Woodsmoke's Reign of Winter

Game Master Woodsmoke


451 to 500 of 3,491 << first < prev | 5 | 6 | 7 | 8 | 9 | 10 | 11 | 12 | 13 | 14 | 15 | next > last >>

female Dwarf Oracle 2 / Summoner 2 AC14 (18 with ice armor, 20 in cold environs); HP 30; Percept +2, darkvision; Init +0

Asgrid casts an acquisitive eye on the pouch with the gold and other coins as it is deftly pocketed by Geedra. But she is happy with the offer of the axe and examines it with an admiring eye. "Fine workmanship, and a keen blade there. Might even be dwarf workmanship, I'd wager." After everyone has examined him, Asgrid does her best to put Dansby's body at ease, even as his soul travels on to the Sunless Country. She mutters a brief prayer for the departed.

Heal check to see if that reveals any more information about Dansby's last moments.
Heal: 1d20 + 7 ⇒ (11) + 7 = 18


Skills:
Acrobatics +8, Climb +8, Intimidate +3, Linguistics +1, Perception +7, Spellcraft +5, Survival +7, Swim +8
Vital:
HP 35/35, AC 15 T 11 FF 14, Per +7 Init +1, F +5 R +2 W +2, CMB +7, CMD 19, Speed 45

"You sure that someone didn't just beat on him Cara?" Kronek looks at the body with inexpert eyes. "I suppose it doesn't matter. Dead is dead. I'll help you bury the poor man Asgrid though it will be difficult if the ground is frozen." Kronek tucks the dagger into his belt and proceeds to help Asgrid with the body.


If you had to guess, it would be feasible to assume that the ice elementals roughed him up before he either outran or outmaneuvered them, but his body eventually fell to a combination of the trauma and the cold.

Taking up the fallen farmer's arms and equipment as your own, you bury the Taldan man in the hardened ground. It is certainly a grueling task, requiring snow to be cleared away from a section of solid ground and the hard labor of digging into the frozen earth. It takes some time, but you eventually have a shallow grave big enough for Old Man Dansby. Asgrid mutters some prayers over the burial site and you all share a moment of silence for Dansby before a shrill howl of wind tears through the forest trail, kicking a mist of snow and ice up all around you.

Kronek and Cara, you each take 1 point of nonlethal damage from the previous hour of exposure.

Continuing on the path, your trek takes you onwards, the trail beginning to climb a ridgeline to the south beneath snow-laden trees. The prints of boots and horses mar the freshly fallen snow. The wind picks up in volume as it channels down the ridge, but even for all that, Asgrid's ears prick up to the sound of voices on the air. The voices seem to be arguing lazily up ahead, but no source of the sound can be seen from here.

rolls:

Asgrid Fort: 1d20 + 6 ⇒ (14) + 6 = 20
Kronek Fort: 1d20 + 10 ⇒ (3) + 10 = 13
Cara Fort: 1d20 + 8 ⇒ (3) + 8 = 11
Asgrid Perception: 1d20 + 2 ⇒ (18) + 2 = 20
Kronek: 1d20 + 5 ⇒ (1) + 5 = 6
Cara: 1d20 + 8 ⇒ (1) + 8 = 9
Geedra: 1d20 + 8 ⇒ (7) + 8 = 15


female Dwarf Oracle 2 / Summoner 2 AC14 (18 with ice armor, 20 in cold environs); HP 30; Percept +2, darkvision; Init +0

Asgrid motions for everyone to stop, trying to mime the sound of voices ahead. She pulls the axe.


F Elf Ranger 5 - HP 17/39 - AC 19/T: 15/FF: 14 - Perception +14, Low-light Vision - Fort: +6, Ref: +10, Will: +4 (+2 to enchantments, Immune magic sleep, +1 Cold) - CMB: +6, CMD: 21 - Speed: 30 - Init. +7 (-2 to Init and Perception when not Cold)

Although she would have preferred to wait to bury the human until after some measure of safety was assured in the forest, Cara relents to Asgrid's desire to bury him now, listlessly watching the woods for danger while the others go through the ceremony. She finds her attempts at staying warm are not entirely effective as they remain in the same area.

When the group finally moves on, she pauses at Asgrid's non-verbal request to stop, preparing her bow for another altercation with presumably frozen enemies. To Asgrid, she mouths the word 'Where?'


