TEJ's Reign of Winter Campaign

Game Master Ringtail

The Snows of Summer
The High Sentinel Lodge


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Game Master

Part One: An Early Frost

The sleepy village of Heldren has rarely seen so much excitement or concern. Hunters from the nearby Border Wood speak of unnaturally cold weather at the height of summer that descended on the forest just days ago. Heavy snow followed, and those who returned spoke of an uneasy presence in the woods, as well as new, dangerous predators. No one knows what this event means, but the town's soothsayer, Old Mother Theodora, claims dark times like ahead.

As if in proof of that dire prophecy, a badly wounded mercenary arrived in town yesterday, claiming to be a bodyguard of Lady Argentea Malassene. He told the village council that the noblewoman's escort came under attack by bandits and strange, wintry creatures near the edge of the Border Wood. He alone escaped, and Lady Argentea was dragged away into the forest. Now the townsfolk cast fearful eyes toward the snowy forest, worried what else might emerge to threaten their peaceful village.

Local Lore
PCs interested in learning more about the recent events in and around Heldren can attempt Diplomacy checks to gather information or Knowledge (local) checks.

Result of 5+:
Everyone says the weather is unseasonably cold for midsummer—it even snowed in the Border Wood! Most suspect magic is involved, and some fear Qadiran agents played a role in it.

Result of 10+:
Old Man Dansby claims that someone keeps stealing from his fields. His farm lies closest to the Border Wood, where half his crops have died from an icy frost and the rest have been carried off.

Result of 12+:
A farmer's son took ill a few days ago after falling through the ice over Wishbone Creek. The boy said he spotted a white stag in the forest—and heard it talking—then tried to follow it.

Result of 15+:
A group of rangers in the Border Wood called the High Sentinels usually keep bandit activity curbed. They're doing a poor job if brigands could attack a well-armed caravan and abduct Lady Argentea.

Result of 18+:
Locals say a hunter named Dryden Kepp claimed he saw a giant white weasel on the High Ridge in the forest. No one believed him so he went back to trap it and prove them wrong.

Result of 20+:
Two weeks ago, Lady Argentea Malassene traveled past Heldren on her way from Oppara to Zimar to meet her betrothed. Rumor has it the two didn't get alon and Lady Argentea caused a scandal by calling off the engagement and returning home.

Ionnia Teppen, a stern woman of middle-age and the leader of the village council, approaches you and tells you that the councilors have confirmed the rumors that a pocket of unearthly winter has recently appeared in the Border Wood and that a rider from Zimar has arrived in town the previous day bearing ominous tidings. The rider, an Ulfen mercenary named Yuln Oerstag, was part of the guard escorting Lady Argentea Malassene from Zimar to Oppara. As the caravan skirted the Border Wood, however, the noblewoman's carriage came under attack by bandits and strange, wintry creatures. Lady Argentea was carried off, and Yuln was the only one to escape. He is badly wounded, but he has been able to describe the horrific creatures that attacked the noblewoman's party. A native of the far north, Yuln recognized some of the icy creatures that emerged from the forest, and the tales he shared with the council have everyone rightly concerned.

Heldren is barely large enough to marshal a decent militia to protect the town, so they need the assistance of highly skilled individuals willing to become local heroes to investigate these events, rescue Lady Argentea and determine the source of the threat hiding in the icy heart of the forest. Councilor Teppen asks you if you are such a person.


Male Human Cleric (Sarenrae) 1
STATUS:
Init +5 | HP 11/11 | AC 17 | FF 16 | Fort + 2 | Ref +1 | Will +4 | Perception +2 |

Zahim wraps his scarf around his face as he travels through the town, clearly burdened by the cold. He glances around and asks a couple of passers-by if they know anything about the recent disturbances.

Diplomacy to gather info
1d20 + 6 ⇒ (11) + 6 = 171d6 + 2 ⇒ (3) + 2 = 5

Zahim is able to garner quite a bit of useful information, including a recent lax in security and strange occurences coming from the wood. He checks to see if the boy is recovering well before heading toward the council.

