Clebsch's Reign of Winter

Game Master Clebsch RoW

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


5,851 to 5,900 of 6,084 << first < prev | 112 | 113 | 114 | 115 | 116 | 117 | 118 | 119 | 120 | 121 | 122 | next > last >>

Rimkeening Crevasse C1

The group returns to the central bastion, where they heal up and await the next opportunity to aid in the defense against the ongoing siege.

The enemy had planned to use the siege engine to allow troops to swarm the top of the fortress, so for the moment, they are still trying to get up and over the walls. The various heavy weapons and many openings from which archers can fire on the besieging army had been holding steady, but attrition has gradually allowed some enemy troops over the walls and into the top level within the walls, where more Spurhorn defenders are battling them in melee.

Snow begins to fall and winds pick up again, making it harder for archers to shoot the soldiers inside and outside the walls. Soon the commander sends another message that directs the group to descend to the fortress ground level and prevent attempts to break into one of the five blockhouses--squat, solidly built stone structures which contain stairs leading to lower levels. One of them is undefended by other soldiers against some Drakelands barbarians trying to batter their way into the blockhouse. One of them has an adamantine great warhammer while several others stand ready to attack any who interfere.

Five minutes have passed, so note which spells have expired and which may still be active. You will start the combat at the top of the tallest bastion, with fly spells still active. You will be 60 feet above the level where the blockhouses are. I'll have a map soon. Once everyone has leveled up, roll initiative and the next battle can begin. If you have any long duration spells you want to cast, this can be done prior to the first round of combat. Shorter duration spells should wait for the first round of combat.


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

Thorizomnd collects his weapons, then gathers with the others to move to the new location.


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

Taking a few minutes to stretch, and check both her weapons and Wapiti's saddle, Ingrit re-mounts, ready to continue the fight against the invading forces.


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 and Otri share a strange fruit they have taken earlier from the kitchen.

Initiative: 1d20 + 14 ⇒ (16) + 14 = 30


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)

Initiative: 1d20 + 8 ⇒ (14) + 8 = 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)

Some could’ve sworn that once Pemta regroups with the others that she has a faint smile, and that the purple from the roots of her hair have spread to replace the ghostly white color by a bit. She cleans the blood off her blades before preparing for the next fight.

Pemta Initiativr: 1d20 + 3 ⇒ (13) + 3 = 16


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

Initiative: 1d20 + 2 ⇒ (11) + 2 = 13


Rimkeening Crevasse C1

On the Table:
Ingrit: Initiative, cold environment: 1d20 + 5 + 4 ⇒ (8) + 5 + 4 = 17
Rurik: Initiative: 1d20 + 1 ⇒ (6) + 1 = 7

Commander Pharamol's message arrives as snow begins to fall again, reducing visibility. Some enemy troops are trying to break down the door to the blockhouse just below your bastion. Stop them! They are trying to infiltrate our fortress's lower levels.

Looking down to the Southeast of your tower, you see faintly through the snow a small group of enemy soldiers at the door of the blockhouse, hitting the door with a weapon. Other groups of Spurhorn defenders are dealing with similar attempts at other blockhouses. Each blockhouse is a squat, solidly built stone structure about thirty feet square, with a large stone door.

Initiative order:

Pyrrhus
Crasius
Ingrit/Wapiti
Pemta/shadow
Thorizmond
Rurik

Enemy soldiers

The tower is a distance of 60 feet above the blockhouse level. Everyone still has Flight. Modifiers: –4 penalty on Perception
checks and a –4 penalty on ranged weapon attacks. Flight spell gives you speed 60. No fly skill check is required to descend at normal speed. Be sure to indicate at what altitude you are flying at the end point of your movement.


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 drifts to his right a few feet 5-foot step to get a clearer shot, then launches a volley of arrows at one of the weapon-wielding soldiers. At the closest one, I suppose.

+1 Composite Longbow: 1d20 + 13 - 4 ⇒ (9) + 13 - 4 = 18
Damage, Magical/Peircing: 1d8 + 6 ⇒ (8) + 6 = 14

+1 Composite Longbow: 1d20 + 8 - 4 ⇒ (14) + 8 - 4 = 18
Damage, Magical/Peircing: 1d8 + 6 ⇒ (5) + 6 = 11

+1 Composite Longbow: 1d20 + 3 - 4 ⇒ (19) + 3 - 4 = 18
Damage, Magical/Peircing: 1d8 + 6 ⇒ (2) + 6 = 8

That is...a remarkably coincidental series of attack rolls.


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 his chant as he flies to get a better view, "Three figures pose great risk..."

Round 6 of my Inspire Courage. +2 to Attack and Weapon Damage. I then fly to remain within 30 ft of everyone in case someone else Hastes.


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

"Wish someone could just conjure a boulder to drop on them."

"Should I use another flame strike, or shall we take care of them by more mundane means?"


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

"I'd save it for a bigger target." Ingrit replies, taking aim and unleashing a volley of arrows, before commanding Wapiti to attack.

