GM Lithrac's Mythic Reign of Winter - A Trail of Breadcrumbs (Inactive)

Game Master Cyril Corbaz

Reign of Winter, book 1: The Snows of Summer

Battlemap & Handouts

Loot! | House Rules & Mythic adjustments | The story so far


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Protector 4 HP: 50/44 | AC 22* | T 18* | FF 19 | Fort +8 | Ref +7* | Will +8 | CMD 22* | Initiative +5* | Perc. +11 | Sense +8 | Climb/Swim +6 | Spellcraft/Kn. (Rel./Pl.) +7 | (Geog/His) +5 | Survival +8
Resources:
Spells: 1st: 4/4; 2nd: 2/3 | Mythic Power: 7/7 | Arcane Bond: 2/2
Active Buffs:
Mage Armor - 4 Hours | False Life - 24 Hours | Cat's Grace - 40 minutes

Can Giri push a bunk bed into the pit to try and drop something on the guards in there?

Grand Lodge

Sure, why not. Give me a Strength check.


Male Elf Mythic Oracle of the Dark Tapestry 4.2 | HP 39/39 | AC 12 T 12 FF 10 | CMD 15 | Fort +2 Ref +3 Will +3 (+2 enchant/fear, -2 charm/comp if offered power) | Init +4 | Perc +1 | SM -1

Zadok keeps his bow readied in case they are still conscious when the pit disappears.


Male Human Fighter (Ustalavic Duelist) 3/Champion Tier 1 HP: 29/30 | AC: 20 | T: 14 | FF: 16 | CMD: 17 | Fort: +7 | Ref: +6 | Will: +3 | Cold Resistance 2 | Init: +3 | Perception: +0 | Sense Motive: +7 | Mythic Power 3/5

Virgil will remain readied at the top too.


Protector 4 HP: 50/44 | AC 22* | T 18* | FF 19 | Fort +8 | Ref +7* | Will +8 | CMD 22* | Initiative +5* | Perc. +11 | Sense +8 | Climb/Swim +6 | Spellcraft/Kn. (Rel./Pl.) +7 | (Geog/His) +5 | Survival +8
Resources:
Spells: 1st: 4/4; 2nd: 2/3 | Mythic Power: 7/7 | Arcane Bond: 2/2
Active Buffs:
Mage Armor - 4 Hours | False Life - 24 Hours | Cat's Grace - 40 minutes

Giri, thinking that he does not want to get on the sloped ledges, has what he considers to be an ingenious idea. He moves behind one of the tall bunk beds and tries to give the wooden frame a push towards the pit. "If you guys help, perhaps this will knock them out!" he yells.

Strength: 1d20 + 2 ⇒ (6) + 2 = 8

Grand Lodge

The bed seems to be unable to move despite Giri's efforts. However, before the hole disappears you hear footsteps coming from the door, and a band of guards who donned their armor in all haste quickly invade the room!

The Barracks - round 3
1. Virgil (16), Giri
2. Seargent (ice blue, in pit, 4)
3. Thorgull, Zadok
4. Guards (black 4 (in pit))


Protector 4 HP: 50/44 | AC 22* | T 18* | FF 19 | Fort +8 | Ref +7* | Will +8 | CMD 22* | Initiative +5* | Perc. +11 | Sense +8 | Climb/Swim +6 | Spellcraft/Kn. (Rel./Pl.) +7 | (Geog/His) +5 | Survival +8
Resources:
Spells: 1st: 4/4; 2nd: 2/3 | Mythic Power: 7/7 | Arcane Bond: 2/2
Active Buffs:
Mage Armor - 4 Hours | False Life - 24 Hours | Cat's Grace - 40 minutes

"Virgil, cover this side. I will cover the rear!" Giri yells as he moves to the back and keeps Eruption's Blaze between him and the door.

As Zadok turns and sees the men, he hears Giri call out to him. "Fall back Zadok! I will protect you."

Readied Strike @ First Guard in Giri's Threatened Area: 1d20 + 6 ⇒ (3) + 6 = 9
Damage: 1d10 + 4 ⇒ (2) + 4 = 6


Male Human Fighter (Ustalavic Duelist) 3/Champion Tier 1 HP: 29/30 | AC: 20 | T: 14 | FF: 16 | CMD: 17 | Fort: +7 | Ref: +6 | Will: +3 | Cold Resistance 2 | Init: +3 | Perception: +0 | Sense Motive: +7 | Mythic Power 3/5

Virgil holds his rapier in an en garde position and awaits the approach of the guards, preventing them approaching Thorgull and Zadok.

Readied action to attack the first guard that moves into my threatened areas

masterwork rapier: 1d20 + 8 ⇒ (12) + 8 = 201d6 + 3 ⇒ (4) + 3 = 7

Grand Lodge

Actually, Zadok and Thorgull may also act since the seargent is still stuck in the pit. For simplicity's sake, he'll delay to act at the same time as his men.

