
GM thunderspirit |

Edward readies a shot while Ali lands a pair of blows — they hurt, but not critically!
[ooc[Paizo postmonster ate my previous post, which was a failed save for the drake. [/b]
The drake, not breathing, closes its eyes on the snowy ground!
Round 4
Ali (-31) — double hit
Frost Drake — dying
Vojtek (-26) — GO
Davosh (-19) — GO
Kappi — GO
Orange — TBD
Red — TBD
Edward (-13) — TBD
orange
red -84

Davosh the Wanderer |

Davosh floats another 20 feet upward. Above the tower now, he turns his Big Eye on the foe by Ali, "Leave my friend alone, or face your mortality!" He drills his Evil Eye into the enemy. Orange has a -4 to Hit for 11 Rounds. Will DC 22 to reduce to 1 round.

Kappi Matarito |

Round 4
The young rogue brings his double blade style to bear on his opponent. He smiles as he flanks with Ali.
Attack 1d20 + 14 - 2 + 2 ⇒ (5) + 14 - 2 + 2 = 19
+1 sh sword 1d6 + 7 + 5d6 ⇒ (5) + 7 + (3, 6, 5, 5, 1) = 32
Offhand attack 1d20 + 14 - 4 + 2 ⇒ (3) + 14 - 4 + 2 = 15
+1 sh sword 1d6 + 7 + 5d6 ⇒ (6) + 7 + (3, 6, 3, 2, 5) = 32
2nd Attack 1d20 + 9 + 2 ⇒ (8) + 9 + 2 = 19
Sh sword 1d6 + 7 + 5d6 ⇒ (6) + 7 + (3, 4, 6, 2, 1) = 29
I added +2 for flanking, please remember my opponent had a -4 AC till end of round, a -2 AC to my comrades
BUGGER! Some lackluster rolls. Maybe will hit with the Bewildered effect/-4 AC?

GM thunderspirit |

DC 22 Will: 1d20 ⇒ 12
Davosh's hex clouds the vision of Orange!
Kappi finds this nut particularly tough to crack, but his last strike finds purchase, and it's enough to drop Red!
Round 4
Ali (-31) — double hit
Frost Drake — dying
Vojtek (-26) — GO
Davosh (-19) — hex
Kappi — kill
Orange — TBD
Red — TBD
Edward (-13) — TBD
orange (-4 to hit)
icy terrain: 2 rounds remaining

RAGING VOJTEK!!!! |

- Round the Fourth
- Current HPs: 97 - 26 +1 (DR) = 72/129
- Enragrified (29/32)
Vojtek stnds beside Ali and tears into his foes with fearsome claws and fearsomer teeth. He snarls and bellows in a blood-frothed frenzy!
Right Claw (Magic Weapon for the purposes of overcoming DR): 1d20 + 17 - 3 ⇒ (7) + 17 - 3 = 21 for Damage: 1d8 + 8 + 6 ⇒ (3) + 8 + 6 = 17.
Left Claw (Magic Weapon for the purposes of overcoming DR): 1d20 + 17 - 3 ⇒ (7) + 17 - 3 = 21 for Damage: 1d8 + 8 + 6 ⇒ (3) + 8 + 6 = 17.
Right Claw (Magic Weapon for the purposes of overcoming DR): 1d20 + 17 - 3 - 5 ⇒ (19) + 17 - 3 - 5 = 28 for Damage: 1d8 + 8 + 6 ⇒ (4) + 8 + 6 = 18.
Left Claw (Magic Weapon for the purposes of overcoming DR): 1d20 + 17 - 3 - 5 ⇒ (15) + 17 - 3 - 5 = 24 for Damage: 1d8 + 8 + 6 ⇒ (5) + 8 + 6 = 19.
And Wartooth Gnash!: 1d20 + 12 ⇒ (3) + 12 = 15 for Damage: 1d4 + 4 ⇒ (2) + 4 = 6.

