GM NotEspi's "To Scale the Dragon" (Standard 5-9) [OutPost] (Inactive)

Game Master NotEspi

The last remains of a sage from an age long past rests high atop the snow-covered tips of the Fog Peaks in Southern Galt. The Society wants his bones. FOR SCIENCE!

Maps and handouts

Init:
[dice=Malachite]1d20 + 2[/dice]
[dice=Odo]1d20 + 3[/dice]
[dice=Raimdol]1d20 + 3[/dice]
[dice=Raman]1d20 + 4[/dice]
[dice=Yariccki]1d20 + 0[/dice]

Fatigued:
A fatigued character can neither run nor charge and takes a –2 penalty to Strength and Dexterity. Doing anything that would normally cause fatigue causes the fatigued character to become exhausted.


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Silver Crusade

Yarricki:
FATIGUED hp 42/42 | Ac 21 T 11 FF 19 (incl barkskin +2) | I+1 | F+8 R+3 W+5 +2 vs. illusions | Perception +9
Thunder:
hp 37/37 | Ac 18 T 12 FF 13 (incl barkskin +2 | I+3 | F+7 R+7+Evasion W+1 | Perception +4 | Hunter's Trick 1/2
Reroll 1/1 | Animal Focus 0/1

Sense Motive: 1d20 + 1 ⇒ (14) + 1 = 15

"I agree Odo, let's try to make it clear that it is not our intention to violate their holy site"

Yarricki climbs in Thunder's saddle and has him follow Odo.

Scarab Sages

M Male Oread Monk (of the Sacred Mountain)/5
Spoiler:
HP 39/39 | AC:22 | T:18| FF:20 | CMB: +7 (+9 grapple) | CMD:24 (26 grapple) | Fort:+6* | Ref:+7* | Will:+9* | Init:+2 | Perc: +12 | Speed 30

Malachite moves to follow the others, making no hostile moves and keeping his hands clearly visible.

Move around with the others, but with a readied attack if any of the foes attack first and are within melee range.

Scarab Sages

Male Dwarf Unchained Monk 5; 39/39 HP; AC 21; TCH 15; FF 16; F +6; R +10; W +3; CMB+8; CMD 23; Speed 30FT; Init +4; Perception +7;

double move at half speed
Hearing that the creature feel disturbed, Raman moves to the side. Trying not to look offending.


Easter is hectic. Update tomorrow. Thank you for being patient.


The taer are not convinced, despite your effort to not spark the fire of conflict. They all run towards you, claws beared, clearly ready to draw first blood.

Raimdol would move with the group, I assume. So let's do that.

Turn 2 - Go if bolded

Odo
Thunder
Raman
Raimdol
Yarricki
Malachite

Taer

Liberty's Edge

Male Halfling Paladin 8 | HP 68/68 | AC: 23 /T: 12 /FF: 22 | F: +12 /R: +8 / W: +12 | CMB +10 | CMD 21 | Speed 30 | Init. +3 | Perc. +3 | S.M. +11 | Lay on Hands 8/8 | Lucky Halfling 1/1 | Smite 3/3 | Battle Cry 4/4 |

Odo sighs, his disappointment clearly evident. "If a fight they want, a fight is what they shall have."
The halfling draws his scimitar as he steps forward next to Malachite, ready to strike any taer that attacks either him or his companion.

Move action to step forward then ready to attack a taer - but still waiting for them to commit to an attack first
readied attack - if it goes off: 1d20 + 10 ⇒ (2) + 10 = 12
and that's probably a miss...

Scarab Sages

M Male Oread Monk (of the Sacred Mountain)/5
Spoiler:
HP 39/39 | AC:22 | T:18| FF:20 | CMB: +7 (+9 grapple) | CMD:24 (26 grapple) | Fort:+6* | Ref:+7* | Will:+9* | Init:+2 | Perc: +12 | Speed 30

Nodding to Odo at his side, Malachite doesn't want to provoke the first blood in this fight, but will defend himself if the taer insist on a scuffle. He holds his hands up, palms out in the universal symbol of peace, no weapon. "We don't want a fight, just to be on our way," he says, flatly without much behind it.

He readies an action to strike any that come within melee range.
11 hp dmg with fist and bleed if hit.

