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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GM

Vic swaps at the skeleton attacking Helen, sing his hidden spot to good advantage and stabbing his foe. Helen uses that attack to get to the back of the room, well out of combat back by the room divider. Tursk takes action on the sickly bandits, dropping one with a good solid hit to the chest. In the fight Kat tries to get a bead on the skeleton that attacked Helen but instead misses by a small margin.

Jack lets loose his arrow, burying it in the chest of the second bandit, dropping him like a sack of grain. Both remaining sickly men charge Tursk. He fends both off with his shield. Barl swings mighty Ulga at the second skeleton, only to have the thing duck out of the way...duck, what kind of skeletons duck?

Round 2
The skeletons waste no time bringing battle to those that have attacked them. The first turns upon vic with its icy sword, who takes a massive hit 11 damage total, drops you to 0 and the second at Barl, who fends off the attack with his might Maul. Above another figure steps from the door.

NPCing Jack at this point. Okk you are fighting two ice covered skeletons, two of the sickly bandits are left, it looks like someone else is coming to help as well. Helen is hurt and vic is now at 0 Hp's

dice:

Jack's attack bandit 21d20 + 5 ⇒ (17) + 5 = 22 damage 1d6 + 3 ⇒ (4) + 3 = 7
Bandit 3 1d20 ⇒ 12 damage 1d6 ⇒ 6
Bandit 4 1d20 ⇒ 13 damage 1d6 ⇒ 3

Skeleton 1 at vic 1d20 + 3 ⇒ (13) + 3 = 16 damage 1d6 + 2 ⇒ (3) + 2 = 5 and 1d6 ⇒ 6 cold
Skeleton 2 at barl 1d20 + 3 ⇒ (7) + 3 = 10 damage 1d6 + 2 ⇒ (6) + 2 = 8 and 1d6 ⇒ 4 cold

New int 1d20 ⇒ 20

Init: 2
Skeletons {went}
Everyone but Barl
Bandtis
Barl


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 Vic brought down out of the corner of his eye. He screams in rage and swings his mace at one of the sickly men. He needed to eliminate the dangers pressing his friends.

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

But his swing is wild and unfocused, and hits nothing but air.


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 2, Death Saves

Death Save 1: 1d20 ⇒ 15
1 Success, 0 Fails


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

Grunting in frustration, Barl swings out again at the nimble skeleton with Ulga.
Ulga: 1d20 + 5 ⇒ (2) + 5 = 7
Damage: 2d6 + 3 ⇒ (3, 1) + 3 = 7

Whiff


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 sheepishly fires a bolt of flame at whoever she can manage the clearest shot against!

Fire Bolt: 1d20 + 5 ⇒ (15) + 5 = 20, Fire Damage: 1d10 ⇒ 1

#facepalm


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

This round is not going our way.


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

1d20 + 5 ⇒ (18) + 5 = 231d10 ⇒ 3

Well, at least I hit?

Kat releases another bolt of energy that clips one of the skeletons...

Firing at the one that felled Vic if she has a shot... if not the one attacking Barl.


moving to the skeletons with my duel daggers hit: 5 + 1d20 ⇒ 5 + (11) = 16
hitoffhand: 1d20 + 5 ⇒ (8) + 5 = 13
dmg: 1d4 + 3 ⇒ (2) + 3 = 5
offhand dmg: 1d4 ⇒ 1
sneak attack: 1d6 ⇒ 1


GM

Whelp, its clear the Dice gods wish you all to die.

Round 2:
Tursk tries to take down another sickly looking bandit, but he catches nothing but some of the table. Helen fires on the injured skeleton(1) that took don vic, her bolt hits it, and does some damage, melting some of its icy armor and creaking bones. Kat hits the same skeleton, doing some damage, but not much.

Both bandits go after Tursk and while the first misses the second gets though his defenses 5 hp . Barl meanwhile again swing at the skeleton, only to have it bob and weave out of his way with great ease. Jack closes with the 1st skeleton and strikes at it, only to have his attacks deflected.

Vic lays on the floor.

