The Female Marsh Giant acts first in the Round. The Female Marsh Giant curses in Giant and then flies above the massive table toward the party. At a point about 20 feet above the floor and table the Female March Giant sends out a fan of bitter cold energy. Cone of Cold: 9d6 ⇒ (1, 6, 4, 1, 5, 2, 4, 3, 5) = 31 I have put up an overlay of the area effected by the Cone of Cold. The cone effects Anga, Droja, Haskyll, Leira, and the newly created Zombie Hill Giant. The five will need to roll a DC18 Reflex Save. If you fail, you will take 31 points of damage. If you make it, you will take 15 points of damage. Knowledge Planes DC23:
Obviously this is no ordinary giant. You will recognize by its actions that this is a shape-changing Ogre Magi. I was waiting for clarity on Haskyll's actions before making this move. However with Leira's post, she may want to change her target since she would go after the Female Marsh Giant. And Haskyll's actions at the end of Round Two did not target the Female Marsh Giant.
Round Six Elektra casts a Lightning Bolt at the watery creature. It takes the full brunt of Elektra's shocking spell. Water Creature's Reflex Save: 1d20 + 7 ⇒ (4) + 7 = 11 Stone backs up sheathing his scimitar. He pulls out his crossbow. Brandark readies for an attack. The Watery Creature howls at Elektra's bolt. It wades toward the wizard and thrust its trident toward the Elven Mage. But the effects of Elektra's bolt was still clouding the watery creature's abilities. It viciously thrusts again, this time striking Elektra. trident attack 1: 1d20 + 18 ⇒ (1) + 18 = 191d8 + 14 ⇒ (8) + 14 = 222d6 ⇒ (2, 3) = 51d6 ⇒ 3
Elektra took 32 points of damage. GMPC Garrath takes a step back with his reach weapon and delivers two strikes against the watery creature. lucerne hammer 1: 1d20 + 13 ⇒ (13) + 13 = 261d12 + 16 ⇒ (1) + 16 = 17
Brandark fills the gap open by Garrath and hacks into the creature. I used the most advantageous rolls for Brandark in this situation. Flynn sticks the creature with one of his two arrows. Elektra 25 (AC13 10/42)
Amazingly the creature is still up. Round Seven
Moving on then. :) @Elektra - You have your squid. I will change the tactics of the squid to attack the creature. Its chance to Bull Rush the creature now that it is not held is nil. Round Five Elektra's squid feebly attacks the watery creature. It does no damage. bite: 1d20 + 4 ⇒ (3) + 4 = 71d3 + 2 ⇒ (3) + 2 = 5
Elektra, Stone, and Brandark watch the murky pool. At the bottom of the pool, the watery creature, with trident now in hand, attacks the pesky squid. The tentacle creature goes limp in the water and begins to die. trident: 1d20 + 18 ⇒ (4) + 18 = 221d8 + 14 ⇒ (3) + 14 = 172d6 ⇒ (1, 2) = 31d6 ⇒ 5 The Watery Creature moves up to the surface. GMPC Garrath, with lucerne hammer now in hand, has the reach to attack the watery creature. The Shoanti Barbarian cuts into its slimy hide. lucerne hammer 1: 1d20 + 13 ⇒ (8) + 13 = 211d12 + 16 ⇒ (8) + 16 = 24
The Watery Creature took 24 points of damage. Flynn can now take actions against the Watery Creature. Elektra 25 (AC13 42/42)
Round Six Flynn, you can take Round Five actions. And everyone please post what you will do in Round Six. Thanks.
Round Two Elektra begins to summon in a Squid to force the creature to the surface. Watery Creature's Will Save: 1d20 + 3 ⇒ (15) + 3 = 18 Beneath the surface the watery creature breaks free from its hold. Round Three Elektra's Squid will appear in the water. What does it do? The creature sank fifteen feet below the surface. Does anyone else do anything? Elektra 25 (AC13 42/42)
Flynn carefully advances into the room. As he looks into the murky pool he sees something carrying a wicked looking trident rising from the depths. Good job! You avoided a surprise attack. Garrath's Initiative: 1d20 + 9 ⇒ (4) + 9 = 13
Elektra 25 (AC13 42/42)
Round One Go ahead with your actions. Elektra will have her Arcane Eye already up. Elektra, Stone, and Brandark can react before the watery creature. Map updated!
Round Two Flynn fires a pair of arrows from his position at the second Troll. The first strikes true, the Inquisitor was off target with the second one. Elektra summons in a Fire Elemental. It attacks the blinded fourth Troll with damage that cannot regenerate. Elektra then takes a step and hits two Trolls with a bolt of lightning. The second one took the full brunt, but the third was able to react and not take the bolts full effect. Troll 2 Reflex Save: 1d20 + 4 ⇒ (6) + 4 = 10
Brandark then steps in and attacks the second Troll. Stymied a little be a bolt of lightning suddenly coursing nearby, the Dwarf Cavalier gets a single slice into the second Troll. After the lightning, this was enough for this second Troll to stagger and fall. (GMPC Garrath) Garrath steps into the doorway of the wide double doors. He attacks with his polearm, the Lucerne Hammer with power strikes that pierces deep into the Trolls green hide. It falls into gooey heap. lucerne hammer 1st attack: 1d20 + 13 ⇒ (14) + 13 = 271d12 + 16 ⇒ (2) + 16 = 18
Still blinded by Stone's Holy Smite, the fourth Troll tries to dispatch the fiery creature burning its flesh. It gets a lucky claw into the fiery creature. Bite 50% Miss Chance (50 or less): 1d100 ⇒ 55
The second Troll immediately twitches back from unconsciousness and from the ground tries to claw the Dwarf Cavalier. Its attempts were futile against the well armored Dwarf. Troll 2 1st Claw attack: 1d20 + 8 ⇒ (4) + 8 = 121d6 + 5 ⇒ (3) + 5 = 8
Flynn 21 (AC20 47/47)
Stone's Round Two and Everyone's Round Three Only the fourth Troll stands for now. The second one is prone and barely moving.
