JZ's Reign of Winter (The Frozen Stars) (Inactive)

Game Master JamZilla

Combat Map
LOOT SHEET


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retired (arc completed)

Del shakes his head at Corum's bluster then nods with Greyston. "Leaving these children to fend for themselves won't do at all. You all press on if your magics and Corum's thirst for slaughter and violence are that important to you. I'll escort the children safely back to the Heralds."

Happy to have Del go off-screen for a bit to do, in his view, the right thing. JZ can have me show back up at a suitably dramatic moment as well! =P


I will move this one tomorrow but just so I am 100% clear - Del is leaving with the children and taking to the Heralds of Summer's Return whilst the rest of you press on - correct?


retired (arc completed)

Such is my proposal, yes!


Male Elven wizard spellsage 11 Init +2, ppt +14,fort +6, ref +6,will +13(+2 vs enchantments) cmb 4,cmd 16, ba +5,ac16,touch 12,ff 14,hp 69

Elleross halts his casting of the spell as Sapphire voices her concerns.

we have no choice but to release them, we cannot leave them here caged to die. Elleross says as he mulls over what the children have told them

another dragon? And this black tooth granny nan, a witch? Possibly. Or maybe another troll. We have more to deal with here than we were led to believe even as he listens to the others arguing over what is right and wrong he can feel a pull within him, an undeniable urge to complete their task and get a step closer to the hut.

it is not a question of right or wrong or thirst for blood lust. we must free the children of course, but we cannot afford to lead them out of here and have any hope of returning.
We must complete our task and gain access to the hut
he says as they finally find the keys and open the cages
Dell to leave with the children is noble but dangerous, You will stick out like a sore thumb walking the streets with all these following behind. You will likely be challenged and taken or killed. Plus we need you here
Turning to Greyston he says we can find a room and hide them until we are done, we will be drawing all the towers guards to us , they won't be searching for the children when they have us to worry about. They will be just as safe awaiting our return as trying to creep through the city unnoticed.
Plus we need to find Bella, if we do and she is able, maybe she can stay with the children or lead them out.
he says offering up his alternative plan.
Turning to the children he says
have you seen or heard of another captive here, her name is Bella. We need to free her as well he asks them


Female Human (Kellid) Druid 8 | HP 67 | AC 16 FF 15 T 11 | Saves +9/+6/+12 | Init + 4 | Percep +16, Scent

Growling Nasrin says, "yes, find Bella and have her lead these away."


Bella... one of the girls says. ...she's the Princess who lives upstairs. We hear her singing through the pipes sometimes. It's really beautiful.

So lock the kids in one of the rooms and return for them later, yes? Let's go with that and I will move on later


[Party Loot] Female Half-Elf Magus (Bladebound Hexcrafter) 10, hp 83, AC 22|T 11|FF 20, F +10|R +4|W +7, Init +1, Perception +2 Low-light vision
skills:
bluff +3, climb +8, fly +12, knowledge (arcana) +13, knowledge (dungeoneering) +13, knowledge (planes) +13, spellcraft +13, swim +16, UMD +7

Sapphire breathes a small sigh of relief.

I can't say I'm not happier with that, now come on let's go free Princess Bella!

She rushes after Corum.


M Tiefling | Inquisitor 15 | AC 27. T 19. Ff 23. | OHP 130 | Saves F18 R 16 W 19 | SR 14 vs evil | Spells 6x0, 6x1, 6x2, 5x3, 5x4 2x5 | Judgement 5/day | Bane 19 rnds | Resist fire, cold, electric 5 | skills: Prof 3. Dis dev, disguise, fly, sleight 4. bluff, kn nat 5. Acrobat 6. Diplomacy, heal, kn arcana, kn dungeon,kn plane, kn relig, ride, Spellcraft, , stealth, swim 9. Climb, intimidate 11. Survival 13. Percept 16. Sense mot 19.

Corum should have opened the door by now. He didn't stay for the debate.


