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Chapter 6: Pillars of Ruin, continued


Abberdaggus

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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 0/3(+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 0/3(+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

 

Wilder focuses on coming up with a plan, despite the distractions caused by the fog, the fighting and the icy blasts, even as death swirls around him. He sees the looming shape of the dinosaur moving closer and knows he needs to do something about that, hoping that Samrod and Boradur can defend the attackers from the south.

 

"Don't panic," he calls out to his friends. "I'm calling on a friend. Don't attack 'em. Hopefully he can draw that dino away from us!"

 

Actions 1-3: Casting Summon animal at level 4, summoning a Giant Mantis that will appear to the west of the dinosaur (out of its reach).

https://2e.aonprd.com/Monsters.aspx?ID=295

 

Giant mantis actions 1-2: The giant mantis then lifts off into the air and flies over (again out of reach) the dinosaur to the east. The hope is that this mantis will attract the dino's attention (after it kills Batman, hopefully 😁) and draw it away from the main fight and eventually into the jungle.

 

Wednesday's action: Wednesday continues to move towards Wilder. Wilder hopes he doesn't take an AOO from the otherwise distracted dino.

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alBD9d1.jpg

Boradur

AC: 28 HP: 67/101 Focus: 2/2 Hero Points: 1

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

 

Boradur once again shields Samrod from greater damage, calling on Torag's justice as he strikes back through the fog. The boggard's horrible croak leaves a slight ringing in his ears, but not much more. He continues his previous tactics, certain in the belief that they will work sooner or later, the enemy cannot hide in the fog forever, nor are they such excellent fighters as to continuously evade his blows. But his first blow goes wide again and Boradur snarls. This is simply unacceptable, sooner or later, the enemy may also get a lucky strike. Calling on his deity, Boradur strikes with a vicious backswing that catches his foe by surprise. Raising his shield once again, Boradur grins over the rim at the foe. "You will find no easy meat here, beast."

 

Actions

Reaction: Retributive Strike: Prevent 9 damage to Samrod, free melee attack on Samrod's attacker.

 

Action 1&2: Intimidating Strike

23 on first roll, nope, spending hero point for a reroll.

Action 3: Raise Shield

 

Name
Fort Save
24
1d20+14 10
Free Strike
24
1d20+16 8
Concealment
11
1d20 11
damage
13
2d6+6 5,2
Intimidating Strike
23
1d20+16 7
Reroll
33
1d20+14 19
Concealment
18
1d20 18
damage
17
2d6+6 6,5
Bleed
3
1d4 3
Bleed Recovery
7
1d20 7
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Round 6

Cirmaran begins to stretch the range of his bow as he fires an arrow across the clearing attempting a daring shot at the man-bat. His shot is hasty, however, and the range is not helping. The arrow disappears into to muddy hill some distance from its target.

With a well-placed shield bash, Samrod finally manages to land a fatal blow to the charau-ka cultist facing Boradur. Its head snaps back with such a force that an audible crack is heard as its spine breaks at the base of its neck. It topples over with its head in an odd angle, dead before its corpse hits the ground. Slowly, Samrods wounds stop bleeding as profusely and the burning sensation from the corrosive acid subsides.

At kobold-Wilders command a giant mantis suddenly appears behind the large dinosaur. At his unspoken instructions, it immediately takes to the air and begins its slow ascend. The dino is tall, however, and the mantis struggles to gain sufficient altitude to remain out of reach from its sharp teeth.

With his own foe downed by Samrod, Boradur turns his attention towards the second charau-ka attempting to skewer Samrod. A terrifying blow to the cultist only adds to the divinely inspired strike that helped shield Samrod some of his pain. Together, the two of them are slowly whitling down the enemy.

Mechanics

Cirmaran suffers from three range increments (215 ft. range) for a combined -6 penalty.

The Mokele-Mbembes long neck has 20ft range, and I'd say that its neck is attached (at least) 10 ft above the ground of this huge beast. So the mantis would have to be more than 30 ft. above ground to be at save altitude. The giant mantis has a 20ft fly speed and ascending counts as difficult terrain. So with three actions it can ascend 30 ft. In other words, it uses its entire round to simply get high enough.

