GM Bali's Reign of Winter (Inactive)

Game Master Bali

A strange and unnatural cold has fallen in Southern Taldor. The town of Heldren calls for heroes, who will answer this call?


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Doctor Gii, then Droguk! :) I don't suspect the zombie has long..


Male (Angelkin) Aasimar (Living Grimoire) Inquisitor of Nethys 1 [ HP: 11/11 | AC: 11 T: 11 FF: 10 | CMD: 14 | F: +4 R: +1 W: +2 | Init: +1 Per: +4 | AS: 1/1, HotA: 6/6 | 1st: 4/4 ]

Gii strikes out at the remaining zombie, attempting to put it down for good. "Return to your rest," the man says in a dispassionate voice.

Quarterstaff vs. Zombie Guard: 1d20 + 4 ⇒ (8) + 4 = 12
Quarterstaff damage vs. Zombie Guard: 1d6 + 1 ⇒ (1) + 1 = 2


The zombie shrugs off the impact from the Doctor's glancing blow.


Seeing how the undead still stands, Droguk brings his sword around in an attempt to cleave it in two.

Mwk Greatsword: 1d20 + 5 ⇒ (16) + 5 = 21
Damage: 2d6 + 6 ⇒ (1, 4) + 6 = 11


Female Aasimar Cleric 1/Ranger 1
Current Status:
HP 16/18 | AC 15, T 10, FF 15 | Fort +5, Ref +3, Will +7 | Init +4 | Perception +11, darkvision 60 ft.

Bump


: roll20 link :

The Kelid spins around, his blade cutting a graceful arc through the air. Time seems almost to stop, seconds becoming days or perhaps weeks, as every detail of the strike flows before your eyes in slow motion. The sun glinting from the blade, sweat falling from the warriors forehead and muscle rippling to drive the blade forward. Suddenly the moments grip is ripped free and time snaps back into motion. The blade descends and cleaves the abomination almost in half. The desecrated corpse falls to the ground and moves no more.

With the last zombie dealt with you're off the clock and free to look around some more.

Sovereign Court

Male Half-Giant Soulknife 1; HP 12/12; PP 4/4; Focused; AC 16/11/15; F+3/R+3/W+4; Init. +1; Per. +6

Kogar grins and claps the Kellid on the shoulder, Good! He says concisely, praising the masterful attack.

He drops the icy blade he formed, forgetting about it entirely. Without his hand to keep it solid, the blade rapidly breaks down into snow.


Male Human Sorcerer 4 [AC 14 | FF 12 | T 12 -- HP 7 / 22 | Fort +2 | Ref +3 | Will +5 -- Perc +4 | Init +2]

with the last of the undead menaces gone Kobad goes to examine th bodies. looking for any signs of how they came into being and if there is any connection to this unnatural cold.

Knowledge planes is all I got: 1d20 + 5 ⇒ (16) + 5 = 21


Droguk nods at the half-giant, pleased with the results of the attack himself, although, one would have a hard time telling due to his impassive demeanor.


: roll20 link :

Kobad:
You make your way around the massacre site taking some time to look at each of the bodies. Quickly you realize that your area of expertise will provide little insight here, however even your untrained eye does reveal some interesting information. Foremost is that the guards have been stripped of their weapons and armor with the exception of the man who was frozen in place. With your military experience you easily recognize the Taldan heraldry on his breastplate and would guess him to be the captain of these soldiers.

The majority of the bodies would appear to be the groups guards but there are others, both men and women, who lack the physique of trained warriors. Some have the callused hands of the working class but the others seem more like courtiers or nobles though death blurs the distinctions such things have in life.

While you don't have a healers skill signs of violence are upon all the bodies. Many show wounds from bladed or blunt weapons but you also find that quite a few are pierced by needles and shards of ice. Signs of frostbite, which you recognize from the Ulfen back at town, are also evident.

As you all mill around the site of the attack it strikes you just how cold it is here. A chill wind gently blows onto the road from the forest to the south carrying a coating of snow with it. If you had to guess you'd say it must be almost to freezing, an astonishing fact in the midst of a Taldan summer. Those of you in cold weather clothing thank whatever intuition caused you to dress so warmly.