+1 adaptive flaming composite longbow/Inspired: 1d20 + 18 + 1 + 2 - 2 - 4 ⇒ (9) + 18 + 1 + 2 - 2 - 4 = 24
Magic/Piercing/ Multishot: 2d8 + 6 + 4 ⇒ (2, 4) + 6 + 4 = 16
Fire: 2d6 ⇒ (6, 4) = 10
Miss chance: 1d100 ⇒ 94

+1 adaptive flaming composite longbow/Inspired: 1d20 + 18 + 1 + 2 - 2 - 4 ⇒ (1) + 18 + 1 + 2 - 2 - 4 = 16
Magic/Piercing: 1d8 + 3 + 2 ⇒ (2) + 3 + 2 = 7
Fire: 2d6 ⇒ (2, 5) = 7
Miss chance: 1d100 ⇒ 70

+1 adaptive flaming composite longbow/Inspired: 1d20 + 13 + 1 + 2 - 2 - 4 ⇒ (18) + 13 + 1 + 2 - 2 - 4 = 28
Magic/Piercing: 1d8 + 3 + 2 ⇒ (2) + 3 + 2 = 7
Fire: 2d6 ⇒ (4, 5) = 9
Miss chance: 1d100 ⇒ 46

If Thorizmond's target is still standing, will start with that one


HP:88/93 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 races into a deadly dive seeking to skewer one of the soldiers.

Powerful Charge (dive)/ Inspired: 1d20 + 16 + 2 ⇒ (10) + 16 + 2 = 28
Piercing/Magic: 5d6 + 10 + 2 ⇒ (5, 2, 2, 3, 4) + 10 + 2 = 28


Rimkeening Crevasse C1

Pyrrhus should have been printed in bold at the top of the initiative list. I did not mean to imply he does not get an action this round.

The Haste spell from the previous fights has expired and I don't think it has been cast anew yet. So only two attacks if taking the full attack action.

It appears someone moved the map underneath the tokens which put everyone south of where they should be. I adjusted it back.

Also keep in mind the top of the bastion where everyone is starting is 60 feet above where the enemies are. Those shooting arrows will at least need to move to beyond the top of the bastion to have a clear shot at the enemies with ranged attacks. That means on the first round, a move action is required reducing the number of attacks to just 1. If Wapiti is going to charge, that will eliminate Ingrit's opportunity to do ranged attacks first. If she shoots after his charge, then she can do a full attack round.

Due to falling snow, ranged attacks are at -4 and those without darkvision must roll for concealment.

Crasius fills the air with inspiring sounds.

Wapiti flies past the top of the bastion and dives toward the enemy, driving his antlers into the nearest barbarian, wounding him. He does 27 damage, as the barbarians have DR 1/.

Then Ingrit fires two flaming arrows at the same one, but they miss or get stopped by his armor. The first missed due to the -4 penalty for falling snow. Haste has not been cast, so only two attacks this round.

Thorizmond flies closer and fires an arrow but it misses. Move Thorizmond's token or specify where he flies and I'll move it. He can move 60 feet, keeping in mind it is 60 feet from the top of the tower to the leve where the enemy is and he also needs to fly at least 30 feet horizontally to get past the edge of the bastion.

Pyrrhus, Rurik, and Pempta Still have their first round turn.


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
Clebsch RoW wrote:

[ooc]The Haste spell from the previous fights has expired and I don't think it has been cast anew yet. So only two attacks if taking the full attack action.

Crasius fills the air with inspiring sounds.

Then Ingrit fires two flaming arrows at the same one, but they miss or get stopped by his armor. The first missed due to the -4 penalty for falling snow. Haste has not been cast, so only two attacks this round.

The third attack is from Rapid shot, hence the extra -2. Forgot to list it with the other modifiers though I included the penalties

+1 adaptive flaming composite longbow/Inspired: 1d20 + 18 + 1 + 2 - 2 - 4 ⇒ (9) + 18 + 1 + 2 - 2 - 4 = 24


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 to the edge of the parapet, casts light on a copper coin, and hurls it below, to make it possible to see the attackers below.


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.

"Time is of essence again!" Pyrrhus proclaims, bringing flames to his allies feet.

Renewing the all beloved Haste. Since he goes first, I take I can target everyone this time!


Rimkeening Crevasse C1

I don't want to ret-con the availability of the haste effect from the start of melee, so I will rule that haste is only available from the beginning of the enemies' first round actions. Do adjust your AC amd Reflex save if necessary in your character header line to reflect the bonus from haste, it if is not already included.

Ingrit's last arrow attack will hit for another 15 damage.

By the book, RAW, the light spell would increase the light level out to 30 feet so anyone without darkvision making a ranged attack from 30 feet away or less does not suffer the 20% miss chance for dim light. Those more than 30 feet away technically do not benefit from the local light. It would be a little like being close to a candle would give enough light to see what is near the candle, but further away one would mainly see the candle and the dim light reflecting off objects nearby would not be bright enough to reveal details.

I will wait 24 hours before posting the enemy actions for round one. I'll assume the AC and Reflex saves in PC headers are accurate and include the Haste bonus (+1 to AC and Reflex saves).


