
Clebsch RoW |

Those riding a dragonkin can position yourself in whichever square you choose, in case you want to be closer to the target. I would not consider that a move action to shift your position on your mount. You can, of course, also dismount.

Crasius Leone |

"Go forth mighty allies to defeat our foe...." Crasius begins his bardic chant as Talsune moves to get a straight line to blast her acidic breath at their combined foe.
Crasius Reflex: 1d20 + 16 ⇒ (18) + 16 = 34
Talsune Reflex: 1d20 + 8 ⇒ (19) + 8 = 27
Ride: 1d20 + 5 ⇒ (14) + 5 = 19
Talsune Fly: 1d20 + 13 ⇒ (5) + 13 = 18
Some good saves there. Talsume moves to get a clear shot at the General with her breath weapon while leaving room for our allies to charge in. Crasius would have discussed staying at range and using his bow and her breath weapon to contribute to fights. Or using Fly By attacks with her noticeable reach to avoid attacks on us.
60 ft Acid Line; DC 20 Reflex for Half Damage: 9d6 ⇒ (2, 1, 1, 5, 1, 4, 2, 3, 1) = 20
I am not sure on the Save. I believe it should be Con Bonus+Half Hit Dice which is 20. If this is incorrect, please let me know the Save DC.

Ingrit |

As the dragonkin lands in front of her Ingrit holds her ground, firing with incredible speed, leaving no opening or opportunity to strike her.
+1 adaptive flaming composite longbow/Rapid shot/PBS/Inspired: 1d20 + 17 + 2 ⇒ (4) + 17 + 2 = 23
Manyshot/Magic/Piercing/Inspire: 2d8 + 6 + 4 ⇒ (4, 6) + 6 + 4 = 20
Fire: 2d6 ⇒ (5, 6) = 11
+1 adaptive flaming composite longbow/Rapid shot/PBS/Inspire: 1d20 + 17 + 2 ⇒ (11) + 17 + 2 = 30
Magic/Piercing/Inspire: 1d8 + 3 + 2 ⇒ (5) + 3 + 2 = 10
Fire: 1d6 ⇒ 3
+1 adaptive flaming composite longbow/Rapid shot/PBS/Inspired: 1d20 + 12 + 2 ⇒ (17) + 12 + 2 = 31
Magic/Piercing/Inspired: 1d8 + 3 + 2 ⇒ (2) + 3 + 2 = 7
Fire: 1d6 ⇒ 2
No attacks of Opportuniuty as Ingrit has the Point Blank Master feat (Choose one type of ranged weapon (Longbow). You do not provoke attacks of opportunity when firing the selected weapon while threatened.)

Thorizmond Dvezda |

Reflex: 1d20 + 7 ⇒ (11) + 7 = 18But at least I have cold resistance 2!
Shaking off the blast of cold, Thorizmond says "You'll pay for that!"
Activating Challenge as a swift action. +15 damage vs the dragonkin, -2 to AC against all other targets.
Attack, +1 Impact Lance: 1d20 + 15 + 2 + 2 ⇒ (7) + 15 + 2 + 2 = 26
Damage, Magical/Piercing: 6d6 + 45 + 6 + 45 + 4d6 ⇒ (1, 1, 5, 5, 4, 6) + 45 + 6 + 45 + (4, 2, 4, 1) = 129
Attack, Hoof: 1d20 + 8 + 2 + 2 ⇒ (11) + 8 + 2 + 2 = 23
Damage, Bludgeoning: 4d6 + 10 + 4 + 30 ⇒ (1, 4, 1, 6) + 10 + 4 + 30 = 56

Clebsch RoW |

Reflex: 1d20 + 12 ⇒ (6) + 12 = 18
Flame Strike Damage: 11d6 ⇒ (6, 6, 4, 2, 6, 4, 5, 3, 6, 3, 1) = 46
DC 19
Reflex: 1d20 + 12 ⇒ (15) + 12 = 27
General Malesinder snarls in anger, surprise, and pain as Talsune's acid makes a direct hit that she cannot avoid. 20 damage.
Thorizmond's lance and hoof hit, but the tough old dragonkin has additional magic protection over and above her thick, tough scales, and the formidable attack fails to injure her.
Ingrit's first arrow is likewise turned away by the scales and magic, but her second and third arrows find weaker points and penetrate for damage. 22 damage. Total so far is 42
'Botting Rurik.
Rurik calls down divine flames from the sky, momentarily lighting up the camp area. The general sees this coming, however, and leans sideways to avoid some of the wrath of heaven. 23 damage for total 65 so far.

