Return of Winter by Artofregicide (Inactive)

Game Master Artofregicide

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A ugly sneer appears on the woman's face for just a single moment, belying her grandmotherly and slightly daft behavior, but after that one moment, it is gone again, replaced by the benign countenance.

"Hasty, hasty, eh children? Manners are important in this world, but Theodora doesn't mind if you look with your wizardry. Book magic can be quite powerful. Theodora knows."

Concentrating, Skyne is able to tell that the wand is indeed a curative magical item. It has been used, and has slightly less than half of its magic still remaining.

Wand of CLW, the wand has 20 charges remaining


"Theodora, perhaps me and my companions could step outside for a moment to discuss some things privately? Your gift is worth more than any one of us have individually, and we must barter among ourselves first."


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 outside and huddles up with the others. "So we picked up all this jewelry. Do you think she would take that in trade?"


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Skyne Dorfursson wrote:
"Theodora, perhaps me and my companions could step outside for a moment to discuss some things privately? Your gift is worth more than any one of us have individually, and we must barter among ourselves first."

"As you wish, young ones. Theodora will have some tea that sweet Irina has made. Theodora is nothing if not patient, children. How else could she live so long and see so much?" She gives a permissive nod and takes a steaming mug from Irina as the others head back outside into the strangely cold summer morning.


"A good idea, Ruso. I would value Theodora's wand at about 300 gp. It has 20 uses left, and replicates the prayer that Peltra said over each of us yesterday."


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 seems annoyed by the call out, and bows and apologizes to their host. "Different places have different ideas of manners, I guess."

Outside, he speaks quietly, but distinctly. "She is doing us a big favor, so we need to give her a fair value. I know some in town down respect her, or her ways, but I do... and if anyone disrespects her, you will be explaining it to me. I only have 12 gold to give, but I will give it."


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 steps onto the porch with the others, "She's been wonderful to me since I've been here. Her ways are not some people's as Jack as said. She took me in, and she's helped me learn about my gifts. Let's see if she will trade for the jewelry or maybe she has a something she'd like us to do. We can ask her if there's something she wants first, and then offer the jewelry if there is nothing."

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

"Or we can see if we can recover some more gold. Maybe the wyrm had some stashed in the forest. I've heard tales that dragons desire gold in great amounts?"


"I like Irina's idea. Theodora is clearly ignored by the majority of townsfolk, and might easily need help with something that requires more than her own two hands."


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)

"Right. Let's make that offer then and go from there."

Ruso turns and heads back into the home. "Theodora, we where wondering, is there perhaps anything that you need done either here at your home or fetched in town that we could do for you in trade for the wand you offer?"

Diplomacy: 1d20 + 1 ⇒ (10) + 1 = 11


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

"Do you need us to do a task for you Old Mother?" Irina refills her teacup.

Diplomacy Aid: 1d20 ⇒ 4


"Such a nice girl," purrs Mother Theodora patting Irina's cheek kindly. "Theodora will give the healing wand to you. She will, dear ones, but you must pay for it, not now but later. Theodora has been on adventures before, children, but now she is too old to go. Instead, you will bring back the enchanted items you find along your path, and you will Theodora first choice from among them, yes? Theodora trades you aid and succor now, for something of great value later. Could be a big thing or just a small one, who can say, young ones. Who indeed? What say you? A bargain, eh?'

The kindly, grandmotherly twinkle in her eye is replaced with a crafty look, as if she knows you have little choice in the matter. It is a look that not even Irina has seen before from the old witch-woman.


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 we are in this for the necessity and not the treasure, I am happy to strike that bargain. There is risk here for you, Theodora... it is possible we will not survive, in which case you gain nothing. While we all, of course, hope this will not come to pass, you should know that based on our short experience together, it does seem a very real possibility. Although less so with your help."

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 have faith that we'll survive my friends! We are all skilled adventurerers


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 says to Wulfgang, "I'm a barmaid with some strange skills. Not a fighter or a magician. What we fight has to have a brain for me to do anything to it."

