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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Female N Wayang Witch (Invoker archetype, Time patron) 8 | HP: 79/79, temp HP 12/12 | Cold resistance 2 | AC 18 Tch 14, Fl 15 | CMB: +1, CMD: 14 | F: +11, R:+8, W:+9 | Init: +3 | Perc: +12, SM: +11, Dipl. (Influence): +15, Bluff (Deceive): +16 | Invoke Patron: 7/8 min. | Divune (familiar) HP: 39/39 | Darkvision 60 ft | Speed 20 ft | Act. Cond: heroism, Air bubble, See invisibility

Seke flies behind the witchfire after stating what she saw.

Sorry for the delay , double move with 60 fly speed so 120 ft. Can you please move me on the map?


Rimkeening Crevasse C1

Dom, Wapiti, and Seke head for the direction Seke identified.

Seke:
After moving one move action, 60 feet, Seke can see that the invisible witchflame is just around the corner. Dom and Wapiti apparently moved through her without realizing it. Seke has a standard action if she wants to do something other than move. The witchflame is ten feet east of Seke's position and five feet west of Wapiti. It appears the Silyzil has shaken of the blindness caused by the glitterdust.


Female N Wayang Witch (Invoker archetype, Time patron) 8 | HP: 79/79, temp HP 12/12 | Cold resistance 2 | AC 18 Tch 14, Fl 15 | CMB: +1, CMD: 14 | F: +11, R:+8, W:+9 | Init: +3 | Perc: +12, SM: +11, Dipl. (Influence): +15, Bluff (Deceive): +16 | Invoke Patron: 7/8 min. | Divune (familiar) HP: 39/39 | Darkvision 60 ft | Speed 20 ft | Act. Cond: heroism, Air bubble, See invisibility

Seke casts Glitterdust on the witchflame to make it visible.

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

"There the witchflame is!"


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 races to join the others in pursuit of the witchflame.


Rimkeening Crevasse C1

Seke established that the glitterduest does not settle on the incorporeal form of the witchflame, although it can be temporarily blinded by the spell. Based on Silyzil's position (see spoiler above) there is no way to target the witchflame with the spell without also affecting either Wapiti or Seke as well. Which will it be or do you want to ret-con the spell? Ingrit must wait to move for her next turn, which is after the witchflame's turn, which is next once these actions are resolve.


Female N Wayang Witch (Invoker archetype, Time patron) 8 | HP: 79/79, temp HP 12/12 | Cold resistance 2 | AC 18 Tch 14, Fl 15 | CMB: +1, CMD: 14 | F: +11, R:+8, W:+9 | Init: +3 | Perc: +12, SM: +11, Dipl. (Influence): +15, Bluff (Deceive): +16 | Invoke Patron: 7/8 min. | Divune (familiar) HP: 39/39 | Darkvision 60 ft | Speed 20 ft | Act. Cond: heroism, Air bubble, See invisibility

Hi GM, I think that this line for incorporeal means that glitterdust has a 50% chance of affecting the creature. "Corporeal spells and effects that do not cause damage only have a 50% chance of affecting an incorporeal creature (except for channel energy)." I think you should roll. Seke will affect herself with the glitterdust.

will save vs. glitterdust: 1d20 + 9 ⇒ (9) + 9 = 18

Seke is suddenly blinded by her own glitterdust spell.


HP:88/93 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)

Will: 1d20 + 4 ⇒ (14) + 4 = 18

Wonderful.


Female N Wayang Witch (Invoker archetype, Time patron) 8 | HP: 79/79, temp HP 12/12 | Cold resistance 2 | AC 18 Tch 14, Fl 15 | CMB: +1, CMD: 14 | F: +11, R:+8, W:+9 | Init: +3 | Perc: +12, SM: +11, Dipl. (Influence): +15, Bluff (Deceive): +16 | Invoke Patron: 7/8 min. | Divune (familiar) HP: 39/39 | Darkvision 60 ft | Speed 20 ft | Act. Cond: heroism, Air bubble, See invisibility

Hey Wapiti, the area does not cover Wapiti, only Seke and the creature. It was either Seke or Wapiti.


