Adventure Path Reign of Winter

Game Master Almonihah

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Male Shapeshifting Griffon RoW maps Technomancer 20 | LP Maps

Just say when you're teleporting in and where you're going. :D


I have returned!

However, it seems I’ll get four days a week with time to post, Thurs to sun.

Still, I’ll start reading to catch up. I plan on doing only two games at the moment, this one and one I’ll run over the four days per week. Though from the look of things, it’ll take the whole week for me to catch up. :)


Yea! All caught up.

Since I’ll only be around 4 days of the week, two of which seem to see no activity, I’ll let you guys decide if you want to leave me on the sidelines. I won’t be offended if you do.

Otherwise, I’ll need to know if Selena finished designing her spell. This might be a useful test for it.


Male Shapeshifting Griffon RoW maps Technomancer 20 | LP Maps

The snowball scout spell? Yeah, she could be done by now.

I'd be fine with you coming back. What does everyone think?

Grand Lodge

Male Elf Ranger 6th / Zen Archer 4th / Shadowdancer 2nd / Slayer 2nd | HP:139/139 | AC:25 T:25 FF:17 | CMB:15 CMD:34 | Saves F:+17 R:+23 W:+13 (+2 vs enchantments) | Init:+10 | Per: +21| Darkvision 60’ | Movement 40’ | Gravity Bow (x1) Blend (x1)

Fine by me…


[Init +1, Per +24, Spd 20'] M Triaxian Druid (Season Keeper) 14th [HP 83/103, AC 19 |ff 17 |t 11, Fort +11, Ref +5, Will +14,] CMD 20

I'm good with Selena coming back.


Female Aasimar Kineticist 11/ Monk 2/ Guard 1 | HP: 192/192 NL: 70/192 Burn: 5/11 Buffer: 2/2 | AC: 34(D:39) T: 28(D:33) FF: 34 CMD: 41(D:46)| F:22 R:22 Wi:18 | Resis - Acid:7, Cold:7, Elec:7, Fire: 2+(2*Burn) | Init: 8 Per: 27(LL Vis, DV 60ft)

Yeah if everyone else is

Dark Archive

NG Female Kitsune Sorcerer 14 (human) | Speed 30 ft. | AC 19, T 14, FF 17 | hp 99/99 | Fort +11, Ref +12, Will +14 | Init +2 | Percep +4 | CMD 20/18 | Spells per day used: lvl1 0/9 lvl2 0/8 lvl3 0/8 lvl4 0/8 lvl5 0/7 lvl6 0/6 lvl7 0/4 | Conditions: none

Fine by me.


Male Human (Ulfen) Fighter 14, HP:133/133, AC: 31, FF: 29, Touch: 12, CMB +17 CMD 32, Fort +12, Ref +6, Will +7/12, DR3/-, Cold Resistance 2, Initiative +2, Warrior Spirit 3/4

Fine by me


Awesome, now to review my spell list for these incoming mooks.

Dark Archive

NG Female Kitsune Sorcerer 14 (human) | Speed 30 ft. | AC 19, T 14, FF 17 | hp 99/99 | Fort +11, Ref +12, Will +14 | Init +2 | Percep +4 | CMD 20/18 | Spells per day used: lvl1 0/9 lvl2 0/8 lvl3 0/8 lvl4 0/8 lvl5 0/7 lvl6 0/6 lvl7 0/4 | Conditions: none

Lots going on on the map. GM, would you object to me labeling the towers and trenches with letters? I don't know which is the World Anchor Tower. I thought I was climbing the same tower as Quasit but the latest posting seems to indicate that maybe it's a different tower?