She notes the crafty look on her face, but gives her a friendly smile anyway. I'll make that bargain with you Old Mother. You get the first choice of enchanted items we find. That's the deal, and I for one agree."


"Excellent, children, excellent!" she claps her hands together enthusiastically at your assent. "Yes, dear one, Mother Theodora takes chances with such a bargain, but the Old Mother senses something within you. Something akin to greatness, perhaps. Strong of sinew and quick of mind you are, enough perhaps to overcome the weird weather and return. If that happens, Theodora's gamble will pay off, oh it will indeed!"

She hands the wand, more of a stick really, over to Irina and then starts to usher the group out. "Now young ones, away with you. Daylight is burning and there is much yet for you to do this day. Be safe, be warm, and return to Theodora what is her due!"

Any other tasks before you head back to the Border Wood? Who takes the wand (20 charges) of healing?


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.

Is Jack still at 1 hp or did we at least get healed up? If not, he will want to start using that wand...

Jack will replenish his spent arrows. With that, and the Endure Elements having been cast on his behalf, he is ready to go out.


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

I can UMD the wand. Does anyone have Cure Light on their spell list?

"Thank you Old Mother." She takes the wand and tucks it away. She'll hand it to anyone who can use it.

"I'm ready to go in search of the young woman again." Irina follows the group as they finish any last minute things they need to do.


Jack Forrester wrote:

Is Jack still at 1 hp or did we at least get healed up? If not, he will want to start using that wand...

Elder Safander channeled energy to heal everyone in the group to full HP. The wand will be for any new wounds taken.


@Irina: Isn't cure light wounds on the witch list? You shouldn't have to UMD it.


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

Cure Light Wounds is a 1st level Witch spell. Irina can use it.

"Alright, lets go get the young lass back." Ruso puts on a determined countenance as he prepares to leave the village 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.

Actually, as a Ranger, Jack can use it too. But he don't know that yet...


Armed with the new wand, fully healed, and ready for a second chance, the party bravely sets out once again for the Border Woods. The sun is rising in the east, even if its blaze is muted by the heavy clouds massing above the heights of the woods. Once again it takes about 3 hours along the road for the group to arrive at the ambush site, which looks much the same when they left yesterday, except for more snowfall.

Entering the winter pocket once again the group makes it past the now nearly buried chest trap and also to the foot of the gully where they were ambushed by tatzylwyrms. Nothing seems to stir the snow this time, so they trudge up the slope. While the snow is deep and still falling, and the wind seems to be howling from every direction, the cold that sapped the group yesterday is held at bay by the divine protection offered by Elder Safander's magic.

Once at the top of the slope, a tree-lined path leads to the northwest, even with the deepening snow, the footsteps taken by the kidnappers of Lady Argentea are still barely visible winding along in that direction.

On either side of the road, you are able to notice black-feathered bundles and strange fetishes hang from the lowest branches of the trees in this part of the forest, swaying and shifting in the wind. All are stuck through with small pins holding pieces of leather bound around them.

Please place yourselves where you will on the new tactical map linked at top. The group is moving east to west so right to left on the map. The path allows for normal movement, any square without path on it is considered difficult terrain.


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
Skyne Dorfursson wrote:
@Irina: Isn't cure light wounds on the witch list? You shouldn't have to UMD it.

Weird. I looked at it on Hero Lab, and it didn't come up on the list. Looked it a different place and found it. I thought it was on the list.

Irina takes her place in line right behind Jack. "Those hanging bundles are odd. I wonder what they are for." She doesn't leave her place in line to investigate though. She looks to see if they look new or have been hanging in the tress for a while.

Perception: 1d20 + 2 ⇒ (19) + 2 = 21


Only Jack and Irina placed tokens, so I loaded up the others in a reasonable spot.

Irina admires the fetishes as much as possible without leaving the path and can tell they look rather fresh -- they are not covered with much snow yet. She can also tell that what at first appeared to be black feathers, are really the small corpses of crows, stuck through with pins and wrapped in leather cords. The winter witch is just about to mention this when something else attracts her attention...

