| GM TOP |
The logical answer is that the footprints belong to the beastmen, but other than that guess they aren’t clear enough to identify.
Ezren and Khellek very clearly recall the identity of the eggs. There aren’t that many species that lay eggs in freezing cold on top mountains and are that big.
The eggs are layed by a Remorhaz, a Huge Magical Beast well suited to these climates. It is immune to both heat and cold effects and can burrow. It has a nasty bite, with grapple and swallow hole. And its worst ability is the fact that the body generates incredible heat.
Anything done while or before approaching?
Belladonna of Desna
|
"I'll fly straight up and take a look around. Maybe I'll be able to see the creature if it's nearby."
With a snap of her fingers and a wrinkle of her nose, Bella takes to the air.
30' straight up.
She scans the area...
Perception: 1d20 + 12 ⇒ (14) + 12 = 26
Khellek the historian
|
"I do hope that the egg layer is not about to return." wheezes Khellek.
"That would be most unfortunate. Do we have any protections against intense heat. Not something I was expecting to require, I admit."
Belladonna of Desna
|
Bella calls down from above regarding Khellek's question,
"I have communal protection from energy I can cast!"
| GM TOP |
Bella doesn’t see any sort of huge lizard creature, but she does notice tiny glimpses of medium sized humanoids hiding in an ambush position up by the cairn. The cairn and creatures and eggs are about sixty feet away from where the group just finished going up the slope.
I’ll need to use my computer to set up the map, and that likely won’t be until Wednesday. But please work on a plan or any buffing until then. The enemy was hiding fairly well, but that perception check was excellent. Remember that fog conditions may apply at this distance. Knowledge check on the humanoids for Bella is local. Anyone else will need to wait until they can see the enemies.
The Red Reverend
|
"My skills are more geared toward immediate threats. If anyone would like a brief increase in striking power at the onset of battle, stay close to me. Otherwise, I must react to events as they transpire."
Miriel Magol
|
Miriel looks at the flying cleric. "I have a potion of flying, almost completely forgotten It might assist us if the fierybodied creature returns."
If we know so well where the ambush would be, Miriel would like to bless her Elven Curve Blade just before we start combat, even 5 rounds would probably be enough. It is a 1 minute duration spell.
| GM TOP |
The map is up on slides page one. I placed the group and I placed the four humanoids. Currently only the flying Belladona can see them, as they are hiding with weapons drawn watching the entrance where the group has just come up the slope. I will give another 24 hours from the time of this post to make pre-battle prep and any initial movements or actions. I reserve the right to immediately start initiative or use up a player's first round turn if their action is beyond the scope of prep. There is no surprise round here as both groups are aware of the other's existence. Bless will be allowed to be pre-cast and once combat starts you will have up to 9 rounds remaining on it. The enemies are shown on the map but remember currently only Bella knows their locations and the fog may also limit vision.
Unable to locate the parent of the eggs, Bella does at least notice the humanoids set up in an ambush position around and among the cairn. The hulking shaggy brutes have large sloping heads, icy blue eyes, and an ape-like appearance. Their bodies are covered in thick snow-white fur and their hands end in powerful fists.
The Red Reverend
|
The Reverend moves as far forward as he can without starting the fight and uses battle rage on himself to make his first strike more effective.
Belladonna of Desna
|
Bella informs the group about the ambush set up by humanoid creatures over by the cairn.
"I have an idea. I can fly over there and cast calm emotions on them, then we just ignore them and walk into the cairn." she suggests.
Khellek the historian
|
"How long will the calm spell last?" inquires Khellek as he peers into the frozen mist, trying to make out the cairn.
"I think the excavation might take some time.."
He quickly looks around the group "Miriel, you are our heart, shield and hero. Try to keep the other students safe."
"If they attack, try to stick together as a group. We don't want to get surrounded, and I know some tricks that may be helpful, but work better if we are grouped up."