After a few minutes he reaches the council hall and greets Councilor Teppen. "My services are yours." he says, bowing respectfully.


Male Human Sorcerer
Status:
Init +3 | HP 7 | AC 12 | FF 10 | Fort +3 | Ref +2 | Will +2 | Perception +3 |

Diplomacy to gather info.
1d20 + 4 ⇒ (3) + 4 = 7

-------

This recent tragedy has made Prophet and I very worried. You can count on us for assistance Councilor. Umm. Which way was north again?


Female Changeling Witch / 8 HP: (51)51 / AC: 13 (with MA: 17) / Init:: +2 / Perc: +6 / Will: 10 , Reflex: 5 , Fort: 3 / CMB: +3 / CMD: +13

Untrained dipolmacy 1d20 ⇒ 20

"I would indeed be willing to attempt a rescue of Lady Argentea and try to determine where this threat is coming from Councilor."


Sonja nods.

"I will see what can be done."


Game Master

Embrianna:
An auspicious first roll. :)

Zahim Dhal:
Councilor Ionnia Teppen assures you that the boy is being well cared for.

The councilor earnestly thanks you for your help and gathers the four of you together, giving you a chance to introduce yourselves to one another, before showing you to the Willowbark Apothecary before you head off into the Border Wood, telling you that Elder Natharen Safander, Heldren's resident priest, is there treating Yuln Oerstag's wounds and frostbite. Yuln should be able to answer any questions you have about the attack and abduction of Lady Argentea.

Arriving at the Willowbark Apothecary you see a well-tended garden sitting in front of an equally neat house. An elf woman kneeling amongst the herbs notices you and Ionnia and directs you inside where you see an old yet healthy man wearing a symbol of Erastil changing the bandages on the many wounds of a sorry-looking Ulfen man whose nose and fingers have taken on an unsightly black hue from a serious case of frostbite. I'll have an image of Yuln Oerstag that I can post when I get off of work for the day and have access to the PDF on my home PC.

"It'll be some time before he is hale and hearty enough to travel again, much less wield a weapon, but he'll live" Elder Safander says to Councilor Teppen. "He's all yours."

Yuln grimaces and despite his obvious pains waves you closer. "So you're the ones that are going to be getting the Lady back? Would that I could go with you," he says, wincing, "My ancestors would ridicule my lack of valor for fleeing rather than fighting to the end. But I faced enemies that even the greatest warrriors in the Linnorm Kingdoms have faltered against, though I think I slew at least one of them before they dragged Lady Argentea away. Well, what can I tell you that will be of any help?"


Male Human Sorcerer
Status:
Init +3 | HP 7 | AC 12 | FF 10 | Fort +3 | Ref +2 | Will +2 | Perception +3 |

"Greetings new friends, my name is Castiel thats Cass for short and Master of the Arcane... well no not really but I know a few tricks that come in handy. I'm here to help so let me know if you need anyting. Well not anything but you know what I mean. So. What did you say your names were again?


Male Human Cleric (Sarenrae) 1
STATUS:
Init +5 | HP 11/11 | AC 17 | FF 16 | Fort + 2 | Ref +1 | Will +4 | Perception +2 |

Zahim removes the scarf from his face and pulls back his hood, letting both drape over his shoulders as he smiles in a charming yet humble way to his fellows. "My name is Brother Zahim Dhal, but Zahim will be suitable. I served as both healer and mediator to the various small settlements in and around Qadira. It is a pleasure to be accompanying you all.

---

Zahim kneels beside Yuln and tuts a little out of pity "My friend, I admire your eagerness but you should praise the gods that you made it back. I wish you a swift recovery." He then lightly touches upon the wounded man's frame and sends a comfortably warm surge through his system.
Channel positive energy 1d6 ⇒ 6

"Now, you mentioned that you may have been able to kill one? Can you tell us anything about what 'it' may have been and how you felled it? I surely do not wish the same to befall anyone else."
Diplomacy take 10 = 16


Game Master

The Ulfen mercenary gives a grim smile and nods gratefully as Zahim's magic mends many of his superficial wounds.

