
drbuzzard |

Just to keep things moving, assuming the cleric in development is with you. This part can be talked though so stats aren't too important yet.
Yap leads you on through the swamp for a while. It's really quite an unpleasant place, far worse than any other swamp you have travelled. It seems that you always seeing things out of the corner of your eye that are a threat, but are no longer there when you turn to get a proper look. as you move on you get positively jumpy.
The tangled swamp gives way to a relatively large clearing, a calm pool of unnaturally still water ringed by twisted, decayed willow trees. Wind blows, but the trees do not sway. It is as if the very land has died.
Yap speaks up.
“We’re here... my lady waits for you within. I dare not go any closer...”

"Bandersnatch" McTwilliger |

that's fine. So tell is what is wrong with her. Everything you can think of.

"Bandersnatch" McTwilliger |

Is she hurting people and creatures or just the land? Is she all alone or are there others that have been effected like her?
Says the shockingly astute hobbit...for a hobbit

Robert "Bo" Hardin |

"What is see? Another Fey creature?"

"Bandersnatch" McTwilliger |

Sp you want us to kill her?

Robert "Bo" Hardin |

Bo casts a quick spell, guidance, and then ponders on Nymph's..
Know Nature on Nymph: 1d20 + 6 ⇒ (14) + 6 = 20

"Bandersnatch" McTwilliger |

well if she is poisoning the land and is not the same.... Bander sees a dragonfly and tries to catch it.

drbuzzard |

Nymph
CG Medium fey
Many have lost their lives in vain search of the beauty of the nymph, and many more to the madness and obsession their grace has upon minds and bodies unprepared for their companionship. Yet the nymph herself is not a cruel creature—a guardian of nature's purest places and most beautiful realms, she treats those who respect her and her abode with kindness, and may even favor someone who takes her fancy with magical gifts. Yet those who would seek to abuse or harm her or her home quickly find that behind her beauty is a fierce protector more than capable of defending her charge.
You don't get any goodies with that roll.

Robert "Bo" Hardin |

"While I Have no clue of her power's it is said that Nymph's are extremely beautyful. They also appreciate respect of their lands, but who knows what to expect with her being mad."
Bo casts Heightened Awareness before continueing on.

"Bandersnatch" McTwilliger |

shame we haven't met him yet

"Bandersnatch" McTwilliger |

oooo I see. I misunderstood. Then let's get that cast!
Bander will follow the critter and then when they arrive at the location of the nymph it is stealth time.
Take 10

drbuzzard |

As you move among the willows into the glade, you approach a pool in the center.
As you near the pool an apparition rises from the pool.
Need will saves DC 24 this is not an attack, it is an unconscious effect
Once soul-shakingly beautiful, the nymph princess Myriana is now a haggard, ghostly horror. Her disembodied arms float at her sides, exposed bone and sinew stretching toward her torso but ever too far out of reach. Her lower torso fades away to smoke, savaged too cruelly by the ogres for even her insane ghost to retain. But her most terrifying feature is her eyes: wells of hellish horror, crying out silently in an agony beyond anything a mortal creature could ever know. They reduce those who try to hold her gaze to gibbering children. She is beauty undone, and torment incarnate.
She howls in anguish and then speaks:
"Why did you fail Lamatar? Why did you let Fort Rannick fall? Why did you let the ogres take Lamatar up to their lair on Hook Mountain? They must have tortured him to death up there! He was my true love! How could you let this happen?"
Lamatar was the commander of Fort Rannick

Robert "Bo" Hardin |

She can actually surpress the effect if she wishes too..
Will: 1d20 + 16 ⇒ (3) + 16 = 19

"Bandersnatch" McTwilliger |

1d20 + 8 ⇒ (3) + 8 = 11 +2 if it is fear

Robert "Bo" Hardin |

Gonna have a hardtime saving her hubby when the whole party is blind..

Robert "Bo" Hardin |

The stunning thing is a standard action and deffinitely offensive.. The blinding one is the one thats always on, but can be turned off as a free action. Although im not b*%$@ing because perma blindness out in the wilderness would not be good.

