[PFS] [Outpost II 2019] - #10-12 Breath of the Dragonskull - GM zebeev's Table B (Inactive)

Game Master zebeev

Part of Outpost II.
Tactical Maps & Handouts


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Grand Lodge

Maps: |

Ah, so it is. My bad. So no readying of an action necessary, Ai's initiative will not change, as the spell would be cast on the start of Ai's R3 turn.

Wolverine A, DC 17 Will Apology Re-Roll: 1d20 + 2 ⇒ (5) + 2 = 7 - fail

The wolverine attempts to shake off a haze that comes over it, but ultimately succumbs and falls unconscious.

COMBAT: Round 3 (those in bold may act)
Battlemap!

3A wrote:
Cork
3B wrote:
ENEMY: Wolverine A (asleep until round 21)
3C wrote:
Ai, Ankird, Domrilin, Oded (delayed)
3D wrote:
ENEMY: Wolverine B

Ai, Ankird and Oded are up for Round 3!

Scarab Sages

AC 20,AC 20, touch 12, flat-footed 19 (+6 armor, +1 Dex, +2 shield, +1 size) hp 21 (2d10+5) Fort +7, Ref +4, Will +2; +2 vs. fear

He and Centimere keep moving away from the wolverines.

Grand Lodge

CG Female Kitsune Mesmerist 3 | HP 24/24 | AC 17, T 13, FF 14 | CMD: 14 | F 3, R 7, W 5 (9 when Unemotional) | Init +7 | Per +7 (Low-Light Vision) | 1st: 0/4 Used

Ai looks at the sleepy wolverine for a second, then joins the group far away. "I don't suppose anyone has a way to wake it? If the fire moves, it could be in hot water."

Grand Lodge

m human (kelshite) cleric/2 [HP: 16/16] [init: 2; perc: 3] [AC: 15/12/13] [saves: 3/2/5] [CMB: 2; CMD: 14(12)] [channels used: 0/6; DC=13] [restorative touch used: 0/6]

Oded holds position.

Grand Lodge

Maps: |

The second wolverine bounds through the blazing heat towards its sleeping mate. (Full-Round: Run)

Everyone is up!

Grand Lodge

Human CG human Magus 3 | HP 24/27 | AC: 16 T: 11 FF: 15 CMD: 15 | F +4 R +2 W +3 | Init +7 | Perc +3 | Arcane pool +1 5/5

"Ai, I think it will be ok. The fire will wake it up. Wild animals have a way of surviving." Cork shuffles along, trying to stay out of the way of the flames and to let the wolverines pass.

Continuing to move "up" on the map. I can't access the map at the moment.

Grand Lodge

m human (kelshite) cleric/2 [HP: 16/16] [init: 2; perc: 3] [AC: 15/12/13] [saves: 3/2/5] [CMB: 2; CMD: 14(12)] [channels used: 0/6; DC=13] [restorative touch used: 0/6]

Can we "Escape" North or do we have to go around the way the Wolverines came?

Grand Lodge

m human (kelshite) cleric/2 [HP: 16/16] [init: 2; perc: 3] [AC: 15/12/13] [saves: 3/2/5] [CMB: 2; CMD: 14(12)] [channels used: 0/6; DC=13] [restorative touch used: 0/6]

Oded will cast Create Water (current range is 30"). I can create 4 gallons per round. I will fill one square per round as a sort of Fire break, although a weak one.

I posted 4 rounds of casting, in order.

Grand Lodge

Maps: |

The awake wolverine nudges the sleeping one, and paws at it roughly with one of its claws. The sleeping wolverine gets up, shakes off the haze, then looks to the two paths.

GM Screen:

Coin flip, 1 = flee, 2 = engage: 1d2 ⇒ 1

The confused wolverines take the path of least resistance, and head to the south in due haste, away from the flaming woods, and the party.

Combat over!

Once the wolverines pass, Dragbog emerges from the brush, patting out a stray ember on his musty tunic. "Whew, that close! Fires much worse than before!" He rejoins the party, then points to the north. "Through the flames, we get past this part, and we be close to Dragbog's village. We go now, yes?"