Round 3:
Above chanting of a spell can be heard and a man stands upon the balcony above. As his chanting ends a dark short sword appears in the air and as he points down on you it flies into combat. It swings at Kat, but she easily evades the strike. The skeletons keep up their own assault on Jack and Barl. Jack can not avoid the attack and drops to the ground bleeding 9hp Barl once more however avoids a hit.

rolls:

Bandit 3 at Tursk1d20 ⇒ 15 damage 1d6 ⇒ 5
Bandit 4 at Tursk1d20 ⇒ 20 damage 1d6 ⇒ 5
Caster who 1d5 ⇒ 4attack 1d20 + 2 ⇒ (1) + 2 = 3 damage 1d8 + 3 ⇒ (3) + 3 = 6

Skeleton 1 at Jack 1d20 + 3 ⇒ (15) + 3 = 18 damage 1d6 + 3 ⇒ (5) + 3 = 8 and 1d6 ⇒ 1

Skeleton 2 at Barl 1d20 + 3 ⇒ (2) + 3 = 5 damage 1d6 + 3 ⇒ (3) + 3 = 6 and 1d6 ⇒ 4

Init:
Spell caster above(went)
Skeletons {went}
Everyone but Barl
Bandtis
Barl

Ok now Jack is on the ground bleeding out. You have two sickly bandits, two skeletons( one looks in bad shape, but it dropped jack all the same, and now a caster.


death save: 1d20 ⇒ 15


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

HP 5/10 -- Wow, rough round. Hope this is the type of group to capture after a TPK, if it comes to it.

"Erastil, give me strength to bring down those who would oppress my people and harm my hearth and home. Allow me this miracle, Old Dead Eye, so that I may keep back the darkness. And if not, then at least grant my friends reprieve. Take me if you must!" Tursk bellows in prayer, before driving his mace into his foe.

Mace vs. Sickly Bandit: 1d20 + 4 ⇒ (12) + 4 = 16
Damage: 1d6 + 2 ⇒ (6) + 2 = 8


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: [ ]

Taking a guess at how the caster's spell works, Helen fires at him in hopes of breaking his concentration.

Fire Bolt: 1d20 + 5 ⇒ (18) + 5 = 23, Fire Damage: 1d10 ⇒ 10

Woooo! Looks like I might break more than just his concentration! Here's hoping he's first level and drops from that. :D


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

That's how you do it, guys - keep it up!

Round 3, Death Saves

Death Save 2: 1d20 ⇒ 9

1 Success, 1 Fail


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

"Hold still you rattling pile of.. bones."

Ulga: 1d20 + 5 ⇒ (1) + 5 = 6

Damage: 2d6 + 3 ⇒ (2, 1) + 3 = 6

Barls insult falls almost as flat as his maul.


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

1d20 + 5 ⇒ (15) + 5 = 201d10 ⇒ 5

Kat fires another bolt right after Helen's at the spellcaster.

Or if he's down, then at whichever enemy looks to be on his last legs.


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: [ ]

#girlpower


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

Other than Tursk, the boys are stinkin it up.


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 was kickin' butt until I got dropped.


GM

Round 3

Tursk after saying a prayer smashes his mace into one of the bandits faces, its safe to say that one will not be getting back up. Both Helen and Kat ignore the skeletons near them to fire at the Caster above, hurting him a good deal by the sounds of his shrieks. The last of the bandits once more fails to land a blow on Tursk and Barl also, once more fails to land a blow on the icy skeleton that stalks him.

Round 4
The caster above seems hurt but not down, a fact he makes clear as his ghostly dark sword cuts into Helen 7hp sending her to the ground with the others. Kat likewise is over powered by the first skeleton 14 hp there, but Barl once more avoids his foe.

rolls:

Last bandit at Tursk 1d20 ⇒ 15 damage1d6 ⇒ 5

Caster at Helen 1d20 + 2 ⇒ (20) + 2 = 22 damage 1d8 + 3 ⇒ (4) + 3 = 7
Skeleton 1 at Kat 1d20 + 3 ⇒ (10) + 3 = 13 damage 1d6 + 3 ⇒ (6) + 3 = 9 and 1d6 ⇒ 5
Skeleton 2 at Barl 1d20 + 3 ⇒ (4) + 3 = 7 damage 1d6 + 3 ⇒ (4) + 3 = 7 and 1d6 ⇒ 1

Init: round 4
Spell caster above(went)
Skeletons {went}
Tursk
Bandtis
Barl

Whelp, this looks bad. We have everyone but Barl and Tursk down. The Casters spell sadly did not work off concentration. You are left with a caster, two skeletons and one sickly bandit.


