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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Rimkeening Crevasse C1

PCs can be moved at most one move action distance or may take a move action or standard action. However, when the group does not heed his warning, the Dawn Piper takes an action that will trigger initiative.


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

"Sorry, piper, that hut is important to the future of Irrisen and the rest of Golarion. As for the rest of this glade, I don't really care one way or another, but the hur certainly cannot be allowed to leave to the First World."

Erland uses his flight hex and hovers just above the earth. Heeding Ingrits warning.


Elven Archaeologist Bard HP 33/33 | AC 20/ FF 16/ T 16 | Per +13 | F: 3/ R: 10/ W: 6 | Init +4 | Luck: 1/6 | Extend: 2/3 | Active Conditions: Expeditious Retreat, Vanish (2/12)

Once more Anadrien moves forward, hands raised in a peaceful gesture. Speaking in Sylvan, she addresses the piper.

"ಶುಭಾಶಯಗಳು, ನ್ಯಾಯೋಚಿತ ಪ್ರಯಾಣಿಕ. ನನ್ನ ಸಹಚರರು ಮತ್ತು ನಾನು ಈ ಕಾಡಿನ ಮೂಲಕ ಶಾಂತಿಯಿಂದ ಹಾದುಹೋಗಲು ಬಯಸುತ್ತೇನೆ. ನಿಮ್ಮ ಗ್ಲೆನ್ ಮೂಲಕ ಸುರಕ್ಷಿತವಾಗಿ ಸಾಗಲು ನೀವು ನಮಗೆ ಅನುಮತಿಸುತ್ತೀರಾ?"

Sylvan:
"Greetings, fair Piper. My companions and I do not wish trouble. Already we have passed peacefully by one of your bretheren - surely we need not come to blows? All that we ask is that you step aside so that we may continue to walk the path of destiny."

Diplomacy: 1d20 + 11 ⇒ (1) + 11 = 12

I guess you can't roll high every time :P


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 moves up, wanting to stay toward the front. He says nothing at all.


Rimkeening Crevasse C1

When the group does not withdraw as he advised, the piper continued to glare at the group and said, "So be it."

He stared at Ingrit and Wapiti. The rock under his feet rippled as if liquid and the ripple moved at the group, stopping underneath Ingrit's mount. The ground underneath suddenly vanished and was replaced with a 30 foot deep it lined with sharp spikes.

Wapiti should make a DC 16 Reflex Save to avoid falling into the pit. If Wapiti fails the save, he will fall into the pit. Ingrit could attempt a similar save to leap off his back to land at the edge of the pit. Failing the save will result in 5d6 damage, which is 3d6 for the fall and 2d6 for the spikes.

The rest of the group, standing around Wapiti, must make a DC 14 Reflex save to avoid slding down the sloped edges around the pit. Each PC that fails falls into the pit and takes damage as well.

Once the reflex saves are resolved, proceed to initiative order for round 1.

Initiative:

Anadrien: Initiative: 1d20 + 4 ⇒ (3) + 4 = 7
Domitian: Initiative: 1d20 + 4 ⇒ (9) + 4 = 13
Erland: Initiative: 1d20 + 2 ⇒ (19) + 2 = 21
Ingrit: Initiative: 1d20 + 5 ⇒ (8) + 5 = 13
Rurik: Initiative: 1d20 + 1 ⇒ (4) + 1 = 5

Round 1
Erland
Ingrit
Domitian
Anadrien
Rurik
Dawn Piper


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

Fly: 1d20 + 11 ⇒ (7) + 11 = 18 to hover (DC 15)

Erland remains upright while the others have their ground pulled out from under them, then reaches over and touches Domitian on the shoulder, enchanting the warrior to fly as well.

"Go get him, lad! If you have cold iron, probably best to use that."


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)

With great agility, Wapiti leaps clear of the rippling ground before it vanishes, taking Ingrit to safety.

