
GM Mazra |

At present, the Gnome town of Big Oak is a safe place to stay overnight. Elektra could Teleport herself and few more to Sandpoint and back in a matter of minutes. Then rest overnight at Big Oak and head out to find and face this Dragon. After that, the party could travel onward to Sandpoint, that is if you survive the Dragon. I put a special token on the Map of Varisia to show the location of the Dragon's Lair.

Brandark Plainswalker |

Before the gnome heads back into the tree
I be thinking that we will need everyone for the fight, but can you good gnome, send a missive to Sandpoint for us?

Elektra Stardancer |

"I can and I will teleport one or two back to Sandpoint to warn them. And maybe snoop around there for some more scrolls. We should be back in an hour or two. Please prepare our loggins, take care of my horse and get something hot and spicy for me!"

Something Completely Different |

Earlier the Gnome will return to the upper window of the Cottage. He will look down at Brandark, "You wish for me to send a missive to Sandpoint. Why is that where your next of kin lives? We do not have mail service to Sandpoint. We could send a letter to Magnimar. It could get there in a couple of weeks...." He pauses as he looks at the Dwarf Cavalier, "Oh, you are talking about some kind of magical communication. I cannot help you with that."
Who goes with Elektra to Sandpoint? May I suggest Stone and Severo. Stone, because he too is familiar with Sandpoint, and Severo just in case there is a fight. Brandark, Flynn, and Devora could take care of the horses and arrange for a place to stay for the night.

GM Mazra |

There is an inn in Big Oak. It was designed to accommodate both little people and bigger people. Not far from this inn are also stables. Though mostly designed for ponies, there are stalls large enough to handle the party's six horses.
The inn is called the Travelocity. ;)
Kudo's for anyone that gets this. It may be uniquely American, but we will see.
The Travelocity has a dining room, a Gnome servant girl named Gladys helps the party. They have an Ale made from hops and honeysuckles and a unique Muscadine Wine made from the wild grapes that grows in the forest. There are loaves of the manufactured bread on the table with whipped butter. They serve a Mushroom Soup that is thick with wild mushrooms and made with a hint of the Muscadine Wine. They have a Beaver Stew, made with beaver meat, forest potatoes, carrots and peas. When asked about something hot and spicy, Gladys offers that she could add some dried red peppers to the broth for anyone that would like this.
Several other young Gnome girls tend to other things about the place. The rooms are uncommonly clean. The beds are soft. Even back at the estate in Magnimar will you not find a more comfortable bed. All the accommodations, including the stabling, are two gold pieces per person per night.
Where does Elektra's party go when they head to Sandpoint?

Brandark Plainswalker |
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Travelocity - Never Gnome Alone
Brandark passes Elektra some of the gems that he was carrying,
settles in and gives the horses a good working over to prepare them for the following day.
Lady Elektra, this is for anything that you might need.
Brandark passes her 2k in various gems from the party horde. for scrolls / wands, or anything they might be able to get.
He also covers the remaining party members stay.

GM Mazra |

Elektra teleports Severo, Stone and herself to Sandpoint. You pop up just outside the town in a grassy area across the Turandarok River and the Sandpoint Bridge. (Indicated by a Yellow Star on the Map Link to Sandpoint above. Zoom in to see the Map Tags.) This is where the Lost Coast Road goes into the town of Sandpoint. It is also just across the river from the Feathered Serpent {44), a shop Elektra has visited in the past to purchase scrolls and wands.
Elektra, Stone, and Severo make their way across Turandarok. Two town guards begin to approach, but a third comes up and stops them. It is a familiar face to Elektra and Stone. It is Orik Vancaskerkin. By his uniform he has the rank of Sergeant. Obviously, he has decided to stay on in Sandpoint after serving his required time. He excitedly greets Elektra and Stone. The party introduces Severo to the Sandpoint Guardsmen that once adventured with the party.
We can have some dialog between Orik and Elektra, Severo, and Stone.
But Elektra is on a mission beyond just warning the town. Ironically, the Feather Serpent has on its sign a curiously similar looking image to the bird-like creature that swooped out of the Gnome Wizard's window. Vorvashli Voon is excited to see Lady Elektra, "Lady Elektra! It is good to see that you are still alive. How may I help you?"
I put up a list over on the Discussion Thread of the items currently available at the Feather Serpent.

