Woodsmoke's Reign of Winter

Game Master Woodsmoke


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Male Half-Elf Lunar Oracle 8 (Dual Cursed) | AC 24 (22 w/o Shield) (T 12, FF 20/18) | HP 37/70 | Spell Slots 1st: 7/7, 2nd: 5/7, 3rd: 4/5, 4th 3/3 | Gift o'Bite 5/6 | F+7 R+8 W+6 | Init +5 | Perc +7 | 20ft Armored Move

Byakko struggles with his emotions and is able once again to put the past in the past.
Will: 1d20 + 7 ⇒ (19) + 7 = 26

Enii understands her target has brought a 'friend' and she sees no way to her target except through 'it.' Full attack on rock buddy.
Power Chomp: 1d20 + 6 - 2 ⇒ (4) + 6 - 2 = 8
Power Slash: 1d20 + 6 - 2 ⇒ (5) + 6 - 2 = 9
Power Slash: 1d20 + 6 - 2 ⇒ (5) + 6 - 2 = 9


Rogue(Scout) 7 , hp 45/45, AC 20(T14/FF16) CMD 20, Init +7, Perc +10 (+12 traps). F+5/R+10/W+3 Vanish 5/5

Mithas continues to swing wide into flanking position and then launches a globule of acid at the fey. Popping back into sight, he hopes his magics have more effect than his arrows.

Acid splash: 1d20 + 8 + 1 ⇒ (15) + 8 + 1 = 24 Damage: 1d3 + 1 + 3d6 ⇒ (1) + 1 + (6, 6, 5) = 19


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

Geedra moves to Mithras and blesses him with her fortune hex, hoping to allow him to do greater damage to the enemies.


I'll go ahead and take over Skäne until he is back with us.

Round 2

Skäne drinks the potion he has produced as the magical pit he is trapped in is suddenly dispelled and he rises back to level ground. cure moderate: 2d8 + 3 ⇒ (7, 6) + 3 = 16. Wounds gouged in him by the spikes in the pit begin to close. Between that potion and Krosh's spell, Skäne is up 31 points of health. The warrior then sets his eyes on the dawwn piper and begins to trudge his way through the difficult terrain, with Krosh's silver stoat hopping back over to the shaman.

Round 3 Continued

Byakko manages to shake off the potent effects of the enchantment, using the primal will within his blood to close off the memories of the past. Enii meanwhile leaps up with a roar, raking her claws and fangs across the summoned rock creature, but the blows grind off of the hardened exterior of the creature without much effect.

Mithas materializes into view near the other side of the central boulder, a stream of sizzling green acidic energy surging from his outstretched hand as he does so. The magic beam hits the unaware fey in the size and he shouts out in pain - almost in an exaggerated wway, stamping his feet and crying out over the rest of the battle's din. He turns to regard the now-visible elf with venom in his eyes.

Geedra zips across the field of battle in the air, cackling as she weaves around the slowly orbiting stones and reaches Mithas with ease. She smiles her devilish, toothy goblin grin and tugs on the fickle fatestrings around him. Whereas enemies often slink under the ominous weight, Mithas feels optimistic. Not sure if you want to be right up on Mithas or not since Fortune has a 30 ft range. I'll stick you over near him on the map but let me know where you'd like to be.

Skäne continues marching through the stony debris littering the ground until he reaches the large rock and begins to scale it.

Krosh brings flame to life in his hand and begins walking around the large stone as well.

Round 4

The fey intones another spell, sending a compulsion towards Mithas this time. Attempts to cast delusional pride. Mithas needs to make a DC 14 Will Save. This is an enchantment. You can choose to call on the Fortune hex which you can do once per round, but need to decide to use it before the roll is made. Failure gives you a -2 on all attack rolls and skill checks, but a +2 bonus on saves vs charms and compulsions.

The earth elemental attempt to slam Enii, but the clumsy blow is easily avoided by the cat.

Map

rolls:

slam: 1d20 + 7 ⇒ (4) + 7 = 11


Male Half-Elf Lunar Oracle 8 (Dual Cursed) | AC 24 (22 w/o Shield) (T 12, FF 20/18) | HP 37/70 | Spell Slots 1st: 7/7, 2nd: 5/7, 3rd: 4/5, 4th 3/3 | Gift o'Bite 5/6 | F+7 R+8 W+6 | Init +5 | Perc +7 | 20ft Armored Move

Byakko feels the tears on his face freeze as a reminder that his deepest grief has been manipulated. He turns his emotions turn to anger flying at his target katana first, but his rage is blinded by tears, his strike is clumsy and off target.

Power Slash: 1d20 + 6 - 2 ⇒ (1) + 6 - 2 = 5

Enii still sees no way around the rock warrior and presses her attack further.

Power Chomp: 1d20 + 6 - 2 ⇒ (10) + 6 - 2 = 14
Dmg?: 1d6 + 2 + 4 ⇒ (2) + 2 + 4 = 8
Power Slash: 1d20 + 6 - 2 ⇒ (10) + 6 - 2 = 14
Dmg?: 1d4 + 2 + 4 ⇒ (1) + 2 + 4 = 7
Power Slash: 1d20 + 6 - 2 ⇒ (8) + 6 - 2 = 12
Dmg?: 1d4 + 2 + 4 ⇒ (2) + 2 + 4 = 8


Male Human (Ulfen) Vigamaðr-Lochlannach (Fighter - Vikingr) 8 | HP: 83/83 | AC: 29 T 12 FF 27 | Saves: Fort +10, Ref +4, Will +5 | CMD: 26, CMB: +12 | Init: +3 | Perception +3| 20ft. Move | Rage 0/17

Apologies gang. Was convinced I had posted... guess not! :S.


