| Landis Thatch |
Seeing the party is now free of the embrace of the spirits charm, Landis heads towards the way they came in.
"Hurry this way"! "I have been sorely wounded, and we cannot fight these things". "We must come up with a strategy to defeat them, or appease them".
He then glances at Noche'Wa. "Leave the betrayer to deal with his kin". "It is obvious he is in league with them".
He then begins his retreat, making sure the others are following. If Noche'Wa tries to follow, Landis will stop and try to keep him from doing so.
| Nazard |
| Landis Thatch |
Landis heads for the hills.
Up next: Warg, Finn, Creature 1
Initiative Order
Lilo
Landis
Warg
Finn
Creature 1
Noche'Wa
Creature 2
Rommin
Hickory
Landis will head for the hills, but won't go too far, just in case nobody else runs away...after all, somebody must be around to carry the bodies back...or maybe somebody will find a way to fight them.
| Finnegan MacMorn |
OoC:WooHoo, I'm free...Er...Wis Damage, Ouch.
Finn shakes off the effect, positioning himself for the best possible attack against these horrific foes
(5 footstep, move or not, as needed, My iPhone isn't letting me see the map)
power Attack with Glaive
1d20 + 7 ⇒ (4) + 7 = 11
Damage
1d10 + 10 ⇒ (10) + 10 = 20
| Finnegan MacMorn |
OoC:WooHoo, I'm free...Er...Wis Damage, Ouch.
Finn shakes off the effect, positioning himself for the best possible attack against these horrific foes
(5 footstep, move or not, as needed, My iPhone isn't letting me see the map)
Power Attack with Glaive
1d20 + 7 ⇒ (2) + 7 = 9
Damage
1d10 + 10 ⇒ (2) + 10 = 12 (half=6)
Edit: Looks like I missed...Haha
| Noche'Wa the Wild Mouse |
Posting my action now to save some time.
Noche'Wa is taken by the fight with the ghost. He fears turning his back on it will make it angrier: "Spirit of the dead, leave these villagers to rest!"
He moves to the side, hoping to put the spirit between himself and Finn. and strikes, putting all his weight in the blow.
5-foot step to flank.
SA: Power Attack with Shillelagh and flank: 1d20 + 8 ⇒ (19) + 8 = 27; 2d6 + 10 ⇒ (1, 6) + 10 = 17
| Nazard |
Allip 1 attacks the new arrival, Warg.
Touch attack: 1d20 + 4 ⇒ (13) + 4 = 17; damage: 1d4 ⇒ 4 Wis damage
Noche'Wa backs up slightly to flank with Finn and lands a "solid" blow. Again, the creature dissipates momentarily before reforming.
Allip 2 swipes at Finn. 1d20 + 4 ⇒ (14) + 4 = 18; damage: 1d4 ⇒ 1 Wis damage
Up next: Rommin, Hickory, Lilo
| Hickory Coopersmith |
Unfortunately, it's just magic that's required, not special materials.
Rommin's arrows fly through the allip without any obvious effect.
Hickory continues to sing, granting +1 bonuses to attack and weapon damage rolls. Then, she moves up to (AT,-124) and casts a spell defensively.
Defensive casting: 1d20 + 6 ⇒ (15) + 6 = 21 SUCCESS
A yellow glow surrounds her hand and she makes a touch attack as part of her spell.
Attack: 1d20 + 4 + 1 ⇒ (9) + 4 + 1 = 14; damage: 1d8 + 3 ⇒ (4) + 3 = 7
"Magic weapons. Magic ones. Who took that magic bow we found in the cave?"
| Landis Thatch |
I must say I don't remember the bow at all. Is it a +1 Longbow?
Landis shakes his head, wondering what he is doing over here while his friends are getting killed. He overhears the hubub, and shakes his head in doubt.
"This bow work better than my hammer...I doubt it...but they seem insistant"
Landis will string the bow, and nock an arrow, moving to get a clear shot.
| Nazard |
I must say I don't remember the bow at all. Is it a +1 Longbow?
Landis shakes his head, wondering what he is doing over here while his friends are getting killed. He overhears the hubub, and shakes his head in doubt.
"This bow work better than my hammer...I doubt it...but they seem insistant"
Landis will string the bow, and nock an arrow, moving to get a clear shot.
It is a +1 composite longbow with a +2 Strength rating. Readying it is a move action, so he could still get in a shot. There would be some cover, however, and he could move to get a clear shot next round.
Lilo's spell slices through a tiny piece of the allip, scattering it slightly, but barely fazing it.
ROUND 4
Landis shakes off the effects of the paranoia, strings his bow, and moves into position for a clean shot.
Up next: Warg, Finn, Allip 1
| Noche'Wa the Wild Mouse |
Fired up by the dispelling of the ghost, Noche'Wa let's out an ondulating warcry: "AL-AL-AL-AL-AL-AL-AL-AL-AL-AL!" He spins around and crouches, moving in an arc to approach the evil spirit from behind (trying to flank). He raises his enchanted weapon and strikes down with all his weight, hoping to tear through its fabric of madness.
MA: arc to AT127.
StA: power attack with Shillelagh: 1d20 + 6 ⇒ (10) + 6 = 16 (+2 if flanking); 2d6 + 10 ⇒ (6, 4) + 10 = 20
Lilo Deepburrow
|
"Yeeeeesssss" Lilo cries as the first of their foes is sent to the abyss that awaits it.."Come on we can do this"
He flings another Disrupting bolt at the remaining Allip which barely skims the thing.
