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Chapter 6: Pillars of Ruin, continued


Abberdaggus

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Round 1

Boradur largely ignores the piercing shriek and hurls his hammer at the man-bat. It hits the target squarly in the chest, sending it reeling as the trusted hammer returns to its master. The man-bat has barely regained its balance, when another arrow from Cirmarans bow pierces the creatures throat. Not able to recover from this last fatal strike, the man-bat tumbles to the ground engulfed in a tangle of leathery wings.

Samrod and Boradur at the edge of the clearing spots the second flying scout some distance away over the mine pit. Alerted by the shrieking, it circles around and heads towards cabin with all haste - though it will still take some time for it to close the distance.

Meanwhile, within the cabin, the cultist throws kobold/Wilder into the corner with a hard shove and says somethingStay here, deserter! I will see you into the mine, once this disturbance is dealt with. in a commanding tone. He adds somethingBoss-Hezle - the alarm is raised! Come, let us vanquish whoever intrudes our operation! else to Hezle and exits the cabin. Once outside, the charau-ka waves and yells loudly before rounding the corner of the cabin to investigate.

Far away in the camp to the south, Samrod and Boradur glimpse the stirring of cultists responding to the commotion.

Round 2

Once the charau-ka has gone from the cabin, Hezle steps over to Wilder and speaks softly and hurriedly, "I don't what is happening outside or if you have anything to do with it, but you should get out of here, while you can! Hurry in to the jungle and make your escape, while Shreehak and the others are occupied." She hesitates and bites her lip before cautiously adding, "Perhaps I will follow...there is little for me here..."

Mechanics

The man-bat dies at Cirmarans arrow, so the electric arc is not needed. Feel free to take the two round 1 actions retroactively. Apart from that, Wilder, Samrod and Boradur are next.

Init order:

  • Hezle
  • Wilder
  • Samrod
  • Boradur
  • Man bat 2
  • Cultist
  • Cirmaran

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[table=2,1] [r=1,1][IMG2=150]https://i.imgur.com/Nev55GI.jpg[/IMG2] [r=2,1][fieldset=Samrod Ik-Sanjar][B][URL="https://og.myth-weavers.com/sheet.html#id=2399389"]Samrod Ik-Sanjar[/URL][/B] [b]HP:[/b] 92/92 -[b] AC: [/b]25 +2 [b]Conditions:[/b] Longstrider 1 hour [b]Steel Shield:[/b] Hardness: 5 Hp: 20/20 (10) [B]Hero Points:[/b] 0 [b]Cantrips prepared:[/b] Light, Shield, Message, Electric Arc [B]Spells:[/b] Longstrider x0, Blood Vendetta x1 [/fieldset][/table]
Nev55GI.jpg
Samrod Ik-Sanjar
Samrod Ik-Sanjar HP: 92/92 - AC: 25 +2 Conditions: Longstrider 1 hour Steel Shield: Hardness: 5 Hp: 20/20 (10) Hero Points: 0 Cantrips prepared: Light, Shield, Message, Electric Arc Spells: Longstrider x0, Blood Vendetta x1

Expecting his companions to dispatch the flying foe in short order, Samrod had boldly advanced to seek out the enemy. It is thus, why the sudden shriek catches him by surprise. Still, not being a stranger to the sound of battle means the sonic attack leaves his ears ringing, but not deafened.

Seeing that time is not on their side, but that there is still only a single foe close enough to engage, Samrod intones and invokes the vocal and somatic components respectively to finish the Longstrider spell he prepared this morning. Then he gestures for the foe to 'come and get him' before gripping his shield faster, bracing to receive a charge.

