[PFS_CORE_Aerondor] 00-16 To Scale the Dragon (Inactive)

Game Master Aerondor

Map

Dog Sledding:

There is one person in charge (the musher), who uses handle animal skill to control the sled. Each sled can also carry one other passenger.

Mushers have three actions they can perform.
Mush
Mush speeds up the sled as a move action. Handle Animal DC 12 increases the speed by +1 increment.

Break
Break slows the sled down as a move action. Handle Animal DC 12 decreases the speed by –1 increment. As a fullround action, the musher can also attempt a full stop with a successful DC 20 Handle Animal check. The sled still moves its maximum distance for that round, however at the end of the round the sled’s movement is 0.

Maneuver
Turn
Turn allows a musher to alter the direction of the sled within about 60 degrees to either side of the direction it is traveling. The Handle Animal skill check DC is 10 + 1 per every 5 degrees turned. Sleds moving faster than 5 increments risk tipping over. If a driver attempting a high-speed-turn fails the Handle Animal check by more than 10, the dogs maneuver erratically, causing the sled to tip over.

Slam
An attacker whose sled is parallel to his target can drive his sled into his opponent’s as a slam attack. A DC 18 Strength check in order to muscle the sled into a quick, violent turn that deals 2d6 damage to the sled and knocks it off course, changing its direction by 30 degrees. The musher of the targeted sled must then make a Handle Animal check (DC 10 + damage to regain control of his sled) or he loses his next action. If a slam attack deals more than 10 points of damage, the targeted sled flips

Grapple
Following a successful slam attack, riders within either sled can attempt to grapple the opponent’s sled, or individuals on the sled. This requires a melee touch attack, either against the sled (AC 8) or an individual within reach. All individuals in a moving sled are considered flat-footed. At the start of the next round, grappled sleds make opposed Handle Animal checks to see who controls the movement of both sleds. Individuals on either sled then attack as determined by initiative. They can attempt any partial combat maneuver they so desire (including a move action to climb into the other sled), provided they first make a successful DC 14 acrobatics
check. Anyone failing the check is thrown from the sled.

Regardless, the musher must remain at the reigns of the sled or the sled goes out of control, traveling in the direction it was before the loss of the musher for 1d4 rounds before tipping over and crashing.

Executing the Break maneuver during a grapple always causes one of the grappled sleds to flip, 50% chance for either


init:

[dice=Lady Teldra]1d20+2[/dice]
[dice=Jo]1d20+1[/dice]
[dice=Zora]1d20+6[/dice]
[dice=Numair]1d20+6[/dice]
[dice=Maiden]1d20+5[/dice]
[dice=Vetis]1d20+7[/dice]
[dice=baddies]1d20+0[/dice]

Chronicles


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Lantern Lodge

SFS 05-99 BftB

Throat ripped out for the man, lots of weapons for the beastmen.

random: 1d20 ⇒ 13

Lady Teldra does discover a small bronze coin.

know(local) DC 12:
Which probably indicates membership of the Aspis..

The Exchange

Human Female Monk 5 / Fighter 1 | Arrows: 15, 10 silver 20 cold iron, 10 adamantine | 30 shuriken | Stunning Fist 5/5 | Ki 2/4 | HP 47/47 | AC 22 (T 17 FF 14) | CMD 20 | Saves 9/8/7 | Init 5 | Perception 9

"May I see the coin?"
Knowledge (Local): 1d20 + 3 ⇒ (4) + 3 = 7

"Hmm....I don't recognize this. Does anyone else?"

Grand Lodge

Male Human Druid Druid 6 | HP 47/47| AC: 20 | T: 13 | FF: 17| CMD: 17 | Fort: +7| Ref: +6 | Will: +11 | Init: +7| Perc: +14

Vetis shakes his head. I am less concerned about his currency than his slayers. These beast-men are fierce. We should keep moving before they have time to track us too.

Lantern Lodge

SFS 05-99 BftB

Leaving the bodies behind you continue upwards, taking the lower path for the moment. It is steep going, and cominig down this way is likely to prove precarious.

The route drops next into a wall valley between two small hills. This is known by the locals as "The Wings" The path becomes extremely narrow and turns are hard to manage. But with no direct time pressures the fatigued team takes their time and works their way through the area.

