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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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 nodded at Gondork.
"Aye. And a sight easier to track than flying faeries as well." She said.
She checked the time of day by looking skyward.
Survival: 1d20 + 4 ⇒ (16) + 4 = 20
Knowledge:Nature: 1d20 + 6 ⇒ (8) + 6 = 14


the big picture

you awoke at first light from your camp at C, warmed up a bit and had breakfast, and arrived at D after two hours of travel. 15 minutes here, so its still early. about 11am


the big picture

following the trail does seem soundest, there is a princess to rescue. Arwyn loots the composite longbow (+1 strength pull), and masterwork handaxe, offering up her own longbow if anyone wants, and claims the 12 arrows, refilling her quiver and offering the others to whoever takes the bow. Gondork picks up the pouch of coins, saying that he'll hold on to it, to turn over later.

the better part of three hours trudging through the snow and the endless flurries, the trail beginst to climb a ridgeline to the south beneath snow-laden trees. The prints of boots and horses, marred slightly by the accumulation of a few inches, is still discernable.

Gondork is at 9/11, everyone else is fully healed. Arwyn takes 5 points of nonlethal cold damage, 3 of that makes it past her cold resistance, and is fatigued.

As you're noisily making your way up the switchback, Gondork's armor seeming to squeak even louder than any you've ever heard, an almost supernal noise, echoing off the chill quiet air and trees, Caladan is distracted, complaining about all the noise, steps on a large branch that he didn't see in the snow, causing a loud crack muffled by the snow, but spooking several owls from nearby perches. The rest of you hear the sound as some rocks fall, tracing the path up, you spot three men with shortbows, in padded armor. Their bows drawn and levelled at you from above.

you aren't all surprised. i'll set up the map on the switchback, you've got a surprise round in which Arwyn, Gondork, and Giacomo can take an action. the switchback is difficult terrain for the squares with the red triangles. If you're not travelling with weapons drawn, surprise round is a nice time to. They seem to have noticed you, mostly Caladan and Gondork from how much noise they were making, Arwyn and Giacomo seem to have been overlooked, a rock obscuring Arwyn's line of sight from them, and Giacomo being so small, a bush blends him into the background.

rolls:

fort saves 1st hour since last save
arwyn: 1d20 + 4 + 5 ⇒ (9) + 4 + 5 = 18
caladan: 1d20 + 2 + 5 ⇒ (18) + 2 + 5 = 25
gondork: 1d20 + 4 + 5 ⇒ (19) + 4 + 5 = 28
giacomo: 1d20 + 4 + 5 ⇒ (20) + 4 + 5 = 29

fort saves 2nd hour since last save
arwyn: 1d20 + 4 + 5 ⇒ (11) + 4 + 5 = 20
caladan: 1d20 + 2 + 5 ⇒ (3) + 2 + 5 = 10
gondork: 1d20 + 4 + 5 ⇒ (12) + 4 + 5 = 21
giacomo: 1d20 + 4 + 5 ⇒ (14) + 4 + 5 = 23

caladan, cold damage: 1d6 ⇒ 3
@caladan no damage taken

fort saves 3rd hour since last save
arwyn: 1d20 + 4 + 5 ⇒ (5) + 4 + 5 = 14
caladan: 1d20 + 2 + 5 ⇒ (3) + 2 + 5 = 10
gondork: 1d20 + 4 + 5 ⇒ (14) + 4 + 5 = 23
giacomo: 1d20 + 4 + 5 ⇒ (10) + 4 + 5 = 19

arwyn, cold damage: 1d6 ⇒ 5
caladan, cold damage: 1d6 ⇒ 5
@arwyn 3 nonlethal cold damage
@caladan no damage taken

