Return of Winter by Artofregicide (Inactive)

Game Master Artofregicide

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Well, it's past the 24 hour time limit again, so I'll make Peltra's rolls and move things along.

Heavy Snowdrifts - Round 4 - concluded

Choking a bit on the fumes exhaled by the tatzylwyrm, Peltra fights through the cloud of weak poison with no ill effect. Turning her attention to the grappling serpent, she tries to bash him once again, but the her blows continue to be ineffectual.

End of Round 4

Peltra Fort vs Poison: 1d20 + 1 ⇒ (17) + 1 = 18
Peltra mace, grappled: 1d20 + 2 - 2 ⇒ (7) + 2 - 2 = 7


Heavy Snowdrifts - Round 5

20 Skyne (unconscious, stable)
19 Blue Wyrm
17 Irina (unconscious, stable)
11 Ruso
9 Wulfgang
8 Jack (8 hp dmg)
6 Peltra (grappled, 4 hp dmg)

Frustrated by the inefficacy of its poison breath, the wyrm continues holding Peltra fast,then rakes its claws across the oracle's body. One long claw cannot penetrate her steel coccoon, but the others rips across exposed flesh, leaving Peltra perilously close to passing out herself.

Peltra is raked once for 4 hp dmg, leaving her at 1 remaining. All the rest of the group is up, provided you are still conscious.

GM Screen:

Blue grapple maintain: 1d20 + 9 + 5 ⇒ (15) + 9 + 5 = 29
Blue rake 1, grappled: 1d20 + 5 - 2 ⇒ (18) + 5 - 2 = 21
Blue Rake 2, grappled: 1d20 + 5 - 2 ⇒ (10) + 5 - 2 = 13
Rake dmg: 1d4 + 2 ⇒ (2) + 2 = 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 continues to lie in the snow.

I'm sure it's quite artful with the red blood, and her black hair spread out over the white snow. Letting you know I'm paying attention to the thread.

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 to the wyrm through the snow and swings.

attack: 1d20 + 5 ⇒ (9) + 5 = 14

damage: 1d12 + 6 ⇒ (3) + 6 = 9


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 as quick as possible to get into position to help bring the worm low. He also springs through the snow hoping to avoid any strike the creature might try to make against him.

Actions:
Ruso will double move to get into a flanking position with Wulfgang.

Acrobatics Check to avoid AoO for moving out of a threatened square: 1d20 + 7 ⇒ (6) + 7 = 13


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

Peltra swings her mace into the wyrm's scales, then takes a step back.

Still trying to hit something
5' step away

Mace: 1d20 + 2 ⇒ (15) + 2 = 17
Damage: 1d8 + 2 ⇒ (6) + 2 = 8


Heavy Snowdrifts - Round 5 - continued

Moving as cat-like as possible through the drifted snow, Ruso tries to avoid any quick strikes by the remaining wyrm, but since it is busy grappling Peltra, there is no attempt at an attack. Ruso then settles into position behind the serpent.

Meanwhile, Wulfgang has finally gotten himself into position for his axe to do some damage. With Ruso flanking, the creature is distracted just enough for the northman's axe to chop through the scaly skin delivering a significant wound.

Still held fast by the wyrm, Peltra feels her life-blood seeping away. Gathering her remaining strength, she pounds on the face of the drake, pummeling it mightily.

No AoO vs Ruso since Blue is grappling -- would've failed...Peltra, you are still grappled so no retreat possible, also -2 on attack rolls. But you guys combine for 17hp dmg to the creature this round, so far. Jack still has an action, with about 3hrs left on the clock. Looks like things are turning around.


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 pushes through the snow, trying to get to the beast. It takes all his effort just to get there. (Double move)


Heavy Snowdrifts - Round 5 - concluded

Slogging through the waist-deep snow, Jack closes in on the last foe.

As I recall from a few posts ago, Jack dropped his scythe and pulled out his longbow, which is still in hand. Since the scythe is back at the starting point, you still have the cold-iron longsword at hand if you want to draw it while moving.