Edited by Lycar (see edit history)
Name
Fortitude
31
1d20+12 19
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[table=2,1][r=1,1][img2=250]https://i.pinimg.com/originals/a1/0d/1f/a10d1f50a67ca3e5591268f78e173993.png[/img2] [r=2,1][fieldset=Stat Block][center][url="https://www.myth-weavers.com/sheets/?id=2394611"][B][U][SIZE="5"]Wilder[/SIZE][/U][/B][/url] [B]Level 7 Fey Bloodline Sorcerer[/B] [B]HP:[/B] 43/43[B], AC:[/B] 25 [B]Cantrip Level:[/B] 4, [B]Class DC:[/B] 25 [B]Spell Slots:[/B], L1 4/4, L2 4/4, L3 3/4, L4 3/3(+1/1) remaining [B]Conditions:[/B] Battle medicine (1/1 remaining). Camel: Str +4, Dex +3, Con +3, Int -4, Wis +2, Cha +0 HP = 71/71, speed=35ft, spit=special move Prof bonus = 7+training, Saves = expert, Expert in Perception & Survival, Trained in Intimidation & Stealth Size = large, Move=35, low-light vision and scent [/center][/fieldset][/table]
a10d1f50a67ca3e5591268f78e173993.png
Stat Block
Wilder
Level 7 Fey Bloodline Sorcerer
HP: 43/43 , AC: 25
Cantrip Level: 4, Class DC: 25
Spell Slots: , L1 4/4, L2 4/4, L3 3/4, L4 3/3(+1/1) remaining
Conditions: Battle medicine (1/1 remaining).
Camel: Str +4, Dex +3, Con +3, Int -4, Wis +2, Cha +0
HP = 71/71, speed=35ft, spit=special move
Prof bonus = 7+training, Saves = expert, Expert in Perception & Survival, Trained in Intimidation & Stealth
Size = large, Move=35, low-light vision and scent

 

Wilder stands and hurries for the door. On the way, he pauses to say.

"Oh yeah, you should definitely come with me, Hezle. This place sounds awful. You deserve better! But please pardon me first. That guy seems pretty awful to work for. Someone needs to teach him some manners. Fortunately, as you might have sensed, I'm a bit of an odd guy... definitely a geek when it comes to magical lore, so maybe I can..."

 

[action 1] move outside to about AE41 to get a clean shot on the kobolt.

[action 2] Casting sudden bolt at the cultist. DC25 basic reflex save.

roll electrical damage

Name
roll
23
4d12 8,1,12,2
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alBD9d1.jpg

Boradur

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

Perception: +12
Condition: none
Shield: Hardness 10 HP: 96/96 (48)

 

Seeing the enemy round the building, Boradur bursts from the jungle and rushes to take up a spot just ahead of Samrod, knowing the longshanks will easily outpace him when it comes time to close. Despite the slightly longer range, he hurls his hammer with surprising force and accuracy, then readies his shield as the hammer returns.

 

Actions

Action 1: Stride to AC 51

Action 2: Strike (hammer throw)

Action 3: Raise Shield

 

Name
attack, hammer throw
26
1d20+11 15
damage
14
2d6+4 4,6
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Round 2

As Samrod readies to receive the onrushing cultist, his friends has other ideas. Boradur comes storming out of the jungle slinging his hammer at the cultist, hitting him with a grazing blow to the side, just as a zap of primal energy hits the charau-ka from behind. The twin assault rattles the muscular beast, but otherwise seems to only enraging him further.

The charau-ka turns towards Wilder and enters a raging frenzy as he stares at Wilder with a look of incredulous betrayal. Shrieking unintellible at the top of his lungs, the charau-ka grabs his trident from his back with one hand, hammers his own chest with his other fist in a display of defiance and bravado and then throws himself at what he believes to be and insolent little kobold slave, seeking to drive his trident deep into Wilders scaly chest. The trident strike stru, opening a wide gash in Wilders torso which begins to bleed profusely.

Meanwhile, to the north of the mine, the caged mokele-mbembe senses the disturbances by the cabin and it begins to become restless, hooting from its long neck as it starts to bash its side against the wall of the cage. The second man-bat sees its companion drop from the sky and the flashes of lightning thrown about the cabin, and as the Mokele-mbembe begins to stir, the man-bat suddenly changes course, flies north and lands by the side of the cage.

At the camp to the south, cultists are gathering in force, from around the burning fire and from the larger bunk house to the south. There is a lot of croaking and shrieking as they appear to whip themselves and each other into a frenzy.

Mechanics

Charau-ka reflex save

Actions:

Charau-ka:

  • Free action: Shrieking frenzy (quickened 1 for one round)
  • Action 1: Ready trident
  • Action 2: Rage
  • Action 3: Step to AE42
  • Action 4: Strike at Wilder with trident.

Charau-ka trident strike

Trident damage

Double damage for a crit?

Wilder also suffers 1d4 persistant bleed damage from the strike.

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Edited by Abberdaggus (see edit history)
Name
Charau-ka reflex save
22
1d20+11 11
Charau-ka trident strike
36
1d20+20 16
Trident damage
21
2d8+8 6,7
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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.
50808a9afe01a02070531e3b55fe89fc.jpg
Stat Block
Cirmaran Fairlagos 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 other bat-man head for the lizard's cage, Cirmaran pursued as far as he could within the cover of the jungle to regain line of sight, ultimately having to use the pile of tailings.

