WoldianGames Homepage WoldianGames Homepage
WoldianGames Homepage
  LOG ON

Heranmar Archives


Return To Index


Lighthouses and LightsOut


DM James: Journey to the Lighthouse Map 
Thursday January 5th, 2023 8:46:07 AM

While they were resting the ship lifted gently on the rising tide until the vessel was swaying upon the waves at the waters edge. No time had passed, but the tide had come in anyway...

Red Beard set a small boat in the water so they could ride the waves to the shore and once there he pulled the boat back with a long rope he'd attached to the skiff. Then with a loud clanking noise the anchor was hauled back onto the deck and HMS Heaven's Vengeance floated out to sea. As it did so you could hear the old pirates voice from across the water. "Till next time, me hearties."

Focused as they were on the ship none noticed that the tide had gone back out with the departure of the warship. Even the prints they'd left in the sand hadn't been washed away.....magic.

Refreshed from the time aboard the pirate vessel they pushed on through the night as they climbed a loose collection of rocks on the shoreline and the narrow cart path that wound it's way up. At the top they knew the lighthouse was but a short distance away but the fog was still too thick to allow them to see the darkened structure. Snark estimated another hour on foot.

Snark Highlight to display spoiler: {The lighthouse is set 100' away from the water, built upon a stack of rocks and dirt with that elevated area sloping downward severely to the waters edge where a small beach head surrounded by rocks was located. From the trail as you entered the area you'd be a good 30' above the waterline and 20' below the entrance to the lighthouse.}

DM James:
The fog is still very thick and beyond 5' creatures have 50% concealment. There is also a feeling of foreboding as you get closer to your destination. DC15 Will Save or be Shaken.

Casters experience Vertigo when casting and it requires a Concentration Check DC 15 + spell level check to succeed. Vertigo equates to being Stunned for 1 round per spell level.
A stunned creature drops everything held, can’t take actions, takes a –2 penalty to AC, and loses its Dexterity bonus to AC (if any).

Attackers receive a +4 bonus on attack rolls to perform combat maneuvers against a stunned opponent.

Shaken
A shaken character takes a –2 penalty on attack rolls, saving throws, skill checks, and ability checks. Shaken is a less severe state of fear than frightened or panicked.

Isaac Harker (Justin M) HP 62/62 AC24/ T13 / FF 20 
Thursday January 5th, 2023 7:34:15 PM

Isaac felt better after resting with redbeard the strange pirate always seemed to ease their burdens at the right time. "An hour Snark? Well lefts start making our way up." Weird he thought aren't lighthouses supposed to be on durning weather like this?

Isaac has been leveled up to 6

Snark Riverstone (MarkB) AC17 T17 F15, CMD 12, HP 41/41  d20+8=27 ; d20=1 ;
Thursday January 5th, 2023 8:33:49 PM

Snark will tell his friends, "Yeah Isaac, we got about an hour to go. The lighthouse is about 100' back from the water, depending on the tide. It's built on rocks about 50' above the water line, and them rocks are steep down to the beach below. The trail I followed comes in about 30' above the waterline and 20' below the entrance to the lighthouse."

He will head out with the others. Is it light or dark right now?

Snark makes his will save, so he is not shaken. But this place is still creepy. He tries to pinpoint the source of this unease - what's causing this? (Rolled a 1 - Spellcraft +18, Perception +14, Knowledge Arcane +11, Knowledge Nature +13, Knowledge Planes +9.)



Corym Morhice (Ben V) AC20 T15 F16 CMD20, HP 32/32  d20+6=19 ;
Thursday January 5th, 2023 11:56:16 PM

Corym succeeds so he is not shaken.

He will tag along with his compatriots, pulling his hood over his head. "Away we go. And hopefully away from this creepy feeling."

DM James: 2AM - Journey to the Lighthouse Map 
Friday January 6th, 2023 8:53:30 AM

The trail was easy to follow in the dark with the lights they provided, though somewhere along the way Dao was missing. No one seemed to remember him getting off Red Beard's ship, so he might have stayed behind. At any rate he was a grown man and they had children to find.

After an hour the path opened up bit, though the fog wasn't any less dense. Snark knew the lighthouse was just a short way ahead even if they couldn't see it. To their right they could hear the sound of the waves as they crashed upon the shoreline and the nearby rocks. Overhead they could hear the sounds of gulls flying above them.

Perception DC 25 Highlight to display spoiler: {Barely heard over the waves you can hear the croaking of boggards down by the water and up ahead as well.}

Snark and his many KS Checks - Highlight to display spoiler: {Something was messing with the weave of magic. Snark suspected it was from some natural force, but not fey. This entire area existed at the edge of the realm of shadow, fey and the real world and something was disrupting that. A little less shadow might be good as evidenced by the change in the Abbey as they broke those bonds inside it, but the fey influences in the downs were a part of it and whatever was causing the problem with the weave was coming from outside that realm. A master wizard like Burne surely would be able to get to the bottom of it quickly.}

DM James:
The fog is still very thick and beyond 5' creatures have 50% concealment. There is also a feeling of foreboding as you get closer to your destination. DC15 Will Save or be Shaken.

Shaken
A shaken character takes a –2 penalty on attack rolls, saving throws, skill checks, and ability checks. Shaken is a less severe state of fear than frightened or panicked.


Casters experience Vertigo when casting and it requires a Concentration Check DC 15 + spell level check to succeed. Vertigo equates to being Stunned for 1 round per spell level.
A stunned creature drops everything held, can’t take actions, takes a –2 penalty to AC, and loses its Dexterity bonus to AC (if any).

Attackers receive a +4 bonus on attack rolls to perform combat maneuvers against a stunned opponent.


“Benni” AC 22/12/18. CMD16. HP 24/ 24 Onesimos (SteveK) 
Friday January 6th, 2023 11:12:59 AM

Onosimos moves with the Luck Makers, sadly thinking of the many meetings and partings that are destined for his long life… assuming he lives long enough. Dao would have been a good companion through the years, him being a fellow elf.

He tries to concentrate on what Snark and Isaac is saying.

Snark Riverstone (MarkB) AC17 T17 F15, CMD 12, HP 41/41  d20+11=22 ;
Friday January 6th, 2023 4:18:24 PM

"Not sure what's goofing up the magic or making this place feel so creepy, but ol' Burne oughta be able to figure it out, bein' a Star Mage and all. I hope that boat to Hook City doesn't leave before we get back with these kids.

"I guess that Dao fella must've stayed on Red's ship. I'm gonna miss having him around, but maybe he'll show up again."


Then he stops. (Snark takes 10 on the Perception check for 28.)

"Ugh, you guys hear that? Those rotten boggards are back, both down there by the water and up ahead as well. Maybe we can scare 'em off again."

The little wizard will cast Mage Armor on himself. Concentration DC 16, rolled 22.

(He saved against being shaken last turn - should he save again this turn as well?)

DM James: No. Not everyone posted yesterday and I wanted that in for those that didn't.

Corym Morhice (Ben V) AC20 T15 F16 CMD20, HP 32/32  d20+6=23 ; d20+11=16 ; d20+7=16 ;
Friday January 6th, 2023 9:41:17 PM

(just to be clear, is there another will save? if so, 23)
Corym trudges along, obviously disturbed by the atmosphere but not to the point of disarray. Turning to Snark, he says

"I don't hear them but I can fire a couple shots if you point me in a direction."

He then casts mage armor on himself. (Concentration DC 16, got a 16. PHEW!)


Isaac Harker (Justin M) HP 62/62 AC24/ T13 / FF 20  d20+3=12 ;
Friday January 6th, 2023 9:54:45 PM

Isaac looks back at the others he draws his sword and shield "Keep close. Not sure where Dao is but if he left with Red he will be safe with that strange pirate." As snark gives a warning he looks around trying to make out any shapes in the fog "I always hated the fog never got good at spotting stuff in it."

Perception:12

“Benni” AC 22/12/18. CMD16. HP 24/ 24 Onesimos (SteveK) 
Saturday January 7th, 2023 11:56:02 AM

”Im going to try something radical”, announces Benni, and casts a Silence spell on one of his arrows. As long as the group stays in the Silence, the magical croaking fear should have no effect. And if they need to cast spells, Benni will be able to shoot his arrow to remove the effect from the Luck Makers!

….
Cast Silence on one of Benni’s arrows. 1/5 rounds
Put away Morningstar
Ready bow and the silenced arrow



Isaac Harker (Justin M) HP 62/62 AC24/ T13 / FF 20 
Saturday January 7th, 2023 10:12:29 PM

Isaac looked around tense as the fog creeps in.

Gore'Thum and Teddy Treeborn (Mitch) HP 47/47 AC 12/11/12 CMD 11 Gore'Thum HP 48/48AC 18/18/15  d20+4=18 ; d20+12=22 ;
Sunday January 8th, 2023 9:14:27 PM

Teddy tries to pick up the children's trail again though with the fog that is probably pretty hard (perception 18, survival 22).

Snark Riverstone (MarkB) AC17 T17 F15, CMD 12, HP 41/41 
Monday January 9th, 2023 7:51:51 PM

Snark nods to Benni as he casts the silence. This was brilliant, but it makes him pretty grumpy.

He understands the benefit of being in silence because of these stupid frogmen. Wizards get grumpy in an area where they can't cast spells.

He puts his hand in his pocket and grabs an alchemist fire incase he needs to act but still can't speak.

Isaac Harker (Justin M) HP 62/62 AC24/ T13 / FF 20 
Monday January 9th, 2023 10:12:50 PM

Isaac is ready to fight.

“Benni” AC 22/12/18. CMD16. HP 24/ 24 Onesimos (SteveK)  d20+20=38 ; d20+20=26 ; d20+20=33 ; d4+10=12 ;
Tuesday January 10th, 2023 12:59:15 AM

Onesimos nods, noting Snark’s discomfort, and even more, his acceptance of the situational need. A good companion for a common cause, which is another facet of love.

Gore'Thum and Teddy Treeborn (Mitch) HP 47/47 AC 12/11/12 CMD 11 Gore'Thum HP 48/48AC 18/18/15 
Tuesday January 10th, 2023 7:24:29 AM

Teddy resumes his worry about the children. Hopefully they made it here, but if so why did they never return?

