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

"Gah! Blasted bird took an arrow and kept on flying! You're right, Einar, it must be a familiar or something similar."

Erland looses another bolt after, knowing it is basically just a waste of silver but irritated enough to make the shot.

1d20 + 3 - 4 - 2 ⇒ (6) + 3 - 4 - 2 = 3 to hit, for 1d8 ⇒ 7 piercing damage


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

Perception: 1d20 ⇒ 15
Despite the swirling snow , Damiano succeed in tracking the crow . He fires a crossbow bolt at him
Attack: 1d20 + 1 - 2 ⇒ (18) + 1 - 2 = 171d8 ⇒ 4
I think it is a witchcrow from Irrisen, an intelligent beast who sees magic


Female Human Ranger (Skirmisher) 10: HP 78/78 : 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

Shuddering slightly as she feels the malicious energy wash over her, Ingrit sneers as she sends another arrow after the malign avian.

1d20 + 7 - 4 ⇒ (18) + 7 - 4 = 21
1d8 + 1 ⇒ (3) + 1 = 4


Male Human (Ulfen) Druid(Arctic)/2
Spoiler:
HPs 20/20 AC 15, T11, FF14, Resist Cold 2, Saves F+4,R+2,W+6; Perc +8; Init +2

Eianar realises the crow has flown too far away, an resigns himself to shaking his fist at the creature.


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

[ooc[Yup. Delaying for ranged combat for now.[\ooc]


Map of Hut in Book 4

Behind the screen:
Damiano: Perception, snow, 200': 1d20 - 4 - 20 ⇒ (17) - 4 - 20 = -7
Eianar: Perception, snow, 200': 1d20 + 9 - 4 - 20 ⇒ (7) + 9 - 4 - 20 = -8
Erland: Perception, snow, 200': 1d20 + 3 - 4 - 20 ⇒ (3) + 3 - 4 - 20 = -18
Ingrit: Perception, snow, 200': 1d20 + 3 - 4 - 20 ⇒ (5) + 3 - 4 - 20 = -16
Khristov: Perception, snow, 200': 1d20 + 6 - 4 - 20 ⇒ (10) + 6 - 4 - 20 = -8

Damiano's crossbow bolt comes very close to hitting the bird, but the falling snow interferes with his aim enough that it misses. The falling snow imposes a -4 penalty on all ranged attacks.

Ingrit gets one last shot and again hits the distant target with an admirable shot. 4 damage.

Before anyone can reload the bird is lost in the distance and the falling snow. Damiano is the last to spot it, still flying away.

The rest of the journey back to the lodge is uneventful.

Rest, heal, rest some more if you need it. Best if you are full strength when you set out again.

Melee summary:
Round 1
Khristov (7 lethal)(delay)
Eianar (10 lethal)(?)
Erland (ranged attack, misses)
Ingrit (ranged attack, hits, 8 to Bird)
Bird (12 lethal) (hex attempt, moves 60')
Damiano[ (Ranged attack, misses)

Round 2
Khristov (7 lethal)(delay)
Eianar (10 lethal)(delay)
Ingrit (ranged attack, hits, 4 to bird)
Bird (12 lethal)(double move)
Damiano


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 |

Okay, pretty sure we need 2 days' rest. Then it's back on the trail again. Maybe someone can craft snowshoes in the downtime?

-Posted with Wayfinder


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

Sounds good to me.


Male Human (Ulfen) Druid(Arctic)/2
Spoiler:
HPs 20/20 AC 15, T11, FF14, Resist Cold 2, Saves F+4,R+2,W+6; Perc +8; Init +2

Yep ... if we rest for 2 days, Eianar can do CLW's to bring points back...
Get back ... tonight we all get 2 HPs back ...
Day 1 stay in shelter
Before these spells are cast, we use Erlands heal hex, and then spread the healing in the best possible way.

CLW 1 - 1d8 + 2 ⇒ (5) + 2 = 7
CLW 2 - 1d8 + 2 ⇒ (6) + 2 = 8
CLW 3 - 1d8 + 2 ⇒ (2) + 2 = 4
Heal care for Dom 24 hrs1d20 + 8 ⇒ (1) + 8 = 9
Rest again .. all get 2HPs back.
Day 2 start off again ...