End of Round 5


Heavy Snowdrifts - Round 6

20 Skyne (unconscious, stable)
19 Blue Wyrm (17hp dmg)
17 Irina (unconscious, stable)
11 Ruso
9 Wulfgang
8 Jack (12 hp dmg)
6 Peltra (grappled, 8hp dmg)

Seeing herself surrounded by foes, Blue Wyrm drops the grappled Peltra and slithers backward slightly through the snowy trench. She then lashes out at Ruso, biting the elf and dropping him unconscious into the snowdrift as well.

Ruso takes 9 dmg, which would be enough to drop him any, but since he was previously wounded still he is not at -4 and bleeding.Due to the Nimble Moves feat, the tatzylwyrm can take a first 5' step even in difficult terrain. Sorry that most of you cannot. Ruso, Wulfgang and Peltra are up now. Ruso needs a stabilize check.

GM Screen:

Blue bite: 1d20 + 5 ⇒ (14) + 5 = 19
Blue Dmg: 1d8 + 3 ⇒ (6) + 3 = 9

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 through the snow and attacks.

FOUL dragon!"

attack: 1d20 + 5 ⇒ (8) + 5 = 13

damage: 1d12 + 6 ⇒ (7) + 6 = 13


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' bright red blood seeps into the snow as he lays unconscious atop the otherwise pristine white blanket that covers the land.

Stabilize Check DC 10: 1d20 + 0 - 4 ⇒ (5) + 0 - 4 = 1 Ruso continues to bleed out and loses 1 HP.


Heavy Snowdrifts - Round 6 - continued

Ruso lies still in the bleak wintry weather, his lifeblod spilling into the snow without staunching.

Wulfgang advances through the snow and swings his mighty axe at the wyrm, but since its not grappling a foe, the cagey serpent twists and coils narrowly avoiding a lethal blow.

Jack and Peltra are up for the heroes to end the round.


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 does draw out the longsword as he continues to trudge (dropping his bow), finally getting close enough to strike. Gripping the blade with both hands, he slams it down on the wyrm.

Power Attack: 1d20 + 4 - 1 ⇒ (14) + 4 - 1 = 17
Damage: 1d8 + 7 ⇒ (4) + 7 = 11

Die, foul beast!


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

Mace: 1d20 + 1 ⇒ (4) + 1 = 5


Heavy Snowdrifts - Round 6 - concluded

Drawing out the cold iron weapon lent by the Ulfen guard, Jack stomps ahead through the snow and hacks through the scales of the tatzylwyrm dealing it a mortal blow. Thrashing about once, then twice, the beast collapses to the snow, dying.

End of Combat

Whew, that was a lot tougher than I imagined. Need stabilize checks from Ruso (or someone to heal him). Post combat summary post will be forthcoming in Discussion. Then you'll have to figure out what to do about all these unconscious allies. For defeating the two tatzylwyrms, the party earns 150xp per player, moving the cumulative total to 400/2000 or about 20% of what's needed for level 2.


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)

Stabilize Check, DC 10: 1d20 + 0 - 5 ⇒ (3) + 0 - 5 = -2

Ruso' blood continues to stain the snow a lovely shade of pink while his body continues to warm the snow beneath him.


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 trudges his way back to Irina to make sure she still breathes. Once he is satisfied she is alive, he moves on to the others. Only after everyone is stable, he moves to retrieve his weapons and looks for a way to transport everyone.

Heal Checks as necessary:

Heal: 1d20 + 1 ⇒ (17) + 1 = 18
Heal: 1d20 + 1 ⇒ (10) + 1 = 11
Heal: 1d20 + 1 ⇒ (9) + 1 = 10
Heal: 1d20 + 1 ⇒ (11) + 1 = 12
Heal: 1d20 + 1 ⇒ (8) + 1 = 9
Heal: 1d20 + 1 ⇒ (9) + 1 = 10
Heal: 1d20 + 1 ⇒ (3) + 1 = 4
Heal: 1d20 + 1 ⇒ (15) + 1 = 16

Looking at Peltra, Jack simply asks "Can you do anything for them? It is a long trip back to carry so many."


