
Veronica Ferra |

Veronica winces as the shout rings out, and her gloves hands tighten and then release on the reins of her mount.
"Hurry, Zeke," she whispers under her breath.

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Sorry, got busy and somehow the system had me logged out so none of my games were updating.
Deciding that time is of the essence Ezekial considers how he might open the doors to the palisade. Can he climb up? Could he open the doors with a disable devise roll? Is there an obvious bar?
Stealth: 1d20 + 15 + 20 ⇒ (6) + 15 + 20 = 41
Climb, if that is the best way in: 1d20 + 4 ⇒ (15) + 4 = 19

wehrpig |

Ezekial realizes that he could disable the simple lock on the gate, but it may draw the attention of the guards. He easily scales the palisade walls instead.
On the other side of the fence Ezekial sees five mud huts surrounded by standing swamp water. In the center of the compound he sees a small boy submerged in the mud and water up to his neck. Chained alligator like creatures snap and snarl at the boy. A pulsating sphere of flickering light floats over both the boy and the alligators. As you watch, the boy again screams in terror. The pulsating sphere seems to grow brighter as the boy screams.

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Hmm. Does Ezekial recognize the pulsating sphere of flickering light? And how many more lizard men does he see?

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Understanding the boy is terrified but believing he is not in any real risk of immediate death Ezekiel moves all the way back to the group and reports on what he sees. After giving an overview he adds It may be that the only enemy there is the wisp thing. If we can kill it or drive it off the lizard folks might be happy to talk. Any way we can get resistance to electricity?

Veronica Ferra |

Veronica lets out a sigh of relief when Zeke returns.
"Give me a day and I can give two or three people a small amount of resistance," says Veronica. (Resist Energy) "I could also make someone immune to electricity completely for a short time." (Protection from Energy)
"I'm inclined to agree, rescue the boy, get rid of the wisp, then see if the lizardfolk will talk. I wish I could get a read on them... but they're so different it's hard to tell what they're thinking," she says wistfully.

Connor Lake |
- Challenge (+2/+6): 2/2
- Animal Aspect: 2/2

"I doubt the wisp chained up the alligators, so let's still be careful of these lizard men. If its anything like the last one we encountered they may even consider it divine. Shall we gamble and try to sneak in or just break down the gate?" Connor does a poor job of hiding his preference for the straightforward approach.

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Ezekiel looks torn. I am not happy about trying to tackle one of those whisps without some electric protection but I hate leaving the boy for a whole day. He will be more scarred mentally than he already is if we do that. If the plan is to go now, I can get the gates open. You lot just be ready to move.

Larisa Doe |

Larisa nods once, loading her weapon. "The sooner we rescue the child the better."

wehrpig |

Ezekial, still invisible, is easily able to scale the palisades and open the gates. As he does so, the lizard men guards take notice of the gates opening and climb down to investigate. With the sentries distracted you are clear to approach.
Initiatives and surprise round actions please. You have time to cast whatever buffs you want in advance.

Seres Feyblood |

"Sooo, not so much for the diplomatic approach," Seres chuckles. He casts a spell, shapeshifting his legs to become longer and double-jointed. He also shrouds himself in a magical barrier and enchants his bow.
Animal aspect (raptor), stunning barrier and gravity bow
Initiative: 1d20 + 2 ⇒ (7) + 2 = 9

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Ezekial moves and pulls a sap from his side as he does so. He intends to sap the lizardman should he move to attack the party or try to close the gates.
Initiative: 1d20 + 6 ⇒ (2) + 6 = 8

Veronica Ferra |

Veronica prepares for the upcoming scrum with the usual divine benefits:
• Bless (5 minutes)
• Shield of Faith on Zeke (5 minutes)

Raff Reavstew |

Raff tosses back many potions as they approach their destination. Amounge them are bottles labeled "Enlarge person", "Long arms", "Monkey fish" and his canteen of Mutagen that has become a familiar sight.
He offers his last bottle of long arms to the group. "Makes your arms all lanky, useful, trust me."
Init: 1d20 + 2 ⇒ (12) + 2 = 14
The buffs all together give Raff.
+1 AC
-1 to hit
+6 STR
-2 INT
+5ft reach
+20ft climb and swim speed
2d6 falchion
1d8 bite

