| Ingrit |
As Wapiti mauls one giant, Ingrit fills the other with another deadly barrage, her demeanor, one of icy calm.
+1 Composite Longbow/ Haste/ Rapid shot/ Favored Enemy/ Inspired/Bless/Good hope: 1d20 + 16 + 2 + 1 + 2 + 2 ⇒ (17) + 16 + 2 + 1 + 2 + 2 = 40
Magic/Piercing/Manyshot/ Favored enemy/Inpired/Good Hope: 2d8 + 6 + 4 + 4 + 4 ⇒ (6, 7) + 6 + 4 + 4 + 4 = 31
+1 Composite Longbow/ Haste/ Rapid shot/ Favored Enemy/ Inspired/Bless/Good hope: 1d20 + 16 + 2 + 1 + 2 + 2 ⇒ (16) + 16 + 2 + 1 + 2 + 2 = 39
Magic/Piercing/ Favored enemy/Inspired/Good Hope: 1d8 + 3 + 2 + 2 + 2 ⇒ (8) + 3 + 2 + 2 + 2 = 17
+1 Composite Longbow/ Haste/ Rapid shot/ Favored Enemy/ Inspired/Bless/Good hope: 1d20 + 16 + 2 + 1 + 2 + 2 ⇒ (7) + 16 + 2 + 1 + 2 + 2 = 30
Magic/Piercing/ Favored enemy/Inspired/Good Hope: 1d8 + 3 + 2 + 2 + 2 ⇒ (7) + 3 + 2 + 2 + 2 = 16
Haste Extra shot
+1 Composite Longbow/ Haste/ Rapid shot/ Favored Enemy/ Inspired/Bless/Good hope: 1d20 + 16 + 2 + 1 + 2 + 2 ⇒ (5) + 16 + 2 + 1 + 2 + 2 = 28
Magic/Piercing/ Favored enemy/Inspired/Good Hope: 1d8 + 3 + 2 + 2 + 2 ⇒ (2) + 3 + 2 + 2 + 2 = 11
| Domitian Olavsgaard |
Thankful that the fearsome frost giants are blinded, Dom focuses on the foe that Ingrit has peppered with arrows! Full attack on Frost Giant 2, redirect to Frost Giant 1 if FG2 is down.
Falcata, Haste, Rage, IC, GH, PA: 1d20 + 17 + 1 + 2 + 2 + 2 - 3 ⇒ (12) + 17 + 1 + 2 + 2 + 2 - 3 = 33; Damage, Rage, IC, GH, PA: 1d8 + 10 + 3 + 2 + 2 + 9 ⇒ (3) + 10 + 3 + 2 + 2 + 9 = 29
Falcata, Haste, Rage, IC, GH, PA: 1d20 + 17 + 1 + 2 + 2 + 2 - 3 ⇒ (8) + 17 + 1 + 2 + 2 + 2 - 3 = 29; Damage, Rage, IC, GH, PA: 1d8 + 10 + 3 + 2 + 2 + 9 ⇒ (3) + 10 + 3 + 2 + 2 + 9 = 29
Falcata Iterative, Haste Rage, IC, GH, PA: 1d20 + 12 + 1 + 2 + 2 + 2 - 3 ⇒ (6) + 12 + 1 + 2 + 2 + 2 - 3 = 22; Damage, Rage, IC, GH, PA: 1d8 + 10 + 3 + 2 + 2 + 9 ⇒ (2) + 10 + 3 + 2 + 2 + 9 = 28
| Crasius Leone |
Note that since both bless and good hope are morale bonuses, only the strongest applies.
True, so I would hit AC 30, 30 and 22.
| Clebsch RoW |
Note that since both bless and good hope are morale bonuses, only the strongest applies.
In this case, Good Hope is +2 and saving throws, attack rolls, ability checks, skill checks, and weapon damage rolls, so it supersedes the bless.
| Clebsch RoW |
Ingrit's first arrow kills the giant standing to the west. Her second kills the other.
All others may ret-con their actions in light of this development. Note: North is on the right side of the map, for future directional reference. I put a compass rose on the map. Melee rounds have ended. The giants have the same gear as others, mainly weapons and armor.
Once combat ends, the room can be examined more carefully, if desired. The remains of a giant wooden statue, carved to resemble a stooped and ancient beldame, lie broken and scattered across the floor of this chamber. A set of massive iron double doors stands in the south wall, their faces engraved with a procession of humanoid figures. At the top of the doors, the figures are young women in the bloom of youth, but as the parade continues down the doors, the figures age, turning into pregnant matrons, stooped crones, and finally, at the bottom of the doors, into capering skeletons that vanish into a gaping tomb.
In the southern half of the room, a short passage is inscribed on each of the walls in Iobarian. Hadda spends her turn translating these for the group.
