AP #67-72 - Reign of Winter: Misfits Unchained (Inactive)

Game Master Wilmannator

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Sovereign Court

Male CG Snow Goblin Trap Breaker Alchemist 9 | HP: 57/57 + 15 temp | AC: 31 (18 Tch, 25 FF) | CMB: +7, CMD: 22 | F: +10, R: +15, W: +5, Resist Fire: 8 | Init: +6 | Perc: +17 Darkvision, SM: +2 | Speed 60ft, fly 60ft (good) | Hero: 3/3, Bomb: 18/18, Enhance Potion: 5/7 | Mutagen (+DEX/-WIS: 90 mins): 0/1 | Active conditions: Mutagen, Fly, Exp. Retreat, Resist Cold 20, Prot Cold (108), False Life, Shield

Ice Melts Quietly in Sunlight drinks his Enlarge Person extract, and grabs the spear from Ishbaad.

"THAT what me need! Me now big like Ishie!! Me can fight GOOD now!"

That's his Round 6.

Round 7
Ice Melts Quietly in Sunlight moves up, around the greased area, frustrated that he cannot stick his new spear in the approaching critters.

He scrounges around, finding just enough alchemical residues to quickly create one more bomb (using hero point #3 -- told you they wouldn't last long for him), and throws it at Frosting.

BOMB! vs touch: 1d20 + 4 - 2 ⇒ (9) + 4 - 2 = 11 fire damage: Splash 4 Fire/DC13: 1d6 + 3 ⇒ (2) + 3 = 5 (reduced due to his mutagen)

I will be updating his statblock for the enlarge person
EDIT - fixing the range.


CLW: 0 charges left (0 wands), CMW: 43 charges left (2 wands) | Tactical | Portraits | Loot | Wiki

Icing reflex save: 1d20 + 2 ⇒ (9) + 2 = 11
Frosting reflex save: 1d20 + 2 ⇒ (12) + 2 = 14

One of the skeletons raise its blade just in time to prevent the worst of the flames damage. It does, however, seem to melt somewhat due to the extreme heat. The remaining skeleton bursts into a shower of snow and ice, and the companions realize why none of the bandits wanted to get close to the things.

Next up: Aoife, Jorvik (Round 7), Coramus, Ishbaad, Kuragin (Round 8).

Combat table:

Active Global Conditions: None.

Individual Conditions: None.

Round 7:

  • Coramus <= readied daze
  • Ishbaad <= ready near the grease
  • Kuragin <= heal a skald, win a prize
  • Bandits <= round & attack
  • Aoife <= !
  • Ice Melts Quietly in Sunlight <= flaming lob
  • Jorvik <= !

Round 8:

  • Coramus <= !
  • Ishbaad <= !
  • Kuragin <= !
  • Bandits
  • Aoife
  • Ice Melts Quietly in Sunlight
  • Jorvik

Sovereign Court

Male CG Snow Goblin Trap Breaker Alchemist 9 | HP: 57/57 + 15 temp | AC: 31 (18 Tch, 25 FF) | CMB: +7, CMD: 22 | F: +10, R: +15, W: +5, Resist Fire: 8 | Init: +6 | Perc: +17 Darkvision, SM: +2 | Speed 60ft, fly 60ft (good) | Hero: 3/3, Bomb: 18/18, Enhance Potion: 5/7 | Mutagen (+DEX/-WIS: 90 mins): 0/1 | Active conditions: Mutagen, Fly, Exp. Retreat, Resist Cold 20, Prot Cold (108), False Life, Shield

If I hit, only Icing got a save. If I missed...

scatter: 1d8 ⇒ 8


Male NG Half-Elf Unchained Barbarian (Mounted Fury) 5/ Skald (Fated Champion) 2/ Ranger (Falconer) 2 HP: 93/93 18/18 temp | AC: 21[17] (14 Tch, 18 Fl) | CMB: +12[16], CMD: 26[25] | F: +11, R: +9[8], W: +6[8] | Init: +6[5] | Perc: +11, SM: +15 | Speed 30ft | Cold Resistance 2 Raging Song 9/9 Unchained Rage 14/15 Hero Points 0/3 | Spells: 1st 3/3 | Active conditions: Enlarged, rage, charge

"FEAR ME. I AM JORVIK THE BLOODSPEAKER! NONE CAN STAND BEFORE ME."

Standard, begin Raging Song, moved around the Grease, hoping for an AOO next round!


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Ah, forgot about scatter. I start top left, so both are splashed on an 8 anyway. By the by, your damage roll was confusing. Please make sure you have both hit damage and splash damage rolled for separately (if a roll is required) or mention the splash damage in ooc if no roll is required. The roll description should only apply to the damage at hand.... and it should be colon-free!


Male NG Human Wizard (Conjurer) 4 | HP: 18/22 | AC: 13 (13 Tch, 11 Fl) | CMB: +2, CMD: 14 | F: +2, R: +3, W: +6 | Init: +4 | Perc: +2, SM: +2 | Speed 30ft | Hero: 2/3, Acid Dart: 9/9 | Spells: 1st 6/6 2nd 5/5 | Active conditions:

Seeing that the more impatient and bloodthirsty of his companions are not going to wait for the initial assault to round the house, Coramus dismisses the magical grease upon the ground, moving a few paces closer to right beside the house. "There was a saying about archers back in Irrisen...it had something to do with sticking them with spears and letting their innards trail from the point to make the others think about it before they loosed their arrows."


Pronounced "Ee-fa" Human-child Female unchained-barbarian (brutal pugilist) 1/ brawler (strangler) 6/ unchained monk(martial artist) 1/ ninja 1 | HP: 104/86| AC [28] 30 ([21] 23 Tch, [22] 24 Fl, 29 vs. SM) | CMB: [+18] +11 (+ 6 grapple), CMD: [34] 33 (36 vs. grapple) | [occ]F: +13 [+18 for cold cond.], R:+13 W: [+5] +2[/ooc] | Init: +4 | Perc: +11, SM: -1, Stealth: +19 | Speed 40ft | Rage: 16/16 | Stamina: 10/10 | Martial Flexibility: 6/6 | Stunning Fist: 7/7 | Hero Point: 3/3 | Active conditions:

With an annoyed grunt at her guardian, the youth turns around without a word and moves south away from the lodge. As her feet drag through the drifts of snow, Aoife pulls the greatsword free with a struggling motion. The massive blade looks unusually heavy in her grasp, as if she can barely support its weight. Even her footfalls seem labored and drained of their usual grace and quickness, but Aofie continues on, determined to circle into position and not let the others down.

Her strength has left her for the moment, the youth knows this much for sure, but she cannot help but wonder the magic within her father's gauntlets, freely giving her what strength she has, is running dry.

As she stops amidst a small clump of trees, Jorvik's powerful words reach her ears, and for a short time the youth forgets to think of herself as weak and powerless, and retightens her grip on the greatsword with the strength and tenacity of a titan.

