Shalkeshka

Something Terrible's page

30 posts. Alias of Mazra.


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That was a Critical Strike from Ulfgard. Do you want to see if you confirmed your Crit.

Round Two

The Really Big Centipede strikes at Ulfgard, but the Dwarf Ranger deflects the blow with his shield.

bite: 1d20 + 15 ⇒ (2) + 15 = 174d6 + 24 ⇒ (2, 5, 5, 1) + 24 = 37

Haskyll gives Ulfgard a Shield of Faith.

Ulfgard advances toward the Really Big Centipede. It strikes again as Ulfgard approaches. But again the Dwarf Ranger was able to dodge and deflect its strike.

bite: 1d20 + 15 ⇒ (2) + 15 = 174d6 + 24 ⇒ (1, 3, 5, 3) + 24 = 36

Ulfgard then brings Agrimmosh down heavily upon the Centipede.

Anga follows it up with an Empowered Magic Missile.

Round Three

The Really Big Centipede strikes at Ulfgard again.

bite: 1d20 + 15 ⇒ (17) + 15 = 324d6 + 24 ⇒ (2, 1, 4, 5) + 24 = 36

Really Big Centipede 13 (AC/ -52+/?}
Haskyll 10 (AC21H22 72(92)/72(92)) DR5
Ulfgard 18 (AC22H23LoD22SoF25 55/126) Shifted LoD (Loss of Dex)
Anga 3 (AC18/MA22H23 67/67)

Again, Ulfgard needs to make a DC24 Fort Save. He takes 36 points of damage. Ulfgard's crit will likely not drop the Centipede. But I will retcon the actions if it does.

Everyone but the Monster's Round Three


After Ulfgard calls upon the Hammer of Unmaking to Enlarge himself, the massive creatures strikes from where it sits.

bite: 1d20 + 15 ⇒ (14) + 15 = 294d6 + 24 ⇒ (4, 1, 2, 4) + 24 = 35

Ulfgard takes 35 points of damage. He also must make a DC24 Fort Save.

I will wait on Haskyll's actions before finishing the Round.

Ulfgard 18 (AC22 91/126)
Really Big Centipede 13 (AC/ ?/?}
Haskyll 10 (AC21 72/72)
Anga 3 (AC18/MA22 67/67)


Yes. I would think a 120 foot fall would leave the Spire Drake in a
Prone condition. It still can take an Attack of Opportunity. Let's see how it does.

As Kaos dive bombs the fallen Spire Drake, the creature with its long neck bites at the approaching Dragon Disciple.

Bite AoO Enfeebled and Prone: 1d20 + 14 - 2 - 4 ⇒ (15) + 14 - 2 - 4 = 234d6 + 12 - 2 + 1d6 ⇒ (6, 6, 2, 5) + 12 - 2 + (1) = 30

The Spire Drake sinks its teeth into the Dragon Disciple as Kaos approaches. Kaos then drives Gorum's Thorn into the winged beast. The beast stops moving as it blood pours out of it flesh.

Kaos HP -2,18 Rage/112(Rage 132)

Leira, Haskyll, and Ulfgard actually have actions ahead of Kaos. So this outcome could be altered by your Round Three actions.


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Round Two

Leira flies out toward the Drake. She hits it with a Ray of Enfeeblement. It resists the full effect, but still takes a significant sap in its strength.

Haskyll goes to the edge of the cliff and says a Prayer to give the party a little boost.

The Drake was just outside of your burst. However, everyone will get the +1.

Droja begins to summon in something to help.

Ulfgard flies out with a charge toward the Drake.

The Drake reacts to Ulfgard's attacks, but misses the flying Dwarf.

Spire Drake Bite AoO: 1d20 + 14 - 2 ⇒ (4) + 14 - 2 = 164d6 + 12 - 2 + 1d6 ⇒ (3, 5, 3, 5) + 12 - 2 + (1) = 27

The Dwarf Ranger also missed his attack against the well protected Drake.

Kaos goes after the Drake with a full set of attacks. Unfortunately, none of the attacks penetrated the Spire Drakes protections and tough hide.

The Drake back flaps his wings moving back a bit then spits another compressed ball of jet-black dust that bursts into a spray of clinging motes that falls on Leira, Kaos, and Ulfgard.

