Clebsch's Reign of Winter

Game Master Clebsch RoW

Our brave adventurers are the only hope in a cold, cruel world.


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Loot Table Rondolero Swashbuckler 5 / Ulfen Guard 3 / Urban Bloodrager 1 Human | HP 86/98 | AC 21, T 14, FF 19, CMD 26, ACP -3 (excludes climb & jump) | F+9, R+9, W+7 (+2 bonus vs charm/compulsion, guarded thoughts) | Per+10 | Init+4 |

Not sure I should get an AOO because I'm flat-footed, but I'll roll it.

Seeing the fey creature emerge from the blinding snow, Dom attempts a swing at it.

Falcata: 1d20 + 7 ⇒ (5) + 7 = 12; Damage: 1d8 + 6 ⇒ (6) + 6 = 12
Concealment: 1d100 ⇒ 51


Map of Hut in Book 4

Actually, I forgot that you are flat-footed until your first action in initiative, so neither Domitian nor Khristov get an attack opportunity. For the the confusion and the ret-con.

On the Table:
Target: 1=D,2=K: 1d2 ⇒ 2
NPC 1: Shortbow, snow: 1d20 + 8 - 4 ⇒ (13) + 8 - 4 = 17
damage: 1d2 - 2 ⇒ (1) - 2 = -1
Numbing Cold DC 11
Khristov: Fortitude: 1d20 + 0 ⇒ (14) + 0 = 14

The flying creature fires a little arrow that just sticks Khristov in the neck. It does no real damage, just gives a nasty stick that hurts. A moment later a wave of cold sweeps out from the wound. Khristov manages to shake it off but it nearly left him staggered. 1 point non-lethal.

Domitian, Khristov, Erland, and Ingrit are up, in that order. Damiano can come out of delay if he wants to take an action.


Loot Table Rondolero Swashbuckler 5 / Ulfen Guard 3 / Urban Bloodrager 1 Human | HP 86/98 | AC 21, T 14, FF 19, CMD 26, ACP -3 (excludes climb & jump) | F+9, R+9, W+7 (+2 bonus vs charm/compulsion, guarded thoughts) | Per+10 | Init+4 |

Dom is wearing snowshoes.

Dom pushes forward through the heavy snow, moving with the thought of surrounding the annoying pixie. I don't think this draws an AOO because the pixie doesn't threaten beyond its square?

He then tries to cleanly slice the creature.
Cold Iron Falcata: 1d20 + 7 + 2 ⇒ (6) + 7 + 2 = 15; Damage: 1d8 + 6 ⇒ (8) + 6 = 14
Concealment: 1d100 ⇒ 30

Should a troll or other creature appear, Dom is ready to parry its blow.

Pre-rolled Parry/Riposte, in case it happens.:
Parry: 1d20 + 7 ⇒ (8) + 7 = 15;
Riposte: 1d20 + 7 ⇒ (18) + 7 = 25; Damage: 1d8 + 6 ⇒ (4) + 6 = 10
Concealment: 1d100 ⇒ 35


Female Human Ranger (Skirmisher) 10: HP 78/78 : AC: 20 (21), T: 15, FF: 15 : Fort: +10 (+12 cold effects/ +15 cold environment/ +20 with cold weather outfit. +4 to all if non lethal) Reflex: + 12 Will: +5 : Perception +11 (+17 Human/+15 Giant/+13 Fey

Moving forward, Ingrit slices the creature with her Cold Iron longsword.

Concealment: 1d100 ⇒ 46
Cold Iron: 1d20 + 5 ⇒ (20) + 5 = 25
1d8 + 2 ⇒ (3) + 2 = 5

Cold Iron (confirm): 1d20 + 5 ⇒ (13) + 5 = 18
1d8 + 2 ⇒ (1) + 2 = 3


Male Human Bard (Archaeologist) 4
Quick Stat Reference:
AC=19, HP=10/15, Fort/Ref/Will: -2/8/4, 1st level spells: 4/4, 2nd level: 2/2, Archaeologists' Luck: +1 6 rounds/day

Khristov yells to the others.

FEY! ICE ATTACKS!

He then stabs forward with his rapier after drawing it.

Attack: 1d20 + 4 ⇒ (6) + 4 = 10
Damage: 1d6 ⇒ 4


Map of Hut in Book 4

Behind the screen:
DC 11
Ingrit: Knowledge (Nature): 1d20 + 5 ⇒ (5) + 5 = 10

Dom shifts to the other side of the flying foe and swings his falcata at it. A larger foe might have been hit, but his blade just missed the diminutive fast moving target. From his new position, Domitian cannot yet see any other structures, a cave, or a troll bearing down on him, although he prepares for the possibility of that last possibility.

For the record, the creature is the diminutive size category, which gives it a +4 to its AC. It wears no armor so the rest of its AC comes from dexterity. That means, as Domitian surmised, that it cannot make attacks of opportunity unless you move into and then out of its square. In any case, it is currently using a bow, so it won't be making attacks of opportunity anyway.

In a like manner, Khristov swings at the creature by misses. He yells as he does so, but cannot hear the sound of his own voice or anything else.

Ingrit moves closer, forced by conditions to use her longsword instead of her favored weapon, the bow. Her aim is truer than her comrades and her cold iron sword cuts deeply into the creature. It is badly wounded, but not yet disabled or dead.

Erland is up and Damiano if he wants to come out of delay. Neither can see the thing that attacked Khristov, but they hear Khristov's words and see the direction of their attacks. If Damiano doesn't want to come out of delay, please post something to that effect, so I know I don't have to wait for something.

Ingrit:
Once Ingrit gets a look at the flying creature, she does not recognize it. It might be some kind of fey but not something she's seen before nor heard specific enough tales about to know anything for sure.

Round 1
Unknown enemy (throws thunderstone)
Damiano (Delay)
Eianar (deaf)(Total Defense, AC=20)
Pym (8 lethal)(moves, ranged attack, hits, 1 nonlethal to Khristov)
Domitian (deaf)(move, attacks, misses)
Khristov (deaf, 1 nonlethal)(attacks, misses)
Erland
Ingrit (move, attack, hit, 8 to Pym)


Winter Witch 6 [HP 29/29 // AC 13/12/11] [Fort +3, Ref +4, Will +6] Flight Hex Used: 1 min

Erland levels his crossbow and scans for whatever the others are fighting, or any other newly appearing threats.

Ready to shoot a foe that comes into sight


Male Human Wizard 5 Init +4 Saves : F: +2 ; R : + 1 , W : +4

Damiano stops delaying , he readies a grease spell for when the troll will appear


Map of Hut in Book 4

As Erland and Damiano ready themselves for the expected arrival of the Troll, Teb, that Izoze warned guarded the portal, another small flying creature, similar to the one that attacked Khristov flew into view of Domitian and prepared to shoot a tiny arrow at him.

Domitian can take an attack of opportunity against this new enemy if he chooses. This will take place before the her attack.

These two sprites (although no one has yet identified them as such) will always provoke an attack of opportunity when they attack so if you want to take an AOO against them, indicate that when you next post. I'll roll for the PC if you indicate you will take AOOs as they present themselves to save time.


Loot Table Rondolero Swashbuckler 5 / Ulfen Guard 3 / Urban Bloodrager 1 Human | HP 86/98 | AC 21, T 14, FF 19, CMD 26, ACP -3 (excludes climb & jump) | F+9, R+9, W+7 (+2 bonus vs charm/compulsion, guarded thoughts) | Per+10 | Init+4 |

"Not so fast, little one!" cries Dom. Though he finds himself annoyed that he can barely hear himself, let alone anyone else!

AOO, Cold Iron Falcata: 1d20 + 7 ⇒ (19) + 7 = 26; Damage: 1d8 + 6 ⇒ (4) + 6 = 10
Crit?: 1d20 + 7 ⇒ (15) + 7 = 22; Damage: 2d8 + 12 ⇒ (5, 3) + 12 = 20


Map of Hut in Book 4

On the Table, Domitian only:
Shor DC 21: Con to Stabilize: 1d20 + 1 ⇒ (16) + 1 = 17

Unless Domitian has a special ability that grants an extra d8 of damage on a critical hit, just roll normal damage for the confirmation attack/damage. If the crit confirms, the damage from the first roll will be combined with the damage from the second.

What happens to Domitian is not observable by the other PCs, so I've put the events under spoilers for him to view. He can post anything he would say to inform others what is happening. If/when your PC moves to within view of Domitian, you can read his 1st spoiler. If you move to a point where you can see what is in the squares to his west, you can read the 2nd Domitian spoiler. Don't you love fog of war snow?