Female Goblin | Winter Witch 8 | AC (19)16/14/12 | HP 50/50 | Cold Resistance 5 | F+5, R+9, W+7 | Perc.+2 | Init.+4 | Darkvision

Geedra looks around after not hearing anything, as usual. She looks around, hoping nothing is going to blow up on her this time.


Skills:
Acrobatics +8, Climb +8, Intimidate +3, Linguistics +1, Perception +7, Spellcraft +5, Survival +7, Swim +8
Vital:
HP 35/35, AC 15 T 11 FF 14, Per +7 Init +1, F +5 R +2 W +2, CMB +7, CMD 19, Speed 45

Kronek looks quizzically* at Asgrid as she calls the halt, but carefully, quietly slip's Yuln's sword out of its scabbard and gets ready for another fight. He motions forward, suggesting that he and Asgrid get ready to lead a charge toward whoever is arguing up ahead while Cara and Geedra help cover the pair.

*note that Kronek himself definitely does not know the work quizzically


It is difficult to ascertain where exactly the voices are coming from, as the wind throws the sound around the area. Judging by the fresh footprints, though, the talkers must be close. As the path has climbed the ridge, it has been a one-way trail, so they certainly must be ahead of you; the ridgeline continues to slope gently upwards for the next fifty feet or so, until leveling out with the higher rise above. It occurs to you that the top of this rise would be a rather defensible position, with good vantage and only one lone trail leading up to it on this side. Perhaps this is where the bandits are shored up?


Female Goblin | Winter Witch 8 | AC (19)16/14/12 | HP 50/50 | Cold Resistance 5 | F+5, R+9, W+7 | Perc.+2 | Init.+4 | Darkvision

DM, what time is it getting to be? I figure burying the body took some time. Geedra is still pretty beat up and I think most of the others have at least some non lethal damage. It might be worth moving back down the trail and resting, if it is already getting toward the evening.


Skills:
Acrobatics +8, Climb +8, Intimidate +3, Linguistics +1, Perception +7, Spellcraft +5, Survival +7, Swim +8
Vital:
HP 35/35, AC 15 T 11 FF 14, Per +7 Init +1, F +5 R +2 W +2, CMB +7, CMD 19, Speed 45

Kronek points again up the rise and looks at Geedra, Asgrid and Cara. He whispers, "Looks like a good spot for lookouts. Might be the bandits up there. If we move quickly we might be able to take them while they are distracted with one another."
Think I'd vote for seeing what's up there. We might not have the same benefit of arguing lookouts in the morning (if that's what we're dealing with). If its another fey trick, we're probably screwed either way.


F Elf Ranger 5 - HP 17/39 - AC 19/T: 15/FF: 14 - Perception +14, Low-light Vision - Fort: +6, Ref: +10, Will: +4 (+2 to enchantments, Immune magic sleep, +1 Cold) - CMB: +6, CMD: 21 - Speed: 30 - Init. +7 (-2 to Init and Perception when not Cold)

"I agree, we should see what we're facing before we try to rest. An ambush could spell the end for us." Cara concurs with Kronek's assessment in her own whisper. "Perhaps I could try sneaking into the area and see what's in store for us.

I think we should try to move a bit further, perhaps Asgrid could heal Geedra before we check it out? Although if you're adamant about taking a break, Geedra, that would be no problem.


Female Goblin | Winter Witch 8 | AC (19)16/14/12 | HP 50/50 | Cold Resistance 5 | F+5, R+9, W+7 | Perc.+2 | Init.+4 | Darkvision

Nah...I'm cool with heading forth. If we have a CLW available though, it might be worth using.

"Cara sneaky alright. Be sneaky. Geedra wait here. Yell if find trouble."


Skills:
Acrobatics +8, Climb +8, Intimidate +3, Linguistics +1, Perception +7, Spellcraft +5, Survival +7, Swim +8
Vital:
HP 35/35, AC 15 T 11 FF 14, Per +7 Init +1, F +5 R +2 W +2, CMB +7, CMD 19, Speed 45

I don't appear to have a CLW of any sort.

"Be careful Cara. If you need help, call and we'll rush up."


