Return of Winter by Artofregicide (Inactive)

Game Master Artofregicide

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Liberty's Edge

male human fighter 1/Rngr 3| HP 36| AC 15; Touch 11; FF 13 | F +8; R +5; W +3 | CMB+9; CMD 20| Speed 30 ft | Init +1 | Perc +8 | Stealth: +5 Fighter 1/Rngr 3

"How many men are there guarding the noble?"


TN Male Elf Rogue (Unchained) 3 | 4/5 HP | AC 18, T 14, FF 14 | CMD 17 | Fort -4, Ref +7, Will +2 | Prec +9 | Init +6 | Speed 30 ft. | Active Conditions: Con Damage -4, Cursed! (-6 Con)

"I am not liking the sound of this. If the lady arranged her own kidnapping then we could very well be walking into a trap. That is, if someone from this group of ruffians doesn't report back that there are no pursuers." Ruso says while pointing at the wounded man.


The bandits scratches his head as the questions come rapid-fire. "First, the lady didn't arranger her own kidnapping. Rokhar's behind that. The "she" I was referring to his is Rokhar's new friend. I ain't seen her meself, but heard tell she was one o' them winter-touched fey. A flying one. She's been filling Rokhar's head full o'nonsense."

To Wulfgang's question about how many men are at the lodge:"Reckon on a dozen or so, including Rokhar and Ten-Penny. But some are sick, and cain't fight well. Rokhar may have others too, that I ain't knowed about."

The man here is planning on heading out of the woods just as fast as he can, so don't worry about him getting ahead of you somehow. Once you are done with questions, you can let him go.


"Can Rokhar, Ten-Penny or this woman do any magic?"


The man swallows and nods. "Aye, don't think Ten-Penny knows any magic -- she's more of sneaky sort, but Rokhar is a priest -- a priest of the god of murder or some nonsense -- he's always spoutin' off about Norgorber this and murder that. I don't go in for killin' for no reason but that's his way. Even so, I've seen him do some magic hisself that backs it up. Not sure 'bout this fey, but she ain't no lady, they say, a monster more like. An' the way I hear it, she's got powerful bad magic too."


Female human (Varisian) witch (winter witch) 3 CG Medium humanoid (human) Init +1; Senses Perception +3 AC 15, T 11, FF 14 hp 20/21 Fort +3, Ref +4, Will +3

Assuming no more questions.

"Thank you for your information. You may go." Irina sighs. "Shall we head there now? It doesn't sound like the camp is far away. Does anyone need healing?"


TN Male Elf Rogue (Unchained) 3 | 4/5 HP | AC 18, T 14, FF 14 | CMD 17 | Fort -4, Ref +7, Will +2 | Prec +9 | Init +6 | Speed 30 ft. | Active Conditions: Con Damage -4, Cursed! (-6 Con)

Ruso gives a sigh and a shakes his head. "This is a bloody freaking mess and sounds like we will be walking into a another batch of trouble. We should try giving the place a once around before we attempt to get inside."


Mechanic - Grease Monkey Hit Points: 20/20; Dodge: 55/27/11; Listen: 20/10/4; Spot Hidden:25/12/5; Luck: 85/85; Sanity: 80/80; Default Reaction: Dodge.

"Good idea. But let's not take too long, since the cold seems to be getting worse."


"Is anybody familiar with this Norgorber and his clergy? Or fey? What kind of trouble can we expect from them?"


Know Religion DC 10:
You know that Norgorber is the god of murder, deception, and thievery. Assassins, poisoners, and other killers worship but so do simple thieves and other greedy parishioners. His followers range from the brutal Skinsaw killers to alchemists and corrupt businessmen. His symbol is a one-eyed mask, and his animal is a spider.

The bandit hurries off after answering as many questions as he can, hoping to get clear before you change your mind about freeing him. The path continues on, and you know that it will soon lead to this lodge that was discussed. The sun is about half-gone behind the ridge of hills here in the Border Wood, lengthening shadows and dropping temperatures a bit more.

Any particular plan for approach? Or wait until you can see the place to determine?


