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Suddenly, as the rest of you enter the chamber, this appears!!. I need everyone to make a Will save, DC 14 as the Piper manifests. Those who fail are shaken. Then, roll initiative!!

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Valen Stellori |

Will: 1d20 + 7 ⇒ (20) + 7 = 27
Initiative: 1d20 + 4 ⇒ (6) + 4 = 10
Perhaps its not hearing the music, Valen seems strangely unperturbed by the Piper's appearance. As a result, he doesn't seem as quick to react to the Piper or the stirges' presence.

Creel |

Yes end of the book by the 31st!
.
Will save: 1d20 + 6 ⇒ (16) + 6 = 22. Immune to Fear and Disease. Allies gain a +4 vs fear while I am w/i 10'. Let me know if you want me to stop putting these reminders in.
.
Initiative: 1d20 ⇒ 11

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The Spirit of the Piper of Illmarch manifests, but doesn't surprise any of you. Smith, for his part, reacts to the manifestation the worse, stopping dead in his tracks - completely frozen. Madeline, upon seeing the thing, immediately takes a step back and let's out a little gasp. She appears very upset.
Round One
On 21, Alexa...
On 20, Kendra....
On 18, Smith...
On 15, Madeline...
On 11, Creel....
On 10, Valen...
On 8, Vaghn....
On 6, Tharnik....

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Doh! I'm a space cadet. It was Kendra's go... Ughhhhhhhh....
On 21, Alexa casts....
On 20, Alexa shouts, "Guys? What the hell are those??? and points to a trio of flying creatures, each a dirty orange with long, pointed-beaks. They look like large, infernal mosquitos...
On 18, Smith, frozen in fear, attempts to break free. Will save 1d20 + 6 ⇒ (17) + 6 = 23.
On 15, Madeline....
On 14, The Haunt....
On 11, Creel....
On 10, Valen....
On 8, Vaghn...
On 6, Tharnik....

Madeline Peshtussle |

Madeline does not know what the wild life is...and her brow arches slightly that the nature seeming woman does not either, as she aim her x-bow and fires.
Att Roll:1d20 + 4 ⇒ (3) + 4 = 7
Dam Roll:1d8 ⇒ 8
Her aim put off by her still shaking arm.

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Madeline fires at the approaching apparition, her crossbow bolt passing harmlessly through. As she steps back, reloading, the thing continues forward. It looks at her, all but laughing soundlessly, and then suddenly lets out a screech!
Madeline, I need you to make a Will save, DC 14
Seeing this, Creel........

'Smith' |

Ah...the odd thing is she was aiming for one of the birds. *Shrug* But with her bad roll the bolt could have gone any where.
Madeline's Will Save:1d20 + 2 ⇒ (11) + 2 = 13
At seeing the thing floating towards his Mistress, Smith swings to attack it and defend her.
Att Roll:1d20 + 5 ⇒ (1) + 5 = 6
Dam Roll:1d10 + 3 ⇒ (7) + 3 = 10
Well...with those dice rolls neither Madeline, nor Smith, will be particularly effective...(-_-)

Vaghn der Grafft |

"Yes Valen, keep that up! It's the only way to defeat the thing without possessing an item that ties it to this world. Alexa, I believe those are stirges!"
Lormaster to take 10 on Knowledge (arcana) = 10 +11 -2 = 19
Vaghn draws his crossbow and loads it.

Alexa Grunwald |

[b]Round 2[/dice]
Unsure what is what, Alexa swings her now green glowing club at the piper ghost. Unfortunately her uncertainty throws off her aim which harmlessly passes next to the apparition.
Attack-club: 1d20 + 5 ⇒ (6) + 5 = 11
Damage: 2d6 + 3 ⇒ (6, 2) + 3 = 11

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Round 1, continued...
On 13, Smith (new initiative)swings his war maul, but does not manage to connect with the apparition.
On 11, Creel studies the apparition,
On 10, Valen holds up his holy symbol, channeling the divine might of Pharasma. Holy light rips through the thing.
On 9, the stirges swoop in, attacking Creel, Madeline, and Tharnik. The first stirge 1d20 + 7 ⇒ (1) + 7 = 8 attacks Creel, but Creel manages to duck out of the way. The second swoops in, 1d20 + 7 ⇒ (9) + 7 = 16, hitting Madeline. The last one lands on Tharnik, 1d20 + 7 ⇒ (1) + 7 = 8, but Tharnik manages to shoo it away before it can sink its deadly barbed beak into his torso.
On 8, Vaghn loads his crossbow while shouting out commands to his allies.
On 6, Tharnik pulls his light mace and swings at the stirge 1d20 + 3 ⇒ (9) + 3 = 12, dealing 1d6 + 1 ⇒ (4) + 1 = 5 if he hits.
Round 2
On 21, Alexa swings her club at the apparition, but misses.
On 15, Madeline...
On 14, The Piper...
On 13, Smith....
On 11, Creel....
On 10, Valen....
On 9, the stirges....
On 8, Vaghn...
On 6, Tharnik....

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As the apparition moves closer to Madeline, dozens of tiny wounds appear on Smith and he begins to bleed 1d6 ⇒ 2. The bleeding doesn't last, however, as the apparition moves on .... drawing closer and closer to your group.
With its second screech, I need another Will save, DC 14. After Smith makes his CMB roll, I'll need Creel to go.

