| Kazamir Rhuul |
Kazamir conjures a light on the end of his cane.
"Zed, could you conduct the first search of the graves? A servant of the Lady might see what others might miss, there - and would, I think, give no offense to that LAdy in pursuit of his duty among them.
Vermundr, could you search the Western Shore? The tracks there might have left their tale the longest. "
More in a few minutes
| Kazamir Rhuul |
Vala, Constantin, Hazel - could one of you conjure a light for Vermindr?
I will have a look at this nest. Hazel, could you accompany me, in case this is caiman's nest. I do not fancy my chances against a hungry reptile alone...
Constantin, could you see what you can learn from the area around the trees?
Vala, would you ask Pyth to circle over the island - and the nearby swamp, to see what we might miss from the ground? IF you'd care to walk with Hazel and I in the meantime, I would appreciate it.
Shall we meet by the graves in a quarter hour to discuss or findings?
"
know/rel on the fetishes: 1d20 + 11 ⇒ (7) + 11 = 18
Kaz will take 20 on a search of the nest for a 31
| Hazel Stokes |
Sounds good to me; mainly wanted to let Zed/Kaz/etc. take the lead a bit here since this sort of thing is more up their respective alleys than Hazel's.
"Oh! Yeah, that's probably a good idea," Hazel agrees as she stoops down and picks up a stick. She conjures a small light on the end of it and passes it over to Vermundr. "Here you go; should last plenty long enough for us to have a look around."
As she follows Kaz over to the large nest, she draws her starknife and keeps watch for signs of caimans or anything else dangerous.
Perception: 1d20 + 4 ⇒ (15) + 4 = 19
| Zed Ulmin |
Sorry, working a tournament this weekend.
Zed nods. "I shall take the graves. Stay safe."
Take 20 on perception for a 30.
| GM-JZ |
Zed carefully examines the rows of graves, each marked with their own fetishes.
Six graves in the boneyard appear to have been tampered with, sagging into the ground as though they had collapsed from below, and leaving wide depressions in the muddy earth. These six graves appear to be empty, but the others are undisturbed.
| Zed Ulmin |
They tunneled underneath to steal the bodies. Zed frowns. Another seemingly-unrelated matter that ends up to be a personal matter for the church.
| Vermundr |
Vermundr joins Zed in studying the graves.
"That's strange. They didn't say anything about digging up the bodies after the Beast was seen coming this way."
| Valavastra Cross |
Vala calls up a handful of flighty, bobbing lights to drift in and out amongst the group as they move throughout the island. "It's not much, I'm afraid, but it's better than nothing."
As the group pauses to survey the gravesites, she ponders aloud, "Why would these be sagging but otherwise undisturbed? Was nothing actually buried in these graves?"
| GM-JZ |
The group begins to spread out as they move further inland, with Zed, Vala and Vermundr checking the graves whilst the others head north toward the mass of trees.
There are intermittent pools of water here and there and a few scrub trees but mostly there is just boggy ground and fetishes.
Suddenly the group hears the cracking of several branches and the flap of a set of large wings. Even with the various sources of light you cannot see what produced such a noise.
A few tense moments pass before a deep roar like a lion splits the night sky.
Kazamir init: 1d20 + 0 ⇒ (19) + 0 = 19
Vala init: 1d20 + 0 ⇒ (16) + 0 = 16
Hazel init: 1d20 + 3 ⇒ (2) + 3 = 5
Raj init: 1d20 + 6 ⇒ (20) + 6 = 26
Constantin init: 1d20 + 1 ⇒ (3) + 1 = 4
Zed init: 1d20 + 4 ⇒ (2) + 4 = 6
Beast: 1d20 + 2 ⇒ (19) + 2 = 21
Round 1 - Enemy
Several razor sharp spikes lance through the air, straight at the trio investigating the graves, plunging into their bodies like javelins!
Spike 1, Zed: 1d20 + 8 ⇒ (10) + 8 = 18 Hit
Damage: 1d6 + 5 ⇒ (1) + 5 = 6
Spike 2, Vermundr: 1d20 + 8 ⇒ (6) + 8 = 14 Miss
Spike 3, Vermundr: 1d20 + 8 ⇒ (5) + 8 = 13 Miss
Spike 4, Vala: 1d20 + 8 ⇒ (7) + 8 = 15 Hit
Damage: 1d6 + 5 ⇒ (1) + 5 = 6
One of the spikes lances through Zed's foot, practically impaling it to the ground with excruciating pain whilst another whizzes past Vala, slicing along her ribs and another two thud dangerously close to Vermundr.
