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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Rimkeening Crevasse C1

I'll post the results of Dom's attack after I know if the giant gets an AOO against him. Then I'll 'bot Rurik if he hasn't posted his action by then.


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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 |

The giant gets an AOO--does it have Combat Reflexes since it already smashed Wapiti?

Dom will attempt to parry any AOO!
Parry, IC, GH, size penalty: 1d20 + 15 + 2 + 2 - 2 ⇒ (12) + 15 + 2 + 2 - 2 = 29
Riposte, IC, GH: 1d20 + 15 + 2 + 2 ⇒ (15) + 15 + 2 + 2 = 34; Damage, IC, Gh: 1d8 + 12 + 2 + 2 ⇒ (1) + 12 + 2 + 2 = 17


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Ingrit Ragnarsdottir F Human Ranger (Skirmisher) 11: HP 78/87 : 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

"Wapiti, look out!!! Ingrit shouts as she sees the axe falling. Fully committed to the charge, Wapiti manages to shift just enough to avoid the worst of the blow, lading his own in return.

Hunter's trick: Bolster Companion (Ex): The Ranger can use this trick as an immediate action when his animal companion is hit with an attack or a combat maneuver. The companion’s AC and combat maneuver defense increase by +4 for the purposes of that attack. If the attack still hits, the animal companion only takes half damage (if any). The animal companion must be able to see and hear the Ranger to benefit from this trick.


Rimkeening Crevasse C1

On the Table:
Targets: 1=D, 2=W
1d2 ⇒ 2 Wapiti: AC 18
Greataxe 1, PA: 1d20 + 18 - 3 ⇒ (6) + 18 - 3 = 21
Greataxe damage, PA: 3d6 + 13 + 9 ⇒ (6, 2, 2) + 13 + 9 = 32

1d2 ⇒ 2 Wapiti: AC 18
Greataxe 2, PA: 1d20 + 13 - 3 ⇒ (13) + 13 - 3 = 23
Greataxe damage, PA: 3d6 + 13 + 9 ⇒ (3, 4, 3) + 13 + 9 = 32

Vs Dom, AC 21
Thrown Rock: 1d20 + 9 ⇒ (16) + 9 = 25 (range 120 ft.)
Rock Damage: 1d8 + 13 ⇒ (6) + 13 = 19

Ingrit wrote:
Hunter's trick: Bolster Companion (Ex): The Ranger can use this trick as an immediate action when his animal companion is hit with an attack or a combat maneuver. The companion’s AC and combat maneuver defense increase by +4 for the purposes of that attack. If the attack still hits, the animal companion only takes half damage (if any). The animal companion must be able to see and hear the Ranger to benefit from this trick.

Ingrit's warning to Wapiti allows it to sidestep enough to cause the axe to dig in less than it would have. AC bonus does not prevent the hit, so it does 17 instead of 34 damage.

This giant apparently does not have Combat Reflexes, as he can't get his axe back into position in time to attack Dom as well. I forgot about that. So the parry is not necessary but could be used if he wants to keep the rolls for the giant's attacks if they come at Dom.

Dom slips past the reach of the giant while it brings its axe back to where he can swing it again. He give it another serious wound in the gut. The giant, however, is big and tough and is still able to fight despite its many wounds. 20 damage to Giant. It has taken 117 this round.

Rurik advances to where he can channel healing energy to remove some of the hurt caused by the giant, making sure the giant does not benefit from the effect. Channel Positive Energy: 4d6 ⇒ (4, 6, 5, 6) = 21
Crasius and Wapiti each heal 13 points.

The badly wounded giant swings his greataxe over its head and into the shoulder haunch of Wapiti, cutting a deep wound. Before the great elk can respond, the giant hits his flank a second time.

Wapiti takes 32 damage from each hit, for a total of 64. If nothing reduces this, it will put Wapiti negative 3.

Another deep voice bellows a war cry and runs at the hut from the north east. He gets to the east side of the porch and hurls a rock at Dom.

Assuming Dom cannot parry a ranged attack, that will hit for 19 damage.

Something large can be heard crashing through the woods to the west of the clearing.


"Get back into the hut!" Zorka calls out so loudly from the area near the table near the front door that even those outside can her her above the sounds of battle. "The hut will take care of them!"

She is standing next to the table with a bowl containing a single speckled brown hen's egg. She is reaching for the egg.

If no immediate actions change the damage done by the giants, here is the initiative order for round 2.

Hadda (GH, IC)
Ingrit (GH, IC)
Wapiti (GH, IC, 68 lethal: -3/20, dying)
Crasius (Greater magic weapon, Heroism, GH, IC, 5 lethal)
Ozella (ant haul, mage armor, heightened awareness, GH, IC)
Dom (GH, IC, 19 lethal)
Rurik (GH, IC)
FGiant 1 (117 lethal)
FGiant 2


Ingrit Ragnarsdottir F Human Ranger (Skirmisher) 11: HP 78/87 : 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

"Wapiti deflect!" Ingrit shouts again, warning her companion to deflect the axe blade with his antlers.

An immediate action is very similar to a swift action, but can be performed at any time—even if it’s not your turn.

VS 1st of the 2 hits AC bumps up to 22. 1st attack misses completely. Wapiti takes 32 damage total

She continues her assault on the giant to give everyone time to fall back.

+1 Composite Longbow (+2 str)/PBS/Favored enemy/Rapid shot/Good hope/Inspired: 1d20 + 15 + 1 + 2 - 2 + 2 + 2 ⇒ (18) + 15 + 1 + 2 - 2 + 2 + 2 = 38
Manyshot/Favored enemy/PBS/Inspired: 2d8 + 6 + 1 + 4 + 2 ⇒ (8, 7) + 6 + 1 + 4 + 2 = 28

+1 Composite Longbow (+2 str)/PBS/Favored enemy/Rapid shot/Good hope/Inspired: 1d20 + 15 + 1 + 2 - 2 + 2 + 2 ⇒ (7) + 15 + 1 + 2 - 2 + 2 + 2 = 27
Favored enemy/PBS/Inspired: 1d8 + 3 + 1 + 2 + 2 ⇒ (3) + 3 + 1 + 2 + 2 = 11

+1 Composite Longbow (+2 str)/PBS/Favored enemy/Rapid shot/Good hope/Inspired: 1d20 + 15 + 1 + 2 - 2 + 2 + 2 ⇒ (4) + 15 + 1 + 2 - 2 + 2 + 2 = 24
Favored enemy/PBS/Inspired: 1d8 + 3 + 1 + 2 + 2 ⇒ (8) + 3 + 1 + 2 + 2 = 16

"Come to me!" she calls out, as Zorka directs them back to the hut.

if the first shot drops him, the next 2 will be against Giant 2


HP:88/93 I AC 29 (30 w/Haste), touch 14, flat-footed 25 I Fort +10, Ref +12, Will +5(+9) I Speed 50 ft I Perception +10 (low light vision)

Wapiti breaks off combat, galloping back to the hut.


Female Human (Iobarian) Chronicler of Worlds/Studious Librarian (Bard) 8 | HP 77/77 | AC 23 Touch 15 Flat 19 (ACP 0) CMB +8 CMD 23 | Fort +5 Ref +11 Will +8 | Speed 60 ft | Init +4; Per +19, SM +21 | Active: Daylight, Heightened Awareness, Tears to Wine | Bardic Rd: 22/23 | Hero Points: 2/3

The hut will take care of them? Hadda looks back towards where she hears Zorka's voice, glad that she had not stepped off of the porch. Crasius and Wapiti, though...

"Crasius, stay on the porch and fire from there. Ingrit, make sure that Wapiti doesn't come inside. We don't want a battle on two fronts!" She looks with concern at Ratibor, knowing that he wouldn't have a choice.

