Variel's Reign of Winter (Inactive)

Game Master Neltji

loot list second page

combat map update


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Didnt post one of the hallway as the map does not do justice to the description. Once you get to a room or find one then I will post it for you Jetro.


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

can't see the map (it's trying to open a png and says i need to download something to see it and norton doesn't trust the download...) and I'm having trouble visualizing it...however...

Venja steps out on what appears to be a rough log floor but feels smooth and solid. She looks in both directions to see a seeming infinite passage both ways.

"Hmmm... this is odd... I wonder where these go? and are we supposed to take one of these directions or stay where we were? I assume the keys brought us here for a reason... But which way to go when both appear the same?"


HP: 41/59 AC: 18 Saves F:7/R:4/W:10 P:+14(17) Hungerseed (Oni-Tiefling) Arctic Druid 8 Sheelah HP: 15/33 AC: 20 (+4) F:6/R:9/W:4 P:+6

Huh, well, lets take a listen, shall we? Maybe see if we can gind the scrying room too, eh?

Sheelah, stay at the entrance, then to the group, One or two of you with me, we'll go west? D'lara to watch for traps? Helgash or Greta in case we need some, you know? flexing.

Beck wants to walk west with Sheelah staying at the door. while he and his partners move along the cooridor. That way we can keep out vantage point as we move and stop before we loose sight of her.


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 |

Shrugging, "Seems as good an idea as any."

Perception vs traps: 1d20 + 15 + 1 ⇒ (6) + 15 + 1 = 22


At what seems about 50 paces away (150feet) you come across a slight change in the structure of the wall to your right. The boards that make up the wall show a quite noticeable crack revealing what can only be called a door. A symbol carved upon the door resembles an inverted half- circle with a horizontal line across the top and several lines exiting the circle. A single extended arrow points downward in the center.

DC 20 Knowledge (arcana) or Linguistics check::

The carving is a symbol for twilight, in a style favored by Iobarian
witches.

There does not appear to be any traps along the hallway or upon the door.

Sorry for the delay. On call and working at the moment. Stilln o map update needed yet.


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 arcane: 1d20 + 15 ⇒ (20) + 15 = 35

"This is the symbol for twilight, used by Iobarian witches"


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

So we headen on through? Jetro has his bow ready.


"Yes, if it is not trapped magically or otherwise"


Beck are you leaving Sheelah still at the door to the kitchen area?

The hallways still looks like it continues on indefinitely in both directions straight as an arrow. You can still easily make out Sheelah lying in front of the doorway you exited from to get into the hall.

perception check DC 28:

From the other direction you can just make out a large form in the distance. It looks to be at least 400 feet away from you and seems oddly familiar. At about that time you see it move slightly and realize that Sheelah moved as well back the other direction. Somehow you are seeing both sides of Sheelah from a long distance away even though you swear the hallway does not turn.

There are no traps on the door.


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

Purrception: 1d20 + 7 ⇒ (3) + 7 = 10

Jetro picks some jerky out of his teeth.


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 + 15 ⇒ (6) + 15 = 21

Aid! I need some aid here! ;-)


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

perception: 1d20 + 13 ⇒ (10) + 13 = 23


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 mean, I've got an aid roll for someone here! :D


Not seeing anything out of the extraordinary, after all you are in an endless hallway, you open the door with the strange symbol of twilight upon it. A slight chill wafts through this room, carrying the stale scent of carrion and peat. Beyond, an impossible forest seems to have devoured the entire chamber. The walls are woven from tangled knots of black, leafless trees, and fine flakes of rusted iron cover the floor, softly crumbling to dust. A pale light emanates from a fist-sized orb that rests within a nest of black iron branches in the center of the room, turning all forms into ebon silhouettes. Suddenly a raven flies out from the darkness and settles on the glowing orb casting you all in its shadow.

perception dc 15:

You see the raven is wearing a necklace with a strange iron pendant upon it.

perception 18:

In addition to above you think you see a path winding through the trees farther on. It see,s to turn and head to the left.


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

perception: 1d20 + 13 ⇒ (8) + 13 = 21

"Greetings, master Raven... What news do you bear?"

