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

Seeing the small creature pop out, blast Ingrit, then fade back, Erland directs his attention that way. He steps away from the flying peryton monster and draws out a bit of spider silk and gum arabic, chanting in Skald briefly. The silk flies out in a blob, exploding into sticky webbing, covering the undergrowth and treed where the plant monster retreated.

"Hopefully it'll get stuck in there, and then I can torch the webs!"

5' step away from peryton, casting web (DC 17 reflex) so the outside circumference is right at the edge of the trees. I hope the plant critter didn't move more than 40' in from the edge of the trees.


Ice Cavern C2

Behind the Screen:
DC 17
Twigjack: Reflex: 1d20 + 7 ⇒ (17) + 7 = 24
Stealth: 1d20 + 22 ⇒ (2) + 22 = 24

Peryton 2 vs Dom AC 21
Gore: 1d20 + 9 ⇒ (11) + 9 = 20
Hoof 1: 1d20 + 3 ⇒ (1) + 3 = 4
Hoof 2: 1d20 + 3 ⇒ (12) + 3 = 15

Anadrien vs. Peryton 2
+Composite Longbow, point-blank shot, Precise Shot, Rapid Shot: 1d20 + 9 + 1 - 2 ⇒ (2) + 9 + 1 - 2 = 10
+Composite Longbow, point-blank shot, Precise Shot, Rapid Shot: 1d20 + 9 + 1 - 2 ⇒ (9) + 9 + 1 - 2 = 17
Damage, P, Point-Blank Shot: 1d8 + 3 + 1 ⇒ (5) + 3 + 1 = 9

Domitian Olavsgaard wrote:

"Get out of my way you fiend!" Dom clearly wants to pursue Ingrit, but as yet another enemy gets in his way, he elects to try and deal with it first.

He then steps toward Ingrit, but to his surprise Wapiti shoves him away. He stumbles backwards. "Wapiti, stop it! We need to get Ingrit!"

If Rurik steps toward Dom, he will technically be guarded again.

Domitian:
Dom is more than 30 feet from Ingrit, so he's is staggered. He can take the attack but then he can't move. Since Wapiti blocked his movement toward Ingrit, there is nothing really to retcon.

Domitian slashes another deep wound in the remaining Peryton. 16 to Peryton 2.

Erland flies away from the Peryton enough to cast a web spell around the large tree clearing. It is hard to tell if the creature was caught in the web as it is out of view, hiding in the undergrowth.

The peryton turns and attacks Domitian, near death but still fighting. Its wounds are taking their toll as the creature fails to penetrate Dom's defenses.

Anadrien fires two more arrows. The first misses, but the second pierces the peryton's heart and it collapses. 9 to Peryton.

Rurik is up


Ice Cavern C2

Poke.


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

Rurik takes a five-foot step back from the fray, drops his morningstar to free up a hand, and casts a potent healing spell on Dom.

Cure serious wounds: 3d8 + 6 ⇒ (3, 6, 5) + 6 = 20


Ice Cavern C2

On the Table:
Joliphetta vs Rurik AC 20
Bite, rage: 1d20 + 5 + 2 ⇒ (18) + 5 + 2 = 25
Bite Damage, rage: 1d6 + 2 + 2 ⇒ (6) + 2 + 2 = 10
Claw 1, rage: 1d20 + 6 ⇒ (2) + 6 = 8
Claw 2, rage: 1d20 + 6 ⇒ (6) + 6 = 12

Rurik touches Domitian and the healing energy flows freely, vanquishing many of the wounds he had suffered. 20 healing to Domitian

Rurik paid for his selfless action as Joliphetta pressed the attack, biting another chunk from the cleric's side. 10 damage to Rurik.

Ingrit/Wapiti are up.

Current status and melee order:

Ingrit (remove fear, nauseated, 5 lethal)
Wapiti
Zack (AC 16, total defense)
Dawn Piper (30 ft high)
Colt (AC 16, total defense)
Mari (rage, 49 lethal, dead)
Elsbeth (42, Dead)

Round 6
Peryton 1 (44 lethal, dying)
Domitian (Remove Fear, 17 lethal, rage, staggered)
Erland (flight, 5 lethal)
Peryton 2 (5 feet up, 47 lethal, dying)
Anadrien (17 lethal)
Rurik (26 lethal, Remove Fear)
Brandon (AC 16, total defense)
Joliphetta (rage, 10 lethal)


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

Clebsch RoW:
Before I act, Domitian should be more than 30ft from me, so I should no longer be nauseated right?


