Reign of Winter (private, solo) (Inactive)

Game Master Whack-a-Rogue


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Male
stats:
HP 52, AC 26, T 13, FF 23, CMD 22, Fort +11, Ref +8, Will +10, Init +2, Perc +9
Gestallt Paladin/Blood rager

OK, so I'm too late anyway. Resting overnight will help with his wounds, then he will spend a day getting everything together, and healing up fully. He's not willing to head out to a possible major threat without all his abilities available.

Once he is fully healed, and the horses are loaded up with the loot, he will head for the site of the ritual to see what is amiss there.


The forest stands deathly quiet here. Even the wind has grown still as snow softly falls through the stark branches overhead. Tracks, human in size but oddly misshapen, mar an otherwise unblemished trail through the trees. As you continue, three ice-covered skeletons step forward.

Combat Begin
Your turn.


Male
stats:
HP 52, AC 26, T 13, FF 23, CMD 22, Fort +11, Ref +8, Will +10, Init +2, Perc +9
Gestallt Paladin/Blood rager

Just to note, I've been forgetting to use one of my traits which boosts damage when I'm the only person who threatens a target. Hence my damage will be 1 higher now.

He will try to break them without expending too many resources.
arcane strike, power attack

to hit: 1d20 + 8 ⇒ (3) + 8 = 11 damage: 1d6 + 11 ⇒ (2) + 11 = 13 meh


Go ahead and give me a series of rolls to save time.


Male
stats:
HP 52, AC 26, T 13, FF 23, CMD 22, Fort +11, Ref +8, Will +10, Init +2, Perc +9
Gestallt Paladin/Blood rager

same set up

to hit: 1d20 + 8 ⇒ (2) + 8 = 10 damage: 1d6 + 11 ⇒ (2) + 11 = 13
to hit: 1d20 + 8 ⇒ (9) + 8 = 17 damage: 1d6 + 11 ⇒ (4) + 11 = 15
to hit: 1d20 + 8 ⇒ (1) + 8 = 9 damage: 1d6 + 11 ⇒ (3) + 11 = 14
to hit: 1d20 + 8 ⇒ (1) + 8 = 9 damage: 1d6 + 11 ⇒ (5) + 11 = 16
to hit: 1d20 + 8 ⇒ (9) + 8 = 17 damage: 1d6 + 11 ⇒ (2) + 11 = 13
to hit: 1d20 + 8 ⇒ (15) + 8 = 23 damage: 1d6 + 11 ⇒ (2) + 11 = 13
to hit: 1d20 + 8 ⇒ (3) + 8 = 11 damage: 1d6 + 11 ⇒ (6) + 11 = 17
to hit: 1d20 + 8 ⇒ (16) + 8 = 24 damage: 1d6 + 11 ⇒ (2) + 11 = 13

wow those are some really awful rolls


GM Rolls:
17d20 ⇒ (19, 18, 16, 1, 16, 15, 19, 7, 3, 16, 15, 1, 7, 6, 6, 11, 15) = 191
10d6 ⇒ (3, 5, 3, 1, 2, 1, 2, 5, 1, 5) = 28
3d6 ⇒ (1, 2, 2) = 5

The skeletons come close to hitting you several times, but you're able to destroy them without incident. The unnaturally-cold aura emanating from their bodies almost penetrates your innate resistance on a number of occasions, but you're able to avoid injury.

Combat Over
Took you 6 rounds


Male
stats:
HP 52, AC 26, T 13, FF 23, CMD 22, Fort +11, Ref +8, Will +10, Init +2, Perc +9
Gestallt Paladin/Blood rager

He will continue on to the site of the ritual.


The rocks and snow along this part of the ridge are stained a reddish brown, and many tracks, both animal and human, cross the area. Half-buried in the snow is the corpse of a local hunter. His pack lies nearby.

Loot
Cold-weather outfit
Snowshoes
+1 animal-bane arrow x2
Trail rations x3
Applejack liquor
Journal (man's name is Dryden Kapp, tracking a giant weasel, left bear traps in the Somir Valley, discovered a strange hut with an even stranger doll inside)


Male
stats:
HP 52, AC 26, T 13, FF 23, CMD 22, Fort +11, Ref +8, Will +10, Init +2, Perc +9
Gestallt Paladin/Blood rager

Kjel will perform last rights and give the man a proper burial. He will then pack the equipment onto one of his pack horses and add the arrows to his quiver.