The west wall reads, “Beneath the waxing moon in spring, youth.” The east wall reads, “Under the full moon in summer, motherhood.” The inscription above the huge doors to the south reads, “When the moon is dark in winter, death.”
The doors have no locks, but attempting to open it reveals something holding them shut. Hardness 10, hp 120, break DC 25
Hadda has specified she has a Daylight spell active. Note that the Haste spell has a duration of just 9 rounds, with 3 rounds gone by, so how much time you spend in this room matters. Please specify if you do anything that takes more than one turn. The Bless and Good Hope spells last for 9 minutes.
and animal, surrounds the pit. A break in the border forms an entrance leading to the edge of the pit. There, a flight of stone steps carved into the perimeter descends into the abyss. The air above the pit seems to waver and ripple as if from heat.
| Crasius Leone |
Crasius collects his arrows as he lets his chant fade and then says, "We should note down the writings. They may be important later. For now, which door should we go through?" He pulls out a crowbar as he looks over the doors.
| Ingrit |
"That isn't foreboding at all." Ingrit remarks sardonically, looking at the procession of humanoid figures from youth to death.
| Domitian Olavsgaard |
Dom is about to swing at the giants when Ingrit's massive volley of arrows takes them down! "Nice shooting. As always."
He goes to the next door, finding it jammed. As soon as it's clear that the doors are shut without locks, Dom will try to break them down! Could try to do this the same round, if allowed--but I understand if it takes more time to figure out the door needs to be busted down.
Str DC25, Rage, Good Hope: 1d20 + 5 + 2 + 2 ⇒ (19) + 5 + 2 + 2 = 28 Booyah!
| Clebsch RoW |
V: Stealth, ACP: 1d20 + 4 - 4 ⇒ (5) + 4 - 4 = 5
DC: 5 + 1 (dim light) + 1 (Cover) + 8 (distance) = 15
Crasius: Perception: 1d20 + 13 ⇒ (5) + 13 = 18
Domitian: Perception: 1d20 + 10 ⇒ (11) + 10 = 21
Hadda: Perception: 1d20 + 19 ⇒ (2) + 19 = 21
Ingrit: Perception: 1d20 + 10 ⇒ (15) + 10 = 25
vs human +2
vs giant +4
Rurik: Perception: 1d20 + 6 ⇒ (14) + 6 = 20
Seke: Perception: 1d20 + 12 ⇒ (17) + 12 = 29
Wapiti: Perception: 1d20 + 10 ⇒ (16) + 10 = 26
V: Initiative: 1d20 + 7 ⇒ (1) + 7 = 8
Crasius: Initiative: 1d20 + 7 ⇒ (8) + 7 = 15
Domitian: Initiative: 1d20 + 4 ⇒ (16) + 4 = 20
Hadda: Initiative: 1d20 + 5 ⇒ (3) + 5 = 8
Ingrit: Initiative, cold environment: 1d20 + 5 + 4 ⇒ (14) + 5 + 4 = 23
Rurik: Initiative: 1d20 + 1 ⇒ (9) + 1 = 10
Seke: Initiative: 1d20 + 3 ⇒ (15) + 3 = 18
Hadda explains the runes merely emphasize the usual association of the different phases of the moon with different stages in a woman's life.
With a surge of rage fueled energy, Dom breaks through the haft of a greataxe that had been jammed through the door handles on the other side.
One round passes while Dom gets the door open. Everyone can take one standard action prior to entering the room in regular initiative; see below. I moved everyone through the door, which would have happened on the just past round. If wish to take a full round action and no movement, move your token back into the other room for position as initiative starts.
This vast natural cavern is drowned in darkness normal, not magical darkness. To the southeast, a ring of towering black basalt menhirs surround a great gaping pit torn into the cavern floor. Spiraling runes etched in white chalk cover the faces of the standing stones, which are painted with fresh blood. The bodies of two frost giants lie on the floor outside the ring. A border of countless skulls, both human and animal, surrounds the pit. A break in the border forms an entrance leading to the edge of the pit. There, a flight of stone steps carved into the perimeter descends into the abyss. The air above the pit seems to waver and ripple as if from heat.
Even with Hadda's daylight spell, the far west side of the cavern is in darkness. Something large is standing behind one of the menhirs to the east of the pit. A large weapon with a hammerlike head sticks out from one side. A blue horse's tail is visible in the dim light on the other side.
Note the two lines on the map. Between those lines, the target behind the menhir has total cover (no ranged attacks possible, no line of effect for spells). To either side, target has normal cover. The target has concealment (20% miss chance) due to dim light and the menhir. For those without darkvision, while the target is in dim light, it also has concealment (20% miss chance).
The haste and good hope spells are in round 5 of duration 9 rounds.
