Woodsmoke's Reign of Winter

Game Master Woodsmoke


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Skills:
Acrobatics +8, Climb +8, Intimidate +3, Linguistics +1, Perception +7, Spellcraft +5, Survival +7, Swim +8
Vital:
HP 35/35, AC 15 T 11 FF 14, Per +7 Init +1, F +5 R +2 W +2, CMB +7, CMD 19, Speed 45

Reflex 1d20 + 1 ⇒ (6) + 1 = 7
Thud! Damn greedy goblins! ;-)


female Dwarf Oracle 2 / Summoner 2 AC14 (18 with ice armor, 20 in cold environs); HP 30; Percept +2, darkvision; Init +0

"Yaaah! Abadar's hairy knuckles!" Cursing, Asgrid is too stunned to move, watching in disbelief as the spiked log swings down towards her...

Reflex 1d20 ⇒ 13 I'm guessing she doesn't jump out of the way - cursed stunty dwarven legs!


Female Goblin | Winter Witch 8 | AC (19)16/14/12 | HP 46/50 | Cold Resistance 5 | F+5, R+9, W+7 | Perc.+2 | Init.+4 | Darkvision

Im so sorry, lol!

Geedra keeps her eyes on the chest, somehow ducking the falling log. Hope for gold!

She hears the commotion behind her as Kronek and Asgrid were not so lucky. "Heh, big human and dwarf too slow. Chests with gold have traps. Don't be so slow. Geedra make big fast...rest should, too," she speaks! trying her best to be helpful, but it probably didn't come off that way.


Skills:
Acrobatics +8, Climb +8, Intimidate +3, Linguistics +1, Perception +7, Spellcraft +5, Survival +7, Swim +8
Vital:
HP 35/35, AC 15 T 11 FF 14, Per +7 Init +1, F +5 R +2 W +2, CMB +7, CMD 19, Speed 45

Rubbing his wounds, Kronek belts out Ya think next time ya can look for the bloody trap before ya set it off Geedra! Look! Then grab!"


Female Goblin | Winter Witch 8 | AC (19)16/14/12 | HP 46/50 | Cold Resistance 5 | F+5, R+9, W+7 | Perc.+2 | Init.+4 | Darkvision

"Don't be mad, big human. Geedra will yell more warning next time. Cara must have good elf ears. She heard fine!"


The spiked log descends in its intimidating arc, carried onward by the cold winter wind. Cara's ears perk up and she swiftly ducks under the log's path, while Geedra scrambles forward out of the way. Kronek and Asgrid are slower on their feet and take a blow from the nasty device, buckling under its weight and spikes studs. 6 points of damage to both Kronek and Asgrid. After recovering from the trap and trading quips, Geedra pops the chest open, fortunately finding that it is not further trapped.

Within the chest is the rest of the items that seem as though they would have belonged to the guards of the caravan. Int total you find five sets of leather armor, three sets of studded leather armor, two light wooden shields, seven longswords, two spears, three light crossbows, and twenty-five bolts. In addition, there are a suit of chain shirt and a dagger that look particularly well crafted, presumably of masterwork quality.

rolls:

1d8 + 3 ⇒ (3) + 3 = 6


F Elf Ranger 5 - HP 17/39 - AC 19/T: 15/FF: 14 - Perception +14, Low-light Vision - Fort: +6, Ref: +10, Will: +4 (+2 to enchantments, Immune magic sleep, +1 Cold) - CMB: +6, CMD: 21 - Speed: 30 - Init. +7 (-2 to Init and Perception when not Cold)

Cara sighs with mild annoyance, "Geedra, please refrain from opening treasure chests in the future until we have thoroughly checked them. You could have gotten one of us killed."

Standing up from her trap inspired crouch, she gingerly walks up to the chest to look inside, "I wonder if any of these items are magical. I could use a chain shirt if things keep getting worse."