"We thought they were just bandits at first—outlaws who hide like wolves in the forest. They would have been no match for us. But the came the winter-touched; fey creatures who have sworn themselves to the White Witches of Irrisen, those who stole our lands from us during the Winter War. They appeared among us and the battle turned quickly. My people speak of the winter-touched all the time, but I never expected to meet them this far south," he answers. "Many are but tiny sprites no taller than the length of a man’s forearm. But don’t be fooled by their small stature. Legends say they have taken a sliver of magic ice into their hearts, and their touch bears the harsh bite of winter. You can combat them with cold-forged iron and burning flame. Both burn them, and both are weapons they fear."

Yuln motions toward a longsword leaning against a nearby wall, then winces at the effort.

"If you really intend to go after Lady Argentea, you are more than welcome to borrow my blade. It is crafted of the cold iron of which I spoke, and should bite deeply into the hides of the fey."


Sonja smiles.
"The name is Sonja, i come from the capitol. "

Bluff 1d20 + 5 ⇒ (8) + 5 = 13

Sense Motive DC=13 :

Although she tries to hide it, Sonja seem bit uneasy when she looks at the Zahim.

-------

Sonja listens to the mercenary,and tries to determine if he's hiding something.
sence motive1d20 + 4 ⇒ (12) + 4 = 16

"Can you give us directions?
Where was the ambush?"


Female Changeling Witch / 8 HP: (51)51 / AC: 13 (with MA: 17) / Init:: +2 / Perc: +6 / Will: 10 , Reflex: 5 , Fort: 3 / CMB: +3 / CMD: +13

Ember looks over her new companions, trying to gauge how well they will hold up in a fight.

"Greetings to you all as well. My name is Embrianna."

Looking over at the man's sword against the wall, Ember will move to pick it up. "Let your blade get some manner of vengeance for you and your comrades then."

Is Ember the only one proficient with a longsword?


Male Human Cleric (Sarenrae) 1
STATUS:
Init +5 | HP 11/11 | AC 17 | FF 16 | Fort + 2 | Ref +1 | Will +4 | Perception +2 |

Sense Motive 1d20 + 2 ⇒ (2) + 2 = 4 Zahim greets Sonja gleefully.

Looks over the longsword and smiles. "Thank you Sir. I feel that Embrianna here has the skill to wield such a weapon, being the most experienced in direct combat."


Female Changeling Witch / 8 HP: (51)51 / AC: 13 (with MA: 17) / Init:: +2 / Perc: +6 / Will: 10 , Reflex: 5 , Fort: 3 / CMB: +3 / CMD: +13

As an fyi, Embrianna openly wears a holy symbol of Erastil.


Game Master

"The assault occurred maybe 6 miles south of Heldren's edge, just down the road as we skirted the edge of the Border Wood. They dragged Lady Agentea into the forest, back through the ice and snow. Beyond that, I don’t know. I followed as far as I could, but the winter-touched were too many and too hard to fend off in the snow alone. I barely escaped, and rode to seek help here."

Yuln looks to size up Embrianna, nodding after a moment's assessment. "Free the lady that was left to my charge and let my blade drink deep the blood of my foes and perhaps I'll be able to begin restoring my honor some day. My only wish that I were in good enough state to accompany you."


Sonja shakes her head.

"What kind of fool kidnaps noble?!
We better get going,if the lady is not in safety before her friends and allies arrive here, everyone will be in trouble not just the idiots that attacked her."


Game Master

"Aye," Yuln agrees, "Haste is of the essence. I don’t know why they took her. But if one of the White Witches has her, no good shall come of it. The winter-touched do nothing without the leave of those who placed the ice in their hearts. If they’re here, it’s because a White Witch sent them. And much worse will follow."


