Return of Winter by Artofregicide (Inactive)

Game Master Artofregicide

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Timing of events is important. It is now night outside in the dead of winter. No one is leaving until morning. The exploration of the house, I assume, will occur before the Lady, Peltra, and Skyne depart. Also, you can have a night's rest whenever you feel like you are done exploring the lodge.

Taking his slow and careful time with it, Ruso is finally able to spring the lock on the maple chest in the room that Ten-Penny told you belonged to Rokhar, the leader of the bandits here.

Inside is a variety of valuable objects: a gold ingot with the Taldan royal seal, a spyglass, a silver lady's ring, three shards of tiger's eye gemstone, a fine pair of leather riding boots of elven make, a silver dagger, and a leather portfolio filled with pieces and scraps of parchment.

The items can all be appraised to determine their value, and have been added to the Loot Tracker. Detect magic on the portfolio reveals the presence of 4 magical scrolls. All of which will take separate DC 16 Spellcraft checks to identify.


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 studies the scrolls. She manages to identify three of the four scrolls.

Spellcraft: 1d20 + 8 ⇒ (10) + 8 = 18
Spellcraft: 1d20 + 8 ⇒ (12) + 8 = 20
Spellcraft: 1d20 + 8 ⇒ (13) + 8 = 21
Spellcraft: 1d20 + 8 ⇒ (5) + 8 = 13


The three identified scrolls are: Endure Elements and two scrolls of Magic Weapon. The fourth remains unread until Peltra takes a look and determines that it is a scroll of Unseen Servant

These are now on the Loot Tracker. Like always, if an individual is going to claim them, please speak up. You won't be able to use in combat situations unless you have claimed an item.

Peltra Spellcraft: 1d20 + 5 ⇒ (16) + 5 = 21


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)

"Well, well, well... This is a nice little haul we have here. Before we try to lay claim to it though perhaps we should make sure it does not belong to the fair lady."

Ruso gathers up the items from within the chest and carries them out to the table in the common room. "Fair Lady, would any of these items happen to be your personal property?"

Ruso will intentionally hide the Talden seal on the gold ingot as he lays the items out on the table.
Slight of Hand: 1d20 + 7 ⇒ (17) + 7 = 24

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

"Let us rest and find Teb in the morning"


The Lady Argentea demures, shaking her head as she looks over the treasures from the maple chest. "These are not my things. I did have some jewelry I stashed in the carriage when the bandits attacked, but it is probably still there. It was just trinkets really, so if someone has made off with it, it matters not."

When you discuss going to bed, the Lady claims the big comfortable bed in Rokhar's room, complaining all the while about how hard and lumpy it is.

What next?

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

after sleeping search the manor house?


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 looks over what has been discovered. Seeing the breastplate, and his wounds, he decides to strip off his armor and replace it with the better protection.

I was thinking a search first would make resting easier, but I am happy to sit watch while the spellcasters rest.


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)

"Does anyone have a stake or climbing spike on them? If so we can use it to secure that door at the top of the that short staircase."


Wulfgang viking wrote:
after sleeping search the manor house?

I not sure its advisable to rest first in a house that you've been told has opponents in it still, but that's up to you.

Jack wrote:
Jack looks over what has been discovered. Seeing the breastplate, and his wounds, he decides to strip off his armor and replace it with the better protection.

I will pull the breastplate out of loot pile and assign to Jack, assume your existing armor takes its place in sell pile then?


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 decides to make the most of his time and continues to search the first floor of the lodge. He approaches the unopened door near the base of the stairs and checks it over in his usual careful manner.
Perception, Trapfinding: 1d20 + 7 + 1 ⇒ (9) + 7 + 1 = 17
If locked or trapped Disable Device: 1d20 + 11 ⇒ (1) + 11 = 12

Ruso opens the door carefully and looks inside checking for any remaining threats to his or the others safety. Perception: 1d20 + 7 ⇒ (2) + 7 = 9
If there are no visible threats he will search the room. Perception: 1d20 + 7 ⇒ (4) + 7 = 11

If the door is not locked or trapped: Ruso carefully opens the door into that leads into the room. He steps into the door and scans the room looking for any obvious threats to his safety. If he sees no visible threats he will search the room. Use the above rolls for his scan and search.