Female human (Varisian) witch (winter witch) 3 CG Medium humanoid (human) Init +1; Senses Perception +3 AC 15, T 11, FF 14 hp 20/21 Fort +3, Ref +4, Will +3

"Religion isn't my strong suit, but let me think about it." She taps her lip and looks to the sky. She looks surprised, and tells the others what she remembers "Oh that one. Norgorber is the god of murder, deception, and thievery. Assassins, poisoners, and other killers worship but so do simple thieves and other greedy parishioners. His symbol is a one-eyed mask, and his animal is a spider."

Know Religion: 1d20 ⇒ 15
Feel free to read the spoiler.
I'd like to wait and see what's what when we get there.


TN Male Elf Rogue (Unchained) 3 | 4/5 HP | AC 18, T 14, FF 14 | CMD 17 | Fort -4, Ref +7, Will +2 | Prec +9 | Init +6 | Speed 30 ft. | Active Conditions: Con Damage -4, Cursed! (-6 Con)

"Lets get moving." Ruso starts moving up the path and scouting ahead.

Perception: 1d20 + 7 ⇒ (3) + 7 = 10 (+1 for Trapfinding)

Liberty's Edge

male human fighter 1/Rngr 3| HP 36| AC 15; Touch 11; FF 13 | F +8; R +5; W +3 | CMB+9; CMD 20| Speed 30 ft | Init +1 | Perc +8 | Stealth: +5 Fighter 1/Rngr 3

"Indeed we should move on" Wulfgang throws his axe over his shoulder and follows Ruso.


As you continue forward, the ground rises steeply. Struggling up the slope in the snow, and against the bitter wind, you climb about 100ft into the hills before the snowy trail levels off. In a clearing among the trees, a large wooden lodge overlooks a ravine which is spanned by a long rope bridge. Smoke rises from the lodge's two snow-covered chimneys, and a large woodpile is stacked against the outer wall. A small outbuilding stands east of the lodge, and a stone well nearly blanketed with snow is barely recognizable to the north. Several tracks lead southwest towards a detached stable.

The lodge appears to be constructed of heavy timber and stone and the outer doors are of strong wood. A few lamps can be seen through a few panes of frosty glass that fill several of the windows.

The back porch of the lodge is visible from your position, and while no one is currently present, numerous horse and human tracks criss-cross the snow near the porch.

See the map attached at top margin for a schematic of the area. Your starting place is on the north east corner, just off the map.


Mechanic - Grease Monkey Hit Points: 20/20; Dodge: 55/27/11; Listen: 20/10/4; Spot Hidden:25/12/5; Luck: 85/85; Sanity: 80/80; Default Reaction: Dodge.

"Stealth would be the best approach, if we can manage it."

Jack arms his bow and cautiously approaches.

Perception: 1d20 + 5 ⇒ (11) + 5 = 16
Stealth: 1d20 + 6 ⇒ (14) + 6 = 20


TN Male Elf Rogue (Unchained) 3 | 4/5 HP | AC 18, T 14, FF 14 | CMD 17 | Fort -4, Ref +7, Will +2 | Prec +9 | Init +6 | Speed 30 ft. | Active Conditions: Con Damage -4, Cursed! (-6 Con)

Ruso moves quickly and cautiously through the snow trying to make little to no sound for the wind to carry.

Stealth: 1d20 + 7 ⇒ (15) + 7 = 22
Perception: 1d20 + 7 ⇒ (14) + 7 = 21 (+1 for Trapfinding)


Female human (Varisian) witch (winter witch) 3 CG Medium humanoid (human) Init +1; Senses Perception +3 AC 15, T 11, FF 14 hp 20/21 Fort +3, Ref +4, Will +3

Irina tries to move silently, and look around for places for the group to hide as they study the building.

Stealth: 1d20 + 1 ⇒ (15) + 1 = 16
Perception: 1d20 + 2 ⇒ (13) + 2 = 15


Skyne follows Jack, crossbow loaded and ready.

Take 10 for 12 Stealth.


As the stealthier members of the party approach, Peltra and Wulfgang hold back a bit waiting to see what gets sorted out. With Jack and Skyne headed for the snow-covered well, Ruso moves down the path. His sharp eye sees something amiss in spite of the snowfall, a cord is stretched across from the porch to the well, attached at the porch end is a loaded crossbow ready to fire at the poor soul who trips the line. Ruso holds up a hand and stops the others just in time to keep the trap from triggering. As he looks, several iron pots and pans are also attached to the rope, which would create quite a jangling noise should the trap trigger.

