
DM NomadSage |

Round Six
Despite being flanked and outnumbered, the two dire corbies continue to fight savagely, slashing Heng and Parity with their talon-like claws, respectively.
Malnival strikes with sword and spell, awaiting an opening as the foe attacks Heng before landing a precise stab that would normally fell any humanoid. The corby squawks in rage, and though visibly staggered, continues to fight on. Heng raises an eyebrow, but lays in with a flurry of fists; a couple of crunching hits later, the corby finally collapses to the stones.
Parity and Maeve are squared off against the remaining corby. Maeve uses her momentum off her previous to smash her knee into the foe's head with a crack, sending black feathers flying. As the corby spins towards her, Parity swings his falcata wide.
One to go! New actions?
Blue vs Heng: 1d20 + 3 ⇒ (17) + 3 = 20; Damage: 1d4 + 1 ⇒ (4) + 1 = 5
Blue vs Heng: 1d20 + 3 ⇒ (6) + 3 = 9 {miss}
Red vs Parity: 1d20 + 3 ⇒ (15) + 3 = 18; Damage: 1d4 + 1 ⇒ (4) + 1 = 5
Red vs Parity: 1d20 + 3 ⇒ (4) + 3 = 7 {miss}
Parity vs Red: 1d20 + 5 + 2 + 1 ⇒ (2) + 5 + 2 + 1 = 10 {miss}

Harlan Starshine |

Round 7 Init 18
HP = 16
AC = 19/14/16
Weapon Equipped = None
Speed = 10'
Channel = 4/5
Oracle Spells Left (CL 1, +4 melee touch, +0 ranged touch):
0 Create Water, Detect Magic, Guidance, Light, Stabilize
1 4/5 Cure Light Wounds (DC 15), Bless, Sun Metal (DC 15)
Status Effects = Bless
Seeing Parity is injured, Harlan taps him with the healing wand.
Wand of CLW on Parity 1d8 + 1 ⇒ (5) + 1 = 6

Parity |
- HP:94/143 (42)
- Vanguard Blast: 6/7
- Swift Spell: 3/5
- SpellGrapple: 6/7
- Enhance Weap 13/13
- Spells: 1st: 2/6, 2d: 3/6, 3rd: 0/5, 4th: 4/5, 5th: 1/2
- Chaincloth Cloak: 2/3
- Jingasa negate crit/SA: 0/1
- Terra Cotta Talisman: Luck Reroll: 1/1, spiritual ally: 1/1
- Suishen abilities: airwalk: 2/3, see invisibility: 2/3 resist cold: 2/3, daylight:3/3
- Active effects:
Blind, stnskin (120), Images (5), keen, res cold 30, airwalk, end elem, see inv, lt fort, all-round vision, DR10/adam, DR5/pierce, res skin)

Hp: 7/20
"Bah, this is ridiculous ... can't land a blow to save my life! Look here, bird!"
Parity will aid other to whomever is after him in initiative if the corby is still standing.

Maeve Haela |

HP: 15/15, AC: 17, Init 4
Maeve spins around as she falls to her feet, coming back up into a defensive stance as she sees his attention turn towards her. Punching forward, she grins wildly. "Looks like I got your attention. What's the matter, chicken? Don't like it? Then don't attack first for no reason!"
Fighting defensively, Swift to Arcane Strike
Attack: 1d20 + 2 ⇒ (6) + 2 = 8
Damage: 1d3 + 3 ⇒ (1) + 3 = 4

Malnival Selintin |

Malnival turns and attacks the remaining birdman with sword and spell.
Concentration:1d20 + 6 ⇒ (20) + 6 = 26
Attack:1d20 + 3 ⇒ (11) + 3 = 14
Damage:1d6 + 1 ⇒ (6) + 1 = 7
Spell touch Attack:1d20 + 3 ⇒ (20) + 3 = 23
Confirm crit(Touch): 1d20 + 3 ⇒ (13) + 3 = 16
Damage:1d3 ⇒ 2
Crit Damage:1d3 ⇒ 1

DM NomadSage |

Round Seven
The corby cackles something unintelligble and lashes out at Maeve, clipping her on the shoulder before she can get a defensive stance in place. A moment later, Malnival wracks the beast with a combination strike. The corby reels, absorbing the terrible damage but fighitng on. Once again, Heng steps in to finish the job, slamming the foe in the chest and head with fist and foot. With a quark, the corby flips backwards over the edge of the battlements, landing in the mud a few seconds later with a solid crunch.
End of Combat!
As mentioned previously, you are all on the roof of the gatehouse. I sent out two player maps of the castle, depicting what you can reasonably see from the current vantage. Currently, there is no activity in the courtyard or along the walls.
Red vs Maeve: 1d20 + 3 ⇒ (18) + 3 = 21; Damage: 1d4 + 1 ⇒ (3) + 1 = 4
Red vs Maeve: 1d20 + 3 ⇒ (6) + 3 = 9 {miss}

Maeve Haela |

After a few extra moments panting from the exertion, looking around to make sure none of the Dire Corbies is getting up, Maeve slowly pulls herself into a normal standing posture. "Do you suppose anybody else heard that?"

