DM Delmoth's Reign of Winter (Inactive)

Game Master Delmoth

Maps
Loot


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F Human? Occultist 4 Init +1 | AC 19 T11 FF18 | HP 28/29 | Fort +8, Ref +4, Will +6 (+2 cold, +2 arcane) SR10 | Perception+7 DV | Spells: 2:2/2, 1:4/4 | Foc: Abj 4/4, Conj 1/1, Trans 3/3

Hekla approaches the sergeant around the earth elemental (provoking if he can shield bash, I guess), then takes up her chosen roll, swinging at the mirror in his hand (also provoking)

Sunder: 1d20 + 8 ⇒ (17) + 8 = 25
Damage: 1d8 + 9 ⇒ (1) + 9 = 10


The smallish Stony fellow doesn't let the opportunity go to waste.
He swings his deceptively small and very dense arms at the sergeant.

AoO slam -PA: 1d20 + 6 - 1 ⇒ (11) + 6 - 1 = 16
damage +PA: 1d6 + 4 + 3 ⇒ (1) + 4 + 3 = 8
16 looks iffy, probably gonna get that turn...

regular slam -PA: 1d20 + 6 - 1 ⇒ (17) + 6 - 1 = 22
damage +PA: 1d6 + 4 + 3 ⇒ (3) + 4 + 3 = 10


Male NG Human Summoner (Unchained) 5 | HP: 43/43 | AC: 18 (12 TAC, 16 FAC) | CMB: +5, CMD: 17 | F: +3, R: +3, W: +4 | Init: +2 | Perc: +4, SM: +0 | Speed 30ft | Spells: 530000 | SMIII: 6 | Active conditions:

Frank, not having a good view, trudges through the pebbles and stones to the doorway...


LG Female Human Virtuous Bravo 3/Rondelero Swashbuckler 1 | 35/36 HP | AC19 T15 FF14 | CMD20 | F +8 R +10 W +5 | Spd 30 | Init +4 | Perc +3 | Acrobatics +11, Craft (Jewelry) +7, Diplomacy +9, Intimidate +9, Knowledge (Religion) +4, Perception +3, Perform (Dance) +9 | Lay on Hands 1/3 | Panache 2/2 | Smite 1/1 | Active Conditions: None

AoO: 1d20 + 8 + 1 ⇒ (16) + 8 + 1 = 25
Slashing: 1d8 + 9 ⇒ (7) + 9 = 16

Alethea takes a wide circle around the guard before slashing at him with her sword.

Falcata, Power Attack: 1d20 + 8 ⇒ (15) + 8 = 23
Slashing: 1d8 + 9 ⇒ (2) + 9 = 11


Female Ulfen Human 3rd lvl Gingerbread Witch 1 Init +1 | AC 14 (TAC 14 FF 13) | HP 18/18| Fort +3, Ref +2, Will +4 (-2 Fey) 12 CMD | Perception+2 LLV | Spells: 1:3/3, Fey Magic 1: 1/1| Conditions:None

Lyudmilla takes a quick step closer before letting a bolt fly, cursing just as her comrades close in.

Crossbow Attack: 1d20 - 2 ⇒ (13) - 2 = 11


Male Dwarf Skald (Boaster) 3/Investigator (Sleuth) 1 l AC 18 (13) T 10 FF 17 l HP 39/39 l F +7 R +4 W +7 l Init +2* l Perc +8/ +10* Inspiration: 2, Luck: 3

Dawrbrün is stands and watches as his companions quickly react to the remaining guard.

"If he makes it out alive, Fortune truly smiles upon him," he says to himself, nodding and giving a small sigh.


Gnome Mesmerist (Vexing Trickster) 1 AC 18 (T14FF15) CMD 12| hp 11/11| Saves Fort +2 Ref +5 Will +1| Low-Light Vision Perception +5 | Init: +3 | Status:

Barnaby tosses another flame!

He winks at another lone asshat!
Range Touch, fire: 1d20 + 8 - 4 ⇒ (17) + 8 - 4 = 211d6 + 4 ⇒ (5) + 4 = 9

His hands winks out.


