GM Choon presents The Witchwar Legacy (Inactive)

Game Master Choon


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Tor will cast his mass cure serious wounds on the same 6 targets.

3d8 + 18 ⇒ (3, 3, 1) + 18 = 25 DC 24 Will Save for half.


F Aranea Sorcerer 2/Veiled Illusionist 10/Arcanist 3 | HP 124/174, AC 36 (T 20, FF 30) Fort +18, Ref +20, Will +21 (all +1 vs spells), immune to mental control | Per +22/23 vs traps, darkvision, auto-detect all spellcasting

Is will a nat 1?: 1d20 ⇒ 20

Charlotte idly drops a Grasping Hand to flank the wraith next to Talon, and its force fingers attempt an incorporeal grapple against the wraith.

Grapple: 1d20 + 10 + 1 + 17 ⇒ (8) + 10 + 1 + 17 = 36


Male Fetchling ninja 16 | hp 130/162

not sure if Charlotte's spell would go before Talon goes. makes a difference on sneak attack if it is even susceptible to sneak attack

Talon draws a single blade to strike the wraith beside him.

attack 1: 1d20 + 25 ⇒ (15) + 25 = 40 -- +2 if flanking
attack 2: 1d20 + 20 ⇒ (9) + 20 = 29 -- +2 if flanking
attack 3: 1d20 + 15 ⇒ (7) + 15 = 22 -- +2 if flanking

crit threat attack 1: 1d20 + 25 ⇒ (17) + 25 = 42

damage attack 1: 1d6 + 13 ⇒ (1) + 13 = 14
crit damage attack 1: 1d6 + 13 ⇒ (2) + 13 = 15
sneak attack 1: 9d6 ⇒ (4, 6, 2, 4, 5, 3, 4, 2, 6) = 36

damage attack 2: 1d6 + 13 ⇒ (2) + 13 = 15
sneak attack 2: 9d6 ⇒ (3, 1, 6, 6, 4, 2, 2, 3, 6) = 33

I pretty am sure attack 3 misses


You could always delay.


The Man. The Myth. The Mask!

HP tracker:
1:145
2: 25
3:139
4: 128

4d20 ⇒ (20, 1, 15, 14) = 50
The wraith next to talon is grappled and promptly punctured by Talon's weapon. They seem to react better than the last time to Tor's channel, but still screech silently at the exposure to positive energy.

4d20 ⇒ (6, 10, 4, 11) = 31
Rosaline cold, str drain (for save dc 23 to negate the drain): 3d6 + 1d8 ⇒ (4, 5, 4) + (2) = 15
Tor cold, str drain (for save dc 23 to negate the drain): 3d6 + 1d8 ⇒ (2, 5, 5) + (7) = 19
Asselus cold, str drain (for save dc 23 to negate the drain): 3d6 + 1d8 ⇒ (1, 5, 4) + (7) = 17
Also, everyone in the room please make another fort save DC 18 from that mysterious ongoing effect.

The wraiths fight on unabated. The one that's being grappled is trapped in the force hand and struggles in vain to get free. The others reach through your defences and brush painfully cold hands over your skin.

Party UP!


F Human Kinetecist (pyrokineticist) 17

Stats:

HP 235/250; Burn (max 12)/non-lethal damage 3/51; Internal Buffer: 3/3
AC 36, touch 22, flat-footed 31; CMD 34
Fort +23, Ref +20, Will +15
Effects: Force Ward (17/17 temp hp); 10/150 stoneskin; magic vestment (40 hours; +5 enhancement, +2 over normal); +2 Dex and Con

Taerine blasts the nearest wraith again, scorching blue flame searing past the two newcomers kindly standing between her and the undead.

"Back to the Hells with you!" she snarls.

Blue flame blast (ranged touch), into melee: 1d20 + 19 + 3 - 4 ⇒ (13) + 19 + 3 - 4 = 31
Caster level check (vs SR): 1d20 + 17 + 4 ⇒ (19) + 17 + 4 = 40
Fire damage: 18d6 + 3 + 3d6 + 6 ⇒ (5, 5, 1, 6, 5, 4, 6, 3, 2, 6, 1, 6, 5, 5, 3, 4, 5, 6) + 3 + (4, 6, 1) + 6 = 98


The Man. The Myth. The Mask!

The wraith disappears in a violent explosion of spirit-stuff.

Removed from map


144/176 Hp |AC 30; 14; 29 | Fort +20; Ref +12; Will +16 | Immune: Fatigue, Poison, Disease, Sleep | Init +11 (+2) | Per +23; Low-light vision, (Constant Detect Evil) | Active Effects:

Save vs Str Drain: 1d20 + 20 ⇒ (11) + 20 = 31

Save vs 'Mysterious fun': 1d20 + 20 ⇒ (16) + 20 = 36

Rosaline rebuffs the wraiths attack and stab at it again, playing scissors to the wraith's papery form!