Khellek will use an extended heroism on Miriel. if we have time I'll use it on others as well. If battle looks inevitable, he will swap to using a haste while everyone is grouped together.
| GM TOP |
You may pre-cast as many buffs as you wish, please indicate who is getting extended heroisms. Calm emotions lasts 1 rd/lvl and is only a 20ft radius spread. So at best if cast at the start you would stop up to three enemies for up to seven rounds. It also requires concentration to keep going.
Miriel Magol
|
Miriel's spell would be Bless Weapon from a wand to her Elven Curve Blade. Just clarifying, she doesn't have the Bless spell.
| GM TOP |
Are we using calm emotions or no? If so, which three get hit?
Belladonna of Desna
|
Are the cyan dots creatures also or are those the eggs?
| GM TOP |
Are the cyan dots creatures also or are those the eggs?
The cyan dots were my best attempt to cover up the original location of the creatures on the map, if the group had snuck up on them.
Belladonna of Desna
|
Bella calls down to her group about her plan.
"Ok, everyone. I'm going to fly forward and cast calm emotions on the three to the north and west of the cairn. There is a fourth to the east with green-tinged fur I will not be able to affect. Dispatch that one if you must. "
"Okay, ready? Let's go. Stay close behind me."
When everyone is ready, Bella will fly forward, 30' aboveground, and cast calm emotions on the red one and also affect blue and yellow. DC 16 Will to resist. I want all of us to move forward as a group. Bella is in position for where she wants to cast the spell.
Khellek the historian
|
Khellek sighs and heads forward, Bessie at the ready.
"If there is just one attacking us. I will avoid unnecessarily tiring you out." he wheezes.
If there is just the one, I'll use Bessie the crossbow rather than hasting.
| GM TOP |
Belladonna floats forward and her group coordinates following in tow. The foes peek out from cover and are about to attack when she brings the heavy hammer of calmness down upon three of them.
R Will: 1d20 + 4 ⇒ (2) + 4 = 6
B Will: 1d20 + 4 ⇒ (11) + 4 = 15
Y Will: 1d20 + 4 ⇒ (5) + 4 = 9
They seem almost confused as to why they are so chill right now and look around slowly at each other.
The fourth one, moldy green lichen draped over his shoulders, rushes up as planned and hurls a spear at the flying cleric.
Shortspear: 1d20 + 5 ⇒ (3) + 5 = 8
Well… over the flying cleric.
Initiative
Khellek: 1d20 + 1 ⇒ (14) + 1 = 15
Ezren: 1d20 + 2 ⇒ (17) + 2 = 19
Bella: 1d20 + 5 ⇒ (20) + 5 = 25
Miriel: 1d20 + 7 ⇒ (16) + 7 = 23
The Red Reverend: 1d20 + 1 ⇒ (2) + 1 = 3
Enemy RBGY: 4d20 ⇒ (6, 9, 19, 5) = 39 all at +2 mod
Round One: Cold? I barely noticed.
Group Buffs: NA
Bella (concentrating?)
Miriel
Green
Ezren
Khellek
RBY (demotivated to attack)
Red Reverend
Bold May Act!
Oh yeah, now that they are clearly seen, Khellek (and probably Ezren) know these are Taer. Neutral Medium Monstrous Humanoids (Cold) with immunity to Cold and Vulnerability to Fire. They also have stench so when you are within 30ft of each one, roll a Fort Save. Failure is sickened though so only a penalty to things.
Belladonna of Desna
|
Bella ascends another 15' up (now at 45' above ground level). She tells everyone to dispach the hostile green taer but to leave the calmed ones alone and to hurry to the cairn and grab what they came here for.
"Hurry! I can only keep them calm for a little less than a minute!”
Yes, concentrate on spell.
Miriel Magol
|
Fortitude: 1d20 + 8 ⇒ (19) + 8 = 27
"Not my friends, you stinky overgrown paintbrush!" Miriel snarls at the spear-throwing creature. She runs to it and swings with all her strength.
