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

Game Master Wilmannator

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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:

"Quite an excellent plan, young man. Everyone, clear out! Ice Melts Quietly in Sunlight is about to expedite our supper this evening by pre-cooking it."


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Doing reactions in initiative order...

Stag will save : 1d20 + 2 ⇒ (20) + 2 = 22
Stag AoO gore vs Ice Melts Quietly in Sunlight: 1d20 + 3 ⇒ (7) + 3 = 10

Kuragin chants a song of sleep in counterpoint to Jorvik's song of rage. Unfortunately, the lullaby simply doesn't translate to deer and the stag takes a swipe at Ice Melts Quietly in Sunlight on his way to heal Coramus.

From within the branches of the trees, a strange humming can be heard.

Ice Melts Quietly in Sunlight Fort Save: 1d20 + 3 ⇒ (20) + 3 = 23

Ice Melts Quietly in Sunlight feels his clothes getting strangely looser, and Coramus seems to grow a little in size. He shakes his head quickly and all returns to normal.

Fawfina stealth: 1d20 + 21 ⇒ (12) + 21 = 33

While the companions can hear where the humming was coming from, they still can't quite see her through the branches of the trees. (I've outlined her in blue at the square where she is - full concealment).

Stag gore vs Jorvik: 1d20 + 3 ⇒ (6) + 3 = 9
Stag hoof 1 vs Jorvik: 1d20 - 2 ⇒ (17) - 2 = 15
Stag hoof 2 vs Jorvik: 1d20 - 2 ⇒ (3) - 2 = 1

With the goblin gone and no further instructions from its friend, the stag turns back to its former quarry. The skilled skald easily avoids all the wild blows from the frightened animal.

Next up: Kuragin, Ice Melts Quietly in Sunlight, Jorvik, Ishbaad, Aoife, Coramus.

Combat table:

Active Global Conditions: Snow on the ground (costs 2x to move).

Individual Conditions: None..

Round 1:

  • Fawfina <= Deadly stab & hide
  • Stag <= clippety CLOP
  • Kuragin <= You are getting very sleeeeeepy
  • Ice Melts Quietly in Sunlight <= Heal the boss
  • Jorvik <= Angry song
  • Ishbaad <= Angry head spike
  • Aoife <= Angry swish
  • Coramus <= Calm retreat

Round 2:

  • Fawfina <= Attempted casting
  • Stag <= Flailing with hoof and antler
  • Kuragin <= !
  • Ice Melts Quietly in Sunlight <= !
  • Jorvik <= !
  • Ishbaad <= !
  • Aoife <= !
  • Coramus <= !


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:

Still fearful of any area effects, the newly revitalized wizard moves away from his friends, then taking out his crossbow.

Move, draw crossbow


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

GM does the stag have reach to attack Jorvik? If not and it moved I will take an AOO when I not on my phone


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

Ishbaad glances up where the giggling is coming from. Angry that he cannot see the sprite, he vents his frustration on the stag.

Attack, Rage, Justice Judgement: 1d20 + 4 + 1 + 2 ⇒ (12) + 4 + 1 + 2 = 19 for Damage: 1d8 + 6 ⇒ (1) + 6 = 7

He pushes forward in the snow a few more feet after skewering the stag again, and glances up at the trees one more time, hoping to catch a glimpse of the fey creature.


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

If I can take an AOO:
Lucerne Hammer Rage: 1d20 + 5 ⇒ (18) + 5 = 23
Lucerne Hammer Damage: 1d12 + 7 ⇒ (11) + 7 = 18

Normal Turn

If the Stag Lives:
Again Jorvik closes in on the white stag that has made a fool of him in front of his new friends. Taking all his anger out, he swings his mighty hammer.

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

If the stag dies:
Jorvik moves into the woods to try and find the sprite.

Perception: 1d20 + 3 ⇒ (5) + 3 = 8

Regardless Jorvik heals +1, maintain Raging Song free


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@Jorvik: My bad. The intention was for a 5-ft step (but I forgot in this morning's rush)... and also, there is no special form of movement for the "winter stag", so he can't 5-ft step in the snow. The AoO goes off.

Coramus beats a tactical retreat, drawing his crossbow and scanning the tree line.

The stag moves forwards to press the assault on Jorvik, but as it does so the Skald swings his enormous hammer and staves in the head of the animal. It flops onto the ground, very dead. The skald quickly looks to the trees and the sound of the chanting / humming. Try as he might, though, Jorvik cannot spot Fawfina.

