Variel's Reign of Winter

Game Master Neltji

loot list second page

combat map update


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AC 19/11/18 (12/t11/ff11) ; hp 63/63; saves: F 5 R 4 W 9; bab 4, melee 4, ranged 5; CMB 4, CMD 15; speed 30; init +5; aasimar (peri-blooded) Witch (winter)-5/Winter Witch-4
skills:
Acro 2, appr 5, bluff 3, diplo 6, fly 12, heal 5, intim 7, Kn arcane 16(17), know planes 10, know history 10, know nature 10, kn local 9, ling 9, perc 14, sm 3, splcrft 16(17), stealth 1, UMD 11/+2 hut

marine=assume?


imagine. Tried typing during the NBA finals game. Oops


F 8 R 11 W 9 | hp 103/103 | Init +7 | Perc +20, +1 vs traps | Effects: Endure elements (vs. cold), Fly, Shield, Greater Darkvision Female Elf Rogue 3/Evoker (Admixture) 3/Arcane Trickster 8 | AC 23, T 14, F 20, CMD 19 |

"Ugh. Wait here while I check ahead. Unless we can, I mean, want to explore elsewhere first." There's a definite hopeful glint in her enormous eyes as she says this...


Roll20 / Male half-orc investigator (empiricist) 1/swashbuckler (inspired blade) 1 // Init +3; Senses darkvision 60 ft.; Perception +7 / AC 19, touch 14, flat-footed 15 (+5 armor, +3 Dex, +1 dodge) / hp 22/22 / Fort +5, Ref +10, Will +6

"You intend to get in there Lara?!" - Helgash inquires - "I cannot agree to that - it is simply too risky. If necessary I will." - the Paladin puts a hand on the scout's shoulder and nods at his companion, showing he is adamant about this - "But let us explore the shaft upwards first?"


I think she meant upwards Helgash. I am at work and will update once I get home but Duardlara if you get a chance please roll a stealth and perception please.


F 8 R 11 W 9 | hp 103/103 | Init +7 | Perc +20, +1 vs traps | Effects: Endure elements (vs. cold), Fly, Shield, Greater Darkvision Female Elf Rogue 3/Evoker (Admixture) 3/Arcane Trickster 8 | AC 23, T 14, F 20, CMD 19 |

Yes, she could see all she cared to see on the downward spiral.

Perception: 1d20 + 16 ⇒ (5) + 16 = 21 +1 vs. traps

Stealth: 1d20 + 18 ⇒ (19) + 18 = 37


Male Half-Orc Magus (inactive)

Orgar will follow Duardlara up the upward spiral.
From a bit of a distance, within eye sight.
But not so close his own lack of stealth will mess things up for her.

perception: 1d20 + 5 ⇒ (16) + 5 = 21
stealth: 1d20 + 5 ⇒ (15) + 5 = 20


Climbing up the deep, black pit you find yourself in a rectangular chamber, hewn by hand from the surrounding stone. Rows of rusted iron manacles hang along the room's walls, their chains hammered deep into the stone. A rack along the east wall holds numerous cruel-looking torture implements. A narrow chimney with iron climbing rungs
set in the wall is situated to the northwest.

perception 1d20 + 12 ⇒ (4) + 12 = 16

3 creatures, like some miniscule wicked old men wearing steel toed boots, red hats and carrying scythes, roam the room inspecting the manacles and occasionally taking a lick off of them to taste the blood. Finding it satisfactory it takes off its hat and rubs the blood upon it.

know nature DC 16:

These fey are redcaps and are quite the vicious creatures. Each 5 above nets you a bit of info.

Duardlara you are certain you are not seen nor heard.


F 8 R 11 W 9 | hp 103/103 | Init +7 | Perc +20, +1 vs traps | Effects: Endure elements (vs. cold), Fly, Shield, Greater Darkvision Female Elf Rogue 3/Evoker (Admixture) 3/Arcane Trickster 8 | AC 23, T 14, F 20, CMD 19 |

Knowledge (nature): 1d20 + 9 ⇒ (7) + 9 = 16

Duardlara eases back down the stars, signaling to the other scouts to return below.

Stealth: 1d20 + 18 ⇒ (9) + 18 = 27

Upon reaching the chamber below, she motions the others back from the pit before sharing quietly, "Three of the viscous fey known as redcaps. I'm drawing a blank on more than their basic nature. Have you heard of them?" She describes them in as much detail as she can in hopes to jog someone's memory.


