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Posted (edited)

 

B3

Five narrow beds made of hard wood are arranged radially in the center of this room, the five headboards carved from a single piece of wood in a large star shape. The center of the wooden star has a disc-shaped indentation. Three of the beds are acid-pitted and badly scorched. Exits lead out from opposite sides of this room, while one corner of the room seems to have been repurposed into something of a makeshift stable.
 

When Garion announces himself as polite as you please. The hag and her steed look up in surprise. They then attack.

 

Round 1

- Any who start in the Nightmare's cloud need a Fort 23 v Sickened 2 (success makes immune for 1 minute).

 

* The nightmare speeds over to Garion and gnashes his teeth and stomps around, but does not attack the pitiable gnome.

* The hag hisses and casts a spell at Garion. Garion falls asleep on his feet.

* It seemed that the group was having a discussion which would have precluded Nalah from stealthing. However, you were close to Garion when it started, so it makes sense that you were positioning yourself to back him up if when trouble started. The nightmare is off guard to this attack.

* Hamarr goes up to bump Garion awake. He then sets his shield to defend.

* Garion awakes from his nightmare to find a nightmare upon his awakening. He reflexively casts Lightning Bolt before politely scampering to the rear.

* Kyros' has so much control of his form that he seems to teleport past his friends, the smokey cloud, and the nightmare to stand toe to toe with the hag. He slashes her across her midsection.

* Drasil shows off his own control of his body as he, somehow, both elegantly and primally moves up to and past the stomping nightmare. At one point, just as Drasil makes it past the nightmare, you know that a wayward kick will get him, but Drasil does a sudden dip and spin to dodge it. At the end of all of this movement, he ends with the edge of his blade wet with the hag's blood.

* A gout of water magically gushes from Kuz'Arak's hands, pushing the steed back.

** "They are NOT my friends." Kajimara responds in goblin, but she does rush in. She revels at the opportunity to bite something new.

* Seeing an opening, Nalah rushes forward and cuts into the steed of smoke and fire with her magic dagger.

 

 

 

Status

Visibility: the dotted line around the nigthmare gives Concealment.
Terrain:
Cover:

Kuz'Arak 98/98 HP 2/3 AP;
Kajimara 96/96 HP;
Drasil 102/102 HP 3/3 AP;
Kyros 123/123 HP 3/3 AP; Darkvision, Low-Light Vision; Resist Fire 10
Garion 89/89 HP 3/3 AP; False Life; Immune
Hamarr- 154154 HP 2/3 AP; Immune

Nalah- 136/136 HP 1/3 AP; Darkvision; Sickened 2

 

Orange -101 hp

Nightmare -85 hp



 

 

 

 

Edited by Dax Thura (see edit history)
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Posted (edited)

 

B3 

Five narrow beds made of hard wood are arranged radially in the center of this room, the five headboards carved from a single piece of wood in a large star shape. The center of the wooden star has a disc-shaped indentation. Three of the beds are acid-pitted and badly scorched. Exits lead out from opposite sides of this room, while one corner of the room seems to have been repurposed into something of a makeshift stable.
 

Round 2 All PCs May Act

- Any who start in the Nightmare's cloud need a Fort 23 v Sickened 2 (success makes immune for 1 minute).

 

* The nightmare takes sidestep into Nalah then rushes through Kajimara and Drasil before ending at the other exit to the room.

* The hag screams in rage and fear before running out of the room. Drasil and Kyros may take AoOs. Orange is no longer in sight.

*

 

 

 

Status

Visibility: the dotted line around the nigthmare gives Concealment.
Terrain:
Cover:

Kuz'Arak 98/98 HP 2/3 AP;
Kajimara 96/96 HP; Immune
Drasil 102/102 HP 3/3 AP;
Kyros 123/123 HP 3/3 AP; Darkvision, Low-Light Vision; Resist Fire 10
Garion 89/89 HP 3/3 AP; False Life; Immune
Hamarr- 154154 HP 2/3 AP; Immune

Nalah- 136/136 HP 1/3 AP; Darkvision; Immune

 

Orange -101 hp

Nightmare -85 hp



 

 

 

 

Edited by Dax Thura (see edit history)
Name
Flaming Gallop; Fire
9
3d6 4,4,1
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Posted (edited)

 

B3 

Five narrow beds made of hard wood are arranged radially in the center of this room, the five headboards carved from a single piece of wood in a large star shape. The center of the wooden star has a disc-shaped indentation. Three of the beds are acid-pitted and badly scorched. Exits lead out from opposite sides of this room, while one corner of the room seems to have been repurposed into something of a makeshift stable.
 

Round 2 All PCs May Act

- Any who start in the Nightmare's cloud need a Fort 23 v Sickened 2 (success makes immune for 1 minute).

