GM ShadowLord's Reign of Winter

Game Master The Rising Phoenix

Reign of Winter
Book 3: Maiden, Mother, Crone
Maps
Loot Sheet


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HP 78 AC 23 TAC 18 FF 16 | CMD 27 | F +9 R +13 W +9 (+2 vs divinations; reroll vs charm/compulsion) Resist cold 2 | Grit: 4/4 Bravado: 1/1 Oath: 1/1 Bullets: 33 Cold iron bullets: 6 Cartridge: 10 Flare: 6 | Ini +9 | Senses +14
Skills:
Acrobatics+18,Bluff+11,Climb+4,Diplom-1,DisableDev+17,HandleAnimal+3,Heal+8 ,Intimidate+3,K.eng/local+6,K.arcana/planes+3,Ling+3,S.Motives+11,Ride+10,S oH+10,Stealth+6,Survival+14,Swim+4
Male Human Gunslinger (Musket Master) 9 | -

"We've got what we came for. We've got the key, and we've got a chance to move forward. We need to get back to the hut and see if we can bypass or convince Ratibor not to fight" He takes a deep breath, feeling the weight of their journey pressing on his shoulders "We've faced worse odds before, and we've come out on top. This is just another challenge, and I believe we can handle it in imaginative ways as we did with the pit"

Samuel starts packing up his gear, making sure everything is secure "Let's push on. We need to make it back to the hut and find out if we can use the key to activate it. If Ratibor stands in our way, we'll deal with him. Either we convince him to let us pass, or we find another way. But standing still isn't going to get us anywhere."

He looks at each member of the group, his gaze steady and confident "We've got this. Let's move out and get back to the hut"

With that, Samuel takes point, leading the way out of the room and back towards the path they took to get here. He stays alert, and with the musket well loaded.


M HalfOrc Chelish Diva Bard 9 | HP 2 / 66 | AC 23 T13 FF21 | CMB +10 CMD 23 | F +9 R +11 W +9 | init +2 | Resource Tracker
Skills:
Bluff +15 Diplo +15 Intimidate +16 Kn: Arc +12 Kn: Geog +8 Kn:Hist +8 Kn: Local +15 Kn: Nature +8 Kn: Nobl +8 Kn: Plan +8 Kn: Relig +9 Perc +12 Perf: Oratory +15 Perf: Wind +14 Sense motive +15 Spellcraft +13

"Yeah, think you're right Mr Samuel. We can deal with Ratibor if we have to." said Llewellyn as he stared the long trip back to the hut.


HP: 54/54, 19 thp, AC 17 t:12 ff:16, f+6 r+6 w+10; Resist Cold 5; Perc +17, init +1, Fly 9/9, Active: mage armor, false life, threefold aspect (elderly) Heal hex: A, C, S

Letitia could hardly fault the others for wanting to leave swiftly because she too felt the urge to move on. Yet, she hated the idea of leaving behind a chance to gain more knowledge.

"A moment, please," she tells the others before turning back to the Warden. "I would ask you for your counsel, Jadrenka, if you will lend it. We seek to meet Grandmother in the Thrice-Tenth Kingdom. What can you tell us of it? Is there anything more you can provide to us to ensure we will be successful in our quest?"

Looking for more words of wisdom, then ready to move on


M HalfOrc Chelish Diva Bard 9 | HP 2 / 66 | AC 23 T13 FF21 | CMB +10 CMD 23 | F +9 R +11 W +9 | init +2 | Resource Tracker
Skills:
Bluff +15 Diplo +15 Intimidate +16 Kn: Arc +12 Kn: Geog +8 Kn:Hist +8 Kn: Local +15 Kn: Nature +8 Kn: Nobl +8 Kn: Plan +8 Kn: Relig +9 Perc +12 Perf: Oratory +15 Perf: Wind +14 Sense motive +15 Spellcraft +13

From behind the granddaughter Llewellyn studies the warden, evaluating the trustworthiness of any reply she gives.

Sense Motive: 1d20 + 15 ⇒ (5) + 15 = 20


TG1 | GW | FF | RH | RoW

Jadrenka's pale eyes shift, locking onto Letitia's. A long, uncomfortable pause follows as the changeling seems to weigh her answer. When she finally speaks, her voice rasps like the creak of old wood.

"I do not know exactly where the Thrice-Tenth Kingdom lies. I ... cannot. I am bound to these statues. I have never left Artrosa, not even to walk the lands that surround it." She looks away, her hands folding into the long sleeves of her robes. "But I have heard whispers... rumors. It lies in the beyond, far away in the First World, though where exactly... I cannot say. You may find your path clearer when you step beyond the boundaries of this plane."

Jadrenka overhears your conversation on Ratibor and chimes in "If you mean to leave Artrosa and return to the Hut, you will need to deal with Ratibor the Bold. You see, Ratibor is bound to the Hut by Baba Yaga herself, enslaved for his treachery. He cannot be reasoned with... unless you can break the spell that binds him. Baba Yaga's magic is powerful, but .... there is a way if you wish to avoid violence."

"You'll find the secret to his release in one of Baba Yaga’s tomes-her cookbook of arcane augmentation. It was once housed in the Hut, but I believe Baba Yaga left it behind on her last visit to Iobaria and it lay in her workroom." She smiles faintly, though it’s more bitter than kind.

Llewellyn:

Llewellyn watches Jadrenka closely as she speaks, his eyes taking in every shift of her expression, every nuance in her tone. As she finishes speaking, he weighs her words. He senses no deception, no subtle play of manipulation. The warden may be mysterious and bound by powers beyond her control, but in this moment, Llewellyn gets the distinct feeling that she’s being truthful.


HP: 54/54, 19 thp, AC 17 t:12 ff:16, f+6 r+6 w+10; Resist Cold 5; Perc +17, init +1, Fly 9/9, Active: mage armor, false life, threefold aspect (elderly) Heal hex: A, C, S

Letitia's eyes are wide and attentive as Jadrenka speaks of the Thrice-Tenth Kingdom. It gets her mind working, and she resolves to explore the library once they return to the Hut.

That task, however, will be less easy because of Ratibor. She frowns when the Warden speaks of the key to his release, though her eyebrow arches when she mentions the "cookbook of arcane augmentation." One of Baba Yaga's cookbooks would be valuable indeed, and likely filled with her secrets. A quiet thrill passes through her.

"If Ratibor betrayed Baba Yaga, then we risk angering her by undoing one of her punishments," she muses aloud. "But if you decide to look for the cookbook, I will understand."

While her companions chew on that choice, Letitia turns back to Jadrenka. "Wise One, I would entreat you to consider an exchange. I have traveled far in my brief years, and have collected magics from numerous witches I've come across. I may therefore have spells that you do not know, which I would offer in exchange for ones unknown to me. Is this acceptable?" Lazlo hoots softly on her shoulder, showing that he is willing to commune with Jadrenka's familiar.

Familiar Teaching Familiar:
A witch’s familiar can learn spells from another witch’s familiar. To accomplish this, the familiars must spend one hour per level of the spell being taught in communion with one another. At the end of this time, the witch whose familiar is learning a spell must make a Spellcraft check (DC 15 + spell level). If the check succeeds, the familiar has learned the spell and the witch may utilize it the next time she prepares spells. If the check fails, the familiar has failed to learn the spell and cannot try to learn that spell again until the witch has gained another rank in Spellcraft. Most witches require a spell of equal or greater level in return for this service.


