DM-Camris' REIGN of WINTER Part 2: The Shackled Hut (Inactive)

Game Master Camris

SECTION TWO: Strolling through the Howlings
The winter portal has closed, but the heroes now find themselves trapped in the frozen land of Irrisen with an urgent quest—to find Baba Yaga! In order to track down the missing Queen of Witches, the heroes must brave the monster-infested capital city of Whitethrone, where Baba Yaga’s Dancing Hut has been captured and put on display. Will possession of the miraculous artifact lead them to the Witch Queen, or will they die a cold death at the hands of Irrisen’s White Witches?
Heldren Villiage Map | Overland Map of Taldor


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Male Demonspawn Tiefling Inquisitor 4 | AC 20, t 12, ff 18 | hp: 21/30 | Fort +5 | Ref +3 | Will +5 | Perc +1 | Darkvision

i'm sure caladan would like to max out intimidate and boost his natural armor further, but he's got cold resistance 5 so he's already mostly able to ignore the cold. Makes sense for Arwyn or Giacomo I guess. G has one daily endure elements, think he could use that on someone else while he wears the cloak


female half-orc Rogue 3 | AC17, t 14, ff 13) | HP 20/20 | Saves: F +2; R +7; W +0 | Init +8 | Perc +5; Darkvision | Status: OK

"I'll wear it!"

caresses yeti fur


Female Human Aristocrat 4

"I said _they_ could hold onto it for me."

Lady Argentea yanks the coat off of Tacey and hands it back to y'all. "After all, I _would_ like to get it back some day. "


Battle host occultist 4 | 39/39 HP | AC: 12, T:11, FF: 11 | F:+5, R:+2, W:+4 | CMB: +6, CMD:17 | Init:+1 | Percep:+8 | 30ft

So eh ten-penny, why do they call you ten-penny?

Gondork tipsily inquires.


F Half-Elf (Snowborn) Ranger (Skirmisher) L4 | AC16 (FF13,T13)CMD15 | HP 12/12 | Saves: F4R5W0 | Init +3 | Perc +6 (low light) | Status: ok

Arwyn will spend the evening telling her mother about her adventures.
She will also put in an order for a cold iron hand axe with the blacksmith.


female half-orc Rogue 3 | AC17, t 14, ff 13) | HP 20/20 | Saves: F +2; R +7; W +0 | Init +8 | Perc +5; Darkvision | Status: OK

"Could be because I'm big for a burglar. Could be because its ten pence for a roll in the mud. Could be because ten pennies is all they sold me for at auction. Lets not dwell. I'd hate to spoil the surprise."


the big picture

No one wants the sprite-in-a-cage? killed it then? freed it? or left it to die in its cage (way to be passive agressive killers =)

and, cool: cold iron handaxe, got it. He says if he has time or if he gets extra time while waiting, he'll see if he can't make some fine axes (mwk) for ya.

A breakfast of warm bread loaves and cheese, with some spiced hot cider warms you up for the road. You march back into the border wood. You cut off the road earlier, coming back into the woods and shaving off some time.

You pass by Dryden Kepp's cabin. There is no sign of the hunter that just a few days ago helped you pull the boy from the frozen waters of the pond by Wishbone Creek. His crazy story about some giant white weasel and storming off to track it down cross your mind, and you wonder if something bad happened to him.

You cross the frozen stream by Red Run Gorge, and make your way back up to the High Ridge, and the Sentinel's lodge.

who's under protection of an endure elements? Giacomo gets one free in this region, Arwyn has resist cold 2, Caladan has resist 5, Gondork and 10p just have their winter gear. There's a scroll of endure elements that was part of the loot. and someone has the cloak. the outcome may make the journey rougher, so decide on that before i continue.

rolls:

arwyn survival: 10 + 5 = 15


F Half-Elf (Snowborn) Ranger (Skirmisher) L4 | AC16 (FF13,T13)CMD15 | HP 12/12 | Saves: F4R5W0 | Init +3 | Perc +6 (low light) | Status: ok

Arwyn will consult with the mayor about what to do with the cold sprite in a cage, suggesting that perhaps the government had laws about what to do with it.
"It can talk, maybe you should put it on trial." She said, wondering aloud. "What's that?" She asked, pointing over his shoulder. While he turned to look, Arwyn took off out the door to meet up with her teammates, ditching the sprite with the Mayor.

