
Helaku |

You know its really up to Ambrose. My hope had really been to use our mobility to whittle them down before we got to the tower. Figured Ambrose could use his heavy hitting to get rid of a few opponents. If he doesn't want to fly into melee on his own, I understand.

Ambrose Harrowfield |

Ambrose would probably want to engage the enemy as quickly as possible, but also realizes that it might not be tactically sound. I'm fine with whatever you guys want to do. Every round we have to prepare, however, is one round they do as well. This will be a tough fight either way. Can't wait!

Helaku |

Round 8, I flew up to Leonar and informed him of my plan. I believe you're about 800 feet away. I'd have a second move action that round, where I could fly 120 feet to you since I move double speed when descending. Round 9 I could fly at least 240 feet to you and maybe as much as 480 feet if I'm allowed to "run." So, I'm going to reach you in Round 10 or Round 11. Cast fly on you in Round 11 or Round 12. Then since you are wearing medium or heavy armor, you will have 40 feet fly speed and move half speed while ascending. So, you will travel 40 feet per round or 80 feet per round if you're allowed to run. Which means you'll be up to the bad guys in Round 31 or 32 (at 40 feet) or 21 or 22 (at 80 feet). I guess if you're not able to "run" we'd be better off just rowing. BTW, fly from Helaku lasts for 70 rounds.

Ambrose Harrowfield |

I have a class ability that lets me move normal speed in medium armor. I know fly specifically states that medium or heavy armor flying speed is 40, but I suppose some DM discretion might allow me to fly at 60 since I can move 30 in my brestplate.

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Hey there, sorry to take so long to get back to this game. Getting my other games moving again after the hiatus was a bit more work than I thought, and this game I intentionally left until last as things had left off in a bit of a muddle and I wanted to get my head around where everyone was at before posting.
As a brief recap, your adventuring party had just recently journeyed down into Elsir Vale when you discovered that the nearby town of Drellin's Ferry was under imminent attack by goblinoid raiders. You soon discovered that the raiders were part of an immense army calling itself the Horde of the Red Hand that is bent on conquering the people of the Vale. You took steps to find out the extent of the threat, warn neighboring communities, and slow down the advance of the army. In the process you defeated one of the leaders of the horde, Wyrmlord Koth, a bugbear sorcerer. Now you have travelled to the ruins of the human city of Rhest, nearly wholly submerged under a lake, hoping to find out why the horde is so interested in this site. Having borrowed a large dugout canoe you rowed out across the lake, along with Aleste and an elf ally, Trellara. You took out a tower full of hobgoblin lookouts, and are now making your way towards the town hall.
Atop the ruined roof of the town hall were six ogre guards. Helaku and Leonar were able to take down two of the ogres with magic, while another ogre lies staggered (0 hit points). Another ogre is currently unarmed, having dropped its weapon when it was hit by Helaku's heat metal spell. After this attack, two more figures appeared at the top of the building, a far-sighted goblin with a bow and an eagle ally, and a hobgoblin who's echoing call is bolstering its allies.
Distance: For simplicity's sake, to move on my thoughts are to put you all at 100feet away from the building, including those still in the dugout and Leonar, Helaku, and Ambrose who have flight ability. That gives you a few rounds to move ahead to whittle down the foe without stretching everyone too far apart. You'll still be within range of the goblin and possibly whatever attacks the hobgoblin might have, but the ogres can't reach you yet.
The Fly spell description specifically says you can't take a run action, but consensus is that while you are hastened your fly speed would increase accordingly. Ambrose I'll rule that you can use your class ability to move as if more lightly armored.
Leonar I had that you are casting Produce Flame for your next action but if anyone wants to change their action feel free to do so.
Rhest - Round 35
Map of Town Hall - I didn't get a chance to post this up before we took a break, thought this might help to visualize things. One of the four ogres is on 0 hit points.
Initiative
28 - Shaylar
18 - Helaku
17 - Leonar
14 - Saarvith
14 - Nurklenak
14 - ogres
10 - Ambrose
10 - Trellara
5 - Aleste
4 - Hobgoblins
2 - Lizardfolk