With Brandark in front ready to open the door, Garrath readies his Lucerne Hammer. When Brandark opens the door, a pair of Trolls surprise the Dwarf Cavalier. One gets a claw into Brankdark. @Brandark - Your False Life from before would still be in effect. That is 11 points. Round One Flynn reacts quickly and sinks a pair of arrows into a giant ugly Troll. Elektra, seeing Trolls, begins to summon in a Fire Elemental. Brandark ignores the damage, steps in and hacks up the first Troll he sees. It falls. Seeing Brandark taking care of the first Troll, Garrath takes a step and works on the third Troll. He clobbers with his first swing, but so missed the rebound being far more use to wielding his greatsword. The two standing Trolls attack. The second one goes after Brandark. The third goes after Garrath. The second Troll bites the Dwarf Cavalier. The third one bites Garrath and then nearly claws into a vital part of the Shoanti Barbarian. Troll 2 Bite: 1d20 + 8 ⇒ (17) + 8 = 251d8 + 5 ⇒ (3) + 5 = 8
Troll 3 Bite: 1d20 + 8 ⇒ (14) + 8 = 221d8 + 5 ⇒ (3) + 5 = 8
Brandark takes 8 points of damage. Garrath takes 7 points of damage. Stone asks for and receives help as Holy Power invades the Cleric's enemies. 20' Burst should get them all. Holy Smite: 4d8 ⇒ (1, 2, 4, 6) = 13 @Stone - You should roll your damage. It is more likely that you would fair better with the RNG. Troll 2 Will Save: 1d20 + 3 ⇒ (17) + 3 = 20
Ironically, the fighting Trolls resist some of the effect. The fourth Troll, just now noticing the intruders, takes the full effect of the Holy Smite and becomes blinded. Flynn 21 (AC20 47/47)
Round Two Everyone is up! Fire Elemental token on board for Elektra to place.
When Brandark kicks open the door, he see piles of rubble dominating this large room, along with bits of flesh, broken weapons, splashes of blood, and a few dead ogres that have been torn limb from limb. Wind and rain howl through circular openings to the north that look out over the Storval Deep, and puddles of water have collected on the floor. Thick sheets of ropy green fungus grow along the walls here, winding in through the windows and through numerous cracks in the domed ceiling thirty feet above; behind the fungal vines, the walls are decorated with hundreds of skull-shaped carvings. Brandark also sees four ferocious Trolls. Two of them have the reach to immediately claw at the Dwarf Cavalier. A fourth Troll is toward the north gnawing on an Ogre's ham bone. Behind the green hided beast the Stovall Deep sloshes and roars with the sound more typical of the deep oceans. Surprise Round The first Troll gets a Claw into Brandark. The other simply missed. Troll 1 Claw: 1d20 + 8 ⇒ (17) + 8 = 251d6 + 5 ⇒ (4) + 5 = 9
Brandark takes 9 points of damage. Garrath's Initiative: 1d20 + 9 ⇒ (3) + 9 = 12
Round One Everyone is up. Though Stone goes last, please go ahead with his actions. I like the more classic D&d look of this Troll icon. Also, I find it very interesting that both campaigns that I am running through Paizo are now fighting Trolls. Map revised. Treat squares with gray sploshes as difficult terrain.
Round Three actions Crit was not confirmed on Kaos. Ragnir just missed critically bashing the ugly piece o' work with his new toy. Round Four Kaos, coming to his senses, viciously attacks the third Leucrotta with Axe and Fangs. He kills the evil beast. Anga hits the fourth Leucrotta with a Force Missile. Ulfgard brings Agrimmosh down hard, once then twice on the fourth Leucrotta. Then he renders it unconscious with a solid shield bash. Droja, frustrated by the situation, drives her Longspear into the fallen fourth Leucrotta, killing it. +1 Longspear Coupe de Gras : 3d8 ⇒ (3, 5, 3) = 11 Leira sends two Scorching Rays into the second Leucrotta. Haskyll just missed striking the second Leucrotta with Heartspit. Ragnir, still cursing the first Leucrotta, loses a little focus and missed striking the freakish beast. The remaining two Leucrotta attack more out of desperation now than hunger. Leucrotta 1 Bite: 1d20 + 10 ⇒ (7) + 10 = 172d6 + 7 ⇒ (5, 6) + 7 = 18
The first Leucrotta was unable to strike the well-armored Dwarf Warpriest. Leucrotta 2 Bite: 1d20 + 10 ⇒ (17) + 10 = 272d6 + 7 ⇒ (5, 6) + 7 = 18
The second Leucrotta has an easier time with the Dwarf Cleric, biting and stomping on the unlucky Haskyll. Kaos 27 (AC20 43/84)
Round Five Unable to edit maps from my tablet. Leucrottas 3 and 4 are dead. Leucrotta 2 is one square closer to Haskyll.
