Zero's #4-03 Linnorm's Legacy [PaizoCon] (Inactive)

Game Master Super Zero

Low tier (11 Challenge Points)
Slides Tabletop
RPG Chronicles


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Oridius is eager to talk to Ezren, and has plenty of their own information to share. Ezren is already familiar with most of the topics Oridius brings up, and recognizes that about 80% of what they have to say is true--but they speak with the exact same confidence the other 20%.

This isn't true about Oridius's area of special expertise: Humanoid cultures. They're very confident that they're a legitimate expert on the subject.
Ezren estimates that the information they have to share on this topic is correct... considerably less often than 80% of the time. They, however, very enthusiastic about the exchange of information.

"Um," Manglefang says to Krek, "don't you know? It's just... your little ears and your tiny feet, and--" he interrupts himself laughing. "You only have two of them! You look like you're going to tip over at any moment, just wobbling from side to side!"
The answer seems to be that Manglefang finds most everything hilarious, especially anything involving the citizens of Halgrim.

Suddenly, all five mountain goats become interested in something on the other side of a ridge. "You're a good tracker," Scourtail whispers excitedly, "Look down there!" A herd of mountain goats. "You guys stay here. We can do it on our own."

This much is true. The five linnorms leap over the ridge, a rush of claws and snarls. The mountain goats panic and attempt to flee, causing a loud ruckus.

Brulivex is a surprisingly good hunter. She moves with stealth and displays keens senses and patience. She catches a pair of mountain goats and then retreats with her meal. Crookscale complains that catching mountain goats is too much work (while handily doing it), then that it smells "like a mangy dog" (while eating plenty). Manglefang is entirely focused while hunting; he doesn't laugh, crack any jokes, or say anything at all. Scourtail resumes narrating her "heroics."

And everyone can make Perception checks.

Horizon Hunters

Hobgoblin| HP 113/113 | AC: 26 (27 w/ shield) | F: +15 R: +12, W: +10 | Perception: +12 (Darkvision) | Default Exploration: Defend

Krek and Ezren watch with surprise and fascintion at how quickly the Linnorms grab the mountain goats.

Krek Perception: 1d20 + 12 ⇒ (1) + 12 = 13
Ezren Perception: 1d20 + 9 ⇒ (4) + 9 = 13


GM Dice (Initiative):
Red Peryton: 1d20 + 13 ⇒ (1) + 13 = 14
Blue Peryton: 1d20 + 13 ⇒ (12) + 13 = 25
Ur-Mandr: 1d20 + 12 ⇒ (15) + 12 = 27
Kyra: 1d20 + 13 ⇒ (19) + 13 = 32

A pair of creatures overhead swoop closer. At first glance they look like birds, but Kyra and Ur-Mandr that they are amalgams of horror, merging the features of a stag, wolf, and hawk. They also realize that they are growling aggressively and swooping directly towards the humans and hobgoblin (though they do seem to be giving the linnorms their space).

"Wow!" calls Scourtail, "Look at that!"
Brulivex yelps and dives for cover.
Manglefang laughs. "Aw yeah! Fight!"
Crookscale whines that is meal has been interrupted, which is the Pathfinders' fault obviously. He slumps down onto a large rock to watch.
"Hm. Some form of harpy," says Oridius with a decisive nod, "Should we assist?"

"NO!" says Scourtail, bounding like an excited puppy, "Those guys are Pathfinders! They're really cool adventurers, and they can handle it! YOU CAN HANDLE IT, RIGHT? I WANNA SEE YOU DO A COOL MOVE!"

In addition to fighting to defend yourselves, you can also try to impress Scourtail. While flashy techniques, like certain spells, can do the trick, you can also take an action to go out of your way to show off, attempting an Acrobatics, Athletics, Deception, Intimidation, or Performance check.

Kyra and Ur-Mandr's turns. Map link; the creatures are currently about 20 feet off the ground.

Initiative:
Kyra
Ur-Mandr

Blue Peryton (20 feet up)
Red Peryton (20 feet up)
Krek
Ezren

Envoy's Alliance

Action ◆ Free Action ◇ Reaction ↺ Human Rogue (thief) 6 | HP 62/62| | AC 24 | Fo +9 Re +14 Will +12 | Percep: +12 | Speed 30ft | Hero Points 0/3 |

Ur-Mandr closes the distance with Blue, drawing his bow as he goes, and fires.

◆ Stride
◆ Recall Knowledge
Identify Creature (Arcana, Nature, Occultism, or Religion): 1d20 + 10 ⇒ (17) + 10 = 27
◆ Quick Draw Shortbow and Ranged Strike
Shortbow: 1d20 + 15 ⇒ (4) + 15 = 19 Piercing: 2d6 ⇒ (2, 6) = 8


Action ◆ Free Action ◇ Reaction ↺ Human Cleric 5 | HP 48/48| | AC 22 | Fo +9 Re +9 Will +13 | Percep: +13 | Speed 25ft | Hero Points 1/3 |

Kyra summons the power of Sarenrae at the attacking Red.

