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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Spells: 1st (5/6), 2nd (4/5), 3rd (3/4)
Skill M-Z:
Oratory +11, Perception +15, Sense Motive +11, Spellcraft +11 [+1 to identify spells from Evil Spellcasters]
Skill A-L:
Acrobatics +19 (18), Diplomacy +16, Arcana +11, Dungeoneering +5, Engineering +5, Geography +5, History +5, Local +5, Nature +5, Planes +6, Religion +5, Linguistics +15,
Human Male Bard [A.M.]/DD [Brass] 10; 95/95 HPs; Init +8; AC 21 (22 Haste), T 16 (17 Haste), FF 16; Armor Check Penalty -1; Fort +8, Ref +13, Will +8, [+1 vs Evil Casters]; 12/14 BS ; HP 3; Perception +15 (30 ft Blindsense)

"Good day and warm greetings honored Military Council, we have come before you in the hopes of finding a way to mutually aid each other. We are on a quest to free an imprisoned mythical being whose absence has caused great strife where we come from. We believe what we seek to aid us in finding her is within this keep, but with danger lurking at your doorstep, we understand that a group of armed warrior arriving at your door might seem to be a ruse. But as we have shown by aiding Bescaylie in getting back to this castle, we mean no harm to you or yours, and would hope that we might both be able to benefit from our brief visit to your keep." Crasius says to them.

I would have had Heroism up before we came to meet with council if possible. If not, let me know and ignore the bonus from the spell.

Diplomacy + Heroism: 1d20 + 16 + 2 ⇒ (16) + 16 + 2 = 34


Male LN human (ifrit) sorcerer 10 | HP: 80/80 | AC: 22 (13 Tch, 19 Fl) | CMB: +3, CMD: 17 | F: +9, R: +8, W: +10 | Init: +14 | Perc: +2, SM +2 |
Spells:
5th: 4/4; 4th: 8/8; 3rd: 7/8; 2nd: 8/8; 1st: 7/8
| Speed 30 ft. | Active conditions: endure elements, mage armor.

"I am Pyrrhus Durst, member of the Robed Council of Ular Kel, at your service."

Diplomacy: 1d20 + 19 ⇒ (16) + 19 = 35


Female Gnome Slayer 7/Shadowdancer 3 | HP 70/95 | AC 24, touch 17, flat-footed 20 | Fort +10 | Ref + 12 | Will +8 | Init +3 | Perception +18 | Study Target (2, +2) | Current Condition: haste (+1 attack, dodge AC & Reflex, double speed)

Unranked Diplomacy: 1d20 + 1 ⇒ (6) + 1 = 7

I am Pemta Broilbree, known as “the Shadow” in my residing lands. I am a mercenary and assassin for hire.” The gnome states her case, but unfortunately her monotone nature makes her look cold and uncaring.


Defense of Spurhorn 1

I'm going to assume basic introductions were made, so that each PC's name is known.

Several of the council members appear to be impressed with Crasius' words. Others listen carefully, but seem to remain wary and suspicious.

Nevra says, "Thank you, Crasius. Your aid to Bescaylie and Efrixsis is most appreciated. Tell us more about where you come from. We do not recognize those with no hair on the bodies and rounded ears. And if I'm not mistaken, you Crasius have some dragon blood in you, based on your claws and rough complexion. How do you come to speak our language?"

Zusk jumps in before anyone can answer. "Indeed, we respect your bravery. But our enemies have many with dragon blood in their veins and such a person would make a perfect spy. How do we know this is not an attempt to infiltrate our defenses and sabotage our fortress?"

Calissus adds, "I would know more about this mission of yours. Who is this imprisoned being? Would he or she present any danger to us? Why come here to find what you need? How would such a thing come to be with us?"

Thronul frowns at Pemta's words. "Why do you include an assassin in your group?"

Herjan asks, "Thorizmond, is it? You are a most unusual combination of beasts and humanoid. What induced you to seek common cause with those who are so different from you?"

First roll successful. You appear to have won over some of the council already. Others require more convincing. Respond to any of the statements as you wish. Make rolls as indicated above for the 2nd round of making your case.


Male Human Cleric 10 | HP 62/73 | AC 25 T 12 FF 24 | Fort +10 Ref +5 Will +13 | Initiative +1 | Perception +7 | Channel 4/5 | Inspired 1/1 | Liberation 10/10 | Rebuke Death 8/8

"While we may be outsiders to your land, your cause is not unfamiliar to us. A time of turmoil, suspicion at intractable enemies, and too many worries at home to add the problems from abroad," says the cleric.

"The lands from which we hail are suffused with many creatures like us, with less hair and different shapes, though as you can see from our own assemblage we can make common cause if the need arises. Our homeland is often frigid, but not always, so we make do with adornments and clothing for warmth when the need arises. As outsiders here, of course, we are the strangers who wish to learn more of your ways, so that we do not inadvertently bring more trouble to your doorstep."

"How can we be of service to you? In what way can we demonstrate our good faith?"

Diplomacy: 1d20 + 7 ⇒ (7) + 7 = 14


Male Tsolniva Centaur Cavalier 10

Diplomacy: 1d20 - 1 ⇒ (5) - 1 = 4

Thorizmond looks put off by the description of himself as part beast. "You don't know a centaur when you see one? Fine, I guess I've never talk to a bunch of puny dragons either. If you must know, my tribe is sworn to this selfsame imprisoned one. She called for our aid and I was sent in answer."


Spells: 1st (5/6), 2nd (4/5), 3rd (3/4)
Skill M-Z:
Oratory +11, Perception +15, Sense Motive +11, Spellcraft +11 [+1 to identify spells from Evil Spellcasters]
Skill A-L:
Acrobatics +19 (18), Diplomacy +16, Arcana +11, Dungeoneering +5, Engineering +5, Geography +5, History +5, Local +5, Nature +5, Planes +6, Religion +5, Linguistics +15,
Human Male Bard [A.M.]/DD [Brass] 10; 95/95 HPs; Init +8; AC 21 (22 Haste), T 16 (17 Haste), FF 16; Armor Check Penalty -1; Fort +8, Ref +13, Will +8, [+1 vs Evil Casters]; 12/14 BS ; HP 3; Perception +15 (30 ft Blindsense)

Crasius takes the time to respond to each of the questions posed to them. First he turns to Nevra and says, "I am not sure if we are still on Golarion here, but we came from a portal. If this is Golarion then we come from a place far to the south of here. We traveled by way of a magical cottage that transports us to where we are needed. And, although this tongue is not common where we come from, people do speak the language in our lands as well. As for the Draconic look, I do have the blood of dragons somewhere in my Ancestry. In my travels, I have learned to tap into that power to aid in fights, and as I have tapped into the power it has grown more pronounced in my appearance."

He then nods to Zusk and says, "I am saddened to see that those with Draconic blood are banding together to attack others, but as you can see, that is not something that is common in our group. I have already acknowledge that there is reason not to trust us. I hope to provide you with reason to trust all of us so that we may all benefit."

Crasius nods to Calissus next and says, "We have been given a clue to search for a two-headed eagle and the juxtaposition of a spur and a drinking horn. With this we hope to find the key that will take us to the to next step in the road to completing our quest."

