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Chapter 6: Pillars of Ruin, continued


Abberdaggus

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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 7 Eldritch Trickster
HP: 62/62 , AC: 25
Cantrip Level: 4, Class DC: 23
Spell Slots: 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
Conditions:

Seeing the creature flying up, Cirmaran headed around toward Samrod and Boradur before letting another arrow fly.

EDIT: Changes to my text didn't go through the first time.

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1st and 2nd Actions: Sneak around the pit (AS-37, I think?).

Stealth

2nd Action: Shoot the creature flying up out of the pit (not bothering with Sneak Attack, since that doesn't seem to work).

ToHit

Damage

 

 

 

Name
Stealth
34
1d20+17 17
ToHit
23
1d20+16 7
Damage
14
2d6+4 5,5
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Nev55GI.jpg
Samrod Ik-Sanjar
Samrod Ik-Sanjar
HP: 42/92 - AC: 25
Conditions: Bleed 1d4
Steel Shield: Hardness: 5 Hp: 20/20 (10)
Hero Points: 0
Cantrips prepared: Light, Shield, Message, Electric Arc
Spells: Longstrider x1, Blood Vendetta x0

Catching his breath and nodding at Boradur to signal him understanding his intentions, Samrod uses the momentary lull in the encounter to take a good look at the strange critters. Maybe he can remember something about something like that...

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4eqgvz7zuy351.jpg
Stat Block
Wilder
Level 7 Fey Bloodline Sorcerer
HP: 18/43 , AC: 25
Cantrip Level: 4, Class DC: 25
Spell Slots: , L1 4/4, L2 2/4, L3 4/4, L4 0/3(+0/1) remaining, Focus points: 1/2
Wand of heal(L2) : unused
Conditions: Battle medicine (1/1 remaining).
Camel: Str +4, Dex +3, Con +3, Int -4, Wis +2, Cha +0
HP = 60/71, speed=35ft, spit=special move
Prof bonus = 7+training, Saves = expert, Expert in Perception & Survival, Trained in Intimidation & Stealth
AC = 10+prof+dex = 20
Size = large, Move=35, low-light vision and scent

Wilder shoots a sudden bold at the enemy that had attacked him and is now picking at the toppled pillar.

 

Then he commands Wednesday to move further away (2 move actions). Wednesday will move up and eastward past Samrod and Boradur.

Name
DC 25 basic reflex save w electric damage of
35
4d12 4,12,7,12
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alBD9d1.jpg

Boradur

AC: 28 HP: 74/101 Focus: 1/2 Hero Points: 1

Perception: +12
Condition: 
Shield: Hardness 10 HP: 91/96 (48)

Battle Medicine: Samrod

"Can't be, can it?" Boradur muses, looking back into the pit. "How in the worlds did they end up here?" He yells out to the others, "Careful, these things are the spawn of chaos. They're tough, nasty and like to fight. Oh, they've got magic too, might even be able to teleport. More than just dumb beasts anyhow." He raises his shield and prepares to fight, ready to hurl his hammer at the first creature to approach.

Mechanics

 

Hand 1: Hammer

Hand 2: Shield

Action 1: Raise Shield

Action 2&3: Ready action: throw hammer at first creature to approach within 20 feet.

 

 

Name
Hammer throw
28
1d20+13 15
Damage
11
2d6+6 4,1
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Round 7

Cirmaran continues his circle of the mine pit, approaching his friends and loses an arrow in the creatures direction. It wasn't a particularly accurate shot, but the creature seems surprised at where the shot came from, so Cirmaran hits anyway.

Wilder sends a powerful static charge towards the creature by the dragon pillar and continues his flight out of the pit. The creature demonstrates surprising agility for a beast of this size and it jumps out of the way, completely avoiding the lightning bolt. It turns towards Wilder and hisses furiously at him.

 

Mechanics

Cirmaran: The creature has precision resistance - not immunity. Since Cirmaran is stealthing anyway, may as well add whatever sneak attack damage penetrates its resistance. Also, remember going forward, if Cirmaran wants to use stealth, he first needs to hide - and he needs something to hide behind. Until now, the creature has been below the rim of the mine pit, so Cirmaran could break line of sight and "hide" behind the edge of the mine pit. But once the creature reaches ground level, he will be out in the open.

Samrod: Does Samrod wish to use all actions recalling knowledge or does he want to do something else with his remaining two actions?