- Nalah, Kajimara, and Drasil need a Reflex 26 v 9 Fire damage due to a lame damage roll.

 

* The nightmare takes sidestep into Nalah then rushes through Kajimara and Drasil before ending at the other exit to the room.

* The hag screams in rage and fear before running out of the room. Drasil and Kyros may take AoOs. Orange is no longer in sight.

*

 

 

 

Status

Visibility: the dotted line around the nigthmare gives Concealment.
Terrain:
Cover:

Kuz'Arak 98/98 HP 2/3 AP;
Kajimara 96/96 HP; Immune
Drasil 102/102 HP 3/3 AP;
Kyros 123/123 HP 3/3 AP; Darkvision, Low-Light Vision; Resist Fire 10
Garion 89/89 HP 3/3 AP; False Life; Immune
Hamarr- 154154 HP 2/3 AP; Immune

Nalah- 136/136 HP 1/3 AP; Darkvision; Immune

 

Orange -101 hp

Nightmare -85 hp



 

 

 

 

Edited by Dax Thura (see edit history)
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Kuz'Arak rushes forward as the creature moves out of his sight. The smell of smoke and burnt flesh make the iruxi grimace. Kuz'Arak outstretches his hand towards the nightmare, "I think you need to chill out..." Kuz'Arak makes a motion with his hands and a rime of frost coalesce around the nightmare.

Again Kuz'Arak nods to Kajimara next to him "You'll come to find them as friends yet. Allies even. Battle will forge a bond stronger than you know!" The Iruxi retorts at her last comment. And the warg most certainly ignores him, chasing after the nightmare

 

 

 

Actions

Kuz'Arak

1: Stride

2-3 Frost bite: Basic Fortitude save dc 27. On crit fail becomes weak 4 to bludgeoning

Frostbite damage

 

Kajimara

Reflex save vs fire

Free: Stride

 

 

 

 

 

 

Remaining Vital Beacon

 

 

 

 

4d10

4d8

4d6

4d4

Kajimara's Training

Day 1- Success!

You need to make this check once a day for 10 days before she can be considered 'trained'. I'll try to have you do so at times like this for story. Also, at least at first, you can't be aided in this role. She has to come to respect you (at 7 successes). That -4 non-goblin penalty is because she pretends to not understand you. It goes down by 1 for every two successes. Crits count as 2 successes and crit fail subtract 1. Please remind me.

Kuz'Arak |Lizardfolk Druid 9 | AC 27 (29) | HP 98 | Per +17|Speed 25 | Fort: 15 Ref: 17 Will: 17

Kajimara | animal companion 9 | AC 27 | HP 96 | Per +16 | Speed 40 | Fort: 17 Ref: 19 Will: 16

 

 

Edited by Nwise (see edit history)
Name
Frostbite damage
11
5d4 2,2,3,2,2
Reflex save vs fire
28
1d20+19 9
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Posted (edited)

 

B3 

Five narrow beds made of hard wood are arranged radially in the center of this room, the five headboards carved from a single piece of wood in a large star shape. The center of the wooden star has a disc-shaped indentation. Three of the beds are acid-pitted and badly scorched. Exits lead out from opposite sides of this room, while one corner of the room seems to have been repurposed into something of a makeshift stable.
 

Round 2 Drasil, Kyros, Garion, and Nalah May Act

- Any who start in the Nightmare's cloud need a Fort 23 v Sickened 2 (success makes immune for 1 minute).

- Nalah, Kajimara, and Drasil need a Reflex 26 v 9 Fire damage due to a lame damage roll.

 

* The nightmare takes sidestep into Nalah then rushes through Kajimara and Drasil before ending at the other exit to the room.

* The hag screams in rage and fear before running out of the room. Drasil and Kyros may take AoOs. Orange is no longer in sight.

* Kuz'Arak moves to where he can see the room better. He casts Frostbite at the nightmare.

** Kajimara runs after her meal. I moved her to the closest adjacent square. She's not yet that tactically minded to move where you placed her.

* Hamarr strode over next to the horse in the hope of drawing its attention.

*

 

 

 

Status

Visibility: the dotted line around the nigthmare gives Concealment.
Terrain:
Cover:

Kuz'Arak 98/98 HP 2/3 AP;
Kajimara 92/96 HP; Immune
Drasil 102/102 HP 3/3 AP;
Kyros 123/123 HP 3/3 AP; Darkvision, Low-Light Vision; Resist Fire 10
Garion 89/89 HP 3/3 AP; False Life; Immune
Hamarr- 154154 HP 2/3 AP; Immune

Nalah- 136/136 HP 1/3 AP; Darkvision; Immune

 

Orange -101 hp

Nightmare -96 hp



 

 

 

 

Edited by Dax Thura (see edit history)
Name
Nightmare Fort v Frostbite
22
1d20+17 5
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With everyone rushing past him in a blur, Garion decides it's safe(ish) to head back into the scary room. To give himself some options, he mutters "stride inside" casting Time Jump to move near Drasil.

