DM Alexander Kilcoynes Serpents Skull PbP- Chapter 2, Racing to Ruin (Inactive)

Game Master Alexander Kilcoyne

"I might toss her back into the sea for good measure"

Nkechi "The Tempest", speaking about Willow Whisperwood.


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Female Elf Witch 3 (favoured) / Rogue 2 HPs 19/27

Quietly Chi whispers to Marcus, "Well this doesn't seem so bad?"

Knowledge(nature) 1d20 + 8 ⇒ (14) + 8 = 22 to know about Stormbirds


Your Humble Narrator

Knowledge (Arcana).


Female Half-elf Druid (Jungle Druid)/4th
DM Alexander Kilcoyne wrote:

The Tempest snorted in contempt at Marcus and ignored Ambroze- which was a more pleasant treatment by far and perhaps a sign his respect was noted.

No sea hags round here for dozens of miles around. I'd know, if there was. More likely you ran into a merfolk, or perhaps a kelpie.

Nkechi took the Black Pearl with great scepticism and muttered something about verifying its authenticity with Gozreh as he walked off into his sea cave. A short time later he returned, without the pearl.

Perhaps you are not the bumbling buffoons I had been led to believe. You might simply be a little slow instead.

Nkechi presented the second task in his usual, irritated sounding voice.

The task of wind is a simple one. All Gozreh requires is a single complete feather from a humble Stormbird. One such magnificent creature, named Chirok, lives but a day’s walk east. There, at the end of a peninsula, you’ll spot a lone promontory known as Gozreh’s Crest. The bird nests at the top of the cliff. Return when you have a feather.

550XP each (includes a Story Award)

Willow grips her fists at his mention of them being bumbling buffoons, but holds her tongue until he speaks about getting a feather from a Stormbird.

"Would it not be simpler merely to kill it instead of steal a feather? I've found that some birds taste very good when cooked in a pot or on a spit." she states, not knowing a thing about this creature that he mentioned.


Ambroze will use his daily Lore Master ability to take 20 on the Knowledge (Arcana) check regarding the Stormbird, for a total check of 28.

Ambroze gives Willow a horrified look when she suggests killing and eating the Stormbird.


Your Humble Narrator

Nkechi looked furious, once again- his eyes stared hatefully at Willow and she got the impression if she was alone he might have already taken hostile action. This time, he spoke to Tun'ada-

Kinsman- if you should return successfully after this task- do not bring this Pale One before me again. By Gozreh, I swear I shall curse her if she stands before me once more; and then I might toss her back into the sea for good measure, with or without your permission. I hope I have made myself clear.

The fuming Gozreh priest stalked back into his cave.

Ambroze:

Large magical beasts of unknown origin, Stormbirds are an tropical variant of the better known Ercinee- a large, multicoloured bird of prey. Stormbirds are a little more powerful and make better fliers, although their Unstable Screech ability is less potent. Neutral in Alignment, Stormbird's speak Auran and like to nest high above the ground on raised cliffs and other high land.

Defences-

No DR. Strong natural armour and dextrous despite its Large size. Hardy and with quick reflexes, but a weak will by comparison. The powerful bird's frame can take a lot of punishment.

Spells/Spell-like Abilities-

At will—dancing lights, light
3/day—searing light

Special Abilities-

Lighted Way (Su) At will, an ercinee can shed drops of luminous fluid from its wings. This liquid falls behind it as it flies, with one droplet falling every 25 feet. These droplets illuminate the area within 5 feet of where they land with dim light. This fluid lasts for 1 hour, after which it evaporates to nothing.

Radiance (Su) At night, an ercinee sheds light as the daylight spell. It can activate or suppress this ability as a free action.

Unstable Screech (Su) An ercinee can, as a standard action, emit a shrill and bewildering screech. Any creature within 30 feet of the ercinee must make a will save or be confused for 1d4 rounds. Creatures who succeed at this save cannot be affected again by the same ercinee’s screech for 24 hours. Creatures that are already confused take a –2 penalty on their save to resist additional unstable screeches. This is a mind-affecting effect. The save DC is Wisdom-based.


Female Elf Witch 3 (favoured) / Rogue 2 HPs 19/27

"No Willow, there have been enough needless and pointless deaths so far. This bird is likely not just vermin, but an intelligent creature, we should treat it with respect." Chi huffs her shoulders, sighs loudly at the woman's lack of compassion and walks away mumbling, resigned to the pathfinder's pick for their friend.

