow as he draws close and rams the entire lance through the chest of the luckless hobgoblin who had also been burned by Leonar. Ambrose rides away exultant along the side of the farmhouse. The afternoon sun glints red off his polished armor and shield, a brief moment of victory captured. Whopping 78 points damage surely does the hobgoblin in, and absolutely worth a roll. Keep 'em coming.

The ogre is starting to look a bit nervous now, but determined and orders the remaining hobgoblins into a defensive line. They move up and draw their swords while the ogre hefts a javelin at the other approaching riders, which turns out to be Helaku. The shaft plants in the ground just right of Cayenne, as the sorcerer works away at a spell.

The spell is unleashed, and a cavernous pit instantly opens under the feet of the ogre. The brute tumbles in, and it threatens to engulf two of the hobgoblin warriors as well. One of the warriors leaps out of the way, but the other teeters on the edge before sliding in and falling on top of the ogre - both appear to be in a bad way. Either way, it's disrupted their defensive line. On the map, the black square marks the actual pit, and the lighter colored square marks the sloping ground around it. I had the ogre slide in as I figured you didn't want either of the unconscious farmers to slide in as well. The ogre took 16 points falling damage, as well as some incidental damage from having the hobgoblin fall on top of him - hard to see how he wouldn't as the ogre takes up the same space as the pit, supposedly. The hobgoblin took 14 points falling damage.

Not wanting to accidentally catch innocents in the blast of one of his bombs, Aleste slides from the saddle and takes up his own bow. He targets the hobgoblin that nearly fell in the pit. It's a smart shot, and likely has severed an artery at the least. Critical hit, 13 points damage to the hobbie.

With the first rush of combat, only two hobgoblins are left standing, and they don't look too steady on their feet. Too easy!

Round 2
Suddenly two humanoid figures appear as if from nowhere on either side of Ambrose and Smoke. The newcomers look like wingless, hobgoblin-sized humanoid black dragons with horns much like the minotaur that you fought at Vraath Keep. Where did they come from? They wield wickedly-sharp looking falchions on which they try to impale the cavalier. Fortunately twisting this way and that with Smoke he is able to deflect their attacks.

Another of these raiders appears, and another! The first runs around and up to Aleste, with the second flanking on the other side. the first one then breaths a stream of foul green acid over the alchemist. You would consider with his trade that Aleste would have some resistance to acid, but the corrosive slime splashes all over armor and clothing and flesh alike. The other raider meanwhile takes advantage of the opportunity to drive his falchion deep into Aleste's side. Ouch!

Updated Map - Two of the five hobgoblins are down, with another one and the ogre in pit. Two of the dragon-like raiders are flanking Ambrose, and two more flanking Aleste.

Initiative
26 - First group of dragon-men
19 - Second group of dragon-men
17 - Leonar
16 - Shaylar
13 - Ambrose
13 - Farmhouse goons
10 - Helaku
8 - Aleste

=====

GM rolls:

Shaylar longbow w/ manyshot 1d20 + 13 ⇒ (10) + 13 = 23
1d5 ⇒ 4
ogre javelin 1d20 + 1 ⇒ (10) + 1 = 11
damage 1d8 + 5 ⇒ (7) + 5 = 12
ogre Reflex 1d20 + 2 ⇒ (12) + 2 = 14
Hob 2 Reflex 1d20 + 1 + 2 ⇒ (1) + 1 + 2 = 4
Hob 3 Reflex 1d20 + 2 + 2 ⇒ (17) + 2 + 2 = 21
falling damage 4d6 ⇒ (4, 5, 2, 5) = 16
falling damage 4d6 ⇒ (4, 4, 5, 1) = 14
3d6 ⇒ (1, 3, 6) = 10
Aleste ranged 1d20 + 9 ⇒ (20) + 9 = 29
damage 1d8 + 2 ⇒ (3) + 2 = 5
confirm crit 1d20 + 9 ⇒ (15) + 9 = 24
crit damage 2d8 ⇒ (5, 3) = 8
Raider 1 melee 1d20 + 12 + 2 ⇒ (3) + 12 + 2 = 17
damage 2d4 + 4 ⇒ (4, 2) + 4 = 10
Raider 2 melee 1d20 + 12 + 2 ⇒ (3) + 12 + 2 = 17
damage 2d4 + 4 ⇒ (4, 1) + 4 = 9
Raider 3 breath damage 4d4 ⇒ (4, 2, 1, 1) = 8
1d4 ⇒ 1
Raider 4 melee 1d20 + 12 + 2 ⇒ (20) + 12 + 2 = 34
damage 2d4 + 4 ⇒ (3, 1) + 4 = 8
confirm crit 1d20 + 12 + 2 ⇒ (8) + 12 + 2 = 22
damage 2d4 ⇒ (4, 2) = 6
Aleste Reflex 1d20 + 10 ⇒ (4) + 10 = 14

The Exchange

Bodies on the Riverbank
Inspecting the bodies, they do look like piratical types. They could have been members of one of the other factions trying to reach Tazion, and ultimately Saventh-Yhi. You don't see any sign of the half-elf Aerys Mavato, for some of you a fellow castaway on the isle of Smuggler's Shiv, among the dead. Nor do you see Kassata Lewyn, the captain and leader of the pirates' faction.

