Consummate C's Reign of Winter (Inactive)

Game Master Holly G.

Reign of Winter


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The Exchange

Male Tiefling 7 | Fighter | HP: 76| AC: 24 | Percp: +8 | Acro: +15 |

I'm lost without some indication of distance and positioning as it alters my tactics and weapons. If it's not too much trouble a map of starting locations and obstacles helps. I can call out the grids of my movements from there.


Female Human Winter Witch lvl 5 | HP: 40/40 | AC: 13 | Perception: -1 | SM: -1 |
GM Holly wrote:


Catriona Will: 1d20 ⇒ 10
Catriona Initiative: 1d20 ⇒ 3

Will = 15

Initiative = 4


Male . Race:Maybe later, my legs aren't up to it. Classes/Level: Graduated/Drywall, torpedo, line, pocket, and laser

Here's the map currently.

MAPPITY-MAP-MAP-MAP

Links to the editable page were sent to those whose e-mail addresses I have. David and Amanda, if you want to be able to move your character, send Holly your e-mail address via facebook.


On Matters of Idiocy and Those Who Exemplify It: Further Musings by the Grand Magister, Eiji wrote:


Vos, in true Vos style, carefully considered the being before him. Something about his obvious transformation from person to non-person just did not sit right in his over-trained, under-performing mind.
Knowledge (Religion) with 1 assumed rank: 1d20 + 9 ⇒ (20) + 9 = 29
He knew what it was. He knew exactly what it was. He knew everything there was to know about it. He probably knew it's birth name, it's hometown, it's favorite color, and it's worst terror. In true Vos style, he did not bother to warn us; preferring to gauge its reaction to [Eiji].

Vos drew forth his crossbow, but he had to have known it was ineffective without a magical enchantment... not that he could have hit the darn thing anyway. Really, he was way more of a danger to us.


Female Human GM/2 | HP: 12/12 | AC: 10 | Perception +0 | Sense Motive +5

With a silent scream, the creature launches itself at Eiji, clawing viciously.
Claw #1: 1d20 + 4 ⇒ (5) + 4 = 9
Claw #2: 1d20 + 4 ⇒ (12) + 4 = 16
Claw #1 Damage, Fort DC 12 if injured: 1d4 + 1 ⇒ (3) + 1 = 4
Claw #2 Damage, Fort DC 12 if injured: 1d4 + 1 ⇒ (3) + 1 = 4

His first swipe cleanly misses. His other set of filthy claws screech like stone across Eiji's breastplate.

  • Vostok
  • Bad Guy
  • Ailmar
  • Hokkaido
  • Catriona
  • Eiji
  • Copper


M Human Ranger (Wild Hunter)

Ailmar swiftly calls upon the powers of the tiger, readies his bow, moves into position and fires at the beast.

1d20 + 9 ⇒ (4) + 9 = 131d8 + 3 ⇒ (7) + 3 = 10

The Exchange

Male Tiefling 7 | Fighter | HP: 76| AC: 24 | Percp: +8 | Acro: +15 |

Hokkaido casts Light upon the Silver Dart in his right wrist sheath. He then moves up 5 feet diagonally towards the bad guy.


Female Human GM/2 | HP: 12/12 | AC: 10 | Perception +0 | Sense Motive +5

AC 15, touch 12, flat-footed 13


Female Human Winter Witch lvl 5 | HP: 40/40 | AC: 13 | Perception: -1 | SM: -1 |

Catriona's wands spring into place from her wrist sheathes, and she casts an icicle spear at the ghost-thingy's square from her icicle wand.

d20pfsrd

DC 18 reflex for half damage

Piercing Damage: 2d6 ⇒ (4, 2) = 6
Cold Damage: 2d6 ⇒ (3, 4) = 7


Female Human GM/2 | HP: 12/12 | AC: 10 | Perception +0 | Sense Motive +5

Reflex, -2 for the snowy field portion of the spell text (see below): 1d20 + 3 - 2 ⇒ (10) + 3 - 2 = 11
The creature nearly dodges the spear of enchanted ice that erupts beneath its feet, but the slick ice slows its reaction just enough for the spell to have its full effect.

