Clebsch's Reign of Winter

Game Master Clebsch RoW

Our brave adventurers are the only hope in a cold, cruel world.


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Bot Domitian Olavsgaard

Dom tries to reinforce Erland's words, "Indeed the man is a healer, he has great power that he can use to aid you. But only if you desist from your aggression now. If you leave us and stay here in the warm, we will rid you of the man that did this to you, it was Rohkar wasn't it." The words are more statement than question. "Then we will deal with the witches that brokered the deals with him and led you down this path to what will be you death and maybe worse your undeath."

Diplomacy 1d20 + 7 ⇒ (7) + 7 = 14


Male Human Wizard 5 Init +4 Saves : F: +2 ; R : + 1 , W : +4

Helping Erland there
Be reasonable , we have more numbers than you , we are at full strength while you are ill and we have magic on our side
Diplomacy 1d20 + 9 ⇒ (7) + 9 = 16


Male Human (Ulfen) Druid(Arctic)/2
Spoiler:
HPs 20/20 AC 15, T11, FF14, Resist Cold 2, Saves F+4,R+2,W+6; Perc +8; Init +2

"Listen an heed t' warning. Wees mean yous no harm, if yous lays down your arms."

Diplomacy (aid another) 1d20 + 1 ⇒ (14) + 1 = 15


Male Human (mostly) Ex-cleric and Grumpy Cat

The bandits look sceptical, but they are in no shape for a fight. "Listen" one of them says. "We are going to back away slowly. You can have the lady and all the loot. We'll keep our armor and weapons and will leave this cold hellhole and never bother you again. But we will not surrender to you lot."


Ingrit Ragnarsdottir F Human Ranger (Skirmisher) 11: HP 55/87 : AC: 20 (21), T: 15, FF: 15 : Fort: +10 (+12 cold eff/ +15 cold env/ +20 with cold weather outfit. +4 to all if nonlethal) Ref: + 12 Will: +5 : Perc +12 (+18 Human/+16 Giant/+14 Fey Hunter's tricks 7/8

"Looking at your condition, you'll be dead in a week, think about that before you make your choice." Ingrit says staring at the men.


Male Human (Ulfen) Druid(Arctic)/2
Spoiler:
HPs 20/20 AC 15, T11, FF14, Resist Cold 2, Saves F+4,R+2,W+6; Perc +8; Init +2

"Aye, them two friends o yours wees let go in tha forest, we says wees would try and let yous live. If yous live, you live, if not wees will send yous to Pharesma if yous cling to undeath." says Eianar letting nature take it course. "Leave now! go! or lay down yous arms an wees help, once our business is finished ere." The druid speaks matter of factly, only seeking to avoid bloodshed and the unnecessary taking of life.


Male Human (mostly) Ex-cleric and Grumpy Cat

The bandits take one look at each other and one at you and then they get away as best they can manage, a pitiful sight carrying their armor and wrapped in blankets.

Nevertheless you get 80 xp for scaring them off.

All is quiet for the moment. What next?


Male Human (Ulfen) Druid(Arctic)/2
Spoiler:
HPs 20/20 AC 15, T11, FF14, Resist Cold 2, Saves F+4,R+2,W+6; Perc +8; Init +2

Eianar checks the bindings and gags on the sleeping bandits and removes their weapons, making sure they won't interrupt the party any more.

"See if dis lot got any useful potions an stuff in ere, might ha a potion ta cure, if wees lucky." the wily druid asks his companions.

Perception (searching) 1d20 + 8 ⇒ (13) + 8 = 21


Ingrit Ragnarsdottir F Human Ranger (Skirmisher) 11: HP 55/87 : AC: 20 (21), T: 15, FF: 15 : Fort: +10 (+12 cold eff/ +15 cold env/ +20 with cold weather outfit. +4 to all if nonlethal) Ref: + 12 Will: +5 : Perc +12 (+18 Human/+16 Giant/+14 Fey Hunter's tricks 7/8

Ingrit taks a few brief moments to search the area for anything of use.
Perception: 1d20 + 5 ⇒ (16) + 5 = 21


Male Human Wizard 5 Init +4 Saves : F: +2 ; R : + 1 , W : +4

Now that first reactions have brung some of the bandits to us , I think the other ones will not be coming
They might begin to retrench. As they have hostages, I think we should move fast before they think to use them as shields or sacrifices

Damiano seems a little ashamed of himself for trying to emulate the thinking of a bad guy ...


