| Kisaiya Shiraishi |
If I can use my extra move action to catch up to the next biggun, I’ll do that
Kisaiya moves up to attack the yeti.
Primary Attack with Suishen (inspire, haste, negative levels): 1d20 + 16 + 2 + 1 - 2 ⇒ (7) + 16 + 2 + 1 - 2 = 24
Primary Damage (inspire): 1d8 + 7 + 2 + 1d6 ⇒ (8) + 7 + 2 + (5) = 22
Haste Attack with Suishen (inspire, haste, negative levels): 1d20 + 16 + 2 + 1 - 2 ⇒ (18) + 16 + 2 + 1 - 2 = 35
Haste Damage (inspire): 1d8 + 7 + 2 + 1d6 ⇒ (7) + 7 + 2 + (2) = 18
Crit Confirm: 1d20 + 16 + 2 + 1 - 2 ⇒ (17) + 16 + 2 + 1 - 2 = 34
Crit Damage: 1d8 + 7 + 2 ⇒ (4) + 7 + 2 = 13
Secondary Attack with Suishen (inspire, haste, negative levels): 1d20 + 11 + 2 + 1 - 2 ⇒ (20) + 11 + 2 + 1 - 2 = 32
Secondary Damage (inspire): 1d8 + 7 + 2 + 1d6 ⇒ (2) + 7 + 2 + (6) = 17
Crit Confirm: 1d20 + 11 + 2 + 1 - 2 ⇒ (3) + 11 + 2 + 1 - 2 = 15
Crit Damage: 1d8 + 7 + 2 ⇒ (3) + 7 + 2 = 12
| GM Euan - Jade |
Durgan steps up on the next one and hits twice. Unk abandons his spell to support Ameiko. Mukluk pauses a moment to see what will happen. Kisaiya, having moved up last round and with one crit confirming, goes to town on the big’un, and takes him out! Ameiko tries climbing the cliff to get closer to the front.
Climb: 1d20 + 1 + 6 ⇒ (20) + 1 + 6 = 27 (heroism, glimpse) vs DC 10
She scales the wall, without a rope, like she was born to it and pokes around the corner yelling "Boo!" at the yeti there.
Intimidate: 1d20 + 16 + 2 ⇒ (14) + 16 + 2 = 32 (heroism, glimpse, size)
The other yeti begin to panic, especially red, and some outright flee deeper into the cave complex while the others drop their spears and begin to fall back. They're quick too! (50' moves from the look of it)
- - -
- Round 7 -
Durgan - 13-
- Round 8 -
Unk - 21+ (-20hp)
Snowball - 21+ (shaken 2r)
Mukluk - 21-
Kisaiya - 14+ (-8hp, -2lvl)
Ameiko - 14- (-8hp, -2lvl)
Good Folk - 13+
Red Brute - 13+ (-113hp, bleeding)
Blue Brute - 13+ (-127hp, bleeding)
Red Yeti - 13+ (shaken 3r)
Next up - everyone!
| "Snowball" |
Snowball stop sneaking around and flies back, zooming over the tops of the retreating yetis.
"Seems like there's more yetis and more crevasses." she reports.
Fly -shaken vs DC 15 to turn 90 degrees: 1d20 + 14 - 2 ⇒ (13) + 14 - 2 = 25
Double move back
| Unk the Conjurer |
"I foresee no need for these two to die. Please stabilize them, Snowball." Unk asks his furry companion.
Unk casts Levitate on himself and moves up to the next cliff.
Unk, being rather anti-thoughtful usually, doesn't even think to ask if Mukluk would like to float about too.
Spell-like Abilities
. 8/11 Diviner's Fortune
. 1/1 Stabilize
Spells Prepared
. 5th 2+1/day {S} Quickened True Strike, Summon Monster V, Wall of Sound
. 4th 4+1/day {S} Arcane Eye, Dimension Door, Resilient Sphere (DC 22), Summon Monster IV, Wall of Ice (DC 22)
. 3rd 5+1/day {S} Tongues, Fly, Haste, Summon Monster III, Summon Monster III, Tiny Hut
. 2nd 6+1/day {S} See Invisibility, Flaming Sphere (DC 20), Glitterdust (DC 21), Glitterdust (DC 21), Levitate, Levitate, Summon Monster II
. 1st 6+1/day {S} True Strike, Celestial Healing, Endure Elements, Enlarge Person, Fastidiousness, Grease (DC 20), Magic Missile
. 0 (at will) Acid Splash, Detect Magic, Message, Open/Close
| Durgan Far-Walker |
Durgan moves up a bit.
"Looks like a tight fit."
Can he get through the northern east-west passage without Squeezing, or does he need Unk to dismiss Enlarge Person?
| Unk the Conjurer |
Squeezing only means like half speed and other problems while wedged, so even if you need to squeeze I'd guess it'll be fine to stay embiggened.
That said, happy to spend that action if you want to shrink anyway
| GM Euan - Jade |
The passage is tight, but does not require squeezing. You're fine to move through the space without speed inhibitions.
| Durgan Far-Walker |
Durgan doesn't want to get too far ahead of the rest of the party, especially with Unk seeming to have some trouble with the cliff.
"Unk, I can cast Air Walk on you. Would that help?"
I'd have him move back to Unk to cast the spell, but there's not really a good space for Durgan to be on the map without having overlapping icons for different altitudes.
| Unk the Conjurer |
"I'm fine, thanks. I can float!" Unk explains.
| GM Euan - Jade |
Durgan can still move forward, now that Unk is covered. I don’t think it likely he’ll attack the fleeing yeti, but purple is in reach if you change your mind. Unk levitates up the cliffs like he was born to climb! Snowball double moves back. Mukluk double moves just to keep up with the others. Kisaiya looks to the north, and finds a few nests of furs to soften the hard ground while sleeping, but little else. Certainly no yeti are still up there. Ameiko climbs the next cliff to try and keep up with the front. She didn’t expect her intimidation to work so well!
