
Fabes DM |

Fabes DM |

The trees and rocks are difficult terrain. The rocky plateaus are 10 feet up and require an Athletics check to climb.
Two large stirges fly out of the trees and attack Healaugh and Ddraig, their long proboscises seeking out tender flesh...
Green dot attacks Healaugh. 1d20+9 vs AC = 11. Pah. Purple dot attacks Ddraig 1d20+9 vs AC = CRIT 29. Ddraig takes 6 damage and is grabbed (escape DC 13 to end). Until the grab ends Ddraig takes 5 ongoing damage
The nimble halfling dodges, but the dragonborn's armour is not enough against the fine snout of his foe, which latches on.
Initiative
Macmoor 18
Ynyr 17
Stirges 15 (all red dots)
Ddraig 15 - Grabbed until escape, ongoing 5 damage (until escape)
Ghadmyr 9
Healaugh 8
Dire Stirges 19
- Green dot
- Purple dot (Grabbing Ddraig)
Stirge knowledge for Ghadmyr - Dire Stirge (Level 4 Lurker, Small Natural Beast), Stirges (Level 4 Minion Lurker, Small Natural Beast)

Ynyr the Tinkerer |

Ynyr shifts adjacent to Ghadmyr and hurls his trusty dagger at the stirge attached to Ddraig.
Magic Weapon (AC). On hit, adjacent allies (Macmoor, Ghadmyr and Ddraig) gain +1 to attack rolls and +3 to damage rolls v Purple Dot to end Ynyr's next turn
1d20 + 11 ⇒ (15) + 11 = 26
1d4 + 5 ⇒ (2) + 5 = 7

Macmorr |

Pressing Strike, shifting two so he can get flanking against green-dot with Healaugh before the attack (and winding up flanked buy green-dot and purple-dot, but hey!).
1d20 + 9 + 2 ⇒ (6) + 9 + 2 = 17 v AC to hit, damage 1d12 + 5 ⇒ (4) + 5 = 9
I'll then blow my AP with Vault the Fallen, attacking purple-dot and green-dot. I can then shift 2, which I shall do, back to where I started.
Attack on green-dot (with flanking): 1d20 + 9 + 2 ⇒ (1) + 9 + 2 = 12 v AC to hit, damage 1d12 + 5 + 1d6 ⇒ (10) + 5 + (3) = 18
Attack on purple-dot (without flanking): 1d20 + 9 ⇒ (16) + 9 = 25 v AC to hit, damage 1d12 + 5 + 1d6 ⇒ (7) + 5 + (6) = 18
Macmorr duck out nimbly, axe swinging, before quickly retreating back to his companions.

Fabes DM |

Ynyr hits. Macmoor hits then misses green-dot. Hits and kills red dot.
Wasting no time or words Ynyr and Macmoor start the counter-attack. The stirges swarm, stabbing some of the band and latching on.
2 Stirges attack Ynyr 1d20+9 vs AC = 11. Miss. 1d20+9 vs AC = 17. Miss. 2 stirges attack Healaugh 10 - miss. 27 - hit. Healaugh takes 4 damage and is grabbed and taking 1 ongoing until escape. Stirge attacks Ghadmyr 27 - hit. Ghadmyr takes 4 damage and is grabbed and taking 1 ongoing until escape. 2 Stirges attack Ddraig 21 - miss, 29 hit [b]Ddraig takes 4 damage and is grabbed and taking 1 damage (until escape)
Initiative
Ddraig 15 - Grabbed until escape by dire stirge, ongoing 5 damage (until escape), grabbed until escape by stirge, ongoing 1 damage (doesn't stack with dire stirge damage)
Ghadmyr 9 grabbed until escape by stirge, ongoing 1 damage
Healaugh 8 grabbed until escape by stirge, ongoing 1 damage
Dire Stirges 19
- Green dot
- Purple dot (Grabbing Ddraig)
Macmoor 18
Ynyr 17
Stirges 15 (all red dots)

Ddraig Goch |

Right ...
Ddraig spews forth draconic indignance:
Dragon Breath v The Three Sturges: (1d20+8=19, 1d6+2=6, 1d20+8=15, 1d6+2=3, 1d20+8=25, 1d6+2=5) (In order, from top right down to bottom right ... Curly, Larry & Moe!)
Do you want to take the first, second or third damage roll?
He then swings at the Sturge holding him (Larry):
Valiant Strike on Purple Sturge (Larry): (1d20+13=20, 1d8+5=12)
Then, he tries to save against being grabbed:
"Why I oughtta ..."

