Tarrasque

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Organized Play Member. 1,754 posts (2,616 including aliases). No reviews. 1 list. No wishlists. 6 Organized Play characters. 7 aliases.


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The Exchange

Hi sorry things have been so quiet. Unwelcome news.

Basically, my aged computer has finally packed in. Along with campaign notes and maps. Backups aside, I really haven't the funds to effect repairs so I'm going to be without a computer or data for the foreseeable future.

There are probably ways around it, but I'm thinking it forces another issue that I've been struggling with for a while. Between work and family free time's really been zero and it's been a struggle to find opportunities to write posts. Frustrating as I've really been enjoying Red Hand of Doom and you all have stuck with it for so long I was determined to bring the game to a good end. We got so far through the adventure! Given the circumstances though it might be best to wind it up here.

Sorry to call an end here, but thanks for a great game you all. Hope to game with you all in the future.

The Exchange

Hi sorry things have been so quiet. Unwelcome news.

Basically, my aged computer has finally packed in. Along with campaign notes, maps and adventure modules. Backups aside, I really haven't the funds to effect repairs so I'm going to be without a computer or data for the foreseeable future.

There are probably ways around it, but I'm thinking it forces another issue that I've been struggling with for a while. Between work and family free time's really been zero and it's been a struggle to find opportunities to write posts. Frustrating as I've really been enjoying the game and you all have stuck with it for so long I was determined to bring the game to a good end. Given the circumstances though it might be best to wind it up here. Even if fighting wasps seems an ignominious place to end.

Sorry to call an end here, but thanks for a great game you all. Hope to game with you all in the future.

The Exchange

Thanks for your patience. I'm caught up after my trip, have been writing up an update but it's gotten a bit late tonight to manage to finish it. I'm expecting to get it finished and posted up tomorrow evening (GMT time).

The Exchange

Good to be back! Good trip.

Heroes versus The Bonedrinkers - Round 2
With a quick prayer to Ehlonna, Lady of the Wood, Shaylar looses a blistering array of arrows at the bonedrinker grabbing hold of Harek. Three arrows sink deep into the creature's chest and it halts, teetering as the dark light fades from its eyes. Then it crashes against the pool, a clawed hand reaching into the water. Shaylar pivots and sends a last arrow into the bonedrinker looming over Ambrose, dropping that one as well. All direct hits. The first were enough to take it down, so thought you'd be happy to move on to another target with your rapid shot arrow.

Aleste throws another bomb, the next nearest to Ambrose. The flask bursts against the side of the monster and splashes it with acid. Whatever foul concoctions or enchantments gave birth to the creature have rendered its skin rubbery and thick, but the acid burns. 11 points acid damage. I doubly goofed, I had applied damage reduction to your bomb attacks but energy attacks should have been exempt, and alchemist bombs are magical in any case.

Don't forget as well that you're all hasted!

Only round 2, and only four of the nasties left.

Initiative
28 - Shaylar and Fang
21 - Aleste
14 - Ambrose
11 - The Bonedrinkers
10 - Leonar
9 - Helaku
4 - Harek

The Exchange

Out of town now for about ten days, so I'll move on the game after then. I'll likely be without computer access in the meantime. Really sorry I didn't manage at least one more update, tried a couple times but either the website or my broadband seemed to be playing up. Catch up with y'all soon.

The Exchange

Out of town now for about ten days, so I'll move on the game after then. I'll likely be without computer access in the meantime. Really sorry I didn't manage at least one more update, tried a couple times but either the website or my broadband seemed to be playing up. Catch up with y'all soon.

The Exchange

Feel free to keep roleplaying introductions or investigations, but I'll move things on in the meantime.

A Look Across Tazion

As you explore the ruined temple more closely and introduce yourselves to the newcomer in your midst, Zaghigoth rushes back to the temple entrance. There, just outside the half-orc finds Oshok'arr. She honks in greeting, and you notice her thumb spikes are bloody. Nearby, the bloodied and trampled bodies of two charau-ka lie sprawled in the dirt.

As the rest of you pile out of the temple, you look across the ruined city. Looking north, the ruins are dominated by a large mound of vegetation. Yet, from your perspective you can detect something more substantial beneath the vines and foliage, a tiered stone ziggurat. An Azlanti monument?

Turning to look ahead to the east, through the trees and across dark pools of water you see a squat stone tower. Across this expanse you keep a sharp lookout for charau-ka reinforcements, but any left in the city must for the moment be laying low.

Finally, to the south you spy through the dense brush a single, massive stone ruin. You can pick out rings of crude stone columns. As you watch, a flock of birds takes flight - something there must have disturbed them. Taking in the details, your wizened guide Nkechi muses, "Somewhere out there is the key to finding the true path to the city of Saventh-Yhi. We have come far. But where now?"

A Map of Tazion - Your location is marked by the X, where you originally entered the city was through a gap in the wall marked S1 in the lower left corner of the map.

The Exchange

Round 1 continued
Leonar conjures up a flaming sphere and sends it hurtling towards the monster farthest away. He is surprised to see the creature lurch out of the way at the last moment, the burning sphere rolling past without effect. Rolled an astoundingly incredible Reflex save.

Helaku quickly sizes up the situation and decides this calls for a favored spell of particular potency. He spreads his hands as though casting a net, and you suddenly find yourselves able to dash quickly on your feet. Good call, and Helaku indeed has a free slot. Everyone gains one free attack at highest attack bonus when making a full attack. You also garner a +1 bonus to attack rolls and a +1 dodge bonus to AC and Reflex saves. It lasts for 8 rounds. Don't get more than 30 feet away from each other.

Harek struggles against the tentacles trying to wrap themeslves around the dwarf. He hacks and slashes, managing to cut deep chunks of flesh from the creature's; odd how they don't bleed. Both successful hits.

Will get Shaylar's action and then post an update for the next turn with Shaylar, Ambrose's turns.

Updated Map

Initiative
28 - Shaylar and Fang
21 - Aleste
14 - Ambrose
11 - The Bonedrinkers
10 - Leonar
9 - Helaku
4 - Harek

=================

GM screen:

bd5 Reflex 1d20 + 5 ⇒ (19) + 5 = 24

The Exchange

Hopefully will have update tomorrow. I've been updating a treasure list in another game and wanted to finish it before moving on to other things. Thought it only needed 20 minutes work to finish, but it's been more of a three day adventure due to interruptions. Or, because I've fallen asleep at the computer. :)

The Exchange

Hopefully will have update tomorrow. I've been updating a treasure list in another game and wanted to finish it before moving on to other things. Thought it only needed 20 minutes work to finish, but it's been more of a three day adventure due to interruptions. Or, because I've fallen asleep at the computer. :)

Quite right Aleste, I'll move you up behind Ambrose. I was just thinking you had thrown over everyone's heads.

The Exchange

Round 1 - continued
You gaze in horror at the monsters, trying to puzzle out just what they are and how to defeat them.

Knowledge religion:

There are stories about these undead creatures in hagiographies of the saints of Pelor. Bonedrinkers, the bodies of goblinoids warped and given false life by an infusion of evil, negative energy. Their bite literally suchs the marrow from your bones. They are always created by a powerful spellcaster.

Knowledge arcana:

These creatures are definitely not natural. However, they don't appear to be spellcaster, at least not as far as you can tell.

Knowledge nature:

These things are definitely a perversion of the natural order of things. No matter how you might feel towards goblinoids, you can tell these bugbears must have suffered horribly in becoming what you see before you.

Leonar, you wanting to make an attack as well? Haste, indeed. Helaku's kept a few spell slots back for just this kind of occasion.

Initiative
28 - Shaylar and Fang
21 - Aleste
14 - Ambrose
11 - The Bonedrinkers
10 - Leonar
9 - Helaku
4 - Harek

The Exchange

Round 10 continued

The hunt is on. Zaghigoth's bat flutters about the ruined temple complex, and Quinta completes her spell to summon a giant ant. As she does so she calls out to other serpents hiding in the area, asking for help to find the giant snake. She doesn't immediately receive a reply, but the bat and ant quickly home in on the snake. It isn't hiding as much as it is trying to quickly retreat from the fight, heading around the tar pools towards the entrance. The bat swoops in and settles on the snake behind its head, its weight pinning the snake down. Powerful incisors sink into reptilian flesh, and the bat feeds. Soon, the snake stops moving altogether. 13 points damage is enough to finish off Chu-tok the snake.

From that fight, I wasn't expecting the snake to emerge as the most significant threat! Liliana, since the snake went down before you could act, you can keep your flame attack.

You take a few minutes to catch your breath, make certain no further attacks are imminent, and take stock. As the party emerges from the magical darkness, you see that everyone is accounted for, though many of you bear wounds from the fight with the charau-ka. Most significant, you seem to have picked up a new ally, the human woman in red armor with a penchant for fireballs.

After some time, the magical darkness is dispelled, allowing you to explore the complex more thoroughly. The upshot of your epic battle is you seem to have cleared the charau-ka from the area, from this part of the ruined city at least. Your explorations confirm this, as well as uncover some loot.

A stone coffer holds a collection of recently scavenged relics pried from the ruins. They include scrapings of gold inlays, semiprecious stones, ivory carvings, and pieces of decorative wrought-metals. Jumbled within the rest of the loot is a set of figurines in the shape of golden lions. In addition, across the curved walls of this part of the complex coils a sculpture of a massive, decapitated skeletal serpent formed from thousands of blackened bones pasted to the stone with tar. A single glittering eye winks from the serpent's severed head, and you can now see that the eye is a large moonstone pasted into the tar.

