Motteditor's Reign of Winter PBP (Inactive)

Game Master motteditor

Combat map / overall map


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retired (AP completed)

Malavarius trundles through the snow over to Nadya and gives her a warm hug as only an elderly person can, "Dette er fantastiske nyheter, min kjære! Det gjør en gammel hjerte godt å høre. Oh! Oh my! Zeno? Zeno! Vil du se på det? Det synes jeg visste hvordan man snakker i Skald tross alt! Ha!"

Skald:
"This is wonderful news, my dear! That does an old heart good to hear. Oh! Oh my! Zeno? Zeno! Would you look at that? It seems I knew how to speak in Skald after all! Ha!"


Male Elf Traveler 16 | init +6, per +32 | AC 35/19/29 | HP 130 | Fort +17, Reflex +15, Will +20 (+2) | CMB +14, CMD 33

"Blessed are you, Nadya, to lead us to Whitethrone!" with moist eyes Quinn grips her hand, "You and yours are part of our family!" Quinn throws an arm around Mal and shoulder hugs him before the old man can gain his balance. "Those witchy witchers will rue the day they upset Nadya and her fearless companions!" Quinn nudges Hektir, the stage set for another of his eloquent performances.


Female Char-cutie HP 218; AC 28, T 15, FF 26; F+20, R+8, W+14/+17(fear); Init +5; Perc +21; CMD 35/33ff; SR 28

Tsin watches as the boys simper and speak soothing words to the mother of the dead. She rummages through her belt pouch, and draws from it the little mirror. She tumbles it between her fingers, thinks of how Nadya will grieve. Tsin considers giving it Nadya, one last remnant of her lost child. Then she tucks it away, both mirror and thought.

"Let's not waste the days, gentlemen. It's unlikely we'll be able to trade what we've stolen from the local Tower. Maybe your charm will see it done, Quinn."


Manly Stats:
HP 179; F:17/R:10/W:19;Fly +13; (Loc) +21, (Nat) +22, (Geog) +5, (Plns) +10, Perc +33, Surv +18,Spllcrft+16
Tracksmage 16
motteditor wrote:
"I have decided. Much needs changing in Irrisen, and I think destiny has touched you...I shall take Orm and Mjoli with us. I can leave them in Ellsprin, and it will be safer for them there."

Hektir looks at Nadya, twin emotions of fear and respect in his eyes.

"Nadya, you don't have to do this. You could take your share of this wealth and your family and go far away. We'll find a way into Whitethrone, we'll find a way to finish this," Hektir resists the urge to spit, keeping his focus on Nadya.

"Your family is everything, and I think this journey will be perilous. You don't have to do this."

* * *

Hektir has a few goals when returning to town. He ponders them as they walk back, asking Nadya for what might be possible or not.

Motte, what kind of shopping opportunities will we have?

Hektir plans to:
1) Help Nadya pack up the house/children and get where they need to go.
2) Help liquidate all that can be sold. The stuff that is valuable but can't be sold, he'll help pack in the bag o' holding.
3) Shop. Hektir wants to know what's available for purchase.
4) Magickify. Is there a place to buy 'magical reagents' in town? Hektir needs about 450 to 600 gp worth.
5) Eat, drink, and be merry.


HP 98/98; AC 19, T 14, FF 15; F+9, R+14, W+15; Init +8; Perc+23 (24 vs traps); SR 27; immune to cold

Pems touches Nadya's hand lightly. In Skald, he says "Your daughter would be proud of you, even if you decided to keep her siblings safe away from here. But if you are set on this path, I promise you it will lead to this witch Nadzhena or myself dead. This I pledge to you."

Pems would also like to know about what's available for purchase.

RPG Superstar 2014 Top 16, RPG Superstar 2012 Top 16

Waldsby has a base value of 500 gp and purchase limit of 2,500 gp; Spellcasting limit of 1st level
Minor Items: +2 studded leather, +1 darkwood quarterstaff, masterwork shortbow, oil of protection from evil, potion of feather step, and scroll of goodberry
Medium Items: +1 arrow-catching light wooden shield, belt of mighty constitution +2

Settlement stat blocks:

Base Value and Purchase Limit: This section lists the community's base value for available magic items in gp. There is a 75% chance that any item of this value or lower can be found for sale in the community with little effort. If an item is not available, a new check to determine if the item has become available can be made in 1 week. A settlement's purchase limit is the most money a shop in the settlement can spend to purchase any single item from the PCs. If the PCs wish to sell an item worth more than a settlement's purchase limit, they'll either need to settle for a lower price, travel to a larger city, or (with the GM's permission) search for a specific buyer in the city with deeper pockets. A settlement's type sets its purchase limit.

Spellcasting: Unlike magic items, spellcasting for hire is listed separately from the town's base value, since spellcasting is limited by the level of the available spellcasters in town. This line lists the highest-level spell available for purchase from spellcasters in town. A town's base spellcasting level depends on its type.

