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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Ingrit Ragnarsdottir F Human Ranger (Skirmisher) 11: HP 78/87 : AC: 20 (21), T: 15, FF: 15 : Fort: +10 (+12 cold eff/ +15 cold env/ +20 with cold weather outfit. +4 to all if nonlethal) Ref: + 12 Will: +5 : Perc +12 (+18 Human/+16 Giant/+14 Fey Hunter's tricks 7/8

Do I have a line of sight from my current position


Spells: 1st (5/6), 2nd (3/6), 3rd (4/5), 4 (3/3)
Skill M-Z:
Oratory +11, Perception +16, Sense Motive +11, Spellcraft +11 [+1 to identify spells from Evil Spellcasters]
Skill A-L:
Talsune Fly +13, Acrobatics +20 (19), Diplomacy +19, Arcana +11, Dungeoneering +5, Engineering +5, Geography +5, History +5, Local +5, Nature +5, Planes +8, Religion +5, Linguistics +15,
Human Male Bard [A.M.]/DD [Brass] 11; 118/118; Init +8; AC 21 (22 Haste), T 16 (17 Haste), FF 16; AC Penalty -1; Fort +9, Ref +13 (+14 Haste), Will +8, [+1 vs EC]; 13/14 BS ; HP 3; Per +16 (30 ft Blindsense), T +18 (DV,LL,Scent)

Crasius starts chanting once more, "Through the door we must go. Push pass the light.."

I will start Inspiring Courage. Rd 8/14.


Rimkeening Crevasse C1
Ingrit wrote:
Do I have a line of sight from my current position

No.

Still to act: Hadda, Ingrit, Wapiti, Rurik.


HP:58/93 I AC 29 (30 w/Haste), touch 14, flat-footed 25 I Fort +10, Ref +12, Will +5(+9) I Speed 50 ft I Perception +10 (low light vision)

Between squeezing and Dom blocking the way into the room, Wapiti can't really act either

Delay


Male Human Cleric 11 | HP 80/80 | AC 25 T 12 FF 24 | Fort +10 Ref +5 Will +13 | Initiative +1 | Perception +7 | Channel 7/7 | Inspired 1/1 | Liberation 11/11 | Rebuke Death 8/8

Rurik lets out an annoyed grunt.

"If we back up to the prior open space so that everyone can gather around me, I can provide resistance to electricity."


Female Human (Iobarian) Chronicler of Worlds/Studious Librarian (Bard) 8 | HP 77/77 | AC 23 Touch 15 Flat 19 (ACP 0) CMB +8 CMD 23 | Fort +5 Ref +11 Will +8 | Speed 60 ft | Init +4; Per +19, SM +21 | Active: Daylight, Heightened Awareness, Tears to Wine | Bardic Rd: 22/23 | Hero Points: 2/3

Sorry, I thought I had posted a delay.

Hadda backs up as requested, but notes ahead:
"They're not particularly hearty, just hard to hit. We already killed one outside because they were too foolish to negotiate. Hold your resistance."

Disconcerting Knowledge, Knowledge (dungeoneering), HA, T2W: 1d20 + 15 + 2 + 2 ⇒ (10) + 15 + 2 + 2 = 29

Standard to demoralize with disconcerting knowledge and a single move action backwards. I can't get up there to tumble through with Acrobatics.


Male Human Cleric 11 | HP 80/80 | AC 25 T 12 FF 24 | Fort +10 Ref +5 Will +13 | Initiative +1 | Perception +7 | Channel 7/7 | Inspired 1/1 | Liberation 11/11 | Rebuke Death 8/8

Yeah, communal resist energy requires me to touch all of the targets so if you wanna be resistant to their lightning strikes we gotta get to a spot where everyone is around me within 5' so I can deploy the spell all at once. Unfortunately the real problem, their invisibility, isn't something I am prepared to mitigate.


Rimkeening Crevasse C1

I checked the boards for clarification and turns out there's an unresolved (AFICT) ambiguity in how touch spells are delivered. See this post for the back and fourth. I could not find an entry into the FAQ and so I'm going to make a ruling as a house rule to move forward. If anyone is familiar with the 2nd edition, please let me know if the new rules addressed this.

House Rule: This clarifies these sentences in Core Rulebook: You can touch up to 6 willing targets as part of the casting, but all targets of the spell must be touched in the same round that you finish casting the spell. If the spell allows you to touch targets over multiple rounds, touching 6 creatures is a fullround action. When the spell cast requires just a standard action to cast, the caster can take a move action and touch up to six targets, provided the caster can move within reach of each target. This is a special version of a Full Round action, not an additional full round action after the round the spell is cast.

So in this situation, Rurik can cast the spell, then move through the hall touching targets in passing. Hadda and Seke could retcon their moves and delay until Rurik's turn. This would allow Rurik to touch everyone except Dom, since he can move forward 2 squares and then back to squares to return to his starting spot. I don't recall which squares Hadda and Seke occupied but here is I think the most economic way it could go: Rurik touches whomever was behind him (Seke or Hadda), then moves ten feet further in, touching Crasius, Ingrit, and Wapiti before returning to his spot, since you can't end a turn in an occupied square.

Once the original position of Hadda and Seke is resolved, assume your PC received the spell and take your turn. I'm not going to worry overmuch about initiative order so long as everyone gets a turn.


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Male Human Cleric 11 | HP 80/80 | AC 25 T 12 FF 24 | Fort +10 Ref +5 Will +13 | Initiative +1 | Perception +7 | Channel 7/7 | Inspired 1/1 | Liberation 11/11 | Rebuke Death 8/8

Works for me. My usual work-around is at some point I get the Reach Spell feat and bump it a level so that I can just cast the communal spells at close range, but this works more easily.