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Apologies for the delay, fighting through some mental health issues which has made me not want to do anything.

By stone, blade, and fire the final remaining guard is cut down.

Combat over

Loot:
Potion of cure light wounds x2, potion of endure elements x10, potion of interrogation, screaming bolt x2 (these are worth 101 gp sans the +2 enhancement), broken attentive mirror, MW cold iron longsword, 174 gp

ATTENTIVE MIRROR:
PRICE
1,800 GP
SLOT none CL 5th WEIGHT 1/2 lb.
AURA faint abjuration and divination
This small, ornate mirror is mounted inside an enclosing
case, such as a locket, small jewelry box, or even just a leather
flap. To use an attentive mirror, the owner must spend 1 hour
gazing into the mirror in a ritual to attune herself to it. At the
end of this time, the owner can willingly give the mirror to
another creature. Thereafter, the creature that has the mirror
can use it as an emergency means of communication with
the mirror’s owner. Up to three times per day, the mirror’s
possessor can open it to alert the attuned owner. This
functions as a mental alarm with a range of 100 miles. The
White Witches of Irrisen frequently provide attentive mirrors
to their loyal minions and monstrous allies so the witches
can be notified when their agents have important news. Once
alerted, an attuned witch can then send aid or cast Irriseni
mirror sight to view the situation through the mirror and
receive a minion’s report directly.
CONSTRUCTION REQUIREMENTS COST 900 GP
Craft Wondrous Item, Irriseni mirror sight (see page 73), status


Male NG Human Summoner (Unchained) 5 | HP: 43/43 | AC: 18 (12 TAC, 16 FAC) | CMB: +5, CMD: 17 | F: +3, R: +3, W: +4 | Init: +2 | Perc: +4, SM: +0 | Speed 30ft | Spells: 530000 | SMIII: 6 | Active conditions:

Frank takes a closer look at the broken mirror.
"This... this has white witch magic in it. I think... I think she knows we're here." he sighs.

"These guys have quite a bit of cold-iron... I wonder who they were fighting..." he adds, turning over the masterwork cold-iron long-sword in his hands.


Gnome Mesmerist (Vexing Trickster) 1 AC 18 (T14FF15) CMD 12| hp 11/11| Saves Fort +2 Ref +5 Will +1| Low-Light Vision Perception +5 | Init: +3 | Status:

Barnaby and Anticipation both wade through the rubble to begin searching the witch’s minions. Finding the Potions of Healing, they drink them.
Wasn't feeling up to snuff.

Potions of CLW: 2d8 ⇒ (4, 5) = 9


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Male Dwarf Skald (Boaster) 3/Investigator (Sleuth) 1 l AC 18 (13) T 10 FF 17 l HP 39/39 l F +7 R +4 W +7 l Init +2* l Perc +8/ +10* Inspiration: 2, Luck: 3

"Could it be fixed, I wonder?" Dawrbrün says, examining the mirror. "If the witch knows where we are, it could be to our advantage to know where she is, also."

Spellcraft: 1d20 + 8 ⇒ (4) + 8 = 12, or

Use Magic Device: 1d20 + 7 ⇒ (17) + 7 = 24

"I'd suggest any of us who don't thrive in the cold take a couple of these potions," he adds, gesturing to the pile of endure elements (*cough*vodka*cough*) bottles. "I have a feeling the weather'll get worse before it gets better."

He reaches down and takes two of them for himself.


Male NG Human Summoner (Unchained) 5 | HP: 43/43 | AC: 18 (12 TAC, 16 FAC) | CMB: +5, CMD: 17 | F: +3, R: +3, W: +4 | Init: +2 | Perc: +4, SM: +0 | Speed 30ft | Spells: 530000 | SMIII: 6 | Active conditions:

"I can hold on to a few of those vodkas potions." Frank explains as he starts alternating between picking them up, offering them to people who can't cast the spell, and tucking them away.