The spell DC from the Wand uses the minimum casting stat necessary for the spell level (13), so the actual DC is 14 (10 + spell level 3 + casting stat modifier 1)

Despite this, the abomination doesn't seem to mind the shard of ice jutting through it's flesh.

Damage Reduction applies to the physical damage, not the cold damage, from the spell

FAQ:
FAQ
How does DR (damage reduction) interact with magical effects that deal bludgeoning, piercing, or slashing damage?

Although the definition of damage reduction says "The creature takes normal damage from energy attacks (even non-magical ones), spells, spell-like abilities, and supernatural abilities," that's actually just referring to damage that isn't specifically called out as being of a particular type, such as fire damage or piercing damage. In other words, DR doesn't protect against "typeless damage" from magical attacks.

However, if a magical attack specifically mentions that it deals bludgeoning, piercing, or slashing damage, DR affects that damage normally, as if it were from a physical weapon. (Otherwise the magical attack might as well not have a damage type, as it would only interface with B/P/S damage in a very few corner cases, such as whether or not an ooze splits from that attack.)

For example, the ice storm spell deals 3d6 points of bludgeoning damage and 2d6 points of cold damage. If you cast ice storm at a group of zombies, the zombie's DR 5/slashing protects them against 5 points of the spell's bludgeoning damage. Their DR doesn't help them against the spell's cold damage because DR doesn't apply to energy attacks.

Additionally, Catriona needs to make a trip attempt according to the spell.

Additional Spell Text:
When the spears erupt from the ground, they make a combat maneuver check against any targets that take damage from the spears, with a total bonus equal to your caster level plus your Intelligence, Wisdom, or Charisma modifier, whichever is highest. Each additional ice spear beyond the first that strikes a single foe grants a +10 bonus to this CMB check. If the check succeeds, the ice spears knock the foe prone. A successful Reflex save halves the damage and prevents the trip attempt.

If you cast this spell upon an area covered with ice or snow, such as atop a glacier, frozen lake, or snow-covered field, the spears strike with additional force. Saves against the effect suffer a –2 penalty and the spell gains a +4 bonus on its combat maneuver check to trip foes. Ice spears created by this spell remain after they do their damage. They melt as normal depending on the surrounding environment. They no longer damage foes in their square, but can provide cover. An ice spear has hardness 5 and 30 hit points.


+1 Spear of Manhunting: 1d20 + 8 ⇒ (18) + 8 = 26
While tangled in the effective, magical ice spear (definitely not from Vos) Eiji also skewers the abomination before him.
Damage: 1d8 + 8 + 6 ⇒ (5) + 8 + 6 = 19

That trip attempt with the spell will have to use the wand's casting stats: Caster Level 5, Casting Stat Modifier +1, +4 for the snowy field effect.


Female Human Winter Witch lvl 5 | HP: 40/40 | AC: 13 | Perception: -1 | SM: -1 |

CMB: 1d20 + 1 + 4 - 2 ⇒ (18) + 1 + 4 - 2 = 21


Female Human GM/2 | HP: 12/12 | AC: 10 | Perception +0 | Sense Motive +5

The creature is totally on his ass after Cat's magnificent wanding.

In response, Copper taunts him mercilessly, sticking her tongue out and keeping her distance.

Battle Map

Initiative:


  • Vostok
  • Bad Guy
  • Ailmar
  • Hokkaido
  • Catriona
  • Eiji
  • Copper


Hubris - A Collection of Recollections of My Brother: Humorous Fables and Warnings for Children as Recounted by the Grand Magister, Eiji wrote:

So, there Vos was, maybe 15 feet behind me, his nigh useless crossbow loaded and ready. I don't know what was going through his mind, but he must have thought he was channeling Old Deadeye himself to attempt to shoot through whatever narrow gap he saw between the magic ice stalagmite and the smooth, dance-like movements of my combat stance, while striking low enough to save my jewels and still hit the prone, still twitching undead abomination...

