GMDQ's Forces of Nature (Inactive)

Game Master DeathQuaker

Can the world's most powerful heroes save the Free Coast from catastrophe?
Game References
Battle Map


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Aasimar Cleric 17 | HP 105/105 | Init +4; Perc +21 (Darkvision) | TEMP AC 35 (T19 FF30) | CMD 27/23 CMB +13 | Fort +15 Ref +16 Will +23 (+2 vs charm/compulsion) | Resist: Acid/Cold/Electricity 5 Buffs: Ring of Force Shield, Life Bubble, Shield of Faith, True Seeing

Cool. I just needed to be sure I had enough time (15 mins) to fill one of my open spell slots. I'll figure that out and probably use my Brilliant Spell Slot as well.

In terms of approach, I think we should try to rally the giants to work with us, then go directly after the BBEG dragon. I may need Mira to hit me with a Fly spell, if she can spare one.


Half-Elf Titan Mauler Barbarian 16, Cad Fighter 1|HP:195(+51 with rage)|Init:+4|Perc:+22|BaB:17|AC:35 T:19 FF:26 (+1 if opp is bigger)(-2 when rage)|CMD:45 CMB:26|Fort:21 Ref:14 Will:11 (+3 will when rg, +2 vs enchantment)|Speed:75 30ft swim when ra

Trer's got a few minutes of flying left in her for today. Few and minutes though, not a ton. And a cool 17 round stat steroid, but that's for much closer to the fight.


Aasimar Cleric 17 | HP 105/105 | Init +4; Perc +21 (Darkvision) | TEMP AC 35 (T19 FF30) | CMD 27/23 CMB +13 | Fort +15 Ref +16 Will +23 (+2 vs charm/compulsion) | Resist: Acid/Cold/Electricity 5 Buffs: Ring of Force Shield, Life Bubble, Shield of Faith, True Seeing

Ariston takes a moment to enjoy the scenic view of the mountains and the waterfall, letting out an approving sigh. ”This is a lovely spot. I wouldn’t mind building a place at the top of the falls.”

He shelves that thought along with some other maudlin notions as he regards the rest of their curious team. “Well, shall we go speak to some giants and then face down an over-sized lizard?”

Status:

HP: 105 / 105 | AC:28 / T:14 / FF:24 | CMD:27/23
TEMP TOTAL -> AC:35 / T:19 / FF:30 | CMD:27/23

Channel Energy (11): xxxxxx
Quick Bit of Luck (3): x
Bit of Luck (8): xx
Dimensional Hop (170’): 30’
Daylight (1):
Agile Feet (11):
Good Fortune (2):
Brilliant Spell Prep (1):

Boots of Speed (10):
Pearl of Power 4th (1):
Wand of CLW (50):

9th Spells
> Implosion:
> Miracle:

8th Spells
> Antimagic Field:
> Fire Storm:
> Moment of Prescience: x
> Stormbolts: x

7th Spells
> Destruction:
> Holy Word:
> Resurrection:
> Spell Turning:
> <Brilliant Open Slot>:

6th Spells
> Find the Path:
> Heal (2):
> Mass Planar Adaptation (3): xxx

5th Spells
> Breath of Life:
> Commune with Plane:
> Life Bubble:
> Spell Resistance:
> Teleport: x
> True Seeing:

4th Spells
> Freedom of Movement:
> Holy Smite:
> Communal Protection from Energy (3):
> Restoration:
> <Open Slot> Death Ward:

3rd Spells
> Aura Sight:
> Dispel Magic (2): x
> Fly: x
> Invisibility Purge:
> Prayer:
> <Open Slot> Owl’s Wisdom:

2nd Spells
> Aid:
> Blinding Ray:
> Communal Endure Elements:
> Grace:
> Ghostbane Dirge:
> Spear of Purity:
> Spiritual Weapon:

1st Spells
> Bless:
> Murderous Command:
> Remove Fear:
> Shield of Faith (3): xxx
> True Strike:

Effects:
Ring of Force Shield = Indefinite
Shield of Faith = 17 mins


Forces of Nature Battlemap

Yes, you have time to fill your spell slot. Just note in the meantime all are coming closer. The giants had begun to split up between two different mountain passes, so in that time they will be in two distinct groups. The group to the east is nearly stopping, while the one to the west is moving more or less toward you (not literally toward the party, but toward the falls)

I have nothing to add for now, and waiting for your approach to the giants.


Buffs:
Mage Armour, Mind Blank, FoM, Overland Flight, See Invis, Darkvision, Ant Haul, False Life, Veil, Life Bubble, Darkvision, Shapechangers Gift
Human Wildblood Sorcerer 17 | hp 185/172| Init +10/14; Perc +37, Darkvision | AC 20 (T16 FF15) | CMD 20 CMB +7 | Fort +19 Ref +18 Will +22 (+3 vs mind affecting) | Immunities Mind Blank, Freedom of Movement | Status
Magic Stats:
CL 18, Spell Pen +22 [Dragons Breath +26]; Con +28, +33 defensive cast
Spell slots:
8/6/7/8/5/5/5/5

OK people, lets gather round and get some spells sorted.

With that Mira casts several spells. She reverts to human form as her shapechange magic drops and she promptly gives everyone long duration flight. She also casts two fire resist magics to make sure they last long enough.

Right you lot. All of you can now fly. That should last for the next three hours. You are also all warded from fire damage for the next hour or so. Remember, this is just resistance, not immunity so dont go mad. I am going to try and intercept those giants heading towards the falls.

Mira casts another Paragon Surge to grab Mass Fly and casts that on everyone. She does not recast shapechangers gift. She follows it up with two communal resists which effectively gives 360 minutes of protection across the group. No-one has less than an hour. She will openly approach the fleeing giants but as she approaches reactivates her shield and heightened awareness wand and casts mirror image just in case.

Mirror Images: 1d4 + 6 ⇒ (1) + 6 = 7

She stays well in the air over the falls, out of melee range but is well aware of their ability to throw rocks at people. If that starts happening she will get out of there.

