Clebsch's Reign of Winter

Game Master Clebsch RoW

Our brave adventurers are the only hope in a cold, cruel world.


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Loot Table Rondolero Swashbuckler 5 / Ulfen Guard 3 / Urban Bloodrager 1 Human | HP 86/98 | AC 21, T 14, FF 19, CMD 26, ACP -3 (excludes climb & jump) | F+9, R+9, W+7 (+2 bonus vs charm/compulsion, guarded thoughts) | Per+10 | Init+4 |

GM:
Finally able to hear, Dom is stunned to realize that his intended target has somehow started climbing or flying. Unsure of what he could profitably do, he grabs his healing potion and quaffs it, then looks for some cover along a wall. The potion is only minimally effective.

5-foot step to I2. Draw and drink CLW potion.
CLW: 1d8 + 1 ⇒ (1) + 1 = 2


Female Human Ranger (Skirmisher) 10: HP 55/78 : AC: 20 (21), T: 15, FF: 15 : Fort: +10 (+12 cold effects/ +15 cold environment/ +20 with cold weather outfit. +4 to all if non lethal) Reflex: + 12 Will: +5 : Perception +11 (+17 Human/+15 Giant/+13 Fey

Gm:
Readied action to shoot first pinpointed target

Her eyes closed, breathing slow and even, Ingrit focuses, blotting out every sound, every sensation except for the caster's voice. Taking a deep breath, she fires, listening for the tell-tale sound of her arrow punching into flesh.

1d20 + 12 ⇒ (20) + 12 = 32
1d10 + 3 ⇒ (4) + 3 = 7
1d100 ⇒ 81

Confirm
1d20 + 12 ⇒ (20) + 12 = 32
2d10 + 6 ⇒ (1, 4) + 6 = 11

Caster also has to make DC 27+spell level concentration check or lose the spell


Winter Witch 6 [HP 29/29 // AC 13/12/11] [Fort +3, Ref +4, Will +6] Flight Hex Used: 1 min

Spoiler:
Erland remains crouched, awaiting a clear shot at someone once the sleet storm drops off.


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Defense of Spurhorn 1

Behind the screen:
DC 31
Radosek: Concentration: 1d20 + 8 ⇒ (13) + 8 = 21

Ingrit:
Wow! Excellent time to get a double nat 20. By the way, the DC of the concentration check was 28 + spell level, not that it mattered, since for this spellcaster, he could not possibly make the DC.

Ingrit fires an arrow into the dark, hoping no ally was in the way. She was rewarded with a satisfying 'thonk' of the arrow going into flesh or something just as solid, followed by a cry of pain and a cessation of the chanting.


Domitian:
Domitian hears the sound of chanting begin but it is interrupted with the sound of an arrow striking a body and a cry of pain. After that the chanting stops.

Domitian DC 10 Acrobatics: 1d20 + 6 ⇒ (6) + 6 = 12
Domitian manages to move around the cauldron and drinks a potion for a little relief from his injuries 2 points healed. He can feel an ice statue to his left side and the edge of the opening into the nook. He knows there is a curtain to the other side of the nook, which would provide cover and concealment were it possible to see anything in the room.

Erland:
Erland hears the sound of chanting above him begin but it is interrupted with the sound of an arrow striking a body and a cry of pain from about the same location. After that the chanting stops.
I'm assuming Erland has a loaded crossbow ready to fire once the conditions allow him to fire. Let me know if there are any other condition on what will trigger a ranged attack.

Khristov:
Khristov hears the sound of chanting above and to the west but it is quickly interrupted by the sound of an arrow striking something solid and a cry of pain, after which the chanting stops.

Khristov is up. Then an enemy gets an action and then it will be Rurik's first turn after transporting.


Winter Witch 6 [HP 29/29 // AC 13/12/11] [Fort +3, Ref +4, Will +6] Flight Hex Used: 1 min

Spoiler:
Yes, loaded crossbow, ready to shoot if I get a clean shot at either enemy, meaning the sleet is down and no other visibility problems arise.

Running effects: mage armor, see invisibility, reduce person, invisibility


Male Human Bard (Archaeologist) 4
Quick Stat Reference:
AC=19, HP=10/15, Fort/Ref/Will: -2/8/4, 1st level spells: 4/4, 2nd level: 2/2, Archaeologists' Luck: +1 6 rounds/day

Spoiler:
Khristov stays where he is and casts Detect Magic to try and find the witch. He'll stay where he is until he can pinpoint the auras.


