GM Crunch
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Blue Reflex: 1d20 + 15 ⇒ (10) + 15 = 25
Yellow Reflex: 1d20 + 15 ⇒ (6) + 15 = 21
Green Reflex: 1d20 + 13 ⇒ (12) + 13 = 25
Well that went well.
The giants are prepared for a repeat of the attack, but it remains effective considering their aversion to fire. Thremyr gnashes his icy teeth and radiates a wave of fear just before breathing out a blizzard. This amplifies the already present chill and provides a rude awakening to Thorax, but the so-called god sags just as Fumbus did at this. Unruffled by the extreme cold, the smallest giant continues swinging his axe every which way.
Recharge: 1d4 ⇒ 4
25-34: Frightened 1
16-24: Frightened 2
15-: Frightened 3 and fleeing for 1 round
27-36: 18 damage
18-26: 12d6 ⇒ (2, 4, 2, 6, 4, 1, 2, 1, 3, 6, 1, 5) = 37 damage
17-: 74 damage
Various cold resistances apply, as usual.
Damage: 2d12 + 12 ⇒ (9, 2) + 12 = 23
Greataxe vs. Arkrandu: 1d20 + 9 ⇒ (19) + 9 = 28
Damage: 2d12 + 12 ⇒ (1, 7) + 12 = 20
Greataxe vs. Fumbus: 1d20 + 9 ⇒ (18) + 9 = 27
Damage: 2d12 + 12 ⇒ (4, 7) + 12 = 23
Round Two:
Thremyr -74 (drained 3)
Green -68
Arkrandu -85 (entangled)
Trofimir -40
Miladistra -9 (entangled)
Harry
Blue -159
Yellow -107
Thorax -74
Fumbus -24 (drained 3, entangled)
Zordox
| Thorax Toothlicker |
You can’t act. Furthermore, you have the blinded and flat-footed conditions and take a –4 conditional penalty to AC and Perception. You critically fail all Reflex saves you must attempt. When you gain this condition, you fall prone and drop items you are holding or wielding unless the effect states otherwise or the GM determines you’re in a position in which you wouldn’t.
If you take damage while asleep, the condition ends. If you are within an ally’s natural reach, that ally can usually nudge or shake you awake with an Interact action (darn, wish I'd known that!). If there is loud noise going on around you, at the start of your turn you can attempt a Perception check as a free action with a –4 circumstance penalty against the noise’s DC (or the lowest DC if there is more than one noise), waking up if you succeed. For creatures attempting to stay quiet, this is a Stealth DC. Some magical effects make you sleep so deeply that they don’t allow you to attempt this Perception check.
Sleep (the spell)
This spell doesn’t prevent creatures from waking up due to a successful Perception check, making it of limited use mid-combat.
So I think, back when it was my turn, I would have been able to roll Perception to wake up? Or no? Then I would be awake when it came time for my to roll Reflex.
Will: 1d20 + 16 ⇒ (12) + 16 = 28
GM Crunch
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About to go to bed but here's what I do and don't know:
The heightened version of sleep doesn't allow for a Perception check but lasts for less time, so that answers that question.
However, now I have a new one, the answer to which could mean you were already awake. That is, when does the "asleep for one round" effect expire? At the start of your next turn, the start of the caster's, or maybe the top of the round? If it were either of the last two, you'd already be awake and could make a save. I didn't take long to research this, but here's the most relevant thing I found.
If you created an effect that lasts for a certain number of rounds, you reduce the number of rounds remaining. The effect ends if the duration has expired.
| Harry Great Hudini |
will: 1d20 + 13 + 1 ⇒ (9) + 13 + 1 = 23 1 from heroism Crap
reflex: 1d20 + 1 + 17 - 2 ⇒ (13) + 1 + 17 - 2 = 29 1 from heroism, -2 from frightened 2
So 13 cold damage to me.
I fireball the same spot level 5 dmg: 12d6 ⇒ (2, 6, 5, 2, 2, 4, 2, 6, 3, 3, 1, 1) = 37 reflex 24
I then pull out my longbow.
| P.T. Fumbus |
Will (drained): 1d20 + 10 ⇒ (1) + 10 = 11
Reflex (drained): 1d20 + 14 ⇒ (1) + 14 = 15
Wow! SOMEBODY really HATES Fumbus.