Whilst the others debate, Corum strides out of the room and into the central hall. He can see now that the Trolls that attacked from behind came from an adjoining room to the south though all seems clear there now.

He moves on and into the next room, axe raised and ready for further conflict.

This room is dominated by a set of hardwood stairs that wind upwards higher into the tower where the noise of the grinding gears appears to be even louder.

In case it isn't cleat, there are two rooms you haven't yet entered on this floor. To the south of where you are and East


Male Elf Alchemist 11 | HP 80 | AC 17, touch 13, flat-footed 15 | Perc 17 | Fort +11, Ref +13, Will +7

As Corum strides off Greyston shakes his head. "Blood lust... It will get us all killed one day." He then quickly turns back to the kids and Del. "Del we need you, I don't want to leave these kids but we have to make a decision now. Let's fortify a safe place for them then when it's down we'll leave with them."


Corum has found a way up and there are two unexplored rooms. Where are you putting the kids and where next?

I'm not sure how long all of this would have taken. 1 minute for diplomacy and at least another one for conversation


retired (arc completed)

"Berta, tell me, have you or any of your brave compatriots here ever heard the tale of Ellevain the Clever? She and a dozen orphans were captured by terrible ogres, but when some of the ogres were killed in a fight, Ellevain and the others couldn't escape right away. Instead, they had to be very brave and very quiet until the rest of the captured people were saved." Del grins and shakes his head, impressed at the story and its heroine. "It really is a very good story, and Ellevain helped save everyone with her. I was hoping you could be like Ellevain maybe." He regards Berta and the others briefly then shakes his head, "No, I'm not sure. Ellevain had a really neat crossbow for starters. Like this one, actually." He draws Jasper with a flourish before presenting the weapon to the girl. "Hmmm... you know, I think you're looking a bit like Ellevain! Do you think you and others can sit tight for a bit like she did? We don't have ogres like Ellevain had, but there're trolls aplenty."

1d20 + 14 ⇒ (12) + 14 = 26


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[Party Loot] Female Half-Elf Magus (Bladebound Hexcrafter) 10, hp 83, AC 22|T 11|FF 20, F +10|R +4|W +7, Init +1, Perception +2 Low-light vision
skills:
bluff +3, climb +8, fly +12, knowledge (arcana) +13, knowledge (dungeoneering) +13, knowledge (planes) +13, spellcraft +13, swim +16, UMD +7

Just to say whilst Sapphire doesn't wear a hat, she doffs her 'switchblade-disguised-as-a-hairpin' to Del, that was an absolutely epic dialogue, and as a parent I would be glad to have Del babysit any time :) kudos to you and your kindness and caretaking!


I’m Ellvain! one of the boys says, giving Berta a shove and reaching for the crossbow with eyes like saucers.

Nuh-uh! she retorts. If anyone is Ellvain, it’s me!

The children fall into bickering among themselves as they are led into one of the adjoining rooms and secreted away.

You are struck by their resilience having undergone who knows what privations and abuse at the grubby hands of the wikkawak and trolls.

Where next?


retired (arc completed)

Let's say... 1d2 ⇒ 2
East!


[Party Loot] Female Half-Elf Magus (Bladebound Hexcrafter) 10, hp 83, AC 22|T 11|FF 20, F +10|R +4|W +7, Init +1, Perception +2 Low-light vision
skills:
bluff +3, climb +8, fly +12, knowledge (arcana) +13, knowledge (dungeoneering) +13, knowledge (planes) +13, spellcraft +13, swim +16, UMD +7

Sapphire barrels through the Eastern door next to Corum and Nasrin, reassured that the children are safe for now, she refocuses herself on obliterating the evil beings that remain in the tower.

Status: hp 35/43, Blur 10/50 rounds remaining: 20% miss chance, Arcane pool 3/5, fly minutes/day, 4/5


The room east of your position contains little more than a bed and a footlocker.

It is fairly sparse but is certainly more comfortable than the cages and seems the best option to keep the children reasonably safe.

