Return of Winter by Artofregicide (Inactive)

Game Master Artofregicide

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Planning Room - Round 4

18 Wulfgang (-2 hp, unconscious, bleeding)
18 Green Skeleton
16 Irina
13 Ruso
20 Jack
10 Skyne (ready to fire at first visible foe)
7 Unknown Caster
4 Peltra
3 Red Zombie
8 Semik (had readied)

wulfgang is unconscious and bleeding upstairs. Needs a stabilization check. He and Jack take 3hp more damage from the icy aura of Green, but Jack's DR absorbs all that. Wulfgang's check is before the damage, so it is at -2.

Leaping up atop the table as well, Green Skeleton stabs at Jack, the attack coming more quickly than the ranger anticipated, stabbing him in the arm where his breastplate does not cover.

Jack takes 4hp dmg, leaving him at 8 from prior unhealed wounds. Irina, Ruso, Jack, and Skyne are up as new threats seem to materialize from nowhere.

GM Screen:

Green Aura dmg: 1d6 ⇒ 3
Green shortsword: 1d20 ⇒ 18
Green dmg: 1d6 ⇒ 4


TN Male Elf Rogue (Unchained) 3 | 4/5 HP | AC 18, T 14, FF 14 | CMD 17 | Fort -4, Ref +7, Will +2 | Prec +9 | Init +6 | Speed 30 ft. | Active Conditions: Con Damage -4, Cursed! (-6 Con)

Ruso tries to determine where the voice came from before moving.
Perception: 1d20 + 7 ⇒ (8) + 7 = 15

If Ruso is able to locate the source of the voice.
Ruso moves as close to where he heard the voice from and stabs out with his rapier.
Attack: Rapier: 1d20 + 3 ⇒ (12) + 3 = 15
Miss Chance: 1d100 ⇒ 54
Damage: Piercing: 1d6 + 1 ⇒ (5) + 1 = 6

If Ruso can't locate the source of the voice.
Ruso bounds back up the stairs in hopes of being in time to save his fellows. (Double move)

Liberty's Edge

male human fighter 1/Rngr 3| HP 36| AC 15; Touch 11; FF 13 | F +8; R +5; W +3 | CMB+9; CMD 20| Speed 30 ft | Init +1 | Perc +8 | Stealth: +5 Fighter 1/Rngr 3

stabilize roll: 1d20 + 2 ⇒ (4) + 2 = 6

will I met my ancestors?


The Planning Room - Round 4 - continued

Continuing to bleed out, Wulfgang's hold on life is slowly slipping away as Jack battles the last frozen skeleton.

Down below, Ruso's keen ears pick out the general area of the voice, somewhere right behind the new zombie. Leaping off the table and to the attack, he stabs his rapier at the thin air there, and while he can feel his blade hit something, it's not enough to cause any damage.

Irina, Jack, and Skyne are all on the clock until tomorrow.


Mechanic - Grease Monkey Hit Points: 20/20; Dodge: 55/27/11; Listen: 20/10/4; Spot Hidden:25/12/5; Luck: 85/85; Sanity: 80/80; Default Reaction: Dodge.

"What's going on out there?" Jack yells, as he continues to swing his sword at the animated bones.

Power Attack: 1d20 + 4 - 1 ⇒ (17) + 4 - 1 = 20
Damage: 1d8 + 4 + 3 ⇒ (3) + 4 + 3 = 10


Female human (Varisian) witch (winter witch) 3 CG Medium humanoid (human) Init +1; Senses Perception +3 AC 15, T 11, FF 14 hp 20/21 Fort +3, Ref +4, Will +3

Irina pulls out a sling, and fires it at the zombie. "What's going on upstairs? You guys got this?"

Sling: 1d20 + 1 ⇒ (13) + 1 = 14
Damage: 1d4 + 1 ⇒ (4) + 1 = 5


"Ruso, what do you see? Is there something there?"

Double move


TN Male Elf Rogue (Unchained) 3 | 4/5 HP | AC 18, T 14, FF 14 | CMD 17 | Fort -4, Ref +7, Will +2 | Prec +9 | Init +6 | Speed 30 ft. | Active Conditions: Con Damage -4, Cursed! (-6 Con)

"I didn't see anything. I did hear something though and my blade definitely hit something."


