Lay of the Sluagh Sídhe - a Reign of Winter PbP (Inactive)

Game Master Mark Sweetman


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Minor Crab-beast

Hilde - unfortunately, given the difficult terrain charging is not possible. What I'd suggest is delaying, then executing a move and strike when the troll approaches - you'll still suffer an AoO as you move into strike range - but it will let you keep the rolls.
I generally roll the extra for crits - but am happy for you to just double as long as you keep that choice in the future (it's ideal for you here, but might not be next time if the damage dice for the initial strike roll low).

Caerb - no problem with opening a hole through the igloo with alchemist's fire. 1d6 ⇒ 6 - means it burns straight through this round.
As the fire lingers for a round before burning out - I'll apply an Acrobatics check (low DC) to move through without getting burned in Round 4.

Will have an update compiling actions later today - morning work has been full-on.


Male Human (Chelaxian) Conjurer (Teleportation)/3
Stats:
HP 22 | Init +9 Per +1 (+9 familiar; Scent) | AC 15 (T: 13, FF: 12) | Fort +1 / Ref + 6 / Will +1 | CMB +0 CMD 13
Spells Prepared:
1st - Endure Elements, Enlarge Person, Colour Spray, Vanish, Grease | 2nd - Glitterdust, Flaming Sphere, Flaming Sphere

"Let's even the odds."

Spell Failure 10%: 1d100 ⇒ 68

The Halfhand sinks low into the snow as he begins a deep, earthy chant. The sound of heavy footfalls can be heard in the distance as a vague, apelike sillhouette begins to coalesce in the air behind him.

The Halfhand will begin to cast Enlarge Person, with the intention of casting it on Hilde. If she chooses to, she can delay until he's finished casting, bumping her base damage to 2d6 (plus 18 str!) and giving her reach to avoid an AoO. Of course, this carries with it the chance to roll less than an 8 on the 2d6.


Female Half-fey (aasimar) Paladin 3 HP 31/31, AC 19/12/17, Saves 8/6/7, MW Long Sword +5 (1d8+3/19-20) Spiked Light Shield +4 (1d4+1/x2) Init +2, Perception 1

I will do as you have recommended vis a vis the charge. I had forgotten about not being able to charge in difficult terrain. I am not worried about the AOO.

I will roll for the crit damage. I would rather be consistent to your way of doing things than be the only one to do things differently. My group always threw all the dice together - hit, crit confirm, damage which is why they double. It makes no real difference to me.

1d8 + 5 ⇒ (2) + 5 = 7

Thanks for letting me keep the rolls. It would be sad to finally roll decently just to have the them not count.


Minor Crab-beast

Olaf moves up as Hilde challenges the trow. The bleached one draws power from his totem and a burst of vivid light pierces the clearing - the very snow glowing with piercing witchlight that threatens to blind the troll...
Will: 1d20 + 6 ⇒ (2) + 6 = 8 Only got the troll.
...who roars with primal fury as instant snow blindness sets in and robs his eyes temporarily of sight. What snow has remained on the craggy beast is incandescent with brightness, somehow enhancing it's threat as it looms through screening wind and sleet.

Caerb uses a vial of liquid flame to force entry into the igloo beside him. The interior of the shelter is bare. Several ice blocks extend from
the igloo’s interior walls, forming small shelves and recesses - with naught but items mundane upon them.

Fickle Hand:
1d20 + 7 ⇒ (4) + 7 = 11

The man with ravaged hand calls to his mind shadowed words of power which gathers and grows within and without his form. Kelgar's projected caustic missile is ill aimed, but still accurate enough to sear pain into the sightless troll.

Cautious now, the lichen coated trow sniffs the air tentatively before growling "Tricks will not hide you from Teb little one... Teb will see your blood" before he steps with lightened feet across the snow to stand near to the group, blinking his beady eyes rapidly...
Will: 1d20 + 6 ⇒ (15) + 6 = 21
...and managing to clear out the most of the radiant blinding. A toothy grin forms as the trow levels the boar spear "Teb sees you now"

Action Explanation:
Scent as a move action to pin point, then move action to advance at half-speed (so no risk of falling), then save vs glitterdust: Each round at the end of their turn blinded creatures may attempt new saving throws to end the blindness effect.

Then from over the igloo that Caerb has just seared a molten hole come two forms similar to those you have seen prior... winter-touched sprites, the witch light at their core surging from a low ebb before bursting forth to wash over a number of your party, soporific effects setting in and seeking to o'erwhelm conscious senses...
Color sprays - DC 12 Will saves from Caerb, Olaf, Kelgar and Bastagar.

Lastly, with a muffled screech a feathered foe appears from the nether planes next to Halfhand with a frenzy of claw and beak...
Claw at Halfhand: 1d20 + 5 ⇒ (11) + 5 = 16 for 1d4 ⇒ 2
Claw at Halfhand: 1d20 + 5 ⇒ (20) + 5 = 25 Confirm: 1d20 + 5 ⇒ (16) + 5 = 21 for 2d4 ⇒ (1, 3) = 4
Bite at Halfhand: 1d20 + 5 ⇒ (18) + 5 = 23 for 1d4 ⇒ 4
...rending, tearing, opening numerous wounds upon the distracted mage and threatening to end his control of the burgeoning act of shadowed art...
Concentration check to keep the spell.

Having bade her time, Hilde steps under the trow's set spear...
Spear at Hilde: 1d20 + 8 ⇒ (5) + 8 = 13 for 1d8 + 7 ⇒ (4) + 7 = 11
...avoiding it with ease before her blade flashes through the falling sleet and scythes through the troll's belly. Blood and bile pour from the rent to stain the snow at the creature's feet - and it reels back in pain.