Robert "Bo" Hardin |

Understand and completely ok with not be blinded atm..
After his stunning is over.. Bo will talk.. "We we're not a part of his fall, or the forts. We have only just recently reclaimed the fort and slayed the Ogre's there. If you can point us in the direction of the Hook Mountain lair we would be happy to try and save Lamatar! I am a Paladin of Sarenrae, my word is stronger than oak!"
Diplomacy: 1d20 + 15 ⇒ (19) + 15 = 34

"Bandersnatch" McTwilliger |

Wow. That was something! We are here to help. Hobbits are helpful!
1d20 + 9 ⇒ (13) + 9 = 22 Diplo to Aid

drbuzzard |

"I truly do not think Lamatar lives anymore, but if you can at least bring me his remains, I think I can find peace. "
She will describe which of the Hook Mountains actually has the Kreeg Clanhold where she believes her lover was taken.
I suppose you probably should head back to town to report on the Fort sooner or later as well (the small local town).

"Bandersnatch" McTwilliger |

agreed on the reporting. handwaiv it? I will try to get s few scrolls made, of some basic level 1 spells like shield etc

Robert "Bo" Hardin |

If it is on our way fine, if not i vote we continue on the mountain! Also are the ranger's tagging along? I would have burned LoH's to heal them full between the 2 days..

"Bandersnatch" McTwilliger |

Well was hoping you had forgotten that lol

drbuzzard |

As you head back to Turtleback Ferry, a pretty nasty storm hits with lighting and severe rain. It just won't seem to let up and the roads are reduced to a sodden mire. It takes a couple of days to make the trek, and the raid simply will not let up.
As you approach the village, you note it is really taking the brunt of the storm.
The village of Turtleback Ferry is drowning. The muddy, surging waters of the Skull River tear through the center of the community to fill Claybottom Lake with a terrible fury—many of the buildings that once sat comfortably on the river’s banks are already flooding and in danger of collapsing from the rushing water. A group of children and a woman huddle aboard one of the old turtleshell ferryboats, the tiny flood-bashed vessel lodged up against the general store and threatening to capsize at any moment. Beyond, the town’s church stands solid, its foundations already three feet deep in floodwaters. Frantic movement is visible in the upstairs windows as townsfolk trapped inside rush about in a desperate attempt to save scriptures, comfort the sick, and pray for deliverance.

Tirion Took |

drenched as he is, Tirion starts pulling out his rope, and squinting across to the marooned ferryboat with the stranded children on it; it's obvious he's estimating the distance across the water. His next words are certainly meant to mock his clear intent to attempt a rescue:
"I reckon we oughta just head back to Magnimar, and leave these losers to their fate..."
he has a 100' length of silk rope, and plans to tie it to a sturdy-looking tree that's close to the boat: he should have at least 90' left. How far does it look like from stranded boat to the nearest sturdy tree on this side of the flow?

Tirion Took |

After securely tying off the rope, Tirion will use his Light Steps Ninja class feature to dash across the surface of the water. He'll pop a ki point for extra movement, just for good measure. He'll tie the other end of the rope to a sturdy feature on the boat.
How stuck does the boat look? Could a hobbit kick it off into the flow, letting the rope pull it across as it goes downstream-- so it winds up 50' downstream of the anchor point?

Draingore the Wretched |

Bah, Hands me da rope Draingore pops some crystals into his mouth and runs his spider into the water. He rams his Spyder throttle into high gear and runs headlong into the deep waters. He climbs up the side of the general store and throws the silk rope to them. He tells them to tie it off. Draingore will use it to pull them to safety
Price 50 gp; Weight —
Category Alchemical Remedies
Description
These unpleasant-tasting, alchemically grown crystals release breathable air when chewed. A pouch of air crystals provides 1 minute of breathable air. Placing air crystals in your mouth takes a standard action; chewing them each round is a free action. Any attempt to speak while chewing air crystals negates any remaining duration.

LitanyOfCurses |
Giant Black Widow Spider Riding Mecha
Construct
Init +3
DEFENSE
AC 15, touch 13, flat-footed 12 (+3 Dex, +3 natural, –1 size)
hp 38 (7d8+7)
Fort +2, Ref +5, Will +6
Defensive Abilities: Zombies lose their defensive abilities and gain all of the qualities and immunities granted by the undead type. Zombies gain DR 5/slashing
OFFENSE
Speed 40 ft., climb 40 ft.
Melee bite +10 (1d8+7)
Space 10 ft.; Reach 5 ft.
STATISTICS
Feats: A zombie loses all feats possessed by the base creature, and does not gain feats as its Hit Dice increase, but it does gain Toughness as a bonus feat.
Str 21, Dex 17, Con -, Int —, Wis 10, Cha 10
Base Atk +5; CMB +10; CMD 23 (35 vs. trip)
Skills Climb* +20, Stealth* +3

"Bandersnatch" McTwilliger |

well played buzz
1d20 + 6 ⇒ (2) + 6 = 8