Ingrit Ragnarsdottir F Human Ranger (Skirmisher) 11: HP 78/87 : AC: 20 (21), T: 15, FF: 15 : Fort: +10 (+12 cold eff/ +15 cold env/ +20 with cold weather outfit. +4 to all if nonlethal) Ref: + 12 Will: +5 : Perc +12 (+18 Human/+16 Giant/+14 Fey Hunter's tricks 7/8

Great! We all gain the benefit of the protection spell. We'll still need Dom to advance into the room, since Wapiti can't move past him, and our 3 archers can't see around the corner to target an enemy


Rimkeening Crevasse C1

On the Table:
Vs Dom AC 21
green fire bolt: 1d20 + 13 ⇒ (14) + 13 = 27
Fire damage: 8d6 ⇒ (4, 5, 4, 6, 2, 2, 3, 4) = 30
DC 22
Will: 1d20 + 7 ⇒ (18) + 7 = 25
WOW 1: Shock, touch: 1d20 + 16 ⇒ (19) + 16 = 35
Electricity damage: 2d8 ⇒ (8, 5) = 13
WOW 2: Shock, touch: 1d20 + 16 ⇒ (12) + 16 = 28
Electricity damage: 2d8 ⇒ (8, 3) = 11
vs WOW 1
Dom: Falcata +1, Rage: 1d20 + 17 + 2 ⇒ (10) + 17 + 2 = 29
Damage: 1d8 + 10 + 2 ⇒ (6) + 10 + 2 = 18
WOW2: AOO
Shock, touch: 1d20 + 16 ⇒ (1) + 16 = 17
Miss

Only Dom and Wapiti see what happens next. If Wapiti can communicate with Ingrit, she can read the spoiler below. Otherwise, Wapiti conveys some kind of emotional response to what happens, although I doubt he can understand the implications beyond the obvious presences of a powerful enemy.

Dom:
As Dom fights the will-o'-wisps, he notices a green flame appear 30 feet south of him and rush at him. As this happens, he sees a ghostly form of a beautiful young woman bathed in sickly green flames. He can partially see through the green glow, suggesting she is insubstantial.

The flames strike him and explode with burning heat. He takes 30 damage The flames threaten to remain as if he were on fire, but he resists the effect.

The will-o'-wisps dart at him with wicked speed and discharge more electricity into him. 2 hits for 13 + 11 damage. Total damage this round: 54 bringing his lethal damage total up to 70.

Dom attacks the wounded will-o'-wisp and kills it with one slash. Does 18 damage. Then he moves into the room, deftly weaving out of the way of the remaining will-o'-wisp's attempt to shock him again.

Those behind Wapiti in the hallway see a sickly green glow flash from somewhere near the doorway and also white light flashes and the crackle of electricity is heard. Dom cries out in pain and alarm, calling out, "A ghost just appeared and blasted me with green fire!"

Wapiti can see the way is now clear. There is only one remaining WOW and it has used its AOO on Dom as he moved away. So everyone can move through the threatened squares around the WOW without risking an attack. Read the spoiler below to see what Dom was talking about.

Everyone can finally take their next turn actions. Good luck.

Green Ghost:
"Green Ghost" is a general description of what you see, not necessarily the identity of the foe. Flying about 30 feet from the door is a incorporeal form of a beautiful young woman bathed in sickly green flames.

DC 19 Knowledge (Religion) to identify it. See spoilers in the next post.

In addition, once you enter the room, you spot Dom east of the door. He is badly burned and unlikely to be able to take another wounding without substantial healing.


Rimkeening Crevasse C1

DC 19 Knowledge (Religion), General info:
The green ghost is a witchfire. When an exceptionally vile hag or witch dies with some malicious plot left incomplete, or proves too horridly tenacious to succumb to the call of death, the foul energies of these wicked old crones sometimes spawn incorporeal undead known as witchfires. These ghostly creatures appear much as they did in life, although the grotesque undead energy that births them makes them appear young and attractive and wreathes their insubstantial bodies in a powerful aura of sickly green flame, a ghostly fire referred to as “witchflame” in local legends.

Strings of will-o’-wisps are often found in the immediate vicinity of witchfires and are typically led by the undead, leading scholars to speculate that the creatures feed off of a witchfire’s flames and fury.

Bathed in sickly green flames, this insubstantial specter of a beautiful young woman floats just off the ground.

Damage Resistance:
None.

Defensive Abilities:
incorporeal, witchflame, Immune fire, undead traits
Witchflame: Any creature damaged by the incorporeal touch or ranged bolt attacks of a witchfire must succeed on a DC 22 Will save or become engulfed in sickly green flames. While these eerie flames deal no additional damage, the affected creature glows as per faerie fire and becomes sickened. While under the effects of the witchflame, the victim gains vulnerability to fire and takes half again as much damage (+50%) from fire attacks of any sort. This effect persists for 10 minutes. The supernatural flames can only be extinguished before this duration expires by a break enchantment, miracle, remove curse, or wish spell—the effective caster level of the witchflame is equal to the witchfire’s HD (CL 10th for most witchfires). Any creature entering the same square as a witchfire or striking it with a melee attack must succeed on a DC 22 Will save or begin burning with witchflame, even if the attack would not otherwise harm the witchfire because of its incorporeal nature. A bolt of witchflame has a range of 60 feet with no range increment. The save DCs are Charisma-based.

Immunities:
Fire

Resistances:
None.

Spell Resistance:
None.

Weaknesses:
None.

Special Attacks:
Witchflame (Su) Any creature damaged by the incorporeal touch or ranged bolt attacks of a witchfire must succeed on a DC 22 Will save or become engulfed in sickly green flames. While these eerie flames deal no additional damage, the affected creature glows as per faerie fire and becomes sickened. While under the effects of the witchflame, the victim gains vulnerability to fire and takes half again as much damage (+50%) from fire attacks of any sort. This effect persists for 10 minutes. The supernatural flames can only be extinguished before this duration expires by a break enchantment, miracle, remove curse, or wish spell—the effective caster level of the witchflame is equal to the witchfire’s HD (CL 10th for most witchfires). Any creature entering the same square as a witchfire or striking it with a melee attack must succeed on a DC 22 Will save or begin burning with witchflame, even if the attack would not otherwise harm the witchfire because of its incorporeal nature. A bolt of witchflame has a range of 60 feet with no range increment. The save DCs are Charisma-based.

Spell-Like Abilities:
At will—dancing lights, disguise self, ghost sound (DC 17), invisibility, pyrotechnics (DC 19), ray of enfeeblement (DC 18)
1/day—summon (level 4, 2 will-o’-wisps 50%)

Spell Casting:
None.


Female Human (Iobarian) Chronicler of Worlds/Studious Librarian (Bard) 8 | HP 77/77 | AC 23 Touch 15 Flat 19 (ACP 0) CMB +8 CMD 23 | Fort +5 Ref +11 Will +8 | Speed 60 ft | Init +4; Per +19, SM +21 | Active: Daylight, Heightened Awareness, Tears to Wine | Bardic Rd: 22/23 | Hero Points: 2/3

Retconning previously declared actions due to discussion with GM. Let's do this! If Hadda could not demoralize, she would have cast Mirror Image on herself to get 1d4 + 2 ⇒ (1) + 2 = 3 images up and running. If I can't retcon, she'll just cast Mirror Image this turn instead.