In Giant:

Ho Giants! Pause a moment and let us talk. I see you are fleeing the approaching monstrosity. Know that you have allies against this creature here. The people of this land should band together to stop it. Help us and we shall help you recover your lands. I and my allies have powerful warriors and magic as well as draconic allies of our own ready to stand against this horror. What say you!

Diplomacy, heroism: 1d20 + 30 + 2 ⇒ (2) + 30 + 2 = 34


Aphorite Pact Witch of Axis Witch 5 / Pathfinder Savant 2| hp 49/49 | Init +2; Perc +10 | AC18 (T14 FF14) | CMD 13 CMB +2 | Fort +5 Ref +5 Will +6 (+2 v. Poison & Mind-Affecting) | Resist Electricity 5

Not speaking Giant isn't a problem, as Liber has Truespeech and Krowys has Xenoglossy. Their absolutely abysmal Charisma scores, on the other hand, would be a problem. The two diplomat races and they can't diplomat to save their lives.

Krowys communicates the plan, directly, to Liber while Mirabelle travels. "Liber, will you let me cast Heal through you?" The familiar takes a few seconds to mull it over, before giving another clawed thumbs-up.

When Mirabelle starts speaking to the Giants, Liber reflexively translates Mirabelle's speech towards the Giants for Krowys, concurrently. Krowys looks deep in concentration as Liber does this, taking mental notes on the language as Mirabelle and Liber speak. Even in an ongoing disaster, his brain does not turn off any Linguistic analyses going on.

Pretty sure that's all the spells on Krowys's end sorted. If needed to direct the Giants, Greater Aggressive Thundercloud can be used, but we seem to be going the Diplomacy route.


Aasimar Cleric 17 | HP 105/105 | Init +4; Perc +21 (Darkvision) | TEMP AC 35 (T19 FF30) | CMD 27/23 CMB +13 | Fort +15 Ref +16 Will +23 (+2 vs charm/compulsion) | Resist: Acid/Cold/Electricity 5 Buffs: Ring of Force Shield, Life Bubble, Shield of Faith, True Seeing

Ariston casts Protection from Energy (Fire) on the team, including Liber. (lasts for 28 mins or until it absorbs 120 pts of fire damage)

He flies towards the giants with the team, after hastily donning his clerical regalia, trying to lend credence to whatever his allies are saying to the giants. In common he says, "The volcano will be yours again!"

Diplomacy AA: 1d20 + 20 ⇒ (12) + 20 = 32


Half-Elf Titan Mauler Barbarian 16, Cad Fighter 1|HP:195(+51 with rage)|Init:+4|Perc:+22|BaB:17|AC:35 T:19 FF:26 (+1 if opp is bigger)(-2 when rage)|CMD:45 CMB:26|Fort:21 Ref:14 Will:11 (+3 will when rg, +2 vs enchantment)|Speed:75 30ft swim when ra

"Fight with us, and live to see another day with great glory, or die alone, homeless, and without honor," Trer adds in orcish, the language she thinks these giants might speak best. As punctuation, she lets out a yell, showing how fearsome her warband is. Intimidate: 1d20 + 24 ⇒ (16) + 24 = 40


Forces of Nature Battlemap

As others prepare, Mira casts a flying spell on everyone (amid others' protections), and you approach the giants coming toward the falls. A female giant, bedecked in an elaborate obsidian crown and shimmering silvery mail hauberk that withstands her flaming form, stands at the center of the group, holding what likely serves as both a scepter of office as well as a brutal bludgeoning weapon. She is flanked by a male in a black breastplate and lengthy, intricately braided beard. Four soldier giants bearing flaming warhammers surround them, with a pair of less impressively clad giants taking point and rear.

Mira appears above the rapids, waterfall mist and volcanic smoke surrounding her to make her and her mirror images look like a cadre of otherworldly messengers. The front guard lifts rocks in preparation of a defense, but the queen calls out to them in their native tongue to wait. Her smouldering eyes flicker, half bemused at the creature that would approach them at a time like this, half-hopeful this appearance supplies them with something they need... one way or another.

As the others appear and join Mira's entreaty, the wary looks grow thoughtful. The giants blink uncomprehendingly at Trer's addition, but nonetheless yawp a victory cry in response, perhaps not understanding the words but the sentiment.

The queen takes one step forward, though remains close to her protective honor guard. Turning her chin, she first addresses the braid-bearded man standing next to her. Liber's nearly concurrent translation allows you to understand her easily enough: "You foresaw the eruption, D'rak. You failed to foresee the Ravener. Did you fail to foresee these Small Ones as well?"

The longbearded giant, D'rak, hesitates, looking you over. "My queen, these must be the Worldwalkers prophecy foresaw. We would do well to heed..."

"Enough." The queen silences him with a word. "I am Mak'tarra, Queen of the Raging Mountain Clan. Know that long have we warred with the cherufes beneath the mountain. They worshiped a dead thing, that stayed dead as it should. With the holy eruption, the mountain should have been ours for the taking. But their profane worship has instead brought this thing to be born. It has killed already half our people, and others that dwelled the other side of the mountain. Our Doombringer, half-brained fool though he is, knows a ritual that could put the thing to rest using the sacred mountain's tears that fall here, but we have no way of rendering it... inert enough for it to work. We were hoping to build fortifications to regroup within but have been forced to remain on the move... shamed though I am to say it, we barely have the strength to face the thing on our own. If you have the power to stop the mountain, Worldwalkers, you may have the power to handle the Ravener. If you do, we will handle the cursed cherufes who brought it to bear so you may focus your attacks."


Human Empiricist Investigator 1 | hp 10/10 | Init +2; Perc +7/8 v. Traps | AC 15 T12 FF13 | CMD 13 CMB +1 | Fort +2 Ref +4 Will +2|

Lazur nods as the giantess finishes and says to her in Giant "We have been in four planes and come back home to find this. We are in no mood for a fight we don't have to have. We can agree to your plan, your Highness, with one small clarification. The Ravener's and dragons' treasure are ours. You get your home and all the mountain."