Clebsch RoW |

Target,1=I,2=N,3=T: 1d3 ⇒ 3 Thorizmond AC 10
Rimeblade 1: 1d20 + 21 ⇒ (7) + 21 = 28 (touch attack)
damage, special: 1d8 + 3 + 4d6 ⇒ (7) + 3 + (5, 6, 1, 6) = 28 Cold
Target,1=I,2=N,3=T: 1d3 ⇒ 2 Nevra AC 11
Rimeblade 2: 1d20 + 16 ⇒ (10) + 16 = 26 (touch attack)
damage, special: 1d8 + 3 ⇒ (3) + 3 = 6 Cold
Target,1=I,2=N,3=T: 1d3 ⇒ 1 Ingrit AC 15
Rimeblade 3: 1d20 + 11 ⇒ (4) + 11 = 15 (touch attack)
damage, special: 1d8 + 3 ⇒ (3) + 3 = 6 Cold
Target,1=I,2=N,3=T: 1d3 ⇒ 1 Ingrit AC 20
Bite: 1d20 + 17 ⇒ (6) + 17 = 23
Damage: 1d8 + 3 ⇒ (2) + 3 = 5
Target,1=I,2=N,3=T: 1d3 ⇒ 3 Thorizmond AC 21
Claw: 1d20 + 17 ⇒ (14) + 17 = 31
Damage: 1d6 + 3 ⇒ (2) + 3 = 5
General Malsinder's ice scimitar shimmers and transforms into a glowing blue blade of magical energy. She swings it at Thorizmond first and the blade passes straight through his armor and chills his body to the bone with stinging cold. Functions as a touch attack, does 28 cold. A rime of ice crystallizes around Thorizmond limiting his movement for a time and the shock of the cold staggers him. He has the entangled and staggered conditions for one round.
The blue glow fades but the blade is still immaterial. She directs it next through Nevra and then Ingrit. 6 cold to Nevra, 6 cold to Ingrit. They too find their movement limited by the thin casing of ice that forms on their bodies. Entangled for 1 round.
She then directs a bite at Ingrit and claws at the centaur. Both hit. 5 normal damage to Ingrit and 5 to Thorizmond.
All cold damage is before any resistance is applied.
Everyone is up for round 2/3 actions

