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Chapter 6: Pillars of Ruin, continued


Abberdaggus

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Posted (edited)
Round 1

Just as Cirmaran is about to pull the sack over the dragons head, it suddenly swivels into another random position and the sack cloth gets caught on one of the protruding spikes on the head. It gets yanked out of Cirmarans hands not quite in position over the pillars orange glowing eye. It swivels in Cirmarans direction just as he once more blinks into visibility following his "assault" on the dragon pillar and Cirmaran finds the glowing eyes only a few inches from his own. But Cirmaran is nothing if not nimble and with a twist of his wrist, he lifts the sack cloth loose and this time places it squarely above the dragon pillars eyes.

Cirmaran finishes his incantation and there is a creaking from the wooden head as the wood begins to turn slightly grey under the hood. But the wood seems to be of a sturdier material than expected and it seems to take little actual damage.

There is a loud thud and a hiss from the dragon pillars head and then Cirmaran can see that the sack cloth covering the head becomes wet from the inside. Immediately, the sack cloth begins to sizzle and smoke faintly, as the cloth seems to disolve before Cirmarans eyes. It will not take long before the cloth falls apart completely.

Some 80 ft away where the rest of the crew awaits, Cirmarans friends know little of what is happening. They do hear the faint thud of the dragon pillar discharging and the sound is strange enough to appear unnatural to them.

Mechanics

 

Round 2 next, beginning with Cirmaran. If the rest of you take any action in response to the sounds coming from the direction of the dragon pillar, you can do so along with Cirmaran.

Map

 

Mwangiencounters78.JPG.a3b9f49f1f40154a78f8c119e86b5a4f.JPG

 

Edited by Abberdaggus (see edit history)
Name
Dragon pillar fort save
33
1d20+17 16
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[table=2,1][r=1,1][img2=150]https://i.pinimg.com/736x/50/80/8a/50808a9afe01a02070531e3b55fe89fc.jpg[/img2][r=2,1][fieldset=Stat Block][center][url="https://www.myth-weavers.com/sheet.html#id=2434260"][B][U][SIZE="4"]Cirmaran Fairlagos[/SIZE][/U][/B][/url] [B]Level 7 Eldritch Trickster[/B] [B]HP:[/B] 62/62[B], AC:[/B] 25 [B]Cantrip Level:[/B] 4, [B]Class DC:[/B] 23 [B]Spell Slots:[/B] Can prepare 1 2nd Level Spell (Invisibility), 1 1st Level Spell (Ant Haul) and 2 Cantrips per day (Prestidigitation and Electric Arc), plus cast Detect Magic, Know Direction, Message, Read Aura (all are innate) and Mage Hand (via a Hand of the Mage) at will [B]Conditions:[/B] [/center][/fieldset][/table] [B][COLOR="Navy"]"Good luck, brother!"[/COLOR][/B] Cirmaran said.
[table=2,1][r=1,1][img2=150]https://i.pinimg.com/736x/50/80/8a/50808a9afe01a02070531e3b55fe89fc.jpg[/img2][r=2,1][fieldset=Stat Block][center][url="https://www.myth-weavers.com/sheet.html#id=2434260"][B][U][SIZE="4"]Cirmaran Fairlagos[/SIZE][/U][/B][/url] [B]Level 7 Eldritch Trickster[/B] [B]HP:[/B] 62/62[B], AC:[/B] 25 [B]Cantrip Level:[/B] 4, [B]Class DC:[/B] 23 [B]Spell Slots:[/B] Can prepare 1 2nd Level Spell (Invisibility), 1 1st Level Spell (Ant Haul) and 2 Cantrips per day (Prestidigitation and Electric Arc), plus cast Detect Magic, Know Direction, Message, Read Aura (all are innate) and Mage Hand (via a Hand of the Mage) at will [B]Conditions:[/B] [/center][/fieldset][/table] [B][COLOR="Navy"]"Good luck, brother!"[/COLOR][/B] Cirmaran said.
 
