
Cara Shalandrael |

If Kronek wants to be topped off on HP before we go in, I'm fine with that.
"Shall we go with a similar strategy as before? I don't think just barging up would be an intelligent idea, we may very well need every advantage we can find. I'm afraid this wind will make it a little more difficult to hit my targets." Cara asks as the group approaches the house, hoping to outline a battle plan before things became more dangerous.

Geedra Horsebiter |

"Scout out the house, sneak in, and Geedra make bandits sleepy?"
Should Geedra memorize two Sleep spells today, and hope most of the encounters are with humanoids/bandits?

Kronek |

I think one CLW from Asgrid would be for the best. CLW: 1d8 + 1 ⇒ (7) + 1 = 8
"I see a couple possibilities. We could either wait for someone to use that outhouse and try to pick off a loner. We could walk in the front door here like we are the watchmen returning. Or we could circle through the heavy snow and see about sneaking in the back door. I'm thinking see if with Geedra's help we can sneak in that back door. What about the rest of you?"

Asgrid Hjalterskell |

Asgrid is happy to tend Kronek's wounds. After all, he's taken plenty of hits that would have flattened everyone else. If we come across one, a healing kit would be really handy. I've also got a healing potion still, if something happens to me use it and save yourselves."
Looking around carefully, Asgrid peers through the icy storm at the buildings. "I'm curious as to what's in those crates stacked against the building, over there by the frozen well. Next to them is a window, it might open onto the room with those double doors there. Geedra, would you be able to cast one of your sleep spells through the window? If it works, then we could just go in through the doors. I like the sneaky part of the plan, but I'm thinking we should stay together as much as possible. It's a big place, and if we get bogged down fighting in different rooms we won't be able to aid each other."
For a moment, Asgrid suddenly turns back towards the woods. Was that a howl? Or did I just imagine it? Definitely didn't sound like a wolf. The dwarf finds herself filled with both trepidation and excitement, not all down to the upcoming raid.
Perception check: 1d20 ⇒ 6 including penalty for storm
Current HP 9/9 (1 nonlethal)
Spells Cast
1st (3/day) - cure light wounds
0 - none
Bolts used: 3

Cara Shalandrael |

"Why don't we try to sneak into the back door, and if we alert any guards, Geedra can try to put some of them asleep while the rest of us pick off the ones that aren't effected? We can investigate those crates first, perhaps they're obscuring some sort of vulnerability. I definitely agree that we should all stay together." Cara suggests, based on the ideas of the others.

Asgrid Hjalterskell |

"Sounds good Cara, let's go for that. If it wasn't for this storm, I'd suggest going back to get some of those bandits' garb to disguise ourselves. As it is, the sooner we get inside, the better." Asgrid stamps her feet in the snow to keep warm and muffles her face.

Cara Shalandrael |

"All right, follow me." The elf replies in a soft quiet voice, and takes a deep breath before moving quietly towards the crates stacked next to house, careful to avoid any windows. Once she arrives, she delicately examines the crates.
Stealth: 1d20 + 6 ⇒ (14) + 6 = 20
Perception: 1d20 + 8 ⇒ (9) + 8 = 17

Cara Shalandrael |

Please note, I forgot to add in the negative modifier for the storm into my Perception check.

Asgrid Hjalterskell |

Asgrid follows after as well. As she crunches through the ice, she summons divine power from within to cause an icy, spiky crust to cover her leather armor.
Activate icy armor revelation, adding +6 to AC for 1 hour - given the storm, I'm assuming the extra cold adds +2 to the standard +4 provided by the ability. If Asgrid is in a very warm place, the bonus will go down to +2.
Stealth check: 1d20 ⇒ 17
Current HP 9/9 (1 nonlethal)
Spells Cast
1st (3/day) - cure light wounds
0 - none
Bolts used: 3
Current AC: 20, touch 10, flat-footed 20