Climb: 1d20 + 1 + 2 ⇒ (6) + 1 + 2 = 9 (heroism) vs DC 10
Climb: 1d20 + 1 + 2 ⇒ (11) + 1 + 2 = 14 (heroism) vs DC 10
It takes two tries, so she doesn’t get very far, but the zoomies help.
- Round 8 -
Durgan - 13-
- Round 9 -
Unk - 21+ (-20hp)
Snowball - 21+ (shaken 1r)
Mukluk - 21-
Kisaiya - 14+ (-8hp, -2lvl)
Ameiko - 14- (-8hp, -2lvl)
Good Folk - 13+
Red Brute - 13+ (-113hp, bleeding)
Blue Brute - 13+ (-127hp, bleeding)
Red Yeti - 13+ (shaken 2r)
Next up - everyone!
| "Snowball" |
Snowball lands between the two fallen yeti and tries to Stabilize the more injured one first.
Heal (which one is closer to dying?): 1d20 + 1 ⇒ (13) + 1 = 14 Targeting blue with the Stabilize Cantrip if that's a high enough roll, otherwise I guess flip a coin? xD
| Unk the Conjurer |
After Unk floats up the next cliff, he follows behind Kisaiya and Ameiko, not wanting to end up in front.
| Mukluk Muletender |
Round 9
Mukluk double moves and tries to climb when there is space to do so.
1d20 - 3 ⇒ (11) - 3 = 8 Climb vs. DC 10
His feet fail to get good traction on the slope.
Round 3/9 Moose-Zoomies. +1 to attacks, +1 attack on a full round attack sequence, +1 to Reflex & AC, +up to 30 extra movement.
| GM Euan - Jade |
Durgan helps Mukluk get ahead. Unk scurries weightlessly up the next cliff, while Snowball stabilizes one. One more to go. Mukluk can still move, now that he’s walking on air. Just shift yourself on the map. Kisaiya double moves up and peers around the corner. Ameiko moves as quickly as she can to try and keep up.
Kisaiya rounds the corner to see another brute. This one is rallying the yeti, forming them into lines, and generally readying for your attack. The two closest to Kisaiya throw their spears (standard) then pick them up if they miss (move, provokes, but I think Kisaiya is too far away).
Spear on Kisaiya: 1d20 + 7 ⇒ (18) + 7 = 25 damage: 2d6 + 4 ⇒ (6, 1) + 4 = 11
Spear on Kisaiya: 1d20 + 7 ⇒ (16) + 7 = 23 damage: 2d6 + 4 ⇒ (4, 6) + 4 = 14
Amazingly, one hits (I think the other misses due to haste) so one is now weaponless, for the moment.
- Round 9 -
Durgan - 13-
- Round 10 -
Unk - 21+ (-20hp)
Snowball - 21+
Mukluk - 21-
Kisaiya - 14+ (-19hp, -2lvl)
Ameiko - 14- (-8hp, -2lvl)
Good Folk - 13+
Red Brute - 13+ (-113hp, bleeding)
Blue Brute - 13+ (-127hp, stable)
Red Yeti - 13+ (shaken 1r)
Next up - everyone!
| Durgan Far-Walker |
Durgan moves up 60' (with Haste) and stabs at a Yeti with his giant spear.
I think it probably has cover between the corner and Kisaiya, so turning off Power Attack so as to not miss.
Attack, Haste +1, IC +2: 1d20 + 12 + 1 + 2 ⇒ (8) + 12 + 1 + 2 = 23
Damage: 3d6 + 7 + 2 ⇒ (3, 5, 3) + 7 + 2 = 20
| "Snowball" |
Snowball casts Stabilize on the other collapsed yeti before flying off after the others.
| Unk the Conjurer |
Unk moves to the ledge down before floating up again.
"I foresee that the crevasse ahead will be useful. I- uh- might need some healing before I get to it."
| Mukluk Muletender |
Round 10
Given new all-terrain walking by Durgan, Mukluk tentatively takes to the air, using his Moose-zoomies to catch up.
Double move.
Round 4/9 Moose-Zoomies. +1 to attacks, +1 attack on a full round attack sequence, +1 to Reflex & AC, +up to 30 extra movement.
| Kisaiya Shiraishi |
Lay on Hands: 4d6 ⇒ (1, 5, 4, 5) = 15
Kisaiya heals herself quickly before beginning to clear the way. She had hoped to minimize the bloodshed, so her face is joyless as she slashes. If her first target drops, she will five foot step and continue attacking the next one
Primary Attack with Suishen (haste, inspire, negative levels): 1d20 + 16 + 1 + 2 - 2 ⇒ (11) + 16 + 1 + 2 - 2 = 28
Primary Damage (inspire): 1d8 + 7 + 2 + 1d6 ⇒ (3) + 7 + 2 + (5) = 17
Haste Attack with Suishen (haste, inspire, negative levels): 1d20 + 16 + 1 + 2 - 2 ⇒ (19) + 16 + 1 + 2 - 2 = 36
Haste Damage (inspire): 1d8 + 7 + 2 + 1d6 ⇒ (1) + 7 + 2 + (5) = 15
Crit Confirm: 1d20 + 16 + 1 + 2 - 2 ⇒ (6) + 16 + 1 + 2 - 2 = 23
Crit Damage: 1d8 + 7 + 2 ⇒ (1) + 7 + 2 = 10
Secondary Attack with Suishen (haste, inspire, negative levels): 1d20 + 11 + 1 + 2 - 2 ⇒ (19) + 11 + 1 + 2 - 2 = 31
Secondary Damage (inspire): 1d8 + 7 + 2 + 1d6 ⇒ (2) + 7 + 2 + (5) = 16
Crit Confirm: 1d20 + 11 + 1 + 2 - 2 ⇒ (7) + 11 + 1 + 2 - 2 = 19
Crit Damage: 1d8 + 7 + 2 ⇒ (2) + 7 + 2 = 11
HP: 70/84 (74)
AC: 24/13/21
Saves: F11/R6/W10
Hero Points: 3
Smite Evil Used: 3/3
Lay on Hands Used: 1/7
Divine Bond Used: 1/1
Resolve Used: 0/1
Challenge: 0/1
Second Chance
Spells/Effects Active: air walk, inspire +2, divine bond, haste, 2 negative levels
Suishen:
[ dice]1d20+16[/dice] to hit;
[ dice]1d8+7+1d6[/dice] damage.