Human Fighter14HP97/112 Init+6,Per+14,F13R8W10 AC20T12FF17

Don't know a thing about fey


Male Half-Orc Magus (inactive)

"Nor I"


Male Human Cleric (Sarenrae) 13 / Sorcerer 1 - HP 49/95 - AC 25/T: 13/FF:24 - Perception +16 - F: +12*/ R: +8*/ W: +15* - CMB: +9 - CMD: 21, Speed: 30, Init. +1

"Sadly, that was not one of my fields of study," says Cynehelm.


AC 19/11/18 (12/t11/ff11) ; hp 63/63; saves: F 5 R 4 W 9; bab 4, melee 4, ranged 5; CMB 4, CMD 15; speed 30; init +5; aasimar (peri-blooded) Witch (winter)-5/Winter Witch-4
skills:
Acro 2, appr 5, bluff 3, diplo 6, fly 12, heal 5, intim 7, Kn arcane 16(17), know planes 10, know history 10, know nature 10, kn local 9, ling 9, perc 14, sm 3, splcrft 16(17), stealth 1, UMD 11/+2 hut

know nature: 1d20 + 10 ⇒ (19) + 10 = 29

"THese are indeed redcaps... vicious little feys... "

how about immunities/resistances, vulnerabilities


Weaknesses: Irreligious (Ex) Bitter and blasphemous, redcaps cannot stand the symbols of good-aligned religions. If a foe spends a standard action presenting such a holy symbol, any redcap that can see the creature must make a DC 15 Will save or become frightened for 1 minute and attempt to flee. A redcap who successfully saves is shaken for 1 minute.

Dr 10/ cold iron


AC 19/11/18 (12/t11/ff11) ; hp 63/63; saves: F 5 R 4 W 9; bab 4, melee 4, ranged 5; CMB 4, CMD 15; speed 30; init +5; aasimar (peri-blooded) Witch (winter)-5/Winter Witch-4
skills:
Acro 2, appr 5, bluff 3, diplo 6, fly 12, heal 5, intim 7, Kn arcane 16(17), know planes 10, know history 10, know nature 10, kn local 9, ling 9, perc 14, sm 3, splcrft 16(17), stealth 1, UMD 11/+2 hut

Venja informs her friends of what she knows about redcaps with a quick and concise statement of their weaknesses and damage resistance.

She pulls out her crossbow and a cold iron bolt. "I only have 10 of these, so if someone who has a better chance of using this accurately wants to use it and the bolts, you are welcome to use it... or we could just go a different way.. if there is one."


Human Fighter14HP97/112 Init+6,Per+14,F13R8W10 AC20T12FF17

I have thirteen cold iron arrows left


F 8 R 11 W 9 | hp 103/103 | Init +7 | Perc +20, +1 vs traps | Effects: Endure elements (vs. cold), Fly, Shield, Greater Darkvision Female Elf Rogue 3/Evoker (Admixture) 3/Arcane Trickster 8 | AC 23, T 14, F 20, CMD 19 |

"I don't know if there's a reason to go through there at all. There's a ladder, but I don't know where it goes. Their little room is literally a torture chamber, but they currently have no prisoners." She rubs her temples for a moment. "I don't know that we have a reason to fight them, especially with limited resources. I have no cold iron at hand and few spells."

She tries to think of what other paths are yet to be explored down here.


Human Fighter14HP97/112 Init+6,Per+14,F13R8W10 AC20T12FF17

Backing off for now is fine with me.


AC 19/11/18 (12/t11/ff11) ; hp 63/63; saves: F 5 R 4 W 9; bab 4, melee 4, ranged 5; CMB 4, CMD 15; speed 30; init +5; aasimar (peri-blooded) Witch (winter)-5/Winter Witch-4
skills:
Acro 2, appr 5, bluff 3, diplo 6, fly 12, heal 5, intim 7, Kn arcane 16(17), know planes 10, know history 10, know nature 10, kn local 9, ling 9, perc 14, sm 3, splcrft 16(17), stealth 1, UMD 11/+2 hut

"Fine with me... sounds like a fight we don't need."


2 doors and another path in the temple otherwise you can back track a ways to take 2 other hallways.


F 8 R 11 W 9 | hp 103/103 | Init +7 | Perc +20, +1 vs traps | Effects: Endure elements (vs. cold), Fly, Shield, Greater Darkvision Female Elf Rogue 3/Evoker (Admixture) 3/Arcane Trickster 8 | AC 23, T 14, F 20, CMD 19 |

We back up, locking doors as we pass back through them. The locals probably don't like the little homicidal maniacs, either. That's saying something from a temple of hags.


Male Half-Orc Magus (inactive)

"Works for me too. I think we'll all be needing some sleep before long anyway."

Read: I've used up a number of my day's spells already.