Defense of Spurhorn 1

Sorry for the delay. Tuesday-Wednesday is extra busy this term and I left my zip-drive with all my files at work. Since some of the NPCs you are fighting are detailed there, I'll have to wait until I get to work this afternoon to post.


Female Human Ranger (Skirmisher) 10: HP 55/78 : AC: 20 (21), T: 15, FF: 15 : Fort: +10 (+12 cold effects/ +15 cold environment/ +20 with cold weather outfit. +4 to all if non lethal) Reflex: + 12 Will: +5 : Perception +11 (+17 Human/+15 Giant/+13 Fey

GM:
Totally forgot the arrow is treated with Greenblood oil. DC 13 Fort save or 1 Con damage. 1 save per round, 4 rounds[/ooc]


Defense of Spurhorn 1

Behind the Screen:
Ranged Touch Attack, Spectral Hand: 1d20 + 4 + 2 ⇒ (13) + 4 + 2 = 19
Miss, 1-50: 1d100 ⇒ 54
Vampiric Touch damage: 2d6 ⇒ (2, 2) = 4
Perception: 1d20 + 9 ⇒ (10) + 9 = 19

Khristov:
Indicate a direction in which Khristov will look for the purposes of determining what is in the 60 degree arc of the spell range. Just name a compass direction, with north being the top of the map.

Rurik:
Rurik arrives on the transport destination and finds himself in a driving sleet storm, at least sleet fills the air and blocks all vision, even darkvision beyond his own square. The surface under his feet is also slippery, forcing movement to be slower than normal to have a chance of keeping his footing. Just as he is about to step off the platform, he feels an icy cold hand touch him and he suddenly feels some of his health and vitality drawn up out of his body. He takes 4 points of damage.

See the Sleet Storm spell for details of movement limitations.
Acrobatics, ACP: 1d20 + 1 - 4 ⇒ (7) + 1 - 4 = 4
Acrobatics, ACP: 1d20 + 1 - 4 ⇒ (15) + 1 - 4 = 12

The DC of the check is 10 to move, 5 to avoid falling, so Rurik falls prone. He can crawl off the transport with his second move action, so he is off the platform and allowing Damiano to transport up next. He could take a standard action from a prone position on the transport, but that will prevent any use of the transport for one round. If he chooses to crawl off the transporter, choose a direction: West, Southwest, or South.

Behind the Screen:
Greenblood oil DC 13
Radosek: Fortitude: 1d20 + 4 ⇒ (9) + 4 = 13
Radosek: Perception: 1d20 + 3 ⇒ (12) + 3 = 15
Random location of ice spears target: X, F=1: 1d6 ⇒ 1
Y, 1 = 3: 1d7 ⇒ 3
So Ice Spear erupts in square F5.

Ingrit:
The save for the greenblood oil has been rolled for. Ingrit won't know for sure if it had an effect for a while at least.

All in room:
Sounds heard:
1) Khristov casts a spell from somewhere in the middle of the room. DC 20 perception check to pinpoint him, if that is important.
2) From the area of the transporter, people hear a grunt of pain from Rurik and the sound of someone falling, then the clank of armor, perhaps Rurik crawling or some other activity from a prone position.
3) There is a sound that starts with a whoosh of air, followed by a faint cracking sound, like something brittle cracking. This comes from the SW quadrant of the room.

Damiano is in transport this round. End of Round 6: Ingrit's turn. Start of Round 7: Domitian, Erland/Fiske, Khristov are next. PC's wouldn't necessarily know this, but this is the last round of the sleet storm, just so you don't get too frustrated all the spoilers.


Male Human Cleric 10 | HP 62/73 | AC 25 T 12 FF 24 | Fort +10 Ref +5 Will +13 | Initiative +1 | Perception +7 | Channel 4/5 | Inspired 1/1 | Liberation 10/10 | Rebuke Death 8/8

DM:
Rurik grits his teeth and crawls south.


Female Human Ranger (Skirmisher) 10: HP 55/78 : AC: 20 (21), T: 15, FF: 15 : Fort: +10 (+12 cold effects/ +15 cold environment/ +20 with cold weather outfit. +4 to all if non lethal) Reflex: + 12 Will: +5 : Perception +11 (+17 Human/+15 Giant/+13 Fey

GM:
Since Ice spears has a verbal component, does it sound like the caster is in the same place as when I pin pointed him last round?


Loot Table Rondolero Swashbuckler 5 / Ulfen Guard 3 / Urban Bloodrager 1 Human | HP 86/98 | AC 21, T 14, FF 19, CMD 26, ACP -3 (excludes climb & jump) | F+9, R+9, W+7 (+2 bonus vs charm/compulsion, guarded thoughts) | Per+10 | Init+4 |

GM:
Dom waits for his opportunity, hopeful that his allies might be having more luck. Although the sound of Rurik falling does not sound ideal. He keeps an ear out for enemy spellcasting. Delaying.


