
Elektra Stardancer |

No all fine.
Directing the elemental a bit to the right he asks it to pummel the big one.Attack: 1d20 + 10 ⇒ (4) + 10 = 141d6 + 6 ⇒ (5) + 6 = 11
Then she will cast magic missle on the ugly.MM: 5d4 + 5 ⇒ (4, 3, 3, 3, 3) + 5 = 21

Ranger Shalelu |

Shalelu knocks an arrow and draws her bow. She was about to fire at the nearest Deformed Humanoid when Garrath bloodies his Greatsword in a mass of gore. As the first Deformed Humanoid falls, the Elf Ranger changes target. But her arrow shot miss as the archer was unable to get clear aim.
mwk composite longbow w/deadly aim 1: 1d20 + 9 ⇒ (4) + 9 = 131d8 + 4 ⇒ (3) + 4 = 7
mwk composite longbow w/deadly aim 2: 1d20 + 4 ⇒ (7) + 4 = 111d8 + 4 ⇒ (5) + 4 = 9
Flynn's actions will complete the Round.

Flynn Elric |

Now flanking Flynn's assault get's deadlier
attack: 1d20 + 9 ⇒ (1) + 9 = 10
damage: 1d6 + 6 ⇒ (3) + 6 = 9
precise strike: 1d6 ⇒ 3

GM Mazra |

Round Two
Garrath cleaves off the ugly part of the first creature's deformed head. Its normal side grimaces in pain, as it falls over dead.
Shalelu changes target to the second Deformed Humanoid. She misses with both shots.
The second one continues to work on the Cleric of Sarenrae. Hooping and hollering the Deformed Humanoid hisses as Stone falls unconscious. The creature just missed a fatal strike against the Cleric.
Stones slumps down onto Shadowmist.
Elektra's Earth Elemental fails to pummel the second Mr. Ugly. But the Elf Wizard's Magic Missile doesn't fail.
Flynn trips on a rut in the road. He does not fall, but was unable to get a blow against the Deformed Humanoid.
Since the first Deformed Humanoid fell, Brandark turns his attention to the second one. He was uable to get a clean attack against the other Mr. Ugly.
Brandark may not have dropped his lance, seeing the first Deformed Humanoid fall. But since he rolled a "1" on his first attack, it is likely any attack against the second one would have missed.
The Firepelt continues to move toward the barn.
Garrath 19(AC18 48/77)
Shalelu 18 (AC17 53/53)
Deformed Humanoids 18 (AC20 D,-40/?)
Stone 17 (AC22 26/51)
Elektra 15 (AC13 39/39)
Flynn 10 (AC19 43/43)
Abacus 10 (AC25 60/61)
Brandark 10 (AC21 55/55)
Firepelt (AC? ?/?)
Round Three

Garrath Tricks the Giants |

Garrath rushes around Flynn to the backside of the grotesque creature and hacks down with his greatsword.
attack: 1d20 + 7 + 5 + 1 + 3 + 2 + 2 + 2 - 2 ⇒ (11) + 7 + 5 + 1 + 3 + 2 + 2 + 2 - 2 = 31BAB+Str+Giant Slayer+Enchantment+Reckless abandon+Furious Focus+Flanking-Power Attack
damage: 2d6 + 3 + 7 + 6 ⇒ (1, 2) + 3 + 7 + 6 = 19Enchantment+str+power attack

Brandark Plainswalker |

The lance had to be dropped in order for me to attack at 5'
Brandark slips off abacus
dismount: 1d20 + 11 ⇒ (12) + 11 = 23
Grabs his lance, and then remounts back up.
fast mount: 1d20 + 11 ⇒ (10) + 11 = 21
Once he is back on, he guides abacus past the fallen creature and the party, and rides to the south to line up on the last creature.

Ranger Shalelu |

After Garrath's strike, Shalelu takes a step, then a deep breath and launches two arrows. Both arrows stick into the hideous mass of flesh. One sticks in the creature's throat. The Deformed Humanoid drops its wicked hook, grabbing the arrow at its throat. Its eyes rolls to the back of its head. The second Mr. Ugly swoons over and tumbles backwards to the ground. It doesn't live much longer.
mwk composite longbow w/deadly aim 1: 1d20 + 9 ⇒ (14) + 9 = 231d8 + 4 ⇒ (8) + 4 = 12
mwk composite longbow w/deadly aim 2: 1d20 + 4 ⇒ (19) + 4 = 231d8 + 4 ⇒ (6) + 4 = 10
mwk composite longbow w/deadly aim 2 confirm crit: 1d20 + 4 ⇒ (12) + 4 = 161d8 + 4 ⇒ (3) + 4 = 7
Victory!
Shadowmist moves back and away, a motionless Stone on its back.
Next?

