Reign of Winter (private, solo)

Game Master Whack-a-Rogue

Current Map


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Will: 1d20 + 6 ⇒ (8) + 6 = 14
The doppelganger is left extremely bloody after Summer's attacks, and it lashes out in a final, desperate attempt to dispatch your companion.
Claw: 1d20 + 8 - 2 ⇒ (15) + 8 - 2 = 21 Damage: 1d8 + 4 ⇒ (7) + 4 = 11 (not cold iron, so Summer's DR will apply)
Claw: 1d20 + 8 - 2 ⇒ (3) + 8 - 2 = 9

Doppelganger: 24pts damage; evil eye (attacks) 6rds, evil eye (AC) 7rds


Female Half-Elf Witch/Ranger 7
Vitals:
HP 91/91| AC 20 T 15 FF 16 | F +9 R +9 W +9 | CMD 20 PSD 20 MSD 18 | Init +2 | Perc +11
Abilities:
Hit Dice 7/7 | Spell Points 11/14 | Martial Focus 1/1|Spiritualism 6/6 | DC 18 for Magic Sphere Abilities|DC 15 for Combat Sphere Abilities

Summer resists some of the impact of the attacks, but it still hurts him.

Summer's Current HP: 15

Serael picks her shortbow, now with the doppelganger properly hexxed, to give covering fire for her bird, after studying the creature.

Studied Target on the doppelganger, Martial Focus for deadly shot!

Shortbow: 1d20 + 6 ⇒ (2) + 6 = 8
Shortbow damage: 1d6 + 1 ⇒ (1) + 1 = 2
Deadly Focus: 1d10 ⇒ 9

Bite, enhanced: 1d20 + 7 ⇒ (9) + 7 = 16
Bite damage: 1d4 + 4 ⇒ (1) + 4 = 5
Talons 1, enhanced: 1d20 + 7 ⇒ (1) + 7 = 8
Talons 1 damage: 1d4 + 4 ⇒ (3) + 4 = 7
Talons 2, enhanced: 1d20 + 7 ⇒ (7) + 7 = 14
Talons 2 damage: 1d4 + 4 ⇒ (4) + 4 = 8


Although your shot misses (Serael's attack dice really don't seem to like her), it distracts the doppelganger long enough for Summer to finish it off.


Female Half-Elf Witch/Ranger 7
Vitals:
HP 91/91| AC 20 T 15 FF 16 | F +9 R +9 W +9 | CMD 20 PSD 20 MSD 18 | Init +2 | Perc +11
Abilities:
Hit Dice 7/7 | Spell Points 11/14 | Martial Focus 1/1|Spiritualism 6/6 | DC 18 for Magic Sphere Abilities|DC 15 for Combat Sphere Abilities

To be fair, she does not have the best modifiers, I focused a lot on Int. Not complaining, it has paid off in the hexes!

Serael approaches Summer and heals him.

Life Sphere, Cure: 1d8 + 3 ⇒ (6) + 3 = 9
Life Sphere, Cure: 1d8 + 3 ⇒ (5) + 3 = 8

-2 sp. Summer's Current HP: 32

Serael analyzes the situation. We are still in good shape, but those hits from the doppelganger were scary and I'm approaching the point where my use of magic is straining. But if we clear this floor, outside of maybe the mandragora and that guy who we ended up not fighting, they might have a hard time readjusting their defenses and might be spread too thin for my second inevitable approach. I cannot forget the troll at the entrance as well.

She looks around the room and, if nothing picks her interest, decides to explore the next room, at the very least, taking care to check for traps or noises coming from the other side of the door.


A long red carpet extends from the western doorway of this mirrored hall between ice sculptures of twin nymphs, ending at an open alcove to the east. Passageways continue north and south, following the contours of the tower's outer wall, where windows look out over the open courtyard below.

A familiar-looking pattern is etched into the floor of the eastern alcove, but when you step on it, nothing happens.


Female Half-Elf Witch/Ranger 7
Vitals:
HP 91/91| AC 20 T 15 FF 16 | F +9 R +9 W +9 | CMD 20 PSD 20 MSD 18 | Init +2 | Perc +11
Abilities:
Hit Dice 7/7 | Spell Points 11/14 | Martial Focus 1/1|Spiritualism 6/6 | DC 18 for Magic Sphere Abilities|DC 15 for Combat Sphere Abilities

So I don't have the key for this one yet...

Serael stretches a bit, the tension having been built up by exploring this place, and goes through the door to the northern side of the floor.


