GM Grog |
Near the forest, the temperature grows noticably colder. The road ahead is littered with debris and the corpses of the slain humans and horses. A carriage stands in the roadway, its team of horses missing or cut free, while another overturened carriage lies sprawled and broken next to the treeline. To the South more bodies have fallen around what appears to be a statue of Ice. A snowy trail leads deeper into the forest.
Everything inside each of the Hero's screams STRANGE, OTHERWORLDLY! There can be no doubt that you are in fact where you were looking.
Please proceed with any questions or actions in character, as well as Giving me Initative for when it matters.
GM Grog |
The remains of the Taldan captain tasked with escorting Lady Argentea from Zimar back to Oppara stand here as a gruesome statue, his slain body mostly encased in ice. Unfortunately, the captain's body is no longer intact, as the something that did this carved away pieces of him that now lie in blocks of slowly melting ice at his feet.
DC 10 gets you Taldan
Giovanni Cicero BrokenCrown |
Giovanni whistles to Achilles.
They both then begin to stalk the parameter of the wreckage.
perception: 1d20 + 9 ⇒ (15) + 9 = 24
Achilles aid with scent: 1d20 + 5 ⇒ (18) + 5 = 23
oops, forgot!initiative: 1d20 + 1 ⇒ (10) + 1 = 11
Rolph Ironbrow |
Rolph paces the perimeter of the area, seeing what there is to be seen and crouching beside each corpse he passes to say a blessing to help guide them to the afterlife.
"Giovanni, are there any tracks leading away?"
Perception: 1d20 + 3 ⇒ (4) + 3 = 7
Initiative: 1d20 ⇒ 5
Giovanni Cicero BrokenCrown |
Giovanni nods his shaggy head in Rolph's direction. He taps Achilles on the head twice, cause the wooly rhino to begin sniffing the ground.
survival track: 1d20 + 7 + 1 ⇒ (16) + 7 + 1 = 24
Achilles aid with scent: 1d20 + 6 ⇒ (20) + 6 = 26
Alec Fuornkiln |
With spear in hand and shield readied, Alec sets to moving about the carnage. He moves toward the carriages, beginning with the overturned one first. He can't help but glance over his shoulder occasionally to keep an eye on the ladies though.
Perception: 1d20 + 5 ⇒ (2) + 5 = 7
Initiative: 1d20 + 2 ⇒ (4) + 2 = 6
GM Grog |
The Carriage shakes as Alec moves closer, it started to rock back and forth. They can't actually break out which is dumb, I am not sure how to actually run the fight since they can't get out of the Carriage....
You can smell rancid flesh, and hear low moans.
Achilles moves away from it, lowing and shaking as if something is not right.
Giovanni Cicero BrokenCrown |
Giovanni motions to Achilles with a violent downward hand movement.
handle animal heel: 1d20 + 8 ⇒ (14) + 8 = 22
Giovanni then takes his heavy flail off his back, as he circles the wagons.
perception: 1d20 + 9 ⇒ (7) + 9 = 16
GM Grog |
The carridge shatters with a mighty crash, two hulking undead seem to sense your very life energy, and move towards you, the slow hinders them greater, just as it does you. Still they lumber, carrying the pitted and shattered remains of Greatswords. You can obviously tell that they were guards that have been raised from the dead.
Notes of interst, you cannot charge in this terrain, you move at half speed. Also of note FRAL your up in the intitave. You are within a 35 feet of the targets.
Alec Fuornkiln |
Alec moves to intercept the first zombie, slashing at it with his father's falcata. He didn't know when the last time the weapon was used, but he was going to give it's first test in a long time.
Falcata vs. zombie: 1d20 + 4 ⇒ (7) + 4 = 11
Slashing Damage: 1d8 + 3 ⇒ (3) + 3 = 6
Speed 30
Half-elves with this racial trait can move through natural snow and ice at their normal speed and gain a +4 racial bonus on Fortitude saves to avoid nonlethal damage from cold environments. This racial trait replaces the elven immunities racial trait.