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Tarrasque

CrazyHedgehog's page

Pathfinder Society Member. 1,571 posts (2,217 including aliases). No reviews. 1 list. No wishlists. 6 Pathfinder Society characters. 6 aliases.


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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.

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. Shaylar, good to have you back, glad your boys are ok now, that sounds really rough. Oh, and don't forget you can level up to 8th. Good idea to do so now so that you are at full strength for the beginning of this fight.

The Farmhouse
Leonar - I'll need to know, are you still in eagle form, or human form at the moment?

With hardly the need to discuss, you move forward as one to fight the hobgoblins and rescue the prone farmers, Ambrose with lance levelled and Shaylar drawing a bead with his bow. The hobgoblins and the big, brutish ogre don't even turn around until you have ridden quite close to the farm. They turn around slowly, expressions of shock on their faces at your arrival. One of the hobgoblins continues to kick one of the farmers viciously, until receiving an elbow jab from one of the other warriors. Rather methodically, they raise their weapons and taunt with threats.

Initiative

Farmhouse Map

17 - Leonar
16 - Shaylar
13 - Ambrose
13 - Farmhouse goons - For this fight I thought it easier to group these foes into one unit, working off of the ogre's initiative.
10 - Helaku
8 - Aleste

=====

Don't Look!:

Aleste init 1d20 + 3 ⇒ (5) + 3 = 8
Farmhouse goons init 1d20 - 1 ⇒ (14) - 1 = 13
1d20 + 6 ⇒ (20) + 6 = 26
1d20 + 6 ⇒ (13) + 6 = 19
Ambrose percept 1d20 + 8 ⇒ (18) + 8 = 26
Smoke percept 1d20 + 5 ⇒ (13) + 5 = 18
Helaku percept 1d20 + 2 ⇒ (13) + 2 = 15
Leonar percept 1d20 + 16 ⇒ (20) + 16 = 36
Shaylar percept 1d20 + 15 ⇒ (2) + 15 = 17
Fang percept 1d20 + 8 ⇒ (1) + 8 = 9
Aleste percept 1d20 + 11 ⇒ (11) + 11 = 22
1d20 + 11 ⇒ (7) + 11 = 18
1d20 + 11 ⇒ (5) + 11 = 16
1d20 + 13 ⇒ (8) + 13 = 21
1d20 + 13 ⇒ (9) + 13 = 22
1d20 + 13 ⇒ (19) + 13 = 32
1d20 + 13 ⇒ (9) + 13 = 22

The Exchange

Quite right Krolmnite, that was an oversight! Well spotted.

Round 3 continued
The Mzali warrior fighting Krolmnite takes a step away from Oshok'arr, trying to give the iguanadon a wide berth. He does, however, keep in melee range of Krolmnite, and takes a swipe at the gnome with his own axe. The swipe passes over Krolmnite's head. Warrior takes a five foot step away from Krolmnite and attacks but misses.

Figuring that Krolmnite can handle his own fight, Yekskya focuses on the other two remaining warriors. With two arrows he takes them both down with shots to the chest and neck. Perfect shots, enough to finish both of them, just the one warrior in melee left.

Quinta completes her spell and another celestial eagle joins the fight. It circles around the remaining warrior mercilessly, pecking at head and arms. The other eagles join in, though only one can get close enough to do much damage. But, eventually, the man goes down under the flurry of attacks. You crouch expectantly, waiting for more attacks, but none appear. The day is yours! Those Mzali were relentless, and fierce warriors.

=======

GM rolls:

Mzali 3 melee 1d20 + 4 ⇒ (2) + 4 = 6
damage 1d6 + 2 ⇒ (1) + 2 = 3

The Exchange

Miha looks momentarily taken aback, but then smiles at Helaku. "Thank you for being so dashing! I hope, that our paths will cross again." She moves off with one of the last wagons of wounded.

Helaku:

Asking around about the woman Miha, the townsfolk confirm that Miha is a traveling sorcerer who has been seen in local parts the last few months. One of the town guards does seem to missing; he is a notorious drunk, so probably has been sleeping off a bender somewhere. If it causes him to get left behind, no one really seems bothered as he was a bit of a rat.

Leonar:

Scouting around by air, you can see the train of carts and wagons and people heading east, towards Brindol. A road runs south, heading towards the hamlet of Dauth but also likely your most direct root towards the Thornwaste. The route looks clear, with a scattering of farmsteads across the countryside.

More of the same lies to the west, though in the distance the land curls up into a spine of hills. Nimon Gap and Terrelton lie that way, and both would appear to be burning, would be your guess. The hills are probably twenty miles away, but your height and eagle eyes give you an edge. To the north lies the Elsir River and the edge of the Witchwood. To the east, more farmland as far as Brindol, perhaps another 25, 30 miles away. Apart from the smoke in the west, no sense of trouble, for the moment.

Gareth Blackblade still seems intent on keeping you around to help, but the importance of your mission to treat with the Ghostlord tugs at you. The arrogant cavalier won't take the time to listen to reason, so you have to wait until Blackblade and his allies are disrracted before slipping away, riding on south.

The coast remains clear for the rest of the day. You are wary, watching out both for Red Hand patrols and for Blackblade to come riding over the horizon to order you back to Brindol. Nearing the end of your day's travel, you hear harsh shouts and crude laughter ahead through the trees. In a small clearing around a ruined farmhouse, a gang of hobgoblins and an ogre torment two men who have been tied up to trees. The victims hang listlessly from their bonds, their faces and bodies covered in blood. Engrossed in their sport, no one seems to have noticed your arrival.

It's been most of the afternoon since you left Talar, heading south. The farmhouse, ogre and hobgoblins, and their victims are just off the road to the right, roughly 100 feet away from your group. To the right of the road and curving round the farmhouse is wooded copse with an orchard on the far side of the farm. To the left of the road the terrain opens out into fields with a scattering of boulders maybe fifty feet away.

=======

GM rolls:

Aleste 1d20 + 1 ⇒ (10) + 1 = 11
Ambrose 1d20 + 10 ⇒ (3) + 10 = 13
Helaku 1d20 - 1 ⇒ (4) - 1 = 3
Leonar 1d20 + 5 ⇒ (13) + 5 = 18
Shaylar 1d20 + 1 ⇒ (5) + 1 = 6
1d20 + 10 ⇒ (20) + 10 = 30

The Exchange

Round 3
Rowena takes advantage of the eagles' causing a distraction to shoot another arrow at one of the Mzali warriors. Another hit! The warriors are steadfast, but definitely hurting. 6 points damage to the warrior at the top of the map.

Hskoro peers over Rowena's shoulder, shuriken ready to throw but he holds off as he sees the two archers are in a bad way. He smiles at Cat in approval.

