| Rurik Voralius |
Rurik hopes that fire does the trick here and brings down a flame strike on the pair of ursikka.
Flame strike damage: 11d6 ⇒ (2, 1, 2, 2, 6, 1, 2, 1, 2, 2, 1) = 22 (DC 20 half)
Wow, that roll is so bad it's like I'm playing Shadowrun.
| Crasius Leone |
Talsune strikes at the creature before stepping back so that Crasius can fire his bow. Crasius continues his chant, "...to save their intended prey..."
Talsune will full attack, then 5 ft back and Crasius will fire. If Talsune kills it, Crasius goes for the other one. If not we work on keeping the damage on one. Crasius will fire all at one monster and use Cluster Shot.
Talsune's attacks
Glaive Attack, IC: 1d20 + 16 + 2 ⇒ (20) + 16 + 2 = 38
Glaive Damage, IC: 2d8 + 9 + 2 ⇒ (6, 7) + 9 + 2 = 24
Critical Confirmation Glaive Attack, IC: 1d20 + 16 + 2 ⇒ (13) + 16 + 2 = 31
Critical Confirmation Glaive Damage, IC: 4d8 + 18 + 4 ⇒ (7, 8, 2, 1) + 18 + 4 = 40 Glaives are x3.
Secondary Glaive Attack, IC: 1d20 + 11 + 2 ⇒ (7) + 11 + 2 = 20
Secondary Glaive Damage, IC: 2d8 + 9 + 2 ⇒ (5, 8) + 9 + 2 = 24
Bite Attack, IC: 1d20 + 11 + 2 ⇒ (19) + 11 + 2 = 32
Bite Damage, IC: 1d8 + 6 + 2 ⇒ (7) + 6 + 2 = 15
Crasius' Attacks
Primary Attack: +2 Adaptive Composite Longbow Attack, PBS, Inspire Courage, Heroism, Rapid Shot, Deadly Shot: 1d20 + 14 + 1 + 2 + 2 - 2 - 2 ⇒ (14) + 14 + 1 + 2 + 2 - 2 - 2 = 29
+2 Adaptive Composite Longbow Damage, PBS, Inspire Courage, Deadly Shot: 1d8 + 8 + 1 + 2 + 4 ⇒ (7) + 8 + 1 + 2 + 4 = 22
Rapid 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, PBS, Inspire Courage, Deadly Shot: 1d8 + 8 + 1 + 2 + 4 ⇒ (6) + 8 + 1 + 2 + 4 = 21
Haste Attack: +2 Adaptive Composite Longbow Attack, PBS, Inspire Courage, Heroism, Rapid Shot, Deadly Shot: 1d20 + 14 + 1 + 2 + 2 - 2 - 2 ⇒ (17) + 14 + 1 + 2 + 2 - 2 - 2 = 32
+2 Adaptive Composite Longbow Damage, PBS, Inspire Courage, Deadly Shot: 1d8 + 8 + 1 + 2 + 4 ⇒ (5) + 8 + 1 + 2 + 4 = 20
Secondary Attack: +2 Adaptive Composite Longbow Attack, PBS, Inspire Courage, Heroism, Rapid Shot, Deadly Shot: 1d20 + 14 + 1 + 2 + 2 - 2 - 2 ⇒ (9) + 14 + 1 + 2 + 2 - 2 - 2 = 24
+2 Adaptive Composite Longbow Damage, PBS, Inspire Courage, Deadly Shot: 1d8 + 8 + 1 + 2 + 4 ⇒ (3) + 8 + 1 + 2 + 4 = 18
| Clebsch RoW |
Ursikka 1: Reflex: 1d20 + 10 ⇒ (12) + 10 = 22
Ursikka 2: Reflex: 1d20 + 10 ⇒ (17) + 10 = 27
Rurik's magic strikes off center and the beasts avoid some of the damage. Each saves so each takes 11 damage. Although the flames did not kill the two monsters, the one that was already badly wounded is nearly defeated.
In fact, it is so weakened, Talsune lops its head off with a swipe of his glaive.
Crasius hits the other one with three arrows, seriously wounding it. 60 to #1.
Ingrit is up. The ursikka is AC 24 and has 56 hp left.
| Ingrit |
Confident in her shooting, Ingrit holds off on Wapiti's charge, instead delivering a deadly volley, with her first pair of arrows unerringly finding the monster's bulbous eyes.
+1 adaptive flaming composite longbow/Inspired/Rapid shot vs Ursikka: 1d20 + 18 + 2 - 2 ⇒ (20) + 18 + 2 - 2 = 38
Magic/Piercing/Inspired/Manyshot: 2d8 + 6 + 4 ⇒ (4, 4) + 6 + 4 = 18
Fire: 2d6 ⇒ (6, 5) = 11
+1 adaptive flaming composite longbow/Inspired/Rapid shot vs Ursikka: 1d20 + 18 + 2 - 2 ⇒ (14) + 18 + 2 - 2 = 32
Magic/Piercing/Inspired: 1d8 + 3 + 2 ⇒ (4) + 3 + 2 = 9
Fire: 1d6 ⇒ 5
+1 adaptive flaming composite longbow/Inspired/Rapid shot vs Ursikka: 1d20 + 13 + 2 - 2 ⇒ (18) + 13 + 2 - 2 = 31
Magic/Piercing/Inspired: 1d8 + 3 + 2 ⇒ (5) + 3 + 2 = 10
Fire: 1d6 ⇒ 4
Confirm
+1 adaptive flaming composite longbow/Inspired/Rapid shot vs Ursikka: 1d20 + 18 + 2 - 2 ⇒ (15) + 18 + 2 - 2 = 33
Magic/Piercing/Inspired/Manyshot: 2d8 + 6 + 4 ⇒ (2, 3) + 6 + 4 = 15
| Clebsch RoW |
Ingrit's arrows finish off the last standing ursikka. It collapses and the snow around it turns crimson. The adlet pokes her spear into the abdomen of each stricken monster as insurance and then stands to face her saviors.