Accursed Breath: 5d6 ⇒ (2, 5, 5, 4, 5) = 21

Rounds: 1d4 ⇒ 3

Leira, Kaos, and Ulfgard must make a DC19 Will Save or take 21 points of Negative Energy damage, 10 points if you save. If you fail your Save you will take a –2 penalty on attack rolls, saving throws, skill checks, and ability checks for the next 3 Round. If you make your save this effect will last only through the next Round.

Anga whips up something new. She tries to encase the Spire Drake in a prison of ice.

Spire Drake Reflex Save: 1d20 + 9 ⇒ (8) + 9 = 17

The Spire Drake becomes encased in ice. It cannot fly, so it drops 120 feet to the ground.

Fall Damage: 12d6 ⇒ (3, 2, 6, 4, 1, 4, 3, 2, 1, 6, 1, 1) = 34

It survives the fall. The impact shatters the icy prison.

The Spire Drake took 34 points of damage from the fall, plus 10 points of ice damage. The Spire Drake is now on the valley floor.
The 34 points of damage was enough to destroy the Icy Prison. But I would say that was effective in this circumstance.

The Mule was eating a few blades of grass growing at the cliff's base. She is startled by the sudden icy crash of the Spire Drake landing near her.

Leira 25 (AC19 48 or 59/69)
Haskyll 20 (AC21/G25 61/72)
Droja 18 (AC16 49(61)/71(83FL)
Ulfgard 14 (AC22/G26 83 or 94/126)
Kaos 11 (AC20/MA21 28 or 39/112)
Special Spire Drake 11 (AC30 -122/?)
Anga 9 (AC18/MA22/G26 45/67)

Round Three


Scarrak's Fort Save: 1d20 + 14 ⇒ (18) + 14 = 32

It still took five points of Strength Damage. That will effect its attacks for sure.

Waiting for Haskyll to post.


Draconic - The sound echoes through the valley, so if you know Draconic you can open this spoiler:
The Sprire Drake calls out while engaged in battle, "You too are coming for the horn. Those Marsh Giants came for the horn too. Though they killed my companions, I sent them to a death beyond death. Scarrak will send you there as well."

Leira 25 (AC19 69/69)
Haskyll 20 (AC21/G25 61/72)
Droja 18 (AC16 49(61)/71(83FL)
Ulfgard 14 (AC22/G26 104/126)
Kaos 11 (AC20/MA21 49/112)
Special Spire Drake 11 (AC30 -78/?)
Anga 9 (AC18/MA22/G26 45/67).


After the Spire Drake spits its burst of clinging black motes, the party reacts.

Round One

Leira moves over to Ulfgard and gives him the ability to fly.

Haskyll sends a barrage of Icy Javelins toward the Spire Drake. Several of them missed the target, but most of them shatter just before or on the Spire Drakes tough hide. One did manage to penetrate the Drakes stout defenses. It is obvious to Haskyll that this creature has magic defenses up.

Droja backs up and brings up a Shield of Faith.

Ulfgard receives Leira's spell. He will now be able to fly.

Kaos was already flying and charges the Spire Drake. The Dragon Disciple was not able to avoid an attack by the big dragon-like creature as he approaches.

The Spire Drake bites the Dragon Disciple. Kaos will not immediately notice that the skin and tissues around the bite area quickly starts to turn black.

Spire Drake Bite: 1d20 + 14 ⇒ (11) + 14 = 254d6 + 12 + 1d6 ⇒ (1, 2, 6, 2) + 12 + (4) = 27

Kaos then drives Gorum's Thorn into the winged creature. It howls.

The Spire Drake then defends itself with all it has. Both claws strikes the Dragon Disciple, but fortunately its left claw just missed stabbing Kaos in a vital area.