Female Goblin | Winter Witch 8 | AC (19)16/14/12 | HP 46/50 | Cold Resistance 5 | F+5, R+9, W+7 | Perc.+2 | Init.+4 | Darkvision

"Bah...nothing good here. No gold. Any need weapons or gear? Geedra not want any of that. If Geedra need use dagger, rest of group is probably in bad shape. Not do Geedra much good then," Geedra says, again grinning her broad toothy grin as she does so.


female Dwarf Oracle 2 / Summoner 2 AC14 (18 with ice armor, 20 in cold environs); HP 30; Percept +2, darkvision; Init +0

Thrown back by the spiked log, Asgrid picks herself up from a snow mound and starts marching towards Geedra. She can feel her cheeks flush with anger and some choice words coming to mind. But she stops, realizing the futility of getting angry at the goblin. They had certainly encountered plenty of scrapes like this on their travels. Instead Asgrid brushes the snow off herself and looks inside the chest with the others, casting over the items with an acquisitive glint in her eye.

"Mmm. Some of this could be valuable. Anyone need some fine armor?" She waves a hand over the chest, looking for any magical auras.

Cast detect magic to look at the stuff in the chest.
Spellcraft 1d20 + 5 ⇒ (16) + 5 = 21 or if the group wants to wait around a bit I can take 20.

Current HP 3/9 - I might cast a CLW spell next round, but if so my spell power for today will be pretty well depleted.
Spells Cast
1st (4/day) - cure light wounds x2
0 - detect magic


Skills:
Acrobatics +8, Climb +8, Intimidate +3, Linguistics +1, Perception +7, Spellcraft +5, Survival +7, Swim +8
Vital:
HP 35/35, AC 15 T 11 FF 14, Per +7 Init +1, F +5 R +2 W +2, CMB +7, CMD 19, Speed 45

Kronek looks over the armor, "Might help me get hit a little less hard than I seem to be getting hit. If you don't mind, I'll shrug it on. I don't think any of the other items would help me much though."
Current hp 13/19


Asgrid:
After concentrating your divine energies, your divinations show that none of the items in the chest possess any magical auras. The items are all serviceable, but decidedly mundane.

Beyond the half-buried chest, the path left by the marauders continues onward into the forest. Noticeably, the tracks left by the wide object that was being dragged do not resume. Certainly that trail belonged to this chest.

That log trap is nasty...I opted for a reflex save but really it calls for it having attack rolls on everyone at +10. Kind of extreme for level 1.


Skills:
Acrobatics +8, Climb +8, Intimidate +3, Linguistics +1, Perception +7, Spellcraft +5, Survival +7, Swim +8
Vital:
HP 35/35, AC 15 T 11 FF 14, Per +7 Init +1, F +5 R +2 W +2, CMB +7, CMD 19, Speed 45

Especially if you roll a crit, yikes!


F Elf Ranger 5 - HP 17/39 - AC 19/T: 15/FF: 14 - Perception +14, Low-light Vision - Fort: +6, Ref: +10, Will: +4 (+2 to enchantments, Immune magic sleep, +1 Cold) - CMB: +6, CMD: 21 - Speed: 30 - Init. +7 (-2 to Init and Perception when not Cold)

Cara rolls her eyes for whatever reason, then says, "Fine, let's just take whatever is magical and whatever we can use and leave the rest potentially for later. Please, Geedra, you'll need to exercise more restraint in the future unless you can heal whatever injuries your exuberance for treasure will cause."


Female Goblin | Winter Witch 8 | AC (19)16/14/12 | HP 46/50 | Cold Resistance 5 | F+5, R+9, W+7 | Perc.+2 | Init.+4 | Darkvision

Greedy elf want all gold for herself. Geedra make sure Elf not steal it!.

Geedra nods at the elf. "Yes, Geedra be more watchful from now on."


Skills:
Acrobatics +8, Climb +8, Intimidate +3, Linguistics +1, Perception +7, Spellcraft +5, Survival +7, Swim +8
Vital:
HP 35/35, AC 15 T 11 FF 14, Per +7 Init +1, F +5 R +2 W +2, CMB +7, CMD 19, Speed 45

"I think we'd all better be careful. If they knew how to set one trap, there may be another one waiting for us."


Female Goblin | Winter Witch 8 | AC (19)16/14/12 | HP 46/50 | Cold Resistance 5 | F+5, R+9, W+7 | Perc.+2 | Init.+4 | Darkvision

"Any of rest good at finding traps? Geedra not too good at finding traps. She pretty good at get out of way, though."