Malachite Diplomacy: 1d20 - 1 ⇒ (8) - 1 = 7
Malachite readied attack: 1d20 + 6 ⇒ (13) + 6 = 19
Dmg, if hit: 1d8 + 2 ⇒ (6) + 2 = 8
Bleed dmg from ragged skin, if hit: 1d4 ⇒ 3

Silver Crusade

Yarricki:
FATIGUED hp 42/42 | Ac 21 T 11 FF 19 (incl barkskin +2) | I+1 | F+8 R+3 W+5 +2 vs. illusions | Perception +9
Thunder:
hp 37/37 | Ac 18 T 12 FF 13 (incl barkskin +2 | I+3 | F+7 R+7+Evasion W+1 | Perception +4 | Hunter's Trick 1/2
Reroll 1/1 | Animal Focus 0/1

Yarricki knows she and Thunder have the upper hand because they can reach further than most creatures. She takes a moment to note where best to hit the yellow-furred taer and then attacks. Thunder does not need the time, he just tears into the taer.

Dice:
Thunder bites: 1d20 + 9 - 1 ⇒ (20) + 9 - 1 = 28
Damage: 1d8 + 9 - 1 ⇒ (1) + 9 - 1 = 9

Power attack, studied target, fatigue
Yarricki’s lance: 1d20 + 8 - 1 + 1 - 1 ⇒ (20) + 8 - 1 + 1 - 1 = 27
Damage: 1d6 + 5 + 3 + 1 - 1 ⇒ (3) + 5 + 3 + 1 - 1 = 11

Confirm rolls
Thunder bites: 1d20 + 9 - 1 ⇒ (8) + 9 - 1 = 16
Additional Damage: 1d8 + 9 - 1 ⇒ (5) + 9 - 1 = 13

Power attack, studied target, fatigue
Yarricki’s lance: 1d20 + 8 - 1 + 1 - 1 ⇒ (3) + 8 - 1 + 1 - 1 = 10
Additional Damage: 2d6 + 10 + 6 + 2 - 2 ⇒ (4, 6) + 10 + 6 + 2 - 2 = 26

If it goes down Yarricki will tell Thunder to move 20 feet straight north, hoping that pink will do something stupid

Attack of Opportunity:
Thunder bites: 1d20 + 9 - 1 ⇒ (20) + 9 - 1 = 28
Damage: 1d8 + 9 - 1 ⇒ (3) + 9 - 1 = 11

Power attack, fatigue
Yarricki’s lance: 1d20 + 8 - 1 - 1 ⇒ (10) + 8 - 1 - 1 = 16
Damage: 1d6 + 5 + 3 - 1 ⇒ (3) + 5 + 3 - 1 = 10


Did you just roll 3 natural 20s in 6 rolls? Teach me! I'll wait for Raman and Raimdol and then resolve.

Silver Crusade

Yarricki:
FATIGUED hp 42/42 | Ac 21 T 11 FF 19 (incl barkskin +2) | I+1 | F+8 R+3 W+5 +2 vs. illusions | Perception +9
Thunder:
hp 37/37 | Ac 18 T 12 FF 13 (incl barkskin +2 | I+3 | F+7 R+7+Evasion W+1 | Perception +4 | Hunter's Trick 1/2
Reroll 1/1 | Animal Focus 0/1

Seems I did (I did not even check the AoO spoiler), so glad I did not do this in one of the games I GM.

Grand Lodge

Male CG Half-elf Wizard 9
Spoiler:
| HP: 32/32| AC: 18 (14 Tch, 15 FF) | CMB: +0, CMD: 13 | F: +4, R: +5, W: +4 | Init: +3 | Perc: +15, SM: +5
Spoiler:
| Speed 30' | Spells per day: 3 @ 3rd; 5 @ 2nd; 6 @ 1st; 4 @ 0 Lvl | Active conditions: None |

Seeing the others advance and prepare for the worst, Raimdol moves forward as well. He strategically places himself behind the oread Malachite and mutters a spell while his hands move in a complex pattern. He stares intently at the two creatures in front of them while doing so.

"Let's see if that slows them down any.

Cast sleep between the pink and yellow creatures in the center. 10' radius burst. DC 17 Wisdom check for them.