The path continues on, the angle of the slope increasing.

It bisects a small glen near the base of a steep butte on the mountainside. Atop the butte, a wide ledge climbs slowly back up the mountain. The pass continues until it reaches a high ridge atop a staggeringly sheer scarp that spills down into the lowlands. The breathtaking view provides a panorama of most of the lower peaks.

Can I have a fortitude save against the cold and a perception check from everyone please. Remember you are fatigued.

The Exchange

Human Female Monk 5 / Fighter 1 | Arrows: 15, 10 silver 20 cold iron, 10 adamantine | 30 shuriken | Stunning Fist 5/5 | Ki 2/4 | HP 47/47 | AC 22 (T 17 FF 14) | CMD 20 | Saves 9/8/7 | Init 5 | Perception 9

Perception: 1d20 + 9 ⇒ (1) + 9 = 10
Fort Save: 1d20 + 9 ⇒ (15) + 9 = 24
"Beautiful..." The Maiden is too absorbed by the of the sight of the lowland to pay attention. At least her body regulation training is effective.

Sovereign Court

No Fortitude saves required for anybody. Vetis, would you mind splitting the wand charges with me?

As soon as the temperature starts dropping, Jo draws one of the dozen or so wands from her hip and taps herself with it. "Is anybody else feeling a bit chilly all the sudden?"

Actions:
Activate wand of endure elements

Rolls:
Perception: 1d20 + 2 ⇒ (5) + 2 = 7

Liberty's Edge

Female Halfling Rogue 3 / Ranger 2 / Shadow Dancer 2| HP: 50/50 | AC: 24 21 Tch 16, Fl 16) | CMD: 19 | F: +7, R: +12, W: +4 | Init: +6 | Perc: +13/+14 Darkvision, SM: +5 | Active conditions: Bull's Strength

Know, local: 1d20 + 5 ⇒ (17) + 5 = 22

"Hmm. This coin... this means the man was a member of the Aspis Consortium. Been a thorn in my side for a while now..."

Perception: 1d20 + 12 ⇒ (12) + 12 = 24 +1 if trap, +2 if human

The Exchange

Human Female Monk 5 / Fighter 1 | Arrows: 15, 10 silver 20 cold iron, 10 adamantine | 30 shuriken | Stunning Fist 5/5 | Ki 2/4 | HP 47/47 | AC 22 (T 17 FF 14) | CMD 20 | Saves 9/8/7 | Init 5 | Perception 9

"Ah! Aspis. Yes, they tried to lay claim to some ruins in the desert. To think how much damage they would have caused if they reached the goal first." She smiles. "We didn't let them, of course."

"Jo, I have felt cold since we left the cabin. But yes, it's even colder now."

Lantern Lodge

SFS 05-99 BftB

"The Eye" as the area near the top of the pass is known has a dangerously large build up of ice that threatens to turn into an avalanche. She calls out a warning before you go under it, but there appears no way to avoid the area.

Grand Lodge

Male Human Druid Druid 6 | HP 47/47| AC: 20 | T: 13 | FF: 17| CMD: 17 | Fort: +7| Ref: +6 | Will: +11 | Init: +7| Perc: +14

Of course. Vetis replies to Jo as he guides their sled towards the others to administer the elemental protection.

Ruins in the jungle as well. Veris says in agreement when 'the Maiden' speaks of the Aspis. Twice. They are a pesky breed.

But we should speak quietly if the halfling is right. Move softly and be ready to run.

Just so I make sure I get the environment: we're about to pass through a place that looks like it could easily have an avalanche start, but it hasn't started yet, correct?

Lantern Lodge

SFS 05-99 BftB

Correct

Grand Lodge

channel energy 5/5, hand of the acolyte 5/8, firebolt 4/8 Female Dwarf Cleric 6| HP: 40/41| AC: 17 Tch 10, Fl 17 | CMD: 14(+4 vs trip, bullrush) | F: +6, R: +2, W: +10 (+2 vs poison, spells, SLA) | Init: +2 | Perc: +13, SM: +5 | Active conditions: fatigued

fortitude: 1d20 + 6 ⇒ (15) + 6 = 21
perception: 1d20 + 13 ⇒ (9) + 13 = 22

Liberty's Edge

Female Halfling Rogue 3 / Ranger 2 / Shadow Dancer 2| HP: 50/50 | AC: 24 21 Tch 16, Fl 16) | CMD: 19 | F: +7, R: +12, W: +4 | Init: +6 | Perc: +13/+14 Darkvision, SM: +5 | Active conditions: Bull's Strength

"Thank you for the protection from the cold. That is much more bearable."

