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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Male Human Cleric 10 | HP 73/73 | AC 25 T 12 FF 24 | Fort +10 Ref +5 Will +13 | Initiative +1 | Perception +7 | Channel 5/5 | Inspired 1/1 | Liberation 10/10 | Rebuke Death 8/8

"Unfortunately I don't have a summoning spell right now, but in theory an elemental can follow directions and could use the talisman," says Rurik.


Male Human Bard (Archaeologist) 4
Quick Stat Reference:
AC=19, HP=10/15, Fort/Ref/Will: -2/8/4, 1st level spells: 4/4, 2nd level: 2/2, Archaeologists' Luck: +1 6 rounds/day

"Assuming we had someone capable of speaking its language to get whatever intel it would gather. I don't speak any of those languages."


Male Human Cleric 10 | HP 73/73 | AC 25 T 12 FF 24 | Fort +10 Ref +5 Will +13 | Initiative +1 | Perception +7 | Channel 5/5 | Inspired 1/1 | Liberation 10/10 | Rebuke Death 8/8

"I wasn't thinking intel gathering so much as target," says Rurik. "Send the elemental up first, let it get clobbered by spells or arrows or whatnot from the initial volley before the next person goes up. A dispersed elemental just returns to its plane; it's not like it's being 'killed'."


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 |
Erland Frey wrote:
"We just need a distraction, right? If Hatch can go up, super sneaky, and cause the folks upstairs to give us even a few moments grace, that might work. So long as we don't bottleneck like we did against this druid woman, we should be able to overwhelm the witch and her apprentice, especially with silence running."

"I prefer Erland's idea. Our best bet is stealth, not sending something that announces our presence. Hatch is really good at distractions, as we just saw! Have him make all of us invisible, and then he leads the way upstairs. We give him about 12 seconds to create a distraction if needed--a sound or something to get the enemy to look or move away from the teleporter. Then we start moving in--fighters first. We can have Silence cast on my spear, and I can either keep it on my person or throw it as needed."

RPG Superstar 2009 Top 16

"Honestly, the concept of stealth is semantic at this point. They know we're here and waiting for either a report that we're dead, or an attack. Either way they'll be watching the teleporters ready to attack at the first sign of a non-friendly. If Hatch goes through invisible it'll only be a few seconds before they figure it out. That might give us a moment, but the silence tactic is probably our best move. Though the longer we debate this, the more time they have to prepare." Ingrit says, looking at each of her companions in turn.


Male Human Wizard 5 Init +4 Saves : F: +2 ; R : + 1 , W : +4

Aggreed , let's go


Map of Hut in Book 4

The main thing I need is who is going up first and what buffs will be in place when she/he goes. Work out the preliminary order of people going up, and pull the trigger. Hatch can cast invisibility at will and each casting lasts 5 minutes.


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 continues to discuss the details with the team.

I think it's Hatch, Dom, Ingrit, Erland, others--Erland because I believe hexes still work when silenced, although my goal will also be to get the silence by the enemy and not the teleporter. Hatch casts Invisibility on everyone. Erland casts Silence on my spear. I'll use Oil of Magic Weapon on my falcata because I can't think of a much better time than now.


Female Human Ranger (Skirmisher) 10: HP 78/78 : AC: 20 (21), T: 15, FF: 15 : Fort: +10 (+12 cold effects/ +15 cold environment/ +20 with cold weather outfit. +4 to all if non lethal) Reflex: + 12 Will: +5 : Perception +11 (+17 Human/+15 Giant/+13 Fey

As they discuss the details of engagement, Ingrit takes the vial of greenblood oil from her belt and meticulously applies it to an arrowhead.

Poison exposure chance (1-5%fails): 1d100 ⇒ 93


Map of Hut in Book 4

Dom has suggested an order. If someone wants to second that motion, I'll consider it the plan unless someone objects before I'm ready to go. If you're setting a buff that has a short duration (measured in rounds rather than minutes), keep track of which round it is cast so I can keep track of how long it affects the melee. Cue the background music with the build-up to the finale!


Winter Witch 6 [HP 29/29 // AC 13/12/11] [Fort +3, Ref +4, Will +6] Flight Hex Used: 1 min

Before heading up, Erland takes a few moments to whisper incantations between himself and Fiske. First, his eyes glow a frosty blue for a moment then recede into their normal color. See invisibilty, 40 min.

Almost immediately after, he begins to rapidly shrink, down to the size of a child or halfling, while all his equipment and gear shrinks along with him. Reduce Person, 4 min

"Olay, ready."


Map of Hut in Book 4

Will Erland be casting Silence on Dom's spear? If so I would assume that will be the last spell cast before Hatch 'ports up. Hatch will cast invisibility on each person unless you choose to decline. Each invisibility lasts 5 minutes or until aggressive action eliminates the effect.

Any other buffs?

There are starting to be enough buff spells that I'd apprecate each character posting what spells are active with each new post. Put them in at the end of each post in OOC format. Thanks.

