Spectral Dragon

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Faerith is surprised to note that the arbalest bolt that struck Aubrin the Green has TWO fluid injectors; one on each side of the armor piercing point.
Carefully doing basic tests, she determines that one reservoir contained Deathblade poison and the other contained Terinav Root poison.

When she examined the magic on it, it looked to her that there were two separate enchantments as well.
Spellcraft: 1d20 + 5 ⇒ (14) + 5 = 19
Spellcraft: 1d20 + 5 ⇒ (16) + 5 = 21
She discovered that there were runes carrying two different Bestow Curse spells (expended now). One aimed at Con and the other reducing Dex.


Southern Fangwood regional map

When the people with local knowledge put together a map of possible places to visit for resources or campsites, you see the locations of a logging camp and an orchard. You also note the possible locations of a Hermit, a Hunters Camp, and the local redoubt of the Chernasardo Rangers.


Do you have a consensus of where you want to travel to? The Chernasardo Rangers redoubt isn't the only place you can go to, and it's farther than some closer places.


Sunny wrote:
When people are ready to move along Sunny will try and get the poor fellow to her room and thence try and keep him company...

I'm afraid that Yhendorn is simply not in the mood at the moment.


Round 3

Players take their turn in order of posting, enemies will go last.

Roll20 map


Round 2 completed

As one of the terror bird's claws manages to score a line on Ghirrak's arm, the captain retaliates with a powerful series of blows.
But each of his blows fails to penetrate the massive musculature of the Axebeak.
Iron Limb Defense. Start and end in same spot. AC increases 2 points to 26

With the threat of being stepped on turning away Sunny gives the survivors a cheery smile, nods at their stances and arrayed spears before turning and running off to help beat off the giant chickens that threaten the rest of her friends.

Bryson directs the balls of lightning to continue to damage the one dinosaur.
Both lightning balls strike home, seriously injuring Terror Bird 4.
While he takes up his scimitar against the other.
He hit the sickened one for moderate damage.

Marius left the thundercloud where it was to continue zapping the bird for the moment, conjuring some mage armour of his own in case he became embroiled in the general melee.
With a powerful lightning strike, Marius’ thundercloud zaps Terror Bird 4, stopping its heart. Sizzling and on fire, it drops in a boneless heap.

Burian whips his hair at the nearest terror bird, and wraps it up to keep it grounded.
Burian’s creepy hair lashed out and sank into the axebeak’s flesh, just barely establishing a grapple.

Terror Bird 1 bite vs Juvenile Diplodocus: 1d20 + 8 + 2 ⇒ (9) + 8 + 2 = 19 hit for 1d8 + 4 + 2 ⇒ (5) + 4 + 2 = 11.
Terror Bird 1 claw 1 vs Juvenile Diplodocus: 1d20 + 6 + 2 ⇒ (5) + 6 + 2 = 13 miss.
Terror Bird 1 claw 2 vs Juvenile Diplodocus: 1d20 + 6 + 2 ⇒ (15) + 6 + 2 = 23 hit for 1d4 + 4 + 2 ⇒ (3) + 4 + 2 = 9.

Terror Bird 2 bite vs Juvenile Diplodocus: 1d20 + 8 + 2 ⇒ (20) + 8 + 2 = 30 hit for 1d8 + 4 + 2 ⇒ (8) + 4 + 2 = 14.
Terror Bird 2 claw 1 vs Juvenile Diplodocus: 1d20 + 6 + 2 ⇒ (18) + 6 + 2 = 26 hit for 1d4 + 4 + 2 ⇒ (1) + 4 + 2 = 7.
Terror Bird 2 claw 2 vs Juvenile Diplodocus: 1d20 + 6 + 2 ⇒ (13) + 6 + 2 = 21 hit for 1d4 + 4 + 2 ⇒ (1) + 4 + 2 = 7.

Terror Bird 3, outraged at being grappled by such a tiny thing, whipped out its head to bite/grapple Burian with its 10ft reach.
Terror Bird 1 bite vs Burian: 1d20 + 8 + 2 ⇒ (19) + 8 + 2 = 29 for maybe 1d8 + 4 + 2 ⇒ (7) + 4 + 2 = 13. Then grapple vs Burian: 1d20 + 13 + 2 ⇒ (17) + 13 + 2 = 32.

