[LPF] Dwarven Crusade: Khuldun

GlassEye

Adventurer
Zelena's call to arms wakes everyone up and in the adrenaline-fueled moments immediately after coming out of sleep that set hearts to pounding Borric, Nathan, and Sylvain see what Zelena's warning call was about. A dwarven warrior now illuminated by the stone of light that spins around Borric stands on the bridge leading to Khuldun, two-handed axe in hand, and looking as if he is about ready to charge forward.

OOC: Combat: Round One. Nathan is up. Everyone else has acted.

[sblock=Combat Information]

Initiative:
You all
Armored Dwarf

Map:


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/Abilities Used: Nathan: Mage Armor (x2); Zelena: Ant Haul, Summon Monster 2 (x2); Sylvain: Flight Hex
Conditions in Effect:
--Fatigued (cannot run/charge; -2 Dex; -2 Str)

Enemy Status:
Armored Dwarf (AC 24): 0 damage taken; unwounded[/sblock]
 

log in or register to remove this ad

GlassEye

Adventurer
OOC: Looks like jkason has been inundated, perhaps literally. I'll NPC Nathan until his return.


Nathan struggles out of his bedroll and clambers to his feet. He thinks he heard Zelena casting a spell but he knows that without his full two hours of sleep he is still weary and so he asks the motes to encourage himself and his companions. Very dim motes fly out from around the sorcerer to each of the others anointing them with a golden touch and filling them with courage before winking out. Nathan casts Bless.

With brighter light cast by the ioun torch orbiting Borric the dwarf can be seen more clearly. His armor is battered and dented and looks like it has taken some heavy hits. Of the dwarf himself little can be seen within the armor but it begins to step forward then stops and lets out a low breathy moan. The sound is chilling in its unnaturalness.

OOC: Combat: Round Two. Everyone is up.

[sblock=Combat Information]

Initiative:
You all
Armored Dwarf

Map:


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/Abilities Used: Nathan: Mage Armor (x2), Bless; Zelena: Ant Haul, Summon Monster 2 (x2); Sylvain: Flight Hex

Conditions in Effect:
--Fatigued (cannot run/charge; -2 Dex; -2 Str)
--Bless, +1 attacks, +1 saves vs. fear

Enemy Status:
Armored Dwarf (AC 24): 0 damage taken; unwounded[/sblock]
 

jkason

First Post
Nathan Tchanlach, human sorcerer

[sblock=ooc]Very, very sorry for worrying everyone. Isaac didn't cause nearly the chaos folks thought it would 'round here, but the rest of my life managed to make up the difference. :(

Thanks for the NPC, GE. And apologies, again, for making it necessary.[/sblock]

Nathan shudders as he hears the sound of the dwarven ... whatever it is. His head still bleary, however, he can't seem to focus enough to figure out just what kind of differences might help identify it. He reaches for the small shovel he'd purchased, but bites his lip as the motes apparently speak to him.

"You can't?" he says, mildly surprised, then sighs. "All right. Then let's at least see if we can't get ourselves up to speed, as it were."

At Nathan's urging, a second quartet of motes speeds out, spinning and quivering as if the tiny celestials were themselves hyperactive. As each of the party comes into contact with a mote, that energy is passed to them, charging them up.

[sblock=Actions]Know: Arcana (1d20+7=11)
Thought about pulling out Create Pit for the first time, but it turns out the duration isn't dismissable, which might be problematic. So, we'll go with another buff:

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

Conditions: Mage Armor (6 hours), Fatigued, Haste 6/6 rounds

In Hand: None

AC: 15 (19) 20
touch: 14 (18) 19 ; flat-footed: 12 (16)
(value in parenthesis w/ mage armor, in bold with Haste)
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: 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
The witch cackles and continues to use his fortuitous magic on his warrior friend. Enjoying the power of altering both his and his opponent's luck, Syl attempts to Hex the enemy, making it much more difficult to do anything productive. 'Tougher for the dwarf, easier for Borric. How about that, Waltor?"

OOC: Move action-Cackle Fortune hex for Borric, standard action-MisFortune Hex on dwarf. 18 DC will save to resist, or have to roll twice to hit for next round, Free Action--talk.


Syl [sblock]
Sylvain Marana (Gerald007) - Living Pathfinder RPG Wiki
Human Witch 7
Initiative: +6 Perception: +2
Conditions:
AC: 15 (13 touch; 13 flat-footed)
HP: 58 of 58
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, Enlarge Person, Ray of Enfeeblement, 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)
  • (4th level - DC 19) Confusion (DC 20), Neutralize Poison
Hexes DC 18
  • Cackle, Flight, Fortune, Healing, Misfortune, Slumber--None.
[/sblock]
 


perrinmiller

Adventurer
Borric Hawkins, Male Human Fighter

Borric shakes his head, "Not yet, lass. Maybe I can jump around it to the left."

