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Dolthysuun

DM - ARC's page

1,684 posts. Alias of Aiunder.


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Gonna give the rest a chance to post

Skall, you may wanna heal Rutilux, I think he's down for the count


Initiative Order=
Zethyris 25
Anastasiya 21
Rutilux 19
Thorvlad 18 (3)
Jediah 15
Undead Ulfen 14
Julien 12 (1)
Skallangbiorn. 7
Shaken rounds in brackets for those affected

Regaining some of his composure Zethyris turns around to rejoin his allies and moves back. Anastasiya hurls a trio of force bolts that hammer into the undead creature. Rutilux swings his weapon in a mighty arc smashing into reanimated flesh. Pulling back Rutilux backhand is batted away with a large hammer head. Thorvald's shame burns inside him lighting a fire in his heart and gives him the courage to turn back and rush back to his friends aid. Jediah swings his glaive in a long, lateral arc but the dead Ulfen's instincts cause it to bring the haft of his hammer up to parry the blow. The creatures reaction is too slow the second time and Jediah capitalize's on it by twisting the blade and turning the slash skyward as it opens grey, sickly tissue. The undead refuses to falter as it hammers brutally away at Rutilux's shield arm, every swing numbing it and bruising everything beneath (causing 17 and 14 damage). Julian carefully sneaks close enough to sneak attack next round unseen. Skallangbiorn draws upon his energies and with Gorum's blessing wraps both Zethyris and Rutilux with energies to bolster their resolve.

DM SCREEN:

power attack: 1d20 + 12 - 3 ⇒ (19) + 12 - 3 = 28damage: 2d6 + 6 + 9 ⇒ (1, 1) + 6 + 9 = 17
power attack: 1d20 + 12 - 3 ⇒ (16) + 12 - 3 = 25Damage: 2d6 + 9 ⇒ (2, 3) + 9 = 14


Initiative Order=
Zethyris 25 (5) *
Anastasiya 21
Rutilux 19 (3)
Thorvlad 18 (4) *
Jediah 15
Undead Ulfen 14
Julien 12 (2)
Skallangbiorn. 7
Shaken rounds in brackets for those affected
* frightened

The creatures appearance combined with its unholy wail turns Zethyris' inside to ice and his feet move before he can realize what he's doing, which is heading back the way he came, leaving his friends in his dust. Anastasiya, never a woman to be cowed, glares needles at the disgusting creature and with a flick and a snap of her arm draws forth a mighty fireball from the sky to burn it to ash. His hands still shaking from the the creatures wail, Rutilux raises his Morningstar brandishing it at the creature "Hello abomination, in the name of all that I serve, I challenge you." before moving to engage it up close. His opening swing smashes the zombie creatures cheek as it tries to pull back from the blow but fails. Thorvald fighting his own ulfen warrior spirit can't stop himself from backing away despite the presence of his allies and friends. Jediah, unaffected by the creatures cry walks forward and draws upon the strength of the earth to reinforce his form. The undead Ulfen raises his mighty hammer over his shoulder and swings at Rutilux with a strike obviously intended to smash clear through his shield and take his head off in one blow but Rutilux's skills with his shield exceed the creatures might as the swing is deflected harmlessly over his head. The creature shifts it weight unexpectedly as it redirects the blow a second time but this strike is easily batted away by Rutilux's morningstar. Julien, possibly out of fear or instinct, dives headlong to the side aiming for the concealment of a cluster of high boulders. Skallangbiorn calls upon his god for aid in battling this abomination and calls forth energies designed to bolster everyone's defences as he casts Protection from evil, communal

Rutilux is adjacent the the undead. Zethyris and Thorvald are 80 feet away. Jediah in 10 feet away. Julian is 30 ft away. Anastasiya is between 20 and 40 feet away. Skallangbiorn is 20 ft away. The area is mostly open but close to the rocks the ground is littered with broken earth and thus difficult terrain

DM SCREEN:

reflex save: 1d20 + 4 ⇒ (15) + 4 = 19
attack: 1d20 + 12 - 3 ⇒ (15) + 12 - 3 = 24damage: 2d6 + 6 + 9 ⇒ (3, 2) + 6 + 9 = 20
attack: 1d20 + 8 - 3 ⇒ (12) + 8 - 3 = 17damage: 2d6 + 6 + 9 ⇒ (1, 3) + 6 + 9 = 19


Sorry I missed this line...
Everyone else is shaken for 1d4+1 rounds

And your protection from evil will occur this round Skallangbiorn


Skallangbiorn and Jediah are unaffected. Thorvald and Zethyris are frightened for one round then shaken for 1d4+1 rounds

Stepping out of the cave before you is a monstrous ulfen man in ancient grimy clothing and rotten away before your eyes. Clenched tightly in its grasp is a savage looking serrated great axe. From deep inside its empty sockets glows an eerie blue-white flame.

Initiative and first actions please


As the party makes their way the last few hundred feet towards the cave entrance everyone begins to slowly feel the area getting colder. This chill in the air isn't due to the cold winds or the volumes of ice, this chill has an almost unearthly feel to it. The unnatural chill seems to seep into the core of your being drawing away your warmth and vitality as it eats your resolve.

Moments before you reach the entrance a piercing shriek bursts violently from the cave shaking the ground and nearly toppling everyone over.

Everyone please make a will save with a -2 penalty


The spell and thus the ioun stone can't decipher codes


Sometimes I hate how hungry this forum is. I posted that last night. Thankfully I saved it.