The Planning Room - Round 4 - continued

Irina sidesteps and launches a sling bullet at the newly active zombie. The bullet flies true, hitting the undead bandit in square in the face, but it bounces off as if it had no effect.

Upstairs, Jack is able to connect the green skeleton with his longsword. The hard bones try to deny the blade, but the pure strength is enough to shatter the undead corpse, exploding it in an icy blast.

Skyne moves across the lodge nearing the zombie.

There does not seem to be any sign or noise from the invisible voice.

Peltra holds her position guarding the front door of the lodge but for now has no shot at a target.

Red Zombie raises a lumbering fist at Ruso, but its swing is slow and clumsy, and the elf is able to dodge it.

Jack takes 5hp dmg from the cold explosion, but only 1 of those gets through his DR to damage him. My count of Skyne's move leaves him one square short of his spot due to two diagonals. That leaves Semik up to end the round.

GM Screen:

Green blast: 1d6 ⇒ 5
Ruso Perception: 1d20 + 7 ⇒ (12) + 7 = 19
Rokhar Acrobatics: 1d20 + 2 ⇒ (13) + 2 = 15
Red Zombie slam: 1d20 + 4 ⇒ (3) + 4 = 7


@GM: Skyne has a 30 ft. speed. Were you thinking of Semik? He is slower.

Semik runs up behind Ruso, then drops his crossbow and retrieves a longspear from his back.

Crunch:
Move Movement
Free Drop item
Standard Draw weapon


Mechanic - Grease Monkey Hit Points: 20/20; Dodge: 55/27/11; Listen: 20/10/4; Spot Hidden:25/12/5; Luck: 85/85; Sanity: 80/80; Default Reaction: Dodge.

Jumping ahead a little because I may not get to check back...

With the most immediate threat neutralized, Jack opens the door in the room to make sure there isn't another threat lurking.

Liberty's Edge

male human fighter 1/Rngr 3| HP 36| AC 15; Touch 11; FF 13 | F +8; R +5; W +3 | CMB+9; CMD 20| Speed 30 ft | Init +1 | Perc +8 | Stealth: +5 Fighter 1/Rngr 3

Wulfgang bleeds

stabilize: 1d20 + 2 ⇒ (19) + 2 = 21


Mechanic - Grease Monkey Hit Points: 20/20; Dodge: 55/27/11; Listen: 20/10/4; Spot Hidden:25/12/5; Luck: 85/85; Sanity: 80/80; Default Reaction: Dodge.

Oops - sorry, Wulfgang. Forgot you were bleeding out. Jack would have bandaged him before trying a door. Looks like you stabilized on your own, though!


The Planning Room - Round 4 - concluded

Semik rushes forward, dropping his crossbow and readying his longspear as he comes.

You're right about Skyne's movement, my bad.

End of Round 4


The Planning Room - Round 5

18 Wulfgang (-3 hp, unconscious, bleeding)
16 Irina (1hp dmg)
13 Ruso (5hp dmg)
20 Jack (6hp dmg)
10 Skyne (6hp dmg)
7 Unknown Caster
4 Peltra (7hp dmg)
3 Red Zombie
8 Semik

As he lies on the floor in the upstairs room of the lodge, Wulfgang finally stops bleeding. He is still unconscious, but stable.

After clearing the main room upstairs, Jack tries the other door and finds a small storeroom. Dozens of small boxes, bottles, and papers fill this musty storage area. A small iron cage sits on the top-shelf, emanating a flickering light like a candle.

Irina, Ruso, and Skyne are up.


TN Male Elf Rogue (Unchained) 3 | 4/5 HP | AC 18, T 14, FF 14 | CMD 17 | Fort -4, Ref +7, Will +2 | Prec +9 | Init +6 | Speed 30 ft. | Active Conditions: Con Damage -4, Cursed! (-6 Con)

Feeling the greater threat at the moment is the reanimated corpse Ruso switches targets but keeps an ear out for the invisible individual.
Perception: 1d20 + 7 ⇒ (8) + 7 = 15

Attack vs. Red Zombie: Rapier: 1d20 + 3 ⇒ (15) + 3 = 18
Damage: Piercing: 1d6 + 1 ⇒ (5) + 1 = 6


Skyne takes a clumsy stab at the zombie. If only I had a spell left!

