
FiddlersGreen |

Updated info. Forgot to update Rand's damage and the initiative marker.
Round 6
Matamah (-78)(swim 30) ------ (2 images)
Rand (-87) (Fly 60)------
Itamar (-5)(Swim 30) ------ Chain (7)
BB1 (-55)(Fly?) ------
BB2 (-109)(Fly?) ------ Confused (6) Unconscious
BB3 (-31)(Fly?) ------ Confused (6)
BB4 (-107)(Fly?) ------ Confused (6) Unconscious
BB5 (-112)(Fly?) ------ Confused (7) Unconscious
BB6 (-93)(Fly?) ------ Confused (7) I am back baby!
BB7 (-15)(Fly?) ------ Confused (7)
BB8 (-111)(Fly?) ------ Unconscious
42 (-15) (Fly 60)------ invisible(9) Chill touch (7) <------we are here in the initiative order
Rhon (-) (Fly 60) ------
Alden (-/-) ------

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Alden yells orders at Rhon, then he and Naala help Rhondodge and attack the monster.
Using my Swift and Naala's Standard to aid attack rolls (+8), my Standard to grant everyone within 30 feet the Escape Route teamwork feat, and my Move action to grant Rhon soft cover against ranged attacks (20% miss chance). Then on up to 4 attacks, he and Naala will give Rhon +16 AC thanks to Bodyguard.
Alden and Naala are both benefiting from Rhon' Aura of Courage and Aura of Resolve. This gives you both a +4 morale bonus vs. fear effects while you are within 10 feet of Rhon and a +4 morale bonus vs. charm effects while you are within 10 feet of Rhon.

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Double Move
Matamah double moves up, going 10 ft. below the surface.
NO INSPIRE COURAGE THIS ROUND.

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Seeing his new friend fall into the water (BB8) he turns on BB7 and does the same. Was the Inspire Courage still up for 42's attack?
K.Gt.Scimitar: 1d20 + 12 + 3 ⇒ (2) + 12 + 3 = 17 damage: 1d6 + 6 + 3 ⇒ (2) + 6 + 3 = 11 Icy Damage: 1d6 ⇒ 4 Chill Touch: 1d6 ⇒ 6 +1 Strength damage. DC 15 fort to ignore the Str damage.
K.Gt.Scimitar: 1d20 + 12 + 3 ⇒ (12) + 12 + 3 = 27 damage: 1d6 + 6 + 3 ⇒ (2) + 6 + 3 = 11 Icy Damage: 1d6 ⇒ 6 Chill Touch: 1d6 ⇒ 5 +1 Strength damage. DC 15 fort to ignore the Str damage.
Dispite the dice hatting me... I Think it's working out.

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Round 6 actions
Note: With the use of Alden' and Naala' Bodyguard feat Rhon' AC is 55 vs. the next 4 attacks.
Free action: Rhon goes into Defensive Stance just like that of the Stalwart Defender prestige class. I have adjusted his stat line for the defensive stance.
Full Round Action: Full Attack bugbear #6
Attack: 1d20 + 18 + 1 + 8 ⇒ (19) + 18 + 1 + 8 = 46
Damage: 1d10 + 6 ⇒ (4) + 6 = 10 (magic, slashing, ghost touch)
Attack: 1d20 + 13 + 1 + 8 ⇒ (11) + 13 + 1 + 8 = 33
Damage: 1d10 + 6 ⇒ (8) + 6 = 14 (magic, slashing, ghost touch)
Attack: 1d20 + 8 + 1 + 8 ⇒ (15) + 8 + 1 + 8 = 32
Damage: 1d10 + 6 ⇒ (7) + 6 = 13 (magic, slashing, ghost touch)
"Why won't these creatures stay down?" Rhon shouts to the rest of the party.