The Barracks - round 3
1. Virgil (16), Giri, Thorgull, Zadok
2. Seargent (ice blue, in pit, 4)
3. Guards (black 4 (in pit))


Male Elf Mythic Oracle of the Dark Tapestry 4.2 | HP 39/39 | AC 12 T 12 FF 10 | CMD 15 | Fort +2 Ref +3 Will +3 (+2 enchant/fear, -2 charm/comp if offered power) | Init +4 | Perc +1 | SM -1

Finding himself suddenly face-to-face with a guard, Zadok decides to stand his ground and block the door, throwing disturbing thoughts into the man's mind!

Gift of Madness: DC 14 Will save or confused for 1 round (against red).


Human (Ulfen) Archmage 4 | HP: 36/36 | AC: 12 | T: 12 | FF: 10 | CMD: 13 | Fort: +5 | Ref: +4 | Will: +6 +3 vs spells and SLAs | ER cold 2 | Init: +10 | Perc: +1 | Sense Motive: +1 | Speed 30 ft.
Tracked resources:
Spells: 0 - 4 ; 1st - 5/5+1 ; 2nd - 3/3+1 ; Shift: 8/8 ; Mythic Powers: 9/9 ; Reveal Weakness: 8/9

Thorgull suddenly stand straight and realizes the situation is beginning to worsens. He speaks a few arcane words and a slick surface appears under the soldiers' feet outside.

"Κασσ τοι λα γυευλε!"

Casting Grease, DC 15 ref or fall prone.

Grand Lodge

Will DC 14: 1d20 ⇒ 2 1d100 ⇒ 9
Ref DC 15: 1d20 + 1 - 1 ⇒ (5) + 1 - 1 = 5
Ref DC 15: 1d20 + 1 - 1 ⇒ (3) + 1 - 1 = 3
The red-armored guard shakes his head as his inner voices start to overwhelm him. Before he has a chance to do anything, he falls prone due to the very slippery nature of the ice palace. His companion suffers the same fate.

They both try to stand up, and one of the guards steps back to escape from the greasy area, but fails to keep his balance and falls down again.
Acrobatics DC 10, purple: 1d20 + 1 - 1 - 2 - 1 ⇒ (5) + 1 - 1 - 2 - 1 = 2

His red-armored companion rises to his feet (thus provoking from Zadok if he has a melee weapon in hand) and attempts to strike the oracle with his cold iron sword, but to no avail.
Cold Iron Longsword: 1d20 + 3 - 1 ⇒ (6) + 3 - 1 = 81d8 + 1 - 1 ⇒ (5) + 1 - 1 = 5

The three other guards enter through the northern door and engage Virgil in melee, though one of them circles around the duelist a little bit too close for his own good. Virgil can take an AoO against Pink.

The green-armored guard is the first to assault the duelist, but he is quickly ran through by Virgil's rapier and falls on the ground, dead. His two companions, pretty shaken by the duelist's efficiency, only make pitiful attempts at retaliating.
Pink - Cold Iron Longsword: 1d20 + 3 - 1 ⇒ (3) + 3 - 1 = 51d8 + 1 - 1 ⇒ (2) + 1 - 1 = 2
Yellow - Cold Iron Longsword: 1d20 + 3 - 1 ⇒ (8) + 3 - 1 = 101d8 + 1 - 1 ⇒ (4) + 1 - 1 = 4

From the pit, the seargent's voice can be heard. "Yes your Lordship. There are four of them, highly skilled, with two spellcasters. I can assure you, they mean business..."

The Barracks - round 4
1. Virgil (16), Giri, Thorgull, Zadok
2. Seargent (ice blue, in pit, 4)
3. Guards (black 4 (in pit), purple (prone), red, yellow, pink)


Male Elf Mythic Oracle of the Dark Tapestry 4.2 | HP 39/39 | AC 12 T 12 FF 10 | CMD 15 | Fort +2 Ref +3 Will +3 (+2 enchant/fear, -2 charm/comp if offered power) | Init +4 | Perc +1 | SM -1

Zadok only had a bow in one hand so no AoO.

Zadok steps out of the doorway onto the bed and drops his bow next to it. He pulls out his rapier... just in case. He points over at the yellow-clad guard across the room and says something strange in the man's head which makes the man question his loyalty.

DC 15 Will save against murderous command or attack his buddy next round.

Zadok tries to yell out to Virgil his plan but the words are harsh and foreign. I don't think anyone knows Aklo, do they?


Giri leaprs forward with a few long-legged strides and brings about Eruption's Blaze. "You should have fled when you heard the sound of battle!" proclaims Giri boldly as he smiles grimly in the light reflecting from the icy walls.