◆◆ Cast Fire Ray
Fire Ray: 1d20 + 11 ⇒ (17) + 11 = 28 Fire: 6d6 ⇒ (6, 6, 6, 1, 6, 2) = 27
◆ Readies Scimitar


Ur-Mandr recognizes these as perytons. As bestial as they appear, he knows they're actually fairly intelligent--though brutal and cruel creatures who often hunt other intelligent creatures when they have the opportunity. They don't usually get along with other creatures, even of their own kind, and even seeing two work together like this is unusual.

He knows they can magically mimic another creature's shadow, becoming more dangerous to the target--but he doesn't quite manage to hit one with an arrow.

Kyra does though, to devastating effect--and a whoop from Scourtail.

1 Entertainment Point

The first of the perytons swoops at Ur-Mandr. As it closes in overhead, it seems to be trying to do... something, its birdlike talons raking the air. It then scowls and dives for him with its antlers. He ducks under the attack, and it sweeps back up into the air.

Successful save vs Mimic Shadow, missed attack. It moves past Ur-Mandr and thus provokes any AoO or similar reaction ability.

The other is badly burnt, though it hasn't yet lost its fight. It dives for the remaining clustered adventurers. As it dives, its shadow becomes more humanoid. Directly above Ezren, its shadow disappears into his own. A split second later, its antlers rake the old wizard as it zips up and away.

Failed save and successful attack for 18 piercing damage. Ezren succeeds on his save against fear, though. And the Red Peryton provokes AoOs or similar reactions from Kyra, Krek, and Ezren as it flies away.

All PCs' turns.

Initiative:
Kyra
Ur-Mandr

Blue Peryton (20 feet up)
Red Peryton (20 feet up, -27 mimicking Ezren's shadow)
Krek
Ezren
(-18)

GM Dice:
Ur-Mandr Will: 1d20 + 12 ⇒ (19) + 12 = 31
Attack: 1d20 + 14 ⇒ (6) + 14 = 20
Ezren Will: 1d20 + 11 ⇒ (4) + 11 = 15
Attack: 1d20 + 16 ⇒ (12) + 16 = 28
Damage: 1d12 + 9 ⇒ (9) + 9 = 18
Ezren Will vs Fear: 1d20 + 11 ⇒ (12) + 11 = 23

Horizon Hunters

Hobgoblin| HP 113/113 | AC: 26 (27 w/ shield) | F: +15 R: +12, W: +10 | Perception: +12 (Darkvision) | Default Exploration: Defend

Krek draws his scourge as he applies a simple poisonous vial to the end of it, all while glaring daggers at the blue eyed Peryton.

Intimidation (Demoralize); Intimidating Glare: 1d20 + 18 ⇒ (15) + 18 = 33

◆ Draw Weapon
◆ Poison Weapon
◆ Demoralize

Status:

AC 26 (27 w/ shield)
HP 113/113
Buckler (Hardness 3) 6/6 HP
Hero Points 2/3
Campaign Coin 1/1
Demon Mask: 1/1
Giant Centipede Venom: 6/6
Sloughing Toxin: 2/2
Injury Poison: 6/7


Ezren reaches his staff out, shocking the pair of predators as one attaches to his shadow. "I am not sure what its doing!"

Electric Arc: 3d4 + 4 ⇒ (2, 1, 3) + 4 = 10 DC 21 Reflex

◆ Stride
◆ Electric Arc

Status:

AC 20
HP 53/53


Action ◆ Free Action ◇ Reaction ↺ Human Cleric 5 | HP 48/48| | AC 22 | Fo +9 Re +9 Will +13 | Percep: +13 | Speed 25ft | Hero Points 1/3 |

Kyra next focuses the disappointed glare of the goddess upon red peryton and the approving gaze on Ezren.

◆◆ Daze
Mental Damage v basic Will 21: 1d6 + 4 ⇒ (5) + 4 = 9
◆ Guidance on Ezren.

Envoy's Alliance

Action ◆ Free Action ◇ Reaction ↺ Human Rogue (thief) 6 | HP 62/62| | AC 24 | Fo +9 Re +14 Will +12 | Percep: +12 | Speed 30ft | Hero Points 0/3 |

Looking for a woot of approval from Scourtail, Ur-Mandr does a roll to change his facing to face the peryton. He comes up in a kneel and fires two arrows.

