[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


201 to 250 of 359 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | next > last >>
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

Electricity, DC 18 Reflex for half: 3d6 ⇒ (6, 4, 5) = 15
Thisis my 4th bolt with this cast; think you forgot to note the third but there's a lotgoing on

Coor Sida! Vetis curses loudly as the brave Jo rushes straight into the Remorhaz's gullet. The Druid takes one step forward as he yells loudly. Slay it, now! We must get her out of there!

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

"Yes, hopefully we're not too late!" The Maiden prepares another pair of arrows, but her visions confirm what she already knows. Her first arrow is on the mark, but visions of Jo's death cause her to flinch and the second arrow misses.

Composite Longbow +1, PBS, Rapid Shot: 1d20 + 8 - 2 + 1 ⇒ (18) + 8 - 2 + 1 = 25
Damage: 1d8 + 3 + 1 ⇒ (5) + 3 + 1 = 9

Composite Longbow +1, PBS, Rapid Shot: 1d20 + 8 - 2 + 1 ⇒ (6) + 8 - 2 + 1 = 13
Damage: 1d8 + 3 + 1 ⇒ (7) + 3 + 1 = 11

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 takes advantage of her new distance, and shadows thrown about, to hide in plain sight and move to a new location.

Stealth: 1d20 + 17 ⇒ (8) + 17 = 25

Then she fires her sling at the beast, trying to snipe it!

Ranged Attack: 1d20 + 9 ⇒ (8) + 9 = 17 If stealth worked, then no Dex to AC - if it even has any
Damage+Sneak(if successful stealth): 1d6 + 2d6 ⇒ (5) + (1, 3) = 9

Stealth again: 1d20 + 17 - 20 ⇒ (8) + 17 - 20 = 5 (yah, no so hidden there!)

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

weapon fort save: 1d20 + 6 ⇒ (15) + 6 = 21

Lantern Lodge

Silent tide map

Okay, a rewind. Normally I'd not do this, but I missed the error to begin with. And the creature should have AOOed on Zora anyway.

State before rewind:
Status: Everyone is fatigued.
Jo - 10 damage , shield of faith,

Remorhaz 87 damage
Maiden(Charis)
*Numair
*Vetis - call lightning active, 2 used (this is your third call lightning)
*Zora - AOO pending on her
*Lady Teldra - 1 damage;

-This is right before Jo did her move, and after Zora did hers but before the creature does its AOO.

AOO on Zora: 1d20 + 13 ⇒ (5) + 13 = 18 Miss

Jo then closes a bit. The creature then tries to bite Zora again.
attack: 1d20 + 13 ⇒ (15) + 13 = 28
damage: 3d6 + 9 ⇒ (5, 1, 4) + 9 = 19
grab: 1d20 + 21 ⇒ (15) + 21 = 36

Status: Everyone is fatigued.
Maiden(Charis)
*Numair
*Vetis - call lightning active, 2 used (this is your third call lightning)
*Zora - 19 damage, grappled
*Lady Teldra - 1 damage;
Jo - 10 damage , shield of faith,

Remorhaz 87 damage ; grappling

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 think most of our actions remain unchanged.

Lantern Lodge

Silent tide map

I'd like folk to go back through them and make sure they are, reroll as necessary. With 87 damage on it, that creature isn't looking too well.

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

Still calling down a bolt. If re-roll is neccessary:

Electricity damage: 3d6 ⇒ (6, 1, 6) = 13

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 gods were playing tricks on her. At one moment she saw Jo, digested and burnt alive inside its gullet. She clears her head and sees Zora in its mouth.

Charis would keep shooting, so her actions are unchanged. She hits AC 25 for 9 and AC 21 for 8 damage.

Sovereign Court

"Don't worry, Zora. We've got you!" Jo lifts her hand toward Zora and begins an incantation.

Actions:
Standard Ready to cast protection from energy (fire) on Zora; Trigger She's about to be swallowed

Lantern Lodge

Silent tide map

ref: 1d20 ⇒ 7

The wounded beast is about to swallow Zora. However under the assault of the pathfinder team it wilts, dropping to the ground with the halfing still in its mouth.

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

"Zora!" The Maiden shouts. "Are you still alive?" These visions had better not fail me again.

When she sees Zora is alive, Charis looks for arrows.

Odd means it's broken: 3d2 ⇒ (2, 2, 1) = 5

One arrow flew too close to the beast and melted under its intense heat, but the other two landed in a snowdrift. She reclaims them.