You also inspect the charau-ka bodies. Most have nothing of value, but the high priest Raogru did seem to have some interesting possessions. Particularly, his snake-skin hide armor and his large warmace. You also find a clay flask.

Soon enough, you feel it is time to move on. That insane charau-ka, Raogru, mentioned another spellcaster here in the Tazion. And you've yet to find any clues that reveal the location of the lost city of Saventh-Yhi

You've all spent enough time here I won't bog you down with magic item identification rolls:

Treasure:

+2 hide armor
+1 heavy mace
1 clay flask, elixir of fire breath
2 figurines of wondrous power (golden lions)

The Exchange

Round 1
Shaylar is first to react, nocking two arrows to his bow in a blur and letting fly at the nearest monster. Both arrows hit its body with a dull thud in the center of its chest, electrical energy arcing from the wounds. It doesn't seem to react to the precise strikes in quite the way that you'd expect, though the electricity causes its body to twitch violently.

Ambrose raises his sword and throws himself at the same apparition on the far side of the chamber, while Aleste attempts to soften the target with a well-aimed flask of alchemist's fire. Liquid fire engulfs the being, but it hardly seems to notice. It's flesh blackens, but seems to resist the fire.

Ambrose follows through with a swing of his enchanted blade, dodging a tentacle as he drives the sword home with a sickening crunch. It ignores the wound for the most part, hissing as the sword's cold effect extinguishes some of the flames.

The rotted creature responds by trying to impale Ambrose on its claws. The cavalier fends off with his shield two mighty swipes of its powerful arms. On the other side of the chamber, one of the seven foot tall monstrosities looms over Harek. The dwarf yells a taunt at his foe but before he can charge in with his axe its tentacles snake out from its abdomen and wrap the dwarf's heavily armored body in a tight hold. It leers at Harek hungrily, as the others shamble forwards. Successful grapple!

Updated Map

Initiative
28 - Shaylar and Fang
21 - Aleste
14 - Ambrose
11 - The Bonedrinkers
10 - Leonar
9 - Helaku
4 - Harek

=========

GM rolls:

bd1 claw 1d20 + 5 ⇒ (12) + 5 = 17
bd1 claw 1d20 + 5 ⇒ (11) + 5 = 16
bd2 grapple 1d20 + 14 ⇒ (10) + 14 = 24

The Exchange

If you've been enjoying Red Hand of Doom, it sounds like the new Ironfang Invasion adventure path seems to promise more of the same in the world of Golarion.

Working on the treasure situation.

The Exchange

Apologies folks - I was thinking it had been quiet on the game front for the last few days, but when I actually went into the thread just now, I see my magnificent post from earlier in the week seems to have disappeared. Crud. I'll just have to see if I can reconstruct one even more magnificent!

I had one vote for exploring the secret passage, without any objections the passage it is.

After moving back up the stairwell to the welcoming chamber, you take time to finish exploring the adjoining rooms. You consider which way to go next, and you become aware that Harek's attention keeps being drawn to the secret door you found in the wall at one of the corners of the room. Maybe it's a dwarf thing? Either way, without any notions to the contrary, you choose the secret passageway.

The narrow corridor curves slightly to the right, with a low ceiling just above your heads. You tread carefully, wary of traps and of making noise in this dark sepulchre of a place. The passage isn't long, and ends in a stone wall. Pushing on it reveals another concealed doorway. This one opens into a long chamber awash in sickly yellow light shining up from the glowing surface of a large pool of mustard-colored water. A large shape, unidentifiable, floats inside the pool. The pool's rim is made out of dozens, perhaps hundreds, of lion skulls that have been fused together with gray mortar. Shadowy alcoves line the north and south walls, and to the west of the sickly pool stands a fifteen-foot tall statue of a rotting lion. The morbidly majestic figure's head reaches nearly to the ceiling.

Suddenly you hear a rasping growl echo from one of the dark alcoves. It is soon joined by other howls in a terrible chorus, as a new horror finds you. Pulling themselves from the alcoves are six large humanoids. They may once have been bugbears, but their flesh has rotted, turned pallid gray and covered with oozing sores. Their hair is bedraggled, their teeth appear to have been filed to needle-sharp points, and their eyes seem lit from within by an unnatural green light. From each of the stomachs protrudes two long, questing tentacles. They seem eager to make your acquaintance.

Have at 'em!

Behold the Bonedrinkers

Battle Map

Initiative
28 - Shaylar and Fang
21 - Aleste
14 - Ambrose
11 - The Bonedrinkers
10 - Leonar
9 - Helaku
4 - Harek

===========

GM screen:

Aleste init 1d20 + 3 ⇒ (18) + 3 = 21
Ambrose init 1d20 + 0 ⇒ (14) + 0 = 14
Harek init 1d20 + 2 ⇒ (2) + 2 = 4
Helaku init 1d20 + 7 ⇒ (2) + 7 = 9
Leonar init 1d20 + 8 ⇒ (2) + 8 = 10
Shaylar init 1d20 + 10 ⇒ (18) + 10 = 28
1d20 + 3 ⇒ (8) + 3 = 11

The Exchange

Apologies for delay, I was hoping to jump right into the next part but got bogged down with other things. Regarding next moves, I had one vote for the party exploring the discovered secret passage, without any views to the contrary let's go for it.

Having returned up the stairs to the welcome chamber and thoroughly explored the adjoining rooms, you turn your attention to the secret door you discovered in one corner of the room. It opens onto a narrow tunnel that gently curves to the right. Following on, you soon come to a stone barrier, however this too swings out to reveal a chamber beyond. This must also have been a concealed door, as you can see that the seam of the doorway is well hidden by the carvings on the wall.

Exiting the passageway, you find this long, new chamber is awash in sickly yellow light shining up from the glowing surface of a large pool of mustard-colored water. Some sort of large shape is floating inside the pool. The pool's rim is made out of dozens, perhaps hundreds, of lion's skulls that have been fused together with gray mortar. Shadowy alcoves line the north and south walls, and to the west of the sickly pool stands a fifteen foot tall statue of a rotting lion. The morbidly majestic figure's head reaches nearly to the ceiling.

Suddenly movement erupts around the chamber. From the alcoves to either side slither six emaciated, rotted forms. Each looks like the mouldered remains of a bugbear, but with pallid grey skin and their teeth look filed to needle-sharp points. Strange, questing tentacles sprout from their stomachs - reaching for you!

On your feet! To move things along, I've rolled initiative below. On the map, the top round structure is the pool, while the second structure in the middle of the room is the lion statue.

The foe

Battle Map

Initiative
27 - Leonar
23 - Aleste
19 - Helaku
15 - Bonedrinkers (6)
12 - Shaylar
12 - Harek
4 - Ambrose

========

GM screen:

Aleste init 1d20 + 3 ⇒ (20) + 3 = 23
Ambrose init 1d20 ⇒ 4
Harek init 1d20 + 2 ⇒ (10) + 2 = 12
Helaku init 1d20 + 7 ⇒ (12) + 7 = 19
Leonar init 1d20 + 8 ⇒ (19) + 8 = 27
Shaylar init 1d20 + 10 ⇒ (2) + 10 = 12
init 1d20 + 3 ⇒ (12) + 3 = 15

The Exchange

Apologies things have slowed down a bit. With catching this snake I was trying to update every couple days, but have been getting bogged down with other things.

Round 10
You cast about in the dark for the damnable serpent, but it seems to have pulled a disappearing trick. Krolmnite following Yekskya's calls and what he hopes is the snake's trail, finds the edge of the darkness effect. Zaghigoth completes his spell and summons a dire bat to the party's aid, while Quinta begins her own summoning incantation.

Feel free to make Perception checks as you are looking around, Zag also if you want to roll for your bat and Quinta if you want to roll for your critter when it arrives.

Initiative
25 - Yekskya
19 - Chu-tok
18 - Rowena
15 - Zaghigoth & Oshok'arr
14 - Hskoro
9 - Liliana
8 - Nkechi
6 - Quinta & Sssss
5 - Krolmnite

========

GM rolls:

1d20 + 3 ⇒ (17) + 3 = 20
1d20 + 9 ⇒ (7) + 9 = 16
1d20 + 4 ⇒ (5) + 4 = 9
1d20 + 3 ⇒ (11) + 3 = 14
1d20 + 7 ⇒ (10) + 7 = 17

The Exchange

Round 9 continued
As a group you decide that this giant snake needs to go down. Zaghigoth takes a step near it, summoning a creature to his aid. Liliana listens out for it, and sends a flame strike in the snake's direction. She watches the flames disappear into the darkness, unsure whether they hit the target, but she's skeptical.

Quinta is perhaps remorseful at the way the parley with the charau-ka turned out, while Krolmnite stumps after the snake. His sword is held ready, expecting at any moment to come on the retreating serpent.

Initiative
25 - Yekskya
19 - Chu-tok
18 - Rowena
15 - Zaghigoth & Oshok'arr
14 - Hskoro
9 - Liliana
8 - Nkechi
6 - Quinta & Sssss
5 - Krolmnite

The Exchange

Yeah, it's been a good trip so far. No worries, I'll have a look through, I'm still going through your Reign of Winter thread to compile a treasure list - were you wanting to put that on the campaign thread? When I finish that I'll do the same with this game, to make sure you've all not been getting shortchanged anywhere. I think definitely some of the potions have been used, and I think some of the gear was sold in one of the towns either just before or just after your party ventured into the Blackfens and Rhest. However, I'd need to go back and check to be sure, it's been a while.