Minor Items/Medium Items/Major Items: This line lists the number of magic items above a settlement's base value that are available for purchase. In some city stat blocks, the actual items are listed in parentheses after the die range of items available—in this case, you can use these pre-rolled resources when the PCs first visit the city as the magic items available for sale on that visit. If the PCs return to that city at a later date, you can roll up new items as you see fit.


Female Char-cutie HP 218; AC 28, T 15, FF 26; F+20, R+8, W+14/+17(fear); Init +5; Perc +21; CMD 35/33ff; SR 28
Hektir wrote:

"Nadya, you don't have to do this. You could take your share of this wealth and your family and go far away. We'll find a way into Whitethrone, we'll find a way to finish this."

"Your family is everything, and I think this journey will be perilous. You don't have to do this."

"Hektir, don't be disrespectful. She's a strong woman, with a strong mind. She knows her options, and has chosen." Tsin turns to Nadya, and nods her approval for their continued guide in Irrisen.

She frowns lightly as Pems and Mal slip into the foreign tongue, but understands well enough from the soft tone of their speech patterns that they are not arguing with her decision.

As for Quinn, Tsin restrains herself from rolling her eyes. Family? How soon we forget...

Reviewing their potential purchases, Tsin pares down the choices. "The armor and the belt would serve our band well. Let's see what we can turn around with our haul."


Manly Stats:
HP 179; F:17/R:10/W:19;Fly +13; (Loc) +21, (Nat) +22, (Geog) +5, (Plns) +10, Perc +33, Surv +18,Spllcrft+16
Tracksmage 16

Let me know when we're back in town and have a few days to do stuff. Hektir has plans. Mal, did you want to cash us out given what we know about who is keeping what?

Hektir spits for no good reason.

RPG Superstar 2014 Top 16, RPG Superstar 2012 Top 16

You're back in town. Let me know what you want to do, since of course not everyone might be so happy to see you. :)


Male Elf Traveler 16 | init +6, per +32 | AC 35/19/29 | HP 130 | Fort +17, Reflex +15, Will +20 (+2) | CMB +14, CMD 33

Quinn desperately wants to secure more liquor, but restrains himself on initial arrival to town. "Let us distribute these trinkets we brought from the tower, perhaps that will change the ill will we created earlier." Setting up in the center of town, Quinn does his best to communicate in common his desire to give presents to the poor people of Waldsby.

RPG Superstar 2014 Top 16, RPG Superstar 2012 Top 16

What are you giving out? And give me a Diplomacy check, while you're at it.


Manly Stats:
HP 179; F:17/R:10/W:19;Fly +13; (Loc) +21, (Nat) +22, (Geog) +5, (Plns) +10, Perc +33, Surv +18,Spllcrft+16
Tracksmage 16

Hektir, after getting Nadya situated with her family and helping move them out, will join with Quinn in the town not only for gift-giving, but also for selling what they can.

1d20 - 1 ⇒ (14) - 1 = 13 Diplomacy to aid Quinn/whomever

Hektir refrains from spitting on anyone and in anyone's establishment.

He will purchase 300gp in reagents to fix up his and Tsin's sword. Over the next two days, Hektir will Masterwork Transform his and Tsin's blades to masterwork. He'll use his own hands (and magic) to make it happen. He's good with his hands.


retired (AP completed)

Is anyone more suited to appraisal checks than Malavarius with his untrained +6?

As the group regroups at Nadya's and prepares to offload all the valuables acquired at the tower, Malavarius spends his time cleaning the equipment with repeated uses of prestidigiation while pouring over the less practical items with a critical eye. "Ho ho! These bracers here are rather exceptional! Quite a find indeed. It's almost a shame to part with them."

Appraisals:

1d20 + 6 ⇒ (7) + 6 = 13 opal necklace
1d20 + 6 ⇒ (6) + 6 = 12 books
1d20 + 6 ⇒ (20) + 6 = 26 silver dragon bracers
1d20 + 6 ⇒ (19) + 6 = 25 jeweled scepter
1d20 + 6 ⇒ (5) + 6 = 11 agate
1d20 + 6 ⇒ (19) + 6 = 25 jade bracelet
1d20 + 6 ⇒ (16) + 6 = 22 pair of porcelain dolls
1d20 + 6 ⇒ (12) + 6 = 18 silver medallion w/ sapphires
1d20 + 6 ⇒ (14) + 6 = 20 gold signet ring


HP 98/98; AC 19, T 14, FF 15; F+9, R+14, W+15; Init +8; Perc+23 (24 vs traps); SR 27; immune to cold

Diplomacy: 1d20 + 7 ⇒ (11) + 7 = 18

Pemsworth will stay as quiet and respectful as he can in the town, enduring any glares or angry words with quiet nods and looks. He is extremely polite when he does speak, knowing that these people's lives have been threatened by his actions. He'll also try to help by using his healing hex to cure any injuries he sees in town. Otherwise he'll stay mostly quiet and out of sight, helping Nadya to gather any belongings she wishes to take with her.

I'll aid Mal in his appraisals! Each success adds +4 to his roll.