Scarab Sages

Male Dwarf Unchained Monk 5; 39/39 HP; AC 21; TCH 15; FF 16; F +6; R +10; W +3; CMB+8; CMD 23; Speed 30FT; Init +4; Perception +7;

Raman moves closer to the guy nearest to him and prepares to punch him when the brawl goes off.

ready attack
Punch: 1d20 + 8 ⇒ (14) + 8 = 22
Damage: 1d8 + 4 ⇒ (1) + 4 = 5


Given that sleep takes one round to cast, I'll allow it since I moved you a bit earlier.

Some rolls. Feel free to peek:

Will, Pink: 1d20 + 4 ⇒ (9) + 4 = 13

Green, Charge, Slam vs Malachite DC 22: 1d20 + 6 ⇒ (12) + 6 = 181d4 + 3 ⇒ (1) + 3 = 4

Red, Slam vs Raman DC 21: 1d20 + 6 ⇒ (4) + 6 = 101d4 + 3 ⇒ (4) + 3 = 7
Red, Slam vs Raman DC 21: 1d20 + 6 ⇒ (5) + 6 = 111d4 + 3 ⇒ (1) + 3 = 4
Red, Bite vs Raman DC 21: 1d20 + 4 ⇒ (7) + 4 = 111d4 + 1 ⇒ (1) + 1 = 2

The taer continue with their quick advance. This proves to be an ill-advised move, however. At least for one of them, that is. Yarricki and Thunder quickly dispatch of one of them as he raises an arm to swing at the axebeak. One quick bite and a nasty lance jab prove to be enough to take the simian down. The creature lands face-down into the snow and warm blood starts to form a hole in the white cover. Yellow unconscious.

Meanwhile, Raimdol finishes his spell and another taer drops on the ground, falling asleep mid-charge. Pink dreams of whiter pastures.

The other two snowmen continue attacking, and one of them charges the Oread. Malachite dodges the blow and delivers one in return. The jagged rocks on his skin tear through the fur and skin, and leave a nasty wound on the attacker.

The last simian starts an onslaught of claw swipes and bites at Raman, but Raman is fast on his feet and dodges all of the attempts. Similarly to Malachite's response, the dwarf returns the favour with a quick hit when the taer leaves a spot unprotected.

An overwhelming stench comes over you as the taer move closer, and keeping your appetite seems like a challenge despite the fact that you are on a windy, frozen-over lake.

Everyone in melee with the creatures, please roll a Fortitude save for me vs 13 or become sickened.

Turn 3 - Go if bolded

Odo
Thunder
Raman
Raimdol
Yarricki
Malachite

Taer

Scarab Sages

M Male Oread Monk (of the Sacred Mountain)/5
Spoiler:
HP 39/39 | AC:22 | T:18| FF:20 | CMB: +7 (+9 grapple) | CMD:24 (26 grapple) | Fort:+6* | Ref:+7* | Will:+9* | Init:+2 | Perc: +12 | Speed 30

Malachite is unfazed by the stench of the ape-like taer, and having struck one last round, he unleashes a flurry of blow against the same target. "I warned them not to attack us. Guess we'll have to finish what they started."

Malachite DC 13 Fort: 1d20 + 6 ⇒ (10) + 6 = 16
Unarmed flurry 1: 1d20 + 6 ⇒ (19) + 6 = 25
Unarmed flurry 2: 1d20 + 6 ⇒ (9) + 6 = 15
Dmg 1, if hit, bleed: 1d8 + 2 + 1d4 ⇒ (2) + 2 + (1) = 5
Dmg 2, if hit, bleed: 1d8 + 2 + 1d4 ⇒ (4) + 2 + (2) = 8

Do Flurry of Blows as Full-Round action. 13 dmg if both hit.

Liberty's Edge

Male Halfling Paladin 8 | HP 68/68 | AC: 23 /T: 12 /FF: 22 | F: +12 /R: +8 / W: +12 | CMB +10 | CMD 21 | Speed 30 | Init. +3 | Perc. +3 | S.M. +11 | Lay on Hands 8/8 | Lucky Halfling 1/1 | Smite 3/3 | Battle Cry 4/4 |

Fort save: 1d20 + 10 ⇒ (8) + 10 = 18

Odo steps over to help Malachite with the taer he is fighting. The stink is bad but Odo grits his way through it.
+1 scimitar: 1d20 + 10 ⇒ (8) + 10 = 18
damage: 1d4 + 3 ⇒ (2) + 3 = 5


Malachite delivers one solid punch to disable the simian. While his other punch misses the mark, Odo quickly steps in to help and slashes the taer bad. The creature falls into the snow and starts forming a crimson puddle.

