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Botting Corrin
Corrin delays.
Not sure where you wanted to end up, Adoril. Going to place you in delay, also.
The combined force of Ugly Kidd's punch and Dejat's magic missile knocks the first cultist down (red). The cultists behind him surge forward in the hallway. The one in front swings at Ugly Kidd, missing.
orange attack: 1d20 ⇒ 8
Another cultist enters the hallway from an opening in the back wall--there must have been a secret door!
The remaining cultist begin to split off. Some begin tearing at the boards covering the windows, while a small group tries their hand at forcing open the front door.
door str chk(pink): 1d20 + 1 ⇒ (4) + 1 = 5
door str chk(gray): 1d20 + 1 ⇒ (3) + 1 = 4
door str chk(teal): 1d20 + 1 ⇒ (19) + 1 = 20
window str chk(purple): 1d20 + 1 ⇒ (15) + 1 = 16
window str chk(blue): 1d20 + 1 ⇒ (10) + 1 = 11
The front door swings inward under the combined force of the cultists, the makeshift barricade splintering and turning any space within 5' of the door into difficult terrain.
A pair of stirges takes flight off their masters' shoulders from the door, flying into the room, while another enters into Dejat's square from the now broken window.
I've updated the map to better show the area. Cropped out the portion you guys weren't using. I will delete the old map later this week, but am leaving it just for reference to show things' positioning before I transfered everything over.
Viorec readies his axe to attack whatever comes at him.
Everyone is up!

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"EAT YOUR TEETH!!!" Ugly Kidd yells as he punches the cultist repeatedly!
Unarmed Strike, Flurry: 1d20 + 4 ⇒ (13) + 4 = 17
Damage: 1d6 + 4 ⇒ (1) + 4 = 5
Unarmed Strike, Flurry: 1d20 + 4 ⇒ (18) + 4 = 22
Damage: 1d6 + 4 ⇒ (6) + 4 = 10

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The cultist does, in fact, eat his teeth as two well aimed punches knock his proverbial lights out.
UK you can 5' into his square if you'd like.
Everyone else is still up!

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Viorec swingd his axe at the red stirge!
greataxe!: 1d20 + 4 ⇒ (1) + 4 = 5
dmg: 1d12 + 4 ⇒ (9) + 4 = 13
However, he misses horribly! His axe crashes into the dilapitated floorboards and nearly gets stuck.
Botting/channeling people's inner Peppy Hare
Adoril calls to Corrin and Viorec, "With me, comrades!" before moving to the door, "don't let any of them through!"
Corrin also moves up into the stirges square (tiny, can't AoO), swinging at the green stirge!
bsword, as: 1d20 + 6 ⇒ (14) + 6 = 20
dmg: 1d8 + 4 + 1 ⇒ (3) + 4 + 1 = 8
The green stirge lets out a shrill drone as it crashes into the ground.
Adoril takes his swing at the remaining stirge!
gsword, PA, FF: 1d20 + 7 ⇒ (11) + 7 = 18
dmg: 2d6 + 4 + 3 ⇒ (4, 3) + 4 + 3 = 14
And turns the squirrel-sized mosquito into red mist!
Dejat uses his wand on the stirge in the back room!
MM: 1d4 + 1 ⇒ (2) + 1 = 3
It looks a little battered, but it's still standing (flying? whatever).
The three cultists at the door foolishly attempt to move inside the room.
I am going to handle AoO's, if one AoO doesn't drop an enemy another one of you will make an AoO.
Viorec AoO: 1d20 + 4 ⇒ (8) + 4 = 12
dmg: 1d12 + 4 ⇒ (2) + 4 = 6
bsword,as: 1d20 + 6 ⇒ (14) + 6 = 20
dmg: 1d8 + 4 + 1 ⇒ (5) + 4 + 1 = 10
gsword, PA,: 1d20 + 7 - 1 ⇒ (12) + 7 - 1 = 18
dmg: 2d6 + 4 + 3 ⇒ (4, 3) + 4 + 3 = 14
The concerted AoO's drop the teal and gray cultists. However, the pink cultist is able to enter the farmhouse! It swings at Viorec, saying "your son will make a fitting sacrifice."
sickle: 1d20 ⇒ 2
dmg: 1d6 - 1 ⇒ (2) - 1 = 1
Thankfully, the cultist misses (I should note, Viorec has already sustained damage.)
The cultists in the back hall continue their failed advance on UK!
sickle: 1d20 ⇒ 8
dmg: 1d6 - 1 ⇒ (1) - 1 = 0
The purple cultist climbs through the window, swinging at Dejat with his sickle! When it seems as though the sickle would strike true, the near invisible barrier of mage armor deflects it.
sickle: 1d20 ⇒ 14
dmg: 1d6 - 1 ⇒ (3) - 1 = 2
The blue cultist lines up behind the window, weighing his options after hearing an awful lot of violence going on within the farm house.
LASTLY--the remaining stirge attempts to bite Dejat!
stirge touch: 1d20 + 7 ⇒ (5) + 7 = 12
It narrowly sinks it proboscis into the ifrit's flesh, through which it begins to pump blood!
??: 1d100 ⇒ 67
Everyone is up!