Tiles of ice cover the floor in this recessed alcove, beneath a large window overlooking the tower's northern exposure. When you step into it, ice swiftly rises to cover you before melting away, leaving you in a new location.
------------------------------------------------------------------------
A triangle of crossed steel wires runs between three wooden posts in this crescent-shaped room that smells strongly from the bird droppings scattered across the floor. Along the south wall, open windows look down from a dizzying height, admitting a brisk, cold wind. Two doors exit this chamber, one next to a large mirror to the west and another standing between a pair of wooden chests to the northeast.

A blue-skinned woman with pale hair (a sylph) is tending a large flock of ravens when you appear. She looks startled at your presence, and with a whistle, she calls her birds into a protective swarm that bars your path. "This bird isn't one of mine - and I don't recognize you. Who are you?"

Current Attitude: Hostile


Female Half-Elf Witch/Ranger 7
Vitals:
HP 91/91| AC 20 T 15 FF 16 | F +9 R +9 W +9 | CMD 20 PSD 20 MSD 18 | Init +2 | Perc +11
Abilities:
Hit Dice 7/7 | Spell Points 11/14 | Martial Focus 1/1|Spiritualism 6/6 | DC 18 for Magic Sphere Abilities|DC 15 for Combat Sphere Abilities

"What beautiful birds!" Serael says as she sees the flock around the woman. She is not faking her reaction, they are indeed beautiful, but Serael hopes this is enough to make them not engage in battle, she would hate to fight against other birds, even though she knew the possibility since the swarm she saw with Nadya.

"My name is Serael, what is yours? I'm a trainee witch from far away. Here" she points to her bird "This is Summer and this" she allows Winter to peek from inside her coat "This is Winter."


Serael Influence: 1d20 + 6 + 5 ⇒ (11) + 6 + 5 = 22

"Jairess," the sylph replies warily. "I'm the tower's raven warden. Radosek didn't tell me he was taking on an apprentice."


Female Half-Elf Witch/Ranger 7
Vitals:
HP 91/91| AC 20 T 15 FF 16 | F +9 R +9 W +9 | CMD 20 PSD 20 MSD 18 | Init +2 | Perc +11
Abilities:
Hit Dice 7/7 | Spell Points 11/14 | Martial Focus 1/1|Spiritualism 6/6 | DC 18 for Magic Sphere Abilities|DC 15 for Combat Sphere Abilities

"I was sent here recently and just arrived. I've had... previous mentors, but they were not a good fit. I fear this is my last chance." Serael tries to keep her story as close to the truth as possible.

"I was looking for Radosek, but I cannot get to the upper floors."


Sense Motive: 1d20 + 6 ⇒ (19) + 6 = 25
Jairess picks up a spear and glares suspiciously at you. "You're hiding something. What is it!"


Female Half-Elf Witch/Ranger 7
Vitals:
HP 91/91| AC 20 T 15 FF 16 | F +9 R +9 W +9 | CMD 20 PSD 20 MSD 18 | Init +2 | Perc +11
Abilities:
Hit Dice 7/7 | Spell Points 11/14 | Martial Focus 1/1|Spiritualism 6/6 | DC 18 for Magic Sphere Abilities|DC 15 for Combat Sphere Abilities

Serael tries her last resort "...I was kicked out by my witch trainers. I was hoping another one would accept me. I'm trying to meet with Radosek for that reason."


Sense Motive: 1d20 + 6 ⇒ (5) + 6 = 11
"Why'd they kick you out? More importantly, why should Radosek take on a failed apprentice?"


Female Half-Elf Witch/Ranger 7
Vitals:
HP 91/91| AC 20 T 15 FF 16 | F +9 R +9 W +9 | CMD 20 PSD 20 MSD 18 | Init +2 | Perc +11
Abilities:
Hit Dice 7/7 | Spell Points 11/14 | Martial Focus 1/1|Spiritualism 6/6 | DC 18 for Magic Sphere Abilities|DC 15 for Combat Sphere Abilities

"I disliked the way she treated my birds... We got in a fight but I was kicked out. I think Radosek would appreciate my abilities."

Serael hoped the appeal to the animals would touch Jairess.


Jairess thinks for a minute before sending a raven flying towards you. In its talons is an icicle key. "This'll activate the locked teleporter on the lower level. I don't know how skilled you are, but Radosek will likely appreciate your ... other abilities."