Flurry @ Red: 1d20 + 6 ⇒ (19) + 6 = 25
Damage: 1d10 + 4 ⇒ (9) + 4 = 13

Flurry @ Red: 1d20 + 6 ⇒ (16) + 6 = 22
Damage: 1d10 + 4 ⇒ (9) + 4 = 13

Grand Lodge

Will DC 15: 1d20 ⇒ 13
Zadok's words of mischief appear to affect the yellow-armored guard, while Giri makes short work of the red-armored one.

The Barracks - round 4
1. Virgil (16), Giri, Thorgull, Zadok
2. Seargent (ice blue, in pit, 4)
3. Guards (black 4 (in pit), purple (prone), yellow (murderous command), pink)


Human (Ulfen) Archmage 4 | HP: 36/36 | AC: 12 | T: 12 | FF: 10 | CMD: 13 | Fort: +5 | Ref: +4 | Will: +6 +3 vs spells and SLAs | ER cold 2 | Init: +10 | Perc: +1 | Sense Motive: +1 | Speed 30 ft.
Tracked resources:
Spells: 0 - 4 ; 1st - 5/5+1 ; 2nd - 3/3+1 ; Shift: 8/8 ; Mythic Powers: 9/9 ; Reveal Weakness: 8/9

Zadok: Thorgull knows akklo ^^

GM: I may be wrong but I think yellow needs to make a ref save DC 16 (at +2) to avoid falling into the pit.

Hearing that Zadok screams something in a language he only read in old occult books, Thorgull shakes his head but offers to translate.

Thorgull then concentrates himself and taps in his inner strengths, using the cavalier's power to annihilate the sergeant.

Three magic missile strike the man in the hole with a loud WHAACK!

MM, CL 5: 3d4 + 3 ⇒ (1, 4, 3) + 3 = 11

Using a swift to use "Wild Arcana" and a standard to cast Magic Missile at caster level 5 (because of the +2 from Wild arcana).


Male Human Fighter (Ustalavic Duelist) 3/Champion Tier 1 HP: 29/30 | AC: 20 | T: 14 | FF: 16 | CMD: 17 | Fort: +7 | Ref: +6 | Will: +3 | Cold Resistance 2 | Init: +3 | Perception: +0 | Sense Motive: +7 | Mythic Power 3/5

Virgil seizes the moment and lances out at the guard that leaves himself open. AoO

masterwork rapier: 1d20 + 8 ⇒ (20) + 8 = 281d6 + 3 ⇒ (3) + 3 = 6

critical confirm: 1d20 + 8 ⇒ (1) + 8 = 91d6 + 3 ⇒ (5) + 3 = 8

Realising there are still numerous guards to work through, Virgil summons the power of the Black Rider, his muscles tensing as mythic power races through them, empowered he lashes out with his rapier.

Spend one mythic power to use 'Sudden Attack' against pink guard if he is standing, getting an attack as a swift action, rolling twice to hit and adding my mythic tier to damage.

sudden attack: 1d20 + 9 ⇒ (5) + 9 = 141d6 + 3 ⇒ (2) + 3 = 5
sudden attack alternate attack roll: 1d20 + 9 ⇒ (10) + 9 = 19

The duellist presses his attack, his eyes narrowing at he darts forward with his rapier again.

Standard action to attack pink guard again if he's still standing, otherwise I'll move onto the yellow target.

masterwork rapier: 1d20 + 8 ⇒ (17) + 8 = 251d6 + 3 ⇒ (6) + 3 = 9

Grand Lodge

Thorgull: With only a corner shared, I don't think that would be enough to qualify as adjacent. Moreover, you can't see the seargent at all from where you are (it has total concealment from you), so you can't shoot a magic missile at him. Redirecting them to the purple one.

Virgil makes short work of the two soldiers attacking him, showing resources beyond mortal means! Thorgull shoots a volley of missiles at the sole guard remaining, which is slain instantly.

The seargent and the last guard, still within the pit, are quickly dealt with when the spell ends.

End combat.

Spoils of war:

10 potions of endure elements
2 potions of cure light wounds
1 potion of interrogation (CL 4th)
10 chain shirts
9 light steel shields
1 spiked light steel shield
9 cold iron longsword
1 masterwork cold iron longsword
10 daggers
9 light crossbow (100 bolts)
1 masterwork light crossbow
159 gp

... and finally, a small mirror the seargent was grasping in his hand as he died. The moment you grasp the mirror, you can see the stern face of a man with a goatee inside, studying you for a brief moment before his image vanishes.

Detect Magic and Spellcraft DC 20:
This is an Attentive Mirror.