Anga's AoO and Ragnir's Round Two Anga, pick in hand, takes a swipe at the fourth Luecrotta as it disengages and moves to attack Ulfgard. Anga is a wizard. She is not that adept with her military pick. Cursing at this new threat, Ragnir takes Angradd's Fist and clobbers the first Leucrotta with the newly found mace. Round Three As the second Leucrotta lures Kaos from the first one, he withdraws from combat toward the now peaceful sounds of the second freakish looking beast. Anga likely does something heroic. Don't forget that there is a Bless up. With a little divine blessing from above, Ulfgard smashes the fourth Leucrotta with Agrimmosh, missing a backward rebound, but bashing the freakish beast with his shield. Droja resists the irresistible call from the second Leucrotta. She then attacks the fourth Leucrotta with even less precision than Anga. It is good thing that the party typically doesn't depend on Wizards and nearly blind Oracles to provide the muscle. Leira, seeing Kaos absorbed by the second Luecrotta lure, touches the big lizard-looking human with a bit of protection. Kaos snaps out of the lure before he sits down. Haskyll, with Heartspit in hand, stabs at the third Luecrotta. Since Leira was able to help Kaos, I used Haskyll's AoO attack rolls to make a regular attack against the most hurt Leucrotta within reach. Ragnir may do something heroic too. The first Leucrotta returns the favor, biting Ragnir and stomping the Dwarf Warpriest with one of its hooves. Leucrotta 1 bite: 1d20 + 10 ⇒ (14) + 10 = 242d6 + 7 ⇒ (6, 4) + 7 = 17
Ragnir takes 23 points of damage. The remaining pack of Luecrotta go into a feeding frenzy and attack the party with all they have. Leucrotta 2 bite: 1d20 + 10 ⇒ (20) + 10 = 302d6 + 7 ⇒ (3, 3) + 7 = 13
The second Leucrotta takes a chunk out of the lured Kaos, and stomps with one of its hooves. If Kaos' AC is the posted 20, then he takes 29 points of damage, including a critical bite. Leucrotta 3 bite: 1d20 + 10 ⇒ (17) + 10 = 272d6 + 7 ⇒ (2, 6) + 7 = 15
The third Leucrotta sinks its teeth into Leira. It likes the taste. The nimble Rogue Arcanist was able to dodge the freakish beast's hooves. Leira takes 15 points of damage. Leucrotta 4 bite: 1d20 + 10 ⇒ (7) + 10 = 172d6 + 7 ⇒ (4, 5) + 7 = 16
The fourth Leucrotta turns its attention to the nearest target, the Half-Orc Oracle, biting and stomping on Droja. Kaos 27 (AC20 31/84)
Anga and Ragnir's Round Three and everyone's Round Four There is a number of Retcon possibilities with Anga and Ragnir's actions. I will be traveling much of the rest of the week and will not have access to maps. Though I may be able to post from my tablet. I will revise with the Round Four recap. @Anga and Ragnir, please post both Round Three and Four actions. Thanks! @Anga - No need to make the Will Save, the Leucrotta's actions will negate the affect.
Round Two Kaos immediately snaps out of the Leucrotta's Lure when he comes under attack. The big lizard-looking human strikes back with a powerful slice that hacks into the hyena-like creature. @Anga-I am OK that you would have put up another Mage Armor off your Bound Object. Anga takes a step back to cast Scorching Ray at the third Leucrotta. However, there is no good place for the Mage to step without being in the bite radius of another Leucrotta. The fourth Leucrotta bites at the Dwarven Mage. But the attack was unable to penetrate Anga's Mage Armor. Leucrotta 4 AoO bite: 1d20 + 10 ⇒ (3) + 10 = 132d6 + 7 ⇒ (5, 2) + 7 = 14 @Anga - You were in a precarious location. But at least if failed to get a bite it. Anga was able to get off her Scorching Ray searing the third freakish beast. Ulfgard resist the affects of the second one's lure, he reaches down and finds a little mud. He stuffs the moist ground into his ears. Droja too comes around after being bit. She takes a step back toward Ulfgard. And gives herself a bit of additional life. False Life: 1d10 + 7 ⇒ (9) + 7 = 16 Leira follows the Lure of the second Leucrotta, she moves toward the freakish beast. But as she moves by Haskyll, he gives her a touch of Resistance. Leira was able to resist the affect, and does not further follow the instructions of the second Leucrotta. Leira's Will Save from Haskyll: 1d20 + 7 + 2 ⇒ (10) + 7 + 2 = 19 The affect of the first Leucrotta's Lure ends. Ragnir can react to the freakish beast. The first Leucrotta continues to attack Kaos. Leucrotta 1 bite: 1d20 + 10 ⇒ (12) + 10 = 222d6 + 7 ⇒ (6, 2) + 7 = 15
Kaos takes 15 more points of damage. The second Leucrotta continues its attempt to Lure the party. Haskyll, Leira, and Ulfgard have already saved against the second Leucrotta. Kaos, Anga, Droja, and Ragnir were under the affects of the first Leucrotta. They cannot be affected by the first, but they can now be affected by the second one. The four need to make a DC16 Will Save or move toward the second Leucrotta and sit before it. The third one takes a step and does a full round of attacks against Leira as she comes out of the affects of the second Leucrotta's Lure. But the nimble Rogue Arcanist was able to dodge all the strikes. Leucrotta 3 bite: 1d20 + 10 ⇒ (6) + 10 = 162d6 + 7 ⇒ (5, 2) + 7 = 14
The fourth Leucrotta carefully moves around Droja to get to Ulfgard. It bites at the Ranger Barbarian. Ironically, Anga gets an AoO against the fourth Leucrotta. Leucrotta 4 bite: 1d20 + 10 ⇒ (11) + 10 = 212d6 + 7 ⇒ (6, 2) + 7 = 15 It bites Ulfgard for 15 points of damage. Kaos 27 (AC20 60/84)
Ragnir's Round Two and Everyone's Round Three
Surprise Round Kaos is mysteriously called out from the cave. Round One Kaos continues to approach a freakish looking beast. As Anga walks toward the cave mouth, she becomes entranced by a soothing voice. She heads toward the voice. Ulfgard hears the voice, but resists its soothing affect. He moves toward the freakish beast. Droja's Will Save: 1d20 + 7 ⇒ (5) + 7 = 12 Droja hears the soothing voice and heads toward it. Leira resists the affects of the voice. She sees not only the freakish beast in front and in the open, but three others in the woods. A chill runs through her spine as she recognizes the beast as the Leucrotta. Created from Hyenas by a Demon Lord eons ago, they have bred in the wild, and in the underworld in numbers. They are intelligent malevolent creatures that will show no mercy. They are evil through and through. With that, Leira changes up one of her spells to Protection from Evil. Haskyll hears the voice, but pays it no mind. He instead asks for Blessings from above. Ragnir hears the soothing voice and follows Ulfgard toward the pleasing sound. A second Leucrotta emerges from the woods and calls out in a soothing voice, "Come. Sit. Let me tell you a story." Leira, Haskyll, and Ulfgard must make another DC16 Will Save or be affected by the call of this second Leucrotta. If failed, you will move toward the second Leucrotta and sit down before it. Yes. Each one of the beast can use their Lure Supernatural ability. Those currently under the first Leucrotta's Lure is not affected by the second one's Lure. Now that its prey is near, the first Leucrotta will see what it taste like. It bites and attacks Kaos with its stag-like hooves. Leucrotta 1 bite: 1d20 + 10 ⇒ (13) + 10 = 232d6 + 7 ⇒ (4, 5) + 7 = 16
