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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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 ⇒ (1) + 5 = 6

Does it need to reroll its damage on the second attack, or just 8, save for four again?

Round 2, Sneak attack

Vic fires at the beast as it engages with The Boulder.

SBow Att: 1d20 + 5 ⇒ (16) + 5 = 21
SBow Dam: 1d6 + 3 + 1d6 ⇒ (3) + 3 + (1) = 7

Round 3, Sneak attack

Again Vic fires at the beast as it engages with The Boulder.

SBow Att: 1d20 + 5 ⇒ (19) + 5 = 24
SBow Dam: 1d6 + 3 + 1d6 ⇒ (2) + 3 + (4) = 9


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

Round 2: 4/10 HPs

Her lips slightly blue (cold was an unusual sensation for the girl), Kat shivers as she glances at Helen's prone form. She hoped the other woman was still alive and wished there was some way to help. Healing or first aid was not her strong point however, even when not being attacked by flying creatures. It seemed the best thing to do would be to help bring the odd beast down so that Tursk or one of the others could aid her. Her eyes narrowed on the beast as it tried to avoid the assaults of her other companions. Another blast shot from her upraised palm....

Eldritch Blast: 1d20 + 5 ⇒ (12) + 5 = 171d10 ⇒ 2


Male Reflection Dwarf Ruffian Rogue 3: Speed:20, AC:20, 40/40 HP, 7 Fort, 11 Reflex, 8 Will, 8 Perception, 11 Stealth, Darkvision

round 2
I will shoot at it hit: 5 + 1d20 ⇒ 5 + (10) = 15
dmg: 1d6 + 3 ⇒ (6) + 3 = 9 piercing I hope it's dead, otherwise I'm down again
sneak attack dmg if it applies: 1d6 ⇒ 4


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 applies pressure to Helen's wounds to stabilize her.

"Come on, Lass, stay with us."

Wisdom (medicine) DC 10: 1d20 + 5 ⇒ (17) + 5 = 22

Helen is stable but unconscious.


GM

The ice beast takes a massive beating from Barl and tries to get away, but arrows and a blast from kat doom it as it flees. You watch it explode into shards as kats blasts does it in. Tursk, stabilizes Helen leaving you hurt and standing on the shore with the trail ahead of you,


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

Maybe a short rest is in order before pressing on?


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 places a finger above Helen's forehead and evokes positive healing energy into her.

Cure Wounds: 1d8 + 6 ⇒ (6) + 6 = 12

"Actually, unless someone here has a healing potion, I think we should find a place to rest for the night. I don't have anymore spells left in me. And too many of us are hurt. We're no good to anyone if we die ourselves."


Human (Ulfen) Wizard 1 | AC 11 | HP 0/8 | Perc +2 | S-1/D+1/C+2/I+5/W+4/C+1 | Spells: 1st (0/2) | HD 1/1 | Insp: [ ]

Helen opens her eyes, which are crossed to focus on the finger on her forehead.

"Well," she says, "Been a while since I've woken up like this..."

Thanking Tursk and getting to her feet, she looks around and realizes she's been dragged across the remainder of the frozen river.

"What did I miss? What's our situation?"


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

"We're hurt, and I'm out of healing magic. Pressing on in our state is too risky. I was suggesting we camp for the night. I can find us a spot with some cover from the wind. We can boil the snow for drinking water. And it shouldn’t be too hard to trap some rabbits."

Survival (for camp and food): 1d20 + 5 ⇒ (7) + 5 = 12

I can feed up to 5 people with my survival check.


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

Barl is jumping up and down stomping on the ice crystal/ remains of the creature. "Oh nothing, just smashing some stupid ice monsters. All in a days work for The Boulder." he continues kicking/ stomping/ flinging remains happily.

Once he's done, "So who wants to camp out for the evening? I've got a spot in my tent! Promise I don't snore or fart!" (it's well known that both of these are untrue) "I even know some spooky stories."


Male Reflection Dwarf Ruffian Rogue 3: Speed:20, AC:20, 40/40 HP, 7 Fort, 11 Reflex, 8 Will, 8 Perception, 11 Stealth, Darkvision

I agree, let's rest, but it is also cold out, we have to make sure we don't freeze at night


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 begins to unpack his tent upon the selection of an appropriate campsite.