Male Human Cleric (Sarenrae) 1
STATUS:
Init +5 | HP 11/11 | AC 17 | FF 16 | Fort + 2 | Ref +1 | Will +4 | Perception +2 |

Zahim nods in accord. "Sonja speaks wisely, but we must not merely run out blindly. We should know how to efficiently navigate the woods in order to find and return Lady Agentea as soon as possible. Also if the woods are as frigid as you say it would be a good idea to dress approprietely." he chuckles, rubbing his arm through the thin cotton sleeve.


"Aye, i don't want to stumble around in the woods dressed like this.
Besides,am tired of the locals staring at me, as if i have two heads.... backwater peasants.
Let's prepare ourselves and meet near the road to the woods."


Game Master

Feel free to buy any mundane equipment you would like at standard book price including cold weather gear and so forth. If you would like to roleplay out the purchasing of supplies at smithy or general store feel free to do so in a spoiler otherwise just put your purchases either in the OOC thread or at the top of your next post in OOC text.

You've been given clear directions to the site of the attack on Lady Argentea Malassene's caravan by Yuln and are able to head out after making any last minute preparation. It isn't long out, merely three hours of travel (placing this event a little before mid-day), before you come across the remains of the noblewoman's escort on the fringes of the Border Wood.

Near the forest, the temperature grows noticably colder. The road ahead is littered with debris and the corpses of slain humans and horses. A carriage stands in the roadway, its team of horses missing or cut free, while another overturned carriage lies sprawled and broken next to the tree line. To the south, more bodies have fallen around what appears to be a statue of ice. A snowy trail leads deeper into the forest.

Explore the scene as you see fit. I'll have an image posted in the campaign info tab when I get home from work some eight hours from now.


Male Human Cleric (Sarenrae) 1
STATUS:
Init +5 | HP 11/11 | AC 17 | FF 16 | Fort + 2 | Ref +1 | Will +4 | Perception +2 |

Zahim finds a place to buy camping supplies and purchases a cold weather outfit (8gp) and a winter blanket (5sp)

After finding someplace discreet to put on the clothing he was assured would keep him warmer, Zahim rejoins his new friends at the edge of town leading to the woods. He does his best to engage the others in polite conversation as they walk, but upon nearing the forest...

"...By the Dawnflower, this place is seething in wretched cold!" He shivers and looks at the ground, this weather being a farcry from the desert he was used to. Zahim clutches his holy symbol and whispers a brief prayer to Sarenrae. Immediately he feels a consistant flow of warm air surround his body, blotting out any notion of the harsh temperatures.

Zahim casts Endure Elements on himself.

Looking up and ready to continue he has a chance to really take in the crimson canvas painted all over the road into the woods. Zahim sighs and shakes his head sadly, the cleric unfortunately familiar with the sight of mangled corpses. "Poor fools...what foul beasts could have the will to do such a thing?" He ensures that his shield is firmly attached to his arm and kisses his holy symbol. "Sarenrae have mercy."


Male Human Sorcerer
Status:
Init +3 | HP 7 | AC 12 | FF 10 | Fort +3 | Ref +2 | Will +2 | Perception +3 |

Cass purchases a cold-weather outfit, some extra Furs(Players Guide), a blanket, flint and steel for fire making and a common lantern with 2 pints oil.

Casstiel Dons his new much warmer outfit and packs away all his new gear before heading off with his new traveling companions. When not engaged in small talk Cass hums a merry tune to himself.

Perform 1d20 + 4 ⇒ (14) + 4 = 18

Cass takes a look at the ambush site"Oh frell! This looks even worse than I imagined." Cass quickly searches the area for anything salvageable or for anything that may have been left by the attackers before returning to his companions.

Perception 1d20 + 0 ⇒ (15) + 0 = 15


Sonja purchases a cold weather outfit

"This looks bad.
Careful , the ones that did this may still be near."