Grand Lodge

Male Elf Ranger 6th / Zen Archer 4th / Shadowdancer 2nd / Slayer 2nd | HP:139/139 | AC:25 T:25 FF:17 | CMB:15 CMD:34 | Saves F:+17 R:+23 W:+13 (+2 vs enchantments) | Init:+10 | Per: +21| Darkvision 60’ | Movement 40’ | Gravity Bow (x1) Blend (x1)

The world anchor towers are the 4 corner towers in the camp; they have purple lightning on ‘em…

You, Q, CT, and Bull are on the NW tower, I’m on the ground underneath it, Maka is at the tower just to east (middle north tower), and Kal is in the NW trench just outside the camp…


Male Human (Ulfen) Fighter 14, HP:133/133, AC: 31, FF: 29, Touch: 12, CMB +17 CMD 32, Fort +12, Ref +6, Will +7/12, DR3/-, Cold Resistance 2, Initiative +2, Warrior Spirit 3/4

They are grinding Bulvi down, even with a bit of damage reduction and evasion at this rate he's going to drop in two or three turns. I'd feel a lot more confident if it was just the soldiers but I am worried about the fog thing reinforcing them.

Grand Lodge

Male Elf Ranger 6th / Zen Archer 4th / Shadowdancer 2nd / Slayer 2nd | HP:139/139 | AC:25 T:25 FF:17 | CMB:15 CMD:34 | Saves F:+17 R:+23 W:+13 (+2 vs enchantments) | Init:+10 | Per: +21| Darkvision 60’ | Movement 40’ | Gravity Bow (x1) Blend (x1)

I noticed they didn’t fire at Q in the tower itself only those climbing up…perhaps they were ordered not to shoot into the world anchor towers…you might want to hunker down now that you’re up in the tower Bull as that’ll give you cover. I think I took out another in that east tower, so now there’s two…and then one from the tower to the south…looks like Maka has the two tanks occupied…and that leaves the trench troops coming in…I’ll focus on them next round, hoping Q can take the one of the two to the east down with the machine gun…

The Exchange

Female Human Unchained Rogue/14|HP:101/101|AC28,F22,T18|F+10,R+19,W+9|Init+7|SPD30|PER +17|ACRO +19|APP +10|BLUFF +19|CLIMB+9|DIPLO +20|DIS DEV +29|DISG +8|ESC ART +14|INTIM +11|KN(dung)+6|KN(Local)+9|LING+6|PERF +8|SENS MOT +9|SLEIGHT +9|STLTH +19|SWIM +5|UMD+13
Bulvi wrote:
They are grinding Bulvi down, even with a bit of damage reduction and evasion at this rate he's going to drop in two or three turns. I'd feel a lot more confident if it was just the soldiers but I am worried about the fog thing reinforcing them.

Is Bulvi carrying a healing potion?


Male Shapeshifting Griffon RoW maps Technomancer 20 | LP Maps
Findurêl wrote:
I noticed they didn’t fire at Q in the tower itself only those climbing up…

...Or perhaps Rasputin has noticed who's the hardest to hit with guns and has given orders to reflect that.

One thing--I was realizing we haven't said anything about Viktor. Without any word otherwise I'm assuming he's just cowering beneath the World Anchor tower. Would any of you have directed him otherwise?

The Exchange

Female Human Unchained Rogue/14|HP:101/101|AC28,F22,T18|F+10,R+19,W+9|Init+7|SPD30|PER +17|ACRO +19|APP +10|BLUFF +19|CLIMB+9|DIPLO +20|DIS DEV +29|DISG +8|ESC ART +14|INTIM +11|KN(dung)+6|KN(Local)+9|LING+6|PERF +8|SENS MOT +9|SLEIGHT +9|STLTH +19|SWIM +5|UMD+13

Quasit just yelled for someone to get Miroslav up into the tower because the ground is about to get overrun. This tower is going to be our Alamo, at least until tank artillery blows us all to Kingdom Come.

Also, I haven’t rolled Quasit’s attack yet because I’m waiting to find out if and how she can operate the machine gun. If not she may go retrieve Victor.

Also too, I’d caution all our casters to be careful about using up all our best spells too early here. We have a lot of towers to take down, and we’re gonna have to still take down Rasputin at the end of this.