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 Stealth: 1d20 + 21 ⇒ (14) + 21 = 35

Pemta decides to dive down into the combat, making sure to do so in a way where she won’t be detected.

with the new fast stealth rogue talent I’ll have Pemta stealthily move full speed, attacking once the others get into melee so she can flank.


Rimkeening Crevasse C1

On the Table:
Lightning Bolt damage: 10d6 ⇒ (1, 6, 1, 3, 6, 2, 3, 4, 5, 6) = 37
DC 16
Ingrit: Reflex: 1d20 + 12 ⇒ (7) + 12 = 19
Wapiti: Reflex: 1d20 + 12 ⇒ (17) + 12 = 29
DB1: vs Wapiti, AC 30
Bastard Sword 1: 1d20 + 14 ⇒ (16) + 14 = 30
Damage 1: 1d10 + 5 ⇒ (9) + 5 = 14
Bastard Sword 2: 1d20 + 9 ⇒ (19) + 9 = 28
Bite: 1d20 + 7 ⇒ (14) + 7 = 21
Door: AC 2
War Hammer 1: 1d20 + 13 ⇒ (9) + 13 = 22
Damage 1: 1d8 + 6 ⇒ (4) + 6 = 10
War Hammer 2: 1d20 + 8 ⇒ (10) + 8 = 18
Damage 2: 1d8 + 6 ⇒ (7) + 6 = 13

Behind the Screen:
DC 35
DB1: Perception: 1d20 + 17 ⇒ (7) + 17 = 24
DB2: Perception: 1d20 + 17 ⇒ (7) + 17 = 24
Sorcerer: Perception: 1d20 + 11 ⇒ (2) + 11 = 13

Sorry for the delay.

A triaxian male wearing a fur coat but no armor stands behind the barbarian warrior defending the other one beating on the door. After Wapiti and Ingrit attack, he steps back out of the reach of Wapiti's antlers and casts a spell. He points at the two and from his hand erupts a bolt of lighting that stabs through both and making a loud crack. Both shift positions enough that the bolt deals glancing blows. 18 electricity damage, both made the reflex save for half damage.

The barbarian wounded by Wapiti attacks the noble animal with a bastard sword, swinging it and biting with enlarged teeth that are part of his rage. The first swing cuts into Wapiti's neck, the second glances off his barding, and the bite cannot penetrate the barding and thick fur. 14 damage.

The other barbarian swings hard at the bunker door with an adamantine warhammer using both hands for maximum damage. He hits the door twice for a total of 23. The door has 60 HP.

None of the enemies appears to have noticed Pemta.

Round 2
Pyrrhus (Haste, IC 2)
Crasius (Haste, IC 2)
Ingrit (Haste, IC 2, 18 lethal)
Wapiti (Haste, IC 2, 32 lethal)
Pemta (Haste, IC 2)
Thorizmond (Haste, IC 2)
Rurik (Haste, IC 2)
Sorcerer
DB1 (42 lethal)
DB2
Door (23/60)

Everyone may act, but try to post in order unless you have limited time to post.


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
Clebsch RoW wrote:

** spoiler omitted **

** spoiler omitted **
Sorry for the delay.

A triaxian male wearing a fur coat but no armor stands behind the barbarian warrior defending the other one beating on the door. After Wapiti and Ingrit attack, he steps back out of the reach of Wapiti's antlers and casts a spell. He points at the two and from his hand erupts a bolt of lighting that stabs through both and making a loud crack. Both shift positions enough that the bolt deals glancing blows. 18 electricity damage, both made the reflex save for half damage.

The barbarian wounded by Wapiti attacks the noble animal with a bastard sword, swinging it and biting with enlarged teeth that are part of his rage. The first swing cuts into Wapiti's neck, the second glances off his barding, and the bite cannot penetrate the barding and thick fur. 14 damage.

[/ooc]

We both have evasion (No damage taken!)

Hunter's trick: Bolster Companion (Ex): The Ranger can use this trick as an immediate action when his animal companion is hit with an attack or a combat maneuver. The companion’s AC and combat maneuver defense increase by +4 for the purposes of that attack. If the attack still hits, the animal companion only takes half damage (if any). The animal companion must be able to see and hear the Ranger to benefit from this trick.

Wapiti's AC vs first attack goes up to 34 so attack misses.

Somewhere between honed battle instinct, and the acceleration of the Haste spell, Ingrit and Wapiti somehow manage to twist and sidestep in a manner that avoids the entire bolt at the very last second. Even as the scent of ozone fills the air around them, Ingrit's exceptional reaction time spots the incoming blade, a wordless shift of her body, coupled with a shouted warning alerting her companion, a broad bracing sweep of his massive antlers deflecting the heavy blade into the snow-covered ground.


Rimkeening Crevasse C1

Well-played. No damage to either Wapiti or Ingrit.


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.

Flying and hastened, Pyrrhus takes aim at the spellcaster and sends three rays of scorching fire at him.

