Reign of Winter (group two) (Inactive)

Game Master Whack-a-Rogue

Ruined Temple
Loot List


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Vitals:
Druid (Bat Shaman) 2; HP: 23/23 | AC: 19; T: 14; FF: 16 CMD: 14 | Fort: +5; Ref: +4; Will: +7(+9 vs. fear) | Init: +5; Perc: +10; Stealth +11; Survival +10
Spells:
6/6 | Cantrips: Guidance, Stabalize, Read Magic | Level One: Magic Stone, Mudball, Cure Light Wounds; Domain: Sleep

"Poor man... I hope we catch up to whoever is doing these horrible things soon..."

Despite feeling bad for this poor human, Blik will help chip the ice away from his valuable possessions. Blik will kneel and whisper what passes for a prayer to him.

"Your goods will be put to use for the living, rest well child of day, we will see you avenged soon."

Blik will point out the footprints continuing down the trail to the others, and continue on, with more purpose in his steps.


HP: 0/187(226) | AC/T/FF 16/13/16(21/11/21) CMD 30(34) | Fort +18(21) Ref +9 Will +11(14) | Init +2 Rage 23/32 | Acid Res 10 Cold Res 2 | Fortification 15% | Death Curse DC 17 | Darkvision 60ft, Blindsense 30ft
Skills:
Perc +13 Intimidate +8 Knowledge (Arcana) +5 (Nature) +7 Stealth +2 Survival +9

"The cold itself is not evil. It is nature. This cold may be unnatural but it is still nature, just forced. Whatever is causing it on the other hand needs an axe to the face."


Vitals:
HP: 138/138 | AC: 22; T: 17; FF: 17; CMD: 27 | Fort: +14; Ref: +16; Will: +12(+2 versus fear) | Init: +5; Perc: +26; Stealth +18; Survival +20
SSGOW Sexy Shoeless Tailor of War 13!

"This cold feels evil ta me."


HP: 0/187(226) | AC/T/FF 16/13/16(21/11/21) CMD 30(34) | Fort +18(21) Ref +9 Will +11(14) | Init +2 Rage 23/32 | Acid Res 10 Cold Res 2 | Fortification 15% | Death Curse DC 17 | Darkvision 60ft, Blindsense 30ft
Skills:
Perc +13 Intimidate +8 Knowledge (Arcana) +5 (Nature) +7 Stealth +2 Survival +9

"Does it not get cold down here usually?"


Vitals:
HP: 138/138 | AC: 22; T: 17; FF: 17; CMD: 27 | Fort: +14; Ref: +16; Will: +12(+2 versus fear) | Init: +5; Perc: +26; Stealth +18; Survival +20
SSGOW Sexy Shoeless Tailor of War 13!

"No place gets this cold, as far as I'm concerned."


Male Catfolk HP(54/134) Sub(54/134)
Stats:
AC21/Touch11/Flat 20 | Fort+13/Ref+8/Will +5| Init +3
Skills:
Stealth + 0, Perception +9, Sense Motive +8, Survival + 9, Intimidate +6, Diplomacy +13, Ride+15
Class (Samurai) (10)

An axe to the face you say?" The samurai said his whiskers twitching in amusement. He pointed to the frozen corpses hand axe. "Whose face do we plant that in?" He asked taking the bow and handing it to Erica along with the arrows. See how friend Hobbes had been handling most of the money and things anyway the feline tossed him the pouch. He frowned as he checked the corpse, wondering if it were the ice men whom killed him and buried him in the snow, the evil sprite things, or something else.
heal: 1d20 ⇒ 19


Male Human (Varisian) Witch 9
Vitals:
HP:64/66| AC: 13; T: 13; FF: 11; CMD: 17 | Fort: +8; Ref: +8; Will: +9(+2 vs. fear) |Init: +6;Perc: +11;Stealth +2;Survival +2
Hexes:
Evil Eye (at will)| Cackle (At will)|Misfortune(At will)| Feather Fall (At will, self)| Levitate (Once per day)|Fly(9/9 Minutes)|Stardust 2/2|Ward(At Will))

As soon as they leave the place with the snowman, Zses will use his orange scarf to assemble the CrowBall(TM) Crow can't fly, +2 to fortitude saves against cold weather

"Another one..." he will say as they approach the farmer's corpse. He will join in examining the corpse with Silence, searching for signs if the cold that killed were magical, or if his causes of death were similar to those of the frozen Sentinel.
Zses Perception: 1d20 + 2 ⇒ (5) + 2 = 7
Zses Know.(Arcana): 1d20 + 8 ⇒ (3) + 8 = 11
Zses Know.(Nature): 1d20 + 8 ⇒ (10) + 8 = 18