She points out the path to the others while waiting for a response from the raven.


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

Per: 1d20 + 7 ⇒ (7) + 7 = 14

Jetro is still trying to get that bit of jerky.


HP: 41/59 AC: 18 Saves F:7/R:4/W:10 P:+14(17) Hungerseed (Oni-Tiefling) Arctic Druid 8 Sheelah HP: 15/33 AC: 20 (+4) F:6/R:9/W:4 P:+6

perception: 1d20 + 17 ⇒ (4) + 17 = 21

perception: 1d20 + 17 ⇒ (4) + 17 = 21

Beck whistles for Sheelah to come, and seeing the raven, he chuckles Heh, raven and a bear... heh


The raven looks at you and caws wildly while jabbing its peak in your direction, Caw, caw! Who are you that trespass here? Us Raven's three, we know no fear. Seek you one who maybe lost? Find her but at what cost?

know arcane Dc 20:

Although you know that ravens are intelligent, this raven is even smarter than normal. It seems to have been awakened. along with it being awakened it seems to have a natural distrust of others and the jabbing o the beaks indicates that it is unfriendly at the moment.

know local DC 20:

It was rumored that Baba Yaga had a trio of Ravens that accompanied her. Perhaps this is one of them. The fact that the Raven spoke of Raven's three would indicate such and if so this raven might know the next clue to finding Baba Yaga.


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 arcane: 1d20 + 15 ⇒ (16) + 15 = 31

know local: 1d20 + 9 ⇒ (19) + 9 = 28

"We are seeking she who is lost... sent by her own warrior we are, tasked by his dying words to find her... "

She turns to the others and relays to them what she knows of this raven, hoping that someone like HElgash will take over the task of convincing the raven we are friends.


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

To Jetro, talking crows are small time considering what they have gone through.


Caw, caw.. Many are lost here...caw...many warriors lost by those who are lost here...dying words maybe fools words...caw

sense motive Dc 15:

The raven is not going to give you anything more direct as to its initial response to you. You think is waiting for confirmation to its suspicions about why you are here.


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 |

Sense Motive: 1d20 + 7 ⇒ (14) + 7 = 21

Hmm.

"An oath was sworn to the warrior lost
to find the missing in a Land of Frost.
We fought a witch who escaped us but
we were able to rescue the Dancing Hut."

Speaking in rhyme makes my head hurt


The raven bobs his head in time with your rhyme but remains silent waiting for more to speak. Although it seems that it enjoyed your speech and any diplomacy checks will benefit from a +2 bonus in addition to an aid another that you might do.

Helgash hasn't posted in a bit so if you are waiting for him then someone can make a post for him to move things along.


I am here, just been really busy lately. You guys seem to have things well in hand though :D

"We bear you no ill will
Though much blood we had to spill,
Oh mighty bird of yore
Do assist us in our chore"

:D

Diplomacy: 1d20 + 14 ⇒ (15) + 14 = 29


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

Uh..These Winter Witches
They be real b!%#+es
The leave the common folk in need of stitches
So please, we ask you to give a hoot
and give those bad witches the boot.

Diplomacy aid: 1d20 ⇒ 19


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 |

LMAO! Jetro for the win!

Diplomacy aid: 1d20 - 1 ⇒ (9) - 1 = 8

Yeah, not my thing.


Very nice all of you! I do agree though that Jetro's might be the winner.

The raven looks at you curiously as ravens sometimes do before it caws out, Baba Yaga is not here, but you can find her never fear. First however you must persuade me you possess the strength necessary to bear my knowledge. My question is simple...

Born twins they live not,
yet they grow until death.
Their fates are of'n tied.
Ever-crescent, as the moon,
Symbols of the warriors pride.

The answer to the question lies inthe chamber beyond. Bring me the answer and I shall give you what you seek.

Following the path that some of you saw upon entering you get to another 'room'. The walls of this wide chamber are lined with grey lifeless trees and thorny tnagles of brush. In the center of the room stands a gnarled and leafless tree whose outstretched branches twist like cruel, beastly talons.

perception DC 6:
1d20 + 5 ⇒ (1) + 5 = 6
On the other side of the gnarled tree you see a large fiendish dire boar ready to charge at you.