Scorching Ray, Haste, IC: 1d20 + 7 + 1 + 2 ⇒ (20) + 7 + 1 + 2 = 30
Crit?: 1d20 + 7 + 1 + 2 ⇒ (8) + 7 + 1 + 2 = 18
Damage: 4d6 ⇒ (1, 6, 6, 3) = 16 plus if crit: 4d6 ⇒ (3, 4, 2, 4) = 13

Scorching Ray, Haste, IC: 1d20 + 7 + 1 + 2 ⇒ (10) + 7 + 1 + 2 = 20
Damage: 4d6 ⇒ (5, 6, 5, 3) = 19

Scorching Ray, Haste, IC: 1d20 + 7 + 1 + 2 ⇒ (15) + 7 + 1 + 2 = 25
Damage: 4d6 ⇒ (4, 3, 1, 1) = 9

Meanwhile, Otri points a want at him, ready to unleash its magic in case it casts another spell.

Readying an Action to activate the Magic Missile wand if the spellcaster casts a spell.

Readied Magic Missile: 1d4 + 1 ⇒ (1) + 1 = 2


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 forward while continuing his chant, "...trying to enter that which we defend..."

Keep IC up for the 7th round of today. Move south and fire a single arrow at #1. I ignore cover from allies benefiting from IC.

Primary Attack: +2 Adaptive Composite Longbow Attack, PBS, Inspire Courage, Heroism, Haste, Deadly Shot: 1d20 + 14 + 1 + 2 + 2 + 1 - 2 ⇒ (18) + 14 + 1 + 2 + 2 + 1 - 2 = 36

+2 Adaptive Composite Longbow Damage, Gravity Bow, PBS, Inspire Courage, Deadly Shot: 2d6 + 8 + 1 + 2 + 2 + 4 ⇒ (2, 4) + 8 + 1 + 2 + 2 + 4 = 23


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 flies down and, trusting the others to handle their targets, takes a shot at the hammer-wielding barbarian.

Attack, +1 composite longbow: 1d20 + 13 + 1 + 2 ⇒ (2) + 13 + 1 + 2 = 18
Damage, Magical/Piercing: 1d8 + 6 + 2 ⇒ (4) + 6 + 2 = 12


Rimkeening Crevasse C1

Pyrrhus' scorching rays Look impressive in the half light, streaks of fire that ignite into a small fireball when they hit. The first almost hits the sorcerer in the face, but it hits his shoulder instead no crit. The second misses and hits the snow covered fortress room, melting snow but doing no other harm. The third hits as well.

The fire, however, seems to get all the energy sucked from it by a flickering field surrounding the sorcerer, protecting him from harm.

Crasius continues to inspire his squad and fires an accurate arrow at one of the Drakelands attackers. Was that aimed at the sorcerer or the #1 barbarian?

Ingrit, Wapiti, and Pempta are up. I'll describe the results of Thorizmond's attack after that, as the choice of targets may change.


HP:88/93 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 responds to the deflected blade, pressing the attack with antlers and hooves with devastating effect.

Gore/Inspired/Haste: 1d20 + 14 + 2 + 1 ⇒ (16) + 14 + 2 + 1 = 33
Piercing/Magic: 3d6 + 8 ⇒ (5, 4, 3) + 8 = 20

Hoof 1/Inspired/Haste: 1d20 + 12 + 1 ⇒ (6) + 12 + 1 = 19
Bludgeoning/Magic/Cold Iron: 1d4 + 8 ⇒ (1) + 8 = 9

Hoof 2/Inspired/Haste: 1d20 + 12 + 1 ⇒ (11) + 12 + 1 = 24
Bludgeoning/Magic/Cold Iron: 1d4 + 8 ⇒ (4) + 8 = 12

Hasted attack
Gore/Inspired/Haste: 1d20 + 14 + 2 + 1 ⇒ (19) + 14 + 2 + 1 = 36
Piercing/Magic: 3d6 + 8 ⇒ (1, 3, 1) + 8 = 13


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

Ingrit focuses her attention on the spellcaster, sending arrow after arrow at him.

+1 adaptive flaming composite longbow/PBS/Inspired/Rapid shot/Haste: 1d20 + 18 + 1 + 2 - 2 + 1 ⇒ (14) + 18 + 1 + 2 - 2 + 1 = 34
Magic/Piercing/ Multishot: 2d8 + 6 + 4 ⇒ (5, 1) + 6 + 4 = 16
Fire: 2d6 ⇒ (3, 4) = 7

+1 adaptive flaming composite longbow/PBS/Inspired/Rapid shot/Haste: 1d20 + 18 + 1 + 2 - 2 + 1 ⇒ (9) + 18 + 1 + 2 - 2 + 1 = 29
Magic/Piercing: 1d8 + 3 + 2 ⇒ (2) + 3 + 2 = 7
Fire: 1d6 ⇒ 2

+1 adaptive flaming composite longbow/PBS/Inspired/Rapid shot/Haste: 1d20 + 18 + 1 + 2 - 2 + 1 ⇒ (6) + 18 + 1 + 2 - 2 + 1 = 26
Magic/Piercing: 1d8 + 3 + 2 ⇒ (7) + 3 + 2 = 12
Fire: 1d6 ⇒ 1

Hasted attack
+1 adaptive flaming composite longbow/PBS/Inspired/Rapid shot/Haste: 1d20 + 18 + 1 + 2 - 2 + 1 ⇒ (7) + 18 + 1 + 2 - 2 + 1 = 27
Magic/Piercing: 1d8 + 3 + 2 ⇒ (5) + 3 + 2 = 10
Fire: 1d6 ⇒ 1


Rimkeening Crevasse C1

Wapiti and Ingrit team up to seriously wound the barbarian and sorcerer protecting the one trying to break down the bunker door. The barbarian gets gored and kicked, leaving him barely able to carry on. Ingrit sent four flaming arrows into the sorcerer. The flames failed to harm him due to a protective magic field, but the arrows themselves pierced his body. The sorcerer however is able to keep fighting.

