GM KoKyu's Jade Regent

Game Master KoKyu

A journey of a thousand miles begins with killing a few Trolls.
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Childish Quasit...Rabble-Rousing +28| Fluff +25 ....| RAW -29 | Poor form +33 Watch order: Draeven, Rennyn, Anara, Fenra, Sharadei

Ongoing Objectives: Safeguard Ameiko and the Amatatsu Seal | Get to Minkai
Immediate Objectives: Find and hire a guide | Raid Ravenscraeg

Land of the Linnorm Kings | Varisia | Kalsgard | Ravenscraeg| Banquet Hall | Second Floor Room |The Tower!

Ravenscraeg

Round 3 Init: Draeven: 20 | Jeryn: 19 | Fenra: 19 | Wodes: 13 (19 Strain) | Swarm A: | Swarm B: 13 (19 strain)| Rennyn: 10 |

A raven's laughter, if there is such a thing, echoes across the dell. Inside, Rennyn swings his katana in a vain effort to ward off a foe with no solid formm while Fenra's efforts with the swarm surrounding her prove more effective. Regardless, beaks and tiny claws rake at the faces of all but Draeven. Overwhelmed, his comrades are blinded and both Rennyn and Jeryn experience waves of vertigo. Struggling to move away, the wizard and paladin shuffle their way across the floor. Unsure of where the red feathered raven has flown to, Draeven does his best to rally, swinging his sword at the nearest swarm hewing a swathe of feathers and wings in the process.

Outside, the red feathered raven glides by one of the west facing windows, its beak moving as though speaking. Inside, chaos continues. What remains of the swarm of black birds upon the oracle continue to attack (4 points strain, Fort save please) while the swarm around Rennyn moves with him (MA 5ft to AH23, 5 points strain, Fort save please)

GM Notes:

Fenra Blindness: 1d4 ⇒ 2 | Jeryn Blindness: 1d4 ⇒ 4| Rennyn Blindness: 1d4 ⇒ 4
Swarm A: 1d6 ⇒ 5 | Swarm B: 1d6 ⇒ 4

Wodes, the Blood-Feather Raven CR 5/ XP 1,600 /Male advanced awakened raven druid 5 (Pathfinder RPG Bestiary 133) / NE Small magical beast (augmented animal)
Init +3; Senses low-light vision; Perception +18
DEFENSE: AC 18 (20), touch 16 (18), flat-footed 14 (+1 deflection, +3 Dex, +1 dodge, +2 natural, +1 size)
hp 69 (10 HD; 5d8+5d8+15)
Fort +9, Ref +8, Will +9; +4 vs. fey and plant-targeted effects
Defensive Abilities: resist nature’s lure
OFFENSE: Speed 10 ft., fly 40 ft. (average)
Melee bite +11 (1d4+1)
Special Attacks: lightning arc (1d6+2 electricity, 7/day), wild shape 5 hours/day
Druid Spells Prepared (CL 5th; concentration +9):Domain spell; Domain Air
3rd—gaseous form, sleet storm, summon nature’s ally III
2nd—barkskin, cat’s grace, heat metal (DC 16), wind wall
1st—charm animal (DC 15), magic fang, obscuring mist, produce flame/ (2)
0 (at will)—detect magic, flare (DC 14), guidance, read magic
TACTICS: Before Combat Wodes casts barkskin, cat’s grace, and magic fang before entering combat.
During Combat Wodes casts summon nature’s ally III on the first round combat to summon 1d3 Small air elementals and orders the raven swarm to attack intruders. Wodes then casts produce flame to attack opponents. Wodes has no great loyalty to the Frozen Shadows, but he is absolutely loyal to Goti and will not abandon Ravenscraeg as long as the sorcerer lives. If hard pressed, however, he retreats to area C22, circling around to enter the hall by other means and ambush the PCs later.
Base Statistics: Init +1; AC 14, touch 14, flat-footed 12; Ref +6; Melee bite +8 (1d4); Dex 13; CMD 18; Skills Fly +14, Stealth +16.
STATISTICS:Str 10, Dex 17 (21), Con 12, Int 12, Wis 19, Cha 6
Base Atk +6; CMB +5; CMD 20
Feats: Combat Casting, Dodge, Eschew Materials, Natural Spell, Skill Focus (Perception), Weapon Finesse, Skills Fly +16, Knowledge (geography) +8, Knowledge (nature) +9, Linguistics +4, Perception +18, Spellcraft +10, Stealth +18, Survival +6, Languages Auran, Common, Druidic, Skald, Terran, Tien
SQ nature bond (Air domain), nature sense, trackless step, wild empathy +3, woodland stride
Combat Gear: scroll of summon nature’s ally II, scroll of summon
nature’s ally V; Other Gear ring of protection +1, scroll case
============================
Raven Swarms (2) CR 3 Tiny animal (swarm) (Tome of Horrors III 212)
Space 10 ft.; Reach 0 ft.
Init +2; Senses low-light vision; Perception +10
DEFENSE: AC 14, touch 14, flat-footed 12 (+2 Dex, +2 size)
HP 25 each (4d8) | Fort +4, Ref +6, Will +3
Defensive Abilities: half damage from piercing and slashing weapons, swarm traits
OFFENSE: Speed 10 ft., fly 40 ft. (average)
Melee swarm (1d6)
Special Attacks: DISTRACTION (DC 12), Eye-Rake (Ex) Any living creature damaged by a raven swarm must make a DC 14 Reflex save or be blinded as the swarm scratches and tears at the victim’s eyes. The blindness lasts for 1d4 days until the eyes naturally heal, or until they are healed (with remove blindness or a DC 15 Heal check). The save DC is Constitution-based.
STATISTICS: Str 2, Dex 15, Con 10, Int 2, Wis 15, Cha 7 | Base Atk +3; CMB +3; CMD 9 (can’t be tripped)
Feats: Ability Focus (eye-rake), Skill Focus (Perception) | Skills: Fly +11, Perception +10

Darren & Stacy:

The twins have had a long journey, making their way across half the continent to Kalsgard. They have been in the city for over ten days either seeking employment, the kind of odd jobs that financed them this far, or perhaps finally following in their parent's footsteps. In Kalsgard, the local gossip is filled with sightings of masked men (some say they are ninjas), the mysterious murder of a high ranking guardsman and an attempted assassination in the affluent Amber Quarter. Through charm, or could it have been luck, the pair got invited to a lower tier meeting/luncheon of the Sunrise Seekers (a consortium that attempts long trading voyages to the south). While there they hear of the scandalous behavior of a man named Lute Haggersly, a shareholder on the board of the Rimerunner's Guild. Haggersly dared vote against a measure proposed by a leading member named Silverskorr who was deeply affronted. There was some concern at the time as Haggersly was expected to appear at the luncheon but had not shown. Of particular interest to the twins is the name as Haggersly is someone they both remember their parents having done some business with.
Hoping to meet with this man, the twins sought Haggersly out at is dwelling afterwards only to learn of his disappearance. After an amicable meeting with his wife, the pair accepted the commission of tracking Haggersly down (a reward of 50gp for information leading to his whereabouts or 500gp for returning him home).
Try as they might, the twins' investigation hit several dead ends however recently they found themselves at a place called Spear-shaker's Point where a funeral ship is set to be launched. It is a rare cultural experience to see, drawing a crowd of onlookers outside of the expected guests. From those in the crowd, they learn the funeral is for a man named Snorri Stone-Eye who was himself a reclusive man of wealth. Some whispers hinted old Snorri hid his fortunes away in an old fortress called Ravenscraeg, others hinted Snorri gained his wealth because he was awarded, a little too frequently, 'contracts' by the Rimerunner's Guild. Although no one mentioned 'preferential treatment', the impression is clear.
It is when the twins notice darkly clad, masked figures watching the funeral ship further along the point, that a hunch begins to take shape. With a little digging they decide to look into this Ravenscraeg. Who knows, a reclusive fortress with ties to the Guild just might be the perfect place to find a missing person.(Can you please post in the discussion tab with your characters so I can make up some tokens)

Fenra: (7 points strain, blinded) | Jeryn: (3 points strain, nauseated+ blinded) Mage Armor active AC15, Force bolts 6/7, Aggressive Thunder Cloud, Magic Missilex1 | Spivey: CLW, Liberty's Blessing, Lessor Restoration | Draeven: (2 points strain) | Kenan: (1 Con Dmg, Unconscious for 2 hours) | Rennyn: (1 point strain, nauseated +blinded) |


~Elf Champion (Paladin) 8~ Perc +11 (+2 to init) AC 28 HP 110 Fort +14 Ref +12 Will +13 PATHBUILDER Link

Round 3

The ravens continue to pursue Rennyn, pecking and scratching at his exposed flesh...
fort save: 1d20 + 7 ⇒ (13) + 7 = 20
...but Rennyn is able to regain his focus at least.

Round 3 Init 10

Realizing retreating is pointless, the desperate paladin stands firm and swings his katana wildly in the hopes he hits some of the ravens...
attack: 1d20 + 8 ⇒ (9) + 8 = 17
concealment: 1d100 ⇒ 99
damage: 1d8 + 12 ⇒ (4) + 12 = 16
...and is rewarded when his blade finds purchase in some of the avian harassers, knocking them from the air.

Status and Effects:
AC 14 (blind) HP 32 -6 strain = 26
bless
blind
nauseated


~Half-orc Fighter 8~ Perc +16 (+2 init) AC 26 HP 132 Fort +16 Ref +13 Will +14 (bravery) PATHBUILDER Link

Round 4 Init 20

Draeven continues to focus on the ravens surrounding Fenra...
SA attack -powerattack +bless: 1d20 + 10 - 2 + 1 ⇒ (10) + 10 - 2 + 1 = 19
damage +powerattack: 2d6 + 13 ⇒ (5, 5) + 13 = 23
...and manages to kill enough of them to get them to break off their assault and disperse.