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

Iriana will keep the Lady company until she goes to bed. "Shall we finish searching the house. There should be more people someplace." She will follow Ruso around several feet behind him as he searches.


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 stands ready with bow in hand, as he covers Ruso.


Both characters also standing ready, with crossbows.

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 stands with the others and readies.


The south door is neither locked nor trapped, and as Ruso pushes it open the stench of sickness assaults his nostrils before he sees the inside of the room.

Four beds, two large chests, and a single table with four chairs occupy this room. Windows look out to the east, west, and south, but since it is dark outside the grandeur of the view is lost on you.

Four or more men, coughing or shivering, lie in the bunks, groaning for water or for someone to ease their fevers. One man tries to stand, reach for his shortsword at the bedside. "Halt intruders!" he calls stirring a few of the others, the rest too ill to stir.


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 firmly says "Lay down. You are in no condition to fight, and there is no need anyway. We are the ones that were brought in to take over while you are ill."

Bluff: 1d20 + 1 ⇒ (18) + 1 = 19


Dizzy from fever, the man stumbles but complies, returning to the bed. "Rokhar said he sent for more men, but I didn't believe him. Thought he was just waiting for us to expire so he could turn us. But guess he meant it. Can you bring us more soup? I'm starving, and so thirsty..."

Sense Motive: 1d20 - 1 ⇒ (5) - 1 = 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 moves into the room, and looks around for water to give the sick as she checks them over. "What do you mean turn?" she asks.

"Can someone go get soup please?" These poor men. I know they are bandits, but they don't deserve to be left alone while sick like this.

Heal: 1d20 ⇒ 18


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 clear of the sick room and moves to finish checking the rest of the first floor. Best to let those skilled in handling the ill and diseased tend to those poor sops.

Ruso is going to check the only other two doors that are visible on the map that have yet to be opened and their hidden rooms searched. I will start with the one I have moved Ruso to in front of and go from there.

Ruso visually looks over the door, door handle, and door jam as he checks for traps and/or the door being locked. His hands are deft and steady as if he is well practiced and experienced at this skill.
Perception, Trapfinding: 1d20 + 7 + 1 ⇒ (18) + 7 + 1 = 26
Disable Device (if needed): 1d20 + 11 ⇒ (20) + 11 = 31
Once the door is open Ruso will search the room unless there are creatures or people to encounter.
Perception: 1d20 + 7 ⇒ (18) + 7 = 25

Ruso once again turns his keen eyes to another door. He inspects if for any sign of danger or being locked.
Perception, Trapfinding: 1d20 + 7 + 1 ⇒ (17) + 7 + 1 = 25
Disable Device (if needed): 1d20 + 11 ⇒ (18) + 11 = 29
Once the door is open Ruso will search the room unless there are creatures or people to encounter.
Perception: 1d20 + 7 ⇒ (16) + 7 = 23


The first room Ruso checks out is unlocked and untrapped. It appears to be a small bedroom, that is currently unoccupied. There is nothing remarkable about this small room.

The other door leads to the lodge's kitchen. A large fireplace takes up most of the north wall of this room, its radiant heat providing palpable relief from the cold weather outside. Cabinets and shelves line the remaining wall space, and four windows look out on the wintry landscape surrounding the lodge.

A large iron kettle of soup stands just off the fire, simmering with an aromatic flavor. There are the various pots, pans, dishes and foodstuffs one might see in a cabin here, though the food supply is looking rather meager.

In the sickroom, the man answers Irina with a glassy-eyed stare. "Have you met Rokhar? I mean he's waiting until we die to bring us back to serve him again. Undeath! Abomination! But that's his play, I know it."

