| Zelera |
| Niadroub Kliip |
"Leember," Niadroub Kliip mumbles. Then he mumbles something arcane that can't really be described as words, and a flaming sphere appears on the blue bodyguard closest to the entrance of the hut. After he does so, the arcanist takes a single step back and is suddenly behind Recknar and Richard.
Flaming sphere damage: 3d6 ⇒ (1, 5, 6) = 12 <--DC 15 Reflex to negate
Spending one arcane reservoir point to use the dimensional slide ability. For some reason, I'm imagining a "Woop woop, nyuk nyuk!" noise when I have NK do this.
| Richard Harmon |
The ogrekin lumbers forward... when the mage makes fire the negotiations are definitely over... he thrusts the point of his dueling blade at the nearby lizardfolks neck.
Aldori Dueling Sword Vs Green: 1d20 + 11 ⇒ (20) + 11 = 31
Confirmation Roll: 1d20 + 11 ⇒ (13) + 11 = 24
Damage: 2d8 + 8 ⇒ (4, 3) + 8 = 15
| Colwyn the Toad |
Colwyn slinks out from behind the low mud hut, and he quickly aims an arrow for the belligerent chieftain.
MWK Shortbow vs Chief, Point Blank: 1d20 + 7 + 1 ⇒ (19) + 7 + 1 = 27
Damage w/ Sneak Attack: 4d6 + 1 ⇒ (2, 2, 4, 5) + 1 = 14
| Xantria Aldori |
"So much for diplomacy," Xan muttered, having stuck near Richard and letting him do the talking until now.
With the fight underway, Xan moved to engage the same lizardfolk that Richard was hacking at.
Attack: 1d20 + 13 ⇒ (13) + 13 = 26
Damage: 1d8 + 5 ⇒ (2) + 5 = 7
If it wasn't clear, she's attacking Green.
| Reknar Heldergast |
Reknar steps forward, drawing his weapon - "Stay close" - he adds to the Arcanist, then turns to the others - "Let's show them we know how to finish a fight boys and girls, even if we weren't the ones starting it!" - he roars.
Starting Inspire Courage (Bonus: +1/+1). Reach weapon ready for AoOs (+9hit/+15dam) if they present themselves.
| GM_DBH |
Reflex: 1d20 ⇒ 8
Niadroub cooks Blue and appears somewhere else with a strange laugh.
Richard cuts down Green
Xantria wounds Purple as he advances on her.
Green already being dead.
The chief hisses in rage as an arrow buries itself deeply in his side.
Setting one of his pets on Colwyn he dashes forward to slaughter the stinking warmbloods.
Purple vs Xantria: 1d20 + 4 ⇒ (13) + 4 = 17
His heavy morningstar missing by an inch.
Chief vs Xantria: 1d20 + 12 ⇒ (1) + 12 = 13 :(
The floating skull titters in amusement when you cast your spell. "A clever one! How nice, it's so delicious when they break."
He snaps at you again. bite: 1d20 + 18 ⇒ (8) + 18 = 26
Mirror images Zelera is 4: 1d4 ⇒ 3
Its attack causes an image to wink out.
The party may now act
| Zelera |
Chanel + vs undead: 3d6 ⇒ (6, 6, 6) = 18
Not sure if it is undead but I'm wagering that it is.
| Reknar Heldergast |
Reknar stands his ground, and launches an overhead chop at the one in front of him - "Get ready! Here they come!" - he growls.
Bardiche on Red: 1d20 + 9 ⇒ (8) + 9 = 17
Damage if it hits: 1d10 + 15 ⇒ (5) + 15 = 20
Keeping up Inspire Courage.
| Niadroub Kliip |
Niadroub Kliip moves his flaming sphere to burn the red lizardfolk that Reknar just swung at. (Unless it's already dead, in which case he'll move it to the orange caiman.)
Flaming sphere damage: 3d6 ⇒ (4, 3, 3) = 10 <--DC 15 Reflex to negate
"Coolween, rooon!" he calls out to Colwyn as he sees one of the caimans head in his direction. He casts grease on the other orange caiman.