◆ Acrobatics 1d20 + 14 ⇒ (7) + 14 = 21
◆ Ranged Strike
Shortbow: 1d20 + 15 ⇒ (4) + 15 = 19
◆ Ranged Strike
Shortbow: 1d20 + 15 - 5 ⇒ (6) + 15 - 5 = 16

Hero Point the first attack Shortbow: 1d20 + 15 ⇒ (13) + 15 = 28


GM Dice:
Red Reflex: 1d20 + 11 ⇒ (20) + 11 = 31
Blue Reflex: 1d20 + 9 ⇒ (20) + 9 = 29
Will: 1d20 + 13 ⇒ (12) + 13 = 25
Attack: 1d20 + 14 ⇒ (1) + 14 = 15
Krek Will: 1d20 + 10 ⇒ (4) + 10 = 14
Attack: 1d20 + 16 ⇒ (12) + 16 = 28
Damage: 1d12 + 9 ⇒ (5) + 9 = 14

Ezren did take 18 damage there.
Critical success on Intimdating Glare.
Um, wow. Double critical successes on Reflex with a pair of natural 20s (sorry).
Success on Will save for partial damage.
Ur-Mandr scores both an Entertainment Point and a hit--which target and what's your damage?

The blue-eyed peryton looks a bit shaken by Krek's glare, though both of them dodge the misaimed sparks of electricity from the wizard.

It swoops at him again, though this time it's nowhere near its target--perhaps its afraid of approaching the close to Krek. It takes flight again, returning to the air.

Critically failed attack with a natural 1.

The other one, though, dives at Krek. "He can't even reach you with his weapon," it snarls at the other, "He's just looking at you, coward!"

The red-tinged peryton also lunges at him. Its antlers scrape him as it returns to the air, pulling at his shadow.

A hit for 14 piercing damage. Ezren can make a DC 21 Will save or become Frightened 1 (emotion and fear effect).

All PCs' turns.

Initiative:
Kyra
Ur-Mandr

Blue Peryton[/b] (20 feet up, Frightened 1)
Red Peryton (20 feet up, -31 mimicking Ezren's shadow)
Krek
Ezren
(-32, guidance)


Action ◆ Free Action ◇ Reaction ↺ Human Cleric 5 | HP 48/48| | AC 22 | Fo +9 Re +9 Will +13 | Percep: +13 | Speed 25ft | Hero Points 1/3 |

"Ezren, it would help if you would dodge on occasion."

◆◆ Kyra heals Ezren's wounds.
Heal: 3d10 + 24 ⇒ (1, 3, 9) + 24 = 37

Envoy's Alliance

Action ◆ Free Action ◇ Reaction ↺ Human Rogue (thief) 6 | HP 62/62| | AC 24 | Fo +9 Re +14 Will +12 | Percep: +12 | Speed 30ft | Hero Points 0/3 |

Ur-Mandr shot at Blue. He continues to target Blue.

Shortbow: 1d20 + 15 ⇒ (14) + 15 = 29 Piercing: 2d6 ⇒ (3, 3) = 6
Shortbow: 1d20 + 15 - 5 ⇒ (8) + 15 - 5 = 18 Piercing: 2d6 ⇒ (4, 2) = 6
Shortbow: 1d20 + 15 - 10 ⇒ (11) + 15 - 10 = 16 Piercing: 2d6 ⇒ (1, 1) = 2


Another arrow grazes the frightened peryton, as Kyra completely heals Ezren's injuries.

Krek and Ezren's turns.

Initiative:
Kyra
Ur-Mandr
Blue Peryton (20 feet up, -12, Frightened 1)
Red Peryton (20 feet up, -31, mimicking Ezren's shadow)
Krek
Ezren
(guidance)

Horizon Hunters

Hobgoblin| HP 113/113 | AC: 26 (27 w/ shield) | F: +15 R: +12, W: +10 | Perception: +12 (Darkvision) | Default Exploration: Defend

Apologies. I completely forgot to mention I have Agonizing Rebuke. So the creature I intimidated takes 2d4 mental damage at the start of each of its turns as long as it is frightened and in combat with me.

Krek places himself in between Ezren and Kyra. "Come down here and say that!"

Krek growls as he readies his lash for the next Peryton to come within range of him.

+1 Wounding Striking Scourge (Snagging Strike): 1d20 + 18 ⇒ (9) + 18 = 27
Damage (Nonlethal Slashing): 2d4 + 7 ⇒ (4, 4) + 7 = 15 + 1d6 Persistent Bleed
Damage (Poison): 1d4 ⇒ 1
Snagging Strike- If the strike hits then the target is FF until the start of Krek's next turn.
Remorseless Lash- If the Strike hits a frightened foe cannot reduce their frightened value below 1.
Agonizing Rebuke- Demoralized foe takes 2d4 mental damage at the start of each of its turns as long as frightened and engaged in combat with Krek.

◆ Step
◆◆ Ready a Strike

Status:

AC 26 (27 w/ shield)
HP 113/113
Buckler (Hardness 3) 6/6 HP
Hero Points 2/3
Campaign Coin 1/1
Demon Mask: 1/1
Giant Centipede Venom: 6/6
Sloughing Toxin: 2/2
Injury Poison: 6/7


"I am trying" Ezren calls out as his staff flings through the air at the Red-Eyed Peryton. "They are also staying out of range of some of my spells."

