TEJ's Reign of Winter Campaign

Game Master Ringtail

The Snows of Summer
The High Sentinel Lodge


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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

"Is this Rohkar some kinda cleric or nercomancer?"


Game Master

"I don't know much 'bout magics, so I don't much care. Rohkar always spends a hour in private every morning. Claims 'e needs time for 'uninterrupted study of arcane secrets.' Necromancer's probably the right word for it."


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

"Undead guards. So we should do this sooner rather than later then?" Cass asks the gang.


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

"Yes, sooner since they won't keep sending out guards for us to take down in small groups. Hey, bandit, how many entrances does that place have? Include windows big enough to fit a person too."


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

Zahim sighs "More undead. Will no one let these poor souls rest? If only I had the power to get rid of such monsters, or even just flee in fear of The Dawnflower's light while we shot at them." he says, looking straight up as if talking to someone...

"Still, we do what we must."


"Magic... i don't like this one bit.
And we have to make sure that someone doesn't kill the lady when we attack.

I could just turn myself, am pretty sure i can sneak lockpick and maybe dagger with me.
This wasters doesn't look to bright ,but if there is magic user...i don't want to end zombie"


Game Master

"A bit over a dozen windows and two entrances on the ground floor," the brigand replies to Embrianna's inquiry.


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

Castiel turns toward Sonja and says. "That would be most unfortunate. Perhaps the three of us could provide a feasible distraction while you made your way inside?"


"That would mean the whole gang will be at your throats.Bad plan."


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

"Let's just set fire to the whole thing and stay at range at shoot at them as they flee the building. We will of course yell out first that if they wish to throw down their weapons as they exit we will accept their surrender and not kill them."

"Normally I wouldn't suggest such a thing, but the snow and ice covering all the trees should be sufficient to keep any fire from spreading and so shouldn't endanger the forest."


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

"Something about that plan doesn't sit well with me but I'm not sure what... Cass takes a minute to think about it. "I can't remember her name but were we not trying to save someone? Wouldn't we be risking her life with that plan?"


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

"Anything we do risks her life since the bandits may kill her the minute we begin to attack."


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

Zahim shakes his head "As much as I am for solving our problems with a little incendiary-based divine intervention, you are mistaking a calculated risk with an unwise one. That fire will spread inside and the Lady will certainly suffocate from the fumes if not consumed outright by the flames. I would also be interested in hearing how you plan to explain to the counsellor that torching the building in which the Lady was being held was the best idea. Not to mention that I do not think having every single foe in that building charge us is a smart tactic."

Zahim pulls his morningstar "Sadly Diplomacy has failed, so perhaps a concentrated strike force into the lodge would be best, letting us remove each threat precisely with nothing left to chance."


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

"A concentrated strike force? Like charging up through the front door one at a time and making ourselves vulnerable? That doesn't like a better idea."

"We took out their only scouts for now, how about someone sneak up onto the roof and block the chimney cover? Without being able to keep heating the cabin, maybe that will get a few more people out to investigate so we can take them out? Lessen the numbers we will have to deal with later?"


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

"A distraction? That does sound better. We could even get into place for some kind of ambush, or at least force a bottleneck at one of the doors? Since there are two, we could barricade one, forcing them to exit via the other to check on the aforementioned distraction."


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

"Agreed"


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

"I'd really like to find a skunk to toss down the chimney or something. Heh, I bet that would cause a commotion inside and it wouldn't be at all fatal to anyone."


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

Cass laughs at his guides humerus tactics. "Biological Warfare. You are a devious one arn't you? But what are the chances of finding one within the next hour or so?"


Game Master

I'm forced to ask, because it would be a viable plan (what with wild empathy and all); is the group going to attempt to track down and capture a skunk?


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

Yes?