Grease DC is 14 reflex or fall.
flaming sphere duration: 4/5 rounds
| Richard Harmon |
Watching Reknar strike with his bardiche Richard moves around Xantria to help put down the potent Lizardfolk. Though his strike does not go too deep it draws blood non the less.
Aldori Dueling Sword Vs Red. Chieftain?: 1d20 + 11 + 1 ⇒ (18) + 11 + 1 = 30
Damage: 1d8 + 4 + 1 ⇒ (1) + 4 + 1 = 6
| Colwyn the Toad |
Colwyn had hoped to go unnoticed by the toothy beasts. He does not want to add a scar on his other leg to match the one from Old Crackjaw, so he takes no risks. He focuses every nerve and muscle on escaping from the caiman, circling around the mud hut, and rejoining his companions.
Full-round action to Withdraw.
| GM_DBH |
attack Xantria: 1d20 + 13 ⇒ (4) + 13 = 17
Damage: 1d8 + 5 ⇒ (7) + 5 = 12
Xantria cuts down Purple easily.
Ref save Red: 1d20 + 3 ⇒ (17) + 3 = 20
The Chief avoids the flaming sphere.
Reknar misses.
Richard hits hard on Red.
ref Orange: 1d20 + 4 ⇒ (15) + 4 = 19
Orange slithers out of the grease and snaps at Xantria
bite: 1d20 + 5 ⇒ (18) + 5 = 23
Damage: 1d8 + 4 ⇒ (4) + 4 = 8
Grab: 1d20 + 11 ⇒ (18) + 11 = 29
It latches hard onto Xantria's leg and she hisses in pain.
Yellow scurries after Colwyn, who is doing his best Bold Sir Robin.
Red shrieks like a boiling kettle and tries to gut Richard
Trident: 1d20 + 12 ⇒ (17) + 12 = 29
damage: 2d6 + 10 ⇒ (2, 1) + 10 = 13
The floating skulls laughs mockingly at your channel. It has no effect on it. "What delightful guests you and your friends are. Bringing me so much delicious pain and fear today!"
It idly snaps at you again, seemingly happy to prolong the fight.
Touch attack: 1d20 + 18 ⇒ (1) + 18 = 19
Mirror image Zelera is 3: 1d3 ⇒ 2
Another image pops.
The party may now act
| Zelera |
Zelera was getting nervous as the thing was unaffected by positive energy. On the up side that meant it wasn't an undead so she would simply have to change tactics. She stepped back from it once again and cast another prayer to her Master asking that he blot out the sight of the thing trying to kill her. That done she yelled, "I need some help in here!"
I cast blindness/deafness to try blinding this thing, DC 17.
| Richard Harmon |
Richard lets out a very unmanly but deserved cry of pain as he gets savaged by the creature. Richard slides a little closer to Zelera and strikes at a lizardman when she calls for aid.
Aldori Dueling Sword Vs Red: 1d20 + 11 + 1 ⇒ (15) + 11 + 1 = 27
Damage: 1d8 + 4 + 1 ⇒ (6) + 4 + 1 = 11
| Niadroub Kliip |
Eyes moving around wildly, Niadroub Kliip tries something he's never done before. He casts a second flaming sphere so that he is maintaining two at once. One hand stretched out at the first ball of fire to move it onto the lizardfolk chief, his other hands stretches out as a new ball manifests on the yellow caiman chasing Colwyn.
Damage to chief: 3d6 ⇒ (3, 5, 3) = 11 <--DC 15 Reflex to negate
Damage to caiman: 3d6 ⇒ (4, 5, 6) = 15 <--Spending one arcane reservoir point to make this one DC 16 Reflex to negate
Orange sphere duration: 3/5
Yellow sphere duration: 5/5
Question: did I actually need to spend a move action directing the flaming sphere on the chief? He evaded it last round, but they were still in the same square.
| Colwyn the Toad |
Colwyn finds caimans and great balls of fire on either side of him. Hearing Zelera's call for help gives him a third option that he, naively, hopes will be far safer than teeth and scales. How much trouble could it be to free the boy? Perhaps the lizards had managed some shackles that needed breaking. Then again, why was her voice so distressed?
Rather than being caught unprepared, he drops his bow and draws his sword as he marches into the mud hut.