Male Human (Ulfen) Druid(Arctic)/2
Spoiler:
HPs 20/20 AC 15, T11, FF14, Resist Cold 2, Saves F+4,R+2,W+6; Perc +8; Init +2

"Sound like yous mean, dem bad uns are gonna plan a surprise for us, either that or dey start ta run and get away wit their prize." Eianar weighs the ideas in his mind.

When they have finished in the current room, "Wees best go quiet, sneak a peek outta tha door. Careful mind." Eianar asks Erland.


Winter Witch 6 [HP 29/29 // AC 13/12/11] [Fort +3, Ref +4, Will +6] Flight Hex Used: 1 min

"Agreed. Quiet and stealthy are the keywords here, I wager."

Erland peeks out around the door and begins to head further into the fort.

1d20 + 9 ⇒ (6) + 9 = 15 stealth


Male Human (mostly) Ex-cleric and Grumpy Cat

You find nothing particularly interesting or valuable in the bandit's quarters. The door to the east has been barred from the inside, and they were sleeping on straw mattresses and piles of blankets.

Something you do find however is a trapdoor concealed under the bearskin rug.

If you want to explore more, please be specific as to which door you'll try next. Map is under Campaign info.


Ingrit Ragnarsdottir F Human Ranger (Skirmisher) 11: HP 55/87 : AC: 20 (21), T: 15, FF: 15 : Fort: +10 (+12 cold eff/ +15 cold env/ +20 with cold weather outfit. +4 to all if nonlethal) Ref: + 12 Will: +5 : Perc +12 (+18 Human/+16 Giant/+14 Fey Hunter's tricks 7/8

"I think we should clear the place before checking the trap door. The last thing we need is to have half of us down in a cellar when the rest of them come through. Though we could toss these three down there until we're done." Ingrit says looking at the others for opinions.


Winter Witch 6 [HP 29/29 // AC 13/12/11] [Fort +3, Ref +4, Will +6] Flight Hex Used: 1 min

"I'd rather not drop bound prisoners down a dark and unexplored hole. Who knows what is down there, and there's no sense causing these men's death needlessly."

Erland checks the bindings and makes sure they have no knives or other implements with which to free themselves.

"I say we start at the door at the south corner there, then go around the perimeter."


Male Human (Ulfen) Druid(Arctic)/2
Spoiler:
HPs 20/20 AC 15, T11, FF14, Resist Cold 2, Saves F+4,R+2,W+6; Perc +8; Init +2

"Aye, quiet as we go." Eianar nods agreement to Erland.


Male Human (mostly) Ex-cleric and Grumpy Cat

That would be the door in the southeast, where the sick bandits were.

Four beds, two large chests, and a single table with four chairs occupy this room. Three windows look out to the east, west, and south, providing a grand view of the snowy gorge outside the lodge. Even with the window open (the bandits made their hasty exits that way) the room smells of stale sweat.


Male Human (mostly) Ex-cleric and Grumpy Cat

Sorry about the unclear description. The bandits were camped near the door to the east, behind the table. You entered through the western door, and as you turned the corner you saw the bandits and they saw you, so combat ensued. Then more bandits emerged through the door to the south, the large room with the round table. I presumed that is where you wanted to start. You haven't explored any of the other, smaller rooms. The dark area above the door to the south is a ledge with a door that leads to the second floor. Hope that clears up matters somewhat.


Male Human (Ulfen) Druid(Arctic)/2
Spoiler:
HPs 20/20 AC 15, T11, FF14, Resist Cold 2, Saves F+4,R+2,W+6; Perc +8; Init +2

Thanks BT, I think we're up for the bedroom with the green bed, the most easterly door to the north.

"Bandits, ga nah hygine. Nah wonder people gi up their valuables, just ta get away from tha smell." Eianar's nose twitches as he takes in the aroma. "Gi me the sweet smell o the pine anydah." He rummages around the bedroom (not beds/blankets), looking for anything useful despite the smell. "P'raps wees should burn dese blankets, prolly fun o disease, like dem tha just run off. Can wees open dem chests?" he asks looking for some one in the party with specialist skills, "Any dat got dem special tools and can get inta locked chests."

Perception 1d20 + 8 ⇒ (6) + 8 = 14

Once we have finished looking in this room, Eianar tugs on Erlands arm.