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: [ ]

You guys got this, right?

Death save: 1d20 ⇒ 11
1-0


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

Seeing his friends drop around him, Barl figures animated skeletons aren't much for taking prisoners. He grits his teeth and tries to make this one count.

"You're just giving me more room to work with!" The big man boasts in vain attempt to demoralize a mindless skeleton.

Ulga: 1d20 + 5 ⇒ (9) + 5 = 14

Damage: 2d6 + 3 ⇒ (6, 4) + 3 = 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

Pfft! No problem. :: sweats nervously ::

Tursk swings once again, determined now more than ever to save his friends.

Mace vs. Bandit : 1d20 + 4 ⇒ (10) + 4 = 14
Damage: 1d6 + 2 ⇒ (1) + 2 = 3

That probably won't drop him.


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

Really hoping a 14 hits..


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 4, Death Saves

Death Save 3: 1d20 ⇒ 18

2 Successes, 1 Fail


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

Round 4 death saves

1d20 ⇒ 1

Good lord. 2 fails. We are really not supposed to play these characters. heh


GM

Joking aside, I think the dice gods hate you guys

Round 4:
Tursk swings once more, connecting with the last standing bandit, but not enough to put him out of the fight. The last bandit fights back, but he simply can not connect with Tursk. Barl at long last connects with the skeleton that has been avoiding his blows and with a mighty creaking sound the ice encasing the skeleton shatters. With a burst of frost , chilling everyone and leaving Barl covered in frost, the skeleton screeches and for a brief moment a ghostly specter super imposes itself over the skeleton before it crumbles to the floor.

Round 5
The skeleton left standing swings at Barl, who manages to avoid the blow even as he uses his Maul to fend off an attack from the ghostly sword.

Rolls:

Bandit 4 1d20 ⇒ 15 an 1d6 ⇒ 6
Caster on self 2d8 + 3 ⇒ (2, 3) + 3 = 8
Caster blade at Barl 1d20 + 2 ⇒ (7) + 2 = 9 and 1d8 + 3 ⇒ (2) + 3 = 5
Skeleton 1 on Barl 1d20 + 3 ⇒ (5) + 3 = 8damage 1d6 + 3 ⇒ (4) + 3 = 7 and 1d6 ⇒ 3

Init: round 5
Spell caster above(went)
Skeletons {went}
Tursk
Bandit
Barl

One skeleton is left, the battered one. One bandit left and a caster.


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

"Ha! Told you I just needed a little room! Now it's your turn!" Barl continues to mock the mindless animate bones.

Ulga: 1d20 + 5 ⇒ (16) + 5 = 21

Damage: 2d6 + 3 ⇒ (1, 4) + 3 = 8

Great Weapon Fighting Rerolling that 1 1d6 ⇒ 3

So 10 total damage


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 draws back his mace for another strike.

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

Are you kidding me? Wow. Don't suppose anyone has an inspiration point they can give me so I can re-roll that atrocity.


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

Did we start with any? If I have one to give, it's all yours!


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 5, Death Saves

Death Save 4: 1d20 ⇒ 18

3 Successes, 1 Fail = Stabilized and Unconscious for 1d4 ⇒ 1 hour.


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: [ ]

Death save: 1d20 ⇒ 5
1-1


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

C'mon, Kat - roll a good one!


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

1d20 ⇒ 7

Dice gods, how have I offended you??


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: [ ]

Aaaaand that's a dead Kat. Good thing she's got another 8 lives. So, Kat's second life kicks in now and she pops back up with full HP, right?


