[PFS] GM Lithrac's The Witch Queen's Revenge (AP#72) (Inactive)

Game Master Cyril Corbaz


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Grand Lodge

Vars finds many mildly magical weapons the erinyes were using, as well as some jewelry the handmaiden was wearing, a necklace of gold-plated human vertebrae interspersed with carnelians (worth 1500 gp). The corpse they were torturing still wears her equipment: bracers of armor +4, two potions of protection from arrows, a scroll of fear, a scroll of greater teleport, a wand of invisibility (38 charges) and wings of flying.

As for the doors, they appear to be locked, but aren't trapped.

Sovereign Court

male human | HP: 213/213 | AC: 48 (21 Tch, 44 Fl) | CMB: +27, CMD: 48 (55 Grapple, 54 sunder, 52 disarm) | F: +23, R: +24, W: +21 | Init: +9 | Perc: +31 DR 11/-

Open the doors after stowing the loot.

Grand Lodge

As indicated in my last description, they are locked.

Sovereign Court

male human | HP: 213/213 | AC: 48 (21 Tch, 44 Fl) | CMB: +27, CMD: 48 (55 Grapple, 54 sunder, 52 disarm) | F: +23, R: +24, W: +21 | Init: +9 | Perc: +31 DR 11/-

Sorry, I will 'unlock' them with my adamantine falcata key.

If you need attack rolls against a door, I can.

Grand Lodge

Trotter Male Halfling Venture-Captain 19

Or Trotter can actually unlock them!

Trotter stays Vars' hand and moves to pick the lock, opting for a more subtle entrance.

T20 checking for traps first, then open.

Disable Device: 1d20 + 36 ⇒ (9) + 36 = 45 (+38 vs. magic traps, +41 to disarm traps),

Sovereign Court

male human | HP: 213/213 | AC: 48 (21 Tch, 44 Fl) | CMB: +27, CMD: 48 (55 Grapple, 54 sunder, 52 disarm) | F: +23, R: +24, W: +21 | Init: +9 | Perc: +31 DR 11/-

Vars gets ready to chop his way through the door as usual, then Trotter steals his thunder by picking the lock.

"Are you trying to civilize us or something?"

The Exchange

Female CN Elf Wizard (Transmutation) 20.0 HP 182/182(+5) | AC 43 | T 23 | FF 38 | CMD 33(FoM) | Fort +19 | Ref +20 | Will +21(+2 vs Ench) | Init +12 | Perc +24 | Images

"He is ever so used to just chopping his way where he wants to go.."

Avoreal grabs the scrolls if noone interjects..

Sovereign Court

male human | HP: 213/213 | AC: 48 (21 Tch, 44 Fl) | CMB: +27, CMD: 48 (55 Grapple, 54 sunder, 52 disarm) | F: +23, R: +24, W: +21 | Init: +9 | Perc: +31 DR 11/-

"I am merely well known for being a direct sort. It does, in fact, spare me some grief around court."

Sovereign Court

human(Taldan) CG Hillbilly18 | 238 of 264 (enraged: 310 of 336) {DR 4/-} | AC:18(T12/FF18) | CMB: 28(36), CMD: 35(33) | Fort21(25)/Ref16/Will14(17) | init+3 |Perception 22, SM 20 | move 35' | rage: 33/40, spells: 5/5 |
active stuff:
Adaptation, Unshakeable Resolve, Ring o' Blinking, GREATER Ring o' Inner Fortitude; Regen. (1hp/10 min)

Duhwoo is keening over the Wings o' Flying:

"oooooo -- kin Ah be a angel, please?!? Kin I, kin I, kin I, kin I!?!"

he tosses his Cloak of Resistance +4 on the floor and puts 'em on, then flies around clumsily a bit while the halfling is taking 10...

Duhwoo's Fly check: 1d20 + 6 + 5 ⇒ (5) + 6 + 5 = 16

having 3 ranks in the Fly skill seems to help a little -- he flutters about awkardly, and manages hover for a bit...

"kooool!"

The Exchange

Female CN Elf Wizard (Transmutation) 20.0 HP 182/182(+5) | AC 43 | T 23 | FF 38 | CMD 33(FoM) | Fort +19 | Ref +20 | Will +21(+2 vs Ench) | Init +12 | Perc +24 | Images

You do realize that takes the place of your cloak of resistance right? Although with the way Duhwoo like to fly he might not care..

Sovereign Court

BP 36/46 Spells 1 8/8 2 6/8 3 7/7 4 6/7 5 4/7 6 6/6 heroism, Triple Time, Darkvision
Vital:
HP 143/155; resist cold 5 AC 33(-)/15/24(-); R 19 F 15 W 16 (+4 sonic, Bardic, Lang); CMD 28; Init +4

considering he tossed his cloak on the floor...I think so

Sovereign Court

male human | HP: 213/213 | AC: 48 (21 Tch, 44 Fl) | CMB: +27, CMD: 48 (55 Grapple, 54 sunder, 52 disarm) | F: +23, R: +24, W: +21 | Init: +9 | Perc: +31 DR 11/-

I'm pretty much sure he's just doing that for roleplay and will be back to his rational cloak when we move on. Duhwoo is only so dumb in practice.

