Seeker's 5e Reign of Winter (Inactive)

Game Master seekerofshadowlight

It has been a century since the immortal witch Baba Yaga last visited the world, and the hour draws nigh for her return. But when she fails to appear in the frozen realm of Irrisen to usher in its newest ruler, pockets of winter begin to grow throughout the Inner Sea region. After 1,400 years of perpetual winter, the icy curse of Irrisen is spreading! What links do these strange blizzards and swaths of wintry landscapes have with Irrisen, and is there any truth to the growing rumors that the Witch Queen Elvanna has taken full control of the realm? Can her plans for the Inner Sea be thwarted, or will the Reign of Winter engulf the world?

A Reign of Winter game played with D&D 5e rules


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Init +2 | HP 15/17 | AC 16(18) | S+0/D+2/C+2/I+0/W+6/C+3 | Perc +6 | Slots: 1st (2/3) | ChanDiv: 1/1 | Flare: 3/4 | HD 2/2 | Insp: [ ]

"What's with the weird lines in the snow?" Arannis asks. "Eldritch runes? Snake tracks? Bored troll finger?"


Male Wood Elf Rogue 4 (Swashbuckler); AC: 16, Unarmored: 14; HP: 21/29; Saves: Advantage vs. Charm, Dex and Int; Init: +4; Perc: +4 (Passive 14), HD 4

Vic carefully scans the area.

Perception: 1d20 + 4 ⇒ (5) + 4 = 9

I have no idea. Mayhap we should go down and get a closer look.


Magic:
CD 1/1 | spell attack +5, save DC 13 | 1st 1/3
HP 17/17, HD 2/2, AC 18, init -1 | perc.+3, pass. 13 |str 16 dex 9 con 14 int 13 wis 16* cha 11* | spear +5(1d6+3) | Male Human Outsider Cleric 2 | Effects: None

Tursk shook his head.

"I think we should stick to our trail. With the way this snow is packing, I don't want to purposely move into an unfavorable area."


GM

Vic can tell the are deep and oddly the snow seems to fall around them, not covering the lines or the warning.

Plan to press forward or something else?


Male Wood Elf Rogue 4 (Swashbuckler); AC: 16, Unarmored: 14; HP: 21/29; Saves: Advantage vs. Charm, Dex and Int; Init: +4; Perc: +4 (Passive 14), HD 4

Does our trail lead into this vally with the lines, or is it off to the side of our course?

Notice how the falling snow does not touch the lines. That is odd, no?


AC:15 HP: 18/19 HD: 2/2

Barl ods to Vic, looking more than a little worried. "Weird. Do you think it's the girl? I hope it's not that girl.Let's just keep following the path and not go anywhere near the ghost writing."


I say we press on and get as far away from here as possible. Since we caused trouble, we should all run. Not to mention getting away from this once haunted place.


GM

Sorry yes, your trail crosses the lines, that the snow is not filling in and into the valley below.The also seem to run a good distance away from the trail, on other sides. Do you wish to cross it and into the valley?


AC:15 HP: 18/19 HD: 2/2

Barl scratches his bald head as he stares at the lines in the snow. "So I guess we hafta cross if we want to keep heading into the valley huh? I'm still not touching it though!"

Barl will climb a nearby tree, move out onto a branch that stretches over the lines and try to jump clear of the markings, onto the other side.

Athletics: 1d20 + 5 ⇒ (17) + 5 = 22


I really don't think Keeper meant there was a physical gap there you had to jump over or fall down.

Yes, Jack wants to cross into the valley.


Male Wood Elf Rogue 4 (Swashbuckler); AC: 16, Unarmored: 14; HP: 21/29; Saves: Advantage vs. Charm, Dex and Int; Init: +4; Perc: +4 (Passive 14), HD 4

Let's move forward in the trail. Just do not step on the lines.


AC:15 HP: 18/19 HD: 2/2
Jack Speed-Runner wrote:

I really don't think Keeper meant there was a physical gap there you had to jump over or fall down.