Ice Cavern C2

Ingrit:
The spell Ingrit is under is Unadulterated Loathing which has a 60 foot requirement. So she's in between a lout and a sticky place at the moment. Under the present circumstances, I'd say Ingrit can attempt another saving throw, since she knows if she moves further away from Dom, she will be moving into a spider web and a creature with a damaging ranged attack. DC 16 Will save to negate.


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

Clebsch RoW:
Will: 1d20 + 3 ⇒ (18) + 3 = 21

Shaking her head as the fog of the repulsion magic affecting her clears, Ingrit's expression darkens as she glares up at The Dawn Piper, hovering above the battle.

"This is for playing with my mind you b!~~$!" she growls, rapidly sending a trio of cold-iron-headed arrows streaking toward the piper.

+1 Composite Longbow/Rapid shot: 1d20 + 10 ⇒ (19) + 10 = 29
Magic/Cold Iron: 1d8 + 3 ⇒ (1) + 3 = 4

+1 Composite Longbow/Rapid shot: 1d20 + 10 ⇒ (1) + 10 = 11
Magic/Cold Iron: 1d8 + 3 ⇒ (1) + 3 = 4

+1 Composite Longbow/Rapid shot: 1d20 + 5 ⇒ (16) + 5 = 21
Magic/Cold Iron: 1d8 + 3 ⇒ (8) + 3 = 11


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

Looking back to see Ingrit seemingly back to normal, Wapiti lowers his head and charges the last of the baccae.

Charging Gore: 1d20 + 7 + 2 ⇒ (9) + 7 + 2 = 18
Piercing: 1d8 + 3 ⇒ (5) + 3 = 8


Ice Cavern C2

On the Table:
DC 16
Anadrien: Will: 1d20 + 6 ⇒ (14) + 6 = 20
Domitian: Will: 1d20 + 2 ⇒ (14) + 2 = 16
Erland: Will: 1d20 + 6 ⇒ (3) + 6 = 9
Ingrit: Will: 1d20 + 4 ⇒ (3) + 4 = 7
Rurik: Will: 1d20 + 9 ⇒ (12) + 9 = 21
Wapiti: Will: 1d20 + 4 ⇒ (3) + 4 = 7
Duration: 1d4 ⇒ 3

Ingrit shakes her head as whatever was causing her to move away from the fight seems to clear. She hurls an insult at the dawn piper flying serenely above the fray, followed by three arrows. Two of them hit causing the Dawn Piper's first wounds. 15 damage to Dawn Piper.

Wapiti points her impressive rack at Joliphetta and race at her. As the sharp points begin to press into her, however, some of the momentum seems to vanish from the force, limiting the damage. 3 damage after DR.

The dawn piper responds to Ingrit's attack by playing her oboe-like pipe. As she plays her form shifts and becomes so beautiful, it is too much for any creature which is not of a fey race to withstand. Initially this aura does not affect anyone, the piper flies down toward the ground and then toward Ingrit before rising again to 30 feet above the ground, closer to the font of air (the large tree). Erland, Ingrit, and Wapiti are so overwhelmed by this aura, they are temporarily blinded. So intense is the effect, that their eyes bleed a little. Blindness is not permanent, lasting 3 rounds. Those blinded take 1 points of damage as well.

Next up are Domitian, Erland, Anadrien, and Rurik. I will post for Anadrien after Domitian and Erland have posted.

Round 6
Domitian (Remove Fear, 17 lethal, rage, staggered)
Erland (flight, 6 lethal, blinded 3 rounds)
Anadrien (17 lethal)
Rurik (26 lethal, Remove Fear)
Joliphetta (rage, 13 lethal)
Ingrit (remove fear, 6 lethal, blinded 3 rounds)
Wapiti (1 lethal, blinded 3 rounds)
Dawn Piper (30 ft high, 15 lethal, aura)


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 |

"Thanks for the heal!" says Domitian as Rurik heals him. Unfortunately for the cleric, Dom does not return the favor by protecting him from Joliphetta. Instead, he stumbles toward Ingrit, looking visibly relieved as he does. "Glad you've come to your senses, Ingrit!"

