Bright Morning's Reign of Winter (Inactive)

Game Master JankInTheTank

Reign of Winter AP, starting at level 1
Loot Sheet

Maps and Info


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RoW maps

the combined attacks of Bazikian and Brominate are just enough to end the life of the very angry tatzlwyrm!

End of combat

you guys just barely got him this round! way to step up Bazkikian. the starknife hit left him on one hitpoint.


M Half-Elf Init +6 | Perc +10 | AC 18 / T 14 / FF 14 | BAB +3 | CMB +3 | CMD 17 | Saves F +3 (+4)/ R +8 (+9) / W +2 (+3) | HP 32/32

Brominate heroically stands over his defeated prey, knowing he ended its vicious life with a devastating blow.

Stepping over the wyrm, he addresses his friend, ”Zeke, my friend, you did well. Now hurry! Our comrades!”


Spells Prepared:
0 – create water, detect magic, guidance, light; 1st – bless, endure elements, obscuring mist, true strike*
Init +4 | Perc +4 | AC 17 / T 11 / FF 16 | HP 18/18 | Saves F +6/R +0/W +5 | Channels remaining 6/6

At Brom's urging, Zeke immediately sheathes his bloodied starknife and bends his head over his holy symbol.

Channel: 1d6 ⇒ 1

God friggen damn it.

Channel: 1d6 ⇒ 2

Gah! Alright, using my last channel.

Channel: 1d6 ⇒ 6

Does that get everyone back on their feet? I really need a rest now, I'm outta spells and channels. What do y'all think we should do?


M Half-Elf Init +6 | Perc +10 | AC 18 / T 14 / FF 14 | BAB +3 | CMB +3 | CMD 17 | Saves F +3 (+4)/ R +8 (+9) / W +2 (+3) | HP 32/32

We’ll cut open the wyrm and lay you inside it, where you can rest in warmth. We’ll drag the wyrm with us until you’re awake. and I thought these things smelled bad on the outside.


Spells Prepared:
0 – create water, detect magic, guidance, light; 1st – bless, endure elements, obscuring mist, true strike*
Init +4 | Perc +4 | AC 17 / T 11 / FF 16 | HP 18/18 | Saves F +6/R +0/W +5 | Channels remaining 6/6

Haha plan b?


M Half-Elf Init +6 | Perc +10 | AC 18 / T 14 / FF 14 | BAB +3 | CMB +3 | CMD 17 | Saves F +3 (+4)/ R +8 (+9) / W +2 (+3) | HP 32/32

While Bazikian heals the severely injured, Brominate looks over the tatzlwyrm to see if anything might fetch a high price, (such as a talon or horn or tooth)
appraise: 1d20 + 1 ⇒ (17) + 1 = 18
Perception: 1d20 + 7 ⇒ (16) + 7 = 23


Male Elf Alchemist 2 HP 7/14; AC 16 (18 Mutagen), T 13, FF 13; CMD 14; F +3, R +6 W +0 Init +3, Per +7

Yes, by my math super-channeler Bazikian gets Easlis and I back to being hurt but fully functional.

After Bazikian covers the battlefield with his magic, Nyalis stirs and returns to the land of the conscious. "Nnnngggggg." he grunts as he sits up and looks around. "How did you all pull that off? The last thing I remember was the dragon wrapping around me."

Then, to Bazikian, "I assume you are the one I need to thank for reviving me? Whatever it is you need, I am in your debt."

Another vote for rest. We could either all try to squeeze into the carriage (I mean mobile command post) or build a fire.


Spells Prepared:
0 – create water, detect magic, guidance, light; 1st – bless, endure elements, obscuring mist, true strike*
Init +4 | Perc +4 | AC 17 / T 11 / FF 16 | HP 18/18 | Saves F +6/R +0/W +5 | Channels remaining 6/6

Bazikian watches Nyalis rise with concern. "Careful friend, you are still badly wounded - my power was not great enough to heal you fully. To be honest, healing is not my forte, but the lot of you have done so much falling over today, I haven't really had much choice... How are you feeling?"


M Half-Elf Init +6 | Perc +10 | AC 18 / T 14 / FF 14 | BAB +3 | CMB +3 | CMD 17 | Saves F +3 (+4)/ R +8 (+9) / W +2 (+3) | HP 32/32

After inspecting the tatzlwyrm, the knife-master would help anyone who needed it to their feet, then suggest to Bazikian and the rest of the party,

"For the time being, why don't we head up to this crag in the mountain side. It should shelter us from the elements for the most part. We'll rest as long as we need to, then continue. But even this course of actions gives me reservations. My concern is that nightfall is still good bit off, so much so that Zeke here, and our injured comrades, could get nearly a full-nights rest just as the sun sets. I leave it to those who are affected most: Would you rather try to push on a little bit further, doing whatever it takes to stay out of trouble? Or rest now, carrying on once the sun has set? Or, and the worst option in my opinion, rest now and wait until tomorrow morning? It feels like a lot of wasted time to me when we could be closing the gap between us and Lady Argantea. But I leave it to you lot."

Am I right that it's still maybe late morning or early afternoon? I can't remember anymore. If I'm completely wrong, I'll edit this.