Hand of the Apprentice: 1d20 + 8 ⇒ (13) + 8 = 21
Damage: 2d4 + 4 ⇒ (2, 2) + 4 = 8

◆ Shield
◆◆ Hand of the Apprentice

Status:

AC 20
HP 53/53


GM Dice:
Mental Damage: 4d4 ⇒ (1, 3, 1, 2) = 7
Bleed: 1d6 ⇒ 5
Ezren Will: 1d20 + 11 ⇒ (3) + 11 = 14
Attack: 1d20 + 15 ⇒ (5) + 15 = 20
Damage: 1d12 + 9 ⇒ (10) + 9 = 19
Attack: 1d20 + 16 ⇒ (3) + 16 = 19
Bleed flat check: 1d20 ⇒ 1
Ezren Will vs fear: 1d20 + 11 ⇒ (17) + 11 = 28

Ezren's staff flies through the air and clubs the blue-eyed peryton as Scourtail whoops and cheers.
"Hit and run isn't working!" it shouts, diving again at Ezren. This time it manages to imitate his shadow as well as the other, which seems to draw its antlers towards him--just enough to hit! Though Krek's scourge lashes at it in return, tearing away some feathers. "They fight at range and we can't!"
Ezren takes 19 piercing damage.

"No, you heard him!" snarls the red-tinged one, "We're keeping out of range of his spells. Press them!"
It too swoops at Ezren. This time, he ducks.
That's a miss, even with the bonus from mimicking his shadow!

The blue-eyed one is bleeding, though. Actually, it's bleeding a lot.
Bleed damage makes it bloodied (half HP or less). Critically fails its check to end persistent damage.

All PCs' turns.

Initiative:
Kyra
Ur-Mandr

Blue Peryton (20 feet up, -40, Bloodied, Frightened 1, flat-footed, can't reduce frightened condition, 1d6 persistent bleed, mimicking Ezren's shadow)
Red Peryton (20 feet up, -31, mimicking Ezren's shadow)
Krek
Ezren
(-19)

Horizon Hunters

Hobgoblin| HP 113/113 | AC: 26 (27 w/ shield) | F: +15 R: +12, W: +10 | Perception: +12 (Darkvision) | Default Exploration: Defend

Did either of the Peryton's trigger an AoO from Krek moving away from him? If so here is a roll below.

AoO: 1d20 + 18 ⇒ (20) + 18 = 38
Damage (Nonlethal Slashing): 2d4 + 7 ⇒ (2, 2) + 7 = 11 + 1d6 Persistent Bleed

Krek slips another vial of poison onto the end of his barbed lash. "Don't worry, I saved some more for you."

+1 Wounding Striking Scourge (Snagging Strike): 1d20 + 18 ⇒ (4) + 18 = 22
Damage (Nonlethal Slashing): 2d4 + 7 ⇒ (3, 2) + 7 = 12 + 1d6 Persistent Bleed
Damage (Poison): 1d4 ⇒ 3
Snagging Strike- If the strike hits then the target is FF until the start of Krek's next turn.
Remorseless Lash- If the Strike hits a frightened foe cannot reduce their frightened value below 1.
Agonizing Rebuke- Demoralized foe takes 2d4 mental damage at the start of each of its turns as long as frightened and engaged in combat with Krek.

◆ Apply Poison
◆◆ Ready a Strike

Status:

AC 26 (27 w/ shield)
HP 113/113
Buckler (Hardness 3) 6/6 HP
Hero Points 2/3
Campaign Coin 1/1
Demon Mask: 1/1
Giant Centipede Venom: 6/6
Sloughing Toxin: 2/2
Injury Poison: 5/7


"While my spells can't reach, this staff can travel a great distance." Ezren calls out to the wounded Perytons as he keeps his magical shield raised.

Hand of the Apprentice: 1d20 + 8 ⇒ (13) + 8 = 21
Damage: 2d4 + 4 ⇒ (3, 3) + 4 = 10

◆ Shield
◆◆ Hand of the Apprentice

Status:

AC 20
HP 53/53


Action ◆ Free Action ◇ Reaction ↺ Human Cleric 5 | HP 48/48| | AC 22 | Fo +9 Re +9 Will +13 | Percep: +13 | Speed 25ft | Hero Points 1/3 |

When Ezren dodges. "Good job. Try doing that again." She casts Guidance on him again. She then targets Blue with a spell.

◆ Guidance on Ezern.
◆◆ Daze on Blue
Mental, basic Will 21: 1d6 + 4 ⇒ (3) + 4 = 7 Stunned 1 on crit fail.