In the meantime, which way are you all heading next? Back down the stairs to the Stone Lion's entrance? The doorway? The secret passage?

The bracers are indeed bracers of armor +1, forgot to append that in the list.

The Exchange

Wow, that's quite a list. If you don't mind I ought to go through the posts as well to verify. Apart from that, no problem with keeping items as you've earned it. I had been thinking recently that you'd accumulated some stuff but hadn't had much opportunity for selling loot, but I did think you had liquidated some of the treasure from your earlier adventures.

We can carry on in the meantime, assuming you survive the perils of the Ghostlord's lair then we can ensure a stop at a population center, and you can cash in your treasure, stock up on supplies, etc.

I'm hoping to post a game update this time tomorrow, needing to address another game at the moment.

The Exchange

Round 8 continued, Round 9

You grasp about in the dark, trying to confirm the location of the giant snake so that you can put an end to it. Quietly you listen, and it's Rowena with the sharp senses of her elven heritage who calls out: "I hear sounds of slithering, that way! To the west!" A moment later you hear an answering shout from Yekskya. "Something big just moved past me! It has to be the snake!"

Initiative
25 - Yekskya
19 - Chu-tok
18 - Rowena
15 - Zaghigoth & Oshok'arr
14 - Hskoro
9 - Liliana
8 - Nkechi
6 - Quinta & Sssss
5 - Krolmnite

======

GM rolls:

1d20 + 8 ⇒ (2) + 8 = 10

The Exchange

Is anyone tracking treasure?

After some time spent examining the spoils from the fallen, you head back up the stairs to the welcoming chamber where you encountered the first band of hobgoblin monks.

From this chamber, you have the time to take a closer look at the chambers you only glanced in before. The room with the darkwood statue of Tiamaat - its artistry probably worth something to the right collector if you could find a way to transport it - seems to be where the hobgoblins slept. Two smaller rooms branch off. One appears to be a storeroom with a couple dozen crates and barrels of provisions: water, dried meat, bread, incense. The next room has also been used as sleeping quarters, but there is only one pallet. This must have been used by the woman leader.

You consider how to proceed from here. In the adjoining room adorned with all the butcher's hooks, a door leads into a narrow, curved corridor. Likewise, earlier you discovered a hidden door that reveals another curved corridor. I goofed earlier and accidentally covered up the door on the map. An updated map is below, showing the door and secret passage, both leading south.

Updated Map

The Exchange

Round 8

Rowena gropes about in the darkness, having also to contend with charau-ka bodies sprawled on the ground. However, with her acute senses and by calling out to each other she makes her way through the blackness to Krolmnite's side. She has her rapier out, ready for any further trouble.

Zaghigoth takes a deep breath, sensing that the worst of the trouble is over. He calls out in his deep voice, "Hmm, is everyone still here? Anyone hurt? Can't see a damned thing! This darkness is magical I say, let's try to find the edge of it where we can see what's what."

Quinta's self-proclaimed bodyguard, the nagaji Hskoro, gathers his wits and follows Liliana to place a heavy hand on her shoulder. "Hey! Who are you? How did you come to be here?"

Is anyone intent on pursuing the snake? Otherwise I'll drop out of initiative.

Initiative
25 - Yekskya
19 - Chu-tok
18 - Rowena
15 - Zaghigoth & Oshok'arr
14 - Hskoro
9 - Liliana
8 - Nkechi
6 - Quinta & Sssss
5 - Krolmnite

=======

GM screen:

1d20 + 8 ⇒ (5) + 8 = 13
damage 1d6 + 6 ⇒ (1) + 6 = 7

The Exchange

With a bit of effort, perhaps eschewing the rope and grapple left by the hobgoblins in favour of his own gear, Harek climbs down to the ground and retrieves the woman's body and climbs back up. The body of the draconic behir is still there, and at the entrance to lair you see Ambrose's horse, who gives a whinny of recognition.

The hobgoblin battlesinger was indeed well-equipped. Despite her use of magic during combat, she had a few weapons on her person, a whip of supple leather hung at her side along with a shortbow and a quiver of arrows. She also must have had a fondness for mithral, having several adornments on her person ranging from a beaded necklace, bracelets, rings, belt, anklets, and a mithral breastplate hidden by her clothing. Many of the items are purely ornamental, but the arrows, belt, and bracelet in particular radiate magic when you examine them with your spellcraft. You also find a rod tucked in the back of her belt, also radiating magic. She exudes a strange perfume, causing you to recall when you encountered a similar scent before. You wonder that this might be the Ulwai that wrote the note to Wyrmlord Saavith, that you recovered at the sunken city of Rhest.

In short, you find (again I'm not doing to demand IDs at this point):
1 masterwork whip
1 masterwork shortbow
Quiver with 20 +1 shock arrows
1 +2 mithral breastplate
1 mithral belt of incredible dexterity +2
1 rod of elemental metamagic (normal strength - electricity) - allows the wielder to cast up to three spells per day of 6th level or lower and have the damage automatically converted to electricity damage.
A collection of mithral jewellery (earrings, anklets, rings, bracelets)

Apart from that, you are unable to glean much in the way of useful intelligence of the Red Hand's plans for the Ghostlord. You do find a small journal on her person in which are written the lyrics and notes of a nearly completed opera - a dark, stirring tale that chronicles Tiamaat's destruction of five good dragons who had tried in vain to defend a site sacred to Bahamut from her clutches. Despite its cruel undertones and frequent scenes of violence and torture, the opera is a masterpiece of bardcraft. Even in its incomplete state, this could be worth something to a collector who might appreciate such a lurid work of art.

She was meant to be a tough fight. In the original third edition, she was a bard with the stormsinger prestige class from the Frostburn supplement, but rebuilding her for Pathfinder play I opted for a bard with the Thundercaller archetype (from the Varisia Player's Companion supplement, if you are looking for it). When the Advanced Class Guide came out, I was strongly tempted to make her a skald but wanted to keep with the stormcaller theme - still not sure why an individual who likes to toss around lightning had such an interest in metal jewellery, perhaps it's a hobgoblin thing.

Where next, stalwarts?

The Exchange

Round 6
Instinctively Shaylar loads his bow with arrows at blinding speed, concerned about the injuries Ambrose is absorbing. He sends each fletched arrow arcing over the cavalier's shoulder and into the woman. Her battlesong is stopped mid-note as she stumbles backwards. She looks down at the shafts protruding from her chest as one more step causes her to stumble past the stone teeth of the lion's maw and drop the fifty feet from the rough balcony to the earth below. Each of your arrows hit and she was already at death's door after concerted attacks from Ambrose and Aleste's bombs, so she's dead a few times over. Well done!

Leonar throws his weight into attacking the two identical priests on the left. He swipes one with a deadly paw and is surprised to find that instead of connecting and drawing blood the figure just vanishes, leaving only the one brother. Not to be put off Leonar tries to swipe with his other paw but misses. However his bite connects, tearing a chunk out of the hobgoblin's shoulder. The cleric was employing the copycat feature of the Trickery domain, your claw attacks didn't hit but the rolls were close enough to dispel the figment. Cleric loses 11 hit points from the bite attack though. Not affected by the Hold Person, successful save.

Helaku unleashes another ear-piercing scream, with the cleric fighting Leonar in his sights. The priest twitches, but seems to throw off the worst of the spell's effects. Successful Fortitude save on the part of the hobgoblin reduces damage from the spell to 9 points sonic damage.

Aleste is thrilled to see the two priests cancel their invisibility - it means he can use his bombs. He hurls one at the hobgoblin going toe-to-toe with Leonar, and the cleric disappears in the explosion. Flames lick around Leonar and Ambrose but don't quite touch them. The silvery heavy pick hurtling around the room winks out of existence. Aleste hurls another bomb at the other priest and a second explosion erupts. The priest survives, barely. First bomb wipes out the cleric on the left, the second is grievously wounded.

Despite charred flesh and burning robes, a fanatical gleam sparks in the priest's eye as he takes a step back from everyone. This one's going down fighting. He grasps the holy dragon clasped around his neck and a wave of dark force washes over everyone, threatening to fill your heart with despair, darkness, death. All alone, he channels negative energy. Everyone's in the radius so make a Will save against DC 12, full damage is 7 points but a successful save reduces this to 4 damage.

Ambrose holds his sword ready for one last strike at the hobgoblin woman, just holding his footing but ready to take her down with him. With her sudden exit he can only lower his cold blade and advance to the edge of the maw, looking down through the rain as her broken body is illuminated by a flash of lightning.

Harek follows the cleric's retreat. The priest is perhaps surprised that you all weren't as affected by the dark might of Tiamaat as he had expected. As such he is unprepared as Harek steps in and chops him down with his keen axe. Taste the axe indeed. First attack was enough to finish him off, good teamwork and dice rolls from everyone quickly neutralized the enemy.

Looking around, there is not much to this rough balcony apart from a frayed rope with a grappling hook attached to the end - perhaps a means of entry for the hobgoblin contingent. The bodies of the priests and monks also yield the following (I'm just going to spell them out rather than ask for Id's at this stage) :

1 enchanted set of banded mail
1 light steel shield
3 sets of enchanted arm bracers
1 well-balanced, masterwork heavy mace
3 masterwork dragonchain weapons
3 masterwork light crossbows
30 bolts
2 potions of cure light wounds
1 potion of cure moderate wounds

========

GM rolls:

scream 4d6 ⇒ (4, 6, 6, 2) = 18
Fort 1d20 + 6 ⇒ (18) + 6 = 24
2d6 ⇒ (3, 4) = 7
Helaku Will 1d20 + 6 ⇒ (1) + 6 = 7

The Exchange

I should have specified in above post, covered Liliana, Quinta, and Krolmnite's posts, Nkechi and Yekskya are holding actions, and also included the snake's move action. Cat and Zaghigoth up next, and if anyone else wants to post I'll incorporate it into the next update.

