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Presuming that you want to hunt for the lake monster, after a time the villagers give you the use of several reed canoes. They are small, only large enough to carry two individuals each.
Through Nkechi as an interpreter, the villagers also relate how some time ago a ship sailed upriver from Eleder but foundered while crossing the lake. It sank along with its treasure.
Razorfiend's Revenge - Round 2 continued
Aleste tries to see what is happening over the fence. Spying the creature, the weary alchemist draws out a flask and lobs it over the fence at the razorfiend. Amazingly it hits the creature, creating a loud burst of fire and flame. The creature is hit by a bomb for 20 points of fire damage.
Trellara tries to help by directing a sudden burst of sound at the enemy creature. A cacophony of sound washes over the razorfiend, but it seems to shake off the worst of the effects. Razorfiend made its Will save, taking only the 1 point sonic damage but avoids being stunned.
[ooc] Ambrose up.
razorfiend Will 1d20 + 4 ⇒ (5) + 4 = 9
Aleste bomb 1d20 + 9 - 1 ⇒ (11) + 9 - 1 = 19
damage 4d6 + 3 ⇒ (5, 4, 5, 3) + 3 = 20
Trellara sound burst 1d8 ⇒ 1
razorfiend Fort 1d20 + 9 ⇒ (18) + 9 = 27
Nkechi goes back to confer with the locals, who seeme to get more agitated and upset as they tell you about all the loved ones who have been killed by the beast. Nkechi brings one grizzled old man over, the only person to have seen the creature and survive. He is missing one arm, and his left side is terribly gouged by teeth marks.
The man describes a creature with a neck so long that at first he thought it was a snake, wrapping around his reed fishing boat and crushing it. A whip sharp tail also cut through him. The man was able to struggle away when the creature chased a school of fish. His son and brother were not so lucky.
Nkechi speaks. "You are right, Yekskya. If you choose to hunt this creature, you will need boats. It prefers the deeper water of the lake. The people here are willing to give you what you need, but advise you against it. They say the danger is too terrible." Nkechi then announces that he will not be joining you on the hunt. He has no wish at this time to confront a creature of the spirit world so powerful.
Hskoro it turns out is disinclined to join you in hunting the creature across the dark waters of the lake. He doesn't refuse in so many words, but every time you mention rowing out across the lake, the nagaji monk's skin seems to turn a shade of green and he looks awfully uncertain.
Razorfiend's Revenge - Round 1 continued
Badly burned by the creature's acid breath, Leonar falls back and begins casting. A powerful elemental summoning spell.
Surprised to see Ambrose and Leonar being attacked, Shaylar draws his bow and sends several arrows arcing over the wooden fence at the razorfiend. Two of the three arrows bite deep, burying deep into the razorfiend's hide. 20 points damage to the razorfiend.
Helaku over to you!
You move on a bit and camp nearby, giving some space between yourselves and the locals and the lake. Hskoro stands guard over the camp, never straying far from Quinta's side. Nkechi excuses himself and heads over to talk to the locals, sampling some of their wares. He comes back later, his face tight. "Grim tidings. The people here make their living on the lake, fishing and gathering reeds. A great and terrible spirit resides in the lake, a dweller of the lake named Aomak. Lately one of its children has been terrorizing the lake people. A titanic creature with a long neck and tail, devouring fishermen and boats. They call it the Spawn of Aomak. They know not how to appease such a creature. I said that I would attempt a ritual in the morning, but I feel the thing that they face is a being of flesh and blood rather than a spirit."
Razorfiend's Revenge - Round 1
I should emphasize that the pool of water in the middle of the chamber is about 10 feet deep. It also would have helped if I had remembered to attach a map to the last post - see below. For now I'll interpret your move as a readied action, hold on to those rolls.
...And it does! The greenspawn creature rears up, hissing at you and spitting a haze of acid at Leonar and Ambrose. It then flexes its wings and moves in for the kill. Please if you can both make a Reflex save against DC 18. Failure means 21 points acid damage, or 10 points acid damage with a successful save.
Leonar and Shaylar up!
Shaylar init 1d20 + 10 ⇒ (3) + 10 = 13
Trellara init 1d20 + 2 ⇒ (16) + 2 = 18
breath weapon 5d6 ⇒ (5, 2, 5, 4, 5) = 21
Shaylar Climb 1d20 + 12 ⇒ (9) + 12 = 21
Aleste init 1d20 + 3 ⇒ (20) + 3 = 23
No rest for the wicked! Um, and you guys.
No surprise round needed, so we'll go straight into a normal combat round, Helaku and Ambrose you're up first. It didn't sound as if Leonar or Ambrose were making any particular attempts to be quiet as they climbed into the enclosure, and Leonar's perception check blew the creature's stealth attempt out of the water.
Leonar and Ambrose nimbly climb over the fence, while Helaku remains outside with the others. Looking around this dank place you immediately note the large leathery eggs placed all around the chamber. The eggs themselves seem strange and scaled, affixed to the walls with some sort of sticky resin.
You don't have the opportunity to investigate any further, as Leonar points out the stream of bubbles rising to the surface from below. They seem to be making a beeline for Ambrose and Leonar. Suddenly an enormous reptile, very similar to the one you fought in the swamps some timw ago. It roars a challenge and splashes through the water towards the pair of you!
17 - greenspawn razorfiend
Perception check 1d20 + 14 ⇒ (7) + 14 = 21
Stealth check 1d20 - 1 ⇒ (17) - 1 = 16
Init 1d20 + 7 ⇒ (10) + 7 = 17
It doesn't take you long to check your opponents' gear and gather your things. The six Mwangi men who were intent on breaking into the house were roguish thugs, but must have been moderately successful as each was wearing enchanted studded leather armor, and finely made masterwork short swords and punching daggers. You are able to recover four of each of the weapons, but only three sets of studded leather as some had been burnt by Maudrill's flaming spheres and one of the men escaped. You also recover four hand crossbows and quivers of bolts, 40 bolts in total. You gather that each had a grappling hook and a loop of 50 feet of silk rope, and a set of thieves tools (four total). Four thunderstones, as well as four potions. You gather together a total of 180 gold pieces.