Move Action: Move 40 feet
Accept inspired rage

Readied Action: if an enemy comes within Aoife's reach:

attack, greatsword(fatigued): 1d20 + 6 ⇒ (6) + 6 = 12
damage, greatsword(fatigued): 1d10 + 5 ⇒ (3) + 5 = 8


Male NG Half-Elf Unchained Barbarian (Mounted Fury) 5/ Skald (Fated Champion) 2/ Ranger (Falconer) 2 HP: 93/93 18/18 temp | AC: 21[17] (14 Tch, 18 Fl) | CMB: +12[16], CMD: 26[25] | F: +11, R: +9[8], W: +6[8] | Init: +6[5] | Perc: +11, SM: +15 | Speed 30ft | Cold Resistance 2 Raging Song 9/9 Unchained Rage 14/15 Hero Points 0/3 | Spells: 1st 3/3 | Active conditions: Enlarged, rage, charge

In case anyone missed it I started Raging Song. Feel free to accept it or not

PRD wrote:
Affected allies gain a +2 morale bonus to Strength and Constitution and a +1 morale bonus on Will saving throws, but also take a –1 penalty to AC. While under the effects of inspired rage


Male LG Oread Inquisitor (Iomedae/Valor Inquisition) 6/Cavalier 3 | HP: 84/84 [DR3/-] | AC: 23 (12 Tch, 23 FF) | CMB: +15, CMD: 28 | F: +13, R: +5, W: +11 | Init: +3 | Perc: +15, SM: +18 | Speed 15ft | Hero 0/3, Bane 6/6, Resolve 6/6, Stamina 5/5, Judge 2/3, Feat 3/3 | Spells: 2nd 0/3, 1st 2/5 | Daily Abilities: [Earth] [Omen] [Surge] [Challenge] | Active: See OOC text

"Lets see if your quirky saying has any truth to it, Coramus."

Ishbaad moves to follow his cranky charge, struggling to keep up.

"You know I cannot follow you so easily, Aoife Limerick. Focus your rage against your enemies! You can be mad at me later." He scolds, making it a point to use her surname as well. Even his scolding is another pointed lesson, a teaching moment.

Double move, so no readied action. I do have my reach weapon out though, so if anyone closes to melee I should get an AoO, barring anything particular that I don't know about. I also accept the raging song, stat line updated to reflect.


Pronounced "Ee-fa" Human-child Female unchained-barbarian (brutal pugilist) 1/ brawler (strangler) 6/ unchained monk(martial artist) 1/ ninja 1 | HP: 104/86| AC [28] 30 ([21] 23 Tch, [22] 24 Fl, 29 vs. SM) | CMB: [+18] +11 (+ 6 grapple), CMD: [34] 33 (36 vs. grapple) | [occ]F: +13 [+18 for cold cond.], R:+13 W: [+5] +2[/ooc] | Init: +4 | Perc: +11, SM: -1, Stealth: +19 | Speed 40ft | Rage: 16/16 | Stamina: 10/10 | Martial Flexibility: 6/6 | Stunning Fist: 7/7 | Hero Point: 3/3 | Active conditions:

Bah! I missed that in your post, Jorvik, thanks for the reminder!

Aoife's roll and post is now updated (above)


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Since it's still been over 24 hours since the last post from Kuragin, I'll continue the bot (ie. he hasn't 'reset the bot clock' as yet).

As his companions ready themselves for the fight ahead, Kuragin moves up behind the protective hammer of Jorvik and curses the bandit known as Malcolm to a bout of poor luck.

Malcolm will save, DC 15: 1d20 - 1 ⇒ (19) - 1 = 18 -- OMFG, these guys pass so many will saves!

Malcolm just laughs at Kurgain, drawing back another arrow.

Meanwhile, Frosting closes on Jorvik. As he gets within reach, the mighty skald takes a swipe at him with his hammer.

Jorvik hammer vs Frosting, rage: 1d20 + 4 + 1 ⇒ (15) + 4 + 1 = 20
Jorvik damage vs Frosting, rage: 1d12 + 6 + 1 ⇒ (6) + 6 + 1 = 13

Jorvik's nose feels a blast of cold as Frosting bursts into twinkling, snowy lights. Luckily, the skeleton was not able to move close enough to explode onto anyone.

The bandits loose their arrows as one, the top three pale-bandits fire at Ishbaad, the lower two at Jorvik.

Cat shortbow vs Ishbaad, point blank shot, sickened, fatigued, composite (wrong str): 1d20 + 4 + 1 - 2 - 1 ⇒ (17) + 4 + 1 - 2 - 1 = 19
James shortbow vs Ishbaad, point blank shot, sickened, fatigued, composite (wrong str): 1d20 + 4 + 1 - 2 - 1 ⇒ (18) + 4 + 1 - 2 - 1 = 20
David shortbow vs Ishbaad, point blank shot, sickened, fatigued, composite (wrong str): 1d20 + 4 + 1 - 2 - 1 ⇒ (14) + 4 + 1 - 2 - 1 = 16
Arnold shortbow vs Jorvik, point blank shot, sickened, fatigued, composite (wrong str): 1d20 + 4 + 1 - 2 - 1 ⇒ (6) + 4 + 1 - 2 - 1 = 8
Malcolm shortbow vs Jorvik, point blank shot: 1d20 + 4 + 1 ⇒ (10) + 4 + 1 = 15

Two arrows strike Ishbaad in the side, but the other three arrows fly wide of the oread and the half-elf.

Cat arrow damage vs Ishbaad, sickened: 1d6 - 2 ⇒ (5) - 2 = 3
James arrow damage vs Ishbaad, sickened: 1d6 - 2 ⇒ (1) - 2 = -1 -- 1 nonlethal damage

Luckily, the sick bandits don't seem to be wielding the shortbows at their full strength.

The wind seems to rustle the leaves of the bushes near Aoiefe, their icicles jingling tunefully as she passes them.

Next up: Aoife, Ice Melts Quietly in Sunlight, Jorvik (Round 8), Coramus, Ishbaad, Kuragin (Round 9).

Combat table:

Active Global Conditions: None.

Individual Conditions: None.

Round 7:

  • Coramus <= readied daze
  • Ishbaad <= ready near the grease
  • Kuragin <= heal a skald, win a prize
  • Bandits <= round & attack
  • Aoife <= move & ready
  • Ice Melts Quietly in Sunlight <= flaming lob
  • Jorvik <= angry song & move

Round 8:

  • Coramus <= the ground goes on a low-fat diet
  • Ishbaad <= positioning, positioning, positioning
  • Kuragin <= sexy hexy mexy
  • Bandits <= sickly volley
  • Aoife <= !
  • Ice Melts Quietly in Sunlight <= !
  • Jorvik <= !