Impossible Shot With a No-Feat Having Wizard's Nonmagical Crossbow: 1d20 + 2 + 3 ⇒ (16) + 2 + 3 = 21
Creatures AC is currently 15 + 4 (prone) + 4 (cover) + 4 (penalty for shooting into melee = 27

So yeah, he missed. Last I saw, his crossbow bolt was sailing well over the collection of dead trees behind the shrine.


Female Human GM/2 | HP: 12/12 | AC: 10 | Perception +0 | Sense Motive +5

With a persistence known only to the undead and other unnatural beings, the monstrosity continues to attempt to savage Eiji, despite being nearly incapacitated (Staggered)
A Single Claw:: 1d20 + 4 - 4 ⇒ (4) + 4 - 4 = 4


Eiji casually place the point of his spear on the staggered creature's skull and hops onto the boar spear's lugs like a pogo stick.
Magical, Sharp Pogo Stick: 1d20 + 8 ⇒ (17) + 8 = 25
I learned this move from a shady wizard in the south. Called it the "Monkey Smasher," and claimed he perfected it while stranded on a deserted island.
Monkey Smasher Damage: 1d8 + 8 + 6 ⇒ (7) + 8 + 6 = 21

The Exchange

Male Tiefling 7 | Fighter | HP: 76| AC: 24 | Percp: +8 | Acro: +15 |

Did we just skip to Eiji b/c he's the only one with a magical weapon?


D'oh!
That was totally my fault.
Blame it on posting too late and too much.
Unfortunately, now that it's morning, I can't find a way to delete my post, so we'll just have to ignore it.


  • Vostok
  • Bad Guy
  • It's Ailmar's turn
  • Hokkaido
  • Catriona
  • Eiji
  • Copper


M Human Ranger (Wild Hunter)

Ailmar's going to just hold his turn, knowing his weapons can't hurt this tortured undead creature, which seems to be pretty well under control. He turns his attention instead to scanning for any other threats.


Female Human GM/2 | HP: 12/12 | AC: 10 | Perception +0 | Sense Motive +5

Eiji spears the undead thing, piercing through the icicle spear as well.

The body of the faithless cleric finally lies dead, as it should have been long ago. A small whirl of wind picks up, and the face of a little child seems to appear briefly, nodding to Eiji as if in thanks as he fades away.

The travellers look through the shrine, but it appears there is not much left aside from the stone walls. As Ailmar makes to leave, he notices a loose flagstone. Nudging it with his toe, it comes away easily, revealing an ancient lockbox; it contains:

  • an engraved scroll case worth 100 gp
  • a scroll of hold person
  • a scroll of resist energy (cold)
  • a bladed belt
  • a ring of feather falling
  • two fire opals worth 250 gp each
  • 220 gp and 27 pp


  • Female Human GM/2 | HP: 12/12 | AC: 10 | Perception +0 | Sense Motive +5

    Are you spending the night in the abandoned shrine? It's probably not haunted anymore...

    The Exchange

    Male Tiefling 7 | Fighter | HP: 76| AC: 24 | Percp: +8 | Acro: +15 |

    Hokkaido searches the abandoned shrine.

    First he searches for items of interest or anything unusual.
    Perception: 1d20 + 12 ⇒ (8) + 12 = 20

    Then he searches for secret doors.
    Perception: 1d20 + 12 ⇒ (8) + 12 = 20


    While Hoki searches around the walls, no doubt behaving like a giant chicken looking for scratch, Eiji begins to roll out his bedroll.

    This seems like a nice place to bed down for the night. Wake me for my watch once you thinky types figure out who needs the most sleep.

    The Exchange

    Male Tiefling 7 | Fighter | HP: 76| AC: 24 | Percp: +8 | Acro: +15 |

    Hokkaido doesn't need 8 continuous hours so he's willing to do a shift in the middle of the night.

    The Exchange

    Male Tiefling 7 | Fighter | HP: 76| AC: 24 | Percp: +8 | Acro: +15 |

    What if we take the following?

