(CSRHoD) Creamsteak's Red Hand of Doom II [IC]




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    (CSRHoD) Creamsteak's Red Hand of Doom II [IC]

    Chapter I: Posts 2-738

    Two different adventuring groups meet in combat, assaulted by a band of vicious hobgoblins. The adventures handily win the day, but both groups realize that their chances would have been very slim if they had not happened upon each other at just the right time. Each group has a different reason for passing by Drellin's Ferry, the local river town. One group is on their way to explore the ruins of Vraath Keep, while the other group was to deliver a message to Town Speaker Norro Wiston. Both groups determine that their goals are fairly similar means to an end.

    The adventuring party, now stocked with a full assortment of heroes, travels through the treacherous Witchwood in search of long-lost treasure and waiting hobgoblin ambushes. They meet the friendly woodsman Jorr, who offers them aid as a tracker and guide. After dealing with the creatures of the Witchwood, they arrive at Vraath Keep - an old stone castle turned into a Hobgoblin staging area.

    At Vraath Keep, two battles take place. In the first, the heroes ambush and defeat Wyrmlord Koth, a powerful bugbear sorcerer. The group discovers a wealth of information on the incomming threat of the hobgoblin armies. In the second battle of Vraath, the group is ambushed by the spirits of the damned commander Amery Vraath and his giant foes. The battle mocks the original conflict that ended in the giants and Vraath's death. At the end of the battle, Gurguannin and Scarlet are dead. The spirit of Amery permits the party to explore his final tomb below the castle, where they find various items including Amery's longbow.

    The party travels north, based on the information from Koth. When they arrive at the Skull Gorge Bridge, a massive battle breaks out. A dragon and various hobgoblins guard the place, and they inflict severe damage on much of the party. The group of adventerurs is wiley and prepared, and they manage to defeat the guards -though the dragon narrowly escapes death. During the battle a prisoner by the name of Pender breaks free from the hobgoblins and joins the adventuring party. He becomes a valuable asset to the group.

    The heroes learn of the full extent of the hobgoblin invasion -numbering in the thousands. After the Battle of Skull Gorge, the group sabotages the bridge in order to slow the enemy army. Once all is said and done, they return to Drellin's Ferry to give a fair warning.

    After a meeting of the town coucil, the decision is made to flee from the approaching army. The entire city spends the next three days evacuating the township. Even as the populace begins the trek to the walled city of Brindol, there are still things to be done. The enemy is everywhere, and there seems to be no limit to their numbers.

    Chapter 2: Posts 739-1052

    The adventurers set of to the fallen City of Rhest, sleeping at the bottom of the Blackfens. After seeing the evacuation first-hand from the tail end, the group makes their way north. When they encounter a small palisade along the road, guarded by ogres and hobgoblins, they make short work of them and find notes detailing the presence of the Wyrmlord in lake Rhestilor. Only a short while into the swamp later, they are assaulted by fearsome greenspawn razorfiends which prove a formidable opponent. With the help of newly arrived friends, the Tiri Kitor elves, they dispatch the creatures and visit the elves home of Starsong Hill.

    The elves provide a brief reprieve before the group assaults the servants of the Red Hand of Doom in fallen Rhestilor. Their choice of attack was amphibious, traveling through the water to avoid detection. Their surprise seems to work at first, but a ringing bell and various signs of danger signal the wyrmlord to early action. The group ends up facing not only the wyrmlord, but a few of his scouts, the warlock, and the dragon all at the same time.

    The fighting is neck and neck at first, but the adventurer's turn things on their side when the wyrmlord is dispatched and things turn against the enemy. The second wyrmlord is slain, and the group begins working to unravel the riddle of the what the Red Hand Horde has done. Two things come to light: the greenspawn hatchery in the swamp, and the pendant of some horrible lich known as the Ghostlord. The group decides to make way to Brindol to regroup and discern their next target.

    Upon reaching Brindol, supplies are restored, information gathered, and equipment purchased. They make way to the Thornwaste to see whatever horror lurks therein...

    Chapter 3: Current Leg

    Last edited by Creamsteak; Sunday, 15th February, 2009 at 02:48 PM.
    Red Hand of Doom: IC I, IC II, OOC, RG

 

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    Tyrla's attempt to influence the creature fails to alter it's fixation and hunger. The creature starts to swim forward, gaping maw wide open. (Immune to the effect because of the language dependance, I think that's right as I don't believe the special description does apply to the spell itself.)

    Larian uses his wand to strike twice against the thick mud-caked monster dealing 8 damage.

    End of Surprise Round

    Initiatives
    Party
    Fishy-mcFishyFish
    Red Hand of Doom: IC I, IC II, OOC, RG

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    Pender, Male Human Fighter 7

    Seeing the deadly intent of the fish, Pender moves forward to engage it. He moves as quickly as he can in his heavy armor in an effort to cut off its progress toward the party. When he reaches the mighty fish, he hacks at it with a great swing of his adamantine greatsword.

