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Something Special's page
69 posts. Alias of Mazra.
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Round Three....well mostly
Leira hesitates while her wounded Water Elemental slams into the second Fresh Water Merrow. Yes, Leira recalls these creatures. She also notice that these Merrows operate with greater precision than what is typical of their kind. Leira believes that they may have combat training of some kind. Leira still does not know the other creature currently grappling with Anga.
BTW-The first Merrow is unconscious.
Kaos swims a stroke and attacks the higher in the water third Fresh Water Merrow. Twice his pick pierces the creature.
Leira then slides through a dimensional space coming up behind the third one. She drives her weapon into the creature. It rolls back unconscious, but still breathing under the water.
Three down, one to go!
A shimmering Killer Whale appears and attacks the lobster-like creature. It simply missed sinking its teeth into the crustacean.
Droja swims closer to the action.
Now fighting for its life, the second Fresh Water Merrow continues to claw into the Water Elemental. It does little harm with right, but strike enough to send the Water Elemental home with its left.
Aquatic Humanoid 2 Claw 1, PA, less DR: 1d20 + 9 - 2 ⇒ (2) + 9 - 2 = 91d6 + 4 + 4 - 5 ⇒ (6) + 4 + 4 - 5 = 9
Aquatic Humanoid 2 Claw 2, PA, less DR: 1d20 + 9 - 2 ⇒ (11) + 9 - 2 = 181d6 + 4 + 4 - 5 ⇒ (4) + 4 + 4 - 5 = 7
Ulfgard pounds on the crustacean with his hammer, then jabs it with his spiked shield hoping to make it give up its prey, aka Anga.
But the lobster-like creature doesn't do so. Instead it transfers Anga from its claws to strands of tentacles that looks almost like a long beard flowing from the head of this creature, not unlike the party's Dwarven Cleric.
Tentacle Damage: 1d8 + 7 ⇒ (2) + 7 = 9
In addition to taking 9 more points of damage, Anga must make a DC19 Fort save.
The crustacean then attacks Ulfgard with its free claw, but failed to snatch Ulfgard.
claw 2 less Prayer: 1d20 + 14 - 1 ⇒ (4) + 14 - 1 = 172d6 + 7 - 1 ⇒ (3, 1) + 7 - 1 = 10
Large Water Elemental (AC18 0 gone/68)
Kaos 20 (AC20/MA21 104/104)
Leira 23 (AC19 48/63) shifted
Droja 20 (AC16 60(75)/60(75FL)
Fresh Water Merrows 18 (AC17 -12U,43,-6U,-14U/57)
Ulfgard 15 (AC22/G26 103/103)
Anga 8 (AC17/MA21/G25 37/60)
Haskyll 6 (AC21/G25 64/64)
Crustacean Aberration (AC? -53/?)
Haskyll's Round Three and Everone's Round Four

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I moved Haskyll up using a move action. This would catch all party members and all monsters except the Aquatic Humanoid number 2 in the Prayer. As you noted, mobile devices do not work well with Google Drawings. I have had similar issues. However, I noted that the back button does work, so you can use this to reverse any errant moving of the maps. I have done this way too many times myself. Map has been readjusted.
Round Two Complete
Haskyll swims up some and says a Prayer for the party.
The Crustacean-like creature attacks Anga with its pincer-like claws. It barely strikes Anga with its first claw. It missed with its second. However, it has managed to grab Anga into its first claw.
claw 1 less Prayer: 1d20 + 14 - 1 ⇒ (8) + 14 - 1 = 212d6 + 7 - 1 ⇒ (1, 5) + 7 - 1 = 12
claw 2 less Prayer: 1d20 + 14 - 1 ⇒ (6) + 14 - 1 = 192d6 + 7 - 1 ⇒ (1, 5) + 7 - 1 = 12
Grab: 1d20 + 19 ⇒ (17) + 19 = 36
Leira 23 (AC19 48/63)
Large Water Elemental (AC18 7/68)
Kaos 20 (AC20/MA21 104/104)
Droja 20 (AC16 60(75)/60(75FL)
Large Aquatic Humanoids 18 (AC17 -11U,57,57,-13U/57)
Ulfgard 15 (AC22/G26 103/103)
Anga 8 (AC17/MA21/G25 48/60)
Haskyll 6 (AC21/G25 64/64)
Crustacean Aberration (AC? -33/?)
@Leira - Oops. I did forget this. Ironically, I had remembered it earlier. My old age is begin to show. Your Elemental is still on the board with 7 HPs. You can attack with it in Round Three. Thanks for catching that. By the way, it is the second and third ones that are still up. I noted the second one as unconscious. The first and fourth ones are unconscious. You would have Dimensional Slide to one still kicking for your flank.
Swimming out from a dark room to the left a crustacean-like aberration swims out to engage Anga.
The bird swoops back into the window. After several minutes and with an obvious commotion going on inside, the bird flies back out of the window.
"If you want to do business with my master you must help him first. There is a dragon threatening the village. My master works day and night to protect the village from this threat. But he fears he lacks the proper spells to defeat it. He has been able to drive it off or cause it to go elsewhere. But he fears he will not be able to stop it next time. It lairs due west on the tallest peak overlooking the Sanos Forest. Will you help my master and our village?"
It is almost a full mile away from Big Oak before you reach a rather large two-story cottage.
When you knock upon the door a large bird-like creature swoops out of a window above the door. "Go away. My master does not want company."
The party presses on.
The tangled swamp trail 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 calls out. “We’re here… my lady waits for you within. I
dare not go any closer…” he says before stepping back to
cower behind a gnarled tree.

With the waters too soft and deep, Abacus and Shadow are left behind to guard the other horses. The party then enters the reed boat and follow the pixie Yap.
Note to Severo: The party has two exceptional warhorses that understand the guard command and are capable of watching over the other horses.
The party will paddle through marshes for not quite an hour, when the chatty Yap will say that you are entering Whitewillow. He will lead the party to a shore line near a well worn trail. There the party will be back on dry land.
Twisted black trees rise wretchedly from shallow pools, seeming to have lurched from the land, their arthritic branches curled into miserable tortured claws. The sun seems to scorn this place, and a cold, dark mist looms within the canopy of bone-bare branches above. Evil murmurs ride an unnatural wind that flows forth from the glens, and shadows dance in the dark mists within.
"Whitewillow is sick like my mistress. As my mistress goes so does Whitewillow. Until recently it was a pleasant place, filled with joy and happiness. The happiness is now gone. No more fluttering within the leaves and flowers. No more chasing butterflies....." The pixie chats incessantly for what seems like hours, but was only minutes, about how Whitewillow used to be.
When the pixie finally shuts up, the chatter is replaced by an eerie chilled silence that surrounds the party. Occasionally, you will seem to glimpse at tall, dark-robed figures in your peripheral vision. The creatures’ enlarged skeletal claws extend from their outstretched arms as if reaching toward you. You hesitate. Then when you look closer, these apparitions are nothing more than horribly twisted black trees.
Everyone must make a DC15 Will Save or be Shaken for the duration of your time in Whitewillow.
"Oh, thank you. Thank you. Yap, will lead you to my mistress," the small flying creature flies out in front of the party.
Yap looks over at Glistenwing, "You are not a pixie. What are you?
Glistenwings flies up and whispers something to Yap. Yap turns and begins to lead the party.
Not long afterwards the party reaches a massive swampy area. The horses would be unable to travel further. A reed boat sits by the shore, "This is the boat the other human would take to go see my mistress," Yap looks at the party.
The reed boat is essentially a long canoe made of thatched reeds. There are a pair of paddles in the boat. It is large enough to seat six.

