[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

Vetis throws off the latent curse that lay on the stone. With a bit of work it should be possible to remove it...

perception DC10:
You also notice that there are a series of small ice tremors happening, and they are increasing in frequency...

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 raises her eyebrow. "Excellent job. Although, we need to hurry. Now. Ice tremors!"

Sovereign Court

"Let's get to it then." Jo moves forward, shield at the ready, but with her sword still sheathed.

Where are we, what is the path in front of us like?

Lantern Lodge

SFS 05-99 BftB

You are currently on the cairn, with a big patterned stone presumably hiding the bones you are after.

Sovereign Court

So the next logical step is to start digging or moving the stone?

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

"I will examine the stone now
perception of unusual stone work: 1d20 + 15 ⇒ (14) + 15 = 29

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 not really the brute force type, but I have a potion that could help, I suppose. Or do you think you can all get this?"

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 raises an eyebrow at Zora.

"Does it look like I lift weights...?"

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

Let is find out. Vetis replies to Zora. He attempts to flex out his new muscles, heating the ice covering the cairn even as he does so.

Str chexk: 1d20 ⇒ 11

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

Str Check: 1d20 + 2 ⇒ (8) + 2 = 10
The Maiden assists however she can.

Lantern Lodge

SFS 05-99 BftB

With a bit of effort you lever off the rune marked stone.

The stone sealed a small chamber filled with a bed of charcoal. Atop the charcoal sits a rolled up leather blanket tied closed with knotted silk rope. The leather blanket is lined with red and orange silks that bind together a collection of bones, intricately scrimshawed with fine calligraphy and rubbed with gold leaf, to make the runes stand out.

The mist again clears and behind the group there is a massive cracking sound as some huge creature digs its way out from within the ice..

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

"Excellent, his remains look intact..." Charis reaches for her longbow. "And just in time, too..."

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

Grab the bones. Quick Vetis says as he sees the massive beast begin to break through the plateau. He quickly speaks an incantation as he continues. It is time to go. Get away from the eggs.

Vetis will quickly cast another Call Lightning as the (presumably Remorhaz) approaches

Lantern Lodge

SFS 05-99 BftB

I'll give you overnight for any more preparations, you have a couple of rounds of head start / buffing time if you want them.

Sovereign Court

Jo prayers for a moment, then pulls a wand from her belt and speaks the word of command, before readying her shield.

Actions:
Cast shield of faith
Activate wand of bless

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

I look at the creature to get a physical description
perception: 1d20 + 13 ⇒ (4) + 13 = 17

Lantern Lodge

SFS 05-99 BftB

The creature is a massive lizard, white, maybe fifteen feet long, and almost as broad. For a moment Lady Teldra thinks it might be a dragon, but there are no wings on this.

Certainly to get close to it, you'll be passing through its reach. Looking behind it, the ground steams, it is almost as if it melts its way through the ice. It looks formidable.

Sovereign Court

I'll be at a convention this weekend. If you need to bot Jo, have her do something that will pull aggro away from the rest of the party.

Lantern Lodge

SFS 05-99 BftB

I'm kind of waiting to see if you decide to run or fight. With a couple of rounds head start you could probably make it to the sleds if you ran.

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

Oh, if we have time to flee...

"Let us make haste to the sleds. We have what we came for!"

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 leaves a trail of melted snow as he follows the Maiden quickly towards the sleds.

In favor of fleeing, or at least trying to.

Lantern Lodge

SFS 05-99 BftB

I see two in favour of fleeing, none for fighting yet. I'll wait until I get a clear majority and then advance things...

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

Zora is happy to grab and go.

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

"I am not in favor of fleeing from a simple beast but I will follow the groups decision"

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.

"In that case, let's finish this thing off. It might have treasure, after all..."

He then tosses an array of Magic Missiles at the thing.

Magic Missile: 3d4 + 3 ⇒ (1, 1, 3) + 3 = 8 Force damage.

Lantern Lodge

SFS 05-99 BftB

That sounds like init
Numair slams the creature with some magical missiles. It roars its anger.

init:

Lady Teldra: 1d20 + 2 ⇒ (12) + 2 = 14
Jo: 1d20 + 1 ⇒ (20) + 1 = 21
Zora: 1d20 + 6 ⇒ (15) + 6 = 21
Numair: 1d20 + 6 ⇒ (11) + 6 = 17
Maiden: 1d20 + 5 ⇒ (8) + 5 = 13
Vetis: 1d20 + 7 ⇒ (18) + 7 = 25
baddies: 1d20 + 1 ⇒ (16) + 1 = 17

Status: Everyone is fatigued.
*Vetis - call lightning active,
*Zora
Jo - 10 damage , shield of faith,
*Numair

Remorhaz 11 damage
Maiden(Charis)
*Lady Teldra - 1 damage;

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 may also just be protecting its nest and young. Vetis retorts, a hint of annoyance in his voice mostly masked by the stangre way the words come out of his elemental body. Nevertheless, as the remorhaz lets out a raging cry he whispers to himself I am sorry for this and calls down a bolt of lightning from the heavens.

