Reign of Winter - The Snows of Summer (Inactive)

Game Master Slyness

It is summer, but rumors of unseasonable pockets of winter in the Border Wood have drawn you to the small village of Heldren in the nation of Taldor. It’s surely no coincidence that this is the time when the Queen of Witches, Baba Yaga, is scheduled to return to the frozen land of Irrisen.


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Sovereign Court

| Spell Areas | Map: Level 1 | Map: Level 2 |

I'll need a more specific targe. Sorry if that's what you're waiting on.

Sovereign Court

| Spell Areas | Map: Level 1 | Map: Level 2 |

I'll need a more specific target. Sorry if that's what you're waiting on.


Former Initiate of the Visum Sodalitate, the Bright Tower.

I'm only seeing one faerie on the map, at A7. So, that would be the target unless there is a closer one that isn't properly displaying on the map. I'll have Snowflake move as necessary to get me within range.

Sovereign Court

| Spell Areas | Map: Level 1 | Map: Level 2 |

"Silly girl!," the feminine voice of the sprite calls out as she is unfazed by Aerryndöl's spell.

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Will: 1d20 + 1 ⇒ (20) + 1 = 21

Each of the sprites turned their luminosity up and look like tiny glowing balls of light. The one that is "visible" was hit by faerie fire, but also looks like a ball of light. There are 15 spheres of light flying around now.


F Drow Bard 2/Cleric 2 Hp 13/18, AC 17, Fort +4, Ref +6, Will +5 Init +3, Perception +8

The drow steps forward and looks for the purple-limned fey and lets loose with a scream only it can hear.

Ear Piercing Scream: 1d6 ⇒ 6 DC 14

You unleash a powerful scream, inaudible to all but a single target. The target is dazed for 1 round and takes 1d6 points of sonic damage per two caster levels (maximum 5d6). A successful save negates the daze effect and halves the damage.

Sovereign Court

| Spell Areas | Map: Level 1 | Map: Level 2 |

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Round: 3
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As Shor is flying, Risquelyn's spell-fueled scream slams into her, sending her spinning in the air. Shor rights herself and glares at Risquelyn for a moment. Then she rudely sticks her tongue out at the drow before flying off with the others. They are all heading in the same direction that the bandit trail leads.

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Initiative: Aerryndöl(22) | Totho(24) | Risquelyn(16) | Pym, Shor & Vosi |

Six inches of snow covers the ground, reducing overland travel rates by half(difficult terrain). The snow also reduces visibility by half, imposing a –4 penalty on Perception checks and ranged attacks.

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End of combat unless you can chase them somehow. They have a fly speed of 60'.

Will: Shor: 1d20 + 1 ⇒ (15) + 1 = 16


Former Initiate of the Visum Sodalitate, the Bright Tower.

"I have a feeling we'll see them again."


Tiefling Ranger1 HP:13/13 |AC17 T13 FF14 | BAB+1 CMB+5 CMD18 | F+5 R+5 W+2 | Init+3 | Per+6

"We probably will see them again, but for now, we'd best get back on the trail." Totho says.


F Drow Bard 2/Cleric 2 Hp 13/18, AC 17, Fort +4, Ref +6, Will +5 Init +3, Perception +8

"Agreed, let's get back to our task."

Sovereign Court

| Spell Areas | Map: Level 1 | Map: Level 2 |

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In Pursuit: Trailhead
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You travel for another hour or so through the snow, following the tracks of the kidnappers. After climbing at least a hundred feet into the hills, the snowy trail finally levels off. In a clearing among the trees, a large wooden lodge overlooks a ravine spanned by a long rope bridge. Smoke rises from the lodge’s two snow-covered chimneys, and large woodpile is stacked against the outer wall. A small outbuilding stands east of the lodge, and a stone well nearly blanketed by snow is barely recognizable to the north. Several tracks lead southwest toward a detached stable. You are approaching from the northeast. Pic.

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Totho: Fortitude check(DC16) against the cold weather. Failure means 1d6 points of nonlethal damage and you suffer from hypothermia(fatigued). Cold-weather outfits give a +5 bonus on the check.


Tiefling Ranger1 HP:13/13 |AC17 T13 FF14 | BAB+1 CMB+5 CMD18 | F+5 R+5 W+2 | Init+3 | Per+6

Fort: 1d20 + 5 + 5 ⇒ (15) + 5 + 5 = 25

"brrrrrr....."

