Chaosorbit
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Ibaz knows the creatures as Skeletal Champions and something know as The Fallen. Ibaz gets 1 question about the Fallen, and 3 about Skeletal Champions
The Pathfinders rush forward to surround the profane circle, the wispy shadow tendrils lash at the just out of reach. The Skeletal Champions retreat further into the circle and begin to close ranks, inviting the Pathfinders to enter.
The Fallen speaks in a guttural voice, You've come to late to stop the return of Eshimka! Once the nightwalker returns he tear souls from your bodies and torture eternally, ha ha ha ha! He then waves a ghostly arm and draws all the light from the area, the circle and all the area is filled with supernatural darkness.
Round 2
Effects: HASTE! Deeper Darkness 60' radius centered on the alter, All creatures gain total concealment (50% miss chance); darkvision does not work
map
Skeletal Champions
Fallen
Ibaz
Radagast
Polanco
Will
Brak
Round 3
Silgil
All Pathfinders are up
Will Hawk
|
"Ugh. Into the depths of Hell I dive. Again."
Knowing he might be simply throwing himself over a cliff, Will wades in, using the cover of darkness and his finely tuned reflexes to try to avoid death while he hunts the Fallen.
Stealth: 1d20 + 12 ⇒ (11) + 12 = 23
AC 26 vs AoO due to movement (which may not matter with concealment anyway). Using stealth as well, although I am not sure it adds any value here. Acrobatics of +12, Reflex save +10 with evasion, and of course the concealment of deeper darkness! Not sure what might help against these shadow tendrils. Red arrows for my movement.
Once he believes he is in position, Will attacks, defensively, and hopes to score a hit on the Fallen.
Rapier +1 attack, defensively, expertise: 1d20 + 9 - 4 - 2 ⇒ (6) + 9 - 4 - 2 = 9
50% Miss chance: 1d100 ⇒ 97
Damage: 1d6 + 2 + 2d6 ⇒ (4) + 2 + (5, 6) = 17
AC is 25, Touch AC is 21 (22 +3 for defensively with acrobatics and +2 for expertise)
Radagast the Brown
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Radagast grins when the Fallen tries to bring Deeper Darkness to the area.
"Not on my watch!"
Note: I have a Continual Flame spell that is Heightened to 4th level, so there is a 20' radius around me that is *not* affected by the Deeper Darkness.
He then moves forward to the center, so that most of the area remains illuminated, and takes a swing at Blue.
MW Cold Iron Scythe: 1d20 + 7 + 1 ⇒ (10) + 7 + 1 = 18, for 2d4 + 9 ⇒ (3, 1) + 9 = 13 damage.
Fluffy likewise screeches, and moves to take a bite!
Bite: 1d20 + 9 + 1 ⇒ (2) + 9 + 1 = 12, for 1d6 + 6 ⇒ (4) + 6 = 10 damage.
Chaosorbit
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Welcome back gang! Hopefully the site will stay stable now. However, there are indications that future updates may still cause more downtime. As such, the special is still officially on hold, for how much longer I’m not sure. Originally they said Friday, but could be earlier I hope if the site behaves. Go ahead and make your posts and hopefully by the time everyone has posted we can officially restart and get right back to it. I’ll keep you posted.
GM Dennis
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***OVERSEER ANNOUNCEMENT***
The air fills with the sound of Kellid battle cries as dozens of Twinhorn warriors join the fight! Table GMs, the Twinhorn Allies effect on page 7 is in play.
Chaosorbit
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WoW! We are back and apparently free to resume! GM Dennis is working on a revised schedule and hopefully the worst in behind us.
You all are up and so go ahead and start posting, as we try to regain momentum.
Chaosorbit
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Shadowy Tendrils v. Ibaz: 1d20 + 10 ⇒ (20) + 10 = 30
Shadowy Tendrils damage: 1d6 + 4 ⇒ (2) + 4 = 6
Shadowy Tendrils v. Radagast: 1d20 + 10 ⇒ (15) + 10 = 25
Shadowy Tendrils damage: 1d6 + 4 ⇒ (4) + 4 = 8
Shadowy Tendrils v. Owlbear: 1d20 + 10 ⇒ (16) + 10 = 26
Shadowy Tendrils damage: 1d6 + 4 ⇒ (4) + 4 = 8
Shadowy Tendrils v. Will: 1d20 + 10 ⇒ (15) + 10 = 25
Shadowy Tendrils damage: 1d6 + 4 ⇒ (1) + 4 = 5
The druid's light shines in above the darkness around Radagast, beyond the area of his Continual Flame, the darkness seems to close in around everything.
