Rivers Run Red

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Wisps can speck Aklo and Common they just rarely choose to.

more info:

Every trapper and bog farmer living near marshes or swamps has his own name for these faintly glowing balls of light—jack o' the lanterns, corpse candles, walking fires, pine lights, spooklights, rushlights—but all recognize them as dangerous predators and false guides in the darkness.

Evil creatures that feed on the strong psychic emanations of terrified creatures, will-o'-wisps delight in tempting gullible travelers into dangerous situations. In the wild lands where they're most common, will-o'-wisps favor simple tactics like positioning themselves over cliffs or quicksand where they can easily be mistaken for lanterns (especially if they can set their traps near actual signal lanterns), allowing them to lure unwary travelers into perilous situations. On rare occasions, will-o'-wisps seeking easier pickings will move into a city and take up residence near gallows or follow along invisibly behind an army in order to harvest the fear of the dying men; why the vast majority choose to remain in the swamps where victims are scarce remains a mystery. Will-o'-wisps only use their electric shock ability under extreme duress, preferring to let other creatures or hazards claim their victims while they float nearby and feast.

Will-o'-wisps can glow any color they choose, but are most frequently yellow, white, green, or blue. They can even vary their luminosity to create patterns—many will-o'-wisps are fond of creating vague skull-like shapes in their glow to further terrify their victims. Their actual bodies are barely visible globes of translucent spongy material 1 foot across and weighing 3 pounds, capable of emitting light from every surface. A will-o'-wisp's light is approximately as bright as a torch, and though they do not seem to use sound to communicate with each other, they hear perfectly and can vibrate their bodies rapidly to simulate speech.

While vilified by most other sentient creatures, will-o'-wisps are actually quite intelligent, if utterly alien in their reasoning. Sometimes organized into groups called “strings,” their society and goals remain complete unknowns to outsiders, as do their origins, though they have sometimes been known to strike bargains with those who can offer them vast quantities of appropriately frightened victims. As will-o'-wisps do not age, and are effectively immortal unless killed by violence, particularly ancient will-o'-wisps can serve as fantastic repositories of knowledge from the ancient past, although convincing one of these cruel creatures to cooperate with an interrogation can be a trick in and of itself.


Male Dwarf lvl 5 cleric of Angradd

"Before we move on, I'd like everyone to come together in a circle while I call upon Angradd to protect us from the attacks of the wisps."

Once everyone is circled around Valak, he begins his war chant to Angradd, "Angradd ein hamddiffyn rhag drydan." Each time he says the phrase he touches the hand of one of his companions.

I have cast Communal resist energy. I shall choose electricity, which is the wisps chosen method of attacks correct?

Communal Resist Energy:
This spell functions like resist energy, except you divide the duration in 10-minute intervals among the creatures touched. Range touch

Target creature touched

Duration 10 min./level

Saving Throw Fortitude negates (harmless); Spell Resistance yes (harmless)

This abjuration grants a creature limited protection from damage of whichever one of five energy types you select: acid, cold, electricity, fire, or sonic. The subject gains resist energy 10 against the energy type chosen, meaning that each time the creature is subjected to such damage (whether from a natural or magical source), that damage is reduced by 10 points before being applied to the creature's hit points. The value of the energy resistance granted increases to 20 points at 7th level and to a maximum of 30 points at 11th level. The spell protects the recipient's equipment as well.

Resist energy absorbs only damage. The subject could still suffer unfortunate side effects.

Resist energy overlaps (and does not stack with) protection from energy. If a character is warded by protection from energy and resist energy, the protection spell absorbs damage until its power is exhausted.


F HP: 33/33, AC 17/12/15, Saves: +2/+3/+3, Init +3, Per: -1(+7 Eidolon)
Ragathiel:
HP:32/32, AC: 21/12/17, Saves: +5/+3/+4, DR3/Evil
Skills:
Diplomacy +12, Knowledge (Planes) +5, Linguistics +4, Use Magic Device +9

Inclining her head in thanks to Valak, Aer points up and Ragathiel takes wing, circling above the party. "Do we know if they will even come out to attack or speak to us? Perhaps we should move to that tower and investigate..Ragathiel should be able to carry us one by one."

With 21 strength, he can still fly at 20' with a weight of 301 pounds.


Female Tower Elf Arcanist 8

Insofar as I know, only medium and heavy barding keeps creatures from flying. Gear and standard armor don't mess with flight any more than land movement.

Where are our characters at the time of casting? On the island? I was thinking we were still in the boats.