Female Human Ranger (Skirmisher) 10: HP 78/78 : 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

Even before that, as soon as we get back
Heal: Treat Deadly wounds (Dom): DC 20: 1d20 + 7 ⇒ (14) + 7 = 21
Treat Deadly Wounds: When treating deadly wounds, you can restore hit points to a damaged creature. Treating deadly wounds restores 1 hit point per level of the creature. If you exceed the DC by 5 or more, add your Wisdom modifier (if positive) to this amount.

Brings Dom to -5. Since she's only moderately wounded Ingrit will provide long term care for the rest of the group the first day.

Long-Term Care: Providing long-term care means treating a wounded person for a day or more. If your Heal check is successful, the patient recovers hit points or ability score points lost to ability damage at twice the normal rate: 2 hit points per level for a full 8 hours of rest in a day, or 4 hit points per level for each full day of complete rest; 2 ability score points for a full 8 hours of rest in a day, or 4 ability score points for each full day of complete rest.

Taking Ten (since we're resting and no one is in danger of death..Dom's stable. Makes this an auto success fir me so everyone heals 4 HP overnight (except me).

Day two I catch up on sleep, we use magic to heal. all good


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 |

After a great deal of rest and magical healing, Dom is feeling much better again. As they spend a day off to fully recover, Dom is found in the lodge practicing with his sword. Uncharacteristically, he does not have a buckler in his off hand; instead, he is practicing more powerful two-handed strokes. His recent experiences have been humbling, and Dom seems determined to improve his combat prowess. His life and the lives of his newfound allies would depend on it.


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

Seeing Ingrit handily treating Domitian with mundane skill, Erland offers his magical healing as best he can, and concentrates on finishing off the snowshoes he's been carting around this time.

"At least this weasel tastes halfway decent. I wonder if it thought the same of you lads!" Erland cracks a smile at the recently gnawed upon members of the team.


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

Khristov focuses on recuperating and preparing weasel.

Wish I had some Varisian rosemary and an Absalom red, but I'm glad it turned out ok, given the circumstances.


Map of Hut in Book 4

The group rests up and Ingrit makes a set of snowshoes (or two) and then everyone sets off again. A person using snowshoes with speed of 30 can move 20' in a move action when in snow. With a speed of 20, a person in snowshoes can move 15 in a move action or 25 in a double move.

The footprints in the snow have been reinforced, suggesting whoever made the tracks is still active in the area. The weather has remained the same as it was before, overcast, with constant snow flurries. The group is passing over a frozen stream when the next encounter occurs. I'll set up a map next and you can position yourselves on the map in the order you want. Then I'll roll perception/stealth rolls and initiative. Make sure those who prepare spells have your spells listed.


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 |

Dom seems more determined than ever to vanquish whatever the source of this winter was. He decides the best defense is a good offense, and stows his buckler for more strength in his attacks.


Map of Hut in Book 4

The party finds it challenging following the tracks this time out. The tracks seem to meander more than before. At places, it becomes hard to find the tracks, due to blowing snow filling them in.

After eight difficult hours of trudging through the snow, the light is beginning to fail, the temperature is dropping, and the wind picking up. The party will have to make camp to survive the night and continue the tracking in the morning.

Describe how the party prepares for camp. How many watches? Who is on which watch? Do you have tents? Do you make a campfire?


Map of Hut in Book 4

I've set up a map with a larger area and added some objects for tents and a campfire, if desired. Arrange the tents and fire and position characters in tents. The red dots on the map represent squares that provide some 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 |

I threw down a large tent in what looks like a sheltered area surrounded by trees, and put a campfire in front where we might keep watch (and keep warm while on watch). Exactly who's in the tent and who's not would depend on when the encounter happens. If folks brought small tents, we could set those up too.


Map of Hut in Book 4

I'll assume folks are all right with Domitian's proposed watch order and the campsite set-up. I'll post an encounter that will happen during the night late tonight or tomorrow so if anyone wants to add anything or suggest a change, do so soon.


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

I have a small tent for Ingrit since girls can not bunk with boys...
Of course , I will need help setting it up since I am a city boy and my survival skill is not good . By the way , I find it funny that the two who have tents are from the city : I guess country types like roughing it


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

Erland is happy to set up his own small tent, but will gladly share the large one if everyone want to snuggle in tight.

Watch schedule proposed is fine, Erland just needs some time to sleep, and an hour before adventuring to prepare spells.


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

Khristov has a tent too.