From his current position, he peers into the far corridor beyond the horse that haunts his dreams. In an attempt to keep an eye on the evil hag, he chants, "I spy" to cast Prying Eye. He describes what he sees to the group.

He positions an invisible floating eye in the approximate center of B4, attempting to track the hag's movements.

Actions

◆ Time Jump (stride x2)

◆◆ Prying Eye

Garion | Gnome Sorcerer 9 | AC 24 | HP 89/89 | Per +15 | F:+16, R:+16, W:+16 | Speed 25' | Focus 2/2 | Spells -/4/4/2/3/1

Edited by ScottGell (see edit history)
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Snarling, Drasil does his best to shield himself from the flames.

Reflex to Duck from the Flames!

But he never takes his eyes off the Hag, seizing the opportunity when she tries to gain distance

Reactive Strike! Including Flanking
Cold Iron, Slashing damage
 

Drasil | Elf Fighter 9 | AC 28(26 while raging with weapon)(27 without oversized weapon) | HP 114/114 +11 temp| Percep +15 (+17 init) | Speed 35' |

Name
Reflex to Duck from the Flames!
16
1d20+15-1 2
Reactive Strike! Including Flanking
24
1d20+20+2 2
Cold Iron, Slashing damage
24
2d8+7+6 6,5
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Lets hero point that attack!

Reactive Strike Hero Point, including flanking!

Name
Reactive Strike Hero Point, including flanking!
39
1d20+20+2 17
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Drasil jumps when Garion appears beside him, black eyes wide. But he hears his friends word. The Witch is still near.

With a snarl, He pursues through the smoke, bleary eyes, trying to dodge the foul steed. That it is trying to get between him and the hag is reason enough to try and move past it.

Tumble through

Hero point!
Tumble Through Hero Point!

Edited by Mathota
Hero point time! (see edit history)
Name
Tumble through
15
1d20+12 3
Tumble Through Hero Point!
14
1d20+12 2
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Furious, his path halted, Drasil takes out his frustrations on the Nightmare, Hacking at it viciously with his oversword and clawing at it with his free hand

Sudden Charge Strike
Cold Iron, Slashing damage
Concealment

Snagging Strike
Cold Iron, Slashing damage
Concealment
OOCActions: 2 action sudden charge (stride, stride, Strike)

Movement wasted on the tumble through, so we will level that strike into the Nightmare

1 action snagging strike. Flat footed on a hit until it moves out of reach.

Drasil | Elf Fighter 9 | AC 28(26 while raging with weapon)(27 without oversized weapon) | HP 114/114 +11 temp| Percep +15 (+17 init) | Speed 35' |

Name
Sudden Charge Strike
34
1d20+20 14
Cold Iron, Slashing damage
22
2d8+7+6 2,7
Concealment
10
1d20 10
Snagging Strike
16
1d20+20-5 1
Cold Iron, Slashing damage
24
2d8+7+6 7,4
Concealment
20
1d20 20
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With the hag now far away, and the burning horse baring the path, Kyros reassesses. Calling on his draconic claws, he dances out of the side room and attacks the horse.
 

1. Cast Draconic Claws

2. Vexing Tumble

Acrobatics

3. Dragon claw strike with panache on nightmare

To Hit

Damage

Kyros | Swashbuckler 9 | AC 27, Fire Resistance 5 | HP 123 | Percep +14 | F +14 R +19 W +14 | SPD 30 ft. (45 w/ panache) | Focus 1/1

Name
Acrobatics
35
1d20+20 15
To Hit
33
1d20+18 15
Damage
16
2d4+9+1d6 2,2,3
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Posted (edited)

 

B3 

Five narrow beds made of hard wood are arranged radially in the center of this room, the five headboards carved from a single piece of wood in a large star shape. The center of the wooden star has a disc-shaped indentation. Three of the beds are acid-pitted and badly scorched. Exits lead out from opposite sides of this room, while one corner of the room seems to have been repurposed into something of a makeshift stable.
 

Round 2 Kyros and Nalah May Act

- Any who start in the Nightmare's cloud need a Fort 23 v Sickened 2 (success makes immune for 1 minute).

- Nalah and Drasil need a Reflex 26 v 9 Fire damage due to a lame damage roll.

 

* The nightmare takes sidestep into Nalah then rushes through Kajimara and Drasil before ending at the other exit to the room.

* The hag screams in rage and fear before running out of the room. Drasil and Kyros may take AoOs. Orange is no longer in sight.

* Kuz'Arak moves to where he can see the room better. He casts Frostbite at the nightmare.