Move: Move
Standard: Attack Green (Power Attack, Heroism: 1d20 + 7 + 2 ⇒ (11) + 7 + 2 = 20 Damage (Power Attack) (Good, Adamantine): 1d10 + 11 ⇒ (6) + 11 = 17
Khellek's Extended heroism included, as I understood it was cast before combat.
| GM TOP |
I’ll add everyone’s individual buffs to the tracker.
Bella keeps her mental pressure upon the calmed down Taers, and flies up a little bit to make it harder to become a pin cushion.
Miriel dashes out to defend her teammate, slashing hard across the snowbeast’s chest. Dark red blood sprays upon the crunchy snow beneath. It responds by flailing punches at her, following those with a bite at her neck!
Slam 1: 1d20 + 6 ⇒ (18) + 6 = 24 for B: 1d4 + 3 ⇒ (3) + 3 = 6
Slam 2: 1d20 + 6 ⇒ (8) + 6 = 14
Bite: 1d20 + 6 ⇒ (12) + 6 = 18
She takes a strong slap to the head, rattling her brain around a bit.
Round One: Cold? I barely noticed.
Group Buffs: NA
Bella (2 rds concentrating, heroism)
Miriel (-6 HP, bless weapon 7rds, heroism)
Green (-17 HP)
Ezren
Khellek (heroism)
RBY (demotivated to attack)
Red Reverend
Bold May Act!
Oh yeah, now that they are clearly seen, Khellek (and probably Ezren) know these are Taer. Neutral Medium Monstrous Humanoids (Cold) with immunity to Cold and Vulnerability to Fire. They also have stench so when you are within 30ft of each one, roll a Fort Save. Failure is sickened though so only a penalty to things.
Khellek the historian
|
"Okay, finish that beast off quickly Miriel. Then we need to get to that cairn."
He looks about to shoot at the creature, and then realises that his view is blocked by the paladin, so hurries forward instead.
And starts up inspire courage for +2 to hit and +2 to damage
Ezren_Core_Lvl7
|
Sorry, really busy week, but I'm back!
Despite considering himself to be slightly more seasoned than his peers, Ezren remains, at heart, a scholar - and one who has no intention to get close to a stinking creature if he can avoid it.
The cane which he previously used as some kind of walking stick to trudge through the thick layer of snow suddenly flies from his hand to strike the snowbeast threatening Miriel. With lightning speed, it returns to Ezren's hand.
Hand of the Apprentice (+2 Inspire Courage): 1d20 + 5 + 2 ⇒ (17) + 5 + 2 = 24
Damage (+2 Inspire Courage): 1d6 + 1 + 2 ⇒ (6) + 1 + 2 = 9
| GM TOP |
Khellek sounds so dang confident, everyone else feels pretty darn good about their chances this fight. The old bard is probably not prepared for the wave of various stenches that slam into him though as he approaches the snow people.
Ezren tries to overcome the difficult shot he is taking by aiming really hard, but just barely manages to miss his target. Darn jerk.
Cover and no precise shot really hurt that roll.
The three chill enemies move up and surround the bard, all giving him really good sniffs.
Rounds One & Two: Cold? More like stinky!
Group Buffs: Inspire Courage +2
Round 2
Bella (2 rds concentrating, heroism)
Miriel (-6 HP, 3x Fort Saves (last 3), bless weapon 7rds, heroism)
Green (-17 HP)
Ezren (2x Fort Saves, green and yellow)
Khellek (heroism, 4x Fort Saves)
RBY (demotivated to attack but still stanky)
Round 1
Red Reverend (2x Fort Saves blue and yellow)
Bold May Act!
Almost everyone has multiple Fort Saves against stench(es) this round, roll those first please. Failure just makes you sick though, so it’s just a penalty to rolls.
Belladonna of Desna
|
Why are the creatures attacking Khellek? No one is hostile towards them.
Miriel Magol
|
They are not attacking Khellek, they just came to stare at him and passively stink, I think?
Fortitude: 1d20 + 8 + 2 ⇒ (16) + 8 + 2 = 26
Fortitude: 1d20 + 8 + 2 ⇒ (11) + 8 + 2 = 21
Fortitude: 1d20 + 8 + 2 ⇒ (14) + 8 + 2 = 24
"Do as your friends and join the expressionless audience, fool!" Miriel shouts and quickly slices twice at the creature.