Irina remembers reading about this form of disease with Old Woman Theodora. She has little trouble recognizing the fever, shakes, and unique cold blisters that cover the sick men. Chillbane fever is a highly virulent and contagious disease that is usually endemic to the frozen north, like Irrisen. She also knows the disease is easily spread, and she may already have been exposed.

There is a pitcher of water in the room, that she uses to distribute small rations to all the sick men. One seems to far gone to actually try to drink.

By rule, treating a disease like the Heal check above, requires 10 minutes of work, that would be per victim (there are 6). Success grants each victim +4 on their next save to overcome the infection. Being in the room exposes you to possible infection. Let me know if you spend the time (and how much). You'll need a Heal check for each man.

GM Screen:

Irina Fort vs Disease: 1d20 + 2 ⇒ (14) + 2 = 16


Skyne clearly stays far from the sick room, and stays behind Ruso, covering the rogue with his crossbow.

Semik will do the same.


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 shakes her head, and moves out of the room, but stays away from the others. "It's a disease called Chillbane. It's from the north. It's virulent and contagious. I'll stay far away from you just in case I've contracted it. I don't want everyone ill. There isn't much I could do for them. I don't have enough knowledge to help them get better."

She looks at the other two doors. "Have you found a room I can stay away from you all in. Just in case?"


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)

"Irina, there is a small bedroom by the front doors. It is clear and able to be isolated from the rest of the lodge. Go there for now while we finish clearing this place. Also please pass along the healing stick we where given by the old women back in town just in case someone gets gravely injured as we finish our task."

Ruso moves up the stairs to the second floor and checks the door.
Perception, Trapfinding: 1d20 + 7 + 1 ⇒ (14) + 7 + 1 = 22
Disable Device (if needed): 1d20 + 11 ⇒ (10) + 11 = 21


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.

"As soon as we are secure, I will come and watch your door."

Jack follows Ruso to back him up.


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 passes over the wand, and heads into the small bedroom.


As Irina moves off to her self-appointed quarantine, Lady Argentea turns in for the evening, pleased to have a real bed to sleep in, and even it its not exactly warm, it's a sight better than the basement on a mat.

Ruso, finishing his exploration of the lodge, moves up the stairs, with Jack not far behind. Ruso attends to the door, checking for traps or locks, and is surprised when the door bursts open, a skeletal figure swirling with ice and snow plows outward, ready to attack with an ear-splitting shriek.

GM Screen:

Rokhar: 1d20 + 2 ⇒ (5) + 2 = 7
Blue Skeleton: 1d20 + 6 ⇒ (10) + 6 = 16
Red Skeleton: 1d20 + 6 ⇒ (14) + 6 = 20
Green Skeleton: 1d20 + 6 ⇒ (12) + 6 = 18
Ruso: 1d20 + 5 ⇒ (8) + 5 = 13
Jack: 1d20 + 2 ⇒ (18) + 2 = 20
Irina: 1d20 + 1 ⇒ (15) + 1 = 16
Semik: 1d20 + 1 ⇒ (7) + 1 = 8
Skyne: 1d20 + 2 ⇒ (8) + 2 = 10
Peltra: 1d20 + 2 ⇒ (2) + 2 = 4
Wulfgang: 1d20 + 1 ⇒ (17) + 1 = 18


Planning Room - Round 1

20 Red Skeleton
20 Jack
18 Wulfgang
18 Green Skeleton
16 Blue Skeleton
16 Irina
13 Ruso
10 Skyne
8 Semik
4 Peltra

Red Skeleton attacks the elf lockpicker with his chipped and notched shortsword, stabbing it woefully into thin air, missing any living creature even in the tight confinement. Ruso does feel the air temperature drop precipitously as the undead thing draws near.

Jack and Wulfgang are up next.