The Exchange

Round 4 continued
Steam hissing from body and armor, Ambrose grips his sword tightly and rushes past the dire rat. The rat lunges but Ambrose twists away as he zeroes in on the woman. However, what does catch him off guard is when two identical-looking hobgoblin priests materialize only a step to his left, each swinging a heavy mace. Ambrose tries to dodge the attacks but each appears to hit him square in the chest. Ouch! Ambrose's momentum carries him onward, surprising both the priests and the hobgoblin woman. Her surprise is magnified as his sword slides into her stomach. The hobgoblin cleric attacking from invisibility, unfortunately this negates dodge bonus to AC and as a result also the AC bonus from Mobility. Hits for 8 points damage. Still, successful hit on the woman dealing a deathly blow.

Harek lunges through the door, meeting the dire rat with the blade of his dwarven waraxe. His mighty swing ends the rat, and with a flash the summoned creature disappears back to where it came from. Rat was indeed still kicking, but not for long! The successful hit is enough to kill the rat several times over.

Round 5
The rat goes down. Shaylar steps into the doorway and unleashes a hailstorm or arrows, targeting the female spellcaster. The arrows flash past Ambrose's shoulder and nearly all find their target, piercing her within an inch of her life. Three of the arrows hit, dealing a total of 32 points damage.

Leonar crouches, ready to pounce on the rat. When it disappears, he needs only stretch a bit farther to reach the hobgoblin priest. A sweep of a paw rakes across the hobgoblin's face. The first claw attack would have hit, 11 points damage and it's frightened out of its skin to have an angry tiger only inches away.

Aleste reaches for an explosive bomb, pausing as he searches the fight for anyone attempting to cast a spell. You presume Helaku is doing likewise, as he lurks invisibly at the edge of the fight. Aleste action readied.

The woman's battlesong becomes more shrill and hurried as she stumbles back from Ambrose's sword. She shields herself by calling down another lightning strike on the Lion of Brindol knight. She edges closer to the stone jaws. She's taken aback once again as even before she can complete the action to call down the lightning one of Aleste's bombs erupts at her feet. The alchemist tries to throw it in such a way that the blast is directed away from battered Ambrose - perhaps why it didn't hit her square on. Aleste strikes! A -2 penalty for a further range increment, meaning a slight miss; even with a successful Reflex save she takes 5 points fire damage from the splash. She takes a 5 foot step back and calls lightning, after a successful concentration check. 15 points damage to Ambrose, make a Reflex save against DC 16 and if successful the damage is reduced to 8 points damage.

The two hobgoblin priests, still standing side by side and taking identical actions, take a step back out of reach of Leonar. They grasp their dark holy symbols as call down a spell on Leonar. The lion shaman can feel dark forces trying to bind him, root him to the spot. A Hold Person spell has been attempted against Leonar, make a Will save against DC 15 to avoid becoming paralyzed and frozen in place.

At this point one of the heavy picks flinging about the room winks out of existence. The other though turns on Leonar and deals a ringing blow. 2 points damage to Leonar. Forgot the other one should have ended end of last round.

Lastly, Harek too finds dark spirits trying to bind him in place as yet another priest appears as from thin air, trying to pin him down. The battle hardened dwarf tries to resist. Another Hold Person attempt, a Will save against DC 15 resists.

Lots of action this round - everyone up!

Updated Map

Initiative
26 - Shaylar & Fang
26 - Tiger-action Leonar
24 - Helaku
10 - Aleste (readied action)
10 - female hobgoblin
10 - hobgoblin clerics and heavy pick
10 - Ambrose
4 - Harek

=========

GM rolls:

cleric 1d20 + 5 + 2 ⇒ (16) + 5 + 2 = 23
damage 1d8 + 1 ⇒ (7) + 1 = 8
lightning 3d6 ⇒ (4, 5, 6) = 15
spiritual weapon 1d20 + 5 ⇒ (13) + 5 = 18
damage 1d8 + 1 ⇒ (1) + 1 = 2
Aleste bomb 1d20 + 10 - 2 ⇒ (4) + 10 - 2 = 12
damage 4d6 + 3 ⇒ (1, 1, 1, 3) + 3 = 9
1d8 ⇒ 1
Reflex 1d20 + 11 ⇒ (8) + 11 = 19
concentration 1d20 + 12 ⇒ (7) + 12 = 19

The Exchange

Round 7 continued
Foes vanquished and suddenly free to move around, Liliana strides forward into the zone of darkness, looking for more enemies. She was sure there was a giant snake out there somewhere... She moves past Hskoro who stares back warily but allows her to pass. Ahead, she hears a frustrated hiss - the snake! She focuses herself with a prayer and hurls a flaming strike at it. Briefly the shadowed forms of the others are illuminated, including the snake, but the strike falls short.

Quinta tries to pin it down with a spell as well, but the darkness is really frustrating everyone's efforts.

Equally, Krolmnite charges forward with mighty swings of his axe, but is thwarted as the snake hides in the darkness. You get a sense of its bulk sliding past in the darkness.

This pernicious darkness spell! A riot. Moving on to Round 8, the snake moves twenty feet, past Krolmnite and Quinta. If you two are be-weaponed, you get a second chance and can take an attack of opportunity.

Updated Map

Initiative
25 - Yekskya
19 - Chu-tok
18 - Rowena
15 - Zaghigoth & Oshok'arr
14 - Hskoro
9 - Liliana
8 - Nkechi
6 - Quinta & Sssss
5 - Krolmnite

The Exchange

Round 4 continued
Leonar prowls up to the next set of doors, ready to push the assault. Helaku moves up to form a rear rank, and incants an arcane spell. He disappears. Cast Greater Invisibility. Aleste prepares an explosive surprise for the enemy. With a nod to Ambrose and Harek, they push on the doors.

The doors open easily. Inside you see the hobgoblin woman, testily calling on the elements and cracking her whip. She stands about 30 feet from the doors, and halfway in between you and she is the ugliest dire rat you've ever laid eyes on. A whiff of sulphur seems to waft off its fur. Two glowing silver heavy picks whirl around the chamber like angry hornets. Of the hooded priest that you saw earlier, there is no sign.

With your appearance, lots of things happen. The hobgoblin woman continues her intonation, her dark song rising to a crescendo as she points an accusing finger at Ambrose, first to enter the door. A bolt of lightning springs forth and strikes the cavalier and his armor. 11 points electricity damage to Ambrose, a successful Reflex save against DC 16 reduces the damage to 6 points. The rat also leaps forward, trying to gnaw on Harek but not doing anything more than being an annoyance, really. The two silver-light picks flying about whizz forward as well, attempting to hit the two warriors, but instead pass safely enough over their heads. Some pretty dismal rolls for the other side this round, really.

Everyone up! Just some readied actions playing out, so changes to the initiative order, and opening the doors counts as a move action so Harek and Ambrose you can still take a standard action.

Updated Map

Initiative
26 - Shaylar & Fang
26 - Tiger-action Leonar
24 - Helaku
15 - Aleste
10 - female hobgoblin and rat (readied action)
10 - heavy picks (2) (readied action)
10 - Ambrose
4 - Harek

=======

GM rolls:

lightning 3d6 ⇒ (4, 4, 3) = 11
rat 1d20 + 1 ⇒ (2) + 1 = 3
pick1 1d20 + 4 ⇒ (4) + 4 = 8
pick2 1d20 + 4 ⇒ (1) + 4 = 5

The Exchange

Round 7 continued
Rowena stabs into darkness, crowing as she skewers the last of the charau-ka lurking about. Die indeed! 6 points damage, and it's down and dying.

Zaghigoth directs his swarm to rip apart the serpent. Fangs bite and claws rend before the spell dissipates. Zaghigoth also stabs with his spear, trying to find his target in the dark but unable to make contact. He nearly drops his spear in the process. Double doom, a low roll on the miss chance and rolled a 1 as well!

Hskoro listens intently to the sound of retreating charau-ka. Suddenly he darts forward. There's a lurch as he nearly pitches himself into a tarpit, but the near miss brings him to the edge of the area of darkness and he launches himself at the ape-man trying to escape past the human newcomer, Liliana. He buries his spear into the ape-man's back and suddenly that charau-ka's not going anywhere. Moves 40 feet to try to follow charau-ka, deals 6 points damage enough to put it into minuses.

Liliana, Quinta, Krolmnite up, only foe left is the snake!

Initiative
25 - Yekskya
19 - Chu-tok
18 - Rowena
15 - Zaghigoth & Oshok'arr
14 - Hskoro
9 - Liliana
8 - Nkechi
6 - Quinta & Sssss
5 - Krolmnite

=======

GM rolls:

Hskoro Perception 1d20 + 9 ⇒ (10) + 9 = 19
Hskoro 1d20 + 7 ⇒ (8) + 7 = 15
damage 1d6 + 3 ⇒ (4) + 3 = 7
Oshok'arr 1d20 + 8 ⇒ (12) + 8 = 20
damage 1d6 + 6 ⇒ (2) + 6 = 8

The Exchange

Round 3 continued
Ambrose moves further into the room, examining the bodies of the hobgoblin monks. Harek does the same, then looks hungrily towards the closed doors at the end of the chamber. "So, do I bash down this door, or what?" You're not sure where the remaining hobgoblins would go - wasn't that final chamber ahead open to the elements?