 


Combat status

Conditions:

  • Samrod: 1d4 persistent bleed damage
  • Strange creature 1: At mine pit floor
  • Strange creature 2: 5 ft. below the rim of the mine pit.
  • Wilder/Wednesday: 15 above ground

Combat order:

  • Cultists
  • Pendergrast
  • Dragon pillar
  • Strange creatures
  • Wilder, Cirmaran, Boradur
  • Samrod

Samrod still two actions left.

Map

 

spacer.png

Edited by Abberdaggus (see edit history)
Name
Cirmaran sneak attack damage
5
2d6 3,2
Creature reflex save
35
1d20+15 20
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Nev55GI.jpg
Samrod Ik-Sanjar
Samrod Ik-Sanjar
HP: 42/92 - AC: 25
Conditions: Bleed 1d4
Steel Shield: Hardness: 5 Hp: 20/20 (10)
Hero Points: 0
Cantrips prepared: Light, Shield, Message, Electric Arc
Spells: Longstrider x1, Blood Vendetta x0

With the new situation, Samrod decides to swap weapons again, sheathing his sword and picking up his bow from where he dropped it not half a minute ago. Boradur giving his assessment of the strange beasts, Samrod wonders about them, but cannot really think of anything other then vague recollections of stories he might have heard about campfires. Surely these creatures are neither animal nor beast, but probably some kind of otherwordly abomination. And Boradur is the expert on those.

"Then I wonder if we should seek to fight them, if it can be helped. The pillar is down, and I have never been a friend of shedding blood, just for the sake of it. If we can withdraw in good order, perhaps this would be wise?"

Name
Bleed
3; 9
1d4;1d20 [3]; [3,9]
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alBD9d1.jpg

Boradur

AC: 28 HP: 74/101 Focus: 1/2 Hero Points: 1

Perception: +12
Condition: 
Shield: Hardness 10 HP: 91/96 (48)

Battle Medicine: Samrod

"We can try, but if these really are Naunets, they're very aggressive, they love fighting and aren't likely to back off."

Mechanics

 

 

 

 

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Round 8

spacer.pngPendergrast finally reaches the small group gathering by Hezles hut, a little winded and bruised, but otherwise okay. "My blunderbuss!", he gasps shooting a worried look at the strange creatures - Naunets, as Boradur helpfully named them - in the mining pit, "Have you seen my blunderbuss? With my trusted boomstick, I shall dispatch the fiends quickly enough!"

The first naunet still by the dragon pillar in the pit below clearly does not appreciate being the object of target practice while being busy examining the totem. It snarls in Wilders direction and throws itself into the air in hot pursuit. As it clears the rim of the mine pit, Boradur lets go of his hammer, which flies and smashes into the naunet before returning to the dwarfs hand. The naunet shifts its attention to the small group of opponents standing on the rim and lands not too far away.

The second naunet, with a couple of arrows sticking out of its weird form, continues to hunt Cirmaran. As it reaches him, he notices how one of its tentacles clenches like a fist and takes on a silvery sheen. It takes a swing at the rogue, but misjudges the distance and Cirmaran ducks out of the way with ease.

 

Mechanics

@Lycar Samrod is still bleeding, isn't he?


Actions:

Naunet 1:

  • Action 1: Ascend diagonally out of the pit
  • Action 2: Ascend diagonally out of the pit
  • Action 3: Land close to Samrod and Boradur

Naunet 2:

  • Action 1: Fly up and towards Cirmaran
  • Action 2: Fly towards Cirmaran
  • Free action: Adaptive strike
  • Action 3: Strike Cirmaran with a tentacle

 


Combat status

Conditions:

  • Samrod: 1d4 persistent bleed damage
  • Strange creature 1: At mine pit floor
  • Strange creature 2: Ground level
  • Wilder/Wednesday: 15 above ground

Combat order:

  • Cultists
  • Pendergrast
  • Dragon pillar
  • Naunets
  • Wilder, Cirmaran, Boradur, Samrod

I guess that's it for me - your turn now...

Map

 

spacer.png

Edited by Abberdaggus (see edit history)
Name
Tentacle strike v Cirmaran
20
1d20+18 2
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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 7 Eldritch Trickster
HP: 62/62 , AC: 25
Cantrip Level: 4, Class DC: 23
Spell Slots: 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
Conditions:

Cirmaran watched the creature fly up towards him but was still surprised by its strike. Only his quick reflexes saved him, and he immediately fled for the cover the jungle. Once convinced he had broken line of sight, he swiftly drew and fired an arrow at the strange creature.