After spilling more of his life-blood into the snows of the Border Woods, Ruso is tended to by the northman ranger Jack, who is able to staunch his bleeding and stabilize his wounds.

Jack then goes about gathering up his things making sure to shoulder his bow and strap his scythe back into place.

With three fallen comrades, he looks about for a way to transport them all through the deep snow. Taking some of the branches from the nearby trees and the blankets, cloaks, and bedrolls of the fallen, Jack is able to fashion a set of travois that can be dragged behind a walking man, and transport the wounded.

Used some of the extraneous heal checks to allow for the building of the travois. That does take time however, say 15 minutes for each, at best. That means another hourly exposure check is needed for everyone this time vs DC 16 Fort.


Though unconscious, Skyne continues to breathe regularly and deeply, out of immediate danger at least.

Fortitude: 1d20 + 13 ⇒ (12) + 13 = 25


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

Can I get a summary of current HP? Never mind, didn't see the summary in discussion.

Peltra hooks her mace back on her belt and goes to her unconscious allies, looking them over to see who needs her attention most. She kneels over Ruso and says a brief prayer to Pharasma over him. She then does the same over Irina and Skype.

Cure light wounds on Ruso: 1d8 + 1 ⇒ (2) + 1 = 3
Cure light wounds on Irina: 1d8 + 1 ⇒ (7) + 1 = 8
Cure light wounds on Skyne: 1d8 + 1 ⇒ (4) + 1 = 5

Irina and Skyne are now concious. I believe I still have endure elements on as well. Once we get back to town and are out of the cold I'll try to treat Ruso's wounds further.

2 uses of my healer's kit spent
Treat Deadly Wounds, DC 20: 1d20 + 8 ⇒ (6) + 8 = 14
I now take a -4 penalty to Heal checks for an hour.

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

"Damm creatures...Are Irina and Skyne OK?" Wulfgang makes sure everyone is ok.


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 continues to breathe thankfully. His bleeding having been staunched he rests unmoving on the makeshift litter. Ruso's clothing remains stained with his own blood.


Peltra's spell brings the wizard back to consciousness, though his grumbling may make the others wish she'd left him asleep longer. "Maybe some of you are foolish enough to die out here, but I've got more brains than that in my skull. I'm for finding somewhere safe and warm, and letting the authorities do their own job."

What's our next move? It doesn't seem like we have any good options :-(


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.

"These creatures don't belong here. Clearly this is not a natural phenomenon, so I think we need to go back and tend our wounds before exploring deeper. "


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 sits up after Petra's healing. "Thank you."

She stands with Jack's help. "We can't do anything with so many of us so close to the Boneyard. Let's go and heal. When we can see what's what."


Jack DC 16 Fort: 1d20 + 5 + 5 ⇒ (14) + 5 + 5 = 24

Though the cold is bitter as ever, the heroes are safe and warm in their cold weather gear, at least from exposure. With Ruso still unconscious and Jack, Peltra, Irina, and Skyne barely hanging on the group chooses to turn for the relative safety of Heldren rather than pressing on. Even Wulfgang is injured at this point, but the viking warrior takes the lead, dragging the makeshift stretcher carrying the elven rogue behind him.

After about 20 minutes of backtracking the group passes the once-trapped chest still buried halfway in the snow. Barely giving that thing a glance, they trudge on.

Given that it's another hour from there back to the ambush site, the sun is starting to diminish through the thick storm clouds as you get close to the ambush site where this adventure truly began. Plodding along behind the others, Jack finally succumbs to the effects of the cold and falls face first into the snow, unconscious from exposure.