The party sets out along the Old Sanos Forest Trail southwest along the northern edge of the Shimmerglens. Brandark will notice a trail that turns more southerly off the main trail. The trail follows a winding route around groves and marshes. Tall stands of bamboo are bordered by stagnant ponds. Dragonflies, nearly as long as your forearm, swarm over the ponds like birds of prey.
Suddenly appearing in front of Brandark is a waifishly thin humanoid with gossamer wings, large expressive eyes, long pointed ears, and a diminutive 2-foot-tall stature. He has rumpled clothes. His eyes appear puffy from crying. In the common tongue the small flying humanoid speaks rapidly, and in one breath, as if he’s afraid that you would not listen to his pleas,
“My mistress, she is… ill. Very ill. Death would have been a kindness. The land sickens with her heart, and it cannot be cleansed until her misery is purged. I cannot do this myself. Please, you must help her! You are friends with her human lover, yes? He wouldn’t want her left like this! I can take you to her—maybe you can do something. I have tried everything to cure her forlorn heart, but to no avail. She wails and moans in Whitewillow, and the trees and plants and nixies and frogs and everything are dying or worse! I can take you there! Please!”
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Droja's Fire Elemental has a general humanoid shape, but the party sees clearly a distinctive and unique face that speaks.
The Fire Elemental moves to the next Troll, then the next, and so on. After he dances upon the last Troll, Droja's Fire Elemental gives a wave and vanishes.
Droja's shakes her head, "I have no idea what that thing said, but I like the way he said it."

Lucrecia hesitates a moment to see what the Dorella Kreeg does.
Dorella takes a step back and sends another Lightning Bolt through the party's ranks avoiding reprisals from Garrath and Vale.
Dorella Cast Defensively 15 + 3rd level spell (18): 1d20 + 10 ⇒ (8) + 10 = 18
Lightning Bolt: 8d6 ⇒ (2, 4, 3, 3, 2, 2, 3, 2) = 21
Vale, Brandark, and Stone need to make a DC15 Reflex Save or take 21 points of damage. 10 points if you save.
Lucrecia nods, takes a step up and goes all Ginsu on Vale.
Lucrecia Main dagger 1st attack w/PA: 1d20 + 18 - 3 ⇒ (18) + 18 - 3 = 331d4 + 8 + 6 ⇒ (3) + 8 + 6 = 17
Lucrecia Off-hand dagger 1st attack w/PA: 1d20 + 18 - 3 ⇒ (19) + 18 - 3 = 341d4 + 7 + 3 ⇒ (1) + 7 + 3 = 11
Lucrecia Main dagger 2nd attack w/PA: 1d20 + 13 - 3 ⇒ (13) + 13 - 3 = 231d4 + 8 + 6 ⇒ (4) + 8 + 6 = 18
Lucrecia Off-hand dagger 2nd attack w/PA: 1d20 + 13 - 3 ⇒ (5) + 13 - 3 = 151d4 + 7 + 3 ⇒ (3) + 7 + 3 = 13
Lucrecia Main dagger 3rd attack w/PA: 1d20 + 8 - 3 ⇒ (7) + 8 - 3 = 121d4 + 8 + 6 ⇒ (2) + 8 + 6 = 16
Lucrecia Off-hand dagger 3rd attack w/PA: 1d20 + 8 - 3 ⇒ (2) + 8 - 3 = 71d4 + 7 + 3 ⇒ (4) + 7 + 3 = 14
Lucrecia Main dagger 1st attack w/PA confirm crit : 1d20 + 18 - 3 ⇒ (9) + 18 - 3 = 241d4 + 8 + 6 ⇒ (2) + 8 + 6 = 16
Lucrecia Off-hand dagger 1st attack w/PA confirm crit: 1d20 + 18 - 3 ⇒ (3) + 18 - 3 = 181d4 + 7 + 3 ⇒ (4) + 7 + 3 = 14
Lucrecia would do 33+22+18=73 points of damage to Vale. Even if Vale saves from the Lightning Bolt, Lucrecia will kill Vale.
After Flynn's actions, I will recap the Round.

Round Eight
Stone cast Hold Person on Hookmaw. But the big Kreeg resisted the attempt.
Elektra then tries to use a slippery tactic to disarm the metal-mouthed Ogre. Hookmaw's hook slips out of his hand.
Hookmaw's Reflex Save: 1d20 + 3 ⇒ (7) + 3 = 10
Caleb keeps Lucrecia busy. But that is about it.
And carve Garrath does. The Shoanti Barbarian slices into steeljaw with both his downward and upward thrust.
Lucrecia with her pair of long knives becomes a whirlwind of blades. Some of her slices cut into critical arteries. Caleb returns to Heaven.
Even with the DR the crits were enough.
Lucrecia Main dagger 1st attack w/PA: 1d20 + 18 - 3 ⇒ (20) + 18 - 3 = 351d4 + 8 + 6 ⇒ (3) + 8 + 6 = 17
Lucrecia Off-hand dagger 1st attack w/PA: 1d20 + 18 - 3 ⇒ (2) + 18 - 3 = 171d4 + 7 + 3 ⇒ (2) + 7 + 3 = 12
Lucrecia Main dagger 2nd attack w/PA: 1d20 + 13 - 3 ⇒ (10) + 13 - 3 = 201d4 + 8 + 6 ⇒ (2) + 8 + 6 = 16
Lucrecia Off-hand dagger 2nd attack w/PA: 1d20 + 13 - 3 ⇒ (17) + 13 - 3 = 271d4 + 7 + 3 ⇒ (3) + 7 + 3 = 13
Lucrecia Main dagger 3rd attack w/PA: 1d20 + 8 - 3 ⇒ (19) + 8 - 3 = 241d4 + 8 + 6 ⇒ (3) + 8 + 6 = 17
Lucrecia Off-hand dagger 3rd attack w/PA: 1d20 + 8 - 3 ⇒ (17) + 8 - 3 = 221d4 + 7 + 3 ⇒ (2) + 7 + 3 = 12
Lucrecia Main dagger 1st attack w/PA Confirm Crit: 1d20 + 18 - 3 ⇒ (10) + 18 - 3 = 251d4 + 8 + 6 ⇒ (4) + 8 + 6 = 18
Lucrecia Off-hand dagger 2nd attack w/PA Confirm Crit: 1d20 + 13 - 3 ⇒ (8) + 13 - 3 = 181d4 + 7 + 3 ⇒ (2) + 7 + 3 = 12
Lucrecia Main dagger 3rd attack w/PA Confirm crit: 1d20 + 8 - 3 ⇒ (17) + 8 - 3 = 221d4 + 8 + 6 ⇒ (2) + 8 + 6 = 16
Lucrecia Off-hand dagger 3rd attack w/PA Confirm crit: 1d20 + 8 - 3 ⇒ (16) + 8 - 3 = 211d4 + 7 + 3 ⇒ (4) + 7 + 3 = 14
Hookmaw without his trusty Hook, takes a step back and to the side, drawing out a javelin. Unfamiliar with using it this way, the steel jawed Kreeg tries unsuccessfully to stick Brandark.
Hookmaw Javelin with non-proficiency penalty 1st attack: 1d20 + 14 - 4 ⇒ (9) + 14 - 4 = 191d8 + 6 ⇒ (5) + 6 = 11
Hookmaw Javelin with non-proficiency penalty 2nd attack: 1d20 + 9 - 4 ⇒ (7) + 9 - 4 = 121d8 + 6 ⇒ (4) + 6 = 10
With her son more out of the the way, Dorella sends a lightning bolt through the door and down the hallway.
Dorella's Lightning Bolt: 8d6 ⇒ (3, 5, 6, 4, 6, 4, 2, 6) = 36
Everyone in the path, Brandark, Stone, and Elektra must make a DC15 Reflex Save or take 36 points of damage. You take 18 points of damage if you save.
Flynn fires three arrows at Hookmaw. Two stick into the Hide Armor. But one finds Ogre flesh.
Brandark steps into the room and hacks, and hacks, and kills the steel jawed Kreeg.
After Vale was unaffected by the bolt of lightning, he follows Brandark and engages the ugly female Ogre. He hacks into Ms. Ugly with his Battleaxe missing with his Handaxe.
+1 Battleaxe: 1d20 + 10 ⇒ (17) + 10 = 271d8 + 7 ⇒ (1) + 7 = 8
+1 hand Axe: 1d20 + 10 ⇒ (7) + 10 = 171d6 + 5 ⇒ (5) + 5 = 10
Stone 22 (AC22 51/51)
Elektra 20 (AC13 39/39)
Caleb (AC19 Gone/39)
Garrath 24 (AC18 (52/77) shifted
Lucrecia 10 (AC<28 -12/?)
Red Ogres 14 (AC21 D,D/38)
Hookmaw (AC21 -127/D)
Dorella (AC17<?<27 -8/?)
Flynn 9 (AC19 43/43)
Brandark 7 (AC21 55/55)
Vale 4 (AC18 53/53)
Round Nine

