Variel's Reign of Winter

Game Master Neltji

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Ongoing Effects:
Freedom of Movement, Shield of Faith, 1xWeapon of Awe, Death Ward
Ongoing Party Effects:
Blessing of the Mole, Fickle Winds, Communal Protection from Energy(Cold) and Communal Resist Energy(Electricity)
HP: 101/101| Blessings 9/10 | Fervor 10/10 | SaAr 14/14| SaWe: 14/14 | Flicker 3/3 | Heal 14/14 | AC: 34 / T: 23 / FF: 25 | Fort: +14, Ref: +16, Will: +15 | CMB: +10, CMD: 29 | Init: +9, Perception: +15

Was not sure if they were in Troll Form or regular for meeting. Troll form would probably have set off alarms in Sigurd, drawing weapons and preparing to fight expecting it to be an ambush after all - but no need for that drama post factum.

"Unexpected, but sensible.", Sigurd responds, "We can perform a sweep of the grounds, clear the area to avoid being surrounded and overwhelmed when we bring Rasputin within our reach."

He then turns to Victor:"If the tanks are automated, I suspect we cannot sabotage them? If so, we may want to try and take the smartest enemies out first - maybe the chaplains? Or we go and check out that forbidden shack, to see what they were trying to hide - any preferences?"]

Personally I'd suggest Chaplains, shack, bears, tanks, troops. With the tree we'll probably want to see if it's necessary or worth fighting.


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 |

I wanted to check - did we recognize any of the dangers mentioned as something we've already defeated? Viktor wouldn't know where we'd been, so he might have listed things we were already aware of.


You have taken out some of the troops yes but he lumped all snipers, squads, tower guards into the broad category of troops. He didn’t mention the yetis or the cassock forces as those are usually found outside of the camp. The chaplains are ‘special’ as they control the troops. He did not know about the outsiders you fought as they either manifested or arrived after his death.


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

How about we kille those chaplins?


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 |
Jetro Clampett wrote:
How about we kille those chaplins?

"It's a nest of snakes. If we can behead some of the lesser snakes, maybe we can get to Rasputin more easily. What can you tell us about these chaplains, Viktor? Tell us everything you recall, please. Vampirism is troubling - that will require special talents to combat, talents that I lack for the most part." She looks at the new arrivals, especially Sigurd, to see if he offers anything to that comment. Feeling that Vasily is more like her with regards to his spellcasting, she's hoping the other man might have divine skills more like our departed Cynehelm.


Ongoing Effects:
Freedom of Movement, Shield of Faith, 1xWeapon of Awe, Death Ward
Ongoing Party Effects:
Blessing of the Mole, Fickle Winds, Communal Protection from Energy(Cold) and Communal Resist Energy(Electricity)
HP: 101/101| Blessings 9/10 | Fervor 10/10 | SaAr 14/14| SaWe: 14/14 | Flicker 3/3 | Heal 14/14 | AC: 34 / T: 23 / FF: 25 | Fort: +14, Ref: +16, Will: +15 | CMB: +10, CMD: 29 | Init: +9, Perception: +15

Sigurd notices the look, but remains silent.
Warpriest only gets up to 6th spell level, but uses the unmodified cleric list - so the highest spells they get are 6th level, which does not make them great casters against anything that gets to roll a save. So mostly individual and party-wide buffs+utility in his lineup.


AC:35 T:13 F:27| HP 186/186 | CMD:35 | F:+19 R:+11 W:+16 | Init:+5 | Perc: 21 | Map

Titan pops in and out of troll form if he needs to seem friendly but he is mostly a huge looming monster.

"I should warn you the enemy uses firearms, all of my conventional defenses are useless. We may want to consider magical defenses like ashen path and fog spells as we did outside yesterday. This area is magically guarded I could not fully alter the weather."


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 + 11 ⇒ (3) + 11 = 14

What do we know about vampires and interpret anything Viktor can tell us about them?