Terror Bird 5 is still stunned, nauseous and staggering about.

Terror Bird 6 bite vs Ghirrak: 1d20 + 8 + 2 ⇒ (6) + 8 + 2 = 16 for maybe 1d8 + 4 + 2 ⇒ (8) + 4 + 2 = 14.
Terror Bird 6 claw 1 vs Ghirrak: 1d20 + 6 + 2 ⇒ (7) + 6 + 2 = 15 for maybe 1d4 + 4 + 2 ⇒ (1) + 4 + 2 = 7.
Terror Bird 6 claw 2 vs Ghirrak: 1d20 + 6 + 2 ⇒ (3) + 6 + 2 = 11 for maybe 1d4 + 4 + 2 ⇒ (1) + 4 + 2 = 7.


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There are also rules for assigning tasks to each of the refugees, but in my opinion they should be automated in PbP play.
If you guys really want to, I'll trot them out for you, but in my opinion in PbP they're more trouble then they're worth.


OK, everyone who replied was positive, so I'll reach out to Litejedi, see if he's interested.


Moving forward, a Council is called where it is decided that this day will be spent warming up the refugees with campfires and warm meals. Tents and rain shelters will be assembled for the night.
You also get a chance to meet Sir Etienne Sidonius, a perfectly polite landed knight of Taldor.
Aubrin the Green urges you all to journey down south to the redoubt of the Chernasardo Rangers and ask for help.


When Faerith pulls out the bolt that had pierced Aubrin the Green, you all can see that it is a Ballistae bolt (a kind of super-heavy crossbow). You can see, aside from blood, there is a kind of greasy sheen on it as well as the tingle of enchantment as you handle it.
To examine it properly, I will need Appraise, Detect Magic and Craft:Alchemy rolls.


I would like all the Player Characters to write of what they did during the battle.
Something like A line or two giving a snapshot, a moment of a dramatic moment during the battle.


The battle of South Bank II...

Silver fire ran as Company A shattered the undead forces in front of them in a charge to the West.

A hundred yards behind them, Company B’s captain held up his hand to halt his command. He thought he had heard something.

Silver fire ran as Company C received the charge of the Schir demon mob crossing the bridge... and stopped them hard.

Continuing to charge, Company A shattered another mob of undead… and then another.

In their orderly ranks, the lances of Company C lashed out, impaling the squirming mob of schir demons, hemmed in on all sides by Paladins.

Then Company A ran into a much larger and more disciplined mob; this time with more powerful leaders, like vampires and skeletal knights. Their charge brought to a halt, their smites expended, Company A is surrounded!

Despite being hemmed in and being slaughtered over and over, fresh schir demons poured in from across the bridge... And suddenly the demons show a trait not seen before; the ability to leap fifteen, even twenty feet over the paladins heads! Suddenly Schir demons were jumping over the lines and onto the heads of the paladins in the back!

The captain of Company B, seeing Company A in trouble, sounded the charge! Sweeping around Company A, the charge shattered the army of the undead, sending the survivors scuttling. Company A split up and pursued them in squads.

Company C struggled, but did not break as the Schir demons fought before and behind them.

Across the bridge, a unit of Schir demons got impatient and separated from the main group. Travelling down the far embankment, they crossed the dry river and started up a trail on the near embankment to try to flank Company C. But they were met by individuals who blocked the only way up onto the South bank.

There on the South Bank, the battle seesawed back and forth a hairs breadth from disaster, until Company B charged in out of the West, finally returned to back up Company C.


Hmm. I might have been a bit ambitious with this battle scene... Probably would work better on tabletop.
Let me switch gears a bit.


Round 2

Players take their turn in order of posting, enemies will go last.

Roll20 map


Round 1 complete_________________

Bryson activates his Miasma ability.
Terror bird 5 is sickened and nauseated, while Terror Bird 4 is not. Terror Bird 4 took damage from one of the lightning balls.