Ranged touch 1d20 + 3 ⇒ (11) + 3 = 14
Damage1d6 ⇒ 1
"Hold still will ye"
| Nazard |
Rommin swoops in, distracting the allip rather than trying to hurt it.
Hickory continues to sing, granting her +1 attack and weapon damage bonuses. She attempts to cast another spell defensively as she moves into striking distance to the remaining allip.
1d20 + 6 ⇒ (20) + 6 = 26
He spell goes off and she attempts to touch the allip.
Touch attack: 1d20 + 4 + 1 ⇒ (2) + 4 + 1 = 7 She misses, but her hand still retains its magical charge.
ROUND 4
Lilo fires off a bolt, causing the minorest of disruptions to the allip.
Up next: Landis, Warg, Finn
Initiative Order
Lilo
Landis
Warg
Finn
Noche'Wa
Creature 2
Rommin
Hickory
| Nazard |
Landis tries to maneuver so that he can get a clear shot at the creature without hitting one of his comrades. "Well let's see if this is indeed a magical bow".
Feathered Death 1d20+2 includes -4 for firing into Melee
/ 1d8+3 Damage
You neglected the +1 bonuses from Hickory's bardic music, which means your shot just hits.
The bow seems to indeed be magical, as the arrow takes a chunk out of the allip, causing it to undergo the now familiar dissolution and reformation that indicates it has sustained damage.
Up next: Warg, Finn, Noche'Wa
| Nazard |
Warg steps forward, his blade now enchanted, and takes a hearty swing at the allip.
Attack: 1d20 + 8 + 1 + 2 ⇒ (20) + 8 + 1 + 2 = 31 (magic weapon, flanking)
Critical confirm 1d20 + 8 + 1 + 2 ⇒ (3) + 8 + 1 + 2 = 14
Damage: 4d6 + 16 + 2 ⇒ (3, 3, 3, 6) + 16 + 2 = 33
The allip shatters into a thousand screams before the blade of the battle oracle. After a moment of tense waiting, the allip does not reform.
| Finnegan MacMorn |
Warg steps forward, his blade now enchanted, and takes a hearty swing at the allip.
Attack: 1d20+8+1+2 (magic weapon, flanking)
Critical confirm 1d20+8+1+2
Damage: 4d6+16+2The allip shatters into a thousand screams before the blade of the battle oracle. After a moment of tense waiting, the allip does not reform.
OoC: on iPhone, cant see the Map. If possible, I will move to the closest Allip and attack/ just look around, trying to make sure that there are no more enemies about.
Finn searches for any more enemies , Brannagh at the ready.
Attack 1d20 + 7 ⇒ (12) + 7 = 19
Power Attacking Smasharoo
1d10 + 9 ⇒ (4) + 9 = 13
Half Damage 6
| Nazard |
Nazard wrote:Warg steps forward, his blade now enchanted, and takes a hearty swing at the allip.
Attack: 1d20+8+1+2 (magic weapon, flanking)
Critical confirm 1d20+8+1+2
Damage: 4d6+16+2The allip shatters into a thousand screams before the blade of the battle oracle. After a moment of tense waiting, the allip does not reform.
OoC: on iPhone, cant see the Map. If possible, I will move to the closest Allip and attack/ just look around, trying to make sure that there are no more enemies about.
Finn searches for any more enemies , Brannagh at the ready.
Attack 1d20+7
Power Attacking Smasharoo
1d10 +9Half Damage 6
No more allips assault you. It seems the danger is past.
| Hickory Coopersmith |
"You think the allips caused the villagers to kill each other? I suppose it's possible. On the other hand, allies are created when a person dies in a way that could cause a person to go insane at the moment of death. I could see being killedby your own family after you had killed some of them to cause someone to go a bit nutty."
| Noche'Wa the Wild Mouse |
Noche'Wa waits a moment for Rommin to translate, then, doing his best to intersperse words he's learned, he acquiesces: "They should be put in the ground first. They need to get to the next step of their journey... Once done, may be we could look around to see whether the cause of this madness is still around?"
He starts looking in the huts to find tools that would help the burial.
| Noche'Wa the Wild Mouse |
Right, but Noche'Wa doesn't think that way. He'll be very happy though if someone suggests this.
Noche'Wa smiles as he shows his turtle shells: "These are perfect! Now, we'd better get to it. There's a lot of bodies..." He gives one to each of the strongest people in the group. "Ah! Ah! We're lucky it's not raining!"
| Landis Thatch |
Landis approaches Noche'Wa. "I owe you an apology". "Somehow my mind was clouded into thinking that you had attacked me". "I assure you it was nothing personal, and I now know that these things somehow clouded my mind". "This new land has many dangers that I'm not familiar with".
| Rommin Hawkridge |
Rommin does continue to translate for Noche'Wa, but he is clearly pleased as the native's understanding of the Common tongue continues to grow.
We should set a guard or two while we dug the holes. Or, perhaps we could get a few guards to come over from the encampment to keep watch. With a shrug, Rommin adds Or perhaps we can even bring over some of the laborers to help dig, as long as we can make sure they will be respectful to the remains.
| Nazard |
As it turns out, Sir Kheiron needs very little persuading to assign soldiers to burial detail. All told, you find a total of 38 bodies, some bearing obvious signs of violence, others not a mark on their bones, not even teeth marks from wild animals. None of the skeletons were disturbed or scattered either.
As the soldiers finish their job, the little girl spirit appears, beckoning you all to follow. She leads you towards the western hut. Once inside, she points to a patch of floor and says, "The wealth of our village. Thank you. We are at rest, now."
It's mid afternoon before you unearth two rotting leather sacks containing seashell jewelry and uncut gemstones.