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 casts enhance diplomacy.

"What my friend means to say, Dear Lady, is that we are like lost children, and would truly appreciate the benefit of your wisdom and experience. Could you you please tell us how to reach the Eon Pit?"

Diplomacy: 1d20 + 11 + 2 ⇒ (14) + 11 + 2 = 27


The path will be made clear to those who are true. But be careful as time will not be on your side in the Eon Pit! Jadrenka calls out before she seems to fade away into the walls of the room. As she does so the dead corn stalks all fall to the ground amongst the dead ravens. The stalks though leave an open path to a door on the opposite side of the room. Across the cornstalks where the cot lies is a foot locker latched closed.

perception DC 23:
The dead ravens feathers seem to move and you notice a fog creeping into the room. You get to act first before whatever else may happen!


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 hustles forward across the room to the door.


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

Jetro follows Cybehelm


Male Half-Orc Magus (inactive)

perception: 1d20 + 5 ⇒ (14) + 5 = 19

"That's interesting. Probably pointing the way to this Ebon Pit place, I reckon."

Orgar then follows Jetro and Cynehelm


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 |

Perception: 1d20 + 17 ⇒ (3) + 17 = 20

"One moment. I don't think anything happens in this place without purpose."

She kneels down by the footlocker, checking to see if it is trapped or locked.

Perception vs traps: 1d20 + 17 + 1 ⇒ (1) + 17 + 1 = 19

I think that's something like 6 natural one's in my last ten rolls on the boards.


Male Half-Orc Magus (inactive)

if only you had that sort of long-odds luck with lottery tickets!


The foot locker does not seem to be trapped but it is locked.

alphabetical...2d6 ⇒ (2, 2) = 4 Sorry Duardlara but will give Helgash another day mwahahaha


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 |

She obviously tries to open the non-trapped box.

Disable Device: 1d20 + 16 ⇒ (20) + 16 = 36

My dying gift to the party: an open box with Jadrenka’s quilt collection.


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

Helgash stands close to Duardlara, as always when his companion opens a possibly trapped door or whatever contraption - "What does it contain?" - he inquires.


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

DEATH!!!!


Male Half-Orc Magus (inactive)

Oh look! There's a label on the box!
"Dear Pandora, don't open this box. Yours truly, Zeus"


AS Duardlara begins to open the foot locker a strange sensation fills the room. It seems as if the whole area is twisting upon itself asa crack opens up in the floor. From the crack a green mist appears that seems to have shapes of creatures within it. At the same time the dead ravens stir to life. The strange sensation ends only for you to realize that it was not a figment of your mind but reality. In front of you is a hungry fog and a swarm of undead ravens. They both head towards Duardlara!

Undead Raven swarm attack on Duardlara 3d6 ⇒ (1, 3, 1) = 5 damage and fort save DC 18 (disease), Reflex save DC 18 ( blindness) and will save DC 18 (distraction) please.

The hungry fog moves over to attack Duradlara as well reaching out with an air like tendril. touch attack 1d20 + 5 ⇒ (19) + 5 = 24 for 6d6 ⇒ (6, 1, 6, 2, 2, 4) = 21 negative energy

Good guys up. No map needed as you can move freely to flank the fog and the swarm doesn't worry about flank. Also no AOO's from either of them.

know dungeoneering DC 16 for hungry fog and know religion Dc 19


Male Half-Orc Magus (inactive)

Round 1
Orgar immediately casts a spell on himself: « ელემენტარული აურა » . . "elemental aura; fire (dc 16)", in draconic
fire damage: 2d6 ⇒ (6, 5) = 11if needed

knowledge (dungeoneering): 1d20 + 8 ⇒ (16) + 8 = 24


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

Jetro eyes his quiver and sees that he is getting critically low on arrows. Time for the basher Jetro draws his hammer.

Bash crows: 1d20 + 14 ⇒ (1) + 14 = 151d8 + 4 ⇒ (4) + 4 = 8


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

Duardlara's wounds immediately begin on the mend as the Life Link between her and Helgash draws the wounds to the paladin.

Knowledge (Religion): 1d20 + 11 ⇒ (1) + 11 = 12

Yeah well...

Duardlara heals 5hp and Helgash takes 5hp damage. But gonna delay until Orgar or one of the others has a chance to share some details on our foe.


What 2 things would you like to know Orgar?

Jetro swings with his hammer but misses the crows as they squawk around Duardlara.


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 |

Fort +7, Ref +11, Will +8

Fort DC 18: 1d20 + 7 ⇒ (1) + 7 = 8

Reflex DC 18: 1d20 + 11 ⇒ (12) + 11 = 23

Will DC 18: 1d20 + 8 ⇒ (5) + 8 = 13

Yeah, that's about par for the course. Thanks for the life link, Helgash. She's down 21.

Knowledge (religion): 1d20 + 8 ⇒ (18) + 8 = 26

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

Of course. Hopefully, the streak is broken now.