DM James: 2AM - Journey to the Lighthouse Map  d20=19 ; d20=1 ; 10d6=40 ;
Tuesday January 10th, 2023 8:53:43 AM

Benni listens to Snark and Issac. When they neared the lighthouse he cast Silence on an arrow.
Snark alerts everyone about the boggards and casts Mage Armor.
Corym casts Mage Armor.
Issac readies his weapons.
Teddy looked for tracks.

Benni's silence spell was like putting a pillow over your head. Sounds muted, becoming deeper and deeper until even those noises were gone. A foot in the sand made no noise at all. It seemed as if those around Benni could hear nothing and they made no sounds.

Even as the sounds of the sea birds and the ocean faded Teddy stooped down and looked for tracks. Bless that scoundrel Isiah and his random travels

Teddy Highlight to display spoiler: {You spot Isiah's trail leaving the path and going through the sea grass towards the water. You lose the trail quickly, but it's clear he went in a direction other than what Snark indicated as the way to the lighthouse.}

A light in the lighthouse high overhead lit the area. Visibility wasn't any better.

Perception DC 25 Highlight to display spoiler: {You felt a slight vibration as if something hit the ground nearby with no small amount of force.}

The feeling of foreboding hadn't faded with the casting of the silence spell, but the croaking wasn't going to affect them either while they remained in the muted region. There was a moment when they thought the mist might lift as the fog swirled briefly, but as it happened the fog stayed put. Everyone in the fog was blinded....and now deaf.

DM James:
Map positions aren't official until next post. Please place your characters in their starting positions.

The fog is still very thick and beyond 5' creatures have 50% concealment. There is also a feeling of foreboding as you get closer to your destination.

Casters experience Vertigo when casting and it requires a Concentration Check DC 15 + spell level check to succeed. Vertigo equates to being Stunned for 1 round per spell level.
A stunned creature drops everything held, can’t take actions, takes a –2 penalty to AC, and loses its Dexterity bonus to AC (if any).

Attackers receive a +4 bonus on attack rolls to perform combat maneuvers against a stunned opponent.

Snark Riverstone (MarkB) AC17 T17 F15, CMD 12, HP 41/41  d20+14=17
Tuesday January 10th, 2023 1:52:38 PM

(Failed the Perception check.)

Snark will move with the others toward the lighthouse, thinking that's the most obvious place for the lost children to go.

He leaves the alchemist fire in his pocket and pulls out his wand instead, ready to make Isaac big once the silence is gone.

“Benni” AC 22/12/18. CMD16. HP 24/ 24 Onesimos (SteveK)  d20+8=26 ;
Tuesday January 10th, 2023 2:28:59 PM

Onesimos will Move as Teddy indicates, keeping the magical Silence about the party. He hopes the Boggarts attack and finally expose themselves to finally get the other shoe to drop.

….
Concentration from the previous Silence spell. 26

Silence 2/5 rounds

Corym Morhice (Ben V) AC20 T15 F16 CMD20, HP 32/32  d20+11=31 ;
Tuesday January 10th, 2023 7:54:53 PM

Corym turns towards the vibration, and makes a futile attempt to tell the party, nothing but silence escaping his lips. He readies his bow, keeping his eyes where he felt the vibration, but still follows closely behind the party.

DM James: 2AM - Journey to the Lighthouse Map 
Wednesday January 11th, 2023 8:52:25 AM

The party moved silently through the fog towards the lighthouse but before they reached the door they discovered a body laying on the rocks at the foot of the structure. It was sandy, bloody, and unmoving as it lay crumpled upon the rocks. Beyond the body is the door to the lighthouse and you can see it's cracked open and a faint light is showing from within.

Perception DC 15 or Snark Highlight to display spoiler: {This is Olostim the wizard.}

Healing DC 13 Highlight to display spoiler: {A quick check of the body and you determine he's still living, but suffering from the fall and stunned. His injuries are remarkably not life threatening, but he's going to be real sore.}



Gore'Thum and Teddy Treeborn (Mitch) HP 47/47 AC 12/11/12 CMD 11 Gore'Thum HP 48/48AC 18/18/15  d20=20 ; d20=1 ;
Wednesday January 11th, 2023 9:04:38 AM

Teddy spots the body and rushes towards it (perception 20-something). He freaks out and isn't able to diagnose his wounds though (heal 11).

Snark Riverstone (MarkB) AC17 T17 F15, CMD 12, HP 41/41  d20+6=12 ; d20-1=16 ;
Wednesday January 11th, 2023 2:19:48 PM

(Grrrrrr. This site erased my first post where I rolled a 13 heal check and a 19 strength check. I'm going with these rolls anyway.)

Snark rushes up to check on his would-be mentor lying prone on the rocks. He tries to speak but nothing comes out. He realizes he's still in an area of silence which causes him to say some words that are better left unsaid. He points to the fallen wizard and makes an "OK" sign before he struggles to drag the body into the partly open door. (With an 8 STR, it looks like he can lift 120 lbs and drag up to 300 lbs.)

He really hopes the wizard's assailant is not in there.

Isaac Harker (Justin M) HP 62/62 AC24/ T13 / FF 20  d20+3=13 ; d20+9=13 ; 3d6=9 ;
Wednesday January 11th, 2023 7:52:13 PM

Isaac takes a quick look at the body "He's still alive, just unconscious the wounds arn't life threatening but he's not going to be happy when he wakes up." Isaac expends a use of his lay on hands trying to bring the man around.
Hp healed 9hp

“Benni” AC 22/12/18. CMD16. HP 24/ 24 Onesimos (SteveK)  d20+9=22 ; d20+6=25 ;
Thursday January 12th, 2023 1:00:55 AM

Onesimos’ Silence only lasted 36 seconds. The elf shrugs. ”It is a battle spell and I thought we were going to get jumped again. So does NOT getting jumped means it worked or was wasted?”. The elf leaves the question hanging: there is little way of knowing.

As the group gets to the lighthouse, Benni checks for danger before hastening to the crumpled form. He breathes a sigh of relief. ”he's still living, but suffering from a fall and stunned. His injuries are remarkably not life threatening, but he's going to be real sore.”

Benni works to make the man comfortable and hidden out of the way, laying a spare cloak over him to keep off the damp. It is unnecessary to say there is trouble in the lighthouse. ”Any sign of the person who was sent in a rowboat?”
….

Heal. 22
Perception 25



Gore'Thum and Teddy Treeborn (Mitch) HP 47/47 AC 12/11/12 CMD 11 Gore'Thum HP 48/48AC 18/18/15 
Thursday January 12th, 2023 8:11:57 AM

Gore'Thum takes up a guard position near Teddy.

DM James: 3AM - Journey to the Lighthouse Map 
Thursday January 12th, 2023 8:25:07 AM

The silence lifted and the group started talking once more. About the same time two things happened. First, the door of the lighthouse opened fully and a man who was clearly a fisherman motioned that they get inside quickly. Second, Olostim roused. Whether it was due to the ministrations of those in the group or he was waking naturally didn't seem to matter to him as he gripped Issac for support and rushed to the door as he dragged the paladin along with him.

Once inside the fisherman pushed the door closed and threw a large iron bolt into the iron frame of the iron door. Secured within the lighthouse they had a chance to look around the room. It was round, as was the lighthouse with the outer walls made of iron bands and stone fitted within them. The structure was designed to be able to withstand really bad storms and it would take a siege engine to breech the walls or door to get inside. Inside the room were several comfortable chairs spaced about the room, a small table with a ceramic tea set placed upon it, a few bookcases with non magical tomes and charts, and an iron spiral staircase rising up to the next level twenty feet overhead. There was no hearth or fireplace but the inside was warm.

A bloody and sandy Olostim collapsed in one of the chairs and brought a hand to his head. "By the luck of Wardd you've come. We've been stuck here for days and when the children arrived yesterday I feared for them, but that Isaiah is a crafty one."

'e sure is." said the fisherman as he stood nervously by the door. "Oh, I'm Tad. Jes' a tad too short, or a tad too late me mum always said. I seen Isaiah when I was up top yesterday. Them frog things were outside when the boy and his sister arrived. Der wizzer here distracted the frogs and the kids hid under my boat. I don't tink de've been found, but dey prolly getting a might big thirst and hunger."

Olostim nodded to all this. "I was trying to clear the fog when you arrived. Tad heard you on the dune, I lit the light and went to cast the wind spell when I lost my footing and fell from the top of this thing. Could've broke my neck. Wardd looking out fer me again I suppose. You noticed the problem with magic? Seems to get worse the more powerful spell you cast. Tad here says the fog is supposed to lift early in the morning and he can hear the kids if they are discovered. Best if you rest and ready yourselves. I think there are about twenty of those fog men out there. I can help with them, but since my magic is unreliable its good you've come."



“Benni” AC 22/12/18. CMD16. HP 24/ 24 Onesimos (SteveK) 
Thursday January 12th, 2023 11:35:49 AM

Onesimos has to adjust his thinking: he thought the danger was inside the lighthouse, but it is outside that is the problem. First things first. He looks at Isaac and Snark to have the tactical ideas to get the children safe. Meanwhile, he thinks of the strategic problem set.

”Praise the Seven Loves you are safe, Olostim and Tad. Have there been any word with the frogs or a hint of what they want? Sticking around so long makes me think they are not here to raid. A migration to expand territory perhaps, or maybe they are after something. This may have a pragmatic solution.”

Isaac Harker (Justin M) HP 62/62 AC24/ T13 / FF 20 
Thursday January 12th, 2023 10:55:14 PM

Isaac was a bit startled by the man's rapid recovery but once inside he understands. "So about a platoon of frog men are outside? Weird that they didn't attack. I wonder if the kids did something without realizing it upset the frog men. We need to find them as soon as possible. You said they are under your boat right.?"

Corym Morhice (Ben V) AC20 T15 F16 CMD20, HP 32/32 
Thursday January 12th, 2023 11:00:02 PM

Corym moved into the lighthouse behind the group, shifting his bow uncomfortably on his back. "Strange that they didn't attack us, yes. Earlier while under the effect of the Silence spell I felt an intense vibration, one that I assume was the wizard. It is unsettling that they are acting contrary to their usual behavior."