"Let us go the sleds and return before we upset more of the wildlife here."

Lantern Lodge

Silent tide map

Nearby you hear the sound of war drums and on the not-distant-enough hills the team can make out a small horde of the stinky beasts.

On the other hand, who knows what treasure may lie inside the giant worm..

The drums suddenly go silent.

Sense Motive DC 15:
The Taer are likely to attack in less than a minute

Sovereign Court

As soon as combat ends, Jo asks "Is anybody other than Zora and myself injured?" A moment later, she shouts, "Those drums stopping means we are about to be attacked. Quick! Let's heal up and form a plan."

Jo draws a wand and heals some of her wounds, then checks the giant carcass for magical auras.

Rolls:
Sense Motive: 1d20 + 11 ⇒ (12) + 11 = 23
cure light wounds: 1d8 + 1 ⇒ (5) + 1 = 6

Hopefully the remorhaz hide is thinner than "1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt."

Lantern Lodge

Silent tide map

There is indeed a magical aura within the slowly cooling creature.

Sovereign Court

"There's something magical in the worm's belly. Let's cut it open quick, before the Taer get here!"

Do we know what Taer are?

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

"In the name of Asmodeus, let us gut the beast, burn its innards, and prepare for battle"

Lantern Lodge

Silent tide map

Taer are the white furred creatures you were attacked by when you first came up here.

Dozens of shaggy beastmen howl from the fog-enshrouded precipices, their chants seemingly silenced by the death of monstrous worm-creature. Then slowly, the drums start beating. The tempo rises furiously, followed by an enraged chorus of violent, howling screams.

Who is gutting the beast?

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

Sense Motive: 1d20 + 6 ⇒ (18) + 6 = 24

"Now we've done it! We have about a minute before they renew their assault."

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'm alive..."

She sets to work with her wand to knit together her wounds.

CLW: 1d8 + 1 ⇒ (2) + 1 = 3
CLW: 1d8 + 1 ⇒ (1) + 1 = 2
CLW: 1d8 + 1 ⇒ (5) + 1 = 6
CLW: 1d8 + 1 ⇒ (5) + 1 = 6
CLW: 1d8 + 1 ⇒ (6) + 1 = 7

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 will quickly move towards Jo and begin aiding he in digging into the slain remorhaz.

The mist is playing tricks on my eyes. For a moment I thought we had lost you.

Sovereign Court

Looks like Vetis and I are butchering the remorhaz. Mechanically, what do we need to do?

Really, people? Nobody else is willing to get their hands dirty? This armor is worth more than your lives, and will take me hours to clean now. "Do you know what we're doing, Vetis? I've never butchered an animal before." Jo carefully places the tip of her bastard sword against soft flesh and leans on it with her full, armored weight, then drags it through the body.

Lantern Lodge

Silent tide map

[ooc]You just tell me you are doing it.

While Zora heals up, Vetis and Jo dig into the giant worm. Luckily with its life having ebbed the magical fires within have quickly cooled. You find an odd prisim hidden in its gullet. One of the few things that could survive the supernatural heat.[/b]"

Nearby the white creatures race forward, throwing spears at the group as they close.

attack on each of you: 6d20 ⇒ (5, 19, 7, 18, 14, 15) = 78

Numair is the only one unlucky enough to be hit though.
damage: 1d6 + 3 ⇒ (1) + 3 = 4

Four of them are now close with hoades more just a short distance beyond.

Status: Everyone is fatigued.
Maiden(Charis)
*Numair 4 damage
*Vetis - call lightning active, 3 used
*Zora -
*Lady Teldra - 1 damage;
Jo - 10 damage , shield of faith,

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 retreats towards the sleds, keeping an arrow ready for the first creature who gets within 30 feet of a party member.

"Unless you want to slaughter an entire nest, I suggest we retreat. We have what we came for."

Readied Arrow:

Composite Longbow, Fatigue: 1d20 + 8 - 1 ⇒ (4) + 8 - 1 = 11
Damage: 1d8 + 3 - 1 ⇒ (6) + 3 - 1 = 8
"A warning shot!"

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 nods.

"That sounds good to me. No need to die senselessly..."

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

Taking what is of value from a beast is not hard. Vetis says to Jo as the pair attempt to quickly extract the scanned object from within the remorhaz. Guiding the warrior's cuts by his own examples, his tone is flat even as they pull the stone from the beast. But a creature such as this deserves better than a hurried strip and slaughter because it cared for its young.