Moved 20 feet.


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

Erland does not panic as his sight flees. He breathes in deeply and tries to remember where everyone was just a the fae stole his eyes.

"I can't see! The fae blinded me."

He slips the icicle wand back into it's sheath and uses his innate magic to comprehend any language.
.

move action stow wand, standard action use tongues hex


Ice Cavern C2

On the Table:
+1 Composite Longbow, point-blank shot, Precise Shot: 1d20 + 9 + 1 ⇒ (9) + 9 + 1 = 19
Damage, P, Point-Blank Shot: 1d8 + 3 + 1 ⇒ (4) + 3 + 1 = 8

Anadrien looks up at the Dawn Piper and says, "I thought you were our friend! You're next!" Rather than attacking, however, she runs toward the campfire to get a clear shot at the baccae. Her arrow is not cold iron, however, so some of the energy is lost before penetrating her side.

3 damage to Joliphetta after DR.

Rurik is up, followed by Joliphetta.


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

"Come on, guys, we can take these fools. They're nothing compared to what we've encountered before!"


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

Roll: 1d20 ⇒ 5

Rurik grabs his morningstar back up and wiffs it around ineffectually.


Ice Cavern C2

On the Table:
vs Rurik AC 20
Bite, rage: 1d20 + 5 + 2 ⇒ (16) + 5 + 2 = 23
Bite Damage, rage: 1d6 + 2 + 2 ⇒ (3) + 2 + 2 = 7
Claw 1, rage: 1d20 + 6 ⇒ (17) + 6 = 23
Claw 1 Damage, Rage: 1d4 + 4 ⇒ (3) + 4 = 7
Claw 2, rage: 1d20 + 6 ⇒ (13) + 6 = 19

The last baccae, Joliphetta, badly wounded, focuses her attacks on the nearest male, Rurik. She overwhelms the cleric's defenses and bites and claws into his flesh. 14 damage.

Ingrit and Wapiti are up. Since they were blinded while the dawn piper was moving they cannot pinpoint the square of her, so if Ingrit tries to attack the Dawn Piper, I'll roll an extra random roll to see if she targets the correct square, plus the 50% miss chance.

Status and Melee Order:
Ingrit (remove fear, 6 lethal, blinded 3 rounds)
Wapiti (1 lethal, blinded 3 rounds)
Dawn Piper (30 ft high, 15 lethal, 30/45, aura)

Round 7
Domitian (Remove Fear, 17 lethal, rage)
Erland (flight, 6 lethal, blinded 2 rounds)
Anadrien (17 lethal, 16/32)
Rurik (26 lethal, Remove Fear, 12/45)


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

Unable to shoot at a flying target she can't see, Ingrit remains very still, listening for the next time the Piper, sings, casts a spell or plays her pipes.

Perception: 1d20 + 6 ⇒ (13) + 6 = 19


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

Wapiti snort, pawing the ground anxiously at the loss of vision and awaiting the sound of Ingrit's voice.


Ice Cavern C2

On the Table:
+1 Composite Longbow/Rapid shot: 1d20 + 10 ⇒ (10) + 10 = 20
Damage, Magic/Cold Iron: 1d8 + 3 ⇒ (2) + 3 = 5
0-50=miss: 1d100 ⇒ 75 hit

+1 Composite Longbow/Rapid shot: 1d20 + 10 ⇒ (17) + 10 = 27
Damage, Magic/Cold Iron: 1d8 + 3 ⇒ (3) + 3 = 6
0-50=miss: 1d100 ⇒ 25 miss

+1 Composite Longbow/Rapid shot: 1d20 + 5 ⇒ (12) + 5 = 17
miss
Dawn Piper
Dissonance: 6d6 ⇒ (3, 4, 6, 6, 1, 2) = 22
DC 16
Ingrit: Reflex: 1d20 + 9 ⇒ (10) + 9 = 19 for half damage


Behind the screen:
1d4 ⇒ 1

On the Table:
Splinterspray: 4d6 ⇒ (6, 1, 6, 2) = 15
DC 14
Reflex: 1d20 + 9 ⇒ (16) + 9 = 25 for half damage

Ingrit can hear the sound of the Dawn Piper's shawm and she sends three arrows at the sound. The first arrow hits. The second and third came close but missed. 5 damage.

