GM Yogadragon's Solstice Scar C (Inactive)

Game Master yogadragon


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Grand Lodge

Rambi:
Animal Rhino 9 | AC 31 | T 14 | FF 27 | HP: 41/68 | CMD 32 | Fort +11 | Ref +9 | Will +6 | Perception +5 scent | combat reflexes
Male Human Hunter 9 | AC 17 | T 12 | FF 15 | HP: 74/75 | CMD 22 | Fort +11 | Ref +11 | Will +9 | Init +5 | Perception +15 | combat reflexes

Undead are fine. Assuming our restorative items are up to snuff.

Dark Archive

Amazing Inspiration (1d8): 8/8 | Disolution's Child: 1/1 | GM Reroll: 1/1 Wayang Unchained Rogue 3/ Investigator 7 | ~HP: 60/60 | AC: 22 (16 Tch, 17 Flat), CMD:23, Fort:+4, Ref:+13, Will:+7, Init:+5, Perception:+22 (+23 for traps) / Trap Spotter 10'

Kivuli ponders on the arguments they used to convince the elders. "We cannot allow the undead to poison the land any longer."

The Exchange

Human Waves Oracle 1 / Marid Sorcerer 9 [HP 77/64 | AC 11(15)/11/10(14) | F+9 R+6 W+10 | Init +1 Perc +3 SM +12]
Spell tracker:
Oracle 1: 4/5, Sorc 1: 4/8, Sorc 2: 2/8, Sorc 3:6/8, Sorc 4: 5/6

Undead works for me too. I vote portal afterward!


Reaver's Roar

Undead it is!

The party exits the tent, and makes a short trek to another portion of the camp. It has been abandoned, as it is overrun with undead. As you stalk through the eerily silent tents, you catch flickers of wispy, insubstantial creatures flickering about in the distance. When they spot you, they moan an unearthly moan and begin floating towards you!

We're looking at DC 18 Knowledge Religion on the big bad, and DC 16 Knowledge Religion on the little bads.

Kivuli initiative: 1d20 + 5 ⇒ (16) + 5 = 21
Teric initiative: 1d20 + 1 ⇒ (12) + 1 = 13
Dortlin initiative: 1d20 + 5 ⇒ (18) + 5 = 23
Daniel Initiative: 1d20 + 4 ⇒ (1) + 4 = 5 + 2 in Forests
Crios initiative: 1d20 + 7 ⇒ (12) + 7 = 19
Andurius initiative: 1d20 + 6 ⇒ (2) + 6 = 8
Big Bad: 1d20 + 5 ⇒ (16) + 5 = 21
Little Bads: 1d20 + 7 ⇒ (14) + 7 = 21

Dortlin
Little Bads
Big Bads
Kivuli
Teric
Daniel
Crios
Andurius

Dortlin is up!

Dark Archive

Amazing Inspiration (1d8): 8/8 | Disolution's Child: 1/1 | GM Reroll: 1/1 Wayang Unchained Rogue 3/ Investigator 7 | ~HP: 60/60 | AC: 22 (16 Tch, 17 Flat), CMD:23, Fort:+4, Ref:+13, Will:+7, Init:+5, Perception:+22 (+23 for traps) / Trap Spotter 10'

[dice=Know, Religion "Big Bad"]1d20+9+1d6[/dice]
[dice=Know, Religion "'Lil Bads"]1d20+9+1d6[/dice]

"They are...uh...over there!"

The Exchange

Human Waves Oracle 1 / Marid Sorcerer 9 [HP 77/64 | AC 11(15)/11/10(14) | F+9 R+6 W+10 | Init +1 Perc +3 SM +12]
Spell tracker:
Oracle 1: 4/5, Sorc 1: 4/8, Sorc 2: 2/8, Sorc 3:6/8, Sorc 4: 5/6

Knowledge, Religion vs greater bad: 1d20 + 6 ⇒ (14) + 6 = 20
Knowledge, Religion vs lesser bads: 1d20 + 6 ⇒ (10) + 6 = 16

Teric wants to know about resistances and immunities for both

Dark Archive

Aasimar Staff Magus/Monk/Occultist 7: HP: 51/51 DR 5/blunt | AC 23(24),16T,18(19)FF, CMD:24 | Fort:+10*(15vs poison/disease) Ref:+8 Will:+8 | Init:+7, Perception:+11 | Arcane Pool: 4/7 |Mental Focus 5/6 |Condition:| Effects: Resist Energy 5 vs Acid/Cold/Electricity(Celestial), defending bone, barkskin,mage armor,antitoxin, antiplague

Know Religion Big Bad: 1d20 + 11 ⇒ (6) + 11 = 17
Know Religion Lil Bads: 1d20 + 11 ⇒ (9) + 11 = 20
Covering what others haven't...Special Attacks, Special Def from this list.

Grand Lodge

LN Male Half-Orc Hireling | Bair Survival +9 | [dice=Expert Survival + Level]1d20+4+5[/dice] | Bair Lore +9 | [dice=Expert Lore Scouting + Level]1d20+4+5[/dice] |

Daniel inspects the flowering vine on a nearby wall.

Grand Lodge

Rambi:
Animal Rhino 9 | AC 31 | T 14 | FF 27 | HP: 41/68 | CMD 32 | Fort +11 | Ref +9 | Will +6 | Perception +5 scent | combat reflexes
Male Human Hunter 9 | AC 17 | T 12 | FF 15 | HP: 74/75 | CMD 22 | Fort +11 | Ref +11 | Will +9 | Init +5 | Perception +15 | combat reflexes

Bad luck I went first since today was a game day.

kn religion big bad: 1d20 + 10 ⇒ (3) + 10 = 13
kn religion little bads: 1d20 + 10 ⇒ (13) + 10 = 23 GM's choice since the other players have tha major ones covered.

Dortlin will draw on the bull and snake for his animal focuses making him stronger and better with attacks of opportunity.

He will then pray to Milani and cast Good Hope on the party.

Each affected creature gains a +2 morale bonus on saving throws, attack rolls, ability checks, skill checks, and weapon damage rolls.


Reaver's Roar

All three of the spectral figures drift towards the party. They enter the tents out of sight. The locations on the map are the last locations you saw them at, but all of them are currently out of sight. I've marked entrances to the tents should anyone wish to enter them. The doors aren't big enough for things such as rhinos to enter.

Teric, Kuvli and Dortlin identify the creatures as a pair of exiled shades and a greater shadow.