Ongoing Effects:
Freedom of Movement, Shield of Faith, 1xWeapon of Awe, Death Ward
Ongoing Party Effects:
Blessing of the Mole, Fickle Winds, Communal Protection from Energy(Cold) and Communal Resist Energy(Electricity)
HP: 101/101| Blessings 9/10 | Fervor 10/10 | SaAr 14/14| SaWe: 14/14 | Flicker 3/3 | Heal 14/14 | AC: 34 / T: 23 / FF: 25 | Fort: +14, Ref: +16, Will: +15 | CMB: +10, CMD: 29 | Init: +9, Perception: +15

"As I said, my God is the God of Wind of my people. I can petition him to help us for a few minutes, but in the face of firearms, I don't know how far his power will reach."
Fickle wind should provide a 30% miss chance for all firearms shot at us.
Communal protection from Arrows would be sweet, too, unless they are all equipped with magical firearms, but that's purely Arcane, not for Clerics-
"What I can do, however, is ask my ancestors in his care for guidance on the creatures we are about to face."

Ancestral Communion, lasts 14 Minutes and I can do multiple knowledge Checks, I'd do one for all the strange things we heared about but not sure what checks are called for - I'll just guess:

Kn Religion: 1d20 + 12 + 8 ⇒ (9) + 12 + 8 = 29 Vampires.
Kn Engineering: 1d20 + 6 + 8 ⇒ (19) + 6 + 8 = 33 Automated Tanks.
Kn Nature: 1d20 + 3 + 8 ⇒ (20) + 3 + 8 = 31 Tree.
Kn Arcana: 1d20 + 16 + 8 ⇒ (17) + 16 + 8 = 41 if applicable for something.
Kn Dungeoneering: 1d20 + 13 + 8 ⇒ (10) + 13 + 8 = 31 if applicable for something.
Kn Planes: 1d20 + 20 + 8 ⇒ (4) + 20 + 8 = 32 if applicable for something.


Male Human Sorcerer 5/Dragon Disciple 9

Vasily looks slightly askance at Sigurd when he mentions his pagan deity, but he remains quiet. "I have the ability to make one more durable, or create phantom images, but each only effects a single person, unfortunately. I can also potentially blind a cluster of enemies." Stoneskin, Mirror Image, Glitterdust

Knowledge (Arcana): 1d20 + 26 ⇒ (7) + 26 = 33
Knowledge (History): 1d20 + 17 ⇒ (10) + 17 = 27
Knowledge (Local): 1d20 + 17 ⇒ (14) + 17 = 31
Knowledge (Nature): 1d20 + 17 ⇒ (18) + 17 = 35
Knowledge (Nobility): 1d20 + 17 ⇒ (16) + 17 = 33

For whatever good those will do.


Viktor sits and dwells for a moment trying to remember what he can of the Chaplains. With a shuddering sigh he starts, I have only seen them a few times and I do not wish to see them again. They come out at night to 'minister' to the troops. They spend about a minute with each one. 1 takes care of the riflemen, 1 takes care of the flame throwers, while the last takes care of the machine gunners. They supposedly live in the chapel but I don't know how they come and go from there.

With the knowledges you know most typical facts about vampires...silver weapons, wooden stakes, holy water, and dominate person

Viktor actually smiles at the mention of the automated tanks. Ahh, those are my pride and joy, more sentient being than machine almost. They will run forever, never need to stop, never need to reload, and will attack any enemy in or around the camp. Their 1 weakness is that if you can get on top of one they can't fire upon you. However, they can try to throw you off and if they do their automated machine guns will make short work of anything.

You know that they have a hardness needing adamantine to overcome and have an ok AC. Based on what Viktor said you think that if you dress and disguise yourselves as Russian soldiers you won't be attacked by them.

That tree is a cross between a fairy tale and a nightmare. It is alive alive if you know what I mean. It can move around an all. It was peaceful until the towers were finished then the lightning started changing it.

Tree ent with lightning capabilities

Also be careful around some mist or fog. I don't know how it works but if something dies in there it comes back as not alive but not dead either. Those creatures will reach for you and if they get you they will eat your heart. If you manage to get away from them or kill them they explode covering you with their body parts that could turn you into one of them as well.

Not exactly sure if the mist or fog is a creature or just some magic area but it sounds like the creatures created are a variant zombie.


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

If we can find out where those vampires sleep in the day, we can put them down for good.


Ongoing Effects:
Freedom of Movement, Shield of Faith, 1xWeapon of Awe, Death Ward
Ongoing Party Effects:
Blessing of the Mole, Fickle Winds, Communal Protection from Energy(Cold) and Communal Resist Energy(Electricity)
HP: 101/101| Blessings 9/10 | Fervor 10/10 | SaAr 14/14| SaWe: 14/14 | Flicker 3/3 | Heal 14/14 | AC: 34 / T: 23 / FF: 25 | Fort: +14, Ref: +16, Will: +15 | CMB: +10, CMD: 29 | Init: +9, Perception: +15

"The tanks, how do they know friend from foe? Could we turn them against Rasputins other minions, somehow? If we dress as Russian Soldiers, then attack them and flee, would they attack other Russian Soldiers assuming they are enemies now?", Sigurd inquires from Viktor.


