| GM Euan - Jade |
So the caravan plan seems to be the following. Please confirm, and I’ll update the caravan page.
Feat
Extra wagons
Wagons (-1,600gp caravan fund)
Two supply wagons (with enhanced undercarriage)
Hires (-1,520gp caravan fund paid to Minkai)
3 drivers (one for Ulf so he can guide)
4 cooks (with Kisaiya this brings you to max)
3 scouts (max)
4 guards (with Kelda this brings you to max)
You’ll need to load up the extra wagons with food and supplies for this next leg, much to Sandru’s chagrin (more trade!), even with two create food and waters cast a day. You’ll still have some trade goods of course, just not as much as Sandru would like. ”Oh if only we could provide more supplies somehow.” he laments.
You do have some trading to do here as well. Traders, please make two checks each.
NPC Traders: 2d20 + 20 + 2d20 + 20 + 2d20 + 20 ⇒ (6, 20) + 20 + (1, 20) + 20 + (6, 3) + 20 = 116
As far as supplies go, it’s assumed you’re brining along whatever mystical concoctions you can buy here. From a practical perspective when you craft something, all you need is the cash and the usual rolls. I don’t want to worry too much about raw materials - we’ll just hand waive that.
So let me know if this plan is good, make a trade roll if you’re a trader, and do anything you’d like with your last two days in civilization for a while.
| GM Euan - Jade |
Ameiko gets in line for the crafting. She’s requesting two items, and is happy to wait - she’s in no hurry. Koya offers to do the gloves in case Mukluk is busy. When she's not casting spells for others of course.
Headband of Inspired Wisdom +2 (4,000gp)
Apprentice Cheating Gloves (2,200gp)
So that’ll cost 3,200gp. She has 4,500gp left to loan out if anyone wants it.
| Mukluk Muletender |
Mukluk moves to meet and greet all the newcomers, making them feel welcome as best he can. He knows this will be a dangerous journey, and cold, and wants them to feel warmly welcomed.
And he will be crafting supplies to make good use of the time when the caravan is stopped to acclimate.
He and Moose are ready to go.
| Unk the Conjurer |
After some nudging from Snowball, Unk foresees what crafting materials will be needed, and makes sure they're stocked. He also asks Ulf to pay for the materials that'll be used for his own dragon hide armor, at least.
| GM Euan - Jade |
| 1 person marked this as a favorite. |
He also asks Ulf to pay for the materials that'll be used for his own dragon hide armor, at least.
"Sort of a half now - half later sort of thing? Sure, I don't have anything else to do with the money at the moment." Ulf agrees to pay half up front for his armor.
| Kisaiya Shiraishi |
Trading: 1d20 + 10 ⇒ (8) + 10 = 18
Trading: 1d20 + 10 ⇒ (5) + 10 = 15
Kisaiya is fine with the plans for the caravan upgrades and staffing updates. She stocks up on a variety of materials for items she will get crafted after a bit of research and some embarrassingly basic questions about how the whole process works. She helps with the trading of goods as well, knowing clearing out space for travel is always smart.
During the down time, she makes a big batch of those spiced cookies that Ameiko likes so they have something homey to snack on.
Profession (cook): 1d20 + 17 ⇒ (5) + 17 = 22
| Durgan Far-Walker |
Besides the components for a Belt of Giant Strength, Durgan also picks up components suitable for enchanting magic weapons.
He spends a couple of days trading before heading out.
Trading: 1d20 + 10 ⇒ (4) + 10 = 14
Trading: 1d20 + 10 ⇒ (13) + 10 = 23
"The time to acclimate does seem like an unavoidable delay but the wisest course of action. We don't wish to be suffering from altitude sickness if we have to go into battle."
"I will prepare one casting of Create Food and Water every day, and Koya will prepare one. I will also prepare Make Whole every day."
| GM Euan - Jade |
Trade total: 372gp.
It’s Erastus 25, a Toilday, and time to leave.
You smash the ice off the wheels as the snorting horses are put in harness, their breath making icy clouds in the cold morning air. Sandru moves smoothly through the caravan, making sure all the new hires know their jobs as the caravan begins, slowly, to lurch forward and out of Iqaliat. Many of its citizens come out into the morning cold to see you off, Spivey flying around saying a final tearful farewell of her own to each and every one of you - even Moose with whom she has a long, but private, conversation.
Eventually you get through the gates and out into the wild, turning nearly due north and onto the High Ice!
The first week’s travels take place with little fanfare. For the first few days, you’re still in dragon territory and she kept the local riff riff at bay. You thimk you saw the abominable snowman, but it could be a trick of the bright white light on the crisp white snow. You have several clear days and the brightness of it all is starting to get to you a bit. Though there could be another apex predator about, for the next few days - nothing stirs.
The thin air is also certainly a problem, as Ulf had warned. You, and the faithful steeds, struggle for breath as you go. It’s most unpleasant and the fatigue slows you all down. Turns out you really like breathing!
Eventually, Ulf comes to you on the morning of Arodus the first, a Toilday, and says, ”I think we’re high enough. Today let’s have the scouts out looking for a good place to hunker down for the ten days or so. We’ll want it a bit sheltered and low so maybe we won’t be noticed easily.” If you agree, he’ll take the scouts off foraging duty and put them on this for the last day before a prolonged rest.