Hearing Dom cry out in pain, Hadda readies to rush in to support him. She couldn't be certain that it was Silyzil merely from Dom's description, and she had never seen a witchfire in person, but she still had what she had read about. If it was her, then Rurik's proffered resistance to electricity would prove significantly less useful.

"Seke," she says tersely as she runs by. "Some alacrity would be beneficial to weave if you have the spell prepared."

If you don't or you already used it today, then I can cast it next turn.

The librarian shifts the weight of her bow to free up both hands, thrusting her arms out in a crossed X. She speeds through the incantation as the tips of her fingers glow with violet quintessence. At the end of the incantation, she thrusts both hands diagonally down, drawing an X, and then jerks them up to close the X on both lateral sides. The purple rune flashes before disappearing, and the same symbol--one of hope--appears and glows on the right temple of each of her six companions.

Move 30 ft, Standard to cast Good Hope; +2 morale bonus on saving throws, attack rolls, ability checks, skill checks, and weapon damage rolls. This bonus stacks with the competence bonus from Crasius' Inspire Courage. Free action once I can see her to take 10 to recall what I knew previously about the Witchfire: some nasty spell-like abilities that we have already seen in action, the special attack that Dom just got walloped with, and the lack of SR. Bad news, y'all.

Seeing the Witchfire--her first true sighting--Hadda gulps but tries to maintain her composure. "Silyzil, I presume. Whatever unfinished business you thought you had will end today."


HP:58/93 I AC 29 (30 w/Haste), touch 14, flat-footed 25 I Fort +10, Ref +12, Will +5(+9) I Speed 50 ft I Perception +10 (low light vision)

Wapiti pushes through into the open cavern, striking out at the existing Will- 'o-the-Wisp.

Gore/Inspired/ Good Hope: 1d20 + 11 + 2 + 2 ⇒ (10) + 11 + 2 + 2 = 25
Piercing/Inspired/Good hope: 3d6 + 6 + 2 + 2 ⇒ (6, 2, 5) + 6 + 2 + 2 = 23


Ingrit Ragnarsdottir F Human Ranger (Skirmisher) 11: HP 78/87 : AC: 20 (21), T: 15, FF: 15 : Fort: +10 (+12 cold eff/ +15 cold env/ +20 with cold weather outfit. +4 to all if nonlethal) Ref: + 12 Will: +5 : Perc +12 (+18 Human/+16 Giant/+14 Fey Hunter's tricks 7/8

Ingrit quickly dashes into the room, turning and firing an arrow at the visible Will-'o'the- wisp, choosing to take out the first target before focusing on the new threat.

Hunter's trick: Defensive Bow Stance(Ex): Swift action. Ranged attacks do not provoke AoO until next turn.
+1 Composite Longbow/PBS/Inspired/Good hope: 1d20 + 17 + 1 + 2 + 2 ⇒ (8) + 17 + 1 + 2 + 2 = 30
Magic/Piercing/Inspired/Good hope: 1d8 + 3 + 2 + 2 ⇒ (8) + 3 + 2 + 2 = 15


Rimkeening Crevasse C1

Hadda's ret-con is ok. Good Hope limits targets to those no more than 30 feet apart. At the time of casting, Dom would be out of range. Regarding the Witchfire, assume Hadda briefed everyone about what she knew about the undead the group is evidently facing. See the spoiler for details.

Witchfire:
General: When an exceptionally vile hag or witch dies with some malicious plot left incomplete, or proves too horridly tenacious to succumb to the call of death, the foul energies of these wicked old crones sometimes spawn incorporeal undead known as witchfires. These ghostly creatures appear much as they did in life, although the grotesque undead energy that births them makes them appear young and attractive and wreathes their insubstantial bodies in a powerful aura of sickly green flame, a ghostly fire referred to as “witchflame” in local legends.
Strings of will-o’-wisps are often found in the immediate vicinity of witchfires and are typically led by the undead, leading scholars to speculate that the creatures feed off of a witchfire’s flames and fury.
Spell-like abilities: At will—dancing lights, disguise self, ghost sound, invisibility, pyrotechnics , ray of enfeeblement
1/day—summon (level 4, 2 will-o’-wisps 50%)
Special Attacks: Witchflame (Su) Any creature damaged by the incorporeal touch or ranged bolt attacks of a witchfire must succeed on a Will save or become engulfed in sickly green flames. While these eerie flames deal no additional damage, the affected creature glows as per faerie fire and becomes sickened. While under the effects of the witchflame, the victim gains vulnerability to fire and takes half again as much damage (+50%) from fire attacks of any sort. This effect persists for 10 minutes. The supernatural flames can only be extinguished before this duration expires by a break enchantment, miracle, remove curse, or wish spell. Any creature entering the same square as a witchfire or striking it with a melee attack must succeed on a Will save or begin burning with witchflame, even if the attack would not otherwise harm the witchfire because of its incorporeal nature. A bolt of witchflame has a range of 60 feet with no range increment. The save DCs are Charisma-based.
SR: None.

Hadda moves and casts a spell before issuing her prediction about the battle's outcome. Those in range of her spell feel more confident of success than they did before.

Wapiti's horns fail to injure the slippery will-o'-wisp as it rushes into the room, grateful to have room again to move freely.

Ingrit's arrow fares better, passing through the glowing shape, causing a burst of sparks and something that absorbs light for a moment. 15 lethal to the WOW2.

Rurik, Crasius, and Seke are up. Reminder: the WoW has no AOO's left this turn.


Male Human Cleric 11 | HP 80/80 | AC 25 T 12 FF 24 | Fort +10 Ref +5 Will +13 | Initiative +1 | Perception +7 | Channel 7/7 | Inspired 1/1 | Liberation 11/11 | Rebuke Death 8/8

Did my communal resist energy go off yet? Apologies if it was in one of the posts above, I haven't seen the final resolution of that little tap-dance routine.