3 knowledges each Duardlara. What do you want to know? Also distracted by the swarm so only a move action for you.


Male Half-Orc Magus (inactive)

@ DM Variel:
1. what is/are the hungry cloud's (main) strength(s)
2. what is/are its (main) weakness(es)

Round 2
Orgar moves toward Duardlara, but [u]not[/u] adjacent to her.
Hoping to do some damage to the swarm with the elemental aura (fire, dc 16)

fire damage: 2d6 ⇒ (5, 1) = 6


As it is an aura Orgar I agree it affects the swarm

reflex 1d20 + 7 ⇒ (15) + 7 = 22

Hungry cloud defenses: gaseous, negative energy affinity; DR 10/ magic; immune to acid electricity, ooze traits and sonic; resist cold 10;
weaknesses: vulnerable to wind affects: treated like a tiny creature


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 |

special attacks, special defenses, vulnerabilities; that's going to duplicate Orgar's checks, but that's fine. Maybe comparing notes with him she can get more detail.

Duardlara ineffectively swats at the creatures attacking her as she rattles off what she knows about them, hoping her friends can do what she cannot - concentrate long enough to destroy them both.


Undead Raven Swarm:
Defensive Abilities: swarm traits; Immune undead traits
Special Attacks: disease, distraction ( DC 18), eye-rake

Hungry Fog: Engulf: Move into enem square and automatically inflict slam damage


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 |

Does she know anything about the disease itself?

"Fire! Use fire! Drop a fireball on me, just tell me when to jump!"


Male Half-Orc Magus (inactive)

Round 3

"Try getting closer to me, Duardlara. But not too close! My fire aura is affecting them."

Orgar then pulls his Scimitar, Issar out, and enchants it (as a swift action):
Eldritch Pool of +3, used as follows: +1 to hit and damage and +2 to give it the flaming burst Property
Good for 2 minutes.

issar (+1 scimitar): 1d20 + 13 + 1 ⇒ (13) + 13 + 1 = 27
damage: 1d6 + 8 + 1 + 1d6 ⇒ (2) + 8 + 1 + (3) = 14
(bab +13/+8, +1 to hit and damage and flaming burst damage)


Sorry I thought I copied and pasted that as well...
Disease (Su) Raven Plague: Swarm-injury; save Fort DC 18;
onset 1 day; frequency 1 day; effect 1d4 Str damage and
1d2 Str damage; cure 2 consecutive saves.


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 |

Hmmm:
Mechanically, would I be able to use Orgar's aura by tumbling close to him, taking the reflex save myself and drawing the swarm in behind me? I'm game to try and a move action is all I get, so let's give it a go and let Variel decide if it works or not.

The beleaguered elf steps toward the magus surrounded by an aura of flame, trying to draw her unwanted undead cohort with her as she dives through the flames and rolls around the half-orc's feet.

Reflex to avoid aura: 1d20 + 11 ⇒ (1) + 11 = 12

Sigh. The streak may be back. "OK, the idea was sound, but that hurt!"

Do I get another Fortitude save to avoid the disease?: 1d20 + 7 ⇒ (10) + 7 = 17


Male Half-Orc Magus (inactive)

Oops; forgot to roll for this round's Elemental Aura Damage:
Elemental Aura (Fire), dc 16: 1d2d6 ⇒ 5

On the bright side, Duardlara, it was below average rolls there


We are still on the first round guys.. Orgar is close enough to Duardlara to affect the swarm but staying just outside of affect her. Duardlara the next for save will be tomorrow as the disease takes 1 day to manifest itself.

Cynehelm, Greta, and Helgash still to go.


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

I need to ask some questions in the absence of a map. Can I fireball them without hurting my allies?


Not with the swarm on Duardlara and Orgar that close to get his aura off. You can hit the hungry fog though by targeting the top of it above everyone.


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

Is there any part of the swarm I can safely hit with burning hands?


Yes


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 |

If you choose to include D’lara in the area of effect, she will understand and accept that risk. Don’t know if you can avoid Orgar, though.


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

I'll avoid flaming allies if I can.

"I hate bugs!" Cynehelm says through gritted teeth as he opens the way for Sarenrae's wrath.

intensified burning hands: 9d4 + 18 ⇒ (3, 1, 1, 4, 2, 1, 2, 4, 1) + 18 = 37


Reflex save 1d20 + 7 ⇒ (13) + 7 = 20 37/2*1.5=27...27 damage from burning Hands!!!! Really!?!?!

31 damage total to the raven swarm...

Helgash and Greta move up to attack the fog.

1d20 + 10 ⇒ (10) + 10 = 20 for 2d6 + 16 ⇒ (2, 1) + 16 = 19
Greta 1d20 + 13 ⇒ (12) + 13 = 25 for 2d12 + 16 ⇒ (3, 11) + 16 = 30

Both of them leave huge rents in the hungry fog while Orgar and Cynehelm fry the ravens. Both enemies are still there but another bout of flame and blade will surely destroy them both.