As you noted when you entered the area the ground is littered with perhaps a dozen or more bodies. Women, men and even a pair of horses share the bloodied ground. Two carriages sit one the road showing signs of damage from the attack. One held the undead you have just put to rest and the other lays overturned on its side. The morbid frozen corpse from which you retrieved a sword stands as if in vigil over the horrid scene.

Your breath forms clouds of mist as you exhale into the chill air and your shadows stretch long in the setting sun.

At this point the sun will be setting in the next hour or so. Please let me know how you guys would like to spend that time and what your plans for the night are.


Male Human Ranger 4; HP 5/43; AC 17/13/14; F+6/R+7/W+3; Init. +3; Per. +9 (+2 vs. animals; +2 in cold)

After congratulating Droguk on a blow well-placed against the final zombie, Cyrus makes a full circuit of the ambush site. Beginning with the carriage where the zombies had been locked up, the Taldan man moves from one significant location to the next, be it a place where a body or carriage came to rest. He is looking for anything that may indicate where their enemies or the Lady Argentea may have gone to. Additionally, he is looking for something that may give indication what, specifically, caused their deaths.

Perception: 1d20 + 5 ⇒ (11) + 5 = 16
Survival: 1d20 + 5 ⇒ (11) + 5 = 16

After making his analysis of the site, he reports his findings to his comrades, then turns his attention to the sky. "The sun will be setting soon...an hour or less, I should think. I believe we need to settle in for the night. It's going to get even colder and the weather alone is enough to make me wary of any travel in the dark. As macabre as it sounds, this wouldn't be a bad campsite if we clear it first. The cold is going to prevent any initial decay and associated smell and there is enough ground already open that we could easily all fit into the space. What does everyone else think?"


Female Aasimar Cleric 1/Ranger 1
Current Status:
HP 16/18 | AC 15, T 10, FF 15 | Fort +5, Ref +3, Will +7 | Init +4 | Perception +11, darkvision 60 ft.

Nelossë examines the bodies of the zombies, and then wracks her brain for knowledge of the others and for a reason of the unnatural cold.

Perception: 1d20 - 1 ⇒ (3) - 1 = 2 examining zombies
Know(local): 1d20 + 6 ⇒ (13) + 6 = 19 identifying the bodies and their origins
Know(nature): 1d20 + 2 ⇒ (16) + 2 = 18 to see if there's any reason for the unnatural cold

At Cyrus's talk of camping, Nelossë looks up. "Or, perhaps to preserve us against the cold, we might be able to camp in these carriages. If we punch holes in the roof, we can probably build a campfire inside one. The walls will help preserve heat, and perhaps we'd be able to get by with less firewood."


: roll20 link :

Nelosse:
Putting aside a feeling of revulsion you kneel down to take a closer look at the zombies. Unfortunately the large amount of damage they received before and after death leaves little to identify them beyond being human corpses.

Moving on to the other bodies you glean a bit more information. Judging by the breastplate on the frozen man and the marks on the carriages you can tell that this is clearly the caravan of a Taldan noble. Most of the bodies would appear to be guards. You guess this by their build and the wounds they have taken as their armor and weapons have been stripped from them. Nine in all, including the frozen man who retains his breastplate with it's Taldan heraldry. The rest of the bodies appear to be servants and handmaidens from what you can tell. None of the bodies strikes you as the Lady Argentea that the Ulfen mentioned. Perhaps she was taken as he said.

In addition to the expected wounds from blades and blunt weapons you also find the dead have been stuck with what look like needles and shards of ice. The sight of these gruesome wounds reminds you of the spells of your homeland and your failed childhood training.

During your examination of the bodies the chill breeze turns your thoughts to the unnatural weather. After consideration you can think of no better term as it truly is unnatural. A cold snap would be one thing but to see freezing temperatures and snow this far south and this late in summer is unheard of.

Cyrus since you mentioned you'd report your findings I'll provide what you find openly.