The raging cultists facing Boradur and Samrod have crap AC, so Boradurs 23 actually hits! There is no need to expend the Hero Point (yes, the 33 is a crit, but I doubt that you would have expended a hero point on a hit in the hope of landing a crit instead).

 

Combat status:

  • Giant mantis: 30 ft. altitude
  • Man-bat: 25 ft. altitude

Init order:

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

NB: Not your turn yet - the baddies are next!

 

 

 

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Round 6, cont'd

Cirmaran glances back and expects to see the mud spiders come hot on his heels scuttling through jungle - and finds that they are not longer behind him. They seem to have broken their pursuit - perhaps they have finally given up realizing that there is no way of catching the swift elf through the jungle, or mayse some other instinct is compelling them to return to their muddy dwelling.

The man-bat continues its climb and finally get out of the dinosaurs reach - scarred, but still alive. It ascends another 15 ft., flying southwards in a circle around Hezle's cabin, surveying the land from a safe distance.

The Mokele-Mbembe, enraged by the taunting of the man-bat and furious that the nuisance has slipped out of reach, turns its head to look for another prey to satiate its hunger. Equally close are the fluttering mantis and the juicy camel. Which will grab its attention...?

The giant lizard briefly eyes Wednesday as the camel continues to trot towards its master. But then the fluttering of the flying mantis succeeds in grabbing its full attention. The large beast storms towards the giant insect taking off, but instead of snapping it out of the air, it turns around whipping its long tail upwards in a loud deafening crack. The sonic shock of the tail whip hits the mantis like a wall of force, threatening to smash it out of the air.

Meanwhile, the cultists continue their relentless pounding on the intruders. They are all seriously wounded and a great number of their brethren have already fallen, and yet, they persist! Theirs is not a cult devoted to they pursuit of higher meaning - but to destruction. First and foremost, the destruction of their enemies - but if that fails and if their own defeat cannot be avoided, it is a core tenet of their believe to seek their own destruction, taking as much with them as they can.

The last remaining charau-ka continues to thrust his trident against Samrod repeatedly, while the boggards close in and fire a barrage of magical energies at the three stout heroes.

 

Mechanics

Actions

Mud spiders:

  • Action 1-3: Stride towards home

Man-bat:

  • Action 1-3: Fly - ascending 15 ft to an altitude of 40 ft.

Mokele-Mbembe:

What the dino will target is literally a coin-toss. We don't have a coin, but we have something just as good: a two sided die!

Who? 1 = Mantis 2 = Wednesday

  • Action 1: Stride west
  • Action 2+3: Whip tail - Mantis needs to make a DC 28 fort save
    • Critical succes: No effect
    • Succes: stunned 1
    • Failure: stunned 2
    • Critical failure: stunned 3

 

Charau-ka:

  • Action 1: Strike at Samrod with trident
  • Action 2: Strike at Samrod with trident
  • Action 3: Strike at Samrod with trident
  • Reaction: If a strike hits, activate Blood Fury - 5 hp and +1 to remaining attacks (should be added to dice rolls below)

Trident 1 v Samrod strike/dam/conceal

Trident 2 v Samrod strike/dam/conceal

Trident 3 v Samrod strike/dam/conceal

 

Boggard swampseer 5:

  • Action 1: Stride north
  • Action 2+3: Cast ray of frost at Wilder

Frost 1 v Wilder strike/dam/conceal

Boggard swampseer 1:

  • Action 1: Stride closer
  • Action 2+3: Cast ray of frost at Wilder

Frost 2 v Wilder S/D/Conceal

Boggard swampseer 7:

  • Action 1: Strike closer
  • Action 2+3: Cast acid arrow at Boradur

Acid v Boradur S/D/C

If hit, Boradur also suffers 1d6 persistent damage

Boggard swampseer 3:

  • Action 1: Move closer
  • Action 2+3: Cast ray of frost at Boradur

Frost v Boradur S/D/C

Boggard swampseer 4:

  • Action 1: Move closer
  • Action 2+3: Cast acid arrow at Samrod

Acid v Samrod S/D/C

If hit, Samrod also suffers 1d6 persistent damage

Boggard warrior:

  • Action 1+2: limping forward...