Atk Roll: 1d20 + 28 - 4 + 1 ⇒ (4) + 28 - 4 + 1 = 29

Atk Roll: 1d20 + 28 - 4 + 1 ⇒ (10) + 28 - 4 + 1 = 35

Atk Roll: 1d20 + 23 - 4 + 1 + 3 ⇒ (8) + 23 - 4 + 1 + 3 = 31 Using Spirit Guide guidance here!

Atk Roll: 1d20 + 18 - 4 + 1 ⇒ (14) + 18 - 4 + 1 = 29

Damage?: 2d8 + 19 + 12 ⇒ (1, 2) + 19 + 12 = 34

Damage?: 2d8 + 19 + 12 ⇒ (1, 1) + 19 + 12 = 33

Damage?: 2d8 + 19 + 12 ⇒ (3, 7) + 19 + 12 = 41

Damage?: 2d8 + 19 + 12 ⇒ (6, 3) + 19 + 12 = 40

Expending another round of rage for Ghost Touch on arms+armour


F Aranea Sorcerer 2/Veiled Illusionist 10/Arcanist 3 | HP 124/174, AC 36 (T 20, FF 30) Fort +18, Ref +20, Will +21 (all +1 vs spells), immune to mental control | Per +22/23 vs traps, darkvision, auto-detect all spellcasting

Charlotte's Grasping Hand attempts to pin the incorporeally-grappled wrath.

Grapple (maintain, pin, flanking): 1d20 + 10 + 1 + 5 + 2 + 17 ⇒ (11) + 10 + 1 + 5 + 2 + 17 = 46


The Man. The Myth. The Mask!

It succeeds with ease. Evidently ghost things are really bad at grappling.


F Aranea Sorcerer 2/Veiled Illusionist 10/Arcanist 3 | HP 124/174, AC 36 (T 20, FF 30) Fort +18, Ref +20, Will +21 (all +1 vs spells), immune to mental control | Per +22/23 vs traps, darkvision, auto-detect all spellcasting

Oh, right. Is Fort a 1?: 1d20 ⇒ 10

I'd cast a second Grasping Hand this round, but these guys don't seem worth it.


Male Elf 133/156 Hp |AC 27; 14; 23 | Fort +17; Ref +16; Will +14 | Init +3 | Per +23;+27 vs humanoid (humans) +25 magical beasts

Is the only damage they are doing hp wise from the cold?

fort strength save: 1d20 + 17 ⇒ (18) + 17 = 35
fort mystery: 1d20 + 17 ⇒ (3) + 17 = 20

Abomable undead, go to your ultimate rest.

He growled aloud truly annoyed by their feathery light chilled grasps. The Sunblade seemed to glow even more as his blades moved in a flurry at the wraith accosting him.

MH attack 1: 1d20 + 20 + 8 + 2 ⇒ (4) + 20 + 8 + 2 = 34
damage: 2d10 + 5 + 2 + 8 ⇒ (7, 10) + 5 + 2 + 8 = 32
MH attack 2: 1d20 + 15 + 8 + 2 ⇒ (16) + 15 + 8 + 2 = 41
MH damage 2: 2d10 + 5 + 2 + 8 ⇒ (5, 9) + 5 + 2 + 8 = 29
MH attack 3: 1d20 + 10 + 8 + 2 ⇒ (5) + 10 + 8 + 2 = 25
MH damage 3: 2d10 + 5 + 2 + 8 ⇒ (10, 10) + 5 + 2 + 8 = 35
OH attack 1: 1d20 + 22 + 8 ⇒ (15) + 22 + 8 = 45
OH damage 1: 1d6 + 4 + 3 + 1d6 ⇒ (1) + 4 + 3 + (6) = 14
OH attack 2: 1d20 + 17 + 8 ⇒ (14) + 17 + 8 = 39
OH damage 2: 1d6 + 4 + 3 + 1d6 ⇒ (1) + 4 + 3 + (2) = 10

Oooh boy. My lowest AC hit was 25 and its damage was 35 points, all other attacks were above AC 34 for a total of 89 damage of which 8 was fire


Tor will again cast mass cure serious wounds, targeting all of the combatants in the room.

Mass Cure Serious Wounds: 3d8 + 18 ⇒ (4, 8, 3) + 18 = 33 DC 24 Will save for half.

Fort Save: 1d20 + 20 ⇒ (15) + 20 = 35


The Man. The Myth. The Mask!

Talon?


The Man. The Myth. The Mask!