Buffs:
Mage Armour, Mind Blank, FoM, Overland Flight, See Invis, Darkvision, Ant Haul, False Life, Veil, Life Bubble, Darkvision, Shapechangers Gift
Human Wildblood Sorcerer 17 | hp 185/172| Init +10/14; Perc +37, Darkvision | AC 20 (T16 FF15) | CMD 20 CMB +7 | Fort +19 Ref +18 Will +22 (+3 vs mind affecting) | Immunities Mind Blank, Freedom of Movement | Status
Magic Stats:
CL 18, Spell Pen +22 [Dragons Breath +26]; Con +28, +33 defensive cast
Spell slots:
8/6/7/8/5/5/5/5

Mira sketches a quick bow to the giantess. Very well your majesty, we shall try to render the thing inert. Can you tell us more of its nature. Is it some sort of Lich or the like, if we disable its form can you bind its spirit back within the mountain. I have yet to get close enough to properly identify it.


Aphorite Pact Witch of Axis Witch 5 / Pathfinder Savant 2| hp 49/49 | Init +2; Perc +10 | AC18 (T14 FF14) | CMD 13 CMB +2 | Fort +5 Ref +5 Will +6 (+2 v. Poison & Mind-Affecting) | Resist Electricity 5

Liber continues to translate each and every message, converting Giant to speak-with-master as it looks like Krowys is visibly concentrating on the task at hand. The two try their best to seem non-threatening, yet competent, as neither of them are any kind of competent at diplomacy or intimidation.

Ack thought I sent something already! Have a nothingburger of a message, as she feeds Krowys's addiction to learning languages.


Forces of Nature Battlemap

Krowys, feeding character goals is never nothing!

Mak'tarra frowns, considering Lazur's conditions. "We get to loot any servant of the dragon that we kill. If you can find what the cherufes did with its hoard while it slept, you are welcome to it. As long as you stay out of our tunnels." She taps a symbol on a necklace of a clan rune, an inverted V with what looks like a bolt of lightning going through it. Most of you are familiar enough with giants, Trer particularly, to know fire giants, while warlike, have a reputation for being honorable and true to their word.

In response to Mira, and pokes the long-bearded man next to her. "Tell her."

The other giant intones in a low, warbling voice. "The mountain spirits tell me it is a ravener, brought back to unlife by the unholy worship given it by the cherufes, who sacrificed their own souls to give it its form. In his life, Thrakterifax was already an ancient and mighty dragon of the volcano, and it took three bronze dragons to kill him, and they died with him. We are only lucky the cherufes did not raise their remains to go with him."

He pauses, as though to let that sink in. "As to what he is capable of, he has all you would expect of a mighty dragon of fire, spells that exceed the most powerful servant of Aurit, and as a beast whose existence now profanes the Mother of the World, only holy weapons could truly hurt it."

Mira, IIRC you have trained both Knowledge religion and arcane yes? If so you can confirm this and know that it uses the power of souls to fuel its dark abilities, and makes it exceedingly hard to kill. You risk losing your own souls fighting it. The good news is that it is not actually a lich, and therefore there is no phylactery you need to destroy. Once you do destroy it, it's gone.


Buffs:
Mage Armour, Mind Blank, FoM, Overland Flight, See Invis, Darkvision, Ant Haul, False Life, Veil, Life Bubble, Darkvision, Shapechangers Gift
Human Wildblood Sorcerer 17 | hp 185/172| Init +10/14; Perc +37, Darkvision | AC 20 (T16 FF15) | CMD 20 CMB +7 | Fort +19 Ref +18 Will +22 (+3 vs mind affecting) | Immunities Mind Blank, Freedom of Movement | Status
Magic Stats:
CL 18, Spell Pen +22 [Dragons Breath +26]; Con +28, +33 defensive cast
Spell slots:
8/6/7/8/5/5/5/5

Yes, I am trained in all of the knowledge skills. Oh dear!

Ariston, I dont suppose you have some more death wards available?


Aasimar Cleric 17 | HP 105/105 | Init +4; Perc +21 (Darkvision) | TEMP AC 35 (T19 FF30) | CMD 27/23 CMB +13 | Fort +15 Ref +16 Will +23 (+2 vs charm/compulsion) | Resist: Acid/Cold/Electricity 5 Buffs: Ring of Force Shield, Life Bubble, Shield of Faith, True Seeing

Ariston offers the giant a half-bow. "That's very useful to know, thank you." To Mira, he replies, "Unfortunately, no. I, wait..." He pulls a small pearl from his pocket. "I can recall the spell once with this. I could also quickly re-learn the magic, but the price would be very steep."

At the mention of needing holy weapons, the cleric looks to Trer. "Is that pigsticker of yours holy?"

I've got a Pearl of Power (4th) so I can cover one other person. The only other thing I can do is blow my 7th level Brilliant Spell Slot to regain that 4th spell... but I'd rather keep the Brilliant Slot in reserve in case we are totally hosed. And how worried are we about the 'only holy weapons can hurt it' part? Depending on if that means some DR or something else... I'm inclined to see if I might need to fire up a spell (with the Brilliant Slot) to handle that.

So, who gets the pearl's benefit? And do we want to go all in and use my brilliant slot on this? If so, then three of us get some protection from energy drain.


Buffs:
Mage Armour, Mind Blank, FoM, Overland Flight, See Invis, Darkvision, Ant Haul, False Life, Veil, Life Bubble, Darkvision, Shapechangers Gift
Human Wildblood Sorcerer 17 | hp 185/172| Init +10/14; Perc +37, Darkvision | AC 20 (T16 FF15) | CMD 20 CMB +7 | Fort +19 Ref +18 Will +22 (+3 vs mind affecting) | Immunities Mind Blank, Freedom of Movement | Status
Magic Stats:
CL 18, Spell Pen +22 [Dragons Breath +26]; Con +28, +33 defensive cast
Spell slots:
8/6/7/8/5/5/5/5

Protect the melee with your Death Ward Ariston. They are more likely to need it I suspect. In a pinch I can produce the effect myself but the cost is high she says with a sigh as she weighs a small pouch at her belt.