"Aye tha Erland, tha door looks like tha next, wees should take a look see." he nods and points towards the door.


Winter Witch 6 [HP 29/29 // AC 13/12/11] [Fort +3, Ref +4, Will +6] Flight Hex Used: 1 min

"Yeah, looks good. Let's take a peek, see what's ahead."

1d20 + 9 ⇒ (15) + 9 = 24 stealth

1d20 + 3 ⇒ (15) + 3 = 18 perception


Ingrit Ragnarsdottir F Human Ranger (Skirmisher) 11: HP 55/87 : AC: 20 (21), T: 15, FF: 15 : Fort: +10 (+12 cold eff/ +15 cold env/ +20 with cold weather outfit. +4 to all if nonlethal) Ref: + 12 Will: +5 : Perc +12 (+18 Human/+16 Giant/+14 Fey Hunter's tricks 7/8

"I think it's more a matter of disease. We should leave the window open for a while to let the place air out while we check the rest of it." Ingrit says moving along with the others.


Loot Table Rondolero Swashbuckler 5 / Ulfen Guard 3 / Urban Bloodrager 1 Human | HP 86/98 | AC 21, T 14, FF 19, CMD 26, ACP -3 (excludes climb & jump) | F+9, R+9, W+7 (+2 bonus vs charm/compulsion, guarded thoughts) | Per+10 | Init+4 |

Flying back home today, back to regular posting shortly.

Seeing Eianar rooting about, Dom is compelled to issue a warning. "You are wise to avoid the bed and blankets, but take care, Eianar. Whatever things those sick bandits left behind are not likely to have value, compared to the threat of illness from this place." Sword in hand, he is ready to lead the way into the next room.


Male Human (mostly) Ex-cleric and Grumpy Cat

Perception 22:
You hear steps coming down the stairs

Domitian is right; there is nothing of value in this room.


Male Human Wizard 5 Init +4 Saves : F: +2 ; R : + 1 , W : +4

Perception 1d20 ⇒ 4
just in case a nat 20 would work


Loot Table Rondolero Swashbuckler 5 / Ulfen Guard 3 / Urban Bloodrager 1 Human | HP 86/98 | AC 21, T 14, FF 19, CMD 26, ACP -3 (excludes climb & jump) | F+9, R+9, W+7 (+2 bonus vs charm/compulsion, guarded thoughts) | Per+10 | Init+4 |

Perception : 1d20 + 4 ⇒ (3) + 4 = 7

-Posted with Wayfinder


Ingrit Ragnarsdottir F Human Ranger (Skirmisher) 11: HP 55/87 : AC: 20 (21), T: 15, FF: 15 : Fort: +10 (+12 cold eff/ +15 cold env/ +20 with cold weather outfit. +4 to all if nonlethal) Ref: + 12 Will: +5 : Perc +12 (+18 Human/+16 Giant/+14 Fey Hunter's tricks 7/8

Perception: 1d20 + 3 ⇒ (6) + 3 = 9 11 if it has to do with humans


Male Human (mostly) Ex-cleric and Grumpy Cat

Apologies for the past week's sloppy DMing. I promise at least a slight improvement henceforth, but being new at the job is really hard.

The bound and gagged bandits suddenly start squirming and emitting muffled screams. As you look out you see two skeletons sneaking up on you. They have a strange blue sheen about them.

Combat map is under Campaign Info.

Knowledge (religion) 15:
They are frost skeletons. Imbued with unnatural cold, they do damage by their mere proximity and their attacks do cold damage. Of course they are immune to cold and vulnerable to fire.

Roll for initiative.


Male Human (Ulfen) Druid(Arctic)/2
Spoiler:
HPs 20/20 AC 15, T11, FF14, Resist Cold 2, Saves F+4,R+2,W+6; Perc +8; Init +2

Init 1d20 + 2 ⇒ (5) + 2 = 7


Loot Table Rondolero Swashbuckler 5 / Ulfen Guard 3 / Urban Bloodrager 1 Human | HP 86/98 | AC 21, T 14, FF 19, CMD 26, ACP -3 (excludes climb & jump) | F+9, R+9, W+7 (+2 bonus vs charm/compulsion, guarded thoughts) | Per+10 | Init+4 |

Initiative: 1d20 + 1 ⇒ (1) + 1 = 2. Not going first.