Show this

1st Action: Stride into the jungle (vice around the corner of the cabin as he had first thought).

2nd Action: HIDE!

Stealth

3rd Action: Shoot the creature following him.

Attack

Damage

SneakAttack

 

Name
Stealth
26
1d20+17 9
Attack
35
1d20+16 19
Damage
8
2d6+4 3,1
SneakAttack
7
2d6 6,1
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Nev55GI.jpg
Samrod Ik-Sanjar
Samrod Ik-Sanjar
HP: 35/92 - AC: 25 +1
Conditions: Bleed 1d4
Steel Shield: Hardness: 5 Hp: 20/20 (10)
Hero Points: 0
Cantrips prepared: Light, Shield, Message, Electric Arc
Spells: Longstrider x1, Blood Vendetta x0

Having just retrieved his bow, and with the creature looming just out of his reach, Samrod fires of two quick arrows before shouting the verbal component of the Shield cantrip.

"Armatrutz! Boradur, I still have Wilder's fly spell on me, but I do not think I can grapple this thing. Still might be worth to go at it with my sword to distract it, what say you?", he asks, still feeling blood seep from his near-fatal trident wound.

Edited by Lycar (see edit history)
Name
Arrow 1
18; 7
1d20+16;2d6+2 [2]; [2,3,2]
Arrow 2
16; 9
1d20+11;2d6+2 [5]; [5,3,4]
Bleed
4; 10
1d4;1d20 [4]; [4,10]
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Round 8

spacer.pngCirmaran dives for cover into the jungle and immediately sends an arrow straight at the naunet. He hits its open mouth just as it snarls at him delivering a dreadful wound. While not familiar with its strange anatomy, Cirmaran is pretty sure that any creature is vulnerable to an arrow in the gaping maw. To prove him right, the naunet roars in agony and rage.

Samrod proves far less adept with his bow and arrow. Both shots miss as he continues to bleed from his near fatal encounter with a trident.

 

Mechanics

Cirmaran scores a critical - which also doubles the precision damage. That gotta hurt, even with the precision resistance.


Actions:

Naunet 1:

  • ...

Naunet 2:

  • ...

 


Combat status

Conditions:

  • Samrod: 1d4 persistent bleed damage
  • Strange creature 1: At mine pit floor
  • Strange creature 2: Ground level
  • Wilder/Wednesday: 15 above ground

Combat order:

  • Cultists
  • Pendergrast
  • Dragon pillar
  • Naunets
  • Cirmaran, Samrod
  • Wilder, Boradur

Wilder and Boradur are next in round 8, then round 9.

Map

 

spacer.png

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Stat Block
Wilder
Level 7 Fey Bloodline Sorcerer
HP: 18/43 , AC: 25
Cantrip Level: 4, Class DC: 25
Spell Slots: , L1 4/4, L2 2/4, L3 4/4, L4 0/3(+0/1) remaining, Focus points: 1/2
Wand of heal(L2) :  unused
Conditions: Battle medicine (1/1 remaining).
Camel: Str +4, Dex +3, Con +3, Int -4, Wis +2, Cha +0
HP = 60/71, speed=35ft, spit=special move
Prof bonus = 7+training, Saves = expert, Expert in Perception & Survival, Trained in Intimidation & Stealth
AC = 10+prof+dex = 20
Size = large, Move=35, low-light vision and scent

Wilder casts electric arc on the northern enemy. DC25 basic reflex save.

For his third action, I'd like to make a knowledge (nature?) check.

Edited by ifreedman (see edit history)
Name
electric damage
15
4d4+4 1,4,3,3
knowledge nature check on creatures (note: arcana and occult bonuses +6, religion is +10,
15
1d20+12 3
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alBD9d1.jpg

Boradur

AC: 28 HP: 74/101 Focus: 1/2 Hero Points: 1

Perception: +12
Condition: 
Shield: Hardness 10 HP: 91/96 (48)

Battle Medicine: Samrod

"Well, guess we do this the hard way." Boradur steps forwards behind his shield and swings his hammer at the Naunet in front of him.