Ambrose Harrowfield |

So, with haste and fly, speed is 90 feet in the air, correct? I believe I had stated I would drink my potion of protection from evil in the round before fly was cast upon me, as well. In this case, I will swoop in for a charging attack
Looking to his allies around him, Ambrose nods. "I'll topple those ogres. See if the rest of you can neutralize that war-chanter!"
Ambrose propels forward, bastard sword shining in the marshlight as he descends upon the ogre on the roof near the archer goblin and hobgoblin. He anticipates the ogre to strike him as he closes within the brute's reach, but nevertheless drives the blade forward.
Should provoke an AoO for moving through his threatened area. I'd like to charge into the square that puts me adjacent to both the ogre and the hobgoblin mage/bard. (So, North 1 square of the hobgoblin). My -2 AC penalty for charging cancels out the protection from evil bonus, but I also have Mobility, so I get a +4 to AC vs the AoO.
Bastard Sword: 1d20 + 12 + 1 + 2 ⇒ (13) + 12 + 1 + 2 = 28 (haste, charge)
Damage: 1d10 + 5 ⇒ (9) + 5 = 14 plus 1d6 ⇒ 1 cold
Stats this round
AC 21 (base +2 Protection from Evil -2 charge)
Touch 10
Flat-Footed 21
HP 69

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Rhest - Round 35(!)
Shaylar crouches in the prow of the dugout, shooting arrows at the goblin archer perched atop the town hall. It makes for a small target! The arrows shatter close to the goblin but neither is a hit. The elf curses as he draws another arrow.
Helaku holds tight, hovering out of range of the ogres and hopefully the goblin's bow. Having cast a flying spell on Ambrose, he watches to see what the cavalier does with it. How far out from the town hall are you going to stay?
Leonar pivots on powerful pinions, trying to gain the advantage of height on the other eagle. He calls to mind a produce flame spell and a flick of a wing hurls a ball of fire at the bird of prey. The eagle twists and turns, but the flame blasts it in the side, blackening feathers and burning flesh. The eagle wheels away in fright. Ranged touch attack hits for 11 points fire damage.
The goblin casts a shrewd gaze down at the canoe, particularly at the elf firing back at it. It considers for a moment, before gesturing and speaking some sort of phrase. It looks like it could be an incantation. It draws another arrow.
Nearby the hobgoblin "war-chanter" also considers its foe. It shouts a rallying cry to its allies again but its focus is on you. Its eyes roll back in its head as it gestures, as if calling the very stones to rise up against you.
The ogres shove and push each other, all anxious to rip you to pieces. The one that was disarmed draws another javelin, and the one that looked near to death now looks bolstered by the hobgoblin's cries.
Ambrose drives forward, bastard sword shining in the marshlight as he descends upon the ogre on the roof near the archer goblin and hobgoblin. It is the one that was just plucked up the javelin. The ogre throws its arms wide, inviting the little human to come closer. When Ambrose obliges, the big humanoid tries to use the javelin like a spear and stab him, but Ambrose is blindingly quick. Its stab misses and Ambrose's momentum propels him forward as he barrels into the ogre, driving it back and dealing a terrible blow to it in the chest. A cold pain spears near its heart. A great hit, deals 14 points damage plus the one point of cold damage. Misses on the aoo.
Trellara strains at the oars, trying to push the dugout faster. She continues her own rallying song, her voice dipping in to flowing elven.
Aleste looks up at the opponents above and mutters under his breath. "We've got to close in faster! If we give them a chance they'll blow us out of the water!" He downs an extract and takes up the spare oar, his arms rowing feverishly. Imbibes an extract of shield.
It was perhaps presumptious to roll attacks and damages, it was just to get things moving again. Didn't intend for such a big gap between posts, I'm starting to doubt the practicality of having three online campaigns on the go at once. At the least, it didn't help having all three games in the middle of combat when I went on hiatus.
Dugout is 85 feet away. The goblin's eagle has moved 80 feet away from Leonar. Here is an updated map of the town hall:
Go get 'em!
Initiative
28 - Shaylar
18 - Helaku
17 - Leonar
14 - Saarvith
14 - Nurklenak
14 - ogres
10 - Ambrose
10 - Trellara
5 - Aleste
4 - Hobgoblins
2 - Lizardfolk
======
Shaylar ranged attack 1d20 + 12 ⇒ (4) + 12 = 16
damage 1d8 + 3 ⇒ (6) + 3 = 9
Shaylar second attack 1d20 + 7 ⇒ (11) + 7 = 18
damage 1d8 + 3 ⇒ (3) + 3 = 6
Leonar ranged touch 1d20 + 7 ⇒ (19) + 7 = 26
damage 1d6 + 5 ⇒ (6) + 5 = 11
ogre aoo 1d20 + 10 ⇒ (5) + 10 = 15
damage 1d8 + 6 ⇒ (6) + 6 = 12
Trellara Str 1d20 - 1 ⇒ (3) - 1 = 2
Aleste Str 1d20 + 1 ⇒ (7) + 1 = 8

Helaku |

That map definitely helps...
Seeing the problematic archer and warchanter have made themselves a fine target with their proximity to one of the ogres on the roof, Helaku decides to expend another spell and try to take out all three of them with another pit.
Close to within 170 feet, ideally partially behind one of the other towers for some cover. Cast create pit to catch the archer, warchanter and ogre. DC 18 Reflex save. 30 foot deep pit.