Dark Archive

NG Female Kitsune Sorcerer 14 (human) | Speed 30 ft. | AC 19, T 14, FF 17 | hp 99/99 | Fort +11, Ref +12, Will +14 | Init +2 | Percep +4 | CMD 20/18 | Spells per day used: lvl1 0/9 lvl2 0/8 lvl3 0/8 lvl4 0/8 lvl5 0/7 lvl6 0/6 lvl7 0/4 | Conditions: none

The fear of using up all my spells is one of my weak points in playing a caster. My son IRL is always telling me I'm too conservative with my spell casting. I'm trying to do a better job of using them but Q, you're right, I have to make sure to pace myself.

Grand Lodge

Male Elf Ranger 6th / Zen Archer 4th / Shadowdancer 2nd / Slayer 2nd | HP:139/139 | AC:25 T:25 FF:17 | CMB:15 CMD:34 | Saves F:+17 R:+23 W:+13 (+2 vs enchantments) | Init:+10 | Per: +21| Darkvision 60’ | Movement 40’ | Gravity Bow (x1) Blend (x1)

Fin’s the closest to Miroslav and will cover and keep an eye on him; just my two cents, but might be safest if he stays cowered down at the moment till we can take out the shooters in the towers just south and east of us. If he tries to climb, they’ll fire at him and I’ve got to believe he’ll be easy to take out if he’s hit…

Fin’s plan is to stay on the ground at least till he can take out the two shooters in the east tower and the trench troops slowly moving towards us outside the fence from the SE…


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Female Aasimar Kineticist 11/ Monk 2/ Guard 1 | HP: 192/192 NL: 70/192 Burn: 5/11 Buffer: 2/2 | AC: 34(D:39) T: 28(D:33) FF: 34 CMD: 41(D:46)| F:22 R:22 Wi:18 | Resis - Acid:7, Cold:7, Elec:7, Fire: 2+(2*Burn) | Init: 8 Per: 27(LL Vis, DV 60ft)

Saki you have SO many spell slots. You can afford to be fairly liberal.

At your level, the range of Freezing Sphere is 960ft, has a 40ft radius(so 80ft wide explosion), does 14d6 damage, and you can use it 6 times a day.

The spell is very hard to use when we are bunched up due to the large radius so now is a great time to use it. Even if you use all of them in this fight, that still leaves you with 3 Prismatic Sprays and 7 cone of colds/shadow evocation. Not to mention the 8 slots each for 4th and 3rd spells.

Also, we do still have the options of retreating and coming back. Obviously we can't wait around forever but there isn't a hard time limit yet and the next stage could still be a dungeon in its own right.

Plus we have to be getting close to another level, it'd be great to hit that bump before taking on Rasputin.

Grand Lodge

Male Elf Ranger 6th / Zen Archer 4th / Shadowdancer 2nd / Slayer 2nd | HP:139/139 | AC:25 T:25 FF:17 | CMB:15 CMD:34 | Saves F:+17 R:+23 W:+13 (+2 vs enchantments) | Init:+10 | Per: +21| Darkvision 60’ | Movement 40’ | Gravity Bow (x1) Blend (x1)

Remind me…do we have a time limit to disable all 4 world anchors? If so, we might need to wipe out most of the resistance before attempting to disable…

I also don’t know how quickly Rasputin can replace his casualties…I know we’ve wiped out several trenches ands couple of towers of troops, some of which look to have been replenished…

If we can clear out the troops and then disable all 4 towers to bring Rasputin’s hiding place back down to this plane, we need to make sure, aka sabotage it, that the World Anchors can’t be restarted. That way, we might be able to take a break and heal up before coming back to take out Rasputin…

And a level up would help if we’re close to one…wouldn’t hurt if the space merchant were to show up early with our order as well…

The Exchange

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Female Human Unchained Rogue/14|HP:101/101|AC28,F22,T18|F+10,R+19,W+9|Init+7|SPD30|PER +17|ACRO +19|APP +10|BLUFF +19|CLIMB+9|DIPLO +20|DIS DEV +29|DISG +8|ESC ART +14|INTIM +11|KN(dung)+6|KN(Local)+9|LING+6|PERF +8|SENS MOT +9|SLEIGHT +9|STLTH +19|SWIM +5|UMD+13

All 4 world machine stations must be disabled within 1 hour. Since the entire camp seems to be alerted to us and converging on us, we probably will have to deal with a lot of mooks before we can turn our attention to the machines -- the stealth option is over.