As the lumbering wall of lizard continues to rush closer and the large chickens frenzy all over Master Bryson , Sunny moves back towards the crew to try and help, if not get them back further into the trees, at least stop them from emerging and becoming a target for either the rilly big lizard or the chickens.
She glances over a tanned shoulder and gives a small sigh glad tha the big lizard has, at last, stopped..... For now...

Marius Hawk
With the big lizard stopped (at least for now), he turned his attention to the birds, sending the thundercloud to harry one of Bryson's attackers and launching a lightning bolt at two of the birds on the lizard's right.
5-foot step to reposition. Casting lightning bolt as shown by the line on the map and repositioning the thundercloud to zap the bird while still hopefully acting as a deterrent.
The lightning seriously hurt bird 3 while bird 2 avoided most of it.
The thundercloud continued to hurt and harry bird 4.

Ghirrak Ironfist Wed, Jan 22, 2020, 04:34 am | FLAG | LIST | REPLY
Ghirrak explodes forward with blinding speed, slamming his fist into one of the trailing terror birds with devastating force. Though he damaged bird 6, the creature seemed to shake off the stunning effect easily.

After the bolt fires, Burian moves in front of Marius and takes a moment to gesture until a faint nimbus briefly glows around his form.
cast Mage Armor

Ponderously, the juvenile diplodocus turned left, away from the jungle trail. It’s tail swung through Ghirrak and his opponents space at knee high (Ref save DC20 or knocked prone). Bird 6, surprisingly made it, jumping up athletically to allow the tail to swish by underneath him.

Terror birds one and two continued to lash savagely at the dinosaur’s flank, bleeding it even further.
Terror bird three, stung by the lightning, charged forward to bite at Burian.
Bite at Burian: 1d20 + 10 + 2 ⇒ (8) + 10 + 2 = 20 for a possible 1d8 + 4 ⇒ (3) + 4 = 7 damage.

Terror bird four, harried by lightning and thunder, tore at Bryson in his madness.
Bite at Bryson: 1d20 + 10 ⇒ (1) + 10 = 11.
...Fumble confirm?: 1d20 + 10 ⇒ (6) + 10 = 16 Fail. Regular miss
Claw 1 at Bryson: 1d20 + 10 ⇒ (7) + 10 = 17 for a possible 1d6 + 2 ⇒ (1) + 2 = 3 damage.
Claw 2 at Bryson: 1d20 + 10 ⇒ (9) + 10 = 19 for a possible 1d6 + 2 ⇒ (6) + 2 = 8 damage.

Terror bird five just stood there stunned and nauseous.

Terror bird six attacked Ghirrak.
Bite at Ghirrak: 1d20 + 10 ⇒ (7) + 10 = 17 for a possible 1d8 + 4 ⇒ (5) + 4 = 9 damage.
Claw 1 at Ghirrak: 1d20 + 10 ⇒ (16) + 10 = 26 for a possible 1d6 + 2 ⇒ (1) + 2 = 3 damage.
Claw 2 at Ghirrak: 1d20 + 10 ⇒ (3) + 10 = 13 for a possible 1d6 + 2 ⇒ (6) + 2 = 8 damage.


When Arlen and the others put their knowledge of the Forest together, they come up with a rough map of known locations in the region.
Southern Fangwood rough regional map


Um, even with the loss of two players, we still have six PC's. If you all want to import this person, I need all of you to approve of it.


Big John wrote:
Can the cavaliers tell about the quality of the horses held by the squire and noble?

Cavalier or Ranks in Profession:Stable Master:
Looking at the two horses, you see that the Squire has a light combat trained horse, but otherwise not distinguished.

The landed knight, Sir Etienne, has a light horse that isn't combat trained, but is a beautiful glossy light grey shading to dark grey from top down. The product of extensive breeding and very expensive.
The horses drawing the carriage are heavy horses, otherwise undistinguished.


Arlen and Knowledge:Local DC16:
You know that the Chernasardo Rangers have a semi-secret redoubt down near the SE edge of the Fangwood forest.