GM thunderspirit |

Vojtek lands a pair of blows on Orange!
Orange looks to give back (though he's passing the message on to Ali)!
Orange vs Ali AC 25: 1d20 + 16 - 4 ⇒ (17) + 16 - 4 = 29 HIT
or is it?: 1d5 ⇒ 2 it is NOT
One of Ali's images vanishes!
Orange vs Ali AC 25: 1d20 + 11 - 4 ⇒ (19) + 11 - 4 = 26 HIT
or is it?: 1d4 ⇒ 2 it is NOT
Another shimmers out!
Mirror image just totally saved Ali's bacon there.
Round 4
Ali (-31) — double hit
Frost Drake — dying
Vojtek (-26) — flurry of Vojtek
Davosh (-19) — hex
Kappi — kill
Orange — hackin' away at Ali's mirror
Edward (-13) — GO
Round 5
Ali (-31, 2 mirror images left) — GO
Frost Drake — dying
Vojtek (-26) — flurry of Vojtek
Davosh (-19) — hex
Kappi — kill
Orange — TBD
Edward (-13) — TBD
drake (-4 to saves, suffocation: 3 saves missed, -1 hp, dying) -88
orange (-4 to hit) -37
[s]red[/b]
icy terrain: 2 rounds remaining

Ali'yanah D'ohr'hein |

Mirror image just totally saved Ali's bacon there.
That's the idea, Lieutenant!
Ali (-31) — double hit
you may have missed it, but I did a correction on the last page. The first hit on Ali did not take Mirror Image into account, so I did the roll and it hit an image. Ali should be at full HP now.
Ali smiles, liking these odds much better. She swings at the remaining enemy before her.
1d20 + 11 + 1 ⇒ (2) + 11 + 1 = 14
1d10 + 5 + 1 + 1d6 ⇒ (2) + 5 + 1 + (1) = 9
1d20 + 6 + 1 ⇒ (14) + 6 + 1 = 21
1d10 + 5 + 1 + 1d6 ⇒ (7) + 5 + 1 + (5) = 18
Current conditions:
Shield--AC 24
Mirror Images--2
Weapon--+1, Keen, Flaming
Rolls--terrible as usual

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Round 4 sorry for being tardy
Again knowing a dragons tremendous fortitude Ed monitors Davosh's spells hold on the drake.
LoH Self 4of7: 2d6 + 2d6 + 4 ⇒ (4, 6) + (1, 4) + 4 = 19
Heal Davosh and Vojtek 5 each. Ed takes 10 heals 20. Current HP 85/88.
Readied Attack: 1d20 + 14 + 1 + 5 ⇒ (9) + 14 + 1 + 5 = 29
Damage: 1d8 + 2 + 1 + 7 + 7 ⇒ (1) + 2 + 1 + 7 + 7 = 18

GM thunderspirit |

Ali swings about but the foe deftly dodges out of the way! Edward heals the party as he waits for the drake...
Fort: 1d20 ⇒ 19 success, spell ends
DC 11 stabilize: 1d20 ⇒ 1 fail, now -2 hp and dying
The drake does not appear to recover!
Round 5
Ali (2 mirror images left) — swing and a miss x2
Frost Drake — dying
Vojtek (-21) — GO
Davosh (-14) — GO
Kappi — GO
Orange — TBD
Edward (-3) — TBD
orange (-4 to hit) -37
icy terrain: 1 round remaining

Davosh the Wanderer |

Davosh lowers himself down to be just a hair above the kerfuffle.
He extends his hand and in the palm forms a perfect snowball. He sticks his tongue to the side and squints as he aims it. He hurls it at the orange tinged foe:
Ranged Touch: 1d20 + 6 ⇒ (18) + 6 = 24 for Cold DMG: 5d6 ⇒ (4, 6, 1, 3, 2) = 16. FORT DC or be Staggered for 1 Round.

