Clebsch's Reign of Winter

Game Master Clebsch RoW

Our brave adventurers are the only hope in a cold, cruel world.


5,701 to 5,750 of 6,103 << first < prev | 110 | 111 | 112 | 113 | 114 | 115 | 116 | 117 | 118 | 119 | 120 | next > last >>

Ice Cavern C2

No. The spell specifically says that flying with the spell requires no more concentration than walking, so no concentration check is needed to cast spells while flying.


Male Human Cleric 11 | HP 80/80 | AC 25 T 12 FF 24 | Fort +10 Ref +5 Will +13 | Initiative +1 | Perception +7 | Channel 7/7 | Inspired 1/1 | Liberation 11/11 | Rebuke Death 8/8

All righty then!

Rurik casts a prayer spell to get a bit of an edge in the conflict.


Female Gnome Slayer 7/Shadowdancer 3 | HP 85/106 | AC 24, touch 17, flat-footed 20 | Fort +11 | Ref + 13 | Will +8 | Init +3 | Perception +19 | Study Target (2, +2) | Current Condition: haste (+1 attack, dodge AC & Reflex, double speed)

Pemta pulls out and arrow, but doesn’t fire-she knows she’s too far away to make a clear shot.

Readying an action, will fire an arrow (or more if she can do the full attack) once she’s closer to a target. She’ll also study the two closest dragons whenever she can.


Ice Cavern C2

Ready action cannot be a full round action, but a single attack can be. The dragons will be getting closer, so feel free to roll the attack when you can. Expect a post soon with the actions of the other two dragons.


Ice Cavern C2

On the Table:
FD 1: Freezing Mist Breath, cold damage: 7d6 ⇒ (4, 1, 3, 4, 3, 1, 2) = 18
DC 18 Reflex half
Crasius: Reflex: 1d20 + 13 ⇒ (5) + 13 = 18 9 damage
Pemta: Reflex, evasion: 1d20 + 12 ⇒ (7) + 12 = 19 0 damage
Pyrrhus: Reflex: 1d20 + 8 ⇒ (2) + 8 = 10 18 Damage
Thorizmond: Reflex, resist cold 2: 1d20 + 6 ⇒ (10) + 6 = 16 16 damage


Behind the screen:
FD 1: Next Breath in: 1d6 ⇒ 3 Rounds.

Pemta may make her ready attack on FD 1, which is the first dragon to move within range of her bow.

The other two dragons put on similar boosts of speed as the first two to close the distance to the allies of Bescaylie and Efrixes. One of them sends out a stream of super cooled mist that explodes into an icy blast near Rurik, Crasius, Pemta, and Thorizmond. Invisible Pyrrhus is caught in the blast as well. The blast is a bit less potent than the first one. The fourth dragon flies in from the north without breathing mist.

Pemta slides around Thorizmond's torso to avoid the blast altogether. Crasius turns his body to protect his chest and head and avoids some of the blast. Thorizmond takes the blast full on, but his cold resistance diminishes the damage slightly. Pyrrhus takes the blast full on. He is now visible, as the blast covers him in hoarfrost that outlines his body.

Damage: Pemta 0; Crasius 9, Thorizmond 16, Pyrrhus 18.

Thorzimond (16 lethal, Prayer)
Crasius (32 Lethal, Prayer)

Round 2
Pyrrhus (Invisible but visible due to frost, endure elements, prayer, 18 lethal)
FD3 (67 lethal)
FD2
Bescaylie (23 lethal)
Efrixis (11 lethal)
FD1
FD4

Note: Ingrit, Wapiti, Bescaylie, and Efrixis were out of range of the prayer spell. All of the dragons were outside the range.


Female Gnome Slayer 7/Shadowdancer 3 | HP 85/106 | AC 24, touch 17, flat-footed 20 | Fort +11 | Ref + 13 | Will +8 | Init +3 | Perception +19 | Study Target (2, +2) | Current Condition: haste (+1 attack, dodge AC & Reflex, double speed)

Shortbow Attack w/ Studied Target: 1d20 + 14 + 2 ⇒ (14) + 14 + 2 = 30

The gnome manages to fire the arrow right before she was able to swing back and avoid the cold blast. “You alright?” she asked Thorzimond, with only the faintest hint of concern in her voice.


Spells: 1st (5/6), 2nd (3/6), 3rd (4/5), 4 (3/3)
Skill M-Z:
Oratory +11, Perception +16, Sense Motive +11, Spellcraft +11 [+1 to identify spells from Evil Spellcasters]
Skill A-L:
Talsune Fly +13, Acrobatics +20 (19), Diplomacy +19, Arcana +11, Dungeoneering +5, Engineering +5, Geography +5, History +5, Local +5, Nature +5, Planes +8, Religion +5, Linguistics +15,
Human Male Bard [A.M.]/DD [Brass] 11; 118/118; Init +8; AC 21 (22 Haste), T 16 (17 Haste), FF 16; AC Penalty -1; Fort +9, Ref +13 (+14 Haste), Will +8, [+1 vs EC]; 13/14 BS ; HP 3; Per +16 (30 ft Blindsense), T +18 (DV,LL,Scent)

Crasius begins a chant and says, "The freezing breeze that blows and blows again..."

I will start Inspire Courage for +2 to hit and damage.


Male Male N Centaur Cavalier 11 | HP: 29/144| AC: 21 (10 Tch, 18 Fl) | CMB: +17, CMD: 28 | F: +13, R: +7, W: +7| Init: +2 | Perc: +11, Darkvision 60 | Haste Cavalier 10

"Very well then. You want a fight, we will give you one." Thorizmond says, before loosing an arrow and diving away from the group, to avoid a repeat of the earlier attack. Trying to get just far enough to avoid Pemta and I catching another attack aimed at Rurik, Crasius, or Pyrrhus, and keeping them from catching an attack aimed at us.

Attack, +1 Composite Longbow: 1d20 + 15 ⇒ (10) + 15 = 25
Damage, Magical Piercing: 1d8 + 9 ⇒ (3) + 9 = 12


Ice Cavern C2

Ret-Con: Pyrrhus was 26 feet from the spread which had a 20 ft radius, so he was not injured and remains invisible. Note that there is a general rule in GMing Pathfinder that elevation differences need not be calculated, instead using distances on the 2D map. This is to keep the GM from having to bust out a calculator to figure out diagonal 3D distance formulas, as I did here. If this were a table-top game, the GM might rule the same way or might ignore the height difference depending on the details.