Assuming you are not searching since you haven't so far. This leaves only the room to the south and I am going to further assume that you won't want to leave any rooms unexplored before moving on.

Returning from the door north, Corum says;

That's our way up. with a jerk of his thumb over his shoulder. But let's make sure there's nothing behind us either.

He then puts a firm boot to the double doors and watches them swing open quite satisfactorily.

A giant-sized bed sits in the southwest corner of this spacious room, and a large polar bear rug sprawls across the floor.

Several small tables occupy the corners of the room, along with a chest in the south east. Behind it on the wall hangs a large mirror.

A massive ice troll, bigger than any of the others you have encountered thus far, hides just to one side of the door and as Corum enters she swings on him.

I thought there were some of you pretties running around. You brought me a snack from the Bonepick's cage have ya? No? Well I'll make a meal of you instead then!

She brings her massive axe down toward the warrior but it catches him only a glancing blow.

Axe, Corum: 1d20 + 9 ⇒ (12) + 9 = 21 Hit
Damage: 2d6 + 6 ⇒ (1, 1) + 6 = 8

Initiative:

Corum init: 1d20 + 2 ⇒ (10) + 2 = 12
Nasrin init: 1d20 + 5 ⇒ (12) + 5 = 17
Elleros init: 1d20 + 2 ⇒ (17) + 2 = 19
Greyston init: 1d20 + 2 ⇒ (18) + 2 = 20
Sapphire init: 1d20 + 1 ⇒ (4) + 1 = 5

Troll: 1d20 + 6 ⇒ (18) + 6 = 24

Round 1 - Enemy

Taken unawares by the troll, Corum struggles to bring his axe up in time to fend off another blow.

Troll, Corum: 1d20 + 9 ⇒ (10) + 9 = 19 Hit
Damage: 2d6 + 6 ⇒ (5, 1) + 6 = 12

Round 1 - Heroes

Latest Map


Male Half elf Invulnerable rager 11 | Hp 137 (192) | AC 23 (T15, F20) | F11 (16), R8, W6 (11) NOTE: +3 vs spell, spell-like or supernatural | Attack 16/11/6 (26/21/16), range 13/8/3 | DR 5/- | RAGE 26 rounds CMB 11 (12). CMD 23 (24) skills: Dis dev, escape, sleight, stealth 1. Fly 3. Craft, handle 4. Acrobat, kn geography, kn nature, ride, swim 8. Climb, Intimidate, Survival 10. Perception 13.

Corum's arm is cut deeply by the troll but not enough to hamper his ability to swing his own axe. He calls to the others "Big troll here!"

He sweeps it under the troll's guard and opens a deep wound in it's thigh.

Pa 1d20 + 12 ⇒ (6) + 12 = 18

Dam 1d10 + 12 ⇒ (5) + 12 = 17

hp44/64


That attack was a miss Corum. Evidently this Troll has better armour than the others


[Party Loot] Female Half-Elf Magus (Bladebound Hexcrafter) 10, hp 83, AC 22|T 11|FF 20, F +10|R +4|W +7, Init +1, Perception +2 Low-light vision
skills:
bluff +3, climb +8, fly +12, knowledge (arcana) +13, knowledge (dungeoneering) +13, knowledge (planes) +13, spellcraft +13, swim +16, UMD +7

Swearing under her breath at how far ahead Corum had gotten before she'd been able to follow him, Sapphire summons her magic and rises in to the air, soaring past both friend and foe alike to try and gain a favorable position. As she flies, her blade bursts in to flame, leaving a small trail of fire in the air as she passes everyone by.

Standard to activate fly hex, move 60 ft to M26, quick action to enhance blade

Sapphire does provoke from the troll as she moves, but does now flank with Corum in case that makes a difference to his attack roll

Status: hp 35/43, Blur 9/50 rounds remaining: 20% miss chance, Arcane pool 2/5, blade enhancement rounds left 9/10, fly minutes/day 3/5, fly rounds left 9/10


AOO Sapphire: 1d20 + 9 ⇒ (8) + 9 = 17
Damage: 2d6 + 6 ⇒ (4, 1) + 6 = 11
Blur: 1d100 ⇒ 49 Hit

Sapphire flies over the Troll and into a more advantageous position but as she does so the creature's axe lashes out.