HP:88/93 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)

Ah okay!


Rimkeening Crevasse C1
Seke wrote:
Hi GM, I think that this line for incorporeal means that glitterdust has a 50% chance of affecting the creature. "Corporeal spells and effects that do not cause damage only have a 50% chance of affecting an incorporeal creature (except for channel energy)." I think you should roll. Seke will affect herself with the glitterdust.

I did the roll and that is why the dust has a chance of blinding the witchflame. But even if the 50% roll is made, the effect is still to have corporeal particles stick to an incorporeal creature, which is impossible. It's the same reason throwing paint or flour at the witchflame would not make her visible, because the particles would not attach to her.


Female N Wayang Witch (Invoker archetype, Time patron) 8 | HP: 79/79, temp HP 12/12 | Cold resistance 2 | AC 18 Tch 14, Fl 15 | CMB: +1, CMD: 14 | F: +11, R:+8, W:+9 | Init: +3 | Perc: +12, SM: +11, Dipl. (Influence): +15, Bluff (Deceive): +16 | Invoke Patron: 7/8 min. | Divune (familiar) HP: 39/39 | Darkvision 60 ft | Speed 20 ft | Act. Cond: heroism, Air bubble, See invisibility

Ah sorry, I did not see a roll. Then all that happens is that Seke is blinded.


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

So the one person who could see her is now blind. lol.


Rimkeening Crevasse C1

On the Table:
DC 19
Will: 1d20 + 10 ⇒ (7) + 10 = 17

Behind the Screen:
Silyzil moves south into the wall next to it and resides most of the way inside the wall. It is still invisibile and should anyone attack it, it has total cover.
DC 19
Will: 1d20 + 10 ⇒ (19) + 10 = 29
It saves so is not blinded anymore.

I have yet to roll the save for the witchflame, who may yet be blinded again.

Seke:
Seke senses that the spell did again blind the witchflame.

The game of hide and seek continues. Nothing attacks anyone and there are no evident magic spell effects.

Everyone may take their Round 5 action. Seke can roll to recover her sight at the end of her turn.
Hadda (IC +2, 2 mirror images, GH, REE20)
Ingrit (IC +2, GH, REE20, haste)
Wapiti (haste)
Rurik (IC +2, GH, REE20, 12 lethal, vulnerable to fire, sickened, haste)
Crasius (IC +2, GH, REE20, haste)
Dom (IC +2, 10 lethal, haste)
Seke (IC +2, GH, REE20, see invisible, haste, blinded)


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

Dom delays until after Seke's turn.


Female N Wayang Witch (Invoker archetype, Time patron) 8 | HP: 79/79, temp HP 12/12 | Cold resistance 2 | AC 18 Tch 14, Fl 15 | CMB: +1, CMD: 14 | F: +11, R:+8, W:+9 | Init: +3 | Perc: +12, SM: +11, Dipl. (Influence): +15, Bluff (Deceive): +16 | Invoke Patron: 7/8 min. | Divune (familiar) HP: 39/39 | Darkvision 60 ft | Speed 20 ft | Act. Cond: heroism, Air bubble, See invisibility

will: 1d20 + 9 ⇒ (20) + 9 = 29

Seke regains her sight and flies a little up and then shoots a snowball spell on the withflame.

snowball ranged touch: 1d20 + 8 ⇒ (15) + 8 = 235d6 ⇒ (1, 3, 4, 5, 6) = 19

"That area where the snowball hit is the location of the witchflame!"


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 Rurik unleashes a prayer spell to assist the team in hitting their targets.


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

I don't know where the witchflame is on the map, but I am assuming I saw where Seke fired. If that spot get marked, I can update Dom's position.

Seeing Seke fire a lethal snowball at her foe, Dom quickly moves and swings at the very same spot!