Turn 3 - Go if bolded

Odo
Thunder
Raman
Raimdol
Yarricki

Malachite
Taer

Silver Crusade

Yarricki:
FATIGUED hp 42/42 | Ac 21 T 11 FF 19 (incl barkskin +2) | I+1 | F+8 R+3 W+5 +2 vs. illusions | Perception +9
Thunder:
hp 37/37 | Ac 18 T 12 FF 13 (incl barkskin +2 | I+3 | F+7 R+7+Evasion W+1 | Perception +4 | Hunter's Trick 1/2
Reroll 1/1 | Animal Focus 0/1

Yarricki guides Thunder around the combat, trying to find the best angle to hit the one fighting Raman. When she arrives she tries to hit the taer.

Yarricki’s lance: 1d20 + 8 - 1 + 1 - 1 + 2 ⇒ (3) + 8 - 1 + 1 - 1 + 2 = 12
Damage + sneak attack: 1d6 + 5 + 3 + 1 - 1 + 1d6 ⇒ (2) + 5 + 3 + 1 - 1 + (3) = 13

Double move for Thunder, move action to study, standard to attack

I assumed I did not need to roll fortitude as the taer is unconsious. Also, does the 10 foot distance matter? If not:
Fort Yarricki: 1d20 + 8 ⇒ (11) + 8 = 19
Fort Thunder: 1d20 + 7 ⇒ (13) + 7 = 20

Grand Lodge

Male CG Half-elf Wizard 9
Spoiler:
| HP: 32/32| AC: 18 (14 Tch, 15 FF) | CMB: +0, CMD: 13 | F: +4, R: +5, W: +4 | Init: +3 | Perc: +15, SM: +5
Spoiler:
| Speed 30' | Spells per day: 3 @ 3rd; 5 @ 2nd; 6 @ 1st; 4 @ 0 Lvl | Active conditions: None |

Raimdol decides to conserve his spells as the taer are quickly reduced in numbers. He monitors the area and scans the horizon to ensure there are no other surprises.

Perception check:1d20 + 13 ⇒ (7) + 13 = 20


Everyone manages to stomach the smell, and Yarricki moves in for a jab with her lance, but doesn't land a hit.

Turn 3 - Go if bolded

Odo
Thunder
Raman
Raimdol
- delayed-ish
Yarricki
Malachite
Taer

Grand Lodge

Male CG Half-elf Wizard 9
Spoiler:
| HP: 32/32| AC: 18 (14 Tch, 15 FF) | CMB: +0, CMD: 13 | F: +4, R: +5, W: +4 | Init: +3 | Perc: +15, SM: +5
Spoiler:
| Speed 30' | Spells per day: 3 @ 3rd; 5 @ 2nd; 6 @ 1st; 4 @ 0 Lvl | Active conditions: None |

I will ready and action to cast a spell if a new foe appears. Leaving the last taer for those more-than-capable in the party. This is a delay action.


Botting

Surprised by the onslaught of the simian, the dwarven monk goes into a defensive posture to prepare a counterattack.

Total defense

Crunchy things:

Red, Slam vs Raman DC 27: 1d20 + 6 ⇒ (9) + 6 = 151d4 + 3 ⇒ (2) + 3 = 5
Red, Slam vs Raman DC 27: 1d20 + 6 ⇒ (18) + 6 = 241d4 + 3 ⇒ (2) + 3 = 5
Red, Bite vs Raman DC 27: 1d20 + 4 ⇒ (1) + 4 = 51d4 + 1 ⇒ (1) + 1 = 2

The last remaining taer fights furiously, and launches a series of claw and bite attacks at Raman. The dwarf prevents all of the attacks with a series of quick blocks.

Turn 4 - Go if bolded

Odo
Thunder
Raman
Raimdol
Yarricki
Malachite

Taer

Liberty's Edge

Male Halfling Paladin 8 | HP 68/68 | AC: 23 /T: 12 /FF: 22 | F: +12 /R: +8 / W: +12 | CMB +10 | CMD 21 | Speed 30 | Init. +3 | Perc. +3 | S.M. +11 | Lay on Hands 8/8 | Lucky Halfling 1/1 | Smite 3/3 | Battle Cry 4/4 |

Odo makes his way to help Raman, stepping over the fallen taer at his feet and then making his away across the icy terrain. The distance he has to cover, however, keeps him from having time to get an attack in.