"Magic's Lady, I sing thee praise,
Pierce the veil that hides the known,
Let this song enhance my gaze,
The unseen seen, the hidden shown!"

Riva casts see invisibility.

Does she see anything more? The source of the crying perhaps?


You see 3 wisps circling the boat.

I have no idea how wisps without their light look like.


Female Tower Elf Arcanist 8

Transparant? lol.

Hoping not to tip off her awareness of their presence, Riva speaks carefully to her comrades, using deliberate innuendo: "Sharks make good meals I find, but we must not waste our rations. When the clock strikes noon, three, and five we shall enjoy our gibbets. Try not to make too much of a fuss over them."

Bluff check: 1d20 + 18 ⇒ (19) + 18 = 37

I assume this counts as "concealing information" and thus gets my full linguistics bonus, rather than my normal -1 Bluff modifier.

The wisps might catch on if their Sense Motive checks can beat my Bluff check. Fellow PCs automatically understand unless I get less than a 15 or 20 on my roll (depending on how difficult the GM thinks the message is to convey).

Translation:
"We're surrounded. There are three of them, circling us; one directly ahead of me, one forward and right of me, and one behind me on my right. Coordinate your strikes and kill them. Don't tip the boat during the fight."


I think Secret Messages isn't covered by Orator.


Female Tower Elf Arcanist 8
Powergaming DM wrote:
I think Secret Messages isn't covered by Orator.

In that case, my total result is 18. If the DC was 15, then I succeed and my allies automatically know what I'm talking about. If you think the DC is 20, then I never had any chance at success to begin with.


You succeed.


Female Tower Elf Arcanist 8

Initiative then I guess? How deep is the water here; how far away is the island/mainland shore?


You have a surprise round.
You are halfway to the island 50 feet from ether shore. The water is deep enough that you can not see the bottom.

riva init: 1d20 + 3 ⇒ (13) + 3 = 16
Maermana init: 1d20 + 3 ⇒ (8) + 3 = 11
Mallichatti init: 1d20 + 4 ⇒ (6) + 4 = 10
Toran init: 1d20 + 4 ⇒ (13) + 4 = 17
Toran init: 1d20 + 4 ⇒ (16) + 4 = 20
Valek init: 1d20 + 2 ⇒ (1) + 2 = 3

Surprise round
Toran
riva
Maermana
Mallichatti
Valek


Female Tower Elf Arcanist 8

"A silent image for all to view,
magic comes on the count of one,
the illusion's made on the count of two!"

On her turn in the surprise round, Riva casts silent image, creating floating illusions of wisps over the wisps' actual locations, allowing her fellows to strike more accurately. She continues to maintain concentration on the spell until something more can be done.


Male Undine Dual-Cursed Battle Oracle 8 AC 21 (touch 12, FF 20); Hp: 59/59; Saves: +13,+12,+14; CMD 21; Perception +14; Init +5(X2)

Toran grabs his halberd and swings at the nearest wisp, Hopefully he can tell where they are based on the message, if not then he will delay until after Riva.
Attack: 1d20 + 7 ⇒ (9) + 7 = 16
Damage: 1d10 + 3 ⇒ (4) + 3 = 7


F HP: 33/33, AC 17/12/15, Saves: +2/+3/+3, Init +3, Per: -1(+7 Eidolon)
Ragathiel:
HP:32/32, AC: 21/12/17, Saves: +5/+3/+4, DR3/Evil
Skills:
Diplomacy +12, Knowledge (Planes) +5, Linguistics +4, Use Magic Device +9

Aer swings her hand through the air, winking at Riva. "I can do you one better."

She hisses something out in elven. Its pronunciation sharp and filled with the accent of Kyonin's royal court. An explosion of golden dust showers the area around two of the wisps (located at 3 and 5 from the party) (If they are able to be hit with a 10' radius spread; 4 squares apart. The dust settles, clinging to the invisible, spongy creatures. DC 15 Will save or the wisps are blinded. They can make a new save at the end of each turn they are blinded. They take a -40 to stealth checks and are covered in dust for 5 rounds.

Wisps apparently look like sponge-type things without light. Check out the wiki. Creepy.

Ragathiel takes wing and charges the nearest wisp, slashing out at it.
Power Attack: 1d20 + 7 ⇒ (9) + 7 = 16 for 2d6 + 10 ⇒ (5, 6) + 10 = 21


Female Tower Elf Arcanist 8

"Focus your attacks!" Riva shouts. "They're tougher than they look and one brought low is one less that can escape to later do battle!"


Male Dwarf lvl 5 cleric of Angradd

Trying to steady himself in the rocking boat, Valak stays low in an attempt to keep his center of gravity low enough so he doesn't end up sinking to the bottom of the lake.