"The being in question is Baba Yaga. She has been around for a very long time. If she was going to present some danger to you or yours, then it already would have happened. From what I have seen, those who have taken her are the one's that present a threat to everyone else. And we were brought here to find some clue about how to free her. When we first met Bescaylie we mentioned this, and she indicated that there was something in the keep that might meet the description of what we are searching for."

Crasius gives Thronul a serious look and nods, "I can see that you are not fond of those who follow this profession. But an assassin is not so different from a mercenary or soldier of fortune. Many of those in this castle now have probably been paid to fight, if they are not being paid to fight now. Pemta is not seeking any other goal then to aid the rest of us in freeing Baba Yaga. Her past profession has just provided her with skills that are useful in defeating those who have taken Baba Yaga."

"The loss of Baba Yaga has affected many communities where we come from. Thorizmond has provided great aid to our group and is a welcome companion. We may look or seem different, but the goal to aid our homelands is the same." Crasius finishes in support of his traveling companion.

Diplomacy: 1d20 + 16 + 2 ⇒ (2) + 16 + 2 = 20 Much less good.


Male LN human (ifrit) sorcerer 10 | HP: 80/80 | AC: 22 (13 Tch, 19 Fl) | CMB: +3, CMD: 17 | F: +9, R: +8, W: +10 | Init: +14 | Perc: +2, SM +2 |
Spells:
5th: 4/4; 4th: 8/8; 3rd: 7/8; 2nd: 8/8; 1st: 7/8
| Speed 30 ft. | Active conditions: endure elements, mage armor.

Pyrrhus nods to Crasius points, but decides to add a couple points about spies. "I'd think a perfect spy would be someone who you'd not think to even question."

Diplomacy: 1d20 + 19 ⇒ (3) + 19 = 22


Female Gnome Slayer 7/Shadowdancer 3 | HP 70/95 | AC 24, touch 17, flat-footed 20 | Fort +10 | Ref + 12 | Will +8 | Init +3 | Perception +18 | Study Target (2, +2) | Current Condition: haste (+1 attack, dodge AC & Reflex, double speed)

Diplomacy: 1d20 + 1 ⇒ (13) + 1 = 14

Pemta frowns a bit at the suspicion of her being an assassin, but returns the neutral face as Crasius defends her.

Thank you Crasius,” she said blankly before looking at Thronul, “I would like to state that, indeed, I do not particularly enjoy anything about my profession as an assassin. Truth be told I used to grow up as an entertainer. It was only when the ones who raised me saw my ability to sneak around that they had me as a pickpocket, then a thief, then an assassin. Never once did I enjoy any of it, even if it paid well. I am hoping that once our goal of rescuing Baba Yaga is complete that I can forgo this life in favor of a more serene kind of life.


Defense of Spurhorn 1

The statements made next by the group at first seem to confound many members of the council, but Crasius' words answer some questions that the skeptics of the group are mulling over and the others' input clears up some confusion.

No one seems to recognize the name of Baba Yaga or her magic hut, but such things are not unknown.

When mention is made of the two headed eagle, there is a murmur of quiet side comments and knowing glances that end up on the commander, who says, "That is interesting. I have a pet, an eagle with two heads. It was given to me as a thank-you gift by a village we liberated from the enemy, some years ago. I am quite fond of it, but if it may be of use to you, I would be willing to part with it. However, we are in grave need of powerful allies as the enemy is poised to assault our stronghold and I fear we may not be able to repel them. If you would ally with us and help against the assault we expect any day now, should we prevail, you may have the bird with our deepest thanks. What say you?"

Before anyone can answer, several council members who have seemed most skeptical of the group first demand to know what skills and powers you could bring to the fight. They question whether allies who are just helping to help themselves have sufficient motivation to stand up to such a powerful enemy. Some suggest the bird be put where it cannot be easily found or taken to prevent the group from sneaking away with the bird under the chaos of battle.

One more roll needed.


Spells: 1st (5/6), 2nd (4/5), 3rd (3/4)
Skill M-Z:
Oratory +11, Perception +15, Sense Motive +11, Spellcraft +11 [+1 to identify spells from Evil Spellcasters]
Skill A-L:
Acrobatics +19 (18), Diplomacy +16, Arcana +11, Dungeoneering +5, Engineering +5, Geography +5, History +5, Local +5, Nature +5, Planes +6, Religion +5, Linguistics +15,
Human Male Bard [A.M.]/DD [Brass] 10; 95/95 HPs; Init +8; AC 21 (22 Haste), T 16 (17 Haste), FF 16; Armor Check Penalty -1; Fort +8, Ref +13, Will +8, [+1 vs Evil Casters]; 12/14 BS ; HP 3; Perception +15 (30 ft Blindsense)

"We have not come as thieves in the night. We have no intent to take the bird without your permission. As for our skills. I am a bard and archer who has gained power from my ancestry. Ingrit is a fellow archer who has a companion named Wapiti who aids us in battle. Pemta is a stealthy warrior as she has already mentioned. Thorizmond is a Cavalier who prefers to charge into the thick of combat while Pyrrhus is a sorcerer who also taps into his ancestors power to fuel is casting abilities. Lastly, Rurik is a cleric of Milani the Everbloom, who calls upon her followers to fight against oppression and unjust rule."

Diplomacy+Heroism: 1d20 + 16 + 2 ⇒ (1) + 16 + 2 = 19 Blarg. Maybe some help would help.


Male LN human (ifrit) sorcerer 10 | HP: 80/80 | AC: 22 (13 Tch, 19 Fl) | CMB: +3, CMD: 17 | F: +9, R: +8, W: +10 | Init: +14 | Perc: +2, SM +2 |
Spells:
5th: 4/4; 4th: 8/8; 3rd: 7/8; 2nd: 8/8; 1st: 7/8
| Speed 30 ft. | Active conditions: endure elements, mage armor.

"Please, allow me to paint a better picture..." Pyrrhus says before weaving an elaborate illusion on the center of the room.

The illusion shows the fortress they are in and the enemy army surrounding it as it was, capturing the details they've seen when they arrived. The scene shifts to show Pyrrhus, Crassius, Ingrit and Rurik on the battlements, advising some of the more martially inclined among the councilors. With the signal of a warhorn, the drakes attack.

Crassius gives a quick but rousing speech and soon he and Ingrit start to rain arrows on the enemies, while Pyrrhus takes flight and burst the enemies with his fire magic. Rurik stands behind the group, supporting all with his heavenly magic, both in the form of healing and magical aid.

When the enemy lands on the courtyard, a rhythmic sound unknown the defenders in the keep echo as Thorizmod charges a particularly menacing general and swiftly impales his with his lance, while from the shadows Pemta appears and disappears, delivering death to those unaware of her presence.

Diplomacy: 1d20 + 19 ⇒ (14) + 19 = 33

Persistent Image


Female Human Ranger (Skirmisher) 10: HP 55/78 : AC: 20 (21), T: 15, FF: 15 : Fort: +10 (+12 cold effects/ +15 cold environment/ +20 with cold weather outfit. +4 to all if non lethal) Reflex: + 12 Will: +5 : Perception +11 (+17 Human/+15 Giant/+13 Fey

Silent up to this point, allowing those more disposed to diplomacy speak for the group, Ingrit nods at both the verbal introduction and the conjured visual of the likely coming battle.