It'll certainly help his next attack Sapphire


Male Elf Alchemist 11 | HP 80 | AC 17, touch 13, flat-footed 15 | Perc 17 | Fort +11, Ref +13, Will +7

Hearing the shouting of trolls and fighting, Greyston runs towards Corum unleashing a bomb on the troll attacking the barbarian.

Attack: 1d20 + 7 ⇒ (9) + 7 = 16
Damage: 3d6 + 5 ⇒ (1, 5, 3) + 5 = 14 dc17 or on fire 1d6 per round

move to J21 and bomb


Greyston moves up and hurls his bomb but with the troll and Corum locked together in mortal combat his aim is wayward and the flask detonates on the ground beside the monster.

Miss: 1d8 ⇒ 6

It is still splashed by the fire but its effect is greatly diminished.

Latest Map


retired (arc completed)

Del darts past Corum, ducking low before diving into a roll and coming up by the wall. His long coat billows behind him as he spins to face the troll before another flaming bolt leaps from Ruby and lances through the air.
Ruby: 1d20 + 8 ⇒ (16) + 8 = 24
for: 1d8 + 8 + 1d6 ⇒ (5) + 8 + (6) = 19

Hustle to M20, rooty-tooty-aim-and-shooty

Status:

HP: 24/30
AC: 18 (14 T / 14 FF)
CMD: 18
F/R/W: +6/+9/+5
Grit remaining: 2/2
Hero Points remaining: 2
Regular bolts remaining: 50/80
Cold Iron bolts: 40/40
Tanglebolts: 5/5

Ongoing Effects
Vigilant Loading
Gunslinger Initiative
Deadly Aim: -2/+4
Point Blank: +1/+1
Flame Arrow: 9/50


Nasrin and Elleros to act. I know we have slowed down for the holidays so no rush, just keeping things straight in my head.


Conscious that they have yet to even clear the ground floor, Elleros once again holds back his spells, though is ready should the tide of battle turn against the party.

Nasrin meanwhile rushes in, her wolf companion in tow though her blade simply catches on the tough hide of the troll. Similarly Jagar clamps his teeth on the Troll's leg but gets no purchase.

Nasrin: 1d20 + 7 ⇒ (11) + 7 = 18
Jagar: 1d20 + 4 ⇒ (6) + 4 = 10

Round 2 - Enemy

Troll, Corum: 1d20 + 9 ⇒ (12) + 9 = 21 Hit
Damage: 2d6 + 6 ⇒ (1, 3) + 6 = 10
Bite, Corum: 1d20 + 4 ⇒ (6) + 4 = 10 Miss
Claw, Corum: 1d20 + 4 ⇒ (13) + 4 = 17 Hit
Damage: 1d4 + 4 ⇒ (1) + 4 = 5

Still focussing her attacks on the big warrior before her, the troll once again brings the axe down and then slashes out with the claw on her other hand.

Round 2 - Heroes

Latest Map


Male Elf Alchemist 11 | HP 80 | AC 17, touch 13, flat-footed 15 | Perc 17 | Fort +11, Ref +13, Will +7

Greyston frustrated at his miss focuses again and lobs his bomb clean over Corum.