| GM Euan - Jade |
Durgan stabs through cover, hitting purple. Unk moves up as Snowball stabilizes the last brute. Mukluk also moves to try and catch up. Kisaiya deftly slices and dices - she doesn’t quite drop purple with her first hit, or even her second - though he was close then. Her third however kills him outright. Ameiko continues to inspire before moving up, tumbling a bit to avoid an AoO at the end, and then striking!
Acrobatics: 1d20 + 16 + 2 ⇒ (13) + 16 + 2 = 31 vs DC 22
Ameiko rapier: 1d20 + 9 + 4 ⇒ (12) + 9 + 4 = 25 (heroism, inspire)
damage: 1d6 + 3 + 2 ⇒ (1) + 3 + 2 = 6 (inspire)
The remaining brute ignores Ameiko for the moment and assaults Kisaiya.
Yeti Claw: 1d20 + 9 ⇒ (5) + 9 = 14 damage: 1d6 + 4 + 1d6 ⇒ (6) + 4 + (4) = 14 (cold)
Yeti Claw: 1d20 + 9 ⇒ (12) + 9 = 21 damage: 1d6 + 4 + 1d6 ⇒ (6) + 4 + (3) = 13 (cold)
... but she has no luck.
- Round 10 -
Durgan - 13-
- Round 11 -
Unk - 21+ (-20hp)
Snowball - 21+
Mukluk - 21-
Kisaiya - 14+ (-4hp, -2lvl)
Ameiko - 14- (-8hp, -2lvl)
Good Folk - 13+
Red Brute - 13+ (-113hp, stable)
Blue Brute - 13+ (-127hp, stable)
Purple Yeti - 13+ (-82, dead)
Green Yeti - 13+ (-6hp)
Next up - everyone!
| Durgan Far-Walker |
Durgan has to move a bit so he gets only a single attack, stabbing at the Yeti attacking Ameiko.
Attack, Haste +1, IC +2, PA -2: 1d20 + 12 + 1 + 2 - 2 ⇒ (14) + 12 + 1 + 2 - 2 = 27
Damage: 3d6 + 7 + 2 + 6 ⇒ (2, 5, 4) + 7 + 2 + 6 = 26
| "Snowball" |
Snowball pounces on Unk to deliver part of the requested healing.
Lay on Paws: 1d6 ⇒ 5=20->15 damage
"Careful, Unk."
| Unk the Conjurer |
Unk scrambles along the upper wall, slowly making his way closer to the yetis.
| Kisaiya Shiraishi |
Kisaiya grins at Ameiko’s literally death-defying acrobatics. She moves up to help clear the way for her friend.
Primary Attack with Suishen (haste, inspire, negative levels, two weapon fighting): 1d20 + 16 + 1 + 2 - 2 - 2 ⇒ (13) + 16 + 1 + 2 - 2 - 2 = 28
Primary Damage (inspire): 1d8 + 7 + 2 + 1d6 ⇒ (5) + 7 + 2 + (6) = 20
Haste Attack with Suishen (haste, inspire, negative levels, two weapon fighting): 1d20 + 16 + 1 + 2 - 2 - 2 ⇒ (20) + 16 + 1 + 2 - 2 - 2 = 35
Haste Damage (inspire): 1d8 + 7 + 2 + 1d6 ⇒ (6) + 7 + 2 + (2) = 17
Crit Confirm: 1d20 + 16 + 1 + 2 - 2 - 2 ⇒ (20) + 16 + 1 + 2 - 2 - 2 = 35
Crit Damage: 1d8 + 7 + 2 ⇒ (2) + 7 + 2 = 11
TWF Attack with +1 Gauntlet (haste, inspire, negative levels, twf): 1d20 + 16 + 1 + 2 - 2 - 2 ⇒ (10) + 16 + 1 + 2 - 2 - 2 = 25
TWF Damage (inspire): 1d8 + 3 + 2 ⇒ (3) + 3 + 2 = 8
Secondary Attack with Suishen (haste, inspire, negative levels, two weapon fighting): 1d20 + 11 + 1 + 2 - 2 - 2 ⇒ (15) + 11 + 1 + 2 - 2 - 2 = 25
Secondary Damage (inspire): 1d8 + 7 + 2 + 1d6 ⇒ (5) + 7 + 2 + (5) = 19
HP: 70/84 (74)
AC: 24/13/21
Saves: F11/R6/W10
Hero Points: 3
Smite Evil Used: 3/3
Lay on Hands Used: 1/7
Divine Bond Used: 1/1
Resolve Used: 0/1
Challenge: 0/1
Second Chance
Spells/Effects Active: air walk, inspire +2, divine bond, haste, 2 negative levels
Suishen:
[ dice]1d20+16[/dice] to hit;
[ dice]1d8+7+1d6[/dice] damage.
| GM Euan - Jade |
Durgan moves a bit and deals a whalloping blow to green. Unk gets a little healing before scurrying ahead of the line. Mukluk double moves into position as he catches up. Kisaiya drops green with her first blow, and has a move action remaining. Ameiko sees what lies ahead and casts good hope (link), catching everyone except Unk and Snowball. She then moves up with Kisaiya.