This small, ornate mirror is mounted inside an enclosing case, such as a locket, small jewelry box, or even just a leather flap. To use an attentive mirror, the owner must spend 1 hour gazing into the mirror in a ritual to attune herself to it. At the end of this time, the owner can willingly give the mirror to another creature. Thereafter, the creature that has the mirror can use it as an emergency means of communication with the mirror’s owner. Up to three times per day, the mirror’s possessor can open it to alert the attuned owner. This functions as a mental alarm with a range of 100 miles. The White Witches of Irrisen frequently provide attentive mirrors to their loyal minions and monstrous allies so the witches can be notified when their agents have important news. Once alerted, an attuned witch can then send aid or cast Irriseni mirror sight to view the situation through the mirror and receive a minion’s report directly.

The seargent also carried a small crystal key, which was made from the same material as the ice crystal teleporters in the hall. Nothing else can be found in the barracks (Q6 and Q7).


Male Human Fighter (Ustalavic Duelist) 3/Champion Tier 1 HP: 29/30 | AC: 20 | T: 14 | FF: 16 | CMD: 17 | Fort: +7 | Ref: +6 | Will: +3 | Cold Resistance 2 | Init: +3 | Perception: +0 | Sense Motive: +7 | Mythic Power 3/5

Virgil cleans his rapier as the battle draws to a close, struggling not to look impressed with himself, even as he notices his own wounds.

"Looks like I took a couple of knicks. Zadok, please could you tend to them or would you rather I made use of some of the acquired items?"

The swordsman assists with quickly collecting and sorting the equipment from the guards.


Male Elf Mythic Oracle of the Dark Tapestry 4.2 | HP 39/39 | AC 12 T 12 FF 10 | CMD 15 | Fort +2 Ref +3 Will +3 (+2 enchant/fear, -2 charm/comp if offered power) | Init +4 | Perc +1 | SM -1

"Go ahead and use a potion. I'm guessing we've got more guards and the Witch herself to get past so I don't want to drain my energies this early."

Spellcraft: 1d20 + 9 ⇒ (1) + 9 = 10

"Cover it up!" Zadok says as he throws his cloak over the mirror. "I don't know what it is but until I do I don't trust it. Someone could be watching us. Just throw it in your bag, Virgil. I'll study it later."

Zadok puts his rapier and bow away and then straps on one of the shields. "I think it's time to go upstairs. We've got to use those ice transporter things that Hatch mentioned. Let's go."

Grand Lodge

Just waiting for the heals to be dispensed before moving on, as well as giving everyone a chance to react.


Human (Ulfen) Archmage 4 | HP: 36/36 | AC: 12 | T: 12 | FF: 10 | CMD: 13 | Fort: +5 | Ref: +4 | Will: +6 +3 vs spells and SLAs | ER cold 2 | Init: +10 | Perc: +1 | Sense Motive: +1 | Speed 30 ft.
Tracked resources:
Spells: 0 - 4 ; 1st - 5/5+1 ; 2nd - 3/3+1 ; Shift: 8/8 ; Mythic Powers: 9/9 ; Reveal Weakness: 8/9

Spellcraft: 1d20 + 9 ⇒ (20) + 9 = 29

After the usual shouts and display from the elf, Thorgull takes some time to study the mirror magically. He proudly announces with a scholarly tone his discovery.

"Well, it's an emergency mean of communication with the mirror’s owner. I heard the seargent speaking to someone. It might be the witch we seek. Then, he has been warned. And he might be looking at us now through divination." says the wizard, tilting his head upward to show the direction of a possibly overlooking witch's sight.


Male Human Fighter (Ustalavic Duelist) 3/Champion Tier 1 HP: 29/30 | AC: 20 | T: 14 | FF: 16 | CMD: 17 | Fort: +7 | Ref: +6 | Will: +3 | Cold Resistance 2 | Init: +3 | Perception: +0 | Sense Motive: +7 | Mythic Power 3/5

Virgil takes the two potions from the guards body and drinks them, whincing as his wounds begin knitting up and stretching the healed muscles. Despite a few remaining scratches, the duelist nods that he is okay to continue.

Unless anyone objections, he straps the masterwork cold iron longsword and it's scabbard to his belt.

Potion of Cure Light Wounds: 1d8 + 1 ⇒ (8) + 1 = 9

Potion of Cure Light Wounds: 1d8 + 1 ⇒ (2) + 1 = 3

We can take those off the spoils.

Grand Lodge

Once everyone is ready, the assembled Heralds of the Riders all lay a hand on the icy crystal, and all utter in unison: "A gathering within the hall, take one, take us all." Instantly, your stomach churns as the scenery around you dissolves to be replaced by a dining room.