We'll say you move on from the area out of way of potential harm from the fiery hazards of the tactical map. Any preparations to be made before the last stretch to Dragonskull village?

Scarab Sages

AC 20,AC 20, touch 12, flat-footed 19 (+6 armor, +1 Dex, +2 shield, +1 size) hp 21 (2d10+5) Fort +7, Ref +4, Will +2; +2 vs. fear

No preparation for him.

Grand Lodge

m human (kelshite) cleric/2 [HP: 16/16] [init: 2; perc: 3] [AC: 15/12/13] [saves: 3/2/5] [CMB: 2; CMD: 14(12)] [channels used: 0/6; DC=13] [restorative touch used: 0/6]

Only preparation I can think of would be to douse ourselves with water to help stave off the heat.

Grand Lodge

Human CG human Magus 3 | HP 24/27 | AC: 16 T: 11 FF: 15 CMD: 15 | F +4 R +2 W +3 | Init +7 | Perc +3 | Arcane pool +1 5/5

"Yes." Cork addresses the goblin. "Nothing's going to get better by us standing here."

Grand Lodge

Dwarf Druid 2 |HP 17/17| AC 17 T: 12 FF: 15 CMD 14(18v bull rush and trip) | W + 7 | R + 1 | F + 4 | + 2 vs poison spells or spell-like abilities | Init + 1 | Perc + 8 | Dark vision 60ft | acid dart 7/7 |

"Let us move on" domrilin grabs his hammer so it is in hand incase he needs it.

Grand Lodge

Maps: |

Once everyone has mustered, you head out on the last stretch of the Finadar Forest that lies between you and the Dragonskulls' village.

Day 3
You use the banner of restful nights again, and you awake to find that despite the area being choked with smoke and ash, your lungs feel as if they've spent the night in a plush inn in the middle of the Petal District of Absalom.

You break camp, and make the arduous trek through piles of ash and smoldering embers towards the Dragonskulls' village.

Your capricious companion Dragbog leads the way, chittering to himself when he's not taking the time to point out hazards along the way. In the relative calm in this stretch of the forest, above the snapping and hissing of the distant fires, you hear his raspy goblin voice singing a quiet song.

"Stoke the ember, build the flame
-- take its food to keep it tame!
Chop the earth and cut the roots
-- from the ashes grow green shoots!"

He looks back, and sees a few puzzled faces in the crowd. "Song is for remember. You might want to make song about that so you don’t forget."

Everyone can make a DC 12 Sense Motive check to glean some sort of information from Dragbog's goblinsong.

In addition, everyone can make me a DC 23 Perception or Survival check whilst in this area.

Grand Lodge

m human (kelshite) cleric/2 [HP: 16/16] [init: 2; perc: 3] [AC: 15/12/13] [saves: 3/2/5] [CMB: 2; CMD: 14(12)] [channels used: 0/6; DC=13] [restorative touch used: 0/6]

Sense Motive vs. DC=12: 1d20 + 8 ⇒ (4) + 8 = 12
Perception vs. DC=23: 1d20 + 3 ⇒ (2) + 3 = 5

Grand Lodge

Maps: |

Oded realizes that each verse of Dragbog's song actually gives useful tips about controlling fires and navigating burns, which grants him a +2 circumstance bonus on skill checks and saving throws for the next few hours. Anyone else who makes their DC 12 Sense Motive check can either add the +2 to dice roller formulae for any other skill check or saving throw, or I'll make sure to double check the results for future checks.

Grand Lodge

Human CG human Magus 3 | HP 24/27 | AC: 16 T: 11 FF: 15 CMD: 15 | F +4 R +2 W +3 | Init +7 | Perc +3 | Arcane pool +1 5/5

Sense Motive: 1d20 + 1 ⇒ (19) + 1 = 20
Perception: 1d20 + 3 ⇒ (14) + 3 = 17

"Dragbog, that's a good idea. Back when I was still sailing ships we'd do the same thing. Make up some songs to remember all the things we needed to do. The sea is unforgiving at times. If you forget to tie down the right rigging before a storm hits... well, it's not good." Cork continues to trek through the ash.