The usually jovial Cyrus sets about searching the area with a stoic determination. Stepping over the mangled zombie corpses he disappears into the carriage for a few moments. When he steps out he displays a small jewelry box that holds a signet ring, a pair of earrings, a set of pearl bracelets, assorted gold and silver necklaces and a sapphire pendant. Hidden beneath a seat it would appear that it was missed when the rest of the carriage was looted.

Moving on to investigate the bodies it is clear that they too have been stripped of their possessions. Most appear to be soldiers while others display a slighter build. Their wounds include mundane cuts and bruises but you also find that some are stuck with odd needles and a few are even impaled by shards of ice. The man frozen in place wears a breastplate emblazoned with the heraldry of some Taldan house. Looking back at the jewellery box you find that the signet ring seems to match the design.

Turning his attention to the remaining carriage Cyrus climbs on top of it and opens the doors. He averts his gaze for a moment after looking inside but then resignedly climbs in without a word. When he emerges again he is carrying three bundles of expensive looking clothing. He indicates that there are dead handmaidens inside.

With the massacre scene sufficiently searched he turns his attention to the surrounding area. It is not long before he signals for the party to come to the South side of the road. There the snow holds an obvious trail leading off into the forest.

Would you guys like to nominate a group appraiser? I'll use them to make the rolls and let everyone else throw an assist. Once you pick one I'll take care of the rolls and let you know what you feel the value is.


Female Aasimar Cleric 1/Ranger 1
Current Status:
HP 16/18 | AC 15, T 10, FF 15 | Fort +5, Ref +3, Will +7 | Init +4 | Perception +11, darkvision 60 ft.

"It is a Taldane caravan. Lady Argentea is presumably some noble lady of that land, and these others her guards and retainers. Whomever set upon these people seems to be a master of frost magic. It reminds me of my homeland. There, weather such as this would be common. Here, I can think of no reason for it to be this cold other than perhaps magic. But perhaps we should give chase while we still can. The trail is getting colder, if you will pardon the pun."

I would nominate myself or Kobad for group appraiser. Nobody in the group seems to have Appraise trained, and we have the highest Int scores in the group.

Sovereign Court

Male Half-Giant Soulknife 1; HP 12/12; PP 4/4; Focused; AC 16/11/15; F+3/R+3/W+4; Init. +1; Per. +6

Kogar won't be helping with the appraising. He's more likely to drag the roll down than to help it. Also, it would be out of character for him to really do so. Unless we find something fae related. Then he'd be interested. Not helpful, but interested.

Survival: 1d20 + 11 ⇒ (16) + 11 = 27

Kogar nods when Nelosse suggests giving chase. [b]Yes. Follow faeries. Kill faeries. Save Lady.[/dice]

The last isn't a simpleton generalizing a woman, it's a simpleton using someone's title.


: roll20 link :

GM stuff:

Check 1 -
Primary : 1d20 + 1 ⇒ (7) + 1 = 8
Assist : 1d20 + 1 ⇒ (1) + 1 = 2
Assist : 1d20 ⇒ 8
Assist : 1d20 - 1 ⇒ (20) - 1 = 19
1d100 ⇒ 8

Check 2 -
Primary : 1d20 + 1 ⇒ (11) + 1 = 12
Assist : 1d20 + 1 ⇒ (7) + 1 = 8
Assist : 1d20 ⇒ 20
Assist : 1d20 - 1 ⇒ (7) - 1 = 6
1d100 ⇒ 64

While discussing the best course of action the group uses the dying light to take a look at the items discovered. Initially Kogar is somewhat taken by the shiny baubles but soon wanders off to investigate the trail into the woods. After much discussion and disagreement you feel that the jewellery is worth about 120gp in total. The dresses are of fine make and may bring as much as 150gp in all at a shop that would recognize their value. The weight of the jewels is of negligible but the three outfits weigh 18lbs in total.

When you have a moment please make sure and update your encumbrance and let me know your movement speed and if you are wearing cold weather gear or not. I'll assume you all ate in town for the day so we won't worry about that until tomorrow.

Kagor:
You wander away from the group when they start discussing the finer points of gold values and take another look at the trail that Cyrus pointed out. The trail itself is obvious needing no skill to follow. With your practiced eye you can make out some tracks that appear to be humans in boots. In addition you can see signs that someone was forcibly taken along with the group.