Appraise: 1d20 + 6 ⇒ (19) + 6 = 25
Appraise: 1d20 + 6 ⇒ (20) + 6 = 26
Appraise: 1d20 + 6 ⇒ (9) + 6 = 15
Appraise: 1d20 + 6 ⇒ (20) + 6 = 26
Appraise: 1d20 + 6 ⇒ (15) + 6 = 21
Appraise: 1d20 + 6 ⇒ (7) + 6 = 13
Appraise: 1d20 + 6 ⇒ (9) + 6 = 15
Appraise: 1d20 + 6 ⇒ (10) + 6 = 16
Appraise: 1d20 + 6 ⇒ (6) + 6 = 12


Male Elf Traveler 16 | init +6, per +32 | AC 35/19/29 | HP 130 | Fort +17, Reflex +15, Will +20 (+2) | CMB +14, CMD 33

Quinn is giving out all the trinkets and items he took from the tower to give to the people of Waldsby. It doesn't have to be fancy stuff, just nice stuff, he cleaned out all the neat items and good books from the library and the quality utensils from the kitchen and...etc...throughout the tower.

With his gift giving, Quinn tries his best to spread good cheer.

Diplomacy: 1d20 + 7 ⇒ (8) + 7 = 15


retired (AP completed)

The true test of Quinn's sincerity: does he share any of the alcohol?
<distant thunderclap> <clashing cymbols> <axebreak!>


Male Elf Traveler 16 | init +6, per +32 | AC 35/19/29 | HP 130 | Fort +17, Reflex +15, Will +20 (+2) | CMB +14, CMD 33

That last bottle was empty before the start of the trip back to Waldsby, yet there Quinn stands, handing out presents with cheer even as the monkey on his back clashes the cymbals!


retired (AP completed)
Quinn Kestrel wrote:
That last bottle was empty before the start of the trip back to Waldsby they left the room...

=P


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Female Char-cutie HP 218; AC 28, T 15, FF 26; F+20, R+8, W+14/+17(fear); Init +5; Perc +21; CMD 35/33ff; SR 28

Tsin takes in the villagers that dare show themselves as they return. For the first few she sees, she braces for conflict. Her eyes roam the crowd for the tavern owner wench.

As she studies individuals, she remembers her discussion with Mal regarding the detection of magics, and his weaves. As she thinks on Thora's innocence lost, she starts to feel... no, that can't be right.

Tsin sees a little girl, standing on the doorstep, unattended. As small as she is, likely her mother lost track of her. The girl meets Tsin's stare, and is not intimidated.

Just in front of the girl stands a reflection of her little self, as if the girl had been cast in paper-thin glass. The reflection moves as the girl does, remains always a crystalline veil shrouding the innocent. That reflection. Purity? No, something more universal. That represents something in her... Ah, yes. Goodness. Similar to innocence, but stronger. I sensed it first, then located her by it. If I can see the goodness in her, then I should be able to detect...

Tsin raises her eyebrow slightly as she sees the reflection disappear. She looks more closely to satisfy her curiosity. When I search for evil where there is none, I see nothing. Interesting.

Tsin strides more briskly to catch up with the boys. I must remember to discuss this later with Mal. She turns her concentration to seek out potential trouble, scanning the street from side-to-side.

Initial casting of Detect Good at will, then switching to Detect Evil.

RPG Superstar 2014 Top 16, RPG Superstar 2012 Top 16

First of all, wow. I'm always going to feel bad from now on about just saying I detect evil...

I'm off to California Friday, back Tuesday, so doubt I'll be posting much in the interim. In the interest of moving things along, I'm going to say nothing horrible happens during your time in Waldsby, though clearly many of the residents are nervous about your presence and what the witches will do about it.

Make any preparations you want to make and I'll pick things up as you start your voyage to Whitethrone when I get back. You're able to get the reagents to masterwork your weapons, with no problems.

Appraisals:

The opal necklace is worth 500 gp
There are two collections of books, each worth 100 gp. Alternatively, they offer a +2 circumstance bonus on Knowledge (history) and Knowledge (planes).
The silver bracers are worth 250 gp, the jeweled scepter is worth 175 gp, the agate worth 50 gp.
The jade bracelet is worth 175 gp, the porcelain dolls are worth 40 gp each, the silver medallion is worth 300 gp, the gold signet ring is worth 250 gp), and three blue quartz crystals.


Manly Stats:
HP 179; F:17/R:10/W:19;Fly +13; (Loc) +21, (Nat) +22, (Geog) +5, (Plns) +10, Perc +33, Surv +18,Spllcrft+16
Tracksmage 16

Hektir emerges from Nadya's workroom with his scimitar in hands.

Not only has it been polished and de-rusted (one should never allow a blade to stay wet or rust...that would be sacrilege), it's clear that the blade has been upgraded...made stronger and sharper than before.

Hektir smiles proudly at his work.

"Fixed this with my own hands, I did. By Gozreh's wisdom, we made it better...the metals just needed to be messaged a bit. Dang fine work, if I do say myself," Hektir says, hoping Nadya appreciates a man who can fix things.


Female Char-cutie HP 218; AC 28, T 15, FF 26; F+20, R+8, W+14/+17(fear); Init +5; Perc +21; CMD 35/33ff; SR 28

Tsin frowns abruptly as she eyes Hektir's blade. We didn't... pick up any new... scimitars when we raided the Tower. Did we...? She looks at Hektir, and his pride, and walks towards him.