F Elf Ranger 5 - HP 17/39 - AC 19/T: 15/FF: 14 - Perception +14, Low-light Vision - Fort: +6, Ref: +10, Will: +4 (+2 to enchantments, Immune magic sleep, +1 Cold) - CMB: +6, CMD: 21 - Speed: 30 - Init. +7 (-2 to Init and Perception when not Cold)

Cara nods to her companions and tries to slowly sneak up the slope, taking pains to minimize the sound of her boots and staying low on the ground. All the while, she attempts to stay attentive for any danger.

Stealth: 1d20 + 6 ⇒ (7) + 6 = 13
Perception: 1d20 + 8 ⇒ (11) + 8 = 19

At least I didn't roll a 1.


female Dwarf Oracle 2 / Summoner 2 AC14 (18 with ice armor, 20 in cold environs); HP 30; Percept +2, darkvision; Init +0

Asgrid moves over towards Geedra. She checks over the goblin's wounds and quickly makes sure they are clean and tends to the superficial cuts and scrapes. Then she lays a gentle hand on Geedra's shoulder. The dwarf whispers words of comfort and encouragement, triggering a spell of healing. Whispering softly, "Hold still, let me heal you. And try not to get blown up again. Cara, I'll hang back too, I'll only give you away with my stomping. But I'll try to cover you if you need a quick retreat." Having said that, Asgrid pulls out her crossbow and fits a bolt. As she works, she tries to be as careful and as quiet as possible, trying not to make any sound that might carry up the ridge.

Cast CLW on Geedra. Heal check as well to try to heal any additional damage if needed. Next action will be to ready crossbow to shoot at anything trying to attack Cara. Stealth check is for trying not to give the game away, though Asgrid's planning to hang back anyways.

CLW: 1d8 + 1 ⇒ (1) + 1 = 2
Heal check: 1d20 + 7 ⇒ (19) + 7 = 26
Stealth check: 1d20 ⇒ 15
Crossbow ranged attack (readied action): 1d20 ⇒ 8
damage: 1d8 ⇒ 3

If you need to GMPC Asgrid at any point, her default action is to heal anyone in the party who asks for it, as long as she has the available spell slots. As soon as I get the opportunity, Asgrid is going to grab some gold while Geedra's not looking and use it to purchase some healing items.

Current HP 9/9 (3 nonlethal)
Spells Cast
1st (3/day) - cure light wounds x2, forbid action
0 - none

Bolts used: 3


Cara leaves the others behind to scout ahead, creeping as quietly as possible up the slope the rises against the ridgeline. The wind aids your approach, whistling to cover your footfalls that inevitably make some noise as they slice through the snow. As you advance, the sound of the voices, though intermittent through the gusts, become clearer. They are speaking common, and are lazily quarreling about shares of loot. As you finally make it to the point where the slope becomes flush with the rise, you peek over to see what's ahead.

The path you are on curves slightly to continue along the top of the rise, itself a long hill. It seems the whole area of the forest ahead is comprised of tree-laden hilly terrain, as the tops of the trees in the distance undulate with the slope of the earth. A short distance ahead, perhaps sixty feet, where the path disappears into the trees once more
stands a group of three figures. They are dressed in heavy winter clothes and furs, making their exact race and gender difficult to call, but they are all at least nearly six feet tall. A small campfire with a tiny ember sits near them, and a few sharp branches stand, poled into the ground, holding some skinned hare carcasses. One of the figures is facing your direction, but he's muttering with the others, so his gaze is untrained. The others move about, their voices rising and falling at random intervals, boasting about their performance in an ambush and what they are going to do with the share of the spoils. These boasts quickly devolve into arguments about the size of the shares of spoils. They don't seem to notice you at all.

In the distance, perhaps a half mile mile away but through the wooded hills, you can see a structure standing on a high hill, the trees around it cleared. Even at this distance you can see thin snakes of smoke curling up from the area, and fires lit there make the building almost glow faintly in the gloom.

Rolls:

Bandit Perception 1d20 - 5 ⇒ (1) - 5 = -4
Bandit Perception 1d20 - 5 ⇒ (4) - 5 = -1
Bandit Perception 1d20 - 5 ⇒ (8) - 5 = 3


F Elf Ranger 5 - HP 17/39 - AC 19/T: 15/FF: 14 - Perception +14, Low-light Vision - Fort: +6, Ref: +10, Will: +4 (+2 to enchantments, Immune magic sleep, +1 Cold) - CMB: +6, CMD: 21 - Speed: 30 - Init. +7 (-2 to Init and Perception when not Cold)

Cara carefully steps back out of view and attempts to quietly return to her party members.