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"You'll never take us alive cultists!!!"
Unarmed Strike, Flurry (on Yellow): 1d20 + 4 ⇒ (18) + 4 = 22
Damage: 1d6 + 4 ⇒ (2) + 4 = 6
Unarmed Strike, Flurry (on Yellow): 1d20 + 4 ⇒ (5) + 4 = 9
Damage: 1d6 + 4 ⇒ (6) + 4 = 10

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Adoril will move into the room Dejat is in and swing at the stirge.
Suck power attacks, not blood: 1d20 + 7 ⇒ (15) + 7 = 222d6 + 4 + 3 ⇒ (2, 1) + 4 + 3 = 10

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UK's first punch lands but the second does not. The cultist seems unbalanced, but is otherwise intent on fighting!
Meanwhile, Adoril turns the stirge into a scattered mess of legs, wings, and exoskeleton. A fine red mist showers the air.
Dejat and Corrin are up!

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Assuming I can hit with burning hands though the window.
Otherwise

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@Dejat--they can definitely be burning hands'd. Botting.
2: 1d20 + 1 ⇒ (20) + 1 = 21
Corrin shouts "I wish this entire town would burn to the ground!", and a cone of fire erupts from Dejat's hands, leaping at the cultists on both side of the window. Unfortunately, both the cultists manage to shake and mitigate the damage from the eruption.
5 dmg each
Corrin moves up the remaining cultist in the entryway, swinging his sword and doing his signature animoo move, arcane striku.
bsword,as: 1d20 + 6 ⇒ (12) + 6 = 18
dmg: 1d8 + 4 + 1 ⇒ (3) + 4 + 1 = 8
And the cultist goes down!
Viorec moves into the back room and roars at the cultist before bringing down his axe.
atk: 1d20 + 4 ⇒ (13) + 4 = 17
dmg: 1d12 + 4 ⇒ (12) + 4 = 16
And the cultist is dropped!
The cultist outside the window takes a moment of introspection before deciding it's better to flee and report back to his leader than die. He sprints away into the path leading into the cornfield.
In the hallway, the cultist swings at ugly kidd
sickle: 1d20 ⇒ 11
dmg: 1d6 - 1 ⇒ (1) - 1 = 0
The cultist misses again. He calls out in frustration "I'LL KILL YOU YOU UGLY BASTARD!", not noticing that the cultist behind him has decided to flee into the cornfield.
botting UK to see if we can wrap this up.
"JERK!" yells UK, as he does another flurry at the injured cultist.
punch1: 1d20 + 4 ⇒ (8) + 4 = 12
dmg: 1d6 + 4 ⇒ (5) + 4 = 9
punch2: 1d20 + 4 ⇒ (15) + 4 = 19
dmg: 1d6 + 4 ⇒ (5) + 4 = 9
aaaaaaaand 2 swift punches to the throat ends up killing the cultist.
COMBAT IS OVER.
Viorec says "We got lucky there, if you hadn't gotten the drop on em they would have swarmed us for sure! I don't think they'd be brave enough to try comin in here again, and I can fortifah both the doors and maybe tip a shelf against this broken window...hole up here n keep an eye on Shel. I'll tend to my wounds here and you won't have to be carrying her everywhere! Now go! Save my son!"