With a barely audible click Zethyris manages to bypass the lock and carefully insert one of his picks between the lid and case then slowly lifts the lid as the pick holds up a spring designed to damage a piece of parchment with a mystic rune emblazoned on it. Inside the case are several letters and correspondence written in some form of code that will take time to decipher.

.............

Gnasher leads the way whether you leave your horses or not. The route is dangerous and slippery but manageable. Aside from fending off a group of hungry ice spiders and one shelf collapse you manage to arrive safely at your apparent destination. Bringing your mounts with you added an extra couple of hours but no further danger.

Gnasher points to an area a little farther south, deeper into the broken lands, there is a small cave entrance no one managed to see until Gnasher pointed it out, nestled between two great chunks of stone. "There it is. The cave that wails. Whatever you find inside I don't know but better be ready for a fight."

It's well past noon leaving several hours before dark.

(Ana, you had to use identify spell three times)


magic items:

Clear Diamond = Eastern Star
Spider circlet = Circlet of Persuasion
gold and Silver ring = Ring of Mind shielding
Steel finger ring = ring of strength sapping
Crystal wafers = 3 first level pearls of power and 1 second level pearl of power
Black hide short bow = +1 humanoid (reptile) bane huntsman composite short bow (+2 STR modifier)
Body suit = +2 (dark leaf cloth) leather armour

Nothing else is magical

Zethyris examining the box you indeed can tell that there is a trigger mechanism built into the lock. You did well enough to tell that should you fail to open the lock something will happen but there are no signs of outward danger (like needles or similar hazards)


The food and drink are completely free of poisons, toxins and other maladies as well as being fit for the wealthy there's quantity as well.

(Is there anything people want to finish at the camp before leaving with Gnasher? Like spellcraft rolls for the items, etc)


(Missed pasting this part yesterday)

Stealth and Perception DC 20:

Late in the night you hear a a trio of voices talking in hushed tones inside one of the tents. You seem to have missed most of the discussion but some of their words catch your ears...
"What are we gonna do? We can't continue now that Verisse is gone."
"Aye, this new Jagwidga is an unknown commodity and I don't want to find myself under the scrutiny of her priest, he scares the willies out of me."
"Calm down. We've waited years for this, we can wait a little bit longer until we've got this one figured out. What bothers me though is why she has so many foreigners."
"Either way, there's nothing to be done until we figure out this Anja Aelana and whether her presence helps our plans or hinders them."
"Yes. Did we trade one Royalist for anoth.."

The rest of the conversation is cut off when a group of house guard move past the tent on patrol chatting quietly amongst themselves and when they're gone the conversation and the speakers are gone. The tent lies empty aside from supplies.


Lady Anja is kept busy by the nobles and the wealthy as they discuss the area, their lands or business and trade but time and again attempts to draw out information about their household guard or anything else related to direct conflict is expertly deflected. Eventually Anja is forced to dismiss them and bid them good night to give herself time to rest for what surely will be another day of struggles.

The servants spend the time cleaning the camp of bodies and debris as well as organizing the late lady Verisse's possessions and storing them for the Lady Anja's servants or attendants.

Lady Verisse's possessions:

Six chests (mildly burnt) containing dozens of dresses varying from noble to extravagant quality. Undergarments, shawls, cloaks, gloves, and riding leathers matching the quality of the dresses.
A small locked chest (easily opened) containing odd, extremely tight fitting dark leather garments fitted for various men and women, several whips and torture devices as well as vials of oils and waxes.
A large chest containing over one hundred shoes and boots.
A small steel case closed with a very strong and complex lock
Six burnt tapestries
A large map of Irrissen burnt and water logged
A chest containing four thousand gold Irrissen minted coins, six large platinum ingots with an odd, possibly dwarven, sigil minted into them. Two thousand silver coins in bags of one hundred and one lone diamond approximately one quarter inch round and flawless.
Seventy bows (both long and short) in designs from all over the world, most damaged horribly in the fire.
On a table are set several items covered in blood and ash:
A circlet shaped like spider legs coming from the back ending in points that press into the forehead
A gold and silver spun ring
A steel finger ring with a razor's sharp point with nine matching rings in silver
Four crystal wafers with dimly glowing runes
A composite short bow wrapped in black hide
A partially burnt body suit woven from some form of leaf or foliage

(The next morning)

When you awake the Irrissian are all shut in their tents aside from the servants who beg for forgiveness as their masters "are not used to mornings" but have taken the liberty of preparing an earlier meal as soon as you were heard stirring.

Waiting for you at the edge of the broken ground stands Gnasher, still adorned in his piecemeal armour and man sized bastard sword as well as a walking stick and a crude sack. "The cave lies half a days march through these lands. Some parts are full of loose rocks and sinking sands so you may want to leave your horses."


Okay here goes...


I've been ran over by a bus ( a cold actually but it feels like it)
As soon as I'm feeling more coherent and less medicamated I'll continue


After a very thorough search the only signs of the armoured man are found several hundred feet from the camp. A small section of snow trampled down by hobnailed boots with no trail leaving or entering. The closest signs of travel to the clearing are almost eighty feet away and probably too light for a human in armour.

Meanwhile back at the camp...