GM Screen:

Red shortsword: 1d20 ⇒ 2


When you can see the enemies, you can make the Know Religion checks indicated below. If you are following Ruso, you can put your token in an appropriate position on the stairs behind him, using the shady spots on the main map, if the inset map gets filled.

Know Religion DC 10+:
These skeletal monstrosities are a version of undead known as Frost Skeletons. They are covered with an unmelting rime of ice along their bony surfaces and glow with an unholy blue aura. Like all skeletons, they are resistant to edged weapons which do less damage against their bony forms. Bludgeoning damage affects them normally.

Know Religion DC 15+:
Frost skeletons exude an aura of cold which is enough to do damage to anyone who is adjacent to them for even a few seconds. They are immune to cold damage themselves. Like all undead, they are unaffected by mind-altering spells like charms, poison, paralysis, fatigue or exhaustion.

Know Religion DC 20+:
When slain, frost skeletons explode in a shower of icy shards and a burst of frigid air. This can damage those adjacent to them when they are "killed". They are also especially vulnerable to fire damage.


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

Anyone yelling for backup? If Irina hears a commotion she'll head toward it possible sickness ignored.

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

on phone could someone double move me up to behind jack please

"Ho..battle calls" Wulfgang moves up.


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.

Also on phone so can’t use map yet. But looking at it, I need Ruso to move first anyway...

”Ruso, get back behind me!”

Jack uses both hands two try and cleave the closest skeleton into many pieces.

Power Attack: 1d20 + 4 - 1 ⇒ (8) + 4 - 1 = 11
Damage: 2d4 + 4 + 3 ⇒ (4, 3) + 4 + 3 = 14


The shriek of the skeleton is loud enough to alert Irina that something is wrong, so she can act as you see fit in response.

Jack it appears you are saying you will attack once Ruso moves, so I will consider that a readied action to 5' step and attack. Attacking around the hard corner carries a cover penalty.

Planning Room - Round 1 - continued

Reacting quickly to the sound of battle from upstairs, Wulfgang rushes around the table and up the stairs taking his place behind the northern ranger.

Jack, hemmed in by the narrow hall, has to wait for Ruso to move before he can act. He impatiently waits telling the elf to clear the area.

Surprisingly, the two other skeletons don't rush the door but instead back away from it, moving to the far side of the room.

The rest of the party is up, including Jack's readied action if triggered. On Ruso's turn, he will take 3hp cold damage from the frost aura of these frozen skeletons. Unless I missed a wand tap, that puts him at 0hp to start this fight in the front rank.

GM Screen:

Red aura dmg: 1d6 ⇒ 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

Iriana moves out of the room and up the stairs. She gets in line with everyone else. "What is up there?"

Double Move


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)

@GM: You are correct.

Ruso seeing no safer option makes a back flip over the railing and lands on the floor below with a flourish. Just as he finishes the flourish he immediately succumbs to his injuries and falls into an unconscious heap on the rough hewn floorboards.

Acrobatics to move and avoid AoO: 1d20 + 7 ⇒ (16) + 7 = 23
Acrobatics to land on my feet with a bit of a flurish: 1d20 + 7 ⇒ (16) + 7 = 23


"Come back down the stairs! Bring it out where we can all get a shot!"

Both characters delaying until they have something useful to do.

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

5 foot up power attack

"Semik I'll clear a path

attack: 1d20 + 4 ⇒ (16) + 4 = 20

damage with PA: 1d12 + 9 ⇒ (1) + 9 = 10


Planning Room - Round 1 - concluded

Hearing the shriek and the start of a fight from her quarantine room, Irina risks the infection and rushes to aid the others, getting in the queue at the stairs.

Weakened from exposure to the icy cold skeleton, Ruso nearly faints, but before he does, he flips himself over the railing of the lodge stairs, avoiding any attack by the undead foe, and lands on his feet on the table. Then he promptly passes out...

Acting to fill the gap, Jack rushes forward cleaving the air with his scythe but the blade fails to connect with the skeletal foe.