When approached, she has many wounds from her fight with the ursikkas, but she seems unconcerned. "Hail great warriors of prophecy! I am Baknarla. Thank you for saving me. I am honored that the Destined Ones have judged me worthy. Welcome to the realm of the Adlets. We have much to discuss."
| Byron Vhiski |
Crasius dismounts and waves to the adlet as he says, "Hello, you referred to us as the Destined Ones? What do you mean by that."
As they talk, Crasius will recover his arrows.
| Clebsch RoW |
| 1 person marked this as a favorite. |
A being from a another dimension appears but just as quickly reverts back. For a moment, Crasius looks completely different!
Baknarla explains. She speaks Triaxian and one of the dragonkins translates. "the stars have spoken about the coming of ones from beyond the sky who will give our people, the Vahara Glacier adlets, back our lands."
She explains that Yrax has harshly oppressed her people and driven them out of their traditional tribal territory. Baknarla believes that the the Golarian natives, as aliens to Triaxus, are destined to defeat Yrax, allowing the adlets to reclaim their ancestral domain.
Unfortunately, most of the other shamans in Baknarla’s tribe do not share her beliefs, and her tribe has
shunned her, so she went seeking “the destined ones” on her own. Believing she has finally found them, Baknarla has a plan that can both help the visitors defeat Yrax and aid her own people. One of her people’s most holy sites is a place called the Rimekeening Crevasse, located in lands that the dragon has driven the adlets from and forbidden them from returning. Although it is taboo for outsiders to set foot in the crevasse, Baknarla is willing to guide the group there, hoping
they will help her find the last resting place of a legendary adlet hero named Sarnok.
Sarnok was a mighty warrior-shaman who lived long ago and slew more than one dragon with his magic spear. He was also renowned for his wisdom, bringing about peace treaties between the adlet tribes and several Drakelands realms. The old tales say that one day Sarnok set out to explore the depths of the Rimekeening Crevasse and was never seen again, but that he will return some day to guide his people to glory once more.
If Baknarla and the group can locate Sarnok’s grave, the adlet hopes to find a holy relic of the hero that she can bring back to her people to restore their hope and her own position in the tribe. At the same time, Baknarla believes they will find Sarnok’s legendary spear, which they can use to slay Yrax. Furthermore, Baknarla believes there is a hidden way from the crevasse into Ivoryglass. Once the group has the spear, it can then approach Ivoryglass through the crevasse, thereby avoiding the soldiers that patrol the glacier surrounding the palace.
| Crasius Leone |
"A mighty spear would be good to have. I am happy to assist you in going to get it as long as you are sure you would not face greater issues for taking outsiders to this crevasse. I would not wish to see you harmed for helping us." Crasius says.
| Clebsch RoW |
The Dragon Legion dragonkin help transport all to the edge of the place near the entrance to the crevasse as directed by Baknarla. After seeing the carriers of the Mantle of Mantle of the Riders of Baba Yaga safely to the location, they depart after wishing the heroes good fortune.
The Rimekeening Crevasse cuts deeply into the Vahara Glacier, and runs from the edge of the glacier to Ivoryglass. The crevasse is a holy place to the adlets; they believe the sound of the wind whistling through the crevasse to be the howls of their ancestors, and only during rare sacred rituals do they approach close enough to hear these wails. It is forbidden for outsiders to even set foot inside the crevasse, but Baknarla is willing to break the taboo to find Sarnok’s grave and help her people.
She guides the heroes to the edge of the vast fracture, which stretches off into the distance in both directions. The rift is about 500 feet wide at this point, but it narrows sharply as it descends into the glacier. Freezing winds whistle through the crevasse, producing an eerie wailing that at times seems to sound like the lonely cry of a grieving woman.
The crevasse drops almost 200 feet below the surface of the glacier. There are some climbing checks, but I'm going to hand wave them on the assumption that Talsune and Nevra can help get everyone past these hazards.
The bottom of the crevasse is narrow and cluttered with sharp rocks and jumbled, snow-covered boulders. Several hundred feet along the crevasse is the jagged maw of an ice cave in the cliff wall.
Inside the cave, the sound of the howling wind quickly dies down. The roughly circular passage is just over 50 feet in diameter. It slopes downward at a steep angle to the west, and all surfaces inside the cave are rimed with icy frost, making the terrain slippery.
Baknarla helps the group get down the ice covered slope by summoning a greater ice elemental, which she orders to help Wapiti down the passage. The dragonkin riders can fly everyone else down.
About 200 feet down the tunnel, a large, cracked recess opens in the southern wall, about 20 feet above the floor of the main passage and about 20 feet wide at the opening.
You can explore this passage or continue on the main crevasse bottom.
| Clebsch RoW |
| Crasius Leone |
Perception: 1d20 + 16 ⇒ (1) + 16 = 17
"I think we should explore this passage. It seems less then prudent to leave potential foes behind us." Crasius says as he looks around at the light reflecting off the glacial ice.
| Ingrit |
Before traveling to the crevasse
"Wouldn't be the first dragon we've killed." Ingrit mutters quietly.
