Clebsch's Reign of Winter

Game Master Clebsch RoW

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


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Rimkeening Crevasse C1

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.


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)

"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 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

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.)


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

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


Rimkeening Crevasse C1

On the Table:
DC 20
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


Behind the Screen:
1d4 ⇒ 1

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.


Rimkeening Crevasse C1

On the Table:
Perception: 1d20 + 18 ⇒ (10) + 18 = 28

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


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 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 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

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


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

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


Rimkeening Crevasse C1

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.

Entangled Condition:
The character is ensnared. Being entangled impedes movement, but does not entirely prevent it unless the bonds are anchored to an immobile object or tethered by an opposing force. An entangled creature moves at half speed, cannot run or charge, and takes a –2 penalty on all attack rolls and a –4 penalty to Dexterity.

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.


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 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.


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)

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


Rimkeening Crevasse C1

On the Table:
DC 20
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.

Pempta wrote:
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.


Rimkeening Crevasse C1

On the Table:
Cold: 12d6 ⇒ (5, 2, 6, 6, 4, 6, 2, 4, 6, 1, 1, 3) = 46
DC 22
Rurik Ref: 1d20 + 5 ⇒ (20) + 5 = 25
Talsune Ref: 1d20 + 9 ⇒ (4) + 9 = 13
Thorizmond Ref: 1d20 + 7 ⇒ (8) + 7 = 15

Behind the Screen:
1d4 ⇒ 1

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 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

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


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, "...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


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Rimkeening Crevasse C1

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!


Rimkeening Crevasse C1

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.

Trueforst Elixir:
TRUEFROST ELIXIR PRICE 1,500 GP
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.


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

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.


Rimkeening Crevasse C1

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.


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)

"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.


Rimkeening Crevasse C1

I'm going to assume no objections means everyone is agreed to take on the challenge of killing the dragon.

The commander shows the group a map and points out Ivoryglass, the fortress of the white dragon warlord Yrax, 200 miles northwest of Spurhorn. Having agreed to attempt to kill Yrax, the commander provides a dragonkin to carry Rurik, and two more ridden by sorcerers with wands of Overland Flight to give Ingrit, Wapiti, and Thorizmond a way to fly as well.

The group leaves under cover of night and begins the long journey. The moon is near full, so they have some light to help them spot landmarks. During the first night, they spot movement in a snow covered meadow area. A closer look reveals two huge creatures attacking a lone humanoid. The attacking creatures resemble large preying mantises with white furn and black chitinous claws, three-part jaws of sharp teeth, and a pair of iridescent eyes. The bodies are about 20 feet long and their heads are 25 feet above the ground.

The humanoid is medium sized, covered in shaggy white fur, with a head like a winter wolf. It has robes, a spear, and other indications of a sentient, intelligent ancestry.

The dragonkin agree that they group should help the individual against the predators. The odds otherwise are not good for the humanoid's survival.

I'll roll for lore categories next post.


Rimkeening Crevasse C1

Behind the Screen:
Ursikka
DC 25 for PCs 20 for sorcerers
Crasius: Knowledge (Arcana): 1d20 + 11 ⇒ (4) + 11 = 15
Rurik: Knowledge (Arcana): 1d20 + 6 ⇒ (15) + 6 = 21
Thorizmond: Knowledge (Arcana): 1d20 + 8 ⇒ (7) + 8 = 15
Sorcerer 1 Knowledge (Arcana): 1d20 + 9 ⇒ (2) + 9 = 11
Sorcerer 2 Knowledge (Arcana): 1d20 + 9 ⇒ (10) + 9 = 19

Adlet
DC 25
Crasius: Knowledge (Local): 1d20 + 5 ⇒ (18) + 5 = 23
Ingrit: Knowledge (Local): 1d20 + 6 ⇒ (6) + 6 = 12
Pemta: Knowledge (Local): 1d20 + 15 ⇒ (15) + 15 = 30
Thorizmond: Knowledge (Local): 1d20 + 14 ⇒ (11) + 14 = 25

Nobody in the group recognizes the large pair, but Pemta and Thorizmond know of wolf-like humanoids known in arctic areas as Adlets. Both can read the general information. Pemta can read 2 other spoilers. Thorizmond can read 1.