Ha, yeah, Barl just really didn't want to touch any of the writing or markings, so he went a little over board by climbing a tree to jump over it.


GM

sorry I did not get to update yesterday,I had some little time, but paizo must be getting slammed with new traffic

As you cross the line,well as Barl jump across it with and impressive leap. the line explodes in shards of ice and unearthly cold, catching you all in its embrace

trap:

Cold damage DC 15 dex save for half, or avoid all damage if you are one of the ones with a cold resistance.

5d8 ⇒ (1, 2, 8, 5, 2) = 18


Male Wood Elf Rogue 4 (Swashbuckler); AC: 16, Unarmored: 14; HP: 21/29; Saves: Advantage vs. Charm, Dex and Int; Init: +4; Perc: +4 (Passive 14), HD 4

Dex: 1d20 + 5 ⇒ (10) + 5 = 15

Is this the only line on our trail, or are there other lines where I should be trying to disarm the remaining traps?


Magic:
CD 1/1 | spell attack +5, save DC 13 | 1st 1/3
HP 17/17, HD 2/2, AC 18, init -1 | perc.+3, pass. 13 |str 16 dex 9 con 14 int 13 wis 16* cha 11* | spear +5(1d6+3) | Male Human Outsider Cleric 2 | Effects: None

Look out!" Tursk yells as the detonation of cold went off.

DEX save: 1d20 - 1 ⇒ (3) - 1 = 2

But then the burly cleric is caught in the blast. He hits the ground, unsconscious and dying.

Hp 0/17


Init +2 | HP 15/17 | AC 16(18) | S+0/D+2/C+2/I+0/W+6/C+3 | Perc +6 | Slots: 1st (2/3) | ChanDiv: 1/1 | Flare: 3/4 | HD 2/2 | Insp: [ ]

DEX: 1d20 + 2 ⇒ (9) + 2 = 11

Arannis hits the ground with a thump.


AC:15 HP: 18/19 HD: 2/2

Dex Save: 1d20 + 2 ⇒ (10) + 2 = 12

Despite Barl's mighty leap, he's still caught in the frosty blast.

But his Frost Giant heritage helps him to shrug a portion of it off.

Stones Endurance: 1d12 + 2 ⇒ (1) + 2 = 3

Though not a very large portion. >_<

Hp: 4/19


dex: 5 + 1d20 ⇒ 5 + (13) = 18 ouch that was painful


Warlock 2 (Winter); AC 13; HP 13/17

1d20 + 2 ⇒ (15) + 2 = 17

Kat nimbly twists and throws herself backwards, but not quite fast enough to escape all of the blast.

That is really nasty. HP 8/17


Jack tries to stablize orannis heal: 1 + 1d20 ⇒ 1 + (16) = 17


Male Wood Elf Rogue 4 (Swashbuckler); AC: 16, Unarmored: 14; HP: 21/29; Saves: Advantage vs. Charm, Dex and Int; Init: +4; Perc: +4 (Passive 14), HD 4

Rolen tries to stabilize Tursk. He rips some cloth from his shirt and stuffs it into a gaping wound that he incurred in the explosion.

Medicine: 1d20 + 2 ⇒ (18) + 2 = 20


Warlock 2 (Winter); AC 13; HP 13/17

Aid / medicine: 1d20 + 1 ⇒ (5) + 1 = 6

Kat undoes all the good they did for the others. xD


Male Wood Elf Rogue 4 (Swashbuckler); AC: 16, Unarmored: 14; HP: 21/29; Saves: Advantage vs. Charm, Dex and Int; Init: +4; Perc: +4 (Passive 14), HD 4

In 5e, I believe that if you say you are helping (Help Action on Page 192 PHB), then you need not roll, we just get to proceed with advantage? Is that right, Keeper?


