[LPF] Dwarven Crusade: Khuldun

jkason

First Post
Nathan Tchanlach, human sorcerer

Nathan tenses up as it becomes clear there will be no talking their way into what they're after, and finally nods his assent to the others.

"What the hells. If this trip's going to kill me, I suppose it's better it does it sooner than later. I'd hate to subject myself to even more bloody wilderness and hiking just to die from something lame like exposure. Maybe the motes'll sing a chorus or something."

[sblock=ooc]Sorry for delays. Weekends have gotten very bad for me to post on, and work is picking up enough that it's slower going to get myself caught up afterward.[/sblock]

[sblock=mini-stats]Nathan Tchanlach Human Sorcerer 6
Initiative: +4 Perception: +0

Conditions: Mage Armor (6 hours)
In Hand: None

AC: 15 (19)
touch: 14 (18) ; flat-footed: 12 (16)
(value in parenthesis w/ mage armor)
HP: 38/38
CMB: +3 CMD: 17 Fort: +4* Ref: +5* Will: +6*
* Additional +1 trait bonus vs. divine spells
Resistances: Resist 5 Acid and Cold.

Spells: Cantrips (DC 15): Dancing Lights, Detect Magic, Drench, Ghost Sound, Mending, Message, Prestidigitation, Spark
1st (DC 16): Bless, Grease (DC 17), Mage Armor, Magic Missle, Silent Image, Summon Minor Monster, Vanish. Remaining: 6/8
2nd (DC 17): Create Pit (DC 18), Glitterdust (DC 18), Oppressive Boredom, Resist Energy Remaining: 6/6
3rd (DC 18): Haste Remaining: 4/4

Heavenly Fire: 8/8 remaining[/sblock]
 

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GlassEye

Adventurer
GM: Borric's level-up is approved & marked on his sheet.


Two of the hags cackle at Sylvain's joke and jostle and nudge each other. The third frowns over Borric's question.

"Rules? Kill it and claim your reward, or it kills you."

She seems somewhat confused about the idea of rules.

"Aha! He accepted," hollers one of the hags pointing at Sylvain.
"Summon the champion!"

The three hags scuttle up onto a boulder with a flash of unsightly thigh then stand and slowly begin to rhythmically stomp their filthy, calloused feet. A rumble seems to emanate from their stomping into the ground beneath everyone's feet.

OOC: Combat: Round One. Everyone is up although an opponent is not yet arrived.

[sblock=Combat Information]

Initiative:
You all
Champion

Map:

Note: Rocky squares near the edge of the map are difficult terrain.

Party:
Borric: 73/73 hit points remaining;
Nathan: 38/38 hit points remaining;
Sylvain: 50/50 hit points remaining;
Zelena: 42/42 hit points remaining;

Spells Cast: Mage Armor (x2) (Nathan)
Conditions in Effect: Mage Armor (Nathan)

Enemy Status:
Champion: 0 damage taken; Unwounded[/sblock]


--- -- Old Crone -- ---
 

GlassEye

Adventurer
GM: Looks like I neglected to account for mounts. I'm not going to retroactively change the map, too much trouble. With your first post mention whether you are still mounted, previously dismounted, or need to dismount. If the latter, Aldino can take any reins and move the horses off to one side (off map).
 

perrinmiller

Adventurer
Borric Hawkins, Male Human Fighter

With the contest on, Borric flips down the visor on his helmet and gets his lance lowered and into position. He guides his horse around to face the apparent direction of the threat, ready to unleash a charge on his warhorse.

"Very well, let us be about this. Grandpa! Get out of the way and stay back!"

[sblock=Actions]Ready a Charge?
If not move horse to F4/G5, drop lance and ready Chakram to throw.[/sblock][sblock=Mini Stats]Initiative: +4
AC: 26 (23 without shield, 21 flat-footed, 13 Touch)
HP: 73 Current: 73
CMB: +11 CMD: 24 (26 vs. Disarm/ 28 vs. Trip) Fort: +8 Reflex: +5 Will: +4 (+6 vs. Fear)
Conditions in Effect: Ioun Torch (night), Combat Reflexes (3 AoO), Mounted (Ride +6)

Current Weapon in Hand: Shield & lance (+12/+7 Att; 1d8+4 dmg)
Chakram: 2/2 MWK & 6/6 Cold Iron remaining
Light Hammers: 2/2 remaining[/sblock]___________________________

Swash1.jpg
Borric Hawkins
 

jkason

First Post
Nathan Tchanlach, human sorcerer

Nathan, not wanting to have to wrestle with a horse in the middle of a fight, slides off his mount and lets Aldino take the reins.

"Well, whatever it is, the faster you folks can hit it, the faster it falls," Nathan says. He makes a gesture as if tossing out a handful of dust, and a swarm of motes sprays out from his hand. The jittering bits of light settle on Borric and his mount, Zelena, Celebfedhiin, Sylvain, and Nathan himself, and though they fade from view, all touched feel an instant charge of energy within them, and it almost seems as if the world is moving a bit more slowly in relation to them.