Ishbaad, you can change your action in light of Jorvik's AoO.

Next up: Kuragin, Ice Melts Quietly in Sunlight, Ishbaad, Aoife.

Combat table:

Active Global Conditions: Snow on the ground (costs 2x to move).

Individual Conditions: None..

Round 2:

  • Fawfina <= Attempted casting
  • Stag <= Flailing with hoof and antler
  • Kuragin <= !
  • Ice Melts Quietly in Sunlight <= !
  • Jorvik <= Jorvik SMASH!
  • Ishbaad <= !
  • Aoife <= !
  • Coramus <= Continued calm tactical retreat


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:

A twinge of sadness fills Aoife as she watches the stag fall upon the blanket of snow and a scarlet pool begin to well beneath its weak, sporadically kicking limbs. The youth already knows, even at her young age, there was nothing they could do to calm the beast and her friends had to fight, and to kill, in order to protect themselves. But as her gaze turns to look up toward the ice-coated branches in an attempt to see the devilish creature amidst the hanging icicle, her brief feelings of guilt are surpassed by a deeper feeling of hatred for the fey.

Aoife knew the little, blue devil used the innocent animal to lure her and her friends close and then forced the stag to fight for its life in a battle it had no chance of surviving. The evil creature had sacrificed the stag, and it scared Aoife how easily her mind was made up that this fey... this evil, irredeemable monster... would die for this offense.

Her greatsword still clutched in the grasp of her enormous gauntlets, Aoife's eyes scan for any sight of the monster. All the while, the blade is slowly pulled behind her body in preparation to strike.

perception(to spot fey): 1d20 + 5 ⇒ (1) + 5 = 6

Readied action: If the blue-skinned fey comes within striking distance:

attack, greatsword: 1d20 + 6 ⇒ (7) + 6 = 13
damage, greatsword: 1d10 + 6 ⇒ (7) + 6 = 13

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

"You very naughty fey. Me make you pay. You will burn very pretty!"
Ice Melts Quietly in Sunlight throws a bomb to the fey, hoping to hit her, but knowing his splash is nearly as deadly

bomb: 1d20 + 6 ⇒ (3) + 6 = 9 miss chance: 1d100 ⇒ 24 fire, splash 5, DC14: 1d6 + 4 ⇒ (2) + 4 = 6 miss direction: 1d8 ⇒ 6

"Boom."


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

Retro action...

Ishbaad nods to Jorvik as he cuts the stag down, and focuses his attention on the branches, looking for the evil sprite. He stabs the butt of his spear into the snow, leaving it to stick up in the air at an awkward angle, and pulls one of the regular spears from his back.

free action, drop long spear, move action, draw regular spear

readied action: when/if fawfina appears:

Ishbaad hurls the spear at the blue skinned creature, the judgement of Iomedae's justice guiding its flight.

ranged attack, justice: 1d20 + 1 + 2 ⇒ (2) + 1 + 2 = 5 for damage, rage: 1d8 + 4 + 1 ⇒ (1) + 4 + 1 = 6

spear has a 20' range increment, since I don't know where she will appear, I will need you to take that into account for me, if this action goes off :)

I misspoke last combat, I don't carry javelin, I carry spears for my ranged weapons. I did roll the attack and damage correctly though :)

-Posted with Wayfinder


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

"Well done! Well done indeed!" Kuragin is impressed with Ice Melts Quietly in Sunlight's bombardment. "Can you do more of those? If this wicked creature does not present itself, you can just keep on exploding it."
Still, in case the fey does come out its hiding place, the Jadwiga prepares to bewitch Fawfina with slumber hex.

Moving, Ready action to cast slumber hex if Kuragin spots Fawfina (DC 15)


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Fawfina save vs splash damage, DC 14: 1d20 + 8 ⇒ (5) + 8 = 13

The bomb strikes the icicles in front of Fawfina, spraying her with hot flames. She screams in agony as the burning liquids sear her tender, cold-loving flesh.

"Curse you foul beasts!" she wails.

As the ice in front of her melts, the companions can see her through the snow that has once again begun to fall. She seems to be about to cast something. Ishbaad flings his spear at her, but it goes well wide.

Fawfina will save vs slumber hex, DC 15: 1d20 + 5 ⇒ (8) + 5 = 13

Kuragin casts a hex of slumbering, and she yawns mid-way through her chant. She curls up on the branch she was standing on and falls immediately asleep.

