GM Aram Zey's Reign of Winter for PFS part 1 (Inactive)

Game Master SwampTing

Master of Spells Aram Zey has heard of a noblewoman who has gone missing near the Taldan village of Heldren. Kidnapped by bandits, is the rumour. Whilst a rather minor noblewoman in her own right, her disappearance coincides with the appearance of a curious pocket of winter reminiscent of the eternal frost that covers the land of Irrisen.

Intrigued by the opportunity to gain allies for the Pathfinder society amongst the Taldan nobility and to discover the reason for this strange phenomenon, the Master of Spells has decided to teleport a team of pathfinders to Heldren to look into the matter.

Easy reference sheet
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Scarab Sages

Masterwork Nodachi +5 (1d8+1/18-20/x2) ]Masterwork Musket +8 (1d10/x4) Halfling Gunslinger Musketmaster HP 26/26 AC: 20/FF16/T15 Fort +5 (+7 circumstance bonus vs. cold weather), Ref +8, Will +4; +2 vs. fear Perception +8 Init +4

The dog won´t fight. It´s more of a pack mule and for riding out of prestige sometimes.

Grand Lodge

Border of War map Reign of Winter map

Nonetheless, I have included a token for the FEARSOME HOUND!!!!

Since there is some potential risk involved, I will hold off on controling Shu to open the door for a longer while. Unless someone else wants to open the door.

Scarab Sages

Masterwork Nodachi +5 (1d8+1/18-20/x2) ]Masterwork Musket +8 (1d10/x4) Halfling Gunslinger Musketmaster HP 26/26 AC: 20/FF16/T15 Fort +5 (+7 circumstance bonus vs. cold weather), Ref +8, Will +4; +2 vs. fear Perception +8 Init +4

Hold there, old gnome! With all due respect, i think someone else should open that door. Perhaps the monk or the other guy. Tactically it might be good if you do that from the side, so we have a clear shooting range. Just saying.

Love the dog!

Lantern Lodge

[|]Aasimar | Paladin 2 | HP:17/17 | AC: 14/ FF 10/ T 11 | Fort: +8 Ref: +6 Will: +7 | Perception: -1 | Dark Vision | Init: +4 [|]

Exiel walks over to the door.

Can I use a move action to take out the spear, and then ready a standard to swing at anything that comes out swinging?

Grand Lodge

Border of War map Reign of Winter map

Sure, but you'll be using the sword 1-handed for your readied action.

The door swings open as soon as Exiel extricates the spear. A figure stumbles out from behind the door, hitting you with a horrid gust of stench as he lurches forth. Something seems unnatural about his movements...they are rather sluggish, and jerky...but that doesn't stop it from taking a swipe at Exiel!

Readied actions trigger. Since it won't overly matter whether you roll or I do, I will roll for the readied actions if the player does not in 1 hour (meanwhile, I will try to get some actual work done =p).

Assuming it survives, it will take a swing at Exiel.

Attack roll: 1d20 + 4 ⇒ (5) + 4 = 9
Damage: 1d6 + 4 ⇒ (1) + 4 = 5

Scarab Sages

Masterwork Nodachi +5 (1d8+1/18-20/x2) ]Masterwork Musket +8 (1d10/x4) Halfling Gunslinger Musketmaster HP 26/26 AC: 20/FF16/T15 Fort +5 (+7 circumstance bonus vs. cold weather), Ref +8, Will +4; +2 vs. fear Perception +8 Init +4

With +1 BAB you can draw a weapon as part of a move action.

You hear a loud bang and some faint smoke rises from the musket in Eldanárs hands.

Musket: 1d20 + 8 ⇒ (7) + 8 = 151d10 ⇒ 9

He then throws the musket to his dog, who tries catch it between his teeth, and moves to aid his allies, drawing his sword.
Hold out, i´m coming!