Woodsmoke |

Deciding to prowl around the building in search of other entries, you set yourselves up to be stealthy, using the snowstorm as an effective cover. A few steps out of the trailhead and into the clearing, however, shows that these bandits are a crafty lot. A step from Kronek and Cara in the lead reveals a rope hidden beneath the snow; jostling it, the rope's tightness is undone by the lightest pressure. You see a thin cord snap up from the snow as its released, and ahead, on the porch, a bundle of pots and pans and kettles, all lashed together, drops from the awning, crashing down onto the porch with a ruckus. Simultaneously, a crossbow bolt hidden beneath the eaves fires off a bolt in your direction! It slashes across Cara's side before disappearing into the snow behind. 5 points of damage to Cara from the bolt trap. Despite all of the noise the trap triggered, whoever is inside is either quite unperceptive, or the snowstorm truly is a saving grace. No one comes out to investigate.
Reaching the crates, you find that there are high enough to take cover behind and be out of sight from the window. Most of them are frozen shut, icicles hanging off of every edge. Mixed in with the crates are stacks of rime-smothered firewood.
Everyone had great Stealth rolls, so with the storm penalizing any would-be lookouts, you've made it to the crates undetected.
Kronek Stealth: 1d20 ⇒ 18
Crossbow: 1d20 + 13 ⇒ (4) + 13 = 17
1d8 + 1 ⇒ (5) + 1 = 6
Bandits Perception: 1d20 - 5 ⇒ (9) - 5 = 4
1d20 - 5 ⇒ (6) - 5 = 1
1d20 - 5 ⇒ (5) - 5 = 0

Geedra Horsebiter |

"Asgrid, maybe heal Cara. Cara bad for making traps go off too, not just Geedra," the goblin grins, remembering Cara's admonition to her the previous day about not being careful.

Cara Shalandrael |

Cara groans in pain as the crossbow bolt slashes her side, and quickly clutches the wound to stem the blood loss. She takes a moment to collect herself, biting down on her lower lip to avoid crying out from the pain.
Ignoring Geedra's smirk she says, "Yes, some healing might be in order. Perhaps we can break a window and lay in wait for anyone who comes to investigate, unless you just want to go through the front door."

Asgrid Hjalterskell |

The snow crunches as Asgrid crouches beside Cara. She lays her hands on the elf's side, healing magic mending most of the wound. As for the rest, she does what she can with her healing skills, but it's a rush job and not much help. "At least there weren't any explosions this time. Let's get inside."
Cure Lt Wounds: 1d8 + 1 ⇒ (3) + 1 = 4
Heal check: 1d20 + 3 ⇒ (16) + 3 = 19
Cara gets back 4hp from the CLW spell. Not sure if she gets back any from the Heal check, I think the DC to heal wounds is 20 and Asgrid had a penalty to the check as she wasn't using a healing kit.
Current HP 9/9 (1 nonlethal)
Spells Cast
1st (3/day) - cure light wounds x2
0 - none
Bolts used: 3
Current AC: 20, touch 10, flat-footed 20

Woodsmoke |

Yes, healing HP damage with heal requires 2 uses from a Healer's kit, with a -2 penalty for each use not used. Also looks like it takes an hour of time.
After a bit of healing, you clamber up onto the crates piled beneath the window in order to access it. Getting on top of short stack and looking through the frosty glass, you see a human man leaning lazily against the pane, idly drawing circles on the inner sill with his fingertip, breath methodically clouding a small circle on the glass. As you peer in, his eyes drift to look at you, and he seems quite surprised, stumbling backwards and off of whatever it was he was standing on. He takes a tumble to the floor and hastily scrambles to regain his feet, and though you can't make out what he's saying, he's obviously yelling. Further into the room, you can spot shadows moving.
Go ahead and roll initiative and post an action, using the same map as before, except you all are at the crates. Looking into the room, you see that the room extends out of sight to the west, and a long table with two benches running its length stretches in that direction as well. Fifteen feet away from the window you are looking through is the opposite wall, and in the wall to the east (which is perpendicular to the wall with the window in it), are the doors you saw from the outside.