"What you see before you is accurate, aside from the fact that Wapiti will be right alongside Thorizmond, tearing through the enemy ranks. And if you fear we may not be able to handle your enemies, despite those we fought to get here, know that I count a full dragon among those that my bow has ended."

Diplomacy (Aid, DC 10): 1d20 ⇒ 14


Male Tsolniva Centaur Cavalier 10

Diplomacy: 1d20 - 1 ⇒ (16) - 1 = 15

Thorizmond nods as Pyrhus's illusion plays. This is accurate. I have skill with lance and bow. Few foes have stood before me, and none when these valiant ones stand beside me" he says, with a gesture to indicate the rest of the party.


Female Gnome Slayer 7/Shadowdancer 3 | HP 70/95 | AC 24, touch 17, flat-footed 20 | Fort +10 | Ref + 12 | Will +8 | Init +3 | Perception +18 | Study Target (2, +2) | Current Condition: haste (+1 attack, dodge AC & Reflex, double speed)

Diplomacy: 1d20 + 1 ⇒ (20) + 1 = 21

It is true, my abilities as an assassin are amplified by slinking into the shadows. Very few realize my attacks until it is too late. And for those concerned, let it be known that I only utilize the assassination skills I possess on my enemies-and I can assure you, no one in this room has given me any reason to consider you enemies. The ones you have been battling, however, have proven to be my enemies.” Pemta speaks with such calmness, and even with her lack of emotion her words carry confidence and sincerity.


Defense of Spurhorn 1

Crasius' next oration produces some concerned looks, sidelong glances, and nervous whispers. His dialect of draconic creates some statements that are misunderstood by the council, suggesting the group could take the bird because the group contains exceptionally good fighters.

Pyrrhus' magical demonstration, however, helps everyone understand that the group intends to defend the fortress and can provide a variety of useful applications of force. As others chime in, the council forgets about the odd statement from Crasius and after some discussion, all agree to ally with the group and to award them the two-headed eagle as a reward for their assistance.

Commander Pharamol orders some of his subordinates to escort the group around the various defenses and asks the group to remain ready to fight and listen for magical messages (in the form of a sending spell), directing them to where he thinks they can do the most good. The group is given a chance to rest, eat some good meals, and continue using the guest quarters they stayed in the first night. The commander says his spies and scouts expect an attack could begin any time.

As night falls, it is evident that a snowstorm is moving toward the mountains, making it hard for them to track enemy positions. Everyone is warned to sleep in shifts and to always have some of the group armored and ready to move when ordered.

I'll post a map of the upper levels of the fortress, with a map of the lower levels available since the group was given a brief tour so they know where supplies are kept should they need to locate them during the battle. If anyone wants any additional weapons or armor, masterwork versions of standard weapons and armor are available. I'll post the start of the battle when I can get everything ready.


Defense of Spurhorn 1

Behind the Screen:
Shift: 1d3 ⇒ 3

The night drags on, with snow blowing on howling winds. The shifts pass one by one until dawn arrives. As everyone wakes, the battle horns ring out, calling you to arms. Once everyone is ready, the group ascends the stairs in the tower that rises above the guest quarters. It is dawn, but the sun provides only a little light Dim light with falling snow. All creatures have concealment (20% miss chance) from those without darkvision, and the reduced visibility results in a –4 penalty on Perception checks and a –4 penalty on ranged weapon attacks (but not siege weapons attacks).

Commander Pharamal is there along with his main advisors. "The assault has begun," he says grimly. "During the night, under cover of the storm, they positioned troops at our western wall. Stand by."

The group is on the tallest tower, which rises 20 feet above the other bastions above the central keep and around the wall. Troops are being routed toward the west. Soldiers on the western keep are dumping buckets of alchemical weapons on the troops which apparently are almost to the top of the walls.


Female Gnome Slayer 7/Shadowdancer 3 | HP 70/95 | AC 24, touch 17, flat-footed 20 | Fort +10 | Ref + 12 | Will +8 | Init +3 | Perception +18 | Study Target (2, +2) | Current Condition: haste (+1 attack, dodge AC & Reflex, double speed)

Pemta has no way of flying, but I read the shadowdancer ability and it seems her shadow can?


Spells: 1st (5/6), 2nd (4/5), 3rd (3/4)
Skill M-Z:
Oratory +11, Perception +15, Sense Motive +11, Spellcraft +11 [+1 to identify spells from Evil Spellcasters]
Skill A-L:
Acrobatics +19 (18), Diplomacy +16, Arcana +11, Dungeoneering +5, Engineering +5, Geography +5, History +5, Local +5, Nature +5, Planes +6, Religion +5, Linguistics +15,
Human Male Bard [A.M.]/DD [Brass] 10; 95/95 HPs; Init +8; AC 21 (22 Haste), T 16 (17 Haste), FF 16; Armor Check Penalty -1; Fort +8, Ref +13, Will +8, [+1 vs Evil Casters]; 12/14 BS ; HP 3; Perception +15 (30 ft Blindsense)

Crasius calls upon his inner gifts to prepare for what is to come.

Cast Greater Magic Weapon on my bow and Heroism on myself. As soon as I see someone able to attack where we are I will cast a minute per level spell, Gravity Bow, but that may need to wait for initiative.


Male Tsolniva Centaur Cavalier 10

Thorizmond draws his bow, which seems more likely to be of immediate use than his lance.


Female Human Ranger (Skirmisher) 10: HP 55/78 : AC: 20 (21), T: 15, FF: 15 : Fort: +10 (+12 cold effects/ +15 cold environment/ +20 with cold weather outfit. +4 to all if non lethal) Reflex: + 12 Will: +5 : Perception +11 (+17 Human/+15 Giant/+13 Fey

Ingrit awakens her serpentine owl, sending it aloft in horned owl form to scout the area, giving her a literal bird's eye view of the battlefield.

Taking her bow in hand, she stands atop the battlements, keeping a sharp eye out for the first sign of an enemy.

The owl communicates with its owner by telepathic means, informing her of all it sees and hears.


Defense of Spurhorn 1

If no one can provide flight for the group, one of the Skyfire Mandate wizards casts a communal version on everyone.