Round 1
Ingrit (haste, good hope)
Wapiti (haste, good hope)
Dom (haste, good hope)
Seke (haste, good hope)
Crasius (haste, good hope)
Rurik (haste, good hope)
Enemy (haste, good hope)
Hadda (haste, good hope, daylight)
| Crasius Leone |
Crasius will call upon his inner power to enchant his bow further.
I will spend the round to cast Gravity Bow. It will last a minute per level.
| Domitian Olavsgaard |
Been mostly out for the holidays. Will post in the new year!
| Ingrit |
"That isn't good!" Ingrit mutters, reaching into her belt and drawing out the serpentine owl figurine.
"Tsgili, show me what lies ahead" she whispers, calling upon her dormant avian companion to assume his giant owl form. Taking to the air as he transforms, growing rapidly, the giant owl flies up toward the ceiling of the cavern, flying in a high arc and initiating his piercing stare, relaying what he sees telepathically.
Giant Owl companion can use Piercing Stare as a swift action, granting True Seeing, The owl communicates with its owner by telepathic means, informing her of all it sees and hears
| Clebsch RoW |
The information relayed by the owl will be available and actionable at the end of this turn. I'll put that information under a spoiler to be looked at after PCs designate their actions for round 1. I believe this is the second time the owl figure has been activated. If it is the third, then this is the last use of it.
| Ingrit |
It's the second time in Giant Owl form, yeah. I can use it an infinite number of times in regular owl form, but once more in this form and the magic is all done.
| Crasius Leone |
Nature+Tears: 1d20 + 5 + 2 ⇒ (19) + 5 + 2 = 26 I would want information on defenses.
| Clebsch RoW |
[dice=Nature+Tears]d20+5+2 I would want information on defenses.
I'll post the reply and roll for everyone else once people can clearly see what they are facing or after Ingrit can report what the owl describes.
Happy New Year all!
| Clebsch RoW |
Is everyone waiting for Ingrit to share what the owl reports? Or is anyone using the first round to advance into the room and take an action?The enemy will get a turn before Ingrit can report what the owl reports.
| Ingrit |
"There's a circle of stones around a deep pit the bottom that's too dark or far down to be seen." Ingrit relays. "Behind the big stone, there's centaur with a war hammer. and there's something larger, like a bigger centaur with eight legs waiting beyond the pit!" she continues with obvious concern.
| Crasius Leone |
I would wait so I could identify whatever I know about what the Owl saw. That and Crasius is not our front line.
| Clebsch RoW |
4d8 ⇒ (2, 3, 4, 7) = 16
Crasius Will: 1d20 + 6 ⇒ (9) + 6 = 15 Takes 16, Sickened 1d4 ⇒ 1 rounds
Dom: Will: 1d20 + 7 ⇒ (20) + 7 = 27 Takes 8
Hadda Will: 1d20 + 8 ⇒ (7) + 8 = 15 Takes 8
Ingrit Will: 1d20 + 5 ⇒ (20) + 5 = 25 Takes 4
Rurik Will: 1d20 + 11 ⇒ (20) + 11 = 31 Takes 8
Seke Will: 1d20 + 9 ⇒ (10) + 9 = 19 Takes 4
Wapiti Will: 1d20 + 4 ⇒ (8) + 4 = 12 Takes 8
Before Ingrit can receive and report her report, a spell effect hits the group by the door with a cold, cloying miasma of greasy darkness. Crasius is the most affected, suffering physical trauma and becoming sickened. Takes 16 damage and is sickened for 1 round. Dom, Hadda, Rurik, and Wapiti are less harmed and are not sickened. 8 damage. Seke and Ingrit resist the effects most effectively. Take 4 damage.
The darkness lifts immediately.
Thremyr, akin to the creation stories of frost giants, ice trolls, winter wolves, and other creatures of snow and ice. The stories claim that when Thremyr fell into the Steaming Sea, he shed great icebergs that transformed into smaller copies of the god himself. The frost giants, spawned from his shedding body, worship this slumbering god as their creator, and thus consider svathurims their kin. The hindquarters of an adult svathurim are up to 10 feet tall and 16 feet long, while their giant trunk and head reach up to 18 feet on average. Svathurims typically weigh over 5 tons and may live up to 500 years, far longer than their frost giant kin.
The are immune to cold and vulnerable to fire.
PCs are up.
| Domitian Olavsgaard |
Sorry, I know I haven't posted in forever. I hope to up the pace.
Seeing foes in the distance, Dom lets out a shout and begins his charge!
Rage, Charge
Falcata, Rage, Charge, Good Hope, Haste, Power Attack.: 1d20 + 18 + 2 + 2 + 2 + 1 - 3 ⇒ (5) + 18 + 2 + 2 + 2 + 1 - 3 = 27;
Damage, Rage, Good Hope, Power Attack: 1d8 + 13 + 3 + 2 + 9 ⇒ (1) + 13 + 3 + 2 + 9 = 28
If that hits, swift action to demoralize via Menacing Swordplay.