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 |

Maybe we all can do little tents then. I'm good with that. Honestly they'd fit in roughly the same space


Map of Hut in Book 4

A small tent holds only one medium creature, so if four are sleeping at one time, you'll need the large tent either way. From a winter survival perspective, four people in one large tent would be a little warmer than each person in a separate tent, due to shared body heat. But from a game mechanics perspective, there would be no problem staying warm either way. So once two people have posted the same preference I'll start the encounter. If going with individual tents, they'll need to be positioned on the map.


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

Big tent works for me. Plus I have a furry, purring death machine to cuddle up with.


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

Agreed. Since we'll need it anyway...


Female Human Ranger (Skirmisher) 10: HP 78/78 : 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

Ingrit isn't stupid. Survival trumps propriety, and she's not that hung up on stuff like that anyway.

Also while resting/healing/crafting at the lodge, Ingrit will search for any stashes of arrows


Male Human (Ulfen) Druid(Arctic)/2
Spoiler:
HPs 20/20 AC 15, T11, FF14, Resist Cold 2, Saves F+4,R+2,W+6; Perc +8; Init +2

Eianar collects berries whilst at the lodge....

Spare spells he casts as Goodberries ....


Map of Hut in Book 4

Behind the screen:
Watch: 1d6 ⇒ 4
18:00-20:00 - Damiano, Eianar
20:00-22:00 - Eianar, Domitian
22:00-00:00 - Domitian, Khristov
00:00-02:00 - Khristov, Ingrit
02:00-04:00 - Ingrit, Erland
04:00-06:00 - Erland, Damiano

Izoze: Take 20 on stealth: 20 + 12 = 32
Squald: Take 20 on stealth: 20 + 11 = 31
Izoze: Perception: 1d20 + 6 ⇒ (14) + 6 = 20
Squald: Perception: 1d20 + 4 ⇒ (10) + 4 = 14

Ingrit: Stealth: 1d20 + 8 ⇒ (6) + 8 = 14
Khristov: Stealth: 1d20 + 3 ⇒ (13) + 3 = 16

Damiano: Perception, sleeping, through tent: 1d20 - 10 - 2 ⇒ (11) - 10 - 2 = -1
Domitian: Perception, sleeping, through tent: 1d20 + 5 - 10 - 2 ⇒ (7) + 5 - 10 - 2 = 0
Eianar: Perception, sleeping, through tent: 1d20 + 9 - 10 - 2 ⇒ (18) + 9 - 10 - 2 = 15
Erland: Perception, sleeping, through tent: 1d20 + 3 - 10 - 2 ⇒ (2) + 3 - 10 - 2 = -7
Ingrit: Perception: 1d20 + 3 ⇒ (10) + 3 = 13
Khristov: Perception: 1d20 + 6 ⇒ (18) + 6 = 24


Game mechanic note: I'm going to say that for warmth, the flaps of the tent must be tied down. So the first person to enter or leave the tent during melee has to spend a full round action to untie all the flaps. Thereafter, movement through the tent opening requires no special action. But unless the tent flaps are tied open (another full round action) the flaps obscure vision, so people inside can't see what's going on outside and vice versa. I'm assuming the entry flaps are on the side of the tent nearest the fire.

Initiative:
Damiano: Initiative: 1d20 + 0 ⇒ (3) + 0 = 3
Domitian: Initiative: 1d20 + 1 ⇒ (12) + 1 = 13
Eianar: Initiative: 1d20 + 2 ⇒ (18) + 2 = 20
Erland: Initiative: 1d20 + 2 ⇒ (14) + 2 = 16
Ingrit: Initiative: 1d20 + 3 ⇒ (7) + 3 = 10
Khristov: Initiative: 1d20 + 3 ⇒ (9) + 3 = 12
Enemy 1: Initiative: 1d20 + 6 ⇒ (6) + 6 = 12
Enemy 2: Initiative: 1d20 + 7 ⇒ (1) + 7 = 8
Enemy 3: Initiative: 1d20 + 3 ⇒ (7) + 3 = 10
Ingrit: Tie roll: 1d20 ⇒ 13
Enemy 3: Tie roll: 1d20 ⇒ 9

* = can act during surprise round
*Eianar: 20
Erland: 16
Domitian: 13
*Enemy 1: 12
*Khristov: 12
*Enemy 3: 10
Ingrit: 10
*Enemy 2: 8
Damiano: 3


Behind the Screen:

Witchcrow: Stealth: 1d20 + 15 ⇒ (4) + 15 = 19
Witchcrow: Perception: 1d20 + 9 ⇒ (8) + 9 = 17

It is in the third watch that trouble finds the group. Sometime after midnight, while Ingrit and Khristov huddle close to the fire for warmth outside the tent, something wakes Eianar up and catches Khristov's attention.
Eianar:
Eianar wakes when he a caw of a crow or raven. His first thought is that pesky witchcrow is back.

