GM Hawthwile - To Scale the Dragon (Inactive)

Game Master Hawthwile

Maps and Handouts


151 to 200 of 277 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | next > last >>
Liberty's Edge

Female Half-Orc Brawler 5/Savage Technologist Barbarian 1 | HP: 58/58 | AC 26 (T 18, FF 19) | CMB: 12 CMD: 30 | F:10 R:12 W:4 | Init 5 | Perc: 8 SM: -1 | Speed 70 ft. | Active Effects: Power Attack; Dragon Style; Rage; Haste;

Still having not been healed (much), Bremi notices the strange rock on her person and says, "I know this is a crisis and everything, but there's some kind of freaky rock on my person from the beast's insides. Can anybody, umm, take this from me? Maybe some kind of interdimensional bag thingy-ma-bob could help out? Anybody got one of those. Oh, also, RUN! I DON'T WANT TO DIE TO THOSE STINKY BEASTS!"

I love when barbarian stupidity makes it to the top of a new page. Haha!


Witch's Winter Holiday

As the Pathfinders race back towards the sleds, the screams from the mists grow even more furious as the drums get louder and faster. Worse, the air seems to carry whiffs of taer stench.

Knowledge (nature) DC 20:
The echoing drums are coming from various locations and distance, some using distinctly different response patterns that would suggest a call being answered by several different groups.

I have as sled-pairs right now:
- Untir and Bremi
- Malek and Inghinn
- Jarett and Roudantaimi (implied)

What do you do?

Silver Crusade

M Gnome Gunslinger 1 / Paladin 5, HP 61/61 | AC 18, Touch 13, FF 16 | Fort: +14 Ref: +10 Will: +9 (+2 fear/illusion) |Perc +6 Darkvision | Init: +4 | CMB: 4 | CMD: 16 | Speed: 20 | Grit: 5/5 LoH: 7/7 Shirt 1/1 Hope 1/1
Ammo/Wands:
Gunpowder 25 | Bullets: 3 | Ghost salted: 10 | Cold Iron: 17 | Silver:5 | Adamantine: 5 | Cartridges: 9

"Sure thing, Bremi, I'll take the sTooO...." As soon as Roudantaimi touches the stone, his eyes go wide and his nostrils start flaring. His lips tremble for a second, and then he shivers, like a dog shaking water off its back. "...OOne from you.. Ouch, there was something strange in it. Hmm, definite taste of wickedness." he adds, licking his fingers.

How many rounds did Roudantaimi have to heal Bremi?

"A blanket with some bones.." the gnome comments the group's findings. "Quite... disappointing. Climbing all this way, and finding some bones. But bones we were sent to get, and bones we got. Now let's get back with haste!" he adds quickly, hearing the drums.

Yes, I think that's the setup for sled-pairs


Witch's Winter Holiday

To clarify - the stone that tried to curse Roudantaimi was not the one Bremi found, but the large one sealing the chamber where the bones were found.

And since Roudantaimi was busy with the excavation, he didn't have time to heal Bremi. Untir had time to use 5 healing wand charges.

As the Pathfinder take off in the sleds, a flurry of spears appear from the mist and rain down on them...

Miss chances, 1 = Hit: 6d2 ⇒ (1, 2, 1, 1, 2, 1) = 8

Spear vs Malek AC 19: 1d20 + 5 ⇒ (5) + 5 = 10
Spear vs Inghinn AC 21: 1d20 + 5 ⇒ (6) + 5 = 11
Spear vs Jarrett AC 22: 1d20 + 5 ⇒ (6) + 5 = 11
Spear vs Bremi AC 22: 1d20 + 5 ⇒ (19) + 5 = 24
Spear vs Untir AC 20: 1d20 + 5 ⇒ (12) + 5 = 17
Spear vs Roudantaimi AC 18: 1d20 + 5 ⇒ (4) + 5 = 9

Piercing damage: 1d6 + 3 ⇒ (2) + 3 = 5

...and only Bremi is unlucky enough to catch one with her leg, taking damage as the sleds begin the long descent back to the waystation.

What speed do you want to start at? People are welcome to move things/themselves between sleds as we go, but the mushers will need to make appropriate Handle Animal checks.

What do you do?

Sovereign Court

M Kitsune AC 20 FF 11 Touch 20 CMD 18 HP 31/39 Panache 4/4 Init +6 Perception +7 Fort +5 Ref +12 Will +0 Swashbuckler 3 Unchained Monk (Scaled Fist) 2

"Ah, yip yip doggies! We gotta go faster! Mush, mush!"

Handle Animal: 1d20 + 12 ⇒ (8) + 12 = 20

Grand Lodge

”Malek Huk” | male NC human slayer 8 | HP 76/76| AC 23, T 15, FF 18 | CMD 25 | F +11 R +15 W +8; | Init +7 | Perc +11 | Speed 30ft | Active Conditions: None.

"Run run!"

Handle animal- Fatigued: 1d20 + 18 + 2 ⇒ (18) + 18 + 2 = 38

Liberty's Edge

Female Half-Orc Brawler 5/Savage Technologist Barbarian 1 | HP: 58/58 | AC 26 (T 18, FF 19) | CMB: 12 CMD: 30 | F:10 R:12 W:4 | Init 5 | Perc: 8 SM: -1 | Speed 70 ft. | Active Effects: Power Attack; Dragon Style; Rage; Haste;

Bremi pulls a spear from her chest, glad she received healing before shouting, "WHY ME!? EVERYONE ELSE IS FINE! AAH!" She'll angrily chuck a spear in the general direction of the Taer as her sled pulls away.