Geedra Horsebiter |

Initiative 1d20 + 3 ⇒ (2) + 3 = 5
"Bandit see Geedra! Try get in house...time for fight! Big human want bust in window?!"
Geedra waits to see how the others decide to proceed. Are we going to go try to get in the doors, or are we going to try and bust out a window?

Cara Shalandrael |

Initiative: 1d20 + 3 ⇒ (1) + 3 = 4
"Asgrid, Kronek, one of you break the window so I can make a shot," Cara requests with a determined look.
Delay until someone breaks the window or something else major happens.

Asgrid Hjalterskell |

Oooh, wow. Glad we've got the element of surprise. :)
Initiative: 1d20 ⇒ 19
Taking up her pick, Asgrid punches a hand through one of the panes of glass for Cara. "Kronek! Let's head for the door, try to get inside before they mount a defense."
heavy pick vs. pane of glass: 1d20 ⇒ 10
damage: 1d8 ⇒ 6
Current HP 9/9 (1 nonlethal)
Spells Cast
1st (3/day) - cure light wounds x2
0 - none
Bolts used: 3
Current AC: 20, touch 10, flat-footed 20

Cara Shalandrael |

"Thank you." Cara says to Asgrid before taking a shot at the human in the room.
Comp. Longbow+PBS+Enemy-Storm: 1d20 + 4 + 1 + 2 - 2 ⇒ (2) + 4 + 1 + 2 - 2 = 7
Damage: 1d8 + 1 + 2 ⇒ (1) + 1 + 2 = 4
Since the window is only a small exposed area, would it be safe to assume we all have some cover from those in the house?

Kronek |

Seeing Asgrid has the window, Kronek moves to the door. He checks it quickly for any more traps left by the bandits and then barges in.
Initiative: 1d20 + 1 ⇒ (20) + 1 = 21
Free Action: Enter Bloodrage (5/6 remain)
Perception: 1d20 + 5 ⇒ (5) + 5 = 10
Strength check (if needed): 1d20 + 6 ⇒ (7) + 6 = 13

Woodsmoke |

Getting the drop on the bandits, you take action. Asgrid hefts up her pick and smashes through the glass of the window, sending shards cascading into the room. Given a clear shot, Cara snaps an arrow off at the yelling bandit, but the angle is odd and the missile strikes the floor inside. Asgrid and Kronek get down from the crates and move to the double doors on the porch, Kronek making a quick scan of the area to check for anymore traps before trying to get through the door, which thankfully opens easily, unlocked and unbarred. Geedra surveys the scene, thinking of how to best respond to the fight at hand.
Kronek and Asgrid, seeing the room through the open door, identify this room as some manner of great hall. About thirty feet long and half as wide, a long table and benches run the length of the room, and the ceiling vaults twenty feet above. A few mismatched plates and goblets dot the table, with hunks of bread and hard cheese littered about them. At the other end of the hall, a roaring fireplace provides welcome heat and light, filling the room with the inviting smell of woodsmoke. Before the fireplace are piles of furs and bedrolls and mats, creating a communal sleeping area. On the left (south) wall, a flight of stairs ascends to a wooden balcony overlooking the room. You also spot two doors on the walls to your right, one on your left beneath the balcony and two hallways leading on, one on each side of the fireplace. Apart from the bandit on the floor near the window, four other bandits, armed and armored, have just gotten up from their positions around the table or near the fire.
Geedra you still get a surprise round action, and then regular combat starts, so Kronek and Asgrid can post actions again as well before the bandits. Cara, you and Geedra do get cover through the window. +4 AC and +2 reflex for the both of you.
Map
Initiative:
Kronek: 21
Asgrid: 19
Bandits: 8
Geedra: 5
Cara: 4
bandit init: 1d20 + 1 ⇒ (7) + 1 = 8

Geedra Horsebiter |

If Geedra can peek through the broken window, she will start her Sleep spell in the surprise round, and finish it, I think in the fist round. If she can't, she will move until she gets line of sight, then start casting her spell in round one.