Attack: 1d20 + 8 - 4 ⇒ (16) + 8 - 4 = 20
Damage: 3d6 + 5 ⇒ (4, 6, 6) + 5 = 21


Male Elven wizard spellsage 11 Init +2, ppt +14,fort +6, ref +6,will +13(+2 vs enchantments) cmb 4,cmd 16, ba +5,ac16,touch 12,ff 14,hp 69

conserving his powers is a necessity and a burden.
He knows he must keep his power in reserve but he endangers his friends by doing so and he must be confident in their martial abilities.
Moving into the ajoining room he begins to search for anything that may be of use to them in this place.
perception: 1d20 + 8 ⇒ (11) + 8 = 19

j, sorry for lack of posting. If I can for my 1st round action i will take a look around the room with the footlocker in, hoping to find something of use not much else I can do. If not I will do it with my second round action


retired (arc completed)

Del snaps off another shot at the enormous troll, aiming this time for a tender joint of softer flesh - perhaps an armpit or elbow. He shrugs nonchalantly as the bolt buries deep into their foe and nods, "Ok. That's the spot right there then." He deftly slips another bolt into the cradle as the press of bodies thickens.

spend a grit to sharpshoot!
Ruby (vs touch AC): 1d20 + 8 ⇒ (10) + 8 = 18
for: 1d8 + 8 + 1d6 ⇒ (8) + 8 + (4) = 20

Status:

HP: 24/30
AC: 18 (14 T / 14 FF)
CMD: 18
F/R/W: +6/+9/+5
Grit remaining: 1/2
Hero Points remaining: 2
Regular bolts remaining: 49/80
Cold Iron bolts: 40/40
Tanglebolts: 5/5

Ongoing Effects
Vigilant Loading
Gunslinger Initiative
Deadly Aim: -2/+4
Point Blank: +1/+1
Flame Arrow: 10/50


The Troll reels back from Greyston’s bomb, leaving itself momentarily exposed. Del seizes the chance and a bolt punches into the giant's throat, sending it sprawling and coughing on blood.

Need some fire to finish it but otherwise..

Combat Over


retired (arc completed)

Del grins as the lumbering troll falls and offers a formal bow as if he were on stage in Oppara's theater.

Grit: 2/2


Male Elf Alchemist 11 | HP 80 | AC 17, touch 13, flat-footed 15 | Perc 17 | Fort +11, Ref +13, Will +7

Letting out a deep sigh as the troll falls, he looks into his bag seeing his diminished bombs. He doesn't wait but moves in to search the down troll for potions and anything they can use.

Perception: 1d20 + 11 ⇒ (5) + 11 = 16

My bombs are fire? did it save vs 1d6 fire damage?

6/12 bombs


Elleros
The footlocker contains a number of children's toys, mostly broken. Beneath that is a pouch containing 150gp and a withered elven hand. You recognise this as a Hand of the Mage.

Greyston
The troll was carrying no potions or equipment beyond her tough hide armor (masterwork but large size) and her battleaxe (again masterwork and large). She also carries a thick iron key (there is a chest in this room).

Corum - are you ending your rage in between combats? If so you need to remember you are fatigued for double the amount of rounds you were enraged. You cannot enter a rage again until that period ends. This is relevant since other people have buffs that last rounds.


[Party Loot] Female Half-Elf Magus (Bladebound Hexcrafter) 10, hp 83, AC 22|T 11|FF 20, F +10|R +4|W +7, Init +1, Perception +2 Low-light vision
skills:
bluff +3, climb +8, fly +12, knowledge (arcana) +13, knowledge (dungeoneering) +13, knowledge (planes) +13, spellcraft +13, swim +16, UMD +7

Sapphire breathes another sigh of relief as the troll falls, and takes the opportunity to drive her still flaming sword in to the base of the creature's neck.

Corum are you ok? They looked like grievous wounds...

Sapphire notes the others searching chests and rooms

This thing is dead, we should keep moving...


Male Half elf Invulnerable rager 11 | Hp 137 (192) | AC 23 (T15, F20) | F11 (16), R8, W6 (11) NOTE: +3 vs spell, spell-like or supernatural | Attack 16/11/6 (26/21/16), range 13/8/3 | DR 5/- | RAGE 26 rounds CMB 11 (12). CMD 23 (24) skills: Dis dev, escape, sleight, stealth 1. Fly 3. Craft, handle 4. Acrobat, kn geography, kn nature, ride, swim 8. Climb, Intimidate, Survival 10. Perception 13.

conserving rage. So I haven't raged in the last two fights. I can enter a rage when fatigued though because I have the roused anger rage power.