Intimidate: 1d20 + 15 ⇒ (6) + 15 = 21
Glaring at his foe, he's ready to retaliate if anyone or anything attacks him.
Parry, size penalty: 1d20 + 20 - 2 ⇒ (14) + 20 - 2 = 32
Riposte: 1d20 + 20 ⇒ (15) + 20 = 35; Damage: 1d8 + 27 ⇒ (2) + 27 = 29
| Domitian Olavsgaard |
Sorry, I'm a bit lost as to Dom's status. I think Dom busted open a door, and we rolled initiative. Are people posting their actions describing what they did at the same time Dom did his door bashing? If so, I guess I'll revise after allies and enemies act.
| Crasius Leone |
"This is a Svathurim. Avoid cold and hit it with Fire if you have it!" Crasius says as his chant continues to inspire.
I do not think I have started my IC yet, so I will do that now.
| Clebsch RoW |
I gave everyone a chance to post one action after opening the door but before the enemies initiative. Ingrit acted to send her giant owl into the room to observe what can be seen from above with magical sight. No one else posted, so I assumed people were waiting to learn what was in the room before acting. This allowed one enemy to cast a spell that caused some damage. Now it's round 2. Dom would know there is an enemy behind a menhir (stone pillar essentially)(possibly the centaur you've been hearing is in the complex) and something he cant' see in the dark to the far side of the room that Ingrit has described as a huge centaur with 8 legs and which Crasius has just identified as a Svathurim that is immune or resistant to cold and vulnerable to fire. The other markers are dead frost giants.
| Crasius Leone |
I started IC in round two. I did not want to do it until I saw what we are facing.
| Clebsch RoW |
Understood. This is the boss battle, so if everyone can remember to check for updates and post as soon as your character is up, please do. As usual, you do not need to post in initiative order, but I'll process outcomes on the assumption that you are acting at your current initiative, unless you specify you are delaying until another characters later in the initiative can act.
| Domitian Olavsgaard |
Okay, if I understand right, the two green circles are dead frost giants. So, Dom can take the exact same action charging a centaur instead? If so, that's what he does! I believe your house charging rules means he can find a charging lane around the menhir. Add +2 to hit and damage due to Crasius's Inspire Courage--will delay behind Crasius to ensure Dom gets the benefit of that.
| Ingrit |
Ingrit quickly dashes into a better poisition. getting of a single shot at the centaur engaged with Dom.
+1 Composite Longbow/Good Hope/Haste/ Inspured: 1d20 + 18 + 2 + 1 + 2 ⇒ (12) + 18 + 2 + 1 + 2 = 35
Magic/Piercing/Good Hope/Inspired: 1d8 + 3 + 2 + 2 ⇒ (1) + 3 + 2 + 2 = 8
| Wapiti |
Question. Technically, the corner of the centaur's square falls within Wapiti's charge lane. Would he be able to charge or would the stone inhibit him from charging?
| Clebsch RoW |
Ingrit draws first blood, putting an arrow into the rear haunch of the centaur. 8 lethal to centaur.
Wapiti charges toward the centaur. I moved the token on the map. Charge is available.
Dom can indeed charge, but Wapiti will be in the way to the north side of the centaur. However, he can angle to the south side and get the charge attack.
Dom stabs the centaur's chest. The centaur sneers at his attempt to appear intimidating. 28 to Centaur.
| Clebsch RoW |
Wapiti's charge gores the centaur's flank, damaging some organs and leaving a deep wound. 33 to centaur. It has taken more than half damage already.
Rurik is up. Then I'll 'bot Hadda and Seke, followed by the enemies.
| Clebsch RoW |
Force Damage: 1d8 + 3 ⇒ (2) + 3 = 5
Spiritual Weapon, 1: 1d20 + 5 ⇒ (4) + 5 = 9
Force Damage: 1d8 + 3 ⇒ (2) + 3 = 5
Gtr Agg Thu electricity: 6d6 ⇒ (4, 6, 2, 6, 6, 6) = 30
DC 17
Reflex: 1d20 + 12 ⇒ (16) + 12 = 28
Fortitude: 1d20 + 11 ⇒ (17) + 11 = 28
V
Target:1=D,2=W: 1d2 ⇒ 1
AC 21
Frost-Thunder Hammer 1: 1d20 + 14 ⇒ (3) + 14 = 17
Target:1=D,2=W: 1d2 ⇒ 2
AC 29
Frost-Thunder Hammer 2: 1d20 + 9 ⇒ (12) + 9 = 21
Target:1=D,2=W: 1d2 ⇒ 2
AC 29
Hoof 1: 1d20 + 8 ⇒ (3) + 8 = 11
Target:1=D,2=W: 1d2 ⇒ 1
AC 21
Hoof 2: 1d20 + 8 ⇒ (20) + 8 = 28
Hoof 2 Damage: 1d6 + 2 ⇒ (4) + 2 = 6
S
AC 23
Lance, charge: 1d20 + 22 + 2 ⇒ (15) + 22 + 2 = 39
Lance damage: 4d6 + 18 ⇒ (2, 3, 5, 5) + 18 = 33
I'm going to 'bot Rurik so things can move along.