They are both incorporeal undead with all of the defensive measures that entails. They have channel resistance, but no other resistances of immunities. The greater shadow has an incorporeal touch attack that deals strength damage. The exiled shades have a touch attack that deals int damage. If they drain all of your int, you become a thrall of the exiled shade. For Dortlin, they have a weakness where if presented by a symbol of the organization that they are tied to (the one that exiled them, I guess?), they are sickened for as long as the symbol is presented.

If someone wants to make me a knowledge local or knowledge history check to guess what that symbol might be, you might be able to cobble something together to achieve this effect.

Knowledge Nature: 1d20 + 7 ⇒ (6) + 7 = 13

Daniel thinks that the vine he is looking at might make a nice tea if steeped in some boiling water.

Dortlin
Little Bads
Big Bads
Kivuli
Teric
Daniel
Crios
Andurius

Pathfinders are up!

Dark Archive

Amazing Inspiration (1d8): 8/8 | Disolution's Child: 1/1 | GM Reroll: 1/1 Wayang Unchained Rogue 3/ Investigator 7 | ~HP: 60/60 | AC: 22 (16 Tch, 17 Flat), CMD:23, Fort:+4, Ref:+13, Will:+7, Init:+5, Perception:+22 (+23 for traps) / Trap Spotter 10'

Know (local or history): 1d20 + 9 + 1d6 ⇒ (10) + 9 + (6) = 25
To cobble something together versus the undead. Its the same roll either way.

Kivuli takes and extract from his pack and drinks it down as he considers what he's learned. Casting Long Arm

Grand Lodge

LN Male Half-Orc Hireling | Bair Survival +9 | [dice=Expert Survival + Level]1d20+4+5[/dice] | Bair Lore +9 | [dice=Expert Lore Scouting + Level]1d20+4+5[/dice] |

Seeing their targets hiding out of sight, Daniel takes a moment to pull a wand from his pack and activate it on himself. Stepping back he glances at B.C. and points behind him near one of the tents, "stay!"

Move to draw wand, Standard to Activate Gravity Bow, 5 ft step.

[dice=Handle Animal Command "Stay" DC 10]1d20+13[/dice]

Dark Archive

Aasimar Staff Magus/Monk/Occultist 7: HP: 51/51 DR 5/blunt | AC 23(24),16T,18(19)FF, CMD:24 | Fort:+10*(15vs poison/disease) Ref:+8 Will:+8 | Init:+7, Perception:+11 | Arcane Pool: 4/7 |Mental Focus 5/6 |Condition:| Effects: Resist Energy 5 vs Acid/Cold/Electricity(Celestial), defending bone, barkskin,mage armor,antitoxin, antiplague

know history: 1d20 + 10 ⇒ (10) + 10 = 20 Not sure if I can aid on Kivuli's or not so I rolled.

Crios shares his own insight with the group, hoping they might discover something of importance that would help in the fight.

He then takes to the air, rising 30 feet straight up, and readies his staff to attack the first enemy he sees. Once an undead becomes visible, he unleashes twin magical snakes, one black and one white, that streak from the end of his staff toward their target, biting wickedly on the incorporeal form as if it were solid.

Magic missile: 2d4 + 2 ⇒ (4, 3) + 2 = 9

Quarterstaff of Entwined Serpents

Grand Lodge

Wheel of Monsters! || Spell Templates | Starship Roles | ◆◇↺

***OVERSEER ANNOUNCEMENT***

Programming Note: Thank you for your patience, everyone. After much discussion, we have decided that the best way to recover from the system downtime is to fast forwarding through the opening part of the special (since that is the repeat from versions A and B). As such, we will be moving directly into part 4, now. GMs, I will share the updated schedule with you later today.

Together with the Twinhorns, the assembled Pathfinders manage to fight off the undead attacking the camp and make their way to the ritual site. As Medda and Anok join the group of Pathfinders around the stone circle, she assists them with the binding ritual. Medda thrusts Ivvora’s hilt into the portal, calling on Vildeis for aid. The shadow rift shrinks and closes, releasing a massive shock wave that knocks the Pathfinders, the Twinhorn warriors, and Medda to the ground. A field of dark, rippling energy remains, suspended above the stone altar. As Medda reaches out to pick up Ivvora’s hilt—the already broken blade now spider-webbed with new cracks—a supernatural silence descends. Only the telepathic rage of some unseen menace cuts through the quiet. “You dare to shut me out?” it rages. “I see you, but I do not see her. Where is the dwarf woman, Ivvora, who fought me so long ago? Has her mortal body failed at last? Has the realm of the living at last lost its protector? Know this: when the long shadows reach out again, I will grasp them and claw my way back into your world to see your flesh devoured by my children.”

Sound returns to the Realm of the Mammoth Lords, and Medda cautiously stands. “It seems that Eshimka still lives and has even left this foul scar on our world,” she declares. “If we are to believe its promises, the fiend will attack on the next winter solstice. If we are to survive, we must be ready. Nearly a millennium ago, Ivvora held the key to defeating Eshimka. By following her legends and discovering her fate, we may harness the same holy power that banished this fiend—and together end the beast entirely. When we set out, it would be the privilege of this following to have the Pathfinders at our side. But that is a trial for another day. Tonight, at last, we rest.”

Several days later...

Celebration and preparation have filled the last two days. The Twinhorns are both relieved to have thwarted the villain Eshimka and resolved to help the following’s spiritual leader, Medda, retrace the paladin Ivvora’s millennium-old steps. After hours of considering and retelling ancient stories preserved by oral tradition, Medda gathers the Pathfinders. “The holy warrior Ivvora came to us in pursuit of Eshimka, whom she vanquished and banished with the Twinhorns’ help. However, she would not rest for long, and she insisted on seeking out other evils in the area. At that time, the most fearsome threat was Grathatonhakis, an immense white dragon that lurked in the Tusk Mountains and would strike our camps. Ivvora learned what she could, left her dagger with us, and departed to slay the dragon. She never returned, and neither did the dragon. Exactly what transpired is unclear from our legends.” Medda cradles the fragile remnants of Ivvora’s dagger. “This blade kept Eshimka at bay for so many generations, and now it is ready to fall apart. Ivvora held the key to defeating Eshimka, and by learning her fate or communing with her spirit where she fell, we might harness the same power. Then we shall not just reseal the shadow fiend but destroy it once and for all! From our tales we have learned where the wyrm Grathatonhakis laired. Let us set out together to learn what happened—and who might have taken the caves since.”

The trek is long and cold, taking the group first across the tundra and then into shadow of the frigid Tusk Mountains. As the trail winds around a frozen lake, the snap of a snare echoes over the ice, and a Pathfinder is whipped into air by a cleverly laid trap. Medda scowls and announces, “Pathfinders, we have kobolds. Keep within earshot and spread out. They aren’t just a threat; they may also be our best better to finding the dead dragon’s lair.”

