Return of Winter by Artofregicide (Inactive)

Game Master Artofregicide

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Locked Carriage - Round 1

21 Peltra
18 Blue Zombie
14 Irina
13 Jack
11 Skyne
11 Green Zombie
10 Ruso
10 Wulfgang
2 Red Zombie

Peltra is first up against the new foes. You may post out of order during combats, but I will re-cap the order in sequence. If that means your action would not make sense, I will allow a retcon or move to next best action or target.

GM Screen:

Ruso: 1d20 + 5 ⇒ (5) + 5 = 10
Wulfgang: 1d20 + 1 ⇒ (9) + 1 = 10
Irina: 1d20 + 1 ⇒ (13) + 1 = 14
Peltra: 1d20 + 1 ⇒ (20) + 1 = 21
Skyne: 1d20 + 2 ⇒ (9) + 2 = 11
Jack: 1d20 + 2 ⇒ (11) + 2 = 13
Blue Zombie: 1d20 ⇒ 18
Red Zombie: 1d20 ⇒ 2
Green Zombie: 1d20 ⇒ 11


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 drops his bow and grabs his scythe.

Stepping in, he attacks the closest zombie.

Attack: 1d20 + 4 ⇒ (20) + 4 = 24
Damage: 2d4 + 4 ⇒ (4, 3) + 4 = 11

Crit Confirm?: 1d20 + 4 ⇒ (4) + 4 = 8
Added Damage: 6d4 + 12 ⇒ (1, 1, 4, 4, 2, 4) + 12 = 28

My, that would have been sweet.


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

"What are those things?" Irina pulls out a dagger, and goes into a defensive stance.

AC 15 for one round


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)

Knowledge (religion), untrained: 1d20 + 3 ⇒ (16) + 3 = 19

Ruso draws his rapier and moves to surround the nearest enemy. "Well that explains the thudding inside the carriage."

Ruso will try to move into a flanking position first. If that is not possible then he will move into position to attack the closest enemy.


Well past the 24 hour rule, so I guess I will DM-PC for Peltra to get things started.

Locked Carriage - Round 1 - continued

"These are the walking dead -- zombies. They are mindless killers, so you cannot stop them by charms or dazes." shouts Peltra wide-eyed. The oracle delays, waiting until Jack is closer before casting a spell that will provide blessing to the entire group.

Blue Zombie swings a meaty fist into the face of Wulfgang who is still taken aback by the forceful entry of the undead foes. The fist splits the lip of the viking warrior, and blood trickles down his chin as he sees stars for a moment. The Zombie then sides steps towards Ruso, leaving space for others to dismount from within. Wulfgang is hit for 5 hp dmg.

Irina is shocked by the explosive entry of the undead, and takes a full defensive stance until she can get a measure of the situation.

Jack, see the combat map. You are too far away to make a melee attack of any kind. Not sure if you want to double-move or use your longbow, or something else. Will let you to retcon here. Skyne is also up for the good guys.

GM Screen:

Know Religion: 1d20 + 5 ⇒ (6) + 5 = 11
Blue Zombie vs FF AC: 1d20 + 4 ⇒ (14) + 4 = 18
Blue Zombie Dmg: 1d6 + 4 ⇒ (1) + 4 = 5


"I can enlarge somebody for a short time. Quick, who wants the spell?"

Begin casting enlarge person.


Once again, we have exceeded the 24-hr rule, so I will run Jack who has been on the clock since his posted action is invalid. I blame the holiday weekend. Hope we all get back in the swing next week.

Locked Carriage - Round 1 - continued

Frustrated by the distance between himself and the walking dead, Jack rushes across the snowy ambush site as quickly as he can. The ranger prepares his newfound scythe as he moves up next to the nearest zombie.

Moving slightly from under cover, Skyne begins casting a spell to grow the size of an ally once he delivers it. The casting is long and complex and he cannot complete it this round.

Green Zombie leaps from the carriage, but the clumsy dead thing can only recover its balance and not attack this turn.

Ruso is up next. I will defer to him if he chooses to flank Blue and risk being in melee with Green next round or not. Wulfgang is also up for the heroes.


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 will move into flanking position.

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 brings his axe down on the zombie green

attack: 1d20 + 5 ⇒ (15) + 5 = 20

damage: 1d12 + 6 ⇒ (1) + 6 = 7


Locked Carriage - Round 1 - concluded

With Jack moving closer, Peltra takes her turn and casts Bless upon the party, bringing divine help to all in their struggle versus the undead.