"Hektir, would you allow...?" She beckons Hektir to hand her the weapon for closer inspection. When he hands it to her, she looks down the length of the metal, and both raises her eyebrows and purses her lips upwards in appreciation.

"You had no smithing tools at your disposal, and yet..." Tsin hands the scimitar back to Hektir. With care. "What did you do, and how long do you expect it to last?"


Manly Stats:
HP 179; F:17/R:10/W:19;Fly +13; (Loc) +21, (Nat) +22, (Geog) +5, (Plns) +10, Perc +33, Surv +18,Spllcrft+16
Tracksmage 16

Hektir spits...on his hand and takes his blade back from Tsin.

"Of course, it's going to last. Of course, it's real. I massage the metals myself...that and some magical reagents, the blade is stronger than before," Hektir says, matter of factly.


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Female Char-cutie HP 218; AC 28, T 15, FF 26; F+20, R+8, W+14/+17(fear); Init +5; Perc +21; CMD 35/33ff; SR 28

Tsin considers a moment as she learns of Hektir's newly revealed talent. Kick a horse too gently, and it hardly knows your intention. Whip a horse too strongly, and it will throw you from the saddle. Take this gently, Tsin.

"Magical reagents? Oh, the items you brought back from the visit into town. Did you have enough for only one blade? There are other blades here which could benefit from that magical liniment, if we're to set out fully prepared." Tsin looks at Quinn, then back to Hektir. Careful, Tsin. Don't appear too eager here.


Manly Stats:
HP 179; F:17/R:10/W:19;Fly +13; (Loc) +21, (Nat) +22, (Geog) +5, (Plns) +10, Perc +33, Surv +18,Spllcrft+16
Tracksmage 16

Hektir spits. "Yep. I can make any common blade better, I can," Hektir says, flexing 'unconsciously' for Nadya. "I'm pretty good with my hands."


Female Char-cutie HP 218; AC 28, T 15, FF 26; F+20, R+8, W+14/+17(fear); Init +5; Perc +21; CMD 35/33ff; SR 28

He's wandering off trail. Rein him back in.

"You know, Hektir. I'm sure Nadya would appreciate seeing how exactly you accomplish such a fine task. With your hands. Perhaps you'd like to give her a personal demonstration?" Tsin unsheathes her falchion, and offers it to Hektir, pommel first.


Manly Stats:
HP 179; F:17/R:10/W:19;Fly +13; (Loc) +21, (Nat) +22, (Geog) +5, (Plns) +10, Perc +33, Surv +18,Spllcrft+16
Tracksmage 16

Hektir takes the common blade from Tsin's hands, holding it up in front of him, keenly looking up and down the blade. His face breaks into a smile.

"Sure could, I bet. It'll cost you some, though. Let's get to town and back to that shop," Hektir says, putting on his own swordbelt again to go outside.

"Nadya, runnin' out to the store. You need anything while I'm out? Bread? Milk? Me?"

After Hektir wakes up from being knocked out cold by Nadya, he will go to the store and repeat the process for Tsin's blade, making it masterwork. It takes a few hours as Hektir needs time to meditate and get some instructions from Gozreh on how to best work the metal, but it will be done.

Hektir proudly hands back the no-longer-common blade to Tsin.

"See for yourself."


Female Char-cutie HP 218; AC 28, T 15, FF 26; F+20, R+8, W+14/+17(fear); Init +5; Perc +21; CMD 35/33ff; SR 28

When Hektir returns from the shop, begins to meditate, Tsin finds herself in the awkward position of leaving her blade alone with Hektir as he prepares to make the metal less common. As he enters the workroom, Tsin barely gets out a brief word. "Please be..." Careful? Masterful? Competent? Quick about it?

When Hektir hands her back her weapon, Tsin takes it eagerly. She holds it up to the light, gives it a snap of the wrist, listens to its lesser wisp of cut. She smiles lightly. Father wouldn't recognize this in a thousand years.

"This... is... good, Hektir." She twists it in her wrist, then sheathes it. She pauses, then draws it again. She approaches Nadya, and lets the new metal reflect the light. "He does quite well in the alteration of metals, don't you think? He does have a practical side." She smiles a very courtly smile, then sheathes the blade again.

"Hektir. Thank you."


retired (AP completed)

As the others busy themselves with shopping and other practical pursuits, Malavarius can be found chatting merrily with Hatch and Nadya's children, learning what he can of the former and laughing merrily with the latter as he offers them outlandishly and sometimes horrendously flavored candies. "Ha ha! Oh my! Zeno? Zeno! Look at this won't you? I'd say by the look on this one's face that last sweet tasted like earwax. Ha ha! What a delight! Go on, go on child, try another. Ha ha!"