Envoy's Alliance

Action ◆ Free Action ◇ Reaction ↺ Human Rogue (thief) 6 | HP 62/62| | AC 24 | Fo +9 Re +14 Will +12 | Percep: +12 | Speed 30ft | Hero Points 0/3 |

I never rolled the damage you asked for. Here it is if it's not too late.
Piercing: 2d6 ⇒ (5, 4) = 9

Ur-Mandr tries to fool Blue by aiming at Red before snapping off a couple of shots at it.

◆ Feint
Deception: 1d20 + 10 ⇒ (7) + 10 = 17
◆ Ranged Strike
Shortbow: 1d20 + 15 ⇒ (13) + 15 = 28 Piercing+Sneak Attack: 4d6 ⇒ (3, 6, 6, 4) = 19
◆ Ranged Strike
Shortbow: 1d20 + 15 - 5 ⇒ (2) + 15 - 5 = 12 Piercing+Sneak Attack: 4d6 ⇒ (1, 1, 6, 3) = 11


Krek the Serpent wrote:
Did either of the Peryton's trigger an AoO from Krek moving away from him? If so here is a roll below.

Yes, but do you have a way to use a second reaction?

Ur-Mandr wrote:
I never rolled the damage you asked for. Here it is if it's not too late.

I just applied the damage from your next missed Strike.

Shrinking under assault from Ezren's staff, Ur-Mandr's arrows, and Kyra's spells, the blue-eyed peryton does not charge at Ezren again. Instead, it wheels around and flies away. Higher, higher... and then passes out and plummets somewhere over the edge of the mountain.

Ezren hits. Fails its Will save against Kyra. Ur-Mandr's feint isn't successful, but his attack is. Mental damage nearly drops it; bleed damage does.

The remaining red-tinged peryton growls. It doesn't seem upset, but it does seem aggravated. "Well then, might as well get in closer!" it shouts as it lunges. This time, though, it lands on the ground.

This might be foolish, as it allows Krek to tear into the beast. It might be wise, as it allows it to strike at Ezren faster. It jabs him again with its antlers and then snaps its wolf jaws over--his staff, as Ezren blocks the attack.
But this one, too, is now bleeding badly.
Krek's readied action hits and bloodies it. It hits Ezren with its antlers for 15 piercing damage, but misses with its jaws attack. Ezren can make a DC 21 Will save or be Frightened 1. It takes Bleed damage, but succeeds on its flat check to end the persistent damage.
Remember you can still make an Acrobatics, Athletics, Deception, Intimidation, or Performance check as an action to try to entertain Scourtail.

All PCs' turns.

Initiative:
Kyra
Ur-Mandr

Red Peryton (on the ground, -51, mimicking Ezren's shadow, flat-footed)
Krek
Ezren
(-34, DC 21 Will)

GM Dice:
Blue Will: 1d20 + 12 ⇒ (7) + 12 = 19
Mental Damage: 2d4 ⇒ (4, 1) = 5
Bleed: 1d6 ⇒ 5
Still Bleeding?: 1d20 ⇒ 4
Antlers: 1d20 + 16 ⇒ (5) + 16 = 21
damage: 1d12 + 9 ⇒ (6) + 9 = 15
Fangs: 1d20 + 12 ⇒ (5) + 12 = 17
Bleed: 1d6 ⇒ 5
Still Bleeding?: 1d20 ⇒ 20


Action ◆ Free Action ◇ Reaction ↺ Human Cleric 5 | HP 48/48| | AC 22 | Fo +9 Re +9 Will +13 | Percep: +13 | Speed 25ft | Hero Points 1/3 |

Kyra heals Ezren again.

◆◆ Heal
Heal: 3d10 + 24 ⇒ (2, 10, 8) + 24 = 44
◆ Stride
Move to flank with Krek

Envoy's Alliance

Action ◆ Free Action ◇ Reaction ↺ Human Rogue (thief) 6 | HP 62/62| | AC 24 | Fo +9 Re +14 Will +12 | Percep: +12 | Speed 30ft | Hero Points 0/3 |

"Hey! You're talking. So you're smart. Smart enough to leave when you're losing."

◆ Intimidate
Intimidation: 1d20 + 10 ⇒ (9) + 10 = 19
◆ Ranged Strike
Shortbow: 1d20 + 15 ⇒ (11) + 15 = 26 Piercing and Sneak Attack: 2d6 + 2d6 ⇒ (5, 6) + (4, 1) = 16
◆ Ranged Strike
Shortbow: 1d20 + 15 ⇒ (8) + 15 = 23 Piercing and Sneak Attack: 2d6 + 2d6 ⇒ (1, 5) + (1, 2) = 9

Horizon Hunters

Hobgoblin| HP 113/113 | AC: 26 (27 w/ shield) | F: +15 R: +12, W: +10 | Perception: +12 (Darkvision) | Default Exploration: Defend

Ah, yes. Thanks I completely forgot that a Readied action used a reaction.

