[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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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:
"I admire your compassion, Vetis." Jo pauses to sheath her sword. Foolish idiot, you're going to get us all killed. "But bare in mind, they will not show you the same if given the chance."

Then we are better, yes? Vetis responds as he too goes to calm the stopped dogs. And I am not mad enough to show open hands in heat of battle. Only question if running down them to the last serves a purpose. Remember on the mountaintop: confronting the remorhaz gave Taer time to regroup.

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.

"It took me 12 seconds to finish off the last one. Unconscious, bleeding, and in hostile territory, they are as good as dead. If this one," he says, gesturing to the prisoner, "gives us reasonable intel, we can take him back with us for further interrogation; otherwise, we can leave him here, on foot..."

Does searching the bodies turn up anything useful?

Lantern Lodge

Silent tide map

The people are all armed with good quality gear.
stuff: 1d20 ⇒ 13

On the burned body of you find an odd note that doesn't make any sense. Presumably it is some kind of code.

"No.. I don't know anything else. Just that following orders killed most of my friends."

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)

"Can anyone decode this note?"

By the looks of things, Zora's +5 on Linguistics is our best bet...

Lantern Lodge

Silent tide map

I'll roll it for her
linguistics: 1d20 + 5 ⇒ (16) + 5 = 21
Zora has a look at the note, takes out a pencil and starts to try various combinations... eventually she says

"It looks like a request for the assassination of Rysam. There is an unstated sum payable upon delivery of his head to Avery Slyeg, one of Riddleport’s more infamous crime bosses. The note also mentions a contact within the waystation named Krysher."

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 frowns.

"We had better warn Rysam... and find this 'Krysher'."

Sovereign Court

"Indeed, but perhaps we should try turning this agent, Krysher."

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

"Yes turn him, let the evil he seeks fall upon himself"

Lantern Lodge

Silent tide map

So... actions?

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

"Rysam is in danger. Leave this fool to freeze and let's warn him of the danger." The Maiden gets back on the sled, waiting for her driver.

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)

"Aye, that seems like a good idea."

Numair then hops back in, after linking up another set of dogs (from one of the 'abandoned' sleds) to his sled.

Waste not, want not...

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 gets back on her sled

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 walks back to the sleds and clams the frazzled dogs, ready to continue back.

Lantern Lodge

Silent tide map

The trip continues down the mountain. There are a few more hairy moments, but the tired team manages to come through okay. All the way down the sound of drums echo off the mountains around you. Occasion smoke signals are also spotted.

As you approach Cania’s Drop you spot gouts of thick black smoke smearing angrily across the pale sky and smell the scent of burning wood.

The waystation is under siege and its roof is burning. It's brave men rush out. Their clothes aflame, they drop and roll in the snow only to meet with the vicious fangs and claws of waiting beastmen.

We are reusing a map. But each square is 5'. the "Cairn" is the waystation and the Taer on the map are those not engaged at the moment by the defenders. This group is round the back from the main entrance and trying to set further fires.

Behind the burning waystation the sun is going down, adding a dramatic red flare to the sky.

Status, bold may post
Jo - 4 damage
*Numair 10 damage
Maiden(Charis) 6 damage
*Vetis -
*Zora -
*Lady Teldra - 1 damage;

Taer

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 double moves along the edges, trying to remain hidden in the shadows.

Stealth: 1d20 + 17 ⇒ (17) + 17 = 34

Sovereign Court

"Stay back a moment, let these Taer scratch at my armor."

Actions:
Move Movemement
Standard Movement

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 casts a spell, dumping another Flaming Sphere, this time on top of Black.

Flaming Sphere: 3d6 ⇒ (2, 6, 2) = 10 Fire damage. DC 20 Reflex negates.

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 approaches and moves up behind Jo, ollowing the fighter's suggestion.

Looking beyond to see men burning from the heat as they battle more taer, the druid casts a spell, trying both to give them cover to collect themselves and stop the fires.

Casting sleet storm centered on the burning portion of the waystation. Is this off the map (if these guys are round the back). It does extinguish small fires in addition to blocking sight, so hopefully it'll at least prevent more from being set of waystation people being hurt before we can reach them.

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 sees the creatures assault the fort. She can't get a good shot, so so runs up to Jo, draws her bow, then quietly sneaks around.

Stealth: 1d20 + 11 ⇒ (7) + 11 = 18

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 casts produce flame and hurls it at green ranged touch
produce flame: 1d20 + 4 - 2 ⇒ (10) + 4 - 2 = 12 fire: 1d6 + 5 ⇒ (1) + 5 = 6
"You like fire? How do you like this?"

Lantern Lodge

Silent tide map

@Zora,Charis did you remember that moving while stealthed is at half?