Grand Lodge

Male Human Druid Druid 6 | HP 47/47| AC: 20 | T: 13 | FF: 17| CMD: 17 | Fort: +7| Ref: +6 | Will: +11 | Init: +7| Perc: +14

It is nothing. Cooperation is in creed. Vetis says. He looks back at Jo, then the other two sleds.

Perhaps I and Jo should go first through this 'Eye'. See if it is safe at all. In worst case of avalanche, I can become a badger and burrow out.

Lantern Lodge

SFS 05-99 BftB

Vetis leads the way under the unstable slope, and as predicted.... <crash> down it comes, burying the lead sled!

damage: 3d6 ⇒ (5, 5, 1) = 11

perception DC15:
You spy some white furred figures slipping away from near the top of the avalanche.

Status: Everyone is fatigued.
Jo - 11 damage, buried,
*Zora
*Lady Teldra
*Vetis - 11 damage, buried
*Numair
Maiden

The Exchange

Human Female Monk 5 / Fighter 1 | Arrows: 15, 10 silver 20 cold iron, 10 adamantine | 30 shuriken | Stunning Fist 5/5 | Ki 2/4 | HP 47/47 | AC 22 (T 17 FF 14) | CMD 20 | Saves 9/8/7 | Init 5 | Perception 9

"Vetis! The snow!" Even though there was nothing she could have done, Charis sitll cries out as the man is buried.

Perception: 1d20 + 9 ⇒ (15) + 9 = 24

"We're coming- wait, up there... this was no accident. White, furry creatures near the top of the avalanche. I don't think they want anyone, Aspis or Pathfinder, to continue climbing. Keep your eyes peeled as we dig up Vetis."

Lantern Lodge

SFS 05-99 BftB

oopse got the damage a bit wrong there. Extra damage, Ref DC for half
extra damage: 5d6 ⇒ (4, 2, 5, 5, 3) = 19

Charis can see a bit of the sled poking out of the snow, that might be a good place to start digging... if you don;t mind going into the soft snow.

Status: Everyone is fatigued.
Jo - 30 damage (ref DC 15 to reduce to 15), buried,
*Zora
*Lady Teldra
*Vetis - 30 damage (ref DC 15 to reduce to 15), buried
*Numair
Maiden

Grand Lodge

Male Human Druid Druid 6 | HP 47/47| AC: 20 | T: 13 | FF: 17| CMD: 17 | Fort: +7| Ref: +6 | Will: +11 | Init: +7| Perc: +14

Reflex: 1d20 + 6 ⇒ (14) + 6 = 20

Despite being warned, Vetis is still taken aback by the full speed and ferocity of the avalanche.The Kellid manages to dodge the worst of the hard snow slamming down atop him, but he fears Jo, and the poor dogs, may not be so lucky.

Vetis hears faint cries, but the voices are muffled by the snow above. He considers responding, but thinks better of it. I have to get out of here first; air is precious and I don't know how bad the Gorumite landed.

Fun fact I just realized: it's not until beast Shape III that you can burrow! So unless snow counts as 'earth' for earth glide (as an earth elemental), Vetis is gonna try to stay conscious for a bit.