Spire Drake Bite: 1d20 + 14 ⇒ (7) + 14 = 214d6 + 12 + 1d6 ⇒ (6, 4, 1, 4) + 12 + (5) = 32
Spire Drake Claw 1: 1d20 + 14 ⇒ (12) + 14 = 262d6 + 12 ⇒ (4, 5) + 12 = 21
Spire Drake Claw 2: 1d20 + 14 ⇒ (20) + 14 = 342d6 + 12 ⇒ (2, 1) + 12 = 15
Spire Drake Tail Slap: 1d20 + 8 ⇒ (4) + 8 = 122d8 + 6 ⇒ (2, 1) + 6 = 9
Spire Drake Claw 2 Confirm Crit: 1d20 + 14 ⇒ (1) + 14 = 152d6 + 12 ⇒ (1, 5) + 12 = 18

Leira 25 (AC19 69/69)
Haskyll 20 (AC21/G25 61/72)
Droja 18 (AC16 49(61)/71(83FL)
Ulfgard 14 (AC22/G26 104/126)
Kaos 11 (AC20/MA21 49/112)
Special Spire Drake 11 (AC30 -78/?)
Anga 9 (AC18/MA22/G26 56 or 45/67)
.

Anga's Round One and Everyone's Round Two

For anyone pondering this Spire Drake. It is enhanced with Claw attacks, and limited spell abilities, from the standard variety.


Round One

Seeing the Big Fish attack Leira, Kaos hits it with a Magic Missile.

Haskyll gives Leira some Liberation in her circumstance. Leira escapes the clutches, but is unable to move too far from the big fish.

The Big Fish attacks Leira again. It strikes the Rogue Arcanist and collects Leira again in its massive jaws.

bite: 1d20 + 13 ⇒ (9) + 13 = 222d6 + 15 ⇒ (5, 3) + 15 = 23

Grapple Check: 1d20 + 21 ⇒ (9) + 21 = 30

Leira makes an impromptu sneak attack even while in the Big Fish's clutches.

Ulfgard swims closer to the Big Fish.

Droja swims closer bringing up a Shield of Faith.

Anga hits the Big Fish with a Magic Missile.

Kaos 24 (AC20/MA21 104/104)
Haskyll 17 (AC21/G25 64/64)
Big Fish 16 (AC? -56/?)
Leira 13 (AC19 26/63)
Ulfgard 11 (AC22/G26 103/103)
Droja 4 (AC16/SoF19 60(75)/60(75FL)
Anga 3 (AC17/MA21/G25 60/60)

Round Two

By the way, this is the better outcome. If Leira had not been freed from the grasp, she would have been swallowed whole on the Big Fish's initiative.


Surprise Round

As Leira swims into wide corridor, out of the darkness to her right comes a massive fish with razor-like teeth. It charges Leira and attacks.

Bite + Charge: 1d20 + 13 ⇒ (9) + 13 = 222d6 + 15 ⇒ (5, 1) + 15 = 21

It has the Rogue Arcanist tightly grabbed in its massive jaws.

Grapple Check: 1d20 + 21 ⇒ (20) + 21 = 41

Leira takes 21 points of damage and has the grapple condition.

Kaos' Iniative:: 1d20 + 8 ⇒ (16) + 8 = 24
Leira's Iniative: 1d20 + 5 ⇒ (8) + 5 = 13
Anga's Iniative: 1d20 + 2 ⇒ (1) + 2 = 3
Ulfgard's Initiative: 1d20 + 1 ⇒ (10) + 1 = 11
Haskyll's Iniative: 1d20 + 0 ⇒ (17) + 0 = 17
Droja's Iniative: 1d20 + 0 ⇒ (4) + 0 = 4
Big Fish's Initiative: 1d20 + 4 ⇒ (12) + 4 = 16

Round One


Round Thirteen Complete

Elektra continues to shoot Magic Missiles at the Juvenile Red.

Caleb returns to combat form and moves south against the Stone Giants.

The Bralani fires more arrows at the Red Dragon, but all of its attacks bounce off the Dragon's tough scales.

Flynn fires arrows at the Stone Giant. His first arrow misses the mark. But his second arrow strikes true.

The Red Dragon attacks the Bralani with all its got. The Bralani survives to fight another round.