General information:
Adlets are cunning hunters of the arctic wilds. Tall, sinewy, nimble, and very quick, they see themselves as the true inheritors of untamed arctic lands, and are offended by any other humanoid species that attempts to settle in such regions. Although not normally evil, adlets are very aggressive and warlike. They also have no social taboo against cannibalism, and their practice of eating their dead rather than burying them only further builds misconceptions about their morality.

Deeply religious, adlets worship the power and cruelty of nature, seeing divinity in the lash of the blizzard’s wind, the ferocity of the polar bear, and the immensity of the towering iceberg. Many become oracles or druids, but all adlets know their place in the natural world. One in every dozen adlets is a shaman: an adlet with the advanced creature template and the ability to summon a greater ice elemental or 1d4+1 large ice elementals (see Bestiary 2 114) and commune with nature once per day each as spell-like abilities. An adlet is 6 feet tall and weighs 250 pounds.

Damage Resistance:
None

Immunities:
Cold

Resistances:
None

Spell Resistance:
None

Weaknesses:
Vulnerability to fire

Special Attacks:
Frozen Breath (Su) An adlet’s breath is supernaturally cold, and deals an additional 1d6 points of cold damage with its bite as a result. Once every 1d4 rounds as a swift action, it can exhale, filling a 10-foot-radius spread around it with frigid air that deals 2d6 points of cold damage and staggers those in the area with numbing cold for 1d6 rounds. A DC 21 Fortitude save negates the staggered effect but not the cold damage. The save DC is Constitution-based.

Spell-Like Abilities:
Constant—pass without trace
At will—ray of frost
3/day—fog cloud, sleet storm
1/day—ice storm, wind walk (self only)
If it is a shaman, it would have additional spell-like abilities

Spell Casting:
If it is a shaman, it has shaman spells

Special Abilities:
Arctic Stride (Ex) An adlet can move through any sort of difficult terrain at its normal speed while within arctic or snowy terrain. Magically altered terrain affects an adlet normally.


Rimkeening Crevasse C1

This is what the big things look like.


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

"That's an Adlet. Aggressive, not always nice, but not evil per se. They do have some spells, but mostly cold spells; probably nothing helpful against creatures native here. We should help it." Thorizmond says, drawing his lance.


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’s glare could kill with cold more effectively than the weather.

That thing has an ice breath, makes its bites more deadly. The cold can slow you down. We need to bombard it with fire.


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

How far are we from them?


Rimkeening Crevasse C1

Behind the Screen:
DC 2
Crasius: Perception: 1d20 + 16 ⇒ (7) + 16 = 23
Ingrit: Perception: 1d20 + 12 ⇒ (11) + 12 = 23
Re: humans, +6; Re: Cold, +2
Wapiti: Perception: 1d20 + 10 ⇒ (4) + 10 = 14
Pemta: Perception: 1d20 + 19 ⇒ (11) + 19 = 30
Rurik: Perception: 1d20 + 7 ⇒ (14) + 7 = 21
Thorizmond: Perception: 1d20 + 11 ⇒ (18) + 11 = 29

Pemta is first to see the fighting creatures at 180 feet below.

Assuming one round has gone by as everyone flies closer, those on dragonkin mounts can reach them in one round using two move actions or get to within 60 feet with a single move action. Ingrit, Wapiti, and Thorizmond fly at 40 so after a double move, they are 100 feet away. Everyone may take a turn before I narrate the ongoing fight. Remember that if your mount moves the rider is limited to a single 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 would start his narrative during the movement round so anyone going before him would benefit from Inspire Courage.


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

As Wapiti flies forward as quickly as he can, Ingrit fires a single shot to start the battle.

+1 adaptive flaming composite longbow/Mount double move/Inspired: 1d20 + 18 - 4 + 2 ⇒ (16) + 18 - 4 + 2 = 32
Magic/Piercing: 1d8 + 3 ⇒ (7) + 3 = 10
Fire: 1d6 ⇒ 2


Rimkeening Crevasse C1

The arrow pierces the thorax of one of the white-furred predators. 12 damage.