GM Screen:

Pym Blue Init: 1d20 + 3 ⇒ (16) + 3 = 19
Shor Green Init: 1d20 + 3 ⇒ (17) + 3 = 20
Vosi Red Init: 1d20 + 3 ⇒ (4) + 3 = 7
Gar Yellow Init: 1d20 + 3 ⇒ (20) + 3 = 23
Irina Init: 1d20 + 1 ⇒ (10) + 1 = 11
Jack Init: 1d20 + 2 ⇒ (4) + 2 = 6
Ruso Init: 1d20 + 5 ⇒ (1) + 5 = 6
Skyne Init: 1d20 + 2 ⇒ (7) + 2 = 9
Wulfgang Init: 1d20 + 1 ⇒ (14) + 1 = 15
Peltra Init: 1d20 + 1 ⇒ (6) + 1 = 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)

Knowledge (local): 1d20 + 8 ⇒ (4) + 8 = 12 To see what I might know about these bundles.

"They are like nothing I have ever seen before. Best be wary of them though." Ruso begins casting furtive glances around the area. I really hope we are not walking into someone or somethings scared space thus prompting it to be well and truly offended by our blunder.

Perception: 1d20 + 7 ⇒ (11) + 7 = 18 (Add +1 if I am locating a trap.)


Decorated Trees - Surprise Round

23 Gar Yellow
20 Shor Green
19 Pym Blue
15 Wulfgang (surprised)
11 Irina (surprised)
9 Skyne (surprised)
7 Peltra (surprised)
7 Vosi Red
6 Ruso (surprised)
6 Jack (surprised)

From somewhere out in the woods a series of small, pin-sized arrows flies striking Ruso and Wulfgang. The tiny arrows cause only limited hurt but seem to radiate an unnatural coldness that chills to the bone anyone hit by them. Another tiny arrow flies past the face of Skyne, and a fourth bounces harmlessly off Ruso's winter outfit.

Straining to see where the ambush is coming from, the groups scans the trees through the falling and blowing snow.

Each hit causes 1 NL damage and requires a DC 11 Fort Save or the target is staggered for one round from the numbing cold. Each PC may also make a Perception check to spot the foes who are firing at you. Remember Perception in the snowfall areas is at a -4 penalty, as are ranged attacks.

End of Surprise Round

GM Screen:

Gar Stealth, ambush: 1d20 ⇒ 18
Shor Stealth, ambush: 1d20 ⇒ 8
Pym Stealth, ambush: 1d20 ⇒ 4
Vosi Stealth, ambush: 1d20 ⇒ 7
Gar Yellow shortbow vs FF AC: 1d20 + 8 - 4 ⇒ (19) + 8 - 4 = 23
Gar dmg: 1d2 - 2 ⇒ (2) - 2 = 0
Shor shortbow vs FF AC: 1d20 + 8 - 4 ⇒ (16) + 8 - 4 = 20
Shor Dmg: 1d2 - 2 ⇒ (1) - 2 = -1
Pym shortbow vs FF AC: 1d20 + 8 - 4 ⇒ (3) + 8 - 4 = 7
Vosi Shortbow vs FF AC: 1d20 + 8 - 4 ⇒ (3) + 8 - 4 = 7

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 looks around

perception: 1d20 + 6 ⇒ (5) + 6 = 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)

Fortitude Save, DC 11: 1d20 + 0 ⇒ (9) + 0 = 9

Ruso desperately looks around to see if he can spot what caused the pin prick.
Perception, snowing: 1d20 + 7 - 4 ⇒ (7) + 7 - 4 = 10


Skyne is thinking about examining one of the dead crows up close, when a tiny arrow suddenly changes his mind.

Perception: 1d20 - 2 ⇒ (12) - 2 = 10


Wulfgang viking wrote:

Wulfgang looks around

[Dice=perception]1d20+6

Since you were hit by a tiny arrow, you need the DC 11 Fort save also or be staggered for one round. Also, due to the blowing snow, your Perception is at a -4 penalty, not that it matters this time.