Male Human Sorcerer 5/Dragon Disciple 9

Vasily straightens his Russian officer's uniform. "That'd be helpful." he says in Russian, translating for the benefit of the non-Russian-speakers.


AC:35 T:13 F:27| HP 186/186 | CMD:35 | F:+19 R:+11 W:+16 | Init:+5 | Perc: 21 | Map

"Hmmm I like the idea of stealing them but I don't remember seeing many lying around or we can try to grab them from a group of dead soldiers (we are often fighting troops so there should be many uniforms). We had one battle with many squads of troops away from the base. We could many get 5 uniforms from those bodies."


The tanks would defend themselves if attacked by anything or anyone. They will not attack any Russian troops that do not attack 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 |

"They sound like a golem. As their creator, do they recognize you or take your commands? They would be most useful if they fought for us."


While I created them they are at Rasputin's direct command. I could probably reprogram them should Rasputin give them the command to let me work on them for 'upgrades', however since he had me killed I don't think he will give that order.


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 |

”As I feared. They are probably smarter than the troops, too, and more difficult to fool.”

I will defer to the team on plans - I struggle to wrap my head around the plot in this game constantly. Who do you want to attack and how do you want me to prepare? Left to my own devices, I will largely prepare d-door, flight, and invisibility and do my best to cause damage at range.


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

Disguise as some troops and go after those vampires.


Male Human Sorcerer 5/Dragon Disciple 9

Vasily nods. "That would be my preference as well."


Ongoing Effects:
Freedom of Movement, Shield of Faith, 1xWeapon of Awe, Death Ward
Ongoing Party Effects:
Blessing of the Mole, Fickle Winds, Communal Protection from Energy(Cold) and Communal Resist Energy(Electricity)
HP: 101/101| Blessings 9/10 | Fervor 10/10 | SaAr 14/14| SaWe: 14/14 | Flicker 3/3 | Heal 14/14 | AC: 34 / T: 23 / FF: 25 | Fort: +14, Ref: +16, Will: +15 | CMB: +10, CMD: 29 | Init: +9, Perception: +15

"Then so be it."


AC:35 T:13 F:27| HP 186/186 | CMD:35 | F:+19 R:+11 W:+16 | Init:+5 | Perc: 21 | Map

"Well I guess I will need to find a different fighting form. None of you can lie well enough to convince these people a troll is a human, eh?"


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

You could be a yeti with an underbite.


Male Human Sorcerer 5/Dragon Disciple 9

"I am...not unpersuasive. But I don't know that I'm that persuasive."


Ongoing Effects:
Freedom of Movement, Shield of Faith, 1xWeapon of Awe, Death Ward
Ongoing Party Effects:
Blessing of the Mole, Fickle Winds, Communal Protection from Energy(Cold) and Communal Resist Energy(Electricity)
HP: 101/101| Blessings 9/10 | Fervor 10/10 | SaAr 14/14| SaWe: 14/14 | Flicker 3/3 | Heal 14/14 | AC: 34 / T: 23 / FF: 25 | Fort: +14, Ref: +16, Will: +15 | CMB: +10, CMD: 29 | Init: +9, Perception: +15

"Short of actually blinding them, then telling them falsehoods, no. Maybe one of you could provide a magical veil or something? Or, if we are clothed as soldiers, we could pretend to have taken you prisoner, bringing you to the chaplains for interrogation - it could work better, albeit I am not familiar enough with their protocol that I'm confident I could pull off this bluff-", Sigurd looks at Vasily expectantly, hoping his comrade was more confident in his abilities or could provide some magical solution.


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 |

Do I believe the vampires would see through an invisibility spell?


Male Human Sorcerer 5/Dragon Disciple 9
Sigurd Koshchey wrote:
"Short of actually blinding them, then telling them falsehoods, no. Maybe one of you could provide a magical veil or something? Or, if we are clothed as soldiers, we could pretend to have taken you prisoner, bringing you to the chaplains for interrogation - it could work better, albeit I am not familiar enough with their protocol that I'm confident I could pull off this bluff-", Sigurd looks at Vasily expectantly, hoping his comrade was more confident in his abilities or could provide some magical solution.