Round 9:

  • Coramus <= !
  • Ishbaad <= !
  • Kuragin <= !
  • Bandits
  • Aoife
  • Ice Melts Quietly in Sunlight
  • Jorvik

Sovereign Court

Male CG Snow Goblin Trap Breaker Alchemist 9 | HP: 57/57 + 15 temp | AC: 31 (18 Tch, 25 FF) | CMB: +7, CMD: 22 | F: +10, R: +15, W: +5, Resist Fire: 8 | Init: +6 | Perc: +17 Darkvision, SM: +2 | Speed 60ft, fly 60ft (good) | Hero: 3/3, Bomb: 18/18, Enhance Potion: 5/7 | Mutagen (+DEX/-WIS: 90 mins): 0/1 | Active conditions: Mutagen, Fly, Exp. Retreat, Resist Cold 20, Prot Cold (108), False Life, Shield

The large, raging goblin rushes up the path, getting in the face of a couple of the fighters. He shoves his spear into the face of Cat, yelling "Ywaaarrrrr!"
spear: 1d20 + 4 ⇒ (19) + 4 = 23 piercing damage: 1d8 + 6 ⇒ (3) + 6 = 9


Male NG Human Wizard (Conjurer) 4 | HP: 18/22 | AC: 13 (13 Tch, 11 Fl) | CMB: +2, CMD: 14 | F: +2, R: +3, W: +6 | Init: +4 | Perc: +2, SM: +2 | Speed 30ft | Hero: 2/3, Acid Dart: 9/9 | Spells: 1st 6/6 2nd 5/5 | Active conditions:

Can't see the map, so move me accordingly, please.

Seeing the weak pull of the archers and Jorvik's obliteration of the skeletal anomaly, Coramus comes out from his hiding place, chanting mystical words and pointing at one of the archers. "Throw down your weapons, or your intestines will adorn our spears in the days ahead! Well, their spears."

Cast Daze on a remaining, undamaged archer. DC 14 Will or no actions. They can't keep rolling in the upper 40% forever.


CLW: 0 charges left (0 wands), CMW: 43 charges left (2 wands) | Tactical | Portraits | Loot | Wiki

My rolls have been off the charts, while yours have been wallowing at the bottom of the river somewhere! Just as well I did the bot for you guys at the end of the last encounter, or it may still be going. ;-)

Cat staggers back a little at the strangely human-sized goblin's assault. A large rent is torn in his night-gown and blood pours from the wound, staining his sleeping gear.

Malcolm will save, DC 14: 1d20 - 1 ⇒ (6) - 1 = 5 -- Yay! Managed to jinx myself after all.

Malcolm becomes fascinated by a snowflake that seems to be caught in an eddy. His gaze flicks this way and that, not taking his eyes off the tiny speck of ice.

Next up: Aoife, Jorvik (Round 8), Ishbaad, Kuragin (Round 9).

Combat table:

Active Global Conditions: None.

Individual Conditions: Malcolm dazed (until rd 10).

Round 8:

  • Coramus <= the ground goes on a low-fat diet
  • Ishbaad <= positioning, positioning, positioning
  • Kuragin <= sexy hexy mexy
  • Bandits <= sickly volley
  • Aoife <= !
  • Ice Melts Quietly in Sunlight <= stab-a-cat
  • Jorvik <= !

Round 9:

  • Coramus <= hazy daze-y
  • Ishbaad <= !
  • Kuragin <= !
  • Bandits
  • Aoife
  • Ice Melts Quietly in Sunlight
  • Jorvik


Male NG Half-Elf Unchained Barbarian (Mounted Fury) 5/ Skald (Fated Champion) 2/ Ranger (Falconer) 2 HP: 93/93 18/18 temp | AC: 21[17] (14 Tch, 18 Fl) | CMB: +12[16], CMD: 26[25] | F: +11, R: +9[8], W: +6[8] | Init: +6[5] | Perc: +11, SM: +15 | Speed 30ft | Cold Resistance 2 Raging Song 9/9 Unchained Rage 14/15 Hero Points 0/3 | Spells: 1st 3/3 | Active conditions: Enlarged, rage, charge

Please lockwood me 1 square SE of Ice

Quickly moving into the fray, Jorvik, in his bloodlust, swings at James.

Lucerne Hammer Rage vs James: 1d20 + 5 ⇒ (11) + 5 = 16
Lucerne Hammer Damage: 1d12 + 7 ⇒ (3) + 7 = 10


Male NG Half-Elf Unchained Barbarian (Mounted Fury) 5/ Skald (Fated Champion) 2/ Ranger (Falconer) 2 HP: 93/93 18/18 temp | AC: 21[17] (14 Tch, 18 Fl) | CMB: +12[16], CMD: 26[25] | F: +11, R: +9[8], W: +6[8] | Init: +6[5] | Perc: +11, SM: +15 | Speed 30ft | Cold Resistance 2 Raging Song 9/9 Unchained Rage 14/15 Hero Points 0/3 | Spells: 1st 3/3 | Active conditions: Enlarged, rage, charge

I will also use a Hero Point for a second attack

Eyes red with rage, Jorvik barely sees the foes before him as he continues his swing into the next bandit.

Lucerne Hammer Rage vs David: 1d20 + 5 ⇒ (12) + 5 = 17
Lucerne Hammer Damage: 1d12 + 7 ⇒ (7) + 7 = 14


Male NG Half-Elf Unchained Barbarian (Mounted Fury) 5/ Skald (Fated Champion) 2/ Ranger (Falconer) 2 HP: 93/93 18/18 temp | AC: 21[17] (14 Tch, 18 Fl) | CMB: +12[16], CMD: 26[25] | F: +11, R: +9[8], W: +6[8] | Init: +6[5] | Perc: +11, SM: +15 | Speed 30ft | Cold Resistance 2 Raging Song 9/9 Unchained Rage 14/15 Hero Points 0/3 | Spells: 1st 3/3 | Active conditions: Enlarged, rage, charge

Free - maintain rage, 1 round left, currently fast healing +2


Pronounced "Ee-fa" Human-child Female unchained-barbarian (brutal pugilist) 1/ brawler (strangler) 6/ unchained monk(martial artist) 1/ ninja 1 | HP: 104/86| AC [28] 30 ([21] 23 Tch, [22] 24 Fl, 29 vs. SM) | CMB: [+18] +11 (+ 6 grapple), CMD: [34] 33 (36 vs. grapple) | [occ]F: +13 [+18 for cold cond.], R:+13 W: [+5] +2[/ooc] | Init: +4 | Perc: +11, SM: -1, Stealth: +19 | Speed 40ft | Rage: 16/16 | Stamina: 10/10 | Martial Flexibility: 6/6 | Stunning Fist: 7/7 | Hero Point: 3/3 | Active conditions:

Bah! Cyrus'd!

The youth rushes forward, bursting from behind the small patches of bushes causing their snow laden branches to jettison a white torrent which takes immediately to the air in a passing gust. From amidst the swirling cloud of snow, the young girl darts forward and draws her blade around in a deadly arc.

Move Action: move 30 feet, ending one square to the "left" of IMQiS *token not yet moved*
Standard Action: attack @ cat

attack @ cat, greatsword(inspired rage): 1d20 + 6 ⇒ (14) + 6 = 20
damage, greatsword(inspired rage: 1d10 + 5 ⇒ (8) + 5 = 13


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Lockwoods complete.

Jorvik's hammer bloodies James's nose, the bandit cries out in pain as a mixture of blood and nasal mucus floods from the lower portion of his face to pass his neck and ruin his pajamas. James nearly falls over from the impact, but amazingly stands his ground.