Reflex: 1d20 + 10 ⇒ (10) + 10 = 20


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 |

Reflex: 1d20 + 6 ⇒ (17) + 6 = 23

Dom manages not to fall into the pit that suddenly appears behind him! He lumbers into battle, unable to reach the enemy very quickly.

Double move.


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

Domitian has fly 60' from Erlands spell.


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

As soon as Wapiti lands, Ingrit climbs off of his back, drawing her bow and firing off a shot as she instructs Wapiti to move loser, should the Piper land.

Ride (quick dismount): 1d20 + 9 ⇒ (4) + 9 = 13 Not successful, dismount as move action instead of free.
+1 Composite Longbow/Weapon Focus: 1d20 + 13 + 1 ⇒ (5) + 13 + 1 = 19
Cold Iron: 1d8 + 3 + 1 ⇒ (8) + 3 + 1 = 12


Rimkeening Crevasse C1

On the Table:
DC 14
Anadrien: Reflex, trap sense: 1d20 + 10 + 2 ⇒ (5) + 10 + 2 = 17
Rurik: Reflex: 1d20 + 4 ⇒ (19) + 4 = 23

The flight hex is personal and cannot affect another creature. Erland should repost with a different action.

Due to the 10 foot high stone platform on which the Dawn Piper stands, the Dawn Piper has cover from ranged attacks unless he is standing at the edge of the platform or the maker of the ranged attack is elevated at least 5 feet, such as by flight or sitting on Wapiti or standing on one of the stones orbiting the platform. If Ingrit wants to change her action to fire her ranged attack from Wapiti's back, she may do so.

Domitian can get to within 5 feet of the raised platform. If he wants to get at the Dawn Piper, he will have to make a DC 15 climb check or make a vertical jump of 10 feet as part of his second move action.

Anadrien and Rurik avoid falling into the pit. They may take a normal round of actions.

Due to the holiday weekend (in America), I won't 'bot anyone until Monday evening.


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

Used flight hex to enter the clearing. Used fly spell on Domitian.


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

In that case I would revise my actions

Realizing that with the elevation, her place atop Wapiti's back was the perfect vantage point from which to attack, Ingrit unleashes a flurry of cold iron arrows as she has Wapiti advance forward slightly, with her knees.

+1 Composite Longbow/Weapon Focus/PBS/Rapid shot: 1d20 + 13 + 1 + 1 - 2 ⇒ (18) + 13 + 1 + 1 - 2 = 31
Cold Iron: 1d8 + 3 + 1 + 1 ⇒ (2) + 3 + 1 + 1 = 7

+1 Composite Longbow/Weapon Focus/PBS/Rapid shot: 1d20 + 13 + 1 + 1 - 2 ⇒ (11) + 13 + 1 + 1 - 2 = 24
Cold Iron: 1d8 + 3 + 1 + 1 ⇒ (2) + 3 + 1 + 1 = 7

+1 Composite Longbow/Weapon Focus/PBS/Rapid shot: 1d20 + 8 + 1 + 1 - 2 ⇒ (19) + 8 + 1 + 1 - 2 = 27
Cold Iron: 1d8 + 3 + 1 + 1 ⇒ (8) + 3 + 1 + 1 = 13

Wapiti advances to bring Ingrit close enough for PBS(within 30ft)


Elven Archaeologist Bard HP 33/33 | AC 20/ FF 16/ T 16 | Per +13 | F: 3/ R: 10/ W: 6 | Init +4 | Luck: 1/6 | Extend: 2/3 | Active Conditions: Expeditious Retreat, Vanish (2/12)

Leaping aside adroitly, Anadrien falls into a crouch at the edge of the yawning pit at stares up at the high lip of the platform in frustration. She can't make out the piper, so instead she focuses on the flying Domitian.

"Have at him, Dom!"

And so saying, she unleashes a magical spell, infusing him with heroism and bravery.

(Dom gains a +2 morale bonus on attack rolls, saves, and skill checks.)


Rimkeening Crevasse C1
Erland Frey wrote:
Used flight hex to enter the clearing. Used fly spell on Domitian.