RoW maps

It is still early afternoon. the journey from Heldren to the edge of the woods only takes an hour or so, and then you had 2 fights and the travel between them. Lots of time left in the day if you choose to use it, but a very injured party with a tapped-out cleric.

Remember, if you camp inside of the winter anomaly, you will need to deal with the cold or risk further harm...


Male Half-Elf Magus 4 AC 16, HP 4/32, Fort +4 Ref +2, Will +4 , Init +1, Cold resistance 2
Usages:
Used 1lvl: 0/4, Arcane pool 5/8,Rations 5/5

Easlis shakes his head and looks dazed at the people around him "Where am I? Last thing I remember there was..." as the magic from the healing light cast by Bazikian faded into the air the sensation of pain slowly crept on the place where the bite was. "A creature. Aghh, that one! It surely is a gorgeous beast. And with a wild temper, I'd say."

After inspecting his bloodied clothes, the closed wound and listening to Bazikian's exhausted divine powers Easlis started to put the pieces together what might have happened during his moments of oblivion.
"I thank you for the healing, cleric of Desna. And for the slaying the beast."

Following the rogue's words carefully his attention shifts from the close proximity to the area around them. Looking for a cave or a place they could use as shelter and where they could light a fire.

Perception: 1d20 + 3 ⇒ (12) + 3 = 15

"I think I can walk. Yes, not the most pleasant sensation. We should head forward until we can find a more suitable shelter. Who knows how many of those things are around here, and all this cold is killing me. And if we are offered the chance to avoid a fight in this state I suggest we should take it. There's no point of acting heroicly if you don't have the brawn or the magic to back it up."


Male Ulfen Human Ranger (Woodland Skirmisher) 2; HP24/24; AC17 T14 F13 CMD17; F+4 R+7 W+2; Perception+8+

While the others are picking themselves up off the ground, Grim looks to see if any of his arrows survived the fight. As they discuss their plans of action, he just shakes his head until he feels forced ot speak up.

"Our options are pretty bad. As cold as it is, it will only get worse in the night. If we make a camp, we need to plan to stay huddled up, trying to stay warm together, through the night. Our two best options are to move forward and hope we don't have to fight anything else, or take the short walk back to more temperate conditions and consider whether to camp there or go back to town. I can't speak for anyone else, but I have the right sort of gear to deal with this weather if we go back. Since we don't know why the lady was taken, I can't predict if she'll survive a delay. But I doubt all of us will survive another fight."


Spells Prepared:
0 – create water, detect magic, guidance, light; 1st – bless, endure elements, obscuring mist, true strike*
Init +4 | Perc +4 | AC 17 / T 11 / FF 16 | HP 18/18 | Saves F +6/R +0/W +5 | Channels remaining 6/6

Bazikian smiles at Easlis in response to his thanks. "Thank Desna, not me, it was her power that healed you. But I'm sorry I can't heal you completely, you were really torn up by that creature. And you're right, it was a beautiful animal. Nasty though!"

Bazikian listens to the discussion as it goes around the party. "We are faced with a tough decision - we must find the Lady Argentea as quickly as possible, but we are in a very vulnerable condition. When I'm in these situations, I normally ask Desna for guidance, but I will follow whatever course the party chooses."


Male Elf Alchemist 2 HP 7/14; AC 16 (18 Mutagen), T 13, FF 13; CMD 14; F +3, R +6 W +0 Init +3, Per +7

Nyalis touches his wounds and winces a little, replying to Bazikian. "I think I'll have a scar or two from where the dragon bit me but I should live."

Then, adding his input to the group. "So far today, we have seen the animated dead and dragons. I think the situation may be even more grave than Yulin realized. Perhaps we go back to Heldren with some evidence to show to Councilor Teppin. She was cool to the idea of fey and magic but seeing a dragon's head may get her and the rest of the village to see how serious this is."

If we are so close to Heldren, we could go back and rest there. That does seem better than staying outdoors for no reason. We might need to get a tent and stick it on the mule.


RoW maps

Seems like there is not a group decision yet on what to do next. If I'm reading it right, it seems that Brominate and Easlis want to push forward or camp here in whatever shelter they can find. Grimgisli and Nyalis seem to be in favor of backtracking to warmer conditions, either the road or back to Heldren. Bazikian is happy to go with whatever the group chooses, though is probably the one most in need of rest to replenish his abilities.

Does the group have any healing items on hand? If I'm not mistaken, Bazikian is the only one who has used much of his per day abilities so the big issue for you now is just the HP of the two characters who went down in that last fight


M Half-Elf Init +6 | Perc +10 | AC 18 / T 14 / FF 14 | BAB +3 | CMB +3 | CMD 17 | Saves F +3 (+4)/ R +8 (+9) / W +2 (+3) | HP 32/32

The once-husband and former-father looks again at his gnome friend. He knew he wasn't one, but sometimes Brominate couldn't help but see him as a child. Sure, he was short; but he also had a naivete about him, and good-natured, full of belief and wonder; faith in something bigger than himself. Most children were like that. Zeke wasn't a child, but he was young in heart. In that moment, the half-elf decided this gnome's life was more important.

