Queen Elvanna

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408 posts. Alias of Dylos.


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I was just waiting to make sure Brom got his chronicle before I inactive it, so inactiving now.


"Find Baba Yaga, Elvanna must be stopped and only Baba Yaga can stop her." Are the man's final words.


“You can find its source in the Pale Tower, on the other side, but this portal is but one of many. Through them, Elvanna will spread a new ice age across your world, consuming it for all eternity. Closing this portal might save Taldor, but Golarion would still be doomed.” In addition to this, the man informs you that the portal leads to Irrisen, and as pathfinders you would need to report back to the society before a team could be sent through the portal.


“She seeks to take Baba Yaga’s place, and claim all of Golarion as her personal kingdom. Irrisen is a land of endless winter, created by Baba Yaga’s magic. Elvanna seeks to cover the entire world in ice and snow, using portals like this one.” The man explains.

Imagine Sterk's reaction when he realizes that he is now the witch's minion himself.


He is clearly on his death bed, no amount of healing could keep him alive.

"It means that I herald Baba Yaga's return, but something has happened to Baba Yaga. Every hundred years, she returns to Irrisen to place a new daughter on the throne. But Queen Elvanna has other plans, it seems. Baba Yaga has not appeared as planned, and Elvanna intends to slay everyone loyal to her mother. She hunted down those of us who would herald Baba Yaga’s return and slew my associates. I am the last of the Three Riders and a threat to Elvanna’s plans.” The man answers, pausing randomly to cough up blood.


“Once, I was called Illarion Matveius. Now I am known as Black Midnight. I am Baba Yaga’s Black Rider, harbinger of the Witch Queen’s return.”


I just finished reporting the Scenerio, I don't know if anyone was on slow track, but here's the chronicle for those who are not: here

I didn't list gold gained mainly because my chronicle is slow track, we earned max gold. And people can go ahead and roll for their day jobs if they would like.


Ceobryrn hits the remaining sprite, but his damage is somewhat reduced.

Sterk charges the troll, but misses, and provokes an attack from the troll He has reach.

bite Misfortuned/shaken: 1d20 + 5 - 2 ⇒ (11) + 5 - 2 = 141d20 + 5 - 2 ⇒ (14) + 5 - 2 = 171d4 + 3 ⇒ (4) + 3 = 7 14 hits since Sterk was charging and raging, 7 damage, and you were at full.

concentration check defensive spell cast: 1d20 + 9 ⇒ (11) + 9 = 20 Brom steps up to Ceobryrn's side and uses his burning hands on the troll and the sprite. Burning Hands: 4d4 + 9 ⇒ (1, 4, 1, 3) + 9 = 18 even on a successful save for half damage that outright kills the troll and the sprite.

Searching the camp, you find a few items but what draws the majority of your attention is the huge vortex beyond icy stalagmites. A bank of quill-like icicles spear outward in a ring, seemingly grown from a heavy sheet of ice covering the ground. A second ring of giant icicle-shaped monoliths stands inside the outer ring, surrounding a swirling cylindrical vortex easily ten feet in diameter. Icy winds and driving snow blast from the vortex, creating the wintry weather in the clearing.

A surge of wind suddenly blasts from the swirling vortex in the ring of icicles, gusting outward in a stinging spray of snow and ice. Suddenly, a gaunt horseman with curling ram’s horns and wearing coal-black armor lurches through the portal astride a black warhorse, surrounded by tendrils of cold, dark mist. The rider slumps in the saddle, a shard of blue ice jutting from his back. As rider and mount come to a halt in the snow, the horse suddenly dissipates into black smoke, and the horseman falls to the ground with a groan.

We are out of initiative and at the end of the sanctioned part of the adventure path, if you like you may talk to the Black Rider and ask him any questions you have at this time.


Sterk moves up to between Serah and Ceobryrn and tosses his fused oil at the troll, catching the troll on fire and dealing 1d6 ⇒ 3 fire damage doubled for 6, and kicks off his regen the troll now looks very angry.

Lars moves forward with his pickaxe in hand.

Brom moves forward and shoots the atomie with another magic missile 1d4 + 1 ⇒ (2) + 1 = 3 and it comes falling down.

