| GM Nowruz |
~ GEOGRAPHY ~
Isger is a vassal state of Cheliax. In the eyes of Cheliax it is not so much a sovereign nation as a glorified trade route.
Isger lies between two of the most powerful economies of Avistan: the merchant Kalistocracy of Druma to the north and Cheliax to the south.
Isger also controls the only gap between the Five Kings Mountains and the Menador Mountains.
As a result, Isger has the Conerica Straits, one of the most profitable trade routes in Avistan, running through the centre of it.
~ BACKGROUND ~
The Goblinblood Wars that ravaged Isger more than a decade ago didn't just set fire to villages; it destroyed families.
Among these was the wealthy Irrica family, all but one who perished during this tumultuous time.
Now that Isger's government has begun declassifying reports, the Pathfinder Society has learned that the Irricas commanded some supernatural force that convinced even the mighty House Thrune to give them space.
With these leads now public knowledge, the Society sends the PCs to piece together the broken family's history and recover this secret weapon before it falls into the wrong hands.
| GM Nowruz |
Sitting in the Main Dining Hall of the Almas Pathfinder Lodge you each received a letter from Venture-Captain Brackett. He is yet off gallivanting about with research in regards to your current search regarding the Irrca Family.
The Letter reads
"Agents of the Society, during the Goblinblood Wars, Rutillo Irrica, the last patriarch of the Irrica line, was killed by hobgoblin raiders while leading a convoy. The family patriarchs always carried a symbol of leadership, a cold iron mace. Isgeri historians interviewed survivors in the town of Umok. I was able to uncover information from Eagle Knight records that indicates the Eagle Knights scattered these hobgoblins but did not recover the family heirloom. There may also be additional reports and information from Eagle Knights who fought in the Goblinblood War stored in Umok’s archives. Travel to Umok, uncover anyone who communicated with the survivors, and verify any reports or information from the war to track down the hobgoblins’ base."
Venture-Captain Brackett
With your mission in hand you have been sent off to Umok.
You may recall or obtain information about the town of Umok.
Umok is a gnome town along the northeast of the edge of the Chitterwood. The gnomes here often clash with local goblin tribes.
In order to deter goblin attacks, the town has banned fire within 500 yards of the city. Magic light and alchemical stones replace the need for open flame.
Local animals have been befriended or charmed to help defend the settlement. Though friendly to the gnomes, they fight fiercely to defend Umok and its inhabitants from hostile outsiders.
Please introduce and describe your characters.
Henrikuaxian
|
Know(local): 1d20 + 10 ⇒ (13) + 10 = 23
A tiny little gnome with dark purple, almost black hair sits in the dining hall, happily eating away, when he gets the letter from Venture-Captain Brackett. His eyes grow wide as he reads the short missive, then he nods to himself and quickly stands and gets his gear together. He practically runs out of the room, eager to be on his way.
When he joins up with the others who have been chosen to go on this adventure, he grins a manic little grin at them and quickly reaches out to shake hands. Underneath a nice cloak you can make out various wizardly tools, such as a component pouch and scroll case. He is practically shaking with excitement as he introduces himself to the rest of the group.
"Hi, my name is Henrikuaxian! What's your name? Are you going to investigate the Irrica family also? I've never been to Umok before, but I've heard all about it! It is a gnome settlement, but I haven't been to all the gnomic places just yet. Did you know that they've banned all fire there? All of it! I hope none of you need fire, they might not take kindly to that. They also use all kinds of local animals to help defend the town! That's a neat trick. I'm excited to learn more about how they do that!"
Lorimyr Hoenheim
|
"Well met, Henrikuaxian. I am Lorimyr Sjogansson. I have heard of your successes in the Precipice Quarter of Absalom. Gods willing, we shall be as successful in Umok."
As most humans usually do, the Ulfen man towers over the gnome at six and a half feet, although his build is far more lean than the typical northerner. A simple walking stave appears to be the only weapon he bears, while his pack and cloak are more suited to traveling than raiding.
"This warning of fires restriction is good counsel. What of the weather, does the nights chill concern them without the hearths warmth?"