Female Half-Elf Witch/Ranger 7
Vitals:
HP 91/91| AC 20 T 15 FF 16 | F +9 R +9 W +9 | CMD 20 PSD 20 MSD 18 | Init +2 | Perc +11
Abilities:
Hit Dice 7/7 | Spell Points 11/14 | Martial Focus 1/1|Spiritualism 6/6 | DC 18 for Magic Sphere Abilities|DC 15 for Combat Sphere Abilities

What does she mean by that?

"Thank you!" Serael shows her gratitude very quickly so she can leave the room as soon as possible. She returns to the teleporter on the lower level and teleports up.

How is the time left for Summer's Greater Enhancement? If it's nearly over, Serael will re-do it


You should have enough time remaining to finish the tower. Three hours is a good bit of time, and you haven't dallied. :-)

As you return to the lower teleporter and wait for the ice to cover you, you feel a surge of power from the Black Rider's mantle, strengthening you for what's to come.


Female Half-Elf Witch/Ranger 7
Vitals:
HP 91/91| AC 20 T 15 FF 16 | F +9 R +9 W +9 | CMD 20 PSD 20 MSD 18 | Init +2 | Perc +11
Abilities:
Hit Dice 7/7 | Spell Points 11/14 | Martial Focus 1/1|Spiritualism 6/6 | DC 18 for Magic Sphere Abilities|DC 15 for Combat Sphere Abilities

Serael thinks about her journey so far as she feels the surge com the Black Rider.

It's still unreal if I stop to think about all that happened. I cannot fall here.

Now there she was, the weakest "Black Rider" to ever possibly exist, climbing to hopefully the top floor of the tower, about to slay a witch.


A translucent image of a globe hangs suspended in midair, slowly rotating in place, above a summoning circle in the blue-tiled floor of this large chamber. Lines of arcane energy glow across the globe's surface, faintly humming with power as they connect multiple endpoints in a radiant glow bright enough to illuminate the domed ceiling overhead. Many tables and shelves covered in books, maps, and large scrolls line the room's circular walls, and a large ornate mirror hangs between two open windows to the west. Twin ice sculptures of demonic fiends flank a bubbling cauldron in an archway leading into a deep alcove in the southern wall.

An arrogant-looking Taldan man stands near the cauldron. When you appear, he turns to you with a sneer. "You're the foreigner who gave my guards trouble in that pathetic town earlier. If you beg, maybe I'll spare your miserable life."


Female Half-Elf Witch/Ranger 7
Vitals:
HP 91/91| AC 20 T 15 FF 16 | F +9 R +9 W +9 | CMD 20 PSD 20 MSD 18 | Init +2 | Perc +11
Abilities:
Hit Dice 7/7 | Spell Points 11/14 | Martial Focus 1/1|Spiritualism 6/6 | DC 18 for Magic Sphere Abilities|DC 15 for Combat Sphere Abilities

"And you must be Radosek." Serael quickly scans the room trying to find more people, but Mierul had mentioned only Radosek was in the tower at the moment. I hope no one comes from these doors Serael says remembering her fight in the lodge near Sandpoint.

"Tell me, are you the one that killed Thora?"


Radosek gives you a sinister chuckle. "The little doll girl? No, that was my master. She isn't here, though, which means you're all mine." He draws a long icicle from his belt. "Tell me, have you ever been frozen before?"


Female Half-Elf Witch/Ranger 7
Vitals:
HP 91/91| AC 20 T 15 FF 16 | F +9 R +9 W +9 | CMD 20 PSD 20 MSD 18 | Init +2 | Perc +11
Abilities:
Hit Dice 7/7 | Spell Points 11/14 | Martial Focus 1/1|Spiritualism 6/6 | DC 18 for Magic Sphere Abilities|DC 15 for Combat Sphere Abilities

Serael readies her shortbow.

"So she will be next, then." Serael does not deign to answer Radosek's scare tactics, but she does remember her horrible lessons under Winter Witches that would punish her by freezing.


If you haven't already seen, the map is updated. :-)

Enemy Initiative: 1d20 + 2 ⇒ (14) + 2 = 16
Your Initiative: 1d20 + 2 ⇒ (18) + 2 = 20


Female Half-Elf Witch/Ranger 7
Vitals:
HP 91/91| AC 20 T 15 FF 16 | F +9 R +9 W +9 | CMD 20 PSD 20 MSD 18 | Init +2 | Perc +11
Abilities:
Hit Dice 7/7 | Spell Points 11/14 | Martial Focus 1/1|Spiritualism 6/6 | DC 18 for Magic Sphere Abilities|DC 15 for Combat Sphere Abilities

Serael steps closer and lets loose one of her arrows aiming true at Radosek, while Summer charges in!