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Round 36
Shaylar changes tack and instead of trying to hit the little goblin archer tries to hit the ogres waiting on the wooden walkway. His first arrow hits one of the ogres in the gut, but his second arrow snaps as he draws back to fire. 7 points damage with the first shot.
Helaku swoops down, darting around the outlying buildings for cover. Once he's within range he takes advantage of the enemy's position to create a pit underneath them. One of the raging ogres immediately falls in. The goblin archer makes a heroic leap towards safety but it too falls down into the pit. The hobgoblin warchanter likewise totters on the edge, but manages to save himself. Ogre and goblin each take 10 points falling damage, enough to disable the ogre at least with 0 hit points.
Bolstered by his earlier success, Leonar hurls another ball of fire at the enemy eagle. This time the eagle pivots and the flame just misses it. The eagle responds by flying back around and trying to engage the druid in an aerial duel. Its talons rake at Leonar but his enchantments prevent the claw from doing any lethal damage. A near miss.
The goblin tries to climb out of the pit, but it would appear that its slight, compact frame is unsuited to climbing the steep sides of the magically constructed hole. Rolled a 1 for its Climb check.
The hobgoblin warchanter looks down the hole to see its leader stranded. It decides to draw out a potion vial and drinks its contents. It immediately turns invisible. You can still hear it chanting away though.
The remaining ogre on the roof tosses aside its javelin in order to draw its greatclub. There's a wild gleam in its eye. Stepping up to Ambrose it swings down hard, pounding into the roof. Another near miss.
Will update the map at the end of this round.
Initiative
28 - Shaylar
18 - Helaku
17 - Leonar
14 - Saarvith
14 - Nurklenak
14 - ogres
10 - Ambrose
10 - Trellara
5 - Aleste
4 - Hobgoblins
2 - Lizardfolk
=====
Shaylar attack 1 1d20 + 13 ⇒ (17) + 13 = 30
damage 1d8 + 3 ⇒ (4) + 3 = 7
Shaylar attack 2 1d20 + 8 ⇒ (1) + 8 = 9
damage 1d8 + 3 ⇒ (8) + 3 = 11
ogre Reflex 1d20 ⇒ 12
Saarvith Reflex 1d20 + 10 ⇒ (5) + 10 = 15
Nurklenak Reflex 1d20 + 3 ⇒ (16) + 3 = 19
falling damage 3d6 ⇒ (4, 1, 5) = 10
Saarvith climb 1d20 ⇒ 1
eagle attack 1d20 + 6 ⇒ (13) + 6 = 19
damage 1d4 + 2 ⇒ (2) + 2 = 4
ogre 1 1d20 + 9 ⇒ (3) + 9 = 12
damage 2d8 + 7 ⇒ (8, 3) + 7 = 18

Ambrose Harrowfield |

I believe I can get a 5-foot move in on the remaining ogre on the roof if it's still up. Will do so and full attack.
Seeing the pit swallow up one of the ogres and the goblin, Ambrose's eyes shift to the warchanter, just in time to see the enemy turn invisible. The lion of Brindol mutters a curse and instead focuses his sight on the last rooftop ogre. With his magically enhanced speed and movement, he closes on the giant with a flash, unleashing a flurry of sword slashes.
Bastard Sword: 1d20 + 13 ⇒ (20) + 13 = 33
Damage: 1d10 + 5 ⇒ (7) + 5 = 12 plus 1d6 ⇒ 2 cold
Bastard Sword Confirm: 1d20 + 13 ⇒ (17) + 13 = 30
Extra Damage: 1d10 + 5 ⇒ (5) + 5 = 10
Bastard Sword: 1d20 + 8 ⇒ (14) + 8 = 22
Damage: 1d10 + 5 ⇒ (10) + 5 = 15 plus 1d6 ⇒ 6 cold
Bastard Sword: 1d20 + 13 ⇒ (8) + 13 = 21 (haste)
Damage: 1d10 + 5 ⇒ (6) + 5 = 11 plus 1d6 ⇒ 3 cold

Helaku |

Helaku stays where he is and casts glitterdust DC 18 Will save on the spot where he last saw the warchanter, making sure to target the spell so he doesn't catch Ambrose.
1st level spells: 7/8 remain. Used 1 x burning disarm
2nd level spells: 1/8 remain. Used 2 x scorching ray, 3 x create pit, 1 x invisibility, 1 x glitterdust
3rd level spells: 2/5 remain. Used 2 x fly, 1 x haste