Zeldana Bordana
|
Untrained Knowledge Local DC10: 1d20 + 1 ⇒ (10) + 1 = 11
A Varisian woman and her young owlbear pet enters the establishment to join the rest of the Pathfinders. She wears her Varisian cultural roots proudly, but she has not let fashion win over functionality, as proven by her fur-lined dark breastplate, beautifully crafted shield, as well as an assortment of throwing spears carried on her back. A beautiful scimitar scabbard adorned with braided Varisian silk scarves protect a well-worn blade, and a badge showing a sword overlaid over blue wings has been sewn into her backpack.
The look on the woman's face reveals joy at finding her fellow agents. The look on the seven foot tall owlbear cub's face reveals that food has been detected...
"The fire restrictions of Umok speak of wisdom in their leaders. I'm glad we're going inland... Winnie and I can finally stretch our legs from this awful boat trip here. I'm Zeldana by the way. Pleased to meet you all."
Winnie the Hoot
|
Zeldana pets the owlbear on the head as she speaks, and the overgrown cub seems to somewhat relax on his first instinct of testing the various still moving food walking around the establishment...
"SKREEEEEEEEAAAARRRGH! skreeargh... hoot... hoot... hooooot..."
Wulthur the Bold
|
Diplomacy: 1d20 + 8 ⇒ (10) + 8 = 18
"The fire restrictions of Umok speak of wisdom in their leaders. I'm glad we're going inland... Winnie and I can finally stretch our legs from this awful boat trip here. I'm Zeldana by the way. Pleased to meet you all."
"The pleasure is mine." responds a white-haired man of rugged build as he engages in a respectful bow. A fine breastplate adorns a set of well-made, yet well-worn clothing. A greatsword swings from his back.
"I am Wulthur Estorien," declares the man. "Though my primary interests lie in the fields of husbandry and agriculture, I have been called upon from time-to-time to aid the Society."
"Umok is known to me. Though, if we travel there, we'd do best to keep any eye out for goblins."
| GM Nowruz |
You arrive outside Umok without incident, despite the occasional signs of goblinoid activity en route. Approaching the city, You all notice that the town of Umok looks oddly proportioned. The buildings are squat, and the streets seem too narrow.
The walls barely rise 6 feet high and appear too low for an effective defense. Bright colors abound throughout the town, adorning both the architecture and Umok’s citizens, giving the impression that a fleet of chromatic dragons must have battled in the skies above, raining multicolored scales down upon the city. Wild and domesticated animals wander the streets, seeming perfectly at home amid the bustle of the town.
The pathfinders attract attention as you enter the city of Umok, with animals taking up defensive postures and gnomes gawking at the travelers and whispering to their neighbors.
Before your team makes it more than a few yards into the city, a female gnome confidently approaches.
Armored and accompanied by an apparently tame badger, a fierce looking female gnome eyes your group intently. Finally, a smile cracks her face.
“Welcome to Umok strangers. My name is Trigi Neppo, peacekeeper and goblin-watcher. Might I ask your business in town?”
Henrikuaxian
|
Henrikuaxian's eyes light up in joy at this proper introduction. "Hi! My name is Henrikuaxian, puzzler of puzzles and caster of spells. We are here to solve a most fascinating puzzle. There was a man called Rutillo Irrica who was leading a convoy, and he was killed by hobgoblins, of all things! Smelly and terribly rude things, hobgoblins. We want to know the truth of what happened to Rutillo, make sure what we know is what you know, you know? We heard tell that some survivors made their way to your fine town, and we hoped we might talk to them! Have you heard of this thing? Or seen any Eagle Knights? I heard the Eagle Knights scattered the hobgoblins. I've never met an Eagle Knight, but they sound terribly fascinating."
Diplomacy: 1d20 ⇒ 12
Zeldana Bordana
|
"We're members of the Pathfinder Society, brave Trigi Neppo Goblin-Watcher. Ultimately we're here to find Rutillo Irrica's cold iron mace, the last patriarch of the Irrica line. He was apparently killed by hobgoblin raiders while leading a convoy during the Goblinblood Wars. We're looking for any survivors, records or evidence which could help us find the mace at this point. Any information related to that or the Eagle Knights mentioned by Henrik..kuax..zaan.. err... our friend Henri here... would be greatly appreciated!"