Khristov:
Kristov hears the caw of a crow from the southwest, which alerts him that something might be up.

Surprise Round (bold may make a standard or move action)
Eianar
Enemy 1
Khristov
Enemy 3
Enemy 2

Round 1
Eianar
Erland
Domitian
Enemy 1
Khristov
Enemy 3
Ingrit
Enemy 2
Damiano

Eianar may act first.


Map of Hut in Book 4

Notes: Sleepers will awaken automatically if anyone within 10 feet shouts loudly to wake up.

Sleeping in Armor: A character who sleeps in medium or heavy armor is automatically fatigued the next day. He takes a –2 penalty on Str and Dex and can’t charge or run. Sleeping in light armor does not cause fatigue.

Time require to don armor


Male Human (Ulfen) Druid(Arctic)/2
Spoiler:
HPs 20/20 AC 15, T11, FF14, Resist Cold 2, Saves F+4,R+2,W+6; Perc +8; Init +2

"Ingrit, tha ***** crow is back, get tha bow an tak im outta the sky. theys a spyin on us agin." Eianar shouts loudly across the campsite. "Ayes dinna like dey witchy spies, c'mmon get up, time to tak tha witches messenger down. Ya dinnas wan theys feathery friend ta let on where wees are an wa wees doin."

With that Eianar gets up and starts to open the tent flap to look out and survey the scene.


Map of Hut in Book 4

On the Table:
Magic Missiles vs. Ingrit: damage: 2d4 + 2 ⇒ (3, 2) + 2 = 7
Magic Missile vs. Khristov: damage: 1d4 + 1 ⇒ (4) + 1 = 5

From the darkness beyond the light of the campfire to the northeast comes three fast-moving magic missiles, each leaving a faint trail frost as it flies. Two strike Ingrit and the third strikes Khristov. 7 damage to Ingrit, 5 to Khristov.

Surprise Round (bold may make a standard or move action)
Eianar (wakes up, wakes others, stands)
Enemy 1 (magic missiles, 7 damage to Ingrit, 5 to Khristov)
Khristov
Enemy 3
Enemy 2

Round 1
Eianar
Erland
Domitian
Enemy 1
Khristov (5 lethal)
Enemy 3
Ingrit (7 lethal)
Enemy 2
Damiano

Khristov is up.

Khristov:
Khristov cannot see the source of the magic missiles, except that they were from the northeast generally. They definitely came from a different direction than the crow caw he heard.


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

Missiles from the northeast! We may be surrounded!

Khristov pulls out his rapier and casts detect magic.


Map of Hut in Book 4
Khristov wrote:

Missiles from the northeast! We may be surrounded!

Khristov pulls out his rapier and casts detect magic.

This is a surprise round, so he can do one or the other but not both.

Behind the screen:
Witchcrow: Stealth: 1d20 + 15 ⇒ (4) + 15 = 19
Khristov: Perception, 30 feet, snow, dim light: 1d20 + 6 - 3 - 4 - 2 ⇒ (20) + 6 - 3 - 4 - 2 = 17
Ingrit: Perception, 50', snow, dim light: 1d20 + 3 - 5 - 4 - 2 ⇒ (16) + 3 - 5 - 4 - 2 = 8
Monster Lore: DC 11
Khristov: Knowledge (Planes): 1d20 + 8 ⇒ (14) + 8 = 22
Type and alignment is always known.
1 Senses, feats that affect senses
2 AC, CMD, HP
3 Best Save, DR
4 Immunities, Resistances, Weaknesses
5 Attacks, BAB, CMB
6 Special Attacks, special abilities
7 Spell-Like Abilities, spell use
8 Best and Worst Attribute, Speed
9 Feats, Skills
Knowledge Category: 1d9 ⇒ 6
Knowledge Category: 1d9 ⇒ 5

Everyone at the camp hears the sound of wind that grows in volume.
Ingrit and Khristov:
The sound of the wind comes from the NE and after a second they see a small white tornado like whirlwind, 5' wide at the ground and ten feet high and ten feet wide. It comes straight at the campfire and the wind snuffs out the fire, making everything dark except to those with dark vision. The wind is not strong enough to cause any damage to anyone. The ambient light level is dark due to the clouds.