The warrior pierced by Rowena's arrow ducks behind a tree and draws a handaxe. He hurls it at eagle diving at his face. The eagle dodges, the axe burying itself - *thunk!* - in a tree. The other nearby warrior tries to do the same, taking a step back and drawing an arrow to his own bow and targeting one of the eagles. His arrow misses as well and sails off into the distance.

Nkechi struggles to his feet, splashing in the water. As he stands up, he mutters a quick prayer and his skin instantly turns rough like bark.

Have at it!

Updated Map - Still 3 warriors left.

Initiative
24 - Rowena
23 - Hskoro
12 - Mzali warband
12 - Nkechi
10 - Yekskya
10 - Quinta
10 - Krolmnite
8 - Zaghigoth & Oshok'arr

=======

GM rolls:

Cat ranged 1d20 + 7 ⇒ (13) + 7 = 20
damage 1d6 + 1 ⇒ (5) + 1 = 6
Mzali 1 ranged axe 1d20 + 2 ⇒ (12) + 2 = 14
damage 1d6 + 1 ⇒ (4) + 1 = 5
Mzali 2 ranged 1d20 + 6 ⇒ (3) + 6 = 9
damage 1d6 + 1 ⇒ (6) + 1 = 7

The Exchange

Miha laughs with Helaku appreciatively. "I do need protection! Just the other night some guard tried to make a pass at me and broke my arm. He must have been the town drunk. I defended myself, but this arm hampered me somewhat. So yes, I do need protection! Why, were you going somewhere?" she smiles demurely.

Ambrose meanwhile puts his back into helping the other civilians, a great help to people in need. Aleste lends a hand as well, and the majority of the civilians soon get on their way.

The Exchange

Round 2 - continued
Quinta's spell brings forth two golden eagles from the celestial domains. Spurring them on they swoop towards the two archers to the north, slashing and pecking at the warriors with sharp beaks and claws. Both are wounded, one taking a particularly grievous slash to the face which gouges out an eye! Pleased, Quinta begins chanting again. The two warriors look terrified of the eagles but they stand their ground and try to bat them away. First eagle scores 2 hits for a total of 6 points damage, and the second indeed scores a critical hit. To get things moving again I rolled the crit damage for you, but for anyone if you are threatening a crit go ahead and roll the extra damage, I can apply it as necessary but that can help speed up play.

Zaghigoth cradles Nkechi protectively in the swift flowing water. He applies his healing wand. The jungle druid is rewarded as the healer and mystic, hovering at death's door, opens his eyes. He looks up at the half-orc in quiet gratitude. Nkechi was just about out of chances, a good save, now at 1hp.

Oshok'arr meanwhile looms over the other remaining warrior. He holds up his handaxe defensively as the iguanadon slams a thumbspike into the man's gut. 8 points damage.

Round 3
Rowena up!

Map - no changes

Initiative
24 - Rowena
23 - Hskoro
12 - Mzali warband
12 - Nkechi
10 - Yekskya
10 - Quinta
10 - Krolmnite
8 - Zaghigoth & Oshok'arr

========

GM rolls:

eagle crit damage 1d4 ⇒ 1

The Exchange

Merry Christmas! Hope it was a good one.

The Exchange

Round 2 continued

Yekskya takes a step back and refocuses, drawing some distance to warrior attacking him. He takes the warrior down with one arrow, then pivots to shoot another arrow at the man closest to Krolmnite. That arrow misses. First arrow hits, 13 points enough to take down the already wounded warrior.

Quinta completes her spell, and the summoned creature materializes from its home plane of existence. Quinta up next, then will post Krolmnite's action, along with Zaghigoth's and Rowena's.

Initiative
24 - Rowena
23 - Hskoro
12 - Mzali warband
12 - Nkechi
10 - Yekskya
10 - Quinta
10 - Krolmnite
8 - Zaghigoth & Oshok'arr

The Exchange

The crowd seem to be put more at ease by Helaku and Leonar's words. The woman by contrast grows even more interested. She leans closer to Helaku, her top rather revealing. "You have seen the horde yourself? Did you fight them? You have the look of adventurers. A man of magic, a wizard perhaps...no, a sorcerer! I too have been blessed with sorcerous talent. I would give you a demonstration, but I'm a bit tied up at the moment." She gestures weakly at her arm-sling. "It is a pleasure to meet you. My name is Miha. Will you be escorting us to safety?" Her gaze seems totally transfixed by Helaku, pretty much ignoring Leonar and the rest of you.

The Exchange

Round 1 continued
Yekskya quickly grabs arrows and snaps up his bow, sending two arrows at the nearest enemy. The first shot hits the man in the gut, a lethal blow on its own, but the other shot takes the man in the throat and knocks him to the ground. He gurgles for a moment, then expires. Two direct hits, 27 points damage is certainly enough to take the guy down.

Quinta doesn't struggle as Hskoro pulls her to safety. Instead, she raises her voice and incants a summoning song. Summoned critter appearing next round, what kind of critter is it going to be?

Krolmnite leaps forward, protecting Yekskya's flank. He swings with his greatsword and catches the southernmost archer in the side - ouch! [/ooc] 7 points damage. Moving through the water costs double movement, and the jungle undergrowth is difficult terrain, but on the paths and along the shore should allow normal movement. [/ooc]

Zaghigoth grabs hold of Nkechi before he can tumble over the cataract, while Oshok'arr bellows and charges to the attack. She charges past Krolmnite. No Strength check needed to catch Nkechi. She lashes out with her thumb spikes and catches one warrior in the face with a powerful blow. It's the same warrior that Krolmnite had hit, and the force of Oshok'arr's attack hurls the man off the ten foot bluff. [ooc] Oshok'arr's original target had been taken down, so thought this guy was the next most logical target. 10 points damage to the man, along with he fall is enough to kill him.

Round 2
Cat keeps trading volleys of arrows with the warrior that had hit her previously. She hits him as well, the arrow striking his thigh. 5 points damage.

Hskoro leaps up onto the rock shielding Quinta, and hurls two shuriken at one of the enemy tribesmen. One spinning blade disappears into the undergrowth, but the other hits its target. Hskoro jumps down again. Targeting the third warrior from the top, and hitting for 4 points damage.

The Mzali respond with more arrows. The two warriors farthest away continue to pluck their bows and send arrows at you, close enough to Rowena and Zaghigoth to give them pause but no hits. The other two warriors cast aside their bows and draw obsidian handaxes, and charge your frontline. The first takes a wild swipe at Yekskya but the rangy archer is able to duck to the side with ease. The other warrior charges Krolmnite and his axe threatens to drive a wedge into the gnome's breastplate, but his armor holds.

Nkechi is, well, dying.

Ok! Back round to Yekskya and everyone's actions. Four enemy warriors left.