Decorated Trees - Round 1

23 Gar Yellow
20 Shor Green
19 Pym Blue
15 Wulfgang (1 NL)
11 Irina
9 Skyne
7 Peltra
7 Vosi Red (not visible)
6 Ruso (staggered, 1 NL)
6 Jack

Through the blowing snow and the tree cover, the party is able to spot three of its attackers -- lithe, diminutive creatures that look like a humanoid with wispy, mothlike wings and long, thin ears. The creatures have pale-blue skin with white markings and long dark blue hair. They carry tiny bows and hover about 10' in the area.

Know Nature DC 10+:
These are sprites. Diminutive fey creatures that gather in small groups, usually to defend nature. These appear to be cold-based fey as opposed to the typical woodland variety, hence the coloration differences.

Know Nature DC 15+:
Fey, including sprites, are slightly resistant to normal weapon damage. Cold iron is useful against fey creatures. A sprite naturally sheds light equal to that provided by a torch. A sprite can control the color and intensity of the light reducing it to the dimness of a candle or even extinguishing its luminosity entirely if it wishes.

Know Nature DC 20+:
Like most fey, sprites have certain magical affinity. This often comes in the form of mind-affecting spell-like abilities like Daze or Color Spray. Since these appear to be cold based fey, they are likely immune to cold effects, but vulnerable to fire.

As you are trying to spot and identify the foes, they unleash another barrage at you, flying and shooting their tiny bows. Again arrows hit target, this time striking Ruso for 1 NL and Skyne for 2NL.

Again, if hit a DC 11 Fort is required or be staggered for one round. You cannot spot the 4th bowman so far, but they have not fired again yet. Wulfgang, Irina, Skyne and Peltra are up now for the group. Remember off the path squares are considered difficult terrain, and ranged attacks take a -4 penalty.

GM Screen:

Gar shortbow, snow, FF AC: 1d20 + 8 - 4 ⇒ (13) + 8 - 4 = 17
Shor shortbow, snow, FF AC: 1d20 + 8 - 4 ⇒ (20) + 8 - 4 = 24
Shor Crit confirm: 1d20 + 8 - 4 ⇒ (17) + 8 - 4 = 21
Pym shortbow, snow, FF AC: 1d20 + 8 - 4 ⇒ (3) + 8 - 4 = 7


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

Perception: 1d20 + 2 - 4 ⇒ (19) + 2 - 4 = 17
Know Nature: 1d20 + 8 ⇒ (10) + 8 = 18

"These are sprites a type of fey creature. These seem to have an affinity for cold instead of nature like other sprites. Cold old iron is useful against fee creatures. Regular weapons won't work as well." Irina casts Mage Armor on herself, and moves forward toward the creatures.

I assume someone with better AC will get closer. I need to be within 30 feet for my Evil Eye to work.


@GM: I took a crit, right? So still only 1 Fort save?

"Here! Some of my crossbow bolts have cold iron tips! We only have a few though, so use them like daggers instead."

With a word and gesture, a frosty mist rises up from the ground to provide some concealment for the party.

Crunch:
Standard Cast silent image (DC 13)
Move Draw a cold iron "dagger"

Fortitude: 1d20 + 8 ⇒ (18) + 8 = 26

All party members who are standing in the area of effect, get a DC 13 Will save to disbelieve the mist. If you fail, treat it as a smaller obscuring mist.


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.

Know Nature: 1d20 + 5 ⇒ (8) + 5 = 13
Jack simply nods as Irina talks about the sprites.


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)

Fortitude Save, DC 11: 1d20 + 0 ⇒ (6) + 0 = 6

The tiny pin pricks that keep hitting him are really starting to annoy Ruso. "And if we don't have that kind of metal to hand, how do we deal with them? Ruso loudly grumps.


Decorated Trees - Round 1 - continued

"Sprites are known to glammer or daze foes with their natural magic. Careful of their mind-affecting spells. If these are the winter-touched Yuln told us about, I bet they are vulnerable to fire." says the northman, surprising you with his knowledge.

Wulfgang rushes out towards the small foes trying to get close enough to engage them with his greataxe. He even moves past one of the bow-wielding sprites trying to cut off its escape.