This is the Boss battle, coming up, so give it everything you've got. Once the melee begins, no ret cons for buffs that could have been but weren't specified before we started. Good luck.


Male Human Cleric 10 | HP 73/73 | AC 25 T 12 FF 24 | Fort +10 Ref +5 Will +13 | Initiative +1 | Perception +7 | Channel 5/5 | Inspired 1/1 | Liberation 10/10 | Rebuke Death 8/8

Unfortunately I used my party buff spell (bless) in the prior combat. I have divine favor, which I'll cast before going up, but that only affects myself.


Winter Witch 6 [HP 29/29 // AC 13/12/11] [Fort +3, Ref +4, Will +6] Flight Hex Used: 1 min

Silence is bard/cleric 2, Erland does not have it available to cast.


Male Human Bard (Archaeologist) 4
Quick Stat Reference:
AC=19, HP=10/15, Fort/Ref/Will: -2/8/4, 1st level spells: 4/4, 2nd level: 2/2, Archaeologists' Luck: +1 6 rounds/day

Khristov will cast it on Dom's spear.

Effects: Silence.


Female Human Ranger (Skirmisher) 10: HP 78/78 : AC: 20 (21), T: 15, FF: 15 : Fort: +10 (+12 cold effects/ +15 cold environment/ +20 with cold weather outfit. +4 to all if non lethal) Reflex: + 12 Will: +5 : Perception +11 (+17 Human/+15 Giant/+13 Fey

Ingrit treats two other arrorws with poison as they prepare, one with Centipede toxin, and a second with greenblood oil

Self Poison chance: 1d100 ⇒ 85
Self Poison chance: 1d100 ⇒ 99


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 uses his Oil of Magic Weapon right before heading up.

Status: Silence on spear, oil of Magic Weapon on Falcata.


Map of Hut in Book 4

It sounds like we're ready. Hatch recommends each person find an object to pick up after being turned invisible, just so people in line to get on the transporter will know where people are. [Per rules for invisibility spell, objects picked up by an invisible person remain visible unless tucked in a pocket or pack.] Same goes for the key, so it does not turn invisible and risk fouling up the handoff of the key to the person remaining behind to use it next. Nadya will be the last one up so the group is sure to have the key in case it is needed to get back down. She wants to witness Nazhena's downfall if she can or help make it happen.

One last detail: how long will you wait before the first person goes up after Hatch? It is my impression that you want Hatch to create whatever distractions he can to draw attention away from the transporter, such as knocking things over using his mage hand or flashes of light and smoke using prestidigitation. I'll make some appropriate rolls to determine how any NPCs in the area respond.

One more detail: Since initially everyone will be invisible, place your description of your actions once transported under a spoiler. Describe where you move to using the grid marked on the map: Letters along the horizontal squares, numbers going up the vertical direction. So a position can be described as D4 or F8. I'll keep a master map that shows where every PC is and will not place icons on the map until someone is visible. The same will apply if there are any vision inhibiting effects such as darkness or fog cloud.

Once everyone is ready with buff spells and items, Hatch steps onto the tranporter platform of ice. All anyone can see is the snowflake shaped key bobbing along a foot above the ground. Dom stands ready to take the key from Hatch as soon as the transport process begins to manifest.

The ice encases the platform, leaving a faint Hatch-shaped void inside. The ice vanishes and the game is on.


Map of Hut in Book 4

Under the spoilers in this post are actions taken by Hatch and anyone who is aware of him or his activities. Players should not look at these spoilers until after the melee is ended.

Behind the screen:

Hatch: Initiative: 1d20 + 6 ⇒ (14) + 6 = 20
Nazhena: Initiative: 1d20 + 2 ⇒ (6) + 2 = 8
Radosek: Initiative: 1d20 + 2 ⇒ (17) + 2 = 19
Round 1
Hatch arrives in the ice transporter. Although Radosek and Nazhena cannot see him, they know someone came up. Radosek, waiting behind the curtain is informed of someone using the transporter by his familiar, Valstoi, a goat. Nazhena's attention focuses on the ice as it forms.
DC 15 to discern the general shape of Hatch before the ice melts.
Nazhena: Perception: 1d20 + 12 ⇒ (2) + 12 = 14
Valstoi: Perception: 1d20 ⇒ 4
So neither gets a clue as to Hatch's size/shape. But they both know someone came up and can assume that someone is invisible. They also know it is not anyone who is supposed to be coming up, so they start taking aggressive actions which they decided on knowing the tower is under attack.
But they must wait for the start of Hatch's second round actions to do anything themselves.