Sorry, post crossed with AK's we just had a powercut for an hour or so.


Female Half-elf Druid (Jungle Druid)/4th
Chi T'reignial wrote:

"No Willow, there have been enough needless and pointless deaths so far. This bird is likely not just vermin, but an intelligent creature, we should treat it with respect." Chi huffs her shoulders, sighs loudly at the woman's lack of compassion and walks away mumbling, resigned to the pathfinder's pick for their friend.

Sorry, post crossed with AK's we just had a powercut for an hour or so.

"Oh, no wonder I've not heard of such a beast, I've never taken to learning about the magical beasts." she seems to be in a thought for a moment and then looks back to the old man

Polyglot:

"I apologise for the statement, I still have much to learn concerning other people and intelligent beings. We will bring back the feather, Tempest"

With that she awaits for the group to leave, feeling uncomfortable by being stared at by this old man.

Lol, scenes like that are certainly enjoyable. :p I hope I didn't cause too many heart attacks.


Male Mwangi (Caldaru) Human Ranger 3 (Shapeshifter) / Barbarian 2

"We will leave Willow behind when we return with your feather, Tempest. Please understand that she will be with us on the journey to Tazion."


Female Elf Witch 3 (favoured) / Rogue 2 HPs 19/27

Chi whispers to Marcus, "Come let us help Willow leave, before she causes us any more harm with that .... the Tempest. You go one side, I'll go the other." she stops herself from speaking her true feelings and goes on one side of Willow hoping for Marcus to join her on the other. She takes Willow by the elbow and speaks quietly but firmly, "It might be best if we leave and let Tun'ada and Tsura discuss things together."

After they have left the cave and are outside, Chi speaks over the sound of the waves to Marcus not caring if the words are heard by Willow, "What is it with those two, a grouchy and short tempered old man and Willow. What can we do with her, especially if we have the two of them along for the journey. A gag might work best for Willow!" Chi shrugs and another long sigh escapes.

I'm loving it with Willow too ... ;)


"The Stormbird is a tropical variant of the better known Ercinee - a large, multicolored bird of prey," Ambroze begins explaining to his companions once they leave the Tempest's cave. "Unlike their more common cousins, stormbirds are slightly more powerful and quite agile fliers. They are very hardy and have quick reflexes, but are comparitively weak-willed. Their powerful frames can take quite a bit of punishment. They are intelligent and speak Auran, the language of air elementals. They prefer to nest high above the ground on raised cliffs and other high land."

"Stormbirds also possess some impressive innate magical abilities. They can conjure floating lights at will much like my own dancing lights cantrip. They can also shed drops of luminous fluid from their wings at will; these droplets illuminate the area in which they land with a dim light that lasts for nearly an hour. At night they can radiate light as bright as day as they wish. Three times per day they can project a damaging ray of light as bright as the sun. Finally, they can emit a shrill and bewildering screech that may confuse any creature within 30 feet of them."

"If this Chirok were to discover us sneaking into its nest I fear we would anger it greatly, and such an encounter might not go well for us. I happen to speak Auran, so we may be better served by approaching the Stormbird openly and attempting to obtain the feather by diplomatic means," Ambroze suggests.


Male Human Fighter 5 50/50 hp 4hp nonlethal

Clearly seething, Marcus helps Chi with Willow.

A gag indeed, he says to Chi.

Keeping his voice low, he doesn't seem able to resist venting at the druidess.

Gods dammnit what are you thinking?! We need this man and you seem to be doing everything possible to set him against us. What are you seeking to achieve?


Female Human Skald (Ancestral Warrior) 2 -- HP 20 : AC 17 CMD 15 TAC 14 FAC 13 : F+5 R+4 W+3 : INIT+6 Perception+5

"Of course, faithful of Gozreh. We will return with all haste."

Marcus Alanto wrote:
Gods dammnit what are you thinking?! We need this man and you seem to be doing everything possible to set him against us. What are you seeking to achieve?

Tsura leans in as well. "Willow, you are a dear. But from now on, let's stick to our strengths. Okay, darling? I would hate to see something awful happen because someone became upset."


Female Half-elf Druid (Jungle Druid)/4th
Tsura Vhiski wrote:

"Of course, faithful of Gozreh. We will return with all haste."

Marcus Alanto wrote:
Gods dammnit what are you thinking?! We need this man and you seem to be doing everything possible to set him against us. What are you seeking to achieve?
Tsura leans in as well. "Willow, you are a dear. But from now on, let's stick to our strengths. Okay, darling? I would hate to see something awful happen because someone became upset."