As the battle starts, Commander Pharamol sends the group to one of the western bastions to help defend against the attackers’ initial rush toward the western parapets. As the they approach, they spot a frost drake and four ice barbarians swooping down to land on top of the bastion, followed by cries of pain from the siege engine crews atop the bastion. When the group arrives, the 10 Triaxian soldiers crewing the siege engines are unconscious after being caught in the frost drake’s freezing mist breath. A 20-foot-radius area on the western side of the bastion around the siege engines is slippery with ice from the drake’s breath and is considered difficult terrain for 2d4 rounds

Initiative:
Crasius: Initiative: 1d20 + 7 ⇒ (8) + 7 = 15
Ingrit: Initiative, cold environment: 1d20 + 5 + 4 ⇒ (2) + 5 + 4 = 11
Pemta: Initiative: 1d20 + 3 ⇒ (11) + 3 = 14
Pyrrhus: Initiative: 1d20 + 14 ⇒ (3) + 14 = 17
Rurik: Initiative: 1d20 + 1 ⇒ (17) + 1 = 18
Thorizmond: Initiative: 1d20 + 2 ⇒ (2) + 2 = 4
Frost Drake: Initiative: 1d20 + 5 ⇒ (18) + 5 = 23
DLB 1: Initiative: 1d20 + 2 ⇒ (7) + 2 = 9
DLB 2: Initiative: 1d20 + 2 ⇒ (8) + 2 = 10
DLB 3: Initiative: 1d20 + 2 ⇒ (16) + 2 = 18
DLB 4: Initiative: 1d20 + 2 ⇒ (13) + 2 = 15

Round 1
Rurik
Pyrrhus
Crasius
Pemta
Ingrit
Thorzimond
Frost Drake
DLB 3
DLB 4
DLB 2
DLB 1

I moved all the enemies to the end of the initiative to keep things easier to moderate. Everyone has fly for 20 min each, giving everyone a fly speed of 40 or 60 feet, depending on armor. See the spell for details. You spent the last 3 or 4 rounds flying from the central tower to the west bastion. The map shows the placement of enemies as you get close.

Conditions: The distant morning sun provides only dim light, and snow is falling. All creatures have concealment (20% miss chance) from those without darkvision, and the reduced visibility results in a –4 penalty on Perception checks and a –4 penalty on ranged weapon attacks (but not siege weapons attacks).


Male Human Cleric 10 | HP 62/73 | AC 25 T 12 FF 24 | Fort +10 Ref +5 Will +13 | Initiative +1 | Perception +7 | Channel 4/5 | Inspired 1/1 | Liberation 10/10 | Rebuke Death 8/8

Rurik calls to the team, "I'll get these troops back on their feet! Hold off the drake!"

Moving to get as many as I can in my channel.

Channel energy: Healing: 5d6 ⇒ (5, 6, 5, 3, 4) = 23


Spells: 1st (5/6), 2nd (4/5), 3rd (3/4)
Skill M-Z:
Oratory +11, Perception +15, Sense Motive +11, Spellcraft +11 [+1 to identify spells from Evil Spellcasters]
Skill A-L:
Acrobatics +19 (18), Diplomacy +16, Arcana +11, Dungeoneering +5, Engineering +5, Geography +5, History +5, Local +5, Nature +5, Planes +6, Religion +5, Linguistics +15,
Human Male Bard [A.M.]/DD [Brass] 10; 95/95 HPs; Init +8; AC 21 (22 Haste), T 16 (17 Haste), FF 16; Armor Check Penalty -1; Fort +8, Ref +13, Will +8, [+1 vs Evil Casters]; 12/14 BS ; HP 3; Perception +15 (30 ft Blindsense)

Crastor begins a chant, "The assault on the bastion begins..."

Rd 1 of Inspire Courage. +2 to hit and Damage!


Defense of Spurhorn 1

The unconscious triaxian soldiers on the bastion are spread out over the area, which is 60 feet across. So to get all the soldiers, Rurik would have to move to the center of the tower at no more than 5 feet above the tower top floor. If he gets more to the edge, he'll get a portion of the ten. Position where Rurik is when he channels.


Male Tsolniva Centaur Cavalier 10

Thorizmond looses a pair of arrows at the frost drake.

Attack, +1 longbow: 1d20 + 14 ⇒ (4) + 14 = 18
Damage, Magical/Piercing: 1d8 + 8 ⇒ (4) + 8 = 12

Attack, +1 longbow: 1d20 + 9 ⇒ (19) + 9 = 28
Damage, Magical/Piercing: 1d8 + 8 ⇒ (6) + 8 = 14


Female Human Ranger (Skirmisher) 10: HP 55/78 : AC: 20 (21), T: 15, FF: 15 : Fort: +10 (+12 cold effects/ +15 cold environment/ +20 with cold weather outfit. +4 to all if non lethal) Reflex: + 12 Will: +5 : Perception +11 (+17 Human/+15 Giant/+13 Fey

Sitting atop Wapiti's back, Ingrit considers the best course of action, firing a single shot, before setting Wapiti into a gallop, charging across the distance while flying just above the tower roof, avoiding the slippery ice slicked stone.

+1 adaptive flaming composite longbow/Inspired: 1d20 + 18 + 2 ⇒ (9) + 18 + 2 = 29
Piercing/Magic/Inspired: 1d8 + 3 + 2 ⇒ (3) + 3 + 2 = 8
Fire: 1d6 ⇒ 6


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

At Ingrit's command, the mighty primeval elk launches into a deadly charge, driving his antlers deep into the frost drake's chest.

Powerful Charge/Inspired: 1d20 + 16 + 2 ⇒ (16) + 16 + 2 = 34
Magic/Piercing/Inspired: 5d6 + 10 + 2 ⇒ (5, 6, 2, 5, 3) + 10 + 2 = 33


Defense of Spurhorn 1

I'm assuming Ingrit aims her arrow at the fire drake. Remember all who make ranged attack: there is a -4 penalty due to reduced visibility unless you have darkvision. Throrizmond has darkvision, but Ingrit does not.

@Rurik: see post above for a question about your channeling.

Thorizmond's second arrow hits. Despite the difficulty seeing, Ingrit's arrow hits as well. Then Wapiti drives his horns into the beast.

Thorizmond did 14, Ingrit did 17, and Wapiti did 33 for a total of 64, leaving the frostdrake badly wounded.


Spells: 1st (5/6), 2nd (4/5), 3rd (3/4)
Skill M-Z:
Oratory +11, Perception +15, Sense Motive +11, Spellcraft +11 [+1 to identify spells from Evil Spellcasters]
Skill A-L:
Acrobatics +19 (18), Diplomacy +16, Arcana +11, Dungeoneering +5, Engineering +5, Geography +5, History +5, Local +5, Nature +5, Planes +6, Religion +5, Linguistics +15,
Human Male Bard [A.M.]/DD [Brass] 10; 95/95 HPs; Init +8; AC 21 (22 Haste), T 16 (17 Haste), FF 16; Armor Check Penalty -1; Fort +8, Ref +13, Will +8, [+1 vs Evil Casters]; 12/14 BS ; HP 3; Perception +15 (30 ft Blindsense)

Thorizmond did not include the IC. He should be +2 to hit and damage on both attacks.


Male LN human (ifrit) sorcerer 10 | HP: 80/80 | AC: 22 (13 Tch, 19 Fl) | CMB: +3, CMD: 17 | F: +9, R: +8, W: +10 | Init: +14 | Perc: +2, SM +2 |
Spells:
5th: 4/4; 4th: 8/8; 3rd: 7/8; 2nd: 8/8; 1st: 7/8
| Speed 30 ft. | Active conditions: endure elements, mage armor.

The presence of the unconscious soldiers around makes it difficult for Pyrrhus to employ his destructive fire magic, so instead he chooses to make his allies faster.

Haste on everyone. Since he is up in the initiative count, I believe he might be able to affect everyone.


Male Tsolniva Centaur Cavalier 10
Crasius Leone wrote:
Thorizmond did not include the IC. He should be +2 to hit and damage on both attacks.

