| Dungeon Master S |
"LIARS! You'll pay with your lives for this!"
Flyndal Danwrick
|
“Who are you calling liars!? You come down and say that to my FACE!”
Intimidate: 1d20 + 3 ⇒ (20) + 3 = 23
Garrett Goodleaf
|
Flyn...that was pure poetry! :)
Garrett trembles slightly at the massive roaring, then looks back at his companions sheepishly. "Well... I tried."
I'll begin my Inspire Courage next round with mythic saving throw goodies. Something tells me we're going to need it. Also, get ready for multiple additional attacks ladies and gents. Rally and Concentrated Barrage are just... amazing....
| Dungeon Master S |
Round 1:
Narad: Go
Garrett: Begins to Inspire Courage
Baddie: TBD
Desh: TBD
Flyndal: Will Intimidate
Kohi: TBD
Kay: TBD
Flyndal Danwrick
|
I’m confused. Did I somehow begin combat?
| Dungeon Master S |
No, Narad checking in did. Flyndal has an awesome intimidate, but it's not yet his turn, so I can't reveal the details ;-)
Narad, Rogue
|
No, Narad checking in did. Flyndal has an awesome intimidate, but it's not yet his turn, so I can't reveal the details ;-)
Whoops! Sorry, everybody.
Move Action: Narad moves off to the side, drawing his magical dagger as he goes.
Standard Action: Ready to attack if the enemy comes near.
| Dungeon Master S |
Narad prepares his dagger, just a moment before the behir scurries down the side. It unleashes a line of lightning out of its mouth at Flyndal! 7d6 - 2 ⇒ (1, 1, 4, 5, 4, 1, 3) - 2 = 17 DMG. REF DC 18 for half. Flyndal then takes the hit and spits back an insult that sets the behir aback with its tenor. The behir is shaken!
Round 1:
Narad: Readies
Garrett: Begins to Inspire Courage
Baddie: Lightning
Desh: Go
Flyndal: Intimidate
Kohi: Go
Kay: Go
[/spoiler]
Behir Shaken for Round 1 and 2
Desh Greyskin
|
Desh recovers from his surprise, then bursts into motion. He rushes around the behir, lightning-fast footfalls kicking up little dust clouds as he circles his opponent. Longtooth lashes out as the half-orc rounds the creature, then he slides to a halt on the far-side of the behir.
Full Action to Spring Attack,making the attack once he’s on the right edge of the behir’s area. Rolls include: power attack, Inspire Courage +1. He'll end on the top square of the behir's right edge (map updated).
Longtooth: 1d20 + 10 + 1 - 2 ⇒ (16) + 10 + 1 - 2 = 25
damage: 2d4 + 7 + 6 + 1 ⇒ (4, 2) + 7 + 6 + 1 = 20
| Dungeon Master S |
Desh takes advantage of the set up and stabs the behir. Longtooth sinks deep!
Round 1:
Narad: Readies
Garrett: Begins to Inspire Courage
Baddie: Lightning
Desh: Stab
Flyndal: Intimidate
Kohi: Go
Kay: Go
Behir: 20 Shaken for Round 1 and 2
| Dungeon Master S |
Round 1:
Narad: Readies
Garrett: Begins to Inspire Courage
Baddie: Lightning
Desh: Stab
Flyndal: Intimidate
Kohi: Go
Kay: Summon Elemental
Behir: 20 Shaken for Round 1 and
Garrett Goodleaf
|
So Garrett was able to start his Bardic performance this round? I was thinking the diplomacy might be his action, but if he's allowed to start his performance then everyone gets the usual +1 Attack/Damage and +4 to all saving throws.
| Dungeon Master S |
Yeah, let's go with the Bardic. :-)
Flyndal Danwrick
|
Freeing his greatsword, Flyn hurls all manner of profanities at their attacker.
Move to finish the round; Now flanking with Desh.
Reflex, Inspire: 1d20 + 8 + 4 ⇒ (2) + 8 + 4 = 14
| Dungeon Master S |
Kohi drives the head of her spear into the beast, making him roar in pain.
Round 2:
Narad: Go
Garrett: Go
Baddie: TBD
Desh: TBD
Flyndal: TBD
Kohi: TBD
Kay: TBD
Behir: 33 Shaken for Round 1 and
Narad, Rogue
|
Any way we can shift over some, so I can get some flanking, too? Otherwise, I'm just window dressing in a fight.