Move action to enter the hut with Zelera, drawing my rapier as a free action as part of the move.
I will hold my standard action until I see what is inside the hut.
| GM_DBH |
Ok. I was halfway through this big update when I lost the page. I'm not doing all that again. Here is what happened.
No move action for the Sphere on Red Niadroub.
Niadroub burns Red and misses Yellow.
Xantria & Reknar chop Orange up.
Richard cuts Red again.
Yellow scuttles up and grabs Niadroub in his jaws. :)
9 points damage Niadroub, and you're grabbed.
Teal runs up and swings at Xantria.
attack: 1d20 + 2 ⇒ (9) + 2 = 11 Missing pathetically!
Red keeps trying to murder Richard
attack: 1d20 + 12 ⇒ (16) + 12 = 28
damage: 2d6 + 10 ⇒ (3, 2) + 10 = 15
Zelera your spell flickers out with no effect as it reaches the skull.
Colwyn. You see a brightly glowing skull floating in the air mocking Zelera.
"Oh my! Aren't you a tasty one." It greets Colwyn with a delighted titter.
Touch attack on Zelera: 1d20 + 18 ⇒ (13) + 18 = 31
Mirror image 2=Zelera: 1d2 ⇒ 2
damage Electric: 2d8 + 2 ⇒ (6, 4) + 2 = 12
"There you are!" It says in triumph as it finally manages to bite you.
Colwyn you can't tell what this is?
The party may now act.
| Reknar Heldergast |
Hmmm, I didn't actually act last round GM_DBH.
Also, it seems I have changed places, but I would definitely not make that move, since one of my roles is making sure nothing gets to Niadroub, either by using reach and AoOs, or by standing in the way.
How should we take it from here?
| Zelera |
As a note I would be triggering Adoration since this is the first successful attack for the round. It is supernatural as opposed to spell like if that makes a difference in whether it works or not. It would be a will save DC16, failure negates the attack as it's won't want to hurt my beautiful self. Action for the round will depend on whether this works or not. I have amended the Adoration order of priority to add natural/spell attack into the list in my profile.
| GM_DBH |
@Reknar. As Xantria had been grabbed you stepped over to help her. You then finished off her Caiman. Attack roll and a nice damage roll. Both lost when I lost the page, so I just stated what had happened. Sadly Colwyn kept the Bold Sir Robin thing going and the other Caiman came around the hut and grabbed Niadroub. If you had stayed where you were you still wouldn't have done enough damage to stop the Yellow Caiman biting and grabbing Niadroub. We'll stay with how I botted you.
@Zelera. will save: 1d20 + 11 ⇒ (6) + 11 = 17 You still get bit. Once this thing is identified you will find it much easier to deal with, until then you and Colwyn are just swinging in the dark. :)
| Reknar Heldergast |
Ok, let us roll with that then ;)
Reknar steps back, and swings hard at the lizard grabbing Niadroub - "Drop him!" - he roars.
Bardiche on Yellow: 1d20 + 9 ⇒ (17) + 9 = 26
Damage if it hits: 1d10 + 15 ⇒ (4) + 15 = 19
Keeping Inspire Courage up - spent 3/9 rounds.
"Xan and Richard, stop dancing around, flank that bastard and finish him! I'll be there in a moment!" - he adds at his companions - "Where the hell are you Zelera?! Get out here! We need your healing!"
Zelera had used healing before, right? :D
| Richard Harmon |
Richard continues circling around the lizardman. "I'm not exactly having a good time. Sometimes I wish we engaged in a little more covert action and less diplomacy... but usually only after the diplomacy has gone bad!" Another quick thrust to drive his point home.
Aldori Dueling Sword: 1d20 + 11 + 1 + 2 ⇒ (6) + 11 + 1 + 2 = 20
Damage: 1d8 + 4 + 1 ⇒ (3) + 4 + 1 = 8
| Zelera |
Zelera cried out in pain as the thing successfully found her with it's jaws and took a large bite out of her. The pain was excruciating but she pushed through it anyway as she heard it yelled that her companions outside needed her. She wasn't sure if she could get there without giving the thing a chance to strike her but she had to try. "Colwyn, you're on your own in here."
