GM Deuce's Mythic Reign of Winter

Game Master A_Deuce

Current Map Loot Sheet


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Male Half Elf Urban Barbarian 3 Rage: 10/10 HP: 28/28; AC 17, T 12, FF 15; CMD 17; F+5, R+3, W+3; Init+2; Rapier+5, 1d6+5;
Skills:
Acrobatics:8, Diplomacy:8, Intimidate:8, Knowledge (Geography):1, Survival:6

Hey guys, I found some jewelry in a hidden compartment. Do you think perhaps we should gather everything we can and take it back to Yuln? He probably knows who the rightful owner is now, after the Lady...

He grimaces in obvious disgust as the captain starts to thaw out.

That... That's just... Horrifyingly gross. How could any creature find such a thing funny?


Male Half Orc Battle Oracle 3 HP 15/29 AC 18 Init +4 Fort +3 Ref +3 Will +2 Perception +5, Diplomacy +5, Falchion +7(2d4+6, 18-20/x2)
Tracked Resources:
Spells 5/5 1st Level Spells

Urga looks at the thawing statue and shrugs, "I've seen worse. Never underestimate the capacity of evil for depravity."

To Rikael, "Yes, let's hold the jewelry for Yuln. We can return once we've defeated the fey."


Male Half Elf Slayer (Cleaner) 1 / Inquistor (Sworn of the Eldest) 2 / Alchemist (Mindchemist) 2 HP: 32/32| AC: 21/12/19 | Fort: +10| Ref: +7| Will: +4| Init: +4+(+2)| Perc: +9| CMB: +6| CMD: 17|L.Mace: +6;1d6+3|Mit.Dag:+6;1d4+3| C.LB: +5;1d8| Bomb: +5;1d6|
skills2:
Spell:+7|Stealth:+5|Sur:+7|Swim:+1|UMD:+8|
Skills:
Acro:+1|App:+2|Bluff:+11|Cra.(Alc):+10|Clim:-3|Diplo:+9|Disguise:+19|E.A:-4 |H.A:+3|Heal:+5|Inti:+3|K.Pla/Reli:+10|Loc/His/Nob:+8|K.Geo/Arc/Nat:+9|Ling :+14|Per:+9|Ride:-4|SM:+9|Sleight:+2|

"I'll be around checking for other things the fey may have left behind and I've found tracks. 6 men and a horse it looks like."
Thorn informs upon returning from scouting the area. He looks impassive at the thawing.


Male Half Elf Urban Barbarian 3 Rage: 10/10 HP: 28/28; AC 17, T 12, FF 15; CMD 17; F+5, R+3, W+3; Init+2; Rapier+5, 1d6+5;
Skills:
Acrobatics:8, Diplomacy:8, Intimidate:8, Knowledge (Geography):1, Survival:6

Rikael stuffs the jewelry in his pack and climbs out of the ruined carriage. He makes his way back to the frozen captain and begins helping out with the fire. He also takes the opportunity to warm his hands up.

Grand Lodge

current effects:
Witch 1 HP 8/8 AC 15 T 11 FF 15F +4 R +3 W +6 Init +3 Perc +8 Intimidate +6

Agatha looks at thorn and says men? And a horse. Perhaps this was not fey. Or they have allies. We should follow the tracks, once dru is more recovered. But they have already shown a penchant for booby traps, so let's be wary. Also, creatures of cold and ice hate fire. If each of us had a torch to hand, it might be of use


Campaign Map RoW Loot Sheet

Just to clarify from earlier, it is a simple effort to get the sword separated from the captain's hand. To thaw him out enough to get the breastplate off, I'm going to go with a 30 or 45 minute effort.

Also, the trail goes to the southwest, deeper into the border wood. The trail is trivial to follow, with the tracks from people and animals being left in snow that varies from a few inches to knee-deep. Even when snow is scarce, it is obvious where the trees separate to allow passage.

Izumi speaks up when holding the jewelry for Yuln, "I was not quite so prepared for the evil and depravity we have seen so far. I think it would be best for me to return to Heldren, lest I slow the rest of you down. Do you want me to take anything back with me?"

When/if you are ready to move on, let me now.

Conditions:

It is shortly after 4:00 pm.
Temperature is in the low 40's and wind is calm.