Lading the big northman into another stretcher the weary and wounded group stumbles out of the winter pocket and back onto the road as darkness falls. Making it the next few hours to Heldren is the most trying time of their young lives, but doggedly putting one foot in front of the other, the group ends up at the edge of town without further incident somehow.

I just assumed that this was the plan, not sure how you continue forward with no healing power and nearly everyone fully zapped. What happens next?

Skyne DC 17 Fort: 1d20 + 8 + 5 ⇒ (8) + 8 + 5 = 21
Jack DC 17 Fort: 1d20 + 5 + 5 ⇒ (6) + 5 + 5 = 16
Jack NL dmg: 1d6 ⇒ 2

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

make a fire and rest?


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 don't see another option. That was a pretty brutal combat for such a green group. I don't think we have much cash to make things any easier, do we?


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)

Heal and rest up. Then we need to have a frank talk with the local church to see what help they truly can provide. After that, well I don't know about the rest of you, I am going after the fair lady. We already know that any local guards can't deal with this and if we wait it is only going to get worse for everyone. Let's try to end whatever is causing this before it gets out of hand.


Wulfgang viking wrote:
make a fire and rest?

I considered that as an alternative, but the group doesn't have enough healing to get full in a day, and spending multiple days in the cold pocket just to heal up isn't very realistic. Even if you used all 4 of Peltra's CLW spells, and got partly back, you'd be done again after the next fight or two. Someone mentioned back to town, and I think that's the only real viable option. Totally your call, though.


Jack Forrester wrote:

I don't see another option. That was a pretty brutal combat for such a green group. I don't think we have much cash to make things any easier, do we?

The Loot Tracker is linked at the top margin. You have about 375gp worth of appraised merchandise so far. More than that perhaps with the unappraised items, but still a far cry from a CLW wand etc.


Ruso Haldren wrote:
Heal and rest up. Then we need to have a frank talk with the local church to see what help they truly can provide. After that, well I don't know about the rest of you, I am going after the fair lady. We already know that any local guards can't deal with this and if we wait it is only going to get worse for everyone. Let's try to end whatever is causing this before it gets out of hand.

That's pretty much the course of action I would suggest. There may be other NPC's besides Safander who can lend aid, but his channel ability is immediate.

The next course of action remains yours. If you want to discuss options further, we can take it over to the Discussion thread and keep this area for in-character discussion -- you can discuss options in character at any time.


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

Returning to town, Peltra finds Elder Safander and explains what they've found so far. "This weather is certainly unnatural, and strange beasts from the north have been sighted in the woods. Some fierce northern wyrms attacked us in the woods and left most of us gravely wounded. We still wish to track the source of this further, but need some healing supplies."

Diplomacy: 1d20 + 7 ⇒ (13) + 7 = 20


Safandar frowns as he hears the news of your foray the Border Wood. "No sign of the Lady Argentea or what's causing the wintry weather?" he asks.

Gathering you together, he does invoke the blessing of Old Deadeye on the group, which binds most of your wounds and brings the unconscious Ruso back to awareness.

"I offered you all the healing magic I had at my disposal already." says the elder, shaking his head sadly. "I could craft another potion, but it would take a few days, and our missing noblewoman may not have that much time."

"No, while I can't actually suggest this, perhaps Old Woman Theodora, the weird woman on the edge of town, might have something to assist you."

Safandar also suggests that he can use Endure Elements on 4 of you the following day if needed.

Channel: 3d6 ⇒ (2, 6, 6) = 14


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 manages to drag herself back into town with the others. She doesn't even have the energy to glare at the priest when he calls Theodora weird.

"Old Woman Theodora is a good suggestion. I don't know why I didn't think of her right away. She's helped me with my skills, and knows many things. We should see her in the morning after we sleep." She does remember her manners and thank the priest for using his healing skills for the group.


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 stretches and yawns as he regains consciousness. "How did whe get back here? The last thing I remember is some ugly snow colored worms lashing out at us."

As Safandar finishes his offer. "I would happily accept that assistance. It is awfully cold out there in the woods. I will however suggest you wait until morning when we get ready to head out again."