Domitian, 1st spoiler:
Domitian's quick reflexes cuts into the little humanoid and sends her tumbling into the snow at his feet before she can let fly her arrow. She does not move after she lands in a tiny heap.

Domitian DC 15: Fortitude: 1d20 + 3 ⇒ (5) + 3 = 8

Domitian feels something sweep over him and before he knows it, everything around him starts getting bigger. Then he realizes he has gotten smaller, victim of a magic spell. He cannot see the caster of the magic, however. He failed his save against a Reduce Person spell. See the spell description for details. He is now size small with small sized equipment. His falcata only does 1d6 now. I will adjust his AC for when he is attacked, but you should adjust his to hit bonus to account for his size and change in dexterity and strength in case that makes a difference.

Domitian, 2nd spoiler:
From out of the blizzard comes a nine-foot tall humanoid with a lanky, elongated body covered in bits of moss and ivy. He carries a spear with a 2 foot blade and a crossbeam about halfway down its shaft.

Teb: Spear: 1d20 + 6 ⇒ (8) + 6 = 14

The troll attempts to spear Domitian, but misses.

Everyone can hear the sounds of battle (clang of metal on metal, grunts, etc.) coming from the west.

Remember that due to the blowing snow, no one can see beyond 5 feet, so if you want to see what the combat is about, you'll have to move that-a-way.

Eianar is up.


Loot Table Rondolero Swashbuckler 5 / Ulfen Guard 3 / Urban Bloodrager 1 Human | HP 86/98 | AC 21, T 14, FF 19, CMD 26, ACP -3 (excludes climb & jump) | F+9, R+9, W+7 (+2 bonus vs charm/compulsion, guarded thoughts) | Per+10 | Init+4 |

Falcata is 19-20/x3 which is why I rolled it that way. Also, Dom's parry-riposte triggers.

"The troll is here!" he cries, though he's not even sure if anyone can hear him.


Map of Hut in Book 4

All but Khristov hear Domitian's warning.

As your PC gets in sight of the troll, you may roll a knowledge check to see what you might know about this type of troll. Open each spoiler for which you make the DC.

Knowledge (Local) DC 13:
The vegetation growing on the troll and its elongated body identifies this troll as a Moss Troll. Although their appetites are notoriously powerful, moss trolls are sly killers rather than simple brutes. They travel in the trees, singing, climbing, and jumping with unnerving ease. When a moss troll spots prey, it reaches or leaps down from above, heedless of dropping great distances in its eagerness to sate its ravenous appetite.

Moss trolls are fearless except in the face of fire, which does not stop a hungry moss troll from attacking, but can often cause a wounded one to retreat.

Moss trolls not only hunt from the trees, but also live, breed, and hide their treasure among the branches. Their weirdly long arms allow them to attack foes on the ground without ever needing to set foot on the earth themselves. Young moss trolls are adept at climbing and acrobatics, as much as they are at eating and killing. Like other trolls, adult moss trolls often drive juveniles away after training them to hunt and fight. Gangs and troops of moss trolls exist only where food is plentiful. While moss trolls can digest almost any organic material, they prefer fresh meat—particularly when said meat is served still alive and squirming after a particularly invigorating session of stalking and torture.

A moss troll is 9 feet tall and weighs 550 pounds.

Much of this information is useless here where there are no trees, of course.

Knowledge (Local) DC 18:
Those who fight moss trolls may be unpleasantly surprised to learn that acid has no special effect on a moss troll’s regeneration.

SPECIAL ABILITIES
Fear of Fire (Ex)
A moss troll is shaken as long as it is within 30 feet of a visible fire or an open flame of at least torch size.

Knowledge (Local) DC 23:
Moss trolls are vulnerable to fire and fire damage cannot regenerate. They regenerate 5 points per round otherwise.

SQ change shape (mossy tree; tree shape).


Winter Witch 6 [HP 29/29 // AC 13/12/11] [Fort +3, Ref +4, Will +6] Flight Hex Used: 1 min

Hearing Domitian call out about the troll, Erland moves towards him, ready to fire his crossbow.

1d20 + 3 ⇒ (13) + 3 = 16 crossbow to hit, if appropriate.

1d8 ⇒ 3Piercing damage


Male Human Wizard 5 Init +4 Saves : F: +2 ; R : + 1 , W : +4

Damiano will move towards the voice of Domitian

Knowledge Local: 1d20 + 10 ⇒ (13) + 10 = 23
When he see Teb , he says :
Guys , It is a moss troll , it is shaken when in view of a flame. Acid has no effect on him but fire keeps him from regenerating and is specially hurtful to him

If he still can cast after his movement , Damiano will cast grease on the troll (reflex save : DC 15 )


Female Human Ranger (Skirmisher) 10: HP 78/78 : AC: 20 (21), T: 15, FF: 15 : Fort: +10 (+12 cold effects/ +15 cold environment/ +20 with cold weather outfit. +4 to all if non lethal) Reflex: + 12 Will: +5 : Perception +11 (+17 Human/+15 Giant/+13 Fey

Taking a step towards the sound of Domitian's voice 5ft step(snowshoes), Ingrit is greeted with the sahocking sight of both the hideous moss covered troll and a Dom's reduced form.

Knowledge Local: 1d20 + 4 ⇒ (1) + 4 = 5

Completely unfamiliar with the new monster, she instead focuses on taking down the tiny fey creature she faces first

Cold Iron: 1d20 + 5 ⇒ (18) + 5 = 23
1d8 + 2 ⇒ (6) + 2 = 8


Map of Hut in Book 4

Damiano, without snowshoes and assuming a movement of 30, will have to take a double move just to move 3 squares or one square with a single move action. If he just moves one square, he won't be able to see Domitian or the troll due to the blowing snow. That will make placing the grease spell difficult, not knowing where the enemy is. If he wants to be sure he's placing the grease spell under the troll, he'll need to get close enough to either see the troll or see someone fighting the troll. Keeping all those limits in mind, move Damiano to where you want him or describe what you want to do and I'll move him. This is one fight where ranged tactics are going to be especially difficult whether with weapons or magic. On the plus side, the troll's reach is generally 5 feet unless he wants to attack blindly into a square. His ability to make attacks of opportunity on squares ten feet away is lost since he can only see five feet.

Damiano's words can't be uttered until he gets close enough to see the troll. He can do that if he takes a full move action and moves two squares west and 1 square NW. Otherwise, he won't see it.

Keep in mind that even wearing snowshoes, the snow is still difficult terrain, so moving one square is not a five foot step and must be part of a move action. Moving 1 actual square costs 2 squares of normal movement, when wearing snowshoes. It costs 4 squares of movement without snowshoes.

I'm waiting on Eianar to act before Pym gets her turn. Those who have posted will have to wait until after that to find out the effects of their actions. Since Erland had a ready action to shoot his crossbow, he can't take any other action until either the condition that triggers his readied action occurs or his normal turn comes round again.

Initiative order:
Enemy who threw the thunderstone
Troll
Damiano
Eianar
Pym
Domitian
Khristov
Erland
Ingrit


Female Human Ranger (Skirmisher) 10: HP 78/78 : AC: 20 (21), T: 15, FF: 15 : Fort: +10 (+12 cold effects/ +15 cold environment/ +20 with cold weather outfit. +4 to all if non lethal) Reflex: + 12 Will: +5 : Perception +11 (+17 Human/+15 Giant/+13 Fey

Ingrit would use her move action to move the 5 ft I indicated then, and attack as above


Map of Hut in Book 4

Damiano labored through the thigh deep snow until he could see the near side of the troll stabbing his spear at Domitian. He calls out some information about the troll (see Damiano's post above, if your character can hear).

Eianar is up.


Male Human (Ulfen) Druid(Arctic)/2
Spoiler:
HPs 20/20 AC 15, T11, FF14, Resist Cold 2, Saves F+4,R+2,W+6; Perc +8; Init +2

Eianar peers through the snow, making his way over the white ground with his snowshoes, until he comes across the flying fairy. He attempts to hit it.

Quarterstaff 1d20 + 1 ⇒ (19) + 1 = 20 damage 1d6 ⇒ 6


Map of Hut in Book 4

On the Table:
Eianar's attack on Pym: Miss, 1-20: 1d100 ⇒ 96

Behind the screen:
DC 14: Con to Stabilize: 1d20 + 1 ⇒ (10) + 1 = 11

On the Table:
Ingrit's attack on Teb: Miss, 1-20: 1d100 ⇒ 29

Eianar drew up next to the flying fey and smacked it with his quarterstaff. The little archer tumbled from the air and lay still, bleeding into the snow. 6 points + 1 bleed

Erland, without snowshoes, labors mightily against the deep snow and gets to where he can see Damiano. He still can't see the troll or Domitian.