Once we deactivate the machine, I think we HAVE to keep going. Rasputin has a lot of magic at his disposal, he could bring in more undead critters and demons to guard him, or he could slip away with our quarry if we give him time, not to mention using his vampire priests to go rustle up another few battalions. I think we've already given him too much time to plan and react to us, unfortunately.

Obviously if we're losing and people start dropping, we may have to run away. But it looks like from now on we just have to bull our way through, no finesse, big body count.


Male Shapeshifting Griffon RoW maps Technomancer 20 | LP Maps

You have been whittling away at Rasputin's troops. Every trench was occupied when you first came to the camp, now only about half of them are occupied from what you can currently see.


[Init +1, Per +24, Spd 20'] M Triaxian Druid (Season Keeper) 14th [HP 83/103, AC 19 |ff 17 |t 11, Fort +11, Ref +5, Will +14,] CMD 20

We have a couple delicate balancing acts to deal with, here.

For the spell casters, saving spells for a later battle is important, but only if it doesn't prevent us from surviving until that later battle. Overkill will get us killed, but so will keeping the kid gloves on while getting blasted by rifles.

Likewise, starting up the deactivations process in a timely manner, preventing Rasputin from getting reinforcements is important, but I'd hate to get it started when we don't have a reasonable amount of resources to finish the job in one run. Getting through 2 towers with no healing and no top level spells available but the clock running is going to end up in failure just as surely as waiting too long to start the clock.


Male Human (Ulfen) Fighter 14, HP:133/133, AC: 31, FF: 29, Touch: 12, CMB +17 CMD 32, Fort +12, Ref +6, Will +7/12, DR3/-, Cold Resistance 2, Initiative +2, Warrior Spirit 3/4
Quasit* wrote:
Bulvi wrote:
They are grinding Bulvi down, even with a bit of damage reduction and evasion at this rate he's going to drop in two or three turns. I'd feel a lot more confident if it was just the soldiers but I am worried about the fog thing reinforcing them.
Is Bulvi carrying a healing potion?

I'm afraid not, usually damage reduction and a hit point back a round go a long way but this has been a fairly long fight. Bulvi might just have to hunker down and wait for a good moment to contribute properly. Even if he was knocking back solid healing potions every round it'd be a losing proposition. A cure serious is 3d8+9. The last three hits he has taken have been 30, 32 and 19 even reducing those by three that adds up fast numbers wise.

If Bulvi hunkers down and hides but Kal and Chest Thumper are in the open even more shots go their way which isn't great either.

Grand Lodge

Male Elf Ranger 6th / Zen Archer 4th / Shadowdancer 2nd / Slayer 2nd | HP:139/139 | AC:25 T:25 FF:17 | CMB:15 CMD:34 | Saves F:+17 R:+23 W:+13 (+2 vs enchantments) | Init:+10 | Per: +21| Darkvision 60’ | Movement 40’ | Gravity Bow (x1) Blend (x1)

Hoping we can continue to whittle them down. Right now, we only have three shooters by my count; two in the tower to the east and one in tower to the south…Q still has her machine gun fire and might be able to take out one of those…next round, I should be able to take out another…if Maka can keep the tanks busy, think we can finish off the shooters near us in the next round or two…


Male Shapeshifting Griffon RoW maps Technomancer 20 | LP Maps

Rasputin has certainly made it difficult to deactivate the world anchors, yes. It doesn't help that he's gathered enough intel on you to know who to order his soldiers to prioritize.