She is prone, helpless, 20ft in the air and has cover from your direction because of the branch she's sleeping on. FYI, she was standing on a branch because she can't hover (unlike the sprites).

Which reminds me, totally forgot!

Kuragin-pedia:

The creature in question is a winter atomie. These sneaky fey delight in causing mischief - and their winter cousins are especially cruel in the pranks they play. They can speak with animals, have weak damage reduction to all physical attacks but cold iron (DR 2 / cold iron), can cast invisibility a few of times per day, and also may cast dancing lights and reduce person (their favorite spell) at will. Like all winter fey, winter atomies are vulnerable to fire.

This one appears particularly sneaky, and must also be a rogue.

Next up: Kuragin, Ice Melts Quietly in Sunlight, Jorvik, Ishbaad, Aoife, Coramus.

Combat table:

Active Global Conditions: Snow on the ground (costs 2x to move).

Individual Conditions: Fawfina - prone & helpless (asleep).

Round 2:

  • Fawfina <= Attempted casting
  • Stag <= Flailing with hoof and antler
  • Kuragin <= Very, very sleepy...
  • Ice Melts Quietly in Sunlight <= Bombadillo
  • Jorvik <= Jorvik SMASH!
  • Ishbaad <= Angry spear
  • Aoife <= Angry patient waiting
  • Coramus <= Continued calm tactical retreat

Round 3:

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


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

Dropping his hammer, Jorvik pulls out his short bow and takes a shot at Fawfina. He continues to talk to his compatriots, angering them to attack the winter atomie.

"Do not waste this moment in time. Strike now while this beast slumbers. Strike fast before it strikes again. Strike true, pierce its blue hide."

Shortbow: 1d20 + 2 ⇒ (16) + 2 = 18
Shortbow Damage: 1d6 ⇒ 6

Free actions, drop weapon, continue raging song, move draw weapon, standard attack, fast healing +1

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

"Me can do that, Jorvik!"
Ice Melts Quietly in Sunlight takes out his last bomb, and hurls it at the the winter fey.

bomb vs prone: 1d20 + 6 - 4 ⇒ (4) + 6 - 4 = 6 fire damage, Splash 5, DC14: 1d6 + 4 ⇒ (6) + 4 = 10

"Stupid tree get in way. She still burn very pretty, though!"


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:

"If only I were a monkey, I would climb that tree and knock that evil little creature right off that branch!" Instead, the wizard fires his crossbow.

Crossbow: 1d20 + 2 ⇒ (8) + 2 = 10
Damage: 1d8 ⇒ 8

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

"Boss, me could climb like monkey, but me no make that drink today. Maybe tomorrow?"


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:

"It seems prudent, if we'll have to keep dealing with little evil fey sleeping in the boughs of the forest!"


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Jorvik's arrow pierces the atomie's skin. She wakes with a cry of pain and almost falls off her branch. Just in time, she catches herself as a bomb explodes against the base of the branch. She howls in pain as the flames engulf her. The tree catches ablaze temporarily and her charred corpse falls to the ground as Coramus's arrow catches it mid-flight.

A loud sizzle accompanies Fawfina's collision with the snow-covered ground.

The atomie was carrying nothing of value. Heal up and let me know when / if you're ready to push on!


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

If we push on, I need a whack of the CLW wand, down 7

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

"Me heal you, Jorvik!"
wand CLW (18 left?): 1d8 + 1 ⇒ (1) + 1 = 2
"Stupid wand. You broken?" Ice Melts Quietly in Sunlight shakes the wand vigorously before trying again.
wand CLW (17 left?): 1d8 + 1 ⇒ (6) + 1 = 7
"There, you better now."

The goblin then looks at the remains of the stag, drooling. He looks at Coramus, then at the stag, and then back at Coramus as if to say, 'You gonna eat that?'


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:

The wizard graciously gestures towards the stag, "Very well, Ice Melts Quietly in Sunlight. Keep in mind we have guests, so be polite." Coramus wasn't sure there was a polite way to tear a stag apart and eat it, but one must mind one's manners around company.


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

"We still have nothing to show for our foray, at least to those who would question our motives. We must press further in."

Ishbaad catches his breath after the sudden combat. Once he takes a moment to take everything in, he turns to the ever helpful goblin. "It seems I may have mis-judged you on our first meeting, Ice Melts Quietly in Sunlight. I was distrustful, but you have proved to be most useful. I find myself hoping this will not be our last trek together. "

"master Jorvik, I must say, I can see why anyone would want to fight next to you, that was ... In a word... Inspiring."