Diplomacy: 1d20 - 2 ⇒ (18) - 2 = 16
Henrikuaxian
|
Henrikuaxian's eyes squint in annoyance at Zeldana's butchering of his name, then he rolls his eyes in the direction of Trigi. He mutters quietly "Hen-rick-you-axe-ian. Don't know why the tall ones can't ever pronounce a proper name. Henri, honestly..." After a brief pause, he shrugs and continues "Any information at all really would be quite helpful."
| GM Nowruz |
"Yes I am Trigi. Well met." she says grinning to Henrikuaxian and Zeldana.
She extends a gauntleted hand in greeting. Shaking your hand she eyes about fervently being ever watchful of goblin presence.
She then answers further "We are but a small town and although not large like the ones in Absalom we do have a 'Archive of sorts' it also doubles as our towns library and meeting place. Please follow me to Badger’s Den, which offers furnishing appropriate for our friends of your size. I can answer more questions in a safer less out in the open environs."
She smiles at all of you and begins to make towards the Inn/Library when she hears you ask of HobGoblin 'Issues' "We are ever watchful and worried of a goblin threat at every turn. We have not had many raids recently but if one were to get a wild hair.." she shutters visibly at the notion of the mayhem that goblin can cause.
"If you tracking or even looking for some goblins might I suggest you head to the town butcher shop, the Beartrap, and talk to the proprietor. He could give you more information I believe."
~
Trigi’s directions lead to the Beartrap, an unevenly split two story building whose ground level is distinctly taller than the floor above. Inside the butcher shop a beefy gnome with a massive green beard tucked into his apron wipes down a long, bloodied table.
He turns around saying, ”Ahh, strangers, how can old Bearjaw help ya?”
Zeldana Bordana
|
"Are you the shop's owner? We're members of the Pathfinder Society, kind sir. We're here to find Rutillo Irrica's cold iron mace, the last patriarch of the Irrica line. He was apparently killed by hobgoblin raiders while leading a convoy during the Goblinblood Wars. We're looking for any survivors, records or evidence which could help us find the mace at this point. Any information related to that or the Eagle Knights who scattered the hobgoblins would be greatly appreciated!"
Wulthur the Bold
|
"The Goblinblood Wars destroyed many families, of which that of Irrica is only one," Wulthur says solemnly to the gnome. "Nevertheless, it is our hope that there may be some--perhaps, those of the more long-lived races--who may have born witness to Rutillo's last battle or may otherwise be able to provide us with information. Should you be able to grant us with some aid in this endeavor, we would, indeed, be indebted."
Diplomacy: 1d20 + 8 ⇒ (7) + 8 = 15
| GM Nowruz |
As Zeldana leans in to ask the buther questions Bearjaw sets his jaw and you are able to see his eyes grow cold.
"That was in the past I'd rather not be bringing up now that I have had a chnace to move along in me life."
But when Wulthur shows his diplomatic side, Bearjaw waves his hand in a beckoning gesture and explains in a low voice, “I was the one who found survivors of a raid and led them safely back here, but it wasn’t an easy journey. Them hobgoblin raiders weren’t like the main bunch, and that’s why the convoy didn’t make it. See, them hobgoblins didn’t attack from the woods like all the rest. This group, they came out of the hills and hit that convoy hard and fast. If you want to find where they came from, and where they went after, you’ll need to look in those mountains.”
| GM Nowruz |
With this useful piece of information in hand, the Pathfinders say their goodbyes to Bearjaw and proceed to the town archives.
A friendly gnome clerk greets, them, and after they explain themselves she allows them to peruse the archives at their leisure.
It is a cosy room, well-lit by magic. The archives contain Eagle Knight maps and documents recovered at the end of the Goblinblood Wars, listing out a number of raids, their general locations, and estimates of when the raids occurred.
In the Archive, you may use Knowledge (geography), Linguistics, Perception, or Profession (cartographer) to determine the probable location of the raid.