Then he will do a survival check to see if he can figure out what killed the man.

survival: 1d20 + 9 ⇒ (20) + 9 = 29


There are animal tracks all over this area that appear to be from a Giant Weasel.


Male
stats:
HP 52, AC 26, T 13, FF 23, CMD 22, Fort +11, Ref +8, Will +10, Init +2, Perc +9
Gestallt Paladin/Blood rager

"Heh, guess his mother never taught him not to play with his weasel. " and noticing the horses looking at him funny -"Hey, someone has to keep me amused!"

Doesn't seem to be any of my business hunting down weasels, so he will continue on.


A cold wind blows through the forest atop the ridge. Heavy snow burdens the boughs of the evergreen trees, but someone has apparently cleared the snow from a large patch of ground to dig in the pine-needle-carpeted soil.


Male
stats:
HP 52, AC 26, T 13, FF 23, CMD 22, Fort +11, Ref +8, Will +10, Init +2, Perc +9
Gestallt Paladin/Blood rager

dig what?

perception: 1d20 + 9 ⇒ (7) + 9 = 16


GM Rolls:
3d20 + 9 ⇒ (6, 6, 15) + 9 = 36

As you step forward to examine the digging, three of the nearby trees come to life and attempt to slam you with their branches. You barely duck out of the way.

New Round
Your turn. You're in melee with three trees.


Male
stats:
HP 52, AC 26, T 13, FF 23, CMD 22, Fort +11, Ref +8, Will +10, Init +2, Perc +9
Gestallt Paladin/Blood rager

"Great, now it's the trees. "

Start hewing away.
power attack, arcane strike
to hit: 1d20 + 8 ⇒ (3) + 8 = 11 damage: 1d6 + 11 ⇒ (2) + 11 = 13


GM Rolls:
3d20 + 9 ⇒ (14, 4, 17) + 9 = 44

You miss the trees, but they also miss you.

New Round
Your turn. Feel free to make multiple attack rolls.


Male
stats:
HP 52, AC 26, T 13, FF 23, CMD 22, Fort +11, Ref +8, Will +10, Init +2, Perc +9
Gestallt Paladin/Blood rager

to hit: 1d20 + 8 ⇒ (5) + 8 = 13 damage: 1d6 + 11 ⇒ (3) + 11 = 14
to hit: 1d20 + 8 ⇒ (4) + 8 = 12 damage: 1d6 + 11 ⇒ (4) + 11 = 15
to hit: 1d20 + 8 ⇒ (15) + 8 = 23 damage: 1d6 + 11 ⇒ (5) + 11 = 16
to hit: 1d20 + 8 ⇒ (9) + 8 = 17 damage: 1d6 + 11 ⇒ (3) + 11 = 14
to hit: 1d20 + 8 ⇒ (19) + 8 = 27 damage: 1d6 + 11 ⇒ (4) + 11 = 15
to hit: 1d20 + 8 ⇒ (18) + 8 = 26 damage: 1d6 + 11 ⇒ (5) + 11 = 16

confirm: 1d20 + 8 ⇒ (1) + 8 = 9 damage: 1d6 + 11 ⇒ (1) + 11 = 12
confirm: 1d20 + 8 ⇒ (14) + 8 = 22 damage: 1d6 + 11 ⇒ (2) + 11 = 13


GM Rolls:
11d20 + 33 ⇒ (7, 14, 5, 16, 3, 10, 5, 2, 13, 14, 1) + 33 = 123

You take down the animate trees without a problem.


Male
stats:
HP 52, AC 26, T 13, FF 23, CMD 22, Fort +11, Ref +8, Will +10, Init +2, Perc +9
Gestallt Paladin/Blood rager

He will resume examining the digging.


You find seedlings and pine cones.