F Elf Ranger 5 - HP 17/39 - AC 19/T: 15/FF: 14 - Perception +14, Low-light Vision - Fort: +6, Ref: +10, Will: +4 (+2 to enchantments, Immune magic sleep, +1 Cold) - CMB: +6, CMD: 21 - Speed: 30 - Init. +7 (-2 to Init and Perception when not Cold)

"I don't think any of us are a roguish sort used to looking for that sort of thing." Cara considers as she looks over her companions, "If we stay alert, we might be able to spot traps and set them off from a distance."


Skills:
Acrobatics +8, Climb +8, Intimidate +3, Linguistics +1, Perception +7, Spellcraft +5, Survival +7, Swim +8
Vital:
HP 35/35, AC 15 T 11 FF 14, Per +7 Init +1, F +5 R +2 W +2, CMB +7, CMD 19, Speed 45

"Ya, open your eyes and don't rush in. If all four of us look, we'll probably see them. Then we can worry about what to do with them."


female Dwarf Oracle 2 / Summoner 2 AC14 (18 with ice armor, 20 in cold environs); HP 30; Percept +2, darkvision; Init +0

"Yeah, keep your eyes peeled. These folk seem pretty crafty, whoever they are." Asgrid begins chanting a healing mantra but then stops, reaching into her tunic pocket. She draws out a small potion, unstoppers it, and drinks the contents. Her pallor becomes fresh and ruddy, and some of the wounds she received from the spiked log noticeably begin to close up. Finally turning back to look over the chest again, she muses, "Anyone mind if I take these crossbow bolts? And one of those spears might prove useful." Anyone mind if I claim those items? Presumably the spear is a shortspear?

Drink potion of CLW 1d8 + 1 ⇒ (3) + 1 = 4. Nearly forgot about the potions. I have one more CLW potion should we need it, used this one as I thought it might be wise to keep spell slots in reserve.

Current HP 7/9
Spells Cast
1st (4/day) - cure light wounds x2
0 - detect magic


Female Goblin | Winter Witch 8 | AC (19)16/14/12 | HP 46/50 | Cold Resistance 5 | F+5, R+9, W+7 | Perc.+2 | Init.+4 | Darkvision

"Take it all, Asgrid. Geedra not need any of that crap. More trouble than was worth. Dumb chest," the goblin says as she she ads over and kicks the ground beside the chest.


Skills:
Acrobatics +8, Climb +8, Intimidate +3, Linguistics +1, Perception +7, Spellcraft +5, Survival +7, Swim +8
Vital:
HP 35/35, AC 15 T 11 FF 14, Per +7 Init +1, F +5 R +2 W +2, CMB +7, CMD 19, Speed 45

"Go ahead Asgrid. I'll stick with the sword and sling."


F Elf Ranger 5 - HP 17/39 - AC 19/T: 15/FF: 14 - Perception +14, Low-light Vision - Fort: +6, Ref: +10, Will: +4 (+2 to enchantments, Immune magic sleep, +1 Cold) - CMB: +6, CMD: 21 - Speed: 30 - Init. +7 (-2 to Init and Perception when not Cold)

Is Geedra going to take the masterwork dagger? Otherwise Cara will swap it out with the one she carries.

"Yes, please take whatever you need." Cara says in agreement with everyone else, "The trail continues, when we're ready."

Ready to move on when the group is.


Female Goblin | Winter Witch 8 | AC (19)16/14/12 | HP 46/50 | Cold Resistance 5 | F+5, R+9, W+7 | Perc.+2 | Init.+4 | Darkvision

Nah, you take the dagger. Geedra doesn't plan on wielding except in case of a super duper emergency!


F Elf Ranger 5 - HP 17/39 - AC 19/T: 15/FF: 14 - Perception +14, Low-light Vision - Fort: +6, Ref: +10, Will: +4 (+2 to enchantments, Immune magic sleep, +1 Cold) - CMB: +6, CMD: 21 - Speed: 30 - Init. +7 (-2 to Init and Perception when not Cold)

Cool, just wanted to make sure.

Since no one claimed the fine dagger left in the chest, Cara exchanges the ordinary one she had been carrying around for it, tossing the old one in the chest.


The trail continues deeper into the forest, where the branches of the trees hang ominously under the weight of ice and snow. The tracks of the bandits remain clear.

Continuing on the path, then? Also, do you guys want to work out a general marching order for the area?