Rurik follows Ingrit and then casts a spell, touching his holy symbol and pointing at the centaur. A mote of light flies toward the enemy, expanding as it moves into a morningstar made of pure force energy. When it reaches the centaur, it begins to attack as if wielded by an invisible servant of Milani.
It strikes the enemy one time, drawing fresh blood from his chest. 5 damage.
Hadda sprints over to a menhir near the pit and looks for anything that might be important.
Seke follows Rurik and Hadda and casts a spell. At the far east end of the cavern, a light appears, as bright as a candle, but enough to reveal the hulking eight-legged centaur lurking there. The light blossoms into a miniature thunderstorm that sends a powerful jolt of electricity at the creature. The svathurim avoids the lightning and is not affected by the loud clap of thunder that echoes through the chamber. No damage, no stun.
The centaur, who displays the unholy symbol of Kostchtchie, can be none other than the priest Vesvolod that the group has heard about. He wields a large warhammer and uses its hooves to attack as well.
His first hammer attack is against Dom, who deftly avoids the blow and then stabs with a reposte, wounding Vesvolod again. Parry/Riposte does 29
The centaur attacks Wapiti with his hammer and a hoof but misses. It rears up on its hind legs and kicks Dom in the chest. 4 lethal to Dom. After attacking, the centaur moves five feet away from Wapiti.
The svathurim races across the cavern, reaching near Hadda and Ingrit. It carries a lance and could also use the horns on its head and some of its many hooves to attack. As it gets near Hadda, it directs the lance at her and stabs deeply into her, badly wounding her. 33 lethal to Hadda. She is 40/77 hp. The svathurim is huge and has a reach of 10 feet, 20 with the lance.
| Crasius Leone |
I think we are up since all the monsters just went. If not this will be when I go again.
Crasius moves to get a better view of the room as he continues his chant, "The massive chamber holds great danger..." and then sends an arrow at the Svathurim.
Continue IC, move and shoot one arrow.
+1 Adaptive Composite Longbow Attack, Good Hope, Inspire Courage, Haste, Deadly Shot: 1d20 + 11 + 2 + 2 + 1 - 2 ⇒ (2) + 11 + 2 + 2 + 1 - 2 = 16
+1 Adaptive Composite Longbow Damage, Inspire Courage, Good Hope: 1d8 + 5 + 2 + 2 + 4 ⇒ (6) + 5 + 2 + 2 + 4 = 19
| Wapiti |
Pressing the attack, Wapiti quickly steps forward, tearing into the centaur with relentless savagery, assailing his opponent time and again with hirn and hoof.
gore/Good Hope/Haste/Inspired: 1d20 + 13 + 2 + 1 + 2 ⇒ (20) + 13 + 2 + 1 + 2 = 38
Piercing/Good Hope/Inspired: 3d6 + 7 + 2 + 2 ⇒ (5, 3, 6) + 7 + 2 + 2 = 25
hoof 1/Good Hope/Haste/Inspired: 1d20 + 11 + 2 + 1 + 2 ⇒ (18) + 11 + 2 + 1 + 2 = 34
Bludgeoning/Good Hope/Inspired: 1d4 + 7 + 2 + 2 ⇒ (3) + 7 + 2 + 2 = 14
hoof 2/Good Hope/Haste/Inspired: 1d20 + 11 + 2 + 1 + 2 ⇒ (12) + 11 + 2 + 1 + 2 = 28
Bludgeoning/ Good Hope/Inspired: 1d4 + 7 + 2 + 2 ⇒ (3) + 7 + 2 + 2 = 14
First attack confirm
gore/Good Hope/Haste/Inspired: 1d20 + 13 + 2 + 1 + 2 ⇒ (11) + 13 + 2 + 1 + 2 = 29
Piercing/Good Hope/Inspired: 3d6 + 7 + 2 + 2 ⇒ (5, 1, 6) + 7 + 2 + 2 = 23
Haste Extra attack
gore/Good Hope/Haste/Inspired: 1d20 + 13 + 2 + 1 + 2 ⇒ (6) + 13 + 2 + 1 + 2 = 24
Piercing/Good Hope/Inspired: 3d6 + 7 + 2 + 2 ⇒ (2, 4, 1) + 7 + 2 + 2 = 18
| Ingrit |
As the svathurim races across the cavern, driving his lance into Hadda, Ingrit unleashes a flurry of arrows at the hulking eight-legged creature.