Male Ulfen Druid (World Walker) 2 | HP 18 / 18 | AC 16; Touch 12; Flat Footed 14 | CMD 16 | Fort +4; Ref +2; Will +5 | Init +2 | Perception +7

Sildur nods to Izumi, "That seems wise, I don't think there is anything of import to carry other than news."

He frowns at the thawing captain, "I think we have wasted enough of our time here. We should hurry after these dark creatures..."

He looks towards the trail left by the fey, ready to depart.


Male Half Elf Urban Barbarian 3 Rage: 10/10 HP: 28/28; AC 17, T 12, FF 15; CMD 17; F+5, R+3, W+3; Init+2; Rapier+5, 1d6+5;
Skills:
Acrobatics:8, Diplomacy:8, Intimidate:8, Knowledge (Geography):1, Survival:6

Aye Izumi. You can take back the captain's sword as well as the jewelry. Maybe even what we can salvage of the fine clothing, and take them and the news of what we found to Yuln. Would you be safe enough on the trip by yourself?

He pulls out the jewelry and hands it to Izumi while he speaks.


Male Half Elf Slayer (Cleaner) 1 / Inquistor (Sworn of the Eldest) 2 / Alchemist (Mindchemist) 2 HP: 32/32| AC: 21/12/19 | Fort: +10| Ref: +7| Will: +4| Init: +4+(+2)| Perc: +9| CMB: +6| CMD: 17|L.Mace: +6;1d6+3|Mit.Dag:+6;1d4+3| C.LB: +5;1d8| Bomb: +5;1d6|
skills2:
Spell:+7|Stealth:+5|Sur:+7|Swim:+1|UMD:+8|
Skills:
Acro:+1|App:+2|Bluff:+11|Cra.(Alc):+10|Clim:-3|Diplo:+9|Disguise:+19|E.A:-4 |H.A:+3|Heal:+5|Inti:+3|K.Pla/Reli:+10|Loc/His/Nob:+8|K.Geo/Arc/Nat:+9|Ling :+14|Per:+9|Ride:-4|SM:+9|Sleight:+2|

Thorn does not speak as he heads out to the edge where he last saw the tracks making sure his companions can see him as he does so. He'll lead them along and make sure they don't run a foul of whatever placed those undead things. That fate belongs to no one.

While waiting, He begins to have a mini conversation with the spirits.


Male Half Elf Urban Barbarian 3 Rage: 10/10 HP: 28/28; AC 17, T 12, FF 15; CMD 17; F+5, R+3, W+3; Init+2; Rapier+5, 1d6+5;
Skills:
Acrobatics:8, Diplomacy:8, Intimidate:8, Knowledge (Geography):1, Survival:6

As the sword comes loose, Rikael looks at it a bit more closely.

On second thought, this is much higher quality work than I thought... I believe it would be better served with us, perhaps. I get the feeling we're going to need every bit of help, equipment, and magic we can get our hands on. We can always return it to whoever owns it later, if there is anyone that does now. Family, or whatnot.


Campaign Map RoW Loot Sheet

Izumi starts putting the jewelry and clothes in her backpack. "I will drop this stuff off with Yuln. I doubt that he has moved too far since we left. "

Once she is done loading her pack, she warms her hands on the fire and takes leave of the group. "If I leave now, I should be able to get back to Heldren for a late dinner. I'd prefer not to travel alone, but if you all keep the bandits occupied, I should be able to sneak up the road. I will deliver the news of what we have discovered and wait a few days for everybody to return. Good luck in finding the Lady!"

Conditions:

It is nearing 4:30 pm.
Temperature is in the low 40's and wind is calm.


Male Ulfen Druid (World Walker) 2 | HP 18 / 18 | AC 16; Touch 12; Flat Footed 14 | CMD 16 | Fort +4; Ref +2; Will +5 | Init +2 | Perception +7

Alright, looks like nobody is terribly interested in the breastplate.

Sildur nods to Izumi, "Safe travels my lady, we shall return with Argentea as soon as we are able."

With a wave he motions for Dru to follow and sets out on the snowy trail of their quarry.