Wapiti does 45 to DB1, Ingrit does 38 to the sorcerer.

Reminder @ Crasius: which enemy did you fire your arrow at, the sorcerer or the barbarian #1?

Pemta and Rurik are up.


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)

Not sure who the enemy on the left is but I’m attacking that one.

Pemta notices one of the enemy by themselves, and the gnome slinks up to slash at them.

Longsword 1, Haste + Inspired Courage + Studied Target: 1d20 + 16 + 1 + 2 + 2 ⇒ (5) + 16 + 1 + 2 + 2 = 26
Longsword 2, Haste + Inspired Courage + Studied Target: 1d20 + 16 + 1 + 2 + 2 ⇒ (2) + 16 + 1 + 2 + 2 = 23

Longsword 1 Damage, Inspired Courage + Studied Target: 1d6 + 5 + 2 + 2 ⇒ (6) + 5 + 2 + 2 = 15
Longsword 2 Damage, Inspired Courage + Studied Target: 1d6 + 5 + 2 + 2 ⇒ (4) + 5 + 2 + 2 = 13


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 fired at the Barbarian #1.


Rimkeening Crevasse C1

Crasius' arrow wounds the barbarian defending the one battering the door such that subsequent wounds caused him mortal injury and falls in a well armored heap.

Pemta strikes the sorcerer, who did not see her coming. Her first attack hits, her second just misses. 15 damage to sorcerer.

Thorizmond's arrow hits the barbarian with the warhammer but his heavy armor prevents it from wounding him.

Rurik is up.

Rurik (Haste, IC 2)
Sorcerer (53 lethal)
DB1 (110 lethal -13 dying)
DB2 (resist fire 10)
Door (23/60)

Round 3
Pyrrhus (Haste, IC 2)
Crasius (Haste, IC 2)
Ingrit (Haste, IC 2)
Wapiti (Haste, IC 2)
Pemta (Haste, IC 2)
Thorizmond (Haste, IC 2)


Rimkeening Crevasse C1

On the Table:
Rurik: Spiritual Weapon, 1: 1d20 + 13 ⇒ (10) + 13 = 23 Hit
damage: 1d8 + 3 ⇒ (3) + 3 = 6

Spiritual Weapon, 1: 1d20 + 8 ⇒ (16) + 8 = 24 Hit
damage: 1d8 + 3 ⇒ (5) + 3 = 8

Wapiti: Fire Damage: 2d4 ⇒ (2, 2) = 4
Ingrit: Fire Damage: 2d4 ⇒ (1, 4) = 5
Pemta: Fire Damage: 2d4 ⇒ (4, 3) = 7
Thorizmond: Fire Damage: 1d4 ⇒ 3

War Hammer 1, PA: 1d20 + 13 - 3 ⇒ (10) + 13 - 3 = 20
Damage 1, PA: 1d8 + 12 ⇒ (7) + 12 = 19
War Hammer 2: 1d20 + 8 - 3 ⇒ (18) + 8 - 3 = 23
Damage 2: 1d8 + 12 ⇒ (1) + 12 = 13

'Botting Rurik.

Rurik casts a spell and a morning star made of force forms near the barbarian pounding on the door with a war hammer. Both hit and draw blood. 12 to DB2. After casting the spell, Rurik moves closer to the battle.

The sorcerer moves close to his remaining comrade and casts a spell, finishing his hand movements with a finger pointing to a line starting at the edge of the bunker between Wapiti and the fallen barbarian and sweeps around to the other side. Immediately, a blazing curtain of shimmering violet fire springs up from the ground to a height of 20 feet. A wave of heat hits Wapiti, Ingrit, Pemta, and Thorizmond. Fire damage: 4 to Wapiti, 5 to Ingrit, 7 to Pemta, and 3 to Thorizmond.

The wall blocks line of sight for spells and provides full cover from ranged attacks (50% miss chance ).

Two more bangs are heard as the barbarian continues to pound at the door. 32 damage to the door. I forgot to add power attack damage on the first two hits, so that should add another 12, for a total now of 67.

Round 3
Pyrrhus (Haste, IC 2)
Crasius (Haste, IC 2)
Ingrit (Haste, IC 2, 5 lethal)
Wapiti (Haste, IC 2, 4 lethal)
Pemta (Haste, IC 2, 7 lethal)
Thorizmond (Haste, IC 2, 3 lethal)
Rurik (Haste, IC 2)
Spiritual Weapon (+13/+8, 1d8 + 3)
Sorcerer (53/92 lethal)
DB1 (dying)
DB2 (12 lethal)


Rimkeening Crevasse C1

Everyone can post their next action, preferably in initiative order, but post when you can.