Female Aasimar Kineticist 11/ Monk 2/ Guard 1 | HP: 192/192 NL: 70/192 Burn: 5/11 Buffer: 2/2 | AC: 34(D:39) T: 28(D:33) FF: 34 CMD: 41(D:46)| F:22 R:22 Wi:18 | Resis - Acid:7, Cold:7, Elec:7, Fire: 2+(2*Burn) | Init: 8 Per: 27(LL Vis, DV 60ft)

I'd definitely tell my troops to aim for the ones not dodging bullets.

Speaking of Rasputin, dispelling his hologram is seemingly the only option we have besides running.

@Selena Blocking line of sight and giving the group cover with ice wall is probably going to continue be the best option until we whittle down the enemy numbers or Rasputin shows up. Even blocking a handful of attacks with them will really add up.

*Edit* Nevermind the tower is falling over, not good!


Male Shapeshifting Griffon RoW maps Technomancer 20 | LP Maps

Not the tower, just the ladder! :D


Female Aasimar Kineticist 11/ Monk 2/ Guard 1 | HP: 192/192 NL: 70/192 Burn: 5/11 Buffer: 2/2 | AC: 34(D:39) T: 28(D:33) FF: 34 CMD: 41(D:46)| F:22 R:22 Wi:18 | Resis - Acid:7, Cold:7, Elec:7, Fire: 2+(2*Burn) | Init: 8 Per: 27(LL Vis, DV 60ft)
GM_Almonihah wrote:
Not the tower, just the ladder! :D

Okay, still not great, but not as bad as what I was picturing.


[Init +1, Per +24, Spd 20'] M Triaxian Druid (Season Keeper) 14th [HP 83/103, AC 19 |ff 17 |t 11, Fort +11, Ref +5, Will +14,] CMD 20

Hmmm...looks like this physician should have healed himself...

Grand Lodge

Male Elf Ranger 6th / Zen Archer 4th / Shadowdancer 2nd / Slayer 2nd | HP:139/139 | AC:25 T:25 FF:17 | CMB:15 CMD:34 | Saves F:+17 R:+23 W:+13 (+2 vs enchantments) | Init:+10 | Per: +21| Darkvision 60’ | Movement 40’ | Gravity Bow (x1) Blend (x1)

Damn…know we have at least one scroll of Breath of Life and pretty sure we always had our dedicated healer carrying it…how long do we have to use it on Kal? This round or next? Would Selena be able to run to Kal, retrieve the scroll, and activate it in time?

If not, I think Selena recently got the Raise Dead spell and think our order with the space merchant included diamond dust…either way, looks like we’ll need to skedaddle back to the Hut and regroup as we’ve got others hurt and our primary healer is gone…


Female Aasimar Kineticist 11/ Monk 2/ Guard 1 | HP: 192/192 NL: 70/192 Burn: 5/11 Buffer: 2/2 | AC: 34(D:39) T: 28(D:33) FF: 34 CMD: 41(D:46)| F:22 R:22 Wi:18 | Resis - Acid:7, Cold:7, Elec:7, Fire: 2+(2*Burn) | Init: 8 Per: 27(LL Vis, DV 60ft)
Kalchine wrote:
Hmmm...looks like this physician should have healed himself...

Whelp...

We have one round to use breath of life, probably going to be heard to get that off but doable. Selena would be the one to have it and it's in a spring loaded case. She could swift action pull out scroll, move action teleport down, then standard action use it. Everyone else join her for an emergency teleport out.

Even if we can't get breath of life off, we have a scroll of reincarnate and that works up to a week.

Fin and Maka have the best ability to get out on their own so they are last in teleport priority.

Grand Lodge

Male Elf Ranger 6th / Zen Archer 4th / Shadowdancer 2nd / Slayer 2nd | HP:139/139 | AC:25 T:25 FF:17 | CMB:15 CMD:34 | Saves F:+17 R:+23 W:+13 (+2 vs enchantments) | Init:+10 | Per: +21| Darkvision 60’ | Movement 40’ | Gravity Bow (x1) Blend (x1)
Maka Na'Shota wrote:

Fin and Maka have the best ability to get out on their own so they are last in teleport priority.