The goblin looks like he is about to run away, but he instead drops as the cold affront sweeps over him.
| Arkandru Pavlencas |
Will, Heroism: 1d20 + 18 + 1 ⇒ (10) + 18 + 1 = 29
Reflex, Heroism: 1d20 + 13 + 1 ⇒ (17) + 13 + 1 = 31
Arkandru was Entangled last round, is he still? He takes 18-10=8 points of cold damage and is Frightened 1.
Arkandru raises his spiral pendant towards the bejeweled giant and shouts,
"False diety! It is time to meet my goddess for judgment, and she is all too real!"
A pillar of flame, 10 feet in diameter, lances down from the heavens to stab at so-called Thremyr.
Flame Strike, DC 25 Reflex: 11d6 ⇒ (4, 1, 2, 1, 3, 5, 4, 4, 5, 6, 3) = 38
Success The creature takes half damage.
Critical Success The creature is unaffected.
Failure The creature takes full damage.
Critical Failure The creature takes double damage.
| 2E - Miladistra |
I would say the round duration ends with the caster's turn, so you could make the saves. Speaking of Saving Throws:
Will Save vs Fear: 1d20 + 17 ⇒ (18) + 17 = 35
Reflex Save vs Blizzard: 1d20 + 15 ⇒ (4) + 15 = 19
Miladistra's body further chills against the freezing onslaught, but she is still defiant.
Acrobatics to Escape: 1d20 + 14 ⇒ (20) + 14 = 34 She spends a moment to escape, and then casts Fly (Page 225) to heal Arkrandu and give him wings.
(The Healing Transformation feat to heal 4d6 HP.)
4d6 ⇒ (2, 4, 4, 4) = 14
GM Crunch
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That's fair. So Thremyr isn't drained, but Thorax can make the save. Not sure if he has cold resistance, but evasion still applies.
3d6 - 10 ⇒ (3, 5, 1) - 10 = -1
Blue Reflex: 1d20 + 15 ⇒ (5) + 15 = 20
Yellow Reflex: 1d20 + 15 ⇒ (4) + 15 = 19
Green Reflex: 1d20 + 13 ⇒ (20) + 13 = 33
Red Reflex: 1d20 + 18 ⇒ (11) + 18 = 29
Even more fire tears through the giants, taking one down. His partner clings stubbornly on, swinging his axe at the accursed fire-users. The intense cold and his heavy hit put both Arkrandu and Fumbus in critical condition.
Critical Damage: 4d12 + 28 ⇒ (3, 8, 11, 8) + 28 = 58
Greataxe vs. Harry: 1d20 + 11 ⇒ (17) + 11 = 28
Damage: 2d12 + 14 ⇒ (6, 2) + 14 = 22
Round Two:
Thremyr -74
Green -68
Arkrandu -128 (dying 2, entangled, fly, frightened 1)
Trofimir -40
Miladistra -9
Harry -71 (frightened 2)
Blue
Yellow -154
Thorax (frightened 1)
Fumbus -81 (drained 3, dying 2, entangled, frightened 3)
Zordox
| Arkandru Pavlencas |
Thremyr doesn’t take any damage from Flame Strike? Harsh!
When I saw Miladistra’s post I was going to ask if Arkandru could use his third action to fly up, but I suspect that wouldn’t have gotten him out of reach anyway.
| Arkandru Pavlencas |
I did forget! I can only use the extra action to stride or strike, yes? GM - I apologize, at the table, Zordox would have been able to remind me immediately. Would you accept a retcon for the end of Arkandru's turn to step out of the room (stride) and draw his staff (manipulate)?
| Zordox de la Flamme |
Not sure how to put Zordox on the map because I don't see height indicated, but I want to use my Heightened Burning Hands so I can hit both giants but stay out of reach. I have the Reach feat so I've got a 30-foot cone. I think I can do it from where I'm at and nail both of them. If I can't hit both, I'll just move so I can hit the main giant.
Heightened Burning Hands: 5d6 ⇒ (6, 4, 2, 3, 4) = 19
| P.T. Fumbus |
Fumbus -81 (drained 3, dying 2, entangled, frightened 3)
Good time to use that Hero Point, then?
| Thorax Toothlicker |
Retroactive Reflex!: 1d20 + 19 ⇒ (4) + 19 = 23
Darn, but 37 is still doable. Did anyone cast cold resistance on Thorax?