Grand Lodge

CG Female Kitsune Mesmerist 3 | HP 24/24 | AC 17, T 13, FF 14 | CMD: 14 | F 3, R 7, W 5 (9 when Unemotional) | Init +7 | Per +7 (Low-Light Vision) | 1st: 0/4 Used

1d20 + 1 ⇒ (2) + 1 = 3
1d20 + 7 ⇒ (19) + 7 = 26

"Your song sounds good, but have you considered a limerick? "

"I once knew a goblin so big,
That it burned up trees down to the twig,
Then it ate all the shoots,
right down to the roots,
And it didn't leave even a sprig!"

It's fairly clear that she doesn't get the song, and she looks away from the goblin and into the forest nearby.

Grand Lodge

Maps: |

Dragbog stops, then looks at Cork. "Yes! Goblinsong best way to pass down information from old to young. Dragbog learned all the songs of the beforefolk, so he can give to all the nowfolk! Whole tribe get smarter!"

As for Ai's limerick, the goblin looks confused. "Big... goblin? Hobgoblin?"

Cork gleans a bit of information about bushwacking and forest fires from the goblin's song, and Ai hears something as she looks into the forest – a fire-hoarsened cry, weak, but just audible enough to pinpoint the direction of it. Looking in that direction, through the smoke-filled air, she sees a flame-shrouded bower (a shelter of natural materials, like a lean-to or purgola) with an elf inside.

You must either navigate or clear a path through the burning trees and brush to reach the druid, succeeding at either a DC 18 Acrobatics check or a DC 14 Strength check. (Small creatures gain a +2 circumstance bonus on the Acrobatics check.)

Grand Lodge

m human (kelshite) cleric/2 [HP: 16/16] [init: 2; perc: 3] [AC: 15/12/13] [saves: 3/2/5] [CMB: 2; CMD: 14(12)] [channels used: 0/6; DC=13] [restorative touch used: 0/6]

Oded tries to clear a path to the druid...

Strength Check vs. DC=14[/dice: 1d20 + 1 ⇒ (10) + 1 = 11

Grand Lodge

CG Female Kitsune Mesmerist 3 | HP 24/24 | AC 17, T 13, FF 14 | CMD: 14 | F 3, R 7, W 5 (9 when Unemotional) | Init +7 | Per +7 (Low-Light Vision) | 1st: 0/4 Used

I didn't realize Ai's skills would be so well-suited to this scenario.

Acrobatics: 1d20 + 11 ⇒ (12) + 11 = 23

Ai wastes no time ducking through the underbrush and avoiding the worst of the flames. Before long, she's at the bower. "Hi, I'm Ai! You don't have a moment to hear the glorious word of Picoperi, so let's blaze a trail out of here!"

Scarab Sages

AC 20,AC 20, touch 12, flat-footed 19 (+6 armor, +1 Dex, +2 shield, +1 size) hp 21 (2d10+5) Fort +7, Ref +4, Will +2; +2 vs. fear

Does Centimere need to make the roll if he is going to use acrobatics?

Scarab Sages

AC 20,AC 20, touch 12, flat-footed 19 (+6 armor, +1 Dex, +2 shield, +1 size) hp 21 (2d10+5) Fort +7, Ref +4, Will +2; +2 vs. fear

The little halfling will try to use his strength to help clear a path
1d20 + 3 ⇒ (8) + 3 = 11 aide

Grand Lodge

Maps: |

Ai weaves through the brush, avoiding the flames and comes to the weakened elven druid's hovel. The structure is precariously drooping above him; extricating him will require a keen mind or deft hands.

Ai and those that follow her path can make a DC 16 Knowledge (engineering) or Survival check. Alternately, if you've an appropriate Profession (carpenter, miller, miner, woodcutter) or situationally-appropriate spell of at least 1st level, that will also work.