Witch's Winter Holiday

But seriously, what speed are we starting at?

Sovereign Court

M Kitsune AC 20 FF 11 Touch 20 CMD 18 HP 31/39 Panache 4/4 Init +6 Perception +7 Fort +5 Ref +12 Will +0 Swashbuckler 3 Unchained Monk (Scaled Fist) 2

Do we have to start at 1 and speed up round by round?


Witch's Winter Holiday

Nah, taer can't run fast enough to make that a worry. I just need to know the group's desired speed (that you'll accelerate until you reach, then hold steady) as you descend.

Liberty's Edge

Female Half-Orc Brawler 5/Savage Technologist Barbarian 1 | HP: 58/58 | AC 26 (T 18, FF 19) | CMB: 12 CMD: 30 | F:10 R:12 W:4 | Init 5 | Perc: 8 SM: -1 | Speed 70 ft. | Active Effects: Power Attack; Dragon Style; Rage; Haste;

"We can go a bit slower if we need. I've got the wand of Endure Elements for those who'd like it!"

Grand Lodge

”Malek Huk” | male NC human slayer 8 | HP 76/76| AC 23, T 15, FF 18 | CMD 25 | F +11 R +15 W +8; | Init +7 | Perc +11 | Speed 30ft | Active Conditions: None.

max speed so 10

Scarab Sages

Human (Garundi) Shaman L5 | HP: 38/38 | AC:20 T:11 FF:20 | CMB:+2 CMD:13 | Saves F:4 R:3 W:11 | Init:+7 | Per:+16 | Spd: 20+10 | Reroll: 1/1 | channel energy 2/4 | stardust 6/6 | spirit magic: 3/3 | Condition: longstrider (1h)

Sorry I wasn't notification of new posting, and I stupidly didn't think to check.

wand of CLW x 5 for Bremi: 5d8 + 5 ⇒ (2, 7, 7, 7, 5) + 5 = 33

"So long as we can outrun them, I worry about travelling too fast. I do not have a firm control of this sled as yet."

I'll say something like 3?

Sovereign Court

M Kitsune AC 20 FF 11 Touch 20 CMD 18 HP 31/39 Panache 4/4 Init +6 Perception +7 Fort +5 Ref +12 Will +0 Swashbuckler 3 Unchained Monk (Scaled Fist) 2

3 it is to start then.

Scarab Sages

Human (Garundi) Shaman L5 | HP: 38/38 | AC:20 T:11 FF:20 | CMB:+2 CMD:13 | Saves F:4 R:3 W:11 | Init:+7 | Per:+16 | Spd: 20+10 | Reroll: 1/1 | channel energy 2/4 | stardust 6/6 | spirit magic: 3/3 | Condition: longstrider (1h)

"Hut hut!"

handle animal, mw tools: 1d20 + 7 + 2 ⇒ (9) + 7 + 2 = 18


Witch's Winter Holiday

We'll compromise at Speed 5 for now.

The Pathfinders quickly pass through the avalanche remains in the Eye of the Dragon, avoiding the worst of the broken trees and boulders. As they speed up on the downhill slope through the Wings, 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 and move swiftly to intercept the Pathfinders!

So, there's not really a "map" here. What we care about is relative positions between sleds. So, the mechanics:
- The difference in speed between two sleds is how many squares left/right they will move relative to each other.
- Sleds must be adjacent to each other for melee combat
- Turning a sled moves a number of squares up/down from its previous position
- Ranged combat is possible, but suffers the same penalties as mounted archery (-4 for sleds at Speed 5 or slower, -8 for sleds at Speed 6 or higher)
- Spellcasting is possible, but suffers the same penalties as mounted spellcasting (Concentration 10+Spell level for sleds at Speed 5 or slower, Concentration 15+Spell level for sleds at Speed 6 or higher)

Initiative:
Malek: 1d20 + 3 ⇒ (9) + 3 = 12
Inghinn: 1d20 + 4 ⇒ (20) + 4 = 24
Jarrett: 1d20 + 6 ⇒ (1) + 6 = 7
Bremi: 1d20 + 5 ⇒ (7) + 5 = 12
Untir: 1d20 + 6 ⇒ (10) + 6 = 16
Roudantaimi: 1d20 + 4 ⇒ (2) + 4 = 6

Gray: 1d20 + 4 ⇒ (5) + 4 = 9
Maroon: 1d20 + 4 ⇒ (10) + 4 = 14
Orange: 1d20 + 3 ⇒ (15) + 3 = 18
Cyan: 1d20 + 3 ⇒ (1) + 3 = 4

Round 1! Bold may act!
Inghinn
Orange
Untir
Maroon
Bremi
Malek
Gray
Jarrett
Roudantaimi
Cyan

Starting Speed: 6 - Current speeds are noted on map for each sled

"Road" Conditions:
- Narrow Path: Turn Maneuvers take a -4 penalty, increased risk of tipping over

Questions? Me too. Post them here and we'll figure this out together - hopefully before we crash and burn.

What do you do?