------------------------
Taking in the details of the environment as Baknarla leads them across the Vahara Glacier, Ingrit studies everything she can, looking for possible tracks or other signs of a dracon, or any recent activity by anyone or anything that might populate or hunt in the area.
Perception (cold environment): 1d20 + 14 ⇒ (20) + 14 = 34
Survival (cold environment/Tracking): 1d20 + 31 ⇒ (14) + 31 = 45
| Clebsch RoW |
Ingrit notices an ancient pictogram carved above initial cave entrance. According to Baknarla, the pictogram is the personal sigil of Sarnok, and it is a sign that he went this way.
Glaciers are normally sparsely inhabited, although some animals may cross glaciers en route to other places more hospitable. One such creature is a dire ram. This giant, feral ram is nearly as long as two humans are tall. Its coat is whitish-brown and its horns are dark brown.
Ingrit spots the corpse of such a creature that was apparently bitten in two, with the head and one forward haunch left behind after it fell into a crack in the ice. Ingrit also notices fur singed as if by high heat, possibly by electricity.
The group then comes upon a side cave and decides to investigate.
The cave is 20 feet above the floor of the main tunnel. I'm going to say it does not require a climbing roll to reach the cave mouth, but the way up is difficult terrain. Everyone, including Wapiti can reach the cave mouth. Click on the map link and place yourselves just inside the cave mouth at the top of the map, and roll initiative. Specify any spell effects or buffs in place before you move.
| Thorizmond Dvezda |
Thorizmond prods what's left of the ram's corpse with his lance. "Well. That's...troubling. Do those look like electrical burns to anyone else?"
| Crasius Leone |
"That is a good sized maw, assuming one bite took the rest of the ram with it." Crasius says as he gives the remains an appraising look.
| Rurik Voralius |
"If it's lightning burns then... blue dragon? Assuming it's not a tricky spellcaster using lighting bolts to disguise its identity," suggests Rurik.
| Clebsch RoW |
Baknarla Initiative: 1d20 + 12 ⇒ (19) + 12 = 31
Crasius: Initiative: 1d20 + 7 ⇒ (18) + 7 = 25
FC1: Initiative: 1d20 + 1 ⇒ (13) + 1 = 14
FC2: Initiative: 1d20 + 1 ⇒ (11) + 1 = 12
Ingrit: Initiative, cold environment: 1d20 + 5 + 4 ⇒ (11) + 5 + 4 = 20
Rurik: Initiative: 1d20 + 7 ⇒ (9) + 7 = 16
Thorizmond: Initiative: 1d20 + 2 ⇒ (20) + 2 = 22
Baknarla
Spear 1, charge: 1d20 + 17 + 2 ⇒ (14) + 17 + 2 = 33
Damage 1: 1d8 + 7 ⇒ (2) + 7 = 9
AC = 23 this turn
I moved tokens on the map to the mouth of the cave.
Initiative
Baknarla
Crasius
Thorizmond
Ingrit
Wapiti
Rurik
FC1 (9 lethal)
FC2
As everyone gets into the mouth of the cave, they see it only extends back about 50 feet, with the back 20 feet occupied by two huge creatures. At first glance, they appear as white scaled dragons, but they have no wings and many legs, a large head full of sharp teeth with two horns that curl back like ram's horns.
Baknarla reacts first, calling out something in Triaxian as she advances with her spear. Talsune quickly translates, "She says they are frost crawlers protecting an egg. Expect fierce resistance." Monster Lore to follow in a separate post. Her spear drives into the chest of the nearest frost crawler, staining the ice near by bright red. 9 lethal.
Bold are up. Assuming Crasius inspires courage on this first round, add +2 to +2 morale bonus to hit and damage.
| Clebsch RoW |
Crasius: Knowledge (Arcana): 1d20 + 11 ⇒ (9) + 11 = 20
Rurik: Knowledge (Arcana): 1d20 + 6 ⇒ (5) + 6 = 11
Thorizmond: Knowledge (Arcana): 1d20 + 8 ⇒ (7) + 8 = 15
Only Crasius recognizes something about these creatures. He may read the general information spoiler and one other.
Temperamental and avaricious, the behir spends most of its time slithering through the sandy hills and desert cliffs that make up its territory, preying upon all creatures who dare to enter its hunting grounds. The creature’s six pairs of powerful, clawed legs remain folded against its sides most of the time, only extending in combat to grapple foes or carry the behir forward in a terrifying, low-slung gallop, or else when climbing the sheer cliff faces common to behir lairs.
The average behir is 40 feet long and weighs 4,000 pounds. In addition to the two prominent horns on its head, many have additional decorative spines at regular intervals along the central ridges of their backs.
While territorial and bestial in its fury, the behir is neither stupid nor necessarily evil, though its self-centeredness and tendency to lay claim to everything visible from its high lairs frequently bring it into conflict with other races. As such, a behir can often be bought off or reasoned with by those brave negotiators willing to get close enough to make their pitch. In these cases, a behir’s tendency to attack first and ask questions later (or not at all) means that anyone seeking to strike a deal must bring powerful incentives and impress the behir immediately with his offer.
| Crasius Leone |
Crasius begins his chant by saying, "A breath of crackling lightning, a monster that seeks to eat it's foe..." Hearing they have a breath weapon, Talsune just moves to make it harder to hit everyone at once.
Breath weapon incoming. Start Inspire Courage. Talsune just moves us behind the wall.
| Clebsch RoW |
Round 1
Buff: Inspire Courage: +2 morale bonus on saving throws against charm and fear effects and a +2 competence bonus on attack and weapon damage rolls.
