
GM Monster |

The three flaming skeletons closest to Snowball blow up when her icy breath blasts them, scattering bones everywhere!
Explode: 1d6 ⇒ 4
Snowball reflex: 1d20 + 8 ⇒ (20) + 8 = 28 Success halves the damage to 2 and I think vulnerability makes it 3?
Snowball dodges the worst of the fire but sure doesn't like the heat.
Reflex red, green, orange: 3d20 ⇒ (7, 8, 13) = 28
Grapple!: 1d20 + 15 ⇒ (10) + 15 = 25
Attack: 1d20 ⇒ 12
More fire!: 2d6 ⇒ (4, 5) = 9
Miss chance: 1d100 ⇒ 85
Redirecting Goldslip's spell due to the skellies who are dead.
Goldslip's light blinds and damages more skeletons, destroying a small one and leaving the two largest ones blinded!
The skeletons retaliate, their toothy jaws aslack in mock laughter and flames burning in their eyes. A massive one rumbles forward and blindly seizes Snowball in its grasp! A small one rushes forward and swipes at Snowball but misses her. Nevertheless, just the proximity to the skeletons burns the ice dragon further!
6 and 7 more fire damage to Snowball due to vulnerability. Everyone, GO!

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"Ooze ooze ooze. I am oozing forward. Ah! Snowie!"
Bob oozes forward to the open door where he see Snowball.
I have to double move to see what is going on... moving forward 25 feet... that means I still have 5 feet of movement left and Bob would like to try to go motionless so: A DC 15 Perception check is required to notice a motionless gelatinous cube. Any creature that fails to notice a gelatinous cube and walks into it is automatically engulfed.

Snowball the Dragon |

I'm pretty sure Vulnerability is always first, but unless there is DR, resistance, or hardness involved, it's all multiplication and order doesn't technically matter
Also, am I grappled? I'm pretty sure that was a successful grapple XD
Ah, 25 in the spoiler. Definitely grappled xD
16 damage -> 11 damage
"OWWWW! TOO HOT! HOT HOT! NEED COLD!" Snowball shrieks before blasting them all with icey breath again.
Ice Breath, DC 16 reflex for half: 6d4 ⇒ (4, 2, 4, 4, 2, 4) = 20 vs big red, little magenta, and I think little dark blue is within 20' range. I'm not sure if a 20' cone starts out as 2 wide. If so, all 3 little skeletons might've been caught...
Recharge: 1d4 ⇒ 3
Gripped by the terror of being burnt further, she breaths especially hard in her struggle to escape.
if that explodes the one holding her and Snowball takes less than 49 damage from the explosion, she'll also fly away~

GM Monster |

Dex save: 1d20 ⇒ 2
Explode!: 1d20 ⇒ 15
Snowball reflex: 1d20 ⇒ 5
Damage: 1d6 ⇒ 4
One of the little skeletons near Snowball explodes in a nova of charred bones, hurting the dragon a little more! Another explodes a little farther away.
3 fire damage to Snowball, who made her save.

Goldslip |

"I'll help you, Snowball, but get out of there!" Goldslip says as he creates a life link between himself and the too-hot white dragon.
We'll start that damage transfer on my next turn.
Goldslip thinks of moving farther away, but decides to stay put, in order to tempt the skeletons to walk into Bob's ooziness.
Using Combat Advice to give Snowball a +2 on her next attack roll against the skeleton which is grappling her (which will apply if you roll a grapple CMB to escape).

Piedmontina Mumblethunder |

I don’t know these skeletons. Some adventurers must have wandered in and gotten transformed. Usually my parents only do that to ones they like. Anyway, here’s wonderwall.” She starts singing, inspiring those around her.

GM Monster |

The mindless skeletons crowd forward crazily.
Maintain grapple: 1d20 + 14 + 4 ⇒ (20) + 14 + 4 = 38
Burning: 2d6 ⇒ (2, 6) = 8
Claw: 1d20 + 2 ⇒ (4) + 2 = 6
Claw with soft sover: 1d20 + 14 ⇒ (16) + 14 = 30
Dam: 1d8 + 7 + 1d6 ⇒ (1) + 7 + (1) = 9
The giant skeleton keeps a firm grip on Snowball and moves her to beside him. The little one moves in and claws but can't hit her. A big one reaches over and claws at Snowball really, really hard.
12 fire damage from starting her turn near the skeletons (counting vulnerability. Then 30 to hit your AC, which includes soft cover from attacking with reach through an ally. 8 B/S if that hits plus 1 fire.
Everyone, GO!