stealth
arwyn: 1d20 + 3 - 1 + 5 ⇒ (14) + 3 - 1 + 5 = 21
caladan: 1d20 + 1 - 6 + 5 ⇒ (1) + 1 - 6 + 5 = 1
gondork: 1d20 + 1 - 15 + 5 ⇒ (3) + 1 - 15 + 5 = -6
giacomo: 1d20 + 6 - 4 + 5 ⇒ (20) + 6 - 4 + 5 = 27

perception checks
arwyn: 1d20 + 6 ⇒ (16) + 6 = 22
caladan: 1d20 + 1 ⇒ (6) + 1 = 7
gondork: 1d20 + 5 ⇒ (15) + 5 = 20
giacomo: 1d20 + 2 ⇒ (14) + 2 = 16


the big picture

oh, and so there's some order...

Rash and hasty, one with a red bandana snaps off a shot fast, the arrow arcing through the air and snow, glancing Gondork across the face as he barely manages to avoid the arrow, blood welling on his face from the shallow gash.

@Gondork takes 1 damage from the arrow.

Gondork, Giacomo, and Arwyn can act before Blue and Yellow take a shot. Arwyn and Giacomon can apply stealth benefits, the bandits are all flat footed to you (even red) as you haven't been spotted yet. THe bandits are up the switchback, about thirty feet above you.

rolls:

initiative checks
arwyn: 1d20 + 3 ⇒ (2) + 3 = 5
caladan: 1d20 + 1 ⇒ (16) + 1 = 17
gondork: 1d20 + 1 ⇒ (7) + 1 = 8
giacomo: 1d20 + 4 ⇒ (2) + 4 = 6
red: 1d20 + 1 ⇒ (10) + 1 = 11
blue: 1d20 + 1 ⇒ (2) + 1 = 3
yellow: 1d20 + 1 ⇒ (2) + 1 = 3

red fires on Gondork
red, shortbow, surprise, weather penalty: 1d20 + 2 + 2 - 4 ⇒ (19) + 2 + 2 - 4 = 19
damage: 1d6 ⇒ 1

[surprise round]
[17: Caladan -surprised-], [11: Red], [8: Gondork], [6: Giacomo], [5: Arwyn], [3: Blue], [3: Yellow]

[round 1]
[17: Caladan -surprised-], [11: Red],


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

Surprise round________
Spotting the ambush Arwyn drew and shot at mister Blue.
Composite Longbow shot vs Blue FFAC: 1d20 + 4 - 1 ⇒ (14) + 4 - 1 = 17 for a possible 1d8 + 1 ⇒ (6) + 1 = 7 piercing 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

Giacomo sighs and mutters, "Why does everyone keep fighting us for no reason? We're just here to protect our families!"

He then notices Arwyn's teeth chatter and decides to channel energy to get rid of her frostbite.

Channel Energy: 1d6 ⇒ 5

3 channels used, 3 left.


the big picture

the arrow pierces the bandit'ts patchy blue padded armor, with one good shot right to the gut, he looks down dazed at the arrow protruding from his midsection, blinking in shock and pain.

everyone's at full and not fatigued from the weather after the channel

[surprise round]
[8: Gondork], [3: Blue], [3: Yellow]

[round 1]
[17: Caladan], [11: Red], [6: Giacomo], [5: Arwyn],


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 smashes his shield into the ground, putting up a blockade.

Standard action to gain cover (Left side of square) for 1 round.

AAAmmmmBUUUUSH!!


the big picture

The blue archer drops his bow, clutching the arrow in his gut, and stumbles back out of view, you vaguely think you can hear him muttering about the authorities, before you lose sight of him. The other bandit with yellow tinged padded armor glances back at his friend retreating, but fires on Caladan, missing with the wind and the snow ...

rolls:

yellow@gondork: 1d20 + 2 + 2 - 4 ⇒ (2) + 2 + 2 - 4 = 2

[round 1]
[17: Caladan], [11: Red], [8: Gondork], [6: Giacomo], [5: Arwyn], [3: Blue], [3: Yellow]

[round 2]


Male Demon-spawn tiefling Inquisitor 2 | AC 19 (T 11 / F 28) | hp: 17/17 | Fort +3 | Ref +1 | Will +4 | Perc +6 | Darkvision

Moving up to where Gondork just shoved his shield into the ground. Growling for a brief moment his heavy shield joined next to Gondork, providing them some more cover as he crouched down behind the shield.