[sblock=ooc]Move Dismount
Standard Cast Haste. Lasts 6 rounds and affects 6 creatures. Since Borric looks to stay mounted, I added his horse as well as Celebfedhiin to the creatures affected, but neither of the casters' horses. All affected gain:

* 1 extra attack at full BAB when using a full attack action.
* +1 bonus to attacks
* +1 dodge bonus to AC and Reflex saves (lost if Dex is lost)
* +30 ft all movement modes (max of 2x normal speed, so I think Zelena only gets +20)[/sblock]

[sblock=mini-stats]Nathan Tchanlach Human Sorcerer 6
Initiative: +4 Perception: +0

Conditions: Mage Armor (6 hours), Haste (6/6 rounds)
* 1 extra attack at full BAB when using a full attack action.
* +1 bonus to attacks
* +1 dodge bonus to AC and Reflex saves (lost if Dex is lost)
* +30 ft all movement modes (max of 2x normal speed)

In Hand: None

AC: 15 (19) <20 w/ Haste>
touch: 14 (18) ; flat-footed: 12 (16)
(value in parenthesis w/ mage armor)
HP: 38/38
CMB: +3 CMD: 17 Fort: +4* Ref: +5* <+6 (Haste)> Will: +6*
* Additional +1 trait bonus vs. divine spells
Resistances: Resist 5 Acid and Cold.

Spells: Cantrips (DC 15): Dancing Lights, Detect Magic, Drench, Ghost Sound, Mending, Message, Prestidigitation, Spark
1st (DC 16): Bless, Grease (DC 17), Mage Armor, Magic Missle, Silent Image, Summon Minor Monster, Vanish. Remaining: 6/8
2nd (DC 17): Create Pit (DC 18), Glitterdust (DC 18), Oppressive Boredom, Resist Energy Remaining: 6/6
3rd (DC 18): Haste Remaining: 3/4

Heavenly Fire: 8/8 remaining[/sblock]
 

Gerald007

First Post
Syl moves back, wanting to stay out of the range of whatever monster was coming. He quickly used one of his hexes on Borric, improving the warriors chance to hit the creature.

The witch lets Waltor scurry to safety not knowing what type of creature those hags would consider to be their champion.

OOC: Fortune hex on Borric.



Syl [sblock]
Sylvain Marana (Gerald007) - Living Pathfinder RPG Wiki
Human Witch 6
Initiative: +6 Perception: +2
Conditions:
AC: 15 (13 touch; 13 flat-footed)
HP: 50 of 50
CMB: +2 CMD: 15 Fort: +5 Ref: +5 Will: +6
In Hand: Nothing







Spells: Arcane
  • (0-level - DC 15) Daze (DC 16), Detect Magic, Message, Stabilize;
  • (1st level - DC 16) Burning Hands (DC 16), Charm Person (DC 17), Enlarge Person, Shocking Grasp;
  • (2nd level - DC 17) Cure Mod. Wounds, Flaming Sphere (DC 17), Hold Person (DC 18), Vomit Swarm;
  • (3rd level - DC 18) Dispel Magic, Fireball (DC 18), Stinking Cloud (DC 18)
Hexes DC 18
  • Cackle, Flight, Fortune, Healing, Misfortune, Slumber--None.
[/sblock][/QUOTE][/QUOTE][/QUOTE]
 

Songdragon

Explorer
Zelena dismounts from the Hound and calls out as she holds forth her holy symbol, "Ral, I ask for your blessings, to defeat this coming foe!"

(Cast Bless, 30 round duration... Zelena's base movement is 30ft with the travel domain)

[sblock=Zelena's Stats]Zelena Andu Gnome Cleric 3/Bard 2
Initiative: +2 Perception: +13
Conditions:Bless (30 rounds), Haste (6 rounds)
AC: 23 (13 touch; 21 flat-footed)
HP: 42 of 42
CMB: +2 CMD: 13 Fort: +5 Ref: +6 Will: +9
In Hand: battle axe +1 and shield
Spells: Divine
  • (0-level - DC 13) Create Water, Detect Magic, Mending, Stabilize;
  • (1st level - DC 14) Bless, Command, Protection from Evil, Longstrider(d);
  • (2nd level - DC 15) Grace, Spiritual Weapon, Remove Paralysis(d)
Arcane Spell Slots
  • (0-level - DC 12 - At Will) Dancing Lights, Ghost Sound, Mage Hand, Mending, Prestidigitation
  • (1st level - DC 13 - 4 of 4 slots remaining): Grease, Liberating Command, Silent Image, Vanish
Bard Song: 6 of 6 rounds remaining; Channeling: 5 of 5 attempts remaining; Liberation: 3 of 3 rounds remaining; Agile Feet 5 of 5 attempts remaining

Celebfedhiin (Riding Dog)
Initiative: +2 Senses: low-light vision, scent Perception: +8
Conditions: none
AC: 15 (12 touch; 13 flat-footed)
HP: 13 of 13
CMB: +3 CMD: 15 (19 vs. trip) Fort: +5 Ref: +5 Will: +1
In Hand: Melee bite +3 (1d6+3 plus trip) [/sblock]
 

GlassEye

Adventurer
The deep-earth rumbling ends as a giant scorpion bursts from the ground near the center of the clearing and scatters large rocks all around it. At first the scorpion seems to be covered in dust but then you all realize that the thing's carapace is made of rough stone.