Male
stats:
HP 52, AC 26, T 13, FF 23, CMD 22, Fort +11, Ref +8, Will +10, Init +2, Perc +9
Gestallt Paladin/Blood rager

Is this the location I learned about or is that further on?


Assuming you mean the Winter Portal, it's further on.


Male
stats:
HP 52, AC 26, T 13, FF 23, CMD 22, Fort +11, Ref +8, Will +10, Init +2, Perc +9
Gestallt Paladin/Blood rager

He will continue on then.


Bloody animal tracks mark the snow where the trail descends from the ridge above. Warned by the journal, you keep a wary eye out for traps and notice two bear traps in the snow. A little farther on, over a dozen boulder-sized chunks of ice litter a clearing where a strange hut sits perched on tree trunks atop a raised mound of snow-covered earth.


Male
stats:
HP 52, AC 26, T 13, FF 23, CMD 22, Fort +11, Ref +8, Will +10, Init +2, Perc +9
Gestallt Paladin/Blood rager

Kjel will tie off his horses back out of sight of the hut and then investigate the hut.


As you approach, a shivering young Ulfen girl suddenly appears among the boulders. She's clearly distraught and afraid. "I'm sorry! Don't hurt me! I never meant to call you names!"


Male
stats:
HP 52, AC 26, T 13, FF 23, CMD 22, Fort +11, Ref +8, Will +10, Init +2, Perc +9
Gestallt Paladin/Blood rager

"I'm sorry miss, but I have no idea what you are talking about. I've never seen you before, so you couldn't have called me names. "


She's among the boulders before and to the left of the hut. What are you doing? Keep heading to the hut? Go to the girl? Something else?


Male
stats:
HP 52, AC 26, T 13, FF 23, CMD 22, Fort +11, Ref +8, Will +10, Init +2, Perc +9
Gestallt Paladin/Blood rager

Go to the girl Though I bet it is an ambush. .


You can ask her questions with a successful Diplomacy check, by the way.

As you approach, the girl darts away in fear, reappearing further into the boulder maze. "Please don't keep me here. It's so cold. I miss my mother."


Male
stats:
HP 52, AC 26, T 13, FF 23, CMD 22, Fort +11, Ref +8, Will +10, Init +2, Perc +9
Gestallt Paladin/Blood rager

diplomacy: 1d20 + 12 ⇒ (5) + 12 = 17

"Look here girl, I'm not going to harm you. Please explain what has happened to you. "

and he will hold position to avoid scaring her.


The girl backs farther away from you. "I don't want your stupid doll! I want to go home! Take me back!"

You can make another Diplomacy check if you want.


Male
stats:
HP 52, AC 26, T 13, FF 23, CMD 22, Fort +11, Ref +8, Will +10, Init +2, Perc +9
Gestallt Paladin/Blood rager

"No, really, I just want to help you. I have no doll. "

diplomacy: 1d20 + 12 ⇒ (17) + 12 = 29


The girl's terrified eyes clear for a moment, and she looks at you. "You can't help me. Not now. You should get away before they see you. Run!" As she finishes speaking, the girl slowly dematerializes.


Male
stats:
HP 52, AC 26, T 13, FF 23, CMD 22, Fort +11, Ref +8, Will +10, Init +2, Perc +9
Gestallt Paladin/Blood rager

"Ok, that was just plan weird. Back to the hut I guess. " and he will move back to investigate the hut.


The small hut stands on four legs, each one a single tree trunk whose gnarled roots resemble the toes of a giant chicken. The hut is constructed of heavy logs with a patchwork roof of shaved bark shingles. Inside the hut's open doorway, a small doll sits on a carved wooden chair, staring across the clearing at the trail.


Male
stats:
HP 52, AC 26, T 13, FF 23, CMD 22, Fort +11, Ref +8, Will +10, Init +2, Perc +9
Gestallt Paladin/Blood rager

"Hmm, how bad can it be, it's just a doll. " and he will enter the hut to take a look.


The tiny doll bears an eerie resemblance to the shivering phantom girl. There's one difference: it's mismatched eyes. One is a blue gemstone; the other is a small coin-sized mirror. Besides the doll and the chair she's sitting on, the hut is empty.


