Pooka Bladespinner |
Pooka Bladespinner wrote:edit: actually if there is time, I would like to have someone use my wand of cow please... :DJust assume Warpac will volunteer if asked. Did you mean wand of CLW? First its a wand off Steve, then a wand of cow, maybe you mean a wand of polymorphing? (Yes I know what you really meant by Steve... but isn't this more fun?)
Hahahaha - Autocorrect FTW! Yes, CLW. I'll roll for those now...
COW: 1d8 + 1 ⇒ (4) + 1 = 5
COW: 1d8 + 1 ⇒ (5) + 1 = 6
COW: 1d8 + 1 ⇒ (1) + 1 = 2
COW: 1d8 + 1 ⇒ (5) + 1 = 6
COW: 1d8 + 1 ⇒ (1) + 1 = 2
COW: 1d8 + 1 ⇒ (5) + 1 = 6
COW: 1d8 + 1 ⇒ (2) + 1 = 3 30 exactly - 7 charges. I will update my sheet now to reflect the 7 charges, and leave my tagline alone. :)
Pooka rolls his neck, checking its flexibility after Warpac graces him with the wand of bovine healing. "Thanks pal!" he smiles, claping the dwarf on the shoulder as Xull hacks the floor in one mighty strike, opening the way to the lower tunnels.
Later, once they get outside...
Pooka flexes his arms and looks down at Luna, who whimpers at the realization she is getting strapped to her master's back again.
Good climbing plan layed out above. Pooka will climb up with the intial group as well just to help save time, in case that matters.
Warpac |
Did the tracks continue on past the worm. I just had a thought that he might have been eaten and then poisoned the thing.
Pooka Bladespinner |
I take it they continue up the rise, which is why there were climbing rules. Pooka, you mean the initial group to get hoisted up, right? I don't think you can climb... especially in your full plate.
Unless to much time has passed, Pooka had a scroll of spider climb and a scroll of ant haul cast on him when we first climbed down into the hole. Ant haul lasts for hours, spider climb would last for 30 minutes. Otherwise the ropes would be Pooka's preferred option, because without magical aid, you are right. Full plate isn't so good for athletic endeavors... :)
Toorin |
I'm not really clear on the options, but it seems climbing is required in either case.
Toorin follows the others to the point where Xull and Korasu are pulling Warpak up with rope. He discovers climbing such heights under such conditions scares him and he hopes others can pull him up rather than relying on his meager climbing skills. When he gets to the cliff he yells to be heard over the wind. "I would rather get pulled up than to make the climb. Even with a rope and climbing gear, I don't think I'd make it otherwise."
Does the spell Monkey Fish, which grants a climb speed of 10, also grant the bonus of +8 to climb skill that the skill says goes with the climb speed? If so, Toorin could improve his climb speed with that if it will help.
Warpac |
Monkey fish does indeed allow you the bonuses. That's one of my favorite scroll=based spells because of its versatility
Amarok Sandstrider |
Whilst the others prepare for their long climb, Amaraok prepares to go last and spends some time examining the tracks left.
"A pair of tracks? We were originally only following one thief in here and the Sapphire Sage another, maybe they rejoined somehow?"
Making sure that climbing is the best option, Amarok tries to ensure that the tracks did indeed go up and not disappear into the wall once more.
survival: 1d20 + 9 ⇒ (19) + 9 = 28
And hopes to answer some of Warpac's enquiries on the Death Worm.
k. Dungeoneering: 1d20 + 6 ⇒ (15) + 6 = 21
GM_TheBobJones |
As the Pathfinders are looking for tracks, examining the death worm corpse, and setting up some climbing gear, unnoticed is a large, serpentine creature lurking in the butte to the north. With a scream, it shouts, "Trespassers! You have been warned before yet you still have the audacity to invade my territory for a second time!"
With that, it pushes over a rubble pile that slowly builds into a mini avalanche. Gaining speed and mass, it rockets down the side of the embankment, showering Korasu, Toorin, and Warpac with rubble.
Rock Slide: 5d6 ⇒ (5, 1, 2, 5, 5) = 18
Reflex for half damage.
Korasu Reflex: 1d20 + 10 ⇒ (8) + 10 = 18
Toorin Reflex: 1d20 + 2 ⇒ (16) + 2 = 18
Warpac Reflex: 1d20 + 3 ⇒ (11) + 3 = 14+2 poison, spells, and spell like abilities
The dwarf once again curses his luck as he is hit will the full brunt of the rock slide, as the more nimble elf and tengu leap to the side mitigating some of the damage.