Vasily nods, slowly. ”That’s…possible, but they likely have some sort of password system in place, and unless we can capture someone and ferret out the word of the day, that will probably trip us up. It’s also possible that that scum Rasputin actually employs some trolls, but I don’t know.”

This is a variant wildshape, right? Why not just take human form then wildshape back later?


Duardlara you think that vampires have no means to pierce invisibility unless they have learned that ability purposefully. Most vampires that you have heard about can just see in the dark. However, you remember that the spotlights reveal invisible foes.

Since you are looking to target the vampires you make plans for arriving at night as that is the only time that Viktor knows that they are out and about. The dark may conceal you from the regular troops for a bit, until spotted, then the camp would be alerted to your presence with the spotlights illuminating the camp.


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

Any magic to help all of us see at night? I don't have anything special.


AC:35 T:13 F:27| HP 186/186 | CMD:35 | F:+19 R:+11 W:+16 | Init:+5 | Perc: 21 | Map

"That was a joke. Sorry Taldan is not my first language. I can change anytime I need it is obviously advantageous to start a fight big and scary but I will make it work."


Male Human Sorcerer 5/Dragon Disciple 9
Jetro Clampett wrote:
Any magic to help all of us see at night? I don't have anything special.

Vasily scratches his head for a minute as he runs through his spells. "Not as such, no. I could turn you into a man-sized dragon for about a dozen minutes, that would greatly enhance your senses. But that's a powerful spell to use for so minor a benefit."


Ongoing Effects:
Freedom of Movement, Shield of Faith, 1xWeapon of Awe, Death Ward
Ongoing Party Effects:
Blessing of the Mole, Fickle Winds, Communal Protection from Energy(Cold) and Communal Resist Energy(Electricity)
HP: 101/101| Blessings 9/10 | Fervor 10/10 | SaAr 14/14| SaWe: 14/14 | Flicker 3/3 | Heal 14/14 | AC: 34 / T: 23 / FF: 25 | Fort: +14, Ref: +16, Will: +15 | CMB: +10, CMD: 29 | Init: +9, Perception: +15

"Sight in the dark, unfortunately, is a gift of the arcane - we'll have to rely on those of our companions who are better suited to that to lead us and evade patrols.", Sigurd shrugs.


Let me know where you are planning on arriving/attacking and about what time at night and how you are getting there. Once those 3 things are decided I can move us along.


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 cast Greater Darkvision. Very expensive in spell slots, but we have other casters. How many would we need?


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

Clyde just has normal vision


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

Well after sunset sounds as good as any, we could also fly in at the wrecked horeman camp.


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 shakes her head. ”We’ll be seen - the spotlights reveal people hidden with my spells. And my teleportation is more efficient so long as I can identify the destination sufficiently. Landing inside a hut would hide the tell-take visual display, a valuable tactic.”


Ongoing Effects:
Freedom of Movement, Shield of Faith, 1xWeapon of Awe, Death Ward
Ongoing Party Effects:
Blessing of the Mole, Fickle Winds, Communal Protection from Energy(Cold) and Communal Resist Energy(Electricity)
HP: 101/101| Blessings 9/10 | Fervor 10/10 | SaAr 14/14| SaWe: 14/14 | Flicker 3/3 | Heal 14/14 | AC: 34 / T: 23 / FF: 25 | Fort: +14, Ref: +16, Will: +15 | CMB: +10, CMD: 29 | Init: +9, Perception: +15

Only regular vision as well - I think divine casters are supposed to light things up like a beacon if they want to see :D That said, if there's any requests for specific divine spells(albeit only up to level 5) do tell.

"Those spotlights, could we possibly shut them down? They sound troublesome. Is their source of power beyond our reach?", Sigurd inquires further, "My apologies for not being better prepared, but we only arrived in the region recently and had would have spent some time observing before jumping into action - "


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 |

”Possibly, but they are well-positioned. They can cover each other quite well. However, we have had success once we were within the camp at avoiding detection long enough for a strike or two. I could prepare enough teleportation to jump in, jump across, and jump back out.”

”I would like very much to sabotage a tower, I confess.”