HP: 0/187(226) | AC/T/FF 16/13/16(21/11/21) CMD 30(34) | Fort +18(21) Ref +9 Will +11(14) | Init +2 Rage 23/32 | Acid Res 10 Cold Res 2 | Fortification 15% | Death Curse DC 17 | Darkvision 60ft, Blindsense 30ft
Skills:
Perc +13 Intimidate +8 Knowledge (Arcana) +5 (Nature) +7 Stealth +2 Survival +9

"This cold is nothing compared to Irrisen. It'll freeze your soul there, a cursed, evil place of eternal cold."
Anbody want that handaxe?


The farmer appears to have been killed by an icy fist. Most likely one of those elementals.

Waiting for Erika to check in


GM Rolls:
Them: 3d20 - 15 ⇒ (12, 12, 5) - 15 = 14
PCs: 6d20 + 24 ⇒ (15, 11, 8, 1, 9, 16) + 24 = 84

The trail begins to climb a ridgeline to the south beneath snow-laden trees. The prints of boots and horses mar the freshly-fallen snow on the trail. You can hear voices just around the next trail bend. They're speaking Common and appear to be arguing over loot distribution. It seems they're not happy with the current arrangement.

They're unaware of you, so you can stay where you are for now without a problem. If you choose to initiate combat, you'll get a Surprise Round. If you wish to move closer, talk amongst yourselves, or whatever, I'll need Stealth checks if you wish to remain unnoticed.


Male Catfolk HP(54/134) Sub(54/134)
Stats:
AC21/Touch11/Flat 20 | Fort+13/Ref+8/Will +5| Init +3
Skills:
Stealth + 0, Perception +9, Sense Motive +8, Survival + 9, Intimidate +6, Diplomacy +13, Ride+15
Class (Samurai) (10)

2 questions... do we still have the path that is ridable? and... an estimated distance to the sound of the voices? the answers to those questions will vary my discussion as to plans.


Yes, the path is still ridable if you take it slow. As to distance, it's literally just around the bend. So, maybe 30ft. Their Perception rolls were atrocious, so you were able to get really close, but you can hang back farther if you'd prefer. :-)


Male Catfolk HP(54/134) Sub(54/134)
Stats:
AC21/Touch11/Flat 20 | Fort+13/Ref+8/Will +5| Init +3
Skills:
Stealth + 0, Perception +9, Sense Motive +8, Survival + 9, Intimidate +6, Diplomacy +13, Ride+15
Class (Samurai) (10)

"Bandits ahead yes yes? Surely honorable sentinals would not be arguing over loot. Banditry is for the sword?" The large feline said his katana making a wicked whisper as he withdrew it from its sheath. "I will veer to the left side to give you archers a free reign on the right.

Unless anyone offers a plan to the contrary Silence will prepare to (charge) if able otherwise Mount has 50ft of movement to attack the bandit on the leftest side.

initiative: 1d20 + 3 ⇒ (8) + 3 = 11


HP: 0/187(226) | AC/T/FF 16/13/16(21/11/21) CMD 30(34) | Fort +18(21) Ref +9 Will +11(14) | Init +2 Rage 23/32 | Acid Res 10 Cold Res 2 | Fortification 15% | Death Curse DC 17 | Darkvision 60ft, Blindsense 30ft
Skills:
Perc +13 Intimidate +8 Knowledge (Arcana) +5 (Nature) +7 Stealth +2 Survival +9

Moving alongside Silence to charge the bandits
Drawing his great sword as he breaks into a run he'll cheerfully quip to Silence "Yes yes."


Vitals:
HP: 138/138 | AC: 22; T: 17; FF: 17; CMD: 27 | Fort: +14; Ref: +16; Will: +12(+2 versus fear) | Init: +5; Perc: +26; Stealth +18; Survival +20
SSGOW Sexy Shoeless Tailor of War 13!

Hobbes moves right behind Lyosha.


Vitals:
Druid (Bat Shaman) 2; HP: 23/23 | AC: 19; T: 14; FF: 16 CMD: 14 | Fort: +5; Ref: +4; Will: +7(+9 vs. fear) | Init: +5; Perc: +10; Stealth +11; Survival +10
Spells:
6/6 | Cantrips: Guidance, Stabalize, Read Magic | Level One: Magic Stone, Mudball, Cure Light Wounds; Domain: Sleep

"Uh, alright..."

Worried about another battle but preparing himself nonetheless, Blik will sneak along to the right side and cast Magic Stone on his bullet pouch.

