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 |

Oddly, the chest is empty.


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

"Looks like it's just a trap." Totho says over his shoulder.

"I guess we need to keep on the trail."


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

"Laying that trap would have slowed them down a bit. Perhaps they are not so. Far ahead of us?"


Former Initiate of the Visum Sodalitate, the Bright Tower.

The sylph looks to the bush that the birds hastily exited and draws her bow. "Totho, please examine that bush.."


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 ⇒ (7) + 7 = 14

"Bush......?" says puzzled.


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

"There, where the birds flew out of. I believe they were startled by the log trap, but she may be on to something."

Sovereign Court

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

There is nothing strange about the bush. It seems it was just the log falling that startled them. The birds, however, are not native to this region and live in colder climes.

Sovereign Court

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

As you follow the trail, you enter an area filled with feathered bundles and strange fetishes that hang from the lowest branches, swaying and
shifting in the wind. All are stuck through with small pins holding pieces of leather bound around them. Upon further inspection, the feathered fetishes are actually the frozen corpses of dead crows, pierced with tiny arrows, clear evidence of the malevolent presence filling the Border Wood.

Farther along, the sustained wintry weather over the past several days has frozen over a small stream called Wishbone Creek. A human-sized snowman stands in the middle of the trail before the frozen stream. A crude wooden sign leans against it and bears the words “Trespassers Turn Back.”

Map updated.


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

"There is no cover when crossing. Unless we try after nightfall, whoever lies in wait will catch us on the ice."

The drow takes a moment to observe the 'snowman'.

Perception, take 10: 10 + 8 = 18

cast Detect Magic

Sovereign Court

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

The snowman stands there unmoving, a chilly sentinel standing a silent watch against the chill wind coming off the frozen stream.

Detect Magic:
There in indeed something magical about the snowman. In fact, there are three magical auras emanating from it.


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 advance and check out the snowman.

perception: 1d20 + 7 ⇒ (13) + 7 = 20


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

"Hold Totho, there is something off with the snowman!" hisses the bard. "It has three auras. Perhaps something hides within?"


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

"What do you mean? It's just a friendly snowman!" Totho answers.


Former Initiate of the Visum Sodalitate, the Bright Tower.

"Risquelyn, speaks true. There is a magical effect placed upon the snowman," Aerryndöl nods as she concentrates on the magical auras trying to determine the type of magic that has created them.

Cast Detect Magic & concentrate for multiple rounds to get the school if possible.

Sovereign Court

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

As Totho steps forward, the snowman stirs to life and says, "Can’t you read? Turn back! Now get lost!"

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

Aerryndöl wrote:
Cast Detect Magic & concentrate for multiple rounds to get the school if possible.

Make 3 Kn:Arcana checks.


Former Initiate of the Visum Sodalitate, the Bright Tower.

Know(Arcana): 1d20 + 9 ⇒ (10) + 9 = 19
Know(Arcana): 1d20 + 9 ⇒ (6) + 9 = 15
Know(Arcana): 1d20 + 9 ⇒ (13) + 9 = 22

Aerryndöl looks up startled by the snowman's animation."Oh! It's not that we can't read, mind you. But rather, we didn't give it much regard."


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

"Holy crap! a talking snowman...." Totho exclaims

Sovereign Court

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

The snowman does not respond.

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

Auras:
One is abjuration, one is some sort of sonic evocation spell, and one eludes you.


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

The bard tries to recall he lessons about the different schools of magic.

Know, Arcana-Take 10: 10 + 8 = 18
Know, Arcana-Take 10: 10 + 8 = 18
Know, Arcana-Take 10: 10 + 8 = 18

"Well, whoever 'built' him certainly knows we are here."


Former Initiate of the Visum Sodalitate, the Bright Tower.

"Strange... he emits an aura of abjuration and of sonic evocation, as well as, a third that I cannot make out."

Know(Arcana) to Identify the Creature: 1d20 + 9 ⇒ (6) + 9 = 15 Know Nature would also be +9, but I'm guessing it is Arcana.