 

Combat status:

  • Giant mantis: 30 ft. altitude
  • Man-bat: 40 ft. altitude
  • Samrod: persistent acid damage 1d6

Init order:

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

Round 7 next - Now it is your turn

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Edited by Abberdaggus (see edit history)
Name
Who? 1 = Mantis 2 = Wednesday
1
1d2 1
Trident 1 v Samrod strike/dam/conceal
30; 16; 15
1d20+20;2d8+8;1d20 [10]; [10,7,1]; [10,7,1,15]
Trident 2 v Samrod strike/dam/conceal
32; 13; 8
1d20+20-5;2d8+8;1d20 [17]; [17,3,2]; [17,3,2,8]
Trident 3 v Samrod strike/dam/conceal
19; 16; 12
1d20+20-10;2d8+8;1d20 [9]; [9,7,1]; [9,7,1,12]
Frost 1 v Wilder strike/dam/conceal
16; 8; 7
1d20+11;2d4+4;1d20 [5]; [5,2,2]; [5,2,2,7]
Frost 2 v Wilder S/D/Conceal
14; 10; 8
1d20+11;2d4+4;1d20 [3]; [3,4,2]; [3,4,2,8]
Acid v Boradur S/D/C
12; 8; 20
1d20+11;3d8;1d20 [1]; [1,4,3,1]; [1,4,3,1,20]
Frost v Boradur S/D/C
29; 6; 8
1d20+11;2d4+4;1d20 [18]; [18,1,1]; [18,1,1,8]
Acid v Samrod S/D/C
25; 3; 17
1d20+11;3d8;1d20 [14]; [14,1,1,1]; [14,1,1,1,17]
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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] 4/92 -[b] AC: [/b]25 [b]Conditions:[/b] Longstrider 1 hour [b]Steel Shield:[/b] Hardness: 5 Hp: 20/20 (10) [B]Hero Points:[/b] 2 [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: 4/92 - AC: 25 Conditions: Longstrider 1 hour Steel Shield: Hardness: 5 Hp: 20/20 (10) Hero Points: 2 Cantrips prepared: Light, Shield, Message, Electric Arc Spells: Longstrider x0, Blood Vendetta x0

Having at least felled Boradur's foe, Samrod still gets attacked relentlessly by 'his' Charau-Ka, and he can't quite avoid taking further wounds, despite his best efforts to defend himself. Again, it is only his veteran familiarity with pain that keeps him on his feet and fighting (and, just maybe, sheer stubborness and/or arrogance). At least he spots one of the Boggards cast another spell at him andreacts by raising his shield just in timeReactive Shield, AC 27 vs that attack, so no damage. On the one he rolled all 1s for. But the important part: No persistent damage! to have the conjured acid splash harmlessly against it.

Yes, now it is time to take care of those casters...

"Boradur! Hold out for just a moment!", he calls out and swiftly moves past the enraged Charau-Ka, out of the fog and next to one of the BoggardsAO 41, spotting two seriously wounded foesAP 43, AM 46 and raises his gauntleted fist to cast an Electric Arc cantrip at his chosen prey.

 

[Extra text to see if it gets eaten again.]

Edit: Oops, that should only be 4d4, not 5d4... 😬

Edited by Lycar (see edit history)
Name
Electric Arc DC 21
16
5d4+2 4,4,3,2,1
Bleed 1d4, Recovery DC 15
1; 19
1d4;1d20 [1]; [1,19]
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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 3/4, L3 3/4, L4 0/3(+0/1) 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 0/3(+0/1) 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

 

"Samrod? Samrod? Where'd you go? I can't heal you if you run off like that, buddy. I hope you're OK. Don't die on me, pal! It's dangerous out there. I think the dino is coming for us!"