Those who remained behind to question the survivors learn several facts.
-Lady Verisse was in charge of this area but resides several days away in a mansion on the outskirts of the city of Blue River.
-There is another Jagwidja noble, lesser ranked than Verisse, who oversees this area from the town you passed earlier, Lady Annah and her two male siblings
-the servants and commoners, and even to a lesser extent the wealthy, seem more concerned with your presence and despite pretending not to listen as the nobles and the ostentatiously wealthy quickly move to get in your favour seem keen to know who you are
-the nobles take little time to recover, almost as if this kind of thing has happened before, and are quick to smother praise and declarations of usefulness to Lady Anja


As you gather the survivors together and the kobolds leave you cannot mistake the fear and apprehension on everyone's faces. Noble, wealthy and servant alike stare but try to avoid eye contact with any of you. When "Anja" makes her speech and Skallangbiorn steps up to aid her those who weren't already on the ground prostrate themselves before you crying, "We live to serve! We exist to serve!" some in a monotone while others earnestly cry out. When mention of the dark armoured man comes up they all to quiet. Two or three nobles look at each other. Exchanging glances (probably deciding amongst themselves who has to say something that none of them want to talk about) an older woman in her mid forties, but dressed and trying to look in her twenties, finally raises her head to respond, "Mistress. We know not who that man was. He arrived earlier today bearing the markings of the Royal Army and strode right into the lady Verisse's tent without her leave."


That sounds more like an intimidation roll so I'll use your intimate total instead

At Anja's raised and commanding voice most of the kobolds stop and Gnasher, who was mid swing, snaps his head in Anja's direction but afterward doesn't continue. "All right human. Deal was for the dead witch. She's dead so I'll take you where you want to go. But these people aren't part of deal." he raises his sword and points at a group of nobles herded together. " You want us to spare them then you need to make sure no one comes to broken lands. Broken lands our territory humans stay out, humans stay safe. Human don't stay out then we start hunting humans." after cleaning his sword on one of the human tabards hanging nearby he sheaths the blade. (provided there are no drawn weapons or aggressive moves from the party)
"We will return to broken lands. Rest now. Tomorrow I'll lead you to cave."
At Gnasher's signal the kobolds stop and leave the camp moving cautiously back towards the broken lands watching for any sign of pursuit.


If I remember right Julian's a RL teacher so it's back to work time for him.


So, so true


So two fireballs and an arrow critical took out the baddie, maybe I should start giving them a bit more health.


initiative Order:
Zethyris 25
Anastasiya 23
Verisse 21
Jediah 18
Armoured man 17
Skallangbiorn.16
Kobolds 11
Soldiers 9
Gnasher 8
Rutilux 1
Julian 1
Thorvald 1

Zethyris' resolve and faith in Cayden Cailien's ways steel his body and soul, preventing Verisse's foul curse from striking him low. Zethyris then responds with a skilled shot that pierces her arcane defences and buries itself in her flesh causing her to scream out in pain. Ana then takes the opportunity that Verisse's flight gives her to unleash a fireball that won't harm her allies or any of the surroundings, consuming the witch in a fiery explosion in the air. Below, a short distance away, Jediah swings his huge fists at the armoured man but with practiced skill he parries each and every swing. "Foolish woman. What did you expect to achieve by exposing yourself like that." the man sheaths his blade a wraps himself in magic as he vanishes.
All around you there are still battles being fought between the kobolds and the remaining soldiers and other people in the encampment.

Spellcraft DC19:

He cast Dimension Door


That seems to happen a lot.


Oops forgot this

spellcraft DC18:

She's using a spell like ability to duplicate the powers of 'fly'

spellcraft DC18:

she cast the spell Feast of Ashes


initiative Order:
Zethyris 25
Anastasiya 23
Verisse 21
Jediah 18
Armoured man 17
Skallangbiorn.16
Kobolds 11
Soldiers 9
Gnasher 8
Rutilux 1
Julian 1
Thorvald 1

Zethyris rushes out of hiding and headlong towards the witch, lashing out with Clarisse as he reaches her but she easily avoids the blow. Ana turns her gaze to the woman who must be one of her cousins. Drawing deeply upon her magics she hurls a score of force bolts at her but the bolts crash helplessness against an invisible barrier inches away from their target. Verisse deftly avoids Zethyris' blade and draws upon whatever dread energies that fuel her powers causing her to lift up high into the air (50 ft up) before pointing a sharpened black finger at Zethyris, "Fool boy, you dare try to touch me with your unworthy self. From this day forward hunger and despair. No food or drink may you consume, all shall turn to ash in your mouth, may your insides claw and tear at you for your appetite shall never falter."(DC19 fortitude save to avoid her curse). Jediah's massive fist comes crashing down upon the armoured man hammering his shoulder but his return swing misses as the armoured man ducks beneath the swing. The armoured man retaliates, quickly chanting arcane words and running his free hand across his blade which crackles and hisses with electricity before the man slashes across Jediah's large abdomen (5 damage+16 electrical damage). Skallangbiorn calls upon Gorum's intervention again creates a spear of pure light that he hurls at the witch but her defensive powers and arcane energies cause the spear to bound off of an invisible barrier. The formost of the kobolds with Gnasher hurl themselves at the camp, attacking anyone within reach while the remaining soldiers and survivors turn to fend off the savage little creatures. Gnasher rushes headlong towards the armoured man and with a jumping slash that tears viciously into the armoured man causing a deep, deep wound in the man's left shoulder and turning his armour bright red. Rutilux skirts around the fog and carefully leads Sunfire through the camp stopping near the charred remains of the tent while drawing his bow. Standing below the witch he challenges her on his honour as a Thane and a champion of the north and fires an arrow that pierces. Julian ducks inside one of the larger tents and disappears from sight. Thorvald rides closer, out of the cloud and fires his bow at the floating witch but again the attack bonuses off of her .