She wants to observe what Zorka is doing with that egg, but staying alive seems more important. Hadda moves over to the hut's right window, drawing her bow and nocking an arrow. She takes aim at the approaching giant labeled #2 and fires.

Mwk +2 Comp. Shortbow, GH, IC: 1d20 + 10 + 2 + 2 ⇒ (7) + 10 + 2 + 2 = 21
Piercing, GH, IC: 1d6 + 2 + 2 + 2 ⇒ (6) + 2 + 2 + 2 = 12

I had said earlier that Hadda had moved onto the porch, but it doesn't look like my token had left the hut proper. She'll either be where she is currently (inside) or just outside.

As a free action, Hadda stops performing. Due to Lingering Performance, the effects of Inspire Courage will last for the next two rounds. 20/21 rounds remaining.


Spells: 1st (5/6), 2nd (3/6), 3rd (4/5), 4 (3/3)
Skill M-Z:
Oratory +11, Perception +16, Sense Motive +11, Spellcraft +11 [+1 to identify spells from Evil Spellcasters]
Skill A-L:
Talsune Fly +13, Acrobatics +20 (19), Diplomacy +19, Arcana +11, Dungeoneering +5, Engineering +5, Geography +5, History +5, Local +5, Nature +5, Planes +8, Religion +5, Linguistics +15,
Human Male Bard [A.M.]/DD [Brass] 11; 118/118; Init +8; AC 21 (22 Haste), T 16 (17 Haste), FF 16; AC Penalty -1; Fort +9, Ref +13 (+14 Haste), Will +8, [+1 vs EC]; 13/14 BS ; HP 3; Per +16 (30 ft Blindsense), T +18 (DV,LL,Scent)

Crasius steps back onto the porch and sends a barrage of arrows at one of the incoming giants.

Shoot the west most giant.

Rapid Shot Ranged Attack w/Heroism. IC, GH and Deadeye: 1d20 + 11 - 2 + 2 + 2 + 2 - 2 ⇒ (14) + 11 - 2 + 2 + 2 + 2 - 2 = 27

Damage: 1d8 + 5 + 2 + 4 ⇒ (1) + 5 + 2 + 4 = 12

Rapid Shot Ranged Attack w/Heroism. IC, GH and Deadeye: 1d20 + 11 - 2 + 2 + 2 + 2 - 2 ⇒ (8) + 11 - 2 + 2 + 2 + 2 - 2 = 21

Damage: 1d8 + 5 + 2 + 4 ⇒ (5) + 5 + 2 + 4 = 16


Female Human (Iobarian) Chronicler of Worlds/Studious Librarian (Bard) 8 | HP 77/77 | AC 23 Touch 15 Flat 19 (ACP 0) CMB +8 CMD 23 | Fort +5 Ref +11 Will +8 | Speed 60 ft | Init +4; Per +19, SM +21 | Active: Daylight, Heightened Awareness, Tears to Wine | Bardic Rd: 22/23 | Hero Points: 2/3

Crasius: The morale bonuses to attack from Good Hope and Heroism unfortunately don't stack. You'll still get the +2 morale bonus to weapon damage (and any ability checks) from Good Hope, but that's all.


Spells: 1st (5/6), 2nd (3/6), 3rd (4/5), 4 (3/3)
Skill M-Z:
Oratory +11, Perception +16, Sense Motive +11, Spellcraft +11 [+1 to identify spells from Evil Spellcasters]
Skill A-L:
Talsune Fly +13, Acrobatics +20 (19), Diplomacy +19, Arcana +11, Dungeoneering +5, Engineering +5, Geography +5, History +5, Local +5, Nature +5, Planes +8, Religion +5, Linguistics +15,
Human Male Bard [A.M.]/DD [Brass] 11; 118/118; Init +8; AC 21 (22 Haste), T 16 (17 Haste), FF 16; AC Penalty -1; Fort +9, Ref +13 (+14 Haste), Will +8, [+1 vs EC]; 13/14 BS ; HP 3; Per +16 (30 ft Blindsense), T +18 (DV,LL,Scent)

For some reason, I was thinking it was a different Type. So AC 25 and then 19.


Ingrit Ragnarsdottir F Human Ranger (Skirmisher) 11: HP 78/87 : 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

actually 3rd shot should be a 19 to hit. Forgot to adjust attack bonus on the 3rd attack this time.


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 |

Did Dom's first attack Demoralize the giant? Dom rolled a 28 Intimidate for Menacing Swordplay. If so, it had -2 to attacks and I think the second attack against Wapiti also misses!

If the giant in front of him still stands, Dom continues the assault!

Falcata, IC, GH: 1d20 + 15 + 2 + 2 ⇒ (15) + 15 + 2 + 2 = 34; Damage, IC, GH: 1d8 + 12 + 2 + 2 ⇒ (7) + 12 + 2 + 2 = 23
Falcata iterative: 1d20 + 14 ⇒ (9) + 14 = 23; Damage: 1d8 + 16 ⇒ (7) + 16 = 23

If it has fallen or does fall, Dom starts moving toward the next giant without drawing an AOO.


Rimkeening Crevasse C1

Clarification: Ratibor won't attack any in the group who re-enter the hut so long as the entire group has not left the porch. So those who stepped off the porch as part of the fight don't need to worry about getting back inside.

Also, as I noted earlier, the attack and damage bonuses from Good Hope and IC do stack. Good Hope is a morale bonus while IC is a competence bonus. The Save bonuses are both morale bonuses, so the bonus to saves versus fear and charm from IC do not stack with the more general morale bonus to saves from GH.

Hadda's arrow benefitted from the magical inspiration. Tiny adjustments in her aim sent the arrow at a weak point in the armor, striking the approaching giant in the shoulder. 12 damage to Giant 2.

I'm assuming the windows have glass over them and are normally closed and locked. If Hadda was out on the porch at the start of her action, assume she fired at the giant first and then used her move action to get back inside by the window. The window can be opened so ranged attacks can be made through them. It is a move action to open closed window. Windows can only be opened from inside.

Ingrit's next arrow penetrates the first giant's head and he indeed falls very hard. She whirls and sends two more arrows at the giant advancing from the east, hitting with one. 28 to Giant 1, taking him to -12. 12 to Giant 2.

Wapiti withdraws to a point out of the reach of either giant but remains on the porch, glaring at the new foe approaching.

Since Ingrit killed the giant that had Wapiti in his threat range, Wapiti could move inside the hut again, squeezing through the door (Ratibor and Fisk would make room).

This illustrates one drawback of posting out of initiative order. By the time Crassius' turn comes, the giant to the west side was felled and Wapiti was on the porch. So Crasius does not have a target unless he wants to move to where he has a line to the giant on the east side. That would give the giant a +4 bonus to AC because Wapiti is providing cover. So Crasius needs to repost to indicate what he does in this evolved situation.

Suggestion: ready a ranged attack at any giant that comes into the clearing where he can see it. He can use the attack he already rolled. His initiative will shift to just before the new giant. Or he can cast a spell or something completely different. Note: ready always triggers a standard action, so he won't get the full round attack he made above, just the first attack.

Next up:
Crasius (retcon choices)
Ozella
Dom Will move Dom 35' east unless Dom posts a different action.
Rurik I will 'bot Rurik unless he gets back in time to post.

I'll add Ratibor to the initiative at this point: he will open a window and make a ranged attack through one of the side windows. This will let those on the west side porch a way to get back inside.


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 |

Seeing the foe in front of him slain, Dom prepares to engage the next giant that just bouldered him, while keeping his head up for more boulders.

Move 20" and Total Defense! +6 to AC.