    1. Vostok/ Catriona
    2. Eiji
    3. Alimar
    4. Hokkaido
    5.. Copper


    Female Human GM/2 | HP: 12/12 | AC: 10 | Perception +0 | Sense Motive +5

    You find nothing further in the abandoned village.

    You pass an uneventful night in the relative shelter of the ruins. It does not take you long in the morning to break your camp and you set out early.

    As the city of Whitethrone comes into view, you approach a bridge spanning a small river. The river cuts across the path, heading south toward the cliffs that overlook Glacier Lake. The stone bridge crosses the river, seemingly constructed with horse, wagon, and caravan traffic in mind. The bridge is well maintained, and the snow has been cleared from its span.

    Four-foot-high stone railings run along both sides of the bridge, topped at either end by iron spikes upon which clean and meticulously polished skulls have been carefully impaled and turned as if to observe the traffic.

    A white-painted sign post greets travelers approaching from the east:

    Sign in Hallit:
    Foreign merchants headed to Whitethrone require licenses and may be stopped for inspection without further notice. Those seeking licenses should apply at the city gates.

    Sign in Skald:
    Foreign merchants headed to Whitethrone require licenses and may be stopped for inspection without further notice. Those seeking licenses should apply at the city gates.


    So, that's Glacier Lake... I wonder how cold this river could be?

    Vos, what's that sign say?


    Female Human Winter Witch lvl 5 | HP: 40/40 | AC: 13 | Perception: -1 | SM: -1 |

    Catriona reads the sign aloud to the party.

    Foreign merchants headed to Whitethrone require licenses and may be stopped for inspection without further notice. Those seeking licenses should apply at the city gates

    After pausing for a few seconds to think, Catriona says: We could pose as a group of merchants and apply for a license once we arrive at the city. It could be a good cover while we are in Whitethrone. What does everyone think?

    The Exchange

    Male Tiefling 7 | Fighter | HP: 76| AC: 24 | Percp: +8 | Acro: +15 |

    Let me guess, I get to be the token asian merchant from the orient? Fine... And seeing as we know there's "random" inspections now, I need to repack my gear.

    Hokkaido is used to being under the suspicious eye of the law as an outsider. He hides his MW Thieves' Tools in his boots.


    Female Human GM/2 | HP: 12/12 | AC: 10 | Perception +0 | Sense Motive +5

    As you stand near the sign discussing your options, a cloaked figure passes by your party. As soon as he sets foot on the bridge, a large, scaly humanoid slinks out from under the bridge demanding, "Papers, please," in a deep, booming voice.

    You clearly see at least two more such creatures lurking under the bridge.

    Knowledge Nature for information


    Female Human Winter Witch lvl 5 | HP: 40/40 | AC: 13 | Perception: -1 | SM: -1 |

    Knowledge Nature: 1d20 + 11 ⇒ (15) + 11 = 26

    Does Nadya have a merchant's pass?

    The Exchange

    Male Tiefling 7 | Fighter | HP: 76| AC: 24 | Percp: +8 | Acro: +15 |

    Hokkaido uses the distraction to stealth behind Copper's mount.

    1d20 + 14 ⇒ (2) + 14 = 16

    Once there, he makes a Perception check for additional creatures lurking near and under the bridge.

    1d20 + 14 ⇒ (14) + 14 = 28


    Female Human GM/2 | HP: 12/12 | AC: 10 | Perception +0 | Sense Motive +5

    DC13 (should have been knowledge local, but I'll also accept the roll I called for):

    A freshwater merrow is 12 feet tall and weighs 500 pounds.

    Merrows are best described as the aquatic cousins of ogres. Although their green, scaled skin and webbed hands and feet make them appear different, merrows are just as cruel, savage, and wicked as their ogre relatives.

    Merrows are known for pillaging small fishing villages and towns under cover of night. Similar to ogres, merrows have a strong sense of family and typically hunt in gangs, preferring to grab a couple of villagers and head back into the water rather than sticking around and dealing with armed resistance.

