DM Ranginui runs The Fellnight Queen (Inactive)

Game Master Tangaroa

Fellnight Combat Map
Fellnight Realm
Rhoswen's palace


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Scarab Sages

Male Nagaji (6.0A) Sorc 4/ Ninja 3 | HP 47/47; AC 19;TCH 14; FF 15; F +6; R +10; W+5; CMB +3; CMD 17; INIT +10;
Consumables:
Spells: 1st 8/8 2nd 0/4 ; Acidic Ray 3/8; Ki 0/8 | Wands: CLW 42/50; MM 43/50; Mage Armor 45/50; Shield 48/50; Less Rest 50/50 | Rods: Less Pierce 3/3

Vanishing Kylar dashes forward and spits a stream of acid past Eolowyn at the northeastern wolf.

Ninja Vanish

There'sssss too many of them!

Acidic Ray: 1d20 + 7 + 1 ⇒ (9) + 7 + 1 = 17
Damage: 1d6 + 1 + 1 + 1 ⇒ (6) + 1 + 1 + 1 = 9
Sneak Attack Damage: 2d6 ⇒ (6, 3) = 9

Dark Archive

Human (Chelish) Wizard (Transmuter-Enhancement) 5 / Hellknight Signifier 2 HP: 58/58 AC: 22 F/R/W: +5/+5/+5 CMB: +4 CMD: 17 Perception: -1 Augment: 7/7

Eolowyn: Do you trust your roc's Reflex with evasion? I'd like to fireball the lot of them, but won't do so if you don't want to risk it.

Liberty's Edge

hp 68/76 Ac 24 T 15 FF 19 (incl +3 from Barkskin)| Init +9 (+4 in forest / +2 underground) | F+10 R+15 W+6 (+2 vs enchantments +3 vs evil outsiders, evasion)| Perception +16 (+4 in forest, +2 underground, +2 vs humans&undead, +6 vs evil outsiders) | Reroll 1/1

I assume Mathias will say that he wants to fireball them

"Arrano, come over here!" Eolowyn shouts while drawing three more arrows from her quiver. She waits until Mathias has cast his spell and then fires the arrows at the most wounded worgs.

Arrano withdraws, but I assume a few of them will get an AoO

Rapid shot, deadly aim, point blank shot
Attack: 1d20 + 14 - 2 - 2 + 1 ⇒ (14) + 14 - 2 - 2 + 1 = 25
Damage: 1d8 + 2 + 4 + 1 ⇒ (2) + 2 + 4 + 1 = 9

Attack: 1d20 + 14 - 2 - 2 + 1 ⇒ (16) + 14 - 2 - 2 + 1 = 27
Damage: 1d8 + 2 + 4 + 1 ⇒ (3) + 2 + 4 + 1 = 10

Attack: 1d20 + 9 - 2 - 2 + 1 ⇒ (11) + 9 - 2 - 2 + 1 = 17
Damage: 1d8 + 2 + 4 + 1 ⇒ (7) + 2 + 4 + 1 = 14

6 blunt arrows fired, 3 hit, 3 unknown

Dark Archive

Human (Chelish) Wizard (Transmuter-Enhancement) 5 / Hellknight Signifier 2 HP: 58/58 AC: 22 F/R/W: +5/+5/+5 CMB: +4 CMD: 17 Perception: -1 Augment: 7/7

Gracias

"Move your companion, lest the fires of hell consume him with the others.", Mathias moving into a better casting position and launching a bead in the middle of the pack, his mask glowing briefly as it is cast, before a wicked fire engulfs them.

On mobile, can't move position.

Empowered fireball : 6d6 ⇒ (5, 4, 6, 6, 6, 1) = 28 +50% for 42 damage!
DC 19 Reflex for half

-Posted with Wayfinder


RoW Combat map

3d20 ⇒ (18, 12, 19) = 49
6d20 ⇒ (20, 14, 8, 13, 5, 1) = 61

Three of the worgs manage to elude some of the blast, while the other half are instantly incinerated. The tenor of the beasts instantly changes; the two remaining creatures scatter to the corners of the room and seek cover from the fire and death.

Shouts and alarms continue to be raised from all over the castle - it seems only moments before the guards finally arrive.

They aren't going to continue to fight unless you press the issue. There is a door to the north, or you can go back the way you came.