The piping sounds stop as the dawn piper flies silently to a new position near Ingrit, still 15 feet above the ground. Suddenly she plays the pipe in such a way that horribly dissonant sounds crash into Ingrit. She puts a hand to one ear and bends over with the back to the sound, and this saves her from worse injuries, but the sounds leave her bruised and battered. 11 sonic damage.

The twigjack returns, apparently not bothered by the webs, and sends another barrage of splinters at Ingrit. She reacts quickly and the bits of wood land more in her armor than her flesh, but still they sting and cause more bleeding. 7 damage

Everyone but Ingrit is up.
Domitian (Remove Fear, 17 lethal, rage)
Erland (flight, 6 lethal, blinded 2 rounds)
Anadrien (17 lethal)
Rurik (26 lethal, Remove Fear)
Joliphetta (rage, 16 lethal)
Ingrit (remove fear, 24 lethal, blinded 2 rounds)
Wapiti (1 lethal, blinded 2 rounds)
Dawn Piper (15 ft high, 20 lethal)
Twigjack


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 swings his morningstar again desperately, hoping to at least finish off one of the foes.

Morningstar attack: 1d20 + 8 ⇒ (14) + 8 = 22
Morningstar damage: 1d8 + 2 ⇒ (5) + 2 = 7


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 |

"You got it once, Ingrit!" confirms Dom as she blindly fires some arrows. Wanting to reach the high up enemy, Dom draws and drinks a potion before moving to engage!

Move action to draw Enlarge Potion, Standard to drink, swift action Quick Runner's Shirt to move. With reach, I believe Dom is threatening the Dawn Piper.


Ice Cavern C2

Rurik swings Everbloom's Rose hard at Joliphetta, what should have been a devastating blow. But the weapon, although magical, lacks the cold iron that the fey is vulnerable to, so the weapon loses most of its momentum before drawing blood. 2 damage after DR.

Domitian seems to snap out of whatever funk he was in when he draws closer to Ingrit. After drinking a potion, he grows to double his usual size and moves with surprising quickness toward the flying dawn piper.

Erland is up. Then I'll post Anadrien's action and Joliphetta's.


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

Erland rubs his eyes and tries to regain his sight. Unable to see, he draws out his raven's head morningstar and casts a spell to enhance his durability in combat.

"I can't see, still. I can only hope its a temporary condition. Fiske, let me know if they are close!""

Move action: draw morningstar. Standard action: cast bear's endurance.


Ice Cavern C2

On the Table:
Anadrien's CLW wand: CLW: 1d8 + 1 ⇒ (7) + 1 = 8
AC 20
Bite, rage: 1d20 + 5 + 2 ⇒ (17) + 5 + 2 = 24
Bite Damage, rage: 1d6 + 2 + 2 ⇒ (1) + 2 + 2 = 5
Claw 1, rage: 1d20 + 6 ⇒ (5) + 6 = 11
Claw 2, rage: 1d20 + 6 ⇒ (20) + 6 = 26
Claw 1 Damage, Rage: 1d4 + 4 ⇒ (4) + 4 = 8
Confirm Threat, Claw 2, rage: 1d20 + 6 ⇒ (20) + 6 = 26
Critical Claw 1 Damage, Rage: 1d4 + 4 ⇒ (4) + 4 = 8

As Erland casts a spell on himself, Anadrien steps behind Rurik, draws a wand from a wrist sheath, and taps the cleric with the wand. Healing energy surges from the wand. Rurik is healed for 8 points.

Joliphetta continues to attack the Rurik. Already badly wounded, he is overwhelmed by the savage energy of her attacks; she gets past his guard and sinks her teeth into his neck and rips flesh as she digs her claws into his chest. When she pulls back, blood soaking the chest of her robe, Rurik falls to the ground, bleeding profusely.