Grand Lodge

Luckily for Vars, Trotter's expertise is able to see way beyond what the warrior's eyes can see. The halfling states that the door is not only locked, but also magically trapped. His nimble fingers have no trouble dealing with the frost trap, and soon the double doors open.

Beyond, a short corridor leads to another double door that aren't locked, but apparently frozen shut. As you approach them, the matryoshka doll warns you: "Watch out. My daughters sit inside. No doubt they're very angry."

No doubt Vars's skeleton key will manage to deal with the doors too! Any extra preparations before you enter?

Sovereign Court

human(Taldan) CG Hillbilly18 | 238 of 264 (enraged: 310 of 336) {DR 4/-} | AC:18(T12/FF18) | CMB: 28(36), CMD: 35(33) | Fort21(25)/Ref16/Will14(17) | init+3 |Perception 22, SM 20 | move 35' | rage: 33/40, spells: 5/5 |
active stuff:
Adaptation, Unshakeable Resolve, Ring o' Blinking, GREATER Ring o' Inner Fortitude; Regen. (1hp/10 min)

it's true: Duhwoo's attention span is such that the novelty of wings wears off quickly. When Vars simply clears his throat while looking at Duh, the hillbilly looks cowed, and puts the wings away. With a nod towards the cloak, Vars reminds Duh to pick it up: he'll don it as he follows the party out of the current area.

he mutters -- mostly to himself:

"Welp, Ah'm a-keepin' them wings 'round, just in case...

Sovereign Court

BP 36/46 Spells 1 8/8 2 6/8 3 7/7 4 6/7 5 4/7 6 6/6 heroism, Triple Time, Darkvision
Vital:
HP 143/155; resist cold 5 AC 33(-)/15/24(-); R 19 F 15 W 16 (+4 sonic, Bardic, Lang); CMD 28; Init +4

Vuvu turns in visible again.

Want me to send a critter in there to draw the ambush that is certainly coming?

Grand Lodge

Trotter Male Halfling Venture-Captain 19

"Or I could just use a spell to transport us all past the door and we surprise them!"

Trotter has d-door and bard's escape so if everyone wants to jump through he will use either of those.

Sovereign Court

male human | HP: 213/213 | AC: 48 (21 Tch, 44 Fl) | CMB: +27, CMD: 48 (55 Grapple, 54 sunder, 52 disarm) | F: +23, R: +24, W: +21 | Init: +9 | Perc: +31 DR 11/-

Devin can drop blessing of fervor and prayer on the group (though it takes blowing quickened versions).

The Exchange

Female CN Elf Wizard (Transmutation) 20.0 HP 182/182(+5) | AC 43 | T 23 | FF 38 | CMD 33(FoM) | Fort +19 | Ref +20 | Will +21(+2 vs Ench) | Init +12 | Perc +24 | Images

"I vote we rest here and regain spells.. While im not out most of my power is spent.. Unless yall think there's some urgency..

The Exchange

Female CN Elf Wizard (Transmutation) 20.0 HP 182/182(+5) | AC 43 | T 23 | FF 38 | CMD 33(FoM) | Fort +19 | Ref +20 | Will +21(+2 vs Ench) | Init +12 | Perc +24 | Images

It appaers she stunned you all with silence on that one.. "Or errr.. We can continue ahead, thats fine too.."

She'll cast Mirror Image 1d4 + 6 ⇒ (4) + 6 = 10 for 8 images, 9 total of her.. She'll touch Vars and Duhwoo and give them a +4 to wisdom for 8 rds before continueing.

Sovereign Court

male human | HP: 213/213 | AC: 48 (21 Tch, 44 Fl) | CMB: +27, CMD: 48 (55 Grapple, 54 sunder, 52 disarm) | F: +23, R: +24, W: +21 | Init: +9 | Perc: +31 DR 11/-

Hmm, had a post not work I think.

"Perhaps we should ask the doll if we have time to rest or if they probably know we are coming? "

Grand Lodge

Trotter Male Halfling Venture-Captain 19

"We haven't exactly been quiet," Trotter notes as he sheepishly looks down at his pistol. "I think whatever is in there knows we are coming. If they didn't hear us, they can probably sense Baba Yaga coming near. We should press on!"

Whenever the group is ready, Trotter will get in the middle and dimension door everyone through the big double door.

Grand Lodge

"Time presses!" urges the doll. "Eluvanna has sent her soldiers, you need to press on!"