Leonar |

Leonar flies toward the eagle and tosses another ball of flame from his talon. He was determined to finish that beast off before worrying about the other combatants.
Ranged touch attack 1d20 + 7 + 2 ⇒ (10) + 7 + 2 = 19
Damage 1d6 + 7 ⇒ (3) + 7 = 10

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Round 36 continued
Time to end this! Ambrose steps in close to the ogre and lays into it with several blows of his greatsword. The ogre tries to block with clumsy swings of its greatclub but the lion of Brindol cripples and cuts it apart with terrible slashes and gouts of freezing cold. Ambrose then pivots to meet another ogre creeping up, a deadly blow straight to its heart. Wow! The critical hit is enough to finish off one ogre, and finish off the final one as well.
Trellara strains hard at the oars. Nearly there! The town hall is only about 30 feet away now. Her song and encouragements continue to give you a boost. Aleste, seeing an end in sight, puts his back into it as well.
The lizardfolk warriors that had swum from the lakeshore hang back, about 100 feet from the town hall. Perhaps waiting to see what happens.
Round 37
With no other targets in sight, Shaylar decides to try to shoot down the goblin's eagle. He shoots two arrows high into the air, and the first hits the dark-feathered bird. 6 points damage to the eagle.
Seeing the hobgoblin warchanter become invisible, Helaku draws a handful of dust and whispers. A cloud of golden glitter covers the invisible form of the hobgoblin as it runs towards a set of stairs leading down into the structure. With an astounding Will save of 29 the hobgoblin is identified but is not blinded.
Wheeling close, Leonar produces another flame and hurls it at the eagle. 10 points fire damage.
The goblin in the pit tries to leap up out of the pit, using the staggered ogre as a stepping stone. It leaps, but misses the edge and falls back.
The glittering form of the hobgoblin skitters across the roolf of the building and down the stairs. Its rallying cry follows.
Hey this combat is going to be so worth it! At the moment the only figures visible are Ambrose on the roof, the goblin and a disabled ogre down in the pit and the goblin's eagle in the sky.
With nothing much to show, will wait to put up next map.
Initiative
28 - Shaylar
18 - Helaku
17 - Leonar
14 - Saarvith
14 - Nurklenak
10 - Ambrose
10 - Trellara
5 - Aleste
2 - Lizardfolk
======
Trellara Strength 1d20 - 1 ⇒ (9) - 1 = 8
Aleste Strength 1d20 + 1 ⇒ (4) + 1 = 5
Shaylar attack 1d20 + 13 ⇒ (7) + 13 = 20
damage 1d8 + 3 ⇒ (3) + 3 = 6
Shaylar attack 1d20 + 8 ⇒ (1) + 8 = 9
damage 1d8 + 3 ⇒ (6) + 3 = 9
Nurklenak Will 1d20 + 9 ⇒ (20) + 9 = 29
Saarvith Acrobatics 1d20 + 4 ⇒ (7) + 4 = 11

Ambrose Harrowfield |

Ambrose uses his enhanced mobility to give chase to the warchanter, taking a swipe at the hobgoblin as he closes in.
Bastard Sword: 1d20 + 13 ⇒ (18) + 13 = 31
Damage: 1d10 + 5 ⇒ (3) + 5 = 8 plus 1d6 ⇒ 5 cold

Shaylar Kallanereth |

"I hate hurting animals, but I hate it even more when they are attacking my friends." With that remark I draw another pair of arrows from my quiver and take aim at the eagle again.
Attack, Composite Longbow: 1d20 + 13 ⇒ (17) + 13 = 30
Damage, Composite Longbow: 1d8 + 7 ⇒ (7) + 7 = 14
Attack, Composite Longbow: 1d20 + 8 ⇒ (14) + 8 = 22
Damage, Composite Longbow: 1d8 + 7 ⇒ (1) + 7 = 8
Status: AC 19 - Current hp: 40/40