Not content with smashing just one bandit, Jorvik digs down to find his internal reserves and adds yet more impact to his swing as he knocks David in the side of the head. The hammer hits with such impact that the half-elf thinks he hears the man's neck snap. Potatoes in a sack have fallen more gracefully than David does.

Meanwhile, Aoife rushes in on her unusually fleet feet to hack away at Cat. The man is wide-eyed to see that the child is not carrying a sword for her lord (assuming she is a squire) but is more than capable of using it herself! Blood pours out of the fresh would Aoife opens in his leg and he falls to the ground, bleeding to death.

Next up: Ishbaad, Kuragin.

Combat table:

Active Global Conditions: None.

Individual Conditions: Malcolm dazed (until rd 10).

Round 8:

  • Coramus <= the ground goes on a low-fat diet
  • Ishbaad <= positioning, positioning, positioning
  • Kuragin <= sexy hexy mexy
  • Bandits <= sickly volley
  • Aoife <= Dead cat (3x)
  • Ice Melts Quietly in Sunlight <= stab-a-cat
  • Jorvik <= Smash-a-goon

Round 9:

  • Coramus <= hazy daze-y
  • Ishbaad <= !
  • Kuragin <= !
  • Bandits
  • Aoife
  • Ice Melts Quietly in Sunlight
  • Jorvik


Male LG Oread Inquisitor (Iomedae/Valor Inquisition) 6/Cavalier 3 | HP: 84/84 [DR3/-] | AC: 23 (12 Tch, 23 FF) | CMB: +15, CMD: 28 | F: +13, R: +5, W: +11 | Init: +3 | Perc: +15, SM: +18 | Speed 15ft | Hero 0/3, Bane 6/6, Resolve 6/6, Stamina 5/5, Judge 2/3, Feat 3/3 | Spells: 2nd 0/3, 1st 2/5 | Daily Abilities: [Earth] [Omen] [Surge] [Challenge] | Active: See OOC text

"Good! Do not relent!"

Ishbaad shouts out at Aoife again, not entirely sure if she even hears him.

He steps forward again, planting his feet firmly behind the goblin, and stabs his longspear over the enlarged goblin's shoulder.

Attack James, raging: 1d20 + 4 + 1 ⇒ (19) + 4 + 1 = 24 for damage, raging: 1d8 + 6 + 2 ⇒ (3) + 6 + 2 = 11

James has melee cover from my attack. I did not add it in. (+4 to AC) I have already forgotten *ducks* if I should be adding that in or you should... Let me know. I won't forget again. For at least a week. *ducks again*


CLW: 0 charges left (0 wands), CMW: 43 charges left (2 wands) | Tactical | Portraits | Loot | Wiki

Ishbaad: since it's AC and not an attack penalty, I'd normally add it in. Thank you for the reminder, though!

Ishbaad pokes his spear from behind Ice Melts Quietly in Sunlight, skewering James through the gut. The man gives Ishbaad a pained look and then slides off the end of the spear, mere seconds from death.

Having no luck with the ill luck, Kuragin attempts a slumber hex against Arnold.

Arnold will save, sickened: 1d20 - 1 - 2 ⇒ (5) - 1 - 2 = 2

Arnold falls instantly asleep. If Malcolm notices that his companion is currently snoring in the snow, he doesn't show it. He quickly shakes his head to clear the last of the stars from his vision.

Next up: Aoife, Ice Melts Quietly in Sunlight, Jorvik (Round 9), Coramus, Ishbaad, Kuragin (Round 10).

Combat table:

Active Global Conditions: None.

Individual Conditions: None.

Round 9:

  • Coramus <= hazy daze-y
  • Ishbaad <= spit-roast bandit
  • Kuragin <= sleep, at last!
  • Bandits <= duh & zzzzzz
  • Aoife <= !
  • Ice Melts Quietly in Sunlight <= !
  • Jorvik <= !

Round 10:

  • Coramus <= !
  • Ishbaad <= !
  • Kuragin <= !
  • Bandits
  • Aoife
  • Ice Melts Quietly in Sunlight
  • Jorvik


Male N Human (Jadwiga) Witch 5 / Winter Witch 4 | HP: 87/70 | AC: 18 (12 Tch,14 Fl) | CMB: +2, CMD: 15 | F: +7, R: +8, W: +8 | Init: +4 | Perc: +11, SM: +5 | Speed 30ft | Hero: 1/3 | Active conditions: Mage Armor - 1h; False Life - 8h; See invisibility 80 min

Looks like I'm on the dark side of Internet, the connectivity ranges from pretty bad to non-existent

Malcom, did I not fight this man already..? Confused by the relentless assault of the enemies, Kuragin barely knows friend from the enemy. One bandit starts to look just like the other. Believing Arnold has not tasted his curses yet, the Jadwiga curses the man into slumber.

Slumber hex on Arnold, if he was unhexed before.


Male LG Oread Inquisitor (Iomedae/Valor Inquisition) 6/Cavalier 3 | HP: 84/84 [DR3/-] | AC: 23 (12 Tch, 23 FF) | CMB: +15, CMD: 28 | F: +13, R: +5, W: +11 | Init: +3 | Perc: +15, SM: +18 | Speed 15ft | Hero 0/3, Bane 6/6, Resolve 6/6, Stamina 5/5, Judge 2/3, Feat 3/3 | Spells: 2nd 0/3, 1st 2/5 | Daily Abilities: [Earth] [Omen] [Surge] [Challenge] | Active: See OOC text

Itching to end this and make sure there is nothing else lurking in the building, Ishbaad steps beside the inspiring Jorvik, then lunges towards Malcom.

Attack, Raging: 1d20 + 4 + 1 ⇒ (19) + 4 + 1 = 24 for Damage: 1d8 + 4 + 2 ⇒ (3) + 4 + 2 = 9

No melee cover this time - Wow... exact same rolls... that is kinda weird...


CLW: 0 charges left (0 wands), CMW: 43 charges left (2 wands) | Tactical | Portraits | Loot | Wiki

No problems, Kuragin! Hope you don't mind all the bots. I'll reset the clock. :-)
Also, Arnold was already sleeping... I'll just make it that he continues to sleep if he fails. I know this probably isn't within the rules per se, but I think it is covered under the umbrella of "probably doesn't matter".

Arnold will save, sickened, DC 14: 1d20 - 1 - 2 ⇒ (4) - 1 - 2 = 1 -- Yay, I'm finally starting to roll bad.

Arnold lifts his head up as though he's about to wake up. Instead, he yawns and curls up to sleep once more.

Malcolm takes a mighty blow from Ishbaad, cursing as the first thing he notices since being dazed is a spear piercing his shoulder.

Next up: Aoife, Ice Melts Quietly in Sunlight, Jorvik (Round 9), Coramus (Round 10).

Combat table:

Active Global Conditions: None.

Individual Conditions: None.

