Whoo! Its Chilly Out Here! A Reign of Winter Campaign (Inactive)

Game Master KatsuneSage

Reign of Winter campaign run by KatsuneSage


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Weird little buggers... Grimkell rubs his neck. ... this is still pricking.

The ulfen goes up to the trail and looks back at the others, as he has been doing after every monsters the group has met so far. He waits for the others to fall in line.


Loot | Paladin 3 | AC 16 / T 11 / FF 15 | hp 28/28 | Fort/Ref/Will +6/+4/+7 | CMB +6, CMD 17 | Per +0 | LoH 3/3 (1d6+1d6)

"Mine are also minor. An arrow or something like that hit me once, but besides the cold feeling my shoulder is alright."

She stores the crossbow once again and prepare to get moving with the others.


Male Half Elven Rogue (Scout) HP: 27/27 | AC: 18, T: 14, FF: 14 | Fort: +4, Ref: +7, Will: +2 | Init: +6 | Perception: +12 (+13 for traps) | Resist 2 Cold, +8 Fort save against cold weather

Llyr nods in agreement as everyone suffered only a minor wound from their run in with the fae. "Shall we be off? This seems to be more their playground than their home."


Overseer of the Lands Controller of the Universe

After your victorious battle with the tiny fey, you walk down the path for another thirty minutes. A narrow game trail winds its way through the trees and undergrowth here. Hoof prints mark the underlying snow, leading in both directions.
Nothing too horrible crosses your path, an arctic hare, a few small chipmunks trying to haul a large nut into a hole. And A winter white Elk, which is approaching you.

"Oh! To see other intelligent beings in these woods! I was soon to go mad, no animals here can talk like me, so I've had dreadful company! I'm Render, Pleased to make your acquaintance!"

Don't Be Naughty.:

Grimkell son of Ogmundr's: 1d20 - 2 ⇒ (5) - 2 = 3
Elxurian's: 1d20 ⇒ 13
Karyne Morozov's: 1d20 + 1 ⇒ (9) + 1 = 10
Lex Bishop's: 1d20 - 1 ⇒ (4) - 1 = 3
Nev Morvinus': 1d20 ⇒ 3
Llyr the Lush's: 1d20 + 1 ⇒ (10) + 1 = 11

Llyr Perception: 1d20 + 6 ⇒ (15) + 6 = 21
1d20 + 9 ⇒ (5) + 9 = 14


Loot | Paladin 3 | AC 16 / T 11 / FF 15 | hp 28/28 | Fort/Ref/Will +6/+4/+7 | CMB +6, CMD 17 | Per +0 | LoH 3/3 (1d6+1d6)

Elxurian puts her hand on the Greatsword's handle, ready to draw it, but doesn't do it yet.
"You're a white. Talking. Elk. Please don't come any closer, or we will treat you as threat. I've never seen Elks that could talk."

Elxurian tries to identify the creature.
K.Arcana/Religion: 1d20 + 6 ⇒ (6) + 6 = 12


Male Half Elven Rogue (Scout) HP: 27/27 | AC: 18, T: 14, FF: 14 | Fort: +4, Ref: +7, Will: +2 | Init: +6 | Perception: +12 (+13 for traps) | Resist 2 Cold, +8 Fort save against cold weather

Perception: 1d20 + 10 ⇒ (16) + 10 = 26

Looking for any wires or mechanical devices, Llyr silently mouths a few words before his mouth clicks shut, clearly amazed at what he sees.

Did the mouth move, or was that telepathy?


Skills:
| Bluff +10 | Diplomacy +11 | Know(Arc) +11 | Know(Nob) +12 | Spellcraft +12 | Use Magic Device +10 |
Vital:
HP: 14/14, - AC: 13/T: 12/FF: 11 - Initiative: +2 - F: +1 / R: +3/ W: +4 - CMB: +1 - CMD: 13, Speed: 30
Daily Uses:
1st Level: 2/6 | Elemental Ray 6/7 | Pyrotechnics 1/1 |

"Take your ease, Elxurian. The approach is not one of a threat. Render, you say zhat you have not seen an intelligent being...and ve have come across pixies and wyrms...are you able to avoid zhem all somehow?"

Diplomacy: 1d20 + 9 ⇒ (8) + 9 = 17


Female Human Staff Magus (Hexcrafter) 1

"...Well, on the bright side, it hasn't attempted to kill us yet," The magus comments, surprised by the elk's presence. She casts a spell of detection to see if its enchanted or not, hoping to gain a bit of insight as to how it can speak.