Grand Lodge

Human CG human Magus 3 | HP 24/27 | AC: 16 T: 11 FF: 15 CMD: 15 | F +4 R +2 W +3 | Init +7 | Perc +3 | Arcane pool +1 5/5

Strength: 1d20 + 2 ⇒ (6) + 2 = 8

Cork tries to make his way through the brush to the bower but can't seem to move the branches out of the way.

Scarab Sages

AC 20,AC 20, touch 12, flat-footed 19 (+6 armor, +1 Dex, +2 shield, +1 size) hp 21 (2d10+5) Fort +7, Ref +4, Will +2; +2 vs. fear

Survival 1d20 + 5 ⇒ (9) + 5 = 14

Grand Lodge

Dwarf Druid 2 |HP 17/17| AC 17 T: 12 FF: 15 CMD 14(18v bull rush and trip) | W + 7 | R + 1 | F + 4 | + 2 vs poison spells or spell-like abilities | Init + 1 | Perc + 8 | Dark vision 60ft | acid dart 7/7 |

Domrilin tries to break through some of the brush.

Strength: 1d20 + 1 ⇒ (17) + 1 = 18

Then he runs over to try and help the druid.

Survival: 1d20 + 11 ⇒ (20) + 11 = 31

I assume that is enough lol

Grand Lodge

Maps: |

Domrilin bushwacks a path to the druid's hovel, and gets the elf out of there before it comes crashing down on top of his head.

Once back to the main trail and out of the immediate danger, the elven druid speaks in a weakened, smoke-scarred rasp of a voice. "My eternal gratitude to you... kind strangers." He manages to smile, before continuing. He takes a drag from a waterskin, then manages to clear his hoarse throat. "My name is Cenenviel, protector of these woods. Some protection I turned out to be."

He stands tall, despite being slightly weakened from smoke inhalation, and casts endure elements on up to four of you, and provides each of you with a goodberry.

"I hope that will aid you in your travels, I'm afraid I have to see where my faithful companion has ran off to. I told her to flee the burning forest, and my hope is that she made it out safe with her mate. Did you happen to see a wolverine, by chance in your travels here?"

Grand Lodge

CG Female Kitsune Mesmerist 3 | HP 24/24 | AC 17, T 13, FF 14 | CMD: 14 | F 3, R 7, W 5 (9 when Unemotional) | Init +7 | Per +7 (Low-Light Vision) | 1st: 0/4 Used

"Uh, yeeeeessss." Ai looks a bit sheepish. "As a matter of fact we did. They were running, so we got out of the way. I sort of had to sleep one of them to get clear. Anyways, thank you for the snack and the spells. We're the Path-Fire Society, and we're here to help! Explore, put out fires, cooperate!"

Grand Lodge

Maps: |

The druid shows concern when Ai mentions the conflict, but relieved when she reveals that their lives were spared. "I cannot thank you enough for saving them, despite their wild nature. I'm afraid given the dangers of the fires, their savage spirits must have got the better of them."

The druid fiddles with a small clasp on his cloak. "Here. If you are accompanying Dragbog here to his village, take this along with you - it is a snapleaf. If one of you finds yourself in a high vantage point, it should be of some use to you."

The druid grabs his staff and prepares to follow the trail back to the wolverines. ".. be careful at the goblin village; if you weren't aware, it is now overrun with strange fire elementals that appear to have bonded with the dragon skeletons littering the valley. Stay safe, friends."

With that, you can now continue to the Dragonskulls' village.

Dragbog leads you a vantage point that looks down into the valley where the goblin village resides. Once there, you see that the rocks and scorched ruins spill down a stony valley studded with the scorched stumps of small trees. In the centre of a small dell at the southern end of the valley juts a 3-foot tall granite monolith, graven with fiery runes. Flames arc from it intermittently, and there appear to be three flaming dragonskulls that mottle about like marionettes of stalking beasts.

Given this bit of recon, and Cenenviel's indication that they are elementals and not undead as previously thought, you can make a Knowledge (planes) check with a +5 bonus to recall any such knowledge of these things.