Ruso has the option of trying to disable the trap, or the party can just move around it, your decision. Finding the trap results in a 100xp boost for the entire group, moving the XP total to 1123/2000 or 56% to level 2.

Avoiding or disabling the trap lets you get close to the lodge undetected, there does not seem to be any more sentries or guards outside in the weather, besides those you already bested.


Female human (Varisian) witch (winter witch) 3 CG Medium humanoid (human) Init +1; Senses Perception +3 AC 15, T 11, FF 14 hp 20/21 Fort +3, Ref +4, Will +3

If someone wants to give it a try, I'm good with that decision. Otherwise let's move around.

Irina gives Ruso a thankful look, and waits to see what the others will do.


TN Male Elf Rogue (Unchained) 3 | 4/5 HP | AC 18, T 14, FF 14 | CMD 17 | Fort -4, Ref +7, Will +2 | Prec +9 | Init +6 | Speed 30 ft. | Active Conditions: Con Damage -4, Cursed! (-6 Con)

Ruso quickly and skillfully moves up to the rigged trap and plies his well practiced skill at it. Using the tools he carries with him he carefully loosens the knots that keep the rope taught, pulls the bolt from the crossbow, and releases the drawn string of the crossbow.

Disable device: 1d20 + 11 ⇒ (12) + 11 = 23


With deft skill, despite the numbing cold, Ruso is able to take apart the apparatus that makes the trap dangerous, making it safe for all the others to approach the cabin.

GM Screen:

Perception: 1d20 ⇒ 8


Mechanic - Grease Monkey Hit Points: 20/20; Dodge: 55/27/11; Listen: 20/10/4; Spot Hidden:25/12/5; Luck: 85/85; Sanity: 80/80; Default Reaction: Dodge.

"Well done," Jack whispers, as he starts to creep closer.

Stealth: 1d20 + 6 ⇒ (3) + 6 = 9


Female human (Varisian) witch (winter witch) 3 CG Medium humanoid (human) Init +1; Senses Perception +3 AC 15, T 11, FF 14 hp 20/21 Fort +3, Ref +4, Will +3

Irina follows Jack as he moves forward.

Stealth: 1d20 + 1 ⇒ (2) + 1 = 3


TN Male Elf Rogue (Unchained) 3 | 4/5 HP | AC 18, T 14, FF 14 | CMD 17 | Fort -4, Ref +7, Will +2 | Prec +9 | Init +6 | Speed 30 ft. | Active Conditions: Con Damage -4, Cursed! (-6 Con)

"Keep a sharp eye out for further traps as well as for any lookouts." Ruso whispers. Ruso then continues to move to scout the area around the lodge.

Stealth: 1d20 + 7 ⇒ (13) + 7 = 20
Perception: 1d20 + 7 ⇒ (20) + 7 = 27 (+1 for Trapfinding)


The heroes move up and around the cabin but nothing changes in their view and no more traps are spotted. Irina approaches the small outbuilding (H2) close enough to tell from the aroma that it is the outdoor privy. The door currently stands open, and the privy is unoccupied.

GM Screen:

1d4 ⇒ 4


Female human (Varisian) witch (winter witch) 3 CG Medium humanoid (human) Init +1; Senses Perception +3 AC 15, T 11, FF 14 hp 20/21 Fort +3, Ref +4, Will +3

Irina lets the other's know there's no one in the privy. She continues to follow Jack's lead.


Mechanic - Grease Monkey Hit Points: 20/20; Dodge: 55/27/11; Listen: 20/10/4; Spot Hidden:25/12/5; Luck: 85/85; Sanity: 80/80; Default Reaction: Dodge.

Jack listens at the door to try and figure out if anyone is in there.

Perception: 1d20 + 5 ⇒ (8) + 5 = 13


Still here, just nothing to add yet.

Liberty's Edge

male human fighter 1/Rngr 3| HP 36| AC 15; Touch 11; FF 13 | F +8; R +5; W +3 | CMB+9; CMD 20| Speed 30 ft | Init +1 | Perc +8 | Stealth: +5 Fighter 1/Rngr 3

Wulfgang waits for Jack's signal.

Let's hope there's information on this strange weather soon


Jack:
As you press your ear to the door, you hear a lot of noise and commotion from inside. "Intruders!" shouts one voice. "Ready for a fight," says another. It's clear that whoever is inside, knows you're there and is about to have something to say about it.