Ibaz bolsters his defenses as he moves toward the light. The shadowy tendrils lash at him as he enters the standing stones. Likewise, Radagast, his companion, and Will all entered into the profane circle. All the Pathfinders are stopped in their tracks, grappled by the shadowy tendrils.
Round 2
Effects: HASTE! Deeper Darkness 60' radius centered on the alter, All creatures gain total concealment (50% miss chance); darkvision does not work
map
Skeletal Champions
Fallen
Ibaz 6 dmg - grappled
Radagast 8 dmg - grappled
Fluffy 8 dmg - grappled
Polanco
Will 5 dmg - grappled
Brak
Round 3
Silgil
Radagast, Fluffy, Will all still have standard action left, as after there move they became grappled; which stopped them.
Polanco, Brak, and Silgill are all also up.
Also -- some good news! The Twinhorn Allies provides: The next successful melee or ranged attack made by each player automatically gains the benefits of the boosted Allied Offensive aid token effect. Which is: A Pathfinder agent strikes a creature at the same time as the PC, increasing the damage dealt by one attack by 3d8 points. In addition, after the attack, anyone attacking the target is considered to be flanking it until the beginning of the attacker’s next turn.
Brak Thunderstriker
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"Bloody hell, get rid of this darkness!" Using the shouts of Radagast, Brak moves in, hoping to connect with something.
Not sure if the light gets the blue foe, but I'll roll miss chance regardless.
Vital Strike: 1d20 + 14 + 1 ⇒ (8) + 14 + 1 = 23 for DMG: 1d12 + 11 + 3d8 ⇒ (7) + 11 + (5, 2, 2) = 27
Miss: 1d100 ⇒ 73
Silgil
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Silgil moves and pokes the main guy with a wand of magic missiles.
MM damage: 1d4 + 1 ⇒ (4) + 1 = 5
Radagast the Brown
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Meanwhile...
A slightly panicked Fluffy tries to rip into Yellow.
Bite: 1d20 + 9 + 1 - 2 ⇒ (4) + 9 + 1 - 2 = 12, for 1d6 + 6 ⇒ (5) + 6 = 11 damage.
Bite: 1d20 + 9 + 1 - 2 ⇒ (11) + 9 + 1 - 2 = 19, for 1d6 + 6 ⇒ (3) + 6 = 9 damage.
Claw: 1d20 + 9 + 1 - 2 ⇒ (14) + 9 + 1 - 2 = 22, for 1d4 + 6 ⇒ (1) + 6 = 7 damage.
Claw: 1d20 + 9 + 1 - 2 ⇒ (13) + 9 + 1 - 2 = 21, for 1d4 + 6 ⇒ (3) + 6 = 9 damage.
GM Dennis
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***OVERSEER ANNOUNCEMENT***
Programming Note: Thank you for your patience, everyone. After much discussion, we have decided that the best way to recover from the system downtime is to fast forwarding through the opening part of the special (since that is the repeat from versions A and B). As such, we will be moving directly into part 4, now. GMs, I will share the updated schedule with you later today.
Together with the Twinhorns, the assembled Pathfinders manage to fight off the undead attacking the camp and make their way to the ritual site. As Medda and Anok join the group of Pathfinders around the stone circle, she assists them with the binding ritual. Medda thrusts Ivvora’s hilt into the portal, calling on Vildeis for aid. The shadow rift shrinks and closes, releasing a massive shock wave that knocks the Pathfinders, the Twinhorn warriors, and Medda to the ground. A field of dark, rippling energy remains, suspended above the stone altar. As Medda reaches out to pick up Ivvora’s hilt—the already broken blade now spider-webbed with new cracks—a supernatural silence descends. Only the telepathic rage of some unseen menace cuts through the quiet. “You dare to shut me out?” it rages. “I see you, but I do not see her. Where is the dwarf woman, Ivvora, who fought me so long ago? Has her mortal body failed at last? Has the realm of the living at last lost its protector? Know this: when the long shadows reach out again, I will grasp them and claw my way back into your world to see your flesh devoured by my children.”
Sound returns to the Realm of the Mammoth Lords, and Medda cautiously stands. “It seems that Eshimka still lives and has even left this foul scar on our world,” she declares. “If we are to believe its promises, the fiend will attack on the next winter solstice. If we are to survive, we must be ready. Nearly a millennium ago, Ivvora held the key to defeating Eshimka. By following her legends and discovering her fate, we may harness the same holy power that banished this fiend—and together end the beast entirely. When we set out, it would be the privilege of this following to have the Pathfinders at our side. But that is a trial for another day. Tonight, at last, we rest.”