TG1 | GW | FF | RH | RoW

Jadrenka’s eyes, deep with centuries of knowledge, regard Letitia thoughtfully. After a moment, the Warden gives a slow nod. "You are bold, witchling, to offer such an exchange." she says, her voice rasping like dry leaves. "But I see wisdom in your request."

With a gesture, she extends her arm, and a sleek black rat scurries from the folds of her robe to sit upon her shoulder. Its beady eyes meet Lazlo’s, and for a moment, a silent understanding passes between the two familiars.

"This is Adelia. She has served me for many years. If there is knowledge to be shared between us, I shall allow it."

Spells:

6th-unwilling shield
5th-baleful polymorph, feeblemind, major curseu
4th-confusion, ice storm, phantasmal killer, wandering star motes
3rd-blink, dispel magic, howling agony, lightning bolt, sands of time
2nd-false life, glitterdust, haunting mistsu, hold person, invisibility
1st-bungle, mage armor, peacebond, ray of enfeeblement, unseen servant, ventriloquism
O-dancing lights, detect magic, message, touch of fatigue


M HalfOrc Chelish Diva Bard 9 | HP 2 / 66 | AC 23 T13 FF21 | CMB +10 CMD 23 | F +9 R +11 W +9 | init +2 | Resource Tracker
Skills:
Bluff +15 Diplo +15 Intimidate +16 Kn: Arc +12 Kn: Geog +8 Kn:Hist +8 Kn: Local +15 Kn: Nature +8 Kn: Nobl +8 Kn: Plan +8 Kn: Relig +9 Perc +12 Perf: Oratory +15 Perf: Wind +14 Sense motive +15 Spellcraft +13

Kn: Geography: 1d20 + 8 ⇒ (14) + 8 = 22

Llewellyn listened to the warden in silence, evaluating what and how she spoke. It seemed to him that she spoke true which was a refreshing change. When she spoke of Iobaria and a way to save Ratibor, Llewellyn's eyebrows rose, "Iobaria is a long way from here is it not? Without the use of the hut I'm not sure how we'd get there."

A sudden thought occured to him and he mused, "Mmmm. Maybe the practical thing to do is to knock him out, tie him up and use the hut to travel there. Who knows, access to this cookbook might prove useful in other ways too."


Skills:
(Acro +17; Climb +5; Diplo: +1; Heal: +13; Know(Religion) +6; Sense Motive: +7; Spellcraft +10; Survival: +7)
Female Human (Ulfen) Warpriest 8 / Evangelist 1
Vitals:
(HP: 75/75 AC: 20/14/16; Percep: +15; Init: +4; Fort +8, Ref: +7, Will: +9; CMD: 21; CMB +7; Speed: 30;Resist Cold: 2)

Callix chuckles at Jadrenka's assessment, Aye, boldness she has in spades... She lifts her aleskin to her lips, then offers it to the bard, "It's a difficult thing to do, that. I'd be worried we'd kill him by accident... especially since some ferocious creatures simply refuse to fall until you've killed them." She shrugs, "But, if the cookbook has use, then I think that needs to be the way to go." With a sigh, she asks, "So, then, have you heard any whispers about a secret, rapid way to Iobaria?"


HP: 54/54, 19 thp, AC 17 t:12 ff:16, f+6 r+6 w+10; Resist Cold 5; Perc +17, init +1, Fly 9/9, Active: mage armor, false life, threefold aspect (elderly) Heal hex: A, C, S

After Lazlo relays the spells available, Letitia offers to share cloudkill in exchange for feeblemind, and Jadrenka's pick of her fourth-level spells in exchange for phantasmal killer.

Letitia then turns her attention to the discussion about Iobaria. Her brow furrows as her companions speak of the place as somewhere far away, forgetting that Artrosia is within the country of Iobaria.

"Ahem," Letitia says, sparing a brief glance at Jadrenka, "I believe the Dancing Hut was our secret, rapid way to Iobaria. We're here already. Now, where Grandmother's workroom is located, I do not know."

History: 1d20 + 10 ⇒ (15) + 10 = 25
Wondering if there are other known strongholds of Baba Yaga within the region.

Then a thought occurs to her. "Unless it's here within Artrosia?"


TG1 | GW | FF | RH | RoW

Jadrenka's gaze flickered with a faint trace of amusement, though she did not immediately respond. She allowed the moment to stretch out before shaking her head, her voice carrying a soft rasp. "Child... but you misunderstand. The cookbook you seek is here, within these halls-inside the Mother. Baba Yaga left it behind when she last visited Artrosa before departing last. It’s closer than you think, but whether you can find it remains to be seen."


HP 78 AC 23 TAC 18 FF 16 | CMD 27 | F +9 R +13 W +9 (+2 vs divinations; reroll vs charm/compulsion) Resist cold 2 | Grit: 4/4 Bravado: 1/1 Oath: 1/1 Bullets: 33 Cold iron bullets: 6 Cartridge: 10 Flare: 6 | Ini +9 | Senses +14
Skills:
Acrobatics+18,Bluff+11,Climb+4,Diplom-1,DisableDev+17,HandleAnimal+3,Heal+8 ,Intimidate+3,K.eng/local+6,K.arcana/planes+3,Ling+3,S.Motives+11,Ride+10,S oH+10,Stealth+6,Survival+14,Swim+4
Male Human Gunslinger (Musket Master) 9 | -

"Aye! I see no reason to kill the man, he has suffered just enough. But why be intertwined again in witches' things? That book might bind us to Baba Yaga's will, and next thing you know, we're off on some fool's errand collecting dragon teeth or stitching up frost giants' coats. We know too good" he looks back at Ashling's rider's coat "Besides, why not just wait 'til the man goes pee out his pants or have a nap?"

His eyes move over to Letitia though noticing her excitement and interest on the cookbook "But if the damned book is important, we can just do it. We've dealt with plenty of magical traps and guardians so far. This one will be no different. The quicker we find that book, the quicker we can move on. And I don't know about you all, but I am done with having this rock over my head with no sun for days already"


M HalfOrc Chelish Diva Bard 9 | HP 2 / 66 | AC 23 T13 FF21 | CMB +10 CMD 23 | F +9 R +11 W +9 | init +2 | Resource Tracker
Skills:
Bluff +15 Diplo +15 Intimidate +16 Kn: Arc +12 Kn: Geog +8 Kn:Hist +8 Kn: Local +15 Kn: Nature +8 Kn: Nobl +8 Kn: Plan +8 Kn: Relig +9 Perc +12 Perf: Oratory +15 Perf: Wind +14 Sense motive +15 Spellcraft +13
Jadrenka wrote:
"The cookbook you seek is here, within these halls-inside the Mother."

Llewellyn groaned inwardly, he'd hoped to be shot of this place. Outwardly his reply was stoic, "Well then, I suppose we'd better go find this workroom. I don't suppose you'd show us the way?"

Samuel wrote:
"But why be intertwined again in witches' things?"

Llewellyn grunted, "Hmmph." Truth was they were caught up in witches affairs like flies in a spider web, and it seemed every move they made got them stuck tighter. He decided against saying more, there was no need to sour the mood.