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Nobody took any damage--the only dmg dealt was 1 CON to Dejat, which isn't enough to trigger any HP loss or penalties. Pushing forward, would like to finish by next week (gencon) so if everyone can try to post a couple times a day it would be super cool!
Everyone nods in agreement with Viorec, it sounds like a good plan.
You head out into the yard towards the corn field, passing a mucky pool that might have once been a passable pond. This muddy cattle pond buzzes with the sound of gnats, and its surface writhes with a thick layer of wriggling mosquito larvae. The stench of rot emanates from the maggot-filled corpse of a dead ox calf that lies half submerged on the edge of the pool, tangled in the vegetation.
As you pass and enter the cornfield behind the farm, the corn here is especially overgrown, in some places reaching almost 8' high. Not far into the field, the path branches in three directions.
Each square of movement in this corn is treated as 4 squares of movement from the density of the natural vegetation. Movement in the paths is not affected.
Corrin reups light on Adoril's greatsword, and as he does so, three misshapen, mutated looking humanoids leap from the foliage, snarling menacingly. Strange boils and wounds riddle their flesh, insects seemingly burrowed into their pores. They carry crude bats, made all the more dangerous with the addition of nails and wire. Dents mark the sides of these cudgels, signifying prior use.
Information and tactical updated--NEW MAP SLIDE!
Corrin: 1d20 + 3 ⇒ (18) + 3 = 21
Dejat: 1d20 + 4 ⇒ (14) + 4 = 18
Ugly Kidd: 1d20 + 4 ⇒ (9) + 4 = 13
GM1: 1d20 + 1 ⇒ (18) + 1 = 19
Corrin readies to attack the first enemy to enter range with his arcane strike ability.
know(nature): 1d20 + 8 ⇒ (9) + 8 = 17
They're mongrelmen, primitive, mutated humanoids. They seem to be either vicious or driven mad. Either way, they don't seem friendly.
The mongrelmen move up and strike with their clubs!
Readied Bsword: 1d20 + 6 ⇒ (9) + 6 = 15
dmg: 1d6 + 4 + 1 ⇒ (2) + 4 + 1 = 7
club@adorilFF: 1d20 + 4 ⇒ (9) + 4 = 13
dmg: 1d6 + 3 ⇒ (2) + 3 = 5
club@adorilFF: 1d20 + 4 ⇒ (9) + 4 = 13
dmg: 1d6 + 3 ⇒ (5) + 3 = 8
club@UKFF: 1d20 + 4 ⇒ (16) + 4 = 20
dmg: 1d6 + 3 ⇒ (4) + 3 = 7
Two sets of clubs clang off Adoril's armor, but Ugly Kidd is not as fortunate as he takes a club to the shoulder! Corrin was able to strike the mongrelman before he hit Ugly Kidd, but was unable to disrupt the blow.
mongrelmen
Dejat
Adoril
UK
Everyone is up!
Mongrolian 2(yellow)
Mongrolian 3(red)

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"Aw FRICK NO!!!
Swift Action: Pummeling Style
Unarmed Strike 1, Flurry of Blows: 1d20 + 4 ⇒ (12) + 4 = 16
Damage 1: 1d6 + 4 ⇒ (6) + 4 = 10
Unarmed Strike 2, Flurry of Blows: 1d20 + 4 ⇒ (10) + 4 = 14
Damage 2: 1d6 + 4 ⇒ (4) + 4 = 8
Edit: Attacks on Green, btw

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Ugly Kidd drops the green mongrelman. The other two remain!
Corrin, Dejat, and Adoril are all up!