Should we set a watch? I will gladly take the early duties. Let's get a fire going, shall we. That should help take the sting out of this bitter cold.


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

"A fire sounds good. I'll get some wood."


GM

I will point out you have a few hours to dusk

Tursk, leads you deeper into the woods, well off the trail, even though you leave easy to spot tracks. With the reaming daylight hours you find a nice, defensible spot and Tursks traps seem to indeed bring some rabbit, just not enough for everyone it seems.

Kat has no trouble finding some wood, even if its damp and slow to burn because of the deep snow. After a short while you have a nice warm fire, some food and a location you can defend a bit when the sun sets upon you. Some of you may even have tents to keep the cold wind out and off the damp, frozen snow packed ground.

Who ever is taking watch, give me a perception check. It does not matter the order, the order rolled will be considered the orders of the watch. If you would like to do anything else over night, let me know.


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

Watch Perception: 1d20 + 4 ⇒ (12) + 4 = 16


Human (Ulfen) Wizard 1 | AC 11 | HP 0/8 | Perc +2 | S-1/D+1/C+2/I+5/W+4/C+1 | Spells: 1st (0/2) | HD 1/1 | Insp: [ ]

"I don't know that I would be the best lookout, and I don't want to hold everyone up with spell preparations in the morning, so if nobody objects I'd like to get to sleep promptly so I can rise early and be ready to go as soon as possible."

Helen then sets up her tent and bedroll, spends a few minutes reviewing and notating her spellbook, casts a couple of cantrips, and goes to sleep.

Right before going climbing into my sleeping bag, I cast prestidigitation twice: once on my shoes, and once on my vest. They are warmed for the next hour, so I can drift off to sleep comfortably. :D


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 takes one of the watches. And contemplates the unnatural cold. Something is very wrong in his forrest.

Wisdom (perception): 1d20 + 3 ⇒ (11) + 3 = 14

Almost forgot, in the time leading up to campin for the night. I'll spend my hit die.

Hit Dice: 1d8 + 2 ⇒ (7) + 2 = 9


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 too will spend my HD on a short rest in the event that we are interrupted from a full rest during the night.

HD: 1d8 + 2 ⇒ (4) + 2 = 6


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

Also spending hit die.

Hit Die: 1d8 ⇒ 1

Well... that was totally worth it. xD Also, I'm not great for perceiving things, but in case we need more than two watches:

Perception: 1d20 + 1 ⇒ (15) + 1 = 16


GM

The night passes without much in the way of trouble, each person takes a watch and most see no trouble or even life at all. The wind howls and the cold drops to deadly deep winter temperatures, keeping most of you near frozen. The morning sun greets you, but adds no real warmth and many of you are not as warm and toasty as you would like.

What now? Back on the trail?


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 awakens with a chill in his bone. He packs up his tent and takes a few nibbles on some rations, wondering,

Will I ever get warm again?

Vic completes his preparations for further travel, checks his armor straps and weapons.

Let's get moving, then. It may be the only way to keep warm.

He heads back on the trail.

Perception: 1d20 + 4 ⇒ (4) + 4 = 8


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 finishes his morning prayers and agrees with Vic.

"Let us delay no longer. "


Human (Ulfen) Wizard 1 | AC 11 | HP 0/8 | Perc +2 | S-1/D+1/C+2/I+5/W+4/C+1 | Spells: 1st (0/2) | HD 1/1 | Insp: [ ]

As they resume their trek, Helen again magically warms her boots, and offers the same to Katarina. Then, turning to Tursk, she says, "Mr. Krune, thank you for your help earlier," and heats his boots as well.

About every 45 minutes or so I'll refresh that. Unfortunately, I can only have 3 going at once, so I can't keep everyone's feet warm; gotta pick favorites. ;)


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

I think somethin' was watching us... maybe something still is." Kat says with a shiver that had little to do with the cold. "I kept hearin' something movin' last night. Never could see it though."