"great, another group out for our blood..."


the big picture

i'll take that as going full defensive, since the heavy shield doesn't have an option to set it as a barrier.

the red-masked bandit shivers as he comes in closer, firing from a different angle to avoid the tower shield.

rolls:

red fires on caladan, not having a clear shot on Gondork, trying for better than a glancing blow. then moves forward a bit.
shortbow, snow penalty: 1d20 + 2 - 4 ⇒ (14) + 2 - 4 = 12
random roll: 1d6 ⇒ 2

[round 1]
[8: Gondork], [6: Giacomo], [5: Arwyn], [3: Blue], [3: Yellow]

[round 2]
[17: Caladan], [11: Red],


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, get them! We're not afraid of you!"

Giacomo casts Bless on the party, then keeps hiding behind the bush.

Second spell of the day, apparently, so only my domain spell left.


the big picture

ahh the joys of 1st level and no wands yet


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 grunts, draws a javelin while walking forward 20 feet and throws it at the red bandit with gritted teeth.

Swift action to spend my last point of transmutation to gain extra speed.

Attack roll, javelin: 1d20 + 1 - 4 ⇒ (4) + 1 - 4 = 1


the big picture

Leaving his tower shield behind, Gondork throws his javelin in place,

you can swift to get the movement burst for a minute, but the +1 bab means you can't draw , move, and throw your javelin. small difference this round since it missed anyway. he's within one range increment i think anyway.


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

Yo


the big picture

d'oh

[round 1]
[5: Arwyn], [3: Blue], [3: Yellow]

[round 2]
[17: Caladan], [11: Red], [8: Gondork], [6: Giacomo],


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 1________
Still shivering a bit from the chill of travelling, Arwyn stood still. Since mister Blue fell back and mister Red moved into Point Blank range, Arwyn drew and shot at mister Red.
Composite Longbow shot vs Red: 1d20 + 4 + 1 - 1 - 4 ⇒ (14) + 4 + 1 - 1 - 4 = 14 for a possible 1d8 + 1 + 1 ⇒ (2) + 1 + 1 = 4 piercing damage.


the big picture

Arwyn's arrow connects, stabbing through the red-masked bandits padding, and looking painfully lodged in his left leg.

blue keeps moving away

Yellow tries to shoot Caladan, but misses, and closes the gap

rolls:

shortbow, snow penalty: 1d20 + 2 - 4 ⇒ (4) + 2 - 4 = 2

[round 2]
[17: Caladan], [11: Red], [8: Gondork], [6: Giacomo], [5: Arwyn], [3: Blue], [3: Yellow]

[round 3]


Male Demon-spawn tiefling Inquisitor 2 | AC 19 (T 11 / F 28) | hp: 17/17 | Fort +3 | Ref +1 | Will +4 | Perc +6 | Darkvision

Growling at his own stupidity for not bringing a bow with him he turned his attention on the yellow bandit, His eyes piercing the soul of the bandit in hopes he would resemble something akin to fear, teeth showing and letting out the dual nature of the Tieflin

Casting fear on the yellow bandit, DC 12 Will to resist


the big picture

rolls:

will save: 1d20 - 1 ⇒ (12) - 1 = 11
1d4 ⇒ 1

red vs. caladan
short sword: 1d20 + 3 ⇒ (6) + 3 = 91d6 + 1 ⇒ (4) + 1 = 5
missing.

Caladan casts cause fear on the yellow patched bandit, whose eyes flip open in terror, and you can tell he'll be running for a while. The red-masked bandit continues to try and hit Caladan, dropping his bow this time, and drawing his short sword while rushing down the embankment, but failing to clear the scabbard, and instead just kind of "klunk"-ing Caladan.