Harlan Starshine |

"Heard what? The crunching of bone, shouting as the bone was crunched, or the squawking after the bone was crunched?"
Harlan looks around carefully, afraid to lose his balance now that he isn't distracted by large birds.

Maeve Haela |

"Don't be silly, the snapping wasn't loud enough to carry through those stone walls." Maeve points out in what she surely thinks is a reasonable voice. She steps away from the edge so that people have enough room to get comfortably on the wall.

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Heng ponders the fallen birdmen. "Do you think they were serving as guards or did we just happen into their lair? They didn't seem all that intelligent. Perhaps we should push on into the castle before anything else shows up."
i'm for heading into the southern entrance of the castle proper on the upper level.

Maeve Haela |

Maeve shrugs and follows. "From what I remember from the story, they're intelligent enough, just completely cukoo. There was a big nest of them though, but no telling if they'll actually react to anything they heard, if there are any more."

Harlan Starshine |

"Before we go everybody group up."
Channel 1d6 ⇒ 1...twice 1d6 ⇒ 2...and if anybody needs a wand after that whopping 3 I'll use as many charges as we need to get back to full. I'll make some rolls here, tell me how many charges I need to subtract, I currently have the wand at 48/50.
1d8 + 1 ⇒ (6) + 1 = 7
1d8 + 1 ⇒ (1) + 1 = 2
1d8 + 1 ⇒ (4) + 1 = 5
1d8 + 1 ⇒ (2) + 1 = 3
1d8 + 1 ⇒ (4) + 1 = 5

Parity |
- HP:94/143 (42)
- Vanguard Blast: 6/7
- Swift Spell: 3/5
- SpellGrapple: 6/7
- Enhance Weap 13/13
- Spells: 1st: 2/6, 2d: 3/6, 3rd: 0/5, 4th: 4/5, 5th: 1/2
- Chaincloth Cloak: 2/3
- Jingasa negate crit/SA: 0/1
- Terra Cotta Talisman: Luck Reroll: 1/1, spiritual ally: 1/1
- Suishen abilities: airwalk: 2/3, see invisibility: 2/3 resist cold: 2/3, daylight:3/3
- Active effects:
Blind, stnskin (120), Images (5), keen, res cold 30, airwalk, end elem, see inv, lt fort, all-round vision, DR10/adam, DR5/pierce, res skin)

Parity slams his blade back into his scabbard. "We have to assume our presence is known, not hope that it isn't. Let's move quickly before they organize a counter-attack."
2 wand hits will do me.

Parity |
- HP:94/143 (42)
- Vanguard Blast: 6/7
- Swift Spell: 3/5
- SpellGrapple: 6/7
- Enhance Weap 13/13
- Spells: 1st: 2/6, 2d: 3/6, 3rd: 0/5, 4th: 4/5, 5th: 1/2
- Chaincloth Cloak: 2/3
- Jingasa negate crit/SA: 0/1
- Terra Cotta Talisman: Luck Reroll: 1/1, spiritual ally: 1/1
- Suishen abilities: airwalk: 2/3, see invisibility: 2/3 resist cold: 2/3, daylight:3/3
- Active effects:
Blind, stnskin (120), Images (5), keen, res cold 30, airwalk, end elem, see inv, lt fort, all-round vision, DR10/adam, DR5/pierce, res skin)

Gatehouse, we need to ensure we can get out.
Harlan, I calculated the wand hit from earlier. 7 starting, 6 for the first wand, 3 for 2 channels; 2 for the wand hit after Heng, and then 5 for the final wand hit, bringing me to 23 (max at 20).

DM NomadSage |

You make your way back to the gatehouse and the door on the western tower. The small chamber inside is bare, but a ladder leads down through a trapdoor on the floor.
The room below includes the open space between the two iron gates, and a small passage runs west to a side door. The floor is packed dirt. Besides a small table with stools, and a few nest-like piles, the place is empty. The air smells of wet feathers.
Actions?