Liberty's Edge

hp 68/76 Ac 24 T 15 FF 19 (incl +3 from Barkskin)| Init +9 (+4 in forest / +2 underground) | F+10 R+15 W+6 (+2 vs enchantments +3 vs evil outsiders, evasion)| Perception +16 (+4 in forest, +2 underground, +2 vs humans&undead, +6 vs evil outsiders) | Reroll 1/1

Eolowyn holds her fire and quickly moves to the door to the north

"Is everybody ok? We need to press on quickly and find a way up the tower before we are overwhelmed."

She listens at the door, trying to determine if anything is behind it

Perception: 1d20 + 13 ⇒ (9) + 13 = 22

Dark Archive

Human (Chelish) Wizard (Transmuter-Enhancement) 5 / Hellknight Signifier 2 HP: 58/58 AC: 22 F/R/W: +5/+5/+5 CMB: +4 CMD: 17 Perception: -1 Augment: 7/7

Mathias pulls out a scroll of glitterdust in preparation. "Our foes shall not hide from us!"

Ready action to glitterdust inside the next room if the door opens, if you allow that.


RoW Combat map

Elven ears hear the tromp of feet and rustle of bodies moving about the next room. It seems that the inhabitants - clearly creatures on two feet - are agitated and moving about the room.

Yes, you can ready if you wish Mathias. I'll give a bit of a chance to react to the listen check first.

Scarab Sages

Male Nagaji (6.0A) Sorc 4/ Ninja 3 | HP 47/47; AC 19;TCH 14; FF 15; F +6; R +10; W+5; CMB +3; CMD 17; INIT +10;
Consumables:
Spells: 1st 8/8 2nd 0/4 ; Acidic Ray 3/8; Ki 0/8 | Wands: CLW 42/50; MM 43/50; Mage Armor 45/50; Shield 48/50; Less Rest 50/50 | Rods: Less Pierce 3/3

We sssshould get in there fassssst before they have time to form any sort of offenssse Kylar reaches for the door if noone stops him.

Liberty's Edge

hp 68/76 Ac 24 T 15 FF 19 (incl +3 from Barkskin)| Init +9 (+4 in forest / +2 underground) | F+10 R+15 W+6 (+2 vs enchantments +3 vs evil outsiders, evasion)| Perception +16 (+4 in forest, +2 underground, +2 vs humans&undead, +6 vs evil outsiders) | Reroll 1/1

"Go ahead" Eolowyn says while nocking an arrow


Fiend series | Shackles

After you discover that the man won't tell anything more you decide to move down. Downstairs torches are lit, providing enough light to see by.

In the first room you notice an obstructed archway leading west and another archway to the south.

The second room was once used as a storage room. Water drips
slowly from a leak in the roof in the northwest corner, forming a muddy puddle on the floor. Human and animal tracks cover the floor.

DC 16 Survival:
You pick out distinct animal prints and identify that they belong to badgers and weasels of varying sizes.

Oleander peeks around the corner and notices a long corridor that ends in a room. Various archways go north and south.


RoW Combat map

Thankfully, the man, confused by what he is doing in the wrong story, quickly flees the scene. The archways to west and south don't seem to lead anywhere - and Oleander truly wonders how they got here. But only for a moment, before they get sucked back to their own dimension. And nobody needs no stinking badgers

In the meantime, Kylar quickly throws open the door. Inside, are four more of the cruel fellnight spriggans, waiting for the intruders yet still caught off guard by the Nagaji's dramatic entrance.


Party up! Fellnight Combat Map updated
Varian
Mathias
Kylar
Eolowyn
Spriggans

Kylar: 1d20 + 10 ⇒ (2) + 10 = 12
Eolowyn: 1d20 + 9 ⇒ (2) + 9 = 11
Varian: 1d20 + 3 ⇒ (16) + 3 = 19
Mathias: 1d20 + 3 ⇒ (12) + 3 = 15
Spriggans: 1d20 + 5 ⇒ (1) + 5 = 6

Liberty's Edge

hp 68/76 Ac 24 T 15 FF 19 (incl +3 from Barkskin)| Init +9 (+4 in forest / +2 underground) | F+10 R+15 W+6 (+2 vs enchantments +3 vs evil outsiders, evasion)| Perception +16 (+4 in forest, +2 underground, +2 vs humans&undead, +6 vs evil outsiders) | Reroll 1/1

Whoops.... I have no idea why I posted that in this thread. Might be because I have a player in that thread who uses the same avatar as Eolowyn.

