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Dax Thura

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  1. AC was 22 I need you to fill out the form so I can fill out and send your chronicle.
  2. B3 Five narrow beds made of hard wood are arranged radially in the center of this room, the five headboards carved from a single piece of wood in a large star shape. The center of the wooden star has a disc-shaped indentation. Three of the beds are acid-pitted and badly scorched. Exits lead out from opposite sides of this room, while one corner of the room seems to have been repurposed into something of a makeshift stable. Round 1 All PCs May Act - Any who start in the Nightmare's cloud need a Fort 23 v Sickened 2 (success makes immune for 1 minute). - Nalah, Kajimara, and Drasil need a Reflex 26 v 9 Fire damage due to a lame damage roll. * The nightmare takes sidestep into Nalah then rushes through Kajimara and Drasil before ending at the other exit to the room. * The hag screams in rage and fear before running out of the room. Drasil and Kyros may take AoOs. Orange is no longer in sight. * Status Visibility: the dotted line around the nigthmare gives Concealment. Terrain: Cover: 98/98 HP 2/3 AP; 96/96 HP; Immune 102/102 HP 3/3 AP; 123/123 HP 3/3 AP; Darkvision, Low-Light Vision; Resist Fire 10 89/89 HP 3/3 AP; False Life; Immune 154154 HP 2/3 AP; Immune 136/136 HP 1/3 AP; Darkvision; Immune Orange -101 hp Nightmare -85 hp Mentions
  3. B3 Five narrow beds made of hard wood are arranged radially in the center of this room, the five headboards carved from a single piece of wood in a large star shape. The center of the wooden star has a disc-shaped indentation. Three of the beds are acid-pitted and badly scorched. Exits lead out from opposite sides of this room, while one corner of the room seems to have been repurposed into something of a makeshift stable. Round 1 All PCs May Act - Any who start in the Nightmare's cloud need a Fort 23 v Sickened 2 (success makes immune for 1 minute). * The nightmare takes sidestep into Nalah then rushes through Kajimara and Drasil before ending at the other exit to the room. * The hag screams in rage and fear before running out of the room. Drasil and Kyros may take AoOs. Orange is no longer in sight. * Status Visibility: the dotted line around the nigthmare gives Concealment. Terrain: Cover: 98/98 HP 2/3 AP; 96/96 HP; Immune 102/102 HP 3/3 AP; 123/123 HP 3/3 AP; Darkvision, Low-Light Vision; Resist Fire 10 89/89 HP 3/3 AP; False Life; Immune 154154 HP 2/3 AP; Immune 136/136 HP 1/3 AP; Darkvision; Immune Orange -101 hp Nightmare -85 hp Mentions
  4. B3 Five narrow beds made of hard wood are arranged radially in the center of this room, the five headboards carved from a single piece of wood in a large star shape. The center of the wooden star has a disc-shaped indentation. Three of the beds are acid-pitted and badly scorched. Exits lead out from opposite sides of this room, while one corner of the room seems to have been repurposed into something of a makeshift stable. When Garion announces himself as polite as you please. The hag and her steed look up in surprise. They then attack. Round 1 - Any who start in the Nightmare's cloud need a Fort 23 v Sickened 2 (success makes immune for 1 minute). * The nightmare speeds over to Garion and gnashes his teeth and stomps around, but does not attack the pitiable gnome. * The hag hisses and casts a spell at Garion. Garion falls asleep on his feet. * It seemed that the group was having a discussion which would have precluded Nalah from stealthing. However, you were close to Garion when it started, so it makes sense that you were positioning yourself to back him up if when trouble started. The nightmare is off guard to this attack. * Hamarr goes up to bump Garion awake. He then sets his shield to defend. * Garion awakes from his nightmare to find a nightmare upon his awakening. He reflexively casts Lightning Bolt before politely scampering to the rear. * Kyros' has so much control of his form that he seems to teleport past his friends, the smokey cloud, and the nightmare to stand toe to toe with the hag. He slashes her across her midsection. * Drasil shows off his own control of his body as he, somehow, both elegantly and primally moves up to and past the stomping nightmare. At one point, just as Drasil makes it past the nightmare, you know that a wayward kick will get him, but Drasil does a sudden dip and spin to dodge it. At the end of all of this movement, he ends with the edge of his blade wet with the hag's blood. * A gout of water magically gushes from Kuz'Arak's hands, pushing the steed back. ** "They are NOT my friends." Kajimara responds in goblin, but she does rush in. She revels at the opportunity to bite something new. * Seeing an opening, Nalah rushes forward and cuts into the steed of smoke and fire with her magic dagger. Status Visibility: the dotted line around the nigthmare gives Concealment. Terrain: Cover: 98/98 HP 2/3 AP; 96/96 HP; 102/102 HP 3/3 AP; 123/123 HP 3/3 AP; Darkvision, Low-Light Vision; Resist Fire 10 89/89 HP 3/3 AP; False Life; Immune 154154 HP 2/3 AP; Immune 136/136 HP 1/3 AP; Darkvision; Sickened 2 Orange -101 hp Nightmare -85 hp Mentions