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


survivial tracking 1d20 + 5 ⇒ (16) + 5 = 21
perception 1d20 + 5 ⇒ (1) + 5 = 6
handle animal 1d20 + 4 ⇒ (18) + 4 = 22
climb 1d20 + 3 ⇒ (7) + 3 = 10

"If we can find one fairly soon we can give the idea a try. They are likely in hibernation and will be quite sleepy until they are warmed up by the inside of the cabin. That should help keep the skunk calm and unlikely to spray us."

Embrianna attempt to locate one with the help of the group if they can find one within an hour or so time frame.


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

"Perhaps the window would be a better option, tossing down into a fiery death seems kind of mean."


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

"Well, I figured most fireplaces in cabins like this are open-faced. As long as the skunk moves quick it's fur should just be singed. But I could try breaking open a window instead. We already took out their scouts so their shouldn't be anyone left outside to notice me walking up. I can also toss one of their cloaks over my own just in case."


attack to break open a window? 1d20 + 4 ⇒ (13) + 4 = 17
damage 1d10 + 4 ⇒ (5) + 4 = 9


Game Master

It doesn't take too long for Embrianna to find some skunk tracks. It seems that the creatures' instincts are confused as they mill about a bit aimlessly. The rapid cold set in during Summer, far too early in the year for them to hibernate, leaving them awkward and unsure about the cold and snow. The half-orc ranger is easily able to coax one calmly toward her and collects the tiny animal.

Donning one of the brigand's thick fur cloaks, Embrianna approaches the lodge, smelly bundle in her grasp. As she moves in closer, she stumbles over a nearly invisible wire about 15 feet from the massive cabin. A faint click followed by a twang is heard. A well hidden crossbow resting on an overhang over the back porch releases a bolt.

Attack vs. Embrianna's flat-footed AC: 1d20 + 15 ⇒ (1) + 15 = 16
Damage: 1d8 ⇒ 5

After it unleashes its projectile the weapon falls to the deck with thump, trailing behind it a string of snow-covered clay pots which shatter noisily.


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

Can I still dart ahead quickly and finishes off the rest of my plan?

And my ff ac is 16, so did it hit me or not?


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

"Crap there goes our element of suprise, quick new plan... anyone?"


Great... i missed another trap.
Natural 1 is auto-miss i think.

Sonja takes cover and ready her crossbow.


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

Good point. Are we doing auto misses on 1s and auto hits on 20s?

Even if it hits, I got enough health left. I can still make. :)


Game Master

Natural 1s are automatic misses. Natural 20s are automatic hits. The trap missed. You will have a little bit while the bandits react (if they do; I still need to roll their Perception checks, so I will have a post up in a little while with Embrianna following through with her plans). And before I forget; +75 XP each for the trap.


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

After she tosses the skunk in, she will will keep flat against the side of the cabin and skulk around the corner so she isn't hiding against the same wall she threw the skunk through.
stealth 1d20 + 6 ⇒ (5) + 6 = 11

I wonder if anyone else had tried this idea in this AP?


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

Will ready with Acid Ray and try to find cover if any.

stealth 1d20 + 2 ⇒ (20) + 2 = 22 "woot"


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

Zahim casts Bless on the party before moving into a decent position to attack bandits leaving the door (square X10). He has a -4 to a Stealth roll and so will not even try.


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

Really hoping this crazy idea works out well. :)


Game Master

I can't alter the map from my work PC so it will have to be done when I get home late tonight or first thing in the morning.

Noises are heard inside, likely the bandits preparing to defend against an assault as their makeshift alarm was tripped. While Zahim's prayer weaves a spells bolstering the party's combat prowess Sonja takes cover at the treeline as Castiel and Embrianna slink out of sight; the sorcerer behind cover and the ranger pressed against the side of the lodge. Then, all is still and quiet for a moment after Embrianna tosses in the smelly creature, save for the rush of wind and snow around the massive cabin. There is a faint scuffling inside and a sudden, sharp cry of alarm. The door bursts open and brigands pour out, five in total, a disgusting stentch wafting with them. One of the men vomiting uncontrollably. All but the one losing his lunch notice Embrianna's hiding place, but none seem to notice Cas.