Female Gnome Arcanist 7 | HP: 50/50 | AC: 17, Touch: 13, Flat-Footed: 16 | CMB: +0, CMD: 12 | F: +6, R: +5, W: +7 | Init: +5 | Perc: +19 [Low-Light Vision]| Resources: Arcane Reservoir 5/10; Spells: 1st 4/6, 2nd 6/6, 3rd 4/4| Active Effects: Ant Haul (14h), Mage Armor (7h), Heightened Awareness (70m), Tears to Wine (70m)

Not wanting to waste any more resources, Ozella speeds her way back into the hut at Zorka's word. She trusts that the giants will be dealt with.

Move action to move back into the hut.


Spells: 1st (5/6), 2nd (3/6), 3rd (4/5), 4 (3/3)
Skill M-Z:
Oratory +11, Perception +16, Sense Motive +11, Spellcraft +11 [+1 to identify spells from Evil Spellcasters]
Skill A-L:
Talsune Fly +13, Acrobatics +20 (19), Diplomacy +19, Arcana +11, Dungeoneering +5, Engineering +5, Geography +5, History +5, Local +5, Nature +5, Planes +8, Religion +5, Linguistics +15,
Human Male Bard [A.M.]/DD [Brass] 11; 118/118; Init +8; AC 21 (22 Haste), T 16 (17 Haste), FF 16; AC Penalty -1; Fort +9, Ref +13 (+14 Haste), Will +8, [+1 vs EC]; 13/14 BS ; HP 3; Per +16 (30 ft Blindsense), T +18 (DV,LL,Scent)

I will delay till after I see an enemy and then do the full attack at the enemy. I thought the one in the forest was visible and who I intended to shoot at. I did not realize it was just sounds we detected.


Rimkeening Crevasse C1

On the Table:
Rurik: Channel Positive energy: 4d6 ⇒ (2, 1, 3, 3) = 9
FG1: DC 22 Stabilization: 1d20 + 5 ⇒ (2) + 5 = 7
Target: 1=D,2=W 1d2 ⇒ 2
Vs. Wapiti AC 18
Greataxe 1, PA: 1d20 + 18 - 3 ⇒ (9) + 18 - 3 = 24
Greataxe damage, PA: 3d6 + 13 + 9 ⇒ (4, 1, 1) + 13 + 9 = 28
Assuming Ingrit uses her Hunter's Trick, W takes 14
28 otherwise.
FG3: vs. Crasius, AC 19
Thrown Rock: 1d20 + 9 ⇒ (5) + 9 = 14 (range 120 ft.)
Hut: vs FG2
Slam: 1d20 + 38 ⇒ (11) + 38 = 49
Slam Damage: 2d8 + 13 ⇒ (7, 5) + 13 = 25

Claw 1: 1d20 + 38 ⇒ (6) + 38 = 44
Claw 1 Damage: 2d6 + 13 ⇒ (1, 4) + 13 = 18

Claw 1: 1d20 + 38 ⇒ (7) + 38 = 45
Claw 1 Damage: 2d6 + 13 ⇒ (3, 5) + 13 = 21

As Crasius waits to fire at the next giant that can be heard approaching in the dense forest to the west, Dom moves next to Wapiti to face the giant that hit him with a large rock. Ratibor opens a window to the west as Ozella and Rurik return to the hut's foyer. Rurik sends out more healing energy to try to keep everyone healthy until Zorka can do something with the hut.

All wounded PCs heal 9 more points.

The giant to the east moved toward Dom and Wapiti and decided to attack the giant elk. Ingrit again gives instructions to her companion to help him avoid the worst of the axe blow, but it still further wounds the beast. 14 damage.

A third giant comes crashing through the forest and into the clearing. He is greeted with an arrow from Crasius' bow that sticks in his thigh. 12 damage. Note: I canceled the -2 penalty for rapid shot, but also the +2 for heroism, since that does not stack with the Good Hope morale bonus to attacks. Still hit.

The giant hurls a rock at Crasius, snarling at the bard. The large rock goes wide, however, hitting the side of the hut but causing no serious damage.

At this point, the hut starts to rise up. Dom is left on the ground, but Crasius and Wapiti rise with the porch. The wall just above the door forms into a giant chicken-like beak and pecks down hard on the nearest giant. Then it rocks one way, and a giant chicken-like clawed foot kicks the giant. It rocks the other way and another clawed foot kicks it again. Both kicks connect and the giant is badly wounded. 64 damage total.

Those on the porch are ten feet above the ground, but they can still threaten the giant with melee attacks, as the giants are over ten feet tall. Those inside can see Zorka concentrating on moving the egg around in the cracked clay bowl.

Round 3
Hadda (GH, IC)
Ingrit (GH, IC)
Wapiti (GH, IC, 34 lethal)
Crasius (Greater magic weapon, Heroism, GH, IC)
Ozella (ant haul, mage armor, heightened awareness, GH, IC)
Dom (GH, IC, 10 lethal)
Rurik (GH, IC)
FGiant 1 (145 lethal, dying)
FGiant 2 (88 lethal)
FGiant 3 (12 lethal)


Female Human (Iobarian) Chronicler of Worlds/Studious Librarian (Bard) 8 | HP 77/77 | AC 23 Touch 15 Flat 19 (ACP 0) CMB +8 CMD 23 | Fort +5 Ref +11 Will +8 | Speed 60 ft | Init +4; Per +19, SM +21 | Active: Daylight, Heightened Awareness, Tears to Wine | Bardic Rd: 22/23 | Hero Points: 2/3

Hadda is caught momentarily off guard when the hut rises into the air and begins to lash out at the nearest giant. She watches three unerring, devastating blows, eyes widening with delight. So this was the martial prowess of the Hut!

Hadda opens the window, leans out, and sends an arrow into the closest giant's head.

Mwk +2 Comp. Shortbow, GH, IC, into melee vs FG2: 1d20 + 10 + 2 + 2 - 4 ⇒ (15) + 10 + 2 + 2 - 4 = 25
Piercing, GH, IC: 1d6 + 2 + 2 + 2 ⇒ (6) + 2 + 2 + 2 = 12

She'll definitely have to ask Zorka about this!


Ingrit Ragnarsdottir F Human Ranger (Skirmisher) 11: HP 78/87 : 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

Commanding Wapiti to fully retreat, re-entering the hut, Ingrit sends a furious volley into the giant that attacked her companion.

+1 Composite Longbow (+2 str)/PBS/Favored enemy/Rapid shot/Good hope/Inspired: 1d20 + 15 + 1 + 2 - 2 + 2 + 2 ⇒ (16) + 15 + 1 + 2 - 2 + 2 + 2 = 36
Manyshot/Favored enemy/PBS/Inspired: 2d8 + 6 + 1 + 4 + 2 ⇒ (8, 7) + 6 + 1 + 4 + 2 = 28

+1 Composite Longbow (+2 str)/PBS/Favored enemy/Rapid shot/Good hope/Inspired: 1d20 + 15 + 1 + 2 - 2 + 2 + 2 ⇒ (5) + 15 + 1 + 2 - 2 + 2 + 2 = 25
Favored enemy/PBS/Inspired: 1d8 + 3 + 1 + 2 + 2 ⇒ (1) + 3 + 1 + 2 + 2 = 9

+1 Composite Longbow (+2 str)/PBS/Favored enemy/Rapid shot/Good hope/Inspired: 1d20 + 10 + 1 + 2 - 2 + 2 + 2 ⇒ (17) + 10 + 1 + 2 - 2 + 2 + 2 = 32
Favored enemy/PBS/Inspired: 1d8 + 3 + 1 + 2 + 2 ⇒ (6) + 3 + 1 + 2 + 2 = 14


HP:88/93 I AC 29 (30 w/Haste), touch 14, flat-footed 25 I Fort +10, Ref +12, Will +5(+9) I Speed 50 ft I Perception +10 (low light vision)

Wapiti withdraws, squeezing through the door to enter the hut.