Stealth: 1d20 + 11 ⇒ (14) + 11 = 25

Magic Stone:

Magic Stone

School transmutation; Level cleric 1, druid 1

Casting Time 1 standard action

Components V, S, DF

Range touch

Targets up to three pebbles touched

Duration 30 minutes or until discharged

Saving Throw Will negates (harmless, object); Spell Resistance yes (harmless, object)

You transmute as many as three pebbles, which can be no larger than sling bullets, so that they strike with great force when thrown or slung. If hurled, they have a range increment of 20 feet. If slung, treat them as sling bullets (range increment 50 feet). The spell gives them a +1 enhancement bonus on attack and damage rolls. The user of the stones makes a normal ranged attack. Each stone that hits deals 1d6+1 points of damage (including the spell's enhancement bonus), or 2d6+2 points against undead.


Male Human (Varisian) Witch 9
Vitals:
HP:64/66| AC: 13; T: 13; FF: 11; CMD: 17 | Fort: +8; Ref: +8; Will: +9(+2 vs. fear) |Init: +6;Perc: +11;Stealth +2;Survival +2
Hexes:
Evil Eye (at will)| Cackle (At will)|Misfortune(At will)| Feather Fall (At will, self)| Levitate (Once per day)|Fly(9/9 Minutes)|Stardust 2/2|Ward(At Will))

Before Silence moves, he will gesture the others to wait, and then Zses will start unwrapping Crow. Crow can now fly again, lose bonus to weather saves.
As soon as he's finished, he will nod to the others and follow after Blik.


GM Rolls:
Them: 3d20 + 3 ⇒ (11, 18, 1) + 3 = 33
Party: 5d20 + 35 ⇒ (15, 15, 17, 14, 19) + 35 = 115

You charge toward the voices - except for Blik who melts into the forest. Rounding the bend, you see three men wearing High Sentinel uniforms. Their eyes grow wide as Silence and Neverhome rush up, then they see three others coming up fast. They look surprised and scared.

Surprise Round
Your turns

No map for this one. Sentinels are clustered together. Neverhome/Silence are in melee range, Hobbes is 10ft back, and Zsestrian is 5ft behind Hobbes. Blik is in a comparable position to Zsestrian, but stealthed. Not sure about Erika. Because the Sentinels are off the trail, the battlefield's considered difficult terrain.


Male Catfolk HP(54/134) Sub(54/134)
Stats:
AC21/Touch11/Flat 20 | Fort+13/Ref+8/Will +5| Init +3
Skills:
Stealth + 0, Perception +9, Sense Motive +8, Survival + 9, Intimidate +6, Diplomacy +13, Ride+15
Class (Samurai) (10)

uniforms >.< shoot. whelp Silence will try talking, though if hostilities break out we go back to the tried and true samurai spell "make them not breath anymore if they are indeed breathing sorts of creatures"
Silence rears his mount Charger and blinks, Bandits and ne'er do wells didnt wear uniforms.... well ninja did but he hoped those... problematic beings hadnt made their way to this land. Still something just didnt add up. Law folk didnt comlain about loot. "Oh sorry to have startled you yes yes. The feline samurai began blade still bared as Mule pawed at the ground nervously. "The mayor lady in the town was worried about you yes yes, there was a caravan hit by bandits and five of your friends were slain and turned into zombies One lived though. We were sent to see if this evil snow had taken out your lodge."

The large feline smiled, which of course was toothy and possible wicked looking. He nudged his mount closer to them...
bluff: 1d20 + 1 ⇒ (6) + 1 = 7
sensemotive: 1d20 ⇒ 3
So. . . Silence took a little liberties with the ambush site on purpose yes yes. Should i roll a bluff?Yup im full of it. Sense motive?Yup they are honest. *lawls* Im telling you im in love with the ap so far, it has my years of player playing senses pinging and confused. But... if they are not bandits and sentinals im sure things will work themselves out. Oh.. and if you want to wollap them while you can go for it neverhome.


Male Human (Varisian) Witch 9
Vitals:
HP:64/66| AC: 13; T: 13; FF: 11; CMD: 17 | Fort: +8; Ref: +8; Will: +9(+2 vs. fear) |Init: +6;Perc: +11;Stealth +2;Survival +2
Hexes:
Evil Eye (at will)| Cackle (At will)|Misfortune(At will)| Feather Fall (At will, self)| Levitate (Once per day)|Fly(9/9 Minutes)|Stardust 2/2|Ward(At Will))

Hope they're bandits and we're not attacking the good guys <.<
I'll use my surprise round to talk and make sure.