Parity |
- HP:94/143 (42)
- Vanguard Blast: 6/7
- Swift Spell: 3/5
- SpellGrapple: 6/7
- Enhance Weap 13/13
- Spells: 1st: 2/6, 2d: 3/6, 3rd: 0/5, 4th: 4/5, 5th: 1/2
- Chaincloth Cloak: 2/3
- Jingasa negate crit/SA: 0/1
- Terra Cotta Talisman: Luck Reroll: 1/1, spiritual ally: 1/1
- Suishen abilities: airwalk: 2/3, see invisibility: 2/3 resist cold: 2/3, daylight:3/3
- Active effects:
Blind, stnskin (120), Images (5), keen, res cold 30, airwalk, end elem, see inv, lt fort, all-round vision, DR10/adam, DR5/pierce, res skin)

"Let's see if we can find a way to unlock the gates and we should probably poke around those nests."

Parity |
- HP:94/143 (42)
- Vanguard Blast: 6/7
- Swift Spell: 3/5
- SpellGrapple: 6/7
- Enhance Weap 13/13
- Spells: 1st: 2/6, 2d: 3/6, 3rd: 0/5, 4th: 4/5, 5th: 1/2
- Chaincloth Cloak: 2/3
- Jingasa negate crit/SA: 0/1
- Terra Cotta Talisman: Luck Reroll: 1/1, spiritual ally: 1/1
- Suishen abilities: airwalk: 2/3, see invisibility: 2/3 resist cold: 2/3, daylight:3/3
- Active effects:
Blind, stnskin (120), Images (5), keen, res cold 30, airwalk, end elem, see inv, lt fort, all-round vision, DR10/adam, DR5/pierce, res skin)

Parity will remove the bars and place them in the nests.

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Glancing around Heng notes, "I'm not certain why I am surprised they actually build nests...but I am. So now that the doors are unbarred for our escape if needed, shall we continue exploring the wall? I would rather stay to the upper levels as I would feel a bit explosed in the courtyard especially as these birds seem to like leaping on people."

Parity |
- HP:94/143 (42)
- Vanguard Blast: 6/7
- Swift Spell: 3/5
- SpellGrapple: 6/7
- Enhance Weap 13/13
- Spells: 1st: 2/6, 2d: 3/6, 3rd: 0/5, 4th: 4/5, 5th: 1/2
- Chaincloth Cloak: 2/3
- Jingasa negate crit/SA: 0/1
- Terra Cotta Talisman: Luck Reroll: 1/1, spiritual ally: 1/1
- Suishen abilities: airwalk: 2/3, see invisibility: 2/3 resist cold: 2/3, daylight:3/3
- Active effects:
Blind, stnskin (120), Images (5), keen, res cold 30, airwalk, end elem, see inv, lt fort, all-round vision, DR10/adam, DR5/pierce, res skin)

Glancing around Heng notes, "I'm not certain why I am surprised they actually build nests...but I am. So now that the doors are unbarred for our escape if needed, shall we continue exploring the wall? I would rather stay to the upper levels as I would feel a bit explosed in the courtyard especially as these birds seem to like leaping on people."
"Good thought ... the high ground is always better. Maybe we'll get a chance to see if these birds fly? HA! .... On a more sobering note, I don't think these creatures have anything to do with what is hurting Ame. I believe they are just the current residents of the ruins. An obstacle, if you will."
So good to have a real computer to type on again! Smart phones just don't cut it

DM NomadSage |

After unbarring the gates, you move back up topside and follow the battlements to the east, clockwise around the castle. The corner guardtowers are uniformily the same, both with trapdoors leading to the post inside.
On the far eastern side of the castle, the walkway widens to include a long building, ten by thirty feet in dimension. The chamber, perhaps a solarium, may have once had a beautiful roof of glass, but little remains today save for a few precariously leaning wooden timbers hanging above a swath of crumbled stone and ruined furniture. The roof covering the southern half of the solarium has been crudely repaired with thick sheets of canvas and furs that have been stretched and fastened over the frames, creating a dark, almost cavelike, nesting area within.
The double-doors to the west appear to be locked or barred, much as the ones to the south were. To the north, you can see an inner courtyard below. It may have once been a delightful garden, but now it's a tangle of weeds surrounding a pool of water choked with thick, slimy green algae.

Parity |
- HP:94/143 (42)
- Vanguard Blast: 6/7
- Swift Spell: 3/5
- SpellGrapple: 6/7
- Enhance Weap 13/13
- Spells: 1st: 2/6, 2d: 3/6, 3rd: 0/5, 4th: 4/5, 5th: 1/2
- Chaincloth Cloak: 2/3
- Jingasa negate crit/SA: 0/1
- Terra Cotta Talisman: Luck Reroll: 1/1, spiritual ally: 1/1
- Suishen abilities: airwalk: 2/3, see invisibility: 2/3 resist cold: 2/3, daylight:3/3
- Active effects:
Blind, stnskin (120), Images (5), keen, res cold 30, airwalk, end elem, see inv, lt fort, all-round vision, DR10/adam, DR5/pierce, res skin)

"Before we head down, could we potentially cut a hole in the top of the solarium roof ... skins and all, and have one of you less visually challenged sorts see what's in there?"
Or am I misunderstanding the layout?