Round 2
Hatch: X: 1d6 ⇒ 4; Y: 1d5 ⇒ 4
Moves to position I6. Uses TK to knock some books off the table in position F9. Bluff: 1d20 + 8 ⇒ (3) + 8 = 11
Radosek/Valstoi: Valstoi Sense Motive: 1d20 ⇒ 6
Valstoi is fooled into thinking someone has bumped into the table.
Radosek begins summoning using the Cauldron of Summoning (FRA).
# extra summoned creatures: 1d3 ⇒ 3
Nazhena: Sense Motive: 1d20 + 1 ⇒ (14) + 1 = 15
She suspects the falling objects might be a trick. She uses the round to cast Spectral Hand. Then she moves into the room to the SW, leaving the door open enough that she can see out but gets full cover.
Stealth: 1d20 + 2 ⇒ (4) + 2 = 6
Temp Lost HP: 1d4 ⇒ 1

Dom or whoever comes up next need only indicate if he moves the round after Hatch vacates the platform or on a subsequent round. We are at the start of round 2. If someone goes up this round, he/she will not be able to act until round 3, but will know what can be seen to be happening.


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 is seen by the others as the one holding a bit of colored cloth and the key. He moves in immediately after Hatch vacates the platform. He hopes he isn't making a mistake, but has taken to heart Ingrit's suggestion that their advantage of surprise is limited. As he is about to teleport, he drops the cloth and hands the key to Ingrit for taking.


Map of Hut in Book 4

Behind the screen:
Domitian: Perception, 30': 1d20 + 6 - 3 ⇒ (18) + 6 - 3 = 21
1d100 ⇒ 99

Domitian:
As the ice clears away, Domitian finds himself at the northeast side of a circular room with a 30 foot high domed ceiling. The center of the room is dominated by a large human sized translucent globe floating above a summoning circle. Lines of arcane energy glow across the globe’s surface, faintly humming with power as they connect multiple endpoints in a radiant glow bright enough to illuminate the domed ceiling overhead. The globe appears to be made of light but it is not obvious whether it is an object or just an illusion or image. The globe provides concealment when a line of attack passes through the summoning circle drawn on the map.

Many tables and shelves covered in books, maps, and large scrolls line the room’s circular walls, and a large ornate mirror hangs between two open windows to the west. Some books lie on the floor near the table in the NW side of the room. Twin ice sculptures of demonic fiends flank a curtain. Sounds of chanting can be heard from the south side of the chamber. Hatch is nowhere to be seen (not surprisingly). There is a door on the SW side of the room that stands ajar and there appears to be a woman looking around the door. There are two other doors, both closed; one to the east and one to the north.

Just before his turn, Domitian sees the curtain at the south side of the room slide east revealing a goat next to a bubbling cauldron. Dom can just see the left hand gestures of someone behind the cauldron.

Domitian may take his turn, posting under a spoiler. Do not move your map icon, just describe what square he moves to, unless he makes himself visible by making an attack. Both the woman behind the door and the person behind the cauldron have cover from ranged attacks, at least from where Domitian stands on the transporter.


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 |

Upstairs:
Domitian wonders if the "ice sculptures" are alive. Perception: 1d20 + 6 ⇒ (2) + 6 = 8.

He can't tell, so hoping they are not he moves toward the creatures by the cauldron and said ice sculptures. He intends to attack if the gesturing figure walks by him, but not any other enemy.

Moving to I4. Readied attack against any spellcaster that is intended to trigger after the spellcaster triggers an AOO (which probably won't happen, but just in case).

AOO if triggered?: 1d20 + 11 ⇒ (15) + 11 = 26; Damage: 1d8 + 8 + 1 ⇒ (7) + 8 + 1 = 16
Readied attack if triggered?: 1d20 + 11 ⇒ (10) + 11 = 21; Damage: 1d8 + 8 + 1 ⇒ (8) + 8 + 1 = 17

Status effects: Magic Weapon, Silence 20' radius.


Map of Hut in Book 4

Behind the screen:
9=Domitian: 1d9 ⇒ 5

Domitian:
I forgot that Domitian has silence on his spear, so he would not have heard any sounds of chanting. But he can see gestures that might lead him to think of spellcasting.
As Domitian moves across the floor, the statues don't move or exhibit any other signs of being anything other than statues. He eventually sees a man finishing a full round action spell focused on the bronze cauldron with artistic scrawls on the dark surface that depict an array of exotic animals, legendary beasts, leering fiends, and hosts of elementals. When the silence radius begins to affect the area with the cauldron, the caster looks displeased. The man has what looks like an icicle in one hand.

The man swings the icicle through the air near him, apparently checking for invisible foes close to him. Then he points the wand and triggers it. Just behind Domitian a spear made of ice erupts from the ground. Had he been standing in that spot, the spear would have wounded him and possibly tripped him. The spear remains in that spot, providing cover but not otherwise inhibiting movement.

A moment later, the entire room fills with sleet as if in a blizzard. The sleet does no damage, but it obscures all sight beyond one's own square, making the room effectively dark, blocking even darkvision. In addition, the ground under Domitian's feet becomes slippery. A creature can walk within or through the area of sleet at half normal speed with a DC 10 Acrobatics check. Failure means it can’t move in that round, while failure by 5 or more means it falls in a square randomly determined along the path attempted.

