Variel's Reign of Winter

Game Master Neltji

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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 will post buffs tomorrow. Has anyone identified a specific spotlight tower? And are you wanting to be teleported directly into the tower or under it?


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

Probably under since we haven't been in one


Male Human Sorcerer 5/Dragon Disciple 9

Vasily will cast Mage Armor, Stoneskin, Resist Energy (Fire), Shield, Form of the Dragon I, Enlarge Person, Mirror Image on himself, holding off on Haste for the moment.


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

Either is fine, Duardlara, and no specifics. One in DD range(or close) of our ultimate target, I'd guess.

Vasily: Could you spare a slot for a Stoneskin? I do have material components for 4 castings myself, it would "just" be the slot you'd need to expend - and why the enlarge person? In case form of the dragon gets dispelled?


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 |

Sorry, I didn’t get back to my character sheet to get available spells corrected for the latest plan. As for range, anything in the camp is within her range from the hut, so that’s no problem. I was thinking there wasn’t much we could do from the base of the tower. Perhaps using a fireball on the adjacent tower and then hop away?


Male Human Sorcerer 5/Dragon Disciple 9
Sigurd Koshchey wrote:

Either is fine, Duardlara, and no specifics. One in DD range(or close) of our ultimate target, I'd guess.

Vasily: Could you spare a slot for a Stoneskin? I do have material components for 4 castings myself, it would "just" be the slot you'd need to expend - and why the enlarge person? In case form of the dragon gets dispelled?

Sure, no problem. Maybe HeroLab is leading me astray, it's increasng the natural weapon die size etc when I apply one atop the other. But come to think of it polymorph effects shouldn't stack, should they? Scratch Enlarge Person.


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 will enhance Jethro's eyesight and mine to take better advantage of the range of our bows. I have prepared three dimensional hops for tonight. The first to a tower - under you say? which one? And the second to our ultimate goal, which is what, the vampires? And a third to escape. When we arrive, I can tell you I will be unable to do anything right away due to the stress of the transition. My plan is to arrive, recover, and leave, so if you intend to stay longer, I need to know."

Buffs
Greater darkvision on Jethro and I, which will last for hours and has a range of 120'.
EDIT: She casts shield and fly on herself.
When we are ready to leave, she will cast vanish so she cannot be targeted easily while she's focused on transport.

Thinking it out
First round of vanish, cast dimension door, end of turn
Second round of vanish, action to be determined
Third round of vanish, cast dimension door, end of turn
Fourth round of vanish, action to be determined
Fifth round of vanish, action to be determined


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

Course we don't know where the vampires are.


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

I will cast Hunter's blessing undead and humanoid with urban or underground (which ever covers the base) and cold.


Which of the 4 corner towers are you going to?


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

Southwest!


With spells cast and prayers said the party gathers around Duardlara. Speaking arcane words she casts her spel as the group fades from the Hut and arrives at the Russian camp in the dark of night. Looking around you see that you have arrived below the southwest tower. From the sounds above you you can hear the sounds of 3-4 soldiers walking around the tower. From the tower a searchlight scans the area for encroaching foes.

To the east you see 3 more sets of towers with the same searchlights posted along the front of the enclosure.

To the north you see another building with lights posted outside the doors. From your previous scouting escapades you know that this is the barracks where additional troops gather.

Further north you hear the wounds of machinery running coming from behind the barracks.

Outside the encampment you see multiple troops in trenches staring out into the cold frozen night. Without a light source giving away your position, you are unseen...for now.

Map updated as well with the foes that you are aware of through scouting.

combat map


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

So we can hit this tower and take them out.


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, briefly invisible, says "Yes, do what you will. I will create an exit shortly."


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

Who wants to go through the door first?


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 |

Door? Aren't we attacking the tower above us? Are you planning to hit the barracks instead?


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

I assumed that there was some way to get up the tower, like a door inside it and stairs/ladder


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 |

Climbing the ladder will take longer than I thought we planned to be here, let alone having an actual combat to get through a trapdoor at the top of said ladder. That's why I was thinking I would try to drop us inside the tower originally, but I felt like that idea didn't get any traction - or maybe I didn't like it enough to actually say it out loud.

We would have known the situation from past experience before we popped in. Can we get a clarification, GM Variel? We may need to retcon the personnel delivery...