Neither Skyne or Semik see the value in getting in line at the stairs, so the oracle suggests the others bring the undead down to the ground floor where more firepower can be brought to bear. In the meantime, they delay.

Peltra moves to the fallen Ruso, and tends to his wounds using her healing kit, such that he doesn't continue to wither, but remains unconscious but stable.

End of Round 1


Planning Room - Round 2

20 Red Skeleton
18 Wulfgang
18 Green Skeleton
16 Blue Skeleton
16 Irina
13 Ruso (unconscious, stable)
20 Jack (had readied)
10 Skyne (delay)
8 Semik (delay)
4 Peltra

Red Skeleton stabs at Jack, but the ranger's new breastplate turns aside the rusty shortsword harmlessly. The skeleton then steps backward into the room.

Heedless of his allies calls, Wulfgang rushes into the room and his mighty blow fells the nearest skeleton, which explodes in any blast of cold air and icy shards. The viking warrior is able to move quickly to avoid the worst of the damage, but the cold still harms him somewhat.

Green Skeleton moves up and attacks Wulfgang but misses. Blue Skeleton leaps on the impressive table in this room, and presses the attack on Wulfgang.

The Red Skeleton's icy explosion causes 3 points of cold damage to Wulfgang, he made the save to halve it. 2 hp dmg from Blue's attack also. Total of 5hp dmg for Wulfie. All the rest of the party is up.

GM Screen:

Red Skeleton shortsword: 1d20 ⇒ 13
Icy blast dmg: 1d6 ⇒ 6
Green shortsword: 1d20 ⇒ 8
Blue shortsword: 1d20 ⇒ 14
Blue DMG: 1d6 ⇒ 2
Wulfgang DC 12 Reflex: 1d20 + 2 ⇒ (10) + 2 = 12


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 moves in, knowing it isn't tactically sound, but doesn't want to leave Wulgar to face these monsters alone.

If he gets in alive, he swings his longsword at the blue on standing on the table.

Power Attack: 1d20 + 4 - 1 ⇒ (16) + 4 - 1 = 19
Damage: 1d8 + 4 + 3 ⇒ (5) + 4 + 3 = 12


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 turns around and heads toward Ruso. "Back away everyone. He's got the wand. I can use it on him but I want you to stay back from me please."

She digs for the wand on Ruso's person.


Planning Room - Round 2 - continued

Irina watches Ruso's graceful dismount but frowns as he fails to stick the landing and ends up unconscious on the table. She races back down the stairs to his side, searching and eventually finding the healing wand.

Back upstairs, Jack takes a deep breath and, knowing it might really hurt, charges into the planning room despite the close by presence of the skeletons to attack as he moves. Both undead warriors stab at his movement, but both react too slowly to harm him. Turning on the nearest, he slashes at it with his longsword, and grimaces as the target explodes in a ball of ice and cold.

Jack is able to avoid the worst of the cold, but Wulfgang is less fortunate and suffers the full amount of exposure.

Wulfgang:
As you regain your wits from the latest explosion, you feel something brush past you on the way out the door, almost as if someone was there.

Jack takes 2hp, but his Cold Resistance keeps him from harm. Wulfgang takes 4 more dmg from the exploding skeleton. He is at 3hp. Down to Skyne and Semik with Peltra to follow.

GM Screen:

Green AoO: 1d20 ⇒ 6
Blue AoO: 1d20 ⇒ 6
Blue explosion: 1d6 ⇒ 4
Jack DC 12 Reflex: 1d20 + 4 ⇒ (13) + 4 = 17
Wulfgang DC 12 Reflex: 1d20 + 2 ⇒ (6) + 2 = 8
Wulfgang Perception: 1d20 + 6 ⇒ (20) + 6 = 26

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

"A creature moved near me. It might be invisbke!"


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 acknowledges Wulfgang's words, but continues to work on Ruso. She uses the wand on him. After she's done she moves to the front door to guard it from anyone trying to leave.