Acting upon your instinct as well as the doll's advice, Trotter teleports the party inside the room further. A wide cavern opens away from the door, lit by a diffuse glowing cloud that continually hovers near the ceiling. Arranged in a semicircle around the entrance are fourteen identical stone thrones, their high backs each bearing the same dancing hut sigil and a small plaque beneath. Seated upon twelve of the thrones are corpses dressed in royal regalia in various stages of decomposition. Like the corridor outside, a thin layer of frost covers everything in this room, including the thrones and their occupants.

When you appear in the chamber, Baba Yaga giggles, and her voice issues from the matryoshka doll: "There they are; twelve queens all in a row. Such beautiful, loyal daughters... they each ruled a hundred years and then gave me their lives so I could live on. The life of Baba Yaga sits before you; all you need to do is take each of their hearts and steep them to make a fine witch’s brew." She giggles again and goes silent.

There are 14 thrones in this chamber, one for each queen in Irrisen’s 1,400-year history. Each throne bears the sigil of Baba Yaga and Irrisen and a plaque naming the queen who sits upon it. In order from left to right, they are Jadwiga, Morgannan, Urvalane, Pjallarane, Aelena, Harcatha, Sascha, Karina, Tashanna, Velikas, Kseniya, Betyrina, Yelizaveta, and Elvanna. Twelve of the thrones hold what’s left of Baba Yaga’s daughters. Those daughters to the extreme left are little more than brittle bones with leathery skin stretched over them, while those on the right are in much better condition, their pale corpses yet unblemished by the passage of time. The ninth throne (Tashanna’s) and the fourteenth (Elvanna’s) are empty. All 12 of the enthroned queens writhe and twitch with foul necrotic animation, but the first eight crone queens are fused to their thrones, the long centuries having taken their toll, leaving them little more than barely sentient shells, slumbering in deathlike torpor. These eight ignore you completely, but the last four crone queens still retain much of their memories and seethe with hatred of Baba Yaga. Sensing the presence of the matryoshka doll, they leap from their thrones to attack you as soon as you enter.

Initiative rolls:
Initiative (Avoreal): 1d20 + 10 ⇒ (2) + 10 = 12
Initiative (Devin): 1d20 ⇒ 2
Initiative (Duhwoo): 1d20 + 3 ⇒ (9) + 3 = 12
Initiative (Trotter): 1d20 + 4 ⇒ (5) + 4 = 9
Initiative (Vars): 1d20 + 8 ⇒ (2) + 8 = 10
Initiative (Vuvu): 1d20 + 4 ⇒ (11) + 4 = 15
Initiative (Crones): 1d20 + 9 ⇒ (18) + 9 = 27

They react immediately, activating their auras. Fear aura, 30 ft, Will DC 25.

The first crone hexes Vars with Misfortune. Will DC 24, if you fail all d20s you roll for the next three rounds are rolled twice and you have to take the lesser roll.

The second does the same with Duhwoo.

The third and fourth hex Avoreal and Devin with Ice Tomb. Fort DC 24 or be paralysed and unconscious inside an ice block. A successful Fort save also halves the [url=Cold damage]3d8[/dice].

Initiative - round 1 - bold may act
1. The Crone Queens
2. Vuvu, Avoreal, Duhwoo, Vars, Trotter, Devin
Knowledge (religion) DC 25 to identify.

Sovereign Court

human(Taldan) CG Hillbilly18 | 238 of 264 (enraged: 310 of 336) {DR 4/-} | AC:18(T12/FF18) | CMB: 28(36), CMD: 35(33) | Fort21(25)/Ref16/Will14(17) | init+3 |Perception 22, SM 20 | move 35' | rage: 33/40, spells: 5/5 |
active stuff:
Adaptation, Unshakeable Resolve, Ring o' Blinking, GREATER Ring o' Inner Fortitude; Regen. (1hp/10 min)

Duhwoo's Will save vs Fear Aura: 1d20 + 13 ⇒ (5) + 13 = 18

Duhwoo will activate his <Headband of Unshakeable Resolve> to reduce the fear effect...

Duhwoo's Will save vs hex: 1d20 + 13 ⇒ (19) + 13 = 32 yay!

Duhwoo will defer his initiative until after Devin acts -- in case the cleric casts Blessing of Fervor or something...

Sovereign Court

male human | HP: 213/213 | AC: 48 (21 Tch, 44 Fl) | CMB: +27, CMD: 48 (55 Grapple, 54 sunder, 52 disarm) | F: +23, R: +24, W: +21 | Init: +9 | Perc: +31 DR 11/-

Vars fear save: 1d20 + 20 ⇒ (12) + 20 = 32

Vars will save: 1d20 + 16 ⇒ (20) + 16 = 36

Devin fort save: 1d20 + 20 ⇒ (12) + 20 = 32

Devin activates his heroism aura as a swift action. He then casts Sunbeam and blasts the Witch that hexed him.

touch attack: 1d20 + 14 ⇒ (10) + 14 = 24 damage: 15d6 ⇒ (2, 1, 3, 5, 1, 4, 1, 2, 6, 5, 4, 3, 3, 1, 2) = 43 They are clearly undead

He waits to see if he needs to use his quickened remove fear on anyone who fails the save.