Updated Map

Initiative
24 - Rowena
23 - Hskoro
12 - Mzali warband
12 - Nkechi
10 - Yekskya
10 - Quinta
10 - Krolmnite
8 - Zaghigoth & Oshok'arr

======

GM rolls:

Hskoro shuriken 1d20 + 5 ⇒ (17) + 5 = 22
damage 1d2 + 3 - 1 ⇒ (1) + 3 - 1 = 3
Hskoro shuriken 1d20 + 5 ⇒ (8) + 5 = 13
damage 1d2 + 3 - 1 ⇒ (2) + 3 - 1 = 4
Hskoro Acrobatics 1d20 + 9 ⇒ (20) + 9 = 29
Mzali 1 ranged 1d20 + 8 ⇒ (3) + 8 = 11
damage 1d6 + 4 ⇒ (2) + 4 = 6
Mzali 2 ranged 1d20 + 8 ⇒ (6) + 8 = 14
damage 1d6 + 4 ⇒ (1) + 4 = 5
Mzali 3 melee 1d20 + 8 ⇒ (3) + 8 = 11
damage 1d6 + 4 ⇒ (3) + 4 = 7
Mzali 5 melee 1d20 + 6 ⇒ (11) + 6 = 17
damage 1d6 + 2 ⇒ (4) + 2 = 6
Nkechi stabilize 1d20 + 1 - 7 ⇒ (15) + 1 - 7 = 9

The Exchange

Moving closer to the refugees, they do seem to be a sorry bunch. As with any conflict, it is unarmed civilians who suffer the most. Uprooted from their homes, livelihoods lost, and susceptible to sickness as much as they are vulnerable to the enemy. You note one woman, a strikingly beautiful human with red-flame hair. Her left arm is in a sling, nestled against her generous bosom, and she watches your approach while sitting in one of the wagons. Her look is one of fear at seeing armed warriors, mixed with hope, perhaps that you are just the heroes to stop this injustice.

The Exchange

Hmm, just glancing back at my last post, something seems to have gone wrong with the order of everything I had typed, not even sure how that happened as it seemed fine when I previewed before posting. Sorry if it was confusing, to try to make it clear here is the same post with everything hopefully in the proper order.

Round 1
Reacting quickly, Cat splashes through the water, back to the near bank and ducking behind a large rock to take advantage of cover. She unslings her bow as she runs, and snaps off a shot at one of the warriors. It hits the Mzali in the shoulder. Ranged attack hits for 3 points damage. [ooc]

Hskoro the nagaji moves swiftly too. He attempts to grab Quinta's wrist and drag her to safety, behind the same large rock that Cat is using for cover. [ooc] Attempts a combat maneuver check to drag Quinta back to the near bank and cover. His roll didn't beat your CMD, Quinta, but you may choose to go willingly instead.

Sensing a quick kill, the Mzali hunters press their attack. The one targeted by Cat counterattacks and despite the cover provided by the rock she takes a hit. The arrow feels like it has been enchanted to deal an even greater wound. 11 points damage to Rowena. Nkechi takes another hit, and this is enough to take him down. The man topples into the water, unconscious and dying. 13 points damage along with the first two arrows is enough to put him into minuses. Another arrow pings off Krolmnite's helm, while two warriors jump out from behind trees and send arrows at Yekskya. One punches through his armor, and he too receives a telling blow. 15 points damage to Yekskya. The final warrior tries to shoot Oshok'arr but his arrow falls short.

Bleeding out, Nkechi drifts a few feet downriver. He's coming dangerously close to the small waterfall. Failed his stabilize roll.

We'll get Yekskya's action and then I'll post up the rest of the round's actions.

Initiative
24 - Rowena
23 - Hskoro
12 - Mzali warband
12 - Nkechi
10 - Yekskya
10 - Quinta
10 - Krolmnite
8 - Zaghigoth & Oshok'arr

The Exchange

Ambrose:
Gareth Blackblade is not technically a superior officer to yourself, though he may well think so himself. Apart from his demeanor, he comes one of the old families of Brindol, he has a wealth of experience, and his opinion carries weight with Captain Lars Ulveth - the Lions of Brindol commander - and Lord Jarmaath.

The lead Lion, who Ambrose named Gareth, snatches Wyrmlord Koth's map out of Ambrose's hands. A note of derision crosses his face; it's clear he can't read the Goblin notes. His eyes widen though as Ambrose and Helaku describe what you have seen so far and the intelligence that you have gathered. "Great Pelor, Harrowfield, you have been busy! This horde, is not far off. Even now, it closes on Terrelton. Drellin's Ferry has been overrun. Very well, I'll concede that you and the Lady Nesten here have a point. All the more reason we should get these folk to Brindol. Your friends look like capable fellows, this sorcerous one especially - what was his name? Helaku? You can aid us by helping those poor people huddled over there into wagons so that we can get them away. Most of them are refugees." He waves an arm towards the edge of town, where beside a small shrine dedicated to Pelor a couple weary looking clerics are tending to a small group of sick and injured folk.

Having set you to work, Blackblade immediately stalks away, engrossed in another task. The other two Lions follow, though the Halfling gives a comradely wave. The human woman they were first speaking to turns towards you. She is young, somewhere in her mid-twenties, with bright blonde hair in a business-like ponytail. She makes a stark contrast amongst the staid town elders around her. "Thank you. I didn't think he was going to listen to reason. You may call me Celira. Celira Nesten. Were you by chance at Drellin's Ferry? We've had people moving east for days, and some mentioned a band of adventurers who had helped protect their town from raiders, and bought time for them to abandon their town."

The Exchange

I'm back! Didn't take as long to get a repairman around as feared.

It's the same day as you encountered the spawn of Aomak. Perhaps an hour or two upriver from the lake. So, this perhaps means that you are unable to cast sickening entangle, but it does mean that certain of your earlier spells may still be in effect, such as water breathing. Certainly if Krolmnite wants to carry the chest across the lakebed to the shore that is possible.

Surprise Round
With a moment's warning of the attack, Zaghigoth calls out and ducks as arrows whizz by. He takes care to keep clear of the attacks, while calling to the spirits for just one more spell. Oshok'arr bleats a warning. Total defense in place; is that all your spell slots used up?

Round 1
Reacting quickly, Cat splashes through the water, back to the near bank and ducking behind a large rock to take advantage of cover. She unslings her bow as she runs, and snaps off a shot at one of the warriors. It hits the Mzali in the shoulder. Ranged attack hits for 3 points damage. Another warrior continues to focus on Nkechi, hitting him with another arrow. With his previous wounds this is enough to take him down, tumbling bleeding into the wather. 13 points damage along with the first two arrows is enough to put him into minuses. Another arrow pings off Krolmnite's helm, while two warriors jump out from behind trees and send arrows at Yekskya. One punches through his armor, and he too receives a telling blow. 15 points damage to Yekskya. The final warrior tries to shoot Oshok'arr but his arrow falls short.