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

Geedra cackles to continue use her fortune hex on Mithas. She continues to boost her team, this time including the cat Enii in her fortune hex.


Rogue(Scout) 7 , hp 45/45, AC 20(T14/FF16) CMD 20, Init +7, Perc +10 (+12 traps). F+5/R+10/W+3 Vanish 5/5

Sorry thought I had posted for some reason.

Will save: 1d20 + 3 ⇒ (11) + 3 = 14

Mithas manages to shake off the delusions of grandeur and turns invisible again. Vanish

1/5 remain


Male Human (Ulfen) Vigamaðr-Lochlannach (Fighter - Vikingr) 8 | HP: 83/83 | AC: 29 T 12 FF 27 | Saves: Fort +10, Ref +4, Will +5 | CMD: 26, CMB: +12 | Init: +3 | Perception +3| 20ft. Move | Rage 0/17

Skäne presses onward, scaling the rock as he gets closer to their foe;

Climb: 1d20 + 6 ⇒ (6) + 6 = 12


Round 4 Continued

Byakko, having bested his momentary grief, dashes across the air in a furious arc, bringing the blade in a whirling slash as he does. The unfamiliarity of bring airborne causes the swing to go wide, however.

Enii likewise finds little purchase on her stony adversary, her claws failing to damage the rock-flesh of the elemental creature.

Geedra cackles as she zips around the battlefield, bolstering her allies with her fate-centric witchcraft, this time pulling the white tiger under her hex.

Skäne makes it to the top of the rock cluster where he has two enemies before him - the fey and the elemental. You make it to the top with your move action so you can make an attack if you'd like.

Mithas throws off his own enchantment, setting his focus on the task at hand. With a word and a gesture, he vanishes once more.

Krosh continues his circuit around the outskirts, turning his gaze to the elemental. He throws his hand forward and a jet of flame speeds off of it. The magical fire burns into the side of it, scorching some of the stone black. produce flame damage: 1d6 + 5 ⇒ (1) + 5 = 6

I'll have Skane get his attack in as it will probably decide some enemy behaviors for the next round :)

Map

rolls:

1d20 + 5 ⇒ (8) + 5 = 13


Male Human (Ulfen) Vigamaðr-Lochlannach (Fighter - Vikingr) 8 | HP: 83/83 | AC: 29 T 12 FF 27 | Saves: Fort +10, Ref +4, Will +5 | CMD: 26, CMB: +12 | Init: +3 | Perception +3| 20ft. Move | Rage 0/17

Skäne targets the fell fey;

Melee Power Attack (+1 Spear): 1d20 + 9 ⇒ (5) + 9 = 14
Damage (P): 1d8 + 9 ⇒ (5) + 9 = 14


Rogue(Scout) 7 , hp 45/45, AC 20(T14/FF16) CMD 20, Init +7, Perc +10 (+12 traps). F+5/R+10/W+3 Vanish 5/5

From behind his veil of magic, Mithas launches another globule of acid:

Acid splash: 1d20 + 8 ⇒ (13) + 8 = 21 Damage: 1d3 + 1 + 3d6 ⇒ (1) + 1 + (2, 4, 5) = 13

The moves, drawing his mace, to engage the fey.


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

Im sure you want to keep your d20 roll, Mithras, but don’t forget the fortune he’d Geedra still has you under for the upcoming rounds.


Round 4 Continued

Skäne clambers to the top of the boulder and sets his sights on the malicious fey creature, thrusting his spear towards him. The piper nimbly twists to the side and avoids being impaled, narrowing his expressive eyes at the Ulfen as he does so.

Round 5

The pipe looks around, seeing himself being closed in on, and suddenly starts to glow in a beautiful copper color, not unlike the previous piper did so in a silvery fashion. The intensity of the glow rapidly increases over a moment before a blinding flash emanates from the fey's flesh, threatening to damage the eyes of all within thirty feet.

Hits everyone, I'll roll to save some time.

Geedra Will: 1d20 + 5 ⇒ (9) + 5 = 14
Skäne Will: 1d20 + 5 ⇒ (1) + 5 = 6
Byakko Will: 1d20 + 5 ⇒ (8) + 5 = 13
Mithas Will: 1d20 + 3 ⇒ (14) + 3 = 17
Krosh Will: 1d20 + 9 ⇒ (8) + 9 = 17
Enii Will: 1d20 + 4 ⇒ (14) + 4 = 18

Geedra, Skäne, and Byakko are blinded for 1d4 ⇒ 3 rounds. Mithas, Krosh, and Enii made their saves. Earth elemental is blind too but has tremorsense so it doesn't bother it too much.

The piper then steps away from Skäne and Byakko.

Mithas flickers into the visible realm again, another stream of hissing acid stretching from his outstretched hand to the piper. Once more the magical acid spatters across his radiant flesh, popping and sizzling as it eats away. The fey stomps his feet again, screaming.