Narad charges the beast:
Acrobatics to avoid AoO: 1d20 + 13 ⇒ (9) + 13 = 22
Dagger+charge: 1d20 + 9 + 2 ⇒ (18) + 9 + 2 = 29
Damage: 1d4 + 2 ⇒ (1) + 2 = 3
| Dungeon Master S |
Narad tumbles his way by the young behir and sticks it with his dagger. the wound is small, but they add up.
Round 2:
Narad: Stab
Garrett: Go
Baddie: TBD
Desh: TBD
Flyndal: TBD
Kohi: TBD
Kay: TBD
Behir: 36 Shaken for Round 1 and 2
Flyndal Danwrick
|
Any way we can shift over some, so I can get some flanking, too? Otherwise, I'm just window dressing in a fight.
Sorry, Narad. I would have worked my way to the other side, had I known you planned to go there.
Garrett Goodleaf
|
Garrett looks around at the battlefield and the wounds his allies are inflicting upon the beast. He digs deep into the Ruby Sage granted powers and begins directing his allies to bring the behir down! "Desh, Flyn strike it again now!" If the creature is still standing after that, he directs Kohi. "Kohi, now you!"
-1 MP to use Concentrated Barrage to give Desh and Flyn each a free attack at their highest bonus. If the behir is still up, then Garrett will use another MP to use Decisive Strike and grant Kohi a free attack as well. Kohi's attack will also be at highest bonus with an extra +3 to attack and bypasses all DR. I figured I probably wouldn't be able to grant Flyn or Desh a second free attack in the same round.
| Dungeon Master S |
Narad: Stab
Garrett: Concentrated Barrage
Free attack Desh: Go
Free attack Flyn: Go
Baddie: TBD
Desh: TBD
Flyndal: TBD
Kohi: TBD
Kay: TBD
Behir: 36 Shaken for Round 1 and 2
Desh Greyskin
|
Includes Inspire, Flank, Mythic Power Attack, and Sneak Attack
Longtooth, free attack: 1d20 + 10 + 1 + 2 - 2 ⇒ (17) + 10 + 1 + 2 - 2 = 28
damage: 2d4 + 7 + 1 + 9 + 2d6 ⇒ (4, 2) + 7 + 1 + 9 + (5, 6) = 34
| Dungeon Master S |
Desh, bolstered by Garrett's skill and push nails the behir again. Even though it's Taldane is impeccable, the behir gives a beastial roar. It doesn't go down, but it's clearly now scared for its life.
Narad: Stab
Garrett: Concentrated Barrage
Free attack Desh: Big stab
Free attack Flyn: Go
Baddie: TBD
Desh: TBD
Flyndal: TBD
Kohi: TBD
Kay: TBD
Behir: 70 Shaken for Round 1 and 2
Flyndal Danwrick
|
Mwk Cold Iron Greatsword, RAGE, Power Attack, Flank, Inspire: 1d20 + 12 + 2 + 1 ⇒ (3) + 12 + 2 + 1 = 18
Damage: 1d10 + 16 + 1 ⇒ (6) + 16 + 1 = 23
Cëanel Firdhanor
|
The Earth Elemental bonks the behir.
Slam, Flank, Bard, Augment: 1d20 + 6 + 2 + 1 + 2 ⇒ (6) + 6 + 2 + 1 + 2 = 17
For, Bard, Augment: 1d6 + 4 + 1 + 2 ⇒ (5) + 4 + 1 + 2 = 12
Kay takes out his Magic Missile wand and does some damage as well.
MM: 2d4 + 2 ⇒ (3, 3) + 2 = 8
| Dungeon Master S |
Kay, hold your Magic Missile, Flyn's bonus swing, despite not being his best, still hits hard enough to drop the young behir!
Out of combat!
Flyndal Danwrick
|
Kay, I got an avatar for your elemental, if you want it. It's on the map.
| Dungeon Master S |
What now pathfinders? The storm makes it tricky to find your way, make Survival checks, but also le tme know what you want to do here if anything.
| Dungeon Master S |
Narad manages to pick up the trail again, unfortunately, that's all he finds... and it looks like it's headed towards a higher peak in the distance. It's going to be a serious hike.