Ruso slips behind Blue Zombie, stabbing out with his rapier. The elf scores a direct hit but he finds, to his chagrin, that the zombie seems unaffected by the majority of his attack, taking only a slight stab wound instead.

Recovering from his wound, Wulfgang swings his greataxe against Green Zombie, striking the undead foe a great slashing blow across its midsection.

Red Zombie punches out the window of the carriage trying to strike Wulfgang from around the corner but flails wildly missing everything.

End of Round 1

In case you don't know, Bless gives +1 against attacks and saves vs fear effects. Ruso, I made your attack for you but you are welcome to make those rolls as you wish.

GM Screen:

Ruso rapier, flanking, bless: 1d20 + 4 + 2 + 1 ⇒ (13) + 4 + 2 + 1 = 20
Ruso dmg, sneak: 1d6 + 1 + 1d6 ⇒ (5) + 1 + (2) = 8
Red Zombie, cover: 1d20 + 4 - 4 ⇒ (3) + 4 - 4 = 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)

EM DoctorEvil, I should not have been able to attack as I used my move action to move into flank and my standard action to draw my weapon. At the moment I have a 0 for my BAB which prevents me from drawing a weapon on the move.


Locked Carriage - Round 2

Bless is in effect, 9 rounds

18 Blue Zombie (3hp dmg)
14 Irina (total def +4 AC)
13 Jack
11 Skyne (casting Enlarge Person)
11 Green Zombie (7hp dmg)
21 Peltra (delayed)
10 Ruso
10 Wulfgang
2 Red Zombie

Blue Zombie steps away from the pesky elf behind him, slamming Jack wiht his undead fist as he passes, knocking the air from the ranger.

Jack is hit for 8hp dmg. Irina, Jack, and Skyne are up for the good guys.

GM Screen:

Blue Zombie slam: 1d20 + 4 ⇒ (15) + 4 = 19
Blue dmg: 1d6 + 4 ⇒ (4) + 4 = 8


Ruso Haldren wrote:
EM DoctorEvil, I should not have been able to attack as I used my move action to move into flank and my standard action to draw my weapon. At the moment I have a 0 for my BAB which prevents me from drawing a weapon on the move.

Hmmm. I thought your move was a 5' step. So I allowed the attack with the draw weapon as the move action. If not, we can disregard. Let me know what you think.


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)

Works for me. I missed that I was only taking a 5 foot step which would indeed allow for the attack to be made.


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.
DM DoctorEvil wrote:

Once again, we have exceeded the 24-hr rule, so I will run Jack who has been on the clock since his posted action is invalid. I blame the holiday weekend. Hope we all get back in the swing next week.

Locked Carriage - Round 1 - continued

Frustrated by the distance between himself and the walking dead, Jack rushes across the snowy ambush site as quickly as he can. The ranger prepares his newfound scythe as he moves up next to the nearest zombie.

Actually, I did post to just use the roll for a bow shot, since he was carrying it. I did not have access to the map when I first posted and didn't expect to be more than 30' away from us opening the carriage. I don't know what happened to the post, but I do lose them sometimes... anyway, what you did is fine as well - we'll just go with it. :)

Jack swings his scythe at the zombie that just pummeled him. "This is not good! Irina, stand back!"

Attack: 1d20 + 4 + 1 ⇒ (8) + 4 + 1 = 13
Damage: 2d4 + 4 + 1 ⇒ (1, 4) + 4 + 1 = 10


Locked Carriage - Round 2 - continued

Counter-attacking against Blue Zombie with his scythe, Jack slices through the undead warrior. His attack combined with the previous stab from Ruso, is too much for the zombie, and it collapses in a heap, re-joining his fallen comrades.

Just a quick note that Bless doesn't add to damage if that's the +1 listed above. Even without, it's enough to stop Blue. Irina and Skyne are up still


Female Taldan Powerless Prophetess Succor Oracle 1 | HP 9 | AC 17, T 11 | F +1, R +1, W +5 | Init +1, Perc +1 | 3/4 1st lvl

Sorry, thanks for the bot.


Wulfgang suddenly grows to almost 10 ft. tall, as Skyne completes his incantation. The wizard then moves forward and delivers a second strange transmutation to fighter, visibly thickening and hardening his skin.