She gives a shrug but nods to the request.

"I remember my elder getting angry when I mentioned that, but I never understood why." she puts up her hands not understanding where he anger came from. "Maybe he's a vegeterian or something?"


Your Humble Narrator

Please continue the discussions in retcon, going to push on.

1d100 ⇒ 80

1d100 ⇒ 2

1d100 ⇒ 53

The group ascended once more with Tsura and Willow in particular struggling with the climb despite the rope. As they reached the top of the Pallid Bluff's, the sky darkened and it began to rain heavily- the superstitious might think that it was the Tempest's displeasure made manifest. The group pushed on throughout the afternoon and reached the peninsula the Tempest spoke of, crossing a narrow strip of land to reach it. They could see the high promontory known as Gozreh's Crest less than a few hundred feet away by the day's almost faded light.

The group were travelling across relatively even terrain in the centre of the island but even the keen eyes of Chi, Tun'ada and Willow were caught off guard as something above roared its challenge through the heavy rain...

Group Perception:

Chi- 1d20 + 14 ⇒ (20) + 14 = 34 (+1 to find traps)
Marcus 1d20 + 4 ⇒ (19) + 4 = 23
Tun'ada- 1d20 + 12 ⇒ (13) + 12 = 25
Ambroze- 1d20 + 4 ⇒ (12) + 4 = 16
Willow- 1d20 + 14 + 2 ⇒ (13) + 14 + 2 = 29 (+2 in natural settings)
Tsura- 1d20 + 4 ⇒ (15) + 4 = 19
???- 1d20 + 11 + 10 ⇒ (18) + 11 + 10 = 39

Picture of Flying Creature

The roar of the creature high above startled the group but what came hurtling down towards them from the skies was even more alarming. A ball of crackling energy emanated from the creature's mouth along with the roar and it hurtled through the air as fast as an arrow and slamming into Marcus.

Electricity crackled through him and surged through his body painfully even as bolts of lightning split off from him to arc towards the rest of the group. Most of the adventurers fared badly against the magical attack and were sorely wounded, seared flesh and torn skin their souvenir once it had passed. Ambrose managed to partially avoid the arc that danced through the air towards him by leaping aside while Chi called upon all the training Ishorou had given her and at the last possible moment, executed a perfect back-flip over the horizontal lightning bolt that had seemed sure to strike her, landing neatly and unharmed as the bolt sailed harmlessly into the sea.

DM Only:

1d6 ⇒ 4 R4

Marcus-
1d20 + 4 ⇒ (2) + 4 = 6 Reflex (Fail)
6d6 ⇒ (3, 1, 6, 6, 5, 4) = 25 Shock Damage

Tun'ada-
1d20 + 7 ⇒ (9) + 7 = 16 Reflex (Fail)
6d6 ⇒ (4, 2, 4, 5, 1, 3) = 19 Shock Damage

Willow-
1d20 + 4 ⇒ (11) + 4 = 15 Reflex (Fail)
6d6 ⇒ (1, 4, 2, 4, 4, 2) = 17 Shock Damage

Chi-
1d20 + 7 ⇒ (14) + 7 = 21 Reflex (Success)
0d6 ⇒ (-) = 0 Shock Damage (Evasion)

Tsura-
1d20 + 4 ⇒ (6) + 4 = 10 Reflex (Fail)
6d6 ⇒ (2, 3, 6, 3, 1, 1) = 16 Shock Damage

Ambroze-
1d20 + 7 ⇒ (12) + 7 = 19 Reflex (Success)
3d6 ⇒ (1, 4, 5) = 10 Shock Damage

Keep your HP's updated so the group's healer/s can act on accurate information about how wounded you are.

Badly wounded though they were, none of the hardy group were felled by the dragon's lightning breath attack and the battle began...

Attack of the Sea Dragon!

Round 1-

Ordered Initiative-
Sea Drake- 1d20 + 6 ⇒ (13) + 6 = 19
Chi- 1d20 + 4 ⇒ (5) + 4 = 9
Marcus 1d20 + 4 ⇒ (20) + 4 = 24
Tun'ada- 1d20 + 4 ⇒ (1) + 4 = 5
Ambroze- 1d20 + 4 ⇒ (18) + 4 = 22
Willow- 1d20 + 2 ⇒ (9) + 2 = 11
Tsura- 1d20 + 6 ⇒ (1) + 6 = 7

Marcus- 24
Ambroze- 22
Sea Drake- 19
Willow- 11
Chi- 9
Tsura- 7
Tun'ada- 5

Active Effects-

Map-

Running without a map, too busy to make one and heights make it awkward.