 

Action 1: Wilder tries to reach out to the giant mantis but he feels it freeze up, unwilling or unable to move.

(Mantis is stunned 3, so it has no actions)

Still, he sustains the spell.

 

Action 2 Wilder calls to Wednesday. Wednesday moves 20' south and then attacks the cultist in the fog.

Action 3: Wilder mounts Wednesday

Name
Wednesday attack on the Cultist in AJ42
16
1d20+11 5
Damage in case that hits
10
1d6+4 6
Not that 16 is likely to hit, but a Flat check of 5 just in case
17
1d20 17
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alBD9d1.jpg

Boradur

AC: 28 HP: 60/101 Focus: 2/2 Hero Points: 1

Perception: +12
Condition: Persistent Bleed 1d4
Shield: Hardness 10 HP: 96/96 (48)

 

The cultists relentless assault continues and once again, Boradur is able to shield Samrod somewhat. Once again the champion strikes, only to find himself flailing at the fog. With a deep breath and a muttered prayer Boradur launches an all out assault, but the slippery cultist proves frustratingly hard to pin down and hit. He manages one decent strike, then slides away into the fog, looking for Samrod.

 

Actions

Reaction: Retributive Strike: Prevent 9 damage to Samrod, free melee attack on Samrod's attacker.

Action 1: Strike, hero point reroll and STILL miss.

Action 2: Strike 2, hit for 13

Action 3: Stride to AO 43

 

 

Name
Retributive Strike
29; 4
1d20+16;1d20 [13]; [13,4]
Strike 1 W/ Concealment
17; 11
1d20+16;1d20 [1]; [1,11]
Reroll
21
1d20+16 5
Strike 2 W/Concealment
29; 10
01d20+12;1d20 [17]; [17,10]
Damage
13
2d6+6 2,5
Bleed
4
1d4 4
Bleed Recovery
8
1d20 8
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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:

Giving up on the bat-man, Cirmaran ducked behind a tree for a heartbeat before popping out to shoot the closest spider, then retreated west again, trying to get around the fog cloud to the south so he could see the enemy spell casters.

Show this

First action: Sneak to G6 (?). I think this gets line of sight on the spell caster closest to the pit (around the fog).

Stealth

Second action: Strike that spell caster with bow...

ToHit

Damage

SneakAttack

Third action: Hide!

Stealth

 

Name
Stealth
23
1d20+17 6
ToHit
32
1d20+16 16
Damage
10
2d6+4 2,4
SneakAttack
4
2d6 3,1
Stealth
19
1d20+17 2
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Round 7

Having narrowly deflected the acidic damage, Samrod storms out of the fog and sends a powerful static charge against a pair of wounded boggards. The two boggards recognise the familiar signs of a spell being cast and are ready to dodge the brunt of the electric force. But to little avail. As heavily wounded as they are, even a minor shock is sufficient to overload their systems and they collapse on the ground, twisting from the electric residues.

Boradur lands a glancing blow at the charau-ka before moving moving out to stick close to Samrod.

Obeying Wilders bidding, Wednesday trots closer and bites after the nearest boggard, but the stubborn camel doesn't like the smell of the swamp-stinking boggard and it veers away at the last instant. As Wilder mounts Wednesday, the camel gives him a strange look, not liking how her master has dressed up funnily. Still, his scent and voice is familiar and she sees through the disguise with little difficulty.

The summoned mantis is completely paralysed by the shock of the dinosaurs tail whip and without use of its wings, it tumbles to the ground, suffering damage in the fall.

Cirmaran sneaks closer and takes another one of his extreme range shots at one of the boggards - and amazingly, his arrow strikes true. The boggard croaks in pain and surprise at finding an arrow suddenly sticking out of its chest, seemingly coming out of nowhere. It is still alive, but heavily wounded.

Mechanics

 

Reflex saves vs. Samrods electric arc:

Boggard swampseer 3

Boggard swampseer 7

 

I'm not sure exactly how Boradur moves, since Samrods movement has changed in OOC (It would make my life a lot easier, if all info related to your characters, including actions, movements, dice rolls, etc. was posted in your character post in the IC-thread. That way there is a greater chance I might get it right...). But it seems like Boradur would like to ensure that Samrod is within the 15 ft range of his protection. I also assume that Boradur would probably not like to leave Wilder exposed, so I place him half-way between the two.

