Woodsmoke's Reign of Winter

Game Master Woodsmoke


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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 takes a five foot step back and uses her last Sleep spell of the day to try and take out the three guards approaching up to their position.

DC 14 Will to resist.


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)

Moving her bow to her offhand, Cara draws her longsword and strikes out at the adjacent bandit. "It gives me no pleasure to end your lives, but we did give you an opportunity to surrender."

Longsword + favored enemy: 1d20 + 3 + 2 ⇒ (16) + 3 + 2 = 21
Damage: 1d8 + 1 + 2 ⇒ (7) + 1 + 2 = 10


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

Spot on for Asgrid's position on the map, GM. Those bandits moved quicker than I thought, I was hoping I'd get in one more round with the crossbow before swapping to a melee weapon.


Cara maneuvers her trusty bow to the side while sliding her longsword from its scabbard, and regretfully flourishes it into the bandit threatening her. The sharp edge of the blade bites effortlessly through the man's tunic and into the flesh and bone beneath, drawing a mortal line across his chest. He stumbles backwards and collapses, blood flowing steadily from the wound.

Behind, Geedra intones and gestures with arcane power, using her witchcraft to lull the foes to sleep. The remaining bandits confronting Cara sway where they stand, drowsiness taking hold on their consciousness. They both slump to the floor, the magical sleep overtaking them.

That takes care of all of the sickened bandits. The two healthy ones remain, but I have a feeling they won't last long with Kronek yet to act.

Map (Blue indicates asleep)
Initiative:

Rohkar and Zombies: 20
Asgrid: 19
Bandits: 18
Cara: 11
Geedra: 8
Kronek: 3

rolls:

Bandit Will: 1d20 - 3 ⇒ (16) - 3 = 13
Bandit Will: 1d20 - 3 ⇒ (6) - 3 = 3


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

Sorry if I'm holding things up, was kinda waiting to see what Kronek did before posting, but in the meantime here is Asgrid's action.

These bandits are quick! Asgrid momentarily ponders what to do, faced with the two bandits so quickly in range for hand to hand fighting. "Nazad! Nazad vi glavorzi!" she shouts at them in a rough voice, barely registering that she is no longer speaking in Common. Wielding her crossbow like a club, she lunges at each of the two, trying to intimidate them into taking a few steps back so that she can either load another crossbow bolt or reach for her spear or axe. Either way, better to keep them from getting past her position to where they can harry Cara and Geedra.

Attempt to intimidate the bandits by bluffing a melee attack against them, to get them to take a 5 foot step back or more.

Intimidate check: 1d20 + 2 ⇒ (8) + 2 = 10
Bluff check: 1d20 + 2 ⇒ (7) + 2 = 9

Aklo:

"Back! Back you ruffians!"


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's eyes widen as the leader calls the dead bandits back to a semblance of life. "I knew it was a witch! A male one this time. Who are you fools to serve him? Would you all be transformed into walking dead?" Kronek wades down into the remaining bandits and swings at one of the healthy ones with Yuln's sword. "Surrender now you fools! Help us against the witch!"
Attack: 1d20 + 5 ⇒ (13) + 5 = 18
Damage: 1d8 + 9 ⇒ (7) + 9 = 16


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, on the map Im not sure if I can tell how far the witch and zombies are away from us. If they are fairly closeby, Geedra will target them with a vial of achemist's Fire at them.

Ranged touch Attack 1d20 + 4 ⇒ (20) + 4 = 24

Damage 1d6 ⇒ 4

Confirmation 1d20 + 4 ⇒ (17) + 4 = 21

Damage 1d6 ⇒ 5


No worries on the wait; I didn't want to DMPC any of the characters for such a climactic fight.

Kronek castigates the bandits for working under such a man, and attempts a show at aggressive negotiations. At his remarks, the mage at the other end of the room scowls. "Witch? Hardly! I look to no ambiguous being for power, fool. I am a wizard...I am my own power! To arms, men! Have you not enjoyed spoils under my leadership? Imagine what these foes must have to take!" Even as he speaks, however, Kronek's sword rips through an armored bandit, cutting the life from him in one powerful stroke. The man falls over, twitching as lies exsanguinating.

