Reign of Winter - The Snows of Summer (Inactive)

Game Master Slyness

It is summer, but rumors of unseasonable pockets of winter in the Border Wood have drawn you to the small village of Heldren in the nation of Taldor. It’s surely no coincidence that this is the time when the Queen of Witches, Baba Yaga, is scheduled to return to the frozen land of Irrisen.


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Sovereign Court

| Spell Areas | Map: Level 1 | Map: Level 2 |

There is no apparent reason other than perhaps cruelty, or a message of the attacker's power. The sword does seem to be high quality(masterwork). No blood is apparent, the captain seems to have been frozen, and then pieces were broken off.


Tiefling Ranger1 HP:13/13 |AC17 T13 FF14 | BAB+1 CMB+5 CMD18 | F+5 R+5 W+2 | Init+3 | Per+6

"That looks like a fine blade. Do either of you have training with a longsword?" Totho asks the others.

(I don't have the proficiency to use it)


F Drow Bard 2/Cleric 2 Hp 13/18, AC 17, Fort +4, Ref +6, Will +5 Init +3, Perception +8

"I prefer more agile weapons. Still, we should hold on to it."

aid, Perception: 1d20 + 8 ⇒ (13) + 8 = 21


Former Initiate of the Visum Sodalitate, the Bright Tower.

"I'm quite capable of using it in a pinch, but I'd much prefer not to find myself toe to toe with an opponent. Still, it may come in useful." Aerryndöl looks down the snowy trail leading into the Border Woods. "Should we bury the bodies? The temperature is dropping and our journey now takes us into the forest."

Aerryndöl is proficient, and I thought of equipping her with one for an emergency backup. However, I went with a battleaxe for flavor and to help her collecting timber for her crafting.


F Drow Bard 2/Cleric 2 Hp 13/18, AC 17, Fort +4, Ref +6, Will +5 Init +3, Perception +8

"Unfortunately, I believe the ground will be frozen. Perhaps a cairn of stones and a heartfelt blessing will suffice. We must remember that the Lady may not have much time."

Risk begins to gently gather the bodies together, pausing to provide final rites before continuing to place stones around and atop the hapless victims.


Tiefling Ranger1 HP:13/13 |AC17 T13 FF14 | BAB+1 CMB+5 CMD18 | F+5 R+5 W+2 | Init+3 | Per+6

Totho will check the carriages for any clues or bodies to add to Risk's pile of the dead.

perception: 1d20 + 7 ⇒ (7) + 7 = 14

(I'll add the mwk longsword to my character sheet, I've got encumbrance to spare)

Sovereign Court

| Spell Areas | Map: Level 1 | Map: Level 2 |

Rohkar’s bandits already looted the overturned carriage. Two of Lady Argentea’s handmaidens lie dead inside. The broken chests and boxes strewn across the ground contain the handmaidens’ spare clothing, including three courtier’s outfits.

The carriage that is still standing has decorative chasings on it, the marks of Taldan heraldry. It also has damage from the many arrows fired in the battle that took place here. A spear has been wedged between the handles of the carriage doors to hold them closed. Muffled sounds emanate from inside the carriage.


Tiefling Ranger1 HP:13/13 |AC17 T13 FF14 | BAB+1 CMB+5 CMD18 | F+5 R+5 W+2 | Init+3 | Per+6

"Look lively..... we've got a live one!" Mol calls out to the ladies.

He looks over his shoulder to make sure they're paying attention before he slides the spear out from between the handles.


F Drow Bard 2/Cleric 2 Hp 13/18, AC 17, Fort +4, Ref +6, Will +5 Init +3, Perception +8

The drow approaches the rear of the wagon with caution, drawing out her starknife.

Moving to D3


Former Initiate of the Visum Sodalitate, the Bright Tower.

Aerryndöl scurries over to give Totho cover with her longbow as he opens the carriage door.

Move Action: to D1 or D6 depending on which side Totho opens.

Sovereign Court

| Spell Areas | Map: Level 1 | Map: Level 2 |

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Round: Surprise
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Totho removes the spear and you all hear a tinkling sound. The forest goes eerily quiet and you can hear the sound of your own breathing quite clearly. In the next moment, the doors to the carriage swing open and a zombie comes stumbling out. There are two more inside.

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Initiative: Aerryndöl | Zombies | Totho | Risk |
You guys have the surprise round.