Asgrid Hjalterskell |

It feels a bit foolhardy to her, but with a glance to Kronek Asgrid charges forward and barrels into the first bandit, attacking with her pick.
melee attack with heavy pick: 1d20 ⇒ 19
damage: 1d8 ⇒ 4

Kronek |

"Let's work together to take them down quickly Asgrid." Feeling a surge of energy flood into his limbs, Kronek takes a step forward and taking Yuln's sword in both hands, brings it down, aiming for a seam in the bandit's armor above his shoulder.
Enter bloodrage. 5/6 rounds remain. AC 12
Attack: 1d20 + 7 ⇒ (4) + 7 = 11
1d8 + 12 ⇒ (8) + 12 = 20

Woodsmoke |

Surprise Round
Geedra begins intoning a spell, muttering to herself while making slow but nimble gestures with her hands.
Round 1
The door open, Kronek and Asgrid move in to strike, feet thudding against the old wooden slats that make up the floor. Despite charging into a dangerous fight, you cannot help but appreciate the ambient warmth emanating from the fireplace, nor the sturdy walls shielding you from the wind. The first bandit - the lookout - appears shocked as you round in on him, but he's able to gather up the wherewithal to protect himself, flinging his body out of the deadly arc of Kronek's shimmering sword. Indeed, the firelight throughout the room dances splendidly on the rippled patters within Yuln's cold iron blade.
When Asgrid's strike comes in from the other side, the bandit is not so lucky. The dwarf drives a hole into the bandit's upper arm, and he shouts in pain as a bit of blood jets from the puncture as the pick is removed.
In response, the bandits in front return blows, each one jabbing with a short sword. One tries to strike Kronek while the other attacks Asgrid. Both attacks miss their mark, being foiled by a parry from Kronek and Asgrid's icy armor. With a shout, two of the remaining three bandits dart forward with their own short swords along the left and right walls, and each join one of their fellows in attacking the two invaders. They do not have much more luck than their companions, however, and miss with their attacks as well.
The remaining bandit turns on his heel and wheels around, up the stairs, shouting "Rhokar! Rhokar!"
Just then, Geedra makes a final gesture with her hand at the window and into the room. Suddenly, three of the four bandits threatening Kronek and Asgrid sway on their feet, their eyelids drooping. After a second, the drop onto the floor, asleep. The fourth bandit's eyes go wide and a visible lump appears in his throat.
Misses and failures all around for the enemies. Geedra, you get an action for this round since sleep goes off before your turn actually starts, and Cara is up next. Forgot to mention last turn, but ranged attacks won't have the storm penalty when inside the lodge, or when firing into it, since the wind has no effect there.
Map Bandits with blue squares are asleep.
Initiative:
Kronek: 21
Asgrid: 19
Bandits: 8
Geedra: 5
Cara: 4
Bandit 1: 1d20 + 3 ⇒ (9) + 3 = 12
Bandit 2: 1d20 + 3 ⇒ (14) + 3 = 17
Bandit 3: 1d20 + 3 ⇒ (10) + 3 = 13
Bandit 4: 1d20 + 3 ⇒ (8) + 3 = 11
Bandit 1 Will: 1d20 - 1 ⇒ (15) - 1 = 14
Bandit 2 Will: 1d20 - 1 ⇒ (3) - 1 = 2
Bandit 3 Will: 1d20 - 1 ⇒ (10) - 1 = 9
Bandit 4 Will: 1d20 - 1 ⇒ (4) - 1 = 3

Cara Shalandrael |

If she has a clear shot on the bandit on the stairwell, she'll try to shoot him, otherwise she'll shoot the one closest who is still awake.
"Excellent work, Geedra," Cara says as she aims and shoots her bow at one of the remaining bandits.
Comp. Longbow+PBS+Enemy: 1d20 + 4 + 1 + 2 ⇒ (14) + 4 + 1 + 2 = 21
Damage: 1d8 + 1 + 2 ⇒ (3) + 1 + 2 = 6
If the target ends up being the one in melee, please take into account the -4 modifier.