Sovereign Court

Male Half-Giant Soulknife 1; HP 12/12; PP 4/4; Focused; AC 16/11/15; F+3/R+3/W+4; Init. +1; Per. +6

Kogar wanders back to the others and points towards the trail. Found feet! If anyone follows him, he'll point out the trail.

Popping over to the discussion thread real quick.


Male Human Sorcerer 4 [AC 14 | FF 12 | T 12 -- HP 7 / 22 | Fort +2 | Ref +3 | Will +5 -- Perc +4 | Init +2]

Kobad looks up when he hears someone has found possible tracks.

He goes over to Kogar.
what have you found?

BTW Kobad has only 12 Int, I hope that is not among the best this party has to offer


Female Aasimar Cleric 1/Ranger 1
Current Status:
HP 16/18 | AC 15, T 10, FF 15 | Fort +5, Ref +3, Will +7 | Init +4 | Perception +11, darkvision 60 ft.

Unfortunately, that's a tie for best Int the party has. Just ran the numbers earlier to answer the Appraise question.


: roll20 link :

Will you be camping for the night or starting along the trail? If you do want to continue you'll need light as the sun has set at this point. Since you've only walked about two hours we don't have to worry about forced march rules for a bit.


Male Human Ranger 4; HP 5/43; AC 17/13/14; F+6/R+7/W+3; Init. +3; Per. +9 (+2 vs. animals; +2 in cold)

Did Cyrus get any clues as to what caused the death of the slain Taldans when he looked at the bodies?


I say we continue on seeing how we haven't traveled for too long.


: roll20 link :

Cyrus:
They all show signs of "common" violence such as cuts from blades and bruises/breaks from blunt weapons. In addition many have been pierced by small needle like objects and large shards of ice. Beyond that it would appear the man in the breastplate was frozen in place by what you would guess is some kind of magical effect.

Seems like the thought is to move along so...

Concerned for the safety of the noble woman you press on into the forest beneath the dying light. As you make your way deeper into the forest you can feel the temperature falling rapidly. It's chill threatens to sap your strength and you pull what protection you have from it tight about you. Snow falls all around you blanketing the land and slowing your progress. Each step becomes an effort. The trees, still carrying their summer foliage, are clearly suffering from it's effects as well. Their limbs are bowed and you can see that many have broken beneath the unexpected weight.

Movement is halved due to the snow. Running, charging and 5' steps are not allowed. Additionally the falling snow gives a -4 to ranged attacks, -4 to Perception checks and halves the distance you can see (generally about 60' or so).

After traveling about two hours the trail enters a small clearing before continuing uphill and out of sight. Even with the snow and gloom you easily noticed what appears to be a wooden chest half buried in the snow about fifteen feet off the side of the trail.

Everyone please roll a DC 10 Fortitude save vs the cold for the second hour of travel. When you do so please list any gear/skills what would effect the roll. These will be hourly rolls for most so I'll just make future ones to save time.


Male Human Sorcerer 4 [AC 14 | FF 12 | T 12 -- HP 7 / 22 | Fort +2 | Ref +3 | Will +5 -- Perc +4 | Init +2]

As they walk Kobad pulls a standard torch and with asnap of his fingers it ignites He uses the flame as a small heat source in addition to light.

cast spark to light the torch

fort save DC 10: 1d20 ⇒ 8

Survival DC 15 for +2 to fort save: 1d20 + 1 ⇒ (19) + 1 = 20

yes...8+2 = 10 made the save


Fort: 1d20 + 5 + 5 + 2 ⇒ (15) + 5 + 5 + 2 = 27 +5 = Cold weather outfit; +2 = Furs. There's a link to both. And after reading up on them, I do believe they both stack. One uses a circumstance, the other is just a flat bonus. But if not, no biggie, just go with the cold weather outfit.

Noticing the chest, "Hold," he tells the others as he moves to investigate. Pulling the chest completely out of the snow, he looks to see if it will open.