Thorax tumbles into a flank with Trofimir Acrobatics: 1d20 + 19 ⇒ (17) + 19 = 36 and lashes out twice with his dogslicer.
DC 5 flat check to target: 1d20 ⇒ 17
+2 dogslicer, Flanking: 1d20 + 17 ⇒ (11) + 17 = 28
Slashing Damage, Sneak Attack: 3d6 + 5 + 2d6 + 1 ⇒ (4, 1, 3) + 5 + (5, 1) + 1 = 20
DC 5 flat check to target: 1d20 ⇒ 2
+2 dogslicer, Flanking: 1d20 + 17 - 4 ⇒ (2) + 17 - 4 = 15
Slashing Damage, Sneak Attack: 3d6 + 5 + 2d6 + 1 ⇒ (1, 5, 2) + 5 + (3, 3) + 1 = 20
If that kills Yellow, Thorax Intimidates the remaining regular giant as a free action using You're Next! (which I keep forgetting I have!)
Intimidate: 1d20 + 18 ⇒ (17) + 18 = 35
| Harry Great Hudini |
Harry buffs up Zordox and Thorax with level 4 resist elements, before we entered the room (I used one level 4 spell slot and you each gain resistance cold 10)
He also casts Haste and Stoneskin on himself
Then when we enter the room. shh, not to loud fumbus.
Yes, Thorax, on Monday I did. You have cold resistance 10
GM Crunch
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@Arkrandu: Yeah, you can move out. Also, Thremyr not taking damage was on me, I forgot to mark it.
@Fumbus: I'd say so. That's a fair few conditions you have on you. Also, you'd be taking your turn to run, as per the Frightful Presence. However, at the end of your turn you'll be taking damage from being entangled, which will leave you at dying 1 elsewhere.
Cold Damage: 3d6 - 5 ⇒ (6, 4, 3) - 5 = 8
Yellow Reflex: 1d20 + 15 ⇒ (2) + 15 = 17
Green Reflex: 1d20 + 13 ⇒ (7) + 13 = 20
Fumbus narrowly avoids being taken out of action, but must run screaming from the room, not a care about the ice stuck to him - which takes him out of the action. Thorax stomachs his fear and stabs a giant, and thanks to him Zordox is able to melt the rest of the fight out of him.
The remaining frost giant besides Thremyr keeps on swinging, his fear peaking as two others are slain and more fire is promised. Thremyr himself snarls and dives into the fray, trying to...bite Harry? Unusal behavior for a giant, but being asleep makes one hungry. Either way, it's quite effective.
Jaws vs. Harry: 1d20 + 21 ⇒ (18) + 21 = 39
Another Roll: 1d20 + 21 ⇒ (4) + 21 = 25
Critical Damage: 4d10 + 4d6 + 28 ⇒ (7, 2, 7, 1) + (6, 3, 2, 1) + 28 = 57
Wide Swing vs. Arkrandu and Trofimir: 1d20 + 19 ⇒ (1) + 19 = 20
Damage: 2d10 + 12 ⇒ (8, 5) + 12 = 25
Wide Swing vs. Arkrandu and Trofimir: 1d20 + 9 ⇒ (11) + 9 = 20
Damage: 2d10 + 12 ⇒ (10, 8) + 12 = 30
Round Three:
Thremyr -98
Green -97
Arkrandu -79 (entangled, frightened 1)
Trofimir -40
Miladistra -9
Harry -104 (dying 2, frightened 2) (unless hero point?)
Blue
Yellow
Thorax -27
Fumbus -81 (drained 3, dying 1, entangled, frightened 2)
Zordox
| Thorax Toothlicker |
"Tofimir! Here! You get one hamstring, and I get the other!"
Acrobatics to step 5 feet: 1d20 + 19 ⇒ (5) + 19 = 24
Thorax looks up at the imposing giant.
"Let me know if this is your blind spot."
DC 5 flat check to target: 1d20 ⇒ 1
+2 dogslicer: 1d20 + 17 ⇒ (17) + 17 = 34
Slashing Damage, Sly Striker: 3d6 + 5 + 1d6 + 1 ⇒ (2, 2, 5) + 5 + (6) + 1 = 21
"Hrmm... What about here?"
