
Brandark Plainswalker |

Is there anything that you can let us know of the hook and what we might expect other than the Kriegs ?
Brandark still balances foot to foot, in an attempt to remain calm in this place as his nerves are still frayed.

Something Terrible |

Myrianna looks at Brandark, "It is at the highest peak along the hook. That is all I know. Go. Go quickly! Bring back something of Lamatar, a lock of hair, a part of a finger. Go."
The party makes their leave. They know that Commander Bayden is likely dead back at the lair of the Kreegs, and that the Kreegs had raided this far south. From Yap you will know that they brutally murdered his mistress, literally tearing her apart limb from limb. Through her distress Myrianna rose as a hideous spirit. But since the party was willing to do as she ask, her anger was quelled.
The party returns to the reed canoe. For some, the uneasy feeling of Whitewillow remains.
Yap leads the party back to their horses. Their the pixie takes his leave to return back to his mistress, or at least to be nearer to her. "Please help my Mistress by bringing back something from her human lover." He departs.
The uneasy feeling for many subsides.
The party pushes hard the rest of the evening to arrive back at Bitter Hollow by nightfall.
Does the party stay another night at the Gator's Nest?

Flynn Elric |

Not sure about any of you but id like to get out of here as soon as possible. Place gives me the creeps

GM Mazra |

The party spends one more night at Bitter Hollow.
Day Eighty
The party heads back to Fort Rannick. By mid-afternoon the party arrives in a driving rainstorm.
The party will inform Jakardros and the others what you have discovered.
The fires are warm and comforting within the fort. Fresh game is roasting over the pits. A tun of beer was opened for the party and those now guarding the fort. The beer is mostly flat but still palatable.
Do you head out for the highest peak in the hook the next morning?

Jakardros |

Jakardros, in addition to having several fur cloaks, can provide the party with a general route to the top of the Hook. Horses will have a difficulty with the extremely steep incline to the top of the Hook.
The furs will give the wearer a +2 Fort bonus to resist cold. They will provide regular protection through typical cold temperatures.

Brandark Plainswalker |

Accepting the furs, Brandark trys them on, end ends up looking like a small furry boulder that moves.
Not sure how these will work, but Jakardos, keep care of the horses will you.
That night, while Brandark repacks his gear, he whispers some prayers to Sarenrae, and tries to get some rest.

Flynn Elric |

Flynn accepts and Dons a hood, sarcastically saying Oh this should be fun, I love the cold.

GM Mazra |

Moving on!
Day Eighty-One
The party begins the journey up the ridge to the highest point on the Hook. It is arduous and steep. By late afternoon the party reaches within a half-mile of the 10,000 foot high peak known as Hook Mountain.
Constant flurries of wind-borne snow and frost lash at a gaping hole in the side of Hook Mountain here. Smoke pours forth from the cave entrance, only to be instantly dispersed by the wind.
Two Kreeg fighters stand guard at the mouth of the clanhold, swathed in furs and leathers.
Elektra's Initiative: 1d20 + 7 ⇒ (17) + 7 = 24
Flynn's Initiative: 1d20 + 6 ⇒ (1) + 6 = 7
Stone's Initiative: 1d20 + 4 ⇒ (17) + 4 = 21
Brandark's Initiative: 1d20 + 2 ⇒ (5) + 2 = 7
Severo's Initiative: 1d20 + 2 ⇒ (10) + 2 = 12
Kreeg Ogre's Initiative: 1d20 + 1 ⇒ (20) + 1 = 21
Surprise Round
The party gets a single action to start the encounter. I have set the party up on the new map called The Hook Map. The party is at a place where they would not be immediately discovered by the Kreeg guards. Note each square is 10 feet. Also, there is a thirty foot drop to reach the cave entrance.

Severo Lione |

In order to carry enough endure elements I have to use one of my second level slots. I believe I can do that but I wanted to make sure.
You can skip Sev, we might end up needing one of those second level slots later. Edit: Wow, that's a lot of ground to cover. Does anyone have something that can cover Severo's approach? Otherwise, all he's got is charging in and killing the one Brandark/Flynn don't perforate.

Brandark Plainswalker |

well, it looks like we cannot get to them anyway but straight at them, Shall we
Pulling out his little used Long Bow, lets fly with an Arrow at the one the acid hit.
Bow: 1d20 + 8 + 1 + 1 ⇒ (16) + 8 + 1 + 1 = 26
BAB, DEX, MWK
Damage: 1d8 + 2 ⇒ (6) + 2 = 8

Flynn Elric |

could caster invisibility on sev for his approach if thats what you mean, will post in morning

GM Mazra |

Devora's Initiative: 1d20 + 4 ⇒ (13) + 4 = 17
Surprise Round Start
Elektra hits the first Kreeg with an Acid Arrow
Stone ask to Hold the second Kreeg Ogre. It resists the Cleric's attempt.
Kreeg Ogre 2 Will Save: 1d20 + 5 ⇒ (12) + 5 = 17
Devora casts Invisibility on the Half-Orc Paladin.
Brandark strikes the 1st Kreeg with an arrow from his longbow.
Flynn and Severo still have actions. I assume that Severo will move as quickly as possible to the nearest Ogre. Treat the 30 feet of slope as difficult terrain. Please move your token. If you need assistance, please let me know. Thanks.
Flynn Surprise and Everyone's Round One
I have given Severo some transparency to represent being invisible. I needed to Zoom a couple of time to see the details on the map. It is a massive map.