Zses will remain rather dumbfounded as he sees the uniforms.
Wait, what? Are they actually Sentinels or they stole those uniforms?
Feeling the witch's worry, Crow and Zses will examine the scene to notice anything strange.
Zses Perception: 1d20 + 2 ⇒ (15) + 2 = 17
Crow Perception: 1d20 + 9 ⇒ (7) + 9 = 16
"Are...are you High Sentinels? We were searching for you! The village needs help, fast!"
That's kind of true, tough he will think as he gives another glance at the "Sentinels".
Zses Know.(Local): 1d20 ⇒ 15
Zses Perception: 1d20 + 2 ⇒ (3) + 2 = 5
Zses Sense Motive: 1d20 + 1 ⇒ (19) + 1 = 20
Crow Sense motive: 1d20 + 2 ⇒ (11) + 2 = 13
If Zses acknowledge the Sentinels as actual Sentinels, he will try to stop the fight immediately.


HP: 0/187(226) | AC/T/FF 16/13/16(21/11/21) CMD 30(34) | Fort +18(21) Ref +9 Will +11(14) | Init +2 Rage 23/32 | Acid Res 10 Cold Res 2 | Fortification 15% | Death Curse DC 17 | Darkvision 60ft, Blindsense 30ft
Skills:
Perc +13 Intimidate +8 Knowledge (Arcana) +5 (Nature) +7 Stealth +2 Survival +9

Does their uniforms appear to be damaged or have gore on them? Specifically if they have tears corresponding to wounds that would normally be lethal.

Neverhome will continue to advance on the "Sentinels" with his weapon drawn.

If the answer is yes then Neverhome will attack, realizing they simply looted the real sentinels.

Melee: 1d20 + 3 ⇒ (9) + 3 = 12
Damage: 2d6 + 3 ⇒ (3, 5) + 3 = 11

If the uniforms appear ok he'll hold off.

Perception to notice condition of uniforms: 1d20 + 8 ⇒ (12) + 8 = 20


Perception Rolls: All three of the men are wearing well-fitting uniforms that don't appear damaged or bloodstained.

Sense Motive Rolls: They're definitely High Sentinels. Silence instead is certain that they're imposters. (if you fail a Sense Motive check by enough, you arrive at a false conclusion)

@Silence: I'm glad that you're enjoying the AP so far. It has a few added touches (like the Swallowtail Festival), but I've been sticking pretty closely to the published plot - until now. Anyone familiar with the AP just got thrown for a loop if I've done my job right. ;-)


HP: 0/187(226) | AC/T/FF 16/13/16(21/11/21) CMD 30(34) | Fort +18(21) Ref +9 Will +11(14) | Init +2 Rage 23/32 | Acid Res 10 Cold Res 2 | Fortification 15% | Death Curse DC 17 | Darkvision 60ft, Blindsense 30ft
Skills:
Perc +13 Intimidate +8 Knowledge (Arcana) +5 (Nature) +7 Stealth +2 Survival +9

Neverhome will simply stare menacingly then.


Vitals:
HP: 138/138 | AC: 22; T: 17; FF: 17; CMD: 27 | Fort: +14; Ref: +16; Will: +12(+2 versus fear) | Init: +5; Perc: +26; Stealth +18; Survival +20
SSGOW Sexy Shoeless Tailor of War 13!

"Yea, where you guys been? Town's a mess right now."


Male Catfolk HP(54/134) Sub(54/134)
Stats:
AC21/Touch11/Flat 20 | Fort+13/Ref+8/Will +5| Init +3
Skills:
Stealth + 0, Perception +9, Sense Motive +8, Survival + 9, Intimidate +6, Diplomacy +13, Ride+15
Class (Samurai) (10)

Giving them the chance to respond so i can denounce them as the bandits and ne'erdowells they truly are!


Vitals:
Druid (Bat Shaman) 2; HP: 23/23 | AC: 19; T: 14; FF: 16 CMD: 14 | Fort: +5; Ref: +4; Will: +7(+9 vs. fear) | Init: +5; Perc: +10; Stealth +11; Survival +10
Spells:
6/6 | Cantrips: Guidance, Stabalize, Read Magic | Level One: Magic Stone, Mudball, Cure Light Wounds; Domain: Sleep

Blik will hold back when it appears these were the men the others were searching for. He'll still remain hidden though, always wary of any hostility, Blik will try to circle stealthily around behind the Sentinels ready to spot any aggressive behavior in these uniformed humanoids.

Sling at the ready, Blik will watch with trained patience.