AC:15 HP: 18/19 HD: 2/2
Helen Gardamum wrote:
Aaaaand that's a dead Kat. Good thing she's got another 8 lives. So, Kat's second life kicks in now and she pops back up with full HP, right?

I'm liking this scenario. I'm sure that's how it'll go down.

Seriously though, is there anything we can do?


oh right round 4 death save save: 1d20 ⇒ 1


oh wait, I'm suppose to do round 5 too save: 1d20 ⇒ 14


GM

Round 5

Tursk tries to take out the last of the bandits but fails to land a blow. The bandit , like wise misses and seems winded by the combat. Barl lands a blow on the Last skeleton, crushing its torso. As before frost spreads form the ruined skeleton and a "spirit" of some type can be seen for the barest of moments before it crumbles.

Round 6

The Caster from above with a yell, drawls his short sword and leaps the rail to the ground below, lashing at Barl with both his sword and the dark floating blade, Biting into the barbarian. 10 hp

rolls:

Bandit at Tursk 1d20 ⇒ 2 damage 1d6 ⇒ 6
Caster Attack at Barl 1d20 + 3 ⇒ (8) + 3 = 11 damage 1d6 + 1 ⇒ (4) + 1 = 5
Caster blade attack at Barl 1d20 + 2 ⇒ (18) + 2 = 20 damage 1d8 + 3 ⇒ (7) + 3 = 10

Ok, round six here. Barl just dropped. That leaves Tursk up with two foes. This is gonna be very very close


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

Barl will use his Stones Endurance ability to prevent 1d12 + 2 ⇒ (12) + 2 = 14 damage

Ha! That all you got?! Barl laughs and gestures to the cleric. "Tursk! let this guy hit you with his spooky magic blade! It tickles!"

Barl returns fire on the magic user with Ulga.

Will use inspiration here if we started with any?

Ulga: 1d20 + 5 ⇒ (5) + 5 = 10

Inspiration roll Ulga: 1d20 + 5 ⇒ (11) + 5 = 16

Damage: 2d6 + 3 ⇒ (6, 5) + 3 = 14


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

Oh, thank Erastil! The way I've been rolling, it would have been a disaster. Goliaths for the win!

"I'll take your word for it, Barl!" Tursk yelled through clenched teeth just before he brought his mace down again.

Mace vs. Bandit: 1d20 + 4 ⇒ (12) + 4 = 16
Damage: 1d6 + 2 ⇒ (1) + 2 = 3

What a sad damage roll. But hopefully it's enough to finally bring this bandit down.


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: [ ]

Death save: 1d20 ⇒ 1
Dun, dun, dun... another one bites the dust...


GM

Round 6

Tursk strikes the sickly bandit once more, he looks like he is barely standing, but he is indeed still standing. The bandit however, winding and sickly or not manages to land a blow on Tursk, even if a weak one 2 Hp's Meanwhile, Barl showing off his near inhuman toughness laughs off a blow that might well have killed a lesser man and attacks the caster, injuring him and driving him back.

Round 7
The caster, with a rage and a yell of "Norgorber will feast upon you soul!" backs away leaving his dark sword to fight Barl and cats another spell from a safe distance. The sword stabs at Barl, but fails to land a blow.

dice:

Bandit attack on Tursk 1d20 ⇒ 16 damage 1d6 ⇒ 2
Caster blade at Barl 1d20 + 2 ⇒ (3) + 2 = 5 damage 1d8 + 3 ⇒ (6) + 3 = 9
Caster spell 2d8 + 3 ⇒ (1, 3) + 3 = 7

I totally forgot about that ability, saved you guys big time that one did.


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

Holy cow another nat 1 on a death save?!

Barl parries the magic blade again and smiles as he sees Tursk turn away the bandits sword.

"Hang in there Tursk! These these two are finished!!"

Ulga: 1d20 + 5 ⇒ (18) + 5 = 23

Damage: 2d6 + 3 ⇒ (3, 4) + 3 = 10


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

Another one? Man, the dice have been brutal.

Tursk doesn't answer this time, focused as he is on the battle before him. He takes another swing, and this time he can feel his aim connecting perfectly.

