GM Elberion |
Shaylar and Aleste wheel their eagles back toward the city.
Helakuu |
Helakuu shouts before he gets too high, "I'll see what I can see and let you know, but do we have a specific destination or battle plan?"
GM Elberion |
Helakuu |
DC 12 Perception: 1d20 + 1 ⇒ (14) + 1 = 15
Helakuu yells out quickly and starts dropping back towards the group. "RED DRAGON!!! SOUTH GATE!!!
Harek Ironshirt |
1d20 + 17 ⇒ (4) + 17 = 21 perception
"About time we got some real fightin'! Les'go, lads! Les'go kill a drag'n!"
Harek points his horse in that direction and tries to make it go fast as possible.
GM Elberion |
See slide 9 for image.
Helakuu initiative: 1d20 + 7 ⇒ (10) + 7 = 17
Leonar initiative: 1d20 + 8 ⇒ (19) + 8 = 27
Ambrose initiative: 1d20 ⇒ 1
Harek initiative: 1d20 + 2 ⇒ (16) + 2 = 18
Aleste initiative: 1d20 + 3 ⇒ (2) + 3 = 5
Shaylar initiative: 1d20 + 11 ⇒ (1) + 11 = 12
Dragon: 1d20 + 6 ⇒ (15) + 6 = 21
LeonarDragon
Harek
Helakuu
Shaylar
Aleste
Ambrose
You all have a round to act before the dragon closes on the city. Leonar is up!
Helakuu |
If able to speak not on his turn.
Helakuu will yell, "FORM UP! I CAN HELP PROTECT US!"
He also tries to identify specifics about the dragon.
K: Arcana: 1d20 + 8 ⇒ (20) + 8 = 28
If successful on the knowledge check he wants to know what sort of elemental damage the dragon does and any sort of special defenses (in that order).
Ambrose Harrowfield |
Perception: 1d1d20 + 9 ⇒ (8) + 9 = 17
"Dragon?! Ambrose roars, looking about but unable to spot the terror. He steels himself with grit and determination, hands tightening on hilt and reins. He snatches up his lance and holds it aloft, banner flapping in the night wind. He invokes the command word upon the pennon, activating it's magical properties. "Valor for honor, for glory!"
Pre-round, activating the Knight's Pennon, granting Heroism for 60 minutes. +2 on attack rolls, ability saves, and skill checks. Then ride towards Helakuu, leading the Lions.
Ambrose looks over his shoulder to Teyani and the others, unsure if they should participate in the fight against such a beast. He reflects on the last time he battled a dragon, on the Skull Gorge Bridge, and hopes that he is as adept in this battle as he was that one.
GM Elberion |
Helakuu, it is a fire-breathing red dragon.
Hooves pounds across the earth, wings sweep the sky and a gushing stream of fire washes over a building, setting a great blaze in the south of the city.
The dragon does not land, but instead circles above the carnage.
GM Elberion |
Flying PCs can reach the area in three rounds, riders will have the complications of the city and take a minimum of five rounds to arrive.
Helakuu |
Helakuu meets up with the group (sans Leonar).
Making an odd gesture, he then intones, "counter the flame, resist the burn" and briefly touches himself, Soranna and a number of other willing people (up to 7).
He explains that his spell should totally make everyone completely immune to all forms of fire... but he's not 100% on that.
Casting Communal Resist Fire. Each Person/Creature who accepts (up to 7) gains +20 fire resistance for 10 minutes, which essentially negates the first 20 points of fire damage from each source.
He looks at Ambrose, "I can speed up the reflexes and actions of about the same number of people, but it will take a few seconds to prepare. Do you wish to wait or just have me do it for a group of our archer friends that are probably going to stay at range."
GM Elberion |
So, I've been struggling with how to map this. We'll have to go theatre-of-the-mind again.
I'm thinking that a dragon flying over a city would have cover, or partial cover, from people on the ground? Does anyone object to that, or have a better idea?
Helakuu |
Seems to make sense. Buildings blocking and all that. I would assume it applies both ways as a bonus for the reflex saves vs the breath. Would it also negate both ways if the ground troops climbed onto roofs?
GM Elberion |
Okay, I think I've got my head around this one now.
The dragon circles around in a big intimidating arc, raising cries of shock from the city's defenders and cheers from the hobgoblins and their allies.
Its circle will aproach over the southern wall again, you have two rounds to act before it arrives. At the end of the next round it will be 200ft away.
You may post two rounds worth of action, or post one at a time if they are conditional on other things happening.