Hskoro the nagaji moves swiftly too. He attempts to grab Quinta's wrist and drag her out of safety, behind the same large rock that Cat is using for cover. Attempts a combat maneuver check to drag Quinta back to the near bank and cover. His roll didn't beat your CMD, Quinta, but you may choose to go willingly instead.

Sensing a quick kill, the Mzali hunters press their attack. The one targeted by Cat counterattacks and despite the cover provided by the rock she takes a hit. The arrow feels like it has been enchanted to deal an even greater wound. 11 points damage to Rowena. Nkechi takes another hit, and this is enough to take him down. The man topples into the water, unconscious and dying.

Bleeding out, Nkechi drifts a few feet downriver. He's coming dangerously close to the small waterfall. [ooc] Failed his stabilize roll.

Ok, everyone else up!

Updated Map

Initiative
24 - Rowena
23 - Hskoro
12 - Mzali warband
12 - Nkechi
10 - Yekskya
10 - Quinta
10 - Krolmnite
8 - Zaghigoth & Oshok'arr

=====

GM rolls:

Rowena ranged 1d20 + 7 ⇒ (8) + 7 = 15
damage 1d6 + 1 ⇒ (2) + 1 = 3
Hskoro grapple 1d20 + 7 ⇒ (6) + 7 = 13
Mzali 1 ranged 1d20 + 9 ⇒ (12) + 9 = 21
damage 1d6 + 3 ⇒ (3) + 3 = 6
bane damage 2d6 ⇒ (5, 2) = 7
Mzali 2 ranged 1d20 + 9 ⇒ (12) + 9 = 21
damage 1d6 + 3 ⇒ (6) + 3 = 9
bane damage 2d6 ⇒ (1, 1) = 2
Mzali 3 ranged 1d20 + 7 ⇒ (3) + 7 = 10
Mzali 4 ranged 1d20 + 9 ⇒ (10) + 9 = 19
damage 1d6 + 3 ⇒ (5) + 3 = 8
bane damage 2d6 ⇒ (4, 3) = 7
Mzali 5 ranged 1d20 + 9 ⇒ (7) + 9 = 16
Mzali 6 ranged 1d20 + 6 ⇒ (5) + 6 = 11
Nkechi stabilize 1d20 - 5 ⇒ (12) - 5 = 7

The Exchange

I'll be temporarily out of action, mice chewed through some of wiring around the house and it's caused all sorts of problems over the weekend. Internet's currently down, and so I reckon I'll be out of action until it's sorted. If I get an opportunity I'll post during my lunchbreak at work, but realistically it might be towards the end of the week when things are up and running at home again. Sorry for the delay.

The Exchange

I'll be temporarily out of action, mice chewed through some of wiring around the house and it's caused all sorts of problems over the weekend. Internet's currently down, and so I reckon I'll be out of action until it's sorted. If I get an opportunity I'll post during my lunchbreak at work, but realistically it might be towards the end of the week when things are up and running at home again. Sorry for the delay.

The Exchange

Apart from Zaghigoth, Krolmnite took some electricity damage from the thing's breath weapon, but I think the only real casualty in that scrap was Krolm's boat. The scion of Aomak sank to the bottom of the lake after you very much killed it, but nothing to stop you from swimming down to retrieve a souvenir of your fight, especially if you are also diving to recover the bound chest. The creature is likely too heavy to drag the whole carcass back to shore. I'll move things on, but let me know what you decide to do with your vanquished foe.

The creature was indeed strange. It had a long neck and tail, similar to stories you have heard of powerful aquatic reptiles known as elasmosaurs. And it had powerful flippers, so that while it did not have wings it fairly flew through the water. But it also had bony ridges and a tough scaly hide. And that breath weapon! It was somewhat reminiscent of dragons.

The locals are elated to see you return. Hskoro, Nkechi, and Oshok'arr have been watching from the shore and are pleased to have you back. You show them your prizes as you relate the events of the hunt.

Spellcraft DC 17 to identify potion:

Potion of cat's grace.

Spellcraft DC 17 to identify two identical potions:

Both are potions of lesser restoration.

Taking your leave of the lakedwellers, Nkechi begins to grow cagey. When pressed, he admits, "We be leaving Sargava lands now. From here, for a long while, we skirt Mzali territory. They do not like outsiders, as we saw from that tree we found. We must be on our guard."

DC 10 Know geography, local, or religion:

Nkechi makes a good point. Mzali is a massive temple-city, situated on along the fertile flood banks of the Pasuango River, south of the Screaming Jungle and Kalabuto. The city is ruled by Walkena, a mummified child-god with magic to call fire from the heavens and boil the seas. Nearly a century since Walkena ascended the throne, word has spread, and thousands have been drawn to the city to pay homage with gold, salt, gems, and other valuables. The city declares war on any outsiders, especially non-Mwangi.

DC 15 Know geography, local, or religion:
The child-god Walkena preaches vehemently against foreign influence and expansion. Northerners, particularly traders, missionaries, and adventurers, place themselves at great risk by entering his territories. In this sense Sargava has probably played a hand in making Mzali such a danger. Greedy Chelish colonists were particularly heavy-handed in conquering Kalabuto and surrounding lands, and Sargavan settlers have often treated Mwangi natives with bigotry and contempt. This has caused thousands of disaffected natives to flock to Mzali. So far Walkena has not moved directly against Kalabuto, but the number of disgruntled locals who continue to flock to his city make it only a matter of time before they flow across the plains to claim back their ancestral lands once and for all.

DC 20 Know geography, local, or religion:

Mzali is an old city. Its ancient ziggurats have stood for thousands of years, remnants of a proud and terrible religious empire that existed long before the coming of the first Taldan explorers. Once ruled by semi-divine sun-kings, the city later fell to an order of shaman-priests knowna s the Council of Mwanyisa, and the city fell into decline. Almost a century ago, the council uncovered the mummified remains of a young child dressed in the ceremonial garb of an ancient Mzali sun-king and identified him as Walkena. Walkena revived and help the city fight off a Chelish exploratory army, the mark of the child-god's rise to power.

You make your way east by following the banks of the Pasuango River, until you come to its confluence with the more northerly Korir River. From here you will be skirting the edge of the Screaming Jungle. Already trees have grown thick, providing lots of cover from the hot sun. Your passage is marked by, amongst other creatures, the calls of thousands of monkeys. It seems the Screaming Jungle is well-named.

To continue following the trail, it looks like you are going to need to cross the Korir at some point. Eventually you find a shallow enough ford above a small cataract. Under Zaghigoth's and Nkechi's guidance you check the area first for submerged crocodiles or hippos, but the risk is slight this close to the small waterfall.