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

"Is it a creature, a warning, or a trap?"

Sovereign Court

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

The last aura is a glamer illusion spell.


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

"Well, I believe it may be a little of all three. Let's leave this fellow unmolested for now. I think that his 'voice' is to alert ambushers of our presence." Drawing her blade, the bard continues moving forward with eyes seeking out threats. "Best not keep them waiting, the may catch a cold hiding in all this snow."

Perception: 1d20 + 8 ⇒ (1) + 8 = 9

Move past the snowman to E7


Former Initiate of the Visum Sodalitate, the Bright Tower.

Sitting astride Snowfall, Aerryndöl watches carefully as Risk ventures past the snowman. She grips her bow tightly ready to fire if the snowman makes any sort of threatening action.

Perception: 1d20 + 6 ⇒ (13) + 6 = 19


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

"Careful on the ice!"

Sovereign Court

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

Moving past the snowman triggers something and a horrible cacophony of shrill noise rings out.

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

Risk & Totho: Sonic Damage: 1d8 ⇒ 2 & Fort:DC18 or stunned for 1 round.

Aerryndöl:
None of the magical auras remain.

Also, perception check, please.


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

Fort: 1d20 + 4 ⇒ (17) + 4 = 21


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

Fort: 1d20 + 5 ⇒ (17) + 5 = 22

"Owwwww!!"

Totho steps up and punches the snowman.

punch: 1d20 + 6 ⇒ (20) + 6 = 26

confirm: 1d20 + 6 ⇒ (7) + 6 = 13

damage: 1d6 + 6 ⇒ (6) + 6 = 12 + crit damage: 1d6 + 6 ⇒ (3) + 6 = 9


Former Initiate of the Visum Sodalitate, the Bright Tower.

Perception: 1d20 + 6 ⇒ (13) + 6 = 19

Sovereign Court

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

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

Risquelyn and Totho shrug off the effects of the snowman's outburst. Totho steps up in retaliation, and Frosty is now a rather headless snowman. Two newcomers appear across the iced-over river. From the waist up, these icy creatures' features are humanoid, but below their bodies are snake-like, slithering tails.

"Oh, Skrikks, someone has fallen into our trap. Do you see?," says one of the creatures.

"I do see, Szassh. Fallen into our trap, they have. But they are not stunned," the second creature, Skrikks, says sadly.

"Stunned they are not," Szassh agrees in that same sad tone.

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

Initiative: Aerryndöl(22) | Totho(24) | Skrikks & Szassh | Risk(16) |

The frozen creek acts as an ice sheet; entering a square covered in ice costs 2 squares of movement, and the DC of Acrobatics checks increases by 5 in such squares. A successful DC 10 Acrobatics check is required to run or charge across the creek.

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

Initiative:

Aerryndöl: 1d20 + 9 ⇒ (15) + 9 = 24
Risquelyn: 1d20 + 3 ⇒ (4) + 3 = 7
Totho: 1d20 + 3 ⇒ (17) + 3 = 20
Skrikks & Szassh: 1d20 - 1 ⇒ (14) - 1 = 13

JIC: 1d20 + 3 ⇒ (12) + 3 = 15


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

Hey, just wondering if my Spell Resistance (12) would have applied to the magical sonic attack. 2 HP is 2 HP.

Sovereign Court

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

SR: 1d20 + 2 ⇒ (12) + 2 = 14

It would have, yes.


Former Initiate of the Visum Sodalitate, the Bright Tower.

Know(Arcana or Nature) on the Creatures: 1d20 + 9 ⇒ (16) + 9 = 25

Aerryndöl urges Snowfall forward casting an Evil Eye upon the northern creature. "Your ambush will prove a grave misfortune for the two of you!"

Snowfall moves Aerryndöl to D6 which gets her within 30' of the north creature I believe. Standard Action: Evil Eye DC15, -2 Saves, 7 rds; 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

Totho casts Divine Favor on himself and moves to E6.