"What is this place?"

know (local): 1d20 + 5 ⇒ (20) + 5 = 25

"Any sign of guards?"

perception: 1d20 + 7 ⇒ (6) + 7 = 13

Sovereign Court

| Spell Areas | Map: Level 1 | Map: Level 2 |

This is the lodge of the High Sentinels. For many years, an organization of Taldan rangers called the High Sentinels has operated out of a fortified lodge at the top of Red Run Gorge in the Border Wood, charged with guarding the forest against Qadiran aggression, lest Taldor’s ancient enemy use the wood to hide another invasion force. Over time, however, the continued lack of hostility with Qadira dulled the sharpness of the Sentinels, and most of the unit’s decorated veterans either retired or moved on to other posts, leaving inexperienced citizens of Heldren and the nearby cities of Demgazi and Zimar to fill the rangers’ ranks. The Sentinels turned their attention to more local matters, hunting down bandits who used the forest to attack trade routes in the southern prefectures of Taldor.

There are no obvious guards posted.


Tiefling Ranger1 HP:13/13 |AC17 T13 FF14 | BAB+1 CMB+5 CMD18 | F+5 R+5 W+2 | Init+3 | Per+6

"Now we can guess why the Sentinels haven't taken care of the bandits."


F Drow Bard 2/Cleric 2 Hp 13/18, AC 17, Fort +4, Ref +6, Will +5 Init +3, Perception +8

"I believe the Lady is within. However, we need to take stock of our reserves. I feel the purpose of the fey was to hinder us more than anything, force us to burn through resources. I feel I can aid us in combat, but much of my offensive magic has been depleted. If the two of you feel we are ready, I will support that decision. I just do not want us to act as foolhardy adventurers who act impulsively in the name of glory." Casting a wink to Aerryndöl, "I want to be alive a while longer, so I don't miss any future...opportunities."


Former Initiate of the Visum Sodalitate, the Bright Tower.

"I agree that a little rest would aid us in recovering our powers... besides some reconnaissance may be in order."


Tiefling Ranger1 HP:13/13 |AC17 T13 FF14 | BAB+1 CMB+5 CMD18 | F+5 R+5 W+2 | Init+3 | Per+6

"The question I would have is are they still watching us now, and will they follow and attacks us if we withdraw and camp somewhere."


F Drow Bard 2/Cleric 2 Hp 13/18, AC 17, Fort +4, Ref +6, Will +5 Init +3, Perception +8

"If our last interaction is any indication, they have little taste for combat. They fled as soon as we directly responded to them. We would be wise to set watches."

perception: 1d20 + 8 ⇒ (12) + 8 = 20

"Totho does bring up a valid point though. These fey were well versed in stealth and magic."


F Drow Bard 2/Cleric 2 Hp 13/18, AC 17, Fort +4, Ref +6, Will +5 Init +3, Perception +8

Well, it is a little early, so we may as well try and see what we can see. What say you?"


Tiefling Ranger1 HP:13/13 |AC17 T13 FF14 | BAB+1 CMB+5 CMD18 | F+5 R+5 W+2 | Init+3 | Per+6

Totho moves forward to check how sturdy the bridge is.

"Cover me." he whispers to the archer.


Former Initiate of the Visum Sodalitate, the Bright Tower.

Perception: 1d20 + 6 ⇒ (12) + 6 = 18

Aerryndöl nods at Totho and draws back her bow to defend the brawler.

Sovereign Court

| Spell Areas | Map: Level 1 | Map: Level 2 |

You are approaching from the northeast. The bridge is on the southwest side. Pic.


Tiefling Ranger1 HP:13/13 |AC17 T13 FF14 | BAB+1 CMB+5 CMD18 | F+5 R+5 W+2 | Init+3 | Per+6

Totho moves up to check what appears to be an outhouse.

perception: 1d20 + 7 ⇒ (10) + 7 = 17


F Drow Bard 2/Cleric 2 Hp 13/18, AC 17, Fort +4, Ref +6, Will +5 Init +3, Perception +8

The bard gracefully moves forward, trying to maintain a position equidistant to her companions in case they need assistance. She too is on the look out.

I did say we were wolves on the hunt! Let's see if there is any game in the area.

