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Thracius thanks the Sheriff for the return of his quarterstaff, glad he did not have to rely on the weapon in town. Following Belinda's advice, Thracius makes their way to the town alchemist, purchasing replacements for the acid that was thrown at the swarm.
"Well, does anyone know what that creature was? Not of the natural world I am afraid so I have not read up on them. It would be good to know weaknesses to exploit before we go in?"
two vials of Acid

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Jaxal is pretty well equipped alchemically. and takes the glowing arrow unless someone else really wants it. He does prepare a CLW elixir, though.

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Belinda packs away her liquid fire and healing.
"Ready to go.."
Did she notice any of the tensions we read about in that opening letter?

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Belinda shakes her head at the foolishness of people.
"Carpenters... without the blacksmiths nails and tools, you would be unable to build houses wouldn't you?"
Then she turns to the blacksmiths "And you! Your tools are fantastic, but what is a tool without the hand that wields it? Can't you see that you both must work together to get the best results?"
But she expects her words will be landing on deaf ears.

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"Belinda, maybe come back and talk to them later. Seem pretty mad now. If group has good success with monster, maybe both them be happy," Rumble advises.

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"Sure... it seems to be you that was the injured party. Maybe you will remember more if we head back to the cave. How long have you been.. like this?" asks Belinda as she walks along.

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While the others are shopping, Jaxal follows up on Belinda's attempts.
"I am sensing tensions, and hear a lot of blame. What triggered such a thing?"
Diplomacy: 1d20 + 6 ⇒ (10) + 6 = 16

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Thracius shakes his head sadly at the carpenter and blacksmith's continued arguments, but hardly feels that it is his place to meddle. Purchasing his acid with thanks, Thracius heads to the village gate with the rest of his companions. He smiles sadly at the solls return.
"Of course you would be welcome, if you like you can sit on my shoulders with Quel?"
At his words, a tiny humanoid figure made of wood poles their head out of Thracius' long ailver hair.

DM Amazing Red |

Nira gladly climbs onto Thracius' shoulder. Five miles south of Mercy, a dark crevice splits open the landscape. An oppressive heat pours out of the fracture, and the area smells like rotting flesh. You climb down for 30 feet before the crevice opens up into a narrow hallway leading to a vast cavern. The fissure widens and opens into an underground forest. A mass of leafless vines covers all of the cavern’s walls, and a colony of trees with white bark and pale yellow leaves emerges from the walls and ceiling. Thousands of bats hang from the tree branches, and a thick layer of guano carpets the ground of hard-packed dirt.
The trees are all part of clonal colony of quaking aspen trees, each connected to a single root system. These trees gain their name from the way their leaves shake at the slightest breeze. Quaking aspen trees should not be able to survive underground, and they do not appear anywhere else in the surrounding area. Nonetheless, they match the description the villagers may have given the PCs of the force that protected Mercy. The giant blossoms that reek of rotting flesh are parasitic plants called corpse flowers. They feed of the nutrients of other plants—in this case, the vines surrounding the trees.
The cloaker is here, its form shifting in the dim light. It glares at Nira before screeching!
B: 1d20 + 4 ⇒ (3) + 4 = 7
C: 1d20 + 7 ⇒ (12) + 7 = 19
E: 1d20 + 6 ⇒ (10) + 6 = 16
J: 1d20 + 3 ⇒ (18) + 3 = 21
R: 1d20 + 2 ⇒ (16) + 2 = 18
T: 1d20 + 6 ⇒ (17) + 6 = 23
Jaxal and Thracius are up! It has blur up so roll a 20% miss chance if/when you attack it. High is good for PCs.

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Jaxal walks up and stabs at the creature.
Fencing Grace Attack: 1d20 + 5 ⇒ (7) + 5 = 12
Damage: 1d6 + 3 ⇒ (5) + 3 = 8
Miss Chance: 1d100 ⇒ 8
Well, that was less than stellar... missed even if it would have caught him flat footed.