Detect Magic for the win!

Spellcraft: 1d20 + 7 ⇒ (14) + 7 = 21


Grimkell's eyes opened wide as he saw the talking beast. He seems completly fascinated by the creature. Beeing first in line, he approaches it.

"Lady Morozov is right paladin, how can you doubt such a majestic beast! Tales of white elks leading warriors into safe places abound. I am sure it does not wish us any harm."

As Karyne speaks but before the Elk answers:

"I present to you the noblewoman of our group, lady Morozov, great witch."

Grimkell waves toward the sorceress.

"There is Lord Morvinus, Llyr, Lex and Elxurian. I am Grimkell the LoreKeeper"

In the skalds voice there is a clear distinction between the lords, the man and the women...

ahhhh, no luck at introducing everyone first....


Overseer of the Lands Controller of the Universe

EDITED: El, You know that Erastil often takes form as a man with an Elk head, and his herald the form of an Elk. Knowledge arcana tells you nothing, knowledge planes might! ;-) Llyr, its an Elk. A really pretty Elk. And it seems like telepathy.
The elk doesn't move, it doesn't seem swayed by Elxurian's threat. But as Grimkell introduces the group to him, he bows his head, his nose going into the snow. "Its a pleasure to meet all of you." Its head comes back up and acknowledges Karyne. "Oh, pixies? I would hardly call them intelligent and as for wyrms, I cant say I have, lucky me. However, I did see a sprite fly past here."

It pauses for a second.

"You all don't seem the type to be wandering in a winter place like this... Well, that one with the face mask does, but the rest of you seem ill fitted to be in such weather! What are you doing in a place like this? I'm sure there is a place where you can warm yourselves around here."


Overseer of the Lands Controller of the Universe

Lex, Somewhere in that 60ft cone is magic, I tell ya!


Vitals:
HP: 20/26 | AC: 17; T: 12; FF: 15; CMD: 18 | Fort: + 4 (+4 vs. disease); Ref: +3 (+2 during winter); Will: +3 | Init: +2 (+2 during winter); Perc: +0
Spells:
Create Cookies 3/3 | Level One 5/6
Human Dual-Cursed Oracle 3

Nev blinks a couple times as the elk begins to talk but says nothing. a talking beast...never heard of that before...of course, stranger things have happened...

"Noble stag, have you seen any other humans pass this way in the past day or so? Perhaps a noblewoman in fancy clothes?

Diplomacy: 1d20 + 4 - 4 ⇒ (9) + 4 - 4 = 9 yeah, Nev is most definitely NOT going to be the party face...


Skills:
| Bluff +10 | Diplomacy +11 | Know(Arc) +11 | Know(Nob) +12 | Spellcraft +12 | Use Magic Device +10 |
Vital:
HP: 14/14, - AC: 13/T: 12/FF: 11 - Initiative: +2 - F: +1 / R: +3/ W: +4 - CMB: +1 - CMD: 13, Speed: 30
Daily Uses:
1st Level: 2/6 | Elemental Ray 6/7 | Pyrotechnics 1/1 |

"In all honesty, I vould be more concerned zhat zhere had been any undead beings come through here...zhey were obviously a treat from zhe abductors..." she smooths her garments trying to look as presentable as she can despite this awful weather.


Female Human Staff Magus (Hexcrafter) 1

The magus stares and continues to concentrate, attempting to locate the exact source of that magic and identify it properly. She lets the others question the elk as they are, trying to figure this out.

She'll keep detecting magic until she finds an aura and tries to figure out what spell it is via Spellcraft.


Loot | Paladin 3 | AC 16 / T 11 / FF 15 | hp 28/28 | Fort/Ref/Will +6/+4/+7 | CMB +6, CMD 17 | Per +0 | LoH 3/3 (1d6+1d6)

Elxurian focus her eyes on the creature, trying to see more than it really was,
Perception: 1d20 - 2 ⇒ (3) - 2 = 1

"We are not winter creatures, and saying that just reminds me that everything related to winter was our enemy so far, are you not?"