+1 Composite Longbow/Good Hope/Haste/ Inspired/Rapid shot: 1d20 + 18 + 2 + 1 + 2 - 2 ⇒ (15) + 18 + 2 + 1 + 2 - 2 = 36
Magic/Piercing/Good Hope/Inspired/Manyshot: 2d8 + 6 + 2 + 2 ⇒ (3, 7) + 6 + 2 + 2 = 20
+1 Composite Longbow/Good Hope/Haste/ Inspired/Rapid shot: 1d20 + 18 + 2 + 1 + 2 - 2 ⇒ (5) + 18 + 2 + 1 + 2 - 2 = 26
Magic/Piercing/Good Hope/Inspired: 1d8 + 3 + 2 + 2 ⇒ (8) + 3 + 2 + 2 = 15
+1 Composite Longbow/Good Hope/Haste/ Inspired/Rapid shot: 1d20 + 13 + 2 + 1 + 2 - 2 ⇒ (1) + 13 + 2 + 1 + 2 - 2 = 17
Magic/Piercing/Good Hope/Inspired: 1d8 + 3 + 2 + 2 ⇒ (1) + 3 + 2 + 2 = 8
Haste extra attack
+1 Composite Longbow/Good Hope/Haste/ Inspired/Rapid shot: 1d20 + 18 + 2 + 1 + 2 - 2 ⇒ (13) + 18 + 2 + 1 + 2 - 2 = 34
Magic/Piercing/Good Hope/Inspired: 1d8 + 3 + 2 + 2 ⇒ (4) + 3 + 2 + 2 = 11
| Domitian Olavsgaard |
Dom joins Wapiti in bringing all of his fury upon Vesvolod the centaur priest!
Falcata, Rage, Good Hope, Haste, Inspired, Power Attack: 1d20 + 18 + 2 + 2 + 1 - 3 ⇒ (1) + 18 + 2 + 2 + 1 - 3 = 21. Auto-miss
Damage, Rage, Good Hope, Inspired, Power Attack: 1d8 + 13 + 3 + 2 + 2 + 9 ⇒ (8) + 13 + 3 + 2 + 2 + 9 = 37
Hasted Attack: 1d20 + 20 ⇒ (16) + 20 = 36
Damage: 1d8 + 29 ⇒ (6) + 29 = 35
Iterative Attack: 1d20 + 15 ⇒ (5) + 15 = 20
Damage: 1d8 + 29 ⇒ (3) + 29 = 32
He is ready to parry again if it comes up.
Parry, Size Penalty: 1d20 + 18 ⇒ (2) + 18 = 20
Riposte: 1d20 + 20 ⇒ (14) + 20 = 34
Damage: 1d8 + 29 ⇒ (1) + 29 = 30
| Clebsch RoW |
Retcon: In my melee notes, I had the hp of the Svathurim listed for Vsevolod. When I corrected the error, I saw that Vsevolod was negative 1. So Vsevolod would have fallen after Dom's riposte hit him. Wapiti would not have taken any damage. Sorry about that.
Dom and Wapiti can move toward the Svathurm but since it has reach of 20 ft with it's lance and 10 feet with this natural weapons (gore, 2 hooves, slams) you may have to decide if you want to risk the AOO or attempt an acrobatics check to avoid it. I'll process the archery attacks and let you post what Dom and Wapiti do.
If you can get to a point where you can melee attack it, reroll the attack so you are not biased in your action based on knowing if the attack roll was high or low. Wapiti may be able to charge, but he won't be able to avoid an AOO with acrobatics while charging, and if the lance hits from an AOO, it will do the same damage as if the Svathurim were charging (double damage).
Ingrit's arrows all strike true except the third one, which slipped in her fingers as she released the string. 46 damage to the Svathurim.
Crasius' shot fails to penetrate its chain armor and tough hide.
| Wapiti |
Wapiti will risk the charge. Current AC with Haste/Charging = 28
Powerful Charge/Good Hope/Haste/Inspired: 1d20 + 15 + 2 + 1 + 2 ⇒ (12) + 15 + 2 + 1 + 2 = 32
Piercing/Good hope/Inspired: 5d6 + 7 + 2 + 2 ⇒ (3, 3, 3, 2, 1) + 7 + 2 + 2 = 23
| Domitian Olavsgaard |
Dom seems invigorated by his killing blow! Recover 1 panache--the one spent to parry.
He does not hesitate--seeing Wapiti charge another foe, he attempts a pincer action to catch the Svathurim from a different angle!