The statue looks out of place and Sonja carefully walks towards it ,with drawn blade and on alert for any sign of danger.

Perception:1d20 + 4 ⇒ (16) + 4 = 20


Game Master

Looking about the wreckage, Castiel notices broken chests and boxes strewn across the ground near overturned carriage. Among them are three courtier's outfits fit for a noblewoman's handmaidens, appearently overlooked in looting following the assualt. They appear valuble (but may not be Castiel's style).

As Sonja approaches the statue she is able to see that it is not a sculpture at all. Rather, it is the gruesome remains of a Taldan man wearing a breastplate, his slain body mostly encased in ice. Pieces appear to have been carved away that now lie in blocks of slowly melting ice at his feet, including one particularly large chunk containing his right arm which still grasps a sword of masterwork quality.

While the party examines the massacre site muffled sounds of movement start to emanate from within the still standing carriage.


Female Changeling Witch / 8 HP: (51)51 / AC: 13 (with MA: 17) / Init:: +2 / Perc: +6 / Will: 10 , Reflex: 5 , Fort: 3 / CMB: +3 / CMD: +13

Embrianna circles the scene at a distance of about 20 or so feet out. She's looking for tracks leading towards or away from the scene.

"Well, unless whoever did all this can fly, we should be able to find some sort of tracks they left behind. Maybe we can get a better idea of their numbers and where they went."

survival 1d20 + 5 ⇒ (16) + 5 = 21

She may be too far out to hear any muffled sounds?


Game Master

After putting Embrianna about 20 ft. out from the center of the attack, she is more or less equidistant from the carriage as the others in the party. The sounds, while muffled, carry well enough that they are easily heard without Perception checks.

Embrianna:
Embrianna can tell that, while there are literally dozens of tracks in the snow, the majority seem to both enter and leave the scene from the trail south into the Border Wood, with only a single set heading back toward Heldren (more than likely Yuln's).

On the map, anywhere off the white trail has enough snow to constitute difficult terrain.


Male Human Cleric (Sarenrae) 1
STATUS:
Init +5 | HP 11/11 | AC 17 | FF 16 | Fort + 2 | Ref +1 | Will +4 | Perception +2 |

Zahim takes a tenative step towards the upturned carriage equal to 5ft of movement. He figures that those hiding beneath the carriage might be survivors and tries he best to reach them.

Diplomacy to calm those making the noises 1d20 + 6 ⇒ (11) + 6 = 17
In Common "Hello? Whoever is in there, fear not. They've gone now; we're not going to hurt you." He doesn't have a weapon drawn at this point, but he'll be ready to throw a spell if things go sour.


Game Master

There seems to be no intelligent response from within. The muffled noises of movement grow more restless and a banging thuds can be heard against the carriage door.


For a few moment Sonja stands motionless before the hideous remains.
Then says with noticeable horror in her voice.

"Come here,you have to see..."
The noise from the carriage interrupts her.

Zahim :"Hello? Whoever is in there, fear not. They've gone now; we're not going to hurt you."

Sonja waits,but no one responds to the qadiran priest.
Then she quietly move towards the carriage ,and attempts to see what is insade..

Move half speed to H9,tries to be silent. Stealth:1d20 + 8 - 1 ⇒ (5) + 8 - 1 = 12


Male Human Sorcerer
Status:
Init +3 | HP 7 | AC 12 | FF 10 | Fort +3 | Ref +2 | Will +2 | Perception +3 |

Everyone has their hobbies

Castiel leaves the outfits where they lay for now. Would like to stay in Light Load

Cass has a bad feeling about the sounds coming from the carraige so he stays where he his, he may need the cover soon.

He whispers"Careful. Whatever it is may not be friendly."

A few quick words and a flick of the wrist and Castiel will cast Mage Armor on himself and keep a watchful eye from the back.