Initiative:

Init: Aerryndöl: 1d20 + 9 ⇒ (18) + 9 = 27
Init: Risk: 1d20 + 3 ⇒ (2) + 3 = 5
Init: Totho: 1d20 + 3 ⇒ (13) + 3 = 16
Init: Zombies: 1d20 ⇒ 19

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Tiefling Ranger1 HP:13/13 |AC17 T13 FF14 | BAB+1 CMB+5 CMD18 | F+5 R+5 W+2 | Init+3 | Per+6

"The good lord Cayden always says that things that are dead should stay dead!!!" Totho exclaims as the zombie stumbles out.

Totho punches the first zombie in the surprise round.

Punch: 1d20 + 6 ⇒ (7) + 6 = 13

damage: 1d6 + 6 ⇒ (3) + 6 = 9

"I'll tie them up and you channel them back to death Risk!" he cries over his shoulder as he pops the shambler in the nose.


F Drow Bard 2/Cleric 2 Hp 13/18, AC 17, Fort +4, Ref +6, Will +5 Init +3, Perception +8

"I have never called on Desna to harm anything before, but I will try it."

Pulling forth a silvered butterfly, the cleric holds it forward and intones a prayer,"Desna wishes you to find peace. I comand your soul to flee this corrupted vessel. Find everlasting warmth in her arms!"

channel positive energy: 1d6 ⇒ 3


Former Initiate of the Visum Sodalitate, the Bright Tower.

Aerryndöl muffles a scream. She has never seen a souless creature before and never thought she would, for that matter. Without hesitation, she releases the tension in her fingers letting an arrow fly.

If the lead zombie has already been killed, she will target one inside the carriage if possible.

Deadly Aimed Mwk Composite Longbow: 1d20 + 7 - 1 ⇒ (17) + 7 - 1 = 23 for piercing damage of : 1d8 + 3 + 2 ⇒ (6) + 3 + 2 = 11

Sovereign Court

| Spell Areas | Map: Level 1 | Map: Level 2 |

-------------------------------------------------------------------
Round: 1
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Totho punches the first zombie, caving in its face, but it doesn't fall until Risk's energy pulses through it. Still in the carriage, a second one falls to Aerryndöl's arrow. All of you hear that strange tinkling sound again.

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Initiative: Aerryndöl | Zombies | Totho | Risk |
Player in bold is next.

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DM: 1d20 + 2 ⇒ (11) + 2 = 13


Former Initiate of the Visum Sodalitate, the Bright Tower.

Aerryndöl quickly scans the area for the source of the strange sound. "What's that noise? Is it coming from the carriage?" she inquires as she knocks an arrow preparing to fire.

Perception: 1d20 + 6 ⇒ (13) + 6 = 19

Sovereign Court

| Spell Areas | Map: Level 1 | Map: Level 2 |

-------------------------------------------------------------------
Round: 1
-------------------------------------------------------------------

The sound has no discernible direction from which it is coming. The last zombie takes an uncoordinated swing at Totho who dodges nimbly out of the way.

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Initiative: Aerryndöl | Zombies | Totho | Risk |

Perception checks, please.

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Zombie Slam: 1d20 + 4 ⇒ (9) + 4 = 13


Tiefling Ranger1 HP:13/13 |AC17 T13 FF14 | BAB+1 CMB+5 CMD18 | F+5 R+5 W+2 | Init+3 | Per+6

perception: 1d20 + 7 ⇒ (3) + 7 = 10

Swift action activate pummeling style

Unarmed Flurry1: 1d20 + 4 ⇒ (5) + 4 = 9 (power attack, pummeling style)
Unarmed Flurry2: 1d20 + 4 ⇒ (15) + 4 = 19

Damage1: 1d6 + 6 ⇒ (5) + 6 = 11
Damage2: 1d6 + 6 ⇒ (6) + 6 = 12

"I have no idea what that noise is ..... I'm a little busy with the dead guy trying to eat my face!"


F Drow Bard 2/Cleric 2 Hp 13/18, AC 17, Fort +4, Ref +6, Will +5 Init +3, Perception +8

Perception: 1d20 + 8 ⇒ (14) + 8 = 22

Sovereign Court

| Spell Areas | Map: Level 1 | Map: Level 2 |

-------------------------------------------------------------------
Round: 2
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While you are distracted by the zombies, a creature leaps out of a what appeared to be a small snowdrift, and attacks Risk. This white serpentine creature has the head of a dragon and two relatively small forearms that end in tiny claws. It lashes out with its tail and tries to grab her in its coils, but she nimbly rolls over the tail that goes swinging wildly, having missed its target.