The rock slide also engulfs the death worm corpse, breaking the blisters and creating a poisonous gas cloud.
Due to the winds, this cloud will last 1 round.
Korasu Fortitude dc 17: 1d20 + 2 ⇒ (4) + 2 = 6
Toorin Fortitude: 1d20 + 1 ⇒ (2) + 1 = 3
Warpac Fortitude: 1d20 + 8 ⇒ (17) + 8 = 25 +2 poison, spells, and spell like abilities
This time the hardy dwarf can withstand the poisonous cloud while the elf and tengu succumb to its full effects.
Con Damage, Korasu: 1d2 ⇒ 2
Con Damage, Toorin: 1d2 ⇒ 1
Amarok Initiative: 1d20 + 9 ⇒ (17) + 9 = 26
Korasu Initiative: 1d20 + 10 ⇒ (20) + 10 = 30
Pooka/Luna Initiative: 1d20 + 4 ⇒ (5) + 4 = 9
Toorin Initiative: 1d20 + 5 ⇒ (1) + 5 = 6
Xull Initiative: 1d20 + 4 ⇒ (16) + 4 = 20
Warpac Initiative: 1d20 + 4 ⇒ (17) + 4 = 21+2 when underground
? Initiative: 1d20 + 1 ⇒ (13) + 1 = 14
Up next: Round 1: Korasu, Amarok, Warpac, & Xull
Combat Table - Round 1
Active Conditions:
Global Conditions:
- Korasu <=
- Amarok <=
- Warpac <=
- Xull <=
- ? <=
- Pooka/Luna <=
- Toorin <=
Current Conditions: Korasu -9 & 2 CON damage; Toorin -9 & 1 CON damage; Warpac -18
Strong Wind: Gusts that automatically extinguish unprotected flames (candles, torches, and the like). Such gusts impose a –2 penalty on ranged attack rolls and on Perception checks.
Monster Lore Knowledge (Arcana)
Xull |
Knowledge (arcana): 1d20 + 6 ⇒ (7) + 6 = 13 -- Pfft. Whatever. If it breathes, it bleeds.
I'm assuming we are still on the ground? At it's 50ft up on that ledge?
Xûll steps back a touch and draws his nodachi. He yells up at the creature, "We are not aligned with the earlier trespassers! We seek to catch them and bring them to justice. Will you let us get them for you? We have no desire for whatever treasures you may or may not have, nor any desire to linger in your territory. Simply tell us where they are and we shall be on our way."
Xûll diplomacy, influence attitude: 1d20 + 12 ⇒ (11) + 12 = 23
Make that an aid if anyone else wants to try to change its attitude. I know that action takes 1 minute or more, but I'm hoping to begin a dialogue.
GM_TheBobJones |
Yeah, 50 feet. I left you all on level so no one takes falling damage. Hold on to your hats boys.
Warpac |
As an immediate action, Warpac activates the Absorb Blow ability.
Absorb Blow: As an immediate action, whenever you take hit point damage from a single source (such as a dragon’s breath, a spell, or a weapon), you can expend one use of mythic power to reduce the damage you take from that source by 15 points (to a minimum of 0 points of damage taken). If you have another ability or effect that reduces damage (such as protection from energy), reduce the damage with the absorb blow ability before applying any other damage-reducing effects. For every 10 points of damage that this ability prevents, for 1 minute you gain DR 1/epic and 5 points of resistance against acid, cold, electricity, fire, and sonic damage. The DR and resistances stack with any other DR and resistances that you have.
That will leave Warpac with 3 points of damage taken and a bonus of DR 1/epic and 5 points of energy resistance against the 5 types mentioned.
Allowing the mythic power flow through him as he realizes there is no way he will be able to avoid the avalanche, Warpac feels a new strength suffuse his body. A palpable glow surrounds him as all but the largest rock bounce harmlessly off his body, while the huge chunk of the edifiace that does strike seems to stagger him but a tiny bit. When the dust clears Warpac is still standing and the glow remains, war axe at the ready and an intense gaze directed at the worm.
Amarok Sandstrider |
Stepping away from the death worm and taking care not to notch an arrow to his bow, which is kept low and non-threatening Amarok speaks softly, his calm composure maintained at all times as he tuns the mantras of Irori through his mind.