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.

Not liking the idea of the wall of fire, Pyrrhus works on getting rid of it.

Caster Level: 1d20 + 11 ⇒ (13) + 11 = 24

Casting Dispel Magic as a targeted dispel specifically at the wall of fire. It is dispelled of its normal DC is lower than 24, which I really hope it is!

"Now may ze shooting continue!"


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 continues his chant, "a danger to all that lie within...

Round 8 of IC. 5 ft forward. Fire everything at Barbarian 2 ignoring any cover from allies benefiting from Inspire Courage. I will cluster shot. So if he somehow has DR, add all the damage and he only benefits from DR once.

Primary Attack: +2 Adaptive Composite Longbow Attack, PBS, Inspire Courage, Heroism, Haste, Rapid Shot, Deadly Shot: 1d20 + 14 + 1 + 2 + 2 + 1 - 2 - 2 ⇒ (5) + 14 + 1 + 2 + 2 + 1 - 2 - 2 = 21

+2 Adaptive Composite Longbow Damage, Gravity Bow, PBS, Inspire Courage, Deadly Shot: 2d6 + 8 + 1 + 2 + 2 + 4 ⇒ (3, 5) + 8 + 1 + 2 + 2 + 4 = 25

Rapid Attack: +2 Adaptive Composite Longbow Attack, PBS, Inspire Courage, Heroism, Haste, Rapid Shot, Deadly Shot: 1d20 + 14 + 1 + 2 + 2 + 1 - 2 - 2 ⇒ (15) + 14 + 1 + 2 + 2 + 1 - 2 - 2 = 31

+2 Adaptive Composite Longbow Damage, Gravity Bow, PBS, Inspire Courage, Deadly Shot: 2d6 + 8 + 1 + 2 + 2 + 4 ⇒ (4, 5) + 8 + 1 + 2 + 2 + 4 = 26

Haste Attack: +2 Adaptive Composite Longbow Attack, PBS, Inspire Courage, Heroism, Haste, Rapid Shot, Deadly Shot: 1d20 + 14 + 1 + 2 + 2 + 1 - 2 - 2 ⇒ (3) + 14 + 1 + 2 + 2 + 1 - 2 - 2 = 19

+2 Adaptive Composite Longbow Damage, Gravity Bow, PBS, Inspire Courage, Deadly Shot: 2d6 + 8 + 1 + 2 + 2 + 4 ⇒ (1, 4) + 8 + 1 + 2 + 2 + 4 = 22

Secondary Attack: +2 Adaptive Composite Longbow Attack, PBS, Inspire Courage, Heroism, Haste, Rapid Shot, Deadly Shot: 1d20 + 9 + 1 + 2 + 2 + 1 - 2 - 2 ⇒ (4) + 9 + 1 + 2 + 2 + 1 - 2 - 2 = 15

+2 Adaptive Composite Longbow Damage, Gravity Bow, PBS, Inspire Courage, Deadly Shot: 2d6 + 8 + 1 + 2 + 2 + 4 ⇒ (4, 5) + 8 + 1 + 2 + 2 + 4 = 26


Rimkeening Crevasse C1

Pyrrhus' magic hits the wall of fire like a shock wave. The purple flame wavers, then goes out. All can now see that the barbarian has managed to break down to door.

Only one of Crasius' arrows strikes the barbarian with the warhammer. 25 to DB2.

Ingrit (Haste, IC 2, 5 lethal)
Wapiti (Haste, IC 2, 4 lethal)
Pemta (Haste, IC 2, 7 lethal)
Thorizmond (Haste, IC 2, 3 lethal)
Rurik (Haste, IC 2)
Spiritual Weapon (+13/+8, 1d8 + 3)
Sorcerer (53/92 lethal)
DB1 (dying)
DB2 (37 lethal)
Door (67/60, destroyed)

Round 3
Pyrrhus (Haste, IC 2)
Crasius (Haste, IC 2)


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

As the fire drops, Thorizmond comes charging in, yelling "For Spurhorn! Face me, knave!" as he drops his bow and draws his lance. When he reaches the hammer-wielding barbarian, he thrusts the lance at him.

Activating Challenge, +15 to Damage vs Barbarian, +4 to AC vs target of challenge, -2 to AC vs all others.
Attack, +1 Impact Lance: 1d20 + 14 + 1 + 2 ⇒ (19) + 14 + 1 + 2 = 36
Damage, Magical/Piercing: 2d6 + 32 ⇒ (1, 3) + 32 = 36
Crit?
Attack, +1 Impact Lance: 1d20 + 14 + 1 + 2 ⇒ (11) + 14 + 1 + 2 = 28
Damage, Magical/Piercing, Critx3: 4d6 + 64 ⇒ (5, 6, 6, 4) + 64 = 85

I'm not sure if Wapiti stops me from charging here. I know I can't move through that space, but I do have reach with the lance. Anyway, I'm guessing the regular attack will be plenty. But I figured I should should probably ask for future reference.