With a series of expert attacks, all the wraiths save the one facing talon explodes. That one is pinned and quickly dispatched.
As the last one expires, a demon drops from the ceiling! It was an illusion! He drops in front of rosaline and attacks! You suddenly know the source of the creepy feeling!
Again, DC 18 fort
3d20 ⇒ (9, 12, 8) = 29
1d8 + 2d6 + 18 ⇒ (7) + (3, 3) + 18 = 31
He tears into Rosaline with tooth and claw!
Rosaline take 31 from three attacks
Party up, sorry for the delay


Male Elf 133/156 Hp |AC 27; 14; 23 | Fort +17; Ref +16; Will +14 | Init +3 | Per +23;+27 vs humanoid (humans) +25 magical beasts

fort save: 1d20 + 17 ⇒ (10) + 17 = 27
charge: 1d20 + 22 + 2 ⇒ (20) + 22 + 2 = 44
crit confirm: 1d20 + 22 + 2 ⇒ (14) + 22 + 2 = 38
damage: 1d10 + 5 + 4 ⇒ (3) + 5 + 4 = 12
added crit damage: 1d10 + 5 + 4 ⇒ (10) + 5 + 4 = 19
sneak attack just in case: 3d6 ⇒ (4, 5, 3) = 12
knowledge planes: 1d20 + 7 ⇒ (13) + 7 = 20

You certainly arent the bright sort of demon are you?

He asked moments before charging into the monster swinging with the sun sword hard.


F Human Kinetecist (pyrokineticist) 17

Quick stats:

HP 235/250; Burn (max 12)/non-lethal damage 3/51; Internal Buffer: 3/3
AC 36, touch 22, flat-footed 31; CMD 34
Fort +23, Ref +20, Will +15
Effects: Force Ward (17/17 temp hp); 10/150 stoneskin; magic vestment (40 hours; +5 enhancement, +2 over normal); +2 Dex and Con

"Demon," Taerine says coldly. "Let us see if you can withstand Hell's fires."

The moves forward and launches a blast of blue flame toward the creature,

Move action: Move forward, as noted on map
Standard action: Blue flame blast, with burning infusion and searing flame; 0 burn
Blue flame blast (ranged touch): 1d20 + 18 + 3 + 1 - 4 ⇒ (15) + 18 + 3 + 1 - 4 = 33
Caster level check (vs SR): 1d20 + 17 + 4 ⇒ (10) + 17 + 4 = 31
Fire damage: 18d6 + 3 + 3d6 + 6 ⇒ (2, 3, 4, 6, 5, 4, 5, 2, 3, 2, 5, 5, 4, 6, 3, 2, 6, 3) + 3 + (4, 3, 3) + 6 = 89

Burning infusion:

Your kinetic blast ignites your foes. Whenever an infused blast hits a foe and penetrates its spell resistance, that foe catches on fire, regardless of whether it takes damage. A foe that catches fire takes 1d6 points of fire damage each round until the fire is extinguished. Against a creature on fire from this infusion, any fire kinetic blasts gain a +2 bonus on attack rolls, to DCs, and on caster level checks to overcome spell resistance.

[spoiler=Searing flame]
Wild talent (4th): Searing flame; burn 0
Over time, your burning infusion sears away your foe’s fire resistance. When you roll burn damage from burning infusion against a foe, decrease the foe’s fire resistance by an amount equal to the unmodified burn damage; don’t apply fire resistance to this roll for the purpose of determining the reduction. This decrease lasts for a number of rounds equal to 1/2 your kineticist level. These decreases stack, to a minimum resistance of 0.


F Aranea Sorcerer 2/Veiled Illusionist 10/Arcanist 3 | HP 124/174, AC 36 (T 20, FF 30) Fort +18, Ref +20, Will +21 (all +1 vs spells), immune to mental control | Per +22/23 vs traps, darkvision, auto-detect all spellcasting

Oh whoops didn't realize there was one left.

Charlotte waves the force hand over to flank, just in case it's necessary.


144/176 Hp |AC 30; 14; 29 | Fort +20; Ref +12; Will +16 | Immune: Fatigue, Poison, Disease, Sleep | Init +11 (+2) | Per +23; Low-light vision, (Constant Detect Evil) | Active Effects:

Fort Save: 1d20 + 18 ⇒ (4) + 18 = 22

As the demon landed and struck his blows, a nimbus of light errupted centered on Rosaline Eaglesoul automatically triggers when faced with Evil Outsiders.

"COME THEN AND BE PURGED!" the warrior shouted and gleefully threw herself in the demon's embrace with her spear over her head.