I did. Probably should have written 12+2 and 7+2 on attacks, 6+2 on damage to be clearer, though. I'll try to remember that going forward.


Female Gnome Slayer 7/Shadowdancer 3 | HP 70/95 | AC 24, touch 17, flat-footed 20 | Fort +10 | Ref + 12 | Will +8 | Init +3 | Perception +18 | Study Target (2, +2) | Current Condition: haste (+1 attack, dodge AC & Reflex, double speed)

Stealth: 1d20 + 20 ⇒ (3) + 20 = 23

Once the gnome realized she could fly, the tiniest smirk appeared on the corner of her mouth, and she begins to fly around to the back of the drake, hoping no one can see her. Her shadow lifts off from the ground and flies in the opposite side.

For clarification she has the Hide in Plain Sight ability. Also her shadow will be on the opposite side of where she’s flying

Hide in Plain Sight:
A shadowdancer can use the Stealth skill even while being observed. As long as she is within 10 feet of an area of dim light, a shadowdancer can hide herself from view in the open without anything to actually hide behind. She cannot, however, hide in her own shadow.


Defense of Spurhorn 1

Behind the Screen:
Next breath attack: 1d6 ⇒ 2

On the Table:
Ingrit attack 1: Miss, 1-20: 1d100 ⇒ 94
Frost Drake
Target:1=I,2=W: 1d2 ⇒ 1, AC 20
Bite, PA: 1d20 + 13 - 3 ⇒ (13) + 13 - 3 = 23 hit
Bite Damage: 2d6 + 6 + 6 ⇒ (6, 4) + 6 + 6 = 22 + Cold: 1d6 ⇒ 3
Target:1=I,2=W: 1d2 ⇒ 1
Tail Slap, PA: 1d20 + 8 - 3 ⇒ (8) + 8 - 3 = 13 miss
DLB1
Target:1=TR2,2=TR4: 1d2 ⇒ 2 AC 12
Bastard Sword 1, PA: 1d20 + 14 - 3 ⇒ (10) + 14 - 3 = 21
Miss, 1-20: 1d100 ⇒ 11 Miss
Target: TR2 DC 13
Demoralize: 1d20 + 10 ⇒ (1) + 10 = 11 Fails
DLB2
Target: Rurik DC 24
Demoralize: 1d20 + 10 ⇒ (8) + 10 = 18 Fails
AC 25
Bastard Sword 1: 1d20 + 14 ⇒ (2) + 14 = 16 Miss
DLB3
Target: TR8 AC 12
Bastard Sword 1, PA: 1d20 + 14 - 3 ⇒ (17) + 14 - 3 = 28
Miss, 1-20: 1d100 ⇒ 82
Damage 1, PA: 1d10 + 5 + 6 ⇒ (10) + 5 + 6 = 21 TR8 killed
DLB4
Target: TR7 AC 12
Bastard Sword 1, PA: 1d20 + 14 - 3 ⇒ (12) + 14 - 3 = 23
Miss, 1-20: 1d100 ⇒ 32
Damage 1, PA: 1d10 + 5 + 6 ⇒ (6) + 5 + 6 = 17 TR7 killed

I'm going to 'bot Rurik and say he flew to near the middle of the bastion top before channeling, getting 8 of the 10 soldiers in the area of effect. The soldiers have been placed on the map but this round they are prone. They will all act after the PCs in initiative. Note: they are 1st level rangers with 13 hp.

Crasius Leone wrote:
Thorizmond did not include the IC. He should be +2 to hit and damage on both attacks.

Correct. Thorizmond's first arrow also just hit, so he did 12 more damage.

Ingrit did not roll for concealment. I rolled and she did not miss with her arrow. The Frost Drake is on the siege engine which is large, so Wapiti is 10 feet above bastion top floor level to be able to engage the Frost Drake in Melee. This puts Wapiti and Ingrit out of range of melee attacks by the Drakelands barbarians

I'll add a token for Pemta's shadow. When you get a chance, add the shadow's stat block to your profile.

The frost drake attacks Ingrit with his bite and tail slap using power attack feat. The beast's strong jaws chomp down hard on her torso but the tail swings by without hitting. Damage: 22 from the bite and 1 from cold (after cold resistance is applied).

Three of the Drakelands barbarians immediately attack nearby prone Spurhorn rangers. Two are killed but the third misses because of the dim lighting. A 4th barbarian steps closer to Rurik and swings a bastard sword at him but misses. The barbarians are raging and their glaring expressions threaten to demoralize Rurik and one of the prone rangers, but fail to affect them.

PCs are up. The Frost Drake is AC 20 and has 8 hp left.
Rurik (IC +2)
Pyrrhus (IC +2)
Crasius (IC +2)
Pemta (IC +2)
Shadow (IC +2)
Ingrit (IC +2, 23 lethal)
Wapiti (IC +2)
Thorzimond (IC +2)
Spurhorn Rangers 1-6 (prone)
Frost Drake (76 lethal)
DLB 1
DLB 2
DLB 3
DLB 4


Male Human Cleric 10 | HP 62/73 | AC 25 T 12 FF 24 | Fort +10 Ref +5 Will +13 | Initiative +1 | Perception +7 | Channel 4/5 | Inspired 1/1 | Liberation 10/10 | Rebuke Death 8/8

Thanks, I was actually unsure of where on the map I needed to go.

From his position at the peak, Rurik casts a spiritual weapon. A glowing morningstar appears and strikes at the frost drake.

Spiritual weapon attack: 1d20 + 11 ⇒ (11) + 11 = 22
Spiritual weapon damage: 1d8 + 3 ⇒ (1) + 3 = 4


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

Accelerated by Phyrrus' magic, Wapiti continues to attack the drake with unrelenting fury.

Gore/ Inspired/Haste: 1d20 + 14 + 2 + 1 ⇒ (13) + 14 + 2 + 1 = 30
Piercing/Magic: 3d6 + 8 ⇒ (3, 5, 1) + 8 = 17

Hoof 1/Inspired/Haste: 1d20 + 12 + 2 + 1 ⇒ (7) + 12 + 2 + 1 = 22
Bludgeoning/magic/cold iron: 1d4 + 8 ⇒ (4) + 8 = 12

Hoof 1/Inspired/Haste: 1d20 + 12 + 2 + 1 ⇒ (1) + 12 + 2 + 1 = 16
Bludgeoning/magic/cold iron: 1d4 + 8 ⇒ (4) + 8 = 12

Hasted attack
Gore/ Inspired/Haste: 1d20 + 14 + 2 + 1 ⇒ (17) + 14 + 2 + 1 = 34
Piercing/Magic: 3d6 + 8 ⇒ (3, 6, 2) + 8 = 19


Female Human Ranger (Skirmisher) 10: HP 55/78 : AC: 20 (21), T: 15, FF: 15 : Fort: +10 (+12 cold effects/ +15 cold environment/ +20 with cold weather outfit. +4 to all if non lethal) Reflex: + 12 Will: +5 : Perception +11 (+17 Human/+15 Giant/+13 Fey

Uttering an oath as the draconic beast bites into her side, Ingrit fills the air around her with flaming arrows, ensuring the frost drake's death, before punishing the barbarian swinging at Rurik.