She smiles at Helen's offer but shakes her head. "Cold never really bothers me none. My toes are plenty warm. Mebbee one of the boys could use it."


GM

The morning is still young as you make your way down the trail, the nights snow has covered some of it, but its still easy to follow. Blowing snow makes visibility over long ranges harder, but you are starting to see a hill in the distance.

You are walking along, with trees to either side when the attack comes. Tursk's picks up a noise but he has little time to act. And Bolts lash out from the woods to fall upon the group

round 0
The bolts come out of the trees, one hitting vic 5HP and one hitting Kat 3 HP. The four men throw down their crossbows and charge out of the woods, two to a side, weapons drawn

This was a surprise attack, only Tursk can act in that round.

dice rolls:

Surprise: 1d20 + 1 ⇒ (12) + 1 = 13
Group 1: 1d20 + 1 ⇒ (17) + 1 = 18
Group 2: 1d20 + 1 ⇒ (10) + 1 = 11
Tursk: 1d20 - 1 ⇒ (11) - 1 = 10
Who is attacked/ Attack and damage
Group 1
*1: 1d5 ⇒ 1 attack:1d20 + 3 ⇒ (13) + 3 = 16 Damage 1d8 + 1 ⇒ (4) + 1 = 5
*2: 1d5 ⇒ 3 attack:1d20 + 3 ⇒ (5) + 3 = 8 Damage 1d8 + 1 ⇒ (1) + 1 = 2
Group 2
*3: 1d5 ⇒ 4 attack:1d20 + 3 ⇒ (20) + 3 = 23 Damage 1d8 + 1 ⇒ (2) + 1 = 3
*4: 1d5 ⇒ 1 attack:1d20 + 3 ⇒ (9) + 3 = 12 Damage 1d8 + 1 ⇒ (1) + 1 = 2

Init for round 1:
Vic 1d20 + 3 ⇒ (3) + 3 = 6
Barl 1d20 + 2 ⇒ (18) + 2 = 20
Kat 1d20 + 2 ⇒ (4) + 2 = 6
Jack 1d20 + 3 ⇒ (9) + 3 = 12
Helen 1d20 + 1 ⇒ (18) + 1 = 19

Round 0
Tursk

Round 1
Barl, Helen
Group 1 {on he left}
Jack
Group 1 ( on the right)
Tursk,Vic, Kat


Human (Ulfen) Wizard 1 | AC 11 | HP 0/8 | Perc +2 | S-1/D+1/C+2/I+5/W+4/C+1 | Spells: 1st (0/2) | HD 1/1 | Insp: [ ]

Round 1

Helen extends a hand toward the pair of assailants on the left and shouts in a stern voice, "Sleep!"

I'll pick a point where a 20ft radius would (presumably, from your description) hit both of the guys on the left without hitting any party members. 5d8 HP worth of them fall asleep, no save, for 1 minute. Guy closest to the centerpoint is affected first, but if they look the same, then it probably doesn't matter.

Sleep: 5d8 ⇒ (6, 6, 3, 7, 6) = 28

Now THAT'S a sleep roll! :D


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

"You dare attack travelers without parley?! May Old Deadeye curse you!"

Tursk raises his mace and says a word of power. Immediately Vic's wounds close.

Healing Word: 1d4 + 6 ⇒ (1) + 6 = 7

He moves to one of the bandits and brings down his weapon.

Mace vs. Bandit: 1d20 + 4 ⇒ (8) + 4 = 12
Damage: 1d6 + 2 ⇒ (3) + 2 = 5

Edit: I should point out that healing word was cast as a bonus action.


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 will wait to see the result of sleep before focusing my attack.


GM

I was waiting on Barl or gonna auto update this evening. Feel free to go ahead and post actions guys, I can alter targets if need be. But yeah, that was a REALLY nice sleep roll.


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

After Helen casts her spell, Barl sprints to the other flank, eager to take down a bandit or two.

"Ha, ambush us and still get beat down!" Barl mocks the bandits as he swings Ulga.