Perception: 1d20 + 8 ⇒ (20) + 8 = 28

Sovereign Court

| Spell Areas | Map: Level 1 | Map: Level 2 |

Totho finds what is indeed an outhouse. It is currently unoccupied. The cold temperature has frozen everything that would normally assault your senses. One peculiar detail is that there appears to be a fair amount of frozen vomit around the rim of the hole in the bench.

Risk: Despite the falling snow, you can see several figures inside the lodge and you can hear them arguing despite the wind that is now blowing.


F Drow Bard 2/Cleric 2 Hp 13/18, AC 17, Fort +4, Ref +6, Will +5 Init +3, Perception +8

Calling her allies to her, she quietly describes what she has seen. "Well, it seems that the fey may not be associated with the kidnappers. There is some arguing coming from inside, and from what I can see, the occupants are far larger than our flying assailants from the grove."


Tiefling Ranger1 HP:13/13 |AC17 T13 FF14 | BAB+1 CMB+5 CMD18 | F+5 R+5 W+2 | Init+3 | Per+6

"Should we just walk in like we own the place and demand the missing damsel?"


F Drow Bard 2/Cleric 2 Hp 13/18, AC 17, Fort +4, Ref +6, Will +5 Init +3, Perception +8

"A direct approach may unify them. Maybe we can get close enough to listen to what they are arguing about. Perhaps we can turn it into an advantage." With that, the drow attempts to get closer.

Stealth: 1d20 + 7 ⇒ (3) + 7 = 10
Perception: 1d20 + 8 ⇒ (16) + 8 = 24

Sovereign Court

| Spell Areas | Map: Level 1 | Map: Level 2 |

Risquelyn creeps up to the window, listening. The bandits are arguing about the items they looted and who deserves what share. Some of them are ill and the ones who are not want to take their share. She risks peeking in, and sees a glowing ball of light fly down and exit the back door. It is very likely that one of the sprites just made its report.


F Drow Bard 2/Cleric 2 Hp 13/18, AC 17, Fort +4, Ref +6, Will +5 Init +3, Perception +8

Well, that can't be good. The silver lining is that it seems as if our flying friends are not staying in the cabin.

Risk waves the others to join her.

Totho is about to get his wish.


Tiefling Ranger1 HP:13/13 |AC17 T13 FF14 | BAB+1 CMB+5 CMD18 | F+5 R+5 W+2 | Init+3 | Per+6

Totho pushes up through the snow to the door.

"Prepare any spells you might want, and then I'll try the door." he whispers.


Former Initiate of the Visum Sodalitate, the Bright Tower.

"Are there any other exits to the room and did you see whether they had any ranged weapons? I could fill the room with a deep mist that would let them see, and force them to come out to us... if you think that would be beneficial. That is assuming they don't just acquiesce to our demands."


Tiefling Ranger1 HP:13/13 |AC17 T13 FF14 | BAB+1 CMB+5 CMD18 | F+5 R+5 W+2 | Init+3 | Per+6

Totho heals himself with a Channel before we open any doors.

channel: 1d6 ⇒ 6


F Drow Bard 2/Cleric 2 Hp 13/18, AC 17, Fort +4, Ref +6, Will +5 Init +3, Perception +8

"Sorry sister, I could not tell if they had bows. Unless I did, in which case, I will tell her that. I will also share if I saw the back door.

As we can see there are doors on the bridge side and on the east, I guess we need to cover them both.

"If we try a pincer movement, I believe I can hold the east portal. Do the two of you think you can handle the door facing the bridge?"

Sovereign Court

| Spell Areas | Map: Level 1 | Map: Level 2 |

The bandits aren't currently armed with bows, but it's fair to assume that they have them. They are wearing swords at the moment.

Totho heals any minor wounds that you have.

Decide quickly, or you're likely to lose the element of surprise.


Tiefling Ranger1 HP:13/13 |AC17 T13 FF14 | BAB+1 CMB+5 CMD18 | F+5 R+5 W+2 | Init+3 | Per+6

"I say we stick together and leave them the opportunity to flee out the other door. If they feel trapped, they're likely to fight harder." Totho whispers.

"I'll brawl and you guys support."

Totho uses a move action to gain the Dedicated Adversary: Humanoid(human) combat feat.

Any objections to me opening the door and getting the party started?