This begins part 4. GMs, please proceed to area K. Once you have finished, areas L and M are open.


Reaver's Roar

The Pathfinders spread out and begin cautiously creeping forward to deal with the Kobold threat. It isn't long before you all hear angry shouting from up ahead. Craning your necks, you can see what appears to be some sort of Fey arguing with some Kobolds. As you approach, the kobolds draw weapons and begin stalking towards the fey, obviously intent on harming the creature.

What's the plan? You see three kobolds, one of which is mounted on some sort of icy amphibian, as well as a small dragon-looking thing.

Kn Arcana DC 17:
The dragon thing is an ice drake

Kn Nature DC 16:
The mount is an ice newt

All creatures involved are currently unaware of your approach.

Grand Lodge

Rambi:
Animal Rhino 9 | AC 31 | T 14 | FF 27 | HP: 41/68 | CMD 32 | Fort +11 | Ref +9 | Will +6 | Perception +5 scent | combat reflexes
Male Human Hunter 9 | AC 17 | T 12 | FF 15 | HP: 74/75 | CMD 22 | Fort +11 | Ref +11 | Will +9 | Init +5 | Perception +15 | combat reflexes

Again Dortlin's spellcasting is Longstrider and Shield Companion on Rambi recast after 8 hours if needed and Greater Magic Fang on his horn extended to 16 hours via lesser rod.

knowledge Arcana: 1d20 + 3 ⇒ (10) + 3 = 13
kn Nature: 1d20 + 13 ⇒ (11) + 13 = 24 Defenses

"Looks like some mean ol' kobolds are harassin that lady. And one of em's ridin an Ice Newt. I can slow em down, Just say the word."

Dark Archive

Aasimar Staff Magus/Monk/Occultist 7: HP: 51/51 DR 5/blunt | AC 23(24),16T,18(19)FF, CMD:24 | Fort:+10*(15vs poison/disease) Ref:+8 Will:+8 | Init:+7, Perception:+11 | Arcane Pool: 4/7 |Mental Focus 5/6 |Condition:| Effects: Resist Energy 5 vs Acid/Cold/Electricity(Celestial), defending bone, barkskin,mage armor,antitoxin, antiplague

Know Arcana: 1d20 + 11 ⇒ (18) + 11 = 29 Defenses, special attacks, special abilities, and anything anyone else wants to know
Know Nature: 1d20 + 6 ⇒ (11) + 6 = 17

"I recognize that dragon as an ice drake." Crios says to his group softly, sharing what he knows of the creatures.

Responding to Dortlin's comment he adds "Yes, please slow them down. I think we should protect the fey woman as those kobolds are certainly hostile."

He then takes to the air once more but hovers only a few feet off the ground. "If we act with haste, I will move quickly through the trees and come in from the back and we might be able to take out the drake before much else happens."

He then casts longarm on himself in preparation of a rapid assault, and swiftly drops his wand of shield into his hand from his spring loaded wrist sheath.

I noticed you said small dragon, but it looks like a large creature so I take it you meant it was just small by dragon standards.

Grand Lodge

Rambi:
Animal Rhino 9 | AC 31 | T 14 | FF 27 | HP: 41/68 | CMD 32 | Fort +11 | Ref +9 | Will +6 | Perception +5 scent | combat reflexes
Male Human Hunter 9 | AC 17 | T 12 | FF 15 | HP: 74/75 | CMD 22 | Fort +11 | Ref +11 | Will +9 | Init +5 | Perception +15 | combat reflexes

Dortlin offers his own version of a Hostile Howdy as he casts Stone Call on all of the enemies in the area up to 20 ft high for blugoning dmg: 2d6 ⇒ (6, 2) = 8 and hindering terrain.

Since both Dortlin and Rambi can move through the trees freely Dortlin calls on the totems of Bull and Snake +4 str, +4 to aoos and readies his weapon as Rambi double moves to just shy of the rubble.

if one of the enemies are adjacent and provoke for some reason:

Not counting possible +1 for height advantage vs medium or smaller.
nodachi: 1d20 + 15 + 8 ⇒ (1) + 15 + 8 = 24
magic/cold iron/slashing/piercing: 1d10 + 16 ⇒ (6) + 16 = 22
horn: 1d20 + 15 + 4 ⇒ (5) + 15 + 4 = 24
magic/piercing: 2d6 + 18 ⇒ (1, 5) + 18 = 24
horn Fortuitous: 1d20 + 15 + 4 - 5 ⇒ (20) + 15 + 4 - 5 = 34
magic/piercing: 2d6 + 18 ⇒ (2, 5) + 18 = 25

horn Fortuitous crit confirm?: 1d20 + 15 + 4 - 5 ⇒ (6) + 15 + 4 - 5 = 20
magic/piercing: 2d6 + 18 ⇒ (6, 6) + 18 = 30
If it confirms
nodachi: 1d20 + 15 + 8 ⇒ (4) + 15 + 8 = 27
magic/cold iron/slashing/piercing: 1d10 + 16 ⇒ (4) + 16 = 20

"Hey! Leave the lady alone!"

Dark Archive

Amazing Inspiration (1d8): 8/8 | Disolution's Child: 1/1 | GM Reroll: 1/1 Wayang Unchained Rogue 3/ Investigator 7 | ~HP: 60/60 | AC: 22 (16 Tch, 17 Flat), CMD:23, Fort:+4, Ref:+13, Will:+7, Init:+5, Perception:+22 (+23 for traps) / Trap Spotter 10'

Kivuli surreptitiously races up the trail to the north.

Double move, wearing ice cleats.

Stealth {w/ Fast Stealth}: 1d20 + 22 ⇒ (5) + 22 = 27

Acrobatics: 1d20 + 11 ⇒ (11) + 11 = 22 Just in case.


Reaver's Roar

Crios - yes, small by dragon standards is what I meant. Sorry for the confusion - I usually try to keep game terms out of my fluff descriptions, but it slipped my mind this time

The party swiftly decides to intervene on the side of the fey!

Dortlin calls on his magic to cover the area in stones once again, while Kivuli dashes forward to engage the kobolds and Crios utters a magical incantation, causing his arms to lengthen in preparation for the coming fight.

When Dortlin drops stone on them, one of the kobolds shouts out.[

gah! jaciv lasaua latali! svent astahi!

If you speak draconic:
Gah! She summoned aid! Kill them!