Sorry. I checked to see if Erland had a fly spell prepared but overlooked it somehow. So Retcon: Domitian can fly.

Fly Spell details:
The subject can fly at a speed of 60 feet (or 40 feet if it wears medium or heavy armor, or if it carries a medium or heavy load). It can ascend at half speed and descend at double speed, and its maneuverability is good. Using a fly spell requires only as much concentration as walking, so the subject can attack or cast spells normally. The subject of a fly spell can charge but not run, and it cannot carry aloft more weight than its maximum load, plus any armor it wears. The subject gains a bonus on Fly skill checks equal to 1/2 your caster level (so +3). We went over the rules on maneuverability while flying earlier when fighting the dragon, but I doubt it will be needed in this situation.


Rimkeening Crevasse C1
Ingrit wrote:

In that case I would revise my actions

Wapiti advances to bring Ingrit close enough for PBS(within 30ft)

Wapeti had to advance up to the edge of the stone platform so that he and Ingrit would not be hit by the boulders revolving around at a distance of 25 feet from the center.

Ingrit's arrows hit the Dawn Piper. The cold iron insures the arrows do full damage. 27 damage.

As she Ingrit attacks, Anadrien fortifies Domitian with magic to aid him in his attacks.

With a speed of 60, Dom can get within melee range of the Dawn Piper in a single move action, so he still has a standard action to use.


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

Rurik steps slightly away from the pit (5') and casts a prayer to aid in the ensuing confrontation.


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 |

Aided by his many allies, Dom flies into battle, and strikes with his cold iron falcata!

Flying up to the Dawn Piper, attacking from higher ground.

Cold Iron Falcata, Prayer, Heroism, Higher Ground: 1d20 + 13 + 1 + 2 + 1 ⇒ (17) + 13 + 1 + 2 + 1 = 34; Damage, Precise Strike, Prayer: 1d8 + 6 + 5 ⇒ (5) + 6 + 5 = 16
Crit?: 1d20 + 17 ⇒ (3) + 17 = 20; Crit Damage: 2d8 + 12 ⇒ (3, 3) + 12 = 18


Rimkeening Crevasse C1

On the Table:
DC 16
Rurik: Caster Level: 1d20 + 6 ⇒ (13) + 6 = 19
Damage: 5d6 ⇒ (2, 1, 2, 1, 4) = 10

Rurik's prayer caused his allies to gain a halo of faint light briefly as the divine energy enhanced everyone's abilities. At the same time, the light dims around the dawn piper's head as the divine energy impedes his abilities.

Rurik:
Rurik senses some resistance to his spell affecting the dawn piper, suggesting he has spell resistance. Rurik's caster level check result is 19, so that puts a limit on the amount of DR at 18 but it could be lower.

Domitian almost crackles with magical energies as he is enable to fly and given magical benefits to augment his already deadly set of fighting skills. He flies up, avoiding the orbiting boulders and swoops down on the dawn piper to strike a mortal wound to the fey creature. Critical hit: 34 damage. This kills the dawn piper.

What happens next is dramatic and dangerous. The boulders circling the central platform of rock break up into smaller rocks and all these rocks fly in all directions before crashing to the ground. The central platform cracks but otherwise remains.

Everyone must make a DC 15 reflex save. Each PC takes 5 points of damage if the save is made, 10 if not.

Close examination of the rubble reveals 6 diamonds. In a crack of the central platform, there is a single large diamond.

Rurik can tell that the small diamonds are worth 100 gp and are suitable as a spell component of the restoration spell. The large diamond is worth 1000 gp and can also be used with the same spell to remove a negative level.

Those knowledgeable of planar magic sense that the fonts are magical siphons that will eventually draw the area between them into the First World of the fey, taking the Dancing Hut with it. To prevent this, all the elemental fonts have to be destroyed. This encounter has also established that killing the dawn piper who created and maintains the font will destroy it.