With some of the ravens dealt with, Draeven shouts instructions to Jeryn. Open the door beside you and try and get Fenra in there with you! Maybe we can barricade inside for a moment!

Status and Effects:
AC: 17 HP: 45 -2 strain = 43
bless
(rage rounds used 6 of 17)

The ravens should probably have swarmed Draeven along with Fenra. No reason not to as he is standing beside her. They would have died to Draeven's AoO as per the roll above. That would have saved Fenra some damage and another save. Also, Draeven would now be helping with Rennyn's swarm. :/


~Human Evoker (lvl 5)~ Perc +10 Init +1 AC 11 HP 32 Fort +2 Ref +2 Will +5 CMB +3 CMD 14

Round 4 Init 19

With the birds no longer harassing him, Jeryn regains his composure. Hearing Draeven's call to action, Jeryn feels for the door on the wall beside him and attempts to open it... (MA open door)

Should it be unlocked and he succeed in opening it...

Throwing the door open, Jeryn calls out to Fenra in the language of the angels, Fenra, this way! Come to me and into the door I just opened! He extends a hand blindly, reaching for Fenra, ready to guide her through the open doorway. (SA ready action to move through the doorway once Fenra joins him.)

Status and Effects
AC: 12 (blind) HP: 26 -3 strain = 23
mage armor
bless
nauseated


Pathbuilder link Perception +13| AC 24| Fort +14| Ref +12 |Will +17

fort save: 1d20 + 3 ⇒ (15) + 3 = 18

Fenra, her strong stomach preventing her from retching, tries to follow Jeryn's voice.


Childish Quasit...Rabble-Rousing +28| Fluff +25 ....| RAW -29 | Poor form +33 Watch order: Draeven, Rennyn, Anara, Fenra, Sharadei

Ongoing Objectives: Safeguard Ameiko and the Amatatsu Seal | Get to Minkai
Immediate Objectives: Find and hire a guide | Raid Ravenscraeg

Land of the Linnorm Kings | Varisia | Kalsgard | Ravenscraeg| Banquet Hall | Second Floor Room |The Tower!

Ravenscraeg

Round 4 Init: Draeven: 20 | Jeryn: 19 | Fenra: 19 | Wodes: 13 (19 Strain) | Swarm A: 13 (8 strain) | Swarm B: 13 | Rennyn: 10 |

Rennyn's blade clips a few more of the fowl creatures. His efforts give the birds something to think about, but only for a moment and then all is forgotten. Driven to defend their nest, the swarm persists their peaking and clawing of elf flesh (1 point strain+ Fort Save).
Across the room, the big man's shouts are hard to ignore. Using Jeryn's voice as her guide and part of the wall, Fenra manages to make her way into the room. Fortunately, the door is unlocked and the wizard is soon standing within beside her. The room lacks that echo of bare stone and the two soon bump into a bed and small table within. There is a breeze from an open window...
Caw-caw! Caw-caw! The sound of that raven's call signals it is still out there, circling the tower. Without warning Jeryn and Fenra are both jolted by blinding flashes of light as electricity surges through their bodies! (MA+SA Lightning Arc, 8 points strain Reflex DC15 save for half)

GM Notes:

Swarm A: 1d6 ⇒ 1 | Lightning Arc vs. Fenra and Jeryn: 1d20 + 3 ⇒ (15) + 3 = 18 |Dmg: 1d6 + 2 ⇒ (6) + 2 = 8

Wodes, the Blood-Feather Raven CR 5/ XP 1,600 /Male advanced awakened raven druid 5 (Pathfinder RPG Bestiary 133) / NE Small magical beast (augmented animal)
Init +3; Senses low-light vision; Perception +18
DEFENSE: AC 18 (20), touch 16 (18), flat-footed 14 (+1 deflection, +3 Dex, +1 dodge, +2 natural, +1 size)
hp 69 (10 HD; 5d8+5d8+15)
Fort +9, Ref +8, Will +9; +4 vs. fey and plant-targeted effects
Defensive Abilities: resist nature’s lure
OFFENSE: Speed 10 ft., fly 40 ft. (average)
Melee bite +11 (1d4+1)
Special Attacks: lightning arc (1d6+2 electricity, 6 of 7/day remain), wild shape 5 hours/day
Druid Spells Prepared (CL 5th; concentration +9):Domain spell; Domain Air
3rd—gaseous form, sleet storm, summon nature’s ally III
2nd—barkskin, cat’s grace, heat metal (DC 16), wind wall
1st—charm animal (DC 15), magic fang, obscuring mist, produce flame/ (2)
0 (at will)—detect magic, flare (DC 14), guidance, read magic
TACTICS: Before Combat Wodes casts barkskin, cat’s grace, and magic fang before entering combat.
During Combat Wodes casts summon nature’s ally III on the first round combat to summon 1d3 Small air elementals and orders the raven swarm to attack intruders. Wodes then casts produce flame to attack opponents. Wodes has no great loyalty to the Frozen Shadows, but he is absolutely loyal to Goti and will not abandon Ravenscraeg as long as the sorcerer lives. If hard pressed, however, he retreats to area C22, circling around to enter the hall by other means and ambush the PCs later.
Base Statistics: Init +1; AC 14, touch 14, flat-footed 12; Ref +6; Melee bite +8 (1d4); Dex 13; CMD 18; Skills Fly +14, Stealth +16.
STATISTICS:Str 10, Dex 17 (21), Con 12, Int 12, Wis 19, Cha 6
Base Atk +6; CMB +5; CMD 20
Feats: Combat Casting, Dodge, Eschew Materials, Natural Spell, Skill Focus (Perception), Weapon Finesse, Skills Fly +16, Knowledge (geography) +8, Knowledge (nature) +9, Linguistics +4, Perception +18, Spellcraft +10, Stealth +18, Survival +6, Languages Auran, Common, Druidic, Skald, Terran, Tien
SQ nature bond (Air domain), nature sense, trackless step, wild empathy +3, woodland stride
Combat Gear: scroll of summon nature’s ally II, scroll of summon
nature’s ally V; Other Gear ring of protection +1, scroll case
============================
Raven Swarms (2) CR 3 Tiny animal (swarm) (Tome of Horrors III 212)
Space 10 ft.; Reach 0 ft.
Init +2; Senses low-light vision; Perception +10
DEFENSE: AC 14, touch 14, flat-footed 12 (+2 Dex, +2 size)
HP 25 each (4d8) | Fort +4, Ref +6, Will +3
Defensive Abilities: half damage from piercing and slashing weapons, swarm traits
OFFENSE: Speed 10 ft., fly 40 ft. (average)
Melee swarm (1d6)
Special Attacks: DISTRACTION (DC 12), Eye-Rake (Ex) Any living creature damaged by a raven swarm must make a DC 14 Reflex save or be blinded as the swarm scratches and tears at the victim’s eyes. The blindness lasts for 1d4 days until the eyes naturally heal, or until they are healed (with remove blindness or a DC 15 Heal check). The save DC is Constitution-based.
STATISTICS: Str 2, Dex 15, Con 10, Int 2, Wis 15, Cha 7 | Base Atk +3; CMB +3; CMD 9 (can’t be tripped)
Feats: Ability Focus (eye-rake), Skill Focus (Perception) | Skills: Fly +11, Perception +10

Fenra: (15 points strain, blinded) | Jeryn: (11 points strain, blinded) Mage Armor active AC15, Force bolts 6/7, Aggressive Thunder Cloud, Magic Missilex1 | Spivey: CLW, Liberty's Blessing, Lessor Restoration | Draeven: (2 points strain) | Kenan: (1 Con Dmg, Unconscious for 2 hours) | Rennyn: (1 point strain, blinded) |


~Elf Champion (Paladin) 8~ Perc +11 (+2 to init) AC 28 HP 110 Fort +14 Ref +12 Will +13 PATHBUILDER Link

Round 4

fort save: 1d20 + 7 ⇒ (2) + 7 = 9
...the raven's redoubled efforts succeed in distracting Rennyn once more and all he can do is cover up his exposed flesh as best he can. (nauseated 1 round)

Round 4 Init 10

Rennyn continues to suffer the ravens in silence.

Status and Effects:
AC 14 (blind) HP 32 -7 strain = 25
bless
blind
nauseated round 1 of 1


~Half-orc Fighter 8~ Perc +16 (+2 init) AC 26 HP 132 Fort +16 Ref +13 Will +14 (bravery) PATHBUILDER Link

Round 5 Init 20

Draeven continues forward to aid Rennyn. (MA to AH,22)

As he passes the open doorway, he instructs Jeryn to dismiss his dancing lights spell and for he and Fenra to close the door and window. Reaching the birds around the beleaguered paladin, he rakes his sword through the air...
SA attack -powerattack +bless: 1d20 + 10 - 2 + 1 ⇒ (6) + 10 - 2 + 1 = 15
damage +powerattack: 2d6 + 13 ⇒ (2, 5) + 13 = 20
...sweeping more of them to the floor.

Status and Effects:
AC: 17 HP: 45 -2 strain = 43
bless
(rage rounds used 6 of 17)


~Human Evoker (lvl 5)~ Perc +10 Init +1 AC 11 HP 32 Fort +2 Ref +2 Will +5 CMB +3 CMD 14

Round 5 Init 19

Jeryn nods in understanding before closing the door (MA) and ending his light spell. (SA dismiss dancing lights) He then asks Fenra to find and shut the window shutters. Go towards the breeze my dear...