Kn Nature DC 18, anyone within 10 feet of the ice lake (Just Dortlin for the moment:
You're not certain that the ice lake can support a creature of Rambi's size. She probably wouldn't immediately fall through the ice, but there is a risk the ice would give and drop the rhino into the water

Kivuli initiative: 1d20 + 5 ⇒ (11) + 5 = 16
Teric initiative: 1d20 + 1 ⇒ (5) + 1 = 6
Dortlin initiative: 1d20 + 5 ⇒ (18) + 5 = 23
Daniel Initiative: 1d20 + 4 + 2 ⇒ (6) + 4 + 2 = 12 + 2 in Forests
Crios initiative: 1d20 + 7 ⇒ (18) + 7 = 25
Andurius initiative: 1d20 + 6 ⇒ (12) + 6 = 18
Mounted Kobold: 1d20 + 5 ⇒ (15) + 5 = 20
Other Kobolds: 1d20 + 4 ⇒ (7) + 4 = 11
Drake: 1d20 + 5 ⇒ (18) + 5 = 23

Initiative Roll off, drake: 1d20 ⇒ 18
Initiative Roll off, Dortlin: 1d20 ⇒ 1

Crios

Drake

Dortlin

Mounted Kobold

Kivuli
Daniel (Surprise Round Only)
Andurius (Surprise Round Only)

Other Kobolds

Teric (Surprise Round Only)

Crios is up and Daniel, Andurius, and Teric have surprise round actions.

The Exchange

Human Waves Oracle 1 / Marid Sorcerer 9 [HP 77/64 | AC 11(15)/11/10(14) | F+9 R+6 W+10 | Init +1 Perc +3 SM +12]
Spell tracker:
Oracle 1: 4/5, Sorc 1: 4/8, Sorc 2: 2/8, Sorc 3:6/8, Sorc 4: 5/6

Teric would have started the day with Mage Armor up.

Teric moves through the trees, rapidly becoming transparent until he is completely invisible.

Single move and Cast Vanish. 5 rounds of invisibility.

Grand Lodge

LN Male Half-Orc Hireling | Bair Survival +9 | [dice=Expert Survival + Level]1d20+4+5[/dice] | Bair Lore +9 | [dice=Expert Lore Scouting + Level]1d20+4+5[/dice] |

Daniel shushes B.C. and then slips quietly into the forest, trying to keep the advantage of surprise. B.C., hampered slightly by the trees and ground manages to keep up due to copious amounts of innate speed.

K: Nature DC 18: 1d20 + 7 ⇒ (9) + 7 = 16

Crunch:
Surprise Round Free Action to command B.C. to "Sneak". Daniel Stealthily moves 25 ft. B.C. Stealthily moves 40 ft.

Handle Animal DC 10: 1d20 + 13 ⇒ (15) + 13 = 28
Stealth Daniel + Forest - more than 1/2 speed: 1d20 + 14 + 2 - 5 ⇒ (3) + 14 + 2 - 5 = 14
Stealth B.C. - more than 1/2 speed: 1d20 + 12 - 5 ⇒ (1) + 12 - 5 = 8

...well at least he still has a lot of distance between him and the enemies. Maybe they didn't hear the crashing of trees.

What kind of cover or concealment does the forest provide?


Reaver's Roar

I'll say that the forest has no affect for adjacent creatures, provides partial cover with 2-4 squares between them and total cover with 5+ squares.

The party has elected to use their aid token, activating the inspire courage! Everyone has +3 hit / damage!

Waiting on Andurius's surprise roudn action and Crios's first round action. Will bot in the morning if I do not hear from them by then.

Grand Lodge

Male M Dwarf | Occultist 7 | HP: 52 | AC: 22 T15, FF18 | CMD: 22 | F:+7 R:+6 W:+6| Init:+6 | Per:+14| SM:+9 | Speed 20' /60fly| Conditions: | Active Effects: Mental Focus(+2 DEX), Magic resistance 12 (dwarven racial trait)

Sorry the website has been down for me for a long time
"B'fore ya go running off gett'en yer boots all mucked up let me at least help ya along tha way!" I hope to have done this on the surprise round before the party has a chance to run off
Anduris searches his many hidden pockets in his many pocketed travel coat and finds the shaving of licorice root he thought he had with him. "Ah, good thing I didn't put that in my pipe an' smoke it." With the component available he moves through the complicated gestures to complete casting a haste spell on the party.

Dark Archive

Aasimar Staff Magus/Monk/Occultist 7: HP: 51/51 DR 5/blunt | AC 23(24),16T,18(19)FF, CMD:24 | Fort:+10*(15vs poison/disease) Ref:+8 Will:+8 | Init:+7, Perception:+11 | Arcane Pool: 4/7 |Mental Focus 5/6 |Condition:| Effects: Resist Energy 5 vs Acid/Cold/Electricity(Celestial), defending bone, barkskin,mage armor,antitoxin, antiplague

"Thank you my friend. You read my mind." Crios says with a wink.

He then casts a spell and rockets off at enhanced speed, making for the drake. He enhances his staff with fire as he moves, and swings defensively but with strength, discharging the spell with fiery results.

Rime Frigid touch(converted to fire) Staff attack-PA+haste+higher ground-defensive: 1d20 + 7 ⇒ (17) + 7 = 24 bumps his AC to 25 for the round
magic blunt, fire damage+stagger(1 round) and entangled (2 rounds): 1d6 + 14 + 5d6 ⇒ (6) + 14 + (3, 5, 6, 5, 1) = 40

swift action to use arcane pool to enhance his staff +1 and add flaming, standard action caste rime frigid touch(converted to fire damage with mask of conflicting energies, move action fly with haste(120 movement), free action spell strike with staff.


Reaver's Roar

Your questions Crios:

No special defenses.

Special Attacks:
Freezing Mist Breath (Su)
A frost drake can, as a standard action, spit a ball of liquid that bursts into a cloud of freezing mist. This attack has a range of 60 feet and deals 7d6 points of cold damage (DC 18 Reflex half) to all creatures in a 20-foot-radius spread. The mist cakes all surfaces in the area with a sheet of slippery ice that turns the area into difficult terrain for 2d4 rounds, after which the ice cracks or melts enough to revert to the normal terrain features in the area. Once a frost drake has used its freezing mist breath, it cannot do so again for 1d6 rounds. The Reflex save is Constitution-based.