Falcata +1, IC, Prayer: 1d20 + 17 + 2 + 1 ⇒ (17) + 17 + 2 + 1 = 37; Damage, Precise Strike, IC, Prayer: 1d8 + 7 + 5 + 2 + 1 ⇒ (8) + 7 + 5 + 2 + 1 = 23
Crit?: 1d20 + 20 ⇒ (1) + 20 = 21; Crit damage: 2d8 + 20 ⇒ (1, 2) + 20 = 23
Concealment: 1d100 ⇒ 39; Concealment blind fight reroll: 1d100 ⇒ 95


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

It's both invisible and in the wall so I guess we're dependent on Seke...until it moves, since see invisibility can't see through walls

As soon as Rurik completes his spell, Ingrit races after Wapiti. coming to a halt when she sees Seke, covered in glittering dust staring at a spot on the wall, with Dom swinging at seemingly nothing, while Wapiti watches on in confusion and frustration she could feel through their bond.

Standing with her bow drawn beside her companion, she waits, either for an obvious sign of where the witchflame would attack from next, or for one of the spellcasters to figure out a solution to dealing with an invisible burning ghost.

"How in Cocytus are we supposed to fight this thing?"


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

Seeing the group move further down, Hadda bends her knees and sprints down to the southern edge of the room where the witchflame had apparently fled.

Ingrit wrote:
"How in Cocytus are we supposed to fight this thing?"

"Humans are persistence hunters," the librarian offers. "The witchflame may not tire in her undead form, but she can't flee forever."

Having slung her bow back across her back, Hadda rotates her wrist back and forth three times, extending different combinations of fingers before sending an amethyst-hued ethereal hand out towards where she saw Seke's snowball land and Dom swing his sword.

60 ft move, free action to maintain Inspire Courage (and thus enable anyone in the party to reroll a failed save as an immediate action with Saving Finale. Standard Action Magic Trick: Mage Hand to provide Ranged Aid for a +2 to Dom's next attack.

Ranged Aid wrote:
Ranged Aid (base attack bonus +1): You’ve learned to use your mage hand to tug at an opponent’s hair, clothing, and equipment. You can use the aid another action at range, attempting a ranged touch attack instead of a melee attack.

Mage Hand Ranged Touch Attack Aid Another, DC 10, GH, IC, Haste, Prayer: 1d20 + 10 + 2 + 2 + 1 + 1 ⇒ (20) + 10 + 2 + 2 + 1 + 1 = 36

Concealment: 1d100 ⇒ 20

Well shoot. Haste rd 3/8 (counting up), Bardic Performance 19/23 (counting down).


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)

Continue bard song and ready an attack if I see it. Round 12/14 for Inspire Courage. Ignore any cover caused by an ally affected by my Inspire Courage.

Crasius moves quickly through the room as he continues his chant, "Hunting the foul spirit, the group strains to see it.."

+1 Comp Longbow attack roll w/GH, IC, Haste, DA: 1d20 + 12 + 2 + 2 + 1 - 2 ⇒ (19) + 12 + 2 + 2 + 1 - 2 = 34

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


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)

Continue with the action above to just ready a shot if she pops out.


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

Same for Hadda: without a magic bow, she can't do damage, so she's readying to use her mage hand to add a +2 to the attack most likely to do the most damage. If the witchflame attacks Dom in melee, she'll aid him. If the witchflame isn't in melee range, she'll add the +2 to Ingrit, most likely, to try to get that initial manyshot to hit.


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

Dom doesn't know where the foe is, so he's stuck with a ready action. Would like to use the same roll if allowed.


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 stands with her bow drawn, looking around the room for any sign of the witchflame, while noticing the now glittering Seke shifting around like a blind person, an Wapiti snorts in apprehension.


Rimkeening Crevasse C1

On the Table:
Vs Rurik, Touch AC 11 +4 for cover = 15
green fire bolt, touch: 1d20 + 13 ⇒ (3) + 13 = 16
Fire damage: 8d6 ⇒ (6, 5, 2, 2, 5, 6, 6, 4) = 36
Since Rurik is vulnerable to fire because he failed to save when he was first hit by the green fire, he takes 54 damage.

Notes, please read:
Sorry for the delay. Vacation activities plus going without power for 24 hours has delayed me from getting to this melee.

