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

Kat presses forward nose first, to peek into the room from behind Barl. Her stomach growls rather loudly in the otherwise quiet room.


GM

Opps, sorry about that Jack. Ok guys now what? it seems no one knows yo are here, that is likeliy to change when ya start exploring so what do you plan to do? Other than maybe raid that stew Might want to keep on eye on Barl, he might wonder off for stew


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: [ ]
Keeper of Forbidden Lore wrote:
Behind the Half-orc you see nothing but a bear skin rug, some side doors( one of which has a glow of a light coming from it) and deer heads on the wall.

Helen walks calmly to the door that has light coming from it, and knocks politely. After all, it worked last time...


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

After Helen knocks, Tursk indicates for her to step to the side, in case of an ambush.


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 positions himself to the side of the door, ready to attack with his rapier upon it opening, if necessary.


GM

Helen gets no response from the knock, but it does echo though the large room.


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 towards the door, and raises rapier.


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 aside and says, "Alright, maybe we do this one your way, gentlemen. Just remember that the occupants could be our quarry rather than our enemies."


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

Kat sighs wistfully at the bubbling pot, shrugs at Beryl, then gets out of line of sight (hopefully) of anyone on the other side of the door the others are gathering around.


GM

Assuming someone opened he door here

The door opens easily, to this room, the only room on the right and across from the kitchen. It is a small bed chamber, with a well locked and study chest near the bed. A few items lay on the bed, a loose bolt, a a bowl of some type of root, and a dirty rag. Likely this is where your half orc came from to answer your knock.


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

Vice heads to the chest as he rubs his hands together. He begins to search the chest for traps.

Perception: 1d20 + 4 ⇒ (7) + 4 = 11


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 rolls her eyes, confident that Vic knows full well the lady is not likely to be in the chest. Nevertheless, she patiently waits for him to finish his looting before trying to move on.


GM

Vic does not noticed anything that would seem to be a rap, but the lock is very good it seems and well made, the same with the chest. You do not see a key, so your options are to leave it for later, try and pick the lock or smash the chest( which would likely let everyone know you are here)


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 whispers to Vic, "We can worry about the chest later. Let's try the next room."


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 looks from chest to Tursk, then back. Licking his lips, he whispers,

Ohhhhh...alright, then. But I will come back for it.


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: [ ]

"Well," Helen ponders aloud, "Before we bother opening random doors, let's have a look at the other side of that hearth, shall we?"


GM

When you get near the fireplace, you hear voices. a group of people seems to be talking past the fireplace, you have not been speaking much as you neared it and likely they took any noise you made to be the half orc. You can make out five distinctive voices.

What a passive roll. You guys will totally have surprise, what is the plan here. you have no clue whats in the other room really, peeking can be tried but it may get you spotted and cost you the surprise.

dice:

1d20 + 5 ⇒ (5) + 5 = 10

Edit: this roll was totally a 24 when I previewed. So that was my fault and I am gonna leave the roll as 24.


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

Is there a door to enter this other room on the other side of the shared hearth?


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: [ ]

Motioning for her companions to wait, Helen strides calmly into the room, a sincere smile on her face. "A moment of your time, please?" she asks cheerily.

Worked for the orc lady. You never know. ;)


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

Shock-and-awe it is then. :-)

Tursk smiled as he thought, Brash woman.

He then took a place next to Helen, his shield held before him and his other hand inches from the mace that hung by his side.

"We would like to ask you about the whereabouts of a missing noble woman."

Taking the Dodge action in case hell breaks loose.


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 glares sideways at Tursk's interruption, then goes back to smiling.


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 also steps into the room but stays towards the door. He will position himself close enough to close and engage in melee combat immediately if things turn south.


GM

LOl, 1: Yes there is a door to the outside behind the men, which you now see. 2: this is amusing

At Helen they were confused, when Tursk came in they started to scramble to their feet. By the time Vic walks in someone is yelling "We got Intruders! Intruders in the house!" Whatever Helen may have planned, it seems like it will be bloodshed.