Grand Lodge

”Malek Huk” | male NC human slayer 8 | HP 76/76| AC 23, T 15, FF 18 | CMD 25 | F +11 R +15 W +8; | Init +7 | Perc +11 | Speed 30ft | Active Conditions: None.

Can we stop and fight? If we can't, can I drive and fight?


Witch's Winter Holiday

Excellent questions. Directing the dogs is a move action, so drivers (and passengers) have standard actions to use as they see fit. The use of some two-handed weapons might prove difficult (imagine trying to swing a greatsword with both hands while seated in a canoe, for example). Passengers who strap themselves into the sled (allowing them to brace against it) are able to use such weapons without any problems. Strapping in will require an action from a passenger to "activate" or "deactivate".

As far as stopping the sleds, that is a possibility - but the author of the scenario encourages me to run this as a "thrilling sled race down the mountain slope". What we really need is another avalanche behind the party to help "encourage" them to keep moving. Oh well.

EDIT: Oh wait, I forgot about the avalanche of angry taer behind you! Sure you want to stop and see how long it takes for them to catch up with you?

Sovereign Court

LG Female (she/her) Human Fighter 6 | HP 24/61 | AC21 | T11 | FF20 | CMD22 (24 vs overrun) | F+8 R+5 W+3 (+2 vs fear) | Speed 20ft Init. +4 | Perception +0 | Status: Hybrid Form; Heroism (2hrs), Haste, Shaken| Found Gear: Potion of Fly

"I've got 'em," Inghinn says as she pulls out her longbow. Turning in the sled to face the pursuing Taer, Inghinn takes aim at the sled driver ahead and to her right and lets an arrow fly.

Aiming at the driver in the sled at bottom right on the map, outlined in light blue.

Composite Longbow (+2), sled penalty: 1d20 + 7 - 8 ⇒ (11) + 7 - 8 = 10 Damage: 1d8 + 2 ⇒ (5) + 2 = 7

If the driver is within 30ft, Point Blank Shot applies and grants +1 to both attack and damage.


Witch's Winter Holiday

The bouncing sled causes Inghinn's shot to go wide as one of the sleds turns towards her...

Handle Animal vs DC 19: 1d20 + 5 - 4 ⇒ (19) + 5 - 4 = 20

...and as it approaches the passenger whirls a set of bolas before throwing them at Malek...

Ranged Trip, FE vs CMD 23: 1d20 + 7 + 2 - 8 ⇒ (14) + 7 + 2 - 8 = 15

...and he also misses and curses loudly.

Round 1! Bold may act!
Inghinn
Orange
Untir
Maroon
Bremi
Malek
Gray
Jarrett
Roudantaimi
Cyan

"Road" Conditions:
- Narrow Path: Turn Maneuvers take a -4 penalty, increased risk of tipping over

Questions? Me too. Post them here and we'll figure this out together - hopefully before we crash and burn.

What do you do?

Scarab Sages

Human (Garundi) Shaman L5 | HP: 38/38 | AC:20 T:11 FF:20 | CMB:+2 CMD:13 | Saves F:4 R:3 W:11 | Init:+7 | Per:+16 | Spd: 20+10 | Reroll: 1/1 | channel energy 2/4 | stardust 6/6 | spirit magic: 3/3 | Condition: longstrider (1h)

Sorry need to clarify and apologies for holding things up. I'm not sure how to turn, or rather, what is the DC to move the sled up or down. The handout talks about +1 DC per 5 degrees turn, but that's not what's happening now right?

Separately, I'm thinking of doing something unorthodox, namely casting fly on Bremi. Then she could move wherever she wants to happily hack people. I notice she is wearing light armor, so that is 60 speed, which should work out to ~ 7mph. Not sure though what that is relative to our speed increments. Bremi, if I do that, you would have a fly skill of +9 (less ACP).

Liberty's Edge

Female Half-Orc Brawler 5/Savage Technologist Barbarian 1 | HP: 58/58 | AC 26 (T 18, FF 19) | CMB: 12 CMD: 30 | F:10 R:12 W:4 | Init 5 | Perc: 8 SM: -1 | Speed 70 ft. | Active Effects: Power Attack; Dragon Style; Rage; Haste;

I've got a mithral chain shirt, so no ACP. My rage goes to my dex, as well, which would help. Time to fly? According to my calculations, that would make my fly +11?


Witch's Winter Holiday

So I'm estimating movement up/down based on degrees turn and relative speed. 45 degrees is easy enough to see (DC 19), 30 degrees is 1-vertical 2-horizontal (DC 16), 60 degrees would be 2-vertical 1-horizontal (DC 22). You can also describe a desired course of action since the map is an abstraction anyways.

And I see no problem with casting fly on Bremi! Biggest thing would be that unless she lands on a sled, she'll have to use her move action to "catch up" with the sled and thus won't be able to make full-round attacks.

Scarab Sages

Human (Garundi) Shaman L5 | HP: 38/38 | AC:20 T:11 FF:20 | CMB:+2 CMD:13 | Saves F:4 R:3 W:11 | Init:+7 | Per:+16 | Spd: 20+10 | Reroll: 1/1 | channel energy 2/4 | stardust 6/6 | spirit magic: 3/3 | Condition: longstrider (1h)

Untir places his hand on Bremi which keeping the other on the reins. He mutters a few words, and suddenly his spirits burst forth and infuse into her, buoying her up. He then flicks the reins to get the dogs to speed up.