Notes-

Knowledge (Arcana) is the relevant roll here.

Terrain wise, your in the centre of a rock island, with very little vegetation. There are large boulders haphazardly scattered around which could potentially be used for cover (whether to take cover or make stealth checks).

Light level is normal- despite the heavy rain there is enough sunlight to see ok.

Sea Drake is currently 100 feet directly above Marcus. Have assumed the rest of you are within ten feet of him.

Action-

Marcus and Ambroze are up.


Female Human Skald (Ancestral Warrior) 2 -- HP 20 : AC 17 CMD 15 TAC 14 FAC 13 : F+5 R+4 W+3 : INIT+6 Perception+5

Aaaand there go half my hit points.

Knowledge (arcana) 1d20 + 5 ⇒ (14) + 5 = 19


DM AK:
Just FYI, Ambroze's Perception modifier is +7, not +4.

Using Lore Master ability to Take 10 on Knowledge (Arcana) check, for a total check of 18. Round One actions depend on results of Knowledge check.


Female Elf Witch 3 (favoured) / Rogue 2 HPs 19/27

Joining in the knowledge checks ... Knowledge(arcana) 1d20 + 9 ⇒ (19) + 9 = 28


Your Humble Narrator

Ambroze:

Changed in my macro for future reference.

Met the DC but no exceeds by 5.

CR6

You successfully identify the creature as a Sea Drake, a dragon but not a True Dragon.

Reveals all Dragon type traits, see the Dragon type.

Not quite a sea serpent either, despite appearing a little like one. Sea Drakes are NE, Large Dragons with the Aquatic subtype, better swimmers than they are flyers but competent in flying too. They tend to roam coastlines, usually solitary or in pairs but occasionally in large groups of up to a dozen. They are the most solitary of drakes.

While obviously the product of draconic inbreeding, the heritage of sea drakes is less clear than that of other drakes. Among the strongest of the drakes, sea drakes still lack the mental acuity of their true dragon forebears, though they remain as brutally cunning as other drakes. Although amphibious, sea drakes spend the majority of their time in shallow coastal waters.

1d5 ⇒ 4

Special Abilities-

Ball Lightning Breath (Su)

A sea drake can, as a standard action, breathe a ball of electricity that strikes one target first, then arcs to other targets like chain lightning. This attack has a range of 100 feet, and deals 6d6 points of electricity damage (DC Reflex for half) to the primary target. After it strikes, the ball lightning can arc to a number of secondary targets equal to the sea drake’s Hit Dice (usually 7) within 20 feet of the primary target. The secondary bolts each strike one target and deal as much damage as the primary bolt. Once a sea drake has used its ball lightning breath, it cannot do so again for 1d6 rounds. The Reflex save is Constitution-based.

Capsize (Ex)

A sea drake can attempt to capsize a boat or ship of its size or smaller by ramming it as a charge attack and making a combat maneuver check. The DC of this check is 25 or the result of the boat captain’s Profession (sailor) check, whichever is higher.

Speed Surge (Ex)

Three times per day as a swift action, a sea drake may draw on its draconic heritage for a boost of strength and speed to take an additional move action in that round.


Male Human Fighter 5 50/50 hp 4hp nonlethal

Quivering from the attack, Marcus struggles to keep his feet.

Ambroze! Can it do that again? Ranged attacks! Tsura, Willow, stay close so I can defend you!

Marcus will move hopefully adjacent to the two and ready an attack.


Your Humble Narrator

Ambroze:

Changed in my macro for future reference.

Met the DC but no exceeds by 5.

CR6

You successfully identify the creature as a Sea Drake, a dragon but not a True Dragon.

Reveals all Dragon type traits, see the Dragon type.

Not quite a sea serpent either, despite appearing a little like one. Sea Drakes are NE, Large Dragons with the Aquatic subtype, better swimmers than they are flyers but competent in flying too. They tend to roam coastlines, usually solitary or in pairs but occasionally in large groups of up to a dozen. They are the most solitary of drakes.