Snark Riverstone (MarkB) AC17 T17 F15, CMD 12, HP 41/41 
Friday January 13th, 2023 12:08:42 AM

Snark replies to Olostim, "Yeah, this magic disruption is a problem for sure. They put that Star Mage on it.

"Twenty of them boggards you say? And them kids are hiding under a boat? Exactly where's this boat, Tad?

"It might be best to wait for the fog to lift - Corym and me will be a lot more effective without that fog. We can listen for the kids, and if they're in trouble before the fog's gone, we can act. I'll go up to the top of this tower. If I hear kids hollering, I'll ring this here bell and that means we gotta go get 'em. Once that happens, I'll summon some help and then I'll fly down myself."


Snark holds out a bell and rings it. It's not particularly loud, but it can magically be heard a mile away.

"I got a few surprises for those boggards this time around."

Snark will climb to the top of the tower, assuming Olostim allows this and there is outside access up there. He will take out his little bat. "Listen Luna, I need you to go down there and fly around in the fog and find an upside down boat on the shore. Then come back and let me know where it is. Be careful, and come back if there's trouble or those frogmen can see you."

I assume the bat's 20' blindsense/echo-location works though fog.

Gore'Thum and Teddy Treeborn (Mitch) HP 47/47 AC 12/11/12 CMD 11 Gore'Thum HP 48/48AC 18/18/15 
Friday January 13th, 2023 9:23:04 AM

Teddy is torn between his intense desire to rescue the kids and his equally intense fear of fighting so many enemies. The net result is he just stays near Gore'Thum and lets the other's decide.

DM James: 3AM - Journey to the Lighthouse Map 
Friday January 13th, 2023 10:05:44 AM

Benni expresses his pleasure that everyone is ok. He asks if perhaps the Frogmen might respond to negotiation.
Issac wondered if the kids disturbed the Boggards, and asked for confirmation that they were under a boat.
Corym asked why the boggards didn't attack the group as they moved outside. He also mentioned the vibration he felt earlier.
Snark told Olostim about the Star Mage and then asked for the location of the boat. Snark took luna and climbed the stair to the top.

Olostim brushed himself off and drank a potion that caused his injuries to blacken and then turn yellow as they partially healed. "Yes, I counted twenty yesterday. Some in the water, others positioned around the lighthouse. I think they are attracted to the casting of spells somehow." To Corym he said. "These boggards can't see in the fog any better than us. I'm guessing since you were so quiet and unseen they didn't even know you were there. That vibration, I'm afraid, must have been me hitting the ground after falling from the top of the lighthouse. Whatever magic is causing the problem made me let go of the ladder I use to get to the reflector. Naturally the next stop was the ground and I must say i'm still a little uncomfortable." he said as he waved off any attempts to heal him more. "Ive another potion, just getting my breath and letting the first one work."

"Burne? Yeah I bet he's on it. He'll get to the bottom of it I'm certain." Olostim said with a sigh.

Sense Motive DC 17 Highlight to display spoiler: {Olostim doesn't appear to be impressed with Burne, but he seems reluctant to speak out against the man.}

Snark climbed the stair up at least two move levels until he came to a hatch at the very top. He exited onto a narrow walkway with handholds every four feet. Inside a glass enclosed space was a small area with a lens that was lit and slowly moving in a circle. He could see that if one lost their balance the step down would be deadly. Olostim really should consider a railing or something.

So, with a general description of what it should be doing, the bat took off. After thirty or forty minutes of back and forth Snark was able to get a clear picture of the surrounding area and confirm that the children were undetected beneath the overturned boat. (See Map)

DM James: Some additional info. The Lighthouse is 100' tall. Bows get free range increments up to 100' from the base of the lighthouse. Thrown weapons suffer normal penalties for range.

Snark Riverstone (MarkB) AC17 T17 F15, CMD 12, HP 41/41  d20+4=24
Friday January 13th, 2023 1:57:21 PM

Olostim's story of how he fell reminded Snark that from this dizzying height, casting a spell could kill the little gnome.

New plan. Snark climbs back down.

He will sketch out the approximate locations of things as related to him by Luna. "Tad's boat with the kids are here, and the boggards are here. Them boggards are smarter than they look, and they seem to have learned from our previous encounters. So I have a new plan. I'll have my bat sit on the boat and fly away if the boggards move the boat. So at least we'll know.

"Best plan is probably to wait until the fog clears. Any other ideas?"


Snark will send Luna the bat to sit on the boat, with direction to return if the boggards mess with it or the boat. His empathic link to the creature will alert him if the creature feels threatened or is attacked.

The gnome will also begin casting and renewing Resistance on each party member, granting everyone +1 to one save one time, but it only lasts for one minute.

Corym Morhice (Ben V) AC20 T15 F16 CMD20, HP 32/32 
Friday January 13th, 2023 10:55:24 PM

”I think I could get a few shots off before they notice anything is awry. If they truly can’t see in this fog just as we can’t, I suspect i’ll be able to get a couple before they finally notice something. I’m alright to wait but we have another option.”
Corym said, notching two arrows into his quiver.

“Benni” AC 22/12/18. CMD16. HP 24/ 24 Onesimos (SteveK) 
Saturday January 14th, 2023 3:53:36 AM

Onesimos looks at his friends and gauges their chances. ”The first thing to do is get the kids to safety in the lighthouse. We have two sets of problems. The first, do it in fog or after fog has lifted, is settled: our assets are much better if we can see. If the Boggards get to the boat before the fog lifts, but after your bat goes away, how will we know? And how will the kids know to warn us or that we are nearby? A quick dash and retrieve becomes harder when they may fight us getting them from under the boat.”

Benni thinks the bat going to the boat with Snark’s bell and a note explaining the plan is a good idea. To help, while the fog is still in, Benni will go to the lighthouse roof and loudly tell a story that he told the children during the festival in Heranmar. ”The kids will be sure to know that it has to be the Luck Makers that are here and sent the bat with bell and note. They are smart ones.”

”For how we dash in, who wants to stay at the lighthouse door for ranged attacks and defend our place of safety, and who is in on the dash?”. Benni plans to dash.

Snark Riverstone (MarkB) AC17 T17 F15, CMD 12, HP 41/41 
Saturday January 14th, 2023 6:27:36 PM

"I like yer thinking Benni. I was afraid them kids would be in the dark under that boat, but I guess they're not really strong enough to lift it, so the boat must be up enough for them to have crawled under. Which means they should have enough light to read a note. And it means Luna can get under it too.

"Now Luna can't carry much, but she should be able to carry this collar and bell.

"So let's do this. I'll send Luna out there with a note stuffed in the bell so it don't ring. The kids'll be able to pull it out, read the note, and use the bell if they have to. I'll send them a torch they can use to fight off the frogs if they have to."


Snark will write out a simple note:

Isiah - The Luck Makers are here to rescue you. Stay under the boat. When the fog clears, we will come get you. Do not ring this bell unless you are in trouble. The bat's name is Luna - she's friendly.

Be careful with that piece of cloth. If you throw it down, it will turn into a lit torch you can use to defend yourself against the frogs.


Snark ties the note to the clapper of the bell with a sting that can be untied, and it sticks out of the bell so the kids can see it. He also ties a small piece of cloth to the collar. The piece of cloth is a lit torch that has been transformed with Shrink Item into a small piece of cloth. (Carrying capacity for a diminutive bat with STR 1 is up to 2 pounds. I estimate the bat can fly at a speed of 25-30' with this load.)

He tells Luna, Listen, you're gonna fly this collar and bell to the boat. Crawl under the boat and let the children have the bell. Keep your distance from them until they read the note so they're not scared of you. Stay with them, but come back to me if the frog guys threaten you. Understand?"

The little bat flutters off to the boat with the collar and the silenced bell. The bat would know to come back if it cannot get under the boat for some reason. Snark's empathic link will alert him if the bat is in trouble.



Gore'Thum and Teddy Treeborn (Mitch) HP 47/47 AC 12/11/12 CMD 11 Gore'Thum HP 48/48AC 18/18/15 
Sunday January 15th, 2023 7:19:18 PM

The consensus seems to be to wait so Teddy finds a quiet spot to sit at and maybe doze a little until the time comes.

Gore'Thum and Teddy Treeborn (Mitch) HP 47/47 AC 12/11/12 CMD 11 Gore'Thum HP 48/48AC 18/18/15 
Tuesday January 17th, 2023 5:55:27 AM

Gore'Thum idly wonders how long they will have to wait.

DM James: 10AM - Journey to the Lighthouse Map  d100=30 ;
Tuesday January 17th, 2023 8:41:48 AM

So the night passed with each person taking a turn at the top of the lighthouse. When morning came the fog wasn't any better, but the great height of the structure rose above the fog. It was like looking down on a soft cottony surface that would support your weight. Mid-morning the watchman could see the fog clearing as the wind shifted from offshore to inland. With that too the temperature dropped and clouds started to form above.

Survival DC 12 Highlight to display spoiler: { No fog tonight, but it'll be raining. }

Survival DC 15 Highlight to display spoiler: { The fog will lift in about thirty minutes as a strong wind from the south pushes the fog back from the coast.}

"Rain's comin'" Tad offered up as he came down from above.

"Something is working the weave this morning." Olostim informed the group. "Feels like Burne's work. Might distract these boggards."

Snark Highlight to display spoiler: {Luna has confirmed that the frogmen haven't moved much in the night and the children are still under the boat."}

"What's the plan?" Tad asked as he brought out a hook he used to haul fish onto his boat. It had a wooden handle and a large metal hook, the device was about a foot long overall and looked wickedly sharp.

DM James:
Map stands.

If you can make a Survival DC 30 check you can time your attack with the clearing fog such that the rank of frogmen in the water don't start to enter combat for 3 rounds.

Snark Riverstone (MarkB) AC17 T17 F15, CMD 12, HP 41/41  d3=3 ; d20+11=24 ; d20+11=18 ; d20+11=13 ; d20+8=14
Tuesday January 17th, 2023 11:21:38 AM

So, to sum things up, Luna the bat has delivered a bell that can be heard for 1 mile, a torch in the form of a small cloth, and a note to the children under the boat. They know to stay put.

We are waiting for the fog to clear to rescue these kids.