DC 5 flat check to target: 1d20 ⇒ 14
+2 dogslicer: 1d20 + 17 - 4 ⇒ (19) + 17 - 4 = 32
Slashing Damage, Sly Striker: 3d6 + 5 + 1d6 + 1 ⇒ (5, 6, 4) + 5 + (1) + 1 = 22
For those ending their turn within 5 feet of Thremyr, take 2d6 cold damage.
2d6 ⇒ (1, 5) = 6 − 10 = 0 damage
| 2E - Miladistra |
"Dammit." Miladistra decides to cast summon monster V (Page 261) to summon a Lesser Fire Elemental (Bestiary Page 66)
I've drawn a Red circle on the map.
"I'll get you guys back up in a second, give me a moment!"
| P.T. Fumbus |
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Flat check to not die: 1d20 ⇒ 3
Fumblus
| P.T. Fumbus |
[dice=Flat check to not die]1d20
Fumble-us?
Or is it Fumble-more?
| Arkandru Pavlencas |
Arg, I was interrupted this morning before I put of Trofimir's post, then forgot in the excitement of Arkandru maybe dying maybe not. I'll post him next. But first:
DC 5 flat check not to drop the staff due to entangled condition (should have rolled as part of the retcon):: 1d20 ⇒ 16
Whew!
Staff in hand, Arkandru casts a single-action Heal, heightened to level 3, using the spell slot prepared with Crisis of Faith.
Cleric, heal thyself!: 5d8 + 4 ⇒ (1, 5, 6, 6, 8) + 4 = 30
Using the spell slot prepared with Searing Light, he casts 2-action Heal, heightened to level 3, on Fumbus.
NOT TODAY, PHARASMA!: 5d8 + 4 ⇒ (7, 3, 3, 6, 7) + 4 = 30
| Harry Great Hudini |
Question, was my stoneskin applied when damage was dealt? When I was hit with the axe, I would have resisted 5 damage. When I was bit by the jaws, I would have resisted another 5 damage. This might change my dying condition or other things.
I don't remember where in the pathfinder playtest rulebook where it talks about Hero points.
| Zordox de la Flamme |
Zordox decides to get funky and lays down another Heightened Fireball using his Arcane Focus. He aims it to envelop both giants.
Heightened Fireball: 10d6 ⇒ (2, 2, 5, 5, 2, 1, 3, 6, 5, 2) = 33
If I could use a Hero Point to max that damage out I would.
| Harry Great Hudini |
It is best just make a new post instead of edit, but it looks like I would have been at -128 without stoneskin, which you can't go past your HP value, so 5 resistance to each hit would be -118, still dying 2 since I took it from a crit. I found the page on dying and hero points, so I'm going to spend 1 Hero point to return to life with 1 HP, and is that the end of my turn, or do I still get an action?
| Trofimir Is Playtest Bear |
Will: 1d20 + 11 ⇒ (19) + 11 = 30
Reflex: 1d20 + 12 ⇒ (9) + 12 = 21
Trofimir leaps at the not-so-jolly green giant.
Jaws!: 1d20 + 13 ⇒ (3) + 13 = 161d8 + 3 ⇒ (3) + 3 = 6
Jaws!: 1d20 + 13 - 5 ⇒ (2) + 13 - 5 = 101d8 + 3 ⇒ (5) + 3 = 8
note - I forgot to include the penalty for being frightened 1. Not that it matters.
GM Crunch
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Ooh, forgot about Stoneskin. I should start listing party buffs in initiative or elsewhere. But even subtracting 5 from each of the hits and 10 cold damage from the jaws (the d6s) you'd have lost 108. The use of a hero point here would be (whenever you would gain or increase the dying condition) to stay at 1 HP instead.
Ninja'd! Sounds like a plan. Since you were going to be knocked out on Thremyr's turn, you take yours as normal with 1 HP.
Red Reflex: 1d20 + 18 ⇒ (5) + 18 = 23
Green Reflex: 1d20 + 13 ⇒ (14) + 13 = 27
Arkrandu Damage: 3d6 - 10 ⇒ (5, 2, 3) - 10 = 0
Sneak Attack!: 1d6 ⇒ 6
Arkrandu fixes himself and Fumbus a bit. Miladistra's elemental laps up the flames Zordox keeps laying down, and provides a helpful way to distract Thremyr from Thorax's incessant stabbing. The god of the frost giants is not looking happy.