Connor Lake |
- Challenge (+2/+6): 2/2
- Animal Aspect: 2/2

Connor takes on the aspect of the bull, casts bristle on Cinder and lead blades on his lance. He drinks a potion of shield of faith.
He then charges the gap with Cinder, attempting to push through and get to the wisp. If necessary, he and Cinder will both attack on the way by.
Connor To hit: 1d20 + 8 + 4 + 1 + 1 ⇒ (11) + 8 + 4 + 1 + 1 = 25
Damage: 6d6 + 39 ⇒ (6, 5, 6, 4, 1, 4) + 39 = 65
Cinder Bite To hit: 1d20 + 9 + 2 ⇒ (12) + 9 + 2 = 23
Damage: 1d4 + 6 ⇒ (3) + 6 = 9
Movement rate is 50, so that's 100 feet of movement with ridebyattack and wheeling charge

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Sap, flat footed enemy, non-lethal: 1d20 + 10 ⇒ (16) + 10 = 261d6 + 1 + 3d4 ⇒ (6) + 1 + (3, 3, 4) = 17

Connor Lake |
- Challenge (+2/+6): 2/2
- Animal Aspect: 2/2

Surprise round limits distance to 50 feet

Larisa Doe |

As the party approaches the gate Larisa casts a quick spell, drawing on Erastil for guidance. Cast Divine Favour, +1Attack and Damage, 1min. 4/5 1st level slots left.
She gives Raff a curt nod of her head. "Got all the reach I need right here." She says, taping her crossbow as she brings it up to her shoulder, training it on the gates. As they open she fires on the one of the guards.
Init: 1d20 + 5 ⇒ (9) + 5 = 14
Attack: 1d20 + 8 ⇒ (18) + 8 = 26
Damage: 1d10 + 6 ⇒ (2) + 6 = 8

wehrpig |

Init: Larisa, Raff, Seres, lizardmen/willo-o-wisp/lizards, Ezekial, Veronica, Connor
Surprise Round
Larisa fires on one of the lizard man sentries through the gate and drives a bolt through his shoulder.
Ezekial steps to the other guard and saps him into unconsciousness.
The rest of you charge forward on your horses towards the compound. The swampy water is impairing how fast your horses can move (the difficult terrain halves movement.)
Larisa, Raff and Seres may take their first round actions.
Init: 1d20 ⇒ 9

wehrpig |

Init: Larisa, Raff, Seres, lizardmen/willo-o-wisp/lizards, Ezekial, Veronica, Connor
Round 1
Seres rides forward and then begins casting a sleep spell. Raff advances to the gate and dismounts.
The wounded lizardman sentry screams the alarm and moves to attack Ezekial, but the rogue deflects his spear.
The will-o'-wisp suddenly blinks out and disappears.
Larisa, Ezekial, Vronica and Connor may take their first round action. Larisa, Raff and Seres may take their second round action.
Attack: 1d20 + 2 ⇒ (13) + 2 = 15
damage: 1d8 + 2 ⇒ (3) + 2 = 5

Veronica Ferra |

Veronica advances and then dismounts from her horse.
Horse moves, then I use my move action to dismount (I can't hit the DC to fast dismount).
She fires an arrow at the lizardman at the gate.
Longbow attack, point-blank, blessed, into melee: 1d20 + 5 + 1 + 1 - 4 ⇒ (5) + 5 + 1 + 1 - 4 = 8
... with the usual predictable results.

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Sap in hand, Ezekiel defends himself trying to do nonlethal damage while drawing his enchanted rapier in case he needs to fight the wisp.
Sap: 1d20 + 10 ⇒ (20) + 10 = 301d6 + 1 ⇒ (6) + 1 = 7
confirm: 1d20 + 10 ⇒ (20) + 10 = 301d6 + 1 ⇒ (1) + 1 = 2

Connor Lake |
- Challenge (+2/+6): 2/2
- Animal Aspect: 2/2

I'm a little bit confused on the placement of folks ... I'm assuming the DM didn't move us for the half speed surprise round (25 feet on horse only). So Round 1 first move action gets me to the gate (still on horseback and half speed, so another 25 feet ... I'll use my second move action to move the horse through the gate and toward the boy to line up a charge for next round. Trying to figure out how, not leaving my horse, I'm moving through dismounted Raff on my second movement action to get there? Did I miss a movement round somewhere? If so, I'd be attacking the lizards this round

Larisa Doe |

Larisa spurs her horse forward towards the gates, dismounting as she reaches it.

Veronica Ferra |

Partly crouched, Veronica makes a quick chant to hopefully ward off the wisp if it should reappear, and then draws her morningstar and moves to assist Ezekial.
Casting magic circle vs. evil and moving into a flanking position. Zeke is in range of my magic circle.