With that Zelera slipped out of the tent and looked to see who was in need of healing then sent a pulse of energy out like flickering lantern light to heal her allies ignoring as many of the injured lizardmen as she could for now. "Colwyn needs help in there, floating skull thingy!"
selective channel: 3d6 ⇒ (1, 4, 4) = 9
Try to avoid any AoOs if I can.
| Niadroub Kliip |
Niadroub Kliip's swamp accent somehow comes through as he screams in pain. He wills his latest flaming sphere towards the caiman clamped onto his leg as his first sphere continues to hover around the chieftain.
Damage to chief: 3d6 ⇒ (2, 6, 1) = 9 <--DC 15 Reflex to negate
Damage to caiman: 3d6 ⇒ (2, 4, 4) = 10 <--This should actually be one higher than I originally said due to an exploit I have. So DC 17 Reflex to negate
The damage from the caiman's teeth negated for now thanks to Zelera's healing, Niadroub Kliip draws his mace and tries to clock the caiman across its head.
Attack: 1d20 + 2 ⇒ (11) + 2 = 13
Damage: 1d8 ⇒ 6
Orange sphere duration: 2/5
Yellow sphere duration: 4/5
| Colwyn the Toad |
Colwyn's eyes widen and he grimaces when confronted by the macabre sight before him. The growling curse on his tongue is pushed past his lips once he sees Zelera flee and leave him in the hut, alone with the bizarre foe. He tightens his grip upon his rapier, but thinks better of lunging wildly forward.
He pulls a flask from his belt and downs the potion, deciding to wait for either reinforcements or for an opportune moment to strike.
Move action to retrieve Potion of Vanish, standard action to drink it, 5 foot step away. Invisible for 1 round.
| GM_DBH |
Ref save Red: 1d20 + 3 ⇒ (12) + 3 = 15
Ref save Yellow: 1d20 + 4 ⇒ (16) + 4 = 20
Xantria swings at Red, reasoning he is the most dangerous.
attack: 1d20 + 13 ⇒ (9) + 13 = 22
damage: 1d8 + 5 ⇒ (4) + 5 = 9
Teal swings at Xantria
attack: 1d20 + 2 ⇒ (7) + 2 = 9 Pffft!
Red still fights desperately.
attack on Richard: 1d20 + 12 ⇒ (6) + 12 = 18
But misses.
Reknar & Niadroub finish Yellow.
The glowing skull titter in amusement when you vanish. It returns the favor and vanishes.
The party may now act.
| Richard Harmon |
"If you could do that again I'd appreciate it Zelera." Richard calls out before trying his luck against the lizardman again.
Aldori Dueling Sword Vs Red: 1d20 + 11 + 1 + 2 ⇒ (5) + 11 + 1 + 2 = 19
Damage: 1d8 + 4 + 1 ⇒ (2) + 4 + 1 = 7
| Niadroub Kliip |
Hoping that the teal underling isn't as quick as its chief, Niadroub Kliip moves his second flaming sphere to it as the sphere on the chief starts to fizzle out.
Damage to chief: 3d6 ⇒ (6, 6, 5) = 17 <--DC 15 Reflex to negate
Damage to underling: 3d6 ⇒ (5, 6, 1) = 12 <--DC 17 Reflex to negate
The arcanist picks up his dropped crossbow.
Orange sphere duration: 1/5
Yellow sphere duration: 3/5
| Reknar Heldergast |
"Just stay down" - Reknar growls at his opponent, swinging hard.
Keeping Inspire Courage up - spent 4/9 rounds.
Bardiche on Teal: 1d20 + 9 ⇒ (18) + 9 = 27
Damage if it hits: 1d10 + 15 ⇒ (8) + 15 = 23
1) If Teal was already down from Niadroub's Flmaing sphere, then I shift 5' NE and swing at red
or
2) If Teal dies from my attack now, I shift 5' to the NE anyway
or
3) If he does not die, I shift 5' East only.
| GM_DBH |
Ref save Red: 1d20 + 3 ⇒ (11) + 3 = 14
Wounded again by Richard the chief stumbles and screams in pain as Niadroub's flaming sphere ends his life.