Male Half elf Invulnerable rager 11 | Hp 137 (192) | AC 23 (T15, F20) | F11 (16), R8, W6 (11) NOTE: +3 vs spell, spell-like or supernatural | Attack 16/11/6 (26/21/16), range 13/8/3 | DR 5/- | RAGE 26 rounds CMB 11 (12). CMD 23 (24) skills: Dis dev, escape, sleight, stealth 1. Fly 3. Craft, handle 4. Acrobat, kn geography, kn nature, ride, swim 8. Climb, Intimidate, Survival 10. Perception 13.

Corum grins at Sapphire and says. "I ain't got time to bleed."

He takes two potions from his pack and drains them quickly. The warmth from the healing liquid fills him and his wounds begin to close.

Cmw 2d8 + 2 ⇒ (7, 7) + 2 = 16

Clw 1d8 + 5 ⇒ (2) + 5 = 7

hp58/64. Rage used 6/16. Protection from cold 12 minutes left

He laughs heartily and says. "Let's get up there and kill that dragon eh?"

The stocky warrior seems to be really enjoying himself.


Male Elf Alchemist 11 | HP 80 | AC 17, touch 13, flat-footed 15 | Perc 17 | Fort +11, Ref +13, Will +7

"Nothing to use here, we'll come back and check over properly when we're done." He spots the others moves and stats to follow them. "Let's get to it then, we've waited to long."


Male Elven wizard spellsage 11 Init +2, ppt +14,fort +6, ref +6,will +13(+2 vs enchantments) cmb 4,cmd 16, ba +5,ac16,touch 12,ff 14,hp 69

Taking the mummified hand he slips it on and tucks it beneath his furs.
wait a moment, let us check the chest before we go Elleross says as he joins the others in the main room, yanking the key off the trolls corpse he moves to the chest and tries to open it.
our resources are slim, there may be something of use

I am opening the chest j


[Party Loot] Female Half-Elf Magus (Bladebound Hexcrafter) 10, hp 83, AC 22|T 11|FF 20, F +10|R +4|W +7, Init +1, Perception +2 Low-light vision
skills:
bluff +3, climb +8, fly +12, knowledge (arcana) +13, knowledge (dungeoneering) +13, knowledge (planes) +13, spellcraft +13, swim +16, UMD +7

Sapphire grins at Corum's response

Have you got time to duck!?

she swoops over him and lands in the doorway with sword drawn, standing guard whilst the others heal and search respectively.

As she feels her magic begin to ebb she adds

I'm going to need to conserve some of my strength till we get to the top, otherwise I'll be too weak to help. Hopefully there aren't too many more trolls left, though that talk of another dragon is a touch concerning...

Status: hp 35/43, Blur 7/50 rounds remaining: 20% miss chance, Arcane pool 2/5, blade enhancement rounds left 7/10, fly minutes/day 3/5, fly rounds left 7/10


retired (arc completed)

Del seems ready to press onward without bothering with the chest, much like he's been urged to do up to this point but then stalls as Elleross dismisses the idea. Scratching his head in confusion, the half-orc quips, "Good to know our policy of rapidly kicking in doors and proceeding onward with blind haste is an arbitrary one. Do you have some reason to think the critical key to defeating a white dragon is in that troll's chest or did we not pour over these other rooms because you didn't get a chance to suggest we do so first?"


Apologies, she actually had two keys on her although one does open the chest in here

The key slips easily in the lock and opens with a click.