Juvenile Red Dragon bite: 1d20 + 22 ⇒ (7) + 22 = 292d6 + 9 ⇒ (2, 6) + 9 = 17
Juvenile Red Dragon claw 1: 1d20 + 22 ⇒ (6) + 22 = 281d8 + 9 ⇒ (6) + 9 = 15
Juvenile Red Dragon claw 2: 1d20 + 22 ⇒ (2) + 22 = 241d8 + 9 ⇒ (1) + 9 = 10
Juvenile Red Dragon wing: 1d20 + 16 ⇒ (16) + 16 = 321d6 + 5 ⇒ (1) + 5 = 6
Juvenile Red Dragon tail slap: 1d20 + 16 ⇒ (8) + 16 = 241d8 + 5 ⇒ (4) + 5 = 9

Elektra 17 (AC17 52/52)
Caleb 17 (AC19 31/39)
Bralani 17 (AC20 4/66)
Flynn 14 (AC20 60/60)
Brandark 12 (AC21/20 58(67)/77(86SM))
Abacus 12 (AC29 70/82)
Stone 7 (AC23 74/87)
Shadowmist (AC15 19/19)
Severo 6 (AC24 93/95)
Devora 14 (AC21 55/55) Shifted
Stone Giants (AC22 83/102)
RED DRAGON (AC26? 69/149)


The first Dire Bear tears at the right Guardsmen. But, the ancient bear only got one claw into the right Guardsman. He survived.

Dire Bear 1 Claw 1 Right Guardsmen: 1d20 + 13 ⇒ (2) + 13 = 151d6 + 7 ⇒ (3) + 7 = 10
Dire Bear 1 Claw 2 Right Guardsmen: 1d20 + 13 ⇒ (16) + 13 = 291d6 + 7 ⇒ (4) + 7 = 11
Dire Bear 1 Bite Right Guardsmen: 1d20 + 13 ⇒ (3) + 13 = 161d8 + 7 ⇒ (3) + 7 = 10

The second Dire Bear sees tastier prey. It moves and attacks Shadowmist. It takes a bite out of the powerful equine.

Dire Bear 2 Bite Right Guardsmen: 1d20 + 13 ⇒ (7) + 13 = 201d8 + 7 ⇒ (4) + 7 = 11

@Stone - Do you have Shadowmist's stats?

The third Dire Bear bounds towards the party with a Stone Giant in tow.

Need Flynn, Stone, and Severo's actions to complete the Round.


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Before the Surprise Round

Stone cast a Magic Circle of Protection onto Devora.

Severo puts up a Protection from Evil on himself, Brandark, and Stone. His Falchion becomes a Weapon of Awe. It starts to glow. His weapon and Brandark's both are also made Weapons Against Evil.

Elektra cast on herself a Mage Armor and Heroism.

Devora cast Cat's Grace on herself.

Dragon snores.

Surprise Round

Stone puts up a Blessing of Fervor.

Flynn moves to see the beast, then swiftly judges the Dragon. ("I am the law.")

Brandark Challenges the dragon while touching his Sihedron Medallion.

Brave Severo moves toward the Dragon. Devora sees the Half-Orc's movement and begins to add such bravery to her poem.

Elektra cast a Haste spell. She barely catches the moving Half-Orc Paladin into the spell.

Severo is also Hasted.

Devora starts her poem with Severo's bravery. The party is inspired with courage.

Round One

Stone moves up to see the Dragon. He overcomes the magical beast's resistance to place a Debilitating Portent upon the Dragon.

Stone's Roll to Overcome the Dragon's SR (25): 1d20 + 9 ⇒ (18) + 9 = 27

[ooc]Stone would have needed line-of-sight to target the Dragon. So I moved Stone pass the cave opening. Stone has his own Protection from Evil from Severo, so being within the Circle is not applicable.

Flynn's first arrow hits squarely the side of the massive creature, but ricochets off to the right. The second arrow falls short of the target. But his third arrow penetrates the target's tough hide. The Dragon begins to stir.

Brandark moves up, picking his way through the carcasses.

Save your Potion. Severo took care of you.

Severo charges the Dragon and with his glowing Falchion delivers a powerful blow against the beast.

Elektra moves up and cast a spell. Tiny golden dust particles flow down upon the Dragon. Her efforts does not blind the dragon.

Glitterdust spell location has been adjusted.

Dragon's Will Save: 1d20 + 13 ⇒ (13) + 13 = 26

Devora moves up and fires and arrow at the Dragon. The arrow simply bounces off the Dragon's hide. It didn't even leave a mark.