Crunch:
Move Draw dagger (can't remember which weapon is in hand)
Standard Attack (red)

Dagger: 1d20 + 1 ⇒ (5) + 1 = 6 Piercing: 1d4 + 1 ⇒ (4) + 1 = 5


Female human (Varisian) witch (winter witch) 3 CG Medium humanoid (human) Init +1; Senses Perception +3 AC 15, T 11, FF 14 hp 20/21 Fort +3, Ref +4, Will +3

Irina snaps off a Ray of Frost at the Zombie.

Ranged Touch: 1d20 + 1 ⇒ (13) + 1 = 14
Cold: 1d3 ⇒ 1


The Planning Room - Round 5 - continued

Irina points her finger at the undead bandit and zaps out a ray of icy coldness. Unfortunately, the hubbub of combat with melee mvoes the target just enough out of the way that the ray flies harmlessly past, striking the cabin's wooden wall instead.

Ruso cannot detect the presence of the invisible caster so instead he focuses his prowess on the zombie. The elf easily slides his rapier into the body mass of the corpse, but the piercing wound seems to have little effect on the undead monstrosity.

Dropping his crossbow to the ground, Skyne pulls a knife and attacks the zombie with a vicious slash, but the wizard's combat skills are less than he anticipates and his attack misses.

From the east side of the lodge, another fallen bandit corpse begins to stir and rise, making it to its feet in the slow way zombies move.

Giving up on guarding the outer door now that the caster seems to be the other direction, Peltra moves briskly across the room to engage the new threat.

With Ruso's rapier stuck in its belly, Red Zombie swings a slow meaty fist at the elf's head but Ruso is just able to duck out of the way fast enough to avoid a bunch of mangled teeth.

Just need Semik's actions to conclude the round.

GM Screen:

Red Zombie fist: 1d20 + 4 ⇒ (8) + 4 = 12


"Behead the other corpses, before he can raise them too! Light them on fire. Something!"

Crunch:
Standard Attack (red)

Longspear: 1d20 + 1 ⇒ (2) + 1 = 3 Piercing: 1d8 + 3 ⇒ (2) + 3 = 5


The Planning Room - Round 5 - concluded

As Semik calls for someone to keep the rest of the dead bandits from becoming raised, he pokes at the nearby zombie, but his longspear thrust misses badly.

End of Round 5


The Planning Room - Round 6

18 Wulfgang (-3 hp, unconscious, stable)
16 Irina (1hp dmg)
13 Ruso (5hp dmg)
20 Jack (6hp dmg)
10 Skyne (6hp dmg)
7 Unknown Caster
4 Peltra (7hp dmg)
3 Red Zombie (1hp dmg)
3 Green Zombie
8 Semik

Wulfgang still lies unconscious upstairs, but at least the bleeding is staunched.

Irina, Ruso, Jack, and Skyne are up now.


TN Male Elf Rogue (Unchained) 3 | 4/5 HP | AC 18, T 14, FF 14 | CMD 17 | Fort -4, Ref +7, Will +2 | Prec +9 | Init +6 | Speed 30 ft. | Active Conditions: Con Damage -4, Cursed! (-6 Con)

Ruso, seeing that we are in a bad position overall, leaps the railing to land opposite of Skyne so that he can more effectively deal with the undead menace. As he lands his blades flashes out once more into the abomination.

Acrobatics: 1d20 + 7 ⇒ (4) + 7 = 11
Attack: Rapier, Flank: 1d20 + 3 + 2 ⇒ (8) + 3 + 2 = 13
Damage: Piercing, Sneak Attack: 1d6 + 1 + 1d6 ⇒ (1) + 1 + (3) = 5


With the zombie caught between himself and Ruso, Skyne finally delivers a solid wound to the enemy.

Crunch:
Standard Attack (red)

Dagger: 1d20 + 3 ⇒ (16) + 3 = 19 Slashing: 1d4 + 1 ⇒ (4) + 1 = 5


The Planning Room - Round 6 - continued

Ruso attempts to get over the banister, bu this foot slips and he falls back into his usual position. Recovering well enough, he still is able to stab the foe, and again his rapier pierces the meaty zombie, but seems to have no effect on it whatsoever.

Wasn't sure if the Acrobatics was to go up and over, or to avoid AoO, but decided the DC is higher than 11 to make it over the banister in the face of an enemy, so returned you to your place.

Skyne, dagger in hand, slashes across the shoulder and chest of the undead foe, beginning finally to have some effect with his blade.