Round Three:
Thremyr -197
Green -123
Arkrandu -49 (entangled)
Trofimir -40
Miladistra -9
Harry -103 (frightened 2)
Blue
Yellow
Thorax -27
Fumbus -51 (drained 3, entangled, frightened 2)
Zordox
| Harry Great Hudini |
Well since, Fireball only takes up two actions, I'm going to fire my bow first at Thremyr, then drop the bow and cast fireball. bow hit: 1d20 + 14 + 1 - 2 ⇒ (11) + 14 + 1 - 2 = 24 heroism +1 to hit, -2 from frightened. I might take additional penalties from firing into melee, if this provokes or I don't have enough actions to do all this, then I don't do this bow damage: 1d8 ⇒ 8
fireball: 12d6 ⇒ (1, 5, 6, 2, 1, 2, 2, 3, 6, 5, 1, 5) = 39 cast at level 5.
edit: speaking of resistances and weaknesses, does any of the enemies have weakness to fire since they are cold aligned? This is a close combat, that could make all the difference between total party wipe and victory.
GM Crunch
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Oh, they all have a weakness to fire. That's been super useful, even for the big spells. Arkrandu's sword and the elemental will benefit so much more.
Red Reflex: 1d20 + 18 ⇒ (13) + 18 = 31
Green Reflex: 1d20 + 13 ⇒ (18) + 13 = 31
The remaining foes fare a little better against this deluge of flame. But Thremyr has clearly had enough, and sees little reason to not show the extent of his - her - fury. For the guise of the icy giant slides away to reveal a massive female dragon! "Enough. With. The. FIRE."
Round Three:
"Thremyr" -221
Green -152
Arkrandu -49 (entangled)
Trofimir -40
Miladistra -9
Harry -103 (frightened 1)
Blue
Yellow
Thorax -27
Fumbus -51 (drained 3, entangled, frightened 2)
Zordox
| 2E - Miladistra |
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"Ah, the mighty god reveals himself. Or herself." Miladistra laughs. "Claim to be divinity and even mighty frost giants will grovel."
Miladistra casts Stormwind Flight (Page 260) to grant herself movement, then she continues to concentrate on the Lesser Fire Elemental.
The Fire Elemental, in the meantime, sees a target!
Tendril: 1d20 + 13 ⇒ (1) + 13 = 14
Fire Damage: 2d6 + 6 ⇒ (3, 2) + 6 = 11
Persistent Fire: 2d4 ⇒ (3, 4) = 7
Tendril: 1d20 + 13 - 5 ⇒ (7) + 13 - 5 = 15
Fire Damage: 2d6 + 6 ⇒ (3, 5) + 6 = 14
Persistent Fire: 2d4 ⇒ (3, 2) = 5
But it's just happy to be here, flailing its arms rapidly like it needs to sell you something quickly.
| P.T. Fumbus |
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If I got this right, due to entangled=hampered 10, it takes Fumbus' two moves to get back to door. Then a flat check is needed to retrieve items Correct?
The frightened, frost-covered Fumbus rushes back towards the fray. He reaches for a pair of bombs of the fiery variety.
Flat check: 1d20 ⇒ 4
The vials clamber to the floor.
GM Crunch
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Yeah, you've got it all correct, Fumbus. Also, forgot to mention a thing.
Full of hot air, the elemental is content to wave around and help Thorax. As the goblin stabs the dragon, ice-cold blood spurts onto him, but his magical protections spare him any trouble. Fumbus returns, only to drop his explosives and slip around a bit.
The last remaining giant looks ready to surrender, but dares not while anywhere near the dragon. He and his master keep swinging despite the odds, for completely different reasons.