Kronek |

Kronek shifts and drags the sword back across the bandits through. For a moment, shimmering steel flashes red in the firelight, then it is covered with crimson as the bandit's throat is cut open. "I'm going after the one on the stairs. Asgrid, can you make sure these ones don't get back up."
Continue bloodrage. 4/6 rounds remain. AC 12
Attack: 1d20 + 7 ⇒ (15) + 7 = 22
Damage: 1d8 + 12 ⇒ (1) + 12 = 13
If that is enough to down the bandit, Kronek will move as far as he can toward the bandit on the steps. If Cara brought that one down, he'll stay put and help Asgrid coup de grace the sleeping ones.

Woodsmoke |

Round 1, Continued
Cara's eyes follow the bandit fleeing up the stairs, and she takes aim, firing off a shot at him as he shouts "Rhokar!" Despite the awkward angle from the window to the staircase, the elven ranger's arrow strikes home, plowing into the bandit's ribs beneath his left arm, punching through his armor with easy. He stumbles on the steps and his next "Rhokar!" comes out more as a "Rhooaaaaaaggg!" as he yells in pain. He is still on his feet, but barely. Near the door and the table, Kronek recovers from his last cut and proves more accurate on the backswing, cutting the throat of the bandit before him wide open. The bandit manages a final gurgle as blood pours from the wound and his mouth and he drops to his knees, and finally goes face down. Kronek steps over the sputtering thief and strides swiftly across the room, turning to ascend the stairs after the final conscious enemy, getting right on his heels. Asgrid brings down her pick on one of the sleeping enemies, piercing his skull. The last bandit turns and realizes there's no escape, so feebly tries to drive his short sword down into Kronek. Out of sheer determination to survive, the bandit manages to cut into Kronek's shoulder. 3 points of damage to Kronek. Had a critical threat, but did not confirm.
Geedra hops down from the perch outside of the window and wheels around to the porch, getting inside next to Asgrid.
Cara is up.
Initiative:
Kronek: 21
Asgrid: 19
Bandits: 8
Geedra: 5
Cara: 4
Bandit: 1d20 + 4 ⇒ (20) + 4 = 24
Confirm: 1d20 + 4 ⇒ (8) + 4 = 12
Damage: 1d6 + 1 ⇒ (2) + 1 = 3

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Asgrid dispatches the sleeping bandit with reluctance. She is a bit concerned by Kronek getting away from the group as he chases down the fleeing human bandit. So rather than finishing off the remaining two slumbering forms she leaps over the bodies and moves up, trying to secure the area.
Move 10 feet west and 10 feet south to look in the doorway of the room south of us, trying to make sure we're not flanked. Peek through the doorway, but not going in. If it looks clear Asgrid will move on.
Perception check: 1d20 + 2 ⇒ (20) + 2 = 22

Cara Shalandrael |

Perception: 1d20 + 8 ⇒ (13) + 8 = 21
Cara quickly slips through the broken window into the building and attempts to finish off the last standing guard with an arrow.
Comp. Longbow+PBS+Enemy-Melee: 1d20 + 4 + 1 + 2 - 4 ⇒ (16) + 4 + 1 + 2 - 4 = 19
Damage: 1d8 + 1 + 1 + 2 ⇒ (1) + 1 + 1 + 2 = 5

Kronek |

Perception: 1d20 + 5 ⇒ (5) + 5 = 10
hp 18/21, 3/6 rounds remain.
Catching the fleeing bandit, Kronek brings the sword down on the bandit while scanning ahead to see if Rhokar is coming.
Attack: 1d20 + 7 ⇒ (8) + 7 = 15
Damage: 1d8 + 12 ⇒ (5) + 12 = 17
If that brings him down, Kronek will move to cover the first door upstairs in the direction the bandit was headed.