In the commotion, a door to the left of the group's position swings open, and out steps a half-orc woman in simple, roughspun vestments and plain leather armor. She carries a sharpened short sword in her hand, and despite the green hue of her skin and the small, pointed tusks that jut up from her lower lip, with her grey-blue eyes and smooth, shoulder-length brown hair she looks more human than orc. The remaining bandit in front of Kronek and Asgrid glances to her and seems to ease ever so slightly. "Ten-Penny! Help me deal with these, hurry!"

The half-orc takes a moment to assess the situation, taking note of the dead man next to the bandit who addressed her, and the dead or unconscious ones in front of Cara. With a quick lean, she peeks down past the fireplace and spots Rohkar and his zombies, and swallows before gliding forward, sword at the ready. As she steps in next to her fellow bandit, she says coolly "Don't worry," just before reaching around and plunging her blade into the bandit's back. He lets out a stifled cry, gives her a confused look, and falls over.

The half-orc looks to the group and gives a curt nod. "Can't stand this lot. I'll help you if you help me."

As you are addressed by "Ten-Penny," you hear the muffled moans of the zombies as they shuffle forward. Both of them move clumsily forward, bumping into the benches near the table, and move closer to Cara, but their slowness only gets them so far.

Cursing, Rohkar gestures with his hands and murmurs before pointing at Cara with a shout. Cara, make a Will Save DC 14 to avoid being paralyzed by a hold person spell.

Asgrid, you can retake your action if you wish since the bandits are dealt with. Geedra, as the zombies have moved by your turn, they are no longer clustered with Rohkar, but easily in throwing range (not that it mattered with such a great roll!) However, if you'd like to target Rohkar instead, let me know, and I will update with the result.

Over to Asgrid/Cara

Map

Ten-Penny: 23
Rohkar and Zombies: 20
Asgrid: 19
Bandits: 18
Cara: 11
Geedra: 8
Kronek: 3

Rolls:

Tacey: 1d20 + 7 ⇒ (16) + 7 = 23


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

I'd rather hit the spellcaster with the alky fire, if I can reach him with it, DM. If not, either of the zombies are fine. And I'll wait to make my actual post until I'm up this time, lol.


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)

Will Save + Elf bonus vs. Enchantments: 1d20 + 3 + 2 ⇒ (1) + 3 + 2 = 6

Rohkar's spell instantly freezes Cara like a statue, her face frozen in a scowl.


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

"Nice to make your acquaintance Ten-Penny. Think I'm going to deal with the witch who doesn't think he's a witch before he makes more of those things." Kronek bolts around the fireplace, seeking to close with Rohkar as quickly as possible.
Kronek as 45' of movement, but its hard for me to read the grid. Let me know if I can move and attack this round or if I'll need to double move.


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

"Ten Penny good with Geedra. Kill bandits and zombies, and Geedra make new friend!". Geedra again tries to burn the witch, this time with a vial of acid.

Ranged touch Attack 1d20 + 4 ⇒ (13) + 4 = 17

Damage 1d6 ⇒ 4

Additional damage from last round's alchemists fire 1d6 ⇒ 4


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

Sure I'll readjust Asgrid's actions, given a chance I think she'd move to a me lee weapon and focus on the zombies. Just a quick post as I'm on work break.

Asgrid reassesses the situation with the appearance of the half-orc. She draws her pick and turns her attention to the two zombies. She barrels forward and swings her pick at the nearest undead, hoping the group can wipe them out quickly and nab the mage.

attack: 1d20 + 2 ⇒ (3) + 2 = 5 Includes bonus for charge if it's possible to do so.
damage: 1d8 ⇒ 5

Umm, I think that result means I've just ran smack into one of the zombies.


In regards to turn order, if you guys prefer, we can simplify the exact order just by going with "PCs before enemy" and "PCs after" enemy initiative blocks, and I will just orchestrate the actions in the order they are posted rather then shuffle them up to reflect the exact numbers.