Moving forward cautiously, Irina casts a spell that wards her like a suit of armor.

Thinking to use as a defensive screen, Skyne casts a spell that creates an illusory mist around the party, hopefully shrouding them from the tiny projectiles sent by the blue fairies.

Pending an action from Peltra. See my post in Discussion in that regard.

Wulfgang DC 13 Will: 1d20 + 1 ⇒ (6) + 1 = 7
Wulfgang Know Nature: 1d20 + 5 ⇒ (17) + 5 = 22


Was waiting out the 24 hour clock on Peltra, but will not do that again until we here from her, or the week's notice has passed.

Decorated Trees - Round 1 - continued

Seeing that ranged options are going to be limited in the driving snow, Peltra understands they will have to defeat these fey creatures with melee or spells. She grasps her holy symbol and cries out, "Grey Lady, judge us worthy to defeat these foes. Send your blessing upon us in our time of trial!"

She then draws her mace, just in case any of the flying pests get close enough for a good whack.

Cast Bless which adds +1 morale bonus to attack and saves vs fear for 10 rounds.

To Wulfgang's surprise, the 4th sprite sniper appears not far away from him. The diminutive foe flutters backwards a few feet and sends forth a spell-like dazing spell, which stops the mighty ranger in his tracks, rooting him momentarily.

Ruso, who is staggered, and Jack can now act to end Round 1.

GM Screen:

Wulfgang DC 11 Will: 1d20 + 1 ⇒ (6) + 1 = 7


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 double moves to get closer to the action.


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)

"Just once I would like to face a proper foe and preferably some where warm." Ruso steps out of the mist and into the snow as he trudges reluctantly towards this new threat.


Decorated Trees - Round 1 - concluded

Jack rushes down the path to get closer to the arrow-firing sprites, while Ruso tries the cross-country method.

End of Round 1


Decorated Trees - Round 2

Bless in effect, 10 rounds

23 Gar Yellow
20 Shor Green
19 Pym Blue
15 Wulfgang (1 NL, dazed)
11 Irina
9 Skyne (2 NL)
7 Peltra
7 Vosi Red
6 Ruso (staggered, 2 NL)
6 Jack

The yellow sprite fires a tiny projectile at Jack that sails wide of the mark. The fairie then zips away from the dazed Wulfgang, ending up just south of the icy mist illusion.

Green Sprite utters some magical words and then cries out in Common "Come forward, kinsmen!" and four luminous forms appear in the tree line to the north of the group, seeming to add more in number to the sprites.

Perception DC 11 (-4 penalty for snow):
The glowing forms are not sprites, but simply Dancing Lights intended to fool the unobservant

Blue sprites fires another missile at the already staggered Ruso but the elf is just able to avoid getting stung again.

Wulfgang remains dazed. That means Irina, Skyne and Peltra are up for the heroes.

GM Screen:

Gar bow, fight defensively, snow: 1d20 + 8 - 4 - 4 ⇒ (7) + 8 - 4 - 4 = 7
Pym bow, FD, snow: 1d20 + 8 - 4 - 4 ⇒ (11) + 8 - 4 - 4 = 11


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

Perception: 1d20 + 2 - 4 ⇒ (17) + 2 - 4 = 15

"Those aren't enemies, but lights. Irina calls after she takes a step out of the mist. She gives the Evil Eye to the Blue Sprite.

-2 Attack Rolls DC 14 Will Save or it's for seven rounds instead of one.

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

"What lights?" The Ulfen warrior stands unmoving.


Skyne gathers a handful of the mist and blows it away, somehow enlarging it and moving the entire cloud forward.

Crunch:
Move Movement
Standard Concentrate on silent image

Spellcraft: 1d20 + 6 ⇒ (7) + 6 = 13
Perception: 1d20 ⇒ 6


Decorated Trees - Round 2 - continued

Irina sees the luminous balls appear in the trees to the north, but is able to identify them for what they are, not more sprites, but simply orbs of light. She then sends a hex at Blue Sprite affecting its ability to attack for half a minute or more.

