
Creydon Clay |

Creydon looks at the scene, thinking how it will take great skill to convey that "No, that actually happened that way!"
Then he sneaks forward to the remains of the giant, to have a look about.
Stealth: 1d20 + 11 - 1 ⇒ (17) + 11 - 1 = 27
Perception: 1d20 + 15 ⇒ (20) + 15 = 35

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Watching Creydon go, Drazh said ”If he gives the all clear we should use the distraction to move in. Find their leader n’ kill him dead.”

Ferocia Featharro |

Ferocia surveys the scene from above.
Perception: 1d20 + 17 ⇒ (18) + 17 = 35
Does she notice anything extra from her new vantage point? Can she tell what the most important area in the fort seems to be? Can she tell what any of the buildings are used for? And are there other guards in sight?

GM Kevin O'Rourke |

Ferocia manages to note one of the towers on the wall A14 is not like the others that compose the fort—its architectural style is far more intricate and ancient in appearance, bearing similarities to many of the other ancient monuments that dot the Varisian landscape. Made of black stone and decorated with gargoyles, the tower’s walls are streaked with thick lichens and moss. It soars twice as high as the other towers, its facade effectively dominating the view.
Another tower stands alone in the courtyard A13. White streaks cover the sides of this stone spire and the surrounding ground, thick as paint. Among these immense bird droppings are splintered elk bones and scraps of hide. The spire rises to a needle point one hundred and fifty feet above, but at a height of fifty feet an opening in the northern face allows access to a round chamber within which has been built an enormous nest.
A12 There is a large stone building.
A11Smoke trails up through chimneys and holes in this building in a countrolled manner.
Ferocia spots several winged figures on the roof of the main gate in...A6 it's possible this has aided her large owl from attracting attention.
Outside there are hundreds of giants of varying kinds grouped together into various camps.
Creydon finds little of value on the giant's corpse however as he peeks into the pit he can see a ramp along it's edge winding downwards eighty feet. Bones and broken bodies line it's bottom... but are covered in vultures and scavengers.
Ye are able to gather back up to share this information. It seems few guard the main fort for some reason despite the number outside. They don't seem to be concerned about a small group of individuals attacking.

Creydon Clay |

After withdrawing and comparing observations, Creydon pipes up:
"Who's up for going for the head of the snake, the main fort? It'd leave the rest of the place in chaos, and we could tear our way out - or kill a bunch more giants."

Azalia |

Azalia looks a little hesitant.
There are an awful lot of giants here. I'm willing to do the full assault, but it might be better if we figure out the different bands that are here (this has to be more than one band joining together, right?), and maybe see if we can get them to fight each other... like small attacks and leave behind the symbol of the other group or whatever. Then they do some of the work for us. ... Of course that would take some time and planning. If you think we can succeed in attacking the main fort, I'm in.

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”Sounds like a long game of orc n’ halfling. Lots of sneaking, spying, learning and understanding. Would need to figure out a lot about who we face. I’d rather just sneak in and bash their leader’s face in. Seems simpler.”

Marten Daseto |

"Azalia's plan would be more satisfying, but would take longer. Both the long plan and the more straightforward plan have their risks," Marten muses.
"I think we're better equipped to strike hard and fast," he concludes.

Ferocia Navarro |

We're already in the fort, so lets worry about the fort first. Afterwards if the giants haven't moved against us we can try to figure out their allegiances and pit them against each other.
Ferocia swoops down to the others and reverts to her dwarven form. She shares what she's discovered about the fort.
"We should take out the winged gate guards first. Ready?"

Creydon Clay |

Creydon takes a swig of water, to lubricate his throat.
"Ready."

Azalia |

Yep.
Azalia moves into a position where she has good sightlines for shooting (hopefully up high, and even more hopefully where she has some cover).

Anneka Avertin |

Casting shadow endurance on self (12hr), shield other on Ferocia (12hr), protection from evil on both Ferocia and Drazh (12min). Also activating my sihedron for 1d10 + 5 ⇒ (8) + 5 = 13 temp hp (5hr).