While obviously the product of draconic inbreeding, the heritage of sea drakes is less clear than that of other drakes. Among the strongest of the drakes, sea drakes still lack the mental acuity of their true dragon forebears, though they remain as brutally cunning as other drakes. Although amphibious, sea drakes spend the majority of their time in shallow coastal waters.

Special Abilities-

Ball Lightning Breath (Su)

A sea drake can, as a standard action, breathe a ball of electricity that strikes one target first, then arcs to other targets like chain lightning. This attack has a range of 100 feet, and deals 6d6 points of electricity damage (DC Reflex for half) to the primary target. After it strikes, the ball lightning can arc to a number of secondary targets equal to the sea drake’s Hit Dice (usually 7) within 20 feet of the primary target. The secondary bolts each strike one target and deal as much damage as the primary bolt. Once a sea drake has used its ball lightning breath, it cannot do so again for 1d6 rounds. The Reflex save is Constitution-based.

Capsize (Ex)

A sea drake can attempt to capsize a boat or ship of its size or smaller by ramming it as a charge attack and making a combat maneuver check. The DC of this check is 25 or the result of the boat captain’s Profession (sailor) check, whichever is higher.

Speed Surge (Ex)

Three times per day as a swift action, a sea drake may draw on its draconic heritage for a boost of strength and speed to take an additional move action in that round.

Tsura:

Met the DC but no exceeds by 5.

CR6

You successfully identify the creature as a Sea Drake, a dragon but not a True Dragon.

Reveals all Dragon type traits, see the Dragon type.

Not quite a sea serpent either, despite appearing a little like one. Sea Drakes are NE, Large Dragons with the Aquatic subtype, better swimmers than they are flyers but competent in flying too. They tend to roam coastlines, usually solitary or in pairs but occasionally in large groups of up to a dozen. They are the most solitary of drakes.

While obviously the product of draconic inbreeding, the heritage of sea drakes is less clear than that of other drakes. Among the strongest of the drakes, sea drakes still lack the mental acuity of their true dragon forebears, though they remain as brutally cunning as other drakes. Although amphibious, sea drakes spend the majority of their time in shallow coastal waters.

Special Abilities-

Ball Lightning Breath (Su)

A sea drake can, as a standard action, breathe a ball of electricity that strikes one target first, then arcs to other targets like chain lightning. This attack has a range of 100 feet, and deals 6d6 points of electricity damage (DC Reflex for half) to the primary target. After it strikes, the ball lightning can arc to a number of secondary targets equal to the sea drake’s Hit Dice (usually 7) within 20 feet of the primary target. The secondary bolts each strike one target and deal as much damage as the primary bolt. Once a sea drake has used its ball lightning breath, it cannot do so again for 1d6 rounds. The Reflex save is Constitution-based.

Capsize (Ex)

A sea drake can attempt to capsize a boat or ship of its size or smaller by ramming it as a charge attack and making a combat maneuver check. The DC of this check is 25 or the result of the boat captain’s Profession (sailor) check, whichever is higher.

Speed Surge (Ex)

Three times per day as a swift action, a sea drake may draw on its draconic heritage for a boost of strength and speed to take an additional move action in that round.

Chi:

Met the DC, exceed by 5 x2.

CR6

You successfully identify the creature as a Sea Drake, a dragon but not a True Dragon.

Reveals all Dragon type traits, see the Dragon type.

Not quite a sea serpent either, despite appearing a little like one. Sea Drakes are NE, Large Dragons with the Aquatic subtype, better swimmers than they are flyers but competent in flying too. They tend to roam coastlines, usually solitary or in pairs but occasionally in large groups of up to a dozen. They are the most solitary of drakes.

While obviously the product of draconic inbreeding, the heritage of sea drakes is less clear than that of other drakes. Among the strongest of the drakes, sea drakes still lack the mental acuity of their true dragon forebears, though they remain as brutally cunning as other drakes. Although amphibious, sea drakes spend the majority of their time in shallow coastal waters.

Senses-

A sea drake has darkvision, low light vision, scent and keen eyes.

Offence-

A sea drake relies on a strong bite in melee along with a tail slap- its bite channels the deadly shock of its breath.

Special Abilities-

Ball Lightning Breath (Su)

A sea drake can, as a standard action, breathe a ball of electricity that strikes one target first, then arcs to other targets like chain lightning. This attack has a range of 100 feet, and deals 6d6 points of electricity damage (DC Reflex for half) to the primary target. After it strikes, the ball lightning can arc to a number of secondary targets equal to the sea drake’s Hit Dice (usually 7) within 20 feet of the primary target. The secondary bolts each strike one target and deal as much damage as the primary bolt. Once a sea drake has used its ball lightning breath, it cannot do so again for 1d6 rounds. The Reflex save is Constitution-based.