 
50808a9afe01a02070531e3b55fe89fc.jpg
Stat Block
Level 8 Eldritch Trickster
HP: 70/70 , AC: 26
Cantrip Level: 4, Class DC: 24
Spell Slots: Can prepare 1 3rd Level Spell (Time Jump), 1 2nd Level Spell (Invisibility), 1 1st Level Spell (Ant Haul) and 2 Cantrips per day (Shield and Electric Arc), plus cast Detect Magic, Know Direction, Message, Prestidigitation (all are innate) and Mage Hand (via a Hand of the Mage) at will
Conditions:

Thinking quickly, Cirmaran looped a rope around the "neck" of the pillar and quickly tied a loop. Then he paid out the rope as he flew back to his friends at maximum speed, looking to pass the end to Samrod and Boradur.

Show this

They may have to come closer to grab the rope, but I think with the leverage from that high up, pulling it down might be easier...

Name
Noose the pillar (+4 bonus)
29
1d20+17+4 8
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%5Btable%3D2%2C1%5D%0A%5Br%3D1%2C1%5D%5Bimg2%3D250%5Dhttps%3A%2F%2Fi.redd.it%2F4eqgvz7zuy351.jpg%5B%2Fimg2%5D%0A%5Br%3D2%2C1%5D%5Bfieldset%3DStat%20Block%5D%5Bcenter%5D%5Burl%3D%22https%3A%2F%2Fwww.myth-weavers.com%2Fsheets%2F%3Fid%3D2394611%22%5D%5BB%5D%5BU%5D%5BSIZE%3D%225%22%5DWilder%5B%2FSIZE%5D%5B%2FU%5D%5B%2FB%5D%5B%2Furl%5D%0A%5BB%5DLevel%208%20Fey%20Bloodline%20Sorcerer%5B%2FB%5D%0A%5BB%5DHP%3A%5B%2FB%5D%2048%2F48%5BB%5D%2C%20AC%3A%5B%2FB%5D%2026%0A%5BB%5DCantrip%20Level%3A%5B%2FB%5D%204%2C%20%5BB%5DClass%20DC%3A%5B%2FB%5D%2026%0A%5BB%5DSpell%20Slots%3A%5B%2FB%5D%2C%20L1%204%2F4%2C%20L2%204%2F4%2C%20L3%204%2F4%2C%20L4%203%2F4(%2B1%2F1)%20remaining%2C%20Focus%20points%3A%202%2F2%0AWand%20of%20heal(L2)%20%3A%20%20unused%0A%5BB%5DConditions%3A%5B%2FB%5D%20Battle%20medicine%20(1%2F1%20remaining).%0A%0A%5B%2Fcenter%5D%5B%2Ffieldset%5D%5B%2Ftable%5D%0A%0AWilder%20waits%20patiently%2C%20trusting%20in%20Cirmaran%2C%20not%20worrying%20a%20whit%20yet%20about%20the%20strange%20noises.%20%0A%0AWell%2C%20that's%20not%20quite%20true.%20He%20doesn't%20have%20full%20faith%20that%20Cirmaran%20will%20actually%20be%20successful%20in%20his%20hairbrained%20plan%20to%20blind%20the%20pillar%2C%20but%20he%20does%20trust%20that%20Cirmaran%20will%20some%20how%20survive%20and%20report%20back%20to%20him.%20The%20rogue%20somehow%20seems%20amazingly%20good%20at%20that.%20The%20number%20of%20times%20he's%20found%20a%20way%20to%20evade%20the%20jaws%20of%20death...
4eqgvz7zuy351.jpg
Stat Block
Wilder
Level 8 Fey Bloodline Sorcerer
HP: 48/48, AC: 26
Cantrip Level: 4, Class DC: 26
Spell Slots:, L1 4/4, L2 4/4, L3 4/4, L4 3/4(+1/1) remaining, Focus points: 2/2
Wand of heal(L2) : unused
Conditions: Battle medicine (1/1 remaining).
 