Domitian can take his action as soon as he reads this spoiler. He must make the acrobatics roll described above if he moves and he can attempt to feel around for an opponent to attack per the rules on locating an invisible foe: A character can make a touch attack with his hands or a weapon into two adjacent 5-foot squares using a standard action. If an invisible target is in the designated area, there is a 50% miss chance on the touch attack. If successful, the groping character deals no damage but has successfully pinpointed the invisible creature’s current location. If the invisible creature moves, its location, obviously, is once again unknown.

Ingrit:
Ingrit takes her turn and transports. What she sees once she is freed from the ice is sleet. That is all she can see. She can see her hand in front of her face, but nothing beyond her own square. Assuming she moves at least off the transporter, she finds the ground slippery, making movement difficult with the risk of falling.

[ooc]It is Ingrit's turn to act right after Domitian takes his next action, although it is unlikely Ingrit has any idea where Domitian is unless he bumps into her. If she moves (which will be necessary to free the transporter for the next person), she must make a DC 10 Acrobatics check to move at all. Failure by 5 or more means she falls prone. All squares covered by the sleet effect are considered difficult terrain. Ingrit can reach out and confirm where the walls are around the transporter (see map location of the transporter but remember she cannot see how big the room is). She can feel her way along a wall or strike out toward the middle of the room.

She should also make a perception check, which needs to beat a DC 20 to detect the general presence of someone within 30 feet and a DC 40 to pinpoint a location.

She can make a touch attack with her hands or a weapon into two adjacent 5-foot squares using a standard action. If an invisible target is in the designated area, there is a 50% miss chance on the touch attack. If successful, the groping character deals no damage but has successfully pinpointed the invisible creature’s current location. If the invisible creature moves, its location, obviously, is once again unknown.


Map of Hut in Book 4

As Domitian and Ingrit now know, the conditions in the room into which you are transporting will make communicating your actions to me and me communicating the outcomes back to you difficult. Use spoilers directed to the GM and only read spoilers with your PC's name on them. This situation will not last beyond a few rounds, so hang in there and be creative in your responses. Use the map and shift the covers if your PC is in a position to explore what's behind but generally don't assume what shows on the map is observable.

In addition, remember you are each invisible until you make an attack. Furthermore, remember that somewhere in the room is a spear with a silence spell on it. Anything you say can be heard by people outside the area of the silence but I will inform each PC of what he/she hears. Generally, each time you post, make a perception check, which will have some effect on things you might know.

Domitian is next to act, followed by Ingrit. Erland is next on the transporter. After I communicate what happens relating to Dom's and Ingrit's actions, I will describe what Erland sees at the point his turn begins, which will be after the enemies' next actions followed by Dom and Ingrit.


Map of Hut in Book 4

Domitian (retcon):

I left out the action of the goat and also realized that the attempt to find an invisible person by reaching out into adjacent squares is a standard action. So instead of the man swinging his icicle looking for invisible foes next to him, he instructs the goat to do so.
The goat moves forward five feet and butts his head into adjacent squares to the north.
Touch attack to locate: 1d20 + 4 ⇒ (7) + 4 = 11
Concealment, 1-50=miss: 1d100 ⇒ 72
The goat fails to locate Domitian. It is in reach of his spear if he wants to attack it, but the sleet will give it total concealment, 50% miss chance.
The man uses his wand as described above, striking at a random square within 20', hoping to locate the source of the silence spell.


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:
If he believes it will help move through this ice, Dom would draw and drink a Potion of Feather Step. If not, he'll move toward the guy with the wand, stepping to J3. I think the guy is in J2. What he would intend to do is to ready an action to disarm the wand with his buckler in response to any action from the guy. *Edit* or if he can't see the guy, I guess he better just disarm him since he has nothing to react to.

Acrobatics, ACP: 1d20 + 6 - 3 ⇒ (7) + 6 - 3 = 10
Readied Disarm, Shield Catch: 1d20 + 13 ⇒ (17) + 13 = 30 Draws an AOO
Concealment: 1d100 ⇒ 53 Lucky, but I keep regretting not taking Blind Fight. *Edit* I just saw your retcon and don't think it changes anything--the goat isn't occupying my new square, right?


Winter Witch 6 [HP 29/29 // AC 13/12/11] [Fort +3, Ref +4, Will +6] Flight Hex Used: 1 min

Little Erland stands ready to transport!

Active effects: mage armor, see invisibility, reduce person


Female Human Ranger (Skirmisher) 10: HP 78/78 : AC: 20 (21), T: 15, FF: 15 : Fort: +10 (+12 cold effects/ +15 cold environment/ +20 with cold weather outfit. +4 to all if non lethal) Reflex: + 12 Will: +5 : Perception +11 (+17 Human/+15 Giant/+13 Fey

That isn't exactly how silence works. ". All sound is stopped: Conversation is impossible, spells with verbal components cannot be cast, and no noise whatsoever issues from, enters, or passes through the area"

So anything and anyone within 20ft of Dom makes no sound. They can't hear us either


Female Human Ranger (Skirmisher) 10: HP 78/78 : AC: 20 (21), T: 15, FF: 15 : Fort: +10 (+12 cold effects/ +15 cold environment/ +20 with cold weather outfit. +4 to all if non lethal) Reflex: + 12 Will: +5 : Perception +11 (+17 Human/+15 Giant/+13 Fey

GM:
Finding herself in the middle of an unexpected sleet storm, Ingrit grabs and downs the featherstep potion. Keeping against the wall in a low crouch she moves ten feet to herr left.