Seke has not posted a retcon to replace the snowball spell she posted last. She can still ret-con something while blinded, but she cannot ready an attack since her turn won't end until the ready action takes place and her blindness won't be removed until the turn ends. I'm assuming she is where she was last and able to see. If she has a ready weapon, she may be able to make an AOO if the witchflame provokes.

I moved Rurik 30 feet south or his prayer spell would not reach anyone. His spell will not reach Dom, however, who is just out of range.

Ready attacks cannot happen until the witchflame is visible. She won't become visible until she makes an attack action. Since becoming visible happens simultaneous to the attack, I'm going to rule she gets off her attack, after which anyone with a ready attack may take it. I'll used last rolled attack if available. Then she may choose to move, which could trigger AOOs but we'll resolve that after the above.

From the wall next to Ingrit, Silyzil appears as she sends a bolt of green fire at Rurik, whom she hit with fire earlier. The bolt passes between Ingrit and Crasius and hits the cleric. A small fireball of green flame engulfs him and the flames burn hotter than before. Rurik collapses. He takes 54 damage, which my my count puts him at -7. He is dying and will need to make a DC 10 Constitution roll -7 at the start of his next turn if not healed before then.

Having become visible, the heroes with ready attack action may act. Hadda: may cast mage hand and make any rolls (if needed) to aid someone's readied attack. Ingrit may make her ranged attack, but she will provoke an AOO from Silyzil if she takes the shot. She can take the last rolled attack if she chooses to attack and I'll do the AOO next post if needed. I don't know if Wapiti readied an attack, but if so he can take it. Crasius: his ready attack hits and does 8 damage to Silyzil. Dom cannot take his readied attack because he doesn't threaten Silyzil's position. Silyzil has cover by virtue of being partly inside the wall.


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

Con check: 1d20 + 1 - 7 ⇒ (11) + 1 - 7 = 5


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

Ha, well now I wish I had readied my ranged aid to raise Rurik's AC instead!

Mage Hand Ranged Touch Attack Aid Another to Raise Attack for Wapiti, DC 10, GH, IC, Haste, Prayer: 1d20 + 10 + 2 + 2 + 1 + 1 ⇒ (7) + 10 + 2 + 2 + 1 + 1 = 23

I basically just need to not roll a 1

Watching the gout of green flame engulf Rurik, Hadda screams in frustration. She'd rush to his side to bring him back up and interpose herself between the undead witch and their best chance at surviving the encounter. But for now, any chance to harm the witchy woman was useful. Her spectral hand whips around and dances in Silyzil's face, tugging at anything it can to distract her and prevent her from focusing on Wapiti's great antlers.

So yeah, Hadda is going to play backup healer next round.


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

I think Dom is waiting for readied actions to go off, and then would qualify to take a turn.


Rimkeening Crevasse C1

I don't think Dom will be able to make his readied attack since Silyzil is out of melee range. Ingrit still needs to post if she is taking her readied attack and Wapiti's attack.


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

Growling under her breath as the witchflame appears only to further burn Rurik, Ingrit puts another arrow into the burning ghost witch.

Readied attack
+1 Composite Longbow/PBS/Inspired/Good hope/Haste: 1d20 + 17 + 1 + 2 + 2 + 1 ⇒ (10) + 17 + 1 + 2 + 2 + 1 = 33
Piercing/Magic/GH/Insp/PBS/Haste: 1d8 + 3 + 2 + 2 + 1 + 1 ⇒ (3) + 3 + 2 + 2 + 1 + 1 = 12


HP:88/93 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)

Reacting as the hidden enemy reappears, Wapiti tries to gore the burning woman.

Gore/PBS/Inspired/Good hope/Haste: 1d20 + 11 + 1 + 2 + 2 + 1 ⇒ (15) + 11 + 1 + 2 + 2 + 1 = 32
Piercing/GH/Insp/Haste: 3d6 + 6 + 2 + 2 + 1 ⇒ (4, 5, 6) + 6 + 2 + 2 + 1 = 26


Rimkeening Crevasse C1

On the Table:
Hadda's mage hand has a 50% chance of affecting the insubstantial undead: 51-100 is good: 1d100 ⇒ 65
AOO vs Ingrit: Touch AC 15
green fire, touch: 1d20 + 13 ⇒ (4) + 13 = 17
Fire damage: 8d6 ⇒ (1, 2, 5, 1, 2, 6, 1, 3) = 21
Ingrit: Will: 1d20 + 4 ⇒ (1) + 4 = 5

As Ingrit prepares to unleash her arrow, the witchflame sweeps an incorporeal hand through her and the green flame spreads to Ingrit. Ingrit is unable to avoid becoming enveloped with a nimbus of green, as Rurik had been. 21 fire damage to Ingrit and she is now sickened and has vulnerability to fire.