Full attack: Attack #1 Green (Heroism, Inspire Courage): 1d20 + 9 + 2 + 2 ⇒ (14) + 9 + 2 + 2 = 27 Damage (Inspire Courage, Power Attack) (Good, Adamantine) : 1d10 + 11 + 2 ⇒ (10) + 11 + 2 = 23
Attack #2 Green (Heroism, Inspire Courage): 1d20 + 9 + 2 + 2 - 5 ⇒ (12) + 9 + 2 + 2 - 5 = 20 Damage (Inspire Courage, Power Attack) (Good, Adamantine) : 1d10 + 11 + 2 ⇒ (2) + 11 + 2 = 15
Khellek the historian
|
The elderly scholar coughs and wheezes as the taer come to admire him and listen to his words of wisdom.
fortx4@+9 each: 4d20 ⇒ (7, 9, 11, 5) = 32
So if the DC is 14 or lower I make it, otherwise, blech.
| GM TOP |
Calm emotions only prevents attacking. It doesn’t do anything else.
The stink isn’t as bad as one expects, several pathfinders have smelled a lot worse on other missions and it doesn’t seem to bother them.
Miriel casually removes the attacking snow yeti’s head, watching it thunk into the crunchy snow. The body falls shortly afterwards. Bella keeps the other three calm even as their brother is brutally executed in front of them.
Finally getting a good look at the Cairn, the group sees…
The standing pillars are inscribed with ancient runes (old taldor faction mission). About three feet below the groups’ feet, through thick blue ice, lies the actual cairn. Everyone now recalls the shovels and picks given to you by the guide.
Round Two: Cold? More like stinky!
Group Buffs: Inspire Courage +2
Round 2
Bella (3 rds concentrating, heroism)
Miriel (-6 HP, immune to stink, bless weapon 6rds, heroism)
Green (dead as crap)
Ezren (2x Fort Saves, green and yellow)
Khellek (heroism, immune to stink)
RBY (demotivated to attack but still stanky)
Red Reverend (2x Fort Saves blue and yellow)
Bold May Act!
Some of you still have DC 13 Fort Saves against stench(es) this round, roll those first please. Failure just makes you sick though, so it’s just a penalty to rolls.
The Red Reverend
|
Fortitude Save: 1d20 + 6 ⇒ (20) + 6 = 26
Fortitude Save: 1d20 + 6 ⇒ (18) + 6 = 24
The Reverend withstands the odors but is not inclined to approach while no one is in danger.
Delay, will move and attack when one of the stinkies makes an agrressive action.
Ezren_Core_Lvl7
|
Fortitude Save: 1d20 + 8 ⇒ (4) + 8 = 12
Fortitude Save: 1d20 + 8 ⇒ (3) + 8 = 11 Ha!
Ezren should have considered staying a bit further away from the beasts. The stench is enough to make him gag. "How awful," he grimaces, holding the collar of his shirt above his nose in the somewhat naive hope that it would quell the smell.
It didn't.
"Hopefully they'll be dispatched soon," he grumbles, before clumsily casting a spell. Cast Magic Missile,, aiming for Green
Magic Missile 1: 1d4 + 1 ⇒ (3) + 1 = 4
Magic Missile 2: 1d4 + 1 ⇒ (2) + 1 = 3
Magic Missile 3: 1d4 + 1 ⇒ (3) + 1 = 4
Magic Missile 4: 1d4 + 1 ⇒ (4) + 1 = 5
| GM TOP |
Green is already very dead. Ezren is sickened for 10 whole rounds. Red Reverend is not.
Khellek the historian
|
Khellek back-peddles from his somewhat exposed position.
"I think we will not be able to dig without these interfering. Can we take them out one at a time?"
Belladonna of Desna
|
"Unfortunately, we're going to have to take out the stinky snow beasts!" she calls dawn to the group.
"I was hoping they would just back away and leave us alone."