Summer charges and bites, Serael shoots with Martial Proficiency

Bite, enhanced, charge, -2AC: 1d20 + 9 ⇒ (1) + 9 = 10
Bite damage: 1d4 + 4 ⇒ (2) + 4 = 6

Shortbow: 1d20 + 8 ⇒ (18) + 8 = 26
Shortbow damage: 1d6 ⇒ 5
Sneak Attack damage: 1d6 ⇒ 6
Deadly Shot damage: 2d10 ⇒ (5, 10) = 15

If that hits, Serael will use Studied Target on him!


Radosek's sneer vanishes as your arrow strikes him in the chest. He stumbles back and waves his hand at the bubbling cauldron behind him - which promptly vomits out several Small Ice Elementals!
Elementals: 2d3 ⇒ (2, 3) = 5

Radosek: 26pts damage


Female Half-Elf Witch/Ranger 7
Vitals:
HP 91/91| AC 20 T 15 FF 16 | F +9 R +9 W +9 | CMD 20 PSD 20 MSD 18 | Init +2 | Perc +11
Abilities:
Hit Dice 7/7 | Spell Points 11/14 | Martial Focus 1/1|Spiritualism 6/6 | DC 18 for Magic Sphere Abilities|DC 15 for Combat Sphere Abilities

"Summer, destroy the elementals!"

Summer focuses on the elementals in front of him, while Serael tries to focus on Radosek.

Bite, enhanced: 1d20 + 7 ⇒ (18) + 7 = 25
Bite damage: 1d4 + 4 ⇒ (4) + 4 = 8
Talons 1, enhanced: 1d20 + 7 ⇒ (11) + 7 = 18
Talons 1 damage: 1d4 + 4 ⇒ (1) + 4 = 5
Talons 2, enhanced: 1d20 + 7 ⇒ (12) + 7 = 19
Talons 2 damage: 1d4 + 4 ⇒ (3) + 4 = 7

I forgot last turn, but it wouldn't matter. Now that I've leveled up, my Enhancement is better, does it retroactively apply to Summer? I'm not doing it, but if it does, it's +1 to all previous roles in this post.

Shortbow 1, Barrage, Studied Target: 1d20 + 7 ⇒ (11) + 7 = 18
Shortbow 1, damage: 1d6 + 1 ⇒ (4) + 1 = 5
Shortbow 2, Barrage, Studied Target: 1d20 + 7 ⇒ (16) + 7 = 23
Shortbow 2, damage: 1d6 + 1 ⇒ (1) + 1 = 2
Shortbow Mastery: 1d20 + 2 ⇒ (18) + 2 = 20
Shortbow Mastery damage: 1d6 + 1 ⇒ (2) + 1 = 3

-4 Cold Iron Arrows so far.


It'll apply the next time you cast it.

Your arrows strike Radosek as Summer destroys one of the elementals. As the others move to attack, Radosek points his wand at the window behind him, and a spear of ice shatters it. The witch promptly leaps out - it looks like he's floating towards the tower courtyard.
Slam (summer): 1d20 + 4 ⇒ (12) + 4 = 16
Slam (summer): 1d20 + 4 ⇒ (10) + 4 = 14

Radosek: 36pts damage


Female Half-Elf Witch/Ranger 7
Vitals:
HP 91/91| AC 20 T 15 FF 16 | F +9 R +9 W +9 | CMD 20 PSD 20 MSD 18 | Init +2 | Perc +11
Abilities:
Hit Dice 7/7 | Spell Points 11/14 | Martial Focus 1/1|Spiritualism 6/6 | DC 18 for Magic Sphere Abilities|DC 15 for Combat Sphere Abilities

I cannot let him get away.

Serael keeps focus firing Radosek, while Summer tries to distract the elementals.