Thorizmond moves away from the group. The breath weapon blast radius is 20 feet. The fly spell gives him a move of 60 feet, so move yourself on the map and indicate if you change altitude. I moved him 25 feet north but that just accomplishes the minimum separation. His arrow hits one of the dragons, causing some hurt. 12 damage. Please specify which dragon you targeted. The closest would be FD 4.

Crasius begins his always inspiring narration. Affecting all allies except Thorizmond and Pemta, assuming Pemta acts on the same point in the melee as Thorizmond, since they acted before Crasius. Pemta can take a Full Round action, since she moved with Thorizmond. Reminder, Crasius recognized the type of creatures these are and was going to say something on his turn.


Spells: 1st (5/6), 2nd (3/6), 3rd (4/5), 4 (3/3)
Skill M-Z:
Oratory +11, Perception +16, Sense Motive +11, Spellcraft +11 [+1 to identify spells from Evil Spellcasters]
Skill A-L:
Talsune Fly +13, Acrobatics +20 (19), Diplomacy +19, Arcana +11, Dungeoneering +5, Engineering +5, Geography +5, History +5, Local +5, Nature +5, Planes +8, Religion +5, Linguistics +15,
Human Male Bard [A.M.]/DD [Brass] 11; 118/118; Init +8; AC 21 (22 Haste), T 16 (17 Haste), FF 16; AC Penalty -1; Fort +9, Ref +13 (+14 Haste), Will +8, [+1 vs EC]; 13/14 BS ; HP 3; Per +16 (30 ft Blindsense), T +18 (DV,LL,Scent)

I did it as part of my chant. Being a cryptic bard I told everyone that the breath weapon could recharge and blow again. Crasius is super helpful.


Male LN human (ifrit) sorcerer 11 | HP: 87/87 | AC: 23 (14 Tch, 19 Fl) | CMB: +3, CMD: 18 | F: +9, R: +9, W: +10 | Init: +14 | Perc: +2, SM +2 |
Spells:
5th: 5/5; 4th: 7/8; 3rd: 3/8; 2nd: 6/8; 1st: 7/8
| Speed 30 ft. | Active conditions: endure elements, [í]haste[/i], mage armor.

Pyrrhus flies around to reposition himself, gaining a bit more altitude before putting his hands together and concentrating. A small sphere of fire materialized between them.

"Shams saghirat fi rahat yadi." He intones, before flinging the fireball towards two of the drakes.

Fireball: 10d6 ⇒ (2, 5, 2, 5, 5, 3, 1, 4, 5, 4) = 36 Reflex DC 21 for half


1 person marked this as a favorite.
Ice Cavern C2

On the Table:
DC 21
FD1: Reflex: 1d20 + 7 ⇒ (18) + 7 = 25 Saves, takes 18 fire + 9 fire (vulnerable to fire)
FD3: Reflex: 1d20 + 7 ⇒ (8) + 7 = 15 Fails, takes 36 fire + 18

Pyrrhus sees the drakes' mist ball and raises them 1 fireball. :)

I'll assume Crasius also informed everyone these are frost drakes.

Pyrrhus' fireball surprises the middle two frost drakes. The one that was already injured by Bescaylie and Efrixis is badly burned as it flies straight into the hottest part of the blast and comes out of the fire falling limply toward the ground far below. The other veers and only gets into the out edge of the blast. FD1 takes 27, FD3 takes 54, killed.

Thorzimond (Prayer, 16 lethal)(move, ranged attack, hits, 12 to FD4?)
Pemta (Prayer)
Crasius (Prayer, 32 Lethal)(starts IC +2)

Round 2
Pyrrhus (endure elements, prayer, IC +2)(casts fireball, 27 to FD1, 54 to FD3.)
FD3 (121 lethal, dead)
FD2
Bescaylie (23 lethal, IC +2)
Efrixis (11 lethal, IC +2)
Ingrit (IC +2)
Wapiti (IC +2)
Rurik (Prayer, 23 lethal, IC +2)
FD1 (27 lethal, 3 rounds to next breath)
FD4

Move Thorizmond and Pemta if you want to move further than just out of range of the freezing mist ball (he has up to 60 feet of movement and I just moved him about 30 feet. Also, indicate which drake he fires at. #4 is the closest. Pemta, if she chooses, can then take a full round action as she doesn't need to use a move action and can delay her action to after Thorizmond moves and acts.


Female Gnome Slayer 7/Shadowdancer 3 | HP 85/106 | AC 24, touch 17, flat-footed 20 | Fort +11 | Ref + 13 | Will +8 | Init +3 | Perception +19 | Study Target (2, +2) | Current Condition: haste (+1 attack, dodge AC & Reflex, double speed)

Before Thorizmond moves, she unleashes arrows at the nearest drake.

Full attack against drake 4, studied target on it plus the next nearest drake, which would be drake 1

Full Shortbow Attack w/ Studied Target 1: 1d20 + 14 + 2 ⇒ (11) + 14 + 2 = 27
Full Shortbow Attack w/ Studied Target 2: 1d20 + 9 + 2 ⇒ (7) + 9 + 2 = 18

Shortbow Damage w/ Studied Target 1: 1d4 + 2 ⇒ (2) + 2 = 4
Shortbow Damage w/ Studied Target 2: 1d4 + 2 ⇒ (4) + 2 = 6


Ice Cavern C2

On the Table:
FD2
Vs AC 23
Bite, PA: 1d20 + 13 - 3 ⇒ (13) + 13 - 3 = 23
Bite Damage: 2d6 + 6 + 6 ⇒ (4, 2) + 6 + 6 = 18 + Cold: 1d6 ⇒ 4
Hits for 22

Vs AC 23
Tail Slap, PA: 1d20 + 8 - 3 ⇒ (7) + 8 - 3 = 12
Misses.

Bescaylie vs AC 20
Lance, charge, flyby, IC: 1d20 + 18 + 2 + 2 ⇒ (11) + 18 + 2 + 2 = 33
Lance Damage, Charge, IC: 2d8 + 18 + 2 ⇒ (7, 2) + 18 + 2 = 29
Hits for 29

Efrixis
Glaive, charge, IC: 1d20 + 16 + 2 + 2 ⇒ (8) + 16 + 2 + 2 = 28
Glaive Damage, IC: 2d8 + 9 + 2 ⇒ (3, 6) + 9 + 2 = 20
Hits for 20
Total: 49 to FD1

Pemta's first arrow draws first blood on her target by finding a weak spot in its scaly hide. Her second arrow hits, but fails to penetrate far enough to cause an additional wound. 4 to FD 4.