Show this

First action: Stride 50' north (and slightly west). Forest is his Favored Terrain, so no movement penalty.

Second action: Stride another 50' northwest-ish, to a point where he can see the bat-man just over or around the cover of the tailings pile.

Third action: STRIKE/Sneak Attack

ToHit

Damage

Sneak Attack

 

Name
ToHit
28
1d20+16 12
Damage
6
2d6+4 1,1
Sneak Attack
7
2d6 1,6
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alBD9d1.jpg

Boradur

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

Perception: +12
Condition: none
Shield: Hardness 10 HP: 96/96 (48)

 

The enemy ape-man turns back to strike at someone behind him, from his vantage Boradur can only see Wilder as he staggers away from the savage strike. "Oh no you don't." Boradur roars as he charges the ape. The creature alertly avoids his strike but is now in a poor position, surrounded by enemies and far from any possible allies.

 

Actions

Action 1: Stride to AC 47

Action 2: Stride to AD 43

Action 3: Strike w hammer, melee

 

Name
hammer strike
20
1d20+16 4
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[table=2,1] [r=1,1][IMG2=150]https://i.imgur.com/Nev55GI.jpg[/IMG2] [r=2,1][fieldset=Samrod Ik-Sanjar][B][URL="https://og.myth-weavers.com/sheet.html#id=2399389"]Samrod Ik-Sanjar[/URL][/B] [b]HP:[/b] 92/92 -[b] AC: [/b]25 [b]Conditions:[/b] Longstrider 1 hour [b]Steel Shield:[/b] Hardness: 5 Hp: 20/20 (10) [B]Hero Points:[/b] 0 [b]Cantrips prepared:[/b] Light, Shield, Message, Electric Arc [B]Spells:[/b] Longstrider x0, Blood Vendetta x1 [/fieldset][/table]
Nev55GI.jpg
Samrod Ik-Sanjar
Samrod Ik-Sanjar HP: 92/92 - AC: 25
Conditions: Longstrider 1 hour
Steel Shield: Hardness: 5 Hp: 20/20 (10)
Hero Points: 0
Cantrips prepared: Light, Shield, Message, Electric Arc
Spells: Longstrider x0, Blood Vendetta x1

Seeing Wilder being beset by the enemy, Samrod uses his enhanced speed to rush to his aid, pushing past the ape-man into a flanking positionAF 41 and slashes with his sword at him.

Edited by Lycar (see edit history)
Name
Sword slash
30; 19
1d20+18;2d6+7 [12]; [12,6,6]
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[table=2,1][r=1,1][img2=250]https://i.pinimg.com/originals/a1/0d/1f/a10d1f50a67ca3e5591268f78e173993.png[/img2][r=2,1][fieldset=Stat Block][center][url="https://www.myth-weavers.com/sheets/?id=2394611"][B][U][SIZE="5"]Wilder[/SIZE][/U][/B][/url] [B]Level 7 Fey Bloodline Sorcerer[/B] [B]HP:[/B] 43/43[B], AC:[/B] 25 [B]Cantrip Level:[/B] 4, [B]Class DC:[/B] 25 [B]Spell Slots:[/B], L1 4/4, L2 3/4, L3 3/4, L4 2/3(+1/1) remaining [B]Conditions:[/B] Battle medicine (1/1 remaining). Camel: Str +4, Dex +3, Con +3, Int -4, Wis +2, Cha +0 HP = 71/71, speed=35ft, spit=special move Prof bonus = 7+training, Saves = expert, Expert in Perception & Survival, Trained in Intimidation & Stealth Size = large, Move=35, low-light vision and scent [/center][/fieldset][/table]
a10d1f50a67ca3e5591268f78e173993.png
Stat Block
Wilder Level 7 Fey Bloodline Sorcerer HP: 43/43 , AC: 25 Cantrip Level: 4, Class DC: 25 Spell Slots: , L1 4/4, L2 3/4, L3 3/4, L4 2/3(+1/1) remaining Conditions: Battle medicine (1/1 remaining). Camel: Str +4, Dex +3, Con +3, Int -4, Wis +2, Cha +0 HP = 71/71, speed=35ft, spit=special move Prof bonus = 7+training, Saves = expert, Expert in Perception & Survival, Trained in Intimidation & Stealth Size = large, Move=35, low-light vision and scent

Wilder clutches at the gash in his stomach as he feels the world starting to fade away to a sparkling field of white. Barely able to stand, he realizes that his time is nearly up. He also realizes that he has no way of getting away from this creature -- and thus no way to truly escape the danger.