Darry wrote:
What do you think you are doing with that rug there eh?

Hamster makes a halfhearted defense of where they got the carpet ("we found it, it's ours") but Darry is able to browbeat them into using it as an emergency shelter for more people than themselves.

You note that despite not being colorfast, the rain appears to roll right off of the carpet fibers.


Counting up what everyone had in their packs, saddlebags and the carriage, Jet counts up 42 Provision points.
One Provision Point sustains a person for 1 day and consists
of a half-gallon of fluid (clean water, or ale, broth, cider,
goat’s milk, or sheep’s milk) and 3 to 5 pounds of stable
food (apples, berries, bread, dried boar, dried venison,
hard cheese, mushrooms, nuts, pickled vegetables, and
smoked trout).


Faerith wrote:
"...I can also make sure there's clean water."

Anyone with ranks in Knowledge:Local will know that there are many small streams and rills in the Fangwood forest, and there are frequent light rains during this season.


Sor wrote:
"Any builders or hunters among ye? Food and shelter are top immediate priorities."

At this question, there was a lot of chatter as some people raised their hand, then lowered them, then started to talk animatedly among themselves as to which one they were and how others who raised their hands really weren't.


Arlen and Knowledge:Local DC13:
You know that the Chernasardo Rangers have a redoubt out here somewhere in the Fangwood forest, a base from which they operate to oppose Molthune raiders and wild monster infestations.


Darry:

You find the rolled up carpet, improbably large with a couple of shifty looking commoners that apparently used it as shelter in the night.

Appraise DC12:
This is a large (12x25) and very expensive Quadirian spidersilk carpet. Now exposed to the light rain, it's color fastness has lost the war and is now staining the ground around it, it's value plummeting as you watch.

Knowledge:Local DC12:
The two are a couple of Rock (bald, strong, built like a fireplug, kinda dumb) and Hamster (tall, dirty blond hair, twitchy).


At Big John's thunderous speech, the refugees simultaneously broke out into applause as well as edged nervously away from him.


I know Elandra (piraterob) is bowing out, but has anyone seen Ghosteye lately?


Big John: You see nobody below the age of 15 present.


Darry: They're on the Campaign Tab.
There are 22 aside from you player characters, all teenagers and up to a couple of old age types. No children.


In the grey morning, you all slowly come awake as a cold drizzle falls onto your bare faces.
All PC's are healed to full.
You are in an apparently random section of the Fangwood Forest, trees towering a hundred feet tall, with a small clearing of wildflowers to one side.
Refugees are huddled under the wagon, under the leafy branches of the trees, or even under the bedraggled horses (risking being stepped on).
Amazingly, it looks as if half the refugees have no heavy cloaks or blankets.


PART 2: BENEATH THE HEMLOCK BANNER


With the glow of the burning bridge behind you, you head east into the eaves of the Fangwood Forest.

With the end of the immediate threat, exhaustion at the events and action strikes everyone.
You march the group as far as they like into the forest, but the townsfolk have only a few hours of energy before they must rest, and visibility so late at night is near zero for the largely human group.
You march as long as you can, but when you reach a resting point before intending to go further, everyone just drops off asleep.


Big John: Anyone with ranks in Know:Local will know he's not a local. By appearance his is a Taldan aristo of some kind. Just passing through? Perhaps.


Darry: I don't mean to ignore you, but it is too chaotic and there is no opportunity for you to search for the halfling sisters.


Arlen: You all can heal up your new HPs.


Arlen: Yes you are right. Just the PFS AVG seemed a little low for my taste.


When you arrive at the Captain's cabin and knock, you hear a curt "Come!" from inside.

The relatively nicely furnished captain’s cabin is where Captain Veane can be found when not on deck giving orders.
You him busy at work at his desk, writing in a thick, leather–bound logbook. Veane is not alone, as the ship’s resident "yeoman" Azuretta lazes on his bed, reading an illustrated chapbook.


The elf just rocked back and forth, mumbling to himself in Elvish while shaking his head and tears rolled down his face.

Spoiler:
"I should have been there... I should have been there...