Status and Effects
AC: 12 (blind) HP: 26 -3 strain = 23
mage armor
bless

NOTE: I am operating on the assumption that there are no other light sources up here, or in the room where Jeryn and Fenra are at least.

NOTE: I will wait to see which of Fenra or Jeryn were actually targeted by Wodes' spell like ability before adjusting Jeryn's HP.


Pathbuilder link Perception +13| AC 24| Fort +14| Ref +12 |Will +17

reflex save: 1d20 + 4 ⇒ (18) + 4 = 22

As her hair begins to stand on end Fenra rolls onto the bed and manages to avoid the brunt of the strike. She stumbles around the room on Jeryn's instruction, attempting to seal the room.


Childish Quasit...Rabble-Rousing +28| Fluff +25 ....| RAW -29 | Poor form +33 Watch order: Draeven, Rennyn, Anara, Fenra, Sharadei

My bad. As usual I overlooked a component of Wodes block and researched the wrong spell. I'd thought his Lightning Arc bounced from one target to the next in line but this is not the case for Special Attacks. 50/50 Draw Fenra on 1 Jeryn on 2: 1d2 ⇒ 1
Fenra's roll is good/not wasted and she saves for half. Only 4 points.

Ongoing Objectives: Safeguard Ameiko and the Amatatsu Seal | Get to Minkai
Immediate Objectives: Find and hire a guide | Raid Ravenscraeg

Land of the Linnorm Kings | Varisia | Kalsgard | Ravenscraeg| Banquet Hall | Second Floor Room |The Tower!

Ravenscraeg

Round 4 Init: Draeven: 20 | Jeryn: 19 | Fenra: 19 | Wodes: 13 (19 Strain) | Swarm A: 13 (18 strain) | Swarm B: 13 | Rennyn: 10 |

With another flash of steal, Draeven dispatches the remaining swarm hovering over Rennyn. Behind him, the door closes shut and Fenra stumbles across the room to the window. The fair oracle fumbles with the portal and manages to get it closed just as Jeryn extinguishes the lights. The chamber plunges into a dark grey, the sole source of light the three-quarter moon shining above the tower. (based on the half-moon phase a couple nights ago and Spivey's Commune session.) A moment later the black shadow of a bird flutters past a window to the north and a brilliant flash of light illuminates the room just in front of the fireplace. Caw!

GM Notes:

Casts Flare

Wodes, the Blood-Feather Raven CR 5/ XP 1,600 /Male advanced awakened raven druid 5 (Pathfinder RPG Bestiary 133) / NE Small magical beast (augmented animal)
Init +3; Senses low-light vision; Perception +18
DEFENSE: AC 18 (20), touch 16 (18), flat-footed 14 (+1 deflection, +3 Dex, +1 dodge, +2 natural, +1 size)
hp 69 (10 HD; 5d8+5d8+15)
Fort +9, Ref +8, Will +9; +4 vs. fey and plant-targeted effects
Defensive Abilities: resist nature’s lure
OFFENSE: Speed 10 ft., fly 40 ft. (average)
Melee bite +11 (1d4+1)
Special Attacks: lightning arc (1d6+2 electricity, 6 of 7/day remain), wild shape 5 hours/day
Druid Spells Prepared (CL 5th; concentration +9):Domain spell; Domain Air
3rd—gaseous form, sleet storm, summon nature’s ally III
2nd—barkskin, cat’s grace, heat metal (DC 16), wind wall
1st—charm animal (DC 15), magic fang, obscuring mist, produce flame/ (2)
0 (at will)—detect magic, flare (DC 14), guidance, read magic
TACTICS: Before Combat Wodes casts barkskin, cat’s grace, and magic fang before entering combat.
During Combat Wodes casts summon nature’s ally III on the first round combat to summon 1d3 Small air elementals and orders the raven swarm to attack intruders. Wodes then casts produce flame to attack opponents. Wodes has no great loyalty to the Frozen Shadows, but he is absolutely loyal to Goti and will not abandon Ravenscraeg as long as the sorcerer lives. If hard pressed, however, he retreats to area C22, circling around to enter the hall by other means and ambush the PCs later.
Base Statistics: Init +1; AC 14, touch 14, flat-footed 12; Ref +6; Melee bite +8 (1d4); Dex 13; CMD 18; Skills Fly +14, Stealth +16.
STATISTICS:Str 10, Dex 17 (21), Con 12, Int 12, Wis 19, Cha 6
Base Atk +6; CMB +5; CMD 20
Feats: Combat Casting, Dodge, Eschew Materials, Natural Spell, Skill Focus (Perception), Weapon Finesse, Skills Fly +16, Knowledge (geography) +8, Knowledge (nature) +9, Linguistics +4, Perception +18, Spellcraft +10, Stealth +18, Survival +6, Languages Auran, Common, Druidic, Skald, Terran, Tien
SQ nature bond (Air domain), nature sense, trackless step, wild empathy +3, woodland stride
Combat Gear: scroll of summon nature’s ally II, scroll of summon
nature’s ally V; Other Gear ring of protection +1, scroll case
============================
Raven Swarms (2) CR 3 Tiny animal (swarm) (Tome of Horrors III 212)
Space 10 ft.; Reach 0 ft.
Init +2; Senses low-light vision; Perception +10
DEFENSE: AC 14, touch 14, flat-footed 12 (+2 Dex, +2 size)
HP 25 each (4d8) | Fort +4, Ref +6, Will +3
Defensive Abilities: half damage from piercing and slashing weapons, swarm traits
OFFENSE: Speed 10 ft., fly 40 ft. (average)
Melee swarm (1d6)
Special Attacks: DISTRACTION (DC 12), Eye-Rake (Ex) Any living creature damaged by a raven swarm must make a DC 14 Reflex save or be blinded as the swarm scratches and tears at the victim’s eyes. The blindness lasts for 1d4 days until the eyes naturally heal, or until they are healed (with remove blindness or a DC 15 Heal check). The save DC is Constitution-based.
STATISTICS: Str 2, Dex 15, Con 10, Int 2, Wis 15, Cha 7 | Base Atk +3; CMB +3; CMD 9 (can’t be tripped)
Feats: Ability Focus (eye-rake), Skill Focus (Perception) | Skills: Fly +11, Perception +10

Fenra: (11 points strain, blinded) | Jeryn: (3 points strain, blinded) Mage Armor active AC15, Force bolts 6/7, Aggressive Thunder Cloud, Magic Missilex1 | Spivey: CLW, Liberty's Blessing, Lessor Restoration | Draeven: (2 points strain) | Kenan: (1 Con Dmg, Unconscious for 2 hours) | Rennyn: (1 point strain, blinded) |


Childish Quasit...Rabble-Rousing +28| Fluff +25 ....| RAW -29 | Poor form +33 Watch order: Draeven, Rennyn, Anara, Fenra, Sharadei

Sorry, I've pulled the second swarm prematurely, they still have little fight left in them! Map Updated. Swarm vs. Rennyn: 1d6 ⇒ 3+Fort save


~Elf Champion (Paladin) 8~ Perc +11 (+2 to init) AC 28 HP 110 Fort +14 Ref +12 Will +13 PATHBUILDER Link

Round 5

fort save: 1d20 + 7 ⇒ (12) + 7 = 19
...though the ravens continue to tear and peck at him, Rennyn manages once more to regain some composure.

Round 5 Init 10

Rennyn swings his sword about trying to drive the ravens away...
SA attack: 1d20 + 8 ⇒ (16) + 8 = 24
concealment: 1d100 ⇒ 98
damage: 1d8 + 12 ⇒ (8) + 12 = 20
...and succeeds.

Status and Effects:
AC 14 (blind) HP 32 -10 strain = 22
bless
blind
nauseated


~Half-orc Fighter 8~ Perc +16 (+2 init) AC 26 HP 132 Fort +16 Ref +13 Will +14 (bravery) PATHBUILDER Link

Round 6 Init 20

Seeing the other ravens disperse and spotting the red feathered one fly by the windows to the north, Draeven draws his bow as he moves to a window. (draw bow FrA w/MA to AD,25)

Once there he drops his sword (FrA drop sword) and nocks a flaming arrow before loosing it at the evasive foe...
SA attack +bless +1 arrow: 1d20 + 8 ⇒ (20) + 8 = 28
confirm?: 1d20 + 8 ⇒ (1) + 8 = 9
damage +powerattack +1 flaming arrow: 2d6 + 4 + 1d6 ⇒ (3, 3) + 4 + (5) = 15
...and puts it through the black feathered bird's wing feathers.

Rennyn, follow the sound of my voice and come to me...

Status and Effects:
AC: 17 HP: 45 -2 strain = 43
bless
(rage rounds used 6 of 17)


~Human Evoker (lvl 5)~ Perc +10 Init +1 AC 11 HP 32 Fort +2 Ref +2 Will +5 CMB +3 CMD 14

Round 6 Init 19

Jeryn hears the shutters close and feels the breeze lessen upon his face. He also hears the sounds of ravens diminish and of Draeven rushing across the room outside the door. Unable to see anything at all, he inquires of Fenra, Any chance you can fix my eyes again? He feels his way over to where he heard her move, hands feeling his way as he goes. (MA to AE,21)

He reaches into his pack and removes the grenade he was given earlier. Should the raven somehow get in or be able to hurt them, Jeryn plans to smash the grenade at their feet. (SA ready action)

Status and Effects
AC: 12 (blind) HP: 26 -3 strain = 23
mage armor
bless


Pathbuilder link Perception +13| AC 24| Fort +14| Ref +12 |Will +17

I think I will try to fix mine first so I don't accidentally put something in your nose.

heal check on Fenra: 1d20 + 4 ⇒ (3) + 4 = 7

Unfortunately all she manages to do is sop up a little blood and her eyesight is still impaired.