Winter Witch 6 [HP 29/29 // AC 13/12/11] [Fort +3, Ref +4, Will +6] Flight Hex Used: 1 min

1d20 + 2 ⇒ (11) + 2 = 13 initiative


Male Human Wizard 5 Init +4 Saves : F: +2 ; R : + 1 , W : +4

knowledge religion 1d20 + 8 ⇒ (7) + 8 = 15
Initiative 1d20 ⇒ 6
Frost skeletons. They are vulnerable to fire but their very proximuty cause cold damage


Male Human (mostly) Ex-cleric and Grumpy Cat

Skeletons go on 11, so Erland and Damiano can act if you like.


Male Human Wizard 5 Init +4 Saves : F: +2 ; R : + 1 , W : +4

Nope , the 15 was the knowledge roll not the initiative :)


Male Human (mostly) Ex-cleric and Grumpy Cat

Sorry, just Erland then, and possibly Ingrit.


Winter Witch 6 [HP 29/29 // AC 13/12/11] [Fort +3, Ref +4, Will +6] Flight Hex Used: 1 min

Erland draws a flask of fire, throwing it at the skeleton.

1d20 + 2 ⇒ (14) + 2 = 16 vs touch, for 1d6 ⇒ 3 fire damage. DC 15 reflex or catch fire.

1 splash damage to surrounding squares.

"Burn, undead!"


Ingrit Ragnarsdottir F Human Ranger (Skirmisher) 11: HP 55/87 : AC: 20 (21), T: 15, FF: 15 : Fort: +10 (+12 cold eff/ +15 cold env/ +20 with cold weather outfit. +4 to all if nonlethal) Ref: + 12 Will: +5 : Perc +12 (+18 Human/+16 Giant/+14 Fey Hunter's tricks 7/8

Initiative: 1d20 + 2 ⇒ (11) + 2 = 13

Grabbing a handful of arrows, Ingrit strikes a tindertwig and begins lighting them.


Male Human (mostly) Ex-cleric and Grumpy Cat

Erland hits the front skeleton squarely in the chest. It bursts into flame and burns to a crisp, collapsing into cinder on the floor.

But then a hand crossbow bolt strikes Domitian in the neck for 14 points of damage, seemingly out of nowhere, until you spot the half-orc crouching behind the table. Then a man dressed in furs appears next to her as one of the unconscious bandits expire noisily. The man smiles unpleasantly and conjures an exact duplicate of himself.

The remaining skeleton moves into the room and slashes at Ingrit with a rusty scimitar. You all feel the unnatural cold emanating from it.

If you are adjacent to it on your turn you take 1 point of cold damage.

You are all up. Map updated.


Male Human Wizard 5 Init +4 Saves : F: +2 ; R : + 1 , W : +4

Move to m18
Casting sleep on the half orc (DC 15)


Ingrit Ragnarsdottir F Human Ranger (Skirmisher) 11: HP 55/87 : AC: 20 (21), T: 15, FF: 15 : Fort: +10 (+12 cold eff/ +15 cold env/ +20 with cold weather outfit. +4 to all if nonlethal) Ref: + 12 Will: +5 : Perc +12 (+18 Human/+16 Giant/+14 Fey Hunter's tricks 7/8

Ingrit takes a step backward, firing at the chilling skeleton before her.

1d20 + 6 - 1 ⇒ (1) + 6 - 1 = 6
1d8 + 1 ⇒ (6) + 1 = 7
1 fire damage

I need to rethink this whole archer thing


Loot Table Rondolero Swashbuckler 5 / Ulfen Guard 3 / Urban Bloodrager 1 Human | HP 86/98 | AC 21, T 14, FF 19, CMD 26, ACP -3 (excludes climb & jump) | F+9, R+9, W+7 (+2 bonus vs charm/compulsion, guarded thoughts) | Per+10 | Init+4 |

Once more, Dom finds himself quickly felled by an assault! Stabilize: 1d20 + 2 - 2 ⇒ (5) + 2 - 2 = 5.

He continues to bleed.


Winter Witch 6 [HP 29/29 // AC 13/12/11] [Fort +3, Ref +4, Will +6] Flight Hex Used: 1 min

Erland lays a hand on the fallen warrior, channeling positive energy to heal him of the grievous wound.

1d8 + 1 ⇒ (6) + 1 = 7 HP healed (Healing Hex on Domitian used)


Male Human (mostly) Ex-cleric and Grumpy Cat

The half-orc succumbs to Damiano's magic. Domitian wakes up and can take an action. Eianar to go, then the bad guys.