Nevertheless, Ingrit's arrow is on target as usual, doing more damage to Silyzil. Half damage = 6 lethal.

Wapiti's antlers sweep through the form of the witchflame, but without magical enchantments, the attack does her no harm.

Hadda's mage hand trick was successful, but did not prevent the AOO from hitting. Ingrit's arrow would have hit without the aid.

The witchflame, recognizing she is in trouble, flies through her opponents and down the hall to the east. 50 feet down the hall and turns a corner into a cavern area. New map section added. It will take some movement for ranged attacker to reach a where Silyzil is targetable.

Dom gets an AOO as she goes by him. After that, everyone gets their round 6 action.


Rimkeening Crevasse C1

What you see at the end of the passage east, part 1:
First, take into account that there is no natural light in this room, so if you don't have your own light or darkvision, stop here and wait for someone with light to arrive. If you can see, look at part 2 spoiler.

Part 2:
A strange forest of dark and leafless trees fills this expansive natural cavern, twisting upward toward the ceiling high overhead. The witchflame is just around the first corner. No other creatures are seen initially. Uncover the brown square as far south as your light source/vision reaches.


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 ceases her own bardic performance with a few charged words that give Ingrit another chance to resist the witchflame's curse.

Saving Finale to enable Ingrit to reroll her Will save. Immediate action.

In the same moment, she rotates her wrist just-so, not in a motion of spell-casting but to deposit a wand from the spring-loaded sheath into her hand. She moves swiftly to interpose herself between the rest of the party (and the fleeing enemy) and the downed cleric. "You'll not die on my watch, Rurik," she says, waving the wooden wand around, its healing runes glowing with light as she taps it on the cleric.

Cure Light Wounds: 1d8 + 1 ⇒ (1) + 1 = 2 Whomp whomp. Well at least you're stable!

Swift: spring-loaded wrist sheath. Move 15 ft. Standard: CLW.


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

Dom swipes at the witchflame as it dashes by him!
AOO with +1 Falcata, IC, GH, Haste: 1d20 + 17 + 2 + 2 + 1 ⇒ (1) + 17 + 2 + 2 + 1 = 23; Damage, IC, GH: 1d8 + 10 + 2 + 2 ⇒ (8) + 10 + 2 + 2 = 22. Miss.

He then continues his pursuit. Moved 40' on the map, still have a move or standard left but can't see the map.


Rimkeening Crevasse C1

Dom misses the enemy as she flies by while Hadda keeps Rurik alive.

Dom:
The witchflame herself glows with the light equivalent to a candle, which means her square is normal light and the adjacent squares are dim light. So Dom can see her and what's around her. Unless Dom has some source of light, however, he cannot see the rest of the cavern. Does he want to attack her?


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 |

GM:
You bet he wants to attack.

Dom tries to do better this time with his attack.
+1 Falcata, IC, GH, Haste: 1d20 + 17 + 2 + 2 + 1 ⇒ (17) + 17 + 2 + 2 + 1 = 39; Damage, IC, GH: 1d8 + 10 + 2 + 2 ⇒ (6) + 10 + 2 + 2 = 20
Crit? (if crits are possible): 1d20 + 17 + 2 + 2 + 1 ⇒ (4) + 17 + 2 + 2 + 1 = 26; Crit Damage, IC, GH: 2d8 + 20 + 4 + 4 ⇒ (3, 4) + 20 + 4 + 4 = 35


Rimkeening Crevasse C1

On the Table:
DC 22
Dom: Will: 1d20 + 7 ⇒ (7) + 7 = 14
Wapiti (from earlier attack on Silyzil): Will: 1d20 + 4 ⇒ (5) + 4 = 9

Ret-con: I forgot about a feature of the witchflame's green flame: PCs that attack her with a melee attack risk catching the green flame. Wapiti failed his initial save. He may get a reroll from the same ability of Hadda's that allows Ingrit to make a reroll. Wapiti takes no damage, but is sickened and vulnerable to fire.