Round 9:

  • Coramus <= hazy daze-y
  • Ishbaad <= spit-roast bandit
  • Kuragin <= sleep, at last!
  • Bandits <= duh & zzzzzz
  • Aoife <= !
  • Ice Melts Quietly in Sunlight <= !
  • Jorvik <= !

Round 10:

  • Coramus <= !
  • Ishbaad <= spike 'em
  • Kuragin <= ...and stay down!
  • Bandits
  • Aoife
  • Ice Melts Quietly in Sunlight
  • Jorvik


Male NG Half-Elf Unchained Barbarian (Mounted Fury) 5/ Skald (Fated Champion) 2/ Ranger (Falconer) 2 HP: 93/93 18/18 temp | AC: 21[17] (14 Tch, 18 Fl) | CMB: +12[16], CMD: 26[25] | F: +11, R: +9[8], W: +6[8] | Init: +6[5] | Perc: +11, SM: +15 | Speed 30ft | Cold Resistance 2 Raging Song 9/9 Unchained Rage 14/15 Hero Points 0/3 | Spells: 1st 3/3 | Active conditions: Enlarged, rage, charge

Seeing the Oread wound Malcolm, Jorvik uses the last of his rage to try and bring the man down.

Lucerne Hammer Rage vs Malcolm: 1d20 + 5 ⇒ (18) + 5 = 23
Lucerne Hammer Damage: 1d12 + 7 ⇒ (9) + 7 = 16


CLW: 0 charges left (0 wands), CMW: 43 charges left (2 wands) | Tactical | Portraits | Loot | Wiki

Malcolm's head explodes in a shower of skull fragments and pieces of brain-jelly. His right eyeball shoots out of its socket to dangle by the optic nerve from his face. Malcolm falls to his knees and then face-plants upon the ground - quite dead.

Just a sleeping dude to go...

Sovereign Court

Male CG Snow Goblin Trap Breaker Alchemist 9 | HP: 57/57 + 15 temp | AC: 31 (18 Tch, 25 FF) | CMB: +7, CMD: 22 | F: +10, R: +15, W: +5, Resist Fire: 8 | Init: +6 | Perc: +17 Darkvision, SM: +2 | Speed 60ft, fly 60ft (good) | Hero: 3/3, Bomb: 18/18, Enhance Potion: 5/7 | Mutagen (+DEX/-WIS: 90 mins): 0/1 | Active conditions: Mutagen, Fly, Exp. Retreat, Resist Cold 20, Prot Cold (108), False Life, Shield

Ice Melts Quietly in Sunlight sees all the targets being killed around him, and doesn't like it one bit. They are all taking away his fun!

He moves up to the sleeping Arnold, determined to make him go away.
attack vs Arnold (sleeping, prone): 1d20 + 4 + 4 ⇒ (13) + 4 + 4 = 21 spear damage: 1d8 + 6 ⇒ (6) + 6 = 12

The once (and soon to be again) little goblin really leans into his spear thrust, giving the sleeping fellow a nasty puncture in the belly. Ice Melts Quietly in Sunlight giggles to himself in his rage.


CLW: 0 charges left (0 wands), CMW: 43 charges left (2 wands) | Tactical | Portraits | Loot | Wiki

Ice Melts Quietly in Sunlight slips his spear through Arnold's nonexistent defenses. The bandit wakes suddenly, "Yeargh!" he screams in pain, before passing out again from blood loss.

Going to assume that Aoife and Coramus move up and one of them (probably Aoife) passes Ishbaad Malcolm's potion of cure light wounds.

All is quiet until, suddenly, from behind them the companions hear chanting. They turn but cannot see the source. All they see are two of the dead bandits sitting up and then standing up. Their skin becomes blue and develops a thin crust of ice. Then the ice crumbles, as does the solidified flesh beneath. The gruesome blocks of ice shear away from the dead mens' frames as an ice-blue energy fills their bodies. In but a few seconds, no distinguishing features remain of either man - and they look identical to the two skeletons that were defeated earlier, only these two leave their weapons in the snow and approach with claws out.

You don't need a spellcraft check to tell that the spell cast was animate dead. You cannot see who cast it, but it's a good bet that they were next to the corpses when the spell finished.

Next up: Aoife, Ice Melts Quietly in Sunlight, Jorvik (Round 10), Coramus, Ishbaad, Kuragin (Round 11).

Combat table:

Active Global Conditions: None.

Individual Conditions: None.

Round 9:

  • Coramus <= hazy daze-y
  • Ishbaad <= spit-roast bandit
  • Kuragin <= sleep, at last!
  • Bandits <= duh & zzzzzz
  • Aoife <= move up
  • Ice Melts Quietly in Sunlight <= Stabby stabby
  • Jorvik <= Skull crusher

Round 10:

  • Coramus <= move up
  • Ishbaad <= spike 'em
  • Kuragin <= ...and stay down!
  • Bandits <= raising the dead, oh yeaaah
  • Aoife <= !
  • Ice Melts Quietly in Sunlight <= !
  • Jorvik <= !

Round 11:

  • Coramus <= !
  • Ishbaad <= !
  • Kuragin <= !
  • Bandits
  • Aoife
  • Ice Melts Quietly in Sunlight
  • Jorvik


Male NG Half-Elf Unchained Barbarian (Mounted Fury) 5/ Skald (Fated Champion) 2/ Ranger (Falconer) 2 HP: 93/93 18/18 temp | AC: 21[17] (14 Tch, 18 Fl) | CMB: +12[16], CMD: 26[25] | F: +11, R: +9[8], W: +6[8] | Init: +6[5] | Perc: +11, SM: +15 | Speed 30ft | Cold Resistance 2 Raging Song 9/9 Unchained Rage 14/15 Hero Points 0/3 | Spells: 1st 3/3 | Active conditions: Enlarged, rage, charge

Barely pausing to catch his breath Jorvik again moves into combat.

"Beware, they explode when killed."

Lucerne Hammer vs Icicle: 1d20 + 4 ⇒ (7) + 4 = 11
Lucerne Hammer Damage: 1d12 + 6 ⇒ (6) + 6 = 12


CLW: 0 charges left (0 wands), CMW: 43 charges left (2 wands) | Tactical | Portraits | Loot | Wiki

The skeleton easily avoids Jorvik's clumsy swing. It glares at him with frosty intensity, claws poised to strike.


Pronounced "Ee-fa" Human-child Female unchained-barbarian (brutal pugilist) 1/ brawler (strangler) 6/ unchained monk(martial artist) 1/ ninja 1 | HP: 104/86| AC [28] 30 ([21] 23 Tch, [22] 24 Fl, 29 vs. SM) | CMB: [+18] +11 (+ 6 grapple), CMD: [34] 33 (36 vs. grapple) | [occ]F: +13 [+18 for cold cond.], R:+13 W: [+5] +2[/ooc] | Init: +4 | Perc: +11, SM: -1, Stealth: +19 | Speed 40ft | Rage: 16/16 | Stamina: 10/10 | Martial Flexibility: 6/6 | Stunning Fist: 7/7 | Hero Point: 3/3 | Active conditions:

With Jorvik's words of encouragement now faded, but their echoes still thudding dully in her ears, the youth springs forward toward the two new targets. Aoife drops her collossal blade and instead draws forth a blunt and worn hammer, the weight of the mace almost too much for her to bare, but she still swings with what little remaining might she can muster.