"Indeed, we are hunters of thieves, with no wish to despoil or destroy a habitat, metely re-claim what was stolen from our friend. We wish no hostility or violence when we can talk our way around needless death"
diplomacy aid: 1d20 - 2 ⇒ (14) - 2 = 12
Korasu |
Korasu begins to cough back the poisonous dust as he moves to the foot of the cliff. "Ah, yes, friend! We wish no violence in this matter! We have come long and far seeking the treacherous creatures that have invaded your territory. There is no doubt that whatever promises these oathbreakers swore were in vain"
I hope this works, I'm not sure if I can take that can take that thing while we wait on the rest of the group to climb
Diplomacy: 1d20 + 14 ⇒ (17) + 14 = 31
Standard to attempt to start negotiating, move to move out of a cone from the rest of the group.
Xull |
When the beast ignores him, Xûll allows his rage to overcome him (free action, rage up) and he steps back a little further (retcon to move while drawing his weapon as a free), towards his comrades. He pops a wand of shield from his wrist sheath (swift action) and completes the command word to envelop himself in its protective layer (standard action, bloodragers can cast while raging... but I could also have done this at any time - eg. before entering rage - so it's just flavor in this order).
Warpac |
Warpac also decides to let the beast come to him, not that he has any choice, and yells out
"Spread out. It may try to trample us or spew something on us if we group up."
Putting actions to his words, he scoots as far away from the others as he can go and still cast Stunning Barrier.
Korasu |
Hey, I remember what happened last time a GM tried to taunt me into being a brave Pathfinder!
Korasu begins to scale the wall invisibly, gliding from hand hold to hand hold along the treacherous wall. It probably would have looked impressive, if his companion could have seen him!
Double move with Climb 20', so Korasu is 10' from the top of the cliff, invisible.
Pooka Bladespinner |
Hey, I remember what happened last time a GM tried to taunt me into being a brave Pathfinder!
Only the greatest post in the history of PbP in which I learned a new measurement of force!
Warpac |
Korasu wrote:Only the greatest post in the history of PbP in which I learned a new measurement of force!Hey, I remember what happened last time a GM tried to taunt me into being a brave Pathfinder!
Sorry I missed that!
GM_TheBobJones |
Ok, so I have Xull moving back to a defensive position, Warpac casting a defensive spell (adjusted your damage from the rock slide) and Korasu bravely scaling the rock face.
Up next: Amarok
Toorin |
How much time as it been since the first battle? If more than one hour then the mage armor spells cast from Toorin's wand will have expired. I would say so long as we are moving, Toorin would recast his own mage armor as it expires and would do the same for Amarok, as SOP.
Pooka Bladespinner |
Just want to make sure everyone has rolled for Knowledge Arcana who can - Xull did but was very un-Xull like in his result. If Pooka can't reach the thing in his first turn, it would be a prime opportunity to use a danger ward, but I don't want to have to guess at which save to ward if I don't have to. If we can't find any more information, I will decide between warding reflex in case of another rock slide, or fortitude based on Warpac's intuition about it spewing something on us...
GM_TheBobJones |
Total time from entering temple to current location, 30 minutes.
Amarok on delay
The blue serpentine creature bellows its rage at the Pathfinders.
"You meddling humans, you will pay for your trespasses!"
The creature moves swiftly towards the edge of the butte, and nimbly scampers down the side. Though it moves swiftly, it is unable to move all the way down the steep rock face.
Now that they can get a better look, they see its huge body, easily 40-feet long, propelled by its eight legs.
The creature stops 20' from the ground
Up next: Round 1: Pooka/Luna, Toorin, Amarok (delay); Round 2 - Korasu, Warpac, Xull
Combat Table - Round 1/2
Active Conditions: Xull - shield
Global Conditions:
- Korasu <=
- Amarok <= Delay
- Warpac <=
- Xull <=
- ? <=
- Pooka/Luna <=
- Toorin <=
Current Conditions: Korasu -9 & 2 CON damage; Toorin -9 & 1 CON damage; Warpac -3
Strong Wind: Gusts that automatically extinguish unprotected flames (candles, torches, and the like). Such gusts impose a –2 penalty on ranged attack rolls and on Perception checks.
Pooka Bladespinner |
Still can't reach, even with this lance. Pooka circles instead, hoping that the creature waltzes into his range. In the meantime, he shouts a warning for his friends.