The first three posters, please make Security checks (d20+10), one for each scout you have.
| Mukluk Muletender |
1d20 + 10 ⇒ (8) + 10 = 18 Security
1d20 + 10 ⇒ (7) + 10 = 17 Security
1d20 + 10 ⇒ (5) + 10 = 15 Security
Mukluk works on his craftings (and that of others as well) when he and Moose can make time. He notes that he does like breathing air. It's great.
| GM Euan - Jade |
Oops! I mis-wrote a bit. Just one check per person, three people making checks. So Mukluk got an 18 so far. Two more rolls.
| Unk the Conjurer |
Security: 1d20 + 10 ⇒ (20) + 10 = 30 yaaaaay
After leaving town, Unk asks Mukluk to craft a int headband for himself and gets to work on the breastplate again:
Armor crafting: 350gp (Breastplate 200gp + MW 150gp). The magics will cost 2,500gp (+1 1,000gp, endure elements 1,500gp).
Craft (Armor) take 10 +anytool: 10 + 10 + 2 = 22 vs DC 16 for breastplate
22*16=352 sp of progress each day, which means 6 days of work for the non mwk part
is if half progress while adventuring? I think that means 7/12 days...
Craft (Armor) take 10 +anytool: 10 + 10 + 2 = 22 vs DC 20 for mwk
22*20=440 sp of progress each day, which means 4(8?) days of work for the mwk part
| Kisaiya Shiraishi |
Security Check: 1d20 + 10 ⇒ (18) + 10 = 28
”I have materials for some crafting as well. Just a headband and an improvement to my cloak. Nothing high priority, so I’m fine waiting.”
+2 wis headband and getting cloak of resistance to +2 from +1
Kisaiya is not afraid of being hunkered down for 10 days, but she does worry how it will affect Ameiko, as she’s never been one to enjoy being tied down without being free to move for too long. She waits until she can privately speak with her. ”Are you going to be okay hunkering down for that long? Is there anything I can do for you to help make it easier?”
| GM Euan - Jade |
Kisaiya is not afraid of being hunkered down for 10 days, but she does worry how it will affect Ameiko, as she’s never been one to enjoy being tied down without being free to move for too long. She waits until she can privately speak with her. ”Are you going to be okay hunkering down for that long? Is there anything I can do for you to help make it easier?”
”Oh, I’ll be OK, thanks Kisaiya. I have all these new people to meet.” she grins uncertainly. ”I do miss the singing though. This air, it’s so thin! All singing is, really, is breath. And I have no breath up here! I can’t wait to belt out another tune.”
One of the new scouts find an excellent spot for the caravan. It’s a moderate depression, so the wagons won’t be visible from a distance. With the campfire beads, there’s nearly no smoke and what there is is dissipated by the consistent breeze overhead. You should be pretty well hidden. Now that you have guards to keep watch, you should also know well in advance if anything is coming at you.
Your plan is to rest here for ten days. Ulf says you’ve been making better time than he expected considering the fatigue, so it might be better to hold out for twelve. You still won’t be acclimated, but the delay means you will be acclimated before you arrive at the Storm Tower - your next target.
In the morning, Arodus 2, a Wealday, you rise late. After all, there’s no where to go.
Though still fatigued (a spell or two now and again notwithstanding), let me know what you plan to do with your twelve days.
Ameiko is spending some of her time working magical armor for Unk, once he’s finished the physical part. I think I saw someone set aside some stuff for magic weaponry as well. She has plans for her own weapon and armor improvements, once she gets a little more cash together. Perhaps after the spire? she wonders idly. For the rest of the time, she concentrates on playing her samisen, her breath being a little too short for singing - though she tries. It’s exhausting!
| Durgan Far-Walker |
Durgan will set up the Field Scrivener's Desk every night, so that whoever is on watch can have a fairly comfortable and safe place to watch from. It's a 20-foot radius hemisphere, which won't cover our entire campsite with the wagons, but a good bit of it. It's protected from snow and wind.
Durgan will remain working on his armor. It isn't coming along as fast as he would like, but then, he doesn't yet have the skill to wear it either.
So, at half progress, his previous 1300 GP of progress on the armor was really only 650. Then with the two days before we left, he could work full time for 40 GP per day, for total 730. With 12 days here working full time, that is 40 per day for a total of 480, new total 1,210/1,650.
| Mukluk Muletender |
Mukluk takes care of Moose and only when the Moose is well tended does Mukluk work on crafting. His first 10 days (7 travel, first 3 of acclimation) are putting work in on his new headband, then spending few days on the craftings for others.
Kisaiya:4 days for headband and cloak upgrade.
"Uh, the headband is done, Kisaiya, but it looks like Moose chewed a bit on the left side," Mukluk offers the headband with a bit of trepidation, worried that this might be a making murdert situation, but hoping not. "I tried to buff it out, but its a bit mule-worn."
Unk's headband? I think we have another CWI crafter who can handle that?
| GM Euan - Jade |
Unk's headband can be completed by Koya prior to the rest period I think.
Durgan, are you having anything magically crafted? Koya can work on it during the 12 day rest.
| Unk the Conjurer |
After the caravan heads out, Unk can occasionally be seen flying overhead (often at an odd angle) as he starts learning how to fly. Snowball alternates between trying to keep him upright and trying to avoid him entirely during these training sessions.
After leaving town, Unk asks Mukluk to craft a int headband for himself and gets to work on the breastplate again:
Armor crafting: 350gp (Breastplate 200gp + MW 150gp). The magics will cost 2,500gp (+1 1,000gp, endure elements 1,500gp).