By the time Ingrit gets to where the pesky fey was, Eianar had already taken care of that problem. So she continued to where the troll was attacking Domitian and attacked it with her sword. She cut a deep gash into his lanky shank. 8 lethal. She also noticed that Domitian was about half as big as he had been when she last saw him move from sight into the blowing snow.

Domitian and Khristov are up, then the remaining enemies get their 3rd round actions.

Previous Rounds:
Round 1
Unknown (throws thunderstone)
Teb (unknown)
Damiano (Delay)
Eianar (deaf)(Total Defense, AC = 20)
Pym (14 lethal, unconscious dying)(moves, ranged attack, hits, 1 nonlethal to Khristov)
Domitian (deaf, small)(move, attacks, misses, AOO, 30 to Shor)
Khristov (deaf, 1 nonlethal)(attacks, misses)
Damiano (readies action)
Erland (readies action)
Ingrit (move, attack, hit, 8 to Pym)
Shor (30 lethal, dead)(move, killed before it can take its attack)

Round 2
Unknown (unknown)
Teb (8 lethal)(moves, attacks, misses)
Damiano (double move)
Eianar (move, attack, hit, 6 to Pym)
Pym (15 lethal, unconscious, dying)
Domitian (deaf, small)
Khristov (deaf, 1 nonlethal)
Erland (double move)
Ingrit (move, attack, hit, 8 to Teb)


Male Human Bard (Archaeologist) 4
Quick Stat Reference:
AC=19, HP=10/15, Fort/Ref/Will: -2/8/4, 1st level spells: 4/4, 2nd level: 2/2, Archaeologists' Luck: +1 6 rounds/day

Khristov struggles in the direction he saw the others go.


Map of Hut in Book 4

I would recommend doing a double move and getting two more squares closer to the troll so next turn Khristov doesn't have to use any more movement to get to a point where he can attack. He doesn't have to worry about attacks of opportunity from the troll since the troll can't see beyond five feet. He could end this round either five feet due west of Erland or 5 feet west of Damiano. Just a suggestion.

Domitian's turn.


Loot Table Rondolero Swashbuckler 5 / Ulfen Guard 3 / Urban Bloodrager 1 Human | HP 86/98 | AC 21, T 14, FF 19, CMD 26, ACP -3 (excludes climb & jump) | F+9, R+9, W+7 (+2 bonus vs charm/compulsion, guarded thoughts) | Per+10 | Init+4 |

Mini-Domitian seems undeterred by his new size. He ducks under the troll's guard and attempts to slice at its kneecaps!

Small Falcata: 1d20 + 7 ⇒ (2) + 7 = 9; Damage: 1d6 + 4 ⇒ (4) + 4 = 8.
Concealment: 1d100 ⇒ 83

He is also ready should a counterattack occur.

Parry Riposte, if triggered:

Parry: 1d20 + 7 ⇒ (11) + 7 = 18;
Riposte: 1d20 + 7 ⇒ (16) + 7 = 23; Damage: 1d6 + 4 ⇒ (1) + 4 = 5.
Concealment: 1d100 ⇒ 54


Map of Hut in Book 4

I realized just now that Damiano has no armor and so I'm ret-conning his last movement to have him end his movement near the south igloo. On his turn he continues moving west, so he is a position to send burning hands spell into the darkness without fear of hitting an ally. I think this would be more effective than grease. He can try grease next turn.

On the Table:
Teb: Target: 1=Ingrit,2=Domitian: 1d2 ⇒ 2
Teb: Spear: 1d20 + 6 ⇒ (11) + 6 = 17
Miss, 1-20: 1d100 ⇒ 72
Spear Damage: 2d6 + 5 ⇒ (3, 4) + 5 = 12
Target: 1=Ingrit,2=Domitian: 1d2 ⇒ 1
Teb: Bite: 1d20 ⇒ 14
Miss, 1-20: 1d100 ⇒ 77
Bite Damage: 1d4 + 1 ⇒ (4) + 1 = 5
Damiano: fire: 2d4 ⇒ (3, 3) = 6
Teb DC 15 Reflex: 1d20 + 5 ⇒ (9) + 5 = 14

Behind the screen:
Pym DC 15: Con to Stabilize: 1d20 + 3 ⇒ (19) + 3 = 22

Domitian has trouble adjusting to his smaller size and cannot get his falcata to hit the intimidating troll. But he uses his fencing experience to be in position to deflect any attacks that might be directed at him.

The troll rewards his effort with a jab with his spear. The swashbuckling fighter makes a valiant attempt to parry the larger than normal spear, but his small size, particularly compared to the large troll, makes it impossible to effectively block the attack. It pushes into his stomach, making a nasty wound. 12 lethal, the parry-riposte ability imposes a -2 penalty for each size difference smaller the defender is compared to the attacker.

The troll attempts to bite Ingrit, but he only gets his teeth on her chain shirt.

Damiano pushes west a little further until he can hear the sounds of the troll grunting and stomping about. Then he utters a few arcane wounds and cracks his knuckles with interlaced fingers before extending his fingers. Gouts of flame shoot forth into the darkness. The troll, does not see the flames until they are licking at his legs and he howls in pain as the fire burns his flesh in a way that prevents the wound from regenerating. 6 lethal, non-regenerating.

Previous Rounds:
Round 1
Unknown (throws thunderstone)
Teb (Unknown)
Damiano (Delay)
Eianar (deaf)(Total Defense, AC = 20)
Pym (14 lethal, unconscious dying)(moves, ranged attack, hits, 1 nonlethal to Khristov)
Domitian (deaf, small)(move, attacks, misses, AOO, 21 to Shor)
Khristov (deaf, 1 nonlethal)(attacks, misses)
Damiano (readies action)
Erland (readies action)
Ingrit (move, attack, hit, 8 to Pym)
Shor (30 lethal, dead)(move, killed before it can take its attack)

Round 2
Unknown (unknown)
Teb (8 lethal)(moves, attacks, misses)
Damiano (double move)
Eianar (move, attack, hit, 6 to Pym)
Pym (15 lethal, unconscious, dying)
Domitian (deaf, small, 12 lethal, 1 panache pt spent)(attacks, misses)
Khristov (deaf, 1 nonlethal)(moves)
Erland (double move)
Ingrit (move, attack, hit, 8 to Teb)

Round 3
Unknown (unknown)
Teb (3 lethal, 6 lethal and non-regenerating)(Full attack, hits once, 12 to Domitian, regenerates)
Damiano (move, casts, 6 lethal non-regenerating to Teb)
Eianar
Domitian (deaf, small, 12 lethal)
Khristov (deaf, 1 nonlethal)
Erland
Ingrit

Bold are up. Post in initiative order unless you think your actions will not be affected by the outcomes of those who act before your PC.


Male Human Bard (Archaeologist) 4
Quick Stat Reference:
AC=19, HP=10/15, Fort/Ref/Will: -2/8/4, 1st level spells: 4/4, 2nd level: 2/2, Archaeologists' Luck: +1 6 rounds/day

I keep forgetting that double moves are a thing. Can we retcon that this one time?


Map of Hut in Book 4

If you like. It won't make a big difference, unless you are trying to get around behind the troll, which at 3 squares per turn might take several rounds. If you just want to be close enough to attack the troll this round, that's doable. Consider your move this turn to be a single move action, with a standard action TBD.


Loot Table Rondolero Swashbuckler 5 / Ulfen Guard 3 / Urban Bloodrager 1 Human | HP 86/98 | AC 21, T 14, FF 19, CMD 26, ACP -3 (excludes climb & jump) | F+9, R+9, W+7 (+2 bonus vs charm/compulsion, guarded thoughts) | Per+10 | Init+4 |

Oh yeah, the size difference is a problem! Reeling from the troll's stab wound, Dom summons all the strength he can muster from his now small frame.
Falcata: 1d20 + 7 ⇒ (8) + 7 = 15; Damage : 1d6 + 4 ⇒ (4) + 4 = 8

And still remains ready to at least try to parry. Parry: 1d20 + 7 - 4 ⇒ (16) + 7 - 4 = 19;
Riposte: 1d20 + 7 ⇒ (7) + 7 = 14; Damage: 1d6 + 4 ⇒ (6) + 4 = 10

-Posted with Wayfinder


Male Human (Ulfen) Druid(Arctic)/2
Spoiler:
HPs 20/20 AC 15, T11, FF14, Resist Cold 2, Saves F+4,R+2,W+6; Perc +8; Init +2

Eianar tries to swipe at the small sprite thing in front of him.

