
Sir Alfric, The Green Knight |

"Let's get inside and out of sight." Commented the Green Knight.
He took a look around to see if there was any sign of them having attracted attention.
Perception: 1d20 + 1 ⇒ (6) + 1 = 7
Then he hustled up the slope to the doorway.

Kellen Spirittalker |

Kellen shrugs, I'm shocked no one has come to see what that ruckus was, but let's go say hello. Shall we go left? he indicates the left door around the tripwire.

Basdemar |

"No. I spotted the tripwire, did a quick round, but I was afraid you'll barge in and trip the trap. So I returned just in time to see a drake landing. Besides, I'm a warrior, not a trap finder."
He looks into a space for a moment
"I understand why you think I can, my people are expert trapsmiths...but I am a tribal champion, not a scout."

karlprosek |

Levn Perception: 1d20 + 13 - 1 ⇒ (4) + 13 - 1 = 16
Alfric Perception: 1d20 + 1 - 2 ⇒ (4) + 1 - 2 = 3
Kellen Perception: 1d20 + 6 - 2 ⇒ (15) + 6 - 2 = 19
Day Perception: 1d20 + 12 - 3 ⇒ (7) + 12 - 3 = 16
The group carefully made their way to the left door, giving the tripwire a wide berth. The thick wooden door opened quietly and non-explosively, revealing a 20 foot long hallway with a statue of the same bald man with a staff as on the huge tapestry in the entry hall.
A pair of double doors flanked the other end of the hallway. The ones to the south were closed like the one they'd just come through but the doors to the north were open. The group couldn't see just what was in the room to the north from their position at the east end of the hallway.

Daemariel Fiondi |

Before going any further, Daymar took a few moments to cast some spells. Using one of the magic rods from his pack, he wrapped himself in layers of magical protection. Once he was satisfied, he nodded and followed along with the others.
Casting Mage Armor (6 hours' duration), and Extended Heightened Awareness (120 minutes duration).
Day's AC is now 17/13/14, and his Perception is now +14

Basdemar |

"Let me check the door." whispers Bas sliding toward the open door.
Stealth: 1d20 + 17 ⇒ (18) + 17 = 35
Perception is +9 if needed for traps or to see inside the room, feel free to roll as needed

Basdemar |

** spoiler omitted **

karlprosek |

Unfortunately yeah.
Dmg: 1d8 + 8 ⇒ (2) + 8 = 10
Bull's Strength 9 minutes
Bas realized too late that Kellen had been right- it had been odd that nothing had reacted to the noise of the drake just outside the fort's front door. As the stealthy kobold moved toward the door a pair of huge jaws clamped down on his leg, the enormous dog-like thing behind them becoming visible half a heartbeat after the fangs tore into his legs.
It's a little bit stronger than your entire party- stronger than the drakes you've been fighting. It can see in the dark and track by scent. It has a huge mouth full of fangs as well as tearing claws, and they're reputed to have magical abilities. Further information available based on check result.
B init: 1d20 + 6 ⇒ (6) + 6 = 12
Roll initiative! If you beat 12 you can go.
Bas takes 10 damage.

Kellen Spirittalker |

Initiative: 1d20 + 5 ⇒ (10) + 5 = 15
Kellen sees the dog-like thing clamp its jaws on Bas, thinking quickly he dismisses the spiritual link he had to Daymar, and focuses the wrath of his ancestors on the creature, beseeching the spirits to weaken its defense....
Evil Eye, -2 AC Will Save DC 18. Success duration =1 round, failure duration = 8 rounds