Mechanics

 

Hand 1: Hammer

Hand 2: Shield

Action 1: Raise Shield

Action 2: Step to AL 40

Action 3: Strike

 

 

 

Name
Strike, Hammer, Melee
25
1d20+16 9
Damage, Hammer
13
2d6+6 5,2
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Round 8

Wilder is absolutely clueless when it comes to these creatures - if Boradur says they are called naunets, well naunets they are! He decides to once more test their agility by sending another bolt of electric energy towards the nearest critter. And once again, it moves with astonishing alacrity, completely avoiding the static charge.

Boradur takes a more old-fashioned approach, which turns out to be more effective - if only barely. His hammer lands on its broad shoulder, leaving a visible bruise, but nothing that seems particularly invalidating. The beast snarls at Boradur and appears to accept his challenge.

Round 9

spacer.pngDr. Pendergrast throws up his hands in frustration and exclaims, "How rude!". He looks around, sees the cabin and storms towards the door, paying the naunet in dangerous close proximity no heed. Fortunately, the naunet seems to ignore the archaeologist as well, remaining fixated on Boradur and Samrod. Pendergrast throws open the door and enters the cabin.

Meanwhile the naunet closest to Boradur and Samrod whirls around and gives Boradur a svirp with its long serpentine tail. Boradur comfortably wards off the strike with his shield. This close to the creature, Boradur and Samrod notices how some of the creatures bruises and cuts slowly disappear and mend. It is not much, but you get the sense that if left in peace for a few minutes, the creature could very well recover fully.

A second strike is made with greater care and its big tail slams against the dwarf and immediately begins to coil tightly around Boradur. He is bruised not only by the physical impact of the slam, but the mere touch of the creature also sends a jolt of chaotic energy into his body, which leaves a searing sensation. Boradur tries to wriggle out of the naunets grasp, but the creature is stronger, and before long the dwarf is tightly restrained.

The other naunet stalking Cirmaran lands on the grass not far from Samrod and Boradur. It is still focused on Cirmaran, but instead of engaging in hand-to-tentacle combat, the naunet demonstrates its magical prowess by conjuring an arrow-shaped field of primal energy between its two tentacles and sending it towards the rogue. The magical arrow flyes over Cirmarans head and splashes against the bough of the tree behind him. A sizzling sound and a whiff of smoke rising from the impact indicates that Cirmaran was lucky to avoid a nasty burn.

 

Mechanics

Wilder: Remember that you need to spend an action flying or hovering to keep aloft. Otherwise Wilder will fall.

Did you take the bag of holding with you or is it still in the cabin?


Actions:

Naunet 1:

  • Action 1: Tail strike at Boradur
  • Action 2: Tail strike at Boradur
  • Action 3: Grapple Boradur with tail

Naunet 2:

  • Action 1: Land
  • Action 2-3: Cast spell

 


Combat status

Conditions:

  • Samrod: 1d4 persistent bleed damage
  • Wilder/Wednesday: 15 above ground
  • Boradur: Grappled

Combat order:

  • Cultists
  • Pendergrast
  • Dragon pillar
  • Naunets
  • Cirmaran, Samrod, Wilder, Boradur

Your turn again.

Map

 

spacer.png

 

Edited by Abberdaggus (see edit history)
Name
Naunet reflex save
34
1d20+14 20
Tail strike v Boradur
25
1d20+18 7
Tail strike 2 v Boradur
32
1d20+18-5 19
Tail strike damage (B and spirit)
16
2d8+8+1d6 1,6,1
Grapple Boradur with tail
31
1d20+16 15
Spell strike v Cirmaran
23
1d20+16 7
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Samrod Ik-Sanjar
Samrod Ik-Sanjar
HP: 36/92 - AC: 25
Conditions: Bleed 1d4
Steel Shield: Hardness: 5 Hp: 20/20 (10)
Hero Points: 0
Cantrips prepared: Light, Shield, Message, Electric Arc
Spells: Longstrider x1, Blood Vendetta x0

Keenly aware of his own dwindling health, Samrod is nevertheless aware of Boradur's... unfavourable tactical situation. So he quickly changes his bow for his shield as he strides to the beast's opposite side and deftly bashes its behind with his shield.

That ought to get its attention. And hopefully allow Boradure to slip out of its grasp...

Edited by Lycar (see edit history)
Name
Shield bash
36; 16
1d20+16;2d6+6 [20]; [20,4,6]
Bleed
3; 20
1d4;1d20 [3]; [3,20]
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