Silver Crusade

Yarricki:
FATIGUED hp 42/42 | Ac 21 T 11 FF 19 (incl barkskin +2) | I+1 | F+8 R+3 W+5 +2 vs. illusions | Perception +9
Thunder:
hp 37/37 | Ac 18 T 12 FF 13 (incl barkskin +2 | I+3 | F+7 R+7+Evasion W+1 | Perception +4 | Hunter's Trick 1/2
Reroll 1/1 | Animal Focus 0/1

Yarricki’s lance: 1d20 + 8 - 1 + 1 - 1 + 2 ⇒ (3) + 8 - 1 + 1 - 1 + 2 = 12
Damage + sneak attack: 1d6 + 5 + 3 + 1 - 1 + 1d6 ⇒ (4) + 5 + 3 + 1 - 1 + (1) = 13

Thunder bites: 1d20 + 9 + 2 - 1 ⇒ (6) + 9 + 2 - 1 = 16
Damage: 1d8 + 9 - 1 ⇒ (2) + 9 - 1 = 10

Yarricki attacks first, hoping she can bring her opponent down and then move to aid other pathfinders. She is already searching for her next target and does not focus on her current one, causing her strike to be off.

Thunder seems to have more luck, although it might be that he has only bitten fur instead of flesh.

Should Thunder's attack bring down the taer I will relocate to the position shown on the map. This will give Malachite a flank


You're lancing the sleeping one?

Silver Crusade

Yarricki:
FATIGUED hp 42/42 | Ac 21 T 11 FF 19 (incl barkskin +2) | I+1 | F+8 R+3 W+5 +2 vs. illusions | Perception +9
Thunder:
hp 37/37 | Ac 18 T 12 FF 13 (incl barkskin +2 | I+3 | F+7 R+7+Evasion W+1 | Perception +4 | Hunter's Trick 1/2
Reroll 1/1 | Animal Focus 0/1

No, sorry. I thought green was still up. I attack red and leave it at that. I do not want to kill sleeping pink


Yeah that's on me. Just put the X on the token after your last post.

Grand Lodge

Male CG Half-elf Wizard 9
Spoiler:
| HP: 32/32| AC: 18 (14 Tch, 15 FF) | CMB: +0, CMD: 13 | F: +4, R: +5, W: +4 | Init: +3 | Perc: +15, SM: +5
Spoiler:
| Speed 30' | Spells per day: 3 @ 3rd; 5 @ 2nd; 6 @ 1st; 4 @ 0 Lvl | Active conditions: None |

I will ready and action to cast a spell if a new foe appears. Leaving the last taer for those more-than-capable in the party. Shooting into melee doesn't seem too productive at this stage. This is a delay action.

Scarab Sages

Male Dwarf Unchained Monk 5; 39/39 HP; AC 21; TCH 15; FF 16; F +6; R +10; W +3; CMB+8; CMD 23; Speed 30FT; Init +4; Perception +7;

The dwarven monk takes a step 5 ft. to the side and continues to punch the creature in front of him.

Punch left: 1d20 + 8 ⇒ (14) + 8 = 22 Damage: 1d8 + 4 ⇒ (5) + 4 = 9
Punch right: 1d20 + 8 ⇒ (11) + 8 = 19 Damage: 1d8 + 4 ⇒ (4) + 4 = 8


Yarricki moves in on Thunder's back, and both of them attempt to strike the taer with no avail. Odo advances towards the creature as well. Raman strikes with two solid punches, but the target keeps standing. Can Malachite finish the creature off while Raimdol is looking for new possible threats?

Turn 4 - Go if bolded

Odo
Thunder
Raman
Raimdol
Yarricki
Malachite
Taer

Scarab Sages

M Male Oread Monk (of the Sacred Mountain)/5
Spoiler:
HP 39/39 | AC:22 | T:18| FF:20 | CMB: +7 (+9 grapple) | CMD:24 (26 grapple) | Fort:+6* | Ref:+7* | Will:+9* | Init:+2 | Perc: +12 | Speed 30

Malachite moves laterally, trying to drive off the last of the bestial taer.