Will keep track of expanded resources in post like this:
Bullet: -1 Gunpowder: -1

Lantern Lodge

[|]Aasimar | Paladin 2 | HP:17/17 | AC: 14/ FF 10/ T 11 | Fort: +8 Ref: +6 Will: +7 | Perception: -1 | Dark Vision | Init: +4 [|]

Exiel takes his swing.

attack: 1d20 + 5 ⇒ (7) + 5 = 12
damage: 1d8 + 4 ⇒ (5) + 4 = 9

Grand Lodge

Border of War map Reign of Winter map

Eldanar's bullet punches through the creature's gut, rupturing organs in the process. Unfortunately, it does not look like the creature actually needed those organs in its current state, and where a normal human would likely have crumpled, the creature simply turns in the direction of the gunslinger. Slooooowly.

Exiel follows up with a swing at the creature's head whilst it is looking away and manages to decapitate it. It drops to the floor, though no blood seems to spurt from the already-decayed neck.

Before you have time to celebrate, however, another similar creature lurches from the carriage, taking the place of its fellow.

This one will not take any attacks, but your readied actions can still resolve against it. Waiting on Mu, Badr and Guilford.

The Exchange

Init +4(+6)|AC19/Touch15/Flatfoot14/CMD 18||HP 21/[28]| Fort:+4 ;Ref:+7 ;Wil+4|Percept +7/Sense Motive +2 Keleshite Human Male Gunslinger (Musket Master) /3 (Favoured Class)

Knowledge Religion 1d20 + 1 ⇒ (4) + 1 = 5

Without a idea of what it is Badr shoots at the same one already shot
. 1d20 + 7 ⇒ (13) + 7 = 20.1d12 ⇒ 11.

He uses his move action to reload with a cold iron bullet cartridge.

Grand Lodge

Border of War map Reign of Winter map
Badr al Din Ibn Badriyah wrote:

Knowledge Religion 1d20 + 1

Without a idea of what it is Badr shoots at the same one already shot
. 1d20 + 7.1d12.

That one already crumpled, but the bullet hits the one that followed right behind it. Your shot punches right through its neck, and you are sure that a normal, breathing creature would have trouble breathing now. This creature however recoils from the impact but otherwise doesn't seem to register the pain.

Grand Lodge

Border of War map Reign of Winter map

Will roll for Guilford and Mu in 15 minutes.

Scarab Sages

Male Human Wizard (Transmuter) 7 | HP 57/57 | AC 15 T 15 FF 11 | Saves: F: +5 R: +7 W: +7 | CMD: 18 | Init: +7 Percep: +12 SM: +1

Guilford takes aim and looses the bolt in his crossbow.

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

Maybe I should have let you roll for me GM!

Grand Lodge

Monk 5

"Yahh!", Mu yelps in surprise at the stench and the stiff, "You supposed to be dead!" He lunges with the readied spear.

spear: 1d20 + 3 ⇒ (16) + 3 = 19;1d8 + 4 ⇒ (6) + 4 = 10

Grand Lodge

Border of War map Reign of Winter map

Guilford's crossbow bolt thuds into the carriage, where a dozen or more similar bolts are already embedded.

Mu's speak plunges into the creature's gut, causing it to stumble, but it's not down yet!

Initiatives
Exiel: 1d20 + 5 ⇒ (5) + 5 = 10
Badr: 1d20 + 4 ⇒ (1) + 4 = 5
Mu: 1d20 + 2 ⇒ (18) + 2 = 20
Shu: 1d20 + 3 ⇒ (5) + 3 = 8
Guilford: 1d20 + 7 ⇒ (20) + 7 = 27
Eldanar: 1d20 + 4 ⇒ (14) + 4 = 18
Zom...err...Creature: 1d20 + 0 ⇒ (16) + 0 = 16

To simplify things, anyone going before the Zombie can go in any order before it. Anyone going after the zombie will have to wait till after the zombie acts, but again can do so in any order.

Mu, Guilford and Eldanar, declare your actions.

Grand Lodge

Border of War map Reign of Winter map

Eldanar declared his actions in discussion before sleeping, so I will roll for him.

Attack: 1d20 + 5 ⇒ (3) + 5 = 8
damage: 1d8 + 1 ⇒ (7) + 1 = 8

Edit: Eldanar used Slash. Eldanar missed!