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Sorry guys things have been busy recently.
Round 37 continued
Ambrose hurtles after the retreating form of the hobgoblin skald. The glittery figure swoops down a flight of stone steps leading inside the building, and Ambrose follows with sword drawn. He catches up with the hobgoblin just as it reaches the bottom steps and the cavalier jabs with his blade, catching his foe in the small of the back. Certainly a hit, 8 points damage plus 5 cold points damage dealt.
Wounded, the hobgoblin takes a step back. Dim light trickles down the stairwells from above into what was once a grand hallway, now bare except for shaggy furs piled against one wall. A door stands at the bottom of the stairwell, and another directly across at the bottom of the other set of stairs. A foul, fetid smell rises up from this place, as if it were the den of some great beast. One such contender comes into view, a two-headed monstrosity similar to some you have met before. An ettin! This one boast two manes full of shaggy black hair, and each fist holds a wicked looking flail. Behind it is a set of double doors.
Trellara and Aleste give one final effort with the oars, and the bulky dugout canoe bumps against the wooden walkway encircling the building. Those of you still in the canoe - Shaylar, Aleste, and Trellara - jump out onto the walkway. Hooray, who have arrived at the party!
The lizardfolk summoned from the lakeshore encampments gather about the city, clinging to submerged trees and ruined buildings. Without the warhorde's soldiers to order them about, most of the lizardfolk seem content to hang back and watch. However you do spy a gang of five swimming closer to join the action.
Round 38
Moving along the walkway, Shaylar takes careful aim and shoots two arrows at the enemy eagle circling about. The shots nearly knock the eagle out of the sky, dealing grievous wounds. The eagle's pained cry echoes on the wind, mirrored by a similar cry from the pit. Two direct hits, for a total of 22 points damage.
Helaku circles overhead, conserving his spells for the moment, while Leonar looks out for the wounded eagle. It is winging further and further away, not keen on any more arrow shots. Eagle's action was just to put some distance between you, that seemed to have been missed from the last post.
You become aware of a deep rumble from within the building, growing in strength. From Ambrose's vantage point it is a roar that seems to shake the very foundations of the town hall, the reverberations just about knocking him off his feet.
Updated Map - I think that's everyone on the map now, apart from Leonar, his friend the eagle, and Helaku.
Initiative
28 - Shaylar
18 - Helaku
17 - Leonar
14 - Saarvith
14 - Nurklenak
10 - Ambrose
10 - Trellara
5 - Aleste
2 - Lizardfolk
=======
Trellara Str 1d20 - 1 ⇒ (18) - 1 = 17
Aleste Str 1d20 + 1 ⇒ (15) + 1 = 16
Saarvith Str 1d20 - 1 ⇒ (20) - 1 = 19

Leonar |

Has the eagle put 120' between us? Can I get within 120' with a move action this round? If I can move to within 120', then I will try one more shot with Produce Flame. If not, I will move and follow Ambrose and Helaku toward whatever is waiting for us.
RTA 1d20 + 7 + 2 ⇒ (5) + 7 + 2 = 14
Damage 1d6 + 7 ⇒ (1) + 7 = 8

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Round 38 continued
Helaku determines to help Ambrose eliminate the fleeing hobgoblin. The sorcerer drops down to the roof of the hall, alighting at the flight of steps. Sure, a round's move puts you at the top of the flight of stairs.
Leonar pursues the goblin's eagle. It ducks and dives, about 80 feet ahead, trying to dodge the druid. The druid has more fire at his command, though. A flick of a wing sends a ball of flame at the eagle and engulfs it. Horribly burned, wings in tatters, it spirals down to the water below. It does not surface. [/ooc] A well-placed ball of fire just enough to take down the goblin's companion. [/ooc]
The goblin makes another attempt to climb out of the pit, nearly making it this time before sliding back down. The glittering hobgoblin attempts to tumble away from Ambrose, allowing the ettin space to crush the knight. The bottom of the stairwell is a confined space, providing Ambrose an opportunity to get in an attack. Hobgoblin failed Acrobatics check as it tried to move out of melee range, Ambrose gets an attack of opportunity against it.
Ambrose barely has time to make a swing at the glitterfied hobgoblin before it tumbles out of reach, and the stone wall explodes as an enormous meaty hand reaches through and wraps chunky fingers around the cavalier's waist. Pulling him through into the larger chamber, the ettin looks down at the human as a wicked child would a beetle before pulling its wings off. In addition to the aoo to make, you'll need to fend off the giant's grapple check, it had a result of 30.
Updated Map - Of our flying friends it's just Leonar still aloft at the moment, to give a better idea of distances you are 80 feet high, and roughly 80 feet away from the building. Mind that the roof of the building itself is 20 feet above the water.
Initiative
28 - Shaylar
18 - Helaku
17 - Leonar
14 - Saarvith
14 - Nurklenak & ettin
10 - Ambrose
10 - Trellara
5 - Aleste
2 - Lizardfolk
=======
falling 8d6 ⇒ (6, 4, 6, 6, 4, 4, 2, 4) = 36
init 1d20 + 1 ⇒ (20) + 1 = 21
Nurklenak Acrobatics 1d20 + 1 ⇒ (4) + 1 = 5
ettin grapple 1d20 + 14 ⇒ (16) + 14 = 30

