Variel's Reign of Winter

Game Master Neltji

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Male Human Cleric (Sarenrae) 13 / Sorcerer 1 - HP 49/95 - AC 25/T: 13/FF:24 - Perception +16 - F: +12*/ R: +8*/ W: +15* - CMB: +9 - CMD: 21, Speed: 30, Init. +1

Cynehelm's two waking archon allies fire their bolts of light.

Ranged Touch: 1d20 + 3 ⇒ (4) + 3 = 71d6 ⇒ 4
Ranged Touch: 1d20 + 3 ⇒ (17) + 3 = 201d6 ⇒ 3
Ranged Touch: 1d20 + 3 ⇒ (8) + 3 = 111d6 ⇒ 5
Ranged Touch: 1d20 + 3 ⇒ (19) + 3 = 221d6 ⇒ 2

If Touch AC<8, then 14 damage
If 7< Touch AC <12, then 10 damage
If 11< Touch AC <21, then 6 damage
If 20< Touch AC <22, then 4 damage

Cynehelm conserves his spells.


Male Half-Orc Magus (inactive)

Round 3 … edited

DM Variel wrote:
Orgar just realized I never moved the token on the map.It should have been 5ft further back thus the reason for a climb and acrobatics check to get to them with melee weapons. Sorry for any confusion.

I thought he was being overly cooperative! :D

Keeping those previous two saving throws, if I may

Seeing his opponent climb away, Orgar shouts at him:
« Pysy silti, sinä rasvainen pikku paska! »

Orcish:
"Stay still, you greasy little s%~&!"

He then climbs up after his opponent and balances himself before trying to strike:
climb, dc 15: 1d20 + 5 ⇒ (17) + 5 = 22
acrobatics, dc 15: 1d20 + 5 ⇒ (19) + 5 = 24

He then casts the same spell again …
« შოკისმომგვრელი » . . "shocking grasp", in draconic
… and then slashes at his cowardly climbing foe:

issar (+1 scimitar): 1d20 + 14 ⇒ (19) + 14 = 33
issar (to confirm): 1d20 + 14 ⇒ (2) + 14 = 16
damage: 1d6 + 7 + 1d6 + 5d6 ⇒ (1) + 7 + (4) + (4, 1, 1, 6, 1) = 25
(bab +14/+9, Extras: + 1d6 fire damage + 5d6 electricity damage)

If the critical is confirmed:

extra damage: 1d6 + 7 + 1d6 + 5d6 ⇒ (1) + 7 + (6) + (6, 5, 3, 2, 6) = 36
(+ 1d6 fire damage + 5d6 electricity damage)

@ DM Variel: Using Spellstrike, again, to deliver a shocking grasp spell to the same enemy.


Touch AC is 16 fyi and no SR.

Cynehelm' archons fire their rays at the evil nymph's debased offspring with 2 of them hitting the creature. This is followed up by a precise shot from Jetro. Duardlara joins in the action casting a cantrip that still burns its way into the creatures skin.

Venja pulls some fancy magic out as she teleports both Helgash and Greta (thought this would work for you since Orgar posted successes) on top of the racks to finish the fey creatures.

Orgar smiles grimly as the fey backpedals. Climbing up the racks and balancing delicately he slashes once again and hits finishing the job he started the round before.

Helgash and Greta bots

1d20 ⇒ 18
Helgash attacks the last standing fey bringing it down while Greta easily coup de grace the sleeping fey.

The fight was quick and brutal but for all of that the group seemed quite healthy. Orgar shook off the worst of the poisoned darts. Venja put 1 to sleep and got Helgash and Greta into position. Orgar's archons provided fire support to accompany JEtro's arrows and Duardlara was moving into a position to flank. I am going to have to up the CR at this rate.


Human Fighter14HP97/112 Init+6,Per+14,F13R8W10 AC20T12FF17

All depends on the die rolls, some things like ghouls can hit a lot harder than their CR suggests


Male Half-Orc Magus (inactive)

Orgar in particular was pretty jammy with some of his rolls


AC 19/11/18 (12/t11/ff11) ; hp 63/63; saves: F 5 R 4 W 9; bab 4, melee 4, ranged 5; CMB 4, CMD 15; speed 30; init +5; aasimar (peri-blooded) Witch (winter)-5/Winter Witch-4
skills:
Acro 2, appr 5, bluff 3, diplo 6, fly 12, heal 5, intim 7, Kn arcane 16(17), know planes 10, know history 10, know nature 10, kn local 9, ling 9, perc 14, sm 3, splcrft 16(17), stealth 1, UMD 11/+2 hut

Venja sighs and smiles slightly, finally feeling useful for a change. She casts 'detect magic' and starts searching the fey bodies.