    They have no particular weaknesses, immunities, or resistances.


    Female Human GM/2 | HP: 12/12 | AC: 10 | Perception +0 | Sense Motive +5

    Nadya looks on a bit confusedly at the exchange going on ahead. She comments quietly to Catriona, "Strange. I don't remember encountering this last time I was around here, though that was a bit ago. I don't see how we could need to present papers now, when the sign clearly says to apply for them as the city gates..."


    Female Human GM/2 | HP: 12/12 | AC: 10 | Perception +0 | Sense Motive +5

    Hokkaido sidles in behind Copper and her mount, watching the exchange. Aside from the two creatures lurking below, he also catches sight of a filthy sack with what appear to be a few arrows poking out. The arrows are not sized appropriately for the creatures.


    Female Human Winter Witch lvl 5 | HP: 40/40 | AC: 13 | Perception: -1 | SM: -1 |

    Knowledge of merrows happily dances about Catriona's head.
    A freshwater merrow is 12 feet tall and weighs 500 pounds.

    Merrows are best described as the aquatic cousins of ogres. Although their green, scaled skin and webbed hands and feet make them appear different, merrows are just as cruel, savage, and wicked as their ogre relatives.

    Merrows are known for pillaging small fishing villages and towns under cover of night. Similar to ogres, merrows have a strong sense of family and typically hunt in gangs, preferring to grab a couple of villagers and head back into the water rather than sticking around and dealing with armed resistance.

    They have no particular weaknesses, immunities, or resistances.

    Hearing Nadya's words, Catriona steps forward, moving between Nadya and the Merrows, while she attempts to address them diplomatically.
    Diplomacy: 1d20 + 12 ⇒ (9) + 12 = 21
    Greetings gentlemen. Are things so bad in Whitethrone that they've moved their inspection points so far from the city gates?

    The Exchange

    Male Tiefling 7 | Fighter | HP: 76| AC: 24 | Percp: +8 | Acro: +15 |

    Hokkaido whispers to those near him, "Those big things are armed, but apparently not that well."

    Hokkaido thinks to himself, This isn't exactly the safest country to be traveling through. Who does this alone? Hokkaido scans the other person not from our party who stepped forward on the bridge to remember details about them.

    Perception: 1d20 + 14 ⇒ (9) + 14 = 23

    Then, using his concealed position and the distraction of Catriona, Hokkaido quietly draws his short bow and trains it on the big one demanding papers. This encounter may go sour fast and he's looking to cover the Witch.

    Sleight of Hand: 1d20 + 13 ⇒ (19) + 13 = 32


    Female Human GM/2 | HP: 12/12 | AC: 10 | Perception +0 | Sense Motive +5

    The merrow on the bridge turns his attention to Catriona. "No papers? You pay toll." He surveys the group momentarily before continuing, "That little one on the elephant would do. He smacks his lips adding,"Should cover for the lot of ya."


    Female Human Winter Witch lvl 5 | HP: 40/40 | AC: 13 | Perception: -1 | SM: -1 |

    Catriona looks at Copper appraisingly and looks back at the merrow on the bridge. Well I'm afraid that's just not possible. You see, we are bringing the small one to the city for a great feast, which she is to be the main course. You'll find that the great ladies of Whitethrone will pay absurd amounts of gold for organic grass-fed free-range gnome. btw people, now would be a good time to begin preparing your next action But perhaps we can tempt you with some filet of tiefling. He was fed a diet whole grains, fruits, and vegetables, and I hear that puree of tiefling tail is simply heavenly. I can see that you are a discerning gentleman though and only the best will do for you. Perhaps you would like to try a sample of our frozen merrow brains?

    As a swift action Catriona's wands release from her sheathes and pop into her hands, and she fires her icicle wand at the merrow on the bridge.


    M Human Ranger (Wild Hunter)

    Ailmar takes a second look at that cloaked figure while nocking an arrow to loose at the merrow on the bridge.