Spells: 1st (5/6), 2nd (3/6), 3rd (4/5), 4 (3/3)
Skill M-Z:
Oratory +11, Perception +16, Sense Motive +11, Spellcraft +11 [+1 to identify spells from Evil Spellcasters]
Skill A-L:
Talsune Fly +13, Acrobatics +20 (19), Diplomacy +19, Arcana +11, Dungeoneering +5, Engineering +5, Geography +5, History +5, Local +5, Nature +5, Planes +8, Religion +5, Linguistics +15,
Human Male Bard [A.M.]/DD [Brass] 11; 118/118; Init +8; AC 21 (22 Haste), T 16 (17 Haste), FF 16; AC Penalty -1; Fort +9, Ref +13 (+14 Haste), Will +8, [+1 vs EC]; 13/14 BS ; HP 3; Per +16 (30 ft Blindsense), T +18 (DV,LL,Scent)

Crasius moves forward until he can see and continues his oration, "More danger lurks in the room. The Witchfire will make you burn..."

Move and shoot. Round 9/14 on Bards song. Ignore cover from allies with my ranged attack. I shoot at the Witchfire with no cover and sadly no PBS.

Religion: 1d20 + 5 ⇒ (15) + 5 = 20 I went for Defensive ability.

Longbow, DS, BS, GH: 1d20 + 12 - 2 + 2 + 2 ⇒ (10) + 12 - 2 + 2 + 2 = 24

Longbow, DS, BS, GH: 1d8 + 5 + 4 + 2 + 2 ⇒ (2) + 5 + 4 + 2 + 2 = 15


Rimkeening Crevasse C1

Everyone except Dom has the resistance to electricity. Rurik knows the witchfire is undead, so various spells and abilities that clerics have to affect undead should be considered. Also Dom is badly injured. Rurik also knows all the witchfire's attacks are fire based.

Hadda made a monster lore roll for what was known of the coven earlier and I ruled that she would have shared what she remembered with the group in preparation for confronting each member. See the "Witchfire" spoiler above.

Crasius fires an arrow at the witchfire, but has to shoot around Hadda and this makes it miss.

Rurik and Seke are up.


Female N Wayang Witch (Invoker archetype, Time patron) 10 | HP: 97/97 | Cold resistance 2 | AC 18 Tch 14, Fl 15 | CMB: +2, CMD: 15 | F: +12, R:+9, W:+10 | Init: +3 | Perc: +14, SM: +13, Dipl. (Influence): +21, Bluff (Deceive): +18 | Invoke Patron: 10/10 min. | Divune (familiar) HP: 48/48 | Darkvision 60 ft | Speed 20 ft | Act. Cond:

Seke flies forward and casts see invisibility on herself.


Male Human Cleric 11 | HP 80/80 | AC 25 T 12 FF 24 | Fort +10 Ref +5 Will +13 | Initiative +1 | Perception +7 | Channel 7/7 | Inspired 1/1 | Liberation 11/11 | Rebuke Death 8/8

Rurik figures that, since he can't reach Dom, using his channeling power to injure the witchfire is the next best thing that he can do at the moment.

I don't have any ranged healing, nor do I have any way to give fire resistance.

Channel energy: Harm undead: 4d6 ⇒ (3, 3, 6, 2) = 14 (DC 15 Will half)


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 |

"It burns, it burns!". Finding himself in poor health, Dom decides he ought to focus on shaping up before continuing the fight. So he pulls out and drinks a potion.

CMW potion: 2d8 + 3 ⇒ (5, 6) + 3 = 14


Rimkeening Crevasse C1

On the Table:
DC 15
Will: 1d20 + 10 ⇒ (16) + 10 = 26
Vs Rurik Touch AC 11
green fire bolt: 1d20 + 13 ⇒ (14) + 13 = 27
Fire damage: 8d6 ⇒ (4, 4, 3, 3, 1, 5, 6, 5) = 31
DC 22
Will: 1d20 + 11 ⇒ (2) + 11 = 13
the target become engulfed in sickly green flames. The flames do no damage but the victim becomes vulnerable to fire. This effect persists for 10 minutes. Only Remove Curse spell can remove the flames.
WOW
Target:1=H,2=R,3=W: 1d3 ⇒ 2
Vs Rurik Touch AC 11
Shock, touch: 1d20 + 16 ⇒ (13) + 16 = 29
Electricity damage: 2d8 ⇒ (8, 7) = 15

Silyzil gives out an eerie wail as the energy of Milani engulfs her, but she defiantly keeps some of it at bay by force of her evil will. Saves for half damage: 7.

Silyzil and the WOW act before Dom can drink his potion.

Silyzil sends a bolt at Rurik. Sickly green flames engulf him briefly. In additional to burning him, he remains limed in sickly green flames that do no additional burns, but they make him feel very sick and illuminate him like fairy fire. Rurik takes 31 fire damage. He is vulnerable to fire damage and sickened for the next 10 minutes. Remove Curse is the only way to remove the flames that remain, although some spells may be able to remove the sickened condition.

Then it retreats to about 60 feet from the north wall.

The will-o'-wisp rushes at Rurik, and the electrical discharge plays over his form, but his resistance magic prevents any damage from it.

Dom drinks a potion and some of his awful burns are healed, but he is still badly wounded.

Up next:
Hadda (IC +2, 3 mirror images, GH, REE20)
Ingrit (IC +2, GH, REE20)
Rurik (IC +2, GH, REE20, 31 lethal, vulnerable to fire, sickened)
Crasius (IC +2, GH, REE20)
Seke (IC +2, GH, REE20, see invisible)

Round 4
Silzil (7 lethal)
WOW2 (15 lethal)
Dom (IC +2, 56 lethal)


Female Human (Iobarian) Chronicler of Worlds/Studious Librarian (Bard) 8 | HP 77/77 | AC 23 Touch 15 Flat 19 (ACP 0) CMB +8 CMD 23 | Fort +5 Ref +11 Will +8 | Speed 60 ft | Init +4; Per +19, SM +21 | Active: Daylight, Heightened Awareness, Tears to Wine | Bardic Rd: 22/23 | Hero Points: 2/3

"Seke!" Hadda cries out again, knowing that her advice had been ignored. No matter. She'd do her job.

Concentration to Cast Defensively, DC 21, GH: 1d20 + 13 + 2 ⇒ (20) + 13 + 2 = 35

Another piece of licorice root mashed on her tongue. Another rune traced in midair. Hadda's allies feel their limbs and spirits alike bolstered as she casts Haste on the lot of them.

It looks to me like we're all within 30 ft of one another this time.