Male Human Bard (Archaeologist) 4
Quick Stat Reference:
AC=19, HP=10/15, Fort/Ref/Will: -2/8/4, 1st level spells: 4/4, 2nd level: 2/2, Archaeologists' Luck: +1 6 rounds/day

GM:
East


Defense of Spurhorn 1
Ingrit wrote:
GM:
Since Ice spears has a verbal component, does it sound like the caster is in the same place as when I pin pointed him last round?

Ingrit:
It would have a verbal component if cast as a spell, but not if it were cast with a wand.

Female Human Ranger (Skirmisher) 10: HP 55/78 : AC: 20 (21), T: 15, FF: 15 : Fort: +10 (+12 cold effects/ +15 cold environment/ +20 with cold weather outfit. +4 to all if non lethal) Reflex: + 12 Will: +5 : Perception +11 (+17 Human/+15 Giant/+13 Fey

GM:
Fair enough
Ingrit silently awaits another opportunity to pinpoint the enemy.


Defense of Spurhorn 1

Behind the screen:
False Life (cast earlier)
Nazhena: Temp hp: 1d10 + 5 ⇒ (5) + 5 = 10
Radosek: Temp hp: 1d10 + 5 ⇒ (3) + 5 = 8

Khristov:
During the first round that Detect Magic is active, Khristov detects the presence of auras to the east. Next round he'll be able to tell number and the power of the most potent auras.


Defense of Spurhorn 1

Sorry for the delay. Ingrit's post ninja'ed my post to Khristov. Erland is up.

Khristov:
I'm assuming Khristov is concentrating on the detect magic he cast. He can attempt to move, but it will take an acrobatics check as usual. Here is what he gets if he maintains his concentration for another round: There are 17 distinct auras in the direction he is looking, the strongest of which is moderate. Next round he will get the direction to each aura with the option to attempt a spellcraft check to determine the type of aura.
While he is concentrating, the number of auras in the direction he is facing drops and the strongest aura drops from medium to faint.

Behind the screen:
Base DC 20
Domitian: Perception: 1d20 + 7 ⇒ (4) + 7 = 11
Erland: Perception: 1d20 + 3 ⇒ (16) + 3 = 19
Ingrit: Perception: 1d20 + 5 ⇒ (5) + 5 = 10
Khristov: Perception: 1d20 + 9 ⇒ (20) + 9 = 29
Hatch: Perception: 1d20 + 7 ⇒ (8) + 7 = 15

Everyone in the room hears a woman's voice casting a spell, but only Khristov can pinpoint the square of the sound. Everyone else only knows it is coming from the west side of the room. Those with prepared ranged attacks can attempt an attack by naming a square on the west side of the room and targeting it.

Rurik is up. Followed by Damiano. I'll post what Damiano senses when he is fully in the room and able to act.

Damiano:
Damiano appears on the platform and can see nothing but driving sleet. He can see things in his own square but nothing in squares beyond. Furthermore the ground is very slippery. Movement must be at half normal and requires a DC 10 Acrobatics check.

Invisibility
Sleet Storm spell


Male Human Cleric 10 | HP 62/73 | AC 25 T 12 FF 24 | Fort +10 Ref +5 Will +13 | Initiative +1 | Perception +7 | Channel 4/5 | Inspired 1/1 | Liberation 10/10 | Rebuke Death 8/8

GM:
Now that he's off the transporter, Rurik attempts to get to his feet.
Acrobatics: 1d20 - 3 ⇒ (12) - 3 = 9


Defense of Spurhorn 1

Rurik:
Rurik succeeds at standing. If he wants to move from the spot, he'll need another DC 10 Acrobatics check.


Winter Witch 6 [HP 29/29 // AC 13/12/11] [Fort +3, Ref +4, Will +6] Flight Hex Used: 1 min

Erland grits his teeth and swears under his breath about the hidden foes.

Still waiting for a clean shot


Male Human Wizard 5 Init +4 Saves : F: +2 ; R : + 1 , W : +4

Spoiler:
Clebsh , Damiano will spend the round trying to determine it the sleet is an illusion


Male Human Cleric 10 | HP 62/73 | AC 25 T 12 FF 24 | Fort +10 Ref +5 Will +13 | Initiative +1 | Perception +7 | Channel 4/5 | Inspired 1/1 | Liberation 10/10 | Rebuke Death 8/8

GM:
Going to wait where I am for the moment, since I can't really target anything or do anything meaningful and there's not a lot of sense moving when I can't tell where enemies are and just risk falling again.