Round 4
Shaylar directs his attention to Fang, who took a nasty wound from one of the hellhounds. Calling on the full extent of his ranger powers, he summons a healing spell through the strength of Ehlonna of the Woodlands. His powers close Fang's wounds. 7 hit points heals Fang back up to full strength.

Shaylar then moves up to the closed doors and listens carefully. With finely tuned senses, the elf detects three voices chanting from the other side of the doors. The female hobgoblin, and two deeper voices. There is the whoosh of things flying around the room. The two deeper voices are near to either side of the doors, while the woman's voice sounds further back.

Leonar and Aleste up!

Map - Ambrose and Harek moved up close to the next set of doors, but apart from that no change.

Initiative
26 - Shaylar & Fang
26 - Tiger-action Leonar
24 - Helaku
23 - female hobgoblin
15 - Aleste
11 - hooded hobgoblin cleric
10 - Ambrose
4 - Harek

The Exchange

Round 6 continued
Quinta tries to line up a strike on the enormous snake, but is thwarted by the darkness. She hisses at snake, employing her serpentfriend talent. After a moment, from the shadows she hears a sibilant reply.

Serpentfriend:

Ha ha little one, I think not but I will go. Your friends hurt me! The one I sserved was only the apprentiss. I will sseek out hiss teacher. May your sscales glisten and have many moltingsss."

Whirling in the dark, Krolmnite fights with abandon. He homes in on the charau-ka skittering about beside him, and hews the ape-man down. He turns his attention on the bulk of the serpent slithering just feet from him, and delivers a mighty chop into terrible snake's hide. Your first attack is enough to take down the charau-ka, 6 points damage dealt to the snake Chu-Tok - it's certainly not happy and placid now!

Round 7
Unaware of any enemies close at hand, Yekskya stands firm. Not far away, Raogru's snake companion uncoils and tries to slither away but finds Krolmnite resolutely in its path. The snake listens and strikes. The darkness is confusing however and its attack carries it past the gnome. Defeated by the miss chance, takes a 5-foot step before having a go at Krolmnite.

Rowena, Zaghigoth, Liliana up!

Updated Map

Initiative
25 - Yekskya
19 - Chu-tok
18 - Rowena
15 - Zaghigoth & Oshok'arr
14 - Hskoro
9 - Liliana
8 - Nkechi
8 - charau-kas
6 - Quinta & Sssss
5 - Krolmnite

=======

GM screen:

snake 1d20 + 10 ⇒ (16) + 10 = 26
damage 1d4 + 11 ⇒ (3) + 11 = 14
miss chance, need 50+ 1d100 ⇒ 18

The Exchange

Round 3 continued
Leonar unleashes fury on the hobgoblin monk stooped in front of him. Claws dig deep, and teeth make a ruin of the hobgoblin's face. The warrior collapses to the ground writhing in agony, certainly out of the fight. 37 points damage from the three successful hits I (no critical) disables the monk. Yes, as an 8th lion shaman your wild shape is roughly equivalent to the Beast Shape III spell so you get access to the rake ability, to employ it you need to initiate a grapple and then while grappled with your opponent you get two free claw attacks.

Helaku moves up to the closed door, beside Aleste. He shoves the door open and hurls another ear-piercing scream, this time aimed at the remaining hellhound. It's unprepared for the devastating sonic attack, and suffers for it. On its death, it disappears, returning to its home plane.

With a moan, the far set of stone doors crash closed. You can still hear the hobgoblin's woman war cry, they seem to have moved into arcane chanting but now seem to come from the corner behind the remaining hobgoblin monk. The silvery heavy pick that was flying around the room instantly disappears when the door closes.

Aleste steps through the doorway, about to lob two bombs at the hooded hobgoblin priest when the doors close. Instead, he pivots and hurls the bombs at the last hobgoblin in the near chamber. The bombs erupt all around the monk, burning him alive. A blackened form crumples to the ground, flames licking over Fang's head but the wolf is unharmed. You see no more enemies in this chamber, though the woman's voice still echoes from the corner where the bombs have just exploded. 34 points damage to the monk, with the doors closed I figured you'd prefer to target the monk instead rather than the doors.

Everyone up! What's next?

Updated Map - No enemies in sight!

Initiative
26 - Shaylar & Fang
26 - Tiger-action Leonar
24 - Helaku
23 - female hobgoblin
15 - Aleste
11 - hooded hobgoblin cleric
10 - Ambrose
4 - Harek

=========

GM rolls:

hellhound Fort 1d20 + 6 ⇒ (5) + 6 = 11
damage 4d6 ⇒ (5, 2, 6, 3) = 16

The Exchange

@Rowena: Not missed, it just took a while to get through the initiative order, there's a lot at play here.

Round 6 continued
Energized, Rowena stabs forward in the dark. Her efforts are rewarded when she hears a squeak from one of the charau-ka as her rapier scores a hit. You can hear its squeals of pain in the dark. [ooc] Your two posts were pretty similar actions, going with your most recent scores a critical hit dealing 7 points damage. It's not very happy.

From the sound of it, some of the surviving charau-ka - it's much quitter now in the sanctum - seem to clustering around Rowena. With a sweep of his hand Zaghigoth directs his killing swarm of fangs and teeth over everyone's heads and settles them over the troublemakers. They howl in fury and you hear one collapse, and the giant snake hisses in pain as well. Zaghigoth follows up by laying some healing on Rowena from his wand. 9 points damage to two charau-ka and the snake Chu-Tok, taking down one of the monkey-men.

The nagaji Hskoro crouches down, tense for any further attacks. He's poised to guard everyone's backs.

Liliana focuses her attention on the ape-man gambolling in front of her. With a quick swipe of her hands a cone of flame flares out and engulfs the charau-ka, leaving a quivering huddle on the ground. Just failed its Reflex save, so took full damage. It's out for the count.

The charau-kas' will to fight seems to be breaking. There aren't many left. One struggles out of the swarm of fangs, takes a stab at Rowena but more to keep her away as it seems to try to keep out of reach. Another fights on doggedly, attempts a clanging blow on Krolmnite's helm with his club but misses him in the dark. A third leaps out of the darkness, seems to be trying to escape over the narrow bridge across the tar pit but is heading straight for Liliana (or the red-armored human woman, to the rest of you).

Quinta and Krolmnite up. Finish them off!

Updated Map - Just a few opponents as far as you are aware, one fleeing up in the top left corner just out of melee range from Liliana, one in the darkness beside Rowena and the other lurking within reach of Krolmnite and Quinta. And the snake too, which is none too happy now.

Initiative
25 - Yekskya
19 - Chu-tok
18 - Rowena
15 - Zaghigoth & Oshok'arr
14 - Hskoro
9 - Liliana
8 - Nkechi
8 - charau-kas
6 - Quinta & Sssss
5 - Krolmnite

=====

GM rolls:

cha 14 1d20 + 4 ⇒ (9) + 4 = 13
cha 1 1d20 + 5 ⇒ (1) + 5 = 6
miss chance 1d100 ⇒ 9
cha 3 1d20 + 5 ⇒ (15) + 5 = 20
miss chance 1d100 ⇒ 16
damage 1d4 + 3 ⇒ (3) + 3 = 6
Oshok'arr 1d20 + 8 ⇒ (9) + 8 = 17
damage 1d6 + 6 ⇒ (1) + 6 = 7
cha 16 1d20 + 5 ⇒ (5) + 5 = 10

The Exchange

Apologies for lack of progress, I've been down with bad dose of flu the last ten days. On the mend, I'll try to post an update presently if I can but if not it'll be over the next couple days. Because I was under the weather a few other things got put on the back burner, as soon as I can address those I'll pick up where we've left off, let's see if we can conclude this combat and find out what happens next.

The Exchange

Glad everything's settling down, Aleste, sounds harrowing. Hope he's doing well.

Apologies for lack of progress, I've been pretty unwell myself the last ten days. On the mend, I'll try to post an update presently but if not it'll be over the next couple days. Because I was under the weather a few other things got put on the back burner, as soon as I can address those I'll pick up where we've left off, I'm keen to see where this combat's going to go.

The Exchange

Lion's Maw - Round 2 continued

Ambrose reels from the hobgoblin woman's magic and from the hellhound's flaming breath. Despite the heat he pushes through the pain and delivers a fatal blow to the hound. It instantly dissipates, returning to its home plane of existence. That hound was indeed on its last legs. It's easy to lose track of the number of enemies when the combats get drawn out. I'll try to summarise at the end of the post. I forgot to add after your previous action, that the hellhound took extra damage, due to a vulnerability to your sword's cold damage.

Are Ambrose and Harek having a competition? Just as Harek is about to land a killing blow to the hellhound, Ambrose slays it. Harek responds by leaping into its space and heaving his axe into the other hound. It's a brutal blow that lifts the creature off its feet and knocks it back a few feet; it's a wonder it wasn't killed instantly. Ambrose did indeed beat you to the punch, but a five-foot step is all that's needed to reach another opponent.

Round 3
Shaylar meanwhile is concerned about Fang. He draws his enchanted blade, and as he does so the remaining hellhound makes an opportunistic snap at the elf. Limned with fire, the bite scorches and burns. Shaylar responds by driving his sword into the hound's side. It staggers from the accumulated attacks, steam coming out of its mouth in ragged gasps. Drawing your sword unfortunately allows for an attack of opportunity, which the hellhound miraculously succeeded at - it deals 3 points damage plus 4 points fire damage. Drawing the weapon is a move action which also means you are unable to make a full round of attacks, but your first attack is successful and with Harek's attack leaves the hellhound on its last legs.