The Dragon roars and becomes fully awake. An awake Dragon is indeed frightful. Without standing it crawls back five feet a bit startled by being awaken in such a fashion. This is the first time anyone has dared to challenge it. Almost as a reaction it spews forth a wave of sharp glass-like shards toward Severo and Brandark. If his attack was more purposeful he may have angled it toward the other members of the party. But this was more of a reaction than anything where thought would come into play.

No one in the party has previously seen an attack like this.

Everyone needs to make a DC19 Will Save. If you fail your save, you become frightened. (A frightened creature flees from the source of its fear as best it can. If unable to flee, it may fight. A frightened creature takes a –2 penalty on all attack rolls, saving throws, skill checks, and ability checks. A frightened creature can use special abilities, including spells, to flee; indeed, the creature must use such means if they are the only way to escape.) Essentially, you run. Even if you make your save, you become shaken by seeing the direct effects of this creatures powerful breath weapon. (A shaken character takes a –2 penalty on attack rolls, saving throws, skill checks, and ability checks. Shaken is a less severe state of fear than frightened or panicked.) This last for 18 Rounds. This is pretty much through the fight. I believe Severo may be immune to this effect.

Duration: 5d6 ⇒ (6, 3, 1, 6, 2) = 18

Breath Weapon: 10d6 ⇒ (3, 6, 3, 2, 4, 1, 3, 1, 4, 6) = 33

Will Save Versus Debilitating Portent: 1d20 + 13 ⇒ (12) + 13 = 25

Severo and Brandark take 33 points of damage unless you make a DC22 Reflex Save for 16 points of damage.

@Stone-I am certain a 25 is greater than the Dragon needed, but please confirm the Will Save for the Dragon to overcome the Debilitating Portent.

Stone 24 (AC22 77/77)
Flynn 19 (AC20 56/56)
Brandark 19 (AC21/20 61(67)/61/(67))
Severo 19 (AC23 83/83)
Elektra 17 (AC13 48/48)
Devora 15 (AC20 49,49)
Dragon 5 (AC27 -62/?)

Round Two


The party has no idea what Lucretia is up to now.


Lucretia goes around a corner and out of sight. She pauses briefly to wave at the party with a wry smile.

Everybody's up! You no longer have Devora's +2 Inspire Courage benefit.


Stone notices beyond the horror, something familiar and terrible coming up from the stairs below. The familiar female offers a casual smile and wave of her hand as she passes by and moves away from Stone.

I set up a general path that Lucretia moves between the points within Stone's view.


The familiar redhead says something to the giant on the throne looks at the party and waves, "Tu Da Loo"

She disappears.

I will update her disappearance on the recap.


Myrianna looks at Brandark, "It is at the highest peak along the hook. That is all I know. Go. Go quickly! Bring back something of Lamatar, a lock of hair, a part of a finger. Go."

The party makes their leave. They know that Commander Bayden is likely dead back at the lair of the Kreegs, and that the Kreegs had raided this far south. From Yap you will know that they brutally murdered his mistress, literally tearing her apart limb from limb. Through her distress Myrianna rose as a hideous spirit. But since the party was willing to do as she ask, her anger was quelled.

The party returns to the reed canoe. For some, the uneasy feeling of Whitewillow remains.

Yap leads the party back to their horses. Their the pixie takes his leave to return back to his mistress, or at least to be nearer to her. "Please help my Mistress by bringing back something from her human lover." He departs.

The uneasy feeling for many subsides.

The party pushes hard the rest of the evening to arrive back at Bitter Hollow by nightfall.

Does the party stay another night at the Gator's Nest?


"The Kreegs live at the top of the Hook," she says. "Go. Bring me back remains from my beloved Lamatar."


Try the link again. It was still in private mode. I made it public.

"How have you avenged Lamatar? He was taken by the Kreegs. He is likely dead in their lair. Until their lair is destroyed, the Kreegs will continue to harm the land, and those that dwell within it. Will you do something? Or will you do nothing?" Myrianna's anger is so great that she is somewhat irrational.


As the party enters the twisted glade, a ghostly nymph rises with a howl from the waters. In a shrieking, hate-filled voice, "Why did you fail Lamatar? Why did you fail to protect Fort Rannick? And why did you allow the Kreeg ogres to take him to their lair high on Hook Mountain?"