Irina and Jack are on the clock with the 24hr rule looming in a few. Likely won't pick it up till tomorrow however.


Female human (Varisian) witch (winter witch) 3 CG Medium humanoid (human) Init +1; Senses Perception +3 AC 15, T 11, FF 14 hp 20/21 Fort +3, Ref +4, Will +3

Irina moves closer to Peltra, and sends another sling bullet at the creature.

Sling: 1d20 + 1 ⇒ (20) + 1 = 21
Damage: 1d4 + 1 ⇒ (2) + 1 = 3

Sling Crit confirm: 1d20 + 1 ⇒ (17) + 1 = 18
Damage: 1d4 + 1 ⇒ (1) + 1 = 2


Mechanic - Grease Monkey Hit Points: 20/20; Dodge: 55/27/11; Listen: 20/10/4; Spot Hidden:25/12/5; Luck: 85/85; Sanity: 80/80; Default Reaction: Dodge.

Jack moves back down the stairs and takes a swing at the red zombie. Unfortunately, he doesn't handle the stairs well, and the railing gets in the way.

Attack: 1d20 + 4 ⇒ (3) + 4 = 7


The Planning Room - Round 6 - continued

Moving towards the newly awakened zombie, Irina fires a sling bullet at the creature and scores a hit. But the mindless corpse shrugs the strike off as if it were nothing.

Seeing the closet upstairs seems to be free of foes, Jack rushes back downstairs making a slashing strike that chops the wooden rail fo the stairs, but does little damage to the zombie foe.

The door on the east side of the lodge opens as if by itself, letting in the freezing cold air with snow swirling through it.

Peltra closes with the Green Zombie, striking at it with her dagger, but missing.

Roaring in mindless anger, Red Zombie swings at Skyne, who struck him last. The meaty fist connects solidly with the wizard's chin, making him see stars and hover on the edge of consciousness. The lumbering zombie then steps into an open space away from all these poking weapons.

Green Zombie also lands a slam in the gut of poor Peltra who collapses again, hitting the ground unconscious and bleeding.

Skyne gets hit for 7hp dmg, which should take him to zero, giving him the disabled condition. Peltra is hit for 5, which brings her negative after last bout of below zero. Semik up to end the round.

GM Screen:

Peltra mace: 1d20 + 2 ⇒ (9) + 2 = 11
Red Zombie slam: 1d20 + 4 ⇒ (9) + 4 = 13
Red Dmg: 1d6 + 4 ⇒ (3) + 4 = 7
Green Zombie slam: 1d20 + 4 ⇒ (18) + 4 = 22
Green Dmg: 1d6 + 4 ⇒ (1) + 4 = 5


Semik backs up to keep the zombie at proper range, then chants some sort of prayer.

Crunch:
Free 5-ft. step
Standard Cast divine favor
Move Activate martial flexibility [(weapon focus (longspear)]


The Planning Room - Round 6 - concluded

Semik steps back to keep his longspear in use, even if the foe is getting some cover from the brick fireplace. The war-oracle gives himself more martial prowess by casting a divine spell that grants favor to his attacks and damage.

Note that Red Zombie has cover from the hard corner of the fireplce from Semik's location. I have the cast of Divine Favor but you can't add the martial flex feat of Weapon Focus without a +1 BAB, unless I missed something.

End of Round 6


The Planning Room - Round 7

18 Wulfgang (-3 hp, unconscious, stable)
16 Irina (1hp dmg)
13 Ruso (5hp dmg)
20 Jack (6hp dmg)
10 Skyne (0hp, disabled)
7 Unknown Caster
4 Peltra (-3hp, unconscious, bleeding)
3 Red Zombie (6hp dmg)
3 Green Zombie
8 Semik (Divine Favor)

With Wulfgang still unconscious upstairs, Irina, Ruso, Jack, and Skyne are all up. Skyne is at 0hp, so any standard action puts him out of the fight as well.


TN Male Elf Rogue (Unchained) 3 | 4/5 HP | AC 18, T 14, FF 14 | CMD 17 | Fort -4, Ref +7, Will +2 | Prec +9 | Init +6 | Speed 30 ft. | Active Conditions: Con Damage -4, Cursed! (-6 Con)

"Fish guts! We need to finish this. Jack I am going to move around this abomination so that we can flank it."