Grand Lodge

current effects:
Witch 1 HP 8/8 AC 15 T 11 FF 15F +4 R +3 W +6 Init +3 Perc +8 Intimidate +6

Agatha casts detect magic, then examines the sword and breastplate.
why didn't I do this before, DOH! Sorry yesterday was a long day


Male Half Orc Battle Oracle 3 HP 15/29 AC 18 Init +4 Fort +3 Ref +3 Will +2 Perception +5, Diplomacy +5, Falchion +7(2d4+6, 18-20/x2)
Tracked Resources:
Spells 5/5 1st Level Spells

Urga waves goodbye to Izumi,"Farewell, until our paths cross again..."

"I could use the breast plate. Let's wait a couple of minutes longer for it to thaw."


Male Ulfen Druid (World Walker) 2 | HP 18 / 18 | AC 16; Touch 12; Flat Footed 14 | CMD 16 | Fort +4; Ref +2; Will +5 | Init +2 | Perception +7

Sildur nods, "Fair enough, we'll need all the protection we can get once we catch up to these monsters."


Campaign Map RoW Loot Sheet

Izumi thanks you all and sets off for Heldren. "I hope to see you all again soon. Be safe and gods speed."

Agatha:

Neither the sword or breastplate radiate magic. They are simply finely crafted (masterwork) normal items.

You continue to put wood on the fire, increasing the warmth that it gives off. As it gets warmer, the Captain starts to thaw and you can eventually work the breastplate free. It is very well made and decorated with Taldan officer's livery.

You have had plenty of time to investigate and walk around the site of the battle. There is nothing else that sticks out as interesting or unusual.

conditions:

It is between 4:30 and 5:00 pm.
Temperature is in the low 40's and wind is calm.


Male Half Elf Slayer (Cleaner) 1 / Inquistor (Sworn of the Eldest) 2 / Alchemist (Mindchemist) 2 HP: 32/32| AC: 21/12/19 | Fort: +10| Ref: +7| Will: +4| Init: +4+(+2)| Perc: +9| CMB: +6| CMD: 17|L.Mace: +6;1d6+3|Mit.Dag:+6;1d4+3| C.LB: +5;1d8| Bomb: +5;1d6|
skills2:
Spell:+7|Stealth:+5|Sur:+7|Swim:+1|UMD:+8|
Skills:
Acro:+1|App:+2|Bluff:+11|Cra.(Alc):+10|Clim:-3|Diplo:+9|Disguise:+19|E.A:-4 |H.A:+3|Heal:+5|Inti:+3|K.Pla/Reli:+10|Loc/His/Nob:+8|K.Geo/Arc/Nat:+9|Ling :+14|Per:+9|Ride:-4|SM:+9|Sleight:+2|

Thorn meanwhile is conversing with the spirits of the wood and giving them snippnets of his life since he left and returned.

Comfortable where he is, he waits for the rest to show that they're ready to go. Most likely after thawing out the captain he supposed.


Male Ulfen Druid (World Walker) 2 | HP 18 / 18 | AC 16; Touch 12; Flat Footed 14 | CMD 16 | Fort +4; Ref +2; Will +5 | Init +2 | Perception +7

With the breastplate secured Sildur checks his weapons one last time before nodding his readiness to be after their quarry.


Male Half Elf Urban Barbarian 3 Rage: 10/10 HP: 28/28; AC 17, T 12, FF 15; CMD 17; F+5, R+3, W+3; Init+2; Rapier+5, 1d6+5;
Skills:
Acrobatics:8, Diplomacy:8, Intimidate:8, Knowledge (Geography):1, Survival:6

Rikael gets up from the beside the fire, stretches, and loosens his rapier in it's sheath.

I'm ready. Let's move on.

Grand Lodge

current effects:
Witch 1 HP 8/8 AC 15 T 11 FF 15F +4 R +3 W +6 Init +3 Perc +8 Intimidate +6

yes let us be going. The day passes, and we only have a few hours of light left.
Agatha gathers her self and looks to the trail.


Campaign Map RoW Loot Sheet

You start up the trail. The trail is wide and easy to follow, obviously well used for some time. As you continue into the forest, the temperature drops noticeably and you need to make sure you take the correct precautions to keep exposure from affecting you. Snow has collected on the ground, and is a few inches deep on the trail. While it makes the tracks very easy to follow, it also slows your movement somewhat.

Three things to do here.

First action
Cold exposure checks. Please make a DC15 Fortitude or Survival check, whichever you prefer.

+5 to the check if you have (and wear) cold weather clothes or gear.