A crescent-shaped dining table occupies this Y-shaped chamber, while two large mirrors on the north and south walls create the illusion of an even larger space. Twenty feet overhead, an immense chandelier of ice crystals hangs from the ceiling. To the east, rounded steps access a short hallway, flanked by twin ice sculptures of dryads holding ice-carved tree limbs, creating an elaborate archway. Translucent, glasslike double doors are set in the hall’s north and south walls. To the west, two alcoves stand between three windows providing an amazing view of the wintry landscape outside the tower.

As you appear in the room, a winter fey is singing with an eerie voice as two smaller winged feys are dancing to his tune. They look at you for a second, unsure how to react.

Knowledge (nature) DC 11:
The two dancers are atomies.

Knowledge (nature) DC 13:
The bard is a forlarren.

Initiative:
Initiative (Giri): 1d20 + 1 ⇒ (17) + 1 = 18
Initiative (Thorgull): 1d20 + 8 ⇒ (12) + 8 = 20
Initiative (Virgil): 1d20 + 3 ⇒ (17) + 3 = 20
Initiative (Zadok): 1d20 + 2 ⇒ (20) + 2 = 22
Initiative (A): 1d20 + 7 ⇒ (14) + 7 = 21
Initiative (F): 1d20 + 3 ⇒ (5) + 3 = 8

Dinner time! - round 1
1. Zadok
2. A (dancers)
3. Thorgull, Virgil, Giri
4. F (bard)


Protector 4 HP: 50/44 | AC 22* | T 18* | FF 19 | Fort +8 | Ref +7* | Will +8 | CMD 22* | Initiative +5* | Perc. +11 | Sense +8 | Climb/Swim +6 | Spellcraft/Kn. (Rel./Pl.) +7 | (Geog/His) +5 | Survival +8
Resources:
Spells: 1st: 4/4; 2nd: 2/3 | Mythic Power: 7/7 | Arcane Bond: 2/2
Active Buffs:
Mage Armor - 4 Hours | False Life - 24 Hours | Cat's Grace - 40 minutes

"Why would these men serve the ice queens?" Giri ponders aloud as they materialize in the dining room.

Keeping Eruption's Blaze firmly in hand, Giri is a bit suprised to see fey in the tower. "Hmm... perhaps they are more amenable than the guards."


Male Elf Mythic Oracle of the Dark Tapestry 4.2 | HP 39/39 | AC 12 T 12 FF 10 | CMD 15 | Fort +2 Ref +3 Will +3 (+2 enchant/fear, -2 charm/comp if offered power) | Init +4 | Perc +1 | SM -1

Zadok shrugs. "They do hold a lot of power."

---

Hearing Giri's response to the fey, Zadok hesitates. "Indeed, I don't know anything about these creatures. Fey though, I am guessing, and fey relish in chaos more than anything. Or so I have been told."

Addressing them directly, Zadok says, "Friends, if it is chaos you seek then look no further. The witches will only suppress you, use you. I will set you free again. Chaos on your own terms, in service of the mysterious forces of your World. Let us pass and be free."

Diplomacy: 1d20 + 7 ⇒ (16) + 7 = 23

Grand Lodge

Before Zadok can even finish his first sentence, the two dancers disappear in thin air. As for the bard, he doesn't seem too keen on talking, and looks like he's about to attack you.

Spellcraft DC 17:
They cast invisibility, as a spell-like ability.

Since you can't really use Diplomacy in combat, I'll let Zadok act now if you so wish. You merely lost some time attempting to parley, and saw it wouldn't work.

Dinner time! - round 1
1. A (dancers)
2. Zadok, Thorgull, Virgil, Giri
3. F (bard)


Human (Ulfen) Archmage 4 | HP: 36/36 | AC: 12 | T: 12 | FF: 10 | CMD: 13 | Fort: +5 | Ref: +4 | Will: +6 +3 vs spells and SLAs | ER cold 2 | Init: +10 | Perc: +1 | Sense Motive: +1 | Speed 30 ft.
Tracked resources:
Spells: 0 - 4 ; 1st - 5/5+1 ; 2nd - 3/3+1 ; Shift: 8/8 ; Mythic Powers: 9/9 ; Reveal Weakness: 8/9

Knowledge (Nature) 1: 1d20 + 7 ⇒ (4) + 7 = 11
Knowledge (Nature) 1: 1d20 + 7 ⇒ (6) + 7 = 13
Spellcraft: 1d20 + 9 ⇒ (15) + 9 = 24
Sweet!

Thorgull begins to yell informations at the party.
"The two dancers are atomies, the other one is a forlarren. They cast invisibility! Eyes wide open!"

As he says this, he begins to summon, speaking arcane words.

SM II for 1d3+1 eagles


Male Elf Mythic Oracle of the Dark Tapestry 4.2 | HP 39/39 | AC 12 T 12 FF 10 | CMD 15 | Fort +2 Ref +3 Will +3 (+2 enchant/fear, -2 charm/comp if offered power) | Init +4 | Perc +1 | SM -1

That's fine, consider it a delay I guess. Makes it easier if we're all on the same initiative anyways.