One everyone has gathered their things, he begins his slow trudge through the snow.

-Posted with Wayfinder


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

Turning towards the small, blue goblin "Many thanks yet again. I need to start getting hit less." The young Bloodspeaker shakes his head. "At least Frostweaver is earning its name. Once we have a chance to rest I must record these mighty deeds. Ice Melts Quietly in Sunlight I fear that you may have either been misnamed, or named by one cleverer than most. You melt much ice, but none to quietly."

The young man laughts a hearty laugh that reaches his eyes. The calm euphoria of a victory won always clams his ever boiling blood, and brings clarity back into his mind.

"Come friends, we must be nearing out destination. We must be ever vigilant as this evil forest continues to impede our every step."


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Leaving the scene of the slaughter, perhaps filling their bellies a little with some still-warm venison, the companions set off once more towards the High Sentinel Lodge. (Border Wood map updated... also a sorry, I had the High Sentinel Lodge at the wrong spot earlier. You probably won't notice. I didn't!)

The cold is bitter in the forest, and the snow continues to fall - limiting visibility as it did before.

Fort Saves (DC 16):

Aoife fort save: 1d20 + 9 + 2 ⇒ (2) + 9 + 2 = 13 -- +2 vs cold
Coramus fort save: 1d20 + 1 + 5 ⇒ (7) + 1 + 5 = 13 -- +5 vs cold weather
Ice Melts Quietly in Sunlight fort save: 1d20 + 3 ⇒ (12) + 3 = 15
Ishbaad fort save: 1d20 + 4 + 5 ⇒ (2) + 4 + 5 = 11 -- +5 vs cold weather
Jorvik fort save: 1d20 + 5 + 5 ⇒ (10) + 5 + 5 = 20 -- +5 vs cold weather

Aoife, Coramus, Ice Melts Quietly in Sunlight and Ishbaad all succumb to the cold.

Aoife nonlethal cold damage: 1d6 - 2 ⇒ (3) - 2 = 1
Coramus nonlethal cold damage: 1d6 ⇒ 4
Ice Melts Quietly in Sunlight nonlethal cold damage: 1d6 ⇒ 5
Ishbaad nonlethal cold damage: 1d6 ⇒ 1

All of the above characters are now fatigued. Let me know if you want to have used wand charges to be rid of the nonlethal damage or not in your next post.

In the distance looms a figure. The adventurers approach cautiously, eventually realizing that it is just a snowman - a snowman standing in the middle of the trail. When it becomes even clearer through the haze of the snow, everyone can see that it stands before a frozen stream and is holding a sign (well, the sign has been stabbed into the middle of its "belly").

The sign reads:

"TRESPASSERS TURN BACK"

Tactical map updated. No combat, just want you to know the lay of the land. So... do you turn back?


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:

Wrapping her arms around herself, the child feels the biting cold take hold of her limbs, sapping their strength and stabbing with a dull, thudding pain at the resilient warmth in her chest. Aoife rubs her arms vigorously with the colossal gauntlets, their spanning grip seemingly able to clutch fully around her entire body. Again she stamps her feet on the ground, trying in vain to regain feeling through the numbing grip of hypothermia.

"T... t... tress p... p... pass... errrs," Aoife reads the word aloud, sounding out the syllables slowly and deliberately through a chattering jaw. "...t...t...turn... b...b...back..." The youth face scrunches into a pouty, slightly angered frown as the meaning of the warning, or perhaps decree, is processed in her mind.

We can't turn back, she thinks, looking the snowman up and down, her teeth still chattering noisily together. We haven't found the missing lady...

...or any sign of father...

"I'm not going back until we've found the missing lady," Aoife says with surprising amount of conviction for a child. "I don't care if there are evil snow sprites, winter demons, or ice trolls in our way. Nothing is going to stop me." Reaching down to her feet, the youth uses the giant gloves to pack and squeeze a melon sized snowball, which she then lobs gently at the sign held by the snowman.


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:

Coramus looks at the goblin beside him, remarking gently. "Dear boy, why you've turned blue from this cold. Oh, right, you've been blue the whole time. Well, you still look miserable, maybe that healing wand will make things aright for a time. And, while you have it out, why not spare me a charge, as well?"

CLW: 1d8 + 1 ⇒ (1) + 1 = 2


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

Looking at his companions, Jorvik knows that they must find shelter for the night soon. He knows how unrelenting the cold can be.