"What is that dwarf, a ghost?"


The fighter moves to the edge of the greased area, letting the glow of his lighted orb reach the dwarven visitor. He readied his shield as he went.

Twirling the spiked head of his flail around, Borric awaits to unleash it if the dwarf closes in.

[sblock=Actions]Move action to D9, readying shield en route
Standard Action: Readied flail attack if the target gets within reach.[/sblock][sblock=Mini Stats]Initiative: +4
AC: 21 (26 w/platemail, 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), Fatigue (-2 Dex/Str), Hasted, Blessed, Fortune Hexed

Current Weapon in Hand: Shield & flail
Chakram: 2/2 MWK & 6/6 Cold Iron remaining
Light Hammers: 2/2 remaining[/sblock]___________________________

Swash1.jpg
Borric Hawkins
 

GlassEye

Adventurer
Nathan's spell settles on everyone in the group bestowing a bit of extra energy to them all. The sorcerer studies the dwarf thinking that there is something unnatural about it but can't quite place what it is. Perhaps, his thoughts are seeking down the wrong path of knowledge. Meanwhile, Sylvain's cackle echoes around the peaks of the mountain in odd counterpoint to the dwarf's moan. Borric steps forward preparing to engage the dented dwarven warrior looking for an easy way around Zelena's grease. He thinks he could probably squeeze past or hop over the corner.

OOC: Combat: Round Two. Zelena is up. (PM, sqeezing through C8 would cost Borric two movement points but is possible.)

[sblock=Combat Information]

Initiative:
You all
Armored Dwarf

Map:


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/Abilities Used: Nathan: Mage Armor (x2), Bless; Zelena: Ant Haul, Summon Monster 2 (x2); Sylvain: Flight Hex

Conditions in Effect:
--Fatigued (cannot run/charge; -2 Dex; -2 Str)
--Bless, +1 attacks, +1 saves vs. fear

Enemy Status:
Armored Dwarf (AC 24): 0 damage taken; unwounded[/sblock]
 

Gerald007

First Post
OOC: DM, what Knowledge skill might reveal more about this fella?


Syl [sblock]
Sylvain Marana (Gerald007) - Living Pathfinder RPG Wiki
Human Witch 7
Initiative: +6 Perception: +2
Conditions:
AC: 15 (13 touch; 13 flat-footed)
HP: 58 of 58
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, Enlarge Person, Ray of Enfeeblement, 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)
  • (4th level - DC 19) Confusion (DC 20), Neutralize Poison
Hexes DC 18
  • Cackle, Flight, Fortune, Healing, Misfortune, Slumber--None.
[/sblock][/QUOTE]
 

GlassEye

Adventurer
[sblock=OOC]Run up next to it for a better look and I'll let you know.;) A Perception check might reveal details that could be used to figure out the correct area of knowledge.[/sblock]
 

Songdragon

Explorer
"Okay then..." the gnome replies to Borric. She calls upon her arcane powers and vanishes from sight. She is then on the move and attempts to jump over the corner of the grease...

Cast Vanish
Move D-9, E-9, jump over D-8 (acrobatics 1d20+10=23), land in C-7, move to C-6
Stealth check (invisible) with movement 1d20+10+20=38


[sblock=Zelena's Stats]Zelena Andu Gnome Cleric 3/Bard 2
Initiative: +2 Perception: +13
Conditions:
AC: 23 (13 touch; 21 flat-footed)
HP: 3 of 42
CMB: +2 CMD: 13 Fort: +6 Ref: +6 Will: +9
In Hand: crossbow +7 (1d6)
Spells: Divine
  • (0-level - DC 13) Create Water, Detect Magic, Guidence, Stabilize;
  • (1st level - DC 14) Bless, Ant Haul, Protection from Evil, Longstrider(d);
  • (2nd level - DC 15) Summon Monster 2 (x2), Remove Paralysis(d)
Arcane Spell Slots
  • (0-level - DC 12 - At Will) Dancing Lights, Ghost Sound, Mage Hand, Mending, Prestidigitation
  • (1st level - DC 13 - 1 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. [/sblock]
 

Remove ads

AD6_gamerati_skyscraper

Remove ads

Recent & Upcoming Releases

Top