Perception: 1d20 + 5 ⇒ (17) + 5 = 22


Male Human (Varisian) Witch 9
Vitals:
HP:64/66| AC: 13; T: 13; FF: 11; CMD: 17 | Fort: +8; Ref: +8; Will: +9(+2 vs. fear) |Init: +6;Perc: +11;Stealth +2;Survival +2
Hexes:
Evil Eye (at will)| Cackle (At will)|Misfortune(At will)| Feather Fall (At will, self)| Levitate (Once per day)|Fly(9/9 Minutes)|Stardust 2/2|Ward(At Will))

Dropping instantly any suspect, Zses will sigh with relief, only to frantically trying to tell what happened to the Sentinels a second later:
"Oh, I'm so glad you're safe! Miss Teppin sent to find you! This blizzard started and the caravans were attacked and there was a Tatzlwyrm and the snowman was trapped and..." a *tok* interrupted the witch's speech.
After having peaked at Zses's head, Crow will tell to the Sentinels, not without some effort "Are you okay? Why were you arguing?".
Massaging where the raven pecked him, Zsestrian will try to regain his composure.


Male Catfolk HP(54/134) Sub(54/134)
Stats:
AC21/Touch11/Flat 20 | Fort+13/Ref+8/Will +5| Init +3
Skills:
Stealth + 0, Perception +9, Sense Motive +8, Survival + 9, Intimidate +6, Diplomacy +13, Ride+15
Class (Samurai) (10)

Silence gave them time to answer... an appropriate amount of time in his mind at least. "Are you not this regions protectors? Are you not the law here? Yes yes? Why are you talking about loot? Have you defeated the bandits that attacked that carraige and killed those people... Speak up before the cat takes your tongues!" He said angrily Rearing mount up dramatically his glare on the three.
dramatic ride: 1d20 + 7 ⇒ (16) + 7 = 23
Intimidate: 1d20 + 1 ⇒ (19) + 1 = 20


The three Sentinels stand frozen as you run up to them. They stammer for a few moments, but look about to speak when Silence issues his threat. The Sentinels stare at the Catfolk's gleaming weapon, glance at each other, and take off running away as fast as they can!

Full Withdraw action. They're 30ft from everyone and are still unaware of Blik. If he has a melee weapon out, one Sentinel will provoke an AoO. Depending on your next round of actions, I may be pulling out my Chase Cards. ;-)


HP: 0/187(226) | AC/T/FF 16/13/16(21/11/21) CMD 30(34) | Fort +18(21) Ref +9 Will +11(14) | Init +2 Rage 23/32 | Acid Res 10 Cold Res 2 | Fortification 15% | Death Curse DC 17 | Darkvision 60ft, Blindsense 30ft
Skills:
Perc +13 Intimidate +8 Knowledge (Arcana) +5 (Nature) +7 Stealth +2 Survival +9

"Well that's not suspicious at all. Get them!" Neverhome will say flatly before breaking into a run after them.


Male Catfolk HP(54/134) Sub(54/134)
Stats:
AC21/Touch11/Flat 20 | Fort+13/Ref+8/Will +5| Init +3
Skills:
Stealth + 0, Perception +9, Sense Motive +8, Survival + 9, Intimidate +6, Diplomacy +13, Ride+15
Class (Samurai) (10)

>.<


Male Human (Varisian) Witch 9
Vitals:
HP:64/66| AC: 13; T: 13; FF: 11; CMD: 17 | Fort: +8; Ref: +8; Will: +9(+2 vs. fear) |Init: +6;Perc: +11;Stealth +2;Survival +2
Hexes:
Evil Eye (at will)| Cackle (At will)|Misfortune(At will)| Feather Fall (At will, self)| Levitate (Once per day)|Fly(9/9 Minutes)|Stardust 2/2|Ward(At Will))

Ok, now I have no Idea of what is going on <.<
Zses mouth will drop open as he look at the Sentinels running away. He will fix his eyes on one of the Sentinels, the one that looked particularly suspicious even before.*
*Evil eye DC 14 (7 rounds, save reduces to 1), Skill Checks -2, on the, umh, more suspicious looking Sentinel

After not realizing what was going on, Zses will start running after them. Crow will fly up to chase them from above.
"What is going ooooon!" is the only thing Zses manages to shout.


Vitals:
Druid (Bat Shaman) 2; HP: 23/23 | AC: 19; T: 14; FF: 16 CMD: 14 | Fort: +5; Ref: +4; Will: +7(+9 vs. fear) | Init: +5; Perc: +10; Stealth +11; Survival +10
Spells:
6/6 | Cantrips: Guidance, Stabalize, Read Magic | Level One: Magic Stone, Mudball, Cure Light Wounds; Domain: Sleep

Blik will let out a surprised squeak, this was the last thing he thought the humans would do. When Neverhome shouts out to stop them, he'll move to get in the way of one of the fleeing Sentinels and trip him up.