If needed, depending on how quickly I can be pulled out:

First minute, nonlethal: 1d6 ⇒ 3
Second minute, nonlethal: 1d6 ⇒ 4
3rd minute, nonlethal: 1d6 ⇒ 5
4th minute, nonlethal: 1d6 ⇒ 5
5th minute, nonlethal: 1d6 ⇒ 1
6th minute, nonlethal: 1d6 ⇒ 5
7th minute, nonlethal: 1d6 ⇒ 4
8th minute, nonlethal: 1d6 ⇒ 4
9th minute, nonlethal: 1d6 ⇒ 4
10th minute, Con check: 1d20 + 1 ⇒ (11) + 1 = 12 or LETHAL: 1d6 ⇒ 6
11th minute, Con check: 1d20 + 1 ⇒ (7) + 1 = 8 or LETHAL: 1d6 ⇒ 5
12th minute, Con check: 1d20 + 1 ⇒ (17) + 1 = 18 or LETHAL: 1d6 ⇒ 2
13th minute, Con check: 1d20 + 1 ⇒ (16) + 1 = 17 or LETHAL: 1d6 ⇒ 4
14th minute, Con check: 1d20 + 1 ⇒ (9) + 1 = 10 or LETHAL: 1d6 ⇒ 2
15th minute, Con check: 1d20 + 1 ⇒ (5) + 1 = 6 or LETHAL: 1d6 ⇒ 1

At that point I'm 18/47 hp with 35 non-lethal damage. More saves if needed.

The Exchange

Human Female Monk 5 / Fighter 1 | Arrows: 15, 10 silver 20 cold iron, 10 adamantine | 30 shuriken | Stunning Fist 5/5 | Ki 2/4 | HP 47/47 | AC 22 (T 17 FF 14) | CMD 20 | Saves 9/8/7 | Init 5 | Perception 9

Soft Snow digging we go! Just tell me what rolls I need to make.

Liberty's Edge

Female Halfling Rogue 3 / Ranger 2 / Shadow Dancer 2| HP: 50/50 | AC: 24 21 Tch 16, Fl 16) | CMD: 19 | F: +7, R: +12, W: +4 | Init: +6 | Perc: +13/+14 Darkvision, SM: +5 | Active conditions: Bull's Strength

"Anyone have a rope?"

Grand Lodge

channel energy 5/5, hand of the acolyte 5/8, firebolt 4/8 Female Dwarf Cleric 6| HP: 40/41| AC: 17 Tch 10, Fl 17 | CMD: 14(+4 vs trip, bullrush) | F: +6, R: +2, W: +10 (+2 vs poison, spells, SLA) | Init: +2 | Perc: +13, SM: +5 | Active conditions: fatigued

"Should i use magic flame to try to melt the snow , as I am known as mistress of the flame, or do you think it will injure those beneath?"

Sovereign Court

Reflex: 1d20 + 3 ⇒ (16) + 3 = 19

Lantern Lodge

SFS 05-99 BftB

You think flames would probably not hurt the folk buried, but may speed the excavation process. There seems to be a lack of rules in actually getting folk buried in an avalanche out, so I've made some up in the discussion thread.

Status: Everyone is fatigued.
Jo - 30 damage (ref DC 15 to reduce to 15), buried (7)
*Zora
*Lady Teldra
*Vetis - 15 damage; buried (7)
*Numair
Maiden

Liberty's Edge

Female Halfling Rogue 3 / Ranger 2 / Shadow Dancer 2| HP: 50/50 | AC: 24 21 Tch 16, Fl 16) | CMD: 19 | F: +7, R: +12, W: +4 | Init: +6 | Perc: +13/+14 Darkvision, SM: +5 | Active conditions: Bull's Strength

"I am so ill-prepared for this!"

Zora starts digging towards Jo.

Str Check: 1d20 + 0 - 1 ⇒ (4) + 0 - 1 = 3

Grand Lodge

channel energy 5/5, hand of the acolyte 5/8, firebolt 4/8 Female Dwarf Cleric 6| HP: 40/41| AC: 17 Tch 10, Fl 17 | CMD: 14(+4 vs trip, bullrush) | F: +6, R: +2, W: +10 (+2 vs poison, spells, SLA) | Init: +2 | Perc: +13, SM: +5 | Active conditions: fatigued

Lady Teldra uses produce flame to help speed the digging process.

The Exchange

Human Female Monk 5 / Fighter 1 | Arrows: 15, 10 silver 20 cold iron, 10 adamantine | 30 shuriken | Stunning Fist 5/5 | Ki 2/4 | HP 47/47 | AC 22 (T 17 FF 14) | CMD 20 | Saves 9/8/7 | Init 5 | Perception 9

Perception: 1d20 + 9 ⇒ (2) + 9 = 11

Strength Check: 1d20 + 2 ⇒ (15) + 2 = 17

"I don't see them...does anyone see where they were?"