Vars will then (after waiting for inspire courage to start) move over to the thrones and engage the one furthest west.

Since we decided to go in, Devin has already cast blessing of fervor and prayer.

power attack, heroism, prayer (+2 because of fate's favored trait), blessing for +2, staggering critical, inspire courage
damage: 1d20 + 42 ⇒ (13) + 42 = 55 damage: 1d8 + 38 + 1d6 ⇒ (7) + 38 + (3) = 48

Sovereign Court

BP 36/46 Spells 1 8/8 2 6/8 3 7/7 4 6/7 5 4/7 6 6/6 heroism, Triple Time, Darkvision
Vital:
HP 143/155; resist cold 5 AC 33(-)/15/24(-); R 19 F 15 W 16 (+4 sonic, Bardic, Lang); CMD 28; Init +4

1d20 + 14 + 2 ⇒ (20) + 14 + 2 = 36

Vuvu begins inspire Courage (+4 vs fear btw)

more coming

Grand Lodge

Trotter Male Halfling Venture-Captain 19

Seems like a good spot to bot Devin casting blessing of fervor. I'll go ahead and say that he does so for everyone's sake.

Trotter casts greater invisibility to (hopefully) prevent himself from being a target of one of their hexes and then moves a little off to the side.

Sovereign Court

BP 36/46 Spells 1 8/8 2 6/8 3 7/7 4 6/7 5 4/7 6 6/6 heroism, Triple Time, Darkvision
Vital:
HP 143/155; resist cold 5 AC 33(-)/15/24(-); R 19 F 15 W 16 (+4 sonic, Bardic, Lang); CMD 28; Init +4

Vuvu begins to summon his monkeys again.

I hate undead.

Sovereign Court

human(Taldan) CG Hillbilly18 | 238 of 264 (enraged: 310 of 336) {DR 4/-} | AC:18(T12/FF18) | CMB: 28(36), CMD: 35(33) | Fort21(25)/Ref16/Will14(17) | init+3 |Perception 22, SM 20 | move 35' | rage: 33/40, spells: 5/5 |
active stuff:
Adaptation, Unshakeable Resolve, Ring o' Blinking, GREATER Ring o' Inner Fortitude; Regen. (1hp/10 min)

(Devin's Aura of Courage just balances the Shaken condition leftover from Duhwoo's use of Headband of Unshakeable Resolve...)

now that he's inspired and blessed (he will take the extra attack option from Blessing of Fervor), Duh will rage, step 5', and Lunge at the western-most witch -- using Power Attack, Reckless Abandon, and "Come and Get Me":

first attack: 1d20 + 35 + 4 ⇒ (16) + 35 + 4 = 55
crit confirm check: 1d20 + 35 + 4 ⇒ (5) + 35 + 4 = 44
assuming AC 44 confirms, then 4d4 + 70 + 8 + 1d6 ⇒ (2, 1, 3, 1) + 70 + 8 + (6) = 91 points of damage

extra attack from Blessing of Fervor: 1d20 + 30 + 4 ⇒ (20) + 30 + 4 = 54
crit confirm check: 1d20 + 30 + 4 ⇒ (20) + 30 + 4 = 54
for 4d4 + 70 + 8 + 1d6 ⇒ (3, 4, 4, 1) + 70 + 8 + (3) = 93 points of damage

iterative #1: 1d20 + 25 + 4 ⇒ (11) + 25 + 4 = 40
if AC 40 hits, then 2d4 + 35 + 4 + 1d6 ⇒ (1, 4) + 35 + 4 + (6) = 50 points of damage

iterative #2: 1d20 + 20 + 4 ⇒ (11) + 20 + 4 = 35
in the unlikely case AC 35 somehow hits, then 2d4 + 35 + 4 + 1d6 ⇒ (1, 4) + 35 + 4 + (6) = 50 points of damage

iterative #3: 1d20 + 15 + 4 ⇒ (5) + 15 + 4 = 24 I'll assume that misses...

(these are not melee types, so I doubt there will be any CaGM AoOs -- let me know if you need 'em rolled!)

Grand Lodge

Trotter, I'll assume Devin already cast his BoF/prayer before teleporting in.

Duhwoo, you can roll your CAGM AoOs.

Ref vs Sunbeam, DC 25: 1d20 + 14 ⇒ (15) + 14 = 29
The third crone dodges most of the ray.

The first crone is brought down by the successive attacks of Vars, then Duhwoo. She's quickly decapitated by the barbarian, and her head is sent flying!

Duhwoo redirects his third and fourth attacks at the second crone, which ends up being slightly wounded.