Yekskya is the first to cross, along with Krolmnite as he tests the depth of the water - no more lake swimming! The rest of you are following across when a pair of brightly colored birds take to the air. With his senses sharpened in the jungle, Zaghigoth recognises the signs of danger and just has time to call out when the far bank of the river erupts in confusion. A half dozen human warriors armed with bows leap out from the brush. Over their dark skin they have painted ghoulish skeletal visages, topped with dried grass headdresses. They don't bother trying to converse, as they pull back their bowstrings and take aim! Nkechi is struck by two arrows, causing him to stumble in the water. Yekskya and Krolmnite both flinch as several arrows bounce off their tough armor.

Zaghigoth was the only one who beat their Stealth score, so he gets to act first in a surprise round, then we'll move into proper combat. Nkechi is hit for two arrows for a total of 20 points damage.

The Ford

Initiative - Surprise Round
12 - Mzali warband
8 - Zaghigoth

Initiative
24 - Rowena
23 - Hskoro
12 - Mzali warband
12 - Nkechi
10 - Yekskya
10 - Quinta
10 - Krolmnite
8 - Zaghigoth & Oshok'arr

=======

GM rolls:

Krolm percept 1d20 + 2 ⇒ (8) + 2 = 10
Quinta percept 1d20 + 6 ⇒ (1) + 6 = 7
Rowena percept 1d20 + 7 ⇒ (10) + 7 = 17
Yeks percept 1d20 + 3 ⇒ (7) + 3 = 10
Zag percept 1d20 + 11 ⇒ (18) + 11 = 29
Nkechi percept 1d20 + 4 ⇒ (8) + 4 = 12
Hskoro percept 1d20 + 9 ⇒ (12) + 9 = 21
Oshok'arr percept 1d205 ⇒ 169
Krolm init 1d20 ⇒ 10
Quinta init 1d20 + 2 ⇒ (8) + 2 = 10
Rowena init 1d20 + 10 ⇒ (14) + 10 = 24
Yeks init 1d20 + 5 ⇒ (5) + 5 = 10
Zag init 1d20 + 3 ⇒ (5) + 3 = 8
Nkechi init 1d20 + 2 ⇒ (10) + 2 = 12
Hskoro init 1d20 + 3 ⇒ (20) + 3 = 23
Mzali stealth 1d20 + 8 ⇒ (19) + 8 = 27
Mzali init 1d20 + 7 ⇒ (5) + 7 = 12
warrior 1 ranged 1d20 + 7 ⇒ (14) + 7 = 21
damage 1d6 + 3 ⇒ (1) + 3 = 4
warrior 2 ranged 1d20 + 7 ⇒ (14) + 7 = 21
damage 1d6 + 3 ⇒ (5) + 3 = 8
warrior 3 ranged 1d20 + 6 ⇒ (2) + 6 = 8
damage 1d6 + 2 ⇒ (3) + 2 = 5
warrior 4 ranged 1d20 + 7 ⇒ (5) + 7 = 12
damage 1d6 + 3 ⇒ (3) + 3 = 6
warrior 5 ranged 1d20 + 7 ⇒ (8) + 7 = 15
damage 1d6 + 3 ⇒ (5) + 3 = 8
warrior 6 ranged 1d20 + 6 ⇒ (11) + 6 = 17
damage 1d6 + 2 ⇒ (1) + 2 = 3
warrior 1 band 2d6 ⇒ (2, 3) = 5
warrior 2 bane 2d6 ⇒ (1, 2) = 3

The Exchange

Actually, Dapples survived the razorfiend attack, it was Leonar's horse that didn't make it. When I read your post Shaylar I went back through the posts just to make sure, it has been a while. As it happens, the Tiri Kitor elves don't have much need for horses, but you might be able to negotiate with them for a giant owl. Alternatively, if Leonar flies, you have enough horses for the rest of the party. To keep things moving, I'll make the assumption that you all have a means of moving faster than on foot and update accordingly, but let me know what you decide to do.

Having gathered horses and wolf, you head off on the road south. The horses seem in fine spirits after their sojourn with the elves, and Fang gamely bounds ahead of the party. You rejoin the Rhest trail and eventually come across the road blockade that you defeated. It doesn't look as if the garrison has been reinforced since you first passed this way, and crows and vultures and worse have been at the bodies of ogres and hobgoblins. Riding a bit farther, you find a safe place to camp for the night.

The following day you reach the town of Witchcross, at the ford of the Witchstream. There are still a few hardy villagers here, but the majority of folk have followed the advice of their leaders - a circle of druids known as the Keepers of Eth - and fled into the hills. They appear more eager to take their chances in the wilds than flee to Brindol.

Moving on, the next day you come to a crossroads and turn off the road to Brindol to take the road south-west towards Talar. When you arrive in the small town, you find the local folk in the midst of evacuating the town. The local ruler, the high spirited Lady Celiira Nesten, is being aided by a trio of Lions of Brindol. Their leader is clad in gleaming silver armor, with a wide banner with the rampant lion of Brindol quartered with a black-bladed sword. He has close-cropped hair and a trimmed beard. Also herding the townspeople is a man with long dark hair gathered in a braid, his face and arms covered in countless scars, and a wiry young Halfling. Nearby, a group of elders led by a young woman in scaled armor seem to be remonstrating with the cavaliers.

Ambrose, or with a successful DC 12 Knowledge (nobility or local) check:

You know these three Lions, by reputation if not personally. The leader is Gareth Blackblade. Known for his loyalty to Brindol, his leadership, and courage. Equally known for his patrician views, arrogance, and wealth. His companion with the long braid is Ulgdar Mentreth, a warrior who was raised up to the rank of Lion of Brindol after a successful career as a frontline fighter. The other is Skander Ashworthy, one of the few non-humans to become a Lion of Brindol in recent times.

On seeing your approach, a look of disbelief comes over the leader's face. He stops giving orders and addresses you. "By the gods! Is that you, Harrowfield? You have been a long time away from Brindol. Who is this rabble with you? Nevermind. We're falling back to the city, and I'm putting this town to the torch. We must deny the enemy any opportunity to reprovision. It's the only way to slow their advance on Brindol. Make yourself useful, man. That street over there has been emptied. Take your cohorts and put the torch to those houses."

At this remark, the group of town elders shout in outrage, while the young woman stalks up to the Lion who spoke and shoves a finger in his face. "Listen! Brindol doesn't tell us what to do. We might have to evacuate, but these are people's homes and shops you're burning to the ground. We have to hope we can return here once the danger's past. And we don't need to take orders from the likes of you!" One hand strays near the sword at her side, and the leader of the Lions looks ready to clap her in chains.

Let me know if you want to stop at any of the points on your journey, to talk to the locals, gather information, or purchase supplies. We can play that out as we go along. Also the map of Elsir Vale is still available on the campaign thread.