Rolls:
1d20 + 4 ⇒ (4) + 4 = 8
1d20 + 3 ⇒ (3) + 3 = 6
1d20 ⇒ 14
1d20 ⇒ 11
1d20 ⇒ 15
1d20 ⇒ 20
1d20 ⇒ 9
1d4 ⇒ 3
1d20 + 1 ⇒ (4) + 1 = 5
1d20 + 1 ⇒ (7) + 1 = 8
1d20 + 1 ⇒ (20) + 1 = 21
1d20 + 1 ⇒ (12) + 1 = 13
1d20 + 1 ⇒ (13) + 1 = 14
1d20 + 2 ⇒ (10) + 2 = 12
1d20 + 2 ⇒ (9) + 2 = 11
1d20 + 6 ⇒ (13) + 6 = 19
1d20 + 5 ⇒ (17) + 5 = 22

Initiative
Zahim
Bandit 3
Sonja
Bandit 5 (nauseasted for 3 rounds)
Bandit 4
Castiel
Embrianna
Bandit 2
Bandit 1

Please roll for any readied actions you have along with posting your 1st round actions.


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

From his position Zahim can clearly see the brigands panic out onto the deck, the same deck which is in perfect range of a little divine intervention. The Cleric focuses on his holy symbol as he stretches out his palm, sending a cone of fire engulfs the quintet.

Burning Hands damage: DC 13 REFLEX 1d4 ⇒ 3

Zahim already drew his Morningstar previously, so he will move to face the doorway directly (square Aa8).


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 ⇒ (14) + 4 = 18
damage 1d10 + 4 ⇒ (4) + 4 = 8

If any of the bandits move to attack her, Embrianna picks one at attacks it right back. If none move towards her, she will moves towards one and attack it.


Shoot at the enemy 1d20 + 4 ⇒ (20) + 4 = 24
crossbow 1d8 ⇒ 7 SA 1d6 ⇒ 2
Crit com 1d20 + 4 ⇒ (9) + 4 = 13 if crits extra dmg. 1d8 ⇒ 2

reload and shoot again 1d20 + 4 ⇒ (8) + 4 = 12
damage and possible SA1d8 ⇒ 51d6 ⇒ 5

Lots of dice...


Game Master

Zahim
Bandit 3; DEAD
Sonja
Bandit 5; DEAD
Bandit 4; 1 damage, charging
Castiel
Embrianna
Bandit 2; DEAD
Bandit 1; 3 damage

From his position Zahim can clearly see the brigands panic out onto the deck, the same deck which is in perfect range of a little divine intervention. The Cleric focuses on his holy symbol as he stretches out his palm, sending a cone of fire engulfs the quintet. (They are flat-footed, so no AoO for casting a spell). Fire continue to lick the deck after the spell ends, but the wind and snow quickly extinguish the flames before they spread.
1:1d20 + 1 ⇒ (2) + 1 = 3
2:1d20 + 1 ⇒ (7) + 1 = 8
3:1d20 + 1 ⇒ (15) + 1 = 16
4:1d20 + 1 ⇒ (18) + 1 = 19
5:1d20 + 1 ⇒ (13) + 1 = 14

One of the bandits moves to attack the half-orc ranger with his shortsword.
Attack on Embrianna: 1d20 + 3 ⇒ (5) + 3 = 8
Damage (if a hit): 1d6 + 1 ⇒ (6) + 1 = 7

Sonja fires off two bolts from the tree line, one catching a bandit in the throat, the next catching the one behind him in the eye. Both brigands fall bleeding to the snow. Growling with rage, another bandit charges Zahim in retaliation for his spell.
Attack on Zahim: 1d20 + 5 ⇒ (11) + 5 = 16
Damage (if a hit): 1d6 + 1 ⇒ (1) + 1 = 2

Castiel emits a glob of acid from his palm, catching a bandit unaware, but the ray narrowly misses, the sizzling blast streaking by the villians check.
Attack on Bandit 4's flat-footed/tocuh AC (10): 1d20 + 3 ⇒ (6) + 3 = 9
Embrianna, with a mighty chop, cleaves into the foe before her. He barely has a chance to scream before he drops lifelessly. The final bandit rushes forward to help his friend and stabs at Zahim.
Attack on Zahim: 1d20 + 3 ⇒ (4) + 3 = 7
Damage (if a hit): 1d6 + 1 ⇒ (1) + 1 = 2

When the snow settles after the first round of combat, your party remains untouched, while only two of the brigands are left standing, burned and angry from the fire-priest's magic.