"Everyone, Zeke ain't gonna make much longer if we don't stop and recuperate. Let's get back to where there's still green in the world. Once we're outta this cold, if Grim or anyone else want to go all the way back to Heldren, that's fine. I don't personally want to backtrack that far, but I'll go where Zeke goes."

Brominate once again cleans his dagger in the snow, then sees if his comrades agree. If his earlier roll revealed any value from the tatzlwyrm's talon's, teeth, head, scales, etc., he'll "gather" some of them before heading back the way they came.


Male Half-Elf Magus 4 AC 16, HP 4/32, Fort +4 Ref +2, Will +4 , Init +1, Cold resistance 2
Usages:
Used 1lvl: 0/4, Arcane pool 5/8,Rations 5/5

As much as he wanted to go forward, after hearing what everyone had to say Easlis pondered a bit on the possibility of camping inside the carriage until all the members of the party were well.

He then went to check how Ol'Dusty was feeling. The poor beast scared and cold wanted nothing more than to return to the stables where he would find good feed, and a good rest from dragging the carriage through the heavy snow. It was backtraing slowly, but suredly before Easlis grabbed the reigns.

"It is clear we are not prepared to face the bandits or one of these dragons in this condition. I'd say we should head back, as some of us could use a rest.

We could sell what we can before the shops close. I'm sure the tavern might be interested in a dragon skull for display, and there's no point in carrying around that rusty armor if no one's going to use it. For the silver we get we could purchase some winter equipment to prepare for the challenges ahead.

We'll just have the mule break the tie then


Male Ulfen Human Ranger (Woodland Skirmisher) 2; HP24/24; AC17 T14 F13 CMD17; F+4 R+7 W+2; Perception+8+

The hunter turns to the wurm and evaluates how hard it will be to transport. "It is a pretty thing to look at, though, ain't it?" Given the general agreement to head back out of the cold, he's thinking about what all they should try to take with them, and how to do it.


RoW maps

Several party members examine the dead body of the tatzlwyrm. Though the coloring makes it rare in this region, the body is not particularly valuable. The hide could be used to make leather armor or scale mail. This would not have any unusual abilities but would let you buy said about for half the price from the blacksmith.

Alternatively you could have someone stuff the thing as a trophy for a minimal cost, or sell the skin for 10 gold.

_________________________________________________

The group makes the short journey back to the caravan ambush site without any further problems.

As soon as you step back out of the shadow of the trees of the Border Wood you feel much warmer. It is still cooler than summer should be, but it's not so cold that you are in any danger.

Do you camp here or return to heldren for the night?


M Half-Elf Init +6 | Perc +10 | AC 18 / T 14 / FF 14 | BAB +3 | CMB +3 | CMD 17 | Saves F +3 (+4)/ R +8 (+9) / W +2 (+3) | HP 32/32

"It's an odd sensation and I tell you it creeps me out a bit, this hard line between "What a lovely day" and "What is this frozen Hell! I'm gonna die!" Nevertheless, we will have to go back in. I'll enjoy the green and warmth whilst I can.

...

Well, Zeke, my friend, what say you? Camp here, send one or two back to town for supplies? Or do we all go all the way back?"

A thought coming to him, he again addresses the party.

"Fellows, I suppose it should be stated out loud. We've just experienced something I think none of us were expecting. It is quite plain to me that this quest will only get more challenging with every step. No one will think any less one that decides to return to Heldren...and stay there. After all, one's life is all one has. Sometimes you must weigh survival above all else. Once our cleric is well, whether or not he chooses to return, I plan on venturing back in Hell once again. And, by the stars, I hope you'll all be with me, but I'll understand if you aren't."


Spells Prepared:
0 – create water, detect magic, guidance, light; 1st – bless, endure elements, obscuring mist, true strike*
Init +4 | Perc +4 | AC 17 / T 11 / FF 16 | HP 18/18 | Saves F +6/R +0/W +5 | Channels remaining 6/6

"I think after a rest we should be right to press on; I don't need to go back for supplies. But if our injured companions want to head back, we should go as a group."


Male Elf Alchemist 2 HP 7/14; AC 16 (18 Mutagen), T 13, FF 13; CMD 14; F +3, R +6 W +0 Init +3, Per +7

on the path, slight retcon:

As they travel back down the path, the party returns to the point where the bandits or fey set the trap on the empty chest. "Should we pick up the chest? It's empty but we could use it to store our own stuff or break it up for firewood. I can help carry but it looks like a 2 man job."

As they get to the ambush site, Nyalis appreciates the relative warmth of leaving the Border Wood. "We should be out of immediate danger from the cold here. With all the danger we have seen today, I'm not traveling too far by myself. If you want to use this as camp site, I can set up here as well as anywhere. I would welcome some rest as well." Hopefully, that's not a case of famous last words.

Then, after hearing Brominate's impressive speech, "I agree, Brominate and I am in. With all we have seen today, it is clear that the Lady Argentea is in great danger and we have not finished our mission to rescue her. I fear what we might find, but I'm going back in just the same. It's the right thing to do."

Nyalis is fine with staying here. He will start doing camp chores and try to start a fire if we stay.