Woodsmoke |

Round 2, continued
Cara climbs into the room, moving gracefully through the broken window as she levels an arrow at the bandit on the stairs. Letting it fly, it finds the bandit's side and punches deep into his flesh, and he lets out another cry and stumbles forward towards Kronek, blood fleeing his body swiftly.
Round 3
In response, Kronek cuts upward with the long edge of his blade, driving it hard into the bandit's front, and his expiration is instant. The Kellid man uses his great strength to push the dead weight of the brigand off of the sword, heaving it onto the steps as a red ruin. With two great bounds, the bloodrager makes it to the top of the stairs, and readies himself at the door on the landing for whatever lies beyond.
Asgrid clambers over the bodies and the furnishings of the room and makes for the door beneath the balcony. It seems to be closed, but then opens, revealing another room beyond, with four more bandits standing near the door. These bandits are unarmored, but wield short swords like the others. You can't help but notice that they seem off; tired looking, pale, sweaty. After the one in front opens the door, he starts upon seeing the dwarf standing before him.
Geedra begins chanting and weaving her hands about again, readying a second spell to lull the enemies into a slumber.
To Cara again...not home at the moment, but wanted to get a post up. I will update maps and such later today when I have access to all my stuff. 4 bandits stand in a room beyond the door.

Asgrid Hjalterskell |

Asgrid is as surprised to see the four brigands as they are to see her. She takes half a step back, wary as she sizes them up. Why do they look so ill? The she raises her pick up and shouts a rousing dwarven warcry in her loudest voice. Unfortunately, due to her curse it comes out as gibberish: "Nojevi visoji!"
Prepare action to charge if they try to charge me. Otherwise, is it possible to determine what's making them look so ill? Perhaps a Heal check? Perception?
Melee attack with pick: 1d20 ⇒ 3
damage: 1d8 ⇒ 4
Heal check: 1d20 + 7 ⇒ (11) + 7 = 18
Perception check: 1d20 + 2 ⇒ (16) + 2 = 18
Umm, won't be attacking anyone with that attack roll...

Cara Shalandrael |

"You're obviously in no condition to fight, surrender your swords or we'll have to hurt you." Cara advises the bandits harshly, her bow trained on the closest one.
Intimidate: 1d20 + 1 ⇒ (19) + 1 = 20

Kronek |

"Ware! There is a caster up here. I'm going after him before he has a chance to prepare." Kronek throws a shoulder against the door, then pushes through the wreckage to get next to the spellcaster.
Strength check: 1d20 + 6 ⇒ (14) + 6 = 20
Might not be my turn yet. He might still come after me.

Woodsmoke |

Cara points her bow intimidatingly at the bandits while Asgrid stands at the threshold of the door, pick at the ready and supernatural ice armor glistening in the firelight. The unarmored and obviously shaky brigands look to one another nervously, beads of sweat trickling down their pale faces. They don't say anything in return, but you see one of them in the room beyond drop his sword to the floor. The others lower their shortswords but don't let them fall. Bandits seem unwilling to fight, but don't seem too keen on dropping their blades.
On the balcony above, Kronek shouts out a warning that a spellcaster is about, and the rest of you hear a great crash as the bloodrager removes the door from its hinges with a powerful blow.
Asgrid readies herself against the Bandits, should they decide to attack after all.
Asgrid, Cara, and Geedra can see the room beyond the newcomer bandits seems to be a bunkroom, with four beds, two large chests, and a table furnishing it.
The bandits aren't up for a fight, and retreat back into their room, the rest of them dropping their swords as they go. Geedra, I'll allow you to save your Sleep spell if you'd like, as these bandits are taking themselves out of the fight. If you'd like to drop it on them anyway, let me know. Either way, you get a new action on your turn.
Over to Geedra and Cara.
Kronek: 21
Asgrid: 19
Skeletons: 9
Bandits: 8
Geedra: 5
Cara: 4
Skeletons: 1d20 + 6 ⇒ (3) + 6 = 9
Rhokar: 1d20 + 2 ⇒ (2) + 2 = 4

