Return of Winter by Artofregicide (Inactive)

Game Master Artofregicide

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Please note: the condition of Rokhar Cindren is up to you. He is at -5hp, and can be dead-dead if you don't want to murderize him later, or he can be healed if you wish to bring him to justice or interrogate him. Your call.

Ruso - got your claims to MW studded leather and tools. Adding to your profile and removing from loot pile.


Semik nods at Ruso and then brushes Jack on the shoulder with a glowing hand, "I'll tend to the living, if you two can pile the dead outside."

Along the way, he revives Skyne and collects his wand from Irina, "I hope it helped. Now is the time for more mundane skills though. I could use some help tending to everybody's wounds for the night."

Cure Light Wounds (Jack): 1d8 + 1 ⇒ (4) + 1 = 5
Cure Light Wounds (Skyne): 1d8 + 1 ⇒ (5) + 1 = 6

I need an aid in order to take 10 on Heal to provide long term care.

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

I'm down too

"Noble battle friends. Let us rest and recover our strength


I'd really like to preserve our wand(s), so hoping to do a Heal check while resting, then use more spells tomorrow morning. Things will get a lot easier at level 3 though, when I get channels.


Just FYI, Peltra has a healer's kit with 8 uses left that would get you the +2 you need to take 10, if you want to use them. She is going away in the morning anyway.

As Semik uses some healing magic on the fallen Skyne and on the seriously hurt Jack, the rest of the group is spent from a very difficult day. They wearily pile into the availble beds or roll out bedrolls near the fireplaces. With some tending to by Semik, they all hope to feel better in the morning.

Up to you how you handle the night. You can bar the doors and all rest, you can keep watches. I am ready to turn the page to next day, unless there are more things you plan on doing. two people suggesting roll the day forward will make it happen.


Semik acccepts the offer of Peltra's tools with a nod, and begins tending to the party's wounds. Once everyone is bandaged, he approaches Ruso. "Have you identified all possible entrances yet? We should fortify them as much as possible, then set a watch."

Take 10 for 16 Heal. Everybody regains 2 hp overnight.


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

Spellcraft on the Vials: 1d20 + 8 ⇒ (3) + 8 = 11

Irina heads back into her quiet room to wait and see if she has contracted the disease from the sick room. On the way she suggests, "We should stabilize our cleric "friend". He might be able to answer questions that the others cannot about this cold weather."

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

"Semik is right. We should bar all the entrances." Wulfgang looks for a hammer.

Are there any rooms we didn't search?


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)

After barring the doors, just in case, Ruso takes his newly acquired gear, unrolls his bedroll, and sacks out for the night.

Perception: 1d20 + 7 ⇒ (14) + 7 = 21 Just in case.


Neither the vials nor their contents are magical.

The team has seen every room of the lodge, though the upstairs rooms were viewed during combat and not necessarily searched.

Barring the doors will keep you from being bothered during the night. The two doors are the only portals into the lodge besides breaking windows or chopping through the roof, etc.

Ruso posted ready to advance the day. Anyone else?


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 secures the doors and windows, and then crashes in a bed as soon as it looks safe to do so. Jack will hold the set of keys if Ruso didn't take them.

Ready to advance.

In the morning, since no one took it, Jack will put on the shaggy fur.


The dawn comes cold despite the fact this is midsummer. The snowstorm continues to rage outside the lodge. Inside, the fires start to burn to embers, and the heroes, who fought most of the day yesterday, rise, stiff and sore. Irina, in her self-imposed isolation, seems none the worse for wear after being exposed to the disease-ravaged raiders. With the earlier ministrations from Semik, everyone is healed just a bit more than on a typical day.

The Lady Argentea is ready to return to civilization. Her bags are packed. "Well, let's get moving. I can't stay in this place all day!" Peltra has agreed to accompany the Zimar-based noblewoman back to her hometown. Skyne also is ready to give up the mission in the Border Wood.

The entire group can return to Heldren if you wish, or they can continue forward to find the winter-touched fey who kidnapped the noblewoman and had some kind of nefarious plans for her. Your call.

Jack puts on the white furry cloak, which has a monstrous hood that can be flipped up. The visage on the hood seems to put a fright in others as they see it. The cloak itself is exceedingly warm, and Jack feels quite comfortable despite the cold weather.


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 rises and helps cook a warming breakfast from the lodge's supplies, "I think we should continue on and search for the fey that's causing this. But first lets check upstairs carefully."