Fabes DM |

It's not Save Ends, it's Escape. You need to make an escape roll as a move action. Either an Acrobatics check or Athletics check vs DC 13. I'll take your roll, but just for future reference. Map to follow later. You also do an extra 3 damage to purple thanks to Ynyr.
Ddraig's breath puts paid to 2 stirges and he manages to tear off the bigger one.
Initiative
Ddraig 15
Ghadmyr 9 grabbed until escape by stirge, ongoing 1 damage
Healaugh 8 grabbed until escape by stirge, ongoing 1 damage
Dire Stirges 19
- Green dot
- Purple dot
Macmoor 18
Ynyr 17
Stirges 15 (all red dots)

Ghadmyr of the Fallen Leaf |

Ghadmyr conjures an icy wind to buffet the stirges.
Chill Wind centered 1 square south of Ynyr. The one grabbing me gets an oa.
Vs the one grabbing me 1d20 + 7 ⇒ (11) + 7 = 18 vs fort.
Vs the one south of Ynyr 1d20 + 7 ⇒ (8) + 7 = 15 vs fort.
Vs the one SW of Ynyr 1d20 + 7 ⇒ (15) + 7 = 22 vs fort.
Vs Ynyr (this will only hurt a little...) 1d20 + 7 ⇒ (3) + 7 = 10 vs fort.
1d6 ⇒ 4 cold damage.
If the one grabbing me isn't dead, escape with acrobatics 1d20 + 5 ⇒ (16) + 5 = 21

Healaugh |

1d20 + 9 ⇒ (15) + 9 = 24 - Acrobatics to break free
Healaugh grabs the stirge by the snout and pulls it off him.
"Get out of it. Can't be doing with bloodsuckers," he bellows.
His shout has a curious effect on the surrounding wildlife and his allies.
Arcane, Implement, Thunder
Standard Action Close blast 3
Target: Each enemy in blast
Attack: Charisma vs. Fortitude (1d20+9;1d6+6)
Hit: 1d6 + Charisma modifier thunder damage, and you push the target 2 squares.
Effect: You slide each ally in the blast 2 squares.
Targeting purple dot, three red dots, Yara, Ddraig and Ghadmyr
Going round from right.
1d20 + 9 ⇒ (1) + 9 = 10
1d20 + 9 ⇒ (12) + 9 = 21
1d20 + 9 ⇒ (1) + 9 = 10
1d20 + 9 ⇒ (6) + 9 = 15
If any of those hit, 1d6 + 6 ⇒ (1) + 6 = 7.
Push any survivors two squares away.
Slide Yara away from the battle (north, northeast)
Slide Ghadmyr north and northeast so he can get rangey
Slide Ddraig two squares south the break the grab on him

Fabes DM |

Nice one!
Between the icy magic of Ghadmyr and the mystic bellowing of the halfing bard, the battlefield has changed dramatically. Allies have been shoved by the thunderous shout of Healaugh and stirges lie dead from ice and noise.
The wounded dire stirge flaps and flees, whilst its fellow tries to suck up Healaugh's vital fluids, failing as the halfing dodges aside.
Green dot attacks Healaugh 1d20 + 9 ⇒ (2) + 9 = 11 vs AC. Purple dot flies off map, fleeing.
Initiative
Macmoor 18
Ynyr 17
Stirges 15 (all red dots)
Ddraig 15
Ghadmyr 9
Healaugh 8
Dire Stirges 19
- Green dot