F Elf Ranger 5 - HP 17/39 - AC 19/T: 15/FF: 14 - Perception +14, Low-light Vision - Fort: +6, Ref: +10, Will: +4 (+2 to enchantments, Immune magic sleep, +1 Cold) - CMB: +6, CMD: 21 - Speed: 30 - Init. +7 (-2 to Init and Perception when not Cold)

Continuing to follow, yes. I think the order was Kronek, Cara, Geedra and Asgrid, but I'm fine with whatever.


Skills:
Acrobatics +8, Climb +8, Intimidate +3, Linguistics +1, Perception +7, Spellcraft +5, Survival +7, Swim +8
Vital:
HP 35/35, AC 15 T 11 FF 14, Per +7 Init +1, F +5 R +2 W +2, CMB +7, CMD 19, Speed 45

Works for me. I'll give you Survival to follow (which shouldn't be too hard) and Perception.

Kronek pushes his way through the snow, hoping it makes it easier for Cara, Geedra and Asgrid. He tries to keep an eye on the trail and the surroundings.
Survival 1d20 ⇒ 1
Perception 1d20 + 4 ⇒ (5) + 4 = 9
Hope someone else is keeping an eye on things!


F Elf Ranger 5 - HP 17/39 - AC 19/T: 15/FF: 14 - Perception +14, Low-light Vision - Fort: +6, Ref: +10, Will: +4 (+2 to enchantments, Immune magic sleep, +1 Cold) - CMB: +6, CMD: 21 - Speed: 30 - Init. +7 (-2 to Init and Perception when not Cold)

Cara keeps watch on Kronek's flank, directing him as necessary to stay on the trail.

Survival (Tracking): 1d20 + 7 ⇒ (18) + 7 = 25
Perception: 1d20 + 8 ⇒ (16) + 8 = 24

I think I got it covered. :-)


Female Goblin | Winter Witch 8 | AC (19)16/14/12 | HP 46/50 | Cold Resistance 5 | F+5, R+9, W+7 | Perc.+2 | Init.+4 | Darkvision

Geedra falls into line with the others, picking at her teeth as the others continue looking for a proper path.


female Dwarf Oracle 2 / Summoner 2 AC14 (18 with ice armor, 20 in cold environs); HP 30; Percept +2, darkvision; Init +0

Ready to go!

Asgrid brings up the rear, crossbow at the ready. She keeps her eyes peeled, both watching the trail and the forest round about.

Perception 1d20 + 2 ⇒ (10) + 2 = 12
Survival 1d20 + 2 ⇒ (18) + 2 = 20 To assist with tracking, not that it's necessary. :P


You continue along the trail, following the tracks left by the bandits. Unfortunately, it leads you through a patch of particularly rough terrain. The snow becomes increasingly deep in this part of the forest, where a windswept gully carves a path through a tree-covered ridge. A soft cascade of snow falls from an overhead branch, hissing softly as it strikes the ground. The snowfall doesn't quite mask the tracks of the bandits, but it has fallen steadily enough to refill the path they carved through the area with fresh powder. You push your way into the drifts regardless, finding your progress slowed considerably. 4 squares of movement (or 2 for Geedra) to enter 1 square in this area.

Things are quiet as you move, and the whole place seems almost too hushed...until the snow explodes to your left and a streak of white egresses from the burst, charging straight at you! The beast is a six foot long serpent with jagged, white scales and a blue underbelly, and has two arms ending in wicked looking talons. Its hissing head is dragonlike, complete with rows of gnashing teeth. It has flung itself from hiding in the snow and straight towards Geedra, likely thinking the goblin an easy snack. The beast's jaws snap down tight on Geedra's midsection, and it isn't letting go. 5 points of damage to Geedra from the bite attack, and you are now grappled. Go ahead and roll your initiatives.

Initiative:

Arctic Tatzlwyrm: 19

Rolls:

Bite: 1d20 + 5 ⇒ (11) + 5 = 16
Damage: 1d8 + 3 ⇒ (2) + 3 = 5
CMB: 1d20 + 9 ⇒ (20) + 9 = 29
Initiative: 1d20 + 2 ⇒ (17) + 2 = 19


F Elf Ranger 5 - HP 17/39 - AC 19/T: 15/FF: 14 - Perception +14, Low-light Vision - Fort: +6, Ref: +10, Will: +4 (+2 to enchantments, Immune magic sleep, +1 Cold) - CMB: +6, CMD: 21 - Speed: 30 - Init. +7 (-2 to Init and Perception when not Cold)

Init: 1d20 + 3 ⇒ (13) + 3 = 16

What's the skill to identify the creature?