There is a narrow path that leads north into another clearing and one leading west that connects with the clearing just south of the sphere that is blocking access to the Dancing Hut.


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

Reflex: 1d20 + 4 ⇒ (6) + 4 = 10

"Oof! Well struck, Domitian. I knew those spells would pay off in your hands. Anyone else hurt?"


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

"Just minor scratches." Ingrit replies, as both she and Wapiti manage to turn away in time to avoid the worst of the damage. Running her fingers through her hair to clear the dust. "So I guess it's on to the next clearing to deal with the next guardian." Ingrit surmises.

Reflex (Ingrit): 1d20 + 9 ⇒ (12) + 9 = 21
Reflex (Wapiti): 1d20 + 10 ⇒ (17) + 10 = 27


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 |

Reflex DC15: 1d20 + 6 ⇒ (6) + 6 = 12 Take 10 damage.
Dom takes the full force from the shower of rocks.

"Yes, my attack wouldn't have been nearly as lethal without everyone's help," agrees Dom. "It seems these Dawn Pipers are not as friendly as we had hoped."


Elven Archaeologist Bard HP 33/33 | AC 20/ FF 16/ T 16 | Per +13 | F: 3/ R: 10/ W: 6 | Init +4 | Luck: 1/6 | Extend: 2/3 | Active Conditions: Expeditious Retreat, Vanish (2/12)

Reflex: 1d20 + 10 ⇒ (4) + 10 = 14

The normally nimble artic elf is caught flat-footed as the boulders burst into shrapnel, and she lets out a cry as razor-sharp flints score deep cuts across her arms, which she has the wherewithal to cross before her face.

10 damage! I'll take the healing from Erland.

Still, the pain does nothing to dampen her satisfaction at seeing Domitian destroy their foe, and she gives the warrior a grim thumb's up.

"Still, excellent work. And it seems we must destroy these fonts to prevent them sucking the hut into the First World. Which... in turn... means we might have to return to the other piper, despite his previous indifference, and destroy him as well. Along with his spriggan friend. Ambush, anybody?"


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

Healing Hex: 2d8 + 6 ⇒ (6, 7) + 6 = 19 HP to Anadrien

Healing Hex: 2d8 + 6 ⇒ (5, 8) + 6 = 19 HP to Erland


Rimkeening Crevasse C1

Behind the Screen:
Perytons: Stealth: 1d20 + 9 ⇒ (20) + 9 = 29
Owl: 1d20 + 10 ⇒ (9) + 10 = 19
Owl: Stealth: 1d20 + 10 ⇒ (6) + 10 = 16
Baccae 1: Perception: 1d20 + 7 ⇒ (20) + 7 = 27
Baccae 2: Perception: 1d20 + 7 ⇒ (10) + 7 = 17
Baccae 3: Perception: 1d20 + 7 ⇒ (9) + 7 = 16
Human 1: Perception: 1d20 - 2 ⇒ (11) - 2 = 9
Human 2: Perception: 1d20 - 2 ⇒ (10) - 2 = 8
Human 3: Perception: 1d20 - 2 ⇒ (4) - 2 = 2
Owl: Stealth: 1d20 + 10 ⇒ (17) + 10 = 27
DP: Perception: 1d20 + 11 ⇒ (8) + 11 = 19

Assuming Ingrit sends her owl to scout, this is what it observes.

First Dawn Piper and water based font: The dawn piper remains in the center of his pool, playing music and demonstrating the usual play of emotional shifts as he contemplates the features of its universe. The spriggan cannot be seen.

Central area: This area remains blocked by the sphere and the wall of thorns, barring entry to the clearing with the hut.

North: The owl does not notice anything unusual until it gets toward the northwest corner, where a house has been nearly surrounded by the encroaching wall of thorns and trees. There is also a house toward the northern extent of the clearing,

Seated in front of this house are six people, 3 men and 3 women. They have a fire burning and are seated around it on logs or rocks. They are singing songs and carousing merrily.