Leonar up! Working back from the party, the enemies as you can see it now include:
1 hellhound - nearly dead
2 hobgoblin monks - one attacking Leonar, unhurt, was previously stuck in the corner after being hit by Helaku's Oppressive Boredom spell; the other, muscle-bound monk, is fighting Fang, only slightly injured after being healed by the priest.
1 hobgoblin priest in purple robes - standing through the next doorway
1 hobgoblin - the pretty hobgoblin woman, further back from the prist in the lion's maw
1 conjured Spiritual Weapon whizzing around the room - a heavy pick

Updated Map

Initiative
26 - Shaylar & Fang
26 - Tiger-form Leonar
24 - Helaku
23 - female hobgoblin
15 - Aleste
13 - 2 hobgoblin monks
11 - 2 hellhounds & hooded hobgoblin
10 - Ambrose
4 - Harek

=======

GM Screen:

hound 1 aoo 1d20 + 5 + 1 ⇒ (14) + 5 + 1 = 20
damage 1d8 + 1 ⇒ (2) + 1 = 3
fire damage 1d6 ⇒ 4

The Exchange

Happy New Year to you all! Hope you had a good brak. Let's give you a chance to mop up these critters and we'll see what discoveries await.

Round 5 - continued

Peering through the dark, Quinta summons another ear piercing scream. She scans the darkness for the charau-ka priest Raogru, and at a glimpse of movement she hurls her spell. It's a glancing blow in magical terms, Quinta considers that it hasn't done much damage but she hears a shriek and stumbling in the darkness. Raogru makes his Fortitude save and so just takes the 2 points sonic damage, un-dazed.

The noise however, is enough for Krolmnite to home in on his target. He lunges in with his sword and skewers the foul priest of Ydersius, tearing the charau-ka's snakeskin armor. Krolmnite thrusts again, but the charau-ka is already sinking to the ground. A call goes up amongst the remaining charau-ka - their leader is dead! In response Krolmnite heals some more of his accumulated wounds. Holy toldedo that first strike was an amazing roll! The confirmation roll unfortunately doesn't result in a critical, but it's enough to end the guy.

Round 6

Yekskya is also a warrior of steely nerves and acute senses. Nocking an arrow to his compound bow, he draws and shoots into the tree, his arrow passing through Zaghigoth's swarm of fangs and piercing the charau-ka clinging there. Even as he hears its dying gasp he pivots and fires another arrow into the dark. It too seems to have found its mark as you hear a cry of pained surprise. Shoots two arrows, downing one charau-ka and hitting the one remaining closest to Krolmnite for 13 points damage.

From the darkness, you hear the giant serpent Chu-tok hiss in growing consternation.

Cat and Zaghigoth up!

Updated Map - Not many enemies left now. The sandy square on the map shows Zag's fang spell.

Initiative
25 - Yekskya
19 - Chu-tok
18 - Rowena
15 - Zaghigoth & Oshok'arr
14 - Hskoro
9 - Liliana
8 - Nkechi
8 - charau-kas
6 - Quinta & Sssss
5 - Krolmnite

========

GM screen:

Raogru 1d20 + 9 ⇒ (10) + 9 = 19
Yeks ranged 1d20 + 7 ⇒ (18) + 7 = 25
miss chance 1d100 ⇒ 78
damage 1d8 + 11 ⇒ (5) + 11 = 16
Yeks ranged 1d20 + 7 ⇒ (18) + 7 = 25
miss chance 1d100 ⇒ 98
damage 1d8 + 11 ⇒ (2) + 11 = 13

The Exchange

Lion's Maw - Round 2 continued

Great save, Harek!

Aleste's eyes widen in surprise at the closed doors. He leaps off the stairs and edges towards the doors, looking back at Helaku. "What happened there? This door isn't going to blow up on me, is it?" Tentatively he reaches out, hesitates, then throws open one of the stone doors. It pivots easily on its hinges. Through the doorway the ferocious fight continues, as the rest of you continue to fight against the hobgoblins.

In the corner, the monk lost in a quagmire of boredom thanks to Helaku's spell manages to stir himself from his reverie and take in his surroundings. He leaps into the middle of the room with his dragonchain and takes a swipe at the Leonar. It's a vicious blow across the tiger's snout, and Leonar's nearly blinded for a moment by spraying blood. A successful critical hit by the monk for a total of 22 points damage. The other remaining monk takes advantage to step back and uncork a potion. Quaffing it down, he appears instantly revitalized. He doesn't count on Fang though, who promptly sinks his teeth into hobgoblin's thigh. Takes a 5-foot step back to drink potion, but succumbs to an attack of opportunity from Fang that deals 3 points damage.

The hellhounds are making their presence felt. The hound at the fore rears back and breathes a cone of fire directed at Ambrose and allies closest beside him. Fire licks across the half-closed stone door. Admittedly, I find 10 foot cones problematic. Scaling back from a 15-foot cone, I reckon Ambrose, Harek, and Aleste would be caught in the blaze. The damage is 6 points fire damage, a successful Reflex save against DC 14 cuts that down to half. The other hellhound continues to focus on Shaylar, jaws snapping at the elf but unable to savage flesh.

Beyond, the purple-robed hobgoblin grasps the amulet around its neck and utters a dark prayer. Instantly a silvery heavy pick materializes in the middle of the room and flies at Leonar. He is able to leap out of the way as it swoops low, and it clangs off the near wall as it loops around for another pass. Elsewhere, the hobgoblin that paused to drink the healing potion heals further injuries. Casts Spiritual Weapon, but the attack roll was a fumble.

Ambrose and Harek up. Those affected by the thunderstrike or the hellhound's breath don't forget to make your Fortitude and Reflex saves.

Updated Map - I've removed the markers showing the burst radius of the thunderstrike, and replaced it with an indicator of the hellhound's fiery breath. Of the double doors there, Aleste opened the one on the left while the one on the right (marked yellow) is still closed. I reckon the doors would have been covered by fire as well, but they are made of stone and so not much affected. I'm also thinking that because of the closed door Helaku's currently obscured from view of the enemy.

Initiative
26 - Shaylar & Fang
26 - Tiger-form Leonar
24 - Helaku
23 - female hobgoblin
15 - Aleste
13 - 2 hobgoblin monks
11 - 2 hellhounds & hooded hobgoblin
10 - Ambrose
4 - Harek

=========

GM rolls:

monk 1 1d20 + 8 ⇒ (18) + 8 = 26
monk 1 1d20 + 9 ⇒ (20) + 9 = 29
monk 1 confirm crit 1d20 + 9 ⇒ (20) + 9 = 29
damage 1d6 + 6 ⇒ (4) + 6 = 10
crit damage 1d6 + 6 ⇒ (6) + 6 = 12
CMW 2d8 + 3 ⇒ (7, 4) + 3 = 14
Fang aoo 1d20 + 3 ⇒ (13) + 3 = 16
damage 1d6 + 1 ⇒ (2) + 1 = 3
hound 2 fire 2d4 ⇒ (4, 2) = 6
2d4 ⇒ (3, 4) = 7
hound 1 1d20 + 5 ⇒ (7) + 5 = 12
CMW 2d8 + 3 ⇒ (3, 1) + 3 = 7
sweapon 1d20 + 4 ⇒ (1) + 4 = 5

The Exchange

Quinta wrote:

My apologies for breaking character and going all real-world, but I saw this today, and I hope you will forgive me for sharing and asking you do the same through social media.

Please read this article, even if it is depressing and terrifying.
And share it.
THIS CAN NOT, MUST NOT BE IGNORED!

Extinction looms.

Thanks for sharing, Quinta! Horrific!

Things are bound to slow down for the holidays, if I can I'll post an update in between Christmas and New Year and we'll pick up again in January. Happy holidays everyone and health and best wishes for everyone for 2017.

The Exchange

Lion's Maw - round 1 continued

Ambrose comes to the aid of Shaylar and Fang, leaping through the doorway and hurls himself and his cold-enchanted blade at one of the hellhounds. His blade slices and hews, and the hellhound seems particularly affected by the blasts of cold as its fires are extinguished. At last, only a diminished hound cowers before you, whimpering. Wow, after those solid hits it's almost taken out of action.

This weakness is exploited by Harek, laughing as he steps up to deal death to the blue-nosed hobgoblin. He relies on the training of his dwarven heritage as he lunges in and delivers an almighty chop with his axe. With the hobgoblin still reeling he lands another blow that cuts his opponent clean in half - it's not a pretty sight. He sets his eyes on the hellhound next. Sorry I guess going strictly by initiative order Ambrose moves first, and moves into the same square you were angling for to reach both opponents. However, looking at the feat there doesn't seem to be any reason you can't apply both attacks to the same foe, and damage combined it's more than enough to make an instant kill. A five foot adjustment into the hobgoblin's space puts you in range of the hellhound for your next round. These hobgoblins are starting to wish they'd never laid eyes on you all.

Round 2
Surrounded by enemies Shaylar lowers his bow, tries to summon a magic missile defensively. The effort of casting while dodging incoming attacks is too tough though, and the spell is lost. All the while Fang tries to help by keeping the other hellhound at bay. He angles in for the hound's neck, fur singeing as the wolf tries to wrestle the hound to the ground. The DC for casting the spell defensively was 17, unfortunately only rolled a 13 for the concentration check. Fang got in a successful hit and caused 2 points damage, failed the free trip attempt.