Eolowyn tells Arrano to wait, seeing that the great bird will have trouble with the small door. She quickly shoots three blunt arrows at the nearest spriggan.

Point blank, rapid, deadly aim, cover

Attack: 1d20 + 14 + 1 - 2 - 2 - 4 ⇒ (15) + 14 + 1 - 2 - 2 - 4 = 22
Damage: 1d8 + 2 + 1 + 4 ⇒ (2) + 2 + 1 + 4 = 9

Attack: 1d20 + 14 + 1 - 2 - 2 - 4 ⇒ (2) + 14 + 1 - 2 - 2 - 4 = 9
Damage: 1d8 + 2 + 1 + 4 ⇒ (7) + 2 + 1 + 4 = 14

Attack: 1d20 + 9 + 1 - 2 - 2 - 4 ⇒ (4) + 9 + 1 - 2 - 2 - 4 = 6
Damage: 1d8 + 2 + 1 + 4 ⇒ (6) + 2 + 1 + 4 = 13

Recover, high is good: 2d2 ⇒ (1, 1) = 2
3 blunt fired, 0 recovered


RoW Combat map

no worries :)

Dark Archive

Human (Chelish) Wizard (Transmuter-Enhancement) 5 / Hellknight Signifier 2 HP: 58/58 AC: 22 F/R/W: +5/+5/+5 CMB: +4 CMD: 17 Perception: -1 Augment: 7/7

Mathias uses his scroll and blasts the spriggans with sparkles!

DC 13 Will save or blinded.
SR checks if they are needed
SR check @ Spriggan 1: 1d20 + 3 ⇒ (19) + 3 = 22
SR check @ Spriggan 2: 1d20 + 3 ⇒ (11) + 3 = 14
SR check @ Spriggan 3: 1d20 + 3 ⇒ (6) + 3 = 9
SR check @ Spriggan 4: 1d20 + 3 ⇒ (9) + 3 = 12

Scarab Sages

Male Nagaji (6.0A) Sorc 4/ Ninja 3 | HP 47/47; AC 19;TCH 14; FF 15; F +6; R +10; W+5; CMB +3; CMD 17; INIT +10;
Consumables:
Spells: 1st 8/8 2nd 0/4 ; Acidic Ray 3/8; Ki 0/8 | Wands: CLW 42/50; MM 43/50; Mage Armor 45/50; Shield 48/50; Less Rest 50/50 | Rods: Less Pierce 3/3

Using his wand Kylar begins to backpedal, letting the more armored up front.

Target Center

Magic Missile: 1d4 + 1 ⇒ (3) + 1 = 4


RoW Combat map

A single arrow slams into the body of a spriggan, followed closely by a magical bead of force; two more, the ones furthest from the door flail about wildly as magical glitter painfully works its way into their eyes.


Varian is up!
Varian

Mathias
Kylar
Eolowyn
Spriggans 1: 13 3: blind 4: blind

The spriggans have no SR, and besides glitterdust doesn't do SR (it's conjuration)

1d20 + 1 ⇒ (18) + 1 = 19
1d20 + 1 ⇒ (17) + 1 = 18
1d20 + 1 ⇒ (7) + 1 = 8
1d20 + 1 ⇒ (1) + 1 = 2

Dark Archive

Human (Chelish) Wizard (Transmuter-Enhancement) 5 / Hellknight Signifier 2 HP: 58/58 AC: 22 F/R/W: +5/+5/+5 CMB: +4 CMD: 17 Perception: -1 Augment: 7/7

Heh, tells you how much I arcane :P

Grand Lodge

HP 80/80; AC 17 (T 12, FF 15)]; saves* fort 12, refl 11, will 17; bab 9/4 melee 12, ranged 12; CMB 12, CMD 24, init +2, wand clw 45, wcmw 29, weapon 7/7, loh (2d6) 5/5, folio reroll 1/1 | Aasimar Oracle (Metal)/8 Paladin/3 | -02 *
skills:
bluff 10, craft: weapons 10, diplomacy 22, disable 15, fly 10, handle animal 8,heal 4, know religion 11, know planes 10, linguistics 12, perception 15, sense motive 6, spellcraft 6