Crunch:
Non Finish enlarge person targeting Wulfgang
Move Movement
Standard Augment Wulfgang (+1 natural armor)

@Wulfgang: You are large and also get a +1 natural bonus to AC.


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

"Don't worry Jack. I'm not moving closer that's for sure." She comes out of her defensive stance. She lets a Ray of Frost loose at the creature.

Ranged Touch: 1d20 + 1 - 4 ⇒ (6) + 1 - 4 = 3
Damage Cold: 1d3 ⇒ 2


Locked Carriage - Round 2 - continued

Staying far enough away to be safe, Irina lets loose an icy ray intending to freeze the undead zombies, but her aim is inexperienced in combat situations, and the ray freezes a section of the carriage instead of a foe.

Sending his arcane magicks towards Wulfgang, Skyne causes the viking warrior to grow in strength and size until he dwarfs any of the other combatants. Using his transmutation magic, with a touch the wizard then hardens the skin of the large-sized Wulfgang, helping protect him since he has become an easier target.

Green Zombie, faced with an large-sized foe, clears the door of the carriage, with a short step then swings at Ruso, who stands near him. The undead foe's hits are uncannily accurate and he slugs the elf rogue in the shoulder, making his limb numb and spreading pain throughout his entire body, nearly knocking him out.

Ruso is hit for 7hp, which leaves him with just one remaining, I believe. This leaves Peltra, Ruso, and Wulfgang (enlarged) to act. Remember Bless is active.

GM Screen:

Green slam: 1d20 + 4 ⇒ (9) + 4 = 13
Green Dmg: 1d6 + 4 ⇒ (3) + 4 = 7


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)

In significant pain and with his left arm numb from the shoulder down he gets clear of the aggressive undead. "Wulfgang! Send these abominations back to the grave!"

Crunch:
Ruso uses the Withdraw action and moves 10 feet back.

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 swings at the undead.

"Ruso I shall try!"

attack: 1d20 + 6 ⇒ (15) + 6 = 21

damage: 3d6 + 6 ⇒ (5, 6, 1) + 6 = 18


Female Taldan Powerless Prophetess Succor Oracle 1 | HP 9 | AC 17, T 11 | F +1, R +1, W +5 | Init +1, Perc +1 | 3/4 1st lvl

Not sure the map is accurate, as I had set up behind Wolfgang before the door was opened. I also can't edit the map.

Peltra shakes off the visions and springs into the melee. She tries to fend off the undead with her mace. "Ruso, behind me!"

Move 10' to the right of Jack
Standard attack

Heavy mace: 1d20 + 2 ⇒ (2) + 2 = 4

The Bodyguard feat lets me boost an adjacent ally's AC by 3, as long as I hit AC 10. Go ahead and roll for it if anyone needs it when attacked, DoctorEvil.


I missed your post about moving behind Wulfgang, but we'll just have to go with it now. You can always let me know or move your token yourself as needed. Not sure why you can't edit. It should be editable by anyone with the link. I know Skyne can edit as I've seen his arrows and movement. Anyone else with editing issues?


Locked Carriage - Round 2 - concluded

With her blessing still giving divine aid to the group, Peltra moves forward to engage the zombies in melee, but her foot slips in the icy conditions, and her attack fails. She does stand ready to guard an adjacent ally should they be attacked.

Feeling his wounds, Ruso falls back trying to avoid getting hit again.

Flexing his now large forearms, Wulfgang swings his huge axe against Green Zombie, slicing the undead foe completely in half as he does.

Red Zombie jumps from the carriage, trying to pummel the over-sized viking warrior as it comes. The attack triggers the protective instinct in Peltra but she reacts just a bit too slow to aid Wulfgang. The zombie's flailing blows land hard, eliciting an involuntary groan from Wulfgang.

End of Round 2

Wulfgang is hit again for 5 hp dmg. By my count, that leaves him with 2. Peltra, even with Bless, the die roll to aid was a 9...Even if the Bodyguard had succeeded, Wulfgang still gets hit, but nice effort!