Reknar cuts down Teal with brutal ease.
Waiting on Colwyn's response to whats happening in the hut. The rest of you can find out from Zelera what is happening inside.
| Colwyn the Toad |
Colwyn is quite over his head, but his rising ire leaves no room for fear. He tunes out the sounds beyond the hut and tries to gauge the enemy's location.
Perception: 1d20 + 9 ⇒ (5) + 9 = 14
Confounded by the strange beastie's tricks, Colwyn decides to hatch a trick of his own. He sidles along, with his back to the wall, and draws a vial of poison. In the crucial moments before his potion wears off, he applies a dose to the slender blade of his sword.
An Oopsie on 1-5: 1d100 ⇒ 11
As his own invisibility wears off, he raises his envenomed sword and girds himself, waiting for an attack from an unseen enemy. Colwyn grits his teeth and waits for his friends to enter the hut and provide direly needed assistance.
Move Action to retrieve Blue Whinnis poison, Standard Action to apply it to rapier, then 5 foot step.
| Niadroub Kliip |
Moving his remaining flaming sphere closer to the entrance of the hut, Niadroub Kliip peers past Zelera inside.
I'm assuming Colwyn's vanish potion only lasted one round, while the skull's duration is longer. So we should be able to to see Colwyn and not the skull when our battle outside is done.
Once the arcanist is told or figures out what's going on, he calls in to Colwyn. "Ees eet still een there?"
| GM_DBH |
Reknar's question is quickly answered, a glowing Lizard folk skull appears hovering in mid air in the middle of the village.
"Warriors of the Longtail tribe, your chief has been fouly murdered by these honorless warmbloods! You are damned to a cold death unless you rise now and slay these invaders!"
Will-o-wisp
CE Small aberration (air)
Init +13; Senses darkvision 60 ft.; Perception +17
DEFENSE
AC 26, touch 26, flat-footed 16; (+5 deflection, +9 Dex, +1 dodge, +1 size) hp 40 (9d8)
Fort +3, Ref +12, Will +9
Defensive Abilities natural invisibility; Immune magic
OFFENSE
Speed fly 50 ft. (perfect)
Melee shock +16 touch (2d8 electricity)
Feats Alertness, Blind-Fight, Dodge, Improved Initiative, Weapon Finesse
Skills Acrobatics +21, Bluff +11, Escape Artist +21, Fly +31, Perception +17, Stealth +25
Languages Aklo, Common
SQ feed on fear
SPECIAL ABILITIES
Feed on Fear (Su)
Any time a will-o’-wisp is within 15 feet of a dying creature or creature subject to a fear effect, it gains fast healing 5.
Immunity to Magic (Ex)
Will-o’-wisps are immune to all spells and spell-like abilities that allow spell resistance, except magic missile and maze.
Natural Invisibility (Ex)
Will-o’-wisps have the ability to extinguish their natural glow as a move action, effectively becoming invisible, as per the spell.
ECOLOGY
Environment any swamp
Organization solitary, pair, or string (3–4)
Treasure incidental
Every trapper and bog farmer living near marshes or swamps has his own name for these faintly glowing balls of light—jack o’ the lanterns, corpse candles, walking fires, pine lights, spooklights, rushlights—but all recognize them as dangerous predators and false guides in the darkness.
Evil creatures that feed on the strong psychic emanations of terrified creatures, will-o’-wisps delight in tempting gullible travelers into dangerous situations. In the wild lands where they’re most common, will-o’-wisps favor simple tactics like positioning themselves over cliffs or quicksand where they can easily be mistaken for lanterns (especially if they can set their traps near actual signal lanterns), allowing them to lure unwary travelers into perilous situations. On rare occasions, will-o’-wisps seeking easier pickings will move into a city and take up residence near gallows or follow along invisibly behind an army in order to harvest the fear of the dying men; why the vast majority choose to remain in the swamps where victims are scarce remains a mystery. Will-o’-wisps only use their electric shock ability under extreme duress, preferring to let other creatures or hazards claim their victims while they float nearby and feast.