Jo strikes forward, while Numair summons another flaming sphere.
ref: 1d20 + 5 ⇒ (2) + 5 = 7

Vestis calls on the power of hte winds and rain to dowse the flames. He seems to have stopped it getting any worse for the moment, but there are a lot of fires there.

Lady Teldra fires a jet of flame at the green Taer, managing to wound him.

perception checks: 5d20 ⇒ (2, 17, 10, 17, 12) = 58

Two of the creatures notice Charis and charge forward but can't manage to land a good blow.
attacks: 2d20 ⇒ (2, 5) = 7

The other three charge forward towards Jo, but her heavy armour protects her as well.
attacks: 3d20 ⇒ (2, 12, 6) = 20

[b]Status, bold may post
Jo - 4 damage; 3xDC 13 fort saves or sickened
*Numair 10 damage
*Zora - Stealthed; 2xDC 13 fort saves or sickened
Maiden(Charis) 6 damage , stealthed 2xDC 13 fort saves or sickened
*Vetis - 3xDC 13 fort saves or sickened
*Lady Teldra - 1 damage;
Taer
black 10 damage
green 6 damage

Anyone within 10' of one of hte Taer must make a fort DC 13 save or be sickened.

@Numair, the flaming sphere is just outside the 30' move range of any of the Taer this round.

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
GM Aerondor wrote:

@Zora,Charis did you remember that moving while stealthed is at half?

My first move action was at full speed so I could actually get in front of Jo. My second move action was Stealth and taken at half speed. Not that it mattered with that Stealth roll.

Fort Save: 1d20 + 9 ⇒ (4) + 9 = 13
Fort Save: 1d20 + 9 ⇒ (11) + 9 = 20

The stench is overbearing. Still, the Maiden keeps her footing and tumbles across the tundra to flank with Zora.

Acrobatics, Fatigued: 1d20 + 10 - 1 ⇒ (5) + 10 - 1 = 14

Unarmed Strike, Fatigued, Flanking: 1d20 + 6 - 1 + 2 ⇒ (4) + 6 - 1 + 2 = 11
Damage: 1d8 + 2 ⇒ (7) + 2 = 9

Even with Zora's distraction, the Maiden isn't able to land a good hit.

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 brings forth another Sphere (again on Black)...

Flaming Sphere: 3d6 ⇒ (2, 1, 4) = 7 Fire damage. DC 20 Reflex negates.

...and moves the other one closer.

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 casts another spell, fire springing to his hand as he readies to fight through the outlying taer.

Hold on he yells past the combat towards the waystation. We are coming to help!

Casting produce flame

Sovereign Court

Jo lumbers a few feet sideways, then steps back into the fight, before shouting a prayer, "Gorum! Remove your strength from these simple creatures and give it to us instead, that my allies may owe you their lives and worship." And who are they to know that the rituals I'll teach them are actually Calistria's?

Actions:
Move Movement (provokes AoO)
Standard Cast prayer (hopefully they don't have Combat Reflexes)

Rolls:
Fort @ +7: 3d20 ⇒ (7, 7, 18) = 32

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 think Zora can still move as is but with -5 to stealth. Alternatively, she can just move and use hide in plain site to hide at the end, if there are shadows.

Lantern Lodge

Silent tide map

As Charis moves, the blue furred Taer slashs out at her
AOO: 1d20 + 6 ⇒ (17) + 6 = 23
damage: 1d4 + 3 ⇒ (1) + 3 = 4

Numair summons another sphere of fire, and moves his existing one towards the Taer.
ref: 1d20 + 5 ⇒ (10) + 5 = 15

As his sleet storm continues to cover the flames of the waystation, Vetis summons forth flames to his hands. Vetis, you must make three Fort saves DC 13 still

As Jo moves the Taer try to tear into her
AOO: 3d20 ⇒ (10, 13, 19) = 42
damage: 1d4 + 5 ⇒ (3) + 5 = 8
One manages to slice her badly. Jo also needs to make her three fort saves

@Zora, yes, you can move greater than half but less than full speed with a -5 to stealth, if you choose to do that, please include the -5 in your stealth checks. Either way at the moment you are concealed, but have a couple of Fort saves to make to avoid being sickened by the smell.