Active effects:Feather step


Map of Hut in Book 4
Ingrit wrote:

That isn't exactly how silence works. ". All sound is stopped: Conversation is impossible, spells with verbal components cannot be cast, and no noise whatsoever issues from, enters, or passes through the area"

So anything and anyone within 20ft of Dom makes no sound. They can't hear us either

Ingrit:
My point is that without knowing where the spear is, a player won't know whether something said in one part of the room can be heard by another PC in an unknown location somewhere else in the room.

So indicate what your character says under the spoiler and when I indicate what each person experiences, if they can hear the words, I'll let them know what was said.


Map of Hut in Book 4

Domitian:
Feather Step will not help with the slipperiness of the Sleet Storm. Difficult terrain slows you down due to obstacles such as brush, snow, etc. The Sleet Storm spell is like grease in that it you have to move slowly and make an acrobatics check to avoid falling down. See this post for someone who answered a similar question in the Rules Questions Forum. The spell needed here is Freedom of Movement.

When Domitian attempts to move closer to the man behind the cauldron, he bumps into the goat and has to step back which counts just as a five foot step. So he can ready the disarm combat maneuver, but that will only kick in if someone makes a melee attack on him that can be disarmed. Alternately, he can do something about the goat, which he has pinpointed and can attack.


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:
Bumping unexpectedly into the goat (not to be confused with the GOAT), Dom decides he's effectively invisible now anyway, and swings wildy at where he felt the thing.

Concealment: 1d100 ⇒ 65
Two-handed Falcata, Magic Weapon, Buckler Penalty: 1d20 + 10 + 1 - 1 ⇒ (20) + 10 + 1 - 1 = 30; Damage, magic weapon: 1d8 + 7 + 1 ⇒ (4) + 7 + 1 = 12
Crit?: 1d20 + 11 ⇒ (12) + 11 = 23; Damage: 2d8 + 16 ⇒ (7, 5) + 16 = 28 He has no trouble hitting the target--is it enough to finish it?

*Edited for correct crit damage.


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 |

Sorry, forgot something.

GM:
In the event the goat survives the blow, Dom leers at it as he extracts his sword for another strike.
Menacing strike, swift action demoralize
Intimidate: 1d20 + 10 ⇒ (3) + 10 = 13 Did not add any +4 size bonus if applicable.


Female Human Ranger (Skirmisher) 10: HP 78/78 : AC: 20 (21), T: 15, FF: 15 : Fort: +10 (+12 cold effects/ +15 cold environment/ +20 with cold weather outfit. +4 to all if non lethal) Reflex: + 12 Will: +5 : Perception +11 (+17 Human/+15 Giant/+13 Fey

GM:
Acrobatics: 1d20 + 4 ⇒ (12) + 4 = 16


Map of Hut in Book 4

Domitian:
Domitian's falcata fortuitously cuts through the goat's jugular and the animal goes down instantly. 40 points damage. The goat is a familiar with enough HD to grant Domitian a panache point for killing it if he's down any panache points. The intimidate wouldn't work if the target can't see Domitian, just for future consideration. If he spent a panache on that, he can ret-con that to save the point.
I am centering the silence spell area on the NW corner of Domitian's square. If you want the center to be on a different corner, let me know.

Ingrit:
Feather Step will not help with the slipperiness of the Sleet Storm. Difficult terrain slows you down due to obstacles such as brush, snow, etc. The Sleet Storm spell is like grease in that it you have to move slowly and make an acrobatics check to avoid falling down. See this post for someone who answered a similar question in the Rules Questions Forum. Ingrit would knows that she would not benefit from drinking the potion.

Ingrit moves as indicated. Moving clockwise (southeast) ten feet puts her in square K7. Ingrit feels a corner at this point, with something like an opening or the start of a hallway to the east. As she moves into this space, she enters the area of the silence spell effect. Ingrit does not notice anyone else nearby.

Erland:
Erland arrives on the platform. There is a wall at his back and the platform seems to be set into a niche like most of the others. He cannot see anything, however, except sleet. Blowing sleet is everywhere and it obscures all sight beyond Erland's own square. So he can see his hand in front of his face, but if he reaches his hand out into the squares adjacent to his square, he loses sight of his hand. So he is effectively blind. At the moment, he cannot hear anything except the faint whistle of wind.

On his next turn, which will be right after Domitian and Ingrit have acted again, he can take his action. I'm going to move his map icon over to the holding area to the right. When he moves, indicate the square he moves to using the letter and number codes along the bottom and right margin of the map.