 

Reaching deep into what little energy he has left, he speaks words of healing. Magic seems to stitch up his injuries, although not completely, and his posture straightens. Wilder doesn't stop his incanting, though, and he speaks a final word and then suddenly vanishes from sight!

 

Actions 1-2, casting heal level 4 on himself.

roll

Action 3: Casting Fey Disappearance Fey Disappearance

(Turn invisible until the end of Wilder's next turn. Unfortunately, he doesn't have the actions to move away!).

 

Bleed damage at the end of the turn (unless the heal spell reaches 42 damage, in which case there is no bleed damage)

roll

 

(So weird-- it reported the heal damage twice, but since I healed 43, there is no bleed damage.)

Edited by ifreedman (see edit history)
Name
roll
43
4d8+32 3,2,1,5
roll
4
1d4 4
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Round 2

Cirmaran spring into action, sprinting north back through the jungle like a cat intercepting its fleeing prey. He reaches a point, where he can just make out the man-bat that has landed by the cage, and sends an arrow flying. It is a far shot, but Cirmarans eye is as keen as ever and the arrow strikes true, punching a hole in the creatures membraneous wing.

However, when Cirmaran moves into position for his shot, he also exposes himself for everyone to see. On their way to the south, the group had successfully snuck past the large earthen mound without attracting attention from its inhabitants. But with all the commotion - and with Cirmaran stirring so close by - their curiosity (and hunger) is aroused. Cirmaran notices the earthen mound begin to shake in various spots and suddenly several long hairy legs begin to burrow their way out of the mound. Behind the legs, large bulbous bodies of three monstrous spiders slowly emerge...

Mechanics

Sorry guys! That's the flipside of being so good at sneaking around! You risk suddenly attracting the attention of all the villains that you successfully snuck past!

If you wanted a challenge....I think you are slowly building a good one!

Round 3

There is a bit of a rustle from within the cabin and a short while later, Hezle peers cautiously out the door. But she makes no effort to engage at either side of the brewing conflict. Boradur and Samrod rushes to Wilders aid - Boradur takes a swing, but misses. Samrod circles around the charau-ka almost running down Boradur and the badly hurt Wilder in the process - he gets dangrously close to the charau-ka and the cultists sees an opening and is quick to respond. Swinging his trident, he stabs at Samrod running by. Reaching the other side of the charau-ka, Samrod swirls and plants his slender blade securely in the cultists shoulder. Blood drips from a grievous wound, but the charau-ka hardly seems to notice. If anything it only fuels his rage.

Wilder - still in kobold costume - lets his guard down as he enters the momentary trance needed to conjure his healing magic. Fortunately, the cultist seems too focused on Samrod to notice the opportunity. The cultist also do not seem to take notice of the kobold suddenly disappearing into thin air.

Samrod wanted to get the charau-kas attention - and he certainly got it! In his blood-frenzy, the charau-ka makes no move to cancel out his precarious flanked position - he is too focused on driving his trident into his new and more worthy foe. His first thrust is a solid one that nearly impales Samrod. The cultist almost shakes from elation and in his ecstacy he licks Samrods blood off the spikes of his trident, savoring the sweet taste. Then he shrieks loudly and proceeds to plunge again and again against Samrod. By this time, he seems to be too wound up by his own blood lust and Samrod deftly sidesteps both thrusts.

Up north, the man-bat disregards Cirmarans attempt to draw its attention and works the wheel of the cage. Slowly, the whole southern side of the cage begins to rise and soon after the mokele-mbembe is free to roam the area. It responds by emitting a loud primordial hooting as it slowly steps out of its confinement.

Closer to Cirmaran, the three monstrous spiders work their way out of their muddy hideouts, their multifaceted eyes fixated on the rogue in the jungle.

To the south, a larger group of croaking and shrieking cultists has broken off from a few stragglers, drawing closer.

Mechanics

Charau-ka AoO at Samrod

Samrods strike is actually a crit, thanks to the flanking!

Charau-ka actions:

  • Action 1: Strike at Samrod
  • Reaction: Blood fury - regain 5 hp and +1 to attack for the rest of the round
  • Action 2: Strike at Samrod
  • Action 3: Strike at Samrod

 

Trident strike 1

Strike 1 damage

Double up for crit. and 1d4 persistent bleed damage.