Action Tracker (Round 3): Caerb, Halfhand, Kelgar, Unseelie, Hilde, Olaf, Bastagar
Action Tracker (Round 4): Caerb, Halfhand, Kelgar, Unseelie, Hilde, Olaf, Bastagar

Map


Male Human (Chelaxian) Conjurer (Teleportation)/3
Stats:
HP 22 | Init +9 Per +1 (+9 familiar; Scent) | AC 15 (T: 13, FF: 12) | Fort +1 / Ref + 6 / Will +1 | CMB +0 CMD 13
Spells Prepared:
1st - Endure Elements, Enlarge Person, Colour Spray, Vanish, Grease | 2nd - Glitterdust, Flaming Sphere, Flaming Sphere

7/15hp

Concentration DC 19 (10+8+1): 1d20 + 7 ⇒ (16) + 7 = 23

The Halfhand snarls as the talons slice into his flesh, but he remains undeterred and finishes his spell. With a final shout, the conjured shadow streaks across the snow and into Hilde, filling her with a jotunn's might. Her skin darkens as the magic fills her, and her body grows to match that of her giant opponent. For but a moment, she glimpses the Halfhand's madness - a world filled with skittering, shadowy figures.

As soon as the shadow is loosed he turns, pulling the knife from his belt and slashing viciously at the bird.

Knife: 1d20 + 1 ⇒ (4) + 1 = 5
Damage: 1d4 ⇒ 3

"Ormr, attack!"

The weasel leaps from the Halfhand's shoulder, biting into the bird and latching on with its vicious fangs.

Acrobatics: 1d20 + 13 ⇒ (13) + 13 = 26
Bite: 1d20 + 5 ⇒ (12) + 5 = 17
Damage: 1d3 - 4 ⇒ (2) - 4 = -2 (Minimum 1) plus Attach (Grapple; automatic bite damage each round)

Ormr's CMD is 7


Male Human(Ulfen) Bard(Savage Skald) 2

Will: 1d20 + 1 ⇒ (7) + 1 = 8.
Will: 1d20 + 1 ⇒ (9) + 1 = 10.

Overwhelmed, Olaf falls to the ground, insensate.

I'll get back to you once the combat is over ;-)


M Gnome with Redcap Tendencies Rog3 AC 18/T14/FF15; 30 HP; F+4/R+6/W+1; +5 Init.; +8 Perception; +0 Sense Motive

DC 12 Will saves vs illusion -> 1d20 + 0 + 2 ⇒ (10) + 0 + 2 = 12
DC 12 Will saves vs illusion -> 1d20 + 0 + 2 ⇒ (9) + 0 + 2 = 11

Not sure if everyone needs 2 saves or not as that was a little vague and we are spread over 20'. So made the first, if a second is needed, lights out.


Minor Crab-beast

DM isn't that cruel - it's a single save from each person.
So Olaf is still out with the faeries, but Cearb is ok.


Male Gnome Rogue/Sorcerer
Stats:
Init +3 Per +5 | AC 16/14/14 | HP 25/25 | F +4/R + 5/ W +0| +2 vs illusion | CMB +0 CMD 13 | spells | 1st (4/4) | Spell Failure: 10%

1d20 - 1 ⇒ (7) - 1 = 6

goodbye friends


Male Dwarf Inquisitor | AC19 T11 FF18 CMD 15* | HP 30 | F+7* R+3* W+7* | Init +4 | Per +9* | Sense +9

Round 3

Will DC12 vs Color Spray: 1d20 + 7 ⇒ (8) + 7 = 15

Kelgar, opening his eyes after squinting hard against the bright reflection of the sun from the snow, realizes he has just missed out on another display of fey-infused "Northern Lights".

"Ach, really? Again?"

Reaching into his backpack (move action, provokes), he pulls out a small packet and winces at the scent pouring from it.

"Alright lad, back up."

Standard action to waggle the smelling salts under Bastagar's nose, bringing him to consciousness.

What is R12? Is that a tree that could be stepped under with a 5ft step because the snow has landed on the branches instead of the ground? Or is it brush that is just normal difficult terrain (i.e. double move) Or does it require a quadruple-move? If he can 5ft there, Kelgar will.


Minor Crab-beast

Kelgar - might want to rethink? As per Color Spray:
The creature is unconscious, blinded, and stunned for 2d4 rounds, then blinded and stunned for 1d4 rounds, and then stunned for 1 round.
So even if the salts get him back to conscious, he'd still be stunned and blind.
R12 - is standard difficult terrain.

Durations:
Bastagar: 2d4 ⇒ (1, 1) = 2 and 1d4 ⇒ 3
Olaf: 2d4 ⇒ (1, 2) = 3 and 1d4 ⇒ 2


Female Half-fey (aasimar) Paladin 3 HP 31/31, AC 19/12/17, Saves 8/6/7, MW Long Sword +5 (1d8+3/19-20) Spiked Light Shield +4 (1d4+1/x2) Init +2, Perception 1

Enlarged Stats:
This spell causes instant growth of a humanoid creature, doubling its height and multiplying its weight by 8. This increase changes the creature's size category to the next larger one. The target gains a +2 size bonus to Strength, a -2 size penalty to Dexterity (to a minimum of 1), and a -1 penalty on attack rolls and AC due to its increased size.

A humanoid creature whose size increases to Large has a space of 10 feet and a natural reach of 10 feet. This spell does not change the target's speed.