Kappi Matarito |

The lad deftly moves around the machine and gets into flanking position with his elven comrade. From a low crouch he thrusts up hoping to penetrate something like a kidney. Hmmm, maybe they don't have the same internal organs on this world. What sort of weirdo organs do aliens have...?
Move, attack
Melee attack 1d20 + 14 + 2 ⇒ (6) + 14 + 2 = 22
+1 sh sword 1d6 + 7 + 5d6 ⇒ (1) + 7 + (3, 1, 4, 3, 2) = 21 if hits, the rogue adds a Bewildered effect, for 1 round the opponent suffers a -2 AC to the party, and a -4 AC to Kappi

GM thunderspirit |

Davosh's snowball hits center mass!
DC 19 (?) Fort: 1d20 ⇒ 9
The Triaxian does not appear affected by the freezing element of the snow, and in fact is less affected by the cold than Davosh would think! Resist cold
Kappi's maneuver provokes a response from Orange...
Orange vs Kappi AC 24: 1d20 + 11 - 4 ⇒ (2) + 11 - 4 = 9
...though it clangs harmlessly off a crossbar from the siege engine.
Kappi's strike is no more successful than his opponent's!
Round 5
Ali (2 mirror images left) — swing and a miss x2
Frost Drake — dying
Vojtek (-21) — GO
Davosh (-14) — great ballz of snow
Kappi — whiffity
Orange — TBD
Edward (-3) — TBD
drake (-4 to saves, -2 hp, dying)
orange (-4 to hit) -45
red
icy terrain: 1 round remaining

RAGING VOJTEK!!!! |

- Round the Fifth
- Current HPs: 72 - 21 +1 = 52/129
- Rage-filled (28/32)
Vojtek presses the attack on the orange tinged foe and unleashes his fury with another devastatingly fearsome attack.
Right Claw (Magic Weapon for the purposes of overcoming DR): 1d20 + 17 - 3 ⇒ (18) + 17 - 3 = 32 for Damage: 1d8 + 8 + 6 ⇒ (2) + 8 + 6 = 16.
Left Claw (Magic Weapon for the purposes of overcoming DR): 1d20 + 17 - 3 ⇒ (5) + 17 - 3 = 19 for Damage: 1d8 + 8 + 6 ⇒ (1) + 8 + 6 = 15.
Right Claw (Magic Weapon for the purposes of overcoming DR): 1d20 + 17 - 3 - 5 ⇒ (5) + 17 - 3 - 5 = 14 for Damage: 1d8 + 8 + 6 ⇒ (7) + 8 + 6 = 21.
Left Claw (Magic Weapon for the purposes of overcoming DR): 1d20 + 17 - 3 - 5 ⇒ (16) + 17 - 3 - 5 = 25 for Damage: 1d8 + 8 + 6 ⇒ (5) + 8 + 6 = 19.
And Wartooth Gnash!: 1d20 + 12 ⇒ (14) + 12 = 26 for Damage: 1d4 + 4 ⇒ (1) + 4 = 5.

GM thunderspirit |

Vojtek lands a trio of strikes!
In a frenzy of their own, Orange turns on the Northman!
Orange vs Vojtek AC 22: 1d20 + 16 ⇒ (5) + 16 = 21 MISS
Orange vs Vojtek AC 22: 1d20 + 11 ⇒ (12) + 11 = 23 HIT
slashing: 2d10 + 12 ⇒ (1, 10) + 12 = 23
Vojtek dodges the first blow, but is caught by the backswing!
Round 5
Ali (2 mirror images left) — swing and a miss x2
Frost Drake — dying
Vojtek (-21) — rage-filled blows
Davosh (-14) — great ballz of snow
Kappi — whiffity
Orange — TBD
Edward (-3) — GO
Round 6
Ali (2 mirror images left) — GO
Frost Drake — dying
Vojtek (-43) — GO
Davosh (-14) — great ballz of snow
Kappi — whiffity
Orange — TBD
Edward (-3) — TBD
orange (-4 to hit) -82
icy terrain: 1 round remaining

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Round 5
Confident that his friends will take care of the remaining enemy and save the at risk siege engines. Ed lets his healing work while still making sure that the drake will perish.
Davosh after you find gents dispatch the invader, please gather around me for some more of Apsu's blessing.
Heal Davosh and Vojtek 5hp each. Take 10 HP, Heal 1. Current HP 76/88 Same Readied attack as before incase the drake somehow recovers