Grand Lodge

channel energy 5/5, hand of the acolyte 5/8, firebolt 4/8 Female Dwarf Cleric 6| HP: 40/41| AC: 17 Tch 10, Fl 17 | CMD: 14(+4 vs trip, bullrush) | F: +6, R: +2, W: +10 (+2 vs poison, spells, SLA) | Init: +2 | Perc: +13, SM: +5 | Active conditions: fatigued

perception: 1d20 + 13 ⇒ (2) + 13 = 15
to try to determine where they are in the snow

Lantern Lodge

SFS 05-99 BftB

Lady Teldra spots a trail of debris leading to a spot and then starts melting now with her produce flame in the general area.

Zora joins in, but with little success.

Scratch the perception check, that will just slow things down and this is PBP

Status: Everyone is fatigued.
Jo - 30 damage (ref DC 15 to reduce to 15), buried (7)
*Vetis - 15 damage; buried (6)
*Numair
Maiden

*Zora
*Lady Teldra

Grand Lodge

Male Human Druid Druid 6 | HP 47/47| AC: 20 | T: 13 | FF: 17| CMD: 17 | Fort: +7| Ref: +6 | Will: +11 | Init: +7| Perc: +14

Vetis feels strange shifting above. I can hear you comrades! But there's so much snow up above. And still where is Jo?

Bracing himself, the Kellid begins making a move. No: I am not a helpless child out in his first winter. I have faced drakes and demons. Snow will not stop me!

Questions GM:
If I turn into a fire elemental, will that melt some snow each minute? Would a check be needed?
If not, can I cast while buried? In that case, Vetis will cast Flame Blade to start to melt/cut away at the ice and snow (2nd level so 2hp)
If no to both of the above, He'll just try to push through
Strength check: 1d20 ⇒ 14

Using the above rolls before I knew how this was working, Vetis take 3 nl damage int he first minute

Lantern Lodge

SFS 05-99 BftB

Fire elemental would have been fine to get yourself out. But I think flame blade would work for you too. In the interests of keeping moving, knock off the flame blade and lets continue.

Grand Lodge

Male Human Druid Druid 6 | HP 47/47| AC: 20 | T: 13 | FF: 17| CMD: 17 | Fort: +7| Ref: +6 | Will: +11 | Init: +7| Perc: +14

Fair enough!

When the blade of energy melts enough snow so that Vetis can see the rest of the Pathfinders digging him and Jo free, the Druid gets up and brushes himself off. He looks at the snow mound he just emerged from.

Well, could have been worse. At least only he two of us hurt instead of eveyone

Vetis pulls out a wand to alleviate some of his wounds, then offers it to Jo as he looks to see if the dogs are hurt. Every one of you okay?

clw: 1d8 + 1 ⇒ (7) + 1 = 8
clw: 1d8 + 1 ⇒ (7) + 1 = 8

Liberty's Edge

Female Halfling Rogue 3 / Ranger 2 / Shadow Dancer 2| HP: 50/50 | AC: 24 21 Tch 16, Fl 16) | CMD: 19 | F: +7, R: +12, W: +4 | Init: +6 | Perc: +13/+14 Darkvision, SM: +5 | Active conditions: Bull's Strength

"Whew! I am glad you are ok. Now, let's get moving before those creatures decide to move on to more deadly tactics, shall we?"

Zora tests the snow to see if the way ahead is safe.

Perception: 1d20 + 13 ⇒ (11) + 13 = 24

Lantern Lodge

SFS 05-99 BftB

The fatigued team continues their climb, but they are almost done. Just past the scarp the path becomes impassable by sled. Here a tiny footpath winds up a steep slop covered with boulder.

A whopping climb of 10 required, given you have ropes, that would go down, and no reason not to take-ten on it so...

The path continues along a broad plateau and ends at the edge of a snow-filled gorge. The gorge is named The Maw for the jagged spires of rock that jut through the drifts. Atop the plateau rests the cairn. It is difficult to see very far as the top is clouded in mist. You can see clearly for about sixty feet, and then vaguely for another thirty.