======

GM rolls:

1d100 ⇒ 95
1d100 ⇒ 72
1d100 ⇒ 91
1d100 ⇒ 93
1d100 ⇒ 29
1d100 ⇒ 97
1d100 ⇒ 87
1d100 ⇒ 83
1d100 ⇒ 93
1d100 ⇒ 34

The Exchange

The group has shrunk a bit, I don't see taking Leadership as a problem. You could keep Aleste around as a squire!

BTW, Happy Thanksgiving to everyone across the pond.

The Exchange

Sorry folks, came back from being away and internet was down, phone company just out to make repairs today.

The creature is just about to lunge and ravage Zaghigoth, when Yekskya peppers it with arrows, one, two, three. The beast pauses, stunned, providing the opportunity for Krolmnite to paddle over and thrust his sword blade deep into it's belly. It falls back off the blade, causing an enormous splash as it sinks below the waves, dead. Yekskya you're right, missed one of your round 3 arrows a hit, either because I forgot it or got confused as it was the same hit and damage rolls as your readied action. End result - with round 4 action that's three successful ranged hits for a total of 55 points damage. Mighty good shooting plus with Krolm's smite attack to boot, and the spawn of the Aomak is deader than a doornail.

The deed done, Krolmnite summons energy to heal himself of some of his wounds. In the aftermath of the attack, the lake is quiet once again. With your variety of enchantments, it is short work subsequently to paddle over to the half-sunken hulk. It's possible it was the creature's lair, but to be honest, given the size of the thing, this wreck strikes you as a bit too small. However, you do find secreted away in a flooded hold a locked iron military trunk. With some effort you can get it aboard one of the reed boats.

DC 25 Disable Device or DC 23 Strength/break check:

Inside the iron chest you find a cache of gold ingots likely worth 1,000 gold pieces, an adamantine machete (functions as a short sword), and three potions, two of which look to be the same formula.

The Exchange

Ack, have had internet troubles so haven't had a chance to update this, but that's one vote for going straight to find the lich. Anyone else? I'll aim to move the game on, Thursday/Friday night, so if anyone has a different opinion make yourself heard.

Also I have some ideas on this, but does anyone have any firm opinions one way or the other about keeping Aleste in the party as an NPC?

The Exchange

It's been a few days, and I'm away at the weekend, so considering we've not heard from Cat I'll take the liberty of NPCing her, hopefully we'll hear from Werner soon.

Spawn of Aomak - Round 4
As the beast looms over Zaghigoth and Krolmnite, Rowena takes aim with her bow, punching an arrow through its thick hide. It sways from the pain. 6 points of damage to the creature.

Yekskya and Krolmnite up as well!

Initiative
21 - Cat
21 - Yekskya
21 - Krolmnite
21 - Spawn of Aomak
6 - Zaghigoth
5 - Quinta

======

GM rolls:

Cat shortbow 1d20 + 7 ⇒ (17) + 7 = 24
damage 1d6 + 1 ⇒ (5) + 1 = 6

The Exchange

At his comments, Sellyria gives Ambrose a long, not unkindly but pitying look. "If you are determined to go then please, let us aid you. Whatever you feel you may need for your journey, if it is in our power to grant we shall do so. Rest now, tomorrow we will return you to your companions and speed your departure.

If any of you want to make any small-scale purchases before leaving, let me know. I'll be out of town for a couple days, so in the meantime I'll press on. By the way, do you have any plans for travel? Going due south, or detouring elsewhere on the way, for example Bristol? Are you all travelling as a group, or is Leonar flying ahead?

------

The following day after breaking fast you are flown back to the hillock where Maludin was tending Fang, Smoke, and your other horses. Killiar gives one final farewell. [b] "I will ready a party of our people for battle. Fare well. You have made me reconsider humans, you may have merit after all. We will meet again."

The Exchange

Sellyria stares deeply into the fire. "These are grave tidings. A lich is not a creature to be trifled with. Even should you find the Ghostlord coerced into helping the Red Hand, there is no guarantee he would make a trustworthy ally. But, the risk is leaving him to ally with our enemies. It could be that you will need to confront him, either to prevent him giving aid to the goblins, or once this confict has been resolved, gods willing. But to do nothing may tip the tide in the wyrmlords' favour. I fear that if you go, not all of you will return."

The Exchange

The Spawn of Aomak - Round 3 continued

@Yekskya: Yes, you're readied action should have gone when the creature resurfaced.

Yekskya's arrow bites deeply into the monster's thick hide, embedding itself and causing a nagging pain. 18 points damage plus the 1 point bleed damage.

Krolmnite takes advantage of the monster's reappearance to make his move as well. With his enhanced strength he cleaves at the creature's neck with all his might, but the blade merely slaps against it's scales. The beast snags his boat and Kromnite just manages to hurl himself free and into the water before the creature begins to duck below the surface, taking the remnants of his boat with him.

Zaghigoth's summoned bull shark darts in to take a bite out of your adversary, but it struggles as well. Its bites seem no more than a nibble to the creature, even though the shark loses several teeth in the process. As the half-orc tries to paddle to help Krolmnite, the creature rakes him with an enormous clawed fin. You were within the creature's reach, so the movement provoked an attack of opportunity, a claw attack against AC 21 for 12 points damage.

The shark is joined by Quinta's celestial octopus. It's more successful with its bite, finding a vulnerable area and injecting a painful poison. Meanwhile, Quinta uses her magic to send an ear-piercing scream at the creature. It cocks its head, it seems to be feeling the cumulative pain from its many wounds. Made first save against the poison successfully, took 5 points damage; also made its save against the ear-piercing scream, taking 2 points sonic damage.

Rowena, over to you!

Updated Map Zaghigoth I forgot to move your position before taking a screen shot of the map, so you are alongside Krolmnite.

Initiative
21 - Cat
21 - Yekskya (after readied action)
21 - Krolmnite (after readied action)
21 - Spawn of Aomak
6 - Zaghigoth
5 - Quinta

======

GM rolls:

spawn Fort - bite 1d20 + 13 ⇒ (20) + 13 = 33
spawn Fort - scream 1d20 + 13 ⇒ (18) + 13 = 31
spawn aoo 1d20 + 13 ⇒ (8) + 13 = 21
damage 1d6 + 6 ⇒ (6) + 6 = 12

The Exchange

Helaku shares with you his recollections of tales he has heard of the Ghostlord of the Thornwaste. Afterwards, Sellyria steeples her fingers and leans back in her seat by the fire. "The years have wrought many changes in your tale, sorcerer. Your story paints the druid and his tribe as noble savages, trodden upon by the brutal knights of Rhest. As I remember, the nomads were in actual fact feral cannibals who thought that by dying in bloodthirsty combat they would be recreated as undying lions. Urikel Zarl had already embraced eternal undeath long before. The nomads were his fanatical cultists. When the lords of Rhest sought to challenge his power, the two armies destroyed each other." She creeps closer to look at the phylactery, not daring to touch it. "This, must belong to Urikel Zarl. The Ghostlord. It should be destroyed at once. Yet, your goblin's letter implies they fear the item being returned to its master. Why? Why steal it in the first place?"