Rurik's Status:
1 critical and 1 regular hit do 21 damage and by my calculations, reduces Rurik to -8. His Con is 14.

Note: on the last status and initiative order listing, I mistakenly listed Rurik's damage taken as 26. This should have been 40 lethal leaving him with 5 hp. I hope that mistake did not affect anyone's choice of actions. I had Anadrien heal him to make up for my mistake.

Ingrit and Wapeti are up.

Melee order and status

Ingrit (remove fear, 24 lethal, blinded 1 round)
Wapiti (1 lethal, blinded 1 round)
Dawn Piper (15 ft high, 20 lethal, 25/45)

Round 8
Domitian (Remove Fear, 17 lethal, rage, enlarged)
Erland (flight, reduced, 6 lethal, blinded 1 rounds)
Anadrien (17 lethal, 16/32)
Rurik (53 lethal, Remove Fear, -8/45)
Joliphetta (rage, 18 lethal)


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

Hearing and smelling the violence near him, Wapiti steps forward, to viciously gore the wild woman.

Gore: 1d20 + 8 ⇒ (13) + 8 = 21
1d8 + 3 ⇒ (6) + 3 = 9
Miss chance (over 50 is success): 1d100 ⇒ 79


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

Focusing on the direction of the brutal sonic assault, Ingrit sends another trio of arrows into the air, hoping to bring the piper down.

+1 Composite Longbow/PBS: 1d20 + 11 + 1 ⇒ (6) + 11 + 1 = 18
Cold Iron: 1d8 + 3 ⇒ (5) + 3 = 8
Miss Chance: 1d100 ⇒ 53

+1 Composite Longbow/PBS: 1d20 + 11 + 1 ⇒ (7) + 11 + 1 = 19
Cold Iron: 1d8 + 3 ⇒ (3) + 3 = 6
Miss Chance: 1d100 ⇒ 6

+1 Composite Longbow/PBS: 1d20 + 6 + 1 ⇒ (20) + 6 + 1 = 27
Cold Iron: 1d8 + 3 ⇒ (8) + 3 = 11
Miss Chance: 1d100 ⇒ 41


Ice Cavern C2

On the Table:
Sonic Damage: 6d6 ⇒ (2, 3, 5, 2, 5, 5) = 22
DC 16
Domitian: Reflex: 1d20 + 6 ⇒ (1) + 6 = 7
Ingrit: Reflex: 1d20 + 8 ⇒ (18) + 8 = 26

Behind the screen:
Next Dissonance attack: 1d4 ⇒ 2

On the Table:
Wand CLW: 1d8 + 1 ⇒ (4) + 1 = 5

Ingrit's scattered shots get lucky once and another of her cold iron arrows hits the dawn piper. 8 to Dawn Piper.

Wapiti instinctively lunges in the direction of the last baccae. Her wide wrack of antlers punctures the fey, and although some of the energy of the thrust is lost without cold iron Joliphetta is wounded again, nearing her limit.

The dawn piper floats back from Domitian a few feet and sends out another blast of damaging dissonant sounds, which rip at his enlarged physical form. Ingrit catches some of the energy, but manages to turn her back on the sounds and protect her more sensitive areas. 22 sonic damage to Dom, 11 to Ingrit.

Anadrien steps away from Joliphetta and taps the dying Rurik with her healing wand. 5 healing to Rurik. He becomes stable at -3 hp.

Domitian, Erland, and Rurik are up.

Domitian (Remove Fear, 39 lethal, rage, enlarged)
Erland (flight, 6 lethal, blinded 1 round, bear's endurance, +12 hp, +2 Fort Saves)
Anadrien (17 lethal, 16/32)(uses healing wand on Rurik, heals 5 points)
Rurik (48 lethal, Remove Fear, -3/45, stable)


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 rattled by the sounds but presses on angrily. "Eat cold iron!" He steps forward and swings with his large falcata.