Leaping out at one of the fleeing humans, Blik will shout,

"What is going on!

Surprise Tackle: 1d20 ⇒ 5

...*sigh*


Male Catfolk HP(54/134) Sub(54/134)
Stats:
AC21/Touch11/Flat 20 | Fort+13/Ref+8/Will +5| Init +3
Skills:
Stealth + 0, Perception +9, Sense Motive +8, Survival + 9, Intimidate +6, Diplomacy +13, Ride+15
Class (Samurai) (10)

Charge. . .

"Oh no, you have questions to answer yes yes?" The feline said spurring Mule to charge torwards them....then even passed them. Once in front of them He reared his horse again. "Stop! Or I will take more than your lying tongues!" He half hissed half spat out. [/b]

Double move passed them, unless they are running running, then well run past them. This might hurt. Working off the premise that if they can run so can Mule, and he's faster. Unlike Friend Blik if they provoke i will hit one of them. and prolly Mule too if he is able.


Vitals:
HP: 138/138 | AC: 22; T: 17; FF: 17; CMD: 27 | Fort: +14; Ref: +16; Will: +12(+2 versus fear) | Init: +5; Perc: +26; Stealth +18; Survival +20
SSGOW Sexy Shoeless Tailor of War 13!

"Oh great. Now I gotta shoot em down." Hobbes drops his shield and draws his bow.


GM Rolls:
Will: 1d20 - 1 ⇒ (10) - 1 = 9
Attack: 1d20 - 3 ⇒ (7) - 3 = 4
Attack: 1d20 - 3 ⇒ (2) - 3 = -1
Attack: 1d20 - 5 ⇒ (15) - 5 = 10

Blik mistimes his leap, lands directly in front of the lead Sentinel, and promptly gets bowled over. You're now prone. :-)

The Sentinels stop in their tracks as Silence blocks their escape. Glancing behind them and seeing their other pursuers rapidly closing in, they draw shortswords and attack Silence! In their terror, they miss both him and Mule badly.

Your turns. They're in melee with Silence, 30ft ahead of the rest of the party. No chase cards needed yet, lol. :-)


Vitals:
HP: 138/138 | AC: 22; T: 17; FF: 17; CMD: 27 | Fort: +14; Ref: +16; Will: +12(+2 versus fear) | Init: +5; Perc: +26; Stealth +18; Survival +20
SSGOW Sexy Shoeless Tailor of War 13!

Hobbes fires a shot at one of the 'Sentinels'.

Melee: 1d20 + 1 ⇒ (13) + 1 = 14

1d6 ⇒ 5


Vitals:
Druid (Bat Shaman) 2; HP: 23/23 | AC: 19; T: 14; FF: 16 CMD: 14 | Fort: +5; Ref: +4; Will: +7(+9 vs. fear) | Init: +5; Perc: +10; Stealth +11; Survival +10
Spells:
6/6 | Cantrips: Guidance, Stabalize, Read Magic | Level One: Magic Stone, Mudball, Cure Light Wounds; Domain: Sleep

Blik will leap up from the ground, covered in snow and red-faced with embarrassment. He'll let his sling fly at one of the Sentinels when they begin attacking Silence, using one of his enchanted sling stones.

Attack: 1d20 + 6 - 4 ⇒ (13) + 6 - 4 = 15
Damage: 1d6 + 3 ⇒ (3) + 3 = 6


HP: 0/187(226) | AC/T/FF 16/13/16(21/11/21) CMD 30(34) | Fort +18(21) Ref +9 Will +11(14) | Init +2 Rage 23/32 | Acid Res 10 Cold Res 2 | Fortification 15% | Death Curse DC 17 | Darkvision 60ft, Blindsense 30ft
Skills:
Perc +13 Intimidate +8 Knowledge (Arcana) +5 (Nature) +7 Stealth +2 Survival +9

Neverhome will continue his charge into the nearest "sentinel".
Charging Attack: 1d20 + 3 + 2 ⇒ (15) + 3 + 2 = 20
Damage: 2d6 + 3 ⇒ (6, 2) + 3 = 11
-2 to AC


Male Catfolk HP(54/134) Sub(54/134)
Stats:
AC21/Touch11/Flat 20 | Fort+13/Ref+8/Will +5| Init +3
Skills:
Stealth + 0, Perception +9, Sense Motive +8, Survival + 9, Intimidate +6, Diplomacy +13, Ride+15
Class (Samurai) (10)