"They can turn invisible? Well, I have no way to stop them or reveal them." Zadok instead tries to turn the musical fey (bard) against the dancers.

DC 15 Will save against murderous command or turn against his friends next round!


Protector 4 HP: 50/44 | AC 22* | T 18* | FF 19 | Fort +8 | Ref +7* | Will +8 | CMD 22* | Initiative +5* | Perc. +11 | Sense +8 | Climb/Swim +6 | Spellcraft/Kn. (Rel./Pl.) +7 | (Geog/His) +5 | Survival +8
Resources:
Spells: 1st: 4/4; 2nd: 2/3 | Mythic Power: 7/7 | Arcane Bond: 2/2
Active Buffs:
Mage Armor - 4 Hours | False Life - 24 Hours | Cat's Grace - 40 minutes

Giri looks around and sees the table in front of him, but doesn't like being confined. With a leap, the man hops onto the wooden surface, trying to protect Thorgull. "Keep an eye out!" he bellows as he keeps Eruption's Blaze at the ready.

Readied Attack @ Any Enemy in Threatened Area: 1d20 + 6 ⇒ (5) + 6 = 11 +1 for high ground?
Damage: 1d10 + 4 ⇒ (10) + 4 = 14


Male Human Fighter (Ustalavic Duelist) 3/Champion Tier 1 HP: 29/30 | AC: 20 | T: 14 | FF: 16 | CMD: 17 | Fort: +7 | Ref: +6 | Will: +3 | Cold Resistance 2 | Init: +3 | Perception: +0 | Sense Motive: +7 | Mythic Power 3/5

Is it fair to assume that as they have been identified as fey that Virgil could reasonably assume the cold iron longsword would be the better item to use? I don't want to metagame anything.

Grand Lodge

Yes, by now you know that fey are vulnerable to cold iron.


Protector 4 HP: 50/44 | AC 22* | T 18* | FF 19 | Fort +8 | Ref +7* | Will +8 | CMD 22* | Initiative +5* | Perc. +11 | Sense +8 | Climb/Swim +6 | Spellcraft/Kn. (Rel./Pl.) +7 | (Geog/His) +5 | Survival +8
Resources:
Spells: 1st: 4/4; 2nd: 2/3 | Mythic Power: 7/7 | Arcane Bond: 2/2
Active Buffs:
Mage Armor - 4 Hours | False Life - 24 Hours | Cat's Grace - 40 minutes

"You have chosen poorly." Giri says with a proud laugh. "Half of your men are dead by our hands and you rush to join them?!" he says, clearly enjoying his time in battle.


Male Human Fighter (Ustalavic Duelist) 3/Champion Tier 1 HP: 29/30 | AC: 20 | T: 14 | FF: 16 | CMD: 17 | Fort: +7 | Ref: +6 | Will: +3 | Cold Resistance 2 | Init: +3 | Perception: +0 | Sense Motive: +7 | Mythic Power 3/5

Seeing there new enemies, Virgil braces himself and draws the longsword he retrieved earlier. Despite feeling uncomfortable with the weight and heft of the weapon, the duellist readies himself to strike.

Readied attack if any enemy moves into his threatened area.

masterwork cold iron longsword: 1d20 + 5 ⇒ (14) + 5 = 191d8 + 1 ⇒ (3) + 1 = 4

Grand Lodge

Giri and Virgil both assume a defensive stance and remain poised to strike. Thorgull starts to chant to open a portal between worlds, and Zadok attempts to twist the strange fey's mind.
Will: 1d20 ⇒ 7
The forlarren's eyes turn red, yet there is no one to attack. He simply remains there, confused, for a handful of seconds.

Suddenly, the two atomies reappear to sneak up on Thorgull!
Rapier vs FF: 1d20 + 8 + 2 ⇒ (17) + 8 + 2 = 271d2 - 2 + 1d6 ⇒ (2) - 2 + (1) = 1
Rapier vs FF: 1d20 + 8 + 2 ⇒ (20) + 8 + 2 = 301d2 - 2 + 1d6 ⇒ (1) - 2 + (4) = 3
Confirmation vs FF: 1d20 + 8 + 2 ⇒ (1) + 8 + 2 = 111d2 - 2 + 1d6 ⇒ (1) - 2 + (3) = 2

The wizard is stung twice, and although the wounds aren't deep, they're definitely distracting! Thorgull, you'll need to make two concentration checks, the first one vs DC 13, the second one DC 15. Failing one of them will make you fail your spellcasting.

Giri, seeing the creatures appearing in front of him, swings at one of them, but misses by far. Since they're flying, I assume they're at about the same height as you.