Skyne concentrates on moving the illusory mist forward with him as moves on down the path. AS the mist moves, it covers more of the party, offering some protection, even if its only an illusion.

Peltra readies her mace and moves after the sprite that has gotten around the party to the south. The heavy snow slows her movement, but she closes in.

Chittering in Sylvan, Red Sprite moves away from Wulfgang and fires an arrow through the mist at Jack. The arrow flies through the mist and glances off the northman's leather armor harmlessly.

Sylvan:
"Blasted big ones, using that mist to conceal themselves. Circle them and bring the color magic to take them down. I will hold them here."

Ruso who is no longer staggered, and Jack are up for the party to end the round.

GM Screen:

Blue Will DC 14: 1d20 + 1 ⇒ (7) + 1 = 8
Red Will DC 13 to disbelive: 1d20 + 1 ⇒ (4) + 1 = 5
Red bow shot, snow: 1d20 + 8 - 4 ⇒ (10) + 8 - 4 = 14


"Spread out! They are trying to circle behind us and get in position for some sort of spell."


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

Ruso steps out of the mist again and closes on one of the sprites. He then tries to scewer it with his rapier.

Attack: Rapier: 1d20 + 3 ⇒ (5) + 3 = 8
Damage: Piercing: 1d6 + 1 ⇒ (4) + 1 = 5


Will DM-PC for Jack since are past the 24 hour time limit for action.

Decorated Trees - Round 2 - concluded

Moving out of the protection of the mist to take the offensive, Ruso stabs at the nearest sprite, but the quick little fey easily dodges his thrust.

Jack also advances as best he can through the deep snow to make an attack on Red Sprite, drawing his cold iron longsword after hearing those weapons are particularly effective against these foes. The ranger is able to score a hit against the sprite, drawing red blood upon her blue skin, but not downing it.

End of Round 2

Jack cold iron longsword, bless: 1d20 + 4 + 1 ⇒ (15) + 4 + 1 = 20
Dmg, cold iron: 1d8 + 3 ⇒ (3) + 3 = 6


Decorated Trees - Round 3

Bless in effect, 9 rounds

23 Gar Yellow
20 Shor Green
19 Pym Blue (evil eye, -2 attacks, 7 rounds)
15 Wulfgang (1 NL)
11 Irina
9 Skyne (2 NL)
7 Peltra
7 Vosi Red (6hp dmg)
6 Ruso (2 NL)
6 Jack

Yellow Sprite waves her tiny fingers and tries to daze Peltra, but the cleric, who is warded against spells from evil casters, powers through the mind-affecting spell.

Flying laterally about 10 feet, Green Sprite casts a spell that sends a series of coruscating spirals and colored patterns of light across the air aimed at Ruso. The mind-affecting illusion captivates Ruso, but just at the last moment as he feels his chin drop and eyelids grow heavy, he snaps out of, much to the disappointment of the sprites.

Knowing she is too close to the big person for her safety, Blue Sprite tries to send a dazing spell at Ruso, casting on the defensive. The Blue Sprite is able to cast while moving around enough to avoid an attack, but the enchantment seems to have no effect on Ruso. She then takes a short drift backwards.

After fighting through the daze, Peltra struggles forward in the deep snow and swings her mace at Yellow Sprite, slugging the little creature a harsh blow.

Wulfgang, Irina, and Skyne are up for the heroes.

GM Screen:

Peltra DC 11 Will, warded: 1d20 + 5 + 1 ⇒ (12) + 5 + 1 = 18
Ruso DC 12 Will: 1d20 + 1 ⇒ (11) + 1 = 12
Blue Concentration DC 17: 1d20 + 6 ⇒ (19) + 6 = 25
Ruso DC 11 Will, enchantment: 1d20 + 1 + 2 ⇒ (17) + 1 + 2 = 20
Peltra mace, bless: 1d20 + 2 + 1 ⇒ (18) + 2 + 1 = 21
Peltra Dmg: 1d8 + 2 ⇒ (3) + 2 = 5

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