Special Abilities:
Icewalking (Ex)
This ability works like spider climb, but the surfaces the drake climbs must be icy. It can move across icy surfaces without penalty and does not need to make Acrobatics checks to run or charge on ice.
Speed Surge (Ex)
Three times per day as a swift action, a frost drake may draw on its draconic heritage for a boost of strength and speed to take an additional move action in that round.
Snow Vision (Ex)
A frost drake can see perfectly well in snowy conditions, and does not take any penalties on Perception checks while in snow.

The drake roars angrily as the staff wreathed in fire strikes his scales. The skin blisters and cracks, leaving the drake severely wounded. The drake, seeing more attackers bearing down on him will rear back and spit a ball of freezing mist into the midst of Daniel and Dortlin.

Cold Damage, DC 18 save for half: 7d6 ⇒ (5, 5, 5, 1, 4, 1, 2) = 23

The red area is now difficult terrain as well.

Dortlin is up!
Crios
Drake -50
Dortlin – Needs Reflex save
Mounted Kobold
Kivuli
Daniel -Needs Reflex save
Andurius
Other Kobolds
Teric

Grand Lodge

LN Male Half-Orc Hireling | Bair Survival +9 | [dice=Expert Survival + Level]1d20+4+5[/dice] | Bair Lore +9 | [dice=Expert Lore Scouting + Level]1d20+4+5[/dice] |

Daniel Reflex DC 18 + Haste + Partial Cover: 1d20 + 10 + 1 + 1 ⇒ (18) + 10 + 1 + 1 = 30

Ducking briefly behind a tree as the frost blast flies into the woods, Daniel avoids the worst of the cold.

B.C. Reflex DC 11 + Haste + Partial Cover: 1d20 + 8 + 1 + 1 ⇒ (4) + 8 + 1 + 1 = 14

Even with his advanced reflexes, B.C. takes the full brunt of the blast. He must have been distracted by a burrowing critter under the snow nearby. The small dinosaur shivers uncontrollably.

Grand Lodge

Rambi:
Animal Rhino 9 | AC 31 | T 14 | FF 27 | HP: 41/68 | CMD 32 | Fort +11 | Ref +9 | Will +6 | Perception +5 scent | combat reflexes
Male Human Hunter 9 | AC 17 | T 12 | FF 15 | HP: 74/75 | CMD 22 | Fort +11 | Ref +11 | Will +9 | Init +5 | Perception +15 | combat reflexes

Site back up so taking my turn. Did Dortlin and Rambi get hasted or was it after the move? Haste has a limited # of targets so maybe not anyway.

Dortlin's Ref save: 1d20 + 9 ⇒ (16) + 9 = 25
Rambi's Ref save with evasion: 1d20 + 9 ⇒ (8) + 9 = 17
kn nature DC 18: 1d20 + 13 ⇒ (15) + 13 = 28

"Watch out, The ice is not very thick."

Dortlin will have Rambi use Chameleon Stride to move double speed to the little island, Provoking from the greenish kobold and maybe the mount if it has reach.

Dortlin decides to focus on the rider. All of my attacks and Rambi's include Power attack btw.

Nodachi using broken wing gambit: 1d20 + 16 + 3 ⇒ (2) + 16 + 3 = 21
slashing/piercing/magic/cold iron: 1d10 + 16 + 3 ⇒ (6) + 16 + 3 = 25

Rambi attacks as well.
horn including broken wing gambit: 1d20 + 17 + 3 ⇒ (4) + 17 + 3 = 24
piercing/magic: 2d6 + 20 + 3 ⇒ (5, 3) + 20 + 3 = 31

Aoos if the rider attacks Rambi or Dortlin or if someone provokes for some other reason:

Nodachi aoo: 1d20 + 16 + 8 + 3 ⇒ (11) + 16 + 8 + 3 = 38
slashing/piercing/magic/cold iron: 1d10 + 16 + 3 ⇒ (3) + 16 + 3 = 22

horn aoo: 1d20 + 17 + 4 + 3 ⇒ (1) + 17 + 4 + 3 = 25
piercing/magic: 2d6 + 20 + 3 ⇒ (5, 6) + 20 + 3 = 34

horn fortuitous aoo: 1d20 + 17 + 4 - 5 + 3 ⇒ (16) + 17 + 4 - 5 + 3 = 35
piercing/magic: 2d6 + 20 + 3 ⇒ (6, 1) + 20 + 3 = 30


Reaver's Roar

Sigh... I had a nice long post yesterday afternoon that the forums ate... oh well... once more...

Also, the newt is a medium creature not large - it has been adjusted accordingly on the map.

As for haste, I'm not sure who was in range when it was cast and things have changed a bunch now. I'll give the benefit of the doubt and say that you got it. Andurius, in the future, please specify haste targets.

No AoO because they are still flat footed.

GM: 1d100 ⇒ 5

Dortlin guides Rambi onto the ice. He raises his nodachi and brings it down in what he is sure will be a lethal blow. At the last second the kobold gets his shield up, and narrowly deflects the blow! However, this leaves an opening for Rambi, who spears the kobold in the gut with his horn. The kobold points at Dortlin and says You die now!

As the kobold issues his challenge, the ice under Rambi cracks, and then shatters, dropping the pair into the icy waters.

Cold Damage for rambi and dortlin: 1d3 ⇒ 3

Swift action to challenge then full attack with his short sword, no AoOs because you missed and were thus unable to activate broken wing.

It will be a DC 15 swim check for Rambi to clamber out of the water.
If you would like, Dortlin can make a DC 15 ride check to dismount onto the surface of the lake.

Attack 1, height advantage: 1d20 + 10 + 1 ⇒ (3) + 10 + 1 = 14
Attack 2, height advantage: 1d20 + 5 + 1 ⇒ (12) + 5 + 1 = 18
Damage: 1d4 + 1 + 7 ⇒ (1) + 1 + 7 = 9

Newt Attack: 1d20 + 8 ⇒ (4) + 8 = 12

Dortlin nimbly dodges the first blow, but the back swing connects, denting armor and leaving a minor wound.

Crios
Drake -50
Dortlin – 23, Rambi -23, in the water
Mounted Kobold -31
Kivuli
Daniel -11, BC -23
Andurius

Other Kobolds
Teric

Kivuli, Daniel, and Andurius are up!

Grand Lodge

LN Male Half-Orc Hireling | Bair Survival +9 | [dice=Expert Survival + Level]1d20+4+5[/dice] | Bair Lore +9 | [dice=Expert Lore Scouting + Level]1d20+4+5[/dice] |

Daniel sees the state of his friend and points back towards where Anduris is standing. "Git back there kiddo, this ain't your kind of fight."

With B.C. scampering away, hopefully out of range of more dragon blasts, the half-orc rushes forward through the forest and fires a single arrow at the nearest Kobold.