Geedra smirks as she produces a flask of alchemist fire. Sizing up the enemies, she hurls the flask clear across the room and delivers its fiery payload right into Rokhar's face! He yells out as the fire flashes over him, burning the flesh on his visage. 8 points of damage to Rohkar. Throwing splash weapons (which have a range of 10 ft.) at him from your position will net a -4 penalty on attack. Both of your rolls that time ere high enough to hit and confirm the critical, however.

-

Despite the blast right into his face, Rohkar manages to muster enough concentration to work his spells.

As Ten-Penny slides her short-sword out of the bandit's back, Asgrid turns on her heels and makes a break for the zombies, pushing past the paralyzed Cara and stepping around the sleeping and unconscious bandits. In her zeal to drive her pick into the undead, her footing suffers from the bodies on the floor and the strike goes awry, the steel of the pick grinding as it slides against the wall.

Meanwhile, Cara struggles against the paralysis spell. Can make a second save on your turn as a full-round action to be freed from the arcane stasis.

Seeing as how the alchemist's fire worked so well, Geedra palms another flash, this time with a clear liquid that has a greenish tinge. Hurling it, she finds that her accuracy is not so perfect this time, and the flask shatters just off target. However, as the glass bursts, some of the virulent substance does splatter onto Rohkar. 1 point of acid damage to Rohkar from splash. He also takes 5 fire damage once more from the lingering alchemist fire.

Kronek, you can get to Rohkar this turn and attack, so go ahead with that.

Map (Asgrid is standing amidst the sleeping bandits, just putting her feet in their negative space. No penalties or anything, just making sense of the image. Chalk it up to dwarven Stability,)

Ten-Penny: 23
Rohkar and Zombies: 20
Asgrid: 19
Bandits: 18
Cara: 11
Geedra: 8
Kronek: 3

Rolls:

Rohkar Concentration: 1d20 + 5 ⇒ (18) + 5 = 23
Acid: 1d8 ⇒ 7
Fire: 1d6 ⇒ 5


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)

Will Save: 1d20 + 5 ⇒ (16) + 5 = 21


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

"Wizard. You brought the cold? To my people, you're a witch!" Kronek brings Yuln's sword down in a savage blow meant to split Rohkar from skull to navel.
Attack: 1d20 + 5 ⇒ (16) + 5 = 21
Damage: 1d8 + 9 ⇒ (4) + 9 = 13


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

Asgrid jumps in with her axe, trying to sweep one of the undead bandits off its feet with a swipe at its legs. Not much of a warrior, her aim is off, well missing the zombie.

Melee attack against the zombie again.
attack: 1d20 ⇒ 8
damage: 1d8 ⇒ 8


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 shoots A tiny Ray of frost at the wizard.

Ranged touch attack 1d20 + 4 - 4 ⇒ (4) + 4 - 4 = 4

Damage 1d3 ⇒ 1


With a final chastisement, Kronek raises the cold iron sword and brings it down with fury. Rokhar manages to glimpse up at it and begin to scream in defiance before the blade sinks into the side of his head and ravages the mage down into his torso. 13 points of damage is enough to end this wizard-witch.

Meanwhile, Ten-Penny wheels around the fireplace and looks positively relieved to see Rokhar's body fall to the floor in a bloody mess. She winks to Kronek as she maneuvers behind one of the zombies, across from Asgrid. As she steps, she slides a dagger from a horizontal sheath on her lower back, and slashes at the undead. Almost surgically, the half-orc woman slices through the zombie's spine and it crumples back to the ground. She smirks at Asgrid as the thing falls between them. "Thanks for distracting it, dear." A total of 14 points of damage to the zombie from Ten-Penny's sneak attack.

Mindlessly going after the most obvious target to it, the zombie attempts to throw its fist into Asgrid, and manages to deliver a solid blow. 5 points of damage to Asgrid from the zombie's slam.

Geedra fires off a ray of frost at the remaining zombie, but it goes wide.