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 follows Ingrit's example and tries to fire arrows at the creature.

Masterwork Shortbow/Mount double move/Inspired/Studied Target: 1d20 + 15 - 4 + 2 + 2 ⇒ (5) + 15 - 4 + 2 + 2 = 20

Damage, Studied Target: 1d4 + 2 ⇒ (2) + 2 = 4


Rimkeening Crevasse C1

The white-furred creatures, which the locals call Ursikkas, has very tough, leathery hides covered in thick fur. Pemta's arrow strikes one but the arrow doesn't penetrate.

I'll get a map up later today. For identification purposes, call the one Ingrit hit #1 and the uninjured one (so far) #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

Sorry, Pretty sure I saw the post last sunday, meant to reply, then it got lost in the shuffle.

Thorizmond looses a volley of arrows.

Attack, +1 adaptive composite longbow: 1d20 + 13 + 2 ⇒ (2) + 13 + 2 = 17
Damage, Magical/Piercing: 1d8 + 6 + 2 ⇒ (3) + 6 + 2 = 11

Attack, +1 adaptive composite longbow: 1d20 + 8 + 2 ⇒ (18) + 8 + 2 = 28
Damage, Magical/Piercing: 1d8 + 6 + 2 ⇒ (6) + 6 + 2 = 14

Attack, +1 adaptive composite longbow: 1d20 + 3 + 2 ⇒ (8) + 3 + 2 = 13
Damage, Magical/Piercing: 1d8 + 6 + 2 ⇒ (2) + 6 + 2 = 10


Rimkeening Crevasse C1

Thorizmond is flying with overland flight which means he has to move at least 20 feet to keep flying. He starts the round 180 feet away so he will need to double move just to get to 60 feet. He cannot make more than one attack per round and keep flying, so he'll have to move for now.

I've put those on Dragonkin mounts at 60 feet, which is one move action into the round. Ingrit and Throizmond are 100 feet away after a double move. The spell allows movement at 60 feet.

There are a couple of sorcerers on dragonkin mounts as well, but I'm going assume they hold back from the fight unless needed.

Crasius' mount can take another move action since he can do his bard thing while the mount moves.


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)

Talsune will move to be 30 ft away from the creature to just be in Point Blank Shot.


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

Didn't know that fly rule. I'll keep it in mind in the future. For that purpose, what was the caster level of the Overland Flight spell?


Rimkeening Crevasse C1
Crasius Leone wrote:
Talsune will move to be 30 ft away from the creature to just be in Point Blank Shot.

Tokens moved on map.


Rimkeening Crevasse C1

I just realized that Overland Flight is personal and cannot be cast on someone other than the caster. So Thorizmond and Wapiti/Ingrit will be carried by two dragonkins each with a harness suspending the large four-leggeds between them. Assume when the trouble on the ground is spotted, they fly low and the harness release them close to the ground. To speed things along, assume Wapiti/Ingrit and Thorizmond in the locations shown on the map. Each can take a single action this round. Sorry for the retcon.

For those on the ground, trees on the map provide cover. Terrain is normal. There is snow on the ground but not so deep as to cause movement problems.


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

Wouldn't they have likely had things like potions of Overland flight available?


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

I think you can't make Personal spells into potions without some special class feature?

As the group moves into battle readiness, Rurik unleashes the salutory reach communal resist energy against cold to protect them from the kind of cold powers that they've come to expect from the foes in these frozen lands.

Reach metamagic means I don't have to get everyone into touch range, communal lets me spread it around the group, cold resist 30.


Rimkeening Crevasse C1
Ingrit wrote:
Wouldn't they have likely had things like potions of Overland flight available?
Rules on Potions wrote:
It [a potion] can duplicate the effect of a spell of up to 3rd level that has a casting time of less than 1 minute and targets one or more creatures or objects.

Overland Flight is at least 4th level with a target of Personal, which is a creature, but in this case, the target in the spell description must mention 'creature' or 'creatures.'