Male Elf Alchemist 2 HP 7/14; AC 16 (18 Mutagen), T 13, FF 13; CMD 14; F +3, R +6 W +0 Init +3, Per +7

One last thing, the tracker in the maps link is stale I think. By my math, Nyalis is at 1 HP. Is that what you think too, GM?


Male Half-Elf Magus 4 AC 16, HP 4/32, Fort +4 Ref +2, Will +4 , Init +1, Cold resistance 2
Usages:
Used 1lvl: 0/4, Arcane pool 5/8,Rations 5/5

"What a lovely view. Human and horse corpses all around. A half-frozen man there , some zombies or what's left of them, here. I think it's a fine resting place. " Easlis sighs."Yet, you are right. We cannot afford any additional delays."

Easlis would secure the mule to a tree, make sure it has food then help making the fire before going for a rest in the carriage.


RoW maps

Yes, the tracker is a bit behind, it didn't include the healing that Bazikian gave out. it is now updated I believe.

gm rolls:

1d100 ⇒ 59

The night passed uneventfully. Though it is chilly for summertime, there is no danger of exposure, and the injured party members are able to recover a little bit overnight.

Please describe anything you do overnight to recover (providing care, healing spells, potions, etc and then i will update the tracker with health totals.


Male Elf Alchemist 2 HP 7/14; AC 16 (18 Mutagen), T 13, FF 13; CMD 14; F +3, R +6 W +0 Init +3, Per +7

"Agreed, Easlis, we will probably need to tidy up the area a bit., " notes Nyalis. "I hope that these zombies stay dead but if you want to have a funeral pyre for the corpses or otherwise perform last rites, you may save some of these people from horrors in the afterlife."

Fortitude: 1d20 + 2 ⇒ (20) + 2 = 22 GRR... dice roller taunting me.

It is gruesome work, but Nyalis manages to keep his stomach under control as he helps make a clearing in the battlefield, dragging the dead away from the group. When that is done, he sits around the fire, eating one of his rations for dinner and making small talk about the day with the rest of the rescue party.

Once dinner is over, Nyalis gets out his iron pot and works on his magic. He brings some water to a boil and adds a variety of ingredients from his backpack to the mixture. "Be careful. You probably don't want to drink this or get it on you. The magic is strong but only seems to work for me. For everybody else, it does nothing but make people sick if they try it. ", he warns. After a short while, the mixture turns colors a few time and Nyalis lets it cool before putting it in a small vial on his belt. Switched strength mutagen for dex.

As the party turns in for the night, Nyalis makes sure he gets to bed fairly early so he has a full night's rest. Goal is in bed by 9pm or so. I certainly wouldn't object if anybody want to try for long-term care but it is probably more important that everybody is rested fully. Up to you all.


M Half-Elf Init +6 | Perc +10 | AC 18 / T 14 / FF 14 | BAB +3 | CMB +3 | CMD 17 | Saves F +3 (+4)/ R +8 (+9) / W +2 (+3) | HP 32/32

Whatever it was Nyalis was doing, it was almost worse than the stench of decay that first filled the area. Brom assisted the elf and others to clear away the field, but the elf must've been feeling nostalgic; Brominate was just feeling nauseous.

"Wasn't planning on it." he coughed.

He retched a few times but nothing came up... which actually reminded him he hadn't eaten anything today. Brominate plopped himself down next to Bazikian and practically inhaled one of his rations. It satisfied his immediate hunger, but he wished he'd taken his time. The rush of pleasure from simple food had come and gone too quickly.


Spells Prepared:
0 – create water, detect magic, guidance, light; 1st – bless, endure elements, obscuring mist, true strike*
Init +4 | Perc +4 | AC 17 / T 11 / FF 16 | HP 18/18 | Saves F +6/R +0/W +5 | Channels remaining 6/6

So both the wounded are only 8 hp off full - not sure what other healing you all have, but there's no point one of you burning a potion or whatnot, as I can easily heal you both the same amount at the same time with my channels. So I guess I'll do that when we awaken.

After a solid rest, Bazikian gathers Nyalis and Easlis to him in order to heal them.

"Desna, please, smile on my companions. Heal their wounds."

Channel: 1d6 ⇒ 3
Channel: 1d6 ⇒ 4

Alright, that leaves you both 1 hp off full. A night's rest should give you that much back, so I'd say you're both up to full hp :)

"Well, we should probably press on as quick as we may, who knows what shape the lady's in, or how long her captors will leave her alive for. Back out into the cold, friends?"


M Half-Elf Init +6 | Perc +10 | AC 18 / T 14 / FF 14 | BAB +3 | CMB +3 | CMD 17 | Saves F +3 (+4)/ R +8 (+9) / W +2 (+3) | HP 32/32

Grim, did you want head back into Heldren to get your gear? Did anyone want to go with him? Y'all can go before nightfall and when dawn comes, we'll venture back into the peaceful snowy wonderland.

Brominate will wake up maybe an hour or so before the sun rises, but he went to sleep early, getting a full night's rest. He spends this time rearranging his pack. He has winter clothing on, and he ties two corners of his winter blanket around his neck, converting it into an extra (and extra-furry) cloak of sorts. Don't know what kind of bonus that gives, but I hope it's enough.