The frost drake engaged with Bescaylie and Efrixis bites her with its powerful jaws, drawing blood and causing some frostbite as well. It swings its tail at her mount, but misses. It continues flying moving south of Ingrit and Pyrrhus (about 50 feet away). 22 to Bescaylie.

Efrixis turns sharply and flies past the most wounded frost drake #1 allowing Bescaylie to stab him with her lance as she flies by. Efrixis also swings his glaive at the beast as he flies by. Both weapons leave grievous wounds. They keep flying west to near the drake Pemta just shot. 27 + 18 (total 45) to FD 1, who is near death.

Ingrit (IC +2)
Wapiti (IC +2)
Rurik (Prayer, 23 lethal, IC +2)
FD1 (76 lethal)
FD4 (4 lethal)
Thorzimond (Prayer, 16 lethal, IC +2)
Pemta (Prayer, IC +2)
Crasius (Prayer, 32 Lethal, IC +2)

Round 3
Pyrrhus (endure elements, prayer, IC +2)
FD2
Bescaylie (45 lethal, IC +2)
Efrixis (11 lethal, IC +2)

I shifted everybody to the center of the map.


Male Male N Centaur Cavalier 11 | HP: 29/144| AC: 21 (10 Tch, 18 Fl) | CMB: +17, CMD: 28 | F: +13, R: +7, W: +7| Init: +2 | Perc: +11, Darkvision 60 | Haste Cavalier 10

Sorry! But yes, FD4 is fine as a target.

Fly, DC 10: 1d20 + 6 ⇒ (5) + 6 = 11
Thorizmond manages (just) to remain stable in the air while slowly gliding forward at an angle to the enemies and loosing two more arrows at the drake he'd shot previously FD4.

5-foot 'step', full attack

Attack, +1 Composite Longbow: 1d20 + 15 ⇒ (8) + 15 = 23
Damage, Magical/Piercing: 1d8 + 9 ⇒ (8) + 9 = 17

Attack, +1 Composite Longbow: 1d20 + 15 ⇒ (18) + 15 = 33
Damage, Magical/Piercing: 1d8 + 9 ⇒ (6) + 9 = 15


Ingrit Ragnarsdottir F Human Ranger (Skirmisher) 11: HP 78/87 : AC: 20 (21), T: 15, FF: 15 : Fort: +10 (+12 cold eff/ +15 cold env/ +20 with cold weather outfit. +4 to all if nonlethal) Ref: + 12 Will: +5 : Perc +12 (+18 Human/+16 Giant/+14 Fey Hunter's tricks 7/8

Having Wapiti cut across to her left, Ingrit unleashes another volley at the most wounded of the frost drakes. FD1

+1 adaptive flaming composite longbow/Rapid shot/Inspired: 1d20 + 18 - 2 + 2 ⇒ (14) + 18 - 2 + 2 = 32
Piercing/Magic/Manyshot/Inspired: 2d8 + 6 + 2 ⇒ (6, 3) + 6 + 2 = 17
Fire: 2d6 ⇒ (2, 6) = 8

+1 adaptive flaming composite longbow/Rapid shot/Inspired: 1d20 + 18 - 2 + 2 ⇒ (11) + 18 - 2 + 2 = 29
Piercing/Magic/Inspired: 1d8 + 3 + 2 ⇒ (2) + 3 + 2 = 7
Fire: 1d6 ⇒ 2

+1 adaptive flaming composite longbow/Rapid shot/Inspired: 1d20 + 13 - 2 + 2 ⇒ (20) + 13 - 2 + 2 = 33
Piercing/Magic/Inspired: 1d8 + 3 + 2 ⇒ (1) + 3 + 2 = 6
Fire: 1d6 ⇒ 5

Confirm
+1 adaptive flaming composite longbow/Rapid shot/Inspired: 1d20 + 13 - 2 + 2 ⇒ (17) + 13 - 2 + 2 = 30
Piercing/Magic/Inspired: 2d8 + 6 + 4 ⇒ (1, 3) + 6 + 4 = 14


Male Human Cleric 11 | HP 80/80 | AC 25 T 12 FF 24 | Fort +10 Ref +5 Will +13 | Initiative +1 | Perception +7 | Channel 7/7 | Inspired 1/1 | Liberation 11/11 | Rebuke Death 8/8

Rurik gives Crasius a little bit of the ol' combat healing, just in case.

cure serious wounds: 3d8 + 10 ⇒ (1, 7, 5) + 10 = 23


Ice Cavern C2

On the Table:
FD4's Freezing Mist Breath
Freezing Mist Breath, cold damage: 7d6 ⇒ (5, 6, 1, 4, 2, 6, 4) = 28
DC 18 Reflex half
Bescaylie: Reflex: 1d20 + 8 ⇒ (7) + 8 = 15 28 damage
Crasius: Reflex: 1d20 + 13 ⇒ (13) + 13 = 26 14 damage
Efrixis: Reflex: 1d20 + 9 ⇒ (7) + 9 = 16 28 damage
Pyrrhus: Reflex: 1d20 + 8 ⇒ (6) + 8 = 14 28 damage
Rurik: Reflex: 1d20 + 5 ⇒ (2) + 5 = 7 28 damage

Behind the screen:
Next Breath in: 1d6 ⇒ 4 Rounds.

Thorizmond's actions will be resolved after Ingrit, Rurik, and FD4. Also, Thorizmond, please break down your attack bonus stating the normal un-buffed attack bonus and then list the buffs and penalties, such as IC (inspire courage), prayer, etc. Same for damage. See Ingrit's post for examples. It helps me check the results and sometimes allows me to add bonuses you may have forgotten about.

Ingrit's first arrow finishes off the badly wounded drake, who goes down in flames literally. She directs more arrows at the closest Drake FD4, leaving it with two more wounds, but still strong and dangerous. 27 damage to FD4.

Rurik provides healing for Crasius. Should now have just 9 damage.