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Rand will put attacks in to #1 until he drops, then turn to #7.
You might want to also remove #8 from the map, as he is unconscious apparently.
Attack Rolls: 1d20 + 23 ⇒ (16) + 23 = 391d20 + 23 ⇒ (4) + 23 = 271d20 + 23 ⇒ (16) + 23 = 391d20 + 18 ⇒ (20) + 18 = 381d20 + 13 ⇒ (18) + 13 = 31
Crit Confirmation Roll: 1d20 + 18 ⇒ (17) + 18 = 35
Damage Rolls: 2d8 + 8 ⇒ (6, 6) + 8 = 202d8 + 8 ⇒ (3, 1) + 8 = 122d8 + 8 ⇒ (8, 2) + 8 = 182d8 + 8 ⇒ (4, 6) + 8 = 182d8 + 8 ⇒ (2, 5) + 8 = 152d8 + 8 ⇒ (6, 6) + 8 = 20
Crit damage: 2d8 + 8 ⇒ (4, 3) + 8 = 15

FiddlersGreen |

42 hews into BB7 under the cover of his invisibility - and finds the bugbears easy targets when they are not able to see him!
fort save 1: 1d20 + 14 ⇒ (1) + 14 = 15 Had to roll a 1 eventually I suppose.
fort save 2: 1d20 + 14 ⇒ (15) + 14 = 29
Desite their natural fortitude, the constant application of cold from 42's spell finally manages to sap the bugbear's strength!
Meanwhile on the shore, Alden prepares to protect Rhon, but the paladin cleaves his attacker's torso before he gets to do a thing. BB6 drops again, and from his wounds, you think he should never be able to get up again...right? Right?
Matamah continues to stay below the water, confident that his allies will be able to wrap this up soon. And Rand is eager not to disappoint as he pummels BB1 and BB7 into submission. Both fall to the water.
Itamar sends his chain at BB3, but the chain gets caught in its own coils and fails to connect.
BB3 confusion: 1d100 ⇒ 7
attack roll: 1d20 + 17 - 3 ⇒ (4) + 17 - 3 = 18
attack roll: 1d20 + 12 - 3 ⇒ (20) + 12 - 3 = 29
confirmation roll: 1d20 + 12 - 3 ⇒ (20) + 12 - 3 = 29 Wow. Well, sh-it. Double 20 on the iterative, and the second time in consecutive rounds... I already had you use your Jingasa in the previous round... Sorry Rand, but you're the only person in range of his full attack. There's no other target.
crit damage: 1d8 + 13 + 9 + 1d8 + 13 + 9 + 1d8 + 13 + 9 ⇒ (4) + 13 + 9 + (3) + 13 + 9 + (7) + 13 + 9 = 80 And that's far beyond a breath of life to fix...
The last bugbear regains a semblance of clarity for the briefest moment and jabs furiously at Rand. His first strike is dodged easily, and just as Rand prepares to finish him off, the bugbear raises his spear again...and drives it right through Rand's throat. The surprised monk gasps in horror as blood oozes from his neck. Not even the Jingasa of the fortunate soldier was able to surpass his ill fortune this day!
Round 7
Matamah (-78)(swim 30) ------ (2 images)
Rand (-167) (Fly 60)------ Ouch!
Itamar (-5)(Swim 30) ------ Chain (7)
BB1 (-105)(Fly?) ------ Unconscious
BB2 (-109)(Fly?) ------ Confused (5) Unconscious
BB3 (-31)(Fly?) ------ Confused (5)
BB4 (-107)(Fly?) ------ Confused (5) Unconscious
BB5 (-112)(Fly?) ------ Confused (6) Unconscious
BB6 (-120)(Fly?) ------ Confused (6) Unconscious
BB7 (-106)(Fly?) ------ Confused (6) (-1 STR) Unconscious
BB8 (-111)(Fly?) ------ Unconscious
42 (-15) (Fly 60)------ invisible(8) Chill touch (5) <------we are here in the initiative order
Rhon (-) (Fly 60) ------
Alden (-/-) ------
Sorry Rand. Sometimes the dice are just that cruel. I was expecting this to be a mere speed bump, but even mooks get lucky when they get that many dice rolled... And this would have been their very last attack too! =(
It's just BB3 now. You guys can act now... Finish off BB3 and avenge Rand!