Wulthur the Bold
|
Perception: 1d20 + 1 ⇒ (4) + 1 = 5
Among the numerous filling the archives, Wulthur scans the room, uncertain just where to begin. The farmer turned adventurer eventually settles upon a set of maps.
"These maps would appear to be the right place. However, at this scale, they don't seem to provide the detail we would need to narrow our search. How fare the rest of you?"
Zeldana Bordana
|
Geography: 1d20 + 5 ⇒ (7) + 5 = 12
Perception: 1d20 + 9 ⇒ (13) + 9 = 22
Zeldana pores over the maps in silence, taking note of the topography contour lines.
Henrikuaxian
|
Henrikuaxian dives into the maps as well, right next to Zeldana, helpfully pointing out a couple of gnomic mapping practices that help identify what they are looking for a bit better. "We gnomes view the world slightly differently" he says in a soft conspiratorial whisper, "makes sense our maps would be a little different as well!"
Going to Aid Another on Zeldana's solid perception check here if that is allowed
Perception Aid: 1d20 + 8 ⇒ (8) + 8 = 16
| Kyra 4 pre-gen |
Sorry that I am late to the party! Posting morale will improve drastically.
Earlier...
The door to the room is pushed open and a dark-skinned human woman of Keleshite heritage enters hastily.
"Am I too late? I hope not..."
The woman is armored with a breastplate and has a scimitar on her hip. A silver ankh, the holy symbol of the Dawnflower, dangles from a cord around her neck.
"I am Kyra, humble cleric of Sarenrae. Pleased to m..."
Her voice trails off when she notices the owlbear and her hand flies to the hilt of her scimitar. But as the beast makes no aggressive moves and the others seem relaxed, she continues after a few seconds: "Huh, that was unexpected. One does not see owlbears indoors very often... Where was I? Ah, yes. Pleased to meet you!"
Diplomacy: 1d20 + 9 ⇒ (5) + 9 = 14 Well, at least Kyra knows some basic things... :-/
| Kyra 4 pre-gen |
When Kyra is informed about the fire ban in Umok, her eyes grow wide.
"What? No fire? Seriously? Then I guess there's no need trying to preach Sarenrae's way there..."
Kyra does not seem to like that.
@GM Nowruz:
Kyra has the Flame of the Dawnflower trait. Can she choose to not deal the fire damage?
Zeldana Bordana
|
"Pleased to meet you Kyra. Would you mind if I let Winnie familiarize herself to your scent? it will take mere seconds... longer if she really likes you," says the tall, powerfully-built woodsy female, who also has a scimitar hanging at her belt, adding "Great weapon choice, by the way!"
Winnie the Hoot
|
"Sniff sniff.... .... hoot! hoot! hoot!"
| Kyra 4 pre-gen |
Aid Perception: 1d20 + 4 ⇒ (11) + 4 = 15
Kyra skims through the Eagle Knight documents. She finds a few that might be helpful in narrowing down the correct location(s) and sets them aside.
"These documents look promising... you might want to check them out."
| Kyra 4 pre-gen |
@Zeldana Bordana:
"Well, if you promise he won't eat me", Kyra answers, "then I think it's ok... And I see you made an awesome choice, too!"
Kyra is fascinated by the fine craftsmanship of the scabbard.
"It's so beautiful! I think I'll have to spend some money on a new scabbard soon - mine hardly does justice to my blade..."
Lorimyr Hoenheim
|
Linguistics: 1d20 + 13 ⇒ (6) + 13 = 19
Lorimy takes his time referencing the archives reports, glad to have a comfortable setting to research before the inevitably less comfortable fieldwork.
| GM Nowruz |
| 1 person marked this as a favorite. |
@Zeldana: Only one of the appropriate skills can be used. I will take the second this time.
Lorimy conducts the majority of the successful research in the archives, though Zeldana is helpful in fetching and gathering the books, maps, and scrolls for them as well.
With the information here learned put together with what Bearjaw told them, the Pathfinders are able to determine that the hobgoblin base must have been due east of Umok, in the foothills of the Aspodell Mountains.