@Elektra - Elektra would need to have Lucrecia in her line of sight in order to cast a readied Magic Missile to disrupt a spell. At Elektra's current position she does not have line of sight to stop Lucrecia's next spell.
As Caleb jumps on the table to get to the first Red Ogre, the monstrosity takes an attack of opportunity. But the Ogre missed the Hound Archon.
Red Ogre AoO: 1d20 + 9 ⇒ (5) + 9 = 142d8 + 10 ⇒ (7, 6) + 10 = 23
A door swings open to the room near the Shoanti Barbarian, and Garrath sees a sight.
Hookmaw and Dorella
The walls of this room are decorated with finely crafted longswords, stuffed animal heads, and a map of the Hook Mountain environs. A large oak table surrounded by several chairs has been smashed to splinters, and an immense bed has similarly been ruined. An open cabinet that once contained several bottles of wine has been crushed as well, and broken bottles and the faint scent of wine lingers around its ruins.
Garrath sees a huge Ogre with a strange metal jaw, and a female Ogre behind him. He also sees Lucrecia near the back of the room.
Lucrecia casts a spell.
The Red Ogre's attack speeds up and attacks again the Hound Archon. He batters your celestial friend. Caleb fades away.
Red Ogre 1st attack: 1d20 + 9 ⇒ (16) + 9 = 252d8 + 10 ⇒ (3, 3) + 10 = 16
As the Hound Archon leaves the battle, the Red Ogre turns its attention to the next in line. But the Red Ogre misses Vale.
Red Ogre Hasted second attack: 1d20 + 9 ⇒ (4) + 9 = 132d8 + 10 ⇒ (4, 3) + 10 = 17
The large Ogre with the hooked maw, moves to the door and attacks Garrath through the door with a hook weapon. It slices into the Shoanti Barbarian.
Hook Maw with Ogre Hook, PA, less Partial Cover through Door: 1d20 + 16 - 2 - 2 ⇒ (17) + 16 - 2 - 2 = 292d8 + 13 + 4 ⇒ (4, 7) + 13 + 4 = 28
The female Ogre appears to cast a spell. A wave of confusion flows through much of the party.
I placed a marker behind Stone. Brandark, Elektra, Flynn, Garrath and Stone must make a DC18 Will Save or become Confused. I have a link with the Confusion Spell, so that anyone that may become confused can roll on the Confusion table. Vale was just out of the radius affect of the spell.
Confusion Spell
After Brandark's and Flynn's post, I will recap the Round.

Round Five Continued
When Elektra communicates that the Snake Lucrecia is an illusion, the Shoanti Barbarian changes course and goes after the first Red Ogre.
Stepping over the fallen second Red Ogre, Garrath's slice with his Greatsword cuts into the Ogre's hide armor, but does not penetrate to harm the big oaf.
Lucrecia Will Save: 1d20 + 14 ⇒ (17) + 14 = 31
Lucrecia is unaffected by the Hound Archon's Aura of Menace.
I was surprised by her +14 Will Save too.
Lucrecia smiles at Brandark and Garrath, "Too-da-loo." The red haired woman again disappears.
The first Red Ogre takes a step back and continues to swing its big Greatclub at the Hound Archon. It crushes the Hound Archon with its blow.
Red Ogre 1 Great club: 1d20 + 9 ⇒ (11) + 9 = 202d8 + 10 ⇒ (6, 7) + 10 = 23
Flynn takes a step and fires several arrows toward the first Red Ogre. All stick into the Ogre's Hide Armor, but only one bites into Ogre flesh.
Brandark moves and attacks the first Red Ogre. But the RNG really hates Brandark, and nearly falls on the Ogre blood pooling from the hallway.
Vale shakes his head. He now ignores the Snake Lucrecia and hastily moves against the first Red Ogre, both axes swinging. But neither of his attacks damage the first Red Ogre.
Vale with Battleaxe: 1d20 + 10 - 2 ⇒ (5) + 10 - 2 = 131d8 + 7 + 4 ⇒ (3) + 7 + 4 = 14
Vale with Hand Axe: 1d20 + 10 - 2 ⇒ (10) + 10 - 2 = 181d6 + 5 + 2 ⇒ (6) + 5 + 2 = 13
Stone 22 (AC22 51/51)
Elektra 20 (AC13 39/39)
Caleb (AC19 16/39)
Garrath 24 (AC18 (53/77) shifted
Lucretia 10 (AC?>28 -34/?)
Ogres 14 (AC21 -8,D/?)
Flynn 9 (AC19 43/43)
Brandark 7 (AC21 55/55)
Vale 4 (AC18 53/53)
Round Six

Round Four
Stone seeks aid from above to hold fast the new threat. The Ogre is held.
Elektra gives Caleb a touch of a Diviners knowledge.
Caleb moves against the now held second Ogre, strkiking it hard.
Garrath, his rage subsided, rises and moves closer toward Stone.
Moved Garrath to over the fallen Kaven Windstrike.
Lucretia moves behind the first red Ogre.
Suddenly from the level below, a large snake with the upper torso that looks like Lucretia engages Stone and Vale with two large knives. The boards beneath it creak from the weight. It smells distinctly like Lucretia's heavily applied lavender perfume.
The first red Ogre stands ready to clobber any that approaches.
Flynn picks up his bow and sheaths his sword.
Brandark nearly severs the second Ogre's head. It falls down dead.
Vale turns. His eyes grow wide. He attacks the snake woman. Some of his attacks look like they hit the terrible looking serpent.
Vale Will Save: 1d20 + 2 ⇒ (6) + 2 = 8
Vale's First Attack with Battleaxe and PA: 1d20 + 10 - 2 ⇒ (10) + 10 - 2 = 181d8 + 7 + 4 ⇒ (7) + 7 + 4 = 18
Vale's Second Attack with Battleaxe and PA: 1d20 + 5 - 2 ⇒ (19) + 5 - 2 = 221d8 + 7 + 4 ⇒ (2) + 7 + 4 = 13
Vale's First Attack with Hand Axe: 1d20 + 10 ⇒ (1) + 10 = 111d6 + 5 ⇒ (6) + 5 = 11
Vale's Second Attack with Hand Axe: 1d20 + 5 ⇒ (16) + 5 = 211d6 + 5 ⇒ (5) + 5 = 10
Stone 22 (AC22 51/51)
Elektra 20 (AC13 39/39)
Garrath 24 (AC18 (26/77) shifted
Lucretia 10 (AC?>28 -34/?)
Ogres 14 (AC? ?,-32/?)
Flynn 9 (AC19 43/43)
Brandark 7 (AC21 55/55)
Vale 4 (AC18 53/53)
Round Five
Map updated.