Cold Iron Falcata, rage: 1d20 + 15 ⇒ (20) + 15 = 35; Damage, rage, enlarged: 2d6 + 12 ⇒ (3, 3) + 12 = 18
Cold Iron Falcata, rage, iterative: 1d20 + 10 ⇒ (17) + 10 = 27; Damage, rage, enlarged: 2d6 + 12 ⇒ (3, 3) + 12 = 18
Crit confirm?: 1d20 + 15 ⇒ (1) + 15 = 16; Damage: 4d6 + 24 ⇒ (6, 3, 1, 4) + 24 = 38


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

zzz


1 person marked this as a favorite.
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 |

Forgot a 17 also threatens due to improved critical.

Crit confirm?: 1d20 + 10 ⇒ (19) + 10 = 29, Damage: 4d6 + 24 ⇒ (2, 3, 1, 2) + 24 = 32


Ice Cavern C2

On the Table:
Splinterspray: 4d6 ⇒ (3, 6, 1, 5) = 15
DC 14
Dom: Reflex: 1d20 + 6 ⇒ (20) + 6 = 26 for half damage
Ingrit: Reflex: 1d20 + 8 ⇒ (11) + 8 = 19 for half damage

Forgot the Twigjack in previous post.

The twigjack sends another spray of splinters at both Domitian and Ingrit, causing more tiny piercing wounds to both. Both save for half damage, 7 points.

Domitian's first falcata swing at the dawn piper just misses a vital organ, but her other wounds combine with this new injury to put her down. She floats gently to the ground, dying. He directs his second swing at the twigjack and turns it into splinters.

Just the lone baccae remains.

Erland is up. Joliphetta will act next, then the whole party can gang up on her.


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

"Did I hear Rurik going down? Where is he?"

Erland, still unable to see, begins moving towards Ruriks last known position. He remains in the air, hoping no more flying enemies remain.

Move 30', can't really do anything til next round. I don't recall, has Erland used his healing hex on Rurik today?


Ice Cavern C2
Erland Frey wrote:

"Did I hear Rurik going down? Where is he?"

Erland, still unable to see, begins moving towards Ruriks last known position. He remains in the air, hoping no more flying enemies remain.

Move 30', can't really do anything til next round. I don't recall, has Erland used his healing hex on Rurik today?

Behind the Screen:
Erland Perception: 1d20 + 3 ⇒ (11) + 3 = 14

Erland cannot find Rurik before his eyesight returns.

As far as I can tell, he has not used the healing hex on Rurik since waking. I'll have the Baccae's action posted this afternoon.


Ice Cavern C2

On the Table:
Joliphetta vs. Target: 1=Brandon,2=Colt,3=Zack: 1d3 ⇒ 1
Vs Brandon AC 16
greatclub: 1d20 + 7 ⇒ (3) + 7 = 10
Damage: 1d10 + 6 ⇒ (9) + 6 = 15

The remaining Baccae, Joliphetta, is uninterested in attacking Anadrien, instead moving toward the three drunkards huddled by the house. On her way, she picks up a large branch and swings it as a greatclub at Brandon, standing between his two friends. He ducks and the club misses him.

Ingrit is up. Her vision returns a the end of this round. She can hear sounds of battle but there is cover between her and the sounds as well as friends. She can attempt a DC 15 Perception check to pinpoint Joliphetta, but if she fires and misses with the 50% miss chance, there is a 50% chance she may hit Erland.
Domitian and Erland are next. Erland's vision will be back at the start of his next 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 |

"Ingrit, don't shoot. Stay close to me and I'll finish Joliphetta."

Assuming Ingrit goes along with it and moves with Dom, Dom will double move to engage Joliphetta. He drops rage and is now fatigued.


Ice Cavern C2

On the Table:
Rurik: Healing Hex: 2d8 + 6 ⇒ (5, 8) + 6 = 19
+1 Composite Longbow, point-blank shot, Precise Shot: 1d20 + 9 + 1 ⇒ (3) + 9 + 1 = 13
Damage, P, Point-Blank Shot: 1d8 + 3 + 1 ⇒ (1) + 3 + 1 = 5

Clebsch RoW wrote:

Ingrit is up. Her vision returns a the end of this round. She can hear sounds of battle but there is cover between her and the sounds as well as friends. She can attempt a DC 15 Perception check to pinpoint Joliphetta, but if she fires and misses with the 50% miss chance, there is a 50% chance she may hit Erland.