Dom:
Dom's attack cuts through her core, doing more damage to he the necromantic magic that holds her together. 17 damage. Total damage done to her so far: 96 Unfortunately, in making the attack, he contacts the green flame that surrounds and fills her body and it starts to spread all over him. You may get a reroll via Hadda's Inspire Courage Side Effect. If he doesn't save, he'll be sickened and vulnerable to fire.

Dom's actions are out of view of PCs at their current positions, so no one is sure what is happening, but they hear a shriek that is similar to the sound Silyzil has made when wounded.

Hadda, Dom:
Dom failed a will save to avoid catching the green fire. Is he able to reroll his will save from that same ability that allows Ingrit to reroll? If so let Dom know.

Ingrit, Wapiti, Carsius, and Seke are able to act. Ingrit (and maybe Wapiti) gets a reroll on the failed will save to catch fire, DC 22.

What you see if you move down the passageway to the next room:
The room is dark so what you can see may be limited by light available. At a minimum you see Silyzil and Dom in melee range. Silyzil is looking ragged, with bits of green flame dripping off her and vanishing. Dom may be covered in green flame. The witchflame sheds normal light in her own square and dim light to the squares around her. Any other PC who has the green flame affecting zir sheds similar light, like a faerie fire spell. The rest of the room is dark unless you have light or eyes that can see in the dark. If you can see, you see trees or things that look like trees but with no folliage and more of a resemblance to a root system turned upside down than normal trunks and branches. No other creatures can be seen from the NW corner.

Doing my best Columbo impression:
One more thing: movement through the next room has obstacles that should be treated as difficult terrain for movement through the area.


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 am waiting for Wapiti to move so I can get through. I don't think there is enough room for me to squeeze through there until after they move.


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

Saving Finale is only 1/rd as an immediate action while I have a bardic performance active. Hadda would activate it as soon as someone failed a save.


Rimkeening Crevasse C1
Crasius Leone wrote:
I am waiting for Wapiti to move so I can get through. I don't think there is enough room for me to squeeze through there until after they move.

PCs can move through their allies' spaces.


Female N Wayang Witch (Invoker archetype, Time patron) 8 | HP: 79/79, temp HP 12/12 | Cold resistance 2 | AC 18 Tch 14, Fl 15 | CMB: +1, CMD: 14 | F: +11, R:+8, W:+9 | Init: +3 | Perc: +12, SM: +11, Dipl. (Influence): +15, Bluff (Deceive): +16 | Invoke Patron: 7/8 min. | Divune (familiar) HP: 39/39 | Darkvision 60 ft | Speed 20 ft | Act. Cond: heroism, Air bubble, See invisibility

Seke readies to shoot a snowball spell on the withflame.


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

Will re-roll: 1d20 + 4 ⇒ (7) + 4 = 11


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 takes a single hasted move and then fires. Continue Inspire Courage round 13/14.

Crasius moves into the room and says, "Beware the flame that clings and grows upon the unwary..."

+1 Comp Longbow attack roll w/GH, IC, Haste, DA, PBS: 1d20 + 12 + 2 + 2 + 1 - 2 + 1 ⇒ (1) + 12 + 2 + 2 + 1 - 2 + 1 = 17

+1 Comp Longbow damage w/GH, IC, DA, PBS: 1d8 + 5 + 2 + 2 + 4 + 1 ⇒ (6) + 5 + 2 + 2 + 4 + 1 = 20

Shanked that one hard.


Rimkeening Crevasse C1
Seke wrote:
Seke readies to shoot a snowball spell on the withflame.

If you didn't know, the witchflame is not invisible at the moment. Since Seke is hasted, she can move forty feet and still cast the spell. I moved Seke to a spot she can reach this round, which has Silyzil in range and line of sight.