The summoner is a different matter. He is much more lightly equipped, it seems he hadn't expected to have to dirty his hands by fighting. An inspection reveals that he is wearing a pair of magical bracers on his forearms under his sleeves, as well as an amulet tucked under his shirt. A bull whip hangs at his belt, and it seems to be made of good quality leather (masterwork). You also recover an arcane scroll tucked deep into a pocket.
DC 17 Spellcraft identify 4 potions:
4 potions of invisibility.
DC 19 Spellcraft identify scroll:
Arcane scroll of dimension door.
DC 20 Spellcraft identify amulet:
Amulet of natural armor +1.
DC 22 Spellcraft identify bracers:
Pair of bracers of armor +1.
After exchanging goodbyes with Cheiton and your comrade in arms Maudrill, you slip out of the city, Zaghigoth suredly leading the way between vine-choked ruins and more recent dwellings. Oshok'arr follows, doing her best to tread softly. Krolmnite the knight of Smiad (and Iomedae) and Yekskya, and Cat. Hskoro keeps a close guard around Quinta, guiding her through the jungle city in a protective fashion that is almost cloying. Nkechi hums to himself, a spell or merely a tune you cannot tell.
You note that the militia are quick to arrive at the scene of the fight. With the city located on the frontier near violent and aggressive tribes, citizens are quick to respond to the threat of attack. Nonetheless, you are able to sneak around the outer watchposts and by the time the sun rises you are well away from Kalabuto. on to Tazion!
Your trail soon begins to run parallel to the River of Lost Tears until soon enough it empties out into a huge freshwater lake, the Lake of Vanished Armies. Marking the border between Sargava and the Mwangi Expanse, dozens of tribal settlements line the muddy banks of both the river and the lake. The settlements are small, consisting only of collections of mud-daub shacks, and they seem to lack such amenities as shops and inns. A few folk ply the waterways in small pole-driven watercraft. Still, the folk seem friendly and accommodating, and they show interest in outsiders by offering all sorts of gifts ranging from exotic foods to mystic drugs, and occasionally their companionship.
It is early afternoon by the time you reach the lake, would you like to camp here for the night, or press on? The folk certainly seem friendly, though there does seem to be a certain amount of tension in the air as you pass through the settlements along the banks of the lake.
You make your way along the walkway to the adjoining building. The stone building must have once been a prominent building, but now its flat roof has almost entirely collapsed. A section to the east remains intact, forming a narrow and mossy platform above the waters. The remaining walls stand about a half-foot above the water level, creating an L-shaped enclosure. The entire area has been reinforced with a fence of logs and branches lashed together with ropes, extending the ruined walls of the building up by another ten feet. At the west end of the enclosure lies a large heap of mud and rotting plants. The only easy way inside to be a gate in the northeast corner, near a floating bridge that leads back to the boardwalk that surrounds the larger building.
The gate seems to be lashed shut, but with work you should be able to get it open again ( DC 10 Disable Device check ). You might also find a place where you can easily climb over the fence or perhaps even slip through the fence itself ( DC 10 Climb check or DC 30 Escape Artist check )
Maudrill's gaze focuses on the gnome. "Krolmnite's right, we were just defending ourselves. But even so it'll take time to convince the militia of that, and we haven't got time. Go, and find this Tazion place. I'll help Cheiton smooth things over, and hopefully follow on with the rest of the Pathfinder contingent when they get here. Go! If we're lucky Aspis will think we were all killed and we can steal a march on them."
Aleste gathers his gear, hale again but still stiff and sore from his close brush with death. "I agree, let's get out of here. If those lizardfolk had the run of this place before, I'd rather go before they think we're cramping their style. Besides, that walkway out there seemed to lead to another building. Might be worth checking it out on the way."
Round 4 continued
Zaghigoth decides his entangling barricade has done its work, and with a word and a wave of his hand the choking vegetation shrivels back to its normal state. This provides an open path for his comrades, and Oshok'arr bears down on the summoner once more with a threatening honk. One of her thumb spikes seems to punch through a wall of force. It ablates some of the force of the blow, but it still knocks the spellcaster flat off his feet and opens a gash across his chest. The man's unconscious, but interestingly as his blood oozes out it seems to congeal and turn hard as iron on contact with air. Nearby, with a yowl the spellcaster's eidolon disappears, banished back to its own plane. The summoner's ablative barrier converts some of the damage received to nonlethal damage, and he also had a blood armor spell in effect. Unconscious but in stable condition.
Given free rein, Quinta's summoned hyena leaps across the pit, intending to charge the summoner. With the man unconscious, the hyena instead spends a few moments sniffing the prone body but seems to be looking forward to chomping on it.
From the window, Maudrill spies the last intruder trying to escape across the rooftops - now that the entangling vegetation is gone its fairly easy for the marauder to climb up. With a flick of the wrist the aasimar sends his two flaming spheres at the man. Incredibly, the canny rogue manages to dodge both fireballs, as one of them shortly after winks out of existence. The man hightails it into the night.
Nkechi leans back, catching his breath after that fight.
The day is yours! Well, the night anyway. Perhaps not for much longer though. Your fight, since it spilled out of the house onto the streets with all sorts of raucous spells and fancy pyrotechnics, seems to have woken up the entire neighbourhood. Not to mention, the spells having caused minor damage here and there. You can hear militia being summoned.
Cheiton comes rumbling out of the house. "Holy blazes! You all better grab your gear, and clear out quick. Whoever sent these goons, they either wanted to eliminate you from the running or hold you up. If the militia get hold of you, you won't be going anywhere for a while. Go. I'll try to smooth things over here, but go. And good luck."