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 |

"Wait, what?" Dom is pretty darn surprised as the hut itself starts kicking at the giants. Too bad he didn't listen to Zorka's directions.

Definitely feeling like the weak link when compared to the hut, Dom maintains a defensive stance as he lashes out at the giant near him.

5-foot step, fighting defensively against the giant.

Falcata, IC, GH, Defensive: 1d20 + 15 + 2 + 2 - 4 ⇒ (2) + 15 + 2 + 2 - 4 = 17; Damage, IC, GH: 1d8 + 12 + 2 + 2 ⇒ (1) + 12 + 2 + 2 = 17
Falcata, Iterative: 1d20 + 10 + 2 + 2 - 4 ⇒ (14) + 10 + 2 + 2 - 4 = 24; Damage, IC, GH: 1d8 + 12 + 2 + 2 ⇒ (6) + 12 + 2 + 2 = 22

AC 24.


Spells: 1st (5/6), 2nd (3/6), 3rd (4/5), 4 (3/3)
Skill M-Z:
Oratory +11, Perception +16, Sense Motive +11, Spellcraft +11 [+1 to identify spells from Evil Spellcasters]
Skill A-L:
Talsune Fly +13, Acrobatics +20 (19), Diplomacy +19, Arcana +11, Dungeoneering +5, Engineering +5, Geography +5, History +5, Local +5, Nature +5, Planes +8, Religion +5, Linguistics +15,
Human Male Bard [A.M.]/DD [Brass] 11; 118/118; Init +8; AC 21 (22 Haste), T 16 (17 Haste), FF 16; AC Penalty -1; Fort +9, Ref +13 (+14 Haste), Will +8, [+1 vs EC]; 13/14 BS ; HP 3; Per +16 (30 ft Blindsense), T +18 (DV,LL,Scent)

Crasius attacks the oncoming giant to the west and then steps back towards the hut.

Attack the western giant then 5 ft step back. Rapid Shot.

Ranged Attack, Rapid Shot, Deadeye, IC, GH: 1d20 + 11 - 2 - 2 + 2 + 2 ⇒ (9) + 11 - 2 - 2 + 2 + 2 = 20

Ranged Damage Deadeye, IC, GH: 1d8 + 5 + 4 + 2 ⇒ (7) + 5 + 4 + 2 = 18

Ranged Attack, Rapid Shot, Deadeye, IC, GH: 1d20 + 11 - 2 - 2 + 2 + 2 ⇒ (7) + 11 - 2 - 2 + 2 + 2 = 18

Ranged Damage Deadeye, IC, GH: 1d8 + 5 + 4 + 2 ⇒ (7) + 5 + 4 + 2 = 18


Female Gnome Arcanist 7 | HP: 50/50 | AC: 17, Touch: 13, Flat-Footed: 16 | CMB: +0, CMD: 12 | F: +6, R: +5, W: +7 | Init: +5 | Perc: +19 [Low-Light Vision]| Resources: Arcane Reservoir 5/10; Spells: 1st 4/6, 2nd 6/6, 3rd 4/4| Active Effects: Ant Haul (14h), Mage Armor (7h), Heightened Awareness (70m), Tears to Wine (70m)

Ozella moves to the window at the upper right and reaches her hand out. Taking careful aim not to hit Dom, the Gnome flicked her hand while speaking words of power to create a cone of fire towards the Giant.

Burning Hands Reflex DC 18: 5d4 ⇒ (1, 2, 2, 1, 4) = 10

Move action then standard to cast Burning Hands.


Rimkeening Crevasse C1

Hadda and Ingrit send more arrows into the very surprised giant that was kicked and pecked by the hut itself. The second arrow mortally wounds him and the last puts him much closer to death. Hadda did 12 and Ingrit did 51 to Giant 2, putting him negative and dying.

Wapiti, wounded and bleeding, squeezes back through the front door and down into the interior of the hut.

Crasius' arrows both miss the giant to the west. You've all attacked enough to establish that the giants have an AC of 21.

Dom and Ozella need to repost, as the giant they targeted is dying.

Dom can attempt a jump (vertical 10 feet) to land on the porch or 5 feet to grab the edge and pull himself up. See acrobatics skill for modifiers depending on running start, base speed, etc. Perhaps Ozella has some magic that could help him up or they could target the other giant to the west.


Female Gnome Arcanist 7 | HP: 50/50 | AC: 17, Touch: 13, Flat-Footed: 16 | CMB: +0, CMD: 12 | F: +6, R: +5, W: +7 | Init: +5 | Perc: +19 [Low-Light Vision]| Resources: Arcane Reservoir 5/10; Spells: 1st 4/6, 2nd 6/6, 3rd 4/4| Active Effects: Ant Haul (14h), Mage Armor (7h), Heightened Awareness (70m), Tears to Wine (70m)

Instead of going to that window, Ozella goes to the other window with the lone giant and makes a token effort to help even though she trusts that the party and Hut will be able to bring it down. She draws her heavy crossbow during her move.

Crossbow: 1d20 + 6 ⇒ (20) + 6 = 26
Damage: 1d8 ⇒ 4

Crossbow confirm: 1d20 + 6 ⇒ (8) + 6 = 14
Damage: 1d8 ⇒ 5


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 |

Dom draws his buckler and maintains a defensive stance, ready to dodge boulders!

Total Defense, draw buckler. AC=28.


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Male Human Cleric 11 | HP 80/80 | AC 25 T 12 FF 24 | Fort +10 Ref +5 Will +13 | Initiative +1 | Perception +7 | Channel 4/7 | Inspired 1/1 | Liberation 11/11 | Rebuke Death 8/8

Rurik casts cure moderate wounds on Wapiti so that the majestic beast will remain calm and more likely to survive the encounter.

Cure moderate wounds: 2d8 + 7 ⇒ (5, 1) + 7 = 13


Rimkeening Crevasse C1

Behind the screen:
FG1 DC 22 Constitution to stabilize: 1d20 + 5 ⇒ (18) + 5 = 23 Stabilizes.
FG2 DC 28 Constitution to stabilize: 1d20 + 5 ⇒ (1) + 5 = 6 Loses another hp.

On the Table:
Hut AC: 34
FG3: Greataxe 1, PA: 1d20 + 18 - 3 ⇒ (11) + 18 - 3 = 26
FG4: Thrown Rock: 1d20 + 9 ⇒ (14) + 9 = 23 (range 120 ft.
Hut: vs FG 3:
Slam: 1d20 + 38 ⇒ (19) + 38 = 57
Slam Damage: 2d8 + 13 ⇒ (4, 5) + 13 = 22

Claw 1: 1d20 + 38 ⇒ (8) + 38 = 46
Claw 1 Damage: 2d6 + 13 ⇒ (2, 6) + 13 = 21

Claw 2: 1d20 + 38 ⇒ (20) + 38 = 58
Claw 2 Damage: 2d6 + 13 ⇒ (1, 6) + 13 = 20


Sorry for the delay. Busy weekend.

Ozella fires a crossbow and hits the giant approaching from the west. She narrowly misses penetrating to the giant's lung. Not a crit, but does 4 damage.

Dom focuses on avoiding thrown rocks while Rurik heals Wapiti inside the hut. The animal, who has been through this before, keeps calm and makes a soft vocalization that sounds a bit like someone playing a few notes on a bugle. Wapiti heals 13.

The giant to the west rushes at the hut, raising his battle axe for a powerful strike, but his fearsome blade glances off the side of the hut, which appears to be made of wood, but repels damage more like hard granite.