Aasimar Cleric 17 | HP 105/105 | Init +4; Perc +21 (Darkvision) | TEMP AC 35 (T19 FF30) | CMD 27/23 CMB +13 | Fort +15 Ref +16 Will +23 (+2 vs charm/compulsion) | Resist: Acid/Cold/Electricity 5 Buffs: Ring of Force Shield, Life Bubble, Shield of Faith, True Seeing

Trer will already have it. Lazur, do you intend to go head-to-head with it? If so, you can have the other Death Ward.


Human Empiricist Investigator 1 | hp 10/10 | Init +2; Perc +7/8 v. Traps | AC 15 T12 FF13 | CMD 13 CMB +1 | Fort +2 Ref +4 Will +2|

Lazur takes a momemnt to think about what he knows about dragons and raveners. To the queen he says in giant "We wouldn't dream of taking your plunder from those you kill. We can hopefully find any hoard without having to go through your tunnels and if we have to we won't. We will only enter your tunnels at your invitation."

Turning to the group he says "I have a few more preparations to make before we engage that thing. Hopefully Trer and I can flank it. Does anyone have the ability to dispel magic if needed?"

Kn: Religion: 1d20 + 15 ⇒ (13) + 15 = 28 + Inspiration (better of 2d8): 2d8 ⇒ (2, 5) = 7 33
Kn: Arcana: 1d20 + 17 ⇒ (9) + 17 = 26 + Inspiration (better of 2d8): 2d8 ⇒ (7, 6) = 13 33

I am melee not ranged so that protection would be appreciated. Depending on what I know we may need to make a couple more plans.


Buffs:
Mage Armour, Mind Blank, FoM, Overland Flight, See Invis, Darkvision, Ant Haul, False Life, Veil, Life Bubble, Darkvision, Shapechangers Gift
Human Wildblood Sorcerer 17 | hp 185/172| Init +10/14; Perc +37, Darkvision | AC 20 (T16 FF15) | CMD 20 CMB +7 | Fort +19 Ref +18 Will +22 (+3 vs mind affecting) | Immunities Mind Blank, Freedom of Movement | Status
Magic Stats:
CL 18, Spell Pen +22 [Dragons Breath +26]; Con +28, +33 defensive cast
Spell slots:
8/6/7/8/5/5/5/5

Mira grins, Oh yes, I can still dispel if needed.


Aasimar Cleric 17 | HP 105/105 | Init +4; Perc +21 (Darkvision) | TEMP AC 35 (T19 FF30) | CMD 27/23 CMB +13 | Fort +15 Ref +16 Will +23 (+2 vs charm/compulsion) | Resist: Acid/Cold/Electricity 5 Buffs: Ring of Force Shield, Life Bubble, Shield of Faith, True Seeing

Righto! Lazur gets Death Ward. And as we are flying up to meet the baddies, I'm casting Spell Resistance on myself.


Half-Elf Titan Mauler Barbarian 16, Cad Fighter 1|HP:195(+51 with rage)|Init:+4|Perc:+22|BaB:17|AC:35 T:19 FF:26 (+1 if opp is bigger)(-2 when rage)|CMD:45 CMB:26|Fort:21 Ref:14 Will:11 (+3 will when rg, +2 vs enchantment)|Speed:75 30ft swim when ra

"It can cut through demons pretty good," Trer sniffs, "Least when I'm mad anyway." Furious makes my weapon +5 when I'm raging, which is enough to overcome alignment DR

When it becomes obvious that the fight is imminent, Trer will reactivate her boots of flying, and activate her 1/day Efreeti form.


Buffs:
Mage Armour, Mind Blank, FoM, Overland Flight, See Invis, Darkvision, Ant Haul, False Life, Veil, Life Bubble, Darkvision, Shapechangers Gift
Human Wildblood Sorcerer 17 | hp 185/172| Init +10/14; Perc +37, Darkvision | AC 20 (T16 FF15) | CMD 20 CMB +7 | Fort +19 Ref +18 Will +22 (+3 vs mind affecting) | Immunities Mind Blank, Freedom of Movement | Status
Magic Stats:
CL 18, Spell Pen +22 [Dragons Breath +26]; Con +28, +33 defensive cast
Spell slots:
8/6/7/8/5/5/5/5

You have mass fly, save your boots

As the dragon gets closer Mira will reactive her two wands and dip a hand into her belt pouch. She casts some glittering dust into the air and mutters, I do wish that I was also protected by Death Ward...

Using limited wish for death ward on myself. Mira will also try to stay at least at medium range.


Aphorite Pact Witch of Axis Witch 5 / Pathfinder Savant 2| hp 49/49 | Init +2; Perc +10 | AC18 (T14 FF14) | CMD 13 CMB +2 | Fort +5 Ref +5 Will +6 (+2 v. Poison & Mind-Affecting) | Resist Electricity 5

"Here is to hoping Heal bypasses the Ravener's spell resistance," Liber adds once the translations from Giant into the language which Krowys and Liber share are complete. The tiny Arbiter looks in the Spell Component pouch around Krowys's waist for the components required for the Cones of Cold, only to rest her face in her clawed hand, as she realizes Krowys is currently still holding them from their recent foray into the Plane of Fire. Krowys then casts Heal while in contact with Liber, after which the Arbiter floats as high above the ground as is necessary, to avoid contact with anyone by accident, lest she lose the charge. Krowys then replies with a simple, direct, "I believe the two of us are ready."

Hopefully I did the deliver touch spells right. I'm still new to using familiars extensively, let alone the whole "Improved Familiar with Archetypes" that Pact Witch grants, so let me know if I did something wrong and it will presumably be retconned. Correct me if I'm wrong, but wouldn't even an AoO by the Ravener set the charge off?