He also consults with Pemsworth and Quinn over the many recovered scrolls, nodding his head and stroking his beard in agreement or shooing a disruptive Zeno away with an irritated glance and wave of his hand. "I swear, young master Pemsworth, that Zeno is sometimes more trouble than he's worth! Honestly, it must be nice to have a quiet and well behaved familiar like Flash. Positively lovely I would thi- oh! Look here at this one, will you? I think this is the one that would let one see through mirrors. Ahhh, and what have we here? One for looking younger? Well, you don't say. What a marvel!"


Male Elf Traveler 16 | init +6, per +32 | AC 35/19/29 | HP 130 | Fort +17, Reflex +15, Will +20 (+2) | CMB +14, CMD 33

Quinn hands out presents for as long as he can, then pockets his trembling hands and bee-lines to the tavern. Mindful of the mess they caused earlier, he approaches the bar humbly and with reverence, hoping he's not been banished from his altar. "Please, just a mug of ale, I'm sorry for the troubles earlier." Flashing his best smile, Quinn silently prays to Cayden. Oh please, oh please, oh please, oh please, oh please, oh please....

Diplomacy w/ Guidance: 1d20 + 8 ⇒ (3) + 8 = 11

RPG Superstar 2014 Top 16, RPG Superstar 2012 Top 16

Quinn's troubles getting liquor -- the prices seems to be triple what it should, and the service thrice as bad as he would expect -- make him ready to leave the town all the sooner, and though it seems like forever, preparations take only a few days before they're finished.

Nadya, as she prepares a small funeral and packs her remaining children to depart, rejects your offer of money. "You have helped me find what happened to my Thora. Keep your money, I hope you will use it to bring justice to all of those who have killed her," she says.

Soon, loaded down with equipment and the two children, you head out, few people in the village coming to see you off, and at least one of those who does spits in your direction as you leave Waldsby in the past.

As on your previous journeys, the travel is difficult -- icy Irrisen lives up to its reputation and the chill seems to suck the air from your lungs and the warmth from your skin. The heavy snow makes travel difficult for many of you -- though Nadya gave her snow shoes to Tsin, she's replaced them with mundane versions to speed the Petskas' travel -- and slows your progress to the northwest. During combat, entering a snow-covered square costs 2 squares of movement.

Let me know if any preparations; I think you've got magic available to you, but Nadya and the boys only have winter clothing to keep them warm. Also rations area available in Waldsby, so let me know what/how you stock up, since Nadya warns they may be hard to come by on the trail.

As you travel, a half-dozen ravens approach from the south and begin a lazy circling pattern above you. As you travel, though, Mal, Pems, Quinn and Tsin note that their numbers seem to be increasing.

Mal realizes after a few moments that their actions don't seem to be natural, a belief Hektir and Nadya readily agree with!

You've got one round to take actions before combat begins, as the ravens are coalescing into a pair of swarms. Everyone can take a full round of actions and then everyone but Quinn and Hektir can act in Round 1 before the birds.

Perception:

Hektir : 1d20 + 12 ⇒ (2) + 12 = 14
Malavarius: 1d20 + 4 ⇒ (14) + 4 = 18
Pemsworth (+1 vs. traps): 1d20 + 11 ⇒ (13) + 11 = 24
Quinn: 1d20 + 12 ⇒ (6) + 12 = 18
Tsin: 1d20 + 9 ⇒ (7) + 9 = 16
Nadya: 1d20 + 7 ⇒ (2) + 7 = 9

Know (nature):

Hektir : 1d20 + 10 ⇒ (12) + 10 = 22
Malavarius: 1d20 + 11 ⇒ (4) + 11 = 15
Tsin: 1d20 + 5 ⇒ (5) + 5 = 10
Nadya: 1d20 + 7 ⇒ (18) + 7 = 25

Initiative:

Hektir: 1d20 + 4 ⇒ (3) + 4 = 7
Malavarius: 1d20 + 1 ⇒ (19) + 1 = 20
Pemsworth: 1d20 + 8 ⇒ (7) + 8 = 15
Quinn: 1d20 + 3 ⇒ (4) + 3 = 7
Tsin: 1d20 + 4 ⇒ (17) + 4 = 21
Antagonist: 1d20 + 2 ⇒ (14) + 2 = 16
Nadya: 1d20 + 2 ⇒ (15) + 2 = 17


HP 98/98; AC 19, T 14, FF 15; F+9, R+14, W+15; Init +8; Perc+23 (24 vs traps); SR 27; immune to cold

Seeing the birds Pems' eyebrows raise and his eyes seem to grow paler as he begins to cast a spell! Casting summon swarm to bring a swarm of bats to me!


retired (AP completed)

Traveling Accomodations:

  • We have 12 potions of endure elements for the kiddos and Nadya. OR Mal can prep multiple castings, but I'd rather use the potions (at least for the children).

  • Malavarius will prepare several castings of mount for the travel. One for him and one for Nadya, presuming one of the boys can ride with each as well. Each magical horsey will last for 8 hours. If it would speed up our progress considerably, I could even just prep one endure elements for Mal and spend the remaining 5 spell slots on mount. I'm presuming it's not helpful enough to bother with that approach, however.