Defense of Spurhorn 1

Behind the screen:
Random location of ice spears target:
X, F=1: 1d6 ⇒ 5
Y, 1 = 3: 1d7 ⇒ 3
Location of Ice Spear: J5

Damiano:
Damiano detects nothing about the sleet that suggests it's an illusion.

Everyone in the room hears another whoosh and the faint sound of cracking ice. It sounds like it's toward the southeast quadrant of the room.

Ingrit is up.


Female Human Ranger (Skirmisher) 10: HP 55/78 : AC: 20 (21), T: 15, FF: 15 : Fort: +10 (+12 cold effects/ +15 cold environment/ +20 with cold weather outfit. +4 to all if non lethal) Reflex: + 12 Will: +5 : Perception +11 (+17 Human/+15 Giant/+13 Fey

GM:

Same as last round, unless I hear enough to target someone, not doing anything.


Defense of Spurhorn 1

Behind the screen:
DC 20
Damiano: Perception: 1d20 ⇒ 9
Domitian: Perception: 1d20 + 7 ⇒ (17) + 7 = 24
Erland: Perception: 1d20 + 3 ⇒ (19) + 3 = 22
Ingrit: Perception: 1d20 + 5 ⇒ (14) + 5 = 19
Khristov: Perception: 1d20 + 9 ⇒ (4) + 9 = 13
Nadya: Perception: 1d20 + 5 ⇒ (13) + 5 = 18
Hatch: Perception: 1d20 + 7 ⇒ (9) + 7 = 16
DC 20
Damiano: Knowledge (Arcana), 20 feet, window: 1d20 + 13 - 7 ⇒ (6) + 13 - 7 = 12
Erland: Knowledge (Arcana), 20 feet, window: 1d20 + 11 - 7 ⇒ (2) + 11 - 7 = 6
Khristov: Knowledge (Arcana), 20 feet, window: 1d20 + 12 - 7 ⇒ (16) + 12 - 7 = 21
Rurik: Knowledge (Arcana), 20 feet, window: 1d20 + 5 - 7 ⇒ (2) + 5 - 7 = 0

On the Table:
Nazhena: Touch Attack, Spectral Hand: 1d20 + 4 + 2 ⇒ (5) + 4 + 2 = 11

The confusing swirl of sleet and the annoying slipperiness of the ground fades and everyone in the room can see and move normally.

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.

The globe is not an object but it does obscure the view through it enough to grant cover and concealment (20% miss chance) if a ranged attack is made through the area marked by the summoning circle.

Everyone can see Ingrit to the east side of the room, bow ready to fire and Domitian near the alcove to the south. Near him is the corpse of a goat. Three large spears made of ice stand pointing up in the room toward the south side, nearest Domitian. They provide cover from ranged attacks made through those squares but otherwise don't obstruct movement.

Just outside the two open windows on the west side of the room are two people. The northern one is a male human with a pointed beard. He has no armor and is holding something in his hand that looks like an icicle. He fits the description Hatch gave of Radosek Pavil, Nazhena's apprentice, who has, or apparently had, a goat as a familiar.

The other figure (to the south) is a woman wearing an ornate sky blue robe with white feather trim. She has light blonde hair, blue eyes, and jewelry. Flying nearby is a snowy owl. She has a sickle that appears to be made of ice and a pouch that could be a spell component pouch. She matches the description of Nazhena that Hatch and Nadya have given of the witch in charge of the Pale Tower. Near her floats a ghostly hand detached from any body.

Because the windows are narrow, both NPCs get cover from ranged attacks.

Before anyone can react, the ghostly hand darts at Ingrit, trying to touch her, glowing with faint sickly green energy. Ingrit dodges it and it does not connect with her.

Domitian:
Domitian notices something odd in the alcover near the cauldron. There is a picture frame with an image of a room with a picture window in the back showing a grand view of a cityscape dominated by an impressive white tower similar to, but not, the Pale Tower. There are no people in the picture.

Khristov:
At the moment, Khristov is concentrating on the east side of the room, so he doesn't yet see the people outside the windows. He can redirect his gaze toward the west, but the spell will start again in terms of the turns necessary to give specific details provided by the detect magic spell.

Anyone who was holding a ready action to attack someone with a ranged weapon can make the attack if desired. Then we'll resume the normal turn order. Keep in mind there are invisible PCs in the room and if your line of attack passes through a square occupied by a PC, the attack could wound the PC, depending on the rolls.