Move Action to move right behind Summer to be within 30 ft. of Radosek, Standard to Barrage. Summer will keep full-round action attacking the elementals

Bite, enhanced: 1d20 + 7 ⇒ (11) + 7 = 18
Bite damage: 1d4 + 4 ⇒ (4) + 4 = 8
Talons 1, enhanced: 1d20 + 7 ⇒ (16) + 7 = 23
Talons 1 damage: 1d4 + 4 ⇒ (2) + 4 = 6
Talons 2, enhanced: 1d20 + 7 ⇒ (8) + 7 = 15
Talons 2 damage: 1d4 + 4 ⇒ (4) + 4 = 8

Shortbow 1, Barrage, Studied Target: 1d20 + 7 ⇒ (12) + 7 = 19
Shortbow 1 damage: 1d6 + 1 ⇒ (3) + 1 = 4
Shortbow 2, Barrage, Studied Target: 1d20 + 7 ⇒ (4) + 7 = 11
Shortbow 2 damage: 1d6 + 1 ⇒ (2) + 1 = 3
Shortbow Mastery: 1d20 + 2 ⇒ (13) + 2 = 15
Shortbow Mastery damage: 1d6 + 1 ⇒ (3) + 1 = 4

-7 Cold Iron Arrows so far


Summer manages to take down another elemental, but your hasty shots fail to strike Radosek, as the broken window frame limits your field of view.
Slam (summer): 1d20 + 4 ⇒ (3) + 4 = 7
Slam (summer): 1d20 + 4 ⇒ (1) + 4 = 5

Radosek is now at ground level and out of sight from your current position. The tower, by the way, is 60ft tall.


Female Half-Elf Witch/Ranger 7
Vitals:
HP 91/91| AC 20 T 15 FF 16 | F +9 R +9 W +9 | CMD 20 PSD 20 MSD 18 | Init +2 | Perc +11
Abilities:
Hit Dice 7/7 | Spell Points 11/14 | Martial Focus 1/1|Spiritualism 6/6 | DC 18 for Magic Sphere Abilities|DC 15 for Combat Sphere Abilities

"Let's open the way, Summer!!"

Serael supports Summer in dealing with the elementals.

Bite, enhanced: 1d20 + 7 ⇒ (11) + 7 = 18
Bite damage: 1d4 + 4 ⇒ (3) + 4 = 7
Talons 1, enhanced: 1d20 + 7 ⇒ (16) + 7 = 23
Talons 1 damage: 1d4 + 4 ⇒ (1) + 4 = 5
Talons 2, enhanced: 1d20 + 7 ⇒ (15) + 7 = 22
Talons 2 damage: 1d4 + 4 ⇒ (2) + 4 = 6

Shortbow 1, Barrage: 1d20 + 6 ⇒ (14) + 6 = 20
Shortbow 1 damage: 1d6 ⇒ 6
Shortbow 2, Barrage: 1d20 + 6 ⇒ (13) + 6 = 19
Shortbow 2 damage: 1d6 ⇒ 2
Shortbow Mastery: 1d20 + 1 ⇒ (18) + 1 = 19
Shortbow Mastery damage: 1d6 ⇒ 3


Only a single elemental remains after this series of attacks, but it refuses to yield.
Slam (summer): 1d20 + 4 ⇒ (2) + 4 = 6


Female Half-Elf Witch/Ranger 7
Vitals:
HP 91/91| AC 20 T 15 FF 16 | F +9 R +9 W +9 | CMD 20 PSD 20 MSD 18 | Init +2 | Perc +11
Abilities:
Hit Dice 7/7 | Spell Points 11/14 | Martial Focus 1/1|Spiritualism 6/6 | DC 18 for Magic Sphere Abilities|DC 15 for Combat Sphere Abilities

"Summer, come after me!"

Bite, enhanced: 1d20 + 7 ⇒ (20) + 7 = 27
Bite crit confirm: 1d20 + 7 ⇒ (15) + 7 = 22
Bite damage: 1d4 + 4 ⇒ (2) + 4 = 6
Bite crit damage: 1d4 + 4 ⇒ (2) + 4 = 6
Talons 1, enhanced: 1d20 + 7 ⇒ (4) + 7 = 11
Talons 1 damage: 1d4 + 4 ⇒ (2) + 4 = 6
Talons 2 enhanced: 1d20 + 7 ⇒ (13) + 7 = 20
Talons 1 damage: 1d4 + 4 ⇒ (1) + 4 = 5

Serael stops attacking and just moves toward the broken section of the wall where Radosek flew through.

If Summer has not destroyed the elemental yet, she'll take the opportunity attack.

Serael scans the area for Radosek.

If she sees him, she attacks without Barrage, assuming he'll be far enough away for range increment penalties. Also I assume no Point-Blank Shot bonus.

Shortbow, Studied target: 1d20 + 8 ⇒ (13) + 8 = 21
Shortbow damage: 1d6 + 1 ⇒ (1) + 1 = 2


The tower's 60ft tall, and there's also horizontal distance, so you're in-between the first and second range increment.