Free Action: drop greatsword
Move Action: move 30 feet, drawing mornignstar as part of the move action
Standard Action: attack @ icicle

attack @ icicle, morningstar(fatigued): 1d20 + 4 ⇒ (16) + 4 = 20
damage, morningstar(fatigued): 1d6 + 2 ⇒ (6) + 2 = 8


Male LG Oread Inquisitor (Iomedae/Valor Inquisition) 6/Cavalier 3 | HP: 84/84 [DR3/-] | AC: 23 (12 Tch, 23 FF) | CMB: +15, CMD: 28 | F: +13, R: +5, W: +11 | Init: +3 | Perc: +15, SM: +18 | Speed 15ft | Hero 0/3, Bane 6/6, Resolve 6/6, Stamina 5/5, Judge 2/3, Feat 3/3 | Spells: 2nd 0/3, 1st 2/5 | Daily Abilities: [Earth] [Omen] [Surge] [Challenge] | Active: See OOC text

Took some time to go back through the thread and realized I missed an opportunity to use one of my skills!

Knowledge (Religion) w/ Monster Lore ability (+3): 1d20 + 4 + 3 ⇒ (6) + 4 + 3 = 13

Ishbaad turns around to see the skeletons advancing again from behind them.

"We must destroy whatever calls them from the abyss! Or we will just continue to feed it subjects to throw at us!"

He frets for a moment when he realizes he doesn't have a bludgeoning weapon.

I do not have the weapons to fight these creatures... But I do have what it takes to kill their animator...

Ishbaad turns towards the door the bandits had come out of. Perhaps the thing was animating undead from the warmth of the cabin.

"Aoife! Help Jorvik kill those skeletons, then follow me inside!"

She is mad enough at me anyways she doesn't want to be near me...

Ishbaad winks at Ice Melts Quietly in Sunlight as he breaks for the front door, encouraging the big little guy to follow him.

Double move


CLW: 0 charges left (0 wands), CMW: 43 charges left (2 wands) | Tactical | Portraits | Loot | Wiki

Aoife's blow crushes bones and drives through to the chill heart of the undead abomination. It explodes in the child's face, blasting her with unnatural cold.

Aoife reflex save: 1d20 + 4 ⇒ (14) + 4 = 18
Cold damage: 1d6 ⇒ 4 <= Aoife takes 2 cold damage

Ishbaad studies the explosion and the skeleton that caused it. These monsters are likely a variant of a burning skeleton, a choice the caster can make when creating undead at temperatures below freezing.

These are frost skeletons and are vulnerable to fire.

Ishbaad, you may have missed it in my description earlier, but it is likely the dead-animator is standing within reach of where those skeletons appeared (the spell has a range of touch). I'll let you retro going indoors if you like.

Next up: Jorvik (Round 10), Coramus, Kuragin (Round 11).

Combat table:

Active Global Conditions: None.

Individual Conditions: None.

Round 10:

  • Coramus <= move up
  • Ishbaad <= spike 'em
  • Kuragin <= ...and stay down!
  • Bandits <= raising the dead, oh yeaaah
  • Aoife <= bash a bomb
  • Ice Melts Quietly in Sunlight <= !
  • Jorvik <= swing and miss

Round 11:

  • Coramus <= !
  • Ishbaad <= study and move
  • Kuragin <= !
  • Bandits
  • Aoife
  • Ice Melts Quietly in Sunlight
  • Jorvik


Male NG Human Wizard (Conjurer) 4 | HP: 18/22 | AC: 13 (13 Tch, 11 Fl) | CMB: +2, CMD: 14 | F: +2, R: +3, W: +6 | Init: +4 | Perc: +2, SM: +2 | Speed 30ft | Hero: 2/3, Acid Dart: 9/9 | Spells: 1st 6/6 2nd 5/5 | Active conditions:

Torn between helping with the ice skeletons and following Ishbaad and Ice inside, the wizard decides that between the three remaining outdoors they can likely handle the skeletons fairly easily. The wizard moves up next to the oread, casting a spell on himself. Moments later, he is surrounded by a faintly shimmering energy.

"What a camp house from hell. One day when they shall make a play of it." He turns to Ice Melts Quietly in Sunlight. "Aye, perhaps we've missed our calling, young man! We could be playwrights!"

Move, then cast Shield


Male LG Oread Inquisitor (Iomedae/Valor Inquisition) 6/Cavalier 3 | HP: 84/84 [DR3/-] | AC: 23 (12 Tch, 23 FF) | CMB: +15, CMD: 28 | F: +13, R: +5, W: +11 | Init: +3 | Perc: +15, SM: +18 | Speed 15ft | Hero 0/3, Bane 6/6, Resolve 6/6, Stamina 5/5, Judge 2/3, Feat 3/3 | Spells: 2nd 0/3, 1st 2/5 | Daily Abilities: [Earth] [Omen] [Surge] [Challenge] | Active: See OOC text

oof... I read the hint but somehow had convinced myself the person must have been inside, guess thats what I get for not looking up the spell to know it had a touch range... come back with me Coramus!

Ishbaad calls out to the hidden necromancer, "Come out and face your doom, coward!"

Changing my action to move closer, and cast guidance

Sovereign Court

Male CG Snow Goblin Trap Breaker Alchemist 9 | HP: 57/57 + 15 temp | AC: 31 (18 Tch, 25 FF) | CMB: +7, CMD: 22 | F: +10, R: +15, W: +5, Resist Fire: 8 | Init: +6 | Perc: +17 Darkvision, SM: +2 | Speed 60ft, fly 60ft (good) | Hero: 3/3, Bomb: 18/18, Enhance Potion: 5/7 | Mutagen (+DEX/-WIS: 90 mins): 0/1 | Active conditions: Mutagen, Fly, Exp. Retreat, Resist Cold 20, Prot Cold (108), False Life, Shield

Looks like Ice Melts Quietly in Sunlight still has an action...

I am assuming that Coramus needs a lockwood?

Still riding out Jorvik's rage, Ice Melts Quietly in Sunlight follows Ishbaad, passing him.

"ISHIE!!! Where necromancer? Me think he kill us, easy, if he come out! We almost all dead!" Ice Melts Quietly in Sunlight is trying to be "clever"

If Ice Melts Quietly in Sunlight can see anyone:

He throws his spear at the caster.
thrown spear: 1d20 + 3 ⇒ (16) + 3 = 19 damage: 1d8 + 6 ⇒ (5) + 6 = 11

if not:

Ice Melts Quietly in Sunlight actively searches for the "invisible" necromancer. perception: 1d20 + 8 ⇒ (12) + 8 = 20


Male N Human (Jadwiga) Witch 5 / Winter Witch 4 | HP: 87/70 | AC: 18 (12 Tch,14 Fl) | CMB: +2, CMD: 15 | F: +7, R: +8, W: +8 | Init: +4 | Perc: +11, SM: +5 | Speed 30ft | Hero: 1/3 | Active conditions: Mage Armor - 1h; False Life - 8h; See invisibility 80 min

"Stay together! The necromancer must be nearby!" Kuragin shouts a warning. He squints his eyes, trying to detect the source of this fell magic. Must have used magic to hide himself, the witch guesses. No point in trying to put the dead into sleep, but fortune is a fickle mistress for living and dead alike.

