| Ranger Shalelu |
Shalelu takes another step back toward Lyrie, "Human Female, what do you have that can aid us?" The Ranger then sends two more arrows at the orb.
Longbow Rapid Fire 1: 1d20 + 4 ⇒ (13) + 4 = 171d8 + 1 ⇒ (4) + 1 = 5
Longbow Rapid Fire 2: 1d20 + 4 ⇒ (11) + 4 = 151d8 + 1 ⇒ (3) + 1 = 4
The arrows seem to deflect off the entity like it was invulnerable.
Lyrie responds to the Elf, "There is a Wand in my bedroll. The spells on it may work against a Will o' Wisp."
| Orik of Riddleport |
Orik feeling that this thing is threatening those he cares about, including a growing affection for this brusk Elf, he continues to see if he can strike this thing down. He looks to flank the Wisp. But continues to swing wildly to no affect.
Perception: 1d20 + 7 + 2 ⇒ (9) + 7 + 2 = 181d10 + 9 ⇒ (4) + 9 = 13
| GM Mazra |
Round Three Recap
Lyrie calls out to Orik.
Brandark now aboard Abacus delivers a damaging blow upon the orb. The powerful warhorse doesn't fare as well.
The Lantern Archon continues its attacks, but fails to harm the malevolent orb.
Stone brings healing onto Shalelu.
Shalelu backs up toward Lyrie, inquiring about what the Female Human may have that can assist, all the while unable to penetrate the globe with her arrows.
Hurt by Brandark's blow, the orb turns its attention toward the Dwarf, painfully shocking the Cavalier.
Orik, ignoring all outside communication, the fighter continues to wildly miss the Wisp.
Round Four
Lyrie guides Shalelu, hoping to use the Wand against this strange creature.
| Brandark Plainswalker |
round 4
Brandark with surprising grace in the saddle continues to swing at the blue glowy thing.
attack: 1d20 + 5 + 4 + 2 + 1 + 1 ⇒ (10) + 5 + 4 + 2 + 1 + 1 = 23
mods:bab,str,challenge,magic,height
damage: 1d8 + 1d6 + 4 + 4 + 1 ⇒ (1) + (2) + 4 + 4 + 1 = 12
mods:weapon,flame,str,challenge,magic
ha abacus hit it.
Abacuzar then goes into a bucking biting fury
attack bite: 1d20 + 6 + 2 ⇒ (11) + 6 + 2 = 19
attack hoof 1: 1d20 + 6 + 2 ⇒ (10) + 6 + 2 = 18
attack hoof 2: 1d20 + 6 + 2 ⇒ (7) + 6 + 2 = 15
mods:bab,stt,challenge
bite damage: 1d6 + 4 ⇒ (4) + 4 = 8
hoof damage: 1d4 + 4 ⇒ (1) + 4 = 5
hoof damage: 1d4 + 4 ⇒ (3) + 4 = 7
edit as long as brandark is threatening all allies gain a +2 to hit due to my challenge. Also, if monsterous or abberation all brandarks hit numbers and damage numbers are better by 1
Stone the Blade of Sarenrae
|
Shalelu go free the wizard we may need her help but keep an eye on herStone will take a five foot step away from the wisp and say a short prayer for Brandark.
School: Conjuration (Healing)
Components: V, S, DF
Casting Time: 1 action
Range: Close (25 + 5 ft./2 levels)
Target: one living creature
Duration: 1 minute/level (see below)
Save: DC 15 Will negates (harmless)
Resistance: Yes (harmless)
Caster Level: 5
With this prayer you provide long-lasting succor to a wounded creature. For as long as the effect lasts, the target receives a +2 morale bonus on saving throws against fear and death effects. At any time while the spell is in effect, the target can choose to end the spell as a swift action for a burst of healing energy. The target loses the saving throw bonus, but is healed of 1d8 points of damage +1 point per caster level (maximum +10).
Appears In: Advanced Player's Guide
The lantern will move to Brandark and cast
School enchantment (compulsion) [mind-affecting]; Level cleric 2
Casting Time 1 standard action
Components V, S, DF
Range touch
Target living creature touched
Duration 1 min./level
Saving Throw none; Spell Resistance yes (harmless)
Aid grants the target a +1 morale bonus on attack rolls and saves against fear effects, plus temporary hit points equal to 1d8 + caster level (to a maximum of 1d8+10 temporary hit points at caster level 10th).
Brandark please read the whole spell and use it as needed
| Brandark Plainswalker |
your archon, your aid roll. Will probably be using the blessing for the healing
| Ranger Shalelu |
Shalelu will find the Wand and stick it in Lyrie's bound hands, pointing it generally toward the Wisp.