One of the women watches the owl fly by but does nothing about it. At the far northwest corner of the woods is a large dead beech tree, with a wind continually blowing through its branches, causing leaves and snow to swirl and spiral about. What appears to be a female dawn piper stands on a branch of the tree about ten feet off the ground. She does not appear to notice the owl.


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

Relaying what she sees through her owl's eyes, Ingrit turns to the others. "So the lone piper first? The people outside the other house don't seem dangerous on the surface, perhaps that can be reasoned with."


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

"I mean, yeah, I guess so. I hate to have to attack the relatively peaceful fey like this, but if they are intent on bringing the Hut into the First World, they must be stopped. As for the people, if they're talking and acting relatively normally, they might be just trapped folks looking to make do."


Elven Archaeologist Bard HP 33/33 | AC 20/ FF 16/ T 16 | Per +13 | F: 3/ R: 10/ W: 6 | Init +4 | Luck: 1/6 | Extend: 2/3 | Active Conditions: Expeditious Retreat, Vanish (2/12)

"Agreed, alas," sighs Anadrien. "As much as I'd hoped to proceed without further violence, it seems that is impossible. To the other piper. Shall we repeat our approach? Enchant Domitian to the ears, and then hurl him at the piper?"

Once the plan is agreed upon, Anadrien leads the way, creeping as quietly as she's able.

Stealth: 1d20 + 8 ⇒ (8) + 8 = 16


Rimkeening Crevasse C1

Behind the Screen:
Spriggan: Stealth: 1d20 + 15 ⇒ (4) + 15 = 19
Anadrien: Perception: 1d20 + 13 ⇒ (1) + 13 = 14
Domitian: Perception: 1d20 + 8 ⇒ (11) + 8 = 19
Erland: Perception: 1d20 + 3 ⇒ (10) + 3 = 13
Ingrit: Perception, human: 1d20 + 7 ⇒ (5) + 7 = 12
Rurik: Perception: 1d20 + 4 ⇒ (12) + 4 = 16

Initiative:

Anadrien: Initiative: 1d20 + 4 ⇒ (19) + 4 = 23
Domitian: Initiative: 1d20 + 4 ⇒ (12) + 4 = 16
Erland: Initiative: 1d20 + 2 ⇒ (10) + 2 = 12
Ingrit: Initiative: 1d20 + 5 ⇒ (4) + 5 = 9
Rurik: Initiative: 1d20 + 1 ⇒ (19) + 1 = 20
Dawn Piper: Initiative: 1d20 + 8 ⇒ (7) + 8 = 15
Spriggan: Initiative: 1d20 + 4 ⇒ (2) + 4 = 6

The party approaches the strange water font and finds the dawn piper still standing placidly in the center of the shallow pool playing his pipe. Domitian is the only one who notices the spriggan on the far side of the pool hiding in the bushes.

Although he appears calm, he is actually on edge. He knows one of the other fonts was destroyed and is prepared for trouble when he sees the group reappear.

We're going to start initiative to see who gets to start things off. You may specify spells cast prior to the start of initiative if you choose.

Anadrien
Rurik
Domitian
Dawn Piper
Erland
Ingrit
Spriggan


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

Ref save. prayer: 1d20 + 4 + 1 ⇒ (19) + 4 + 1 = 24

Rurik is only slightly scratched by the exploding rocks.

"I wish there were some way to protect us from the aftermath, but it seems outside our bailiwick," he comments.

"Domitian? Need anything in particular before we start this?"


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'll take any magical aid you think is appropriate, but save your most powerful magics for more difficult foes."

Dom quickly sharpens his cold iron blade as they move toward the next battle.


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

"Seeing how quickly you dispatched the last one, I'll hold off unless things get dicey," says Rudrik with a wry smile.


Rimkeening Crevasse C1

So, still waiting on first round actions of Anadrien, Rurik, and Domitian, assuming Rurik's spell was cast just before initiative started.


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

Don't think I'm casting a spell this time. Just gonna let Dom powerhouse it.