Misfortune hex on the remaining frost skeleton. DC 15 will save. Cannot get the map open, so the names are unknown to me...


Male NG Half-Elf Unchained Barbarian (Mounted Fury) 5/ Skald (Fated Champion) 2/ Ranger (Falconer) 2 HP: 93/93 18/18 temp | AC: 21[17] (14 Tch, 18 Fl) | CMB: +12[16], CMD: 26[25] | F: +11, R: +9[8], W: +6[8] | Init: +6[5] | Perc: +11, SM: +15 | Speed 30ft | Cold Resistance 2 Raging Song 9/9 Unchained Rage 14/15 Hero Points 0/3 | Spells: 1st 3/3 | Active conditions: Enlarged, rage, charge

FYI I am out of Rage


CLW: 0 charges left (0 wands), CMW: 43 charges left (2 wands) | Tactical | Portraits | Loot | Wiki

Jorvik, can I interest you in 6 more rounds of rage for the low, low cost of 1 hero point? (I'm including that under the umbrella of "reset daily ability". You get 6 rage rounds with the "extra rage" feat, so 6 sounds about right - and will be all you get as you level up also.

As Ishhbaad closes in, Ice Melts Quietly in Sunlight follows suit. A casual glance reveals nothing, but as he looks more closely where the corpses were, he spots a half-beast, half-man crouching in the shadows. It has the body of a man, with a fur cloak drawn up on his body and shortsword in hand, but its face is that of an abomination from the tundra.

This half-breed looks back at Ice Melts Quietly in Sunlight and the goblin recognizes its face: a yeti. The appearance of yeti head with human body is incongruous and the goblin has to blink a few times to make sure it is no illusion.

Ice Cube will save: 1d20 + 2 ⇒ (7) + 2 = 9

Ill-luck falls upon the last remaining frost skeleton. Its eager fidgeting with its fingers becomes suddenly less dextrous.

The frost skeleton lurches forwards to attack the child who killed its brother.

Claw 1, misfortune #1: 1d20 + 0 ⇒ (5) + 0 = 5
Claw 1, misfortune #2: 1d20 + 0 ⇒ (15) + 0 = 15

Claw 2, misfortune #1: 1d20 + 0 ⇒ (17) + 0 = 17
Claw 2, misfortune #2: 1d20 + 0 ⇒ (20) + 0 = 20

Its first strike misses by a long margin, but the second comes eerily close to striking Aoife full in the face. Only the curse of Kuragin keeps it from gouging lines across her delicate skin.

Oddly, the half-yeti begins an incantation, pointing to Jorvik as he does so.

Murderous command

Jorvik will save, DC 14: 1d20 + 2 ⇒ (18) + 2 = 20

Luckily the skald shakes of the magic.

Last post from me until tonight. Have fun, boys!

Next up: Aoife, Ice Melts Quietly in Sunlight, Jorvik (Round 10), Coramus, Ishbaad, Kuragin (Round 11).

Combat table:

Active Global Conditions: None.

Individual Conditions: None.

Round 10:

  • Coramus <= move up
  • Ishbaad <= spike 'em
  • Kuragin <= ...and stay down!
  • Bandits <= raising the dead, oh yeaaah
  • Aoife <= bash a bomb
  • Ice Melts Quietly in Sunlight <= move & spy
  • Jorvik <= swing and miss

Round 11:

  • Coramus <= move & raise the shields
  • Ishbaad <= study and move
  • Kuragin <= may all your endeavors fail!
  • Bandits <= advance and murder!
  • Aoife <= !
  • Ice Melts Quietly in Sunlight <= !
  • Jorvik <= !

Round 12:

  • Coramus <= !
  • Ishbaad <= !
  • Kuragin <= !
  • Bandits
  • Aoife
  • Ice Melts Quietly in Sunlight
  • Jorvik


Male NG Human Wizard (Conjurer) 4 | HP: 18/22 | AC: 13 (13 Tch, 11 Fl) | CMB: +2, CMD: 14 | F: +2, R: +3, W: +6 | Init: +4 | Perc: +2, SM: +2 | Speed 30ft | Hero: 2/3, Acid Dart: 9/9 | Spells: 1st 6/6 2nd 5/5 | Active conditions:

Assuming I was able to follow Ishbaad and Ice instead of the ill-fated house infiltration. :)

Coramus continues to move around the battlefield, brows furrowing in amusement, a smile creeping onto his face at the sight of the half-yeti thing. "I knew that Lars had f+%+ed that yeti. The bastard had me thrown out of town for slandering his name."

He then chants some words and a ball of ice and snow appears, streaking towards the thing.

Ranged Touch: 1d20 + 2 ⇒ (18) + 2 = 20
Damage: 1d6 ⇒ 2

Move, then cast Snowball. DC 15 Fort save or it is staggered.


Male NG Half-Elf Unchained Barbarian (Mounted Fury) 5/ Skald (Fated Champion) 2/ Ranger (Falconer) 2 HP: 93/93 18/18 temp | AC: 21[17] (14 Tch, 18 Fl) | CMB: +12[16], CMD: 26[25] | F: +11, R: +9[8], W: +6[8] | Init: +6[5] | Perc: +11, SM: +15 | Speed 30ft | Cold Resistance 2 Raging Song 9/9 Unchained Rage 14/15 Hero Points 0/3 | Spells: 1st 3/3 | Active conditions: Enlarged, rage, charge

Repositioning himself, Jorvik calls upon Desna's blessing once again.

This foe I cannot defeat without your aid. lend my blows strength, let my blood boil, let me rise to the annals of heroes.

Finding the anger return, he begins to chant,
"Doom, Doom, Doom, will come for you,
Death, Death, Death, will be your fate,
Pain Pain, Pain is what you will feel,
Fear, Fear, Fear will cover you,
Blackness, forevermore, endless, nothingness.
"

Use Hero Point, begin raging song, move so I now threaten ice and yeti.


Pronounced "Ee-fa" Human-child Female unchained-barbarian (brutal pugilist) 1/ brawler (strangler) 6/ unchained monk(martial artist) 1/ ninja 1 | HP: 104/86| AC [28] 30 ([21] 23 Tch, [22] 24 Fl, 29 vs. SM) | CMB: [+18] +11 (+ 6 grapple), CMD: [34] 33 (36 vs. grapple) | [occ]F: +13 [+18 for cold cond.], R:+13 W: [+5] +2[/ooc] | Init: +4 | Perc: +11, SM: -1, Stealth: +19 | Speed 40ft | Rage: 16/16 | Stamina: 10/10 | Martial Flexibility: 6/6 | Stunning Fist: 7/7 | Hero Point: 3/3 | Active conditions:

Hearing Jorvik's words again pierce through the chilling gusts of wind, Aoife can feel a new surge of power within her. She grips both hands tightly on the heavy, picked weapon and swings at the ice-clad skeleton slashing relentlessly at her. From around the corner of building she can hear another struggle beginning, caused by some yet unseen foe, and this distraction is enough to cause her swing to miss wildly.