Grand Lodge

m human (kelshite) cleric/2 [HP: 16/16] [init: 2; perc: 3] [AC: 15/12/13] [saves: 3/2/5] [CMB: 2; CMD: 14(12)] [channels used: 0/6; DC=13] [restorative touch used: 0/6]

Knowledge(Planes): 1d20 + 6 + 5 ⇒ (12) + 6 + 5 = 23

Special defenses, resistances/immunities, special attacks. In that order, as applicable, please.

Oded shares any information he may recall with the group.

Grand Lodge

Human CG human Magus 3 | HP 24/27 | AC: 16 T: 11 FF: 15 CMD: 15 | F +4 R +2 W +3 | Init +7 | Perc +3 | Arcane pool +1 5/5

Knowledge(planes): 1d20 + 9 ⇒ (1) + 9 = 10

"Well this is a proper squall.' Cork says with a wry grin. He nudges Dragbog. "How'd you let your village get to be like this? It doesn't look very hospitable, even for goblins." Cork winks at his allies to let them know that he's just teasing their diminutive guide.

"Ok. Does anyone know about those things? How should we attack?"

Scarab Sages

AC 20,AC 20, touch 12, flat-footed 19 (+6 armor, +1 Dex, +2 shield, +1 size) hp 21 (2d10+5) Fort +7, Ref +4, Will +2; +2 vs. fear

I don't know about these things but I wonder if my lance would hurt them if Centimere and I were to charge them he says.

Grand Lodge

Maps: |

Oded knows them to be neutral small outsiders (with the elemental, extraplanar, and fire descriptors) who are immune to fire damage, and have a tendency to burn things it attacks.

Oded's recalled knowledge - Burning Dragonskull, CR 1:

This chattering dragon skull is wreathed in tongues of flame that grasp hungrily at anything within reach.

N Small outsider (elemental, extraplanar, fire)
Immune elemental traits, fire
Special Attacks burn (1d4, DC 11)

Special Abilities
Burn (Ex):
A burning dragonskull deals fire damage in addition to damage dealt on a successful hit in melee. Creatures damaged by the dragonskull’s bite must also succeed at a DC 11 Reflex saving throw or catch fire, taking 1d4 fire damage for the next 3 rounds at the start of their turn. A burning creature can attempt a new save as a full-round action. Dropping and rolling on the ground grants a +4 bonus on this save. Creatures that hit a burning dragonskull with natural weapons or unarmed attacks take fire damage as though hit by the dragonskull and must make a Reflex save to avoid catching on fire.

[/ooc]

Dragbog's shoulders slump slightly from Cork's gentle ribbing. "Dragbog didn't expect things to get out of hand! At first, stone makes fire, so we make party in celebration! Then the fires got bigger. Then bigger. Too much for even Dragonskull tribe. Dragbog knew we have problem then."

The goblin sighs, then points to the rock once more. "Dragbog think if you break stone, that be end of the fires."

With nothing left but the task of pacifying the source of the flames, you gear up to head into the valley, making any preparations needed.

You might recall you were given some equipment during the course of the scenario, perhaps it could be of some use. In any regard, if you've any buffs or prep to do before the inevitable clash, do so now, and we'll set a marching order into the valley.

Grand Lodge

m human (kelshite) cleric/2 [HP: 16/16] [init: 2; perc: 3] [AC: 15/12/13] [saves: 3/2/5] [CMB: 2; CMD: 14(12)] [channels used: 0/6; DC=13] [restorative touch used: 0/6]

Again, Oded shares what he has learned with the group.

So. we each have Endure Elements cast on us, as well as a goodberry. One of us has a Snapleaf. We also have a Wand of Gust of Wind with 8 charages. Before we left the party was given: six potions of resist energy (fire) and 2 weeks of trail rations.

Grand Lodge

CG Female Kitsune Mesmerist 3 | HP 24/24 | AC 17, T 13, FF 14 | CMD: 14 | F 3, R 7, W 5 (9 when Unemotional) | Init +7 | Per +7 (Low-Light Vision) | 1st: 0/4 Used

Don't forget about the banner. Given that we already have Endure Elements, it's not super helpful, but it's there.