Any further thoughts are quickly cut off by the hail of spears that rain down on the group.

More. the druid says. Looking up and around. Many more

He follows Chairs calling back towards the others. Yes. Go! If they reach the dogs, we are stuck here!

Stepping back a bit closer to the sleds, Vetis unleashes a bank of fog to provide cover for their escape.

Casting obscuring mist. 20 feet around me right now is fog.
I also don't see where the taer are on the map? Are they between us and the sleds? Or coming from the north where we might make a fighting retreat?

Lantern Lodge

Silent tide map

@Vetis They are coming from the top right, your dogs are to the left. So you could flee and probably just take one rounds worth of spear fire if you did so.

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 get on the sled

Sovereign Court

Under cover of the mist, Jo hops on a sled and hollers to Vetis, "How often can you create that mist? One of my wands might go great with it."

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

"Let's go, to the sled. We got what we came for and we did enough damage here."

Lantern Lodge

Silent tide map

Under the cover of the obscuring mist the pathfinder team retires with the bones of the dead oracle.

The Taer look to follow you, but screams of rage and horror greet the discovery of the dead Remorhaz. You can't help but think you have not seen the last of them.

Working your way out of the Maw, thought The Eye and down to the Wings, you hear the Taer cries falling slowly behind.

Let me know any healing or other plans you have at this stage. Also include a perception check with your next post. Mushers should include a handle animal as well. You may take ten

Status: Everyone is fatigued.
Maiden(Charis)
*Numair 4 damage
*Vetis -
*Zora -
*Lady Teldra - 1 damage;
Jo - 10 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

Perception: 1d20 + 9 ⇒ (16) + 9 = 25

The Maiden keeps her bow ready at the back of the sled. "They will come for us. Does anyone know what that prism is? The one we dug from the Remorhaz?"

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)

Perception: 1d20 + 13 ⇒ (19) + 13 = 32.
Handle Animal - 'Take 10' = 16.

Numair shrugs.

"They may, but at least on our sleds, we will outdistance them fairly rapidly, which will give us time to plan. With regard to the prism, I am afraid that I have no idea what it does."

Sovereign Court

I should be at 4 damage.

Rolls:
Perception: 1d1 + 2 ⇒ (1) + 2 = 3

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
Jo DiCirino wrote:
Under cover of the mist, Jo hops on a sled and hollers to Vetis, "How often can you create that mist? One of my wands might go great with it."

Vetis climbs on the sled next to Jo, pausing only a moment to shift back into his human form so as not to startle the dogs - or burn down the vehicle.

I can make one more if needed. Thicker fog than that. Let us hope we do not need it.

He whistles to the dogs and grabs the reigns as he yells back to Charis on the move. Whatever the prism is, let us hope it was worth the cost. The druid keeps his eyes on the trail as they flee the taer.

Perception: 1d20 + 14 ⇒ (12) + 14 = 26

Take 10 for 20 Handle Animal for now.
Also don't have detect magic for the prism

Sovereign Court

Does Jo have time to identify the prism yet, or will that have to wait until we're done fleeing?

"I can outline creatures in flames, making them visible even in fog. Together, perhaps we could hide our allies from an enemy, while leaving him exposed."

Lantern Lodge

Silent tide map

Yes, you have time, you have gone a wee way down the mountain now. This is a good chance to take a moment to do stuff like cures, detect magics, what-have-you

Status: Everyone is fatigued.
Maiden(Charis)
*Numair 4 damage
*Vetis -
*Zora -
*Lady Teldra - 1 damage;
Jo - 4 damage

Sovereign Court

Jo cleans remorhaz guts off the prism, then draws one of her many wands and focuses on the object.

Actions:
Activate wand of identify

Rolls:
Use Magic Device: 1d20 + 13 ⇒ (3) + 13 = 16
Use Magic Device: 1d20 + 13 ⇒ (18) + 13 = 31
Spellcraft (take 10) = 26
Using guidance on all rolls

Lantern Lodge

Silent tide map

It's a dusty rose prism Ioun 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

perception: 1d20 + 13 ⇒ (7) + 13 = 20

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 tries to take an egg as well, if it isn't too hot. Then she gets on the dog sled and starts her descent.

Perception: 1d20 + 12 ⇒ (11) + 12 = 23
Handle Animal: 1d20 + 5 ⇒ (20) + 5 = 25

Sovereign Court

"Who needs to shore up their defenses? This ioun stone can help."