Female Aasimar Cleric 1/Ranger 1
Current Status:
HP 16/18 | AC 15, T 10, FF 15 | Fort +5, Ref +3, Will +7 | Init +4 | Perception +11, darkvision 60 ft.

Nelossë stops Droguk before he can pull the chest out of the snow. "This may be a trap. Give me a moment to check before you open it."

Perception: 1d20 + 6 ⇒ (18) + 6 = 24
Casting Detect Magic as well. Scanning the chest and the immediate area.

Fort save vs cold: 1d20 + 8 ⇒ (6) + 8 = 14 +2 base, +1 domain, +5 cold-weather gear

Assuming no evidence of traps, Nelossë will step out of Droguk's way.


: roll20 link :

Droguk points out the chest and moves to pull it free from the snow. Just before he grabs the handles the cleric places a hand on his shoulder and asks him to wait while she checks for traps. The barbarian is impatient about the delay but allows her to look about a bit.

Nelosse carefully checks the outside of the chest and surrounding area. After a moment she's about to declare things safe when she notes a rope running from the chest, hidden just below the snow, towards a nearby tree. As her eyes track up the tree they widen in surprise when she takes note of a large log with many sharpened stakes sticking out of it hanging there. From what you can tell if the trap is triggered the log would swing down and hit anyone near the chest.

Nelosse you locate a trap that would be triggered by opening/moving the chest. You can attempt to disable if you'd like.


Droguk grunts, yet, nods in compliance. As the aasimar finds the nasty trap, Droguk nods again in thanks. "It looks as if we were expected."


Female Aasimar Cleric 1/Ranger 1
Current Status:
HP 16/18 | AC 15, T 10, FF 15 | Fort +5, Ref +3, Will +7 | Init +4 | Perception +11, darkvision 60 ft.

"Indeed it does." Nelossë looks at the others. "Any of you have any experience with trying to disable traps? Seems that if we try to open this it will drop yon spikey log on us."

Sovereign Court

Male Half-Giant Soulknife 1; HP 12/12; PP 4/4; Focused; AC 16/11/15; F+3/R+3/W+4; Init. +1; Per. +6

Hmph. Kogar harumphs as Nelosse points out the trap. He walks over to the tree and looks up at the log.

Could Kogar rach the log with his two hander?

Fortitude: 1d20 + 5 ⇒ (18) + 5 = 23

Kogar would have cold weather gear, had I remembered to buy him equipment. Mind if I note some of his belongings? He is a simpleton and itcs certainly possible he just left everything at home.


Male Human Ranger 4; HP 5/43; AC 17/13/14; F+6/R+7/W+3; Init. +3; Per. +9 (+2 vs. animals; +2 in cold)

Fort Save: 1d20 + 4 + 5 ⇒ (18) + 4 + 5 = 27

"A likely assumption. The question then becomes this: If our quarry is in as big a hurry as they seem to have been, why would they leave anything worth carrying with them behind and take the requisite time to trap it against any pursuers?"


: roll20 link :

Kogar : The log is roughly 20' up in the air so about 5' out of reach.

Kogar reaches the tree and considers the height of the log above him. While doing so he notices a rope running from the snow beneath the tree straight up the trunk to a piton that seems to hold the log in place.

See discussion for equipment thoughts.


Cyrus Laskaris wrote:
"A likely assumption. The question then becomes this: If our quarry is in as big a hurry as they seem to have been, why would they leave anything worth carrying with them behind and take the requisite time to trap it against any pursuers?"

"There is probably nothing within the chest, seeing how it is nothing more than a trap. The Irrisen witch-demon and her followers could've easily have kept going, allowing one to remain behind to waste such time. Either that or bandits who set such traps to gain something from unsuspecting travelers."

Sovereign Court

Male Half-Giant Soulknife 1; HP 12/12; PP 4/4; Focused; AC 16/11/15; F+3/R+3/W+4; Init. +1; Per. +6

Kogar looks from the log to the chest and back again. Quickly enough he shoos the other adventurers away from the chest. Bad box. No touching.

When the others have stepped away he pulls a chunk of ice out of thin air and hurls it at the chest.