    Ailmar raises his dex as a swift action (+2)

    Perception: 1d20 + 8 ⇒ (16) + 8 = 24

    Initiative: 1d20 + 5 ⇒ (17) + 5 = 22

    On his turn, Ailmar lets fly his arrows, first at the merrow on the bridge, or the next closest or most threatening if that one is already dead.

    Arrow 1: 1d20 + 9 ⇒ (17) + 9 = 261d8 + 3 ⇒ (5) + 3 = 8
    Arrow 2: 1d20 + 9 ⇒ (5) + 9 = 141d8 + 3 ⇒ (7) + 3 = 10


    Female Human Winter Witch lvl 5 | HP: 40/40 | AC: 13 | Perception: -1 | SM: -1 |

    didn't include my rolls earlier

    Ice spear from the square of the bridge merrow

    cold damage: 2d6 ⇒ (6, 1) = 7
    piercing damage: 2d6 ⇒ (1, 3) = 4

    Trip Attempt: 1d20 + 9 ⇒ (18) + 9 = 27

    Need a reflex save of 16 to avoid the trip and to take only half damage.

    Initiative: 1d20 + 1 ⇒ (20) + 1 = 21

    The Exchange

    Male Tiefling 7 | Fighter | HP: 76| AC: 24 | Percp: +8 | Acro: +15 |

    Initiative: 1d20 + 7 ⇒ (19) + 7 = 26

    If the main ogre thing Hokkaido was trained on still seems alive then Hokkaido shoots him.

    If Hokkaido observes that the big thing is now just a sack of lifeless meat in the way of our path to glory, then he aims and shoots at one of those 2 other shadowy ones lurking under the bridge.

    Shortbow ATTACK!: 1d20 + 8 ⇒ (17) + 8 = 25

    Do I get +2 to atk if attacking from an unseen location or just sneak attack?

    Damage: 1d6 ⇒ 1
    If my stealth worked and w/in 30ft.: Sneak Attack: 2d6 ⇒ (3, 3) = 6
    And the target is Disoriented for a round (-2 Attack penalty when vs. party. -4 vs. Hokkaido).


    Female Human GM/2 | HP: 12/12 | AC: 10 | Perception +0 | Sense Motive +5

    The merrow on the bridge, full of icicles and arrows bellows:
    "S+!*!!..."
    "F++~!!"
    "You did me a big hurt!..."

    "...was just trying to negotiate a payment..."

    Disoriented as he is, the merrow stumbles backwards and tumbles off the bridge. The remaining merrows, having seen the swift attack perpetrated on their fellow, swiftly swim towards safety, dragging their gangleader along with them.

    Do you like the censoring? That's automated... I was wondering.

    The other traveler stares between y'all and the fleeing merrows and back again. "That's one way to handle a toll troll," he says to himself.

    Addressing the party, he continues, "I suppose I should thank you for dealing with that for me, though I'm not sure of the consequences, and I really haven't the time to find out."

    "Important business, you understand?" he adds rhetorically as he turns and continues on his way.

    He didn't want to hang with y'all anyways.

    The Exchange

    Male Tiefling 7 | Fighter | HP: 76| AC: 24 | Percp: +8 | Acro: +15 |

    Hey there sir, where might you be heading? Perhaps we can band together as there's safety in numbers.

    But was there any distinguishing characteristics about him? It seems odd this single guy is traveling these parts alone. Yeah, the censoring sucks, but I guess they want it family friendly.


    Female Human GM/2 | HP: 12/12 | AC: 10 | Perception +0 | Sense Motive +5

    In their haste, the merrows left behind their loot bag that you spotted earlier with three +2 arrows, three +1 arrows, a frost-forged chain shirtu, a masterwork cold iron battleaxe, and a leather pouch containing 70 gp.

    The lone traveller throws Hokkaido some shade saying, "I don't know what you're into; I don't want to know. Let's just go our separate ways, and I won't mention this to anyone."