Thorax Damage: 2d6 - 10 ⇒ (6, 4) - 10 = 0
Fumbus Damage: 3d6 - 5 ⇒ (4, 2, 1) - 5 = 2
Another Roll: 1d20 + 21 ⇒ (15) + 21 = 36
Damage: 2d10 + 2d6 + 14 ⇒ (6, 2) + (5, 2) + 14 = 29
Jaws vs. Thorax: 1d20 + 16 ⇒ (1) + 16 = 17
Damage: 2d10 + 2d6 + 14 ⇒ (3, 4) + (2, 2) + 14 = 25
Wide Swing vs. Arkrandu and Elemental: 1d20 + 19 ⇒ (15) + 19 = 34
Damage: 2d12 + 12 ⇒ (9, 7) + 12 = 28
Flat Check: 1d20 ⇒ 6
Wide Swing vs. Arkrandu and Elemental: 1d20 + 9 ⇒ (5) + 9 = 14
Damage: 2d12 + 12 ⇒ (5, 12) + 12 = 29
Flat Check: 1d20 ⇒ 13
Wide Swing vs. Arkrandu and Elemental: 1d20 + 9 ⇒ (17) + 9 = 26
Damage: 2d12 + 12 ⇒ (6, 12) + 12 = 30
Round Four:
"Thremyr" -221
Green -152
Arkrandu -77 (entangled)
Trofimir -40
Miladistra -9 (elemental -58)
Harry -103 (frightened 1)
Blue
Yellow
Thorax -49
Fumbus -53 (drained 3, entangled, frightened 1)
Zordox
| 2E - Miladistra |
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Miladistra flies 30 feet west and lands back on the ground. She fires her crossbow once at the giant.
+2 Crossbow: 1d20 + 10 + 6 ⇒ (7) + 10 + 6 = 23
Piercing Damage: 3d8 ⇒ (3, 7, 4) = 14
Meanwhile, the fire elemental doesn't like all of this cold, so he also beats up the giant.
Tendril: 1d20 + 13 ⇒ (6) + 13 = 19
Fire Damage: 2d6 + 6 ⇒ (6, 4) + 6 = 16
Persistent Fire: 2d4 ⇒ (2, 4) = 6
Tendril: 1d20 + 13 - 5 ⇒ (19) + 13 - 5 = 27
Fire Damage: 2d6 + 6 ⇒ (5, 4) + 6 = 15
Persistent Fire: 2d4 ⇒ (4, 2) = 6
"I got plenty more where that came from!" Miladistra taunts.
Explosion (fire) When the elemental dies, it explodes, dealing 3d6 fire damage to all creatures in a 10-foot aura (Reflex DC 18 half, double damage on a critical failure, no damage on a
critical success).
| Thorax Toothlicker |
Thorax takes a quick step into a diagonal flank with the elemental...
Acrobatics, don't roll a 1!: 1d20 + 19 ⇒ (12) + 19 = 31
...and then proceeds with the stabbery.
+2 dogslicer, Flanking: 1d20 + 17 ⇒ (11) + 17 = 28
Slashing Damage, Sneak Attack: 3d6 + 5 + 2d6 + 1 ⇒ (2, 6, 4) + 5 + (5, 4) + 1 = 27
+2 dogslicer, Flanking: 1d20 + 17 - 4 ⇒ (7) + 17 - 4 = 20
Slashing Damage, Sneak Attack: 3d6 + 5 + 2d6 + 1 ⇒ (5, 6, 1) + 5 + (6, 5) + 1 = 29
End of round cold damage: 2d6 ⇒ (3, 6) = 9 – 10 = 0 damage.
Slashing Damage, Sneak Attack: 3d6 + 5 + 2d6 + 1 ⇒ (5, 4, 1) + 5 + (6, 2) + 1 = 24
| P.T. Fumbus |
Fumbus goes to pick up the dropped vials.
Flat check: 1d20 ⇒ 20
He does so with ease. Then, he warily peers into the room and tosses one of the vials of alchemist's fire at the giant.
Manipulate/Move/Strike
Ranged (bomb) v. blue: 1d20 + 15 ⇒ (5) + 15 = 20
Damage (fire): 3d8 ⇒ (4, 1, 5) = 10
3 persistent fire damage
GM Crunch
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Blue's been out for a bit, but fortunately...
A number of things happen in quick succession. Thorax stabs the dragon again, causing her to totter, the fight knocked out of her. He turns his leer to the giant, who lets out a hilarious shriek before taking a downing hit from the elemental. At nearly the same time, yet another explosion hits, taking both foes to the floor.
The dragon, as befits her kind, shows remarkable force of will at still being alive after the onslaught. She could probably be revived (after subdual, of course). The same can't be said for any of her followers, who are slowly melting as the steam rises and ice reforms.