He hadnt been expecting them to attack him, then again cornered rats usually attacked. Why dont you Purrlay?!?" He growled out slashing his katana at one of the men while Mule handled the other attacker.

katana: 1d20 + 6 ⇒ (8) + 6 = 14
damage: 1d8 + 3 ⇒ (7) + 3 = 10

Mule
bite: 1d20 + 4 ⇒ (17) + 4 = 21
bite damage: 1d4 + 3 ⇒ (4) + 3 = 7
hoof1: 1d20 - 1 ⇒ (14) - 1 = 13
hoof1 dam: 1d6 + 1 ⇒ (3) + 1 = 4
hoof2: 1d20 - 1 ⇒ (3) - 1 = 2
hoof2 dam: 1d6 + 1 ⇒ (3) + 1 = 4


Male Human (Varisian) Witch 9
Vitals:
HP:64/66| AC: 13; T: 13; FF: 11; CMD: 17 | Fort: +8; Ref: +8; Will: +9(+2 vs. fear) |Init: +6;Perc: +11;Stealth +2;Survival +2
Hexes:
Evil Eye (at will)| Cackle (At will)|Misfortune(At will)| Feather Fall (At will, self)| Levitate (Once per day)|Fly(9/9 Minutes)|Stardust 2/2|Ward(At Will))

Why are they attacking us now!? We didn't do anything aside from asking some questions!
"Please, everyone calm down! I'm sure this was all a misunderstanding!" Zses will say completely panicked, while looking with pleading eyes* to the Sentinel that looked more reasonable(At least to him :P..).
*Evil Eye DC 14(7 rounds, Save reduce to 1), -2 to AC

"Calm them down!With a punch to the face!" Crow will shout from above.
Looking first above at Crow and next to the party, Zses will day with a nervous laugh* "Or if you have to, don't hit them so hard? We'll just knock them out,and then we'll all have a nice chat,okay? Yes,yes?"
*Cakle
Diplomacy: 1d20 - 1 ⇒ (4) - 1 = 3
What was supposed to pacify the fight, tough, sounded more like a threat.
Zses is still asking if we can try to deal non-lethal damage or something, despite his poor diplomacy attempt :P. I mean, dead,coward Senrinels don't answer questions anyway.


Will Save: 1d20 - 1 ⇒ (11) - 1 = 10
Stabilize DC 14: 1d20 + 3 ⇒ (17) + 3 = 20

Hobbes and Silence barely miss their targets. Blik's slingstone hits one Sentinel in the small of the back. Mule kicks a second Sentinel in the head, dropping him to the ground unconscious. Neverhome's greatsword inflicts a massive gash on the third Sentinel, and the man collapses. The bleeding appears to be contained, though. Zsestrian's threat further intimidates the only conscious Sentinel, and he drops his weapon and raises his hands.

If you wish, combat is over. Great work taking out the park rangers. ;-)

Sentinel One: 6 damage
Sentinel Two: stable at -4 HP
Sentinel Three: disabled


HP: 0/187(226) | AC/T/FF 16/13/16(21/11/21) CMD 30(34) | Fort +18(21) Ref +9 Will +11(14) | Init +2 Rage 23/32 | Acid Res 10 Cold Res 2 | Fortification 15% | Death Curse DC 17 | Darkvision 60ft, Blindsense 30ft
Skills:
Perc +13 Intimidate +8 Knowledge (Arcana) +5 (Nature) +7 Stealth +2 Survival +9

"Where are the real Sentinels?" Neverhome says to the remaining "Sentinel" with his sword readied at him.


Male Catfolk HP(54/134) Sub(54/134)
Stats:
AC21/Touch11/Flat 20 | Fort+13/Ref+8/Will +5| Init +3
Skills:
Stealth + 0, Perception +9, Sense Motive +8, Survival + 9, Intimidate +6, Diplomacy +13, Ride+15
Class (Samurai) (10)

"Where are the real sentinal's! Silence echoed guiding Mule to crowd the surrendered man forcing him to back way from the dropped sword.
I have some rope on Charger, Let's tie up the two who are unconcious while mr. runner here tells us what they did with the real sentinal's. Yes yes." He said not bothering to even try to intimidate the man any more. It seemed he was intimidated enough.


The man sobs in terror, "We are the real Sentinels!" He seems completely cowed by the group of vicious murderhobos.

Behind you, Erika seems frozen in place. A moment later, she suddenly vanishes, as if she'd never existed. Even her footprints are gone. At the same time, Zsestrian realises there's a note in his hand.