The Exchange

The Spawn of Aomak - Round 3
The water becomes still for a few long seconds as you begin to wonder if the thing is going to return. A mass of bubbles rising to the surface is the only warning you get before it breaches, once again choosing to focus on Krolmnite and his boat. Cat draws another arrow and fires at the creature, but her arrow bounces off its hardened scales. Zaghigoth's bull shark is bold, and darts in to rip a trunk out of one of the beast's flippers. 9 points of damage to the scion of Aomak. Not a critical hit, but a terrific hit nonetheless.

The creature retaliates by crashing down onto Krolmnite's boat, smashing one end to bits and as it grabs the boat in its jaws it threatens to pull the raft down into the depths of the lake as it tries to submerge again. Krolmnite, you can take your readied action as the creature surfaces in striking distance. However, as it tries to sink your boat please can you make a Reflex save against DC 15 to avoid being dragged under along with your craft. The boat is going down, so success means that you are in the water.

Updated Map

Initiative
21 - Cat
21 - Spawn of Aomak
19 - Krolmnite
12 - Yekskya
6 - Zaghigoth
5 - Quinta

======

GM rolls:

spawn bite 1d20 + 13 ⇒ (9) + 13 = 22
damage 2d6 + 9 ⇒ (5, 5) + 9 = 19

The Exchange

Round 2 continued
Zaghigoth completes his summoning spell and a snuggle-toothed bull shark appears just ahead of his boat. The shark circles belligerently as Zag rows closer to Krolmnite.

Quinta continues to focus on her own summonings, calling a creature forth from Beyond.

Updated Map

Initiative
21 - Cat After held action
21 - Spawn of Aomak
19 - Krolmnite
12 - Yekskya
6 - Zaghigoth
5 - Quinta

The Exchange

Knowledge local result 15+:

You recall campfire tales of the Ghostlord of the Vale. These tales speak of a once-proud druid who dwelt in the verdant plains south of Rhest and led several tribes of nomads. These nomads were said to have built a massive lion of stone in honor of this great druid, who taught them the ways of the lion and how to live at peace with these proud creatures. Yet when dark times fell on Rhest, their shadow also fell upon the lions' plains.

It began when nobles visiting from Rhest arrived in the region. the nomads befriended the nobles but were betrayed by them when the visitors hunted down and killed a lion monarch for his pelt and claws. the nomads reacted with violence, slaying the visiting nobles to a man. Rhest answered in kind, and its army marched against the southern plains. The disorganised nomads stood little chance against Rhest's military might, and the tribes were slaughtered despite the fact that the lions rose to defend them. The warriors of Rhest confronted and slew the druid between the paws of his own massive stone shrine.

But the night after the warriors returned to their city, doom came to Rhest. Ghost lions prowled the streets, stalking and killing anyone they came across. When the dawn came, the entirety of Rhest's cavalry, including families, servants, and squires, lay dead. Rhest never recovered from this night of terror, which marked the beginning of the decline of that once-proud nation. In the years since, the once-verdant hills to the south have grown horrid and tangled. The Thornwaste is all that remains.

Knowledge history result 25+:

Read the results above for Knowledge local. The story is accurate in its general outline, but it gets several important facts wrong. Urikel Zarl, the great druid of the story, was in fact the leader of a cruel lion cult based in the southern regions of the kingdom. His people were not the noble nomads legend recalls, but feral cannibals who believed that in death their bodies would transform into lions and thereafter live forever. Urikel Zarl was their undying lord and master, who had long before turned his back on the natural world for the tainted promises of eternal undeath. When the Rhestian lords sought to challenge his power and subjugate the region, their cavalry and the cultists destroyed each other; in the years to come, both Rhest and the Thornwaste fell to ruins as a result.

Knowledge geography result 20+:

You recall once seeing a map that placed the Ghostlord's lair somewhere near the eastern end of the Thornwaste. Tellingly, most regional maps show nothing in this depopulated area.

Knowledge religion result 25+:

This is a very unusual phylactery for a lich, and is probably the work of a druid.

These knowledge checks can be tough. Leonar I would have said that being a lion shaman would grant you a +4 circumstance bonus to any knowledge checks concerning the Ghostlord, but it seems you might still fall short. If you all are struggling, you could also consider these options:

- Travel to a city like Brindol or Dennovar and research the topic in one of their libraries.
- Or consult a sage.
- Or pay a spellcaster to cast identify on the phylactery or to cast a legend lore spell to tell you more about the Ghostlord's story.
- Or ask your allies.

The Exchange

Round 2 continued
Sizzling with electricity, Krolmnite uses some of the holy power invested in him by Smiad to heal his wounds. He waits for his enemy to resurface.

Yekskya likewise waits with arrow drawn, steadying himself as the boat rocks on the disturbed waters. He can hear Quinta focusing on a summoning spell as he scans the waters.

Initiative
21 - Cat After held action
21 - Spawn of Aomak
19 - Krolmnite
12 - Yekskya
6 - Zaghigoth
5 - Quinta

======

GM rolls:

1d5 ⇒ 3

The Exchange

Anyone else want to make Knowledge checks?

Ambrose:

You reckon there is a legend local to Elsir Vale about a Ghostlord, but you can't recall the details. And you don't dredge up any more details about liches or their phylacteries.

Sellyria is delighted to make the trade of magic items, handing you the wand in exchange for the periapt of wisdom. You soon see it gracing her bow, emphasising her air of dignity and ancient wisdom. "Can we persuade you to stay for a while? We can easily find accommodation for you, but I sense you do not intend to stay overlong. Where do you plan to go from here?"

The Exchange

Denizen of the Lake - Round 1 continued

As the creature rears up out of the waters and tears a piece of Krolmnite's boat to shreds, the gnome twists round and rams his sword deep into the creature with tremendous strength. He shouts a challenge at the beast, and the challenge seems to resonate. 19 points damage, and you do also get your smite damage for fighting a dragon or evil creature - is that an extra four points damage? It's difficult to say just what type of beast it is, it doesn't seem to conform to expected types. You could try making a Knowledge check to try to identify it for certain, but you'd say at the lest that it's a dragon or evil outsider.