Ruso moves 15 around the Red Zombie and stabs it once more with his rapier.

Acrobatics to avoid AoO: 1d20 + 7 ⇒ (5) + 7 = 12
Attack: Rapier: 1d20 + 3 ⇒ (3) + 3 = 6
Damage: Piercing: 1d6 + 1 ⇒ (6) + 1 = 7


Female human (Varisian) witch (winter witch) 3 CG Medium humanoid (human) Init +1; Senses Perception +3 AC 15, T 11, FF 14 hp 20/21 Fort +3, Ref +4, Will +3

Irina is careful not to get in the zombie's range, and pulls out the wand. She taps Sykne with it. "This is not going well, and someone just opened a door. I hope they left, and aren't calling for reinforcements."

CLW: 1d8 + 1 ⇒ (5) + 1 = 6


Mechanic - Grease Monkey Hit Points: 20/20; Dodge: 55/27/11; Listen: 20/10/4; Spot Hidden:25/12/5; Luck: 85/85; Sanity: 80/80; Default Reaction: Dodge.

Jack moves into the flank position. Possibly drawing an AoO for movement, but I am not cure that zombies get that.

Power Attack: 1d20 + 4 - 1 + 2 ⇒ (19) + 4 - 1 + 2 = 24
Damage: 1d8 + 4 + 3 ⇒ (8) + 4 + 3 = 15

Crit Confirm?: 1d20 + 4 - 1 + 2 ⇒ (16) + 4 - 1 + 2 = 21
Damage: 1d8 + 4 + 3 ⇒ (6) + 4 + 3 = 13


Good catch. Let's change it to dodge, then.


Waiting for an update, as other PC's actions probably just changed a lot.


Semik "The Marching Corpse" wrote:
Good catch. Let's change it to dodge, then.

Dodge requires 13 DEX, you are out of luck. Could add ArtfulDodge, but that's not quite the same...Update coming.


The Planning Room - Round 7 - continued

Irina makes her way back to where Skyne is disabled, and tapping him with the curative wand, restores enough of his vitality that he can continue the fight.

Ruso moves around the zombie trying to avoid his opportunity attack but the elf is just a bit to slow to avoid the punch, but is at least quick enough for it not to land. His own counter attack though is woefully inadequate to hurt the zombie.

Jack moves to flank with Ruso, not having to worry about an opportunity attack, and his longsword, swung with both hands, carves the zombie to pieces again the unlife leaving it quickly.

Waiting for Skyne to act before bad guy gets an action.

Zombie AoO vs Ruso: 1d20 + 4 ⇒ (6) + 4 = 10


Skyne runs across the room, waiting for the last zombie to come closer.

Crunch:
Move Movement
Standard Ready attack; Trigger Enemy in reach

Dagger: 1d20 + 1 ⇒ (13) + 1 = 14 Slashing: 1d4 + 1 ⇒ (4) + 1 = 5


The Planning Room - Round 7 - continued

With the nearest zombie neutralized, Skyne bursts through the lodge readying to strike the remaining undead corpse should it shuffle closer.

Outside the lodge, another dead bandit rises in haunting unlife, ready to attack the breathing explorers. It scrambles to its ungainly feet but does not advance farther.

Peltra continues bleeding out on the floor of the lodge.

Green Zombie makes a short 5' step towards Skyne and recieves a slashing wound from the wizard's dagger for his trouble. Roaring with whatever emotion zombies have, it swings at the wily wizard, but the slow-moving smash is dodged with no harm done.

Action is down to Semik to close the round.

GM Screen:

Peltra stabilize: 1d20 + 1 - 3 ⇒ (5) + 1 - 3 = 3
Green Zombie slam: 1d20 + 4 ⇒ (7) + 4 = 11


Semik slides behind Skyne, but his longspear catches on the picnic table when he tries to stab the zombie.

Crunch:
Free 5-ft. step
Standard Attack (green)

Longspear: 1d20 + 2 ⇒ (2) + 2 = 4 Piercing: 1d8 + 4 ⇒ (6) + 4 = 10


The Planning Room - Round 7 - concluded

Semik moves towards the nearest threat, but his attack fails to materialize.