Wilder waits patiently, trusting in Cirmaran, not worrying a whit yet about the strange noises.

Well, that's not quite true. He doesn't have full faith that Cirmaran will actually be successful in his hairbrained plan to blind the pillar, but he does trust that Cirmaran will some how survive and report back to him. The rogue somehow seems amazingly good at that. The number of times he's found a way to evade the jaws of death...

 

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Posted (edited)
Round 2-3

PZO90146E_page100_image309.png.f245505af646a434cf421a45ce555edc.pngCirmaran rushes into frantic action as he sees his brilliant plan coming apart. Luckily, he has other tricks up his sleeve. He pulls out a length of rope from his inventory, ties a noose as quickly as he can and places it around the neck of the dragon pillar. As he turns to fly away in all haste, the dissolved remains of the sack cloth falls apart and drops off the dragon head. Its eyes immediately fixate on the rogue, and it almost seems to Cirmaran as if the dragon maw exposes its carved teeth in a wicked smile. Slowly, the orange glow of the eyes intensifies as Cirmaran flees with rope in hand.

Meanwhile, activity resumes as the ground level as the hollow tree trunk that Cirmaran picked out empties of four small humanoid creatures with crocodile snouts, just as Wilder described them. Two of them carry shortbows and the other two wield longspears as the emerge to figure out what all the commotion is about. The ones with the longspears begin to wade through kneedeep puddles of water to reach the dragon pillar, while the other two lift their shortbows and begins pelting Cirmaran with arrows. Their aim are uncanny and two arrows nick Cirmarans arm and thigh. They howl in triumph at drawing first blood.

Cirmaran flies 50 ft back towards his friends, who spot the rogue returning above the misty tree tops. At this point, Cirmaran realises that he has run out of rope - looking back he sees the orange glow in the dragon pillars eyes reaching critical mass....

Mechanics

 

Round 2 actions

Cirmaran:

  • Action 1: Interact to retrieve rope
  • Action 2: Interact to bind noose
  • Action 3: Unarmed attack to place the noose around the dragon pillars head

Dragon pillar:

  • Dissolve sack cloth

Blue biloko

  • Action 1: Stride out of hollow tree
  • Action 2: Seek to find enemy
  • Action 3: Stride towards dragon pillar

Green biloko

  • Action 1: Stride out of hollow tree
  • Action 2: Seek to find enemy
  • Action 3: Stride towards dragon pillar

Red biloko

  • Action 1: Stride out of hollow tree
  • Action 2: Seek to find enemy
  • Action 3: Strike at Cirmaran with shortbow

Yellow biloko

  • Action 1: Stride out of hollow tree
  • Action 2: Seek to find enemy
  • Action 3: Strike at Cirmaran with shortbow

Round 3 actions

Cirmaran

  • Action 1: Fly away 50 ft.

 

Cirmaran has just initiated round 3. It is your turn now (two actions to Cirmaran).

Map

 

Mwangiencounters79.JPG.a6457f255fdc1a6b5f87217f1cbfc760.JPG

 