Crunch:
Free Action Handle Animal "Stay", Move Action 20 ft, Standard to Shoot Red.

Handle Animal DC 10 + 2 (injured): 1d20 + 13 ⇒ (10) + 13 = 23

Longbow + Haste + I.C. + PBS - Deadly - Partial Cover: 1d20 + 13 + 1 + 3 + 1 - 2 - 2 ⇒ (7) + 13 + 1 + 3 + 1 - 2 - 2 = 21 for Piercing/Cold Iron/Silver/Magic + Deadly + I.C. + PBS: 1d8 + 3 + 4 + 3 + 1 ⇒ (6) + 3 + 4 + 3 + 1 = 17

Daniel's Current AC: 20, Touch 15 (ranged attacks +2 from soft cover).

Grand Lodge

Rambi:
Animal Rhino 9 | AC 31 | T 14 | FF 27 | HP: 41/68 | CMD 32 | Fort +11 | Ref +9 | Will +6 | Perception +5 scent | combat reflexes
Male Human Hunter 9 | AC 17 | T 12 | FF 15 | HP: 74/75 | CMD 22 | Fort +11 | Ref +11 | Will +9 | Init +5 | Perception +15 | combat reflexes

I thought I was on the little island with trees. It was my intent to be off the ice. And we both have Paired Opportunist so since Rambi did hit it provokes from Rambi twice and the Paired Opportunist means it provokes from Dortlin as well. I did forget to add that if he survives the aoos his first attack is at +2 to hit and damage.


Reaver's Roar

Broken wing Gambit requires you to hit to activate. Dortlin missed, and is thus unable to activate broken wing Gambit. Rambis activated it no problem, but that does not provoke anything when Dortlin gets attacked. If I am misreading something somewhere, please let me know where (with a relevant rules link if possible).

As for the ice, I take your point about being on the island, and apologize for not resolving that properly. The check happens when a large or bigger creature moves on the ice, so that would still happen, and in fact should have happened before you get to the kobold.

In order to resolve, I suggest three options. You can pick whichever one you like best:

1). Attempt a DC 35 acrobatics check to jump the gap(DC 15 check for 15 foot jump to clear the bit of lake, doubled because you don't have a running start as you are jumping perpendicular to the direction you were moving, plus 5 for the icy ground. Due to the haste, rough terrain, and chameleon stride rambis speed will be 70 for this check, netting you a +16 to it)

2) Use rambis 2nd action to attempt the swim check to clamber out and move on to the cavalier, forfeiting his attack.

3) Stay on solid ground and direct your attacks against the green kobold instead.

Also, the Drake is flying just over the surface of the ice. It should have made a fly check to hover. The check is rolled below.

fly check to hover: 1d20 + 10 ⇒ (11) + 10 = 21

Grand Lodge

Rambi:
Animal Rhino 9 | AC 31 | T 14 | FF 27 | HP: 41/68 | CMD 32 | Fort +11 | Ref +9 | Will +6 | Perception +5 scent | combat reflexes
Male Human Hunter 9 | AC 17 | T 12 | FF 15 | HP: 74/75 | CMD 22 | Fort +11 | Ref +11 | Will +9 | Init +5 | Perception +15 | combat reflexes

After rereading you are correct. Since Dortlin did no damage he didn't get broken wing gambit and didn't seem vulnerable. Rambi did deal damage and seemed vulnerable. But the enemy attacked Dortlin which doesn't trigger Rambi's Broken Wing and therefore Dortlin's Paired Opportunist. I miss so rarely this hasn't really come up before. As for what option I choose, Would Dortlin's kn nature have told him that moving over the ice at all would break it? If so then we can just retcon things to where he goes after the green kobold.


Reaver's Roar

The knowledge check let You know it was possible, but not a sure thing. There is a certain percent chance that it happens, and you just got unlucky.

Grand Lodge

Rambi:
Animal Rhino 9 | AC 31 | T 14 | FF 27 | HP: 41/68 | CMD 32 | Fort +11 | Ref +9 | Will +6 | Perception +5 scent | combat reflexes
Male Human Hunter 9 | AC 17 | T 12 | FF 15 | HP: 74/75 | CMD 22 | Fort +11 | Ref +11 | Will +9 | Init +5 | Perception +15 | combat reflexes

Dortlin isn't stupid but he does take risks. And the water there would be shallow. So same position but Rambi would need a swim check and forfits his attack. So no damage to the mounted Cavalier. Though Rambi does still have a trick he can use.

Rambi's swim check: 1d20 + 15 ⇒ (19) + 15 = 34

skirmish trick Vengeance Strike as immediate action after the hit on Dortlin: 1d20 + 15 ⇒ (6) + 15 = 21
piercing magic: 2d6 + 18 ⇒ (3, 1) + 18 = 22

Dark Archive

Amazing Inspiration (1d8): 8/8 | Disolution's Child: 1/1 | GM Reroll: 1/1 Wayang Unchained Rogue 3/ Investigator 7 | ~HP: 60/60 | AC: 22 (16 Tch, 17 Flat), CMD:23, Fort:+4, Ref:+13, Will:+7, Init:+5, Perception:+22 (+23 for traps) / Trap Spotter 10'

While not as quite as he prefers, the wayang slides up behind the kobold and thrusts his blade deep into the reptilians back.

Stealth: 1d20 + 22 ⇒ (5) + 22 = 27

Estoc vs GREEN {PA/Haste/Stealth/Bless/IC}: 1d20 + 14 ⇒ (18) + 14 = 321d6 + 14 + 3d6 + 3 ⇒ (4) + 14 + (6, 5, 1) + 3 = 33
Confirm?: 1d20 + 14 ⇒ (11) + 14 = 251d6 + 14 + 3 ⇒ (4) + 14 + 3 = 21


Reaver's Roar

Putting Andurius on delay - this fight should be no problem for you so I want to get it moving

Rambi, enraged at her master being hurt lashes out, but once again the kobold narrowly gets his shield up in time to deflect the blow.

Kivuli lands a lethal blow on the distracted kobold, driving his estoc through his chest and into the creatures lungs, dropping it to the ground. The remaining kobold attempts to avenge his companion. As the kobold lunges to stab Kivuli, an arrow goes streaking past his head where the kobold was just moments before.

Attack: 1d20 + 13 ⇒ (13) + 13 = 26
Damage: 1d4 + 2 ⇒ (3) + 2 = 5

Crios
Drake -50
Dortlin – 23, Rambi -23
Mounted Kobold
Kivuli -5
Daniel -11, BC -23
Andurius [on delay]
Other Kobolds
Teric

Teric and Crios are up! And Andurius too!