Male Human Sorcerer 5/Dragon Disciple 9

Forgot to roll for mirror image earlier. Rectifying.
Images: 1d4 + 4 ⇒ (1) + 4 = 5

"Going up?" Vasily, in his silver dragon form asks, looking around.

I'm only a medium dragon, so I may not be able to grab more than one, maybe two of you, but I can fly up, hit them with my breath weapon, then drop you on the walk around the tower to take out any the breath didn't kill.


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, let’s do this. Who’s flying with the dragon? Is the next tower within range of the archers and their 120’ darkvision? Remember, we don’t make a stand, we raise a little Hades and bug out.


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

"I will let us all walk on air."

Airwalk communal for anyone who can't fly.


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

Always wanted to ride a dragon. Take me up.


My apologies for not understanding you were going into the tower. Yes you could do that as well but there is a chance that 1 or more could be shunted away if there is a soldier there. Do you want to take that chance?


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 |

GM: I think we are improvising because we didn’t understand ourselves. Landing under the tower then flying up seems to be the plan.

”Very well. I have flight, I will go up and check the door. If it’s unlocked, I will open it when you are ready to enter. If it’s locked, I’ll try to unlock it for you.”

She will fly to the entry to the tower, inspect it first for a trap, test to see if it is locked, unlock it if necessary, and open it when the others are ready to charge in.

GM Variel:
For purpose of checks, my Perception vs. traps is + 21, my disable device vs. traps is +20, my disable device vs locks is +20, and my perception to listen at the door is +20. Since you know which rolls are necessary, I’m good with you rolling secret checks for me to keep things moving.


Male Human Sorcerer 5/Dragon Disciple 9

Vasily locks his clawed limbs around Jetro's waist and chest, and follows Duardlara up, dropping the human on the catwalk near the door. He positions himself just beside the door, ready to blast his breath weapon in at a moment's notice.


The entrance to the tower is a trapdoor at the top of a metal ladder. Duardlara easily is able to fly up and does not detect any lock or trap upon the door. She is ready to open it and have the party move in quickly when all are ready. Those that aren’t able to fly can be positioned on the ladder for quicker entrance.

Surprise round will be moving up into the tower.

Init:

Duardlara 1d20 + 7 ⇒ (13) + 7 = 20
Jetro 1d20 + 6 ⇒ (3) + 6 = 9
Vastly 1d20 + 10 ⇒ (19) + 10 = 29
Sigurd 1d20 + 9 ⇒ (20) + 9 = 29
Titian 1d20 + 5 ⇒ (12) + 5 = 17

Soldiers 1d20 + 5 ⇒ (3) + 5 = 8

All of you up first before soldiers…this is going to be quick


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 |

Whee! New characters up first! When you give her a nod, Duardlara will open the trapdoor.


Male Human Sorcerer 5/Dragon Disciple 9

After dropping Jetro, Vasily flies across the tower and unleashes his breath weapon on the three soldiers who are conveniently lined up. It's a cone, so I'm actually aiming somewhat away from them, so as not to catch the party. There's an outline on the map of the important part of it.

Breath Weapon, Reflex DC 18, Cold: 18d6 ⇒ (3, 2, 5, 4, 1, 4, 6, 5, 2, 2, 2, 2, 6, 4, 1, 2, 6, 3) = 60


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

Pulling free his twin blades as he enters the tower, Sigurd does not wait for the expression of surprise to vanish from his marks.
Calling upon a Blessing of Strength from his god, he turns into a veritable whirlwind of blades, each cut biting deeper into flesh and bone then the small size of the weapons would suggest, picking new marks as his targets fall.