DM SCREEN:

concentration: 1d20 + 13 ⇒ (14) + 13 = 27
miss chance: 1d100 ⇒ 55
attack: 1d20 + 9 ⇒ (16) + 9 = 25damage: 1d8 + 2 ⇒ (3) + 2 = 5
concentration check: 1d20 + 10 ⇒ (20) + 10 = 30shock damage: 5d6 ⇒ (3, 6, 2, 2, 3) = 16
Gnasher power attack vs Armoured man: 1d20 + 13 ⇒ (19) + 13 = 32damage: 1d10 + 14 ⇒ (6) + 14 = 20
Gnasher confirm vs Armoured man: 1d20 + 13 ⇒ (7) + 13 = 20damage: 1d10 + 8 ⇒ (7) + 8 = 15
shot: 1d20 + 7 ⇒ (15) + 7 = 22damage: 1d6 + 6 ⇒ (4) + 6 = 10
Thorvald arrow: 1d20 + 9 ⇒ (6) + 9 = 15damage: 1d8 + 3 ⇒ (2) + 3 = 5


initiative Order:
Zethyris 25
Anastasiya 23
Verisse 21
Jediah 18
Armoured man 17
Skallangbiorn.16
Worgs 14
Kobolds 11
Soldiers 9
Gnasher 8
Rutilux 1
Julian 1
Thorvald 1

...
Seeing the armoured man within his now much wider reach, Jediah charges through the camp scattering small but of debris from his way to sink his glaive into the armoured man whose enchantments fail to protect him as the stone blade strikes deep. The armoured man steps in, taking another serious wound from Jediah whirling stone weapon, but fails to pierce Jediah's armoured hide. Skallagbiorn finishes off the Worg near him and then moves out of the clouds effects, closer to the encampment. The remaining Worg attacking Rutilux tries to jump up and pull him from his saddle but he manages to bring his shield up in time to deflect the strike. The last Worg finally arrives from the far side of the camp and leaps at Julian who ducks and rolls under the attack. Gnasher and his group split and move to encircle the camp . Two soldiers that manage to recover from the flash fire at The giant half Orc (one manages 2 damage). Rutilux finishes off the Worg harassing him and begins moving to attack the witch. Julian sidesteps and seems to vanish from sight before he reappears a few feet to the left and buries a pair of arrows in the Worg that attacked him, killing it. Thorvald moves up to attack the armoured man next round.

Skallangbiorn:
No, your helm allows you to ignore, darkness, fog, concealment, etc but this is a displacement effect. You can't see invisible either.

DM SCREEN:

blur miss chance: 1d100 ⇒ 33
AoO vs armoured man: 1d20 + 12 ⇒ (12) + 12 = 24damage: 2d8 + 8 ⇒ (1, 8) + 8 = 17
Armoured man vs Jediah: 1d20 + 9 ⇒ (6) + 9 = 15damage: 1d8 + 2 ⇒ (7) + 2 = 9
worg: 1d20 + 7 ⇒ (15) + 7 = 22damage: 1d6 + 4 ⇒ (6) + 4 = 10
soldier vs Jediah: 1d20 + 4 ⇒ (18) + 4 = 22damage: 1d8 ⇒ 2
soldier vs Jediah: 1d20 + 4 ⇒ (14) + 4 = 18damage: 1d8 ⇒ 6


initiative Order:
Zethyris 25
Anastasiya 23
Verisse 21
Jediah 18
Armoured man 17
Skallangbiorn.16
Worgs 14
Kobolds 11
Soldiers 9
Gnasher 8
Rutilux 1
Julian 1
Thorvald 1

Hiding behind the tent Zethyris is unaffected by the burst of light and uses the confusion to slip farther into the camp, past several soldiers and civilians before using Clarisse to silence one of the few soldiers unaffected by the burst. This leaves him only a few feet away from the armoured man. Unable to identify the spell used by the armoured man Ana peppers the man with a deadly volley of force bolts that hammer into him. Out from the burning tent a dark feminine figure rises, "Who dares attack me? Bow and grovel you wretches." Suddenly a a dark greenish smoke or cloud begins rising from the ground enveloping Skallangbiorn, Jediah and Thorvald. ( DC18 fortitude save to avoid nauseated)....

DC18 Spellcraft:
The spell that the woman has just cast is Stinking Cloud


initiative Order:
Zethyris 25
Anastasiya 23
(*********) 21
Jediah 18
Armoured man 17
Skallangbiorn.16
Worgs 14
Kobolds 11
Soldiers 9
Gnasher 8
Rutilux 1
Julian 1
Thorvald 1