Put yourselves on the map, squares are 15'

Sovereign Court

"Thank you, Vetis, but I have a wand of my own."

Rolls:
cure light wounds: 1d8 + 1 ⇒ (4) + 1 = 5
cure light wounds: 1d8 + 1 ⇒ (2) + 1 = 3
cure light wounds: 1d8 + 1 ⇒ (5) + 1 = 6

The Exchange

Human Female Monk 5 / Fighter 1 | Arrows: 15, 10 silver 20 cold iron, 10 adamantine | 30 shuriken | Stunning Fist 5/5 | Ki 2/4 | HP 47/47 | AC 22 (T 17 FF 14) | CMD 20 | Saves 9/8/7 | Init 5 | Perception 9

I assume our icons should be smaller?

Charis is awestruck by the beauty of it all; mankind striving against the limits of nature, the silence of it all. Except for the temperature it reminds her of home.

Grand Lodge

Male Human Druid Druid 6 | HP 47/47| AC: 20 | T: 13 | FF: 17| CMD: 17 | Fort: +7| Ref: +6 | Will: +11 | Init: +7| Perc: +14

From the comments about visibility, I assume the map in question is the one in Slide 3?

It is beautiful, yes? Vetis says as he pauses next to Charis, noticing her rapt face as she gazes around. But that is nature: she demands the greatest trials for the deepest wonders.

Vetis peers ahead, though finds himself unable to fully pierce the fog from a distance. So, this must be what it's like from the other side.

When we reach the cairn, be as respectful as you can. I am not thrilled to be graverobber. The bones should get all the dignity we can give.

Lantern Lodge

SFS 05-99 BftB

Yeap slide 3. Sorry for the short posts, been a busy day at work.

For a moment the mist swirls and parts..

Near the top of the slope, a broad plateau wraps around the mountain. Near the middle of the plateau rises a squat, 30-foot-square stone rostrum, upon which stand four columns of dark gray stone. One of the columns is broken and lies half-buried in the nearby drifts of snow. In the center of the rostrum rests a five-foot-tall beehive-shaped nest built of ice and cairn stones seemingly frozen around a clutch of eight massive bluish-gray speckled eggs, each the size of a brandy cask.

Then in closes in again. Just as it does so, you notice movement and some odd creatures (which are very much likes the ones you found buried with weapon wounds in the snow piles further down the mountain).

Grand Lodge

Male Human Druid Druid 6 | HP 47/47| AC: 20 | T: 13 | FF: 17| CMD: 17 | Fort: +7| Ref: +6 | Will: +11 | Init: +7| Perc: +14

Figures in the mist. Vetis whispers. Be ready.

He casts Barkskin on himself, while trying to think if he recognizes the sort of eggs that may be laid in such a nest.

Know NAture to ID the eggs?: 1d20 + 12 ⇒ (20) + 12 = 32

The Exchange

Human Female Monk 5 / Fighter 1 | Arrows: 15, 10 silver 20 cold iron, 10 adamantine | 30 shuriken | Stunning Fist 5/5 | Ki 2/4 | HP 47/47 | AC 22 (T 17 FF 14) | CMD 20 | Saves 9/8/7 | Init 5 | Perception 9

Charis nods and readies her longbow.

"How unfortunate...perhaps they are trying to defend their nest."

Grand Lodge

channel energy 5/5, hand of the acolyte 5/8, firebolt 4/8 Female Dwarf Cleric 6| HP: 40/41| AC: 17 Tch 10, Fl 17 | CMD: 14(+4 vs trip, bullrush) | F: +6, R: +2, W: +10 (+2 vs poison, spells, SLA) | Init: +2 | Perc: +13, SM: +5 | Active conditions: fatigued

"They attacked us first, they should be punished!"

Liberty's Edge

Female Halfling Rogue 3 / Ranger 2 / Shadow Dancer 2| HP: 50/50 | AC: 24 21 Tch 16, Fl 16) | CMD: 19 | F: +7, R: +12, W: +4 | Init: +6 | Perc: +13/+14 Darkvision, SM: +5 | Active conditions: Bull's Strength

"Calm down... I have many a friend who didn't start out that way. We might have to dispatch them, but let's try to avoid conflict if we can."