Flynn Elric |

Stone? He doesn't look to good. Let me see what i can do Flynn walks over to the motionless Stone, laying a Palm on the Cleric. His hand glowing gold.
Flynn cast Cure moderate wounds
CMW: 2d8 + 7 ⇒ (2, 5) + 7 = 14

GM Mazra |

Stone becomes conscious after Flynn's healing.
Stone has 9 HPs.
Elektra will note that each Deformed Humanoid had a potions of cure serious wounds. In addition, each wore leather armor, had a +1 ogre hook, an amulet of natural armor +1, a ring of protection +1, tattered rags and tunic. The armor and clothing stinks from a body odor beyond even the worst guttersnipe in Magnimar. The stench would be pleasing to an Otyugh.

Brandark Plainswalker |

I will update the treasure sheet in a day or so.
Brandark rides up to Stone.
The dawnflower does not call you yet laddie.
He rustles in his gear to grab a potion of healing that he has been carrying, and offers it to stone.

![]() |

No you hold on to it. Thank you.
cure serious: 4d8 + 7 + 11 ⇒ (5, 1, 3, 7) + 7 + 11 = 34burn holy smite
Garrath come over here.Let me take a look at you.
Cure light: 1d8 + 5 + 6 ⇒ (8) + 5 + 6 = 19
burn detect evil
Hp 43/51
How is everyone feeling?

Ranger Shalelu |

Shalelu knocks another arrow, carefully watching the farmhouse and barn for other creatures that may come out and attack. Shalelu glances back at the Deformed Humanoid, "I've seen many things." She shakes her head, "But nothing like these." Each Deformed Humanoid had different abnormalities.
Garrath 19(AC18 67/77)
Shalelu 18 (AC17 53/53)
Deformed Humanoids 18 (AC20 D,D/?)
Stone 17 (AC22 43/51)
Elektra 15 (AC13 39/39)
Flynn 10 (AC19 43/43)
Abacus 10 (AC25 60/61)
Brandark 10 (AC21 55/55)
Firepelt (AC? ?/?)

Flynn Elric |

we're fine, how are you? Flynn turn's to try and figure out what the monsters are
knowledge: 1d20 + 5 ⇒ (7) + 5 = 12
I have dungeoneering, local, planes, and nature. Each has the same +5 modifier. i'll take 10 or 20 if needed

Garrath Tricks the Giants |

Garrath moves towards Stone, taking deep breaths as the rage slides from him. He shrugs, "The hooks were formidable, but not deadly." He lifts an arm up showing the place where the hook took a piece out of him. He claps the cleric on the shoulder, "See, it was nothing."

GM Mazra |

Elektra recalls these things to be the results of an unfortunate union between an ogre and a humanoid, the ogrekin (or half-ogre) is cursed with horrific malformations due to its tragic ancestry. Shunned by both parents, ogrekin tend to form unstable clans of their own, often resorting to inbreeding to sustain the collective.
Next?

Garrath Tricks the Giants |

Garrath shoulders his blade and heads off in the direction the Firepelt was heading, trying to catch up, but keeping a wary eye out for more stealthy uglies.
perception: 1d20 + 12 ⇒ (20) + 12 = 32

GM Mazra |

Garrath will note that the woods around the farmhouse and barn are decorated with several hanging cornhusk-and-leather humanoidshaped fetishes. Garrath examines one these fetishes nearby. It reveals they’re stuffed with what appears to be a mix of dirt and human hair. There are very much like a scarecrow. A tangled field of corn and other diseased plants grows in the eastern section of their land, while to the north slump two sagging buildings: a barn and a farmhouse. Both have had their windows boarded over, and moss and fungus grow heavy on the shaded sides of the decrepit structures. Garrath sees no other activities coming from either the barn or farmhouse. The big cat is interested in the barn.

Garrath Tricks the Giants |

Garrath lays a hand on the big cat's ruff of a neck and scratches, trying to stop the cat from going into the barn. He'll scout around the building, looking at the grounds to see if he can find tracks to give an idea of how many creatures are here and what type.
survival: 1d20 + 12 ⇒ (12) + 12 = 24

Brandark Plainswalker |

Brandark dismounts by the barn, and stows his lance.
So Garrath, do you think the problem is inside there?
He draws his axe, and limbers up as he starts to walk towards the front door.