Unless someone casts it on her, Arwyn has no Endure Elements.


the big picture

lol ok. you leave the sprite with Councilor Ionnia Teppen

By the end of nine hours of travel, seven of it in the icy winter wonderland, you're ready to warm up by a fire and have dinner at the sentinel's lodge. 10p is shvering and fatigued from the hike, the journey is even starting to wear on Arwyn. The Lodge looks as you left it. You light the fire and check around in case there are new intruders, but you don't find anyone. Gondork cooks up a slop stew from some rations and you warm up by the fire.

Do you want to camp and rest in the lodge for the evening and start fresh in the morning? An endure elements cast now would be great, you'd rest and have the slot back in the morning, but be protected vs. the cold weather until the following evening. If you rest here overnight the NL damage is all healed by morning, or you can use channels/magical healing.

TL;DR -nonlethal cold damage accrued: arwyn 3, 10p 10

hour1 (DC 15):

fort saves:
arwyn: 1d20 + 5 + 5 ⇒ (6) + 5 + 5 = 16
caladan: 1d20 + 3 + 5 ⇒ (17) + 3 + 5 = 25
10p: 1d20 + 2 + 5 ⇒ (10) + 2 + 5 = 17

all ok

hour 2 (DC 16):

fort saves:
arwyn: 1d20 + 5 + 5 ⇒ (1) + 5 + 5 = 11
caladan: 1d20 + 3 + 5 ⇒ (18) + 3 + 5 = 26
10p: 1d20 + 2 + 5 ⇒ (9) + 2 + 5 = 16

cold: 1d6 ⇒ 1

arwyn avoids taking cold damage

hour 3 (DC 17):

fort saves:
arwyn: 1d20 + 5 + 5 ⇒ (8) + 5 + 5 = 18
caladan: 1d20 + 3 + 5 ⇒ (9) + 3 + 5 = 17
10p: 1d20 + 2 + 5 ⇒ (2) + 2 + 5 = 9
cold: 1d6 ⇒ 4
10p takes 4 nonlethal cold damage

hour 4 (DC 18):

fort saves:
arwyn: 1d20 + 5 + 5 ⇒ (11) + 5 + 5 = 21
caladan: 1d20 + 3 + 5 ⇒ (19) + 3 + 5 = 27
10p: 1d20 + 2 + 5 - 1 ⇒ (13) + 2 + 5 - 1 = 19
cold: 1d6 ⇒ 4
all ok

hour 5 (DC 19):

fort saves:
arwyn: 1d20 + 5 + 5 ⇒ (7) + 5 + 5 = 17
caladan: 1d20 + 3 + 5 ⇒ (4) + 3 + 5 = 12
10p: 1d20 + 2 + 5 ⇒ (4) + 2 + 5 = 11
cold: 1d6 ⇒ 1
caladan and arwyn avoid 1 damage, 10p takes another 1 NL cold damage

hour 6 (DC 20):

fort saves:
arwyn: 1d20 + 5 + 5 ⇒ (13) + 5 + 5 = 23
caladan: 1d20 + 3 + 5 ⇒ (5) + 3 + 5 = 13
10p: 1d20 + 2 + 5 ⇒ (15) + 2 + 5 = 22
cold: 1d6 ⇒ 3
caladan avoids 3 damage.

hour 7 (DC 21):

fort saves:
arwyn: 1d20 + 5 + 5 ⇒ (10) + 5 + 5 = 20
caladan: 1d20 + 3 + 5 ⇒ (4) + 3 + 5 = 12
10p: 1d20 + 2 + 5 ⇒ (10) + 2 + 5 = 17
cold: 1d6 ⇒ 5
arwyn takes 3 nl cold damage, caladan avoids it, and 10p takes another 5


Battle host occultist 4 | 39/39 HP | AC: 12, T:11, FF: 11 | F:+5, R:+2, W:+4 | CMB: +6, CMD:17 | Init:+1 | Percep:+8 | 30ft

Gondork is smugly trodding forward, looking at the cloak then at the others.

I dont remember from last night... what did we do with the sprite?


female half-orc Rogue 3 | AC17, t 14, ff 13) | HP 20/20 | Saves: F +2; R +7; W +0 | Init +8 | Perc +5; Darkvision | Status: OK

"Arwyn was c-c-c-arrying the c-c-cage, last I saw. I think she l-l-left it in Heldren with s-s-s-omeone. " she's cold on the trail while you're marching smugly in your yeti fur cloak.