[ooc]Quarterstaff 1d20 + 1 ⇒ (5) + 1 = 6 damage 1d6 ⇒ 1


Winter Witch 6 [HP 29/29 // AC 13/12/11] [Fort +3, Ref +4, Will +6] Flight Hex Used: 1 min

Erland steps forward and directs his arcane energy towards the troll, whispering "Sleep, creature, sleep..."

Using slumber hex on the troll, DC 14 will save or fall asleep for 2 minutes

"Be careful, Domitian! This thing is such a beast it could kill you past your blade!"


Female Human Ranger (Skirmisher) 10: HP 78/78 : AC: 20 (21), T: 15, FF: 15 : Fort: +10 (+12 cold effects/ +15 cold environment/ +20 with cold weather outfit. +4 to all if non lethal) Reflex: + 12 Will: +5 : Perception +11 (+17 Human/+15 Giant/+13 Fey

What I do next will be determined by whether it drops or not


Map of Hut in Book 4

Eianar dispatched the sprite in front of him on his last round. Check the melee summary for the current conditions of opponents. Also when an icon is turned upside down on the map, that's my way of indicating it is either unconscious or dead. Sideways indicates prone. Sorry if that wasn't clear.

Eianar's options are to move action to get to the square west of Khristov or north of Ingrit and attack or cast a spell (technically, he doesn't quite have enough movement, but ignore that). Might want to consider healing Domitian, if he has any healing to give out. That or summon more combatants.

On the Table:
Teb DC 14 Will: 1d20 + 4 ⇒ (20) + 4 = 24

Erland attempts to hex the troll into slumber but Teb is unaffected.


Female Human Ranger (Skirmisher) 10: HP 78/78 : AC: 20 (21), T: 15, FF: 15 : Fort: +10 (+12 cold effects/ +15 cold environment/ +20 with cold weather outfit. +4 to all if non lethal) Reflex: + 12 Will: +5 : Perception +11 (+17 Human/+15 Giant/+13 Fey

Seeing the troll ignore the spell and beginning to heal, Ingrit takes a calculated risk. Taking a step back, she draws a flask of alchemist fire and hurls it, counting on her own aim and the size of her target for it to connect.

Miss chance 1-50 misses: 1d100 ⇒ 61
Throw Alchemist fire: 1d20 + 5 ⇒ (16) + 5 = 21
Fire damage: 1d6 ⇒ 1
Anyone adjacent (sorry Dom) takes 1 pt fire damage


Loot Table Rondolero Swashbuckler 5 / Ulfen Guard 3 / Urban Bloodrager 1 Human | HP 86/98 | AC 21, T 14, FF 19, CMD 26, ACP -3 (excludes climb & jump) | F+9, R+9, W+7 (+2 bonus vs charm/compulsion, guarded thoughts) | Per+10 | Init+4 |

For what it's worth, I think you also get Point Blank Shot as a bonus when attacking with alchemist fire. So +1 to hit and damage.
Also, totally worth it to keep the regeneration suppressed.


Female Human Ranger (Skirmisher) 10: HP 78/78 : AC: 20 (21), T: 15, FF: 15 : Fort: +10 (+12 cold effects/ +15 cold environment/ +20 with cold weather outfit. +4 to all if non lethal) Reflex: + 12 Will: +5 : Perception +11 (+17 Human/+15 Giant/+13 Fey

True!


Male Human (Ulfen) Druid(Arctic)/2
Spoiler:
HPs 20/20 AC 15, T11, FF14, Resist Cold 2, Saves F+4,R+2,W+6; Perc +8; Init +2

Eianar moves forward within range of the troll so that he can retrieve a flask of alchemists and throw it at the troll. In the meantime he casts a spell to help Dom.

Should take a move to move and an action to cast CLW 1d8 + 2 ⇒ (2) + 2 = 4...on Dom.


Map of Hut in Book 4

On the Table:
Domitian: Miss, 1-20: 1d100 ⇒ 38
Teb AOO against Ingrit: Spear: 1d20 + 6 ⇒ (10) + 6 = 16

Eianar draws healing energy from the surroundings and closes some of the wound caused by the troll to Domitian. Domitian healed for 4.

Domitian stabs at the troll with his falcata and gives it a nasty wound to its thigh. 8 lethal to troll.

As Ingrit preps to lob a flask of alchemist's fire at the troll, he stabs at her with his spear, but the point catches on her armor and does not harm her. She tosses the flask into the driving snow, hears the crash of glass and the whoosh of the chemicals igniting, followed by the howl of the troll. Some of the chemicals splash on Domitian, burning him a little as well. Ingrit can only see the glow of the fire, but Domitian can see the flames burning where the chemicals combined and the panicked look on Teb's ugly face.

2 fire damage to troll. While moving back did prevent the troll from getting an AOO for using a thrown weapon, the snow makes it impossible to do the movement as a five-foot step, so he got an AOO for movement. Trolls are vulnerable to fire which accounts for the extra damage. On the troll's turn, he'll take another 1d6 of damage unless he spends the round trying to put the fire out and makes a DC 15 Reflex save.

Khristov is up.


Male Human Bard (Archaeologist) 4
Quick Stat Reference:
AC=19, HP=10/15, Fort/Ref/Will: -2/8/4, 1st level spells: 4/4, 2nd level: 2/2, Archaeologists' Luck: +1 6 rounds/day

Khristov activates Archeologist's Luck 6 rounds/day, +1 luck bonus on attack rolls, saving throws, skill checks, and weapon damage rolls.

Attack: 1d20 + 6 ⇒ (8) + 6 = 14
Damage: 1d6 + 1 ⇒ (2) + 1 = 3


Map of Hut in Book 4

See my post in the discussion thread with a renewed request to put your character stat block in standard format in your profile. As an example of why this helps, I wanted to check if Khristov included his luck bonus in the attack roll he just made. Nowhere on his profile could I find anything about what his normal to-hit bonus is for his rapier. I had to look up the BAB for a 2nd level bard, check his feats to see if he has weapon finesse and other bonuses like weapon focus, then check his gear to see if his rapier is a masterwork weapon or not. His BAB is +1, Dex bonus +3 (weapon finesse), Weapon Focus gives +1, MWK weapon gives +1, so that is +6, which means he did not add the luck bonus. It appears, however, that he did add the bonus to damage from the Archeologist's Luck. So please update the profile and also when you post, if you are under any other bonuses or penalties, indicate that in the roll separate from the normal to hit bonus or damage bonus. That helps me make sure everything is done correctly. In this case, it was vital because without that luck bonus, his attack would fail.

Also, please include a percentile roll to see if the blowing snow causes the attack to fail.

On the Table:
Miss, 1-20: 1d100 ⇒ 53
Eagle attacks: 2 talons +3 (1d4), bite +3 (1d4)
Target: 1=Erland,2=Khristov,3=Domitian,4=Eianar: 1d4 ⇒ 3 Domitian
Talon 1, flanking: 1d20 + 3 + 2 ⇒ (6) + 3 + 2 = 11
Target: 1=Erland,2=Khristov,3=Domitian,4=Eianar: 1d4 ⇒ 4
Talon 2: 1d20 + 3 ⇒ (2) + 3 = 5
Target: 1=Erland,2=Khristov,3=Domitian,4=Eianar: 1d4 ⇒ 2
Bite: 1d20 + 3 ⇒ (6) + 3 = 9
Teb DC 15: Reflex, shaken: 1d20 + 5 - 2 ⇒ (11) + 5 - 2 = 14
Fire: 1d6 ⇒ 5 x 1.5 = 8
Teb DC 15: Reflex, shaken: 1d20 + 5 - 2 ⇒ (18) + 5 - 2 = 21

Khristov draws close to the troll and sets his feet as best he can in the snow and makes a thrust with his rapier. He gets lucky and the tip of the rapier slips between some scaly bits of his tough hide and drives into the vital organs beneath. 3 lethal.

Just as the heroes are ganging up on the now burning troll, a shrill cry of an eagle sounds from behind the line of attack and an eagle with glowing red eyes appears out of nowhere and attacks. It is all sound and fury however, without success.