Leonar prowls behind the front line, waiting for an opportunity to pounce. He watches patiently. Unfortunately with the one hobgoblin going down it was hard to move you 10ft to where you could strike. You can move through allies' squares so a move action could get you fighting the hellhound or one of the other monks, but I wasn't sure whether you were wanting to risk an attack of opportunity from the hellhound.

Helaku makes another gesture and the hobgoblin nearest Shaylar with the incredibly broad shoulders doubles over as if in pain. You can't hear any sounds out of the ordinary, but the monk clutches at his ears. Casts Ear Piercing Scream, the hobbie failed its saving throw so dazed for this round and takes 19 points sonic damage.

Observing your efforts, the rather alluring hobgoblin woman strides purposefully towards you. As she does so her dark song metamorphoses, and thunder rumbles loudly from outside. Suddenly she thrusts her arm out and an explosion of sound erupts around you. Aleste, Ambrose, Harek, and Helaku feel at the center of a titanic peal of thunder, threatening to rupture your ear drums. She then flicks a finger and the pair of double doors nearest the spiral staircase slams shut! This effect is very similar to a Sound Burst spell, after her 15 foot move action. Aleste, Ambrose, and Harek take 10 points sonic damage and please make a Fortitude save check against DC 16 to avoid being stunned for the next round. Helaku was affected as well but made a successful Fort save so is not stunned.

Aleste up! We'll need to take a break anyway for the holidays, but given that Aleste's may have other other things going on if he doesn't have a chance to check in I'll NPC him and move things forward. Happy holidays everyone!

Updated Map - The white area marks the radius of the hobgoblin's thundercall; I've also tried to mark which set of doors have been closed, shutting Aleste and Helaku out of the action.

Initiative
26 - Shaylar & Fang
26 - Tiger-form Leonar
24 - Helaku
23 - female hobgoblin
15 - Aleste
13 - 3 hobgoblin monks
11 - 2 hellhounds & hooded hobgoblin
10 - Ambrose
4 - Harek

========

GM rolls:

Shaylar concentrate 1d20 + 3 ⇒ (10) + 3 = 13
damage 1d4 + 1 ⇒ (1) + 1 = 2
Fang 1d20 + 3 ⇒ (16) + 3 = 19
damage 1d6 + 1 ⇒ (1) + 1 = 2
trip 1d20 + 3 ⇒ (13) + 3 = 16
Helaku sonic 4d6 ⇒ (6, 6, 5, 2) = 19
monk2 Will 1d20 + 6 ⇒ (14) + 6 = 20
sound burst 3d6 ⇒ (5, 4, 1) = 10
Helaku Fort 1d20 + 4 ⇒ (12) + 4 = 16

The Exchange

Lion's Maw - round 1 continued

Aleste crouches on the stairs, nocking an arrow to his pauliel bow and trying to draw a bead on the enemy. Peering over the heads of the rest of the party, he can see one hobgoblin monk through the doorway. A hulking big hobgoblin, all bunched muscle. Not enough to stop one of his arrows, however. Hits for 3 points damage.

The hobgoblin under the influence of Helaku's Oppressive Boredom spell loiters listlessly in the far corner. The big hulking hobbie that Aleste hit with an arrow snaps off the shaft and rushes Shaylar. He tries a flying kick but the elven ranger ducks out of the way. The other hobgoblin monk with the dark blue nose creeps up to the doorway and tries to smash in Harek's head with his dragonchain. It clangs off of the dwarf's heavy armor, unable to find any weak spots.

The hellhounds leap into the fight. One runs up to Fang with a whiff of brimstone and a charnel blast. It tears into the wolf with burning fangs, inflicting a terrible wound. The other angles in on Shaylar, taking advantage of the hobgoblins' distraction to chomp on the elf, leaving horribly burned, bleeding wounds. Both hit, dealing 2 points + 5 points fire damage to Fang and 3 points damage plus 5 points fire damage to Shaylar.

Through the farther set of double doors, you see another hobgoblin emerge into view. Deep purple robes with a drawn hood obscure its orange face and blue nose, but there's no mistaking the medallion with a five-headed dragon hanging at his chest. He spits out a phrase in Goblin, and suddenly there are two identical hooded hobgoblins standing in the far doorway.

Ambrose, Harek, Shaylar and Leonar up!

Updated Map

Initiative
26 - Shaylar & Fang
26 - Tiger-form Leonar
24 - Helaku
23 - female hobgoblin
15 - Aleste
13 - 3 hobgoblin monks
11 - 2 hellhounds
10 - Ambrose
4 - Harek

=========

GM screen:

Aleste ranged 1d20 + 10 ⇒ (16) + 10 = 26
damage 1d8 + 1 ⇒ (2) + 1 = 3
Aleste ranged 1d20 + 5 ⇒ (11) + 5 = 16
dhm2 1d20 + 8 ⇒ (8) + 8 = 16
dhm3 1d20 + 9 ⇒ (17) + 9 = 26
hound 1 1d20 + 5 ⇒ (16) + 5 = 21
damage 1d8 + 1 ⇒ (1) + 1 = 2
fire 1d6 ⇒ 5
hound 2 1d20 + 5 ⇒ (19) + 5 = 24
damage 1d8 + 1 ⇒ (2) + 1 = 3
fire 1d6 ⇒ 5

The Exchange

I see we stalled, it's gotten too late to post at the moment, if Aleste hasn't posted by tomorrow evening I'll NPC a move and update the action.

The Exchange

Round 5 - continued
Engulfed in darkness, Zaghigoth waves his hand, directing his swarming fangs wheever he can hear combat. The swarm moves along to the tree with the charau-ka exchanging missile fire with Yekskya. Tooth and claw eviscerate tree and charau-ka alike, until there is one lone charau-ka clinging to a bare branch. Not many charau-ka left to be honest. These two were beside each other, one was taken down and the other grievously wounded by the spell.

Once the half-orc directs his spell away, he turns on his remaining foes. He lunges where he can hear a charau-ka prowling in the darkness. Crack! Drat, the spear must have nearly impaled it but instead just clatters against the worn flagstones. Unfortunately not quite a critical hit, but a solid hit nonetheless. Unfortunately, everyone within the effect of the Deeper Darkness spell has total concealment (50% miss chance) and the spear narrowly missed as a result.

The nagaji Hskoro feels his way forward through the darkness, seeking more of the enemy. Suddenly he cocks his head at a sound above end to the left. He strikes like a viper, flinging two shuriken in the direction of the sound. With satisfaction he hears a grunt from the charau-ka as one of his shuriken strikes home. Moves 10 feet north and throws 2 shuriken with flurry, one of them hits.

Liliana takes a step back from the remaining charau-ka as a blanket of darkness drops down on the rest of the fight. She seems unaffected by the darkness spell, grasps her holy symbol and calls down a spell to cause the charau-ka to halt in its tracks. Well done, the ape-man failed its Will save, immobile.

Nkechi's lightning spell rumbles while he searches the dark in vain for a target. Finally he clutches his holy symbol and summons a healing spell, reaching out blindly for one of his allies. The hermit's hand claps on Zaghigoth's shoulder, and healing energy courses into the half-orc. Sacrifices Purify Food and Water for a Cure Light Wounds spell, heals Zag for 7 hit points.

Just like yourselves, the charau-ka seem momentarily stymied by the magical darkness. The shrieking and crying dies away, replaced by scuttling sounds as they try to find their prey, and sniffing. You can hear them just out of reach, testing the air, trying to pinpoint your location by scent. A few rush in with reckless attacks, and even manage to hit. A clawed arm rakes Zaghigoth, and Yekskya gets walloped by a lucky rock that comes whistling through the darkness. The only charau-ka outside the magical veil, facing Liliana, has been halted by her spell. It gazes at her limply. They only manage two hits, hitting Zag for 4 points damage and Yekskya for 5 points.

Quinta and Krolmnite up!

Updated Map - The Deeper Darkness spell has a 60 foot radius, centered on the junction of squares including Nkechi, Zaghigoth, and Quinta. To the west shows the furthest extent of the radius, but on other sides I've hedged it in, I figured the exterior walls and partitions of the temple would block the spell reaching its furthest extent. Even if that were the case, I don't think it would affect the situation. The grey blobs on the map then note squares covered in darkness; keeping in mind what I said above pardon if some of the darkness effect seems to be creeping beyone the exterior walls, I just couldn't quite get it perfect. The smaller square in the lower left corner is Zaghigoth's swarm of fangs spell, proving helpfully destructive. Just six charau-ka warriors left that you can see, plus Roagru and his big snake Chu-tok.

