DM Raltus |
Sorry busy week, I also forgot about Melira so I guess you capture her again.
With the death of the larger Orc Melira just drops her bow and sinks to the ground in exhaustion, the bags under her eyes showing it even more.
Lanneth finds 2 potions on the large orc.
Potions of Cure Light wounds
A note can be found in the pouch of the orc, along with a gel, a nice looking belt.
Ragg yells down form the Wheel Deck, "We still be stuck, not sure what he did ta the boat but we cannot be moving but we are close enough to the shore for ye to jump in and wade over." Halrex comes up to the deck then, "What happe..." Halrex starts to say as she sees what happened.
Lanneth |
Spellcraft potion: 1d20 + 15 ⇒ (18) + 15 = 33
Spellcraft belt: 1d20 + 15 ⇒ (18) + 15 = 33
Yorikata, there are two potions over here that will heal you as well as what we already have.
There's also an interesting belt that will make the wearer quicker, and a gel the protects from burns....
She grabs each of the items and holds them up for the others to look at.
See Discussion for full list of loot
DM Raltus |
The party looks out over the side of the boat into Ghost Light Marsh, Ragg is not sure how deep the Marsh is or how long it will go on. He agrees to stay still you are done.
William The Orcs attacked Trunau, the boat ride with Ragg was supposed to be easy but since Melira knew you were here she had you attacked a few times.
Yorikata __ |
Yorikata comes back from her successful search for healing drinks and doesn't look all that bad anymore. "Can I have those? I still don't feel well."
"We are going to rest for the night before we walk into this haunted marsh, don't we?" Yorikata asks as talk turns to that part of the scenery already.
William of Firstwall |
"I believe I am in need of some healing as well, Yorikata."
"Lanneth, the will-o’-wisps of Ghostlight Marsh are actually the reincarnated druids of the Council of Thorns, who still remember their former lives. Do we know what language they spoke and does one of us know it? It seems they would help us if we could communicate with them."
William of Firstwall |
William drops to one knee. "Forgive me for what I must do now. May it be quick and merciful." He stands over the orc.
CDG: 3d12 + 21 ⇒ (11, 7, 10) + 21 = 49
He retrieves his rope and picks ups his shield.
Yorikata __ |
"It's hard to tell how wounded you are with all that iron on you. Do you need more healing?" Yorikata asks. "Because it looks like we're short on magical means to patch us up."
Looks like we're short some healing. The loot sheet has on epotion of CMW and Lanneth holds two CLW. With Yorikata at 19/36 and William at 27/45 this will only work out if we roll a lot of 8s. Is someone else wounded?
Yorikata __ |
"Thank you." Yorikata whispers, while checking that no one looks.
Then the thoughts start running. She's a witch? Can't be a priest - no holy symbol. Who else can heal with magic? No wizard, that's for sure...
But she doesn't come to a conclusion. And she's afraid to ask.
Lanneth |
Lanneth walks over and says:
Dungeoneering to know about will o Wisps: 1d20 + 7 ⇒ (14) + 7 = 21
I have picked up a few languages over the years, but it depends on what you think the Druids speak. I study Giants and their servants more then Evil Air Spirits.
I also don't know the internal dialect that the Druids of the Green Faith speaks, not being a priestess myself.
Raltus, what else do you want to let me know about Will o Wisps from that roll?
As she watches the Orc heal up her companions she looks at Yorikata.
You still look a little pale girl, does this help?
Convert obscuring mist to Cure Light Wounds
CLW on Yorikata: 1d8 + 5 ⇒ (7) + 5 = 12
There are we all ready to go now?
Yorikata __ |
"Thanks."[7b] Yorikata tells Lanneth. [b]"I think I'm good, as for the physical wounds. But I don't think I will get used to almost being killed anytime soon."
As Halrex mentions a multiheaded creature she inquires "You mean those two headed giants?"
DM Raltus |
"Could be, just some scared survivors who aren't mentally intact once they leave." Halrex replies.
The swamp is a bog, so each square is 10' of movement unless I state otherwise. The Standing stones won't be impossible to find as there are markers with druidic markings on them that Silvermane told you about.
Lanneth |
I can make all of us walk on top of the water but only for just under an hour. Just remember that if you get stuck Dain by a really deep portion of the bog.
Lanneth |
We could, but I don't know how deep into the marsh the standing stones are. I would hate to get there and then have to swim back because the spell expired.
Yorikata __ |
"How about we check from the crow's nest, where in that bog these stones are? It was standing stones, not lying flat stones, so there might be a chance?" Yorikata suggests.