Thorizmond
Ingrit
Wapiti
Rurik
FC1 (9 lethal)
FC2
Round 2
Baknarla
Crasius
| Rurik Voralius |
Rurik catches the hint and, as has been the usual cadence, throws his reach communal resist energy (electricity this time) to defend the team against the incoming expected breath weapon.
Resist electricity 30.
| Ingrit |
Ingrit quickly urges Wapiti into a charge, firing off a quick volley of shots before settling into the saddle and bracing for impact.
+1 adaptive flaming composite longbow/Inspired/Rapid shot/Charging vs FC1: 1d20 + 18 + 2 - 2 - 4 ⇒ (20) + 18 + 2 - 2 - 4 = 34
Magic/Piercing/Inspired/Manyshot: 2d8 + 6 + 4 ⇒ (7, 1) + 6 + 4 = 18
Fire: 2d6 ⇒ (1, 5) = 6
+1 adaptive flaming composite longbow/Inspired/Rapid shot/Charging vs FC1: 1d20 + 18 + 2 - 2 - 4 ⇒ (18) + 18 + 2 - 2 - 4 = 32
Magic/Piercing/Inspired/Manyshot: 1d8 + 3 + 2 ⇒ (6) + 3 + 2 = 11
Fire: 1d6 ⇒ 5
++1 adaptive flaming composite longbow/Inspired/Rapid shot/Charging vs FC1: 1d20 + 13 + 2 - 2 - 4 ⇒ (11) + 13 + 2 - 2 - 4 = 20
Magic/Piercing/Inspired/Manyshot: 1d8 + 3 + 2 ⇒ (3) + 3 + 2 = 8
Fire: 1d6 ⇒ 1
Confirm
+1 adaptive flaming composite longbow/Inspired/Rapid shot/Charging vs FC1: 1d20 + 18 + 2 - 2 - 4 ⇒ (7) + 18 + 2 - 2 - 4 = 21
Magic/Piercing/Inspired/Manyshot: 2d8 + 6 + 4 ⇒ (4, 8) + 6 + 4 = 22
| Wapiti |
Lowering his head, Wapiti thunders forward, charging the massive beast, but misjudging due to the fearsome beast's sinuous movement.
Powerful Charge/Inspired: 1d20 + 16 + 2 ⇒ (1) + 16 + 2 = 19
Piercing/Magic: 5d6 + 10 + 2 ⇒ (4, 3, 4, 3, 1) + 10 + 2 = 27
| Thorizmond Dvezda |
| 1 person marked this as a favorite. |
Slow on the draw, Thorizmond instead pulls his bow and looses a volley of arrows.
Attack, +1 composite longbow: 1d20 + 15 - 4 ⇒ (18) + 15 - 4 = 29
Damage, Magical/Piercing: 1d8 + 8 ⇒ (8) + 8 = 16
Attack, +1 composite longbow: 1d20 + 10 - 4 ⇒ (18) + 10 - 4 = 24
Damage, Magical/Piercing: 1d8 + 8 ⇒ (4) + 8 = 12
Attack, +1 composite longbow: 1d20 + 5 - 4 ⇒ (20) + 5 - 4 = 21
Damage, Magical/Piercing: 1d8 + 8 ⇒ (3) + 8 = 11
Crit?
Attack, +1 composite longbow: 1d20 + 5 - 4 ⇒ (18) + 5 - 4 = 19
Damage, Magical/Piercing: 2d8 + 16 ⇒ (6, 2) + 16 = 24
That is a crazy series of attack rolls. 3 18s and a 20? Wow. If only I had taken Precise Shot...
| Clebsch RoW |
Breath Weapon Damage, Electricity: 7d6 ⇒ (3, 1, 2, 2, 4, 6, 3) = 21
DC 22
Ingrit Reflex: 1d20 + 12 ⇒ (2) + 12 = 14 Takes 21, absorbed by Resist Energy
Thorizmond Reflex: 1d20 + 12 ⇒ (20) + 12 = 32 Takes 10, absorbed by Resist Energy
Wapiti Reflex: 1d20 + 7 ⇒ (8) + 7 = 15 Takes 21, absorbed by Resist Energy
Target:1=B,2=W: 1d2 ⇒ 2
Breath Weapon Damage, Electricity: 7d6 ⇒ (4, 6, 5, 3, 2, 5, 4) = 29
Absorbed by Resist Energy.
FC1: 1d4 ⇒ 4
FC2: 1d4 ⇒ 3
Spear 1: 1d20 + 17 ⇒ (2) + 17 = 19
Spear 2: 1d20 + 12 ⇒ (2) + 12 = 14
Spear 3: 1d20 + 7 ⇒ (12) + 7 = 19
Bite: 1d20 + 10 ⇒ (6) + 10 = 16
Ingrit's first 2 arrows strike the nearest frostcrawler. 40 damage. The fire harms it but does not extra damage.
Wapiti's horns don't penetrate the thick scales of the monster.
Thorizmond's first two arrows also strike true. 28 damage.
The cave crackles with electricity as both frostcrawlers send bolts of lightning toward the front line of attackers. Although the sparks play over Ingrit, Wapiti, and Thorizmond, Rurik's magical energy resistance absorbs it all, keeping everyone safe.
Baknarla makes many attacks with her spear and even tries to bite the frostcrawler in front of her, but she seems to be experiencing a strong case of nerves as all her attacks get blocked by the thick skin of the creature.
Round 2
Crasius
Thorizmond
Ingrit
Wapiti
Rurik
FC1 (49 lethal)
FC2
Round 3
Baknarla
The Paizo site may be down for a few days, so post when you can.
| Crasius Leone |
"...after squeezing them so hard...." Crastor continues his chant as he sends a barrage of arrows at the injured monster.