** Kajimara runs after her meal. I moved her to the closest adjacent square. She's not yet that tactically minded to move where you placed her.

* Hamarr strode over next to the horse in the hope of drawing its attention.

* Garion magically blinks into the room and casts Prying Eyes to see the room beyond.

* Drasil is burned by the steeds flaming hooves before delivering a punishing strike to the fleeing hag. He then tries to follow her, but is stymied by the nightmare, whom he slays in a flash of steel and smoke. One action remaining. I presumed you wanted to move into the room and placed you next to Orange.

* Kyros still has his full turn. If he goes into the room, he may attempt the rolls as normal.

 

 

B4

One wall of this room contains an ornate archway of stones carved with symbols of stars, comets, and waves. The space underneath the archway is filled with a featureless stone plug that has been decorated with a complex series of runes scribed in what looks like long-dried blood, while the ground below the archway is scorched black. Four ornate chairs surround a silver cauldron to one side of the room, while a large wooden table with some books atop it stands against the opposite wall. The room contains two exits in the wall opposite the blocked archway.

 

Orange is speaking with two more hags, different than Orange. There's another entity made of bone and flesh here as well.

 

Right now only Garion and Drasil can attempt these checks.

Recall Knowledge (society) 22

Annis hags are brutal torturers and murderers, delighting in the musical screams and tasty flesh of young creatures and those who are pure of heart. Annis hags are the most direct of all hags, engaging in physical combat and using their change shape ability to hunt rather than to infiltrate and betray humanoids. But an Annis hag takes a grisly trophy from each kill and uses it to sow discord, sending the trophy to one of her victim’s loved ones in a way that implicates another family member in the murder. Also known as iron hags, annis hags have iron-like yet flexible flesh that resists edged weapons, and their own touch is the same cold iron that burns the flesh of other hags. This allows them to bully their way to the leadership of hag covens.

- Darkvision

- Resistant to Magic

- Resistant to most physical attacks

- Claws are cold iron

Recall Knowledge (society) 32

- can be hurt by bludgeoning

- adds spells to other coven members

- Bonds of Iron: 1/day Grapple at range

- Change Shape:can take on the appearance of any Medium female humanoid.

 

Recall Knowledge (religion) 26

An osyluth is an unparalleled inquisitor that revels in the sadism and torture for which Hell is so well known. These devils' charge is to seek out heresies, both among mortals and among other fiends—a commandment they uphold with unwavering fervor. They spawn within the Styx-fed swamps of Hell's fifth layer, Stygia; where heresies and the souls of heretics stagnate, osyluths eventually rise. In the remote corners of that same layer of Hell, they build massive, calcified hives where they perform their vile interrogations and perfect their torturous arts upon lesser devils and petitioners alike.

- Darkvision

- Telepathy

- Immune to Fire

- Resistant to Physical Attacks and poison

- Weakness to Good attack

- Divine Spells

- Stinger delivers a poison

Recall Knowledge (religion) 36

- Greater Darkvision

- can be harmed by silver

- The poison does damage and Enfeebles

 

 

 

Sense Motive 30

The hags are negotiating with the other entity.

Sense Motive 40

The other entity might be able to be persuaded to not help.

 

 

 

 

Status

Visibility: the dotted line gives Concealment.
Terrain:
Cover:

Kuz'Arak 98/98 HP 2/3 AP;
Kajimara 92/96 HP; Immune
Drasil 93/102 HP 1/3 AP;
Kyros 123/123 HP 3/3 AP; Darkvision, Low-Light Vision; Resist Fire 10
Garion 89/89 HP 3/3 AP; False Life; Immune
Hamarr- 154154 HP 2/3 AP; Immune

Nalah- 136/136 HP 1/3 AP; Darkvision; Immune

 

Orange -165 hp

Purple

Magenta

Blue



 

 

 

 

Edited by Dax Thura (see edit history)
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With his view of the next room, Garion describes, "In the next room, there are 2 more hags ... larger hags. And a strange bony-fleshy creature."

Sense Motive, DC 30

He's feels like there's more information to share, but he just can't put his finger on it.

"Missed it by that much, Chief."

Garion | Gnome Sorcerer 9 | AC 24 | HP 89/89 | Per +15 | F:+16, R:+16, W:+16 | Speed 25' | Focus 2/2 | Spells -/4/4/2/3/1

Edited by ScottGell (see edit history)
Name
Sense Motive, DC 30
29
1d20+15 14
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((As above, but with the Nightmare gone Kyros instead takes a stride than uses Vexing Tumble to close with the Hag and flank with Drasil. No Attack))

Kyros | Swashbuckler 9 | AC 27, Fire Resistance 5 | HP 123 | Percep +14 | F +14 R +19 W +14 | SPD 30 ft. (45 w/ panache) | Focus 1/1

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