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Greetings we are here with a warning and cannot stay but we hope to be back in time. We have received information that Sandpoint will be attacked by a force of giants. You must start preparing the town.

Orik of Riddleport |

Orik will ask about when, but you will not know the specifics. He will urge the party to stay and help defend the town. You will, of course, let him know that the party is on their way and should be here in a couple of days.

Brandark Plainswalker |

If Elektra or Stone had stated they needed more than 2k, he would have given them up to 4k in gems. After that they would have had to take weapons.

Elektra Stardancer |

Electra will buy at the feathered serpent the following scrolls:
scrolls of Silent image, Scroll of Secret Chest (cr, 1125 gp); Scroll of Displacement 700, Bulls strength, bears endurance

GM Mazra |

Vorvashli Voon will complete the business, "With your discount, that will be 1643gp. It is always a pleasure to serve you Lady Elektra. Will you be at the Rusty Dragon tonight?"
Of course Elektra's little group will have completed what they came to accomplish. Orik has gone to warn the Sheriff Hemlock of the impending giant threat and Elektra has bought some scrolls.
The Elf Wizard teleports back to Big Oak. Elektra, Stone and Severo arrive precisely in front of the Inn at Big Oak where a spicy hot meal, good drink, and a soft, warm bed awaits.
Teleport %: 1d100 ⇒ 60
Day Eighty-Eight
Everyone, please let me know that you are ready to travel and face a dragon.

Brandark Plainswalker |

As ready as I can be.

Devora Heidmarch |

Devora is both excited and apprehensive about the prospects of taking on a Dragon. After a good night's sleep, and a breakfast of fresh eggs, cooked mushrooms, bacon, and the stimulating brewed black wine, Devora calls out "I am as ready as I will ever be."
The owner of the tavern informs the party that their stay has already been settled.
Elektra, Flynn, and Severo are you ready to go?

GM Mazra |

The party leaves the Travelocity and rides swiftly according to the directions provided by the Gnome Wizard. The party has no encounters along the way. The trail is overgrown in areas and even the sound of wildlife cannot be heard.
By mid-afternoon the party leaves the Sanos Forest and enters the Malgorian Mountain range. When the party reaches Beta Malgorian they will notice that a trail from the west merges with the overground trail coming out of the Sanos Forest.
The path up to the top of Beta Malgorian is too narrow for the horses. The party will need to leave them at the base with the Warhorses maintaining guard. The path is strange. It curves in places where it doesn't need to. There is a rut worn into the center of the path as though many one wheeled vehicles traveled along it.
With less than an hour before the sun sets to the west the party reaches the peak. Brandark will see what appears to be a massive opening to a cave near the top. The view from this point is stunning. You can see nearly the whole of Ember Lake to the west. You can also make out a tower that sits on its eastern shores.
What does the party do? Turn and run? Dragon's Lair Map up.

Flynn Elric |

survival: 1d20 + 8 ⇒ (18) + 8 = 26
Flynn kneels down and places a hand on the ground, inspecting
These ruts and curves were caused by serpent folk. A lot of them.

GM Mazra |

Up to and including the Surprise Round and Round One
Everyone will really have the jump on the Dragon. Everyone can take actions through Round One. It was sleeping. I moved the party up to see what you are facing.
The party sees a massive cave. The smell of death is strong once you pass the cave's mouth. A green colored Dragon is asleep surrounded by the bones and carcasses of antelopes, deer, and boars. You will sadly see what looks like the remains of several Gnomes and other humanoids, a couple of humans, and an elf. There are also several remains that look like Serpentfolk. This Dragon was about equal opportunity. If it could eat it, it did.
Standing tall around the Dragon are five massive stone pillars thirty to forty-feet in height reaching toward the cave's ceiling, which is sixty feet above the floor at its pinnacle. The pillars are expertly carved in the shape of Serpentfolk wearing intricate robes and armor. The middle one is the tallest by nearly ten feet. This one is curious as the others are fully formed Serpentfolk wearing robes or armor, the larger one in the middle is headless. A massive snake skull is carved at the feet of this massive yet narrow statue. All the statues are no more than five to eight feet wide, yet literally snake up to great heights.
The other four statues face the center one. The carved snake-like heads bowed toward the central statue.
Elektra's Initiative: 1d20 + 7 ⇒ (10) + 7 = 17
Flynn's Initiative: 1d20 + 6 ⇒ (13) + 6 = 19
Stone's Initiative: 1d20 + 4 ⇒ (20) + 4 = 24
Devora's Initiative: 1d20 + 4 ⇒ (11) + 4 = 15
Brandark's Initiative: 1d20 + 2 ⇒ (17) + 2 = 19
Severo's Initiative: 1d20 + 2 ⇒ (17) + 2 = 19
Dragon: 1d20 + 4 ⇒ (1) + 4 = 5
Stone 24 (AC22 77/77)
Flynn 19 (AC20 56/56)
Brandark 19 (AC21/20 61/61)
Severo 19 (AC23 83/83)
Elektra 17 (AC13 48/48)
Devora 15 (AC20 49,49)
Dragon 5 (AC? ?/?)
Please check your stats. I don't think I have Brandark's correct HPs.