Crasius Leone |

Crasius continues his chant as Talsune breathes another burst of acid and then circles the General, "..and bring peace between our new friends and foes..." as he sends a series of arrows at the General.
Fly: 1d20 + 13 ⇒ (1) + 13 = 14 We cannot hover, but we do fly forward ok.
Ride: 1d20 + 5 ⇒ (20) + 5 = 25
Breath Weapon Recharge since I forgot: 1d4 ⇒ 1
[ooc]I full attack using Clustershot in case there is DR on the General. Talsune uses another breath weapon blast and avoids hitting anyone but the General.
[spoiler= Attack Sequence]Primary Attack: +2 Adaptive Composite Longbow Attack, PBS, Inspire Courage, Heroism, Rapid Shot, Deadly Shot: 1d20 + 14 + 1 + 2 + 2 - 2 - 2 ⇒ (6) + 14 + 1 + 2 + 2 - 2 - 2 = 21
+2 Adaptive Composite Longbow Damage, Gravity Bow, PBS, Inspire Courage, Deadly Shot: 2d6 + 8 + 1 + 2 + 2 + 4 ⇒ (5, 6) + 8 + 1 + 2 + 2 + 4 = 28
Rapid Attack: +2 Adaptive Composite Longbow Attack, PBS, Inspire Courage, Heroism, Rapid Shot, Deadly Shot: 1d20 + 14 + 1 + 2 + 2 - 2 - 2 ⇒ (20) + 14 + 1 + 2 + 2 - 2 - 2 = 35
+2 Adaptive Composite Longbow Damage, Gravity Bow, PBS, Inspire Courage, Deadly Shot: 2d6 + 8 + 1 + 2 + 2 + 4 ⇒ (5, 6) + 8 + 1 + 2 + 2 + 4 = 28
Haste Attack: +2 Adaptive Composite Longbow Attack, PBS, Inspire Courage, Heroism, Rapid Shot, Deadly Shot: 1d20 + 14 + 1 + 2 + 2 - 2 - 2 ⇒ (5) + 14 + 1 + 2 + 2 - 2 - 2 = 20
+2 Adaptive Composite Longbow Damage, Gravity Bow, PBS, Inspire Courage, Deadly Shot: 2d6 + 8 + 1 + 2 + 2 + 4 ⇒ (2, 3) + 8 + 1 + 2 + 2 + 4 = 22
Secondary Attack: +2 Adaptive Composite Longbow Attack, PBS, Inspire Courage, Heroism, Rapid Shot, Deadly Shot: 1d20 + 9 + 1 + 2 + 2 - 2 - 2 ⇒ (17) + 9 + 1 + 2 + 2 - 2 - 2 = 27
+2 Adaptive Composite Longbow Damage, Gravity Bow, PBS, Inspire Courage, Deadly Shot: 2d6 + 8 + 1 + 2 + 2 + 4 ⇒ (5, 2) + 8 + 1 + 2 + 2 + 4 = 24
Critical Confirmation Rapid Attack: +2 Adaptive Composite Longbow Attack, PBS, Inspire Courage, Heroism, Rapid Shot, Deadly Shot: 1d20 + 14 + 1 + 2 + 2 - 2 - 2 ⇒ (12) + 14 + 1 + 2 + 2 - 2 - 2 = 27
Critical Confirmation +2 Adaptive Composite Longbow Damage, Gravity Bow, PBS, Inspire Courage, Deadly Shot: 4d6 + 8 + 1 + 2 + 2 + 4 ⇒ (1, 1, 1, 5) + 8 + 1 + 2 + 2 + 4 = 25
60 ft Acid Line; DC 20 Reflex for Half Damage: 9d6 ⇒ (5, 4, 2, 3, 2, 5, 1, 5, 4) = 31
Breath Weapon Recharge: 1d4 ⇒ 2

Ingrit |

Cold damage 6 -Cold Res 2 =4
Bite damage 5
Total 9 damage, Entangled 1 round
Despite her usual ability to embrace the cold, the intense boreal magic of Malsinder's scimitar sends a chill through her body, the casing of ice hampering her movements as she falls back to avoid another such strike, taking a shot that is just off target enough to skitter off the dragonkin's armored scales.
+1 adaptive flaming composite longbow/PBS/Inspired/Entangled: 1d20 + 18 + 1 + 2 - 2 - 2 ⇒ (9) + 18 + 1 + 2 - 2 - 2 = 26
Magic/Piercing/Inspired: 1d8 + 3 + 2 ⇒ (3) + 3 + 2 = 8
Fire: 1d6 ⇒ 1
Move action (30ft of movement at half speed to move 15ft), Standard action: Shot

Thorizmond Dvezda |

Limited by the crystalizing ice around him, Thorizmond is only able to make one attack. He tries to make it count.
Attack, +1 Impact Lance: 1d20 + 2 ⇒ (5) + 2 = 7
Damage, Magical/Piercing: 2d6 + 32 ⇒ (4, 6) + 32 = 42

Clebsch RoW |

Remember that if you are fighting in mounted combat, if your mount moves more than 5 feet, you are limited to a standard action and cannot use a full attack action. The general is near the ground, so having the dragonkin land without moving more than five feet would allow Crasius' full attack. The dragonkin can still use his breath weapon. Let me know if you want to ret-con to that or keep flying and only count the first attack posted above.
Ingrit's arrow glances off the general's well-armored body and Thorizmond misses entirely.
Since the ice forms around the character but does not anchor her/him to the ground, half movement is possible but not charging. The condition lasts just one round.

Crasius Leone |

I did it wrong, so I will stick with my action for this turn. I will just fire the first arrow and use the Breath Weapon and I can land next turn.

Pemta "the Shadow" Broilbree |

I'll want Pemta to dismount, Ride DC 20 to make it a free action otherwise move action?

Clebsch RoW |

General Reflex: 1d20 + 12 ⇒ (8) + 12 = 20
Crasius' arrow glances off the General's armor. The dragonkin's breath baths the general in acid, but it is not a direct hit, as the she manages to shift sideways enough to send the acid splashing off one flank. 15 Damage. 80 so far.
I'll want Pemta to dismount, Ride DC 20 to make it a free action otherwise move action?
You can’t use fast mount or dismount on a mount more than one size category larger than yourself. Pemta is small, the dragonkin is large.
Just Rurik and Pemta to go this round. Sorry for the delay.