Ranged Attack: 1d20 + 4 ⇒ (8) + 4 = 12
Damage: One-Handed Mind Blade: 2d6 + 6 ⇒ (2, 4) + 6 = 12

Hopefully it's a ranged touch. He's really just trying to jostle the chest and set off the trap.


Female Aasimar Cleric 1/Ranger 1
Current Status:
HP 16/18 | AC 15, T 10, FF 15 | Fort +5, Ref +3, Will +7 | Init +4 | Perception +11, darkvision 60 ft.

Seeing what Kogar is doing, Nelossë will assist if his attack doesn't work.

Poke the chest with glaive: 1d20 + 2 ⇒ (6) + 2 = 8
Damage if necessary: 1d8 + 3 ⇒ (4) + 3 = 7


: roll20 link :

Kogars throw strikes the chest putting a gouge in its top and causing it to fall backwards. As it starts to move the rope springs taunt from the snow and then falls loose again. A moment later the large log swings down, it's arc carrying it just in front of where the chest used to sit. You can easily imagine it sweeping through any group gathered there with deadly effect. Once past its target area it buries its spikes in the ground with a burst of snow and dirt.

Looking back to the chest you see that the blow has flipped it onto its back and left the top open. When you move closer to investigate you discover that the chest is indeed empty. However the torchlight reveals a cache of weapons and armor that were buried beneath it.

Cyrus:
With your knowledge of the region you note from the various marks and insignias that this is probably the armor of the guardsmen from the caravan.

You find the following items :

5x Leather armor
3x Studded Leather armor
A chain shirt of masterworked quality
2x Light wooden shields
7x Long swords
2x Spears
A masterworked dagger
3x Light crossbows
25 Bolts

If anyone is taking anything please let me know and add it to your sheet (don't forget to modify your encumbrance). Also who (if anyone) took the jewelery box and/or the dresses from the carriages?


Female Aasimar Cleric 1/Ranger 1
Current Status:
HP 16/18 | AC 15, T 10, FF 15 | Fort +5, Ref +3, Will +7 | Init +4 | Perception +11, darkvision 60 ft.

Nelossë will take one of the spears, and will put any unclaimed crossbow bolts with the others in the saddlebags of her horse. Assuming nobody else takes them, she can also put the jewelery box and the dresses in the saddlebags on Featherfoot. For encumbrance purposes, are we counting the clothing we are wearing (not armor, just clothing) toward encumbrance? If not, I might do some gear redistribution.


Female Aasimar Cleric 1/Ranger 1
Current Status:
HP 16/18 | AC 15, T 10, FF 15 | Fort +5, Ref +3, Will +7 | Init +4 | Perception +11, darkvision 60 ft.

Retroactive Fort save for Featherfoot.

1d20 + 6 ⇒ (12) + 6 = 18


: roll20 link :

Yep as I understand it worn clothing counts towards encumbrance.


Male Human Sorcerer 4 [AC 14 | FF 12 | T 12 -- HP 7 / 22 | Fort +2 | Ref +3 | Will +5 -- Perc +4 | Init +2]

Kobad stayed away from the chest and the trap far to engrossed keeping warm with his portable campfire (AKA torch)

blasted cold, I thought it was summer... he mumbles shivering as the night wears on.

Sovereign Court

Male Half-Giant Soulknife 1; HP 12/12; PP 4/4; Focused; AC 16/11/15; F+3/R+3/W+4; Init. +1; Per. +6

Kogar returns to following the trails after the trap is sprung, either not noticing or not caring about the cache beneath.


Female Aasimar Cleric 1/Ranger 1
Current Status:
HP 16/18 | AC 15, T 10, FF 15 | Fort +5, Ref +3, Will +7 | Init +4 | Perception +11, darkvision 60 ft.

Nelossë will also take the chain shirt and the dagger and put them into Featherfoot's saddlebags, then continue leading the horse after Kogar!.


: roll20 link :

Feel free to flex time any other activities at the trap site.

Concerned but in good spirits having avoided the trap left to guard the hidden weapons cache you press on into the night. The deep snow continues to hamper your movements making progress slow. The cold chills even those accustomed to it and bites into those with less protection.