Roger that. Will that allow all the others to be teleported? If we can’t revive Kal, could Maka carry his body and fly him back to the Hut? Not sure all can be teleported, even without Fin & Maka, as I think CT counts as two people?

Since the others are all in the tower and the ladder is now blown to shreds, be best if Selena can get up there…can she cast fly? While flying would be preferable, I have the rope of climbing and can get a knotted rope attached to the tower in a jiffy if not…


Female Aasimar Kineticist 11/ Monk 2/ Guard 1 | HP: 192/192 NL: 70/192 Burn: 5/11 Buffer: 2/2 | AC: 34(D:39) T: 28(D:33) FF: 34 CMD: 41(D:46)| F:22 R:22 Wi:18 | Resis - Acid:7, Cold:7, Elec:7, Fire: 2+(2*Burn) | Init: 8 Per: 27(LL Vis, DV 60ft)

If Selena can revive Kal, then the groups can be split between their teleports. If not...well Selena can take herself, Quasit, Saki, Bulvi, and Miroslav.

Technically bodies are objects, which I guess means I could take it with ride the blast? I definitely can't take people with me though so I'll leave that to the GM. Probably best if Fin sneaks the body out while Maka blasts stuff for a round or three.

As for the group getting down, have Saki cast Fly on Bulvi then have everyone try to ride him down. Even if that doesn't work, the fall would be 3d6 damage and an acrobatics check can reduce that to 2d6.

Thumper...well...If Thumper dies Kal can perform a ceremony for 24 hours to get a new animal companion. If we reincarnate Kal that could be Thumper reincarnated into a new body.

Something to note, bodies can be safely stored in bags of holding. Thankfully we just dumped our loot so we have room.

The safest course of action would be to have Selena take who she can with her now. Bulvi gives Fin a bag of holding before leaving. Fin goes full Batman with Blend, gets Kal in the bag, then slowly and safely stealths out. I start making my way out while blasting. This does leave Thumper in the lurch, but I just don't see a great way to get him out. Even if we stay and fight he is most likely going down next round.

Otherwise everyone can jump down and attempt to revive Kal. Hopefully Kal can teleport half the group out then next round Selena can take the rest. That does leave a very non-zero chance that Kal will be rekilled though.

The Exchange

Female Human Unchained Rogue/14|HP:101/101|AC28,F22,T18|F+10,R+19,W+9|Init+7|SPD30|PER +17|ACRO +19|APP +10|BLUFF +19|CLIMB+9|DIPLO +20|DIS DEV +29|DISG +8|ESC ART +14|INTIM +11|KN(dung)+6|KN(Local)+9|LING+6|PERF +8|SENS MOT +9|SLEIGHT +9|STLTH +19|SWIM +5|UMD+13

If Kalchine has the Breath of Life scroll, Quasit can maybe drop down, retrieve it and UMD it?

Quasit can also Vanish and sneak out, if we're counting bodies for a teleport. And Sakitu has Invisibility spells. We shouldn't abandon Chest Thumper if we can avoid it.

Grand Lodge

Male Elf Ranger 6th / Zen Archer 4th / Shadowdancer 2nd / Slayer 2nd | HP:139/139 | AC:25 T:25 FF:17 | CMB:15 CMD:34 | Saves F:+17 R:+23 W:+13 (+2 vs enchantments) | Init:+10 | Per: +21| Darkvision 60’ | Movement 40’ | Gravity Bow (x1) Blend (x1)

So, if we can’t use Breath of Life in time, Fin and Q could sneak out while Maka flies; if Fin can borrow a bag of holding, then that’d be best for carrying Kal out. If not, Fin can physically carry him but might need Maka to create a distraction so he can get clear of the camp…

That leaves Selena, CT (x2), Bull, and Saki to teleport so that would work…

But if we can use Breath of Life in time, would be easier…


Female Aasimar Kineticist 11/ Monk 2/ Guard 1 | HP: 192/192 NL: 70/192 Burn: 5/11 Buffer: 2/2 | AC: 34(D:39) T: 28(D:33) FF: 34 CMD: 41(D:46)| F:22 R:22 Wi:18 | Resis - Acid:7, Cold:7, Elec:7, Fire: 2+(2*Burn) | Init: 8 Per: 27(LL Vis, DV 60ft)

I don't know who has it, but now would be the time to use that Scroll of Wall of Stone. Get everyone down then surround them with stone to buy time to revive Kal and teleport out.