The remaining sprite shoots at Serah with it's tiny shortbow 1d20 + 8 ⇒ (2) + 8 = 10 and misses.

The troll inches forward, and attacks Serah with both of it's claws. 2claws misfortuned and shaken: 1d20 + 5 - 2 ⇒ (7) + 5 - 2 = 101d20 + 5 - 2 ⇒ (13) + 5 - 2 = 161d4 + 3 ⇒ (1) + 3 = 41d20 + 5 - 2 ⇒ (16) + 5 - 2 = 191d20 + 5 - 2 ⇒ (18) + 5 - 2 = 211d4 + 3 ⇒ (4) + 3 = 7 That's 1 hit for 7 damage. the troll then takes another 1d6 ⇒ 2 fire damage again doubled for 4

Serah then round 3, everyone is free to post.


1d8 ⇒ 4 The dagger is on the ground in the square above you.

Sterk, did you want to move closer to the troll first, since the range of oil is the same as alchemist's fire, 20 feet, and you are currently 50 feet from the troll. Also, you did not indicate if you wanted high or low for success, so I'm going with low meaning that the oil ignited.

Lars, any action?


Will: 1d20 + 4 ⇒ (8) + 4 = 12

The troll is misfortunate.


If you didn't know any better, you'd swear Serah was swatting flies as you hear a splat and boom fey in snow.


GM Brom's action, Brom fires off a magic missile from his wand for 1d4 + 1 ⇒ (3) + 1 = 4

And with that, the Atomie cries out in pain and throws down a thunderstone after inching closer to him and evolves into Raic...wrong game. 1d20 + 8 ⇒ (7) + 8 = 15 the stone hits Ceobryrn's square, and he needs to make a DC 15 Fort save or be deafened.

Responding to the sound of the thunderstone, a giant troll and two more fey come into view.

Serah and then Round 2, everyone is free to post now.


Ceobryrn throws another Chakram at the atomie, and hits it for a devastating wound, but surprisingly it's still flying.


You can only see 1 creature right now, so I'll just use your first roll.
Will: 1d20 + 9 ⇒ (5) + 9 = 14 Doh, fail

Aponyaye is able to recognize the fey that was speaking as a winter-touched atomie, it takes less damage from weapons not made of cold iron, is immune to cold damage and vulnerable to fire damage.


"Surrender? Funny I was going to suggest that you do the same thing, now shall we dance?" The fey flies up 10 feet and Ceobryrn throws his Chakram, hitting the creature, but it doesn't do as much damage as he thought it would.

Initiative
Ceobryrn: 1d20 + 4 ⇒ (19) + 4 = 23
Lars: 1d20 + 0 ⇒ (20) + 0 = 20
Sterk: 1d20 + 8 ⇒ (19) + 8 = 27
Serah: 1d20 + 2 ⇒ (6) + 2 = 8
Brom: 1d20 + 5 ⇒ (11) + 5 = 16
Aponyaye: 1d20 + 5 ⇒ (10) + 5 = 15
Hommelstaub: 1d20 + 6 ⇒ (6) + 6 = 12
Teb: 1d20 + 4 ⇒ (11) + 4 = 15
Sprites: 1d20 + 3 ⇒ (11) + 3 = 14

Sterk, Ceobryrn, Lars, Brom, Aponyaye, Teb, Sprites, Hommelstaub, Serah. All PCs except Serah won initiative, go team pathfinder!


Lars Boulderstep wrote:

Wand Charges updated.

1d6
Lars channels once to allow everyone to heal as he prepares himself before resting.

Your Archetype replaces channeling.


Since Lars already volunteered his wand, here's a couple taps for Sterk.
CLW: 1d8 + 1 ⇒ (6) + 1 = 7
CLW: 1d8 + 1 ⇒ (4) + 1 = 5


So, we will be starting the Final Encounter shortly, giving people a chance to do something before I start combat, but I wanted to take this time to say that if we do not finish by this weekend, I will not be posting during this weekend as I will be at DunDraCon.

That being said, I fully intend to be done before Friday with your cooperation.


The magic missile causes the creature of air to stop moving, and with that, combat ends.

There is nothing of interest on either body, and the party is able to rest peacefully the rest of the night.