Scarab Sages

AC 20,AC 20, touch 12, flat-footed 19 (+6 armor, +1 Dex, +2 shield, +1 size) hp 21 (2d10+5) Fort +7, Ref +4, Will +2; +2 vs. fear

[ooc[ Okay [/ooc]

Grand Lodge

m human (kelshite) cleric/2 [HP: 16/16] [init: 2; perc: 3] [AC: 15/12/13] [saves: 3/2/5] [CMB: 2; CMD: 14(12)] [channels used: 0/6; DC=13] [restorative touch used: 0/6]

"Perhaps we should drink the Resist Fire potions before we proceed. Does anyone know how long they will last?"

Grand Lodge

Human CG human Magus 3 | HP 24/27 | AC: 16 T: 11 FF: 15 CMD: 15 | F +4 R +2 W +3 | Init +7 | Perc +3 | Arcane pool +1 5/5

Spellcraft: 1d20 + 10 ⇒ (9) + 10 = 19 Do I know how long resist fire will last?

Cork opens one of the vials that contain the resist fire potion. As soon as he removes the lid small wisps of smoke curl up out of the container and a strong scent of sulfur fills the air. Despite the strong odor he sniffs at it. "Whew! This isn't going to be pleasant to drink. I'm trying to remember if I know anything about this particular type of magic."

Grand Lodge

Dwarf Druid 2 |HP 17/17| AC 17 T: 12 FF: 15 CMD 14(18v bull rush and trip) | W + 7 | R + 1 | F + 4 | + 2 vs poison spells or spell-like abilities | Init + 1 | Perc + 8 | Dark vision 60ft | acid dart 7/7 |

"It does not matter to me how long it lasts only that it does its job, we will know when it stops working when those elementals start burning us with there fiery fingers.

Grand Lodge

Maps: |

@Cork: with that successful check, you know it will last 10 minutes.

We'll assume everyone drinks a potion of resist energy (fire) (unless you wish to decline), and trudge on to the mouth of the valley.

Roll for Initiative!:

Cork: 1d20 + 7 ⇒ (3) + 7 = 10
Domrilin: 1d20 + 1 ⇒ (3) + 1 = 4
Oded: 1d20 + 2 ⇒ (4) + 2 = 6
Ai: 1d20 + 7 ⇒ (19) + 7 = 26
Ankird: 1d20 + 2 ⇒ (16) + 2 = 18
ENEMY: Burning Dragonskull A: 1d20 + 5 ⇒ (5) + 5 = 10
ENEMY: Burning Dragonskull B: 1d20 + 5 ⇒ (8) + 5 = 13
ENEMY: Burning Dragonskull C: 1d20 + 5 ⇒ (15) + 5 = 20

COMBAT: Round 1 (those in bold may act)
Battlemap!

1A wrote:
Ai, Ankird
1B wrote:
ENEMY B, ENEMY C (delayed from top initiative)
1C wrote:
Cork
1D wrote:
ENEMY A
1B wrote:
Domrilin, Oded

Ai and Ankird are first up!

Scarab Sages

AC 20,AC 20, touch 12, flat-footed 19 (+6 armor, +1 Dex, +2 shield, +1 size) hp 21 (2d10+5) Fort +7, Ref +4, Will +2; +2 vs. fear

He will drink one of the potions. Is there one for Centimere?

Grand Lodge

CG Female Kitsune Mesmerist 3 | HP 24/24 | AC 17, T 13, FF 14 | CMD: 14 | F 3, R 7, W 5 (9 when Unemotional) | Init +7 | Per +7 (Low-Light Vision) | 1st: 0/4 Used

Ai moves up, staring at the elemental closest to her. She claps her hand over her mouth to keep laughter from pouring out, sending it to the elemental instead.

Move up, Stare at the elemental, allowing it to be hit by mind-affecting stuff, and cast Hideous Laughter (DC 17, 50% chance to ignore each round).

Grand Lodge

Maps: |

Ankird: There were only enough potions for the PCs, unfortunately.