+1 adaptive flaming composite longbow/Rapid shot/Inspired/Haste: 1d20 + 18 - 2 + 2 + 1 ⇒ (3) + 18 - 2 + 2 + 1 = 22
Piercing/Magic/Manyshot/Inspired: 2d8 + 6 + 2 ⇒ (2, 2) + 6 + 2 = 12
Fire: 2d6 ⇒ (4, 5) = 9

+1 adaptive flaming composite longbow/Rapid shot/Inspired/Haste: 1d20 + 18 - 2 + 2 + 1 ⇒ (13) + 18 - 2 + 2 + 1 = 32
Piercing/Magic/Inspired: 1d8 + 3 + 2 ⇒ (6) + 3 + 2 = 11
Fire: 1d6 ⇒ 3

+1 adaptive flaming composite longbow/Rapid shot/Inspired/Haste: 1d20 + 13 - 2 + 2 + 1 ⇒ (15) + 13 - 2 + 2 + 1 = 29
Piercing/Magic/Inspired: 1d8 + 3 + 2 ⇒ (7) + 3 + 2 = 12
Fire: 1d6 ⇒ 4

Hasted attack
+1 adaptive flaming composite longbow/Rapid shot/Inspired/Haste: 1d20 + 18 - 2 + 2 + 1 ⇒ (12) + 18 - 2 + 2 + 1 = 31
Piercing/Magic/Inspired: 1d8 + 3 + 2 ⇒ (5) + 3 + 2 = 10
Fire: 1d6 ⇒ 2

If the drake is still alive after Wapiti's assault, Ingrit's first shot will be at it. Her subsequent shots (and the 1st if the drake is already dead) will be at the barbarian facing Rurik. Due to Point Blank Master feat, Ingrit does not provoke attacks of opportunity when firing her bow while threatened.


Defense of Spurhorn 1

Rurik's spiritual weapon hits the frost drake, taking it close to death.

Wapiti's first attack finishes off the frost drake. Ingrit shoots four arrows into the barbarian attacking Rurik. She is made of stern stuff indeed and is not taken down by the assault. 59 damage (the barbarians have DR 1/-).

The fly spell requires a DC 15 fly skill check to hover where it is. Or it could descend 5 feet and hover. If it can do that, it can direct attacks at barbarian 1 to his left. It can land where it is but then it has moved 10 feet and can only make a single attack (it can still attack and kill the drake). Or it can make a single attack on the drake (still killing it) and move up to 30 feet with no fly check or less with a DC 10 fly check. His Fly check would use the default Dex bonus of +4.

Round 2
Pyrrhus (IC +2)
Crasius (IC +2)
Pemta (IC +2)
Shadow (IC +2)
Ingrit (IC +2, 23 lethal) (ranged attacks, 59 to DLB 4)
Wapiti (IC +2) (melee, hits 17 to drake, see OOC comment above for other options)
[b]Thorzimond (IC +2)
Spurhorn Rangers 1-6 (prone)
Frost Drake (dead)
DLB 1
DLB 2
DLB 3
DLB 4 (59 lethal)

Round 3
Rurik (IC +2, Spiritual Weapon)


Spells: 1st (5/6), 2nd (4/5), 3rd (3/4)
Skill M-Z:
Oratory +11, Perception +15, Sense Motive +11, Spellcraft +11 [+1 to identify spells from Evil Spellcasters]
Skill A-L:
Acrobatics +19 (18), Diplomacy +16, Arcana +11, Dungeoneering +5, Engineering +5, Geography +5, History +5, Local +5, Nature +5, Planes +6, Religion +5, Linguistics +15,
Human Male Bard [A.M.]/DD [Brass] 10; 95/95 HPs; Init +8; AC 21 (22 Haste), T 16 (17 Haste), FF 16; Armor Check Penalty -1; Fort +8, Ref +13, Will +8, [+1 vs Evil Casters]; 12/14 BS ; HP 3; Perception +15 (30 ft Blindsense)

Fly+CL 5?+Dex+Good Flight-AC: 1d20 + 2 + 6 + 4 - 1 ⇒ (10) + 2 + 6 + 4 - 1 = 21

Crasius hovers in place and continues his chant and sends a barrage of arrows at the barbarian attacking Rurik, "Raging might breaks against the walls..."

IC rd 2. Start shooting at the one on Rurik and move to the one by himself if the first dies. I ignore Cover caused by allies affected by my IC.

Primary Attack: +2 Adaptive Composite Longbow Attack, Inspire Courage, Heroism, Haste, Rapid Shot, Deadly Shot: 1d20 + 14 + 1 + 2 + 2 - 2 - 2 ⇒ (4) + 14 + 1 + 2 + 2 - 2 - 2 = 19

+2 Adaptive Composite Longbow Damage, Inspire Courage, Deadly Shot: 1d8 + 8 + 1 + 2 + 2 + 4 ⇒ (8) + 8 + 1 + 2 + 2 + 4 = 25

Rapid Attack: +2 Adaptive Composite Longbow Attack, Inspire Courage, Heroism, Haste, Rapid Shot, Deadly Shot: 1d20 + 14 + 1 + 2 + 2 - 2 - 2 ⇒ (7) + 14 + 1 + 2 + 2 - 2 - 2 = 22

+2 Adaptive Composite Longbow Damage, Inspire Courage, Deadly Shot: 1d8 + 8 + 1 + 2 + 2 + 4 ⇒ (1) + 8 + 1 + 2 + 2 + 4 = 18

Haste Attack: +2 Adaptive Composite Longbow Attack, Inspire Courage, Heroism, Haste, Rapid Shot, Deadly Shot: 1d20 + 14 + 1 + 2 + 2 - 2 - 2 ⇒ (11) + 14 + 1 + 2 + 2 - 2 - 2 = 26

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

Secondary Attack: +2 Adaptive Composite Longbow Attack, Inspire Courage, Heroism, Haste, Rapid Shot, Deadly Shot: 1d20 + 9 + 1 + 2 + 2 - 2 - 2 ⇒ (8) + 9 + 1 + 2 + 2 - 2 - 2 = 18

+2 Adaptive Composite Longbow Damage, Inspire Courage, Deadly Shot: 1d8 + 8 + 1 + 2 + 2 + 4 ⇒ (3) + 8 + 1 + 2 + 2 + 4 = 20


Male Tsolniva Centaur Cavalier 10

Thorizmond unleashes a flurry of arrows at the wounded barbarian DLB 4, unless someone already killed him and I didn't notice. If he's down, I'll shoot at DLB 2.