Amidst the chaos, you notice Maudrill crouched beside the unconscious summoner# He looks up at you with his iridescent blue eyes# #b# "Guys, you're going to have to go without me# I want to stay and question this guy# For one thing," #/b# he holds up a copper medallion engraved with the emblem of a snake on a shield# #b# "This guy seems to have been working for the Aspis Consortium# I'll try to find out if any more are in the city and slow them up, if I can# If I can do so, I'll catch up with you#" #/b# He gives the rest of you a military salute#
#spoiler=Rowena# After the fight, you spot what the intruders were trying to do when they were spotted by your sharp-eyed comrades# It looks like the back door of Cheiton's safe house has had an explosive ward placed on it causing it to explode if anyone opens the door# In all probability they were planning to do the same to the main door, trapping you all inside# #/spoiler#
hyena Acrobatics 1d20 + 2 ⇒ (9) + 2 = 11
flaming sphere 1 3d6 ⇒ (1, 5, 4) = 10
flaming sphere 2 2d6 ⇒ (4, 6) = 10
M1 Reflex 1d20 + 6 ⇒ (13) + 6 = 19
M1 Reflex 1d20 + 6 ⇒ (18) + 6 = 24
Nkechi ranged 1d20 + 6 ⇒ (9) + 6 = 15
damage 1d8 - 1 ⇒ (2) - 1 = 1
M1 Acrobatics 1d20 + 10 ⇒ (13) + 10 = 23
Crux bite 1d20 + 9 ⇒ (3) + 9 = 12
damage 1d6 + 4 ⇒ (5) + 4 = 9
Crux claw 1d20 + 8 ⇒ (9) + 8 = 17
damage 1d4 + 4 ⇒ (1) + 4 = 5
Crux 1d20 + 8 ⇒ (7) + 8 = 15
damage 1d4 + 4 ⇒ (2) + 4 = 6
Cat Perception 1d20 + 10 ⇒ (17) + 10 = 27
The hobgoblin skald Nurklenak looks just as surprised as you as he looks at the shining blade of Trellara quivering from the mortal wound to his chest. Even more surprised when Shaylar draws close and shoves his own sword into the captive. The hobgoblin's last words in Common as the life leaves its body and it slumps to the side is "Rotten elves..."
This was left off my last post, but the DC to open the lock on the chest you find in Wyrmlord Saarvith's room is 30. What would you like to do next? There are no opponents in the immediate vicinity, but for how long?
Round 4 continued
Hskoro follows Quinta down the stairs. At first he pauses by the front doorway, but then heads for the back door. Krolmnite charges after, leaping down the stairs on gnome legs, determined to get into the thick of the battle.
Zaghigoth, Quinta & Maudrill up.
Cat - you avoided being sickened by the vines, but did get entangled. On Zaghigoth's turns you'll need to continue to make Reflex saves against DC 20 to break free of the entanglement effect and to keep yourself free for as long as you are in the area.
As far as you can tell, the hobgoblin is truly contrite. Ingratiating, even.
There's a glint in his eye as the hobgoblin listens to the party debate letting him go. He is most in favour of Leonar's approach, but when Ambrose's argument seems to carry the day the hobgoblin begins to worry.
At Ambrose's suggestion, Trellara struggles to her feet, newly healed limbs still stiff and sore. With a cold gaze she regards the captive as she steps closer. "Do you know what I think, Ambrose? I think our land needs to be purged...of...every..last..one of them!" With that she lifts her longsword and in one fluid motion buries the blade in the skald's chest! 7 points damage to the hobgoblin, he's hanging on with positive hp but only just.
Bluff 1d20 + 15 ⇒ (17) + 15 = 32
Trellara attack 1d20 + 3 ⇒ (16) + 3 = 19
damage 1d8 - 1 ⇒ (8) - 1 = 7
Round 3 continued
Quinta dashes downstairs and hurls open the door. She hurls an ear piercing shout, enough to get past the summoner's magical defences and keep the spellcaster on the back foot for a while.
Quinta's hyena bounds out through the doorway to attack the summoner, but is quickly entangled by the ensorcelled vegetation. Failed Reflex save means the hyena's currently entangled, but at least it didn't fall into the pit. Neither is it sickened by Zaghigoth's sickening entanglement.
Upstairs, Cheiton bends down to check the body of the man taken out by Yekskya's arrows.
Maudrill leaps back through a couple doorways to the room he was sharing, where he could look out the window at the fighting outside. Seeing the summoner, he directs his flaming spheres across the night sky towards him. Before, I could picture the spheres being directed to blindly bump against the exterior of the house until making contact with an enemy body, but to move against the spellcaster I'm going to say requires line of sight, so have moved Maudrill to the nearest west-facing window. Spheres travel 30 feet per round, so should be there next turn.
Nkechi tries to send his small mini storm against the cat-like creature again. It's buffeted by the winds, but doesn't otherwise seem to suffer any ill effects as it stalks after Zaghigoth.
The last remaining intruder is now desperately trying to flee, but is hampered by the entangling vegetation. He reaches for the low-hanging roof of a neighbouring building, but is unable to climb up as the plants hold him fast.
The summoner seems stunned by Quinta's sonic attack. He doesn't take any actions. Dazed from the ear piercing scream.
Yekskya up, then I'll also post Krolmnite's action.
Updated Map - A lot of movement this past turn. Quinta's outlined green as a reminder that she's actually downstairs, with Hskoro and Krolmnite following on the stairs. Flaming spheres on the move, with the lone marauder, hyena and Rowena all entangled. The stony ground around the summoner is difficult terrain, as is the entangled area.
Redric Fort 1d20 + 4 ⇒ (9) + 4 = 13
hyena Reflex 1d20 + 5 + 2 ⇒ (5) + 5 + 2 = 12
hyena Reflex 1d20 + 5 + 2 ⇒ (8) + 5 + 2 = 15
Cheiton melee 1d20 + 6 ⇒ (8) + 6 = 14
damage 1d6 + 2 ⇒ (2) + 2 = 4
Nkechi ranged touch 1d20 + 5 + 1 ⇒ (7) + 5 + 1 = 13
damage 1d6 + 2 ⇒ (2) + 2 = 4
hyena Fort 1d20 + 5 + 1 ⇒ (19) + 5 + 1 = 25
M1 Reflex 1d20 + 6 ⇒ (4) + 6 = 10
M1 Climb 1d20 + 9 ⇒ (18) + 9 = 27
Cat Reflex 1d20 + 7 + 1 ⇒ (6) + 7 + 1 = 14
sickened 1d4 ⇒ 1
Just as Shaylar revives under Leonar's ministrations, Aleste and Trellara also come around with some healing. Aleste brushes himself down and looks at the pink patches of newly healed skin on his arms. "That's not happened to me for a long time." he says enigmatically. "Thanks for healing me, Leonar, I thought I was a goner." Trellara just seems traumatised and distant.