OOC: Combat: Borric's readied attack w/ chakram then, Round Two. Everyone is up.

[sblock=Combat Information]
Perrin: Charge is a full-round action and, therefore, ineligible for readying.

Initiative:
You all
Champion

Map:

Note: Rocky squares near the edge of the map are difficult terrain.

Party:
Borric: 73/73 hit points remaining;
Nathan: 38/38 hit points remaining;
Sylvain: 50/50 hit points remaining;
Zelena: 42/42 hit points remaining;

Spells Cast: Mage Armor (x2), Haste (Nathan), Bless (Zelena); Fortune Hex/Borric (Sylvain)
Conditions in Effect:
--Mage Armor (Nathan);
--Haste (party) 6/6; +1 to attacks, AC & Ref saves
--Bless (party) 30/30; +1 to attacks & save vs. fear
--Fortune hex (Borric)

Enemy Status:
Champion (AC 21): 0 damage taken; Unwounded[/sblock]


--- -- Old Crone -- ---
 

jkason

First Post
Nathan Tchanlach, human sorcerer

Nathan jumps a bit as the crones' champion literally rises from the earth.

"Tell me we didn't ride right over that thing on our way in," he mutters, trying to make sense of the combination of its shape and its apparently unique hide, though it rings few bells.

"All right, let's see if we can't confuse Mr. Sting with a few extra targets," Nathan says, glancing upwards. He frowns as only a single mote materializes. "Cowards. Fine. See if you can't get behind him, all right?" he calls to the mote, which makes its way in an arc above the battle, its spherical form stretching and reshaping as it goes...

[sblock=ooc]GE, do the rocky areas around the scorpion also constitute difficult terrain, or are those only there for effect?

Know: Arcana check to see if he recognizes the beastie. Probably doesn't know much if he does:

Know: Arcana (1d20+7=13)

Then he'll start casting Summon Minor Monster to summon ...

Number of celestial augmented weasels (1d3=1)

... ugh, 1 weasel (with Augment Summoning, celestial template, and DR 3/evil from his bloodline arcana) into I9 (rassum frassum close range...). Materializes beginning of Nathan's turn next round). [/sblock]

[sblock=mini-stats]Nathan Tchanlach Human Sorcerer 6
Initiative: +4 Perception: +0

Conditions: Mage Armor (6 hours), Haste (6/6 rounds)
* 1 extra attack at full BAB when using a full attack action.
* +1 bonus to attacks
* +1 dodge bonus to AC and Reflex saves (lost if Dex is lost)
* +30 ft all movement modes (max of 2x normal speed)

In Hand: None

AC: 15 (19) <20 w/ Haste>
touch: 14 (18) ; flat-footed: 12 (16)
(value in parenthesis w/ mage armor)
HP: 38/38
CMB: +3 CMD: 17 Fort: +4* Ref: +5* <+6 (Haste)> Will: +6*
* Additional +1 trait bonus vs. divine spells
Resistances: Resist 5 Acid and Cold.

Spells: Cantrips (DC 15): Dancing Lights, Detect Magic, Drench, Ghost Sound, Mending, Message, Prestidigitation, Spark
1st (DC 16): Bless, Grease (DC 17), Mage Armor, Magic Missle, Silent Image, Summon Minor Monster, Vanish. Remaining: 5/8
2nd (DC 17): Create Pit (DC 18), Glitterdust (DC 18), Oppressive Boredom, Resist Energy Remaining: 6/6
3rd (DC 18): Haste Remaining: 3/4

Heavenly Fire: 8/8 remaining[/sblock]
 

Gerald007

First Post
Seeing the creature, Syl searches his mind, trying to find out anything he might know about this creature's vulnerabilities or special powers.

"Looks like your big brother, Waltor!"

Syl [sblock]
Sylvain Marana (Gerald007) - Living Pathfinder RPG Wiki
Human Witch 6
Initiative: +6 Perception: +2
Conditions:
AC: 15 (13 touch; 13 flat-footed)
HP: 50 of 50
CMB: +2 CMD: 15 Fort: +5 Ref: +5 Will: +6
In Hand: Nothing







Spells: Arcane
  • (0-level - DC 15) Daze (DC 16), Detect Magic, Message, Stabilize;
  • (1st level - DC 16) Burning Hands (DC 16), Charm Person (DC 17), Enlarge Person, Shocking Grasp;
  • (2nd level - DC 17) Cure Mod. Wounds, Flaming Sphere (DC 17), Hold Person (DC 18), Vomit Swarm;
  • (3rd level - DC 18) Dispel Magic, Fireball (DC 18), Stinking Cloud (DC 18)
Hexes DC 18
  • Cackle, Flight, Fortune, Healing, Misfortune, Slumber--None.
[/sblock]
 

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