Edited by Abberdaggus (see edit history)
Name
Red biloko strike v Cirmaran
30
1d20+14 16
Yellow biloko strike v Cirmaran
32
1d20+14 18
Red biloko damage
7
1d6+3 4
Yellow biloko damage
7
1d6+3 4
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[table=2,1][r=1,1][img2=150]https://i.pinimg.com/736x/50/80/8a/50808a9afe01a02070531e3b55fe89fc.jpg[/img2][r=2,1][fieldset=Stat Block][center][url="https://www.myth-weavers.com/sheet.html#id=2434260"][B][U][SIZE="4"]Cirmaran Fairlagos[/SIZE][/U][/B][/url] [B]Level 7 Eldritch Trickster[/B] [B]HP:[/B] 62/62[B], AC:[/B] 25 [B]Cantrip Level:[/B] 4, [B]Class DC:[/B] 23 [B]Spell Slots:[/B] Can prepare 1 2nd Level Spell (Invisibility), 1 1st Level Spell (Ant Haul) and 2 Cantrips per day (Prestidigitation and Electric Arc), plus cast Detect Magic, Know Direction, Message, Read Aura (all are innate) and Mage Hand (via a Hand of the Mage) at will [B]Conditions:[/B] [/center][/fieldset][/table] [B][COLOR="Navy"]"Good luck, brother!"[/COLOR][/B] Cirmaran said.
[table=2,1][r=1,1][img2=150]https://i.pinimg.com/736x/50/80/8a/50808a9afe01a02070531e3b55fe89fc.jpg[/img2][r=2,1][fieldset=Stat Block][center][url="https://www.myth-weavers.com/sheet.html#id=2434260"][B][U][SIZE="4"]Cirmaran Fairlagos[/SIZE][/U][/B][/url] [B]Level 7 Eldritch Trickster[/B] [B]HP:[/B] 62/62[B], AC:[/B] 25 [B]Cantrip Level:[/B] 4, [B]Class DC:[/B] 23 [B]Spell Slots:[/B] Can prepare 1 2nd Level Spell (Invisibility), 1 1st Level Spell (Ant Haul) and 2 Cantrips per day (Prestidigitation and Electric Arc), plus cast Detect Magic, Know Direction, Message, Read Aura (all are innate) and Mage Hand (via a Hand of the Mage) at will [B]Conditions:[/B] [/center][/fieldset][/table] [B][COLOR="Navy"]"Good luck, brother!"[/COLOR][/B] Cirmaran said.
 
 
50808a9afe01a02070531e3b55fe89fc.jpg
Stat Block
Level 8 Eldritch Trickster
HP: 70/70 , AC: 26
Cantrip Level: 4, Class DC: 24
Spell Slots: Can prepare 1 3rd Level Spell (Curse of Lost Time), 1 2nd Level Spell (Invisibility), 1 1st Level Spell (Ant Haul) and 2 Cantrips per day (Shield and Electric Arc), plus cast Detect Magic, Know Direction, Message, Prestidigitation (all are innate) and Mage Hand (via a Hand of the Mage) at will
Conditions:

"Toss me a rope!" Cirmaran called, trying to take cover behind a tree.

Show this

Hoping calling for the rope leaves him enough actions to tie them together and fly back to the rest so we can pull down the pillar.

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%5Btable%3D2%2C1%5D%20%5Br%3D1%2C1%5D%5BIMG2%3D150%5Dhttps%3A%2F%2Fi.imgur.com%2FNev55GI.jpg%5B%2FIMG2%5D%20%5Br%3D2%2C1%5D%5Bfieldset%3DSamrod%20Ik-Sanjar%5D%5BB%5D%5BURL%3D%22https%3A%2F%2Fog.myth-weavers.com%2Fsheet.html%23id%3D2399389%22%5DSamrod%20Ik-Sanjar%5B%2FURL%5D%5B%2FB%5D%20%0A%5Bb%5DHP%3A%5B%2Fb%5D%20104%2F104%20-%5Bb%5D%20AC%3A%20%5B%2Fb%5D26%0A%5Bb%5DConditions%3A%5B%2Fb%5D%20Longstrider%208%20hours%0A%5Bb%5DSteel%20Shield%3A%5B%2Fb%5D%20Hardness%3A%205%20Hp%3A%2020%2F20%20(10)%0A%5BB%5DHero%20Points%3A%5B%2Fb%5D%201%0A%5Bb%5DCantrips%20prepared%3A%5B%2Fb%5D%20Light%2C%20Shield%2C%20Message%2C%20Electric%20Arc%20%0A%5BB%5DSpells%3A%5B%2Fb%5DCreate%20Water%20x1%2C%20Longstrider%20x0%2C%20Blood%20Vendetta%20x1%5B%2Ffieldset%5D%5B%2Ftable%5D
Nev55GI.jpg
Samrod Ik-Sanjar
Samrod Ik-Sanjar
HP: 104/104 - AC: 26
Conditions: Longstrider 8 hours
Steel Shield: Hardness: 5 Hp: 20/20 (10)
Hero Points: 1
Cantrips prepared: Light, Shield, Message, Electric Arc
Spells:Create Water x1, Longstrider x0, Blood Vendetta x1

Having stayed behind with the others, Samrod had pondered whether he should ready his bow or his sword, but ultimately, his dwindling arrow supply convinces him to keep his shield and gauntlet ready. That way, he can switch to his bow or sword in short order.