Devora Heidmarch |

Before Surprise Round
Devora will cast Cat's Grace upon herself.
Surprise Round
Devora will begin to recite her potentially epic poem from the beginning.
Inspire Courage: Everyone gets a +2 to attack and a +2 to damage. In addition, the party will get a +2 to save versus fear effects. This one may be needed.
Round One
Since she will go last within the party in the Round. I will take Devora's Round One actions later.

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Before
Cast
Level 3
School abjuration [good]
Casting Time 1 action
Components V, S, M/DF (a 3-ft.-diameter circle of powdered silver)
Range touch
Area 10-ft.-radius emanation from touched creature
Duration 10 min./level
Saving Throw Will negates (harmless); Spell Resistance no; see text
Caster Level 9
Vs. SR +9
Concentration Check +13
Cast Defensively +13 vs. DC 21
All creatures within the area gain the effects of a protection from evil spell, and evil summoned creatures cannot enter the area either. Creatures in the area, or who later enter the area, receive only one attempt to suppress effects that are controlling them. If successful, such effects are suppressed as long as they remain in the area. Creatures that leave the area and come back are not protected. You must overcome a creature's spell resistance in order to keep it at bay (as in the third function of protection from evil), but the deflection and resistance bonuses and the protection from mental control apply regardless of enemies' spell resistance. This spell has an alternative version that you may choose when casting it. A magic circle against evil can be focused inward rather than outward. When focused inward, the spell binds a nongood called creature (such as those called by the lesser planar binding, planar binding, and greater planar binding spells) for a maximum of 24 hours per caster level, provided that you cast the spell that calls the creature within 1 round of casting the magic circle. The creature cannot cross the circle's boundaries. If a creature too large to fit into the spell's area is the subject of the spell, the spell acts as a normal protection from evil spell for that creature only. A magic circle leaves much to be desired as a trap. If the circle of powdered silver laid down in the process of spellcasting is broken, the effect immediately ends. The trapped creature can do nothing that disturbs the circle, directly or indirectly, but other creatures can. If the called creature has spell resistance, it can test the trap once a day. If you fail to overcome its spell resistance, the creature breaks free, destroying the circle. A creature capable of any form of dimensional travel (astral projection, blink, dimension door, etherealness, gate, plane shift, shadow walk, teleport, and similar abilities) can simply leave the circle through such means. You can prevent the creature's extradimensional escape by casting a dimensional anchor spell on it, but you must cast the spell before the creature acts. If you are successful, the anchor effect lasts as long as the magic circle does. The creature cannot reach across the magic circle, but its ranged attacks (ranged weapons, spells, magical abilities, and the like) can. The creature can attack any target it can reach with its ranged attacks except for the circle itself. You can add a special diagram (a two-dimensional bounded figure with no gaps along its circumference, augmented with various magical sigils) to make the magic circle more secure. Drawing the diagram by hand takes 10 minutes and requires a DC 20 Spellcraft check. You do not know the result of this check. If the check fails, the diagram is ineffective. You can take 10 when drawing the diagram if you are under no particular time pressure to complete the task. This task also takes 10 full minutes. If time is no factor at all, and you devote 3 hours and 20 minutes to the task, you can take 20. A successful diagram allows you to cast a dimensional anchor spell on the magic circle during the round before casting any summoning spell. The anchor holds any called creatures in the magic circle for 24 hours per caster level. A creature cannot use its spell resistance against a magic circle prepared with a diagram, and none of its abilities or attacks can cross the diagram. If the creature tries a Charisma check to break free of the trap (see the lesser planar binding spell), the DC increases by 5. The creature is immediately released if anything disturbs the diagram - even a straw laid across it. The creature itself cannot disturb the diagram either directly or indirectly, as noted above. This spell is not cumulative with protection from evil and vice versa.