Mu and Guilford are up.

Scarab Sages

Male Human Wizard (Transmuter) 7 | HP 57/57 | AC 15 T 15 FF 11 | Saves: F: +5 R: +7 W: +7 | CMD: 18 | Init: +7 Percep: +12 SM: +1

Well, any shot by my bow is blocked, and my telekinetic fist is weak against certain creatures. Should I spend a spell?

Guilford calls out: "My spells are limited, but I will be ready in case the creature appears ready to cast one."

I will move to the square to the Southwest of Exiel. I will ready an action to cast Protection From Evil on him if the creature begins casting a spell.

Grand Lodge

Border of War map Reign of Winter map

In the interests of moving things forward, if Mu does not post in another hour or so, I will have him delay till after the Zombie (per my 'waiting on one player' rule).

Grand Lodge

Monk 5

Mu surrounds the creature and strikes again.
spear+flank: 1d20 + 4 + 2 ⇒ (6) + 4 + 2 = 12;1d8 + 3 ⇒ (5) + 3 = 8

Grand Lodge

Border of War map Reign of Winter map

Mu sends his spear right through the creature's brain. For whatever reason, this seems enough to stop it. It slumps to the floor.

It had 1 hp left, and an AC of 12. Close, but well done. XD

-----------------------------------------------------------------------

Exiel as expressed earlier goes to investigate the icy figure to the south. He finds that it is really the remains of the Taldan soldier that stands there as a gruesome statue, his slain body mostly encased in ice. Unfortunately, the soldier's body is no longer intact, as something or someone has carved away pieces of him that now lie in blocks of slowly melting ice at his feet.

The frozen soldier still wears his breastplate, emblazoned with Taldan heraldry, and one of the chunks of ice contains the soldier's arm, still grasping his masterwork longsword.

The only other things of interest at this site are the carriage that the zombies exited from and the tracks leading south.

As all good adventurers do, I assume you ransack the carriage. =p

Perception checks
Exiel:: 1d20 + 3 ⇒ (15) + 3 = 18
Badr:: 1d20 + 7 ⇒ (2) + 7 = 9
Mu:: 1d20 + 3 ⇒ (19) + 3 = 22
Shu:: 1d20 - 1 ⇒ (4) - 1 = 3
Guilford:: 1d20 + 6 ⇒ (4) + 6 = 10
Eldanar:: 1d20 + 8 ⇒ (11) + 8 = 19

A thorough search reveals that the bandits missed a small jewelry box under the seat of the carriage. A signet ring is still inside, as are a pair of earrings worth 25 gp, a set of pearl-inlaid bracelets worth 90 gp, assorted gold and silver necklaces worth a total of 75 gp, and one sapphire pendant worth 50 gp.

-----------------------------------------------------------------------

Make what preparations you wish before proceeding. Also, give me a marching order on this map. =)

map[

The Exchange

Init +4(+6)|AC19/Touch15/Flatfoot14/CMD 18||HP 21/[28]| Fort:+4 ;Ref:+7 ;Wil+4|Percept +7/Sense Motive +2 Keleshite Human Male Gunslinger (Musket Master) /3 (Favoured Class)

Which way did they go?, Badr mutters, trying to find tracks in the snow.

Survival Tracking (not sure of what modifiers would apply here) 1d20 + 6 ⇒ (16) + 6 = 22

I would prefer to be in the 2nd rank if possible and I prefer that we have 1 rank, then 10 feet then another 10 feet and the last rank unless we want to travel single file? Also Cntl-X or dragging my icon isn't working

Grand Lodge

Border of War map Reign of Winter map

My bad, you should be able to edit now. Edit at will.

At the edge of the massacre site, an obvious trail leads between a copse of trees and over a snowy plain toward the Border Wood. As Yuln said, the bandits took the surviving horses from Lady Argentea's carriage with them, leaving an obvious trail in the heavy snow. And because of the prompt action taken by Aram Zey in sending you and yourself in giving pursuit, the trail is fresh enough that it can be followed easily without the need for Survival checks.