Many hours have passed since the party battled the first Rift Drake. It is likely that Kaos' Mage Armor has expired. Kaos takes 24 points of damage from the attack. With the attack, the Lure of the first Leucrotta no longer affects Kaos. The attack also breaks the enchantment against Anga, Droja, and Haskyll. A third Leucrotta emerges from the woods and attacks Anga as she is coming out of the affects of the voice. Leucrotta 3 bite: 1d20 + 10 ⇒ (3) + 10 = 132d6 + 7 ⇒ (5, 6) + 7 = 18 Assuming Anga casts Mage Armor to start the day, it is likely that all her defense will have expired by this time. If so, then the third Leucrotta hits the Mage for 18 points of damage. A fourth Leucrotta attacks from the woods to the left. It goes after Droja. Leucrotta 4 bite: 1d20 + 10 ⇒ (12) + 10 = 222d6 + 7 ⇒ (5, 3) + 7 = 15 Droja took 15 points of damage. This is one situation where the faster moving Humans and Half-orcs were ahead of the slower Dwarves, and thus were in the lead when attacked. Kaos 27 (AC20 (60/84)
Round Two
"That hurt," Maulgro calls out. He then tries to bite Brandark with its over-sized jagged maw. It gets a taste of Dwarven flesh, "Tasty! The deformed brother continues to hack at the Dwarf with its wicked Ogre Hook. Flanking with its brother it tears again into Dwarf hide. Maulgro's Maw: 1d20 + 9 + 2 ⇒ (14) + 9 + 2 = 251d4 ⇒ 3
Brandark takes 17 points of damage. Lucky begins to cry. It doesn't take advantage of the flank, but instead continues to go after the cleric. Lucky's Ogre Hook 1: 1d20 + 14 - 2 ⇒ (15) + 14 - 2 = 271d10 + 10 - 2 ⇒ (2) + 10 - 2 = 10
Stone takes 24 points of damage. Garrath begins to grow.
With hook in hand, the first Ogrekin smiles, and goes after Brandark, "Lucky, I don't have a Dwarf skull." His speech is garbled. It gets a hook in around Brandark's armor. Maulgro Graul with Ogre Hook vs. Brandark: 1d20 + 14 ⇒ (16) + 14 = 301d10 + 10 ⇒ (6) + 10 = 16 Brandark takes 16 points of damage. "Maulgro, I know we have lots of human skulls. But, I getcha anutha." The Ogrekin attacks Stone. It barely finds flesh against the Cleric. Lucky Graul with Ogre Hook vs. Stone: 1d20 + 14 ⇒ (8) + 14 = 221d10 + 10 ⇒ (10) + 10 = 20 Stone takes 20 points of damage. Everyone is up including Stone's Round Two. These two Ogrekin were warned that the party was coming, but stayed in their playroom. They don't like being around Mammy. The Grauls make the Angel Family Clan look civilized.
Brandark having seen Flynn discover the switch to the west door, finds similar switches to both East doors. Brandark flips the switch to the northernmost door and enters the room. Brandark sees a simple room strewn with “toys,” some of carved wood or bone, while others appear to be little more than partial animal carcasses. Old bloodstains mark the walls; some resemble crude, childlike paintings and feature images of dismembered horses, a ridiculous grinning horned devil tossing children over a cliff, and a big lake with a black reptilian monster sprouting tentacles from its back. Bookshelves rest against the wall, but instead of tomes they hold skulls of all shapes and sizes. There are two Ogrekins in the room. One is hairless and pale, a bloated thing with malformed, stumpy legs and a wide mouth filled with ragged teeth. The other appears free of deformities. They look up from their toys. Ogre Hooks at their sides, they grab the cruel weapons. Garrath's Initiative: 1d20 + 9 ⇒ (8) + 9 = 17
Stone goes first before the Ogrekin. Round One
Elektra and Round Two Elektra gives Brandark a touch of Insight. Taking extensive damage from the Dwarf Cavalier, Pumkinhead hollers with shrieks and yelps, swinging fiercely at the shorter attacker. The big Graul manages to get a hook into Dwarven flesh. Pumkinhead w/Ogre Hook vs Brandark 1st Attack: 1d20 + 16 ⇒ (16) + 16 = 321d10 + 10 ⇒ (2) + 10 = 12
Brandark takes 12 points of damage. The Firepelt continues to bite Pumkinhead, but doesn't trip the Ogrekin. Stone cast Hold Person on Shorty Graul. Though smarter than the other Grauls, Shorty was not even aware that it had resisted an attack from a divine origin. Shorty Graul's Will Save: 1d20 + 5 ⇒ (18) + 5 = 23 Shalelu steps up behind Stone and next to Flynn to form a barrage of arrows. Her first arrow sticks solidly into Pumkinhead. The big Graul stumbles and falls unconscious. Shalelu changes target to handsome, or the fourth one. The arrow glances off it leather jerkin. mwk composite longbow w/PBS and deadly aim 1: 1d20 + 10 ⇒ (16) + 10 = 261d8 + 5 ⇒ (3) + 5 = 8
Three-arm, with a "whoppee," thrashes at the slightly larger Shoanti man. Three-Arm w/Ogre Hook vs Garrath 1st Attack: 1d20 + 16 ⇒ (16) + 16 = 321d10 + 10 ⇒ (2) + 10 = 12
Garrath takes 31-6=25 points of damage. Three-Arm cuts deep into Garrath, but the big barbarian has taken worse. Instead it is today that Three-Arm meets its doom. And doom's name is Garrath. The Deformed Humanoid drops dead. Handsome's jerkin is tough, but not tough enough for Flynn's first arrow to sticks through the leather and into Ogrekin hide. The second arrow deflects wide. With both Pumkinhead and Three-Arm down, Brandark moves around the big cat to get to Handsome. The Dwarf Cavalier, with a little extra insight from Elektra, hacks deeply into the more normal looking Ogrekin. I took the liberty to move Brandark around the big cat, through Stone to get to Ogrekin #4. Only your first attack would have hit anyway. But I didn't want to waste that good first attack. BTW-Ogrekin are considered Giants. Severely hurt by Flynn's arrow and Brandark's strike, Handsome steps back crying and drops his Ogre Hook. Shorty, seeing two of his brothers fall, and a third clearly hurt, lowers his weapon and says, "Stop! What do you want?" Pumkinhead #2 10 (AC20 U-3/?) Shifted
What does the party do?