Ali'yanah D'ohr'hein |

Ali continues to attack the remaining foe.
1d20 + 11 + 1 ⇒ (18) + 11 + 1 = 30 <--THREAT
1d10 + 5 + 1d6 ⇒ (2) + 5 + (2) = 9
1d20 + 6 + 1 ⇒ (13) + 6 + 1 = 20
1d10 + 5 + 1d6 ⇒ (5) + 5 + (1) = 11
confirm?: 1d20 + 11 + 1 ⇒ (11) + 11 + 1 = 23
1d10 + 5 ⇒ (3) + 5 = 8

GM thunderspirit |
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Ali lands an excellent blow, one that clearly leaves the invader's ears ringing!
Gonna just call the fight here, only a few hit points left on the barbarian and the drake is already in the negatives.
Just a few seconds later, this skirmish is over. A small squad of ground troops of the Dragon Legion arrive, grateful for your help, and take command of the tower. One, a lad who looks no older than Kappi, stares in astonishment at the fallen frost drake until the commanding corporal barks. Klant! Move it! At which he hops to work on the artillery.
Victory points awarded: 2. The party has three rounds before the next scene.

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As Vojtek comes out of his Rage and visibly slumps from the toll it takes on his body.
Vojtek come here. You have this marvelous axe. Let Apsu bless your weapon. You will find that when you do a good it it will make it a great hit.
Ed then heals the party.
Lay on hands Vojtek: 2d6 + 5 + 2 ⇒ (6, 4) + 5 + 2 = 17 Mercy Removed fatigued effect from the rage
Channel Energy party: 2d6 + 5 + 2 ⇒ (1, 3) + 5 + 2 = 11
Summary of 3 rounds: Davosh: Heal 21 HP. Vojtek Heal 15+17+11=43 Gain Bless Weapon on your Great Axe (gives it a +1 and auto confirms crit). Ed take 10+15=25 Damage, Heal 14 65/88 hp.
Everyone should be at MAX HP with possibly the exception of Vojtek, and Ed
Request if someone could use Ed's Cure Light Wound wand on Ed that would be much appreciated if they don't need all 3 rounds for prep.

GM thunderspirit |

A bit of a breather as the Dragon Legion squad gets busy putting the siege machines to work. Kappi can't help but giggle a little as he stares at the squad firing the massive weapon he was dodging about, as it launches a line of liquid fire that catches another frost drake square in the mouth and sends it spiraling out of the air. That kind o—
Golarions! Comander Pharmol's voice erupts around you via a sending spell, snapping you back to attention. Get to the opposite side of the citadel! Now!
Hurrying to the wall, you climb the nearest tower and...
Through the driving snow, a massive shape begins to emerge. Easily forty feet high and thirty feet at its base, the structure — it is clearly a structure, made of wood and bound with metal, draped in wet, half frozen hides.
Davosh recognizes it almost at once. It is a siege tower. And it is being shoved forward by a pair of huge snake-like beasts with multiple heads!
+5 over the DC:
tower hydras: 1d20 + 5 ⇒ (10) + 5 = 15
Ali: 1d20 + 8 ⇒ (2) + 8 = 10
Davosh: 1d20 + 2 ⇒ (6) + 2 = 8
Edward: 1d20 + 3 ⇒ (1) + 3 = 4
Kappi: 1d20 + 5 ⇒ (15) + 5 = 20
Vojtek: 1d20 + 2 ⇒ (17) + 2 = 19
Round 1
Kappi — GO
Vojtek — GO
Siege tower — TBD
Ali — TBD
Davosh — TBD
Edward — TBD