Jorvik approaches the sign, hammer out and ready, eyes squinted to see better in the dim light of the forest.

At least they have spelled this sign correctly

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

"Boss, me tired. Real tired. Maybe take nap now?" Instructed to use the wand, he then heals himself (16ch left)
wand CLW: 1d8 + 1 ⇒ (1) + 1 = 2 (Wands are failing us!)

"Boss, should I heal more peoples, or just wait?"


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

Does healing the non lethal remove the fatigued condition? Sorry, I would check but it's not easy at work...

"If you don't mind, I could use a tap from that wand, this cold is far more burger and biting than I had imagined, even with these clothes we found on the poor soul back there."

I've done a terrible job at updating my stat line, ##EDIT## I am down 2 non lethal. info line updated

-Posted with Wayfinder


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

Healing the nonlethal damage doesn't clear the condition. You technically have hyperthermia but it is treated as fatigue (ie. same penalties and a good warm night's sleep will clear it... as will any magical effect that removes the fatigued condition). Any amount of magical healing clears all non-lethal damage, though.

No amount of snowball throwing seems to attract the snowman's attention. In fact, the sign slips from its "grasp" to flop onto the ground. At the sign falls down, the snowman's head rolls to the side a little. Further inspection reveals it to be a completely mundane snowman in every way - a little poorly put together, even.

Looking at the stream itself, the bandits definitely went this way and there is no obviously better place to cross. The ice gets thinner the further north or south one goes of this shallow point (which was clearly a ford before the freeze).

I'll wait for everyone to finish posting their heals. If there are no objections, I'll have you all cross the frozen stream. FYI, the dark patches are just stones that are close to the surface. The map-maker, I'm assuming, wanted to make it look shallow here but instead made those patches look even deeper. Bit of a fail, but just wanted to assure you that the ice is indeed solid and safe to go over (even if it did break, you'd fall into a foot or two of water at most).


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

Ok, is there something around that I can fashion to make something to have a bit more stability on the ice?


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

Jorvik survival (forage), DC 15: 1d20 - 1 ⇒ (2) - 1 = 1

Jorvik finds lots of snow, but nothing else. He doesn't think applying snow to his feet will give him much traction on the ice.

That reminds me, though! Rules for traversing ice:

Entering a square covered in ice costs 2 squares of movement, and the DC of Acrobatics checks increases by 5 in such squares. A successful DC 10 Acrobatics check is required to run or charge across the ice.


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:

Coramus shrugs as the snowman is pelted with a snowball, showing perfectly snowman-like qualities. "I think you got him, young lady. Save your strength for another enemy, this one has already lost his head." The wizard starts to prod those ahead of him as a grandfather would, gently poking and pushing them forward. "It's cold out here, and these old bones don't retain their warmth quite as well as you young people's."


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

"A moment Cormaus. I am wary of this forest and its perils. I believe that it might be prudent to scout a bit. I am going to climb that tree and have a look. Mayhaps I might fond a bit of useful information. I promise to make all haste."

Jorvik moves to the southeast tree, utters a quick prayer to Desna, and quickly scales it.

Take 10 + 6= 16 vs DC 15

Atop the tree, Jorvik scans the far bank for signs of resistance. If he sees nothing, he draws his bow and calls for the party to cross the ice.

stealth: 1d20 ⇒ 9


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

Jorvik can see nothing out of the norm from atop the tree. With the snow falling as it is, he can barely make out his companions below.

Seeing no other course of action available if they wish to proceed, the party readies themselves to cross the ice. As they step onto the slick surface, an uneasy feeling grows within them. However, Jorvik gets more than half-way across by simply walking slowly and everything remains fine.

One more step, however, and a flash of movement is seen the ice beneath the adventurers. Suddenly, three creatures of pure ice and snow burst from the surface of the frozen creek. Oddly, the surface of the ice remains undamaged when they appear. Their intentions are made instantly clear as they immediately attack.

Perception & Stealth rolls:

Skrikks stealth: 1d20 + 8 ⇒ (5) + 8 = 13
Szassh stealth: 1d20 + 8 ⇒ (4) + 8 = 12
Iceman stealth: 1d20 + 8 ⇒ (4) + 8 = 12

-4 penalty for snowing.