With his mind on picking the right weapon for the battle that is undoubtedly to ensue, Cirmaran's cry for a rope catches him a bit off guard. Still, he takes a few magic-enhanced steps out of the foliage, detaching a coil of rope from his backpack's side as he does so, and then tosses the still coiled rope towards Cirmaran.

Edited by Lycar (see edit history)
Name
Wisdom check
7
1d20 7
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Posted (edited)
Round 3

PZO90146E_page100_image309.png.f245505af646a434cf421a45ce555edc.pngSeeing he is in a bit of a pickle, Cirmaran shouts for his companions to toss him another rope and dives for cover behind a tree, still holding on to the other end of the rope.

Samrod is quick to oblige - he fetches his own rope from his inventory, steps closer and tosses the rope to the waiting rogue.

Meanwhile, the dragon pillar has recharged its glowing eyes and it fires a pair of yellowish liquid globules towards Cirmaran huddled behind the tree. The globs splash against the tree trunk and a faint smoke rises from the impact as the foul liquid begins to eat into the bark.

The bilokos are equally fired up - they wade forward on their small legs, but they are as ill-suited for traversing the swamp as you are so the going is very slow. The two in the back weilding short bows each loose an arrow as they move forward. This time, however, they are not even close.

Mechanics

 

Round 3 actions

Dragon pillar:

  • Strike at Cirmaran

Blue biloko

  • Action 1-3: Stride towards Cirmaran

Green biloko

  • Action 1-3: Stride towards Cirmaran

Red biloko

  • Action 1-2: Stride towards Cirmaran
  • Action 3: Strike at Cirmaran with shortbow

Yellow biloko

  • Action 1-2: Stride towards Cirmaran
  • Action 3: Strike at Cirmaran with shortbow

Combat status:

  • Cirmaran: Greater cover (+4 AC)

 

Round 4 next - your turn.

Map

 

Mwangiencounters80.JPG.6e3a0027d7effd56558a9b9f0f3c77fc.JPG

 

Edited by Abberdaggus (see edit history)
Name
Dragon pillar strike v Cirmaran
23
1d20+20 3
Red biloko strike v Cirmaran (1 range)
17
1d20+14-2 5
Yellow biloko strike v Cirmaran (1 range)
18
1d20+14-2 6
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[table=2,1][r=1,1][img2=150]https://i.pinimg.com/736x/50/80/8a/50808a9afe01a02070531e3b55fe89fc.jpg[/img2][r=2,1][fieldset=Stat Block][center][url="https://www.myth-weavers.com/sheet.html#id=2434260"][B][U][SIZE="4"]Cirmaran Fairlagos[/SIZE][/U][/B][/url] [B]Level 7 Eldritch Trickster[/B] [B]HP:[/B] 62/62[B], AC:[/B] 25 [B]Cantrip Level:[/B] 4, [B]Class DC:[/B] 23 [B]Spell Slots:[/B] Can prepare 1 2nd Level Spell (Invisibility), 1 1st Level Spell (Ant Haul) and 2 Cantrips per day (Prestidigitation and Electric Arc), plus cast Detect Magic, Know Direction, Message, Read Aura (all are innate) and Mage Hand (via a Hand of the Mage) at will [B]Conditions:[/B] [/center][/fieldset][/table] [B][COLOR="Navy"]"Good luck, brother!"[/COLOR][/B] Cirmaran said.
[table=2,1][r=1,1][img2=150]https://i.pinimg.com/736x/50/80/8a/50808a9afe01a02070531e3b55fe89fc.jpg[/img2][r=2,1][fieldset=Stat Block][center][url="https://www.myth-weavers.com/sheet.html#id=2434260"][B][U][SIZE="4"]Cirmaran Fairlagos[/SIZE][/U][/B][/url] [B]Level 7 Eldritch Trickster[/B] [B]HP:[/B] 62/62[B], AC:[/B] 25 [B]Cantrip Level:[/B] 4, [B]Class DC:[/B] 23 [B]Spell Slots:[/B] Can prepare 1 2nd Level Spell (Invisibility), 1 1st Level Spell (Ant Haul) and 2 Cantrips per day (Prestidigitation and Electric Arc), plus cast Detect Magic, Know Direction, Message, Read Aura (all are innate) and Mage Hand (via a Hand of the Mage) at will [B]Conditions:[/B] [/center][/fieldset][/table] [B][COLOR="Navy"]"Good luck, brother!"[/COLOR][/B] Cirmaran said.
 