Combat over! Good job, team!
| 2E - Miladistra |
"Another false god falls." Miladistra stows her crossbow away. The fire elemental waves goodbye as it poofs.
"Well, I don't have a quick way of healing your wounds-" she pauses as Thorax dives into the pile of worthless jewels and coins. "But it looks like you're going to be okay for now."
Perception: 1d20 + 16 ⇒ (16) + 16 = 32
"Let's see what's in this chamber, and then I'll make some medicine." Miladistra flies around the chamber.
| Harry Great Hudini |
Alright now time to awaken the sleepers, or come back with someone for hire who can translate languages for us and then awaken the sleepers. I didn't forget about them. We can spend a night at the bar first and then come back the next day, but we must go back for them.
| Zordox de la Flamme |
"Keep an eye on ze stairs. I zink we may find some answers to zis zituation up zere. First we need to heal zou up."
Zordox casts Detect Magic and goes over the gear of the giants.
"I also zink we should revive ze Dragon and question eet as eet has ze answers as well. I have my staff of fire in case some heat needs to be applied to get her to talk."
| Arkandru Pavlencas |
Aw, man! I got off work and the dragon was already dead!
"Someone else count the loot. I vill try to heal the vorst of our vounds."
Realizing that everyone in the party is bolstered against his mundane medical skills, Arkandru uses his staff to cast level 3 heal on each of Harry and Fumbus (subbing out freedom of movement and death ward), and casts restoration (level 4) on Fumbus to remove the drained condition.
Heal Harry (level 3): 5d8 + 5 ⇒ (3, 8, 3, 8, 6) + 5 = 33
Heal Fumbus (level 3): 5d8 + 5 ⇒ (2, 7, 4, 6, 3) + 5 = 27
He also uses two of his first level spells to cast heal (level 1) on himself, and one on Thorax.
Heal Thorax (level 1): 1d8 + 5 ⇒ (1) + 5 = 6
Heal Arkandru x2 (level 1): 2d8 + 10 ⇒ (4, 4) + 10 = 18
"I have one spell left, and I don't vant to vaste it, but I could also use it vith the staff to channel a middling amount of healing energy if it vould help. Vhat do you all think?"
Arkandru could use Breath of Life to cast a level 3 Heal for 2d8 + 5 points of healing for everyone. If he does, we should really really rest for the night. Even if it's only noon.
| 2E - Miladistra |
"I can revive her if you want." Miladistra shrugs. "Kind of hard to tie her up, though."
When the party is ready, she casts Stabilize to revive her. "I'll let you guys do the talking."
| Thorax Toothlicker |
Thorax starts piling coins into an impromptu throne, making sure it sits just barely higher than the dragon's sleeping head.
He has comically outfitted himself with rings, necklaces and bangles that are way too big for him.
He wields a clump of melted coins as though they were a sceptre.
"You can wake her now!"
| P.T. Fumbus |
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Fumbus' seems delighted by the mounds of treasurer. He crawls atop one of them, then promptly begins to nod off.
| Zordox de la Flamme |
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We will subdue her! Not sure what the rules are for that in PF2...or PF1 for that matter.
GM Crunch
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I'm not certain about those rules either. She actually has a bunch of annoying spells like Freedom of Movement, Invisibility, and Obscuring Mist. You can probably find ways around those or knock her out again quick enough. Ropes probably won't hold a dragon on their own, but combined with the proximity to death and goblins it should work. Point is, I'm willing to wave it.
The hoard isn't one the mightiest dragon would boast over, but there's plenty for the mortals. Even a bit melted, it consists of 110 GP, 2,117 SP, six polar bear pelts (worth 10 GP each), an emerald (75 GP), seven silver statuettes each depicting a different type of giant (10 GP each), and a ring of counterspells.
The dragon stirs upon being healed. She pulls a bit at ropes in a way that suggests she could break free with ease upon coming to her senses. That desire quickly fades as the goblins and other dangerous bipeds (many with fire powers) come into view instead. She sighs and goes limp again. "I suppose my fun had to come to an end at some point. Apparently. Have a good deal going with some foolish giants and in steps another problem." A snort is punctuated with a quick cloud of mist. "But what do you want now? Most would probably be working my head off my neck and onto a plaque by now."