35 HP | AC 19, T 15, FF 15 | Fort +7, Ref +6, Will +7 (+2 vs fear) | CMB +2, CMD 16 | Init +4 | Perception +2 | Speed: 30

Sorry for absence, real life happened.
I think I'll give my Endure Elements to Arwyn tomorrow (bit late to do it retroactively), as I'm not a damage-dealer anyway.
I said a few posts back I wanted to talk to the sprite, but it apparently got lost in the action.
Didn't prepare any spells for today yet, I'll leave it as-is, it's pretty late anyway. I have 3 spells a day, seems like a waste to spend them all on Endure Elements, I'd rather reserve them for healing.

At the end of the day, Giacomo channels however much is needed to cure everyone of their frostbite, so we'll at least sleep warm.

I'll update my statline right now, haven't done so yet.


the big picture

we can go back and have that conversation with the sprite. you ended up having most of the meaningful conversation with him: you didn't believe him. after that he largely clams up, spouting all of the ways in which he's going to dismember freeze and eat your family, pets, neighbors. etc.

if you want to slot 3 endure elements and cast them "this evening", you can change them tomorrow morning, and tomorrow's travel will be a lot easier.


Battle host occultist 4 | 39/39 HP | AC: 12, T:11, FF: 11 | F:+5, R:+2, W:+4 | CMB: +6, CMD:17 | Init:+1 | Percep:+8 | 30ft

Gondork considers giving 10p the cloak for a second, then trudges on.


35 HP | AC 19, T 15, FF 15 | Fort +7, Ref +6, Will +7 (+2 vs fear) | CMB +2, CMD 16 | Init +4 | Perception +2 | Speed: 30

Ergh, feels like cheating. I'd rather have prepared actually useful spells that didn't come in handy than blowing through all my spells and then having to rely on channels. Thanks for the suggestion, though!


the big picture

no problem, just making sure you understand the suggestion. you could use the open slots you didn't need along the trail today on endure elements, cast them tonight, and your journey all day tomorrow will be easier since it lasts 24 hours. Then you can prepare actual useful spells tomorrow morning, and not have to worry about spamming channels to deal with cold weather damage until after dark tomorrow. If you'd rather have prepared useful spells that just didn't get used on the trail today, understand. its fine. 10p will totally ask you to read her scroll tomorrow if no one else bought it. lol


the big picture

A warm night's rest after a frigid journey leaves you well rested. Arwyn prepares some of the rations for a light breakfast by dawn, and the morning seems clear for the first time. Its only when you step outside the lodge that you realize its because its blisteringly cold and windy. You see the clouds still circling above the Somir Valley below, here on High Ridge though the wind is blowing most of the snow away, making the bridge crossing clear, until you start your descent into the valley below.

The bridge, made of rope and wooden planks, spans a narrow ravine, perhaps thirty or forty feet across. The planks are encrusted with ice and snow, swaying alarmingly in the arctic winds blowing through the gorge. The turbulent waters of a fast-moving creek surge through a couple of waterfalls some fifty to a hundred feet below.

who's first? describe how you're crossing, or any precautions you're taking. it seems like very treacherous footing.


Battle host occultist 4 | 39/39 HP | AC: 12, T:11, FF: 11 | F:+5, R:+2, W:+4 | CMB: +6, CMD:17 | Init:+1 | Percep:+8 | 30ft

Gondorks doubtfully observes the swaying bridge, then his armor.

I eh.. think it's a good idea to find a way around this, no?

Hells I'm crossing that bridge...


F Half-Elf (Snowborn) Ranger (Skirmisher) L4 | AC16 (FF13,T13)CMD15 | HP 12/12 | Saves: F4R5W0 | Init +3 | Perc +6 (low light) | Status: ok

Arwyn explained back at the lodge how she left the sprite with the mayor.

Arwyn will stare at the far side of the gorge, watching carefully for ambushers.
Perception: 1d20 + 7 ⇒ (5) + 7 = 12
"No dice Gondork. There IS no safer place to cross. But we can bundle your armor across separately, and rig some extra ropes for safety's sake." She said confidently.
She gets her extra rope out of her pack and ties herself to one end, having someone anchor her at the other.
She then sets across, holding on to the hand rope with both hands.
Acrobatics: 1d20 + 12 ⇒ (18) + 12 = 30


the big picture

hmmh, acrobatics? sounds like you're moving at a normal pace. . .