Khristov:
Khristov recognizes this is a small air elemental. It will be unable to maintain this example of its whirlwind attack for more than 1 round. It has the Air Mastery Special ability, which means it is harder to to fight it from the air. It has 1 slam attack. It has a BAB of +2, a CMB of +2, and a CMD of 15.

Those in the tent:
The sound of the wind seems to approach the camp and remain. The campfire goes out and it is dark outside. There is no ambient light outside of or inside of the tent.

Until there is artificial light introduced, people are effectively blind. Lowlight vision doesn't help as the ambient light level is dark.

Surprise Round
Eianar (wakes up, wakes others, stands)
Enemy 1 (magic missiles, 7 damage to Ingrit, 5 to Khristov)
Khristov (draw rapier or cast detect magic)
Enemy 3 (move)
Enemy 2 (move, campfire goes out)

Round 1
Eianar
Erland
Domitian

Enemy 1
Khristov (5 lethal)
Enemy 3
Ingrit (7 lethal)
Enemy 2
Damiano

Eianar, Erland, and Domitian are up. It might be good to post in initiative order, since if someone introduces light, it will change the options.


Male Human (Ulfen) Druid(Arctic)/2
Spoiler:
HPs 20/20 AC 15, T11, FF14, Resist Cold 2, Saves F+4,R+2,W+6; Perc +8; Init +2

Being cast into sudden darkness, Eianar calls on the cold to bathe the fire in light as he takes up his quarterstaff.


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 |

Domitian starts awake, feeling his heart race as the howling wind and sounds of alarm ring in the night. For a moment, there's darkness, followed by a cool light.

With a practiced motion, Dom grabs his sword and stands upright. He takes a step toward the tent flap.

Move action to pick up his sword, Standard action to stand up from prone, 5-foot step to the tent flap.


Map of Hut in Book 4
Eianar Drudsson wrote:

Being cast into sudden darkness, Eianar calls on the cold to bathe the fire in light as he takes up his quarterstaff.

I'm assuming Eianar cast a light spell. Let me know if something else.


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

Erland casts dancing lights, 50' due west of the entrance to the tent.

"Blasted creatures, ambushing us in the dark like this. Gods, this winter just keeps getting worse and worse!"

Erland stands up as he casts, while Fiske looks at his master with sleepy cat eyes half-slitted.


Female Human Ranger (Skirmisher) 10: HP 78/78 : 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

Yeah that sentence confused me too


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

Detect Magic then.


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

I think Eianar is casting light where the campfire is . Poor Eianar, for once he was speaking without THE accente


Male Human (Ulfen) Druid(Arctic)/2
Spoiler:
HPs 20/20 AC 15, T11, FF14, Resist Cold 2, Saves F+4,R+2,W+6; Perc +8; Init +2

Yeah casts light on the campfire ....


Map of Hut in Book 4

Khristov:
When Khristov casts Detect Magic, he gets no initial signs of magic in any direction away from the tent. As the elemental approached the campsite, it did not glow with any magic either.

Light requires the caster touch the object on which the spell is centered, so if Eianar wants the light on the campfire location, he will have to first get past the tent flaps, which are still tied. I assumed he cast it on his staff or something he can carry outside. On the map I filled the tent with yellow color to indicate the range of the light is blocked by the tent. Once the object with the light gets outside the tent, I'll return to rings indicating where the normal and dim light is located.

The Dancing Lights spell requires a line of effect to the location where you want the lights to appear, which means either he activates them inside the tent and then moves them out or he opens the tent flaps and casts the spell out where he has an unblocked line of effect.

Core Rules wrote:

Line of Effect: A line of effect is a straight, unblocked path that indicates what a spell can affect. A line of effect is canceled by a solid barrier. It’s like line of sight for ranged weapons, except that it’s not blocked by fog, darkness, and other factors that limit normal sight.

You must have a clear line of effect to any target that you cast a spell on or to any space in which you wish to create an effect. You must have a clear line of effect to the point of origin of any spell you cast.

Hate to be all rules lawyery, but it is part of the challenge when a party is attacked while camping to deal with such things.