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Initiative: Wyrm(pic) | Aerryndöl | Zombie | Totho | Risk |

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Wyrm Bite:Risk: 1d20 + 5 ⇒ (12) + 5 = 17
Damage: 1d8 + 3 ⇒ (8) + 3 = 11
Grab: 1d20 + 9 ⇒ (2) + 9 = 11


Former Initiate of the Visum Sodalitate, the Bright Tower.

Aerryndöl casts an evil eye at the creature and then lets out a hideous laugh.

Evil eye DC15, 7 rounds, -2 saves; Move action: Cackle.

Sovereign Court

| Spell Areas | Map: Level 1 | Map: Level 2 |

-------------------------------------------------------------------
Round: 2
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The wyrm hisses in anger as Aerryndöl's curse settles in. The zombie stumbles out of the carriage toward Totho and falls flat on the ground.

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Initiative: Wyrm(pic) | Aerryndöl | Zombie | Totho | Risk |

-------------------------------------------------------------------

Wyrm: Will: 1d20 + 5 ⇒ (18) + 5 = 23
-2 Saves: 2 rounds

Zombie Slam: 1d20 + 4 ⇒ (1) + 4 = 5
Zombie: Prone


Tiefling Ranger1 HP:13/13 |AC17 T13 FF14 | BAB+1 CMB+5 CMD18 | F+5 R+5 W+2 | Init+3 | Per+6

Punching dead face

Unarmed Flurry1: 1d20 + 4 ⇒ (15) + 4 = 19 (power attack, pummeling style)
Unarmed Flurry2: 1d20 + 4 ⇒ (1) + 4 = 5

Damage1: 1d6 + 6 ⇒ (2) + 6 = 8
Damage2: 1d6 + 6 ⇒ (5) + 6 = 11


F Drow Bard 2/Cleric 2 Hp 13/18, AC 17, Fort +4, Ref +6, Will +5 Init +3, Perception +8

The drow dances quickly to the side and lunges, her arm striking like a serpent at the heart of the creature.

cold iron star knife: 1d20 + 5 ⇒ (16) + 5 = 21 for damage: 1d4 + 3 ⇒ (4) + 3 = 7

Any knowledge rolls to identify?

know: 1d20 + 7 ⇒ (1) + 7 = 8

lol, nevermind. Though, it may be the legendary tarasque!

Sovereign Court

| Spell Areas | Map: Level 1 | Map: Level 2 |

-------------------------------------------------------------------
Round: 3
-------------------------------------------------------------------

Totho finishes off the last zombie, stomping its head in for good measure. Risk lashes out with her starknife and a gash opens up along the wyrm's side. Hissing, it lunges at her again, but the drow spins to the side of the attack, using its neck to balance herself. When the wyrm recovers, there is a noticeable look of fear in its eyes.

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Initiative: Wyrm(pic) | Aerryndöl | Totho | Risk |

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Wyrm Bite: Risk: 1d20 + 5 ⇒ (3) + 5 = 8

Kn: Arcana(DC17):
The creature is an arctic tatzlwyrm. Tatzlwyrms are thought to be primeval relatives of true dragons. Tatzlwyrms are ferocious and while hardly impressive when put beside their notorious relatives, most other reptiles can’t compare to them mentally. They are deeply cunning, building complex lairs and rudimentary traps.

Poison Gasp (Ex) A tatzlwyrm’s breath contains a poisonous vapor. While grappling, instead of making a bite or rake attack, a tatzlwyrm can
breathe poison into its victim’s face.


Former Initiate of the Visum Sodalitate, the Bright Tower.

Sorry, I posted earlier today, I thought. It must have been eaten.

Knowledge(Arcana): 1d20 + 9 ⇒ (14) + 9 = 23

Aerryndöl points to the creature, "It's a tatzlwyrm! Careful not to let it grapple you for it will breath poison upon you!" The witch places a hex upon with a wicked laugh, "It shall suffer grave misfortune for choosing us as its next prey!"

Std Action: Cast Misfortune Hex, DC15, 1rd, -2 to save from Evil Eye.
Move Action: Cackle


Tiefling Ranger1 HP:13/13 |AC17 T13 FF14 | BAB+1 CMB+5 CMD18 | F+5 R+5 W+2 | Init+3 | Per+6

"Zombie's dead..." Totho says as he turns around and sees the big furred wyrm-thing.

"Whoa!" he exclaims and punches it twice.

Unarmed Flurry1: 1d20 + 4 ⇒ (7) + 4 = 11 (power attack, pummeling style)
Unarmed Flurry2: 1d20 + 4 ⇒ (3) + 4 = 7

Damage1: 1d6 + 6 ⇒ (3) + 6 = 9
Damage2: 1d6 + 6 ⇒ (1) + 6 = 7

or maybe he just waves his fists about in the air to try to intimidate the beast.....