End of Round 7


The Planning Room - Round 8

18 Wulfgang (-3 hp, unconscious, stable)
16 Irina (1hp dmg)
13 Ruso (5hp dmg)
20 Jack (6hp dmg)
7 Unknown Caster
4 Peltra (-3hp, unconscious, bleeding)
10 Skyne (10hp dmg)
3 Green Zombie (5hp dmg)
3 Blue Zombie
8 Semik (Divine Favor, 9 rounds)

Wulfgang is still on the shelf, so Irina, Ruso, and Jack are up. Skyne had a readied action trigger, so he moves down in the count.


TN Male Elf Rogue (Unchained) 3 | 4/5 HP | AC 18, T 14, FF 14 | CMD 17 | Fort -4, Ref +7, Will +2 | Prec +9 | Init +6 | Speed 30 ft. | Active Conditions: Con Damage -4, Cursed! (-6 Con)

"Jack, same plan as just now. Now move!" Ruso quickly moves to get in beside the zombie (Green), hoping he is deft enough to avoid its club like hand, and stabs at it with his rapier.
Acrobatics to avoid AoO: 1d20 + 7 ⇒ (4) + 7 = 11
Attack: Rapier: 1d20 + 3 ⇒ (2) + 3 = 5
Damage: Piercing: 1d6 + 1 ⇒ (1) + 1 = 2


The Planning Room - Round 8 - continued

Ruso moves quickly upon the lumbering zombie, and while he tries to avoid a slam as he runs by, he feels the breeze of the meaty arm brush past him as the punch just misses knocking him off his feet. The rapier attack fails to hit the undead creature.

Irina and Jack are up. Will run them tonight if no post.

GM Screen:

Green Zombie AoO vs Ruso: 1d20 + 4 ⇒ (7) + 4 = 11


Mechanic - Grease Monkey Hit Points: 20/20; Dodge: 55/27/11; Listen: 20/10/4; Spot Hidden:25/12/5; Luck: 85/85; Sanity: 80/80; Default Reaction: Dodge.

Jack follows Ruso's lead and attacks.


Will take Irina's turn since it has been well past the usual 24 hours. Also will make Jack's attack, since he only posted without the die rolls.

Planning Room - Round 8 - continued

Irina, knowing they will need all hands, rushes upstairs to the side of the fallen Wulfgang, her wand ready to restore him as soon as she can.

Jack moves ahead to within striking range of the undead foe, but despite all the power he puts into the blow, he cannot connect with it.

Outside, the invisible caster revives the last fallen foe, bringing yet another zombie into the fight. Behind the new zombie, the unseen foe finally appears. A man dressed in a strange, heavy, white cloak with a pulled back hood, and with a shortsword in one hand.

The blood flowign from Peltra's many wounds stops, allowing her to stabilize, even if she is unconscious.

Skyne is next up for the good guys.

Jack longsword, 2H, PA, slashing: 1d20 + 3 ⇒ (4) + 3 = 7
Peltra stabilize: 1d20 - 4 + 1 ⇒ (16) - 4 + 1 = 13


Any Knoweldge checks to learn about the new foe?

Bolstered by his nearby allies, Skyne finally lands a wicked cut to the enemy.

Crunch:
Standard Attack (green)

Dagger: 1d20 + 1 ⇒ (18) + 1 = 19 Slashing: 1d4 + 1 ⇒ (4) + 1 = 5


Mechanic - Grease Monkey Hit Points: 20/20; Dodge: 55/27/11; Listen: 20/10/4; Spot Hidden:25/12/5; Luck: 85/85; Sanity: 80/80; Default Reaction: Dodge.

Yah - sorry. Site was giving me problems, and could never get the version with rolls posted. I rolled an 11, but assume it missed as well.


No particular knowledge on the human man, but assume from the stories you heard from Lady Argentea, this is the leader of the bandit group, the cleric Rokhar Cindren.

Planning Room - Round 8 - continued

Skyne continues slashing at the green zombie cutting it deeply once again, and almost ending its tenuous unlife.

Green Zombie, finding itself surrounded in additino to being hurt, shoves the table aside to get a better attack Skyne who has injured it twice. But the knockout punch catches only air, as the zombie shouts in frustration.

Blue Zombie slowly sloshes through the snow, up the steps, and into the lodge, closing in on Ruso and Jack.

Yellow Zombie rises from being half-buried in the snow, ready to do its master's bidding.

It's time for Semik to once again end the round.

GM Screen:

Green Slam: 1d20 + 4 ⇒ (3) + 4 = 7

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