You can nominate one person (likely somebody with high survival skills) that can try for group aid another. If he or she makes the aid check, the rest of you get +2 to the check

If you fail the check, take 1d6 non-lethal cold damage. If you take any damage, you have the beginnings of hypothermia (treat as fatigued).

Second action
Determine a marching order for the party. The trail can be traveled 2-wide easily, or 3-wide in a pinch. If somebody is scouting ahead or performing rear-guard, let me know who that is. You might need to coordinate this in the discussion thread.

Third action or observation
Nobody has updated the loot log. I think that should be a party responsibility. It's not a strict requirement, but it will be a lot easier to do as you go rather than backfill at the end.

Conditions:

The temperature is in the low to mid-30's (F)
The wind has picked up and is a sporadic breeze.


Campaign Map RoW Loot Sheet

And a few things I forgot....

It is about 5:30PM

If you have some other heat source or creative way of avoiding the cold, let me know and I will make a judgment on the bonus it gets you.

Also, the spell Endure Elements eliminates the need to check at all, but does not cure any non-lethal damage you may have taken.


Male Half Elf Urban Barbarian 3 Rage: 10/10 HP: 28/28; AC 17, T 12, FF 15; CMD 17; F+5, R+3, W+3; Init+2; Rapier+5, 1d6+5;
Skills:
Acrobatics:8, Diplomacy:8, Intimidate:8, Knowledge (Geography):1, Survival:6

Fortitude/Survival (They are the same.): 1d20 + 4 + 5 ⇒ (18) + 4 + 5 = 27

Rikael bundles up in his thick winter coat and tries to stay warm as best he can, while at the same time keeping his hand near his sword.

[ooc]Rikael is ok with the marching order Sildur suggested. [ooc]


Male Half Elf Slayer (Cleaner) 1 / Inquistor (Sworn of the Eldest) 2 / Alchemist (Mindchemist) 2 HP: 32/32| AC: 21/12/19 | Fort: +10| Ref: +7| Will: +4| Init: +4+(+2)| Perc: +9| CMB: +6| CMD: 17|L.Mace: +6;1d6+3|Mit.Dag:+6;1d4+3| C.LB: +5;1d8| Bomb: +5;1d6|
skills2:
Spell:+7|Stealth:+5|Sur:+7|Swim:+1|UMD:+8|
Skills:
Acro:+1|App:+2|Bluff:+11|Cra.(Alc):+10|Clim:-3|Diplo:+9|Disguise:+19|E.A:-4 |H.A:+3|Heal:+5|Inti:+3|K.Pla/Reli:+10|Loc/His/Nob:+8|K.Geo/Arc/Nat:+9|Ling :+14|Per:+9|Ride:-4|SM:+9|Sleight:+2|

Survival Vs Cold and tracking. 1d20 + 8 ⇒ (18) + 8 = 26
Perception, while scouting 1d20 + 7 ⇒ (16) + 7 = 23
Knowledge (Geography), to avoid getting lost. 1d20 + 5 ⇒ (12) + 5 = 17
Stealth, avoid getting spotted by possible enemies. 1d20 + 5 ⇒ (12) + 5 = 17

Thorn skulks ahead while making sure his equippment is up to stuff with his snow goggles on his head and himself warm with his cold weather outfit as well as snowshoes on his feet.

Looking out for dangers as well as making sure they're following the tracks well enough and taking note of where they could be from the town.

Grand Lodge

current effects:
Witch 1 HP 8/8 AC 15 T 11 FF 15F +4 R +3 W +6 Init +3 Perc +8 Intimidate +6

deuce, pls note that as a winter witch, I have endure elements vs cold as a constant effect. I am also good with sildur's marching order.

just before thorn takes point, Agatha says to him Thorn, it may be best for us to find shelter soon. As soon as night hits it's going to get alot colder. Something to give us wind cover like a thicket, a thick copse of trees or even a rocky ledge of some sort. Cold does not bother me much, but can be a dangerous enemy. A fire maybe neeeded as well

then she moves back to her marching place.

survival aid to find shelter: 1d20 + 6 ⇒ (10) + 6 = 16


Male Ulfen Druid (World Walker) 2 | HP 18 / 18 | AC 16; Touch 12; Flat Footed 14 | CMD 16 | Fort +4; Ref +2; Will +5 | Init +2 | Perception +7

Just a heads up Thorn, you'll probably need to include a -5 to your stealth as I don't think we'll be moving at half speed.