"My perfection! You will pay for that!"

The elemental tries to slam Enii with its fist, but once again the conjured creature fails to break through the cat's armor.

Back to everyone else. I'll update the map with the next post - only real change is that the pipe steps 5 ft. southeast to put the elemental between himself and Skäne. Mithas if you want to make a climb check we can see how far you scale the boulder with your movement.

rolls:

1d20 + 3 ⇒ (2) + 3 = 5
1d20 + 7 ⇒ (14) + 7 = 21


Male Half-Elf Lunar Oracle 8 (Dual Cursed) | AC 24 (22 w/o Shield) (T 12, FF 20/18) | HP 37/70 | Spell Slots 1st: 7/7, 2nd: 5/7, 3rd: 4/5, 4th 3/3 | Gift o'Bite 5/6 | F+7 R+8 W+6 | Init +5 | Perc +7 | 20ft Armored Move

Blinded but still somewhat aware of Enii's position Byakko glides past Skäne and using their bond imbues Enii with Tsukiyo's favor. Divine Favor via touch/Share Spell on Enii

Enii's typically fleshy prey is usually much easier to bring down than the rock in front of her, clouding her judgement, but redoubling her efforts, with the favor of her and Byakko's deity, she continues to press the attack.

Power Chomp: 1d20 + 8 - 2 ⇒ (16) + 8 - 2 = 22
Piercing Dmg: 1d6 + 4 + 4 ⇒ (6) + 4 + 4 = 14

Power Slash: 1d20 + 8 - 2 ⇒ (12) + 8 - 2 = 18
Slash Dmg: 1d4 + 4 + 4 ⇒ (2) + 4 + 4 = 10

Power Slash: 1d20 + 8 - 2 ⇒ (15) + 8 - 2 = 21
Slash Dmg: 1d4 + 4 + 4 ⇒ (3) + 4 + 4 = 11


Rogue(Scout) 7 , hp 45/45, AC 20(T14/FF16) CMD 20, Init +7, Perc +10 (+12 traps). F+5/R+10/W+3 Vanish 5/5

Low on magic and not sure the effectiveness of this arrows, Mithas starts to climb.

Climb: 1d20 - 1 ⇒ (9) - 1 = 8
Fortune Climb: 1d20 - 1 ⇒ (2) - 1 = 1

but just can't manage to get a good hand hold.


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

Geedra keeps cackling, keeping her hexes active, even if she couldn’t see anything.


Round 5 Continued

Byakko feels out his companion through the supernatural bond that pairs them, and moves over to within arm's length of the tiger. The oracle beseeches his deity for renewed strength and feels a surge of divine energy course through him, which transfers into Enii as well, imbuing the predator with renewed power and radiance.

The tiger pouts this newfound might, sinking her fangs into the center of the earth elemental which is unable to keep its tether to this plane from the force of the blow. It crumbles into pebbles and dust. Her primary prey vanquished, Enii turns to the Piper and lashes out with her claaws, each swipe opening new gashes on the fey's form, sending sprays of blood in either direction

The damage from the bite is enough to one shot the elemental...figure since Enii is within reach of the Piper, she would want to direct the subsequent 2 attacks onto him, which do both hit for solid damage. The fey is not looking long for the world.

Geedra cackles, able to continue her persistent witchcraft without the use of her eyes, extending her bolsters on Enii and Mithas.

Mithas begins climbing the rock, but fails to find good footing for the moment.

Krosh extends his arm towards the piper and releases another jet of flame that tears across the battlefield, slamming into the side of the fey and wreathing him in spiritfire. The piper, having sustained heavy wounds from Mithas's pinpoint acid rays and Enii's ferocity, lets out a final scream of anguish as his self-professed perfect skin is charred and marred by the curling flames. He succumbs to the fire, falling onto his knees and then forward onto his face.

Huge turn from the kitty cat, and Mithas's sneak attack acid splash's did a lot of work in previous rounds. The clearing, and second mystical font of power, are yours. Blindness will wear off in a few moments.

Rolls:
ranged touch: 1d20 + 5 ⇒ (11) + 5 = 16
1d6 + 5 ⇒ (6) + 5 = 11


Male Half-Elf Lunar Oracle 8 (Dual Cursed) | AC 24 (22 w/o Shield) (T 12, FF 20/18) | HP 37/70 | Spell Slots 1st: 7/7, 2nd: 5/7, 3rd: 4/5, 4th 3/3 | Gift o'Bite 5/6 | F+7 R+8 W+6 | Init +5 | Perc +7 | 20ft Armored Move

She was due! Couple rough turns before that...

The sounds of flame and fang finding purchase and the resultant scream give Byakko some idea of what to expect as his sight returns; he is relieved to see rubble and the Piper's ruined form before him as colours and shapes return. He once again takes a knee, hand resting on Enii's haunch. His voice comes hoarse and thick as always after battle, "One more down. This font though... 'm not sure fire or steel can crack this seal. Can anyone work water or ice?"

Are the stones still floating?


The smaller stones are still floating in lazy circles, though at a lower speed than they were when the fey was alive.