Several days later...
Celebration and preparation have filled the last two days. The Twinhorns are both relieved to have thwarted the villain Eshimka and resolved to help the following’s spiritual leader, Medda, retrace the paladin Ivvora’s millennium-old steps. After hours of considering and retelling ancient stories preserved by oral tradition, Medda gathers the Pathfinders. “The holy warrior Ivvora came to us in pursuit of Eshimka, whom she vanquished and banished with the Twinhorns’ help. However, she would not rest for long, and she insisted on seeking out other evils in the area. At that time, the most fearsome threat was Grathatonhakis, an immense white dragon that lurked in the Tusk Mountains and would strike our camps. Ivvora learned what she could, left her dagger with us, and departed to slay the dragon. She never returned, and neither did the dragon. Exactly what transpired is unclear from our legends.” Medda cradles the fragile remnants of Ivvora’s dagger. “This blade kept Eshimka at bay for so many generations, and now it is ready to fall apart. Ivvora held the key to defeating Eshimka, and by learning her fate or communing with her spirit where she fell, we might harness the same power. Then we shall not just reseal the shadow fiend but destroy it once and for all! From our tales we have learned where the wyrm Grathatonhakis laired. Let us set out together to learn what happened—and who might have taken the caves since.”
The trek is long and cold, taking the group first across the tundra and then into shadow of the frigid Tusk Mountains. As the trail winds around a frozen lake, the snap of a snare echoes over the ice, and a Pathfinder is whipped into air by a cleverly laid trap. Medda scowls and announces, “Pathfinders, we have kobolds. Keep within earshot and spread out. They aren’t just a threat; they may also be our best better to finding the dead dragon’s lair.”
This begins part 4. GMs, please proceed to area K. Once you have finished, areas L and M are open.
Polanco Goldhammer
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Awwww heck yes! Let's get us some Dragons! The half-drunk dwarf, blacked out drunk this last week.
Chaosorbit
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Alright hopefully you all had played Version A or B before! I know you are probably frustrated by the recent site outings, me too. But I'm excited to move forward! Hopefully the worst is behind us.
You've had a couple night's rests so you regain your stuff, spells, hp, etc.
As you disperse and begin exploring the frozen terrain, you descend a gentle slope toward a frozen lake to the west with the mountains rising to the north and east. A group of kobolds is locked in a heated argument with a strange woman with flesh that seems made of wood and vibrant hair that resembles coniferous branches, a dryad.
The ice looks to be relatively save to travel over, at least for this moment.
Navigating this area is difficult. Entering a square of ice, such as that of the frozen creek or lake, takes 2 squares of movement, and the DC for Acrobatics checks increases by 5. Areas on the map occupied by trees count as difficult terrain and grant partial cover.
Let me know how you would like to approach this encounter. You may make a couple knowledge rolls in advance if you want.
Polanco Goldhammer
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Polanco scratches his head Dirty Fro-bolds eh. Lets get close and bushwahack em YEEE HAWWW
Stealth: 1d20 - 3 ⇒ (1) - 3 = -2
Silgil
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What kind of knowledge rolls can we make? Local? Nature?
"Shouldn't we find out if they are hostil first? They are just arguing with each other. Let's approach peacefully and if they attack, then we will... What are you doing Polanco? You are walking like you are trying to sneak, but, with all this crusty snow you sound like a bull in a china store."
Silgil then casts haste, in the most likely event that there is trouble, on the other 5 PCs. As usual he will be tagging along far behind.
Brak Thunderstriker
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Brak waits until someone smarter than him tells him what to do. He prefers a slow and steady pace and then being told to charge.... and has no knowledge skills.
Chaosorbit
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Yes, Nature and Local apologies
This is a Coniferous Dryad.
1 Question if you hit the DC, and then 1 for every 5 you exceed it by from the list linked above.
Kobolds -- two seem to be warriors (Blades) and one a spellcaster (Guilecaster)
1 Question if you hit the DC, and then 1 for every 5 you exceed it by from the list linked above.
Reminder: Navigating this area is difficult. Entering a square of ice, such as that of the frozen creek or lake, takes 2 squares of movement, and the DC for Acrobatics checks increases by 5. Areas on the map occupied by trees count as difficult terrain and grant partial cover. The path toward the dryad is snow-covered (not difficult); but the path the other way toward the back of the kobolds is frozen river, apply the rules above.