Cara Shalandrael |

"You have all made a wise decision." Cara says with a wink to the bandits before hurrying up the stairs to see if Kronek needs some assistance.
Not sure if she has to double move to reach Kronek's position.

Geedra Horsebiter |

"Asgrid, go help big human and Cara with spellcasters. Geedra watch these bandits. If bandits bad, Geedra will fix bandits good! Geedra have strong curses, bandits! Behave and go not cursed....not behave and terrible curse happens."
Ill save the spell if they aren't threatening, DM. Geedra will follow the others upstairs.

Kronek |

"Skeletons. I feel the cold washing from their bones. A witch may be about. I heard it, but I don't see it."
Since that would be a free action to call out, I'll see if Cara or Geedra want to modify their actions before proceeding with mine.

Cara Shalandrael |

Unless another enemy pops up, Cara will continue with her current course of action.

Kronek |

Kronek takes a step into the room and cuts at the skeleton on his right with Yuln's sword, trying to sweep the blade through the skeleton's backbone.
Attack: 1d20 + 7 ⇒ (4) + 7 = 11
Damage: 1d8 + 12 ⇒ (7) + 12 = 19
hp 18/21, 1/6 rounds remain.

Asgrid Hjalterskell |

Asgrid makes a mental note to come back to try to help the brigands. When they return to their bunks, she gives them a nod, then runs off with a pat to Geedra's shoulder. She follows the sound of combat upstairs. Standard move to follow Kronek and Cara upstairs. If she gets the chance to whack an enemy, she'll take it.
Melee attack with pick: 1d20 ⇒ 12
damage: 1d8 ⇒ 7

Woodsmoke |

With the bandit threat neutralized, everyone moves to the second floor to assist Kronek with the skeletons that he called out about. Getting a look at them, you see that their chalk-white bones have a bluish tint, and icicles hang from their joints and digits. A frigid cold seems to emanate from them, palpable even at your distance. They have burning points of cold blue fire in their empty eye sockets that seethe with hatred for life and warmth.
Kronek makes a sweeping step into the room and swings the longsword into one of the skeletons. The hard iron edge of the blade collides with bone and shears through ribs, sending icy splinters across the floor. The arc of the weapon continues, breaking through the spine of the creature. The fire in its eyes, however, burn blue more vigorously as the blade severs the spine, which breaks with the sound of fracturing ice. Suddenly, a ball of blue fire explodes from the skeleton, washing over the bloodrager!
Kronek, you take 1 point of cold damage from the explosion. Movement was kind of muddled by the 1 staircase and everyone moving up, so let me know if your positioning is all right. I tried to do what was logical based on turn order and how far everyone could get on their turn.
The remaining skeleton attacks Kronek back, swiping at him with two rime-smothered claws, but the clumsy creature misses with both strikes.
Across the room, you see a window open and feel the biting cold of the wind as it streams in through the opening, blowing loose contents of the room around and whipping your clothes about.
Over to Geedra and Cara.
Cold Death: 1d6 ⇒ 1
Claw: 1d20 + 2 ⇒ (4) + 2 = 6
Damage: 1d4 + 2 ⇒ (1) + 2 = 3 plus 1d6 ⇒ 3
Claw: 1d20 + 2 ⇒ (7) + 2 = 9
Damage: 1d4 + 2 ⇒ (1) + 2 = 3 plus 1d6 ⇒ 3
1d20 + 8 ⇒ (6) + 8 = 14