GM

Yeah, in 5e you are bascally rolling two d20's and taking the best mods with the best roll

The blast was loud and you can hear its echo around you. Ice and snow falls from trees. Many of you took a solid and nasty hit and two of you lay unmoving on the ground. Tursk and Arannis have been made stable by the others. All around you the snow keeps falling and a silence falls upon the area as the echo of the blast fades

Actions?


Male Wood Elf Rogue 4 (Swashbuckler); AC: 16, Unarmored: 14; HP: 21/29; Saves: Advantage vs. Charm, Dex and Int; Init: +4; Perc: +4 (Passive 14), HD 4

Rolen, after stabilizing Tursk, throws him over a shoulder and moves down the trail sway from the weird exploding lines.


Jack also throws his ally over his shoulder and moves on. We need to get of here quick before something arrives.


Warlock 2 (Winter); AC 13; HP 13/17

Kat follows the others, eyes roving for any more of those weird exploding lines.


AC:15 HP: 18/19 HD: 2/2

"That's cool guy, I don't need to carry anyone!" Barl runs after the others, down into the valley.


Warlock 2 (Winter); AC 13; HP 13/17

"I might have let you carry me, but you just set off that trap Barl!!! Clumsy oaf!! Kathy giggles over her shoulder as she runs and promptly trips over her feet and plants herself face first in the snow.


Magic:
CD 1/1 | spell attack +5, save DC 13 | 1st 1/3
HP 17/17, HD 2/2, AC 18, init -1 | perc.+3, pass. 13 |str 16 dex 9 con 14 int 13 wis 16* cha 11* | spear +5(1d6+3) | Male Human Outsider Cleric 2 | Effects: None

Unless someone can heal him with a spell or potion, Tursk is going to need 1d4 ⇒ 4 hours to gain 1 HP.


Male Wood Elf Rogue 4 (Swashbuckler); AC: 16, Unarmored: 14; HP: 21/29; Saves: Advantage vs. Charm, Dex and Int; Init: +4; Perc: +4 (Passive 14), HD 4

I suggest we take a long rest as soon as possible.


Magic:
CD 1/1 | spell attack +5, save DC 13 | 1st 1/3
HP 17/17, HD 2/2, AC 18, init -1 | perc.+3, pass. 13 |str 16 dex 9 con 14 int 13 wis 16* cha 11* | spear +5(1d6+3) | Male Human Outsider Cleric 2 | Effects: None

Yeah, that's probably for the best.


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Warlock 2 (Winter); AC 13; HP 13/17

Agreed.


I agree as well


AC:15 HP: 18/19 HD: 2/2

"Hey that wasn't me!! Ah, crap, was it?" Barl stops with a mortified look on his face, until Kat falls. Then he busts out laughing, forgetting the whole predicament.

Agreed on resting for sure.


GM

How far do you plan to go from the tail? covering traks will be impossible with the snow.


AC:15 HP: 18/19 HD: 2/2

Going too far off of the path seems pointless given the trail we will be leaving. Lets go, say, 50 yards and camp out under a tree, out of the wind and snow.


Warlock 2 (Winter); AC 13; HP 13/17

Works for me.


Jack is okay with it


GM

dice:

1d20 + 3 ⇒ (4) + 3 = 7

Init:
Vic 1d20 + 3 ⇒ (13) + 3 = 16
Barl 1d20 + 2 ⇒ (13) + 2 = 15
Kat 1d20 + 2 ⇒ (12) + 2 = 14
Jack 1d20 + 3 ⇒ (10) + 3 = 13
Attackers 1d20 + 1 ⇒ (11) + 1 = 12

You settle down,not far from the trail. Two of you are down and many are injured, but your day and the danger it brings is far from over. Luckily the three attackers are not very silent as they near you. They are creatures of ice, you have seen them before crossing the river. Now, they leap from tree to tree, fling though the air to lose upon you.

Int
Everyone
the attackers

Three of the icy humanoids fly thought the air, around and though trees, hopping to close on you unseen. They are roughly 30 feet away and airborn.