Leonar casts detect magic and searches the building's chambers. Helaku helps by casting fly. Fortuitous, as when you enter through the double doors into a large chamber you see that most of the floorboards in the center of the room have fallen away to expose the flooded ground floor thirty feet below. This large room might have once been a well-appointed library, but now its shelves lie in disarray along the east and west walls. No sign of any books are apparent. There is a large pile of goods and treasure, items claimed as tribute from the lizardfolk and others reclaimed from the sunken city. Several of these do indeed glow with a magical aura. These items include:
- A suit of full plate armor, decorated with gold filigree and a roaring lion motif. Obviously the armor of a champion of Rhest.
Armor Spellcraft DC 21:
+2 full plate armor
- A finely worked mace chased with gold and silver.
Mace Spellcraft DC 21:
+2 silvered heavy mace
- A simple bronze headband decorated with an intricate pattern of small green gemstones. Detects as having moderate transmutation magic.
Amulet Spellcraft DC :
Periapt of Wisdom + 2
- The twisted horn of a mountain goat, elongated and enchanted and with a murky brown hue. Emits faint conjuration magic.
Horn Spellcraft DC 18:
Horn of Fog
- A narrow red cloth flag skilfully embroidered with a lion in gold thread that appears as if its looking directly at you, or passant guardant in heraldic parlance. It looks designed to be attached to a lance, polearm, or staff. It exudes moderate abjuration and enchantment magic.
Banner Spellcraft DC 21:
A battle version of a Knight's Pennon, as described on p.307 of the APG. If mounted and displayed on one of the above weapons, it grants its bearer the benefits of a heroism spell once per day.
Chain Spellcraft or Knowledge (arcana) DC 26:
This is a dread item: the phylactery of a lich, a powerful and magical undead being. A lich will go to great lengths to protect its phylactery.
The room to the north (just next to the stairs where you fought the hobgoblin) appears to have been the goblin Wyrmlord Saarvith's headquarters. Three large animals - a leopard, a wild boar, and a crocodile - stand at the ready in the southern portion of this room. Closer inspection reveals them to be stuffed and mounted for display. The walls are decorated with a striking tapestry depicting a five-headed dragon in a pose of destructive rage. A free-standing perch for a falcon or eagle stands in the room's northwest corner. A cot heaped with fine furs lies against the western wall, next to a large table. Atop the table lies a dead batlike creature, its abdomen cleaned and stuffed with salt and wood chips, and its wings pinned to the table's surface with several thin pins. An ironbound chest sits on the floor beneath the table. The chest is locked.
The room to the south seems to belong to the hobgoblin, meaning he must have been one of the officers of this horde contingent. The chamber is clean and well-organized, despite its grim furnishings. Small barbed cages rest against the wall, not quite large enough to stand in and not quite wide enough to sit in. Several barrels of water are on the floor to the north, along with a bloodstained mop. A simple cot and a chair and desk round out the room's contents. A small coffer under the cot reveals the hobgoblin's gleanings from the ruined city: 155gp, 320gp, and a fine ruby-set bracelet in the shape of a sinuous lion worth 200gp. [/spoiler]
The hobgoblin cackles away, happy to sing. "Oh, you'll not catch them. Saarvith and Regiarix will be halfway on their way to Azarr Kul. He'll probably get knocked around a bit for having failed his orders, but as long as his companion the dragon lives he'll bounce back. They'll have gone north." He looks at the map but professes not to know any more details than you know aleady. He looks dejected. "Now, please masters! Please let Nurklenak go. There's no need to keep me any longer."
Round 2 continued
Nkechi uses his powers over nature to condense the moisture in the air into a small personal rainstorm and sends it over the other-worldly creature attacking Zaghigoth. Winds and rain whip the feline critter's fur and buffet its body. It growls in protest and digs sharp claws into the ground to keep from being blown away. Nkechi uses his weather domain storm burst ability, hitting the eidolon with 7 points of nonlethal damage.
The intruder in Cheiton's room looks ready to quit this enterprise. He tries a desperate lunge at Cheiton with a short sword, blade slick with something vile. The one outside holding the wand decides enough is enough and is trying to make a getaway, but movement through the enlarged entangling vegetation is slow at best.
The enemy spellcaster takes a step back from the reach of Oshok'arr's claws. Drawing out a strip of red cloth he conjures a whip that seems to be constructed from living, swarming spiders. He snaps the whip at the iguanodon, but fortunately misses the dinosaur. 5 foot step back to cast spell.
Yekskya puts an end to the scuffle in Cheiton's room with a well-placed arrow. It skewers Krolmnite's and Cheiton's opponent and he drops to the floor. First arrow is enough to take the man down, unconscious on death's door.
Hskoro mutters and curses in Nagaji as he turns and runs after Quinta, following right on the heels of Rowena.
Krolmnite looks down at the man felled by Yekskya's arrow. There would be no talk of surrender now. Grim. But his heart leaps as he hears the fighting outside, and he leaps to join the ruckus. A double move brings you right behind Hskoro and the others. A full round of running next turn should get you to either of the downstairs exits.
Ok back to Zag, Quinta and Maudrill.
Updated Map - Only three opponents left, the last original intruder with the wand trying to flee, and the spellcaster and his pet.
M2 Reflex 1d20 + 6 - 4 ⇒ (19) + 6 - 4 = 21
M2 Reflex 1d20 + 6 - 4 ⇒ (12) + 6 - 4 = 14
Nkechi ranged touch 1d20 + 5 ⇒ (12) + 5 = 17
damage 1d6 + 2 ⇒ (5) + 2 = 7
M4 attack 1d20 + 6 ⇒ (4) + 6 = 10
M1 Reflex 1d20 + 6 ⇒ (20) + 6 = 26
Redric ranged touch 1d20 + 5 ⇒ (3) + 5 = 8
damage 1d6 ⇒ 1
poison 1d2 ⇒ 2
Shaylar was at -4hp.