+2 Str - +1 to hit, +1 damage
-2 Dexterity - -1 AC
-1 to hit (size)
-1 AC (size)
Large longsword = 2d6 damage

Hilde
+2 BAB, +4 Str, -1 size, +1 MW sword, +3 Smite - +9 to hit
+4 str, +2 Smite - +6 damage
20 -1 size, -1 dex, +3 vs troll only - Smite - AC 21 vs troll, 18 others

Round 3
Attack vs Troll: 1d20 + 9 ⇒ (8) + 9 = 172d6 + 6 ⇒ (2, 2) + 6 = 10

Hilde staggers, not expecting the sudden size increase. Lashing out with increased strength, she swings at the troll once again, hoping to keep the troll from her vulnerable friends.


Minor Crab-beast

Olaf and Bastagar both succumb to the burst of numbing whiteness.

I'll resolve Halfhand's action after Caerb.
Kelgar still has a chance to revise intent.

Action Tracker (Round 3): Caerb, Halfhand, Kelgar, Unseelie, Hilde, Olaf, Bastagar
Action Tracker (Round 4): Caerb, Halfhand, Kelgar, Unseelie, Hilde, Olaf, Bastagar


M Gnome with Redcap Tendencies Rog3 AC 18/T14/FF15; 30 HP; F+4/R+6/W+1; +5 Init.; +8 Perception; +0 Sense Motive

Cearb sees the sprite wiggle it's fingers and send out pretty lights, but all it does is give him something to aim for. He reaches again into his satchel and pulls a tanglefoot bag back out and heaves it at the sprite. He gives an evil chuckle as the sprite eats it, right in its face.

Tanglefoot toss -> 1d20 + 5 ⇒ (20) + 5 = 25

Exposed to an AoO if the sprite is armed

That helps the attrition game....I hope. either way, it felt good.


Male Dwarf Inquisitor | AC19 T11 FF18 CMD 15* | HP 30 | F+7* R+3* W+7* | Init +4 | Per +9* | Sense +9

Ack, darned stunned condition. Well that's no good. Yeah, I'll revise.

Round 4

Kelgar briefly considers grabbing the smelling salts from his pack, but then hears the barest whisper of his pappy in his mind.

Lad... e'll still be stunned, and tha's no good.

Grunting in frustration, Kelgar hurls his bow into the snow, unstraps his axe and prepares dole out punishment to the blue-tinged fey for it's trickery.

2H on it, since shield is not out this round.

Waraxe: 1d20 + 4 ⇒ (3) + 4 = 7 for 1d10 + 3 ⇒ (3) + 3 = 6

Bah, an equally unimpressive round.

Psst. Hilde has Scion of Humanity, right? :)


Female Half-fey (aasimar) Paladin 3 HP 31/31, AC 19/12/17, Saves 8/6/7, MW Long Sword +5 (1d8+3/19-20) Spiked Light Shield +4 (1d4+1/x2) Init +2, Perception 1

Hilde does not have Scion of Humanity but her racial language was changed from Celestial to Aklo/Sylvan. Does that keep something from affecting her?


Male Dwarf Inquisitor | AC19 T11 FF18 CMD 15* | HP 30 | F+7* R+3* W+7* | Init +4 | Per +9* | Sense +9

Enlarge Person, usually. :) But, we need all the help we can get in this battle!


Minor Crab-beast

DM slaps head - I always forget that aspect. Rather than retcon immensely here, I'm going to let it slide with a don't do it again look... though mostly directed at myself.

Caerb delivers a resinous bag directly to one of the sprite's torsos - the bag ripping open with a wet tear and coating the flying fae...
Reflex: 1d20 + 5 ⇒ (1) + 5 = 6
...sinking it to the ground like a stone, wings no longer functional.

Halfhand delivers his incantation before lashing out ineffectually with blade. Ormr has better luck though and attaches to the eagle's flank, bringing the bird to the ground through his extra weight and fouling of wings.

Kelgar then turns on his own sprite attacker, and though his hammer does disturb a large amount of snow - it does not damage the sprite.

The lichen coated trow steps back and away from Hilde as his flesh continues to knit over and close wounds. Once some distance is maintained he lunges forward with the boar spear lancing at the Paladin's midriff...
Spear at Hilde: 1d20 + 8 ⇒ (20) + 8 = 28 for 1d8 + 7 ⇒ (6) + 7 = 13
Confirm: 1d20 + 8 ⇒ (17) + 8 = 25 for 1d8 + 7 ⇒ (2) + 7 = 9 more - total of 22 damage... ouch!
...crunching through armor as though it were paper and opening a cavernous rent in Hilde's side. Only the crossbar of the boar spear stops it from scything straight through the Paladin, though when it is withdrawn the hole in the fae princess' gut disgorges a flood of sanguine liquor unto the snow.

Above you a disembodied voice can be heard upon the wind chanting again, though a different cadence than that which summoned the eagle to assault you.

Reference for DM:
magic stone

The eagle turns attention from Halfhand to his familial companion, trying to wrestle the weasel into a position where it might be rended and torn...
Claw at Ormr: 1d20 + 5 - 2 ⇒ (1) + 5 - 2 = 4 for 1d4 ⇒ 3
Claw at Ormr: 1d20 + 5 - 2 ⇒ (15) + 5 - 2 = 18 for 1d4 ⇒ 1
Bite at Ormr: 1d20 + 5 - 2 ⇒ (5) + 5 - 2 = 8 for 1d4 ⇒ 2
...though only managing a shallow cut.

The sprite stuck fast by Caerb attempts to free itself...
Strength: 1d20 - 2 ⇒ (2) - 2 = 0
...though is unable to do so. The second flits back and away from the hammer wielding dwarf into the air. 15ft off the ground.