Ynyr the Tinkerer |

Ynyr shuffles to Macmorr's right and throws a half-hearted dagger at the menacing stirge.
"Of you go now and don't be bothering us, do you see. Work we are doing, so do not interfere."
Magic Weapon (AC). On hit, adjacent allies (Macmoor and Healaugh) gain +1 to attack rolls and +3 to damage rolls v Green Dot to end Ynyr's next turn
1d20 + 11 ⇒ (8) + 11 = 19
1d4 + 5 ⇒ (4) + 5 = 9 - in case it hits

Fabes DM |

Stirge attacks Ddraig:
1d20 + 10 ⇒ (6) + 10 = 16
Stirge attacks Ghadmyr
1d20 + 10 ⇒ (2) + 10 = 12
Both miss
2 stirges flee Healaugh gets 2 OAs
The battle descends into flapping chaos.
Initiative
Ddraig 15
Ghadmyr 9
Healaugh 8
Dire Stirges 19
- Green dot Bloodied
Macmoor 18
Ynyr 17
Stirges 15 (all red dots)

Ghadmyr of the Fallen Leaf |

Ghadmyr shifts to the side and calls lightning upon the stirge that attacked him.
Shift 1 square to the northwest. Storm Spike on the one that attacked me 1d20 + 7 ⇒ (15) + 7 = 22 vs Reflex. 1d8 + 5 ⇒ (4) + 5 = 9 lightning damage plus other stuff that doesn't apply to a dead minion.

Ddraig Goch |

Ddraig lashes out at the nearest Stirge (v AC):
Radient Smite v Stirge: (1d20+10=18, 2d8+6=13)
"Begone, foul fiend!"

Healaugh |

Healaugh flaps his arms and waves his javelin at the stirges.
"Go on, get away," he mutters.
War Song Strike (AC). On hit, probably irrelevant as it will be a minion, but just in case, next ally to hit same stirge before end Healaugh's next turn gains 2hp.
1d20 + 9 ⇒ (7) + 9 = 16
1d6 + 6 ⇒ (4) + 6 = 10 - even less relevant as I doubt 16 hits.

Ynyr the Tinkerer |

"I am not liking these things at all. Pesky nuisances, do you know."
1d20 + 9 ⇒ (20) + 9 = 29 - Magic weapon v green dot
On hit each ally adjacent to you gains a +1 power bonus to attack rolls and a +3 power bonus to damage until the end of Ynyr's next turn.
Ah.
Crit.
Green Dot takes 9 damage plus 1d6 ⇒ 5
14 damage.

Fabes DM |

Macmorr |

Charge 10' at the stirge on Ghadmyr, using Howling Strike (not that it matters):
1d20 + 9 + 1 ⇒ (17) + 9 + 1 = 27, damage 1d12 + 5 + 1d8 ⇒ (1) + 5 + (1) = 7. My defences are now reduced by 2.
I'll also throw in a Roar of Triumph, which reduces all enemies' defences within close burst 5 by 2.
Macmor reduces one of the stirges to pulp and then howls in triumph at his (minor) victory.

Ddraig Goch |

Ddraig lunges at the fleeing stirge:
Opportunity Attack: (1d20+10=20, 1d8+5=10)
"And where do you think you're going?"

Fabes DM |

I am assuming a short rest. Healaugh can tell you what his magic singing can do for you during that.
The group rests, Yara kicking a stirge or two. Followign the trail north, the group comes to the crossroads. To the west lies the way out of the Dark Forest, to the north lies the trail where the bear prints were found. The group hears a peculiar screeching roar along the northern trail.