 
50808a9afe01a02070531e3b55fe89fc.jpg
Stat Block
Level 8 Eldritch Trickster
HP: 70/70 , AC: 26
Cantrip Level: 4, Class DC: 24
Spell Slots: Can prepare 1 3rd Level Spell (Time Jump), 1 2nd Level Spell (Invisibility), 1 1st Level Spell (Ant Haul) and 2 Cantrips per day (Shield and Electric Arc), plus cast Detect Magic, Know Direction, Message, Prestidigitation (all are innate) and Mage Hand (via a Hand of the Mage) at will
Conditions:

Cirmaran sighed, and set about tying the two ropes together. That done, he flew back to his companions, trying to keep to cover.

"Everyone pull together, and we can knock that pillar over before the fey reach us!" he cried, setting foot on the ground and preparing to heave.

Show this

First action: Tie ropes together.

SailingLore

Second action: Fly back to the others and land so he can pull. Assuming this is one move action.

Third action: HEAVE! Assuming an Athletics roll here, and I would hope we get some kind of bonus for the rope being tied near the top of the pillar (LEVERAGE FTW!)

Athletics

Name
SailingLore
14
1d20+13 1
Athletics
31
1d20+16 15
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alBD9d1.jpg

Boradur

AC: 28 HP: 101/101 Focus: 2/2 Hero Points: 2

Perception: +12
Condition: 
Shield: Hardness 10 HP: 96/96 (48)

Battle Medicine:

Boradur watches nervously as Samrod tosses the rope to Cirmaran. Not much he can do to help, the more agile warrior is better suited to throwing than he is. Once Cirmaran tosses the end back however, Boradur gleefully grabs in and digs in. THIS, this is something he can do.

Mechanics

 

Hand 1: Hammer

Hand 2: Shield

 

 

 

 

 

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Round 3

PZO90146E_page100_image309.png.f245505af646a434cf421a45ce555edc.pngIf there is something the nimble sailor is born to do, it is tying two ropes together. He's done it a thousand times, he could do it in his sleep. Sure, he is also being waylaid by fierce jungle predators and an unholy implement to the god of destruction, so there is a bit of pressure, but how hard could it be?

He fastens the ropes in record time, not bothering to test the strength of the familiar knot, before he flies back by his friends. The strip of mud currently occupied by the group has little vegetation to hide behind, but he can at least take a small measure of cover behind the sturdy Samrod.

Cirmaran plants his feet solidly in the sticky mud and yelling to his friends to help pulling, he gives the rope a good yank....and almost falls on his butt as the hastily bound knot comes undone from the sudden tork. Still standing sheepishly with the slack piece of rope his hands, Cirmaran can at least take comfort from the fact that the vegetation and the drifting mist has broken the line of sight to the dragon pillar. Though you can all see the shadowy shapes of the front two Bilokos advancing.

Mechanics

 

I had already decided that anything, but a nat 1 would get the job done (typical DC for a task that requires simple training is 15). And what does Cirmaran get? 😄 Sorry - but it is a little funny...

