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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the big picture
Gondork Ramcleft wrote:
I thought I had 1 nonlethal right? Doesn't that put me at 0 with 1 nonlethal? (Unconscious but not bleeding)

you had 2 damage after the last bit of healing you all stopped for, took 10 damage from the bite, that put you at -1 according to your sheet's hp ( 11 ). and then you also have the 1 nl which gives you the fatigued condition. =(


14/14 HP | AC 18, T 12, FF 16 | Fort +4 (+6 vs poison), Ref +2, Will +4 (+6 vs mind-affecting) | CMB +4, CMD 16 | Init +2 | Perception +4 | Speed: 20

Darn, I moved the wrong way, I now have no way to reach it this turn. :(

Seshiro curses the snow as he tries to plow his way through it on his way to the dragon.

Double-moved to move two squares, no weapons drawn yet.


the big picture

ooh. this could be fun. its up to you to save the day Caladan. better go all out.


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

C'mon guys, kill it!!


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's arrow chattered on the riser of her bow, trying to draw a bead on the creature. But the chaotic melee, as well as the concealment of the snowbank made it impossible. She threw her bow down in disgust and drew her sword as she surged forward through the snow to get into combat with the monster that had Gondork.
Unlikely she'll make contact this round, but just in case...
short sword attack: 1d20 + 3 ⇒ (10) + 3 = 13 for a possible 1d6 + 2 ⇒ (4) + 2 = 6 piercing damage.


the big picture

['botting Caladan upon request until his PC is ready this week]
20 ft to move up 1 square adjacent to the grappling dragon.
its in snow but doesn't really provide cover in melee.

judgement: justice; +1 to attack rolls/ +2 to confirm crits

rolls:
morningstar: 1d20 + 3 + 1 ⇒ (10) + 3 + 1 = 141d8 + 3 ⇒ (2) + 3 = 5
gondork@stabilize: 1d20 + 2 - 2 ⇒ (18) + 2 - 2 = 18
bite: 1d20 + 5 ⇒ (14) + 5 = 191d8 + 3 ⇒ (4) + 3 = 7

AoO Arwyn: 1d20 + 3 ⇒ (12) + 3 = 151d6 + 2 ⇒ (4) + 2 = 6
AoO Caladan: 1d20 + 3 + 1 ⇒ (5) + 3 + 1 = 91d8 + 3 ⇒ (1) + 3 = 4

Caladan hits the Tatzlwyrm for 5 damage, but the positioning just leaves Arwyn room to double move up to the creature if she wants, or she can change her action?

the Tatzlwyrm drops Gondork, and takes a snap at Caladan in retribution.
digging its teeth in and leaving a nasty ring of bleeding punctures on his leg.
7 damage on Caladan

the dragon then turns and tries to abandon its meal, leaving an opening Arwyn manages to take advantage of, scoring it along is hind-tail with her short sword, as it squirms away into the snow as it nimbly twists into the bank, somehow moving a little faster than y'all in the snow, still alive but bleeding pretty badly from the sword and spike punctures.

Caladan double moves after it, trudging through the deep snow, unsure but wanting to end the threat.

Arwyn you can adjust your action, or take the nice hit with the AoO. bottom of round 3 with Seshiro up, and Arwyn on deck interchangeably

[ round 3: ] [3: Seshiro],
[ round 4: ] [17: Arwyn], [13: Gondork], [13: Dragon], [3: Caladan],


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

An 18 stabilizes me, right?


the big picture

yup, believe so. its a DC 10 check. you're stable at -2. putting the red line around you on the map to indicate you're prone until/if you get healing.


14/14 HP | AC 18, T 12, FF 16 | Fort +4 (+6 vs poison), Ref +2, Will +4 (+6 vs mind-affecting) | CMB +4, CMD 16 | Init +2 | Perception +4 | Speed: 20

Gah, why is everyone moving away? Still can't reach the damn thing. Also, sorry for the silence, TenCon left me exhausted.

"Stop beating up my friends! We haven't done anything to harm you!"