Male Half Elven Rogue (Scout) HP: 27/27 | AC: 18, T: 14, FF: 14 | Fort: +4, Ref: +7, Will: +2 | Init: +6 | Perception: +12 (+13 for traps) | Resist 2 Cold, +8 Fort save against cold weather

Llyr pipes up in continuation of Elxurian's inquiry, "I'm curious about how you came to live here? White elk are not native to Taldan soil, so either you are allied with the Fae, or on an errand of the Gods. While not a particularly religious man, only a fool would impede on a Gods task as we should let you pass." Llyr does not address what would happen if the elk is part of the former, as Elxurian has already implied what that would cause.


Grimkell watches the group and the elk, curious to see what will happen next.

So sad that it's not a reindeer... I mean, Render the reinder, that would just be too funny!


Overseer of the Lands Controller of the Universe

The elk sighs. "No humans, no foul undead, only fae. I can see I am not welcome here. If you are upset with my presence I shall leave. I have other things to attend to. Im sorry to have offended you so much, it was not my intention. I shall take my leave." The elk runs back into the forest.

The magic was in that five foot area, Lex. Considering it was a talking elk, it must have been magical. There is no reason to suspect it had any foul intentions.


"Don't..."

Grimkell hides a sight. The wonder on his face is replaced by his normal stern look.

How will I put this in the saga: their spite pushed the majestic white Elk away? And then doom befell them?

Leaving when people are ready.


Male Half Elven Rogue (Scout) HP: 27/27 | AC: 18, T: 14, FF: 14 | Fort: +4, Ref: +7, Will: +2 | Init: +6 | Perception: +12 (+13 for traps) | Resist 2 Cold, +8 Fort save against cold weather

Llyr watches the elk dash away, a mixture of suspicion and loss upon his face. "So easily offended... We're in a pocket of unnatural winter having just fought fae that should be on the other end of the world, and it gets upset because we ask a few questions about what its intentions are and why it's here. If it was a messenger of the Gods, it must have been the God of fickleness."

Ready to go.


Skills:
| Bluff +10 | Diplomacy +11 | Know(Arc) +11 | Know(Nob) +12 | Spellcraft +12 | Use Magic Device +10 |
Vital:
HP: 14/14, - AC: 13/T: 12/FF: 11 - Initiative: +2 - F: +1 / R: +3/ W: +4 - CMB: +1 - CMD: 13, Speed: 30
Daily Uses:
1st Level: 2/6 | Elemental Ray 6/7 | Pyrotechnics 1/1 |

Shaking her head, she doesn't even say anything. She holds it in, but is extremely frustrated by the results of their meeting.


Female Human Staff Magus (Hexcrafter) 1

"Well, there was some magic coming from around the elk - I couldn't confirm that it was the elk itself, though. It could have been a spellcaster speaking through the animal via some sort of divination communication spell..." Lex comments logically. "Whatever it was, we should be cautious if it appears again. There's no telling what its true purpose is."

At that point, she sneezes swiftly, sniffling and looking rather miserable and shivering. "...let's try to press on a little further. Then maybe we can take a break and warm up a bit?"

FYI, so long as she makes the next Fort Save, she should heal up her NL damage and be unfatigued again, since NL damage recovers 1 point per CL per hour. Yay math!


Loot | Paladin 3 | AC 16 / T 11 / FF 15 | hp 28/28 | Fort/Ref/Will +6/+4/+7 | CMB +6, CMD 17 | Per +0 | LoH 3/3 (1d6+1d6)

"Tell me, what god would be stupid enough to send us a message in a winter package?" Then she joins the others on the move.

If what Lex say is correct I would have been rid of fatigue since the meeting with the tiny tiny tiny bow users, but I don't think it works that way:
A character cannot recover from the damage dealt by a cold environment until she gets out of the cold and warms up again. Source


Overseer of the Lands Controller of the Universe

Elxurian:
You here a loud booming voice, very commanding, in your ear, and you get an image of a glorious man. He stands almost 20 feet tall, and five lofty burning wings stretch from his back. "Who are you, mortal being, to insult the all knowing gods? Next time, to better serve your deity, one I know well, you ought not speak ill of the gods. You never know who you will offend. Only vengence will await you in the end!" The voice fades out. If you want to roll a K. Religion to know who it was, its a DC 14. and, just so you know, this is just a little flavor thing Ive thrown in. Don't worry about it too much. ;)

You walk along the trail, catching glimpses of what you think might be stags or elks, but you're not very sure. Maybe you're all just paranoid?
Fort saves DC 17
Night is closing in soon, and its starting to get colder. You should have about 1 1/2 hours left of sunlight before night falls. if you wish to rest, you can do it now.