F Human? Occultist 4 Init +1 | AC 19 T11 FF18 | HP 28/29 | Fort +8, Ref +4, Will +6 (+2 cold, +2 arcane) SR10 | Perception+7 DV | Spells: 2:2/2, 1:4/4 | Foc: Abj 4/4, Conj 1/1, Trans 3/3

Hekla looks over the mirror and shrugs. "I can take a look later, but I'm glad she can't use it now."

She waves off the vodka. "I haven't really been feeling that cold here, surprisingly."


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Dawrbrün knows that to fix the mirror he must know how to construct one to begin with. Craft wondrous items feat and spend half the price in components.

In it's shattered state it does not respond to Dawrbrün


LG Female Human Virtuous Bravo 3/Rondelero Swashbuckler 1 | 35/36 HP | AC19 T15 FF14 | CMD20 | F +8 R +10 W +5 | Spd 30 | Init +4 | Perc +3 | Acrobatics +11, Craft (Jewelry) +7, Diplomacy +9, Intimidate +9, Knowledge (Religion) +4, Perception +3, Perform (Dance) +9 | Lay on Hands 1/3 | Panache 2/2 | Smite 1/1 | Active Conditions: None

"Nor have I," Alethea says, a pensive expression on her face.


Gnome Mesmerist (Vexing Trickster) 1 AC 18 (T14FF15) CMD 12| hp 11/11| Saves Fort +2 Ref +5 Will +1| Low-Light Vision Perception +5 | Init: +3 | Status:

Barnaby and Anticipation both begin looking around.
Where to next?


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Male NG Human Summoner (Unchained) 5 | HP: 43/43 | AC: 18 (12 TAC, 16 FAC) | CMB: +5, CMD: 17 | F: +3, R: +3, W: +4 | Init: +2 | Perc: +4, SM: +0 | Speed 30ft | Spells: 530000 | SMIII: 6 | Active conditions:

"Obviously we look for magic runes anywhere. There has to be somewhere we can use Hatch's hints." Frank says as he moves over to one of the unopened doors.

Accompanied by his stoney friend if Frank doesn't need Terran to get him to follow...


Male NG Human Summoner (Unchained) 5 | HP: 43/43 | AC: 18 (12 TAC, 16 FAC) | CMB: +5, CMD: 17 | F: +3, R: +3, W: +4 | Init: +2 | Perc: +4, SM: +0 | Speed 30ft | Spells: 530000 | SMIII: 6 | Active conditions:

Also, I forgot this cantrip...

Frank casts Open/Close on the door.


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Frank finds the privies, simple holes in the ground that drop to an underground river.

Frank's eyes are drawn to the glassy pattern of striated, crystalline ice covering the tiled floor in open alcoves to the north and south, illuminated by a soft, blue light. After fumbling through the passphrases Frank speaks the right one, "“A gathering within the hall, take one, take us all.”

North or South?


Gnome Mesmerist (Vexing Trickster) 1 AC 18 (T14FF15) CMD 12| hp 11/11| Saves Fort +2 Ref +5 Will +1| Low-Light Vision Perception +5 | Init: +3 | Status:

Barnaby smiles at Frank. The Hunter looks disappointed lying at Anticipation.
Here we all thought that you had taken copious notes.

The giant Ant is seen flipping through pages of notes. Upon closer inspection, they all seem to be the same drawing of an ant sleeping iron a giant sugarcube.....


Male Dwarf Skald (Boaster) 3/Investigator (Sleuth) 1 l AC 18 (13) T 10 FF 17 l HP 39/39 l F +7 R +4 W +7 l Init +2* l Perc +8/ +10* Inspiration: 2, Luck: 3

Dawrbrün looks at the options. "Well, it's a round tower, so we'll end up back here at some point, anyway. Should we just flip a coin?"

He fishes a coin out of his pouch and holds it up, waiting expectantly for some sort of assent to his suggestion.