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

Geedra holds up her wand of Icecicles. ”Ice might could break seal, maybe. Move and Geedra will see what wand am do,” she calls out, wait to see if anyone had a betteridea than she.


Male Half-Elf Lunar Oracle 8 (Dual Cursed) | AC 24 (22 w/o Shield) (T 12, FF 20/18) | HP 37/70 | Spell Slots 1st: 7/7, 2nd: 5/7, 3rd: 4/5, 4th 3/3 | Gift o'Bite 5/6 | F+7 R+8 W+6 | Init +5 | Perc +7 | 20ft Armored Move

Byakko gestures Geedra forth as he stands. He makes room by bounding down from the rock, Enii at his heels. He turns to watch outside the ring.


Rogue(Scout) 7 , hp 45/45, AC 20(T14/FF16) CMD 20, Init +7, Perc +10 (+12 traps). F+5/R+10/W+3 Vanish 5/5

Sorry for the delay.

"Good work everyone."

Looking at the pile of stone, Mithas shrugs. "My magic might be able to slowly errode it down." Glancing over the party's gear he points to Skane's hammer. "That might work better."

We still have Skane's adamantine warhammer. If we need to smash, that should do the trick.


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

Might be better to let Skane try first and save a charge from the wand, if Skane is ok with that.


As you take stock of the area and ascertain the best way to deal with the manifestation of this font of power, Mithas and Byakko (and Krosh) notice something.

Mithas and Byakko:

Taking a look around, and now that the adrenaline of battle has eased the tension, you notice that two of the floating stones that orbit the central boulder have something affixed to them. They seem to be some sort of smaller dark blue stones or gems embedded on the tops of the two stones, and are absent from the others that slowly rotate in the air.

You also find on the fey creature a masterwork handaxe, a small bongo-like drum, a silver-framed mirror, and a potion that the magically-inclined members of the party caan determine is a potion of energy resistance (fire).

rolls:

geedra: 1d20 + 2 ⇒ (4) + 2 = 6
mithas: 1d20 + 9 ⇒ (20) + 9 = 29
byakko: 1d20 + 5 ⇒ (16) + 5 = 21
skane: 1d20 + 3 ⇒ (6) + 3 = 9
krosh: 1d20 + 12 ⇒ (9) + 12 = 21


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

Geedra casts Detect Magic on all the found items before the group accidentally destroys any of them.


Male Half-Elf Lunar Oracle 8 (Dual Cursed) | AC 24 (22 w/o Shield) (T 12, FF 20/18) | HP 37/70 | Spell Slots 1st: 7/7, 2nd: 5/7, 3rd: 4/5, 4th 3/3 | Gift o'Bite 5/6 | F+7 R+8 W+6 | Init +5 | Perc +7 | 20ft Armored Move

Byakko may as well add his own Detect Magic to the mix, focusing on the stones with stones affixed.

Byakko notices something about two of the stones floating around him. He reflexively hah! casts detect magic.


Male Human (Ulfen) Vigamaðr-Lochlannach (Fighter - Vikingr) 8 | HP: 83/83 | AC: 29 T 12 FF 27 | Saves: Fort +10, Ref +4, Will +5 | CMD: 26, CMB: +12 | Init: +3 | Perception +3| 20ft. Move | Rage 0/17

Skäne nods, setting his shield down and spitting on his palms before taking up his hammer and arching a slow swing in practice.

"Here goes..."

With a grimace he tightens his grip and lets fly with a hard swing;

Power Attack: 1d20 + 9 ⇒ (16) + 9 = 25
Damage (Magic, Ignores Hardness): 1d8 + 9 ⇒ (8) + 9 = 17


Rogue(Scout) 7 , hp 45/45, AC 20(T14/FF16) CMD 20, Init +7, Perc +10 (+12 traps). F+5/R+10/W+3 Vanish 5/5

Mithas points out two of the floating stones. "Hey! Those two are different. You see those darker bluish spots? Maybe those are the foci for the magic of this place. If we're gonna smash anything, that's probably the spot."

He directs Skane's attention to the odd stones, and lets the berserker do his thing.


The handaxe, drum, and mirror are all non-magical, though well made. Only the potion proves to be magical. You do, however, sense the intense magical energy of the font of power emanating from the stones in the clearing, both the large central boulder and the smaller floating ones. You can pick up on both conjuration and abjuration auras, though the abjuration is stronger on the floating stones and the conjuration stronger on the boulder.

Skäne stands atop the boulder, hefting the heavy adamantine warhammer. He looks around the top of the boulder, testing for a good place to strike, when Mithas points out the glassier gem-like accoutrements on the floating stones, and suggests the warrior place his strike there. Waiting for a few moments for one of the two such stones to orbit close enough to strike, Skäne steps forward to the edge of the boulder and reaches forward with an overhead swing. The head of the hammer collapses onto the top of the chunk of rock, and the sound of breaking glass erupts from the point of contact. The floating stone is dislodged from its orbit and sent crashing to the ground, the bluish protrusion utterly smashed. Byakko and Geedra sense brief shudder in their divinations.