Roll20 / Male half-orc investigator (empiricist) 1/swashbuckler (inspired blade) 1 // Init +3; Senses darkvision 60 ft.; Perception +7 / AC 19, touch 14, flat-footed 15 (+5 armor, +3 Dex, +1 dodge) / hp 22/22 / Fort +5, Ref +10, Will +6

"Well done my friends" - Helgash looks around at his companions - "They died by the fate and path they chose to take" - the paladin's eyes still flared at the pain these curs had inflicted on the captive animals - "And we fought as a team - better than ever"

The golden hue made itself visible again, as without another word, an aura of healing washed over all, healing the injured ones further.

Another Channel: 2d6 ⇒ (2, 6) = 8


Human Fighter14HP97/112 Init+6,Per+14,F13R8W10 AC20T12FF17

Well ok, maybe they have something that we can use to find the hut. Jetro starts searching the corpses.


Male Half-Orc Magus (inactive)

Orgar will search the room as well to see if he can find anything useful as well.

perception: 1d20 + 5 ⇒ (7) + 5 = 12


Each of the forlarren have 4 doses of enhanced shadow essence poison remaining along with mundane gear of leather armor, blowgun and 4 blowdarts each. They also have alchemist kits and the room is enough to resupply all alchemy labs and spell component pouches. Venja is able to detect 3 magic potions of remove blindness/deafness (which they use sparingly when they visited their mother the debased nymph). Other than that nothing else of note.


AC 19/11/18 (12/t11/ff11) ; hp 63/63; saves: F 5 R 4 W 9; bab 4, melee 4, ranged 5; CMB 4, CMD 15; speed 30; init +5; aasimar (peri-blooded) Witch (winter)-5/Winter Witch-4
skills:
Acro 2, appr 5, bluff 3, diplo 6, fly 12, heal 5, intim 7, Kn arcane 16(17), know planes 10, know history 10, know nature 10, kn local 9, ling 9, perc 14, sm 3, splcrft 16(17), stealth 1, UMD 11/+2 hut

Venja takes the three potions.... and offers them to others with an explanation of what they are. "So who wants one of these? There are three to go around, and might be useful inthe future.. never know what we might run into."


F 8 R 11 W 9 | hp 103/103 | Init +7 | Perc +20, +1 vs traps | Effects: Endure elements (vs. cold), Fly, Shield, Greater Darkvision Female Elf Rogue 3/Evoker (Admixture) 3/Arcane Trickster 8 | AC 23, T 14, F 20, CMD 19 |

"Distributing them to more mobile members of the party makes sense. Just so they can get them to the afflicted."


Male Half-Orc Magus (inactive)

"I guess I should take one, then. I like to think I'm nimble."


Human Fighter14HP97/112 Init+6,Per+14,F13R8W10 AC20T12FF17

I pretty much stand back and pincushion everyone. That poison I dunno how to use. I'd just end up poisoning myself


Male Human Cleric (Sarenrae) 13 / Sorcerer 1 - HP 49/95 - AC 25/T: 13/FF:24 - Perception +16 - F: +12*/ R: +8*/ W: +15* - CMB: +9 - CMD: 21, Speed: 30, Init. +1

"Poison is an evil. Smash them, I say."


AC 19/11/18 (12/t11/ff11) ; hp 63/63; saves: F 5 R 4 W 9; bab 4, melee 4, ranged 5; CMB 4, CMD 15; speed 30; init +5; aasimar (peri-blooded) Witch (winter)-5/Winter Witch-4
skills:
Acro 2, appr 5, bluff 3, diplo 6, fly 12, heal 5, intim 7, Kn arcane 16(17), know planes 10, know history 10, know nature 10, kn local 9, ling 9, perc 14, sm 3, splcrft 16(17), stealth 1, UMD 11/+2 hut

"Smash the poison if you will, I've no great skill or affinity for the stuff myself, Just don't touch the 3 magic potions, as they could be quite useful."


Male Human Cleric (Sarenrae) 13 / Sorcerer 1 - HP 49/95 - AC 25/T: 13/FF:24 - Perception +16 - F: +12*/ R: +8*/ W: +15* - CMB: +9 - CMD: 21, Speed: 30, Init. +1

Cynehelm smiles at the lovely aasimar. "The thought never crossed my mind, dear lady. It could easily be me who needs one of them!"