As a reminder, here is what I posted earlier about the tent flaps: I'm going to say that for warmth, the flaps of the tent must be tied down. So the first person to enter or leave the tent during melee has to spend a full round action to untie all the flaps. Thereafter, movement through the tent opening requires no special action. But unless the tent flaps are tied open (another full round action) the flaps obscure vision, so people inside can't see what's going on outside and vice versa. I'm assuming the entry flaps are on the side of the tent nearest the fire.


Male Human (Ulfen) Druid(Arctic)/2
Spoiler:
HPs 20/20 AC 15, T11, FF14, Resist Cold 2, Saves F+4,R+2,W+6; Perc +8; Init +2

Must look at the map I guess .... in which case Einar will touch the tent ... the tent is the source of light.


Map of Hut in Book 4

That will work. So there is light, but the tent flaps are still tied. On Domitian's turn, he can stand and get the tent flaps halfway untied. Damiano will have to complete the task. So there'll be a bottle neck getting out of the tent until the start of the second round, unless someone wants to try to just cut an opening with the appropriate edged weapon.


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 |

If Dom can both stand up and draw his sword as a move action, then he will use a standard to begin opening the tent flap. If not, he can stick with just getting armed and standing as stated above.


Map of Hut in Book 4

On the Table:
DC 14
Ingrit: Will: 1d20 + 2 ⇒ (8) + 2 = 10
Khristov: Will: 1d20 + 6 ⇒ (11) + 6 = 17

Behind the Screen:
DC 13
Khristov: Knowledge (Planes): 1d20 + 8 ⇒ (7) + 8 = 15

By the book, you can only draw a weapon as a free action as part of movement, not just part of a move action. But he'd probably want his hands free to untie tent flaps more effectively.

Ingrit and Khristov can tell their allies are going to be bursting out of the tent with extra light soon, but they will have to deal with the enemies from the dark by themselves for the moment.

Something with leathery wings flaps quickly toward the campsite, reaching the dim light at the edge of the light spell's effect. It is small, humanoid, with a mop of white hair, a leathery crest down the middle of its head, claws on its hands, and a mischievous grin on its face as it casts a spell.

Something like a soft waft of cold air moves through Ingrit and Khristov. Khristov feels his chain armor momentarily get cold but the effect quickly dissipates. The same feeling for Ingrit, however, begins to intensify as her metal armor begins to get colder and colder. No damage to Ingrit this round, but as it gets colder, it will begin to do cold damage.

Both Ingrit and Khristov recognize this strange creature as the blue-skinned one that fought them at the bridge the first time they tried to cross it into the valley they are now in. Khristov recognizes it as an outsider called an ice mephit, natives of the colder parts of the plane of air. They are normally neutral, although this one seems bent on evil destruction.

Past rounds:
Surprise Round
Eianar (wakes up, wakes others, stands)
Ice Mephit (magic missiles, 7 damage to Ingrit, 5 to Khristov)
Khristov (draw rapier or cast detect magic)
Enemy 2 (move)
Air Elemental (whirlwind form)(move, campfire goes out)

Round 1
Eianar (casts, readies q'staff)
Erland (stands, casts)
Domitian (stands unties tent flaps 1/2 way)
Enemy 1 (move, casts)
Khristov (5 lethal)
Enemy 3 (whereabouts unknown)
Ingrit (7 lethal, chill metal on armor 1st round)
Air Elemental
Damiano (prone)

Round 2
Eianar
Erland
Domitian
Ice Mephit
Khristov (5 lethal)
Ingrit (7 lethal, chill metal on armor 2nd round)
Air Elemental
Damiano (prone)

Khristov is up. His detect magic is up and he can see some kind of magic aura settle on Ingrit. He'll have to make a concentration check if he wants to keep it active while fighting.


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

Khristov stops concentrating on his detection spell, steps away from the mephit-drawing his weapon- and casts open/close on the tent flaps.

Time to move!

Can you draw a weapon as part of a five-foot step?


Map of Hut in Book 4

The five-foot step is always a free action on a turn when you make no other movement. Drawing a weapon in this case is a move action. However, the text of the spell says: "If anything resists this activity (such as a bar on a door or a lock on a chest), the spell fails." In this case, the ties holding the door close count as resisting this activity. Khristov would know this about the spell, so choose a different spell or standard action if you like.


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

Ok let's change it to fumbletongue on the far northeast one. DC 14 Will.

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