Sorry, I missed that I needed to repost. Using the house rules, Dom maneuvers north of the Svathurim (25' away) and then charges. With Haste, there's just enough movement to do this.
Falcata, Rage, Good Hope, Haste, Inspired, Power Attack, Charge: 1d20 + 18 + 2 + 2 + 1 - 3 + 2 ⇒ (13) + 18 + 2 + 2 + 1 - 3 + 2 = 35. Damage, Rage, Good Hope, Inspired, Power Attack: 1d8 + 13 + 3 + 2 + 2 + 9 ⇒ (6) + 13 + 3 + 2 + 2 + 9 = 35
He is ready to parry if struck.
Riposte: 1d20 + 20 ⇒ (8) + 20 = 28
Damage: 1d8 + 29 ⇒ (7) + 29 = 36
| Clebsch RoW |
Lance: 1d20 + 22 ⇒ (9) + 22 = 31
Lance damage: 2d6 + 9 ⇒ (2, 5) + 9 = 16
Lance damage: 2d6 + 9 ⇒ (6, 3) + 9 = 18
AC 24
Spiritual Weapon, 1: 1d20 + 10 ⇒ (12) + 10 = 22
Spiritual Weapon, 2: 1d20 + 10 ⇒ (8) + 10 = 18
Channel energy, excludes Svathurim: 5d6 ⇒ (3, 2, 6, 1, 3) = 15
DC 25
S: Will: 1d20 + 11 ⇒ (6) + 11 = 17
1d100 ⇒ 35
Sorry for the delay in posting.
As Wapiti races at the Svathurim, the monster deftly turns its lance so that it strikes the beast's rear flank, badly wounding him. Wapiti, however, is not stopped by this and rams his rack of antlers into the monster's chest. 34 damage to Wapiti, 23 damage to the Svathurim.
As this is happening, Dom races at the right flank of the Svathurim and slashes its side with his falcata. The monster is badly wounded by still fighting. 35 damage to the Svathurim.
Rurik advances to just behind Wapiti and channels positive energy to all his allies, healing some or all of their wounds. He keeps the energy from healing the eight-legged monster, however. To do this, however, he had to neglect the spiritual weapon he evoked and so it remained hovering near the fallen centaur.15 healing to all, Svathurim excluded.
Seke pulls three walnuts from her spell component pouch, says an arcane word which gives them a multicolored glow that constantly changes, then she hurls the nuts at the Svathurim. Magic carries the components through the air, transforming them into magical energy that explodes just behind the monster. It suddenly lowers its lance and looks about confusedly, speaking some words in the language of giants and others in Skald. Seke cast a confusion spell.
The monster spends precious moments babbling incoherently, giving everyone a chance to attack it.
I'm confident, between Ingrit, Wapiti, Dom, and Crasius, you can do the 20 points of damage that will kill the Svaturim, so feel free to roll attacks and damage, AC 26, if you like, for bragging rights or to see if Dom gets any panache points back for getting the killing blow. There is an important challenge remaining, but it will not involve combat, so stay tuned.
| Clebsch RoW |
Seke (haste, good hope, IC +2)
Hadda (haste, good hope, daylight, 22/77 lethal, IC +2)
Ingrit (haste, good hope)
Wapiti (haste, good hope, 27 lethal)
Dom (haste, good hope)
Crasius (haste, good hope, 1 lethal)
Rurik (haste, good hope, IC +2)
The haste spell will be over in a few rounds. Good Hope lasts for about 8 minutes yet.
Rurik hasn't posted in about 6 weeks, so we may have lost him. I think we can assume he'll use channel energy to heal people soon after the battle ends.
A large, ironbound chest sits on the floor near the standing stones. It is locked (Disable Device DC 30), but Vsevolod carries the key. This is Vsevolod’s “war chest,” containing the funds for his expedition: coins, rough-cut gems, art objects, and jewelry worth 12,000 gp in total.
Vsevikod possessed the following items (weapons and armor sized for a large creature): potions of cure serious wounds (2); mwk breastplate, frost-thunder hammer (+2 warhammer; see below), dagger, spear, belt of mighty constitution +2, periapt of health, key to the chest in area E9, spell component pouch, wooden unholy symbol of Kostchtchie.
Cost: 24,524 GP
Slot none
CL 9th
Weight 10 lbs.
Aura moderate evocation
This oversized +2 warhammer is forged from blue steel and engraved with Abyssal runes that read, “There are no screams for those who die the frozen death.” A frost-thunder hammer is sized for giants; it is a two-handed weapon for Medium-sized creatures, who take a –2 penalty on attack rolls for wielding an oversized weapon.