Zethryis trusts his mount as he rides up to the tents and then leaps of as his mount begins to turn aside, placing a fully erect tent between him and any soldiers present. Anastasiya rides up enough to invoke more arcane energies as she funnels her mystical power into the burning flames causing them to erupt violently skywards in a blinding flash causing most of the soldiers and people present to stumble and stagger. A man in dark armour rushes out of one of the other tents and starts yelling, "Wake up you fools! Someone put this fire out. Soldiers form perimeter around the nobles." before wrapping himself in a tapestry of arcane energies that cause his body to before indistinct and out of focus. Skallagbiorn rides up to the minnow dis ousted Jediah and with a pray to the god of battle lays his hand upon Jediah's shoulder as divine energies wrap around him causing his body and gear to almost double in size. Jediah then charges the only Worg within his range using his newfound strength and size cuts the Worg in half as his glaive buries itself a foot into the ground beneath it. The leftmost Worg rushes up to Skallangbiorn's mount and tries to bite it, its jaws snapping down on his horses left leg (9 damage). The right most Worg rushes towards Sunfire snapping viciously and only Rutilux's skillful riding can hope to avoid the blow (DC 22 to avoid 8 damage). The kobolds and Gnasher rush forward across the open ground as fast as their little legs can carry them. One of the soldiers is coherent enough to realize that a giant half Orc is a bad thing and fires his bow at Jediah. The arrow glances harmlessly off of his armour. Rutilux swings his flail down viciously causing it to hammer off of the worg's back, the same Worg that attacked Sunfire, but his backswing is too high as it passes harmlessly overhead. Thorvald rides the third Worg, the one attacking Skallangbiorn, swinging Wintersbane eagerly the moment he arrives. By fluke or fate, his swing slices through the worg's neck severing its head cleanly with one strike. Julian moves closer to the battle whilst still hiding his presence from everyone.

DM SCREEN:

bite vs Skallangbiorn's horse: 1d20 + 7 ⇒ (8) + 7 = 15damage: 1d6 + 4 ⇒ (5) + 4 = 9
bite vs Sunfire: 1d20 + 7 ⇒ (15) + 7 = 22damage: 1d6 + 4 ⇒ (4) + 4 = 8
arrow vs Jediah: 1d20 + 7 ⇒ (6) + 7 = 13damage: 1d8 + 1 ⇒ (6) + 1 = 7


The encampment is roughly fifty feet wide and eighty feet long. The melee trio (Rutilux, Jediah and Thorvald are ninety feet away from the small tents. Everyone else is fifty feet back from them (unless someone wants to be farther back). Three worgs are within charge range of the melee team (90/70/35ft). Since you act first Ana it would go off before any of you get into range and would cover almost every enemy. The kobolds are still 350 ft away from the camp running up. Those with 1 initiate haven't rolled yet.


initiative Order:
Zethyris 25
Anastasiya 23
(*********) 21
Jediah 18
(*********) 17
Skallangbiorn.16
Worgs 14
Kobolds 11
Soldiers 9
Gnasher 8
Rutilux 1
Julian 1
Thorvald 1

The group splits apart as they get closer to the encampment. First Julian veers left and away from the ground, slowing slightly as he eases his mount towards your goal quietly. Then Skallangbiorn and Anastasiya slow in preparation for their magics. Zethyris slowing his speed a bit draws his bow and fires at the closest Worg (no human soldiers are close enough for S.A. Damage) planting his arrow just above the Worg's shoulder. Anastasiya then targets the most ornate and decorative tent with her destructive inferno. The tent collapses under the force of the magics unleashed upon it and bursts into bright multicoloured flames. Jediah, Rutilux and Thorvald steer their horses slightly away from the camp to intercept the Worgs that are turning to attack. Skallangbiorn's magics targeted at the most extravagantly dresses woman send an eye watering,y bright burst of light that burns the woman to ashes. Gnasher and his kobolds continue to run towards the camp but they're still a long way away.


if everyone is in agreement with Skallangbiorn's plan everyone making ranged attacks please make them. The surprise round will have everyone riding into melee range. I'd suggest you wait to make the mountain a mountain until you arrive. Even a northern war horse can carry a large sized half-Orc.
If anyone wants clarifications on anything ask.
Julien can you give me a ride check to keep your horse quiet as you ride up, suitably away from the others of course, so your horse doesn't ruin your attempt at sneaking up


With the plan finally settled upon and everyone prepared for the final stage everyone mounts up to close the distance to the Lady Verisse's encampment which comes into view shortly as the sun rises higher into the sky.
Three large tents dominate the camp with almost a dozen smaller tents still being erected by servants circling the surrounding area. Close to thirty people can be seen milling about the area in various colours, some obviously nobles or wealthy merchants while other are clearly servants or soldiers. Two or three people seem to have noticed your presence but no alarms have be sounded yet. You can also see four or five worgs pacing the perimeter in a vague semblance of a patrol. There's no sign of a chariot but it could be behind the large tents.

if you're charging straight in ill need initiative and first actions. You can reasonably expect a surprise round for any ranged actions before the worgs notice and get involved.


Well that's annoying... Forum ate last nights post

Spellcraft:
The Alpha Worg has a magic ring that it wax using as an earring. You can't understand the complex energies bound to it but you can tell that it has strong strands of the transmutation school bound to it

Gnasher looks oddly at Thorvald's remark. "I don't serve a wyrm. What do mean different? You make no sense. So do you plan to wait here or are we taking the fight to the witch?"

The sky is lightening as the first rays of dawn a begin illuminating the world around you. In the pre morning light you can see that of the two large worgs one of them has a slightly reddish tinge at the tips of its black fur.


Yes there is a magical aura around the first alpha Worg, or more specifically around its left ear. Spellcraft check to identify please...


Unfortunately the old man's wounds were much too severe and he died almost immediately leaving no opportunity for first aid or emergency treatment.