To the now unparalyzed Cara and Kronek! For a quicker post's sake, map is still generally the same, but the northmost zombie is dead and Ten-Penny is up in the fray.

Ten-Penny: 23
Rohkar and Zombies: 20
Asgrid: 19
Bandits: 18
Cara: 11
Geedra: 8
Kronek: 3

rolls:

Ten-Penny dagger: 1d20 + 7 ⇒ (15) + 7 = 22
Damage: 1d4 + 2 ⇒ (3) + 2 = 5 plus 2d6 ⇒ (3, 6) = 9
Zombie: 1d20 + 4 ⇒ (14) + 4 = 18
Damage: 1d6 + 4 ⇒ (1) + 4 = 5


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)

A little confused about the map situation, is there just one zombie left? If so, and assuming there's room somewhere...

"How embarrassing." Cara says with elven haughtiness as she moves forward to slash at the remaining zombie.

Longsword: 1d20 + 3 ⇒ (18) + 3 = 21
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

Yep, just one left and it is the southernmost one.
"That's it for the witch. No more arguing. Now for that last monster he created." Kronek winks back at Ten-Penny and continues back around the table to lay into the remaining zombie with Yuln's sword.
Attack: 1d20 + 5 ⇒ (20) + 5 = 25
Damage: 1d8 + 9 ⇒ (2) + 9 = 11
Confirm: 1d20 + 5 ⇒ (5) + 5 = 10
Extra Damage if Confirmed: 1d8 + 9 ⇒ (4) + 9 = 13


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

Asgrid smirks back at the half-orc Ten-Penny. "You just had a lucky shot there, that's all. I'll get the next one." She twirls her pick as she rounds on the last zombie, ready to plow into it.

Attack with pick: 1d20 ⇒ 4
damage: 1d8 ⇒ 3

With Cara's and Kronek's astounding rolls I'm guessing by the time it rolls around to Asgrid the zombie will be in pieces. I think I must have done something to offend the Dice Gods.


Recovering from the spell, Cara gathers herself together, steps forward and with a flourish maneuvers her longsword against the zombie. In a smooth stroke she carves a deep gash into the undead creature. Though it was only very recently slain and revived, the undead bandit's blood has already congealed somewhat, and drips viscous from the wound.

Kronek storms up behind the zombie and with another powerful stroke drives his own longsword deep into the zombie. Attacking from the side opposite of Cara, the bloodrager's blade cuts through the zombie, meeting with the elf's wound, and the creature falls soundlessly into two halves.

Apart from the two sleeping, ill bandits, it seems as though the battle is yours.

Ten-Penny wipes the blood from her blades on a dead bandit's cloak and thrusts the weapons back into their sheathes. "Well, that's done. Good riddance to them. So, I've got to ask...just who are you?"


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. What kind name Ten Penny? Strange sounding. What Ten Penny doing out here? Not here steal Geedra's gold...Geedra fight first," the goblin says, looking closely at the human.


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)

"Thank you for your assistance. I am Cara." The ranger gives Ten-Penny a brief curtsey before continuing, "Our main purpose here is to rescue the human noble woman who was captured. Might you have some information about that?"


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

With the zombie down, Asgrid puts away her pick. "These bandits are real snakes. I say we tie these two up, maybe even dump them out in the snow." She looks up at Ten-Penny. "I'm Asgrid. You going to cause us any trouble too?" She starts unpacking a coil of rope.


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 think Ten-Penny's all right Asgrid, but I agree about these other two. I'm sure they were part of that bloody ambush. Nothing but trouble. What do you say Ten-Penny?"