Although Crasius is in the midst of his oratory, Hadda begins imbuing her own words with arcane resonance. "Hold fast. Stay strong. We'll right this wrong."

Move action to start Inspire Courage, mostly for the purposes of immediate action casting of Saving Finale if/when someone next fails a save.


Male Human Cleric 11 | HP 80/80 | AC 25 T 12 FF 24 | Fort +10 Ref +5 Will +13 | Initiative +1 | Perception +7 | Channel 7/7 | Inspired 1/1 | Liberation 11/11 | Rebuke Death 8/8

Now that he's close enough, Rurik casts powerful healing magic on Dom.

Cure critical wounds: 4d8 + 8 ⇒ (3, 8, 8, 4) + 8 = 31 -> Automatically empowered -> 46 damage healed


Ingrit Ragnarsdottir F Human Ranger (Skirmisher) 11: HP 78/87 : AC: 20 (21), T: 15, FF: 15 : Fort: +10 (+12 cold eff/ +15 cold env/ +20 with cold weather outfit. +4 to all if nonlethal) Ref: + 12 Will: +5 : Perc +12 (+18 Human/+16 Giant/+14 Fey Hunter's tricks 7/8

With deadly, almost automated precision, Ingrit fires arrow after arrow at their enemies, starting with the Will-'o-the-Wisp, then turning her bow on the ghostly figure, giving Wapiti the guard command, since it's ghostly appearance leaves the Megaloceros' ability to harm it in question.

+1 Composite Longbow/PBS/Inspired/Good hope/Haste/Rapid shot: 1d20 + 17 + 1 + 2 + 2 + 1 - 2 ⇒ (13) + 17 + 1 + 2 + 2 + 1 - 2 = 34
Manyshot/ Piecing/Magic/GH/Insp/PBS: 2d8 + 6 + 2 + 2 + 1 ⇒ (2, 2) + 6 + 2 + 2 + 1 = 15

+1 Composite Longbow/PBS/Inspired/Good hope/Haste/Rapid shot: 1d20 + 17 + 1 + 2 + 2 + 1 - 2 ⇒ (11) + 17 + 1 + 2 + 2 + 1 - 2 = 32
Piecing/Magic/GH/Insp/PBS: 1d8 + 3 + 2 + 2 + 1 ⇒ (8) + 3 + 2 + 2 + 1 = 16

+1 Composite Longbow/PBS/Inspired/Good hope/Haste/Rapid shot: 1d20 + 17 + 1 + 2 + 2 + 1 - 2 ⇒ (4) + 17 + 1 + 2 + 2 + 1 - 2 = 25 Haste
Piecing/Magic/GH/Insp/PBS: 1d8 + 3 + 2 + 2 + 1 ⇒ (1) + 3 + 2 + 2 + 1 = 9

+1 Composite Longbow/PBS/Inspired/Good hope/Haste/Rapid shot: 1d20 + 12 + 1 + 2 + 2 + 1 - 2 ⇒ (12) + 12 + 1 + 2 + 2 + 1 - 2 = 28
Piecing/Magic/GH/Insp/PBS: 1d8 + 3 + 2 + 2 + 1 ⇒ (6) + 3 + 2 + 2 + 1 = 14

I'm gonna need to find a way to make Wapiti's attacks magic


Rimkeening Crevasse C1

Hadda grants everyone the gift of haste without waste.

Wapiti scampers over to the east side of the room, to be out of the way of whizzing bolts of blue fire and Ingrit and Crasius's arrows. One option for Wapiti doing magic attacks is an Amulet of Mighty Fists: 4000 gp).

Ingrit's already fast archery skills, compounded by magic produce a string of arrows that line one after the other through the green form of the undead hag. Each arrow does some damage as it passes through her incorporeal form. Total of 26 to Silyzil.

Rurik moves toward Dom, despite his own burns and the disturbing effect of the green fire, and delivers healing energy to the badly burned swashbuckler. Heals 46.

Crasius (IC +2, GH, REE20, haste)
Seke (IC +2, GH, REE20, see invisible, haste)

Round 4
Silzil (33 lethal)
WOW2 (15 lethal)
Dom (IC +2, 10 lethal, haste)
Hadda (IC +2, 3 mirror images, GH, REE20)
Ingrit (IC +2, GH, REE20, haste)
Wapiti (haste)
Rurik (IC +2, GH, REE20, 31 lethal, vulnerable to fire, sickened, haste)


Spells: 1st (5/6), 2nd (3/6), 3rd (4/5), 4 (3/3)
Skill M-Z:
Oratory +11, Perception +16, Sense Motive +11, Spellcraft +11 [+1 to identify spells from Evil Spellcasters]
Skill A-L:
Talsune Fly +13, Acrobatics +20 (19), Diplomacy +19, Arcana +11, Dungeoneering +5, Engineering +5, Geography +5, History +5, Local +5, Nature +5, Planes +8, Religion +5, Linguistics +15,
Human Male Bard [A.M.]/DD [Brass] 11; 118/118; Init +8; AC 21 (22 Haste), T 16 (17 Haste), FF 16; AC Penalty -1; Fort +9, Ref +13 (+14 Haste), Will +8, [+1 vs EC]; 13/14 BS ; HP 3; Per +16 (30 ft Blindsense), T +18 (DV,LL,Scent)

Just to confirm. I did not miss due to cover from Hadda correct? I ignore any cover caused by Hadda or my other allies effected by my bard song. I am just confirming due to the flavor text you wrote above.

"Slay the foul creature before she burns us.." Crasius continues his oration as a blur of arrows at the Witchfire.

Full attack and ignore cover from allies. No PBS.