@Garrath - All the Ogre Hide Armor are Large in size and would need to be tailored to fit a Medium-sized character.
Round One
Garrath hears Lucretia and flies into a rage. He gets past the big Ogre to get at this particularly nasty villain. Garrath slices into Lucretia.
(I am playing that the big Ogre was a bit over confident and was not ready to react to Garrath's sudden movement, even though it was not one of Garrath's better attempts.)
Kaven reaches the door to the room, but for some reason he just stands there as if a bit stunned.
Stone moves behind Brandark and tries to cast Holy Smite against the woman at the alter. But the spell fizzles and does not affect the elegantly clad woman.
Stone needs a 19 to overcome SR19: 1d20 + 7 ⇒ (5) + 7 = 12
Elektra cast Haste to speed up the party. Garrath is unaffected by the spell.
Garrath made his Saving Throw versus the spell, thus it does not work on the Barbarian.
Jaagrath also flies into a rage, the turns while picking up his wicked Ogre Hook, and attacks the puny human, I mean, big Barbarian.
Jaagrath's Attack 1 with Flank and Human Bane: 1d20 + 20 + 2 + 2 ⇒ (16) + 20 + 2 + 2 = 402d8 + 16 + 2d6 ⇒ (2, 1) + 16 + (2, 5) = 26
Garrath takes 26 points of damage less his DR. (At least it was only able to make one attack in the first round.)
"Oh Kaven, good to see you again. Be a dear and help your lover out,' the woman says as she uses a pair of knives in a whirlwind fashion against the big Barbarian.
Lucretia's Main Hand 1st attack with Flank: 1d20 + 18 + 2 ⇒ (3) + 18 + 2 = 231d4 + 8 ⇒ (1) + 8 = 9
Lucretia's Main Hand 2nd attack with Flank: 1d20 + 13 + 2 ⇒ (9) + 13 + 2 = 241d4 + 8 ⇒ (1) + 8 = 9
Lucretia's Main Hand 3rd attack with Flank: 1d20 + 8 + 2 ⇒ (15) + 8 + 2 = 251d4 + 8 ⇒ (1) + 8 = 9
Lucretia's Off Hand 1st attack with Flank: 1d20 + 18 + 2 ⇒ (2) + 18 + 2 = 221d4 + 7 ⇒ (4) + 7 = 11
Lucretia's Off Hand 2nd attack with Flank: 1d20 + 13 + 2 ⇒ (6) + 13 + 2 = 211d4 + 7 ⇒ (3) + 7 = 10
Lucretia's Off Hand 3rd attack with Flank: 1d20 + 8 + 2 ⇒ (2) + 8 + 2 = 121d4 + 7 ⇒ (2) + 7 = 9
Only the last attack missed. Garrath will take (9+9+9+11+10-15=33 points of additional damage, plus 5 points of Wisdom damage for each strike that hits.
Flynn gets a good look and sends three hasty arrows at Lucretia. The arrows seems to bounce off some kind of invisible field around the woman.
Brandark hacks into the big Ogre with his trusty axe.
(The big Ogre has a DR2/-)
Vale hears Lucretia's comment about Vale, "What! You and this thing are lovers! Ahhhhhh!" Vale moves and attacks Kaven. But Kaven was too nimble for the big Black Arrow.
Vale Battleaxe vs Kaven: 1d20 + 10 ⇒ (4) + 10 = 141d8 + 7 ⇒ (7) + 7 = 14
Garrath 24 (AC18(14) 21(35)/77(91))
Kaven 23 (AC20 49/49)
Stone 22 (AC22 51/51)
Elektra 20 (AC13 39/39)
Jaagrath 14 (AC17 -31/?)
Lucretia 10 (AC?>28 -24/?)
Flynn 9 (AC19 43/43)
Brandark 7 (AC21 55/55)
Vale 4 (AC18 53/53)
Wow! Round Two
As both Flynn and Brandark begin to advance into the room, and magic begins to bristle in the air, the woman senses a hostile intent, she takes a step back "We will discuss this more at a later time. Too-da-loo." The red haired woman disappears.
The redheaded woman looks at Brandark, "No intrusion at all. In fact I have come to find brave warriors such as yourself that will fight for my Master. These Ogres will give my Master brawn, but he could use some brains too."
The elegant woman looks at Flynn, "So formal and proper. My name is Lucretia. I am a recruiter for my Master Mokmurian. And as you can see, I am human. Does that answer your questions?"
In the complete darkness Brandark takes the lead. And as he moves into a larger cave structure he sees a bunch of little lizards, and is like, "Oh no! Not again!"
The creatures combine to attack their intruders with a power wave of damaging electricity.
Shocker Lizard's Electricity attack: 12d8 ⇒ (8, 3, 2, 4, 6, 4, 2, 3, 1, 2, 1, 1) = 37
Brandark, Flynn, Garrath and Vale will need to make a DC16 Reflex save. If you fail, you take 37 points of damage. If you save, you take 18 points of damage.

Round Three
Garrath drops two more lizards.
Elektra cast a Stinking Cloud over many of the Lizards. All but the 10th Lizard is affected by the noxious cloud.
Lizard 8 Fort Save: 1d20 + 4 ⇒ (10) + 4 = 14
Lizard 10 Fort Save: 1d20 + 4 ⇒ (17) + 4 = 21
Lizard 11 Fort Save: 1d20 + 4 ⇒ (3) + 4 = 7
Lizard 12 Fort Save: 1d20 + 4 ⇒ (11) + 4 = 15
Stone Channels Energy not realizing, at that moment, that one of the lizards Garrath just dropped begins to recover, only to find itself choking from the noxious fumes.
Lizard 4 Fort Save: 1d20 + 4 ⇒ (11) + 4 = 15
Flynn puts two arrows into the nearest lizard outside of the Stinking Cloud.
Vale steps up just enough to get to the lizard that began to stir, but not enough to be in the cloud. The choking lizard falls again, and begins to die.
Vale with Battleaxe: 1d20 + 10 ⇒ (20) + 10 = 301d8 + 7 ⇒ (6) + 7 = 13
Vale with Battleaxe Confirm: 1d20 + 10 ⇒ (1) + 10 = 111d8 + 7 ⇒ (5) + 7 = 12
Kaven is not one for the bow. He drops it. Takes a step, draws out his rapier, and makes a lunge toward the ninth lizard. He sticks his rapier into lizard flesh.
Kaven with Rapier: 1d20 + 8 ⇒ (10) + 8 = 181d6 + 1 ⇒ (6) + 1 = 7
Brandark gets a little sweet revenge as he nearly cleaves in two the seventh lizard.
The eighth, eleventh, and twelveth lizards flee out of the cloud. The ninth one bites into Kaven. The tenth one, still within the cloud fails to bite Brandark.
Recharge Rounds: 1d4 ⇒ 3
Lizard 10 vs Brandark: 1d20 + 4 ⇒ (5) + 4 = 91d4 ⇒ 2
Lizard 9 vs Kaven: 1d20 + 4 ⇒ (19) + 4 = 231d4 ⇒ 4
Garrath 17 (AC11 54(68)/77(91))
Elektra 11 (AC13 39/39)
Stone 11 (AC22 51/51)
Flynn 7 (AC19 30/43)
Vale 6 (AC18 36/53)
Kaven 18 shifted (AC20 32/49)
Brandark 13 (AC21 33(42)/55(FL68))
Lizards 14 Shifted(AC16 (U,U,D,D,U,D)(D,14,10,19,19,19)/19)
Round Four