Skäne repeats the process with the second stone, another blow of the warhammer sending it off course and obliterating the focal stone with another shattering sound. For a few moments, nothing seems to happen, but then the large central boulder begins to crack, fissures spiderwebbing across the surface as tiny bits of dust and pebbles shake loose to the forest floor. Mithas and Skäne leap from the stone to clear it before it breaks apart completely. As it does, the countless sundered shards of the boulder hover in midair, and through them, in the center of where the boulder was, a nexus of energy not unlike the one you saw when destroying the tree spasms a chaotic display. Arcane energy arcs around the nucleus, the ground beneath your feet trembles slightly, and a rushing sound accompanies the swift implosion of the elemental font. It collapses in upon itself with a loud crack, and the shards of rock floating in the clearing fall harmlessly to the ground without another sound.

Further off at the edge of hearing, another faint but crisp shearing sound echoes through the trees.

"The second seal," Krosh intones.

This font is destroyed. There is a path leading off of this clearing to the northwest which you have not explored. The southern path curves back to where you entered the woods, where two other unexplored paths also wait.


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

GM, I can’t recall but are we in a rush? Do we want to consider taking a rest or do we need to push forward and get the rest of the seals broken asap?


You're not sure what the purpose of the seals actually are - whether they are protecting something from you or protecting you from something else, but as far as you do know you aren't on an expedited timeline to break them. There was a narrow window of time for you to infiltrate the forest when the Iron Guard/rebels drew the attention of the Winter Guard who were patrolling around the outside. As far as you know the Winter guard never made any excursions into the woods so even if they are disentangled from your allies, probably not in any danger of them entering or reinforcing the area.


Male Half-Elf Lunar Oracle 8 (Dual Cursed) | AC 24 (22 w/o Shield) (T 12, FF 20/18) | HP 37/70 | Spell Slots 1st: 7/7, 2nd: 5/7, 3rd: 4/5, 4th 3/3 | Gift o'Bite 5/6 | F+7 R+8 W+6 | Init +5 | Perc +7 | 20ft Armored Move

Nice call Mithas, adamantine hammer! I'm all for a rest, down to bare bones for slots... Then I'm up for exploring the path we didn't take from this clearing.

"The... second. 'ow many more o'these tricky bastards we gonna have to knock down?" Byakko asks to no one in particular. He doesn't seem to have a dire need for an answer as he presses on, "I do not want to ever experience that enchantment again," he says and spits deliberately where the boulder once lay, "so let's rest and take down the next seal fresh, huh?"


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

”Geedra am agree. Very hard keep group safe and sound and magicked. Sleepy time be nice for Geedra.”


Male Human (Ulfen) Vigamaðr-Lochlannach (Fighter - Vikingr) 8 | HP: 83/83 | AC: 29 T 12 FF 27 | Saves: Fort +10, Ref +4, Will +5 | CMD: 26, CMB: +12 | Init: +3 | Perception +3| 20ft. Move | Rage 0/17

Hair and beard glistening with sweat from his toil Skäne nods in agreement;

"Despite appearances to the contrary, the Puka is wise. I will take last watch, for I need to hvíla (Skald: rest) minn aching thews..."

Ideally Skäne will take last watch


Do you guys want to set up camp in the current area, or backtrack to another spot? You'll have to hunker down for a bit to get the benefit of a full rest and replenish spells and /day abilities as it has only been a few hours since you got up and left the heralds and got into the forest. This clearing is open but has three entrances. You also have the clearing where the tree was (one entrance) or the cabin camp where you left the drunken merchants. The cabin itself would be a squeeze since.most of it was collapsed/full of tree trunks, but you could still all get in there if you wanted.


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

Not sure. Maybe someone with survival or something could make a check and advise what seems to be the safest course of action?


Male Half-Elf Lunar Oracle 8 (Dual Cursed) | AC 24 (22 w/o Shield) (T 12, FF 20/18) | HP 37/70 | Spell Slots 1st: 7/7, 2nd: 5/7, 3rd: 4/5, 4th 3/3 | Gift o'Bite 5/6 | F+7 R+8 W+6 | Init +5 | Perc +7 | 20ft Armored Move

Not a skill I possess... I'm not sure we wanna go tree given that little root/branch munchkin is still out there. Cabin area? If the drunkards are still alive could be a sign that it's reasonably safe no?


Female Goblin | Winter Witch 8 | AC (19)16/14/12 | HP 50/50 | Cold Resistance 5 | F+5, R+9, W+7 | Perc.+2 | Init.+4 | Darkvision
Byakko Whiteclaw wrote:
Not a skill I possess... I'm not sure we wanna go tree given that little root/branch munchkin is still out there. Cabin area? If the drunkards are still alive could be a sign that it's reasonably safe no?

Thats probably a good idea. I’m sure we are overthinking it, but I don’t want to get night ambushed, if we can help it.


Rogue(Scout) 7 , hp 45/45, AC 20(T14/FF16) CMD 20, Init +7, Perc +10 (+12 traps). F+5/R+10/W+3 Vanish 5/5

The cabin area is as good as any. But that being said, what's our resource situation like? Do we really need to rest? I feel like trying to sleep in a fey infested magical forest, after killing a number of said fey, might be a bad idea...


It appeared as though Byakko and Geedra were running low on spell slots. Krosh still has a decent handful, though he popped one of his 3rd levels this fight. I don't think there was too much HP loss during this fight apart from Skäne who had some of that healed.