For the purposes of the map, the road only indicates the direction in which you are headed, and does not count as terrain that is any easier than the snowy ground.

This bit is important!

Once you pass inside the tree line, the weather worsens significantly, with temperatures below freezing and falling snow. The snow reduces visibility by half, imposing a -4 penalty on Perception checks and ranged attacks (Pathfinder RPG Core Rulebook 438). Additionally, 6 inches of snow cover the ground, reducing overland travel rates by half. During combat, entering a snow-covered square costs 2 squares of movement. Snowshoes halve this penalty.

Why the AP would impose this penalty AND state that snowshoes are unavailable in town is beyond me, but if you had snowshoes from before being sent here by Aram Zey, you're in luck. =)

The temperatures inside the winter pocket are considered cold (approximately 30° F during the day, and 10° F at night). Every hour spent in the wintry conditions requires a Fortitude save (DC i5, +i per previous check) to avoid taking id6 points of nonlethal damage. Those who have taken nonlethal damage from exposure suffer from hypothermia (treat as fatigued), and if this condition is not remedied, they also suffer from frostbite (Core Rulebook 442). If you secured cold-weather outfits before leaving Heldren, you receive a +5 bonus on Fortitude saves against exposure to the weather while adventuring in the forest.

Grand Lodge

Border of War map Reign of Winter map

Will leave this for a few hours, then assume you've moved on to the next area.

The Exchange

Init +4(+6)|AC19/Touch15/Flatfoot14/CMD 18||HP 21/[28]| Fort:+4 ;Ref:+7 ;Wil+4|Percept +7/Sense Motive +2 Keleshite Human Male Gunslinger (Musket Master) /3 (Favoured Class)

When are we required to make saves and how many? I've +5 from the clothes and +2 from the furs. Not sure if we are moving full or half speed but if moving half speed, those of us with survival may be able to help the others with their saves.

Grand Lodge

Gnome Wood Wizard 1 / Ninja 4 | HP 41/41 | AC 19 T 15 FF 19 | F +4 R +8 W +3 | Init +3 | Perc +8/+10 | Sense Motive +3

It all happened so fast. He didn't even have time to take his hands from the new curtain cloak draped across his shoulders before the smoke stared to clear and the second undead creature fell. For a long moment after he just stood there with his mouth hanging open. Atop his head, Pu shared the stupefied expression.

"Pu? What. The. 曷. Was. THAT?!"

Looking down, he noticed a piece of "that" stuck to his cloak, likely propelled there by one of the black powder weapons.

"Eek!" He flung it off and stepped quickly away, cursing colorfully in Tien.

Though feeling a bit useless, Shu decides that fate must have more important matters in store for him, so he helps search the area and inventory found items, using his mastery of the arcane to determine magical auras, present or residual.

Detect magic on items found and in the area.

Spellcraft: 1d20 + 7 ⇒ (14) + 7 = 21

The Exchange

Init +4(+6)|AC19/Touch15/Flatfoot14/CMD 18||HP 21/[28]| Fort:+4 ;Ref:+7 ;Wil+4|Percept +7/Sense Motive +2 Keleshite Human Male Gunslinger (Musket Master) /3 (Favoured Class)

Happy with my position as I have it at the moment and the spacing is good too... leaves us with good fields of fire and we can turn to help either the back or the front rank while the others form up and we are safe from AoO's as well to some degree

Lantern Lodge

[|]Aasimar | Paladin 2 | HP:17/17 | AC: 14/ FF 10/ T 11 | Fort: +8 Ref: +6 Will: +7 | Perception: -1 | Dark Vision | Init: +4 [|]

Exiel puts on the armor and sheathes the cold-iron longsword, taking up the masterwork longsword instead. (I'll use the MWork as primary weapon, switch to cold iron if there is an obviously fey creature? If someone else wants a longsword though, I'm happy to pass one over. =) )

Your armor will serve no one here, warrior, but perhaps it will protect me as I avenge you against your killers.

Looking to the path south, he takes a deep breath. This cold won't do us any favours if we stay in it for too long. We might as well get moving.