Ambrose Harrowfield |

Attack of Opportunity: 1d20 + 13 ⇒ (8) + 13 = 21
Damage: 1d10 + 5 ⇒ (4) + 5 = 9 plus 1d6 ⇒ 6 cold
Seized by the ettin, Ambrose can feel the immense strength of the creature. Knowing his chances of breaking free from the giant's grip are low, he instead attempts to maneuver his bastard sword and get in a strike. Believe it's a -2 penalty to attack while grappled...if I recall, in pathfinder you aren't restricted to only using light/natural weapons while grappled like you were in 3rd edition.
Sword: 1d20 + 11 ⇒ (9) + 11 = 20
Damage: 1d10 + 5 ⇒ (7) + 5 = 12 plus 1d6 ⇒ 1 cold

Helaku |

Not so fast Ambrose. If you hit the ettin on the AoO (and I think you might), the ettin takes a penalty to his CMB check equal to the damage that you did. So if you did 15 points of damage, that knocks his grapple down to a 15 which won't catch you. The Pathfinder restriction on weapons when grappled is a light or one-handed weapon and a bastard sword is a one-handed weapon.

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Actually, Ambrose was afforded the Aoo against the hobgoblin since he tried to run out of melee range. You're right though that the ettin would also have incurred an Aoo for making a grapple against an armed man, but I was thinking Ambrose would only have been able to make one one attack of opportunity. Unless...he chooses to forego the first AoO against the hobgoblin and lets it get away, then chooses to make his attack of opportunity against the ettin. A bit of metagaming perhaps, but that's mostly due to the nature of the posts and trying to post a couple actions before resolving the effects of the first. Ambrose I'll let you choose. I'll try to update the thread tomorrow.

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No worries, it was a good point to raise.
Round 38 continued
The hobgoblin is still invisible, but it's glitter covered form is close enough for Ambrose to get in a parting shot with his blade as the skald tumbles away out of reach. He stabs the sparkling form in the back and is rewarded with a spray of goblin blood. 9 points damage plus 6 points cold damage to the hobgoblin from the AoO. Ambrose's victory is short lived though as the ettin's thick fingers clutch at his torso. The brute pulls him through the crumbled partition between the stairs and chamber, holding Ambrose in a tight embrace. Grappled!
The Lion of Brindol's having none of that, however. With a free arm, Ambrose tries to get in an awkward stab with his bastard sword. It's enough to open a deep gash on the left side of the ettin's chest, quickly rimed with ice. 12 points damage plus 1 point cold damage to the ettin.
Trellara draws an arrow to her bow and runs across the wooden walkway that rings the building, just above the waterline. She runs up the stairs to where the action has been taking place and finds Helaku's pit with the ogre near death and the goblin warlord trying to climb out. She immediately launches an arrow at the ogre which pierces its heart; it collapses to the floor of the pit. Aleste follows swiftly behind and peers over the edge of the pit at what may be a goblin captive. The ogre was at 0 hit points, it is now dying.
The lizardfolk hover just out of range, though five bolder warriors swim close to the town hall building, judging whether to intervene or not.
Round 39
Okay Shaylar your move, then I'll post up Leonar's as well.
Initiative
28 - Shaylar
18 - Helaku
17 - Leonar
14 - Saarvith
14 - Nurklenak & ettin
10 - Ambrose
10 - Trellara
5 - Aleste
2 - Lizardfolk
=======
Trellara attack 1d20 + 6 ⇒ (18) + 6 = 24
damage 1d8 ⇒ 6