Dragonskull C, DC 17 Will: 1d20 ⇒ 12- fail

Ai stares at the chattering skull, and it begins to twitch, jerking around in a seemingly random set of movements. A moment later, it drops to the ashen floor of the valley, motionless save for the odd twitch.

Ankird is up!

Scarab Sages

AC 20,AC 20, touch 12, flat-footed 19 (+6 armor, +1 Dex, +2 shield, +1 size) hp 21 (2d10+5) Fort +7, Ref +4, Will +2; +2 vs. fear

The halfling spurs Centimere forward, charging, to attack the elemental in front of them
1d20 + 6 ⇒ (15) + 6 = 21
2d6 + 3 ⇒ (1, 1) + 3 = 5

Grand Lodge

Maps: |

Ankird charges Dragonskull A, dealing 5 damage!

Its companion retaliates, and charges the halfling cavalier.

Dragonskull B > Ankird (incurs an attack of opportunity)
Melee, bite: 1d20 + 4 ⇒ (1) + 4 = 5 - miss
Dragonskull B finds the pointy end of a lance and attempts to bite it.

Dragonskull C, 50% ignore mind-affecting effect (fails on 1-50): 1d100 ⇒ 7 - fail

Dragonskull C does nothing more than twitch on the soot covered ground.

COMBAT: Round 1 (those in bold may act)
Battlemap!

1A wrote:
Ai, Ankird
1B wrote:
ENEMY B, ENEMY C (hideous laughter)
1C wrote:
Cork
1D wrote:
ENEMY A (-5)
1E wrote:
Domrilin, Oded

Cork is up!

Grand Lodge

Human CG human Magus 3 | HP 24/27 | AC: 16 T: 11 FF: 15 CMD: 15 | F +4 R +2 W +3 | Init +7 | Perc +3 | Arcane pool +1 5/5

Will Knowledge(planes) tell me about these things?

Knowledge(planes): 1d20 + 9 ⇒ (15) + 9 = 24

Cork takes a few steps forward then holds his right hand up at his side. He says a few arcane words of magic and a compact ball of snow and ice forms in his hand. He hurls it with magical force at one of the dragonskulls.

snowball@A: 1d20 + 3 ⇒ (19) + 3 = 22 Ranged touch
damage: 3d6 ⇒ (4, 6, 2) = 12 cold damage

Grand Lodge

Maps: |

@Cork: Oded recalled a few things with a check of their own:

Burning Dragonskull:

This chattering dragon skull is wreathed in tongues of flame that grasp hungrily at anything within reach.

N Small outsider (elemental, extraplanar, fire)
Immune elemental traits, fire
Special Attacks burn (1d4, DC 11)

Special Abilities
Burn (Ex):
A burning dragonskull deals fire damage in addition to damage dealt on a successful hit in melee. Creatures damaged by the dragonskull’s bite must also succeed at a DC 11 Reflex saving throw or catch fire, taking 1d4 fire damage for the next 3 rounds at the start of their turn. A burning creature can attempt a new save as a full-round action. Dropping and rolling on the ground grants a +4 bonus on this save. Creatures that hit a burning dragonskull with natural weapons or unarmed attacks take fire damage as though hit by the dragonskull and must make a Reflex save to avoid catching on fire.

You've got a result that's at least 10 over the DC, so that would reveal two additional items from the following list; Knowledge Checks

Cork cools off one of the elementals with a snowball, turning it into naught but a pile of dragon bones. (Dragonskull A is 'dead')

Domrilin and Oded are up!

Scarab Sages

AC 20,AC 20, touch 12, flat-footed 19 (+6 armor, +1 Dex, +2 shield, +1 size) hp 21 (2d10+5) Fort +7, Ref +4, Will +2; +2 vs. fear

Do I take an attack of opportunity or is one made at me?

Grand Lodge

m human (kelshite) cleric/2 [HP: 16/16] [init: 2; perc: 3] [AC: 15/12/13] [saves: 3/2/5] [CMB: 2; CMD: 14(12)] [channels used: 0/6; DC=13] [restorative touch used: 0/6]

Oded moves forward and casts Sanctuary (Will DC=14) on himself.

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