GM Screen:

Peltra AoO vs DC 10 Bodyguard, bless: 1d20 + 2 + 1 ⇒ (6) + 2 + 1 = 9
Red slam: 1d20 + 4 ⇒ (12) + 4 = 16
Red dmg: 1d6 + 4 ⇒ (1) + 4 = 5


Locked Carriage - Round 3

Bless is in effect, 8 rounds

14 Irina
13 Jack
11 Skyne
21 Peltra
10 Ruso (7hp dmg)
10 Wulfgang (10hp dmg, Augment +1 AC)
2 Red Zombie

Jack and Wulfgang each take out one of the zombies, but Ruso and Wulfgang takes significant wounds.

All the party is up versus the one remaining zombie, who is still unscathed (well, except for the part about being undead).


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 sees that Wulfgang is very hurt. She takes a deep breath, and moves through the battlefield. Jack might be mad about this, but I need to try help him. She gets right next to him, and holds out her potion of cure light wounds. "Here take it. You look like you need it."

Actions:
Move 30 feet and pull out my potion.


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)

Shaking off the numb feeling Ruso rushes deftly back in to aid his fellows. "That was a mighty fine swing Wulfgang." Ruso's fine blade makes barely a noise he slashes it at the creatures head.

Actions:
Ruso moves 15 feet to take up a flanking position with Wulfgang.

I am using acrobatics to try to avoid an AoO from the Zombie due to moving through a threaten square. Acrobatics: 1d20 + 7 ⇒ (1) + 7 = 8

Single Attack Action: Flank, Weapon Finesse: 1d20 + 3 + 2 ⇒ (19) + 3 + 2 = 24
Damage: Sneak Attack: 1d6 + 1 + 1d6 ⇒ (5) + 1 + (1) = 7
Critical Hit Confirmation Roll: 1d20 + 3 + 2 ⇒ (5) + 3 + 2 = 10
Critical Hit Damage: 1d6 + 1 ⇒ (4) + 1 = 5

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

"Foul undead!"

Wulfgang swings again assuming both hit and demolishes the zombie.

attack: 1d20 + 6 ⇒ (20) + 6 = 26

3d6 + 6 ⇒ (3, 3, 6) + 6 = 18

Crit confirmation

attack: 1d20 + 6 ⇒ (17) + 6 = 23

6d6 + 12 ⇒ (3, 1, 4, 3, 1, 3) + 12 = 27

"Thank you Irina he says seeing her with the potion.


Locked Carriage - Round 3 - concluded

Wulfgang, fresh off decimating one of the zombies, makes another mighty swing and his huge weapon obliterates the remaining zombie before it can take another step.

End of Combat

Ruso, sorry, I just took the path of least resistance and went with the giant warrior smash instead of your deft critical hit. Missing the acrobatics roll and the resultant AoO would probably not have been kind to you, even if you were first, technically, in initiative.
Congratulations on first combat ending successfully. There was some damage dealt to the group, but all are still upright so that sounds like victory! Defeating the 3 zombies results in 100xp per player. Since we on the normal progression track, that means you are at 100/2000 or about 5% to Level 2.I will typically post an after-combat summary in Discussion that delineates damage taken, conditions gained or lost, and resources used. I may have wait until this evening to post that as I am squeezed for time right now.


A sudden stillness, broken only by the sound of the wind rushing past, falls on the battle scene which as only seconds ago filled with life-or-death violence and action. Snow swirls around you, as you regain your breath, sheathe weapons, and salve your wounds.

You can read above for the area description, but let me know your next actions (non-rounds). Wulfgang, do you drink the potion? Make the roll, if so.


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 starts shaking as soon as the battle ends. She still holds the potion out to Wulfgang. It sloshes in it's vial with her shakes. "Take it you need it."

"That was terrible. Does anyone want to look inside the carriage? Don't forget the fancy sword in the ice by the statue."


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 warily into the carriage, rapier in hand, ready to bound back out at a moments notice should something no feel right. "Thankfully there are no more of those creatures in here." Now lets see if there is anything that appears to be of worth in this wreck.

Ruso begins searching through the remains of the carriage. Ruso pokes his head out of the carriage for a just a brief moment. "The frozen guy also looked to have some decent armor on. Perhaps it could be of use." Or perhaps it will just allow me to earn a few more coins when it is sold.

Crunch:
Perception: 1d20 + 7 ⇒ (19) + 7 = 26 To search the carriage for valuables and other useful items.


Skyne quietly begins inspecting the carriages, to see if they are in good enough shape to use, or at least sell.