If you press on for another hour or so/In the morning:

A human-sized snowman stands in the middle of the trail before a frozen stream. A crude wooden sign leans against it and bears the words “Trespassers Turn Back.”


Skills:
| Bluff +10 | Diplomacy +11 | Know(Arc) +11 | Know(Nob) +12 | Spellcraft +12 | Use Magic Device +10 |
Vital:
HP: 14/14, - AC: 13/T: 12/FF: 11 - Initiative: +2 - F: +1 / R: +3/ W: +4 - CMB: +1 - CMD: 13, Speed: 30
Daily Uses:
1st Level: 2/6 | Elemental Ray 6/7 | Pyrotechnics 1/1 |

Fort Save: 1d20 ⇒ 14 +5 if it's vs. cold


Loot | Paladin 3 | AC 16 / T 11 / FF 15 | hp 28/28 | Fort/Ref/Will +6/+4/+7 | CMB +6, CMD 17 | Per +0 | LoH 3/3 (1d6+1d6)

Knowledge Religion: 1d20 + 6 ⇒ (18) + 6 = 24
Fort save: 1d20 + 9 ⇒ (5) + 9 = 14
Damage: 1d6 ⇒ 6 One more non-lethal damage - I am freaking lucky today

Right after the Stag (everyone):

"Un-freaking-believable!" - the paladin calls in a loud voice. She looks to the others, checking if anything has passed with them, but sees only confusion about her own statement. She looks up at the sky. Without previous reason, she speaks to the skies.
"Who am I? I'm a warrior devoted to the good cause and a follower to the god of justice. Next time, if you want to help, grant us your wisdom but don't freaking wrap it in a package with the words ENEMY on it!" She lowers her gazer and move on clearly angered, without looking back.

GM:
You have to agree with me that if the gods sent us a message through a 'Winter' Elk they must have gone mad! ^_^ And picking up a fight with them would be good, in an evil campaign maybe...

Elxurian thinks we should push it a while longer. Let's walk for an hour and we would still have half an hour to find a camping place before moving on again, what do you think?

Whenever, at the snowman.
Elxurian draws her sword when first seeing the snowman. "Why do I get the impression that this...snowman...is going to draw a sword and try to kill us?"


Female Human Staff Magus (Hexcrafter) 1

Fort Save versus Cold: 1d20 + 4 + 5 ⇒ (3) + 4 + 5 = 12
NL Damage: 1d6 ⇒ 5

Lex is really not doing so well in the cold, shivering a lot. She trudges along in the snow, hoping the group will stop soon so they can attempt to warm up - there should be enough wood around them to make a fire at the least.

As she's freezing her tail off, Lex is more of the opinion of stopping for a bit and finding shelter from the cold.


Male Half Elven Rogue (Scout) HP: 27/27 | AC: 18, T: 14, FF: 14 | Fort: +4, Ref: +7, Will: +2 | Init: +6 | Perception: +12 (+13 for traps) | Resist 2 Cold, +8 Fort save against cold weather

Save: 1d20 + 8 ⇒ (4) + 8 = 12
NLcold: 1d6 ⇒ 4

Llyr watches as Elxurian screams at the Gods, staying quiet in hopes of not turning her wrath upon himself. As the group trudges onward, he gets colder and colder, and with the group discussing if they should camp or move on, says "I th-think w-we should use the re-remaining light to f-find a c-campsite that we can s-setup for the overnight. J-just m-my thoughts."

Not sure how GM will handle overnight with a fire, but we can use Survival to grant everyone a +4 on their saves since we won't be moving.


Loot | Paladin 3 | AC 16 / T 11 / FF 15 | hp 28/28 | Fort/Ref/Will +6/+4/+7 | CMB +6, CMD 17 | Per +0 | LoH 3/3 (1d6+1d6)

Elxurian is also freezing, but she control her voice to speak to the group:
"Can you hold up a while longer? It seems we're still far from our enemies. If we cover some more ground today, we will have some rest and have less to do tomorrow, incurring less risk and a better chance at finding our enemies in our best shape. What do you think?"

I think we should keep pushing, at least until the snowman. Since we are already freezing we could push a little further to have less ground to cover tomorrow. Otherwise we will need another hour tomorrow to cover something we could have done today. And since the gold gets harsher the DCs will increase to 20+ if we stay long enough in pursuit (and we probably will).