The drake hit by Ingrit's arrows sends a freezing mist ball into the cluster of Bescaylie, Efrixis, Crasius, Pyrrhus, and Rurik. 14 to Crasius, 28 to the others. Bescaylie is badly injured at this point.

It then flies at Ingrit. If Wapiti has a ready attack action, he can take it. The drake now threatens both Ingrit and her mount.

Thorizmond fires two arrows at this drake, hitting with both. 32 total to FD4.

Bold may act.

Wapiti (ready attack on FD4: )
Pemta (Prayer, IC +2)
Crasius (Prayer, 37 Lethal, IC +2)

Round 3
Pyrrhus (endure elements, prayer, IC +2, 28 lethal)
FD2
Bescaylie (73 lethal, IC +2)
Efrixis (39 lethal, IC +2)
Ingrit (IC +2)
Wapiti (IC +2)
Rurik (Prayer, 23 lethal, IC +2)
FD4 (63 lethal)


Male LN human (ifrit) sorcerer 11 | HP: 87/87 | AC: 23 (14 Tch, 19 Fl) | CMB: +3, CMD: 18 | F: +9, R: +9, W: +10 | Init: +14 | Perc: +2, SM +2 |
Spells:
5th: 5/5; 4th: 7/8; 3rd: 3/8; 2nd: 6/8; 1st: 7/8
| Speed 30 ft. | Active conditions: endure elements, [í]haste[/i], mage armor.

Reflex (Otri): 1d20 + 6 ⇒ (14) + 6 = 20 Improved Evasion, no damage

Otri manages to escape the freezing blast and then reaches for his healing wand to help Pyrrhus.

CLW: 1d8 + 1 ⇒ (1) + 1 = 2

Annoying creatures. Pyrrhus flies away from his companions, not wishing to be caught again in a blast of cold, and contemplates how to end this quickly.

Waiting on the resolution of the others. FD4 might be dead before it is my turn to act.


Male Male N Centaur Cavalier 11 | HP: 29/144| AC: 21 (10 Tch, 18 Fl) | CMB: +17, CMD: 28 | F: +13, R: +7, W: +7| Init: +2 | Perc: +11, Darkvision 60 | Haste Cavalier 10
Clebsch RoW wrote:

** spoiler omitted **

** spoiler omitted **

Thorizmond's actions will be resolved after Ingrit, Rurik, and FD4. Also, Thorizmond, please break down your attack bonus stating the normal un-buffed attack bonus and then list the buffs and penalties, such as IC (inspire courage), prayer, etc. Same for damage. See Ingrit's post for examples. It helps me check the results and sometimes allows me to add bonuses you may have forgotten about.

Can do. Breakdown as follows:

Attack: +10(BAB)+2(Dex)-1(Large Size)+2(Competence Bonus from Inpsire Courage)+1(Enhancement)+1(Luck Bonus from Prayer)

Damage:+5(Str)+2(Competence Bonus from Inpsire Courage)+1(Enhancement)+1(Luck Bonus from Prayer)


HP:58/93 I AC 29 (30 w/Haste), touch 14, flat-footed 25 I Fort +10, Ref +12, Will +5(+9) I Speed 50 ft I Perception +10 (low light vision)

Wapiti's timing is perfect, watching closely as the drake swoops toward them, and waiting for the perfect moment to drive his antlers deep into its chest.

Readied attack(gore)/Inspired : 1d20 + 14 + 2 ⇒ (20) + 14 + 2 = 36
Piercing/Magic/Inspired: 3d6 + 8 ⇒ (5, 4, 4) + 8 = 21

Confirm
Readied attack(gore)/Inspired : 1d20 + 14 + 2 ⇒ (10) + 14 + 2 = 26
Piercing/Magic/Inspired: 3d6 + 8 ⇒ (5, 6, 6) + 8 = 25


Ice Cavern C2
Thorizmond Dvezda wrote:

Can do. Breakdown as follows:

Attack: +10(BAB)+2(Dex)-1(Large Size)+2(Competence Bonus from Inpsire Courage)+1(Enhancement)+1(Luck Bonus from Prayer)

Damage:+5(Str)+2(Competence Bonus from Inpsire Courage)+1(Enhancement)+1(Luck Bonus from Prayer)

No need for the BAB, Dex, and weapon enhancement bonuses. That's all in your normal bonus to hit. You can abbreviate the others to something like IC for Inspire courage, and Prayer. I can keep track of the types of bonuses. Thanks.


Ice Cavern C2

Wapiti's horns mortally wound the advancing frost drake. It goes limp and plumets toward the ground. I forgot the drakes has reach, so I should have positioned it ten feet from Wapiti, so it would not get its ready attack. So you got a break there.

Pempta, Crasius, and Pyrrhus all get a last shot at the remaining drake. I might decide to cut and run on its action.


Spells: 1st (5/6), 2nd (3/6), 3rd (4/5), 4 (3/3)
Skill M-Z:
Oratory +11, Perception +16, Sense Motive +11, Spellcraft +11 [+1 to identify spells from Evil Spellcasters]
Skill A-L:
Talsune Fly +13, Acrobatics +20 (19), Diplomacy +19, Arcana +11, Dungeoneering +5, Engineering +5, Geography +5, History +5, Local +5, Nature +5, Planes +8, Religion +5, Linguistics +15,
Human Male Bard [A.M.]/DD [Brass] 11; 118/118; Init +8; AC 21 (22 Haste), T 16 (17 Haste), FF 16; AC Penalty -1; Fort +9, Ref +13 (+14 Haste), Will +8, [+1 vs EC]; 13/14 BS ; HP 3; Per +16 (30 ft Blindsense), T +18 (DV,LL,Scent)

Crasius flies closer to the creature and blows a blast of flame at the last drake as he continues his chant, "Ice and fire clash in the sky..."

A free action to keep my Inspire Courage going and then use my Breath Weapon which is a 60 ft line of fire for fun.

Line of Fire Reflex DC 16: 3d6 ⇒ (2, 2, 5) = 9


Female Gnome Slayer 7/Shadowdancer 3 | HP 85/106 | AC 24, touch 17, flat-footed 20 | Fort +11 | Ref + 13 | Will +8 | Init +3 | Perception +19 | Study Target (2, +2) | Current Condition: haste (+1 attack, dodge AC & Reflex, double speed)

Pemta locks eyes with the surviving drake and steadies herself as she unloads multiple arrows at the target.