Once per day as a ranged touch attack, the wielder of a frostthunder hammer can slam the weapon against the ground to release a crackling bolt of ice that shoots across the ground toward a single target up to 100 feet away. On a successful hit, the ice immediately freezes around the target, trapping it within a 9-inch-thick solid block of pale blue ice. The ice blocks line of effect to the entrapped victim, who is helpless (but can still breathe) and takes 9 points of cold damage per round until freed. The ice has hardness 0 and 27 hit points; if the ice is broken, the creature is freed. A creature can break the ice as a full-round action with a successful DC 24 Strength check.
Construction Requirements: Cost 12,424 GP
Craft Magic Weapons, icy prison.
| Ingrit |
Watching Wapiti's charge closely, Ingrit calls out a warning at the last moment, alerting her companion to the impending strike. Reacting immediately, Wapiti flick his head, antlers deflecting the strike as he moves in to gore the Svathurim.
Bolster Companion (Ex): The Ranger can use this trick as an immediate action when his animal companion is hit with an attack or a combat maneuver. The companion’s AC and combat maneuver defense increase by +4 for the purposes of that attack. If the attack still hits, the animal companion only takes half damage (if any). The animal companion must be able to see and hear the Ranger to benefit from this trick.
Wapiti's AC vs the lance strike goes up to 34, so that should be a miss. No damage. I'll let Dom take the 1st attack to see if he gets the Panache point back for the killing blow.
| Clebsch RoW |
Dom delivers the killing blows on the Svathurim. Rurik heals anyone with injuries. While people begin to look at gear possessed by Vsevolod, Jadrenka enters, appearing again as a young woman as you first saw her.
"Well done. I am now certain you are indeed endowed with Baba Yaga's mantle and are worthy of obtaining the other key that will direct her hut to the next place the Queen thought she might need help. The key is a dragon scale that she tossed into the Eon Pit, so one of you must descend to get it. I will do what I can to protect the one who attempts this with magic to protect you from the curse of eons."
She explains what she knows about the potential aging effects and the tendency to go insane. Then she asks for a volunteer to descend into the pit to get the key.
Seke steps forward, her voice shaking. "I will. I believe it my destiny to attempt this. If I fail, I shall go on to a better place, merging once again with the shadows."
Jadrenka smiles, "You have served me well. I will fortify you as best I can. It will take a few days for me to prepare the proper spells. I will rest and prepare a spell that will protect you from the aging effects. That will last long enough that I can rest and prepare a second spell to further fortify you for the ordeal. I will then teleport you to the bottom. I know you can prepare a haste spell and I will give you the power of flight. Any of you who have protective magic to offer, make the necessary preparaions." Jadrenka then leaves. Sometime later, one of her servants brings food and water.
Post what you are doing between this event and when Seke enters the pit. If you have any spells that might help, offer those up. Jadrenka will cast age resistance, Greater Heroism and fly. Seke will cast Haste.
| Crasius Leone |
"Travel swiftly. This place will not be kind if you take too long." Crasius says.
I will cast a normal Heroism on Seke as well. It doesn't stack with the Greater Heroism, but on the off handed chance something starts tossing Dispels around it might help."
| Rurik Voralius |
I'll add on death ward, magic circle against evil, guidance, and freedom of movement, just to stop anything else that might try to slow Seke down.
| Clebsch RoW |
1d100 ⇒ 84
DC 18
Fort, age resistance, greater heroism: 1d20 + 11 + 4 + 4 ⇒ (3) + 11 + 4 + 4 = 22
Will, age resistance, greater heroism: 1d20 + 9 + 4 + 4 ⇒ (4) + 9 + 4 + 4 = 21
Made both saves during first round.
Fort, age resistance, greater heroism: 1d20 + 11 + 4 + 4 ⇒ (7) + 11 + 4 + 4 = 26
Will, age resistance, greater heroism: 1d20 + 9 + 4 + 4 ⇒ (18) + 9 + 4 + 4 = 35
Fort, age resistance, greater heroism: 1d20 + 11 + 4 + 4 ⇒ (14) + 11 + 4 + 4 = 33
Will, age resistance, greater heroism: 1d20 + 9 + 4 + 4 ⇒ (4) + 9 + 4 + 4 = 21
After enough time passes for Jadrenka to prepare and cast her spell, Seke is ready. Hadda casts a daylight spell on a coin and drops it to the bottom of the pit to provide light. Seke casts haste on herself and Crasius and Rurik add their spells. Jadrenka finishes the final casting and then successfully teleports Seke to the bottom of the pit.
All watch her arrive safely and quickly pick a small object up off the ground. She also picks up the coin with the light spell. Then she begins to fly straight up the pit shooting up past the opening and then gliding back down. Her face is covered in sweat but she is smiling and it is not the smile of an insane person. She holds up the dragon scale and presents it to Ingrit for safe keeping.