Capsize (Ex)

A sea drake can attempt to capsize a boat or ship of its size or smaller by ramming it as a charge attack and making a combat maneuver check. The DC of this check is 25 or the result of the boat captain’s Profession (sailor) check, whichever is higher.

Speed Surge (Ex)

Three times per day as a swift action, a sea drake may draw on its draconic heritage for a boost of strength and speed to take an additional move action in that round.

Should have mentioned this in the Notes, sorry. It has a 10 foot reach so Marcus may want to revise his action.


Marcus Alanto wrote:
Ambroze! Can it do that again?

Round One:

"Yes! But hopefully not for several more seconds!" Ambroze replies. "It's a sea drake! Among other things, it's immune to magical sleep and paralysis effects!" the gnome scholar announces as he begins to offer advice for battling the draconic creature while scrambling to take cover behind a nearby boulder.

Standard action to activate Bardic Performance (Naturalist), granting all allies within 30 ft a +1 insight bonus to AC, attack rolls, and saving throws against the sea drake. Move action to take cover behind a boulder if possible.

Rounds of Bardic Performance used today: 1/19

Ambroze's AC: 19 (w/naturalist)
Ambroze's HP: 23/33


Your Humble Narrator

The drake descended rapidly to press its advantage and it descended in a sheer vertical drop, righting itself at the last moment and slamming into the earth with enough force to threaten to knock the group off their feet. The dragon rose to its full height menacingly- although it was serpentine in shape and had no claws, its teeth were deadly and its tail was free to swipe anyone approaching it- the dragon's feet were clumsy and it looked like it would be slow on land.

I'm not going to assume you marched with weapons drawn (impression I got was you wanted to deal with the Stormbird diplomatically and marching to its nest with weapons drawn contradicted that) but as Willow and Tsura were already close to Marcus, he had a move action to draw his sword and then ready his action.

I have also realised this encounter will be difficult without at least some kind of a map so I put together a quick and dirty one we'll use-

Link

Initiative, Round 1 Recap-

Marcus- 24
Ambroze- 22
Sea Drake- 19
Willow- 11
Chi- 9
Tsura- 7
Tun'ada- 5


Male Mwangi (Caldaru) Human Ranger 3 (Shapeshifter) / Barbarian 2

Feeling the pain course through his body from the sea drake's attack, Tun'ada pulls his bow and fires an arrow in the direction of the drake.

Attack:1d20 + 7 ⇒ (7) + 7 = 14
Damage:1d8 + 3 ⇒ (4) + 3 = 7


Your Humble Narrator

Based on Ambroze's description of a Stormbird and subsequent declaration that its a Sea Drake, its definitely not a Stormbird :P.


Male Mwangi (Caldaru) Human Ranger 3 (Shapeshifter) / Barbarian 2

What are you talking about? ;)


Your Humble Narrator

Yeah, yeah... You can't edit the truth!


Female Elf Witch 3 (favoured) / Rogue 2 HPs 19/27

Chi cries out to her friends, "If we are 25ft away from each other, then the electricity cannot arc between us. Oh and its no good trying to paralyse it or try to send it to sleep" She moves away leaving 25ft between her and the rest of the group, as she does her eye darkens to blackness letting the drake feel it loosing its protection.

Evil Eye -2 to attack, for 7 rounds DC15 reduces it to 1 round.


Female Half-elf Druid (Jungle Druid)/4th

Willow having limited spell powers channels one of her prepared spells into a summon, calling a creature of nature to fight this creature.


Male Human Fighter 5 50/50 hp 4hp nonlethal

OK Tun'ada and I will take it on the ground. Everyone else scatter after Tsura heals us! hopefully


Female Human Skald (Ancestral Warrior) 2 -- HP 20 : AC 17 CMD 15 TAC 14 FAC 13 : F+5 R+4 W+3 : INIT+6 Perception+5

Tsura touches the holy symbol around her neck and whispers a few tense words. A corruscating bubble of white lightning bursts from her chest and washes over the party, knitting their wounds.

Channel Energy 2d6 ⇒ (2, 4) = 6 Everyone but Chi :(

She then moves 15 feet south to scoot away from the front line.