The city's walls here are roughly 15ft high and a mixture of large buildings (warehouses, manors, light industry) and terraced housing makes up most of the area, much of which is two storeys high.
Helakuu |
Helakuu's forehead crinkles a bit as he thinks. Looking at Ambrose he adds, "well I guess I could do something else. It wouldn't be as fast as the eagles, Leonar, and probably the dragon, but I could get a couple people flying. Maybe you and Harek?"
Harek Ironshirt |
"If'n ye kin get me close ta da' beastie, do it! If no, I'm gonna be stuck usin' this stupid elf stick shooter, stead a me axe!"
Harek stows his axe and shield, drawing his longbow as he moves on the horse.
Helakuu |
Helakuu will go ahead and cast "Fly" this turn (2) on Harek while waiting for Ambrose's orders from his set of questions.
Target creature touched
Duration 1 min./level (9 minutes)
Saving Throw Will negates (harmless); Spell Resistance yes (harmless)
The subject can fly at a speed of 60 feet (or 40 feet if it wears medium or heavy armor, or if it carries a medium or heavy load). It can ascend at half speed and descend at double speed, and its maneuverability is good. Using a fly spell requires only as much concentration as walking, so the subject can attack or cast spells normally. The subject of a fly spell can charge but not run, and it cannot carry aloft more weight than its maximum load, plus any armor it wears. The subject gains a bonus on Fly skill checks equal to 1/2 your caster level. +4 bonus to Fly
Should the spell duration expire while the subject is still aloft, the magic fails slowly. The subject floats downward 60 feet per round for 1d6 rounds. If it reaches the ground in that amount of time, it lands safely. If not, it falls the rest of the distance, taking 1d6 points of damage per 10 feet of fall. Since dispelling a spell effectively ends it, the subject also descends safely in this way if the fly spell is dispelled, but not if it is negated by an antimagic field.
Ambrose Harrowfield |
"Aye, give me wings, Helakuu," Ambrose responds, remembering his bout with the green dragon at Skull Gorge. For his own preparations, in addition to activating his Knight's Pennon, he drinks a potion of protection from evil to steel himself against the red dragon's coming onslaught.
He looks to the Lions around him and gives his orders. "This menace will not go down easily. It will claim the skies as much as possible, and pour its breath down on any group it sees. I will not have your throw your lives away when your abilities can be better served in the streets, defending the city against these invaders. My wizard friend has allowed me to fly and engage the dragon above...Teyani, take Smoke and secure the streets around us. Guard the roads into this area if you can and make sure this dragon doesn't get any reinforcements. Should the red beast fall, regroup with me here. And before you say anything, this is an order.
Current Effects:
Resist Energy (Fire)
Heroism
Fly
Protection from Evil
Just a forewarning, if I should go silent during this fight, please NPC me as necessary. Work has been crazy lately and for some reason I've been having a lot of trouble getting the boards to load for me at certain parts of the day so it's been difficult to post.
Helakuu |
Helakuu gets Ambrose flying (round 3).
Target creature touched
Duration 1 min./level (9 minutes)
Saving Throw Will negates (harmless); Spell Resistance yes (harmless)
The subject can fly at a speed of 60 feet (or 40 feet if it wears medium or heavy armor, or if it carries a medium or heavy load). It can ascend at half speed and descend at double speed, and its maneuverability is good. Using a fly spell requires only as much concentration as walking, so the subject can attack or cast spells normally. The subject of a fly spell can charge but not run, and it cannot carry aloft more weight than its maximum load, plus any armor it wears. The subject gains a bonus on Fly skill checks equal to 1/2 your caster level. +4 bonus to Fly
Should the spell duration expire while the subject is still aloft, the magic fails slowly. The subject floats downward 60 feet per round for 1d6 rounds. If it reaches the ground in that amount of time, it lands safely. If not, it falls the rest of the distance, taking 1d6 points of damage per 10 feet of fall. Since dispelling a spell effectively ends it, the subject also descends safely in this way if the fly spell is dispelled, but not if it is negated by an antimagic field.
Helakuu |
Next round (4) Helakuu will be casting Haste on those close enough to benefit from it. From my recollection that would pretty much just hit himself, Soranna, Ambrose and Harek... everyone has to be withing 30 ft of each other at the time of casting. :(
Casting Time 1 standard action
Components V, S, M (a shaving of licorice root)
Range close (25 ft. + 5 ft./2 levels)
Targets one creature/level, no two of which can be more than 30 ft. apart
Duration 1 round/level
Saving Throw Fortitude negates (harmless); Spell Resistance yes (harmless)
The transmuted creatures move and act more quickly than normal. This extra speed has several effects.