RAGING VOJTEK!!!! |

Vojtek holds his axe slightly out of reach from Edward and instead presents Vsevolod's FrostThunder Warhammer for Apsu's blessing.
Once per day as a ranged touch attack, the wielder of a frost-thunder hammer can slam the weapon against the ground to release a crackling bolt of ice that shoots across the ground toward a single target up to 100 feet away. On a successful hit, the ice immediately freezes around the target, trapping it within a 9-inch-thick solid block of pale blue ice. The ice blocks line of effect to the entrapped victim, who is helpless (but can still breathe) and takes 9 points of cold damage per round until freed. The ice has hardness 0 and 27 hit points; if the ice is broken, the creature is freed. A creature can break the ice as a full-round action with a successful DC 24 Strength check.
CL 9th WEIGHT 10 lbs.
AURA moderate evocation
CONSTRUCTION REQUIREMENTS COST 12,424 GP
Craft Magic Weapons, icy prison
- Round the First
- Current HPs: 52 -21 +1 +43 =75 / 129
- Raging (27/32)
Vojtek snarls his thanks as he flies into a rage yet again. Followed in short order by him flying off the parapet! His eyes are wide and his lips peeled back... As he falls rippling muscles and bone crisscross his back ominously. His dragon heart pounds as he relives The White's attack on his boyhood home. As he screams his fury, snowflakes and chilled air issue forth from his gaping maw.
When he hits the packed snow below, the great hammer swings down and cracks into the ground. With a thunder clap to rival the fury of the gods, magical force screams across the snowfield to impact the closer of the two beasts!
Ranged Touch: 1d20 - 2 + 1 + 17 + 2 ⇒ (15) - 2 + 1 + 17 + 2 = 33

Davosh the Wanderer |

Backing up, Davosh will use the wand on Edward: CLW: 1d8 + 1 ⇒ (3) + 1 = 4 He'll then cast Bless on the party.

GM thunderspirit |

Vojtek sees the approaching tower and a raging grin eclipses his face as he leaps over the side of the parapet!
He's FLYIno wait, he's falling.
DC 15 Acrobatics: 1d20 + 7 ⇒ (12) + 7 = 19 success, ignore first 10 feet
falling (DR 1/-): 2d6 - 1 ⇒ (5, 2) - 1 = 6
Vojtek lands with the hammer slamming the ice and snow, somehow keeping his feet cos Rule of Cool and sending the crackling bolt of ice at Aqua! It encases the massive serpent in an instant!
Round 1
Kappi — GO
Vojtek — cool-a$$ maneuver
Siege tower — TBD
Ali — TBD
Davosh — TBD
Edward — TBD

Kappi Matarito |

Round 1
The lad gawks for just a moment at the siege tower w/ huge hydra-like monsters powering it. A few years ago this would have completely gobsmacked Kappi, but these days he just shrugs his shoulders. As he sees Vojtek leap over the wall, the Varisian lad immediately follows. He is quick but awkward as he goes over the parapet. Instead of plummeting he floats down with his magic ring.
He hits the snow and slips for a moment but starts moving toward the tower.
FeatherFall Ring
Not sure if acrobatics roll is needed for moving on the icy ground.
Acrobatics 1d20 + 18 ⇒ (8) + 18 = 26

GM thunderspirit |

Kappi: nope, you're good to move.
Kappi follows Vojtek over the wall, floating down like a feather!
Aqua tries to escape...
DC 24 STR check: 1d20 ⇒ 12
...without success!
Blue doesn't seem to have noticed that its partner is stuck and continues to push the siege tower forward...and a little off-course now, since only one snake beast is pushing!
Round 1
Kappi — follow the leader
Vojtek — cool-a$$ maneuver
Siege tower — moving slowly
Ali — GO
Davosh — GO
Edward — GO

Davosh the Wanderer |
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Knowledge (Arcana): 1d20 + 20 ⇒ (5) + 20 = 25
Knowledge (Engineering): 1d20 + 13 ⇒ (20) + 13 = 33
"The beast is made with a heart of ice! Bring FIRE! Kappi! The rear sleds of that tower are the key, destroy them and it'll drop faster than Edward's jaw in a Kaer Maga whore house!"
Davosh reaches deep inside to summon forth a an ancient spell. Suddenly a field of rubbery black tentacles burrows up from The Below
Grapple v. all in field: 1d20 + 14 ⇒ (20) + 14 = 34 DMG if grabbed: 1d6 + 4 ⇒ (1) + 4 = 5

Ali'yanah D'ohr'hein |

Ali casts Fly on herself, and soars down to join her friends on the field, red hair and still-flaming blade flapping behind her like banners.

