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How long until nightfall? I have a number of blessings and wards to cast before showtime.

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Tbh since Nuar has been casting his hour per level buffs in the morning only the extended ones would still be up. So the greater magic weapons.
"Vampires are not stupid. Why would anyone be wandering around in town at night after the attacks? Somewhere between the beach and the town is more likely to have a straggler. And would cause less "incidents" if things go poorly."

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"Bauble can swoosh and swoop from tree too. It bester if we find blood suckers before town, yes? Fire more fun in woodsy places. Town people get mad burning houses."
So how about it, set up a little way outside of town?

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I plan to remain in the air with Ka. When things kick off I should have a good view of what is happening. I favour using the market place here, it's more open than the streets, gives us a better chance to see what is happening.
Looking at the buff list it seems that defending bone will have expired but the others should still be in place.
Is it possible to buy silversheen in town or silver weapons?

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Eolowyn will get three potions of darkvision. She drinks one and feeds the other to Arrano as soon as darkness falls. She then takes position on the roof with Bauble.
Each lasts 3 hours, total cost 900. I drink one as soon as low light vision will be insufficient for good sight to Shel

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I think we need to determine if the ambush is happening in town or outside of the town. I know the town map is up now so it would just be easier to set up there, but it makes more tactical sense to ambush outside of town. We have just hit the door syndrome.

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Vladek tries to solve the party's present dilemma intelligently and goes back to consult the mayor.
"Has there been anything resembling a predictable pattern in when and where the...predators strike? Or what type of people they strike, for that matter? My party is hoping to lay a trap for them when they come tonight, but we've run into trouble knowing when, where, and with what best bait, if any, to set it with."

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Thats a good question. If there is a pattern, we can then decide whether to set it up in town or on the outskirts.

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"Have there been any noticeable patterns in their choices of victim? Age? Race? Appearance? Sex? State of health? Gods? Vocation?"

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Inside town? Are they idiots? Why not, after the first disappearance, are they not hiding?[
"Black Lord have more questioning. Black Lord ask shy stupid people get snatched outside homes? Why not hide like smart goblins?"
I did NOT say that goblins are smart. Except for you of course. DANG IT. You got me saying you're a goblin again. Agh! And you really should not go around calling people stupid.

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Torvald shoots Bauble a glare he almost certainly misses. Do not be concerned magistrate, we are here now and will do all we can to stop these attacks.
Torvald will purchase a scroll with 5 castings of darkvision on it for 2pp if possible and ask Nuar to use them on him as it gets darker. He will keep his continual flame ioun stone covered until things kick off.

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Vladek checks in on the mayor again.
"You wouldn't happen to have any fine sculptures or statues or monuments in your town, would you? A statue garden, perhaps?
Professional interest, you might say...." He smiles enigmatically.
If there are any, I want us to make our stand around them, or failing that, at the market where there are lots of stalls and wheelbarrows and such....
As dusk falls, Vladek places various wards and enchantments on the party in preparation for what is no doubt to come....
I cast mage armor on both myself and Qadathra...
...greater false life on myself...: 2d10 + 11 ⇒ (3, 3) + 11 = 17
...false life on Qadathra...: 1d10 + 10 ⇒ (7) + 10 = 17
...death ward on myself...
[dice=...lucky number on Bauble...]1d20[/dice]
[dice=...lucky number on Eolowyn...]1d20[/dice] UNLUCKY! :(
...and ward of the seasons, 'Spring' version this time, on Shel.

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You're right. I'll take that one back, and cast it closer to time if I can.

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Vladek and Qadathra hide out in one of the nicer boutiques, with books and mysterious arcane sundries. Seeing that Bauble and Eolowyn have decided to bunk together across the way, Vladek invites Shel to join him.

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Shel will follow the witch, appreciating the powerful magic blessings he has the ability to grant.

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Torvald remains circling in the air, 60' up so his darkvision can reach the ground. Yes I know this probably makes me a target. He will do a circuit of the market place, looking out for approaching enemies

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Shel will follow the witch, appreciating the powerful magic blessings he has the ability to grant.
Note that you are presently sprouting vines and flowers. :)

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"Message would help if anyone has it."
I'm not actually sure when or how we are ambushing them since we are not watching the beach. But Nuar will find a dark ally and take 20 on Stealth. He'll also have his Selective metamagic rod out.