The troll, Teb, tries to put out the fire that is burning his flesh. The strong wind blowing from the portal fans the flames and keeps the fire burning, causing more painful wounds that will not regenerate. The troll is not able to make any attacks while he is doing this. Some of his other wounds regenerate back to healthy flesh, however. The bits of plant growth, moss, and such, plus troll's hair have now caught on fire. 8 points new fire damage, 5 points of other damage regenerates.

Damiano sends out magical grease under the feet of the troll. The troll is used to walking on slippery surfaces, however, and he keeps his feet.

Previous Rounds:
Round 1
Unknown (throws thunderstone)
Teb (Changes shape, drinks potion of feather step, moves)
Damiano (Delay)
Eianar (deaf)(Total Defense, AC = 20)
Pym (14 lethal, unconscious dying)(moves, ranged attack, hits, 1 nonlethal to Khristov)
Domitian (deaf, small)(move, attacks, misses, AOO, 21 to Shor)
Khristov (deaf, 1 nonlethal)(attacks, misses)
Damiano (readies action)
Erland (readies action)
Ingrit (move, attack, hit, 8 to Pym)
Shor (30 lethal, dead)(move, killed before it can take its attack)

Round 2
Unknown (unknown)
Teb (8 lethal)(moves, attacks, misses)
Damiano (double move)
Eianar (move, attack, hit, 6 to Pym)
Pym (15 lethal, unconscious, dying)
Domitian (deaf, small, 8 lethal, 1 panache pt spent)(attacks, misses)
Khristov (deaf, 1 nonlethal)(moves)
Erland (double move)
Ingrit (move, attack, hit, 8 to Teb)

Round 3
Unknown (unknown)
Teb (14 lethal, 8 lethal and non-regenerating, on fire, shaken)(Full attack, hits once, 12 to Domitian, regenerates, AOO vs Ingrit misses)
Damiano (move, casts, 6 lethal non-regenerating to Teb)
Eianar (move, casts, 4 healed for Domitian)
Pym (15 lethal, unconscious, stable)
Domitian (deaf, small, 8 lethal) (attacks, hits, 8 lethal to Teb)
Khristov (deaf, 1 nonlethal, archeologist's luck)(melee attack, hits, 3 to Teb)
Erland (Attempts hex on Teb, slumber fails)
Ingrit (throws Alchemist's Fire, hits troll, 2 points fire damage)

Round 4
Unknown (unknown)
Fiendish Eagle (3 melee attacks, all miss)
Teb (9 lethal, 16 non-regenerating lethal, on fire, shaken)(tries to put out fire, fails, 8 fire damage)
Damiano (casts, grease under troll, troll does not fall)
Eianar
Domitian (deaf, small, 8 lethal)
Khristov (deaf, 1 nonlethal, archeologist's luck)
Erland
Ingrit


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Male Human (Ulfen) Druid(Arctic)/2
Spoiler:
HPs 20/20 AC 15, T11, FF14, Resist Cold 2, Saves F+4,R+2,W+6; Perc +8; Init +2

Eianar calls on the fire gods of nature to help in his fight for survival against this ugly troll. His hands burst into flames as he moves towards the troll.

Casts Produce Flame and moves to the troll.

Produce Flame:

PRODUCE FLAME
School evocation [fire]; Level druid 1
Casting Time 1 standard action
Components V, S
Range 0 ft.
Effect flame in your palm
Duration 1 min./level (D)
Saving Throw none; Spell Resistance yes
Flames as bright as a torch appear in your open hand. The flames harm neither you nor your equipment.

In addition to providing illumination, the flames can be hurled or used to touch enemies. You can strike an opponent with a melee touch attack, dealing fire damage equal to 1d6 + 1 point per caster level (maximum +5). Alternatively, you can hurl the flames up to 120 feet as a thrown weapon. When doing so, you attack with a ranged touch attack (with no range penalty) and deal the same damage as with the melee attack. No sooner do you hurl the flames than a new set appears in your hand. Each attack you make reduces the remaining duration by 1 minute. If an attack reduces the remaining duration to 0 minutes or less, the spell ends after the attack resolves.

This spell does not function underwater.


Loot Table Rondolero Swashbuckler 5 / Ulfen Guard 3 / Urban Bloodrager 1 Human | HP 86/98 | AC 21, T 14, FF 19, CMD 26, ACP -3 (excludes climb & jump) | F+9, R+9, W+7 (+2 bonus vs charm/compulsion, guarded thoughts) | Per+10 | Init+4 |

"The fire shall consume you!" declares mini-Domitian, as he stabs once more at the distracted troll.

Cold Iron Falcata: 1d20 + 7 ⇒ (19) + 7 = 26; Damage: 1d6 + 4 ⇒ (1) + 4 = 5
Concealment: 1d100 ⇒ 63

Crit confirm?: 1d20 + 7 ⇒ (5) + 7 = 12; Damage: 2d6 + 8 ⇒ (3, 6) + 8 = 17

He is still ready to parry any additional attacks that might come his way, from either the troll or the eagle. Please add size penalties if needed.

Parry/Riposte, if triggered:
Parry: 1d20 + 7 ⇒ (11) + 7 = 18
Riposte: 1d20 + 7 ⇒ (3) + 7 = 10; Damage: 1d6 + 4 ⇒ (3) + 4 = 7
Concealment: 1d100 ⇒ 39


Map of Hut in Book 4

Retcon: Because the troll did not regenerate on its last turn, it acquired the disabled condition after the additional fire damage.

Eianar evokes a handful of flames and moves to where he can burn the troll just by touching him. This would make the troll concerned if his attention were not already consumed by the fire that is threatening to consume him. The presence of fire causes moss trolls to become shaken if within 30 feet.

Domition adds another cut to the troll. The gouts of black blood that come from this wound prove too much and the troll collapses into the snowbank.5 points damage. Unconscious.

Round 4
Unknown (unknown)
Fiendish Eagle (3 melee attacks, all miss)
Teb (19 lethal, 16 non-regenerating lethal, on fire, shaken, unconscious)(tries to put out fire, fails, 8 fire damage)
Damiano (casts, grease under troll, troll does not fall)
Eianar (casts, moves)
Domitian (deaf, small, 8 lethal)(attack, hit, 5 to Teb)
Khristov (deaf, 1 nonlethal, archeologist's luck)
Erland
Ingrit


Winter Witch 6 [HP 29/29 // AC 13/12/11] [Fort +3, Ref +4, Will +6] Flight Hex Used: 1 min

Erland, seeing the troll downed, draws his spear and stabs the creature.

1d20 + 2 + 4 ⇒ (20) + 2 + 4 = 26 vs prone troll, for 1d8 + 1 ⇒ (5) + 1 = 6 piercing damage.

1d100 ⇒ 86 miss chance (high is good)

1d20 + 2 + 4 ⇒ (11) + 2 + 4 = 17 critical confirm, for 2d8 + 2 ⇒ (4, 7) + 2 = 13 piercing damage

"Blasted damn cold creature, this is for your masters in the North!"


Loot Table Rondolero Swashbuckler 5 / Ulfen Guard 3 / Urban Bloodrager 1 Human | HP 86/98 | AC 21, T 14, FF 19, CMD 26, ACP -3 (excludes climb & jump) | F+9, R+9, W+7 (+2 bonus vs charm/compulsion, guarded thoughts) | Per+10 | Init+4 |

Since he "finished" the troll, Dom gets back 1 panache! He will use his move action to move further toward the portal, thereby triggering an AOO from the eagle. If the eagle takes it, the Dom uses his own AOO to Parry Riposte, as spoilered above.
(Which, if you take a peek, probably doesn't work.)

Seeing the troll fall, for now, Dom presses forward into the snow, in a desperate attempt to find the foe he can neither see nor hear. He does not stray too far from the troll, however. Moved on the map.


Map of Hut in Book 4

On the Table:
Eagle AOO: 1d20 + 3 ⇒ (3) + 3 = 6

The eagle attempts to scratch at the retreating Domitian, but misses.

Erland drives a spear into the unconscious troll getting the point through the heart and lungs. 19 lethal. This takes the troll enough negative that it dies.

Khristov and Ingrit still to act.

Anyone within sight of the troll can see he has a belt pouch. Also, the spear he was using was sized for a large creature, but when he dropped the spear, it shifted in size to be appropriate for a person of medium size.