  5. Round 5 All PCs May Act * Orange looks over at Tanith, before focusing on Vesal. He attacks her and draws blood. He then steps back to use the wall defensively. * Tanith tries by can't figure out what would cause this kobold to be able to breath fire. Maybe he is from a strong draconic lineage? I believe that Tanith still gets to act. * Khan is so obviously shaken by this kobold. He just can't seem to get his shot right. * Vesal presses rather than withdraws. Her aggressiveness throws the kobold off and allows her to open him up from side to side. ***Combat Over*** With the kobold's defeat, the hooting and shrieking subsides, and the ruins below grow relatively calm. The liberated laborers are grateful and wish to leave the valley as soon as possible. They also warn you that hundreds more kobolds inhabit the area; it’s only a matter of time before the others discover what has occurred and call upon their hellish dragon god for aid. You do take a few moments to look around and find a leather satchel bearing the Glyph of the Open Road—the insignia of the Pathfinder Society— leans against the defaced altar; it is the only trace of Venture-Captain Nieford Sharrowsmith. Within are spoiled rations, an elixir of vision, and one of his field notebooks Slide #7. The miners start to become more and more insistent upon leaving. STATS Perception: Normal Terrain: Jungle Cover: Normal 8/10 HP; 8/8 HP; 4/9 HP; 12/12 HP; Mentions
  6. You can help by helping lift the cart with an Athletics 16 or something else if you can justify it. The matron looks Rowena up and down. "Help us get righted and you might just find out." Status Visibility: Terrain: Cover: 47/47 HP, 21 AC 1/3 AP; Fort +9 Refl +8 Will +8 Perc +8; Init (Perc) +8; 16/16 HP, 17 AC 1/3 AP; Fort +5 Refl +9 Will +7 Perc +7; Init (Perc) +7 (Stealth) +7; 24/24 HP 17 AC 1/3 AP; Fort +5 Refl +7 Will +7 Perc +7; Init (Perc) +7; 16/16 HP 15 AC 1/3 AP; Fort +5 Refl +5 Will +6 Perc +6; Init (Perc) +4; 54/54 HP 20 AC 1/3 AP; Fort +10 Refl +8 Will +9 Perc +9: Init (Perc) +9 -/- HP 20 AC -/- AP; Fort +11 Refl +8 Will +9 Perc +9; Mentions
  7. Round 5 All PCs May Act * Orange looks over at Tanith, before focusing on Vesal. He attacks her and draws blood. He then steps back to use the wall defensively. * STATS Perception: Normal Terrain: Jungle Cover: Normal -2/10 HP; Prone, Unconscious, Dying 8/8 HP; 4/9 HP; 12/12 HP; Orange -2 Mentions
  8. Round 4 - Sorgath needs to make a Con 12 to Stabilize. * Orange thrusts his sword into Sorgath. Sorgath spits blood as he falls. Orange then goes over to harass Khan. The map didn't show it, but I am sure that Sorgath was 10' away from Orange. So Orange will have to take a 5' step to attack him and won't be able to get to Khan. * Khan quickly fires another arrow at Orange, but his rush keeps him from hitting. * Sorgath stabilizes. * Tanith hits him with an Acid Orb. * Vesal dances close enough to lash out at Orange, but he is ready for her attack. * STATS Perception: Normal Terrain: Jungle Cover: Normal -2/10 HP; Prone, Unconscious, Dying 8/8 HP; 9/9 HP; 12/12 HP; Orange -2 Mentions
  9. "Yes! Yes! Come lend a hand." A matronly goblin says in a tone that expects to be followed. "Those your friends back there? Tell them to help too. Hurry and be careful." Picture revealed. Status Visibility: Terrain: Cover: 47/47 HP, 21 AC 1/3 AP; Fort +9 Refl +8 Will +8 Perc +8; Init (Perc) +8; 16/16 HP, 17 AC 1/3 AP; Fort +5 Refl +9 Will +7 Perc +7; Init (Perc) +7 (Stealth) +7; 24/24 HP 17 AC 1/3 AP; Fort +5 Refl +7 Will +7 Perc +7; Init (Perc) +7; 16/16 HP 15 AC 1/3 AP; Fort +5 Refl +5 Will +6 Perc +6; Init (Perc) +4; 54/54 HP 20 AC 1/3 AP; Fort +10 Refl +8 Will +9 Perc +9: Init (Perc) +9 -/- HP 20 AC -/- AP; Fort +11 Refl +8 Will +9 Perc +9; Mentions
  10. I have ruled for hard corners. You need to make a Tumble Through check to get past the nightmare. More than the thought of the 'hard corner' being a thing, I like the thought of the bottleneck as a viable tactic.
  11. I don't see any rule against it, but it is hard wired in my head. I'm going to say no to that one. You'll have to roll to Tumble Through an enemy square.
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