Action Tracker (Round 4): Caerb, Halfhand, Kelgar, Unseelie, Hilde, Olaf, Bastagar
Action Tracker (Round 5): Caerb, Halfhand, Kelgar, Unseelie, Hilde, Olaf, Bastagar

Updated Map


Male Human (Chelaxian) Conjurer (Teleportation)/3
Stats:
HP 22 | Init +9 Per +1 (+9 familiar; Scent) | AC 15 (T: 13, FF: 12) | Fort +1 / Ref + 6 / Will +1 | CMB +0 CMD 13
Spells Prepared:
1st - Endure Elements, Enlarge Person, Colour Spray, Vanish, Grease | 2nd - Glitterdust, Flaming Sphere, Flaming Sphere

Blood splatters across the Halfhand's face as the paladin is eviscerated before him. He turns, trembling as the spear is pulled free with a sickening slurp, all colour drained from his skin.

"This was a mistake."

Cast Defensively: 1d20 + 8 ⇒ (15) + 8 = 23
Spell Failure 10%: 1d100 ⇒ 16

"Take me from this place." The wizard turns sharply in place as he says a single arcane syllable, and vanishes in whirl of his coat.

Cast Vanish, gaining invisibility for 2 turns. Move to s11, blink to t12 (Just below Bastagar).


Female Half-fey (aasimar) Paladin 3 HP 31/31, AC 19/12/17, Saves 8/6/7, MW Long Sword +5 (1d8+3/19-20) Spiked Light Shield +4 (1d4+1/x2) Init +2, Perception 1

Hilde staggers forward, white as a sheet. Her eyes roll upward and she almost pitches backwards before locking her knees.

"I hear my sire's father,
though not my mother's kin,
his voice, it offers comfort,
as an Eagle bleeds again.

"My kin still live behind me,
yet one lies sleeping in the snow,
thy may keep the blood I've given,
but their blood thy will never know.

Hilde is at zero hit points. She is going to lay on hands for 1d6 as a swift action, swing defensively with her 10' reach, giving her a 23 ac. Her smite should still be active as she has not left the fight yet.

Lay On Hands: 1d6 ⇒ 3

Casting lay on hands cost her 1 hp as she was at zero, so now she has 2. Echoes of the First World gives her 1 and so her total rises to 3.

Attack Troll Defensively: 1d20 + 9 - 4 ⇒ (15) + 9 - 4 = 202d6 + 6 ⇒ (1, 6) + 6 = 13

If Hilde cannot swing from where she is for some reason, I'll take a 5' step forward.


Male Dwarf Inquisitor | AC19 T11 FF18 CMD 15* | HP 30 | F+7* R+3* W+7* | Init +4 | Per +9* | Sense +9

Round 5

Kelgar frowns upon seeing Hilde stumbling after the troll's latest attack.

"Ach! Lass, hold in there!"

Shambling forward in the deep snow (move action to move 5ft), he approaches the paladin and mutters a prayer.

Cure Light (on Hilde): 1d8 + 2 ⇒ (4) + 2 = 6

This deep snow is killer! Especially with the double-color-spray! It's taken 4 rounds to move 4 squares on the map! If Kelgar could just get into melee, there's always the longshot on an axe crit!


Male Human (Chelaxian) Conjurer (Teleportation)/3
Stats:
HP 22 | Init +9 Per +1 (+9 familiar; Scent) | AC 15 (T: 13, FF: 12) | Fort +1 / Ref + 6 / Will +1 | CMB +0 CMD 13
Spells Prepared:
1st - Endure Elements, Enlarge Person, Colour Spray, Vanish, Grease | 2nd - Glitterdust, Flaming Sphere, Flaming Sphere

Oops, forgot about Ormr. The Halfhand will call the weasel back to him before vanishing.

Acrobatics: 1d20 + 13 ⇒ (3) + 13 = 16

Ormr relinquishes its grip, scurrying across the snow and up the Halfhand's torso.


Minor Crab-beast

Enlarged Hilde has a reach of 10ft, so no problem to stand and deliver.

Hilde salves her wounds and stands resolute to protect her companions from the trow. Flashing blade focuses more upon defence than inflicting pain, but still scythes through the troll's skin to open another bloody rent.

Action Tracker (Round 5): Caerb, Halfhand, Kelgar, Unseelie, Hilde, Olaf, Bastagar

I'll update Halfhand and Kelgar's actions once Caerb's is stated.


Male Human(Ulfen) Bard(Savage Skald) 2

@Hilde: Whilst I realize that it does not matter much, the way this thing is rolling, you actually only lose a hit point from taking a standard action whilst staggered if that standard action *doesn't* heal you above zero, so Hilde is actually one hit point higher than she thinks she is :-)


Female Half-fey (aasimar) Paladin 3 HP 31/31, AC 19/12/17, Saves 8/6/7, MW Long Sword +5 (1d8+3/19-20) Spiked Light Shield +4 (1d4+1/x2) Init +2, Perception 1

Awesome, I'm at 10 hit points now! I spent an hour writing my last post, trying to get everything right because it's such a critical time. I'm glad that the error I made was in my favor and not the reverse.


Minor Crab-beast

Will give Caerb just a mite longer and then I'll move things along in the AM.


M Gnome with Redcap Tendencies Rog3 AC 18/T14/FF15; 30 HP; F+4/R+6/W+1; +5 Init.; +8 Perception; +0 Sense Motive

Sorry, busy weekend. I can't do much more to the sprite against its DR so....

With the prone and stickied sprite in front of him, Cearb goes off to help his Princess. Ducking through the hole in the wall, flame should be out now he moves through the hut drawing his second knife as he goes. He emerges (N-10) next to the Trow drawing an AoO, maybe with cover? and feints a upward stab at its frozen nether-regions.