Snowball the Dragon |

AC 18 (grappled gives -4 dex to Snowball && the skeleton)
Recharge 3->2
damage: 11+3(explosion)+12(burning)+8(-5 DR)+1(claw) = 30 damage
(hp 30/60, still conscious)
30->25 (fast healing)
Snowball struggles to escape the burning claws of the skeleton while squealing in pain.
CMB vs Skeleton's CMD (-2, because grappled gives -4 dex...): 1d20 + 6 ⇒ (18) + 6 = 24
Hmmm. Not sure if that's enough xD
If it is, I'll need to roll acrobatics to run away through a square xD
or maybe fly straight up? xD
OH WAIT, I CAN BURROW. Wiat... is the wall all stone? xD

Snowball the Dragon |

huh. I was just double checking the grapple rules to make sure that the condition gives -4 dex, and I noticed that choosing the move action to move someone into a dangerous location gives them a free grapple attempt at +4. I know it isn't a wall of fire, so maybe it's not a "location", but the skeleton moved me somewhere where I'd take extra damage due to my location on the grid, right? xD
And that 25 CMD is without the grappled condition, so Snowball can scrape by, right? :3

Piedmontina Mumblethunder |

Tina points at a spot behind the skeletons, and a portal appears, dropping out the disgruntled cleric. Tina starts singing, "Toooo-day is gonna be the day that they're gonna throw it back to you...". As the cleric recognizes the song, she holds up her holy symbol, and shouts "Stop. You know I hate that song.", and unleashes a wave of holy energy, which doesn't quite reach Tina.
Channel Energy 1d6, DC 12 will, +2/+2 inspiring for the team

GM Monster |

Sure Snowball but make a new roll for the reactive escape attempt. You already rolled for the active escape attempt.

Snowball the Dragon |

Yay! xD
Free escape: 1d20 + 6 + 4 ⇒ (1) + 6 + 4 = 11 lol, a moot point apparently
I guess I need that Standard Action to escape after all xD
status: 35/60 hp
20 ac
recharge 2
After a second attempt to wriggle free, Snowball falls to the floor with a plop before-
Fly (up): 1d20 + 14 ⇒ (20) + 14 = 34 vs DC 20 to fly up at greater than 45 degrees
immediately taking off, straight up!
Fly (90 degree turn): 1d20 + 14 ⇒ (7) + 14 = 21 vs DC 15 to spend 5' of movement to turn >45 degrees
At high velocity, she almost slams into the ceiling, but manages a sharp turn deeper into the skeleton chamber, flying just within reach of the nasty burning skeletons until reaching the far corner of the ceiling.
Probably dodging between flaming claws swiping through the air? Snowball provokes AoOs from every skeleton except light-blue (cyan? teal?), lol...
Also, for each hit, she'll make a DC 10 fly check to not lose altitude :3
Also, damage will be in the 4-19 range, I'll just cross my fingers...

GM Monster |

You're right, Snowball! CMD is 23 for you to escape the grapple so your standard does it.
Lots of people still to go. Bob, Cindy, Goldslip.

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i'm a little stymied in this battle because I don't think I can paralyze the skeletons, so I will stay back and throw rocks, but that means I can't really help snowball.
kinetic throw: 1d20 + 12 - 4 ⇒ (9) + 12 - 4 = 171d6 + 1 + 8 ⇒ (5) + 1 + 8 = 14

Goldslip |

Goldslip unleashes another burst of radiance in the midst of the group of skeletons!
10ft radius--how about blue (large), teal, and orange? DC 18 Reflex to negate the blindness.
Damage to evil creatures: 4d4 ⇒ (1, 4, 1, 3) = 9
Rounds of blindness: 1d4 ⇒ 2
Then he suggests a spot on the big skeleton in front for Bob to target when he throws his next rock.
+2 to Bob's next attack roll against red.