It looks like we lost Flynn.
Round One
GMPC Flynn Flynn can see the first lizard, he rapidly fires a pair of arrows at the reptile. The first arrow skipped off the lizard's hide. The second one barely sticks.
Base +5, Dex +4, PBS +1, Rapid -2
Comp. Longbow + Rapid Shot (1st Attack): 1d20 + 8 ⇒ (7) + 8 = 151d8 + 1 ⇒ (2) + 1 = 3
Comp. Longbow + Rapid Shot (2nd Attack): 1d20 + 8 ⇒ (11) + 8 = 191d8 + 1 ⇒ (1) + 1 = 2
Round Two
Garrath roars splattering two of the lizards.
Elektra provides a little Aid to Brandark.
Stone provides a little healing to Brandark.
GMPC Flynn Flynn can only see one of the Lizards clearly, he fires an arrow at it. The arrow strikes the 1st lizard he see. The reptile fall unconscious. Flynn moves in behind Garrath.
Comp. Longbow: 1d20 + 10 ⇒ (19) + 10 = 291d8 + 1 ⇒ (2) + 1 = 3
Vale steps over the now unconscious lizard to get at another one of the lizards. Two lizards snap at the approaching Black Arrow. One gets a bite into the Fighter-Ranger's leg.
Lizard 2 AoO: 1d20 + 4 ⇒ (5) + 4 = 91d4 ⇒ 1
Lizard 3 AoO: 1d20 + 4 ⇒ (20) + 4 = 241d4 ⇒ 4
Lizard 3 AoO Confirm Crit: 1d20 + 4 ⇒ (7) + 4 = 111d4 ⇒ 3
Vale takes a step, pulling out a handaxe. He cuts deep into the second lizard with his battleaxe, but misses with his handaxe.
Vale with Battleaxe: 1d20 + 10 ⇒ (15) + 10 = 251d8 + 7 ⇒ (8) + 7 = 15
Vale with Handaxe: 1d20 + 10 ⇒ (5) + 10 = 151d6 + 5 ⇒ (6) + 5 = 11
Kaven moves to the back corner of the cave. His eyes widens as he sees six more lizards approaching. He fires an arrow at one from the new pack. It sticks into the lizard's moist hide.
Kaven with Comp. Longbow: 1d20 + 9 ⇒ (13) + 9 = 221d8 ⇒ 5
Brandark pulls out his bow, and sticks the second lizard with an arrow. The lizard falls unconscious.
The third and fifth lizards continues to snap at the big human. But neither of the Lizards were able to bite into the big Barbarian.
Lizard 3 bite: 1d20 + 4 ⇒ (3) + 4 = 71d4 ⇒ 4
Lizard 5 bite: 1d20 + 4 ⇒ (9) + 4 = 131d4 ⇒ 2
Five more lizards move up, as the eighth lizard lags from an arrow in its leg. A new wave of electrical energy emits from this second approaching pack.
Lizards combined Electrical shock: 10d8 ⇒ (6, 3, 1, 7, 8, 3, 8, 1, 2, 2) = 41
Kaven, Flynn (Sorry about this), Garrath and Vale must make DC15 Reflex Saves or take 41 points of damage. 20 points if you save. There is one less lizard in this attack than the previous one, so the save is one less.
Kaven's Reflex Save: 1d20 + 11 ⇒ (10) + 11 = 21
Vale's Reflex Save: 1d20 + 5 ⇒ (11) + 5 = 16
Flynn's Reflex Save: 1d20 + 6 ⇒ (14) + 6 = 20
At least these three saved!
Garrath 17 (AC11 63/77)
Elektra 11 (AC13 39/39)
Stone 11 (AC22 51/51)
Flynn 7 (AC19 23/43)
Vale 6 (AC18 29/53)
Kaven 18 shifted (AC20 29/49)
Brandark 13 (AC21 26(35)/55(FL68))
Lizards 14 Shifted(AC16 (U,U,19,D,19,D)(19,14,19,19,19,19)/19)
Round Three

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Round One
Garrath moves up and strikes one of the Lizards.
Elektra pulls out a scroll and hits one of the Lizards with a Magic Missile.
Stone channels healing energy toward Brandark and Garrath. Brandark quickly begins to recover from the power wave of electrical energy.
Flynn will be heroic.
Vale moves up and strikes at one of the Lizards, only to have his blow deflected by the Lizard's slippery hide.
Kaven misses his bow shot. It is not his favorite weapon.
Brandark brings up False Life from his Sanhedrin Medallion. He stands, reacquiring his trusty axe.
One Lizard tries to bite Vale, the other Lizards try to bite Garrath.
Lizard 1 Bite: 1d20 + 4 ⇒ (10) + 4 = 141d4 ⇒ 1
Lizard 2 Bite: 1d20 + 4 ⇒ (1) + 4 = 51d4 ⇒ 4
Lizard 3 Bite: 1d20 + 4 ⇒ (11) + 4 = 151d4 ⇒ 1
Lizard 4 Bite: 1d20 + 4 ⇒ (1) + 4 = 51d4 ⇒ 3
Lizard 5 Bite: 1d20 + 4 ⇒ (11) + 4 = 151d4 ⇒ 2
Lizard 6 Bite: 1d20 + 4 ⇒ (13) + 4 = 171d4 ⇒ 2
None of the Shocker Lizard's did any more damage to the party individually.
Garrath 17 (AC11 63/77)
Elektra 11 (AC13 39/39)
Stone 11 (AC22 51/51)
Flynn 7 (AC19 43/43)
Vale 6 (AC18 53/53)
Kaven 18 shifted (AC20 49/49)
Brandark 13 (AC21 3(12)/55(FL68))
Lizards 14 Shifted(AC16 3,5,19 x 12/19)
Round Two
Everyone is up. Flynn go ahead with both Round One and Two Actions. Thanks.
Surprise Round
Shocking: 12d8 ⇒ (5, 3, 4, 8, 7, 7, 5, 5, 6, 5, 2, 6) = 63
As Brandark leads down the scary dark cave, he sees it opening up into a larger cavern. When he notices a lizard on the cave floor, it is too late. A wave of shocking energy flows through the front of the party.
Only Brandark and Garrath are close enough to be affected. Both must make a DC16 Reflex Save or take 63 points of damage. 31 points of damage if you save. This is worse than a trap.
"Hmmm. Clever human. You may pass through my lair. But if you Giantslayers wish to pass through again, the price is one horse," the Dragon flies over a giant sized throne and lands on a huge bed of coins piled in front of it. The hoard is made of mostly copper coins, but silver, gold and gems sparkle and gleam in the misty light.
As you pass through the chamber, you will notice heavily weathered markings on the throne and a series of standing stones.
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"Riddles you say. The name of your mule is no riddle. But if you guess my riddle, I will let you pass. But, if you guess wrong, the mule is mine." The Dragon flies off into the mist. Then you hear, "Name something that you carry. But, no matter how long you will carry it, it will never become heavy."
"So, you are a party of Giantslayers. I care not for Giants. But your... What do you call it? Mule. So tasty. Not as delicious as a horse, but so very close." The Dragon flies a little closer.
"If you wish to pass through my lair, the price is your mule."
"Rumors? What rumors?" The Dragon responds to Kaos.
Through the heavy fog, the dragon looks at Ulfgard, "Once there may have been Giants here. But that was long, long ago. This is now my lair. I have no doubt, that you can defend yourself, but you are intruding and your beast wets my appetite."
Anga is not familiar with this particular type of dragon.
Extra days were built into the timeline. So the Discussion Thread can wrap up those days, while we move forward with the adventure here. Thanks.
Ulfgard suddenly hears the sound of massive flapping wings. Visibility is about twenty feet.
I moved the party up. Otherwise, you would not have been able to see the contents of the cave through the fog.
Then at the edge of visibility, you discover what lives here. Flying down from above is a dragon. It speaks, "Thieves perhaps to plunder my home." With an exotic accent, the huge creature says in the common tongue.
Map Updated.
Fabian Blix responds to Ragnir, "If we destroy Varias' bones on the alter here, it should both end the curse of despair that has inflicted this place; and allow me to finally rest in peace."
Blix will look at Kaos, "The Ogre has some limited magical abilities, but that is really all I know about the creature. However, he is seldom alone. He has a pair of Ogre concubines that most always accompany him."
Fabian looks at Leira, "Varias was sealed alive in his bed chamber. The same chamber where Grenseldek made as her bedroom. After the wall he was sealed behind was destroyed, a horrible Ogre ally of Grenseldek took Varias' bones to the armory below on the ground floor. I sense it was seeking to perform a dark ritual with Varias' bone. Fortunately, the wretched creature is missing the skull."
Next?
"Yes. That is Tamand Varias' skull. Thank you for placing it upon the alter. Now rest. And after your rest, please go and seek Varias' other remains," Fabian Blix then goes to stand guard at the chapel's entrance.