Game Master

As Sonja draws close she can better make out the markings on the carriage through a thin rime of frost. The decorative chasings on this expensive carriage bear the marks of Taldan heraldry, as well as damage from the many arrows fired in the battle that took place here. A spear shaft has been wedged between the handles of the carriage doors to hold them closed. There appear to be a couple of windows on each side of the carriage, but they are shuttered from the inside.


Female Changeling Witch / 8 HP: (51)51 / AC: 13 (with MA: 17) / Init:: +2 / Perc: +6 / Will: 10 , Reflex: 5 , Fort: 3 / CMB: +3 / CMD: +13

Embrianna moves closer towards the carriage.

"The guard made no mention of other survivors. Perhaps someone else came along the scene and was trying to scavenge what they could?"

When she reaches the carriage and sees the door jammed shut, and windows shuttered, she pauses in confusion for a moment.

She will then take her axe and bust out a shutter so that she can see into the carriage without opening the door.

attack the shutter 1d20 + 4 ⇒ (15) + 4 = 19
damage to shutter 1d10 + 4 ⇒ (1) + 4 = 5


Game Master

The weak shutter splinters beneath Embrianna's swing. As the dust and ice settles she is able to see inside. Two human men with pale skin tinged blue and black due to the cold, stripped of all but their armor padding, pound restlessly on door the carriage, groaning slightly. Their mouths hang agape and their eyes are glazed and vacant. Many wounds are visible on their bodies though they do not appear to be bleeding.

Knowledge (religion) DC 11:
Someone has clearly raised these corpses as zombies through vile magics. Bludgeoning weapons will do little to harm them.

For a moment the two stop and stare absently out the window at the half-orc ranger. After a second their arms burst forth from the small opening and attempt futile grasps at Embrianna, unable to reach her through the small hole.


Male Human Cleric (Sarenrae) 1
STATUS:
Init +5 | HP 11/11 | AC 17 | FF 16 | Fort + 2 | Ref +1 | Will +4 | Perception +2 |

Zahim hears the moaning and pulls his scimitar, approaching the carriage to see the creatures within. He pulls the scarf over his mouth and nose to avoid breathing in their deathly odor. Knowledge Religion TAKE 10 = 14

He sighs as he looks them over "Poor irredeemable creatures...you must be destroyed.". The priest looks over to the Half-Orc "They have been denied their afterlife, if left here they will exist only to destroy the living. Please, help me open the carriage door so that we may eradicate this malevolence."

They are impossible to adequately kill while inside the carriage and I don't want to burn the carriage down in case there's anything we can use inside. We need to get them out so we can deal with them safely. Zahim is morally obligated by his alignment and by his deity to destroy the undead.


Sonja walks to the other side of the carriage,probes the spear shaft and look at the others with questioning expression.

She waits until the others get into position,ready actions etc , then removes the spear shaft.


Female Changeling Witch / 8 HP: (51)51 / AC: 13 (with MA: 17) / Init:: +2 / Perc: +6 / Will: 10 , Reflex: 5 , Fort: 3 / CMB: +3 / CMD: +13

attack 1d20 + 4 ⇒ (20) + 4 = 24
damage 1d10 + 4 ⇒ (2) + 4 = 6
str check to unwedge the door? 1d20 + 3 ⇒ (1) + 3 = 4
another str roll if needed cause that was a really bad roll.... 1d20 + 3 ⇒ (4) + 3 = 7

Startled by their reaching out for her, Embrianna reflexively takes a swing at the arms of the creature in an apparent attempt to lop them off and then taking a step a back away from the carriage window.

At Zahim's request, Embrianna will move over to him and the carriage door.

"Well, we certainly can't leave these things here. They may eventually free themselves are harm people."

Embrianna will attempt to unwedge the spear from the door so that they can open it.


Game Master

The axe bites deep into one of the creature's arms, nearly lopping it off, but the monster doesn't even seem to notice as the limb hangs by shreds of frozen flesh. It still thrashes and groans.

There is no Str check necessary to remove the spear, you are easily able to do so.