Half-Elf Titan Mauler Barbarian 16, Cad Fighter 1|HP:195(+51 with rage)|Init:+4|Perc:+22|BaB:17|AC:35 T:19 FF:26 (+1 if opp is bigger)(-2 when rage)|CMD:45 CMB:26|Fort:21 Ref:14 Will:11 (+3 will when rg, +2 vs enchantment)|Speed:75 30ft swim when ra

Oh right, thanks! And yes to Krowys, that's pretty much exactly how it works!

Trer also enter a furious frenzy, and activate accurate stance before entering combat...


Forces of Nature Battlemap

Final question: Are you waiting for the Ravener to approach and try to fight it over the falls, or are you going to move in and take it on further up the mountain pass? Since you're flying, terrain may not mean too much, but if you wait for it, you may be able to use the more varied terrain to your advantage--at the risk of it killing more creatures that are fleeing on its way and becoming more powerful. Or you can move in on it now higher up the mountain pass, understanding you'll be at a higher altitude (an easily succeedable Fort save, but a Fort save nonetheless). Either way the fire giants will go with you and distract the cherufes while you focus on the dragon.


Buffs:
Mage Armour, Mind Blank, FoM, Overland Flight, See Invis, Darkvision, Ant Haul, False Life, Veil, Life Bubble, Darkvision, Shapechangers Gift
Human Wildblood Sorcerer 17 | hp 185/172| Init +10/14; Perc +37, Darkvision | AC 20 (T16 FF15) | CMD 20 CMB +7 | Fort +19 Ref +18 Will +22 (+3 vs mind affecting) | Immunities Mind Blank, Freedom of Movement | Status
Magic Stats:
CL 18, Spell Pen +22 [Dragons Breath +26]; Con +28, +33 defensive cast
Spell slots:
8/6/7/8/5/5/5/5

I would attack it further up the mountain. Life Bubble removes any issue with the atmosphere.


Aphorite Pact Witch of Axis Witch 5 / Pathfinder Savant 2| hp 49/49 | Init +2; Perc +10 | AC18 (T14 FF14) | CMD 13 CMB +2 | Fort +5 Ref +5 Will +6 (+2 v. Poison & Mind-Affecting) | Resist Electricity 5

Krowys and Liber's opinion it probably depeneds on how high up the mountain is. How high up is the mountain pass?


Forces of Nature Battlemap
Krowys wrote:
Krowys and Liber's opinion it probably depeneds on how high up the mountain is. How high up is the mountain pass?

I don't have an exact height. Just that it counts as "low peak" (which is 5,000-15,000 feet above sea level--bearing in mind you are in a place where you are already a few thousand feet above sea level) and thus would trigger an altitude sickness check--which Mira reminds life bubble negates anyway. Is there a reason you need to know? If you have a specific concern I can try to answer it.

If I don't hear further by tomorrow night I'll assume higher up the mountain


Aphorite Pact Witch of Axis Witch 5 / Pathfinder Savant 2| hp 49/49 | Init +2; Perc +10 | AC18 (T14 FF14) | CMD 13 CMB +2 | Fort +5 Ref +5 Will +6 (+2 v. Poison & Mind-Affecting) | Resist Electricity 5

Higher up the mountain it is then. I was mostly wondering whether it was like... Everest-height, or a more reasonable one like you described. I imagine the pair would be more wary of climbing depending on the height.

Also didn't realize life bubble was multiple people! You can ignore my concern completely then,


Aasimar Cleric 17 | HP 105/105 | Init +4; Perc +21 (Darkvision) | TEMP AC 35 (T19 FF30) | CMD 27/23 CMB +13 | Fort +15 Ref +16 Will +23 (+2 vs charm/compulsion) | Resist: Acid/Cold/Electricity 5 Buffs: Ring of Force Shield, Life Bubble, Shield of Faith, True Seeing

I'm also good with taking the battle to the dragon. Maybe we fly low until we get a bit closer to cut down on it's chance to spot us or get creative.


Half-Elf Titan Mauler Barbarian 16, Cad Fighter 1|HP:195(+51 with rage)|Init:+4|Perc:+22|BaB:17|AC:35 T:19 FF:26 (+1 if opp is bigger)(-2 when rage)|CMD:45 CMB:26|Fort:21 Ref:14 Will:11 (+3 will when rg, +2 vs enchantment)|Speed:75 30ft swim when ra

I was planning on sneaking. I know it's strange to see a stealth barbarian, but I did invest in it. Still, buns glazing isn't a terrible way to start this thing off right either!


Buffs:
Mage Armour, Mind Blank, FoM, Overland Flight, See Invis, Darkvision, Ant Haul, False Life, Veil, Life Bubble, Darkvision, Shapechangers Gift
Human Wildblood Sorcerer 17 | hp 185/172| Init +10/14; Perc +37, Darkvision | AC 20 (T16 FF15) | CMD 20 CMB +7 | Fort +19 Ref +18 Will +22 (+3 vs mind affecting) | Immunities Mind Blank, Freedom of Movement | Status
Magic Stats:
CL 18, Spell Pen +22 [Dragons Breath +26]; Con +28, +33 defensive cast
Spell slots:
8/6/7/8/5/5/5/5
The Mighty Trer wrote:
I was planning on sneaking. I know it's strange to see a stealth barbarian, but I did invest in it. Still, buns glazing isn't a terrible way to start this thing off right either!

I am not sure we can beat a ravener dragon with confectionary but I am willing to give it a shot. Maybe is diabetic!


Aasimar Cleric 17 | HP 105/105 | Init +4; Perc +21 (Darkvision) | TEMP AC 35 (T19 FF30) | CMD 27/23 CMB +13 | Fort +15 Ref +16 Will +23 (+2 vs charm/compulsion) | Resist: Acid/Cold/Electricity 5 Buffs: Ring of Force Shield, Life Bubble, Shield of Faith, True Seeing

Better, it has a severe gluten allergy and it left its epipen in the volcano!


Human Empiricist Investigator 1 | hp 10/10 | Init +2; Perc +7/8 v. Traps | AC 15 T12 FF13 | CMD 13 CMB +1 | Fort +2 Ref +4 Will +2|

Lazur says "Let me use the last few infusions I need an we can meet it further up. We should stay close to each other until haste is cast."