Ulga: 1d20 + 5 ⇒ (3) + 5 = 8

Damage: 2d6 + 3 ⇒ (5, 1) + 3 = 9


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

Round 1

Tursk laughs at the bandits as he lifts his mace again to bludgeon his enemies.

mace vs. bandit: 1d20 + 4 ⇒ (9) + 4 = 13
damage: 1d6 + 2 ⇒ (3) + 2 = 5

"For home and hearth!" Tursk yelled as a battle-cry.


GM

with how spotty my posting is, from now on do not wait for order, just post your actions and I can rearrange if the target is gone.

Caught in an ambush, Tursk leaps into action, attacking one of the men on the right with his mace, scoring a solid hit. Helen springs into action next, casting a spell and catching both attackers in mid charge, they stumbled a few feet , then crash into the ground like sacks of oats. Barl joins Tursk in attacking the two on the right, but swings too wide to land a blow.

Seemingly not understanding yet that their fellow ambushers now slumbered on the other side of the road, the two on the right press the attack. Tursk gets his mace up, deflecting the blow, but Barl feels the sting of the bandits sword -2 hp. Tursk, does however, connect another hard blow on his opponent.

dice rolls:

attack on Tursk 1d20 + 3 ⇒ (11) + 3 = 14 damage 1d6 + 1 ⇒ (2) + 1 = 3
Attack on Barl 1d20 + 3 ⇒ (19) + 3 = 22 damage 1d6 + 1 ⇒ (1) + 1 = 2

Round 1
Jack, Vic and kat have yet to go.

Round 2
Barl, Helen,Jack
Group 1 ( on the right)
Tursk,Vic, Kat

Once more do not worry about waiting for order.


Human (Ulfen) Wizard 1 | AC 11 | HP 0/8 | Perc +2 | S-1/D+1/C+2/I+5/W+4/C+1 | Spells: 1st (0/2) | HD 1/1 | Insp: [ ]

Round 2, if targets are still up.

Helen turns to the right and fires off a cantrip at one of the remaining attackers.

Fire Bolt: 1d20 + 5 ⇒ (17) + 5 = 22, Fire Damage: 1d10 ⇒ 6


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

Round 1

With a shrill yell, Kat lets loose a blast of energy at the bandit who injured Barl.

Eldritch Blast: 1d20 + 5 ⇒ (20) + 5 = 251d10 ⇒ 2

Rnd 2:

If Kat comes under melee attack herself, she casts armor of agathys, otherwise she looses another eldritch blast at whichever bandit seems 'most dangerous' to her at the time.
1d20 + 5 ⇒ (10) + 5 = 151d10 ⇒ 1

Gah.... those damage rolls


Male Reflection Dwarf Ruffian Rogue 3: Speed:20, AC:20, 40/40 HP, 7 Fort, 11 Reflex, 8 Will, 8 Perception, 11 Stealth, Darkvision

towards heads toward the nearest concious enemy with duel daggers.
hit: 1d20 + 5 ⇒ (14) + 5 = 19
offhand hit: 1d20 + 5 ⇒ (8) + 5 = 13
dmg: 1d4 + 3 ⇒ (4) + 3 = 7
offhand dmg: 1d4 ⇒ 2
sneak attack: 1d6 ⇒ 6


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

Round 2

Tursk continues his assault but misses by a wide margin.

Mace vs. Bandit: 1d20 + 4 ⇒ (3) + 4 = 7
Damage: 1d6 + 2 ⇒ (1) + 2 = 3


Human (Ulfen) Wizard 1 | AC 11 | HP 0/8 | Perc +2 | S-1/D+1/C+2/I+5/W+4/C+1 | Spells: 1st (0/2) | HD 1/1 | Insp: [ ]

Kat, don't forget your crit damage. :)


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

Round Two:

Barl feels no shame in goading the bandit and then missing, then getting hit himself.

"Bah, lucky!"

Ulga: 1d20 + 5 ⇒ (14) + 5 = 19

Damage: 2d6 + 3 ⇒ (2, 1) + 3 = 6

Great Weapon Fighting Rerolls: 2d6 + 3 ⇒ (6, 4) + 3 = 13

Much better!


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, Sneak Att

Vic wades in with his rapier and sticks the bandit on Tursk.