[round 2]
[8: Gondork], [6: Giacomo], [5: Arwyn], [3: Blue], [3: Yellow]

[round 3]
[17: Caladan], [11: Red],


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

Klunk this!

Gondork moves up to the red bandit, attempting a punch with his gauntlet.

Attack, gauntlet: 1d20 + 4 ⇒ (4) + 4 = 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

Round 2___________
Arwyn dropped her bow and moved around to mister Red's side, drawing her shortsword along the way. She thrust out at him.
shortsword attack: 1d20 + 3 ⇒ (4) + 3 = 7 for a possible 1d6 + 2 ⇒ (6) + 2 = 8 piercing damage.


the big picture

i curse you... fumble fingers...


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 sees that everything's under control and stands back, ready to jump into action when needed.

Delay.


the big picture

Blue continues his retreat. Yellow slides down the slope. drawing his short sword and stabbing gondark, but missing his footing at a crucial moment and missing with his thrust, while staying on his feet at least.

rolls:

yellow: 1d20 + 3 ⇒ (7) + 3 = 101d6 + 1 ⇒ (4) + 1 = 5

top of round 3. Caladan.

[round 3]
[17: Caladan], [11: Red], [8: Gondork], [6: Giacomo], [5: Arwyn], [3: Blue], [3: Yellow]

[round 4]


Male Demon-spawn tiefling Inquisitor 2 | AC 19 (T 11 / F 28) | hp: 17/17 | Fort +3 | Ref +1 | Will +4 | Perc +6 | Darkvision

His morningstar in his hand he made a swing at the red bandit, hoping to just hit him square in the jaw, possibly breaking it.

Attack: 1d20 + 3 ⇒ (12) + 3 = 15
damage: 1d8 + 3 ⇒ (6) + 3 = 9


the big picture

The morningstar connects, tearing the red bandanna from his face, along with a violent spray of blood and molars, he keels over into the snow facedown. You see a look of panic come over the eyes of the yellow bandit.

[round 3]
[8: Gondork], [6: Giacomo], [5: Arwyn], [3: Blue], [3: Yellow]

[round 4] [17: Caladan], [11: Red],

rolls:

1d20 ⇒ 8


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

Nice swing, Caladan!

Gondork grins at the yellow bandit.

Move action to take out light flail

...Let me elaborate.

Attack, Light flail (2h): 1d20 + 4 ⇒ (18) + 4 = 22
Damage: 1d8 + 6 ⇒ (7) + 6 = 13


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 looks at the battlefield from a distance.

"I may be angry at you guys, but I'm not completely heartless. Don't make me regret this."

Giacomo casts Stabilize on Red.


the big picture

the yellow bandit goes down in a heap before he can turn tail and run up the hillside. you flip the red bandit over and cast stabilize so he doesn't suffocate in the snow. The one in the blue patchwork of padded armor is out of sight up above, fleeing into the woods.

You can tell the general slope of the land goes up, and Arwyn remembers that there is one man-made shelter in this direction, maybe two miles up, by the top of Red Run Gorge: the High Sentinel Lodge, where the Taldan rangers known as the High Sentinels operate out of a fortified lodge. Charged with guarding the forest against Qadiran aggression, they have lately taken on local matters, hunting down bandits who use the forest to attack trade routes in southern prefectures of Taldor. Its odd that a bandit would flee in that direction.

@group: do you want to pursue the Blue bandit? split the group in pursuit while someone stabilizes the yellow bandit? or let the blue bandit get away?

the Red and Yellow bandit are both human males. their shortbows seem to be simply made, the short swords utilitarian and of slightly different makes and models. They're wearing padded armor that's rather shabby, and bucklers. they've 36 arrows remaining, and ferreted about their pouches you find a total of 16gp and 10 sp. They don't seem remarkably well dressed for the cold, mostly just wearing several layers of clothes under their padded armor, one of them wearing some additional buck skins over his patchy armor.