Saves:

Hour 2 : DC 11
Droguk : 1d20 + 13 ⇒ (18) + 13 = 31
Nelosse : 1d20 + 8 ⇒ (8) + 8 = 16
Kobad : 1d20 ⇒ 9
Kogar: 1d20 + 6 ⇒ (12) + 6 = 18
Cyrus: 1d20 + 9 ⇒ (7) + 9 = 16
Featherfoot : 1d20 + 6 ⇒ (6) + 6 = 12

Kobad : 1d6 ⇒ 1

Kobad especially seems to suffer. As you push on his teeth begin to chatter and he holds the torch closer for what warmth it can provide. by the end of an hour he's noticeably willing his way forward.

Kobad your fatigued and take 1 point of non-lethal damage.

After a mile of walking through the snowy darkness that feels more like two or three you reach a section of forest where a wind swept gully carves it's way through a tree covered ridge. The snow here is even deeper, nearly waist high for most of you, making you look forward to climbing back up onto the ridge line.

Perception check:

Droguk : 1d20 + 7 ⇒ (11) + 7 = 18
Nelosse : 1d20 + 6 ⇒ (15) + 6 = 21
Kobad : 1d20 + 1 ⇒ (1) + 1 = 2
Kogar: 1d20 + 6 ⇒ (12) + 6 = 18
Cyrus: 1d20 + 5 ⇒ (3) + 5 = 8
Featherfoot : 1d20 + 6 ⇒ (15) + 6 = 21

1d9 ⇒ 7

Suddenly a large serpentine shape lunges out at Kogar in a burst of snow and fangs.

Bite vs. FF AC 1d20 + 5 ⇒ (9) + 5 = 14
Damage 1d8 + 3 ⇒ (3) + 3 = 6
Grapple 1d20 + 9 ⇒ (10) + 9 = 19

The creatures powerful jaws close around the half giants shoulder but it's fangs can't find purchase on his armor. It swiftly coils for another strike.

Initiative:

Droguk : 1d20 + 1 ⇒ (6) + 1 = 7
Nelosse : 1d20 + 4 ⇒ (8) + 4 = 12
Kobad : 1d20 + 2 - 1 ⇒ (19) + 2 - 1 = 20
Kogar: 1d20 + 1 ⇒ (7) + 1 = 8
Cyrus: 1d20 + 2 ⇒ (7) + 2 = 9
Featherfoot : 1d20 + 2 ⇒ (13) + 2 = 15
? : 1d20 + 2 ⇒ (19) + 2 = 21

The creature springs forward again attacking the suprised Kogar.

Bite vs. FF AC 1d20 + 5 ⇒ (4) + 5 = 9
Damage 1d8 + 3 ⇒ (8) + 3 = 11
Grapple 1d20 + 9 ⇒ (3) + 9 = 12

But again it misses the mark. Hissing in frustration it's eyes smolder with unrestrained hunger and malice.

?, >Kobad, Featherfoot, Nelosse, Cyrus, Kogar, Droguk
Note that movement is quartered in the deep snow of the ravine.


Male Human Sorcerer 4 [AC 14 | FF 12 | T 12 -- HP 7 / 22 | Fort +2 | Ref +3 | Will +5 -- Perc +4 | Init +2]

Kobad shiverinbg even more than before his lips turning blue from the cold
what I wouldn;t give to be by the forge right now

then suddenly the creature attacks

Kobad doesn't even take the time to figuire out what it is he just knows it means to eat him.

stumbling back Kobad thows out his fist and shoots forth a blast of fire toward the creature.

attack roll ranged touch: 1d20 + 2 - 1 ⇒ (17) + 2 - 1 = 18
damage if a hit: 1d6 + 1 ⇒ (1) + 1 = 2 fire damage

attack with Fire ray (used today 2/7)

the heat from the ray does well to help warm himself if even for a brief instant.


: roll20 link :

The area is bathed in an angry red light as Kobads ray of fire strikes the reptilian creature blackening some of it's white scales.