At the moment, nothing you have done has shaken himself out of his depression.


Arlen: Yes, that's fine.


Round 1

Players take their turn in order of posting, enemies will go last.

Roll20 map


Despite your ushering people to duck to the side or back down the trail, the column cannot duck aside and is only just now turning around, so there is no movement yet.

Bryson's ball lighting floated forward and discharged on Terror Bird 5 for some damage, but Terror Bird 4 ducked out of the way of the other one with surprising speed.

Marius' Thundercloud also floated forward and struck the juvenile Diplodocus with a flash and a BOOM!, causing it to stop (stunned) and flail it's limbs for this round.

Before Bryson can attack, Terror Birds 4 and 5 charged forward screaming to attack!

Terror Bird 4 charge attack vs Bryson Cat: 1d20 + 10 + 2 ⇒ (20) + 10 + 2 = 32 for a possible 1d8 + 4 ⇒ (4) + 4 = 8 slashing damage.
...Crit confirm?: 1d20 + 10 + 2 ⇒ (11) + 10 + 2 = 23 for a possible extra 1d8 + 4 ⇒ (2) + 4 = 6 slashing damage.

Terror Bird 5 charge attack vs Bryson Cat: 1d20 + 10 + 2 ⇒ (14) + 10 + 2 = 26 for a possible 1d8 + 4 ⇒ (7) + 4 = 11 slashing damage.

The other Terror Birds tear into the Diplodocus, number 2, 3 and 6 tearing great bloody chunks from the larger dinosaur.


Arlen: Anyone with any ranks in Craft:Armor can tell you that if you sacrifice four regular sized sets of armor of any type, an armor craftsman can turn them into one set of large sized barding.
And anyone with any ranks in Knowledge:Local will know that you all have a really annoying master smith in Kining Blondebeard.


I am interested in the new edition PF; I have the book and am slowly working my way through it. I really like the new Grapple rule; definite improvement.


- HP CONVENTION
Max HP at first level, Average (round up) +1 on subsequent levels (plus con bonus plus Toughness...).

Also moved Character creation rules to Campaign tab.


Pirate Rob, it sounds like you have experience with PF2nd, can you tell us your impressions of the new system?


The north shore of the bridge is clear of trees, boulders, and other obstructions until the tree line of the Fangwood Forest some 300 feet from the river, leaving anyone crossing the area easily spotted (or targeted by pursuing hobgoblins).
A dirt road—the Tamran highway—winds into the forest before turning east, but this route leaves fleeing refugees exposed to anyone following or any monsters or robbers waiting in ambush ahead.

Glancing back, you see a ceiling of smoke hangs over the city, reflecting the orange glow from burning houses.
Ash drifts in the air like falling snow.
The screams of townsfolk have died away, leaving an eerie silence broken now and then by the howling of wolves or the harsh tones of the Goblin tongue.
Bodies lie in the streets, sprawled in pools of blood where they fell. It seems everyone else in town may be imprisoned or dead except for the hobgoblin invaders.

Phaendar has fallen.


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Congratulations! All player characters are now Level 2!


When your eyes clear, you see the splintered remains of the wooden scaffolding and burning sparks falling all around you.
The bridge itself lists heavily to the north in slow motion.
It continued to groan and lean and finally collapses in a roar of falling masonry into the rushing river below 2 rounds later.


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Once the column passed, Faerith twisted open the plug on the "stump remover" on the wooden scaffolding. It began to fizz...

Beating a hasty retreat, Faerith is almost to the end of the bridge when a bright red flash that briefly lit up the overcast sky, and an almighty BOOM kicked her forward, where she sprawled stunned at the end of the bridge.


Emerging out of the darkness comes your wagon, carrying what supplies you could recover and the most seriously wounded (including the disabled Aubrin the Green), pulled by a pair of horses pilfered from the stables out back of the inn.
Trailing the wagon are all the people you had rescued, packs full and sometimes carrying some unlikely objects of questionable usefulness (you spot two guys carrying what looks like an expensive carpet between them.)
Trailing the column are the elderly landed baronet and his squire, leading their horses piled with supplies also.

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