Craft (Armor) take 10 +anytool: 10 + 10 + 2 = 22 vs DC 16 for breastplate
22*16=352 sp of progress each day, which means 6 days of work for the non mwk part
is if half progress while adventuring? I think that means 7/12 days...Craft (Armor) take 10 +anytool: 10 + 10 + 2 = 22 vs DC 20 for mwk
22*20=440 sp of progress each day, which means 4(8?) days of work for the mwk part
so 3.5/6 days means first 3 days Unk finishes the breastplate part, then 4 days to finish the mwk part
After seven days, Unk brings the suit of armor to Kisaiya."Kisaiya, I foresee that you can weave magic into this armor. I can Endure Elements just fine, myself, but I need to sew it into the armor." He explains, hoping for help to finish Ulf's armor.
does anyone else have craft wondrous item? It's 16k to buy, so @ 250/day while traveling and 1k/day while sitting still it'd be at 13750/16000 if you just do that the whole trip so far xD
Spell-like Abilities
. 9/9 Diviner's Fortune
. 1/1 Stabilize
Spells Prepared
. 4th 2+1/day {S} Arcane Eye, Dimension Door, Summon Monster IV,Wall of Ice
. 3rd 3+1/day {S} Tongues, Fly, Haste, Summon Monster III,Tiny Hut
. 2nd 4+1/day {S} See Invisibility, Flaming Sphere (DC 18), Glitterdust (DC 19), Glitterdust (DC 19), Levitate, Summon Monster II
. 1st 6+1/day {S} True Strike, Celestial Healing, Endure Elements, Enlarge Person, Fastidiousness, Grease (DC 18), Magic Missile
. 0 (at will) Acid Splash, Detect Magic, Message, Open/Close
| Durgan Far-Walker |
Durgan will ask Koya to craft a Belt of Giant Strength +2.
"I bought these components. I think they should suffice. Thank you for your efforts."
This would take 4 days of work, since it costs 4,000 GP.
| GM Euan - Jade |
All magic crafting except Unk’s headband are, I think, complete - including Durgan’s belt.
You’re rudely interrupted in your tent by the watch. ”M’lords, there’s a nasty flying beasty out there coming right for us” he looks uneasy. You hear a scream. ”Yeah, that’d be it.” he says as he rushes back out to warn others who may still be sleeping.
It’s morning, just as you’re waking up, but before you’ve gotten your spells for the day. Still, chances are you’ve got all your spells from yesterday so it shouldn’t really matter. You’re ten days into your twelve day rest period - so you’re still fatigued from the altitude. It’s Arodus 12, a Starday.
You leap to your feat and grab what gear you can as you rush outside. Sure enough, there’s a very large (huge) creature flying right at the camp from the foothills to the east. You, presumably, rush forward to put yourselves between it and the caravan as ill prepared as you may be.
If flies in diving down, a bit, as it closes. You see it is a flying reptile (image) with large, leathery wings and a vibrantly colored crest on its horned, narrow-snouted head.
New map up. Sorry it’s a re-use, I couldn’t find anything decent and the AP maps are horrible for this stretch. Thanks to the guard, you’ll have the surprise round, move or standard only, then initiative. You wouldn’t have had time for armor, but you’d have your other gear more or less since you had some warming.
You face a Boreal Yrthak! Variant yrthak, N Huge magical beast (cold). One question for each five you beat the DC as usual.
Swift, cunning, and perpetually ravenous, the yrthak terrorizes the barren wastelands in which it makes its home, swooping down from on high to blast prey with bursts of pure sound. Though technically blind, as its eyes are tiny and barely capable of vision beyond a few feet, the yrthak senses its surroundings via acute hearing and echolocation. While its powerful jaws and claws are equally capable of taking down opponents, the yrthak generally prefers to wheel through the sky on its membranous wings, firing bolt after bolt of sound into its prey, and exulting in the thrill of the hunt. An adult yrthak is 20 feet long and weighs 1,500 pounds.
- - -
Remember, you are all likely fatigued still for this encounter from the thin air. A fatigued character can neither run nor charge and takes a –2 penalty to Strength and Dexterity. I applied a +1 to the enemies init to reflect your dex loss - not that it mattered.
- Round 1 -
Mukluk - 22
Unk - 21
Kisaiya - 18
Good Folk - 12
Durgan - 4
Durgan: 1d20 + 1 ⇒ (3) + 1 = 4
Kisaiya: 1d20 + 2 ⇒ (16) + 2 = 18
Mukluk: 1d20 + 2 ⇒ (20) + 2 = 22
Unk: 1d20 + 11 ⇒ (10) + 11 = 21
Good Folk: 1d20 + 6 + 1 ⇒ (5) + 6 + 1 = 12
• First up Mukluk, Unk, and Kisaiya. Remember, you also get a surprise round.
| Mukluk Muletender |
Round Surprise
1d20 + 13 ⇒ (18) + 13 = 31 Know (Arcana) - Weaknesses? DRs?
Mukluk acts quickly to try to counteract the lethargy, offering the party the gift of Moose-zoomies (those that want it). He then steps back a bit.
With a spell, Mukluk offers the party 8 rounds of Moose-Zoomies. +1 to attacks, +1 attack on a full round attack sequence, +1 to Reflex & AC, +up to 30 extra movement.
Melee:
[ dice=Trepanator]1d20+3[/dice] to hit;
[ dice]1d6[/dice] cold iron piercing damage
Mule Bite:
[ dice=MuleBite]1d20+5[/dice] touch to hit;
[ dice=Divine]1d4+2[/dice] damage
Mule Kicks:
[ dice=MuleKicks]1d20+5[/dice] touch to hit;
[ dice=Force]1d4[/dice] damage
[ dice=Divine Mule Piss]1d20+5[/dice] touch to hit;
[ dice]1d4+2[/dice] divine fire
Acid: 1d20 + 5 + 1 ⇒ (13) + 5 + 1 = 19 touch to hit;
1d4 + 2 ⇒ (2) + 2 = 4 acid
Adhesive Spittle -2 to attacks, -4 to dex for 2d4 ⇒ (4, 3) = 7 rounds. DC 18 Reflex to avoid being stuck to the ground DC16 str to break free.