Male Human (Ulfen) Druid(Arctic)/2
Spoiler:
HPs 20/20 AC 15, T11, FF14, Resist Cold 2, Saves F+4,R+2,W+6; Perc +8; Init +2

Eianar seeing the man smiling at his work, decides to take matters into his own hands and head to stop his evil ways. Taking his quarterstaff he moves swiftly to engage the man, unheeding of the danger that lurks from the skeletons on his way. He moves forward to engage and strike at him.

Move: to M13
Masterwork Dagger attack 1d20 + 1 ⇒ (4) + 1 = 5 Image/Evil Guy 1d2 ⇒ 1 Damage 1d4 + 1 ⇒ (1) + 1 = 2


Male Human (mostly) Ex-cleric and Grumpy Cat

The skeleton is blocking the doorway so if you want to get past it you'll need to either use Acrobatics or Reposition or something like that. Edited map, removing the skeleton that Erland destroyed.


Male Human (Ulfen) Druid(Arctic)/2
Spoiler:
HPs 20/20 AC 15, T11, FF14, Resist Cold 2, Saves F+4,R+2,W+6; Perc +8; Init +2

Sorry thought it was all in the same room ...

Seeing that the skeleton has ice and cold surrounding it, Eianar attempts to wrest control of the skeleton and command it himself. He calls for Gozreh's aid to bend the creatures will to his own. Before he moves ready to flank the cold creature with Erland, a dagger in his hand.

Call Cold as channel DC=11 will save from the skeleton or be commanded by Eianar if the skeleton has the cold subtype. In fact it works against any cold subtype withing 30ft.

Move to K, 16, avoiding AoO by walking round the wall

Eianar:

received healing from Erland today
1 of 7 channels used ...


Loot Table Rondolero Swashbuckler 5 / Ulfen Guard 3 / Urban Bloodrager 1 Human | HP 86/98 | AC 21, T 14, FF 19, CMD 26, ACP -3 (excludes climb & jump) | F+9, R+9, W+7 (+2 bonus vs charm/compulsion, guarded thoughts) | Per+10 | Init+4 |

Don't see myself on the map - am hoping I don't risk an AOO for this. If there is such a risk, Dom will just stay on the ground and get in a defensive stance.

Dom draws his morningstar and gets back on his feet.


Male Human (mostly) Ex-cleric and Grumpy Cat

Eianar's calling does not work on the skeleton, and Dom dares not get up. He grabs his Morningstar and gets ready to parry any blows. He also takes 1 point of cold damage as stated above.

The skeleton turns on Eianar, but its attacks prove ineffective. Its cold damage is 5 this round on your turn if the skeleton is still standing. The smiling man still smiles as he produces a small wooden item and unleashes a burst of destructive power dealing 5 points of damage to Dom, Ingrit and Damino (Will 13 halves). The bandits emit muffled howls of pain and the half-orc curses as she wakes from her slumber.

You are all up.


Loot Table Rondolero Swashbuckler 5 / Ulfen Guard 3 / Urban Bloodrager 1 Human | HP 86/98 | AC 21, T 14, FF 19, CMD 26, ACP -3 (excludes climb & jump) | F+9, R+9, W+7 (+2 bonus vs charm/compulsion, guarded thoughts) | Per+10 | Init+4 |

Will: 1d20 + 0 ⇒ (13) + 0 = 13 Save, barely, and take 2 damage, plus 1 from the cold skeleton.

Barely conscious, Dom makes a desperate swing at the skeleton from the ground!

Morningstar: 1d20 + 5 - 4 ⇒ (19) + 5 - 4 = 20; Damage: 1d8 + 4 ⇒ (8) + 4 = 12. Should've done that last round, probably. But this is hopefully effective.

Should he succeed at slaying it, he gets back on his feet.


Male Human (mostly) Ex-cleric and Grumpy Cat

It's effective indeed and it makes for a cool visual. :-)

The skeleton crumbles as the angry warrior crushes its knees and rises.


Winter Witch 6 [HP 29/29 // AC 13/12/11] [Fort +3, Ref +4, Will +6] Flight Hex Used: 1 min

"Beware the evil cleric! He can sit back and call forth dark energy to sap your health!"

Erland touches Domitian and casts cure light wounds on the warrior.

1d8 + 1 ⇒ (6) + 1 = 7 HP healed

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