Knowledge (engineering): 1d20 + 6 ⇒ (15) + 6 = 21

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 drinks the potion "thanks!

clw: 1d8 + 1 ⇒ (1) + 1 = 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 starts chipping away at the ice. "This person no longer has use of these items, and I fear we will..."

He tries to get what ever can be salvaged from the ice.


Irina hands the curative potion over to Wulfgang who quaffs it hungrily. Unfortunately, the effect is only minimal.

Poking around inside the upright carriage, Ruso finds a small lump under one of the seat cushions. Pulling the cushion off, he finds a small, but ornate jewelry box. Inside the box, are a signet ring bearing the symbol of a hawk in flight, a pair of small lapis earrings, a set of pearl-inlaid bracelets, assorted gold and silver chains, and a sapphire pendant. Ruso studies these items and, while unsure, determines the value of the gold and silver chains is around 90 gp. He is more certain about the pendant is worth 75 gp. The signet ring does not have cash value, but would be invaluable to the right owner. The rogue cannot determine the value of the other items well.

It doesn't take long for Skyne to determine the overturned carriage is a total loss. The front axle is shattered and the body is bent and broken in many places. The upright carriage fared better and is probably salvageable but there are no visible means to pull it.

From the frozen guard captain who still stands like a statue, Jack is able to recover the fancy, shiny breastplate with the hawk emblazoned on front. He also recovers the captain's former weapon, a masterwork longsword.

At the edge of the massacre site, an obvious trail between a copse of trees and over a snowy plain toward the Border Wood is easily visible. It appears the surviving horses were dragging a heavy load that direction.

Wulfgang is still at 4/12 hp. I have rolled Appraise checks on the items Ruso found. Will list the values you know or suspect on the Loot Tracker. If someone takes items rather than lumping them in party treasure, let me know. Breastplate and MW longsword are also up for grabs. By this time, the Bless and Enlarge Person effects have ended for the whole group.

GM Screen:

Ruso Appraise earrings: 1d20 + 7 ⇒ (4) + 7 = 11
Ruso Appraise, bracelets: 1d20 + 7 ⇒ (7) + 7 = 14
Ruso Appraise, chains: 1d20 + 7 ⇒ (9) + 7 = 16
Ruso Appraise, pendant: 1d20 + 7 ⇒ (18) + 7 = 25


Skyne points to the overturned carriage, and says, "The front axle is broken and this one's only good for firewood, but we do have need of that. Does anyone have an axe?"


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 exits the carriage carrying an ornate box, opens his pack, and wraps the box in one of previously picked up outfits. "Well that is worth a tidy sum."

"Is there anything else we need to do here?'


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

Responding to Ruso's question, Irina suggests. Maybe drink some of the potions the cleric gave us. It looks like you and Wulfgang could use them."

She points to the drag marks. "I wonder what was so heavy that they needed the horses to drag it."

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

Have a few minutes

"I have an axe!" Wulfgang holds up his great axe "But it's for zombies" He takes one of the potions "Thanks

clw: 1d8 + 1 ⇒ (3) + 1 = 4


"The cold can kill us just as surely as zombies, but we may never run into any again. There is sure going to be a lot more of this weather, though!"


While Wulfgang drinks another potion, Skyne chops some of the broken carriage into firewood for later use. Once that's accomplished, the only trace of the noblewoman is off into the woods, so the group gathers their things together and heads that way, following the clear trail left by the ambushing brigands.

The trail follows a snowy plain headed towards the woods and the rocky escarpment of High Ridge. The cold here is greater than along the road, and the snow is deeper. Trudging along against the bitter wind rings tears to your eyes, and stings any exposed flesh.

The snow is at least 6 inches deep inside the winter pocket. That means overland travel speeds are reduced by half. In combat, snow covered squares are treated as difficult terrain for movement purposes. The falling snow reduces visibility by half, imposing a -4 modifier on Perception checks. Last, the cold starts to have an affect on those exposed. Unless you have Endure Elements or similar effect, will need a DC 15 Fort save for first hour (DC increases by one for each hour of exposure) or begin to take non-lethal cold damage and become fatigued from hypothermia.

At the reduced movement rates, the time spent from the ambush site to the next point is one hour, which means DC 15 Fort saves are required now. Will be back later tonight with the next update.