Also, remember to spoiler anything you post that would not be seen, including any indication of where your PC moves. Use the letter number code to identify locations. If your character speaks, put the words unspoilered and everyone can make a DC 20 perception check to pinpoint your location, should that be important. Indicate the general part of the room from which your voice sounds to be from, but not the exact location.


Winter Witch 6 [HP 29/29 // AC 13/12/11] [Fort +3, Ref +4, Will +6] Flight Hex Used: 1 min

Spoiler:
Erland will hold his attack, glad he can finally see the enemies they've been hunting. He moves to the north a bit to get a better line on the male witch, then readies to fire if he begins to cast a spell, hoping to disrupt his magic.

Active Effects: see invisibility, mage armor, reduce person, invisibility.


Female Human Ranger (Skirmisher) 10: HP 55/78 : AC: 20 (21), T: 15, FF: 15 : Fort: +10 (+12 cold effects/ +15 cold environment/ +20 with cold weather outfit. +4 to all if non lethal) Reflex: + 12 Will: +5 : Perception +11 (+17 Human/+15 Giant/+13 Fey

As the storm fizzles out, Ingrit sends her shot streaking through the window at Radosek.

Readied shot at Radosek: 1d20 + 11 + 2 ⇒ (3) + 11 + 2 = 16
1d8 + 2 ⇒ (6) + 2 = 8
Miss chance: 1d100 ⇒ 29


Defense of Spurhorn 1

From the discussion page, but better to post it here.

Domitian Olavsgaard wrote:

Just checking on the map, Is there a second copy of Nazhena visible? Is the door at E4 open such that we can see into that room?

Also, if he isn't already up, Dom would like to stop delaying and act (not that I'm sure what to do against these guys outside the window). Is Nazhena and the window at ground level so I can move and attack her?

The door into the SW room is open but there should not be anyone showing inside.

I think all who had ready actions have posted, so those who were delaying may post next. I'll have outcomes of the actions of Erland and Ingrit shortly.


Defense of Spurhorn 1

Ingrit fires an arrow at the man outside the north window, but it misses.

Erland:
Please post what square Erland will be in, keeping in mind he might be in the path of ranged attack from other PCs who cannot see him. Also, remember that as a size smaller, his weapons do less damage.

At the moment, the NPCs outside the windows are at the same level as those who are on the floor, so if one can reach them with a melee attack, one can try to hit either one. Fighting through the window however will give the target the benefit of cover.


Loot Table Rondolero Swashbuckler 5 / Ulfen Guard 3 / Urban Bloodrager 1 Human | HP 86/98 | AC 21, T 14, FF 19, CMD 26, ACP -3 (excludes climb & jump) | F+9, R+9, W+7 (+2 bonus vs charm/compulsion, guarded thoughts) | Per+10 | Init+4 |

As the magical sleet begins to dissipate, Domitian sets himself in readiness. He acts as soon as he gets a sense of the location of his enemies.

"Raaaaaaaarrr!" Letting loose his pent-up frustration, Domitian heads straight at Nazhena, bursting through the parting mist. He drops his sword, and recklessly tries to grab her, without a care to the dizzying depths that await below.

Move and grapple, spending a Hero point for a +8 bonus. Draws an AOO if she can take one.

Grapple: 1d20 + 9 + 8 ⇒ (3) + 9 + 8 = 20 Wow, that was really ugly. Let's hope the hero point is enough.


Winter Witch 6 [HP 29/29 // AC 13/12/11] [Fort +3, Ref +4, Will +6] Flight Hex Used: 1 min

Spoiler:
J-9, along the wall in the 1oclock position


Male Human Cleric 10 | HP 62/73 | AC 25 T 12 FF 24 | Fort +10 Ref +5 Will +13 | Initiative +1 | Perception +7 | Channel 4/5 | Inspired 1/1 | Liberation 10/10 | Rebuke Death 8/8

GM:
I don't know if this breaks my invisibility, as it's an indirect attack. Probably does.

Rurik intones a familiar spell and a glowing, ghostly rose-like morningstar appears in the air near Nazhena... and then attacks her glowing ghostly hand.

Spiritual weapon attack: 1d20 + 6 ⇒ (20) + 6 = 26
Spiritual weapon damage: 1d8 + 1 ⇒ (6) + 1 = 7

Spiritual weapon confirm crit: 1d20 + 6 ⇒ (4) + 6 = 10
Spiritual weapon crit damage: 1d8 + 1 ⇒ (8) + 1 = 9


Male Human Bard (Archaeologist) 4
Quick Stat Reference:
AC=19, HP=10/15, Fort/Ref/Will: -2/8/4, 1st level spells: 4/4, 2nd level: 2/2, Archaeologists' Luck: +1 6 rounds/day

GM:
Khristov drops the spell and moves east following Dom's voice.