Krek roars as he raises his lash high inot the air and brings it snapping down hard onto the Peryton's back.

Intimidate: 1d20 + 18 ⇒ (15) + 18 = 33

+1 Wounding Striking Scourge (Power Attack): 1d20 + 18 ⇒ (20) + 18 = 38
Damage (Nonlethal Slashing): 3d4 + 7 ⇒ (2, 4, 4) + 7 = 17 + 1d6 Persistent Bleed
Damage (Poison): 1d4 ⇒ 2
Remorseless Lash- If the Strike hits a frightened foe cannot reduce their frightened value below 1.
Agonizing Rebuke- Demoralized foe takes 2d4 mental damage at the start of each of its turns as long as frightened and engaged in combat with Krek.[/ooc]

◆ Demoralize
◆◆ Power Attack

Status:

AC 26 (27 w/ shield)
HP 113/113
Buckler (Hardness 3) 6/6 HP
Hero Points 2/3
Campaign Coin 1/1
Demon Mask: 1/1
Giant Centipede Venom: 6/6
Sloughing Toxin: 2/2
Injury Poison: 5/7


Ezren's magical shield cracks and explodes all in front of him as he stumbles back a bit to give himself some space as he sends a jolt across the ground to stop the Peryton from following him.

Electric Arc: 3d4 + 4 ⇒ (2, 4, 2) + 4 = 12 DC 21 Reflex


↺ Shield Block (Hardness 10)
◆ Step
◆ Electric Arc

Status:

AC 20
HP 53/53
Focus 0/2


A pair of arrows thud into the beast, before Krek's scourge lashes into its wolf face driving it back. It briefly tries to take to the air before crumpling against the stone, quite still.

Scourtail cheers, clearly enthralled by the Pathfinders' heroics.

Scourtail is befriended.

Brulivex pokes her head out of her hiding place. "W-we should probably head back to Halgrim now..."

"Well yeah!" agrees Scourtail, "Everyone finish eating so we can gooooo!"
The linnorms return to their goats, which can buy the party a little time to recover.

Horizon Hunters

Hobgoblin| HP 113/113 | AC: 26 (27 w/ shield) | F: +15 R: +12, W: +10 | Perception: +12 (Darkvision) | Default Exploration: Defend

Krek looks around a bit amazed. "I think we are alright, thanks to Kyra." He shakes any excess poison from his barbs before looping the handle back onto his belt. "Ready to go once you are done eating."

Envoy's Alliance

Action ◆ Free Action ◇ Reaction ↺ Human Rogue (thief) 6 | HP 62/62| | AC 24 | Fo +9 Re +14 Will +12 | Percep: +12 | Speed 30ft | Hero Points 0/3 |

While the linnorm kids are eating, Kyra regains her Focus.


Hero Point Award Krek 1/Ur-Mandr 2: 1d2 ⇒ 2

As the group makes their way back towards town, Brulivex says, "We want to stay near Halgrim because that's where Daddy is. He spends so much time her with King Estrid, so it's just us and Mommy most of the year. We miss him!"

"It was my idea to come visit him at work," says Scourtail proudly.

"You'd never have made it if I wasn't leading the way," says Oridius. "I collect maps," they explain to the Pathfinders.

"And we had to walk the whole way!" complains Crookscale.

Manglefang snorts. "We only had to walk because you don't know how to fly yet, so you don't get to complain about that." He grins and looks to the party. "He can't swim, either!"

Back in Halgrim, the linnorms scatter, scampering down roads and over buildings, flying through the sky, and incidentally terrifying passing animals and locals. Soon, the linnorms reach the banks of the Rustflow River, which cuts through the city in multiple locations. Ice crusts the riverbank’s edges, but most of the river flows freely. Numerous locals row small skiffs down the river, transporting goods to and from the harbor. Fascinated by the “tiny ships,” Scourtail and Manglefang launch themselves at the skiffs, followed by Crookscale and Oridius, each landing on a different boat. The twelve sailors aboard abandon the skiffs, diving into the frigid water in terror and attempting to swim for shore. Only Brulivex lingers on the river’s edge, assessing the situation.

"My little ship is moving too much. I feel sick!" Crookscale complains.
"Aw, lookit 'em flail! Is that supposed to be swimming?" Manglefang laughs at the sailors in the water.
"Come on, Bruli!" Scourtail calls, splashing icy water in her sister's direction.
"I dunno... I think they need help..." says Brulivex uncertainly.
"Actually, swimming is good for humans' health," counters Oridius.

Currently there are four linnorms playing on boats and 12 sailors in the water.