Ferocia Navarro |

Once they say ready Ferocia intends to fly up there immediately with her raven. She wouldn't wait for the others to keep up.

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Drazh will move with the main group, using stealth as needed

Azalia |

Azalia isn't going into melee range, but independently finding a good sniper-type spot, so likely not with the main group. She'll use stealth and invisibility (and fly if needed) to find the place, and then before taking her first shot she'll cast gravity bow and use Greater Invisibility so she can shoot without immediately going visible.

Anneka Avertin |

If we get within 880 feet, Anneka can open with a silence spell.
Yes, that could help avoid drawing attention! It's only effective in a 20ft radius, and only lasts 12 rounds, so casting it on Drazh as we close in for combat might be the best option.

Marten Daseto |
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Unless they raise the alarm before the silence radius reaches them. Or you can cast it on a pebble and have Ferocia drop it from above. In either case, I can help get Drazh there quickly with a telekinetic charge.
Without including Drazh or Ferocia in the conversation, Marten and Anneka calmly state their plans for how the dwarves will attack the guards.

GM Kevin O'Rourke |

Ok, please have a good look at the map. Note squares are 10ft. The winged creatures are all perched on top of the 70ft towers.
Azalia Initiative: 1d20 + 3 ⇒ (5) + 3 = 8
Ferocia Initiatve: 1d20 + 2 ⇒ (9) + 2 = 11
Anneka Initiative: 1d20 + 3 ⇒ (14) + 3 = 17
Creydon Initiative: 1d20 + 3 ⇒ (14) + 3 = 17
Drazh Initiative: 1d20 + 6 ⇒ (10) + 6 = 16
Marten Initiative: 1d20 + 7 ⇒ (5) + 7 = 12
Winged Monsters Initiative: 1d20 + 4 ⇒ (1) + 4 = 5
The party is getting a surprise round and beating them in initiative...
[spoiler=Once within 75ft of the top of the towers please make a DC 16 Will saving throw. Sonic (So Drazh will be fine with silence on him) and Mind Affecting Supernatural ability. Pass or...]
...become captivated. A creature that successfully saves is not subject to the same harpy’s song for 24 hours. A victim under the effects of the captivating song moves toward the harpy using the most direct means available. If the path leads them into a dangerous area such as through fire or off a cliff, that creature receives a second saving throw to end the effect before moving into peril. Captivated creatures can take no actions other than to defend themselves. A victim within 5 feet of the harpy simply stands and offers no resistance to the harpy’s attacks. This effect continues for as long as the harpy sings and for 1 round thereafter. This is a sonic mind affecting charm effect. The save DC is Charisma-based.
Anneka
Creydon
Drazh
Marten
Ferocia
Azalia
Winged Creatures

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Will: 1d20 + 15 + 2 ⇒ (7) + 15 + 2 = 24
”Bloody things. Oi! Can ye teleport us to the towers?”
Does Drazh have fly cast on him at this time? At the moment he is waaaaaay too far out to do anything

Anneka Avertin |

Surprise Round
Anneka, concealed by the magic of her ring of invisibility, begins to summon ... standard action cast summon monster V.
Full Round
another standard action to complete the summons.
Above her 55 ft up, 1d4 + 1 ⇒ (4) + 1 = 5 dire bats appear mid-air. They all take to the air. swift to sprout wings, move to fly up.
Will DC 16: 1d20 + 12 ⇒ (15) + 12 = 27
Fly: 1d20 + 17 ⇒ (18) + 17 = 35
AC 14 T 11 FF 12
HP 30
F+7 R+6 W+3
CMD +9 CMD 21
SR 7
Resist Acid, Cold, Electricity 5
Speed fly 40 ft (good)
bite +7 (1d8+7)
smite evil (+4 dmg 1/day)