Male Human Wizard 5 Init +4 Saves : F: +2 ; R : + 1 , W : +4

not sure if it is my turn yet ...


Defense of Spurhorn 1

On the Table:
Nazhena AOO: Sickle: 1d20 + 2 ⇒ (16) + 2 = 18
Damage: 1d6 ⇒ 4
Touch of Idiocy: 1d6 ⇒ 6
Hatch: TK Grapple: 1d20 + 7 ⇒ (20) + 7 = 27

Erland:
Erland moves and readies his bow to fire. Fisk rubs against his ankles as if to indicate he should not move west or southwest.

Nazhena holds a sickle in her hand, that appears to be made of ice. As Domitian runs to try to grab her, she swings it at him and it stabs into him. 4 damage. This damage imposes a -4 penalty to the grapple attempt.

Despite the wound Domitian suffered, Domitian is still able to grab hold of the woman, who is not very strong nor does she appear to be particularly capable at fighting. As he touches her, there is a brief flash of magical energy that passes from her to him.

So Nazhena is grappled.

Grappled Condition:
A grappled creature is restrained by a creature, trap, or effect. Grappled creatures cannot move and take a –4 penalty to Dexterity. A grappled creature takes a –2 penalty on all attack rolls and combat maneuver checks, except those made to grapple or escape a grapple. In addition, grappled creatures can take no action that requires two hands to perform. A grappled character who attempts to cast a spell or use a spell-like ability must make a concentration check (DC 10 + grappler’s CMB + spell level), or lose the spell. Grappled creatures cannot make attacks of opportunity.

Domitian:
Nazhena had cast touch of idiocy during the sleet storm, and she was holding the charge. She had tried to use spectral hand to deliver it to Ingrit, but the touch attack attempt missed, so the charge was still available for deliver. When Domitian, successfully grappled her, the spell affected him, no save. His Intelligence, Wisdom, and Charisma scores all are reduced by 6 for the duration of the spell (50 minutes). So Domitian has an Int score of 4, which means he "can speak but is apt to react instinctively and impulsively, sometimes resorts to charades to express thoughts". He has a Wisdom score of 4, which means he is "seemingly incapable of planning". And he has a Charisma score of 8, which means he is "something of a bore or makes people mildly uncomfortable". This mainly affects his skills based on these abilities and also lowers his Will save. I'll leave it to you to role play the effect.

There is a shimmer of light under a table just south of the door on the east side of the room and Hatch appears. He is glaring menacingly at Radosek. A moment later, Radosek appears to be gripped by invisible hands, restricting his freedom of motion. Hatch is using TK to grapple Radosek; he got a nat 20 on the roll!

Rurik appears standing next to the transporter as he casts a spell. A morning star made of magical force appears near him and then moves toward the ghostly hand that Nazhena had used to try to touch Ingrit. The morning star smacks the incorporeal hand, destroying and dispelling it. The hand had an AC of 25, but Rurik rolled a nat 20 for the hit! The spectral hand was incorporeal, so a force weapon was one of the few things that could have damaged it.

Khristov:
Domitian is visible, so Khristov does not need to follow his voice, as he can see him move toward the south window to grapple Nazhena.

It is Khristov's turn, followed by Damiano. We are in initiative order now, with the following order and statuses:

End of Round 8
Khristov (invisible)
Damiano (invisible)
Radosek (10 lethal, fly, grappled)

Round 9
Nazhena (fly, grappled)
Ingrit (5 lethal)
Erland (mage armor, invisible, reduced size)
Fiske (invisible)
Domitian (7 lethal, grappled) (Domitian has a magical effect on him, but it is not immediately apparent what that might be.)
Hatch (7 lethal, concentration)
Rurik (Spiritual Weapon)


Defense of Spurhorn 1

Still waiting on Khristov. I'll 'bot him if no post by tomorrow noon.


Defense of Spurhorn 1

Khristov ('Bot):
I'm not sure if Khristov wants to make an attack and become visible, so I'll say he moves to position F6, which is right east of Domitian. He can either cast a spell from there or keep concentrating on the Detect Magic or something else. In case anyone makes a ranged attack, it will be safer to stand near Domitian than to be in the middle of the room. Post what you want to do from there if you want to use your standard action this turn.

Damiano is up.