HP: 54/54, 19 thp, AC 17 t:12 ff:16, f+6 r+6 w+10; Resist Cold 5; Perc +17, init +1, Fly 9/9, Active: mage armor, false life, threefold aspect (elderly) Heal hex: A, C, S

Letitia tries to hide a sour expression at Samuel's comment and Llewellyn's grunt. She doesn't say anything about it, however.

We were about to make camp when the Warden appeared

Letitia breathes a sigh when Jadrenka confirms that Grandmother's workshop is within the Mother. She thinks on their exploration of the fortress and realizes they'd only explored two rooms of the Mother. "We've seen Maris' room and met Nostafa within the Mother, but explored no further than that. Shall we rest now and take up our search for the workshop once we're fresh, or would you like to go now? The exchange of spells will take almost a day, so there is truly no need to rush at this point, with the caveat that prolonged delay will give Elvanna a greater advantage. But I believe the magic I will learn from the Warden will be of great use to us going forward."


Female Human Oracle 7 / Lore warden Fighter 2 | HP 42/61| (if cold Ac: 23) AC:21 / T: 15 / FF: 15 /Resist: 10 Cold| Fort: +7, Ref: +6(+8 if winter), Will: +4 | CMB: +9/4, CMD: 24 | Init: +8(+10 if winter), Perception: +3 (Snow Sight)
Spells:
lvl1 6/7 | Lvl2 7/7 | lvl3 3/5
Status effects:

to free his soul from service Samuel. He is a warrior...no warrior wishes eternal life, to battle is to seek challenge, to seek glory on a battlefield. If you wish to wait, we could observe from a distance, and i can slit his throat when he sleeps easily enough. the girl having been largely quiet, considering possibly the least heroic options


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Llewellyn the Bold wrote:
"Well then, I suppose we'd better go find this workroom. I don't suppose you'd show us the way?"

Jadrenka shakes her head slightly. "I cannot guide you. My oath forbids it.” she replied, her voice cool as ice. ”You must find your own way."

Letitia Frost wrote:
"We've seen Maris' room and met Nostafa within the Mother..."

As soon as Letitia mentions Marislova’s name, a visible shift comes over Jadrenka. Her expression tightens, and for the first time since their encounter, a flash of vulnerability crosses her stern features and her voice grows colder than before.

"Marislova..." Jadrenka breathes the name, her eyes narrowing. She pauses, as if searching for the right words, and when she speaks again, there’s a brittle edge to her tone. "She... was once my greatest joy and now my greatest sorrow."

Jadrenka’s gaze hardens as she looks away, a faint tremor in her hands. "So I see you’ve met her." she says, her voice tight with restrained emotion. "Whatever lies she told you-whatever promises she made-know that they are born of her desperation."

"My business with Marislova is not yours." she says sharply. "But if you intend to entangle yourselves in it, understand this-she must prove her love to me. Nothing less will suffice." Her eyes burn with a mixture of pain and pride. "You have your path, but do not interfere in mine."

Without another word, she lifts her hands and murmurs a quiet incantation, the magic swirling around her like a cold wind. Her form shimmers, blurring at the edges, and then vanishes completely.


HP: 54/54, 19 thp, AC 17 t:12 ff:16, f+6 r+6 w+10; Resist Cold 5; Perc +17, init +1, Fly 9/9, Active: mage armor, false life, threefold aspect (elderly) Heal hex: A, C, S

Letitia frowns in the uncomfortable silence after Jadrenka disappears.

"Well, then. Perhaps we should start with Nostafa and give Maris a wide berth," she finally says. "Once we leave the Pit, we should find the passage that will take us back to the Mother that we took before.

Assuming we rest first, and Jadrenka's familiar remains behind for spellwork. It should take 18 hours total, two fourth level spells and two fifth level (one each for each of us).

Letitia rests while her familiar works to share spells, then busies herself with her cauldron to create a couple brews that she has Lazlo drink.
Converting my scrolls of youthful appearance and threefold aspect into spells known.

She then gives Lazlo a break briefly to choose her spells for the day, then allows him to resume working with Adelia.

Before they set out, Letitia casts mage armor, false life, threefold aspect, and youthful appearance.
Temporary HP: 1d10 + 9 ⇒ (10) + 9 = 19 Wahoo!


HP 78 AC 23 TAC 18 FF 16 | CMD 27 | F +9 R +13 W +9 (+2 vs divinations; reroll vs charm/compulsion) Resist cold 2 | Grit: 4/4 Bravado: 1/1 Oath: 1/1 Bullets: 33 Cold iron bullets: 6 Cartridge: 10 Flare: 6 | Ini +9 | Senses +14
Skills:
Acrobatics+18,Bluff+11,Climb+4,Diplom-1,DisableDev+17,HandleAnimal+3,Heal+8 ,Intimidate+3,K.eng/local+6,K.arcana/planes+3,Ling+3,S.Motives+11,Ride+10,S oH+10,Stealth+6,Survival+14,Swim+4
Male Human Gunslinger (Musket Master) 9 | -

"If that sours you, know that you had been trickied by that debased nymph we dealt with at the Maiden. Perhaps you first want to proof your own heart by checking if you are able to give a second chance to that one" Samuel just comments instants before the warden decides to leave.

Then, the Taldan crosses his arms clearly amused by Jadrenka's stylish exit "Aye, figures. A cursed witch with a broken heart, that is a fine mess to get tangled in. Seems like we are always two steps away from some grand mission for Baba Yaga or some ice queen's personal drama. Who's taking bets on when we'll be told to knit a frost giant's scarf next?"

Turning his attention to the decision at hand, almost convinced by Ashling's first sentence, just to be set back by the end "If you really want to slit that man's throat, wake me up when it's done. I would rather risk discovering the taste of what Letitia is gonna cook with that book"

With that, he sits again on the floor of the cavern, looking concerned at the scars the fight with the centaurs left on him "Anyway, I agree. We need to rest"


M HalfOrc Chelish Diva Bard 9 | HP 2 / 66 | AC 23 T13 FF21 | CMB +10 CMD 23 | F +9 R +11 W +9 | init +2 | Resource Tracker
Skills:
Bluff +15 Diplo +15 Intimidate +16 Kn: Arc +12 Kn: Geog +8 Kn:Hist +8 Kn: Local +15 Kn: Nature +8 Kn: Nobl +8 Kn: Plan +8 Kn: Relig +9 Perc +12 Perf: Oratory +15 Perf: Wind +14 Sense motive +15 Spellcraft +13

When Ashling suggested killing Ratibor while he slept, Llewellyn shook his head, replying softly "Lets see if we can avoid that."

Llewellyn chuckles at Samuel's quip about knitting a frost giant's scarf. Seeing that the others wanted to rest, he dug his notebook out from his pack and started making some notes. There was a lot to remember about what happened today and he had yet to figure out what structure his play would have. Certainly more than three acts, but how many more would be needed he could not say.

After writing for a while and eating some hard tack, he realized he was bone tired and he said to the others, "Wake me up around midnight when it's darkest. I'll take a watch then."