Another round of IC. Cluster shot at the injured monster and ignore cover from allies benefiting from IC.
Primary Attack: +2 Adaptive Composite Longbow Attack, Inspire Courage, Heroism, Rapid Shot, Deadly Shot: 1d20 + 14 + 2 + 2 - 2 - 2 ⇒ (9) + 14 + 2 + 2 - 2 - 2 = 23
+2 Adaptive Composite Longbow Damage, Inspire Courage, Deadly Shot: 1d8 + 8 + 2 + 4 ⇒ (3) + 8 + 2 + 4 = 17
Rapid Attack: +2 Adaptive Composite Longbow Attack, Inspire Courage, Heroism, Rapid Shot, Deadly Shot: 1d20 + 14 + 2 + 2 - 2 - 2 ⇒ (3) + 14 + 2 + 2 - 2 - 2 = 17
+2 Adaptive Composite Longbow Damage, Inspire Courage, Deadly Shot: 1d8 + 8 + 2 + 4 ⇒ (1) + 8 + 2 + 4 = 15
Secondary Attack: +2 Adaptive Composite Longbow Attack, PBS, Inspire Courage, Heroism, Haste, Rapid Shot, Deadly Shot: 1d20 + 9 + 1 + 2 + 2 + 1 - 2 - 2 ⇒ (14) + 9 + 1 + 2 + 2 + 1 - 2 - 2 = 25
+2 Adaptive Composite Longbow Damage, Inspire Courage, Deadly Shot: 1d8 + 8 + 2 + 4 ⇒ (5) + 8 + 2 + 4 = 19
| Clebsch RoW |
With Rurik's blessing, Crasius' first and last arrows draw blood. The nearest frostcrawler is seriously wounded. 36 damage, total damage up to 85.
Thorizmond, Ingrit, Wapiti are up.
| Thorizmond Dvezda |
Thorizmond's first two arrows also strike true. 28 damage.
Only the first two? The third one was a Nat 20. Might not confirm, but it should definitely hit.
Thorizmond looses another volley of arrows.
Attack, +1 composite longbow: 1d20 + 16 ⇒ (13) + 16 = 29
Damage, Magical/Piercing: 1d8 + 9 ⇒ (4) + 9 = 13
Attack, +1 composite longbow: 1d20 + 11 ⇒ (8) + 11 = 19
Damage, Magical/Piercing: 1d8 + 9 ⇒ (1) + 9 = 10
Attack, +1 composite longbow: 1d20 + 6 ⇒ (7) + 6 = 13
Damage, Magical/Piercing: 1d8 + 9 ⇒ (1) + 9 = 10
| Wapiti |
Wapiti drives his antlers deep into the creature's chest, before kicking out with both hooves, attempting to bring the strange beast down.
Gore/Inspired/Prayer: 1d20 + 14 + 2 + 1 ⇒ (20) + 14 + 2 + 1 = 37
Piercing/Magic/Inspired/Prayer: 3d6 + 8 + 2 + 1 ⇒ (4, 5, 3) + 8 + 2 + 1 = 23
Confirm??
Gore/Inspired/Prayer: 1d20 + 14 + 2 + 1 ⇒ (9) + 14 + 2 + 1 = 26
Piercing/Magic/Inspired/Prayer: 3d6 + 8 + 2 + 1 ⇒ (4, 2, 1) + 8 + 2 + 1 = 18
Hoof1/Inspired/Prayer: 1d20 + 12 + 2 + 1 ⇒ (6) + 12 + 2 + 1 = 21
Bludgeoning/Magic/Cold iron/Inspired/Prayer: 1d4 + 8 + 2 + 1 ⇒ (4) + 8 + 2 + 1 = 15
Hoof1/Inspired/Prayer: 1d20 + 12 + 2 + 1 ⇒ (6) + 12 + 2 + 1 = 21
Bludgeoning/Magic/Cold iron/Inspired/Prayer: 1d4 + 8 + 2 + 1 ⇒ (2) + 8 + 2 + 1 = 13
| Ingrit |
Ingrit unleashes another volley, seeking to bring the beats down.
+1 adaptive flaming composite longbow/Inspired/Rapid shot/Prayer: 1d20 + 18 + 2 + 1 ⇒ (18) + 18 + 2 + 1 = 39
Magic/Piercing/Inspired/Manyshot/Prayer: 2d8 + 6 + 4 + 2 ⇒ (2, 5) + 6 + 4 + 2 = 19
Fire: 2d6 ⇒ (3, 1) = 4
+1 adaptive flaming composite longbow/Inspired/Rapid shot/Prayer: 1d20 + 18 + 2 + 1 ⇒ (9) + 18 + 2 + 1 = 30
Magic/Piercing/Inspired/Prayer: 1d8 + 3 + 2 + 1 ⇒ (3) + 3 + 2 + 1 = 9
Fire: 1d6 ⇒ 3
+1 adaptive flaming composite longbow/Inspired/Rapid shot/Prayer: 1d20 + 13 + 2 + 1 ⇒ (9) + 13 + 2 + 1 = 25
Magic/Piercing/Inspired/Prayer: 1d8 + 3 + 2 + 1 ⇒ (8) + 3 + 2 + 1 = 14
Fire: 1d6 ⇒ 5
will start with the near one unless it's already dead, then proceed to the second one
| Clebsch RoW |
Thorizmond's third shot is a hit but not a critical hit. Sorry I missed that. Add 11 more damage to FC1
Crasius did not add the +1 for the bless spell. It doesn't change a miss into a hit, but it does add damage to each hit.