Survival: 1d20 + 8 + 2 ⇒ (16) + 8 + 2 = 26
Survival - Aid another: 1d20 + 8 ⇒ (14) + 8 = 22

Sildur wraps his cloak around him, pulling the hood far over his face as the wind cuts into them all, he does his best to coach anyone he sees with too much exposed skin.

He shakes his head at Agatha's comment, "We're barely an hour from town, we should press forward as far as we can tonight. Who knows what sort of pace these fey have set. As long as conditions don't worsen we should be alright for the time being."


Male Half Orc Battle Oracle 3 HP 15/29 AC 18 Init +4 Fort +3 Ref +3 Will +2 Perception +5, Diplomacy +5, Falchion +7(2d4+6, 18-20/x2)
Tracked Resources:
Spells 5/5 1st Level Spells

Urga dons the breastplate prior to leaving.

Fort Check:1d20 + 2 ⇒ (18) + 2 = 20

Urga shivers within his entirely inadequate summer gear, "Let's quickly be on our way. We will have to set up camp soon."

I'm good with the proposed marching order.


Male Half Elf Slayer (Cleaner) 1 / Inquistor (Sworn of the Eldest) 2 / Alchemist (Mindchemist) 2 HP: 32/32| AC: 21/12/19 | Fort: +10| Ref: +7| Will: +4| Init: +4+(+2)| Perc: +9| CMB: +6| CMD: 17|L.Mace: +6;1d6+3|Mit.Dag:+6;1d4+3| C.LB: +5;1d8| Bomb: +5;1d6|
skills2:
Spell:+7|Stealth:+5|Sur:+7|Swim:+1|UMD:+8|
Skills:
Acro:+1|App:+2|Bluff:+11|Cra.(Alc):+10|Clim:-3|Diplo:+9|Disguise:+19|E.A:-4 |H.A:+3|Heal:+5|Inti:+3|K.Pla/Reli:+10|Loc/His/Nob:+8|K.Geo/Arc/Nat:+9|Ling :+14|Per:+9|Ride:-4|SM:+9|Sleight:+2|

Heh heh I am moving at half speed but I'm starting out earlier than all of you. Grabbing cover and the like. If I lead you all into a trap or something, at least there's some warning. I'll let GM decide on that.

Thorn nods at Agatha before setting off, eagar to begin this hunt. Using the terrain itself to aid him, he moves forward, picking his steps with care to avoid drawing attention to himself.

Grand Lodge

current effects:
Witch 1 HP 8/8 AC 15 T 11 FF 15F +4 R +3 W +6 Init +3 Perc +8 Intimidate +6

Sildur, it has gotten colder in the last hour, and the wind has picked up. Yes we should keep going but we should also be alert for a good, hidden campsite.


Campaign Map RoW Loot Sheet

You keep traveling up the path, following the tracks of the people and animals ahead of you. Aside from the weather, nothing has really been sticking out as unusual.

Thorn stays ahead of the rest of the group and makes sure that there are no surprises. After traveling for some time, Thorn finds something unusual in the trail. 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.

I figure that Thorn would run across the chest, then go back and tell the party about it. So, let's set the stage as Thorn waiting for the rest of the group to tell them about what he found. The clearing with the chest is a few hundred yards ahead of you.

Conditions:

It is about 600 PM.
The temperature is in the low to mid-30's (F)
The wind has picked up and is a sporadic breeze.


Male Half Elf Urban Barbarian 3 Rage: 10/10 HP: 28/28; AC 17, T 12, FF 15; CMD 17; F+5, R+3, W+3; Init+2; Rapier+5, 1d6+5;
Skills:
Acrobatics:8, Diplomacy:8, Intimidate:8, Knowledge (Geography):1, Survival:6

Rikael sees Thorn ahead and starts to hurry.

If he's waiting for us, there must be something important up there...

He quietly draws Feybane and motions to the rest of the group to look ahead.

Could be trouble, be ready for anything... He whispers.

Grand Lodge

current effects:
Witch 1 HP 8/8 AC 15 T 11 FF 15F +4 R +3 W +6 Init +3 Perc +8 Intimidate +6

A chest. This smells like another fey trap. Be cautious.