Electricity damage: 3d6 ⇒ (3, 6, 1) = 10 DC 18 Reflex for half

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 moves to a safer location behind Jo and readies the spell hand of the acolyte to cast at the creature as soon as it enters its spell range

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 continues to pump force missiles into the beast.

Magic Missile: 3d4 + 3 ⇒ (2, 4, 2) + 3 = 11 Force damage.

Lantern Lodge

SFS 05-99 BftB

Numair continues to pound the creatures with magical missiles, while Vetis calls down lightning on it.

ref: 1d20 ⇒ 1

With prepared actions, can you roll the to hit and damage, so if they trigger I can keep the action progressing. As it is The beast has the initiative over her.

Jo strides forward to put her shielded self between the beast and the other pathfinders.

The beast stunned by the distant assault buries fast into the ice, but from the tremors you can tell it is heading quickly towards you.

Status: Everyone is fatigued.
*Zora -may act twice if she wishes
Maiden(Charis)
*Lady Teldra - 1 damage;
*Vetis - call lightning active, 1 used (this is your second call lightning)
*Numair
Jo - 10 damage , shield of faith,

Remorhaz 32 damage

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 chooses to spread out, keeping her bow ready.

Readying an action to shoot the Remorhaz when it emerges.

Readied Action:

Longbow +1: 1d20 + 8 ⇒ (5) + 8 = 13
Damage: 1d8 + 3 ⇒ (3) + 3 = 6

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

Zora draws both her blades and waits. If the beast appears from under the ice within striking distance, she will attack.

+1 blade: 1d20 + 10 - 1 - 2 ⇒ (20) + 10 - 1 - 2 = 27
Damage: 1d4 + 1 - 1 ⇒ (1) + 1 - 1 = 1

Confirm Crit?: 1d20 + 10 - 1 - 2 ⇒ (3) + 10 - 1 - 2 = 10
Damage: 1d4 + 1 - 1 ⇒ (4) + 1 - 1 = 4

+1 blade: 1d20 + 10 - 1 - 2 ⇒ (9) + 10 - 1 - 2 = 16
Damage: 1d4 + 1 - 1 ⇒ (2) + 1 - 1 = 2

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

hand of the acolyte
thrown war hammer: 1d20 + 9 ⇒ (4) + 9 = 13
damage: 1d8 + 2 ⇒ (6) + 2 = 8

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 follows Charis as the latter moves cautiously towards the sleds.

We must move away from the eggs. he crackles out as he looks around warily for any cracking in the ice.

Readying calling down another bolt at the Remorhaz if it emerges.
electricity, 18 Ref half: 3d6 ⇒ (6, 2, 5) = 13

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 prepares to dump force missiles into the creature again, as soon as it surfaces.

Concentration (if relevant): 1d20 + 13 ⇒ (10) + 13 = 23.

Magic Missile: 3d4 + 3 ⇒ (4, 2, 1) + 3 = 10 Force damage.

Lantern Lodge

SFS 05-99 BftB

stuff: 1d20 ⇒ 10

The group looks around, preparing their attacks against the huge beasts inevitable onslaught.

For a few seconds nothing happens, and then the ground opens next to Numair as the beast emerges obviously keen to eat the creature that first assaulted it.

The maidens arrow bounces off the creatures thick hide, but Numair's point blank magic missiles go straight down its throat. Vestis summons another bolt of lighting
ref: 1d20 ⇒ 14

Lady Teldta's hammer flies but like the arrow bounces off the creatures thick hide, and Zora is not close enough to land a blow after its sudden emergence.

It lurches forward, trying to swallow Numair.

attack: 1d20 ⇒ 1
And somehow, remarkably, misses him.
Which is probably just as well for his state of living

Status: Everyone is fatigued.
*Zora -
Maiden(Charis)
*Lady Teldra - 1 damage;
*Vetis - call lightning active, 2 used (this is your second call lightning)
*Numair
Jo - 10 damage , shield of faith,

Remorhaz 48 damage

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)

Unperturbed, Numair calmly steps away from it, concentrates, and throws more force missiles.

Concentration: 1d20 + 13 ⇒ (18) + 13 = 31.

Magic Missile: 3d4 + 3 ⇒ (2, 2, 2) + 3 = 9 Force damage.

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

The Maiden shakes her head and loosens another pair of arrows. With the beast so close to her she is able to aim a bit better.

Composite Longbow +1, Rapid Shot: 1d20 + 8 - 2 + 1 ⇒ (19) + 8 - 2 + 1 = 26
Damage: 1d8 + 3 + 1 ⇒ (6) + 3 + 1 = 10

Composite Longbow +1, Rapid Shot, PBS: 1d20 + 8 - 2 + 1 ⇒ (15) + 8 - 2 + 1 = 22
Damage: 1d8 + 3 + 1 ⇒ (5) + 3 + 1 = 9

Lantern Lodge

SFS 05-99 BftB

Numair manages to pour more missiles down the beasts throat, while Charis drills a couple of arrows into it.