Prying free the spear shaft, the door, on well oiled hinges, silently swings open. The beings inside still grab through the window for a moment before pausing and turning in unison to see you. They moan and lurch forward.

Sonja had mentioned that she was going to wait for the group to prepare attack actions, so feel free to essentially have a surprise round against the duo in the carriage. Everyone let me know what you do with a standard action when the carriage opens and we'll see if we will even need to get on initiative. The monsters will have cover from the carriage door.


Male Human Sorcerer
Status:
Init +3 | HP 7 | AC 12 | FF 10 | Fort +3 | Ref +2 | Will +2 | Perception +3 |

Casteil takes aim for the wounded one and waits for a clear shot.
Suprise! Acidic Ray v. Touch
Attack 1d20 + 2 ⇒ (11) + 2 = 13
Damage 1d6 ⇒ 4


Male Human Cleric (Sarenrae) 1
STATUS:
Init +5 | HP 11/11 | AC 17 | FF 16 | Fort + 2 | Ref +1 | Will +4 | Perception +2 |

Not wanting to set the carriage ablaze, Zahim takes a swing at the nearest one with his scimitar!

Hit 1d20 + 1 ⇒ (17) + 1 = 18
Damage 1d6 + 1 ⇒ (1) + 1 = 2


Sonja jabs at the mangled corpses with her rapier.
attack at f101d20 + 4 - 1 ⇒ (15) + 4 - 1 = 18
damage:1d6 + 1d6 ⇒ (1) + (3) = 4

+1 AC do to combat expertisse


Male Human Cleric (Sarenrae) 1
STATUS:
Init +5 | HP 11/11 | AC 17 | FF 16 | Fort + 2 | Ref +1 | Will +4 | Perception +2 |

"You can't hope to smash nor run through these zombies; we have to cut them down!"

Zombies have DR 5/Slashing. Any attack made with a Piercing or Blugeoning weapon will reduce the total damage by 5 (minimum 0 damage). Slashing weapons deal full damage.


Female Changeling Witch / 8 HP: (51)51 / AC: 13 (with MA: 17) / Init:: +2 / Perc: +6 / Will: 10 , Reflex: 5 , Fort: 3 / CMB: +3 / CMD: +13

attack 1d20 + 4 ⇒ (19) + 4 = 23
damage 1d10 + 4 ⇒ (3) + 4 = 7

Embrianna swings her axe down at one of the undead.


Game Master

Embrianna's powerful swing cleanly slices through the zombie that she's already wounded. It falls limply on the ground and lays still and lifeless, leaving only one creature to be dealt with. F9 has been defeated, but I cannot remove the marker from my work PC so it will have to be done when I get home later tonight. Castiel's gout of acid splashes against the side of the carriage near Sonja, sizzling and popping for a moment before dissipating into nothingness. The rogues rapier slips between the shambling form's ribs with expert precision, but doesn't seem to phase it. "You can't hope to smash nor run through these zombies; we have to cut them down!" Zahim calls out as his blade bites into the same frozen corpse.

Initiative Rolls:
Castiel 1d20 + 2 ⇒ (6) + 2 = 8
Embriana 1d20 + 2 ⇒ (10) + 2 = 12
Sonja 1d20 + 6 ⇒ (17) + 6 = 23
Zahim 1d20 + 5 ⇒ (12) + 5 = 17
Zombie F10 1d20 ⇒ 12

Initiative
Sonja
Zahim
Embrianna
Zombie F10
Castiel

Go ahead and post your actions for the first full round of combat and I'll resolve them in the proper order in my next post.


Male Human Sorcerer
Status:
Init +3 | HP 7 | AC 12 | FF 10 | Fort +3 | Ref +2 | Will +2 | Perception +3 |

...Castiel's gout of acid splashes against the side of the carriage near Sonja, sizzling and popping for a moment before dissipating into nothingness...

"AH! Sorry 'bout that."