Another battle cry is heard from the east, but this giant goes silent when he sees the hut kicking his allies and two giants already on the ground. He hurls a rock at the hut and it two bounces off the side without leaving so much as a scratch.

The hut turns to face the west and pecks and kicks viciously at the giant attacking it with his battleaxe. He sustains three serious wounds.

The giants will focus their attacks on the hut, ignoring Dom and those on the porch. They won't be able to do much to the hut while the hut will continue to decimate their ranks. A few rounds later, the giants will flee to the north. PCs can aid in the fight, but they won't significantly change the outcome. Let me know if you want to play out the battle any further.


Spells: 1st (5/6), 2nd (3/6), 3rd (4/5), 4 (3/3)
Skill M-Z:
Oratory +11, Perception +16, Sense Motive +11, Spellcraft +11 [+1 to identify spells from Evil Spellcasters]
Skill A-L:
Talsune Fly +13, Acrobatics +20 (19), Diplomacy +19, Arcana +11, Dungeoneering +5, Engineering +5, Geography +5, History +5, Local +5, Nature +5, Planes +8, Religion +5, Linguistics +15,
Human Male Bard [A.M.]/DD [Brass] 11; 118/118; Init +8; AC 21 (22 Haste), T 16 (17 Haste), FF 16; AC Penalty -1; Fort +9, Ref +13 (+14 Haste), Will +8, [+1 vs EC]; 13/14 BS ; HP 3; Per +16 (30 ft Blindsense), T +18 (DV,LL,Scent)

Crasius continues to shoot from a safe distance.

I am fine with calling it. I have all Durable arrows so I will go and gather them when we are done."


Female Human (Iobarian) Chronicler of Worlds/Studious Librarian (Bard) 8 | HP 77/77 | AC 23 Touch 15 Flat 19 (ACP 0) CMB +8 CMD 23 | Fort +5 Ref +11 Will +8 | Speed 60 ft | Init +4; Per +19, SM +21 | Active: Daylight, Heightened Awareness, Tears to Wine | Bardic Rd: 22/23 | Hero Points: 2/3

Witnessing the hut's raw destructive power, Hadda puts down her bow and withdraws deeper in to watch Zorka work with the brown egg in the clay bowl.
"Is that the control mechanism?" she asks. "It's unorthodox, but I suppose if you learn how to control it effectively, then...would you be willing to show me?"

Diplomacy, make a request: 1d20 + 18 + 2 ⇒ (12) + 18 + 2 = 32

If you want a Knowledge (arcana), Spellcraft, or Use Magic Device, just let me know. I'm also fine with hand-waiving the rest of the combat if the Hut is going to be a demolishing beast, but Hadda wouldn't mind having a turn at the egg.


Rimkeening Crevasse C1

The vicious attacks of the hut continue to wound and kill each giant who approaches within fifteen feet of it. After two more giants fall, the others retreat and run north into the forest and do not return.

Zorka gives everyone a short lesson on how to move the egg around in the bowl to make the hut do various basic things.

It becomes clear eventually that the giants are not coming back. It appears safe to venture into the forest.


Female Human (Iobarian) Chronicler of Worlds/Studious Librarian (Bard) 8 | HP 77/77 | AC 23 Touch 15 Flat 19 (ACP 0) CMB +8 CMD 23 | Fort +5 Ref +11 Will +8 | Speed 60 ft | Init +4; Per +19, SM +21 | Active: Daylight, Heightened Awareness, Tears to Wine | Bardic Rd: 22/23 | Hero Points: 2/3

Hadda watches Zorka's lesson, enraptured. Constructs were something that she was less innately familiar with than other aspects of the arcane, and such a control mechanism warranted deeper study. There were ample degrees of freedom between the egg and bowl that could be exploited in combination to issue all sorts of commands. She looks for patterns, mathematical, linguistic, or otherwise, that she could use to understand the lessons more completely.

As the others return to say that the giants had been run off, Hadda gives a small cheer. "Well, we brought down one frost giant entirely on our own, and nearly a second without the hut. I would say that is a feat in and of itself. Although if we had been forced to continue to stand on our own against a whole raiding party, we may very likely have perished were it not for the hut. Thank you, Zorka, for coming to our aid."

The librarian also turns to Ratibor, addressing him in Draconic so that at least a few others of her band can understand the exchange. "I'm glad that we did not fully leave the porch and could retreat to safely fight alongside you. We will look for an appropriate book to relieve you from your vigil." She translates for the others as quickly as possible.

---

Her wits gathered about her and excited for a hopefully giant-less exploration of the forest, Hadda moves out to the porch again, hopefully for good until their mission is complete.


Spells: 1st (5/6), 2nd (3/6), 3rd (4/5), 4 (3/3)
Skill M-Z:
Oratory +11, Perception +16, Sense Motive +11, Spellcraft +11 [+1 to identify spells from Evil Spellcasters]
Skill A-L:
Talsune Fly +13, Acrobatics +20 (19), Diplomacy +19, Arcana +11, Dungeoneering +5, Engineering +5, Geography +5, History +5, Local +5, Nature +5, Planes +8, Religion +5, Linguistics +15,
Human Male Bard [A.M.]/DD [Brass] 11; 118/118; Init +8; AC 21 (22 Haste), T 16 (17 Haste), FF 16; AC Penalty -1; Fort +9, Ref +13 (+14 Haste), Will +8, [+1 vs EC]; 13/14 BS ; HP 3; Per +16 (30 ft Blindsense), T +18 (DV,LL,Scent)

Crasius gathers up his ammo and then waits for the others before heading out.


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 |

Dom is grateful as the giants all turn their attention to the hut before being dispatched or dispersed. Before returning to the hut, he investigates their bodies for valuables and to figure out if there was any particular motive behind their attacks beyond plunder.

"Remind me not to get on your bad side, Zorka! And I'm glad the hut will keep you safe until we return."


Rimkeening Crevasse C1

Last chance for anything you want from the hut. Are you taking Fisk with you? You can stock up on things like arrows and such. Since you won't have access to any place to purchase gear, those who use arrows and bolts as ammunition need to keep track of how many you have, weight, etc. Ingrit goes through a lot of arrows in a round, so keep that in mind. I haven't worried about this in the past because you were usually in situations where you could restock regularly and the cost is too low to fuss about. The standard rules for arrow breakage is arrows that hit their target are broken and half the arrows that don't hit are also broken.

I won't make you track rations as I don't think you're going to be needing to survive outside the hut long enough to worry about it, plus you are in a situation where you could hunt game for meat. Same with water.

Otherwise, you can only use what you have brought with you.

Outside the hut are four dead frost giants. They have little of value beyond their armor and axes. However, one of them is carrying a fist-sized glass bauble in its sack, wrapped up in a bundle of hay. It is a glass sphere set into a small base. The sphere is mostly filled with clear liquid but it also contains a small diorama of a forest in winter and small flecks of swirl around lazily until they settle to the bottom. It detects as magic, giving off a strong aura of transmutation magic.

DC 29 Spellcraft with detect magic:
Shaking the globe (a move action) activates it, and causes the crystals inside to fly wildly about the globe, taking on the appearance of a mad snowstorm for 1d6 minutes until they settle back down. Shattering an activated globe (hardness 1, hp 2) creates raging blizzard conditions in a 2-mile-radius circle centered on the location where the globe was shattered. In this area, temperatures drop to below freezing, winds blow at over 50 miles per hour, and heavy snow falls (see pages 438–439 of the Core Rulebook). It takes 10 minutes for the blizzard to form, and the conditions last for 1 hour before dissipating, at which point normal weather conditions in the area return. Once shattered, a globe of blizzards is destroyed.

The view from the small clearing where the hut is located gives little information as to where in Iobaria the group finds themselves. No high mountains can be seen that might serve as landmarks. There is no option but to trek into the surrounding forest.