Marten Daseto |

Azalia, Creydon, and I all mentioned that we have dimension door prepared, but we determined that only two castings were needed. I assumed that mine was one of the castings, but I can't tell from Azalia's and Creydon's character sheets how to tell if a spell has been cast or not. So one dimension door is still available. In the meantime....
”Bloody things. Oi! Can ye teleport us to the towers?”
As the two run closer to the towers, Marten over-exaggerates his words as he talks to Drazh.
"I! Can't! Hear you! You! Have! A silence spell! On you!
"Of course, you can't hear me, either, but you're pretty quick on your feet, so..."
Marten casts telekinetic charge on Drazh and hurls him next to the orange harpy on top of the eastern tower.
The spell's range is 85 feet, so I should be able to get Drazh up there without worrying about the will save this round.

Ferocia Featharro |

Before the fight:
Ferocia activates her chimeric aspect (bear, owl) and transforms into an owl. She and the raven get into position a bit off the ground at the far tower.
Surprise Round:
Ferocia and her raven fly up to the tower.
Round One:
Ferocia and her raven close with the red harpy and attack.
Attack: 1d20 + 18 + 2 - 4 ⇒ (6) + 18 + 2 - 4 = 22
Magic Cold Iron Silver Slashing Damage: 1d6 + 5 + 8 ⇒ (4) + 5 + 8 = 17
Holy Damage if Evil: 2d6 ⇒ (1, 4) = 5

Emriss |

Emriss pecks at the red harpy!
Attack: 1d20 + 11 ⇒ (9) + 11 = 20
Damage: 1d6 + 4 ⇒ (1) + 4 = 5

Ferocia Featharro |

And I forget to roll the Will Saves. Not sure when Drazh is getting up there with the silence effect, but I'm rolling the saves now in a new post instead of going back to edit and add it to the posts I already made.
Will Save (Ferocia: 1d20 + 12 ⇒ (18) + 12 = 30
Will Save (Emriss): 1d20 + 5 ⇒ (8) + 5 = 13

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Drazh stared at the mage in confusion. What was he saying? It was exaggerated, but it didn’t make any sense. Did he want a drink from his neverending flask? It seemed like a bad idea. Given the current situation and the potency of-
-and with that he was flying through the air, a look of surprise on his face. Luckily the harpies were probably even more surprised by the Dwarven projectile.
Telekinetic Charge w/ DS: 1d20 + 25 ⇒ (15) + 25 = 40
Damage: 2d6 + 25 ⇒ (3, 1) + 25 = 29
Extra vs evil: 2d6 ⇒ (4, 1) = 5
5ft step to purple if it is dead
Surprise Round: 1d20 + 23 ⇒ (17) + 23 = 40
Damage: 2d6 + 25 ⇒ (5, 5) + 25 = 35
Extra vs evil: 2d6 ⇒ (4, 6) = 10
5ft step to yellow if it is dead
Round 1 Defensive Stance: 1d20 + 23 ⇒ (2) + 23 = 25
Damage: 2d6 + 25 ⇒ (2, 6) + 25 = 33
Extra vs evil: 2d6 ⇒ (5, 2) = 7
Iterative 1: 1d20 + 14 ⇒ (9) + 14 = 23
Damage: 2d6 + 25 ⇒ (3, 6) + 25 = 34
Extra vs evil: 2d6 ⇒ (2, 4) = 6
Iterative 2: 1d20 + 9 ⇒ (14) + 9 = 23
Damage: 2d6 + 25 ⇒ (2, 1) + 25 = 28
Extra vs evil: 2d6 ⇒ (3, 6) = 9

Creydon Clay |

@Marten: That would be in my tagline. :) And from srd: "A bard casts arcane spells drawn from the bard spell list. He can cast any spell he knows without preparing it ahead of time. "
Creydon jogs up between his friends, and begins to sing...
Inspire courage +3

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If applicable I claim the bonuses from that bard song

Azalia |

I have 3 spells left of that level if this is the same day I spied on the cave. It would be two, but because of the failed save below, I will never get to cast the greater invisibility I had planned (only normal invisibility).
Will Save: 1d20 + 7 ⇒ (7) + 7 = 14
Anyone that can see invisibility will see Azalia take off to find a sniping spot, but then apparently change her mind mid-air and land next to one of the harpies.
If A14 is higher I was headed there, so I might have been safe through the surprise round, but as soon as my path falls within 75 feet, I would have swerved to get near the harpies. Either way I am in the same approximate place at the end of round one, still invisible, right beside the harpy, waiting eagerly for her to kill me.