CLW: 1d8 + 1 ⇒ (6) + 1 = 7
If you are wanting to fully heal the NPCs (this could mean using up a lot of charges from your wand):
Aleste is sprawled on the rooftop of the town hall, while Trellara lies not far away at the top of one set of stairs leading down to the wooden walkway. Much of the alchemist's flesh has been eaten away by the dragon's acid - really it looks as if one of his own experiments backfired on him. Trellara looks much the same. The hulks of fallen ogres litter the rooftop as well. Shaylar lies in a precarious position on wooden planking that has been eaten away by acid breath.
Probably would have had a good view of the fallen if you were swooping in to cast spells down the stairs, but I hadn't really mentioned it in any of the previous flavour text. All three are stabilized just now. To be honest, I wasn't out to kill anyone but I wasn't pulling any punches either, I think the encounter nonetheless expected at least one character death. Still plenty of time for that to happen though.
I'm pretty sure the duration of one of them has run out by now, but I've been kind of losing track of the rounds.
Actually we're on Round 2 just now, the first flaming sphere should fizzle on your turn in Round 4 as it was conjured during the surprise round. The second flaming sphere should disappear your turn in Round 5.
The hobgoblin skald that before was gleefully trying to take you down now looks cowed and contrite. Shackled by the well-made manacles, he wrings his hands as he answers your questions in a rasping but well mannered voice - he had been doing a lot of shouting. "The dragon? Regiarix. And his goblin companion was Wyrmlord Saarvith. They left me here! In this putrid swamp. How much I wanted to get away from them, but to be left here? Bah. I have surrendered. I will tell you anything you wish to know. The lizardfolk are the natives of this place, they and the elves. It was easy to intimidate them into submission. They protected this place from interlopers such as yourselves and brought us tribute and supplies. With Regiarix gone I am sure they will come soon to reclaim these ruins for themselves. I would not intend to tarry here." You don't get an immediate sense that he is saying anything untrue thus far.
Sorry to keep everyone waiting. It's birthday season around our household, so I got a bit preoccupied with other things. On with the program!
Round 2 continued
Zaghigoth meanwhile lowers his shield and tries to fend off the beast that is trying to slash him to pieces with wicked-looking claws and snapping jaws. His whole being is focused on the task, but some part of his mind is trying to puzzle out just what the creature is, it doesn't seem to conform to any creature type that he knows.
Upstairs and inside, Quinta grins at Hskoro's victory. She takes off at a run, with her summoned hyena loping beside her. Double move puts you on the stairs. You should reach the main entrance with a standard move next turn.
Cheiton thrusts his blade at the enemy that had broken into his room, stabbing the man with his short sword. 3 points of damage to the intruder.
Maudrill? Where are those flaming spheres going to pop up next? :)
Updated map - Not many changes since the last map update. There are three of the original intruders left, one in Cheiton's room, one entangled on the wall outside Quinta & Cat's room, and the one with the wand at ground level, plus the spellcaster and his pet.
Cheiton attack 1d20 + 6 ⇒ (11) + 6 = 17
damage 1d6 + 2 ⇒ (1) + 2 = 3
Leonar stoops into a dive and tries the same, hurling a fistful of flame. This does hit the hobgoblin, causing it to cower in the face of further attacks. Certainly enough to hit, for total of 11 points fire damage.
Singed and blasted, the hobgoblin cowers at the bottom of the stairs, one moment beseeching Helaku and the hovering eagle form of Leonar, the next turning towards Ambrose. For someone who was inspiring his comrades with such strident songs, he has a reedy, whiny voice. "Please! Please don't kill me! I surrender. I'm valuable. I'll tell you anything you wish to know. And am here to serve, O great masters."
Elsewhere, I do believe Helaku's pit disappears this round? Which leaves an unconscious ogre lying on the rooftop where the pit was. Also, it wasn't until I removed the ettin from my map that I was reminded of the puddle of grease that he had slipped in. It should still be in effect, so I do feel the ettin had too easy a time of it as a result and that as a consequence Ambrose got a bit more clobbered than he should have.
Nurklenak Fort 1d20 + 9 ⇒ (18) + 9 = 27
Round 2 continued
In Quinta's room, Hskoro hisses as he flattens his palm and jams it twice into the face of the intruder stood before him. The Mwangi's head snaps back as he stumbles, and falls through the window. 2 hits, dealing 10 hit points total damage.
Krolmnite moves across the room to get at the intruder Yekskya just shot at. He swings with his sword as he charges, but the man manages to jump out of the way of the blade.
Zaghigoth and Quinta up!
Not much change to the map, so will post one up next time. Only one intruder left upstairs, in Cheiton's room. One more outside at ground level, and another entangled outside Quinta's room. Then the spellcasting newcomer and his pet beastie.
Yekskya bow 1d20 + 10 ⇒ (1) + 10 = 11
damage 1d8 + 11 ⇒ (6) + 11 = 17
Yekskya bow 1d20 + 10 ⇒ (5) + 10 = 15
damage 1d8 + 11 ⇒ (4) + 11 = 15
Hskoro melee 1d20 + 5 ⇒ (17) + 5 = 22
damage 1d6 + 3 ⇒ (3) + 3 = 6
Hskoro melee 1d20 + 5 ⇒ (13) + 5 = 18
damage 1d6 + 3 ⇒ (1) + 3 = 4
Round 43 continued
The hobgoblin skald roars in shock and surprise at the destruction of his pet. The beginnings of true fear show on his face.
Helaku and Leonar!
@Leonar - no worries, if you had been close enough I just would have had you fly down the stairs, it's a bit cramped but any chamber tall enough for a giant to traipse about is big enough for an eagle to fly around in. But the hobgoblin makes for a good target too.
@Helaku - Yep, that's plenty fine to make the save, no joke.
Cheiton's House - Round 2 continued
Quinta completes her summoning spell and a white-furred, dark striped celestial hyena appears in the room. She commands it to attack the intruder; the man screams in abject terror but somehow seems to squirm away from the animal's bite. Quinta's not finished yet. She cracks her whip, raising a stinging welt on the man's face. 2 points damage to the intruder from Quinta.
Cheiton charges back into his room, covered by Yekskya. Brandishing his short sword, he stabs at one of the pair of intruders, trading blows but not managing to score a hit.
Maudrill concentrates on his pair of flaming bursts. He directs them to roll their way around the house, burning vines and parts of the house before they find the luckless intruder entangled in the vines outside Quinta's & Cat's room. The bursts engulf the man, burning him to within an inch of his life. He would have made his saves, if he hadn't been simultaneously entangled and sickened, instead taking 27 points fire damage.