That is assuming we are less than 17 minutes from the ravener otherwise I will use them about 8 minutes out.


Forces of Nature Battlemap

You are less than 17 minutes from the ravener so anything active as of now will be operational during the fight.

Trer, you are welcome to attempt a stealthy approach if you wish. You are likely aware it is likely to have powerful normal and supernatural senses, but if you want to try to make a stealthy approach just describe what you do.

With flight, movement, or other mobility measures, you get yourselves over the ridge where the water falls and up into the mountain pass. As you get closer, the ravener and its escort of winged cherufes, its living progeny, notice at least some of you. They finish off some of the beasts they were chasing and/or eating, and many of the other trolls, oozes, and the like that may be nearby make themselves scarce with the opportunity.

I've set up a battle map. (It's big so the grid is quite small; apologies as you may need to zoom in to maneuver well). I've not resized the spell templates to the left yet so be aware of that. The fire giants and cherufes are on the map as well (yellow borders and orange borders respectively); for my own sanity I am not going to think too hard about how they attract one another's attention and fight each other; they will just do so. They are just present on the board so you can see where they will be with regard to AOE effects and so on.

You're roughly going to be entering from the northwest corner of the map. You can decide to attempt to conceal your approach in some way, but in the interests of just getting us going, I'm just setting this up so we can sort of see what might be going on. If there's anything you want to say about your approach and cast appropriate spells or make appropriate rolls, now is the time. Keep your actions limited to one or two actions please.

Otherwise, please move your icon where roughly you would be. Keep it toward the top part of the map (you can be floating over the trees if you want since you all are flying). Please note by posting here or on the battle map about how high off the ground you are flying.


Half-Elf Titan Mauler Barbarian 16, Cad Fighter 1|HP:195(+51 with rage)|Init:+4|Perc:+22|BaB:17|AC:35 T:19 FF:26 (+1 if opp is bigger)(-2 when rage)|CMD:45 CMB:26|Fort:21 Ref:14 Will:11 (+3 will when rg, +2 vs enchantment)|Speed:75 30ft swim when ra

I'm not going to be the only one stealthing, so instead I'll just be an enraged accurate efreeti, which is exactly 1 full round of actions. I'd like to be on the dragons cruising altitude.


Buffs:
Mage Armour, Mind Blank, FoM, Overland Flight, See Invis, Darkvision, Ant Haul, False Life, Veil, Life Bubble, Darkvision, Shapechangers Gift
Human Wildblood Sorcerer 17 | hp 185/172| Init +10/14; Perc +37, Darkvision | AC 20 (T16 FF15) | CMD 20 CMB +7 | Fort +19 Ref +18 Will +22 (+3 vs mind affecting) | Immunities Mind Blank, Freedom of Movement | Status
Magic Stats:
CL 18, Spell Pen +22 [Dragons Breath +26]; Con +28, +33 defensive cast
Spell slots:
8/6/7/8/5/5/5/5

If you want haste we all need to be at the same altitude. I am OK with that being 50' up in line with the dragon if everyone is OK with that. We all have a fly speed currently.


Aphorite Pact Witch of Axis Witch 5 / Pathfinder Savant 2| hp 49/49 | Init +2; Perc +10 | AC18 (T14 FF14) | CMD 13 CMB +2 | Fort +5 Ref +5 Will +6 (+2 v. Poison & Mind-Affecting) | Resist Electricity 5

Liber is on the outskirts because I don't want to risk Heal going off on something that isn't undead. Krowys can reasonably anywhere, I just placed him within major hex distance.


Forces of Nature Battlemap

Ariston Initiative: 1d20 + 4 ⇒ (9) + 4 = 13
Krowys Initiative: 1d20 + 7 ⇒ (10) + 7 = 17
Lazur Anil Initiative: 1d20 + 4 ⇒ (3) + 4 = 7
Mirabelle Initiative: 1d20 + 14 ⇒ (16) + 14 = 30
The Mighty Trer: 1d20 + 4 ⇒ (14) + 4 = 18
Ravener Initiative: 1d20 + 3 ⇒ (8) + 3 = 11
Half-Dragon Cherufes Initiative: 1d20 + 5 ⇒ (17) + 5 = 22
Fire Giants Initiative: 1d20 + 2 ⇒ (4) + 2 = 6


Forces of Nature Battlemap

You fly up the pass and over a ridge so you can see the ravener properly. The giants begin planning their assault and distract the advance guard of cherufes, but all of you, once you can see the ravener's glowing body more clearly through the smokey air, are chilled to the bone with fear.

Mirabelle Save vs fear aura DC 31: 1d20 + 22 + 3 ⇒ (2) + 22 + 3 = 27
Trer Save vs fear aura: 1d20 + 11 ⇒ (1) + 11 = 12 I believe she is raging; if this is correct add the +3
Krowys Save vs fear aura: 1d20 + 15 + 2 ⇒ (18) + 15 + 2 = 35
Liber Save vs fear aura: 1d20 + 15 ⇒ (19) + 15 = 34
Ariston Save vs fear aura: 1d20 + 23 ⇒ (11) + 23 = 34
Lazur Save vs fear aura: 1d20 + 15 ⇒ (14) + 15 = 29
Lazur's second roll vs mind affecting, Save vs fear aura: 1d20 + 15 ⇒ (10) + 15 = 25

Mirabelle, Trer, and Lazur all fail. They are struck by cowering fear. They are shaken (-2 to all rolls) and for this round, they cower, doing nothing (you cannot take actions, are -2 to AC (this adjustment is not on your statblock) and effectively are flat-footed, but are not defenseless). (Cowering replaces panicked, so nobody runs away. I will say if you want to run away, you can do so for the sole purpose of fleeing, but I believe this rule is put in place to avoid the inconvenience of losing people halfway across a large battlefield, as the distance for the ravener's fear aura is ridiculous (I actually forgot how wide it was till I got to all the die rolling--even halving it to adjust for the smoke in the air, it still reaches everyone).