Everyone needs to make a DC 15 and 16 Fort save before arriving.
....at the last second he catches the glimpse of metal on the behir's corpse. On a medium sized character it'd be big enough to act as a crown (and indeed it's shaped like it was intended that way.)
| Dungeon Master S |
Desh: TBD
Narad: Pass, FAIL
Garrett: TBD
Flyndal: TBD
Cëanel: TBD
Kohi: TBD
Desh Greyskin
|
Back at the behir, Desh sniffs around, trying to see if there's an edge to be gained on their quarry.
Survival: 1d20 + 8 ⇒ (10) + 8 = 18
And some Fort saves
Fort DC 15: 1d20 + 5 ⇒ (14) + 5 = 19
Fort DC 16: 1d20 + 5 ⇒ (17) + 5 = 22
Depending on everyone's saves (and their effects), we may think of resting, even if it means losing some advantage.
| Dungeon Master S |
Desh: Pass, Pass
Narad: Pass, FAIL
Garrett: TBD
Flyndal: TBD
Cëanel: TBD
Kohi: TBD
Garrett Goodleaf
|
Garrett casts detect magic and examines the crown closely.
Spellcraft: 1d20 + 6 ⇒ (14) + 6 = 20
Fort Save: 1d20 + 4 ⇒ (9) + 4 = 13
Fort Save: 1d20 + 4 ⇒ (10) + 4 = 14
| Dungeon Master S |
Garrett examines the crown and determines that it's a Crown of Swords
Desh: Pass, Pass
Narad: Pass, FAIL
Garrett: FAIL, FAIL
Flyndal: TBD
Cëanel: TBD
Kohi: TBD
Flyndal Danwrick
|
Survival/track, AA for Desh: 1d20 + 8 + 1 ⇒ (10) + 8 + 1 = 19 +2 vs humans
“And who were the others that it mentioned?”
Fort: 1d20 + 10 ⇒ (12) + 10 = 22
Fort: 1d20 + 10 ⇒ (3) + 10 = 13 Bah!
| Dungeon Master S |
Desh: Pass, Pass
Narad: Pass, FAIL
Garrett: FAIL, FAIL
Flyndal: Pass, FAIL
Cëanel: TBD
Kohi: TBD
Failing indicates that you're fatigued. If you somehow fix it, let me know.
Flyndal Danwrick
|
All I know of is 8 hours rest. Also, I forgot about my DR 5/epic, so I’m adjusting my HP accordingly.
| Dungeon Master S |
In the interests of time, also let me know what the plan is for resting (regain juju at the cost of letting them get ahead) or leaving now (close distance, but stay weaker.) Kay and Kohi are all who remain.
Flyndal Danwrick
|
I thought most of us had mounts, but just couldn't bring them to this point.
Chris Marsh
|
yeah, they couldn't be teleported.
-Posted with Wayfinder
Garrett Goodleaf
|
I'm down with Kohi taking the Crown. Also, I'll do whatever you guys decide on whether we continue to pursue or rest for the night.
Chris Marsh
|
aggressive or safe pathfinders?
-Posted with Wayfinder
| Dungeon Master S |
Someone can roll for Kohi's FORT saves. All but one of you is fatigued, it sucks, but losing the trail sucks too...
The party decides to push on, but the choice isn't an easy one. After hours of hiking, the scarps on the sides of the canyon gradually descend, until the whole of the terrain becomes a gradual slope encircled by distant mountains and deep chasms. The sun begins to go down, and the temperature is no longer an issue (though you're still fatigued.) Unfortunately, the air is getting thin too.
All of a sudden you see a flame in the distance. It's a camp fire! you're on the right track. You hustle as best you can towards it, but the thin air takes its toll. Most of you are already fatigued from the hike, so you can't manage a solid pace anyway. Fort : 1d20 + 5 ⇒ (10) + 5 = 15 Desh, however, is still going strong.
When you arrive, you take a moment to catch your breath. Narad spies some bandages discarded nearby. Upon inspection Kohi identifies some glassy worms in them. Apparently your prey dealt with the akata as well. The fact that at least one is injured is good news for you...
you follow a trail down the mountain, returning to normal air The narrow and sinuous path down the mountain limits visibility. The winds are wicked here. You take a final moment to prepare to retake the chase when you hear voices! You're within ear shot!!!
The final chase is on!