Summer dispatches the last elemental as you fire a shot at Radosek that barely misses. He glances up at you and then points his wand at the dragon ice sculpture in the courtyard - which animates! Radosek points his wand at the top of the tower, and the ice dragon flaps its wings and takes off!

It'll reach your level next round.


Female Half-Elf Witch/Ranger 7
Vitals:
HP 91/91| AC 20 T 15 FF 16 | F +9 R +9 W +9 | CMD 20 PSD 20 MSD 18 | Init +2 | Perc +11
Abilities:
Hit Dice 7/7 | Spell Points 11/14 | Martial Focus 1/1|Spiritualism 6/6 | DC 18 for Magic Sphere Abilities|DC 15 for Combat Sphere Abilities

By Desna... Even if I win this, what chance do I have against his master?

Serael orders Summer to intercept the dragon mid air, so she can try to focus on Radosek.

Summer charges at the dragon if possible! Serael fires against Radosek.

Bite, enhanced, charge: 1d20 + 9 ⇒ (10) + 9 = 19
Bite damage: 1d4 + 4 ⇒ (2) + 4 = 6

Shortbow, Studied target: 1d20 + 8 ⇒ (14) + 8 = 22
Shortbow, damage: 1d6 + 1 ⇒ (5) + 1 = 6
Shortbow Mastery: 1d20 + 3 ⇒ (14) + 3 = 17
Shortbow Mastery damage: 1d6 + 1 ⇒ (1) + 1 = 2

Cold Iron Arrows: -13 so far


Radosek ducks behind one of the buildings in the courtyard before you can fire, placing himself safely out of sight. You quickly redirect your fire to the dragon.

Summer flies to intercept the dragon and quickly discovers that - despite its fearsome appearance - it's nothing more than an animated ice sculpture.
Slam: 1d20 + 9 ⇒ (6) + 9 = 15 Damage: 1d8 + 6 ⇒ (5) + 6 = 11

"Dragon": 12pts damage

If you're wanting to go after Radosek, it's a good thing that you've cleared the majority of enemies from the tower as retracing your steps would otherwise be quite difficult. ;-)


Female Half-Elf Witch/Ranger 7
Vitals:
HP 91/91| AC 20 T 15 FF 16 | F +9 R +9 W +9 | CMD 20 PSD 20 MSD 18 | Init +2 | Perc +11
Abilities:
Hit Dice 7/7 | Spell Points 11/14 | Martial Focus 1/1|Spiritualism 6/6 | DC 18 for Magic Sphere Abilities|DC 15 for Combat Sphere Abilities

Despite opening himself for counterattacks in his charge, Summer deftly dodges the "dragon's tackle. Serael clicks her tongue as she notices Radosek hiding and decides to concentrate on the sculpture.

Bite, enhanced: 1d20 + 7 ⇒ (4) + 7 = 11
Bite damage: 1d4 + 4 ⇒ (1) + 4 = 5
Talons 1, enhanced: 1d20 + 7 ⇒ (6) + 7 = 13
Talons 1 damage: 1d4 + 4 ⇒ (3) + 4 = 7
Talons 2, enhanced: 1d20 + 7 ⇒ (20) + 7 = 27
Talons 2, crit confirm: 1d20 + 7 ⇒ (7) + 7 = 14
Talons 2 damage: 1d4 + 4 ⇒ (1) + 4 = 5
Talons 2 crit damage: 1d4 + 4 ⇒ (1) + 4 = 5

Shortbow: 1d20 + 7 ⇒ (20) + 7 = 27
Shortbow crit confirm: 1d20 + 7 ⇒ (18) + 7 = 25
Shortbow damage: 1d6 ⇒ 4
Shortbow crit damage: 1d6 ⇒ 4
Shortbow Mastery: 1d20 + 2 ⇒ (14) + 2 = 16
Shortbow Mastery damage: 1d6 ⇒ 4


Both you and Summer manage to strike the construct once, leaving cracks in its icy form. Ignoring the wounds, it attempts to bludgeon Summer out of the sky!
Bull Rush (summer): 1d20 + 11 ⇒ (6) + 11 = 17
I think that exactly hits Summer's CMD. If so, he's moved 10ft closer to the ground, and the following action occurs. If the Bull Rush is unsuccessful, instead apply the attack to Summer without the +2 charge bonus.
It then charges the window, attempting to grab you in its jaws and throw you out of the tower!
Reposition: 1d20 + 11 + 2 ⇒ (2) + 11 + 2 = 15
I'm pretty sure that won't succeed.