The yeti shriek at you, and ready their spears for eventual attack. The brute here seems to have them well organized - and in something of a frenzy to attack. (readied actions to throw their spears)
The brute shouts ”Stand your ground you miserable worthless pieces of shit! You can do better! Stand and fight, or face my wrath!”
- Round 11 -
Durgan - 13-
- Round 12 -
Unk - 21+ (-15hp)
Snowball - 21+
Mukluk - 21-
Kisaiya - 14+ (-4hp, -2lvl)
Ameiko - 14- (-8hp, -2lvl)
Good Folk - 13+
Purple Yeti - 13+ (-82, dead)
Green Yeti - 13+ (-52hp, bleeding)
Next up - everyone!
| "Snowball" |
Snowball flies up next to Kisaiya to give her Guidance
"He says- ooh- anyway, the bigger one is definitely bullying the others." Snowball explains.
Assuming Snowball doesn't trigger their attacks:
"Watchout, Unk!" She adds, seeing the Yeti's standing poised to throw.
| Unk the Conjurer |
Unk pauses a moment, presumably seeing the future.
After flinching, he scrambles back along the ceiling just far enough to see the yetis up ahead again.
"Stay back!"
He casts Wall of Sound.
A 20' high translucent barrier of sound envelops the 5 smaller yeti, but cuts through the one shouting orders nearby.
20' radius centered on red
The discordant noise drowns out all conversation for a few long moments.
Sonic damage to green: 2d6 + 9 ⇒ (3, 1) + 9 = 13
Sonic damage to red-blue & blue (within 10' of green): 2d4 ⇒ (2, 3) = 5
I think each turn he stays in the wall might count as moving through it for another 2d6+9 to green and 2d4 to everyone within 10'
Also, I guess we might find out if throwing spears are "regular ranged weapons" that'll have a 30% miss chance or if they're more like catapult boulders
Sorry: wind-walking or otherwise floating at least 20' up will be required to get past the wall xD
Spell-like Abilities
. 8/11 Diviner's Fortune
. 1/1 Stabilize
Spells Prepared
. 5th 2+1/day {S} Quickened True Strike, Summon Monster V, Wall of Sound
. 4th 4+1/day {S} Arcane Eye, Dimension Door, Resilient Sphere (DC 22), Summon Monster IV, Wall of Ice (DC 22)
. 3rd 5+1/day {S} Tongues, Fly, Haste, Summon Monster III, Summon Monster III, Tiny Hut
. 2nd 6+1/day {S} See Invisibility, Flaming Sphere (DC 20), Glitterdust (DC 21), Glitterdust (DC 21), Levitate, Levitate, Summon Monster II
. 1st 6+1/day {S} True Strike, Celestial Healing, Endure Elements, Enlarge Person, Fastidiousness, Grease (DC 20), Magic Missile
. 0 (at will) Acid Splash, Detect Magic, Message, Open/Close
| Mukluk Muletender |
Round 12
Mukluk doesn't want to kill any of the abominable foes, thinking that they might just be trying to defend their homes. They were not hostile and he doesn't feel like blowing them up.
He takes total defense and hopes that the fighting ends soon.
Round 6/9 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+6[/dice] touch to hit;
[ dice]1d4+4[/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 ⇒ (2, 2) = 4 rounds. DC 18 Reflex to avoid being stuck to the ground DC16 str to break free.
Toss some fire at the creature.
1d20 + 6 + 1 + 1 - 4 ⇒ (18) + 6 + 1 + 1 - 4 = 22 touch to hit;
2d6 + 3 ⇒ (5, 2) + 3 = 10 fire damage;
1d6 + 3 ⇒ (5) + 3 = 8 burning DC21 Reflex for half for 1d3 ⇒ 3 rounds
+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 9 rounds of Moose-Zoomies. +1 to attacks, +1 attack on a full round attack sequence, +1 to Reflex & AC, +up to 30 extra movement.
He again casts a spell that turns the ground all oozy and hot, like a fresh mule meadow muffin. 4d6 + 4 ⇒ (5, 5, 1, 5) + 4 = 20 fire damage, DC 22 Reflex for half and to avoid being entangled. 20' radius burst, should get the leads and maybe more.
Heroism on the heroic Kiss'ya, 180 minutes. And on hisself, also for 180 minutes. Mage Armor (18 hours).
AC: 16/12/14 + 1 w/shield +2 ac vs. evil (Hergie) +1 when hasted
Fort/Ref/Will: +6/+7/+16 +2 vs spells, poison/ +2 vs evil (Hergie)
HP: 47/47
Resist 10 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."
| Kisaiya Shiraishi |
With the extra time from dropping the last frontline yeti and the speed of Mukluk’s spell, Kisaiya air runs over the dome and takes up position on the other side, next to the leader. If the rest of these yeti are just being spurred on by this bully, then she just needs to remove the bully.
Double move
HP: 70/84 (74)
AC: 24/13/21
Saves: F11/R6/W10 +2 all
Hero Points: 3
Smite Evil Used: 3/3
Lay on Hands Used: 1/7
Divine Bond Used: 1/1
Resolve Used: 0/1
Challenge: 0/1
Second Chance
Spells/Effects Active: air walk, good hope, inspire +2, divine bond, haste, 2 negative levels
Suishen:
[ dice]1d20+16[/dice] to hit;
[ dice]1d8+7+1d6[/dice] damage.
| GM Euan - Jade |
As Kisaiya closes a bit (last round) and the yeti throw their spears at her!