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Not true on being out of breath of life range. In fact, on average, he can be revived by Itamar. He has 124 HP and 14 con, which means he can be 137 down and be alive. He only needs 30 HP of breath of life. 5d8+12 on average is 34.5.

FiddlersGreen |

Not true on being out of breath of life range. In fact, on average, he can be revived by Itamar. He has 124 HP and 14 con, which means he can be 137 down and be alive. He only needs 30 HP of breath of life. 5d8+12 on average is 34.5.
I stand corrected! Not sure whose max hp I was looking at! Umm...is anyone able to administer that breath of life?

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That being said.
Move Action
Matamah swims over to Rand's body.
Standard Action
He touches it, casting Dimension Door, rushing him to Itamar for healing.
He turns to Itamar and says, I believe he needs to be brought back to life immediately. Do you have this capability?
NO INSPIRE COURAGE THIS ROUND

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Wow. Well, sh-it. Double 20 on the iterative, and the second time in consecutive rounds... I already had you use your Jingasa in the previous round... Sorry Rand, but you're the only person in range of his full attack. There's no other target.
Using Divine Interference Itamar sacrifices Liberating Command
He has to attack again at -1
Man I usually forget about this feat

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Round 7 Actions
Free Action: Remain in defensive stance.
Free Action: Drop my shield and waraxe.
Move Action: Draw my +1 Heavy Crossbow
Standard Action: Begin loading my heavy crossbow.
Alternative Plan for Round 7 if Itamar is unable to cast Breath of Life on Rand
Free Action: End defensive stance. I will be fatigued for two rounds.
Move Action: Fly 40 ft. to Rand.
Free Action: Drop my Dwarven Waraxe.
Standard Action: Use the five remaining gems on my First Aid Gloves to cast Breath of Life on Rand.
Breath of Life: 5d8 + 9 ⇒ (4, 7, 4, 6, 8) + 9 = 38

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I believe he needs to be brought back to life immediately. Do you have this capability?
I do
B.O.L: 5d8 + 12 ⇒ (6, 5, 7, 8, 8) + 12 = 46

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42 sees his teammates race to Rand's aid while one foe still stands. He moves to intercept the last foe.
K.Gt.Scimitar: 1d20 + 12 ⇒ (14) + 12 = 26 ....... Why not 15...damage: 1d6 + 6 ⇒ (4) + 6 = 10 Chill Touch: 1d6 + 6 ⇒ (3) + 6 = 9 Icy: 1d6 + 6 ⇒ (3) + 6 = 9 +1 Strength damage. DC 15 fort to ignore the Str damage.

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"Save him, friends!" Alden, knowing he is no healer, will watch for more attackers on the way.
Percep: 1d20 + 2 ⇒ (4) + 2 = 6

FiddlersGreen |

42 rushes up and slashes as the final bugbear, determined to hold the monster off as his allies rush to save Rand. Rhon loads his crossbow and prepares to fire whilst Alden watches on, ready to fend off any attack.
Matamah swims over to Rand and transports him to Itamar, who channels a powerful surge of life-giving energy into the monk. The positive energy causes Rand's fatal wound to heal, and forces his heart to beat once more as his recently-departed soul is pulled back into his body. He gasps as he breathes once more, though the strain of being dragged back to the land of the living causes him to remain unconscious. You suffer 1 negative level, and so your maximum hit points is reduced by 5. You are on -3hp..BUT YOU LIVE!!!
The bugbear snarls in fury as his lucky strike is undone. Having been attacked in the previous round, he automatically attacks 42, doing his best to get back at the invisible magus.
attack roll: 1d20 + 17 - 3 ⇒ (9) + 17 - 3 = 23
attack roll: 1d20 + 12 - 3 ⇒ (5) + 12 - 3 = 14
But he will have no more lucky strikes this day! Or this round at least.
Round 7
Matamah (-78)(swim 30) ------ (2 images)
Rand (-121) (Fly 60)------ (1 negative level) (unconscious)
Itamar (-5)(Swim 30) ------ Chain (6)
BB1 (-102)(Fly?) ------ Unconscious
BB2 (-106)(Fly?) ------ Confused (4) Unconscious
BB3 (-44)(Fly?) ------ Confused (4)
BB4 (-104)(Fly?) ------ Confused (4) Unconscious
BB5 (-109)(Fly?) ------ Confused (5) Unconscious
BB6 (-117)(Fly?) ------ Confused (5) Unconscious
BB7 (-103)(Fly?) ------ Confused (5) (-1 STR) Unconscious
BB8 (-108)(Fly?) ------ Unconscious
42 (-15) (Fly 60)------ invisible(7) Chill touch (4) <------we are here in the initiative order
Rhon (-) (Fly 60) ------
Alden (-/-) ------
Your turn again! Except Rand who is now alive, but unconscious.