Male Half-Orc Magus (inactive)

"Actually", Orgar chimes in, I'll take those doses of poison.
"Waste not, want not. Use evil to fight evil, and all that."
"Might be handy for my own arrows."
"And if I do poison myself, I'll have only myself to blame."


Human Fighter14HP97/112 Init+6,Per+14,F13R8W10 AC20T12FF17

I think our paladin here might have an objection or two.


Male Half-Orc Magus (inactive)

Orgar just shrugs.
"I just don't like anything going to waste."


Helgash:

There will be no ramifications if others use poison as long as you do not. The case can be made that poison is a tool after all just like your weapon. As long as it is used for good...


Male Human Cleric (Sarenrae) 13 / Sorcerer 1 - HP 49/95 - AC 25/T: 13/FF:24 - Perception +16 - F: +12*/ R: +8*/ W: +15* - CMB: +9 - CMD: 21, Speed: 30, Init. +1

"The Abyss is a slippery slope, Orgar. It never looks deep or dangerous at the edges and therein lies its true seduction and danger. Beware if you start down that path. Sometimes the path does not permit a return journey."

FWIW, I don't think the use of poison is evil. It's just not very honorable in Cynehelm's view.


Male Half-Orc Magus (inactive)

"Thanks for the warning, Cynehelm."
"I probably won't use them."

Orgar is not wise, of course.


Human Fighter14HP97/112 Init+6,Per+14,F13R8W10 AC20T12FF17

So where to now?


Male Half-Orc Magus (inactive)

"Let's check that door yonder", says Orgar as he points to the door on the West wall.

"Looks like the only other way in and out."
"Just a quick look to see if it has any magic."

He casts a spell at the door: « აღმოაჩინე ჯადოსნური » . . "detect magic", in draconic

@ DM Variel:
If the door has no magic, like most doors, Orgar will give it a more mundane looking over.
Looking for signs of traps, listening for noises, etc, etc
perception: 1d20 + 5 ⇒ (19) + 5 = 24

If the door actually radiates any magic, Orgar will concentrate to see what kind and how strong.

If he's satisfied is just a plain old door, he'll just go ahead and open it.


Orgar:

The door is a normal doow that you have seen throughout the complex. It is not magical and in this case is unlocked.

Moving onward the group comes to a strange room. Part of it looks refined and the other like a natural cavern. The air is still and rancid in this cavern, permeated with the scent of rotting flesh. At first glance, the floor and walls appear curiously wrinkled, but closer inspection reveals they have been carpeted with some sort of dried flesh. In the center of the chamber, five wooden totem poles hold aloft a macabre canopy crafted from an untold number of poorly preserved skins
crudely stitched together. The poles supporting the canopy are carved with the leering faces of old women. Each of the carved faces is slightly different, though all are hideous and disfigured, with hooked noses, oversized warts, snaggletoothed maws, and other exaggerated features.

know religion Dc 16:

The air is still and rancid as it is suffused with an evil aura akin to unhallow.

perception Dc 16:

You see a number of desiccated hoarpanthers strewn about the room. They number 8 in all.

perception DC 21:

As above plus you see a porcupine looking creature next to one of the hoarpanthers. It is licking rotting flesh from its quills much like how birds preen themselves. It does not seem to have noticed you yet while it is doing it ablations.


F 8 R 11 W 9 | hp 103/103 | Init +7 | Perc +20, +1 vs traps | Effects: Endure elements (vs. cold), Fly, Shield, Greater Darkvision Female Elf Rogue 3/Evoker (Admixture) 3/Arcane Trickster 8 | AC 23, T 14, F 20, CMD 19 |

Knowledge (religion): 1d20 + 8 ⇒ (16) + 8 = 24

Perception: 1d20 + 16 ⇒ (9) + 16 = 25

Duardlara holds up a hand to halt the party. She motions the back through the entry so she can share what she noticed, hopefully without sorting the residents.

Once back outside with a little distance, she offers, "I counted eight hoarpanthers spread among the room along with a large porcupine-like creature that seemed to be cleaning dead flesh from its quills. Also, the air fairly crawls with evil - I believe there is an unhallow spell in effect, a sign of an adversary that can wield unholy power."

Knowledge re: hoarpanthers: 1d20 ⇒ 2 Ugh. What sort of knowledge would apply so I can include my bonus?

Knowledge re: the porcupine creature: 1d20 ⇒ 13 Same question


Human Fighter14HP97/112 Init+6,Per+14,F13R8W10 AC20T12FF17

So we might have a buncha undead in there, along with some nasty porcupine. Anyone have an idea if these things are more than mere animals?