Male NG Human Summoner (Unchained) 5 | HP: 43/43 | AC: 18 (12 TAC, 16 FAC) | CMB: +5, CMD: 17 | F: +3, R: +3, W: +4 | Init: +2 | Perc: +4, SM: +0 | Speed 30ft | Spells: 530000 | SMIII: 6 | Active conditions:

coin flip, 1 for south, 2 for north: 1d2 ⇒ 2

After a short debate gets avoided by a coin flip, the group happens to be in the north end when Frank guesses the right pass-phrase...


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You feel as though you’re falling through a chilling void and then you reappear.

A crescent-shaped dining table occupies this Y-shaped chamber, while two large mirrors on the north and south walls create the illusion of an even larger space. Twenty feet overhead, an immense chandelier of ice crystals hangs from the ceiling. To the east, rounded steps access a short hallway, flanked by twin ice sculptures of dryads holding ice-carved tree limbs, creating an elaborate archway. Translucent, glasslike double doors are set in the hall’s north and south walls. To the west, two alcoves stand between three windows providing an amazing view of the wintry landscape outside the tower.

Ant smells something sweet in the air, by the statues. You’ll need to give me some kind of check to prevent them from walking over there, assuming you even want to.

Perception 50, not sure why I even put this here:
You hear the soft flutter of tiny wings, almost light a fly buzzing but lyrical like a harp playing at inhuman speeds. You are not alone here, the racket is by the statues.


Male NG Human Summoner (Unchained) 5 | HP: 43/43 | AC: 18 (12 TAC, 16 FAC) | CMB: +5, CMD: 17 | F: +3, R: +3, W: +4 | Init: +2 | Perc: +4, SM: +0 | Speed 30ft | Spells: 530000 | SMIII: 6 | Active conditions:

'cause you forgot about Broulnindre's bonus? She could almost make that with a nat20... she'd only be 13 short... so we just need 7 successful aid-anothers and bam xD

Frank heads over to the glass-druid archway, stony fellow in toe.
"Why don't I open some doors from across the hallway?" Frank suggests.


Gnome Mesmerist (Vexing Trickster) 1 AC 18 (T14FF15) CMD 12| hp 11/11| Saves Fort +2 Ref +5 Will +1| Low-Light Vision Perception +5 | Init: +3 | Status:

Barnaby sits astride Ant, as the vermin follows his nose, manibles, things.
Perception: 1d20 + 10 ⇒ (16) + 10 = 26
Ant Aid DC 10, scent, vermin focus: 1d20 + 5 + 4 ⇒ (7) + 5 + 4 = 16

We got something.


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Female Ulfen Human 3rd lvl Gingerbread Witch 1 Init +1 | AC 14 (TAC 14 FF 13) | HP 18/18| Fort +3, Ref +2, Will +4 (-2 Fey) 12 CMD | Perception+2 LLV | Spells: 1:3/3, Fey Magic 1: 1/1| Conditions:None

Shaking the strange experience Lyudmilla takes a moment to admire the scenery before nodding to Frank.

"Proceed with all the caution in the vorld, my friend."

Noticing antchittering at the air, she tries to pick up on it too.

Perception: 1d20 + 2 ⇒ (13) + 2 = 15


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Initiative, surprise!
Alethea: 1d20 + 4 ⇒ (10) + 4 = 14
Barnaby and Ant: 1d20 + 4 ⇒ (2) + 4 = 6
Dawrbrün: 1d20 + 2 ⇒ (8) + 2 = 10
Franky and Broulnindre: 1d20 + 1 ⇒ (13) + 1 = 14
Hekla: 1d20 + 1 ⇒ (2) + 1 = 3
Lyudmilla: 1d20 + 1 ⇒ (2) + 1 = 3
Atomie: 1d20 + 7 ⇒ (3) + 7 = 10

The tiniest blood curdling scream that you’ve ever heard rings out as two fairies about the size of house cats appear from out of nowhere, surrounding Frank. ”Have at thee!” “Engarde”, the tiny warriors yell as they stab Frank in his vital areas.

Frank needs to give me two Fort saves DC 12 or be staggered for 1 round.