Status: Everyone is fatigued.
*Zora -
*Lady Teldra - 1 damage;
*Vetis - call lightning active, 2 used (this is your second call lightning)
Jo - 10 damage , shield of faith,

Remorhaz 76 damage
Maiden(Charis)
*Numair

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 five-foot steps out of the remorhaz's reaching maw. I think? Gotta love 15-foot square maps Paizo! and calls down a third bolt at the beast.

Charis, good aim. he says as he passes by her. If only it were not nedded...

Electricity damage, DC 18 Reflex for half: 3d6 ⇒ (4, 3, 1) = 8

Lantern Lodge

SFS 05-99 BftB

Another sizzling bolt strikes the poor beast.
ref: 1d20 ⇒ 19

Status: Everyone is fatigued.
*Zora -
*Lady Teldra - 1 damage;
Jo - 10 damage , shield of faith,

Remorhaz 80 damage
Maiden(Charis)
*Numair
*Vetis - call lightning active, 2 used (this is your second call lightning)

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

"If I fire but one arrow, my attempts at communication were not fruitful." She replies deadpan inbetween shots.

I keep forgetting I am fatigued. Please take -1 off the AC and damage rolls I made.

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

Is the terrain difficult? Does this thing have reach? If both, then Zora will draw an AoO (but at least with +4 AC against it due to Mobility.

Zora moves in, even thought head to head isn't a combat style she excels at.

+1 blade, fatigued: 1d20 + 10 - 1 ⇒ (13) + 10 - 1 = 22
Damage, fatigued: 1d4 + 1 - 1 ⇒ (2) + 1 - 1 = 2

Lantern Lodge

SFS 05-99 BftB

The thing has a very long reach.

Zora hits!

And now, a Fort save for her weapon.... DC 19

Sovereign Court

Jo charges confidently into the beast's reach, "We've almost got him, just a little more!"

Actions:
Full-Round Run (provokes AoO, AC reduced by 2 for running)

Lantern Lodge

SFS 05-99 BftB

The worm tries to eat Jo!

AOO: 1d20 ⇒ 15 <- HITS
damage: 3d6 + 9 ⇒ (2, 2, 6) + 9 = 19
grab: 1d20 + 21 ⇒ (16) + 21 = 37

It lashes out and grabs her in its mouth, ready to swallow!

Status: Everyone is fatigued.
*Lady Teldra - 1 damage;

Remorhaz 80 damage ; grappling.
Maiden(Charis)
*Numair
*Vetis - call lightning active, 2 used (this is your second call lightning)
Jo - 29 damage , shield of faith, grappled.
*Zora - Weapon Fort Save DC 19

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

I cast spell of the acolyte and throw my hammer at the beast.
hammer: 1d20 + 10 ⇒ (16) + 10 = 26
damage: 1d8 + 1 ⇒ (6) + 1 = 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

I had to look up the rules for weapon saves, as I never came across that before! I guess this creature is hotter than I expected...

Fort Save: 1d20 + 5 ⇒ (15) + 5 = 20 Whew! I would have hated to lose that weapon.

Gm:
Had it failed, my understanding is that it takes half-damage and then subtracts hardness, and then applies damage. As an adamntine weapon, it's hardness is 20 +2 for magic bonus and it has 40 hp/inch +10 hp for magic - but I don't know how that translates to a shortsword.

Am I getting this right?

In any case, totally not worth the 2 damage done!

Lantern Lodge

SFS 05-99 BftB

Lady Teldra also needs to make a save for her Hammer

Zora:
That is pretty much it. Hardess 20, and 1/3 more HP than normal for a steel weapon. As it is magical, it gains another 2 points of hardness and another 10hp.

The huge worm tries to swallow Jo!
CMB: 1d20 + 21 ⇒ (18) + 21 = 39
Who vanishes down its gullet!
Sorry
damage(bite): 2d6 + 9 ⇒ (6, 6) + 9 = 21
bonus damage(heat): 8d6 ⇒ (3, 6, 5, 4, 4, 6, 5, 5) = 38
Ouch

It burps loudly!

Status: Everyone is fatigued.
Maiden(Charis)
*Numair
*Vetis - call lightning active, 2 used (this is your second call lightning)
*Zora -
*Lady Teldra - 1 damage; Weapon Fort save DC 19

Remorhaz 80 damage ; grappling.
Jo - 88 damage , shield of faith, swallowed and very probably dead.

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)

I assume that Lady Teldra's hammer hit, and the creature is actually at 87 points of damage?

Utterly horrified by what just happened to Jo, Numair again steps back, and determinedly fires another volley of force missiles at the beast, frantically trying to drop it.

Concentration: 1d20 + 13 ⇒ (7) + 13 = 20.

Magic Missile: 3d4 + 3 ⇒ (4, 2, 1) + 3 = 10 Force damage.

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