~ ~ ~
After resting the night at the Badger's Den, the Pathfinder set out, heading east. After walking for most of the day, they begin to approach the area where they suspect the old hobgoblin base to be located, but now it is a matter of trying to find a trail or path to the base itself, it such a one exists.
For this part it is Knowledge (geography), Knowledge (nature), Perception, Profession (guide), or Survival to locate the trail. You can also choose to make a Fortitude save instead, representing your character working extra hard to try to locate the trail (even if you aren't particularly skilled).
Wulthur the Bold
|
Fortitude: 1d20 + 5 ⇒ (19) + 5 = 24
Determined to find the trail, Wulthur tirelessly scours the area, searching for a trail or path.
"I believe I have found something." he notes eventually.
Lorimyr Hoenheim
|
Knowledge Nature: 1d20 + 12 ⇒ (11) + 12 = 23
"Good work, friend Wulthur. Let me take a look." With the hard work done by Wulthur, Lorimyr examines the signs to confirm the trail.
| GM Nowruz |
Though you were initially concerned that you might struggle to locate a 20 year old trail, it seems that it is still in use, and Lorimyr finds it quickly and Wulthur pulls you all up with his stamina.
But the path to the base proves a difficult climb. The hobgoblins seem to have chosen the route to deter pursuit and the terrain seems strangely modified, with sudden drop-offs and no smooth trails.
For the ascent to the base, you can use Acrobatics (to jump from rock to rock or balance on a precipice), Climb, Knowledge (nature) (to notice areas deliberately altered to hide the path), or Perception (to spot a safe route).
Zeldana Bordana
|
Perception, Take 10: 10 + 9 = 19
Zeldana and Winnie could climb this, but she tries to spot a more maneuverable route for the rest of the party.
| Kyra 4 pre-gen |
Aid Perception+guidance: 1d20 + 4 + 1 ⇒ (15) + 4 + 1 = 20
Kyra is not the most skillful person outside of a city. She helps by looking around, trying to spot a safe route.
"Hm... there... and maybe there..."
Lorimyr Hoenheim
|
Knowledge Nature: 1d20 + 12 ⇒ (13) + 12 = 25
"There. It is growing back, but the branches have been turned away from the sun." Lorimyr points out some of the modifications made to hide the way forward.
Wulthur the Bold
|
Climb: 1d20 + 9 ⇒ (2) + 9 = 11
Wulthur takes to one of the sheer drop offs to look for a continuation of the trail.
Henrikuaxian
|
Henrikuaxian gives a sly smile, and quietly pulls out a scroll and casts it on himself.
Using up a scroll of Spider Climb, 30min duration.
He also pulls out and uses a wand on himself.
Using a charge of my Mage Armor wand.
He then proceeds to make his way up the path with no difficulty. He even points out a couple of helpful handholds to Wulthur on his way up.
Aid climb, spider climb: 1d20 - 2 + 8 ⇒ (17) - 2 + 8 = 23
| GM Nowruz |
You guys manage to locate the best possible path up to the hideout, and the ascent is made without any injury.
In fact, despite a decent hike and climb, the Pathfinders are in pretty good shape both in terms of spirits and fatigue, when they reach the entrance to a cave that most likely is the lair they seek.
This would not have likely been the case had they gotten lost, or had trouble with the climb.
The trail ends at a large boulder in front of a tunnel leading deeper inside. The cave is dark, the walls are stone, and the ceilings are 10 feet high.
Perc(Zeldana): 1d20 + 9 ⇒ (11) + 9 = 20
Perc(Kyra): 1d20 + 4 ⇒ (13) + 4 = 17
Perc(Lorimyr): 1d20 + 5 ⇒ (17) + 5 = 22
Perc (): 1d20 + 8 ⇒ (17) + 8 = 25
Perc (): 1d20 + 13 ⇒ (9) + 13 = 22
Perc(Wulthur): 1d20 + 1 ⇒ (13) + 1 = 14 Perc(Henrik): 1d20 + 8 ⇒ (8) + 8 = 16
Zeldana, Kyra and Lorimyr realize that though there are no hobgoblin tracks apparent at the entrance, the trail shows signs of passage by a large reptilian creature within the last hour.