The line of sight is slightly abstracted relative to the map. It is mostly to establish a perimeter, beyond which you could gather without triggering the encounter. Just imagine that if you step much closer than where Samrod is now, you will regain line of sight on the dragon pillar - and vice versa (though possibly behind cover from the tree in the middle). Of course, if the Bilokos get closer, they will gain line of sight on your current position at some point.


Combat status:

Order

  • Cirmaran
  • Boradur, Samrod and Wilder
  • Dragon pillar
  • Bilokos

Boradur, Samrod and Wilder are up.

Map

 

image.jpeg.0921d76b7928f4e6414aa814fe41a879.jpeg

 

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%5Btable%3D2%2C1%5D%0A%5Br%3D1%2C1%5D%5Bimg2%3D250%5Dhttps%3A%2F%2Fi.redd.it%2F4eqgvz7zuy351.jpg%5B%2Fimg2%5D%0A%5Br%3D2%2C1%5D%5Bfieldset%3DStat%20Block%5D%5Bcenter%5D%5Burl%3D%22https%3A%2F%2Fwww.myth-weavers.com%2Fsheets%2F%3Fid%3D2394611%22%5D%5BB%5D%5BU%5D%5BSIZE%3D%225%22%5DWilder%5B%2FSIZE%5D%5B%2FU%5D%5B%2FB%5D%5B%2Furl%5D%0A%5BB%5DLevel%208%20Fey%20Bloodline%20Sorcerer%5B%2FB%5D%0A%5BB%5DHP%3A%5B%2FB%5D%2048%2F48%5BB%5D%2C%20AC%3A%5B%2FB%5D%2026%0A%5BB%5DCantrip%20Level%3A%5B%2FB%5D%204%2C%20%5BB%5DClass%20DC%3A%5B%2FB%5D%2026%0A%5BB%5DSpell%20Slots%3A%5B%2FB%5D%2C%20L1%204%2F4%2C%20L2%204%2F4%2C%20L3%204%2F4%2C%20L4%203%2F4(%2B1%2F1)%20remaining%2C%20Focus%20points%3A%202%2F2%0AWand%20of%20heal(L2)%20%3A%20%20unused%0A%5BB%5DConditions%3A%5B%2FB%5D%20Battle%20medicine%20(1%2F1%20remaining).%0A%0A%5B%2Fcenter%5D%5B%2Ffieldset%5D%5B%2Ftable%5D%0A
4eqgvz7zuy351.jpg
Stat Block
Wilder
Level 8 Fey Bloodline Sorcerer
HP: 48/48, AC: 26
Cantrip Level: 4, Class DC: 26
Spell Slots:, L1 4/4, L2 4/4, L3 4/4, L4 3/4(+1/1) remaining, Focus points: 2/2
Wand of heal(L2) : unused
Conditions: Battle medicine (1/1 remaining).
 

Wilder, seeing the Bilokos charging forward decides to fight fire with... er... fireball. Sensing that there might be more creatures behind the first two, he directs a fireball behind the lead bilokos.

 

"Steady, steady," he cautions Wednesday.

 

Action 1-2: Fireball level 4. It makes sense that he'd place it behind the first two, so there's a good chance it would catch all four and the pillar. But your call Abber. DC26 reflex save.

 

Action 3: Recall knowledge on the Bilokos. Hmm... I think the question he'd want to recall is: what, if any, differences are there between the different colors?

Name
Fireball damage
18
8d6 3,2,1,4,4,1,1,2
Nature check recall knowledge
21
1d20+13 8
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Nev55GI.jpg
Samrod Ik-Sanjar
Samrod Ik-Sanjar
HP: 104/104 - AC: 26 +1 Shield cantrip
Conditions: Longstrider 8 hours
Steel Shield: Hardness: 5 Hp: 20/20 (10)
Hero Points: 1
Cantrips prepared: Light, Shield, Message, Electric Arc
Spells:Create Water x1, Longstrider x0, Blood Vendetta x1

Seeing Cirmaran arrive with the rope in tow, Samrod finally decides to ready his bow, and prepares to shoot any enemy that would show itself. If Cirmaran and Boradur together can topple the Dragon Pillar, then driving off its guardians might become a lot easier.