Clebsch RoW |

DC 22
Rurik Ref: 1d20 + 5 ⇒ (20) + 5 = 25
Talsune Ref: 1d20 + 9 ⇒ (4) + 9 = 13
Thorizmond Ref: 1d20 + 7 ⇒ (8) + 7 = 15
I've already 'boted Rurik once this battle and I'm not sure what Pemta would do, so I'll let their players post their actions when they can and let the General have her next turn, so we can keep this moving.
The general catches her breath quickly and sends out another blast of frigid cold air mixed with ice shards. The cold affects Talsune, Thorizmond, and Rurik. Rurik is partially shielded by the Talsune and the centaur 23 cold damage but the other two suffer the direct brunt of the cold. 46 cold to Talsune and Thorizmond.
Everyone is up for the next round. Pemta and Rurik can retcon something for last round.

Ingrit |

Her body quickly shaking off the effects of the icy chill, Ingrit sends a volley of shots streaking toward the general.
+1 adaptive flaming composite longbow/PBS/Inspired/Rapid shot: 1d20 + 18 + 1 + 2 - 2 ⇒ (11) + 18 + 1 + 2 - 2 = 30
Magic/Piercing/Inspired/Manyshot: 2d8 + 6 + 4 ⇒ (8, 7) + 6 + 4 = 25
Fire: 1d6 ⇒ 1
+1 adaptive flaming composite longbow/PBS/Inspired/Rapid shot: 1d20 + 18 + 1 + 2 - 2 ⇒ (6) + 18 + 1 + 2 - 2 = 25
Magic/Piercing/Inspired: 1d8 + 3 + 2 ⇒ (7) + 3 + 2 = 12
Fire: 1d6 ⇒ 4
+1 adaptive flaming composite longbow/PBS/Inspired/Rapid shot: 1d20 + 13 + 1 + 2 - 2 ⇒ (17) + 13 + 1 + 2 - 2 = 31
Magic/Piercing/Inspired: 1d8 + 3 + 2 ⇒ (8) + 3 + 2 = 13
Fire: 1d6 ⇒ 5

Crasius Leone |

Crasius continues his chant, "...so peace may be all that we know..." as Talsune lands and Crasius sends a barrage of arrows at the General.
Land, continue my Inspire Courage and Cluster shot all my shots at the General.
[spoiler= Attack Sequence]Primary Attack: +2 Adaptive Composite Longbow Attack, PBS, Inspire Courage, Heroism, Rapid Shot, Deadly Shot: 1d20 + 14 + 1 + 2 + 2 - 2 - 2 ⇒ (7) + 14 + 1 + 2 + 2 - 2 - 2 = 22
+2 Adaptive Composite Longbow Damage, Gravity Bow, PBS, Inspire Courage, Deadly Shot: 2d6 + 8 + 1 + 2 + 2 + 4 ⇒ (6, 6) + 8 + 1 + 2 + 2 + 4 = 29
Rapid Attack: +2 Adaptive Composite Longbow Attack, PBS, Inspire Courage, Heroism, Rapid Shot, Deadly Shot: 1d20 + 14 + 1 + 2 + 2 - 2 - 2 ⇒ (18) + 14 + 1 + 2 + 2 - 2 - 2 = 33
+2 Adaptive Composite Longbow Damage, Gravity Bow, PBS, Inspire Courage, Deadly Shot: 2d6 + 8 + 1 + 2 + 2 + 4 ⇒ (5, 6) + 8 + 1 + 2 + 2 + 4 = 28
Secondary Attack: +2 Adaptive Composite Longbow Attack, PBS, Inspire Courage, Heroism, Rapid Shot, Deadly Shot: 1d20 + 9 + 1 + 2 + 2 - 2 - 2 ⇒ (16) + 9 + 1 + 2 + 2 - 2 - 2 = 26
+2 Adaptive Composite Longbow Damage, Gravity Bow, PBS, Inspire Courage, Deadly Shot: 2d6 + 8 + 1 + 2 + 2 + 4 ⇒ (6, 4) + 8 + 1 + 2 + 2 + 4 = 27

Clebsch RoW |
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Although the general's armor and scales are tough to penetrate, the powerful bows of Ingrit and Crasius drive deep into her flesh, and with Crasius' last arrow, she ceases to be a threat to the Dragon Legion.
Talsune roars and then praises Crasius for his archery and oracular skills. Rurik attends to the wounded before regrouping for the return to Spurhorn fortress.
Melee ended. I'll post the activities that follow this successful mission and set things toward the next section. Good job!