Ten-Penny grabs a handful of her inky black hair and gives it a toss behind her shoulder. "My proper name is Tacey, but all the street rats and alley cats know me as Ten-Penny. As for your own pennies, well, I'll not fight you for it. Obviously, I'd lose...and no sene fightin' for coin if I can get it without risking my hide. So no, no, not going to cause any trouble for you. Hells, I threw my lot in with you, didn't I?" At mention of the noblewoman, she tenses a bit and quickly scans all of you. "Ah, makes sense. Here for that one, eh? Well, first off, I'll have you know that I had nothing to do with attacking that escort or taking that fancy-dress-with-a-smart-mouth woman. Not me. I'm new here, you see, stumbled in on these fellas not more than a week ago. Didn't have much of a choice but to stay on - that damnable weather was getting the best of me, and I was out of options. You could say that I've gotten on the bad side of ol' lady law, but that's neither here nor there. Anyway, you can ask her yourself, had nothing to do with it. I was back here, stirring the cookpot, when Rokhar and them others came back with her all bound and gagged. Shes below, in the cellar, I'll show you the door."


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 can assure you, your legal problems with human society are none of our business. Please, lead the way." Cara says, a look of relief on her face that this sad, sorted business seems to be at an end.

The remaining sick bandits are tied up, right?


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, want to kill thugs? Betrayed group last time. No reason to allow alive. Sneaky, sneaky thugs. Sick, too. Maybe get group sick. No good.". Geedra turns to Ten Penny. "Take to rich human. Get reward for helping. Gold...gold."


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

Absolutely we're tying them up!

Asgrid sets to work tying up the bandits, using her length of hemp rope. She calls Kronek over to lend a hand. "Could you give me some help? I could use your strength. Pull here, right there. I don't want them finding a way to escape."

At Ten-Penny's mention of the captive, Asgrid is all for heading down to the cellar to find her.


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

"Tie them up and do what with them? We know they are witch allies. They could have helped us kill the witch if they expected mercy. They murdered, helped with the kidnapping and allowed the witch to turn their own companions and the guards into abominations." Kronek walks to the first one with the intent of a coup de grace unless stopped.
Coup de Grace: 2d8 + 18 ⇒ (7, 7) + 18 = 32
While he is good, Kronek comes from a different life experience than perhaps Cara and Asgrid. I'm pretty sure a Kellid warband has the ability to be judge, jury and executioner, especially when presented with such clear evidence of their guilt in the matter. He'll see it as a huge risk and waste of resources to take captives when they will be executed eventually anyway.


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)

Evidently, the reasoning of Geedra and Kronek is sound enough to Cara, who merely shrugs and then waves it off as if saying 'just take care of it.'


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

"Well hold on, hold on. Fair enough if they're trying to stick us but I can't stomach killing them when they're defenceless. When I said we should stick them outside to cool off I didn't mean we should kill them. I was just thinking to truss them up so that they don't sneak up on us again. Stuff 'em in a corner and leave them here when we go. Kronek, Cara, maybe it's enough for you to use your charm and diplomatic skills to impress upon them that should they ever cross our paths again their heads will be parted from their shoulders."


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

"Humas try to kill group twice, Asgrid. Geedra never trust those humans not to try again. Maybe once, but not twice. Might even try to steal gold. If want tie up, okay, but what do after we rescue human noblewoman? Take with group to try again again? Leave here tied up to starve? That meaner than what he do," she said, with a smile in Kronek's direction.

Im ok with tying them up if Asgrid insists.

After saying her piece, Geedra plods after Ten Penny, looking for the object of their quest.


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)

"They've already proven themselves duplicitous, I hardly see the benefit to letting them live to continue to plague these woods with their larceny. If you really insist, Asgrid, I leave it to you to secure them, but not finishing them now will most likely only lead to a more excruciating death as Geedra has said."


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

"Defenseless? You saw that ambush. They killed innocents without remorse. They stood by while the witch turned guards and their own companions into those monsters. And as Geedra and Cara say, they tried to kill us twice. Once after we showed them mercy. Tell me this. If we tie them up and risk our own lives bringing them back to Heldren, what will their fate be?"


Ten-Penny watches the group as they argue, eyes moving from one speaker to the next. She grins to herself, perhaps finding amusement in the situation, though she seems a bit hesitant to jump in. Shrugging the debate off, she moves over the bear-skin rug sprawled out on the floor and clears her throat to shoo anyone standing on it off, and then grabs the corner of it and flings it to the side, revealing a trap door. "Ahem...not to interrupt, but your lady's down below. Zombie-king over there should have the key to this lock."