Ongoing Effects:
Freedom of Movement, Shield of Faith, 1xWeapon of Awe, Death Ward
Ongoing Party Effects:
Blessing of the Mole, Fickle Winds, Communal Protection from Energy(Cold) and Communal Resist Energy(Electricity)
HP: 101/101| Blessings 9/10 | Fervor 10/10 | SaAr 14/14| SaWe: 14/14 | Flicker 3/3 | Heal 14/14 | AC: 34 / T: 23 / FF: 25 | Fort: +14, Ref: +16, Will: +15 | CMB: +10, CMD: 29 | Init: +9, Perception: +15

"If so, maybe it would be worth trying to hit a tower far from our objective, basically cause an alarm there, then jump over to our real target - the vampires, deal with them during the confusion, and get back out before the enemies manage to congregate on our position."
I think we are light on the summoning spells, otherwise leaving some summons in location 1 could have been worthwhile...


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 |

Fireball in the tower sounds like a start. I have a lot of range and decent stealth to try to do it solo and rejoin the group. Still not clear on how many darkvision spells I need to prepare.


Ongoing Effects:
Freedom of Movement, Shield of Faith, 1xWeapon of Awe, Death Ward
Ongoing Party Effects:
Blessing of the Mole, Fickle Winds, Communal Protection from Energy(Cold) and Communal Resist Energy(Electricity)
HP: 101/101| Blessings 9/10 | Fervor 10/10 | SaAr 14/14| SaWe: 14/14 | Flicker 3/3 | Heal 14/14 | AC: 34 / T: 23 / FF: 25 | Fort: +14, Ref: +16, Will: +15 | CMB: +10, CMD: 29 | Init: +9, Perception: +15

Well, if we fight in the dark, I'd most certainly appreciate a Darkvision if one is available. I do have a Communal Resist and a Communal Protection from Energy. Considering there's electricity and Russia, I would have done one with Cold and the other with Lightning, or would there be reasons for a different Configuration? And Vasily, think you could spare a Stoneskin? As mentioned I should have Material Components for 4 doses on me after dropping part of my purchase, I'd just need the Spell Slot...


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 |

OK, it sounds like I need to prepare darkvision for Sigurd, Vasily, Jethro, myself, and Titian. Everyone. Does anyone have access to Communal Darkvision? My opportunities to learn new spells have been sparse, but I might put that on my next level up choices.

EDIT
I don't have the darkvision spell, which is 3rd level. I only have greater darkvision, which is 4th level and has longer range. I have a total of 7 slots of 4th level or higher and I plan on three of them being dimension door and I'd like to prepare some greater invisibility, but I can forgo those if I must. But someone will have to go without darkvision or we will have to rock with a single 'get out of jail free' card. Thoughts?


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

Jetro could use a Darkvision while others might have ways to get around the dark problem


AC:35 T:13 F:27| HP 186/186 | CMD:35 | F:+19 R:+11 W:+16 | Init:+5 | Perc: 21 | Map

"I can get darkvision from my forms. I know of a spell the clerics in the grove used to cast called blessing of the mole. It does not last long but it is better than nothing."


Male Human Sorcerer 5/Dragon Disciple 9

I have Form of the Dragon I 1/day as an SLA, and can cast it as a spell as well, so I can get darkvision that way.


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

Well I dun plum forgot I have these magical glasses of low-light sight. Hmph...Getting tired and forgetting things.


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

Well let's get going! Duardlara, time to transport.


Ongoing Effects:
Freedom of Movement, Shield of Faith, 1xWeapon of Awe, Death Ward
Ongoing Party Effects:
Blessing of the Mole, Fickle Winds, Communal Protection from Energy(Cold) and Communal Resist Energy(Electricity)
HP: 101/101| Blessings 9/10 | Fervor 10/10 | SaAr 14/14| SaWe: 14/14 | Flicker 3/3 | Heal 14/14 | AC: 34 / T: 23 / FF: 25 | Fort: +14, Ref: +16, Will: +15 | CMB: +10, CMD: 29 | Init: +9, Perception: +15

"I concur. Lets go hit that spotlight tower, raise a ruckus, then go hit our real target. We can talk theory all night and not get something done...I think there is no optimal solution here."

So, time to buff up I guess? Minute per Level or more should be sufficient to hit both locations and then some.
Sigurd offers a prayer to his God, hoping for his assistance in what they were going to do - and manifests some of his will in the form of blessings bestowed upon himself and his allies.

Sigurd: Freedom of Movement, Shield of Faith, 1xWeapon of Awe and Death Ward as personal buffs.
All: Blessing of the Mole, Fickle Winds, Communal Protection from Energy(Cold) and Communal Resist Energy(Electricity) for the party.

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