If another stealth roll is needed:
Stealth: 1d20 + 6 ⇒ (3) + 6 = 9

If, by some miracle, she still isn't spotted, she'll share what she found with the others.


Female Goblin | Winter Witch 8 | AC (19)16/14/12 | HP 50/50 | Cold Resistance 5 | F+5, R+9, W+7 | Perc.+2 | Init.+4 | Darkvision

"Bandits? Bet bandits have gold! Does house know bandits are there? Bandits working with those in house, maybe?"


Skills:
Acrobatics +8, Climb +8, Intimidate +3, Linguistics +1, Perception +7, Spellcraft +5, Survival +7, Swim +8
Vital:
HP 35/35, AC 15 T 11 FF 14, Per +7 Init +1, F +5 R +2 W +2, CMB +7, CMD 19, Speed 45

"They're probably working with whoever is in the house Geedra. Probably lookouts to watch this trail in case anyone tried to follow them. I think we should be very careful about letting any of them get back to the house to raise an alarm. We could find ourselves facing more than three if more are in the house."


female Dwarf Oracle 2 / Summoner 2 AC14 (18 with ice armor, 20 in cold environs); HP 30; Percept +2, darkvision; Init +0

Hmm, seem to have lost a post here. I'll see if I can resurrect it...

Asgrid grips her crossbow with one hand, the other reaching for a flask of acid in her pocket. "Let's get 'em," she says. "That woman who was kidnapped is probably in that building. We should take out these guys so we don't have anyone sneaking up behind us."

Current HP 9/9 (3 nonlethal)
Spells Cast
1st (3/day) - cure light wounds x2, forbid action
0 - none

Bolts used: 3


Skills:
Acrobatics +8, Climb +8, Intimidate +3, Linguistics +1, Perception +7, Spellcraft +5, Survival +7, Swim +8
Vital:
HP 35/35, AC 15 T 11 FF 14, Per +7 Init +1, F +5 R +2 W +2, CMB +7, CMD 19, Speed 45

"What if a couple of us circle around behind them to cut off their retreat to the house?"


Female Goblin | Winter Witch 8 | AC (19)16/14/12 | HP 50/50 | Cold Resistance 5 | F+5, R+9, W+7 | Perc.+2 | Init.+4 | Darkvision

"Clever, big human. Geedra think same. Sneak behind and make sure nowhere run."


Skills:
Acrobatics +8, Climb +8, Intimidate +3, Linguistics +1, Perception +7, Spellcraft +5, Survival +7, Swim +8
Vital:
HP 35/35, AC 15 T 11 FF 14, Per +7 Init +1, F +5 R +2 W +2, CMB +7, CMD 19, Speed 45

"Not sure how good I'd b at the sneaking part, but I'm probably faster than they are unless they have snowshoes. Want me to be one of the ones to circle around them?"


female Dwarf Oracle 2 / Summoner 2 AC14 (18 with ice armor, 20 in cold environs); HP 30; Percept +2, darkvision; Init +0

"I'm not much good at sneaking either. But, I could head up the path direct and draw their attention, if you want to circle around. Geedra, are you able to create illusions or anything with your magic?"


Skills:
Acrobatics +8, Climb +8, Intimidate +3, Linguistics +1, Perception +7, Spellcraft +5, Survival +7, Swim +8
Vital:
HP 35/35, AC 15 T 11 FF 14, Per +7 Init +1, F +5 R +2 W +2, CMB +7, CMD 19, Speed 45

"As long as we come up with a signal, I can probably take my time and go wide enough around them so as not to call attention to ourselves. We'll need a signal though to know when we're in position and ready to attack. Perhaps a hawk's screech or the sound of a woodpecker striking a tree five times?"


Female Goblin | Winter Witch 8 | AC (19)16/14/12 | HP 50/50 | Cold Resistance 5 | F+5, R+9, W+7 | Perc.+2 | Init.+4 | Darkvision

"No illusion. Illusions weak! Geedra can lure humans to sleep with magic, though. If sleep, easy kill," Geedra smiles as she pulls one finger across her throat, miming a slicing gesture.