I accidentally gave the mantis three actions last round, forgetting that a summoned creature only has two. So it actually only reached 20 ft altitude rather than 30 ft. But look on the bright side, then the fall damage is smaller.

Also, a bit confused about Cirmarans actions. In the text, he goes for the spider, but in the spoiler, he shoots at the spell caster. I assume the spoiler text is correct and that Cirmaran shoots at the boggard spellcaster.

 

 

Edited by Abberdaggus (see edit history)
Name
Boggard swampseer 3
25
1d20+7 18
Boggard swampseer 7
25
1d20+7 18
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Round 7, cont'd

While the two mud spiders scuttle back to their hideout in the mud pile, the dinosaur gets to work on the hapless mantis. Grabbing its long limbs, wings and head with its toothy maw, the Mokele-Mbembe begins to chew and the chrunching sound of breaking exoskeleton makes you think of your own brittle bones.

The man-bat continues its flight southward as it emits its high-pitched shriek. Hopefully, nothing is around to be alerted to its loud calling...

The boggard warrior sees Samrod throwing lightning and takes him for a wizard of some kind. His training has taught him to always go after the squishy spellcasters first and he doesn't stop to consider the strangeness of a wizard wearing chain and shield. He waddles up and takes a feeble swing at Samrod. It seems to leave the cultist exhausted and on the verge of collapsing. It does not look well at all!

That cannot be said of the Charau-ka, which still on a furious rampage follows hot on Boradurs heels and attempts to run through the dwarf with his trident.

Three boggard spellcasters remain. The one closest to Samrod raises his staff and waves his hand in strange patterns, croaking strange words of primal power. As he does so, he lets his guard down momentarily, allowing Samrod to take advantage thereof. If he survives, his finishes his incantation and leaves and vines spring forth from the staff causing it to brim with primal power. It then swings the staff in a wide arc against Samrods head.

The second boggard near Wednesday take offense of the camels attempt at biting it. It moves up to take cover in the doorway to Hezles hut and from there shoots a ray of frost at Wednesday.

The last boggard - the one that Cirmaran shot - limps into the relative safety of the fog, up close to Wilder riding Wednesday and emits one of the deafening terrible croaks that sends forth a forceful wave of sonic energy, engulfing both kobold and camel.

Mechanics

 

Actions:

Mokele Mbembe:

  • Chew on the mantis
  • Chew on the mantis
  • And chew on the mantis...

Jaws 1 vs. mantis

Jaws 2 vs. mantis

Jaws 3 vs. mantis

 

Boggard warrior:

  • Action 1: Stride up to Samrod
  • Action 2: Attack Samrod

Club vs. Samrod

 

Charau-ka butcher:

  • Action 1: Stride after Boradur
  • Action 2: Strike at Boradur with trident
  • Action 3: Strike at Boradur with trident
  • Reaction: If a strike hits, activate Blood Fury - 5 hp and +1 to remaining attacks (should be added to dice rolls below)

Trident 1 v Boradur

Trident 2 v Boradur

If hit, Boradur suffers 1d4 persistent bleed.

 

Boggard swampseer 1:

  • Action 1+2: Cast shillelagh
  • Action 3: Strike at Samrod

Staff v Samrod

 

Boggard swampseer 5:

  • Action 1: Stride
  • Action 2+3: Cast ray of frost

Frost vs Wednesday

(Not sure what Wednesdays data are, so I will let you tell me what happens)

Boggard swampseer 4:

  • Action 1: Stride
  • Action 2+3: Destructive croak - Wilder and Wednesday take sonic damage, subject to a DC 19 basic for save.

Destructive croak damage

 

Combat status:

  • Man-bat: 40 ft. altitude
  • Boradur: Persistent bleed 1d4

Init order:

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

Round 8 next - your turn.