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5' step and ready a magic missile if they get another turn.

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"Are we still yelling before attacks?"
Adoril attempts to give the cultist's lower half the freedom from its upper half it always wanted.
More powa attacks: 1d20 + 7 ⇒ (2) + 7 = 92d6 + 4 + 3 ⇒ (4, 2) + 4 + 3 = 13
Back to normality

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No such freedom is granted on this round.
Botting for SPEEEEEED
Corrin moves up and swings.
"I am WIZARD"
bsword, as: 1d20 + 6 ⇒ (11) + 6 = 17
dmg: 1d8 + 4 + 1 ⇒ (2) + 4 + 1 = 7
Dejat sends a missile from his wand towards the one Corrin hit (yellow), but it's still up!
The mongrelmen strike back!
@corrin: 1d20 + 4 ⇒ (20) + 4 = 24
@corrin: 1d20 + 4 ⇒ (9) + 4 = 13does not confirm
dmg: 1d6 + 3 ⇒ (5) + 3 = 8
@adoril: 1d20 + 4 ⇒ (5) + 4 = 9
dmg: 1d6 + 3 ⇒ (3) + 3 = 6
One of the mongrelmen bats Corrin square in the gut, while the other's club clangs uselessly against Adoril's armor (again).
Everyone is up!

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Adoril swings again at the same target.
Power attacking: 1d20 + 7 ⇒ (17) + 7 = 242d6 + 4 + 3 ⇒ (5, 5) + 4 + 3 = 17

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Adoril's strike lands! The red mongrelman falls unconscious.
UK, Dejat, and Corrin are up!

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Magic missile to finish of yellow.
1d4 + 1 ⇒ (3) + 1 = 4
"Fear my wizard stick!"

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The remaining mongrelman goes down to a knee, he's down but he ain't out!
Botting
bword, as: 1d20 + 6 ⇒ (5) + 6 = 11
dmg: 1d8 + 4 + 1 ⇒ (3) + 4 + 1 = 8
Missing.
UK punch: 1d20 + 6 ⇒ (20) + 6 = 26
UK punch: 1d20 + 6 ⇒ (13) + 6 = 19
dmg: 2d6 + 8 ⇒ (5, 3) + 8 = 16
Ugly Kidd delivers a kneck-snapping punch to the remaining mongrelman. It falls over, one foot twitching violently for a few seconds before going still.
Combat is suspended.
No loot other than three clubs.
You may choose which path to take in the cornfield. Left, Right, or slightly-left-of-center?

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Which path...?: 1d3 ⇒ 2
"Uh, I get the feeling we should go right."

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You head down the path on the right side. About 80 feet down the curving path, you upset a large group of insects. They group en masse and block the path moving forward.
Corrin: 1d20 + 3 ⇒ (7) + 3 = 10
Dejat: 1d20 + 4 ⇒ (13) + 4 = 17
Ugly Kidd: 1d20 + 4 ⇒ (8) + 4 = 12
GM1: 1d20 + 1 ⇒ (6) + 1 = 7
GM2: 1d20 + 7 ⇒ (10) + 7 = 17
know(nature: 1d20 + 8 ⇒ (16) + 8 = 24
Corrin tells you all it's a mosquito swarm. It's immune to weapon damage (splash and area hit for 1.5x dmg). It also causes a nasty bleed when it hits you.
Dejat
UK
Adoril
Corrin
GM1
GM2
Botting Corrin
"I wish you would burn that swarm! Yeah!"
Retrieving an alchemist's fire, throwing
alch fire: 1d20 + 4 ⇒ (6) + 4 = 10
dmg: 1d6 ⇒ 5
1.5x dmg=7+3 splash, 10 dmg to the swarm!
Dejat, UK, and Adoril are up!