Round 1 - Heroes
The spikes clearly came from above you but you cannot see from where in the pitch dark sky
| Hazel Stokes |
Not that it makes a big difference in terms of positioning but Hazel said she followed after Kaz as he was investigating the nest.
Round 1
Alerted by the sudden cries of pain that come from behind them Hazel spins around. Although she can't see any foes, her hand tightens on her starknife as she becomes painfully aware of how spread out and vulnerable they all are.
"Group up! Come on!" she motions to Kaz as she heads toward her friends by the graves. As she moves, her starknife begins to shed its familiar green glow.
Standard to activate Holy Strike blessing for 1 minute, moving 20 feet towards the grave.
| Zed Ulmin |
"Get some light up there!" Zed groans out.
Full defense.
| Vermundr |
Vermundr's eyes widen in surprise at the thick bony spikes that appear in the ground adjacent him. The big northerner speaks a word in his native tongue and a shimmering plane of force appears over his head.
Shield.
Zelda buzzes erratically, watching for signs of the threat.
Bodyguarding: 4d20 ⇒ (4, 4, 3, 18) = 29
| Valavastra Cross |
Vala sends her bobbing orbs of light spiraling up into the air toward the direction of the roar. Should the creature be revealed, she follows up with some more potent magics, conjuring a glittering cloud of golden motes to choke the air around their assailant.
If the thing isn't revealed, Vala will just ready a casting of glitterdust instead. Will save DC 16 to avoid/end blindness effect. I'm hoping the glittery aspect will be enough to allow us to keep sight of it even if slips back into the surrounding dark, kinda like faerie fire.
HP: 21/27
Negative Energy Resist 5
AC: 14 (10 T / 14 FF)
CMD: 13
F/R/W: +4/+1/+8 (+2 vs death effects, energy drain, negative energy, & necromancy)
Monstrous Insight used: 0/7
Wand of CLW: 14/50 remaining
Healing Hex targets:
Current Wandering Spirit: Life
Prepared spells
Orisons (4) | DC 14: dancing lights, disrupt undead, identify, read magic
Level 1 spells (3+1+1*) | DC 15: cure light wounds [ ], know the enemy* [ ], magic missile [ ] [ ], produce flame (CL3) [ ]
Level 2 spells (2+1+1*) | DC 16: glitterdust [X], scorching ray [ ], spiritual weapon [ ], tongues [ ]
Ongoing Effects
glitterdust (1/4 rounds): reveals invisible things in area for duration of spell + possibly blinds (Will Save DC 16 to prevent/end blindness)
| GM-JZ |
Round 2 - Enemy
Vala's balls of light spiral up into the night sky. For a moment they don't reveal anything but then all of a sudden a monster is revealed in their bright radiance.
This creature has a vaguely humanoid head, the body of a lion, and the wings of a dragon. Its tail ends in long, sharp spikes.
It roars once again before the blanket of glittering light settles over it.
Will: 1d20 + 3 ⇒ (13) + 3 = 16 Success
The creature now revealed but otherwise seemingly unharmed by the spell, it once again launches a volley of spikes toward the gathered heroes.
Spike 1, Vala: 1d20 + 8 ⇒ (2) + 8 = 10 Miss
Spike 2, Zed: 1d20 + 8 ⇒ (17) + 8 = 25 Hit
Damage: 1d6 + 5 ⇒ (1) + 5 = 6
Spike 3, Vermundr: 1d20 + 8 ⇒ (16) + 8 = 24 Hit
Damage: 1d6 + 5 ⇒ (4) + 5 = 9
Spike 4, Vermundr: 1d20 + 8 ⇒ (5) + 8 = 13 Miss
Round 2 - Heroes
The creature is 80 feet up
Knowledge Arcana to identify in character
| Hazel Stokes |
Round 2
Hazel gasps and skids to a stop as their attacker is revealed, lighting up the night sky. Realizing that her starknife is of little use unless they can force the creature to land, she sheathes it and instead draws her shortbow, moving forward as she does. As she readies an arrow and takes aim, she calls upon the Starsong to grant her aid in battle.
"I hope one of you know what we're dealing with here, because I've never seen anything like this before...!"
Move action to sheathe her starknife, move action to draw her shortbow and move forward to O20, swift action to use Fervor to cast Divine Favor.
| GM-JZ |
This creature is a Manticore. Manticores are fierce predators that patrol a wide area in search of fresh meat. A typical manticore is about 10 feet long and weighs about 1,000 pounds. Some have more human-like heads, usually with beards. Males and females look much alike.