HP 24/34


Your Humble Narrator

Willow began to summon assistance from nature while Chi took advantage of the drake's proximity to hex it with her nefarious eye blackening as her innate power worked to slow down the serpent's teeth and tail. Chi then moved to the east to begin to make some room between her and the others.

1d20 + 5 ⇒ (8) + 5 = 13 (Will Fail)

Tsura healed the group and then scampered south away from the drake. Then Tun'ada drew his bow, nocked an arrow and fired. The sea drake tried to avoid Tun'ada's arrow with surprising agility, but it struck it a glancing hit. Unfortunately, that was not nearly enough for the arrow to penetrate the tough draconic hide.

Attack of the Sea Drake!

Round 2-

Marcus- 24
Ambroze- 22
Sea Drake- 19
Willow- 11
Chi- 9
Tsura- 7
Tun'ada- 5

Active Effects-

Naturalist on anyone within 30 foot of Ambroze- granting all allies within 30 ft a +1 insight bonus to AC, attack rolls, and saving throws against the sea drake.

Evil Eye on Sea Drake, giving a -2 penalty on attack rolls until round 9.

Map-

Link

Notes-

There are large boulders haphazardly scattered around which could potentially be used for cover (whether to take cover or make stealth checks).

Light level is normal- despite the rain there is enough sunlight to see ok.

Sea Drake has 10 foot reach.

Action-

Marcus and Ambroze are up.


Female Elf Witch 3 (favoured) / Rogue 2 HPs 19/27

I know I did't make it clear but Chi would have remained with 30ft of the drake so she can do some more evil eyeing, and cackle a bit. Sorry I wasn't clear.


Your Humble Narrator

Suggest a square and i'll retcon you to it, but I believe I did provide a map update so it pays to be specific :).


Male Human Fighter 5 50/50 hp 4hp nonlethal

Marcus keeps his shield up and moves into its reach. Total defence and move to A,5.


Your Humble Narrator

Predictably, the dragon tried to bite Marcus as he steadily approached. Its neck struck out like a snake leaping for prey and just as fast- but Marcus had anticipated the attack and was even faster, narrowly dodging the bite entirely.

1d20 + 12 - 2 ⇒ (6) + 12 - 2 = 16

Just Ambroze and then Sea Drake.


Female Elf Witch 3 (favoured) / Rogue 2 HPs 19/27

Chi to C,11 please


Round Two:

Ambroze continues to offer advice for battling the draconic creature as, with a flick of his wrist, he brings a magical wand to hand from his spring-loaded wrist sheath. Intoning the activation word Ambroze brings into being multiple illusory doubles of himself that shift about his form. At the same time, he reaches into his magical haversack and retrieves the flask of alchemist's fire that he recovered from the Freemen in Eleder.

Free action to maintain Bardic Performance (Naturalist), granting all allies within 30 ft a +1 insight bonus to AC, attack rolls, and saving throws against the sea drake. Immediate action to retrieve Wand of Mirror Image from spring-loaded wrist sheath. Standard action to activate wand, creating 1d4 + 1 ⇒ (3) + 1 = 4 illusory doubles. Move action to retrieve flask of alchemist's fire from handy haversack.

Rounds of Bardic Performance used today: 2/19

Ambroze's AC: 19 (w/naturalist)
Ambroze's HP: 29/33


Your Humble Narrator

Sorry got really busy and then family BBQ etc.

Full Attack-
1d20 + 12 - 2 ⇒ (16) + 12 - 2 = 26 Miss

1d20 + 7 - 2 ⇒ (11) + 7 - 2 = 16 Miss

The sea drake attacked in earnest and it took every ounce of dexterity, skill, shield and armour as well as Chi's hex and Ambroze's advice for Marcus to avoid being badly wounded by the serpentile drake's bite. Its teeth ended up slowly beginning to crush through his armour before he could force it away, the amulet he wore that toughened his skin against wounds protecting him from bruising. A tail slap followed that Marcus was able to dive over and then roll neatly to his feet, determined to make a counter-attack.

To his surprise, the drake put on a burst of speed, flapped its wings in a powerful surge of acticity and soared over his head before he had time to put his stance back on the offensive. The drake flew up and above Tsura, looming over the exposed, plane-touched woman. Apparently, the dragon had made a connection between the wave of energy that had emanated from her and the diminished wounds of its prey...

Tsura is in a threatened square due to its ten feet reach.

Mid Round Map Update

Willow, Chi, Tsura and Tun'ada are up to finish round 2.