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@Helaku: You can hear the commotion downstairs and can see down the stairwell so may have seen great fists grabbing Ambrose, but the ettin is not in line of sight now.
Round 39
Trellara and Aleste rush up the stairs outside the town hall. Shaylar follows, hovering at the foot of the stairs to cover the walkway with his bow and trying to dissuade the lizardfolk warriors from drawing any closer.
Another bellow shakes the building and with a crash a great reptilian creature bursts through the shattered roof of the hall. The large creature has deep-socketed eyes and broad nostrils, a face reminiscent of a skull. Two segmented horns curve forward and down, somewhat like a ram's horns though not so curled. Teeth protrude from a spiked jaw, drooling acidic slime. It is covered in dull black scales, with wings of mottled green. A black dragon!
Those of you that can see it (everyone apart from Ambrose) fight back a sense of dread as it unfurls its wings and catches an updraft. Almost lazily it arcs its neck around to take in the situation and exhales a stream of burning acid before it. The long stream blasts Aleste and Trellara, both of who collapse to the rooftop with horrid acid burns across their whole bodies. The dragon soars skyward and banks over the building. Aleste failed Reflex save but Trellara made hers. However, the attack was enough to put each into the minuses, Aleste at -2hp and Trellara at -7hp.
Alright Helaku, you're up. Are you facing the dragon or the giant?
Initiative
28 - Shaylar
21 - Regiarix
18 - Helaku
17 - Leonar
14 - Saarvith
14 - Nurklenak & ettin
10 - Ambrose
10 - Trellara
5 - Aleste
2 - Lizardfolk
========
Regiarix acid 10d6 ⇒ (2, 5, 5, 6, 3, 4, 5, 1, 2, 4) = 37
Aleste Reflex 1d20 + 10 ⇒ (7) + 10 = 17
Trellara Reflex 1d20 + 6 ⇒ (15) + 6 = 21

Helaku |

Seeing the large hands grab Ambrose, Helaku darts partway down the stairs and quickly casts grease on the warrior, hoping to make it easier for him to slip away.
+10 to your Escape Artist or CMB to escape the grapple and a +10 to his CMD when the ettin tries to maintain the grapple.
1st level spells: 6/8 remain. Used 1 x burning disarm, 1 x grease
2nd level spells: 1/8 remain. Used 2 x scorching ray, 3 x create pit, 1 x invisibility, 1 x glitterdust
3rd level spells: 2/5 remain. Used 2 x fly, 1 x haste

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Round 39 continued
Helaku darts partway down the ruined stairs. It gives him a semblance of protection from the dragon, and allows a clearer view of what's happened to Ambrose. It looks like he's in the grip of another two-headed ettin. Helaku incants a spell and Ambrose is suddenly covered in a thick sheen of slimy, gray grease. The ettin tries to tighten its hold on the cavalier as he threatens to slip out of the giant's grasp.
Meanwhile, Leonar sizes up this new foe. Before the dragon can gain altitude and become a real threat to him, the druid sends a blistering column of fire at the wyrm. It hits the dragon square on, withering some of its hardened black scales. Leonar wings away to put as much distance as possible between himself and the dragon. Direct hit, inflicting 32 points of fire damage to the dragon.
Unheard by anyone, the goblin hunter continues to try to climb the coarse stone walls of the pit it is in. He calls out to the dragon.
The ettin likes the grease not at all. It lifts the slippery fish in its hands over its head and hurls Ambrose at the nearest wall. The knight hits the wall with a bone crunching clatter. The ettin gropes about for its flails. Its grapple check to maintain the grapple was 34, which I think was just more than Ambrose's increased CMD. In the grapple section there isn't a description for a throw tactic, so I treated it as an attempt to damage with the added effect that the ettin has ended the grapple and Ambrose is now prone on the floor. Damage from the throw is 9 points, and I'm thinking you would get an attack of opportunity against the ettin as well for your troubles.
The glittering form of the hobgoblin pauses, now protected by its ettin minion. As Ambrose picks himself up, the hobgoblin's form seems to shift and blur, making it even more difficult to tell distinctly where he is. An empty flask clinks to the ground.
Ok back to Ambrose and Shaylar.
Initiative
28 - Shaylar
21 - Regiarix
18 - Helaku
17 - Leonar
14 - Saarvith
14 - Nurklenak & ettin
10 - Ambrose
10 - Trellara
5 - Aleste
2 - Lizardfolk
======
1d4 ⇒ 2
dragon Reflex 1d20 + 9 ⇒ (2) + 9 = 11
ettin grapple 1d20 + 14 ⇒ (20) + 14 = 34
damage 1d6 + 6 ⇒ (3) + 6 = 9
Saarvith climb 1d20 - 1 ⇒ (16) - 1 = 15
Aleste stabilize 1d20 + 7 ⇒ (12) + 7 = 19
Trellara stabilize 1d20 + 1 ⇒ (5) + 1 = 6

Ambrose Harrowfield |

Won't say no to a free AoO!
Attack of Opportunity: 1d20 + 10 ⇒ (19) + 10 = 29
Damage: 1d10 + 5 ⇒ (8) + 5 = 13 plus 1d6 ⇒ 6 cold
Critical Confirm: 1d20 + 10 ⇒ (20) + 10 = 30
Extra Damage: 1d10 + 5 ⇒ (4) + 5 = 9
Whoaa. I don't suppose you play with double criticals? Haha
HP: 60/69