In the morning, the party resumes their travels deeper into the forest, until they encounter four low igloos stand here in the snow. A well-packed trail of large footprints passes between them, heading both north and west.

Map updated

"So Izoze failed I take it." A feyish creature speaks as you approach.


Izoze drops to the ground as Serah's sword connects.

Squald, Serah, Aponyaye, Izoze, Ceobryrn, Brom, Lars, Sterk


Both Ceobryrn and Sterk manage to miss Izoze with their attacks.

Round 5
Squald, Serah, Aponyaye, Izoze, Ceobryrn, Brom, Lars, Sterk
The creature of air moves once again, this time it slams into Lars. Slam: 1d20 + 6 ⇒ (2) + 6 = 8 But misses the dwarf as it continues to move onwards. Lars would get an attack of opportunity, but he is weaponless, and I don't believe you can take an AoO with a torch.

The creature of air is close enough for Lars to see it, thanks to his darkvision. I went ahead and revealed the whole map.


Serah strikes a telling blow on Izoze, but doesn't do quite as much as expected.
Sterk misses the creature of wind.
Aponyaye heals Ceobryrn.
1d20 + 8 ⇒ (6) + 8 = 14
Izoze tries to do something, but is too focused on her assailants, though her wounds do heal slightly.
Lars uses his wand on Brom.
Brom shoots off another magic missile at Izoze.
Ceobryrn and Sterk and then Round 5 begins.


Brom shoots off another magic missile, and Lars takes out his wand and moves closer to Brom.
Round 4
Squald, Serah, Aponyaye, Izoze, Ceobryrn, Brom, Lars, Sterk

The creature of air once again slams into Sterk.
Slam: 1d20 + 6 ⇒ (14) + 6 = 201d4 + 1 ⇒ (4) + 1 = 5
It connects this time, and then goes back into the darkness, but not before Sterk gets a chance to attack the creature.


Magic missile is indeed doing damage, but as long as you keep rolling 1s on the damage dice and everyon else keeps missing the mephit will heal right back to full. As far as who is damaged, Ceobryrn got crit, and I'm not sure if Brom's HP are accurate if they are he looks rather low.


Ceobryrn barely misses Izoze, and is not quite sure if she is a fey or something else entirely.

For what it's worth, planes is the appropriate knowledge for Izoze. That being said, I'll roll one for Aponyaye.

KN (planes): 1d20 + 8 ⇒ (4) + 8 = 12 These are common enough. Aponyaye recognizes the creature as a Mephit, specifically an Ice Mephit, it is an outsider that is immune to cold and weak to fire go figure it has a cold breath attack that it can use every 4 rounds, is resistant to non-magical weapons, and heals faster then normal in areas below freezing such as where you are currently.


Sterk then manages to hit the creature made of air.

1d2 ⇒ 1
Izoze's wounds heal, and she attacks Serah with her claws 2claws: 1d20 + 5 ⇒ (8) + 5 = 131d3 + 1 ⇒ (2) + 1 = 31d20 + 5 ⇒ (5) + 5 = 101d3 + 1 ⇒ (2) + 1 = 3 but doesn't manage to hit her with either of the claw attacks.


Round 3
Squald, Serah, Aponyaye, Izoze, Ceobryrn, Brom, Lars, Sterk
The creature of wind gusts up to Sterk this time, Slam: 1d20 + 6 ⇒ (3) + 6 = 9 but misses him as it hurries back into the darkness Sterk gets AoO against the creature.

Aponyaye then moves up to Ceobryrn and heals him up a bit.


Izoze attacks Sterk as he moves around to flank with Serah.

Claw: 1d20 + 5 ⇒ (17) + 5 = 221d3 + 1 ⇒ (3) + 1 = 4

Take notice, max damage again, and that's the 4th D20 roll that enemies are rolling and that is the lowest roll thusfar, someone check my dice.

Sterk manages to hit the creature back, but does not do quite as much as he expected that he would do to the creature.

Just waiting on Lars before the beginning of round 3.


Serah steps up and slashes at Izoze, but she too misses the creature.
Aponyaye lights his torch.

Defensive spellcast: 1d20 + 8 ⇒ (19) + 8 = 27
Izoze points at Sterk's armor, laughing as she does. Will save DC 14 or your armor becomes cold as per Chill Metal.