Sovereign Court

"In the end, how much does it really matter whether the creature is a friend or enemy? What's truly important is its potential to help or harm us." Jo straps on her shield and draws a large sword, "For example, animals are unlikely to provide aid--unless it's as sustenance. On the other hand, they are quite capable of causing us harm." Really, people? They're just animals, and we're in a hurry!

Lantern Lodge

SFS 05-99 BftB

Vestis does not think the eggs are from a normal animal.
know(arcana) to identify them

Grand Lodge

Male Human Druid Druid 6 | HP 47/47| AC: 20 | T: 13 | FF: 17| CMD: 17 | Fort: +7| Ref: +6 | Will: +11 | Init: +7| Perc: +14

Beasts are more varied than you think. the Kelli's replies to Jo. But I am not naive. There is value in knowing what creatures live near; a known foe may be met better than a mystery.

I do not recognize this nest. Unfortunate. Like we too often do, we must wander blind.

Vetis moves cautiously forward with the party.

Lantern Lodge

SFS 05-99 BftB

To keep things moving, I have advanced you up to a point you can see movement in the mist in the distance.

Grand Lodge

Male Human Druid Druid 6 | HP 47/47| AC: 20 | T: 13 | FF: 17| CMD: 17 | Fort: +7| Ref: +6 | Will: +11 | Init: +7| Perc: +14

Vetis steps forward slightly and holds out an open palm.

Hello! We do not wish violence! We are not the Aspis, the serpent tokens. May we speak?

Sovereign Court

Jo whispers to Vetis, "We need no one's permission to speak," then raises her voice for all to hear, "More importantly, will you let us pass unhindered? We mean you no harm, and hope you feel the same toward us."

She rests the tip of her bastard sword on the snow before continuing, "And if by chance you are willing to offer aid, we would of course respond in kind."

Rolls:
Diplomacy: 1d20 + 12 ⇒ (19) + 12 = 31

Lantern Lodge

SFS 05-99 BftB

It seems that they either don't speak Taldane or are just not interested in talking.

The figures charges, and more can be seen through the flickering mists. They close with a speed bordering on the supernatural, and around them the air is disgustingly pungent.

rolls:

init
LAdy Teldra: 1d20 + 2 ⇒ (3) + 2 = 5
Jo: 1d20 + 1 ⇒ (4) + 1 = 5
Zora: 1d20 + 6 ⇒ (9) + 6 = 15
Numair: 1d20 + 6 ⇒ (9) + 6 = 15
Maiden: 1d20 + 5 ⇒ (11) + 5 = 16
Vetis: 1d20 + 7 ⇒ (2) + 7 = 9
baddies: 1d20 + 2 ⇒ (18) + 2 = 20

attacks on Lady Teldra @+8: 2d20 ⇒ (1, 14) = 15
damage: 1d4 + 3 ⇒ (4) + 3 = 7

Status: Everyone is fatigued. Bold may post
Jo - 1 damage
*Zora
*Lady Teldra - 7 damage; Two Fort DC 13 saves or be sickened.
*Vetis -
*Numair
Maiden

Creatures

NB: Getting within 10' of one of them means you must make a Fort DC 13 save or be sickened. If you are close to two, then you must make two, etc.

Scarab Sages

'The Grandidierite Sage' Male Half-Elf Sorceror 10 (HP 82/82) (AC 17/10/17) (CMD 13) (Fort +8, Ref +5, Will +9) (Init +6) (Perception +23)

Numair shrugs wearily.

"Then die..."

He summons a ball of flame, and tosses it at Magenta.

Flaming Sphere: 3d6 ⇒ (1, 3, 2) = 6 Fire damage. DC 20 Reflex negates.

Sovereign Court

Jo whispers a few words to her god, then glows momentarily with a protective light. "Let them surround me, then pick them off from a safe distance."

Actions:
Standard Cast shield of faith
Move Movement

Rolls:
Fortitude: 1d20 + 7 ⇒ (15) + 7 = 22
Fortitude: 1d20 + 7 ⇒ (5) + 7 = 12

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