Status, bold may post ; Prayer action (+1 to hit and damage)
*Zora - Stealthed; 2xDC 13 fort saves or sickened
*Lady Teldra - 1 damage;

Taer
black 17 damage
green 6 damage
Maiden(Charis) 10 damage , immune to blue and green
*Numair 10 damage
*Vetis - 3xDC 13 fort saves or sickened
Jo - 12 damage; 3xDC 13 fort saves or sickened

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

Whoops, sorry missed that
Fort pink: 1d20 + 7 ⇒ (14) + 7 = 21
Fort black: 1d20 + 7 ⇒ (11) + 7 = 18
Fort yellow: 1d20 + 7 ⇒ (12) + 7 = 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

Lady Teldra casts hand of the acolyte at yellow
"May my hammer strike you down"
ranged: 1d20 + 11 ⇒ (7) + 11 = 18 damage: 1d8 + 1 ⇒ (6) + 1 = 7
She then moves closer

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

Fort Save: 1d20 + 6 ⇒ (16) + 6 = 22
Fort Save: 1d20 + 6 ⇒ (19) + 6 = 25

Starting to get used to the stench, Zora presses in her target, working with Charis to try and quickly dispatch theses beasts.

+1 blade vs blue, flanking, stealth: 1d20 + 10 - 2 + 2 ⇒ (12) + 10 - 2 + 2 = 22
Damage: 1d4 + 2 + 2d6 ⇒ (4) + 2 + (1, 4) = 11

MW blade vs blue, flanking, stealth: 1d20 + 10 - 2 + 2 ⇒ (20) + 10 - 2 + 2 = 30
Damage: 1d4 + 1 + 2d6 ⇒ (4) + 1 + (6, 6) = 17

crit confirm?: 1d20 + 10 - 2 + 2 ⇒ (2) + 10 - 2 + 2 = 12
Damage: 1d4 + 1 ⇒ (1) + 1 = 2

Lantern Lodge

Silent tide map

Zora guts the blue Taer,

Lady Teldra throws her hammer at the yellow one, striking him roughly.

The green one attacks the formidable Zora, before stepping away from the nasty burny fire thing with a chunk of her flesh in his mouth.
attacks: 3d20 ⇒ (1, 6, 17) = 24
damage: 1d4 + 2 - 1 ⇒ (3) + 2 - 1 = 4

The others surround Jo, trying to take down the annoying woman, the black one managing to claw her badly.

attakcs: 6d20 ⇒ (14, 7, 1, 13, 8, 7) = 50
attacks: 3d20 ⇒ (1, 20, 17) = 38
confirm: 1d20 ⇒ 8
damage: 1d4 + 5 - 1 ⇒ (3) + 5 - 1 = 7

Status, bold may post ; Prayer action (+1 to hit and damage)
Maiden(Charis) 10 damage , immune to green
*Numair 10 damage
*Vetis -
Jo - 19 damage;
*Zora - 4 damage; immune to green
*Lady Teldra - 1 damage;

Taer
black 26 damage
green 9 damage
yellow 7 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)

Numair directs both of his spheres into Black.

Flaming Sphere: 3d6 ⇒ (6, 2, 2) = 10 Fire damage. DC 20 Reflex negates.
Flaming Sphere: 3d6 ⇒ (4, 2, 5) = 11 Fire damage. DC 20 Reflex negates.

Lantern Lodge

Silent tide map

I'm tempted to point out that a flaming sphere is a 5' ball so probably only one should sit in a square at the same time, and the second one should go to a different target. However I'm also a soft touch and like the idea of rewarding some creativity, so I'll let it go this round.

ref: 2d20 ⇒ (4, 3) = 7

The black furred Taer goes up in oily smoke.

Status, bold may post ; Prayer action (+1 to hit and damage)
Maiden(Charis) 10 damage , immune to green
*Vetis -
Jo - 19 damage;
*Zora - 4 damage; immune to green
*Lady Teldra - 1 damage;

Taer
green 9 damage
yellow 7 damage
*Numair 10 damage

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 circles to flank the green one (drawing an AoO, but AC 25 against it).

Attack, flank: 1d20 + 10 + 2 ⇒ (12) + 10 + 2 = 24
Damage: 1d4 + 2 + 2d6 ⇒ (4) + 2 + (3, 1) = 10

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 attempts to throw a fistful of flame near Jo to strike at the pink taer.

Ranged Touhc: 1d20 + 7 - 4 ⇒ (9) + 7 - 4 = 12 for fire damage: 1d6 + 5 ⇒ (4) + 5 = 9

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

Now flanking, the Maiden smiles and punches the remaining Tael before kicking it once in the mid side.

Flurry 1, Fatigued, Flanking: 1d20 + 5 - 1 + 2 ⇒ (9) + 5 - 1 + 2 = 15
Damage: 1d8 + 2 ⇒ (1) + 2 = 3

Flurry 2, Fatigued, Flanking: 1d20 + 5 - 1 + 2 ⇒ (3) + 5 - 1 + 2 = 9
Damage: 1d8 + 2 ⇒ (6) + 2 = 8

Watching her attacks fail to do much, an extra burst of foresight causes her to follow up with a headbutt.
Spending a point of Ki for an additional attack
Ki Flurry, Fatigued, Flanking: 1d20 + 5 - 1 + 2 ⇒ (8) + 5 - 1 + 2 = 14
Damage: 1d8 + 2 ⇒ (4) + 2 = 6

...