Female Elf Witch 3 (favoured) / Rogue 2 HPs 19/27

Would Marcus get an AoO, when it moved away?

Chi moves following the drake, her eye pulsing as she watches, send more waves of despair.

Move to I,10
Evil Eye -2 to AC, for 7 rounds DC15 reduces it to 1 round.


Female Half-elf Druid (Jungle Druid)/4th

At the end of Willow's casting a elemental made of wind appears directly beneith the drake but 10ft below (10ft up from J6) and as it comes into being it turns into a whirlwind, attempting to disrupt the creature's flying and catch it in the winds.

don't forget, the small elemental is augmented by augmented summoning feat.

Reflex save at DC 14 or take 1d4 + 3 ⇒ (2) + 3 = 5 damage as if slammed by the elemental.

Then make another Reflex save at DC 14 or be sucked into the whirlwind.

Willow then moves closer to the thing (J5) in an attempt to knock it out of the sky with one of her storm bursts.

Ranged Touch: 1d20 + 5 ⇒ (11) + 5 = 16

non-leathal damage: 1d6 + 2 ⇒ (3) + 2 = 5


Your Humble Narrator
Chi T'reignial wrote:

Would Marcus get an AoO, when it moved away?

Tried to reflect it in my description but no, as he was still in Total Defence. Willow the sea drake is fifteen feet above ground so if i'm understanding your post correctly, you wanted to summon it ten feet below- that's pretty much on ground level then. In future, please post a statblock in a spoiler for your summon, for both your easy reference and mine (you can use the D20PF Monster Builder to apply the template).

Movement to J5 would provoke an AOO so i've assumed you didn't want that and put you in H5- let me know if provoking the AOO was intended.

1d20 + 9 ⇒ (17) + 9 = 26 Reflex (Success)

1d20 + 9 ⇒ (12) + 9 = 21 Reflex (Success)

1d20 + 5 ⇒ (7) + 5 = 12 Will (Fail)

Willow's summoned elemental swiftly become a whirlwind of air far larger than its small size would suggest- 5 feet around at its base but rising to 20 feet high and ten feet around higher up. Unfortunately, the sea drake was a skilled flyer and it avoided the harming effect of the whirlwind as well as resisting being sucked into it. Willow did manage to hit the dragon with one of her storm bursts as she approached, buffeting the creature with wind and rain far fiercer than the natural rain pouring over the small peninsula. Chi also moved closer, hexing the dragon successfully once more.

Tsura and Tun'ada are up. The former is in a threatened square with a large sized whirlwind directly to her south-west.


Male Mwangi (Caldaru) Human Ranger 3 (Shapeshifter) / Barbarian 2

Tun'ada takes aim with his bow and fires another arrow toward the drake...

Attack:1d20 + 7 + 1 ⇒ (12) + 7 + 1 = 20 (naturalist)
Damage:1d8 + 3 ⇒ (7) + 3 = 10


Your Humble Narrator

Will resolve the bowshot once Tsura has acted.


Female Human Skald (Ancestral Warrior) 2 -- HP 20 : AC 17 CMD 15 TAC 14 FAC 13 : F+5 R+4 W+3 : INIT+6 Perception+5

If the sea drake is 15 feet in the air and has a 10-foot reach, wouldn't I be outside of its reach?


Your Humble Narrator

Your not 0 feet tall. Its two squares above you, essentially.


Female Human Skald (Ancestral Warrior) 2 -- HP 20 : AC 17 CMD 15 TAC 14 FAC 13 : F+5 R+4 W+3 : INIT+6 Perception+5

I don't have a 3D model handy. Would a withdraw action where I am standing avert an AoO?


Your Humble Narrator

No, it threatens every square around you too.


Female Human Skald (Ancestral Warrior) 2 -- HP 20 : AC 17 CMD 15 TAC 14 FAC 13 : F+5 R+4 W+3 : INIT+6 Perception+5

Oh, alright then.

Realizing that to run would simply invite the sea drake to claw her backside, Tsura begins a desperate attempt to hide herself with her spellcasting.

Edit: Casting defensively. Concentration check vs DC 17: 1d20 + 7 ⇒ (1) + 7 = 8. Sigh...

Cast obscuring mist centered on Tsura. No movement.


Casting defensively to avoid AoO? DC 17 concentration check. If successful, you could move after the spell is cast since you would have total concealment.


Male Human Fighter 5 50/50 hp 4hp nonlethal

DM might also let you fall prone and cast...

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