Mace vs. Bandit: 1d20 + 4 ⇒ (11) + 4 = 15
Damage: 1d6 + 2 ⇒ (6) + 2 = 8


GM

Round 7
Tursk gets a good thrust end, ending the threat of the last bandit, just as Barl gets another good hit on the caster. From the floor, a moan can be heard as Kat stirs.

Round 8
The caster once more backs away, into the other room and casts another spell on himself, healing much of the damage inflicted so far. His dark sword bits once more into barl 6 hp's

rolls:

Caster at barl 1d20 + 2 ⇒ (13) + 2 = 15 damage 1d8 + 3 ⇒ (3) + 3 = 6
Caster at self 3d8 + 3 ⇒ (2, 1, 8) + 3 = 14


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

"Hey you're not going anywhere!!"

Barl makes a mad dash for the caster while using second wind to heal 1d10 + 1 ⇒ (10) + 1 = 11 damage as a bonus action.

Ulga: 1d20 + 5 ⇒ (3) + 5 = 8

Damage: 2d6 + 3 ⇒ (1, 4) + 3 = 8

If 8 is somehow a hit, great weapon fighting 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 8

Okay, so Kat and Helen are gone. RIP. Really going to miss those characters, btw.

Victor is stabilized. And Jack is currently at two successes and two failures, but he hasn't posted since round 5. So even if I rushed to him, his fate has technically already been sealed. He just needs to make his last death saving throw. Man, this fight has been bananas.

Tursk screams in feral anger as he finally kills the bandit. He stares at his friends who lay bleeding on the ground. His instincts scream at him to help them. But he knows that Barl needs his help.

He puts away his mace as he moves into position to see the priest of Norgorber. He grasps the holy symbol dangling from his next and cants, "Old Deadeye, Lord of Archers, bring your radiance to this defiler."

Casting sacred flame. Dexterity Save DC 13. No damage if successful.

Radiant Damage: 1d8 ⇒ 2

Or just tickle him a little, I guess. Whatever you're feeling today, dice roller. >:(


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

A second barely audible groan escapes Kat's lips as she slowly stirs, one hand stretching weakly out before her. She tries to lift her head, but could not seem to move it for the numbness that had come over her. She feels odd, and so dreadfully weak, and it was hard to form a coherent thought for the pounding in her head, about the only thing that had forced its way through the cold numbness. Yet, she was still able to sense and make out her companions struggling nearby. Some of them at least.

Her numb, sluggish fingers grasp feebly at the air before falling limply on the corpse of the bandit that had just fallen beside her after being felled by Tursk's blade. She grabs at the still cooling corpse as if to a lifeline and shudders. Blinking away the blurred spots from her eyes, she lifts her head, squints, could just make out Barl ahead. Gathering what strength she could, Kat releases a bolt of energy upwards. It sizzles past her friend's legs to slam into those of the enemy caster.

Then, Kat collapses onto the corpse. Her eyes are the only part of her that moved as she watches numbly from where she lay.

1d20 + 5 ⇒ (17) + 5 = 221d10 ⇒ 7


GM

The cleric fends off Barls attack and screams at the flames, but its the unexpected cold attack from the floor which catches him the most off guard.

Round 9
The cleric is now alone and out numbered, be he looks defiant even in his current state "Norgorber accept what I have sent before you!" He spats as he rushes forward attacking Barl, who fends off not only the blade of steel, but the dark blade as well.

dice:

Caster at barl 1d20 + 3 ⇒ (9) + 3 = 12 damage 1d6 + 1 ⇒ (3) + 1 = 4
Blade at Barl 1d20 + 2 ⇒ (5) + 2 = 7 damage 1d8 + 3 ⇒ (1) + 3 = 4
Caster save DC 13 1d20 ⇒ 6


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

Wooooh Kat's back!!

"Whoa!" Barl jerks back from the icy blast zipping by his legs. Hey Kat, where ya been, sleepy head?" Barl yells out, apparently oblivious to his friends dire situation.

Ulga: 1d20 + 5 ⇒ (18) + 5 = 23

Damage: 2d6 + 3 ⇒ (6, 4) + 3 = 13

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