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Laughing as BB3 swings in the wrong direction, 42 tries once more to deal some powerful damage.
Attack 1
K.Gt.Scimitar: 1d20 + 12 ⇒ (16) + 12 = 28 damage: 1d6 + 6 ⇒ (2) + 6 = 8 Chill Touch: 1d6 ⇒ 1 Icy: 1d6 ⇒ 6
Crit?
K.Gt.Scimitar: 1d20 + 12 ⇒ (2) + 12 = 14 damage: 1d6 + 6 ⇒ (5) + 6 = 11 Chill Touch: 1d6 ⇒ 4 Icy: 1d6 + 1d10 ⇒ (1) + (10) = 11
Attack 2
K.Gt.Scimitar: 1d20 + 7 ⇒ (18) + 7 = 25 damage: 1d6 + 6 ⇒ (5) + 6 = 11 Chill Touch: 1d6 ⇒ 1 Icy: 1d6 ⇒ 6
Crit?
K.Gt.Scimitar: 1d20 + 12 ⇒ (19) + 12 = 31 damage: 1d6 + 6 ⇒ (1) + 6 = 7 Chill Touch: 1d6 ⇒ 2 Icy: 1d6 + 1d10 ⇒ (3) + (3) = 6
2 saves for the strength damage, totaling 4 if he fails. If the 14 confirms, it's a total of 74 damage. If not, only 48.

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btw, I was looking to see where all the damage you dealt me came from, and it looks like part of that damage came from the dragon turtle's breath weapons, which I should not have taken any damage from. I'm probably still unconscious before the breath of life, but most likely not dead.

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Itamar will switch out a Hallucinogenic Smoke for a CCW on Rand
CCW: 4d8 + 12 ⇒ (7, 4, 5, 2) + 12 = 30

FiddlersGreen |

btw, I was looking to see where all the damage you dealt me came from, and it looks like part of that damage came from the dragon turtle's breath weapons, which I should not have taken any damage from. I'm probably still unconscious before the breath of life, but most likely not dead.
Incorrect. I undid that damage when I realised you had evasion. Then one of the dragon turtles clawed you for 31 damage in round 2 of that fight. 18hp got healed when Itamar channeled in round 5, but because you didn't heal up the remaining 13hp, you were down 13 hp at the start of the bugbear fight. And then...they started to roll some 20s because 8 guys full-attacking over 6 or 7 rounds will do that. Granted they were very lucky, but your near-death was legit.
Edit: Actually, even if you had healed that 13hp damage in between the fights, that second crit would still have killed you. Power attack crit on a x3 weapon does that. =(

FiddlersGreen |

42 makes minced-popsicle out of the last bugbear, and it falls into the water. Itamar casts another powerful healing spell, bringing Rand back to consciousness, but he is still weakened from his momentary departure from the land of the living.
What do you all wish to do now? All the bugbear bodies are in the water except for one.
Combat aftermath
Matamah (-78)(swim 30) ------ (2 images)
Rand (-91) (Fly 60)------ (1 negative level)
Itamar (-5)(Swim 30) ------ Chain (5)
42 (-15) (Fly 60)------ invisible(6) Chill touch (2)
Rhon (-) (Fly 60) ------
Alden (-/-) ------