I'm assuming we're camping overnight now, and here's a perception check in case it's needed for Llewellyn's watch.
Perception: 1d20 + 12 ⇒ (10) + 12 = 22


Female Human Oracle 7 / Lore warden Fighter 2 | HP 42/61| (if cold Ac: 23) AC:21 / T: 15 / FF: 15 /Resist: 10 Cold| Fort: +7, Ref: +6(+8 if winter), Will: +4 | CMB: +9/4, CMD: 24 | Init: +8(+10 if winter), Perception: +3 (Snow Sight)
Spells:
lvl1 6/7 | Lvl2 7/7 | lvl3 3/5
Status effects:

I do what is necessary to survive...I am as familiar with blood as i am snow... beneath our feet Her voice quiets down near the end, eyes glazed as if lost in memory... she sits, barely at attention.


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Let's get this show on the road! I've added a new map link in my header (RoW) as well as the top of the campaign.

The party finally settles down for the night in the large room of the Eon Pit. The dim violet light from the scattered glowing pebbles in the dungeon provides a strange, ethereal ambiance as you make camp.

The party takes turns standing watch, their eyes ooften drifting toward the distant hallways where shadows seem to flicker unnervingly in the corners while the two familiars begin their work of exchanging spells. Go ahead and make your spellcraft checks, Letitia.

After their rest, the group gathers their gear and cautiously retraces their steps leaving the Crone, back into the Maiden and finally returning to The Mother. After numerous winding passages, they soon, they find themselves standing at the narrow entrance to a large crypt.

The chamber opens up into a cavernous space lined with the mausoleums of Artrosa’s former wardens. Life-sized statues of women, each with their own unique appearance and regalia, stand silently around the room, their gazes seemingly watching the intruders. Feathers, bones, and staves mark their legacy, while ravens and owls perch upon their stone shoulders, adding to the oppressive sense of presence in the room. Each of the ten mausoleum doors are sealed with wax, each one bearing a keystone engraved with a name.

At the center of the crypt, the air feels heavier, almost tangible, as if the very spirits of the former wardens cling to the atmosphere itself. The eerie silence is broken only by the faint drip of water from unseen cracks in the walls. A set of double-doors leads east.

DC 25 Knowledge (local) or DC 30 Knowledge (history):
You cad identify the names here as those of past wardens of Artrosa before Jadrenka.


M HalfOrc Chelish Diva Bard 9 | HP 2 / 66 | AC 23 T13 FF21 | CMB +10 CMD 23 | F +9 R +11 W +9 | init +2 | Resource Tracker
Skills:
Bluff +15 Diplo +15 Intimidate +16 Kn: Arc +12 Kn: Geog +8 Kn:Hist +8 Kn: Local +15 Kn: Nature +8 Kn: Nobl +8 Kn: Plan +8 Kn: Relig +9 Perc +12 Perf: Oratory +15 Perf: Wind +14 Sense motive +15 Spellcraft +13

The sombre air of the catacombs made Llewellyn feel rather uncomfortable, and he whispered to Samuel "Such a welcoming place... Each rune names one of Jadrenka's predecessors unless I'm mistaken."

Kn: Local: 1d20 + 15 ⇒ (15) + 15 = 30

Noting the large double doors, he mused loud enough for everyone to hear, "Either this leads to a particularly auspicious tomb or to something else. I suspect we need to open it, however I'm not sure I want to open it without checking it over first..."

He inspected the door closely, while being careful not to touch it just yet, in case there were any surprises while he softly hummed a centering tune that helped him to perceive any witchery that might be present.

Perception: 1d20 + 12 ⇒ (11) + 12 = 23

Casting detect magic.
Spellcraft if applicable: 1d20 + 13 ⇒ (2) + 13 = 15


HP: 54/54, 19 thp, AC 17 t:12 ff:16, f+6 r+6 w+10; Resist Cold 5; Perc +17, init +1, Fly 9/9, Active: mage armor, false life, threefold aspect (elderly) Heal hex: A, C, S

Spellcraft:

Spellcraft (feeblemind) DC 20: 1d20 + 18 ⇒ (12) + 18 = 30
Spellcraft (phantasmal killer) DC 19: 1d20 + 18 ⇒ (17) + 18 = 35
Spellcraft (threefold aspect) DC 19: 1d20 + 18 ⇒ (19) + 18 = 37
Spellcraft (youthful appearance) DC 16: 1d20 + 18 ⇒ (2) + 18 = 20

Knowledge (local): 1d20 + 9 ⇒ (20) + 9 = 29

"Indeed," Letitia agrees with Llewellyn's assessment in a soft voice. "Likely deposed because of failure or violence, so be wary. The dead may not rest quietly. I would not advise disturbing their tombs."

She regards the names and the images of the wardens' watchful familiars. "Strange that this is in the Mother and not the Crone," she muses.

As Llewellyn inspects the door, she keeps her senses on high alert.
Perception: 1d20 + 17 ⇒ (9) + 17 = 26


HP 78 AC 23 TAC 18 FF 16 | CMD 27 | F +9 R +13 W +9 (+2 vs divinations; reroll vs charm/compulsion) Resist cold 2 | Grit: 4/4 Bravado: 1/1 Oath: 1/1 Bullets: 33 Cold iron bullets: 6 Cartridge: 10 Flare: 6 | Ini +9 | Senses +14
Skills:
Acrobatics+18,Bluff+11,Climb+4,Diplom-1,DisableDev+17,HandleAnimal+3,Heal+8 ,Intimidate+3,K.eng/local+6,K.arcana/planes+3,Ling+3,S.Motives+11,Ride+10,S oH+10,Stealth+6,Survival+14,Swim+4
Male Human Gunslinger (Musket Master) 9 | -

Samuel's gaze sweeps across the room, his unease growing as his mind replays the stories of the witches buried beneath their feet "This place gives me the creeps," he mutters under his breath, glancing back at the others "If there's anything important in this place, it shall be behind those double doors"

"Whatever is buried here... I don't plan to stick around long enough to meet it" he walks determined towards the doors, checking them carefully before opening, should they had been trapped.
Perception: 1d20 + 14 ⇒ (11) + 14 = 25 34 if possible to take 20
Disable Device (if needed): 1d20 + 17 ⇒ (20) + 17 = 37


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TG1 | GW | FF | RH | RoW

The party decides to leave the wardens’ mausoleums undisturbed and move on past the doors to the east.

After careful examination, they attempt to open the stone door, only to find it locked. Pulling out the ring of keys the group had gathered, they discover the iron key looted from Caigreal fits perfectly into the lock. With a quiet click, the door swings open to reveal a winding, narrow staircase.

The party descends the twisting stone steps, the air growing colder with each step. The faint glow from their torches (Placeholder statement. How are we doing light, by the way? flickers across the jagged stone walls as they move deeper underground.

At the bottom of the stairs, you are met with another locked door. With a knowing look, Letitia retrieves the iron key once more (Unsure who the keeper of the keys actually is. Feel free to substitute with the appropriate party member) and turns the lock. The door groans as it swings open, revealing a grand chamber beyond.

The room before you has the feel of a dark temple, shadowed and heavy with the remnants of long-forgotten rituals. Intricately woven tapestries hang from the walls, each one depicting twisted forests bathed in moonlight, the shadows filled with wild beasts and hags dancing beneath the crescent moon. A large stone hearth stands along the west wall, its charred remains hinting at the long-dead balefire that once roared within. Two large cauldrons, one of iron and one of copper, hang on either side of the hearth, blackened from use. Two doors lead east, one leads west and an open passage leads southeast.