Once soul-shakingly beautiful, the nymph princess Myriana is now a haggard, ghostly horror. Her disembodied arms float at her sides, exposed bone and sinew stretching toward her torso but ever too far out of reach. Her lower torso fades away to smoke. But the most terrifying feature the party will notice is her eyes: wells of hellish horror, crying out silently in an agony beyond anything a mortal creature could ever know. They reduce those who try to hold her gaze to gibbering children. She is beauty undone, and torment incarnate.


I forgot about this creature's powerful defenses. It has DR and an SR 20. I will not retcon the actions from previous rounds, but going forward I will be applying this.

Round Two

Devora's Initiative: 1d20 + 4 ⇒ (4) + 4 = 8

@Elektra-Scorching Rays do require line of sight, so I moved her to the door.

Elektra's SR: 1d20 + 8 ⇒ (5) + 8 = 13

Elektra moves up to the door and cast a pair of Scorching Rays against the Scorpion-like creature. The rays seem to cause the creature no harm.

Flynn fires a volley of arrows at the monstrosity. One of the arrows sticks into the creature.

Garrath recognizes that this creatures grasp is more than he may be able to overcome. The big barbarian drops his lucerne hammer and draws his great sword. He drives the sword into the creature.

Drop free. Draw weapon move. Attack standard.

Garrath with Great Sword Haste, Rage, etc: 1d20 + 20 ⇒ (17) + 20 = 373d6 + 24 ⇒ (5, 4, 6) + 24 = 39

Stone brings in a Spritual Ally. It too is ineffective against this creature.

Stone's SR roll: 1d20 + 8 ⇒ (6) + 8 = 14

Brandark runs to the other side of the room to come up behind the Scorpion-like creature.

Devora sees Elektra move quickly to the door and fire a pair of Scorching Rays. Devora begins to speak of the party's courage and valor as she moves behind the elven mage.

Insprire Courage - +2 to everyone's hit and damage rolls.

The scrag stays underwater.

With a grasp on Garrath, the scorpion-like creature pins the big barbarian. The vice like claws wrap around Garrath's neck and head area dealing additional damage. The other claw steadies the hold.

Scorpion's Grapple: 1d20 + 26 + 5 ⇒ (18) + 26 + 5 = 494d6 + 18 ⇒ (3, 6, 5, 1) + 18 = 33

Elektra 27 (AC13 34/42)
Flynn 22 (AC20 47/47)
Garrath 19 (AC18 (9/77)
Stone 13 (AC22 68/68)
Brandark 12 (AC21/J23 51FL62/61FL72)
Devora 8 {AC19 44/44)
Scrag (AC? 0/?)
Scorpion-like Creature (AC24 -73/?)

Round Three


Round One

Elektra cast Haste over the party.

The hasted Flynn moves up and fires a pair of bow shots. Both shots strike the scorpion-like creation.

(Moving forward. I moved Flynn to the corner inside the room. Flynn's second shot would have normally missed, but with a +1 for the Haste, it too has hit.)

Garrath flies into a rage, becomes Enlarged, moves into the room, and attacks the creature. But he missed.

Stone fires his crossbow. The bolt ricochets off the creatures bony exterior.

Brandark moves into the room next to the big fella.

This thing has guarded this room for literally eons. It takes a step toward the big fella and strikes. The left claw strikes, grabbing the big fella and drawing Garrath closer. Garrath nearly bowls over Brandark with the sudden strike and action.

Then, the second claw strikes. It deals a critical gash into the big barbarian.

But wait, it is not finished. Its wicked stinger flies over top and pierces Garrath in the chest.

claws 1: 1d20 + 20 ⇒ (4) + 20 = 242d6 + 6 ⇒ (1, 2) + 6 = 9
claws 2: 1d20 + 20 ⇒ (19) + 20 = 392d6 + 6 ⇒ (5, 4) + 6 = 15
sting: 1d20 + 20 ⇒ (3) + 20 = 231d10 + 6 ⇒ (3) + 6 = 9
claws 2 confirm crit: 1d20 + 20 ⇒ (5) + 20 = 252d6 + 6 ⇒ (2, 1) + 6 = 9
Grapple attempt Claw 1: 1d20 + 26 ⇒ (18) + 26 = 44

(Garrath has the Grappled condition. Total damage 42 less 12 DR for 30 points of damage.)

