A Song of Ice and...Well, Actually, Just Ice: DM-Phil's Reign of Winter (Inactive)

Game Master Phillip0614

The time for Irrisen's new monarch has come and gone with no sign of the infamous Baba Yaga...and now, winter is encroaching onto all of Golarion! Will our heroes be able to find the fabled Witch-Queen and restore balance to the world?


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Male Halfling Ninja/1

"Not much here, I am afraid. Does anyone want these tiny weapons? They are even too small for me to use! Also we have some gold. Should we divide it up now, or just hold on to it for some later time?"

Sovereign Court

Trelck waves off the weapons, Not sure the point in doin up shares while the lot of us are wanderin around in the snow. I say we hold it and look at it all once we are finished.


Male Dwarf Cleric 1 (favoured class)

"If tha'll troost meh. Ah'll act as treasurer?"


M Ulfen Bear Shaman

Wildir snorts, "Gold is cold comfort. I'd rather haf a varm meal." His eyes turn to the dead stag. "I vonder vat he vould say to fenison steaks! Ha-ha! Should ve build a fire?"


Male Dwarf Metal Wizard 1

"T' onny jannock way is ta divide up t' gowd intoa even portions," Yurli chimes in. "Naw there're fi' o' wee, sa that's seven gowd apiece."


Male Halfling Ninja/1

Drew hand the money over to Sondergang.
"If you cannot trust a priest, then who can you trust!", he says with a smile.


With party treasurer figured out, are we ready to move on?

Sovereign Court

Should we stop here to rest? The stag would make fine food and I doubt the fae would so quickly return to this spot if there are any nearby. The wizard says he needs the rest. I just as soon have him ready for the next fight.


M Ulfen Bear Shaman

"Sounds like a goot plan to me," Wildir chuckles as he extends a two inch claw from a finger and begins skinning the stag to carve out backstrap steaks. As he works, he mutters which sound all the world like a snuffling bear.


Sondergang raises an eyebrow then sets to helping set up camp.


Male Halfling Ninja/1

Drew keeps a watch about the area, just in case more winter fae decide to come and see what happened to their friends.

Perception: 1d20 + 6 ⇒ (7) + 6 = 13

Sovereign Court

Camp montage!


Male Dwarf Metal Wizard 1

Yurli buries his beard in his spellbook.


M Ulfen Bear Shaman

Wildir serves up deer kabobs with a feral grin on his face!


The night passes uneventfully for the group; it seems like the cold moves in even more in the night; if it weren't for the fire so nearby to you, you have no doubt that you would be in serious danger of frostbite.

Conditions are now "severe cold." Every in-game hour I will be rolling Fort saves for the group to try and stave off the chill weather. Those of you with the Survival skill can aid in those checks, so I'll roll for that, too. In the meantime, aside from the bitter cold, the night passes uneventfully. If you want to look them over, rules for cold exposure can be found here.


M Ulfen Bear Shaman
Wildir wrote:
Wildir serves up deer kabobs with a feral grin on his face!

The secret ingredient was fairy dust!

The next morning Wildir rises shaking off the snow and muttering incoherently as he rakes his claws down a couple nearby trees and draws on natural powers. praying for spells- 2 endure elements, spark Without comment he casts endure elements on Drew trusting the dwarves and himself to better endure the freezing weather. He arranges his furs and offers survival advice to those that would listen.

survival: 1d20 + 8 ⇒ (12) + 8 = 20

that will give everyone a +2 fort save against the cold weather.


Male Dwarf Cleric 1 (favoured class)

Sondergang taps on a piece of steel with a tiny hammer as he communes with Torag this morning.he makes sure he has his furs well wrapped round him to withstand the cold.

"Reet...which way now" he asks


Male Dwarf Metal Wizard 1

Yurli wraps himself tightly in his furs as he meditates over his spells, muttering under his breath about, "Bloody weytha."

As the group prepares to break camp, Yurli moves about the group chanting in an old, slow tongue that rumbles off the tongue with a sound much like rocks grinding. As he does this, he moves his fingers about each of the your chests causing a bright rune to appear.

"That'll 'elp um wi' t' parky," he explains. "It's eur simple rune, sa let uz when when theur start gerrin parky agin, 'n ahl redoa it."

Casting Resistance on the group. +1 to all ST's for one minute. It's a cantrip so I'll recast it every hour to buff our Fort vs cold saves. Wildir, anyone who wishes to resist the spell it' a DC 13 Will save.

Sovereign Court

Also keep in mind that I have ER 2 [Cold] as far as determining any issues I would have...which seems to be in general agreement on the boards as "not much" but YMMV

Trelck offers a deep breath to the chill air and offers a giant stretch. Ah this is in my bones. Much like the stone of our people this chill is what my family knows!