Male Half Elf Slayer (Cleaner) 1 / Inquistor (Sworn of the Eldest) 2 / Alchemist (Mindchemist) 2 HP: 32/32| AC: 21/12/19 | Fort: +10| Ref: +7| Will: +4| Init: +4+(+2)| Perc: +9| CMB: +6| CMD: 17|L.Mace: +6;1d6+3|Mit.Dag:+6;1d4+3| C.LB: +5;1d8| Bomb: +5;1d6|
skills2:
Spell:+7|Stealth:+5|Sur:+7|Swim:+1|UMD:+8|
Skills:
Acro:+1|App:+2|Bluff:+11|Cra.(Alc):+10|Clim:-3|Diplo:+9|Disguise:+19|E.A:-4 |H.A:+3|Heal:+5|Inti:+3|K.Pla/Reli:+10|Loc/His/Nob:+8|K.Geo/Arc/Nat:+9|Ling :+14|Per:+9|Ride:-4|SM:+9|Sleight:+2|

"There's a chest and it's too obvious, not an attempt to keep it hidden. I'm going to check it out but if anything happens, I'm diving for cover. Alright?"

Thorn moves ahead, checking for traps and other nefarious things a fey could likely come up with. Examining the chest and then using his skills on it, Thorn carefully attempts to open the chest.

Perception, with trapfinding 1d20 + 7 + 1 ⇒ (11) + 7 + 1 = 19
Disable Device, if any traps are found. Likely an ouch 1d20 + 5 ⇒ (6) + 5 = 11

Grand Lodge

current effects:
Witch 1 HP 8/8 AC 15 T 11 FF 15F +4 R +3 W +6 Init +3 Perc +8 Intimidate +6

If you like I can cast a spell that can aid you. agatha says
guidance, to give a plus one on your next roll


Male Ulfen Druid (World Walker) 2 | HP 18 / 18 | AC 16; Touch 12; Flat Footed 14 | CMD 16 | Fort +4; Ref +2; Will +5 | Init +2 | Perception +7

Sildur readies his shield and spear, prepared to cover Thorn's retreat if needed. Dru paces back and forth, sniffing the cold air.


Male Half Elf Urban Barbarian 3 Rage: 10/10 HP: 28/28; AC 17, T 12, FF 15; CMD 17; F+5, R+3, W+3; Init+2; Rapier+5, 1d6+5;
Skills:
Acrobatics:8, Diplomacy:8, Intimidate:8, Knowledge (Geography):1, Survival:6

Rikael stands next to Thorn, Feybane at the ready and his senses alert for danger.

Perception: 1d20 ⇒ 13


Male Half Orc Battle Oracle 3 HP 15/29 AC 18 Init +4 Fort +3 Ref +3 Will +2 Perception +5, Diplomacy +5, Falchion +7(2d4+6, 18-20/x2)
Tracked Resources:
Spells 5/5 1st Level Spells

Urga guards the perimeter as the others examine the chest.

Perception:1d20 + 3 ⇒ (14) + 3 = 17


Male Half Elf Slayer (Cleaner) 1 / Inquistor (Sworn of the Eldest) 2 / Alchemist (Mindchemist) 2 HP: 32/32| AC: 21/12/19 | Fort: +10| Ref: +7| Will: +4| Init: +4+(+2)| Perc: +9| CMB: +6| CMD: 17|L.Mace: +6;1d6+3|Mit.Dag:+6;1d4+3| C.LB: +5;1d8| Bomb: +5;1d6|
skills2:
Spell:+7|Stealth:+5|Sur:+7|Swim:+1|UMD:+8|
Skills:
Acro:+1|App:+2|Bluff:+11|Cra.(Alc):+10|Clim:-3|Diplo:+9|Disguise:+19|E.A:-4 |H.A:+3|Heal:+5|Inti:+3|K.Pla/Reli:+10|Loc/His/Nob:+8|K.Geo/Arc/Nat:+9|Ling :+14|Per:+9|Ride:-4|SM:+9|Sleight:+2|

Thorn glances at Rikael as he takes up position next to him.
"Ermm Rikael, maybe you might want to stand further from me. No sense in both of us getting caught in something if I triggered something. Also naked steel beside me makes me naked."