TN Male Elf Rogue (Unchained) 3 | 4/5 HP | AC 18, T 14, FF 14 | CMD 17 | Fort -4, Ref +7, Will +2 | Prec +9 | Init +6 | Speed 30 ft. | Active Conditions: Con Damage -4, Cursed! (-6 Con)

Ruso moves to the door and visibly signals Jack to step aside for just a moment so that the door can be checked for traps.

Perception, Trapfinding: 1d20 + 7 + 1 ⇒ (6) + 7 + 1 = 14
Disable Device (if needed): 1d20 + 11 ⇒ (18) + 11 = 29


The rear door is not trapped, nor does it appear to be locked.


TN Male Elf Rogue (Unchained) 3 | 4/5 HP | AC 18, T 14, FF 14 | CMD 17 | Fort -4, Ref +7, Will +2 | Prec +9 | Init +6 | Speed 30 ft. | Active Conditions: Con Damage -4, Cursed! (-6 Con)

Ruso steps out of the way and indicates to everyone that the door is safe and unlocked. He then draws his rapier in preparation to follow those accustomed to fighting inside.


Skyne moves in line with the door, and readies his crossbow.

Good to go.


Female human (Varisian) witch (winter witch) 3 CG Medium humanoid (human) Init +1; Senses Perception +3 AC 15, T 11, FF 14 hp 20/21 Fort +3, Ref +4, Will +3

Irina stays toward the back of the group waiting for the door to open.

Go for it.


As Jack listens at the door, the rest of the heroes form up, ready to storm inside.

Not sure who is opening the door, but it sounds like Irina, Skyne, and Ruso are standing ready for someone to do it. Peltra will advance and wait with the others.


Female human (Varisian) witch (winter witch) 3 CG Medium humanoid (human) Init +1; Senses Perception +3 AC 15, T 11, FF 14 hp 20/21 Fort +3, Ref +4, Will +3

I was hoping it would be Jack or Wulfgang.


TN Male Elf Rogue (Unchained) 3 | 4/5 HP | AC 18, T 14, FF 14 | CMD 17 | Fort -4, Ref +7, Will +2 | Prec +9 | Init +6 | Speed 30 ft. | Active Conditions: Con Damage -4, Cursed! (-6 Con)

Seeing no one else moving to open the door Ruso takes a deep breath and then carefully and as quietly as possible opens the door into the lodge.


I had hoped Jack would post this after listening at the door, but I will DM-PC him for a moment.

As Jack listens at the door and others line up for the pending assault, the northman quickly turns to the others, crying. "They know we are here! They are about to attack! Take cover or prepare to fight!"

Ruso's hand drops as he was reaching to open the lodge doors as Jack tells them what he has heard.

You have one round's worth of actions to prepare before the fight will begin. Roll initiative if you like. I will roll for any who haven't done so by tomorrow evening's post.


TN Male Elf Rogue (Unchained) 3 | 4/5 HP | AC 18, T 14, FF 14 | CMD 17 | Fort -4, Ref +7, Will +2 | Prec +9 | Init +6 | Speed 30 ft. | Active Conditions: Con Damage -4, Cursed! (-6 Con)

Initiative: 1d20 + 5 ⇒ (19) + 5 = 24

Ruso quickly revises his plan and instead climbs onto the roof of the lodge so that he is perched above the door.

Climb: 1d20 + 1 ⇒ (12) + 1 = 13


"Somebody keep an eye around the other side of the house!" Skyne shouts, then rushes down the path.

Crunch:
Move Movement
Standard Cast grease

Initiative: 1d20 + 2 ⇒ (11) + 2 = 13


Sorry gang, had an evening event for work tonight that lasted much longer than I anticipated. Got home late which leaves to little time to get posts up before bed. Will get the combat set up tomorrow, which gives a little more time for anyone to do a pre-fight action and roll their initiative.


Mechanic - Grease Monkey Hit Points: 20/20; Dodge: 55/27/11; Listen: 20/10/4; Spot Hidden:25/12/5; Luck: 85/85; Sanity: 80/80; Default Reaction: Dodge.

I am not sure what happened to me... sorry about the quiet.

James draws his sword and looks for everyone to be ready. Then he bursts in the door.