Hoar panthers are know nature but these look dead to you so know religion D.C. 14.:
These are fast advanced improved leopard zombies

Know nature for the porcupine thingy DC 24:

This is an advanced pukwudgie. The vile pukwudgie is a small, hunchbacked humanoid covered with long, sharp quills. These quills, like those of a porcupine, help protect the small creature but are also dangerous offensive weapons, for the quills hold a deadly poison that animates those it slays as zombies. This necromantic nature, along with their penchant for torment and sadistic ways, makes pukwudgies evil to the core. A pukwudgie stands 3-1/2 feet tall and weighs a little more than 30 pounds.

Pukwudgies are frequently found in the company of undead. This retinue usually consists of zombies and skeletons created via their poisonous quills ability or their ability to animate dead bodies. They have a strong preference for animating the bodies of dead animals over other creatures, and often use undead animals as mounts.

A pukwudgie usually stays away from well-traveled areas and humanoid settlements, but may sometimes slip into small villages in the night to steal children. The little horrors enjoy the tender flesh of newborn babies immensely, and are often willing to go through great personal risk to secure infantile repasts when they are available. Their delight in arson only further makes them a bane of small villages.

Duardlara you try to recall just what those creatures might be but it is beyond you right now.


AC 19/11/18 (12/t11/ff11) ; hp 63/63; saves: F 5 R 4 W 9; bab 4, melee 4, ranged 5; CMB 4, CMD 15; speed 30; init +5; aasimar (peri-blooded) Witch (winter)-5/Winter Witch-4
skills:
Acro 2, appr 5, bluff 3, diplo 6, fly 12, heal 5, intim 7, Kn arcane 16(17), know planes 10, know history 10, know nature 10, kn local 9, ling 9, perc 14, sm 3, splcrft 16(17), stealth 1, UMD 11/+2 hut

know nature dc 24: 1d20 + 10 ⇒ (6) + 10 = 16

Venja nods at 'Lara's information... scowls as she tries to recall what she knows of pukwudgie's, but nothing comes to mind.


Male Half-Orc Magus (inactive)

"I don't have much to fight incorporeal or undead creatures in particular."
"But I do have other tricks up my sleeve."

Has web spell, and one use of his 30 ft cone breath weapon (cold)

"Of course, Cynelhelm should have something to help us against some unholy powers."
"He's good at that, he is!"


Human Fighter14HP97/112 Init+6,Per+14,F13R8W10 AC20T12FF17

If they are just walken corpses, I can pincushion them.


F 8 R 11 W 9 | hp 103/103 | Init +7 | Perc +20, +1 vs traps | Effects: Endure elements (vs. cold), Fly, Shield, Greater Darkvision Female Elf Rogue 3/Evoker (Admixture) 3/Arcane Trickster 8 | AC 23, T 14, F 20, CMD 19 |

Duardlara's frustration at her poor showing of memory is evident. "The spell probably strengthens the creatures or makes them more resilient. A benefit of fighting on their home battlefield, if you will. If we can draw them out of that room, that will probably be in our favor, especially with so many of them, it will behoove us to get them into a chokepoint, not let them surround us."


Male Half-Orc Magus (inactive)

"We could try to get them to attack us while in the entrance, where they can't surround us."
"A narrow defile like that would be more to our advantage, I should think."


Human Fighter14HP97/112 Init+6,Per+14,F13R8W10 AC20T12FF17

Works for me


Perception 1d20 ⇒ 17...


Human Fighter14HP97/112 Init+6,Per+14,F13R8W10 AC20T12FF17

So we going to clean house on this thing? No sense having our thumbs up our noses.


Male Half-Orc Magus (inactive)

"I'm as ready as I can be."


porcupine map

init:

Orgar 1d20 + 5 ⇒ (7) + 5 = 12
Cynehelm 1d20 + 1 ⇒ (18) + 1 = 19
Helgash 1d20 + 2 ⇒ (15) + 2 = 17
Jetro 1d20 + 6 ⇒ (1) + 6 = 7
Duardlara 1d20 + 8 ⇒ (9) + 8 = 17
Venja 1d20 + 5 ⇒ (14) + 5 = 19

porcupine thing 1d20 + 6 ⇒ (11) + 6 = 17
zombie 1d20 + 7 ⇒ (12) + 7 = 19

Overhearing you conversation the porcupine thing reacts with a sharp whistle alerting the hoarpanthers. The creatures lumber to their feet. The porcupine thingy then disappears without a trace!