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

I think you should be good, especially with the lance

Focusing on the deadliest of their targets, Ingrit unleashes another volley at the spellcaster

+1 adaptive flaming composite longbow/PBS/Inspired/Rapid shot/Haste: 1d20 + 18 + 1 + 2 - 2 + 1 ⇒ (12) + 18 + 1 + 2 - 2 + 1 = 32
Magic/Piercing/ Multishot: 2d8 + 6 + 4 ⇒ (7, 3) + 6 + 4 = 20
Fire: 2d6 ⇒ (1, 6) = 7

+1 adaptive flaming composite longbow/PBS/Inspired/Rapid shot/Haste: 1d20 + 18 + 1 + 2 - 2 + 1 ⇒ (10) + 18 + 1 + 2 - 2 + 1 = 30
Magic/Piercing: 1d8 + 3 + 2 ⇒ (8) + 3 + 2 = 13
Fire: 1d6 ⇒ 6

+1 adaptive flaming composite longbow/PBS/Inspired/Rapid shot/Haste: 1d20 + 18 + 1 + 2 - 2 + 1 ⇒ (14) + 18 + 1 + 2 - 2 + 1 = 34
Magic/Piercing: 1d8 + 3 + 2 ⇒ (4) + 3 + 2 = 9
Fire: 1d6 ⇒ 4

Hasted attack
+1 adaptive flaming composite longbow/PBS/Inspired/Rapid shot/Haste: 1d20 + 18 + 1 + 2 - 2 + 1 ⇒ (1) + 18 + 1 + 2 - 2 + 1 = 21
Magic/Piercing: 1d8 + 3 + 2 ⇒ (4) + 3 + 2 = 9
Fire: 1d6 ⇒ 3


HP:88/93 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)

With Ingrit's guidance, Wapiti wheels around, circling around Torizmond to continue attacking the mage.

Gore/Inspired: 1d20 + 14 + 2 ⇒ (12) + 14 + 2 = 28
Piercing/Magic: 3d6 + 8 ⇒ (1, 2, 4) + 8 = 15


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 continues her assault on the sorcerer.

Longsword Attack 1, Haste + Inspired Courage + Study Target: 1d20 + 16 + 1 + 2 + 2 - 2 ⇒ (6) + 16 + 1 + 2 + 2 - 2 = 25
Longsword Attack 2, Haste + Inspired Courage + Study Target: 1d20 + 16 + 1 + 2 + 2 - 2 ⇒ (20) + 16 + 1 + 2 + 2 - 2 = 39
Longsword Attack 3, Haste + Inspired Courage + Study Target: 1d20 + 11 + 1 + 2 + 2 - 2 ⇒ (14) + 11 + 1 + 2 + 2 - 2 = 28
Shortsword Attack, Haste + Inspired Courage + Study Target: 1d20 + 16 + 1 + 2 + 2 - 2 ⇒ (15) + 16 + 1 + 2 + 2 - 2 = 34

Crit Confirm for Longsword 2?: 1d20 + 16 + 1 + 2 + 2 - 2 ⇒ (18) + 16 + 1 + 2 + 2 - 2 = 37

Longsword Damage 1, Inspire Courage + Study Target: 1d6 + 5 + 2 + 2 ⇒ (2) + 5 + 2 + 2 = 11
Longsword Damage 2, Inspire Courage + Study Target: 1d6 + 5 + 2 + 2 ⇒ (5) + 5 + 2 + 2 = 14
Longsword Damage 3, Inspire Courage + Study Target: 1d6 + 5 + 2 + 2 ⇒ (4) + 5 + 2 + 2 = 13
Shortsword Damage, Inspire Courage + Study Target: 1d4 + 3 + 2 + 2 ⇒ (3) + 3 + 2 + 2 = 10

Longsword Crit Damage if confirmed: 1d6 + 5 + 2 + 2 ⇒ (3) + 5 + 2 + 2 = 12


Rimkeening Crevasse C1

The first four of Ingrit's arrows strike the triaxian sorcerer. Doing 42 to the sorcerer. The last arrow makes him collapse, leaving just the lone barbarian by the open bunker door.

Wapiti gores the barbarian. Doing 14 damage.

"The Shadow" does the rest, attacking the hapless Drakelands warrior, slashing and stabbing him and leaving him a dying mess whose blood stains the new-fallen snow bright red.

The battle to prevent the breach of Spurhorn succeeds. No Drakelands attackers dare to approach the opening while the strangers defend it. Soon a Dragon Legion Ice Seer shows up and seals the door with a stone shape spell.

Clerics also arrive to heal those who need it and then the group returns to the defense of the fortress. Through lulls and bursts of activity as the attackers try various ways to put fighters atop the impressive structure, the team helps as needed. During one of the lulls they are afforded a break before returning to the fight as the dim Triaxian sun nears noon. Their Fly spells are renewed and they resume defensive duties atop the fortress.

They are on duty watching for threats when the commander summons them to a conference room in the Lord's Tower. As they make their way toward the entrance door at the base of the tower, a shadow passes over them of three winged creatures two large and one medium; the smaller flies about 35 feet above the two larger ones. From a distance it is hard to tell, but the smaller one seems to be a dragonkin (similar to Efrixes, partner to Bescaylie, except his scales were red where this one's are copper colored). The larger ones look like dragons but with eight legs and glowing eyes.