Feint as Standard Action (buff vs 10 + BaB + Wis Bonus) -> 1d20 + 5 ⇒ (12) + 5 = 17


Minor Crab-beast

Caerb - no worries, if it was a smaller fight I probably would have DMPC'd, but given it's a critical fight wanted to give you the option.

Caerb ducks into the igloo... and finds the rug give way beneath his feet...
Reflex Save: 1d20 + 6 ⇒ (16) + 6 = 22 - see, my DMPC dice are always nice :P
I'd rule that the trow wouldn't see you coming out the igloo door (as he can't see the hole you opened either - so no AoO.

...opening up into a crudely dug pit into the frigid earth as the gnome scrambles to the fringes of the igloo. Heart still beating with frantic pace he overcooks his feint and doesn't fool the trow.

Halfhand withdraws as Kelgar steps forward to fortify Hilde's strength to resist.

The trow reacts to the arrived gnome with a fierce chuckle "Not today little one..." before he steps lightly back in the snow and the boar spear is brought forward with a heavy thrust...
Spear at Caerb: 1d20 + 8 ⇒ (18) + 8 = 26 for 1d8 + 7 ⇒ (5) + 7 = 12
...puncturing his chest and driving him forcibly backwards with the strike. The troll's wounds continue to knit and close over.

The resin coated sprite continues to struggle against the tanglefoot bag's grasp...
Strength: 1d20 - 2 ⇒ (19) - 2 = 17
...managing with herculean effort to free itself from the worst of the resin's grip.

The other sprite notes Kelgar's stubborn advance and suppurating touch and seeks to stifle his ability...
Bow at Kelgar: 1d20 + 8 - 4 ⇒ (15) + 8 - 4 = 19 for 1 non-lethal And a DC 11 Fort save or staggered for 1 round.
...tiny white flecked arrow finding a gap between belly and hip to sink into his skin. A numbing feeling spreads across the dwarf...

The summoned eagle has the color blanch from it's feathers before it passes back to whence it came. However the one that called it signals his return with a rough pebble flung at Kelgar with force...
Magic Slingstone at Kelgar: 1d20 + 9 - 4 ⇒ (4) + 9 - 4 = 9
...betraying his position, but the slung stone is wild and inaccurate.

Action Tracker (Round 5): Caerb, Halfhand, Kelgar, Unseelie, Hilde, Olaf, Bastagar
Action Tracker (Round 5): Caerb, Halfhand, Kelgar, Unseelie, Hilde, Olaf, Bastagar

Map - Q14 and T14 are ~15ft in the air. The other sprite is on the ground and prone at present.

Bastagar and Olaf:
You each groggily come to your senses... but find yourself with head still swimming and unable to focus... and your eyes seem to not work.
No longer unconscious... but still stunned and blind.


Male Dwarf Inquisitor | AC19 T11 FF18 CMD 15* | HP 30 | F+7* R+3* W+7* | Init +4 | Per +9* | Sense +9

Round 5, Unseelie Action

Fort DC11: 1d20 + 7 ⇒ (13) + 7 = 20

Kelgar frowns at the tiny arrow as it nicks his shoulder, narrowing his eyes at the tiny sprites flitting about in the snow.

He hesitates, gripping the haft of his axe tighter, but then gazing at the airborn fey and the trow that seems to be an eternity of deep-snow steps away.

Will post Kelgar's actual action once I see how Hilde, Cearb and Halfhand fare against the current enemies ahead in initiative.


M Gnome with Redcap Tendencies Rog3 AC 18/T14/FF15; 30 HP; F+4/R+6/W+1; +5 Init.; +8 Perception; +0 Sense Motive

Lack of movement + prevention of acrobatics in difficult terrain = lack of flank attacks, is really relegating me to useless. Will wait on Hilde before I risk another AoO, but will likely just do a full move this round to get somewhere I can be useful.


Female Half-fey (aasimar) Paladin 3 HP 31/31, AC 19/12/17, Saves 8/6/7, MW Long Sword +5 (1d8+3/19-20) Spiked Light Shield +4 (1d4+1/x2) Init +2, Perception 1

Hilde fights in silence. She once again channels the power of her ancestors while cautiously lashing out at the Trow.

Lay On Hands: 1d6 ⇒ 1
Attack Trow: 1d20 + 9 - 4 ⇒ (8) + 9 - 4 = 132d6 + 6 ⇒ (4, 3) + 6 = 13

Hoping that her swing will regain its attention despite bouncing off its thick hide, Hilde wounds knit slightly and she stands somewhat protected for the Trow's return blow. AC 23 vs Trow, 20 vs Sprites

Be very careful drawing an attack of opportunity. The deep snow will make acrobatics very difficult and this troll has shown no difficulty hitting us. As it stands, he can only hit one of us a round, giving Olaf and Bastagar time to wake up. I plan to retreat once they wake up, to force the Troll to come to us so that more people can enter the fight.


Male Human (Chelaxian) Conjurer (Teleportation)/3
Stats:
HP 22 | Init +9 Per +1 (+9 familiar; Scent) | AC 15 (T: 13, FF: 12) | Fort +1 / Ref + 6 / Will +1 | CMB +0 CMD 13
Spells Prepared:
1st - Endure Elements, Enlarge Person, Colour Spray, Vanish, Grease | 2nd - Glitterdust, Flaming Sphere, Flaming Sphere

Drawing this fight out wouldn't be very good, due to the troll's regeneration. By the time the others get back up, he'll be back on full health and one or more of us might have been skewered by his spear anyway. Not to mention the sprites whittling away at us. We can mitigate his healing with fire, but we still need it to actually kill him. There might be options regarding Grease and Spark, but probably not.