Main Hand 1, Strength Surge: 1d20 + 21 + 7 ⇒ (7) + 21 + 7 = 35 to hit for Damage, Slashing: 1d10 + 17 ⇒ (7) + 17 = 24
Off Hand 1, Strength Surge: 1d20 + 21 + 7 ⇒ (20) + 21 + 7 = 48 to hit for Damage, Slashing: 1d10 + 10 ⇒ (3) + 10 = 13
OH1 Crit?: 1d20 + 21 + 7 ⇒ (16) + 21 + 7 = 44 to hit for Damage, Slashing: 1d10 + 10 ⇒ (7) + 10 = 17
Main Hand 2, Strength Surge: 1d20 + 16 + 7 ⇒ (5) + 16 + 7 = 28 to hit for Damage, Slashing: 1d10 + 17 ⇒ (2) + 17 = 19
Off Hand 2, Strength Surge: 1d20 + 16 + 7 ⇒ (17) + 16 + 7 = 40 to hit for Damage, Slashing: 1d10 + 10 ⇒ (7) + 10 = 17
OH2 Crit?: 1d20 + 16 + 7 ⇒ (9) + 16 + 7 = 32 to hit for Damage, Slashing: 1d10 + 10 ⇒ (10) + 10 = 20
Main Hand 3, Strength Surge: 1d20 + 11 + 7 ⇒ (9) + 11 + 7 = 27 to hit for Damage, Slashing: 1d10 + 17 ⇒ (3) + 17 = 20
Off Hand 3, Strength Surge: 1d20 + 11 + 7 ⇒ (6) + 11 + 7 = 24 to hit for Damage, Slashing: 1d10 + 10 ⇒ (10) + 10 = 20

Swift to activate Minor Blessing Strength, Full Attack, 5-foot step as needed to reach new targets if none remain next to him. Cutting down those which seem most wounded first in terms of target priority.


Reflex save 3d20 ⇒ (3, 12, 15) = 30 +6 each

1 of the guards takes a full blast of the breath attack from Vasily while the other 2 seem to be able to react quick enough by diving out of the way.

The breath attack is closely followed by a swirling dervish of dancing blades. The first strike downs the unlucky guard who failed his saving throw. The second guard up seems to be just a fair bit luckier as he survived the first stroke to him. However the second strike on him puts him down. The third fellow in line sees the carnage and tries to avoid the fate of his brethren but falls in 2 blows as well. With only 1 strike remaining and one guard left Sigurd steps to the south and lands his last blow on the last guard. He still stands…for now til the rest of the party acts.


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

Jetro shoots the guard
+2 Shocking longbow: 1d20 + 25 ⇒ (13) + 25 = 381d8 + 10 + 1d6 ⇒ (7) + 10 + (2) = 19
+2 Shocking longbow: 1d20 + 20 ⇒ (5) + 20 = 251d8 + 10 + 1d6 ⇒ (6) + 10 + (1) = 17


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 watches the adjacent tower, considering a splashy farewell or a quiet departure. "Do we leave the next guards something to remember us by? Or a mystery of what happened to these four?"

She is prepared to send a fireball over or to teleport the party to their next destination.


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

"Something to remember us by. We wanted to raise a ruckus to draw attention here while we hit a different target. So far, we have not accomplished that-"

I think last guy may still be standing, as he was not hit by the Breath weapon either. If my rough guess is correct, he should have about 20 HP left, +/-10.


Titian will rage and attack anyone who is left.
Falchion: 1d20 + 26 ⇒ (16) + 26 = 422d4 + 31 ⇒ (1, 1) + 31 = 33
Falchion: 1d20 + 21 ⇒ (4) + 21 = 252d4 + 31 ⇒ (3, 2) + 31 = 36


Jetro and Titian easily finish off the last of the guards in the watchtower. Now that you are here you can see that there is a complex metal contraption sitting in the southwest corner off the watchtower. It has metal filaments that run up the side of the tower to the roof.

As it was only a single round of combat and all the guards were killed before the alarm was sounding the entire camp does not know what was going on. The troops below you to the south and west glanced up and may be curious but none of them have moved to investigate any of the sounds. Their life for not following orders currently outweighs their curiousity.


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

So we leaving now? What is that weird thing?


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 uses his limited technical understanding to check out the complex metal contraption, assuming it to be some sort of control panel.

KN Engineering: 1d20 + 6 ⇒ (14) + 6 = 20

"We leave shortly, but with a bang, or our objective here will not have been met. We wanted a diversion, so whatever reinforcements they mobilize will have to decide where to head, hopefully delaying them a while..."
Choosing one of the controls to try, he asks: "What effect did these towers have again? Merely illuminate the area?"


Sigurd the metal contraption is beyond your complete comprehension of how it works. However you do piece together that it controls something on the roof and is conducting a large amount of electricity.


Male Human Sorcerer 5/Dragon Disciple 9

Vasily glances at the device, but merely shrugs. His understanding of modern technology is limited, at best. He moves to stay close to Duardlara, ready for the next teleport.


