Reign of Winter in Winter (Inactive)

Game Master DoubleGold

Map is up


501 to 550 of 654 << first < prev | 4 | 5 | 6 | 7 | 8 | 9 | 10 | 11 | 12 | 13 | 14 | next > last >>

8-07 Map DungeonMaster

She wants you to leave the goblins alone.
Who is taking first and second watch
chances of something happening first watch: 3d100 ⇒ (38, 49, 73) = 160
chances of something happening second watch: 3d100 ⇒ (90, 70, 80) = 240 not saying if high or low is good. The chances are low though.


Loot HP 35/35 | AC 24 F 23 T 11 |F +7, R +3, W +7 | CMD 19 | Init +2 | Perc +13| | Therm HP 34/34 |AC 19 | F +6 R +4 W +2 | CMD 15 | Resources

Goliath will take first watch.


m N duergar Biohacker 9 | sp 6/72 | hp 60/60 | rp 10/10 | EAC 21 KAC 22 [+4 bull rush and trip] | Resist Fire 5| F+9 R+3 W+8 [+2 vs poisons, spells, and spell-like abilities] [-2 vs emotions] | Init +1 | Perc +21, DV60' | Sense M +21, Li&Pi Science +21| Biohack 4/7 | BT + | Spark + | Tranq + | Rage + | Haste 9/10

Tulgram will be the second.


Male CG Half-Elf Barbarian | HP 79/79, DR 4/-| AC 21 T 19 FF 13 (+4 if 2 adjacent enemies) | CMB +16*, CMD 28* *+2 Sunder| F: +10, R: +11, W: +4 | Init: +8 | Perc: +13, SM: +0, Dipl -2, UMD +10 | Speed 30 | ER Cold(5) | Rage (Controlled) 20/20, Havoc 1/1, Spell Sunder 1/rage | Rage Powers: +3 DMG vs Magic, +7 saves against magic (including allies), +1 saves against evil casters Active conditions: None

Halros will join Goliath in first watch, if the druid is amenable.


Loot HP 35/35 | AC 24 F 23 T 11 |F +7, R +3, W +7 | CMD 19 | Init +2 | Perc +13| | Therm HP 34/34 |AC 19 | F +6 R +4 W +2 | CMD 15 | Resources

He smiles and nods.


8-07 Map DungeonMaster

Something does happen what: 1d4 ⇒ 1 You hear knocking at the door. Anyone home? Sounds like goblin children.


Loot HP 35/35 | AC 24 F 23 T 11 |F +7, R +3, W +7 | CMD 19 | Init +2 | Perc +13| | Therm HP 34/34 |AC 19 | F +6 R +4 W +2 | CMD 15 | Resources

Perception: 1d20 + 16 ⇒ (16) + 16 = 32

Goliath listens to try and tell if it is actually goblin children, to hear if they are setting up a prank (burning bags of stuff, etc) or if there is something else going on.


8-07 Map DungeonMaster

Goliath knows they are goblin children. He can even look out the boarded window without being seen and no pranks. Open up, we know you are there, if you are not, we take this empty house for ourselves. If you are and hiding it from us, we tell our parents. It cold out here and the other tribe won't let us near their fire.


Loot HP 35/35 | AC 24 F 23 T 11 |F +7, R +3, W +7 | CMD 19 | Init +2 | Perc +13| | Therm HP 34/34 |AC 19 | F +6 R +4 W +2 | CMD 15 | Resources

Goliath at 12 ft tall opens the door.

"Shhhhh. Stay quiet and I will let you warm up."


Knowledge Checks Male N Human (Ulfen) Skald 1 - Init. +1, Senses Normal Vision Perception +0, AC 16/ touch 11/ ff 15 (buckler ON); CMD 14; hp 10/10, F+5, R+1, W+2, Speed 20 ft.