GM Monster |

aoos: 5d20 ⇒ (3, 2, 8, 4, 10) = 27
Dam: 2d8 + 14 ⇒ (7, 7) + 14 = 28
Fire dam: 2d6 ⇒ (5, 2) = 7
Reflex saves: 3d20 ⇒ (7, 11, 12) = 30
Channel dam: 1d6 ⇒ 6
Will saves: 5d20 ⇒ (15, 8, 7, 6, 4) = 40
Attack cleric: 2d20 ⇒ (13, 20) = 33
Dam: 2d8 + 14 + 2d6 ⇒ (7, 8) + 14 + (6, 2) = 37
Attack: 1d20 + 13 - 4 ⇒ (16) + 13 - 4 = 25
Miss chance: 1d100 ⇒ 24
Snowball leaves herself open to many attacks and is struck hard twice and missed three times (28 bludgeoning and 10 fire after vuln in two hits).
I think that means Snowball is very temporarily unconscious in the middle of the burning skeletons? Dark blue (large) was the one who landed the second aoo on her.
Bob's rock hits the blinded skeleton in front.
+2 because it's blinded. Not firing into melee because Snowball got the heck out.
Tina offers unhelpful opinions based on conspiracy theories while Goldslip blinds three skeletons while damaging them! Tina's summoned cleric hurts all the skeletons while killing one of the small ones.
The dumb skeletons then retaliate, ignoring Snowball's unconscious body. A massive one tears the cleric apart with flaming blows (or so I presume with 26 and nat 20 to hit for 37 damage. Not bothering with the crit). The rest crowd forward trying to get at the rest of you. One squeezes into the doorway and takes a blind, cramped swing at Bob. It misses wildly but Bob feels like a nimble swashbuckler as he dodges.
Fire damage from Aura to Snowball: 1d6 ⇒ 1 So just the 1 then.
Everyone, GO!

Snowball the Dragon |

thanks to the DR 5/- that I just got last level, Snowball has 7 hp instead of -3 and gets to be in the corner xD
Recharge 2->1
HP: 7->12
Snowball lands not too far from the chest in the back and lies down.
"Snowball died. Don't need hit dead Snowball." she announces. She lies down, mostly still, while keeping an eye out for skeletons that approach.
Move Action: land
Standard Action: ready action to stand up and 5' step away if anything gets within 15'

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No no no! Snowie dead! Bob revenge Snowie! I revenge Snowie then I get to eat Snowie's body!"
In a fit of anger Bob throws another rock [against red so I get that +2 to hit]
[also, five ft step back]
kinetic throw: 1d20 + 12 + 2 ⇒ (9) + 12 + 2 = 231d6 + 1 + 8 ⇒ (5) + 1 + 8 = 14

Goldslip |

Again there is a brilliant flash of light from the power of Goldslip's diadem.
damage to red, orange, teal: 4d4 ⇒ (1, 3, 3, 1) = 8
rounds of blindness: 1d4 ⇒ 4
DC 18 Reflex makes it dazzled instead of blind, for same duration.
"Yes, hit it there!"
+2 to Bob's next attack against red again, although if that one is already destroyed by the time of this action, then the target will be whatever skeleton is in front (closest to me).

Piedmontina Mumblethunder |

The cleric lets out another burst of holy energy (1d6, DC 12 will)
"Ooh, my folks are not going to be happy that I'm associating with clerics." She points a finger at the treasure, and a beam of energy flashes towards it, shrinking the chest (Shrink Item) "Just grab it, Snowball, and I'll get you out of there. Bob, be ready to shut the door. By now you should've somehow / Realized what you gotta do"

Piedmontina Mumblethunder |

Facepalm. Tina's beam of shrinking energy fizzles, and she remembers that it doesn't work as a beam, so she points at a spot on the floor, and opens a portal instead. The same cleric falls out of the portal, and sees the blood stains of the last time she was killed. "What kind of hell is this? What have I done to deserve this?" she cries, as she unleashes a burst of channeled energy.

GM Monster |

Bob's rock smacks into the nearest skeleton while Goldslip's spell destroys one of them while damaging two others.
Tina, as is standard in pbp, roll your damage and your summons damage.
The cleric appears and channels, damaging three of the skeletons a little bit but looking really unhappy with her position.
Reflexes: 2d20 ⇒ (20, 1) = 21
Damage: 1d6 ⇒ 4
Wills: 3d20 ⇒ (5, 16, 18) = 39
Slam Bob: 1d20 ⇒ 9
Slams Cleric: 4d20 ⇒ (13, 13, 10, 13) = 49
Miss chances: 4d100 ⇒ (63, 99, 17, 58) = 237
Dam: 1d8 + 7 + 1d6 ⇒ (7) + 7 + (1) = 15
One of the skeletons finally finishes pushing through the tight door and slams Bob the rock-thrower (14 bludgeoning and 1 fire) while the other blindly pulverizes the cleric. Then the last skeleton moves over toward Snowball.
Everyone, GO!