Mush: handle animal, mw tool, DC12: 1d20 + 7 + 2 ⇒ (13) + 7 + 2 = 22

Now speed increment 7. Since Bremi can freely now attack whoever she want, I don't need to worry about turning my sled with my low handle animal skill. :) And he can focus on hexing people.


Witch's Winter Holiday

Excellent! Something for Bremi (and everyone else) to keep in mind though is that she has a max speed of 7 compared to the sleds. Don't leave her behind!

The rider in maroon (top front corner) pulls out a net and watches the Pathfinders' sleds intently, a cruel smile barely visible through the scarves protecting his face from the wind. His rider tries to slow down to match Untir's speed...

Handle Animal vs DC 12: 1d20 + 5 ⇒ (5) + 5 = 10

...but the dogs are too excited and the sled pulls further ahead.

Round 1! Bold may act!
Inghinn
Orange
Untir
Maroon
Bremi (Flying)
Malek
Gray
Jarrett
Roudantaimi
Cyan

"Road" Conditions:
- Narrow Path: Turn Maneuvers take a -4 penalty, increased risk of tipping over

Questions? Me too. Post them here and we'll figure this out together - hopefully before we crash and burn.

What do you do?

Grand Lodge

”Malek Huk” | male NC human slayer 8 | HP 76/76| AC 23, T 15, FF 18 | CMD 25 | F +11 R +15 W +8; | Init +7 | Perc +11 | Speed 30ft | Active Conditions: None.

Malek speed up and rides to the left so that Inghinn and he can attack the crew on the closest sled.

Handle animal: 1d20 + 18 ⇒ (4) + 18 = 22

Then he tries to strike driver of the sled with the axe.

handaxe: 1d20 + 11 ⇒ (14) + 11 = 25
damage: 1d6 + 5 ⇒ (2) + 5 = 7

Liberty's Edge

Female Half-Orc Brawler 5/Savage Technologist Barbarian 1 | HP: 58/58 | AC 26 (T 18, FF 19) | CMB: 12 CMD: 30 | F:10 R:12 W:4 | Init 5 | Perc: 8 SM: -1 | Speed 70 ft. | Active Effects: Power Attack; Dragon Style; Rage; Haste;

"HEHEHE! TAKE THIS!" Bremi says as she flies over to one of the sleds and kicks the driver.

Activating: Power Attack, Dragon Style, and Rage

KICK: 1d20 + 12 ⇒ (19) + 12 = 31
KICK DAMAGE: 1d8 + 14 ⇒ (5) + 14 = 19

Bremi smiles as she feels the kick connect. "At least you won't burn me if I hurt you!"


Witch's Winter Holiday

Malek, since you wanted to attack the driver you'd have to actually slow down and turn - which you did without a problem, so no worries!

As Malek chops at the neighboring driver, Bremi flies over to the man in maroon. As she approaches, he throws his net...

Ranged Touch vs AC 17: 1d20 + 7 - 8 ⇒ (5) + 7 - 8 = 4

...but the bouncing sled throws his aim off and he misses, only to get a faceful of foot for his troubles. The woman in grey holds up something and yells something magical over the chattering dogs, seeming to pay close attention to the lead dog of Jarrett's sled...

Dog Will: 1d20 + 1 ⇒ (14) + 1 = 15

...but the dog seems to shake off whatever she was trying to do.

Spellcraft DC 16:
That was cause fear!

Round 1! Bold may act!
Inghinn
Orange
Yellow (-7)

Untir
Maroon (-19)
Bremi (Flying)
Malek
Gray
Jarrett
Roudantaimi

Cyan

"Road" Conditions:
- Narrow Path: Turn Maneuvers take a -4 penalty, increased risk of tipping over

Questions? Me too. Post them here and we'll figure this out together - hopefully before we crash and burn.

What do you do?

Sovereign Court

M Kitsune AC 20 FF 11 Touch 20 CMD 18 HP 31/39 Panache 4/4 Init +6 Perception +7 Fort +5 Ref +12 Will +0 Swashbuckler 3 Unchained Monk (Scaled Fist) 2

I attempt to speed up to 8 and catch up to the red sled, but leave some distance between so that Bremi can shoot.

Handle Animal: 1d20 + 12 ⇒ (4) + 12 = 16

Silver Crusade

M Gnome Gunslinger 1 / Paladin 5, HP 61/61 | AC 18, Touch 13, FF 16 | Fort: +14 Ref: +10 Will: +9 (+2 fear/illusion) |Perc +6 Darkvision | Init: +4 | CMB: 4 | CMD: 16 | Speed: 20 | Grit: 5/5 LoH: 7/7 Shirt 1/1 Hope 1/1
Ammo/Wands:
Gunpowder 25 | Bullets: 3 | Ghost salted: 10 | Cold Iron: 17 | Silver:5 | Adamantine: 5 | Cartridges: 9

"WHEEEEEEEEEE! THIS IS LIFE!!!!" Roudantaimi yells as the sled speeds down the Dragon.

"Jarret, try to get closer to that woman in grey! She's up to no good!"