Attack, +1 Longbow, Inspire Courage, Haste: 1d20 + 12 + 2 + 1 ⇒ (1) + 12 + 2 + 1 = 16
Damage, Magical Piercing: 1d8 + 6 + 2 ⇒ (4) + 6 + 2 = 12

Attack, +1 Longbow, Inspire Courage, Haste: 1d20 + 12 + 2 + 1 ⇒ (2) + 12 + 2 + 1 = 17
Damage, Magical Piercing: 1d8 + 6 + 2 ⇒ (3) + 6 + 2 = 11

Attack, +1 Longbow, Inspire Courage, Haste: 1d20 + 7 + 2 + 1 ⇒ (9) + 7 + 2 + 1 = 19
Damage, Magical Piercing: 1d8 + 6 + 2 ⇒ (7) + 6 + 2 = 15


Male LN human (ifrit) sorcerer 10 | HP: 80/80 | AC: 22 (13 Tch, 19 Fl) | CMB: +3, CMD: 17 | F: +9, R: +8, W: +10 | Init: +14 | Perc: +2, SM +2 |
Spells:
5th: 4/4; 4th: 8/8; 3rd: 7/8; 2nd: 8/8; 1st: 7/8
| Speed 30 ft. | Active conditions: endure elements, mage armor.

Still impossible to blast everyone, Pyrrhus settles for a smaller fire, throwing a flaming sphere beneath one of the barbarians.

Added an icon on the map, targeting #4.

Flaming Sphere: 3d6 ⇒ (6, 5, 3) = 14 Reflex DC 20 for half


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

Fly (DC 10): 1d20 + 4 ⇒ (15) + 4 = 19

Remaining attacks are on the nearby barbarian after descending 5ft and hovering to make remaining attacks


Defense of Spurhorn 1

On the Table:
DC 20
DLB4 Reflex: 1d20 + 4 ⇒ (18) + 4 = 22
Thorzamond Fly: 1d20 + 2 ⇒ (15) + 2 = 17

The barbarian sidesteps as the flaming sphere appears at her feet but it stills burns her some.
Reflex save made, DLB 4 takes 7.

I made a fly skill roll for Thorzimond, which he made. Remember, if you wish to hover, it requires a DC 15 fly skill check. If you don't have ranks in fly, use your dex mod as your bonus, minus an ACP.

Thorizmond's arrows strike the barbarian, but her armor protects her fully.

Round 2
Pemta (IC +2)
Ingrit (IC +2, 23 lethal)
Wapiti (IC +2)
Thorzimond (IC +2) (ranged, miss)
Spurhorn Rangers 1-6 (prone)
Frost Drake (76 lethal)
DLB 1
DLB 2
DLB 3
DLB 4 (41 lethal)

Round 3
Rurik (IC +2)
Pyrrhus (IC +2)
Crasius (IC +2)


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

Quickly adapting to fighting while flying, Wapiti continues his attacks on the barbarian, hovering in place to savage the enemy.

Fly (DC 10): 1d20 + 4 ⇒ (10) + 4 = 14

Gore/ Inspired/Haste: 1d20 + 14 + 2 + 1 ⇒ (8) + 14 + 2 + 1 = 25
Piercing/Magic: 3d6 + 8 ⇒ (4, 2, 2) + 8 = 16

Hoof 1/Inspired/Haste: 1d20 + 12 + 2 + 1 ⇒ (17) + 12 + 2 + 1 = 32
Bludgeoning/magic/cold iron: 1d4 + 8 ⇒ (3) + 8 = 11

Hoof 2/Inspired/Haste: 1d20 + 12 + 2 + 1 ⇒ (4) + 12 + 2 + 1 = 19
Bludgeoning/magic/cold iron: 1d4 + 8 ⇒ (2) + 8 = 10

Hasted attack
Gore/ Inspired/Haste: 1d20 + 14 + 2 + 1 ⇒ (19) + 14 + 2 + 1 = 36
Piercing/Magic: 3d6 + 8 ⇒ (2, 5, 4) + 8 = 19


Female Human Ranger (Skirmisher) 10: HP 55/78 : AC: 20 (21), T: 15, FF: 15 : Fort: +10 (+12 cold effects/ +15 cold environment/ +20 with cold weather outfit. +4 to all if non lethal) Reflex: + 12 Will: +5 : Perception +11 (+17 Human/+15 Giant/+13 Fey

Leaving the enemy below them to her stalwart companion, Ingrit continues her assault, sending another volley at the invaders, beginning with Rurik's opponent.

+1 adaptive flaming composite longbow/Rapid shot/Inspired/Haste/ Low visibility: 1d20 + 18 - 2 + 2 + 1 - 4 ⇒ (9) + 18 - 2 + 2 + 1 - 4 = 24
Piercing/Magic/Manyshot/Inspired: 2d8 + 6 + 2 ⇒ (4, 3) + 6 + 2 = 15
Fire: 2d6 ⇒ (1, 1) = 2

+1 adaptive flaming composite longbow/Rapid shot/Inspired/Haste/ Low visibility: 1d20 + 18 - 2 + 2 + 1 - 4 ⇒ (18) + 18 - 2 + 2 + 1 - 4 = 33
Piercing/Magic/Inspired: 1d8 + 3 + 2 ⇒ (6) + 3 + 2 = 11
Fire: 1d6 ⇒ 4

+1 adaptive flaming composite longbow/Rapid shot/Inspired/Haste/ Low visibility: 1d20 + 13 - 2 + 2 + 1 - 4 ⇒ (8) + 13 - 2 + 2 + 1 - 4 = 18
Piercing/Magic/Inspired: 1d8 + 3 + 2 ⇒ (4) + 3 + 2 = 9
Fire: 1d6 ⇒ 1

Hasted attack
+1 adaptive flaming composite longbow/Rapid shot/Inspired/Haste/ Low visibility: 1d20 + 18 - 2 + 2 + 1 - 4 ⇒ (7) + 18 - 2 + 2 + 1 - 4 = 22
Piercing/Magic/Inspired: 1d8 + 3 + 2 ⇒ (8) + 3 + 2 = 13
Fire: 1d6 ⇒ 3

Due to Point Blank Master feat, Ingrit does not provoke attacks of opportunity when firing her bow while threatened. If Rurik's opponent drops, any remaining attacks will be fired at the enemy dealing with the flaming sphere.

Miss chance (20%: 1d100 ⇒ 34
Miss chance (20%: 1d100 ⇒ 66
Miss chance (20%: 1d100 ⇒ 96
Miss chance (20%: 1d100 ⇒ 90


Female Gnome Slayer 7/Shadowdancer 3 | HP 70/95 | AC 24, touch 17, flat-footed 20 | Fort +10 | Ref + 12 | Will +8 | Init +3 | Perception +18 | Study Target (2, +2) | Current Condition: haste (+1 attack, dodge AC & Reflex, double speed)

Pemta Fly: 1d20 + 3 ⇒ (16) + 3 = 19

Pemta and her shadow fly over to the remaining barbarians, with the gnome doing a corkscrew slash, and the shadow attempting to drain the target’s life from behind.