Arwyn steps out with the rope held in both hands. the winds batter her and nearly knock her over, the ice nearly makes her slip and fall a few times on the wood, but she makes it across.

its a reflex save at normal speed. but a 12 + your reflex bonus works vs. the DC here too. who's up next? and how fast are you moving? double move? single move? 1/2 move? 1/4 move?

>> we're back on the map, just for a bit <<


the big picture

(i think you'll be cautious. so i'll just skip this part. if you go at 5 ft. per round you don't need a reflex save.)

On the other side of the ridge the wind dies down. Looking around, you spot a bit of a trail, though there have been a few days of snow to make it a little less obvious, you know from Rohkar that you just need to get down the ridge and into the valley below.

Following the slope, you leave the windy ridge behind, and enter into the forrest line. Its deathly quiet as the wind dies down here. The snow falls softly through the stark branches overhead. Tracks, human size but oddly misshapen, mar an otherwise pristine coat of unblemished snow trail through the trees.

do you want to follow the tracks? or take the trail down the ridge into the valley?


35 HP | AC 19, T 15, FF 15 | Fort +7, Ref +6, Will +7 (+2 vs fear) | CMB +2, CMD 16 | Init +4 | Perception +2 | Speed: 30

"Guys, I think it's better if I go last, so I can patch up anyone who fell down."

Regarding the tracks: "I'm not sure what route to take. Going down the trail makes sense, but those weird footprints worry me."


Battle host occultist 4 | 39/39 HP | AC: 12, T:11, FF: 11 | F:+5, R:+2, W:+4 | CMB: +6, CMD:17 | Init:+1 | Percep:+8 | 30ft

Same. Arwyn, can you determine what kind of creature these belong to?


female half-orc Rogue 3 | AC17, t 14, ff 13) | HP 20/20 | Saves: F +2; R +7; W +0 | Init +8 | Perc +5; Darkvision | Status: OK

would be knowledge local. she points out the tracks, anyone else can try, i'll throw it a +5 DC basing it off the tracks. looks humanoid but deformed making it harder to ID.

10p @k. local: 1d20 + 6 ⇒ (19) + 6 = 25

"Looks like... boot prints, or ... " She looks around at some of the tracks, sniffing the snow... then startles upright drawing her shortsword. "Undead! skeletons I think. Old decomposing boots, there's some mud that smells of a grave. Rohkar must have left something here."


the big picture

the wind is utterly still. you can nearly hear the snowflakes falling, and occasionally ice rattling in tree branches above. Arwyn calls for quiet, and stands listening. Giacomo, Arwyn and 10p all turn towards a sharp 'snap' they hear from nearby, off the trail, it sounds like its getting closer.

you've a round at least. something you'd like to do before combat? disengage/flee? draw weapons/advance? i'll put up a map tonight.

rolls:

perception checks
arwyn: 1d20 + 6 ⇒ (13) + 6 = 19
caladan: 1d20 + 1 ⇒ (1) + 1 = 2
gondork: 1d20 + 5 ⇒ (7) + 5 = 12
giacomo: 1d20 + 2 ⇒ (19) + 2 = 21
10p: 1d20 + 5 ⇒ (17) + 5 = 22


F Half-Elf (Snowborn) Ranger (Skirmisher) L4 | AC16 (FF13,T13)CMD15 | HP 12/12 | Saves: F4R5W0 | Init +3 | Perc +6 (low light) | Status: ok

Arwyn cursed softly at Tenpenny's analysis. She slung her bow, unlimbered Old Man Dansby's handaxe and waived everybody behind what cover there was.
Stealth: 1d20 + 6 ⇒ (20) + 6 = 26


Battle host occultist 4 | 39/39 HP | AC: 12, T:11, FF: 11 | F:+5, R:+2, W:+4 | CMB: +6, CMD:17 | Init:+1 | Percep:+8 | 30ft

Gondork silently draws his heavy flail, alert for any danger.