Aoife perception: 1d20 + 5 - 4 ⇒ (4) + 5 - 4 = 5
Coramus perception: 1d20 + 2 - 4 ⇒ (14) + 2 - 4 = 12
Ice Melts Quietly in Sunlight perception: 1d20 + 8 - 4 ⇒ (16) + 8 - 4 = 20
Ishbaad perception: 1d20 + 7 - 4 ⇒ (12) + 7 - 4 = 15
Jorvik perception: 1d20 + 3 - 4 ⇒ (6) + 3 - 4 = 5
Kuragin perception : 1d20 + 3 - 4 ⇒ (12) + 3 - 4 = 11

Coramus, Ice Melts Quietly in Sunlight and and Ishbaad may act in the surprize round.

Initiative rolls:

Aoife initiative: 1d20 + 4 ⇒ (3) + 4 = 7
Coramus initiative: 1d20 + 4 ⇒ (20) + 4 = 24
Ice Melts Quietly in Sunlight initiative: 1d20 + 4 ⇒ (6) + 4 = 10
Ishbaad initiative: 1d20 + 1 ⇒ (19) + 1 = 20
Jorvik initiative: 1d20 + 4 ⇒ (4) + 4 = 8
Kuragin initiative: 1d20 + 4 ⇒ (10) + 4 = 14

Ice Elementals initiative: 1d20 - 1 ⇒ (8) - 1 = 7

As the ice elementals menace the companions, they are still too slow to act for Coramus, Ishbaad and Ice Melts Quietly in Sunlight, who manage to get the jump on them.

Please note: Changes to the snow in the air conditions on the combat table. I was getting it wrong before - there is no concealment, just the limited visibility and -4 for ranged attacks and perception.

Next up: Coramus, Ishbaad, Ice Melts Quietly in Sunlight (Surprise round).

Combat table:

Active Global Conditions: Snow or Ice on the ground (costs 2x to move), Snow in the air (-4 perception & ranged attacks, visibility reduced by half).

Individual Conditions: None.

Surprise Round:

  • Coramus <= !
  • Ishbaad <= !
  • Ice Melts Quietly in Sunlight <= !
  • Ice Elementals

Round 1:

  • Coramus
  • Ishbaad
  • Kuragin
  • Ice Melts Quietly in Sunlight
  • Jorvik
  • Aoife
  • Ice Elementals


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:

Coramus sighs as the things pop out of the ice. He was SO ready to make it to that lodge and out of this winter hellhole. He moves slowly to solid land, taking his time to ensure he has good footing. Once there, he summons another dart made of his favorite substance and throws it at Skrikks.

Acid Dart: 1d20 + 2 ⇒ (4) + 2 = 6
Damage: 1d6 + 1 ⇒ (2) + 1 = 3

Been on a s$*~ roll with the dice lately. Wasted that full-round action I got with Lookout! :(


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

Ishbaad resists the urge to voice frustration, and instead chooses to remain calm as the new threat leaps up through the ice. Wary and cold, he is pleased with himself as he draws his spear and slides over next to Aoife, feeling as though somehow a sixth sense tipped him off that something was about to happen, giving him and edge to react.

surprise round action, draw long spear, 5' step.

-Posted with Wayfinder


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

Hey all, please see discussion for a retcon on the cold damage. Also, please don't forget to include your fatigued penalties (-2 to most d20 rolls).

Coramus flings his acid at the nearest ice elemental. It sizzles into the frozen stream, eating away at the ice. The acid is diluted sufficiently by the water before it gets a chance to eat through, though.

Ishbaad pulls out his mighty spear and makes ready to meet the ice elementals in battle.

Next up: Ice Melts Quietly in Sunlight.

Combat table:

Active Global Conditions: Snow or Ice on the ground (costs 2x to move), Snow in the air (-4 perception & ranged attacks, visibility reduced by half).

Individual Conditions: None.

Surprise Round:

  • Coramus <= Acid rain
  • Ishbaad <= Move 'n' draw
  • Ice Melts Quietly in Sunlight <= !
  • Ice Elementals

Round 1:

  • Coramus
  • Ishbaad
  • Kuragin
  • Ice Melts Quietly in Sunlight
  • Jorvik
  • Aoife
  • Ice Elementals


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

Kuragin: I know you need to head to bed in a few hours, so please do feel free to post a spoilered action if you get time before you sleep. I'll do my best to interpret it generously if anything in the setup changes (eg. 5-ft step you out of the way or cast defensively if you can't).


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

Clock has run out for Ice Melts Quietly in Sunlight. As mentioned at the beginning, this means he is effectively delaying until he posts again.