  • Mal's Typical Spell Loudout for the trek:
    Cantrips (4): detect magic, open/close, prestidigitation, read magic
    Level 1 (6): endure elements, mount x2, protection from evil, snapdragon fireworks x2
    Level 2 (5): protection from arrows, glitterdust, resist energy, spontaneous immolation x2
  • "Blasted crows! Can't an old man ride his horse in peace any more?"

    The old wizard intones a spell and then thrusts his staff skyward, a moment later a whizzing, popping likeness of Zeno screams forth to explode in the crows' midst.

    Snapdragon Fireworks (fire): 1d4 ⇒ 2 + dazzled for 1 minute; Reflex Save DC 18 for 1/2 damage + negates dazzled condition

    Status:

    HP: 28/28
    AC: 11 (11 T / 10 FF)
    w/ shield: 15 (11 T / 14 FF)
    Fort: +1 // Ref: +2 // Will: +6 (+1 vs spells, SLAs, & Su abilities of evil arcane spellcasters)
    Resist 5: Cold

    Cantrips Prepared (4): detect magic, open/close, prestidigitation, read magic
    Level 1 Prepared (3+2+1): endure elements [X], protection from evil* [ ], mount [X] [X], snapdragon fireworks [X] [ ]
    Level 2 Prepared (2+2+1): glitterdust [ ], protection from arrows* [ ], resist energy [ ], spontaneous immolation [ ] [ ]

    Protective Ward used: 0/8
    Scorching Ray charges used: 25/42

    Ongoing Effects:
    snapdragon fireworks: 1/4 rounds


    Male Elf Traveler 16 | init +6, per +32 | AC 35/19/29 | HP 130 | Fort +17, Reflex +15, Will +20 (+2) | CMB +14, CMD 33

    Quinn takes a defensive stance with his blade in hand and waits to lash out at the creatures when they swoop closer.

    full defense, -4 to attacks, +2 to AC


    Manly Stats:
    HP 179; F:17/R:10/W:19;Fly +13; (Loc) +21, (Nat) +22, (Geog) +5, (Plns) +10, Perc +33, Surv +18,Spllcrft+16
    Tracksmage 16

    Round 1, Init 7

    Hektir will have some retro leaving town stuff tonight. I need to be home to check on some things and see what he's wanting to buy.

    Are these the same kind of raven swarms as we fought in the tower, Motte? Weapons work?

    Hektir, no fool, will put the Cauldron of Many Allies over his head, effectively giving him full protection from the eye-poking beaks...of course, that he is now completely blind is secondary. Full round action to be-helm myself.


    Female Char-cutie HP 218; AC 28, T 15, FF 26; F+20, R+8, W+14/+17(fear); Init +5; Perc +21; CMD 35/33ff; SR 28

    Tsin hesitates, as she figures out which sword to draw. Newly crafted blade, and the first thing I need to slaughter are those dirty birds. This isn't what I pictured...

    She draws forth the newly masterworked falchion, and mirrors Quinn as he takes his defensive posture. Total Defense

    RPG Superstar 2014 Top 16, RPG Superstar 2012 Top 16

    Yes, Hektir; weapons will work


    Manly Stats:
    HP 179; F:17/R:10/W:19;Fly +13; (Loc) +21, (Nat) +22, (Geog) +5, (Plns) +10, Perc +33, Surv +18,Spllcrft+16
    Tracksmage 16

    RetroStuff:
    motteditor wrote:
    "You have helped me find what happened to my Thora. Keep your money, I hope you will use it to bring justice to all of those who have killed her," she says.

    Hektir gives Nadya a purse lipped nod as she refuses money, admiring her spirit. He nods and doesn't force anything on her. He just understands.

    motteditor wrote:

    During combat, entering a snow-covered square costs 2 squares of movement.

    Let me know if any preparations; I think you've got magic available to you, but Nadya and the boys only have winter clothing to keep them warm. Also rations area available in Waldsby, so let me know what/how you stock up, since Nadya warns they may be hard to come by on the trail.

    Hektir will have endure elements everyday for himself (and how else to occasionally go bare chested in the freezing weather for Nadya's oogling pleasure?), and will rack more if there are those that need it.

    There are 8 of us? 5 party, 1 Nadya, 2 children? And grandanny too?

    One days rations for 1 person is 5sp and weighs 1 lb. 9 people x 20 days? 180*5sp = 90 gp? Let's do that? Other purchases were noted in the OOC.

    RPG Superstar 2014 Top 16, RPG Superstar 2012 Top 16

    Round 1:

    Quinn: 7*
    Hektir: 7*
    Tsin: 21
    Malavarius: 20
    Pemsworth: 15
    Nadya: 17
    Antagonist: 16

    As the birds form into swirling swarms, Quinn takes a defensive stance and Hektir protects his eyes, Nadya urging her two boys to take cover in the snow.

    As the birds dive, Mal launches a firework into the midst of one of the swarms, torching several of the ravens, which drop from the sky to lie unmoving in the white snow. At the same time, Pems finishes his own spell, a swarm of bats appearing from nowhere in the path of the birds, the two sets of animals clashing in aerial combat. 3 hp damage to the bat swarm

    Nadya lets an arrow fly toward the attackers, but she's clearly distracted by trying to keep herself between the birds and her children and the missile doesn't even come close to hitting a target.