See link for movement restrictions due to the sleet storm effect: Sleet Storm Link

Behind the Screen:
Radosek: Cast flight Hex and flies 30 feet NW and 30 feet up. He is still in the silence area.
Nazhena does the same, activates flight hex and flies through the door and 30 feet NE and 30 feet up.
Hatch huddles under a table, waiting for the sleet to end.

Start of next round. Domitian, Ingrit, and Erland, in that order. Khristov, Damiano, and Rurik need to agree who is on deck, transporting this round.

For those already transported, these rules will be helpful:
Helpful Rules link #1
Helpful Rules Link #2
Helpful Rules Link #3


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:
Yeah, feel free to assume Dom's spear is on his "back" for now because he's definitely not thinking about this.

Acrobatics, ACP: 1d20 + 6 - 3 ⇒ (5) + 6 - 3 = 8
Now "visible," Dom tries to move past the fallen goat, but instead stumbles over the combination of its body and the sleet, forcing him to a stop just to maintain his balance. Frustrated, he spends some precious seconds tearing off his shield and dropping it, since it only seemed to be getting in the way.

Move action to attempt to move, standard action to remove shield.

Status effects: Magic Weapon, Silence 20' (round 3 of 4).


Male Human Bard (Archaeologist) 4
Quick Stat Reference:
AC=19, HP=10/15, Fort/Ref/Will: -2/8/4, 1st level spells: 4/4, 2nd level: 2/2, Archaeologists' Luck: +1 6 rounds/day

Khristov takes the next ride up.


Female Human Ranger (Skirmisher) 10: HP 78/78 : AC: 20 (21), T: 15, FF: 15 : Fort: +10 (+12 cold effects/ +15 cold environment/ +20 with cold weather outfit. +4 to all if non lethal) Reflex: + 12 Will: +5 : Perception +11 (+17 Human/+15 Giant/+13 Fey

GM:
Going down on one knee, Ingrit bides her time. She didn't really grasp the specifics of magic, but she knew this indoor storm would end at some point, and when it did she'd be ready.
H
Status effects. Invisible, silence, Favored Terrain


Male Human Cleric 10 | HP 73/73 | AC 25 T 12 FF 24 | Fort +10 Ref +5 Will +13 | Initiative +1 | Perception +7 | Channel 5/5 | Inspired 1/1 | Liberation 10/10 | Rebuke Death 8/8

Rurik gets in line after Khristov.


Map of Hut in Book 4

Erland:
DC 10: Acrobatics: 1d20 + 2 ⇒ (12) + 2 = 14

Assuming Erland will step off the transporter to free it up for the next person, he finds the ground is very slippery. He manages to keep his footing, however, and can move further without falling, so long as he does not try to move too fast.

See Helpful Rules #2 for the movement rules in the area of the Sleet Storm. See Helpful Rules #1 for rules on finding foes one cannot see. Note that the silence effect does not prevent a witch from activating hexes so long as the effect of the hex does not rely on sound. He needs to be able to target a foe, of course, so without being able to see, he can only use area effect hexes. Spells with a Verbal component cannot be cast in the area of silence. The silence effect only has a 20 foot radius, however, so if the room is large enough, there might be places unaffected by the silence.

Since no one can see Erland and he cannot see even what is in the square 5 feet away, indicate his intended direction of movement. Use the Letter/Number grid reference to specify in your spoilered post which square he moves to. He can feel his way along the wall clockwise or counterclockwise but unless he moves into someone already occupying a square, he cannot generally tell what is where, so I will remove his icon from the map until such time as he can be seen. I'll make a perception roll if he moves out of the area of silence if there's a chance he can sense the location of someone by sound or other clues.

Erland is up. Krhistov will be transporting during this round. He'll get a spoiler to tell him what he knows about the situation at the start of his turn.


Winter Witch 6 [HP 29/29 // AC 13/12/11] [Fort +3, Ref +4, Will +6] Flight Hex Used: 1 min

Spoiler:
Erland will stick to the wall, moving counterclockwise against the wall, trying to remain as stealthy as possible. He leaves one hand on Fiske, trying to impart the idea of "smell for danger" and hoping the familiar will bristle or tense in time for him to react. He holds his crossbow ready, in case something dangerous appears.

1d20 + 12 + 1 + 4 + 20 ⇒ (18) + 12 + 1 + 4 + 20 = 55 stealth

Active effects: reduce person, mage armor, invisibility, see invisibility.


Map of Hut in Book 4

Erland:
Since Erland is now small size and Fiske is only 1 size category smaller (Tiny), it may be necessary for Fiske to walk beside Erland. It will be easy to keep together using touch. Going forward, have Fiske roll an acrobatics check whenever Erland does. I'm also assuming they move maximum which is 15' at half speed.

Erland moves 15 feet, feeling along the wall. On the wall adjacent to I9 and H9 it feels like there is a large pane of glass, probably a mirror. Then he comes to a door. The door is just north of G9.