Sovereign Court

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

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

Aerryndöl curses the small creature across the creek which shrieks in response.

"Szassh, why does the nasty lady try to hurt us?," says before sinking into the ice, effectively hiding himself from view.

"Hurt us, she won't. We'll freeze her for Izoze, we will," its partner responds, though it does not move.

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

Initiative: Aerryndöl(22) | Totho(24) | Skrikks & Szassh | Risk(16) |

The frozen creek acts as an ice sheet; entering a square covered in ice costs 2 squares of movement, and the DC of Acrobatics checks increases by 5 in such squares. A successful DC 10 Acrobatics check is required to run or charge across the creek.

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

Skrikks: Will: 1d20 ⇒ 15

Skrikks: -2 Saves: 1 round

Kn: Planes for these guys.


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

know, Planes: 1d20 + 8 ⇒ (19) + 8 = 27

The bard begins a song To the classic Immigrant Song
"We've come to the land of ice and snow,
Though the summer sun should make the river flow!"

Standard action to start bard song.

Sovereign Court

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

Might want to put up what the song does. ;) But I appreciate the tune.

Kn: Planes:
These are ice elementals. They are immune to cold & weak to fire.

Notable abilities:

Ice Glide (Su) A burrowing ice elemental can pass through
nonmagical ice and snow as easily as a fish swims through
water. Its burrowing leaves behind no tunnel or hole, nor
does it create any ripple or other sign of its presence. A
control water spell cast on an area containing a burrowing
ice elemental flings the elemental back 30 feet, stunning
the creature for 1 round unless it succeeds on a DC 15
Fortitude save.

Snow Vision (Ex) An ice elemental can see perfectly well
in snowy conditions and does not take any penalties on
Perception checks while in snow.


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

Sorry. +1 to hit & damage, +1 on saves vs fear and charm.

Sovereign Court

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

Also, you are all close enough to see dark patches in the iced-over stream. (F4, F6, H5, H7)


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

As soon as Aerry acts, Totho will activate Agile Feet from the Travel Domain and move sure-footedly across the stream, avoiding the dark patches.

F7->G7->G6->H6

"Going to freeze me for Ooozooz, are ya'? I think I'm just gonna rearrange your face!" Totho quips.

Then he will punch the ice elemental in the face.

punch: 1d20 + 6 + 1 + 2 ⇒ (13) + 6 + 1 + 2 = 22 (bardsong, divine favor)

damage: 1d6 + 6 + 1 + 2 ⇒ (6) + 6 + 1 + 2 = 15

Totho uses Domain Strike to inflict Touch of Chaos on the elemental. For a round , anytime the target rolls a d20, he must roll twice and take the less favorable result.

"At this rate you're just gonna make my knuckles cold!"


Former Initiate of the Visum Sodalitate, the Bright Tower.

Aerryndöl turns her evil eye upon Szassh!

Standard Action: Evil Eye DC15, -2 Saves, 7 rds; Move Action: Cackle. Should continue to extend the others as well, I believe.

Sovereign Court

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

-------------------------------------------------------------------
Round: 2
-------------------------------------------------------------------

Aerryndöl curses the other small elemental and this time it sticks. Totho makes his way smoothly across the ice until the visible elemental, Szassh rushes him. But Totho manages to leap up, avoiding the attack, and his fist comes crashing down on Szassh, who looks a bit woozy.

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

Initiative: Aerryndöl(22) | Totho(24) | Skrikks & Szassh | Risk(16) |

The frozen creek acts as an ice sheet; entering a square covered in ice costs 2 squares of movement, and the DC of Acrobatics checks increases by 5 in such squares. A successful DC 10 Acrobatics check is required to run or charge across the creek.

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

Szassh: Will: 1d20 ⇒ 5

Szassh: -2 Saves: 8 rounds

Szassh: Bull Rush: 1d20 + 2 ⇒ (9) + 2 = 11

Totho, used your atack as an AoO. You still have some movement left as well as the rest of your actions.