Initiative
25 - Yekskya
19 - High Priest Raogru & Chu-tok
18 - Rowena
15 - Zaghigoth & Oshok'arr
14 - Hskoro
9 - Liliana
8 - Nkechi
8 - charau-kas
6 - Quinta & Sssss
5 - Krolmnite

========

GM screen:

Hskoro shuriken 1d20 + 5 ⇒ (6) + 5 = 11
miss > 50 1d100 ⇒ 12
Hskoro shuriken 1d20 + 5 ⇒ (19) + 5 = 24
miss > 50 1d100 ⇒ 58
damage 1d2 + 3 ⇒ (1) + 3 = 4
cha14 Will 1d20 + 2 ⇒ (2) + 2 = 4
Nkechi CLW 1d8 + 5 ⇒ (2) + 5 = 7
Oshok'arr 1d20 + 8 ⇒ (8) + 8 = 16
damage 1d6 + 6 ⇒ (6) + 6 = 12
cha1 1d20 + 5 ⇒ (11) + 5 = 16
miss > 50 1d100 ⇒ 71
cha2 1d20 + 5 ⇒ (19) + 5 = 24
miss > 50 1d100 ⇒ 59 - hit
damage 1d4 + 3 ⇒ (1) + 3 = 4
cha3 1d20 + 5 ⇒ (16) + 5 = 21
miss > 50 1d100 ⇒ 49 - miss
cha7 1d20 + 5 ⇒ (20) + 5 = 25
miss > 50 1d100 ⇒ 19 - miss
cha12 1d20 + 6 ⇒ (7) + 6 = 13 - cancel dead
miss > 50 1d100 ⇒ 63
cha13 1d20 + 5 ⇒ (19) + 5 = 24
miss > 50 1d100 ⇒ 81 - hit
damage 1d4 + 2 ⇒ (3) + 2 = 5
cha16 1d20 + 5 ⇒ (7) + 5 = 12
cha17 1d20 + 5 ⇒ (8) + 5 = 13
cha7 confirm 1d20 + 5 ⇒ (5) + 5 = 10

The Exchange

Lion's Maw - Round 1

Shaylar takes the initiative by sprinting through the first set of double doors, longbow at the ready. He starts laying down cover fire for the rest of you, hitting one hobgoblin monk with a strikingly blue nose that's lurking near the doors. Fang bounds in behind him, ready to leap with fangs bared at anyone stupid enough to try and attack his elven companion. Shaylar moves 20 feet through the doorway and to the lower left corner with Fang, leaving doorway clear. Hits the hobgoblin in the lower right corner for 9 points damage.

Leonar paces back and forth looking for an opening to charge at the hellhounds, while Helaku leaps down the rest of the stairs to get a better view of the unfolding combat. He waves a hand towards the hobgoblin monk nearest to Shaylar, and the minion drops his arms as he suddenly seems be become filled with ennui and lethargy. "There. Hopefully that will help even the odds a bit!" Casts Oppressive Boredom on the hobgoblin in the top left corner of the nearest chamber. Won't be taking any actions for the next several rounds unless he manages to pass a Will save.

Before the rest of you can make a move, the female hobgoblin in the far chamber calls out in a mellifluous voice: "To battle, my pets! Kill the unbelievers! Kill them all!" Her glib words seem to spur on the hobgoblins and hellhounds, they become even more animated and blindingly fast in their movements.

Aleste up, then we'll resolve the rest of the NPCs. No opening as of yet, so I assume Leonar's still waiting in the wings. Not much change to map at the moment apart from Shaylar's movement. I'll probably post updated map after the other hobgoblins and their hounds have gone.

Initiative
26 - Shaylar & Fang
26 - Tiger-form Leonar
24 - Helaku
23 - female hobgoblin
15 - Aleste
13 - 3 hobgoblin monks
11 - 2 hellhounds
10 - Ambrose
4 - Harek

GM rolls:

Shaylar ranged 1d20 + 14 ⇒ (14) + 14 = 28
damage 1d8 + 3 ⇒ (6) + 3 = 9
hobgoblin 1 Will 1d20 + 8 ⇒ (3) + 8 = 11

The Exchange

No problem. I'll wait til the weekend to make an update, to give Shaylar a chance to post. Apart from that when posting NPC actions I'll pause if it looks like events open up an opportunity for a charge.

The Exchange

Congratulations GE! That's great news. Family comes first, we'll see you when things calm down. Good luck with sleep, after our second was born I pretty much said goodbye to sleep.

The Exchange

Don't worry, Quinta. I checked in on Monday and figured you would just be posting an update presently. I expected to log back in later the same day but ended up with a week of interruptions instead. You're all really mopping the floor with these charau-ka though, ouch.

Round 4 - continued
Raogru is numbed by another ear-piercing shriek from Quinta. He quickly shrugs it off, but it's enough time for Krolmnite to move up close to the charau-ka, sweep aside his foe's club and open up gash across the ape-man's chest. Blood pours from the open wound, as the paladin pauses to restore some of his own vitality. Raogru made his Fortitude save and so only took 3 points sonic damage, but it Krolm up nicely so his second strike hits, causing 13 points damage. He's not long for this world.

Round 5
Yekskya continues to fight with the charau-ka grasping at Quinta. With a well-aimed strike with his great sword he lops off the ape-man's head. It goes bouncing across the stone battlefield, tumbling to a rest near the great serpent Chu-tok. It regards the head solemnly before bending down and swallowing it. Yekskya salutes Quinta before turning back to the other charau-ka coming from that quarter. Yekskya may well have had a double-critical, as he had a natural 20 on his roll to confirm a threat. Another one down.

Raogru's eyes shine with madness, pain, and desperation in equal amounts. He looks up at you all towering over him, and mutters a dark curse to his demon god. Instantly a veil of darkness settles over all of you with a dread weight. Casts deeper darkness, successfully casting on the defensive so as not to incur attacks of opportunity. I'll post up a new map, but with its 60 foot radius that pretty much engulfs everybody.

As one charau-ka slides off her slim blade, Rowena immediately turns her attention to the next foe. She's just about to give it the same treatment when the priest's darkness spell drops over everyone, and her blade stabs at thin air. Alas, with the true darkness of the spell, opponent's gain a 50% miss chance due to concealment. To keep things moving I rolled d% for you Shaylar, and unfortunately came up short. Good news is the concealment works both ways.

Updated map to follow. Zaghigoth and Liliana up.

Initiative
25 - Yekskya
19 - High Priest Raogru & Chu-tok
18 - Rowena
15 - Zaghigoth & Oshok'arr
14 - Hskoro
9 - Liliana
8 - Nkechi
8 - charau-kas
6 - Quinta & Sssss
5 - Krolmnite

========

GM screen:

Raogru Fort 1d20 + 9 ⇒ (17) + 9 = 26
Yeks 1d20 + 8 ⇒ (19) + 8 = 27
confirm crit 1d20 + 8 ⇒ (20) + 8 = 28
damage 4d6 + 4 ⇒ (5, 3, 3, 4) + 4 = 19
Raogru concentrate 1d20 + 9 ⇒ (7) + 9 = 16
miss >50 1d100 ⇒ 38

The Exchange

Reign of Winter is a great game, I'm heartily enjoying it. If any of you would like to join in as fellow adventurer, you'd be very welcome.

@Aleste - When you found the staff back in Vraath Keep, it had seven charges remaining. Aleste and Leonar together cast Raise Dead from it to bring back Helaku, which consumed five charges of the staff. So two charges remaining. Yes, it's Heal ability could deal out considerable harm to an undead creature. :)

The Exchange

Sorry guys, not sure what happened to last week; on paper, I thought I'd have lots of opportunity for PBP but life had other ideas. Funny thing was, I had a day off last Monday and even got some prep work done for the game, thinking can't wait til I come back to it tonight to write the post...

The Lion's Maw
For a moment you stand poised, weapons ready as you wait for these new foes to reveal themselves. After a few moments however, you realize the enemy lurking below the stairs don't seem interested in fighting on your terms. Huh. Ambrose puts a finger to his lips and begins creeping down the stairs as quietly as his clanking armor allows.

You follow and find at the bottom of the stone spiral staircase that it reveals a series of small passages that opens out into a balcony that comprises the jaw of the stone lion edifice. Large stone teeth, each three to five feet high, ring the balcony's edge. The lion's upper jaw arches ominously above, the roof of its mouth fully fifteen feet overhead. You imagine that where you're standing would represent the lion's throat. Each of the chambers looks like they can be closed off by a pair of massive stone doors. A rope ladder lies rolled to one side of the tip of the lion's mouth.

You have a second or two to take this in, before your eye is drawn to the denizens popping up all around you. Through the first pair of doors you see lurking three hobgoblins, dressed in much the same attire as the three you fought in the floor above. They carry the same chained dragon-headed weapons as well. Through the next pair of doors, in the chamber that would be the lion's mouth, you see two large hounds, their fur blazing with brimstone. Hellhounds. Some of you have fought them before.

Behind these hellhounds stands a female hobgoblin, watching events unfold. You may not judge yourself an expert on hobgoblin aesthetics, but this hobgoblin is strangely attractive and beguiling. She sports a mane of red-gold hair woven into numerous braids and fitted tiny bits of metal and ivory. Her clothing is highlighted with numerous pieces of lightning-themed metallic, mithral?, jewelry. They look spoiling for a fight!

It did sound like you were waiting for the enemy to approach you, unfortunately they were playing the same game. to keep things moving I made the assumption that your next move would be to head down to make contact, so I went ahead and moved you there. If your character was intending to do something different just let me know, and of course if you were planning to take any actions before heading downstairs feel free to do so. Both sides seem aware of the other, so it's a straight up fight, Shaylar and Leonar get first crack.

Updated Map

Initiative
26 - Shaylar & Fang
26 - Tiger-form Leonar
24 - Helaku
23 - female hobgoblin
15 - Aleste
13 - 3 hobgoblin monks
11 - 2 hellhounds
10 - Ambrose
4 - Harek

GM rolls:

Aleste 1d20 + 3 ⇒ (12) + 3 = 15
Ambrose 1d20 ⇒ 10
Harek 1d20 + 2 ⇒ (2) + 2 = 4
Leonar 1d20 + 8 ⇒ (18) + 8 = 26
Shaylar 1d20 + 10 ⇒ (16) + 10 = 26
Helaku 1d20 + 7 ⇒ (17) + 7 = 24
1d20 + 5 ⇒ (18) + 5 = 23
1d20 + 2 ⇒ (11) + 2 = 13
1d20 ⇒ 11

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