Lyrie activates the wands powers firing a Magic Missile at the orb.
Magic Missile: 1d4 + 1 ⇒ (4) + 1 = 5
The missile strike true. The Wisp dims briefly. The dark skinned Human looks at her bound hands with the stick protruding and gives Shalelu a frown.
Lyrie held her action and now goes after Shalelu's initiative. The Wisp has taken 25 pts of damage.
| Orik of Riddleport |
Orik, bound and determined to strike a blow continues his assault, taking a step up to secure a flank with Shalelu. But his wildness in his swing is at an all-time low. Orik horribly misses the Wisp.
mwk B. Sword: 1d20 + 7 + 2 ⇒ (3) + 7 + 2 = 121d10 + 9 ⇒ (8) + 9 = 17
| GM Mazra |
Round Four Recap
A series of attacks from Brandark and Abacus misses the hard-to-hit globe of bristling energy.
The Lantern Archon provides Aid to Brandark.
Stone asks for and receives a Blessing of Courage and Life to fall upon the Dwarf Cavalier.
Shalelu finds Lyrie's Wand and sticks it into the Female Human's hands.
Lyrie uses the Wand to shoot a Magic Missile at the Wisp.
The Wisp strikes Brandark again with electrical energy.
Orik flails wildly with his masterworks sword.
Round Five
Stone the Blade of Sarenrae
|
The lantern will move to Q8 then cast aid on Abacus aid temp hp: 1d8 + 3 ⇒ (2) + 3 = 5
Then Stone will move to the spot it was in and pray for strength to destroy the evil wisp to be bestowed upon Brandark. bull strength
Kill that thing. Just an FYI only a swift action to use the healing.
| Brandark Plainswalker |
Brandark curses under his breath as he attempts to put this glowy thing down for good.
attack: 1d20 + 12 ⇒ (10) + 12 = 22
Mods:BAB,STR,Challenge,Magic,aid,height,power
damage: 1d8 + 1d6 + 6 + 4 + 5 + 1 ⇒ (8) + (4) + 6 + 4 + 5 + 1 = 28
Mods, STR,Challenge,Power, Magic
And his horse goes beserk.
attack: 1d20 + 6 + 2 ⇒ (2) + 6 + 2 = 10
hoof 1: 1d20 + 8 ⇒ (20) + 8 = 28
hoof 2: 1d20 + 8 ⇒ (1) + 8 = 9
Mods, challenge, bab, str
damage: 1d6 + 4 ⇒ (5) + 4 = 9
hoof 1: 1d4 + 4 ⇒ (4) + 4 = 8
hoof 2: 1d4 + 4 ⇒ (2) + 4 = 6
hoof confirm: 1d20 + 8 ⇒ (2) + 8 = 10
crit hoof: 1d4 + 4 ⇒ (3) + 4 = 7
| Ranger Shalelu |
Shalelu will return to firing arrows at the Wisp, but as before the arrows either miss or bounce off the orb.
Longbow Rapid Shot 1: 1d20 + 4 ⇒ (11) + 4 = 151d8 + 1 ⇒ (1) + 1 = 2
Longbow Rapid Shot 2: 1d20 + 4 ⇒ (7) + 4 = 111d8 + 1 ⇒ (5) + 1 = 6
Lyrie then fires another Magic Missile off the Wand.
Magic Missile: 1d4 + 1 ⇒ (1) + 1 = 2
| GM Mazra |
Round Five Recap
Abacus manages to hit the Wisp with one it's hooves, creating a shower of sparks. All other of Brandark and Abacus' attacks missed.
The Lantern Archon provides Aid to Abacus.
Stone gives Brandark Bull's Strength.
Shalelu misses with more arrow shots.
Lyrie hits the Wisp with a Magic Missile from the Wand.
The Will o' Wisp disappears.
Orik makes a futile attempt to strike the orb.
Wisp had 34 pts of damage. Lyrie's alignment shifts. The Wisp would fly up in the air and out of reach of the party.
Encounter Over
Brandark leads the party back to Thistletop.
| GM Mazra |
Tired and stressed by their surprise encounter with a Will o' Wisp, some of the party needs to rest one more night at Thistletop. They were able to determine that properly secured the bridge was able to handle the largest of the horses. The party was careful though not to attempt it with more than one horse at a time.
Tough things could be heard screaming in the night, the party is not assaulted on their last night on Thistletop.
Day Eighteen
As careful as they were the evening before, the party moves the horses and the horde found across the bridge. The weight of the haul is immense. However, you are able to spread the weight across horses and humanoids so that neither are encumbered by the horde.