Init +2 | HP 15/17 | AC 16(18) | S+0/D+2/C+2/I+0/W+6/C+3 | Perc +6 | Slots: 1st (2/3) | ChanDiv: 1/1 | Flare: 3/4 | HD 2/2 | Insp: [ ]

"Zzzzzzzz...."


Magic:
CD 1/1 | spell attack +5, save DC 13 | 1st 1/3
HP 17/17, HD 2/2, AC 18, init -1 | perc.+3, pass. 13 |str 16 dex 9 con 14 int 13 wis 16* cha 11* | spear +5(1d6+3) | Male Human Outsider Cleric 2 | Effects: None

How long has it been since the trap?Because unless it's been 4 hours, Tursk is still at 0 HP.


GM

Sorry should have made that clear, at most an hour and a half


Warlock 2 (Winter); AC 13; HP 13/17

1d20 + 5 ⇒ (13) + 5 = 181d10 + 3 ⇒ (9) + 3 = 12

"Hey! Look out!" Kat shouts to anyone who may not see the attackers even as her hands erupt into a bolt of energy.


Male Wood Elf Rogue 4 (Swashbuckler); AC: 16, Unarmored: 14; HP: 21/29; Saves: Advantage vs. Charm, Dex and Int; Init: +4; Perc: +4 (Passive 14), HD 4

Round 1, Cunning Action

Vic fires at the nearest Iceman, then darts behind the nearest tree to hide.

SB Att: 1d20 + 5 ⇒ (2) + 5 = 7
SB Dam: 1d6 + 3 ⇒ (6) + 3 = 9

Stealth: 1d20 + 5 ⇒ (2) + 5 = 7

Those are some crap rolls...


AC:15 HP: 18/19 HD: 2/2
Keeper of Forbidden Lore wrote:
Sorry should have made that clear, at most an hour and a half

If we had an hour, Barl will spend a hit die.

HD: 1d10 + 2 ⇒ (6) + 2 = 8

Barl breaks out his bow and takes a shot at the fey with a cold iron arrow.

Longbow: 1d20 + 4 ⇒ (6) + 4 = 10

Damage: 1d8 + 2 ⇒ (6) + 2 = 8


Male Wood Elf Rogue 4 (Swashbuckler); AC: 16, Unarmored: 14; HP: 21/29; Saves: Advantage vs. Charm, Dex and Int; Init: +4; Perc: +4 (Passive 14), HD 4

Vic would have also spent a HD.

HD: 1d8 + 2 ⇒ (1) + 2 = 3

What the hell?


AC:15 HP: 18/19 HD: 2/2

You apparently need to make some sort of sacrifice to the dice gods.


GM

We are good with the HD rolling if ya guys want, although the Dice gods hate Vic. I am gonna move this forward and allow jack to catch up with the action when he posts

You are warned of the incoming threat and react with speed. Kat gets a solid hit on one of the flyers, it tumbles, but corrects itself and keeps coming. Both vic and Barl attack as well, but miss the incoming attackers and then they are among you.

One flies over spiting icy breath upon you DC 10 Dex for half as two others fly into your mist clawing as they come. One lands a good blow with Barl 4 hp and the other misses Vic entirely.

dice:

Breath weapon DC 10 2d4 ⇒ (4, 4) = 8
Attacker at Barl 1d20 + 3 ⇒ (12) + 3 = 15 damage 1d4 ⇒ 4
Attacker at Vic 1d20 + 3 ⇒ (5) + 3 = 8 damage 1d4 ⇒ 3

Int round 1
Everyone but Jack( gone)
Attackers(gone)
Jack

Int round 2
Everyone
The Attackers.

you have been hit with a cold based breath weapon. Two attackers are engaged in melee


Male Wood Elf Rogue 4 (Swashbuckler); AC: 16, Unarmored: 14; HP: 21/29; Saves: Advantage vs. Charm, Dex and Int; Init: +4; Perc: +4 (Passive 14), HD 4

Dex: 1d20 + 5 ⇒ (20) + 5 = 25

LOL!

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