Male Halfling Ninja/1

Drew sigh in relief as the cold seems to receed and a warm flush takes over.
"Thanks Wildir! I really appreciate that."


Getting back on the road, or at least what road there is, the group finds the going a little slower than they might otherwise prefer, the snowdrifts sometimes making it take a while to pick your way through.

After what you would expect was about a mile of travel and just over a half-hour of time, you come upon an oddity in the trail There ahead of of stands a pile of snow shaped like a man as children might make in more northern climes. Leaning against this oddly placed construct is a wooden sign that reads "Trespassers Turn Back". Currently the snowman stands about thirty feet in front of you and just beyond it you can see a frozen river that cuts the trail.


Male Halfling Ninja/1

"I have a bad feeling about this!" Drew whispers as he draws his bow and nocks an arrow.


M Ulfen Bear Shaman

Wildir holds up a hand to ward off Yurli's 'hexes'. He wants none of that. Later, he agrees with Drew.

"More fairy tricks!" Wildir growls and sends a rock flying at the snowman's head.

trust nothing: 1d20 + 1 ⇒ (11) + 1 = 12


Male Dwarf Cleric 1 (favoured class)

Sondergang looks around as if to spot anything out off the ordinary

Perception1d20 + 4 ⇒ (5) + 4 = 9

no nothing to be seen here..move along now


Male Dwarf Metal Wizard 1

Yurli grumbles incoherently in Dwarven. He waves his hand before him hoping to detect any arcane fluctuations.

Casting Detect Magic. If we go on for the full three rounds without being attacked by something, here's my check to identify: 1d20 + 7 ⇒ (5) + 7 = 12
Yurli agrees with Sondergang. Nothing important here.


There doesn't seem to be anything magical about the snowman. It appears entirely ordinary. This idea is further reinforced by Wildir's rock, which hits the snowman with enough force to cause part of the "head" to fall to the ground with the swishing "flumph" that snow makes when it falls.


M Ulfen Bear Shaman

Wildir shrugs and moves forward to inspect the river for tracks and a place to make a safe crossing.

survival: 1d20 + 8 ⇒ (20) + 8 = 28


Male Dwarf Metal Wizard 1

Wildir is such a survivalist, that a means of passing suddenly manifests before him, lol.


Despite having it's head knocked off, once Wildir approaches within ten feet of the snowman, a voice comes from the snowman's head, the speech made even more odd by the portion of the snowman's head that is missing due to Wildir's rock.

"Can't you read, ya blockhead?! The sign says turn back! Now get lost!!"


Male Dwarf Metal Wizard 1

Perception to see if I can see where the voice is coming from.
1d20 + 2 ⇒ (18) + 2 = 20


M Ulfen Bear Shaman

"Come out, alfr! Ve are tired uf your tricks!" Wildir loads a cold iron bullet into his sling.


The voice seems to be coming directly from the snowman itself.


Male Dwarf Cleric 1 (favoured class)

"Another Fae trick..mark my words"

"Well do we turn back joost because our foes tell us to?"


Male Halfling Ninja/1

Drew will creep forward and try to examine the snowman

Stealth: 1d20 + 12 ⇒ (11) + 12 = 23
Perception: 1d20 + 6 ⇒ (20) + 6 = 26


M Ulfen Bear Shaman
Wildir wrote:

Wildir shrugs and moves forward to inspect the river for tracks and a place to make a safe crossing.

survival= 28


With the others moving past the snowman, all remains quiet. But then...Drew approaches to examine the construction, a horrible scream erupts from the snowman!

DM Screen:
Drew Fort Save: 1d20 + 2 ⇒ (3) + 2 = 5

The cacophony of sound assaults Drew's senses, strong enough to actually cause him physical harm.

Sonic Burst damage: 1d8 ⇒ 4 Sonic damage to Drew and stunned for 1 round.

The scream triggers another reaction as the snow where you came from suddenly rises up, forming a creature that seems like a humanoid from the waist up and a snake from the waist down, the entire creature having a decidedly icy palor. Nearby, a second of the same creatures rises out of the snow. They both burble menacingly, the sound reminiscent of a flowing creek.

Combat start. Surprise round: Two small ice elementals use move actions to rise from the snow and close to within ten feet of Drew.

GM Screen:

Drew Initiative1d20 + 3 ⇒ (19) + 3 = 22
Sondergang Initiative1d20 ⇒ 9
Trelck Initiative1d20 ⇒ 11
Wildir Initiative1d20 ⇒ 16
Yurli Initiative1d20 ⇒ 10
Elementals Initiative1d20 - 1 ⇒ (12) - 1 = 11

Combat order: Drew, Wildir, Trelck, Elementals, Yurli, Sondergang. Drew, you're stunned and can take no actions until next round. Wildir, you're up!