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know. Nature: 1d20 + 11 ⇒ (18) + 11 = 29
"These are the trees that protected Mercy, but they should not live here, Corpse flowers are feeding from the vines, be careful!
Thracius darts forwards chanting in a strong Elvish voice, with a flourish of his hands and robe, a dizzying pattern of swirling colours surge forth to engulf the cloaker.
Cast Colour Spray Will DC 17. I'll let you roll the consequences if relevant as I don't know the hit dice etc ^^

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Belinda dashes as far around the back of the cloaker as she can manage, sticking her small rapier into the horrible creature as it goes.
attack: 1d20 + 8 ⇒ (7) + 8 = 15
damage: 1d4 + 4 ⇒ (1) + 4 = 5
miss: 1d100 ⇒ 8 <-distracted by the same shadow as Jaxal!
"But why did it even go to Mercy?" wonders Belinda.

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Dashing forward, the masked elf does his best to move around the aberration and use his position to his advantage. Move action around stunned creature; free action to enter rage; Attack + flanking + inspire: 1d20 + 10 ⇒ (7) + 10 = 17; Damage: 1d10 + 5 + 1d6 ⇒ (6) + 5 + (4) = 15

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Fencing Grace Attack: 1d20 + 5 + 1 ⇒ (12) + 5 + 1 = 18
Damage: 1d6 + 3 + 1 ⇒ (4) + 3 + 1 = 8
Miss Chance: 1d100 ⇒ 93

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Unable to focus on the blurred creature in melee with his allies, Thracius chants in elven once more and sends forth a bolt of force that unerringly strikes its target.
magic missile: 1d4 + 1 ⇒ (3) + 1 = 4

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Fighting through the paralytic effect of the cloaker, Eleoheim once again slices at the aberration. curved sword + flanking + rage: 1d20 + 10 ⇒ (2) + 10 = 12; damage: 1d10 + 5 + 1d6 ⇒ (9) + 5 + (1) = 15
EDIT: Sorry, forgot miss chance: 1d100: 1d100 ⇒ 69

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Jaxal continues his assault, trying to poke enough holes in the cloak monster that it will fall..
Attack: 1d20 + 5 + 1 ⇒ (6) + 5 + 1 = 12
Damage: 1d6 + 3 + 1 ⇒ (2) + 3 + 1 = 6
Miss Chance: 1d100 ⇒ 51

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Belinda, frustrated by the creatures oddly blurred outline, takes her time as she tries to strike again.
attack: 1d20 + 8 ⇒ (9) + 8 = 17
damage: 1d4 + 5 ⇒ (3) + 5 = 8
Once again the blow looks to be a good one
miss: 1d100 ⇒ 10
But once again she is deceived by its indistinct outline.
"This is getting frustrating!"

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Rumble moves forward, continuing his inspiration, and swings at the beast.
Attack 1d20 + 5 + 1 ⇒ (15) + 5 + 1 = 21
Damage 1d6 + 2 + 1 ⇒ (1) + 2 + 1 = 4
Miss chance 1d100 ⇒ 56

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Thracius opens his mouth in a silent scream, his allies hearing not a thing. To the cloaker, the piercing scream is deafening however.
Cast Ear-Piercing Scream sonic damage: 1d6 ⇒ 4 and Daze. DC 16 Fort save for Half damage and no Daze

DM Amazing Red |

Eledo shrugs off the effect but it is enough to cause him to miss. Jaxal has similar luck as Belinda misses due the blurriness. Rumble scores a hit as Thracius decides that magic is the answer.
Fort: 1d20 + 6 ⇒ (20) + 6 = 26
The cloaker decides to do this the old fashioned way and tries to wrap itself around 1d4 ⇒ 4 Eleo!
Grapple: 1d20 + 10 ⇒ (19) + 10 = 29
As it wraps itself around the elf it bites at him!
Nom: 1d20 + 12 ⇒ (3) + 12 = 15
Despite its advantage it misses, however it still has Eleo in its grasp.
Party is up. So while Eleo is grappled this way, attacks that deal damage to the cloaker deal half to the monster and half to Eleo.