I figured she probably can't do a heal check on someone else while blind, at least she has the feedback of feeling her own face. It's a standard action so I guess she will try again next round.


Childish Quasit...Rabble-Rousing +28| Fluff +25 ....| RAW -29 | Poor form +33 Watch order: Draeven, Rennyn, Anara, Fenra, Sharadei

Ongoing Objectives: Safeguard Ameiko and the Amatatsu Seal | Get to Minkai
Immediate Objectives: Find and hire a guide | Raid Ravenscraeg

Land of the Linnorm Kings | Varisia | Kalsgard | Ravenscraeg| Banquet Hall | Second Floor Room |The Tower!

Ravenscraeg

Round 6 Init: Draeven: 20 | Jeryn: 19 | Fenra: 19 | Wodes: 13 (34 Strain) | Swarm A: 13 (18 strain) | Swarm B: 13 | Rennyn: 10 |

The swarms have been taken care of, but the group isn't out of danger - there's still one bird out there. Draeven's arrow zips across the short distance between it and the bird scoring a hit on the fabled red feathered raven and singing a few feathers. The raven squawks, followed by indiscernible utterances drifting on the air. Then nothing. With the warmth of vigorous combat enveloping him, the big guy sees the raven fly away, circling the tower. Possibly it will pass by another window. Tracking the bird's direction, Draeven catches a glimpse of it heading south before slipping out of sight.

GM Notes:

Will save DC16: 1d20 + 2 ⇒ (13) + 2 = 15 | Round 1 of 7 - warm
Removing
Wodes, the Blood-Feather Raven CR 5/ XP 1,600 /Male advanced awakened raven druid 5 (Pathfinder RPG Bestiary 133) / NE Small magical beast (augmented animal)
Init +3; Senses low-light vision; Perception +18
DEFENSE: AC 18 (20), touch 16 (18), flat-footed 14 (+1 deflection, +3 Dex, +1 dodge, +2 natural, +1 size)
HP 69 (10 HD; 5d8+5d8+15)
Fort +9, Ref +8, Will +9; +4 vs. fey and plant-targeted effects
Defensive Abilities: resist nature’s lure
OFFENSE: Speed 10 ft., fly 40 ft. (average)
Melee bite +11 (1d4+1)
Special Attacks: lightning arc (1d6+2 electricity, 6 of 7/day remain), wild shape 5 hours/day
Druid Spells Prepared (CL 5th; concentration +9):Domain spell; Domain Air
3rd—gaseous form, sleet storm, summon nature’s ally III
2nd—barkskin, cat’s grace, heat metal (DC 16), wind wall
1st—charm animal (DC 15), magic fang, obscuring mist, produce flame/ (2)
0 (at will)—detect magic, flare (DC 14), guidance, read magic
TACTICS: Before Combat Wodes casts barkskin, cat’s grace, and magic fang before entering combat.
During Combat Wodes casts summon nature’s ally III on the first round combat to summon 1d3 Small air elementals and orders the raven swarm to attack intruders. Wodes then casts produce flame to attack opponents. Wodes has no great loyalty to the Frozen Shadows, but he is absolutely loyal to Goti and will not abandon Ravenscraeg as long as the sorcerer lives. If hard pressed, however, he retreats to area C22, circling around to enter the hall by other means and ambush the PCs later.
Base Statistics: Init +1; AC 14, touch 14, flat-footed 12; Ref +6; Melee bite +8 (1d4); Dex 13; CMD 18; Skills Fly +14, Stealth +16.
STATISTICS:Str 10, Dex 17 (21), Con 12, Int 12, Wis 19, Cha 6
Base Atk +6; CMB +5; CMD 20
Feats: Combat Casting, Dodge, Eschew Materials, Natural Spell, Skill Focus (Perception), Weapon Finesse,
Skills: Fly +16, Knowledge (geography) +8, Knowledge (nature) +9, Linguistics +4, Perception +18, Spellcraft +10, Stealth +18, Survival +6, Languages Auran, Common, Druidic, Skald, Terran, Tien
SQ nature bond (Air domain), nature sense, trackless step, wild empathy +3, woodland stride
Combat Gear: scroll of summon nature’s ally II, scroll of summon
nature’s ally V; Other Gear: ring of protection +1, scroll case
============================

Fenra: (11 points strain, blinded) | Jeryn: (3 points strain, blinded) Mage Armor active AC15, Force bolts 6/7, Aggressive Thunder Cloud, Magic Missilex1 | Spivey: CLW, Liberty's Blessing, Lessor Restoration | Draeven: (2 points strain) | Kenan: (1 Con Dmg, Unconscious for 2 hours) | Rennyn: (10 point strain, blinded) |


~Elf Champion (Paladin) 8~ Perc +11 (+2 to init) AC 28 HP 110 Fort +14 Ref +12 Will +13 PATHBUILDER Link

Round 6 Init 10

Rennyn follows the sound of Draeven's voice...(MA to AE,25)

Status and Effects:
AC 14 (blind) HP 32 -10 strain = 22
bless
blind


~Half-orc Fighter 8~ Perc +16 (+2 init) AC 26 HP 132 Fort +16 Ref +13 Will +14 (bravery) PATHBUILDER Link

Round 7 Init 20

Draeven moves to the next window over to keep the raven in his sight (5' step to AE,26 ) and nocks another flaming arrow, letting it fly at the retreating target...
SA attack +bless +1 arrow: 1d20 + 8 ⇒ (13) + 8 = 21
damage +powerattack +1 flaming arrow: 2d6 + 4 + 1d6 ⇒ (1, 5) + 4 + (2) = 12
...and again singes feathers.

Rennyn, I dropped my sword to my left. Can you pick it up, then grab my belt and stay with me when I move.

Status and Effects:
AC: 17 HP: 45 -2 strain = 43
bless
(rage rounds used 6 of 17)


~Human Evoker (lvl 5)~ Perc +10 Init +1 AC 11 HP 32 Fort +2 Ref +2 Will +5 CMB +3 CMD 14

Round 7 Init 19

Jeryn waits patiently for Fenra to attend to his wounds, grenade in hand. (SA ready action as before)

Status and Effects
AC: 12 (blind) HP: 26 -3 strain = 23
mage armor
bless


Pathbuilder link Perception +13| AC 24| Fort +14| Ref +12 |Will +17

Fenra again tries to ease her wounds.

heal check: 1d20 + 4 ⇒ (13) + 4 = 17

When she is able to blurrily make out shapes she sighs in relief and starts to work on Jeryn. Next round for Jeryn


Childish Quasit...Rabble-Rousing +28| Fluff +25 ....| RAW -29 | Poor form +33 Watch order: Draeven, Rennyn, Anara, Fenra, Sharadei

How will Rennyn find Draeven's sword? MA to find it, please roll percentage, 50% to find/accidently kick it + MA to pick it up. Or single MA @1/2 speed to get to Draeven's side.

Ongoing Objectives: Safeguard Ameiko and the Amatatsu Seal | Get to Minkai
Immediate Objectives: Find and hire a guide | Raid Ravenscraeg

Land of the Linnorm Kings | Varisia | Kalsgard | Ravenscraeg| Banquet Hall | Second Floor Room |The Tower!

Ravenscraeg

Round 7 Init: Draeven: 20 | Jeryn: 19 | Fenra: 19 | Wodes: 13 (46 Strain) | Rennyn: 10 |

It is as Draeven is directing Rennyn to come to his side that the big man notices his chain shirt has become more than just a little hot. Looking down he can see the metal links now glowing of their own accord. When the smell the burning of hair reaches his nostrils he has a choice to make (The metal of Draeven's chainmail has been magically heated, 4 points damage. It will take one minute to remove the armor during which time no other actions can be taken.) Loosing his shot the big guy notices the raven is starting to look worn down as it turns and begin to rise. As a parting shot, an arc of lightning erupts from its maw slamming into the corner of the window, inches from where Draeven's hand.

GM Notes:

Round 2 of HM: 1d4 ⇒ 4 | Lightning arc Rng Touch: 1d20 + 3 ⇒ (7) + 3 = 10
Wodes, the Blood-Feather Raven CR 5/ XP 1,600 /Male advanced awakened raven druid 5 (Pathfinder RPG Bestiary 133) / NE Small magical beast (augmented animal)
Init +3; Senses low-light vision; Perception +18
DEFENSE: AC 18 (20), touch 16 (18), flat-footed 14 (+1 deflection, +3 Dex, +1 dodge, +2 natural, +1 size)
HP 69 (10 HD; 5d8+5d8+15)
Fort +9, Ref +8, Will +9; +4 vs. fey and plant-targeted effects
Defensive Abilities: resist nature’s lure
OFFENSE: Speed 10 ft., fly 40 ft. (average)
Melee bite +11 (1d4+1)
Special Attacks: lightning arc (1d6+2 electricity, 5 of 7/day remain), wild shape 5 hours/day
Druid Spells Prepared (CL 5th; concentration +9):Domain spell; Domain Air
3rd—gaseous form, sleet storm, summon nature’s ally III
2nd—barkskin, cat’s grace, heat metal (DC 16), wind wall
1st—charm animal (DC 15), magic fang, obscuring mist, produce flame/ (2)
0 (at will)—detect magic, flare (DC 14), guidance, read magic
TACTICS: Before Combat Wodes casts barkskin, cat’s grace, and magic fang before entering combat.
During Combat Wodes casts summon nature’s ally III on the first round combat to summon 1d3 Small air elementals and orders the raven swarm to attack intruders. Wodes then casts produce flame to attack opponents. Wodes has no great loyalty to the Frozen Shadows, but he is absolutely loyal to Goti and will not abandon Ravenscraeg as long as the sorcerer lives. If hard pressed, however, he retreats to area C22, circling around to enter the hall by other means and ambush the PCs later.
Base Statistics: Init +1; AC 14, touch 14, flat-footed 12; Ref +6; Melee bite +8 (1d4); Dex 13; CMD 18; Skills Fly +14, Stealth +16.
STATISTICS:Str 10, Dex 17 (21), Con 12, Int 12, Wis 19, Cha 6
Base Atk +6; CMB +5; CMD 20
Feats: Combat Casting, Dodge, Eschew Materials, Natural Spell, Skill Focus (Perception), Weapon Finesse,
Skills: Fly +16, Knowledge (geography) +8, Knowledge (nature) +9, Linguistics +4, Perception +18, Spellcraft +10, Stealth +18, Survival +6, Languages Auran, Common, Druidic, Skald, Terran, Tien
SQ nature bond (Air domain), nature sense, trackless step, wild empathy +3, woodland stride
Combat Gear: scroll of summon nature’s ally II, scroll of summon
nature’s ally V; Other Gear: ring of protection +1, scroll case
============================