Initiative - round 1 - bold may act
1. The Crone Queens
2. Vuvu, Avoreal, Duhwoo, Vars, Trotter, Devin

Ice Tomb damage: 3d8 ⇒ (5, 3, 6) = 14 halved = 7 cold damage for Devin (and Avoreal if she makes her save).

The Exchange

Female CN Elf Wizard (Transmutation) 20.0 HP 182/182(+5) | AC 43 | T 23 | FF 38 | CMD 33(FoM) | Fort +19 | Ref +20 | Will +21(+2 vs Ench) | Init +12 | Perc +24 | Images

Fort: 1d20 + 15 ⇒ (8) + 15 = 23 Looks like Avoreal is out of the fight.. Coincidentally her ring makes her immune to paralysis, but not unconscious so i suppose she's a heap on the floor.

Forgot abt fear.. No that it matters..

Grand Lodge

Seeing Avoreal being entombed in an ice coffin, the three remaining crones continue to rely on their hexes to defeat you!

The second one curses Vars with Ice Tomb. Fort DC 24 or be paralysed and unconscious inside an ice block. A successful Fort save also halves the Cold damage: 3d8 ⇒ (5, 1, 4) = 10.

The third one uses the same hex against Vuvu Same as above, with Cold damage: 3d8 ⇒ (5, 6, 6) = 17.

The last one uses the same hex against Duhwoo. Same as above, with Cold damage: 3d8 ⇒ (2, 1, 7) = 10.

Initiative - round 2 - bold may act
1. The Crone Queens
2. Vuvu, Duhwoo, Vars, Trotter, Devin, Avoreal

Sovereign Court

BP 36/46 Spells 1 8/8 2 6/8 3 7/7 4 6/7 5 4/7 6 6/6 heroism, Triple Time, Darkvision
Vital:
HP 143/155; resist cold 5 AC 33(-)/15/24(-); R 19 F 15 W 16 (+4 sonic, Bardic, Lang); CMD 28; Init +4

I am invisible, do they have a method of seeing me?

1d20 + 12 + 2 ⇒ (13) + 12 + 2 = 27 in case they do

Sovereign Court

male human | HP: 213/213 | AC: 48 (21 Tch, 44 Fl) | CMB: +27, CMD: 48 (55 Grapple, 54 sunder, 52 disarm) | F: +23, R: +24, W: +21 | Init: +9 | Perc: +31 DR 11/-

fort save: 1d20 + 22 ⇒ (8) + 22 = 30

Vars will chop away at the once facing him.

power attack, inspire courage, blessing of fervor for extra attack, heroism, prayer, staggering critical
to hit: 1d20 + 40 ⇒ (20) + 40 = 60 damage: 1d8 + 38 + 1d6 ⇒ (6) + 38 + (6) = 50
to hit: 1d20 + 40 ⇒ (14) + 40 = 54 damage: 1d8 + 38 + 1d6 ⇒ (8) + 38 + (3) = 49
to hit: 1d20 + 35 ⇒ (18) + 35 = 53 damage: 1d8 + 38 + 1d6 ⇒ (4) + 38 + (1) = 43
to hit: 1d20 + 30 ⇒ (7) + 30 = 37 damage: 1d8 + 38 + 1d6 ⇒ (7) + 38 + (1) = 46
to hit: 1d20 + 25 ⇒ (5) + 25 = 30 damage: 1d8 + 38 + 1d6 ⇒ (6) + 38 + (1) = 45

to confirm: 1d20 + 40 ⇒ (14) + 40 = 54 damage: 2d8 + 76 ⇒ (6, 6) + 76 = 88
to confirm: 1d20 + 40 ⇒ (12) + 40 = 52 damage: 2d8 + 76 ⇒ (3, 4) + 76 = 83

While I imagine it is possible that the target survived to be staggered for 2 rounds, I feel it to be unlikely.

Devin will take another shot with Sunbeam at the target furthest to the east.

touch attack: 1d20 + 18 ⇒ (19) + 18 = 37 damage: 15d6 ⇒ (2, 2, 2, 4, 6, 6, 5, 5, 2, 6, 6, 1, 5, 3, 3) = 58 DC 25 Ref for 1/2

He will also lay a quickened dispel magic on Avoreal to see if that wakes her from the hex.

caster level: 1d20 + 15 ⇒ (11) + 15 = 26

Honestly have no idea if dispel magic will end a hex

The Exchange

Female CN Elf Wizard (Transmutation) 20.0 HP 182/182(+5) | AC 43 | T 23 | FF 38 | CMD 33(FoM) | Fort +19 | Ref +20 | Will +21(+2 vs Ench) | Init +12 | Perc +24 | Images

That particular one is an SU so i dont think it would. If it was a SP that id say so.. Not sure, just opinion.