Male
stats:
HP 52, AC 26, T 13, FF 23, CMD 22, Fort +11, Ref +8, Will +10, Init +2, Perc +9
Gestallt Paladin/Blood rager

He will search the hut carefully. There has to be more to it. Take 20 for 29 perception.


Nope. Still nothing.


Male
stats:
HP 52, AC 26, T 13, FF 23, CMD 22, Fort +11, Ref +8, Will +10, Init +2, Perc +9
Gestallt Paladin/Blood rager

Examine the doll closely.

Then he will move out of the hut and look around.


The doll is very creepy, but its purpose in the hut remains a mystery.

Outside the hut, the trail continues through a narrow pass, descending southeast into an icy valley. An unusual pattern of lines is scratched into the fresh snow covering the trail at the edge of the clearing.

Perception DC 28:
There's some kind of magical trap on the trail.


Male
stats:
HP 52, AC 26, T 13, FF 23, CMD 22, Fort +11, Ref +8, Will +10, Init +2, Perc +9
Gestallt Paladin/Blood rager

perception: 1d20 + 9 ⇒ (7) + 9 = 16

He will keep following the trail.


3d6 ⇒ (2, 4, 3) = 9

As you cross the lines, there's a flash of light, and an explosion of ice assaults you.

Take 9pts cold damage, Reflex DC 14 for half.


Male
stats:
HP 52, AC 26, T 13, FF 23, CMD 22, Fort +11, Ref +8, Will +10, Init +2, Perc +9
Gestallt Paladin/Blood rager

reflex save: 1d20 + 8 ⇒ (7) + 8 = 15

Cold resistance eats all of that.

And he will proceed on.


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

1d20 + 6 ⇒ (7) + 6 = 13

From out of the trees, a giant weasel charges you with snapping jaws. One of its front legs is bloody, and it looks furious and hungry.


Male
stats:
HP 52, AC 26, T 13, FF 23, CMD 22, Fort +11, Ref +8, Will +10, Init +2, Perc +9
Gestallt Paladin/Blood rager

"Great, now I have to play with the hunter's weasel. "

He's going to try to calm it down with handle animal. Not sure if that can world since I don't have wild empathy. Just don't see a point in killing it.

handle animal: 1d20 + 7 ⇒ (5) + 7 = 12

If that doesn't work, he will try a lay on hands to see if it will calm it down by healing the wound.

touch: 1d20 + 9 ⇒ (2) + 9 = 11 heal: 2d6 ⇒ (3, 6) = 9

OK, need better rolls.


Even if you had Wild Empathy, using it to calm an animal takes 1 minute. Sort of like using Diplomacy to change a creature's attitude. Do you still want to try to calm down the weasel?


Male
stats:
HP 52, AC 26, T 13, FF 23, CMD 22, Fort +11, Ref +8, Will +10, Init +2, Perc +9
Gestallt Paladin/Blood rager

Sure, why not? If it starts doing serious damage to me, I'll kill it instead, but it's just a dumb animal likely crazy with pain. I don't see a need to kill it.


GM Rolls:
1d20 + 6 ⇒ (19) + 6 = 25
1d20 + 6 ⇒ (6) + 6 = 12
1d20 + 6 ⇒ (7) + 6 = 13
1d20 + 6 ⇒ (12) + 6 = 18
1d20 + 6 ⇒ (9) + 6 = 15
1d20 + 6 ⇒ (3) + 6 = 9
1d20 + 6 ⇒ (10) + 6 = 16
1d20 + 6 ⇒ (19) + 6 = 25
1d20 + 6 ⇒ (10) + 6 = 16
1d20 + 8 ⇒ (17) + 8 = 25

2d8 + 8 + 2d4 ⇒ (4, 6) + 8 + (2, 3) = 23
1d20 + 7 ⇒ (7) + 7 = 14

You speak soothingly to the weasel as you dodge its attacks. After some time, it's able to latch onto your leg and begin chewing. It's rather painful.

You've taken 18pts damage, 5pts bleed damage, and are grappled. On the plus side, the weasel is slightly calmer, so you have a better chance at pacifying and/or healing the beast.

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