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    Tyrla puffed out a sharp breath of bubbles. "Well, that didn't work..." She shuffled a bit through the muddy bottom of the lake, moving so that she kept Pender and Siobhan between herself and the fish- at least as much as possible. Arcane energy crackled around her hand, ready in case the fish did not heed Larian's warning.

    OOC: Move to keep the heavy-armor types as a fish-shield. Ready action to invoke an eldritch blast if the fish moves to attack- if needed, this would be at point blank range, +10 touch, 4d6+1

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    Warren waits, still ready to strike once the fish is close enough.

    (ooc: not sure why we got two turns before the fish...)

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    Larian backs away from the fish, happy to have Pender and Siobhan stand between him and Mr McFishyFish. He also prods it once again with his wand of magic missiles (2d4+2).

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    Avril - Human Druid (Crocodile) - AC 16 - hp 49/49 - Spot +13 - Listen +13

    The crocodile swam near the massive catfish unsure of its intent. Avril could feel the instinct of the reptilian creature in her mind, and she just wanted to lash out with her reptilian power. She held back, however, until the catfish decided to show its true colors, the massive mouth of teeth aiming to devour them. Larian's magic missiles had hardly appeared to make a dent in the creature.

    Swimming closer, she showed her own teeth, and aggressively attacked the giant catfish, biting with the full power of her muscular crocodile jaws. Hopwfully the pain of the bite would be enough to drive the creature away - she did not really want to slay this menace. After all, it could form an important part of the natural ecosystem of the lake.

    OOC
    OOC: Charge the catfish and bite it. Avril Crocodile Bite Charge: +11. Damage: 1d8+6.

    Spells and Abilities Active:

    Wild Shape (Crocodile, 7 hours)
    Extended Barkskin (140 minutes)

    Spells Cast and Abilities/Items Used:

    Wild Shape (1 Used)
    Barkskin
    Lesser Metamagic Rod of Extend (1 Used)

    Spells Prepared (Normal 6/4/3/2/1, Wis 0/1/1/1/0):

    Level 0 (6): Cure Minor Wounds (3), Detect Magic (2), Guidance
    Level 1 (5): Cure Light Wounds, Enrage Animal, Faerie Fire, Obscuring Mist, Produce Flame
    Level 2 (4): Barkskin, Bull's Strength, Cat's Grace
    Level 3 (3): Call Lightning, Cure Moderate Wounds, Stone Shape
    Level 4 (1): Flame Strike

    Avril's Character Sheet

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    Since she didn't have a weapon she could use effectively while underwater, Siobhan focused on keeping herself between the softer targets while not getting eaten herself.

    OoC: Position between fish and the others, and Total Defense, raising AC to 25, Touch 16.
    Living Enworld characters:
    Rodimus, making his way to the Tomb of Chaos
    Tumna Lakeside, on a Rathunt
    Zack Grimm, fighting "stonebird men" at A Clash of Earth and Sea

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    Initiatives
    Tyrla
    Larian
    Pender
    Warren
    Avril
    Siobhan
    Carrion Catfish

    Tyrla uses the creature's slow reaction speed to her advantage, firing a close range eldritch blast as the creature closes in with it's open mouth. The blast seems weaker than it could be though, inflicting only 11 points of damage.

    Larian tries his wand again, two more bursts inflicting a total of 6 damage.

    Pender, Warren, and Siobhan each make themselves ready to strike the creature should they get an opportunity.

    Avril charges forward with the shape of a crocodile, and strikes a fair bite for 12 points of damage.

    The massive creature returns the favor, openning it's maw wide and striking avril. The initial bite is bad, but not terrible. While the creature is huge, it has only stubs for teeth, and it's not quite as strong relative to it's size compared to most underwater monsters. The bite only deals a meager 7 points of damage... but the creature's maw proves it's dangerous potential as it immediately tries to force Avril down into it's gullet.

    (The fish beat Avril on the grapple, so Avril is now held with all the relevant modifiers for that.)
    Red Hand of Doom: IC I, IC II, OOC, RG

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    Tyrla knew that as long as the fish held onto Avril's crocodile form another blast would be risky- instead she reached back over her shoulder and drew the spear that she had carried for ages, but almost never used. Stepping forward just a bit, she extended the weapon to Siobhan- while it wasn't much, it worked quite well underwater...

    OOC: Move action to draw weapon and step up. The weapon she is offering to Siobhan is a MW cold iron shortspear, which ought to work better than a warhammer but still counts as a simple weapon.
    Last edited by pathfinderq1; Wednesday, 14th May, 2008 at 09:21 PM. Reason: tactical reconsideration

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