Male Half-Elf Magus 4 AC 16, HP 4/32, Fort +4 Ref +2, Will +4 , Init +1, Cold resistance 2
Usages:
Used 1lvl: 0/4, Arcane pool 5/8,Rations 5/5

The magus felt more at ease after helping his elven friend clear the bodies around the camp. He then checked his improvised bandage bade from the sleeping blanket and rested in the carriage thinking what magic would better suit the group. Easlis woke up from a weird dream where he was trapped in an ice block, he looked around relieved to see the interior of the carriage, and got out of it promptly greeting Brom and Bazikian :
Morning to you gens. Ready to challenge some half-frozen undead bandits?

He received Desna's blessing solemnly and examined the golden glow around his wounds with curiosity. Satisfied by the result, he bowed slowly at the cleric and used the improvised bandage as a mask again.

[b]"We don't have much choice with the weird weather around these parts. This extreme transition, it doesn't feel natural to me. And if it's not natural, I don't understand how would one stand to profit from it? Maybe it's meant to make our rescue mission more perilous. "

Fortitude: 1d20 + 5 ⇒ (12) + 5 = 17
Spells 0: Detect Magic, Acid Splash, Mage Hand 1:frostbitex2


Male Ulfen Human Ranger (Woodland Skirmisher) 2; HP24/24; AC17 T14 F13 CMD17; F+4 R+7 W+2; Perception+8+

No, if others are gong to brave the weather without, so can I. Hopefully better than most. <grin>

Grim helps move the bodies, but he works to cover them with debris from the area instead of burn them. "Won't get any sleep if we burn them. Not with that smell."

As they prepare to bed down for the night, he gathers more wood to help keep the small cooking fire bright through the night. "I doubt the kidnappers are coming back, but we should maintain a watch rotation for the scavenger animals likely to show up. Help them focus on the pile and not the living."

I don't really care what the order is, or that we work through it right now, but we should establish the practice at least.

The next day . . ..

Survival for In the Wilderness - Take 10, if allowed: 10 + 8 = 18 DC15 for +2 Fort vs Severe Weather while at half speed (tracking speed!). Assist 1 other for every 1 by which you exceed the DC.

After breaking his fast, Grim takes his time to prepare himself and others for the unnatural cold. He manages to support himself, Nyalis, Easlis, and Bazikian. Seeing Brominate outfit for the weather, Grim thinks he's probably as good as Grim can get the rest.

"Well, are we ready to go? This isn't going to be fun, I don't think."


M Half-Elf Init +6 | Perc +10 | AC 18 / T 14 / FF 14 | BAB +3 | CMB +3 | CMD 17 | Saves F +3 (+4)/ R +8 (+9) / W +2 (+3) | HP 32/32

Fortitude Brominate: 1d20 + 2 ⇒ (20) + 2 = 22 + whatever the bonus is.

Hey Easlis, what are the odds of us both getting nat 20's on the first roll we made after combat ended!

Brominate, feeling bolstered with more confidence than before about his ability to withstand the cold, stepped up next to Grimgisli and, with the slightest smirk, dryly said

"Not fun? What could be more fun than venturing again into deadly icy woods from the frozen pits of hell?"

With that, once seeing that everyone was ready, he set off back the way they'd came until he was where the tatzylworm's corpse still lay.


Male Ulfen Human Ranger (Woodland Skirmisher) 2; HP24/24; AC17 T14 F13 CMD17; F+4 R+7 W+2; Perception+8+

The bonus applies against any Fort Saves caused by the weather during the next 24 hours. And the bonus is +2. But we roll the checks when/if called for.


Male Elf Alchemist 2 HP 7/14; AC 16 (18 Mutagen), T 13, FF 13; CMD 14; F +3, R +6 W +0 Init +3, Per +7

Thanks for the channels, Bazikian. I think we are all good now.

After Nyalis wakes up, he goes through his normal morning rituals and gets ready to adventure for the day. Prepares extract of Endure Elements, leaves the other one open for now to be safe.

"Agreed, Grimgisli, I think this will be quite dangerous but the good Lady needs us. I am ready to go when you all are. Let's see if we can make up any time on the bandits."

Same marcing order as before?


Spells Prepared:
0 – create water, detect magic, guidance, light; 1st – bless, endure elements, obscuring mist, true strike*
Init +4 | Perc +4 | AC 17 / T 11 / FF 16 | HP 18/18 | Saves F +6/R +0/W +5 | Channels remaining 6/6

Easlis, do you have other options to frostbite? I'd be thinking that at least some of the enemies we'll face will have resistance or immunity to cold damage. Got any fire spells?

Grim did you just give us all a +2 buff to Fort saves vs weather? Awesome!

Bazikian is nervously excited, and gets ready as quickly as he can, also wrapping his winter blanket around himself.

So I could take endure elements up to three times, which would give three of us 24 hours of cold protection. Leaves me with only true strike for my 1st level spells (which I can switch out for CLW). Worth it? Or shall we try to brave it? Shout out if you'd really like endure elements.


Male Half-Elf Magus 4 AC 16, HP 4/32, Fort +4 Ref +2, Will +4 , Init +1, Cold resistance 2
Usages:
Used 1lvl: 0/4, Arcane pool 5/8,Rations 5/5

I was planning to use Frostbite on the bandits. It's good for non lethal damage, and given the effects of the Rime Metamagic I would be happy enough for it to just hit even if the damage would be soaked.
Easlis doesn't know any fire spells except one that could be used to light torches and camp fires.