+1 to attx, vs. fear...behold the power of Moose! Believe in the Moose as the Moose believes in you.
With a spell, Mukluk offers the party 8 rounds of Moose-Zoomies. +1 to attacks, +1 attack on a full round attack sequence, +1 to Reflex & AC, +up to 30 extra movement.
Heroism on the heroic Kiss'ya, 140 minutes. And on hisself, also for 140 minutes. Mage Armor (14 hours).
AC: 12/12/10 + 1 w/shield +2 ac vs. evil (Hergie)
Fort/Ref/Will: +5/+6/+14 +2 vs spells, poison/ +2 vs evil (Hergie)
HP: 37/37
Resist 5 cold/acid
Focus: 0/3
Hero Points: 0/3
Speed: 20'
Luck? 0/1 used
MuleFire: 0/9 used
Rod Extend Lsr: 2/3 used (endure elements MM/Moose alt days, mage armor)
Helgarval
Aid once a day.
Daylight as needed (though only once a day).
Detect evil and know direction at will.
“A cassisian has a lesser form of the protective aura possessed by more powerful angels. This protective aura grants the cassisian a +2 deflection bonus to its AC against evil foes, and a +2 resistance bonus on all saving throws made against evil effects or spells cast by evil creatures. This aura extends to a radius of 5 feet, but can only benefit one additional creature other than the cassisian at any one time”
Aid. 1d8 + 3 ⇒ (4) + 3 = 7 temp hp. (The morale +1 won't stack with Ameiko's song.) While Hergarval is nearby, Storm gets "+2 deflection bonus to its AC against evil foes, and a +2 resistance bonus on all saving throws made against evil effects or spells cast by evil creatures."
| GM Euan - Jade |
- - -
| Kisaiya Shiraishi |
| 3 people marked this as a favorite. |
@Euan Kisaiya has the fatigued mercy so she would just use a lay on hands to remove that if possible
Surprise Round
Kisaiya freezes as she sees the flying beast. ”That’s it. That’s the one. It really is here.” She immediately pulls a scroll out of her handy haversack and prepares to cast it, pointing at her armor. There’s no way she would ever face this beast unprepared again. ”Suishen-sama, that is the beast that took my eye and fingers and killed the rest of my caravan. Please, honor me with the ability to rise to fight it.”
Move to draw scroll
Round 1
She casts the spell from the scroll, Serren’s Swift Girding, and she is instantly in her full armor, as though she had taken all the time to put it on herself.
She then moves to the edge of the trees, shouting back to the others. ”SPREAD OUT.” She shouts again, this time at the Yrthak. ”I AM KISAIYA SHIRAISHI, AND I AM HERE FOR EVERYONE YOU KILLED.”
Standard to cast, swift to activate challenge
HP: 75/75 (DR 1/- vs yrthak)
AC: 22/12/20
Saves: F10/R5/W9
Hero Points: 3
Smite Evil Used: 0/3
Lay on Hands Used: 1/6
Divine Bond Used: 0/1
Resolve Used: 0/1
Challenge: 1/1
Second Chance
Spells/Effects Active: Air Walk, Bless, Challenge (yrthak)
Suishen:
[ dice]1d20+15[/dice] to hit;
[ dice]1d8+7+1d6[/dice] damage.
| GM Euan - Jade |
- - -
| Unk the Conjurer |
Surprise round:
Unk takes a 5' step closer and casts Levitate on himself.
Round 1:
Unk steps deeper into the trees and begins casting Enlarge Person.
Which will probably make Kisaiya bigger :D
Unk would've cast Fly at some point yesterday to practice, so he'll be out that...
Spell-like Abilities
. 9/9 Diviner's Fortune
. 1/1 Stabilize
Spells Prepared
. 4th 2+1/day {S} Arcane Eye, Dimension Door, Summon Monster IV, Wall of Ice
. 3rd 3+1/day {S} Tongues, Fly, Haste, Summon Monster III, Tiny Hut
. 2nd 4+1/day {S} See Invisibility, Flaming Sphere (DC 18), Glitterdust (DC 19), Glitterdust (DC 19), Levitate, Summon Monster II
. 1st 6+1/day {S} True Strike, Celestial Healing, Endure Elements, Enlarge Person, Fastidiousness, Grease (DC 18), Magic Missile
. 0 (at will) Acid Splash, Detect Magic, Message, Open/Close
| "Snowball" |
Surprise Round:
Ameiko feels a bit of a tingle as she's given some Cat’s Luck
Round 1:
The tiny Snowball pounces on Kisaiya to give her a modicum of divine Guidance.
@Ameiko/GM: CHA to saves :D
@Kisaiya: Might help with a save or something~
| GM Euan - Jade |
Mukluk identifies the creature and speeds up the party. Unk levitates into the trees as he prepares to enlarge someone. Snowball helps Kisaiya, who armors herself, dispels the fatigue (and that lingering hangnail that’d been bothering her), and challenges the beast all while Suishen provides air walk!
The yrthak flies on thermals only it can feel, before blasting Kisaiya with a sonic lance from 40’ away - perhaps reacting to her challenge! The blast strips the trees of needles and leaves, and breaks several branches on its way to her! The creature drifts overhead.
Ranged Touch: 1d20 + 10 - 4 ⇒ (10) + 10 - 4 = 16 damage (sonic): 8d6 ⇒ (1, 6, 3, 5, 5, 3, 3, 2) = 28
As it closes, you can make out a blue and green aura of electrically charged particles. They blur and conceal the creature’s natural form providing concealment. 20% miss from further than 5’ away.