Fabes DM |

The group makes its way out of the environs of the woods and comes to a post manned by elves. They ululate with joy at the sight of the boar, and are eager for the story of its defeat (as they assume).
The night passes uneventfully in the safety of their camp, and you awake refreshed.
Extended Rest.
Yara is agape at the elves but soon comes to appreciate their handsome, if alien, qualities. They advise you to make best speed to bring the boar to the king.
And so, word of your deeds spreads (or rather rumours of them) as common folk see you with the boar's head. You are welcomed without any ado into the court of the Ri Conn. He is as good as his word, and thanks you for bringing him Muirish's killer. He is amazed by the story of what happened in Shivnar's fortress, and declares a feast in your honour.
The feast lasts for three days and three nights; the boar's head is burnt outside the Ri's fortress and the ashes are widely scattered. The story of the white boar is repeated each night in your honour.
400 XP each and a each of you has your choice of one magic item of Levels 4-9.
At dawn on the fourth day, the Ri brings you all to a granite stone at the centre of the kingdom. Sitting in the thronelike seat, he mutters an incantation, and each of you feels something outside yourselves join with you. To outside observers the whole scene is bathed in light, and to each other, you all seem to be swathed in a glowing nimbus.

Fabes DM |

Healaugh
"Master Healaugh, we must stop meeting like this." the goddess says mock-seriously, "It seems, little fisherman, that despite your best efforts, adventure had a habit of finding you. Perhaps this will help..."
Brigid's Boon of Escape (Level 8)
Divine Boon
Property: If you start your turn with two or more enemies adjacent to you, you can shift 2 squares as a move action.
Power (Daily*Teleportation): Move action. Teleport 3 squares

Ynyr the Tinkerer |

Ynyr thinks hard and asks for a useful belt.
Potion Bandolier (level 8)
This wide brown leather baldric keeps potions in easy reach.
Power (At-Will):
Price: 3,400 gp
Item Slot: Waist
Property: This belt can hold up to six potions. You can retrieve a potion from the belt as a free action.

Healaugh |

Brigid-lass
The halfling bows deeply and beams at his own personal deity. "Happen tha's in reet of it, our Brigid. Taking bit of chance seems to be way of life now. Reet glad to know tha's got eye on mesen. Not much of a lad for words, but skald in me'll find way to thank tha proper-like."
DM

Fabes DM |

Ddraig
"Great Dragon, well you are named. Your desire to fight for the right, without question or pause has not gone un-noticed. Long may you continue to shield the weak from the strong."
Breasal's Protective Ward (Level 8)
Divine Boon
Property: Gain a +1 item bonus to opportunity attack rolls.
Power (Daily): Minor action. Until the end of your next turn, enemies adjacent to you provoke opportunity attacks from you if they make atttacks that do not include you as a target.

Fabes DM |

Macmoor
He merely nods in an appreciative manner, and you feel great strength course through your limbs,
Nuada's Mighty Strength (Level 8)
Divine Boon
Property: Gain a +2 item bonus to Athletics checks and +5 item bonus to Strenght checks made to break objects.
Power (Daily): Minor action. Until the end of the encounter, you gain a +2 item bonus to melee damage rolls.

Fabes DM |

Ghadmyr
"Soar as the eagles, lover, son, and friend."
Danu's Storm Blessing (Level 8)
Divine Boon
Property: If an enemy uses a forced movement effect against you, you can shift 1 sqaure as a free action at the end of the forced movement.
Power (Encounter): Move action. You fly 6 squares.

Fabes DM |

Ynyr
"Bit of a blowhard, old Shivnar, couldn't have him breeding firey warmachines, could we? Still, I suppose it would have been easier if we'd chosen a form with hands for our messenger. He wasn't best pleased when he got back..."
"Ah yes, a gift. Here, catch!" He throws a goblet which has miraculously appeared again at Ynyr.
Lugh's Boon of Arcane Might (Level 8)
Divine Boon
Property: Choose an arcane at-will power from an arcane character class. You can use that power as an encounter power.
Power (Daily): Choose an encounter power of 3rd level or lower from an arcane character class. You can use that power as a daily power.

Ynyr the Tinkerer |

Lugh
Ynyr's polite lecture trails off as he realises that explaining things to a god may not be the most sensible thing he has ever done. He takes the goblet gratefully.
"So I should be choosing very carefully now so that I do not make any foolish mistakes with this mighty gift."