Basdemar |

Reflexively he slashes across things snout, trying to dislodge it. He then goes into full flurry of attacks, cutting into the neck and trying for the eyes, biting over the snout, slashing with the tail from underneath trying to get to the neck.
OOC: all damage is magical slashing except the piercing bite
Claw 1: 1d20 + 13 ⇒ (16) + 13 = 29
Damage 1: 1d4 + 6 ⇒ (3) + 6 = 9 add 2 if barghest is denied dex bonus
Claw 2: 1d20 + 13 ⇒ (9) + 13 = 22
Damage 2: 1d4 + 6 ⇒ (1) + 6 = 7 add 2 if barghest is denied dex bonus
Bite: 1d20 + 13 ⇒ (12) + 13 = 25
Bite damage: 1d4 + 6 ⇒ (2) + 6 = 8 add 2 if barghest is denied dex bonus
Tail: 1d20 + 8 ⇒ (4) + 8 = 12
Tail damage: 1d6 + 3 ⇒ (6) + 3 = 9 add 2 if barghest is denied dex bonus
Boar shred: 2d6 ⇒ (2, 4) = 6 add to the second hit in case of damage resistance it is treated as a single damage roll
Assuming 22 hits, it is 30 damage plus 6 if it is denied it's dex bonus, if 25 hits it is 23 + 4

Daemariel Fiondi |

Know:Planes: 1d20 + 16 ⇒ (12) + 16 = 28 Plus he has 5 ranks in the skill Karl, so +1 bonus bit of info on top of whatever that would give.
Init: 1d20 + 10 ⇒ (11) + 10 = 21
"Hmm" Daymar mused as the creature suddenly became visible, "a barghest. And it seems to have survived to achieve 'greater' status. I wonder if it's been bound here by a higher power, or whether we should be alert for goblins as well."
The elf stepped out of the line (and conveniently away from the door that would most likely burst open to reveal any ambushes from behind the group, should goblins actually be involved) and up beside Kellen, where he could touch all three of his non-kobold companions easily. Then he wrapped them all in magical protection.
Move (I don't have edit access on the map) SW then W to be directly S of Kel. Cast Communal Prot:Evil on all 4 of them. Gives everyone but Bas 15 rounds of Prot:Evil protection.
Prot Evil (15/15 rounds remaining): +2 deflection bonus to AC and a +2 resistance bonus on saves against attacks made or effects created by evil creatures; immune to attempts by spells and effects created by evil creatures or objects to possess or exercise mental control over the target; prevents bodily contact by evil summoned creatures.
Day's AC is now 17/13/14 (6 hours), and his Perception is now +14 (2 hours)

karlprosek |

Bas tore into the barghest's belly, teeth and claws tearing through the monster's thick hide.
Dmg: 1d8 + 8 ⇒ (3) + 8 = 11
Claw 1: 1d20 + 16 ⇒ (6) + 16 = 22
Dmg: 1d6 + 8 ⇒ (5) + 8 = 13
C2: 1d20 + 16 ⇒ (13) + 16 = 29
Dmg: 1d6 + 8 ⇒ (1) + 8 = 9
The barghest returned the favor, biting and clawing right back at the rending kobold.
Bas takes 20 dmg.
Levn and Alfric are up!
Init:
Bas- acted, 10+20 dmg
Day- acted, PfE 1/15
Kellen- acted, PfE 1/15
Barghest- acted, moderate dmg (30), EEvAC 1/1
Levn- PfE 1/15
Alfric- PfE 1/15

karlprosek |

I was going to write out a spoiler, Daymar, but with a 28 you can just know everything on the bestiary entry.

Daemariel Fiondi |

"They're shape-changers," Daymar warned his companions, "they can also use enchantment magics - though I believe I should have protected you from that - levitate, and use a limited form of teleportation. Oh, and they are deucedly difficult to knock down."

Sir Alfric, The Green Knight |

Round 1
"BAS! WITHDRAW! NONE OF US CAN SUPPORT YOU WHERE YOU ARE!" Thundered the Green Knight, watching helplessly at the tactical situation perfect for the enemy.
Pass.

Kellen Spirittalker |

Kellen advances to Bas Unless Bas swings by Kellen first Bas, come to me! he calls out, channeling the energies of his people into his hands, and healing the kobold.
Cure Serious Wounds: 3d8 + 6 ⇒ (5, 6, 2) + 6 = 19

Daemariel Fiondi |

"Oh," Daymar said, almost offhandedly, "they're highly resistant to non-magical forms of damage, as well." Unable from his new position to see into the room where Bas was fighting, even if Kellen hadn't been standing in the way, Daymar instead simply muttered something in the Elvish tongue, and tapped the pocket of his Haversack. A scroll poked out of the flap, and he unrolled it, preparatory to casting from it.
Move to pull one of his scrolls of Grease from the pack. He's now watching both entrances that are NOT where Bas is, and is ready to cast Grease (CL1) directly in front of anyone who comes through either entrance looking hostile. And you can read "highly resistant..." as "DR10/Magic."