Rapier vs Frank wants to be hit, vs flat foot: 1d20 + 8 ⇒ (4) + 8 = 12
Rapier vs Frank wants to be hit, vs flat foot: 1d20 + 8 ⇒ (18) + 8 = 26
Rapier vs Frank wants to be hit, vs flat foot, confirm: 1d20 + 8 ⇒ (11) + 8 = 19 It’s the same damage, lol

Piercing, non-lethal, sneak attack: 1 + 1d6 ⇒ 1 + (1) = 2
Piercing, non-lethal, sneak attack: 1 + 1d6 ⇒ 1 + (5) = 6

Nature DC 16:
These are atomies that have been corrupted by Winter. Like many fey you’ve encountered they are allergic to cold iron and have several magical abilities including being able to turn invisible, shrinking people and items, and creating beautiful lights. They are renowned swordsmen of the fey world, often not realizing their size and taking on creatures many times bigger than themselves. Don’t ask them about Grigs.

Round 1
Alethea <----------
Franky and friends <----------
Dawrbrün <----------
Winter atomie
Barnaby and Ant
Hekla
Lyudmilla


Gnome Mesmerist (Vexing Trickster) 1 AC 18 (T14FF15) CMD 12| hp 11/11| Saves Fort +2 Ref +5 Will +1| Low-Light Vision Perception +5 | Init: +3 | Status:

Knowledge (nature) (Int) DC16: 1d20 + 7 ⇒ (11) + 7 = 18

They are Fey. Atomies. True swordsmen. Whatever you do, don't ask them about Grigs!

The gnome then repeats it in Sylvan.


Male NG Human Summoner (Unchained) 5 | HP: 43/43 | AC: 18 (12 TAC, 16 FAC) | CMB: +5, CMD: 17 | F: +3, R: +3, W: +4 | Init: +2 | Perc: +4, SM: +0 | Speed 30ft | Spells: 530000 | SMIII: 6 | Active conditions:

okay, on the one hand, taking point means stabbings to the face, but on the other hand, who said that I wanted to get hit? xD

Fort: 1d20 + 4 ⇒ (4) + 4 = 8
Fort: 1d20 + 4 ⇒ (5) + 4 = 9

"Hey, no- ow- hey! Ow! Owowow-" Frank explains as he retreats North.


3/13 HP
17 AC

Frank's earth elemental swings at the nearer one.

slam -earth mastery: 1d20 + 6 - 4 ⇒ (5) + 6 - 4 = 7
damage -earth mastery: 1d6 + 4 - 4 ⇒ (6) + 4 - 4 = 6

BTW, "cat sized" makes me think that they have reach 0' and share squares with people they're beating up...
Maybe they're where Frank was?
Also Frank triggered AoO from each xD


Male Dwarf Skald (Boaster) 3/Investigator (Sleuth) 1 l AC 18 (13) T 10 FF 17 l HP 39/39 l F +7 R +4 W +7 l Init +2* l Perc +8/ +10* Inspiration: 2, Luck: 3

Dawrbrün climbs on top of the table, and draws raises his maul-axe.

"Come at me, ye flittering fops!"


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Frank's Summoned Monsters wrote:

BTW, "cat sized" makes me think that they have reach 0' and share squares with people they're beating up...

Maybe they're where Frank was?
Also Frank triggered AoO from each xD

Yeah you're right. Case if module writer not knowing the rules and instructing me to do something impossible. So they were in your space.

AoO 1: 1d20 + 8 ⇒ (2) + 8 = 10
AoO 2: 1d20 + 8 ⇒ (5) + 8 = 13

Piercing, nonlethal: 1 = 1

Their turn and resolution incoming


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The pair flutter towards Hekla and begin to concentrate on something, giving her precious opportunity with their guard down. They both provoke from Hekla. For expediency they have AC 17 and DR 2/cold iron.

Both of the Atomie’s fade from view, turning invisible again. Unless see below.

If Hekla does 6 or more damage to one:
Concentration: 1d20 + 10 ⇒ (7) + 10 = 17

Hekla disrupts one of the atomie’s spells making stay visible.

You should be able to sus out their square but if you need help DC 20 perception to do so.