"Dragon": 25pts damage


Female Half-Elf Witch/Ranger 7
Vitals:
HP 91/91| AC 20 T 15 FF 16 | F +9 R +9 W +9 | CMD 20 PSD 20 MSD 18 | Init +2 | Perc +11
Abilities:
Hit Dice 7/7 | Spell Points 11/14 | Martial Focus 1/1|Spiritualism 6/6 | DC 18 for Magic Sphere Abilities|DC 15 for Combat Sphere Abilities

That is Summer's CMD, you are right. Turns out I never listed it, I'll add it when I have access to my desktop. The reposition misses me anyway, thankfully.

Summer is thrown back by the dragon sculpture and rushes back to try and save Serael.

Bite, enhanced, charge: 1d20 + 9 ⇒ (7) + 9 = 16
Bite damage: 1d4 + 4 ⇒ (2) + 4 = 6

If it is not possible to charge, Summer will simply move and attack without the +2

Serael ducks just in time and is not caught by the dragon, stepping back and letting two arrows fly.

5ft step back, Standard action attack

Shortbow: 1d20 + 7 ⇒ (2) + 7 = 9
Shortbow damage: 1d6 ⇒ 5
Shortbow mastery: 1d20 + 2 ⇒ (7) + 2 = 9
Shortbow mastery damage: 1d6 ⇒ 5


Your hasty attacks miss as the dragon begins forcibly squeezing itself through the broken window, shattering the frame and sending chunks of ice everywhere. Fortunately, it's going to take a bit longer to make it all the way through.
Slam (serael): 1d20 + 9 - 4 ⇒ (17) + 9 - 4 = 22 Damage: 1d8 + 6 ⇒ (5) + 6 = 11

"Dragon": 25pts damage


Female Half-Elf Witch/Ranger 7
Vitals:
HP 91/91| AC 20 T 15 FF 16 | F +9 R +9 W +9 | CMD 20 PSD 20 MSD 18 | Init +2 | Perc +11
Abilities:
Hit Dice 7/7 | Spell Points 11/14 | Martial Focus 1/1|Spiritualism 6/6 | DC 18 for Magic Sphere Abilities|DC 15 for Combat Sphere Abilities

Serael almost falls back on impact but manages to stand her ground.

I cannot take many more of these.

She steps back and unloads more arrows as Summer hacks into the ice sculpture as well.

5ft. step back and Standard Action regular attack.

Bite, enhanced: 1d20 + 7 ⇒ (8) + 7 = 15
Bite damage: 1d4 + 4 ⇒ (4) + 4 = 8
Talons 1, enhanced: 1d20 + 7 ⇒ (3) + 7 = 10
Talons 1 damage: 1d4 + 4 ⇒ (4) + 4 = 8
Talons 2, enhanced: 1d20 + 7 ⇒ (16) + 7 = 23
Talons 2 damage: 1d4 + 4 ⇒ (2) + 4 = 6

Shortbow: 1d20 + 8 ⇒ (20) + 8 = 28
Shortbow crit confirm: 1d20 + 8 ⇒ (3) + 8 = 11
Shortbow damage: 1d6 ⇒ 4
Shortbow crit damage: 2d6 ⇒ (4, 6) = 10
Shortbow Mastery: 1d20 + 3 ⇒ (6) + 3 = 9
Shortbow Mastery damage: 1d6 ⇒ 2

Cold Iron Arrows: -19


You and Summer carve out more ice, but neither of you manages to get to whatever piece is keeping the sculpture animate. The 'dragon' continues to squeeze its way through the destroyed window frame, chomping at you all the while.
Slam (serael): 1d20 + 9 - 4 ⇒ (11) + 9 - 4 = 16

"Dragon: 43pts damage


Female Half-Elf Witch/Ranger 7
Vitals:
HP 91/91| AC 20 T 15 FF 16 | F +9 R +9 W +9 | CMD 20 PSD 20 MSD 18 | Init +2 | Perc +11
Abilities:
Hit Dice 7/7 | Spell Points 11/14 | Martial Focus 1/1|Spiritualism 6/6 | DC 18 for Magic Sphere Abilities|DC 15 for Combat Sphere Abilities

Serael keeps stepping back with Summer keeping the pressure from the rear. I'm running out of arrows quick and I've still got to snipe Radosek, but...