Pemta Shortbow Attack 1 w/ Studied Target + Inspired Courage + Prayer: 1d20 + 14 + 2 + 2 + 1 ⇒ (15) + 14 + 2 + 2 + 1 = 34
Pemta Shortbow Attack 2 w/ Studied Target + Inspired Courage + Prayer: 1d20 + 9 + 2 + 2 + 1 ⇒ (5) + 9 + 2 + 2 + 1 = 19

Shortbow Damage 1 w/ Studied Target + Inspired Courage + Prayer: 1d4 + 2 + 2 + 1 ⇒ (1) + 2 + 2 + 1 = 6
Shortbow Damage 2 w/ Studied Target + Inspired Courage + Prayer: 1d4 + 2 + 2 + 1 ⇒ (4) + 2 + 2 + 1 = 9


Ice Cavern C2

On the Table:
DC 16
FD2: Reflex: 1d20 + 7 ⇒ (3) + 7 = 10
Fails, takes 9 * 1.5 = 13.5 -> 13 damage

Crasius sends a torrent of fire at the remaining drake and burns it. Pemta hits it with one of her arrow shots. 19 total to FD2.

Round 3
Pyrrhus (endure elements, prayer, IC +2, 26 lethal)(healed for 2)
FD2 (19 lethal)
Bescaylie (73 lethal, IC +2)
Efrixis (39 lethal, IC +2)
Ingrit (IC +2)
Wapiti (IC +2)
Rurik (Prayer, 23 lethal, IC +2)
Pemta (Prayer, IC +2)
Crasius (Prayer, 37 Lethal, IC +2)


Male LN human (ifrit) sorcerer 11 | HP: 87/87 | AC: 23 (14 Tch, 19 Fl) | CMB: +3, CMD: 18 | F: +9, R: +9, W: +10 | Init: +14 | Perc: +2, SM +2 |
Spells:
5th: 5/5; 4th: 7/8; 3rd: 3/8; 2nd: 6/8; 1st: 7/8
| Speed 30 ft. | Active conditions: endure elements, [í]haste[/i], mage armor.

A quick gestures causes magic bolts to jump from Pyrrhus's hands and seek the last drake.

Magic Missile: 5d4 + 5 ⇒ (1, 1, 3, 2, 4) + 5 = 16


Spells: 1st (5/6), 2nd (3/6), 3rd (4/5), 4 (3/3)
Skill M-Z:
Oratory +11, Perception +16, Sense Motive +11, Spellcraft +11 [+1 to identify spells from Evil Spellcasters]
Skill A-L:
Talsune Fly +13, Acrobatics +20 (19), Diplomacy +19, Arcana +11, Dungeoneering +5, Engineering +5, Geography +5, History +5, Local +5, Nature +5, Planes +8, Religion +5, Linguistics +15,
Human Male Bard [A.M.]/DD [Brass] 11; 118/118; Init +8; AC 21 (22 Haste), T 16 (17 Haste), FF 16; AC Penalty -1; Fort +9, Ref +13 (+14 Haste), Will +8, [+1 vs EC]; 13/14 BS ; HP 3; Per +16 (30 ft Blindsense), T +18 (DV,LL,Scent)

Crasius was healed. I believe he should be down 9, not 37, from your previous notes.


Ice Cavern C2

On the Table:
Freezing Mist Breath, cold damage: 7d6 ⇒ (5, 4, 3, 3, 2, 5, 1) = 23
DC 18 Reflex half
Bescaylie: Reflex: 1d20 + 8 ⇒ (6) + 8 = 14 Takes 23
Crasius: Reflex: 1d20 + 13 ⇒ (7) + 13 = 20 Takes 11
Efrixes: Reflex: 1d20 + 9 ⇒ (4) + 9 = 13 Takes 23
Rurik: Reflex: 1d20 + 5 ⇒ (15) + 5 = 20 Takes 11


Behind the Screen:
Next Breath in: 1d6 ⇒ 4 Rounds.

Crasius took two hits in round 1 for 32 total. In round two he was healed 23 and then took 14 more damage, which should put him now down 23.

Pyrrhus' magic missile slams into the remaining drake, adding to his wounds. The drake can see he is in a fight he cannot win, so he spews forth a freezing mist ball that explodes enveloping Bescaylie, Efrixes, Crasius, and Rurik, and then flies away and down with a burst of speed. Bescaylie slumps forward and wraps her arms around her mount's neck, covered in frostbite wounds. She is near death, but still alive.

23 damage to Bescaylie and Efrixes, 11 to Crasius and Rurik. Distance from party is 360 ft. It used its speed burst to gain an extra move action for 180 ft and then because it is descending, the distance is doubled.

Efrixes calls out, "My partner needs healing as soon as possible."

Everyone is up.
Ingrit (IC +2)
Wapiti (IC +2)
Rurik (Prayer, 34 lethal, IC +2)
Pemta (Prayer, IC +2)
Crasius (Prayer, 34 Lethal, IC +2)

Round 4
Pyrrhus (endure elements, prayer, IC +2, 26 lethal)
FD2 (35 lethal)
Bescaylie (106 lethal, IC +2)
Efrixis (62 lethal, IC +2)


Ingrit Ragnarsdottir F Human Ranger (Skirmisher) 11: HP 78/87 : AC: 20 (21), T: 15, FF: 15 : Fort: +10 (+12 cold eff/ +15 cold env/ +20 with cold weather outfit. +4 to all if nonlethal) Ref: + 12 Will: +5 : Perc +12 (+18 Human/+16 Giant/+14 Fey Hunter's tricks 7/8

Despite the great distance, Ingrit takes a parting shot at the diving drake.

+1 adaptive flaming composite longbow/Inspired/5 range increments: 1d20 + 18 + 2 - 12 ⇒ (6) + 18 + 2 - 12 = 14
Piercing/Magic/Inspired: 1d8 + 3 + 2 ⇒ (5) + 3 + 2 = 10
Fire: 1d6 ⇒ 4

720ft away from party puts the drake 6 range increments past normal range for a longbow. It was worth a shot. (might look into picking up far shot next)


Male Human Cleric 11 | HP 80/80 | AC 25 T 12 FF 24 | Fort +10 Ref +5 Will +13 | Initiative +1 | Perception +7 | Channel 7/7 | Inspired 1/1 | Liberation 11/11 | Rebuke Death 8/8

Distance to Bescaylie? (I don't know which icon that is on the map)


Male LN human (ifrit) sorcerer 11 | HP: 87/87 | AC: 23 (14 Tch, 19 Fl) | CMB: +3, CMD: 18 | F: +9, R: +9, W: +10 | Init: +14 | Perc: +2, SM +2 |
Spells:
5th: 5/5; 4th: 7/8; 3rd: 3/8; 2nd: 6/8; 1st: 7/8
| Speed 30 ft. | Active conditions: endure elements, [í]haste[/i], mage armor.