He pulls out his spear in the hopes of piercing one of the spongy bastards. he goes for one that has already been attacked if possible.

stabby stab: 1d20 + 6 ⇒ (3) + 6 = 9


botting Mallichatti

Mallichatti also attack the same wisp as everyone else.

attack: 1d20 + 10 ⇒ (12) + 10 = 22
damage: 1d10 + 7 ⇒ (8) + 7 = 15

And like all the others he misses.

gillterdust save: 1d20 + 9 ⇒ (14) + 9 = 23
gillterdust save: 1d20 + 9 ⇒ (2) + 9 = 11

The wisp that no one was attacking is blinded.

wisp init: 1d20 + 13 ⇒ (19) + 13 = 32

And at the beginning of the next round all the wisp start to fly away. The one that everyone attack make a withdraw action.

They fly into the brambles 50 feet away.


Female Tower Elf Arcanist 8

ROUND 1: If they are still visible (which they should be thanks to glitterdust), Riva targets the same one the party meant to attack with magic missile while using potent magic to pump up the caster level.

Magic missile damage: 4d4 + 4 ⇒ (1, 1, 3, 4) + 4 = 13


2 of them are.

You hit one of them in the brambles.


F HP: 33/33, AC 17/12/15, Saves: +2/+3/+3, Init +3, Per: -1(+7 Eidolon)
Ragathiel:
HP:32/32, AC: 21/12/17, Saves: +5/+3/+4, DR3/Evil
Skills:
Diplomacy +12, Knowledge (Planes) +5, Linguistics +4, Use Magic Device +9

"Damnit! How are we to catch them now?" Maermana scowls and waves a hand after the glowing one. "Ragathiel! Go!" She utters the words to a spell and those around her feel their muscles tense, their breath quicken as the world seems to slow around them. Haste, 5 targets (Valak, Ragathiel, Toran, Mallichati and Riva.

With a grin, she grabs an oar and starts to row. "Pursue. Do not let those vile abominations escape."

Ragathiel soars forward speed 60' and charges. 1d20 + 11 ⇒ (11) + 11 = 22 No Power Attack, +2 from charging, -2 AC until start of next turn. for 2d6 + 7 ⇒ (5, 6) + 7 = 18


Ragathiel Misses


Female Tower Elf Arcanist 8

"Agile little beasts." Riva contributes to rowing the best that she can. (Since she still has a move action left.)


Male Dwarf lvl 5 cleric of Angradd

Catching himself before he is up-ended by the sudden surge of rowing, Valak sits down and grabs and oar to help.


It will take two rounds to row to shore.


Female Tower Elf Arcanist 8

Using just move actions? Or full-round actions? Do we all have to row? I'm wondering if we could throw up some additional buffs and still get there in two rounds.


Yes you can. The two rounds are just with two people rowing does not matter who.


F HP: 33/33, AC 17/12/15, Saves: +2/+3/+3, Init +3, Per: -1(+7 Eidolon)
Ragathiel:
HP:32/32, AC: 21/12/17, Saves: +5/+3/+4, DR3/Evil
Skills:
Diplomacy +12, Knowledge (Planes) +5, Linguistics +4, Use Magic Device +9

Aer focuses on rowing while Ragathiel continues pursuing the glittering wisp that Riva struck.
1d20 + 10 ⇒ (3) + 10 = 13 for 2d6 + 7 ⇒ (2, 1) + 7 = 10 (assuming the wisp moved, otherwise he can full attack)


It moved. He missed. Also now the wisps are trying - unsuccessfully because of the gillterdust -however the brambles are difficult terrain. You can force your way though but you might be scraped by the thorns.


Female Tower Elf Arcanist 8

Does heavy armor or thick hide protect from the thorns?

As they row up to the shore, Riva examines the thorn briar, attempting to determine if they might be magical in nature.

knowledge: arcana: 1d20 + 15 ⇒ (16) + 15 = 31
knowledge: nature: 1d20 + 13 ⇒ (2) + 13 = 15


armor does not seem to protect. The thorns are mildly poisonous. It would take 2d4 hours of pushing though in order to have any real effect.


Barbarian 7 AC:19, HP:66/66 (46/78), Fire Resist 2, DR 3/-, Reach

Doe there appear to be any path through the briars here?

1d20 + 10 ⇒ (19) + 10 = 29 Perception


Unfortunately no. The briar is very thick.