If you guys think that grease or obscuring mist might be more beneficial please let me know. I will not be needing endure elements, hopefully.

Nyalis wrote:
Same marcing order as before?

I would be happy to stay in the middle of the row for all the good it did last time.

After preparing the mule and making sure everything is packed Easlis grabed the reigns and retraced the trail behind Brom.


RoW maps

After making their morning preparations, the group heads back into the cold of the forest. more snow has fallen since yesterday, but Grimgisli is still able to find the heavy bandits' trail very easily. However, each day you delay will make it harder to find these tracks again.

as you make your way back to the area where the tatzlwyrm attacked, you see some interesting animal tracks cross your own footprints several times.

Survival DC 15:

The tracks are from a fairly large stag. you're not one hundred percent sure, but it seems that the same stag crossed your path several times.

Not far past the ravine where you met the wyrm, you notice feathered bundles and strange fetishes hang from the lowest branches of the trees in this part of the forest, swaying and shifting in the wind. All are stuck through with small pins holding pieces of leather bound around them.


M Half-Elf Init +6 | Perc +10 | AC 18 / T 14 / FF 14 | BAB +3 | CMB +3 | CMD 17 | Saves F +3 (+4)/ R +8 (+9) / W +2 (+3) | HP 32/32

Survival: 1d20 + 2 ⇒ (5) + 2 = 7

"Hmm, definitely some sort of animal... but what... I haven't the faintest. Grim, what do you think?"

Then, after whatever conversation will happen regarding the tracks...

Not long after they trudged through the snow where they fell the dragon-esque creature, Brominate saw something that send a shiver down his spine, but had nothing to do with the bitter cold.

Knowledge (Local): 1d20 + 5 ⇒ (3) + 5 = 8 to see if he remembers any particular groups or classes or races that hang things from trees like this, that he might have seen from his travels.

Single digit rolls:
Unwanted; Ever-present.
I flip the table.

*The Pathfinder Haiku*


Male Half-Elf Magus 4 AC 16, HP 4/32, Fort +4 Ref +2, Will +4 , Init +1, Cold resistance 2
Usages:
Used 1lvl: 0/4, Arcane pool 5/8,Rations 5/5

"Just great! I wonder what is trying to eat us this time?" Easlis muttered seeing the animal footprints and takes a mental note to stop abruptly if he ever sees them vanishing in the snow.

Seeing the fetishes brought a smile on his face and quickly took one down for closer inspection without checking for traps.

Perception: 1d20 + 3 ⇒ (4) + 3 = 7

For anything of interest like writing on the leather

Then he picks up a couple more, which he pins to the sides of the carriage. "Bazikian, look! Desna might have blessed our journey with some good luck charms. If it's not for warding off evil why would someone have these around here?"

Knowledge religion: 1d20 + 4 ⇒ (2) + 4 = 6
Sigh... somedays I wonder why do I even bother.


Male Elf Alchemist 2 HP 7/14; AC 16 (18 Mutagen), T 13, FF 13; CMD 14; F +3, R +6 W +0 Init +3, Per +7

As the party returns to the area where they were ambushed by the tatzlwyrm, Nyalis looks at the new tracks.

survival: 1d20 ⇒ 20 Dice, oh how you vex us! Save these rolls for when we need them.

"I think these tracks are from a deer or similar creature. Based on the size, it is probably a big one. The amount of tracks here is odd too, like the deer spent a lot of time wandering around our path. Most deer tend to run from people but given our luck over the past days, this one probably has antlers made of fire and a bad attitude."

Then, at the trees with the strange bundles, Nyalis wonders if this could be related to magic or magical creatures.

Knowledge (arcana): 1d20 + 8 ⇒ (9) + 8 = 17


Male Ulfen Human Ranger (Woodland Skirmisher) 2; HP24/24; AC17 T14 F13 CMD17; F+4 R+7 W+2; Perception+8+

Survival for Track in Forest: 1d20 + 8 + 1 + 1 ⇒ (20) + 8 + 1 + 1 = 30

"Nice size stag. Spent more time around our spoor than I would expect. Could mean he's protective of the area. Watch for him. No need to kill him defending ourselves because we were too stupid to give him his ground."

When the group comes across the festooned tree, Grim looks them over without touching them, trying to guess who made them, and why. When the others start collecting them, he tries to stop them. "Hang on! These could be religious. They could be to the memory of the dead. If we're seen taking them down or carrying them, we might make things harder on ourselves. Or not. I don't know. But neither do you, do you?"

Trying to figure out anything about the fetishes.

Knowledge (Local): 1d20 + 6 ⇒ (11) + 6 = 17
Knowledge (Nature): 1d20 + 5 ⇒ (16) + 5 = 21
Percpetion in Forest: 1d20 + 6 + 1 ⇒ (9) + 6 + 1 = 16 +2 vs Humans

As I might have learned something from those rolls (or not), I will hold off posting further about my reaction to the fetishes.