As he moves, he remains in a part of the room not affected by silence and hears Fiske make noises that he understands to mean, "I smell something flying above that reminds me of paint."

Behind the Screen:
DC 15 to hover
Radosek: Fly, Fly spell: 1d20 + 8 + 2 ⇒ (15) + 8 + 2 = 25
Radosek manages to hover and casts Flurry of Snowballs down and toward his cauldron. It hits Domitian, Ingrit and Hatch.
Flurry of Snowball damage: 4d6 ⇒ (3, 6, 3, 3) = 15
Erland: Perception: 1d20 + 3 ⇒ (16) + 3 = 19

Erland:
This happens after Erland's turn, so he cannot respond to it this round. Erland hears the sound of a male voice casting a spell. It is above him and a bit further around the room than his current position, but he can't quite pinpoint the position. Shortly thereafter, he hears more spellcasting, this time from a woman's voice in the direction of and somewhat above the transporter. Still can't pinpoint the exact position.

Domitian:
Reflex: 1d20 + 6 ⇒ (14) + 6 = 20
Domitian gets hit by a bunch of small, hard, cold objects that rain down on him from somewhere behind him and to his right. The first one to hit him alerts him and he ducks and protects himself from some of the others but still gets beat up by those that hit. 7 points of damage.

Ingrit:
Reflex: 1d20 + 8 ⇒ (13) + 8 = 21
Ingrit gets hit by a bunch of small, hard, cold objects that rain down on her from somewhere in front of her. The first one to hit her alerts her and she ducks and protects herself from some of the others but still gets beat up by those that hit. 7 points of damage.

Behind the Screen:
Hatch: Reflex, partial cover: 1d20 + 6 + 1 ⇒ (12) + 6 + 1 = 19
Nazhena: fly: 1d20 + 16 ⇒ (17) + 16 = 33
Casts Vampiric Touch and delays the touch attack attempt (using spectral hand) on whoever is transporting, right after transport is complete. Hatch, Domitian, Ingrit, and Erland act before the attempted touch attack.
Erland: Perception: 1d20 + 3 ⇒ (12) + 3 = 15

We are now to the top of round. Order: Domitian, Ingrit, Erland/Fiske, then one of the enemies in the room will act just before Khristov's turn.


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 |

Spoiler:
Acrobatics, ACP: 1d20 + 6 - 2 ⇒ (15) + 6 - 2 = 19

Dom tries to fumble around for the enemy caster that he thinks might still be around the cauldron.
Move to I3, I2, J2. Swing at any enemy he bumps into. Failing that, swing blindly at K2.
Concealment: 1d100 ⇒ 56
Falcata, Magic Weapon: 1d20 + 11 ⇒ (3) + 11 = 14; Damage, Two-Handed, Magic Weapon: 1d8 + 7 + 1 ⇒ (1) + 7 + 1 = 9

Status: Magic Weapon, Silence (Round 4 of 4). I don't know exactly when in the round Silence ends.

Does cold resistance apply to those things he was hit by, or is it bludgeoning? Did you already apply cold resist 2 if applicable?


Female Human Ranger (Skirmisher) 10: HP 78/78 : AC: 20 (21), T: 15, FF: 15 : Fort: +10 (+12 cold effects/ +15 cold environment/ +20 with cold weather outfit. +4 to all if non lethal) Reflex: + 12 Will: +5 : Perception +11 (+17 Human/+15 Giant/+13 Fey

GM:
Total damage 5 due to cold resistance
Grunting in surprise as she finds herself being hit by a barrage of what feels like snowballs, Ingrit maintains a crouched profile, avoiding the worst of it and focusing her attention up.

She continues to wait patiently.


Map of Hut in Book 4

Domitian:
Assuming the silence spell was cast at the last possible moment before Domitian transported, it would expire at the start of Domitian's 5th round. He would benefit from cold resistance versus the snowballs. So damage taken was 5. Domitian again can hear sounds, just the whistle of the wind blowing the sleet around. Domitian bumps up against the walls of the alcove and the sides of the cauldron, but finds no one to attack.

Ingrit:
Cold Resistance noted and damage adjusted, damage 5. Nothing else happens to Ingrit this round except that she can suddenly hear normally, the Silence spell apparently ending.

Erland:
It is Erland's turn. He knows there are spellcasters, one female and one male from the sounds of the voices he heard casting spells. The male voice seemed to be above floor level and only a little ways south and east of his position, while the female voice seemed to be coming from above and toward the transporter. He is still effectively blinded by the sleet but he can hear. If he can make a DC 20 perception check, he can locate the general direction of anyone making noise, but it would take a DC 40 success to pinpoint enough to target the location. He knows Khristov ought to be about finished transporting. He also knows the duration of the silence spell ought to be up, so if he speaks, anyone in the room ought to be able to hear him.


Winter Witch 6 [HP 29/29 // AC 13/12/11] [Fort +3, Ref +4, Will +6] Flight Hex Used: 1 min

Spoiler:
Erland continues his movement, trying to head towards the flying male voice, trusting in Fiske to sniff out any immediate hidden danger he can't observe just yet.