"Heed Warpac's words! Beware of whatever venom it might have!"
Move action to move, standard action to activate Danger Ward vs Fortitude.
Toorin |
Knowledge (Arcana), Investigator bonus: 1d20 + 8 + 1d6 ⇒ (13) + 8 + (5) = 26
I thought I had done this roll, but it must not have successfully posted.
During the time when others were trying to reason with the beast, Toorin alerts his comrades to a few facts about the beast he has studied, "They may look like dragons, but they are not. They breath electricity though and can swallow you whole."
As the beast begins to move down the cliff, Toorin draws on the mythic powers granted by the Ruby Sage to begin to cast the spell to double the size of a person within 30 feet of him. Just before casting he calls out, "Warpak! Amarok! Who wants to become twice his size, the better to clobber that creature?"
He listens for answers as he begins the complicated casting, making broad gestures with one arm and hand while sprinkling powdered iron and speaking arcane words. "Ag fás níos mó. Ag fás níos mó. Dhá uair airde agus leithead agus doimhneacht."
Pooka Bladespinner |
If thats the case, as long as its ok with the GM, I'd like to change that to a reflex ward instead of fortitude ward...
Korasu |
Korasu feels a sense of calm as the great beast begins its descent down the cliff face, so close that he can smell the acrid smell of its breath. With a sense of calm, he lets himself fall a few seconds before latching onto the rock face and bringing his sword down heavily on the monstrous thing.
Yet as he swoops down, a transformation takes over him. He is not merely cloaked in shadow. He *is* the shadow: an Avatar of Vengeance; a bird of prey, gliding invisibly down. After his strike lashes out, he remains cloaked in invisibility.
Attack, Invisible: 1d20 + 8 + 2 ⇒ (16) + 8 + 2 = 26
Damage: 1d10 + 6 ⇒ (2) + 6 = 8
Sneak Attack: 2d6 ⇒ (2, 4) = 6
Move (climb 20'), Swift Action: spend 1 Mythic Power to gain the benefit of Greater Invisibility from the Vanishing Move power. Standard action to attack.
As the monster's return attack intercepts the form of Korasu, the Tengu explodes into a shower of illusiory shadow ravens. He reforms safely at the bottom of the cliff, outside of the reach of the behemoth.
As an Immediate Action I will use Mirror Dodge to teleport 20 feet away (to the ground?), taking no damage
GM_TheBobJones |
Clarification for those of you that read and do not understand what Korasu just did - since he has the Mythic Powers book, he took a 3rd-tier Mythic Path, the Trickster. He is using powers from that path instead of those found on the chronicle sheet.
Amarok Sandstrider |
Amarok should be at the dead snake creature at start of combat as he had been examining it. Internet playing up as moving house
Amarok looks up at the strange creature raining death upon them by harnessing the very environment. With his position below the creature, he lets fly with two arrows, though seems to hold off from his usual powerful draw.
flurry, magic, cold iron, wind: 1d20 + 7 - 2 ⇒ (9) + 7 - 2 = 14 for damage: 1d8 + 3 ⇒ (2) + 3 = 5
flurry, magic, cold iron, wind: 1d20 + 7 - 2 ⇒ (6) + 7 - 2 = 11 for damage: 1d8 + 3 ⇒ (6) + 3 = 9
Warpac |
"Warpak! Amarok! Who wants to become twice his size, the better to clobber that creature?"
"I'll take that enhancement if you don't mind. Might help if it tries to swallow me!"
Not knowing that he is using his mythic power to augment his range,and being familiar with how the spell works, Warpac adds, "Are you coming to me or should I come to you?"
Since I already know his answer, I will react appropriately.
Warpac will cast Divine Favor as a swift action using fervor and Bull Strength as a normal action, then move somewhere safer.
I've rolled all his buffs into his stats in the tag line.
GM_TheBobJones |
I've rolled all his buffs into his stats in the tag line.
Nice, that is much appreciated. Usually I put the augmented stats in brackets to make it easier to go back to normal, like this AC: 18 [20]. Up to you though :)
GM_TheBobJones |
Korasu - confused at how you are attacking. If I remember correctly you are using an ECB.
You need both hands free to climb, but you may cling to a wall with one hand while you cast a spell or take some other action that requires only one hand. While climbing, you can't move to avoid a blow, so you lose your Dexterity bonus to AC (if any). You also can't use a shield while climbing. Anytime you take damage while climbing, make a Climb check against the DC of the slope or wall. Failure means you fall from your current height and sustain the appropriate falling damage.