Fenra: (11 points strain, blinded) | Jeryn: (3 points strain, blinded) Mage Armor active AC15, Force bolts 6/7, Aggressive Thunder Cloud, Magic Missilex1 | Spivey: CLW, Liberty's Blessing, Lessor Restoration | Draeven: (2 points strain) | Kenan: (1 Con Dmg, Unconscious for 2 hours) | Rennyn: (10 point strain, blinded) |


~Elf Champion (Paladin) 8~ Perc +11 (+2 to init) AC 28 HP 110 Fort +14 Ref +12 Will +13 PATHBUILDER Link

So you are making finding an invisible object harder to find than an invisible creature? Interesting.

Rennyn already moved to AE,25 on his last round.

Heat Metal allows for a save. And why are we already on 2nd round of Heat Metal?

Draeven will save: 1d20 + 2 ⇒ (15) + 2 = 17

Your link goes to 2nd Edition Pathfinder rules. Here is the correct one LINK

If Heat Metal does all of its damage by round 6 and you didn't inform* Draeven until round 2, and at best, with assistance, he can remove his armor by round 6...

* Characters are always aware if they are subjected to a hostile spell that allows for a save regardless if they pass or fail. Even if they have no obvious physical effects. (CORE Rulebook pg 216)

Round 7 Init 10

Rennyn ignores searching for Draeven's sword, seeing as how difficult it will be, in favor of keeping pace with him. He grabs hold of Draeven's tabard and readies to follow Draeven wherever he goes. (delay to move with Draeven)

You can use my katana should the need arise.

Status and Effects:
AC 14 (blind) HP 32 -10 strain = 22
bless
blind

You sure you are following fly rules with that Raven? +30 feet almost straight up? That would cost 60' of movement all by itself and/or require a fly check. Plus what, another 15' of horizontal movement? Seems a lot for a single MA. :P


~Half-orc Fighter 8~ Perc +16 (+2 init) AC 26 HP 132 Fort +16 Ref +13 Will +14 (bravery) PATHBUILDER Link

Round 8 Init 20

Losing sight of the bird suddenly, Draeven turns around picks up his sword and sheathes it. (MA x2)

Yeah you better flee coward! You come back and I'll be having you on a spit roasting over an open fire for my supper!

Status and Effects:
AC: 17 HP: 45 -2 strain = 43
bless
(rage rounds used 6 of 17)


~Human Evoker (lvl 5)~ Perc +10 Init +1 AC 11 HP 32 Fort +2 Ref +2 Will +5 CMB +3 CMD 14

Round 8 Init 19

Jeryn continues to wait patiently for Fenra to attend to his wounds, grenade in hand. (SA ready action as before)

Status and Effects
AC: 12 (blind) HP: 26 -3 strain = 23
mage armor
bless


Pathbuilder link Perception +13| AC 24| Fort +14| Ref +12 |Will +17

Fenra tends to Jeryn.

heal: 1d20 + 4 ⇒ (2) + 4 = 6

But the wounds are proving difficult.


Childish Quasit...Rabble-Rousing +28| Fluff +25 ....| RAW -29 | Poor form +33 Watch order: Draeven, Rennyn, Anara, Fenra, Sharadei

The armor gets the save, not Draeven and I already rolled, it was a 15. There is no damage in the first round as it is just the warming up phase. My apologies for not being clear on the spell.
What's the fly DC? Yeah, he makes it.

Ongoing Objectives: Safeguard Ameiko and the Amatatsu Seal | Get to Minkai
Immediate Objectives: Find and hire a guide | Raid Ravenscraeg

Land of the Linnorm Kings | Varisia | Kalsgard | Ravenscraeg| Banquet Hall | Second Floor Room |The Tower!

Ravenscraeg

Round 8 Init: Draeven: 20 | Jeryn: 19 | Fenra: 19 | Wodes: 13 (46 Strain) | Rennyn: 10 |

The red feathered raven disappears from sight but the red hot chainmail continues to grill half-orc (4 points).

GM Notes:

Round 3: 2d4 ⇒ (2, 2) = 4 | Fly skill check: 1d20 + 16 ⇒ (13) + 16 = 29
Wodes, the Blood-Feather Raven CR 5/ XP 1,600 /Male advanced awakened raven druid 5 (Pathfinder RPG Bestiary 133) / NE Small magical beast (augmented animal)
Init +3; Senses low-light vision; Perception +18
DEFENSE: AC 18 (20), touch 16 (18), flat-footed 14 (+1 deflection, +3 Dex, +1 dodge, +2 natural, +1 size)
HP 69 (10 HD; 5d8+5d8+15)
Fort +9, Ref +8, Will +9; +4 vs. fey and plant-targeted effects
Defensive Abilities: resist nature’s lure
OFFENSE: Speed 10 ft., fly 40 ft. (average)
Melee bite +11 (1d4+1)
Special Attacks: lightning arc (1d6+2 electricity, 5 of 7/day remain), wild shape 5 hours/day
Druid Spells Prepared (CL 5th; concentration +9):Domain spell; Domain Air
3rd—gaseous form, sleet storm, summon nature’s ally III
2nd—barkskin, cat’s grace, heat metal (DC 16), wind wall
1st—charm animal (DC 15), magic fang, obscuring mist, produce flame/ (2)
0 (at will)—detect magic, flare (DC 14), guidance, read magic
TACTICS: Before Combat Wodes casts barkskin, cat’s grace, and magic fang before entering combat.
During Combat Wodes casts summon nature’s ally III on the first round combat to summon 1d3 Small air elementals and orders the raven swarm to attack intruders. Wodes then casts produce flame to attack opponents. Wodes has no great loyalty to the Frozen Shadows, but he is absolutely loyal to Goti and will not abandon Ravenscraeg as long as the sorcerer lives. If hard pressed, however, he retreats to area C22, circling around to enter the hall by other means and ambush the PCs later.
Base Statistics: Init +1; AC 14, touch 14, flat-footed 12; Ref +6; Melee bite +8 (1d4); Dex 13; CMD 18; Skills Fly +14, Stealth +16.
STATISTICS:Str 10, Dex 17 (21), Con 12, Int 12, Wis 19, Cha 6
Base Atk +6; CMB +5; CMD 20
Feats: Combat Casting, Dodge, Eschew Materials, Natural Spell, Skill Focus (Perception), Weapon Finesse,
Skills: Fly +16, Knowledge (geography) +8, Knowledge (nature) +9, Linguistics +4, Perception +18, Spellcraft +10, Stealth +18, Survival +6, Languages Auran, Common, Druidic, Skald, Terran, Tien
SQ nature bond (Air domain), nature sense, trackless step, wild empathy +3, woodland stride
Combat Gear: scroll of summon nature’s ally II, scroll of summon
nature’s ally V; Other Gear: ring of protection +1, scroll case

Fenra: (11 points strain, blinded) | Jeryn: (3 points strain, blinded) Mage Armor active AC15, Force bolts 6/7, Aggressive Thunder Cloud, Magic Missilex1 | Spivey: CLW, Liberty's Blessing, Lessor Restoration | Draeven: (4 points strain) | Kenan: (1 Con Dmg, Unconscious for 2 hours) | Rennyn: (10 point strain, blinded) |


~Half-orc Fighter 8~ Perc +16 (+2 init) AC 26 HP 132 Fort +16 Ref +13 Will +14 (bravery) PATHBUILDER Link
GM KoKyu wrote:
The armor gets the save, not Draeven...

"Magical Items: Magic items always get saving throws. A magic item’s Fortitude, Reflex, and Will save bonuses are equal to 2 + half its caster level. An attended magic item either makes saving throws as its owner or uses its own saving throw bonus, whichever is better." (CORE rulebook pg 174)

Draeven's +1 chainmail has a Will save of +4. That is a successful save using either your or my roll.

GM KoKyu wrote:
...and I already rolled, it was a 15. There is no damage in the first round as it is just the warming up phase. My apologies for not being clear on the spell.

As his armor is attended, Draeven is aware of the attack upon it. The save would be mine to roll and he would be aware of the success or failure at that time. Not 1 round later if he had failed.

GM KoKyu wrote:
What's the fly DC? Yeah, he makes it.