Suddenly, a series of loud slams and crashing noises echo through the jungle, sending small monkeys in the treetops screaming in all directions. Branches and bushes shatter as a gigantic ape bursts from the brush and lunges towards you! Its fur is dark as night, making it difficult to distinguish amidst the gloom of the deep jungle.

Nkechi just has time to shout a warning and cast a prayer, enchanting his trident. Zaghigoth, with his fine jungle senses, just has time to act as well.

The ape looms a mere 15 feet away. In addition to Nkechi, Zaghigoth has a chance to act as part of a surprise round. Map to follow.

Initiative
19 - Ape
17 - Cat
13 - Quinta & Ssss
13 - Krolmnite
10 - Yekskya
6 - Zaghigoth & Oshok'arr

======

GM rolls:

Krolm percept 1d20 + 2 ⇒ (13) + 2 = 15
Quinta percept 1d20 + 6 ⇒ (13) + 6 = 19
Rowena percept 1d20 + 7 ⇒ (11) + 7 = 18
Yekskya percept 1d20 + 3 ⇒ (13) + 3 = 16
Zag percept 1d20 + 11 ⇒ (18) + 11 = 29
Hskoro percept 1d20 + 9 ⇒ (1) + 9 = 10
N'kechi percept 1d20 + 4 ⇒ (20) + 4 = 24
Oshok'arr percept 1d20 + 5 ⇒ (2) + 5 = 7
Ssss percept 1d20 + 9 ⇒ (10) + 9 = 19
Krolm init 1d20 ⇒ 13
Quinta init 1d20 + 2 ⇒ (11) + 2 = 13
Rowena init 1d20 + 10 ⇒ (7) + 10 = 17
Yeks init 1d20 + 5 ⇒ (5) + 5 = 10
Zag init 1d20 + 3 ⇒ (3) + 3 = 6
init 1d20 + 6 ⇒ (13) + 6 = 19
stealth 1d20 + 8 ⇒ (16) + 8 = 24

The Exchange

Ambrose Harrowfield wrote:

Nice to be on horseback again!

I'll say! I think Helaku is right, your damage multiplier should be x5. Either way, I think that hobgoblin will just be a red smear on the ground afterwards.

Leonar, first up, what do you want to do with the produce flame?

Leonar:
Running forward and leading the charge, you summon arcane fire to your hand. Your fine-tuned senses pick up something off to the left. Some stones or scree rolling off the boulders, but you can't see anything.

Shaylar and Ambrose I've got your actions and I'll get them all up in the next update.

The Exchange

Sorry for my absence, not sure where last week went. Well, admittedly I've got a good idea, over Christmas my wife and I subscribed to Amazon Prime for a month and got hooked on Man in the High Castle. We've been trying to watch it before ending the subscription. It was good, but I feel I've lost a week of my life. Werner, saw your message on the Red Hand of Doom thread, glad to have you back and hope family are all well.

Aftermath
The fight over, you start to calm as the adrenaline coursing through your veins filters away. Krolmnite, in full battle flow, continues to attack his last foe, until Quinta points out that the man is well dead. Looking around, the warriors don't have much but you can recover five well-made bows with a strong pull (masterwork composite short bows Strength +2) . Plenty of arrows, including two that detect as magic. They are covered with inscriptions that Nkechi insists are curses on the enemies of the Mzali (2 human bane arrows).

Nkechi remarks that Quinta has a fair point and that it would be a good idea to move on before encountering any more Mzali hunters. You are just skirting their lands, but they are expanding their frontier all the time so best not to tarry.

Further along (this is roughly two hours later), and you are being driven demented by the howling of monkeys in the jungle canopy all around you. Still following the river bank, here The trees grow broader and taller here, their gnarled branches rising to a tangled canopy that blots out the sun. Digging into their roots, giant, parasitic corpse-flowers blossom across the forest floor. Littering the banks of the river are several humanoid corpses, their armor and bodies ripped apart as if by large claws. For the most part their clothing is voluminous and flamboyant, armed with cutlasses and knives. Blood is everywhere.

DC 10 Perception check:

From the cut of their clothes and gear, you reckon these poor souls to have been Shackles pirates.

DC 15 Perception check:

Bending down, you pick out of the mud a golden bracelet. Slim and decorative, you reckon it once graced a woman's wrist.

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