RoW maps

The party stops and spends some time trying to figure out what these objects might be. Once you get close enough to grab one, it is easy to see what it is. Each fetish is actually a dead crow, pierced with multiple little needles and tied up by a leather strap to the tree.

Though it is easy to see what the objects are, it is harder to know why they are here:

Brominate:

You think this is likely something that the local children of Heldren did, taking out some of their boredom or stress on small woodland creatures

Easlis:

This reminds you of stories you have heard of Shoanti rituals used to guide their dead loved ones into the afterlife. It is quite possible in your opinion that this area is a Shoanti burial ground. you should tread carefully or risk angering the spirits

Nyalis:

There is nothing innately magical about these birds. they appear to be simple crows. however, they have been frozen in a way that to you indicates ice magic of some kind rather than simple exposure to the snowy weather.

You do not know of any specific magical rituals or spells that would require the use of bird fetishes

Grimgisli:

Growing up in Irrisen, you were raised with a resentment (bordering on hatred) for crows. People here in Taldor don't mind the creatures, which makes you think that someone or something from much further north was hunting and killing these birds.

examining the injuries to the animals, you believe that the pins are actually tiny little arrows fired from the bows of very small fey creatures, and imbued with ice magic. Possibly the winter-touched Yulin spoke of?

Posts like this make me really like spoiler tags in this format!


Spells Prepared:
0 – create water, detect magic, guidance, light; 1st – bless, endure elements, obscuring mist, true strike*
Init +4 | Perc +4 | AC 17 / T 11 / FF 16 | HP 18/18 | Saves F +6/R +0/W +5 | Channels remaining 6/6

Oh yeah, that makes sense Easlis. Didn't realise you had Rime. Okay, looks like no one was too keen on endure elements, so I'll just take one myself instead of summon monster I, still got bless, truestrike, and obscuring mist. Also, Bazikian has no knowledges. Boo.

Bazikian looks at the fetishes in wonder. "You may be right about the warding intention of these things, but they don't look like they're from Desna - they don't quite look her style (a completely uninformed appraisal!). But you may be on to something there too, Grimgisli; taking them down could be offensive to whoever put them up. It's as good a guess as any! But better to play safe. It gives us no obvious benefit to pull them down or take them with us."

I'm also interested to see the results of Gisli's rolls :)


Male Ulfen Human Ranger (Woodland Skirmisher) 2; HP24/24; AC17 T14 F13 CMD17; F+4 R+7 W+2; Perception+8+

"Okay, that's weird. First, these crows have been shot by the same tiny arrows or needles as some of the dead at the carriage. As I remember, those people didn't show other harm, just the tiny arrows, but they are still dead. Second, they don't seem to be in different stages of decay, so they had to have been killed at around the same time. A murder this big would have fled from the killer before they were all taken, so either the killer is extremely stealthy, or there is a small army of tiny archers. Third, this is reminiscent of how we treat crows back home, far to the North. This is about disrespect and the destruction of things which offend, not respect or memory. As far out of place as the weather, though . . .."


M Half-Elf Init +6 | Perc +10 | AC 18 / T 14 / FF 14 | BAB +3 | CMB +3 | CMD 17 | Saves F +3 (+4)/ R +8 (+9) / W +2 (+3) | HP 32/32

He shakes his head and makes a mental note to mention this town leadership.

"Fellas, this probably ain't anything new. Before this freak weather, I'm sure summa the local kids would wander out this far. This is probably what the more vicious ones do to relieve their lives of some boredom. Taking it out on crows. I mean, the willingness to torture another living creature should probably be addressed...but no one really likes crows anyway. They're annoying and you can't eat 'em. Let's move on... but, y'know, carefully."

Hearing Grim's more accurate explanation, Brominate stops in mid stride, again frozen in place, again having nothing to do with the cold.

"So...maybe not kids, then. Well, I'm confident we're gonna end up finding out whether or not it's a tiny archer army sooner or later. I just hope I'm wrong. C'mon, I don't want to stand still when there's something that murders murder."

Brominate ventures forth, keeping to the sides, attempting to stay hidden and keep an eye out for danger.

Stealth: 1d20 + 10 ⇒ (18) + 10 = 28
Perception: 1d20 + 7 ⇒ (14) + 7 = 21


Male Half-Elf Magus 4 AC 16, HP 4/32, Fort +4 Ref +2, Will +4 , Init +1, Cold resistance 2
Usages:
Used 1lvl: 0/4, Arcane pool 5/8,Rations 5/5

While tying the fetishes to the carriage Easlis remembers a story from his childhood. He promptly stops what he's doing and, feeling embarrassed, returns all of them but one, to the lower branches of the trees. "On a second thought, Zeke, Grimgisli, I think you may be right, these birds, are signs no signs of luck, but of death. We're going to go, if we're not already in, a burial site. It could be there that we meet the necromancer and some of his risen friends."
He listens to what Grim has to say about the birds in astonishment.

GM:
The one bird he kept he quickly hides it in one of his pockets, in secret, trying to avoid further discussions on the topic.

"Keep in mind that there could have been two groups: one that had slaughtered all the crows and one that prepared them for the afterlife."