Also as your were expecting danger you could have had minutes/per and higher buffs already cast.
Initiative
Brak: 1d20 + 1 ⇒ (20) + 1 = 21
Ibaz: 1d20 + 2 ⇒ (9) + 2 = 11
Polanco: 1d20 + 2 ⇒ (12) + 2 = 14
Radagast: 1d20 + 3 ⇒ (3) + 3 = 6
Silgil: 1d20 + 6 ⇒ (5) + 6 = 11
Will: 1d20 + 3 ⇒ (7) + 3 = 10
Kobold: 1d20 + 4 ⇒ (6) + 4 = 10
Kobold caster: 1d20 + 2 ⇒ (16) + 2 = 18
Polanco and Ibaz begin to advance, but there efforts at stealth are not successful. Silgil senses trouble and hastens the party. The sound immediately alerts the kobolds, who take your advance as a sign of hostility. They turn toward you screaming something in a hissing sounding tongue.
The dryad observes you too, but based on her reaction, you think perhaps she was already aware of your presence, nevertheless she only looks on, what with a weary eye toward both you and the kobolds.
The words of the kobolds seem to stir something inside Brak and he goes from watching the others to immediate action!
Surprise Round
Silgil - cast Haste
Polanco and Ibaz - one move action
Will, Brak, and Radagast/Fluffy - may take one action
Round 1 Effects: Haste
Map
Brak
Kobold caster
Polanco
Silgil
Ibaz
Kobolds
Will
Radagast
Those with surprise round actions and Brak may act.
Radagast the Brown
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Surprise Round:
Hastened, Radagast grins.
"Right! Come on, Fluffy!"
He then barrels forward through the foliage, lithely slipping between the icy branches - or is it that they part before him?
Using Woodland Stride :-)
Fluffy follows in his wake, hooting and hollering as he crashes through the trees like an invading army!
Brak Thunderstriker
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"Bloody hell, stupid short legs!"
Brak runs forward into danger, ready for whatever comes his way, knowing that his brothers-in-arms have his back. double move.
Chaosorbit
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MI: 1d4 + 2 ⇒ (4) + 2 = 6
As Radagast, Fluffy and Brak move toward the kobolds, the kobold caster moves back behind the warriors and casts a spell, suddenly it's as if you see multiples of the caster all close together.
Surprise Round
Polanco and Ibaz - one move action
Will - may take one action
Round 1 Effects: Haste
Map
Brak
Kobold caster x6
Polanco
Silgil
Ibaz
Kobolds
Will
Radagast
Surprise round actions are up and Polanco, Silgil, and Ibaz round 1
Will Hawk
|
Knowledge, nature: 1d20 + 5 ⇒ (9) + 5 = 14
Knowledge, local: 1d20 + 5 ⇒ (17) + 5 = 22
For Coniferous Dryad, will tries to recollect alignment/tendancies.
For the kobolds, Hit Dice, Special Defenses, and Special Attacks.
Will skates up the other route, hoping to make good time.
Acrobatics: 1d20 + 12 ⇒ (15) + 12 = 27
Acrobatics: 1d20 + 12 ⇒ (11) + 12 = 23
Acrobatics: 1d20 + 12 ⇒ (3) + 12 = 15
Acrobatics: 1d20 + 12 ⇒ (15) + 12 = 27
Silgil
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Silgil begins the long process of getting close enough to see what is going on. (double move for a whole 40')
"Go get 'em, boys. Wait, are we sure they have antipathy? Should we not substantiate first"
I assume all those trees effectively block one's view?
Chaosorbit
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Trees provide partial cover, as there are gaps here and there.
Will knows that dryads tend toward the chaotic side of good. Also, the kobold blades have 4 HD and no special defenses or attacks; the guilecaster has 6 HD and no special defenses or attacks.
Will moves quickly on the ice, as Silgil trails behind.
Polanco and Ibaz are up.
Chaosorbit
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Back again I see - what's that definition of insanity again? I tried yesterday morning to get this post up, every time I clicked submit the site went down...lol, I eventually gave up.
Ibaz and Polanco advance, the kobold warriors step back loaded light crossbows at the ready.
Round 1 Effects: Haste
Map
Kobold caster x6
Polanco
Silgil
Ibaz
Kobolds
Will
Radagast
Round 2
Brak
Will, Radagast, and Brak are up
Radagast the Brown
|
Radagast, gliding through the trees like a forest spirit, easily catches up to Blue, and readies to take a swing...