The room is dominated by a large table and two long benches, a door to the outside stands at the far wall, behind the table and bandits, and another door is to the right under the stairs.

dice rolls:

Init
Vic 1d20 + 3 ⇒ (10) + 3 = 13
Barl 1d20 + 2 ⇒ (8) + 2 = 10
Tursk 1d20 - 1 ⇒ (16) - 1 = 15
Kat 1d20 + 2 ⇒ (8) + 2 = 10
Jack 1d20 + 3 ⇒ (16) + 3 = 19
Helen 1d20 + 1 ⇒ (9) + 1 = 10
Bandits 1-3 1d20 + 1 ⇒ (1) + 1 = 2
Bandits 4-5 1d20 + 1 ⇒ (18) + 1 = 19

Init:
Jack
Bandits 4 and 5
The rest of the group
Bandits 1,2 and 3


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

Barl bulls into the room, Ulga held high. "Fine, if you want it that way, but Kat and I are eating your stew after we kick your butts!!"

Barl will put the "thwack" on the first non-friend he sees.

Ulga: 1d20 + 5 ⇒ (18) + 5 = 23

Damage: 2d6 + 3 ⇒ (3, 5) + 3 = 11


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

Wide eyed, Kat stares into the room after the others, then seems to realize with a start that she is the only one not in there! Whoever these bandits were, they were yelling for help and she could only assume they weren't yelling for the ones already in the room with them - that would be silly. How many more were there, and where were they?

With a sqeak, she moves towards the doorway after the others and sends a bolt over helen's shoulder, aiming for one of the bandits. We'll say bandit 5? She stands at the door, half her attention on the fight in front of her, the other half watching for someone coming up behind her...

Eldritch: 1d20 + 5 ⇒ (13) + 5 = 181d10 ⇒ 5


GM

Close enough to 24 hours. Jack has been held, he is bumped to acting with the rest of the group

The first two Bandits spring into action, drawing blades and attacking Helen and Tursk, who are in front at that time. Helen takes a hard hit 6 hp of damage, while Tursk fends them off with his shield.

Barl comes bellowing around Helen with his Beloved Maul, caving in her attackers head Number 4 dropping him like a stone. Kat is right behind him and aiming over Helen's shoulder hit Turks attacker with her icy blast. Her attack seems to raise cries of alarm with the bandits in the rear.

dice:

Bandit 4 at Helen1d20 + 3 ⇒ (10) + 3 = 13 damage 1d6 + 1 ⇒ (5) + 1 = 6
Bandit 5 at Tursk 1d20 + 3 ⇒ (9) + 3 = 12 damage 1d6 + 1 ⇒ (4) + 1 = 5

INT round 1
Bandits 4 and 5( have gone)
Barl and kat( Have gone)
Everyone else in the group
Bandits 1-3


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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 sees Heaven take a heavy blow, and so he says a word of power, invoking Erastil's name to heal her wounds.

Healing Word for Helen: 1d4 + 6 ⇒ (4) + 6 = 10

He then focuses on the bandit in front of him, and attempts to attack him with his mace.

Mace vs. Bandit: 1d20 + 4 ⇒ (7) + 4 = 11
Damage: 1d6 + 2 ⇒ (3) + 2 = 5

Hmm. Probably not. Also, I'm out of level 1 spells, so try not to get hurt, guys.


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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

Round 1, Sneak Attack

Vic slides up next to Helen and attacks the foe engaged with here with his Rapier.

Need some assistance, lady?

Rapier Att: 1d20 + 5 ⇒ (20) + 5 = 25
Rapier Dam: 1d8 + 3 + 1d6 ⇒ (2) + 3 + (6) = 11
Rapier Crit Dam: 1d8 + 1d6 ⇒ (6) + (2) = 8

19 Total Damage!


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 love rogue crits in 5E. Beautiful. :) Also, thanks for the heal, Tursk!