Varian steps in and smacks one of them with his hammer.

to hit: 1d20 + 7 + 1 ⇒ (15) + 7 + 1 = 23
dmg if hits: 3d6 + 3 + 1 ⇒ (5, 2, 5) + 3 + 1 = 16


RoW Combat map

Varian bravely leaps into the jaws of danger - a fact which the spriggans are quick to capitalize upon. The two seeing creatures circle to flank the oracle, one using its body to assault the aasimar, while the other strikes from behind with a battleaxe. They seem to have great skill in assaulting the more delicate parts of creatures when the opportunity presents itself.

Although two of the creatures remain blind, one gestures into the courtyard - the entire spaces fills plants the grasp and claw at the feet of the heroes! entangle - DC 10 reflex

Varian: 38 from 3 attacks w/sneak, plus poison DC 13 fort or take 1 con, poison lasts 3 rounds after first if you fail initial save


Effects entagle, DC 10
Party is up!
Varian 38 damage, flanked, poison save required.
Mathias
Kylar
Eolowyn
Spriggans 1: 29 2: 3: blind 4: blind

Spoiler:

1d20 + 4 + 2 ⇒ (17) + 4 + 2 = 23
1d3 - 1 + 2d6 ⇒ (3) - 1 + (5, 6) = 13
1d20 + 4 + 2 ⇒ (13) + 4 + 2 = 19
1d3 - 1 + 2d6 ⇒ (2) - 1 + (5, 3) = 9
1d20 + 3 + 2 ⇒ (3) + 3 + 2 = 8

1d20 + 3 + 2 ⇒ (17) + 3 + 2 = 22
1d6 - 1 + 2d6 ⇒ (6) - 1 + (5, 6) = 16

1d20 + 1 ⇒ (11) + 1 = 12
1d20 + 1 ⇒ (11) + 1 = 12

Liberty's Edge

hp 68/76 Ac 24 T 15 FF 19 (incl +3 from Barkskin)| Init +9 (+4 in forest / +2 underground) | F+10 R+15 W+6 (+2 vs enchantments +3 vs evil outsiders, evasion)| Perception +16 (+4 in forest, +2 underground, +2 vs humans&undead, +6 vs evil outsiders) | Reroll 1/1

Reflex Eolowyn: 1d20 + 13 ⇒ (7) + 13 = 20
Reflex Arrano: 1d20 + 9 ⇒ (5) + 9 = 14

Eolowyn does not care for the foliage, having been raised near Tanglebriar. She sends Arrano out of the area and shoots three arrows into the spriggan to Varian's right.

Arrano flies back to big open area, waiting there for the command to join his friend.

Point blank, rapid, deadly aim, cover, precise shot

Attack: 1d20 + 14 + 1 - 2 - 2 - 4 ⇒ (20) + 14 + 1 - 2 - 2 - 4 = 27
Damage: 1d8 + 2 + 1 + 4 ⇒ (6) + 2 + 1 + 4 = 13

Attack: 1d20 + 14 + 1 - 2 - 2 - 4 ⇒ (19) + 14 + 1 - 2 - 2 - 4 = 26
Damage: 1d8 + 2 + 1 + 4 ⇒ (2) + 2 + 1 + 4 = 9

Attack: 1d20 + 9 + 1 - 2 - 2 - 4 ⇒ (18) + 9 + 1 - 2 - 2 - 4 = 20
Damage: 1d8 + 2 + 1 + 4 ⇒ (4) + 2 + 1 + 4 = 11

Confirm Attack: 1d20 + 14 + 1 - 2 - 2 - 4 + 4 ⇒ (20) + 14 + 1 - 2 - 2 - 4 + 4 = 31
Damage: 2d8 + 4 + 2 + 8 ⇒ (4, 6) + 4 + 2 + 8 = 24

End of turn Reflex Eolowyn: 1d20 + 13 ⇒ (12) + 13 = 25

6 blunt arrows fired

Dark Archive

Human (Chelish) Wizard (Transmuter-Enhancement) 5 / Hellknight Signifier 2 HP: 58/58 AC: 22 F/R/W: +5/+5/+5 CMB: +4 CMD: 17 Perception: -1 Augment: 7/7

Reflex: 1d20 + 4 ⇒ (3) + 4 = 7

Mathias finds himself stuck and tries to break free!