F Drow Bard 2/Cleric 2 Hp 13/18, AC 17, Fort +4, Ref +6, Will +5 Init +3, Perception +8

Hearing Aerryndöl's warning, Risk lives up to her name by staying in melee with the monster. As she gracefully repositions her footing, she reverses her grip and slices at the creature's neck.

5' step to B2, set up flanking with Totho.

cold iron star knife: 1d20 + 5 + 2 ⇒ (15) + 5 + 2 = 22 for damage: 1d4 + 3 ⇒ (2) + 3 = 5

Sovereign Court

| Spell Areas | Map: Level 1 | Map: Level 2 |

-------------------------------------------------------------------
Round: 4
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Realizing that it is not going to acquire an easy meal, the tatzylwyrm turns and flees back into the Border Wood.

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Initiative: Tatzylwyrm | Aerryndöl | Totho | Risk |

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Tatzylwyrm: Withdraw

If you choose not to pursue, combat is over.


Tiefling Ranger1 HP:13/13 |AC17 T13 FF14 | BAB+1 CMB+5 CMD18 | F+5 R+5 W+2 | Init+3 | Per+6

"Let it go ..... I think it has had enough." Totho says to the others,


Former Initiate of the Visum Sodalitate, the Bright Tower.

Aerryndöl knocks an arrow preparing to strike down the fleeing wyrm but stops short of releasing it upon Totho's words. "We may see it again... and in an inconvenient moment," she scowls. Giving it a final look, she then turns back to the carnage and retrieves her arrow from the dispatched zombie. "Do you think this," she says pointing to the zombies, "was one of the members of the lady's court, arisen from beyond or an undead feasting upon the corpses?"


Tiefling Ranger1 HP:13/13 |AC17 T13 FF14 | BAB+1 CMB+5 CMD18 | F+5 R+5 W+2 | Init+3 | Per+6

Totho looks inside the carriage where the zombies were trapped.

perception: 1d20 + 7 ⇒ (3) + 7 = 10

"Likely they were left here by the bandits as a trap to deter pursuit. Perhaps they have the services of a necromancer."


F Drow Bard 2/Cleric 2 Hp 13/18, AC 17, Fort +4, Ref +6, Will +5 Init +3, Perception +8

"If there is a necromancer involved, the Lady may be in greater peril than we thought. Bandits may have held her for ransom. A necromancer may have a darker purpose."

The bard takes a look inside the carriage as well as the surrounding area. "Lets see if there are any other clues shall we?"

Perception: 1d20 + 8 ⇒ (19) + 8 = 27

Sovereign Court

| Spell Areas | Map: Level 1 | Map: Level 2 |

Risk's search of the carriage turns up a small jewelry box under the seat that the bandits missed. Lady Argentea’s signet ring is still inside, as are a pair of earrings, a set of pearl-inlaid bracelets, assorted gold and silver necklaces, and one sapphire pendant. Otherwise, it seems that the bandits looted everything else.

-------------------------------------------------------------------

Appraise(DC20):

earrings=25 gp
pearl-inlaid bracelets=90 gp,
necklaces=75 gp
sapphire pendant=50 gp


Tiefling Ranger1 HP:13/13 |AC17 T13 FF14 | BAB+1 CMB+5 CMD18 | F+5 R+5 W+2 | Init+3 | Per+6

"Those look valuable, but I don't have any training in appraisal."

"Did either of you notice if the kidnappers left a trail?"

perception: 1d20 + 7 ⇒ (3) + 7 = 10


F Drow Bard 2/Cleric 2 Hp 13/18, AC 17, Fort +4, Ref +6, Will +5 Init +3, Perception +8

"Sorry, I have seen many a pretty bauble, but I have no idea about those. We should keep them to return to the Lady when we finder her. I am certain it would be comforting to her."

Risk looks for clues as to the kidnappers trail.

Perception: 1d20 + 8 ⇒ (18) + 8 = 26


Former Initiate of the Visum Sodalitate, the Bright Tower.

Appraisal: 1d20 + 6 ⇒ (3) + 6 = 9

Aerryndöl marvels at the jewelry for a moment. "I've had some experience valuing items for sale, but I've never seen such beautiful stones as these. I'm afraid I'm a bit clueless as to their value, Totho. But, I agree with Risquelyn that we should hold them for the Lady." The witch looks to find the trail of the bandits.