Domitian and Erland are next. Erland's vision will be back at the start of his next turn.

I'm going to 'bot Ingrit and Erland.

Ingrit goes along with Domitian's instructions, following the sound of his voice cautiously as her vision gradually returns.

Erland's sight comes back and he flies toward where Rurik and Joliphetta had been fighting. The baccae was assaulting the three drunk townsfolk next to the house. Rurik was on the ground, having been mauled by her, near death but no longer bleeding profusely. Anadrien had a wand out which she had apparently used on Rurik to keep him from dying.

Erland draws healing energy to his hand with a hex and touches the cleric's wounds. Life returns to Rurik's body as the worst of the wounds heal.

"Much better," Anadrien says, nodding her thanks to Erland as she sheaths her wand and fires another arrow at Joliphetta. This arrow flies high, however, causing a grunt of disappointment from the elf.

Rurik can act. He is prone with 29 points damage.


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

Whoops, didn't see we were waiting on me.


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

With a groan, Rurik rolls onto his side and grabs his shield again.


Ice Cavern C2

On the Table:
Target: 1=B,2=C,3=Z: 1d3 ⇒ 2
AC 16
greatclub: 1d20 + 7 ⇒ (17) + 7 = 24
Damage, rage: 1d10 + 6 ⇒ (3) + 6 = 9
Target: 1=B,2=C,3=Z: 1d3 ⇒ 1
Bite, rage: 1d20 + 5 + 2 ⇒ (19) + 5 + 2 = 26
Bite Damage, rage: 1d6 + 2 + 2 ⇒ (1) + 2 + 2 = 5

Joliphetta swings her great club at Colt and bashes him hard across the chest. He is made of stern enough stuff, however, that he survives the attack. Then she bites Brandon's shoulder. The strength of her rage shows signs of weakening.

Colt takes 9 damage and Brandon takes 5.

Everyone is up. Joliphetta is AC 13 and has 5 hp left.


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

Can I see now?


Ice Cavern C2

Indeed!


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

Taking a deep breath, and whispering a quiet word of thanks to the spirits of the wilds as her vision comes back, Ingrit locks eyes on the remaining bacchae, taking her time and lining up the shot to plant one of her last cold iron arrows in her back.

+1 Composite Longbow: 1d20 + 13 ⇒ (9) + 13 = 22
Cold Iron: 1d8 + 3 ⇒ (3) + 3 = 6


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

Seeing the fey woman go down with an arrow in her chest, Erland offers a hand to Rurik, then looks around. Still blinking the afterimages of the flying fey's blindness out of his eyes, he surveys the battlefield with a frown.

"That was messy and horrible. At least we managed to stave off any more deaths. Ok, new guys who drank those crazy women's wine, come over here and I can patch you up."

He uses his healing hex on the wounded woodsmen, then assists in gathering up any treasure left behind.


Ice Cavern C2

Behind the screen:
DC 20
Domitian: Perception: 1d20 + 7 ⇒ (8) + 7 = 15
Erland: Perception: 1d20 + 3 ⇒ (5) + 3 = 8
Fisk: Perception: 1d20 + 9 ⇒ (8) + 9 = 17
Ingrit: Perception: 1d20 + 5 ⇒ (16) + 5 = 21
Rurik: Perception: 1d20 + 4 ⇒ (6) + 4 = 10

As Ingrit is slaying the last of the baccae trio, the aftereffect of the dawn piper's demise begins to manifest. The large dead beech tree the dawn piper occupied was the center of the third elemental font, the font of air. As the dawn piper dies, a whirlwind briefly swirls around the tree, churning up a vortex of dead leaves and snow. Anyone close to the tree would have been lashed by the strong winds, but all were a safe distance away. This only lasts a few seconds.

As the font dissipates, so does the energy sources sustaining the protective barrier around the dancing hut. This ends the reality siphon the pipers established to try to steal the dancing hut and draw it into the First World, the abode of the fey. There is a rush of air suffused with crackling of energy coming from the area at the center of the unnatural forest that had blocked all efforts to get to the hut. After a flutter of wings and a cacophony of caws as crows and starlings perched in the surrounding trees fly away, there is silence.