Skills:
Acrobatics +8, Climb +8, Intimidate +3, Linguistics +1, Perception +7, Spellcraft +5, Survival +7, Swim +8
Vital:
HP 35/35, AC 15 T 11 FF 14, Per +7 Init +1, F +5 R +2 W +2, CMB +7, CMD 19, Speed 45

"How about I circle around. Make the sound of a hawk when I'm in position. While I'm gone, Geedra and Cara sneak forward with Asgrid far enough back to not let them hear her. As soon as you hear the sound, Geedra can put them to sleep and Cara can shoot any of them that don't fall down. Asgrid and I will rush in to take any that are left."


Female Goblin | Winter Witch 8 | AC (19)16/14/12 | HP 50/50 | Cold Resistance 5 | F+5, R+9, W+7 | Perc.+2 | Init.+4 | Darkvision

"Big human smarter than looks. Geedra like plan. Be sneaky like Cara!"


F Elf Ranger 5 - HP 17/39 - AC 19/T: 15/FF: 14 - Perception +14, Low-light Vision - Fort: +6, Ref: +10, Will: +4 (+2 to enchantments, Immune magic sleep, +1 Cold) - CMB: +6, CMD: 21 - Speed: 30 - Init. +7 (-2 to Init and Perception when not Cold)

Sorry for not participating in the conversation, I'm waiting to find out whether or not Cara was spotted on the way back.


Skills:
Acrobatics +8, Climb +8, Intimidate +3, Linguistics +1, Perception +7, Spellcraft +5, Survival +7, Swim +8
Vital:
HP 35/35, AC 15 T 11 FF 14, Per +7 Init +1, F +5 R +2 W +2, CMB +7, CMD 19, Speed 45

"Thanks Geedra. I guess I'm finding that some of the same tricks we used in my land for hunting mammoths and rhinos applies to hunting bandits too."
You might actually be ok Cara with the distance and the wind.


female Dwarf Oracle 2 / Summoner 2 AC14 (18 with ice armor, 20 in cold environs); HP 30; Percept +2, darkvision; Init +0

"Sounds like a good plan, Kronek. I'll wait for your call." As the others sneak away, Asgrid stomps her feet, ready for action with her crossbow ready.

Ready action to move in when I hear Kronek's call (or fighting)and target ranged attacks at anyone still standing after the ambush.

Stealth check: 1d20 ⇒ 8
Crossbow attack: 1d20 ⇒ 2
damage: 1d8 ⇒ 3

Hmmph.

Current HP 9/9 (3 nonlethal)
Spells Cast
1st (3/day) - cure light wounds x2, forbid action
0 - none

Bolts used: 3


Skills:
Acrobatics +8, Climb +8, Intimidate +3, Linguistics +1, Perception +7, Spellcraft +5, Survival +7, Swim +8
Vital:
HP 35/35, AC 15 T 11 FF 14, Per +7 Init +1, F +5 R +2 W +2, CMB +7, CMD 19, Speed 45

Kronek Stealth to move up and around 1d20 ⇒ 2
Let me know if you need any other rolls.


Skills:
Acrobatics +8, Climb +8, Intimidate +3, Linguistics +1, Perception +7, Spellcraft +5, Survival +7, Swim +8
Vital:
HP 35/35, AC 15 T 11 FF 14, Per +7 Init +1, F +5 R +2 W +2, CMB +7, CMD 19, Speed 45

Looks like they're all coming to me :) Course, maybe they just think their friends are coming back.


I'll have a post up tomorrow morning guys. Sorry I've been quiet, but I wanted to let you guys talk it out and everything. You made it back fine, Cara, sorry I didn't mention that. Work has been trying as of late and been keeping me off the boards a bit.


F Elf Ranger 5 - HP 17/39 - AC 19/T: 15/FF: 14 - Perception +14, Low-light Vision - Fort: +6, Ref: +10, Will: +4 (+2 to enchantments, Immune magic sleep, +1 Cold) - CMB: +6, CMD: 21 - Speed: 30 - Init. +7 (-2 to Init and Perception when not Cold)

Cara nods, agreeing with Kronek's plan. After he leaves, she waits a few minutes before leading the others towards the bandits, bow drawn and ready.