The air is thick with an unsettling presence, almost as if the very walls hum with the echo of past deeds. To the left of the hearth, the image of a crone dominates the wall, her fanged maw, raven’s wings, and donkey tail marking her as something more than just a simple hag.

DC 20 Knowledge (planes) or Knowledge (religion):
You identify the painting of the winged, donkey-tailed hag as Mestama, the demon lord of cruelty, deception, and hags.

Weapons hang on the walls-a longspear pointed east and a curved sword pointed west. The northeast corner holds a plain wooden table, atop which sit strange items: panpipes, a copper bowl, and a silver punching dagger.

A flicker of greenish light catches your attention as baleful glow appears from the shadows near the hearth, slowly forming into a ghostly figure. Her eyes burn with malevolent fire, her twisted form wreathed in flames a hag, no longer of flesh and bone, but something much darker.

It's gaze locks onto you, her flaming eyes narrowing with hatred. A crackling, distorted voice echoes from her ghostly form, filled with malice and rage.

"YooOO-Uuu..." The voice is drawn out, hissing and snapping in places. "...dAAAre tread where yOOOu doOOoo nooot beloOOOng..."

Her form wavers, fire licking at the edges of her ghostly frame, casting eerie, shifting shadows across the room. "Fooooolish morrrrtals... I will buuurrrn your sooouls as I did my enemies... Feel the wrath of Ssssilyziiil!"

First time doing combat with me at the helm. When everyone wins init before the enemies, I'll just say 'everyone is up' and you can go in any order. When it's split, like below, I'll break it up so the bolded characters can go first. If we're just having one block of baddies then after the first round I'll generally go to the previous method where I'll let everyone go in block again. I do tend to try and group all enemies together when possible with the goal of trying not to slow down combat as much as possible!

R1: Samuel, Ashling, Baddy, Llewellyn, Callix, Letitia

GM:

Init: Samuel: 1d20 + 9 ⇒ (12) + 9 = 21
Init: Letitia: 1d20 + 1 ⇒ (3) + 1 = 4
Init: Llewellyn: 1d20 + 2 ⇒ (13) + 2 = 15
Init: Ashling: 1d20 + 9 ⇒ (10) + 9 = 19
Init: Callix: 1d20 + 4 ⇒ (8) + 4 = 12
Init: Baddies: 1d20 + 4 ⇒ (12) + 4 = 16


HP 78 AC 23 TAC 18 FF 16 | CMD 27 | F +9 R +13 W +9 (+2 vs divinations; reroll vs charm/compulsion) Resist cold 2 | Grit: 4/4 Bravado: 1/1 Oath: 1/1 Bullets: 33 Cold iron bullets: 6 Cartridge: 10 Flare: 6 | Ini +9 | Senses +14
Skills:
Acrobatics+18,Bluff+11,Climb+4,Diplom-1,DisableDev+17,HandleAnimal+3,Heal+8 ,Intimidate+3,K.eng/local+6,K.arcana/planes+3,Ling+3,S.Motives+11,Ride+10,S oH+10,Stealth+6,Survival+14,Swim+4
Male Human Gunslinger (Musket Master) 9 | -

"And you must be the daring friend of our host haag, isn't it?" Samuel resolves quickly stepping forward before the ghost can do anything more "I will send you back to the hell you crawled out of!"
+1 Musket-DA (touch and precise shot): 1d20 + 17 - 3 ⇒ (12) + 17 - 3 = 26
Magical/Piercing/Bludgeoning damage+DA: 1d12 + 7 + 6 ⇒ (12) + 7 + 6 = 25

Immediately, the Taldan quick reloads the cannon of his musket with an skillful pouring of powder from one of his horns.

HP 78 AC 23 TAC 18
standard to attack
move to rapid reload (fast musket class feature and Rapid Reload feat drops the full round action to a move)
Grit 5/5
Bullets 34


Female Human Oracle 7 / Lore warden Fighter 2 | HP 42/61| (if cold Ac: 23) AC:21 / T: 15 / FF: 15 /Resist: 10 Cold| Fort: +7, Ref: +6(+8 if winter), Will: +4 | CMB: +9/4, CMD: 24 | Init: +8(+10 if winter), Perception: +3 (Snow Sight)
Spells:
lvl1 6/7 | Lvl2 7/7 | lvl3 3/5
Status effects:

Ashling is going to move forward, while casting channel vigor : Limbs to give herself haste and drawing her Adamantine longsword


TG1 | GW | FF | RH | RoW

With a fluid motion, Ashling moves up and casts a spell, drawing her adamantine longsword as she feels the surge of speed and strength wash over her body.

Samuel's musket cracked through the eerie silence of the temple chamber, his bullet striking the creature as intended and causing sickly green flames to flare brightly for a moment before dimming again. Though it appears to damage it, its incorporeal form absorbs some of the impact. Didn't see anything to negate the incorporeal on your sheet, let me know if you have something that's doing full damage to her.

The ethereal creature shrieks in fury "YoooOOu daAAAree striIiike mEEEe, mooo-or-tall!"

The spectral flames around the creature flicker violently as it retaliates, raising a hand wreathed in glowing green fire. A bolt of searing witchflame shoots out and hurtles toward Samuel with frightening speed. Striking him squarely in the chest, the sickly green fire licks at his armor, engulfing him in the eerie glow of witchflame.

Samuel Damage: 8d6 ⇒ (6, 6, 1, 2, 6, 1, 6, 4) = 32

@Samuel - DC 22 Will save or become engulfed in sickly green flames. While these eerie flames deal no additional damage, the affected creature glows as per faerie fire and becomes sickened. While under the effects of the witchflame, the victim gains vulnerability to fire and takes half again as much damage (+50%) from fire attacks of any sort. This effect persists for 10 minutes. The supernatural flames can only be extinguished before this duration expires by a break enchantment, miracle, remove curse, or wish spell—the effective caster level of the witchflame is equal to the witchfire’s HD (CL 10th).

Her glowing, hate-filled eyes locked onto Ashling, who is quickly approaching, blade drawn and ready. The Witchfire surges backwards, retreating into the shadows, its spectral form floating just above the ground as it puts distance between it and Ashling.

Everyone is up! Go get 'er!

GM:

1d20 + 13 ⇒ (9) + 13 = 22
12


Skills:
(Acro +17; Climb +5; Diplo: +1; Heal: +13; Know(Religion) +6; Sense Motive: +7; Spellcraft +10; Survival: +7)
Female Human (Ulfen) Warpriest 8 / Evangelist 1
Vitals:
(HP: 75/75 AC: 20/14/16; Percep: +15; Init: +4; Fort +8, Ref: +7, Will: +9; CMD: 21; CMB +7; Speed: 30;Resist Cold: 2)

Callix asks, "Ok, other than being green and ghostly, anyone know what that is and how to kill it?"