Overseer of the Lands Controller of the Universe

GM says you cuddle by a fire, your fatigue can heal. Its up to you to make it and up to you if you want a nightly watch. The DC's reset after you take shelter.

Elxurian:
There is a god that wold do that, and he is lawful good, mentioned above. Sure it would be suspect, but not crazy IMO. However, I'm not the one who wrote the AP. ;)


Hearing the paladin curse, and knowing she should have listened to him when he said Elks were guides, Grimkell replies to her in an even tone:

"Don't be mad at the gods paladin... whatever happened, it was to teach us something."

He walks on followed by Llyr, as this one starts to be cold, Grimkell turns, with encouraging words he says:

"Be strong Llyr, don't you have blood from the north? I say we go on for one more hour. On our way, we can look for a place to rest."

As he says so, his teeth are clicking from the cold. Yet, he seems intent on walking a bit more.

Cold weather: 1d20 + 7 ⇒ (8) + 7 = 15
Cold damage: 1d6 - 2 ⇒ (4) - 2 = 2

In english, how do you say that your teeth are moving due to the cold? Note, I believe we should stop, but Grimkell is still mad about the Elk getting away.


Male Half Elven Rogue (Scout) HP: 27/27 | AC: 18, T: 14, FF: 14 | Fort: +4, Ref: +7, Will: +2 | Init: +6 | Perception: +12 (+13 for traps) | Resist 2 Cold, +8 Fort save against cold weather

Chattering is a common descriptor

EDIT added: His heritage coming into question, Llyr grits his chattering teeth and presses on. I may be hated on both sides of my blood, but it’s MY BLOOD, and I will do right by it. Fine, he mutters, Lets get going.


Overseer of the Lands Controller of the Universe

I'm guessing you are going for another hour then? If so, continue, there is a snowman with sign waiting to be a snowman with a sign! Teehee!


Male Half Elven Rogue (Scout) HP: 27/27 | AC: 18, T: 14, FF: 14 | Fort: +4, Ref: +7, Will: +2 | Init: +6 | Perception: +12 (+13 for traps) | Resist 2 Cold, +8 Fort save against cold weather

As the group comes upon the snowman, Llyrs brow furrows in thought, ”Well, clearly we’ve been expected” he says, ”You want to stay here while I check it out?”

Assuming no opposition, Llyr will become one with the shadows of nearby trees, his steps barely registering through the sound of snow falling as he sneaks towards the snow man, getting close enough to read the sign before returning to the group.

Stealth: 1d20 + 8 ⇒ (1) + 8 = 9


Overseer of the Lands Controller of the Universe

more rolls? YES MORE ROLLS!:
1d20 + 11 ⇒ (12) + 11 = 23

The as you get close to the snowman you see it is actually by an iced over stream. Then you hear a loud shrill scream. "“Can’t you read? The sign says turn back!
Now get lost!”"

sonic damage: 1d8 ⇒ 4 Plus Stunned for one round. Fort DC 18 to negate stunned.

You see two creatures emerge from the freezing waters. They seem hungry and want to eat you. K. Planes anyone? DC
You have one round to get ready.

The Map

Fighting in a winter wonderland!:

Grimkell son of Ogmundr's: 1d20 + 1 ⇒ (7) + 1 = 8
Elxurian's: 1d20 + 1 ⇒ (3) + 1 = 4
Karyne Morozov's: 1d20 + 2 ⇒ (16) + 2 = 18
Lex Bishop's: 1d20 + 2 ⇒ (10) + 2 = 12
Nev Morvinus': 1d20 + 4 ⇒ (8) + 4 = 12
Llyr the Lush's: 1d20 + 6 ⇒ (1) + 6 = 7

1d20 - 1 ⇒ (19) - 1 = 18
1d20 - 1 ⇒ (20) - 1 = 19


After one round, they go first.

Their moves for the prep round
The two creatures work their way to where Llyr is standing, glinting in the sunlight. Already been moved.


Loot | Paladin 3 | AC 16 / T 11 / FF 15 | hp 28/28 | Fort/Ref/Will +6/+4/+7 | CMB +6, CMD 17 | Per +0 | LoH 3/3 (1d6+1d6)

Elxurian moves closer (10 ft - Difficult terrain) to support Llyr, but the snow makes it difficult for her to get there.

May I double move?
Also, does the sonic damage gets all of us?