Trident strike 2

Tirdent strike 3

Init order:

  • Wilder
  • Samrod
  • Boradur
  • Hezle
  • Man bat 2
  • Cultists
  • Mokele-Mbembe
  • Mud-spiders
  • Cirmaran

 

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Edited by Abberdaggus (see edit history)
Name
Charau-ka AoO at Samrod
23
1d20+20 3
Trident strike 1
40
1d20+20 20
Strike 1 damage
21
2d8+8 8,5
Trident strike 2
20
1d20+20-5+1 4
Tirdent strike 3
17
1d20+20-10+1 6
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[table=2,1] [r=1,1][IMG2=150]https://i.imgur.com/Nev55GI.jpg[/IMG2] [r=2,1][fieldset=Samrod Ik-Sanjar][B][URL="https://og.myth-weavers.com/sheet.html#id=2399389"]Samrod Ik-Sanjar[/URL][/B] [b]HP:[/b] 48/92 -[b] AC: [/b]25 +2 [b]Conditions:[/b] Longstrider 1 hour, Bleed 1d4 [b]Steel Shield:[/b] Hardness: 5 Hp: 20/20 (10) [B]Hero Points:[/b] 0 [b]Cantrips prepared:[/b] Light, Shield, Message, Electric Arc [B]Spells:[/b] Longstrider x0, Blood Vendetta x0 [/fieldset][/table]
Nev55GI.jpg
Samrod Ik-Sanjar
Samrod Ik-Sanjar HP: 48/92 - AC: 25 +2 Conditions: Longstrider 1 hour, Bleed 1d4 Steel Shield: Hardness: 5 Hp: 20/20 (10) Hero Points: 0 Cantrips prepared: Light, Shield, Message, Electric Arc Spells: Longstrider x0, Blood Vendetta x0

Rushing past the ape-man, Samrod dodges the trident thrust aimed at him, and lands his own sword slash at the enemy, buying Wilder some much-needed time. He notes with some grim satisfaction that his Halfling friend seems to heal himself. Good. Now to turn one's attention fully to the foe at hand.

But before Samrod can properly focus himself, the ape-man has launched another trident-thrust, and that one strikes true. All three prongs pierce his armour, all but missing any vital organs. Still, the injury is grievous, and Samrod is certain that a mayor artery has been cut, as he feels blood seep out of his wound in the rhythm of his heartbeat. All he can do is raise his sword and shield to fend of two more brutal, yet hasty, jabs.

Snarling a Khelish curse under his breath, Samrod immediately retaliates by uttering the last syllables of the Blood Curse (DC 21) he memorised this morning, punishing the ape-man for the audacity of spilling his blood!

Thus having burnt off some of his rage, Samrod manages getting a grip on himself and his emotions, as Irori teaches, and presses his own attack, shield bashing forward to ruin his foe's defence, then a slash from his sword, masterfully executed, aimed to, errm, executing his foe. And he remembers to bring his shield up, this foe is dangerous...

Edited by Lycar (see edit history)
Name
Shield bash 
21
1d20+16 5
Shield bash damage
17
2d6+6 6,5
Sword slash
32
1d20+18 14
Sword slash damage 
12
2d6+7 4,1
Persistent bleed damage 
2
1d4 2
Flat check (DC 15)
1
1d20 1
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[table=2,1][r=1,1][img2=250]https://i.pinimg.com/originals/a1/0d/1f/a10d1f50a67ca3e5591268f78e173993.png[/img2][r=2,1][fieldset=Stat Block][center][url="https://www.myth-weavers.com/sheets/?id=2394611"][B][U][SIZE="5"]Wilder[/SIZE][/U][/B][/url] [B]Level 7 Fey Bloodline Sorcerer[/B] [B]HP:[/B] 43/43[B], AC:[/B] 25 [B]Cantrip Level:[/B] 4, [B]Class DC:[/B] 25 [B]Spell Slots:[/B], L1 4/4, L2 3/4, L3 3/4, L4 2/3(+1/1) remaining, Focus points: 1/2 [B]Conditions:[/B] Battle medicine (1/1 remaining). Camel: Str +4, Dex +3, Con +3, Int -4, Wis +2, Cha +0 HP = 71/71, speed=35ft, spit=special move Prof bonus = 7+training, Saves = expert, Expert in Perception & Survival, Trained in Intimidation & Stealth Size = large, Move=35, low-light vision and scent [/center][/fieldset][/table]
a10d1f50a67ca3e5591268f78e173993.png
Stat Block
Wilder
Level 7 Fey Bloodline Sorcerer
HP: 43/43 , AC: 25
Cantrip Level: 4, Class DC: 25
Spell Slots: , L1 4/4, L2 3/4, L3 3/4, L4 2/3(+1/1) remaining, Focus points: 1/2
Conditions: Battle medicine (1/1 remaining).
Camel: Str +4, Dex +3, Con +3, Int -4, Wis +2, Cha +0
HP = 71/71, speed=35ft, spit=special move
Prof bonus = 7+training, Saves = expert, Expert in Perception & Survival, Trained in Intimidation & Stealth
Size = large, Move=35, low-light vision and scent

 

"Oh, darn, oh-oh, this is not good!" The words come softly from the invisible air to the west of the cultists.