Red is stable and alive. Yellow is currently bleeding and unconscious, pretty badly wounded.


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 snorted.
"Fool bandits. Let him go. I can follow him wherever he goes. And if he keeps going that way he'll run right into the High Sentinel Lodge..." She said as she sheathed her blade.
As she walked around to recover her bow, she frowned.
"The lodge is pretty well known. Why the hell WOULD he head that way?"


the big picture

It strikes you as odd and foolish. but perhaps he doesn't know the woods well, or doesn't realize...

dropping out of combat, you can stabilize the yellow bandit too. They seem to have a little camp nearby, but they've not got a whole lot of supplies or anything. It must have been a temporary camp. A few small rabbits roast on a dying fire, a small lean to tent set up. Both banditos are unconscious. You drag them up to the camp and the shelter.

Do you want to interrogate them? bind them and leave them (a near certain death sentence )? its... maybe an hour past the sun's zenith, hard to tell with the snow. You could stop and either have some of your food or theirs. Discuss, and when two of you can decide on the same thing, will move forward with it.

you could build litters to drag their unconscious bodies. if you wake them to interrogate them, let me know what resources you expend ( you've no way to tell if a channel or two will do it, most of you are full or nearly full. you could wait an hour into the journey to channel or once you reach the high sentinel lodge. Litters would be a DC 15 survival or craft (woodworking check) to make in an hour. beating it by 5 does it in half an hour. litters would slow you down a little, but either way you anticipate making it to the High Sentinel lodge by nightfall.


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

"Let's interrogate these jokers, then set them free. Leaving them tied up in this cold will kill them, and as I said, I'm not completely heartless. If they see we're reasonable people, they might leave us alone after that. If they run back to their superior, they might think us foolish for freeing them, and they might underestimate us. Either way, win-win for us."

Caladan can still cast Cure Light once, right? Might want to keep that handy if I spend one or two channels and we get ambushed again.


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 keeps his mouth shut, observing the others as they make a decision. After it is done, he wearily eyes the bandits before turning to the other.

I think it would be wise to at least see what is going on at the lodge.. maybe we can catch our breaths there, and if not, we are at least aware of more danger, should there be any.

He spits on the ground.

Anyhow, I don't like this situation one bit. We are in over our heads, have pissed off evil fey and are on our way to meet a foe of unknown size and strength. Hells, if I didn't like cracking skulls so much I'd say a tactical retreat would be in order.

He concludes with a low growl.


Male Demon-spawn tiefling Inquisitor 2 | AC 19 (T 11 / F 28) | hp: 17/17 | Fort +3 | Ref +1 | Will +4 | Perc +6 | Darkvision

Picking up one of the shortbows and arrows he listened to his companions and considered their words. He remained silent for the briefest of moments. Part of him wanted to go after the bandits and the Fey for what they had done to them. But he also knew that the last 2 fights took out alot of their abilities. "We should figure out if these clowns know more of what is going on, for all we know we could walk into a seizable force, and I am not sure we are well equipped to handle that..."

1 cure left...

In case of interrogation is a go, Caladan will use intimidate

Intimidate: 1d20 + 6 ⇒ (10) + 6 = 16


the big picture

you make litters, carrying their bodies an hour in the cold up the mountains. After an hour, the cold has had a pretty noticible effect on Arwyn and the bandits, their teeth chattering. You decide to pause to channel and be prepared to interrogate. you stop, they're tied to the litters. you postion yourselves, and channel. You wait and slap them both, but neither seem hale enough. so you channel again. curing arwyn of her chill. you risk becoming exhausted, if you're fatigued and it worsens. the second channel rouses the red one. and you begin interrogating him.