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

Attack with Morningstar 1d20 + 2 ⇒ (17) + 2 = 19
Damage 1d8 + 1 ⇒ (2) + 1 = 3

Zahim centers on one of his assailants and cracks him in the side of the leg, bringing him down (but not out).


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

Cass points his finger at the remaining bandit.

Acid Ray 1d20 - 1 ⇒ (1) - 1 = 0

And his Acid Ray shoots from his other hand into the snow.

" Right. Not a lefty. "


Sonja draws her dagger and move into the fray.

Move to AA9


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 on to the next bandit still standing and attacks it.

attack 1d20 + 4 ⇒ (10) + 4 = 14
damage 1d10 + 4 ⇒ (5) + 4 = 9


Game Master

Initiative:
Zahim
Bandit 3; DEAD
Sonja
Bandit 5; DEAD
Bandit 4; 4 damage
Castiel
Embrianna
Bandit 2; DEAD
Bandit 1; DEAD

Zahim centers on one of his assailants and cracks him in the side of the leg, bringing him down (but not out). Sonja draws her dagger and move into the fray. The least wounded of the bandits looks around at his comrades. In less than 10 seconds time three lay dead and a fourth is heavily wounded. Quickly, he withdraws within the lodge, heading straight for a door to the south. Cas points his finger at the remaining bandit. And his Acid Ray shoots from his other hand into the snow. "Right. Not a lefty," he comments dryly. Embrianna moves on to the next bandit still standing and attacks it. With a single sweep her axe rends his spine and sends him sprawling into the snow.


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

Cass moves to (X7) and uses his right hand this time.

Acid Ray #2 1d20 + 3 ⇒ (12) + 3 = 15 v. Touch AC
Damage 1d6 ⇒ 4

"Stop right there."


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

Zahim will move up and try to crack the bandit in the leg to hobble him. "Halt, villain!

Morningstar 1d20 + 2 ⇒ (15) + 2 = 17
Damage 1d8 + 1 ⇒ (1) + 1 = 2


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 ⇒ (3) + 4 = 7

If the bandit running away is still up, Embrianna will swing her axe at him.


Attacking any bandit still that still stands

Attack1d20 + 5 ⇒ (16) + 5 = 21
dager 1d4 ⇒ 4


Game Master

Zahim will move up and try to crack the bandit in the leg to hobble him. "Halt, villain! His strike drops the bandit to a knee, but the brigand manages to remain upright. Sonja rushes in next to the priest, and with a rapid slash, cuts short the bandits life.

We can move off of initiative for now. +168 XP each. Assuming that it is wanted, I added their gp to the treasure found list in the Campaign Info tab.

You've entered a room with a large table and two benches that run the length of a hall, and a twenty-foot-high vaulted ceiling rises into the rafters overhead. To the west, a roaring fireplace provides a welcome heat and light while to the south, a flight of stairs ascends to a wooden balcony overlooking the room. A skunk is curled up near the warm of the fire.

Perception DC 20:
Confused murmurs can be heard through the door to the south that the bandit was heading for before before Sonja and Zahim put him down.


Perception:1d20 + 4 ⇒ (14) + 4 = 18

"Waster"
Sonja kicks one of the bandits ,and looks around for more danger.


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

Perception 1d20 ⇒ 12
Skunk Team 6 Hoo-Rah!

Cass looks around and whispers. "What's that leave us with 7?

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