Crasius sends two more arrows into the monsters body, killing it.39 damage
Thorizmond wounds the mate of the dying frostcrawler. 13 damage from first shot.
Since Wapiti would have to move over the body of the dying monster, I'm going to rule that is difficult terrain and that makes the charge action unavailable. Ingrit can take all her shots with a -4 and Wapiti can move and attack once. Or she can take her shots at no penalty and Wapiti can remain where he is. Can use the same rolls as before.
| Ingrit |
Ingrit will take her shots with the -4, and repeated will move once using the first roll (nat 20) for a gore attack
| Clebsch RoW |
AC 29
Bite: 1d20 + 17 ⇒ (18) + 17 = 35
Damage: 2d6 + 11 ⇒ (1, 6) + 11 = 18
Grab: 1d20 + 24 ⇒ (16) + 24 = 40
Constrict Damage: 2d6 + 11 ⇒ (5, 5) + 11 = 21
Baknarla
Spear 1: 1d20 + 17 ⇒ (9) + 17 = 26
Damage 1: 1d8 + 7 ⇒ (6) + 7 = 13
Sorry for the delay getting back on track. Busy week with some time spent on family medical concerns.
Ingrit's arrows and then Wapiti's gore attack has the remaining frostcrawler reeling, at least as much as a many-legged abomination can reel.
Unable to breath again and in any case aware that it's lightning breath did not seem to harm the intruders, the remaining frost crawler attacks Ingrit and Wapiti. Its normal strategy is the bite an opponent and hold onto it with his mouth while constricting and raking the victim in preparation for swallowing it.
It sinks its teeth into Wapiti's shoulder and draws him into a coil of its sinuous body, constricting him. 18 damage from the bite, 21 from the constrict.
Ingrit should make a ride check (DC 15) to jump clear and land on her feet. Failure means she falls prone. Crit fail means her feet get tangled in the stirrups and she gets included in the constrict damage. Wapiti is grappled. DC 31 to break free. I'm going to rule he cannot attack with his antlers, only hoof attacks while grappled.
Baknarla moves surprisingly fast, climbing over the striken frostcrawler and stabbing the other with her spear. 13 damage. The 2nd frostcrawler has taken 102 damage. It is near death.
Everyone is up. Remember your bless and Inspire Courage bonuses. Anyone firing a ranged attack at the frostcrawler takes a -4 to hit unless you have precise shot.
| Ingrit |
Ingrit tries to warn Wapiti, guiding him clear of the incoming bite, and is only partially successful, her guidance allowing the mighty megaloceros to brace for the attack, deflecting some of the worst of the vicious bite.
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.
I think that boosts Wapiti to AC 33, CMD 32. The bite still hits but only does half damage. 9 damage from bite, 21 from the constrict.
Ride: 1d20 + 13 ⇒ (7) + 13 = 20
Somersaulting off his back, Ingrit lands on her feet, already drawing another arrow and aiming for the creature's body as it coils around her companion, and unleashing a volley of deadly shots, the last zipping past Wapiti's shoulder directly into the beast's eye.
+1 adaptive flaming composite longbow/Inspired/Rapid shot/Prayer/Bless/Precise shot: 1d20 + 18 + 2 + 1 + 1 ⇒ (18) + 18 + 2 + 1 + 1 = 40
Magic/Piercing/Inspired/Manyshot/Prayer: 2d8 + 6 + 4 + 2 ⇒ (4, 2) + 6 + 4 + 2 = 18
Fire: 2d6 ⇒ (2, 5) = 7
+1 adaptive flaming composite longbow/Inspired/Rapid shot/Prayer/Bless/Precise shot: 1d20 + 18 + 2 + 1 + 1 ⇒ (7) + 18 + 2 + 1 + 1 = 29
Magic/Piercing/Inspired/Manyshot/Prayer: 1d8 + 3 + 2 + 1 ⇒ (8) + 3 + 2 + 1 = 14
Fire: 1d6 ⇒ 4
+1 adaptive flaming composite longbow/Inspired/Rapid shot/Prayer/Bless/Precise shot: 1d20 + 13 + 2 + 1 + 1 ⇒ (20) + 13 + 2 + 1 + 1 = 37
Magic/Piercing/Inspired/Manyshot/Prayer: 1d8 + 3 + 2 + 1 ⇒ (7) + 3 + 2 + 1 = 13
Fire: 1d6 ⇒ 2
Confirm
+1 adaptive flaming composite longbow/Inspired/Rapid shot/Prayer/Bless/Precise shot: 1d20 + 13 + 2 + 1 + 1 ⇒ (7) + 13 + 2 + 1 + 1 = 24
Magic/Piercing/Inspired/Manyshot/Prayer: 2d8 + 6 + 4 + 2 ⇒ (5, 7) + 6 + 4 + 2 = 24
| Crasius Leone |
"...That only through swift intervention will they be saved..." Crasius says as Talsune flies forward and Crasius shoots an arrow at the creature.
Talsune moves up, I keep up Inspire Courage and cast Liberating Command on Wapiti. She gets an Escape Artist check with a +20 Competence Bonus. And then Fire, I think there was some discussion if I could ride a mount and fire all my shots with the bow. I will roll them all with the first shot out in the open, and the rest behind a spoiler. I ignore cover from allies affected by my Inspire Courage. If I can only shoot once, add +2 to the first attack as I am not using Rapid Shot.