Realising he'll never be able to catch up with the dragon, Seshiro uses his last resort. He grabs his spear and chucks it at the creature out of pure frustration.
+2 DEX, -4 for in combat. Range increment of 20 feet, so no penalties on that part. I presume Gondork doesn't obstruct my view in any way.

Throw spear: 1d20 + 2 - 4 ⇒ (19) + 2 - 4 = 171d8 + 4 ⇒ (6) + 4 = 10

Feel the anger coursing through your veins... Can you feel the power, my champion?


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

I'll take the AoO hit thanks!

Arwyn pursues the creature with a vengeance, stepping into flank with it.
short sword flank attack: 1d20 + 3 + 2 ⇒ (17) + 3 + 2 = 22 for a possible 1d6 + 2 ⇒ (2) + 2 = 4 piercing damage.


the big picture

the spear sinks into him, lodging him in place to the ground, hissing and spitting, the fight goes out of him as arwyn approaches and makes sure the dragon is indeed dead.

You pause to collect yourselves, looking around, bloodied and tired, you know its not even true evening yet, but the shadow of the canopy overhead casts a twilight on the snow covered glade, the mist of your breath filling the air as you calm down and the adrenaline eases. The pain returns as you wince and check your wounds.

rolls:

survival: 1d20 + 4 ⇒ (14) + 4 = 18

Here seems as good as any a place to make camp, exhausted as you are. with the tents, if you clear away some of the snow, it might actually insulate you from the wind since the snow's so deep. the struggle with the dragon has started a bit of a clear area off the trail.

what would y'all like 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

As soon as Gondork wakes up, he grunts and achingly takes some rations from his backpack. He just sits net to the fire for a long time, chewing jerky. His eyes betray some kind of rergret but he keeps his silence. After this he goes to sleep, loudly snoring.


14/14 HP | AC 18, T 12, FF 16 | Fort +4 (+6 vs poison), Ref +2, Will +4 (+6 vs mind-affecting) | CMB +4, CMD 16 | Init +2 | Perception +4 | Speed: 20

I believe Caladan has one spell left, right? That could be used as a Cure if mine doesn't suffice.

With the dragon dead, Seshiro sinks into the snow as he sits on the ground to catch his breath.

"Stupid sssnow! I couldn't even catch up to it! I hope this won't be an example of what we'll be facing from now on."

Aren't you forgetting something, my dear?

Seshiro looks up, then realises he's sitting in front of Gondork's groaning body.

"Oh yeah, sorry about that. Hope you won't have nightmares while I tend to you."

Cure Light Wounds on Gondork: 1d8 + 1 ⇒ (7) + 1 = 8

And now I'm out of healing completely. Let's hope nothing happens during the night.


the big picture

its a few hours later, as dusk sets, your camp and tents are well set up, the fire warming you a bit, you've been able to stave off the frostbite and warm yourselves up recovering from the nonlethal cold and no longer frostbitten

Arwyn 9/12 hp; Gondork 6/11 hp; Seshiro 14hp; Caladan 12hp;

Gondork hears as twig snap in the woods though as you're finishing your evening meal and recovering. He looks up and sees a a white stag, maybe six feet tall at its shoulders, its proud many tipped rack of antlers tuffted and sprinkled with snow. (its a medium creature in game terms)

Greetings Summerlanders it astounds you all, apparently speaking! from a distance of about thirty feet, its voice a whisper carried by the chill dusk wind. You realize it probably snapped the twig on purpose, to allow you to notice it. It regally stands there as you take in the situation.

rolls:

caladan cure light: 1d8 + 1 ⇒ (7) + 1 = 8

arwyn: 1d20 + 6 ⇒ (4) + 6 = 10
caladan: 1d20 + 1 ⇒ (4) + 1 = 5
gondork: 1d20 + 5 ⇒ (11) + 5 = 16
seshiro: 1d20 + 4 ⇒ (1) + 4 = 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 grudgingly stands up, eyeing his axe nearby.

What in the name of the lady...