@Ingrit: The drake isn't 720ft away, but only 360ft instead. The GM was just explaining the math.

"How imborrtant do you feel it would be to kill it? I could get some of us closerr to it again."

Could use Dimension Door or Teleport to catch up with it.


Ingrit Ragnarsdottir F Human Ranger (Skirmisher) 11: HP 78/87 : AC: 20 (21), T: 15, FF: 15 : Fort: +10 (+12 cold eff/ +15 cold env/ +20 with cold weather outfit. +4 to all if nonlethal) Ref: + 12 Will: +5 : Perc +12 (+18 Human/+16 Giant/+14 Fey Hunter's tricks 7/8

Ah. I read that as it started at 360ft away before moving in a double dive. In that case it would be only -6 for range increment making the attack roll a 20


Ingrit Ragnarsdottir F Human Ranger (Skirmisher) 11: HP 78/87 : AC: 20 (21), T: 15, FF: 15 : Fort: +10 (+12 cold eff/ +15 cold env/ +20 with cold weather outfit. +4 to all if nonlethal) Ref: + 12 Will: +5 : Perc +12 (+18 Human/+16 Giant/+14 Fey Hunter's tricks 7/8

"Not worth chasing after if it delays us. They sent a force to intercept us...I think they learned their lesson." Ingrit calls out in reply.


Spells: 1st (5/6), 2nd (3/6), 3rd (4/5), 4 (3/3)
Skill M-Z:
Oratory +11, Perception +16, Sense Motive +11, Spellcraft +11 [+1 to identify spells from Evil Spellcasters]
Skill A-L:
Talsune Fly +13, Acrobatics +20 (19), Diplomacy +19, Arcana +11, Dungeoneering +5, Engineering +5, Geography +5, History +5, Local +5, Nature +5, Planes +8, Religion +5, Linguistics +15,
Human Male Bard [A.M.]/DD [Brass] 11; 118/118; Init +8; AC 21 (22 Haste), T 16 (17 Haste), FF 16; AC Penalty -1; Fort +9, Ref +13 (+14 Haste), Will +8, [+1 vs EC]; 13/14 BS ; HP 3; Per +16 (30 ft Blindsense), T +18 (DV,LL,Scent)

"I agree. We should just move quickly before it can bring reinforcements." Crasius says.


Ice Cavern C2

The distance of the drake from the party is indeed 360 feet. The part after that was just explaining how it got that far away so fast. 3 range increments for the composite longbow is 110 * 3 = 330 ft, so the drake is 3 range increments beyond 110 feet. Penalty is -6. AC is 20. Still, a 14 doesn't come close.

Bescaylie and Efrixis are just 20 feet north of Rurik.

Ingrit's arrow fails to reach the rapidly receding drake.

Bescaylie will advise moving on. By the time the drake can report to forces on the ground, the group can be far away.


Male Human Cleric 11 | HP 80/80 | AC 25 T 12 FF 24 | Fort +10 Ref +5 Will +13 | Initiative +1 | Perception +7 | Channel 7/7 | Inspired 1/1 | Liberation 11/11 | Rebuke Death 8/8

Rurik moves next to Bescaylie to help with the requested healing.

Cure critical wounds: 4d8 + 10 ⇒ (2, 8, 3, 7) + 10 = 30


Ice Cavern C2

The flight toward the fortress continues. Closer in, a group of creatures resembling bears with hooves and an apelike head fly at the group using a fly spell. They turn out to be greater Ceustodaemons, summoned by the army below to act as guardians. They use magic to try to dispell the flight magic of the group and when close enough send out a breath weapon resembling a fan of sparks dealing electricity damage. They fight to the death, but the onslaught of arrows and other attacks bring them down, allowing the group to continue toward the fortress.

Soon Spurhorn comes into view, an impressive edifice that can only be entered via flight. About two hundred feet from the fortress, a dragonkin and a triaxian sorcerer rise to attack, throwing spells and breath weapons at the group. They break off their attack after taking serious damage.

Bescaylie and her dragonkin mount take the lead as the last few hundred feet to the fortress are closed. She calls out a pass code, which prevents a barrage of arrows from flying the group's way and everyone lands on one of the eight high turrets.

After some tense moments as Bescaylie relates her adventures with the group, everyone is welcomed and offered food and healing as well as a room in the castle where everyone can await the arrival of the commander who will interview the group and determine your status and learn of your mission.

Until then, armed guards are stationed outside the door. Everyone is given permission to move about top level of the fortress provided the groups stays together and the guards accompany them.


Spells: 1st (5/6), 2nd (3/6), 3rd (4/5), 4 (3/3)
Skill M-Z:
Oratory +11, Perception +16, Sense Motive +11, Spellcraft +11 [+1 to identify spells from Evil Spellcasters]
Skill A-L:
Talsune Fly +13, Acrobatics +20 (19), Diplomacy +19, Arcana +11, Dungeoneering +5, Engineering +5, Geography +5, History +5, Local +5, Nature +5, Planes +8, Religion +5, Linguistics +15,
Human Male Bard [A.M.]/DD [Brass] 11; 118/118; Init +8; AC 21 (22 Haste), T 16 (17 Haste), FF 16; AC Penalty -1; Fort +9, Ref +13 (+14 Haste), Will +8, [+1 vs EC]; 13/14 BS ; HP 3; Per +16 (30 ft Blindsense), T +18 (DV,LL,Scent)

Crasius will talk to the guards and try to find out more about the current situation.

Gather Information on the state of the siege+Heroism: 1d20 + 16 + 2 ⇒ (4) + 16 + 2 = 22


Female Gnome Slayer 7/Shadowdancer 3 | HP 85/106 | AC 24, touch 17, flat-footed 20 | Fort +11 | Ref + 13 | Will +8 | Init +3 | Perception +19 | Study Target (2, +2) | Current Condition: haste (+1 attack, dodge AC & Reflex, double speed)

Pemta decides to be a bit of a curious rebel and slip away, though not to far from the group in case ahe got caught. She wants nothing more than to figure out where they are.