"Wilder Effendi? Did you not summon such a creature to our aid at the mine pit? Perhaps you could... or fireball, that is good too..."

But then, the moment Cirmaran and Boradur dig in their heel to pull, the rope comes lose. What happened? Did the sentries foil Cirmaran's plan by cutting the rope? Did the Dragon Pillar itself do it? Maybe one of the ropes was secretly rotten... Surely, a veteran sailor like Cirmaran (at least he claims to be a sailor, but what reason would he have to lie about that) would not fail at such a simple task as tying two ropes together.

"Huh. They must have cut the rope. Unfortunate, but we really can't expect our enemies to be obliged to follow our plans..."

As almost an afterthought, Samrod utters the verbal component of the Shield cantrip.

Actions

Ready bow, Ready a Strike at a target appearing, cast Shield.

 

Edited by Lycar (see edit history)
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4eqgvz7zuy351.jpg
Stat Block
Wilder
Level 8 Fey Bloodline Sorcerer
HP: 48/48, AC: 26
Cantrip Level: 4, Class DC: 26
Spell Slots:, L1 4/4, L2 4/4, L3 4/4, L4 3/4(+1/1) remaining, Focus points: 2/2
Wand of heal(L2) : unused
Conditions: Battle medicine (1/1 remaining).
 

"Samrod, friend, these fey creatures, they are cold and calculating hunters. They would sooner rip us apart and devour our bodies than they would parlay for peace. And they do not seem to look kindly at our friend Cirmaran.

 

"But even if they were peaceful, every pillar we've found has corrupted those around them, turning potential friends into foes. We must do what must be done. Death to these creatures may even be a gift to them, better than being controlled by the pillars."

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alBD9d1.jpg

Boradur

AC: 28 HP: 101/101 Focus: 2/2 Hero Points: 2

Perception: +12
Condition: 
Shield: Hardness 10 HP: 96/96 (48)

Battle Medicine:

Boradur doesn't know a lot about ropes and knots, not a great deal of call for them in either mining or blacksmithing, let alone the sort of duties a champion of Torag is expected to perform. Still, he does know that even the best knot can fail sometimes and so he is not completely surprised when the ropes part suddenly. "Get those fey before they're on top of us." He readies his weapons.

Mechanics

 

Hand 1: Hammer

Hand 2: Shield

 

 

 

 

 

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Posted (edited)
Round 4

PZO90146E_page100_image309.png.f245505af646a434cf421a45ce555edc.pngWilder spots the moving shadows of the approaching Bilokos and immediately sends a fireball to explode behind them, engulfing the two he can see and hopefully other enemies in the vicinity. Wilder can see the two of them dive for cover, but not much else.

Samrod scouts into the boggy wilderness for any sight of a foe and he makes out the two Bilokos as well as Wilder does.

Mechanics

 

Sorry - I expressed myself poorly: The Bilokos do not come in different color. The colors I refer to were purely for game mechanical purposes to distinguish between otherwise similarly looking foes. So, feel free to pose a different question :)

Samrod and Boradur does have line of sight on the two front Bilokos, so they can take a shot if they like (no need to ready, unless you wish them to get closer). Distance between the nearest Biloko and Samrod is 60 ft.

 


Combat status:

  • Samrod: Shield up

Order

  • Cirmaran, Wilder
  • Boradur and Samrod
  • Dragon pillar
  • Bilokos

Boradur and Samrod can take their shots if you like.

Map

 

image.jpeg.5194947943502376da183c825695b0e3.jpeg

 

Edited by Abberdaggus (see edit history)
Name
Reflex save (blue)
20
1d20+13 7
Reflex save (green)
20
1d20+13 7
Reflex save (red)
20
1d20+13 7
Reflex save (yellow)
23
1d20+13 10
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