Note:
Something's come up. I'd explain, but there's no time. Watch over the rest; they will need you more than they realize. You have my thanks, by the way. The information you will give me has proven to be essential for my mission. One more thing: Don't push the button. -Erika


Male Catfolk HP(54/134) Sub(54/134)
Stats:
AC21/Touch11/Flat 20 | Fort+13/Ref+8/Will +5| Init +3
Skills:
Stealth + 0, Perception +9, Sense Motive +8, Survival + 9, Intimidate +6, Diplomacy +13, Ride+15
Class (Samurai) (10)

Silences ears got real real flat. "you are the real sentinals? who is the towns mayor? What happened to the ones you had at the caravan? Why did you run?" He asked a flurry of questions getting dismouting from his horse to glare at the man some more though resheathing his katana. Friend Erika, the rope..." He began glancing torwards mule... watching the woman vanish. His eyes widened and his hand grabbed the hilt of his katana again. "What trickery is this?" he growled.
sensemotive: 1d20 + 0 ⇒ (16) + 0 = 16
DO i believe him know about being a sentinal? *gives innocent kitteh eyes simular to but not exactly like puss in boots from shrek*


Male Human (Varisian) Witch 9
Vitals:
HP:64/66| AC: 13; T: 13; FF: 11; CMD: 17 | Fort: +8; Ref: +8; Will: +9(+2 vs. fear) |Init: +6;Perc: +11;Stealth +2;Survival +2
Hexes:
Evil Eye (at will)| Cackle (At will)|Misfortune(At will)| Feather Fall (At will, self)| Levitate (Once per day)|Fly(9/9 Minutes)|Stardust 2/2|Ward(At Will))

Zses will gasp when Erika disappears in thin air. As soon as he notice the note, he will run to Silence to show him the note "Silence, look here." he will close his eyes for a moment to try to understand what happened, forgetting for a moment the tied-up Sentinels.

"It seems she left on her own... And what does she mean with 'the information I will give her'? And why the future tense? Does she mean that she will catch up later, Silence? And how did she disappeared like that? Must have been an invisibility spell, teleport or some sort of Plane sh..shif..." Zses's series of question got interrupted by a crippling pain to his head, and the witch will fall on his knees, hands around his head.

A view of a shadowy land of ashen trees and jet black grass flashed in his head
The witch will say a quick string of whispers and hisses...
" सुवार् ! आवर्तन ! तानि हिंसति !"

Aklo:
Ouch! Shadows! They hurt!

... and then look blankly around himself, only vaguely remembering what happened in the last seconds.

Looked like a good place to make a background plug. I hope <.<


HP: 0/187(226) | AC/T/FF 16/13/16(21/11/21) CMD 30(34) | Fort +18(21) Ref +9 Will +11(14) | Init +2 Rage 23/32 | Acid Res 10 Cold Res 2 | Fortification 15% | Death Curse DC 17 | Darkvision 60ft, Blindsense 30ft
Skills:
Perc +13 Intimidate +8 Knowledge (Arcana) +5 (Nature) +7 Stealth +2 Survival +9

*blink*

*blink*

"What in the $&@# just happened?!?!"


Vitals:
HP: 138/138 | AC: 22; T: 17; FF: 17; CMD: 27 | Fort: +14; Ref: +16; Will: +12(+2 versus fear) | Init: +5; Perc: +26; Stealth +18; Survival +20
SSGOW Sexy Shoeless Tailor of War 13!

"This is gettin weirder and weirder."


Male Human (Varisian) Witch 9
Vitals:
HP:64/66| AC: 13; T: 13; FF: 11; CMD: 17 | Fort: +8; Ref: +8; Will: +9(+2 vs. fear) |Init: +6;Perc: +11;Stealth +2;Survival +2
Hexes:
Evil Eye (at will)| Cackle (At will)|Misfortune(At will)| Feather Fall (At will, self)| Levitate (Once per day)|Fly(9/9 Minutes)|Stardust 2/2|Ward(At Will))

"Oh..." Zses will turn his head to Lyosha, Hobbes and Blik "It seems Erika went away. She left me a letter, that one that I just gave Silence. She was in a hurry, but I think she said we may meet her once again, one day! Talked about an information I will give her or something..."

Zses will then notice he was sitting on the ground and ,remembered faintly the vision he had, tought that maybe the puzzled reactions of Lyosha and Hobbes were not only because of Erika's disappearance. "Oh. Oh! Sorry, did I talk funny again? Like whispering and hissing and stuff? It's,uh, kind of embarrassing: Sometimes I see , or remember dunno, things and then start talking gibberish like that." Unsure of what to say, the witch will give everyone a broad smile.

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