The wood is dense, comprising tall trees with long needle-like leaves clustered into spiral arrangements. High above, their branches lock together, blotting out the sunlight. Below the canopy, the tree branches are thin, losing their foliage from lack of sunlight, and jutting out from the vast maze of peeling trunks like skeletal arms. A blanket of fallen needles covers the ground. Locked in the gloom and cold, the forest floor seems nearly barren, except for patches of lichen and moss that cling to the rocky soil and the lower trunks of the towering trees. A light dusting of snow has filtered through the canopy.

Specify anything you want regarding how you are moving through the forest, spells cast, etc. Light level in the forest is dim.


Female Human (Iobarian) Chronicler of Worlds/Studious Librarian (Bard) 8 | HP 77/77 | AC 23 Touch 15 Flat 19 (ACP 0) CMB +8 CMD 23 | Fort +5 Ref +11 Will +8 | Speed 60 ft | Init +4; Per +19, SM +21 | Active: Daylight, Heightened Awareness, Tears to Wine | Bardic Rd: 22/23 | Hero Points: 2/3

I wish I had thought about durable arrows. I have enough gold left.

Hadda looks through her quiver, noting that she had used four of the twenty arrows in her quiver. She refills that quiver back to full, and then grabs two more full quivers and several other mundane provisions. Best to be prepared.

Finally, she looks for any alchemical provisions against the plagues of Iobaria's wilderness. Are there any antiplagues?

Once she is even more prepared, she actually leaves the Hut. She makes a batch of morning mead in a barrel (Tears to Wine) for herself and the others to drink. To Ratibor and Zorka, who will retain the lion's share of the mead, she clarifies. "This drink will enhance your senses for the next hour, but the mead should remain as mead instead of reverting to water. A closing gift to you until we return."

She also casts Heightened Awareness on herself to further amplify her perception, to look out for possible dangers in the forest beyond.

Spellcraft, T2W: 1d20 + 15 + 2 ⇒ (9) + 15 + 2 = 26 Waaah, so close! Can two people aid for a +2? Or maybe I could have done this with Good Hope still active, and just need one aid?

Once outside, she begins to examine the glass bauble, but can't quite make sense of the complex magic. "Ozella, Crasius, Rurik, can you help me assess the auras and properties of this snow globe?"

As they move out, Hadda takes up her now-usual position towards the rear of the pack, using the dim light of the forest to move about stealthily.

Stealth: 1d20 + 15 ⇒ (13) + 15 = 28

Do you want any preemptive, proactive perception checks, or should those just be reactive? Also, that description of the forest is beautiful.


Male Human Cleric 11 | HP 80/80 | AC 25 T 12 FF 24 | Fort +10 Ref +5 Will +13 | Initiative +1 | Perception +7 | Channel 4/7 | Inspired 1/1 | Liberation 11/11 | Rebuke Death 8/8

The priest checks his gear one last time to make sure that he has everything and then heads out into the forest with the team.

Spellcraft: 1d20 + 11 ⇒ (1) + 11 = 12

Rurik responds to Hadda's request and says, "I... am not really sure what this does. It reminds me of a child's toy."


Spells: 1st (5/6), 2nd (3/6), 3rd (4/5), 4 (3/3)
Skill M-Z:
Oratory +11, Perception +16, Sense Motive +11, Spellcraft +11 [+1 to identify spells from Evil Spellcasters]
Skill A-L:
Talsune Fly +13, Acrobatics +20 (19), Diplomacy +19, Arcana +11, Dungeoneering +5, Engineering +5, Geography +5, History +5, Local +5, Nature +5, Planes +8, Religion +5, Linguistics +15,
Human Male Bard [A.M.]/DD [Brass] 11; 118/118; Init +8; AC 21 (22 Haste), T 16 (17 Haste), FF 16; AC Penalty -1; Fort +9, Ref +13 (+14 Haste), Will +8, [+1 vs EC]; 13/14 BS ; HP 3; Per +16 (30 ft Blindsense), T +18 (DV,LL,Scent)

Crasius looks over the item to try and help identify it.

Spellcraft+Heroism: 1d20 + 11 + 2 ⇒ (6) + 11 + 2 = 19

So I aid if I Can. If not I am not sure what it is.


Ingrit Ragnarsdottir F Human Ranger (Skirmisher) 11: HP 78/87 : 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

With armor and weaponry too big to be of use, Ingrit spares the fallen giants a look of satisfaction as the party forges their way into the forest.

As the others study the odd globe found on the dead giant, the ranger sits astride her stalwart elk companion, riding up front as they lead the way through the deep unspoiled forest. Despite the vague foreboding nature of their surroundings...or possible even a little because of it, she revels in the immersion of nature, savoring the scent of pine needles, the quiet crunch of snow, and the myriad of natural stimuli that wash over her senses.

A few minutes in she takes out the serpentine figurine from her belt pouch, activating it to awaken Tsgili and sending her flying ahead to scout from above.

Perception (Ingrit/Cold environment): 1d20 + 8 + 2 ⇒ (19) + 8 + 2 = 29
Perception (Wapiti/Low light vision): 1d20 + 9 ⇒ (4) + 9 = 13
Perception (Tsgili/Low light vision---Bird's eye view): 1d20 + 10 ⇒ (14) + 10 = 24


Female Gnome Arcanist 7 | HP: 50/50 | AC: 17, Touch: 13, Flat-Footed: 16 | CMB: +0, CMD: 12 | F: +6, R: +5, W: +7 | Init: +5 | Perc: +19 [Low-Light Vision]| Resources: Arcane Reservoir 5/10; Spells: 1st 4/6, 2nd 6/6, 3rd 4/4| Active Effects: Ant Haul (14h), Mage Armor (7h), Heightened Awareness (70m), Tears to Wine (70m)

"Thanks, Hadda." Ozella accepts the cup of morning mead from Hadda and downs it before taking a look at the snow globe.

Spellcraft: 1d20 + 16 + 2 ⇒ (20) + 16 + 2 = 38

"Oh, I've heard of this. This is a Globe of Blizzards. If you shake it, then it takes an unusually long time for the snowstorm inside to settle down, but the true magic happens if you take it and shatter it on the ground. It'll take a few minutes, about ten, but then it'll cause a huge blizzard. I'm talking miles. Temperatures drop down so far they can freeze you solid, winds blow hard enough to throw a Gnome, and don't even get me started on the snow. It's a lot, there will be a lot, and it'll last for an hour."

After her explanation, Ozella goes right back to checking her gear to make sure everything was up to code. Nothing the giants have would fit her, so she doesn't show any interest in their equipment.

She does, however, follow Hadda's lead and tries to be at least a little bit stealthy while keeping an eye out.

Stealth: 1d20 + 5 ⇒ (14) + 5 = 19
Perception (Low Light): 1d20 + 17 + 2 + 2 ⇒ (9) + 17 + 2 + 2 = 30


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 |

Though he far prefers his sword, Dom gathers a handful of arrows just in case the party ends up in ranged combat. As he goes outside, he swishes around his new ice robe.

"Nobody says you can't fight fashionably!" He begins trekking, keeping an eye out but trusting others to choose the actual path.

Perception: 1d20 + 10 ⇒ (19) + 10 = 29


Spells: 1st (5/6), 2nd (3/6), 3rd (4/5), 4 (3/3)
Skill M-Z:
Oratory +11, Perception +16, Sense Motive +11, Spellcraft +11 [+1 to identify spells from Evil Spellcasters]
Skill A-L:
Talsune Fly +13, Acrobatics +20 (19), Diplomacy +19, Arcana +11, Dungeoneering +5, Engineering +5, Geography +5, History +5, Local +5, Nature +5, Planes +8, Religion +5, Linguistics +15,
Human Male Bard [A.M.]/DD [Brass] 11; 118/118; Init +8; AC 21 (22 Haste), T 16 (17 Haste), FF 16; AC Penalty -1; Fort +9, Ref +13 (+14 Haste), Will +8, [+1 vs EC]; 13/14 BS ; HP 3; Per +16 (30 ft Blindsense), T +18 (DV,LL,Scent)

Crasius nods and says, "That is often the best way to do it. So does anyone have a plan on how to proceed?"