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 |

Ah, didn't know we had begun. I imagine Heroism is still active for Dom.

Dom does not hesitate--he charges the Dawn Piper! Spending Panache to double Precise Strike.
Charge, Cold Iron Falcata, Heroism: 1d20 + 13 + 2 + 2 ⇒ (10) + 13 + 2 + 2 = 27; Damage, : 1d8 + 6 + 5 + 5 ⇒ (5) + 6 + 5 + 5 = 21


Rimkeening Crevasse C1

Remember that the map scale is 1 square = 10 feet, so Dom must cover at least 65 feet. Since Dom's movement is listed as 20 feet, I'm assuming he is assuming the flight spell is still active. If not, it will take more than a double move to reach the dawn piper and the pond will be at least difficult terrain, perhaps more depending on how deep it is. So I will take some time to work out a reasonable amount of time to have gone by to allow you to search the ground for the gems listed as the treasure of the area, as well as the time for the owl to do reconnaissance. I'll get back when I've done that.


Rimkeening Crevasse C1

I figure it would take about 1 minute to search the area for the gems. I think it would take the owl at least 5 minutes to fly to each area and spend a half minute looking at the area and reporting to Ingrit. The forest is large: about 300 feet x 500 feet. Then the group has to decide where to go next and get over to the water font. I think this would take at least 6 minutes, so spells with 6 minute duration would be gone.


Elven Archaeologist Bard HP 33/33 | AC 20/ FF 16/ T 16 | Per +13 | F: 3/ R: 10/ W: 6 | Init +4 | Luck: 1/6 | Extend: 2/3 | Active Conditions: Expeditious Retreat, Vanish (2/12)

Anadrien, heart still feeling pangs of regret, sights along her first arrow before loosing it at the piper.

Attack #1: 1d20 + 8 ⇒ (8) + 8 = 16
Damage: 1d8 + 3 ⇒ (7) + 3 = 10
Attack #1: 1d20 + 8 ⇒ (9) + 8 = 17
Damage: 1d8 + 3 ⇒ (6) + 3 = 9


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 |

No problem, Dom will double move 40 feet. The archers can do their thing.

Can I make it a Run action then? Just run up to the Dawn Piper even if he can't do much. If it matters for the archers (though I don't think it does), he'll do it after they shoot.


Rimkeening Crevasse C1

On the Table:
Aqueous Orb: Any creature in the path of the aqueous orb takes 2d6 points of nonlethal damage. A successful Reflex save negates this damage, but a large or smaller creature that fails its save must make a second save or be engulfed by the aqueous orb and carried along with it. Engulfed creatures are immersed in water and must hold their breath unless capable of breathing water. They gain cover against attacks from outside the aqueous orb but are considered entangled by its churning currents, takes 2d6 points of nonlethal damage at the beginning of their turn each round they remain trapped. Creatures within the orb may attempt a new Reflex save each round to escape into a random square adjacent to the aqueous orb. The orb may hold one Large creature, 4 Medium, or 16 Small or smaller creatures within it.

The orb rolls over Anadrien first, followed by Wapiti and Ingrit, and then Rurik.
DC 16
Anadrien: Reflex: 1d20 + 10 ⇒ (20) + 10 = 30
Reflex: 1d20 + 10 ⇒ (6) + 10 = 16
Wapiti: Reflex: 1d20 + 10 ⇒ (6) + 10 = 16
Reflex: 1d20 + 10 ⇒ (13) + 10 = 23
Ingrit: Reflex: 1d20 + 8 ⇒ (7) + 8 = 15
Non-lethal Damage: 2d6 ⇒ (6, 3) = 9
Rurik: Reflex: 1d20 + 8 ⇒ (5) + 8 = 13
Non-lethal Damage: 2d6 ⇒ (5, 3) = 8


Anadrien's arrows are uncharacteristically ineffective, glancing off the torso for no harm.