...whilst Fluffy burst through the trees like a bull in a china shop, hooting hollering.
When Blue is distracted, Radagast then takes a swing!
MW Cold Iron Scythe: 1d20 + 7 + 1 + 2 ⇒ (17) + 7 + 1 + 2 = 27, for 2d4 + 9 ⇒ (4, 1) + 9 = 14 damage.
Chaosorbit
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mwk light crossbow: 1d20 + 10 ⇒ (13) + 10 = 23
damage: 1d6 ⇒ 2
Brak continues his advance, as he nears the dryad she watches him carefully focused on his every motion.
Radagast slides though the trees and the kobold with greenish scales let's loose his bolt at druid once he emerges. The bolt nicks Radagast, who then, makes his way toward the bluish kobold, who looks surprised as he was watching Will moving down the river and not paying much attention to the trees. Next Fluffy bursts forward as well, and Radagast lands a solid blow.
Will is up
Chaosorbit
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Hopefully Will be back with us and catch up soon, will skip him for now.
The guilecaster moves away from the owlbear but opens himself up for an attack from the companion. He then fires a fiery ray at Fluffy, the ray narrowly misses as he tries to fire it past his fellow kobold.
Range Touch attack: 1d20 + 5 - 4 ⇒ (12) + 5 - 4 = 13
Damage: 4d6 ⇒ (1, 4, 5, 1) = 11
Round 2 Effects: Haste
Map
Kobold caster x6
Polanco
Silgil
Ibaz
Kobolds
Will
Radagast
Fluffy AOO
Round 3
Brak
Fluffy may take an AOO, Will, Polanco, Silgil, and Ibaz are up
Silgil
|
Another double move for Silgil, as he huffs and puffs in an attempt to get to the right place to start an Enlarge spell.
Chaosorbit
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Hoping the tempo picks up after the long weekend. I know the constant outages have hurt our momentum. We may have some folks at DragonCon. Going to opt for some patience as we get back on track.
Ibaz and Silgil continue to advance.
Fluffy may take an AOO, Will and Polanco are up.
Will Hawk
|
Will continues to move around the outside (missed turn is just movement).
He strides in and starts poking the blue kobold with his blades.
Rapier: 1d20 + 9 - 2 ⇒ (16) + 9 - 2 = 23
Damage: 1d6 + 2 ⇒ (2) + 2 = 4
Dagger: 1d20 + 9 - 2 ⇒ (16) + 9 - 2 = 23
Damage: 1d4 + 1 ⇒ (4) + 1 = 5
Chaosorbit
|
1=Radagast, 2=Will, 3=Fluffy: 1d3 ⇒ 2
Blue mwk rapier: 1d20 + 11 ⇒ (7) + 11 = 18
damage: 1d4 + 2 ⇒ (4) + 2 = 6
Green mwk rapier: 1d20 + 11 ⇒ (11) + 11 = 22
damage: 1d4 + 2 ⇒ (2) + 2 = 4
Will and Polanco hurry forward. The blueish kobold blade attacks the newly arrived Will with his rapier, but misses he then steps back.
The greenish kobold step up and attacks Ibaz, jabbing him with his rapier.
Will hits the kobold with rapier and dagger.
Round 2 Effects: Haste
Map
Kobold caster x6
Polanco
Silgil
Ibaz 4 dmg
Kobold, Green
Kobold, Blue 9 dmg
Will
Radagast
Fluffy AOO on purple
Round 3
Brak
Radagast and Brak are up; Fluffy can take an AOO on purple and then his regular turn.
OOOh! We also have an aid token now. So decide what you might like to do with it.
Silgil
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Sure, why not. Get that token moving.
Radagast the Brown
|
Bardic Boosting sounds good to me :-)
AoO: 1d20 + 9 + 1 ⇒ (14) + 9 + 1 = 24, for 1d6 + 6 ⇒ (2) + 6 = 8 damage.
Radagast moves into a flanking position, allowing Fluffy to go to town on Blue...
Bite: 1d20 + 9 + 1 + 2 + 2 ⇒ (9) + 9 + 1 + 2 + 2 = 23, for 1d6 + 6 + 2 ⇒ (5) + 6 + 2 = 13 damage.
Bite: 1d20 + 9 + 1 + 2 + 2 ⇒ (13) + 9 + 1 + 2 + 2 = 27, for 1d6 + 6 + 2 ⇒ (6) + 6 + 2 = 14 damage.