Stealth: 1d20 + 20 ⇒ (11) + 20 = 31
Knowledge (geography): 1d20 + 8 ⇒ (6) + 8 = 14
Knowledge (local): 1d20 + 15 ⇒ (13) + 15 = 28


Male LN human (ifrit) sorcerer 11 | HP: 87/87 | AC: 23 (14 Tch, 19 Fl) | CMB: +3, CMD: 18 | F: +9, R: +9, W: +10 | Init: +14 | Perc: +2, SM +2 |
Spells:
5th: 5/5; 4th: 7/8; 3rd: 3/8; 2nd: 6/8; 1st: 7/8
| Speed 30 ft. | Active conditions: endure elements, [í]haste[/i], mage armor.

Pyrrhus follows along in silence. Letting the others talk for now, he instead focuses on being ready if something bad happens.


Male Male N Centaur Cavalier 11 | HP: 29/144| AC: 21 (10 Tch, 18 Fl) | CMB: +17, CMD: 28 | F: +13, R: +7, W: +7| Init: +2 | Perc: +11, Darkvision 60 | Haste Cavalier 10

Thorizmond stays with the group, listening as Crasius talks, occassionally nodding along, interjecting here and there, and generally doing his best to help out.

Diplomacy: 1d20 + 0 ⇒ (13) + 0 = 13 Trying to Aid Another and give Crasius a bonus.


Ingrit Ragnarsdottir F Human Ranger (Skirmisher) 11: HP 78/87 : AC: 20 (21), T: 15, FF: 15 : Fort: +10 (+12 cold eff/ +15 cold env/ +20 with cold weather outfit. +4 to all if nonlethal) Ref: + 12 Will: +5 : Perc +12 (+18 Human/+16 Giant/+14 Fey Hunter's tricks 7/8

Never the most talkative, Ingrit follows the others with Wapiti, taking the opportunity to learn as much as she can from the surrounding environment.

Knowledge Nature: 1d20 + 12 ⇒ (9) + 12 = 21
Survival (Cold environment): 1d20 + 27 ⇒ (3) + 27 = 30
Perception: 1d20 + 11 ⇒ (14) + 11 = 25


Ice Cavern C2

One of the guards quotes a famous historian, "From the ashes and chaos of the War of Heroes, a union emerged, Dragonkin and Triaxians banding together with righteous dragons to stand guard against the wicked tyranny of the Drakelands. From the windswept Parapets—mountains said to have sprung up from the corpses of the Great Ones, that they might continue to guard their comrades even in death—the dragons and dragonriders of the Skyfire mandate continue their ancient alliance. Theirs is a bond of trust, honor, and friendship—and should it ever falter, all the lands of Triaxus shall fall beneath the drakelands’ lash."

Specifically, a powerful white dragon warlord called Yrax, Lord of the Howling Storm, has sent a huge Drakelands army to besiege the Dragon Legion aerie of Spurhorn. The army is led by a silver dragonkin named General Malesinder. The army has superior numbers and the defenders are expecting a full scale attack soon, as in a matter of days, not weeks.

Pemta is able to move about the top of the fortress but she cannot enter any of the bunkhouses or towers, either because the doors are locked or barred or well guarded. There are eight bastions around the outer walls, each 40 feet tall with arrow slits on all sides and a crenellated roof. Atop each tower are several ballistae and other siege engines.

There is a keep in the middle with five towers. The keep is 30 feet tall and the towers are 40 feet tall except for the eastern one which is 60 feet tall. On the east side are two ramps large enough to allow dragonkin and dragons to fly from the levels below. The large doors are bolted from within.

The guest room is at the base of the east tower. It is 60 feet in diameter, with a central area for eating and conversation with three smaller rooms off this area. There are stairs that lead higher in the tower but several armed guards prevent anyone from going up without a fight.

There is one more area Pemta can access: it is an open area atop the keep that normally has a garden during the warm part of the year, but now it is covered in several feet of snow.

Toward nightfall, Bescaylie visits and tells the group that they are all invited to a special meeting of the Dragon Legion's senior officers where they will meet commander Pharamol. "You will have to convince them of your trustworthiness and willingness to aid the legion in order for them to grant you any aid in finding what you seek. Good luck. I will be there, but aside from what I've already told them about your fighting at my side, I cannot sway the council. Good luck."


Male LN human (ifrit) sorcerer 11 | HP: 87/87 | AC: 23 (14 Tch, 19 Fl) | CMB: +3, CMD: 18 | F: +9, R: +9, W: +10 | Init: +14 | Perc: +2, SM +2 |
Spells:
5th: 5/5; 4th: 7/8; 3rd: 3/8; 2nd: 6/8; 1st: 7/8
| Speed 30 ft. | Active conditions: endure elements, [í]haste[/i], mage armor.

"Brrobably not good sign zat you wished us luck twice."


Spells: 1st (5/6), 2nd (3/6), 3rd (4/5), 4 (3/3)
Skill M-Z:
Oratory +11, Perception +16, Sense Motive +11, Spellcraft +11 [+1 to identify spells from Evil Spellcasters]
Skill A-L:
Talsune Fly +13, Acrobatics +20 (19), Diplomacy +19, Arcana +11, Dungeoneering +5, Engineering +5, Geography +5, History +5, Local +5, Nature +5, Planes +8, Religion +5, Linguistics +15,
Human Male Bard [A.M.]/DD [Brass] 11; 118/118; Init +8; AC 21 (22 Haste), T 16 (17 Haste), FF 16; AC Penalty -1; Fort +9, Ref +13 (+14 Haste), Will +8, [+1 vs EC]; 13/14 BS ; HP 3; Per +16 (30 ft Blindsense), T +18 (DV,LL,Scent)

"Our story is an odd one. I am sure there are some who fear we are spies sent to subvert the defenses. Perhaps, we will need to offer to perform some act to show our trustworthiness." Crasius says with a shrug as he lounges in a chair.