I moved Anadrien in front of Wapiti so she can shoot without anything in her way. Technically, this means she can only make one attack, but both attacks missed so it doesn't matter.

I'm going to say Rurik is delaying his action. If he chooses to do something later in the initiative order, he can.

Domitian runs up to the pond and then begins wading toward the Dawn Piper. Ten feet into the pool, the water is knee deep.

Technically, the run action is a full round action, but I don't see why you can't move at a run for the first move action, which would put Dom at the edge of the pool (49 feet). From there he is moving through difficult terrain, so with a speed of 20 he gets 10 feet closer.

The dawn piper stops playing his pipe and glares at the group. Seeing that Domitian will take some time to get through the water to him, he gestures at the others and directly in front of Anadrien, a sphere of water appears that is ten feet in diameter. It immediately begins to roll through the group ending thirty feet east of where it started.

Anadrien nimbly leaps to the side as does Wapiti, however, Ingrit gets caught up in the churning water as does Rurik and they are carried with the sphere. They each suffer bruises and some strained muscles plus some water in their nose and throat. Ingrit takes 9 non-lethal damage and Rurik takes 8 non-lethal damage. They are currently under water and hence unable to breath. The get a DC 16 reflex save each round to escape the sphere. If they fail, they take 2d6 more non-lethal damage.

Erland and Ingrit are up next. Rurik can come out of delay and make a reflex save to get out of the water.


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 |

"Look out for the spriggan!" notes Dom as he wades through the water. Hoping I can point him out to the party?


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

Erland moves to get a good angle and levels his hand at the piper, calling forth an actinic blue arc of lightning to strike straight through the fey.

"I hope this works!"

Casting lightning bolt at an angle to avoid Wapiti and Anandrien, DC 18 ref for half of Elec: 6d6 ⇒ (1, 1, 1, 4, 4, 6) = 17 damage. Dunno if i can get both targets in line. If not preference is the piper.


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

Reflex: 1d20 + 9 ⇒ (4) + 9 = 13

Caught completely by surprise, Ingrit is enveloped by the orb of roiling water, yet she manages to get off one excellently aimed shot before succumbing to the turmoil that sends her other attempts awry, the focus of attacking and holding her breath while being tossed about and battered, too much for her.

+1 Composite Longbow/Entangled/Rapid shot: 1d20 + 13 - 2 - 2 - 2 ⇒ (20) + 13 - 2 - 2 - 2 = 27
Cold Iron: 1d8 + 3 ⇒ (6) + 3 = 9

+1 Composite Longbow/Entangled/Rapid shot: 1d20 + 13 - 2 - 2 - 2 ⇒ (8) + 13 - 2 - 2 - 2 = 15
Cold Iron: 1d8 + 3 ⇒ (6) + 3 = 9

+1 Composite Longbow/Entangled/Rapid shot: 1d20 + 8 - 2 - 2 - 2 ⇒ (2) + 8 - 2 - 2 - 2 = 4
Cold Iron: 1d8 + 3 ⇒ (7) + 3 = 10

Confirm crit
+1 Composite Longbow/Entangled/Rapid shot: 1d20 + 13 - 2 - 2 - 2 ⇒ (4) + 13 - 2 - 2 - 2 = 11
Cold Iron: 2d8 + 6 ⇒ (8, 5) + 6 = 19


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)

Wapiti races forward to face the Piper, slogging through the water to the enemy.

Speed 50 double move factoring difficult terrain should get him right up to the piper


Rimkeening Crevasse C1

On the Table:
DC 18
Dawn Piper: Reflex: 1d20 + 9 ⇒ (13) + 9 = 22

Erland steps south to get a clear shot at he piper and unleashes a bolt of lightning. The dawn piper dodges enough to only be burned by the electricity as it passes close to him. 8 damage.

Ingrit cannot extricate herself from the aqueous orb. The turbulence keeps her from effectively firing her bow. Wapiti keeps pace with the water sphere that is carrying Ingrit away from her.