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Edited by Abberdaggus (see edit history)
Name
Jaws 1 vs. mantis
27; 20
1d20+22; 2d12+10 [5]; [5,6,4]
Jaws 2 vs. mantis
28; 18
1d20+22-5; 2d12+10 [11]; [11,4,4]
Jaws 3 vs. mantis
19; 24
1d20+22-10; 2d12+10 [7]; [7,10,4]
Club vs. Samrod
23; 8
1d20+10-2; 1d6+6-2 [15]; [15,4]
Trident 1 v Boradur
26; 22; 12
1d20+20; 2d8+8; 1d20 [6]; [6,7,7]; [6,7,7,12]
Trident 2 v Boradur
16; 16; 1
1d20+20-5; 2d8+8; 1d20 [1]; [1,7,1]; [1,7,1,1]
Staff v Samrod
17; 17; 17
1d20+11; 2d8+6; 1d20 [6]; [6,8,3]; [6,8,3,17]
Frost vs Wednesday
28; 11; 5
1d20+11; 2d4+4; 1d20 [17]; [17,4,3]; [17,4,3,5]
Destructive croak damage
13
4d6 5,5,1,2
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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] 17/92 -[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 x0 [/fieldset][/table]
Nev55GI.jpg
Samrod Ik-Sanjar
Samrod Ik-Sanjar HP: 17/92 - 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 x0

When the Boggard caster begins to chant, Samrod knows this is his chance to end this, and rams his shield into the frog-man with a cruel blow. Except that a wisp of fog throws off his aim and his bash misses. Fending off the feeble attacks of the two Boggards is not particularly hard, and a welcome respite from the ferocity of the ape-men. But Samrod is aware he left Boradur to content with the remaining Charau-Ka. Eh, the doughty dwarven Champion surely will stand his ground for a moment, and as soon as these two are dealt with, Samrod shall come to Boradur's aid and end the ape-man's threat!

Since his first attack failed to kill the Boggard caster, Samrod takes the opportunity (and momentum of his missed swing) to smash him again.

And then, Samrod just casts another Electric Arc a the two closest Boggards. That ought to get some results!

Edited by Lycar (see edit history)
Name
AoO Shield Bash + damage
23; 9
1d20+16;2d6+6 [7]; [7,2,1]
Shield bash + damage
22; 15
1d20+16;2d6+6 [6]; [6,5,4]
Electric Arc DC 21  
19
5d4+2 4,4,2,3,4
Also: Concealment for the shield bashes
4; 9
1d20;1d20 [4]; [4,9]
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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 0/3(+0/1) 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 AC = 10+prof+dex = 20 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 0/3(+0/1) 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 AC = 10+prof+dex = 20 Size = large, Move=35, low-light vision and scent

Wednesday deftly dodges the attack (turns out his AC is 20, I didn't know that!) and then steps 5 feet north-west, to the edge of the fog. (Free action)

Wilder, feeling his spell crumble decides to summon another creature to distract the dino. However, his strength is fading and he's not able to channel as much magical energy.

Actions 1-3: Summon fey, level 2. Summoning a level 1 Miflit to square Z46.

 

Miflit action 1. The Miflit screams loudly at the dino, cursing at it, "You dumb sack of leather, I hate you! Bet you can't catch me!" Then it throws it short sword at the dino, trying to draw it towards the forest and away from the fight. Since the fight to the south is blocked by the fog cloud, I'm hoping the dino will follow the miflit since it's the most obvious distraction

I'm going to roll the sword attack as an improvised weapon with -2. Realistically, it has very little chance to hit and do damage, but I figure the dino is so big that it should be easy enough to actually hit its side and hopefully distract it, even if the sword doesn't do damage.)

Miflit action 2: it runs east 20 feet away from the dino towards the woods.

 

POSSIBLE REACTION: if the dino doesn't follow the Miflit and instead moves south toward the fog cloud, Wilder would like to cast the reaction spell Lose the path.
DC25 will save. On a fail, the dino has difficult terrain. On a crit fail, the dino will move east as far as possible.
This will also require a DC5 flat check for me to target the dino.