GM Kevin O'Rourke |

Anneka, concealed by the magic of her ring of invisibility, begins to summon ...
Creydon jogs up between his friends, and begins to sing...
Drazh says something no one can hear. ”Bloody things. Oi! Can ye teleport us to the towers?”
As the two run closer to the towers, Marten over-exaggerates his words as he talks to Drazh. "I! Can't! Hear you! You! Have! A silence spell! On you!"
"Of course, you can't hear me, either, but you're pretty quick on your feet, so..."
Marten casts telekinetic charge on Drazh and hurls him next to the orange harpy on top of the eastern tower.
Drazh stared at the mage in confusion. What was he saying? It was exaggerated, but it didn’t make any sense. Did he want a drink from his neverending flask? It seemed like a bad idea. Given the current situation and the potency of-
-and with that he was flying through the air, a look of surprise on his face. Luckily the harpies were probably even more surprised by the Dwarven projectile. After two blows of his hammer the first creature collapses in silence.
Ferocia activates her chimeric aspect and transforms into an owl. She and the raven get into position a bit off the ground at the far tower. Ferocia and her raven fly up to the tower.
Anyone that can see invisibility will see Azalia take off to find a sniping spot, but then apparently change her mind mid-air and land next to one of the harpies... then Drazh moves forward and stops the sirens song... Thankfully Azalia is still invisible.
Now for the first round proper
The harpies look about as their song gets quieter, less voices adding to it and strange creatures appear from inside Jorgenfist?!?
Above Anneka dire bats appear mid-air. They all take to the air.
Drazh moves forward and gets a single blow of his hammer off against one of the winged creatures though it is a solid one.
Marten considers how best to employ further magic or to hold it in reserve for the real fight. I can't see a main round action... happy to let you take it in your next post
Ferocia and her raven close with the harpy and attack... Ferocia's new raven friend with all the untamed nature of a fey just bobs it's head listening to the song.
Invisible to the confused harpy beside her Azalia takes a step back towards Drazh and levels her bow at the unsuspecting harpy.
Attack 1: 1d20 + 13 - 2 + 1 ⇒ (17) + 13 - 2 + 1 = 29
Attack 2-Rapid Shot: 1d20 + 13 - 2 + 1 ⇒ (4) + 13 - 2 + 1 = 16
Attack 3: 1d20 + 8 - 2 + 1 ⇒ (7) + 8 - 2 + 1 = 14
Damage 1: 1d8 + 2 + 1d6 + 1d6 + 1 + 3d6 ⇒ (7) + 2 + (3) + (5) + 1 + (6, 2, 4) = 30
Damage 2: 1d8 + 2 + 1d6 + 1d6 + 1 + 3d6 ⇒ (1) + 2 + (2) + (2) + 1 + (4, 5, 4) = 21
Rather than use it's talons the harpies try to kick and punch using a strange form of martial art. The harpies seem to favour focusing on one target at a time and each tower a dwarf is attacked... there are a withering hail of blows... Ferocia has a single blow get past her guard.
Red Vs Ferocia. Flurry of blows: 1d20 + 14 ⇒ (2) + 14 = 16
Red Vs Ferocia. Flurry of blows: 1d20 + 14 ⇒ (17) + 14 = 31
Damage: 1d8 + 3 ⇒ (6) + 3 = 9
Red Vs Ferocia. Flurry of blows: 1d20 + 9 ⇒ (7) + 9 = 16
Red Vs Ferocia. Flurry of blows: 1d20 + 4 ⇒ (13) + 4 = 17
Green Vs Ferocia. Flurry of blows: 1d20 + 14 ⇒ (10) + 14 = 24
Pink Vs Drazh. Flurry of blows: 1d20 + 14 ⇒ (2) + 14 = 16
Pink Vs Drazh. Flurry of blows: 1d20 + 14 ⇒ (8) + 14 = 22
Pink Vs Drazh. Flurry of blows: 1d20 + 9 ⇒ (6) + 9 = 15
Pink Vs Drazh. Flurry of blows: 1d20 + 4 ⇒ (7) + 4 = 11
Yellow Vs Drazh. Flurry of blows: 1d20 + 14 + 1 ⇒ (1) + 14 + 1 = 16
Anneka
Creydon
Drazh
Marten
Ferocia
Azalia
Winged Creatures Pink -40, Red -22, Yellow -51