    Anger Magic: an Introspective Retrospective on Grand Magister Eiji wrote:
    The water ogres were really just cold-blooded cowards, and this appears to be a running theme surrounding the frozen heart of Irrisen. We continued on to White Throne, and made our way through what I can only describe as a dismal shanty town outside the city walls. The local peasants called it fish-town or fish-camp or fish-gut-stink-ville or some such. I wasn't really paying attention to them. They were dirty and smelled bad. Then again, so did everything else in fish-stench-ton. Nadja took us to meet Ringer or Ringier... possibly Ringiest. I wasn't really paying attention to her. To my surprise, he wasn't where she thought he would be. That in itself wasn't really surprising. They live along ways away, communication is difficult at best, and they were supposed to be part of a semi-secret underground treasonous revolt type of cabal thing. No, his absence wasn't the really surprise, that was actually kinda expected, but the complete lack of an ambush by Nadja's secret police contacts did go a way towards verifying her status as a possible non-enemy. Not all the way. Could be they didn't have time to plan a decent ambush. Could be they didn't have enough people to reliably capture me. Time will tell.


    Anger Magic: an Introspective Retrospective on Grand Magister Eiji wrote:
    Copper threatened to burn enough peasants that one eventually talked to her and the witch and told us that Ringer was being held by Martian Extortioners or Exporters... either way, we knew who to knock down next. We blazed a trail (not literally, much to Copper's disappointment) straight through fish-odor-burg to the largest wooden building there. It had a sign on it. I don't know much of the frozen speech, so I assume it was something meant to offend me. It did. We discussed various ways of bringing hell to Fort-fish-bouquet, but decided on practical rather than clever violence. Cat knocked on the door, and when non-water ogre opened it, we knocked on him as well... maybe a bit harder... with a spear and a pair of arrows. Turned out there was another non-water ogre and a Martian in the shack as well. I stepped in to say 'hello,' and got stabbed a couple times for my attempt at being polite. This, plus the sign, and the mere fact that we had to bother ourselves with retrieving this chump finally had me seeing red. I don't remember a lot of what followed, but my boarspear was bloodied a few feet over the crossbar, the ogre was dead, the martian was dead, a very threatening man who was probably faking being tied to a chair was allowed to live while the adjacent wall was sacrificed in his stead, and I had been declared king of fish-town by an authoritative voice that none dared second guess.


    Anger Magic: an Introspective Retrospective on Grand Magister Eiji wrote:
    We went back to Ringer's place after strategically weakening the martian shack and using it's debris to hide all traces of our assault bury the fallen with dignity. Ringer had a clever plan. At least clever for someone that got himself tied to a martian's chair. We were going to walk into the city. Not sure why we need Ringer for this. Not sure why we didn't just do that in the first place. He claims we can disarm and disarmour ourselves and hide all of the things that keep us alive in the ice beneath a half-ton of dead fish, the only thing this place does have in abundance while we stroll around beneath the noses of winter wolves acting like people and/or the winter guard or iron guard; whichever the new one is called and likely hates us. Oh, and our witch is still wanted. And again, those noses belong to wolves. Smart, frozen wolves. But it's okay, because we're going to go through a hole in the wall. A secret hole. A hole so secret that it's guarded. From the inside. By wolves.


    Female Human GM/2 | HP: 12/12 | AC: 10 | Perception +0 | Sense Motive +5

    That evening, you presumably sell some of the random gear you've been hauling about at the fishcamps local market. It is a fairly poor area of town, but rough enough that you are able to find a customer for any serviceable mundane combat gear. Any pricier items (jewels, art objects) you'll have to try to sneak in and sell once you are inside Whitethrone proper.

    Early the next morning, you all pack up your gear, wrap it in oilcloth, and stow it in the bottom of Ringeirr's cart. He then proceeds to a nearby storehouse to top it off with ice and fish and leads you towards the walls.


    Female Human GM/2 | HP: 12/12 | AC: 10 | Perception +0 | Sense Motive +5

    Please let me know if you are attempting to retain any weapons. If you couldn't carry it into work, you can't carry it around in Whitethrone without some sort of authorization.

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