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Hold! Ezekial calls out. We have not killed any of your people, yet. We have come for the boy. Give him to us and we will help you get rid of that whisp.
Diplomacy Assist: 1d20 + 2 ⇒ (11) + 2 = 13

Seres Feyblood |

"Yes, yes... we do not wish to fight -- we will bargain, but that boy comes with us. Oh, and the evil wisp must be destroyed." Seres tries (and fails) to sound reasonable.
Diplomacy Aid Other: 1d20 + 4 ⇒ (5) + 4 = 9

Connor Lake |
- Challenge (+2/+6): 2/2
- Animal Aspect: 2/2

"What languages do these folk speak?"
Connor twirls Cinder in a circle as she paws excitedly at the ground, snorting.
He thrusts his lance toward the boy, "Let him go. Immediately and we can call this a misunderstanding."
Diplomacy: 1d20 + 11 + 2 ⇒ (1) + 11 + 2 = 14
Ugh, Connor is in an irritable mood apparently ... we may be carving our way through this one ... although, honestly Diplomacy isn't a standard action in combat kinda thing

wehrpig |

Init: Larisa, Raff, Seres, lizardmen/willo-o-wisp/lizards, Ezekial, Veronica, Connor
Round 3
Seres, there was no target for your spell - Ezekial had already sapped the second sentry.
The lizardmen do not pause when Ezekial, Connor and Seres attempt to reason with them - they lower their spears and advance. Three make it up to Connor but he easily deflects their attacks.
With a flash of green light, the will-o-wisp appears next to Veronica as a floating lizardman skull. A voice dripping in malice echoes in your head. "Surrender your souls to Shub-Niggurath and your lives will be spared."
The door to the main mud hut slams open and a large, armored lizardman wielding a trident steps out. He is flanked by two blood red alligators and more soldiers. The lizardman bellows a challenge to you.
Everyone is up.
target: 1d3 ⇒ 3; 1=C, 2=E, 3=V
Attack: 1d20 + 2 ⇒ (13) + 2 = 15
Damage: 1d8 + 1 ⇒ (5) + 1 = 6
Attack: 1d20 + 2 ⇒ (9) + 2 = 11
Damage: 1d8 + 1 ⇒ (2) + 1 = 3
Attack: 1d20 + 2 ⇒ (8) + 2 = 10
Damage: 1d8 + 1 ⇒ (6) + 1 = 7

Larisa Doe |

Round 2
Larisa imbues her weapon with deadly energy vs Humaniod Reptilians, holding off on attacking to see how the diplomacy plays out as she reloads.
Round 3
Rounds of Bane 3/5
Hearing the large lizardman roar his challenge Larisa brings her weapon to her shoulder, taking a moment to focus on the towering figure before firing. "You will dine on nothing." She whispers as the bolt flies away.
Attack: 1d20 + 12 ⇒ (14) + 12 = 26
Damage: 1d10 + 10 + 2d6 ⇒ (4) + 10 + (2, 5) = 21

Connor Lake |
- Challenge (+2/+6): 2/2
- Animal Aspect: 2/2

So glad I tried diplomacy and got pinned in ... awesome.
Connor ignores the mob and circles Cinder to the southwest, drawing 3 AoOs from the lizardfolk in front of him.
Note Connor no longer has to make Ride checks to control Cinder in battle. DC10 with a Ride modifier of +10

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The leader calls for our deaths. Ezekial says sadly. Its gonna be a fight. With that warning he steps back 5' feet, pulls a potion of
Shield of Faith and drinks it then calls out to the whips We fight for you great one. Enjoy the fear of our enemies as they die.
I think I need close to a nat 20 to hit the whisp. Since its not attacking yet, not gonna provoke it.

Veronica Ferra |

Veronica looks oddly at Zeke, then lashes out at the skull-shaped terror wisp with her morningstar.
Morningstar attack, bless: 1d20 + 5 + 1 ⇒ (17) + 5 + 1 = 23
Wiff

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Was hoping you would follow my lead Veronica. Its possible that the whisp would be happy to sit the combat out and watch and enjoy while we contest with the lizard men. It could have attacked you but instead chose to talk...