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Pink first then yellow
Round 2 Defensive Stance and Bard Song: 1d20 + 26 ⇒ (7) + 26 = 33
Damage: 2d6 + 28 ⇒ (3, 5) + 28 = 36
Extra vs evil: 2d6 ⇒ (6, 1) = 7
Iterative 1: 1d20 + 17 ⇒ (9) + 17 = 26
Damage: 2d6 + 28 ⇒ (5, 1) + 28 = 34
Extra vs evil: 2d6 ⇒ (3, 1) = 4
Iterative 2: 1d20 + 12 ⇒ (5) + 12 = 17
Damage: 2d6 + 28 ⇒ (6, 6) + 28 = 40
Extra vs evil: 2d6 ⇒ (5, 4) = 9
”Bloody hold still so I can kill ye right proper! Bloody birds! Angradd’s hairy...bah! Ferocia had best not complain about killing birds. Fookin-...” His angry mutterings continued as he parried, dodged, deflected and swung his hammer.

Emriss |

Emriss bobs its head calmly, utterly enthralled by the beautiful music.

Ferocia Featharro |

Ferocia lets out a loud screech at the harpy, then tears into it with her talons! (Shifter's fury, targeting red then moving onto green if she defeats red).
Attack 1: 1d20 + 19 + 2 - 4 ⇒ (16) + 19 + 2 - 4 = 33
Magic Cold Iron Silver Slashing Damage: 1d6 + 5 + 2 + 8 ⇒ (3) + 5 + 2 + 8 = 18
Holy Damage: 2d6 ⇒ (1, 1) = 2
Attack 2: 1d20 + 14 + 2 - 4 ⇒ (13) + 14 + 2 - 4 = 25
Magic Cold Iron Silver Slashing Damage: 1d6 + 5 + 2 + 8 ⇒ (1) + 5 + 2 + 8 = 16
Holy Damage: 2d6 ⇒ (5, 1) = 6
Attack 3: 1d20 + 14 + 2 - 4 ⇒ (15) + 14 + 2 - 4 = 27
Magic Cold Iron Silver Slashing Damage: 1d6 + 5 + 2 + 8 ⇒ (6) + 5 + 2 + 8 = 21
Holy Damage: 2d6 ⇒ (1, 2) = 3

