| Sefayll Valerian |
Sorry for the delay, just recovering from the conclusion of the aforementioned project. Will post yet tonight.
| Sefayll Valerian |
Reflex: 1d20 + 5 ⇒ (11) + 5 = 16
Despite her warning to the others, the armored enchanter takes the full fury of the draconic flame and sound of sizzling is very loud in her ears even if the others don't hear it.
She grabs a wand from her belt.
| Aubrey the Demented/Malformed |
Initiative
Dragon 25
Illes 22
Camlo 21+
Hudak 21-
Alwyn 12
Sefayll 9
The dragon is brought to an abrupt halt by the thorns.
The dragon gets a STR check to break free. I'm giving it a +5 for the momentum of its dive. However, it is now at ground level and no longer flying. 1d20 + 5 + 7 ⇒ (14) + 5 + 7 = 26 STR check.
The dragon thrashes its way through the thorns and emerges, bleeding from a few shallow cuts. Its yellow eyes focus on Alwyn and narrow in fury.
Illes.
| Illes Elandru |
The mule collapsing under the flames leaves Illes flailing until he hits the ground in a roll. Undeterred the bard jumps to his feet and begins mocking the dragon, "Ho now! That is not the kind of majestic landing I was expecting from any dragon worthy of the songs or poems of my people. Right now you are looking more like limerick material." As he speaks Illes rubs a twist of gremlin hair on his necklace and infuses his taunt with arcane energy.
Ride (Soft Fall): 1d20 + 2 ⇒ (2) + 2 = 4 Fail. Prone + Damage: 1d6 ⇒ 1
MA: Stand
Swift: Captivating Melody Perform Oratory: 1d20 + 11 ⇒ (9) + 11 = 20 vs DC 17
SA: Cast Pugwampi's Grace vs Dragon.
Will DC 22, SR: yes. Caster Level Check: 1d20 + 10 ⇒ (11) + 10 = 21
Free: Maintain Inspire Courage: +3/+3
Haste Rnd 2/10
| Camlo Zenovia |
Camlo can move to P19 with a move action, and a couple of acrobatics checks, then get in an attack, then another attack from Haste yes? Rolls below for that...
Jump to get up the ledge: 1d20 + 27 ⇒ (7) + 27 = 34
Acrobatics to get past the dragon: 1d20 + 22 - 10 ⇒ (19) + 22 - 10 = 31 The -10 is to move at full speed
Atk1: 1d20 + 17 ⇒ (9) + 17 = 26dmg: 1d4 + 1 ⇒ (4) + 1 = 5sneak attack: 5d6 + 5 ⇒ (3, 2, 2, 3, 4) + 5 = 19
Atk2: 1d20 + 17 ⇒ (3) + 17 = 20dmg: 1d4 + 1 ⇒ (3) + 1 = 4sneak attack: 5d6 + 5 ⇒ (4, 2, 3, 5, 4) + 5 = 23
| Aubrey the Demented/Malformed |
The dragon gets an AoO on Hudak as he approaches. You can't charge due to the all the people and dead mules in your way.
The dragon's reaches out to bite Hudak as he approaches.
1d20 + 17 ⇒ (13) + 17 = 30 to hit, damage 2d6 + 10 ⇒ (3, 1) + 10 = 14
Hudak continues undeterred, hacking into the dragon's forequarters.
OK, I'm a bit confused as to what Camlo is actually doing.
1) The Jump check to jump up the ledge. The Jump skill no longer exists, so that should be an Acrobatics check. Yet I note it has a different bonus to your actual Acrobatics check, albeit that you might have some bonuses that only apply on jumping (or something, I dunno) - please clarify. Also, whct exactly as you doing - what ledge are you jumping on, where and why?
2) The Acrobatics check to get past the dragon. Where exactly as you trying to get to? You mentioned P19 but you don't need all those rolls to get there, so I assume you mean somewhere else?
3) No, you only get a single attack. You only get an extra attack with Haste if you are taking a full attack action, which you are not.