The Exchange

Human Waves Oracle 1 / Marid Sorcerer 9 [HP 77/64 | AC 11(15)/11/10(14) | F+9 R+6 W+10 | Init +1 Perc +3 SM +12]
Spell tracker:
Oracle 1: 4/5, Sorc 1: 4/8, Sorc 2: 2/8, Sorc 3:6/8, Sorc 4: 5/6

Invisible, Teric makes his way through the trees to where he can see the kobolds and drake. He warps the energy of the universe and unleashes a fiery explosion behind the drake and the mounted kobold.

Fireball (Reflex DC 19 for half): 7d6 ⇒ (3, 5, 4, 4, 5, 5, 1) = 27

Actual fire damage this time. Hitting the drake and the mounted kobold.


Reaver's Roar

Newt Reflex: 1d20 + 7 ⇒ (16) + 7 = 23
Kobold Reflex: 1d20 + 4 ⇒ (4) + 4 = 8
Drake Reflex: 1d20 + 7 ⇒ (9) + 7 = 16

The newt somehow nimbly avoids all damage from the ball of flame. Meanwhile, the kobold takes the full brunt of the blast. The drake also fails to avoid the blast, and its skin blisters and turns black. The drake screaches weakly, then falls to the ice, crashing through and sinking into the depths.

Crios and Dortlin are now up!

Crios
Dortlin – 23, Rambi -23

Mounted Kobold , kobold -27
Kivuli -5
Daniel -11, BC -23
Andurius [on delay]
Other Kobolds
Teric

Grand Lodge

Rambi:
Animal Rhino 9 | AC 31 | T 14 | FF 27 | HP: 41/68 | CMD 32 | Fort +11 | Ref +9 | Will +6 | Perception +5 scent | combat reflexes
Male Human Hunter 9 | AC 17 | T 12 | FF 15 | HP: 74/75 | CMD 22 | Fort +11 | Ref +11 | Will +9 | Init +5 | Perception +15 | combat reflexes

Is the lady we are theoretically rescuing doing anything? Cheering perhaps?

Looking over at the lady "Do you sing by any chance?"

Since the mounted kobold is so hard to hit Dortlin continues to focus on him and then the mount if the rider goes down.

nodachi attack #1 with broken wing gambit.: 1d20 + 16 + 3 ⇒ (15) + 16 + 3 = 34
piercing/slashing/magic/cold iron: 1d10 + 16 + 3 ⇒ (2) + 16 + 3 = 21
nodachi attack #2 with broken wing gambit.: 1d20 + 11 + 3 ⇒ (5) + 11 + 3 = 19
piercing/slashing/magic/cold iron: 1d10 + 16 + 3 ⇒ (5) + 16 + 3 = 24

horn with broken wing gambit: 1d20 + 15 + 3 ⇒ (8) + 15 + 3 = 26
piercing/magic: 2d6 + 18 + 3 ⇒ (4, 4) + 18 + 3 = 29

nodachi attack #1 crit confirm?: 1d20 + 16 + 3 ⇒ (15) + 16 + 3 = 34
piercing/slashing/magic/cold iron extra dmg: 1d10 + 16 + 3 ⇒ (4) + 16 + 3 = 23

Assuming that is a confirmed crit but the rider is still alive...

horn aoo: 1d20 + 15 + 4 + 3 ⇒ (18) + 15 + 4 + 3 = 40
piercing/magic: 2d6 + 18 + 3 ⇒ (6, 1) + 18 + 3 = 28
horn Fortuitous aoo: 1d20 + 15 + 4 - 5 + 3 ⇒ (13) + 15 + 4 - 5 + 3 = 30
piercing/magic: 2d6 + 18 + 3 ⇒ (3, 2) + 18 + 3 = 26

If rider is still alive or mount attacks:

nodachi aoo vs mount?: 1d20 + 16 + 8 + 3 ⇒ (10) + 16 + 8 + 3 = 37
piercing/slashing/magic/cold iron: 1d10 + 16 + 3 ⇒ (4) + 16 + 3 = 23
horn aoo vs rider or mount: 1d20 + 15 + 4 + 3 ⇒ (18) + 15 + 4 + 3 = 40
piercing/magic: 2d6 + 18 + 3 ⇒ (2, 2) + 18 + 3 = 25
horn Fortuitous aoo?: 1d20 + 15 + 4 - 5 + 3 ⇒ (20) + 15 + 4 - 5 + 3 = 37
piercing/magic: 2d6 + 18 + 3 ⇒ (6, 4) + 18 + 3 = 31
horn Fortuitous aoo crit?: 1d20 + 15 + 4 - 5 + 3 ⇒ (7) + 15 + 4 - 5 + 3 = 24
piercing/magic extra dmg: 2d6 + 18 + 3 ⇒ (4, 5) + 18 + 3 = 30
nodachi aoo vs mount triggered from Rambi's crit?: 1d20 + 16 + 8 + 3 ⇒ (4) + 16 + 8 + 3 = 31
piercing/slashing/magic/cold iron: 1d10 + 16 + 3 ⇒ (7) + 16 + 3 = 26

So probable series of events is Dortlin crit on his first attack attack for 44 dmg, Rambi took an aoo due to Outflank for 28 then if the rider was still alive another aoo with the Fortuitous aomf at -5. If the rider is still alive Dortlin took his second attack against him and Rambi took his regular attack against him. If the crit + 2 aoos killed the rider then Dortlin's second attack and Rambi's attack was against the mount using broken wing gambit. In that case if the mount attacks either Dortlin or Rambi it triggers an aoo from both. Possibly including a Fortuitous aoo if it wasn't needed the first time which may be a crit which would trigger an aoo from Dortlin due to Outflank.

Grand Lodge

Male M Dwarf | Occultist 7 | HP: 52 | AC: 22 T15, FF18 | CMD: 22 | F:+7 R:+6 W:+6| Init:+6 | Per:+14| SM:+9 | Speed 20' /60fly| Conditions: | Active Effects: Mental Focus(+2 DEX), Magic resistance 12 (dwarven racial trait)

"I better make meh-self useful and get inta tha action. Watch yer heads tha dwarf is taken to tha air!" Occultist implementation "mind over gravity" adds 60 foot perfect fly speed. This should give me a fly speed of 90 total with haste. When finished he takes to the air and it is hard to un-see the spectacle of the dwarf attempting to with grace into the fray. Anduris is looking for the rhino to invest it with flight...or anyone else that can use flight.