Defense of Spurhorn 1

I'm going to work out the NPCs' next actions. Still waiting on Khristov and Damiano, so when they post, I'll ret-con if possible otherwise, they are considered to be on delay.

On the Table:
Ice Spear: Piercing Damage: 2d6 ⇒ (3, 2) = 5
Cold Damage, Resistance: 2d6 - 2 ⇒ (1, 3) - 2 = 2
Save for half; DC 14
Domitian: Reflex, grappled: 1d20 + 6 - 2 ⇒ (14) + 6 - 2 = 18
Vs CMD 21: Trip: 1d20 + 6 ⇒ (1) + 6 = 7
DC 15
Domitian Will vs compulsion, spell effect: 1d20 + 3 - 3 ⇒ (3) + 3 - 3 = 3

Erland:
The effect Radosek uses is from a wand. If that triggers Erland's ready action, he can take a crossbow shot, but since triggering a wand does not require concentration, even if the arrow hits, it won't change the result. Post your attack if you choose to take it.

Radosek, rather than trying to break free of the telekinetic grapple, points the icicle in his hand generally toward Domitian's feet. A blue pulse of light moves to the floor on which Domitian stands and from that spot erupts a ten-foot long icicle that stabs up at Domitian. Domitian shifts so the shaft only gives him a glancing blow, but it still draww blood and chills him to the bone. 2 damage from the spear and 1 damage from the cold (after applying cold resistance).

Nazhena stares coldly at Domitian and a faint blue light connects from her eyes to his. The swashbuckler closes his eyes, releases her, and falls to the ground unconscious. Once free of him, she flies to a position behind Radosek.

Domitian:
She used the slumber hex on him, so he is asleep for a number of rounds equal to her level. This is a supernatural ability, so she can use it while grappled.

Initiative Order and status:
Ingrit (5 lethal)
Erland (mage armor, invisible, reduced size)
Fiske (invisible)
Domitian (7 lethal, grappled, unconscious, ????) (Domitian has 2 magical effects on him.)
Hatch (7 lethal, concentration)
Rurik (Spiritual Weapon)


Winter Witch 6 [HP 29/29 // AC 13/12/11] [Fort +3, Ref +4, Will +6] Flight Hex Used: 1 min

Expecting that Domitian was just affected by a slumber hex, Erland whispers to Fiske.

"Go jump on him, wake him up!

The cat does as cats are wont to do, hopefully awakening Domitian.

Erland then turns on the primary witch and releases his shot, hoping she didn't see him before he fires.

1d20 + 5 + 1 + 1 + 2 - 4 ⇒ (1) + 5 + 1 + 1 + 2 - 4 = 6 to hit (reduced, +2 dex, invisible, cover) for 1d6 ⇒ 4 piercing damage

He curses in Skald as the bolt lodges itself in the floor only inches away from his position.


Male Human Cleric 10 | HP 62/73 | AC 25 T 12 FF 24 | Fort +10 Ref +5 Will +13 | Initiative +1 | Perception +7 | Channel 4/5 | Inspired 1/1 | Liberation 10/10 | Rebuke Death 8/8
Erland Frey wrote:
The cat does as cats are wont to do

So it ignores you and goes back to grooming? :D

I'll go after Fiske and Hatch!


Male Human Wizard 5 Init +4 Saves : F: +2 ; R : + 1 , W : +4

Damiano delayed just to see if their opponents were flying or just levitating .
Seeing it is indeed flying , he swears under his breath and move towards G7 and casts Ray of Enfeeblement on Radosek
1d20 ⇒ 2 Damage: 1d6 + 2 ⇒ (3) + 2 = 5 Fortitude Save DC 18 for half

But the ray goes nowhere Radosek ...


Male Human Bard (Archaeologist) 4
Quick Stat Reference:
AC=19, HP=10/15, Fort/Ref/Will: -2/8/4, 1st level spells: 4/4, 2nd level: 2/2, Archaeologists' Luck: +1 6 rounds/day

GM:
No standard action this turn is fine, but I'll take an AOO against Nazhena as she flees, since Dom is probably collapsing to the floor.

Attack: 1d20 + 7 ⇒ (13) + 7 = 20
Damage: 1d6 + 4 ⇒ (1) + 4 = 5


Female Human Ranger (Skirmisher) 10: HP 55/78 : AC: 20 (21), T: 15, FF: 15 : Fort: +10 (+12 cold effects/ +15 cold environment/ +20 with cold weather outfit. +4 to all if non lethal) Reflex: + 12 Will: +5 : Perception +11 (+17 Human/+15 Giant/+13 Fey

Stepping to line up her shot, despite the distraction of the shimmering
map display, Ingrit sends another arrow streaking towards Radosek.