To Hit: 1d20 + 28 - 4 + 1 + 2 + 2 ⇒ (9) + 28 - 4 + 1 + 2 + 2 = 38

To Hit: 1d20 + 28 - 4 + 1 + 2 + 2 ⇒ (15) + 28 - 4 + 1 + 2 + 2 = 44

To Hit: 1d20 + 23 - 4 + 1 + 2 + 2 ⇒ (11) + 23 - 4 + 1 + 2 + 2 = 35

To Hit: 1d20 + 18 - 4 + 1 + 2 + 2 ⇒ (13) + 18 - 4 + 1 + 2 + 2 = 32

Damage?: 2d8 + 19 + 12 + 3 ⇒ (5, 5) + 19 + 12 + 3 = 44

Damage?: 2d8 + 19 + 12 + 3 ⇒ (1, 1) + 19 + 12 + 3 = 36

Damage?: 2d8 + 19 + 12 + 3 ⇒ (1, 8) + 19 + 12 + 3 = 43

Damage?: 2d8 + 19 + 12 + 3 ⇒ (3, 2) + 19 + 12 + 3 = 39

Lore(Demonic Pawns): 1d20 + 20 ⇒ (11) + 20 = 31


Male Fetchling ninja 16 | hp 130/162

sorry guys been busy with work... still am but will try and get something up


Male Fetchling ninja 16 | hp 130/162

With the appearance of the demon Talon moves to flank as he draws his second blade.

fort save: 1d20 + 14 ⇒ (6) + 14 = 20

attack 1 primary: 1d20 + 26 - 2 + 2 ⇒ (10) + 26 - 2 + 2 = 36
attack 2 primary: 1d20 + 21 - 2 + 2 ⇒ (13) + 21 - 2 + 2 = 34
attack 3 primary: 1d20 + 16 - 2 + 2 ⇒ (10) + 16 - 2 + 2 = 26
off hand attack: 1d20 + 26 - 2 + 2 ⇒ (17) + 26 - 2 + 2 = 43
off hand crit?: 1d20 + 26 - 2 + 2 ⇒ (17) + 26 - 2 + 2 = 43

damage 1: 1d6 + 13 ⇒ (5) + 13 = 18
damage 2: 1d6 + 13 ⇒ (3) + 13 = 16
damage 3: 1d6 + 13 ⇒ (3) + 13 = 16
damage off-hand: 1d6 + 7 ⇒ (6) + 7 = 13
crit damage: 1d6 + 7 ⇒ (4) + 7 = 11

sneak attack 1: 9d6 ⇒ (2, 6, 3, 5, 3, 5, 5, 2, 4) = 35
sneak attack 2: 9d6 ⇒ (2, 5, 2, 2, 6, 4, 6, 1, 6) = 34
sneak attack 3: 9d6 ⇒ (2, 3, 5, 2, 3, 6, 5, 1, 5) = 32
sneak off hand attack: 9d6 ⇒ (6, 5, 6, 3, 2, 3, 2, 1, 4) = 32


Tor will cast Cure serious wounds, move over, and touch Rosaline.

Cure Serious Wounds: 3d8 + 18 ⇒ (5, 7, 8) + 18 = 38


The Man. The Myth. The Mask!

He certainly isn't the smart kind. Within seconds he is butchered, roasted and ready to be served with a nice Wraith sauce and wonderful lemon garnish.

You search the place and come up with a small treasure trove consisting of drums of panic, a necklace of hollow gold beads worth 2,000 gp, a decanter and six goblets carved from rose quartz (5,500 gp for the set), a chalcedony seal depicting a pair of antlers over crossed arrows worth 1,165 gp, three fire opals worth 1,000 gp each, and a number of pieces of finely crafted, antique Irrisen pottery worth a total of 4,500 gp.

You cross to the other side of the room and enter what appears to have been a guard room... maybe. A battle appears to have occurred here recently. A number of charred humanoid skeletons lie strewn about, and a lifelike stone statue of an ogre points at the north wall with an arm that ends in a broken stump—the hand and the barbed falchion it held lie on the floor near the southern stair.
The body of a horned devil also lies here and seems to have succumbed to powerful cold magic. He is covered in icicles and his feet are frozen to the floor.
Searching through the tatters of the slain party’s equipment uncovers a few still-intact valuables. These include 4,700 gp in assorted coinage and gems, a +1 improved shadow chain shirt, a +2 rapier, a belt of dwarvenkind, a portable hole, a ring of counterspells (currently empty), a ring of invisibility, and a frozen potion of cure serious wounds. In addition, anyone who thinks to cast stone to flesh or break enchantment on the petrified severed hand and sword can claim a shatterspike falchion.