I dunno, Badr, if we move at half-speed, technically we would also spend twice as much time in the cold and take twice as many checks?

Also, never realised that breastplates have a max-dex+armor total of +9. Not bad. Though hopefully we find some studded leather or a chain shirt at some point. Heavy armor and half-speed from snow are a bad combination for a melee-only character.

The Exchange

Init +4(+6)|AC19/Touch15/Flatfoot14/CMD 18||HP 21/[28]| Fort:+4 ;Ref:+7 ;Wil+4|Percept +7/Sense Motive +2 Keleshite Human Male Gunslinger (Musket Master) /3 (Favoured Class)

We move at normal speed then. Lets try this... Every hour we stop for a rest and talk. We check each other etc. if one of us fails a save ie becomes fatigued then we can have our life oracle channel energy - we should make the majority of our rolls. If worse comes to worse I will use the wands but one is a renewable resource, the other isn't

Fort 1d20 + 11 ⇒ (14) + 11 = 25

Grand Lodge

Border of War map Reign of Winter map

Badr: no need to make a fort save yet, I'll make them for you guys when they are needed. That said, I'm happy for that to be your roll. Also, do note that Exiel is a nature oracle, not a life oracle.

If anyone else wants to roll their own fort save beforehand, feel free to do so and I will note the result. If not, I will roll it for you when it becomes required.

As it enters the full expanse of the Border Wood, the trail passes through a small clearing among the taller trees before continuing uphill and out of sight. A large chest lies half-buried in the snow, apparently dropped or discarded by those who hastily passed this way.

Grand Lodge

Border of War map Reign of Winter map

And in case anyone is thinking about it,

Perception checks
Exiel: 1d20 + 3 ⇒ (18) + 3 = 21
Badr: 1d20 + 7 ⇒ (19) + 7 = 26
Mu: 1d20 + 3 ⇒ (19) + 3 = 22
Shu: 1d20 - 1 ⇒ (12) - 1 = 11
Guilford: 1d20 + 6 ⇒ (19) + 6 = 25
Eldanar: 1d20 + 8 ⇒ (11) + 8 = 19

As far as you can tell, there are no hostile creatures within your line of sight. =)

Lantern Lodge

[|]Aasimar | Paladin 2 | HP:17/17 | AC: 14/ FF 10/ T 11 | Fort: +8 Ref: +6 Will: +7 | Perception: -1 | Dark Vision | Init: +4 [|]

Hmm...a chest in the middle of the wilderness...

In the immortal words of admiral Ackbar...

It's a TRAAAAAAP!!

Search for traps: 1d20 + 3 ⇒ (3) + 3 = 6

Edit: damn that roll...but it's still a trap! =p

Scarab Sages

Masterwork Nodachi +5 (1d8+1/18-20/x2) ]Masterwork Musket +8 (1d10/x4) Halfling Gunslinger Musketmaster HP 26/26 AC: 20/FF16/T15 Fort +5 (+7 circumstance bonus vs. cold weather), Ref +8, Will +4; +2 vs. fear Perception +8 Init +4

If there is heavy ongoing sbow, perhaps Eldanár will switch to his skies. But then, since the others are really slow, he is already faster as them in snowshoes, so he will just walk along besides Ted with his musket in hands (which he of course reloaded with a bullet and blackpulver).

Unbelieveable. I really did not expect to meet such undead punks out here. It seems whoever ambushed that treck and took the lady is able to either raise or turn someone into undead. Anyone knows what those were exactly?

Hu? Trap? Where does that chest come from? Carefull there!

Eldanár steps forward with Ted untill the chest is within 15 feet and then encircle it in this distance, letting Ted smell if there is anything or some tracks. He also switches from Musket, witch he slings on his back, to his seemingly oversized sword.

Perception Ted: 1d20 + 8 ⇒ (19) + 8 = 27 + Scent

For Old Shu:

Swearing in chinesemost translations in german, but i´m sure you get the idea. Old is Lao in Chinese, which is kind of a honor title, you can write it like that if you want: 老鼠, meaning is old mouse.