Still wondering how far back are you going? Temple or further back?


Human Fighter14HP97/112 Init+6,Per+14,F13R8W10 AC20T12FF17

Back track a ways to the other two hallways


Male Half-Orc Magus (inactive)

sounds good to me


F 8 R 11 W 9 | hp 103/103 | Init +7 | Perc +20, +1 vs traps | Effects: Endure elements (vs. cold), Fly, Shield, Greater Darkvision Female Elf Rogue 3/Evoker (Admixture) 3/Arcane Trickster 8 | AC 23, T 14, F 20, CMD 19 |

D'lara is indifferent, so that's fine for her.


Male Human Cleric (Sarenrae) 13 / Sorcerer 1 - HP 49/95 - AC 25/T: 13/FF:24 - Perception +16 - F: +12*/ R: +8*/ W: +15* - CMB: +9 - CMD: 21, Speed: 30, Init. +1

I gotta admit that I'm totally confused by where we are, the layout and our goals.


Human Fighter14HP97/112 Init+6,Per+14,F13R8W10 AC20T12FF17

10 Kill things
20 Take stuff
30 Goto 10


This map is designed that way intentionally. I will give you a map later tonight once I get off work with an update of your path.


Roll20 / Male half-orc investigator (empiricist) 1/swashbuckler (inspired blade) 1 // Init +3; Senses darkvision 60 ft.; Perception +7 / AC 19, touch 14, flat-footed 15 (+5 armor, +3 Dex, +1 dodge) / hp 22/22 / Fort +5, Ref +10, Will +6

"There will be chance for a rest friend Orgar - let us press forward for some more time though" - Helgash nods at his companion - "Agreed?"


Male Half-Orc Magus (inactive)

"Fair enough"


Moving back al ong ways from which you came you arrive at the junction of 4 hallways. 1 you are coming back from and 1 you previously came down from Caigrial's home. taking the path on the left you travel about 60 feet through carved rock with depictions of the sun rising on the horizon, trees blooming and flowers blossoming. Before you even reach the end of the passageway you can see a harsh bright light coming up ahead. Moving closer you can tell that it is not daylight, it is even brighter than that. You stop about 15 feet away and can feel the light burning into you. Any closer an you think it may even start to harm you.


map update


Human Fighter14HP97/112 Init+6,Per+14,F13R8W10 AC20T12FF17

Some kind of fire magic going on here?


Male Half-Orc Magus (inactive)

"Let's have a look"

Orgar checks to see if there's any magic about:
« აღმოაჩინე ჯადოსნური » . . "detect magic", in draconic


The entire room radiates magic focused on the center of the floor.


Human Fighter14HP97/112 Init+6,Per+14,F13R8W10 AC20T12FF17

Well I dunno. I don't want to get burned up unless someone can protect us from fire


This magic is not like anything you have experienced before although you don't think you will catch fire or be burned because of it.


Male Half-Orc Magus (inactive)

"Magic must be commonplace around here."


Roll20 / Male half-orc investigator (empiricist) 1/swashbuckler (inspired blade) 1 // Init +3; Senses darkvision 60 ft.; Perception +7 / AC 19, touch 14, flat-footed 15 (+5 armor, +3 Dex, +1 dodge) / hp 22/22 / Fort +5, Ref +10, Will +6

"We need to explore this area Jetro..." - Helgash stares intently into the burning light.

Using Detect Evil.

"I will go"

Waiting for feedback from Variel as to whether there is Evil or not. But Helgash will slowly begin moving forward.


AC 19/11/18 (12/t11/ff11) ; hp 63/63; saves: F 5 R 4 W 9; bab 4, melee 4, ranged 5; CMB 4, CMD 15; speed 30; init +5; aasimar (peri-blooded) Witch (winter)-5/Winter Witch-4
skills:
Acro 2, appr 5, bluff 3, diplo 6, fly 12, heal 5, intim 7, Kn arcane 16(17), know planes 10, know history 10, know nature 10, kn local 9, ling 9, perc 14, sm 3, splcrft 16(17), stealth 1, UMD 11/+2 hut

Venja hangs back a bit, but close enough hopefully to provide whatever aid she can to Helgash. maybe 15' back from the paladin?


Human Fighter14HP97/112 Init+6,Per+14,F13R8W10 AC20T12FF17

Jetro covers Helgash and backs up Venja.


Helgash you detect evil in the area but not from the light per. Moving forward Helgash is just a silhouette against the harshness of the light before him. As he steps into the room proper he pauses momentarily...