Moving onward, a vast hollow opens in the face of the frozen waterfall, forming a high-ceilinged ice cave. Here, out of the same ubiquitous ice, has been constructed a traditional Irrisen village of multilevel cottages topped with steep, gabled roofs. Many are built directly into the jagged ice walls that form the cavelike hollow. The tinkling of water can be faintly heard above the moaning of the wind from somewhere in the cluster of buildings. Near the lip of the ice cliff stands a larger structure that appears to be surrounded by a ring of statues.
A DC 15 Knowledge (history or local) check is enough to recognize that the village is actually a style of necropolis common to peoples of the North many centuries ago— an imitation of the ordinary life that the deceased had left behind. This one is unique in that it is composed entirely of Baba Yaga’s magical ice. The ice tombs are sculpted in exquisite detail to mimic the cottages they represent, and each has a single door carved into one wall. However, these doors are sealed with ice and must be broken open to gain access to the tombs within (hardness 8, hp 60, Break DC 25). Many of the cottages have multiple levels, with one stacked directly atop another, accessible by exterior stairs leading to sealed doors.


The Man. The Myth. The Mask!

References for the map.

A. Main Entrance: An alley-like cave has been cut through the ice between two of the tombs. It leads deeper into the ice to a stair that winds down to area 10.

B. Jailers’ Stair: No tombs occupy the connected buildings that lead to this stair. It descends to area 15.

C. Back Entrance: Part of the ceiling has collapsed at the back of this tomb. A rough, vertical passage climbs 100 feet to area 20.

D. Signs of Passage: A small snowdrift that has gathered here bears a single, recent humanoid footprint that is plainly visible to anyone who passes by this way.
Examination reveals it to be the boot-clad footprint of a Medium creature of slight build. A DC 20 Perception check reveals that someone has broken the seal of a nearby sepulcher door, though nothing within seems to have been disturbed.

E.Break-in: The door to this second-floor sepulcher has been broken open (DC 15 Perception check to notice from the end of the alley leading to the stairs).

Area 17: An elegantly sculpted ice fountain sits in the middle of this small square at the center of the necropolis, depicting a flock of winter geese as they take flight. A jet of water springs from the top of the fountain, tumbling down into the basin below. Miraculously, the water remains unfrozen despite the frigid temperature.

Area 18:This structure resembles a large, two-story cottage with wide double doors at its front and rear. Above the southern doors is a giant clock face, ten feet in diameter. The clock bears strange, arcane symbols instead of traditional numbers and has four hands—one short, one long, one forked, and one wavy—that appear to be keeping time in no recognizable system. Rows of identical white marble statues depicting a bent old crone holding a scythe with a blade of dull-gray metal stand at the building’s base. These statues appear to be on railed tracks of ice that loop around the sides of the clock building, from one set of double doors to the set on the opposite side.

If you proceed to an Area, please stay there until I move you on. Events happen at Areas. :)


"Before we go any further, does anyone else need the blessings of Torag?"


F Human Kinetecist (pyrokineticist) 17

Taerine shakes her head at the dwarf's question and proceeds carefully forward, making her way toward the floor of the necropolis. Looks like we automatically pass B and D to get down.

With no clear path ahead of her, she concentrates a moment -- the burning glow around her fading away -- and then pads quietly toward the fountain, looking around carefully. Taking a right when I exit and heading toward Area 17.

Full-round action to suppress her elemental overflow.
Stealth: 1d20 + 22 ⇒ (19) + 22 = 41
Perception: 1d20 + 22 ⇒ (14) + 22 = 36


144/176 Hp |AC 30; 14; 29 | Fort +20; Ref +12; Will +16 | Immune: Fatigue, Poison, Disease, Sleep | Init +11 (+2) | Per +23; Low-light vision, (Constant Detect Evil) | Active Effects:

Rosaline prods the dead demon a bit more with her spear, obviously disappointed at the foes poor showing. What sort of challenge was that? He wouldn't last a moment in the Worldwound ... With a frown she eventually came to terms with the demon's inadequacy and stopped poking it. Wouldn't really be fitting to desecrate its body - not unless I would burn it properly anyway. And a roaring fire hot enough to char a demon didn't look all too likely in here ...

@B - Yeah I think we came from area 15. I guess : )

When she had calmed down properly to survey the scene and evaluate the battle she did so, slowly moving towards the end of the room. Having a proper cleric is good; the wraiths were no trouble at all. And it was always good to have another ready to tend ones wounds - relying on her own meagre gifts was always a gamble. So she made sure to give the dwarf a proper salute before examining the scenes of battle.

"Hmm. The Devil is frozen solid - the witchling did no doubt pass trough this way. Makes me wonder if she didn't set the wraiths and demon as a rearguard - I can't help but think the bumbling giants could have a hard time dealing with those ..." Rosaline notes and starts to search the skeletons. "Can't tell if she lived trough this or not - but then - I can't imagine her minions would continue on their own..."

She can't help but notices that there are a handful of potentially useful trinkets laying about. While she wasn't sure to their exact use - she recognized that more weapons could always be handy. So she picked up the severed hand and started breaking away the fingers- "This little piggy went to Hell, this little piggy ..."