Campaign Map RoW Loot Sheet

Sorry I'm coming a little late to the discussion. My goal was to have everybody talk, then move you to the area around the chest.

Map is updated. Place yourselves where you want to be and I'll start with checks and other game-related items.


Male Half Elf Urban Barbarian 3 Rage: 10/10 HP: 28/28; AC 17, T 12, FF 15; CMD 17; F+5, R+3, W+3; Init+2; Rapier+5, 1d6+5;
Skills:
Acrobatics:8, Diplomacy:8, Intimidate:8, Knowledge (Geography):1, Survival:6

As they approach the chest, Rikael looks over at Thorn after he speaks, and gives him a wry grin.
Fair point, Thorn. I must say, after what we've seen so far, I'm half expecting something to leap out at you when you open it.

He takes a drink of ale and tips his flask up the sky.
Cayden, what sort of trickery are we going to find this time?

He hefts the flask, and looks at it woefully.
Better lay of the holy water, lest I run out, I get the feeling I'll need it to warm up with later.

Please place Rikael up and one square to the right, where he will keep a close eye on the perimeter. Also, his ale gives him a +2 against mind affecting abilities for one hour.


Male Ulfen Druid (World Walker) 2 | HP 18 / 18 | AC 16; Touch 12; Flat Footed 14 | CMD 16 | Fort +4; Ref +2; Will +5 | Init +2 | Perception +7

Sildur takes a sip from his own flask, "I've no doubt you're right about the Rikael. Lets just hope it's a toast to celebrate our success."

Stowing the flask again, he waits for Thorn to proceed.

Moved you Rikael :)

Grand Lodge

current effects:
Witch 1 HP 8/8 AC 15 T 11 FF 15F +4 R +3 W +6 Init +3 Perc +8 Intimidate +6

Agatha casts guidance on thorn, skill bonus, then withdraws 10 feet, with her morning star drawn.
thorn you have a plus one to your next skill roll, if it is within ten rounds


Male Half Elf Slayer (Cleaner) 1 / Inquistor (Sworn of the Eldest) 2 / Alchemist (Mindchemist) 2 HP: 32/32| AC: 21/12/19 | Fort: +10| Ref: +7| Will: +4| Init: +4+(+2)| Perc: +9| CMB: +6| CMD: 17|L.Mace: +6;1d6+3|Mit.Dag:+6;1d4+3| C.LB: +5;1d8| Bomb: +5;1d6|
skills2:
Spell:+7|Stealth:+5|Sur:+7|Swim:+1|UMD:+8|
Skills:
Acro:+1|App:+2|Bluff:+11|Cra.(Alc):+10|Clim:-3|Diplo:+9|Disguise:+19|E.A:-4 |H.A:+3|Heal:+5|Inti:+3|K.Pla/Reli:+10|Loc/His/Nob:+8|K.Geo/Arc/Nat:+9|Ling :+14|Per:+9|Ride:-4|SM:+9|Sleight:+2|

Thorn nods and opens the chest.
Checks made in above post. Copied for easier tracking.

Quote:

Perception, with trapfinding 1d20 + 7 + 1 ⇒ (11) + 7 + 1 = 19

Disable Device, if any traps are found. Likely an ouch 1d20 + 5 ⇒ (6) + 5 = 11


Campaign Map RoW Loot Sheet

Now that we are all on the same page about scouting and distance and the like, I'll have a summary and execute actions.

As the party approaches the chest, they can see that it is half-buried in the snow. Many people obviously spent a fair amount of time in the area, as there are so many tracks in the snow that you can't accurately count how many people made them.

As you look at the chest, you may notice something.

Perception check, DC12:

The chest has the same markings and general design as Lady Argentea Malassene's carriage.

Everybody spreads out to guard the front and back of the trail while Thorn examines the chest. After a few moments, Thorn thinks he has taken all the precautions necessary, opens the latch, and lifts the lid on the chest. Unknown to him, the opening of the lid pulls a rope that has been concealed in the snow. The trap has been sprung!

GM roll 1: 1d6 ⇒ 1 Ouch!

A large log, with spikes driven into it swings across the path in the area to the south of the path. I've marked this area with large red lines on the map.