Male Male N Centaur Cavalier 11 | HP: 29/144| AC: 21 (10 Tch, 18 Fl) | CMB: +17, CMD: 28 | F: +13, R: +7, W: +7| Init: +2 | Perc: +11, Darkvision 60 | Haste Cavalier 10

"He's right. It's hard for us to convince others of our purpose when we don't even really know how or why we're here."


Female Gnome Slayer 7/Shadowdancer 3 | HP 85/106 | AC 24, touch 17, flat-footed 20 | Fort +11 | Ref + 13 | Will +8 | Init +3 | Perception +19 | Study Target (2, +2) | Current Condition: haste (+1 attack, dodge AC & Reflex, double speed)

When Pemta is sure they are alone she whispers to the group, “We better be on their good side. I checked the area-guards everywhere. Lots of seige engines too. If they think we’re spies or anything similar we’ll be trapped like a gem in a dragon’s den.


Spells: 1st (5/6), 2nd (3/6), 3rd (4/5), 4 (3/3)
Skill M-Z:
Oratory +11, Perception +16, Sense Motive +11, Spellcraft +11 [+1 to identify spells from Evil Spellcasters]
Skill A-L:
Talsune Fly +13, Acrobatics +20 (19), Diplomacy +19, Arcana +11, Dungeoneering +5, Engineering +5, Geography +5, History +5, Local +5, Nature +5, Planes +8, Religion +5, Linguistics +15,
Human Male Bard [A.M.]/DD [Brass] 11; 118/118; Init +8; AC 21 (22 Haste), T 16 (17 Haste), FF 16; AC Penalty -1; Fort +9, Ref +13 (+14 Haste), Will +8, [+1 vs EC]; 13/14 BS ; HP 3; Per +16 (30 ft Blindsense), T +18 (DV,LL,Scent)

"They are in need of allies. I am sure we can present a strong enough case that they will be willing to make at least a minor gamble on working with us. Their situation seems pretty dire without outside intervention." Crasius says with with a shrug. "If we are prisoners in here when this place is overrun, their guards and siege engines will not be our biggest concern.


Ice Cavern C2

Adding to potential reasons to suspect you is that you are not the same race as the humanoids in the castle, who are Triaxian natives. They are similar to humans but are distinctive with white fur all over, with elfin ears that have distinctive hairs making them seem longer. They have seen elves and gnomes and other races, but they too tend to have evolved fur during the long winter. Their hair is longer on their heads, similar to human hair, and they style their hair in many ways, although warriors tend to keep it short cropped. Some are balding. As a race they call themselves Ryphorians.

Come morning, Bescaylie and some Triaxian guards arrive with news that the council meeting will begin soon. The group is escorted up stairs in the same building as your guest quarters. One level up is a room that fills most of the area of the tower, with a long table, comfortable chairs and accommodations for both humanoid and dragonkin.

The stairway and doors are wide enough to allow the large dragonkin to move without squeezing, so Thorizmond can get to the meeting without a problem. I assume Wapiti is quartered somewhere comfortable on the top level of the fort or perhaps below the top level, if Ingrit allows. There are no stables as horses are not known nor would they be useful if they were.

The military council is already seated except for the commander. They are comprised of five dragonkin (3 female, 2 male) and four Triaxians (2 male, 2 female). Male and female dragonkin look the same while they wear armor and other gear, but the females tend to decorate their horns and claws with colorful pigments and ornaments.

Eventually a solidly built male Triaxian in fine looking armor enters. He introduces himself as Commander Pharamol, then welcomes the newcomers politely but without any particular feeling detected, and then introduces the council members. He has been informed that some in the party speak draconic, so that is the language of the council. He pauses after a few sentences to allow Crasius or Pyrrhus a chance to translate. For ease of posting, we do not need to role play translations; just take it as read that what is posted gets translated if necessary. If someone has a spell that can broach the language barrier, that can be done, but is not necessary.

Council Members
Amerenth (LN female gold dragonkin): Amerenth is Commander Pharamol’s bonded partner.

Calissus (NG female white dragonkin): Calissus is heavily adorned with jewelry and carries a masterwork guisarme. She has a quiet voice and is a calm and patient presence on the council.

Herjan (N male black dragonkin): Herjan is a veteran of many battles, and his head bears the scars to prove it. He carries his own lance and is bonded with the dragonrider Zusk (see below). Herjan is gruff and pragmatic, and seems bored by the proceedings.

Jarilne (LG female Winterborn Triaxian oracle 10): Almost blind, with her white body fur turning gray, Jarilne is the oldest legionary in Spurhorn.

Nevra (NG female blue dragonkin): Armed with a masterwork glaive, Nevra is a beautiful dragonkin with a slim neck and sleek body.

Sumira (NG female Winterborn Triaxian fighter 8): Sumira is the bonded rider of the dragonkin Calissus (see above). She dresses in immaculate white armor, matching her dragonkin’s scales. She is passionate and inquisitive.

Talsune (N male copper dragonkin): Talsune has large horns and thickly ridged shoulders, and wields a masterwork greatsword in combat. He is intent and determined, and listens carefully.

Thronull (LN male Winterborn Triaxian fighter 8): Wiry and balding, Thronull is not a dragonrider, Instead, he commands Spurhorn’s crossbowmen.

Zusk (N male Winterborn Triaxian fighter 8): Zusk is a muscular Triaxian with short, grizzled body fur. The bonded rider of the dragonkin Herjan (see above), Zusk is confident and insistent.

Commander Pharamol states that the purpose of this meeting is to learn about the strangers and decide what their status is at the fortress. He briefly summarizes what Bescaylie and Efrixis reported as to the assistance provided in helping them to return safely to the base. The two nod after this to indicate they concur with the summary.

"I'm sure the council members all have questions, but first, I'd like to hear your explanation of who you are and why you are in a battle-torn region like this."

To convince the council of their good intentions, the PCs must succeed at a total of three Bluff, Diplomacy, or Intimidate checks (at least one of these checks must be a Diplomacy check). Role play your statements and then roll your choice of skills. First roll determines the skill type of the first attempt, after which others may add a roll. The highest bonus skill will be considered the primary roll, with others aiding.

5,701 to 5,750 of 6,103 << first < prev | 110 | 111 | 112 | 113 | 114 | 115 | 116 | 117 | 118 | 119 | 120 | next > last >>
Community / Forums / Online Campaigns / Play-by-Post / Black Tom's Snows of Summer All Messageboards

Want to post a reply? Sign in.