Longbow, RS, DS, BS, GH, Haste: 1d20 + 12 - 2 - 2 + 2 + 2 ⇒ (17) + 12 - 2 - 2 + 2 + 2 = 29

Longbow, DS, BS, GH: 1d8 + 5 + 4 + 2 + 2 ⇒ (1) + 5 + 4 + 2 + 2 = 14

Longbow, RS, DS, BS, GH, Haste: 1d20 + 12 - 2 - 2 + 2 + 2 ⇒ (13) + 12 - 2 - 2 + 2 + 2 = 25

Longbow, DS, BS, GH: 1d8 + 5 + 4 + 2 + 2 ⇒ (4) + 5 + 4 + 2 + 2 = 17

Longbow, RS, DS, BS, GH, Haste: 1d20 + 12 - 2 - 2 + 2 + 2 ⇒ (10) + 12 - 2 - 2 + 2 + 2 = 22

Longbow, DS, BS, GH: 1d8 + 5 + 4 + 2 + 2 ⇒ (4) + 5 + 4 + 2 + 2 = 17


Female N Wayang Witch (Invoker archetype, Time patron) 10 | HP: 97/97 | Cold resistance 2 | AC 18 Tch 14, Fl 15 | CMB: +2, CMD: 15 | F: +12, R:+9, W:+10 | Init: +3 | Perc: +14, SM: +13, Dipl. (Influence): +21, Bluff (Deceive): +18 | Invoke Patron: 10/10 min. | Divune (familiar) HP: 48/48 | Darkvision 60 ft | Speed 20 ft | Act. Cond:

Seke casts glitterdust on the creature.

dc 19 will save or blinded and no invisibility for it anymore.


Ingrit Ragnarsdottir F Human Ranger (Skirmisher) 11: HP 78/87 : AC: 20 (21), T: 15, FF: 15 : Fort: +10 (+12 cold eff/ +15 cold env/ +20 with cold weather outfit. +4 to all if nonlethal) Ref: + 12 Will: +5 : Perc +12 (+18 Human/+16 Giant/+14 Fey Hunter's tricks 7/8

why do you keep thinking it's invisible? We can all see it.


Rimkeening Crevasse C1

On the Table:
DC 19

Crasius Leone wrote:
Just to confirm. I did not miss due to cover from Hadda correct? I ignore any cover caused by Hadda or my other allies effected by my bard song. I am just confirming due to the flavor text you wrote above. ...

Technnically, Precise Shot is only effective for avoiding the -4 penalty for shooting into melee. This was just normal cover penalty for any creature standing in the path of the ranged shot. It's hard for me to keep all the archery feats straight, so when you get a chance, kindly add a description of the feats in your profile or a link to the Archive of Nethys description of it. Thanks.

Hadda is still in the line of fire, so Crasius' options are to take a single ranged attack after moving past her or taking the -4 cover penalty. Let me know which you prefer. Or if you have another feat or ability that allows ignoring cover from allies, let me know that. I think you need improved precise shot to remove cover penalties and avoid miss chance due to concealment.

Regarding Seke's concerns about the Witchfire and invisibility, everyone knows the information listed in the spoiler above labeled "Witchfire" because Hadda knew these things and would have shared them once the group learned that one of the hags was a witchfire. It lists one of the SLAs as invisibility.

That brings us to the question of whether an incorporeal creature can be affected by Glitterdust. I'll rule it could blind the Witchfire, which is not immune to blinding, but with a 50% chance due to the general limitation on non-wounding magical effects have a 50% chance of working on incorporeal creatures. I don't see how the dust could outline the creature, however, because there is not corporeal body for the dust to stick to. I'll make the saves vs. Blindness soon, but I'm out of time to post at the moment.


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Female Human (Iobarian) Chronicler of Worlds/Studious Librarian (Bard) 8 | HP 77/77 | AC 23 Touch 15 Flat 19 (ACP 0) CMB +8 CMD 23 | Fort +5 Ref +11 Will +8 | Speed 60 ft | Init +4; Per +19, SM +21 | Active: Daylight, Heightened Awareness, Tears to Wine | Bardic Rd: 22/23 | Hero Points: 2/3

But Crasius doesn't just have Precise Shot; he has the following ability:

Precise Minstrel wrote:
At 2nd level, an Arrowsong minstrel gains Precise Shot as a bonus feat. In addition, any creature that is affected by any of the Arrowsong minstrel’s bardic performance does not provide soft cover to enemies against her ranged attacks with a bow.


Rimkeening Crevasse C1

On the Table:
DC 19
Silyzil: Will: 1d20 + 10 ⇒ (3) + 10 = 13

That's why I need these things spelled out on the profile or mentioned in the post where it affects the results. I can't keep track of all that. I'll ret-con and see if he would have hit without the cover penalty. After checking, I realize Crasius' longbow is not magical. Non-magic weapons cannot affect incorporeal creatures. The arrow passes through but does not appear to harm her. Since he knows his ranged attacks cannot harm her, he can retcon his recent attacks.

Silyzil was not covered in the glitterdust, since she has no body that the dust can cling to, but the sudden light does appear to have blinded her for this round.


Rimkeening Crevasse C1

As explained in the discussion, I did not see evidence that Crasius' bow as magical, so I said it did no damage. The bow was magical, however, so it did half damage (7 points) to Silyzil when it went through her incorporeal form. She now has 40 lethal damage.


Spells: 1st (5/6), 2nd (3/6), 3rd (4/5), 4 (3/3)
Skill M-Z:
Oratory +11, Perception +16, Sense Motive +11, Spellcraft +11 [+1 to identify spells from Evil Spellcasters]
Skill A-L:
Talsune Fly +13, Acrobatics +20 (19), Diplomacy +19, Arcana +11, Dungeoneering +5, Engineering +5, Geography +5, History +5, Local +5, Nature +5, Planes +8, Religion +5, Linguistics +15,
Human Male Bard [A.M.]/DD [Brass] 11; 118/118; Init +8; AC 21 (22 Haste), T 16 (17 Haste), FF 16; AC Penalty -1; Fort +9, Ref +13 (+14 Haste), Will +8, [+1 vs EC]; 13/14 BS ; HP 3; Per +16 (30 ft Blindsense), T +18 (DV,LL,Scent)

I will be more explicit about the weapon and ability in the future.


Rimkeening Crevasse C1

Behind the Screen:
DC 19
Will: 1d20 + 10 ⇒ (9) + 10 = 19

On the Table:
Vs Hadda AC Touch 16
Shock, touch: 1d20 + 16 ⇒ (19) + 16 = 35
Electricity damage: 2d8 ⇒ (6, 3) = 9
Target:1=Hadda,2-4=Image: 1d4 ⇒ 3

I just realized I have not yet finally posted the effects of Crasuius' ranged attacks.

The first two arrows from Crasius' quiver pass through the witchflame, causing more damage, but the last shot missed. 15 damage done.

The witchflame becomes invisible to all except Seke.

Seke:
Seke sees the witchflame float to the SE corner of the room and out Seke's line of sight, appearing to move into a corridor or alcove.

The will-o'-wisp flies at Hadda and lets lose a jolt of electricity, but it only causes one of the mirror images around Hadda to vanish.