Levn |

"Withdraw back here to us, Bas!" Levn called, hoping the kobold had the strength to do so. If he could just flank that monstrosity... of course, first he'd have to ditch the bow.

Basdemar |

Bas snarls at the creature, his nature and training pushing him to attack until one or the other is dead.
But he fought things on this journey, things outside his normal experience, giants, bullette, drakes...not one of those things reacted as he expected to his savaging.
And each time he expected it, he almost died.
But he cannot, but try to hurt the thing. He flips over and retreats back to the group. But at the best point of his turn he lashes down with his clawed foot leaving nasty gash on barghests snout.
Acrobatics to avoid OA: 1d20 + 17 ⇒ (17) + 17 = 34
Claw: 1d20 + 13 + 1 ⇒ (19) + 13 + 1 = 33
Damage: 1d4 + 3 + 2 + 2d6 ⇒ (4) + 3 + 2 + (6, 5) = 20
Spend 5 stamina to apply boar style rend and get +1 to hit and +2 to damage
EDIT: oh, why I didn't to a tail flip to crit it!!

Daemariel Fiondi |

Bas snarls at the creature, his nature and training pushing him to attack until one or the other is dead.
But he fought things on this journey, things outside his normal experience, giants, bullette, drakes...not one of those things reacted as he expected to his savaging.And each time he expected it, he almost died.
But he cannot, but try to hurt the thing. He flips over and retreats back to the group. But at the best point of his turn he lashes down with his clawed foot leaving nasty gash on barghests snout.
[dice=Acrobatics to avoid OA]1d20+17
[dice=Claw]1d20+13+1
[dice=Damage]1d4+3+2+2d6
Spend 5 stamina to apply boar style rend and get +1 to hit and +2 to damageEDIT: oh, why I didn't to a tail flip to crit it!!
So, to clarify, you attacked, made an acrobatics check to avoid an AoO and then Moved... to where?

karlprosek |

Bas- you've got 20' of movement normally, right? Half that with the Acrobatics check moves you 10 feet so you can go 1 square E then 1 square S- that cool with you?
Bas nimbly escaped from the monster, leaving a deep, bleeding gouge in the dog-thing's face. Kellen moved up to heal the ferocious fighter, mending the worst of Basdemar's wounds.
The barghest took a look at the well prepared party, sneered at Levn at the front of the line, then disappeared from sight.
You can communicate but we're staying in initiative for the moment. Levn and Alfric can act, anybody can talk as long as it's not a soliloquy or something.
Init:
Bas- acted, 10+20-19 dmg
Day- acted, ready scroll, PfE 2/15
Kellen- acted, PfE 2/15
Barghest- acted, invisible, major dmg (50)
Levn- PfE 2/15
Alfric- PfE 2/15

Sir Alfric, The Green Knight |

The Green Knight pushed his visor up.
"I don't like the looks of that narrow corridor. Any objections to go through the East doorway?" He asked his compaions.

Daemariel Fiondi |

"Did I mention invisibility? Day asked, conversationally. "They can turn invisible."
Let's not open any other doors just yet, OK? I'd rather deal with ONE enemy at a time...
Also, Day can Do Something About the invisibility, so long as we block that doorway, so it can't escape, and no one on our team goes in there.

Daemariel Fiondi |

"So... what then? Just WAIT for it?" Snarled Alfric, wanting badly to take SOME kind of action.
"Block the door," Daymar said, "and also be alert in case it teleports into this room to hit us from behind. I'll do my best to counter it."
I'm hoping Day can fill that room with Glitterdust before it has a chance to Dimension Door out, but if not, we'll all get a good shot at it in here real quickly, I suspect.