Standard Action: attack @ ice cube
attack @ ice cube, Morningstar(inspired rage): 1d20 + 6 ⇒ (4) + 6 = 10
damage, Morningstar(inspired rage): 1d6 + 5 ⇒ (5) + 5 = 10

Sovereign Court

Male CG Snow Goblin Trap Breaker Alchemist 9 | HP: 57/57 + 15 temp | AC: 31 (18 Tch, 25 FF) | CMB: +7, CMD: 22 | F: +10, R: +15, W: +5, Resist Fire: 8 | Init: +6 | Perc: +17 Darkvision, SM: +2 | Speed 60ft, fly 60ft (good) | Hero: 3/3, Bomb: 18/18, Enhance Potion: 5/7 | Mutagen (+DEX/-WIS: 90 mins): 0/1 | Active conditions: Mutagen, Fly, Exp. Retreat, Resist Cold 20, Prot Cold (108), False Life, Shield

Gave Jorvik his lockwood

Ignoring the skeleton that moved right next to him, Provoking from Ice Cube and attacks the half-yeti with his spear.

"YeEeeaarRRrGGGGHhhHH!"
spear attack: 1d20 + 4 ⇒ (5) + 4 = 9 spear damage: 1d8 + 6 ⇒ (2) + 6 = 8

SIGH


Male NG Half-Elf Unchained Barbarian (Mounted Fury) 5/ Skald (Fated Champion) 2/ Ranger (Falconer) 2 HP: 93/93 18/18 temp | AC: 21[17] (14 Tch, 18 Fl) | CMB: +12[16], CMD: 26[25] | F: +11, R: +9[8], W: +6[8] | Init: +6[5] | Perc: +11, SM: +15 | Speed 30ft | Cold Resistance 2 Raging Song 9/9 Unchained Rage 14/15 Hero Points 0/3 | Spells: 1st 3/3 | Active conditions: Enlarged, rage, charge

Jorvik has reach, can you please unlockwood me to the blood splat next to the burning stables? Thank you :)

Sovereign Court

Male CG Snow Goblin Trap Breaker Alchemist 9 | HP: 57/57 + 15 temp | AC: 31 (18 Tch, 25 FF) | CMB: +7, CMD: 22 | F: +10, R: +15, W: +5, Resist Fire: 8 | Init: +6 | Perc: +17 Darkvision, SM: +2 | Speed 60ft, fly 60ft (good) | Hero: 3/3, Bomb: 18/18, Enhance Potion: 5/7 | Mutagen (+DEX/-WIS: 90 mins): 0/1 | Active conditions: Mutagen, Fly, Exp. Retreat, Resist Cold 20, Prot Cold (108), False Life, Shield

Sorry. However from the blood splat you cannot reach the half-yeti


Male NG Half-Elf Unchained Barbarian (Mounted Fury) 5/ Skald (Fated Champion) 2/ Ranger (Falconer) 2 HP: 93/93 18/18 temp | AC: 21[17] (14 Tch, 18 Fl) | CMB: +12[16], CMD: 26[25] | F: +11, R: +9[8], W: +6[8] | Init: +6[5] | Perc: +11, SM: +15 | Speed 30ft | Cold Resistance 2 Raging Song 9/9 Unchained Rage 14/15 Hero Points 0/3 | Spells: 1st 3/3 | Active conditions: Enlarged, rage, charge
Jorvik_RoW wrote:
Jorvik has reach, can you please unlockwood me to the blood splat next to the burning stables? Thank you :)

oops, one square north of the blood splat, one square south of Ice, and from there I should flank Icicle with Aoife

Sovereign Court

Male CG Snow Goblin Trap Breaker Alchemist 9 | HP: 57/57 + 15 temp | AC: 31 (18 Tch, 25 FF) | CMB: +7, CMD: 22 | F: +10, R: +15, W: +5, Resist Fire: 8 | Init: +6 | Perc: +17 Darkvision, SM: +2 | Speed 60ft, fly 60ft (good) | Hero: 3/3, Bomb: 18/18, Enhance Potion: 5/7 | Mutagen (+DEX/-WIS: 90 mins): 0/1 | Active conditions: Mutagen, Fly, Exp. Retreat, Resist Cold 20, Prot Cold (108), False Life, Shield
Jorvik_RoW wrote:
Jorvik_RoW wrote:
Jorvik has reach, can you please unlockwood me to the blood splat next to the burning stables? Thank you :)
oops, one square north of the blood splat, one square south of Ice, and from there I should flank Icicle with Aoife

Cool. Done. Got it. Now you can attack and threaten.


Male LG Oread Inquisitor (Iomedae/Valor Inquisition) 6/Cavalier 3 | HP: 84/84 [DR3/-] | AC: 23 (12 Tch, 23 FF) | CMB: +15, CMD: 28 | F: +13, R: +5, W: +11 | Init: +3 | Perc: +15, SM: +18 | Speed 15ft | Hero 0/3, Bane 6/6, Resolve 6/6, Stamina 5/5, Judge 2/3, Feat 3/3 | Spells: 2nd 0/3, 1st 2/5 | Daily Abilities: [Earth] [Omen] [Surge] [Challenge] | Active: See OOC text

"There! Now we can end this, once and for all."

Ishbaad takes a wide berth around the corner to situate himself to strike the skeleton, even though his weapon isn't ideal for the attack. It was his approach to the yeti he was truly setting up.

Attack Skellie, raging song: 1d20 + 8 + 1 ⇒ (12) + 8 + 1 = 21 for Piercing damage, raging: 1d8 + 6 + 2 ⇒ (6) + 6 + 2 = 14


Male N Human (Jadwiga) Witch 5 / Winter Witch 4 | HP: 87/70 | AC: 18 (12 Tch,14 Fl) | CMB: +2, CMD: 15 | F: +7, R: +8, W: +8 | Init: +4 | Perc: +11, SM: +5 | Speed 30ft | Hero: 1/3 | Active conditions: Mage Armor - 1h; False Life - 8h; See invisibility 80 min

This? This creature is the one making the dead walk? It looks like a savage beast, not sorcerer.

High-pitched cackle fills the air, and mysterious forces bond with the Jadwiga witch's curses, guiding the skeleton's blows always the wrong way. Kuragin himself turns his attention to the half-yeti, as that one looks to be the most dangerous of the two. A living being, and like most of them it must be one to answer the sweet call of slumber.

Slumber hex on the half-yeti, DC 15 will save or asleep for 1 round. Meaning to cackle to extend the misfortune hex. Although I believe it should have been done last turn. I was meaning to, but forgot to write it... So if a small retcon is allowed, Kuragin would have used a move action to cackle. But if not, that's OK. Maybe Ishbaad killed it already, and the whole cackling is pointless....

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