F Drow Bard 2/Cleric 2 Hp 13/18, AC 17, Fort +4, Ref +6, Will +5 Init +3, Perception +8

Fine by me.


Tiefling Ranger1 HP:13/13 |AC17 T13 FF14 | BAB+1 CMB+5 CMD18 | F+5 R+5 W+2 | Init+3 | Per+6

Totho tries the west door to see if it's unlocked, hoping that if someone in the house has been running to the outhouse to vomit, they left the door unlocked.

If it's open, he swings it wide, steps across the threshold, and announces to the room:

"Prepare to face justice in the name of the Drunken Hero you scurrilous villains!!!!"

Sovereign Court

| Spell Areas | Map: Level 1 | Map: Level 2 |

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Round: Surprise
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Totho flings open the doors, shouting his challenge. Silence ensues as the arguing stops. The fire pops, sending a spark up the chimney. Then there is a cacophony of noise as they scramble to draw their weapons and shout warnings.

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Initiative: Aerryndöl(22) | Risquelyn(18) | Totho(26) | Raiders |

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Initiative:

Initiative: Aerryndöl: 1d20 + 9 ⇒ (12) + 9 = 21
Initiative: Risquelyn: 1d20 + 3 ⇒ (16) + 3 = 19
Initiative: Totho: 1d20 + 3 ⇒ (14) + 3 = 17
Initiative: Raiders: 1d20 + 1 ⇒ (9) + 1 = 10
Initiative: Unknown 1:R: 1d20 + 2 ⇒ (3) + 2 = 5
Initiative: Unknown 2:S: 1d20 + 6 ⇒ (11) + 6 = 17
Initiative: Unknown 3:T: 1d20 + 7 ⇒ (1) + 7 = 8


Former Initiate of the Visum Sodalitate, the Bright Tower.

Aerryndöl steps before the opening of the doorway into the lodge right behind Totho. "Do not pick up a weapon!" she shouts drawing her bow back with an arrow knocked.

Mwk Composite Longbow: 1d20 + 4 ⇒ (3) + 4 = 7for piercing damage of: 1d8 + 5 ⇒ (7) + 5 = 12

"That was a warning!"

Mwk Composite Longbow: 1d20 + 4 ⇒ (19) + 4 = 23for piercing damage of: 1d8 + 5 ⇒ (5) + 5 = 10

"That was punishment for failure to obey! The next one will be for retribution."


F Drow Bard 2/Cleric 2 Hp 13/18, AC 17, Fort +4, Ref +6, Will +5 Init +3, Perception +8

The bard starts singing in a low staccato voice.

Bard song { +1 to hit & damage, +1 on saves vs fear and charm.}


Tiefling Ranger1 HP:13/13 |AC17 T13 FF14 | BAB+1 CMB+5 CMD18 | F+5 R+5 W+2 | Init+3 | Per+6

Charge the southwest bandit it a clanking flurry of heavy armor.

charge: 1d20 + 6 + 2 + 1 + 2 ⇒ (19) + 6 + 2 + 1 + 2 = 30

damage: 1d6 + 6 + 2 + 1 ⇒ (3) + 6 + 2 + 1 = 12

Sovereign Court

| Spell Areas | Map: Level 1 | Map: Level 2 |

-------------------------------------------------------------------
Round: 1
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Totho manages to knock one of the bandits back with one swift punch. Taken by surprise, the kidnappers have yet to recover their composure.

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Initiative: Aerryndöl(22) | Risquelyn(18) | Totho(26) | Raiders |

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Former Initiate of the Visum Sodalitate, the Bright Tower.

From the door way, Aerryndöl fires two arrows in rapd succession at the first bandit to the south.

Mwk Composite Longbow: 1d20 + 4 ⇒ (8) + 4 = 12 for piercing damage of: 1d8 + 5 ⇒ (2) + 5 = 7
Mwk Composite Longbow: 1d20 + 4 ⇒ (16) + 4 = 20 for piercing damage of: 1d8 + 5 ⇒ (3) + 5 = 8


F Drow Bard 2/Cleric 2 Hp 13/18, AC 17, Fort +4, Ref +6, Will +5 Init +3, Perception +8

The drow dashes to the other side of the table and makes a quick slash at the bandit.