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

Per: 1d20 + 7 ⇒ (8) + 7 = 15

Big boar behind the tree getting ready to charge!


Jetro! you made a perception check! Init and map to come later.


init:

Beck 1d20 + 2 ⇒ (14) + 2 = 16 +1/2 level in cold
Helgash 1d20 + 2 ⇒ (10) + 2 = 12
Jetro 1d20 + 6 ⇒ (1) + 6 = 7
Duardlara 1d20 + 8 ⇒ (1) + 8 = 9
Venja 1d20 + 5 ⇒ (10) + 5 = 15

1d20 + 6 ⇒ (10) + 6 = 16

The giant boar gets the jump on you all even with Jetro's warning. Charging forward the giant boar gores Helgash with its twin tusks.

charge 1d20 + 15 ⇒ (12) + 15 = 27 for 2d6 + 13 ⇒ (2, 5) + 13 = 20

Good guys up.


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

Jetro moves to get a shot and fires.

Bow,PBS,PS,DA: 1d20 + 10 ⇒ (20) + 10 = 301d8 + 11 ⇒ (1) + 11 = 12
Crit for the bacon: 1d20 + 10 ⇒ (1) + 10 = 112d8 + 22 ⇒ (6, 4) + 22 = 32


map is updated now dang map tools.

Jetro you arrow flies true to the mark and hits the fiendish fire boar but it seems that not all of the impact injured the boar. Some of the damage was resisted by its unnaturally tough skin.


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 |

"Tusks! The answer is his tusks!" Duardlara wants to move into the room and around the boar to flank with Helgash. I don't think she will have enough movement to pull it off, so she is going to use Helgash and Greta for cover to avoid the AoO and move around the tree clockwise. I think she can reach the square directly south of the tree easily. She draws the magical short sword as she moves.

Acrobatics in case I can't them for cover: 1d20 + 11 ⇒ (9) + 11 = 20


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

"I was thinking fangs at first... but yeah, tusks makes more sense, since it's a boar."


Geeeeez Jetro, you're a poet man! :D

Helgash takes the full brunt of the boar's attack, blocking its path toward his companions. His body glows a soft golden hue, wounds well on the mend, as he swings the greatsword once, and again - "Avast!"

Swift LoH: 1d6 + 3 + 2 ⇒ (2) + 3 + 2 = 7

Greatsword 1: 1d20 + 9 ⇒ (7) + 9 = 16
Damage if it hits: 2d6 + 13 ⇒ (6, 4) + 13 = 23

Greatsword 2: 1d20 + 4 ⇒ (10) + 4 = 14
Damage if it hits: 2d6 + 13 ⇒ (6, 5) + 13 = 24

Yay... Iteratives...


HP: 131/131 || AC: 26 (30 with Mobility)

Greta steps forward next to Helgash, and also unleashes two attacks on the boar with her axe - "The tusks we shall have"

Greataxe 1: 1d20 + 11 - 2 ⇒ (16) + 11 - 2 = 25
Damage: 1d12 + 7 + 3 + 3 ⇒ (4) + 7 + 3 + 3 = 17

Greataxe 2: 1d20 + 6 - 2 ⇒ (8) + 6 - 2 = 12
Damage: 1d12 + 7 + 3 + 3 ⇒ (4) + 7 + 3 + 3 = 17


Helgash heals himself but not enough apparently as blood from the wounds coat his hands causing his greatsword to slip in his grip. Both mighty swings miss the great boar. Greta steps up to slice at the boar hoping to carve herself some pork for supper. Her first attack hits and the boar gives a squeal in pain. Yet the damage again was not completely dealt as the fiendish skin absorbs some of the blow.

Duardlara takes a long approach in order to flank the boar. Having to go around the tree to do so limits her but she will be able to step up and deliver her blows soon.