Stealth: 1d20 + 6 ⇒ (18) + 6 = 24


Plan formulated, Kronek sets off up the path and heads into the trees, looking to make an arc around the bandits to get behind them. Fortunately, the howl of the wind, the distraction of the bandits, and the cover of trees are all on the your side as you creeps along. Unfortunately, even with all of the cover, you can't help but make some noise as he pushes through the boughs. The snow crunches underfoot, twigs snap beneath the layers of powder, limbs shake loose their wintry cloaks. Still, you are able to get a good ways in circumventing them before one of them stands and holds up a hand to quiet the other two. The added cover of the wind had shortened the distance at which the bandits could pick up on your movements.

"Hold it, I heard something." The bandit looks left and right, trying to pinpoint the source of the noise.

"I didn't hear nothin'" says one of the others. The third adds "I did, but it wasn't anything to worry over. Wind is all."

"No, sounded like a snappin' stick. Wind cant snap no sticks on the ground." He seems insistent, turning to look behind them, near where Kronek is. "Thought it came from there. Come on, we're s'posed to be guardin' this path, lookin out for Taldan guards. Rohkar won't be happy if we mess that up. And worse, his new friends won't be, either."

"You'd jump at your own shadow! Come on, probably some deer or hare or somethin' moving in the brush. Besides, came from behind. Ain't no Taldan guards goin' to be coming from that way, unless you think they walked right on by the lodge. We got an easy job, why go makin it harder? Too damn cold out away from the fire. I'll stay right here, and if you go off chasing noises, well then, one less voice for the loot!"

That seems to have done it in for the insistent bandit. He spits and walks back to the fire, continuing his chat with the others.

A minute later, the sound of a hawk sounds out, muffled by the wind. The first bandit jumps in his skin, and the other two laugh at him.

Despite two of them hearing you, these bandits seem too lazy and disinterested in doing any actual work, or lese seem confident that no one would have made it this far, particularly knowing what was in the way. They are now quite unaware of your presence. Go ahead an post up some surprise round actions.

Rolls:

Bandit Perception: 1d20 - 7 ⇒ (11) - 7 = 4
Bandit Perception: 1d20 - 7 ⇒ (15) - 7 = 8
Bandit Perception: 1d20 - 7 ⇒ (7) - 7 = 0


Female Goblin | Winter Witch 8 | AC (19)16/14/12 | HP 50/50 | Cold Resistance 5 | F+5, R+9, W+7 | Perc.+2 | Init.+4 | Darkvision

If the guards are in range (110'), Geedra will begin casting her sleep spell. DC 14 Will to resist. Has eeffect on 4 HD of baddies.


F Elf Ranger 5 - HP 17/39 - AC 19/T: 15/FF: 14 - Perception +14, Low-light Vision - Fort: +6, Ref: +10, Will: +4 (+2 to enchantments, Immune magic sleep, +1 Cold) - CMB: +6, CMD: 21 - Speed: 30 - Init. +7 (-2 to Init and Perception when not Cold)

Waiting until after Geedra's spell, Cara will attempt to shoot any guard that fights off the sleep effect.

longbow: 1d20 + 4 ⇒ (18) + 4 = 22
damage: 1d8 + 1 ⇒ (7) + 1 = 8


Skills:
Acrobatics +8, Climb +8, Intimidate +3, Linguistics +1, Perception +7, Spellcraft +5, Survival +7, Swim +8
Vital:
HP 35/35, AC 15 T 11 FF 14, Per +7 Init +1, F +5 R +2 W +2, CMB +7, CMD 19, Speed 45

Hearing the bandits debate, Kronek wipes a bead of sweat off his brow that his spawned in spite of the cold, but a grim smile creases his lips when he realizes they won't be coming. After his screech, Kronek waits a moment to see if Geedra's spell takes effect.
Kronek will wait a moment to hear if any bodies drop and then will rage and charge into the camp.


At the sound of Kronek's hawk, Geedra creeps forward until the bandits are in sight, and moves her hands while muttering an incantation. Suddenly, two of the bandits slump a little, and then fall over, asleep in the snow. The third bandit shakes his head, groggy for a split second, and then jumps to his feet. Before he even has time to process what has happened, Kronek comes barreling into the camp while an arrow flies from Cara's bow. Before Kronek can close in on the standing bandit, however, the arrow drives into the thief's back. With a single-note cry, he falls over. The remaining two bandits are sound asleep.