Pemta Longsword Attack 1 @ Barbarian 3, Haste + Inspire Courage + Studied Target: 1d20 + 13 + 2 + 1 + 2 ⇒ (3) + 13 + 2 + 1 + 2 = 21
Pemta Longsword Attack 2 @ Barbarian 3, Haste + Inspire Courage + Studied Target: 1d20 + 13 + 2 + 1 + 2 ⇒ (5) + 13 + 2 + 1 + 2 = 23

Pemta Damage 1, Inspired Courage + Studied Target: 1d6 + 5 + 2 + 2 ⇒ (6) + 5 + 2 + 2 = 15
Pemta Damage 2, Inspired Courage + Studied Target: 1d6 + 5 + 2 + 2 ⇒ (3) + 5 + 2 + 2 = 12

Shadow Touch Attack @ Barbarian 2: 1d20 + 11 ⇒ (1) + 11 = 12
Strength Drain: 1d6 ⇒ 2


Defense of Spurhorn 1

Ingrit:
The DC to hover is 15, not 10, plus a large creature takes a -2 penalty to fly checks. The DC to move less than half speed, however, is 10, so I'm going to assume Wapiti moved 5 feet north, which is the flying equivalent of a 5 foot step. Since Wapiti's reach is just 5 feet, he would also have to descend 5 feet to threaten the barbarian on the bastion roof. Note: Wapiti is attacking the barbarian threatening Rurik (DLB 2). DLB 4 is the more distant one to the north is the one with the flaming sphere, whom I assume Ingrit is firing at.

Pemta:
Shadows normally only damage strength with their incorporeal touch, Does Pemta's shadow have something that ups this to strength drain? The effects are the same, but drain is harder to heal.

Wapiti veers slightly north and savages the barbarian below. 2 gore hits and a hoof for a total of 46 to DLB 2.

Ingrit punctures the barbarian near the north edge of the bastion with three flaming arrows. 58 lethal to DLB 4.

Meanwhile, Pemta attacks a barbarian to the south, missing with her first swing, but hitting with her second. 12 to DLB 3.

A darkness flies in behind the barbarian woman near Rurik, touches her, and she feels weaker. DLB 2 is at -2 strength.

I'll start a new post for the enemy NPC actions.


Defense of Spurhorn 1

On the Table:

SR 1: stands and moves to flank DLB 1.
SR 2: Longsword, flanking, Prone: 1d20 + 2 + 2 - 4 ⇒ (5) + 2 + 2 - 4 = 5 Miss
SR 3: Moves closer and draws sword.
SR 4: Longsword, flanking, Prone: 1d20 + 2 + 2 - 4 ⇒ (6) + 2 + 2 - 4 = 6 Miss
SR 5 and 6: move.
DLB 2: 5 foot step
Sword 1 Target=1=R,2=S,3=W: 1d3 ⇒ 3 Wapiti AC 29
Bastard Sword 1, STR damage: 1d20 + 14 - 1 ⇒ (6) + 14 - 1 = 19 Miss
Sword 2 Target=1=R,2=S,3=W: 1d3 ⇒ 2 Shadow AC 15
Bastard Sword 2, STR damage: 1d20 + 9 - 1 ⇒ (7) + 9 - 1 = 15 Hit
Damage 2, STR damage: 1d10 + 5 - 1 ⇒ (10) + 5 - 1 = 14 7 damage after halving for incorporeal
Bite Target=1=R,2=S,3=W: 1d3 ⇒ 1 Rurik AC 25
Bite, STR damage: 1d20 + 7 - 1 ⇒ (16) + 7 - 1 = 22 Miss
DLB 3: Full attack on Pemta AC 25
Bastard Sword 1, PA: 1d20 + 14 - 3 ⇒ (19) + 14 - 3 = 30 hit, potential crit
Bastard Sword 1, PA, confirm crit: 1d20 + 14 - 3 ⇒ (5) + 14 - 3 = 16 Not a crit.
Damage 1, PA: 1d10 + 5 + 6 ⇒ (8) + 5 + 6 = 19
Bastard Sword 2, PA: 1d20 + 9 - 3 ⇒ (5) + 9 - 3 = 11 Miss
Bite, PA: 1d20 + 7 - 3 ⇒ (6) + 7 - 3 = 10 Miss
DLB 1
Target: 1-2=TR1,3-4=TR5,5=TR2,6=TR4: 1d6 ⇒ 1 TR1 AC 18
Bastard Sword 1, PA: 1d20 + 14 - 3 ⇒ (2) + 14 - 3 = 13 Miss
Target: 1-2=TR1,3-4=TR5,5=TR2,6=TR4: 1d6 ⇒ 2 TR1 AC 18
Bastard Sword 2, PA: 1d20 + 9 - 3 ⇒ (12) + 9 - 3 = 18 Hit
Damage 2, PA: 1d10 + 5 + 6 ⇒ (8) + 5 + 6 = 19
Target: 1-2=TR1,3-4=TR5,5=TR2,6=TR4: 1d6 ⇒ 6 TR4 AC 14
Bite, PA: 1d20 + 7 - 3 ⇒ (9) + 7 - 3 = 13 Miss
DLB 4
3 attacks on Shadow AC 15
Bastard Sword 1, PA: 1d20 + 14 - 3 ⇒ (16) + 14 - 3 = 27 Hit
Damage 1, PA: 1d10 + 5 + 6 ⇒ (7) + 5 + 6 = 18 Half damage: 9
Bastard Sword 2, PA: 1d20 + 9 - 3 ⇒ (3) + 9 - 3 = 9 Miss
Bite, PA: 1d20 + 7 - 3 ⇒ (18) + 7 - 3 = 22 Hit but no damage because bite is not magical.

Behind the Screen:
rounds for ice: 2d4 ⇒ (1, 2) = 3

The Spurhorn rangers who were revived with Rurik's channeled energy and not slain by nearby barbarians, enter the fight. Two remain prone near the barbarian to the south of the siege weapon and try to hit him with their swords, but miss. The others move toward ongoing fights with the barbarians.

The barbarian that attacked Rurik steps east, displaying unusually nimble movement considering he is on ice covered stone. He makes two bastard sword attacks, one of Wapiti and the other on the shadow. He misses Wapiti, but his sword swishes through the shadow's incorporeal body and does some damage. His sword is magical and does half damage for 7 to the shadow.

His rage shifts his jaws and teeth give him the ability to bite enemies. He tries to bite Rurik, but misses. DLB 2

The barbarian at the south edge of the bastion directs three attacks at Pemta, putting full strength into each. DLB 3 using power attack His bastard sword cuts into Pemta's gut, barely missing her vital organs. Almost a crit for 19.

The barbarian surrounded by Triaxian Rangers swings his bastard sword twice at the one who moved in from the east and hits once, killing him with a mighty slice across his chest. He tries to bite the prone ranger to his south, but cannot penetrate his armor.

The fourth barbarian steps out of the flaming sphere to the south and attacks the shadow three times with powerful attacks. His first sword attack hits. It bites the shadow but does no harm. 9 damage to shadow.

Round 3
Rurik
(IC +2)
Pyrrhus (IC +2)
Crasius (IC +2)
Pemta (IC +2, haste, 19 lethal)
Shadow (IC +2, haste, 16 lethal)
Ingrit (IC +2, 23 lethal, haste)
Wapiti (IC +2, haste)
Thorzimond (IC +2, haste)
SR 1 (dying, -5)
SR 2 (prone)
SR 3
SR 4 (prone)
SR 5
SR 6
DLB 1
DLB 2 (83 Lethal, -2 Strength)
DLB 3 (12 lethal)
DLB 4 (55 lethal)

Bold are up. Ice on bastion is still making the ground slippery and therefore difficult terrain. The barbarians are able to move normally for the first five feet on the ice and may make 5-foot steps due to the special ability called Nimble Moves.

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