"She has her Worgs and anyone who has joined her hunt, maybe a few more fighters. There's a cave several hours away that is so terrifying no one who goes near It has returned. Some nights there is a frightening wailing that can be heard from deep within. After Verisse is dead I'll take you there."


During the battle all of the nearby trappers and hunters fled the area but a few have at least stayed close enough to see who won. Unfortunately the survivors don't know any specifics about Verisse or her hunting practices. A few explain that she normally started her hunt at the mercy of her whim. Some time when she was in a foul mood she would demand that the hunt begin immediately while other times she would wait the entire day out and begin at or after dusk. One trapper does point out that last time when the kobolds attacked and killed a few of her worgs she attacked immediately giving the trappers no warning.

Gnasher and a dozen and a half kobolds allow themselves to be seen further into the broken ground and Gnasher moves up by himself when signalled by Thorvald before waving the rest in to 'deal' with the Worg corpses.

"Now what you do? Witch's puppies won't be going back," as the big kobold chuckles, which sounds like a choking hiss, "Witch gonna be real mad now."



Initiative Order:
Julian 23
Alpha Worg F 21 (dead)
Jediah 20
Anastasiya 19
Worgs 17
Zethyris 14
Alpha Worg M 12
Thorvald 8
Rutilux 7
Skallagbiorn 5

Julian peeks out from hiding and fires a pair of arrows, double knocked, that bury themselves in the Alpha worgs sides as they slip between ribs. The Worg flinches which gives Jediah a chance to step back and to the side bringing Earth's Vigil to bear as he slashes a clean X in the worgs other side. Anastasiya continues to backpedal away from her Worg as it clambers to get out of the grease. She causes a trio of energy bolts to target and savage the Worg as it finally clambers out of the grease and begins running away back towards the open ground. The second Worg snaps at the Alpha tearing flesh and fur out of its back leg. With the Alpha Worg caught between Jediah, Rutilux and himself, Zethyris easily maneuvers himself to bury Clarisse several inches into the Beasts hide before twisting the wound open. Snarling in pain the Worg snaps at Zethyris tearing its own vicious wound in the poor half elf (24 damage) moments before the furious Thorvald buries the razor sharp edge of Wintersbane in the worgs back causing it to slump lifeless lay to the ground from a combination of the wound and the weight of the blow. With the Alpha down Rutilux turns his flail on the ensorceled Worg smashing its skull in with a heavy one-two backhand. One last Worg remains running away so Skallagbiorn commands his spiritual great sword towards it and the weapon soars through the air before impaling the Worg where it stands.

No more Worgs remain and none of them had a chance to let out a howl

DM SCREEN:

attack vs Zethyris: 1d20 + 17 - 1 ⇒ (11) + 17 - 1 = 27damage: 2d6 + 13 ⇒ (6, 5) + 13 = 24
attack vs Alpha: 1d20 + 7 ⇒ (15) + 7 = 22damage: 1d6 + 4 ⇒ (3) + 4 = 7



Initiative Order:
Julian 23
Alpha Worg F 21
Jediah 20
Anastasiya 19
Worgs 17
Zethyris 14
Alpha Worg M 12
Thorvald 8
Rutilux 7
Skallagbiorn 5

Realizing that he's exposed his position, Julian ducks back into cover and moves laterally in hopes of that the worgs lose his position. The alpha Worg continues to snap and tear at Jediah, probing for weaknesses and exploiting any openings but the mountain's armour and defences are too strong and the worg's fangs find nothing but hardened steel to bite down on. Despite his ability to defend himself Jediah's one-two punch are easily ducked under by the quick and agile Worg. Meanwhile a short distance away Anastasiya stares down the muzzle of her own angry and hungry Worg, fighting hard to stand up amidst the grease spell, as she concentrates drawing forth the powers buried deep inside her blood causing her flesh to ripple slightly and for a moment she appears more hag than human before the corruptive energy is released and assaults the Worg. The Worg is racked in pain as warts, boils, lesions and other superficial wounds sprout and burst all over its hide and amidst its fur causing it to visibly shiver and quake before turning tail and trying to run which causes it to slip again in the grease spread beneath it. The other remaining Worg, compelled by magic, turns on the larger Worg and tries to bite it managing to a strip out of its flanks much to the annoyance of the larger Worg. The second large Worg, unable to secure a flanking position thanks to Zethryis' maneuvering bites again but only manages to tear up a small piece of Zethyris' pant leg. Thorvald, without any worgs near himself, turns his mount towards the melee and rides up to strike at the encircled Worg. His blow swings true and wintersbane slashes deeply, adding to the large worg's increasing collection of wounds. Rutilux, unable to engage the fully encircled Worg instead maneuvers Sunfire to flank the second Worg with Zethyris as his flail smashes it and tears of many smaller chunks of fur. Skallagbiorn's spiritual weapon slashes again at the surrounded Worg while he moves up and strikes the wounded Worg beside Jediah. The glowing, silvery great sword swings downwards in a colourful arc before severing the worgs head from its shoulders.