Perception: 1d20 + 2 ⇒ (9) + 2 = 11


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 pops up feeling as rested as can be. Sore though he is he helps clean up after breakfast and the assists with the search of the rooms upstairs.

"I concur Irina. I will be blasted before I let some fey spoil my summer. And despite finding the ungrateful brat who helped spur this misadventure I am ready to keep pushing to solve the larger mystery to it all."

Perception, Trapfinding: 1d20 + 7 + 1 ⇒ (17) + 7 + 1 = 25
Disable Device: 1d20 + 13 ⇒ (13) + 13 = 26 (If needed)

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

"Yes let's find the true leader"

Wulfgang helps look around.

perception: 1d20 + 6 ⇒ (7) + 6 = 13


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 know you are anxious to travel back to town, but it seems our way is forward. If we don't pursue this fey now, we could lose the trail, and more damage could be done. We have secured this place - you are welcome to stay here in the meantime."

Are the sick men likely to get better, and are they friendly or are they minions of the cleric? And it looks like maybe we let the cleric simply die... I saw Irina suggest healing him, but none of us really moved to do so. Might have been oversight...


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)

Personally, Ruso doesn't care what happened to the cleric. The world is most likely better off without him though.

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 would want to question him


Not sure anyone had the magic to heal him besides using a wand. If you want to have burned a wand charge on him, I will allow that to have happened. But you'll have to speak up next time if that's your action.

The sick men are minions of the cleric, but are too ill to put up a fight. The disease will eventually kill those who can't recover. Some may make it, some may not. Without the the leader they are unlikely to be troublesome in the future.

Ruso and Irina check out the room upstairs which holds an L-shaped table with many chairs which takes up most of the floor space in the loft. A second smaller table sits near the entrance, and several windows look over the snowy grounds of the lodge. A large map hangs on the wall in the southwest corner, opposite another door in the northeast wall.

The map is a depiction of the Border Wood showing the lodge where you reside. A red X is drawn on the map deep in the Somir Valley, which is more towards the middle of the wood, across the High Ridge from your current location.


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 notices the X on the map as she examines the room. "I'm betting that's where we need to head next. X marks the spot and all."

She'll also take another stab at the vials.

Spellcraft: 1d20 + 8 ⇒ (20) + 8 = 28
Irina will heal him if asked, but she's not interested in spending a charge for him.


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)

"Hmmm... That seems awful convenient. If they are confident enough to mark what ever it is on a map then they must think it can't be stolen, stopped, defeated, or whatever else we can come up with." Ruso carefully takes down the map and rolls it up.

Carrying the map back downstairs he unrolls it on the table so that everyone else can see it and know the path that lays before them. "Before we set out on this traipse through the woods, how are we going to survive this unnatural cold? Especially now that we no longer have the same protection that we did yesterday."


Sorry, my original post said this, but missed adding it when the OP was eaten. I'll let you use the die roll in Know Nature instead.

The vials are not magical. But Irina does smell them and determine that they contain doses of the poison oil of taggit, which is a natural poison that can make the victim fall unconscious for an hour or two. There are two doses in all.

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 tries to remember what he knows.

know nature: 1d20 + 5 ⇒ (1) + 5 = 6


"Was that cleric the only one to possess warm clothing? We are going to need something if we intend to move forward."

@GM: What is everybody's hp status? And can Semik buy Skyne's cold weather outfit off of him? I'd even be willing to pay a premium, it makes sense given the circumstances.


HP Status:
- Irina 9/9
- Jack 8/13
- Ruso 6/8
- Semik 11/11
- Wulfgang 5/13

You can always stay another day at the lodge, if you need the recuperation time. Yes, you can take gear from Peltra and Skyne if it will help you survive, at regular cost. The raiders do not have cold-weather gear per the AP, part of why so many are sick.


First thing in the morning, Semik heals some of Jack and Wulfgang's remaining wounds. Then, he convinces Skyne to part with his furs.

Crunch:
Cure Light Wounds (Jack): 1d8 + 1 ⇒ (6) + 1 = 7
Cure Light Wounds (Wulfgang): 1d8 + 1 ⇒ (2) + 1 = 3
Cure Light Wounds (Wulfgang): 1d8 + 1 ⇒ (3) + 1 = 4

Prefer to rest another day.