Alarmed and flustered, Helen extends a hand and hopes she can end the fight before it gets out of hand.

Sleep: 5d8 ⇒ (7, 5, 2, 4, 7) = 25

As I understand it, the two groups aren't very "mixed", so I'm hoping I can include most/all of the bandits in the area without including any party members, but if I have to choose, I'll prioritize the exclusion of allies over the inclusion of enemies. Skips unconscious creatures, and starts with the lowest-HP creatures. Also, that's my last slot until I get a short rest (which will give me one back), and then I'm tapped for the day.

EDIT: Hey, not a bad roll. With the damage already done, that just might do it!


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

Looking like a good round, Barl can already taste that stew! :-)


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 will duel wield 2 daggers and move in to attack bandit number 2
hit: 5 + 1d20 ⇒ 5 + (10) = 15
offhand hit: 1d20 + 5 ⇒ (14) + 5 = 19
dmg: 1d4 + 3 ⇒ (3) + 3 = 6
offhand dmg: 1d4 ⇒ 1
sneak attack if it applies: 1d6 ⇒ 2


GM

I'll update now as everyone has went...poor bandits

Tursk misses his target as the bandit reacted to the icy blast, But Vic slips up and drops him with a well places stab. Helen puts an enchantment of slumber upon two of the three remaining Bandits and they crumble to the ground. The Last Attacker is meet by Jack and his blades, who injuries him with both weapons.

Bandits 4 and 5 are well and dead. Bandits 1 and two sleep on the floor and bandit 3 is now engaged with jack. On hell of a round 1

Int round 2.
Everyone
Bandit 3


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 nods to Vic in thanks, and then moves off to attack the bandit engaged with Jack. His mace rises and falls with the power of a crashing boulder as he strikes the bandit in the back of the head.

Mace vs. Bandit: 1d20 + 4 ⇒ (14) + 4 = 18
Damage: 1d6 + 2 ⇒ (6) + 2 = 8


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

If there are any still conscious

Barl will go for a knock out rather than a kill.

Ulga: 1d20 + 5 ⇒ (9) + 5 = 14

Damage: 2d6 + 3 ⇒ (4, 5) + 3 = 12


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, seeing everything in hand, begins to loot the dead or unconscious bodies and search the room.

Perception: 1d20 + 4 ⇒ (6) + 4 = 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

yeah if he is still standing then hit: 5 + 1d20 ⇒ 5 + (20) = 25
hit offhand: 5 + 1d20 ⇒ 5 + (5) = 10
dmg: 1d4 + 3 ⇒ (1) + 3 = 4
dmg offhand: 1d4 + 3 ⇒ (2) + 3 = 5
sneak attack: 1d6 ⇒ 6
extra crit dmg: 1d4 ⇒ 3


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

"Hurry, there might be more! They were yellin' for help," exclaims Kat, who is looking back behind her into the room they had come from.


GM

Tursk beats the others to the last bandit and he goes down hard as he is distracted by Jack. Vic does not see anything out of the ordinary, but its not hard for him to hear movement coming from the doors on the left.

You guys have maybe a round before something comes a calling,actions?


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

Ready my shortbow, it goes off if whatever comes is hostile.


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 perks up upon hearing commotion behind the door. He cleans his rapier on his pant leg as he stealthily hides just on this side of the door, waiting to pounce on the enemy when he comes in or charge in and attack from his hidden spot.

Stealth: 1d20 + 7 ⇒ (6) + 7 = 13


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 hangs his mace on his belt and reaches for his holy symbol. He begins chanting a prayer.

Ready action to cast sacred flame on the first baddie we see. DC 13 Dexterity save.

Sacred Flame: 1d8 ⇒ 7


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 takes a deep breath, trying to calm her nerves, and waits quietly to see what happens next.


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

Barl leans casually against the wall, takes a sip from his horn of Mead and enjoys the heft of Ulga in his hands.