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If you all are happy for NPCs to have the potential to score double/triple critical hits as well, then I'm game. Go ahead and roll extra damage.
Round 39 continued
Ambrose twists and wriggles in the ettin's arms as it throws him across the chamber. Lightning fast he takes advantage of an unguarded moment to raise his blade and drive it deep into the giant's chest. Tossed through the air, Ambrose collides heavily with the stone wall, but as he tries to catch his breath he knows he has dealt the ettin a grievous blow. 22 points damage plus 6 cold points damage to the giant, plus extra damage to be rolled for the double critical. Don't forget your normal attack!
We will get more frequent updates, I'm determined. I'm on vacation this week too, so let's try for two rounds of combat - huzzah!
Initiative
28 - Shaylar
21 - Regiarix
18 - Helaku
17 - Leonar
14 - Saarvith
14 - Nurklenak & ettin
10 - Ambrose
10 - Trellara
5 - Aleste
2 - Lizardfolk

Ambrose Harrowfield |

Extra Extra Damage: 1d10 + 5 ⇒ (1) + 5 = 6
Ambrose grunts as he hits the wall, the wind momentarily knocked out of him. Coughing, he uses his sword to assist him onto his feet, and shakes off the shock of the blow. Refocusing, he raises his blade to strike and lays into the ettin once more.
If I have to spend a move action to stand since I was prone, is the ettin within range to strike? otherwise I guess I will have to spend the rest of my turn moving to him first. Similarly, if he is in range, he'll get an AoO on me for standing with a +4 bonus for me rising from prone.
If I can make an attack this round:
Bastard Sword: 1d20 + 12 ⇒ (5) + 12 = 17
Damage: 1d10 + 5 ⇒ (1) + 5 = 6 plus 1d6 ⇒ 5 cold

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Ambrose is still up!
Round 39 continued
Ambrose leans on his sword as he struggles to his feet. Refocusing, he raises his blade and makes a swing at the ettin. It would have been a telling blow, but at the last moment one of the ettin's flails flicks up, its chain wrapping around the cavalier's blade. With a wrench, he pulls it back. One of the ettin's faces grins malevolently while the other's brow furrows in concentration, as its flail takes advantage of Ambrose's guard being down to pummel him. Ambrose what is your current AC again? The ettin's AoO hits AC 20 for 16 points damage. Basically, with reach the ettin can hit any square in the chamber. You are likewise in range to hit, just missed his own AC with your attack. Who put an ettin such a small room?
Up above on the ruined rooftop, Aleste and Trellara lie unconscious. Aleste seems to have stabilized, but Trellara is still being burned alive from terrible acid wounds.
The lizardfolk are still hanging back, mesmerized by the dragon's appearance.
Round 40
Shaylar's turn!
Map - map unchanged from last update.
Initiative
28 - Shaylar
21 - Regiarix
18 - Helaku
17 - Leonar
14 - Saarvith
14 - Nurklenak & ettin
10 - Ambrose
10 - Trellara
5 - Aleste
2 - Lizardfolk
========
ettin attack 1d20 + 16 ⇒ (4) + 16 = 20
damage 2d6 + 6 ⇒ (4, 6) + 6 = 16

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Protection from evil should still be in effect then, so no damage from the ettin's AoO.
Round 39 continued
The ettin's flail slams into Ambrose, nearly lifting him off his feet. The cavalier's stout armor holds firm though and helps absorb the shock and damage. Drinking the potion was a good call!
Round 40
Forgotten are the lizardfolk lurking nearby for Shaylar as the black dragon rises up into the air behind him. Falling back on reflex, he draws two arrows and aims at the wyrm. One of the arrows finds a weak spot in the dragon's scales and draws blood. The other arrow bounces harmlessly aside. 11 points damage to the dragon.
The dragon fixes the elf with steely eyes as it circles the building. It rasps words in a deep draconic.
The dragon is casting Mage Armor.
Helaku & Leonar're up!
Updated Map - Basically for its move the dragon did a couple lazy circles around the building while it was doing its casting. It is now 60 feet above water.
Initiative
28 - Shaylar
21 - Regiarix
18 - Helaku
17 - Leonar
14 - Saarvith
14 - Nurklenak & ettin
10 - Ambrose
10 - Trellara
5 - Aleste
2 - Lizardfolk
=======
Shaylar attack 1d20 + 12 ⇒ (16) + 12 = 28
damage 1d8 + 3 ⇒ (8) + 3 = 11
Shaylar attack 1d20 + 7 ⇒ (5) + 7 = 12
damage 1d8 + 3 ⇒ (3) + 3 = 6