Mal unarmed strike: 1d20 + 6 ⇒ (16) + 6 = 22
Dmg, bleed: 1d8 + 2 + 1d4 ⇒ (4) + 2 + (2) = 8


Out of combat

The white-fur simian goes down after Malachite's strike, leaving the area relatively quiet. The only sound is the wind whistling against the rocky, jagged peaks nearby.

Loot:
Being what they are, the taer do not own much that can be put to use, if anything at all. One of them, however, has an amulet around its neck. Spellcraft to identify.

After closer inspection, you notice that the platform to the north of you contains a body encrusted in ice. Probably your objective. on top of the ice, however, is a nest full of grey speckled eggs.

The Mystic’s bones lie beneath the cairn in a small sepulture sealed beneath a 3-foot-layer of blue ice . Beneath the ice seal rests a large flat stone engraved with a spiraling ring of primal looking pictographs. The stone seals a small chamber filled with a bed of charcoal. Atop the charcoal sits a rolled up leather blanket tied closed with knotted silk rope. The leather blanket is lined with red and orange silks that bind together a collection of bones, intricately scrimshawed with fine calligraphy and rubbed with gold leaf, to make the runes stand out.

Silver Crusade

Yarricki:
FATIGUED hp 42/42 | Ac 21 T 11 FF 19 (incl barkskin +2) | I+1 | F+8 R+3 W+5 +2 vs. illusions | Perception +9
Thunder:
hp 37/37 | Ac 18 T 12 FF 13 (incl barkskin +2 | I+3 | F+7 R+7+Evasion W+1 | Perception +4 | Hunter's Trick 1/2
Reroll 1/1 | Animal Focus 0/1

"Well done folks!"

Yarricki looks at the eggs, trying to determine what kind of beast could have laid these and whether they are still expected to hatch in this cold environment while the others deal with what they came to find.

Knowledge Nature, guidance: 1d20 + 8 + 1 ⇒ (2) + 8 + 1 = 11


These are no eggs you ever say, but seem like they belong to an arthropod-like creature. Even without touching them, you notice that the eggs radiate heat.

Kn. Arcana 22:
These are the eggs of a rhemoraz, a centipede-like creature. If it has a nest here, it will surely be nearby. Two things you know about these creatures, is that they can detect the smallest of vibrations in their vicinity and the natural heat they produce allows them to burrow through snow.

The DC is that high due to it being just eggs. I'm not throwing a CR 12 creature at you, no worries. Well - some worrying may be warranted.

Grand Lodge

Male CG Half-elf Wizard 9
Spoiler:
| HP: 32/32| AC: 18 (14 Tch, 15 FF) | CMB: +0, CMD: 13 | F: +4, R: +5, W: +4 | Init: +3 | Perc: +15, SM: +5
Spoiler:
| Speed 30' | Spells per day: 3 @ 3rd; 5 @ 2nd; 6 @ 1st; 4 @ 0 Lvl | Active conditions: None |

Raimdol, relieved that the combat has concluded successfully, approaches the area. He carefully studies the amulet and the eggs.

Knowledge: Arcana - 1d20 + 13 ⇒ (7) + 13 = 20
Spellcraft - 1d20 + 14 ⇒ (3) + 14 = 17

Liberty's Edge

Male Halfling Paladin 8 | HP 68/68 | AC: 23 /T: 12 /FF: 22 | F: +12 /R: +8 / W: +12 | CMB +10 | CMD 21 | Speed 30 | Init. +3 | Perc. +3 | S.M. +11 | Lay on Hands 8/8 | Lucky Halfling 1/1 | Smite 3/3 | Battle Cry 4/4 |

Odo spends a bit of effort trying to stabilize any surviving taer while leaving them otherwise unconscious for now.

"Incredible! The construction of the cairn and sepulchre have a certain kind of beauty to them. It saddens me a little that we need to disturb them to complete our mission," Odo says, clearly awed by the sacred site.

With some degree of worry, he ventures, "You don't think these might be dragon eggs, do you?"

Scarab Sages

M Male Oread Monk (of the Sacred Mountain)/5
Spoiler:
HP 39/39 | AC:22 | T:18| FF:20 | CMB: +7 (+9 grapple) | CMD:24 (26 grapple) | Fort:+6* | Ref:+7* | Will:+9* | Init:+2 | Perc: +12 | Speed 30

"I suggest we take it all back with us for the Pathfinders to study in greater detail." Using greatest care, Malachite begins to pack the eggs, bones, and blankets together into his satchel with the idea of bringing it all down the mountain.