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 had grown tired of the arguing. She uses Defect Magic and first looks at the witch for anything useful. After that she tries to find the keyNd hands it to Ten Penny. "Geedra watching. No try steal from Geedra and can be friends. Try double cross and group fight."


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

"I've tied them up for now, let's leave it at that. Just so they know though..." she shakes her pick at the bound bandits, "...should they ever cross our path again in anger we'll be the last thing they ever see."

Not wanting to hold us up, but Asgrid's Neutral Good so figured she had to offer at least a nominal argument for saving life.


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 is NG also, but doesn't see them as redeemable. Actually didn't mind playing this out a bit because I have a feeling circumstances of this AP may eventually bring Asgrid around to Kronek's way of thinking. I have a feeling ports of haven for prisoners are going to be few and far between. In any event, I suspect the Lady will have her own view of justice for our bandit friends. We'll see. I'd be surprised if stretching their necks isn't standard punishment in Taldor.


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

I totally agree that two characters of the same alignment can interpret it completely different ways. I also think that given our party make-up Asgrid may feel she needs to be the party's conscience and so doesn't agree with killing them in cold blood despite the provocation. It's surely possible that time will bring Asgrid's logic closer to Kronek's. For now, she's quite alright for the Taldoran justice system to mete out the death penalty, but equally she's content if the two go their own way and never look back, since they've gotten away with their lives. That they might come back to cause problems later is a risk she's willing to take - she doesn't think the ropes will hold forever but long enough for everyone to move on. They tried to stab us in the back yeah, but we also defeated them, twice. That's got to be worth some Intimidation credit to keep them cowed.

Asgrid finishes tying the knots on the captives and checks they can't reach their swords or any sharp blades. "Right. Let's go find that noble woman." In her mind, she considers, Kronek had a good point about them being hard bitten enough that they didn't protest when that wizard turned two of their own into zombies. Chilling.


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

Ya, all good. I thought it was a good exchange between the pair.
"Got that key Geedra?" Kronek takes a look at the trap door to make sure the 'witch' hasn't trapped it. Then he takes the key from Geedra and opens the door.
Perception: 1d20 + 5 ⇒ (17) + 5 = 22


Geedra:
Detecting magic around Rohkar turns up a few auras. First, you sense that the shaggy grey-white cloak that the man wears is a magical item of the abjuration school. DC 18 spellcraft check to identify. You also sense auras coming off a book in a pack strung around the man's torso, which appears to be a spellbook. Contains the spells alarm, chill touch, expeditious retreat, feather fall, identify, locate object, ray of enfeeblement, and all 0 level spells. He wears a ring of 3 keys on his belt, and a cursory look over the rest of his belongings reveal his well-crafted short sword, a dagger, a light crossbow and 10 bolts, a set of thieves' tools, and 3 vials which look to be poison.

Taking the keys from Geedra, Ten-Penny laughs. "Hey, like I said, I'm not fool. Why would I want to double-cross you lot? Something tells me I'd end up like Rohkar over there." Kneeling down, she unlocks the trap door and swings it wide, a cold draft rushing up from below. A ladder leads down ten feet and she wastes no time in descending.

Going below, a stale, cool air greets you, and you find yourselves in an underground cellar. A half-dozen boxes and barrels take up the majority of the area, and a rough blanket lies spread on the floor in the southeast corner next to a half-full bowl of soup and a nibbled hunk of bread. Sitting on the blanket is a beautiful human woman who unfortunately looks a bit worse for the wear. Her finely tailored and accentuating green dress is filthy and tattered, and he skin is likewise splotched with dirt and grime. Dried blood dots her face and neck, though she apears to have no serious wounds. Her shoulder-length brown hair is all a tussle, but her watery blue eyes are fierce. When she sees Ten-Penny, she opens her mouth to speak, but when the rest of you appear she cuts herself off and clears her throat.

"Looks like this lot came to save you," Ten-Penny says with a hint of humor in her voice. "Lucky stroke, eh?"