Dinner time! - round 2
1. Atomies
2. Zadok, Thorgull, Virgil, Giri
3. Forlarren


Protector 4 HP: 50/44 | AC 22* | T 18* | FF 19 | Fort +8 | Ref +7* | Will +8 | CMD 22* | Initiative +5* | Perc. +11 | Sense +8 | Climb/Swim +6 | Spellcraft/Kn. (Rel./Pl.) +7 | (Geog/His) +5 | Survival +8
Resources:
Spells: 1st: 4/4; 2nd: 2/3 | Mythic Power: 7/7 | Arcane Bond: 2/2
Active Buffs:
Mage Armor - 4 Hours | False Life - 24 Hours | Cat's Grace - 40 minutes

@Lithrac: I believe I go after the Forlarren or after the first atomie, depending on who activated my readied action. "For the rest of the encounter, your initiative result is the count on which you took the readied action, and you act immediately ahead of the character whose action triggered your readied action."

Grand Lodge

Yes, except your action was triggered after the atomie became visible (so at the moment it attacks), hence that would be an exception to the rule. At least that's how I understand it.


Protector 4 HP: 50/44 | AC 22* | T 18* | FF 19 | Fort +8 | Ref +7* | Will +8 | CMD 22* | Initiative +5* | Perc. +11 | Sense +8 | Climb/Swim +6 | Spellcraft/Kn. (Rel./Pl.) +7 | (Geog/His) +5 | Survival +8
Resources:
Spells: 1st: 4/4; 2nd: 2/3 | Mythic Power: 7/7 | Arcane Bond: 2/2
Active Buffs:
Mage Armor - 4 Hours | False Life - 24 Hours | Cat's Grace - 40 minutes

I am unaware of that exception, however if that is how you wish to rule on Readied actions, then I will keep that in mind in the future.

Grand Lodge

Its just what makes sense according to the situation, really. We're not in PFS and don't have to follow RAW blindly regardless of common sense. Your ready action can't possibly go off right before they act (as it's usually be the case) because they're invisible until the moment they strike.

-Posted with Wayfinder


Protector 4 HP: 50/44 | AC 22* | T 18* | FF 19 | Fort +8 | Ref +7* | Will +8 | CMD 22* | Initiative +5* | Perc. +11 | Sense +8 | Climb/Swim +6 | Spellcraft/Kn. (Rel./Pl.) +7 | (Geog/His) +5 | Survival +8
Resources:
Spells: 1st: 4/4; 2nd: 2/3 | Mythic Power: 7/7 | Arcane Bond: 2/2
Active Buffs:
Mage Armor - 4 Hours | False Life - 24 Hours | Cat's Grace - 40 minutes

I'm not saying that I don't see your logic. Your logic just runs against what the rules state. I don't mind if you want to run Readied actions this way. However, I will just keep it in mind in the future.

-Posted with Wayfinder


Male Human Fighter (Ustalavic Duelist) 3/Champion Tier 1 HP: 29/30 | AC: 20 | T: 14 | FF: 16 | CMD: 17 | Fort: +7 | Ref: +6 | Will: +3 | Cold Resistance 2 | Init: +3 | Perception: +0 | Sense Motive: +7 | Mythic Power 3/5

Not to get into a rules debate, but as I understood it Giri has the correct 'official' ruling on this one I believe. However as this is a 'home game' I'm happy to go with Lithracs ruling and move on.

Grand Lodge

After pondering things for a bit more time, I agree that you should have the appropriate init count even though invisibility makes things wonky from a realistic point of view. However, D&D/PF is far from being realistic in the first place, so let's follow the rule to the letter this time.

Dinner time! - round 2
1. Atomie
2. Zadok, Thorgull, Virgil
3. Forlarren
4. Giri


Human (Ulfen) Archmage 4 | HP: 36/36 | AC: 12 | T: 12 | FF: 10 | CMD: 13 | Fort: +5 | Ref: +4 | Will: +6 +3 vs spells and SLAs | ER cold 2 | Init: +10 | Perc: +1 | Sense Motive: +1 | Speed 30 ft.
Tracked resources:
Spells: 0 - 4 ; 1st - 5/5+1 ; 2nd - 3/3+1 ; Shift: 8/8 ; Mythic Powers: 9/9 ; Reveal Weakness: 8/9

"Ouch! What was that sting?"

Concentration DC 13: 1d20 + 6 ⇒ (2) + 6 = 8
Concentration DC 15: 1d20 + 6 ⇒ (6) + 6 = 12

Thorghull, way too distracted to finish his spell, looses it with a loud *SZAP!*.

Afraid to take more damage, he steps back and points at the yellowish atomie.

"I know everything about that creature! Strike it in the head, for it has swollen far too much!"

Reveal Weakness on yellow atomie: -1 AC and saves for the next round.