Calm Emotions 6/7 rounds.
Heroism: +2 morale bonus on attack rolls, saves, and skill checks.
| GM TOP |
Two of the party vote to carefully kill off the three remaining humanoids.
Does anyone else have thoughts?
Miriel Magol
|
"And no comebacks!" Miriel shouts at the fallen attacker.
She turns to face the others, but stops the swing of her sword above her head. "I... I don't think it is right to hit someone or something who has not been aggressive toward us. Can you release them one by one to offer a chance of redemption?" Miriel says her thoughts.
The Red Reverend
|
"If you want me to hack apart something that is not fighting back, I will oblige."
IIRC, in Delay, I need to wait for someone else to act and then put myself back into initiative.
Ezren_Core_Lvl7
|
Sorry, I didn't realise they were already dead. Saves me the spell slot!
Ezren rolls his eyes. "I don't think they can know of redemption the way you think of it, milady," he says rather coldly, though the effect is rather ruined by his sharp intakes of breath as he fights off his nausea. "If they are people here against killing them, I'll not be against simply knocking them off. But I suggest doing it... quickly... and making sure they can't pursue us... or attack the dogs..." He retches. "Apologies about that."
| GM TOP |
We seem to have some differing options and opinions here. Why don’t you all come up with a plan and then we can proceed.
The Red Reverend
|
The Reverend has no problem with killing them all, but has found previous allies to have been... squeamish about murdering creatures that are not an active threat. He will follow the others' lead on what to do next, unless the spell duration is about to expire.
| GM TOP |
Alright, I consolidated the tracker and basically had Bella wait until the enemies acted, then stop concentrating. The enemies have no compulsions preventing attacking at this moment. All pathfinders can now act as they see fit. Some suggestions made were to ready an action, summoning, or just killing these dudes (depending upon your alignment, morality and/or agreements with the group).
Round Three: Execute the Infidels!
Group Buffs: Inspire Courage +2
Bella (heroism)
Red Reverend
Miriel (-6 HP, bless weapon 5rds, heroism)
Ezren (sickened 9rds)
Khellek (heroism)
RBY
Bold May Act!
Miriel is the only one who could get sickened at this point. She would have to get within 30ft of a living yeti.
Khellek the historian
|
Khellek continues to inspire his colleagues to heights of heroism and fantastic feats.
And then he fires Bessie again.
attack yellow, IC, heroism: 1d20 + 8 + 2 + 2 ⇒ (6) + 8 + 2 + 2 = 18
damage,IC: 1d8 + 1 + 2 ⇒ (5) + 1 + 2 = 8
"Got it!"
Belladonna of Desna
|
When Khellek attacks one of the snow creatures, she immediately ceases concentration on the spell.
"Protect yourselves, friends! Unfortunately, we'll need to dispatch the creatures."
Hovering in place, Bella casts spiritual weapon and summons a starknife made of force that immediately begins attacking the yellow tinged creature.
"Sorry, you stinky, shaggy beasts. You left us no choice."
spiritual starknife & heroism: 1d20 + 5 + 4 + 2 ⇒ (20) + 5 + 4 + 2 = 31
force piercing: 1d8 + 2 ⇒ (8) + 2 = 10
crit confirm: 1d20 + 5 + 4 + 2 ⇒ (5) + 5 + 4 + 2 = 16
extra force piercing: 2d8 + 4 ⇒ (1, 4) + 4 = 9
Spiritual Weapon: 6/7 rounds.
Heroism: +2 morale bonus on attack rolls, saves, and skill checks.
| GM TOP |
| 2 people marked this as a favorite. |
Crit Confirmed, but only because you forgot IC. You owe your bard a drink for that assistance.
A small voice in Bella’s head whispers with disappointment.
There is always a choice…
The yellow yeti drops to the ground from the two attacks, bleeding out.
Round Three: Execute the Infidels!
Group Buffs: Inspire Courage +2
Bella (heroism)
Khellek (heroism)
Red Reverend
Miriel (-6 HP, bless weapon 5rds, heroism)
Ezren (sickened 9rds)
RB
Yellow (down and unconscious)
Bold May Act!