On another note her Contingency Heal is set to go off if she is ever disabled or unconscious. Now i meant this to work for unconscious from damage, so im not sure how that works.. If it does pop I dont think it would revive her though. It doesn't say removes unconscious in the spell description.

EDIT: I found this sentence under Supernatural Ablities: A supernatural ability's effect cannot be dispelled and is not subject to counterspells.

With that id say it's clearcut on the dispel not working. Thanks for the effort though!

Grand Lodge

Vuvu, they do have a way of seeing you, yes.

Thanks for looking it up Avoreal. That would have been my first thought as well. As for the heal, I think it will go off despite the lack of damage (except the 3d8).

Vars, I took the liberty to have you make a 5-ft step so that you can finish your full attack on the third crone. Doing so will allow you to kill both the second and third ones.

Vars steps forward and slays two of the angry undead crones!

Ref DC 25: 1d20 + 14 ⇒ (1) + 14 = 15
Devin's ray incinerates the last crone, leaving her weakened. With all your joint might, you have no trouble defeating her once and for all.

End combat.

With the last of the four vivid crones gone, you can search the cavern at your leisure. In the southern corner of the room is a small table and two chairs. A brass samovar—a traditional Russian tea urn—sits upon the table, beside a silver platter containing a complete silver tea service for eight. The matryoshka doll reminds you: "Cut out their heart! Put them in the samovar!" with a maddened and impatient voice. The eight remaining crone queens are unable to stop you from doing so, at most weakly raising their arms or moving their heads to glare at you with icy hatred as their frozen hearts are cut out of their chests. Once they're all put inside the teapot atop the samovar, reality melts around you and you find yourselves back to the sacred pool in Grandmother’s Cauldron.

The matryoshka doll croaks again. "Now fill the samovar with water from the sacred pool, heat it to boiling and steep the hearts in the water, then pour the brew over the doll. Quick!" Executing her orders to the letter has the effect of cracking the doll once again, revealing the last doll inside.

"ALMOST FREE!" shouts the voice, now completely unrestrained. She proceeds to scold you like a misbehaving child. "You have been so slow that a flail snail would have acted quicker than you! Are you really looking to gain my favors in the name of your pathetic Society? What a mess you've made. Lowering your guard like that and allowing you to be trapped into an Ice Tomb? What were you thinking... Fools, the lot of you. If you make such mistakes, you'll never beat my daughter Elvanna." The voice remains silent for a moment. "Although you did succeed. Maybe not everything's lost yet. Receive my boon, mortals!"

As she speaks those words, you find that you're being empowered beyond compare. Baba Yaga's fourth boon grants you a +2 inherent bonus to one ability score of your choice until the end of the adventure.

With the final layer of the matryoshka doll removed, Vigliv appears one final time from the trunk of her tree.

"The fate, the power, the death, and the life of Baba Yaga, all have you claimed. Only one thing remains for you to break her free from her prison and save your world: her blood, which flows through the veins of the ruling queen of Irrisen, her daughter Elvanna. Elvanna’s blood is her birthright, handed down from her mother, and represents both Baba Yaga’s and Elvanna’s burning desire to rule their fates and those of others. It is only with Elvanna’s blood, returned to her mother, that you can save your world from the eternal winter that threatens it.

"Even now, Elvanna has sequestered herself in Baba Yaga’s inner sanctum, here in the Dancing Hut, where Baba Yaga formulated her most potent spells and executed her most glorious triumphs, and where Elvanna now works her greatest ritual to cement her power, conquer your world, and supplant her own mother as Queen of Witches. Now you must go to this sanctum and face Queen Elvanna before she can finish her ritual. But beware, for time is running short, and Elvanna is truly her mother’s daughter. Her will to power is as strong as the blood in her veins, and she will not give up her desires easily. Heed the guidance of Baba Yaga, however, and you may yet win the day, freeing her and saving your world."

Vigliv nods benevolently. "Before we part, I have a final gift, for this is the last time we meet. Take this golden thread. I have harvested from the excess of your own threads of fate, which have grown long and densely plied as you have pursued your quest to free Baba Yaga and save your world."

Powers of the Threads of Fate:
Each PC may cut his (and only his) harvested thread once as an immediate action to change his fate as desired from the possibilities below. This is a supernatural ability and does not provoke an attack of opportunity. Anyone else cutting the thread has no effect. Once a thread has been cut, it loses its golden luster and becomes nonmagical. Cutting these excess threads does not harm the PCs in any way.

Cutting the Threads of Fate
When a PC cuts his thread of fate, he can choose one the following benefits, which takes place immediately.
• The PC can reroll one saving throw, attack roll, skill check, or ability check and take the higher of the two rolls.
• The PC gains an extra standard action on his turn for 1 round, even to cast a second spell if so chosen.
• The PC can change his place in the initiative order one time to the position of his choice.
• The PC gains a +10 luck bonus on one roll of his choice or to his AC for 1 round.
• All of the PCs’ current wounds are completely healed.
• All conditions currently affecting the PC are removed.
• The PC can recall up to 12 levels of spells that have already been cast or spell slots that have been used, restoring them to the character’s mind, just as if they had not been cast. For example, a character could recall one 9th-level spell and one 3rd-level spell, or three 4th level spells, or any combination of spells, provided the total number of spell levels does not exceed 12.