The ride is bouncy, and there is still some distance to the enemy sled. Roudantaimi points his pistol towards the spellcasting woman, and squints his eyes for a better aim. A short prayer to Shelyn to make his gun a vessel of divine justice. If there is evil in the woman's heart, she will regret it.

swift action: smite evil

+1 pistol: 1d20 + 9 - 8 ⇒ (9) + 9 - 8 = 10 +1 if within 30', +5 if evil
damage: 1d6 + 1 ⇒ (5) + 1 = 6+1 if within 30', +4 if evil

Not sure about the distance in the map, is 1 square 5ft? Anyway, optimally trying to shoot at 20ft from the target so targeting touch AC


Witch's Winter Holiday
Roudantaimi wrote:
Not sure about the distance in the map, is 1 square 5ft?

Pretty much - if it needs adjusting as this encounter plays out then we'll adjust.

Even with all the bouncing, Roudantaimi's blessed pistol strikes true, and a spurt of blood stains the snow crimson as the sleds whiz onwards. The last sled maintains its course as suddenly the sleds in the middle of the pass strike several rough-trimmed saplings that were partially buried in the snow. The four sleds bounce wildly, forcing the mushers to decided whether to slow down or lose control of their sleds!

Round 2! Bold may act!
Inghinn
Orange
Yellow (-7)

Untir
Maroon (-19)
Bremi (Flying)
Malek
Gray (-11)
Jarrett
Roudantaimi
Cyan

"Road" Conditions:
- Narrow Path: Turn Maneuvers take a -4 penalty, increased risk of tipping over
- Sapling Trap: Sleds must either slow down or lose control

Questions? Me too. Post them here and we'll figure this out together - hopefully before we crash and burn.

What do you do?

Sovereign Court

LG Female (she/her) Human Fighter 6 | HP 24/61 | AC21 | T11 | FF20 | CMD22 (24 vs overrun) | F+8 R+5 W+3 (+2 vs fear) | Speed 20ft Init. +4 | Perception +0 | Status: Hybrid Form; Heroism (2hrs), Haste, Shaken| Found Gear: Potion of Fly

As another of the sleds draws up alongside Inghinn and Malek's, the young Galtan woman's face hardens with determination. She puts her bow down in the floor of the sled and draws out a morningstar lying atop her pack behind her. She slams the weapon down on the sled driver, hoping to push them back and out of the chase.

Move action to draw a weapon, then attack

Morningstar, power attack: 1d20 + 9 - 2 ⇒ (5) + 9 - 2 = 12 Damage, pa: 1d8 + 3 + 4 ⇒ (4) + 3 + 4 = 11


Witch's Winter Holiday

While dropping an item is a free action, stowing one is not - and Inghinn is currently racing down a mountainside on a bouncing sled.

As Inghinn drops her bow, it starts to bounce out of the sled. Her swing with the morningstar only catching air, she reaches for her bow as it flies into the air...

Inghinn Reflex: 1d20 + 4 ⇒ (15) + 4 = 19

...and catches it before it is lost to the snowy mountainside! The driver she just swung at tries to slow down as her sled bounces wildly...

Handle Animal vs DC 12: 1d20 + 5 ⇒ (7) + 5 = 12

...and the dogs fall back obediently. The man in orange swings at Malek as he pulls alongside...

Shortsword vs FF AC 16: 1d20 + 7 + 2 ⇒ (2) + 7 + 2 = 11
Slashing damage: 1d6 + 1 + 2 ⇒ (6) + 1 + 2 = 9

...but he curses loudly as he misses.

Round 2! Bold may act!
Inghinn
Orange
Yellow (-7)

Untir
Maroon (-19)
Bremi (Flying)
Malek
Gray (-11)
Jarrett
Roudantaimi
Cyan

"Road" Conditions:
- Narrow Path: Turn Maneuvers take a -4 penalty, increased risk of tipping over
- Sapling Trap: Sleds must either slow down or lose control

Questions? Me too. Post them here and we'll figure this out together - hopefully before we crash and burn.

What do you do?

Sovereign Court

LG Female (she/her) Human Fighter 6 | HP 24/61 | AC21 | T11 | FF20 | CMD22 (24 vs overrun) | F+8 R+5 W+3 (+2 vs fear) | Speed 20ft Init. +4 | Perception +0 | Status: Hybrid Form; Heroism (2hrs), Haste, Shaken| Found Gear: Potion of Fly

Good call on stowing vs dropping, GM! I'll have to keep that in mind!
Oh, and thanks for the lucky roll! It would really suck to lose that bow. :P

Scarab Sages

Human (Garundi) Shaman L5 | HP: 38/38 | AC:20 T:11 FF:20 | CMB:+2 CMD:13 | Saves F:4 R:3 W:11 | Init:+7 | Per:+16 | Spd: 20+10 | Reroll: 1/1 | channel energy 2/4 | stardust 6/6 | spirit magic: 3/3 | Condition: longstrider (1h)

Hmm, am I correct to assume that the dogs are in front of the sleds? In that case...

As the trail becomes extremely bumpy with the saplings, Untir quick tightens the reins and manages to slow his dogs.
brake DC12: handle animal, mw tool: 1d20 + 7 + 2 ⇒ (6) + 7 + 2 = 15 slow down to 6

Only then does he have the attention to look around. Untir sees the sled on his left being taken care of by the flying Bremi and he is somewhat worried about the one on his right. However, he hears baying behind him and a quick look over his shoulder reveals another sled harassing Malek and Inghinn behind him. But, the dogs are just behind him. A rare mischievous grin appear on his face...