Rimkeening Crevasse C1

Initiative:

Crasius: Initiative: 1d20 + 7 ⇒ (19) + 7 = 26
Ingrit: Initiative, cold environment: 1d20 + 5 + 4 ⇒ (18) + 5 + 4 = 27
Pemta: Initiative: 1d20 + 3 ⇒ (10) + 3 = 13
Rurik: Initiative: 1d20 + 1 ⇒ (4) + 1 = 5
Thorizmond: Initiative: 1d20 + 2 ⇒ (10) + 2 = 12
Ursikka 1: Initiative: 1d20 + 4 ⇒ (2) + 4 = 6
Ursikka 2: Initiative: 1d20 + 4 ⇒ (9) + 4 = 13
Adlet: Initiative: 1d20 + 12 ⇒ (6) + 12 = 18

Initiative Order (bold may act)
Ingrit
Crasius

Adlet
Ursikka 2
Pemta
Thorizmond
Ursikka 1
Rurik

Trees provide cover from ranged attacks, but do not impede movement. All terrain is normal.


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)

"...destroy the giant furry insects..." Crasius chants as Talsune drops down to land away from the monsters. She breathes a gout of acid at the nearest giant mantis as Crasius sends a single arrow that misses badly.

Round 2 of Inspire Courage. Talsume has to land. She does so and Breathes and Crasius shoots a single arrow.

60 ft Acid Line; DC 20 Reflex for Half Damage: 9d6 ⇒ (1, 4, 1, 6, 5, 6, 5, 5, 3) = 36

Recharge: 1d4 ⇒ 2

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

+2 Adaptive Composite Longbow Damage, PBS, Inspire Courage, Deadly Shot: 1d8 + 8 + 1 + 2 + 4 ⇒ (4) + 8 + 1 + 2 + 4 = 19


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

As Wapiti advances, getting into a better position, Ingrit fires a volley of flaming arrows at the farther of the two creatures.

+1 adaptive flaming composite longbow/Inspired/Rapid shot vs Ursikka 1: 1d20 + 18 + 2 - 2 ⇒ (11) + 18 + 2 - 2 = 29 Magic/Piercing/Inspired/Manyshot: 2d8 + 6 + 4 ⇒ (7, 5) + 6 + 4 = 22
Fire: 2d6 ⇒ (6, 1) = 7

+1 adaptive flaming composite longbow/Inspired/Rapid shot vs Ursikka 1: 1d20 + 18 + 2 - 2 ⇒ (8) + 18 + 2 - 2 = 26 Magic/Piercing/Inspired: 1d8 + 3 + 2 ⇒ (6) + 3 + 2 = 11
Fire: 1d6 ⇒ 3

+1 adaptive flaming composite longbow/Inspired/Rapid shot vs Ursikka 1: 1d20 + 13 + 2 - 2 ⇒ (19) + 13 + 2 - 2 = 32 Magic/Piercing/Inspired: 1d8 + 3 + 2 ⇒ (3) + 3 + 2 = 8
Fire: 1d6 ⇒ 2


Rimkeening Crevasse C1

On the Table:

AC 20
Ursikka 2 Reflex: 1d20 + 10 ⇒ (4) + 10 = 14

AC 24
Spear 1: 1d20 + 17 ⇒ (12) + 17 = 29
Damage 1: 1d8 + 7 ⇒ (4) + 7 = 11
Spear 2: 1d20 + 12 ⇒ (5) + 12 = 17
Spear 3: 1d20 + 7 ⇒ (13) + 7 = 20
Bite: 1d20 + 10 ⇒ (9) + 10 = 19

Target:1=A,2=C,3=I: 1d3 ⇒ 1
AC 25
Ursikka 2
Bite: 1d20 + 21 ⇒ (9) + 21 = 30
Bite Damage: 2d6 + 11 ⇒ (2, 3) + 11 = 16
DC 22 Reflex: 1d20 ⇒ 17
Entangled Rounds: 1d4 ⇒ 2
Cold Damage: 2d6 ⇒ (2, 3) = 5
DC 22 Reflex: 1d20 ⇒ 8
Target:1=C,2=I: 1d2 ⇒ 1

Talsune's acid stream hits the nearest Ursikka with a sickening sizzle. 36 to Ursikka 2.