Snowball the Dragon |

recharge 1->0
HP 12->17
"No. Bad fire-bones!" Snowball says as she backs up into the corner. Then she exhales a blast of icy air!
Ice: 6d4 ⇒ (2, 2, 3, 4, 4, 2) = 17 DC 16 reflex for half, only dark blue is within 20'
Recharge: 1d4 ⇒ 4

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hp: 40/58
Close enough to try his paralyzing touch, Bob moves over the closest skeleton, and then uses his mind to slam the door shut.
engulf: (i can't paralyze probably, but I can pin it!)
acid damage: 1d6 ⇒ 4
Engulf (Ex)
Although it moves slowly, a gelatinous cube can simply engulf Large or smaller creatures in its path as a standard action. It cannot make a slam attack during a round in which it engulfs. The gelatinous cube merely has to move over the opponents, affecting as many as it can cover. Opponents can make attacks of opportunity against the cube, but if they do so they are not entitled to a saving throw. Those who do not attempt attacks of opportunity can attempt a DC 11 Reflex save to avoid being engulfed—on a success, they are pushed back or aside (opponent’s choice) as the cube moves forward. Engulfed creatures are subject to the cube’s paralysis and acid, gain the pinned condition, are in danger of suffocating, and are trapped within its body until they are no longer pinned. The save DC is Strength-based.

GM Monster |

Snowball, that 17 damage is before vulnerability, yes?
The giant skeleton fails to dodge the blast of ice, which is particularly effective against it!
Reflex: 1d20 ⇒ 10

Snowball the Dragon |

yup, that's base cold damage thx to the... necklace? normally would be 4d4 cold xD

Goldslip |

Goldslip wills another blast of light from his diadem targeting the two nearby skeletons.
damage to red, teal: 4d4 ⇒ (3, 2, 2, 3) = 10
rounds of blindness: 1d4 ⇒ 4
DC 18 Reflex makes it dazzled instead of blind, for same duration.
"Yes, now hit the next one!"
+2 to Bob's next attack against teal this time.

Piedmontina Mumblethunder |

Is there a keyhole, or other gap in the door that I might be able to see through?
Tina taps bob on his shoulder (corner? edge?) and grants him a Bit of Luck, while continuing her song I don't believe that annnnybody / Feels the way I dooooo, about you now...

GM Monster |

The door isn't closed. The other doors don't have keyholes or anything. They're just closed with iron rings to pull them open.
Reflexes: 2d20 ⇒ (12, 1) = 13
AoO: 1d20 ⇒ 16
Dam: 1d8 + 7 + 1d6 ⇒ (5) + 7 + (6) = 18
Reflex: 1d20 ⇒ 1
Burn: 2d6 ⇒ (2, 5) = 7
Break free: 1d20 + 15 - 2 ⇒ (10) + 15 - 2 = 23
Slams BBS: 3d20 ⇒ (20, 11, 14) = 45
Confirm: 1d20 ⇒ 18
Dam: 2d8 + 14 + 1d6 ⇒ (2, 6) + 14 + (3) = 25
Dam: 1d8 + 7 + 1d6 ⇒ (4) + 7 + (2) = 13
Dam: 1d8 + 7 + 1d6 ⇒ (8) + 7 + (5) = 20
Burn: 1d6 ⇒ 1
Both skeletons are blinded by Goldslip's blast of light. One of them slams Bob before being engulfed. It then tries to break free (does 23 break free, Bob?). Bob burns from being so close to two skeletons then is struck twice more by one of the big skeletons. Snowball also takes a flaming whack as the skeletons unleash flaming hell, the crackling of flames in their skulls sounding like evil laughter. Tina and Goldslip are also exposed to the flames.
2 fire damage to Tina and Goldslip.
43 bludgeoning and 18 fire to Bob.
15 bludgeoning and 6 fire to Snowball.
All damage reported before vulnerability/resistance. Everyone, GO!

Snowball the Dragon |

Geez, was that really 21 damage?
At least it's only 19 after DR and vulnerability...
And I thought Snowball's 25 was high xD
Recharge 4->3
HP: 17->-2->3
Snowball smacks up against the cave wall and lands on the ground.
Shaking her head, she looks up at the flaming abomination standing over her and gets ready to take evasive action as she starts to hallucinate.
"Bad Cinder can't melt Snowball!"
AC 20 -4 prone +4 full defense = 20
Can anyone kill this guy before Snowball dies? lol

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Bob oozes down into a little puddle. He's unconscious, or maybe dead.