Round One Kibb breaks free and attacks the Graul with a pumpkin-like head. Pumkinhead takes a slice with a wicked Ogre Hook, but misses the Firepelt. But the big cat doesn't miss, he sinks its teeth into Ogrekin flesh. Seeing the Firepelt on the one in front, Stone fires at the open Graul with a vestigal arm, sticking the deformed humanoid with a bolt.
Seeing Stone take a shot, the Elf Ranger sends an arrow to help the Firepelt. The arrow sticks Pumkinhead. Raging, Garrath engages the three-armed Ogrekin. But Three Arms is ready and hacks at the big Shoanti man Three-Arm w/Ogre Hook readied attack: 1d20 + 14 ⇒ (12) + 14 = 261d10 + 10 ⇒ (4) + 10 = 14 Garrath takes 14 less 3 or 11 points of damage. The big Shoanti man gets an enchanted and improbable slice into three-armed. The noble Flynn fires a pair of arrows at Pumkinhead, hitting with one. Brandark swiftly discounts, and moves to assist the Firepelt. The Dwarf Cavalier hacks deep into fugly. Shorty clumsily climbs down from the catwalk.
Handsome moves off the right catwalk to engage the Firepelt. He pierces the big cat with his wicked Hook. Handsome w/Ogre Hook: 1d20 + 14 ⇒ (11) + 14 = 251d10 + 10 ⇒ (6) + 10 = 16
Elektra and Round Two
Flynn will opens the barn door. He will see that the barn houses several mounds of molding hay, grain stores, and even a large but crude still. Two catwalks rise up along the walls, leading to doors near the ceiling in the east wall. Lower, a pair of massive doors, boarded over with thick timbers, allows ground access to the room beyond. Several dingy kennels are built into the walls under the catwalks. There are four Ogrekin in the room. Each has its own unique deformities. Two are hulking brutes, one with a vestigial arm growing from his left elbow, and a no-necked and dented head. The other has a hideously deformed head that almost looks like a pumpkin. Another is a big, handsome boy taller than the others. His eyes are huge and milky white, and his skin pale as the full moon. And finally, there is the shortest one, standing barely more than 5 feet tall, with crooked stumpy legs and constantly twitching skin. Two are on the ground floor. The other two are on the catwalks, one on each side. Garrath's Initiative: 1d20 + 9 ⇒ (5) + 9 = 14
Moving things along. You can start, either mounted or off your horse. Flynn is the only one on the map. There is one more spot next to Flynn; otherwise you will start behind. First to claim the spot to Flynn's right takes it. The Ogrekin appear to be waiting for you. Round One
Garrath cleaves off the ugly part of the first creature's deformed head. Its good sides grimaces in pain, as it falls over dead. The second one continues to work on the Cleric of Sarenrae. 2 Deformed Humanoid's Hook 1st Attack: 1d20 + 14 ⇒ (15) + 14 = 291d10 + 10 ⇒ (10) + 10 = 20
Hooping and hollering the Deformed Humanoid hisses as Stone falls unconscious. The creature just missed a fatal strike against the Cleric. Stone takes 31 points of damage. That is better than 43 at this juncture.
The first Deformed Humanoid is taller than a human, and can easily strike at the Shoanti Barbarian. The humanoid lands two swift strikes against Garrath, whooping and hollering as he goes. 1 Deformed Humanoid's Hook 1st Attack: 1d20 + 14 ⇒ (6) + 14 = 201d10 + 10 ⇒ (1) + 10 = 11
The second one continues to work on the Cleric. He too screams and hollers, but the creatures blows only sparks off Stone's armor. 2 Deformed Humanoid's Hook 1st Attack: 1d20 + 14 ⇒ (1) + 14 = 151d10 + 10 ⇒ (9) + 10 = 19
Everyone is up.