1d20 + 11 + 2 ⇒ (11) + 11 + 2 = 24
1d8 + 2 ⇒ (6) + 2 = 8
Small Centipede Poison (1) Type poison (injury); Save Fortitude DC 11 Frequency 1/round for 4 rounds. Effect 1 Dex damage; Cure 1 save
Miss chance: 1d100 ⇒ 73


Defense of Spurhorn 1

On the Table:
DC 11
Radosek: Fortitude: 1d20 + 4 ⇒ (17) + 4 = 21

Khristov:
Khristov is in square F6 which is too far from Nazhena as she moves away from Domitian to be able to make an attack of opportunity.

Damiano appears just under the globe and throws a ray of magic at Radosek, but it hits the wall instead.

Ingrit puts an arrow through the image of the globe, over Damino's shoulder, through the small window and into Radosek. 8 damage, poison ineffective.

Erland becomes visible as an arrow from his crossbow triggers before he has properly aimed it.

Meanwhile Domitian wakes up as he feels a raspy wet touch on his face. He wakes and cannot see what woke him but he is on his back under the window.

Domitian's turn, followed by Hatch and Rurik. Hatch will likely maintain the grapple on Radosek and perhaps draw him into the room.

Domitian:
Remember, Domitian is under the effect of a touch of idiocy spell: Int = 4, Wis = 4, Cha = 8. The cat licking his face might freak him out.


Male Human Bard (Archaeologist) 4
Quick Stat Reference:
AC=19, HP=10/15, Fort/Ref/Will: -2/8/4, 1st level spells: 4/4, 2nd level: 2/2, Archaeologists' Luck: +1 6 rounds/day

GM:
IF she's grappling with Dom, wouldn't she be in the same space as him?


Loot Table Rondolero Swashbuckler 5 / Ulfen Guard 3 / Urban Bloodrager 1 Human | HP 86/98 | AC 21, T 14, FF 19, CMD 26, ACP -3 (excludes climb & jump) | F+9, R+9, W+7 (+2 bonus vs charm/compulsion, guarded thoughts) | Per+10 | Init+4 |

"Huh?" Dom's eyes open from his slumbers, and he starts wiping a wet spot on his face idly. It takes a moment before he appears to start panicking. "Ahhh!! Shoo! Shoo!" The warrior starts flailing around to drive away some perceived threat at the same time he scrambles back onto his feet. Suddenly noticing his sword on the ground, he snatches it up, then looks about wildly. "Where bad woman? Where!" He sticks his head out the window, apparently looking for Nazhena.

The party gets the distinct impression that Dom is not quite his usual self.


Defense of Spurhorn 1

On the Table:
Hatch: Grapple, maintain grapple: 1d20 + 7 + 5 ⇒ (6) + 7 + 5 = 18

Khristov:
Grappling foes are adjacent to each other, not in the same square.

Radosek moves into the tower again, floating above the ground. His arms are generally constrained as if gripped by an invisible man.

Next:
Rurik (Spiritual Weapon)
Khristov (invisible)
Damiano


Male Human Cleric 10 | HP 62/73 | AC 25 T 12 FF 24 | Fort +10 Ref +5 Will +13 | Initiative +1 | Perception +7 | Channel 4/5 | Inspired 1/1 | Liberation 10/10 | Rebuke Death 8/8

Rurik gestures and his spiritual weapon chases Nazhena.

Spiritual weapon attack: 1d20 + 6 ⇒ (8) + 6 = 14
Spiritual weapon damage: 1d8 + 1 ⇒ (3) + 1 = 4

Then he intones another spell and points at Nazhena.

Move action to redirect spiritual weapon. Hold person on Nazhena, Will save DC 15.


Male Human Wizard 5 Init +4 Saves : F: +2 ; R : + 1 , W : +4

Damiano cast Flaming Sphere on Radosek
Damage: 3d6 ⇒ (3, 6, 4) = 13 Reflex Save DC 17 to negate


Defense of Spurhorn 1

Rurik's spiritual mace of force hurtles toward Nazhena but she avoids its swing. As this is going on, Rurik tries to hold Nazhena in place, but the spell fails.

Rurik:
The spell failed because it only affects humanoids. Apparently, Nazhena is not what she appears to be. At least, she's not a human or any similar type of creature.

I forgot that Damiano delayed his previous action, so his new place in the initiative is just after Nazhena acts. Before that happens, Khristov acts followed by Radosek and Nazhena.

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