Snark will wait until we can see enough to act. Once we think we can see, he will Summon 3 small Air Elementals (concentration check passed.) Then he will cast Haste on himself, the Air Elementals and the party, and he will instruct the Air Elementals to fly out in whirlwind form and begin capturing boggards and dropping them. Once the party is hasted, they should attack as they are able.

Then he will cast Fly on himself. (Failed the concentration check on this one - did the DM mean that Burne has fixed the magic? If not, Snark suffers the consequences.)

On the Survival roll, Snark will use Aid Another to add +2 to Teddy's Survival check. Teddy is the only one that stands a chance to make a DC 30 check.

“Benni” AC 22/12/18. CMD16. HP 24/ 24 Onesimos (SteveK) 
Tuesday January 17th, 2023 2:46:48 PM

Onesimos asks if Snark, Corym, and Teddy stay at the doorway to keep it open and provide covering fire.

Isaac, Benni, and Gore Thum make a dash for the fishing boat with the air elementals to retrieve the children and get back to the lighthouse.

To support the attack, the cleric prays for a special set of spells (below)

When they are ready to dash, he casts Silence on his Morningstar…
And runs.


0- (4). Resistance, Light Stabilize. guidance
1- (4+1). Sanctuary, Sanctuary, Obscuring Mist, Obscuring Mist, shield of Faith
2- (4+1). Silence, Silence, shield Other, Shield Other, Align Weapon
3- (3+1). Wind wall, wind wall, Deeper Darkness, Prayer.

Corym Morhice (Ben V) AC20 T15 F16 CMD20, HP 32/32  d20+1=4 ;
Tuesday January 17th, 2023 5:14:00 PM

Corym will stay at the doorway, casting mage armor on himself and then drawing his bow and keeping two arrows nocked. "Let's get this thing started."

(Corym does not have any idea regarding the fog. 4 survival check, lol.)

Snark Riverstone (MarkB) AC17 T17 F15, CMD 12, HP 41/41 
Tuesday January 17th, 2023 6:55:45 PM

Minor change - once all are Hasted, Snark instructs the 3 small Air Elementals to guard Isaac, Benni, and Gore Thum and "whirlwind" any boggards that come near them or the boat.

Gore'Thum and Teddy Treeborn (Mitch) HP 47/47 AC 12/11/12 CMD 11 Gore'Thum HP 48/48AC 18/18/15  d20+12=32 ;
Wednesday January 18th, 2023 7:53:54 AM

Teddy wakes up well rested and on top of things. He goes to the top of the lighthouse with Gore'Thum and between the two of them, mostly Teddy, are able to make an expert assessment of the weather (nat 20 for 32 total, 34 for the aid another). Not used to being the one who has to make plans and knows the most he stutters a little as he tries to explain how they can take the frogmen by surprise, but with Gore'Thums moral support and blunt clarifications they manage to get the idea across that the fog will fade in 30 minutes and that the party should attack on Teddy's signal.

Gore'Thum and Teddy Treeborn (Mitch) HP 47/47 AC 12/11/12 CMD 11 Gore'Thum HP 48/48AC 18/18/15 
Wednesday January 18th, 2023 7:55:13 AM

The attack will be signaled by Teddy making a forward motion with his hand and a loud war croak from Gore'Thum.

“Benni” AC 22/12/18. CMD16. HP 24/ 24 Onesimos (SteveK) 
Wednesday January 18th, 2023 10:56:54 AM

Benni nods. And waits for the right time to begin…




0- (4). Resistance, Light Stabilize. guidance
1- (4+1). Sanctuary, Sanctuary, Obscuring Mist, Obscuring Mist, shield of Faith
2- (4+1). Silence, Silence, shield Other, Shield Other, Align Weapon
3- (3+1). Wind wall, wind wall, Deeper Darkness, Prayer

DM James: 10AM - Surprise Round - Beachhead Map  d20=10 ; d20=9 ;
Wednesday January 18th, 2023 2:42:53 PM

Snark sent Luna about flutterng across the beach delivering small items. Snark summoned air elementals, cast haste, and then though to cast Fly, but spent the better part of 30 seconds laying upon the ground when he was overcome with vertigo.He set his elementals as guards on the lighthouse.
Benni readied his list of spells and cast silence upon his morningstar
Corym cast mage armor and pulled out his bow.
Teddy was able to get a good read on the weather to choose the best time to move.

With all their preparations in place, Benni and those who are joining him rush silently out of the lighthouse. There are only two boggards in their way as they rush forward with the balance of them still hidden in the fog thanks to Teddy's expert weather knowledge. Neither notice the PCs as they charge them.

DM James:

Please place your PCs on the map. Those not shown by the next DM post will be assumed to be in the lighthouse.

B1 and B2 are surprised.
Boggard, AC 14, 22 Hp.


Corym Morhice (Ben V) AC20 T15 F16 CMD20, HP 32/32  d20+7=20 ; d20+7=21 ; d8-1=4 ; 2d6=9 ; d8-1=1 ;
Wednesday January 18th, 2023 4:42:40 PM

Corym releases two arrows, one targeting each of the two boggards revealed.

b1: 20 to hit, 4 dmg
b2: 21 to hit, 1 dmg

the 2d6 was sneak attack but then i realized they aren't within 30ft of me. whoops.

Snark Riverstone (MarkB) AC17 T17 F15, CMD 12, HP 41/41 
Wednesday January 18th, 2023 5:59:23 PM

Snark fails his save and is stunned for 3 rounds. (No actions for 3 rounds.)

Snark drops his staff and falls near the entrance to the lighthouse.

The party along with the three air elementals are hasted and they move out to protect those moving to rescue the children. The Haste spell will make the Air Elementals fly at 130'.

When there are boggards they can see, the three Small Air Elementals take a standard action to transform into a whirlwind. The whirlwind is 5' wide at the base, 10' wide at the top, and 20' tall. The whirlwind only lasts for 1 round and can hold at least 5 medium creatures. I estimate in the first round it will pick up one or two, fly up, eject them at 80'. Elemental locations on map are approximate.

This will also have the effect of dispersing the fog where ever it goes in whirlwind form.

--------------------------------------------------------------
Haste - Duration 6 rounds. A hasted creature gains a +1 bonus on attack rolls and a +1 dodge bonus to AC and Reflex saves. A hasted creature's movement is increased by 30'. When making a full attack action, a hasted creature may make one extra attack with one natural or manufactured weapon.

Augmented Small Air Elemental - Duration 9 rounds, AC 17, 15 HP.
WhirlwindForm: Duration 1 rd. Does not threaten or provoke AOOs. If it enters a creature's square, creature must make a DC 14 Reflex save or take 1d4+3 damage, and must make a second Reflex save or be caught in whirlwind and automatically take 1d4+3 damage each round. Only flying creatures have a chance to escape the whirlwind. Elemental may eject a creature as a free action.


Isaac Harker (Justin M) HP 62/62 AC24/ T13 / FF 20 
Wednesday January 18th, 2023 8:30:12 PM

Isaac listens to the plan and decides to stay nearby the lighthouse and if needed run interference. "I'm not very quite so if we forgo stealth I'll jump in and take the fight to them."

Gore'Thum and Teddy Treeborn (Mitch) HP 47/47 AC 12/11/12 CMD 11 Gore'Thum HP 48/48AC 18/18/15  d20=5 ; d6=2 ;
Thursday January 19th, 2023 7:25:32 AM

With the haste spell up Gore'Thum is able to make it to the closest Boggard and attack.(14 to hit, 4 damage). Teddy moves forward a little bit and doesn't cast anything yet, not wanting to risk the strange difficulties affecting casters.

“Benni” AC 22/12/18. CMD16. HP 24/ 24 Onesimos (SteveK)  d20+9=16 ;
Thursday January 19th, 2023 3:13:43 PM

Onesimos casts his Silence spell, successfully, and trots with his teammates. The heavily armored elf tries to keep up by running. He lets the air elementals and others deal with the Boggards. His goal is the kids!

Ooc: Sorry DM but the map is confusing me. I’m having Benni run with the group going to the overturned fishing boat.

DM James: 10AM - Fog Round 1 - Beachhead Map  d20=8 ; d20=10 ; d20=4 ; 8d6=24 ; 8d6=38 ; 8d6=25 ;
Thursday January 19th, 2023 4:49:13 PM

Snark was recovering from being stunned.
Corym shot two arrows, both hit.
Teddy waited as Gore Thum moved forward to attack.
Issac stood back and waited.
Benni ran past a boggard and arrived at the overturned boat.

Benni's silence spell kept them from hearing any alarms go up from the boggards, but it also concealed their initial approach. Once past the front line of frogmen their cries of alarm rose up to warn the others. Still, Teddy's careful instructions prevented them from being able to see who was attacking so they just started to wade forward.

Snarks elementals lifted three of the boggards into the air and dropped them. Each was ripped away from the ground and ejected into the air. As each fell back to the sandy ground they did so with a crunch that told those nearby they wouldn't be getting up again.

DM James
Corym - b1, Damage 4/22 hp
Corym - b2, Damage 1/22 hp
Gore Thum - b3, Damage 4/22 hp
E1 - b1, dead.
E2 - b2, dead
E3 - b3, dead

The boggards in the water still have total concealment, Those on the beach have concealment (20%) as the fog around the remaining creatures hasn't completely lifted yet. Visibility to Benni is completely clear. .

Snark Riverstone (MarkB) AC17 T17 F15, CMD 12, HP 41/41 
Thursday January 19th, 2023 5:52:39 PM

Snark lay there helpless. (Stunned round 2/3)

The hasted small air elementals turn back into their elemental form, and then each transforms back into a whirlwind to attack again. The elementals were instructed to to guard Isaac, Benni, and Gore Thum and "whirlwind" any boggards that come near them or the boat. (The small air elementals move at 130', but movement up happens at half speed, so I will take that into account.)

a1 moves up and flies though b4 and b5's squares. If either are caught up in the whirlwind, it will ascend the remaining 40 feet and drop them for 4d6 damage. Any creatures dropped will be located near a1.

a2 moves up and flies though b6 and b7's squares. If either are caught up in the whirlwind, it will ascend the remaining 30 feet and drop them for 3d6 damage. Any creatures dropped will be located near a2.

a3 moves up and flies though b8 and b9's squares. If either are caught up in the whirlwind, it will ascend the remaining 20 feet and drop them for 2d6 damage. Any creatures dropped will be located near a3.