The party makes it through the woods and back to the Lost Coast road when a shadow crosses their path. A winged creature, like one out of some legend, swoops down toward the party.
Another wandering encounter! I will set up a map with the tokens later. Because Brandark is a Cavalier, it would make sense that he will be mounted. Everyone else will be walking next to their mounts along the road. There will be no surprise round as the shadow of the creature will alert the party to its presence. It, of course, sees you quite easily from the sky above.
| GM Mazra |
Shalelu will look up, "It can't be. I thought I was imagining things. It's.." The normally stoic Elf has become rattled, then she screams out, "It's the Sandpoint Devil."
Garrath’s Initiative: 1d20 + 9 ⇒ (16) + 9 = 25
Elektra’s Initiative: 1d20 + 7 ⇒ (17) + 7 = 24
Kelvin’s Initiative: 1d20 + 6 ⇒ (3) + 6 = 9
Stone’s Initiative: 1d20 + 4 ⇒ (18) + 4 = 22
Brandark’s Initiative: 1d20 + 2 ⇒ (14) + 2 = 16
Orik’s Initiative: 1d20 + 4 ⇒ (18) + 4 = 22
Lyrie’s Initiative: 1d20 + 3 ⇒ (6) + 3 = 9
Sandpoint Devil’s Initiative: 1d20 + 3 ⇒ (12) + 3 = 15
Lost Coast Road Map Link with GM Mazra's profile. Each square is 10' x 10'. There are several overlays on the map. So if one gets out of whack, remember to use the back arrow button to undo things. I set up a travel order. Only Brandark is mounted. Let me know if you prefer a different order.
Round One
Garrath leads, then Elektra, Stone (Higher Dex), Orik, Brandark, SD, Kelvin then Lyrie last.
The odd winged horse had just cleared the treetops left of the road. It is about 35 feet in the air.
Beyond the road, left and right are trees off map.
| Brandark Plainswalker |
being mounted is saving my boot leather. :)
What is the sandpoint devil Brandark questions as he draws his lance out.
Brandark readies to charge as soon as it comes down within reach.
readied attack: 1d20 + 5 + 4 ⇒ (15) + 5 + 4 = 24
Mods BAB, STR
readied damage: 2d8 + 12 ⇒ (6, 4) + 12 = 22
Mods charging is x 2 damage, STR * 1.5
all numbers to hit are 1 better if monsterous or abberation, damage is 2 better if same
| Ranger Shalelu |
Shalelu's Initiative: 1d20 + 3 ⇒ (18) + 3 = 21
"Scatter and get the horses to the woods. It is said that it breathes fire," Shalelu yells out leading her horse to the woods but then takes deadly aim at the legendary creature. She sees her arrow bounce off the beast's leathery hide.
Comp. Longbow DA: 1d20 + 5 ⇒ (10) + 5 = 151d8 + 3 ⇒ (1) + 3 = 4
Forgot her initiative. She will go between Orik and Brandark.
| Garrath Tricks the Giants |
Garrath pushes his horse into the woods, following Shalelu's instructions and then pulls his greatsword, waiting for the thing to land.
| Mazra's BBEG |
The ugly winged horse swoops in front of the party, flying about 25 feet off the ground. It lets out a horrific baying sound.
DC 19 Will Save or become panicked for 2d4 rounds. This is a sonic, mind-affecting, fear effect. Whether or not the save is successful, a creature is thereafter immune to the Sandpoint devil’s bay for 24 hours. The save DC is Charisma-based.
Panicked: A panicked creature must drop anything it holds and flee at top speed from the source of its fear, as well as any other dangers it encounters, along a random path. It can’t take any other actions. In addition, the creature takes a –2 penalty on all saving throws, skill checks, and ability checks. If cornered, a panicked creature cowers and does not attack, typically using the total defense action in combat. A panicked creature can use special abilities, including spells, to flee; indeed, the creature must use such means if they are the only way to escape. Panicked is a more extreme state of fear than shaken or frightened.
Kelvin still has a Round One action. If you become panicked, I have provided random direction pointers using a d6.
Round Two
Go ahead with Round Two actions. I will catch up.
| Ranger Shalelu |
Shalelu's Will Save: 1d20 + 1 ⇒ (2) + 1 = 3
Shalelu's Panicked Direction: 1d6 ⇒ 5
Shalelu's Rounds affected: 2d4 ⇒ (4, 1) = 5
Shalelu books it to the left.