Log attack rolls
Agatha: 1d20 + 10 ⇒ (4) + 10 = 14
Dru: 1d20 + 10 ⇒ (11) + 10 = 21
Rikael: 1d20 + 10 ⇒ (20) + 10 = 30
Sildur: 1d20 + 10 ⇒ (3) + 10 = 13
Thorn: 1d20 + 10 ⇒ (9) + 10 = 19
Urga: 1d20 + 10 ⇒ (1) + 10 = 11

Log damage, if the attack roll exceeds your AC. Reflex save for half.
Agatha: 1d8 + 3 ⇒ (5) + 3 = 8
Dru: 1d8 + 3 ⇒ (8) + 3 = 11
Rikael: 1d8 + 3 ⇒ (7) + 3 = 10
Sildur: 1d8 + 3 ⇒ (4) + 3 = 7
Thorn: 1d8 + 3 ⇒ (1) + 3 = 4
Urga: 1d8 + 3 ⇒ (5) + 3 = 8

After the log comes to a stop, there is no more danger from the trap. You can continue to investigate the area.


Male Ulfen Druid (World Walker) 2 | HP 18 / 18 | AC 16; Touch 12; Flat Footed 14 | CMD 16 | Fort +4; Ref +2; Will +5 | Init +2 | Perception +7

Holy crap, looks like they rigged up an entire damn tree!

As the giant log swings down, Sildur has only time for a half uttered curse before dropping throwing himself to the ground, avoiding the worst of it.

Dru however is not so lucky and one of the spikes rips a nasty gash in his side.

Reflex: 1d20 + 5 ⇒ (14) + 5 = 19 Yes? No?

Picking himself up, Sildur sees that many of his companions did not make do as well, "Curse these ice ridden monsters!"

He moves quickly to help with the wounded as best he can.


Male Half Elf Urban Barbarian 3 Rage: 10/10 HP: 28/28; AC 17, T 12, FF 15; CMD 17; F+5, R+3, W+3; Init+2; Rapier+5, 1d6+5;
Skills:
Acrobatics:8, Diplomacy:8, Intimidate:8, Knowledge (Geography):1, Survival:6

Reflex: 1d20 + 2 ⇒ (12) + 2 = 14

Rikael hits the snow as soon as he realizes the trap, but the log catches him in the side anyway.

This is gonna hurt.


Campaign Map RoW Loot Sheet

Doh! I failed to specify a DC. It's Reflex (DC15).

The log is specified as 20' long, and the roll of 1 was basically the only way that everybody got effected. Higher rolls on the 1d6 would have had fewer people hit by the log because the area of effect moved north.


Male Half Elf Urban Barbarian 3 Rage: 10/10 HP: 28/28; AC 17, T 12, FF 15; CMD 17; F+5, R+3, W+3; Init+2; Rapier+5, 1d6+5;
Skills:
Acrobatics:8, Diplomacy:8, Intimidate:8, Knowledge (Geography):1, Survival:6

A loud, wet CRACK is heard as the log catches Rikael right in the side, knocking him to ground. His flasks are knocked from his belt, and what ale he had left spills onto the snow.

He crawls up to his knees, clutching his side in agony.

Is everyone ok? I'm hurt... Pretty bad...
He pants in between labored breaths.

Those... Trees.... Hit pretty.... Hard...

Fixed my ale problem! Now I'll refill with a stronger liquor in town, keep track of drinks instead of volume like deuce suggested. Also, four hit points left.
Yikes.

Grand Lodge

current effects:
Witch 1 HP 8/8 AC 15 T 11 FF 15F +4 R +3 W +6 Init +3 Perc +8 Intimidate +6

reflex: 1d20 + 1 ⇒ (1) + 1 = 2
Agatha lies on the ground, unconscious and bleeding.
OW! A one. Oh come on! Well that was fast. A little help for a poor witch. Ah yes, the spiked log, acient enemy of the witch.


Male Half Orc Battle Oracle 3 HP 15/29 AC 18 Init +4 Fort +3 Ref +3 Will +2 Perception +5, Diplomacy +5, Falchion +7(2d4+6, 18-20/x2)
Tracked Resources:
Spells 5/5 1st Level Spells

"Damn these Fey!"

Urga quickly moves to heal Agatha and Rickael.

Agatha CLW:1d8 + 1 ⇒ (1) + 1 = 2
Rickael CLW:1d8 + 1 ⇒ (3) + 1 = 4

"I'm out of healing. We're going to have to camp here tonight."

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