Female Human (Iobarian) Chronicler of Worlds/Studious Librarian (Bard) 8 | HP 77/77 | AC 23 Touch 15 Flat 19 (ACP 0) CMB +8 CMD 23 | Fort +5 Ref +11 Will +8 | Speed 60 ft | Init +4; Per +19, SM +21 | Active: Daylight, Heightened Awareness, Tears to Wine | Bardic Rd: 22/23 | Hero Points: 2/3

As Ozella firmly identifies the Globe of Blizzards, Hadda has just begun to piece together some of what she is telling her with some additional insights from Rurik and Crasius. "Fascinating," she says, reaching for it and giving it a brief shake to activate the lesser magic animating the storm inside. "This could prove quite useful if we need to create a distraction. What a curious distillation of the winter magic gripping Irrisen." She stares into the developing storm, wishing to study it more later. Whenever later would be...

For now, she turns her focus to the waiting forest, trying not to think about the conversation regarding fashion. Her robes were simple, as that was what she had time for. But the others had found things that were both useful and interesting. Damn...

Perception, T2W, HA: 1d20 + 11 + 2 + 2 ⇒ (12) + 11 + 2 + 2 = 27
Survival, T2W: 1d20 + 1 + 2 ⇒ (20) + 1 + 2 = 23

"I'm no wilderness guide, but I have a sufficient sense of Iobaria's geography. If we find any landmarks, it will be easier to determine our bearing towards Artrosa. If we're in Storith, Coreth, Finadar, or Norinor, we have a long journey ahead of us. Duroth or Fangard would be closer. And if Baba Yaga saw fit to spatiotemporally lock her Hut's Iobarian configuration in the Hoofwood, then we're nearly there. A river, lake, mountain, or town would all be ideal hints for next steps. Otherwise, we could consult the Akashic Record for better knowledge."

I swear I'm planning to look through the loot sheet one of these days. For some reason, writing is easier than looking through stuff on a spreadsheet.


Rimkeening Crevasse C1

Behind the screen:
Crasius: stealth, ACP: 1d20 + 2 - 1 ⇒ (6) + 2 - 1 = 7
Domitian: Stealth, ACP: 1d20 + 2 - 2 ⇒ (19) + 2 - 2 = 19
Hadda: Stealth: 1d20 + 14 ⇒ (20) + 14 = 34
Ingrit: Stealth, ACP: 1d20 + 10 - 2 ⇒ (16) + 10 - 2 = 24
Ozella: 19
Wapiti: Stealth: 1d20 + 3 ⇒ (2) + 3 = 5
Rurik: Stealth, ACP: 1d20 + 2 - 1 ⇒ (4) + 2 - 1 = 5

C1: perception: 1d20 + 10 ⇒ (3) + 10 = 13
C2: perception: 1d20 + 10 ⇒ (10) + 10 = 20
C3: perception: 1d20 + 10 ⇒ (3) + 10 = 13
C4: perception: 1d20 + 10 ⇒ (4) + 10 = 14
C5: perception: 1d20 + 10 ⇒ (20) + 10 = 30
C6: perception: 1d20 + 10 ⇒ (19) + 10 = 29

C1: Stealth: 1d20 + 9 ⇒ (14) + 9 = 23
C2: Stealth: 1d20 + 9 ⇒ (19) + 9 = 28
C3: Stealth: 1d20 + 9 ⇒ (10) + 9 = 19
C4: Stealth: 1d20 + 9 ⇒ (16) + 9 = 25
C5: Stealth: 1d20 + 9 ⇒ (14) + 9 = 23
C6: Stealth: 1d20 + 9 ⇒ (13) + 9 = 22

PC Perception rolled:
Dom: 29
Hadda: 27
Ingrit: 29
Wapiti: 13
Owl: 24
Ozella: 30
Rurik: Perception: 1d20 + 5 ⇒ (5) + 5 = 10

Hadda Sogard wrote:
Finally, she looks for any alchemical provisions against the plagues of Iobaria's wilderness. Are there any antiplagues?

Antiplague: Craft (Alchemy) DC 25 There are alchemical supplies and equipment for crafting potions, if anyone has the feats to do so.

Hadda Sogard wrote:
[Dice=Spellcraft, T2W]1d20+15+2 Waaah, so close! Can two people aid for a +2? Or maybe I could have done this with Good Hope still active, and just need one aid?

With Rurik's aid, that should be enough.

Hadda Sogard wrote:
Do you want any preemptive, proactive perception checks, or should those just be reactive? Also, that description of the forest is beautiful.

I'll usually roll perception if I don't want to alert players to the possibility of danger or treasure. You're always free to roll if you are looking for something in particular. Just keep your header values for things like AC, saves, and perception up to date to account of buffs, etc.

After equipping themselves for an extended excursion into the wilderness and saying their goodbyes to Zorka and Ratibor, the group ventures into the dark forest around the hut. With no help from nature or magic to tell direction, they head off in an unknown direction and begin to cautiously pick their way through the dense and dim forest. The sparseness of vegetation on the forest floor results in few creatures moving about, so the only sounds are the birds in the forest canopy and the occasional crunch as twigs break underfoot.

The party advances about a mile when the sound of footsteps can be heard ahead of them about a hundred feet away. Before anyone can see the source, a figure on horseback rides forward until it is 60 feet away.

"Стоп! Ідентифікуйте себе та заявіть свій бізнес на нашій території!"

Iobarian:
Halt! Identify yourself and state your business in our territory!

Even those who do not speak Iobarian can tell the words are not a friendly greeting or an invite to a campfire drinking party.

As eyes focus on the advancing figure, all can see that it is not a humanoid riding a horse but a creature with the body of a horse and a human torso at the front end--a centaur. Once the leader has issued his words, a group of five more centaurs advance more slowly, spread out with about 20 feet between each one. The leader wears studded leather on his humanoid torso, with a heavy wooden shield. He wears a pointed leather helm with a tuft of fur adorning the top. He is armed with a spear and a longsword. His fur is the same color as the tree trunks, thick and shaggy in places. A thick beard several inches long frames his face.

No map just yet.


Female Human (Iobarian) Chronicler of Worlds/Studious Librarian (Bard) 8 | HP 77/77 | AC 23 Touch 15 Flat 19 (ACP 0) CMB +8 CMD 23 | Fort +5 Ref +11 Will +8 | Speed 60 ft | Init +4; Per +19, SM +21 | Active: Daylight, Heightened Awareness, Tears to Wine | Bardic Rd: 22/23 | Hero Points: 2/3

GM: Noted on all counts, and thank you! My profile has been updated to reflect the ACP of 0, and I believe everything else should be to your specifications.

Hadda clears her throat and steps from any tree cover that she instinctively tucked herself behind upon hearing the approach, hands raised to indicate that she intends no threat.

Knowledge (nature), centaurs, T2W, HA: 1d20 + 14 + 2 + 2 ⇒ (14) + 14 + 2 + 2 = 32

Centaurs. That doesn't necessarily narrow down where they are, but it could still be a clue.

"Привіт. Мене звати Хадда Согард, дочка Мірнбая, і це мої супутники. Нас перевезли на вашу територію і не знаємо точно, де ми знаходимося. Ми шукаємо Артрозу. Якщо ви можете розповісти нам, де ми знаходимося і як виїхати вашу територію, ми залишимо вас у спокої."