--------------------------------------------------------------
Haste - Duration 5/6 rounds. A hasted creature gains a +1 bonus on attack rolls and a +1 dodge bonus to AC and Reflex saves. A hasted creature's movement is increased by 30'. When making a full attack action, a hasted creature may make one extra attack with one natural or manufactured weapon.

Augmented Small Air Elemental - Duration 8/9 rounds, AC 17, 15 HP.
WhirlwindForm: Duration 1 rd. Does not threaten or provoke AOOs. If it enters a creature's square, creature must make a DC 14 Reflex save or take 1d4+3 damage, and must make a second Reflex save or be caught in whirlwind and automatically take 1d4+3 damage each round. Only flying creatures have a chance to escape the whirlwind. Elemental may eject a creature as a free action.



Corym Morhice (Ben V) AC20 T15 F16 CMD20, HP 32/32 
Thursday January 19th, 2023 9:44:44 PM

Corym will move forward out from the door, nocking another two arrows. Since he can't exactly see anything, he will just hang back, preparing to shoot anything that isn't his allies/young children that show up.

Isaac Harker (Justin M) HP 62/62 AC24/ T13 / FF 20 
Thursday January 19th, 2023 10:15:16 PM

Isaac moves up next to Corym ready to charge at any grog men that might appear out of the mist.
(Isaac moves next to Corym and readies a charge)

Gore'Thum and Teddy Treeborn (Mitch) HP 47/47 AC 12/11/12 CMD 11 Gore'Thum HP 48/48AC 18/18/15  d20+9=17 ; d20+9=25 ; d6=6 ; d6=6 ;
Friday January 20th, 2023 7:52:46 AM

Gore'Thump presses the attack, now able to attack twice with the haste bonus. He hits AC 17 and 25 for 8 and 8 damage. Teddy wrings his hands and wishes he could cast something without risk of stunning himself and decides to continue waiting until someone desperately needs healing or the battle looks like it's turning against the party.

“Benni” AC 22/12/18. CMD16. HP 24/ 24 Onesimos (SteveK) 
Friday January 20th, 2023 11:07:05 AM

Benni, arriving at the boat, bends to lift the edge of the skiff and reveal himself to the kids. He gestures to them to stay close to him for the run to the lighthouse.

The cleric intends to use a Hero Point if ever a kid is hit by an arrow to Channel Healing energy. He is hoping that, as a Supernatural ability that is not affected by even anti-magic, that the difficulty of magic won’t impair his connection with Flower.

…….
* = cast
0- (4). Resistance, Light, Stabilize. guidance
1- (4+1). Sanctuary, Sanctuary, Obscuring Mist, Obscuring Mist, shield of Faith
2- (4+1). *Silence, Silence, shield Other, Shield Other, Align Weapon
3- (3+1). Wind wall, wind wall, Deeper Darkness, Prayer

DM James: 10AM - Fog Round 2 - Beachhead Map  d20=11 ; d20=12 ; d4=4 ; d4=2 ; 4d6=16 ; d20=12 ; d20=1 ; d4=4 ; d4=3 ; 4d6=14 ; d20=18 ; d20=15 ; d20=4 ; d4=3 ; d4=4 ; 4d6=14 ; d20=15 ; d8+3=6 ; d20+5=11 ; d20+5=9 ;
Friday January 20th, 2023 1:37:32 PM

Snark was still recovering from being stunned.
Corym watched the shoreline as the fog cleared, he could see several boggards starting to emerge from concealment.
Teddy waited as Gore Thum moved forward once again to attack.
Issac also watched the shoreline.
Benni lifted the boat and urged the children to run.

The two children could see Benni but not hear him, but they needed little else as they both bolted for the lighthouse. Meanwhile the air elementals were raging across the sand and sowing their own version of destruction. Those frog men not caught in their winds converged on the heroes with Benni being their first target. Others started to appear out of the mist as they converged on Gore Thum.

It wouldn't be long and the entire beach would be clear and the boggards would be upon them as they surged forward with their strange morningstars. .

DM James:
a1 - b4, Damage 7+5+16=28 - Dead
a2 - b6, Damage 7+6+14=27 - Dead
a3 - b8, Reflex Save 18, 15
a3 - b9, Damage 6+7+14=27 - Dead
GT - b5, Damage 8+8=16/22
b5 - GT, Roll 17, Hit. Damage 6 Hp
b16 - a3, Roll 11. Miss.
b17 - a3, Roll 9. Miss

a2 get an AoO on B7.



Corym Morhice (Ben V) AC20 T15 F16 CMD20, HP 32/32  d20+9=25 ; d8-1=4 ;
Friday January 20th, 2023 9:30:37 PM

Corym will walk straight forward, bow still drawn, and fire at a boggard he can see. (not entirely sure what boggards i can see with the fog right now, just the nearest one for targeting.)

Attack: 25 to hit, 4 damage.



Isaac Harker (Justin M) HP 62/62 AC24/ T13 / FF 20 
Friday January 20th, 2023 10:04:54 PM

Isaac moves up ready to help Gore'Thrum make their escape.
(Isaac will be willing to engage in melee on the next turn if Gore'Thrum needs help getting out of the fight)

“Benni” AC 22/12/18. CMD16. HP 24/ 24 Onesimos (SteveK)  d20+9=19 ;
Saturday January 21st, 2023 7:26:47 AM

Onesimos drops his Morningstar, leaving the Silence around the boat, and trots after Isiah and Kaylie.

Once he begins to hear, he casts a Wind Wall spell behind them to stop any arrows from coming at the Kids!

…….
Cast Concentration 19
Wind Wall. Starting at Point AF,AG,20,21 to AF,AG,26,27 to Z,AA,26,27

* = cast
0- (4). Resistance, Light, Stabilize. guidance
1- (4+1). Sanctuary, Sanctuary, Obscuring Mist, Obscuring Mist, shield of Faith
2- (4+1). *Silence, Silence, shield Other, Shield Other, Align Weapon
3- (3+1). *Wind wall, wind wall, Deeper Darkness, Prayer

Snark Riverstone (MarkB) AC17 T17 F15, CMD 12, HP 41/41 
Saturday January 21st, 2023 7:17:14 PM

Snark lay there helpless. (Stunned round 3/3)

The hasted small air elementals turn back into their elemental form, and then each transforms back into a whirlwind to attack again. The elementals were instructed to to guard Isaac, Benni, and Gore Thum and "whirlwind" any boggards that come near them or the boat. (The small air elementals move at 130', but movement up happens at half speed, so I will take that into account.)

a1 whirlwind flies though b5, b18, b13, b12 (50' of movement). If any are caught up in the whirlwind, it will ascend the remaining 40 feet and drop them for 4d6 damage. Any creatures dropped will be located near a1.

a2 whirlwind flies though b15, b17, b14 (40' of movement). If any are caught up in the whirlwind, it will ascend the remaining 40 feet and drop them for 4d6 damage. Any creatures dropped will be located near a2.

a3 whirlwind flies though b17, b16, b8, b10, b11 (40' of movement). If any are caught up in the whirlwind, it will ascend the remaining 40 feet and drop them for 4d6 damage. Any creatures dropped will be located near a3.

--------------------------------------------------------------
Haste - Duration 3/6 rounds. A hasted creature gains a +1 bonus on attack rolls and a +1 dodge bonus to AC and Reflex saves. A hasted creature's movement is increased by 30'. When making a full attack action, a hasted creature may make one extra attack with one natural or manufactured weapon.

Augmented Small Air Elemental - Duration 6/9 rounds, AC 17, 15 HP.
WhirlwindForm: Duration 1 rd. Does not threaten or provoke AOOs. If it enters a creature's square, creature must make a DC 14 Reflex save or take 1d4+3 damage, and must make a second Reflex save or be caught in whirlwind and automatically take 1d4+3 damage each round. Only flying creatures have a chance to escape the whirlwind. Elemental may eject a creature as a free action.


Gore'Thum and Teddy Treeborn (Mitch) HP 47/47 AC 12/11/12 CMD 11 Gore'Thum HP 42/48AC 18/18/15  d20+10=28 ; d6=1 ; d20+10=26 ; d6=5 ;
Sunday January 22nd, 2023 7:00:45 PM

Gore'Thum takes the hit and replies in kind, hitting AC 28 and 26 for 3 and 7 damage.

DM James: 10AM - Fog Round 3 - SNARK! Map  d20=20 ; d20=7 ; d20=10 ; d4=1 ; 4d6=16 ; d20=9 ; d20=4 ; d4=2 ; d4=2 ; d4=1 ; 4d6=14 ; d20=19 ; d20=18 ; d20=18 ; d20=4 ; d20=15 ; d4=4 ; d20+7=12 ; d20+7=21 ; d20+7=26 ; d20+7=8 ; d20+7=13 ; d20+7=19 ; d20+7=24 ; d20+7=11 ; d20+5=13 ; d20+5=12 ; d20+7=21 ; d20+7=25 ; d8+3=6 ; d8+3=8 ; d8+3=7 ; d8+3=11 ; d8+3=6 ; d8+3=5 ;
Monday January 23rd, 2023 2:57:35 PM

Snark was still recovering from being stunned.
Corym moved forward and shot at a boggard
Teddy waited as Gore Thum moved forward once again to attack.
Issac covered Gore Thum
Benni dropped his morning star and followed the children and cast wind wall.

Isaiah and Kylie darted across the sand towards the lighthouse headed for the narrow path that lead through the rocks to its door. Benni didn't want the children in danger so he through up a wind wall to deflect any projectiles sent their way. Meanwhile the horde of boggards started to emerge from the fog as it was swept away to sea. Each was outfitted in battle armor with large conchs attached to braided cord and a piece of driftwood. These morningstars made a low whistling sound as each frog creature spun them as they ran forward from the mist.

The boggards swarmed upon Gore Thum as many of the others chased and attacked the heroes and their allies. Gore Thum was the center of a mass attack but the elemental managed to distract some of the enemy. Still though two boggards managed to land attacks upon him. Another group of boggards attacked Snarks third elemental nearly killing it while another group sent Snarks second elemental back to its home plane. Two sprinting boggards managed to catch up to Benni as well but he was too nimble and well armored to get hit.