Venja and Beck/Sheelah to go stil


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 casts a sends a ray of enfeeblement at the beast to try to impede its ability to do damage to her friends.

ranged touch to hit: 1d20 + 4 - 4 ⇒ (19) + 4 - 4 = 19

strength penalty: 1d6 + 3 ⇒ (5) + 3 = 8


HP: 41/59 AC: 18 Saves F:7/R:4/W:10 P:+14(17) Hungerseed (Oni-Tiefling) Arctic Druid 8 Sheelah HP: 15/33 AC: 20 (+4) F:6/R:9/W:4 P:+6

Beck Conjures a flaming sphere right under the Boar
DC17 or: 3d6 ⇒ (6, 5, 1) = 12

SHeelah moves out of the hole, potentially provoking to get out from being squeezed and moves to flank Ideally within either 5' step range or pouncing range


even with combat and cover Venja still sends a black ray forward to strike the boar.

fort save 1d20 + 10 ⇒ (9) + 10 = 19 4 str damage

Reduced from some of its strength the boar snarls and paws the ground wanting to dig its horns into Helgash again.

Beck joins in the fun as he sends a ball of fire to immolate the boar and roast the pork while it is still on the bone.

reflex save 1d20 + 7 ⇒ (15) + 7 = 22 success

the boar moves out of the way of the fire but it is still there to threaten the creature.

Meanwhile Sheelah moves around to the far side of the tree with Duardlara ready to spring forward and attack if given the chance.

Aoo 1d20 + 13 ⇒ (9) + 13 = 22 for 2d6 + 13 ⇒ (4, 5) + 13 = 22

Sheelah pays for her movement as a large tusk rips into her underbelly drawing a gout of blood from her.

Boar's turn
The boar continues to try and shred Helgash apart with both tusks as it shakes its head to and fro.

gore attack 1d20 + 13 + 1 ⇒ (15) + 13 + 1 = 29 for 2d6 + 13 + 7 ⇒ (4, 6) + 13 + 7 = 30

The vicious boar takes Helgash and impales him on a tusks shaking the mighty warrior up and down as rain falls from the large gaping wound that used to be Helgash's abdomen.

good guys up.


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

the last time the boar attacked and gored helgash it did 2d6+13... this time with reduced strength by 4 it did 2d6+13+7? wouldn't it do less damage than before?

Venja extends her hair and heals Helgash... healing hex: 2d8 + 5 ⇒ (8, 1) + 5 = 14


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

Lay on Hands fixes everything from splinters to on the spot appendectomy

Jetro attempts a flurry of arrow shots at the nasty.

Rapid Shot,PBS,PS,DA: 1d20 + 8 ⇒ (5) + 8 = 131d8 + 11 ⇒ (5) + 11 = 16
Rapid Shot,PBS,PS,DA: 1d20 + 8 ⇒ (7) + 8 = 151d8 + 11 ⇒ (8) + 11 = 19
Rapid Shot,PBS,PS,DA: 1d20 + 3 ⇒ (3) + 3 = 61d8 + 11 ⇒ (6) + 11 = 17

The board's dice roller strikes again, this stuff is happening to people all over the place this week.


Thanks Venja, I forgot the str damage so Helgash you take 3 points of damage less. Venja the extra +7 is that I forgot to include the smite damage from it being fiendish originally. there should have been 7 more damage the first time I just missed it.


"Damned of creatures!" - Helgash growls with pain, immediately before the healing powers of his companion wash over him - "Thank you Venja" - he nods.

Helgash heals 18hp

Steeling himself, he swings again and again at the devilish creature - "I will fight you back!"

Greatsword 1: 1d20 + 9 ⇒ (13) + 9 = 22
Damage if it hits: 2d6 + 13 ⇒ (1, 6) + 13 = 20

Greatsword 2: 1d20 + 4 ⇒ (18) + 4 = 22
Damage if it hits: 2d6 + 13 ⇒ (5, 2) + 13 = 20


HP: 131/131 || AC: 26 (30 with Mobility)

Next to Helgash, Greta throws the paladin a sidelook glance as he takes a massive attack from the boar - reassured he is well, she presses on her assault - "Time to DIE!"