F HP: 33/33, AC 17/12/15, Saves: +2/+3/+3, Init +3, Per: -1(+7 Eidolon)
Ragathiel:
HP:32/32, AC: 21/12/17, Saves: +5/+3/+4, DR3/Evil
Skills:
Diplomacy +12, Knowledge (Planes) +5, Linguistics +4, Use Magic Device +9

"Hm..and its here I wish we had a druid who could part the vines."


Female Tower Elf Arcanist 8

As the boats make landfall, Riva corrects Maermana: "They appear to be briars, not vines. Be wary of the bite of their thorns."


Barbarian 7 AC:19, HP:66/66 (46/78), Fire Resist 2, DR 3/-, Reach

Out of curiosity MAllichatti reaches out and grabs one of the briars and grips it.

"We'll probably have to take the time to hack through this. Pain in the ass but unless you ladies have an alternate way through I don't see a way through this without being flayed alive."

I do have damage reduction. Just curious to see whether at least one of us has a chance of going through this thing relatively unharmed.


I think the briars won't be able to get though your DR.


Female Tower Elf Arcanist 8

Pretty sure DR is only meant to be applied against attacks, not environmental hazards like falling or thorns (unless your module or sensibilities say otherwise, of course).

Riva stared at Mallichatti's gripping fist in sudden shock, before shifting her wide-eyed gaze towards his face, which showed no trace of obvious pain. Recomposing herself a moment later, Riva responds in her usual calm manner, "We do what we must for Allania."

Now where did those blasted lights get off too?

If any are in sight, she magic missiles them, putting priority on the wounded one.

Enhanced magic missile damage: 4d4 + 4 ⇒ (3, 2, 4, 3) + 4 = 16


If an attack that poisons hits someone with DR and because of the DR they take no damage are they still poisoned?

There are no wisps in sight.


Female Tower Elf Arcanist 8

From the Core Rulebook Glossary under the Damage Reduction entry:
Whenever damage reduction completely negates the damage from an attack, it also negates most special effects that accompany the attack, such as injury poison, a monk's stunning, and injury-based disease. Damage reduction does not negate touch attacks, energy damage dealt along with an attack, or energy drains. Nor does it affect poisons or diseases delivered by inhalation, ingestion, or contact.


Well in that case going though the thorns is like being attack all the time with less then 1 damage and a follow up poison.


Female Tower Elf Arcanist 8
Powergaming DM wrote:
Well in that case going though the thorns is like being attack all the time with less then 1 damage and a follow up poison.

How much ground would we have to cross should we take a straight path through the brambles? I'm wondering if I could teleport across with dimension slide.

"I guess we will have to cut or burn our way through after all."


F HP: 33/33, AC 17/12/15, Saves: +2/+3/+3, Init +3, Per: -1(+7 Eidolon)
Ragathiel:
HP:32/32, AC: 21/12/17, Saves: +5/+3/+4, DR3/Evil
Skills:
Diplomacy +12, Knowledge (Planes) +5, Linguistics +4, Use Magic Device +9

Ragathiel can pursue but only up to 100 feet so he's stuck circling overhead now.
This will be unpleasant. I agree with Riva though. We do what we must Onward!


Female Tower Elf Arcanist 8

I guess the obvious question is "Does anyone even have a means of burning or hacking their way through?" If so, get it started. I figure, worst case scenario, Riva can prepare spark the next morning.


Male Undine Dual-Cursed Battle Oracle 8 AC 21 (touch 12, FF 20); Hp: 59/59; Saves: +13,+12,+14; CMD 21; Perception +14; Init +5(X2)

I have nothing that will help get through this. Using spark tomorrow morning may well be our best option.


Looking around you see that the ground is covered with many oddly shaped white rocks. Looking closer you can see that the rock are in fact bones most seem to be centuries old, but some are more recent and most don't seem humanoid, but some are.

This place has been the site of many dark magics and the taint covers everything.

Necormacy spells and Spells with the Evil type gain +1 caster level on the island.


Spark won't be any more effective than simply using flint and steel to set fire to it. It could take days to burn.


Male Dwarf lvl 5 cleric of Angradd

"I know Burning Hands...would that help?


It would but only in the area of the spell and the island is covered in them.


Barbarian 7 AC:19, HP:66/66 (46/78), Fire Resist 2, DR 3/-, Reach

MAllichatti has what is essentially a big wide axe on a pole. Between that, the halberd, and the great axe we can probably make a fair go at whacking through this at a fair pace.


Female Tower Elf Arcanist 8

A little fire can start a big fire easily enough. We just need some kindling or something that will catch.

(I never meant to set the briars on fire directly, at least not with the spark spell.)

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