rolls:

arwyn @ survival: 1d20 + 6 ⇒ (8) + 6 = 14

fort saves:
arwyn: 1d20 + 4 + 5 ⇒ (4) + 4 + 5 = 13
caladan: 1d20 + 2 + 5 ⇒ (14) + 2 + 5 = 21
gondork: 1d20 + 4 + 5 ⇒ (20) + 4 + 5 = 29
giacomo: 1d20 + 4 + 5 ⇒ (12) + 4 + 5 = 21

blue: 1d20 + 3 ⇒ (1) + 3 = 4
yellow: 1d20 + 3 ⇒ (5) + 3 = 8

cold damage to arwyn, blue, yellow: 1d6 ⇒ 6, arwyn takes 4

giacomo channel : 1d6 ⇒ 2 healed for all.
the bandits are still out

giacomo channel : 1d6 ⇒ 3 healed for all.

What do you ask him?


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 grinds his teeth when the bandit wakes up.

Why did you attack us? Speak up, winter witch puppet!


the big picture

Rohark ordered three of us to stay here and lookout for any retaliation or anyone pursuing the Lady. We were standing guard when we heard you coming.


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 to look the man in the eye.

"So you decide to just shoot at anyone wandering around? Okay, we're pretty well armed, so I don't fault your readiness to shoot, but we could've talked about this. I mean, one of you got away and we didn't chase him, that's a sign of goodwill, right?
But now that you're talking, we could talk business. You're probably just doing this to defend whoever you hold dear to you. I get that, that's why I was sent here: to defend our little village from would-be intruders like you. I know you're just following orders, but you gotta understand that suddenly arriving here wouldn't seem like a little threatening, right?
Okay, I got an idea. You tell us everything you know about Rohark and this little operation of yours, and I'm willing to let you go. Be extra cooperative, and I might patch you up a little more. Disappoint me, and Gondork here might get a little... creative."

Flip-flopping between good cop and bad cop, woo! For the record, I do intend to let him go. If you think my methods aren't Lawful-worthy, I'm willing to shift to Neutral Good.

"I mean, I don't want to hurt you any more, but you did hurt my companions quite a bit, and I'm only a small Halfling, I'm not in any power to stop them if they lose their temper because you're not willing to talk. So it's in all our best interests if you just talked, okay? Then we untie you, you get to bugger off, and we'll all have a merry day."

Willing to roll either Diplomacy or Intimidate, whichever you deem more appropriate. I'm trained in neither, so that's just a +3 for me.
Two channels used, check. One left.


the big picture

there's a crossbow and alarm trap on the porch to watch out for. i don't know much about ten-penny, she just joined recently. new runaway from some city. i don't know anything else to tell. Rhokar does some magic. He's mentioned studying necromancy before. But i haven't seen him do much.


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

Calm down master halfling, spare your energies for the road ahead. And you, man.. Better keep your mouth shut or I will shut it for you.

Gondork trudges on, headfirst into the snowy wind.

Enough ambushes... Time to show these pups the fierceness of a true orc, traps or no!


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

"Thank you!" Giacomo beams. "And Gondork, he's finally talking, don't tell him to shut up now. Anyway mister, if you recall anything else, don't hesitate to let me know!"


the big picture

There's a bridge, up across the pass, next to the Lodge. its treacherous, but we don't go further deep into the cold than that. Its cold enough out here, we're not prepared for so MUCH cold.


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

Once the break is over and no more questions occur, Arwyn takes the lead in following the trail of the fleeing bandit.
Perception: 1d20 + 6 ⇒ (7) + 6 = 13
Survival (track): 1d20 + 4 + 1 ⇒ (19) + 4 + 1 = 24


the big picture

going to release these two at barely conscious and unconscious then? cool k

leaving them with the litters and not much else, you depart the bandits, telling them if they leave now they can at least go on and live somewhere warm if they leave these woods. you doubt they'll reform. but they'll be someone else's problem.