Well done. The arrow was enough to drop the bandit, who is now dying in the snow. The other two are asleep and at your mercy.

Rolls:

Bandit Will: 1d20 - 1 ⇒ (12) - 1 = 11
Bandit Will: 1d20 - 1 ⇒ (14) - 1 = 13
Bandit Will: 1d20 - 1 ⇒ (15) - 1 = 14


Female Goblin | Winter Witch 8 | AC (19)16/14/12 | HP 50/50 | Cold Resistance 5 | F+5, R+9, W+7 | Perc.+2 | Init.+4 | Darkvision

"Finish bandits off, big human! Geedra thinking maybe stay here for night. In morning, take on house. Bandit talk about Rohkar and new friends. Could be lot trouble."

Geedra is spelled out for the day, FYI.


F Elf Ranger 5 - HP 17/39 - AC 19/T: 15/FF: 14 - Perception +14, Low-light Vision - Fort: +6, Ref: +10, Will: +4 (+2 to enchantments, Immune magic sleep, +1 Cold) - CMB: +6, CMD: 21 - Speed: 30 - Init. +7 (-2 to Init and Perception when not Cold)

Forgot to add her +2 bonus against humans, but it doesn't look like it mattered. :)

"Yes, it's best we remove them as a threat." Cara agrees with Geedra's assessment as she moves towards the sleeping bandits in case Kronek didn't feel up to that grim task.

"As for resting, that may be a good idea, but only as long as we need. They may send others back here periodically to check on or relieve these ones."


Skills:
Acrobatics +8, Climb +8, Intimidate +3, Linguistics +1, Perception +7, Spellcraft +5, Survival +7, Swim +8
Vital:
HP 35/35, AC 15 T 11 FF 14, Per +7 Init +1, F +5 R +2 W +2, CMB +7, CMD 19, Speed 45

Kronek cuts their throats with Old Man Dansby's dagger.
Coup de Grace 1 2d4 + 12 ⇒ (1, 4) + 12 = 17 DC 27 Fort save or die
Coup de Grace 2 2d4 + 12 ⇒ (3, 3) + 12 = 18 DC 28 Fort save or die

"Let's cover this blood and drop the bodies past the hill back the way we came. There were three of them, four of us, but Geedra is small and can hide behind us. Why don't we just stay here by the fire? They probably switch them out one or two at a time and Cara and I might be able to take more out while Asgrid and Geedra rest."


F Elf Ranger 5 - HP 17/39 - AC 19/T: 15/FF: 14 - Perception +14, Low-light Vision - Fort: +6, Ref: +10, Will: +4 (+2 to enchantments, Immune magic sleep, +1 Cold) - CMB: +6, CMD: 21 - Speed: 30 - Init. +7 (-2 to Init and Perception when not Cold)

Cara nods, "That sounds reasonable, this should be quite defensible if we pay attention."


Okay! Should be back to more regular posting now.

Having dealt with the not-too watchful watchmen, you all gather amidst their sleeping forms. The bandit that took an arrow in the back lies silent in the snow, color swiftly draining from his skin as the snow reddens around him. The other two breathe methodically in their magical slumber, all too unaware of their situation. Kronek makes short work of them, pulling out Old Man Dansby's dagger and making quick yet forceful drags with it across the two bandits' throats. Their light snores peter out into hushed gurgles and then they are no more.

Having made a lot of progress today, you decide to commandeer the makeshift campsite for your own. The faint flicker in the fire is easily brought back to life, giving you a bit of warmth as the sun descends behind the trees, taking what little heat it provided with it. Asgrid and Geedra nod off early, both eager to replenish their magical energies for the trials ahead.

Off in the distance, you can just make out the glow of fires lit at the lodge further on, where you presume the bandits are holed up. Despite their setting of sentries, it becomes obvious through the night that these marauders either aren't very strategic when it comes to their turning of the watch, or are confident that they aren't in any danger. Regardless, morning comes, but with it roars an angry storm, as if this bizarre pocket of winter has grown angry that the sun has risen. The temperatures are quick to drop to all new lows, and the snow falls hard and heavy as soon as light cracks the horizon. The trail is swiftly being filled by new powder, but fortunately you are aware of your destination, so following the tracks left by the bandits is less of a worry.