Rimkeening Crevasse C1
Ingrit wrote:
[dice=Will re-roll]1d20+4

That doesn't save, but Ingrit still has this round for her actions. Silyzil is still visible and can by hit with arrows shot from a magical bow.


Rimkeening Crevasse C1
Crasius Leone wrote:

Crasius takes a single hasted move and then fires. Continue Inspire Courage round 13/14.

Crasius moves into the room and says, "Beware the flame that clings and grows upon the unwary..."

[dice=+1 Comp Longbow attack roll w/GH, IC, Haste, DA, PBS]1d20+12+2+2+1-2+1

[dice=+1 Comp Longbow damage w/GH, IC, DA, PBS]1d8+5+2+2+4+1

Shanked that one hard.

See my post in the discussion thread. All PCs have 3 hero points. Crasius, for example, could use one to reroll that last attack.


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

Fighting her way past the queasy feeling brought on by the ghost witch's flame, Ingrit steadies herself, unleashing a volley of arrows at the now visible enemy.

+1 Composite Longbow/PBS/Inspired/Good hope/Haste/Sickened/Rapid shot: 1d20 + 17 + 1 + 2 + 2 + 1 - 2 - 2 ⇒ (12) + 17 + 1 + 2 + 2 + 1 - 2 - 2 = 31
Piercing/Magic/GH/Insp/PBS/Haste/Sickened/Manyshot: 2d8 + 6 + 2 + 2 + 1 + 1 - 2 ⇒ (2, 4) + 6 + 2 + 2 + 1 + 1 - 2 = 16

+1 Composite Longbow/PBS/Inspired/Good hope/Haste/Sickened/ Rapid shot: 1d20 + 17 + 1 + 2 + 2 + 1 - 2 - 2 ⇒ (19) + 17 + 1 + 2 + 2 + 1 - 2 - 2 = 38
Piercing/Magic/GH/Insp/PBS/Haste/Sickened: 1d8 + 3 + 2 + 2 + 1 + 1 - 2 ⇒ (5) + 3 + 2 + 2 + 1 + 1 - 2 = 12

+1 Composite Longbow/PBS/Inspired/Good hope/Haste/Sickened/ Rapid shot: 1d20 + 12 + 1 + 2 + 2 + 1 - 2 - 2 ⇒ (4) + 12 + 1 + 2 + 2 + 1 - 2 - 2 = 18
Piercing/Magic/GH/Insp/PBS/Haste/Sickened: 1d8 + 3 + 2 + 2 + 1 + 1 - 2 ⇒ (7) + 3 + 2 + 2 + 1 + 1 - 2 = 14

Extra hasted attack
+1 Composite Longbow/PBS/Inspired/Good hope/Haste/Sickened/ Rapid shot: 1d20 + 17 + 1 + 2 + 2 + 1 - 2 - 2 ⇒ (7) + 17 + 1 + 2 + 2 + 1 - 2 - 2 = 26
Piercing/Magic/GH/Insp/PBS/Haste/Sickened: 1d8 + 3 + 2 + 2 + 1 + 1 - 2 ⇒ (1) + 3 + 2 + 2 + 1 + 1 - 2 = 8


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Female N Wayang Witch (Invoker archetype, Time patron) 8 | HP: 79/79, temp HP 12/12 | Cold resistance 2 | AC 18 Tch 14, Fl 15 | CMB: +1, CMD: 14 | F: +11, R:+8, W:+9 | Init: +3 | Perc: +12, SM: +11, Dipl. (Influence): +15, Bluff (Deceive): +16 | Invoke Patron: 7/8 min. | Divune (familiar) HP: 39/39 | Darkvision 60 ft | Speed 20 ft | Act. Cond: heroism, Air bubble, See invisibility

Seke flies and shoots a snowball spell on the withflame.

snowball ranged touch: 1d20 + 8 ⇒ (9) + 8 = 175d6 ⇒ (6, 2, 2, 4, 6) = 20

"Got you witchflame!"


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: don't forget all of your active buffs. Heroism, Inspire Courage, and Haste alone should increase that attack by 5.

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