When Vigliv departs, Baba Yaga speaks again, taking a more conciliatory tone with you. "I may have been harsh before, which was not directed against you. You are indeed worthy of being my champions in this eleventh hour. You need to make haste, for Elvanna is already in my inner sanctum working on her ritual, and she is close to finishing it. Rest swiftly, we'll be leaving soon."

In other words you have time to rest to regain your strength, though you have only one night of rest (for contingency matters and the like). Feel free to tell me which buffs you're casting after that night of rest and before leaving Grandmother's Cauldron.

Sovereign Court

BP 36/46 Spells 1 8/8 2 6/8 3 7/7 4 6/7 5 4/7 6 6/6 heroism, Triple Time, Darkvision
Vital:
HP 143/155; resist cold 5 AC 33(-)/15/24(-); R 19 F 15 W 16 (+4 sonic, Bardic, Lang); CMD 28; Init +4

ill buff my CHA, and once again the monkeys show up just in time to play with Duhwoo. I think Mad Monkeys are the most powerful spell in the game, every time i cast them the combat ends before they arrive.

Sovereign Court

BP 36/46 Spells 1 8/8 2 6/8 3 7/7 4 6/7 5 4/7 6 6/6 heroism, Triple Time, Darkvision
Vital:
HP 143/155; resist cold 5 AC 33(-)/15/24(-); R 19 F 15 W 16 (+4 sonic, Bardic, Lang); CMD 28; Init +4

Vuvu offers a flowery thank you to Baba Yaga, then conjures a harp and plays

1d20 + 38 ⇒ (8) + 38 = 46 string

Sovereign Court

male human | HP: 213/213 | AC: 48 (21 Tch, 44 Fl) | CMB: +27, CMD: 48 (55 Grapple, 54 sunder, 52 disarm) | F: +23, R: +24, W: +21 | Init: +9 | Perc: +31 DR 11/-

Vars will buff his strength.

Grand Lodge

Trotter Male Halfling Venture-Captain 19

After a good night's rest Trotter recasts detect scrying.

Grand Lodge

Moving onwards since we're getting close to the end. Feel free to announce what spells you pick in your next post if you haven't done so already (Avoreal, Devin).

The following morning, you wake up refreshed and ready to face that final challenge. Following Baba Yaga's instructions, you step forward in a narrow path and find yourselves standing in the midst of a lonely, frigid steppe with a bitter wind howling out of the north. The sky is an endless leaden, overcast dome above a brown plain of frozen mud and dry grass. The matryoshka doll speaks again.

"This demiplane mimics my homeland in southern Russia -on a far away planet called Earth- where I found an ancient burial mound called a kurgan and took it as my abode in the time before she constructed my Dancing Hut. Later, I transported that kurgan inside my hut to serve as my inner sanctum. Whatever way you choose and by whatever means you travel, you'll reach the Kurgan in one day. Beware, for Elvanna has undoubtedly already been here and has likely turned my guardians against me. Finally, at least one naive creature of the frigi steppes inhabits this demiplane. It never previously inconvenienced me, so I never bothered to hunt it down, but you should be wary nonetheless."

The path is long in the freezing steppes, and eventually night falls before you reach the Kurgan. As the sun sinks to the horizon, you hear a dreadful howl that sends shivers down your spines. The more learned among you are able to tell that it comes from a wendigo. Beings of ancient evil, wendigos haunt the minds of mortals, driving them to desperation and, ultimately, cannibalistic madness. They enjoy whittling down prey before they strike, trailing victims for days, even weeks, while plaguing their journeys with nightmares and foul weather.

Are you going to set camp for the night, or press on towards the Kurgan?

Sovereign Court

male human | HP: 213/213 | AC: 48 (21 Tch, 44 Fl) | CMB: +27, CMD: 48 (55 Grapple, 54 sunder, 52 disarm) | F: +23, R: +24, W: +21 | Init: +9 | Perc: +31 DR 11/-

Seems to me like we're in a bit of a hurry, so no time to camp.

Sovereign Court

BP 36/46 Spells 1 8/8 2 6/8 3 7/7 4 6/7 5 4/7 6 6/6 heroism, Triple Time, Darkvision
Vital:
HP 143/155; resist cold 5 AC 33(-)/15/24(-); R 19 F 15 W 16 (+4 sonic, Bardic, Lang); CMD 28; Init +4

ye[ continue

Grand Lodge

Trotter Male Halfling Venture-Captain 19

Trotter presses on with the rest of the group!