Meanwhile on top of the hill Snark raised himself up to survey the destruction his elementals had wrought. eight boggards lay dead on the beachhead, with another nearly dead after having been pummeled onto the sand. (b10)

DM James:
a1 - b18, Damage 5+4+16=25/22, Dead
a2 - b15, Damage 5+4+14=23/22, Dead
a3 - b10, Damage 7 hp.
GT - b5, Roll 28, 26. Hit, hit. Damage 3+7=10/22
Corym - b7, Roll 35, Hit. Damage 4/22

b20-Gore Thum, Roll 12, Miss.
b5 - Gore Thum, Roll 21, Hit. Damage 6 Hp
b19 - Gore Thum, Roll 26, Hit. Damage 5 Hp
b12 - Gore Thum, Roll 8, Miss.
b13 - a1, Roll 13. Miss.
b8 - a3, Roll 19. Hit. Damage 6 Hp
b11 - a3, Roll 24, Hit. Damage 8 Hp
b10 - a3, Roll 11. Miss.
b7 - Benni, Roll 13. Miss
b14 - Benni, Roll 12. Miss.
b17 - a2, Roll 21, Hit. Damage 7 Hp
b16 - a2, Roll 25, Hit. Damage 11 Hp - Dead


Corym Morhice (Ben V) AC20 T15 F16 CMD20, HP 32/32  d20+9=27 ; d8-1=6 ;
Monday January 23rd, 2023 7:12:05 PM

Corym will shoot an arrow at b14, then cover Isaiah and Kylie's exit.
(27 to hit, 6 damage)



Snark Riverstone (MarkB) AC17 T17 F15, CMD 12, HP 41/41  d20+11=27 ;
Monday January 23rd, 2023 7:21:18 PM

Snark recovers from being stunned. Without standing, he casts Fly on himself (passed concentration check.) Then he takes to the air to get a better look at where things stand. He only sees two remaining air elementals. He barks, "ISAAC AND KYLIE - GET IN THE LIGHTHOUSE."

The two remaining hasted small air elementals turn back into their elemental form, and then each transforms back into a whirlwind to attack again. (The small air elementals move at 130', but movement up happens at half speed, so I will take that into account.)

a1 whirlwind flies though b20, b5, b19, b12, b13 (30' of movement). If any are caught up in the whirlwind, it will ascend the remaining 50 feet and drop them for 5d6 damage. Any creatures dropped will be located near a1.

a2 is gone.

a3 (1 hp left) whirlwind flies though b17, b16, b8, b10, b11 (40' of movement). If any are caught up in the whirlwind, it will ascend the remaining 40 feet and drop them for 4d6 damage. Any creatures dropped will be located near a3.

--------------------------------------------------------------
Haste - Duration 4/6 rounds. A hasted creature gains a +1 bonus on attack rolls and a +1 dodge bonus to AC and Reflex saves. A hasted creature's movement is increased by 30'. When making a full attack action, a hasted creature may make one extra attack with one natural or manufactured weapon.

Augmented Small Air Elemental - Duration 7/9 rounds, AC 17, 15 HP.
WhirlwindForm: Duration 1 rd. Does not threaten or provoke AOOs. If it enters a creature's square, creature must make a DC 14 Reflex save or take 1d4+3 damage, and must make a second Reflex save or be caught in whirlwind and automatically take 1d4+3 damage each round. Only flying creatures have a chance to escape the whirlwind. Elemental may eject a creature as a free action.


Gore'Thum and Teddy Treeborn (Mitch) HP 47/47 AC 12/11/12 CMD 11 Gore'Thum HP 31/48AC 18/18/15 
Tuesday January 24th, 2023 8:34:25 AM

Gore'Thum goes defensive until help can come (+4 to AC this round). Teddy moves up so he can rush in and heal Gore'Thum next round.

DM James: 10AM - Round 4 - Get in the Lighthouse! Map  d20=7 ; d20=9 ; d4=1 ; d4=3 ; 5d6=16 ; d20=16 ; d20=10 ; d20=16 ; d4=4 ; d20+5=17 ; d20+5=20 ; d20+5=7 ; d20+5=24 ; d20+5=25 ; d20+5=18 ; d20+5=9 ; d20+5=14 ; d20-1=0 ; d20-1=7 ; d100=86 ; d20=19 ; d8+3=7 d8+3=5 d8+3=7
Tuesday January 24th, 2023 11:46:06 AM

Snark called to Isaiah and Kylie as his elementals flew over the battlefield.
Corym shot at a boggard
Teddy moved up to heal Gore Thum as the frog creature went on the defensive.
Issac
Benni

Gore Thum twisted and turned as the boggards continued to swarm over him. One managed to hit him with it's bloody conch shell but the others missed as Teddy rushed in to help. Corym loosed an arrow at one of the frogmen attacking Benni as the cleric sought to block those pursuing the children while the wind wall raged around him.

The frogmen converged on Benni with a flurry of attacks that all missed until a handful of the frog creatures decided to use their tongue attacks. Of the three using that attack one lashed out through the windy barrier and stuck to Benni. Benni was held fast and couldn't move away as the tongue also kept him from dodging about so easily.

Meanwhile Isaiah and Kylie made it to the path. As long as Corym stood at the mouth of the path none would pass to harm them. Then Olostim stepped out of the lighthouse to guide the children inside.

The battle was raging and the heroes were holding their own, but these boggards now had murderous intent in their eyes and it seemed they were focused on a fight to the death.

DM James:
a1 - b20, Damage 4+6+16=26/22, Dead
a3 - b16, Damage 7/22 hp.
Gore Thum - Total Defense +4 AC
Corym - b14, Roll 27, Hit. Damage 6/22

b5 - Gore Thum, Roll 17, Miss.
b19 - Gore Thum, Roll 26, Hit. Damage 7 Hp
b12 - Gore Thum, Roll 20, Miss.
b13 - a1, Roll 7. Miss.
b8 - a3, Roll 24. Hit. Damage 5 hp
b11 - a3, Roll 25, Hit Damage 7 hp, Dead
b10 - Benni, Roll 18. Hit. Sticky Tongue, 30% Miss, Roll 86. (Str DC 21 to break loose.)
b7 - Benni, Roll 9. Miss
b14 - Benni, Roll 14. Miss.
b17 - Benni, Roll 0, Miss. Sticky Tongue
b16 - Benni, Roll 7, Miss. Sticky Tongue

Boggards AC14
b5 - 10/22 hp
b10 - 7/22 hp
b14 - 6/22 hp
b16 - 7/22 hp

Sticky Tongue
A creature hit by a boggard’s tongue attack cannot move more than 10 feet away from the boggard and takes a –2 penalty to AC as long as the tongue is attached (this penalty does not stack if multiple tongues are attached). The tongue can be removed by making an opposed Strength check as a standard action or by dealing 2 points of slashing damage to the tongue (AC 11, damage does not deplete the boggard’s actual hit points). The boggard cannot move more than 10 feet away from the target, but the boggard can release its tongue as a free action. Unlike a giant frog, a boggard cannot pull targets toward it with its tongue.


“Benni” AC 22/12/18. CMD16. HP 24/ 24 Onesimos (SteveK)  d20+7=9 ; d20+7=26 ; d4+2=3 ;
Tuesday January 24th, 2023 2:39:10 PM

Onesimos tries to keep the Boggards away from the children, yet when the kids are safe, it is almost too late for Benni! The tongue doesn’t hurt, but the elf can feel himself becoming trapped, and so something desperate is called for…

Onosimos flashes out a StarKnife: the favored weapon of Flower! He heroically slashes at the tongue, severing it from the Boggard! And now free, the elf withdraws up the strand towards the lighthouse.

”Withdraw! Withdraw!”, he calls to the other Luck Makers. ”We are too spread out to be effective!”

….
Attack 9. Use Hero Point. 26 hit! Damage 3

Move to AA,22. (offering AAOs to adjacent Boggards)

* = cast
0- (4). Resistance, Light, Stabilize. guidance
1- (4+1). Sanctuary, Sanctuary, Obscuring Mist, Obscuring Mist, shield of Faith
2- (4+1). *Silence, Silence, shield Other, Shield Other, Align Weapon
3- (3+1). *Wind wall, wind wall, Deeper Darkness, Prayer

DM James: This can happen in Round 4. Stephen would you post to Round 5 actions?

Snark Riverstone (MarkB) AC17 T17 F15, CMD 12, HP 41/41  6d6=19 ; 6d6=18 ; d20+11=20 ;
Tuesday January 24th, 2023 3:15:23 PM

The flying gnome is flying 25' off the ground. He smiles to see his friend Benni break free. He shoots a Fireball down where the cleric once stood. With a low roar, it crisps boggards 8, 10, 11, 16, 17, 18 - 19 damage, DC 18 Reflex save for half. (oops, hit the roll button twice - ignore second roll, passed concentration check on the spell.)

He hollers, "Teddy and Gore'Thum - you might wanna move back to the lighthouse like Benni says."

The one remaining hasted small air elemental turns back it's elemental form. Then it transforms back into a whirlwind to attack again. (The small air elementals move at 130', but movement up happens at half speed, so I will take that into account.)

a1 whirlwind flies though b5, b19, b12, b13 (25' of movement). If any are caught up in the whirlwind, it will ascend the remaining 50 feet and drop them for 5d6 damage. Any creatures dropped will be located near a1.

a2 and a3 are gone.

--------------------------------------------------------------
Haste - Duration 5/6 rounds. A hasted creature gains a +1 bonus on attack rolls and a +1 dodge bonus to AC and Reflex saves. A hasted creature's movement is increased by 30'. When making a full attack action, a hasted creature may make one extra attack with one natural or manufactured weapon.

Augmented Small Air Elemental - Duration 8/9 rounds, AC 17, 15 HP.
WhirlwindForm: Duration 1 rd. Does not threaten or provoke AOOs. If it enters a creature's square, creature must make a DC 14 Reflex save or take 1d4+3 damage, and must make a second Reflex save or be caught in whirlwind and automatically take 1d4+3 damage each round. Only flying creatures have a chance to escape the whirlwind. Elemental may eject a creature as a free action.