BELLA is the only one who could get sickened at this point. But she would have to get within 30ft of a living yeti.
Ezren_Core_Lvl7
|
Ezren stays safely out of reach, and casts a spell. Small orbs of pure energy shoot out of his fingers and strike one of the yetis. Cast Magic Missile on Blue
Magic Missile 1: 1d4 + 1 ⇒ (3) + 1 = 4
Magic Missile 2: 1d4 + 1 ⇒ (4) + 1 = 5
Magic Missile 3: 1d4 + 1 ⇒ (3) + 1 = 4
Magic Missile 4: 1d4 + 1 ⇒ (2) + 1 = 3
The Red Reverend
|
| 1 person marked this as a favorite. |
"Murder it is, then."
The Reverend moves in and hacks at the bluish yeti.
+1 Scythe: 1d20 + 8 ⇒ (9) + 8 = 17
Slashing Damage: 2d4 + 5 ⇒ (1, 1) + 5 = 7
Miriel Magol
|
Miriel takes a stand with her blade ready.
"Just leave, second act will be worse!" she threatens the creatures.
Ready, trigger enemy at range attacks someone of the party.
Attack (Power Attack, Heroism, Inspire Courage): 1d20 + 7 + 2 + 2 ⇒ (7) + 7 + 2 + 2 = 18 Damage (Power Attack, Inspire Courage) (Good, Adamantine): 1d10 + 11 + 2 ⇒ (6) + 11 + 2 = 19
| GM TOP |
Ezren peppers a yeti with magical force bolts and RR slashes its chest. It roars, steps up and attacks all out. Arms flailing and teeth gnashing at the cleric.
Slam 1: 1d20 + 6 ⇒ (13) + 6 = 19 for B: 1d4 + 3 ⇒ (1) + 3 = 4
Slam 2: 1d20 + 6 ⇒ (15) + 6 = 21 for B: 1d4 + 3 ⇒ (2) + 3 = 5
Bite: 1d20 + 6 ⇒ (11) + 6 = 17
The priest of murder takes two body shots. The yeti’s buddy moves into flanking and bites at him!
Bite + Flank: 1d20 + 6 + 2 ⇒ (8) + 6 + 2 = 16
But misses.
Whether they would have run away or not is a moot point now, the fight is on!
Round Four: Execute the Infurdels!
Group Buffs: Inspire Courage +2
Bella (heroism)
Khellek (heroism)
Red Reverend (-9 HP)
Miriel (-6 HP, bless weapon 4rds, heroism)
Ezren (sickened 8rds)
Red
Blue (-23 HP)
Yellow (down and unconscious)
Bold May Act!
BELLA is the only one who could get sickened at this point. But she would have to get within 30ft of a living yeti.
Belladonna of Desna
|
As she hovers in place, Bella's spiritual weapon continues to attack the red beast...
spiritual starknife & heroism, IC: 1d20 + 5 + 4 + 2 + 1 ⇒ (1) + 5 + 4 + 2 + 1 = 13
force piercing: 1d8 + 2 ⇒ (4) + 2 = 6
She pulls out her own starknife and flings it at the beast...
+1 returning starknife, DA & pbs, heroism and IC (20' range, -2): 1d20 + 8 + 2 + 1 - 2 ⇒ (15) + 8 + 2 + 1 - 2 = 24
piercing, DA & pbs: 1d4 + 7 ⇒ (2) + 7 = 9
Miriel Magol
|
Miriel runs to help the Red Reverend. "Trying a tango with three? Partner with me instead!" she tries to get the creature's attention, then slices at it with full force.
Move: Move
Standard: Attack Red (Power Attack, Heroism, Inspire Courage): 1d20 + 8 + 2 + 2 ⇒ (7) + 8 + 2 + 2 = 19 Damage (Power Attack, Inspire Courage) (Good, Adamantine): 1d10 + 11 + 2 ⇒ (7) + 11 + 2 = 20