Everyone is up with effects resolved in the following order:
Dom (IC +2, 10 lethal, haste)
Hadda (IC +2, 2 mirror images, GH, REE20)
Ingrit (IC +2, GH, REE20, haste)
Wapiti (haste)
Rurik (IC +2, GH, REE20, 31 lethal, vulnerable to fire, sickened, haste)
Crasius (IC +2, GH, REE20, haste)
Seke (IC +2, GH, REE20, see invisible, haste)

Spell Effects referenced:
Good Hope (GH): +2 morale bonus on saving throws, attack rolls, ability checks, skill checks, and weapon damage rolls
Inspire Courage (IC +2): +2 morale bonus on saving throws against charm and fear effects and a +1 competence bonus on attack and weapon damage rolls.
Mirror Image: Whenever you are attacked or are the target of a spell that requires an attack roll, there is a possibility that the attack targets one of your images instead. If the attack is a hit, roll randomly to see whether the selected target is real or a figment. If it is a figment, the figment is destroyed. If the attack misses by 5 or less, one of your figments is destroyed by the near miss. Area spells affect you normally and do not destroy any of your figments. Spells and effects that do not require an attack roll affect you normally and do not destroy any of your figments. Spells that require a touch attack are harmlessly discharged if used to destroy a figment.
Resist Electrical Energy (REE20): The subject gains resist energy 10 against the energy type chosen, meaning that each time the creature is subjected to such damage (whether from a natural or magical source), that damage is reduced by 10 points before being applied to the creature's hit points. The value of the energy resistance granted increases to 20 points at 7th level.
Sickened: The character takes a –2 penalty on all attack rolls, weapon damage rolls, saving throws, skill checks, and ability checks.


Female N Wayang Witch (Invoker archetype, Time patron) 10 | HP: 97/97 | Cold resistance 2 | AC 18 Tch 14, Fl 15 | CMB: +2, CMD: 15 | F: +12, R:+9, W:+10 | Init: +3 | Perc: +14, SM: +13, Dipl. (Influence): +21, Bluff (Deceive): +18 | Invoke Patron: 10/10 min. | Divune (familiar) HP: 48/48 | Darkvision 60 ft | Speed 20 ft | Act. Cond:

Seke focuses on her patron and then tries to hex the will o wisp to sleep!

Swift action invoke patron and then slumber hex DC 23 will save.


Rimkeening Crevasse C1

On the Table:
DC 23
Will: 1d20 + 9 ⇒ (15) + 9 = 24

Since Seke's action comes at the end of the order, I'll post the result under a spoiler for Seke's player to observe. No one else knows if the Will-o'-wisp falls asleep until her turn in initiative.

Seke:
Seke's hex focuses mystical energies of time to force the creature to fall into its own form of sleep, but the it proves itself to focused on reality to be affected.


Female Human (Iobarian) Chronicler of Worlds/Studious Librarian (Bard) 8 | HP 77/77 | AC 23 Touch 15 Flat 19 (ACP 0) CMB +8 CMD 23 | Fort +5 Ref +11 Will +8 | Speed 60 ft | Init +4; Per +19, SM +21 | Active: Daylight, Heightened Awareness, Tears to Wine | Bardic Rd: 22/23 | Hero Points: 2/3

Hadda inhales deeply as the will-o'-wisp destroys one of her images. She steps into the room and holds her bow up at point-blank range. It didn't seem to understand that its fate had been sealed. Even if it attacked her now, its doom was certain.

Mwk Comp Shortbow, GH, IC, Haste: 1d20 + 11 + 2 + 2 + 1 ⇒ (6) + 11 + 2 + 2 + 1 = 22
Piercing Dmg, GH, IC: 1d6 + 2 + 2 + 2 ⇒ (3) + 2 + 2 + 2 = 9

This first attack definitely provokes an AoO, as do the subsequent if it has combat reflexes.

Mwk Comp Shortbow, GH, IC, Haste, Iterative: 1d20 + 11 + 2 + 2 + 1 - 5 ⇒ (7) + 11 + 2 + 2 + 1 - 5 = 18
Piercing Dmg, GH, IC: 1d6 + 2 + 2 + 2 ⇒ (5) + 2 + 2 + 2 = 11

Mwk Comp Shortbow, GH, IC, Haste, Hasted Attack: 1d20 + 11 + 2 + 2 + 1 ⇒ (11) + 11 + 2 + 2 + 1 = 27
Piercing Dmg, GH, IC: 1d6 + 2 + 2 + 2 ⇒ (5) + 2 + 2 + 2 = 11

She doesn't have to worry so much about hitting anyone else from this vantage point, but with this creatures' known swiftness even point-blank might not be sufficient to bring it down if it kept dodging.


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 |

"Protect yourself, Rurik!" calls out Dom, as the badly burned priest chooses to nevertheless heal him. "Where'd that ghost go?" he asks, as it seems to vanish. He intended to chase her, but that would require knowing where to chase. Delay. Seke--can you share where it went (if you know)? Dom would jump back into initiative and move if he knows.


Ingrit Ragnarsdottir F Human Ranger (Skirmisher) 11: HP 78/87 : AC: 20 (21), T: 15, FF: 15 : Fort: +10 (+12 cold eff/ +15 cold env/ +20 with cold weather outfit. +4 to all if nonlethal) Ref: + 12 Will: +5 : Perc +12 (+18 Human/+16 Giant/+14 Fey Hunter's tricks 7/8

Wordlessly, Ingrit unleashes another volley, this time targeting the will-o'-wisp, so that they can focus on the disappearing witchflame.