Good Guys up


Male Human Cleric (Sarenrae) 13 / Sorcerer 1 - HP 49/95 - AC 25/T: 13/FF:24 - Perception +16 - F: +12*/ R: +8*/ W: +15* - CMB: +9 - CMD: 21, Speed: 30, Init. +1

"Saranrae's holy channel energy!" shouts Cynehelm as he unleashes an explosion of heat and light.

Cast empowered fireball centered on BE52. It should catch Blue, Pink, Red, Gray and normal.

Empowered fireball (Reflex save for half)(DC 18): 15d6 + 30 ⇒ (2, 4, 4, 6, 1, 6, 5, 1, 3, 1, 2, 3, 3, 6, 5) + 30 = 82


Human Fighter14HP97/112 Init+6,Per+14,F13R8W10 AC20T12FF17

Holy sheeeeeeeet! Get the BBQ sauce ready.


Lol glad to see you got your AOE spell in Cynehelm. I was hoping you would post first.

5 zombies go up in a cloud of ash as nothing is left of them but a sickly smell. less than 41 hp max. Almost ok but not quite.


Male Half-Orc Magus (inactive)

Round 1
"Well done, Cynelhelm!"
"I guess I should try my archery skills now."
"Even though I'm sure Jetro is better with a bow than I am."

Orgar stays where he is and shoots at one of the nasties (Green) with Olchur):

Olchur (+1 composite longbow): 1d20 + 12 ⇒ (20) + 12 = 32
to confirm: 1d20 + 12 ⇒ (2) + 12 = 14
damage: 1d8 + 2 ⇒ (1) + 2 = 3
extra damage: 2d8 + 4 ⇒ (6, 7) + 4 = 17 . . if the crit confirms

Olchur (+1 composite longbow): 1d20 + 7 ⇒ (19) + 7 = 26
damage: 1d8 + 2 ⇒ (7) + 2 = 9

(bab +12/+7)


AC 19/11/18 (12/t11/ff11) ; hp 63/63; saves: F 5 R 4 W 9; bab 4, melee 4, ranged 5; CMB 4, CMD 15; speed 30; init +5; aasimar (peri-blooded) Witch (winter)-5/Winter Witch-4
skills:
Acro 2, appr 5, bluff 3, diplo 6, fly 12, heal 5, intim 7, Kn arcane 16(17), know planes 10, know history 10, know nature 10, kn local 9, ling 9, perc 14, sm 3, splcrft 16(17), stealth 1, UMD 11/+2 hut

what are you shooting at? I don't see anything on the map except us.


Male Half-Orc Magus (inactive)

There should still be three blobby things on the map.
The green one, that Orgar is firing at, is on BA57.
There should also be a purple on on BK45 and a brown one on BL51.


AC 19/11/18 (12/t11/ff11) ; hp 63/63; saves: F 5 R 4 W 9; bab 4, melee 4, ranged 5; CMB 4, CMD 15; speed 30; init +5; aasimar (peri-blooded) Witch (winter)-5/Winter Witch-4
skills:
Acro 2, appr 5, bluff 3, diplo 6, fly 12, heal 5, intim 7, Kn arcane 16(17), know planes 10, know history 10, know nature 10, kn local 9, ling 9, perc 14, sm 3, splcrft 16(17), stealth 1, UMD 11/+2 hut

weird, that's the same map I got from Variel's link - there's nothing on it but us and a lot of fog of war on the outer edges... am I somehow missing a layer or something?


Male Half-Orc Magus (inactive)

Could be. I don't see any fog of war stuff when I view it.
Maybe a setting at your end?
It's bound to be something easily overlooked.


the map looks ok from my end and it is adjustable for you as well. Curious.

Orgar you hit with both of your shots but the creature is still up with undead saliva drooling from its mouth.


Male Half-Orc Magus (inactive)

@ DM Variel: I figured as much. My expectations weren't high with those damage rolls.


F 8 R 11 W 9 | hp 103/103 | Init +7 | Perc +20, +1 vs traps | Effects: Endure elements (vs. cold), Fly, Shield, Greater Darkvision Female Elf Rogue 3/Evoker (Admixture) 3/Arcane Trickster 8 | AC 23, T 14, F 20, CMD 19 |

Duardlara studies the space where the porcupine had been, hoping for an indication of whether it was invisible (and where it might have moved) or whether some other magic was in play.

Perception: 1d20 + 16 ⇒ (4) + 16 = 20

Not with the dice hating on me like this.

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