 

As the cultist is distracted, Wilder attempts to move away without attracting attention.

Action 1, he moves 10 feet west. Because he's invisible, I hope this won't trigger an AOO.

Actions 2 and 3: he focuses his mind, conjuring a small ball of fire in his hands, which he then casts into the middle of the cultists.

Level 4 fireball at the cultists. I think I can hit all 9 of them. DC25 basic reflex.

roll

After casting the fireball, he immediately becomes visible again.

Edited by ifreedman (see edit history)
Name
roll
19
8d6 1,1,3,1,1,6,1,5
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Round 3

The fierce charau-ka is deadly with his trident, but he is also reckless in his assault and Samrod has no difficulties scoring crushing blows. His clumsily aimed shield bash smashes the hairy brute in his face, but it is the skilled thrust of his blade that delivers the fatal wound. Samrod impales the charau-ka right through the chest and it dies spitting crimson bubbles of rage.

Nearby kobold-Wilder reappears as a big blast of fire suddenly erupts in the middle of the onrushing throng of cultists. They jump and roll shield their vulnerable faces in feeble attempts at avoiding the blast. Their enraged shrieking turns into cries of anguish and pain and a stench of burned fur and flesh fills the air. When the air clears almost half the cultists are left as nothing more than charred corpses and most of the rest are scorched by the flames. Undeterred in their religious fervor, they surge forward...

Peering over the edge of the mine pit, Wilder notices that the cultists down below have clearly noticed that something is awry up in the camp, but instead of coming rushing up the ramp to the aid of their comrades, they appear intent to make their stand around the dragon pillar at the bottom of the pit.

Mechanics

 

So, a whole lot of reflex saves are called for...

Charau-ka warrior 1

Charau-ka warrior 2

Charau-ka warrior 3

Charau-ka warrior 5

Charau-ka butcher 1

Charau-ka butcher 2

Boggard swampseer 1

Boggard swampseer 3

Boggard swampseer 5

Wow! That's an impressive collection of crappy rolls...

Boradur and Cirmaran are next.

Init order:

  • Wilder
  • Samrod
  • Boradur
  • Hezle
  • Man bat 2
  • Cultists
  • Mokele-Mbembe
  • Mud-spiders
  • Cirmaran

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Edited by Abberdaggus (see edit history)
Name
Charau-ka warrior 1
21
1d20+8 13
Charau-ka warrior 2
17
1d20+8 9
Charau-ka warrior 3
10
1d20+8 2
Charau-ka warrior 5
13
1d20+8 5
Charau-ka butcher 1
12
1d20+11 1
Charau-ka butcher 2
24
1d20+11 13
Boggard swampseer 1
17
1d20+7 10
Boggard swampseer 3
14
1d20+7 7
Boggard swampseer 5
13
1d20+7 6
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alBD9d1.jpg

Boradur

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

Perception: +12
Condition: none
Shield: Hardness 10 HP: 96/96 (48)

 

Boradur takes a second to look around, Samrod has dealt with the nearest threat, Wilder thinned out the approaching cultists and Cirmaran seems to have attracted a great deal of interest. Well, he's just going to have to deal with that himself, he can probably lose those enemies in the jungle easily enough. In the meantime, there are some approaching cultists to deal with. Boradur rushes forward and plants himself solidly, readying for the inevitable assault.

 

Actions

Action 1: Stride to AH 41

Action 2: Stride to AL 40

Action 3: Raise Shield

 

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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
Cirmaran Fairlagos 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 spiders emerge from the mud pile, Cirmaran dashed northwest, fired off another shot at the bat man, then continued north, trying to pull the creatures with after him.

Show this

First action: Stride to C-47 (I think? 50' northwest... he's unaffected by difficult terrain in Forests)

Second action: Strike with bow...

ToHit

 

 

Damage

Third action: Stride 50' further north.

 

Name
ToHit
19
1d20+16 3
Damage
6
2d6+4 1,1
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