- Round 1 -
Durgan - 4
- Round 2 -
Mukluk - 22 (fatigued)
Unk - 21 (fatigued)
Kisaiya - 18
Boreal Yrthak - 12 (40' up)
• Everyone is up!
| Unk the Conjurer |
Kisaiya grows 8 times as heavy as Unk begins casting Summon Monster IV!
Spell-like Abilities
. 9/9 Diviner's Fortune
. 1/1 Stabilize
Spells Prepared
. 4th 2+1/day {S} Arcane Eye, Dimension Door, Summon Monster IV, Wall of Ice
. 3rd 3+1/day {S} Tongues, Fly, Haste, Summon Monster III, Tiny Hut
. 2nd 4+1/day {S} See Invisibility, Flaming Sphere (DC 18), Glitterdust (DC 19), Glitterdust (DC 19), Levitate, Summon Monster II
. 1st 6+1/day {S} True Strike, Celestial Healing, Endure Elements, Enlarge Person, Fastidiousness, Grease (DC 18), Magic Missile
. 0 (at will) Acid Splash, Detect Magic, Message, Open/Close
| "Snowball" |
Snowball flies back to her master to give him Guidance also.
| Mukluk Muletender |
Round 2
Mukluk adds more help to the attack team, adding more Moose benefits for all to enjoy.
+1 to attx, vs. fear...behold the power of Moose! Believe in the Moose as the Moose believes in you.
Round 2/8 +1 to attacks, +1 attack on a full round attack sequence, +1 to Reflex & AC, +up to 30 extra movement.
Melee:
[ dice=Trepanator]1d20+3[/dice] to hit;
[ dice]1d6[/dice] cold iron piercing damage
Mule Bite:
[ dice=MuleBite]1d20+5[/dice] touch to hit;
[ dice=Divine]1d4+2[/dice] damage
Mule Kicks:
[ dice=MuleKicks]1d20+5[/dice] touch to hit;
[ dice=Force]1d4[/dice] damage
[ dice=Divine Mule Piss]1d20+5[/dice] touch to hit;
[ dice]1d4+2[/dice] divine fire
Acid: 1d20 + 5 + 1 ⇒ (4) + 5 + 1 = 10 touch to hit;
1d4 + 2 ⇒ (2) + 2 = 4 acid
Adhesive Spittle -2 to attacks, -4 to dex for 2d4 ⇒ (1, 3) = 4 rounds. DC 18 Reflex to avoid being stuck to the ground DC16 str to break free.
+1 to attx, vs. fear...behold the power of Moose! Believe in the Moose as the Moose believes in you.
With a spell, Mukluk offers the party 8 rounds of Moose-Zoomies. +1 to attacks, +1 attack on a full round attack sequence, +1 to Reflex & AC, +up to 30 extra movement.
Heroism on the heroic Kiss'ya, 140 minutes. And on hisself, also for 140 minutes. Mage Armor (14 hours).
AC: 12/12/10 + 1 w/shield +2 ac vs. evil (Hergie)
Fort/Ref/Will: +5/+6/+14 +2 vs spells, poison/ +2 vs evil (Hergie)
HP: 37/37
Resist 5 cold/acid
Focus: 0/3
Hero Points: 0/3
Speed: 20'
Luck? 0/1 used
MuleFire: 0/9 used
Rod Extend Lsr: 2/3 used (endure elements MM/Moose alt days, mage armor)
Helgarval
Aid once a day.
Daylight as needed (though only once a day).
Detect evil and know direction at will.
“A cassisian has a lesser form of the protective aura possessed by more powerful angels. This protective aura grants the cassisian a +2 deflection bonus to its AC against evil foes, and a +2 resistance bonus on all saving throws made against evil effects or spells cast by evil creatures. This aura extends to a radius of 5 feet, but can only benefit one additional creature other than the cassisian at any one time”
Aid. 1d8 + 3 ⇒ (3) + 3 = 6 temp hp. (The morale +1 won't stack with Ameiko's song.) While Hergarval is nearby, Storm gets "+2 deflection bonus to its AC against evil foes, and a +2 resistance bonus on all saving throws made against evil effects or spells cast by evil creatures."
| Kisaiya Shiraishi |
@Euan please enlarge Kisaiya
Lay on Hands: 3d6 ⇒ (3, 6, 5) = 14
Kisaiya heals herself as she enters her battle stance and climbs into the air. ”I’m already this much stronger.” She slashes the enlarged Suishen over her head at the horrible yrthak.
20% Miss Chance (high is always good for me): 1d100 ⇒ 58
Attack with Suishen (bless, haste): 1d20 + 15 + 1 + 1 ⇒ (13) + 15 + 1 + 1 = 30
Damage (enlarge, challenge): 2d6 + 8 + 1 + 1d6 ⇒ (3, 4) + 8 + 1 + (4) = 20
The extra d6 is fire damage
HP: 61/75 (DR 1/- vs yrthak)
AC: 24/13/21
Saves: F10/R6/W9
Hero Points: 3
Smite Evil Used: 0/3
Lay on Hands Used: 2/6
Divine Bond Used: 0/1
Resolve Used: 0/1
Challenge: 1/1
Second Chance
Spells/Effects Active: Air Walk, Bless, Challenge (yrthak), Haste, Enlarge, Guidance
Suishen:
[ dice]1d20+15[/dice] to hit;
[ dice]1d8+7+1d6[/dice] damage.
| GM Euan - Jade |
Durgan casts resist energy sonic… they yrthak checks… nope, no spellcraft. It does not know what was cast. Mukluk brings the power of Moose to attacks and fear. Unk begins to summon as Snowball provides guidance! Kisaiya, enlarged and hasted, just barely reaches the yrthak and hits! As Mukluk claimed, the fire damage does indeed do more. Ameiko begins to inspire the party (+2) as she shoots her bow at the target.