Marten Daseto |

Marten considers how best to employ further magic or to hold it in reserve for the real fight. I can't see a main round action... happy to let you take it in your next post
Sorry about that. Hectic weekend when we made our opening plans, and I missed that we were doing the first round, also.
ROUND 1
After firing a Drazh at one tower, Marten flies closer to the other and fires off a trio of scorching rays at the green harpy.
Will: 1d20 + 11 ⇒ (13) + 11 = 24
Touch attack 1 into melee: 1d20 + 6 + 1 - 4 ⇒ (4) + 6 + 1 - 4 = 7
Fire damage: 4d6 + 6 ⇒ (1, 5, 4, 6) + 6 = 22
Touch attack 2 into melee: 1d20 + 6 + 1 - 4 ⇒ (8) + 6 + 1 - 4 = 11
Fire damage: 4d6 ⇒ (2, 5, 6, 3) = 16
Touch attack 3 into melee: 1d20 + 6 + 1 - 4 ⇒ (3) + 6 + 1 - 4 = 6
Fire damage: 4d6 ⇒ (1, 4, 5, 2) = 12
ROUND 2
Tsking at Ferocia for getting in the way of his spell, Marten sends another round of scorching rays at the harpy (green first, but red if green is down).
Touch attack 1 into melee: 1d20 + 6 + 1 - 4 ⇒ (14) + 6 + 1 - 4 = 17
Fire damage: 4d6 + 6 ⇒ (2, 2, 2, 1) + 6 = 13
Touch attack 2 into melee: 1d20 + 6 + 1 - 4 ⇒ (4) + 6 + 1 - 4 = 7
Fire damage: 4d6 ⇒ (6, 4, 4, 2) = 16
Touch attack 3 into melee: 1d20 + 6 + 1 - 4 ⇒ (10) + 6 + 1 - 4 = 13
Fire damage: 4d6 ⇒ (1, 6, 3, 4) = 14

Azalia |

That last post should have been surprise round and first round for me... you can only go 30 feet at a time using fly if you are ascending. I do have a question though... how do I tell which harpy was beguiling me... is it automatically all of them, or do I get a new save if "the one" that caught me up dies?

Anneka Avertin |

Anneka sends her bats after the yellow harpy. They swoop down, but only one endures the harpy's song. The others rest complacently on the stones.
Bat will DC 16: 1d20 + 3 ⇒ (12) + 3 = 15 fail
Bat will DC 16: 1d20 + 3 ⇒ (11) + 3 = 14 fail
Bat will DC 16: 1d20 + 3 ⇒ (14) + 3 = 17 pass
Bat will DC 16: 1d20 + 3 ⇒ (4) + 3 = 7 fail
Bat will DC 16: 1d20 + 3 ⇒ (4) + 3 = 7 fail
Bat bite, IC: 1d20 + 7 + 3 ⇒ (6) + 7 + 3 = 16
dmg, IC: 1d8 + 7 + 3 ⇒ (3) + 7 + 3 = 13 Add 4 if evil
Anneka, still invisible, perches lightly on the edge of the tower, waiting...
AC 14 T 11 FF 12
HP 30
F+7 R+6 W+3
CMD +9 CMD 21
SR 7
Resist Acid, Cold, Electricity 5
Speed fly 40 ft (good)
bite +7 (1d8+7)
smite evil (+4 dmg 1/day)

Creydon Clay |

Round 1
Creydon keeps jogging, and singing.
Round 2
And when he reaches the wall, he shouts up to Ferocia.
"Shank them faster!"
Combat advice for a +2 to next attack
Inspire courage +3 maintained. Now 29/32