Grand Lodge

Border of War map Reign of Winter map

Ted may or may not see something. The real question is, is it smart enough to identify something it sees as suspicious, and does it have any way of communicating what it sees with you? ;)

That said, your suspicious companion seems to prompt the rest of the group into investigating the area to make sure there are no traps.

Perception checks
Badr: 1d20 + 7 ⇒ (9) + 7 = 16
Mu: 1d20 + 3 ⇒ (19) + 3 = 22
Shu: 1d20 - 1 ⇒ (19) - 1 = 18
Guilford: 1d20 + 6 ⇒ (19) + 6 = 25
Eldanar: 1d20 + 8 ⇒ (2) + 8 = 10

Edit: you all give the area a good once-over, and are almost ready to declare the area trap-free when Mu and Guilford point out that there is a line of packed snow leading from the chest to another tree about 20ft away, and a rope running from the base of the tree up into the foliage...and amongst the foliage a rather nasty-looking log with rusty iron spikes protruding from it. The presence of all this is, of course, 'pure coincidence'. ;)

Edit: I need to remember to give your dog perception checks too!

Grand Lodge

Border of War map Reign of Winter map

Ted has been added to the perception roster. Note however that the things that he perceives will be interpreted as a dog would interprete them. That said, he does have the advantage of scent too.

Scarab Sages

Masterwork Nodachi +5 (1d8+1/18-20/x2) ]Masterwork Musket +8 (1d10/x4) Halfling Gunslinger Musketmaster HP 26/26 AC: 20/FF16/T15 Fort +5 (+7 circumstance bonus vs. cold weather), Ref +8, Will +4; +2 vs. fear Perception +8 Init +4

That´s right. Eldanár and the dog don´t share a language. All that would happen if Ted smells a creature in the area is barking. If he is next to an invisible creature he can pinpoint it, perhaps some more indicating barking. But that is all. Dogs are not trained to discover traps i think. Perhaps he could bark at something unusual, but normally more for animals or creatures he can smell.

Grand Lodge

Border of War map Reign of Winter map

I'll check back in about 6-7 hours so the others have time to act. =)

Lantern Lodge

[|]Aasimar | Paladin 2 | HP:17/17 | AC: 14/ FF 10/ T 11 | Fort: +8 Ref: +6 Will: +7 | Perception: -1 | Dark Vision | Init: +4 [|]

Hmm...if the chest was the bait, and the rope was meant to release the log...

Hmm...ok, everyone, stand away from the chest. Like a good 50ft away. I'm gonna stand by this here tree, and pull on the rope and see what happens.

For the record, Exiel will stand behind the tree such that the tree will be shielding him from the chest.

Edit: If that chest in the map is the chest we're looking at, and those are the 2 trees, then that's where Exiel is standing. (refer to map)

The Exchange

Init +4(+6)|AC19/Touch15/Flatfoot14/CMD 18||HP 21/[28]| Fort:+4 ;Ref:+7 ;Wil+4|Percept +7/Sense Motive +2 Keleshite Human Male Gunslinger (Musket Master) /3 (Favoured Class)

Badr moves behind the tree that the large swingy object is suspended and tied to.

Scarab Sages

Masterwork Nodachi +5 (1d8+1/18-20/x2) ]Masterwork Musket +8 (1d10/x4) Halfling Gunslinger Musketmaster HP 26/26 AC: 20/FF16/T15 Fort +5 (+7 circumstance bonus vs. cold weather), Ref +8, Will +4; +2 vs. fear Perception +8 Init +4

Eldanár moves with Ted opposite of the tree, about 50 feet away.

Grand Lodge

Monk 5

"Rlook rlike they found someting", Mu struggles to see through the the snow.

Mu takes up a spot in front of Shu, probably third or fourth in the marching order.

Grand Lodge

Gnome Wood Wizard 1 / Ninja 4 | HP 41/41 | AC 19 T 15 FF 19 | F +4 R +8 W +3 | Init +3 | Perc +8/+10 | Sense Motive +3

Shu falls into the order wherever he's placed. When they come across the chest he completely misses the trap attached to it, and was considering opening it. When everyone steps way back, Pu thumps his head and points as if to say, hey stupid go stand over there.