Treasure:
The baccae's winter clothing is trimmed with valuable furs and embellished with gems. While the garments themselves have been damaged in the fights, the valuable bits could be sold for 100 gp (x3 outfits). They otherwise had no valuable gear, armor, or weapons.

Ingrit notices something bright and shiny amid the dead leaves at the base of the dead beech tree. Closer inspection reveals it to be a clear gem. Analysis shows it to be an air elemental gem.

The dawn piper leaves behind a masterwork rapier and a masterwork shawn (musical instrument worth 100 gp).

In the house hidden in the trees at the northeast corner of the forest, the remains of three fallen members of the winter guard are found, apparently dying of wounds while waiting for a rescue that never came. Beyond mundane armor and weapons, they had a masterwork composite longbow (+2 Str), three potions of lesser restoration, and an efficient quiver holding 10 +1 cold iron arrows and 30 normal arrows.

The three drunk men are happy to have survived. The brutal battle completely killed their wine buzz and the death of the baccae ended the charms they were under. They are happy to have an escort out of the forest.


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 finally gets to his feet with Erland's help.

"That was pretty miserable."

The cleric takes the opportunity to provide healing to those who need it.

Channel Energy: Healing: 3d6 ⇒ (3, 4, 4) = 11
Channel Energy: Healing: 3d6 ⇒ (6, 1, 3) = 10

"I'm pretty well exhausted. We need to find some place safe to recuperate."


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

"Yes, I'm sure things will keep for a bit here, and with the pipers gone the hut should sit still until we return. I say we gather up what we can here, get these three to the safety of the town proper and check in with Solveig." Ingrit says, breathing a sigh of relief and giving Rurik a look of gratitude as she reaches up to pat Wapiti's shoulder.


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

"Maybe we should at least scout the hut before heading back though, get an idea of what might lie in store." Ingrit suggests after a few minutes of thought.


Ice Cavern C2

If the serpentine owl is sent to view the gap in the trees that leads toward the centermost section of the forest (or if someone just makes a stealth check to peek in him/herself), read the following.

Shackled Hut View:
A two-story wooden hut dominates this clearing. The hovel stands on enormous chicken legs that restlessly scratch at the ground, but a gigantic manacle of iron, attached to a huge chain bolted to a spike in the earth, shackles the hut in place. An osseous fence (i.e. made of bones) surrounds the structure, and two corpses are impaled upon the sharpened bone pickets. A few ravens hop and flutter over the bodies, picking at the choicest bits of flesh.

The bodies impaled on the fence outside are those of a man with red hair, antlers, and hoofed goat legs, and a white-clad, pale-skinned woman with white hair, still crowned with the remains of a holly wreath.

Depending on whether this is communicated to Ingrit through telepathy from the owl or whether one of the PCs is directly looking at the scene, you may get more information.

If a PC is looking, he/she should make a stealth check and then a Knowledge(Nature) check, if available.

The owl can be left to observe the area for about 7 hours before it will need to return and change back into a figurine.

I'll role play things further as the group does the same.


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

Taking out her owl figurine, Ingrit gives the command to enter the gap between the trees and observe the hut in silence, returning with enough time to reach her and change back. "This way we can keep an eye on things."

When the info about the bodies is relayed Knowledge Nature: 1d20 + 9 ⇒ (6) + 9 = 15


Ice Cavern C2

The DC for the Knowledge (Nature) check is 26 if relying on the information relayed through telepathy to Ingrit. If looking directly, the DC is 16. To look directly, make a stealth check to serve as the opposed roll for any in the area who might observe you. If you succeed on the knowledge (nature) check, see the spoiler below.

Success on Knowledge (Nature) check:
These are Baba Yaga’s other two Riders—the Red Rider, her “Red Sun,” and the White Rider, her “Bright Morning”—killed by Queen Elvanna and displayed in front of the Dancing Hut as tributes to her success. They are both dead and unlikely to be able to be revived by any available spellcaster.

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