Isaac Harker (Justin M) HP 62/62 AC22/ T13 / FF 20  d20+9=24 ; d8+3=4 ;
Tuesday January 24th, 2023 6:26:05 PM

Isaac charges and attacks (b13) one of the frog men attacking Gore Thum. But only seems to graze the toad monster.
Attack: 24
Damage:4
Ac is now 22 until next round.



Corym Morhice (Ben V) AC20 T15 F16 CMD20, HP 32/32  d20+9=22 ; d8-1=3 ;
Tuesday January 24th, 2023 9:43:05 PM

Corym will fire another arrow at b14 before falling further back, still watching over the children. (22 to hit, 3 damage)

Move behind Kylie.

Corym yells out "Kids are safe! Let's get to the Lighthouse!"

Gore'Thum and Teddy Treeborn (Mitch) HP 47/47 AC 12/11/12 CMD 11 Gore'Thum HP 39/48AC 18/18/15  d20+10=21 ; d20+10=30 ; d20+10=24 ; d6=5 ; d6=5 ; d6=1 ; d20+9=18 ; d8=6 ; d8=3 ;
Wednesday January 25th, 2023 8:02:28 AM

Gore'Thum attacks the most injured Boggard before taking a 5 foot step out of the surrounding group. (21 to hit, crit threat, 24 to confirm, 7 and 7 damage, 10 if confirmed).

Teddy risks a healing spell, rolling 18 on his concentration and healing Gore'Thum 15 hp. (second level domain spell, can't remember what the save DC is)

DM James: 10AM - Round 5 - Withdraw? Map  d20=9 ; d20=14 ; d4=2 ; d20=9 ; d20=17 ; d4=3 ; d20=3 ; d20=5 ; d4=1 ; d4=2 ; 5d6=19 ; d20=1 ; d20=7 ; d20=15 ; d20=1 ; d20=8 ; d20=3 ; d20+5=17 ; d20+5=20 ; d8+3=5 ; d8+3=7 ; d20+5=9 ; d20-1=1 ; d20+5=22 ; d8+3=9 ; d20+5=12 ; d20-1=12 ; d20+3=14 ;
Wednesday January 25th, 2023 11:42:54 AM

Snark cast fireball into a crowd of boggards.
Corym continued shooting at a boggard
Teddy cast a healing spell and Gore Thum tried to step away from the boggards.
Issac charged and attacked.
Benni called for a withdrawl after cutting himself loose.

Snarks air elemental swept through several of the boggards but it wasn't until it reached the third one in its path that it managed to lift one off its feet and toss it high. As the creature landed on the beach everyone could hear the familiar crunching sound of bones as it lay still. Gore Thum stepped back as the boggards unleashed their fury at the air elemental harassing them. Their morningstars lashed out at the nebulous creature striking it twice. Issac moved up as well and struck at a frog creature and hit it with a solid blow. Gore Thum on his way out killed one even as the healing energy from Teddy washed over him.

Snark floated in the sky and cast his fireball and it exploded with magnificent effect killing two of the boggards and severely injuring the others. From the roiling ball of fire the frogmen continued their pursuit of Benni and attacked with another flurry of attacks. A morningstar hit him solidly as did one of the boggards long sticky tongues. He was immobilized once more. Benni was held fast and couldn't move away or dodge about so easily.

Meanwhile Isaiah and Kylie made it inside the lighthouse as well as Olostim.

The battle was raging and the heroes were holding their own, some might even say the tide was turning.

DM James:
Benni - b10, Roll 26, Hit. Damage 3 hp (Damage frees Benni, but does not otherwise harm the Boggard.)
a1 - b5, Damage 5
a1 - b19, Damage 6
a1 - b12, Damage 4+5+19=28 hp, Dead
Issac - b13, Roll 24, Hit. Damage 4/22 hp
Gore Thum - b5, Roll 21, 30, Hit, Crit. Damage 7+10=17, Dead.
Corym - b14, Roll 27, Hit. Damage 6/22
Snark(Fireball) - b8, Reflex 1. Fail 19/22 hp
Snark(Fireball) - b10, Reflex 7. Fail. Dead
Snark(Fireball) - b11, Reflex 15. Fail 19/22 hp
Snark(Fireball) - b16, Reflex 1. Fail, Dead.
Snark(Fireball) - b17, Reflex 8. Fail. 19/22 hp
Snark(Fireball) - b18, Reflex 3. Fail. 19/22 hp

b19 - a1, Roll 17, Hit. Damage 5 hp
b13 - a1, Roll 20, Hit, Damage 7 hp.
b7 - Benni, Roll 22. Hit. Damage 9 hp
b8 - Benni, Roll 9. Miss
b11 - Benni, Roll 1, Miss. Sticky Tongue
b14 - Benni, Roll 12. Miss.
b17 - Benni, Roll 12. Hit. Sticky Tongue,(Str DC 14 to break loose.)

Boggards AC14
b8 - 19/22 hp
b11 - 19/22 hp
b13 - 4/22 hp
b14 - 6/22 hp
b17 - 19/22 hp
b18 - 19/22 hp
b19 - 6/22 hp
a1 - 12/15 hp

Sticky Tongue
A creature hit by a boggard’s tongue attack cannot move more than 10 feet away from the boggard and takes a –2 penalty to AC as long as the tongue is attached (this penalty does not stack if multiple tongues are attached). The tongue can be removed by making an opposed Strength check as a standard action or by dealing 2 points of slashing damage to the tongue (AC 11, damage does not deplete the boggard’s actual hit points). The boggard cannot move more than 10 feet away from the target, but the boggard can release its tongue as a free action. Unlike a giant frog, a boggard cannot pull targets toward it with its tongue.


“Benni” AC 22/12/18. CMD16. HP 15/ 24 Onesimos (SteveK)  d20+7=8 ; d20+7=19 ; d4+2=4 ;
Wednesday January 25th, 2023 2:09:50 PM

Round 5
Onesimos slashes out at Boggard 17s tongue, Missing!! (Nat 1)

Round 6
The elf slashes at B17’s tongue again. (Attack 19, Damage 4). He then takes a step backwards.
….

* = cast
0- (4). Resistance, Light, Stabilize. guidance
1- (4+1). Sanctuary, Sanctuary, Obscuring Mist, Obscuring Mist, shield of Faith
2- (4+1). *Silence, Silence, shield Other, Shield Other, Align Weapon
3- (3+1). *Wind wall, wind wall, Deeper Darkness, Prayer

Snark Riverstone (MarkB) AC17 T17 F15, CMD 12, HP 41/41 
Wednesday January 25th, 2023 4:41:03 PM

The flying gnome is flying 25' off the ground. He sees his friend Benni break free. The little gnome holds his staff forward and says "Deorsum!" and a 30' deep pit opens up beneath b7, b11, and b17 - these three must make a DC 18 reflex save to jump to the nearest open space or fall and take 3d6 damage. Additionally, those that later end their turn within 5' of the pit must make a similar save or fall in. Create Pit. As this only involves a single word to trigger the spell it should not require a concentration check.

The one remaining hasted small air elemental turns back it's elemental form. Then it transforms back into a whirlwind to attack again. a1 whirlwind flies though b19 and b13 (25' of movement). If any are caught up in the whirlwind, it will ascend the remaining 50 feet and drop them for 5d6 damage. Any creatures dropped will be located near a1.

Both the haste effect and the summoned air elementals will end at the start of Snark's next round.

--------------------------------------------------------------
Haste - Duration 6/6 rounds. A hasted creature gains a +1 bonus on attack rolls and a +1 dodge bonus to AC and Reflex saves. A hasted creature's movement is increased by 30'. When making a full attack action, a hasted creature may make one extra attack with one natural or manufactured weapon.

Augmented Small Air Elemental - Duration 9/9 rounds, AC 17, 15 HP.
WhirlwindForm: Duration 1 rd. Does not threaten or provoke AOOs. If it enters a creature's square, creature must make a DC 14 Reflex save or take 1d4+3 damage, and must make a second Reflex save or be caught in whirlwind and automatically take 1d4+3 damage each round. Only flying creatures have a chance to escape the whirlwind. Elemental may eject a creature as a free action.


Create Pit - Duration 1/6 rounds.
Creates a a 10-by-10-foot extra-dimensional hole with a depth of 20 feet. Does not displace the original underlying material. Any creature standing in the area where you first conjured the pit must make a Reflex saving throw to jump to safety in the nearest open space. In addition, the edges of the pit are sloped, and any creature ending its turn on a square adjacent to the pit must make a Reflex saving throw with a +2 bonus to avoid falling into it. Creatures subjected to an effect intended to push them into the pit (such as bull rush) do not get a saving throw to avoid falling in if they are affected by the pushing effect..


Isaac Harker (Justin M) HP 62/62 AC22/ T13 / FF 20  d20+9=11 ; d20+4=20 ; d8+3=5 ; d8+3=11 ;
Wednesday January 25th, 2023 10:13:22 PM

Isaac swings at the toad creature twice "Gorum I got this" he calls out to his own toad like ally.
Attack 1:11
Damage:5
Attack 2:20
Damage:11

DM James: 10AM - Round 6 - Withdraw? Map  d20=17 ; d20=2 ; d20=12 ; d20=19 ; 3d6=8 ; 3d6=16 ; d20=18 ; d20=2 ; d20=14 ; d4=1 ; d4=2 ; d20+5=21 ; d8+3=7 ; d20+5=13 ; d20+5=12 ; d20+5=13 ; d20+5=7 ; d20=9 ;
Thursday January 26th, 2023 8:32:47 AM

Snark cast Create Pit successfully and opened a pit beneath three boggards.
Corym
Teddy
Issac charged and attacked.
Benni freed himself from the boggards grasp and then stepped back

Snarks air elemental swept through two of the boggards, but these seemed too wary and avoided being swept from their feet as they moved against Gore Thum once more. Snark's pit then formed beneath three of the creatures and they fell in as sand collapsed upon them and buried two as one escaped. Issac battled one that was fighting Gore Thum and nearly slew it in one hit as it croaked out in fear.

The boggards wouldn't be deterred however as three of them converged upon Corym and Benni. The three swiped at the two heroes but Corym and Benni were too fleet of foot and nimble to fall prey to their attacks as another boggard lost it's footing and was pulled into the rapidly filling pit.