Cass will move to a better vantage point (D5) but the group seems to have this well in hand.


Male Human Cleric (Sarenrae) 1
STATUS:
Init +5 | HP 11/11 | AC 17 | FF 16 | Fort + 2 | Ref +1 | Will +4 | Perception +2 |

Zahim pulls his curved blade from the still creature and sizes up the other. He takes a step back and helps Embrianna to place a more decisive blow. "Yes, that's it! Rend them in two."

Zahim 5ft-steps to D11 and aids Embrianna's attack!
1d20 + 1 ⇒ (14) + 1 = 15

Success! Embrianna gains +2 to her next attack!


Female Changeling Witch / 8 HP: (51)51 / AC: 13 (with MA: 17) / Init:: +2 / Perc: +6 / Will: 10 , Reflex: 5 , Fort: 3 / CMB: +3 / CMD: +13

attack 1d20 + 4 + 2 ⇒ (19) + 4 + 2 = 25
damage 1d10 + 4 ⇒ (6) + 4 = 10

Embrianna will take a swing at the other zombie.


The sudden splash out of nowhere startles Sonja and she loses grip on her rapier,which remains stuck between the corpse ribs.

Sonja draw her dagger (and hopes that the zombie lack combat reflexes) and attacks again, then then jumps out of the creature way.

attack1d20 + 4 - 1 ⇒ (6) + 4 - 1 = 9

damage(slashing this time (: )1d4 + 1d6 ⇒ (4) + (3) = 7

5ft step to F9


Game Master

Sonja's slash gets caught on the carriage doorway and fails to connect, but manages hop back without any retribution from the creature.

"Yes, that's it! Rend them in two." Zahim exclaims as he swats the zombie's arm away to give Embrianna a clear shot, and sure enough, she does. The monster's mangled remains drop beside the one that had already fallen.

The inside of the carriage is a complete mess and is now splattered with gore as well.

We are now off initiative, so I won't bother updating the combat map unless another issue arises. +100 XP to each member of the party.

Perception DC 15:
Jutting out from beneath one of the carriage sets is, what appears to be, the corner of a small jewelry box.


Male Human Cleric (Sarenrae) 1
STATUS:
Init +5 | HP 11/11 | AC 17 | FF 16 | Fort + 2 | Ref +1 | Will +4 | Perception +2 |

Zahim chuckles and gives Embrianna a friendly shoulder pat. "Oh, nicely done. That should stop them harming anyone." Zahim takes a quick peek in the carriage rather than taking the time to adequately search the interior.

Perception check to peek 1d20 + 2 ⇒ (6) + 2 = 8

Having noticed nothing of interest, Zahim slips his sleeves over his gloved hands and drags the corpses out of the way of the carriage door.


Sonja takes her rapier back
"Are they really dead now?
What happened to them?And to the poor waster in the ice?
This isn't natural!"

Perception:1d20 + 4 ⇒ (3) + 4 = 7


Male Human Cleric (Sarenrae) 1
STATUS:
Init +5 | HP 11/11 | AC 17 | FF 16 | Fort + 2 | Ref +1 | Will +4 | Perception +2 |

Zahim looks over to Sonja as he drags the bodies clear. "Yes, they are really dead and yes, it is not natural. They are zombies, animated corpses forced to serve evil after death. When this happens, the person whose soul inhabited the body is denied their afterlife. Even those most deserving of paradise are doomed to an eternity in limbo when such abhorrent violations against the nature of life and death occur. Truly it was a small mercy to destroy them now" he explains as he piles them up far from anything wooden. He then takes a branch and using Spark to ignite it before tossing it into the pile of undead flesh.

Zahim drags the bodies to F12 on the map.

"They aren't people anymore Sonja. The person they were, thoughts, memories, emotions...completely dead. Their cursed body is all that remains, bent on destroying the living at the beck and call of its master or left to wander indefinetely. We should always try to remove such creatures from existence, for the good of all that is good and alive."

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