Female Human Ranger (Skirmisher) 10: HP 78/78 : AC: 20 (21), T: 15, FF: 15 : Fort: +10 (+12 cold effects/ +15 cold environment/ +20 with cold weather outfit. +4 to all if non lethal) Reflex: + 12 Will: +5 : Perception +11 (+17 Human/+15 Giant/+13 Fey

Seeing the troll stop moving and the flames crackling all over it's still corpse, Ingrit moves to strike at the eagle.

Cold Iron: 1d20 + 5 ⇒ (19) + 5 = 24
1d8 + 2 ⇒ (6) + 2 = 8

Cold Iron (Confirm): 1d20 + 5 ⇒ (1) + 5 = 6
1d8 + 2 ⇒ (3) + 2 = 5


Map of Hut in Book 4

Forgot to mention:
Domitian does not see any new foes to fight in his new position south of the troll's corpse.

Technically, Ingrit did not see the troll fall or be killed, but Domitian and Erland would have said something, I'm sure.

Ingrit delivers a killing blow to the eagle and it dissipates like fog in sunlight.

Melee is not over so Khristov should act and then a new round will start.


Female Human Ranger (Skirmisher) 10: HP 78/78 : AC: 20 (21), T: 15, FF: 15 : Fort: +10 (+12 cold effects/ +15 cold environment/ +20 with cold weather outfit. +4 to all if non lethal) Reflex: + 12 Will: +5 : Perception +11 (+17 Human/+15 Giant/+13 Fey

Miss chance 50 or less misses: 1d100 ⇒ 54

I figured I'd at least see a mass of flickering flames fall over and stop moving.


Map of Hut in Book 4

Behind the screen:
DC 20
Damiano: Perception: 1d20 ⇒ 16
Domitian: Perception: 1d20 + 5 ⇒ (13) + 5 = 18
Eianar: Perception: 1d20 + 9 ⇒ (18) + 9 = 27
Erland: Perception: 1d20 + 3 ⇒ (20) + 3 = 23
Ingrit: Perception: 1d20 + 3 ⇒ (5) + 3 = 8
Khristov: Perception: 1d20 + 6 ⇒ (19) + 6 = 25
Spear: DC 18
Damiano: Spellcraft: 1d20 + 9 ⇒ (6) + 9 = 15
Erland: Spellcraft: 1d20 + 8 ⇒ (20) + 8 = 28
Potions: DC 16
Damiano: Spellcraft: 1d20 + 9 ⇒ (4) + 9 = 13
Erland: Spellcraft: 1d20 + 8 ⇒ (12) + 8 = 20
Four Blue quarts Ice Diamonds
Damiano: Appraise: 1d20 + 4 ⇒ (18) + 4 = 22
Domitian: Appraise: 1d20 ⇒ 13
Eianar: Appraise: 1d20 - 1 ⇒ (18) - 1 = 17
Erland: Appraise: 1d20 + 3 ⇒ (6) + 3 = 9
Ingrit: Appraise: 1d20 ⇒ 7
Khristov: Appraise: 1d20 + 3 ⇒ (19) + 3 = 22
Diadem
Damiano: Appraise: 1d20 + 4 ⇒ (5) + 4 = 9
Erland: Appraise: 1d20 + 3 ⇒ (10) + 3 = 13
Khristov: Appraise: 1d20 + 3 ⇒ (20) + 3 = 23
Ingrit: Appraise: 1d20 ⇒ 4
Eianar: Appraise: 1d20 - 1 ⇒ (6) - 1 = 5
Diamond
Damiano: Appraise: 1d20 + 4 ⇒ (10) + 4 = 14
Erland: Appraise: 1d20 + 3 ⇒ (2) + 3 = 5
Khristov: Appraise: 1d20 + 3 ⇒ (6) + 3 = 9
Necklace
Damiano: Appraise: 1d20 + 4 ⇒ (8) + 4 = 12
Erland: Appraise: 1d20 + 3 ⇒ (14) + 3 = 17
Khristov: Appraise: 1d20 + 3 ⇒ (12) + 3 = 15
Painting
Damiano: Appraise: 1d20 + 4 ⇒ (7) + 4 = 11
Erland: Appraise: 1d20 + 3 ⇒ (5) + 3 = 8
Khristov: Appraise: 1d20 + 3 ⇒ (5) + 3 = 8
Rings
Damiano: Appraise: 1d20 + 4 ⇒ (11) + 4 = 15
Erland: Appraise: 1d20 + 3 ⇒ (2) + 3 = 5
Khristov: Appraise: 1d20 + 3 ⇒ (11) + 3 = 14
Scabbard
Damiano: Appraise: 1d20 + 4 ⇒ (19) + 4 = 23
Erland: Appraise: 1d20 + 3 ⇒ (1) + 3 = 4
Khristov: Appraise: 1d20 + 3 ⇒ (14) + 3 = 17
Scrimshaw
Damiano: Appraise: 1d20 + 4 ⇒ (11) + 4 = 15
Erland: Appraise: 1d20 + 3 ⇒ (3) + 3 = 6
Khristov: Appraise: 1d20 + 3 ⇒ (1) + 3 = 4

I'm going to move things along as follows, since you've killed the boss.

After the troll dies another creature is summoned from somewhere nearby and the group has to fight it off, but after that, no new threats emerge and it seems whoever was casting spells on the group has fled the scene.

The pouch the troll has on him contains 48 gold pieces. Mixed in with the gold is a key and a small mirror.

Going west about 40 feet reveals the portal. A bank of quill-like icicles spear outward in a ring, seemingly grown from a heavy sheet of ice covering the ground. A second ring of giant icicle-shaped monoliths stands inside the outer ring, surrounding a swirling cylindrical vortex easily ten feet in diameter. Icy winds and driving snow blast from the vortex, creating the wintry weather in the clearing.

Inside each of three of the igloos marked P2 the group finds a winter blanket, a pile of furs, and a small wooden chest. These take
up most of the floor space in each cramped igloo. A small hole has been cut into the low ceiling to allow smoke to escape, but no fire has been lit.

The igloo to the south P3, the one from which came the two winter-touched sprites, looks a bit different. The interior of this igloo is bare. Several ice blocks extend from the igloo’s interior walls, forming small shelves and recesses. Eianar is first to notice, however, that something is hinky about the floor. Closer examination reveals it is a false floor covering a 20 foot pit. There is nothing in it.

The last place to explore at the portal is the cave opening in the cliff of the mountainside that runs along the north side of the area. Two bearskin rugs cover most of the damp floor in this cave, surrounded by crates, barrels, and other supplies. The ceiling rises fifteen feet overhead, where icicles of frozen condensation hang from sharp stalactites.

Also in the cave is quite a lot of food, mostly butchered meat from local livestock. The meat is not preserved but it is frozen so it will keep as long as it stays cold and contains enough for 34 days worth of common meals, if all of it were packed up for transport.

Also in the room under one of the rugs is a modest chest or lockbox. The key found on Teb opens the box, which is not trapped. Inside is four potions, four blue white gemstones, a silver diadem, a single gem that appears to be a diamond or similar clear stone, a jeweled necklace, a small painting of a walled city in winter. The image is dominated by a delicate ice castle amid a glacial lake, with the walled city in the background, mostly low buildings except for a clock tower toward the far side. Also in the chest are 3 rings each with a single blue gemstone, a decorative filigree longsword scabbard, and a small scrimshaw sculpture of dancing sprites surrounding a piping satyr. All of this rests on a bed of coins. 2457 gp, 3313 sp, 1760 cp. At 50 coins per pound, the whole chest weighs over 150 lb.

Erland identifies the spear to be a spear of manhunting. Valued at 3925 gp, it is a +1 boar spear, which has a 2-foot blade that extends from a heavy crossbar. Designed to catch and hold humanoid prey, a spear of manhunting automatically resizes to match the size of its wielder when grasped. Once per day on a successful critical hit, the wielder of a spear of manhunting can cast hold person as an immediate action on the target hit by the attack (Will DC 13 negates). The hold person effect immediately ends if the spear is dropped or withdrawn, such as by making additional attacks with the weapon.
Caster level 3; aura: faint enchantment. The standard boar spear for a medium human does 1d8/x2 and weighs 8 lb.

The only other magic are the four potions, which Erland identifies as potions of feather step.

Damiano and Khristov agree that the four blue white gems are "ice diamonds," a form of quartz, each worth about 100 gp. There is general disagreement about the value of the other items.


Map of Hut in Book 4

Role play as you wish regarding exploring the site and particularly the portal. The above post is meant to get most of the details of what you find out of the way. You can ask Izoze about things, but he is not very smart, mostly an assistant to the troll.