The measure of how much effort it takes to use a weapon (whether the weapon is designated as a light, one-handed, or two-handed weapon for a particular wielder) is altered by one step for each size category of difference between the wielder's size and the size of the creature for which the weapon was designed. For example, a Small creature would wield a Medium one-handed weapon as a two-handed weapon. If a weapon's designation would be changed to something other than light, one-handed, or two-handed by this alteration, the creature can't wield the weapon at all.
Now the Vigilante class is a mystery to me, do you have an ability to use the ECB one-handed?
Warpac |
Warpac wrote:I've rolled all his buffs into his stats in the tag line.Nice, that is much appreciated. Usually I put the augmented stats in brackets to make it easier to go back to normal, like this AC: 18 [20]. Up to you though :)
I thought of that. I put the unaugmented stats under a spoiler on my character page so I can swap them back in. I also had to move all the tracking info to my character page. Warpriests have too many things to track (fervor, blessings, sacred weapon) and then you add in the mythic power and 4 just won't fit with all those conditions. If the enlarge goes off there will be yet another!
Korasu |
Ooops. Was so caught up being cinematic, I forgot about the 2-handedness of the ECB. Make that a bite.
bite damage: 1d3 - 1 ⇒ (1) - 1 = 0
So, 6 damage with sneak attack... in order to poke the nasty thing that can swallow me whole. Better Brave than smart?
Xull |
"Actually, with my long arms, I'm the only one who can reach it if enlarged!" yells Xûll, hoping that Toorin sees the sense in that with the thing 20ft up, just out of range of an enlarged Warpac, but well within the reach of a raging giant Xûll. He tries to remember what he can of his training with Aram Zey and moves nearer to the creature, staying within thirty feet of Toorin.
Or with this be mythic enlarge person?
Xûll readies himself for whatever may come.
+1 Adamantine Nodachi, Reckless power attack: 1d20 + 13 - 3 ⇒ (19) + 13 - 3 = 29
Damage, Reckless power attack: 1d10 + 11 + 9 ⇒ (1) + 11 + 9 = 21
Crit confirm: 1d20 + 13 - 3 ⇒ (14) + 13 - 3 = 24
Crit damage: 1d10 + 11 + 9 ⇒ (4) + 11 + 9 = 24
Will use a mythic power to beef that confirm roll up by the best of two 1d6+1 rolls if it misses: 1d6 + 1 ⇒ (1) + 1 = 2 1d6 + 1 ⇒ (4) + 1 = 5, making that a 29 to confirm (if 24 misses) and 45 damage.
If I am enlarged that'll be the same to hit and...
Damage, crit damage: 2d8 + 13 + 9 + 2d8 + 13 + 9 ⇒ (8, 1) + 13 + 9 + (8, 7) + 13 + 9 = 68 damage!
GM_TheBobJones |
Ok, so the author did me no favors by making the butte 50 feet. And 3D combat over PbP is super fun. Xull clarification - are you currently occupying the square at the base of the butte? So essentially you can currently reach 15' up the face of the rock, or 3 squares? I cannot resolve any attacks unless I know where your attack begins.
Also if you look at the map, you will see that I deleted the death worm. It's usefulness is at an end and I need to clear space. If/when the behir comes down it would occupy a 3x3 space.
Xull |
Yes, base of the butte, allowing it room next to Xûll to 'land'. To help you out with the 3D, I've done a cut-away view on the lower (unused) portion of the tactical with Xûll normal size, and then enlarged. As you can (hopefully) see, if the enlarge goes off, it will be within Xûll's reach (and vice-versa). It is currently 20ft up, and I'm assuming its reach is 15ft, but it might be one of those 'long large' creatures (like a horse) and have less. Should be easy to adjust.
As an aside, I've no idea what impact climbing would have on its ability to attack or its dex bonus, but normally it needs feet and both 'hands' to climb and loses Dex to AC. Probably has a climb speed, but I don't think that changes things on that front. Looks like it has quite a few extra limbs, though, so probably just loses Dex to AC.
Hopefully Xûll gets a readied attack and an AoO on it as it goes down... or hopefully it stays there and continues to lose it's AC bonus vs Amarok's arrows!