Greataxe 1: 1d20 + 11 - 2 ⇒ (12) + 11 - 2 = 21
Damage if it hits: 1d12 + 7 + 3 + 3 ⇒ (4) + 7 + 3 + 3 = 17

Greataxe 2: 1d20 + 6 - 2 ⇒ (8) + 6 - 2 = 12
Damage if it hits: 1d12 + 7 + 3 + 3 ⇒ (8) + 7 + 3 + 3 = 21


bump Beck and 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 |

No need to PM me to check the game, thanks. I check at least daily unless I absolutely cannot.

The elf steps into a flanking position with Helgash and stabs at the creature with the enchanted blade.

Attack with flank: 1d20 + 8 + 2 ⇒ (7) + 8 + 2 = 17
Damage: 1d6 + 1 + 2d6 ⇒ (3) + 1 + (5, 6) = 15


HP: 41/59 AC: 18 Saves F:7/R:4/W:10 P:+14(17) Hungerseed (Oni-Tiefling) Arctic Druid 8 Sheelah HP: 15/33 AC: 20 (+4) F:6/R:9/W:4 P:+6

Beck moves up beside Helgash, next to the creature opening up a flank and swinging with his scimitar
1d20 + 8 ⇒ (4) + 8 = 12
for 1d6 + 3 ⇒ (4) + 3 = 7 If i plan to fight defensively can i get the bonus AC for my movement before the attack?

Sheelah takes a 5' to flank the boar with Beck and bites down on the beast to maul it.
Claw: 1d20 + 9 - 2 + 2 ⇒ (6) + 9 - 2 + 2 = 15
for 1d6 + 6 + 4 ⇒ (4) + 6 + 4 = 14
Claw: 1d20 + 9 - 2 + 2 ⇒ (9) + 9 - 2 + 2 = 18
for 1d6 + 6 + 4 ⇒ (1) + 6 + 4 = 11

bite: 1d20 + 9 - 2 + 2 ⇒ (14) + 9 - 2 + 2 = 23
for 1d8 + 6 + 4 ⇒ (3) + 6 + 4 = 13
with Grab: 1d20 + 15 - 2 + 2 ⇒ (14) + 15 - 2 + 2 = 29


Beck unfortunately no as the movement comes first before the attack.

Helgash and Greta smile with grim determination to defeat this monstrous bore as they both carve great chucks out of the hide of the creature. Blood flows freely but the bore is tough and aged beyond measure. It takes their blows easily as it prepares for further goring.

Duardlara steps up to flank the creature with Helgash but the tough hide simply does not allow the slim blade to pierce it to get to the soft tissue underneath.

reflex save 1d20 + 7 ⇒ (17) + 7 = 24

aoo 1d20 + 13 - 2 ⇒ (2) + 13 - 2 = 13 for 2d6 + 13 - 3 ⇒ (1, 4) + 13 - 3 = 15

Beck moves up to provide a flank for Sheelah and manages to just slip around the mighty tusks not taking any damage. His ball fo fire is a mere nuisance to the boar as it is able to evade it once again. for his part though Beck is not able to damage the beast but Sheelah has better luck with her teeth. The teeth sink in causing blood to squirt from the fresh wounds. Sheelah latches on at the taste of blood and refuses to let go. (thanks to str loss it succeeded) Nice job Sheelah and Venja.

Boars turn

the boar, stuck on the jaws of Sheelah swivel his head to attack the thing that has a hold of him.

gore 1d20 + 13 - 2 ⇒ (3) + 13 - 2 = 14 for 2d6 + 13 - 3 ⇒ (6, 1) + 13 - 3 = 17

Sheelah has him around the neck though and the tusks are unable to turn far enough to reach her. As such all of its posturing and attempts are in vain as he maintains her hold and her health.

Good guys up with the boar grappled reducing its AC to 18 currently. Still ahs DR 5/good and 40hp though.


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, wondering if anything else she can do will be effective...

She casts and sends a black ray at the boar.

ranged touch to hit: 1d20 + 4 - 4 ⇒ (17) + 4 - 4 = 17
negative levels gained: 1d4 ⇒ 4

if 17 hits its touch ac, that's -4 on just about everything and -20 hit points! yay

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