Male Elf Alchemist 2 HP 7/14; AC 16 (18 Mutagen), T 13, FF 13; CMD 14; F +3, R +6 W +0 Init +3, Per +7

Nyalis adds to the conversation: "You know, Grimgisli, that's a good observation about the same amount of decay on each bird. There is another wrinkle here, though. They seem frozen by magic, not just exposure to the cold weather. It's possible that the cold killed them before the tiny arrows did the job. "

"Just when we thought we were getting to the bottom of the mystery, things keep getting wierder."

Nyalis' curiousity is aroused now and he continues to investigate.
Perception: 1d20 + 6 ⇒ (10) + 6 = 16


RoW maps

As the group compares theories on the birds, Brominate keeps a watch for any danger. He spots something moving in the trees

GM Rolls:

perception: 3d20 ⇒ (20, 1, 10) = 31

snipe: 3d20 ⇒ (6, 17, 7) = 30

red attack: 1d20 + 8 ⇒ (3) + 8 = 11

green attack: 1d20 + 8 ⇒ (16) + 8 = 24

blue attack: 1d20 + 8 ⇒ (3) + 8 = 11

Grimgisli feels a sting on his neck like a big wasp sting and suddenly feels a bit colder. Reaching up to his neck he feels a tiny needle there, much like the ones in the crows. more tiny arrows pass right by the heads of Easlis and Bazikian

Fortitude Grimgisli: 1d20 + 3 ⇒ (13) + 3 = 16 Grim takes 1 damage but no other effects

Perception:

Perception Grimgisli: 1d20 + 6 ⇒ (19) + 6 = 25

Perception Bazikian: 1d20 + 4 ⇒ (18) + 4 = 22

Perception Easlis: 1d20 + 3 ⇒ (9) + 3 = 12

Perception Brominate: 1d20 + 7 ⇒ (12) + 7 = 19

Perception Nyalis: 1d20 + 6 ⇒ (19) + 6 = 25

Initiative:

Initiative:

Initiative Grimgisli: 1d20 + 4 ⇒ (2) + 4 = 6

Initiative Bazikian: 1d20 + 4 ⇒ (1) + 4 = 5

Initiative Easlis: 1d20 + 1 ⇒ (8) + 1 = 9

Initiative Brominate: 1d20 + 6 ⇒ (5) + 6 = 11

Initiative Nyalis: 1d20 + 3 ⇒ (4) + 3 = 7

Initiative Enemy: 1d20 + 3 ⇒ (9) + 3 = 12

End of Surprise Round. Brominate will also get to act in the surprise round, but then the enemies are up first in Round 1, so I'll roll their actions again below and adjust if brominate changes the situation with his surprise round.

green v Easlis: 1d20 + 8 ⇒ (8) + 8 = 16
red v Nyalis: 1d20 + 8 ⇒ (20) + 8 = 28
blue v Bazikian: 1d20 + 8 ⇒ (19) + 8 = 27

Another volley comes from the trees, hitting Easlis, Nyalis and Bazikian. The creatures don't seem to have noticed Brominate yet.

Fortitude Bazikian: 1d20 + 5 ⇒ (10) + 5 = 15
Fortitude Easlis: 1d20 + 5 ⇒ (18) + 5 = 23
Fortitude Nyalis: 1d20 + 2 ⇒ (14) + 2 = 16

Each take 1 damage but nothing else!

Even More GM Rolls:

3d20 ⇒ (2, 13, 10) = 25

Bold may act:
Surprise Round:
Brominate

Round 1:
enemies
Grimgisli, Bazikian, Easlis, Brominate, Nyalis,

GM Bright Morning wrote:


Stat Tracker

Global Condition: None |

Global Condition:

Grimgisli HP: 11/12 - AC: 16/14/12 Status:

Bazikian HP: 11/12 - AC: 17/11/16 Status:

Easlis: HP: 10/11 - AC: 15/11/14 Status:

Brominate HP: 11/11 - AC: 17/14/13 Status:

Nyalis HP: 8/9 - AC: 16/13/13 Status:

NPCS:

Green

Red

Blue


M Half-Elf Init +6 | Perc +10 | AC 18 / T 14 / FF 14 | BAB +3 | CMB +3 | CMD 17 | Saves F +3 (+4)/ R +8 (+9) / W +2 (+3) | HP 32/32

Brominate searches for a foe. Some of the needles were coming down at an angle from a higher vantage point. But he's not a great climber. He crosses north trying to stay hidden under the trees. He'll move as far as he can, while staying hidden. Waiting for an opportunity.

Difficult terrain so I used 20 ft of movement to move 10 ft. How high are these rocks? Would I have to climb them or could I acrobatically walk up them?

Maintain stealth: 1d20 + 10 ⇒ (4) + 10 = 14

EDIT: Difficult terrain and stealthed, so movement speed is 15ft, and then double movement cost.. so I can only do something like 7 1/2 feet. I'll just move one square. I think that's right.


Male Ulfen Human Ranger (Woodland Skirmisher) 2; HP24/24; AC17 T14 F13 CMD17; F+4 R+7 W+2; Perception+8+

I see you rolled Perception checks for us, and I paid enough attention to know it is our turn, what I don't know is if I see any targets. I'm not sure what I should do, because I don't know what I know.

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