35 HP | AC 19, T 15, FF 15 | Fort +7, Ref +6, Will +7 (+2 vs fear) | CMB +2, CMD 16 | Init +4 | Perception +2 | Speed: 30

Giacomo draws his bow, ready for an attack.

Darn, I only have normal arrows. We sort of left town again while I was away. Could I have bought a batch of blunt arrows back then?
Also, I found out today there's a weapon that allows you to fire sling bullets as a crossbow called a Stonebow (that's an url, it's hard to see in an ooc), but I don't think we can just buy those back at Heldren. At least we know it exists now.


the big picture

yeah of course, buy what else you wanted in town. the smith has most common weapons stocked. but not mwk varieties of everything. blunt arrows is fine. if you bought anything off your own loot list, just note what you're keeping, and the few other things i listed.

Lurching into view around some trees and bushes, coated in snow, you see three Qadiran men advancing, arms outstretched the winter air crisper. rusted scimitars adorn their hips, robes of the desert, with a light chain armor, rusted through and busted in some areas. Their heads tilt towards you, eerie blue lights inhabiting their eye sockets, still filled with a mix of flesh and grave dirt.

Two of them advance quickly over the intervening snow, closing the distance with Caladan.

Round 1: - all the snow covered ground is difficult terrain
[s][26: #1 ], [24: #2], [/i][20: Gondork], [17: Arwyn], [12: Giacomo], [11: Ten Penny], [9: Caladan], [8: #3 ]

rolls:

initiative checks
arwyn: 1d20 + 3 ⇒ (14) + 3 = 17
caladan: 1d20 + 1 ⇒ (8) + 1 = 9
gondork: 1d20 + 1 ⇒ (19) + 1 = 20
giacomo: 1d20 + 4 ⇒ (8) + 4 = 12
10p: 1d20 + 7 ⇒ (4) + 7 = 11
1: 1d20 + 6 ⇒ (20) + 6 = 26
2: 1d20 + 6 ⇒ (18) + 6 = 24
3: 1d20 + 6 ⇒ (2) + 6 = 8


F Half-Elf (Snowborn) Ranger (Skirmisher) L4 | AC16 (FF13,T13)CMD15 | HP 12/12 | Saves: F4R5W0 | Init +3 | Perc +6 (low light) | Status: ok

Arwyn waited until they passed to engage Caladan, then emerged to flank one of them and attack!
handaxe flank attack: 1d20 + 5 + 2 ⇒ (3) + 5 + 2 = 10 for a possible 1d6 + 2 ⇒ (3) + 2 = 5 slashing damage.


35 HP | AC 19, T 15, FF 15 | Fort +7, Ref +6, Will +7 (+2 vs fear) | CMB +2, CMD 16 | Init +4 | Perception +2 | Speed: 30

If they're skellies I'll attack with bludgeoning arrows, if they're zombies I'll delay because I won't be able to punch through their DR. Assuming their DR is common knowledge, otherwise I'll shoot a regular arrow at it.

Attack roll at number 2 (in combat, so -4): 1d20 + 2 ⇒ (1) + 2 = 31d6 ⇒ 6

"Ah, watch out everyone! Even more undead! I'll have to have a word with Rohkar next time I see him!"


the big picture

they seem skeletal, underneath their qadiran robes and armor. their outstretched arms certainly end in skeletal claw like hands.

k. religion DC 11:
frost skeletons, like you fought inside the lodge. they explode with cold and deal cold damage to those who start adjacent to them.


female half-orc Rogue 3 | AC17, t 14, ff 13) | HP 20/20 | Saves: F +2; R +7; W +0 | Init +8 | Perc +5; Darkvision | Status: OK

tacey pulls out a crowbar from her bag and moves up, she can't get into flank though because of the thick snowfall slowing her down.
not enough actions to attack though, the crowbar was stowed not sheathed.


Battle host occultist 4 | 39/39 HP | AC: 12, T:11, FF: 11 | F:+5, R:+2, W:+4 | CMB: +6, CMD:17 | Init:+1 | Percep:+8 | 30ft

Light flail*

Gondork steps in between 10p and Caladan, silently swinging his flail at the skeleton threatening 10p in one fluent movement.

Attack, Light flail: 1d20 + 3 ⇒ (15) + 3 = 18
Damage: 1d8 + 4 ⇒ (4) + 4 = 8


the big picture

it explodes in a shower of ice and bone shards

cold: 1d6 ⇒ 6
6 to 10p, Gondork, and 1 point goes through for Caladan

i updated their frost zone and changed the mini's b/c i felt like it.