Ameiko bow: 1d20 + 7 + 2 ⇒ (1) + 7 + 2 = 10 (inspire) Miss: 1d100 ⇒ 7
damage: 1d6 + 3 + 2 ⇒ (6) + 3 + 2 = 11 (inspire)
The yrthak continues to fly above the party. It sees Unk casting, and decides to try and stop that, drawing an AoO as it moves away from Kisaiya.
Ranged Touch on Unk: 1d20 + 10 - 4 ⇒ (2) + 10 - 4 = 8 damage (sonic): 8d6 ⇒ (4, 4, 5, 4, 4, 1, 3, 4) = 29
It misses even Unk, as its shot goes wide (so it still doesn't know about the sonic resistance) and Unk completes his summons.
- Round 2 -
Durgan - 4 (resist sonic)
- Round 3 -
Mukluk - 22 (fatigued)
Unk - 21 (fatigued, resist sonic)
Snowball - 21 (fatigued, resist sonic)
Kisaiya - 18
Ameiko - 17 (resist sonic)
Boreal Yrthak - 12 (-22hp, 20% concealment)
• Everyone is up!
| Mukluk Muletender |
| 1 person marked this as a favorite. |
Round 3
*wheeze*
*wheeze*
Why is it...
*wheeze*
*wheeze*
...so close to me?
*wheeze*
*wheeze*
Gasping for air, Mukluk tries to throw a hunk of molten earth at the creature.
1d20 + 6 + 1 + 1 + 2 - 2 ⇒ (14) + 6 + 1 + 1 + 2 - 2 = 22 touch to hit (-fatigue)
high is good: 1d100 ⇒ 100
2d6 + 4 ⇒ (4, 4) + 4 = 12 fire damage
and
1d3 ⇒ 3 rounds of more fire damage
1d6 + 4 ⇒ (5) + 4 = 9 fire
1d6 + 4 ⇒ (3) + 4 = 7 fire
1d6 + 4 ⇒ (5) + 4 = 9 fire
+1 to attx, vs. fear...behold the power of Moose! Believe in the Moose as the Moose believes in you.
Round 2/8 +1 to attacks, +1 attack on a full round attack sequence, +1 to Reflex & AC, +up to 30 extra movement.
Mukluk continues to struggle for breath as he moves away from the creature.
Melee:
[ dice=Trepanator]1d20+3[/dice] to hit;
[ dice]1d6[/dice] cold iron piercing damage
Mule Bite:
[ dice=MuleBite]1d20+5[/dice] touch to hit;
[ dice=Divine]1d4+2[/dice] damage
Mule Kicks:
[ dice=MuleKicks]1d20+5[/dice] touch to hit;
[ dice=Force]1d4[/dice] damage
[ dice=Divine Mule Piss]1d20+5[/dice] touch to hit;
[ dice]1d4+2[/dice] divine fire
Acid: 1d20 + 5 + 1 ⇒ (7) + 5 + 1 = 13 touch to hit;
1d4 + 2 ⇒ (4) + 2 = 6 acid
Adhesive Spittle -2 to attacks, -4 to dex for 2d4 ⇒ (1, 3) = 4 rounds. DC 18 Reflex to avoid being stuck to the ground DC16 str to break free.
+1 to attx, vs. fear...behold the power of Moose! Believe in the Moose as the Moose believes in you.
With a spell, Mukluk offers the party 8 rounds of Moose-Zoomies. +1 to attacks, +1 attack on a full round attack sequence, +1 to Reflex & AC, +up to 30 extra movement.
Heroism on the heroic Kiss'ya, 140 minutes. And on hisself, also for 140 minutes. Mage Armor (14 hours).
AC: 12/12/10 + 1 w/shield +2 ac vs. evil (Hergie)
Fort/Ref/Will: +5/+6/+14 +2 vs spells, poison/ +2 vs evil (Hergie)
HP: 37/37
Resist 5 cold/acid
Focus: 0/3
Hero Points: 0/3
Speed: 20'
Luck? 0/1 used
MuleFire: 0/9 used
Rod Extend Lsr: 2/3 used (endure elements MM/Moose alt days, mage armor)
Helgarval
Aid once a day.
Daylight as needed (though only once a day).
Detect evil and know direction at will.
“A cassisian has a lesser form of the protective aura possessed by more powerful angels. This protective aura grants the cassisian a +2 deflection bonus to its AC against evil foes, and a +2 resistance bonus on all saving throws made against evil effects or spells cast by evil creatures. This aura extends to a radius of 5 feet, but can only benefit one additional creature other than the cassisian at any one time”
Aid. 1d8 + 3 ⇒ (8) + 3 = 11 temp hp. (The morale +1 won't stack with Ameiko's song.) While Hergarval is nearby, Storm gets "+2 deflection bonus to its AC against evil foes, and a +2 resistance bonus on all saving throws made against evil effects or spells cast by evil creatures."
| Durgan Far-Walker |
Durgan calls on the power of Abadar and casts Prayer.
+1 luck bonus to hit, damage, saves, and skill checks; -1 for all enemies.
It is affected by SR, so if this enemy has it: CL check: 1d20 + 8 ⇒ (2) + 8 = 10
| Unk the Conjurer |
Unk summons a Celestial Pteranodon above and behind himself as sound-blasting monster flies overhead. Then Unk floats up and tries to time his next spell...