You set off into up the ridge again. you manage to follow the blue bandit's trail, not soon after you've left the other bandits, you find his body, unconscious and barely alive, freezing in the snow where he's fallen.

you can do something, or not. i'll leave that to you to describe. i made the rolls for 2 hours more travelling, that gets you up to the lodge. after you you find the blue one's body 10 minutes into the first hour.

rolls:

fort saves: DC 15 due to the break and warm rest.
arwyn: 1d20 + 4 + 5 ⇒ (6) + 4 + 5 = 15
caladan: 1d20 + 2 + 5 ⇒ (7) + 2 + 5 = 14
gondork: 1d20 + 4 + 5 ⇒ (9) + 4 + 5 = 18
giacomo: 1d20 + 4 + 5 ⇒ (6) + 4 + 5 = 15

1d6 ⇒ 4 cold for caladan. which he ignores.

fort saves: DC 16.
arwyn: 1d20 + 4 + 5 ⇒ (6) + 4 + 5 = 15
caladan: 1d20 + 2 + 5 ⇒ (14) + 2 + 5 = 21
gondork: 1d20 + 4 + 5 ⇒ (5) + 4 + 5 = 14
giacomo: 1d20 + 4 + 5 ⇒ (16) + 4 + 5 = 25

1d6 ⇒ 1 cold for arwyn and gondork. which arwyn ignores.
gondork takes 1 nonlethal cold and gets fagigued.

Gondork takes 1 nonlethal cold after travelling for two hours in the cold and snow, and is fatigued.


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

I thought we took them with us? I'll carry one, if necessary.

It's one thing to kill a man in battle, but I won't leave a defeated foe in to die in the cold. Who knows, he might provide me with a real challenge once he trains some more.


the big picture

oh, no, its ok, you can take them with you. i thought giacomo was interrogating them and then setting them free. my misunderstanding. Would Arwyn want to try and use survival to assist their fort saves then? or your own for that matter? (i just realized to suggest it. its slows you down a bit, but gives you a +2 bonus )

rolls:

in that case. fort saves for the prisoners:

arwyn @ survival: 1d20 + 6 ⇒ (16) + 6 = 22 provides +2 to fort saves for all, slows down a little.
red: 1d20 + 3 + 2 ⇒ (14) + 3 + 2 = 19
yellow: 1d20 + 3 + 2 ⇒ (16) + 3 + 2 = 21

arwyn @ survival: 1d20 + 6 ⇒ (13) + 6 = 19 provides +2 to fort saves for 4 people
red: 1d20 + 3 + 2 ⇒ (10) + 3 + 2 = 15
yellow: 1d20 + 3 + 2 ⇒ (11) + 3 + 2 = 16
applying the other +2 to gondork and arwyn.
gondork doesn't take the 1 nonlethal. red does. which knocks him back out.

well, in that case, you reach the peak by dusk. with only Red taking some nonlethal cold damage, knocking him out during the last hour of travel.

Somewhere during the two hours of marching, up the ridge, with the litters in the snow. Arwyn checking on the prisoners and leading the tracking, you come up the rise close to the lodge just as dusk settles. After climbing a few hundred feet into the hills, the snow trail finally levels off. In a clearing among the trees, a large wooden lodge overlooks a ravine spanned by a long rope bridge. Smoke rises from the lodge's two snow-covered chimneys, and a large woodpile is stacked against the outer wall. A small outbuilding stands east of the lodge, and a stone well nearly blanketed by snow is barely recognizable to the north ( near where you emerge from the trail ). Several tracks lead southwest toward a detached stable.


the big picture

map updated. ( don't click under the fog of war. or i'll add a dragon. )


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

(To the prisoner)

"And where are you from, by the way? Are from from around here, or did you tag long with whoever decided to invade this place?"

I'll leave the decisions up to you. I'm here for support. I'll just judge you. From a distance. :P

Giacomo will look out for traps. He's been warned about an alarm and a crossbow, he's not dumb enough to just wade in without checking.

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

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