The drunks were still alive last you left them before coming back to this clearing, but were unconscious in their drunkenness.

Since there are some conflicting thoughts I'll let you guys mull it over over the next day and see if you want to plop down or not and move us along tomorrow evening. There is certainly something to be said about the dangers of this wood.


Male Half-Elf Lunar Oracle 8 (Dual Cursed) | AC 24 (22 w/o Shield) (T 12, FF 20/18) | HP 37/70 | Spell Slots 1st: 7/7, 2nd: 5/7, 3rd: 4/5, 4th 3/3 | Gift o'Bite 5/6 | F+7 R+8 W+6 | Init +5 | Perc +7 | 20ft Armored Move

Byakko and the cat can still fight but I'm down to one or two spells, a rest would be great but we can press on if Skane wants to keep pushing?


Male Human (Ulfen) Vigamaðr-Lochlannach (Fighter - Vikingr) 8 | HP: 83/83 | AC: 29 T 12 FF 27 | Saves: Fort +10, Ref +4, Will +5 | CMD: 26, CMB: +12 | Init: +3 | Perception +3| 20ft. Move | Rage 0/17

Rest is good if we're not on the clock. Lick our wounds, recharge and take stock.


Ok, seems like the consensus is to double back to the cabin and get some rest there, so we'll go with that.

The labors of the day have begun to take their toll as you stand amidst the ruin of the second seal. Wounds taken and magical energy expended, you decide to backtrack a short distance to the cabin where you fought the strange fey sisters and use the half-ruined cabin there to take shelter from the forest and its inhabitants.

You make it back there without issue, and you find that the three merchant men are still sound asleep, snoring away their inebriation with all the joys that the ignorance of their predicament brings. They look undisturbed from when you last left them, and it does certainly raise questions as to the true safety of this forest and how they haven't been set upon by any wandering fey or monsters. You take note of the trinkets and fetishes hanging from the boughs as a stiff wind cuts through the area and sets them to chiming, and you wonder for a moment if the slain fey sisters were truthful in that respect - could those charms actually be warding off the evils that dwell beyond? The campfire still burns, though its embers have gotten low.

You make your way back into the cabin and spend a few minutes pushing broken furniture and debris to the sides and corners of the room to give yourselves more comfortable space to gather in. Even with that, though, the empty part of the interior is cramped with everyone gathered in. Still, the wwalls block most of the wind and keep some of the cold out of your bones.

Rest and relaxation - though not without the accompanying tension of camping behind enemy lines - comes to you as you spend several hours breathing out the stresses of the day and waiting for the night's sleep to take you. You eat and drink and talk amongst yourselves until finally you feel slumber coming on.

Feel free to add in any roleplaying over the next few hours. I'm going to continue under the assumption that whoever is on watch will be just outside the door at the campfire to both keep an eye on the merchants and to give some extra room to the others inside, and to better keep watch on the clearing itself. I know Skäne wanted to have last watch, but otherwise I'll just put out an order of Mithas - Byakko - Geedra - Skäne (with Krosh fitting in wherever). Between Krosh's Hex of Healing and his remaining channels, he has enough juice to heal anyone wounded back to full HP before the night's rest. Up to you guys whether or not you want to keep the fire going outside, as well.

Mithas:

As your companions begin to fall asleep, you step outside back into the cold woods and begin to keep a keen eye on the area. As night takes hold of the forest, you find that this lightless place somehow grows darker, the very weight of the blackness around hanging heavy upon you. The chill of night brings with it an unnerving silence, as though even the wind has shied awway from the dark cloud. Every so often one of the merchants rolls, stirs, or grunts in their sleep, and even such slight noises ring out like thunder in the oppressive quiet. You can't help but let your gaze drift into the trees, into the ravenous shadows that seem to ebb and swell behind the boughs and trunks. The shadows shift and undulate as if something great and horrible was stirring beyond, but move without a sound.

Your watch goes as such, with nothing to see but the shifting dark and nothing to hear but the deafening silence. It all serves to unsettle you, and when you move back inside to rouse Byakko for his own turn, you are unsure if you will even sleep. But you do find that slumber comes quickly, and in this sleep you dream...

You move through the morning air, the field of mist burned away by the blazing white light of a powerful dawn. You hardly can remember a more radiant morning with the sun so elegant in its climb from the horizon. You feel as though you can see for miles as you trek across the woody stretch of plains in pursuit of your quarry.

You find the trail, the prints in the light snow leading you on the path. The white stag has been elusive, but you will not be bested by its wild instinct, for you have this brilliant morning sun at your back, pushing you along. Over hills, across frozen streams, through copses of aspens you journey, following scent and track and trail, as if the beams of the sun are guiding you. Finally you see it, the majestic beast standing in a sunlit clearing, its crown of antlers glistening ivory-white.

The stag stamps, it snorts, blowing a plume of hot breath into the crisp air. It drags a mighty hoof through the snow, breaking the fresh crust in challenge. Your bow is in hand, your motion fluid as you take a stance to fire, moving an arrow to the string. As you pull back to fire, though, the stag's eyes shift from their brilliant blue to inky black and red, swirling pools of malice. The string on your bow snaps and the arrow falls from your fingertips. You glance down to see it tumbling towards the ground as the stag suddenly erupts into a charge at an impossible speed. Before the arrow even hits the ground, it seems as though the stag will have gored you with its antlers.