Dark Archive

Aasimar Staff Magus/Monk/Occultist 7: HP: 51/51 DR 5/blunt | AC 23(24),16T,18(19)FF, CMD:24 | Fort:+10*(15vs poison/disease) Ref:+8 Will:+8 | Init:+7, Perception:+11 | Arcane Pool: 4/7 |Mental Focus 5/6 |Condition:| Effects: Resist Energy 5 vs Acid/Cold/Electricity(Celestial), defending bone, barkskin,mage armor,antitoxin, antiplague

Crios flies over to flank the red kobold with Kivuli and strikes from above, bringing his staff down powerfully with both hands.

Staff power attack from above with flank and haste and IC: 1d20 + 14 ⇒ (2) + 14 = 16
magic blunt,fire: 1d6 + 19 + 1d6 ⇒ (6) + 19 + (3) = 28

Move, the power attack flank from high ground, swift action to add arcane strike damage. With a 2 that isn't going to hit, but what can ya do.


Reaver's Roar

Teric clips the Kobold with his fireball, which Dortlin follows up with a vicious overhead slash that separates the head from the body. He follows through, attempting to also fell the mount, but the Kobold's spine knocked his sword off target, causing him to miss wide.

Rambi picks up where he left off and and gores the newt in the side, leaving a large bleeding wound. Meanwhile, Crios flies around the back side of the final kobold, and brings brings his staff down, missing, but sending spiderwebs through the ice where his staff strikes.

His rider dead, and injured, the newt will decide discretion is the better part of valor and flee. The final kobold, obviously outmatched, will also turn and flee.

Daniel and Kivuli are up before the kobold goes, but I'm going to call it here. If you guys want to kill him before he runs off, feel free and let me know. It will be pretty trivial for Dortlin and Daniel to down the creature without further expenditure of resources

After defeating the kobolds, the Dryad walks forward, gives the Kobold leader's corps a kick, then spits on it.

Foul, irresponsible creatures. No respect for nature and its balance. Thank you for your assistance. The kobolds have been getting more and more active in their hunting. What brings you motley lot to my lake?

Grand Lodge

LN Male Half-Orc Hireling | Bair Survival +9 | [dice=Expert Survival + Level]1d20+4+5[/dice] | Bair Lore +9 | [dice=Expert Lore Scouting + Level]1d20+4+5[/dice] |

Daniel yells after the Kobold as it flees, "remember this day, this is what you get when you don't respect nature! There is always someone bigger and better than you out there!"

He turns towards the dryad, "hullo there. We are seeking an ice dragon's lair. We let that one go so we can hopefully track it back to it."

He glances over her for injury and then starts heading around the lake to pick up the Kobold's trail. He whistles for B.C. to catch up and while they walk he pulls a wand and starts healing their injuries.

Survival to Track + Forest Terrain: 1d20 + 15 + 2 ⇒ (7) + 15 + 2 = 24

CLW Daniel: 1d8 + 1 ⇒ (7) + 1 = 8
CLW Daniel: 1d8 + 1 ⇒ (5) + 1 = 6
CLW B.C.: 1d8 + 1 ⇒ (7) + 1 = 8
CLW B.C.: 1d8 + 1 ⇒ (6) + 1 = 7
CLW B.C.: 1d8 + 1 ⇒ (3) + 1 = 4
CLW B.C.: 1d8 + 1 ⇒ (4) + 1 = 5


Reaver's Roar

Daniel easily picks up the kobold trail leading up into the mountains.

Invading the ice dragon lair? I certainly approve of that mission. They have been breeding so much - disrupting the natural order. It's why the kobolds must hunt so much. Perhaps you would like to visit my people? They might be convinced to aid you in your mission. Or if you'd prefer, I can show you the entrance to their lair, though it looks like you could manage that on your own.

Dark Archive

Aasimar Staff Magus/Monk/Occultist 7: HP: 51/51 DR 5/blunt | AC 23(24),16T,18(19)FF, CMD:24 | Fort:+10*(15vs poison/disease) Ref:+8 Will:+8 | Init:+7, Perception:+11 | Arcane Pool: 4/7 |Mental Focus 5/6 |Condition:| Effects: Resist Energy 5 vs Acid/Cold/Electricity(Celestial), defending bone, barkskin,mage armor,antitoxin, antiplague

"We would certainly like to visit your people milady. We would be most grateful to have an introduction, if you are so inclined." Crios says with genuine gratitude.

The Exchange

Human Waves Oracle 1 / Marid Sorcerer 9 [HP 77/64 | AC 11(15)/11/10(14) | F+9 R+6 W+10 | Init +1 Perc +3 SM +12]
Spell tracker:
Oracle 1: 4/5, Sorc 1: 4/8, Sorc 2: 2/8, Sorc 3:6/8, Sorc 4: 5/6

"Indeed, it would be our honor to speak to your people. Perhaps, we can talk about making arrangements for the mutual benefit to our people." Teric bows. "Lead on, m'lady."

Dark Archive

Amazing Inspiration (1d8): 8/8 | Disolution's Child: 1/1 | GM Reroll: 1/1 Wayang Unchained Rogue 3/ Investigator 7 | ~HP: 60/60 | AC: 22 (16 Tch, 17 Flat), CMD:23, Fort:+4, Ref:+13, Will:+7, Init:+5, Perception:+22 (+23 for traps) / Trap Spotter 10'

"Wait, who's breeding? The dragon?"

Dark Archive

Aasimar Staff Magus/Monk/Occultist 7: HP: 51/51 DR 5/blunt | AC 23(24),16T,18(19)FF, CMD:24 | Fort:+10*(15vs poison/disease) Ref:+8 Will:+8 | Init:+7, Perception:+11 | Arcane Pool: 4/7 |Mental Focus 5/6 |Condition:| Effects: Resist Energy 5 vs Acid/Cold/Electricity(Celestial), defending bone, barkskin,mage armor,antitoxin, antiplague

"I think she meant the kobolds friend Kivuli, not the dragon." Crios says with a grin... then his face turns concerned. "At least I hope so." and he faces the dryad and raises his eyebrows quizzically.

Grand Lodge

Male M Dwarf | Occultist 7 | HP: 52 | AC: 22 T15, FF18 | CMD: 22 | F:+7 R:+6 W:+6| Init:+6 | Per:+14| SM:+9 | Speed 20' /60fly| Conditions: | Active Effects: Mental Focus(+2 DEX), Magic resistance 12 (dwarven racial trait)

"Any help yeh be giv'en would be 'preciated. If yer people can help I can't say 'nough ta us an what we try'en to do here. We work ta'gether an we can can make this place right for everyone."

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