Rapier Att: 1d20 + 5 ⇒ (18) + 5 = 23
Rapier Dam: 1d8 + 3 + 1d6 ⇒ (7) + 3 + (1) = 11

Round 2, Sneak Att, If the last attack drops the bandit, then Vic will progress to the next one engaged with an ally. If none are left, Vic will slit the throats of all but one of the slumbering bandits.

Rapier Att: 1d20 + 5 ⇒ (7) + 5 = 12
Rapier Dam: 1d8 + 3 + 1d6 ⇒ (5) + 3 + (2) = 10


Male Reflection Dwarf Ruffian Rogue 3: Speed:20, AC:20, 40/40 HP, 7 Fort, 11 Reflex, 8 Will, 8 Perception, 11 Stealth, Darkvision

my round 2 if it speeds thing up
another set of duel daggers in melee with whatever creature is hurt the most hit: 5 + 1d20 ⇒ 5 + (11) = 16
offhand hit: 5 + 1d20 ⇒ 5 + (4) = 9
dmg: 1d4 + 3 ⇒ (2) + 3 = 5
offhand: 1d4 ⇒ 1
dmg: 1d6 ⇒ 5 for sneak attack.


Warlock 2 (Winter); AC 13; HP 13/17
Helen Gardamum wrote:
Kat, don't forget your crit damage. :)

Ooh that's right. Thanks Helen!

Crit damage: 1d10 ⇒ 9 +1 for base =10 damage total on the one that hit Barl.


GM

Helen and Kat both blast one of the remaining attackers, while Barl and Vi move to finish off the other quickly. Jack Puts the last hit on an already reeling attacker. The fight is over in mere seconds. You are left in the road, with two very dead attackers and two sleeping, one of which gentility snores 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

Tursk moves over and kicks away the bandits weapons. He then puts away his mace and holds his spear to one of the bandits necks and indicates the others to threaten the other as well.

"Let's wake them up. Mayhap these gentleman now what befell Lady Argentea. We'll just scare them a bit, and send them off without their weapons. In these woods, it's as good as a death sentence anyway. But perhaps the gods will be merciful."


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 nods to Tursk and places one knee in the center of the other sleeping bandit's back and pulls up his head by the hair, exposing his neck. He quickly places the sharp end of his dagger to the bandit's throat.

It is not the gods they should fear, and I, for one, am not feeling very merciful today, but let's see what they have to say, shall we?


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 casts a spell to make his eyes glow white and his voice rumble like thunder.

Hoping I get advantage on an intimidate check.


Human (Ulfen) Wizard 1 | AC 11 | HP 0/8 | Perc +2 | S-1/D+1/C+2/I+5/W+4/C+1 | Spells: 1st (0/2) | HD 1/1 | Insp: [ ]

Helen stands well back, behind her more martial allies, as she awaits the awakening of the prisoners.


Male Reflection Dwarf Ruffian Rogue 3: Speed:20, AC:20, 40/40 HP, 7 Fort, 11 Reflex, 8 Will, 8 Perception, 11 Stealth, Darkvision

Jack will not only strip them of weapons, but take off their armor and shirts. They will be forced to go shirtless in the cold.


GM

Stripping armor and clothing would awaken them, you can always try and do that afterword

The bandit stirs, he looks about, a bit shocked but eyes settle upon the dagger at his neck. The Man with the glowing eyes seems to be in charge so he speaks looking at Tursk "As I an't dead, ye want something. Out with it"


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

"A woman and her retinue were attacked by fey in these woods. We are looking for her. I want you to tell me everything you can about any sprites you've come across. If you don't, then your life has no redeemable value to me or mine. So think hard before you answer."

Intimidate, with Advantage: 1d20 + 0 ⇒ (13) + 0 = 13
Intimidate, with Advantage: 1d20 + 0 ⇒ (13) + 0 = 13

Wow, seriously?


GM

The bandit licks his lips "If you'll spare old quid here, I"ll tell ya all I know. Just let me be off well away from this place" He looks at the group trying to see if you will take his offer " And boy oh, can I tell you about them icy sorts, I can tell ya plenty!" He says grinning with broken teeth. Near by the second bandit still snores in the snow.

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