Seres Feyblood |

"We do not fear you, evil spirit. Prepare to meet your demon god in whatever abyss spawned it!" Seres pulls his wand as he rides to the gates. He casts a spell, causing the ground around the central hut to erupt in entangling vines.
Entangle... 40 ft radius spread., Reflex DC 14.

wehrpig |

Init: Larisa, Raff, Seres, lizardmen/willo-o-wisp/lizards, Ezekial, Veronica, Connor
Round 4
Ezekial steps back and drinks a potion.
Veronica attacks the floating lizard skull, but the will-o'-wisp nimbly floats around her morningstar.
Connor pulls away from the lizard man soldiers - drawing ineffective attacks as he wheels around the southern fort perimeter.
Larisa fires across the battle field and through the traffic of numerous combatants. Her bolt hits the lizard king and drives through his shoulder - he cries in pain and points his trident at the inquisitor.
Seres rides into the encampment and casts a spell - the roots beneath the swamp mud rise up and begin entangling the lizard king and his minions. Two lizard men soldiers and two of the lizards become entangled.
One of the lizard men soldiers with the king lizard moves up to Cinder and drives his spear into Cinder's flank (4 hp damage). The king and several soldiers move to surround Connor.
One lizard man moves out to attack Raff, but misses. Another moves to engage Seres.
Two lizardmen move to attack Veronica - but her armor deflects the attacks. A bolt of electricity shoots down from the floating lizard skull and burns Veronica (6 hp damage).
You know that the reddish crocodiles are a variant called blood caimans. The chained lizards near the boy are a local variant of a monitor lizard known as Narlmarch muggers.
Everyone is up.
AoO: 1d20 + 2 ⇒ (5) + 2 = 7
damage: 1d8 + 1 ⇒ (7) + 1 = 8
AoO: 1d20 + 2 ⇒ (1) + 2 = 3
damage: 1d8 + 1 ⇒ (8) + 1 = 9
AoO: 1d20 + 2 ⇒ (2) + 2 = 4
damage: 1d8 + 1 ⇒ (6) + 1 = 7
reflex: 1d20 ⇒ 1; top to bottom
reflex: 1d20 ⇒ 13
reflex: 1d20 ⇒ 15
reflex: 1d20 + 3 ⇒ (12) + 3 = 15; Vesket
reflex: 1d20 + 4 ⇒ (13) + 4 = 17; BC
reflex: 1d20 + 4 ⇒ (8) + 4 = 12
reflex: 1d20 + 3 ⇒ (9) + 3 = 12; Vesket
reflex: 1d20 + 4 ⇒ (8) + 4 = 12; ML
reflex: 1d20 + 4 ⇒ (19) + 4 = 23
[spoiler=dice]
Attack: 1d20 + 2 ⇒ (20) + 2 = 22; Connor
damage: 1d8 + 1 ⇒ (3) + 1 = 4
Attack: 1d20 + 2 ⇒ (10) + 2 = 12; Raff
damage: 1d8 + 1 ⇒ (4) + 1 = 5
Attack: 1d20 + 2 ⇒ (8) + 2 = 10; Veronica
damage: 1d8 + 1 ⇒ (4) + 1 = 5
Attack: 1d20 + 2 ⇒ (8) + 2 = 10; Veronica
damage: 1d8 + 1 ⇒ (1) + 1 = 2
Attack: 1d20 + 18 ⇒ (6) + 18 = 24; Veronica
damage: 2d8 + 2 ⇒ (2, 2) + 2 = 6
Crit: 1d20 + 2 ⇒ (11) + 2 = 13; Connor
damage: 1d8 + 1 ⇒ (3) + 1 = 4

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Dropping his sap Ezekiel moves and tumbles as he draws his masterwork kukri and attacks while flanking with Veronica. Movement so as not to provoke from the whisp
Acrobatics: 1d20 + 18 ⇒ (8) + 18 = 26
Kukri: 1d20 + 11 + 2 ⇒ (6) + 11 + 2 = 191d4 + 5 + 3d8 ⇒ (2) + 5 + (4, 2, 8) = 21

Raff Reavstew |

Raff snaps himself out of the unexpected stupor. Must have mixed one of those with some off ingredients. Before slashing at the nearest lizard man with his falchion and twisting to the side of his horse for a bite.
Falchion: 1d20 + 10 ⇒ (8) + 10 = 18
Damage: 2d4 + 10 ⇒ (1, 2) + 10 = 13
Bite: 1d20 + 4 ⇒ (16) + 4 = 20
Damage: 1d4 + 9 ⇒ (3) + 9 = 12
Directed at the one to the left of him on the map.

Larisa Doe |

Round 4
Rounds of bane 3/5
As the lizard king moves out of sight Larisa curses and dismisses the baneful energy from her weapon as she reloads. Thinking quickly she fires on the lizardman to the left of Veronica.
Attack: 1d20 + 8 ⇒ (10) + 8 = 18
Damage: 1d10 + 8 ⇒ (7) + 8 = 15

Veronica Ferra |

Veronica continues to flail with her morningstar, quickly coming to realize that she will never be able to hit this damn thing.
Morningstar attack, blessed: 1d20 + 6 ⇒ (11) + 6 = 17