Surprise Round Garrath doesn't notice the deformed humanoid dropping out of the trees with a nasty looking hook in his hand. Shalelu senses the movement, and steers her steed out of the way. The first Deformed Humanoid drops from a tree limb, and hooks Garrath with an ugly weapon. 1 Deformed Humanoid's Hook: 1d20 + 14 ⇒ (11) + 14 = 251d10 + 10 ⇒ (1) + 10 = 11 Distracted by the first Deformed Humanoid falling out of the trees, the second Mr. Ugly drops from the trees and attacks Stone. Its wicked hook cuts into the Cleric's back, just missing a vulnerable point. 2 Deformed Humanoid's Hook: 1d20 + 14 ⇒ (20) + 14 = 341d10 + 10 ⇒ (6) + 10 = 16
Garrath takes 11 - 3, or 8 points of damage. Stone just missed taking a wicked 47 point strike, receiving instead 16 points of damage. Brandark reins in Abacus, while he unlimbers his Lance. The Firepelt ignores the attackers and continues toward a barn looking structure. Garrath 19(AC18 69/77)
Round One
Round One Continued Flynn will not know more about the Bad Singer. Firing through the brush and small trees, the Half-Elf Inquisitor misses his arrows shots. Brandark pushes Abacus through the brush to attack the Bad Singer. The third Dog fails to bite Abacus' heals as the horse passes by. With spear in hand, the Bad Singer stabs at the big powerful horse as he is driven through difficult terrain. The humanoid grins as he sticks his spear into Abacus. But Abacus is a Warhorse, and fighting through the pain, pummels the Bad Singer with its hooves. Brandark in turn cleaves the humanoid with his axe. The Bad Singer is no longer grinning. Dog 3 Bite: 1d20 + 3 ⇒ (11) + 3 = 141d6 + 3 ⇒ (5) + 3 = 8
Abacus took 18 points of damage in the assault. Shadowmist bites into the fifth Dog, but Stone misses with his Scimitar. Elektra weaves a spell, a pit opens up beneath the Bad Singer and two of its dogs. The Bad Singer jumps back away from the pit with a, "Whoa!" But his two dogs falls thirty feet into the pit. The second dog lands hard on its side. It was severely injured from the fall. The third Dog manages to use the sides of the pit to break some of the fall, landing on its paws. Bad Singer Reflex Save: 1d20 + 12 ⇒ (18) + 12 = 30
Dog 2 Acrobatics check: 1d20 + 6 ⇒ (2) + 6 = 8
Dog 2 Falling Damage: 3d6 ⇒ (3, 3, 6) = 12
Shalelu works to free the Firepelt. Flynn 22 (AC19 43/43)
Round Two Flynn and Brandark will get actions before the Bad Singer. Everyone else go ahead with your actions too.
Round One Start Garrath hears the Bad Singer and Dogs and holds his actions. (Initiative shifted.) Flynn sighs. (Flynn can takes actions either before the dogs approach or after.) Brandark rides up and dismounts. The Bad Singer orders his Dogs to attack. They engage. Garrath strikes twice killing the lead Dog. (With the Greatsword, Garrath would not have had any AoO.)
The start of this is a bit different. Go ahead and give me your Round One actions. And if you took an action before the Bad Singer and Dogs, go ahead with Round Two actions. Forest squares are difficult terrain. The path squares are not on the River to Forest map.
Round Three The fifth and sixth Orcs draw their Falchions and slice at Kaos. Orc 5 with Falchion vs. Kaos: 1d20 + 6 ⇒ (9) + 6 = 152d4 + 6 ⇒ (2, 3) + 6 = 11
The fifth one simply missed. The sixth Orc was amazed that what should have been a potential critical blow did not seem to affect the big human. At eye level, the ugly Orc stares at Kaos with a somewhat stupid and puzzled look. Kind of like the avatar. Later in the Round... The first Orc with ferocious intent hurls its last javelin at Leira. It lands closer to the Rogue Arcanist, but that is it. Orc 1 with Javelin vs. Leira in traffic: 1d20 + 3 - 4 ⇒ (17) + 3 - 4 = 161d6 + 4 ⇒ (1) + 4 = 5 The second Orc hacks at Ingrahild. It barely manages to slice into Dwarf flesh. (Ingrahild 44/55) Orc 2 with Falchion vs. Ingrahild: 1d20 + 6 ⇒ (12) + 6 = 182d4 + 6 ⇒ (4, 1) + 6 = 11 The third Orc move up on the trail ahead of Anga, then turns and attacks the Dwarf Wizard. It too manages to cut into Dwarf Flesh. (Anga 22/33) Orc 3 with Falchion vs. Anga: 1d20 + 6 ⇒ (16) + 6 = 222d4 + 6 ⇒ (1, 4) + 6 = 11 The fourth Orc moves to engage Anga and the Wolf.
The first Orc tries to heave another javelin down through the trees. It doesn't work. Orc 1 Javelin: 1d20 + 3 ⇒ (12) + 3 = 151d6 + 4 ⇒ (5) + 4 = 9 The second, third, and fourth Orcs move into the woods. Again, woods represent difficult terrain. Round Three Go ahead with Round Three actions. I will recap later.
When Kaos rushes toward the standing stones, the fifth and sixth Orcs launch their javelins. Their aim was really bad. Orc 5 Javelin: 1d20 + 3 ⇒ (2) + 3 = 51d6 + 4 ⇒ (1) + 4 = 5
Orcs 5 and 6 held actions until a foe reached F(1)20, at which time they threw their javelins. I noticed I skipped a row in lettering. Call row F, F(1), and the one below it F(2). Thanks.
The first Orc hurls a javelin down through the trees toward Leira. It gets tangled up in the branches. Leira gets partial cover. Orc 1 Javelin: 1d20 + 3 ⇒ (10) + 3 = 131d6 + 4 ⇒ (5) + 4 = 9 Orcs 2,3 and 4 move across a narrow spot in the river. From L13 to K12 is a simple jump across the tributary, from the higher rock at L13 to the lower ground at K12. Rocks and trees are difficult terrain. These Orcs used there full Round of actions to move. Orcs 5 and 6 ready to hurl their javelins when an intruder gets within a certain distance. (Held actions. They also get partial cover from the standing stones.) Round Two I will finish the recap of Round One after everyone has had a chance to post. Go ahead with Round Two actions. Thanks.
Stone briefly ponders about the creature, but does not come up with anything. He then pulls out his loaded Crossbow and fires. But Stone was distracted by Garrath's enlargement causing the bolt to sail wide right. Flynn judges the situation and provide extra Protection on Garrath and himself. Garrath becomes Enlarged. Seeing the threat from the creature's scythe, Garrath attempts to sunder the wicked weapon. But the creature sees an opening and attacks the really, really big Barbarian. He cuts again into Garrath just before Garrath destroys the creature's scythe with his Greatsword. The creature howls with the loss of his weapon. Scythe AoO: 1d20 + 13 ⇒ (13) + 13 = 262d6 + 8 ⇒ (3, 4) + 8 = 15 Garrath takes 15 points of damage less his DR. Brandark hacks mightily into the creature. The creature continues its howling. Elektra knows about this creature. It is a Flesh Golem. It is immune to direct magical attacks, and even damage made to the creature is reduced. It is a monster in every sense of the word. Elektra then begins to summon in a dog. The large Scarecrow, without its scythe, slams into the now equal-sized Garrath. It leads with its left and hits the extra-big Barbarian square in the chin. But its right was clumsy and ineffective. Slam 1: 1d20 + 11 ⇒ (19) + 11 = 302d8 + 9 ⇒ (1, 2) + 9 = 12
Garrath takes 12 more points of damage less his DR. GM Screen:
Rage chance: 1d100 ⇒ 89 63-15+5=53; Devora sends another arrow toward the creature, but she too was distracted by the blossoming Garrath. The shot sticks into the rafters. +1Comp.Longbow: 1d20 + 8 ⇒ (2) + 8 = 101d6 + 4 ⇒ (4) + 4 = 8 Stone 22 (AC22 51/51)
Round Three @Elektra - There is a dog token for you to place.