She spins the axe in her hand, calling on the Drunken Hero to empower her weapon as she moves, the axe glowing with the hue of a golden ale as she swings at the thing

Swift -> Sacred Weapons; Shock and Ghost Touch

+1 Axe: 1d20 + 12 ⇒ (12) + 12 = 24 for 1d8 + 9 ⇒ (8) + 9 = 17 Plus Shock: 1d6 ⇒ 2


HP: 54/54, 19 thp, AC 17 t:12 ff:16, f+6 r+6 w+10; Resist Cold 5; Perc +17, init +1, Fly 9/9, Active: mage armor, false life, threefold aspect (elderly) Heal hex: A, C, S

Ugh, we are not equipped to fight an incorporeal enemy like this.

Knowledge (planes): 1d20 + 18 ⇒ (7) + 18 = 25

"That's a shrine to Mestama, the demon lord of hags," Letitia mutters just as the witchfire materializes. Ever since she had heard Llewellyn's description of one, Letitia had hoped they would not come across it.

"We should go! Sparing Ratibor's life is not worth our deaths!"

Waiting to see what the others do before acting.


Female Human Oracle 7 / Lore warden Fighter 2 | HP 42/61| (if cold Ac: 23) AC:21 / T: 15 / FF: 15 /Resist: 10 Cold| Fort: +7, Ref: +6(+8 if winter), Will: +4 | CMB: +9/4, CMD: 24 | Init: +8(+10 if winter), Perception: +3 (Snow Sight)
Spells:
lvl1 6/7 | Lvl2 7/7 | lvl3 3/5
Status effects:

religion check undead?: 1d20 + 4 ⇒ (11) + 4 = 15


M HalfOrc Chelish Diva Bard 9 | HP 2 / 66 | AC 23 T13 FF21 | CMB +10 CMD 23 | F +9 R +11 W +9 | init +2 | Resource Tracker
Skills:
Bluff +15 Diplo +15 Intimidate +16 Kn: Arc +12 Kn: Geog +8 Kn:Hist +8 Kn: Local +15 Kn: Nature +8 Kn: Nobl +8 Kn: Plan +8 Kn: Relig +9 Perc +12 Perf: Oratory +15 Perf: Wind +14 Sense motive +15 Spellcraft +13

Llewellyn was scared but he was also feeling stubborn so he contradicted the granddaughter by bellowing, "Hold firm! If we believe in ourselves we've got this!" Somehow his show of confidence stiffened your resolve.

He then uttered spidery words that hit everyone with a jolt of energy and suddenly everyone was moving much faster!

Let's hope that doesn't turn into an epitaph.

Move action, inspire courage +2. Note if anyone looks like they're going to fail an important saving throw, Llewellyn will use Saving Finale.
Standard action, cast Haste.


HP 78 AC 23 TAC 18 FF 16 | CMD 27 | F +9 R +13 W +9 (+2 vs divinations; reroll vs charm/compulsion) Resist cold 2 | Grit: 4/4 Bravado: 1/1 Oath: 1/1 Bullets: 33 Cold iron bullets: 6 Cartridge: 10 Flare: 6 | Ini +9 | Senses +14
Skills:
Acrobatics+18,Bluff+11,Climb+4,Diplom-1,DisableDev+17,HandleAnimal+3,Heal+8 ,Intimidate+3,K.eng/local+6,K.arcana/planes+3,Ling+3,S.Motives+11,Ride+10,S oH+10,Stealth+6,Survival+14,Swim+4
Male Human Gunslinger (Musket Master) 9 | -

Will DC 22: 1d20 + 9 ⇒ (13) + 9 = 22
Samuel looks with surprise but resolve as flames start to burn him around out of thin air. Clenching his teeth and wrinkling his nose he screams more than shouts "I won't let some phantom stop me!" and starts to shot in quick cadence, pushing through the discomfort.
+1 Musket+IC+haste-distance (precise shot): 1d20 + 17 + 2 + 1 - 2 ⇒ (6) + 17 + 2 + 1 - 2 = 24
Magical/Piercing/Bludgeoning damage+IC: 1d12 + 7 + 2 ⇒ (4) + 7 + 2 = 13

+1 Musket+IC+haste-distance (precise shot): 1d20 + 12 + 2 + 1 - 2 ⇒ (13) + 12 + 2 + 1 - 2 = 26
Magical/Piercing/Bludgeoning damage+IC: 1d12 + 7 + 2 ⇒ (6) + 7 + 2 = 15

Haste attack: +1 Musket+IC+haste-distance (precise shot): 1d20 + 17 + 2 + 1 - 2 ⇒ (8) + 17 + 2 + 1 - 2 = 26
Magical/Piercing/Bludgeoning damage+IC: 1d12 + 7 + 2 ⇒ (4) + 7 + 2 = 13

After each shot, he steps a bit closer, loading in no time paper cartridge after paper cartridge as he has never done before.

HP 46 AC 24 TAC 19
haste (+1 AC included)
Paper cartridge: 13
Bullets 33


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HP: 54/54, 19 thp, AC 17 t:12 ff:16, f+6 r+6 w+10; Resist Cold 5; Perc +17, init +1, Fly 9/9, Active: mage armor, false life, threefold aspect (elderly) Heal hex: A, C, S

Letitia stomps her feet at her companions' stubbornness. The urge to flee presses on her but she stays because truly, they'll never survive without her.

"Ashling!! Use a magical weapon or your attacks will be worthless! Callix! Use your returning-axe trick!"

She rushes to stand near one of the statues, hoping to use it as cover, and she then throws a pinch of mica in the air as she weaves a spell causing a cascade of glowing particles to coat the hag spirit.

Casting glitterdust, Will DC 19 or be blinded


TG1 | GW | FF | RH | RoW

Callix is your attack melee or ranged? I don't show you as moved on the map and the witchfire is quite far as it flew away from you on its turn, so I'm not sure how you are engaging with an axe at the moment unless I'm misunderstanding. Thanks!

The party believes this is the witchfire that they were told about, but their lack of knowledge on the subject leaves them without any helpful insights on the creature's abilities, defenses or weaknesses.

With precision and speed, Samuel fires three more shots from his musket, each bullet tearing into the ghostly figure one after the next. The impact was clear, even though the witchfire's incorporeal form resisted some of the damage.

Letitia's spell lands, but doesn't seem to affect the creatures sight. The creature, now covered in golden particles but still fully aware, screamed in rage even louder, its form flickering angrily preparing to retaliate again. Despite Samuel's four shots, this enemy doesn't appear to be slowing down at all.

Ashling is up and I need some clarification on Callix's action.

GM:

Will DC19: 1d20 + 10 ⇒ (14) + 10 = 24

33


HP: 54/54, 19 thp, AC 17 t:12 ff:16, f+6 r+6 w+10; Resist Cold 5; Perc +17, init +1, Fly 9/9, Active: mage armor, false life, threefold aspect (elderly) Heal hex: A, C, S

You could say Callix waited for the haste and inspire before then moving up. That'd give her the speed and +3 to hi, +2 damage on her rolls


TG1 | GW | FF | RH | RoW

Works for me! Go ahead and put your token where you want it, Callix.

Propelled by Llewellyn's spell, Callix surges forward with a burst of speed, her glowing axe trailing golden sparks as she closed the distance between herself and the witchfire. The incorporeal creature hissed, its green flames flickering in response to her approach, but before it could retreat any further, her axe bit into the ghostly form, not slipping through as an ineffective strike but finding full purchase in the heart of the creature. The sickly green flames flared wildly as the force of her attack coursed through the witchfire, and a shrill, otherworldly scream filled the air, echoing through the dark temple.