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"It's more burgz!"
Move Action: Draws an Alchemist's Fire from his belt.
And Ugly Kidd hurls it like a shot-put!
Throw, 2nd Range Increment: 1d20 + 4 - 2 ⇒ (19) + 4 - 2 = 21
Fiyah Damuhgg!: 1d6 ⇒ 6
Assuming Normal Swarm traits: Solid hit to touch, with 9 points of FIIIRE!
Let's see that again on Instant Replay, Jimmy!

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The combined flames of the alchemist's fires and burning hands devour the swarm of mosquitos, the remaining insects dispersing into the corn fields.
The nearby corn glistens in the flames, and you can make out smatterings of flayleaf and strange fungi growing amongst the corn. Light dances along thick spiderwebs that line the side of the maze, giving it a gossamer sheen...
A sudden crash in the overgrowth behind and you whirl to see Leonard Kriegler, the mayor's brother, burst from the foliage.
"DID YOU FORGET ABOUT ME?" he asks, before his face suddenly dissolves into a featureless form covered in spirals. The rest of his body similarly morphs into hideous, scabby flesh similarly decorated with spirals, before striking at Corrin with a sickle.
sickle: 1d20 + 8 + 2 + 2 ⇒ (8) + 8 + 2 + 2 = 20
dmg: 1d6 + 7 + 2d6 ⇒ (6) + 7 + (6, 4) = 23
No more false life temp hp, down to 13 hp on Corrin.
know(dungeoneering): 1d20 + 8 ⇒ (6) + 8 = 14
Corrin knows this is a faceless stalker, a CE aberration with the shapechanger subtype. That's it.
Botting
Corrin backs off from the stalker, grunting "Faceless stalker...in the cornstalks? Seriously?" before casting a spell!
images: 1d4 + 1 ⇒ (1) + 1 = 2
There's 3 of him!
Adoril steps into the vacant space, swinging his greatsword at the creature.
gwsword, pa, ff: 1d20 + 7 ⇒ (19) + 7 = 26
gwsword, pa, ff: 1d20 + 7 ⇒ (11) + 7 = 18Critical hit!
dmg: 2d6 + 4 + 3 ⇒ (1, 3) + 4 + 3 = 11
dmg: 2d6 + 4 + 3 ⇒ (4, 3) + 4 + 3 = 14
The stalker is sent trembling from the blow, but recovers--this isn't over!
Information and tactical is updated.
Ugly Kidd and Dejat are up!

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Botting to try and get as much done before gencon.
Ugly Kidd flails his arms with an intense disregard for his surroundings.
flurry: 1d20 + 4 ⇒ (16) + 4 = 20
dmg: 1d6 + 4 ⇒ (2) + 4 = 6
flurry: 1d20 + 4 ⇒ (6) + 4 = 10
dmg: 1d6 + 4 ⇒ (1) + 4 = 5
The first punch connects but barely seems to do any damage!
Dejat magic missiles.
pew pew: 1d4 + 1 ⇒ (4) + 1 = 5
The stalker swings one of its leathery arms at Ugly Kidd!
come on and slam: 1d20 + 2 ⇒ (20) + 2 = 22
and welcome to the jam: 1d20 + 2 ⇒ (16) + 2 = 18
dmg: 2d6 + 4 ⇒ (1, 4) + 4 = 9
grab: 1d20 + 11 ⇒ (17) + 11 = 28
Ugly Kidd takes 9 damage and is grappled!
UK
Adoril
Corrin
Faceless Stalker
Everyone is up!

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Note--forgot something
Ugly Kidd takes 1 point of con damage as the creature's flesh turns into suckers, which begin draining blood from the half-orc's body!
Everyone is still up!

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"EWWWWW!"
Gonna ready to disrupt it's attempt to maintain the grapple with a Magic Missile.