The second alpha Worg remains. Everyone but Anastasiya and Julian are within a 5ft step of it. Julian has successfully hidden himself again and can move and sneak attack it this round. The last normal Worg is stuck on Anastasiya's grease spell and is openly trying to flee from Anastasiya

DM SCREEN:

alpha attack vs jediah: 1d20 + 17 - 1 ⇒ (7) + 17 - 1 = 23damage: 2d6 + 13 ⇒ (1, 4) + 13 = 18
will save: 1d20 + 3 ⇒ (7) + 3 = 10
reflex save: 1d20 + 6 - 4 ⇒ (7) + 6 - 4 = 9
worg attack vs alpha: 1d20 + 7 - 1 ⇒ (13) + 7 - 1 = 19damage: 1d6 + 4 ⇒ (4) + 4 = 8
alpha attack vs Zethyris: 1d20 + 17 - 1 ⇒ (2) + 17 - 1 = 18damage: 2d6 + 13 ⇒ (6, 6) + 13 = 25



Initiative Order:
Julian 23
Alpha Worg F 21
Jediah 20
Anastasiya 19
Worgs 17
Zethyris 14
Alpha Worg M 12
Thorvald 8
Rutilux 7
Skallagbiorn 5

Julian, now in position to target the worgs vitals lets loose and his arrow buries itself in the large worgs hind quarters. Angrily the large Worg steps forward and bites but Jediah's armour and thickened hide turn its fangs away avoiding any injury. Jediah slips one hand off of his glaive gives the Worg a mighty left cross rattling the beast's skull but the Worg slips below his second swing. Seeing the Worg right in front of her Anastasiya carefully, and guardedly, conjures a pool of slick greases beneath the worgs feet causing it to immediately slip and fall. The Worg spends its full turn carefully standing up. The Worg on Jediah steps up to bite but can't pierce the heavy armour. The last normal Worg bites again at Sunfire but fails to catch any of the horses darting legs. Zethyris repositions and slashes with Clarisse opening wide a gash that keeps bleeding. The second large Worg rushes forward and bites Zethyris, the wound is deep and painful (17 damage) but not fatal. Thorvald moves around Sunfire and Rutilux to slash the other Worg wounding it badly and then Rutilux finishes it off with his flails. Skallagbiorn's summoned weapon fails to wound the large Worg but with a quick prayer to Gorum the other Worg is consumed in bloodlust to attack the large Worg.

DM SCREEN:

attack vs Jediah: 1d20 + 17 ⇒ (6) + 17 = 23damage: 2d6 + 13 ⇒ (2, 5) + 13 = 20
attack vs Jediah: 1d20 + 7 ⇒ (11) + 7 = 18damage: 1d6 + 4 ⇒ (4) + 4 = 8
attack vs Rutilux: 1d20 + 7 ⇒ (8) + 7 = 15damage: 1d6 + 4 ⇒ (6) + 4 = 10
reflex save: 1d20 + 6 ⇒ (2) + 6 = 8
will save: 1d20 + 3 ⇒ (20) + 3 = 23
Julian snipe: 1d20 + 10 ⇒ (12) + 10 = 22damage: 1d8 + 1 + 3d6 ⇒ (5) + 1 + (4, 1, 5) = 16
stealth snipe: 1d20 + 18 - 20 ⇒ (7) + 18 - 20 = 5
reflex: 1d20 + 6 ⇒ (10) + 6 = 16
alpha M vs Zethyris: 1d20 + 17 ⇒ (4) + 17 = 21damage: 2d6 + 13 ⇒ (3, 1) + 13 = 17


Yes you're 40ft away from the one Jediah and Zethyris are fighting


The curse is a standard action



Initiative Order:
Julian 23
Alpha Worg F 21
Jediah 20
Anastasiya 19
Worgs 17
Zethyris 14
Alpha Worg M 12
Thorvald 8
Rutilux 7
Skallagbiorn 5

With a foe now directly before him Jediah slips back and slices with a quick one-two slash that finds the creatures hide with the first but the large Worg's body slips out of the way of the back swing. Anastasiya unleashes a fiery ball of flame at the four worgs that remained with the two larger worgs catching the two in the centre fully while the two farthest apart avoid the brunt of the blast. The two worgs that rushed off in the direction of the horse scent earlier come charging out of the darkness fangs barred. The first one manages to catch Sunfire (DC26 ride to avoid 9 damage on Sunfire) off guard while the second ones leap is too shallow and its fangs snap shut on empty air. Three of the worgs burned by Anastasiya move to surround and bring down Jediah, their teeth unable to pierce his armour while his glaive severs the first ones head and pierces the seconds heart. The fourth burnt Worg rushes straight for Anastasiya but manages to only get close enough by moving all out. Zethyris moves up to flank the large Worg with Jediah as he draws his new blade. Seeing the erupting chaos unfold the large Worg that talked quickly tears the old mans throat out before he can run away. Thorvald brings his mighty wintersbane done upon the Worg harassing his mount slashing away at its haunches before stabbing downwards and severing the beasts spine killing it instantly. Rutilux is forces to change tactics wi a Worg so close so he and Sunfire sidestep away from it and Rutilux stabs twice with his lance. The first blow darts in wide above its head while the second finds purchase in its shoulder wounding it. Skallagbiorn brings forth a spectral weapon that slashes and dart about as it tears into the closer of the large worgs.

Okay, 1 Worg (normal) on Rutilux, 1 normal and one large worg on Jediah with Zethyris flanking the big one. 1 normal Worg adjacent to Anastasiya and the second big one 100ft away from Skallagbiorn, Ana, etc. Jediah is 20ft ahead and Zethryis is 30ft ahead. Julian is 40ft to the right of the first large Worg and hidden. Worgs have base 50ft speed and high athletics to allow them to close the distance so quickly.