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"Before we head down, could we potentially cut a hole in the top of the solarium roof..."
Heng shrugs at the debris in the Solarium, "Now is not the time for egg hunts although we did find a key in that other tower. I'll take a quick look and then let's get on with rescuing Ameiko."
perception 1d20 + 7 ⇒ (20) + 7 = 27

DM NomadSage |

Heng pushes open the shattered remains of the solarium doors and steps into the ruined building. The powerful stench of dung hits first, but his darkvision draws his eyes instantly to a horse-sized shape, suspended from the rafters in the covered half of the room.
The shape of it looks familiar, but Heng can't quite place it until it opens its eyes a moment later, then spreads vast wings spanning the width of the solarium. It emits a piercing screech and dives. As it comes into full view, you see it is a bat, but massive in scale, with over-sized ears and upturned wolfish snout.
Actions?
Harlan: 1d20 + 3 ⇒ (20) + 3 = 23
Heng: 1d20 + 2 ⇒ (20) + 2 = 22
Maeve: 1d20 + 2 ⇒ (17) + 2 = 19
Malnival: 1d20 + 4 ⇒ (2) + 4 = 6
Parity: 1d20 + 2 ⇒ (18) + 2 = 20
Mobat: 1d20 + 2 ⇒ (9) + 2 = 11
Initiative Order: Harlan [23], Heng [22], Parity [20], Maeve [19], Mobat [11], Malnival [6]

Harlan Starshine |

Round 1 Init 23
HP = 16
AC = 19/14/16
Weapon Equipped = Dagger
Speed = 10'
Channel = 4/5
Oracle Spells Left (CL 1, +4 melee touch, +0 ranged touch):
0 Create Water, Detect Magic, Guidance, Light, Stabilize
1 4/5 Cure Light Wounds (DC 15), Bless, Sun Metal (DC 15)
Status Effects = Bless?
Would Bless still be going?
"I can't see anything."
With a quick gesture Harlan calls light forth in order to see, drawing his dagger to give himself a focal point.
Cast Light on my dagger.
"Oh my giddy aunt!"

Maeve Haela |

Before I decide on actions, Knowledge (Arcana) check to identify: 1d20 + 3 ⇒ (2) + 3 = 5
Since I'm reasonably sure that won't cut it...
Maeve snaps to as soon as the light falls on the giant creature. A lesser girl would scream, but she calms herself by beginning to spin about defensively, twisting around in the start of her battle-dancing.
Standard action to begin Inspire Courage, swift to Arcane Strike

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Initiative Order: Harlan [23], Heng [22], Parity [20], Maeve [19], Mobat [11], Malnival [6]
mage armor should still be up. AC: 20, hp:20.
Heng loses his composure for a moment, "Dammit, Parity! Next time you want to lead a fishing expedition, do it yourself!"
With that said he runs for the tower to the north and shelter, "Come on, the bat has already raised enough of a ruckus."

Parity |
- HP:94/143 (42)
- Vanguard Blast: 6/7
- Swift Spell: 3/5
- SpellGrapple: 6/7
- Enhance Weap 13/13
- Spells: 1st: 2/6, 2d: 3/6, 3rd: 0/5, 4th: 4/5, 5th: 1/2
- Chaincloth Cloak: 2/3
- Jingasa negate crit/SA: 0/1
- Terra Cotta Talisman: Luck Reroll: 1/1, spiritual ally: 1/1
- Suishen abilities: airwalk: 2/3, see invisibility: 2/3 resist cold: 2/3, daylight:3/3
- Active effects:
Blind, stnskin (120), Images (5), keen, res cold 30, airwalk, end elem, see inv, lt fort, all-round vision, DR10/adam, DR5/pierce, res skin)

"God's creature ... can see with sound, I need to get me some of that!"
Parity will follow the crowd and ready an attack for approach.
"Heng, you silly fool, I asked the question about looking in from on top. Certainly didn't command you to open the door and commit great acts of gross buffoonery. That one's on you. But for now, let's kill this thing."

DM NomadSage |

Round One
Harlan pierces the shadows of the solarium with his light spell as Heng curses and retreats to the north. Parity moves up into the doorway and Maeve's inspiring performance begins just before the giant bat emits a second, ear-splitting screech. It then drops from the perch and flies up out of the solarium.
Fortitude save DC 15 or staggered for 1d3 ⇒ 1 rounds. EDIT - Heng is out of range of this effect.
On Mal's turn... The bat is 20 ft up in the air at is current position - out of reach for Mal's melee, but Parity will get the readied attack as it swoops by.