Unk conjures and 80' tall and 10' wide Wall of Ice in front of the beast, hoping that it can't make the turn.
| Unk's Summoned Monsters |
Unk's Pteranodon flies up to meet his foe.
can't charge while flying up and the beast isn't technically evil, is it?
Bite: 1d20 + 5 ⇒ (1) + 5 = 6+1 if evil, yay smite evil!
concealment @ 10': 1d100 ⇒ 45
Damage: 2d6 + 4 ⇒ (3, 4) + 4 = 11+5 if evil
It pecks in the correct general direction, but misses.
| "Snowball" |
Snowball pounces on Ameiko next, giving her Guidance also.
that'll be good if she needs to make a save...
| Kisaiya Shiraishi |
20% Miss Chance (high is always good for me): 1d100 ⇒ 79
AoO: 1d20 + 15 + 1 + 1 ⇒ (12) + 15 + 1 + 1 = 29
AoO Damage: 2d6 + 8 + 1 + 1d6 ⇒ (3, 3) + 8 + 1 + (5) = 20
Kisaiya rushes after the yrthak, refusing to let it escape.
20% Miss Chance (high is always good for me): 1d100 ⇒ 36
Attack with Suishen (bless, haste, prayer, inspire): 1d20 + 15 + 1 + 1 + 1 + 2 ⇒ (16) + 15 + 1 + 1 + 1 + 2 = 36
Damage (enlarge, challenge, prayer, inspire): 2d6 + 8 + 1 + 1 + 2 + 1d6 ⇒ (6, 3) + 8 + 1 + 1 + 2 + (4) = 25
HP: 61/75 (DR 1/- vs yrthak)
AC: 24/13/21
Saves: F10/R6/W9
Hero Points: 3
Smite Evil Used: 0/3
Lay on Hands Used: 2/6
Divine Bond Used: 0/1
Resolve Used: 0/1
Challenge: 1/1
Second Chance
Spells/Effects Active: Air Walk, Bless, Challenge (yrthak), Haste, Enlarge, Guidance, Prayer, Inspire (+2)
Suishen:
[ dice]1d20+15[/dice] to hit;
[ dice]1d8+7+1d6[/dice] damage.
| GM Euan - Jade |
Durgan summons the power of prayer affecting all (no SR). Mukluk hits and inspire and prayer are added for even more damage (I think inspire damage just the first time). Unk readies an action that doesn’t trigger as his summons misses. Kisaiya slams the huge creature twice. Ameiko tries another pair of shots (haste) as she 5’ steps and continues to inspire (+2).
Ameiko bow: 1d20 + 7 + 4 - 4 ⇒ (20) + 7 + 4 - 4 = 27 (payer, haste, inspire) Miss: 1d100 ⇒ 86
damage: 1d6 + 3 + 3 ⇒ (1) + 3 + 3 = 7 (prayer, inspire)
critthreat Ameiko bow: 1d20 + 7 + 4 - 4 ⇒ (3) + 7 + 4 - 4 = 10 (payer, haste, inspire)
damage: 2d6 + 6 + 6 ⇒ (4, 4) + 6 + 6 = 20 (prayer, inspire)
hasted Ameiko bow: 1d20 + 7 + 4 - 4 ⇒ (13) + 7 + 4 - 4 = 20 (payer, haste, inspire) Miss: 1d100 ⇒ 91
damage: 1d6 + 3 + 3 ⇒ (6) + 3 + 3 = 12 (prayer, inspire)
Ameiko hits once, though no crit.
The yrthak burns, and does not like it. It lashes out at Kisaiya, or tries to!
Flight: 1d20 + 7 ⇒ (9) + 7 = 16 vs DC 15 to hover
Bite on Kisaiya: 1d20 + 17 ⇒ (15) + 17 = 32 damage: 2d6 + 7 ⇒ (4, 6) + 7 = 17
Claw on Kisaiya: 1d20 + 17 ⇒ (2) + 17 = 19 damage: 1d8 + 7 ⇒ (8) + 7 = 15
Claw on Kisaiya: 1d20 + 17 ⇒ (5) + 17 = 22 damage: 1d8 + 7 ⇒ (8) + 7 = 15
Kisaiya is hit once, but only once, much to the chagrin of the beastie.
- Round 3 -
Durgan - 4 (resist sonic)
- Round 4 -
Mukluk - 22 (fatigued)
Unk - 21 (fatigued, resist sonic)
Snowball - 21 (fatigued, resist sonic)
Kisaiya - 18 (-30hp)
Ameiko - 17 (resist sonic)
Boreal Yrthak - 12 (-78hp, 20% concealment (15, 12, 15))
• Everyone is up!
| Unk the Conjurer |
Unk floats a little higher, waiting for a chance to knock the Yrthak out of the sky...
| "Snowball" |
Snowball pounces on Durgan next, also giving him Guidance.
it'll help on a save maybe xD
| Unk's Summoned Monsters |
The Celestial Pteradon pecks in the correct general direction again before veering off to the right.
triggering an AoO?
Bite +smite evil: 1d20 + 5 + 1 ⇒ (3) + 5 + 1 = 9
Concealment: 1d100 ⇒ 70
Damage +smite evil: 2d6 + 4 + 5 ⇒ (6, 4) + 4 + 5 = 19
| Mukluk Muletender |
Round 4
Mukluk, still winded, double moves to avoid being attacked.
*wheeze*
*wheeze*
Moose! Where is the air?
*wheeze*
*wheeze*
I need more air. I can't do a god darn moosey thing with no air.