DC? = impossible/irrelevant. While flying you ascend at 1/2 speed. No roll allows you to exceed that. So 30' of altitude gain would cost the raven 60' of movement. That exceeds his single MA amount.

Round 9 Init 20

It's ok Rennyn, I got it.

Draeven moves back to the center of the room (MA to AH,22) and nocks his last flaming arrow ready to let fly at the first good clean look at the raven. (SA ready attack)

How are you doing in there Jeryn? he calls out to those barricaded in the bedroom.

Status and Effects:
AC: 17 HP: 45 -2 strain = 43
bless
(rage rounds used 6 of 17)


~Elf Champion (Paladin) 8~ Perc +11 (+2 to init) AC 28 HP 110 Fort +14 Ref +12 Will +13 PATHBUILDER Link

Round 9 Init 20b

Rennyn follows along behind Draeven (MAx2 to AH,23) while calling upon his divine connection to soothe some of his aches and strains.
swift action lay on hands: 2d6 ⇒ (2, 2) = 4

Status and Effects:
AC 14 (blind) HP 32 -6 strain = 26
bless
blind
lay on hands (1 of 5 used)


~Human Evoker (lvl 5)~ Perc +10 Init +1 AC 11 HP 32 Fort +2 Ref +2 Will +5 CMB +3 CMD 14

Round 9 Init 19

We are doing ok. I still can't see yet, but Fenra is working on it.

Jeryn sits still as Ferna attends to his injuries. (Ready action remains)

Status and Effects
AC: 12 (blind) HP: 26 -3 strain = 23
mage armor
bless


Pathbuilder link Perception +13| AC 24| Fort +14| Ref +12 |Will +17

Fenra continues to examine Jeryn's wounds and tries to soothe them but realizes they are going to require more than just bandages, she calls on Desna to guide her.

clw: 1d8 + 5 ⇒ (2) + 5 = 7

This is based on reading the discussion that you are allowing clw for the blindness. Maybe if you are still not 100% comfortable with it it could be that it only cures the blindness and doesn't restore any actual HP.


Childish Quasit...Rabble-Rousing +28| Fluff +25 ....| RAW -29 | Poor form +33 Watch order: Draeven, Rennyn, Anara, Fenra, Sharadei

Ongoing Objectives: Safeguard Ameiko and the Amatatsu Seal | Get to Minkai
Immediate Objectives: Find and hire a guide | Raid Ravenscraeg

Land of the Linnorm Kings | Varisia | Kalsgard | Ravenscraeg| Banquet Hall | Second Floor Room |The Tower!

Ravenscraeg

End Combat!

The two warriors stare out into the evening sky searching for a target, but nothing presents itself. Although dozens of crows remain in the area, their cries only break periods of silence.


~Elf Champion (Paladin) 8~ Perc +11 (+2 to init) AC 28 HP 110 Fort +14 Ref +12 Will +13 PATHBUILDER Link

When it looks like that the raven has fled, Draeven keeps watch while Rennyn knocks on the door to the room where Fenra and Jeryn are barricaded.

Looks like we have driven off the raven. It should be safe to come out.

Rennyn then moves to examine the trapdoor in the ceiling.


~Half-orc Fighter 8~ Perc +16 (+2 init) AC 26 HP 132 Fort +16 Ref +13 Will +14 (bravery) PATHBUILDER Link

Those scrolls we found downstairs mentioned a hidden stash in one of these flues. Make sure we check them thoroughly.


Childish Quasit...Rabble-Rousing +28| Fluff +25 ....| RAW -29 | Poor form +33 Watch order: Draeven, Rennyn, Anara, Fenra, Sharadei

Ongoing Objectives: Safeguard Ameiko and the Amatatsu Seal | Get to Minkai
Immediate Objectives: Find and hire a guide | Raid Ravenscraeg

Land of the Linnorm Kings | Varisia | Kalsgard | Ravenscraeg| Banquet Hall | Second Floor Room |The Tower!

Ravenscraeg

The chests (already examined) all contain more or less the same things
The raven’s nest is as expected, a bumble of twigs and other pieces of detritus. Embedded within are a number of human teeth, 27 gp, an ivory-andonyx necklace worth 130 gp, and a writing kit with rolls of blank parchment cut into tiny strips and small leather cases that can be secured to a bird’s leg. What remains of the kit is perhaps worth 20 sp
The fireplace in the spare room has no andirons to hold logs and is empty of ashes. It looks unused but a closer inspection reveals brush marks - recent signs of cleaning. The Frozen Shadows who reside up here exhibit a disciplined routine in keeping the chimney clear, even on the other side. Draeven's keen eyes notice what the others didn't; one of the mantel stones is a fake. The size of a shoe box, it slides off the mantel without much fuss. Inside is a pair of soot-stained, but still fully serviceable, fur lined linnorm style boots. Even through the dark film, the stitching looks to be of high quality.

The southwest trap door leads up to the corner of a wooden platform built into the thatch roof of the tower. It is backed by wooden sidings on three sides, while the far edge is a sheer drop off to the vale below. A small wire coop with a wooden table next to it sits in the shelter formed by the roof’s peak. The entire platform and adjoining roof are thick with bird droppings as well as numerous black birds. Fluttering around this tower is a murder of ominous cawing. It is a 60-foot drop to the dell below. In the moonlight, a glint catches the elf's eyes. A shiny stone dropped by one of the birds lays half covered among the droppings.

GM Notes:

Jeryn Perception: 1d20 + 7 ⇒ (4) + 7 = 11 | Fenra Perception: 1d20 + 9 ⇒ (5) + 9 = 14 |Draeven Perception: 1d20 + 13 ⇒ (8) + 13 = 21 | Rennyn Perception: 1d20 + 10 ⇒ (6) + 10 = 16
[spoiler=Knowledge Arcana DC 18] boots of the winterlands. [/spoiler
If cleaned off, it is revealed to be a small diamond worth 300 gp.


~Elf Champion (Paladin) 8~ Perc +11 (+2 to init) AC 28 HP 110 Fort +14 Ref +12 Will +13 PATHBUILDER Link

Draeven gives the boots to Jeryn to examine.

Rennyn picks up the shiny stone and drops back down to rejoin the others.

Jeryn casts detect magic while looking the boots over...
spellcraft: 1d20 + 11 ⇒ (9) + 11 = 20

With the top floor seemingly cleared, the group heads back down to check on Spivey and the others before intending to descend into the lower levels of the fortress.


Childish Quasit...Rabble-Rousing +28| Fluff +25 ....| RAW -29 | Poor form +33 Watch order: Draeven, Rennyn, Anara, Fenra, Sharadei

Ongoing Objectives: Safeguard Ameiko and the Amatatsu Seal | Get to Minkai
Immediate Objectives: Find and hire a guide | Raid Ravenscraeg

Varisia | Land of the Linnorm Kings | Kalsgard | Ravenscraeg| Banquet Hall | The Stairwell

Ravenscraeg

Jeryn's examination of the boots reveals the boots are indeed magical and what's more, that they are a pair of Winterland boots, footwear of some renown for these parts. Oh, I dare say, these are all the rage in Linnorm. Remarkably warm and wonders for crossing the ice lands. Rennyn, if at all possible, we really should equip the entire party with a pair of these for our crossing! They will coming in remarkably useful.
Descending the stairs from the tower a high pitched scream greets you part way down, Eeee! Rennyn! Draeven! Help! He's killing them! He's killing them!! Spivey bursts through the door at the second floor which provides access between the tower stairs and banquet hall. Tears streak down the tiny woman's face which is clearly etched in shock. An acid burn blisters part of her shoulder and the broken strap of her flimsy gown hangs scandalously.

Combat! Round 1: Spivey: 18 (8 strain) | Fenra: 18 | Rennyn: 14 | Jeryn: 13 | Draeven: 4 | Goti: 3|

GM Notes:

Goti Pick axe dmg: 4d6 + 2d6 + 16 ⇒ (1, 1, 2, 4) + (2, 2) + 16 = 28 | Kenan save vs Coup d'grace DC28: 1d20 + 5 ⇒ (2) + 5 = 7 | Goti Init: 1d20 + 2 ⇒ (1) + 2 = 3
Rennyn Init: 1d20 + 5 ⇒ (9) + 5 = 14 | Spivey Init: 1d20 + 5 ⇒ (13) + 5 = 18| Draeven Init: 1d20 + 2 ⇒ (2) + 2 = 4 | Fenra Init: 1d20 + 2 ⇒ (16) + 2 = 18 | Jeryn Init: 1d20 + 1 ⇒ (12) + 1 = 13 |
Goti Runecaster CR 7 XP 3,200
Male half-troll spriggan sorcerer 5 (Advanced Bestiary 143, Pathfinder RPG Bestiary 2 257) CE Medium humanoid (giant, gnome)

Init +2; Senses low-light vision; Perception +8
DEFENSE:AC 21, touch 12, flat-footed 19 (+4 armor, +2 Dex, +1 natural,+4 shield)
HP 116 (9 HD; 4d8+5d6+41); FAST HEALING 5 Fort +10, Ref +4, Will +5 Defensive Abilities rock catching; Resist acid 10
OFFENSE: Speed 30 ft. | Melee: mwk heavy pick +10 (1d6+4/×4), sneak attack +2d6 | Ranged: mwk heavy crossbow +8 (1d10/19–20)
Special Attacks: rock throwing (60 ft.)
Bloodline Spell-Like Abilities (CL 5th; concentration +7)| Bloodline Elemental (earth)| Spriggan Spell-Like Abilities (CL 4th; concentration +7) | Sorcerer Spells: Known (CL 5th; concentration +7) | SQ bloodline arcana (change energy damage spells to acid), spriggan magic, spriggan skills