Str check vs stone hand: 1d20 + 9 + 9 + 1 ⇒ (6) + 9 + 9 + 1 = 25 Not sure exactly how hard breaking off the fingers of the stony hand would be; 25 is just at 'Breaking down barred door' and above 'bend iron bar' (24), but bellow bursting chain bonds (26) and breaking down iron doors (28; 2" thick). Hopefully enough? Otherwise Rosaline will try again; can't be foiled by an inanimate object!

Regardless, once she realized she was now stuck with a stone sword Rosaline sighed loudly and cast Break Enchantment on the blade, hoping it would prove useful later on. Then she proceeded towards the exit.

Know(History): 1d20 + 8 ⇒ (8) + 8 = 16

"Huh. Impressive." She noted and starred up at the frozen landscape. She vaguely recalled her lessons in the traditions of the north as a child, enough to guess what this was. "It's a place for the dead. Step carefully, this could be considered sacred ground..." Rosaline herself lifted her spear cautiously - their previous encounter with the undead was obviously fresh in her memory. And it wouldn't be beneath their foe to also trap this place in a similar manner ...


F Aranea Sorcerer 2/Veiled Illusionist 10/Arcanist 3 | HP 124/174, AC 36 (T 20, FF 30) Fort +18, Ref +20, Will +21 (all +1 vs spells), immune to mental control | Per +22/23 vs traps, darkvision, auto-detect all spellcasting

Auto-succeed all perceptions...

Charlotte turns invisible again, and just sort of drifts off into the air, hovering above Rosaline as she moves.

"Right. So who's a bigger threat? I'm thinking if we can follow the witch, it'll give us the shortest path to the doodad."


"Probably the shortest but most dangerous path. I wouldn't at all be surprised if she left traps or monsters in her wake."


F Aranea Sorcerer 2/Veiled Illusionist 10/Arcanist 3 | HP 124/174, AC 36 (T 20, FF 30) Fort +18, Ref +20, Will +21 (all +1 vs spells), immune to mental control | Per +22/23 vs traps, darkvision, auto-detect all spellcasting

"Can they really be more dangerous than the traps and monsters already here?"


The Man. The Myth. The Mask!

As everyone is just rounding the fountain there is a mighty roar and a section of wall near the fountain just disintegrates before your very eyes! A huge frost giant barrels through the wall!
surprise round Stunning Interruption. Tareine and Tor make a fort save DC 27 or be stunned for this and the first round: 2d20 ⇒ (2, 20) = 22
Taerine is Stunned! Tor is Shaken for 1d4 ⇒ 1 rounds!
5d20 ⇒ (9, 15, 20, 13, 9) = 66
1d20 ⇒ 3
10d6 ⇒ (4, 6, 5, 5, 1, 3, 2, 2, 5, 1) = 34
The giant slams into Taerine and pushes her into the fountain! In spite of being liquid, the water in the fountain is actually colder than the ice you've been fighting in for the last hours! Taerine feels that if there is a place opposite Hell, this is it!
Taerine, please make a DC 30 fort save of catch instant hypothermia (treat as fatigued) You also take 34 cold damage.

The water from the fountain splashes all over everyone as the Giant's, bulk, and Taeines to a lesser extent, acts as a sprinkler.
All of you take that 34 damage and must make the DC 30 fort save to not be fatigued due to hypothermia
Party UP!


Male Elf 133/156 Hp |AC 27; 14; 23 | Fort +17; Ref +16; Will +14 | Init +3 | Per +23;+27 vs humanoid (humans) +25 magical beasts

34 cold damage?


The Man. The Myth. The Mask!

Yup


F Aranea Sorcerer 2/Veiled Illusionist 10/Arcanist 3 | HP 124/174, AC 36 (T 20, FF 30) Fort +18, Ref +20, Will +21 (all +1 vs spells), immune to mental control | Per +22/23 vs traps, darkvision, auto-detect all spellcasting

Does Charlotte get hit too, if she's flying?


Male Elf 133/156 Hp |AC 27; 14; 23 | Fort +17; Ref +16; Will +14 | Init +3 | Per +23;+27 vs humanoid (humans) +25 magical beasts

So 4 damage got it :P best money spent ever.

fort save: 1d20 + 17 ⇒ (14) + 17 = 31

For a brief second the elf froze into place as a flash of shiver of cold ran through him. The stray thought of his wife Alyrria probably would have made fun of them... then again she grew up on artic steppes and plains. He spun around his allies and then half leapt half flipped over Talon driving the sunblade into the giants calf while focusing his other blade in defense

acrobatics to avoid AoO: 1d20 + 14 ⇒ (12) + 14 = 26

attack: 1d20 + 20 + 2 + 2 ⇒ (19) + 20 + 2 + 2 = 43
confirm: 1d20 + 20 + 2 + 2 ⇒ (15) + 20 + 2 + 2 = 39

damage: 1d10 + 5 + 4 ⇒ (1) + 5 + 4 = 10
damage: 1d10 + 5 + 4 ⇒ (2) + 5 + 4 = 11
sneak attack: 3d6 ⇒ (1, 2, 3) = 6

with the defending short swords bonus and rogue talent offensive Defnse AC is moved up 7 to a total of 34


The Man. The Myth. The Mask!
Charlotte Adellan wrote:
Does Charlotte get hit too, if she's flying?