Inside:

- A +1 medium-sized greatsword
- A potion of spider climb
- 867 gold pieces
- A collection of 12 brightly polished human skulls


Male Half elf Invulnerable rager 11 | Hp 137 (192) | AC 23 (T15, F20) | F11 (16), R8, W6 (11) NOTE: +3 vs spell, spell-like or supernatural | Attack 16/11/6 (26/21/16), range 13/8/3 | DR 5/- | RAGE 26 rounds CMB 11 (12). CMD 23 (24) skills: Dis dev, escape, sleight, stealth 1. Fly 3. Craft, handle 4. Acrobat, kn geography, kn nature, ride, swim 8. Climb, Intimidate, Survival 10. Perception 13.

Corum leads the way back to the stairs and climbs them as quietly as he can.

what's at the top J? If there's a door, I'll open it.


The stairs wind up to the first floor. Corum grimaces when his boots creak on the hardwood floors but his fears are somewhat allayed by the fact that the noise of the gears is very loud at this level.

Opening onto a small landing there is another door here and Corum continues to lead the party through it to a long, wide corridor. Double doors lead off both east and west.

Latest Map


GM stuff:

1d20 + 17 ⇒ (11) + 17 = 28
Del per: 1d20 + 10 ⇒ (9) + 10 = 19
Corum per: 1d20 + 8 ⇒ (3) + 8 = 11
Nasrin per: 1d20 + 11 ⇒ (1) + 11 = 12
Greyston per: 1d20 + 12 ⇒ (11) + 12 = 23
Elleros per: 1d20 + 4 ⇒ (16) + 4 = 20
Sapphire per: 1d20 + 2 ⇒ (1) + 2 = 3


[Party Loot] Female Half-Elf Magus (Bladebound Hexcrafter) 10, hp 83, AC 22|T 11|FF 20, F +10|R +4|W +7, Init +1, Perception +2 Low-light vision
skills:
bluff +3, climb +8, fly +12, knowledge (arcana) +13, knowledge (dungeoneering) +13, knowledge (planes) +13, spellcraft +13, swim +16, UMD +7

Let's go east! urges Sapphire, soaring to the front to be first in through the doors alongside Corum this time.

Status: hp 35/43, Blur 6/50 rounds remaining: 20% miss chance, Arcane pool 2/5, blade enhancement rounds left 6/10, fly minutes/day 3/5, fly rounds left 6/10


Female Human (Kellid) Druid 8 | HP 67 | AC 16 FF 15 T 11 | Saves +9/+6/+12 | Init + 4 | Percep +16, Scent

Jagar and Nasrin sniff at the air...


Sapphire opens the door to the east. She is unsure what she expects to see on the other side.... but it likely isn't this.

What lies beyond is an extremely comfortable sitting room. There is a table in the northeast corner on which rests an attractive glass oil lamp atop a delicate white cotton doily.

A rocking chair sits in the southwest corner upon which sit a series of brightly coloured cushions and next to it is a basket containing yarn, knitting needles, and a half-completed mitten. The room is otherwise empty.

Nasrin:
The others cannot smell it, but both you and Jagar catch scent of something to the south of this corridor. You do not recognise the smell and if asked to describe it could only really say it was very dry and very stale.

Latest Map


Male Half elf Invulnerable rager 11 | Hp 137 (192) | AC 23 (T15, F20) | F11 (16), R8, W6 (11) NOTE: +3 vs spell, spell-like or supernatural | Attack 16/11/6 (26/21/16), range 13/8/3 | DR 5/- | RAGE 26 rounds CMB 11 (12). CMD 23 (24) skills: Dis dev, escape, sleight, stealth 1. Fly 3. Craft, handle 4. Acrobat, kn geography, kn nature, ride, swim 8. Climb, Intimidate, Survival 10. Perception 13.

Corum strides into the sitting room and, seeing it is empty, he moves to the door in the north wall and opens it.


Male Elf Alchemist 11 | HP 80 | AC 17, touch 13, flat-footed 15 | Perc 17 | Fort +11, Ref +13, Will +7

Moving slowly but keeping up with the others he Greyston feels a lot more intense now as the rooms get a little smaller. He shuffles to the end of the corridor getting in a better position for whatever they find.

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