Knowledge(Arcana): 1d20 + 6 ⇒ (11) + 6 = 17
Knowledge(Planes): 1d20 + 6 ⇒ (14) + 6 = 20
Sense motive(+Sudden insight): 1d20 + 5 + 1 ⇒ (20) + 5 + 1 = 26

Who are you? What do you want?


the big picture

I am Fawfwein, a guardian of the winterlands. I'm curious as to why Summerlanders would venture this way. What brings you to these lands?

if its a magical beast, you've not heard of something like this before, unless its some creature disguised. If its fey it would be knowledge (nature). The voice seems to almost radiate from around the creature, as if he's using magic to speak.

i threw up some for instance of your little camp, tent, some trees, and about where Fawfwein is on the big picture link


14/14 HP | AC 18, T 12, FF 16 | Fort +4 (+6 vs poison), Ref +2, Will +4 (+6 vs mind-affecting) | CMB +4, CMD 16 | Init +2 | Perception +4 | Speed: 20

"Good day, noble stag. We've come here to investigate the sudden appearance of this wintry weather. The village up north isn't too pleased with the fact that most of their crops have frozen to the ground. So far we've only found some zombies and a dragon, and we're all very confused by it all. Would you happen to know any more about this?"

Blindly trusting the first thing you meet? I taught you better than this...


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

Winterlands? You are in southern lands, far from any winter. Explain yourself!

Gondork nervously eyes the stag, not sure what to make of its sudden appearance.

This better not be some kind of fey trick...


the big picture

Summer lands. North or south this makes no difference. I speak of the lands beyond. The snows of winter are here now. And here they'll stay. Pleased or not, best learn to adapt to things now.

Frozen crops, plant wisely, harvest will be difficult, but it can be done, with the right crops. As I've introduced myself he takes a bow, Might I know who you are then? adventurers of Man?


14/14 HP | AC 18, T 12, FF 16 | Fort +4 (+6 vs poison), Ref +2, Will +4 (+6 vs mind-affecting) | CMB +4, CMD 16 | Init +2 | Perception +4 | Speed: 20

"We know the snow is here now. We're just wondering why it's here, and why it arrived so suddenly. If there's a good reason for this, I'm sure we can come to an agreement of sorts.
As for us, we're just people. I come from the south, but I wouldn't call myself an adventurer. Most of my travels have been peaceful, only doing an odd job to pay of a bill. I don't get to stay around for long, because people get... uneasy around me."

Quick story recap, to see if my interpretation of the situation is right: we were sent here because some farmland just turned to snow and we're supposed to find the source of it, right? And when we arrived, we found a small camp that's been looted and we basically followed that trail here.


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

"Uh, yes, this little slice of winter is of some curiosity to us. However, our urgent task is to pursue a gang of bandits. They have committed murder on our roads and they may have taken prisoners.
"We are here to catch the criminals and rescue anyone taken by them."
Arwyn said, hoping beyond hope that the group had not given offense to the notoriously mercurial fey.
Diplomacy: 1d20 + 1 ⇒ (16) + 1 = 17


the big picture

Ahh, a rescue then. It shall be quite a tale someday I'm sure. You hardly seem like knights on a quest though. Is there a damsel? One of you is the betrothed, off to rescue her? You mention already slaying the dragon, and I see its body behind you, quite fearsome, but I thought them to be bigger, with wings.

Gondork definitely has the impression that something is not right. But it doesn't seem hostile. The sneaking suspicion that its a fey trick nags at him, but what kind of trick, or communicating it to his friends without Fawfwein noticing seems tricky.

Fair travelers, I wish you good night then. Be careful in these woods now. They're no longer of your lands. This bubble of winter is new, and dangerous. Tread carefully.

And with that, the white stag backs up slowly a bit into the shadows, and disappears into the trees.

Anyone wish to act or do anything? otherwise...

Arwyn 10/12 hp; Gondork 7/11 hp; Seshiro 14hp; Caladan 12hp dmg

Having set some watches, and take turns resting in your tents. By morning you're all feeling a bit better, and, having gone to ground and rest early, have an early start in the cold predawn after a quick breakfast. Gondork groggily rises and breaks down his tent, seeming a bit perturbed. Anything else special you'd like to do? or back to tracking the bandits?