Arcana


Female Goblin | Winter Witch 8 | AC (19)16/14/12 | HP 46/50 | Cold Resistance 5 | F+5, R+9, W+7 | Perc.+2 | Init.+4 | Darkvision

Know. Arcana 1d20 + 7 ⇒ (14) + 7 = 21
Initiative 1d20 + 3 ⇒ (18) + 3 = 21

"Save Geedra! Save Geedra! Bad snake...bad snake!"

3/8 HP


female Dwarf Oracle 2 / Summoner 2 AC14 (18 with ice armor, 20 in cold environs); HP 30; Percept +2, darkvision; Init +0

A bit slow off the mark, Asgrid hunkers down in the snowdrift to present the smallest possible target for the strange creature. Then she summons her innate divine powers. Frost and ice encase Asgrid's armor, hardening into icy spikes. Then, spear in hand, she edges towards the creature's talons, trying to help Geedra. "Geedra! Hold on!"

Initiative 1d20 ⇒ 7
Use ice armor revelation - gain +4 AC bonus for 1 hour. Or, GM, is it cold enough that you would rule that Asgrid gains the +6 AC bonus instead? Then move closer to the tatzlwyrm, 5 feet.

Current HP 7/9
Spells Cast
1st (4/day) - cure light wounds x2
0 - detect magic


Skills:
Acrobatics +8, Climb +8, Intimidate +3, Linguistics +1, Perception +7, Spellcraft +5, Survival +7, Swim +8
Vital:
HP 35/35, AC 15 T 11 FF 14, Per +7 Init +1, F +5 R +2 W +2, CMB +7, CMD 19, Speed 45

Initiative 1d20 + 3 ⇒ (11) + 3 = 14

"Snake! Where?" Kronek whirls and pushes himself back through the snow. A red fog over his eyes turns the snow to pink as he feels the rage well up in his chest. Ripping Yuln's longsword from its scabbard, he plows through the snow and brings it slashing in a deadly arc toward the creature's neck. Unfortunately, he stumbles in the snow and his attempt to decapitate the creature only results in a hissing miss.[/ooc]
With forty foot movement, he could get 2 squares. I'm hoping that's enough to get in range.
Free Action: Enter bloodrage. 4/6 rounds remain
Attack 1d20 + 7 ⇒ (1) + 7 = 8
Damage 1d8 + 12 ⇒ (6) + 12 = 18
hp 15/21


Round 1

The strange armed snake bursts from the packed snow the your left and clamps its impressive jaws down on Geedra, chewing the poor goblin with its many fangs. Geedra calls out for aid, and everyone turns to confront of the attacker.

Geedra, post your action and I'll put in those of everyone else after. With you moving before the wyrm, your actions will decide those of it.

Geedra:
Despite the shock of the creature's ambush and the pain of its teeth, you do recall that this beast is an arctic tatzlwyrm - a feared hunter from your native climes to the north. It hides almost invisibly in the snow and waits for prey to pass by it before attacking, as you've just witnessed. This creature has rudimentary intelligence and is actually a distant and primitive cousin to dragons, but it does not have a dragon's intellect nor magical talent. It seems as though the unseasonable snow has also somehow brought creatures here that live thousands of miles away!

Map
Initiative:

Geedra - 21
Tatzlwyrm - 19
Cara - 16
Kronek - 14
Asgrid - 7


Female Goblin | Winter Witch 8 | AC (19)16/14/12 | HP 46/50 | Cold Resistance 5 | F+5, R+9, W+7 | Perc.+2 | Init.+4 | Darkvision

Geedra tries her best to get loose from the strange snake.

Escape Artist check 1d20 + 3 ⇒ (13) + 3 = 16

If that is good enough, Geedra takes a 5' step backwards and casts Ear Piercing Scream.

Damage 1d6 ⇒ 3 Dc 14 Fort save for half damage and to avoid dazed condition.