Claw: 1d20 + 9 + 1 + 2 + 2 ⇒ (7) + 9 + 1 + 2 + 2 = 21, for 1d4 + 6 + 2 ⇒ (3) + 6 + 2 = 11 damage.
Claw: 1d20 + 9 + 1 + 2 + 2 ⇒ (19) + 9 + 1 + 2 + 2 = 33, for 1d4 + 6 + 2 ⇒ (3) + 6 + 2 = 11 damage.
...whilst he then tries to reap Green.
MW Cold Iron Scythe: 1d20 + 7 + 1 + 2 ⇒ (20) + 7 + 1 + 2 = 30, for 2d4 + 9 + 2 ⇒ (1, 1) + 9 + 2 = 13 damage.
Crit Confirmation: 1d20 + 7 + 1 + 2 ⇒ (14) + 7 + 1 + 2 = 24, for 6d4 + 27 + 6 ⇒ (3, 4, 1, 2, 1, 1) + 27 + 6 = 45 *ADDITIONAL* damage.
Chaosorbit
|
AAO hits cast on a 1: 1d7 ⇒ 6
Lightning Bolt: 6d6 ⇒ (3, 1, 5, 3, 3, 3) = 18
Fluffy hits the caster as he moves on but the attack only destroys one of the copies of the caster.
Then Fluffy wheels around and with two bites flings the dead kobold to the ground. Radagast shifts then with a mighty swing of his Scythe, cleaves the other kobold blade in half.
Seeing his kin fall to druid and companion the caster steps back onto more solid ground and lets loose a bolt of lightning from its scaly kobold fingers at the murderous pair.
Round 3 Effects: Haste, Inspire Courage +2
Map
Kobold caster x5
Polanco
Silgil
Ibaz 4 dmg
Kobold, Green dead - 58 dmg
Kobold, Blue dead - 36 dmg
Will
Radagast 18 or 9 dmg
Fluffy 18 or 9 dmg
Round 4
Brak
All Pathfinders are up, need a DC 16 reflex save for half damage for Radagast and Fluffy.
Ibaz
|
Ibaz moves and tries to grapple the kobold's caster.
Grapple: 1d20 + 9 + 1 + 2 ⇒ (8) + 9 + 1 + 2 = 20
him? (1 on the dice): 1d5 ⇒ 2
But only one image pop out after his try.
Hell!
Brak Thunderstriker
|
Brak, finally in range gives a growl with every swing of the axe. Preternaturally fast, the images frustrate, but do not defeat him.
Inspire Courage, Power Attack, Full Attack, due to the spell I'll roll them all and let the GM handle the image miss chance.
ATK 1: 1d20 + 12 + 2 + 1 ⇒ (2) + 12 + 2 + 1 = 17 if hit DMG: 1d12 + 17 ⇒ (2) + 17 = 19
ATK 2: 1d20 + 7 + 2 + 1 ⇒ (11) + 7 + 2 + 1 = 21 if hit DMG: 1d12 + 17 ⇒ (7) + 17 = 24
ATK Haste: 1d20 + 12 + 2 + 1 ⇒ (16) + 12 + 2 + 1 = 31 if hit DMG: 1d12 + 17 ⇒ (11) + 17 = 28
Silgil
|
Silgil rubs his beard and reconsiders enlarging anyone.
Looks like the battle is all but over. I'll just try to make him easier to deal with.
Instead he greases the ground under the mage. (DC 16)
Radagast the Brown
|
Reflex(Radagast): 1d20 + 2 ⇒ (19) + 2 = 21.
Reflex(Fluffy): 1d20 + 6 ⇒ (14) + 6 = 20.
Radagast grits his teeth, and weathers the blast, whilst Fluffy, with a surprised hoot, dodges it entirely.
Both then move to assault the caster (Move from Fluffy, 5' step from Radgast).
Bite: 1d20 + 9 + 1 + 2 ⇒ (2) + 9 + 1 + 2 = 14, for 1d6 + 6 + 2 ⇒ (4) + 6 + 2 = 12 damage.
MW Cold Iron Scythe: 1d20 + 7 + 1 + 2 ⇒ (16) + 7 + 1 + 2 = 26, for 2d4 + 9 + 2 ⇒ (3, 3) + 9 + 2 = 17 damage.
MW Cold Iron Scythe: 1d20 + 7 + 1 + 2 ⇒ (17) + 7 + 1 + 2 = 27, for 2d4 + 9 + 2 ⇒ (2, 4) + 9 + 2 = 17 damage.