A fresh blanket of snow seems to have fallen overnight, aside from this little glade where the wind blows the snow. The trail seems a bit more obscured, but its still not too hard to follow, Gondork picks up the hint of it, and Arwyn continues to follow it. Another day though and it could well be lost.

you will probably take the time for a channel? or wait and see what the day brings. if you channel, you can have this: 1d6 ⇒ 4 and cross off the use, leaving everyone healed up fully.

rolls:

arwyn survival vs. cold: 1d20 + 4 ⇒ (1) + 4 = 5

Fort saves vs. the cold
arwyn: 1d20 + 4 + 5 ⇒ (7) + 4 + 5 = 16
caladan: 1d20 + 2 + 5 ⇒ (13) + 2 + 5 = 20
gondork: 1d20 + 4 + 5 ⇒ (2) + 4 + 5 = 11
seshiro: 1d20 + 4 + 5 ⇒ (7) + 4 + 5 = 16

gondork takes:
nonlethal cold: 1d6 ⇒ 3

Its particularly cold this morning, and an hour after setting out, Gondork is shivering again by the time you reach an odd area. 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.

gondork takes 3 nonlethal cold damage and is fatigued effectively

Anything you'd like to do? or eager to catch up to the bandits today and hurry on?


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

Seshiro, do you have any healing magics left? My body is bruised and this blasted cold isn't helping either.

Those bandits better be close, or I'm going to have trouble keeping things civilized. There sure is some strange stuff going on here...

I vote for just ploughing ahead and seeing what happens.


14/14 HP | AC 18, T 12, FF 16 | Fort +4 (+6 vs poison), Ref +2, Will +4 (+6 vs mind-affecting) | CMB +4, CMD 16 | Init +2 | Perception +4 | Speed: 20

"Nope, I'm all out. I could give you a footrub, though?"

Also notice it's a new day now, you should be full by now. Took me a while to realise, as it's been edited in, apparently. I could swear the post used to end with the meeting of the stag.
I'll re-introduce my character once I get the okay from our GM.


the big picture

the stag stuff is around here, then you rest overnight. Gondork and Arwyn though had 5 and 3 hp damage, which overnight wasn't enough to heal from. Since its a new day, if Seshiro channels once in the morning, it heals 4 hp and everyone is up to full. everyone's got spells and everything back. I did to some editing, but it was within an hour of the stag's appearance. =)


I think Gondork is asking for healing after travelling for an hour, to heal the nonlethal cold damage that only he took.


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

That is correct.


the big picture

crybaby. a kineticist with 3 NL has just gotten started and can't run to his cleric for healing. ::waaaugh::


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 is in favor of pursuing the crooks, but won't object if people want to go back and get the cold iron stuff on order.


the big picture

playing back a bit. back at the camp in the morning.

As you break camp and begin taking down your tents and packing up, having had a decent breakfast. A short rider approaches from back the way you came.


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

I think nonlethal from environment effects only go away once you're rid of the environment. Basically, we need to sit down at a campfire for a bit to get you warmed up, but I could be mistaken.

When everyone's making camp, a Halfling comes riding in on a horse, the Halfling balancing in the saddle.

"Apologies sirs and madam, I'm looking for a man named Seshiro. Elder Natharen says he's found a cure for him, and he needs him back at the temple. Meanwhile, he sent me to accompany you, because he thought you might need some assistance when it comes to treating wounds. I'm a Cleric of Erastil, and I'm halfway decent with a bow as well."

Ride check to dismount: 1d20 - 2 ⇒ (19) - 2 = 17

The Halfling wobbles for a bit, but he manages to not slip from the saddle and lands on his feet.

"The name's Giacomo Rumble, by the way. I help out in the Temple when I'm needed, and otherwise I work the land. I'm very curious to see who has the gall to mess with my piece of land.
Oh, Seshiro, you can take the horse back to the village, I don't need her anymore."