Initiative: 1d20 + 2 ⇒ (1) + 2 = 3


Female human (Varisian) witch (winter witch) 3 CG Medium humanoid (human) Init +1; Senses Perception +3 AC 15, T 11, FF 14 hp 20/21 Fort +3, Ref +4, Will +3

Irina casts mage armor on herself, and moves out of direct line of the steps.

Initiative: 1d20 + 1 ⇒ (10) + 1 = 11


Outside the Lodge - pre-combat actions

Before the raiders burst out of the lodge, the group tries to prepare as best they can. Ruso rushes around, leaps atop the woodpile and tries to pull himself to the roof of the lodge, which is 20' high here. He does not succeed in climbing all that way, and ends up dropping back to the top of the woodpile.

Securing the flank, Skyne moves to the south and casts a spell that adds a layer of slippery, buttery grease atop the snow on the path from the front of the lodge.

Seeing that all are readying for the fight, Jack draws his sword and tries the door, but the portal is barred from the inside and he cannot force the door open even half an inch. Shouts and cries are heard by all near the door as he attempts to get in.

Irina moves out of line of sight of the front doors.

Peltra casts Bless on the party, providing some divine inspiration for the coming fight.

Unless I made a mistake, I think Irina has already cast Mage Armor today (still the same game day) so its not available to her now.

GM Screen:

Peltra Init: 1d20 + 1 ⇒ (14) + 1 = 15
Wulfgang Init: 1d20 + 1 ⇒ (17) + 1 = 18
Green Raider: 1d20 + 1 ⇒ (3) + 1 = 4
Red Raider: 1d20 + 1 ⇒ (8) + 1 = 9
Blue Raider: 1d20 + 1 ⇒ (17) + 1 = 18
Yellow Raider: 1d20 + 1 ⇒ (1) + 1 = 2
Purple Raider: 1d20 + 1 ⇒ (2) + 1 = 3
Black Raider: 1d20 + 1 ⇒ (15) + 1 = 16
Orange Raider: 1d20 + 1 ⇒ (13) + 1 = 14


Outside the Lodge - Round 1

Bless (10 rounds) is in effect - +1 to attacks and some saves

24 Ruso
18 Wulfgang
18 Blue Raider
16 Black Raider
15 Peltra
14 Orange Raider
13 Skyne
11 Irina
9 Red Raider
4 Green Raider
3 Jack
3 Purple Raider
2 Yellow Raider

The first actions of the combat belong to Ruso and Wulfgang, unfortunately, the door isn't open yet, so there are no targets. You can delay, ready, or position. Up to you.


Still waiting on posts from Ruso and Wulfgang to get this fight started, even though the foes are still locked securely inside. They can ready or delay or whatever, 24 hour rule expires in an hour or so, but I won't be able to post again until morning.


TN Male Elf Rogue (Unchained) 3 | 4/5 HP | AC 18, T 14, FF 14 | CMD 17 | Fort -4, Ref +7, Will +2 | Prec +9 | Init +6 | Speed 30 ft. | Active Conditions: Con Damage -4, Cursed! (-6 Con)

My apologies for the delay.

Ruso prepares to make a leaping attack at the first bandit to emerge from the lodge.
Acrobatics: 1d20 + 7 ⇒ (7) + 7 = 14
Readied Attack: Rapier: 1d20 + 3 ⇒ (17) + 3 = 20
Readied Damage: Piercing, Sneak Attack: 1d6 + 1 + 1d6 ⇒ (3) + 1 + (2) = 6


Outside the Lodge - Round 1 - continued

Ruso, atop the woodpile near the door, tenses his legs and readies his rapier for a leaping, stabbing attack on the first bandit to exit the lodge.

Wulfgang waits patiently for the door to open planning to rush forward and cleave foes who appear when it does.

From inside the lodge, a pair of raiders work together to remove the heavy bar that was holding the door fast, and then kick the doors open, revealing the first few feet of the lodge inside, where half a dozen or so foes await.

Standing back from the doorway, Peltra waits to see if any of the foes make it out, delaying her action until the fight comes to her.

"Drive that one off the porch," cries one of the raiders, and Orange, bow in hand, fires at Jack at close range, but the area flies just wide, embedding itself deeply in the open door.

The action in Round 1 is now down to Irina and Skyne

GM Screen:

Orange bow: 1d20 + 2 ⇒ (7) + 2 = 9

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