Primary Attack: +2 Adaptive Composite Longbow Attack, PBS, Inspire Courage, Heroism, Rapid Shot, Deadly Shot: 1d20 + 14 + 1 + 2 + 2 - 2 - 2 ⇒ (19) + 14 + 1 + 2 + 2 - 2 - 2 = 34
+2 Adaptive Composite Longbow Damage, PBS, Inspire Courage, Deadly Shot: 1d8 + 8 + 1 + 2 + 2 + 4 ⇒ (1) + 8 + 1 + 2 + 2 + 4 = 18
Rapid 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, PBS, Inspire Courage, Deadly Shot: 1d8 + 8 + 1 + 2 + 2 + 4 ⇒ (4) + 8 + 1 + 2 + 2 + 4 = 21
Secondary Attack: +2 Adaptive Composite Longbow Attack, PBS, Inspire Courage, Heroism, Rapid Shot, Deadly Shot: 1d20 + 9 + 1 + 2 + 2 - 2 - 2 ⇒ (15) + 9 + 1 + 2 + 2 - 2 - 2 = 25
+2 Adaptive Composite Longbow Damage, PBS, Inspire Courage, Deadly Shot: 1d8 + 8 + 1 + 2 + 2 + 4 ⇒ (8) + 8 + 1 + 2 + 2 + 4 = 25
| Wapiti |
Escape Artist: 1d20 + 15 + 20 ⇒ (10) + 15 + 20 = 45
Wapiti springs free, lashing out with his antlers as he does.
Gore/Inspired/Prayer: 1d20 + 14 + 2 + 1 ⇒ (1) + 14 + 2 + 1 = 18
Piercing/Magic/Inspired/Prayer: 3d6 + 8 + 2 + 1 ⇒ (3, 3, 2) + 8 + 2 + 1 = 19
| Clebsch RoW |
Ingrit's arrows puncture the frostcrawler and put an end to it.
Melee over.
After treating the wounded, and resting a bit, everyone continues through the crevasse.
You can rest and refresh spells if you want/need.
| Clebsch RoW |
There are 3 more encounters in the book. The first two have the potential to be pretty challenging with one of them having some treasure. Then there is one more in the last room before exiting the crevasse. How much more fighting are you interested in doing in this section?
Two of the monsters would, I think, be relatively straightforward, given the amount of damage you can give out with your archery. The third is not so easily dispatched and may be a fun challenge, but I'll leave it up to the group how much more to do in this section.
| Thorizmond Dvezda |
Thorizmond moves up, treading carefully on the downed creature, to strike its mate.
Attack, +1 Impact Lance: 1d20 + 14 + 2 + 1 ⇒ (5) + 14 + 2 + 1 = 22
Damage, Magical/Piercing: 2d6 + 15 ⇒ (1, 2) + 15 = 18
I'm not sure about the game rules, but logically I'm guessing moving over a creature of that size is going to preclude a charge, so just a regular move+attack.
| Crasius Leone |
Feel free to skip it if you do not think it will be fun.
| Thorizmond Dvezda |
Thorizmond moves up, treading carefully on the downed creature, to strike its mate.
[dice=Attack, +1 Impact Lance]1d20+14+2+1
[dice=Damage, Magical/Piercing]2d6+15I'm not sure about the game rules, but logically I'm guessing moving over a creature of that size is going to preclude a charge, so just a regular move+attack.
Well, nevermind. I could swear the two posts above mine weren’t there when I posted. Strange. Could be the GM posted while I was writing mine, but usually it tells you there were new posts. Oh well.
| Clebsch RoW |
The usual term for a post that is made while you are working on your own is to say your post was Ninja-ed. Your post was two minutes after mine. No problem.
I meant to post the discussion of what parts to play in the discussion thread, so put your opinions there as to what to do next.
| Clebsch RoW |
The squares of the last map were supposed to be ten feet instead of five, so that fight should have had more space for everyone to fight in. Sorry about that.
After the frostcrawlers are dead, Baknarla stabs them a few more times to be sure and then smashes the egg, not wishing these megavermin to reproduce.
The cave turns out be be a safe place to rest, so the group sets watches and sleeps, but nothing disturbs the rest. Although no direct sunlight illuminates the tunnels under the ice, a faint glow in the ice above suggests it is once again daytime.
Moving on, the tunnel branches but a little exploring reveals both directions come back together. The tunnel continues on for 250 feet, and is quite wide, about 60 feet across. Then this stretch ends except for two smaller passages that run in opposite directions.
Baknarla is unsure which way to go but the walls to the SW widen and glisten with something intriguing. The passageway in was five feet wide at the narrowest, making Thorizmond and Wapiti squeeze a bit, but it widened after that to a breathtaking sight.
Mineral deposits glowed faintly, making it possible to the chamber without added light low light levels. The chamber was about fifty feet at its widest and about twice as long. Near the far end, it branched off into three narrow fissures. Baknarla suggested seeing whether these led anywhere.
| Clebsch RoW |
I was editing the previous post when my one hour ran out. This continues the post.