Brom fires off a magic missile at Izoze, hitting without effort.
Ceobryrn takes out his scimitar, ready for the creature of air to return.


Unfortunately that will miss, also unfortunately you would not have regained your rage at this time (your rest was interrupted).

Sterk angrily misses the creature, now feeling both sore and sick.

Round 2
Squald, Serah, Aponyaye, Izoze, Ceobryrn, Brom, Lars, Sterk

One of the creatures, who looks like a giant gust of wind, rushes over to Ceobryrn's side and slams into him 1d20 + 6 ⇒ (20) + 6 = 261d4 + 1 ⇒ (4) + 1 = 5 confirm: 1d20 + 6 ⇒ (19) + 6 = 251d4 + 1 ⇒ (4) + 1 = 5 it then continues moving, disappearing into the darkness. you can get an attack of opportunity if you have a weapon out, however I believe you only had the sunrod out.

Lars is now holding a lit torch, and Aponyaye begins lighting his torch.


Unfortunately it's not a climate effect so I'd have to say no, you're sickened, plus the racial trait specifically says fortitude anyway. The map has light now, and you're too close to Izoze to charge her, but you can 5 foot step and get her back for making you sick!


Ceobryrn takes out his sunrod and makes it shine.

Sterk, you now have light, so I'm presuming you come out of delay.


Sterk delays until he can see something while Aponyaye and Serah take out torches in order to try to provide some light. Aponyaye, are you using flint and steel to light the torch? If so you will light the torch next round, as it is a full round action to light the torch.

Suddenly, a blast of cold air strikes Serah, Sterk, Ceobryrn, and Lars. Take 1d4 ⇒ 1 cold damage, and make a reflex save, DC 13 for half (still 1), on a failed save you are sickened for 3 rounds.

Lars then grabs Serah's torch and flint/steel and begins lighting it, as Brom casts shield on himself. The torch will provide light at the beginning of next round.


As the party moves along, entering into the area of the forest known as the Somir Valley, an area near the center of the Border Wood, they find a clearing which may serve as a place to rest as the night grows deeper and colder.

1d6 ⇒ 5 <-ignore, this was just a random roll
As the night progresses, during Sterk's watch, he hears something, and feels a strong gust of wind, alarmed, he awakens the rest of the party, convinced that this is something beyond simply wind.

When the party emerges from their tents, a voice is heard. "You have become quite the nuisance, and you cannot be allowed to go any closer to the portal." The frozen voice speaks.

Lars: 1d20 ⇒ 8
Aponyaye: 1d20 + 5 ⇒ (13) + 5 = 18
Ceobryrn: 1d20 + 4 ⇒ (9) + 4 = 13
Brom: 1d20 + 5 ⇒ (4) + 5 = 9
Sterk: 1d20 + 8 ⇒ (10) + 8 = 18
Serah: 1d20 + 2 ⇒ (19) + 2 = 21
Izoze: 1d20 + 6 ⇒ (7) + 6 = 13
Squald: 1d20 + 7 ⇒ (14) + 7 = 21

A strong gust blows up enough snow to put out the camp fire, and the party is now enveloped in darkness.

Squald, Serah, Sterk, Aponyaye, Izoze, Ceobryrn, Brom, Lars...Squald already went. Map updated, this is the second to last encounter, we are this close to being done.


Ceobryrn hits and drops the Giant Weasel as it tries to flee.


I was looking at the wrong stat block, sorry guys, Serah hit, which changed it's action on it's turn.

The Weasel flees, running off into the distance.

No Attacks of Opportunity, and no one can catch up with it, but you can use ranged weapons to attack it if you wish to prolong the battle.


Sterk also misses, but Brom strikes true with a magic missile.

1d2 ⇒ 2

The Giant Weasel attacks Serah.

Bite: 1d20 + 6 ⇒ (18) + 6 = 241d8 + 4 ⇒ (7) + 4 = 11 That hits, it is grappled, you are not (but you still can't move) Serah will also take 1d4 bleed.

2claws: 1d20 + 6 ⇒ (19) + 6 = 251d6 + 4 ⇒ (3) + 4 = 71d20 + 6 ⇒ (15) + 6 = 211d6 + 4 ⇒ (4) + 4 = 8 Everything hits, ouch. 26 damage total, and 1d4 bleed on your turn.