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

Totho lays into Szassh with a nasty uppercut.

punch: 1d20 + 6 + 1 + 2 ⇒ (14) + 6 + 1 + 2 = 23 (bardsong, divine favor)

damage: 1d6 + 6 + 1 + 2 ⇒ (4) + 6 + 1 + 2 = 13

Sovereign Court

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

-------------------------------------------------------------------
Round: 2
-------------------------------------------------------------------

With a satisfying crunch, Totho ends the ill-fated Szassh, who shatters into several pieces. All of you hear a muffled scream that gets gradually louder and finally rings out clearly as Skrikks comes charging up from the ice at Totho. The warrior's divine sure-footedness is true and he knocks the attack aside.

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

Initiative: Aerryndöl(22) | Totho(24) | Skrikks | Risk(16) |

The frozen creek acts as an ice sheet; entering a square covered in ice costs 2 squares of movement, and the DC of Acrobatics checks increases by 5 in such squares. A successful DC 10 Acrobatics check is required to run or charge across the creek.

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

Skrikks: Bull Rush: 1d20 + 2 ⇒ (5) + 2 = 7


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

Risk reaches out and touches Aerryndöl on the shoulder. "A small Gift from Desna my sister." The drow feels a gentle surge as she passes a spark of divine Grace to her comrade. "Trust Desna to guide your shot."

Granting Bit of Luck (1 of 5 times a day) Bit of Luck (Sp): You can touch a willing creature as a standard action, giving it a bit of luck. For the next round, any time the target rolls a d20, he may roll twice and take the more favorable result.


Former Initiate of the Visum Sodalitate, the Bright Tower.

@GM - If we're next up in the initiative order, even if it's a different round, would you like us to post or wait for your update?

@Totho & Risk - My standard MO is to evil eye to lower saves then get misfortune on the baddies.... then start firing my bow. With the softness of the current creatures, would you prefer I just go into combat mode first. Then as we start to see tougher creatures, head down the hex route first before firing arrows? Right now, only 1 of my 3 spells slots would require a save by an opponent, so the misfortune is really there just to mess with their attacks against one of us. Thoughts/Preferences?


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

I like that as my first round will usually be a party buff. Then I will look to see what the best options are for moving forward. Some of my DC's are still pretty beatable (before your hexing), so I may go into combat or make others better at combat. Bit of Luck is a standard, so I can't use it and attack in the same round.


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

My only thought is that if you hit a bad guy with misfortune the round after I hit them with touch of chaos (nop save), then they're probably going to fail their misfortune save.


Former Initiate of the Visum Sodalitate, the Bright Tower.

Aerryndöl nods at Risk, then fires her bow at the ice creature.

Mwk Longbow1: 1d20 + 5 ⇒ (3) + 5 = 8 for piercing damage of : 1d8 + 3 ⇒ (3) + 3 = 6
Mwk Longbow1Reroll: 1d20 + 5 ⇒ (17) + 5 = 22
Mwk Longbow2: 1d20 + 5 ⇒ (7) + 5 = 12 for piercing damage of : 1d8 + 3 ⇒ (3) + 3 = 6
Mwk Longbow2Reroll: 1d20 + 5 ⇒ (8) + 5 = 13


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

Totho throws a 1-2 combination at the elemental.

Flurry1: 1d20 + 4 + 1 + 2 ⇒ (4) + 4 + 1 + 2 = 11 (bardsong, divine favor)

Flurry1 damage: 1d6 + 6 + 1 + 2 ⇒ (6) + 6 + 1 + 2 = 15

Flurry2: 1d20 + 4 + 1 + 2 ⇒ (7) + 4 + 1 + 2 = 14

Flurry2 damage: 1d6 + 6 + 1 + 2 ⇒ (5) + 6 + 1 + 2 = 14

but his swings are a little wild.....

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