Fort save D.C. 15 please Helgash


Roll20 / Male half-orc investigator (empiricist) 1/swashbuckler (inspired blade) 1 // Init +3; Senses darkvision 60 ft.; Perception +7 / AC 19, touch 14, flat-footed 15 (+5 armor, +3 Dex, +1 dodge) / hp 22/22 / Fort +5, Ref +10, Will +6

Fort: 1d20 + 11 ⇒ (4) + 11 = 15

Eeeeeeeeesh....


Helgash you feel as if the light intensifies to such a degree that you can not help but feel explosions in the back of your eyes. However your god is with and strengthens you allowing you just enough grace to suppress the affects of the harsh bright light. Inside the room you can now tell that the light is emanating from a spot on the floor about 15 inches in diameter.

Helgash:

You also here voices and whispers of someone or something begging you in a high pitched voice for you to please hurry.


Roll20 / Male half-orc investigator (empiricist) 1/swashbuckler (inspired blade) 1 // Init +3; Senses darkvision 60 ft.; Perception +7 / AC 19, touch 14, flat-footed 15 (+5 armor, +3 Dex, +1 dodge) / hp 22/22 / Fort +5, Ref +10, Will +6

Variel:

Helgash presses forward until he reaches the spot on the floor.

Do I recognize the voices?

"Stay back friends!" - the Paladin warns the others.


Human Fighter14HP97/112 Init+6,Per+14,F13R8W10 AC20T12FF17

Jetro halts where he is.


AC 19/11/18 (12/t11/ff11) ; hp 63/63; saves: F 5 R 4 W 9; bab 4, melee 4, ranged 5; CMB 4, CMD 15; speed 30; init +5; aasimar (peri-blooded) Witch (winter)-5/Winter Witch-4
skills:
Acro 2, appr 5, bluff 3, diplo 6, fly 12, heal 5, intim 7, Kn arcane 16(17), know planes 10, know history 10, know nature 10, kn local 9, ling 9, perc 14, sm 3, splcrft 16(17), stealth 1, UMD 11/+2 hut

Venja also pauses and waits for Helgash to investigate alone... "Be cautious, Helgash... we are right here if you need us."


Male Half-Orc Magus (inactive)

Orgar stays where he is, but readies his bow. Just in case.


Helgash you do not recognize the voices but you can make out the sounds of glee. Unseen assailants strike at you as you approach the center of the room.

dagger strike vs flat footed 1d20 + 9 + 2 ⇒ (14) + 9 + 2 = 25 for 1d4 + 2 ⇒ (4) + 2 = 6
dagger strike vs flat footed 1d20 + 9 + 2 ⇒ (7) + 9 + 2 = 18 for 1d4 + 2 ⇒ (2) + 2 = 4
dagger strike vs flat footed 1d20 + 9 + 2 ⇒ (7) + 9 + 2 = 18 for 1d4 + 2 ⇒ (1) + 2 = 3
dagger strike vs flat footed 1d20 + 9 + 2 ⇒ (17) + 9 + 2 = 28 for 1d4 + 2 ⇒ (4) + 2 = 6

2 of the daggers strike you from what feels like every direction.

Helgash:
I need 2 fort saves please

init:

Orgar 1d20 + 5 ⇒ (5) + 5 = 10
Cynehelm 1d20 + 1 ⇒ (9) + 1 = 10
Helgash 1d20 + 2 ⇒ (2) + 2 = 4
Jetro 1d20 + 6 ⇒ (13) + 6 = 19
Duardlara 1d20 + 8 ⇒ (3) + 8 = 11
Venja 1d20 + 5 ⇒ (5) + 5 = 10

things 1d20 + 5 ⇒ (20) + 5 = 25

dagger strike vs flat footed 1d20 + 9 + 2 ⇒ (19) + 9 + 2 = 30 for 1d4 + 2 ⇒ (1) + 2 = 3
crit chance 1d20 + 9 + 2 ⇒ (5) + 9 + 2 = 16 for 1d4 + 2 ⇒ (3) + 2 = 5
dagger strike vs flat footed 1d20 + 9 + 2 ⇒ (13) + 9 + 2 = 24 for 1d4 + 2 ⇒ (3) + 2 = 5
dagger strike vs flat footed 1d20 + 9 + 2 ⇒ (18) + 9 + 2 = 29 for 1d4 + 2 ⇒ (1) + 2 = 3
dagger strike vs flat footed 1d20 + 9 + 2 ⇒ (3) + 9 + 2 = 14 for 1d4 + 2 ⇒ (3) + 2 = 5

3 daggers hit again. Each one does not do much damage but added up they can be telling.

Helgash:
need 1 more fort save again please.

Good guys up.

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