Edited by ifreedman (see edit history)
Name
Miflit throwing the short sword
8
1d20+6 2
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alBD9d1.jpg

Boradur

AC: 28 HP: 59/101 Focus: 1/2 Hero Points: 1

Perception: +12
Condition: Persistent Bleed 1d4
Shield: Hardness 10 HP: 96/96 (48)

 

Reaching Samrod's side, Boradur calls on the power of Torag to repair flesh and watches as the worst of the doughty warrior's wounds close. Realizing the accursed ape man is still within reach and flailing at his flank, he turns and for a moment can't make out the shadowy form through the fog. Then the cultist stumbles forwards, off balance from his last attack and into clear view. Boradur's hammer meets him squarely in his unguarded face with a sickening crunch.

 

Actions

Reaction: none for once

Action 1: Lay on Hands, Samrod heals 24 HP and gains +2 AC until next turn

Action 2: Strike hit for 17, except that might well be a crit, which would make it 34, we may have seen the last of him.

Action 3: If the boggard at AK 43 is still alive, Strike, otherwise Raise Shield

 

 

Name
Strike
33
1d20+16 17
Concealment
6
1d20 6
Damage
17
2d6+6 5,6
Strike 2
24
1d20+12 12
conealment
20
1d20 20
damage
14
2d6+6 6,2
Bleed
1
1d4 1
Bleed check
13
1d20 13
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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 a Boggard at the door to the cabin, the elf muttered to himself, "Oh no you don't..." and loosed an arrow. He then melted back into cover and crept further south, working to close the range.

Show this

First action: Strike the boggard in the doorway before it hides.

ToHit

Damage

SneakAttack

Second action: Hide!

Hide

Third action: Sneak 50' further south (Q6, I think).

Sneak

 

Name
ToHit
34
1d20+16 18
Damage
15
2d6+4 5,6
SneakAttack
7
2d6 1,6
Hide
29
1d20+17 12
Sneak
29
1d20+17 12
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Round 8

Samrod lands a powerful blow with his shield, almost - but not quite - killing the boggard outright. A high-powered eletric charge finishes the job, and two more boggards - a caster and a sickly warrior - falls to the ground in smoldering heaps.

Meanwhile, the sorry remains of the giant mantis disappears, leaving a hole in the stomach of the Mokele-Mbembe. At the same time another hapless creature pops into existence a few feet behind the big lizard. The scrawny little creature easily hits the big dinosaur and while it can hardly notice the blunt blade bouncing off its tough skin, the annoying little thing at least manages to turn its head in its direction.

Boradur puts a soothing hand on Samrods shoulder, but in doing so, he briefly lets his guard down, allowing the charau-ka cultist breathing down his neck to take advantage of his distraction. It would have been a clean hit and a grievous wound - but the foggy shadows trick the cultist and he ends up stabbing at thin air.

But Boradur gives as good as - well, better than - he takes, and the massive blow of his hammer almost downs the charau-ka on the spot. With an ugly hammerhead-shaped deep impression in its skull, the charau-ka staggers and barely remains on his feet. All senses have apparently left the fanatic and its shrieking is partly driven by rage, partly by pain and the knowledge of impending death. But it remains standing.

The sniper from the bushes across the open pit mine once again strikes true, and the boggard in the doorway collapses with an arrow sticking out of its chest.

Mechanics

 

One of the boggards are in the fog and Samrod needs to make a concealment check to target that one with the electric arc as well.

Electric arc concealment check

DC 21 Reflex saves:

Boggard swampseer

Boggard warrior

Boradurs casting of lay on hands grants the charau-ka an AoO:

AoO trident on Boradur

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Edited by Abberdaggus (see edit history)
Name
Electric arc concealment check
19
1d20 19
Boggard swampseer
18
1d20+7 11
Boggard warrior
18
1d20+5-2 15
AoO trident on Boradur
34; 15; 2
1d20+20; 2d8+8; 1d20 [14]; [14,6,1]; [14,6,1,2]
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