Shu grumbles but wades through the snow to safety. "We too old for dis weather." He says as he falls in beside Mu. Pu gives the monk a grimace, silently concurring. Or maybe mocking. It's sometimes hard to figure out monkey-humor.

Grand Lodge

Border of War map Reign of Winter map

As soon as Exiel pulls on the rope, there is a cacophony of breaking wood as the spiked log swing down towards the chest. It crashes into the chest, smashing a hole in the lid and revealing an empty interior...

Perception checks
Exiel: 1d20 + 3 ⇒ (5) + 3 = 8
Badr: 1d20 + 7 ⇒ (13) + 7 = 20
Mu: 1d20 + 3 ⇒ (3) + 3 = 6
Shu: 1d20 - 1 ⇒ (7) - 1 = 6
Guilford: 1d20 + 6 ⇒ (10) + 6 = 16
Eldanar: 1d20 + 8 ⇒ (11) + 8 = 19

Heh, only Badr made the check, and just barely.

Edit: So why did Badr's keen hearing pick up the sound of metal rattling and rasping against metal over the sound of splintering wood?

Edit: To clarify, the sound of metal on metal came from the chest...or perhaps more specifically from under the chest.

Grand Lodge

Border of War map Reign of Winter map

In the spirit of moving things along:

Intrigued by Badr's discovery (though some of you may wonder whether or not he was hearing things), you aid each other in lifting the chest from the snowy, icy ground.

You find that the chest was not only bait for a trap, but also a marker for the location of a rather hastily-hidden stash.

You find a cache of weapons and armor under the chest, including five sets of leather armor, three sets of studded leather armor, a masterwork chain shirt, two light wooden shields, seven longswords, two spears, a masterwork dagger, and three light crossbows with a total of 25 bolts. The longsword appear similar in make to the longsword Exiel retrieved from the frozen soldier several minutes earlier, though not nearly as well-crafted, and the chain shirt bears similar Taldan heraldry.

I will keep a tally of all the things you find under the campaign tab. When next you are in Heldren, you can sell those items for other gear that you can use for the duration of the adventure.

Feel free to help yourself to any of the equipment listed here, and discuss the significance of your find in the discussion thread. When ready, you move on, and the next post occurs. =)

Grand Lodge

Border of War map Reign of Winter map

You continue following the tracks to a windswept gully. The snow is much deeper here due to the local geography (entering a snow- covered s quare requires 4 squares of movement). The ridge above you is covered with trees, and a soft cascade of snow falls from an overhead branch,
hissing softly as it strikes the ground.

Perception checks
Exiel: 1d20 + 3 ⇒ (17) + 3 = 20
Badr: 1d20 + 7 ⇒ (14) + 7 = 21
Mu: 1d20 + 3 ⇒ (8) + 3 = 11
Shu: 1d20 - 1 ⇒ (1) - 1 = 0
Guilford: 1d20 + 6 ⇒ (10) + 6 = 16
Eldanar: 1d20 + 8 ⇒ (4) + 8 = 12
Ted: 1d20 + 8 ⇒ (20) + 8 = 28 (Scent)

None of you detect anything amiss as you track the bandits through the snow. However, Eldanar's dog suddenly starts raising a ruckus, barking towards the South-East and refusing to move any further forward.

You pause briefly, wondering what is causing the dog to act up, when a large (medium-sized, really) reptile leaps out, as white as the surrounding snow and at least six feet in length. It has a dragon’s head filled with sharp teeth, and two arms ending in grasping claws. A cloud of white vapor wafts from its gaping maw.