At the standard min caster level for scrolls it would have hardness 8 and 135 HP which should hopefully last the 2 rounds we need.

Invisibility is unreliable since the spotlights break it. We haven't taken them all out yet.

The Exchange

Female Human Unchained Rogue/14|HP:101/101|AC28,F22,T18|F+10,R+19,W+9|Init+7|SPD30|PER +17|ACRO +19|APP +10|BLUFF +19|CLIMB+9|DIPLO +20|DIS DEV +29|DISG +8|ESC ART +14|INTIM +11|KN(dung)+6|KN(Local)+9|LING+6|PERF +8|SENS MOT +9|SLEIGHT +9|STLTH +19|SWIM +5|UMD+13

Don’t forget, we have to get Victor out too.

Grand Lodge

Male Elf Ranger 6th / Zen Archer 4th / Shadowdancer 2nd / Slayer 2nd | HP:139/139 | AC:25 T:25 FF:17 | CMB:15 CMD:34 | Saves F:+17 R:+23 W:+13 (+2 vs enchantments) | Init:+10 | Per: +21| Darkvision 60’ | Movement 40’ | Gravity Bow (x1) Blend (x1)

Yep, I forgot about Victor…damn…gotta hope Breath of Life can be cast in time…


Male Shapeshifting Griffon RoW maps Technomancer 20 | LP Maps

Selena is just one move action from the tower right now, she didn't climb up the ladder.


Female Aasimar Kineticist 11/ Monk 2/ Guard 1 | HP: 192/192 NL: 70/192 Burn: 5/11 Buffer: 2/2 | AC: 34(D:39) T: 28(D:33) FF: 34 CMD: 41(D:46)| F:22 R:22 Wi:18 | Resis - Acid:7, Cold:7, Elec:7, Fire: 2+(2*Burn) | Init: 8 Per: 27(LL Vis, DV 60ft)

Saki could cast fly on Bulvi then Bulvi could carry Victor and Saki down. Fin, Quasit, and Thumper jump down. Selena and Quasit will need their standard actions to cast the scrolls so someone will need to pull out and hand the scrolls to them.

Grand Lodge

Male Elf Ranger 6th / Zen Archer 4th / Shadowdancer 2nd / Slayer 2nd | HP:139/139 | AC:25 T:25 FF:17 | CMB:15 CMD:34 | Saves F:+17 R:+23 W:+13 (+2 vs enchantments) | Init:+10 | Per: +21| Darkvision 60’ | Movement 40’ | Gravity Bow (x1) Blend (x1)

Fin’s already on the ground, he kept firing and never climbed up…

Dark Archive

NG Female Kitsune Sorcerer 14 (human) | Speed 30 ft. | AC 19, T 14, FF 17 | hp 99/99 | Fort +11, Ref +12, Will +14 | Init +2 | Percep +4 | CMD 20/18 | Spells per day used: lvl1 0/9 lvl2 0/8 lvl3 0/8 lvl4 0/8 lvl5 0/7 lvl6 0/6 lvl7 0/4 | Conditions: none

I see that Selena got over there to cast Breath of Life. Did that work?

I think that Bulvi, Quasit, Chest Thumper and I are on the top of the tower (A) and Fin, Selena, and Kalchine are at the base of the tower (A) and Maka is somewhere flying down near trench (P).

It looks like both tanks are taken out so we only have to worry about the small arms fire from the trenches (P) and (R) and the machine gun from the tower (E).