You were "just above" someone, so yes. :)


F Human Kinetecist (pyrokineticist) 17

Fortitude: 1d20 + 23 ⇒ (8) + 23 = 31

Quick stats:

HP 235/250; Burn (max 12)/non-lethal damage 3/51; Internal Buffer: 3/3
AC 36, touch 22, flat-footed 31; CMD 34
Fort +23, Ref +20, Will +15
Effects: Force Ward (3/17 temp hp); 10/150 stoneskin; magic vestment (40 hours; +5 enhancement, +2 over normal); +2 Dex and Con

Taerine gasps as her lungs seem to contract from the exposure, certain that only the heat from her infernal heritage has kept her from freezing solid as some of the other victims of this place have.

Despite that, the ring and buffer of force around her keep her from harm as she tries to collect herself. Stunned this round it looks like, so no action.

No damage; 20 resisted by the ring, other 14 absorbed by her force ward.


Fort Save: 1d20 + 20 ⇒ (18) + 20 = 38

"Damn giant!" shouts Tor, who then casts Destruction at the massive creature.

That's a fort save (dc 24). On a failed save, he'll take 180 damage. On a successful save, He'll take the following damage:

10d6 ⇒ (4, 2, 1, 3, 4, 2, 2, 5, 3, 4) = 30


144/176 Hp |AC 30; 14; 29 | Fort +20; Ref +12; Will +16 | Immune: Fatigue, Poison, Disease, Sleep | Init +11 (+2) | Per +23; Low-light vision, (Constant Detect Evil) | Active Effects:

Fort Save: 1d20 + 20 ⇒ (20) + 20 = 40 A very nice roll on something Rosaline is immune to anyhow ... :P

The water splashes over Rosaline and she gasps at the cold, but it swiftly starts to boil and dissipate into fine mist. The cold wouldn't slow down this champion of light!

With a shout of challenge she pushed her way past Taerine and stabbed at the giant with her spear.

To Hit: 1d20 + 28 + 2 - 4 ⇒ (5) + 28 + 2 - 4 = 31

To Hit: 1d20 + 23 + 2 - 4 ⇒ (3) + 23 + 2 - 4 = 24

To Hit: 1d20 + 18 + 2 - 4 ⇒ (2) + 18 + 2 - 4 = 18

Damage?: 2d8 + 14 + 12 ⇒ (4, 5) + 14 + 12 = 35

Damage?: 2d8 + 14 + 12 ⇒ (4, 3) + 14 + 12 = 33

Damage?: 2d8 + 14 + 12 ⇒ (2, 2) + 14 + 12 = 30


F Aranea Sorcerer 2/Veiled Illusionist 10/Arcanist 3 | HP 124/174, AC 36 (T 20, FF 30) Fort +18, Ref +20, Will +21 (all +1 vs spells), immune to mental control | Per +22/23 vs traps, darkvision, auto-detect all spellcasting

Oh whoops.

Fort save: 1d20 + 18 ⇒ (20) + 18 = 38

Let's stun this guy back! If he looks almost dead, Charlotte will hold her action. Otherwise:

Potential Attack Spell:

Tenebrous Persistent Dazing Shadow Stencil Heightened (to 6) Shadow Evocation, Naga Veil. Using one veil point, one arcane point, and one use of medium-persistent rod.

Damage A (Fireball): 10d6 ⇒ (5, 5, 5, 1, 2, 5, 6, 1, 2, 5) = 37
Unaffected by a reflex save; however, TWO successful consecutive DC 28 will saves cause Damage B instead.
Damage B (Lightning Bolt): 10d6 ⇒ (5, 4, 5, 3, 3, 2, 4, 5, 4, 6) = 41
Two more consecutive DC 28 will saves mean that he only takes 8 damage.

Otherwise: In the event that the giant fails at least one of the four DC 28 will saves, he's dazed for 6 rounds.

Charlotte draws and waves her rod again, and focuses inward to weave together three imaginary spells in a complicated blast of black fire, attempting to stop the giant in its tracks.


F Human Kinetecist (pyrokineticist) 17

Talon, I believe you're up.