This realization gives everyone a chance to notice the tracks and discuss, plus cast any buffs or anything, and decide if you wanna try to move in stealthily or anything.
Zeldana Bordana
|
Zeldana enhances Winnie with bull's strength and commands her to 'Sneak' forward along with her. She puts a finger to her mouth to indicate to everyone to be quiet. She whispers, "Winnie and I, and everyone who can be real quiet, let's take point. Those of you with clunky equipment, follow thirty feet behind us. Let's move!"
Zeldana Stealth: 1d20 + 7 ⇒ (1) + 7 = 8
Winnie Stealth: 1d20 + 6 ⇒ (13) + 6 = 19
Stealth/Perception modified by distance, if applicable: +1 per 10 feet
Lorimyr Hoenheim
|
False Life: 1d8 + 4 ⇒ (7) + 4 = 11
Taking a pair of vials from his belt pouch, Lorimyr drinks the contents in two smooth motions. "Lay on then."
Darkvision and False Life. No Stealth, so following with the second group.
| Kyra 4 pre-gen |
Kyra casts Shield of Faith and Bull's Strength on herself, then Bless on the whole party. Afterwards she draws her scimitar.
"Let's go."
Kyra is definitely not a sneaky person, so the second group it is.
| GM Nowruz |
~ COMBAT STARTS ~
Ini(Zeldana): 1d20 + 1 ⇒ (6) + 1 = 7
Ini(Kyra): 1d20 + 0 ⇒ (12) + 0 = 12
Init(Lorimyr): 1d20 + 6 ⇒ (1) + 6 = 7]
Init(Wulthur): 1d20 + 2 ⇒ (3) + 2 = 5
Init(Henrik): 1d20 + 6 ⇒ (10) + 6 = 16
Init(opponent): 1d20 + 0 ⇒ (17) + 0 = 17
The passage turns south, serving as the only entrance and exit for a wide chamber that spirals down to a stone table 10 feet below. Bones and refuse litter the floor, and debris is gathered into a nest alongside the table.
Yellow eyes briefly flicker from the nest. Then, suddenly, a large reptile leaps out, gray-scaled and at least six feet in length. It has a dragon’s head filled with sharp teeth, and two arms ending in grasping claws. A cloud of greenish vapor wafts from its gaping maw.
Tatzlwyrms are thought to be primeval relatives of true dragons, having branched off the line millennia ago and evolved in a way that sets them notably apart. Undersized compared to their larger cousins, tatzlwyrms are nonetheless ferocious in their own right. And while tatzlwyrms are hardly impressive specimens when put beside their notorious relatives, most other reptiles can’t compare to them mentally. They understand Draconic, though other languages are beyond most tatzlwyrms’ limited comprehension. Nevertheless, tatzlwyrms are deeply cunning, building complex lairs and rudimentary traps.
Tatzlwyrms are quite rare, and only a few particularly curious and lucky adventurers can claim to have seen a living specimen. Reports do agree on some basic features, however. About the size of a full-grown human, tatzlwyrms have only two limbs and no wings, and possess a weak poisonous breath similar to the breath weapons of their true dragon relatives. An adult tatzlwyrm is 6 to 8 feet long, including its winding, organless tail, and it weighs between 400 and 500 pounds. A tatzlwyrm’s scales give the creature limited camouflage, ranging through various shades of green, brown, and gray.
Like true dragons, tatzlwyrms are strict carnivores. They spend most of their time hiding, waiting to attack any prey that ventures too near. They consume their food slowly in the dark security and seclusion of their lairs. Tatzlwyrms have a remarkable knack for ambush and camouflage.
As dragons, they can see in the dark and are immune to paralysis and sleep.
Tatzylwyrms have pounce, rake, and their breath contains a poisonous vapor. While grappling, instead of making a bite or rake attack, a tatzlwyrm can breathe poison into its victim’s face. A tatzlwyrm must begin its turn grappling to use this ability—it can’t begin a grapple and use its poison gasp in the same turn.