Strength check: 1d20 + 2 ⇒ (10) + 2 = 12

And does so!

That's my turn.


RoW Combat map

Varian's luxurious hair blows in an artificial wind as the arrows fly by his head. Seconds later, one of the two fellnight spriggans harassing him lies dead, three arrows protruding from its head and torso.

[ooc]
Effects entagle in the outdoor room, DC 10
Varian and Kylar are up!
Varian 38 damage, flanked, poison save required.
Mathias
Kylar
Eolowyn
Spriggans 1: 29 2: dead 3: blind 4: blind

Scarab Sages

Male Nagaji (6.0A) Sorc 4/ Ninja 3 | HP 47/47; AC 19;TCH 14; FF 15; F +6; R +10; W+5; CMB +3; CMD 17; INIT +10;
Consumables:
Spells: 1st 8/8 2nd 0/4 ; Acidic Ray 3/8; Ki 0/8 | Wands: CLW 42/50; MM 43/50; Mage Armor 45/50; Shield 48/50; Less Rest 50/50 | Rods: Less Pierce 3/3

Reflex: 1d20 + 10 ⇒ (13) + 10 = 23

Kylar arcs his wand at the remaining non-blinded spriggan.

Magic Missile: 1d4 + 1 ⇒ (3) + 1 = 4


RoW Combat map

Poke! Varian is up!

Grand Lodge

HP 80/80; AC 17 (T 12, FF 15)]; saves* fort 12, refl 11, will 17; bab 9/4 melee 12, ranged 12; CMB 12, CMD 24, init +2, wand clw 45, wcmw 29, weapon 7/7, loh (2d6) 5/5, folio reroll 1/1 | Aasimar Oracle (Metal)/8 Paladin/3 | -02 *
skills:
bluff 10, craft: weapons 10, diplomacy 22, disable 15, fly 10, handle animal 8,heal 4, know religion 11, know planes 10, linguistics 12, perception 15, sense motive 6, spellcraft 6

Varian tries to throw off the poison...

poison (fort) save, dc 13: 1d20 + 6 ⇒ (13) + 6 = 19

then he gives a very brief nod to the archer who saved him from the second spriggan and turns on the first one...

[dic=to hit]1d20+7+1[/dice]
dmg if hits: 3d6 + 3 + 1 ⇒ (5, 6, 4) + 3 + 1 = 19


RoW Combat map

1d20 + 7 + 1 ⇒ (19) + 7 + 1 = 27

Plant pulp splatters all over Varian's fine chain shirt as he flattens a spriggan with a satisfying sploosh.

The two blind creatures choose to retreat, apparently totally stymied by the wizards magic. Rather then run, the simply stride into the thorny walls of the castle and magically disappear. There is nothing in the room beyond a few beds, a handful of battleaxes, and a few vials of greenblood oil - you have seen that many of the weapons spriggans use are grown from their very body!

Two doors seem to lead out of the room - one to the north, one to the east.

DC 15 perception:
The door to the east sounds as though the room is full of more spriggans - likely another barrack like this one

Liberty's Edge

hp 68/76 Ac 24 T 15 FF 19 (incl +3 from Barkskin)| Init +9 (+4 in forest / +2 underground) | F+10 R+15 W+6 (+2 vs enchantments +3 vs evil outsiders, evasion)| Perception +16 (+4 in forest, +2 underground, +2 vs humans&undead, +6 vs evil outsiders) | Reroll 1/1

Eolowyn nods back, one veteran to the other. She offers her wand of cure light wounds to the aasimar and listens at the doors before whispering

"East seems to be more spriggans, let's go north

Perception: 1d20 + 13 ⇒ (14) + 13 = 27

Grand Lodge

HP 80/80; AC 17 (T 12, FF 15)]; saves* fort 12, refl 11, will 17; bab 9/4 melee 12, ranged 12; CMB 12, CMD 24, init +2, wand clw 45, wcmw 29, weapon 7/7, loh (2d6) 5/5, folio reroll 1/1 | Aasimar Oracle (Metal)/8 Paladin/3 | -02 *
skills:
bluff 10, craft: weapons 10, diplomacy 22, disable 15, fly 10, handle animal 8,heal 4, know religion 11, know planes 10, linguistics 12, perception 15, sense motive 6, spellcraft 6