Male Fetchling ninja 16 | hp 130/162

hello all, been out of touch a bit. see its my turn and not exactly in the best position that Talon normally would be in. also I looked at the map, what are we fighting? as there is nothing there.

not stealthy right now I guess, also chance of flank? if not then Talon retreats to get a better advantage

fort save: 1d20 + 14 ⇒ (8) + 14 = 22 yup fatigued and damaged Talon retreats to a better position


F Human Kinetecist (pyrokineticist) 17
GM Choon wrote:

As everyone is just rounding the fountain there is a mighty roar and a section of wall near the fountain just disintegrates before your very eyes! A huge frost giant barrels through the wall!

...

The giant slams into Taerine and pushes her into the fountain!

The water from the fountain splashes all over everyone as the Giant's, bulk, and Taeines to a lesser extent, acts as a sprinkler.
All of you take that 34 damage and must make the DC 30 fort save to not be fatigued due to hypothermia. Party UP!


The Man. The Myth. The Mask!

5d20 ⇒ (17, 1, 3, 1, 1) = 23
Seriously...

Thanks to the barbarian giant not believing in saving against spells, he is instantly destructed, fireballed, lighting'ed, and stabbed into a hunk of freezing meat.

Youall promptly flee the deadly water and prestidigitate yourselves dry before the air freezes you solid.

Your next destination, the clock tower... of sorts.

Area 18: This structure resembles a large, two-story cottage with wide double doors at its front and rear. Above the southern doors is a giant clock face, ten feet in diameter. The clock bears strange, arcane symbols instead of traditional numbers and has four hands—one short, one long, one forked, and one wavy—that appear to be keeping time in no recognizable system. Rows of identical white marble statues depicting a bent old crone holding a scythe with a blade of dull-gray metal stand at the building’s base. These statues appear to be on railed tracks of ice that loop around the sides of the clock building, from one set of double doors to the set on the opposite side.
This strange building is a giant cuckoo clock constructed by Baba Yaga. It keeps no time recognizable to inhabitants of Golarion, and the symbols on its face are completely indecipherable. Anyone entering the building finds its interior empty save for the rows of statues. Any gears or mechanisms for operating the clock or bells for the sounding of its chimes are conspicuously absent. Other than serving to keep time for whatever strange purposes Baba Yaga intended.
Anyone on the south side of the clock can make a DC 12 Perception check to notice this message scratched in the ice before the double doors. It is written in Skald and reads, “A stitch in time.”

Anyone examining the clock face can make a DC 15
Intelligence check or a DC 22 Perception check:

You notice that while the long, short, and forked hands move at different speeds and in different directions, the wavy hand does not move at all and remains pointed at the arcane symbol where the “9” would be on a normal clock face. Anyone closely examining this symbol notices that it is in fact composed of tiny, tightly graven script giving it its shape. This script is also in Skald but requires a DC 40 Perception check or a DC 25 Linguistics to decipher it unless some magical means is used to magnify or translate it. This must be what that engraved message on the south door was alluding to. (see map for text)


F Aranea Sorcerer 2/Veiled Illusionist 10/Arcanist 3 | HP 124/174, AC 36 (T 20, FF 30) Fort +18, Ref +20, Will +21 (all +1 vs spells), immune to mental control | Per +22/23 vs traps, darkvision, auto-detect all spellcasting

Linguistics: 1d20 + 18 ⇒ (9) + 18 = 27

Does that read the inscrpition? I realized I accidentally only picked 12 of my 16 languages, but if necessary I can cast Tongues.


The Man. The Myth. The Mask!

Tongues does not confer the ability to read, unfortunately. But you have languages to spare so pick up Skald and you're good.


F Aranea Sorcerer 2/Veiled Illusionist 10/Arcanist 3 | HP 124/174, AC 36 (T 20, FF 30) Fort +18, Ref +20, Will +21 (all +1 vs spells), immune to mental control | Per +22/23 vs traps, darkvision, auto-detect all spellcasting

That works, unless the linguistics check covers it.


144/176 Hp |AC 30; 14; 29 | Fort +20; Ref +12; Will +16 | Immune: Fatigue, Poison, Disease, Sleep | Init +11 (+2) | Per +23; Low-light vision, (Constant Detect Evil) | Active Effects:

"Disappointing." Rosaline noted as the unlucky giant quickly fell.

She collects her stuff and wits and follow the rest towards the strange clock, letting the people whom actually had an idea what it was deal with it.


Int Check: 1d20 + 7 ⇒ (19) + 7 = 26 I automake the Linguistics check.


F Human Kinetecist (pyrokineticist) 17

Perception: 1d20 + 22 ⇒ (8) + 22 = 30
Perception: 1d20 + 22 ⇒ (20) + 22 = 42

"The symbol is actually a message of some sorts. It appears to be in Skald, though."

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