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Matamah spends time healing himself with his Wand of Cure Light Wounds while others figure out what to do with the bugbears.
Matamah will use others' wands for them if they need it... but roll your own healing.
Cure Light Wounds Wand (x17): 17d8 + 17 ⇒ (2, 1, 2, 1, 7, 1, 4, 3, 8, 3, 5, 6, 3, 6, 1, 7, 4) + 17 = 81

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Rand, I will be able to restore you fully in the morning
Itamar will top himself off CLW Wand: 1d8 + 1 ⇒ (4) + 1 = 5
Once we are all in one spot, I suppose we could check out this building in front of us.
The one to the left of us on the map

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Since no one else has said it, Matamah will commence bugbear looting, complete with Detect Magic. :)

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42 will spend a few round flying around, making sure there is nothing else that is set to attack them. He will come back before his invisibility ends.

FiddlersGreen |

The nearby building is simply a a holding area for cargo and spartan living quarters for the sentries you just murdered for doing their jobs. There is nothing of interest or value inside at the moment.
On the bugbear, you find a set of masterwork studded leather armor, 3 javelins and a spear. The spear has a transmutation aura, and the bugbear himself has 3 transmutation auras.
Further through the mist, you can make out the faint outline of the mansion in the middle of the island. Just as far to the East lie the cluster of mud-walled huts.

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Perception: 1d20 + 4 ⇒ (6) + 4 = 10 >_<

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Forgot the identifying.
Detect Magic...
Spellcraft for Spear: 1d20 + 17 ⇒ (16) + 17 = 33
Spellcraft for Transmutation Aura 1: 1d20 + 17 ⇒ (16) + 17 = 33
Spellcraft for Transmutation Aura 2: 1d20 + 17 ⇒ (9) + 17 = 26
Spellcraft for Transmutation Aura 3: 1d20 + 17 ⇒ (4) + 17 = 21

FiddlersGreen |

Spear - magic weapon spell
Bugbear - fly, bull's strength, a supernatural ability mimicking alter self

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Rhon comes out of defensive stance and is fatigued for the next 4 rounds. He puts his crossbow away and retrieves his waraxe and shield.
Rhon moves over to the rest of the party. "So what was that about? No chance to even talk to the creatures prior to be assaulted by them. I truly hope that others we encounter here choose to be a bit more civil."
"How are you feeling Rand?"
GM: Earl finally surfaces near Rhon after his long trek across the bottom of the lagoon.

FiddlersGreen |

Earl rejoins the group. He is partially-covered in seaweed and some brown sludge that you hope isn't turtle-poop, but is otherwise perfectly fine.
So where to now?

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Rhon casts a wary look about the surrounding looking for any potential threats, unusual stonework, or points of interest.
Perception: 1d20 + 21 ⇒ (13) + 21 = 34
"If everyone is okay to travel, I suggest we head towards the huts to the East. Perhaps whomever lives there will be willing to speak with us about this place and its mysterious master."

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Let's pay the owner of that mansion a visit and thank him for his welcoming commity

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"I agree. That was an improper way to receive guests, regardless of one's station."

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"Agreed... we must determine why we were attacked by such creatures."

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Matamah says in his deep voice. I think those probably weren't hobgoblins. They had a transmutation magic that makes them look like something else.
But yes, let us proceed.