The wind and snow snuffs your campfire, and soon what light the sun had brought is likewise cast out by a great swath of grey clouds that cast the forest in a crepuscular gloom. The glow of the lodge-fires is but he faintest of lights, and with the sudden conditions now seem even farther away.

Until further notice, all Perception checks and ranged attack rolls suffer a -2 penalty due to the storm.


Female Goblin | Winter Witch 8 | AC (19)16/14/12 | HP 50/50 | Cold Resistance 5 | F+5, R+9, W+7 | Perc.+2 | Init.+4 | Darkvision

We recover one HP for the night's rest, correct? Every DM I have played with, plays that rule differently, but something makes me think it is level regained per night. If I'm wrong, let me know.

Geedra felt a bit better after her night's sleep. Unlike the others, who were bundled as heavily as possible, Geedra slept only under one blanket, snoring loudly thoughout most of the night, in a deep slumber. "Ah, Geedra feel much more good now. Good sleep, good spells again," she mutters as she does a deep stretch and yawn. "Sneak again and catch bandits not prepared? Geedra has another Sleepy spell ready."


My house rule is usually Level + con mod back for a night of rest, so go ahead and recover that amount.


F Elf Ranger 5 - HP 17/39 - AC 19/T: 15/FF: 14 - Perception +14, Low-light Vision - Fort: +6, Ref: +10, Will: +4 (+2 to enchantments, Immune magic sleep, +1 Cold) - CMB: +6, CMD: 21 - Speed: 30 - Init. +7 (-2 to Init and Perception when not Cold)

"We should get moving quickly, perhaps we can catch them somewhat unaware." Cara suggests, already awake and ready to advance on the lodge. She appears in better spirits than yesterday, resting by the campfire seems to have reinvigorated her. "This storm is terrible, but we may be able to use it to our advantage to sneak up on them. Perhaps we'll get lucky and the same tactics will work again. I do hope the noblewoman is still there, we should keep at least one guard alive until we can confirm that."


Skills:
Acrobatics +8, Climb +8, Intimidate +3, Linguistics +1, Perception +7, Spellcraft +5, Survival +7, Swim +8
Vital:
HP 35/35, AC 15 T 11 FF 14, Per +7 Init +1, F +5 R +2 W +2, CMB +7, CMD 19, Speed 45

Kronek wakes and warms his hands by the fire, rubbing his jaw where the elemental struck him the day before. "That ice creature could sure hit. I'm still sore. But you're right. We need to get after the bandits."
I was still down a few hp from the elemental and the fight the day before unless Asgrid could heal me before Kronek turned in for the night. Figure we should head into this fully healed.


Looking back, it seems as though Asgrid was out of spells yesterday. Up to you if you guys want her to top you off before heading out.

Your goals are clear - advance on and investigate the lodge, put down any bandit aggression, and rescue Lady Argentea if indeed she is imprisoned there. The storm that has swept over the woods will both help and hinder you, slowing you down while granting you cover. Moving through the trees is much more difficult today, with the wind blasting forcefully and snow and ice pelting you every step. It takes you a better part of an hour to make your way up the long hill until the trees peter out into a clearing. Ahead, a large wooden lodge overlooks a ravine spanned by a long rope bridge. Smoke rises from the lodge's two snow-covered chimneys, and a large woodpile is stacked against the outer wall. A small outbuilding stands east of the lodge, and a stone well blanketed by snow is barely recognizable to the north. Several tracks lead southwest toward a detached stable. As the trail comes to an end in the clearing, you see a porch with an awning and a set of double doors closed tightly against the wind.

I doctored up the map to black out interior areas and such but when I uploaded it was very small for some reason. I'll fix it soon and get it up. Right now you are in the northeast side of the clearing, which puts you facing the corner of the lodge, more or less facing the east side of the lodge where the porch is.

451 to 500 of 3,491 << first < prev | 5 | 6 | 7 | 8 | 9 | 10 | 11 | 12 | 13 | 14 | 15 | next > last >>
Community / Forums / Online Campaigns / Play-by-Post / Woodsmoke's Reign of Winter: Part I All Messageboards

Want to post a reply? Sign in.