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

Kat waits nervously, the smell of stew still rather distracting.


GM

The door to the right opens, and four, near naked sweaty mean rush out, they are armed with weapons but look sickly as they charge you, the bandit in the lead, although an unhealthy looking fella, dodges Turks spell, closing the distance.

Even as the four men charge into your midst, the stairs above you creak and you feel the temperature drop. Coming from the room above are two ice covered creatures, nothing but skeletons with an icy covering and a hellish blue glow from their eye sockets.

They simply jump the rail and are among you, causing the very air around you to drop to uncomfortably cold levels. The skeletons waste no time plowing into those around them. The first lands behind Helen and slashes her with its icy weapon leaving a cold chill behind once more you lost 7 HP The second lands beside Barl, who blocks the weapons aim with his mug.

Dice rolls:

Bandit 1 dex 1d20 ⇒ 14

Int
Vic 1d20 + 3 ⇒ (10) + 3 = 13
Vic 1d20 + 3 ⇒ (10) + 3 = 13
Barl 1d20 + 2 ⇒ (6) + 2 = 8
Tursk 1d20 - 1 ⇒ (13) - 1 = 12
Kat 1d20 + 2 ⇒ (8) + 2 = 10
Jack 1d20 + 3 ⇒ (13) + 3 = 16
Helen 1d20 + 1 ⇒ (7) + 1 = 8
Bandit 1d20 ⇒ 10
Skeletion 1d20 + 3 ⇒ (17) + 3 = 20

Who the skeletons attack
1 1d6 ⇒ 6 Attack 1d20 + 3 ⇒ (20) + 3 = 23 Damage 1d6 + 2 ⇒ (3) + 2 = 5 and 1d6 ⇒ 2 cold damage
21d6 ⇒ 3 Attack 1d20 + 3 ⇒ (2) + 3 = 5 Damage 1d6 + 2 ⇒ (1) + 2 = 3 and 1d6 ⇒ 3 cold damage

Init:
Skeletons {went}
Everyone but Barl
Bandtis
Barl

Ok The door was the right, if I said left, just ignore that :) Also I gave Vic an advantage here on his init roll. Whelp this is gonna hurt


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, Advantage, Sneak Attack

Vic again attempts to come to Helen's rescue by slipping his rapier into the ice creature.

Rapier Att: 1d20 + 5 ⇒ (4) + 5 = 9
Rapier Adv Att: 1d20 + 5 ⇒ (10) + 5 = 15
Rapier Dam: 1d8 + 3 + 1d6 ⇒ (8) + 3 + (4) = 15


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 cries out in pain!

If Vic dropped the skeleton next to Helen:

Helen tries her best to contribute, firing a bolt of fire at the other skeleton!
Fire Bolt: 1d20 + 5 ⇒ (15) + 5 = 20, Fire Damage: 1d10 ⇒ 7

If the skeleton's still up next to Helen:

Helen raises her arms in defense and tries to get some meat between her and the enemies!
Withdraw action, and moving to someplace where I'm not adjacent to an enemy and hopefully have an ally between me and the nearest enemy.


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 scowls, hefts his mace and tries to bring it down on one of the sickly-looking thugs.

Mace vs. Sickly Man: 1d20 + 4 ⇒ (7) + 4 = 11
Damage: 1d6 + 2 ⇒ (6) + 2 = 8

Hopefully, they're lack of armor translates to a very low AC because that was not a great roll.


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

Kat releases another bolt of eldritch energy at the enemy...

blast: 1d20 + 5 ⇒ (8) + 5 = 131d10 ⇒ 3

If one is still engaged with Helen, she will fire at that one, otherwise, whichever is nearest.


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

Barl unloads with Ulga on the nearest skeleton.

Ulga: 1d20 + 5 ⇒ (5) + 5 = 10

Damage: 2d6 + 3 ⇒ (5, 2) + 3 = 10

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