As Wapiti ranges south of the fight, Ingrit gets off a flaming shot that his a burns the same beast. 29 to Ursikka 2 (total 65). Only one ranged shot if the mount moves mores than a 5-foot step.

The adlet is armed with a spear and knows how to use it, stabbing at the ursikka several times although only drawing blood with one attack. She also almost gets her teeth into one of the Ursikka's arms. 11 damage to Ursikka 2.

The wounded Ursikka bites the adlet and then turns to rush at Crasius. The bite drizzles deadly cold saliva on her, entangling her and affecting exposed skin with deadly cold. Bite does 16, saliva does another 5. The adlet was already injured and she is now taken over half damage.

Bold may act.
Round 1
Pemta
Thorizmond

Ursikka 1
Rurik

Round 2
Ingrit
Crasius
Adlet
Ursikka 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)

Talsune has 15 ft reach with the glaive. Does the creature stop at that point or provoke? If it provokes I have put a spoiler AoO on this post to keep things moving smoothly.

Talsune's AoO:

Talsune swings her mighty glaive and strikes at the oncoming Ursikka!

MWK Glaive Attack, IC: 1d20 + 16 + 2 ⇒ (8) + 16 + 2 = 26

MWK Glaive Damage, IC: 2d8 + 9 + 2 ⇒ (2, 6) + 9 + 2 = 19

The glaive is not magical.


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

Lowering his lance, Thorizmond charges through the obscuring brush and attacks the nearest ursikka.

Attack, Charge, +1 Impact Lance: 1d20 + 14 + 2 + 2 ⇒ (4) + 14 + 2 + 2 = 22
Damage, Magical/Piercing: 6d6 + 42 ⇒ (5, 3, 3, 1, 5, 6) + 42 = 65


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 and Nevra coordinate to attack the same ursikka Thorizmond targeted.

Nevra Glaive: 1d20 + 18 ⇒ (1) + 18 = 19
Nevra Glaive Damage: 2d8 + 12 ⇒ (5, 2) + 12 = 19

in case Nevra can make a full attack I'll roll, otherwise ignore the following rolls

Nevra Glaive: 1d20 + 13 ⇒ (1) + 13 = 14
Nevra Glaive Damage: 2d8 + 12 ⇒ (5, 6) + 12 = 23

WOW, PAIZO BOARDS.


Rimkeening Crevasse C1

On the Table:
AC 23
Bite: 1d20 + 21 ⇒ (10) + 21 = 31
Bite Damage: 2d6 + 11 ⇒ (2, 4) + 11 = 17
DC 22 Reflex, entangled: 1d20 + 17 - 2 ⇒ (16) + 17 - 2 = 31
Cold Damage: 2d6 ⇒ (2, 4) = 6
DC 22 Reflex, entangled: 1d20 + 17 - 2 ⇒ (12) + 17 - 2 = 27
Cold does 3 but Adlet is immune.
Adlet: AOO vs AC 24
Spear 1, entangled: 1d20 + 17 - 2 ⇒ (6) + 17 - 2 = 21
Damage 1: 1d8 + 7 ⇒ (5) + 7 = 12


Ret-con: All three of Ingrit's shots hit. 53 damage.

As the ursikka moves toward Talsune and Crasius, the dragonkin strikes with his glaive. 19 damage.

Thorizmond's lance fails to penetrate the tough hide of the ursikka.

Nevra has enough reach to do a full attack with a 5-foot step on Ursikka 2, but both attacks fail to do damage.

The other ursikka bites the adlet once more before rushing to the defense of its mate. Ret-con: the first ursikka only did 16, as Adlets are immune to cold damage. This bite does 17. As the ursikka moves away, the adlet tries to stab it with her spear but misses.

Bold are up.

Round 1
Rurik

Round 2
Ingrit
Crasius

Adlet (117 lethal)
Ursikka 2 (119 lethal)
Pemta
Thorizmond
Ursikka 1 (12 lethal)

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