Clebsch RoW |

The death of General Malesinder causes a total collapse of leadership in the Drakelands army. Order breaks down as bickering officers each struggle to assume command, and desertion is rampant. The siege is broken, and the Drakelanders beat a hasty retreat. The Dragon Legion takes immediate advantage of the turmoil, and the chaotic withdrawal soon turns into a rout as jubilant Dragon Legionaries harry the fleeing mass of Drakelanders.
A search of Malesinder’s tent reveals solid evidence that the Drakelands force that attacked Spurhorn was only a small portion of an even larger barbarian army amassed by the dragon warlord Yrax. The siege of Spurhorn was only a precursor to a much larger invasion of the Skyfire Mandate and perhaps even the Allied Territories.
When the group returns to Spurhorn, Commander Pharamol is grateful to the PCs but troubled by the information they uncovered. Although the threat to Spurhorn has been removed, the entire Skyfire Mandate faces an even greater danger. But there may yet be hope. Pharamol believes that much of Yrax’s barbarian army only serves the dragon out of fear. If the draconic warlord could be killed, the barbarian armies would likely flee back to the wilds and the border would remain secure. The off-worlders have already done much for the Dragon Legion by helping repel the assault on Spurhorn, but Commander Pharamol asks them for their help once more—this time to travel to Ivoryglass and kill Yrax himself!
This will be a challenging mission and Commander Pharomol makes it clear he will keep his promise to give the group the two-headed eagle that they came to find even if they do nothing more for the Dragon Legion. Fate, however, might require them to go to the enemy stronghold anyway, for everyone remembers the riddle of the Dancing Hut keys clue for the second key was an elephant tusk and a small hand mirror, dropped atop a bearskin rug. If they agree to try to take out Yrax, they will have not only the gratitude of the Dragon Legion, but support for the mission as well.
For all the PCs have done, Pharamol is more than willing to give them his rare two-headed eagle right now, but he points out that leaving the bird here in Spurhorn might be easier and safer than bringing it with them to Ivoryglass. He will gladly hand over the eagle to them on their return.
As the ones who killed General Malesinder, the group is allowed to take any/all of the following items recovered from various enemies through the course of the siege: a suit of +2 copper dragonhide banded mail, a javelin of lightning, a page of spell knowledge (draconic reservoir), restless lockpicks, a lesser strand of prayer beads, and four truefrost elixirs.
SLOT none CL 17th WEIGHT —
AURA strong transmutation
This glowing violet liquid is ice-cold regardless of the surrounding temperature. This elixir allows a character to bypass the cold immunity or cold resistance of creatures she attacks with her magic. For 6 rounds after drinking a truefrost elixir, a character’s spells, spell-like abilities, and supernatural abilities that deal cold damage become supernaturally cold, and the damage caused by these effects is not subject to being reduced by a creature’s cold resistance. Creatures with cold immunity take half damage from such attacks. Truefrost elixir has no effect on cold damage from weapons, on non-cold-based effects, or against creatures without immunity to cold or cold resistance.
If any item(s) is/are not useful to anyone in the party, feel free to request something of approximately equal value to see if such an item is available.

Thorizmond Dvezda |

Chilled to the bone, Thorizmond seeks rest and healing in the battle's aftermath.
I'm guessing we'll have plenty of time and/or clerics to heal up, but boy do I need it.

Clebsch RoW |

Correct. In addition to healing that Rurik can do, the Dragon Legion healers will go to work on any wounded after this incursion. You don't have to leave for the next location immediately. Once the group decides if they will try to kill the dragon leader or just try to get the key, things will proceed. Also be sure to divy up the loot.
Note that the dragonkin paired with PCs will probably not go with on this next section unless the PCs are going to try to kill the dragon.

Crasius Leone |

"It sounds like removing this warlord on our way is worth doing." Crastor says as he is already considering the epic oration he will create from their adventure.