The witchfire recoils, clearly not expecting such a devastating blow. As Callix's axe buried itself into the witchfire, the sickly green flames of the creature surged outward in retaliation warpriest felt the eerie green flames lick at her skin, wrapping around her arms and legs with unnatural speed.

Just like Samuel above, Callix needs to make a DC22 Will save or the flames begin burning on her.

Nice hit! Ashling is up.

GM:

54


Skills:
(Acro +17; Climb +5; Diplo: +1; Heal: +13; Know(Religion) +6; Sense Motive: +7; Spellcraft +10; Survival: +7)
Female Human (Ulfen) Warpriest 8 / Evangelist 1
Vitals:
(HP: 75/75 AC: 20/14/16; Percep: +15; Init: +4; Fort +8, Ref: +7, Will: +9; CMD: 21; CMB +7; Speed: 30;Resist Cold: 2)

Will: 1d20 + 9 ⇒ (13) + 9 = 22 Closer than I'd like, that.


Female Human Oracle 7 / Lore warden Fighter 2 | HP 42/61| (if cold Ac: 23) AC:21 / T: 15 / FF: 15 /Resist: 10 Cold| Fort: +7, Ref: +6(+8 if winter), Will: +4 | CMB: +9/4, CMD: 24 | Init: +8(+10 if winter), Perception: +3 (Snow Sight)
Spells:
lvl1 6/7 | Lvl2 7/7 | lvl3 3/5
Status effects:

Ashling drops her sword and takes out the Frostthunder hammer, taking a moment to adjust to its massive size it will do She charges towards the phantom, reeling back and swinging. She fully activates the Black riders Mantle, its icey aura swirling

Bludgeoning, magic, IC, Haste: 1d20 + 10 ⇒ (6) + 10 = 16
damage, pa, magic, Ic: 2d6 + 12 ⇒ (5, 2) + 12 = 19

ice aura: 1d6 ⇒ 2


M HalfOrc Chelish Diva Bard 9 | HP 2 / 66 | AC 23 T13 FF21 | CMB +10 CMD 23 | F +9 R +11 W +9 | init +2 | Resource Tracker
Skills:
Bluff +15 Diplo +15 Intimidate +16 Kn: Arc +12 Kn: Geog +8 Kn:Hist +8 Kn: Local +15 Kn: Nature +8 Kn: Nobl +8 Kn: Plan +8 Kn: Relig +9 Perc +12 Perf: Oratory +15 Perf: Wind +14 Sense motive +15 Spellcraft +13

Llewellyn itched to strike the witchfire with his sword but he was a long way back so he reached for his bow, even if it meant firing into melee which he hated.

Even with haste I don't think Llewellyn can get to melee range with a double move. Combat will probably be over by the time he gets there.

With a gesture he imbued his bow with a fraction of power and it started to glow softly. He nooked an arrow, drew it to his ear and waited for an opening. Seeing one he had three arrows in the air before the first landed.

Swift action: cast arcane strike. That should mean his arrows can hit it.
Full attack with haste and inspire, into melee without that to avoid the -4. I've marked a round of inspire use on my spreadsheet.
Haste: 1d20 + 9 + 1 + 2 - 4 ⇒ (8) + 9 + 1 + 2 - 4 = 16Damage: 2d6 + 2 + 2 ⇒ (6, 6) + 2 + 2 = 16
Primary: 1d20 + 9 + 1 + 2 - 4 ⇒ (16) + 9 + 1 + 2 - 4 = 24Damage: 2d6 + 2 + 2 ⇒ (2, 6) + 2 + 2 = 12
Iterative: 1d20 + 4 + 1 + 2 - 4 ⇒ (6) + 4 + 1 + 2 - 4 = 9 Damage: 2d6 + 2 + 2 ⇒ (6, 5) + 2 + 2 = 15


TG1 | GW | FF | RH | RoW

Ashling swings the massive hammer with all her might, but the phantom moves just out of reach and the swing goes wide, the hammer crashing into the ground with a heavy thud, missing its mark.

Still need the witchfire to go before Llewellyn's action this round.

The witchfire locks its gaze on Callix. With a hiss of malice, the ghostly creature raises a fiery claw and slashes through Callix's body. The sickly green flames threaten to engulf her once again. With a furious hiss, the witchfire floats backward, putting a few feet of distance between itself and the now-wounded Callix.

Damage Callix: 8d6 ⇒ (5, 4, 6, 4, 5, 4, 6, 1) = 35 + DC22 Will save for witchflame.

Witchflame:

DC 22 Will save or become engulfed in sickly green flames. While these eerie flames deal no additional damage, the affected creature glows as per faerie fire and becomes sickened. While under the effects of the witchflame, the victim gains vulnerability to fire and takes half again as much damage (+50%) from fire attacks of any sort. This effect persists for 10 minutes. The supernatural flames can only be extinguished before this duration expires by a break enchantment, miracle, remove curse, or wish spell—the effective caster level of the witchflame is equal to the witchfire’s HD (CL 10th).

Llewellyn draws three arrows in quick succession and fires them toward the witchfire. The first and last miss, but the second finds its mark, but much like Samuel's attack, it only partially damages the incorporeal creature.

Everyone but Llewelln is up.

GM:

1d20 + 13 ⇒ (18) + 13 = 31
62


HP 78 AC 23 TAC 18 FF 16 | CMD 27 | F +9 R +13 W +9 (+2 vs divinations; reroll vs charm/compulsion) Resist cold 2 | Grit: 4/4 Bravado: 1/1 Oath: 1/1 Bullets: 33 Cold iron bullets: 6 Cartridge: 10 Flare: 6 | Ini +9 | Senses +14
Skills:
Acrobatics+18,Bluff+11,Climb+4,Diplom-1,DisableDev+17,HandleAnimal+3,Heal+8 ,Intimidate+3,K.eng/local+6,K.arcana/planes+3,Ling+3,S.Motives+11,Ride+10,S oH+10,Stealth+6,Survival+14,Swim+4
Male Human Gunslinger (Musket Master) 9 | -

As Samuel lines up his next shot, he grits his teeth and mutters under his breath, "You might be made of fire and shadow, but you're still going down to my sweet toy, I tell you witch!"
+1 Musket-DA+IC+haste-distance (precise shot): 1d20 + 17 - 3 + 2 + 1 - 2 ⇒ (16) + 17 - 3 + 2 + 1 - 2 = 31
Magical/Piercing/Bludgeoning damage+IC+DA: 1d12 + 7 + 2 + 6 ⇒ (8) + 7 + 2 + 6 = 23

+1 Musket-DA+IC+haste-distance (precise shot): 1d20 + 12 - 3 + 2 + 1 - 2 ⇒ (15) + 12 - 3 + 2 + 1 - 2 = 25
Magical/Piercing/Bludgeoning damage+IC+DA: 1d12 + 7 + 2 + 6 ⇒ (4) + 7 + 2 + 6 = 19

+1 Musket-DA+IC+haste-distance (precise shot): 1d20 + 17 - 3 + 2 + 1 - 2 ⇒ (7) + 17 - 3 + 2 + 1 - 2 = 22
Magical/Piercing/Bludgeoning damage+IC+DA: 1d12 + 7 + 2 + 6 ⇒ (6) + 7 + 2 + 6 = 21

With all the bullets hitting last turn, Samuel tries to press the incorporeal with more deadly aim this turn.