GM thunderspirit |

Ali gets dramatic as she descends, while Davosh cites the deep magic and invokes a name long forgotten! The second cryohydra is held fast, but the damage dealt by the rubbery tentacles heals almost as fast as it happens! Fast healing
Round 1
Kappi — follow the leader
Vojtek — cool-a$$ maneuver
Siege tower — moving slowly
Ali — learning to fly
Davosh — spellz
Edward — GO

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Round 1
Ed gives a look as he watches his friends go over the wall.. Ed has a mental picture of him riding Nevra to join his friends in their ability to fly. But he can support them from here.
Ed raises his voice adds a commanding tone. He points to the beast still pushing. I COMMAND YOU TO FLEE. cast Command DC 17 will save
Vojtek Heal 5hp Ed Takes 5, heals 1 + Davosh clw wand 4. current hp 65/88

GM thunderspirit |

GM interjection: Command is a language-dependent spell.

GM thunderspirit |

Edward casts a spell, but the foe doesn't appear to comprehend the words!
All at once, a pair of drakes streak out of the blizzard, one from each side of the siege tower! One heads straight toward the ground members of the party while the other toward the ones still on the parapet!
Red freezing mist cloud — cold: 9d6 ⇒ (6, 6, 4, 1, 1, 5, 4, 6, 3) = 36 DC 20 Refl
rounds of difficult terrain: 2d4 ⇒ (1, 3) = 4
reset: 1d6 ⇒ 1
Purple freezing mist cloud — cold: 9d6 ⇒ (3, 6, 3, 6, 5, 2, 2, 2, 4) = 33 DC 20 Refl
rounds of difficult terrain: 2d4 ⇒ (4, 4) = 8
reset: 1d6 ⇒ 6
Round 2
Kappi — GO
Vojtek — GO
Siege tower — TBD
Ali — TBD
Davosh — TBD
Edward — TBD
frost drakes — TBD
Blue grappled
Purple drake (reset 6, terrain 8 rds)
Red drake (reset 1, terrain 4 rnmds)

GM thunderspirit |

Yes, save for half. The area of effect is not icy difficult terrain.
Round 2
Kappi — DC 20 Refl & GO
Vojtek — DC 20 Refl & GO
Siege tower — TBD
Ali — DC 20 Refl & TBD
Davosh — DC 20 Refl & TBD
Edward — TBD
frost drakes — TBD
Blue grappled
Purple drake (reset 6, terrain 8 rds)
Red drake (reset 1, terrain 4 rds)

Kappi Matarito |

Reflex 1d20 + 13 ⇒ (14) + 13 = 27 Evasion!
Round 2
The rogue disappears under his cloak and scuttles out from the icy mist, then he heads toward the drake w/ blade drawn. He REALLY hopes his two comrades will quickly be re-enforcing him. He knows he can't stand against the dread beast alone.
melee attack 1d20 + 14 ⇒ (16) + 14 = 30
+1 sh sword 1d6 + 7 ⇒ (2) + 7 = 9 weak non sneak attack

Kappi Matarito |

Reflex 1d20+13 Evasion!
Round 2
The rogue disappears under his cloak and scuttles out from the icy mist, then he heads toward the drake w/ blade drawn. He REALLY hopes his two comrades will quickly be re-enforcing him. He knows he can't stand against the dread beast alone.melee attack 1d20+14
+1 sh sword 1d6+7 weak non sneak attack
slight retcon, didn't realize it was 10' up
Instead of a melee attack, Kappi throws his lucky tomahawk.
Compared to his +1 sh sword the tomahawk has a -1 to hit and only has a +1 damage modifier instead of +7