When making a full attack action, a hasted creature may make one extra attack with one natural or manufactured weapon. The attack is made using the creature's full base attack bonus, plus any modifiers appropriate to the situation. (This effect is not cumulative with similar effects, such as that provided by a speed weapon, nor does it actually grant an extra action, so you can't use it to cast a second spell or otherwise take an extra action in the round.)
A hasted creature gains a +1 bonus on attack rolls and a +1 dodge bonus to AC and Reflex saves. Any condition that makes you lose your Dexterity bonus to Armor Class (if any) also makes you lose dodge bonuses.
All of the hasted creature's modes of movement (including land movement, burrow, climb, fly, and swim) increase by 30 feet, to a maximum of twice the subject's normal speed using that form of movement. This increase counts as an enhancement bonus, and it affects the creature's jumping distance as normal for increased speed. Multiple haste effects don't stack. Haste dispels and counters slow.
GM, does the speed boost (30ft) from Haste effect the flight speed from Fly? If so, Harek and Soranna would then be boosted to 70 per move and Ambrose and Helakuu up to 90 per move.
GM Elberion |
Before Helakuu can cast haste We will have the dragon's first approach.
Dragon initiative: 1d20 + 6 ⇒ (9) + 6 = 15
Aleste initiative: 1d20 + 3 ⇒ (1) + 3 = 4
Leonar initiative: 1d20 + 8 ⇒ (6) + 8 = 14
Harek initiative: 1d20 + 2 ⇒ (6) + 2 = 8
Shaylar initiative: 1d20 + 11 ⇒ (3) + 11 = 14
Ambrose initiative: 1d20 ⇒ 11
Halekuu initiative: 1d20 + 7 ⇒ (7) + 7 = 14
GM Elberion |
The red dragon, fierce and proud, swoops over the town and pours flame from its jaws onto a large nouveau-riche manor house. Flames roil and burn about the building.
The dragon is overhead. All may act!
Aleste |
Aleste throws acid bombs from on high as his owl soars, cutting a line just above the dragon.
touch attack: 1d20 + 11 ⇒ (7) + 11 = 18
acid damage: 5d6 + 5 ⇒ (2, 5, 2, 1, 2) + 5 = 17
touch attack: 1d20 + 6 ⇒ (12) + 6 = 18
acid damage: 5d6 + 5 ⇒ (3, 5, 5, 1, 5) + 5 = 24
GM Elberion |
Both bombs strike true and the dragon cries out in pain, twisting its neck to look up at the new foe.
-44 HP
A moment later, Shaylar fills the sky with a volley of arrows.
attack: longbow (manyshot): 1d20 + 14 ⇒ (2) + 14 = 16
damage: arrow (manyshot): 1d8 + 3 ⇒ (1) + 3 = 4
damage: arrow (manyshot): 1d8 + 3 ⇒ (4) + 3 = 7
attack: longbow (second): 1d20 + 9 ⇒ (18) + 9 = 27
damage: arrow: 1d8 + 3 ⇒ (7) + 3 = 10
attack: longbow (rapid shot): 1d20 + 14 ⇒ (1) + 14 = 15
damage: arrow (manyshot): 1d8 + 3 ⇒ (7) + 3 = 10
GM Elberion |
If anyone wants to check my Shaylar maths, I would be grateful.
Two of Shaylar's arrows skitter off the wyrm's scales but one sinks through a weak point.
-54HP
Harek Ironshirt |
Harek draws his shield and stows his bow, awaiting the incoming haste spell to complement his recent flight.
"I'm ready ta chop, hit me wit' da magic, and I'm off!"
GM Elberion |
reflex: 1d20 + 8 ⇒ (9) + 8 = 17
-61HP and blinded for 2 rounds.
Quick retcon as I screwed up: None of Shaylar's arrows landed.
Ambrose Harrowfield |
Ambrose stands shoulder to shoulder with Harek, drawing his blade and readying his shield, waiting for the speed spell to come from Helakuu as well. He looks at the dwarf out of the corner of his eye and offers a half-smirk. "If we survive this, I'll tell you about the time I chopped the head off of a green dragon."
Harek Ironshirt |
"Survive? Lad, we're gon' be the big damn heroes o' dis town, ain' nevah gon' buy a pint so long as I kin hoist a tankard! I'll be glad ta hear ya lie an' fib, tellin' tales a' slayin' lizards er crocodiles!"
Harek grins toothily, happy to be fighting side-by-side with another warrior again.
Helakuu |
Ooops, I guess Soranna can take a shot with the dragon near and no need for her to be casting anything.