At will: flare (DC 13), scare (DC 15), shatter (DC 15)
0 (at will) — acid splash, daze (DC 12), detect magic, detect poison, read magic, spark*
2nd (5/day) — acid arrow, create pit* (DC 14), scorching ray (acid)
1st (7/day) — burning hands (acid; DC 13), mage armor, magic missile, shield, vanish*
4 of 5/day—elemental ray (1d6+2 acid) | size alteration
TACTICS: On the first round of combat, Goti drinks his potion of eagle’s splendor (thereby increasing the save DCs of his spells). He attacks opponents with spells for as long as possible. In melee combat, Goti uses Arcane Strike to make his pick magical and increase its damage, and maneuvers to make sneak attacks against foes. Morale If reduced to fewer than 15 hit points, Goti uses his fugitive’s grenade to flee. He may return at a later time to continue harassing the party. If cornered and unable to escape, Goti uses his size alteration ability to change his size to Large and renews his attacks on his foes, fighting to the death.
Base Statistics Without his spells, Goti’s statistics are AC 13, touch 12, flat-footed 11 | Str 18, Dex 14, Con 16, Int 13, Wis 10, Cha 14 | Base Atk +5; CMB +9; CMD 21
Feats: Arcane Strike, Combat Casting, Eschew Materials, Great Fortitude, Martial Weapon Proficiency (heavy pick), Toughness Skills Climb +6, Craft (alchemy) +9, Disable Device +4, Intimidate +7, Knowledge (arcana) +9, Linguistics +3, Perception +8, Sleight of Hand +4, Spellcraft +9, Stealth +4, Use Magic Device +8
Languages Aklo, Common, Giant, Gnome, Skald

Combat Gear: fugitive’s grenade (see page 60), potion of eagle’s splendor, scroll of animate dead, wand of command undead (11 charges), deathblade poison (1 dose); Other Gear: masterwork heavy crossbow with 20 bolts, masterwork heavy pick *

Conditions/Spells cast ..... Fenra: | Jeryn: Mage Armor active AC15, Force bolts 6/7, Aggressive Thunder Cloud, Magic Missilex1 | Spivey: CLW, Liberty's Blessing, Lessor Restoration | Draeven: | Kenan: DEAD | Rennyn: | Lute: Unconscious, Dying


Pathbuilder link Perception +13| AC 24| Fort +14| Ref +12 |Will +17

Fenra admires the necklace but when Spivey bursts in she stands aside allowing Rennyn and Draeven to lead the way then follows them to the others.

Delay to after Draeven


~Elf Champion (Paladin) 8~ Perc +11 (+2 to init) AC 28 HP 110 Fort +14 Ref +12 Will +13 PATHBUILDER Link

Round 1 Init 14

Hearing Spivey's plea, Rennyn races towards the cloakroom (MAx2 to M,16) while calling upon his divine connection to bolster himself.

SwA lay on hands: 2d6 ⇒ (3, 3) = 6

Status and Effects:
AC 19 HP 32 -6 strain +6 LoH = 32
lay on hands (2 of 5 used)

I assume we haven't rested long enough to remove strain.


~Human Evoker (lvl 5)~ Perc +10 Init +1 AC 11 HP 32 Fort +2 Ref +2 Will +5 CMB +3 CMD 14

Round 1 Init 13

Jeryn follows behind Rennyn but slows to cast a spell (MA to P,16) using his bonded staff, targeting the unknown figure in the cloakroom doorway...
SA cast aggressive thundercloud: 3d6 + 2 ⇒ (5, 2, 5) + 2 = 14 reflex DC 17 for half
...and a crackling storm cloud materializes on top of it, jolting it with electrcity.

Status and Effects
AC: 15 HP: 26 -3 strain = 23
mage armor
aggressive thundercloud (round 1 of 4)


~Half-orc Fighter 8~ Perc +16 (+2 init) AC 26 HP 132 Fort +16 Ref +13 Will +14 (bravery) PATHBUILDER Link

Round 1 Init 3

Draeven joins Rennyn, rushing along the balcony, (MAx2 to K,15) his rage unleashed.

Status and Effects:
AC: 15 (raging) HP: 45 +12 rage -2 strain = 55
rage round 1 (7 of 17 used)


Pathbuilder link Perception +13| AC 24| Fort +14| Ref +12 |Will +17

Fenra follows, ready to heal the stricken.


Sorceress (lvl 8) -- PERC +11 / INIT +2 / AC 23 / HP 80 / FORT +14 / REF +13 / WILL +13 Pathbuilder Link


Childish Quasit...Rabble-Rousing +28| Fluff +25 ....| RAW -29 | Poor form +33 Watch order: Draeven, Rennyn, Anara, Fenra, Sharadei

Ongoing Objectives: Safeguard Ameiko and the Amatatsu Seal | Get to Minkai
Immediate Objectives: Find and hire a guide | Raid Ravenscraeg

Varisia | Land of the Linnorm Kings | Kalsgard | Ravenscraeg| Banquet Hall | The Stairwell

Ravenscraeg

Combat! Round 2: Spivey: 18 (8 strain) | Rennyn: 14 | Jeryn: 13 | Draeven: 4 (2 SP)| Fenra: 4 (Readied Action to heal, remains X20??)| Goti: 3 (2 SP)| UNDEAD Kenan: 3

As the warriors dash across the banquet hall towards the cloak room, (Fenra, you need to be more specific. Please format your posts with Round, Action and token position identifiers.) a grotesque figure steps into view. Tall and green with a mouth full of teeth, the male doesn't quite look like a troll, but there is nothing closer to compare. The figure hefts a huge pick in one hand, fresh blood still dripping from its tip. Long pointed ears twitch to the sound of a raven's cawing overhead and a maw of jagged teeth opens, Wodes tells Goti you are responsible for the murder of Goti's friends. The voice grates like gravel, Goti will exact punishment for your transgressions. Then Goti will turn you all to slaves. On que a low moan emanates from somewhere behind him. The fact he refers to himself in the third person is never a good sign.
Jeryn's spell crackles to life, the storm cloud jolting Goti with electricity. The part troll part, other creature, twists avoiding some of the bolts. A scorched mark paints his shoulder but soon begins to fade. Goti's teeth grin in an almost chuckle before pointing a clawed finger. The gravel churns and Goti utters his own arcane filth. (5ft Step, Casts Create Pit K15-L16, DC 14 Reflex)
From behind the door, the gutted figure of a bald dwarf staggers out of the cloak room. Blood and viscera drip from a gapping wound in his stomach and his once brilliant eyes now roll to the back of his skull. Kenan bares his teeth drooling vile blood then staggers on to the balcony next to his master (MA).
Scared to be left alone and not wanting to risk coming face to face with those accursed birds, Spivey take refuge under a table near her two heroes, Draeven and Rennyn (MA Q13).

GM Notes:

Reflex DC17: 1d20 + 4 ⇒ (17) + 4 = 21

====================
Dwarf zombie monk (qinggong monk) NE Medium undead | Init +0; Senses darkvision 60 ft.; Perception +0
AC 12, touch 10, flat-footed 12 (+2 natural)
HP 15 (2d8+3) DR 5/slashing | Fort +2, Ref +2, Will +4 | Immune undead traits | Speed 20 ft.
Melee slam +3 (1d6+4)
Str 16, Dex 11, Con —, Int —, Wis 10, Cha 10
Base Atk +0; CMB +3; CMD 13 | Feats: Toughness | Skills Acrobatics +0 (-4 to jump)

Staggered (Ex) Make only a single move or a single attack action each round. | Undead Traits Undead have many immunities.
====================
Goti Runecaster CR 7 XP 3,200 | Male half-troll spriggan sorcerer 5 (Advanced Bestiary 143, Pathfinder RPG Bestiary 2 257) CE Medium humanoid (giant, gnome)
Init +2; Senses low-light vision; Perception +8

DEFENSE:AC 21, touch 12, flat-footed 19 (+4 armor, +2 Dex, +1 natural,+4 shield)
HP 116 (9 HD; 4d8+5d6+41); FAST HEALING 5 Fort +10, Ref +4, Will +5 Defensive Abilities rock catching; Resist acid 10
OFFENSE: Speed 30 ft. |
Melee: mwk heavy pick +10 (1d6+4/×4), sneak attack +2d6 | Ranged: mwk heavy crossbow +8 (1d10/19–20)
Special Attacks: rock throwing (60 ft.)
Bloodline Spell-Like Abilities (CL 5th; concentration +7)| Bloodline Elemental (earth)| Spriggan Spell-Like Abilities (CL 4th; concentration +7) | Sorcerer Spells: Known (CL 5th; concentration +7) | SQ bloodline arcana (change energy damage spells to acid), spriggan magic, spriggan skills
At will: flare (DC 13), scare (DC 15), shatter (DC 15)
0 (at will) — acid splash, daze (DC 12), detect magic, detect poison, read magic, spark*
2nd (5/day) — acid arrow, create pit* (DC 14), scorching ray (acid)
1st (7/day) — burning hands (acid; DC 13), mage armor, magic missile, shield, vanish*
4 of 5/day—elemental ray (1d6+2 acid) | size alteration
TACTICS: On the first round of combat, Goti drinks his potion of eagle’s splendor (thereby increasing the save DCs of his spells). He attacks opponents with spells for as long as possible. In melee combat, Goti uses Arcane Strike to make his pick magical and increase its damage, and maneuvers to make sneak attacks against foes. Morale If reduced to fewer than 15 hit points, Goti uses his fugitive’s grenade to flee. He may return at a later time to continue harassing the party. If cornered and unable to escape, Goti uses his size alteration ability to change his size to Large and renews his attacks on his foes, fighting to the death.
Base Statistics Without his spells, Goti’s statistics are AC 13, touch 12, flat-footed 11 | Str 18, Dex 14, Con 16, Int 13, Wis 10, Cha 14 | Base Atk +5;
CMB +9; CMD 21
Feats: Arcane Strike, Combat Casting, Eschew Materials, Great Fortitude, Martial Weapon Proficiency (heavy pick), Toughness Skills Climb +6, Craft (alchemy) +9, Disable Device +4, Intimidate +7, Knowledge (arcana) +9, Linguistics +3, Perception +8, Sleight of Hand +4, Spellcraft +9, Stealth +4, Use Magic Device +8
Languages Aklo, Common, Giant, Gnome, Skald