M Ulfen Bear Shaman

Round 1
AC: 13/15, hp: 13

Wildir whirls about at the racket and dropping his sling charges an ice creature with his spear.

Spear: 1d20 + 4 + 2 ⇒ (20) + 4 + 2 = 26
damage: 1d8 + 6 ⇒ (1) + 6 = 7

bah. don't think I can crit an elemental :(
also note, I should have a +1 on initiative.


Gaah. If you'll note I only did the initiative bonus for Drew. When I was copy/pasting the initiative rolls I forgot to go back and add everyone's initiative bonus in after his. My bad! Fortunately for me, Wildir and Drew are the only ones who has an initiative bonus. So...yeah. Doesn't change the turn order.


M Ulfen Bear Shaman
DM-Phil wrote:
Gaah. Fortunately for me, Wildir and Drew are the only ones who has an initiative bonus. So...yeah. Doesn't change the turn order.

No worries. Just making sure that you saw my Init bonus. So are you just going to roll for Trelck and the Elementals as they are next in combat?


Yeah, given Devon's situation I think I'll roll for him until he returns to us.

With a raging battle cry, Trelck charges forward, his wickedly sharp axehead raised above his head before he brings it down hard onto the same ice elemental attacked by Wildir!

Charge: 1d20 + 4 + 2 ⇒ (18) + 4 + 2 = 24
Damage: 1d10 + 3 ⇒ (2) + 3 = 5

Though damaged further, and clearly feeling both of the blows, it is not yet brought down, and it raises it's icy fist to bring it down on the dwarf who dealt the last hit.

Attack: 1d20 ⇒ 5
Damage: 1d4 + 1 ⇒ (4) + 1 = 5 plus1d3 ⇒ 1 cold damage

The second elemental, meanwhile, makes a beeline straight for Drew, attempting to shove him backward onto the frozen creek!

Bull Rush: 1d20 + 2 ⇒ (8) + 2 = 10

Fortunately for the Halfling, the attempt meets in failure; the elemental gurgles in surprise at it's inability to move Drew, leaving it open for a counterattack!

Drew, AoO against the elemental, followed by Yurli, Sondergang, and Drew.


Male Halfling Ninja/1

Stunned by the sonic blast and almost pushed into the freezing stream, Drew fights back with a quick slash at the elemental.

Attack-Melee: 1d20 + 4 ⇒ (11) + 4 = 15
Damage: 1d4 + 1 ⇒ (4) + 1 = 5


Male Dwarf Cleric 1 (favoured class)

Actually I don't think you get an AoO if you are stunned because it causes you to drop anything you are holding..

Sondergang moves towards the first elemental and strikes at it with his hammer

1d20 ⇒ 7


Whoops. That's correct. Stunned makes you drop what you're holding. If you'd rather, Drew, I'll count that attack for your normal action this round.


Male Halfling Ninja/1

ok..thats fine with me


M Ulfen Bear Shaman

... Yurli still, I think.


That's correct. Since it's the weekend, I'm going to give Yurli until tomorrow to respond. If he hasn't by then, I'll bot him and we'll go on.

Sovereign Court

I am back and will post once we see the effects of the wizard.


Yurli, his spells refreshed, casts Magic Missile against the elemental that the Trelck and Wildir had damaged.

Magic Missile: 1d4 + 1 ⇒ (3) + 1 = 4

The blow is enough, and the ice elemental gives a low, burbling cry as it slowly dissipates into the snow at it's feet.

Elemental is dead. Second elemental is hit by Drew's attack. Trelck, you're up! And I'm really glad to have you back, by the way.


M Ulfen Bear Shaman

... and me, no?
Combat order: Drew, Wildir, Trelck, Elementals, Yurli, Sondergang

Round 2
AC: 13/15, hp: 13

Surprised that he is still standing in combat, Wildir charges in attempting to send the errant ice cube homeward. Instead he slips in the snow in a most unheroic manner and ends up NOT standing in combat.
Uff da.

Spear: 1d20 + 4 + 2 ⇒ (1) + 4 + 2 = 7
damage: 1d8 + 6 ⇒ (6) + 6 = 12


Male Dwarf Cleric 1 (favoured class)

Sondergang sends a bolt of acid skittering towards the remaining Outsider.However it misses and sails beyond the elemental being to hiss and fizz on the snow

Ranged Touch 1d20 ⇒ 7

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