Does that all seem correct?

Grand Lodge

Male Elf Ranger 6th / Zen Archer 4th / Shadowdancer 2nd / Slayer 2nd | HP:139/139 | AC:25 T:25 FF:17 | CMB:15 CMD:34 | Saves F:+17 R:+23 W:+13 (+2 vs enchantments) | Init:+10 | Per: +21| Darkvision 60’ | Movement 40’ | Gravity Bow (x1) Blend (x1)

I think that pretty much sums it up, Saki. Maka is about 300’ away from us, due south, between towers D & F; there are no machine gunners currently firing, just three riflemen. I’m almost certain Fin took out one of the two from the tower to the east and likely severely wounded the other; I think that leaves us two riflemen and the trench troops whom I think might be out of range or perhaps at long range…

@GM: IF Selena was successful with the Breath of Life scroll on Kalchine, she forgot the accompanying healing roll…I’ll include it below:

Breath of Life on Kal: 5d8 + 9 ⇒ (7, 8, 7, 4, 5) + 9 = 40

If it succeeded, I think that’s enough to revive him…

The Exchange

Female Human Unchained Rogue/14|HP:101/101|AC28,F22,T18|F+10,R+19,W+9|Init+7|SPD30|PER +17|ACRO +19|APP +10|BLUFF +19|CLIMB+9|DIPLO +20|DIS DEV +29|DISG +8|ESC ART +14|INTIM +11|KN(dung)+6|KN(Local)+9|LING+6|PERF +8|SENS MOT +9|SLEIGHT +9|STLTH +19|SWIM +5|UMD+13

Teleporting out isn't the only option. We're right next to some buildings we've already cleared. We could fall back to those, get inside, and use that for shelter to safely cast some healing spells and buy some time, as well as to have a better spot to defend. If the tanks are indeed down, that cuts down on their firepower a lot. And we can always teleport away from inside the building as well, if needed.

Quasit is going to push for a strike force of Maka, Fin, Quasit and Saki to find and kill the Headless Horseman, who's probably directing things from somewhere in the compound. Fin and Quasit can stealth, Maka and Saki can fly, and since she's blasting around like Captain Marvel, Maka would like draw all the attention of any soldiers on the ground. I think we can take him, and then maybe this won't feel like such a defeat. It's a big risk though. No healing and no more teleport option for us if we get in trouble.

The Exchange

Female Human Unchained Rogue/14|HP:101/101|AC28,F22,T18|F+10,R+19,W+9|Init+7|SPD30|PER +17|ACRO +19|APP +10|BLUFF +19|CLIMB+9|DIPLO +20|DIS DEV +29|DISG +8|ESC ART +14|INTIM +11|KN(dung)+6|KN(Local)+9|LING+6|PERF +8|SENS MOT +9|SLEIGHT +9|STLTH +19|SWIM +5|UMD+13
Maka Na'Shota wrote:
Saki could cast fly on Bulvi then Bulvi could carry Victor and Saki down.

I think Viktor is still on the ground.

I'm gonna role-play Quasit trying to convince Chest Thumper to Shake it Off, but Q doesn't have Handle Animal trained, so it may not work.


Male Shapeshifting Griffon RoW maps Technomancer 20 | LP Maps

Viktor had started climbing the ladder as I recall, and gotten far enough he wasn't on the part that snapped off, but I could be misremembering. I got a cold a few days back and I'm still feeling a little under the weather. And yes, that is enough to revive Kalchine.


[Init +1, Per +24, Spd 20'] M Triaxian Druid (Season Keeper) 14th [HP 83/103, AC 19 |ff 17 |t 11, Fort +11, Ref +5, Will +14,] CMD 20

I've got a couple mass cures loaded up when I have line of effect to everybody.


It just hit me how tough these soldiers are. Normal mundane human soldiers would have 2-3 HD, usually D10s, so an average of only 15hp. Look at the damage these guys take. They are like special forces or something.

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