In the meantime though the ravens and fog continue to pursue Duardlara since she opensd the foot locker.

Swarm attack 3d6 ⇒ (3, 3, 4) = 10 and all 3 saves again please at dc 18
Hungry fog pseudopod 1d20 + 5 ⇒ (7) + 5 = 12 touch attack for 6d6 ⇒ (3, 5, 2, 3, 1, 6) = 20

Good guys up


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 |

Fort DC 18: 1d20 + 7 ⇒ (9) + 7 = 16

Ref DC 18: 1d20 + 11 ⇒ (12) + 11 = 23 And evasion

Will DC 18: 1d20 + 8 ⇒ (19) + 8 = 27

The rat swarm still crawling all over her, Duardlara gathers herself somewhat and realizes that she may be able to use Orgar's magical defense offensively. She drives toward the man, rolling through the fiery aura he has manifested, hoping to fry a few more critters and get them off her back.

Ref save vs Orgar's fire aura, DC 16: 1d20 + 11 ⇒ (9) + 11 = 20 And evasion

Acrobatics to move without provoking AoO, if necessary: 1d20 + 11 ⇒ (5) + 11 = 16

I don't know if she is still limited to a single move action, but wanted to follow through with last round's plan, so she's just moving, ducking, and weaving.


Male Half-Orc Magus (inactive)

Round 2

Elemental Aura (Fire), dc 16: 1d2d6 ⇒ (6, 5) = 11

Orgar goes to work on the hungry cloud with his scimtar:

Issar (+1 scimitar): 1d20 + 13 + 1 ⇒ (4) + 13 + 1 = 18
damage: 1d6 + 8 + 1 + 1d6 ⇒ (2) + 8 + 1 + (3) = 14
(bab +13/+8, +1 to hit and damage and flaming burst damage)

And, if I didn't need to move more than 5 feet
issar (+1 scimitar): 1d20 + 8 ⇒ (20) + 8 = 28
to confirm: 1d20 + 8 ⇒ (7) + 8 = 15
damage: 1d6 + 8 + 1d6 ⇒ (4) + 8 + (6) = 18
If it is an actual critical:
extra damage: 1d6 + 8 + 1d6 + 1d10 ⇒ (5) + 8 + (2) + (8) = 23

(bab +13/+8)


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

Jetro bashes the ravens
Hammer: 1d20 + 14 ⇒ (16) + 14 = 301d8 + 4 ⇒ (4) + 4 = 8
Hammer: 1d20 + 9 ⇒ (17) + 9 = 261d8 + 4 ⇒ (1) + 4 = 5


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

How does that swarm look?


Sorry guys long day at work with call but happy to announce that both enemies re dead after that total beat down! Was not planning that much damage from burning hands and the fog had AC 5 so really easy to hit and crit!

After the fog and the swarm are defeated you have a chance to look at the contents of the locker. Inside you find a few changes ofclothes, as well as 2 scrolls of age resistance (UltimateMagic205)


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

Wow, this was a waste of time.


Male Half-Orc Magus (inactive)

"Could've been worse. At least none of us died for that chest."

Orgar will also inspect the chest to see if there's anything not obvious about it (false-bottoms, hidden compartments; the usual):
perception: 1d20 + 5 ⇒ (5) + 5 = 10 Looks totally ordinary!


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 can't really disagree with Jetro's assessment, but sees Orgar's searching and hope springs once more. Once he's dusted his hands after a job done, she takes a peek.

Applying the fine-toothed comb: 1d20 + 17 ⇒ (4) + 17 = 21 Humph. Wrong comb.


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

So are we going to need some more nappies or is everyone set on heading through the door?


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

Let's go," says Cynehelm, allowing the warriors to go in first.


Exiting the crone bedroom you follow the trail that leads ever downward. Only 20 feet into the corridor a branch leading to the right and up is discovered. Looking at it closely you find telltale marks that this path is the same as that of the croning ritual you found yesterday. Taking this would lead you back to the room where you fought the huge bebilith demon spider. Choosing not to take that path you continue the direction you were going. Ahead of you Duardlara scouts silently. Coming back to you she tell you that the door leading into the room from the corridor hangs open on bent hinges and bears huge gashes on its splintered surface.

Looking in the remains of a giant wooden statue, carved to resemble a stooped and ancient beldame, lie broken and scattered across the floor of this chamber. A set of massive iron double doors stands in the south wall, their faces engraved with a procession of humanoid figures. At the top of the doors, the figures are young women in the bloom of youth, but as the parade continues down the doors, the figures age, turning into pregnant matrons, stooped crones, and finally, at the bottom of the doors, into capering skeletons that vanish into a gaping tomb. Before the doors stand 2 frost giants guarding the path forward.

map update


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 |

Is there any way to determine what might have caused the damage on the doors? Are we talking massive taloned beast or tool marks or weaponry?


You are thinking first giant sized weapons could do that type of damage.


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

Jetro gets his bow back out. I gotta see about getting some of those giant killer arrows

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