+1 Composite Longbow/PBS/Inspired/Good hope/Haste/Rapid shot: 1d20 + 17 + 1 + 2 + 2 + 1 - 2 ⇒ (4) + 17 + 1 + 2 + 2 + 1 - 2 = 25
Manyshot/ Piecing/Magic/GH/Insp/PBS: 2d8 + 6 + 2 + 2 + 1 ⇒ (7, 5) + 6 + 2 + 2 + 1 = 23

+1 Composite Longbow/PBS/Inspired/Good hope/Haste/Rapid shot: 1d20 + 17 + 1 + 2 + 2 + 1 - 2 ⇒ (6) + 17 + 1 + 2 + 2 + 1 - 2 = 27
Piecing/Magic/GH/Insp/PBS: 1d8 + 3 + 2 + 2 + 1 ⇒ (1) + 3 + 2 + 2 + 1 = 9

+1 Composite Longbow/PBS/Inspired/Good hope/Haste/Rapid shot: 1d20 + 17 + 1 + 2 + 2 + 1 - 2 ⇒ (6) + 17 + 1 + 2 + 2 + 1 - 2 = 27
Piecing/Magic/GH/Insp/PBS: 1d8 + 3 + 2 + 2 + 1 ⇒ (1) + 3 + 2 + 2 + 1 = 9

+1 Composite Longbow/PBS/Inspired/Good hope/Haste/Rapid shot: 1d20 + 12 + 1 + 2 + 2 + 1 - 2 ⇒ (10) + 12 + 1 + 2 + 2 + 1 - 2 = 26
Piecing/Magic/GH/Insp/PBS: 1d8 + 3 + 2 + 2 + 1 ⇒ (7) + 3 + 2 + 2 + 1 = 15


HP:58/93 I AC 29 (30 w/Haste), touch 14, flat-footed 25 I Fort +10, Ref +12, Will +5(+9) I Speed 50 ft I Perception +10 (low light vision)

Wapiti paws the ground, snorting aggressively as the burning woman vanishes.


Rimkeening Crevasse C1

On the Table:
AOO vs Hadda Touch AC 16
Shock, touch: 1d20 + 16 ⇒ (7) + 16 = 23
Electricity damage: 2d8 ⇒ (2, 8) = 10

Hadda tests her recent bow and arrow training on the tricky target of the will-o'-wisp. The creature takes the opportunity to discharge some of its electricity into her, but her magic protection causes it to crackle and pop but keeps the energy from burning or shocking her.

The glowing blob zigs out of the way of the first arrow, zags out of the way of the second arrow, but can't avoid the last one. 11 damage to WOW2.

Ingrit's follow suit with her bow. The first arrow misses but the next one hits as does the one that follows closely behind. As this second arrow wounds the beastie, its light dims and it drifts to the ground, giving off some harmless sparks and rest in peace. Last arrow available for another target or save it for late. 18 damage the WOW2, killing it.


Ingrit Ragnarsdottir F Human Ranger (Skirmisher) 11: HP 78/87 : AC: 20 (21), T: 15, FF: 15 : Fort: +10 (+12 cold eff/ +15 cold env/ +20 with cold weather outfit. +4 to all if nonlethal) Ref: + 12 Will: +5 : Perc +12 (+18 Human/+16 Giant/+14 Fey Hunter's tricks 7/8

If I can't currently see another target, I'll hold the last shot.


Male Human Cleric 11 | HP 80/80 | AC 25 T 12 FF 24 | Fort +10 Ref +5 Will +13 | Initiative +1 | Perception +7 | Channel 7/7 | Inspired 1/1 | Liberation 11/11 | Rebuke Death 8/8

Rurik takes the opportunity to do a quick self-heal.

Cure light wounds: 1d8 + 5 ⇒ (8) + 5 = 13 -> Empowered by Healing domain -> 19


Spells: 1st (5/6), 2nd (3/6), 3rd (4/5), 4 (3/3)
Skill M-Z:
Oratory +11, Perception +16, Sense Motive +11, Spellcraft +11 [+1 to identify spells from Evil Spellcasters]
Skill A-L:
Talsune Fly +13, Acrobatics +20 (19), Diplomacy +19, Arcana +11, Dungeoneering +5, Engineering +5, Geography +5, History +5, Local +5, Nature +5, Planes +8, Religion +5, Linguistics +15,
Human Male Bard [A.M.]/DD [Brass] 11; 118/118; Init +8; AC 21 (22 Haste), T 16 (17 Haste), FF 16; AC Penalty -1; Fort +9, Ref +13 (+14 Haste), Will +8, [+1 vs EC]; 13/14 BS ; HP 3; Per +16 (30 ft Blindsense), T +18 (DV,LL,Scent)

Acrobatics: 1d20 + 15 ⇒ (20) + 15 = 35 If there is a wisp to attack me there.

Crasius moves into the room and readies to shoot the Witchfire if she returns. "Danger still lurks within the area.."

Continue Inspiring Courage. Tumble through in case anything can attack me and then ready a shot for the Witchfire. Ignore any cover from an ally affected by Inspire Courage.

+1 Comp Longbow w/GH, IC, Haste, DA: 1d20 + 12 + 2 + 2 + 1 - 2 ⇒ (11) + 12 + 2 + 2 + 1 - 2 = 26

+1 Comp Longbow w/GH, IC, DA: 1d8 + 5 + 2 + 2 + 4 ⇒ (3) + 5 + 2 + 2 + 4 = 16


Ingrit Ragnarsdottir F Human Ranger (Skirmisher) 11: HP 78/87 : AC: 20 (21), T: 15, FF: 15 : Fort: +10 (+12 cold eff/ +15 cold env/ +20 with cold weather outfit. +4 to all if nonlethal) Ref: + 12 Will: +5 : Perc +12 (+18 Human/+16 Giant/+14 Fey Hunter's tricks 7/8

"Anyone have eyes on the fire witch?" Ingrit asks, bow raised and sweeping back and forth across the room slowly.


Rimkeening Crevasse C1

Rurik wounds heal substantially, although he still has the faint green flames around him, making it hard to function normally. Still sickened and vulnerable to fire.
Crassius moves into the room, ready to fire arrows, keeping his inspiring narration going.

Wapiti (haste)
Dom (IC +2, 10 lethal, haste) Currently on delay.
Seke (IC +2, GH, REE20, see invisible, haste)

I'm going to 'bot Seke to say the following free action.

I saw the witchfire flee the room out the door down there. She points to the southeast corner of the room, about seventy feet away.


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 |

"Right!" Dom immediately goes in pursuit in the direction that Seke points!

Double moved on the map, which is 80' for a hasted Dom. I'm a couple squares off the visible map edge.


Ingrit Ragnarsdottir F Human Ranger (Skirmisher) 11: HP 78/87 : AC: 20 (21), T: 15, FF: 15 : Fort: +10 (+12 cold eff/ +15 cold env/ +20 with cold weather outfit. +4 to all if nonlethal) Ref: + 12 Will: +5 : Perc +12 (+18 Human/+16 Giant/+14 Fey Hunter's tricks 7/8

"Go with him! Might help to keep him alive" Ingrit says with a nod to Wapiti, as the mighty elf takes off right after Dom.

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