I'm not made for melee, and though I carry a bow, I'm not that great with it either (curse you, 15 DEX!. Might want to dump INT a bit more if this is a problem to alleviate that, but we'll see). I have a decent CHA, so more channels for everyone! I'm not sure what my role in combat will be, exactly, but let's find out together!
GM, should I cross off a use of Channel on this character, or is it a freebie?


the big picture

frostbite/cold penalties go away when the NL damage is recovered. be that nonmagically, or magically.

(lol. munchkins. always cursing a +2 in liu of a +4, when its better than a +0)

Giacomo's cold saves:

fort: 1d20 + 5 + 5 ⇒ (9) + 5 + 5 = 19
fort: 1d20 + 5 + 5 ⇒ (13) + 5 + 5 = 23

Its been a cold journey early this morning, even by horseback, it took an hour to reach Arwyn and the others, leaving Giacomo a little chilled.

you can continue to banter as Giacomo swaps out for Seshiro, and takes the horse and rides back to town for a cure to his madness. After that, Giacomo joins you on the trail. Arwyn, Gondork, and Caladan know Giacomo from around town, some better than others, so he's a familiar face and you trust he's there to help when he says Elder Safander sent him.


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

Not to shoot myself in the foot here, but: page 442 CRB, "Cold dangers: "A character cannot recover from the damage dealt by a cold environment until she warms up again."
So we're basically stuck with it until we break to warm up again. Pretty nasty on level 1. :/


the big picture

ahh. i was reading selectively from just the 4th paragraph:
A character who takes any nonlethal damage from cold or exposure is beset by frostbite or hypothermia (treat her as fatigued). These penalties end when the character recovers the nonlethal damage she took from the cold and exposure.

would be nice if they reiterated it there or put the two together. =) doesn't change your overnight healing. you warmed up and healed the nonlethal damage. Just means no curing will heal Gondork until he gets to warm up or some protection (like endure elements)


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

Let's find these bandits and get it over with.

It's hard to make out wether Gondork's surly face is either dead serious or comical.


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 smiled brightly at the newcomer.
"Welcome Giacomo! Did the elder by chance send something 'cold iron' with you?" She asked hopefully.

==========================================

Following the trail left by the bandits, Arwyn suddenly looked up at a strange sight.

DM wrote:
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.

Arwyn peered at the strange fetishes, wondering what they were.

Knowledge:Arcana: 1d20 + 3 ⇒ (13) + 3 = 16


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 beamed back at Arwyn.

"Nope, sorry! Smith said it'd take a few more days. Something about good craftsmanship not being done overnight. It's true, I guess, I've never broken one of his hoes in my life!"

Could I also have placed an order for a cold iron morningstar and/or longspear, instead of Seshiro's order?
Also, can I presume I've cast Endure Elements on myself before heading in? Maybe a bit selfish, but I'm lacking in the Fortitude department. >_>


the big picture

ooh, let me check my notes. something might have been ready. Isker gives Giacomo 20 cold iron bolts, 20 cold iron arrows, and a cold iron sickle. he's working on the rest of the orders, but they'll take longer.


the big picture

ok, back to the trail then.

As you get closer to the weird fetishes, you can see that they're frozen corpses of dead crows, pierced with tiny needles.

rolls:

arwyn: 1d20 + 4 + 5 ⇒ (5) + 4 + 5 = 14
caladan: 1d20 + 2 + 5 ⇒ (3) + 2 + 5 = 10
gondork: 1d20 + 4 + 5 ⇒ (12) + 4 + 5 = 21
giacomo: 1d20 + 5 + 5 ⇒ (13) + 5 + 5 = 23

cold damage: 1d6 ⇒ 3

An hour up the trail, the chill has settled in, enough that even Arwyn feels it. (1 NL cold to Arwyn. it doesn't beat Caladan's resistance) You come to Wishbone Creek. Normally a pretty fast moving but shallow creek, its frozen over. Sitting in front of the frozen stream is a human-sized snowman, built in the middle of the trail, a few inches of snow already covering it. If you didn't know the stream was there, you'd almost think its just part of the frozen forest landscape.