Spear on Kisaiya: 1d20 + 7 ⇒ (18) + 7 = 25 damage: 2d6 + 4 ⇒ (4, 4) + 4 = 12
Spear on Kisaiya: 1d20 + 7 ⇒ (10) + 7 = 17 damage: 2d6 + 4 ⇒ (3, 5) + 4 = 12
Spear on Kisaiya: 1d20 + 7 ⇒ (3) + 7 = 10 damage: 2d6 + 4 ⇒ (6, 3) + 4 = 13
Spear on Kisaiya: 1d20 + 7 ⇒ (15) + 7 = 22 damage: 2d6 + 4 ⇒ (5, 6) + 4 = 15
Spear on Kisaiya: 1d20 + 7 ⇒ (5) + 7 = 12 damage: 2d6 + 4 ⇒ (1, 3) + 4 = 8
The one possible hit, is deflected away by the skillful Kisaiya!
| Durgan Far-Walker |
Edit: lacking the clearance to get over the Yeti, Durgan stops after a single move and strikes at one.
Attack vs Orange, Haste +1, IC +2, PA -2, Higher Ground +1: 1d20 + 12 + 1 + 2 - 2 + 1 ⇒ (14) + 12 + 1 + 2 - 2 + 1 = 28
Damage: 3d6 + 15 ⇒ (6, 2, 2) + 15 = 25
He is AC 30 with Haste, and threatens at 15' and 20'.
Damage: 3d6 + 15 ⇒ (3, 1, 3) + 15 = 22
| GM Euan - Jade |
Durgan double moves into position. Unk lays down a wall of sound to confound the enemy. Mukluk takes total defense, hoping things were different. Kisaiya double moves to close with the enemy. Ameiko also moves up to support the front line and readies an attack that goes off!
Ameiko rapier: 1d20 + 9 + 4 ⇒ (2) + 9 + 4 = 15 (hope, inspire)
damage: 1d6 + 3 + 4 ⇒ (6) + 3 + 4 = 13 (inspire, hope)
Now that we’re back in it, remember Ameiko cast Good Hope on almost everyone.
The brute 5’ steps out of the screeching, and lashes out at Kisaiya, now within reach.
Yeti Bite: 1d20 + 11 ⇒ (20) + 11 = 31 damage: 1d6 + 4 + 1d6 ⇒ (2) + 4 + (4) = 10 (cold)
critthreat Yeti Bite: 1d20 + 11 ⇒ (17) + 11 = 28 damage: 1d6 + 4 + 1d6 ⇒ (3) + 4 + (2) = 9 (cold)
Yeti Claw: 1d20 + 16 ⇒ (9) + 16 = 25 damage: 1d6 + 8 + 1d6 ⇒ (2) + 8 + (4) = 14 (cold)
Yeti Claw: 1d20 + 16 ⇒ (11) + 16 = 27 damage: 1d6 + 8 + 1d6 ⇒ (6) + 8 + (1) = 15 (cold)
I think Kisaiya is hit with a critical bite and a claw for a total of 34hp damage.
The other yeti charge through the wall, wailing almost as loud as the wall itself!
Unk, you may roll wall damage to four yeti.
Then they attack Ameiko (after an AoO from Durgan). Strange that none of them attacked Durgan. Very strange indeed. He's the bigger threat, in a variety of different ways. Strange.
Yeti Claw: 1d20 + 9 ⇒ (16) + 9 = 25 damage: 1d6 + 4 + 1d6 ⇒ (1) + 4 + (3) = 8 (cold)
Yeti Claw: 1d20 + 9 ⇒ (16) + 9 = 25 damage: 1d6 + 4 + 1d6 ⇒ (6) + 4 + (5) = 15 (cold)
Yeti Claw: 1d20 + 9 ⇒ (18) + 9 = 27 damage: 1d6 + 4 + 1d6 ⇒ (4) + 4 + (3) = 11 (cold)
- Round 12 -
Durgan - 13-
- Round 13 -
Unk - 21+ (-15hp)
Snowball - 21+
Mukluk - 21-
Kisaiya - 14+ (-38hp, -2lvl)
Ameiko - 14- (-42hp, -2lvl)
Good Folk - 13+
Green Yeti - 13+ (-52hp, bleeding)
Orange Yeti - 13+ (-22hp)
Blue Yeti - 13+ (-5hp)
Red-Blue Yeti - 13+ (-5hp)
Green Brute - 13+ (-13hp)
Next up - everyone!
| Mukluk Muletender |
Round 12
Mukluk realizes that his hopes have failed, and probably made a mistake in delaying, but now acts, maybe too late, to help the team. He creates a hot magmic terrain around the four front line baddies. With is party all airborne, it shouldn't hurt friends.
4d6 ⇒ (1, 6, 3, 1) = 11 fire damage, and DC22 Reflex for half and to avoid entangle
Round 7/9 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+6[/dice] touch to hit;
[ dice]1d4+4[/dice] divine fire
Acid: 1d20 + 5 + 1 ⇒ (2) + 5 + 1 = 8 touch to hit;
1d4 + 2 ⇒ (3) + 2 = 5 acid
Adhesive Spittle -2 to attacks, -4 to dex for 2d4 ⇒ (4, 4) = 8 rounds. DC 18 Reflex to avoid being stuck to the ground DC16 str to break free.
Toss some fire at the creature.
1d20 + 6 + 1 + 1 - 4 ⇒ (15) + 6 + 1 + 1 - 4 = 19 touch to hit;
2d6 + 3 ⇒ (5, 3) + 3 = 11 fire damage;
1d6 + 3 ⇒ (5) + 3 = 8 burning DC21 Reflex for half for 1d3 ⇒ 3 rounds
+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 9 rounds of Moose-Zoomies. +1 to attacks, +1 attack on a full round attack sequence, +1 to Reflex & AC, +up to 30 extra movement.
He again casts a spell that turns the ground all oozy and hot, like a fresh mule meadow muffin. 4d6 + 4 ⇒ (5, 3, 4, 2) + 4 = 18 fire damage, DC 22 Reflex for half and to avoid being entangled. 20' radius burst, should get the leads and maybe more.
Heroism on the heroic Kiss'ya, 180 minutes. And on hisself, also for 180 minutes. Mage Armor (18 hours).