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.

"Weird? I always thought she was quite nice."

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

"Leaving in the morning is fine with me. Agreed?


Skyne thanks Safandar heartily, and makes a small donation to his church. He does not seem happy about risking his life again, though.

"I'd prefer not to leave town at all, but if we we're going to do this, I'd at least like to know what's in it for us."

Donating 10 gp, and will prep two endure elements tomorrow, so that we can cover everybody.


The priest thanks you heartily for the small donation. He agrees to help in the morning with resistance to the elements for the group.

Still night time. What else? if ready to leave in the morning, then I will push that along as long as someone acknowledges.


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 good to head back out if everyone is healed.


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 wakes from a good nights rest into the cold of the morning air. He shivers and considers crawling back under his blankets before he shakes off his malaise and gets up. He dresses, gathers his gear together, and has a bite to eat before joining the others at the church for today's blessings.

"Alright, so the plan for today is to receive the blessing and weather protection from Sanandar, visit Theodora, and then venture out into the woods again. Is there anything else we need to do?"


"Come back alive." Don't they know when to quit? These fools are going to get themselves killed, and me with them!

Once he's had an ale and some eggs, Skyne prepares his spells for the day, and then uses some of that magic to protect himself and Wulfgang from the weather.

I also switched message to acid splash.


The group sleeps at the Silver Stoat warming themselves by the fire, sleeping and recuperating, ready for the next day's trials. In the morning, Safander stops at the Inn, giving the divine protection against the weather to the group -- Irina declines due to her natural protection.

They then head to the small run-down cottage at the edge of town where Irina has spent many hours. There the withered old crone, Theodora, welcomes them inside.

The place is filled with all kinds of strange and unuusual furnishings. Stuffed rodents, the skeleton of a bat, exotic plants, and other oddments line the many shelves and tables of the home. "So, the brave heroes have returned already, eh? And how can a poor old woman help all of you?'


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 gives Theodora a warm welcome, and begins to prepare tea for Old Mother and her companions. She takes a few things off the shelves, and puts them in the teapot.

Serving the tea and taking her seat she explains. "It was so cold Old Mother. There were tatzylwyrms. They shouldn't be this far south. There was a man frozen solid, and undead where the woman was taken. Can you help us figure out what's making it so cold, and how we might combat fey? We were very unprepared."

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 and you you have any potions that help cure wounds. Poor Irina nearly died in the snow from that bastard wyrm!"


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)

"More that Irina nearly died out there. Do you perhaps have anything that can provide any further healing beyond a potion?"


The old woman blinks as she tries to listen to everyone talking at once. Finally she speaks in a soft voice, that cracks with age. "Poor dears, nearly dying in the cold of the north, eh? Some powerful magic to make the weather change this way. More than Theodora could ever do, much more. Potions are nice for one use, yes indeed viking man. But you will have the fight of your lives before you soon enough. Something more usable may be in order. Theodora may have just the thing." she shuffles off to a back room and there is the sound of some banging and a heavy item falling over. It gets quiet for several long minutes and the woman appears again from the back room, holding a long, thin ivory box.

"This is what Theodora was looking for. That bad boy Archimedes had hidden it, but Theodora found it at last!" She opens the box and inside is what looks like a small sapling with one green leaf dangling from an end. "It is a wand of magic. It returns nature's growing power to those who are near to death from wounds. A healing wand!" She takes out the stick, handling it with shaking hands but clear reverence.

"But a thing like this is dear, young ones. Theodora gave much to get a this wand. What will you give for it, eh? What precious things must you give to Theodora?" her wizened eyes light up as she says this final bit. She looks to you for an answer.


"Before we bargain, might I study the item's magic?" Without actually touching the wand--or waiting for Theodora's answer, Skyne examines it closely, concentrating for several seconds.

Crunch:
Cast detect magic
Spellcraft: 1d20 + 6 ⇒ (17) + 6 = 23

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