A crude wooden sign leans against the snowman, but the snow and the angle make it impossible to read

linguistics DC 17:
from a distance of 20 ft, you can just make out , you think it reads "Trespassers Turn Back"

perception DC 20:
Across the stream, mounds of snow that look suspiciously like a layer of snow over legs and feet seem to jut out from a pile of snow next to the trees.


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

Perception: 1d20 + 6 ⇒ (9) + 6 = 15

Gondork plows ahead through the snow, wiping the snow off the sign.

Whaddya reckon it says?

Nice of these bandits, at least they're honest enough to let us know what they're up to...


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

"Oh, Smith did say we could have a test run of items, here they are."

Giacomo hands over the items.

I just reliased I haven't taken a campaign trait. Are they mandatory, or just cool optional fluff? Otherwise I'll change it next time we rest.

"Trespassers? This bit of land is uninhabited! Who should we trespass on?"

I presume the Linguistics is to see if from a distance. By wiping it off, we can all read it.

Perception check: 1d20 + 2 ⇒ (9) + 2 = 11

Giacomo looks around wildly almost in a panic as if embarrassed to be caught trespassing.

"I don't see anyone! Why aren't we welcome if there's no one we're supposed to stay away from?"

I imagine Halflings using lots of exclamation marks. >_>


the big picture

As Gondork moves to get closer, the snowman stirs to life, dusting itself off, and tapping the sign. It points to it with its little wooden arm and shouts in common. Can't you READ?? The sign says turn back! Now get lost!!

the campaign trait's not strictly necessary. just a nice tie in to why you like the cold so much in most cases.

@Gondork do you still want to get closer?


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 dives behind Gondork for cover.

"Whelp! So they have a defense mechanism, but I still have no clue who "they" are!"


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 approached the snowman cautiously...
Perception: 1d20 + 6 ⇒ (6) + 6 = 12

When it stirred, she leapt back with a startled oath.
"Stand and name yourself! Are you with the bandits?" She demanded, arrow nocked.


the big picture

At the snowman's outburst, startled looks appear and the few that approached lept back adroitly. The snowman however makes no further movements, having returned back to his position carrying the sign, now easily read since his movement brushed off the snowfall.

i just need to know how close Gondork gets after the first sign of trouble, then i'll roll init.


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 dashes backwards, shocked and unsure.

Spellcraft: 1d20 + 6 ⇒ (8) + 6 = 14


the big picture

rolls:

initiative
arwyn: 1d20 + 3 ⇒ (13) + 3 = 16
caladan: 1d20 + 1 ⇒ (14) + 1 = 15
gondork: 1d20 + 1 ⇒ (13) + 1 = 14
giacomo: 1d20 + 4 ⇒ (7) + 4 = 11
snowman: 1d20 ⇒ 18

@gondork he definitely seems magical, but you're not sure if he's some sort of snow golem, animated snow, or a spell someone's maintaining from out of sight. fey trickery has you on edge.

The snowman waits patiently, not moving a sinew, coldly watching you with his barren eyeholes that seem to follow you, though you can't imagine they're actually moving.

[ round 1 ]: [16: arwyn], [15: caladan], [14: gondork], [11:giacomo]
[ round 2 ]: [18: snowy]


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

Weirdest s~%& ever xD


the big picture

funniest s@*% ever. I still love the images that came up when i tried searching for a map token. mostly the Dr. Who xmas special's evil snowmen.


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 nocks an arrow, but seems unsure about his course of action.

"What should we do? I don't want to just fire at it, but it does seem hostile..."

Ready an action that if someone decided to attack him, I shoot. This will probably trigger regardless, but in this case I'm not the aggressor. >_>
Shouldn't take penalties for shooting through people due to the Erastil trait.

Attack roll: 1d20 + 5 ⇒ (6) + 5 = 111d6 ⇒ 4

And an arrow goes wide, probably. Should I keep track of arrows, or do you want to abstract it?

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