HP 46 AC 24 TAC 19
haste (+1 AC included)
Paper cartridge: 10
Bullets 33


Skills:
(Acro +17; Climb +5; Diplo: +1; Heal: +13; Know(Religion) +6; Sense Motive: +7; Spellcraft +10; Survival: +7)
Female Human (Ulfen) Warpriest 8 / Evangelist 1
Vitals:
(HP: 75/75 AC: 20/14/16; Percep: +15; Init: +4; Fort +8, Ref: +7, Will: +9; CMD: 21; CMB +7; Speed: 30;Resist Cold: 2)

Well, that hurt. Ok, divine favour via fervor, time to end this.

Will: 1d20 + 9 ⇒ (1) + 9 = 10 Well, being sickened won't help - guess the DF cancels out

Callix winces as the fires burn across her, and blinks as they continue to burn, Well, that can't be a good thing.., she thinks, even as she focuses her will, reaching out to the Accidental God to grant her help to strike down the undead abomination.


M HalfOrc Chelish Diva Bard 9 | HP 2 / 66 | AC 23 T13 FF21 | CMB +10 CMD 23 | F +9 R +11 W +9 | init +2 | Resource Tracker
Skills:
Bluff +15 Diplo +15 Intimidate +16 Kn: Arc +12 Kn: Geog +8 Kn:Hist +8 Kn: Local +15 Kn: Nature +8 Kn: Nobl +8 Kn: Plan +8 Kn: Relig +9 Perc +12 Perf: Oratory +15 Perf: Wind +14 Sense motive +15 Spellcraft +13

Hmm that's unfortunate and it seems Llewellyn is too far away to help with Saving Fiale.


HP: 54/54, 19 thp, AC 17 t:12 ff:16, f+6 r+6 w+10; Resist Cold 5; Perc +17, init +1, Fly 9/9, Active: mage armor, false life, threefold aspect (elderly) Heal hex: A, C, S

Letitia's confidence falters when yet another enemy throws off the I'll effects of her spell with ease. Am I cursed somehow? she thinks to herself.

She considers her hexes and magic available, wondering at the futility of trying something else. She observes with some kindling hope that her companions were harming the apparition, with Callix striking the hardest. Letitia resolves to keep the Ulfen alive as best she can. She rushes up behind her and takes away the curse afflicting her!

Casting remove curse


Skills:
(Acro +17; Climb +5; Diplo: +1; Heal: +13; Know(Religion) +6; Sense Motive: +7; Spellcraft +10; Survival: +7)
Female Human (Ulfen) Warpriest 8 / Evangelist 1
Vitals:
(HP: 75/75 AC: 20/14/16; Percep: +15; Init: +4; Fort +8, Ref: +7, Will: +9; CMD: 21; CMB +7; Speed: 30;Resist Cold: 2)

As I said in the OOC, sorry about the cut off post...

Callix blinks as Letitia's magic takes the flames away, the pain no longer distracting her as she attacks..

Modifers:
Attack:+2 Inspire, +1 Haste, +3 Divine Favor
Damage:+2 Inspire, +3 DF[/ooc]

+1 Shocking Ghost Touch Axe: 1d20 + 12 + 2 + 1 + 3 ⇒ (18) + 12 + 2 + 1 + 3 = 36 for 1d8 + 9 + 2 + 3 ⇒ (7) + 9 + 2 + 3 = 21 Plus Shock: 1d6 ⇒ 3

+1 Shocking Ghost Touch Axe (Haste): 1d20 + 12 + 2 + 1 + 3 ⇒ (6) + 12 + 2 + 1 + 3 = 24 for 1d8 + 9 + 2 + 3 ⇒ (3) + 9 + 2 + 3 = 17 Plus Shock: 1d6 ⇒ 2

+1 Shocking Ghost Touch Axe (Iterative): 1d20 + 7 + 2 + 1 + 3 ⇒ (7) + 7 + 2 + 1 + 3 = 20 for 1d8 + 9 + 2 + 3 ⇒ (8) + 9 + 2 + 3 = 22 Plus Shock: 1d6 ⇒ 3


Female Human Oracle 7 / Lore warden Fighter 2 | HP 42/61| (if cold Ac: 23) AC:21 / T: 15 / FF: 15 /Resist: 10 Cold| Fort: +7, Ref: +6(+8 if winter), Will: +4 | CMB: +9/4, CMD: 24 | Init: +8(+10 if winter), Perception: +3 (Snow Sight)
Spells:
lvl1 6/7 | Lvl2 7/7 | lvl3 3/5
Status effects:

Bludgeoning, magic, IC, Haste: 1d20 + 10 ⇒ (11) + 10 = 21
Bludgeoning, magic, IC, Hasted attack: 1d20 + 10 ⇒ (17) + 10 = 27
Bludgeoning, magic, IC, Haste, iterative attack: 1d20 + 5 ⇒ (18) + 5 = 23

damage: 2d6 + 12 ⇒ (3, 1) + 12 = 16
damage: 2d6 + 12 ⇒ (4, 2) + 12 = 18
damage: 2d6 + 12 ⇒ (4, 6) + 12 = 22

ice aura: 1d6 ⇒ 6

Ashling continues chasing the spirit, adjusting to the hammers weight more and more with each swing.


HP: 54/54, 19 thp, AC 17 t:12 ff:16, f+6 r+6 w+10; Resist Cold 5; Perc +17, init +1, Fly 9/9, Active: mage armor, false life, threefold aspect (elderly) Heal hex: A, C, S

Ashling, did you include Llewellyn's inspiration bonus?


Female Human Oracle 7 / Lore warden Fighter 2 | HP 42/61| (if cold Ac: 23) AC:21 / T: 15 / FF: 15 /Resist: 10 Cold| Fort: +7, Ref: +6(+8 if winter), Will: +4 | CMB: +9/4, CMD: 24 | Init: +8(+10 if winter), Perception: +3 (Snow Sight)
Spells:
lvl1 6/7 | Lvl2 7/7 | lvl3 3/5
Status effects:

yeah, that would be the Ic. Inspire courage


TG1 | GW | FF | RH | RoW

Samuel's first two shots find their mark, but his third shot goes wide, missing entirely.

Letitia quickly removes the cursed flames with a touch, the green fire dissipating from Callix's body.

Without the pain to distract her, Callix swings her axe with renewed strength, striking the witchfire twice with full force.

Meanwhile, Ashling continues her relentless pursuit, getting a better feel for the heavy frostthunder hammer with each swing. She brings it down in a final powerful strike, connecting solidly with the spirit.

The witchfire lets out a piercing scream as Ashling’s hammer crushes through its form, the ghostly green flames flickering wildly before the apparition fades and puffs out of existence.

As the witchfire's flames fade, the chamber falls silent, the battle won.

The longspear on the south wall is a +1 giant-bane longspear, while the curved sword on the north wall is a masterwork cold iron scimitar. The panpipes on the table are pipes of haunting, and the punching dagger is masterwork alchemical silver punching dagger.

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