Battle host occultist 4 | 39/39 HP | AC: 12, T:11, FF: 11 | F:+5, R:+2, W:+4 | CMB: +6, CMD:17 | Init:+1 | Percep:+8 | 30ft

Gondorks screams with rage as the icy blast hits him. Something seems to snap as he recomposes himself.

Rhhaaggh! IM FED UP WITH THIS COLD! TO HELL WITH YOU, DEVILS!!


Male Demonspawn Tiefling Inquisitor 4 | AC 20, t 12, ff 18 | hp: 21/30 | Fort +5 | Ref +3 | Will +5 | Perc +1 | Darkvision

caladan swings his morningstar at the one he's flanking with Arwyn. but the blow doesn't connect

caladan: 1d20 + 4 + 2 ⇒ (6) + 4 + 2 = 121d8 + 3 ⇒ (8) + 3 = 11


the big picture

the third skeleton ( well, the second now that one has exploded ) rushes through the snow, arms out, seeking to shred Giacomo. The deep snow hindering it moving a little, it just manages to catch up to him.

the one being flanked by Caladan and Arwyn scratches at caladan twice and manage to open up a gash, but the spiderweb of frost that adorns the wounds doesn't phase caladan. the creature's aura not bothering caladan either, but it freezes Arwyn a bit (on her turn)

3 claw damage to caladan, 3 cold damage gets through to arwyn.

Round 2: - all the snow covered ground and trees are difficult terrain
[26: #1 ], [24: #2], [20: Gondork], [17: Arwyn], [12: Giacomo], [11: Ten Penny], [9: Caladan], [8: #3 ]

rolls:

frost aura for caladan and arwyn on their turns: : 1d6 ⇒ 5 cold

claw: 1d20 + 2 ⇒ (8) + 2 = 101d4 + 2 ⇒ (1) + 2 = 3 plus 1d6 ⇒ 5 cold
claw: 1d20 + 2 ⇒ (19) + 2 = 211d4 + 2 ⇒ (1) + 2 = 3 plus 1d6 ⇒ 5 cold


35 HP | AC 19, T 15, FF 15 | Fort +7, Ref +6, Will +7 (+2 vs fear) | CMB +2, CMD 16 | Init +4 | Perception +2 | Speed: 30

Giacomo struggles back through the snow, hindered by his short legs, then shoots at the one in front of him. I do provoke.

Attack roll on the south one with a blunt arrow: 1d20 + 6 ⇒ (8) + 6 = 141d6 ⇒ 6

"No worry guys, I'll heal you when this is over. We can handle this, right?"

38 blunt arrows left.

EDIT: Shouldn't I also get damage from the frost aura? Or is it when I'm adjacent at the start of their turn?


Battle host occultist 4 | 39/39 HP | AC: 12, T:11, FF: 11 | F:+5, R:+2, W:+4 | CMB: +6, CMD:17 | Init:+1 | Percep:+8 | 30ft

Gondork takes a swing at #2.

Could someone move me on the map?

Attack roll: 1d20 + 3 ⇒ (7) + 3 = 10
Damage: 1d8 + 4 ⇒ (6) + 4 = 10


the big picture

oops, no, you do take it when you start adjacent.

cold: 1d6 ⇒ 6

aoo claw: 1d20 + 2 ⇒ (10) + 2 = 121d4 + 2 + 1d6 ⇒ (1) + 2 + (1) = 4 misses


the big picture

Round 2: - all the snow covered ground and trees are difficult terrain
[26: #1 ], [24: #2], [20: Gondork], [17: Arwyn], [12: Giacomo], [11: Ten Penny], [9: Caladan], [8: #3 ]

Ten Penny moves up to swing at #2 as well, which explodes in a small shower of icy bone splinters of cold. Caladan moves up to swing at the last of the skeletons, but it bangs off the qadiran's chain armor.

rolls:

10p: 1d20 + 4 - 4 ⇒ (18) + 4 - 4 = 181d6 + 3 ⇒ (5) + 3 = 8

frost explosion: 1d6 ⇒ 1

caladan: 1d20 + 4 ⇒ (8) + 4 = 121d8 + 3 ⇒ (4) + 3 = 7


F Half-Elf (Snowborn) Ranger (Skirmisher) L4 | AC16 (FF13,T13)CMD15 | HP 12/12 | Saves: F4R5W0 | Init +3 | Perc +6 (low light) | Status: ok

Round 2
Arwyn shifted around to flank attack the last one.
Double moves into flank.
Let me know if I can't actually move there.


the big picture

yeah, looks like a double move. but you can move there. its fine. wait.