FiddlersGreen |

Looks like more people are in favour of going straight to the mansion. Mansion it is then.
A path leads from the dock to the silhouette of the mansion in the mist, and by following it you eventually come to what must once have been a beautiful seaside villa with a colorful tile roof, surrounded by pleasant gardens. But as with everything else on the island, however, it seems that a cold shadow has slowly crept over the place, leaving it a dull, gloomy husk of its former splendor. A plastered brick wall surrounds the house, with two gates, one to the north and one to the east. The path you followed leads you to the North gate, whilst the path at the East gate leads in the general direction of the mud huts.
A raised sentry box stands beside each of the house’s gates, to the north and the east, but both boxes appear empty. The doors you find yourself in front of are a pair of large wooden double-doors of sturdy oak, weathered but still strong enough to hold out the elements. Several blows from Rhon's axe would probably hack it apart, but would also surely alert anyone inside...if there was anyone inside.
It is now mid-afternoon. You estimate about three hours before nightfall.
Most of your buffs would have worn off by now, since I don't believe any buffs lasting more than 10min/level were cast.
Rand is still pretty badly injured and 42 is still a little injured. If you want to heal up before knocking on the door, kicking down the door, sneaking in etc, now is the time to do it.
Current Status
Matamah (-) ------ (2 images)
Rand (-91)------ (1 negative level)
Itamar (-)------
42 (-15)------
Rhon (-) ------
Alden (-/-) ------

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Itamar will heal 42 and Rand
CLW Wand 42: 3d8 + 3 ⇒ (6, 7, 4) + 3 = 20
CLW Wand Rand: 17d8 + 17 ⇒ (3, 7, 4, 6, 4, 5, 5, 1, 5, 3, 1, 8, 7, 7, 3, 3, 3) + 17 = 92...20 charges total

FiddlersGreen |

Current Status
Matamah (-) ------ (2 images)
Rand (-)------ (1 negative level)
Itamar (-)------
42 (-)------
Rhon (-/-) ------
Alden (-/-) ------
Ok, you're all healed up thanks to Itamar's charity. What now?

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Most of your buffs would have worn off by now, since I don't believe any buffs lasting more than 10min/level were cast.
Superbly busy at work right now but right now on break. Just wanted to get a few buffs in there before I get back to it.
Longer buffs:
Matamah casts Freedom of Movement (2 hours) and Echolocation (2 hours) on himself before entering the mansion. Longer buffs indicated in Active Spells spoiler.
Shorter buffs:
He also uses a charge of his Wand of Heightened Awareness (10 minutes) and Wand of Invisibility (3 minutes) on himself.
Wielding:
He takes out his Flag with the Glyph of the Open Road. For use with Flagbearer feat. Will have reminders for the party in posts.

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To Earl
"Okay everyone, I have asked Earl to scout beyond the gate for us. Hopefully he will be able to give us the all clear but if not then at least we may have some idea of who or what we may facing on the other side."

FiddlersGreen |

Earl reports that there appear to be no guards on the opposite side of the wall. Other than the stables and kitchen (both identifiable by smell), most of the rooms in the house do not have doors. Instead, they are partitioned with sliding panels called shoji, made of translucent rice paper over a wooden lattice. There appear to be a few women inside tending to the cooking and some very basic cleaning. They appear unarmed and are dressed only in simple plain kimonos.
As he gives his report, a strong wind blows from behind you, pushing the wooden gate open a little. It appears the gate was not locked.

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Rand will approach the front door and ring the bell or the Tianese equivalent of knocking.

FiddlersGreen |

Moments later, one of the women inside answers the door.
"Oh my. Greetings. We do not get many visitors here, but if you are here, the master must be expecting you. Please, come in. I will show you to the reception room."
"Mayu! We have visitors! Prepare some tea please!"

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"We're being invited in apparently."
Rand will slide open the door and enter.

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"Oh my. Greetings. We do not get many visitors here, but if you are here, the master must be expecting you. Please, come in. I will show you to the reception room."
"Mayu! We have visitors! Prepare some tea please!
Thank you miss, that is very kind of you

FiddlersGreen |

Are you all going to the reception room? Does anyone want to do anything else?
I'll give it 24 hours before progressing the narrative, or until 42, Rhon, Alden and Matamah have posted, whichever happens sooner.

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Matamah doesn't speak Tien, so everything he says is in Common.
Sense Motive to see if she is trying to lead us astray: 1d20 + 26 ⇒ (20) + 26 = 46
I apologize as I don't speak Tien. Thank you for your kindness ma'am. What is your name?

FiddlersGreen |