Will-o’-wisps can glow any color they choose, but are most frequently yellow, white, green, or blue. They can even vary their luminosity to create patterns—many will-o’-wisps are fond of creating vague skull-like shapes in their glow to further terrify their victims. Their actual bodies are barely visible globes of translucent spongy material 1 foot across and weighing 3 pounds, capable of emitting light from every surface. A will-o’-wisp’s light is approximately as bright as a torch, and though they do not seem to use sound to communicate with each other, they hear perfectly and can vibrate their bodies rapidly to simulate speech.
While vilified by most other sentient creatures, will-o’-wisps are actually quite intelligent, if utterly alien in their reasoning. Sometimes organized into groups called “strings,” their society and goals remain complete unknowns to outsiders, as do their origins, though they have sometimes been known to strike bargains with those who can offer them vast quantities of appropriately frightened victims. As will-o’-wisps do not age, and are effectively immortal unless killed by violence, particularly ancient will-o’-wisps can serve as fantastic repositories of knowledge from the ancient past, although convincing one of these cruel creatures to cooperate with an interrogation can be a trick in and of itself.
What are you doing now?
| Zelera |
Zelera pointed toward the hut as the skull thing appeared and started to say the boy was in there when the skull thing spoke. She realized just how bad that was going to go for them and knew a quick reaction was needed. She looked at the leader and hoped that he wasn't completely dead just unconscious. She sent another burst of healing energy out, this time including the nearby lizard folk. She hoped that the chief was alive enough this would save him and that he would realize he was being shown mercy after attacking them.
channel: 3d6 ⇒ (1, 5, 5) = 11
| Colwyn the Toad |
Colwyn remains silent, hoping that the ruckus raised by the damnable skull will be cover enough. He slips out of the hut and skulks along the refuse and detritus lining the village walls, trying to sneak into position to dispatch this macabre menace. Along the way, he scoops up and shoulders his dropped bow.
Stealth, Fast Stealth talent: 1d20 + 11 ⇒ (1) + 11 = 12
Of course, the large man stepping on twigs and carrying a sword dripping with poison, is not hard to miss.
| Niadroub Kliip |
"Eet's coolling the oother leezardfelk!"
Noticing what Colwyn intends, Niadroub Kliip casts vanish on him (5 rounds, Colwyn) before he sends his flaming sphere after the floating skull.
Damage: 3d6 ⇒ (1, 1, 3) = 5 <--DC 17 Reflex to negate
"Xentria, can yoou free the booy?"
| Richard Harmon |
Knowledge Dungeoneering: 1d20 + 5 ⇒ (10) + 5 = 15
The Ogrekin calls out to the others. "Let's get the boy and get out. Taking on the whole tribe will be tough especially on their home territory."
| Reknar Heldergast |
"The hell is that?!" - Reknar grunts.
Knowledge (Dungeoneering): 1d20 + 9 ⇒ (13) + 9 = 22
The Ogrekin calls out to the others. "Let's get the boy and get out. Taking on the whole tribe will be tough especially on their home territory."
"Sure, but where is he?" - the half-orc adds, looking around ready to strike the first lizard creature that comes close.
Readied Attack.
| Niadroub Kliip |
Niadroub. The skull is floating in the air, your sphere is rolling on the ground. You can't reach it.
According to the spell description, "As part of this movement, it can ascend or jump up to 30 feet to strike a target."
But now that I've read the spoiler, I see that it doesn't matter.
"Emmune to megik? Eh doon't believe eet. Theere's hes to be soometheeng there to heet."
Niadroub Kliip reaches into his handy haversack and pulls out his wand of magic missile.
| Reknar Heldergast |
"I remember seeing one of those things before - resilient bastards, hard to hit... But I think if we hit hard enough they can be brought down!" - Reknar growls - "Richard, Xan, hit it with ranged weapons! Colwyn, try and land him one of your sneaky shots from hiding!" - he adds, keeping his weapon ready.
"And someone grab the boy so we can get out of here!"
Still have a ready attack if someone comes at us.
| Richard Harmon |
Richard switches to his bow and releases an arrow very near the glowing skull but it is quite a small target!
Longbow: 1d20 + 10 ⇒ (2) + 10 = 12
Damage: 1d8 ⇒ 8