I'm putting the order of action so you can see who goes. If anyone who failed the save feels I've missed something that would give you an advantage please say so. Otherwise, effectively, Krowys is up as we skip past Mirabelle and Trer this round.

Combat Round 1
Mirabelle: hp 172/172| | AC 25/24 (T16 FF19) *7 mirror images* | CMD 20 | Fort +19 Ref +18 Will +22 (+3 vs mind affecting) | | resist fire 30, freedom of movement, mind blank
Cherufes (Not directly engaging you for now)
The Mighty Trer: HP 195/195 |AC:+4 36/35 T:19 FF:26 (+1 if opp is bigger)|CMD:45 CMB:26|Fort:21 Ref:14 Will:11 (+3 will when rg, +2 vs enchantment) | death ward, resist fire 30
Krowys: hp 123/123 | AC 32/31 (T20 FF26) | CMD 27 | Fort +12 Ref +15 Will +15 (+2 v. Poison & Mind-Affecting) | Resist 5 Electricity | resist fire 30
... and Liber: hp 60/60 | AC 20 T15 FF 17 | Fort +12 Ref +15 Will +15 | SR 22 | resist fire 30
Ariston: HP 105/105 | TEMP AC 35/34 (T18 FF30) | CMD 27/23 CMB +13 | Fort +15 Ref +15 Will +23 (+2 vs charm/compulsion) | Resist: Acid/Cold/Electricity 5 |
Lazur Anil: hp 156/156 | AC 32/31 (T19 FF27) | CMD 34 | Fort +13 Ref +18 Will +15 (+1 versus enchantments; roll twice vs mind-affecting) | Immunities: Illusions | death ward, resist fire 30, spell resistance
Wyrm Ravener hp 337/337 Soul Ward 27/54 DR 20/good | AC 45 T9 FF45 | CMD 57/61 vs trip | Fort +23 Ref +14 Will +23; channel resistance +4 | SR 33 | Immune fire (vulnerable to cold); undead traits | (protection spells)
Fire Giants (Not your concern for now, this is just a placeholder for where they go)

Finally just a note on the cherufes and fire giants. They're there to be present as part of this larger scene and in case you do something that massively affects the environment, but I'm not rolling anything for them. If you manage to one-shot the ravener and want to fight some cherufes too--and there are more cherufes on the horizon that may arrive later--we can do that but for now, please ignore them/treat them as hazards/obstacles on the ground while you're in the air fight.


Half-Elf Titan Mauler Barbarian 16, Cad Fighter 1|HP:195(+51 with rage)|Init:+4|Perc:+22|BaB:17|AC:35 T:19 FF:26 (+1 if opp is bigger)(-2 when rage)|CMD:45 CMB:26|Fort:21 Ref:14 Will:11 (+3 will when rg, +2 vs enchantment)|Speed:75 30ft swim when ra

I'm raging and mind blanked, but a 1's a 1.


Aphorite Pact Witch of Axis Witch 5 / Pathfinder Savant 2| hp 49/49 | Init +2; Perc +10 | AC18 (T14 FF14) | CMD 13 CMB +2 | Fort +5 Ref +5 Will +6 (+2 v. Poison & Mind-Affecting) | Resist Electricity 5

Major Healing Hex, DC 27: 1d20 + 23 ⇒ (13) + 23 = 36 Going to Accursed Hex that next round.
Major Healing Hex Damage: 4d8 + 17 ⇒ (6, 2, 6, 1) + 17 = 32. 16. Blegh.
Heal CL v. SR : 1d20 + 17 ⇒ (15) + 17 = 32 Can we retroactively give me the CL ioun stone? No? Damn.

Liber swoops in to touch the Ravener, hoping the undead beast is distracted enough for Heal to actually do a massive chunk of damage to the creature.

As soon as combat starts, however, you hear a loud, tinny voice (Liber's voice) shout in a very angry Truespeech, "OH FOR AXIS'S SAKE," along with aggravated flapping of mechanical wings as she flies away from the dragon.

If you need an AoO: 1d20 ⇒ 12

Krowys looks, understandably, dejected, as if preparing to scream himself at some point in the future. In the meantime, however, he lets loose a cloud of arcane and mathematical symbols that occlude anyone from seeing him properly. With a scowl, he raises his mithral buckler, ready to cast more spells to release the rare bout of emotion he is feeling now. Well. That plan is a bust. Polysynthesis does not seem viable either. Hexes it is then, he thinks to himself, trying to calm himself down.

So. I forgot about the inherent +1 from a Buckler. So it's +5 to AC, and a 20% miss chance, as Hexes don't have any Somatic components.


Aasimar Cleric 17 | HP 105/105 | Init +4; Perc +21 (Darkvision) | TEMP AC 35 (T19 FF30) | CMD 27/23 CMB +13 | Fort +15 Ref +16 Will +23 (+2 vs charm/compulsion) | Resist: Acid/Cold/Electricity 5 Buffs: Ring of Force Shield, Life Bubble, Shield of Faith, True Seeing

Assuming Trer and Lazur don’t flee… this should work. I might catch Mira with the spell as well if she is flying within 30’ feet of me.

The priest sees his nearest allies stiffen with fear. He immediately weaves a spell, suppressing the dragon’s dread in them until well after they have won this battle or died. He calls silently on Varan to grant the huge warrior luck in the battle as he grabs onto the back of her armor.

STAND: Cast Remove Fear on Trer, Lazur, Mira and me since I’m there.
SWIFT: Quickened Bit o’ Luck on Trer (roll 2d20 for all d20 rolls and take the better result)
MOVE: Grab onto Trer

GM, I can’t see the background graphic so I’m not sure if there is a grid or not. Roughly how far are we from the dragon?

Remove Fear Facts:
This suppresses existing fear effects (I’m fairly sure this counts) on those already hit for 10 mins and gives me a +4 on any fear saves the dragon might throw at us.