Protection from Evil
This spell wards a creature from attacks by evil creatures, from mental control, and from summoned creatures. It creates a magical barrier around the subject at a distance of 1 foot. The barrier moves with the subject and has three major effects.
First, the subject gains a +2 deflection bonus to AC and a +2 resistance bonus on saves. Both these bonuses apply against attacks made or effects created by evil creatures.
Second, the subject immediately receives another saving throw (if one was allowed to begin with) against any spells or effects that possess or exercise mental control over the creature (including enchantment [charm] effects and enchantment [compulsion] effects, such as charm person, command, and dominate person). This saving throw is made with a +2 morale bonus, using the same DC as the original effect. If successful, such effects are suppressed for the duration of this spell. The effects resume when the duration of this spell expires. While under the effects of this spell, the target is immune to any new attempts to possess or exercise mental control over the target. This spell does not expel a controlling life force (such as a ghost or spellcaster using magic jar), but it does prevent them from controlling the target. This second effect only functions against spells and effects created by evil creatures or objects, subject to GM discretion.
Third, the spell prevents bodily contact by evil summoned creatures. This causes the natural weapon attacks of such creatures to fail and the creatures to recoil if such attacks require touching the warded creature. Summoned creatures that are not evil are immune to this effect. The protection against contact by summoned creatures ends if the warded creature makes an attack against or tries to force the barrier against the blocked creature. Spell resistance can allow a creature to overcome this protection and touch the warded creature.
Surprise round
Cast
Level 4
School transmutation
Casting Time 1 action
Components V, S, DF
Range close (25 + 5 ft./2 levels)
Target one creature/level, no two of which can be more than 30 ft. apart
Duration 1 round/level
Saving Throw DC 18 Fortitude negates (harmless); Spell Resistance yes (harmless)
Caster Level 9
Vs. SR +9
Concentration Check +13
Cast Defensively +13 vs. DC 23
With this blessing, you call your allies to move forth and empower them to conquer and become victorious. Each round for the duration of this spell, each of your allies can choose one of the following bonuses for that round at the beginning of its turn (their choice).
• Increase its speed by 30 feet.
• Stand up as a swift action without provoking an attack of opportunity.
• Make one extra attack as part of a full attack action, using its highest base attack bonus.
• Gain a +2 bonus on attack rolls and a +2 dodge bonus to AC and Reflex saves.
• Cast a single spell of 2nd level or lower as if it were an enlarged, extended, silent, or still spell.
These effects are not cumulative with similar effects, such as those provided by haste or a speed weapon, nor do they actually grant an extra action, so you can't use it to cast a second spell or otherwise take an extra action in the round. Blessing of fervor does not stack with haste.
Appears in: Advanced Player's Guide
Then round one
Cast
Level 4
School enchantment (compulsion) [mind-affecting]
Casting Time 1 action
Components V, S, DF
Range medium (100 + 10 ft./level)
Target one creature
Duration 1 round/level (D) see text
Saving Throw none; Spell Resistance yes
Caster Level 9
Vs. SR +9
Concentration Check +13
Cast Defensively +13 vs. DC 23
The target is surrounded by a glowing green aura of ill fate. Each time the spell's subject makes an attack or casts a spell, it must succeed at a Will saving throw with a DC = 10 + 1/2 caster level + Charisma (in the case of oracles), Intelligence (in the case of witches), or Wisdom (in the case of clerics). If it fails the saving throw, it deals half damage with the attack or spell. You can dismiss this spell as an immediate action when the target confirms a critical hit; doing so negates the critical hit. The attack that you negated still hits, but only deals half damage.
Appears in: Ultimate Combat