Vitals:
HP: 20/26 | AC: 17; T: 12; FF: 15; CMD: 18 | Fort: + 4 (+4 vs. disease); Ref: +3 (+2 during winter); Will: +3 | Init: +2 (+2 during winter); Perc: +0
Spells:
Create Cookies 3/3 | Level One 5/6
Human Dual-Cursed Oracle 3

Nev runs forward and touches Llyr - his hand glowing with a golden light.
CLW: 1d8 + 1 ⇒ (1) + 1 = 2

He then readies his weapon and prepares for combat.


Male Half Elven Rogue (Scout) HP: 27/27 | AC: 18, T: 14, FF: 14 | Fort: +4, Ref: +7, Will: +2 | Init: +6 | Perception: +12 (+13 for traps) | Resist 2 Cold, +8 Fort save against cold weather

Wow, didn't think I'd have to get that close to read the sign, but at least only I got hit by the sonic burst.
Save: 1d20 + 3 ⇒ (15) + 3 = 18

Llyr shrugs off the dizziness that threatens to overtake him as he scurries back to the group, blood dripping from his ears.

The move was in the one round prior to the elementals approaching.


Overseer of the Lands Controller of the Universe

Sonic only hit Llyr. And you can if you wish.


Everyone is tired, now's the time to give them spirits.

Grimkell starts whispering a saga, it slowly becomes more and more loud so that everyone can hear it. It is in skald, yet even for those who do not understand, the rythm is one of battle and it excites them, put them in the mood for glory.

The skald prepares his shield.

k.planes: 1d20 + 2 ⇒ (4) + 2 = 6

Inspire courage:
Inspire Courage (Su): +1 A 1st level bard can use his performance to inspire courage in his allies (including himself), bolstering them against fear and improving their combat abilities. To be affected, an ally must be able to perceive the bard’s performance. An affected ally receives a +1 morale bonus on saving throws against charm and fear effects and a +1 competence bonus on attack and weapon damage rolls. At 5th level, and every six bard levels thereafter, this bonus increases by +1, to a maximum of +4 at 17th level. Inspire courage is a mind-affecting ability.

What's the creature next to Karyne? Also, +1 competence to tch and dg for everyone, +1 morale against fear and charm too.


Female Human Staff Magus (Hexcrafter) 1

Lex was pretty miserable on the last stretch before they got to the river, the snowman a very glaring warning - and apparently enchanted as well. The magus was going to have to start asking people not to poke strange things until she looked them over with a detection spell. That was a moot point for the moment, as two creatures came up out of the ice and moved in for the attack.

Slightly reinvigorated by Grimkell's recitation, the young woman pushes forward despite her fatigue. "Tuo," She chatters as she reenchants her spear, stopping just short out of their range, reaching out with one hand. A magnificent flashing cone of light erupts from her palm, bathing both of the creatures.

Swift action to enhance weapon, move action to get in place, standard action to cast Color Spray (DC 13). Should hit both with a 15ft cone without friendly fire there.


Skills:
| Bluff +10 | Diplomacy +11 | Know(Arc) +11 | Know(Nob) +12 | Spellcraft +12 | Use Magic Device +10 |
Vital:
HP: 14/14, - AC: 13/T: 12/FF: 11 - Initiative: +2 - F: +1 / R: +3/ W: +4 - CMB: +1 - CMD: 13, Speed: 30
Daily Uses:
1st Level: 2/6 | Elemental Ray 6/7 | Pyrotechnics 1/1 |

Trying to recall what these things are, she thinks back to conversations she has had with her family.

Knowledge:Planes Untrained: 1d20 + 3 ⇒ (7) + 3 = 10

Karyne moves quickly, trudging through the snow as best she can.

Is this considered 1st round or is it considered a surprise round? ie can I move and attack?


Vitals:
HP: 20/26 | AC: 17; T: 12; FF: 15; CMD: 18 | Fort: + 4 (+4 vs. disease); Ref: +3 (+2 during winter); Will: +3 | Init: +2 (+2 during winter); Perc: +0
Spells:
Create Cookies 3/3 | Level One 5/6
Human Dual-Cursed Oracle 3

Round One of combat. Their surprise round was movement.


Male Half Elven Rogue (Scout) HP: 27/27 | AC: 18, T: 14, FF: 14 | Fort: +4, Ref: +7, Will: +2 | Init: +6 | Perception: +12 (+13 for traps) | Resist 2 Cold, +8 Fort save against cold weather

Didn't see how close everyone else was. No need to double move back. Instead, drawing weapon.