Featherfoot rears up in surprise and fear at the creatures sudden vicious attack. Despite the presence of the large predator the loyal horses training holds and it awaits it's mistresses direction.
Delaying until after Nelosses turn

?, Kobad, Featherfoot, >Nelosse, Cyrus, Kogar, Droguk
As mentioned in discussion once we get to a block of you guys feel free to post actions out of initiative order. I'll do my best to wrap them together. If you want to wait to see what someone else does that's fine too.


Female Aasimar Cleric 1/Ranger 1
Current Status:
HP 16/18 | AC 15, T 10, FF 15 | Fort +5, Ref +3, Will +7 | Init +4 | Perception +11, darkvision 60 ft.

Nelossë gives Featherfoot the whistle to join the attack, but the horse is unsure, and stays back from the serpentine creature.

Handle Animal Cha-check: 1d20 + 2 ⇒ (6) + 2 = 8

Cursing, Nelossë shifts forward herself and stabs at the creature with her glaive, wracking her mind to try and identify if it's something she's heard of before.

Know(arcana): 1d20 + 6 ⇒ (8) + 6 = 14; just in case it's a dragon :)
Glaive: 1d20 + 2 ⇒ (9) + 2 = 11
Damage if hit: 1d8 + 3 ⇒ (8) + 3 = 11


: roll20 link :

Nelosse:
As you attack the creature the brief views of it as it moves through the snow are enough to bring some old fireside tales to mind. You believe the creature is an Arctic Tatzlwyrm. Smaller and less powerful than their larger dragon cousins they are none-the-less vicious ambush predators. You seem to recall warnings against the strength sapping breath it uses on those in it's coils.

Quick note on actions. While normally you can Handle as a move action, five foot step and then attack, because of the difficult terrain throughout the forest you can't five foot step. No big deal this turn but wanted to mention it for the future.

Nelosse stabs forward at the creature but is unable to land the blow against the creatures writhing body. Meanwhile Featherfoot holds his ground.

?, Kobad, Nelosse, Featherfoot, >Cyrus, Kogar, Droguk
Quick reminder all. Due to the difficult terrain you can't run, charge or 5' step.


Female Aasimar Cleric 1/Ranger 1
Current Status:
HP 16/18 | AC 15, T 10, FF 15 | Fort +5, Ref +3, Will +7 | Init +4 | Perception +11, darkvision 60 ft.

GM:
Ah. I goofed. Forgot that we were in difficult terrain.

Nelossë calls out, "Don't let it get you in its coils. Arctic Tatzlwyrms can sap your strength just by breathing on you."

Too long for a free action?


Male Human Ranger 4; HP 5/43; AC 17/13/14; F+6/R+7/W+3; Init. +3; Per. +9 (+2 vs. animals; +2 in cold)

Cyrus moves with the others in silence, his eyes constantly moving back and forth as he tried to keep aware of his surroundings. When they begin going through the deep ravine, a sense of danger crept up the back of his neck.

Suddenly, the snow burst from behind him, certainly validating the sense of danger he had felt! Cyrus turns and makes his way toward the creature as fast as he could move through the snow, maneuvering into a position where he could be flanking the foe with another member of the group, drawing his falchion and bringing the weapon down on the coils of the serpentine thing.

Attack: 1d20 + 4 + 2 ⇒ (10) + 4 + 2 = 16
Damage: 2d4 + 4 ⇒ (1, 4) + 4 = 9
I added two more in for flanking; if unable to maneuver into that position, please take two points off of the total. Also, did anyone claim the MW chain shirt that was found a bit earlier? Last I saw, it was put into Featherfoot's saddlebags?


: roll20 link :

Cyrus : I know Cyrus has snowshoes on his equipment list and so I'll assume he would have put them on once the snow became an impediment. Based on that he could move two squares south and attack but without a flank. As for the Mwk chain shirt it is currently being carried by the noble Featherfoot.

Nelosse : That warning is fine for in combat chatter.

Cyrus moves to aid in the attack, his strange footware keeping him above the worst of the snow. His sword comes down flashing in the torchlight but as with the glaive it is unable to contact the twisting creature.

?, Kobad, Nelosse, Featherfoot, Cyrus, >Kogar, Droguk

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