Skills:
Acrobatics +8, Climb +8, Intimidate +3, Linguistics +1, Perception +7, Spellcraft +5, Survival +7, Swim +8
Vital:
HP 35/35, AC 15 T 11 FF 14, Per +7 Init +1, F +5 R +2 W +2, CMB +7, CMD 19, Speed 45

Sad to say, you can't do both of those...2 standard actions. You could however try a concentration check instead of the Escape Artist. DC is (DC 10 + grappler's CMB + spell level) and if he is dazed, he can't maintain the grapple.


Female Goblin | Winter Witch 8 | AC (19)16/14/12 | HP 46/50 | Cold Resistance 5 | F+5, R+9, W+7 | Perc.+2 | Init.+4 | Darkvision

Im never good at grapple rules! As I stated first that I would try an escape artist check, let that be my action.


Round 1

With the wyrm's jaws closed around her, Geedra attempts to wriggle free from the draconic beast. Twisting and turning and pulling, she jerks away from the creature slightly, but it maintains its hold and lets our a hiss through its open mouth. Just narrowly failed the escape artist check. Wyrm retains its hold. In response, the wyrm, its eyes darting around to the others assembled, decides that it just wants its current morsel, and attempts to drag Geedra back into the heavy wall of snow, through its burrow. As it moves, Asgrid sees an opportunity and lashes out with her heavy pick, but the creature snaps out of the path of the spiked head. Wyrm succeeds grapple check to move Geedra along with it. Asgrid misses with an attack of opportunity.

Over to Cara.

Map
Initiative:

Geedra - 21
Tatzlwyrm - 19
Cara - 16
Kronek - 14
Asgrid - 7

Rolls:

Wyrm CMB: 1d20 + 9 ⇒ (13) + 9 = 22
Asgrid AoO: 1d20 ⇒ 3


Skills:
Acrobatics +8, Climb +8, Intimidate +3, Linguistics +1, Perception +7, Spellcraft +5, Survival +7, Swim +8
Vital:
HP 35/35, AC 15 T 11 FF 14, Per +7 Init +1, F +5 R +2 W +2, CMB +7, CMD 19, Speed 45

Kronek pushes his way through the deep snow, "Keep fighting it Geedra, we'll get you out!" He lunges and makes another slashing strike with the longsword at the creature's head, hoping to force it to dislodge the goblin.
Move action: With 40 ft. of movement, he should be able to get next to it in a move action in spite of the deep snow.
Free Action: Continue bloodrage. 3/6 rounds remain
Attack 1d20 + 7 ⇒ (9) + 7 = 16
Oh that's going to be close. Hope with those penalties to Dex from grappled condition that its enough!
Damage 1d8 + 12 ⇒ (8) + 12 = 20
hp 15/21


F Elf Ranger 5 - HP 17/39 - AC 19/T: 15/FF: 14 - Perception +14, Low-light Vision - Fort: +6, Ref: +10, Will: +4 (+2 to enchantments, Immune magic sleep, +1 Cold) - CMB: +6, CMD: 21 - Speed: 30 - Init. +7 (-2 to Init and Perception when not Cold)

Please don't forget, the grappling creature has to roll to continue the grapple at the start of its turn each round. Even if it has an extremely high CMB to keep the grapple going, it can still roll a 1.

Cara readies her bow and moves to get a clear shot at the creature, unleashing an arrow at it.

Move one northwest diagonal.

Longbow+PBS-Melee: 1d20 + 4 + 1 - 4 ⇒ (7) + 4 + 1 - 4 = 8
Damage: 1d8 + 1 ⇒ (8) + 1 = 9


I did roll a grapple check for the creature to perform its action. As I understand it, rolling a grapple to maintain both maintains and allows you to perform one of the grapple-based actions, per "Once you are grappling an opponent, a successful check allows you to continue grappling the foe, and also allows you to perform one of the following actions (as part of the standard action spent to maintain the grapple)." I did not, however, factor in the +5 bonus the creature gets for maintaining the grapple (quite the bonus!).

The wyrm drags Geedra along the snow, and the goblin is not going quietly. Crying out for aid, Cara and Kronek are quick to respond. Cara makes a swift push through the snow and snaps an arrow off at the beast. Unfortunately, due the proximity of the creature with Geedra, and due to the snowfall, the arrow goes wide and disappears into the white.