Survival: 1d20 + 1 ⇒ (14) + 1 = 15

Sovereign Court

| Spell Areas | Map: Level 1 | Map: Level 2 |

At the edge of the site, an obvious trail leads between a copse of trees and over a snowy plain toward the Border Wood. The bandits took the surviving horses from Lady Argentea’s carriage with them, transporting both the noblewoman and the valuables they looted. The bandits were unable to hide their trail in the heavy snow, so it can be followed easily.

Within the edges of the Border Wood, 6 inches of snow cover the ground, reducing overland travel rates by half. Additionally, the weather proves much worse, with temperatures below freezing and falling 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.

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The snow reduces visibility by half, imposing a –4 penalty on Perception checks and ranged attacks.


F Drow Bard 2/Cleric 2 Hp 13/18, AC 17, Fort +4, Ref +6, Will +5 Init +3, Perception +8

"Well, they either want us to follow them, or did not believe anyone would would try to. Allow me to go first."

Stealth: 1d20 + 7 ⇒ (14) + 7 = 21

With that, the drow begins to stalk through the bandit's wake.


Tiefling Ranger1 HP:13/13 |AC17 T13 FF14 | BAB+1 CMB+5 CMD18 | F+5 R+5 W+2 | Init+3 | Per+6

Totho looks at his suit of plate armor and then after the stealthy dark elf.

"Yeah ... quiet just ain't in the cards." he mutters as he clanks along in her wake.


Former Initiate of the Visum Sodalitate, the Bright Tower.

Aerryndöl Snickers as she trails behind the other two enjoying the cold temperatures and snow.


Tiefling Ranger1 HP:13/13 |AC17 T13 FF14 | BAB+1 CMB+5 CMD18 | F+5 R+5 W+2 | Init+3 | Per+6

(I was sloppy and missed the chest part of the post)

"Looky here ..... somebody dropped a chest as they left the ambush"

perception: 1d20 + 7 - 4 ⇒ (13) + 7 - 4 = 16


F Drow Bard 2/Cleric 2 Hp 13/18, AC 17, Fort +4, Ref +6, Will +5 Init +3, Perception +8

The bard checks the chest for any obvious traps or locks.

Perception, take 10: 10 + 8 = 18


Tiefling Ranger1 HP:13/13 |AC17 T13 FF14 | BAB+1 CMB+5 CMD18 | F+5 R+5 W+2 | Init+3 | Per+6

@Risk: -4 perception from snow


Former Initiate of the Visum Sodalitate, the Bright Tower.

I saw the remark about the chest when I first read it, but didn't have time to reply. When I finally did, I totally forgot about it. My bad!

Perception, Aid Another: 1d20 + 6 - 4 ⇒ (9) + 6 - 4 = 11

Aerryndöl looks over the others shoulders pointing out a few oddities that she notices on the chest.

Sovereign Court

| Spell Areas | Map: Level 1 | Map: Level 2 |

Totho:
With everyone inspecting the chest and noting some peculiarities, your eyes are drawn to a rope that is strung through the undergrowth to a spiked log suspended high in the trees. Once the trap is triggered, the log will drop down and sweep through everyone gathered around the chest and along the trail.

Risk: Per Aid: 1d20 + 8 - 4 ⇒ (17) + 8 - 4 = 21

The chest does not have a lock on it.


F Drow Bard 2/Cleric 2 Hp 13/18, AC 17, Fort +4, Ref +6, Will +5 Init +3, Perception +8

Assuming Totho shares what he knows.

"I believe I can make sure that log does not hurt anyione. I certainly do not want to have anyone else come along and set it off."

Disable Device: 1d20 + 11 ⇒ (16) + 11 = 27 I don't believe the -4 applies to this check, but if it does, the roll is a 23.


Tiefling Ranger1 HP:13/13 |AC17 T13 FF14 | BAB+1 CMB+5 CMD18 | F+5 R+5 W+2 | Init+3 | Per+6

"Yikes! a trap!" Totho points at the log.

Sovereign Court

| Spell Areas | Map: Level 1 | Map: Level 2 |

The simplicity of the trap is easily overcome by Risquelyn. Keeping tension on the rope, she ties it off on a branch before cutting the log down which lands with a heavy thud and the expected twittering of nature. Several snow-white ptarmigans fly up into the air from a nearby bush.


Tiefling Ranger1 HP:13/13 |AC17 T13 FF14 | BAB+1 CMB+5 CMD18 | F+5 R+5 W+2 | Init+3 | Per+6

"Step aside ladies...."

Totho steps forward and opens the chest and looks inside.

perception: 1d20 + 7 ⇒ (5) + 7 = 12

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