A tangible sense of calm pervades this abandoned chapel. "Great Grand Daughter, has it been so long?". The ghost of Fabian Blix relays in somber tones the story, "Ours is a sad tale. It was the year 4482AR when the Orcs of Belkzen attacked Redlake Fort. We were cut off without hope of resupply. We fought hard against the Orc horde, but eventually our supplies began to run out. The fort’s castellan, Tamand Varias, began pondered cannibalism. As the resident Cleric, Varias sought my counsel. He was seeking assurance that the church would absolve him of wrongdoing on his deathbed. I was shocked by his proposal. I provided him no such guarantee and instead advised the castellan to surrender the fort to the orcs in exchange for the garrison’s freedom. Varias argued that surrender was tantamount to suicide and vowed to hold the fort at any cost. When I responded that the cost might be his soul, the castellan went insane with rage and struck me down with his sword. I rose as spirit in this place, with a knowledge and understanding of all that would take place within the bounds of the Fort.
Resolute to what must be done to feed his troops, Varias locked up the chapel and quietly began murdering those deemed unnecessary for the fort’s defense—primarily the families of the soldiers. I became the first person to be fed to the garrison. To explain this newly discovered supply of fresh meat, Varias told his troops that I had been hoarding food in the chapel, and when discovered, I had fled like a coward into the night, abandoning the garrison to its fate. He also claimed that for their safety, the soldiers’ families and the fort’s remaining food supply had been barricaded inside the chapel, where Iomedae would watch over and protect them. In reality, of course, the chapel was empty, and the garrison’s family members were being slaughtered in the keep’s basement to provide sustenance to the fort’s soldiers. The garrison’s soldiers praised the castellan for his foresight and continued to fight, believing that surrender to the orcs would doom their loved ones—all the time unaware that their families were already dead, and ignorant to the horror that they had supped on their own flesh and blood."
The ghost paused, "Confined to this chapel, I could not warn the soldier's of their families fate. My wife confronted Varias. She too became food for the Fort. My two sons tried to escape through the Fort's latrine. I know one died trying. I do know one escaped. I am glad to know he had family. There is some relief with this knowledge. But this Fort is cursed. I am cursed. The only way to end the curse is to bring to the chapel the cursed bones of Tamand Varias. Upon the alter we can end the curse. His bones remain in the Fort. I sense they maybe scattered. One maybe close."
After a few minutes of cleaning, a ghost of a male Cleric of Iomedae manifests itself in the room. "I am Fabian Blix. Well met. Your respect for the chapel is welcome."

Before the party took the boat over to Turtleback Ferry, Bastarge shakes Garrath's hand. He then gives the Shoanti Barbarian a ram's horn, "Should you come this way again, do not come through the Sanos by the route we have taking you. Go to Bitter Hollow and take the Wicker Walk to the Old Sanos Forest Trail. When you enter the forest blow the horn three times. Your way will be far less dangerous, but keep to the Old Sanos Forest Trail."
The Gnomes took the party on a short cut that saved a day's travel through a predominantly wooded portion of the Shimmerglens to a spot along Claybottom Lake. The party then travelled three miles north to where the Skull River and Willow River converge to feed Claybottom Lake. There you flagged the watchmen at Turtleback Ferry to cross. A large boat that often travels between Pendaka and Turtleback Ferry picked up the party.
The party arrives at Turtleback Ferry. You notice tied to the dock, a smaller boat made from a huge upside down turtle shell. A mast is mounted to its center. This Turtleback boat could have handled the party, but not the horses too. You needed a bigger boat.
What do you do?
Bastargre looks up at Flynn, "Our ways are not your ways. We have allied with the Fey to secure our forest. Many of your kind would not understand this. Go in peace."
The Gnome Bastargre fidgets, then looks at Flynn and smiles, "I have no idea what you are talking about." He looks at the ground, then back at Flynn and the party "It doesn't matter. About 3 miles north of here is a barge port that can take you to Turtleback Ferry. We will take our leave now. Journey well."
The Gnome Bastargre looks at Brandark, "The Fey inhabit the Sanos Forest. They leaves us Gnomes alone. But they are ever watchful of others."
Bastargre gives Garrath a quizzical look, then laughs "No. We are a bit o' tinkerers. But we are not working on something to blow up the forest. If anything, us Gnomes are working to make the Sanos the most enchanted forest in the realm. We want the braggin' rights as the greatest homeland for our kind. And beg the pardon, but a place safe from the storming likes of your kind."
Stone will determine that he can not assist Flynn further. Flynn is unconscious, but otherwise well.
Ignoring the others, the Gnome address the Lyrakien, "Your songs would be welcome great one. Who are these others that are so honored to accompany an Azata?"
A Gnome in garb not unlike Shalelu's, steps out from its place of concealment, "If you try anything, you will be in the ferns like your friend here. No one passes through the Sanos without our consent. So, who are you? And, why should we allow you to pass?" Several other Gnomes with blowguns can be seen. One with a tall funny looking hat, doesn't have a blowgun, but instead there is a bird-like creature swirling around the Gnome.
Diplomacy checks could be useful in this situation.
In a strange accent you hear, "State your purpose in the Sanos". You are near the heart of the forest.
You rolled a "1"!
Flynn perceives THIS, at about the same time the humanoid notices Flynn not being very stealthy. It fires a dart at the Inquisitor.
Blowgun: 1d20 + 11 ⇒ (13) + 11 = 241d2 ⇒ 1
Flynn takes one whole point of damage. He must also make DC 14 Fort Save or take an additional one point of Constitution damage and fall unconscious for 1d3 hours.