Malachite starts packing the contents of the nest, and pulls out the pickaxe to remove the bones from the ice. The pickaxe strikes into the ice, and the distints sound it makes echoes off the high jagged stones that surround the lake.

Perception 10:
There is something else making noise in the valley, however. Shortly after you start hitting the ice with a pick, deeper trembles can be heard in the distance, and are clearly moving in closer. Something big is approaching.

Silver Crusade

Yarricki:
FATIGUED hp 42/42 | Ac 21 T 11 FF 19 (incl barkskin +2) | I+1 | F+8 R+3 W+5 +2 vs. illusions | Perception +9
Thunder:
hp 37/37 | Ac 18 T 12 FF 13 (incl barkskin +2 | I+3 | F+7 R+7+Evasion W+1 | Perception +4 | Hunter's Trick 1/2
Reroll 1/1 | Animal Focus 0/1

auto-succes

"Something big is coming our way! Hurry! And be prepared to leave those eggs here if that is their parent!"

Grand Lodge

Male CG Half-elf Wizard 9
Spoiler:
| HP: 32/32| AC: 18 (14 Tch, 15 FF) | CMB: +0, CMD: 13 | F: +4, R: +5, W: +4 | Init: +3 | Perc: +15, SM: +5
Spoiler:
| Speed 30' | Spells per day: 3 @ 3rd; 5 @ 2nd; 6 @ 1st; 4 @ 0 Lvl | Active conditions: None |

Perception check:1d20 + 15 ⇒ (12) + 15 = 27

"Curses! Yarricki is right, Malachite! Take only what we came for. Tis my guess as well that the mother is en route to protect these fragile eggs."

Can we cast some prep spells at this point, just in case? :D


I would suggest you do, yes.

Liberty's Edge

Male Halfling Paladin 8 | HP 68/68 | AC: 23 /T: 12 /FF: 22 | F: +12 /R: +8 / W: +12 | CMB +10 | CMD 21 | Speed 30 | Init. +3 | Perc. +3 | S.M. +11 | Lay on Hands 8/8 | Lucky Halfling 1/1 | Smite 3/3 | Battle Cry 4/4 |

Perception: 1d20 + 3 ⇒ (3) + 3 = 6
Grateful that he has comrades more perceptive than himself, Odo concentrates on his magic scimitar and invokes his Sarenrae-given blessings, giving it a keener edge.

Invoking his divine bond to give his +1 scimitar the keen property - threat range now 15-20

Grand Lodge

Male CG Half-elf Wizard 9
Spoiler:
| HP: 32/32| AC: 18 (14 Tch, 15 FF) | CMB: +0, CMD: 13 | F: +4, R: +5, W: +4 | Init: +3 | Perc: +15, SM: +5
Spoiler:
| Speed 30' | Spells per day: 3 @ 3rd; 5 @ 2nd; 6 @ 1st; 4 @ 0 Lvl | Active conditions: None |

Raimdol pulls out a stout wand and mutters the command word. Virtually instantaneously a shield of force springs into place, protecting the wizard.

Use wand to cast Shield spell. 1st level spell. 1 minute duraction. +4 AC.

"Team, I can cast shield on anyone that desires. I can also enlarge anyone that wishes. But make it quick, we may not have much time!" offers the wizard while he scans the area for threats.


I assume you're all done, then? I'll give you a few more hours (let's say 5-6) to set up and start the rollercoaster of pain.

Scarab Sages

M Male Oread Monk (of the Sacred Mountain)/5
Spoiler:
HP 39/39 | AC:22 | T:18| FF:20 | CMB: +7 (+9 grapple) | CMD:24 (26 grapple) | Fort:+6* | Ref:+7* | Will:+9* | Init:+2 | Perc: +12 | Speed 30

Malachite will gladly accept a Shield spell. He readies a javelin while still trying to free the bones they came for.

Silver Crusade

Yarricki:
FATIGUED hp 42/42 | Ac 21 T 11 FF 19 (incl barkskin +2) | I+1 | F+8 R+3 W+5 +2 vs. illusions | Perception +9
Thunder:
hp 37/37 | Ac 18 T 12 FF 13 (incl barkskin +2 | I+3 | F+7 R+7+Evasion W+1 | Perception +4 | Hunter's Trick 1/2
Reroll 1/1 | Animal Focus 0/1

Shield is a personal spell, so you need UMD to cast it from the wand

Yarricki casts barkskin on herself and Thunder and readies her lance. She is ready for anything that comes, although her breaths come out in puffs. The high altitude is not her preferred environment.