CLW: 1d8 + 1 ⇒ (3) + 1 = 4
Which may be a really bad idea, but she'll try.


Based on his bot note, I am going to go ahead and take the turns for Semik and Skyne. Irina, your move and cure is a Round 3 action.

Planning Room - Round 2 - concluded

Hearing that something invisible might be in the works, Semik and Skyne take positions near the side door, ready to fire if anything tries to brush past them.

Peltra goes towards the main front door, which is still barred, stepping around the corpses of the fallen bandits to do so.

End of Round 2


Planning Room - Round 3

18 Wulfgang (9hp dmg)
18 Green Skeleton
16 Irina
13 Ruso (unconscious, stable)
20 Jack
10 Skyne
8 Semik
4 Peltra

Beginning his turn next to a frozen skeleton, Wulfgang is affected by the icy undead.

Wulfgang takes 1 more hp dmg, and is up now, with just a pair of hp left.

GM Screen:

Frost dmg: 1d6 ⇒ 1

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 slashes at the icy skeleton with his axe. power attack again but the blow goes over the undeads head.

attack: 1d20 + 4 ⇒ (7) + 4 = 11

damage: 1d12 + 9 ⇒ (1) + 9 = 10


Planning Room - Round 3 - continued

Wulfgang's next axe blow is more clumsy as he starts to get woozy from the wounds and cold damage he has suffered. His best effort at an attack misses.

Counter-attacking, Green Skeleton moves with surprising speed for an undead creature, stabbing the viking in the belly, and giving him a wound that drops him unconscious as well.

Irina uses the wand on Ruso, and moves to block the outside doors with Peltra.

Ruso can act now, Jack and the rest of the party, can go.

GM Screen:

Green shortsword: 1d20 ⇒ 19
Green Dmg: 1d6 ⇒ 4


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 clamors back to his feet and hears the sounds of combat still coming from upstairs. "Fish guts! We are still fighting." Ruso draws his rapier as he prepares to get back into the fight.


Invoking the 24 hr (plus) rule, I will run Jack. Semik and Skyne's player notified us of his likely absence, so I will get them too. Failed to mention above, but Wulfgang's wound was 4hp. He is now unconscious again.

Planning Room - Round 3 - continued

Seeing Wulfgang go down with a belly wound, Jack is determined to end thet last of the exploding skeletons quickly. He leaps up on the table himself, and brings his sword down in a power attack but the bag of bones is able to avoid the blade and the fight continues.

Skyne and Semik ready actions to fire their crossbows at any foe that appears, while they stand guard at the side door.

At the bottom of the stairs, a voice is heard, even though no one is seen. The voice seems to be chanting or reading magic as if casting a spell. It is a man's voice deep and sonorous.

Spellcraft DC 18:
The voice is casting the spell Animate Dead. With the corpses lying around from the earlier fight, that might be a problem.

Peltra listens to the voice, trying to make out its words and position. Suddenly she shouts, "I can't make out where he is, but someone is casting a spell to animate those dead brigands. we're about to have a bunch of trouble down here again."

Indeed, if you can see the base of the stairs, you see the brigand who fell there start to stir. Unlife filling its dead arms and legs. It sits, rises and stands, roaring in its strange undead anger.

Semik sees the corpse rise and immediately fires a crossbow bolt across the room at it but the shot is unsteady and misses. Try as he might, Semik cannot see who cast the spell.

End of Round 3

GM Screen:

Jack sword, PA: 1d20 + 4 - 1 ⇒ (4) + 4 - 1 = 7
Peltra Perception DC 20: 1d20 + 1 ⇒ (8) + 1 = 9
Peltra Spellcraft DC 18, warded: 1d20 + 5 + 1 ⇒ (12) + 5 + 1 = 18
Semik crossbow: 1d20 + 1 ⇒ (7) + 1 = 8
Semik Perception: 1d20 - 1 ⇒ (3) - 1 = 2

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