Status:

HP: 105 / 105 | AC:28 / T:14 / FF:24 | CMD:27/23
TEMP TOTAL -> AC:35 / T:19 / FF:30 | CMD:27/23 | SR: 29

Channel Energy (11): xxxxxx
Quick Bit of Luck (3): xx
Bit of Luck (8): xx
Dimensional Hop (170’): 30’
Daylight (1):
Agile Feet (11):
Good Fortune (2):
Brilliant Spell Prep (1):

Boots of Speed (10):
Pearl of Power 4th (1): x
Wand of CLW (50):

9th Spells
> Implosion:
> Miracle:

8th Spells
> Antimagic Field:
> Fire Storm:
> Moment of Prescience: x
> Stormbolts: x

7th Spells
> Destruction:
> Holy Word:
> Resurrection:
> Spell Turning:
> <Brilliant Open Slot>:

6th Spells
> Find the Path:
> Heal (2):
> Mass Planar Adaptation (3): xxx

5th Spells
> Breath of Life:
> Commune with Plane:
> Life Bubble:
> Spell Resistance: x
> Teleport: x
> True Seeing:

4th Spells
> Freedom of Movement:
> Holy Smite:
> Communal Protection from Energy (3): x
> Restoration:
> <Open Slot> Death Ward: on Trer

3rd Spells
> Aura Sight:
> Dispel Magic (2): x
> Fly: x
> Invisibility Purge:
> Prayer:
> <Open Slot> Owl’s Wisdom: x

2nd Spells
> Aid:
> Blinding Ray:
> Communal Endure Elements:
> Grace:
> Ghostbane Dirge:
> Spear of Purity:
> Spiritual Weapon:

1st Spells
> Bless:
> Murderous Command:
> Remove Fear: x
> Shield of Faith (3): xxx
> True Strike:

Effects:
Ring of Force Shield = Indefinite
Shield of Faith = 17 mins
Protection from Energy Fire = 120 pts / 28 mins
[i]Fly

Owl’s Wisdom = +4 WIS for 17 mins
Spell Resistance = SR 29 for 17 mins
Remove Fear = +4 on Saves vs Fear, 10 mins
Haste = +1 AC, +1 Reflex Saves


Forces of Nature Battlemap

Ravener has taken 16 damage. No AOO as ravener hasn't acted yet and is flat-footed.

Not sure why the graphic isn't loading, Ariston. (Let me know if you need something higher contrast if that's the issue.) There is a grid. It's faint but easier to see if you zoom in. You are around 120-150 feet from the dragon, depending on the direct line you draw).

Yes, remove fear suppresses the effect, so for its duration the affected will not be shaken from now on.


Buffs:
Mage Armour, Mind Blank, FoM, Overland Flight, See Invis, Darkvision, Ant Haul, False Life, Veil, Life Bubble, Darkvision, Shapechangers Gift
Human Wildblood Sorcerer 17 | hp 185/172| Init +10/14; Perc +37, Darkvision | AC 20 (T16 FF15) | CMD 20 CMB +7 | Fort +19 Ref +18 Will +22 (+3 vs mind affecting) | Immunities Mind Blank, Freedom of Movement | Status
Magic Stats:
CL 18, Spell Pen +22 [Dragons Breath +26]; Con +28, +33 defensive cast
Spell slots:
8/6/7/8/5/5/5/5

Does that also cover the cowering so removing the flatfooted and penalty to AC?


Forces of Nature Battlemap

Yes, cowering is a fear effect, like panicked (but you still can't act on round 1 since that hit you before Ariston cast the spell


Forces of Nature Battlemap

Lazur, Ariston's spell frees you from the fear before your turn so you can act


Human Empiricist Investigator 1 | hp 10/10 | Init +2; Perc +7/8 v. Traps | AC 15 T12 FF13 | CMD 13 CMB +1 | Fort +2 Ref +4 Will +2|

Lazur looks back and waits for the Mira to cast her spell on him and Trer.

Lazur will delay for the haste to be cast and the move forward to flank with Trer.


Forces of Nature Battlemap

As the cherufes engage the giants who are taunting, the ravener, flying in the distance, scans the rest of you newcomers, almost as though he is puzzled by the little inevitable who has stung him and those who arrived with him. He sees without regard to the smoke

Fluttering to hover about 200 feet over the screed-covered pass, sniffing and tasting the air, it mutters an incantation in an arcane tongue, eyes locked on Lazur. A burst of intense aridity surrounds Lazur before jumping to each of you (Trer, Ariston, Krowys, Liber, and Mirabelle), and you all feel arcane forces threaten to drain the moisture from your bodies.

Horrid Wilting Damage (untyped): 20d6 ⇒ (6, 1, 2, 5, 3, 4, 5, 1, 1, 5, 6, 3, 2, 5, 3, 6, 4, 6, 6, 2) = 76

Fort DC 26 for half
Ariston Fortitude Save: 1d20 + 15 ⇒ (9) + 15 = 24 - 76 damage
Krowys Fortitude Save: 1d20 + 12 ⇒ (6) + 12 = 18 - 76 damage
Liber Fortitude Save: 1d20 + 12 ⇒ (16) + 12 = 28 - 38 damage
Lazur Anil Initiative: 1d20 + 13 ⇒ (19) + 13 = 32 - 38 damage
Mirabelle Initiative: 1d20 + 19 ⇒ (13) + 19 = 32 - 38 damage
The Mighty Trer: 1d20 + 21 ⇒ (11) + 21 = 32 - 38 damage

I don't recall that heroism is still up but correct me if I am wrong

It watches, almost impassively, as if it is curious as to what you will do next.

And I'm running late for work so I don't ahve time to update microstatblocks, but y'all are up!


Aasimar Cleric 17 | HP 105/105 | Init +4; Perc +21 (Darkvision) | TEMP AC 35 (T19 FF30) | CMD 27/23 CMB +13 | Fort +15 Ref +16 Will +23 (+2 vs charm/compulsion) | Resist: Acid/Cold/Electricity 5 Buffs: Ring of Force Shield, Life Bubble, Shield of Faith, True Seeing

If that was a spell, the dragon will need to make a CL check to beat my SR:29.

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