Shalelu's Horse Will Save: 1d20 + 1 ⇒ (7) + 1 = 8
Shalelu's Horse Panicked Direction: 1d6 ⇒ 1
Shalelu's Horse Rounds affected: 2d4 ⇒ (3, 1) = 4
Shalelu's horse tears off into the woods left of the road.
| Orik of Riddleport |
Orik's Will Save: 1d20 + 2 ⇒ (20) + 2 = 22
Orik is unaffected by the baying sound.
Orik's Horse Will Save: 1d20 + 1 ⇒ (18) + 1 = 19
Calene's horse, now claimed by Orik, stays calm with its rider.
Lyrie's Will Save: 1d20 + 5 ⇒ (11) + 5 = 16
Lyrie's Rounds affected: 2d4 ⇒ (2, 3) = 5
Lyrie's Panicked Direction: 1d6 ⇒ 3
Lyrie becomes panicked and runs.
| GM Mazra |
Let's see how long she will be shrieking and in what direction.
Elektra's Rounds affected: 2d4 ⇒ (4, 4) = 8
Elektra's Panicked Direction: 1d6 ⇒ 5
Now let's see about her horse.
Elektra's Horse Will Save: 1d20 + 1 ⇒ (10) + 1 = 11
Elektra's Horse Rounds affected: 2d4 ⇒ (3, 3) = 6
Elektra's Horse Panicked Direction: 1d6 ⇒ 4
Elektra's Horse bolts at the sound of the baying.
| Brandark Plainswalker |
Round 1, Is this SU, EX, or SLA ?
will save: 1d20 + 3 ⇒ (13) + 3 = 16
CHA based, damn that sux. :)
I can add 4 more making the save if it falls under EX, SLA, or spell. :)
abacus save: 1d20 + 2 ⇒ (4) + 2 = 6
| Garrath Tricks the Giants |
will save: 1d20 + 8 ⇒ (12) + 8 = 20
Still can't do anything if it just sits up there in the air. Holding action, if it lands, I'll attack
| Mazra's BBEG |
The winged devil surveys its prey and see a human leading a horse to the woods. It swoops down, touching the ground about 10 feet before Orik and continues to Trample over the brave humanoid.
Orik' Reflex Save: 1d20 + 2 ⇒ (18) + 2 = 20
SD's Trample: 2d6 + 12 ⇒ (6, 5) + 12 = 23
Orik just made his saving throw. He takes only 11 points of damage (31/42). Recap intiatives : Garrath leads, then Elektra, Stone (Higher Dex), Orik, Brandark, SD, Kelvin then Lyrie last. The devil is on the ground. I believe Garrath held his iniative. I will recap the events later. Also, moving Stone to be in range of both Elektra and Shalelu.
| Garrath Tricks the Giants |
Garrath sees the winged beast land and trample Orik and goes into a wild rage. Racing around Orik's horse, he swings his Greatsword in an arc.
attack: 1d20 + 13 ⇒ (13) + 13 = 26 bab+str+furious focus + Enlarge + reckless abandon + MWK - Power Attack
damage: 3d6 + 17 ⇒ (2, 2, 5) + 17 = 26 all of the above + witch hunter
| Brandark Plainswalker |
All these SU affects, yay. :) So how long is Abacus running ?
| Brandark Plainswalker |
I can work with that. I guess I will end up seeing the party in Sandpoint. :)
| GM Mazra |
Round Two Recap...Sorta
Garrath resists the baying and waits to see what this flying Horse Devil does.
Elektra shrieks and runs.
Stone's faith helped the Cleric resist the baying sound. He hesitates.
Orik also resist the sound and tries to lead his horse to the woods.
Shalelu's shrieking is like a three year-old little girl's running from the scary mouse in her room.
Seeing Elektra and Shalelu running in his general direction, Stone moves and ask to Remove Fear on the shrieking ladies. The sound was nearly as annoying as the baying.
Brandark's shrieking was even more annoying as he flees north along the Lost Coast road. Next stop...Riddleport.
The Sandpoint Devil flies down and tramples on Orik.
Kelvin's arrow skirts off the beast.
Garrath attacks, striking hard with his now over-sized sword.
Lyrie continues running to the north.
Round Three
Shift in initiative, Elektra, Orik, Shalelu, Stone, Brandark, SD, Garrath, Kelvin then finally Lyrie.
| Orik of Riddleport |
Orik quickly recovers from the Devil Horse's brush back. Then quickly steers and smacks his horse to travel in the opposite direction (Move Action.), then swings, completely off balance, missing with his big sword.
Orik's B. Sword: 1d20 + 7 ⇒ (2) + 7 = 91d10 + 9 ⇒ (9) + 9 = 18