If someone else votes for resting another day, we can make it happen. Either way, the Lady, Peltra, and Skyne depart to head back to Heldren and eventually Zimar. They are out of the story for now. After another day's rest, everyone will be full HP except Ruso who who will be 7/8, unless you give extra first aid to him again. There is still two uses on the healer's kit to aid.

As the smaller group makes ready to depart, the Lady Argentea is profuse with her thanks. "I will make sure there is a suitable reward waiting for you in Heldren for rescuing me. I wish you well in finding the cause of this unseasonable weather. I fear the winter-touched fey are expanding their power, not decreasing it. Be safe and thank you!"

Rescuing the Lady earns the party a Story Award of 150xp per player. That moves your total to 1764/2000 or 88% to level 2.


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 suggests that another day of rest would be best at this juncture.

Vote #2 here.


The shelter of the lodge, and the need to restore their bodies for the fight ahead encourages the remaining heroes to take another night's rest indoors before setting out for whatever the X indicates in the Somir Valley.

There are enough provisions in the kitchen for another day of bread and thin soup, and food is provided to the sick men in the front room, though it seems one died during the day. The group banks another fire in the big fireplace and settles in, the curious wintry weather still howling along outdoors.

The night passes uneventfully, and the heroes awake fit and refreshed and ready to take on whatever is next.

Prepared casters may want to change out spells. Everyone else should reset their daily abilities. Without Endure Elements in place, anyone not protected will need to make hourly saves against cold and exposure, cold weather gear helps. Let me know if you are all ready to set out.


Using the last of Peltra's healing supplies, Semik makes sure that everyone fully heals over the second night.

Reset and ready.


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)

"If we are going to reach this marked location we should get a move on. Hopefully the summertime daylight will at least hold out versus this unnatural cold." Ruso gets his pack put together and bundles up to face off against the unnatural cold.


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

"Let's hurry then. I don't want you all to freeze." She's ready to head out.


After a second night's rest in the cozy lodge, everyone is healed, healthy and hale for the next stage of the journey. Despite the bitter cold, they set out early the next morning, following the map towards the X, which is in the Somir Valley. The quickest route is to follow the High Ridge around in a counterclockwise direction as it descends into the valley below.

Leaving the lodge, the first thing you encounter, just outside the building, is a bridge made of rope and wooden planks which spans a narrow ravine. It's already covered in ice and snow, andit sways alarmingly in the icy winds blowing through the gorge. The turbulent waters fo a fast-moving creek surge through a couple of waterfalls bleow.

The bridge is about 30' long and spans Timber Creek about 50' below. The bridge leads to the High Ridge, which is a spiny backbone of forested cliffs overlooking much of the rest of the Border Wood.

It is safe to cross the bridge if one moves slower than 5' round. Otherwise DC 15 Reflex. Given you are not in combat, I will assume everyone goes slowly and safely across.

Perception DC 15:
In the snow on the far side of the bridge, a series of strange footprints are still showing in the snow. Almost bird-like, the prints move around in the snow a bit, but then disappear, as if the creature vanished. The depth of new snow indicates that whatever was here, only flew off a few hours ago.


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)

Perception: 1d20 + 7 ⇒ (18) + 7 = 25

Ruso takes point and makes his way slowly and carefully across the bridge. "Be very careful and you will make it just fine." Ruso says from the far side of the bridge.

Ruso hunches down over the bird like foot prints at the far side of the bridge and examines them while waiting on his fellow adventures.


Already limping more slowly than the rest of the party, Semik is grateful for a forced slow down at the bridge. Once across, he retrieves and reloads his crossbow, then scans the horizon.

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 crosses the bridge and looks around.

perception: 1d20 + 6 ⇒ (2) + 6 = 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.

Jack takes the bridge slowly, having his bow ready for any signs of trouble while the others cross.


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 also crosses the bridge slowly. She doesn't notice anything unusual, but does take note that Jack has his bow at the ready.

Perception: 1d20 + 7 ⇒ (7) + 7 = 14
Irina switches out a spell this morning for Inferal Healing.


Failed to mention it before, but the bird-like prints are small-sized, not tiny bird prints.

With everyone safely across the bridge, you can see that, despite the snow fall, there are clear signs of foot traffic along the path that leads along High Ridge to easily follow.

You follow the trail for roughly 20 minutes, into a stand of trees where the forest stands deathly still. Even the wind has grown still, as snow softly falls through the stark branches overhead. Obvious tracks, human in size but oddly misshapen, mar an otherwise unblemished trail through the trees.