The large terrifying creature hacks at the big Barbarian with its scythe. It totally misses with it forward hack, but nearly critically strikes Garrath with it upward stroke. Scythe 1st attack: 1d20 + 11 ⇒ (1) + 11 = 122d6 + 12 ⇒ (5, 4) + 12 = 21
Garrath took 18 points of damage, less his DR. That is better than 70. Whew! That was close. Stone 22 (AC22 51/51)
The Cultist load more Hand Crossbow bolts and fire. The sixth Cultist fires at Brandark and misses. The eighth and ninth Cultist fire at Garrath. Both bolts hit the Barbarian, but does not cause any physical damage. However, poison begins to course through the big human's veins. Cultist 6 w/Hand Crossbow vs Garrath: 1d20 + 4 - 1 ⇒ (10) + 4 - 1 = 131d4 - 1 ⇒ (2) - 1 = 1
Garrath needs to make two DC13 Fort Saves or fall unconscious. Everyone is up.
Garrath can still take a single action in Round Ten for the Haste. Round Eleven The Sixth Cultist again loads another bolt and fires it at Brandark. The bolt glances off the Cavalier's armor. Cultist 6 w/Hand Crossbow vs Brandark: 1d20 + 4 - 1 ⇒ (16) + 4 - 1 = 191d4 - 1 ⇒ (4) - 1 = 3 If Garrath takes a step toward Cultist Nine as his Hasted action, then both Cultist Eight and Nine will take a diagonal step back to the right then fire their Hand Crossbows. If not, then they will stay in position and fire their Hand Crossbows. Both the Eighth and Ninth Cultist take aim at the big Human coming at them. Neither were able to make one of the tiny bolts stick. Cultist 8 w/Hand Crossbow vs Garrath: 1d20 + 4 - 1 ⇒ (11) + 4 - 1 = 141d4 - 1 ⇒ (3) - 1 = 2 Cultist 9 w/Hand Crossbow vs Garrath: 1d20 + 4 - 1 ⇒ (9) + 4 - 1 = 121d4 - 1 ⇒ (3) - 1 = 2 Tally Section
Round Ten The third and fourth Cultist play tiddly winks. The seventh Cultist, alarmed by the sudden appearance of an Air Elemental, drops his hand crossbow and takes a step behind the fallen fifth Cultist. He draws out his War Razor and attacks the column of air. Cultist 7 w/War Razor vs AE: 1d20 + 5 - 1 ⇒ (9) + 5 - 1 = 131d4 + 2 - 1 ⇒ (2) + 2 - 1 = 3 "Again!" The first Cultist exclaims. He too drops his hand crossbow. He then takes a step, flanking the Air Elemental. He pulls out his War Razor and attacks, slicing up the structure of the column of air. Cultist 1 w/War Razor vs AE + Flank: 1d20 + 5 - 1 + 2 ⇒ (16) + 5 - 1 + 2 = 221d4 + 2 - 1 + 1d6 ⇒ (4) + 2 - 1 + (5) = 10 Air Elemental AC 17 3/13 The sixth Cultist loads another bolt and fires across the open space at the Dwarf Cavalier. The bolt sticks into the stair's railing. Cultist 6 w/Hand Crossbow vs Brandark: 1d20 + 4 - 1 ⇒ (5) + 4 - 1 = 81d4 - 1 ⇒ (4) - 1 = 3 The eighth Cultist also fires at the Cavalier. The bolt lodges into the railing right next to the sixth Cultist's bolt. Cultist 8 w/Hand Crossbow vs Brandark: 1d20 + 4 - 1 ⇒ (6) + 4 - 1 = 91d4 - 1 ⇒ (4) - 1 = 3 The angle was different for the ninth Cultist. He takes aim at the bow wielding Inquisitor. The bolt barely manages to stick into the human. Cultist 9 w/Hand Crossbow vs Flynn: 1d20 + 4 - 1 ⇒ (16) + 4 - 1 = 191d4 - 1 ⇒ (4) - 1 = 3 Flynn takes 3 points of damage. He also must make a DC13 Fort Save or fall unconscious.
Round Nine With the Air Elemental gone, the first Cultist looks down at the approaching party. He sheaths his War Razor and pulls out a Hand Crossbow. The fifth Cultist turns and stands ready at the top of the stairs. The sixth Cultist takes a step, then loads and fires another bolt down at the Inquisitor. A pall falls over him that he cannot explain. The bolt harmlessly bounces off Flynn's armor. Cultist 6 w/Hand Crossbow vs Flynn: 1d20 + 4 - 1 ⇒ (12) + 4 - 1 = 151d4 - 1 ⇒ (1) - 1 = 0 With the Air Elemental gone, the seventh Cultist moves to the banister and fires down at Brandark whom had taken the party's lead. Unbeknownst to this Cultist the same pall falls over him. His bolt sticks in the wall above the Dwarf Cavalier. Cultist 6 w/Hand Crossbow vs Brandark: 1d20 + 4 - 1 ⇒ (5) + 4 - 1 = 81d4 - 1 ⇒ (3) - 1 = 2 The eighth and ninth Cultist sheath their War Razors and also brandish Hand Crossbows, while moving towards the banister.