Manticores eat any meat, even carrion, though they prefer human flesh and rarely pass up an opportunity for such a delicacy. They are smart and social enough to bargain with or bully evil humanoids into alliances or offering tribute, and more powerful creatures may hire or bribe them to guard or patrol a place or area. They like lairs in high places, such as hilltops and caves in cliffs.
Obviously it can fly and can whip it's tail to release a volley (of up to 24 spikes in a day) from nearly 200 feet away. It has no special defences or abilities but is even more fierce in melee with it's claws and bite than at range.
They are quite weak willed as a species (as demonstrated by the save against Vala's spell - just got lucky)
Constantin you know this is a Manticore, a magical beast, but aside from the fact it can clearly fly you don't recall much else about them
| Kazamir Rhuul |
"A manticore! Evil, human-eating brutes! It will have a lot more spikes to throw! COnstanin, Vala - it typically does not have trong willpower!"
If I can fit that all into a free action...
| Vermundr |
Lacking a way to attack the beast at range save his long knife, Vermundr darts to take cover behind a dying tree. On the way he wrenches a bony spike from the meat of his thickly muscled shoulder.
Double moving to take cover from the tree to the north.
Bodyguarding: 4d20 ⇒ (6, 9, 12, 15) = 42
| Zed Ulmin |
Zed hisses as he gets nicked by another spike. "My ranged capabilities against non-undead enemies is extremely limited."
| Valavastra Cross |
"Tell that to this one, Kazamir! It shrugged off my spell easily!" Calling upon Petros to aid them once more, Vala conjures her old friend's sword cane into the air up beside the manticore. As soon as the shimmering weapon appears, it lunges for the beast but only barely clips one of its leathery wings.
Spiritual Weapon: 1d20 + 7 ⇒ (13) + 7 = 20for: 1d8 + 1 ⇒ (1) + 1 = 2
I'll move 6 squares straight up, and try to stay near to Vermundr and his weird many-d20's-get-rolled-bodyguard-ability =)
HP: 21/27
Negative Energy Resist 5
AC: 14 (10 T / 14 FF)
CMD: 13
F/R/W: +4/+1/+8 (+2 vs death effects, energy drain, negative energy, & necromancy)
Monstrous Insight used: 0/7
Wand of CLW: 14/50 remaining
Healing Hex targets:
Current Wandering Spirit: Life
Prepared spells
Orisons (4) | DC 14: dancing lights, disrupt undead, identify, read magic
Level 1 spells (3+1+1*) | DC 15: cure light wounds [ ], know the enemy* [ ], magic missile [ ] [ ], produce flame (CL3) [ ]
Level 2 spells (2+1+1*) | DC 16: glitterdust [X], scorching ray [ ], spiritual weapon [X], tongues [ ]
Ongoing Effects
glitterdust (2/4 rounds): reveals invisible things in area for duration of spell + possibly blinds (Will Save DC 16 to prevent/end blindness)
spiritual weapon (1/4 rounds): +7 to hit, 1d8+1 damage
| Vermundr |
Zelda can currently only bodyguard Vermundr. Her wings just aren't long enough to help others. =(
| Constantin Ionescu |
Constantin shouts, "I think we found our Beast!" He rushes toward the tree (head 6 squares to J28) and then falls prone in an attempt to make a smaller target. Hopefully the rules for missile fire vs. prone targets at a distance still apply when it's above me! Then he concentrates momentarily and holds a bit of mental power.
Readying action for mind thrust II if it becomes visible.
Readied mind thrust damage: 4d8 ⇒ (6, 1, 7, 3) = 17 (Will save DC 15 for half)
| GM-JZ |
Round 3 - Enemy
The beast swoops down closer to the group. As it does so Constantin throws a javelin of mental force, invisible to everyone but he. As their minds connect the creature reels in pain.
Will: 1d20 + 3 ⇒ (7) + 3 = 10 Fail
Nonetheless, it whips it's tail a third time.
Spike 1, Hazel: 1d20 + 8 ⇒ (3) + 8 = 11 Miss
Spike 2, Kaz: 1d20 + 8 ⇒ (18) + 8 = 26 Hit
Damage: 1d6 + 5 ⇒ (3) + 5 = 8
Spike 3, Vermundr: 1d20 + 8 ⇒ (14) + 8 = 22 Miss
Spike 4, Zed: 1d20 + 8 ⇒ (9) + 8 = 17 Miss
Though this time only one finds it's mark.
Round 3 - Heroes
The creature is now 30ft off the ground.
| Zed Ulmin |
Zed sighs and takes out his crossbow. It's something that he grabbed almost as an afterthought; he liked to be up close and personal with his enemies.