Garrath Tricks the Giants |

Garrath looks back at his friend, hand still laying on the cat's neck, "Tracks beat a path between the two buildings, probably more like what we fought, and some dogs. He pats the big cat on the shoulder, "Our friend here seems to think the barn is of note."

More Villains |

Flynn will opens the barn door. He will see that the barn houses several mounds of molding hay, grain stores, and even a large but crude still. Two catwalks rise up along the walls, leading to doors near the ceiling in the east wall. Lower, a pair of massive doors, boarded over with thick timbers, allows ground access to the room beyond. Several dingy kennels are built into the walls under the catwalks. There are four Ogrekin in the room. Each has its own unique deformities.
Two are hulking brutes, one with a vestigial arm growing from his left elbow, and a no-necked and dented head. The other has a hideously deformed head that almost looks like a pumpkin. Another is a big, handsome boy taller than the others. His eyes are huge and milky white, and his skin pale as the full moon. And finally, there is the shortest one, standing barely more than 5 feet tall, with crooked stumpy legs and constantly twitching skin. Two are on the ground floor. The other two are on the catwalks, one on each side.
Garrath's Initiative: 1d20 + 9 ⇒ (5) + 9 = 14
Elektra's Initiative: 1d20 + 7 ⇒ (1) + 7 = 8
Flynn's Initiative: 1d20 + 6 ⇒ (7) + 6 = 13
Stone's Initiative: 1d20 + 4 ⇒ (17) + 4 = 21
Brandark's Initiative: 1d20 + 2 ⇒ (8) + 2 = 10
Shalelu's Initiative: 1d20 + 3 ⇒ (13) + 3 = 16
Ogrekin's Initiative: 1d20 + 2 ⇒ (8) + 2 = 10
Moving things along. You can start, either mounted or off your horse. Flynn is the only one on the map. There is one more spot next to Flynn; otherwise you will start behind. First to claim the spot to Flynn's right takes it.
The Ogrekin appear to be waiting for you.
Round One

Flynn Elric |

Flynn get off the horse and draws his bow aiming at the Ogrekin, This doesn't have to end in violence, if this goes to a fight you won't win. We are willing to talk this through
Flynn readies his action to attack if any of the Ogrekin act aggressively in any way. If Electra would have told us they were Ogrekin Flynn speaks to them in Giant.
Diplomacy to try and talk thing's down: 1d20 + 12 ⇒ (11) + 12 = 23

Garrath Tricks the Giants |

Garrath stands just out of the opening of the doorway, and waits for any of the ogrekin to come through the door, out of the way of any missiles they may throw.
ready attack for any Ogrekin that gets close: 1d20 + 11 ⇒ (2) + 11 = 13
damage: 2d6 + 11 ⇒ (5, 3) + 11 = 19
not sure if a readied attack without movement etc would be a full attack. I can't find anything that says yes or no on it
2nd attack for readied action: 1d20 + 9 ⇒ (3) + 9 = 12
damage: 2d6 + 11 ⇒ (1, 3) + 11 = 15

Flynn Elric |

We've been attacked by other's that look similar to you, Flynn explains
Sense Motive: 1d20 + 10 ⇒ (17) + 10 = 27

Brandark Plainswalker |

Brandark walks back, and mounts up.
He then looks and waits for any problems.

![]() |

Stone will stand behind Flynn crossbow in hand. He will whisper in Flynn's ear Do you think tell them that we probably killed there brothers is going to make them not want to kill us.

![]() |

Whispering to Flynn Draw them to the door then we can have Garrath and Brandark fight them two at a time while we pepper them with range attacks.With that Stone will step back to Garrath Be ready

Garrath Tricks the Giants |

I figured, but thought I'd put the 2nd attack in there if needed, rather than wait for another day/post

Brandark Plainswalker |

Steady Abacus, we may have to go step on some more things.
Brandark sits back at a ways, and gets ready to come riding in.

Flynn Elric |

Calm yourselves, they aren't lying...Tell me who are you? what are your names? Flynn states to his companions. turning to the the new people

Flynn Elric |

There have been some problems in the region fella's, that's why we are here just doing some investigating. one more test, stand still
Flynn uses his at will detect evil ability