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

"I can summon some aether elementals again they are invisible and can easily throw things hundreds of feet. Oh, and they are invisible. It will get some attention. But a big explosion first would still help."


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

Aye, aethers are so nasty. Worst thing? Their Telekinetic Throw is EX - that stuff even works in an AMF.(THEY would blink out on entering, as per summoning, but they can violently pull you out of one, or throw you into an AMF and keep you there.)

Sigurd attempts to cause the contraption to do something. Anything out of the ordinary would cause people to waste more time on investigating and fixing things.
"By all means, do. An Explosion elsewhere with the bead originating from this tower and a set of invisible allies that will throw people off the ladder as they attempt to get up here sounds like a very decent diversion."

I am totally fine not having complete comprehension. But I assume it is some means of control, and even if nothing is labelled in Russion, some stuff should be able to be found out ad-hoc via Trial and Error. Press a prominent large button or lever to attempt to turn it on, Rotate some valve to move/rotate what is above or improve throughput - basically not looking for a full manual, just for a chance to press some buttons to try and mess with the setup, maybe turn up the power to max and shine directly at another tower or something like that. I'm fine with that being a pure narrative aspect with no further input from me, but if there's controls of some sort there, he'll attempt to mess with them(as he has no disable device to rig them to break or anything). Heck, even if the thing reacts too slow to plan some result, he'd attempt to keep it moving or doing something as long as possible so it seems someone is operating it.


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 have a +20 to disable device. I could fly up top to see what’s up there. I could cast a fireball to the next tower or let Vasily do it. Or I can open the teleport and let one of you sabotage and another fireball the neighbors. Preference?


Male Human Sorcerer 5/Dragon Disciple 9

I'm happy to throw the fireball. Saves us a round since you don't ned to cast 2 spells.


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 |

Let’s do it. D’lara will ready the teleport while Vasily warms up the neighbors and someone else may or may not find out how conductive human beings really are…

”I think this was a success, if quieter than expected. Let us move before we are discovered.” She begins to cast her spell to transport the strike team to where they suspect the vampires will be found. Right?


As Sigurd works on the contraption, he is able to find a metal panel that he removes to reveal some of the inner workings of the machine. On the inside of the metal panel that was removed is the inscription in Russian: Viktor Miloslav, Akuvskaya Monastery 1917. Reaching forward to manipulate the device he touches something that releases an arc of electricity that flashes across the entire guard tower.

reflex dc 19 for half 15d6 ⇒ (5, 1, 4, 6, 3, 5, 5, 1, 6, 3, 1, 3, 5, 6, 1) = 55 electricity damage

perception 25:
As the electricity arcs through the tower you see that hte central monastery is bathed in a purple light revealing and onion-domed fully restored monastery.


Male Human Sorcerer 5/Dragon Disciple 9

Reflex: 1d20 + 13 ⇒ (15) + 13 = 28

Vasily watches Sigurd work nervously, but still isn't able to dodge the blast entirely. Should've cast Resist Electricity, blast it.


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 + 20 ⇒ (10) + 20 = 30

Reflex DC 19: 1d20 + 19 ⇒ (17) + 19 = 36 Evasion for no damaee.

"When the electricity shot across, I see the central monastery was bathed in purple light, appearing as a fully-restored and onion-domed monastery."


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

Reflex: 1d20 + 8 ⇒ (2) + 8 = 10

Jetro explodes


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 did, Vasily. We have Resist Energy(Electricity/Lightning)) online in the Communal Version. That's 30 points of that resisted. (I have 2 spoilers, one for personal and one for party-wide effects.)

Reflex: 1d20 + 16 ⇒ (16) + 16 = 32
Perception: 1d20 + 15 ⇒ (20) + 15 = 35

When the machine starts to arc lightning, Sigurd quickly withdraws from it, sidestepping the largest blast, and seeing the secondary, smaller ones harmlessly dissipate from the wards he formed earlier. "I saw that as well, Duardlara. It's possibly how we can use the towers to get to Rasputin...but all in due time."


Male Human Sorcerer 5/Dragon Disciple 9

Ah, excellent. Thanks for the reminder.

Just before they go, Vasily launches a fireball at the next tower over.

Fireball, DC 19[/dice: 10d6 ⇒ (5, 3, 2, 6, 4, 3, 3, 1, 3, 4) = 34

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