GM Skipper |

As night falls, an eerie silence envelops Whistledown. The locals retreat to their homes, barring windows and doors. After what feels like a silent eternity, five figures skulk out of the darkness and into the marketplace. Their preternatural senses alert them to your presence however, and they bear fangs and even fouler things.
Eolowyn: 1d20 + 9 ⇒ (9) + 9 = 18
Naur: 1d20 + 14 ⇒ (13) + 14 = 27
Shel: 1d20 + 9 ⇒ (15) + 9 = 24
Torvald: 1d20 + 2 ⇒ (18) + 2 = 20
Vladek: 1d20 + 3 ⇒ (15) + 3 = 18
O: 1d20 + 8 ⇒ (5) + 8 = 13
M: 1d20 + 8 ⇒ (15) + 8 = 23
S: 1d20 + 1 ⇒ (4) + 1 = 5
Combat Round 1
Bold may act
__________________________________________
Naur, Shel
M
Eolowyn, Torvald, Vladek
O
Bauble
S

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Shel delays, waiting for the ranged force to soften up the approaching attackers.

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kn Religion: 1d20 + 21 ⇒ (14) + 21 = 35
Assuming they are all undead Nuar is taking no chances being so close to them.
He'll burn a level 4 slot and some saltpeter for a foreball.
Fireball: 14d6 ⇒ (4, 6, 6, 2, 6, 1, 2, 2, 2, 1, 5, 6, 4, 5) = 52
52 + 26 + 42 + 5 +1 = 126 fire damage DC 24 Ref for half.
Consider them softened up.
Just to be safe he'll cast defensively. No telling if some of them are invisible.
SR check vs yellow: 1d20 + 18 + 5 ⇒ (16) + 18 + 5 = 39
SR check vs green: 1d20 + 18 + 5 ⇒ (3) + 18 + 5 = 26
SR check vs blue: 1d20 + 18 + 5 ⇒ (1) + 18 + 5 = 24
SR check vs red: 1d20 + 18 + 5 ⇒ (2) + 18 + 5 = 25
SR check vs white: 1d20 + 18 + 5 ⇒ (1) + 18 + 5 = 24
"Now would be a good time for lots of water and chopping off of heads."

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Bauble is currently contemplating his navel.
"Water?"
Why does everyone always want me to take a bath?
The Black Lord: I have no clue. Now a good oiling, THAT I can appreciate."

GM Skipper |

Reflex, red: 1d20 + 2 ⇒ (17) + 2 = 19
Reflex, blue: 1d20 + 2 ⇒ (7) + 2 = 9
Reflex, yellow: 1d20 + 10 ⇒ (15) + 10 = 25
Reflex, green: 1d20 + 10 ⇒ (14) + 10 = 24
Reflex: 1d20 + 11 ⇒ (19) + 11 = 30
Naur blasts what he identifies as two vampire spawns, two mohrgs and an actual vampire. (Vampire spawn: 5 questions, mohrg: 4 questions, vampire: 4 questions)
The spawns burn up in the inferno, and the adjacent building also catches on fire.
The mohrgs let out a hateful shriek and gang up on Naur.
Touch Attack v Naur: 1d20 + 10 ⇒ (19) + 10 = 29
Fort, Naur: 1d20 + 11 ⇒ (1) + 11 = 12
Attack v Naur: 1d20 + 15 ⇒ (17) + 15 = 32
Damage: 2d8 + 5 ⇒ (1, 7) + 5 = 13
Grab: 1d20 + 19 ⇒ (10) + 19 = 29
Naur is in great peril, as the mohrgs paralyze and grapple him.
Combat Round 1
Bold may act
__________________________________________
Naur (13 damage, paralyzed, grappled)
Mohrgs (yellow: 63 damage; green: 63 damage, grappling)
Eolowyn, Torvald, Vladek, Shel
Vampire (63 damage)
Bauble

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Binary bolts of starlight spiral out from across the way, striking each mohrg!
magic missile vs yellow: 1d4 + 1 ⇒ (4) + 1 = 5
magic missile vs green: 1d4 + 1 ⇒ (1) + 1 = 2
But that's nothing compared to what happens next...

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I think we thoroughly IDed the Vampire itself earlier but for the Mohrgs Defenses, Vulnerabilities, Special Qualities, Senses.

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...as eerie twisting and scraping sounds begin coming from the market stalls - and the undead suddenly find themselves under attack by an even rarer and stranger foe: the unliving!
Ladies and gentlemen, my first-ever animate objects spell! I use my Shaper of Reality trait to increase its caster level by +1, empowering me to animate no fewer than 3 Large animated objects for the next 12 rounds! With 3 Construction points each, I am giving them each Faster and Additional Attack, and in addition, the cheese stall has Augmented Critical (+1 multiplier) (those are some darned weighty cheeses), the squid stall has an Improved Attack (skewers and hooked suckers), and the pretzel stall has Trip (but not Faster) (pretzels are devious things) I'm being generous with myself and saying they initially stood close enough that they can all still make full attacks this round, but rule on that as you see fit:
cheese stall vs vampire #1: 1d20 + 9 ⇒ (1) + 9 = 10
damage: 1d6 + 9 ⇒ (2) + 9 = 11
cheese stall vs vampire #2: 1d20 + 9 ⇒ (8) + 9 = 17
damage: 1d6 + 9 ⇒ (1) + 9 = 10
squid stall vs yellow mohrg #1: 1d20 + 9 ⇒ (18) + 9 = 27
damage: 1d8 + 9 ⇒ (8) + 9 = 17
squid stall vs yellow mohrg #2: 1d20 + 9 ⇒ (3) + 9 = 12
damage: 1d8 + 9 ⇒ (2) + 9 = 11
pretzel stall vs green mohrg #1: 1d20 + 9 ⇒ (7) + 9 = 16
damage: 1d6 + 9 ⇒ (1) + 9 = 10
trip: 1d20 + 11 ⇒ (3) + 11 = 14
pretzel stall vs green mohrg #2: 1d20 + 9 ⇒ (4) + 9 = 13
damage: 1d6 + 9 ⇒ (1) + 9 = 10