AC: 16/12/14 + 1 w/shield +2 ac vs. evil (Hergie) +1 when hasted
Fort/Ref/Will: +6/+7/+16 +2 vs spells, poison/ +2 vs evil (Hergie)
HP: 47/47
Resist 10 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 ⇒ (5) + 3 = 8 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 it’s a difference of like 2 damage, but I thought you didn’t add extra damage dice (the cold d6 in this case) on crits? It’s why I havent been adding flaming on Suishen on crits
Lay on Hands: 4d6 ⇒ (3, 4, 6, 1) = 14
Kisaiya heals herself quickly, throwing out a flurry of slashes and a punch.
Primary Attack with Suishen (good hope, high ground, inspire, haste, negative levels, two weapon fighting): 1d20 + 16 + 2 + 1 + 2 + 1 - 2 - 2 ⇒ (15) + 16 + 2 + 1 + 2 + 1 - 2 - 2 = 33
Primary Damage (good hope, inspire): 1d8 + 7 + 2 + 2 + 1d6 ⇒ (3) + 7 + 2 + 2 + (3) = 17
Haste Attack with Suishen (good hope, high ground, inspire, haste, negative levels, two weapon fighting): 1d20 + 16 + 2 + 1 + 2 + 1 - 2 - 2 ⇒ (17) + 16 + 2 + 1 + 2 + 1 - 2 - 2 = 35
Haste Damage (good hope, inspire): 1d8 + 7 + 2 + 2 + 1d6 ⇒ (4) + 7 + 2 + 2 + (6) = 21
TWF Attack w/+1 Gauntlet (good hope, inspire, high ground, haste, negative levels, twf): 1d20 + 16 + 2 + 2 + 1 + 1 - 2 - 2 ⇒ (18) + 16 + 2 + 2 + 1 + 1 - 2 - 2 = 36
TWF Damage (good hope, inspire): 1d8 + 3 + 2 + 2 ⇒ (1) + 3 + 2 + 2 = 8
Secondary Attack with Suishen (good hope, high ground, inspire, haste, negative levels, two weapon fighting): 1d20 + 11 + 2 + 1 + 2 + 1 - 2 - 2 ⇒ (15) + 11 + 2 + 1 + 2 + 1 - 2 - 2 = 28
Secondary Damage (good hope, inspire): 1d8 + 7 + 2 + 2 + 1d6 ⇒ (1) + 7 + 2 + 2 + (4) = 16
HP: 56/84 (74)
AC: 24/13/21
Saves: F11/R6/W10 +2 all
Hero Points: 3
Smite Evil Used: 3/3
Lay on Hands Used: 1/7
Divine Bond Used: 1/1
Resolve Used: 0/1
Challenge: 0/1
Second Chance
Spells/Effects Active: air walk, good hope, inspire +2, divine bond, haste, 2 negative levels
Suishen:
[ dice]1d20+16[/dice] to hit;
[ dice]1d8+7+1d6[/dice] damage.
| Durgan Far-Walker |
Durgan takes advantage of his reach to stab at the Yeti.
He is 15' up and can attack foes at 15'-20', so I believe that means he can attack any of them on the ground, pretty much.
He begins with any wounded targets.
Attack, Haste +1, IC +2, PA -2, Higher Ground +1, Good Hope +2: 1d20 + 12 + 1 + 2 - 2 + 1 + 2 ⇒ (17) + 12 + 1 + 2 - 2 + 1 + 2 = 33
damage, IC +2, PA +6, Good Hope +2: 3d6 + 7 + 2 + 6 + 2 ⇒ (5, 3, 5) + 7 + 2 + 6 + 2 = 30
Hasted Attack: 1d20 + 12 + 1 + 2 - 2 + 1 + 2 ⇒ (6) + 12 + 1 + 2 - 2 + 1 + 2 = 22
damage, IC +2, PA +6, Good Hope +2: 3d6 + 7 + 2 + 6 + 2 ⇒ (1, 5, 6) + 7 + 2 + 6 + 2 = 29
Iterative: 1d20 + 7 + 1 + 2 - 2 + 1 + 2 ⇒ (17) + 7 + 1 + 2 - 2 + 1 + 2 = 28
damage, IC +2, PA +6, Good Hope +2: 3d6 + 7 + 2 + 6 + 2 ⇒ (5, 1, 2) + 7 + 2 + 6 + 2 = 25
Let me know if he drops any - he has Deadly Juggernaut cast but has not dropped any foes since casting it.
"Ameiko - protect yourself with your spells if you can. Maybe go invisible."
| Unk the Conjurer |
I'm not 100% sure about the order they walk through; there'd be extra damage for whoever was by the wall if the guys in front didn't walk through first xD
Sonic Damage (Orange): walking through and being within 10' when red walked through: 2d6 + 9 + 2d4 ⇒ (6, 5) + 9 + (1, 3) = 24
Sonic Damage (Blue): walking through and being within 10' when red & green-red walked through: 2d6 + 9 + 2d4 + 2d4 ⇒ (3, 1) + 9 + (3, 1) + (2, 1) = 20
Sonic Damage (Red): walking through and being within 10' when green-red walked through: 2d6 + 9 + 2d4 ⇒ (6, 6) + 9 + (1, 4) = 26
Sonic Damage (Green-Red): walking through: 2d6 + 9 ⇒ (2, 4) + 9 = 15
Sonic Damage (Green): walking through: 2d6 + 9 ⇒ (4, 6) + 9 = 19
Kisaiya: being near green: 2d4 ⇒ (2, 3) = 5
Blue-Red: 2d4 ⇒ (3, 2) = 5 I'm pretty sure blue-red was near green...
Unk lands and casts True Strike.