The rumbling sound gets louder as you prepare for whatever is making it. Within a few short moment, a shadow passes through the ice underneath your feet, and a nearby snow hill melts to reveal an immense centipede-like beast. Its mandibles ready to mow down whoever disturbed the eggs, and with something eerily similar to fresh hot steam above its back. Once the steam disappears, you can still see the air shimmering above the creature, as if it had a hot metal plate attached to its back. It makes a guttural sound in your direction. You are fairly certain it was something angry.

This is clearly a creature of vast size and will be able to strike approaching attackers from a distance. It's a huge category.

Kn Arcana 17:
This creature is a Remorhaz. A -usually- solitary creature that inhabits the cold or mountaneous areas. They live in underground complexes of caves carved into ice. The heat they generate with their backs helps with the carving itself, and the walls quickly freeze over once the creature moves on, leaving a relatively stable tunnel. With that said, they don't mind cold, nor fire, and the heat they generate when angered or scared is known to sometimes melt weapons that strike it.

You may ask one additional question per each multiplier of 5 by which you beat the DC.

Init Rolls:
Malachite: 1d20 + 2 ⇒ (14) + 2 = 16
Odo: 1d20 + 3 ⇒ (1) + 3 = 4
Raimdol: 1d20 + 3 ⇒ (10) + 3 = 13
Raman: 1d20 + 4 ⇒ (19) + 4 = 23
Yariccki: 1d20 + 0 ⇒ (4) + 0 = 4
Thing: 1d20 + 1 ⇒ (2) + 1 = 3

Turn 1 - Go if bolded

Raman
Raimdol
Malachite
Odo
Yarricki

Jeff, the Centipede

Scarab Sages

M Male Oread Monk (of the Sacred Mountain)/5
Spoiler:
HP 39/39 | AC:22 | T:18| FF:20 | CMB: +7 (+9 grapple) | CMD:24 (26 grapple) | Fort:+6* | Ref:+7* | Will:+9* | Init:+2 | Perc: +12 | Speed 30

What needs to be done to get the bones and leave the eggs? What kind of action and how much time? Malachite worked on it all last round at least, if not before.

Grand Lodge

Male CG Half-elf Wizard 9
Spoiler:
| HP: 32/32| AC: 18 (14 Tch, 15 FF) | CMB: +0, CMD: 13 | F: +4, R: +5, W: +4 | Init: +3 | Perc: +15, SM: +5
Spoiler:
| Speed 30' | Spells per day: 3 @ 3rd; 5 @ 2nd; 6 @ 1st; 4 @ 0 Lvl | Active conditions: None |

Having disturbed the creatures eggs, the anger is understandable. There is no diplomacy here. This is simply survival and protection - a natural animalistic instinct. Unfortunately, it is doubtful running is an option. In that case, this needs to end quickly.

Using his practiced skill, Raimdol advances and then quickens his summoning spell to launch a large beast at the monstrosity.

Fortitude save to cast standard round summoning:1d20 + 4 ⇒ (14) + 4 = 18

Cast Summon Monster III to summon Crocodile with Augment Summon Feat. Acadame Graduate allows standard action of summon spell. DC = 15 + spell level (3) = 18. Success avoids fatigue.

As the spell completes, a large crocodile appears near the centipede, charges and attacks.

Attack roll for killer croc:1d20 + 7 + 2 ⇒ (18) + 7 + 2 = 27
Damage roll for killer croc:1d8 + 6 ⇒ (8) + 6 = 14


@Malachite - It's encrusted in a foot or so of hard ice. You'll need a few minutes of work with the pick to break it free.

Silver Crusade

Yarricki:
FATIGUED hp 42/42 | Ac 21 T 11 FF 19 (incl barkskin +2) | I+1 | F+8 R+3 W+5 +2 vs. illusions | Perception +9
Thunder:
hp 37/37 | Ac 18 T 12 FF 13 (incl barkskin +2 | I+3 | F+7 R+7+Evasion W+1 | Perception +4 | Hunter's Trick 1/2
Reroll 1/1 | Animal Focus 0/1

Yarricki moves closer to the big centipede

double move

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