Combat Gear: fugitive’s grenade (see page 60), potion of eagle’s splendor, scroll of animate dead, wand of command undead (11 charges), deathblade poison (1 dose); Other Gear: masterwork heavy crossbow with 20 bolts, masterwork heavy pick

Conditions/Spells cast ..... Fenra: | Jeryn: Mage Armor active AC15, Force bolts 6/7, Aggressive Thunder Cloud+ Bonded Item used, Magic Missilex1 | Spivey: CLW, Liberty's Blessing, Lessor Restoration | Draeven: | Kenan: UNDEAD | Rennyn: | Lute: Unconscious, Dying


Pathbuilder link Perception +13| AC 24| Fort +14| Ref +12 |Will +17

Sorry, I honestly wasn't sure where we were on the map but now I can see the updated one. MA W15

Round 1 Init 3b

Seeing the grotesque creature Fenra is stopped in her tracks. She regains her senses quickly and tries to return the favour by stopping the creature in its tracks.

Hold Person DC 17 Will save


~Elf Champion (Paladin) 8~ Perc +11 (+2 to init) AC 28 HP 110 Fort +14 Ref +12 Will +13 PATHBUILDER Link

Round 2 Init 14

As the pit opens in front of Rennyn he jumps for the far side...
acrobatics vs DC 22: 1d20 + 9 ⇒ (17) + 9 = 26
...and makes the leap, continuing forward to engage the enemy (MA to H,16), determined to end the foul creature for what it has done to Kenan. (SwA smite evil activated vs Goti)
SA attack vs Goti: 1d20 + 12 ⇒ (20) + 12 = 32
confirm?: 1d20 + 12 ⇒ (3) + 12 = 15 (no)
damage: 1d8 + 16 ⇒ (3) + 16 = 19
...his blade slicing into the green skinned monster before continuing on to the abomination that was Kenan...
cleave: 1d20 + 7 ⇒ (9) + 7 = 16
damage: 1d8 + 12 ⇒ (5) + 12 = 17
...cutting his corpse down where it stands.

Status and Effects:
AC 17 (cleave) (19 vs Goti) HP 32
lay on hands (2 of 5 used)
smite evil vs Goti (1 of 2 used)


~Human Evoker (lvl 5)~ Perc +10 Init +1 AC 11 HP 32 Fort +2 Ref +2 Will +5 CMB +3 CMD 14

Round 2 Init 13

Jeryn moves closer (MA to P,15) while directing the storm cloud onto Goti again...
MA direct aggressive thundercloud: 3d6 + 2 ⇒ (1, 1, 4) + 2 = 8 (reflex DC 17 for half)

Status and Effects
AC: 15 HP: 26 -3 strain = 23
mage armor
aggressive thundercloud (round 2 of 4)


~Half-orc Fighter 8~ Perc +16 (+2 init) AC 26 HP 132 Fort +16 Ref +13 Will +14 (bravery) PATHBUILDER Link

Round 2 Init 3

As the pits opens under Draeven's feet...
reflex save: 1d20 + 3 ⇒ (6) + 3 = 9
...he fails to react in time to avoid falling in...
damage: 3d6 ⇒ (4, 5, 5) = 14
..and lands hard at the bottom. His rage subsides...

Status and Effects:
AC: 16 HP: 45 -2 strain -14 injury = 29
rage (7 of 17 used)
fatigued round 1 of 2
prone


Childish Quasit...Rabble-Rousing +28| Fluff +25 ....| RAW -29 | Poor form +33 Watch order: Draeven, Rennyn, Anara, Fenra, Sharadei

I guess I should have specified which map we are on ;P)

Ongoing Objectives: Safeguard Ameiko and the Amatatsu Seal | Get to Minkai
Immediate Objectives: Find and hire a guide | Raid Ravenscraeg

Varisia | Land of the Linnorm Kings | Kalsgard | Ravenscraeg| Banquet Hall | The Stairwell

Ravenscraeg

Combat! Round 3 . . .: Spivey: 18 (8 strain) | Rennyn: 14 | Jeryn: 13 | Draeven: 4 (14 Injury/2 SP)| Fenra: 4 | Goti: 3 (22 SP)| UNDEAD DEAD Kenan: 3

The paladin's blade flashes red but the grotesque figure doesn't seem to react, or notice. Instead, Goti remains standing, a toothy malevolent grin stuck on his face headless of the jolts of energy impacting him or the hewn zombie beside him. The inflicted wounds slowly begin to seal on their own.
Spivey looks up from under the table, raises how holy symbol and causes a blast of light to flash before Goti singing him further.

GM Notes:

Will DC17: 1d20 + 5 ⇒ (7) + 5 = 12 | Reflex DC17: 1d20 + 4 ⇒ (10) + 4 = 14
IF he survives to the next round...Hold Person ends Round 5
Dmg: 1d4 + 2 ⇒ (2) + 2 = 4
Goti Runecaster CR 7 XP 3,200 | Male half-troll spriggan sorcerer 5 (Advanced Bestiary 143, Pathfinder RPG Bestiary 2 257) CE Medium humanoid (giant, gnome)
Init +2; Senses low-light vision; Perception +8
DEFENSE:AC 21, touch 12, flat-footed 19 (+4 armor, +2 Dex, +1 natural,+4 shield)
HP 116 (9 HD; 4d8+5d6+41); FAST HEALING 5 Fort +10, Ref +4, Will +5 Defensive Abilities rock catching; Resist acid 10
OFFENSE: Speed 30 ft. | Melee: mwk heavy pick +10 (1d6+4/×4), sneak attack +2d6 | Ranged: mwk heavy crossbow +8 (1d10/19–20) Special Attacks: rock throwing (60 ft.)
Bloodline Spell-Like Abilities (CL 5th; concentration +7)| Bloodline Elemental (earth)| Spriggan Spell-Like Abilities (CL 4th; concentration +7) | Sorcerer Spells: Known (CL 5th; concentration +7) | SQ bloodline arcana (change energy damage spells to acid), spriggan magic, spriggan skills

At will: flare (DC 13), scare (DC 15), shatter (DC 15)
0 (at will) — acid splash, daze (DC 12), detect magic, detect poison, read magic, spark*
2nd (5/day) — acid arrow, create pit* (DC 14), scorching ray (acid)
1st (7/day) — burning hands (acid; DC 13), mage armor, magic missile, shield, vanish*
4 of 5/day—elemental ray (1d6+2 acid) | size alteration
TACTICS: On the first round of combat, Goti drinks his potion of eagle’s splendor (thereby increasing the save DCs of his spells). He attacks opponents with spells for as long as possible. In melee combat, Goti uses Arcane Strike to make his pick magical and increase its damage, and maneuvers to make sneak attacks against foes. Morale If reduced to fewer than 15 hit points, Goti uses his fugitive’s grenade to flee. He may return at a later time to continue harassing the party. If cornered and unable to escape, Goti uses his size alteration ability to change his size to Large and renews his attacks on his foes, fighting to the death.
Base Statistics Without his spells, Goti’s statistics are AC 13, touch 12, flat-footed 11 | Str 18, Dex 14, Con 16, Int 13, Wis 10, Cha 14 | Base Atk +5; CMB +9; CMD 21
Feats: Arcane Strike, Combat Casting, Eschew Materials, Great Fortitude, Martial Weapon Proficiency (heavy pick), Toughness Skills Climb +6, Craft (alchemy) +9, Disable Device +4, Intimidate +7, Knowledge (arcana) +9, Linguistics +3, Perception +8, Sleight of Hand +4, Spellcraft +9, Stealth +4, Use Magic Device +8
Languages Aklo, Common, Giant, Gnome, Skald
Combat Gear: fugitive’s grenade (see page 60), potion of eagle’s splendor, scroll of animate dead, wand of command undead (11 charges), deathblade poison (1 dose); Other Gear: masterwork heavy crossbow with 20 bolts, masterwork heavy pick


Conditions/Spells cast ..... Fenra: | Jeryn: Mage Armor active AC15, Force bolts 6/7, Aggressive Thunder Cloud+ Bonded Item used, Magic Missilex1 | Spivey: CLW, Liberty's Blessing, Lessor Restoration | Draeven: | Kenan: DEAD UNDEAD | Rennyn: | Lute: Unconscious, Dying


Childish Quasit...Rabble-Rousing +28| Fluff +25 ....| RAW -29 | Poor form +33 Watch order: Draeven, Rennyn, Anara, Fenra, Sharadei

Aarrgh! I've messed up the Combat order. Here is the updated version....Fenra is up, this Spivey's blast occurs

Ravenscraeg

Combat! Round 2 . . .: Spivey: 18 (8 strain) | Rennyn: 14 | Jeryn: 13 | Draeven: 4 (14 Injury/2 SP)| Goti: 3 (22 SP)| Fenra: 3b | UNDEAD DEAD Kenan: 3

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