Sense Motive to see if goblins lying about not letting them near their fire...: 1d20 + 14 ⇒ (2) + 14 = 16

Bloodfury begins to hum. "Shhh... Bloodfury... you will wake the HUMAN children..." says Uthred, petting his greataxe, "I know how you like goblin blood, but those are too small... not enough blood to spill you see? all filth and bones mostly..."

Intimidate, Raiment, Heroism: 1d20 + 9 + 5 + 2 ⇒ (15) + 9 + 5 + 2 = 31


Male CG Half-Elf Barbarian | HP 79/79, DR 4/-| AC 21 T 19 FF 13 (+4 if 2 adjacent enemies) | CMB +16*, CMD 28* *+2 Sunder| F: +10, R: +11, W: +4 | Init: +8 | Perc: +13, SM: +0, Dipl -2, UMD +10 | Speed 30 | ER Cold(5) | Rage (Controlled) 20/20, Havoc 1/1, Spell Sunder 1/rage | Rage Powers: +3 DMG vs Magic, +7 saves against magic (including allies), +1 saves against evil casters Active conditions: None

Halros stays silent as the giant opens the door- glancing curiously at the small goblin children. As if to reinforce the response from Uthred, he keeps one hand on the hilt of his blade and leans it gently between his leg and the door frame.


8-07 Map DungeonMaster

Goliath lets the goblins in
The goblins are afriad of Uthred a little, but they also think he is crazy and Uthred knows they aren't lying
Cool, read us a story. You have a children's book, a long novel that would take you hours to read, or you can read them one of the 200 page pathfinder books on her shelf, like Winter Witch. Heroes are tired and want to get to sleep, but the goblins really want to hear a story. Now or in the morning, now we prefer.


Knowledge Checks Male N Human (Ulfen) Skald 1 - Init. +1, Senses Normal Vision Perception +0, AC 16/ touch 11/ ff 15 (buckler ON); CMD 14; hp 10/10, F+5, R+1, W+2, Speed 20 ft.

"Uthred will tell you a story about the lands of ice and snow... come! gather around little lemon-headed friends!"

Uthred casts 'Cultural Adaptation' to adopt the goblins' expressions, mannerisms and slang... and starts telling them stories related to dogs and horses...


Loot HP 35/35 | AC 24 F 23 T 11 |F +7, R +3, W +7 | CMD 19 | Init +2 | Perc +13| | Therm HP 34/34 |AC 19 | F +6 R +4 W +2 | CMD 15 | Resources

Goliath thinks to himself, it's better he did not read. Reading can scare goblins.


m N duergar Biohacker 9 | sp 6/72 | hp 60/60 | rp 10/10 | EAC 21 KAC 22 [+4 bull rush and trip] | Resist Fire 5| F+9 R+3 W+8 [+2 vs poisons, spells, and spell-like abilities] [-2 vs emotions] | Init +1 | Perc +21, DV60' | Sense M +21, Li&Pi Science +21| Biohack 4/7 | BT + | Spark + | Tranq + | Rage + | Haste 9/10

- Good. I'll tell ye a story too... about the great male warrior who won his throne in the Icy Abyss...

I'm ready not to sleep at all and in the morning cast Lesser Restoration on self.


Male CG Half-Elf Barbarian | HP 79/79, DR 4/-| AC 21 T 19 FF 13 (+4 if 2 adjacent enemies) | CMB +16*, CMD 28* *+2 Sunder| F: +10, R: +11, W: +4 | Init: +8 | Perc: +13, SM: +0, Dipl -2, UMD +10 | Speed 30 | ER Cold(5) | Rage (Controlled) 20/20, Havoc 1/1, Spell Sunder 1/rage | Rage Powers: +3 DMG vs Magic, +7 saves against magic (including allies), +1 saves against evil casters Active conditions: None

Halros begrudgingly makes his way to a corner of the room, and attempts to keep his eyes open listening to the stories told by the now strange mannerisms of Uthred. As the fire flickers and the stories drag, he slowly falls asleep- blade still in hand.