'Smith' |

Um, I think Smith also gets 'Natural claw' attacks?
Smith Will Save:1d20 + 2 ⇒ (12) + 2 = 14[/ooc]
CMB:1d20 + 2 ⇒ (3) + 2 = 5
Claw Att(1):1d20 + 5 ⇒ (20) + 5 = 25
Dam Roll(1):1d4 + 3 ⇒ (1) + 3 = 4
Claw Att(2):1d20 + 5 ⇒ (6) + 5 = 11
Dam Roll(2):1d4 + 3 ⇒ (1) + 3 = 4
Madeline Will Save:1d20 + 3 ⇒ (16) + 3 = 19
Confirm Crit Claw (1):1d20 + 5 ⇒ (4) + 5 = 9
Dam Roll(1):1d4 + 3 ⇒ (1) + 3 = 4

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"Performing a Combat Maneuver: When performing a combat maneuver, you must use an action appropriate to the maneuver you are attempting to perform. While many combat maneuvers can be performed as part of an attack action, full-attack action, or attack of opportunity (in place of a melee attack), others require a specific action. Unless otherwise noted, performing a combat maneuver provokes an attack of opportunity from the target of the maneuver. If you are hit by the target, you take the damage normally and apply that amount as a penalty to the attack roll to perform the maneuver. If your target is immobilized, unconscious, or otherwise incapacitated, your maneuver automatically succeeds (treat as if you rolled a natural 20 on the attack roll). If your target is stunned, you receive a +4 bonus on your attack roll to perform a combat maneuver against it.
When you attempt to perform a combat maneuver, make an attack roll and add your CMB in place of your normal attack bonus. Add any bonuses you currently have on attack rolls due to spells, feats, and other effects. These bonuses must be applicable to the weapon or attack used to perform the maneuver. The DC of this maneuver is your target's Combat Maneuver Defense. Combat maneuvers are attack rolls, so you must roll for concealment and take any other penalties that would normally apply to an attack roll.
In short, because Smith has two claw attacks, the first attack would count as his CMB roll. His second attack would be his secondary (of the two primary) attacks. He would NOT make a CMB roll and two additional claw attacks. So, in your case, Smith tried to pull the stirge free, missed, but still hit with a claw that threatened (but did not confirm) the critical. The stirge is still on you.
ALSO - in the future, please roll your saves first, then roll your attacks. If you had failed, you would have been shaken and that would have changed the math on your attacks.

Creel |

Round 2
Gm. Is this a fear effect I am saving against? Will save if needed 1d20 + 6 ⇒ (5) + 6 = 11 Well guess I find out now....
Assuming the failed save doesn't do anything too extreme.
A thin nimbus of light coats Creel's hand as he steps up and aims a right cross at the Pipers mug. Lay on hands touch attack.1d20 + 6 ⇒ (3) + 6 = 9. Damage 1d6 ⇒ 5. Well that looks like a miss. Time for another Paladin grey area ruling. Is LOH treated like a touch spell where one holds the charge on a miss?

Creel |


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The holy light of Pharasma, sparkling grey-black in the dim, flickering light of your torches, once again burns through the apparition. It throws back its head, screaming, then laughing, in a hideous display of torment. Then, it points at Creel and Valen - it begins to pipe again.
The first stirge, firmly attached to Madeline's shoulder, draws a large volume of her silky, human blood up into its beak. She pales slightly, taking 1 point of Con damage (and loosing 1 hit point as a result).
The second stirge flies up, turns, and dives for Valen. 1d20 + 8 ⇒ (12) + 8 = 20 it hits true, pushing its probe into Valen's neck.
The last stirge swoops up and away, turning slower, and attacking Creel from his shoulder. 1d20 + 7 ⇒ (14) + 7 = 21 It hits, its deadly beak-like probe entering the rear of Creel's shoulder.
Vaghn's turn....

Vaghn der Grafft |

Cursing the speed of the little bloodsuckers, Vaghn drops his crossbow, draws his dagger while stepping toward the nearest creature attached to one of his companions, and attempts to gut it.
Dagger (-2 for shaken) 1d20 + 2 ⇒ (14) + 2 = 16
If attack hits 1d4 + 1 ⇒ (4) + 1 = 5

Alexa Grunwald |

My club seems useless against the ghost, lets see if it works against these ugly birds.
Alexa swings her club at the Stirge sitting on Valen's shoulder.
Attack-club: 1d20 + 5 ⇒ (8) + 5 = 13 <-- hoping the thing lost any AC bonus for dex or has some other AC penalty.
Damage: 2d6 + 3 ⇒ (6, 1) + 3 = 10
Her swing narrowly misses Valen, and, hopefully, strikes the stirge with a satisfying crunch as the beast is launched across the room.

Creel |

"Ouch! Blasted bugs!"
Just posting ahead. I doubt my action will change.
Wincing at the sting in his shoulder Creel again holds out a hand coated in flickering light.
Second LOH attack 1d20 + 6 ⇒ (6) + 6 = 12. Damage 1d6 ⇒ 2. Sigh well at least it annoyed it.

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Round 3
On 21, Alexa sidesteps, pivots, and brings her club down on the stirge on Valen's shoulder. Her strike meets with a loud, satisfying "craaaaccckkk" as the pest's neck snaps and falls limp. Alexa quickly removes the thing, freeing Valen to act.
On 15, Madeline weakened and scared, hugs herself, rocking back and forth gently.
On 14, The Piper, having seen of its beloved pets fall to Alexa, looks directly at her and lets out a baleful moan. DC 14 save Alexa
On 13, Smith stands by idly.
On 11, Creel, a grim look of determination on his face, pushes forward and strikes the apparition again. His hand aglow with divine light, bits of the ghostly thing sheer off, fading into the aether.
On 10, Valen....
On 9, the remaining stirge....
On 8, Vaghn...
On 6, Tharnik....