Nkechi calls on the power of Gozreh for protection, warding himself from attacks. Cast Sanctuary.
The interloper on the ground tries to dodge the grasping vines and plants, heading for the front door to Cheiton's house. The going is slow. As he moves, he pulls out of a shirt pocket a small stone, which he throws towards Zaghigoth and Nkechi. It hits the lip of the pit and splits with a roar like a thunderclap. Nkechi puts his hands to his ears, wincing at the sound. Successfully saved to avoid becoming re-entangled. Threw a thunderstone, Zag please can you make a Fortitude save against DC 15 to avoid becoming deafened for one hour. This also means a -4 penalty to intiative and a 20% chance of miscasting any spell with a verbal component. If any of Cheiton's neighbors had managed to sleep through the fight thus far, they'e awake now.
The second intruder, horribly burned with skin cracked and peeling and what healthy skin there is covered in itchy rashes from the entangling vines, tries to struggle out of their vice-like grip but he lacks the strength to do so. Still entangled.
The two attackers engaged in melee on the upper floor of the house engage, wielding a short sword dripping with venom in one hand and a cruel looking punching dagger in the other. The first splits his attacks between slashes at Hskoro and the celestial hyena, while the second focuses his attacks on Cheiton. None of the attacks seem to hit however.
The spellcasting newcomer takes a step back from Oshok'arr, giving himself breathing space to summon and hurl a ball of acid. It falls short though, splattering on the ground at the dinosaur's feet. You don't like though how he is casting knowing looks at the roof of the building beside Cheiton's.
The reason he was doing that soon becomes obvious, as with a high pitched whine an enormous creature pads into view from the shadows on top of the roof. Its shape vaguely resembles that of a mountain lion, but with two many eyes and a mouth full of razor shoarp teeth. It pads across the rooftop and hurls itself down onto Zaghigoth, pouncing and biting and clawing. Charging and using pounce ability. Bite attack and one of its claws hit, for a total of 18 points damage. Due to the charge, creature is currently -2 to AC. The creature basically resembles a nexu from Attack of the Clones.
DC 15 Knowledge arcana or planes:
This creature is not natural, and does not come from this world. Your best guess is that it is a construct, an eidolon summoned to this plane.
Over to Yekskya and Krolmnite.
Updated Map - The white square around Zag and Nkechi shows the radius of the thunderstone.
Cheiton attack 1d20 + 6 ⇒ (9) + 6 = 15
M2 Reflex 1d20 + 2 ⇒ (16) + 2 = 18
M2 Reflex 1d20 + 2 ⇒ (8) + 2 = 10
M1 Reflex 1d20 + 6 ⇒ (15) + 6 = 21
M2 Escape Artist 1d20 + 4 ⇒ (9) + 4 = 13
M1 ranged attack 1d20 + 6 ⇒ (17) + 6 = 23
Nkechi Fort 1d20 + 5 ⇒ (12) + 5 = 17
M3 attack 1d20 + 4 ⇒ (6) + 4 = 10
damage 1d6 + 2 ⇒ (6) + 2 = 8
M3 attack 1d20 + 3 ⇒ (7) + 3 = 10
damage 1d4 + 1 ⇒ (4) + 1 = 5
M5 attack 1d20 + 6 ⇒ (7) + 6 = 13
damage 1d6 + 2 ⇒ (4) + 2 = 6
M5 attack 1d20 + 5 ⇒ (2) + 5 = 7
damage 1d4 + 1 ⇒ (1) + 1 = 2
Redric ranged attack 1d20 + 5 ⇒ (2) + 5 = 7
damage 1d3 ⇒ 1
Crux Acrobatics 1d20 + 11 ⇒ (16) + 11 = 27
Crux attack 1d20 + 9 ⇒ (9) + 9 = 18
damage 1d6 + 4 ⇒ (6) + 4 = 10
Crux claw 1d20 + 8 ⇒ (12) + 8 = 20
damage 1d4 + 4 ⇒ (4) + 4 = 8
Crux claw 1d20 + 8 ⇒ (5) + 8 = 13
damage 1d4 + 4 ⇒ (3) + 4 = 7
Round 43 continued
It seems as if Leonar is going to continue chasing the dragon but he backs off, swooping round to return to his comrades. The lizardfolk below shrank back from the sight, what appeared to be the dragon fleeing from an magical eagle! Leonar powers back on his powerful wings. Drawing close to the building he hurls another ball of fire, but it skiffs past Helaku's shoulder and bounces down the stairs and fizzles out, not quite reaching the hobgoblin spellcaster. Ok a full standard move puts you 70 feet from the building, rounding up a little to closest 5ft increment. Flying above the building I think is going to make a difficult angle for attacking the ettin who is down the stairs and inside, but the hobgoblin could easily be targeted at the bottom of the stairs. Certainly next time you could fly down the stairs and into the chamber with Ambrose and the ettin, though if the hobgoblin is still on the stairs you might draw an AoO as you fly past it.
The hobgoblin tries another tack to defeat his human foe. He summons another spell, one that recently had worked so effectively on another human. The magic washes over Helaku, and he fills with mirth and an urge to start laughing out loud. Skald casts hideous laughter on Helaku, a Will save is needed against DC 16 to avoid collapsing prone into gales of manic laughter.
Ambrose is fighting for his life, pressed to the wall while the ettin pounds away with his pair of flails. The giant is determined to smash this one. Second attack definitely a miss, but first attack hits AC 21 for 15 points damage.
No major changes to the map this time. Next round we should have Leonar on the map, so will post an updated one then.
ettin Fort 1d20 + 9 ⇒ (19) + 9 = 28
ettin attack 1d20 + 12 ⇒ (9) + 12 = 21
damage 2d6 + 8 ⇒ (4, 3) + 8 = 15
ettin attack 1d20 + 7 ⇒ (6) + 7 = 13
damage 2d6 + 8 ⇒ (5, 2) + 8 = 15
Round 2 continued
Hskoro tussles with the attacker trying to climb through the window in Quinta's room, landing a telling kick and chop. The invader puts up a game fight, but seems sickened by Zaghigoth's plant spell. 12 points damage to the attacker from two successful hits by Hskoro.