Before the monster can sink below the surface again, Yekskya fits two arrows to his bow in quick succession. The thistle arrow hits, biting deep. The second arrow is deflected by thick blue scales. It has a sleek head with bony, scaled ridges at the end of a long sinewy neck. A muscular, blue scaled body with an equally long tail, and four powerful fins. The two fore-fins have grown sharp claws at the end which could deliver sweeping blows. 18 points damage plus 1 point bleed damage from the thistle arrow, the second doesn't penetrate the creature's hide.

Trying to keep his boat steady, Zaghigoth completes his summoning spell, bringing forth a powerful water elemental. At his command it surges forward and rises up to slam a wall of water into the creature's side. The creature's neck whips out like a striking viper and its jaws close around the elemental. Biting down, the elemental's body is compromised and collapses. Zaghigoth begins a spell to summon another creature. The elemental fell victim to the creature's bite attack as it had superior reach and so took an attack of opportunity. The monster's confusing you, it seems related to a water-borne reptile known as an elasmosaurus, but it's more than just an animal or magical beast.

Concerned, Quinta edges back in her boat while she begins a song, a song of champions prevailing against the powers of darkness. She too begins a summoning spell.

Round 2

Cat fires another arrow. This time the arrow falls just short and splashes into the water.

The monster turns its attention back to the gnome and the greatsword threatening it. After back pedalling a few feet so as not to be directly under Krolmnite's boat, it opens its jaws and spits a bolt of lightning at the paladin! Five foot step up for creature, before making lightning attack. This is a breath weapon effect, it's DC 17 to evade or take 32 points electricity damage. The creature then dives below the waters, leaving Krolm's boat rocking wildly. Moved 50 feet down.

Updated Map

Initiative
21 - Cat After held action
21 - Spawn of Aomak
19 - Krolmnite
12 - Yekskya
6 - Zaghigoth
5 - Quinta

========

GM rolls:

spawn aoo 1d20 + 13 ⇒ (12) + 13 = 25
damage 2d6 + 9 ⇒ (2, 2) + 9 = 13
breath weapon 10d6 ⇒ (3, 1, 6, 2, 4, 4, 2, 2, 4, 4) = 32

The Exchange

The Beast Beneath the Waves - Round 1

"Watch out! Krolmnite, it's right underneath you!" The rogue indicates the creature's position by taking up her shortbow and taking aim. Readied action to shoot if the creature breaks the surface. Krolmnite just has time to turn around when a pair of massive jaws break the surface and snaps an enormous chunk out of his boat! The doughty gnome just barely manages to hang on, but he does see the arrow sticking out of the creature's snout, courtesy of Cat. 2 points damage to the creature, seven points damage to Krolmnite's boat.

Have at 'em!

Initiative
21 - Cat After held action
21 - Spawn of Aomak
19 - Krolmnite
12 - Yekskya
6 - Zaghigoth
5 - Quinta

======

GM rolls:

1d5 ⇒ 3
Cat bow 1d20 + 7 ⇒ (16) + 7 = 23
damage 1d6 + 1 ⇒ (1) + 1 = 2
spawn bite 1d20 + 15 ⇒ (16) + 15 = 31
damage 2d6 + 9 ⇒ (2, 1) + 9 = 12

The Exchange

I'll wait one more day to give Werner a chance to post, otherwise I'll NPC Cat until he has a chance to come back to the game.

The Exchange

I thought this would be a good place to have a brief pause to go back over the threads before the group moves on, got taken down by a bout of stomach flu and checking some of the details took longer than I thought. In any case, have made some changes to the campaign thread, notably added some of the NPCs encountered and treasure found.

Starsong Hill
Killiar Arrowswift smiles at Ambrose's question. "Your horse is safe, and in good hands. Maludin, who is taking care of your companions, hasn't fared so well. It would seem he had underestimated how hard horses can kick." In response to Helaku's question, the elven leader rejoins, "The news we've been picking up is garbled. There seems to be a checkpoint, guarded by hobgoblins and ogres, west of Lake Rhest. They seem intent on disrupting trade and stopping movement in and out of Elsir Vale. Beyond that, well - nothing has been heard from the west of the Vale for several days now. One town in particular, Drellin's Ferry I think it was."

It is a great relief when the owls alight at the elven encampment of Starsong Hill. Killiar and Speaker Sellyria Starsinger ensure you are well fed, while the clan's priest, Illian Snowmantle, organises a group of healers to tend to your wounds. It won't be long before you are all feeling better. In the evening, the elves hold a feast in celebration of your accomplishments. The lizardfolk seem momentarily cowed, the Red Hand forces left in the area are in disarray, and you've managed to drive off a dragon! Killiar Arrowswift announces that your bravery has inspired the Tiri Kitor to look beyond the Blackfens, and take more interest in the outside world. A band of elven hunters have even volunteered to aid in the defence of the Vale. Killiar offers to fly with them to Brindol.

Later in the evening, after the festivities have ended, Sellyria helps to identify some of the treasure you brought back. "Let's see. Hmm, several of these items would be ignored by our own hunters, but would suit a knight such as yourself, Ambrose, or Shaylar you as well. The armor, and the mace, and this pennant, attach it to a lance or spear. Three times a day it should grant you great bravery and morale in battle."

"This horn over here, made form a mountain goat, is a horn of fog. Sound the horn, and it shall create a cloud of obscuring mist that will conceal the musician. Very useful. And this headband, this has been enchanted to grant increased Wisdom to the wearer, in much the same way that the one on Leonar's brow must do. I would be interested in a magic item such as this. Perhaps you would consider a trade? In exchange, I can offer you an arcane wand, that you can use to cast scorching rays at your opponents."

When she opens the small iron coffer and beholds the delicate adamantine chain threaded with lion's claws and teeth, Sellyria gasps and takes a step back. "An abomination! How could this come here, to our encampment! Do you know what this is? An instrument of evil, an abomination. This my friends, is a lich's phylactery."

You also find a means to open the locked ironbound chest found in Wyrmlord Saarvith's quarters. Inside are six leather sacks, each containing 100 silver pieces and 20 gold pieces. Wedged between some of these sacks is a delicate-looking wooden and silver box. Inside the box is a folded letter that smells of strange perfume, although it's obvious from the indentation in the velvet lining that something the size of a child's fist once rested in the box as well. The box itself is finely wrought, and likely would be worth something to a collector.

Letter, written in Goblin:

Saarvith -
Take great care with the enclosed phylactery. I need not explain to you what the Ghostlord would do if he knew where I had sent his little bauble for safekeeping. Hide it somewhere safe - perhaps it could be trusted to your dragon friend's keeping? Keep it hidden until Brindol is taken. Should it fall into the hands of someone who could return it to its owner, the consequences for our effort could be dire indeed.
- Ulwai

Finally, Killiar offers to bring you to where your horses and wolf have been waiting, so that you can check that they have been well cared for.

I thought at this point you all might find these maps useful for reference.

Wyrmlord Koth's map

Map of Elsir Vale

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