GM_TheBobJones |
Xull Thanks for the clarification, as it currently stands you and the behir are 20' apart.
An invisible Korasu bites out, barely scratching the behir. Using all its eight limbs, the behir easily holds on.
Climb: 1d20 + 13 ⇒ (11) + 13 = 24
Amarok's arrows fly harmlessly past it, breaking on the rock face.
The other Pathfinders prepare for what they assume is a brutal assault from the behir. Yet this creature is smart enough to not plop down next to the prepared Shoanti. Instead it takes in a breath, opens it mouth wide and lets out a blast of lightning. The lightening arcs out, hitting Xull's chest.
Lightning: 7d6 ⇒ (2, 6, 2, 5, 2, 3, 4) = 24
Xull Reflex: 1d20 + 3 ⇒ (15) + 3 = 18
Xull Reflex, reroll if failed: 1d20 + 3 + 4 ⇒ (6) + 3 + 4 = 13
The behir then scampers down and away from the Pathfinders, hoping to land on a solid surface.
Korasu, please include an AoO if you want.
Up next: Round 3: Korasu (+ AoO), Warpac, Xull; Round 2 Amarok, Pooka/Luna, Toorin
Combat Table - Round 3/2
Active Conditions: Xull - shield; Warpac Bull's Strength; Divine Favor
Global Conditions:
- Korasu <=
- Warpac <=
- Xull <=
- ? <=
- Amarok <= [/ooc ]
- [ooc]Pooka/Luna <=
- Toorin <=
Current Conditions: Korasu -9 & 2 CON damage; Toorin -9 & 1 CON damage; Warpac -3, Xull -24
Strong Wind: Gusts that automatically extinguish unprotected flames (candles, torches, and the like). Such gusts impose a –2 penalty on ranged attack rolls and on Perception checks.
Timeline - Round 1 - Toorin casts Enlarge Person. Both Warpac and Xull have acted in round 2, so Toorin, whomever you wanted to have Enlarge Person must be in the green circle as it stands - so that is , well everyone. If you are going in Round 3, you may want to wait to see who Toorin enlarges.
Toorin |
The range of the Enlarge Person spell is 35 feet (Short range @ CL 4). It's not the mythic version of the spell. I think the Behir will move before Toorin finishes his spell, so the reach won't change until after it reaches our level. Would Xull get an advantage from longer reach if both he and the behir are on level ground? If not, I'll base it on who would get the most increase in damage.
Xull |
Having the same or greater reach than your enemy is always a good thing. Xûll hits harder and more frequently than Warpac, so an enlarge would be of more benefit on him. He's also got a higher movement rate to maneuver into a spot where reach is an advantage.
@GM: Does it have 15 ft huge reach, or is it a 'long huge' with only 10ft reach? I'm assuming we could tell by looking at the size of its limbs. Also, did my reflex save fail? If so, I'll use my mythic 'absorb blow' ability to take off 15 points of damage and gain resist all (5) and DR 1/epic.
GM_TheBobJones |
Xull Interesting question about the reach. You have not seen it attack yet, nor move in anything other than a climbing maneuver. I hesitate to share that info with you as it might be considered 'meta'. Ironically I asked the same question of a monster I am fighting in another game (yesterday), one that was engaged in melee with us for 3 rounds prior, and the GM told me to give him an intelligence check. He is a 5-star GM. Not our 5-star GM BTW. Let me dig around and see what I can find.
Also yes, I had some formatting issues from Notes to iPhone, and you initially saved but that was because I had the wrong brackets for it's climb check Once that was corrected, you failed both saves. I will adjust the damage to 9 points using 1 mythic point for 'absorb blow'.
Xull |
Thanks for the clarification. My profile has been updated. No big deal on the reach thing. Personally, since there are no rules about it I always just rule that you can see how long their limbs are and know if you're stepping into a threatened area or not (unless they have Gadget arms or something weird). I guess the next best thing would be a monster lore check.
Warpac |
The behir then scampers down and away from the Pathfinders, hoping to land on a solid surface.
Since it moved, how far off the ground did it end up? Or did it end up on level ground?
Warpac |
So, it looks to still be 20' up, correct? Or ist it 10'? The Rock Face diagram contradicts the memo on the tactical map. Toorin, please let me know who you intend to target with the enlarge spell. It it is Xull, he probably plans on staying there and thwacking it again, which will keep the critter out of my reach and heavily affect my actions.