Flynn Elric |

Surprise Round actions: Swift Action Judgement. Round One Actions: Swift action Bane, Full Attack.
Deadly Aim, Rapid Shot, Precise Shot, friendly Fire Maneuvers , Justice Judgement, inspire Courage, Blessing of fervor, Bane, Icey Burst. Buffed AC 24.
Round one, just posting these to not hold things up. Flynn wont actually fire until Melee people are ready
Attack: 1d20 + 15 ⇒ (10) + 15 = 25
damage: 1d8 + 11 + 3d6 ⇒ (6) + 11 + (6, 2, 1) = 26
Attack2: 1d20 + 10 ⇒ (2) + 10 = 12
damage2: 1d8 + 11 + 3d6 ⇒ (6) + 11 + (2, 4, 5) = 28
Rapid shot Attack: 1d20 + 15 ⇒ (12) + 15 = 27
damage: 1d8 + 11 + 3d6 ⇒ (5) + 11 + (5, 6, 5) = 32

Brandark Plainswalker |

Surprise round-Challenge, Round 1 - Move up and take potion of Protection from Evil. Yes, sadly, you have my correct HP

Brandark Plainswalker |

Hadn't forgotten, just it is limited in time, and I can use it as a saving grace measure. .. after all, an extra 6-15 hp can make the difference between life and death.

Brandark Plainswalker |

Free, I had thought it was a standard action. . if Free, I will hit it. false life: 1d10 + 5 ⇒ (1) + 5 = 6 extra hp
Edit - sigh, I still don't get any luck. :(

Devora Heidmarch |

Round One
With the Circle of Protection on the Pathfinder, Devora moves up keeping Flynn within the Circle. She pulls out one of her magic arrows and fires it at the dragon.
To Hit: Base +5, Dex +4, Bow +2, Arrow, +1, Deadly Aim -2, Inspire Courage +2, Haste +1, Cat's Grace +2, Blessing of Fervor +2 (+17). Damage: Bow +2, Arrow +1, Deadly Aim +4, Inspire +2 (+9).
Darkwood Shortbow, etc.: 1d20 + 17 ⇒ (3) + 17 = 201d6 + 9 ⇒ (5) + 9 = 14
And all that to likely have the arrow bounce of the Dragon's scales.
I will recap, including what the dragon does, after Severo's post.
@Elektra - I moved your token up with Devora keeping you within circle. You likely needed line-of-sight anyway to hit the Dragon with the Glitterdust spell.

Severo Lione |

Before battle Severo casts, in order; Protection from Evil split between himself, Brandark, and Stone. Then Weapon of Awe on his sword. Next sweeping his hand over his most trusted battle companion, Severo's falchion glows as their divine bond activates. This makes the weapon a +2 keen one. And lastly Weapons Against Evil on Flynn and Brandark.
Surprise Round: The paladin moves 40 ft towards the dragon.
Round 1: He then rushes the dragon way faster than a guy his size has any right to and activates Smite Evil on the way.
Charge: 1d20 + 25 ⇒ (8) + 25 = 33 +9 BAB, + 5 Str, +1 Non-lethal, +2 charge, +2 Fervor, +1 Haste, +2 Magic, +4 Smite, +2 Inspire Courage, -3 PA=25 total to-hit.
Dam: 2d4 + 28 ⇒ (2, 4) + 28 = 34 +7 str, +9 PA, +2 Magic, +8 SMITE, +2 Weapon of Awe=28 total static damage.
"BEGONE, CAITIFF."
Note that Weapons Against Evil will only last 5 rounds. With the current buffs, Sev's AC should be 27, 29 next turn. Also, could Electra tweak the Glitterdusts AoE a bit so approaching meleefolk dont get caught in it? I like Severo's odds on the save, but not quite that much.