Female Taldan Powerless Prophetess Succor Oracle 1 | HP 9 | AC 17, T 11 | F +1, R +1, W +5 | Init +1, Perc +1 | 3/4 1st lvl

Fortitude, DC 15: 1d20 + 1 ⇒ (17) + 1 = 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)

Trudging slowly but surely though the snow Ruso huddles inside his coat. "This weather is terrible. Why would anyone want to live in this?"

Actions:

As we follow the drag trial I am keeping an eye out for any traps.
Taking 10 on my perception: Perception: 10 + 7 + 1 - 4 = 14

In the event that the obvious trial become hard to follow I will assist anyone making a Survival check to find the trial/continue to follow the trial. Survival: 1d20 + 1 ⇒ (12) + 1 = 13


Irina, Ruso, and Peltra have Endure Elements active and don't need to make the Fort saves for exposure. I have included them below for the others. Since everyone, except Irina, is wearing cold gear, there is a +5 bonus on these rolls.

As you trudge through the heavy snow following the path, Jack starts to falter, falling behind the others. Teeth chattering the northman, has not been this cold since leaving his homeland. Despite his natural resistance to the cold, he still suffers mild hypothermia.

Jack takes 5 non-lethal, but his resistance takes that down to 1. He does also get the fatigued condition until the non-lethal damage is healed. His status is 5/13hp, and 1 NL damage.

The trail is easy to follow, even in the falling and blowing snow. As it enters the full expanse of the Border Wood, the trail passes through a small clearing among the taller trees before continuing uphill and out of sight. A large chest lies half-buried in the snow, apparently dropped or discarded by those who hastily passed this way before.

Ruso scans the area. Through the blinding snow he doesn't see anything amiss about the situation.

GM Screen:

Skyne Fort DC 15, CW gear: 1d20 + 8 + 5 ⇒ (7) + 8 + 5 = 20
Wulfgang Fort DC 15, CW gear: 1d20 + 4 + 5 ⇒ (11) + 4 + 5 = 20
Jack Fort DC 15, CW gear: 1d20 + 5 + 5 ⇒ (2) + 5 + 5 = 12
Jack NL: 1d6 ⇒ 5


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 detects magic on the chest. She pulls a small arctic fox out of her back. She puts him on the ground. "Wraak give this a sniff would you?" Irina realizes the creature can't understand her, but he might give her a hint if something is wrong.

Perception Irina: 1d20 + 2 - 4 ⇒ (2) + 2 - 4 = 0
Perception Wraak: 1d20 + 8 - 4 ⇒ (10) + 8 - 4 = 14


Irina detects no magic coming from the forgotten chest. Wraack gives the chest a disinterested sniff then bounds off towards the tree-line romping playfully in the deep snow, clearly enjoying himself in his more natural environment.


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)

Mmmm... Now who would drop this here? I bet it is empty. Ruso chugs a vial of opque white liquid and gags just a bit as he finishes off. "That stuff tastes awful so of course they tell it it is good for you. Now stay back and let me give the chest a once over. No sense in everyone getting hurt when this thing decides to explode in my face.

Ruso cautiously crosses the open snowy ground to where the chest lies. Kneeling down he carefully begins to look it over moving around all sides as he assesses the chest.

Actions:

Potion of Cure Light Wounds: 1d8 + 1 ⇒ (3) + 1 = 4

Ruso will look over the chest for any traps.
Perception, Trapfinding: 1d20 + 7 + 1 - 4 ⇒ (17) + 7 + 1 - 4 = 21

If the chest is determined to be trapped he will attempt to disable it.
If he is not under any threat he will take 20 to disable the trap. Disable Device: Trapfinding, Thieves' Tools: 20 + 11 = 31
If he is under threat use this roll: Disable Device: Trapfinding, Thieves' Tools: 1d20 + 11 ⇒ (12) + 11 = 23

If he either disables a trap or determines that the chest is not trapped he will attempt to open the chest. If the chest is locked he will open the lock using Disable Device. Disable Device: Trapfinding, Thieves' Tools: 1d20 + 11 ⇒ (15) + 11 = 26 Or if not locked; he will open it. If required: Strength Check: 1d20 + 1 ⇒ (17) + 1 = 18


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.

Did we have another CLW potion left? If so, Jack will ask to drink it. Otherwise...

Jack doesn't have the energy to object to Ruso taking a risk, and in fact simply huddles by a tree trying to keep the breeze off of him. This is certainly unnatural. I can't believe how cold I am.

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