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Male Human (mostly) Ex-cleric and Grumpy Cat

Yeah, no problem. Let's say he's held on to them for sentimental reasons. It's kind of an anomaly of the adventure path. Welcome back, by the way.


Male Human (Ulfen) Druid(Arctic)/2
Spoiler:
HPs 20/20 AC 15, T11, FF14, Resist Cold 2, Saves F+4,R+2,W+6; Perc +8; Init +2

OK, will redo action, I will take it that Eianar could determine that the sprites have more than 1HP.


Male Human (mostly) Ex-cleric and Grumpy Cat

Yeah, I'd say that he could. He'd have noticed if they just made their saves.


Male Human Wizard 5 Init +4 Saves : F: +2 ; R : + 1 , W : +4

I thought of the alchemist's fires as well but since the sprites are in flight only a direct hit would work and with my fabulous BAB of 0 and dex of 0 , I much prefer wasting a bolt than a flask :)

Not that the dice have not been kind so far


Male Human (Ulfen) Druid(Arctic)/2
Spoiler:
HPs 20/20 AC 15, T11, FF14, Resist Cold 2, Saves F+4,R+2,W+6; Perc +8; Init +2

Agreed, but the mist offers some protection from their ranged attacks and might force them to land ....

Might also give breathing space whilst the colour spray wears off too...


Male Human Wizard 5 Init +4 Saves : F: +2 ; R : + 1 , W : +4

It also stops us from doing ranged attacks
I aggree with you that the breather from color spray is good since
it is doubtful they can do it several times a day since then they should have begun with it


Male Human Wizard 5 Init +4 Saves : F: +2 ; R : + 1 , W : +4

must resist joking about weapon shrinkage
1d1 ⇒ 1


Male Human Wizard 5 Init +4 Saves : F: +2 ; R : + 1 , W : +4

Marching Order : I would suggest
Domitian
Eianar
Erland
Damiano
Ingrit

What do you think ?


Female Human Ranger (Skirmisher) 10: HP 78/78 : AC: 20 (21), T: 15, FF: 15 : Fort: +10 (+12 cold effects/ +15 cold environment/ +20 with cold weather outfit. +4 to all if non lethal) Reflex: + 12 Will: +5 : Perception +11 (+17 Human/+15 Giant/+13 Fey

Works for me unless we need to track at which point I take the lead.


Male Human Wizard 5 Init +4 Saves : F: +2 ; R : + 1 , W : +4

ALERT ! ALERT ! ALERT !
The DM asked for our marching order .
ALERT ! ALERT ! ALERT !

Does everyone have the same reaction when a DM ask this ?


Loot Table Rondolero Swashbuckler 5 / Ulfen Guard 3 / Urban Bloodrager 1 Human | HP 86/98 | AC 21, T 14, FF 19, CMD 26, ACP -3 (excludes climb & jump) | F+9, R+9, W+7 (+2 bonus vs charm/compulsion, guarded thoughts) | Per+10 | Init+4 |
Damiano Delstrego wrote:

ALERT ! ALERT ! ALERT !

The DM asked for our marching order .
ALERT ! ALERT ! ALERT !

Does everyone have the same reaction when a DM ask this ?

Totally.

I'm down with the marching order. Since we're out in the open, when Igrit is tracking I'll be next to her in the front.


Male Human (mostly) Ex-cleric and Grumpy Cat

It's worse. I even made a map. Mwahaha!


Male Human (Ulfen) Druid(Arctic)/2
Spoiler:
HPs 20/20 AC 15, T11, FF14, Resist Cold 2, Saves F+4,R+2,W+6; Perc +8; Init +2

Happy with the order, Eianar isn't really front rank material, but happy to be there for the time being ....

I don't like the idea of BT making a map, it worries me ... I haven't told Eianar yet, so he's still blissfully unaware .. ;-)

Although crossing the ice, i might suggest lightest first .. heaviest last, with rope around the heavier members of the party. Can also share the snow shoes if it helps even the weight over the ice ...

Cos we need to find a way across where the ice is thickest..


Male Human (mostly) Ex-cleric and Grumpy Cat

If you're interested in some serious punishment I just started a Strange Aeons game, and there is a place in it for you, should any of you be interested. It would be nice to have a friendly face or two there.


Female Human Ranger (Skirmisher) 10: HP 78/78 : AC: 20 (21), T: 15, FF: 15 : Fort: +10 (+12 cold effects/ +15 cold environment/ +20 with cold weather outfit. +4 to all if non lethal) Reflex: + 12 Will: +5 : Perception +11 (+17 Human/+15 Giant/+13 Fey

OOOhhh I've been curious about Strange Aeons


Male Human Wizard 5 Init +4 Saves : F: +2 ; R : + 1 , W : +4

ohhhhh ! Will check that today . What would you need ?


Male Human (Ulfen) Druid(Arctic)/2
Spoiler:
HPs 20/20 AC 15, T11, FF14, Resist Cold 2, Saves F+4,R+2,W+6; Perc +8; Init +2

If its an invitation, then its time to get my thinking cap on ....

It seems a very interesting idea, time for one of my weird clerics!!!

Best reread the players guide again..


Male Human Wizard 5 Init +4 Saves : F: +2 ; R : + 1 , W : +4

Suggestion about panache points
Let the order of the posts decide for the future


Loot Table Rondolero Swashbuckler 5 / Ulfen Guard 3 / Urban Bloodrager 1 Human | HP 86/98 | AC 21, T 14, FF 19, CMD 26, ACP -3 (excludes climb & jump) | F+9, R+9, W+7 (+2 bonus vs charm/compulsion, guarded thoughts) | Per+10 | Init+4 |

I concur.

-Posted with Wayfinder


Male Human (mostly) Ex-cleric and Grumpy Cat

Yes, that's entirely reasonable. You can specify in the post if you want to go after someone.


Male Human (Ulfen) Druid(Arctic)/2
Spoiler:
HPs 20/20 AC 15, T11, FF14, Resist Cold 2, Saves F+4,R+2,W+6; Perc +8; Init +2

Cool with that


Female Human Ranger (Skirmisher) 10: HP 78/78 : AC: 20 (21), T: 15, FF: 15 : Fort: +10 (+12 cold effects/ +15 cold environment/ +20 with cold weather outfit. +4 to all if non lethal) Reflex: + 12 Will: +5 : Perception +11 (+17 Human/+15 Giant/+13 Fey

Works for me. Least complicated.


Male Human Wizard 5 Init +4 Saves : F: +2 ; R : + 1 , W : +4

are we waiting for someone ?


Male Human (Ulfen) Druid(Arctic)/2
Spoiler:
HPs 20/20 AC 15, T11, FF14, Resist Cold 2, Saves F+4,R+2,W+6; Perc +8; Init +2

Before we head off to the next encounter, has Dom been healed by Erland today yet?

What is everybody's health, who might need a goodberry.
Currently Eianar is on 6 HPs, max 13HPs... and has been hex healed today.
Who else is down?


Loot Table Rondolero Swashbuckler 5 / Ulfen Guard 3 / Urban Bloodrager 1 Human | HP 86/98 | AC 21, T 14, FF 19, CMD 26, ACP -3 (excludes climb & jump) | F+9, R+9, W+7 (+2 bonus vs charm/compulsion, guarded thoughts) | Per+10 | Init+4 |

Dom was already hex healed after the fight with the dragon-like thing.


Male Human (Ulfen) Druid(Arctic)/2
Spoiler:
HPs 20/20 AC 15, T11, FF14, Resist Cold 2, Saves F+4,R+2,W+6; Perc +8; Init +2

Unless anyone else is down a significant amount, I will plan to give 3 goodberries to Dom and 3 to Eianar ...


Female Human Ranger (Skirmisher) 10: HP 78/78 : AC: 20 (21), T: 15, FF: 15 : Fort: +10 (+12 cold effects/ +15 cold environment/ +20 with cold weather outfit. +4 to all if non lethal) Reflex: + 12 Will: +5 : Perception +11 (+17 Human/+15 Giant/+13 Fey

Sorry, posting is a little erratic this week as I'm on vacation.


Loot Table Rondolero Swashbuckler 5 / Ulfen Guard 3 / Urban Bloodrager 1 Human | HP 86/98 | AC 21, T 14, FF 19, CMD 26, ACP -3 (excludes climb & jump) | F+9, R+9, W+7 (+2 bonus vs charm/compulsion, guarded thoughts) | Per+10 | Init+4 |

Anyone enjoy loot tracking? We finally have some gold pieces, so it seems like a time to start. We've also left behind a little bit of loot, though I don't know if we'll get around to retrieving it. I could do some loot tracking if nobody is into such things, though my methods are unsophisticated.