Eager to get into the fight, Krolmnite rushes past Yekskya into Cheiton's room and charges one of the attackers. The assailant didn't seem to be expecting such a fearsome attack from the gnome and is quickly cut down. 12 points damage to the south-most of the two attackers is enough to put him down.
Enemy magic causes the ground beneath Zaghigoth, Oshok'arr, and Nkechi to collapse into a gaping pit. Oshok'arr teeters on the edge, but Zaghigoth shoves the dinosaur and Nkechi free from danger.
Zaghigoth's up, and we can get Maudrill's action in too.
Updated Map - 4 marauders left, plus the newcomer in the upper left corner.
Hskoro attack 1d20 + 6 ⇒ (13) + 6 = 19
damage 1d6 + 3 ⇒ (1) + 3 = 4
Hskoro attack 1d20 + 6 ⇒ (18) + 6 = 24
damage 1d6 + 3 ⇒ (5) + 3 = 8
Ive got a ton of Hp left, DM. Nothing has scraped me with my super buffed AC since our big several moments delay a page or two ago. This does hit me though.
That's great. I was assessing the potential for a TPK but, ahh no such luck. :)
Round 42 continued
The lizardfolk scatter, for the moment cowed by the appearance of the dragon as well as in the face of heroes strong enough to give the dragon a run for its money. They disperse for now into the water and around the ruined buildings, but they could be back.
The dragon and its goblin rider beat quickly north, having crossed Lake Rhest and now flying over the swamps and forest.
Alright, over to Helaku and Leonar.
Krolmnite the Brave wrote:
@Krolmnite: You can easily hear the sound of glass windows shattering, coming from Cheiton's room and the one Quinta's presently in. You can probably also hear the rumble of earth as a great pit opens in the ground outside.
Update to come presently.
Round 1 continued
Nkechi turns towards the man entangled at ground level. He waves a hand and powerful winds buffet the man, beating him down. Nkechi attacks nearest foe with storm burst ability, dealing 8 points of nonlethal damage.
Trying to avoid the oversized vegetation the marauders continue to try to find a way inside the building to fight you. The man on the ground breaks free of his bindings and slowly tries to move ahead towards the two nature casters. The second rogue still lies entangled, while the other three all manage to shatter nearby windows and enter the home. One of them breaks into Quara's room, only to meet with one of Hskoro's fists as the nagaji had been waiting for enemies to be entering. 4 points damage to the rogue.
Zaghigoth spies a figure approaching from up the street. He has dark hair and eyes, short beard, Chelish features but with slightly pointed ears. He speaks in a cultured voice: "Greetings! I like what you've done with the place. Gives it that whole call of the wild look. Say, why don't you stick around for a while?" With that he mutters an incantation and the ground begins to open up beneath Zaghigoth, Oshok'arr, and Nkechi to reveal a deep pit! Newcomer casts Create Pit# Please roll Reflex saves against DC 15 to avoid falling in and taking 12 points falling damage#
Over to Yekskya.
M4 Reflex 1d20 + 6 ⇒ (9) + 6 = 15
M4 Reflex 1d20 + 6 ⇒ (2) + 6 = 8
M5 Reflex 1d20 + 6 ⇒ (13) + 6 = 19
M5 Reflex 1d20 + 6 ⇒ (19) + 6 = 25
M4 Climb 1d20 + 9 ⇒ (10) + 9 = 19
M5 Climb 1d20 + 9 ⇒ (3) + 9 = 12
Nkechi ranged touch 1d20 + 3 ⇒ (7) + 3 = 10
damage 1d6 + 2 ⇒ (6) + 2 = 8
M1 Escape Artist 1d20 + 8 - 4 ⇒ (17) + 8 - 4 = 21
M2 Escape Artist 1d20 + 8 - 4 - 2 ⇒ (17) + 8 - 4 - 2 = 19
M2 Climb 1d20 + 9 - 4 - 2 ⇒ (16) + 9 - 4 - 2 = 19
M3 Climb 1d20 + 9 - 2 ⇒ (6) + 9 - 2 = 13
M2 attack 1d20 + 6 - 4 - 2 ⇒ (2) + 6 - 4 - 2 = 2
M3 attack 1d20 + 4 ⇒ (1) + 4 = 5
M4 Climb 1d20 + 9 ⇒ (8) + 9 = 17
M4 attack 1d20 + 6 ⇒ (11) + 6 = 17
M5 Climb 1d20 + 9 ⇒ (14) + 9 = 23
M5 attack 1d20 + 9 ⇒ (20) + 9 = 29
Hskoro attack 1d20 + 5 ⇒ (18) + 5 = 23
damage 1d6 + 3 ⇒ (1) + 3 = 4
eidolon Stealth 1d20 + 11 ⇒ (11) + 11 = 22
Zag Percept 1d20 + 11 ⇒ (12) + 11 = 23
Nkechi Percept 1d20 + 2 ⇒ (11) + 2 = 13
eidolon Perept 1d20 + 5 ⇒ (10) + 5 = 15
falling damage 3d6 ⇒ (4, 6, 2) = 12
Nkechi Reflex 1d20 + 1 ⇒ (18) + 1 = 19
Round 42 continued
Meanwhile the goblin nimbly disentangles itself from the dragon's claws and makes its way up one ebony forearm to the dragon's back. From that perch it unshoulders its bow and awkwardly sends an arrow back at the eagle-form druid. Single ranged attack incredibly hitting AC 26 for a full 9 points damage. Leonar does that put you into minuses? If so, I estimate the dragon was flying along about 30 feet above the water, to clear the rooftops of the sunken buildings. Assuming Leonar was roughly the same altitude to make his attack, I'm afraid then if he's rendered unconscious he'll take a further 8 points falling damage unless he has some means of making a Fly or Swim check.
The hobgoblin is trying to drive Helaku away. He once more tries to suggest to the sorcerer that he run far, far away. But Helaku's steely mind fends off the attack. Hobgoblin casts Suggestion again, but Helaku's Will save beats it.