#3 continues to claw at caladan, scoring a gash that freezes over in an instant 3 claw damage plus 1 cold that gets past his resistance

rolls:

claw: 1d20 + 2 ⇒ (14) + 2 = 161d4 + 2 ⇒ (1) + 2 = 3 plus 1d6 ⇒ 5 cold
claw: 1d20 + 2 ⇒ (20) + 2 = 221d4 + 2 ⇒ (1) + 2 = 3 plus 1d6 ⇒ 6 cold
confirmation: 1d20 + 2 ⇒ (6) + 2 = 81d4 + 2 ⇒ (3) + 2 = 5

top of round 3. there's one skeleton left.

Round 3: - all the snow covered ground and trees are difficult terrain
[20: Gondork], [17: Arwyn], [12: Giacomo], [11: Ten Penny], [9: Caladan], [8: #3 ]


35 HP | AC 19, T 15, FF 15 | Fort +7, Ref +6, Will +7 (+2 vs fear) | CMB +2, CMD 16 | Init +4 | Perception +2 | Speed: 30

"Come on guys, you can do it! We've fought against much more back in the lodge!"

Delay. Nothing useful for me to do.


Battle host occultist 4 | 39/39 HP | AC: 12, T:11, FF: 11 | F:+5, R:+2, W:+4 | CMB: +6, CMD:17 | Init:+1 | Percep:+8 | 30ft

Gondork wades over to the last skeleton, and gives it a final rest.

Before being knocked unconscious by the cold explosion?

I'm done with this co-!

Attack roll: 1d20 + 3 ⇒ (14) + 3 = 17
Damage: 1d8 + 4 ⇒ (5) + 4 = 9


F Half-Elf (Snowborn) Ranger (Skirmisher) L4 | AC16 (FF13,T13)CMD15 | HP 12/12 | Saves: F4R5W0 | Init +3 | Perc +6 (low light) | Status: ok

Round 3_____
"Together!" Shouted Arwyn as she swung her handaxe against the frozen undead.
handaxe flank attack: 1d20 + 5 + 2 ⇒ (5) + 5 + 2 = 12 for a possible 1d6 + 2 ⇒ (4) + 2 = 6 slashing damage.


the big picture

and with a smash, and a chop, the skeleton explodes in more shards of ice, shredding most of the clothes and some of the armor it was wearing.

cold: 1d6 ⇒ 5

gondork takes 5 cold damage, arwyn takes 3 cold damage, caladan negates it.

yup, curse you rohkar!

final damage tally looks like:
gondork: 12 damage
caladan: 8 damage
10p: 7 damage
giacomo: 6 damage
arwyn: 6 damage


F Half-Elf (Snowborn) Ranger (Skirmisher) L4 | AC16 (FF13,T13)CMD15 | HP 12/12 | Saves: F4R5W0 | Init +3 | Perc +6 (low light) | Status: ok

"Blast it! THIS is why I'm thinking of retreating back to the lodge to warm up!" She joked feebly, rubbing her numb hands together to try to warm up.
She looked idly around for a place to make a fire if needed.
Perception: 1d20 + 7 ⇒ (10) + 7 = 17
Survival: 1d20 + 5 ⇒ (6) + 5 = 11


35 HP | AC 19, T 15, FF 15 | Fort +7, Ref +6, Will +7 (+2 vs fear) | CMB +2, CMD 16 | Init +4 | Perception +2 | Speed: 30

"Ahem, if I may? Oh Erastil, may we please borrow some of your divine health after this ordeal?"

Channel energy: 1d6 ⇒ 41d6 ⇒ 11d6 ⇒ 4

That's everyone healed for 9. Gondork, do you need a Cure Light, or are you confident enough you won't die before the end of the next encounter?
And damn, that's half my channels. :/ We really need to find a reliable healing output that isn't me. Stupid explodey skelleymens.

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