Garrath's Fort Save: 1d20 + 11 ⇒ (14) + 11 = 25

Garrath resist the poison delivered by the scorpion-like creature.

Elektra 27 (AC13 34/42)
Flynn 22 (AC20 47/47)
Garrath 19 (AC18 (42/77)
Stone 13 (AC22 68/68)
Brandark 12 (AC21/J23 51FL62/61FL72)
Scrag (AC? 0/?)
Scorpion-like Creature (AC24 -36/?)

Round Two


Round Nine

Flynn will not find a trap. When Brandark opens the door and begins to inspect the room, he sees a pool of water against the wall to the west of this chamber, with a set of steps leading down into it along the pool’s east side. Opposite the steps is an alcove in which rises a fantastically detailed scale model of Skull’s Crossing. The five skulls along its face seem to be actual human skulls, the bone polished to a gleaming sheen.

As interesting as all this alone is, it is not nearly as interesting as the chittering, scorpion-shaped monstrosity that comes alive when the Dwarf Cavalier enters the room. This thing appears to be made of a hideous mix of chitinous limbs and human skulls.

Garrath's Initiative: 1d20 + 9 ⇒ (7) + 9 = 16
Elektra's Initiative: 1d20 + 7 ⇒ (9) + 7 = 16
Flynn's Initiative: 1d20 + 6 ⇒ (11) + 6 = 17
Stone's Initiative: 1d20 + 4 ⇒ (7) + 4 = 11
Brandark's Initiative: 1d20 + 2 ⇒ (11) + 2 = 13
Scorpion-like Creature's Initiative: 1d20 + 3 ⇒ (15) + 3 = 18

Round Ten

The look of this thing is truly terrible.

Everyone must now make a DC18 Will save or become Frightened

GMPC Garrath

Garrath's Will Save: 1d20 + 9 ⇒ (9) + 9 = 18

Garrath musters up just enough courage to not be frightened by the sight of the terrifying creature.

It moves to block Brandark from moving further into the room.

The Scorpion-like creation Brandark does not become Frightened, then it tries to grab the Dwarf Cavalier with one of its massive skull encrusted claws.

If Brankdark flees from being Frightened, the Scorpion-like creature moves an additional five feet and goes after Garrath. Either way it will miss its attempt to grab a party member.

Right Claw: 1d20 + 20 ⇒ (1) + 20 = 212d6 + 6 ⇒ (3, 1) + 6 = 101d20 + 26 ⇒ (12) + 26 = 38

Elektra 25 (AC13 26/42)
Stone 23 (AC22 68/68)
Watery Creature 21 (AC? -120/?)
Garrath 12 (AC18 (72/77)
Brandark 22 (AC21 51FL62/61FL72) Shifted
Flynn 21 (AC20 47/47)
Scorpion-like Creature


Dwarven:
"My anger has kept me from Torag's grace. After my betrayal and death, I chased down my betrayers and drained them of their life one by one. They roses as weakened specters. I sent them away and watched with glee as many of them were destroyed to nothingness. I would welcome Torag's grace. But alas I do not deserve it."

The apparition floats toward the waterfall and disappears through it.

If you decide to follow the Specter through the waterfall:
The area behind the waterfall is too small to be a cave. The apparition hovers over its skeletal remains. Most of its possessions have long rotted away, except a golden bracer on each boney arm. Only the rusty head of an iron pick remains. There are several loose gems scattered around the remains. They are all garnets valued 4 x 25gp, 2 x 50gp, and a single 100gp large raw garnet.

The Specter fades away without a sound.

It is a couple of hours before dawn.

Day Ninety

By the way, this encounter was one of the preset random encounters in the AP.


Round Two Start

Leira, seeing the party's desperate situation with an entity no one wants to in truth encounter, cast a spell to quicken the party's actions.

Anga know what works best on a spook, she fires a mighty bolt of pure force at the Spectre. Vulnerable to such attacks, the entity takes the full brunt of damage from the Magic Missile.