Spell-like Abilities
. 8/11 Diviner's Fortune
. 1/1 Stabilize
Spells Prepared
. 5th 2+1/day {S} Quickened True Strike, Summon Monster V, Wall of Sound
. 4th 4+1/day {S} Arcane Eye, Dimension Door, Resilient Sphere (DC 22), Summon Monster IV, Wall of Ice (DC 22)
. 3rd 5+1/day {S} Tongues, Fly, Haste, Summon Monster III, Summon Monster III, Tiny Hut
. 2nd 6+1/day {S} See Invisibility, Flaming Sphere (DC 20), Glitterdust (DC 21), Glitterdust (DC 21), Levitate, Levitate, Summon Monster II
. 1st 6+1/day {S} True Strike, Celestial Healing, Endure Elements, Enlarge Person, Fastidiousness, Grease (DC 20), Magic Missile
. 0 (at will) Acid Splash, Detect Magic, Message, Open/Close
| "Snowball" |
"Unk that's dangerous!" Snowball shouts even as she pounces on Unk to give him Guidance.
| GM Euan - Jade |
Durgan lashes out at orange, killing it, then he moves on to red and blue - dropping them both for a hat trick! Unk prepares by casting true strike while Snowball gives him some needed guidance. Mukluk holds his spell for now (per ooc) and takes total defense, still not sure he wants to wade through the yeti slaughtering all in your path. Kisaiya focuses on the brute, already wounded while she heals some of her injuries. However, she does not quite drop the savage, though surely it’s hanging by a thread! Yet it rages on… Ameiko takes a few steps back to force her opponent to close if it chooses to do so - and she heals some of her injuries.
CLW: 1d8 + 5 ⇒ (4) + 5 = 9
Remember Ameiko cast Good Hope on almost everyone.
The brute lashes out at Kisaiya, now within reach.
Yeti Bite: 1d20 + 11 ⇒ (5) + 11 = 16 damage: 1d6 + 4 + 1d6 ⇒ (2) + 4 + (2) = 8 (cold)
Yeti Claw: 1d20 + 16 ⇒ (15) + 16 = 31 damage: 1d6 + 8 + 1d6 ⇒ (5) + 8 + (1) = 14 (cold)
Yeti Claw: 1d20 + 16 ⇒ (2) + 16 = 18 damage: 1d6 + 8 + 1d6 ⇒ (6) + 8 + (3) = 17 (cold)
Kisaiya is hit once more by the damaging brute.
Red-blue charges south through the wall, to try and engage Ameiko, along with red-green (already through the wall). Unk, one more damage to red-blue please.
Then they attack Ameiko (after an AoO from Durgan).
Yeti Claw: 1d20 + 9 ⇒ (4) + 9 = 13 damage: 1d6 + 4 + 1d6 ⇒ (1) + 4 + (1) = 6 (cold)
Yeti Claw: 1d20 + 9 ⇒ (6) + 9 = 15 damage: 1d6 + 4 + 1d6 ⇒ (2) + 4 + (3) = 9 (cold)
Ameiko manages to dodge their directed blows as they ignore the rest of the party!
- Round 13 -
Durgan - 13-
- Round 14 -
Unk - 21+ (-15hp)
Snowball - 21+
Mukluk - 21-
Kisaiya - 14+ (-36hp, -2lvl)
Ameiko - 14- (-33hp, -2lvl)
Good Folk - 13+
Green Yeti - 13+ (-52hp, bleeding)
Orange Yeti - 13+ (-76hp, dead)
Blue Yeti - 13+ (-50hp, bleeding)
Red Yeti - 13+ (-55hp, bleeding)
Red-Blue Yeti - 13+ (-5hp)
Red-Green Yeti - 13+ (-15hp)
Green Brute - 13+ (-75hp)
Next up - everyone!
| Unk the Conjurer |
Damage blue-red: 2d6 + 9 ⇒ (2, 5) + 9 = 16
"Get Back!" Unk commands before he delivers a headbutt to juuuust the right spot.
Bull rush blue-red +haste +IC +True Strike: 1d20 + 4 + 1 + 2 + 20 ⇒ (16) + 4 + 1 + 2 + 20 = 43
Unk triggers an AoO
| "Snowball" |
Snowball gives Durgan Guidance next.
| Mukluk Muletender |
Round 14
Mukluk moves up to help Ameiko and the jerks that threaten her. He gets to a clear shot and fires off some hot fiery rays.
1d20 + 6 + 1 - 4 ⇒ (11) + 6 + 1 - 4 = 14 touch to hit;
4d6 ⇒ (4, 4, 3, 3) = 14 fire damage
1d20 + 6 + 1 - 4 ⇒ (6) + 6 + 1 - 4 = 9 touch to hit;
4d6 ⇒ (4, 6, 1, 3) = 14 fire damage
Round 8/9 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+6[/dice] touch to hit;
[ dice]1d4+4[/dice] divine fire
Acid: 1d20 + 5 + 1 ⇒ (16) + 5 + 1 = 22 touch to hit;
1d4 + 2 ⇒ (4) + 2 = 6 acid
Adhesive Spittle -2 to attacks, -4 to dex for 2d4 ⇒ (3, 4) = 7 rounds. DC 18 Reflex to avoid being stuck to the ground DC16 str to break free.
Toss some fire at the creature.
1d20 + 6 + 1 + 1 - 4 ⇒ (3) + 6 + 1 + 1 - 4 = 7 touch to hit;
2d6 + 3 ⇒ (3, 3) + 3 = 9 fire damage;
1d6 + 3 ⇒ (6) + 3 = 9 burning DC21 Reflex for half for 1d3 ⇒ 2 rounds
+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 9 rounds of Moose-Zoomies. +1 to attacks, +1 attack on a full round attack sequence, +1 to Reflex & AC, +up to 30 extra movement.
He again casts a spell that turns the ground all oozy and hot, like a fresh mule meadow muffin. 4d6 + 4 ⇒ (6, 3, 5, 4) + 4 = 22 fire damage, DC 22 Reflex for half and to avoid being entangled. 20' radius burst, should get the leads and maybe more.