DM SCREEN:

reflex save vs fireball: 1d20 + 6 ⇒ (16) + 6 = 22
reflex save vs fireball: 1d20 + 6 ⇒ (3) + 6 = 9
reflex save vs fireball: 1d20 + 6 ⇒ (2) + 6 = 8
reflex save vs fireball: 1d20 + 6 ⇒ (19) + 6 = 25
Worg attack vs Rutilux: 1d20 + 7 ⇒ (19) + 7 = 26Damage roll: 1d6 + 4 ⇒ (5) + 4 = 9
Worg attack vs Thorvald: 1d20 + 7 ⇒ (10) + 7 = 17roll: 1d6 + 4 ⇒ (2) + 4 = 6
Worg vs Jediah: 1d20 + 7 ⇒ (4) + 7 = 11roll: 1d6 + 4 ⇒ (4) + 4 = 8
Worg vs Jediah: 1d20 + 7 ⇒ (5) + 7 = 12roll: 1d6 + 4 ⇒ (2) + 4 = 6
Worg vs Jediah: 1d20 + 7 ⇒ (11) + 7 = 18roll: 1d6 + 4 ⇒ (3) + 4 = 7
Jediah AoO 2: 1d20 + 11 ⇒ (20) + 11 = 31roll: 1d10 + 7 ⇒ (1) + 7 = 8
Jediah AoO 3: 1d20 + 11 ⇒ (18) + 11 = 29roll: 1d10 + 7 ⇒ (2) + 7 = 9
crit confirmation roll: 1d20 + 0 ⇒ (18) + 0 = 18Bonus crit damage: 2d10 + 14 ⇒ (10, 9) + 14 = 33
Thorvald attack: 1d20 + 11 ⇒ (3) + 11 = 14Damage roll: 1d10 + 5 ⇒ (9) + 5 = 14
Thorvald attack : 1d20 + 6 ⇒ (20) + 6 = 26Damage roll: 1d10 + 5 ⇒ (10) + 5 = 15


Sorry for the absence. We had a family scare that turned out to be a false alarm that had us waaaay outta town.


Considering distance it's probably better to hold back prayer until you've reached melee but you can start with it up if you wish
Initiative Order:
Julian 23
Jediah 22
Alpha Worg F 21
Anastasiya 19
Worgs 17
Zethyris 14
Alpha Worg M 12
Thorvald 8
Rutilux 7
Skallagbiorn 5

Despite being able to see the worgs clearly Julian isn't close enough to target any vitals so he cautiously advances closer as he lines up a better shot. Jediah moves forward to draw the Worgs away from Ana, Zethyris and Julian. One of the two larger worgs rushes headlong at Jediah who skillfully levels his glaive between him and the Worg. The glaive slices I long gassy in the Worgs face and neck but it keeps coming and bites down on Jediah's armour. The hardened plates hold out and the Worgs teeth find no purchase.
too be continued...

DM SCREEN:

AoO Jediah: 1d20 + 11 ⇒ (13) + 11 = 24damage: 1d10 + 7 ⇒ (3) + 7 = 10
alpha Worg power attack: 1d20 + 14 ⇒ (9) + 14 = 23damage: 2d6 + 22 ⇒ (5, 3) + 22 = 30


The large Worg turns back onto the old man snarling, "You're people aren't the only ones here!" the Worg turns to face towards the broken ground where most of you are hiding, "Come out now. If you surrender I promise not to feed you to my pack mates."

Spellcraft DC 18:

When the large Worg turns around it casts or activates an ability similar to the Displacement spell which grants a 50% miss chance


Considering that your enemy are Worgs you've probably tried to stay back at least 100 feet to minimize the chances that they smell you.

(Old man)"Huh... H, horses? What do you mean? Wait! Some soldiers came by questioning us about travellers before leaving. I don't know who they were, I didn't recognize them."
(Worg)"Soldiers? Where did they go?"
(old man)"west, back the way they came."

with an in audible command several of the worgs move of towards the west.

(worg)"I trust you humans managed to complete your task?"
(old man)"Yes"
(worg)"Good, She will begin the hunt tonight at dusk make sure none escape beforehand."

The large Worg begins turning away but stops and lifts its muzzle to the sky sniffing excitedly.


Well you're more than welcome to hop back in if you'd like.


Within minutes Gnasher and a few more kobolds are rapidly dragging the dead off to the warrens while casting wary glances at the humans. At the same time the surviving trappers set out continuing their work, or at least to outwards appearances, ensuring that the Wargs will find their task done.

Less than an hour before dawn when the sky is just beginning to lighten you hear the sounds of snarling. Peering into the fading darkness you can barely make out the shapes of animals moving across the ground. You hear the sound of several large animals snorting and sniffing as well as chuffing to each other before a form as large as a horse slips into view. The dark eyes glow red as the moon and star light catches on it, illuminating a black muzzle and bright white fangs, as it walks right up to the old man and snorts loudly in his face, (A low, deep reverberating voice)"Human, where are the other men that came with you? She will not be pleased if they ran off."
(the old man)"they, they didn't run off. Kobolds took them. I, I swear."
(the worg)"Hmmmm, kobolds you say?" the horse-sized worg slowly begins making circle around the man while licking its lips, "then why do we smell horseflesh?"


Glad to see you're well.


Aside from letting the trappers continue are you doing anything else before the wargs show up. If not then that'll happen tomorrow night

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