Wendigos are nasty. IIRC one of their abilities works over hundreds of feet or something ridiculous so they can start affecting you before you see them. Unless I'm thinking of a different creature.

Sovereign Court

male human | HP: 213/213 | AC: 48 (21 Tch, 44 Fl) | CMB: +27, CMD: 48 (55 Grapple, 54 sunder, 52 disarm) | F: +23, R: +24, W: +21 | Init: +9 | Perc: +31 DR 11/-

Yes, Wendigos are plain nasty. Their howl is pure bad news.

Sovereign Court

human(Taldan) CG Hillbilly18 | 238 of 264 (enraged: 310 of 336) {DR 4/-} | AC:18(T12/FF18) | CMB: 28(36), CMD: 35(33) | Fort21(25)/Ref16/Will14(17) | init+3 |Perception 22, SM 20 | move 35' | rage: 33/40, spells: 5/5 |
active stuff:
Adaptation, Unshakeable Resolve, Ring o' Blinking, GREATER Ring o' Inner Fortitude; Regen. (1hp/10 min)

is this one of those rare situations where dispersal is better than concentration of force? In the frozen steppes, we can all be a quarter-mile (perhaps even half-a-mile) apart and still see each other: suppose the wendigo reveals itself taking out one member of the party -- the others are unaffected and can react to destroy the foe. I don't know enough about wendigo to make that call...

Sovereign Court

male human | HP: 213/213 | AC: 48 (21 Tch, 44 Fl) | CMB: +27, CMD: 48 (55 Grapple, 54 sunder, 52 disarm) | F: +23, R: +24, W: +21 | Init: +9 | Perc: +31 DR 11/-

Considering we have a cleric along and 2 bards who can countersong, I think I would prefer we stick together.

The Exchange

Female CN Elf Wizard (Transmutation) 20.0 HP 182/182(+5) | AC 43 | T 23 | FF 38 | CMD 33(FoM) | Fort +19 | Ref +20 | Will +21(+2 vs Ench) | Init +12 | Perc +24 | Images

Avoreal will ask the doll how far it is to the Kurgan so she has an idea when to cast her shorter duration spells(10 mins/level extended)..

Know Planes Wendigo: 1d20 + 33 ⇒ (6) + 33 = 39

Talking at the doll again. "Do you happen to remember what all guardians that you had in place and are now possibly against us?"

Sovereign Court

human(Taldan) CG Hillbilly18 | 238 of 264 (enraged: 310 of 336) {DR 4/-} | AC:18(T12/FF18) | CMB: 28(36), CMD: 35(33) | Fort21(25)/Ref16/Will14(17) | init+3 |Perception 22, SM 20 | move 35' | rage: 33/40, spells: 5/5 |
active stuff:
Adaptation, Unshakeable Resolve, Ring o' Blinking, GREATER Ring o' Inner Fortitude; Regen. (1hp/10 min)

Duhwoo will take the +2 boon on ST...

no standing buffs for Duhwoo...

when the party gets underway, he'll stash his cloak and don the wings! He loves flying around:

Duhwoo's Fly check: 1d20 + 6 ⇒ (13) + 6 = 19

...and he's getting good enough that he tries to play with Avoreal while she's flying along, trying to practice aerobatics and the like. He averages 100' altitude; he keeps a Message cantrip going between himself and both Vars and Avoreal -- he breaks the spell periodically with his flying, but he always renews it right away...

I should remember that I'm effectively -4 on saves while flying -- but you might have to remind me...

Grand Lodge

The doll remains as silent as a tomb since you left the place where you appeared, but from your estimation you've done about two thirds of the way already.

Three bits of information on the Wendigo, Avoreal.

The general consensus being to push forward, you endeavor doing so. The night hours are long and harrowing, but you finally arrive in sight of the Witch's Kurgan at dawn. Rising from the bleak plain like a beacon stands a huge earthen mound. It is clearly artificial, protruding prominently from the otherwise flat steppe, but it is just as obviously thousands of years old, as its contours are the natural result of long years of wind and rains, and the brown grasses of the steppe grow in an unbroken blanket over its sides. A low, dark entrance, little more than a cave opening, leads into the mound near the bottom on the south face, framed by two mammoth tusks. Two squat, lichen-covered female statues flank this opening, but the details of whatever they once depicted have long since been erased by the years.

The Witch Queen's Kurgan - Map

I'll wait until everyone has cast short-term buffs they want to cast before moving on.

Sovereign Court

male human | HP: 213/213 | AC: 48 (21 Tch, 44 Fl) | CMB: +27, CMD: 48 (55 Grapple, 54 sunder, 52 disarm) | F: +23, R: +24, W: +21 | Init: +9 | Perc: +31 DR 11/-

Search for traps I suppose.

perception: 1d20 + 29 ⇒ (3) + 29 = 32 not likely

he will head on in unless someone finds something suspicious and mentions it.

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