Nevynxxx
|
1) I have Boots of Striding And Springing, so my acrobatics check is +5 when I jump. I put that in since the dragon seems to be on the edge of one of the "steps" and I didn't know if I needed to do something to get up that or not. It's there to use or not as you see fit.
2)Trying to get to P19 which is the other side of the dragon from me. There's only one roll there, to pass through the dragon without taking the AoO which it would seem Hudak just took for me anyway. The intention is to get into a flanking position so that I actually get sneak attack damage.
3)Okey doke. ;)
| Aubrey the Demented/Malformed |
| Sefayll Valerian |
Sefayll looks at the wand in her hand, considering the likelihood that she might hit the wrong target, and casts mage armor on herself instead. Sorry, Hudak, I don't trust her aim enough to risk hitting you. Or am I thinking of 3.5 rules?
| Illes Elandru |
Inspire Courage would add to CMB, but not CMD because Inspire Courage doesn't affect AC.
When you attempt to perform a combat maneuver, make an attack roll and add your CMB in place of your normal attack bonus. Add any bonuses you currently have on attack rolls due to spells, feats, and other effects. These bonuses must be applicable to the weapon or attack used to perform the maneuver.
A creature can also add any circumstance, deflection, dodge, insight, luck, morale, profane, and sacred bonuses to AC to its CMD. Any penalties to a creature's AC also apply to its CMD.
| Illes Elandru |
Illes clambers over the smoking mule carcass while egging his companions on to near suicidal heights of bravery. "So how does a dragon come to be the guard dog of a rogue giant anyway? You exceptionally simple minded or just made some bad life decisions?"
Alwyn, close in so I can give you all a little boost!"
Immediate: Badge of Valor to increase Inspire Courage to +4
5'Step to O14
SA: Cast Virtuoso Performance (10 rounds)
MA:Begin Dirge of Doom as a second Bardic Performance. No save as far as I can tell.
Shaken: –2 penalty on attack rolls, saving throws, skill checks, and ability checks
Need everyone to at least row 17 so I include all of us and Cam who is far out in a Good Hope.
| Illes Elandru |
Effects-
Haste: +1 bonus on attack rolls
Haste: +1 to AC and Reflex saves. (Dodge)
Haste: +30 speed to all forms of movement, max of double normal
Inspire Courage: +4 attack and weapon damage rolls. (Competence)
Inspire Courage: +3 on saves against charm and fear effects (Morale)
Durations:
Haste 3/10
Virtuoso Performance 1/10
Inspire Courage: 7 rounds spent
Alwyn is up
| Vattmona |
Hudak's next. If Heathy's still busy:
Attack 1: 9+21-3(Power Attack)+4(Bard)+1(Haste)+2(flank w/Camlo)=AC 33, damage 1d10+19+9(Power Attack)+4(Bard)=7+32=39.
Attack 2: 11+16-3(Power Attack)+4(Bard)+1(Haste)+2(flank w/Camlo)=AC 31, damage 1d10+19+9(Power Attack)+4(Bard)=5+32=37.
Attack 3 (bonus from Haste): 17!+11-3(Power Attack)+4(Bard)+1(Haste)+2(flank w/Camlo)=AC 32, confirm roll 10+11-3+4+1+2+4(critical focus)=AC 29, damage 1d10+19+9(Power Attack)+4(Bard)=3+32=35x2=70.
Camlo!
| Alwyn Agnarrson |
"Oh yes. We're whittling down the giant's allies one by one. Who got burned? Gather up around me, and I'll fix us all up. First things first, though..." Alwyn kneels down next to the dragon carcass and digs an incisor out of its jaw. "This'll make a grand amulet."
"Too bad about the mules, though. Carrying our stuff up this stair won't be fun."
We'll need to rearrange our packed provisions before tossing the dead mules off the trail. The dragon goes the same way once we've established that it does not carry any treasure.
| Sefayll Valerian |
Sefayll talks to Illes as Alwyn deals with the draconic corpse. "It was already attacking. Dragons are strong-willed creatures. But I still considered trying to ensnare its mind. Do you think it would have worked?"