Kronek bursts through the snow, red-eyed and fuming. With Yuln's cold iron longsword he makes a devastating connection, cutting a huge gash into the creature's side. The sword shings through the icy scales of the beast and dark scarlet blood sprays from the wound, turning the snow around it pink. 20 damage to the wyrm! A vicious blow to be sure, but the creature is still standing. It doesn't look like it will be for long, however. Also, Kronek you should still have 4 rounds of rage, per your first post. I hadn't factored your actions in yet since Cara hadn't gone, so we can just use your second post as your turn.

Asgrid moves forward while manipulating the divine energy within her, and the snow falling around her starts convening on her form, swirling and coalescing around her torso into an icy suit of armor. Asgrid uses her Ice Armor power to gain +6 armor bonus to AC.

Back to Geedra!

Map

Initiative:

Geedra - 21
Tatzlwyrm - 19
Cara - 16
Kronek - 14
Asgrid - 7


F Elf Ranger 5 - HP 17/39 - AC 19/T: 15/FF: 14 - Perception +14, Low-light Vision - Fort: +6, Ref: +10, Will: +4 (+2 to enchantments, Immune magic sleep, +1 Cold) - CMB: +6, CMD: 21 - Speed: 30 - Init. +7 (-2 to Init and Perception when not Cold)

For some reason, I was thinking the roll to maintain grapple and to perform a grapple action were separate rolls. My mistake!


Female Goblin | Winter Witch 8 | AC (19)16/14/12 | HP 46/50 | Cold Resistance 5 | F+5, R+9, W+7 | Perc.+2 | Init.+4 | Darkvision

Geedra again tries to wriggle away from the creature to no avail. "Aaaiigh! Big human help Geedra! Snake eating Geedra!"

Escape Artist 1d20 + 3 ⇒ (6) + 3 = 9


Skills:
Acrobatics +8, Climb +8, Intimidate +3, Linguistics +1, Perception +7, Spellcraft +5, Survival +7, Swim +8
Vital:
HP 35/35, AC 15 T 11 FF 14, Per +7 Init +1, F +5 R +2 W +2, CMB +7, CMD 19, Speed 45

"We'll have you out in a second Geedra! I think Cara and I can finish it before in manages to swallow you!"
Gotcha! 4/6 rounds remain it is.


Geedra thrashes about even more against the creature's jaws, but she is unable to break free. The wyrm is wobbly on its feet as it drags Geedra another few inches, but each movement seems to cause it to hiss in pain as the wound in its side bleeds and takes its toll. The wyrm releases Geedra from its grip, lets out a final defiant half-roar, half-hiss and pivots, sending up a cloud of snow before attempting to flee back through the heavy snow. Unable to swiftly burrow into the huge bank that slopes against the path, its only choice is to break free from the clustered group and take to the path itself. Kronek, however, lets out a roar of his own and brings the cold-iron sword down into the wyrm again, slamming the razor edge onto the creature's back, cleaving it halfway through the center. It slumps into the snow in a red-pink pool of melting snow and steaming blood.

With only 2 HP left, the wyrm decided to live to eat another day, but an attack of opportunity from Kronek connects and ends the beast. Well done!

rolls:

Kronek AoO: 1d20 + 7 ⇒ (9) + 7 = 16
Damage: 1d8 + 12 ⇒ (4) + 12 = 16
Asgrid AoO:1d20 ⇒ 14
Damage: 1d6 ⇒ 5


Skills:
Acrobatics +8, Climb +8, Intimidate +3, Linguistics +1, Perception +7, Spellcraft +5, Survival +7, Swim +8
Vital:
HP 35/35, AC 15 T 11 FF 14, Per +7 Init +1, F +5 R +2 W +2, CMB +7, CMD 19, Speed 45

Kronek advances to make sure it is dead and to check on Geedra, "How bad did it harm you Geedra? Can you continue or should we consider taking a rest?"


Female Goblin | Winter Witch 8 | AC (19)16/14/12 | HP 46/50 | Cold Resistance 5 | F+5, R+9, W+7 | Perc.+2 | Init.+4 | Darkvision

"Geedra hurt real bad big human! Need healing please. Dumb snake bite real bad. Shouldn't be here. Normally only stay in cold north!"

3/8 HP

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