"Thanks but I've got my own for now..."

clw: 1d8 + 1 ⇒ (1) + 1 = 2
clw: 1d8 + 1 ⇒ (8) + 1 = 9
clw: 1d8 + 1 ⇒ (5) + 1 = 6
clw: 1d8 + 1 ⇒ (2) + 1 = 3
clw: 1d8 + 1 ⇒ (6) + 1 = 7

clw: 1d8 + 1 ⇒ (1) + 1 = 2
clw: 1d8 + 1 ⇒ (1) + 1 = 2
clw: 1d8 + 1 ⇒ (3) + 1 = 4

Dark Archive

Human (Chelish) Wizard (Transmuter-Enhancement) 5 / Hellknight Signifier 2 HP: 58/58 AC: 22 F/R/W: +5/+5/+5 CMB: +4 CMD: 17 Perception: -1 Augment: 7/7

"Unless we get surrounded.", Mathias answers back. However, he will defer to the majority.


RoW Combat map

To the north lies a door which clearly leads into one of the castle towers. Three doorways lie in the east hallway.

The north and south doorways in the east hallway have the sounds of spriggans behind them them. The east-most door in the east hallway is silent.

Liberty's Edge

hp 68/76 Ac 24 T 15 FF 19 (incl +3 from Barkskin)| Init +9 (+4 in forest / +2 underground) | F+10 R+15 W+6 (+2 vs enchantments +3 vs evil outsiders, evasion)| Perception +16 (+4 in forest, +2 underground, +2 vs humans&undead, +6 vs evil outsiders) | Reroll 1/1

"I suppose that the queen can be found in one of the towers, shall we take the gamble and go up in this one?"

Scarab Sages

Male Nagaji (6.0A) Sorc 4/ Ninja 3 | HP 47/47; AC 19;TCH 14; FF 15; F +6; R +10; W+5; CMB +3; CMD 17; INIT +10;
Consumables:
Spells: 1st 8/8 2nd 0/4 ; Acidic Ray 3/8; Ki 0/8 | Wands: CLW 42/50; MM 43/50; Mage Armor 45/50; Shield 48/50; Less Rest 50/50 | Rods: Less Pierce 3/3

It seemssss that way. Though how anyone can get around here isss confussing. Kylat points to the east. Thiss way ssseemsss to be quieter.


RoW Combat map

Which way then :)?

Grand Lodge

HP 80/80; AC 17 (T 12, FF 15)]; saves* fort 12, refl 11, will 17; bab 9/4 melee 12, ranged 12; CMB 12, CMD 24, init +2, wand clw 45, wcmw 29, weapon 7/7, loh (2d6) 5/5, folio reroll 1/1 | Aasimar Oracle (Metal)/8 Paladin/3 | -02 *
skills:
bluff 10, craft: weapons 10, diplomacy 22, disable 15, fly 10, handle animal 8,heal 4, know religion 11, know planes 10, linguistics 12, perception 15, sense motive 6, spellcraft 6

"Shall we take the quieter path? It might still hold unknown dangers."

Liberty's Edge

hp 68/76 Ac 24 T 15 FF 19 (incl +3 from Barkskin)| Init +9 (+4 in forest / +2 underground) | F+10 R+15 W+6 (+2 vs enchantments +3 vs evil outsiders, evasion)| Perception +16 (+4 in forest, +2 underground, +2 vs humans&undead, +6 vs evil outsiders) | Reroll 1/1

"Sure, let's do that"

Dark Archive

Human (Chelish) Wizard (Transmuter-Enhancement) 5 / Hellknight Signifier 2 HP: 58/58 AC: 22 F/R/W: +5/+5/+5 CMB: +4 CMD: 17 Perception: -1 Augment: 7/7

"Very well, but be on your guard."


RoW Combat map

The doors open to reveal a wide entry hall lined with prickly spines serving as columns. The floor is hard-packed earth, and windblown leaves gather near the entrance. At the end of the hall, raised steps lead to a set of towering double doors as the passage turns east. The steps lead to the doors of the largest of the towers.