Iobarian:
"Hello. My name is Hadda Sogard, daughter of Mirnbay, and these are my companions. We were transported into your territory and do not know exactly where we are. We seek Artrosa. If you can tell us where we are and how to leave your territory, we will leave you be." Worth noting, Mirnbay is a city in the southeast of Iobaria that has an admittedly complicated relationship with centaurs.

Diplomacy: 1d20 + 18 ⇒ (15) + 18 = 33


Rimkeening Crevasse C1

The centaur listened intently, eyes flicking from Hadda to the others behind her and back. He does not look instantly mollified. The change of attitude will take some back and forth before taking effect.

"Ти родом із хатинки королеви відьом! Ви її друзі чи її вороги? Чому ви хочете поїхати в Атрозу?"

Iobarian:
You come from the witch queen's hut! Are you her friends or her enemies? Why do you wish to go to Atrosa?

His voice is still stern and cautious.

The centaurs at the ends of the line advance a little more so their line begins to be a crescent.

Knowledge (Nature), DC 14:
Legendary hunters and skilled warriors, centaurs are part man and part horse. Typically found on the fringes of civilization, these stoic people vary widely in appearance, their skin tones typically appearing deeply tanned but similar to the humans who occupy nearby regions, while their lower bodies borrow the colorations of local equines. Centaur hair and eyes trend toward darker colors and their features tend to be broad, while the overall bulk of their bodies is influenced by the size of the horses their lower quarters resemble. Thus, while an average centaur stands over 7 feet tall and weights upward of 2,000 pounds, there are vast regional variations—from lean plains-runners to burly mountain hunters. Centaurs typically live to be about 60 years old.

Aloof with other races and at odds even with their own kind, the centaurs are an old race only slowly coming to accept the modern world. While the majority of centaurs still live in tribes roaming vast plains or the fringes of eldritch forests, many have abandoned the isolationist ways of their ancestors to walk among the more cosmopolitan cities of the world. Often such free-spirited centaurs are considered outcasts and are shunned by their own tribes, making the decision to leave a heavy one. In some rare cases, however, whole tribes under progressive leaders have come to trade or make alliances with other humanoid communities—typically elves, but sometimes gnomes, and rarely humans or dwarves. Many races remain wary of centaurs, though, largely due to legends of territorial beastmen and the regular, violent encounters the centaurs have with stubborn settlers and expansionist countries.

Knowledge (history) DC 20:
Centaurs compose the majority of civilized creatures in Iobaria, and they divide themselves into dozens of clans, each claiming its own territory in this harsh land. The centaurs of the area are also separated by ethnicity. The Rashalka centaurs inhabit Hoofwood and the surrounding environs and are generally the most civilized and approachable. The Azorva centaurs are stockier and more muscular, and make their homes in the mountains to the west of the Dvezda Marches. A third ethnicity, the Tsolniva centaurs, lives in the harsh Eastern Ice Steppes, its members bearing thick coats and hairy bodies. Of the three races, the leader appears most like the Rashalka Centaurs.

We probably won't need a map for this encounter, but I just got a new map making program called Dungeon Alchemist that I wanted to try out. This map was created in about 45 minutes. Pretty cool. It is more for creating maps of interiors of structures, but it has a lot of options. See my header for the link to the forest map.


Ingrit Ragnarsdottir F Human Ranger (Skirmisher) 11: HP 78/87 : 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

Sitting astride Wapiti, her bow across her lap, Ingrit studies the centaurs and thief movements, keeping a hand soothingly on Wapiti's neck to keep him calm. Though she didn't understand the words, she knew centaurs and their culture well enough, and between their and Hadda's body language was relatively sure that they were not yet moments from erupting into violence.

Knowledge (Nature): 1d20 + 10 ⇒ (12) + 10 = 22

Her sharp eyes notice the encircling pCk tactics, her subconscious picking her likely targets should things fall apart, even as she trusts in Hadda's proven way with words.


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 |

Dom may not know the spoken language (which he erroneously assumes is Centaur), but he's pretty sure the armed centaurs don't appreciate their presence. At least they weren't fighting yet, although Dom is very much ready to do so.


Female Human (Iobarian) Chronicler of Worlds/Studious Librarian (Bard) 8 | HP 77/77 | AC 23 Touch 15 Flat 19 (ACP 0) CMB +8 CMD 23 | Fort +5 Ref +11 Will +8 | Speed 60 ft | Init +4; Per +19, SM +21 | Active: Daylight, Heightened Awareness, Tears to Wine | Bardic Rd: 22/23 | Hero Points: 2/3

Knowledge (history) take 10: 12 + 2 + 2 + 10 = 26

Hadda breathes a momentary sigh of relief that violence has been staid for the moment, even as she notices the continued encirclement. Even better, she thinks that these might be Rashalka! Which would mean that they are not far from Artrosa indeed.

Still, it would not do to continue to have a conversation in a language that none of her companions yet understood. What else would centaurs speak that her companions might as well? Draconic? That had been a good second language for Crasius, Hadda, and Ozella during their travels together, but it was doubtful. Hallit of the Kellids to the west wasn't too far off. Otherwise, perhaps Sylvan? Ozella and Hadda had taken to using that as a language to talk about Crasius behind his back, though she wasn't sure if he had picked up on what they were doing yet. (To be fair, Hadda had done the same with Crasius using Hallit, which Ozella hadn't seemed to pick up on yet. Did they have a mutual language to exclude Hadda?)

Skald! Almost all of them had been able to speak with the Animate Dream of Queen Yelizaveta, save for poor Rurik. It was as good of a bet as any.

But first, she has to answer their questions satisfactorily. She uses the same general lines that she used when last asked about their associations with Baba Yaga.

"Ми прийшли звідти. Ми обидва і не друзі і не вороги. Ми перебуваємо під потужним чарами і змушені шукати її після її зникнення. Її Хата привела нас сюди, і наші підказки свідчать про те, що ми повинні продовжити до Артрози, щоб знайти більше."

Hadda takes a moment and gestures to her companions.

"Я не хочу бути грубим, і мені подобається говорити рідною мовою, але мої супутники нас не розуміють. Ви розмовляєте якимись іншими мовами? Мова драконів, варварів Келідів, варварів Ульфенів чи феїв? Можливо, навіть Талдейна?"

Iobarian:
"We did come from there. We are both and neither friend and enemy. We are under a powerful spell and forced to seek her out following her disappearance. Her Hut brought us here, and our clues suggest that we must continue to Artrosa to find more."

"I don't wish to be rude, and I enjoy speaking in my native tongue, but my companions do not understand us. Do you speak any other languages? The language of dragons, of the Kellid barbarians, or the Ulfen barbarians, or of the fey? Perhaps even Taldane?"

If you want a transliteration of what it sounds like:
My pryyshly zvidty. My obydva i ne druzi i ne vorohy. My perebuvayemo pid potuzhnym charamy i zmusheni shukaty yiyi pislya yiyi znyknennya. Yiyi Khata pryvela nas syudy, i nashi pidkazky svidchatʹ pro te, shcho my povynni prodovzhyty do Artrozy, shchob znayty bilʹshe.

Ya ne khochu buty hrubym, i meni podobayetʹsya hovoryty ridnoyu movoyu, ale moyi suputnyky nas ne rozumiyutʹ. Vy rozmovlyayete yakymysʹ inshymy movamy? Mova drakoniv, varvariv Kelidiv, varvariv Ulʹfeniv chy feyiv? Mozhlyvo, navitʹ Taldeyna?

She turns briefly to her companions and gives them a rough translation so far in their most common tongue, Taldane.

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