Lantern Lodge

Silent tide map

A chorus of yowling dogs echoes from atop the surrounding hills. Suddenly, from out of the snow-covered brush shoot four teams of dogsleds. They barrel down the hills at breakneck speed.

A couple of you notice that between the two towers on the map, the snow is disturbed, as if something may be hidden under there.

Status: Everyone is fatigued. Bold may post
Maiden(Charis)
*Numair 4 damage
*Vetis -
*Zora -
*Lady Teldra - 1 damage;
Jo - 4 damage

Sleds

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 urges his sled forward (attempting to navigate around whatever has been buried betwixt the towers)...

...and then dumps a Glitterdust on top of the two pink sleds.

DC 18 Will negates.

Targeting the dogs, rather then the drivers/riders. I am hoping that the fact that they suddenly go blind whilst charging down hill will have a rather... unfortunate... outcome for the affected sleds.

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

So just to make sure I understand correctly: the four sleds are on the slopes above us, racing down to us in the pass below? If so...

These do not look like Taer. Vetis says, perhaps stating the obvious. Looking ahead at an odd...something. between the towers, he attempts to slow his sled slightly as he steers a bit towards the south, near Numair's glittering cloud.

Are you okay back there Jo? There could be some bumps ahead.

Move action to attmept to slow the sled '1 speed'
Handle Animal: 1d20 + 10 ⇒ (15) + 10 = 25

He eyes the approaching riders carefully, and attempts to ready a spell of his own in case they get too close.
Readying action to cast Warp Wood on the first sled that comes close to twist its rails and cause it to crash/be unable to steer. DC 17 Will save from the rider (as I assume its a 'possessed object'). I also am assuming Vetis is riding along in vigorous motion, so let's see if he can concentrate (if instead this is considered 'violent motion', the DC for concentration would be 5 higher. Respect either ruling).
Concentration check, need 12 or 17: 1d20 + 6 + 5 + 2 ⇒ (7) + 6 + 5 + 2 = 20

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

"Are these friends or foes?"

Lantern Lodge

Silent tide map

From the appearance, LAdy Teldra isn't think they are likely to be friends. Especially given the actions that Numair just took...

2xwill vs glitter: 2d20 ⇒ (15, 2) = 17
will vs WW: 1d20 ⇒ 5

Status: Everyone is fatigued. Bold may post
Maiden(Charis)
*Zora - (speed 5)
*Lady Teldra - 1 damage;
Jo - 4 damage

Sleds
Pink
Green (blind dogs)
Blue - warnoed
Red
*Numair 4 damage (speed 5)
*Vetis - (speed 4) (warp wood readied)

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 takes aim at the closet driver, between the Pink and Red rider. She fires two arrows. "Don't be surprised if Aspis is here to steal our work."

Longbow+1, Rapid Shot, Fatigued: 1d20 + 8 - 2 - 1 ⇒ (8) + 8 - 2 - 1 = 13
Damage: 1d8 + 3 - 1 ⇒ (8) + 3 - 1 = 10

Longbow+1, Rapid Shot, Fatigued: 1d20 + 8 - 2 - 1 ⇒ (9) + 8 - 2 - 1 = 14
Damage: 1d8 + 3 - 1 ⇒ (5) + 3 - 1 = 7

Two terrible shots later...

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 concentrates on driving while Maiden does her shooting. She tries to work around the disturbed area, assuming it is a trap.

Handle Animal: 1d20 + 5 ⇒ (19) + 5 = 24

Lantern Lodge

Silent tide map

Jo holds on, while Zora steers. Charis however takes an aggressive stance and draws her bow. But her arrows fly wide of the mark.

The blue sled comes closer, and Vetis lets off his spell. The sled warps, sending the crew spilling out onto the ground.

The pink sled continues on and the man on the back throws a bolas at Zora.

attack: 1d20 + 7 ⇒ (8) + 7 = 15

To the south the team of blind dogs continues on at a breakneck pace, the musher trying to stop them, while the other sled comes ever closer.

handle animal: 1d20 ⇒ 20 They stop and the two people on the sled dismount.

Status: Everyone is fatigued. Bold may post
*Numair 4 damage (speed 5)
Maiden(Charis)
*Zora - (speed 5)
*Lady Teldra - 1 damage;
Jo - 4 damage

Sleds
Pink
Red
Green
Light Green
Blue -
Light blue
*Vetis - (speed 4)

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