GM Skipper |

Mohrgs:
Defenses: undead traits; Vulnerabilities: none; Special Qualities: none; Senses: darkvision and very high perception.
Vladek commands the market itself to attack the undead kidnappers, but the constructs' brand new existence hinders them, and only a single blow connects.
Combat Round 1
Bold may act
__________________________________________
Naur (13 damage, paralyzed, grappled)
Mohrgs (yellow: 85 damage; green: 65 damage, grappling)
Eolowyn, Torvald, Vladek, Shel
Vampire (63 damage)
Bauble

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Shel moves 40' south, ready to engage any of the villains who survive to the next round.
Would someone move me in that direction, please?

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Leaning over Ka's shoulder Torvald mutters an incantation, granting hi, Erastils blessing. With a flick of the reins Ka plummets down into the market place, seeking to help Nuar.
Torvald takes a move action to reveal his continual flame ioun stone so he can see and casts magic circle versus evil on Ka. Ka then double moves to get them above where Nuar is. I don't think they can charge as I don't think Ka can see Nuar from there and a single move wont get us there given the starting 60' height. I think we have to be 10' up as the stalls are in the way.
Can you get the furniture out of the way!

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Eolowyn flies closer on Arrano and starts firing her arrows at the Mohrgs
Rapidshot, Deadly Aim, Point Blank Shot vs Evil Undead, first at green and then yellow. Switching to vampire once they are destroyed (subtract point blank shot)
Manyshot Attack: 1d20 + 18 - 2 - 3 + 1 + 2 ⇒ (19) + 18 - 2 - 3 + 1 + 2 = 35
Silver Arrow: 1d8 + 4 + 6 + 1 + 2 + 2d6 ⇒ (5) + 4 + 6 + 1 + 2 + (4, 3) = 25
Silver Arrow: 1d8 + 4 + 6 + 1 + 2 + 2d6 ⇒ (6) + 4 + 6 + 1 + 2 + (5, 5) = 29
Threat
Rapidshot Attack: 1d20 + 18 - 2 - 3 + 1 + 2 ⇒ (1) + 18 - 2 - 3 + 1 + 2 = 17
Silver Arrow: 1d8 + 4 + 6 + 1 + 2 + 2d6 ⇒ (5) + 4 + 6 + 1 + 2 + (5, 1) = 24
Natural 1
Iterative Attack: 1d20 + 18 - 2 - 3 + 1 + 2 - 5 ⇒ (6) + 18 - 2 - 3 + 1 + 2 - 5 = 17
Silver Arrow: 1d8 + 4 + 6 + 1 + 2 + 2d6 ⇒ (5) + 4 + 6 + 1 + 2 + (1, 1) = 20
Confirm Manyshot Attack: 1d20 + 18 - 2 - 3 + 1 + 2 + 5 ⇒ (5) + 18 - 2 - 3 + 1 + 2 + 5 = 26
Additional damage: 2d8 + 8 + 12 + 2 + 4 ⇒ (8, 2) + 8 + 12 + 2 + 4 = 36

GM Skipper |

Shel and Torvald move closer, and Eolowyn completely destroys the mohrg grappling Naur.
Concentration: 1d20 + 20 ⇒ (13) + 20 = 33
The vampire casts a spell defensively and disappears.
Combat Round 1/2
Bold may act
__________________________________________
Naur (13 damage, paralyzed)
Mohrgs (yellow: 85 damage)
Eolowyn, Torvald, Vladek, Shel
Vampire (63 damage)
Bauble

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Spellcraft: 1d20 + 18 ⇒ (12) + 18 = 30
Can Bauble even notice if he is flat-footed? I envision him picking lint out of his belly button or something while all this is going on.
Bauble casts fly and zips down to where the big bird is. He also uses a swift action and an arcane pool to give his weapon a +2 (making it +5).