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Rumble continues to pound the monster with his fists, hoping that he could finish it off sooner rather than later. He keeps inspiring his friends.
Attack 1d20 + 3 + 1 ⇒ (7) + 3 + 1 = 11
Damage 1d6 + 2 + 1 ⇒ (5) + 2 + 1 = 8
Miss chance 1d100 ⇒ 8
Attack 1d20 + 3 + 1 ⇒ (7) + 3 + 1 = 11
Damage 1d6 + 2 + 1 ⇒ (2) + 2 + 1 = 5
Miss chance 1d100 ⇒ 82

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Belinda again tries to stab the creature whose tenacity seems almost unnatural.
attack: 1d20 + 8 ⇒ (5) + 8 = 13
damage?: 1d4 + 5 ⇒ (1) + 5 = 6
miss: 1d100 ⇒ 11
Still the burred outline foils her!
Three misses in a row at 20%. I'm getting into the incredibly unlucky territory now.

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With his meagre magical arsenal depleted, Thracius begins moving his hands in a practiced motion, gathering thorns and dead wood together to form a spear. With a thought and flick of his wrist the spear launches itself at the cloaker.
splintered spear, inspire, combat: 1d20 + 5 + 1 - 4 ⇒ (4) + 5 + 1 - 4 = 6 for damage: 1d8 + 5 + 1 ⇒ (1) + 5 + 1 = 7 and 1 bleed
Bag reroll, 1 star
splintered spear, inspire, combat: 1d20 + 5 + 1 - 4 + 1 ⇒ (17) + 5 + 1 - 4 + 1 = 20 for damage: 1d8 + 5 + 1 ⇒ (8) + 5 + 1 = 14 and 1 bleed
miss chance: 1d100 ⇒ 90

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Seeing Eleo slip free, Jaxal thinks Now! and stabs at the creatures exposed belly.
Attack: 1d20 + 5 + 1 ⇒ (20) + 5 + 1 = 26
Miss Chance: 1d100 ⇒ 60
Crit Confirm: 1d20 + 5 + 1 ⇒ (13) + 5 + 1 = 19
Damage: 1d6 + 3 + 1 ⇒ (1) + 3 + 1 = 5
Crit Damage: 1d6 + 3 + 1 ⇒ (3) + 3 + 1 = 7

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will: 1d20 + 5 ⇒ (17) + 5 = 22
Steadying himself against the creatures keening, Thracius swirls his arms once more, creating his sear of thorns and dead wood, even ripping some out of the bleeding creatures flesh. With a command the spear is launched yet again.
Spear, Inspire, Combat: 1d20 + 6 + 1 - 4 ⇒ (16) + 6 + 1 - 4 = 19 for damage: 1d8 + 5 + 1 ⇒ (5) + 5 + 1 = 11 One bleed
Miss?: 1d100 ⇒ 66

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Will save + inspire bonus?: 1d20 + 3 + 1 ⇒ (13) + 3 + 1 = 17
Eleoheim seems unperturbed by the sonic inducement, slicing at the creature some more.
Curved blade: 1d20 + 10 ⇒ (5) + 10 = 15,Damage: 1d10 + 5 + 1d6 ⇒ (3) + 5 + (5) = 13
Miss?: 1d100 ⇒ 17

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Belinda peaks around a corner... "Is it gone? "
She blushes.
"I'm not sure what I was so scared of... it was...just suddenly overpowering."
Sheepishly she adds "Sorry"

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Thracius lets out a breath he hadn't realised he was holding and sighs, the tension of combat leaving his body. He looks sround tonmake sure his allies are still standing and then makes his way to the strange trees to investigate further.
nature: 1d20 + 11 ⇒ (4) + 11 = 15
detect magic
arcana: 1d20 + 10 ⇒ (1) + 10 = 11 and spellcraft: 1d20 + 10 ⇒ (1) + 10 = 11
Aren't glad combats over with those shambles!