Heroism on the heroic Kiss'ya, 180 minutes. And on hisself, also for 180 minutes. Mage Armor (18 hours).
AC: 16/12/14 + 1 w/shield +2 ac vs. evil (Hergie) +1 when hasted
Fort/Ref/Will: +6/+7/+16 +2 vs spells, poison/ +2 vs evil (Hergie)
HP: 47/47
Resist 10 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 strikes one as it tries to close with the bard.
Durgan AOO, Haste +1, IC +2, PA -2, Higher Ground +1, Good Hope +2, Deadly Juggernaut +3: 1d20 + 12 + 1 + 2 - 2 + 1 + 2 + 3 ⇒ (16) + 12 + 1 + 2 - 2 + 1 + 2 + 3 = 35
damage, IC +2, PA +6, Good Hope +2, Deadly Juggernaut +3: 3d6 + 7 + 2 + 6 + 2 + 3 ⇒ (6, 5, 2) + 7 + 2 + 6 + 2 + 3 = 33
Then he will hover and full attack.
DC 15 Fly, -5 ACP, +8 Fly spell, -1 Enlarge, +2 Good Hope, +1 Guidance: 1d20 + 4 - 5 + 8 - 1 + 2 + 1 ⇒ (7) + 4 - 5 + 8 - 1 + 2 + 1 = 16
Attack: 1d20 + 19 ⇒ (3) + 19 = 22
Damage: 3d6 + 20 ⇒ (5, 5, 3) + 20 = 33
Hasted Attack: 1d20 + 19 ⇒ (7) + 19 = 26
Damage: 3d6 + 20 ⇒ (2, 2, 3) + 20 = 27
Iterative: 1d20 + 19 ⇒ (10) + 19 = 29
Damage: 3d6 + 20 ⇒ (3, 4, 4) + 20 = 31
| Kisaiya Shiraishi |
Lay on Hands: 4d6 ⇒ (4, 6, 4, 3) = 17
Kisaiya heals herself and tries to finish off the big yeti.
Primary Attack with Suishen (good hope, inspire, haste, two weapon fighting, negative levels): 1d20 + 16 + 2 + 2 + 1 - 2 - 2 ⇒ (12) + 16 + 2 + 2 + 1 - 2 - 2 = 29
Primary Damage (good hope, inspire): 1d8 + 7 + 2 + 2 + 1d6 ⇒ (1) + 7 + 2 + 2 + (4) = 16
Haste Attack with Suishen (good hope, inspire, haste, two weapon fighting, negative levels): 1d20 + 16 + 2 + 2 + 1 - 2 - 2 ⇒ (10) + 16 + 2 + 2 + 1 - 2 - 2 = 27
Haste Damage (good hope, inspire): 1d8 + 7 + 2 + 2 + 1d6 ⇒ (6) + 7 + 2 + 2 + (5) = 22
TWF Attack with +1 Gauntlet (good hope, inspire, haste, two weapon fighting, negative levels): 1d20 + 16 + 2 + 2 + 1 - 2 - 2 ⇒ (6) + 16 + 2 + 2 + 1 - 2 - 2 = 23
TWF Damage (good hope, inspire): 1d8 + 3 + 2 + 2 ⇒ (1) + 3 + 2 + 2 = 8
Secondary Attack with Suishen (good hope, inspire, haste, two weapon fighting, negative levels): 1d20 + 11 + 2 + 2 + 1 - 2 - 2 ⇒ (11) + 11 + 2 + 2 + 1 - 2 - 2 = 23
Secondary Damage (good hope, inspire): 1d8 + 7 + 2 + 2 + 1d6 ⇒ (1) + 7 + 2 + 2 + (4) = 16
HP: 55/84 (74)
AC: 24/13/21
Saves: F11/R6/W10 +2 all
Hero Points: 3
Smite Evil Used: 3/3
Lay on Hands Used: 2/7
Divine Bond Used: 1/1
Resolve Used: 0/1
Challenge: 0/1
Second Chance
Spells/Effects Active: air walk, good hope, inspire +2, divine bond, haste, 2 negative levels
Suishen:
[ dice]1d20+16[/dice] to hit;
[ dice]1d8+7+1d6[/dice] damage.
| GM Euan - Jade |
Durgan swings mightily and drops red-green on his first swing. It takes two more to kill red-blue, leaving a swing for an ally or downed opponent if he wishes. Unk dispels the giant Durgan to a more normal dwarf sized one. Mukluk moves up and scorches red-orange once. Kisaiya nearly fells her foe with her first mighty swing, but the hasted backswing does drop him into the plateau next to the chasm. Ameiko heals herself a bit more as she moves up.
CLW: 1d8 + 5 ⇒ (4) + 5 = 9
The yeti on the far side of the chasm has seen enough. Time to report to her superiors! She flees backward deeper into the complex, shouting (to those who speak Aklo), ”They’re here! It's them! They’re here!” She went down the middle path of the three on the other side of the chasm.
We are out of initiative - end of combat for tracking purposes.
Nothing immediately jumps out at you either, so feel free to heal a bit before proceeding. You may also stop the bleeding of those dying yeti around you if you wish, though a few are beyond help.
Durgan - 13-
Unk - 21+ (-15hp)
Snowball - 21+
Mukluk - 21-
Kisaiya - 14+ (-19hp, -2lvl)
Ameiko - 14- (-24hp, -2lvl)
Good Folk - 13+
Green Yeti - 13+ (-52hp, bleeding)
Blue Yeti - 13+ (-50hp, bleeding)
Red Yeti - 13+ (-55hp, bleeding)
Red-Green Yeti - 13+ (-47hp, bleeding)
Red-Orange Yeti - 13+ (-14hp)
Green Brute - 13+ (-113hp, bleeding)
Next up - everyone!