Szaash attacks the nearest creature, which happens to be the goblin that is standing there frozen in thought.

Szaash slam, vs Ice Melts Quietly in Sunlight: 1d20 + 4 ⇒ (12) + 4 = 16

Skrikks and Iceman approach upon their foes: Ishbaad and Aoife respectively (Ishbaad, please roll your own AoO if you would like to take one, AC 16).

Skrikks slam vs Ishbaad: 1d20 + 4 ⇒ (7) + 4 = 11
Iceman slam vs Aoife: 1d20 + 4 ⇒ (6) + 4 = 10

In their eagerness to assault the living flesh, none of the ice elementals manage to land a single blow against their three targets.

Next up: Coramus, Ishbaad, Kuragin, Ice Melts Quietly in Sunlight, Jorvik, Aoife.

Combat table:

Active Global Conditions: Snow or Ice on the ground (costs 2x to move), Snow in the air (-4 perception & ranged attacks, visibility reduced by half).

Individual Conditions: None.

Surprise Round:

  • Coramus <= Acid rain
  • Ishbaad <= Move 'n' draw
  • Ice Melts Quietly in Sunlight <= Delaying
  • Ice Elementals <= Miss slamfest

Round 1:

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


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

As the ice creature moves forward, Ishbaad takes a shot at the opening in the defenses.

[dice=AoO, fatigue]1d20+4-1[/dice] for Damage, fatigue: 1d8 + 6 - 1 ⇒ (4) + 6 - 1 = 9

Missing wildly as the creature approaches, he ducks the attack by Skrikks, then takes a more focused stab at the Iceman. Love the subtle reference also...

[dice=Attack, fatigue]1d20+4-1[/dice] for Damage, fatigue: 1d8 + 6 - 1 ⇒ (1) + 6 - 1 = 6


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:

Thinking the ice creatures have burst through the frozen lake, Aoife slips briefly on the frozen river while trying to back away from the source of the threats. By the time her feet are stable again beneath her, she realizes the surface of the river has not been disturbed in the slightest, and refocuses on her mind on the immediate danger just in time to step to the side while the jagged limbs of the enormous creature slam down where she had stood only a moment before. The pupils of her brilliant green eyes dilate, almost blotting out the iris entirely, as a scream of anger bellows from deep within her lungs.

Within a moments breadth her greatsword pulled free and swinging for the creature's mid-section.

Free Action: enter rage
Move Action: draw greatsword
Standard Action: attack

attack @ iceman, greatsword(rage): 1d20 + 6 ⇒ (6) + 6 = 12
damge, greatsword(rage): 1d10 + 6 ⇒ (9) + 6 = 15


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:

Coramus backs away from Skrikks, musing about how he shouldn't use up all his super-ineffective acid darts. He fires his crossbow at the ice creature, then reloads.

Crossbow: 1d20 + 2 - 4 ⇒ (9) + 2 - 4 = 7
Damage: 1d8 ⇒ 3

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, spaced out this game with everything else going on.

Ice Melts Silently in Sunlight steps back, pulls out an alchemist's fire, and throws it at Szassh before he realizes he'll splash Jorvik.

alchemists fire: 1d20 + 6 - 2 - 4 ⇒ (3) + 6 - 2 - 4 = 3
miss: 1d8 ⇒ 1
fire damage to Szassh and no one else: 1 + 4 = 5

"Whew! Me miss Jorvik! Me no wanna hurt friend."


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

To know about the creatures: Knowledge (planes): 1d20 + 9 ⇒ (10) + 9 = 19

Kuragin finds himself surrounded by enemies, but luckily is also surrounded by allies. Calling the powers of his mysterious patron, the witch hexes Szassh with Misfortune.

DC 15 will save or: Anytime the creature makes an ability check, attack roll, saving throw, or skill check, it must roll twice and take the worse result.

And to enforce this mystical curse, Kuragin bursts out laughing in high-pitched, unnerving cackle.

Std: hex, move: cackle. If Szassh succeedes in his will save, Kuragin would rather move next to Coramus


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

As the ice creatures burst forth, Jorvik is momentarily surprised by the suddenness of their appearance. Realizing how close they are to him, he drops his bow and unslings his hammer. Slightly adjusting his footing, he raises the hammer above his head and swings, hoping to shatter Ice man into a thousand little pieces.

Lucerne Hammer: 1d20 + 4 ⇒ (14) + 4 = 18
Lucerne Hammer Damage: 1d12 + 6 ⇒ (5) + 6 = 11

Free drop bow, move draw hammer, standard 5-foot step & attack

"That is right Iceman, I am dangerous." Jorvik laughs as he swings through.