They descend toward a walled garden atop the keep. Archers in the towers around the keep prepare to send a barrage of arrows at the three attackers when as they fly into the midst of the archers' kill zone. Then the creatures somehow render the archers paralyzed or petrified (it is hard to tell from a distance).

I'll set up a map soon and make another post with the monster lore check results.


Rimkeening Crevasse C1

Initiative:

Crasius: Initiative: 1d20 + 7 ⇒ (4) + 7 = 11
Ingrit: Initiative, cold environment: 1d20 + 5 + 4 ⇒ (20) + 5 + 4 = 29
Pemta: Initiative: 1d20 + 3 ⇒ (17) + 3 = 20
Pyrrhus: Initiative: 1d20 + 14 ⇒ (4) + 14 = 18
Rurik: Initiative: 1d20 + 1 ⇒ (14) + 1 = 15
Thorizmond: Initiative: 1d20 + 2 ⇒ (15) + 2 = 17
DL1: Initiative: 1d20 - 1 ⇒ (19) - 1 = 18
DL2: Initiative: 1d20 - 1 ⇒ (9) - 1 = 8
DK: Initiative: 1d20 + 2 ⇒ (4) + 2 = 6

Correction to last post: all three fliers are medium size. I had indicated the two black dragon-like ones with eight legs were large.

Initiative Order
Ingrit
Wapiti
Pemta
Pyrrhus
Thorizmond
Rurik
Crasius

E1
E3
E2

Light: normal. Wind: none. Snow: none.
PCs on map are flying at 30 feet the same height as the keep walls. Floor of the keep (snow covered garden) is ten feet below the top of the keep walls, which are 30 feet tall (relative to fortress top). The enemy flyers have dropped out of sight and are spread out in the garden. The dragonkin was last seen near the center and black ones split up and one descended near the east end and the other near the northwest side.
All PCs have the Fly spell as before, speed 60 feet.

All PCs are up. Posts will be resolved in initiative order, as usual, so if you need/want to know what the results of PCs earlier in the round, wait until they have posted and I have stated the results. If you want to post out of order, we'll ret-con as necessary if earlier posts affect you. If you want to delay until after Pyrrhus (who has been casting haste) and/or Crasius (who has been initiating Inspire Courage), let us know.


Rimkeening Crevasse C1

Behind the Screen:
DC 17
Crasius: Knowledge (Arcana): 1d20 + 11 ⇒ (19) + 11 = 30
Pyrrhus: Knowledge (Arcana): 1d20 + 16 ⇒ (20) + 16 = 36
Rurik: Knowledge (Arcana): 1d20 + 6 ⇒ (2) + 6 = 8
Thorizmond: Knowledge (Arcana): 1d20 + 8 ⇒ (8) + 8 = 16

Crasius and Pyrrhus recognize the black dragon-like creatures. Read the general spoiler below. Crasius can read 3 additional spoilers and Pyrrhus 4.

General information:
The black ones with eight legs are half-dragon half-basilisk, usually called a Dracolisk. They have some features of each relative as described below.

Damage Resistance:
None.

Immunities:
acid, sleep, paralysis

Resistances:
None.

Spell Resistance:
None.

Weaknesses:
None.

Special Attacks:
Breath Weapon: line of acid
Gaze (Ex) Turn to stone permanently (as flesh to stone), range 30 feet, Fort save negates. A creature petrified in this matter that is then coated (not just splashed) with fresh basilisk blood (taken from a basilisk no more than 1 hour dead) is instantly restored to flesh. A single basilisk contains enough blood to coat 1d3 Medium creatures in this manner. The save DC is Constitution-based.

Spell-Like Abilities:
None

Spell Casting:
None

Special Qualities:
None

Special Abilities:
None


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)

"A gaze that turns you to stone, and breath that melts your bones.." Crasius begins his chant.

A truly inspiring start to Inspire Courage in my allies! We are at round 9. As a heads up, I will probably skip using it in whatever is the next fight.


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 calls out to his allies, "If we can group up, I can put protection on everyone against... whatever that breath that melts your bones is."


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)

Come on, everyone knows that fire burns, acid melts, cold freezes, sonic booms, and lightning crackles or maybe sizzles but definitely doesn't melt. :D


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

My primary stat is Wisdom, not Intelligence, man. I know bards love poetic license but you gotta be specific. :D


Rimkeening Crevasse C1

Communal Resist Energy is a touch spell, but I'd allow Rurik to each PC and touch to deliver the protection effect. All it requires is the people above Rurik in initiative delay until after Rurik.


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

That's why the version I prepared has Reach metamagic on it! 30' range.

5,851 to 5,900 of 6,084 << first < prev | 112 | 113 | 114 | 115 | 116 | 117 | 118 | 119 | 120 | 121 | 122 | next > last >>
Community / Forums / Online Campaigns / Play-by-Post / Black Tom's Snows of Summer All Messageboards

Want to post a reply? Sign in.