Varian notices a pit camouflaged in the central area between the four pillars, although it seems concealed by magic rather than mundane cover.

Because I rolled a 20 for Varian! He also notices three vines concealed within the pillars. Moving ever so slightly and slowly, they are almost impossible to spot.

nature 13:
Deadly assassin vines can animate plants to attack foes, grapple and constrict enemies, and are highly resistant to cold and fire and immune to electricity.

Spoiler:

Eolowyn: 1d20 + 13 ⇒ (9) + 13 = 22
Varian: 1d20 + 12 ⇒ (20) + 12 = 32
Kylar: 1d20 + 4 ⇒ (6) + 4 = 10
Mathias: 1d20 - 1 ⇒ (15) - 1 = 14

Liberty's Edge

hp 68/76 Ac 24 T 15 FF 19 (incl +3 from Barkskin)| Init +9 (+4 in forest / +2 underground) | F+10 R+15 W+6 (+2 vs enchantments +3 vs evil outsiders, evasion)| Perception +16 (+4 in forest, +2 underground, +2 vs humans&undead, +6 vs evil outsiders) | Reroll 1/1

Knowledge Nature: 1d20 + 5 ⇒ (13) + 5 = 18

"Careful! Those are assassin vines! They can animate plants to attack foes, grapple and constrict enemies, and are highly resistant to cold and fire and immune to electricity. Acid is probably our best bet against them."

Or would an arrow help?

Dark Archive

Human (Chelish) Wizard (Transmuter-Enhancement) 5 / Hellknight Signifier 2 HP: 58/58 AC: 22 F/R/W: +5/+5/+5 CMB: +4 CMD: 17 Perception: -1 Augment: 7/7

"I have acid for one of them.", Mathias smiles. "But it would be best take care of the rest at range."

Scarab Sages

Male Nagaji (6.0A) Sorc 4/ Ninja 3 | HP 47/47; AC 19;TCH 14; FF 15; F +6; R +10; W+5; CMB +3; CMD 17; INIT +10;
Consumables:
Spells: 1st 8/8 2nd 0/4 ; Acidic Ray 3/8; Ki 0/8 | Wands: CLW 42/50; MM 43/50; Mage Armor 45/50; Shield 48/50; Less Rest 50/50 | Rods: Less Pierce 3/3

Asss do I.

Once everyone is ready Kylar stays out of range and spits a stream of acid at the closest set of vines.

Acidic Ray: 1d20 + 7 + 1 ⇒ (6) + 7 + 1 = 14
Damage: 1d6 + 1 + 1 + 1 ⇒ (1) + 1 + 1 + 1 = 4
Sneak Attack: 2d6 ⇒ (6, 5) = 11


RoW Combat map

Kylar lets loose with acid and the plants shriek in a high pitched whine. They begin to slither down their columns.

Party can act!
1: 15

Kylar: 1d20 + 10 ⇒ (5) + 10 = 15
Eolowyn: 1d20 + 9 ⇒ (11) + 9 = 20
Varian: 1d20 + 3 ⇒ (9) + 3 = 12
Mathias: 1d20 + 3 ⇒ (6) + 3 = 9
1d20 ⇒ 2

Scarab Sages

Male Nagaji (6.0A) Sorc 4/ Ninja 3 | HP 47/47; AC 19;TCH 14; FF 15; F +6; R +10; W+5; CMB +3; CMD 17; INIT +10;
Consumables:
Spells: 1st 8/8 2nd 0/4 ; Acidic Ray 3/8; Ki 0/8 | Wands: CLW 42/50; MM 43/50; Mage Armor 45/50; Shield 48/50; Less Rest 50/50 | Rods: Less Pierce 3/3

Kylar releases a twin pair of magic missiles at the wounded set of vines.

Magic Missile: 2d4 + 2 ⇒ (2, 3) + 2 = 7

Dark Archive

Human (Chelish) Wizard (Transmuter-Enhancement) 5 / Hellknight Signifier 2 HP: 58/58 AC: 22 F/R/W: +5/+5/+5 CMB: +4 CMD: 17 Perception: -1 Augment: 7/7

Mathias aims an acid arrow, holding a vial of acid as he does so.