Flynn Elric |

Damn it again! next time can we discuss our actions before flying off into combat immediately. like maybe approaching from stealth
attack: 1d20 + 13 ⇒ (17) + 13 = 30
attack: 1d20 + 11 ⇒ (7) + 11 = 18
rapid shot attack: 1d20 + 11 ⇒ (9) + 11 = 20
damage: 1d8 + 5 ⇒ (8) + 5 = 13
damage: 1d8 + 5 ⇒ (5) + 5 = 10
damage: 1d8 + 5 ⇒ (6) + 5 = 11

GM Mazra |

Round One
Elektra moves up and shoots another Acid Arrow, but this time at the other Ogre. The acid from the previous arrow burns into the first Ogre's flesh.
Stone asks for another Hold against the second Kreeg Ogre.
Kreeg Ogre 2 Will Save: 1d20 + 5 ⇒ (1) + 5 = 6
The second time was the charm. The second Ogre is held.
The first Ogre turns and runs further into the cave and out of sight.
Devora moves up and starts to tell the tale of the party's heroics, and the strong brave warrior that has joined the party.
(+2 Inspire Courage)
Severo, still Invisible sprints to the edge of the 30 foot slope.
Flynn uses the held second Ogre as a pin cushion, sticking it with three arrows.
Brandark does something heroic.
Elektra 24 (AC13 42/42)
Stone 21 (AC22 68/68)
Kreeg Ogres 21 (AC21 89,67/104)
Devora 17 (AC19 44,44)
Severo 12 (AC23 (76/76)
Flynn 7 (AC20 47/47)
Brandark 7 (AC21/20 61/61)
Brandark's Round One, and Everyone's Round Two
Kreeg Ogre 2 Will Save: 1d20 + 5 ⇒ (13) + 5 = 18
The Ogre will break its hold at the end of its turn, but this will allow everyone to take their full actions in Round Two without a response from the Ogres.

Brandark Plainswalker |

Brandark moves up, and drives another arrow at the same Ogre that he shot at.
Bow: 1d20 + 8 + 1 + 1 ⇒ (15) + 8 + 1 + 1 = 25
BAB, DEX, MWK
Damage: 1d8 + 2 ⇒ (2) + 2 = 4
STR Bow
Why cant I get these to hit rolls with my axe. :(

Brandark Plainswalker |

Intention is to retrain into Samurai, I like the mechanics, and it works for a foot knight. :)
But will take down time, which I am hoping we get enough of at the end of the book.

GM Mazra |

Staying in Round mode for the foreseeable future.
Round One Finish
Brandark puts an arrow into the held second Kreeg Ogre.
Round Two
Elektra moves closer to the entrance of the cave.
Elektra's other Acid Arrow: 2d4 ⇒ (3, 1) = 4
Stone also moves closer to the entrance.
The second Kreeg Ogre breaks its hold.
Devora double times it while maintaining her story.
Again, everyone get a +2 to hit and damage.
Severo moves closer to the entrance.
Brandark and Flynn will be simply heroic.
Elektra 24 (AC13 42/42)
Stone 21 (AC22 68/68)
Kreeg Ogres 21 (AC21 86,59/104)
Devora 17 (AC19 44,44)
Severo 12 (AC23 (76/76)
Flynn 7 (AC20 47/47)
Brandark 7 (AC21/20 61/61)
Brandark and Flynn's Round Two and Everyone's Round Three

Flynn Elric |

Flynn lets loose a barrage of arrows
attack: 1d20 + 11 ⇒ (4) + 11 = 15
rapid attack: 1d20 + 11 ⇒ (9) + 11 = 20
attack 2: 1d20 + 11 ⇒ (9) + 11 = 20
rapid attack 2: 1d20 + 11 ⇒ (1) + 11 = 12
damage: 1d8 + 5 ⇒ (8) + 5 = 13
damage: 1d8 + 5 ⇒ (6) + 5 = 11
damage: 1d8 + 5 ⇒ (2) + 5 = 7
damage: 1d8 + 5 ⇒ (2) + 5 = 7

Brandark Plainswalker |

Brandark moves up slightly, and sends another arrow at the remaining visible Ogre.
Just lie down and die already you overgrown lump of gristle
Bow: 1d20 + 8 + 1 + 1 + 2 ⇒ (7) + 8 + 1 + 1 + 2 = 19
BAB, DEX, MWK, Song
Damage: 1d8 + 2 + 2 ⇒ (8) + 2 + 2 = 12
STR Bow, song
I forgot about the song last round. oops. :)

GM Mazra |

Round Two Finish
Flynn stays steady and fires arrows at the Kreeg Ogre. One of the arrows hits the disoriented Kreeg.
Brandark also gets an arrow in against this second Kreeg Ogre.
Round Three
Elektra leaves the last Kreeg outside to her comrades.
Stone fires a crossbow bolt. But it lands short of its target.
The Kreeg turns and quickly runs into the tunnel and out of sight.
Devora waits to see Severo's tracks and then follows the Paladin. All the while, Devora maintains her story. She's cute, but very long winded.
Flynn and Brandark move quickly toward the entrance of the cave.
Elektra 24 (AC13 42/42)
Stone 21 (AC22 68/68)
Kreeg Ogres 21 (AC21 86,33/104)
Severo 12 (AC23 (76/76)
Devora 17 (AC19 44,44)
Flynn 7 (AC20 47/47)
Brandark 7 (AC21/20 61/61)
Round Four
The party moves toward the cave entrance. Smoke still rises out of the cave mouth.
Staying in Round mode. I will move the party toward the entrance of the cave.

GM Mazra |

Round Five
I have placed where the party will be at the start of Round Five.
Severo is still invisible for up to 65 more rounds.
At the mouth of darkness, jagged spurs of bone protrude from the stone on either side of the cave entrance, each towering twenty feet in height apparently the ribs of some monstrous behemoth.
What does the party do in Round Five?