The woman stands up and snaps her posture immediately into what only a noblewoman could muster. She throws a handful of hair behind her shoulder and looks you over from afar. "Is that so? Well, it is most certainly about time! I am Lady Argentea Malassene. Now, to whom should I be expressing my gratitude?"


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 fumbles for a moment, aware that there is some sort of protocol that he should surely be following, but completely lost as to what it might be or how he might carry it out. He settles for an awkward bending forward in what he may have been hoped to be a bow, but succeeds only in illustrating that he is completely out of his league. "Lady Argentea Malassene. I am Kronek of the Raptorscales. Are you injured?"


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 arrives a few seconds behind the party, wearing Rohkar's cloak and carrying his Spellbook. She grins widely at the object of her search. "Geedra. Geedra help save the human. Geedra not much on gratitude. Geedra like gold!"

Read Geedra's spoiler in the last DM post, everyone. Everything needs to be added to the kitty. And if someone else wants the cloak, that's fine you can have it. I just figured Geedra would put it on first, lol.

Spellcraft 1d20 + 7 ⇒ (4) + 7 = 11


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)

"My name is Cara, it's very nice to meet you, although I believe we can both agree that we wish it was under different circumstances." The elf says politely as she looks the woman over with a critical eye, "We'll find you some warm clothing so we can transport you safely back to the village of Heldren. Once you are feeling more comfortable, it may be helpful to us if you can tell anything you remember of your capture. This unnatural winter is quite unnerving, and has brought it with ghastly, homicidal fey."

Sense Motive on Argentea + Favored Enemy: 1d20 + 2 + 2 ⇒ (15) + 2 + 2 = 19


Blinking at you, Lady Malassene wrinkles her noble nose as you introduce yourselves. "Ah. Mercenaries, then. Well, it takes all sorts, I suppose, doesn't it? Anyway, you have my thanks for dealing with the filth and rabble above, and for seeing to my rescue, even if gold was your motivation. I can arrange for you to be paid once I am returned to civilization. Heldren is closest, yes?" Gathering up her skirts, se holds her head high, throws her shoulders back, and strides dutifully across the room, but glances over at Ten-Penny as she does. "You've thrown your cast in new waters, I take it? Hm. I suppose you were kind enough in bringing me food and keeping me company, so I feel that a just reward is to simply not have your thrown in stocks or gallows for working with my abductors. A fair accord, no?" To this, Ten-Penny laughs.

"Fair enough, Lady, fair enough. I want no troubles with nobles or guards, that's for damn sure. I'm happy enough to chalk the past few days up to a rough patch and move on my way."

Argentea looks to Cara as she follows up. "Oh, I've heard things. This winter is most unnatural - it was brought here, as I understand it. Some dark magic is involved, the same magic that guides these fey. What they wanted with me, I cannot say, but now their sheer existence in my country is of constant offense to me. I will tell you what I know once I have had a long, hot bath and a change of clothes."

Cara:
Having studied humans from the outside, it isn't lost on you that Argentea is grateful for what you've done, but it would appear that her noble upbringing has done much to curb her expression of it. She's a haughty one, all right, but you don't pick up on anything suspicious. If anything, she's a deal stronger than her expensive dress and comfortable life would suggest.

Geedra:
You aren't sure what the cloak does exactly, other than it has some protective magic in it. It certainly looks like the hide of a Yeti, creatures you have seen before in the north.

Do you guys want to spend any time picking over the rest of the lodge?


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

"So where is the gold? Is gold here? Or does Geedra have to go back to town as big hero to get gold? Oh, Geedra glad human ok," she adds with her large fanged grin, and the rest of the party isn't quite sure if she was being serious or not.

It would make sense for Geedra to do a scan for magic if nothing else in the house, although understanding that the human wants to get out of there ASAP.


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 gives an affirmative nod to the human noble, "That is quite understandable, Lady Malassene. If you give us a little bit of time to make sure the lodge house is completely secure, then we will escort you back to Heldren."

With that, the ranger begins a quick search of the house.

After all that trouble, Cara wants gold and magical items too. :)

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