But a blinding white streak from the sun tears down through the atmosphere, manifesting as an arrow from above that strikes the ground between you and the charging stag. A shockwave blasts out in the beast's direction and sends it off of its hooves, flying back as the arrow hums and vibrates, sunk into the earth.

You hear the sound of a horse's whinny above, and you turn to see an alabaster horse descending from the sky, backed by the blazing white sun. Atop the steed is a majestic woman, a tall and lithe form draped in flowing white garments and hair as pure as the snow beneath your feet. She carries a bleached white bow of birch and lands behind you, the horses hooves sending a spray of powder all around you. She smiles, both commanding and comforting, and notches another arrow, aiming it directly at you. Your heart stops, for surely she does not mean to strike you? But she lets it fly, and you can feel the muscles in your throat contract as it tears through the air with such force and fervor that you know you could not hope to survive, but it sails just over your shoulder and impales the stag that was once more in mid-charge, mere inches from you again, which you had failed to notice in the arrival of this figure.

The stag falls dead and the woman rides a few steps closer to you, gazing down at you with white eyes. She gives a long, slow inclination of her head towards you.

"Your bow is broken," she says, dismounting. "Take mine." She places her own glorious weapon in your hands, closing your fingers around it. She strokes her steed's muzzle and lets out a heavy sigh as she looks back over her shoulder towards the sky, where you see the beautiful sun has vanished. "My time grows short. The burden of his bow must be yours to take on, and the white steed needs a rider." She turns to face you and reaches out to touch your cheek. "Three riders must there always be. Break the final seal. Find me." And with that, she and her horse disappear into silver mist, leaving you alone in the wilds.

You awaken.

Byakko:

You dream...

The silvery moon looks down upon you, the silvery smile of Tsukiyo under which you have felt solace and a connection with a life that could have been for some time. You sit atop the hill outside the silver smithy in Kalsgrad, letting the toil of the day melt off of you as Enii curls by your side. The firelight of torches and lanterns in the city slowwly begin to flicker out, leaving you wwith only the stars and splendid moon, and you find it so peaceful you can't help but sleep...and you awaken to a much different scene. As you stand and stretch and turn to face Kalsgrad, you see it in ruin. Buildings broken and torn, land scarred and gutted, and the bodies of the citizens lining the streets. Your heart nearly erupts from beating so fast as you run to your smithy, the tiger at your heels. It has not been spared the fate of the rest, and it too lies in ruins, dismantled by some unknown force. Still, you pick your way inside through the rubble, the tension and fear catching in your throat. Your master is within, frozen in a block of ice, his face twisted in a final expression of horror and agony. You run over and pound your fists on the ice, but there is no response, nothing to gain but hurt hands and the supernatural cold radiating from the ice.

It takes you minutes, hours, your aren't sure, to force yourself to leave the building. In the streets, you find that many others have befallen similar fates, frozen in time in sheets of bewitched ice, or rent by the claws of ice trolls, or stuck with dozens of needle-like arrows from the cold, malicious sprites. You look up to the sky as to not look at the carnage, and you see, to your surprise, that the brilliant white moon still sits in the sky above you. Yet it is not the moon after all, but a brilliant white sun, blazing fiercely in warm strength in complete antithesis to the scene below.

You scream to the celestial body, for the radiance in it is so powerful it couldn't possibly be a mere star in the sky. Is it Tsukiyo in disguise? Why else would it be here, shining its light down upon you? You run back up the hill you had slept on to get as close to the sky as possible, and beseech the sphere for answers, for anything.

Sunbeams suddenly descend in response, bathing you in a spotlight. You shield your eyes from the overbearing light, and you hear the sound of a horse whinnying in the distance, until through your squinting eyes you see a majestic white horse coming down in the column of light, the most impressive steed you have ever seen. On its back a tall, handsome woman draped in raiments of white with flesh, hair, and eyes as crisp and pure as fresh snow. The horse lands near you and snorts, but you feel a commanding presence from both it and the rider, and even Enii is cowed in their gleam.

"You behold a world that will come to pass if this course cannot be corrected," the woman says, her voice as powerful and beautiful as a thunderstorm. She sighs and shakes her head, casting her eyes to the ground. "I tried, but now my time is short. These reins must be taken up anew." She dismounts and steps towards you, reaching out to touch your cheek with her delicate hand. "The riders must ever be Three," she says. "Break the final seal. Find me. Take the reins."

With that, she and steed both vanish in mist and cloud, leaving you standing atop the hill.

You awake to Mithas rousing you for your watch.

As you take your spot outside to watch the area, you see that the drunkards are still asleep. Night in the forest brings a whole new darkness to the landscape, and you can feel the shadows crushing in around you. The darkness in the forest beyond ebbs and swells, as if some giant beast soundless writhes just out of sight, but all is silent. Even the wind is still, seemingly scared by the dark.. but fortunately, the night seemingly keeps other things at bay as well, and your watch passes, and you rouse the next in line as you settle back in to sleep once more.