Still invisible, the Halfhand crouches next to Bastagar's body and rummages through his belongings to retrieve the gnome's alchemist's fire. "Aha."

I now have two of them, which gives us at least two rounds of no regen.


Male Gnome Rogue/Sorcerer
Stats:
Init +3 Per +5 | AC 16/14/14 | HP 25/25 | F +4/R + 5/ W +0| +2 vs illusion | CMB +0 CMD 13 | spells | 1st (4/4) | Spell Failure: 10%

"Filthy maimed one... keep its mangy paws... to itself."


M Gnome with Redcap Tendencies Rog3 AC 18/T14/FF15; 30 HP; F+4/R+6/W+1; +5 Init.; +8 Perception; +0 Sense Motive

what was easily visible in the igloo beside a rug over a pit?


Minor Crab-beast

Cearb sees little of interest in the pit-trapped igloo. There are shelves with items mundane and what appears to be the sleeping rolls of the flying fae.

Hilde's run of successful strikes falters and her sword is turned by thick skin. Halfhand then rifles through pockets to arm himself with liquid flame.

Action Tracker (Round 6): Caerb, Halfhand, Kelgar, Unseelie, Hilde, Olaf, Bastagar


Male Dwarf Inquisitor | AC19 T11 FF18 CMD 15* | HP 30 | F+7* R+3* W+7* | Init +4 | Per +9* | Sense +9

Round 6

Kelgar has a pair of alchemist fires as well.

Kelgar debates dropping his axe and switching to his bow again, bust instead moves ahead to try to even the count between sides.

Move 5ft to Q,12 (using a move action to do so) and waraxe against the prone fey, not counting any bonuses vs prone.

Waraxe: 1d20 + 4 ⇒ (4) + 4 = 8 for 1d10 + 2 ⇒ (7) + 2 = 9

Yay for terrible dice!


M Gnome with Redcap Tendencies Rog3 AC 18/T14/FF15; 30 HP; F+4/R+6/W+1; +5 Init.; +8 Perception; +0 Sense Motive

"Ooaaff!" Cearb is momentarily lifted off his feet by the Trow's spear. Facing the huge foe in the deep snow seemed hopeless, so he goes back to try an finish off the sticky flier.

He drops a dagger and pulls the hafted chuck of flint he carries. Steel doesn't work, maybe rock will. He skirts the pit as he comes through the hole the opposite way this time. He is alarmed to see the creature actually freeing itself but also sees Kelgar there. He moves so the creature can not easily escape.

Double Move to O-14 giving up an AoO from the prone sprite if applicable. Drawing his Flint Knife as he moves...forgot I had this, might have hung around and stabbed the little dude, but I took a hit for Hilde and that was probably better in the long...or short term, as it were. And Kelgar's presence means I have a chance to overcome DR although the Flint Knife may, that will be VoV's call at the time.


Female Half-fey (aasimar) Paladin 3 HP 31/31, AC 19/12/17, Saves 8/6/7, MW Long Sword +5 (1d8+3/19-20) Spiked Light Shield +4 (1d4+1/x2) Init +2, Perception 1

I go after the monster and will need to see what happens on his turn to decide my own.


Minor Crab-beast

DM Reference:
Round 3 - first round affected
Bastagar: 2 rounds unconscious and 3 rounds stunned
Olaf: 3 rounds unconscious and 2 rounds stunned
Therefore they are blind and stunned in rounds 3-7 and just stunned in round 8
Round 9 - both back in the game

Caerb ducks back through the igloo with a painful reminder of his short visit and stands above the sprite. Kelgar joins him, but his axe does not bite into flesh.

The trow laughs as Caerb flees "In time little one, I will taste your blood." before turning attention back upon Hilde...
Spear at Hilde: 1d20 + 8 ⇒ (18) + 8 = 26 for 1d8 + 7 ⇒ (7) + 7 = 14
...and drives her body into the snow covered earth with a dipping power thrust. Hilde feels the snow upon her back as she is pinned down by her shoulder and consciousness fades. The troll then steps forward to stand astride her... calling callously to the others "Your fair one has fallen... kneel before me and I will grant you a quick ending"

The prone unseelie fae beside Kelgar and Caerb attempts to regain her feet...
Provokes an AoO from both of you.

The two fae still upon the wing circle and continue to attack Kelgar...
Bow at Kelgar: 1d20 + 8 - 4 ⇒ (12) + 8 - 4 = 16 for 1 non-lethal And a DC 11 Fort save or staggered for 1 round.
Magic Slingstone at Kelgar: 1d20 + 9 - 4 ⇒ (13) + 9 - 4 = 18 for 1d6 + 1 ⇒ (4) + 1 = 5
...though he avoids both of the missiles aimed at him.

Action Tracker (Round 6): Caerb, Halfhand, Kelgar, Unseelie, Hilde, Olaf, Bastagar
Action Tracker (Round 7): Caerb, Halfhand, Kelgar, Unseelie, Hilde, Olaf, Bastagar

Mapski

It's dire, but still survivable...


Male Dwarf Inquisitor | AC19 T11 FF18 CMD 15* | HP 30 | F+7* R+3* W+7* | Init +4 | Per +9* | Sense +9

Round 6 AoO

Kelgar takes the opportunity to swing at the distracted fae as it attempts to stand.

"Nae so fast, wee one..."

Waraxe: 1d20 + 4 ⇒ (20) + 4 = 24 for 1d10 + 2 ⇒ (5) + 2 = 7
Waraxe Crit Confirm: 1d20 + 4 ⇒ (5) + 4 = 9 for 2d10 + 4 ⇒ (2, 3) + 4 = 9

Kelgar spits and turns his attention to the trow standing over Hilde.