Also, Dom would like to use Ingrit's old longbow and borrow the masterwork longsword, if that's okay.


Female Human Ranger (Skirmisher) 10: HP 78/78 : AC: 20 (21), T: 15, FF: 15 : Fort: +10 (+12 cold effects/ +15 cold environment/ +20 with cold weather outfit. +4 to all if non lethal) Reflex: + 12 Will: +5 : Perception +11 (+17 Human/+15 Giant/+13 Fey

Sure, that's fine by me. Not much on tracking loot though.


Male Human Wizard 5 Init +4 Saves : F: +2 ; R : + 1 , W : +4

Eianar , Sorry but you hit one of my pet peeve !
There is a reason for death watch and status spell , you know !

So I will not reply to your question in exact details except to say Damiano has been hurt twice by the sprites


Female Human Ranger (Skirmisher) 10: HP 78/78 : AC: 20 (21), T: 15, FF: 15 : Fort: +10 (+12 cold effects/ +15 cold environment/ +20 with cold weather outfit. +4 to all if non lethal) Reflex: + 12 Will: +5 : Perception +11 (+17 Human/+15 Giant/+13 Fey
Damiano Delstrego wrote:


There is a reason for death watch and status spell , you know !

Neither of which is a druid spell.


Male Human Wizard 5 Init +4 Saves : F: +2 ; R : + 1 , W : +4

That'ss not the point
And as a DM AND as a player , I am always irked when people around the table know exactly the health of their friends
I can not count the number of times I have seen someone go down in combat and then the healer does nothing because 'it is alright , he is only at -1 hp '
The situation is less outside of combat but I have seen groups where no one have the health skill know exactly where everyone was at
Either way that's bad roleplaying for me

Sorry for the rant but I did warn you that was one of mine pet peeve ....


Female Human Ranger (Skirmisher) 10: HP 78/78 : AC: 20 (21), T: 15, FF: 15 : Fort: +10 (+12 cold effects/ +15 cold environment/ +20 with cold weather outfit. +4 to all if non lethal) Reflex: + 12 Will: +5 : Perception +11 (+17 Human/+15 Giant/+13 Fey

That would be a part of why I've invested ranks in heal. Good to know up front though. Anything else likely to set you off that we should know about?


Male Human (Ulfen) Druid(Arctic)/2
Spoiler:
HPs 20/20 AC 15, T11, FF14, Resist Cold 2, Saves F+4,R+2,W+6; Perc +8; Init +2

OK, I'm fine with that, it's why I did it out of combat and in 'down' time and in the discussion thread. I expect that out of combat characters would discuss their wounds and how they feel and determine the best use of their resources. It's quicker than doing it through the character thread and lets the game move on faster. In just the same way that treasure is dished out in the discussion thread rather than spend time in character sorting it out.

I agree that in combat, or if someone is down then a heal check is required and things are done differently, but once out of combat we can take a 20 on a heal check, which would give a pretty accurate knowledge of the state of play.

But if you don't want to do it, I'm fine with that too....


Male Human Wizard 5 Init +4 Saves : F: +2 ; R : + 1 , W : +4

Since some people have heal , I am ok with it
I am 4/7


Male Human (Ulfen) Druid(Arctic)/2
Spoiler:
HPs 20/20 AC 15, T11, FF14, Resist Cold 2, Saves F+4,R+2,W+6; Perc +8; Init +2

Will be going away for an extended weekend tomorrow, so tonight's post is liable to be my last....

until I return, so please try and keep him alive ....

should return Tuesday....


Loot Table Rondolero Swashbuckler 5 / Ulfen Guard 3 / Urban Bloodrager 1 Human | HP 86/98 | AC 21, T 14, FF 19, CMD 26, ACP -3 (excludes climb & jump) | F+9, R+9, W+7 (+2 bonus vs charm/compulsion, guarded thoughts) | Per+10 | Init+4 |

"Hey Eianar, that thing looks suspicious, can you check it out?"

Eianar: "Sure!"

Just kidding, have a great getaway!


Male Human (Ulfen) Druid(Arctic)/2
Spoiler:
HPs 20/20 AC 15, T11, FF14, Resist Cold 2, Saves F+4,R+2,W+6; Perc +8; Init +2

;-)


Loot Table Rondolero Swashbuckler 5 / Ulfen Guard 3 / Urban Bloodrager 1 Human | HP 86/98 | AC 21, T 14, FF 19, CMD 26, ACP -3 (excludes climb & jump) | F+9, R+9, W+7 (+2 bonus vs charm/compulsion, guarded thoughts) | Per+10 | Init+4 |

Do we have enough XP to level? If so, we should definitely rest and recover before attacking this fort. It sounds very well defended.


Male Human (mostly) Ex-cleric and Grumpy Cat

No, you don't.


Female Human Ranger (Skirmisher) 10: HP 78/78 : AC: 20 (21), T: 15, FF: 15 : Fort: +10 (+12 cold effects/ +15 cold environment/ +20 with cold weather outfit. +4 to all if non lethal) Reflex: + 12 Will: +5 : Perception +11 (+17 Human/+15 Giant/+13 Fey

Sorry all still on vacation for two more days.


Male Human Wizard 5 Init +4 Saves : F: +2 ; R : + 1 , W : +4

Vacation time for me too so posting will be off till friday evening


Male Human (Ulfen) Druid(Arctic)/2
Spoiler:
HPs 20/20 AC 15, T11, FF14, Resist Cold 2, Saves F+4,R+2,W+6; Perc +8; Init +2

Back on line again now after vacation, will catch up on what's been happening ..

Does Eianar get the same XP as everyone else for the period I was away and him being DM'd?


Male Human (mostly) Ex-cleric and Grumpy Cat

Yes, of course. You all get the same XP.


Male Human (Ulfen) Druid(Arctic)/2
Spoiler:
HPs 20/20 AC 15, T11, FF14, Resist Cold 2, Saves F+4,R+2,W+6; Perc +8; Init +2

Cheers, BT, just checking .... :-)


Loot Table Rondolero Swashbuckler 5 / Ulfen Guard 3 / Urban Bloodrager 1 Human | HP 86/98 | AC 21, T 14, FF 19, CMD 26, ACP -3 (excludes climb & jump) | F+9, R+9, W+7 (+2 bonus vs charm/compulsion, guarded thoughts) | Per+10 | Init+4 |

I'm going to be traveling from Sep 11-24 with limited internet access. During that time I may try to post on rare occasions, but you should generally feel free to bot any actions you feel would be appropriate.

Main tactics are to hold the front line with attacks and parries. Hasn't happened yet, but if the enemy is someone that does not use melee attacks (e.g. a mage), Dom uses a two-handed grip for more damage, at the expense of AC and accuracy (due to the Buckler).


Male Human (Ulfen) Druid(Arctic)/2
Spoiler:
HPs 20/20 AC 15, T11, FF14, Resist Cold 2, Saves F+4,R+2,W+6; Perc +8; Init +2

Cos I'm off to a gaming group tonight..
...I'll do this here....

1) Do we wait for a couple of guys to come out to the horses, then take them out or do we go in and surprise them all...

2) don't like the idea of going across the untouched snow, the bandits may have a real reason for not going that way...

3) Will look at spells for the day ... do you want obscuring mist to aid our approach???

I'm assuming we would have discussed all this in the stable during the night.


Male Human (mostly) Ex-cleric and Grumpy Cat

Sorry about the delays. It's been a rough week.

No word from Damiano in two weeks. Do you want to try the assault without him or should we bot him too? If he's dropping out, now would be a good time to adjust. Since you are fully rested, I think you can take the bandits without him.


Female Human Ranger (Skirmisher) 10: HP 78/78 : AC: 20 (21), T: 15, FF: 15 : Fort: +10 (+12 cold effects/ +15 cold environment/ +20 with cold weather outfit. +4 to all if non lethal) Reflex: + 12 Will: +5 : Perception +11 (+17 Human/+15 Giant/+13 Fey

Looks like he hasn't posted under any alias since the post on the 4th about going on vacation.Which I was under the impression was only until the 9th. I guess bot him for the assault and then if nothing by the time we're done look at recruiting.


Male Human (Ulfen) Druid(Arctic)/2
Spoiler:
HPs 20/20 AC 15, T11, FF14, Resist Cold 2, Saves F+4,R+2,W+6; Perc +8; Init +2

agree with Ingrit

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