GM thunderspirit |
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Kappi's axe tumbles through the driving snow and lands a light blow!
Round 2
Kappi — just axeing questions
Vojtek — DC 20 Refl & GO
Siege tower — TBD
Ali (-36) — TBD
Davosh — DC 20 Refl & TBD
Edward (-16) — TBD
frost drakes — TBD
Aqua icy prison
Blue grappled
Purple drake (reset 6, terrain 8 rds)
Red drake (reset 1, terrain 4 rds)

RAGING VOJTEK!!!! |
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Saving Throw!: 1d20 ⇒ 1 +1 vs. Cold, +3 vs. fear, paralysis, or sleep, plus...
- Fortitude: +13
- Reflex: +6 | Vs. Traps: +2
- Will: +6
- Round the Second
- Current HPs: 75 -6 +1 -36 +1 +13 +5 = 53 /129
- Raging (26/32)
Vojtek fumbles with his bow slightly but just for a moment - clawed hands aren't as nimble after all. He draws back the mighty weapon and fires at the reddish tinged drake!
Composite Longbow of the Centaur +5: 1d20 + 12 ⇒ (3) + 12 = 15 for Damage: 1d8 + 5 ⇒ (5) + 5 = 10.
A natural Jeff with a side of Salsa rolls. Great.

GM thunderspirit |

Vojtek's arrow sails off into the swirling blizzard!
Aqua lashes out at its icy prison...
dmg: 1d8 + 5 ⇒ (1) + 5 = 6
dmg: 1d8 + 5 ⇒ (5) + 5 = 10
dmg: 1d8 + 5 ⇒ (5) + 5 = 10
dmg: 1d8 + 5 ⇒ (3) + 5 = 8
dmg: 1d8 + 5 ⇒ (1) + 5 = 6
dmg: 1d8 + 5 ⇒ (2) + 5 = 7
dmg: 1d8 + 5 ⇒ (7) + 5 = 12
dmg: 1d8 + 5 ⇒ (7) + 5 = 12
It takes several attacks, but Aqua breaks free of the ice!
DC 24 vs grapple: 1d20 ⇒ 5
It can't escape the tentacles, however!
DC 24 vs grapple: 1d20 ⇒ 2
Blue has no more success than its companion!
Round 2
Kappi — just axeing questions
Vojtek (-36) — bad day
Cryohydras/siege tower — grappled
Ali (-36) — GO
Davosh — DC 20 Refl (-33/-16) & GO
Edward (-16) — GO
frost drakes — TBD
Blue grappled, DC 24
Purple drake (reset 6, terrain 8 rds)
Red drake (reset 1, terrain 4 rds)

Davosh the Wanderer |
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The tentacles continue to squeeze, squeeze.
V. Teal: 1d20 + 17 + 5 ⇒ (7) + 17 + 5 = 29 for DMG: 1d6 + 4 ⇒ (5) + 4 = 9
V. Blue: 1d20 + 17 + 5 ⇒ (5) + 17 + 5 = 27 for DMG: 1d6 + 4 ⇒ (1) + 4 = 5
Davosh tears a bead from his necklace and hurls it such that it hits both beasts and the tower! FIRE: 7d6 ⇒ (3, 1, 4, 3, 3, 5, 3) = 22 REF DC 14

Ali'yanah D'ohr'hein |

Ali flits lightly over the ice, parking herself near the drake. She lets loose with fire.
Burning Hands: 5d4 ⇒ (4, 3, 4, 2, 4) = 17 Ref DC 15

Davosh the Wanderer |

REF: 1d20 + 6 ⇒ (8) + 6 = 14 "OUCH!"

GM thunderspirit |

Davosh's tentacles don't ask for consent. Aqua remains grappled but Blue escapes!
DC 14 Refl: 2d20 ⇒ (18, 10) = 28
The cryohydras are both pretty nimble (snakes, doncha know), but the fire is super effective vulnerability to fire! The tower lets off a little steam, but alas, it does not catch afire!
DC 15 Refl: 1d20 ⇒ 10
The frost drake, too, is nimble, but also has vulnerability to fire!
Round 2
Kappi — just axeing questions
Vojtek (-36) — bad day
Cryohydras/siege tower — tentacles!
Ali (-36) — hearthand burn
Davosh (-33) — fling
Edward (-16) — GO
frost drakes — TBD
Aqua (-16, grappled, DC 24)
Blue (-16)
Purple drake (reset 6, terrain 8 rds)
Red drake (-12, reset 1, terrain 4 rds)