The ettin is happy to continue at Ambrose's laughing form. The ettin is laughing too, at the fun of it all. Fortunately the protective potion he drank blunts the force of the blows. Very narrowly missed your AC. Don't forget that protection from evil allows you a second save to ward off the spell (with a +2 spell bonus), and that in any case you can continue to attempt a full-round Will save on your turn to end the spell effect - DC 17 to beat.
Over to Ambrose! Refer to map from last post, the only combatants who have moved are Leonar, the dragon and Saarvith who aren't on the map. Dragon is 135 feet from Leonar.
Saarvith Ride 1d20 + 15 ⇒ (10) + 15 = 25
Saarvith attack 1d20 + 11 - 2 ⇒ (17) + 11 - 2 = 26
damage 1d6 + 3 ⇒ (6) + 3 = 9
dragon Fly 1d20 + 15 ⇒ (2) + 15 = 17
falling damage 3d6 ⇒ (5, 2, 1) = 8
Helaku Will 1d20 + 5 ⇒ (17) + 5 = 22
Trellara Fort 1d20 + 1 ⇒ (13) + 1 = 14
ettin attack 1d20 + 12 ⇒ (8) + 12 = 20
damage 1d8 + 6 ⇒ (7) + 6 = 13
ettin attack 1d20 + 7 ⇒ (15) + 7 = 22
damage 1d8 + 6 ⇒ (2) + 6 = 8
Heh, tried to post yesterday but the site seemed to be on the blink.
@Ambrose: Sadly, your attack of opportunity on the ettin while the giant was trying to stand up doesn't score a hit. Your blade merely hits a glancing blow against its toughened hide.
Round 41 continued
From the pit, the goblin attempts to use the dragon's tail to make an escape. Even so, the goblin struggles to make any headway.
Gales of laughter erupt from Ambrose, slumped prone against the stone wall. A pair of closed double doors stand beside him. Aware of someone providing spellcasting assistance from up the stairs, the hobgoblin edges back around behind the ettin, peering up, longsword in hand. He spies Helaku and immediately utters an enchantment, along with a command growled in Common: "Run, run as far away as you can!" For an instant, Helaku is tempted to turn and run right there and then, but his strong will asserts itself and he shakes off the enchantment. The hobgoblin tried to cast Suggestion, but Helaku made the save.
With manic glee the ettin pounds Ambrose's laughing form again and again with its flails, battering his armor and flesh. Two successful hits, for a total of 21 points damage.
The lizardfolk cower as the dragon reaches down into the magical pit with a taloned claw and grasps the little goblin archer. All the while it rasps dark curses and profanities in draconic from its ruined face. Together they then rise into the air, taking wing to the north. It flies low, injured wings skimming over the tops of the sunken buildings. Grasp goblin and move action 200 feet north. It's presently 215 feet away from you now, Leonar.
Helaku duels with the hobgoblin. He casts a spell that causes its sword to glow red hot. The hobgoblin casts the blade away before it can be burned, cursing. [/ooc] Cast Burning Disarm, but hobgoblin makes its Reflex save and drops the weapon. [/ooc]
Shaylar stabilized at -4hp. Trellara still dying.
Saarvith climb 1d20 - 1 ⇒ (6) - 1 = 5
Saarvith Ride 1d20 + 19 ⇒ (1) + 19 = 20
Helaku Will 1d20 + 5 ⇒ (16) + 5 = 21
ettin attack 1d20 + 12 ⇒ (14) + 12 = 26
damage 2d6 + 6 ⇒ (1, 4) + 6 = 11
ettin attack 1d20 + 7 ⇒ (15) + 7 = 22
damage 2d6 + 6 ⇒ (3, 1) + 6 = 10
Shaylar Fort 1d20 + 7 ⇒ (10) + 7 = 17
1d4 ⇒ 2
Nurklenak Reflex 1d20 + 3 ⇒ (18) + 3 = 21
I would have posted yesterday, but the site seemed to be down.
Round 1 continued
Hskoro tries not to look as Quinta struggles into clothing starts chanting a spell. She calls out to the denizens across the planes, calling for their aid.
With all the ruckus, Cat calling everyone to arms, windows smashing, plant tendrils squeezing the house, Cheiton wakes up. The dwarf emerges from his room and steps out into the hallway, nonplussed. "What in Torag's name is going on around here? If I'd known you all were going to cause this much of a racket I would have had you stay in an inn!" He grabs up a decorative short sword on display on the wall.
M1 Reflex 1d20 + 6 ⇒ (15) + 6 = 21
M2 Reflex 1d20 + 4 ⇒ (1) + 4 = 5
M3 Reflex 1d20 + 4 ⇒ (4) + 4 = 8
@Ambrose: Tough luck! You still get an AoO against the ettin though because its action was before the hobgoblin's. It may not be strict initiative order, but they're on the same count and in my description the ettin acted first, so we'll leave it at that.
Helaku sends a silent scream at the ettin, the sonic attack buffeting the giant. It withstands most of the attack, only a little ringing in its ears after all. Cast Ear Piercing Scream. Ettin made its save, so takes 5 points sonic damage as half damage.
Shaylar attack 1d20 + 12 ⇒ (13) + 12 = 25
damage 1d8 + 3 ⇒ (4) + 3 = 7
Shaylar attack 1d20 + 7 ⇒ (19) + 7 = 26
damage 1d8 + 3 ⇒ (3) + 3 = 6
breath weapon 10d6 ⇒ (3, 1, 3, 6, 3, 2, 5, 6, 4, 5) = 38
Shaylar Reflex 1d20 + 11 ⇒ (5) + 11 = 16
1d4 ⇒ 2
ettin Fort 1d20 + 9 ⇒ (13) + 9 = 22
damage 3d6 ⇒ (6, 1, 3) = 10
Round 1 continued
Hskoro, having barged into Quinta's room and taken up a defensive posture between her and the windows, seems to notice for the first time her nudity. "Mistress, this is not the time for undress. Please clothe yourself immediately. We are under attack." The nagaji risks one further glance back at her slender form, what passes for an eyebrow raised. Just how do nagaji regard the human form?
Krolmnite wakes up, snatches his greatsword, and stumbles out into the corridor. The rest of you quickly fill him in on what is happening. I figure you can easily grab a weapon or item as you are standing up, so you can do that and take a move action.