The Core Rulebook (p. 195, footnote in table on Attack Roll Modifiers) says that except for crossbows and firearms, ranged weapons cannot be fired from the prone position. Since Ingrit failed her reflex save, she is not able to fire a longbow effectively. She may take some other action if she has actions she can take from underwater, prone, and entangled.

Since Ingrit does not have any way to communicate with Wapiti, she cannot use Handle Animal to communicate her desire that Wapiti should attack the Dawn Piper, so Wapiti instead moves toward her human out of concern for her safety.

Dom points to the spriggan, whom he spotted hiding in the bushes at the southwest side of the pond. But it is unnecessary, as the gnome-sized fey grows to a height of ten feet and runs along the south bank of the pond. He carries large morningstar and bellows as he runs, clearly upset at the attacks on the Dawn Piper.

Round 2
Anadrien
Rurik
(8 non-lethal, entangled)
Domitian
Dawn Piper (8 damage)
Erland
Ingrit (9 non-lethal, entangled)
Wapiti

Movement through pond:
Now that Dom is in the water of the pond, the following can be observed: the pond gets steadily deeper toward the center, except for a rock at the center. As marked on the map, the water is knee deep from 10 feet to 15 feet from the center. It is waist deep from 10 feet to 5 feet from the center. In the area 5 feet from the center, a rock or other stable ground makes the water just ankle deep. Movement costs double when moving into a knee deep water, 4 times movement into waist deep water (or a character can swim through waist deep water). Moving from the waist deep area to the raised center area costs double movement.

Domitian can get to melee range of the Dawn Piper with a double move, but the piper will get an AOO with a rapier on him.


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

where does it say prone in the description if the spell's effects. It says I'm entangled it never said prone. I'd theoretically be prone when I escape it, right now in floating around in 10ft of water

An animal companion can choose to attack a clear enemy (someone who has attacked the party) there isn't ant fear effect or anything that requires being "pushed" involved.


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 struggles through the water to get into range of the dawn piper. Double move.


Rimkeening Crevasse C1
Ingrit wrote:
where does it say prone in the description if the spell's effects. It says I'm entangled it never said prone. I'd theoretically be prone when I escape it, right now in floating around in 10ft of water

The spell doesn't specify prone, but it also doesn't make provisions for maintaining one's footing against about 16 tons of water that engulfs and carries a character along 30 feet. I don't think the spell intends the person to be keeping his or her footing while in the orb, which means she would not be upright with feet on the ground. That is essentially the same as being prone. I would, in any case, impose significant penalties for trying to target someone while looking through water, which would distort one's view of the world.

Ingrit wrote:
An animal companion can choose to attack a clear enemy (someone who has attacked the party) there isn't ant fear effect or anything that requires being "pushed" involved.

A PC can control an animal companion as a free action, but it still works through the handle animal skill. Since Ingrit is incapable of communicating with Wapiti, Wapiti would have to decide what to do in response to her human being swept away in a rush of water. He would have no reason to connect this sudden torrent of water with a person standing 80 feet away. So I believe he would stay with Ingrit rather than attacking the distant figure.


Rimkeening Crevasse C1

Anadrien and Rurik still have actions. Rurik was in delay mode, so he can make a reflex save (DC 16) to exit the aqueous orb. If he succeeds at that he can act.


Elven Archaeologist Bard HP 33/33 | AC 20/ FF 16/ T 16 | Per +13 | F: 3/ R: 10/ W: 6 | Init +4 | Luck: 1/6 | Extend: 2/3 | Active Conditions: Expeditious Retreat, Vanish (2/12)

Gritting her teeth, Anadrien focuses on unleashing two more arrows, knowing she needs to reserve her true powers for the greater encounters ahead.

Attack: 1d20 + 8 ⇒ (3) + 8 = 11
Damage: 1d8 + 3 ⇒ (3) + 3 = 6
Attack: 1d20 + 8 ⇒ (8) + 8 = 16
Damage: 1d8 + 3 ⇒ (4) + 3 = 7

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