The Giant Weasel bites into Serah, and then without letting go of her with it's teeth slashes at her with both of it's claws, her body going limp.

Aponyaye, and then Round 2 begins with everyone else before the Weasel. And for the record, it does not let go of Serah as she becomes unconscious.


Both Serah and Ceobryrn miss the rather large weasel.

Ceobryrn wrote:
[dice=knowledge nature]1d20+5 any know weakness and/or special attacks?

Ceobryrn knows that if the weasel hits you with it's bite attack, it won't let go, and worse, it will cause you to start bleeding. No particular weaknesses This is like the first non-humanoid not immune to cold and weak to fire!


I just looked and Lars, I think you've been running with the wrong hit point total this whole time, you have toughness and 15 con, so you should have d8+2+3 or 13 hit points since the first HD is max.

A cold wind blows through the valley, bringing a spray of sleet and broken ice. The sky ahead roils with thick, gray clouds and the sun is only a dim glow somewhere in the mist.

Inititive
Serah: 1d20 + 2 ⇒ (16) + 2 = 18
Lars: 1d20 + 0 ⇒ (15) + 0 = 15
Ceobryrn: 1d20 + 4 ⇒ (10) + 4 = 14
Sterk: 1d20 + 8 ⇒ (4) + 8 = 12
Aponyaye: 1d20 + 5 ⇒ (3) + 5 = 8
Brom: 1d20 + 5 ⇒ (17) + 5 = 22
Giant Weasel: 1d20 + 3 ⇒ (8) + 3 = 11

Aponyaye lost init, everyone else is before the Giant Weasel, which you have managed to catch up with.


The trail continues through a narrow pass, descending south and east into an icy valley. An unusual pattern of lines is scratched into the fresh snow covering the trail at the edge of the clearing.

As you are leaving the area, I need Reflex saves from Sterk, Ceobryrn, and Serah, as you trigger a trap.

3d8 ⇒ (3, 1, 4) = 8 cold damage on a failed save, DC 14, half on a success. I am assuming that these three characters would be in the front of the group.

After the trap triggers, you have a chance to heal up before we are moving on to the next area.

I would have rolled perception for you guys to see if you noticed the trap, but even on a natural 20, none of you could spot it.


She was a phantom, the girl died years ago and the gem was keeping her soul from resting in peace.


As the gem shatters, Sterk swears he hears the voice of the little girl whispering, "Thank you..."

Aponyaye does not find anything else of note in the hut.


The gem does not really smash that easily, it will require a DC 20 Strength check to break, or repeated attacks that add up to 12 hit points of damage against something with hardness 8, of course an adamantine weapon would cut through it like butter.


The sapphire appears to be the receptacle for the Ulfen girl's soul, if undestroyed, it could be used to make another Guardian Doll that kept the knowledge of the old one, if destroyed, the girl's soul would be freed from it's prison.


Reflex: 1d20 + 4 ⇒ (3) + 4 = 7

The doll is incinerated by Brom's burning hands it did double that by the way. and the only thing left of it is the sapphire eye, which drops on top of the man's head.

End Combat


I'm going to say yes, burning hands is a 15 foot cone, and you are at least 5 feet tall, so it should work.


_Brom_ wrote:

a) how high is the doll up?

b) how can the doll escape and cast? Escaping an animate rope is a full-round action

So it is, my mistake, she didn't cast. The doll is 20 feet up.

And Lars, unfortunately the rope is no longer animated, the duration ended due to your caster level after entangling her.

Aponyaye strikes the doll with his crossbow bolt, but it doesn't seem to do anything.


I'm going to rule that climbing on top of the hut would indeed put one in line with the doll for a melee attack, unless she was to move further up.

The magic missile strikes almost without effort, and seems to be fully effective.

Round 3

The doll struggles against the rope, trying to escape. Escape Artist: 1d20 + 5 ⇒ (16) + 5 = 21 And unfortunately slips out of the rope's grasp.

"A neat trick, but not an effective one." The doll speaks as she points a finger at Lars now. "You might be more useful to me. Charm Person, DC 11, if you fail, she will ask you to lay down your arms and suggest that the rest of the party do the same.


We're waiting on Brom


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