*wheeze*
*wheeze*
| Kisaiya Shiraishi |
Kisaiya takes a single breath, having finally caught up to the yrthak, and heals herself once more before trying a three-hit combo.
Lay on Hands: 3d6 ⇒ (6, 6, 6) = 18
20% Miss Chance (high is always good for me): 1d100 ⇒ 31
Primary Attack with Suishen (bless, haste, prayer, inspire): 1d20 + 15 + 1 + 1 + 1 + 2 ⇒ (5) + 15 + 1 + 1 + 1 + 2 = 25
Primary Damage (enlarge, challenge, prayer, inspire): 2d6 + 8 + 1 + 1 + 2 ⇒ (4, 5) + 8 + 1 + 1 + 2 = 21
20% Miss Chance (high is always good for me): 1d100 ⇒ 93
Haste Attack with Suishen (bless, haste, prayer, inspire): 1d20 + 15 + 1 + 1 + 1 + 2 ⇒ (5) + 15 + 1 + 1 + 1 + 2 = 25
Haste Damage (enlarge, challenge, prayer, inspire): 2d6 + 8 + 1 + 1 + 2 ⇒ (2, 4) + 8 + 1 + 1 + 2 = 18
20% Miss Chance (high is always good for me): 1d100 ⇒ 89
Secondary Attack with Suishen (bless, haste, prayer, inspire): 1d20 + 10 + 1 + 1 + 1 + 2 ⇒ (1) + 10 + 1 + 1 + 1 + 2 = 16
Secondary Damage (enlarge, challenge, prayer, inspire): 2d6 + 8 + 1 + 1 + 2 ⇒ (4, 4) + 8 + 1 + 1 + 2 = 20
HP: 63/75 (DR 1/- vs yrthak)
AC: 24/13/21
Saves: F10/R6/W9
Hero Points: 3
Smite Evil Used: 0/3
Lay on Hands Used: 3/6
Divine Bond Used: 0/1
Resolve Used: 0/1
Challenge: 1/1
Second Chance
Spells/Effects Active: Air Walk, Bless, Challenge (yrthak), Haste, Enlarge, Guidance, Prayer, Inspire (+2)
Suishen:
[ dice]1d20+15[/dice] to hit;
[ dice]1d8+7+1d6[/dice] damage.
| GM Euan - Jade |
Durgan switches weapons. Mukluk breathlessly retreats though his flames linger on the flier (15hp dam this round). Unk continues to prepare a block while his summons misses again (though it provokes). Kisaiya slams into it twice, shearing its wing-claw right off! Ameiko continues to inspire (+2) and plunks another pair of arrows on the target from below.
AoO Bite on Pteradon: 1d20 + 17 - 1 ⇒ (7) + 17 - 1 = 23 damage: 2d6 + 7 - 1 ⇒ (6, 6) + 7 - 1 = 18
Ameiko bow: 1d20 + 7 + 4 - 4 ⇒ (13) + 7 + 4 - 4 = 20 (payer, haste, inspire) Miss: 1d100 ⇒ 93
damage: 1d6 + 3 + 3 ⇒ (4) + 3 + 3 = 10 (prayer, inspire)
hasted Ameiko bow: 1d20 + 7 + 4 - 4 ⇒ (20) + 7 + 4 - 4 = 27 (payer, haste, inspire) Miss: 1d100 ⇒ 22
damage: 1d6 + 3 + 3 ⇒ (3) + 3 + 3 = 9 (prayer, inspire)
critthreat hasted Ameiko bow: 1d20 + 7 + 4 - 4 ⇒ (13) + 7 + 4 - 4 = 20 (payer, haste, inspire)
damage: 1d6 + 3 + 3 ⇒ (6) + 3 + 3 = 12 (prayer, inspire)
The yrthak burns, and does not like it. It tries to flee, only to be blocked by a wall of ice! It tries to fly around.
Flight: 1d20 + 7 ⇒ (4) + 7 = 11 vs DC 15 to turn
The creature fails - and plows into the unexpected wall, falling to the ground.
Falling: 4d6 ⇒ (6, 3, 4, 4) = 17
Upon hitting the ground, it takes Mukluk's next round of fire damage, spontaneously bursting into flames as it dies... It continues to burn one more round to boot!
- Round 4 -
Durgan - 4 (resist sonic)
- Round 5 -
Mukluk - 22 (fatigued)
Unk - 21 (fatigued, resist sonic)
Snowball - 21 (fatigued, resist sonic)
Kisaiya - 18 (-30hp)
Ameiko - 17 (resist sonic)
Boreal Yrthak - 12 (-170hp, dead & still burning)
• We are out of initiative
| Mukluk Muletender |
Mukluk goes over to make sure the creature is dead. He walks over.
*wheeze*
*wheeze*
He pauses to catch his breath.
*wheeze*
*wheeze*
He moves again, and again pauses.
*wheeze*
*wheeze*
And then will coup d'jerk, just in case.
4d6 ⇒ (3, 4, 2, 6) = 15 piercing damage
| Unk the Conjurer |
"Oho! Knocked out of the sky!"
Unk takes a deep breath.
"Just as I had foreseen!"
He takes another deep breath.
"Next is the barbeque, I believe."
Unk explains as he floats down slowly.
His summoned Pteradon lands next to the corpse and begins enjoying some BBQ.
| Durgan Far-Walker |
Durgan switches back to his morningstar.
"You have avenged your caravan, Kisaiya."
I think Kisaiya is only down 12 now? She was at -30 but then got a max LoH for +18.
He will heal Kisaiya if she wishes.
Divine Favor to CLW: 1d8 + 5 ⇒ (7) + 5 = 12
He will then use one of his two Pearls of Power to regain the spell.