After this, he disappears and reappears at Zadok's side, fighting to catch his breath.

Using a swift action to shift.


Male Elf Mythic Oracle of the Dark Tapestry 4.2 | HP 39/39 | AC 12 T 12 FF 10 | CMD 15 | Fort +2 Ref +3 Will +3 (+2 enchant/fear, -2 charm/comp if offered power) | Init +4 | Perc +1 | SM -1

"Yes, and kill them quickly before they disappear again!" Zadok offers.

Zadok tries to reach into the mind of the orange fey....

DC 14 Will save against brain drain or take 3d4 ⇒ (1, 2, 4) = 7 damage


Male Human Fighter (Ustalavic Duelist) 3/Champion Tier 1 HP: 29/30 | AC: 20 | T: 14 | FF: 16 | CMD: 17 | Fort: +7 | Ref: +6 | Will: +3 | Cold Resistance 2 | Init: +3 | Perception: +0 | Sense Motive: +7 | Mythic Power 3/5

Slightly annoyed that the creatures didn't attack him, Virgil takes the fight to them, stepping up and swinging with the acquired longsword.

masterwork cold iron longsword: 1d20 + 5 ⇒ (8) + 5 = 131d8 + 1 ⇒ (5) + 1 = 6

Grand Lodge

Will, RW: 1d20 ⇒ 5
The orange atomie has its mind nearly cruched by Zadok's potent probe, and remains weakened due to Thorgull's void influence. Virgil attempts to slice through it with his cold iron sword, but his grip isn't great on that cumbersome sword, and he misses.

The forlarren recovers from Zadok's spell and starts singing to inspire his fey companions as he draws a fiery curved blade.

Dinner time! - round 2
1. Atomies (orange 7, both inspire courage +1)
2. Zadok, Thorgull, Virgil
3. Forlarren (inspire courage +1)
4. Giri


Protector 4 HP: 50/44 | AC 22* | T 18* | FF 19 | Fort +8 | Ref +7* | Will +8 | CMD 22* | Initiative +5* | Perc. +11 | Sense +8 | Climb/Swim +6 | Spellcraft/Kn. (Rel./Pl.) +7 | (Geog/His) +5 | Survival +8
Resources:
Spells: 1st: 4/4; 2nd: 2/3 | Mythic Power: 7/7 | Arcane Bond: 2/2
Active Buffs:
Mage Armor - 4 Hours | False Life - 24 Hours | Cat's Grace - 40 minutes

Gotta be quick in response since I am the odd man out!

As the atomies buzz about in front of him, Giri turns to the injured fey in the orange loincloth and silently focuses on the creature, lashing out with his holy weapon.

Flurry @ Orange: 1d20 + 6 ⇒ (17) + 6 = 23
Damage: 1d10 + 4 ⇒ (10) + 4 = 14

Flurry @ Orange: 1d20 + 6 ⇒ (9) + 6 = 15
Damage: 1d10 + 4 ⇒ (1) + 4 = 5

Grand Lodge

With a first blow of his oversized club, Giri slays the first (orange) atomie! Wary of the Tien warrior, the other atomie dodges the blow coming her way.

Concentration DC 19: 1d20 + 10 ⇒ (3) + 10 = 13
It tries to turn invisible, but Giri obviously makes her far too nervous to succeed at keeping her concentration, and her spell fizzles.

Dinner time! - round 3
1. Atomie (inspire courage +1)
2. Zadok, Thorgull, Virgil
3. Forlarren (inspire courage +1)
4. Giri


Protector 4 HP: 50/44 | AC 22* | T 18* | FF 19 | Fort +8 | Ref +7* | Will +8 | CMD 22* | Initiative +5* | Perc. +11 | Sense +8 | Climb/Swim +6 | Spellcraft/Kn. (Rel./Pl.) +7 | (Geog/His) +5 | Survival +8
Resources:
Spells: 1st: 4/4; 2nd: 2/3 | Mythic Power: 7/7 | Arcane Bond: 2/2
Active Buffs:
Mage Armor - 4 Hours | False Life - 24 Hours | Cat's Grace - 40 minutes

As the fallen atomie splats against the ground, Giri bellows. "Give up now and you can flee without our chase! We come not for you, but for the witch!"


Male Elf Mythic Oracle of the Dark Tapestry 4.2 | HP 39/39 | AC 12 T 12 FF 10 | CMD 15 | Fort +2 Ref +3 Will +3 (+2 enchant/fear, -2 charm/comp if offered power) | Init +4 | Perc +1 | SM -1

Luckily Zadok has cold iron arrows in his quiver so he takes out his bow and moves further into the room to fire at the singer.

shortbow: 1d20 + 4 ⇒ (10) + 4 = 14
damage: 1d6 ⇒ 1

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