Lantern Lodge

Silent tide map

Zora and Charis combine to take out the green furred Taer. What a mess. No wonder they smell so bad.

Vetis sends a gout of fire at the pink Taer, causing it to roar in agony.

Status, bold may post ; Prayer action (+1 to hit and damage)
Jo - 19 damage;
*Lady Teldra - 1 damage;

Taer
yellow 7 damage
pink 13 damage
*Numair 10 damage
Maiden(Charis) 10 damage , immune to green
*Vetis -
*Zora - 4 damage; immune to green

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

"By the power of Asmodeus, it is now time for you to die"
Lady Teldra does a negative channel excluding herself, Zora, and Jo. (It should hit pink and yellow)
channel: 3d6 ⇒ (1, 2, 3) = 6
Will save for half damage, DC15

Lantern Lodge

Silent tide map

You would also get Vetis. I'd need agreement from him before allowing the channel.

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

Go for it.

Will: 1d20 + 11 ⇒ (13) + 11 = 24

Lantern Lodge

Silent tide map

will: 2d20 ⇒ (9, 7) = 16
The two Taer wild under the assault of hellish energy. One still remains standing though.

Status, bold may post ; Prayer action (+1 to hit and damage)
Jo - 19 damage;

Taer
yellow 13 damage
*Numair 10 damage
Maiden(Charis) 10 damage , immune to green
*Vetis - 3 damage
*Zora - 4 damage; immune to green
*Lady Teldra - 1 damage;

Sovereign Court

Jo begins retching from the stench of Taer, but manages a feeble swing at the last creature. Filthy beasts! A beggar would rather freeze to death than sleep beneath your fur.

Rolls:
Fort @ +7: 3d20 ⇒ (2, 12, 17) = 31
Bastard Sword: 1d20 + 1 ⇒ (10) + 1 = 11 Slashing: 1d10 - 1 ⇒ (9) - 1 = 8

Lantern Lodge

Silent tide map

Fatigued and sickened, Jo tries but fails to injure the last of the beastmen.

He steps to the side and tries to push Lady Teldra off a cliff.
But I'm not quite so mean as to try a bulrush
attacks: 3d20 ⇒ (9, 2, 11) = 22

However, upset by the loss of so many of his allies, he can't quite manage it.

Status, bold may post ; Prayer action (+1 to hit and damage)
*Numair 10 damage
Maiden(Charis) 10 damage , immune to green
*Vetis - 3 damage
*Zora - 4 damage; immune to green
*Lady Teldra - 1 damage;
Jo - 19 damage;

Taer
yellow 13 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)

Numair directs one of his spheres onto the last beast.

Flaming Sphere: 3d6 ⇒ (4, 3, 1) = 8 Fire damage. DC 20 Reflex negates.

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 chases after the last beastman and tries to keep him from throwing friends to their deaths.

+1 blade, flanking: 1d20 + 10 + 2 ⇒ (20) + 10 + 2 = 32
Damage: 1d4 + 2 + 1d6 ⇒ (4) + 2 + (3) = 9

Crit confirm?: 1d20 + 10 + 2 ⇒ (18) + 10 + 2 = 30
Damage: 1d4 + 2 ⇒ (4) + 2 = 6

Fort Save(if needed): 1d20 + 6 ⇒ (15) + 6 = 21

Lantern Lodge

Silent tide map

Flame and blade combine to bring down the last of the beastmen.

Meanwhile the sleet storm has happily put out the worst of the fires in the way-station.
giving you all a second PP

Combat over

The mountain men, each a hard individual in their own right, are extremely grateful for your aid against the attack, and offer you a few days rest in their small settlement while you recover from the exertions of your trip.

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)

When he gets the chance, Numair quietly informs Rysam of the contents of the coded note.

"It seems Avery Slyeg wants you dead; there is apparently someone named 'Krysher' up here keeping an eye on you for him, as well..."

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

"It seems even up here, you can't avoid somebody looking for your head..." She looks at the slain Taer. "I will take this opportunity for some warmth, though." She sits next to the fireplace and warms up.

Sovereign Court

"Everybody gather round. Let's see you your wounds."

Rolls:
Channel Energy: 3d6 ⇒ (1, 6, 1) = 8
cure light wounds: 1d8 + 5 ⇒ (1) + 5 = 6

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 not bad Jo. The Prince of Lies' power more tickled than stung. Vetis says, though he smiles as Jo's wave of healing fully restores him.

The Kellid moves closer to some of the mountaineers and says. But if the fire has died, we should see to the walls and guards. These taer are strange beings; they may return once again.

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