Watching her allies take shots, she pulls the bowstring taut and looses a single arrow at the dragon's belly... it does not come close.
Longbow: 1d20 + 12 ⇒ (1) + 12 = 13 for Piercing/Magic: 1d8 + 5 ⇒ (1) + 5 = 6
GM Elberion |
Helakuu's spell washes over his allies.
Ambrose and Harek may take their delayed actions.
Harek Ironshirt |
"Les' go, ya big flyin' bag a' hot steam an' piss! Harek's gonna chop yer fool wings clean off!"
Harek takes off and charges the dragon with his axe.
Charging flying hasted power attack: 1d20 + 21 ⇒ (17) + 21 = 38 to hit, for 1d10 + 16 ⇒ (1) + 16 = 17 magical slashing damage
Ambrose Harrowfield |
Not wanting to let Harek have all the honor, glory, or fun, Ambrose kicks off the ground, enchanted with speed and flight, and speeds off to engage the dragon as well. As he streaks through the air, he yells out a challenge to the winged terror. "Your minutes are numbered, wyrm! Know your death is at hand!" Swift action, Challenge dragon for +9 damage against it.
He engages the dragon with a brilliant slash of his cold-infused bastard sword, delivering it with a bellowing warcry.
Bastard Sword: 1d20 + 14 + 2 + 1 + 2 ⇒ (12) + 14 + 2 + 1 + 2 = 31 (heroism, haste, charge)
Damage: 1d10 + 5 + 9 ⇒ (1) + 5 + 9 = 15 plus 1d6 ⇒ 5 cold
Current AC: 24 (+1 haste, -2 charge)
Current HP: 67/91
Challenge: +9 damage vs dragon, -2 ac vs enemies except the dragon
Resist Energy (Fire) 20
Heroism (+2 morale attacks, saves, skills)
Fly
Protection from Evil (doesn't stack with my ring or cloak, but gives me a net +1 on saves)
Haste: +30 ft speed, +1 attack, +1 ac, +1 reflex, extra attack:
Total Bonuses:
+3 attack, +3 saves (+4 reflex), +1 AC (-1 vs non-dragon), +2 skill checks, +30 ft speed, 1 extra attack/round, Fire resist 20, +9 damage vs dragon,.
GM Elberion |
Ambrose makes a valiant effort but is unable to land his blow on the dragon and it roars angrily before rearing back its head and breathing flames upon Ambrose and Harek.
DC18 Will Save to resist the dragon's Frightful Presence
This special quality makes a creature’s very presence unsettling to foes. Activating this ability is a free action that is usually part of an attack or charge. Opponents within range who witness the action may become frightened or shaken. The range is usually 30 feet, and the duration is usually 5d6 rounds. This ability affects only opponents with fewer Hit Dice than the creature has. An opponent can resist the effects with a successful Will save (DC 10 + 1/2 the frightful creature’s racial HD + the frightful creature’s Cha modifier; the exact DC is given in the creature’s descriptive text). An opponent that succeeds on the saving throw is immune to that same creature’s frightful presence for 24 hours. On a failed save, the opponent is shaken, or panicked if it has 4 Hit Dice or fewer. Frightful presence is a mind-affecting fear effect.
Breath Weapon gives DC21 reflex save for half damage.
fire damage: 8d10 ⇒ (10, 8, 1, 9, 3, 1, 10, 10) = 52
GM Elberion |
fly: 1d20 + 11 ⇒ (4) + 11 = 15
The dragon soars upward as its powerful wings carry it 200ft through the skies.
Aargh, no! Flying rules!
GM Elberion |
The dragon is circling, you can give chase or wait for it to approach again.
Party is up!
Harek Ironshirt |
1d20 + 7 + 2 ⇒ (6) + 7 + 2 = 15 vs dragonfear
1d20 + 9 + 1 ⇒ (19) + 9 + 1 = 29 vs breath weapon
1d20 + 18 - 2 ⇒ (18) + 18 - 2 = 34 keen Dwarven waraxe AOO power attack, haste, shaken, for 1d10 + 10 + 6 - 2 ⇒ (1) + 10 + 6 - 2 = 15 magical slashing damage
Harek Ironshirt |
dragon flies full speed with blinded condition?
Harek HP: 63/99, fly, haste in effect
GM Elberion |
I'm an idiot, somehow forgot about blinded!
mischance is 1-50: 1d100 ⇒ 51
GM Elberion |
Retcon - dragon does not circle, dragon heads straight on over the city but rising at 45% angle, still going full speed.
Red Dragon -76
Helakuu |
How far is dragon from us and who is up to act?