Reaching his left hand behind him, Untir calls upon his spirits to swirl forth, drawing light from the sun that blasts right into the midst of the dogs!

Cast color spray will DC16, targeting the dogs of the sled as indicated in the map. From my one experience dog sledding, all it takes is for one dog to go out of control for the whole sled to go crashing, so *fingers crossed*


Witch's Winter Holiday

I like it! Only one problem - the sled is very bouncy, which makes it difficult to concentrate.

Untir Concentration vs DC 11: 1d20 + 10 ⇒ (18) + 10 = 28

Since I forgot to ask for a concentration check for the fly spell, we're just going to let that one go. Too much of a headache to retcon.

Untir sends colorful spirits streaking behind him...

Dog Will vs DC 16: 1d20 + 1 ⇒ (9) + 1 = 10

...and the lead dog of the enemy sled tumbles, dragging the rest of the team down as the sled slides over them. The howl of dogs in pain fills the air as the Pathfinders hear bones snapping under the weight of the sled - which is now in danger of running into Malek's dogs!

Malek, I'm going to need two Handle Animal checks from you - one to slow down and one to turn at least 45 degrees away from the neighboring sled. Unfortunately, that'll use up both your actions this round.

As his musher tries to slow down...

Handle Animal vs DC 12: 1d20 + 5 ⇒ (14) + 5 = 19

...and the sled falls behind Bremi, the man in maroon throws another net...

Ranged touch vs AC 17: 1d20 + 7 - 4 ⇒ (17) + 7 - 4 = 20

...and Bremi is all wrapped up in the ropes, unable to fly swiftly as the man grins wickedly.

Bremi, while you are entangled your max speed is 2.

Round 2! Bold may act!
Inghinn
Orange
Yellow (-7)

Untir
Maroon (-19)
Bremi (Flying, Entangled)
Malek (Sapling trap, Dodging downed sled)
Gray (-11)
Jarrett (Sapling Trap)
Roudantaimi
Cyan

"Road" Conditions:
- Narrow Path: Turn Maneuvers take a -4 penalty, increased risk of tipping over
- Sapling Trap: Sleds must either slow down or lose control

Questions? Me too. Post them here and we'll figure this out together - hopefully before we crash and burn.

What do you do?

Grand Lodge

”Malek Huk” | male NC human slayer 8 | HP 76/76| AC 23, T 15, FF 18 | CMD 25 | F +11 R +15 W +8; | Init +7 | Perc +11 | Speed 30ft | Active Conditions: None.

Handle Animal for slowing down: 1d20 + 18 ⇒ (4) + 18 = 22
Handle Animal for 45 degrees: 1d20 + 18 ⇒ (1) + 18 = 19

"Wow dogs, slow down!"

Liberty's Edge

Female Half-Orc Brawler 5/Savage Technologist Barbarian 1 | HP: 58/58 | AC 26 (T 18, FF 19) | CMB: 12 CMD: 30 | F:10 R:12 W:4 | Init 5 | Perc: 8 SM: -1 | Speed 70 ft. | Active Effects: Power Attack; Dragon Style; Rage; Haste;

Bremi, if you'll allow, will take one swipe at the lead dog of the sled in front of her, attempting to trip it (this would provoke from the dog).

Trip the doggo + entangled + flurry: 1d20 + 12 - 2 - 2 ⇒ (18) + 12 - 2 - 2 = 26

Whether or not the doggo is tripped at this point, she'll begin to attack the net with her Adamantine Tekko Kagi, hoping to claw through it like butter.

Net attack: 1d20 + 13 - 2 - 2 ⇒ (12) + 13 - 2 - 2 = 21
Damage: 1d6 + 6 ⇒ (1) + 6 = 7 Still enough, I hope

Now, the last attack is tricky.

If the doggo isn't tripped:
Bremi will attempt to trip the dog.Trip, again. Entangled not applied if the net is still there: 1d20 + 12 - 2 ⇒ (15) + 12 - 2 = 25

If Bremi is still entangled, but the dog is tripped:
Bremi will attempt to get out of the net by attacking it, again.
Net attack: 1d20 + 13 - 2 - 2 ⇒ (17) + 13 - 2 - 2 = 26
Damage: 1d6 + 6 ⇒ (5) + 6 = 11 Still enough, I hope

If not entangled and dog is tripped:
Bremi will not take her final attack.

Because Bremi is attacking a minimum of 2 times, she needs a fly check to hover (or 5 foot fly to reach the dog, if that's a thing).

DC 15 Fly check + fly spell bonus + good maneuverability : 1d20 + 5 + 2 + 4 ⇒ (11) + 5 + 2 + 4 = 22

Luckily, Bremi manages to stay afloat throughout the madness.


Witch's Winter Holiday

As Bremi aims for the sled dog's legs, it snaps instinctively back...

Bite vs AC 23: 1d20 + 3 ⇒ (18) + 3 = 21
Bite damage: 1d6 + 3 ⇒ (3) + 3 = 6

...but it misses the barbarian whizzing towards it and finds its face in the snow, with lots of other dogs and a sled on top of it. Bremi cuts herself free of the net, only to discover not one, but two overturned sleds next to her.

Bremi and the overturned sleds (sounds like a band name) have been moved "off" the map to represent the fact that they have stopped moving while the other sleds continue down the mountainside.