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Round 2
The frost drakes are a focus for Apsu's Paladin. He calls upon her smite for the final time today.
Longbow Smite+PBS on Purple
Longbow: 1d20 + 14 + 1 + 5 ⇒ (11) + 14 + 1 + 5 = 31
Damage: 1d8 + 2 + 7 + 7 ⇒ (5) + 2 + 7 + 7 = 21
Longbow: 1d20 + 9 + 1 + 5 ⇒ (18) + 9 + 1 + 5 = 33
Damage: 1d8 + 2 + 7 + 7 ⇒ (5) + 2 + 7 + 7 = 21
Ali, Davosh, Vojtek heal 5hp each. Ed takes 15 heals 1. 33/88hp

GM thunderspirit |

Edward's smite is spot-on, and the drake roars in pain!
Purple turns its full fury on the Oradin! Five-foot "step" to alight on the parapet, full attack
bite vs AC 19 24: 1d20 + 15 ⇒ (5) + 15 = 20 MISS
tail slap: 1d20 + 10 ⇒ (3) + 10 = 13 MISS
The power of Apsu protects Edward this time!
Red circles in the air, drawing another breath and loosing another cloud of freezing mist! Vojtek, Ali, and Kappi
Red freezing mist cloud — cold: 9d6 ⇒ (3, 5, 3, 5, 3, 3, 3, 3, 6) = 34 DC 20 Refl
rounds of difficult terrain: 2d4 ⇒ (4, 4) = 8
reset: 1d6 ⇒ 6
Round 3
Kappi — DC 20 Refl & GO
Vojtek (-31) — DC 20 Refl & GO
Cryohydras/siege tower — TBD
Ali (-31) — DC 20 Refl & TBD
Davosh (-28) — TBD
Edward (-55) — TBD
frost drakes — TBD
[spoiler=]GM stuff]
Aqua (-16, grappled, DC 24)
Blue (-16)
Purple drake (-42, reset 5, terrain 7 rds)
Red drake (-12, reset 6, terrain 3 rds, 8 rds)

Kappi Matarito |

Reflex 1d20 + 13 ⇒ (7) + 13 = 20 phew! just enough
Round 3
The Varisian lad looks for a moment like he was going to fall but he managed to duck into his cloak again and somehow evade the drakes attack. But then he is up and moving heading toward the rear of the siege tower. Ready to disable it next round.
Evasion and double move

GM thunderspirit |

Kappi evades the cold mist again somehow, and rolls up from the tumble to scamper across the ice and snow through the driving winds, hoping he can do something to the tower when he reaches it! Your friendly neighborhood GM is going to suggest you end up one square nearer the tower for...reasons.
Round 3
Kappi — Evade and run like he11
Vojtek (-31) — DC 20 Refl & GO
Cryohydras/siege tower — TBD
Ali (-65) — TBD
Davosh (-28) — TBD
Edward (-55) — TBD
frost drakes — TBD
Aqua (-16, grappled, DC 24)
Blue (-16)
Purple drake (-42, reset 5, terrain 7 rds)
Red drake (-12, reset 6, terrain 3 rds, 8 rds)

RAGING VOJTEK!!!! |

Saving Throw!: 1d20 ⇒ 10 +1 vs. Cold, +3 vs. fear, paralysis, or sleep, plus...
- Fortitude: +13
- Reflex: +6 | Vs. Traps: +2
- Will: +6
- Round the First
- Current HPs: 53 +5 -31 ±1 +13 = 41 / 129
- Raging (25/32)
Vojtek stumbles back about 5 feet closer to the parapet for reasons. He fires his trusty bow with a snarl and a great twang of the bowstring!
Composite Longbow of the Centaur +5: 1d20 + 12 ⇒ (19) + 12 = 31 for Damage: 1d8 + 5 ⇒ (6) + 5 = 11.