Though moving at a quicker pace, Kaos was only able to strike twice with Gorum's Thorn. The entity continues to exist.

Realizing its own existence is about to come to an end the Specter hovers up and over the embers of the now dying fire. It calls out in a ghostly whisper in the Dwarven tongue.

Dwarven:
"I am Begrundi Stonehold. I have preyed on those that venture near these waters for several lifetimes. I was betrayed by the greed of my own kin. They too now venture like I, though some have been destroyed." It senses that its time is near an end. It hovers at about an even level with Anga standing on the rock. Its ghostly gaze turns toward the Dwarf Wizard "In another age, we could have been friends. Your magic is powerful. I did not expect this. I will go back to under the waterfall."

The Specter only has temporary hit points left. It will soon be destroyed. What does the party do?

Leira 25 (AC19 44/44)
Anga 20 (AC13MA17 45/45)
Kaos 15 (AC20SH24 73/84 -2 on atttacks)
Spectre 15 (AC15 -17T13/52T82)
Haskyll 7 (AC17 50/50)
Ragnir 17 (AC22 59/59)
Droja 4 (AC16 40/75 -4 on attacks)
Ulfgard 5 (AC20 83/87)

By the way, the Diamond Dust is only needed if you are casting Restoration to remove Permanent Negative Levels. These Negative Levels from a Specter are temporary for the first 24 hours after they have been bestowed.


Round One Edit

Haskyll cast the Light spell in the Surprise Round.

Haskyll calls forth positive energies in an attempt to destroy the negative energies of this undead entity.

Spectre's Will Save + Channel Resistance: 1d20 + 9 + 2 ⇒ (7) + 9 + 2 = 18

Spectre 15 (AC15 24T54/52T82) Revised


"I was not finished with you," the entity swipes at Droja as she tries to crawl away.

Touch AoO: 1d20 + 10 ⇒ (11) + 10 = 211d8 ⇒ 6

Initial Damage: 1d8 ⇒ 5

Droja started with 71HPs, lost 15 points and 2 levels with the initial attack 56HPs, and another 16 points and 2 levels with the AoO. This puts Droja at 40HPs and 4 levels.

(Need Leira, Ragnir, and Ulfgard's actions to complete this beginning Round.)


The entity howls at Kaos' attacks. It turns on the human with a fierce determination to make Kaos one like it.

Touch Attack: 1d20 + 10 ⇒ (12) + 10 = 221d8 ⇒ 1

Kaos will only take 1 point of damage. But he will also lose two levels through Energy Drain. Essentially, you lose 10 more HPs, -2 on attacks, and are two levels lower.


The dry bones quivers and shakes, then begins to speak, "I was murdered by other Black Arrows. I was pushed off the side of a cliff. My death was ruled an "accident." AN ACCIDENT!" The Skelton's astral scream gives a chill to all who hear it.


1 Brandark; 2 Garrath : 1d2 ⇒ 2

The dice doesn't always hate Brandark.

Appearing.... Well, not really appearing.... An entity suddenly attacks Garrath. You can hear..... Well, not really hear.... Sense an angry terrible feeling.

Something Terrible attacks : 1d20 + 10 ⇒ (13) + 10 = 231d8 ⇒ 7

In addition to the the damage less DR, Garrath lost two negative levels. –2 penalty on all ability checks, attack rolls, combat maneuver checks, Combat Maneuver Defense, saving throws, and skill checks. An additional 10 hit points of damage is also incurred. Garrath is also treated as two levels lower for the purpose of level-dependent variables.

Garrath's Initiative: 1d20 + 9 ⇒ (17) + 9 = 26
Elektra's Initiative: 1d20 + 7 ⇒ (6) + 7 = 13
Flynn's Initiative: 1d20 + 6 ⇒ (9) + 6 = 15
Stone's Initiative: 1d20 + 4 ⇒ (4) + 4 = 8
Brandark's Initiative: 1d20 + 2 ⇒ (20) + 2 = 22
Vale's Initiative: 1d20 + 1 ⇒ (13) + 1 = 14
Kaven's Initiative: 1d20 + 4 ⇒ (13) + 4 = 17
Something Terrible's Initiative: 1d20 + 7 ⇒ (8) + 7 = 15

Round One

There is a new map below the main map.