Grand Lodge

Border of War map Reign of Winter map

Initiatives
[b]Exiel:: 1d20 + 5 ⇒ (7) + 5 = 12
[b]Badr:: 1d20 + 4 ⇒ (6) + 4 = 10
[b]Mu:: 1d20 + 2 ⇒ (12) + 2 = 14
[b]Shu:: 1d20 + 3 ⇒ (6) + 3 = 9
[b]Guilford:: 1d20 + 7 ⇒ (13) + 7 = 20
[b]Eldanar:: 1d20 + 4 ⇒ (2) + 4 = 6
[b]Beastie:: 1d20 + 2 ⇒ (13) + 2 = 15

The creature lost its surprise round thanks to Eldanar's dog's keen nose. However, it is still relatively swift to act! Guildford, you're up, followed by the Beastie, then the rest of the party.

map

Scarab Sages

Male Human Wizard (Transmuter) 7 | HP 57/57 | AC 15 T 15 FF 11 | Saves: F: +5 R: +7 W: +7 | CMD: 18 | Init: +7 Percep: +12 SM: +1

Not ready to use his magic on a single enemy, Guilford loads his crossbow and looses a cold iron bolt at the reptilian creature.

Attack: 1d20 + 3 ⇒ (14) + 3 = 17
Damage: 1d8 ⇒ 8

Grand Lodge

Gnome Wood Wizard 1 / Ninja 4 | HP 41/41 | AC 19 T 15 FF 19 | F +4 R +8 W +3 | Init +3 | Perc +8/+10 | Sense Motive +3

0 perception... wow. I forgot to add in the familiar bonus, so everyone keep in mind that is a 2! :)

"Bah! This snow almost ova Shu's head!" Hefting his money up high, Shu turns him about. "Pu, which way?" The monkey critters at the dumb barking dog, then screeches hysterically and points at the reptile.

Grand Lodge

Border of War map Reign of Winter map

The snow is affecting your aim (-4 on ranged attacks, per my earlier post), but you manage to act before the creature finishes digging itself out of the snow completely, and thus presents a relatively easy target (flat-footed). Your bolt sinks into its side...but you get the impression that it may not be so easy to strike now that it has freed itself from the snow and has started moving...towards Mu!

Bite: 1d20 + 5 ⇒ (17) + 5 = 22
damage: 1d8 + 3 ⇒ (3) + 3 = 6

GRAB: 1d20 + 9 ⇒ (1) + 9 = 10

The creature leaps towards Mu, taking a good bite out of the old man. He cries out in pain, but the spry geezer still manages to react in time to free himself from the beast before it wraps its coils around him!

The rest of the party can now declare actions. Keep in mind that ranged attacks are at -4, and ground-movement costs 4 times as much here.

Grand Lodge

Monk 5

Another bite and Mu's done in, he opts for a defensive withdraw.

I like the 8-bit map, though not editable. Please double-move Mu back through snow, keep in mind showshoes. Point of note though, Mu declared that he was 3rd-4th in marching order next to Shu in last post, how did he get out far ahead? Looks more like point guard.

Grand Lodge

Border of War map Reign of Winter map

Fair enough, I have amended the map. And you should now be able to edit it. With snowshoes halving the penalty, he can move up to 30ft (6 squares) with a full withdraw action.

That said, the beastie was always going to go for you the moment you described yourself as an old man in the discussion thread. It's scripted to go for someone unarmored and who looks relatively easy to bite - an old man without armor best fits the bill. XD

Scarab Sages

Masterwork Nodachi +5 (1d8+1/18-20/x2) ]Masterwork Musket +8 (1d10/x4) Halfling Gunslinger Musketmaster HP 26/26 AC: 20/FF16/T15 Fort +5 (+7 circumstance bonus vs. cold weather), Ref +8, Will +4; +2 vs. fear Perception +8 Init +4

Eldanár aims and shoots at the reptile.

Musket: 1d20 + 8 ⇒ (1) + 8 = 91d10 ⇒ 8

Anyone knows what that is? Don´t tell me it´s a snow dragon!

Of course a misfire at the beginning of combat, nice start. It has now a misfire value of 3 and -2 to hit and damage. Except that i will use 1 grit to remove that as a move action.

Ohh what´s wrong with this thing? Why doesn´t it work right now of all moments between heaven and earth?

You can see the halfling swearing and tampering with his musket.

Bullets/Gunpowder: -2 Grit -1

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