Round 1
Things you might try:
Convince Brulivex to ignore her siblings. (Deception or Diplomacy)
Convince Manglefang, Scourtail, or Oridius this is a bad idea (Deception, Diplomacy, or Intimidation) or tempt them into a different game (Performance or Society)
Craft rescue aids, like knotted ropes or flotation devices, from nearby materials (Crafting)
Throw a rescue aid to sailors in the water (ranged attack roll; requires either that somebody crafted a rescue aid or that you have something suitable in your equipment)
Dive in to help (Athletics, or have a swim speed)
A more creative idea?

Horizon Hunters

Hobgoblin| HP 113/113 | AC: 26 (27 w/ shield) | F: +15 R: +12, W: +10 | Perception: +12 (Darkvision) | Default Exploration: Defend

Intimidation: 1d20 + 18 ⇒ (16) + 18 = 34

Krek whistles loudly as he tries to get the Linnorms attention. "Enough of that. There will be better entertainment ahead. Get off the boat."


Ezren begins to grabs sme scrap woord as he waves down the sailors. "Over here, Grab this plank."

Crafting: 1d20 + 11 ⇒ (7) + 11 = 18


Manglefang looks at Krek, startled. He settles down meekly on his skiff. "Okay..." he says, looking expectantly at his siblings.

The pieces of wood Ezren tries to put together fall apart again, too small to buoy much up.

Success (critical, actually) for Krek, but failure for Ezren.
Ur-Mandr and Kyra are up, 12 sailors in the water.

Envoy's Alliance

Action ◆ Free Action ◇ Reaction ↺ Human Rogue (thief) 6 | HP 62/62| | AC 24 | Fo +9 Re +14 Will +12 | Percep: +12 | Speed 30ft | Hero Points 0/3 |

"Scourtail!" Ur-Mandr calls out. "You need to stop. You're behaving more like a villain than a hero. The sort of monster that your dad would protect the village from."

Diplomacy: 1d20 + 12 ⇒ (15) + 12 = 27


Action ◆ Free Action ◇ Reaction ↺ Human Cleric 5 | HP 48/48| | AC 22 | Fo +9 Re +9 Will +13 | Percep: +13 | Speed 25ft | Hero Points 1/3 |

Kyra casts Guidance to help sailors swim to shore.


Scourtail gasps and looks abashed. "I'm not a villain."

With Kyra's guidance a sailor makes it to shore.

By this point, a worried crowd is starting to gather near the river. But perhaps they could be useful.

"No fun, Scourtail!" says Oridius, ther boat knocking against Crookscale's, "And come on out here, Bruli!"

There are currently 11 sailors in the water.

Round 2
Things you might try:
Convince Brulivex to ignore her siblings. (Deception or Diplomacy)
Convince Oridius this is a bad idea (Deception, Diplomacy, or Intimidation) or tempt them into a different game (Performance or Society)
Craft rescue aids, like knotted ropes or flotation devices, from nearby materials (Crafting)
Throw a rescue aid to sailors in the water (ranged attack roll; requires either that somebody crafted a rescue aid or that you have something suitable in your equipment)
Dive in to help (Athletics, or have a swim speed)
Recruit assistance, by getting the bystanders to pitch in (Diplomacy)
A more creative idea?

Horizon Hunters

Hobgoblin| HP 113/113 | AC: 26 (27 w/ shield) | F: +15 R: +12, W: +10 | Perception: +12 (Darkvision) | Default Exploration: Defend

"Oridius, you too!" Krek growls a bit annoyed at the younglings, though nothing he hasn't put up with before in his younger years training.

Intimidation: 1d20 + 18 ⇒ (9) + 18 = 27


Meanwhile Ezren continues to call for aid as he gathers some people passing by. "You there, we need your help!"

Diplomacy: 1d20 + 9 ⇒ (17) + 9 = 26


Action ◆ Free Action ◇ Reaction ↺ Human Cleric 5 | HP 48/48| | AC 22 | Fo +9 Re +9 Will +13 | Percep: +13 | Speed 25ft | Hero Points 1/3 |

"Look at them, Brulivex. They're scared and fleeing for their lives. Don't go out there. Actually, you should help save them"

Diplomacy: 1d20 + 10 ⇒ (16) + 10 = 26

Envoy's Alliance

Action ◆ Free Action ◇ Reaction ↺ Human Rogue (thief) 6 | HP 62/62| | AC 24 | Fo +9 Re +14 Will +12 | Percep: +12 | Speed 30ft | Hero Points 0/3 |

Ur-Mandr jumps in and tries to help the sailors.

Assurance on Athletics 20 total.


"Oh. Um. Y-yessir," says Oridius, lying down on his boat as well. Only Crookscale remains, though convincing him to stop playing might be less than helpful as that's not exactly what he's doing.

"This boat is so wobbly!"

"Actually, if you stayed still you wouldn't have a problem," Oridius answers, "it's only wobbling because you are."

Ezren is able to rally the crowd. Less capable in an emergency than the Pathfinders individually, their numbers and a little organization and cooperation goes a long way.

The crowd will rescue 1 sailer per round.