Acid Arrow @ other unwounded vine: 1d20 + 5 ⇒ (16) + 5 = 21
Acid damage on hit: 2d4 ⇒ (1, 2) = 3

Future acid damage rounds:

Round 2 acid: 2d4 ⇒ (2, 4) = 6
Round 3 acid: 2d4 ⇒ (2, 2) = 4
Round 4 bonus from consuming acid vial: 2d4 ⇒ (1, 1) = 2

Grand Lodge

HP 80/80; AC 17 (T 12, FF 15)]; saves* fort 12, refl 11, will 17; bab 9/4 melee 12, ranged 12; CMB 12, CMD 24, init +2, wand clw 45, wcmw 29, weapon 7/7, loh (2d6) 5/5, folio reroll 1/1 | Aasimar Oracle (Metal)/8 Paladin/3 | -02 *
skills:
bluff 10, craft: weapons 10, diplomacy 22, disable 15, fly 10, handle animal 8,heal 4, know religion 11, know planes 10, linguistics 12, perception 15, sense motive 6, spellcraft 6

Varian fires his crossbow at the wounded vine.

to hit: 1d20 + 7 ⇒ (13) + 7 = 20
dmg if hits: 1d8 ⇒ 8

Liberty's Edge

hp 68/76 Ac 24 T 15 FF 19 (incl +3 from Barkskin)| Init +9 (+4 in forest / +2 underground) | F+10 R+15 W+6 (+2 vs enchantments +3 vs evil outsiders, evasion)| Perception +16 (+4 in forest, +2 underground, +2 vs humans&undead, +6 vs evil outsiders) | Reroll 1/1

Eolowyn fires her arrows at the vines

Not sure if she can see them, if not then only use the first attack roll with an additional +2 on to hit for not using rapid shot

Rapid Shot, Deadly Aim, Point Blank?, Cover
Attack: 1d20 + 14 - 2 - 2 + 1 - 4 ⇒ (18) + 14 - 2 - 2 + 1 - 4 = 25
Damage: 1d8 + 3 + 4 + 1 ⇒ (3) + 3 + 4 + 1 = 11

Attack: 1d20 + 14 - 2 - 2 + 1 - 4 ⇒ (15) + 14 - 2 - 2 + 1 - 4 = 22
Damage: 1d8 + 3 + 4 + 1 ⇒ (2) + 3 + 4 + 1 = 10

Attack: 1d20 + 9 - 2 - 2 + 1 - 4 ⇒ (9) + 9 - 2 - 2 + 1 - 4 = 11
Damage: 1d8 + 3 + 4 + 1 ⇒ (3) + 3 + 4 + 1 = 11


RoW Combat map

One of the vines shrivels under the withering fire - the other two slowly crawl down, disappearing through the living floor. The room begins to writhe as the plants on the floors and walls grasp at the Pathfinders.

The room seems covered in a low grade entangle effect (DC 13) for the next few minutes, but the vines have retreated for now. Doors into the giant north tower, and to the south (back to the entrance)


RoW Combat map

So, which way? West tower, East tower (the larger one, likely the "keep" of the castle), or some other path?

Scarab Sages

Male Nagaji (6.0A) Sorc 4/ Ninja 3 | HP 47/47; AC 19;TCH 14; FF 15; F +6; R +10; W+5; CMB +3; CMD 17; INIT +10;
Consumables:
Spells: 1st 8/8 2nd 0/4 ; Acidic Ray 3/8; Ki 0/8 | Wands: CLW 42/50; MM 43/50; Mage Armor 45/50; Shield 48/50; Less Rest 50/50 | Rods: Less Pierce 3/3

I think the larger one (Keep of the Castle)

Kylar points towards the larger of the towers. Ssshe may be in there. Let'sss head hat way.


RoW Combat map

Curtains of tangled roots dangle from the 30-foot ceiling of this circular room to the dirt floor below. They occasionally sway and move to an unfelt breeze, rattling or scraping against one another in an unsettling manner. Along the room’s circumference, several exits appear within sunken alcoves, nearly hidden by withered vines. A similarly covered staircase leads upward along the northern wall.

Staring at the walls of this chamber is a fey woman, clad in grey and carrying a staff made of black crystal.

She ignores the Pathfinders, a far-away look in her eye.

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