1d20 + 3 ⇒ (3) + 3 = 6 perception

For the time being, he remains quiet and stealthy.


Map of Hut in Book 4

Erland:
Erland DC 10 Acrobatics: 1d20 + 2 ⇒ (12) + 2 = 14
Fiske DC 10 Acrobatics: 1d20 + 2 ⇒ (19) + 2 = 21
Erland and Fiske are able to move with caution another 15 feet which would put them in square E7. Fiske makes another cat-sound which Elrand understands as "Human straight above."

Behind the Screen:
Nazhena vs. Khristov Ranged Touch Attack, Spectral Hand: 1d20 + 4 + 2 ⇒ (10) + 4 + 2 = 16
Miss, 1-50: 1d100 ⇒ 13
Vampiric Touch spell is not delivered but still active.

Khristov:
Khristov is freed from the ice at the end of the transport round. He cannot see anything because the room is filled with driving sleet that obscures all vision beyond his own square. He can hear normally, but the main sound at the moment is the whistle of the wind driving the sleet about. The ground is very slippery. See Sleet Storm spell for details of how this affects movment.
Khrisov DC 10 Acrobatics, blinded condition: 1d20 + 10 ⇒ (15) + 10 = 25

Khristov can move at half speed this round. Since he is invisible and also impossible to see while the sleet storm is active, his icon will not be placed where he is on the map. Indicate to what square he moves using the Letter/Number grid markings on the map. If he bumps into someone he can react to that. He also can feel about in two squares as a standard action to try to locate a target in an adjacent square by making a melee touch attack vs AC 5 with 50% miss chance.
If you want, I'll make those rolls behind the screen. Just indicate into which squares (using the letter number grid) he feels to attack.
Or he could just move or cast a spell.

Khristov is up.


Male Human Bard (Archaeologist) 4
Quick Stat Reference:
AC=19, HP=10/15, Fort/Ref/Will: -2/8/4, 1st level spells: 4/4, 2nd level: 2/2, Archaeologists' Luck: +1 6 rounds/day

Is anyone else having trouble getting to the maps? Google docs keeps redirecting me to the "clear cache and cookies" page the first 2 or 3 times.

GM:
Khristov moves to I7 and feels I6 and H7. Go ahead and make any rolls I provoke if you need to; I like to keep things moving.


Map of Hut in Book 4

Maps work first time for me. Sounds like maybe a memory issue on your computer.

Behind the Screen:
Nothing in squares Khristov searched, so no rolls needed.
Radosek: Perception: 1d20 + 3 ⇒ (6) + 3 = 9

Khristov:
Unless someone has a way to see through solid objects, like sleet, not even darkvision works in the driving sleet. So probably no AOOs for anything.
Khristov finds nothing in the areas he moved through or reached out for.

I hate to do it, but given the situation, I want to pause and spell out the rules as I interpret them for detecting and pinpointing the location of someone who is invisible or other similar situations where one is using other senses then sight to determine where a target is on a map (sometimes refered to as pinpointing the square of the target so that one can make a melee or ranged attack at that square). See the discussion thread where I will post my interpretation, once I work it out.


Map of Hut in Book 4

Behind the screen:
DC 20 (to pinpoint)
Domitian: Perception, 40': 1d20 + 7 - 4 ⇒ (6) + 7 - 4 = 9
Erland: Perception, 20': 1d20 + 3 - 2 ⇒ (15) + 3 - 2 = 16
Ingrit: Perception, human, 40': 1d20 + 5 + 2 - 4 ⇒ (19) + 5 + 2 - 4 = 22
Khristov: Perception, 30': 1d20 + 9 - 3 ⇒ (6) + 9 - 3 = 12
Hatch: Perception, 40': 1d20 + 7 - 4 ⇒ (13) + 7 - 4 = 16

Domitian:
Domitian hears a deep male voice casting a spell. He cannot pinpoint the person but he is well away from the alcove and up above the ground, to the left side of the room (looking out of the alcove)

Erland:
Erland hears a deep male voice casting a spell somewhere above him, but he cannot pinpoint the exact location of the caster.

Ingrit:
Ingrit hears a deep male voice casting a spell. She can pinpoint the caster. If she has been holding a ready attack waiting for a target, she could take her turn immediately, or wait for her usual point in the initiative. The target is 30' due west and 25' above the floor.

Khristov:
Khristov can hear a deep male voice casting a spell. He cannot pinpoint the target but can tell he is to the west side of the room and above the floor.

Spellcraft, DC 18:
The spell Sleet Storm is a 3rd level spell, so the caster would have to be a minimum of 5th level, so the spell should last at least 5 rounds. It was cast in the 2nd round, so it would end at the end of the 7th round or later.

Round 6 begins.
Initiative Order
Ingrit (if she had a ready action to fire her bow)
Domitian
Ingrit (if she did not have a ready action to fire her bow)
Erland/Fiske
Enemy

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