Malek masterfully handles his sled, and the fallen sleds (and Bremi) are soon left behind in the mountain pass. The woman in gray holds out her icon again, and tries to focus...

Concentration vs DC 16: 1d20 + 6 ⇒ (18) + 6 = 24

...and successfully casts her spell! Untir hears her voice, commanding him to stop...

Untir Will: 1d20 + 11 ⇒ (12) + 11 = 23

...but he easily shakes off the compulsion.

Spellcraft DC 16:
That was command.

Round 2! Bold may act!
Inghinn
Orange (Prone, Stopped)
Yellow (-7, Prone, Stopped)

Untir
Maroon (-19, Prone, Stopped)
Bremi (Flying, Stopped)
Malek
Gray (-11)
Jarrett (Sapling Trap)
Roudantaimi
Cyan

"Road" Conditions:
- Narrow Path: Turn Maneuvers take a -4 penalty, increased risk of tipping over
- Sapling Trap: Sleds must either slow down or lose control

Questions? Me too. Post them here and we'll figure this out together - hopefully before we crash and burn.

What do you do?

Silver Crusade

M Gnome Gunslinger 1 / Paladin 5, HP 61/61 | AC 18, Touch 13, FF 16 | Fort: +14 Ref: +10 Will: +9 (+2 fear/illusion) |Perc +6 Darkvision | Init: +4 | CMB: 4 | CMD: 16 | Speed: 20 | Grit: 5/5 LoH: 7/7 Shirt 1/1 Hope 1/1
Ammo/Wands:
Gunpowder 25 | Bullets: 3 | Ghost salted: 10 | Cold Iron: 17 | Silver:5 | Adamantine: 5 | Cartridges: 9

"Oh no, poor doggies!" Roudantaimi cries out when one of the sleds turns over.

Then he switches his attention back to the spellcaster woman. The gnome reloads a new bullet into his pistol, tries to get a good aim on the enemy - but the bouncy ride makes it very hard, and so his shot goes wide.

move action: reload, std: attack

+1 pistol, PBS, smite: 1d20 + 9 + 1 + 5 - 8 ⇒ (2) + 9 + 1 + 5 - 8 = 9
damage: 1d6 + 1 + 1 + 4 ⇒ (4) + 1 + 1 + 4 = 10

Sovereign Court

M Kitsune AC 20 FF 11 Touch 20 CMD 18 HP 31/39 Panache 4/4 Init +6 Perception +7 Fort +5 Ref +12 Will +0 Swashbuckler 3 Unchained Monk (Scaled Fist) 2

"oh no! Yip yip doggos! We gotta watch out!"

Handle Animal to avoid sapling trap: 1d20 + 12 ⇒ (16) + 12 = 28

"good job puppies! Now we gotta get those baddies! Mush!"

handle animal to speed up: 1d20 + 12 ⇒ (11) + 12 = 23

not sure if I'm doing this right; my intent is to pull up alongside the next closest bad guy.


Witch's Winter Holiday

The Handle Animal rolls were high enough that you can maintain control of your sled without slowing down, then turn towards the bottom of the map.

Jarrett briefly loses control of his sled, but brings the dogs back into line as he guides them towards the gray woman's sled. The remaining sled holds a steady path as the sleds leave the Wings and enter the Dragon's Talons. The path splits into an upper and lower path here, with the Pathfinders on the steeper lower side covered in icy dunes and their opponents on the slicker upper path.

Sleds on the lower path automatically have their speed increased by 3. Opponents on the upper path have soft cover (+2) from ranged attacks below them. It is not possible to move from the lower path to the upper, but it is possible to fall from the upper path onto the lower. Additionally, each path comes with its own challenges - detailed below.

Also, slight fudging of initiative to let more people act sooner.

Bremi watches as the man in maroon directs his allies to right their sleds and gather as many unharmed dogs as possible.

Round 3! Bold may act!
Inghinn
Orange (Stopped)
Yellow (-7, Stopped)

Untir
Maroon (-19, Stopped)
Bremi (Flying, Stopped)
Malek

Gray (-11)
Jarrett
Roudantaimi
Cyan

"Road" Conditions:
- Lower Path: Sleds at high speeds (>5) must make Handle Animal DC 20 checks each round to prevent flipping on the ice dunes
- Upper Path: Sleds at high speeds (>3) must make Handle Animal checks each round to prevent slipping off path and taking falling damage

To clarify: it is only possible to change 1 speed increment per move action.

Questions? Me too. Post them here and we'll figure this out together - hopefully before we crash and burn.

What do you do?

Grand Lodge

”Malek Huk” | male NC human slayer 8 | HP 76/76| AC 23, T 15, FF 18 | CMD 25 | F +11 R +15 W +8; | Init +7 | Perc +11 | Speed 30ft | Active Conditions: None.

handle animal: 1d20 + 18 ⇒ (19) + 18 = 37

Malek continue to drive sled with same speed.

Sovereign Court

LG Female (she/her) Human Fighter 6 | HP 24/61 | AC21 | T11 | FF20 | CMD22 (24 vs overrun) | F+8 R+5 W+3 (+2 vs fear) | Speed 20ft Init. +4 | Perception +0 | Status: Hybrid Form; Heroism (2hrs), Haste, Shaken| Found Gear: Potion of Fly

Inghinn takes the time to properly stow her morningstar, then straps herself in to the sled to help keep her a bit more stable.