I got tagged by the breath weapon, so when you channel, I will be nearby...
| Alwyn Agnarrson |
"Most probably not." Alwyn briefly looks up from his grim work. "But even the tiniest chance of the spell working made it worth it. Imagine, a dragon ally! You clearly had the right idea."
One channel energy: 5d6=21 damage recovered. I'll take care of the rest with wands. How much is everybody missing now?
| Aubrey the Demented/Malformed |
Hudak will need some healing, as he was burnt and bitten. We can deal with that ooc.
The path zig-zags up the side of the cwm until it reaches the top. At the crest of the ridge, the wind is blowing hard enough to make the eyes water. But the view is impressive. Immediately north-west along the ridge towers the summit of Garlbaar, and in the opposite direction looms another, lower peak. Stretching away north, on the far side of the saddle, is the expanse of the Iron Mountains. Brutal, snow-streaked mountain-tops stab at the sky, separated by deep rocky valleys. The rivers in their depths are largely invisible at this height. This is the heart of the range, a land as unyielding as the giants that inhabit it.
Knowledge (Nature) or Knowledge (Geography), DC 20:
Below, a glacier carves a path from beneath Garlbaar's peak. The path crosses the saddle and begins to descend again into this valley.
| Sefayll Valerian |
Knowledge (Geography): 1d20 + 13 ⇒ (11) + 13 = 24
"The slopes we have come up are where most of the rain falls. Ahead of us, there's less rain, so there will be less vegetation to find cover in. I'm sure it has an affect on the available game, too."
Or you can see the spoiler.
| Aubrey the Demented/Malformed |
Just noticed my last sentence above is a bit ambiguous. The glacier is carving a path, but the path that crosses the saddle is the path you are walking on, not the glacier's path, which is down in the valley below. Hope that's clear. Anyway, we march on!
Also, given you have unloaded the mules, what are you now carrying? I don't normally worry too much about encumbrance but if you are now carrying two mule-loads of gear you might need to consider it - it is the Eberron party that has the portable hole, not this one.
The adventurers pick their way down the steps on the other side of the ridge. The wind is harsh, driving icy blasts that chill to the bone, and the sky has clouded over to a grim iron-grey - perhaps an ill omen as the heroes head closer to Mokmurian's domain. At the bottom of the cliff, the steps finish in a jumble of boulders - debris from the glacier dumped there in the centuries since the steps were built. The moraine blocks the path left and right. The way on is to clamber over the boulders along the side of the glacier as it descends the valley - which could be extremely time-consuming - or climb on the glacier itself and walk down that, risking the crevasses.
| Alwyn Agnarrson |
We have two week's food and two waterskins each. We are also carrying lanterns, a few flasks of oil, fire starting kits, blankets, sleeping rolls and 100' of rope each in backpacks. In addition to that, we have a tents, a crowbar, a hatchet, and climbing kits and winter clothes for everyone. I also have a Wand of endure elements.
We're also carrying a good amount of firewood and oats for the now-dead mules. We would have had to abandon the mules here anyway - getting them across the moraine or the glacier would have been more trouble than it is worth. One more level, and I can cast Wind walk...
"Mule feed, my leather armour, most of the firewood... It stays here. Cooking fires only from now on - I'll keep us warm through magic."
Additionally, this seems pertinent here.
| Alwyn Agnarrson |
"It's a lose-lose situation. The glacier is quicker, but extremely dangerous, while the bouldery moraine is safe, but excruciatingly slow."
"Let's try the boulders first. I can Air walk all of us for about two hours each tomorrow; until then, we'll be doing this the hard way."
| Sefayll Valerian |
"I am limited in how many I can grant flight to, unfortunately. Perhaps some facility in climbing will help. Regardless, the slower path seems the better choice unless we can fly over the barriers."