Round Five finish
Elektra ponders a plan.
Flynn fires three more arrows up at the Winged Creature. One arrow appears to strike the creature, as feathers fly off.
(Needed to hit an AC23 in order to confirm the crit.)
@Flynn - When you say the normal way, you mean just tripling the damage rolled? Hope you are feeling better.
Round Six start
Elektra's Air Elemental flies up to wrap its Whirlwind around the creature. The Pestilence avoided any damaging affect.
Winged Creature's Reflex Save to prevent damage: 1d20 + 14 ⇒ (12) + 14 = 26
Elektra's Lantern Archon, again, fires two more rays at the Winged Creature. Both strike the target.
Lantern Archon Ray 1 Touch + Prayer: 1d20 + 3 + 1 ⇒ (12) + 3 + 1 = 161d6 ⇒ 3
Lantern Archon Ray 2 Touch + Prayer: 1d20 + 3 + 1 ⇒ (20) + 3 + 1 = 241d6 ⇒ 3
Lantern Archon Ray 2 Touch + Prayer Confirm Crit: 1d20 + 3 + 1 ⇒ (18) + 3 + 1 = 22
Glistenwing flies over next to Garrath. Elektra cast Dimension Door through the tiny Azata onto the big Shoanti Barbarian. A dooway opens and Garrath passes through.
Garrath, now forty feet in the air, tries to grapple with the Winged Pestilence. This creature is truly unworldly. It is both strong and nimble, it avoids Garrath's grapple. But the action was enough to disrupt the creature's flight. And though this creature maybe from out of this world, it is now in it. Gravity takes hold. Garrath and the Winged Pestilence fall to earth.
Garrath Fall Damage less DR: 4d6 - 3 ⇒ (5, 2, 3, 5) - 3 = 12
Winged Creature's Fall Damage less DR: 4d6 - 10 ⇒ (5, 2, 1, 2) - 10 = 0
@Garrath - I am not sure which DR is applicable. Both Garrath and the Winged Creature have the Prone Condition. Garrath may take 12 points of damage.
Elektra 22 (AC13 39/39)
Brandark 22 (AC21/20 55/55)
Winged Creature 20 (AC23,T16 -100/?)
Flynn 18 (AC19 43/43)
Garrath 16 (AC18(14) 77(91)/77(91)
Stone 13 (AC22(25) 41/51)
Edit: Brandark was standing ready. When the Winged Pestilence lands, the Hasted Dwarf Cavalier hacks it up. The Outsider goes unconscious from the blows. But without the ability to respond, Flynn's arrows finishes off the creature.
Victory!
I went up and used Brandark's readied actions, and Flynn's bow shots to complete the encounter.

Moving on.
Round Five Start
Elektra could potentially cast another spell.
Her Air Elemental continues to pursue the Winged Creature in Whirlwind form. The Winged Creature was quick to avoid any damage.
Winged Creature's Reflex Save to prevent damage: 1d20 + 14 ⇒ (15) + 14 = 29
Elektra's Lantern Archon fires two more rays. One hit the Winged Pestilence solidly. The other strayed off wide left of the target.
Lantern Archon Ray 1 Touch + Prayer: 1d20 + 3 + 1 ⇒ (19) + 3 + 1 = 231d6 ⇒ 4
Lantern Archon Ray 2 Touch + Prayer: 1d20 + 3 + 1 ⇒ (2) + 3 + 1 = 61d6 ⇒ 2
Garrath gets big. (With a 10 foot height, and a 15 foot reach, Garrath would still not be able to hit the Winged Creature.)
The Winged Creature continues its dance upwards, moving away from both the Air Elemental and the Spiritual Ally. (40' up)
The Winged Pestilence ignores the summoned entities and instead focuses on the Summoner.
Winged Creature's Reflex Save to Escape the Whirlwind: 1d20 + 14 ⇒ (8) + 14 = 22
Winged Creature Bow Shot 1 @ Elektra: 1d20 + 18 ⇒ (16) + 18 = 342d6 + 8 ⇒ (3, 1) + 8 = 12
Winged Creature Bow Shot 2 @ Elektra: 1d20 + 13 ⇒ (2) + 13 = 152d6 + 8 ⇒ (3, 6) + 8 = 17
Elektra takes 29 points of damage. You will need to make Saving Throws against the Contagion. If you make the first, then you will need to make another for the second arrow. Once afflicted, you cannot be afflicted again until cured. (DC19 Will Save or be affected by a Contagion, like the spell. If the Saving Throw is failed, Elektra will be immediately affected by the disease Binding Sickness. 1d4 Strength Damage. If you take more than 2 points of Strength Damage you must make a second Saving Throw, this time a DC16 Fort Save or be permanently blinded.)
Flynn will likely send more arrows up at the Winged Creature.
Stone's Spiritual Ally continues to attack. It nearly critically strikes again with its Spiritual Scimitar.
Stone cast Bull Strength on Garrath.
Garrath and Brandark wait for an opportunity to strike.
(This creature is way too effective with its bow to come closer.)
Elektra 22 (AC13 39/39)
Brandark 22 (AC21/20 55/55)
Winged Creature 20 (AC23,T16 -91/?)
Flynn 18 (AC19 43/43)
Garrath 16 (AC18(14) 77(91)/77(91)
Stone 13 (AC22(25) 41/51)
Round Six
Brandark, Elektra, and Flynn all have Round Five actions. Go ahead with Round Six as well.

Round Four
The Air Elemental follows the large flying creature, and tries to wrap it up in its swirling column of air. The flying menace was able to avoid any damage, save a rotting feather or two.
Winged Creature's Reflex Save to prevent damage: 1d20 + 14 ⇒ (18) + 14 = 32
A Lantern Archon appears, and fires two rays of light at the skeletal winged intruder. The first rays sailed past the creature, but the second ray struck the creature solid enough for the Winged Pestilence to take notce.
Lantern Archon Ray 1 Touch + Prayer: 1d20 + 3 + 1 ⇒ (2) + 3 + 1 = 61d6 ⇒ 1
Lantern Archon Ray 2 Touch + Prayer: 1d20 + 3 + 1 ⇒ (15) + 3 + 1 = 191d6 ⇒ 6
Elektra begins to weave another spel, this time to Enlarge Garrath.
Brandark waits and readies himself should the Winged Pestilence flies down to retrieve the carcass of the Sandpoint Devil.
Unfazed by Stone's Prayer, then twirling and flying higher away from the Air Elemental's Whirlwind, and the Spiritual Ally, the Winged Creature fires another pair of arrows at the Column of Air, missing the Column with both shots. (35 feet up in the air.)
Winged Creature's Reflex Save to Escape the Column of Air: 1d20 + 14 ⇒ (12) + 14 = 26
Winged Creature Bow Shot 1 @ Air Elemental: 1d20 + 18 ⇒ (1) + 18 = 192d6 + 8 ⇒ (5, 2) + 8 = 15
Winged Creature Bow Shot 2 @ Air Elemental: 1d20 + 13 ⇒ (2) + 13 = 152d6 + 8 ⇒ (4, 6) + 8 = 18
Flynn fires more arrows at the Winged Pestilence, but the dance of creatures and wind makes hitting the target difficult. Again, all three shots missed.
Garrath, like Brandark, waits for an opportunity to strike, should the creature come after its prey.
Stone musters up all the Smite Evil he can fling, and damages the Winged Pestilence. But the creature resisted some of the effect.
Winged Creature's Will Save vs. Smite Evil: 1d20 + 12 ⇒ (14) + 12 = 26
Stone's Spiritual Ally strikes again with a Spiritual Scimitar.
Elektra 22 (AC13 39/39)
Brandark 22 (AC21/20 55/55)
Winged Creature 20 (AC23,T16 -82/?)
Flynn 18 (AC19 43/43)
Garrath 16 (AC18(14) 77(91)/77(91)
Stone 13 (AC22(25) 41/51)
Round Five
You are putting a dent into the creature. It is interesting to see that the Cleric is more effective against a creature like this. The Wizard is helping too. The Fighter-Types have been muted in a battle like this. But you are doing well. This is a tough encounter.