PCs go!


F Human? Occultist 4 Init +1 | AC 19 T11 FF18 | HP 28/29 | Fort +8, Ref +4, Will +6 (+2 cold, +2 arcane) SR10 | Perception+7 DV | Spells: 2:2/2, 1:4/4 | Foc: Abj 4/4, Conj 1/1, Trans 3/3

Hekla doesn't have Combat Reflexes so unfortunately she'd still be flat-footed and unable to make AoOs.

She watches them disappear in front of her eyes, grins, takes a take back, and then the space in front of her erupts into coruscating ice crystals that cling to everything in the area.

Casting Glitterdust centered on the door so it won't his any of us, will save DC 16


Male Dwarf Skald (Boaster) 3/Investigator (Sleuth) 1 l AC 18 (13) T 10 FF 17 l HP 39/39 l F +7 R +4 W +7 l Init +2* l Perc +8/ +10* Inspiration: 2, Luck: 3

(IF Glitterdust works...)

Attack with Maul-Axe: 1d20 + 6 ⇒ (17) + 6 = 23

Damage: 1d6 + 2 ⇒ (2) + 2 = 4


Gnome Mesmerist (Vexing Trickster) 1 AC 18 (T14FF15) CMD 12| hp 11/11| Saves Fort +2 Ref +5 Will +1| Low-Light Vision Perception +5 | Init: +3 | Status:

Barnaby and Anticipation seem to be waiting the results of the Elton John magicks....


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Female Ulfen Human 3rd lvl Gingerbread Witch 1 Init +1 | AC 14 (TAC 14 FF 13) | HP 18/18| Fort +3, Ref +2, Will +4 (-2 Fey) 12 CMD | Perception+2 LLV | Spells: 1:3/3, Fey Magic 1: 1/1| Conditions:None

Lyudmilla tears herself away from the sweet smell and backs away with Frank before giving a quick shot of her crossbow at the pesky interlopers.

She offers a shout in Sylvan to their combatants dripping with bravado. “Vhat treats do you defend in these dark halls, fair fey? You vill not keep them from us!”

Crossbow: 1d20 + 2 ⇒ (1) + 2 = 3

;-;


Male NG Human Summoner (Unchained) 5 | HP: 43/43 | AC: 18 (12 TAC, 16 FAC) | CMB: +5, CMD: 17 | F: +3, R: +3, W: +4 | Init: +2 | Perc: +4, SM: +0 | Speed 30ft | Spells: 530000 | SMIII: 6 | Active conditions:

On the one hand, Whyzo? Looks right xD
On the other hand, I wonder if those guys have lunge or something to get 5' reach....

"Fey treats? Probably fey tricks." Frank grumps as he takes aim and waits for an opportune moment.

He tries to shoot past Alathea at the closer atomy. (I don't know which, lol)

xbow -into melee: 1d20 + 5 ⇒ (18) + 5 = 23 vs cover and probably more
silver + cold iron: 1d10 + 1 ⇒ (3) + 1 = 4


3/13hp
17ac

The elemental continues, mostly ineffectually, to swing in the general direction of the same atomy.

slam -earth mastery: 1d20 + 6 - 4 ⇒ (20) + 6 - 4 = 22
damage -earth mastery: 1d6 + 4 - 4 ⇒ (4) + 4 - 4 = 4

And a few too many other attacks chase the flying swords-fey into the path of the elemental's chunky arms.

CRIT?: 1d20 + 6 - 4 ⇒ (10) + 6 - 4 = 12
damage -earth mastery: 1d6 + 4 - 4 ⇒ (1) + 4 - 4 = 1


Gnome Mesmerist (Vexing Trickster) 1 AC 18 (T14FF15) CMD 12| hp 11/11| Saves Fort +2 Ref +5 Will +1| Low-Light Vision Perception +5 | Init: +3 | Status:

Barnaby takes out his sling.
sling: 1d20 + 8 ⇒ (7) + 8 = 151d4 + 1 ⇒ (4) + 1 = 5

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