GM Monster |

I missed some things and should clarify some things. Dark blue is not blinded. Light blue and red are blinded. Light blue needed to spend a move action opening the door so he couldn't make his second attack. He also needs to roll miss chance on his attack and red needs to on his engulf aoo. I messed that up too. He shouldn't have gotten a reflex save since it's either/or and these things have almost no sense of self-preservation.
Miss chances, needs 51+ to hit: 2d100 ⇒ (63, 29) = 92
So Bob takes one hit instead of three. 18 damage on that AoO and 7 damage from burn for being next to skeletons but that's it for Bob this round.

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15 HP left then.
Bob still proposes running. I just got an extra round of life. Except Snowball is kinda trapped in there. It seems we are really outmatched. I don't know what to do against things I can't paralyze.

Snowball the Dragon |

we hope for a good roll on Tina's summon's Channel Energy xD

GM Monster |

Snowball, are you healing from Goldslip's life link too? Is anyone else life linked?

Snowball the Dragon |

Oh yeah, I forgot about that. I count 3 turns since then, Maybe Snowball is standing up and Full Defense for 18 hp and 24 AC xD
I guess I'm too used to Goldslip tracking her HP draining, but with only one link I guess she doesn't have to xD

Goldslip |

"Fly away, Snowball!" Goldslip shouts in a voice that you are still not used to hearing so much lower. His diadem blasts the two nearby skeletons again with light before he moves back toward the entrance of the dungeon.
damage: 4d4 ⇒ (4, 1, 4, 1) = 10
duration of blind or dazzle: 1d4 ⇒ 1

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Lacking any really options, somewhere in Bob's feeble brain a fight-or-flight instinct kicks in and he chooses the flight option.
withdrawing-- moving off the map altogether if possible, and taking a breather to heal up
HP now: 25/58 now (+5 fast healing, +5 life link)

Piedmontina Mumblethunder |

Get out of here. Meet up outside! Tina shouts at her team. She rolls her eyes, takes a swig from her flask and heads into the room. Tina points at the skeleton engaging with Snowball. Oh, Come, on! Seriously?! the cleric yells as she drops out of the portal yet again, but she dutifully holds her holy symbol towards the skeleton.
channel DC 12: 1d6 ⇒ 5
I'll accept the AoOs to get into the room.

Snowball the Dragon |

18->23 HP on goldslip's turn unless she...he... they sever the connection and forgot to mention xD
Also, 24 AC from full defense...

GM Monster |

No AoOs for red and light blue since they are blinded.
Will save: 1d20 ⇒ 2
Blind swings, 51+: 2d100 ⇒ (83, 14) = 97
Slam: 1d20 + 13 ⇒ (11) + 13 = 24
Dam: 1d8 + 7 ⇒ (5) + 7 = 12
Burn: 1d6 ⇒ 2
Burn: 2d6 ⇒ (3, 6) = 9
The skeleton near Snowball swings a mighty limb and splats the cleric again then swings at Snowball but misses. Still, the intense heat keeps Snowball from feeling her best (3 fire damage for starting turn adjacent). The other two skeletons stumble blindly over to Tina, as if bound to stay in the Necropolis.
Everyone, GO!

Snowball the Dragon |

I see a roll for 2 burn, so I'm guessing that's after vulnerability :3
HP: 23->20->25
Recharge 3->2
"Auntie save Snowball?"
Feeling marginally better, Snowball tries to evade the skeleton as she takes off, flying up, around, and finally towards Piedmontina Mumblethunder.
"Hi Auntie! Bye Auntie!" She screeches while flying past Tina. She swiftly glides over the heads of the blinded skeletons before descending low enough to make it through the doorway, and finally she lands on the door opposite the one she opened less than a minute ago.
After sliding from her horizontal perch onto the cavern floor, she shakes a few flecks of ash from her back.
150' fly speed is amazing
Actions:
Standard Action: Full Defense for 24 AC
Move Action: 10' south and 10' up (20' of movement since climbing at 45 degrees means moving half speed), then a 90 degree turn (DC 15): 1d20 + 14 ⇒ (1) + 14 = 15 to the right (-5') followed by another 10' climb in 10' horizontally (-20'), turning towards up/right (-5'), two squares diagonal (-15'), turning towards exit (-5'), and finally flying 16 squares to reach the far side of the hallway (-80') which is a grand total of 150' :D
Also, I'll need to succeed at a DC 10 fly check if the AoO connects, but there isn't any wind so I think it's probably fine...

GM Monster |

That's correct on the burn.
AoO: 1d20 + 13 ⇒ (10) + 13 = 23
Ooh, 23 to hit on the AoO. Close.
The giant skeleton swipes at Snowball as she flies by but misses.
Doesn't provoke from the other two only because they're blinded.