Round Three
A creature from the Elemental Plane of Air appears and becomes a large whirlwind. It moves unto the strange flying creature.
Winged Creature's Reflex Save to prevent damage: 1d20 + 14 ⇒ (6) + 14 = 20
Elektra begins to summon in more help.
Brandark likely uses his little used bow. But then again, he may surprise us.
The Winged Creature flies up and back five feet to try and escape the Whirlwind. It easily escapes.
(It is now 30 feet off the ground.)
Winged Creature's Reflex Save to move out of the Whirlwind: 1d20 + 14 ⇒ (19) + 14 = 33
The Winged Creature curses in Draconic, then fires a pair of arrows at the Air Elemental. Only the first arrow manages to strike the creature from the Elemental Plane of Air.
Winged Creature Bow Shot 1: 1d20 + 18 ⇒ (16) + 18 = 342d6 + 8 ⇒ (5, 3) + 8 = 16
Winged Creature Bow Shot 2: 1d20 + 13 ⇒ (3) + 13 = 162d6 + 8 ⇒ (2, 1) + 8 = 11
Through all the flying and whirlwinds, Flynn arrows were misdirected and tossed about. All three of his bow shots missed.
Garrath throws a hand axe up at the Winged Creature, but it misses.
Stone's Spiritual Ally follows in pursuit. It again critically strikes the Winged Creature with its Spiritual Scimitar.
(I have placed a more appropriate Spiritual Ally token on the board for Stone. As a spirit entity it is a little hard to see.)
Stone says a Prayer.
Elektra 22 (AC13 39/39)
Brandark 22 (AC21/20 55/55)
Winged Creature 20 (AC? -50/?)
Flynn 18 (AC19 43/43)
Garrath 16 (AC18(14) 77(91)/77(91)
Stone 13 (AC22 41/51)
Round Four
@Brandark - Go ahead with Rounds Three and Four.

Round One Continued
With his bow by his side, Flynn grabs it and rises. He cast Weapon Against Evil on his bow.
Stone asks and receives a Spiritual Ally. It appears in front of the Winged Pestilence, and with a spiritual scimitar critically slices deep into the monstrosity.
I have put a Lantern Archon token on the board to represent the location of the Spiritual Ally.
Round Two
Elektra will likely cast something.
Seeing the creature fly up, Brandark sighs, pulls out his little used bow, and fires an arrow. The arrow appears to strike true, but the Winged Creature appears unaffected by the projectile.
Its an Outsider and unlike the Sandpoint Devil, Cold Iron does not get through this creature's DR.
The Winged Creature flies up and back about five feet. It is now about 25 feet off the ground. Savvy about the things brought in from the planes, it recognizes that the Spiritual Ally cannot be defeated with weapons. But its caster can be. One after the other arrows appear in the Winged Creature bone-like hand and rain down upon the Cleric.
Winged Creature's Comp. Longbow: 1d20 + 18 ⇒ (20) + 18 = 382d6 + 8 ⇒ (3, 3) + 8 = 14
Winged Creature's Comp. Longbow: 1d20 + 13 ⇒ (9) + 13 = 222d6 + 8 ⇒ (3, 3) + 8 = 14
Stone takes 28 points of damage. You will need to make Saving Throws against the Contagion. If you make the first, then you will need to make another for the second arrow. Once afflicted, you cannot be afflicted again until cured. (DC19 Will Save or be affected by a Contagion, like the spell. If the Saving Throw is failed, Stone will be immediately affected by the disease Binding Sickness. 1d4 Strength Damage. If you take more than 2 points of Strength Damage you must make a second Saving Throw, this time a DC16 Fort Save or be permanently blinded.)
Flynn fires three arrows, each one flies around or near the creature, but do not stike.
Garrath sends a Chakram up against the Winged Creature. The round weapon appears to glance off the skeletal-looking abomination.
Elektra 22 (AC13 39/39)
Brandark 22 (AC21/20 55/55)
Winged Creature 20 (AC? -31/?)
Flynn 18 (AC19 43/43)
Garrath 16 (AC18(14) 77(91)/77(91)
Stone 13 (AC22 5/51)
Round Three
Elektra and Stone still have Round Two actions. Go ahead with your Round Three actions as well.

Surprise Round
The winged creature moves next to the Sandpoint Devil.
Seeing that nothing that looks like this creature could be good, Stone calls forth Holy Smite. The creature was able to avoid the full effect of the spell.
Elektra cast Haste.
Round One
Elektra moves and cast Glitterdust around the winged creature. The creature glows, but is able to resist the blindness affect.
@Elektra - Where did you move to? If you are unable to move your token, there are map coordinates.
Winged Creature's Will Save: 1d20 + 12 ⇒ (12) + 12 = 24
Brandark rolls out of the sack, grabbing his axe and shield.
The creature flies up about twenty feet above the carcass of the Sandpoint Devil, drawing his bow as he goes up. An arrow suddenly appears in its bone-like hand. In the minds of everyone, you hear, "I warned you not to interfere." He launches the arrow at the Cleric.
Winged Creature's Comp. Longbow: 1d20 + 18 ⇒ (16) + 18 = 342d6 + 8 ⇒ (4, 6) + 8 = 18
Stone takes 18 points of damage and must make a DC19 Will Save or be affected by a Contagion, like the spell. If the Saving Throw is failed, Stone will be immediately affected by the disease Binding Sickness. 1d4 Strength Damage. If you take more than 2 points of Strength Damage you must make a second Saving Throw, this time a DC16 Fort Save or be permanently blinded.
Hasted Garrath rolls out of the sack, secures his weapon and moves toward the winged creature.
Flynn has an initiative in the first Round.
Round Two
Everyone can take Round Two actions as well.
Surprise Round
Stone passed through its SR20 spell resistance.
Winged Creature's Will Save: 1d20 + 12 ⇒ (8) + 12 = 20
The creature made its Saving Throw for half damage. I was going to do all this in its first Round of actions. But since Brandark and Elektra go first, I will wait to see their actions before taking its actions. It may make a difference.
Severely injured from Ulfgard's blow, (Bloodied if we were in Fourth Edition.) Ewigga attempts to go Invisible and move away from her situation.
Concentration Check Needs a 19: 1d20 + 12 ⇒ (18) + 12 = 30
Ewigga disappears.
In A Cruella-De-Vida, Baby has not participated in any online campaigns.
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