GM Skipper |

@Bauble: Nothing stops you from identifying spells when you're flat-footed, though distance is an issue here (he was 100ish feet away, and it's dark).
I'm going to assume Naur has no tricks up his sleeve concerning the paralysis.
The surviving mohrg lashes out at Torvald with tongue and fists.
Attack v Torvald: 1d20 + 15 ⇒ (16) + 15 = 31
Damage (bludgeoning): 2d8 + 5 ⇒ (8, 8) + 5 = 21
Grab: 1d20 + 19 ⇒ (11) + 19 = 30
Attack v Torvald: 1d20 + 15 ⇒ (7) + 15 = 22
Touch Attack v Torvald: 1d20 + 10 ⇒ (9) + 10 = 19
Fort, Torvald: 1d20 + 13 ⇒ (17) + 13 = 30
Combat Round 2
Bold may act
__________________________________________
Naur (13 damage, paralyzed)
Mohrgs (yellow: 85 damage, grappling)
Eolowyn, Torvald (21 damage, grappled), Vladek, Shel
Vampire (58 damage)
Bauble

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Torvald is 10'up as he cannot get adjacent due to the animated furniture so I dont think it can reach us with the claw attacks.

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Perception: 1d20 + 10 ⇒ (1) + 10 = 11
Yea, Bauble is clueless. That navel was really quite enGROSSing.

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Eolowyn targets the other Mohrg and then asks Arrano to fly upwards, the great Roc flies upward in a lazy circle. Now at 50 feet high
Rapidshot, Deadly Aim, Point Blank Shot vs Evil Undead
Manyshot Attack: 1d20 + 18 - 2 - 3 + 1 + 2 ⇒ (3) + 18 - 2 - 3 + 1 + 2 = 19
Silver Arrow: 1d8 + 4 + 6 + 1 + 2 + 2d6 ⇒ (8) + 4 + 6 + 1 + 2 + (4, 3) = 28
Silver Arrow: 1d8 + 4 + 6 + 1 + 2 + 2d6 ⇒ (4) + 4 + 6 + 1 + 2 + (6, 4) = 27
Rapidshot Attack: 1d20 + 18 - 2 - 3 + 1 + 2 ⇒ (2) + 18 - 2 - 3 + 1 + 2 = 18
Silver Arrow: 1d8 + 4 + 6 + 1 + 2 + 2d6 ⇒ (5) + 4 + 6 + 1 + 2 + (6, 1) = 25
Iterative Attack: 1d20 + 18 - 2 - 3 + 1 + 2 - 5 ⇒ (12) + 18 - 2 - 3 + 1 + 2 - 5 = 23
Silver Arrow: 1d8 + 4 + 6 + 1 + 2 + 2d6 ⇒ (3) + 4 + 6 + 1 + 2 + (1, 4) = 21

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There should be room now, Torvald, just shift one square left; darned site went down last time I tried to post.
Just so we're clear, those three stalls on the map that were closest to the mohrgs were the ones I animated, so they aren't where they were.
I make the Spellcraft check with no effort.
The stalls shift about to both make room for Torvald and hem in the area.
squid stall vs mohrg #1: 1d20 + 9 ⇒ (13) + 9 = 22
damage: 1d8 + 9 ⇒ (1) + 9 = 10
squid stall vs mohrg #2: 1d20 + 9 ⇒ (8) + 9 = 17
damage: 1d8 + 9 ⇒ (1) + 9 = 10
cheese stall, readied attack in case something gets in reach: 1d20 + 9 ⇒ (10) + 9 = 19
damage: 1d6 + 9 ⇒ (5) + 9 = 14
pretzel stall, readied attack in case something gets in reach: 1d20 + 9 ⇒ (17) + 9 = 26
damage: 1d6 + 9 ⇒ (4) + 9 = 13
trip: 1d20 + 11 ⇒ (15) + 11 = 26
Vladek recognizes the vampire's trick immediately, and happens to have been prepared for it.
I cast see invisibility!
Qadathra prepares to retaliate when the vampire shows up....
readied magic missile for as soon as he can see the vampire (which may be now, given his link with Vladek, I'm not sure): 2d4 + 2 ⇒ (1, 4) + 2 = 7

GM Skipper |

@Torvald: Ah, yes... The third dimension, my old nemesis. The squid cart gets the attacks instead, which means the second slam hits as well.
Damage: 2d8 + 5 ⇒ (6, 7) + 5 = 18
Eolowyn's last arrow hits and destroys the last mohrg.
@Vladek: You can change the stalls' actions, if you can find something for them to do.
Qadathra dosen't gain see invisibility as well, but...
Vladek's enhanced sight reveals the vampire's position to him.
Combat Round 2
Bold may act
__________________________________________
Naur (13 damage, paralyzed)
Eolowyn, Torvald, Vladek, Shel, (squid cart: 29 damage)
Vampire (58 damage, invisible)
Bauble