    Before anyone else can react, one of the swarms is on you, claws and talons stabbing at Tsin and Hektir. Tsin can get an attack of opportunity; also both need to make two DC 14 Fort saves. Failure at the first means you're nauseated for one round; failure at the second means you're blinded (Hektir can get a +6 circumstance bonus to this save)

    Mechanics:

    Swarm save: 1d20 + 6 ⇒ (1) + 6 = 7
    Nadya bow: 1d20 + 7 ⇒ (2) + 7 = 9

    Target: 1d6 ⇒ 1
    Swarm 1 damage: 1d6 ⇒ 4

    Bat swarm damage: 1d6 ⇒ 1
    Swarm 2 damage: 1d6 ⇒ 3

    Swarm 1: 3 hp, dazzled 10 rds.
    Swarm 2: 1 hp

    And now the group is up; map's updated, though it's a little hard to see the swarm outline, which is around Tsin and Hektir.


    Female Char-cutie HP 218; AC 28, T 15, FF 26; F+20, R+8, W+14/+17(fear); Init +5; Perc +21; CMD 35/33ff; SR 28

    Round 2, Init 21

    AoO, MW Falchion: 1d20 + 8 ⇒ (20) + 8 = 28 for 2d4 + 6 ⇒ (2, 4) + 6 = 12 damage

    AoO, Confirm Critical: 1d20 + 8 ⇒ (7) + 8 = 15 for 2d4 + 6 ⇒ (1, 4) + 6 = 11 damage

    Tsin braces for the slicing talons. A light growl emanates, as she resists the urge to yell the birds off, and risk opening her mouth.

    Fortitude #1 v DC 14: 1d20 + 10 ⇒ (2) + 10 = 12 Yea... Nauseated
    Fortitude #2 v DC 14: 1d20 + 10 ⇒ (6) + 10 = 16

    She rages against the blacksheened birds, but only in movement to provide Hektir any chance at flanking what likely can not be flanked.


    Manly Stats:
    HP 179; F:17/R:10/W:19;Fly +13; (Loc) +21, (Nat) +22, (Geog) +5, (Plns) +10, Perc +33, Surv +18,Spllcrft+16
    Tracksmage 16

    Round 2, Init 7

    1d20 + 8 ⇒ (14) + 8 = 22 vs. Nauseated
    1d20 + 8 + 6 ⇒ (7) + 8 + 6 = 21 vs. Blind

    Hektir knows its time to strike as the beaks strike against his cauldron of protection.

    He lashes out with his newly drawn scimitar.

    1d20 + 7 ⇒ (18) + 7 = 25 to hit;
    1d6 + 4 ⇒ (4) + 4 = 8 damage;
    1d100 ⇒ 56 High is good for Hektir.

    "You'll not take my eyes, ravens! HA!" Hektir roars.

    Pot crit:
    1d20 + 7 ⇒ (20) + 7 = 27 to hit;
    1d6 + 4 ⇒ (3) + 4 = 7 damage.


    Male Elf Traveler 16 | init +6, per +32 | AC 35/19/29 | HP 130 | Fort +17, Reflex +15, Will +20 (+2) | CMB +14, CMD 33

    Quinn wades forward and stabs at the birds. move between Mal and Nadya

    rapier: 1d20 + 5 ⇒ (4) + 5 = 9
    dmg: 1d6 + 2 ⇒ (6) + 2 = 8


    retired (AP completed)

    Malavarius sends another screeching Zeno into the crows' midst before pulling his horse to the side and putting some distance between himself, the others, and the crazed birds.

    Snapdragon Fireworks (fire): 1d4 ⇒ 4 + dazzled for 1 minute; Reflex Save DC 18 for 1/2 damage + negates dazzled condition

    Move Action: direct firework to a crow-filled square not shared by Hektir or Tsin
    Move Action: retreat southward on horse back for 3 squares

    Status:

    HP: 28/28
    AC: 11 (11 T / 10 FF)
    Fort: +1 // Ref: +2 // Will: +6 (+1 vs spells, SLAs, & Su abilities of evil arcane spellcasters)
    Resist 5: Cold

    Cantrips Prepared (4): detect magic, open/close, prestidigitation, read magic
    Level 1 Prepared (3+2+1): endure elements [X], protection from evil* [ ], mount [X] [X], snapdragon fireworks [X] [ ]
    Level 2 Prepared (2+2+1): glitterdust [ ], protection from arrows* [ ], resist energy [ ], spontaneous immolation [ ] [ ]

    Protective Ward used: 0/8
    Scorching Ray charges used: 25/42

    Ongoing Effects:
    snapdragon fireworks: 2/4 rounds


    HP 98/98; AC 19, T 14, FF 15; F+9, R+14, W+15; Init +8; Perc+23 (24 vs traps); SR 27; immune to cold

    Leaving the bats to continue their assault on the swarm, Pems draws the icicle dagger and points it at the ground near Hektir and Tsin, but not on top of them. Snarling, he spits out the command word! Piercing damage: 2d6 ⇒ (4, 2) = 6 and Cold damage!: 2d6 ⇒ (1, 3) = 4!