GM Kevin O'Rourke |
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Anneka sends her bats after the yellow harpy. They swoop down, but only one endures the harpy's song. The others rest complacently on the stones.
When Creydon reaches the wall, he shouts up to Ferocia.
"Shank them faster!"
”Bloody hold still so I can kill ye right proper! Bloody birds! Angradd’s hairy...bah! Ferocia had best not complain about killing birds. Fookin-...” His angry mutterings continued as he parried, dodged, deflected and swung his hammer sending a harpy into whatever afterlife awaited it.
After firing a Drazh at one tower, Marten flies closer to the other and fires off a trio of scorching rays at the harpy. Tsking at Ferocia for getting in the way of his spell, Marten sends another round of scorching rays at the harpy... much to his dismay so far not a single ray has landed from either casting!
Emriss bobs its head calmly, utterly enthralled by the beautiful music.
Ferocia lets out a loud screech at the harpy, then tears into it with her talons!
@Azalia the first one you entered the radius off but you can't hear any of them now being near Drazh so you're good. I think the one that got you is dead now anyway!
Azalia draws her sword and moves to flank with Drazh managing to injure the harpy.
Longsword Vs Yellow: 1d20 + 10 + 2 ⇒ (15) + 10 + 2 = 27
Damage: 1d8 + 2 + 1d6 + 2d6 ⇒ (5) + 2 + (4) + (3, 2) = 16
Outnumbered and injured badly the last harpy on the eastern tower attempts to flee... only to find Azalia's blade ready to give it a far more permanent exit.
Acrobatics: 1d20 + 4 ⇒ (9) + 4 = 13
Longsword Vs Yellow: 1d20 + 10 + 2 ⇒ (9) + 10 + 2 = 21
Damage: 1d8 + 2 + 1d6 + 2d6 ⇒ (1) + 2 + (6) + (2, 5) = 16
On the western tower another harpy tries to flee but never manages to get out of Ferocia's reach.
Red Acrobatics: 1d20 + 4 ⇒ (19) + 4 = 23
Ferocia AOO: 1d20 + 19 + 2 - 4 ⇒ (8) + 19 + 2 - 4 = 25
Magic Cold Iron Silver Slashing Damage: 1d6 + 5 + 2 + 8 + 2d6 ⇒ (4) + 5 + 2 + 8 + (3, 1) = 23
The last harpy does it's best to get inside Ferocia's guard to hit pressure points and barely succeeds... however its not enough to slow her down. The harpy takes a single step back...
Green Vs Ferocia. Flurry of blows Stunning Fist: 1d20 + 14 ⇒ (5) + 14 = 19
Vs Ferocia. Flurry of blows Stunning Fist: 1d20 + 14 ⇒ (6) + 14 = 20
Green Vs Ferocia. Flurry of blows Stunning Fist: 1d20 + 9 ⇒ (3) + 9 = 12 Green Vs Ferocia. Flurry of blows. Stunning Fist: 1d20 + 4 ⇒ (19) + 4 = 23
Damage: 1d8 + 3 ⇒ (1) + 3 = 4
Ferocia DC15 Fort Save Vs Stunning Fist: 1d20 + 13 ⇒ (18) + 13 = 31
...before it gets slashed and pin cushioned to death in short order.
Loot
Ring of Protection +2 x5
Fortunately the giants have not noticed the absence of the singing so far... perhaps because they've been most likely trying to avoid listening to it.

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Drazh gladly pulled a ring off of one of the corpses. With a smile he replaced the one he currently had, stood up...and remembered that he had been tossed onto the top of a tower. He looked down at the rest of the group and waved. Unlike everyone else who could fly, he’d be taking the stairs...
Swapping my +1 ring for a +2

Marten Daseto |

Dismayed by his lack of accuracy, Marten follows the others to the next target.
We're headed to A9, correct? What can we tell about A8 and A10?

Creydon Clay |

Creydon advances, grinning that the fight has gone well and swiftly.
I recommend that the rest of ye all grab the remaining rings of protection +2. Creydon will be fine with a spare +1 if it's going.

Marten Daseto |

I recommend that the rest of ye all grab the remaining rings of protection +2. Creydon will be fine with a spare +1 if it's going.
It's a shield bonus, which won't stack with Marten's new buckler. Feel free to take a +2.

Creydon Clay |

Huzzah!
Creydon gladly puts on one of the harpy's rings.

GM Kevin O'Rourke |

A8 is just a courtyard.
A10
The air in this building is close, warm, and thick with the smell of manure. Three enormous stalls sit against the southeast wall—each is sized to house something incredibly large... as Marten snoops around he can see three mammoths in the stables. They let out a few angry trumpets until he goes away.
A9
The pit winds downwards revealing underground sections. Various scavenger birds feast upon the flesh of broken figures at it's bottom.
Let me know if you are casting spells or approaching it in any special way.

Creydon Clay |

"Let's see what the mess is about.", Creydon whispers.

Azalia |

I don't see an A9 on the map. Am I missing it, or are we just talking about under the stables?
Azalia approaches with stealth.
Stealth: 1d20 + 19 ⇒ (2) + 19 = 21
(or, tries to)
She keeps an eye out for anything unusual... including loot, but you know, *also* anything dangerous.
Perception: 1d20 + 21 ⇒ (4) + 21 = 25