"I should save them," Brulivex whispers, then looks determined. She dives in. A large creature who is very good at swimming, this should be easy for her, but the fact that the sailors are a little wary to grab on hinders her a bit. Still, she's at least as effective as the mostly-human crowd.

Convincing Brulivex not to listen to her siblings and then to help with the rescue are technically two different actions, but you got all three of them to stop already--there's nothing to convince her to ignore, so I'll call that one a success. Brulivex rescues 1 sailer per round.

Ur-Mandr swims out and helps rescue another with practiced ease.

Success. That's one sailor rescued.

Round 3: 8 sailors in danger.
Things you might try:
Convince Brulivex to ignore her siblings. (Accomplished! Brulivex rescues 1/round)
Convince the linnorms this is a bad idea.
Craft rescue aids, like knotted ropes or flotation devices, from nearby materials (Crafting)
Throw a rescue aid to sailors in the water (ranged attack roll; requires either that somebody crafted a rescue aid or that you have something suitable in your equipment)
Dive in to help (Athletics, or have a swim speed)
Recruit assistance, by getting the bystanders to pitch in (Accomplished! The crowd rescues 1/round)
A more creative idea?

Horizon Hunters

Hobgoblin| HP 113/113 | AC: 26 (27 w/ shield) | F: +15 R: +12, W: +10 | Perception: +12 (Darkvision) | Default Exploration: Defend

Krek drops his satchel of poisons to the dry ground so as not to dilute them before diving inot the waters. Stroke by stroke he swims out to try and rescue anyone nearby.

Athletics: 1d20 + 13 ⇒ (11) + 13 = 24


Ezren pulls the scrap wood back in and tries to make it a little sturdier this time. "Hang on, help is on the way!"

Crafting: 1d20 + 11 ⇒ (14) + 11 = 25


Krek manages to rescue another sailor. Ezren constructs something that might be useful for pulling people out of the water, but someone will have to get it out there now.

Kyra and Ur-Mandr's turns. 7 sailors in danger. A flotation device is available but must be thrown with a ranged attack roll.

Envoy's Alliance

Action ◆ Free Action ◇ Reaction ↺ Human Rogue (thief) 6 | HP 62/62| | AC 24 | Fo +9 Re +14 Will +12 | Percep: +12 | Speed 30ft | Hero Points 0/3 |

Ur continues to help sailors. When he gets the first sailor to safety, he calls out to Scourtail, "That's one" before going to help another.


Action ◆ Free Action ◇ Reaction ↺ Human Cleric 5 | HP 48/48| | AC 22 | Fo +9 Re +9 Will +13 | Percep: +13 | Speed 25ft | Hero Points 1/3 |

With the townsfolk helping, Kyra looks for more ways to be of use. She spies a floatation device and tosses it out to one of the sailors in the water.
Throw: 1d20 + 10 ⇒ (3) + 10 = 13


In Kyra's defense, the thing is unwieldy. Her throw falls short, which at least leaves the float in reach for someone to try again.

Between Ur-Mandr, Brulivex, and a chain of organized townsfolk, another three sailors are pulled to safety.

It's a good thing Krek got the the linnorms to behave; everyone has the distinct impression they'd be playing bumper boats for now. As it is, Manglefang, Scourtail, and Oridius wait for the way to be cleared.

"It's so tippy!" Crookscale cries.
"Just lay still Crookscale!" Scourtail answers.
"He looks so stupid," Manglefang giggles.

Round 4: 4 sailors in danger. A flotation device is available.
Things you might try:
Convince Brulivex to ignore her siblings. (Accomplished! Brulivex rescues 1/round)
Convince the linnorms this is a bad idea.
Craft rescue aids, like knotted ropes or flotation devices, from nearby materials (Crafting)
Throw a rescue aid to sailors in the water (ranged attack roll; requires either that somebody crafted a rescue aid or that you have something suitable in your equipment)
Dive in to help (Athletics, or have a swim speed)
Recruit assistance, by getting the bystanders to pitch in (Accomplished! The crowd rescues 1/round)
A more creative idea?

Horizon Hunters

Hobgoblin| HP 113/113 | AC: 26 (27 w/ shield) | F: +15 R: +12, W: +10 | Perception: +12 (Darkvision) | Default Exploration: Defend

Krek dives back in. "They are almost out!"

Athletics: 1d20 + 13 ⇒ (10) + 13 = 23


Ezren grabs ahold of his shoddily made flotation device and tosses it as far as he can.

Ranged Attack: 1d20 + 11 ⇒ (11) + 11 = 22

Envoy's Alliance

Action ◆ Free Action ◇ Reaction ↺ Human Rogue (thief) 6 | HP 62/62| | AC 24 | Fo +9 Re +14 Will +12 | Percep: +12 | Speed 30ft | Hero Points 0/3 |

Ur-Mandr continues to help.

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