Starknife: 1d20 + 5 ⇒ (18) + 5 = 23 for damage: 1d4 + 3 ⇒ (2) + 3 = 5


Tiefling Ranger1 HP:13/13 |AC17 T13 FF14 | BAB+1 CMB+5 CMD18 | F+5 R+5 W+2 | Init+3 | Per+6

Totho punches the bandit in front of him. If the bandit drops, then I'll step up to engage the one behind him.

flurry1: 1d20 + 4 + 2 + 1 ⇒ (16) + 4 + 2 + 1 = 23 (dedicated adversary, bardsong, flurry)

flurry2: 1d20 + 4 + 2 + 1 ⇒ (6) + 4 + 2 + 1 = 13

damage 1: 1d6 + 6 + 2 + 1 ⇒ (5) + 6 + 2 + 1 = 14

damage 2: 1d6 + 6 + 2 + 1 ⇒ (3) + 6 + 2 + 1 = 12


F Drow Bard 2/Cleric 2 Hp 13/18, AC 17, Fort +4, Ref +6, Will +5 Init +3, Perception +8

Whhops, forgot my own bardsong in my post. That makes a 24 to hit and 6 points of damage.

Sovereign Court

| Spell Areas | Map: Level 1 | Map: Level 2 |

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Round: 2
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Aerryndöl fires two arrows at the nearest bandit, the first catching him just under his clavicle, the second shot takes him in the heart and he drops to the ground. Risquelyn rushes in, slashing with her starknife. She catches the man across the eye and he never sees Totho's fist coming. The blow fells him, and Totho nimbly spins past the falling body, crouching low, and uses his momentum to uppercut the raider nearest to the fire. The blow catches him right under the chin. He looks very woozy.

That raider draws a shortsword as he shakes his head to clear it and lashes out at Totho, but he ends up striking the chair that he was previously sitting in instead. The other remaining raider also draws a sword and steps up to Risquelyn. As he does, he shouts, "Rohkar, the law, help!" He thrusts forward, catching Risquelyn in her side.

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Initiative: Aerryndöl(22) | Risquelyn(13) | Totho(26) | Raiders |

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Raider 1: 1d20 + 3 ⇒ (8) + 3 = 11

Raider 2: 1d20 + 3 ⇒ (18) + 3 = 21
Damage: 1d6 + 1 ⇒ (4) + 1 = 5

Perception: DC17:
There is the sound of muttering and moaning in the room to the south.

Post in any order. We'll sort it out reasonably.


Tiefling Ranger1 HP:13/13 |AC17 T13 FF14 | BAB+1 CMB+5 CMD18 | F+5 R+5 W+2 | Init+3 | Per+6

Totho finishes off the bandit in front of him with a one-two combo.

flurry1: 1d20 + 4 + 2 + 1 ⇒ (5) + 4 + 2 + 1 = 12 (dedicated adversary, bardsong, flurry)

flurry2: 1d20 + 4 + 2 + 1 ⇒ (10) + 4 + 2 + 1 = 17

damage 1: 1d6 + 6 + 2 + 1 ⇒ (6) + 6 + 2 + 1 = 15

damage 2: 1d6 + 6 + 2 + 1 ⇒ (2) + 6 + 2 + 1 = 11


Former Initiate of the Visum Sodalitate, the Bright Tower.

Perception: 1d20 + 6 ⇒ (13) + 6 = 19

"There is someone in the room to the south!" Aerryndöl shouts as she fires two arrows at the raider engaged with Risquelyn.

Mwk Composite Longbow: 1d20 + 4 ⇒ (19) + 4 = 23 for piercing damage of: 1d8 + 5 ⇒ (5) + 5 = 10
Mwk Composite Longbow: 1d20 + 4 ⇒ (19) + 4 = 23 for piercing damage of: 1d8 + 5 ⇒ (4) + 5 = 9

Sovereign Court

| Spell Areas | Map: Level 1 | Map: Level 2 |

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Round: 2
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The raider's wobbliness helps him momentarily as Totho's first punch glances off his side, but the second one crushes the man's nose and he falls. As Aerryndöl shouts out her warning, she looses two more arrows. The fourth bandit will not strike Risquelyn again.

The door to the southern room is closed.

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Initiative: Aerryndöl(22) | Risquelyn(13) | Totho(26) | Unknown:S | Raiders | Unknown:T | Unknown:R |

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Risquelyn still to act before all hell breaks loose. ;)

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