Move and a standard

Scarab Sages

Human (Garundi) Shaman L5 | HP: 38/38 | AC:20 T:11 FF:20 | CMB:+2 CMD:13 | Saves F:4 R:3 W:11 | Init:+7 | Per:+16 | Spd: 20+10 | Reroll: 1/1 | channel energy 2/4 | stardust 6/6 | spirit magic: 3/3 | Condition: longstrider (1h)

handle animal, mw tool: 1d20 + 7 + 2 ⇒ (15) + 7 + 2 = 24
Untir manages to keep control of the sled. For now. (Does this take a move action? If not...)

Not liking how fast they are going, Untir pulls on the reins trying to get the dogs to slow down.
slow down DC12, handle animal, mw tool: 1d20 + 7 + 2 ⇒ (13) + 7 + 2 = 22

Meanwhile, he turns his attention to the driver of the driver to his front, and sends his spirits to harass him.

Misfortune hex: will DC17, if fail roll 2 d20s for all checks and take worse result for 1 round. It's not a spell so don't need concentration checks, right?

Liberty's Edge

Female Half-Orc Brawler 5/Savage Technologist Barbarian 1 | HP: 58/58 | AC 26 (T 18, FF 19) | CMB: 12 CMD: 30 | F:10 R:12 W:4 | Init 5 | Perc: 8 SM: -1 | Speed 70 ft. | Active Effects: Power Attack; Dragon Style; Rage; Haste;

Bremi, insisting on keeping the sled stopped, will full attack the sled she downed with her Adamantine Tekko Kagi, hoping to carve it into an unusable mess.

Attack 1, Flurry, Fighting Defensively: 1d20 + 11 - 2 - 4 ⇒ (13) + 11 - 2 - 4 = 18
Damage: 1d6 + 6 ⇒ (2) + 6 = 8
Attack 2, same as above: 1d20 + 11 - 2 - 4 ⇒ (1) + 11 - 2 - 4 = 6 Missed
Iterative, same as above: 1d20 + 6 - 2 - 4 ⇒ (3) + 6 - 2 - 4 = 3 TWICE?

Bremi curses her luck, and is expecting heavy resistance from the bad guys. (this was a mistake)

+2 Dodge bonus to AC from fighting defensively.


Witch's Winter Holiday

We'll say the DC 20 check to move through the icy dunes on the lower path is a free action.

Untir, with the height difference between the two paths you are unfortunately more than 30 ft away from the driver of the sled. If you would like to roll another Handle Animal check for this round to move closer, you can try again next round. The height difference between the two paths varies between 10-40 ft, so there's a always a chance she'll be too far to hex.

Bremi carves away a chunk of sled, but isn't used to attacking something lying motionless on the ground beneath her and only slices snow with her other attacks.

The lady in gray holds up her icon again, and Malek feels invisible bands of force holding him in place...

Will: 1d20 + 5 ⇒ (8) + 5 = 13

...and he is paralyzed! The lady crows in triumph as her musher tries to keep the two of them from slipping off the narrow path...

Handle Animal vs DC 20: 1d20 + 5 ⇒ (14) + 5 = 19

...but she doesn't turn soon enough and the cry of triumph turns into one of panic as the sled tumbles onto the lower path!

Height: 1d31 + 9 ⇒ (5) + 9 = 14
Falling damage: 1d6 ⇒ 3

Jarrett, if you don't want to crash into the fallen sled you'll need to turn around it.

Malek, you can make a Will save each round (DC 15) as a full-round action against the paralysis.

Round 3! Bold may act!
Inghinn
Orange (Stopped)
Yellow (-7, Stopped)

Untir (Standard action only)
Maroon (-19, Stopped)
Green (Stopped)

Bremi (Flying, Stopped)
Malek (Paralyzed 1/??)
Red (-3, Stopped)
Gray (-14, Stopped)

Jarrett
Roudantaimi

Cyan

"Road" Conditions:
- Lower Path: Sleds at high speeds (>5) must make Handle Animal DC 20 checks each round to prevent flipping on the ice dunes
- Upper Path: Sleds at high speeds (>3) must make Handle Animal checks each round to prevent slipping off path and taking falling damage

To clarify: it is only possible to change 1 speed increment per move action.

Questions? Me too. Post them here and we'll figure this out together - hopefully before we crash and burn.

What do you do?

Scarab Sages

Human (Garundi) Shaman L5 | HP: 38/38 | AC:20 T:11 FF:20 | CMB:+2 CMD:13 | Saves F:4 R:3 W:11 | Init:+7 | Per:+16 | Spd: 20+10 | Reroll: 1/1 | channel energy 2/4 | stardust 6/6 | spirit magic: 3/3 | Condition: longstrider (1h)

Exactly how far is it now? I'm thinking of barbed chains, which has a range of 35ft. Based on Mr Pythagoras, if it is 24ft high or lower, that would be enough. (16ft high or lower will bring it within range of hex.)


Witch's Winter Holiday

Height difference: 1d31 + 9 ⇒ (13) + 9 = 22

Just remember that Pathfinder distance is not quite the same as euclidian distance. I never know how to measure diagonals in 3D, so I'm open to suggestions.

151 to 200 of 277 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | next > last >>
Community / Forums / Online Campaigns / Play-by-Post / GM Hawthwile - To Scale the Dragon All Messageboards

Want to post a reply? Sign in.