Meanwhile Gore Thum had problems ofd his own as the two he and Issac were battling managed to slay the last of fhe air elementals. One even took a swing at the smaller frog, but missed as it tried to avoid getting hit by Issac who was attacking its flank.

Four of the creatures remained of the original twenty that had attacked. The heroes were clearly winning and it was only a matter of time before the battle would be over. Would they persevere and win through the day?

DM James:
a1 - b19, Damage 4
a1 - b13, Damage 5
Issac - b13, Roll 20, Hit. Damage 11 hp
Snark(Create Pit) - b7, Reflex 2. Fail, Dead
Snark(Create Pit) - b11, Reflex 12. Fail. Dead
Snark(Create Pit) - b17, Reflex 19. Success!

b19 - a1, Roll 21, Hit. Damage 7 hp, Dead.
b13 - Gore Thum, Roll 13, Miss
b8 - Benni, Roll 12. Miss
b14 - Corym, Roll 13. Miss.
b17 - Benni, Roll 7. Miss

Boggards AC14
b8 - 19/22 hp
b13 - 20/22 hp
b14 - 6/22 hp
b19 - 10/22 hp



Gore'Thum and Teddy Treeborn (Mitch) HP 47/47 AC 12/11/12 CMD 11 Gore'Thum HP 39/48AC 18/18/15  d20=15 ; d20=6 ; d6=5 ; d6=2 ;
Thursday January 26th, 2023 10:00:56 AM

(Bah had a doctor visit so posting later then usual and missed a round)

Now that he's not surrounded Gore'Thum could retreat safely, but with only two left he decides to simply finish the fight. He finishes Boggard 19 with a pair of blows (25 and 16 to hit, 7 and 4 for 11 total damage).

“Benni” AC 22/12/18. CMD16. HP 15/ 24 Onesimos (SteveK)  d20+7=23 ; d4+2=3 ;
Thursday January 26th, 2023 10:50:16 AM

Onesimos thinks Boggard 8 is more wounded and slashes with his StarKnife!

”It looks like 8 is down, Corym, fill 17 with arrows!”

“You are now outnumbered and have lost, Boggard. Flee and you may provide for your clan with honest means. Stay and I will help you to the Lands of Unrest.”


Attack 23. Damage 3

* = cast
0- (4). Resistance, Light, Stabilize. guidance
1- (4+1). Sanctuary, Sanctuary, Obscuring Mist, Obscuring Mist, shield of Faith
2- (4+1). *Silence, Silence, shield Other, Shield Other, Align Weapon
3- (3+1). *Wind wall, wind wall, Deeper Darkness, Prayer

Corym Morhice (Ben V) AC20 T15 F16 CMD20, HP 32/32  d20+10=20 ; d20+8=20 ; d8=2 ; d8=4 ;
Thursday January 26th, 2023 7:31:33 PM

(it appears b17 is already dead. b14!)

Corym gives an affirmative to Benni's command, taking a five foot step back. He then nocks two arrows, firing point-blank at b14. (18 to hit, 2 damage, and 20 to hit, 4 damage.)

Snark Riverstone (MarkB) AC17 T17 F15, CMD 12, HP 41/41  d20+11=18 ; 3d6=13 ;
Thursday January 26th, 2023 8:43:28 PM

Snark makes a sweeping motion with his staff and says, "Perfundo!" (This casts Hydraulic Push, and his CMB roll is 18 beating the boggard's CMD of 13 and pushing it back a total of 10'. It came from a staff so no concentration check needed.)

A a quick blast of water washes boggard b14 backward into the open pit. This boggard falls into the 30' deep pit and takes 13 damage from the fall.

"Hey Isaac, Gore Thum - you guys need any help over there?"

(Note that the pit is an extradimensional space that maintains its integrity irrespective of the material where it is created.)
-----------------------------------------------
Hydraulic Push - Soaks one creature or square. You can use this to make a bull rush against any one creature or object. Your CMB for this bull rush is equal to your caster level plus your Intelligence modifier. This bull rush does not provoke an attack of opportunity. Hydraulic push extinguishes any normal fires on a creature, object, or in a single 5-foot square which it is targeted against. Magical fires are unaffected.

Create Pit - Duration 1/6 rounds.
Creates a a 10-by-10-foot extra-dimensional hole with a depth of 20 feet. Does not displace the original underlying material. Any creature standing in the area where you first conjured the pit must make a Reflex saving throw to jump to safety in the nearest open space. In addition, the edges of the pit are sloped, and any creature ending its turn on a square adjacent to the pit must make a Reflex saving throw with a +2 bonus to avoid falling into it. Creatures subjected to an effect intended to push them into the pit (such as bull rush) do not get a saving throw to avoid falling in if they are affected by the pushing effect..


Isaac Harker (Justin M) HP 62/62 AC22/ T13 / FF 20  d20+9=16 ; d20+4=16 ; d8+3=5 ; d8+3=11 ;
Friday January 27th, 2023 12:38:09 AM

Isaac takes a swing at the Frog creature. "Got two over here Snark. Might need a little help cleaning up." Isaac calls out to his gnome companion.
Attack 1&2:16
Damage 1:5
Damage 2:11

Gore'Thum and Teddy Treeborn (Mitch) HP 47/47 AC 12/11/12 CMD 11 Gore'Thum HP 39/48AC 18/18/15 
Friday January 27th, 2023 8:07:13 AM

Teddy is looking a little green at the mass slaughter the party is perpetrating. "I.. I think we're ok! There should be only one left here!" he calls to Snark.

DM James: 10AM - Just Rewards Map 
Friday January 27th, 2023 9:19:13 AM

DM James: Re: Pit. I like my description better. LOL! Maybe it's the weird magic here.

The luck makers stood triumphant on the beach as the last of the frog creatures were defeated. It was also strangely quiet as they realized that the boggards croaks were now gone. Some of them were quite loud though none present were affected as they had been late yesterday evening. They had lost four of the creatures in the pit, but the other sixteen were arrayed upon the beach in various positions. Some were floating back and forth in the surf, others were in divots on the beach where they'd fallen.

Treasure:
16 MW Morningstars (conch shell with mother of pearl inlaid driftwood handles and some kind of leathery substance in place of a chain.)
10 Blow Guns, Spellcraft DC 14 Highlight to display spoiler: {+1 magic weapon, Range 30'}
27 Darts - Poison 2d6 Fort Save DC15
800 gp in miscellaneous old style coins. Some have barnacles on them.

Tad ran out to collect his boat and to make certain all was well with it as each of the heroes came in off the beach. There inside the lighthouse were Olostim and the two children. None were talking as Isaiah and Kylie had discovered the food and were eating two fisted.

Olostim looked up and saw the heroes enter and smiled. "You did good. I'm sorry my magic wasn't much help but I think I have something here to make up for it and to show my appreciation. He turned and opened a large chest set against the wall.

To Teddy Olostim tossed a bag. "My cart is plenty big. Never really used it." he said as he continued to dig in the chest. He pulled out a candle, shook his head and then made a excited sound and pulled out a silver circlet and handed it to Benni. "You flower people never are pretty enough." he said as he turned back to the chest and pulled out a large piece of cloth. "Found this on a shipwreck. Strange place to find it, but oh well." He handed that to Corym and as he did so an amulet fell out of the folds. "Perfect. Here you go Snark." he said as he spotted something deep in the chest. After a few moments trying to blindly grasp the object he pulled out a small Pink and Green ball which he tossed to Issac. "If you don't mind I'll travel back to town with you as I have a feeling Burne is going to need my help. Especially since I think I know what's going on now."

Teddy, Bag - Bag of Holding, Type II 500lbs
Benni, Circlet of Persuasion
Corym, Cloak of Elvenkind
Snark, Amulet of Natural Armor +1
Ioun Stone, Pink and Green +2 Cha.


Snark Riverstone (MarkB) AC17 T17 F15, CMD 12, HP 41/41 
Friday January 27th, 2023 1:39:28 PM

Snark will take 10 to make that spellcraft check on the blowguns. He works with the others to gather up the loot. He looks at his friends wounds. "Thanks Benni, Gore Thum for taking a beating out there. Sorry that magic thing kinda knocked me out for a bit."

As Olostim hands out the items, Snark takes the cloak. Worried it might be too big, he's relieved to see it magically adjusts it's size to fit the little gnome. He exclaims, "Wow! Thanks Olostim. How'd you know I needed something like this?" He will also ask if Olostim has the spells Continual Flame and Magic Mouth to add to his spellbook, and if not he's happy to purchase them as scrolls back in town.

In addition, he is quite relieved to hear that Olostim seems to know what's messing up the magic here.

DM James: Snark was given the amulet

“Benni” AC 22/12/18. CMD16. HP 24 24 Onesimos (SteveK)  3d6=9 ;
Friday January 27th, 2023 4:18:40 PM

Onesimos gathers with his friends and a blast of healing energy, though it only seems that Benni himself needs the energy.

He thanks Olostim’s gift of the circlet, replacing his very non-magical one. And he replaces his MW Morningstar with one of the Boggards MW Conch-stars.

”Ive never been called Flower’s child before, and for some reason, it doesn’t sound quite right,”. He gives a chuckle.

….

9 healing to everyone within 30 feet.

Isaac Harker (Justin M) HP 62/62 AC24/ T13 / FF 20  d6=3 ; 2d6=6 ;
Friday January 27th, 2023 5:41:55 PM

Isaac looks a bit confused at the green and pink stone "I'm not really good with magic how do I.." Isaac begins before the small jewel starts circling his head. "OK that is interesting. I'll need to get used to that. Thank you for the gift."
Seeing Benni and Gorethum have taken some damage he uses a channel energy to help heal everyone.
Chanel energy healing:6hp

Gore'Thum and Teddy Treeborn (Mitch) HP 47/47 AC 12/11/12 CMD 11 Gore'Thum HP 39/48AC 18/18/15 
Saturday January 28th, 2023 8:10:58 AM

Teddy takes the bag and experiments with it, determining it is a bag of holding and checking for anything inside.

Return To Index      Next Scene (Homecoming)
Copyright © 1980-2024 WoldianGames. All rights reserved.
Privacy Policy - Terms of Service - Site Map - Contact Us - SRD
 
WoldianGames Homepage