Levn |

I guess we hold our positions and... try to learn how to blindfight really fast? XD
Levn slung his bow and readied his sword, the waving belt clacking into place and merging seamlessly into a curved blade in the blink of an eye at the twist of his wrist.
Was it visible long enough to make it a studied target?
"Stay alert," was his oh-so-helpful advice to the others, as he strained to pick up any sign of an invisible foe - a tapestry brushed by a passing breeze, the sound of claws on stone, even a bad smell - anything.
Perception: 1d20 + 13 ⇒ (6) + 13 = 19 (+3 vs. traps)

Daemariel Fiondi |

If Day gets a chance to go before the BG appears and starts shredding people, he'll toss Glitterdust into the room. I just held off because you said "Levn and Alfric can act, everyone else can talk."
Daymar quirked an eyebrow at Levn's advice - clearly, Daymar had already given that advice, if one was intelligent enough to understand what all of the information he'd given them implied.
Still, sometimes people needed things outlined for them, he supposed.
Which reminded the elf.
He stepped up behind Levn, to where he could see into the room Basdemar had escaped, pointed his fist at it, spoke a few words of power, and sent a glittering ball of golden dust shooting from his ring. The ball streaked into the room, leaving a glittery trail behind it, until it exploded and coated the entire room in golden, glittering dust.
Use his ring to recall/cast Glitterdust into the room. It's got a 10' radius, so should fill the entire room. DC 18 Will save vs. Blindness.

karlprosek |

Will save, DC 18: 1d20 ⇒ 18
The rain of glittering motes coated everything in sight down the hallway but there was no massive dog-thing to be seen.
I changed the map settings so you should be able to move yourselves now.
Bas and Kellen can go!
Init:
Bas- 10+20-19 dmg
Day- acted, PfE 3/15
Kellen- acted, PfE 3/15
Barghest- invisible/Glitterdust 1/5, major dmg (50)
Levn- PfE 3/15
Alfric- PfE 3/15

Kellen Spirittalker |

Crap, its not in the hallway?? Kellen says, fishing out a wand and flicking it in the air, a soft, radiant glow suffesses the party, giving them a good feeling.
Cast Bless from Wand 3/50

Basdemar |

Bas looks around straining his senses
Daymar, it can only teleport where it can see? Or does it just need to know the layout of the building? It is hurt, I got it good. Will it regenerate?"
He motions behind Levn
"That is one place it could see from that hallway. If even that."
Perception: 1d20 + 9 ⇒ (15) + 9 = 24

Levn |

"You're right - it must be bleeding. Day, can we see the bloodspatter when it moves, or does it stay invisible?"
Levn kept his head on a swivel, trying to see everywhere... and listen.

Daemariel Fiondi |

Those doors were open? gah! I had thought they were still closed, or I would have probably done something different. No worries. Play it as it lies.
"They do not regenerate," Daymar said, "but they do have access to magical powers, and I would expect that it could find healing somewhere, I suppose. We had probably best not leave it too much time to itself."

Sir Alfric, The Green Knight |

"The trail is clear." Growled The Green Knight. "Let's Follow."
He moved up to the double doors to look north where the trail led.

Kellen Spirittalker |

Kellen closes with Bas and Sir Alfric, spirits swarming around Bas and protecting him with their auras. Careful now boys, let's see where this thing is waiting for us. the shaman grips his spear in his hands, scanning even though he knows he won't be able to see the barghast.
Ward Hex, +2 deflection to AC and resistance to Saves until hit in combat or fails a saving throw.

karlprosek |

A long oak table dominated the center of the large dining room through the open double doors. Three plain chairs flanked the table on either side, while an ornately carved wooden chair with red cushions dominated the far end.
Golden motes of light drifted lazily out from under the table near the chair at the far end, the barghest's attempt to hide defeated by Daymar's spell.
Alfric, Bas- DC 18 Will save or -2 penalty on attack rolls, saving throws, ability checks, skill checks, and weapon damage rolls for 9 minutes.
Day and Levn can go! Then Alfric/Bas/Day/Kellen can go to start the next round.
Init:
Bas- acted, 10+20-19 dmg
Day- PfE 4/15
Kellen- acted, PfE 3/15
Barghest- acted, invisible/Glitterdust 2/5, major dmg (50)
Levn- PfE 4/15
Alfric- acted, PfE 4/15