Listening careful in the stillness, you hear the scratch and clang of metal on metal ahead on the path, clearly sounding like a group of soldiers in armor, coming from just beyond the trees.

The new snowfall muffles your footsteps as you creep forward to see what is making those sounds. To your horror, you see a troop of armored and armed skeletons walking in skirmish formation through the woods. The skeletons are dressed in Qadirian fashion and carry scimitars at their hips. They glow with an eerie blue light, much like the skeletons inside the lodge. So far, the group of undead has not noticed you.

GM Screen:

Skeleton Perception: 1d20 ⇒ 2
Irina: 1d20 + 1 ⇒ (8) + 1 = 9
Jack: 1d20 + 2 ⇒ (3) + 2 = 5
Wulfgang: 1d20 + 1 ⇒ (6) + 1 = 7
Semik: 1d20 + 1 ⇒ (3) + 1 = 4
Ruso: 1d20 + 5 ⇒ (4) + 5 = 9
Red Skel: 1d20 + 6 ⇒ (1) + 6 = 7
Blue Skel: 1d20 + 6 ⇒ (14) + 6 = 20
Green Skel: 1d20 + 6 ⇒ (11) + 6 = 17
Orange Skel: 1d20 + 6 ⇒ (10) + 6 = 16


Ancient Invaders - Surprise Round

20 Blue Skeleton
17 Green Skeleton
16 Orange Skeleton
9 Ruso
9 Irina
7 Red Skeleton
7 Wulfgang
5 Jack
4 Semik

For now, you have the element of surprise on the undead warriors. If you'd like to get the drop on them, you may take a Surprise Round action (move or Standard but not both). Irina and Ruso are up first. See map linked at top.


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. "No minds to control." she mutters to her self and her companions.


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 whispers "I can't really do much to a skeleton but I'll help as best as I can." Ruso gestures at his rapier as he speaks and pulls his shortbow, nocks an arrow, and takes aim at the closest skeleton.


Ancient Invaders - Surprise Round - continued

Irina coats herself in a seen of magical warding energy which acts like a coat of mail protecting her from harm in the coming fight.

Ruso sheathes his rapier, and draws out his shortbow. He stands ready to fire, with arrow nocked, waiting for the ready signal.

Surprise Round, so rest of the party can act as well. Sorry if that wasn't clear. Either move or standard to prepare for the fight.


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.

"Arrows ain't gonna cut it here."

Jack puts away his bow to draw his longsword.

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 moves up. "Come to me! Undead!" not sure if the snow if difficult terrain


Knowledge (religion): 1d20 + 6 ⇒ (17) + 6 = 23

Action will depend on the identification.


Ancient Invaders - Surprise Round - continued

Jack shoulders his bow, and draw his longsword, knowing that the piercing arrows will do little damage against the fleshles foes.

Eschewing surprise, Wulfgang leaps from the treeline, plowing through the snow as best he can, calling a challenge to the undead soldiers.

Semik recognizes the same skeletons as inside the lodge with the evil cleric.

Semik:
They are frost skeletons, and being near them causes cold damage. They are also known to explode when destroyed harming all that are nearby. They have DR 5/bludgeoning, and the typical undead traits (no mind control, nothing with Fort saves etc).

Yes, since off the path, snowy areas are difficult terrain. Also diminished visibility from the snowfall gives a negative score on perception and ranged attacks of -4.

Will see what Semik has in mind for Surprise Round, and then get busy with full rounds.


"Use blunt weapons if you've got them, and try not to stand too close, especially when delivering the final blow!"

Semik shifts the crossbow to his buckler hand, then draws a whip. "Someone else grab my longspear, and together let's try to keep some of these skeletons at a distance."

Cruch:
Move Draw a weapon
Non 5-ft. step.


Ancient Invaders - Surprise Round - concluded

Semik draws out his whip knowing his crossbow is less effective against the bony foes.

End of Surprise Round


Ancient Invaders - Round 1

20 Blue Skeleton
17 Green Skeleton
16 Orange Skeleton
9 Ruso
9 Irina (mage armor, 10 rds)
7 Red Skeleton
7 Wulfgang
5 Jack
4 Semik

A trio of the skeletons move forward across the difficult terrain of the snow, advancing but not close enough to make any attacks.

Ruso and Irina are up next. Full round actions. Remember the difficult terrain and the ranged attack penalty.

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