She climbs the rope ladder, up to the ships lookout, to take a look around before they leave.
Climb: 1d20 + 4 ⇒ (8) + 4 = 12
Perception: 1d20 + 9 ⇒ (15) + 9 = 24
DM Raltus |
Between the group you are able to make out where the second marker stone is. Yorikata despite the height of the Crows nest is unable to see the standing stones or how deep into the marsh they are. The tree cover is thick and gets thicker as you move further into the marsh.
As the group makes it way slowly into the marsh you come to a large area with an island in the middle of 4 streams. Dain finds large tracks in the swamp those of a predator. After a few quiet moments stomping and Crashing reveals a Large 5 headed creature.
Initiative William: 1d20 + 7 ⇒ (13) + 7 = 20
Initiative Dain: 1d20 + 6 ⇒ (11) + 6 = 17
Initiative Gran’t: 1d20 + 3 ⇒ (18) + 3 = 21
Initiative Lanneth: 1d20 + 4 ⇒ (1) + 4 = 5
Initiative Yorikata: 1d20 + 4 ⇒ (6) + 4 = 10
Magical Beast: 1d20 + 1 ⇒ (8) + 1 = 9
Scourge of Ghost Light Marsh - rd 1 - Conditions water is 4 squares of movement
Party <---
Magical Beast
Lanneth
Lanneth |
Just to be explicit Raltus, I have Mage Armor active
The thing surprises Lanneth although her mind reacts before her body does.
Arcana to ID what this is: 1d20 + 13 ⇒ (17) + 13 = 30
William of Firstwall |
William takes a five foot step forward and launches a spear at the beast.
spear: 1d20 + 5 ⇒ (8) + 5 = 13
damage: 1d8 + 4 ⇒ (7) + 4 = 11
"Yorikata, I will hold it here so that maybe you can get around to the other side."
DM Raltus |
Williams spear falls well short of it's intended mark landing harmlessly on the island that the Creature presently inhabits.
Dain moves up as well, firing a single shot from his bow.
Dain Long bow: 1d20 + 8 ⇒ (19) + 8 = 271d8 + 2 ⇒ (6) + 2 = 8
Just outside of the 30'
Dain's arrow strikes true in the centre mass
The Large Creature moves forward, 5 heads snapping and biting out at William.
Bite: 1d20 + 5 ⇒ (4) + 5 = 91d8 + 3 ⇒ (5) + 3 = 8
Scourge of Ghost Light Marsh - rd 1 - Conditions water is 4 squares of movement
Party
Magical Beast (-8)
Lanneth <---
Dain makes me waste an attack that would have hit haha
Lanneth |
From the back Lanenth calls out.
A Hydra!!!! Be careful, those creatures will regenerate quickly. You can chop off a head, but you need fire to prevent it from growing two back!
Then she moves slightly closer and starts to chant.
Cursed creature of the Marsh, may misfortune fall on your many HEADS!
Misfortune hex on the Creature. (Will 17) to resist
DM Raltus |
Will Save Lanneth: 1d20 + 3 ⇒ (12) + 3 = 15
Will save Yorikata: 1d20 + 3 - 2 ⇒ (1) + 3 - 2 = 2
The Many heads of the Hydra are able to confuse Lanneth who is not able to pick the head she wants, Yorikata up to her neck in the water is able to confuses the Hydra a bit. The oppresive heat from the swamp continues to make everyone sweat.
Scourge of Ghost Light Marsh - rd 2 - Conditions water is 4 squares of movement
Party <---
Magical Beast (-3)
Lanneth
*EDITED TO SHOW THE PROPER ORDER*
William of Firstwall |
William challenges the beast. He moves inside its reach,drops his shield and swings the greataxe.
+1 greataxe: 1d20 + 9 ⇒ (16) + 9 = 25
damage: 1d12 + 7 + 3 ⇒ (10) + 7 + 3 = 20
AC 22 after AoO
Is this difficult terrain for the hydra as well?
Challenge (Ex) 1/day [Swift Action], you can challenge a foe to combat. Choose one target within sight to challenge. Your melee attacks deal 3 extra damage whenever the attacks are made against the target of the challenge. Challenging a foe requires much of the cavalier's concentration. The cavalier takes a -2 penalty to his Armor Class, except against attacks made by the target of his challenge. The challenge remains in effect until the target is dead or unconscious or until the combat ends. Each cavalier's challenge also includes another effect which is listed in the section describing the cavalier's order. His allies receive a +1 circumstance bonus on melee attack rolls against the target of his challenge whenever he is threatening the target.
note that allies receive a +1 circumstance bonus on melee attack rolls against the target