Winnie the Hoot
|
Upon seeing the creature, Zeldana gives Winnie the command to flank the creature. The trained owlbear uses its superior speed to maneuver around the creature at a safe distance, only to double back at the end to strike, offering a flanking position to its mistress!
bite, bull's STR: 1d20 + 7 + 2 ⇒ (20) + 7 + 2 = 29
bps dmg: 1d6 + 7 + 2 ⇒ (5) + 7 + 2 = 14
===================
CONFIRM CRIT: 1d20 + 7 + 2 ⇒ (18) + 7 + 2 = 27
additional dmg if confirmed: 1d6 + 7 + 2 ⇒ (1) + 7 + 2 = 10
Winnie's beak sinks deep into the reptilian creature, and when she emerges from her first bite she roars or screech in defiance! (hard to say...)
"SKREEEEEEEEAAAARRRGH!"
Zeldana Bordana
|
Zeldana charges into the flanking position offered by the owlbear, offering positive reinforcement to her companion as she runs.
"Good girl Winnie! well done Winnie!"
She then launches herself at the creature, scimitar first, angling for the neck just below the jaw...
+1 scimitar, flank, charge: 1d20 + 9 + 2 + 2 ⇒ (6) + 9 + 2 + 2 = 19
slashing magical dmg, sneak attack, studied target: 1d6 + 5 + 1d6 + 1 ⇒ (6) + 5 + (2) + 1 = 14
Lorimyr Hoenheim
|
Knowledge Arcana: 1d20 + 12 ⇒ (14) + 12 = 26
"By the gods, a tatzlwyrm! Beware its poisonous breath!" Lorimyr calls out, pulling a clay ball from his pouch. Striking the capped end, he hurls it at the draconic beast, the bomb exploding into fire as it lands.
Bomb vs Touch, PBS, Precise Shot: 1d20 + 5 + 1 ⇒ (9) + 5 + 1 = 15
Fire Damage: 3d6 + 4 ⇒ (4, 2, 3) + 4 = 13 DC16 Reflex
Scatter Roll if needed: 1d8 ⇒ 4
| GM Nowruz |
Super sorry, I took the dragon for low tier! :-/ So it looks different and the findings are different!
This ferocious creature looks like a red-and-yellow scaled dragon, but with only two legs.
Lorimyr immediately knows that this is a Flame Drake.
CE Large dragon (fire), Senses darkvision 60 ft., low-light vision, scent; Immune fire, paralysis, sleep
Lorimyr, you can change your action as it is immune to fire and you know that.
Winnie moves in and the dragon takes an attack of opportunity!
bite +10 (2d6+5 plus 1d6 fire): 1d20 + 10 ⇒ (18) + 10 = 282d6 + 5 + 1d6 ⇒ (2, 1) + 5 + (3) = 11
Winnie shrieks in pain but with her strong beak can bite off a big chunk out of the dragon's torso!
Zeldana can use the positioning to slash across the dragon's wing!
~ ~
Initiative - Round 1
Flame Drake, -38
Zeldana Bordana
Winnie, -11
Kyra
Lorimyr Hoenheim
Henrikuaxian
Wulthur the Bold
BOLD may act!
Wulthur the Bold
|
"If it has harmful breath, then the trick is to ensure that it can breathe no more!" Wulthur declares as he moves forward with his magical great sword drawn. Having seen his allies lay solid blows on the drake, he hopes to fell the monster before it can use any breath weapon.
Melee (+1 greatsword): 1d20 + 11 ⇒ (17) + 11 = 28
Damage (S): 2d6 + 8 ⇒ (5, 4) + 8 = 17
| Kyra 4 pre-gen |
"A Flame Drake?!"
Kyra runs forward and casts Spiritual Weapon. The weapon attacks the flame drake immediately.
spiritual weapon (scimitar crit 18–20): 1d20 + 3 + 4 ⇒ (6) + 3 + 4 = 13
force damage: 1d8 + 1 ⇒ (8) + 1 = 9
Lorimyr Hoenheim
|
"Bah, you're right Kyra! My eyes deceive me." Realizing his bomb would have no effect, Lorimyr instead grabs another vial and drinks it.
Switching to Expeditious Retreat just in case. That'll teach me to forget to craft other items.