Geedra and Skäne:

During each of your watches, you are unsettled by the heavy, dead silence that hangs over the entirety of the woods. Night in this forest brings with it a darkness that dwarfs the ominous shroud it had during the day, the shadows pressing in around you. Even the wind dares not cross the forest by night, and the sounds of rustling leaves and the howling breeze are completely absent. The only noises you hear are the occasional grunts and shifts of the sleeping merchants, still knocked out cold by their charmed inebriation. Beyond sight, behind the cage of trees around you, the overbearing darkness ebbs and swells as if a great beast was churning just beyond vision, a soundless tension that keeps you on edge. Fortunately, whether it the darkness of the forest or those trinkets in the trees above, your watches come to an end, with Skäne's being the final one as the shadows loosen their grip ever so slightly to signify that the night is over.

As you all awaken and gather back outside the cabin, you see that the three merchants rise as well, each one stumbling as they get to their feet and holding their heads.

"What...where," one says, blinking to get a read on his surroundings. He starts a bit when he sees you. "Ho there! Ah...damn...who are you? Where are we? I must say my head is a bit...fuzzy."

"Quiet down," another says. "Your voice is like a hammer. By the gods...I can't even remember..." He looks around. "Aye, indeed, who are you lot? And...how'd we get into some woods?"

"Woods?" says the third. "Well, I'll be....I don't recall us wandering through the woods. Weren't we on our way to the inn?"


Male Human (Ulfen) Vigamaðr-Lochlannach (Fighter - Vikingr) 8 | HP: 83/83 | AC: 29 T 12 FF 27 | Saves: Fort +10, Ref +4, Will +5 | CMD: 26, CMB: +12 | Init: +3 | Perception +3| 20ft. Move | Rage 0/17

Skäne accepts the healing of his battered body, then hunkers down to allow his equally weary spirt some respite by the fire.

Upon rising for his watch the warrior keeps shield and spear at hand, trusting in the glowing morn light to aid his vigil.

As the trio of merchants rouse, Skäne meets their questions with a scowl and blunt words;

"You are all dārær (Skald: fools/buffoons) A fey seiðr (Skald: enchanted) the three of you. Who we are is not your snerta (Skald: concern)."


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

Geedra points in the direction of the village they came from and admonishes the men. ”Puny humans am get back home. Leave forest and leave tricky evil Fey! Don’t return or Geedra am cast big big curse on you,” she says, trying to warn them away.


Male Half-Elf Lunar Oracle 8 (Dual Cursed) | AC 24 (22 w/o Shield) (T 12, FF 20/18) | HP 37/70 | Spell Slots 1st: 7/7, 2nd: 5/7, 3rd: 4/5, 4th 3/3 | Gift o'Bite 5/6 | F+7 R+8 W+6 | Init +5 | Perc +7 | 20ft Armored Move

Byakko rises yawns and stretches. "Well fellas, and gobwoman, I'm up for breaking seals now! Not even these drunk nobles could foul my mood, the rider in white awaits! Errr, did anyone else dream of a women rider in white? Nice bleedin' horse..."

Hearing Skäne and Geedra outside he too berates the drunks, "Fools, stay away from the drink if ya make it out of here alive!" Seeing them sober and bewildered Byakko takes pity and directs the one complaining of his companion's voice how to get out of the forest. His kindness does not extend to said nobles head though, as he directs him at a volume and vicinity suited for a deaf pensioner.

Try the path off the last font we haven't explored? Heads NW I believe?


Rogue(Scout) 7 , hp 45/45, AC 20(T14/FF16) CMD 20, Init +7, Perc +10 (+12 traps). F+5/R+10/W+3 Vanish 5/5

Mithas awakens from is rest more pensive than normal, but Byakko's mention of the woman in white wakes him from his contemplation.

He nods, "I had a most vivid dream, and yes there was a woman in white that spoke to me in it." He recounts what he can recall of it. See spoiler above.

"It seemed to be more than just a normal dream, which isn't to surprising given our surroundings." He looks about the fey forest with distrust. "If there is any truth in it, then we have but one more seal to break and perhaps not all the fey in here are aligned against us."

Yup last area to check. Mithas will take point and scout ahead a bit. Take 10 Stealth(23) and Perc(19).


Male Half-Elf Lunar Oracle 8 (Dual Cursed) | AC 24 (22 w/o Shield) (T 12, FF 20/18) | HP 37/70 | Spell Slots 1st: 7/7, 2nd: 5/7, 3rd: 4/5, 4th 3/3 | Gift o'Bite 5/6 | F+7 R+8 W+6 | Init +5 | Perc +7 | 20ft Armored Move

Kellan catches Mithas' response as he turns back from the noble with a grin.

"Aye, she did say i'twas the final seal didn't she. Three riders, three seals... Coincidence or not, she wants that seal broken and my dream..." He pauses, his eyes widen and a his grin slips as a thundercloud passes over his expression, "Gods above... I'd forgotten... She showed me a vision, this... could all end very badly." He relates his dream as spoiled above. "Wouldn't mind taking the reins o'that beast but I'd hate to run into your stag Mithas. Or my future..."

Byakko and Enii will take up rear guard, lagging not quite out of sight behind the group.

Byakko Stealth: 1d20 + 3 ⇒ (16) + 3 = 19
Enii Stealth: 1d20 + 6 ⇒ (8) + 6 = 14
Perception: 1d20 + 5 ⇒ (19) + 5 = 24

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