Llyr sees the others close on his heals, and wheels upon the elementals, drawing his blade as he does, ready for his foe.


Skills:
| Bluff +10 | Diplomacy +11 | Know(Arc) +11 | Know(Nob) +12 | Spellcraft +12 | Use Magic Device +10 |
Vital:
HP: 14/14, - AC: 13/T: 12/FF: 11 - Initiative: +2 - F: +1 / R: +3/ W: +4 - CMB: +1 - CMD: 13, Speed: 30
Daily Uses:
1st Level: 2/6 | Elemental Ray 6/7 | Pyrotechnics 1/1 |

Drawing up another ball of snow and igniting it, she hurls it at the enemy who has not yet reached the others.

Fire Ball: 1d20 + 3 ⇒ (2) + 3 = 5

*sigh*


Overseer of the Lands Controller of the Universe

To anyone who made a DC 10, They're Ice elementals.

Rolly rolly:

attack El: 1d20 + 4 ⇒ (20) + 4 = 24
attack Llyr: 1d20 + 4 ⇒ (12) + 4 = 16
Crit confirm: 1d20 + 4 ⇒ (3) + 4 = 7

1d4 + 1 ⇒ (3) + 1 = 4
cold damage: 1d3 ⇒ 2


One of the Elementals looks at Elxurian, it lunges forward with its small fist of ice. It lands a jab and you feel a twinge of pain and coldness go up your leg. Take 4 points Lethal and 2 points cold.

The second one sizes up Llyr and takes a five foot step to get in front of him. He goes in for the groin AND... misses...

PC turn :)


Vitals:
HP: 20/26 | AC: 17; T: 12; FF: 15; CMD: 18 | Fort: + 4 (+4 vs. disease); Ref: +3 (+2 during winter); Will: +3 | Init: +2 (+2 during winter); Perc: +0
Spells:
Create Cookies 3/3 | Level One 5/6
Human Dual-Cursed Oracle 3

Nev stabs at the elemental attacking Llyr, but the swirling snow gets in his eyes, and distracts him momentarily.

Attack: 1d20 + 4 ⇒ (10) + 4 = 14
Damage: 1d8 + 6 ⇒ (3) + 6 = 9


Loot | Paladin 3 | AC 16 / T 11 / FF 15 | hp 28/28 | Fort/Ref/Will +6/+4/+7 | CMB +6, CMD 17 | Per +0 | LoH 3/3 (1d6+1d6)

Knowledge Planes untrained: 1d20 + 2 ⇒ (9) + 2 = 11
I have Cold Resistance 5, so I take only the 4 damage. I have currently 6 usable hit points.

Elxurian swings at the northern enemy, going straight for its head with a powerful attack:
PA Fat Greatsword: 1d20 + 4 - 1 ⇒ (17) + 4 - 1 = 20! damage: 2d6 + 7 ⇒ (3, 5) + 7 = 15


Skills:
| Bluff +10 | Diplomacy +11 | Know(Arc) +11 | Know(Nob) +12 | Spellcraft +12 | Use Magic Device +10 |
Vital:
HP: 14/14, - AC: 13/T: 12/FF: 11 - Initiative: +2 - F: +1 / R: +3/ W: +4 - CMB: +1 - CMD: 13, Speed: 30
Daily Uses:
1st Level: 2/6 | Elemental Ray 6/7 | Pyrotechnics 1/1 |

Taking a quick step to get into a good line, she then pulls on her powers once more, pulling at the dregs of her powers before hurling it at the enemy in front of Elxurian. "Dóigh."

Fire of Ball: 1d20 + 3 - 4 ⇒ (14) + 3 - 4 = 13
Damage?: 2d6 ⇒ (2, 2) = 4


Female Human Staff Magus (Hexcrafter) 1

Lex cast Color Spray on both Elementals. Did they make their check or are they just immune to blindness and stunning?

Lex steps in, twirling the short spear in her hands, before striking out swiftly with the enchanted weapon at Llyr's opponent.

Short Spear attack: 1d20 + 3 - 1 + 1 + 1 ⇒ (11) + 3 - 1 + 1 + 1 = 15
Damage: 1d6 + 3 + 1 + 1 ⇒ (3) + 3 + 1 + 1 = 8

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