"Ye strike a lass first n' think ye can brag? Come stand toe t' toe wit' a dwarf ye cowardly fob!"

Kelgar shambles forward towards the troll (5ft to P,11 with move action) and mumbles a prayer to Torag.

Standard action to activate Deflection Aura, all allies within 20ft get +2AC and +2CMD for the next 2 rounds.

Kelgar's AC vs the troll is 19+4+2=25 from his defensive training and the deflection aura.


Male Human (Chelaxian) Conjurer (Teleportation)/3
Stats:
HP 22 | Init +9 Per +1 (+9 familiar; Scent) | AC 15 (T: 13, FF: 12) | Fort +1 / Ref + 6 / Will +1 | CMB +0 CMD 13
Spells Prepared:
1st - Endure Elements, Enlarge Person, Colour Spray, Vanish, Grease | 2nd - Glitterdust, Flaming Sphere, Flaming Sphere

Alchemist's Fire: 1d20 + 3 ⇒ (2) + 3 = 5
Damage: 1d6 ⇒ 5

Miss direction: 1d8 ⇒ 6 South-West

The Halfhand comes back into view as his spell ends. Looking to the troll, he grips the alchemist's fire in hand and lobs it towards the beast. It doesn't find it's mark, however, and explodes just short of the creature, showering it with burning cinders.

1 point of fire damage


M Gnome with Redcap Tendencies Rog3 AC 18/T14/FF15; 30 HP; F+4/R+6/W+1; +5 Init.; +8 Perception; +0 Sense Motive

Was hoping a double move would have allowed Cearb to get a flank, if he couldn't get to that spot take 2 off the to hit and a whopping 8 off the damage.

AoO Flank Attack with Flint Knife ->1d20 + 5 + 2 ⇒ (10) + 5 + 2 = 17
AoO Flank damage with Flint Knife ->1d3 + 1d3 + 1d8 ⇒ (3) + (1) + (8) = 12

He will then move once again through the igloo with a double move to get into the central area between all the igloos, setting up hopeful move to a flank next round.


Minor Crab-beast

As the sprite attempts to rise, the flashing blades of Cearb and Kelgar bite into it. The flinty blade especially eliciting a searing scream of pain and anguish from the winged fae. The wounds are beyond it's ability to endure, and it collapses to the ground unmoving.

Cearb then ducks back through the opened igloo, skirting pit as Halfhand lobs a clay reservoir at the trow that dips o'erearly and expends mostly upon the snow. As the liquid flame flares and dies in the snow, enough splashes unto the trow to etch burns upon it's skin... and you note a reaction worthy of cogniscance... The troll flinches away from the flame, and a vivid and lasting taint of fear flashes across it's craggy visage. The fleeting appearance of the flame allows a resurgence of his confidence... for now.

Kelgar then strides forward to deliver his challenge to the brute... and finds his forthrightness answered in kind.

The trow does not need to move, but instead leers at Kelgar as his spear is thrust...
Spear at Kelgar: 1d20 + 8 ⇒ (6) + 8 = 14
...wide and ineffectual. Grimacing and spitting into the snow Teb Knotten spits an epithet "You as well dwarf... I'll wipe my arse with your beard before the night falls."

At Halfhand's reappearance and threatening with liquid flame, the two remaining fae upon the wing reposition themselves and seek to hinder his attempts...
Arrow at Halfhand: 1d20 + 8 - 4 ⇒ (13) + 8 - 4 = 17 for 1 non-lethal And a DC 11 Fort save or staggered for 1 round
Magic Stone at Halfhand: 1d20 + 9 - 4 ⇒ (7) + 9 - 4 = 12
...the sprites arrow flying true, though the Atomie misses for a third time. The atomie keens a frustrated wail... before drawing forth a clay jar not dissimilar to the one flung by Halfhand at the troll.

Action Tracker (Round 7): Cearb, Halfhand, Kelgar, Unseelie, Hilde, Olaf, Bastagar
Action Tracker (Round 8): Cearb, Halfhand, Kelgar, Unseelie, Hilde, Olaf, Bastagar

Map


Female Half-fey (aasimar) Paladin 3 HP 31/31, AC 19/12/17, Saves 8/6/7, MW Long Sword +5 (1d8+3/19-20) Spiked Light Shield +4 (1d4+1/x2) Init +2, Perception 1

Hilde is at -2. Her wounds again begin to knit closed and she is at -1. She will be back up next round.


Male Dwarf Inquisitor | AC19 T11 FF18 CMD 15* | HP 30 | F+7* R+3* W+7* | Init +4 | Per +9* | Sense +9

Round 8

Kelgar snorts at Teb's taunt and works to move in closer to engage the troll with his axe.

Move action to close 5ft to P,10 provoking an AoO. AC still 25.

After stepping forward, the dwarf swings his axe and returns the taunt while trying to buy time for his companions to regain consciousness.

"Me beard? Ye do know me beard's made o' iron, right trow? Show me this arse, n' ah'll wipe 't fer ye gladly."