Bite, enhanced: 1d20 + 7 ⇒ (15) + 7 = 22
Bite damage: 1d4 + 4 ⇒ (4) + 4 = 8
Talons 1, enhanced: 1d20 + 7 ⇒ (9) + 7 = 16
Talons 1 damage: 1d4 + 4 ⇒ (2) + 4 = 6
Talons 2, enhanced: 1d20 + 7 ⇒ (16) + 7 = 23
Talons 2 damage: 1d4 + 4 ⇒ (4) + 4 = 8

Shortbow: 1d20 + 8 ⇒ (10) + 8 = 18
Shortbow damage: 1d6 ⇒ 6
Shortbow Mastery: 1d20 + 3 ⇒ (7) + 3 = 10
Shortbow Mastery damage: 1d6 ⇒ 4

Cold Iron Arrows: -21 on this fight, for a total of 13


Fortunately, Summer manages to destroy the ice dragon before you need to continue shooting.


Female Half-Elf Witch/Ranger 7
Vitals:
HP 91/91| AC 20 T 15 FF 16 | F +9 R +9 W +9 | CMD 20 PSD 20 MSD 18 | Init +2 | Perc +11
Abilities:
Hit Dice 7/7 | Spell Points 11/14 | Martial Focus 1/1|Spiritualism 6/6 | DC 18 for Magic Sphere Abilities|DC 15 for Combat Sphere Abilities

Serael wipes her brow, somehow sweating in all this cold. She almost forgot Radosek was still free roaming and walks to the edge of the tower, scanning the distance for him, starting from where she last saw him.

Perception: 1d20 + 8 ⇒ (2) + 8 = 10

New count of Cold Iron Arrows: 15


Radosek remains out of your view. Based on what you recall from your short-lived witch training, he's probably taking some time to heal himself and otherwise prepare for a fight. He's clearly capable of some manner of flight magic, so the real question is whether it's better to wait for him to return and attack ... or take the fight to him.


Female Half-Elf Witch/Ranger 7
Vitals:
HP 91/91| AC 20 T 15 FF 16 | F +9 R +9 W +9 | CMD 20 PSD 20 MSD 18 | Init +2 | Perc +11
Abilities:
Hit Dice 7/7 | Spell Points 11/14 | Martial Focus 1/1|Spiritualism 6/6 | DC 18 for Magic Sphere Abilities|DC 15 for Combat Sphere Abilities

He cannot be very far...

Serael orders Summer to scout starting from where she last saw Radosek and draws an arrow just in case he appers in view, she'll shoot.


Summer reports back that Radosek is by the shacks in the courtyard, standing protectively behind the troll guard while he casts spells on himself.


Female Half-Elf Witch/Ranger 7
Vitals:
HP 91/91| AC 20 T 15 FF 16 | F +9 R +9 W +9 | CMD 20 PSD 20 MSD 18 | Init +2 | Perc +11
Abilities:
Hit Dice 7/7 | Spell Points 11/14 | Martial Focus 1/1|Spiritualism 6/6 | DC 18 for Magic Sphere Abilities|DC 15 for Combat Sphere Abilities

Serael nods to Summer and heads back to the entrance, in the meantime spending some of her magic to increase the potency of her remaining arrows.

-1 sp, Greater Enhance on my cold iron arrows. Due to Greater Enhancement plus being caster level 4, it's a +3 bonus.


Interestingly, you merely need to think of your destination for this icy teleporter to transport you directly to the southern alcove on the ground floor of the tower. It seems Radosek's personal teleporter has a greater amount of functionality than the others.

Map's updated so you can see where everyone is and plan a strategy if desired. :-)


Female Half-Elf Witch/Ranger 7
Vitals:
HP 91/91| AC 20 T 15 FF 16 | F +9 R +9 W +9 | CMD 20 PSD 20 MSD 18 | Init +2 | Perc +11
Abilities:
Hit Dice 7/7 | Spell Points 11/14 | Martial Focus 1/1|Spiritualism 6/6 | DC 18 for Magic Sphere Abilities|DC 15 for Combat Sphere Abilities

He's waiting for me, so I doubt I'd be able to catch him by surprise.

Before leaving the inside of the tower, she once again touches Summer, enhancing his defenses.

Silly question, but I am able to enhance multiple different "equipment" on the same creature, right? (I have Natural Enhancement for his natural armor). If so, -1 sp.

She orders Summer to separate from her, she goes from the north side and he from the south, trying to go for a pincer attack. She tells Summer she plans on focusing on Radosek, since he was hurt, even though he probably healed, but trusts Summer to swap target to the troll if he is too dangerous.

They position themselves and start their attack!

I've put Serael and Summer's tokens where I want, but if combat triggers early, it's okay, they'd just be walking from north and south direction, respectively.

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