Baknarla: Initiative: 1d20 + 12 ⇒ (17) + 12 = 29
Crasius: Initiative: 1d20 + 7 ⇒ (19) + 7 = 26
Ingrit: Initiative, cold environment: 1d20 + 5 + 4 ⇒ (3) + 5 + 4 = 12
Rurik: Initiative: 1d20 + 1 ⇒ (3) + 1 = 4
Talsune: Initiative: 1d20 + 2 ⇒ (2) + 2 = 4
Thorizmond: Initiative: 1d20 + 2 ⇒ (3) + 2 = 5
CC: Initiative: 1d20 - 5 ⇒ (2) - 5 = -3
Baknarla: Fortitude: 1d20 + 9 ⇒ (15) + 9 = 24
Crasius: Fortitude: 1d20 + 9 ⇒ (3) + 9 = 12
Ingrit: Fortitude, cold environment: 1d20 + 10 + 4 ⇒ (5) + 10 + 4 = 19
Rurik: Fortitude: 1d20 + 10 ⇒ (3) + 10 = 13
Talsune: Fortitude: 1d20 + 12 ⇒ (6) + 12 = 18
Thorizmond: Fortitude: 1d20 + 13 ⇒ (3) + 13 = 16
Wapiti: Fortitude: 1d20 + 10 ⇒ (16) + 10 = 26
Moving past impressive columns of ice stalagmites/stalactites, the group proceeds through the cavern. Near the far end, it branches off into three narrow fissures. Baknarla suggests seeing whether these led anywhere. Just then, Ingrit notices a large purple crystal like amethyst lodged near the floor of the cavern at the point where the cavern splits into two fissures.
As she tells the others what she sees, the area throbs with a near infrasonic hum at appears to be coming from the crystal. Crasius, Ingrit, Rurik, Talsune, and Thorizmond are stunned and stand still, unable to act immediately.
Round 1
Barknarla
Crasius (stunned)
Talsune Stunned
Ingrit (stunned)
Wapiti
Thorizmond (stunned)
Crystal
Monster Lore Rolls in next post, but no sharing until you can act in melee order.
Baknarla moves closer but does not want to hurl her spear at the rock as she has no back-up weapon. She readies an attack should anything come in poking range of her spear. "Pulara, what IS that?" Then she notices no one else is moving. "What are you all afraid of? It's just a humming rock!" Then more quietly to herself, ... that I've never seen or heard stories of.
Wapiti can act. He can clearly sense danger. If Ingrit is riding him, he would risk her falling off if he moves more than his speed in the round.
| Clebsch RoW |
DC 21
Crasius: Knowledge (Dungeoneering): 1d20 + 5 ⇒ (2) + 5 = 7
Seke: Knowledge (Dungeoneering): 1d20 + 8 ⇒ (20) + 8 = 28
No one present knows what this humming rock is.
For reasons to be revealed soon, I'm still putting the spoilers here.
Ooze traits: Oozes are immune to critical hits, flanking, precision damage, mind-affecting effects (charms, compulsions, morale effects, patterns, and phantasms), paralysis, poison, polymorph, sleep, stun, and visual effects. See weaknesses for an exception to the immunity to critical hits.
Brittle (Ex) Bludgeoning and sonic attacks can inflict critical hits on a carnivorous crystal. A successful critical hit from such attacks causes the carnivorous crystal to split, even if the attack causes no damage. The crystal remains immune to precision-based damage, such as damage from sneak attacks.
Entrap (DC 22, 1d10 rounds, hardness 10, hp 10): The creature has an ability that restricts another creature’s movement, usually with a physical attack such as ice, lava, mud, or webs. The target of an entrap attack must succeed at a Fortitude save or become entangled for the listed duration. If a target is already entangled by this ability, a second entrap attack means the target must succeed at a Fortitude save or become helpless for the listed duration. The save DCs are Constitution-based. A target made helpless by this ability is conscious but can take no physical actions (except attempting to break free) until the entrapping material is removed. The target can use spells with only verbal components or spell-like abilities if it succeeds at a DC 20 concentration check. An entangled creature can attempt a Strength check (at the same DC as the entrap saving throw DC) as a full-round action to break free; the DC for a helpless creature is 5 greater. Destroying the entrapping material frees the creature.
Razor sharp: A carnivorous crystal’s slam attack deals devastating piercing and slashing damage, and threatens a critical hit on a roll of 18, 19, or 20.
Split (Ex): The creature splits into two identical copies of itself if subject to certain attacks or effects. Each copy has half the original’s current hit points (rounded down). A creature reduced below the listed hit points cannot be further split and can be killed normally.
| Seke |
Thanks again GM and fellow players. Here my introduction post.
Seke sits quietly in the dim ice cave, knees pulled tight to her chest, letting the cold settle around her. The quiet gives her no comfort and there is so much space for the memories to resurface.
I came so far… from Minata, from the dreams, from the shadow rider who pushed me across continents… and for what? My companions died one after another. I survived only because fate is cruel.
She touches the faintly glowing Sign of Cold beneath her sleeve.
The mantle never released me. Even in Artrosa, even under Jadrenka’s protection, it waited. When the riders began to fall, something inside me stirred again. Too late… always too late. I thought Jadrenka needed me. I thought I had earned a place at her side after my failures. She saved me… gave me purpose. But when the geas pulled at my soul, she saw the truth first.
Seke grips her material component bag.
She found them. She sent me to them. Near enough for fate to finish pulling me back.
Her eyes move toward the cavern and she sees the pale crystal light flicker across the frost.
I tried to explore, but … something dangerous waits out there. Something that would end me before I even reached the others. Better to stay hidden… to gather myself… to trust that they would come close enough for me to find them.
Then she hears it, the voices echoing faintly through the cavern. Familiar voices and her heart tightens.
They’re here. The ones who continued the quest I failed. The ones I met in Artrosa before turning back. The mantle has brought me to them again… whether I am ready or not.
Seke rises slowly and prepares her gear. But before she can step out, movement stirs in the cavern.
| Clebsch RoW |
Seke: take your action in the melee that is starting. I moved her token a bit closer so she can take a move action and perhaps a standard action.