Attack: 1d20 + 5 ⇒ (15) + 5 = 20
Damage: 1d8 ⇒ 2
| Vermundr |
GM JZ did you see my question about flinging the tail spikes back at the beast?
| Vermundr |
Vermundr pulls one of the bony spikes from the sodden earth and hurls it like a misshapen javelin at the airborne menace.
Improvised Toss: 1d20 + 4 - 4 ⇒ (3) + 4 - 4 = 3
Damage: 1d6 + 4 ⇒ (4) + 4 = 8
Bodyguarding: 4d20 ⇒ (2, 8, 10, 13) = 33
| Hazel Stokes |
Round 3
As the others move towards the shelter of the nearby tree, Hazel takes aim with her shortbow and sends one of her few precious magical arrows whizzing towards the manticore.
Attack (Shortbow; +1 Arrow, Divine Favor): 1d20 + 4 + 1 + 1 ⇒ (15) + 4 + 1 + 1 = 21
Damage: 1d6 + 1 + 1 ⇒ (3) + 1 + 1 = 5
The shot fired, she immediately ducks around the large rock behind her and begins making her way towards the safety of the tree and her companions.
Standard to shoot, then moving to L22. Hopefully that rock is big enough to give her a little cover! And speaking of cover, I forgot to note it last round but Hazel's AC is currently 17 while she's using her bow.
| Kazamir Rhuul |
Kaz stumbles to a halt, turns to face the beast with a look of concentration on his face. A pair of barely-visible motes, originating somewhere around his head, hurl themselves at the creatures. Then the investigator turns and continues fleeing for the tree.
Standar: cast magic missile : 2d4 + 2 ⇒ (2, 1) + 2 = 5
Move to K31.
3 first level spells remaining.
| GM-JZ |
Hazel takes a hasty, snapped shot with her bow before ducking behind cover. It sails true and lands with a thump in the thing's shoulder.
Kazamir follows this up with a pair of precise motes of force that slam home unerringly.
Bite, Hazel: 1d20 + 10 + 2 ⇒ (12) + 10 + 2 = 24 Hit
Damage: 1d8 + 5 ⇒ (4) + 5 = 9
The Manticore suddenly lurches down toward Hazel, seeing it's prey slightly stranded from it's pack mates. It snaps at her with it's deadly jaws and gets a good strip of flesh from her upraised arm.
Round 4 - Heroes
| Valavastra Cross |
Last round
Vala directs Petros' ghostly blade to continue harrying their foe as she peppers it with further magics of her own.
Spiritual Weapon: 1d20 + 7 ⇒ (11) + 7 = 18for: 1d8 + 1 ⇒ (8) + 1 = 9
Magic Missile: 2d4 + 2 ⇒ (4, 4) + 2 = 10
This round
Petros' sword continues to strike as Vala sends another pair of glimmering darts whizzing through the air.
Spiritual Weapon: 1d20 + 7 ⇒ (7) + 7 = 14for: 1d8 + 1 ⇒ (8) + 1 = 9
Magic Missile: 2d4 + 2 ⇒ (2, 3) + 2 = 7
HP: 21/27
Negative Energy Resist 5
AC: 14 (10 T / 14 FF)
CMD: 13
F/R/W: +4/+1/+8 (+2 vs death effects, energy drain, negative energy, & necromancy)
Monstrous Insight used: 0/7
Wand of CLW: 14/50 remaining
Healing Hex targets:
Current Wandering Spirit: Life
Prepared spells
Orisons (4) | DC 14: dancing lights, disrupt undead, identify, read magic
Level 1 spells (3+1+1*) | DC 15: cure light wounds [ ], know the enemy* [ ], magic missile [X] [X], produce flame (CL3) [ ]
Level 2 spells (2+1+1*) | DC 16: glitterdust [X], scorching ray [ ], spiritual weapon [X], tongues [ ]
Ongoing Effects
glitterdust (4/4 rounds): reveals invisible things in area for duration of spell + possibly blinds (Will Save DC 16 to prevent/end blindness)
spiritual weapon (3/4 rounds): +7 to hit, 1d8+1 damage
| Hazel Stokes |
Round 4
Although the manticore manages to land a fairly nasty bite on her arm, it's not enough to slow Hazel down just yet. It takes only a moment for her to weigh her options before deciding that she'd do better to try and lure it closer so the others would have a better shot at taking it down.
"Tasty? Better enjoy it because you won't get another!" she taunts the creature as she continues to retreat toward her friends.
Withdrawing to L23 or some other square that's closer to the tree and reachable with a 20' movement :)
| Vermundr |
Vermundr moves towards the beast and mutters a focusing charm. Casting true strike.
Bodyguarding: 4d20 ⇒ (1, 9, 18, 2) = 30