Round Eight The first Cultist slashes again at the column of air. Cultist 1 w/War Razor on AE: 1d20 + 5 ⇒ (9) + 5 = 141d4 + 2 ⇒ (3) + 2 = 5 The second Cultist is truly dead. Cultist Three and Four does NOT attempt to open the closed door. The fifth Cultist takes a step to flank the Air Elemental, also effectively guarding the landing to the top level. It slashes at the column of air. Cultist 5 w/War Razor on AE Flank: 1d20 + 5 + 2 ⇒ (18) + 5 + 2 = 251d4 + 2 + 1d6 ⇒ (1) + 2 + (6) = 9 The Air Elemental dissipates. A sixth Cultist pulls out a Hand Crossbow moves to the bannister and takes aim at Flynn. The small bolt glances off Flynn's Mithril Chain Shirt. Cultist 6 w/hand crossbow: 1d20 + 4 ⇒ (12) + 4 = 161d4 ⇒ 2 The seventh Cultist seeing the Air Elemental disappear and an intruder at the top of the stairs, puts away his War Razor and draws out his Hand Crossbow. The eighth and ninth Cultist stands in place with War Razors drawn. Tally Section
The first Cultist slashes at the column of air, disbursing some of the whirling wind. Cultist 1 w/War Razor: 1d20 + 5 ⇒ (13) + 5 = 181d4 + 2 ⇒ (2) + 2 = 4 Air Elemental 9/13 The Second Cultist slashes at Garrath, barely cutting the big barbarian. The Cultist takes a step into the room with the mechanical saws. Cultist 2 w/War Razor on AE: 1d20 + 5 ⇒ (18) + 5 = 231d4 + 2 ⇒ (2) + 2 = 4 Garrath takes 1 point of damage. The third Cultist moves up and through the door looks at Garrath and says, "Drop" The Cultist cast Command on Garrath, DC 13 Will save or he drops his weapon. The fourth Cultist moves around to the other side of the door. Flynn sees a fifth Cultist on the top floor move then attack the Air Elemental to no effect. Cultist 5 w/War Razor on AE: 1d20 + 5 ⇒ (3) + 5 = 81d4 + 2 ⇒ (2) + 2 = 4
Round Six Huffing and puffing, the first Cultist is screaming at the top of his lungs. Turns around pulling out his War Razor and slashes at this sentient column of air. But the anxiety of the moment was just too much for this Cultist to make an effective attack. Cultist 1 w/War Razor: 1d20 + 5 ⇒ (3) + 5 = 81d4 + 2 ⇒ (1) + 2 = 3 The other Cultist, seeing the commotion, cast spells and pull out their useless War Razors. Tally Section
Everyone can take a full round of actions. Garrath you have the single action from Round Five also.
Round Four Elektra once again uses a charge from her wand of Shocking Grasp, but her aim was a bit off.
Elektra's Air Elemental had a better time slamming into the third Cultist. Stone attacks the fifth Cultist, slicing into the oddly dressed fellow. The Cultist staggers then falls to the ground. Flynn nearly lands a critical blow against the sixth Cultist.
The third Cultist slashes again at the big Shoanti Barbarian, but became distracted by the Air Elemental to be effective. Cultist 3 w/War Razor: 1d20 + 5 ⇒ (4) + 5 = 91d4 + 2 ⇒ (3) + 2 = 5 The sixth Cultist attacks Flynn. It simply missed its slice. Cultist 6 w/War Razor: 1d20 + 5 ⇒ (4) + 5 = 91d4 + 2 ⇒ (2) + 2 = 4 Brandark negotiates the pile of logs to get at the sixth Cultist. The sixth Cultist takes a slice at the Dwarf Cavalier. It needs more training. Cultist 6 w/War Razor AoO: 1d20 + 5 ⇒ (8) + 5 = 131d4 + 2 ⇒ (4) + 2 = 6 It will never get the chance as Brandark sends the wicked human to the nether regions. Tally Section
Garrath can finish the encounter with a successful strike against the third Cultist.
Round Three start Elektra pulls out her Wand of Shocking Grasp and gives the fifth Cultist a jolt. Elektra's Air Elemental aids the Elven Wizard slamming the same Cultist. Stone misses the fifth Cultist with his Scimitar. Flynn puts away his bow then maneuvers over to the sixth Cultist. Both the fifth and sixth Cultist take an opportunistic slice at the Inquisitor. The sixth one barely cuts the stealthy human. Cultist 5 - War Razor AoO on Flynn: 1d20 + 5 ⇒ (6) + 5 = 111d4 + 2 ⇒ (4) + 2 = 6
Flynn takes 3 points of damage. The second Cultist does not come close to penetrating the Cavalier's armor. Cultist 2 - War Razor on Brandark: 1d20 + 5 ⇒ (8) + 5 = 131d4 + 2 ⇒ (2) + 2 = 4 The third Cultist, seeing the Air Elemental move away, bends down and picks up his War Razor (Move Action) then looks at Brandark and says, "Fall down." Cultist cast Command on Brandark, DC 13 Will save or fall prone for one Round. The fifth Cultist continues to attack Elektra, cutting the poorly armored mage. Cultist 5 - War Razor on Elektra: 1d20 + 5 ⇒ (9) + 5 = 141d4 + 2 ⇒ (3) + 2 = 5 Elektra takes 5 points of damage. The sixth Cultist continues to work on Flynn. Cultist 6- War Razor on Flynn: 1d20 + 5 ⇒ (16) + 5 = 211d4 + 2 ⇒ (4) + 2 = 6 Flynn takes an additional 6 points of damage, totalling 9 points. Tally Section
Need clarification, does Garrath move to attack the third Cultist? The third Cultist attacked the Air Elemental in the previous Round and has not moved. If so, Garrath would only get his first attack and Cultist 3 would get an AoO, though with Garrath's DR it likely wouldn't do much. I will wait for Brandark's Save before completing this Round. Elektra, Flynn and Stone can go ahead with Round Actions. Thanks.
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