Brandark Plainswalker |

My thanks Brandark says to Severo just before the big orc takes off.
He then moves up at an angle, cursing the jumbled ground as he gets into a spot where he lines up, holding his trusty axe.
Challenge (Ex) (APG 32): As a swift action you choose one target to challenge. You deal +8 points of damage against this target but you take a -2 to AC against all other opponents. You can use this ability 3 times per day.
(APG 35): Whenever you issue a challenge, your allies receive a +2 circumstance bonus on melee attack rolls against the target of your challenge whenever you are threatening the target.
AC - 20 +2 Deflect (Prot Evil), +2 Dodge (Fevour), Haste (Non Stack) = AC 24 Unless giant then add 4

Something Terrible |
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Before the Surprise Round
Stone cast a Magic Circle of Protection onto Devora.
Severo puts up a Protection from Evil on himself, Brandark, and Stone. His Falchion becomes a Weapon of Awe. It starts to glow. His weapon and Brandark's both are also made Weapons Against Evil.
Elektra cast on herself a Mage Armor and Heroism.
Devora cast Cat's Grace on herself.
Dragon snores.
Surprise Round
Stone puts up a Blessing of Fervor.
Flynn moves to see the beast, then swiftly judges the Dragon. ("I am the law.")
Brandark Challenges the dragon while touching his Sihedron Medallion.
Brave Severo moves toward the Dragon. Devora sees the Half-Orc's movement and begins to add such bravery to her poem.
Elektra cast a Haste spell. She barely catches the moving Half-Orc Paladin into the spell.
Severo is also Hasted.
Devora starts her poem with Severo's bravery. The party is inspired with courage.
Round One
Stone moves up to see the Dragon. He overcomes the magical beast's resistance to place a Debilitating Portent upon the Dragon.
Stone's Roll to Overcome the Dragon's SR (25): 1d20 + 9 ⇒ (18) + 9 = 27
[ooc]Stone would have needed line-of-sight to target the Dragon. So I moved Stone pass the cave opening. Stone has his own Protection from Evil from Severo, so being within the Circle is not applicable.
Flynn's first arrow hits squarely the side of the massive creature, but ricochets off to the right. The second arrow falls short of the target. But his third arrow penetrates the target's tough hide. The Dragon begins to stir.
Brandark moves up, picking his way through the carcasses.
Save your Potion. Severo took care of you.
Severo charges the Dragon and with his glowing Falchion delivers a powerful blow against the beast.
Elektra moves up and cast a spell. Tiny golden dust particles flow down upon the Dragon. Her efforts does not blind the dragon.
Glitterdust spell location has been adjusted.
Dragon's Will Save: 1d20 + 13 ⇒ (13) + 13 = 26
Devora moves up and fires and arrow at the Dragon. The arrow simply bounces off the Dragon's hide. It didn't even leave a mark.
The Dragon roars and becomes fully awake. An awake Dragon is indeed frightful. Without standing it crawls back five feet a bit startled by being awaken in such a fashion. This is the first time anyone has dared to challenge it. Almost as a reaction it spews forth a wave of sharp glass-like shards toward Severo and Brandark. If his attack was more purposeful he may have angled it toward the other members of the party. But this was more of a reaction than anything where thought would come into play.
No one in the party has previously seen an attack like this.
Everyone needs to make a DC19 Will Save. If you fail your save, you become frightened. (A frightened creature flees from the source of its fear as best it can. If unable to flee, it may fight. A frightened creature takes a –2 penalty on all attack rolls, saving throws, skill checks, and ability checks. A frightened creature can use special abilities, including spells, to flee; indeed, the creature must use such means if they are the only way to escape.) Essentially, you run. Even if you make your save, you become shaken by seeing the direct effects of this creatures powerful breath weapon. (A shaken character takes a –2 penalty on attack rolls, saving throws, skill checks, and ability checks. Shaken is a less severe state of fear than frightened or panicked.) This last for 18 Rounds. This is pretty much through the fight. I believe Severo may be immune to this effect.
Duration: 5d6 ⇒ (6, 3, 1, 6, 2) = 18
Breath Weapon: 10d6 ⇒ (3, 6, 3, 2, 4, 1, 3, 1, 4, 6) = 33
Will Save Versus Debilitating Portent: 1d20 + 13 ⇒ (12) + 13 = 25
Severo and Brandark take 33 points of damage unless you make a DC22 Reflex Save for 16 points of damage.
@Stone-I am certain a 25 is greater than the Dragon needed, but please confirm the Will Save for the Dragon to overcome the Debilitating Portent.
Stone 24 (AC22 77/77)
Flynn 19 (AC20 56/56)
Brandark 19 (AC21/20 61(67)/61/(67))
Severo 19 (AC23 83/83)
Elektra 17 (AC13 48/48)
Devora 15 (AC20 49,49)
Dragon 5 (AC27 -62/?)
Round Two