Waraxe, Defensively: 1d20 + 5 - 4 ⇒ (2) + 5 - 4 = 3 for 1d10 + 2 ⇒ (5) + 2 = 7

AC27 for the troll's round. I seem to have inherited Hilde's dice rolls. :)

Status:

Kelgar Status:
HP: 20/21 (1 nonlethal)
AC: 19 (T 11 | FF 18)

Spells:
1st (3/day); Cast so far: 1

Abilities:
Judgements Left: 0/1


Male Human (Chelaxian) Conjurer (Teleportation)/3
Stats:
HP 22 | Init +9 Per +1 (+9 familiar; Scent) | AC 15 (T: 13, FF: 12) | Fort +1 / Ref + 6 / Will +1 | CMB +0 CMD 13
Spells Prepared:
1st - Endure Elements, Enlarge Person, Colour Spray, Vanish, Grease | 2nd - Glitterdust, Flaming Sphere, Flaming Sphere

Fort vs Stagger: 1d20 + 2 ⇒ (20) + 2 = 22

Status:

AC 14 (T: 12, FF: 12)

HP 8/15

Conditions: Fast Healing 1

The Halfhand reaches into his coat, pulling out a acid-etched stone. The runes glow a sickly green as he smears Hilde's sylvan blood across it, awakening the magic within. It shatters into pieces as he smashes it against his chest, faint green tendrils worming their way into his body and towards his wounds.

The Halfhand will draw and use an Echoes of the First World scroll. Just realized that it removes 1 non-lethal for every round as well, which is perfect for those sprite arrows!


M Gnome with Redcap Tendencies Rog3 AC 18/T14/FF15; 30 HP; F+4/R+6/W+1; +5 Init.; +8 Perception; +0 Sense Motive

Cearb closes in from behind (P-7 drawing several AoO possibly) waiting for Kelgar to occupy its attention. Liking what the knife did to that sprite, he will try it on the Trow along with his shiny blade.

Flank Attack with Flint Knife -> 1d20 + 5 + 2 - 2 ⇒ (7) + 5 + 2 - 2 = 12
Flank Attack with MW Knife -> 1d20 + 5 + 2 - 2 ⇒ (6) + 5 + 2 - 2 = 11

uggh...it just doesn't get better.


Minor Crab-beast

Cearb holds his movement awaiting Kelgar to provoke the troll's attention as Halfhand utters words arcane to draw the essence of the runic stone into himself.

Kelgar draws the trow's ire...
AoO with Spear: 1d20 + 8 ⇒ (3) + 8 = 11
...ducking under a thrust before his own attempted strike is fouled in the press.

Cearb sneaks past and under the troll's attention before his own blow is ineffectual, turned by Teb's thick hide.
With a speed of 20 - should only be able to make O,7? - and as it's just a standard attack, only one swipe with a dagger?

Teb Knotten laughs at Cearb's attempts, and instead focuses still upon the elusive dwarf...
Spear at Kelgar: 1d20 + 8 ⇒ (19) + 8 = 27 for 1d8 + 7 ⇒ (3) + 7 = 10
...managing to drive the lance deep into the dwarf's chest and leaving frothing blood weeping upon it's withdrawal.

The sprite wheels North after a glance from the atomie and a tiny arrow lances out at Cearb...
Arrow at Cearb: 1d20 + 8 - 4 ⇒ (2) + 8 - 4 = 6
...though the wind catches it and blows the missile safely off course.

The atomie instead grins wickedly as it lobs the clay pot at Halfhand...
Pot at Halfhand: 1d20 + 8 - 4 ⇒ (6) + 8 - 4 = 10
...but is given cause to keen and wail again as the pot breaks upon the earth, releasing a viscous fluid that instantly causes the snow to harden to ice and a wave of intense chill washes over the maimed man. The atomie puts hand to bag again to retrieve a second pot.

Olaf and Bastagar find their vision slowly returning from white noise to some distinction and contrast, though they are still yet too stunned to take action.
Round 8 - only stunned, Round 9 you'll be back in action.

Action Tracker (Round 8): Halfhand, Kelgar, Cearb, Unseelie, Hilde, Olaf, Bastagar
Action Tracker (Round 9): Halfhand, Kelgar, Cearb, Unseelie, Hilde, Olaf, Bastagar

Map


Male Dwarf Inquisitor | AC19 T11 FF18 CMD 15* | HP 30 | F+7* R+3* W+7* | Init +4 | Per +9* | Sense +9

Blast! I had my fingers crossed for no 19s or 20s!

Round 9

Kelgar winces as the lance withdraws from his gut, but continues to wear a stern expression on his face as he works to buy time for Olaf and Bastagar to fight off the effects of the color burst.

"Is that th' best ye can do, trow?"

Spitting blood, he continues to protect himself while swinging opportunistically with his waraxe.

Waraxe, Defensively: 1d20 + 5 - 4 ⇒ (17) + 5 - 4 = 18 for 1d10 + 2 ⇒ (3) + 2 = 5

Still AC27 vs the troll.


Female Half-fey (aasimar) Paladin 3 HP 31/31, AC 19/12/17, Saves 8/6/7, MW Long Sword +5 (1d8+3/19-20) Spiked Light Shield +4 (1d4+1/x2) Init +2, Perception 1

Round 8 Hilde reaches 0 hit points. Curled up on her side, she says a quick prayer and heals.

lay on hands: 1d6 ⇒ 3

Once the troll has used it's attack of opportunity, she slowly stands, now at 4 hit points.

Round 9 Assuming Hilde survives to her turn, she will again begin with lay on hands (rising to 9 hps) and then attack, flanking with Caerb but fighting defensively.

lay on hands: 1d6 ⇒ 4
1d20 + 9 + 2 - 4 ⇒ (16) + 9 + 2 - 4 = 232d6 + 6 ⇒ (2, 6) + 6 = 14

Per my reading of the following from d20pfsrd.com, The smite evil effect remains until the target of the smite is dead or the next time the paladin rests and regains her uses of this ability. I assume the Smite Evil is still active? If not, I will reroll.

I understand that I go late in the turn. I have posted my roll now so that I do not slow play when my turn arrives.

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