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

Ice Elemental Lore:

  • Elemental traits
  • Ice elementals have a numbing touch (fort save DC 12 on successful slam or be staggered for 1 round).
  • These are the small variety of ice elemental, the least powerful of their kind.

Szassh will save: 1d20 + 0 ⇒ (16) + 0 = 16

It seems nothing is going for the companions, as they struggle to find a purchase on the ice. Even Kuragin's spell fails.

The alchemist's fire burns into Szaash and seems to all of the elementals' attention, though no serious damage is caused to anything but the ice behind the creature.

Then Jorvik steps into the fray. With a mighty blow and a ready quip, he smashes an enormous chunk of Iceman completely clear of the elemental itself. It flies backwards and skids along the ice, coming to a stop only when it hits the snowy eastern bank of the creek.

The elementals close on the fire hurler, and get within range of Ishbaad's flailing spear.

Iceman slam vs Ice Melts Quietly in Sunlight, flanking: 1d20 + 4 + 2 ⇒ (18) + 4 + 2 = 24

Damage vs Ice Melts Quietly in Sunlight, slam + 1d3 cold: 1d4 + 1 + 1d3 ⇒ (4) + 1 + (2) = 7

Szaash slam, vs Ice Melts Quietly in Sunlight, flanking: 1d20 + 4 + 2 ⇒ (4) + 4 + 2 = 10
Skrikks slam vs Ishbaad, flanking: 1d20 + 4 + 2 ⇒ (9) + 4 + 2 = 15

Only one ice creature manages to land a blow against a foe, smashing Ice Melts Quietly in Sunlight directly in the face.

Ice Melts Quietly in Sunlight fort save: 1d20 + 3 ⇒ (13) + 3 = 16

The blue-hued goblin shrugs off the effects of the cold, but falls flat on his back unconscious all the same.

Next up: Coramus, Ishbaad, Kuragin, Ice Melts Quietly in Sunlight, Jorvik, Aoife.

Combat table:

Active Global Conditions: Snow or Ice on the ground (costs 2x to move), Snow in the air (-4 perception & ranged attacks, visibility reduced by half).

Individual Conditions: None.

Round 1:

  • Coramus <= Miss Crossbow
  • Ishbaad <= Miss Spear
  • Kuragin <= Miss-fortune
  • Ice Melts Quietly in Sunlight <= Miss Fire
  • Jorvik <= Miss-ter SMASH!
  • Aoife <= Miss Greatsword
  • Ice Elementals <= Goblin haters

Round 2:

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


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

That's not good... Ishbaad thinks to himself as he sees the little fire bomber go down.

He growls, trying to contain his frustration, and takes a step to the side, pinning skrikks between himself and the witch. His long spear however, is rather ineffective at such a close range, and so his focus remains on iceman.

"Get on the other side of him Aoife!" Ishbaad shouts. He sees the worry in her eyes for her goblin friend, and knows he needs to keep her focused on the immediate threat, lest she fall to resist the urge to go to his aid immediately.

"you must help him by cutting these enemies down! Do not go to him... yet!" he adds the last word in to give the girl hope that she would be able to tend to her trinket loving friend soon enough.

Ishbaad waits until Aoife is in position before lunging forward .

attack, fatigued, flanking: 1d20 + 4 - 1 + 2 ⇒ (6) + 4 - 1 + 2 = 11 for damage, fatigued: 1d8 + 6 - 1 ⇒ (7) + 6 - 1 = 12

oof these rolls are awful...

-Posted with Wayfinder


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
Kuragin Kseniya wrote:
Std: hex, move: cackle. If Szassh succeedes in his will save, Kuragin would rather move next to Coramus

Having declared the condition, is it ok to have Kuragin moved to the riverbank?


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:

"Oh dear..." Seeing the goblin go down, Coramus's brow furrows with worry. However, Ishbaad was right. They needed to cut these enemies down first. Taking more careful aim this time, he fires again at Skrikks. The wizard smiles...a shot to rival Ole Deadeye himself!

Crossbow: 1d20 + 2 - 4 ⇒ (20) + 2 - 4 = 18
Damage: 1d8 ⇒ 2
Confirm: 1d20 + 2 - 4 ⇒ (20) + 2 - 4 = 18
Damage: 1d8 ⇒ 8

Standard to fire, move to reload

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