    RPG Superstar 2014 Top 16, RPG Superstar 2012 Top 16

    Round 2:

    Quinn: 7*
    Hektir: 7*
    Tsin: 21
    Malavarius: 20
    Pemsworth: 15
    Nadya: 17
    Antagonist: 16

    The birds easily avoid Quinn's stab, though Hektir's blade -- like Tsin's before -- manages to catch a pair of them, splattering blood and black feathers across the snow. Sadly, though, you can't crit or flank swarms.

    Mal's blast catches the birds a second time, but most of them manage to swerve out of the way of the worst of the flame.

    At Pem's command, two ice spears stab out of the ground, catching several birds as they burst into the sky.

    The birds, undaunted, continue their assault on the pair 3 hp; same saves as before (DC 14 Fort vs. blindness and nausea) while the bats and birds continue to tear into each other above, bodies dropping onto you, though the number of bats are diminishing rapidly.

    Mechanics:

    Swarm save: 1d20 + 6 ⇒ (18) + 6 = 24
    Swarm save: 1d20 + 6 ⇒ (18) + 6 = 24

    Swarm 1 damage: 1d6 ⇒ 3

    Bat damage: 1d6 ⇒ 6
    Swarm 2 damage: 1d6 ⇒ 5

    Swarm 1: 23 hp, dazzled 8 rds.
    Swarm 2: 7 hp
    Bat swarm: 8 hp


    HP 98/98; AC 19, T 14, FF 15; F+9, R+14, W+15; Init +8; Perc+23 (24 vs traps); SR 27; immune to cold

    Pems fumbles in his pocket, his hand seizing on a bottle of alchemist's fire. He tosses it at the swarm threatening Hektir and Tsin! Ranged touch: 1d20 + 6 - 4 ⇒ (13) + 6 - 4 = 15 for 1d6 ⇒ 1 fire!


    Manly Stats:
    HP 179; F:17/R:10/W:19;Fly +13; (Loc) +21, (Nat) +22, (Geog) +5, (Plns) +10, Perc +33, Surv +18,Spllcrft+16
    Tracksmage 16

    Round 3, Init 7

    1d20 + 8 ⇒ (15) + 8 = 23 vs. Nauseated
    1d20 + 8 + 6 ⇒ (13) + 8 + 6 = 27 vs. Blind

    Hektir continues his attacks and lashes out with his newly bloodied scimitar.

    1d20 + 7 ⇒ (3) + 7 = 10 to hit;
    1d6 + 4 ⇒ (5) + 4 = 9 damage;
    1d100 ⇒ 59 High is good for Hektir.


    retired (AP completed)

    Malavarius sends another firework into the center of the murder before drawing a wand from within one of his overly large sleeves. With practiced familiarity, he wiggles the wand in the air like a conductor, as he prepares to draw its magics forth.
    Snapdragon Fireworks (fire): 1d4 ⇒ 1 + dazzled for 1 minute; Reflex Save DC 18 for 1/2 damage + negates dazzled condition

    Status:

    HP: 28/28
    AC: 11 (11 T / 10 FF)
    Fort: +1 // Ref: +2 // Will: +6 (+1 vs spells, SLAs, & Su abilities of evil arcane spellcasters)
    Resist 5: Cold

    Cantrips Prepared (4): detect magic, open/close, prestidigitation, read magic
    Level 1 Prepared (3+2+1): endure elements [X], protection from evil* [ ], mount [X] [X], snapdragon fireworks [X] [ ]
    Level 2 Prepared (2+2+1): glitterdust [ ], protection from arrows* [ ], resist energy [ ], spontaneous immolation [ ] [ ]

    Protective Ward used: 0/8
    Scorching Ray charges used: 25/42

    Ongoing Effects:
    snapdragon fireworks: 3/4 rounds

    EDIT: It occurs to me now I took one too many actions, so I editted the missed scorching ray out. Move to direct firework, Move to draw wand. End of turn.


    Female Char-cutie HP 218; AC 28, T 15, FF 26; F+20, R+8, W+14/+17(fear); Init +5; Perc +21; CMD 35/33ff; SR 28

    Round 3, Init 21

    Status:

    AC = 18
    HP = 37/40
    Weapon Equipped = Birdblooded MW Falchion
    Condition(s) = Nauseated last round

    Tsin squints to see the edges of the swarm, ready to back out should she only be able to move.

    Fortitude #1 v DC 14: 1d20 + 10 ⇒ (1) + 10 = 11 Really??...
    Fortitude #2 v DC 14: 1d20 + 10 ⇒ (15) + 10 = 25

    She retches, and tries to move away from the potted plant lover.


    Male Elf Traveler 16 | init +6, per +32 | AC 35/19/29 | HP 130 | Fort +17, Reflex +15, Will +20 (+2) | CMB +14, CMD 33

    Quinn continues jabbing at the birds.

    rapier: 1d20 + 5 ⇒ (16) + 5 = 21
    dmg: 1d6 + 2 ⇒ (2) + 2 = 4

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