8-07 Map DungeonMaster

Goblins get the idea from the story and you all sleep and they sleep here too. In the morning they all go out and train wild wolves killing the dangerous goblins tribes around and the Ogre without being touched. They ride back here, Wow, that was an inspirational story. And they build icy weapon from Tulgrams story. If we want the Icy Abyss, we better do this. They even hide in the snow being small sized and build snowman hiding in it, taking out Merrows, the quickling and four fishcamp guards. careful what you teach a bunch of goblins, they get inspired. One of them does die though while the other two live. Then they go on their way.

Troll Bridge which they cleared out for you
Crosses a small river leading to Glacier lake.

They help you get into the Fishcamp and leave because they took out the guards for you. One of the two Ogres is dead as he adventured outside the camp, the Ogre the goblins killed.

Treasure three +2 arrows, three
+1 arrows, a frost-forged chain shirtuE, a masterwork cold iron battleaxe, and a leather pouch containing two blue sapphires (worth 50 gp each) and 20 gp in coins. 4 mwk studded leather, 4 daggers, 4 ogre hooks, 80 more gp

In your way you see one Ogre and a Talgan guard just outside a camphouse
init: 5 + 1d20 ⇒ 5 + (11) = 16 bad guys
init: 8 + 1d20 ⇒ 8 + (19) = 27 Halros
init: 6 + 1d20 ⇒ 6 + (5) = 11 Tulgram
init: 3 + 1d20 ⇒ 3 + (16) = 19 Goliath
init: 1d20 + 1 ⇒ (17) + 1 = 18 Uthred
init: 1d20 + 2 ⇒ (5) + 2 = 7 Darmok map is up, yes it is a different house, but as there is no combat inside the house or a map of it, it is reusable.


Knowledge Checks Male N Human (Ulfen) Skald 1 - Init. +1, Senses Normal Vision Perception +0, AC 16/ touch 11/ ff 15 (buckler ON); CMD 14; hp 10/10, F+5, R+1, W+2, Speed 20 ft.

"They deserve the BLOODSONG!!!!!" screams Uthred, son of Uthred, before blowing a long note from his horn and beginning to sing with a deep guttural voice!

♫ I smell blood around
Valkyries are flying in the sky!
My fate belongs to the gods!
Through the sea,
Through fire,
Through honorable death in fighting,
We will come to the sacred land! ♪♫

Move action- Inspired Rage: +4 morale bonus to STR & CON, +3 morale bonus to Will Saves. Rage Powers: Lesser Elemental Blood - +1d6 electricity dmg on melee attacks; Raging Grappler rage power

The song quickens the blood, despite the long, slow notes...

Standard action- Haste to himself and 7 more people.. first ones to post to claim it first!! TO BATTLE!!!


m N duergar Biohacker 9 | sp 6/72 | hp 60/60 | rp 10/10 | EAC 21 KAC 22 [+4 bull rush and trip] | Resist Fire 5| F+9 R+3 W+8 [+2 vs poisons, spells, and spell-like abilities] [-2 vs emotions] | Init +1 | Perc +21, DV60' | Sense M +21, Li&Pi Science +21| Biohack 4/7 | BT + | Spark + | Tranq + | Rage + | Haste 9/10
Someone said wrote:
Wow, that was an inspirational story. And they build icy weapon from Tulgrams story. If we want the Icy Abyss, we better do this. They even hide in the snow being small sized and build snowman hiding in it, taking out Merrows, the quickling and four fishcamp guards.

- Bah! So cute that are, don't ya think so, comrades? Aye, bloody green small bastards, but smart they are! I like them...

----------

-Come at me bloody ogre! Try me! C'mon!

Casts Divine Favor and Moves to ogre with haste; AC vs ogre is 26; AoO?

P/S By the way, the snow map that you used in the beginning I liked much more! ))


Loot HP 35/35 | AC 24 F 23 T 11 |F +7, R +3, W +7 | CMD 19 | Init +2 | Perc +13| | Therm HP 34/34 |AC 19 | F +6 R +4 W +2 | CMD 15 | Resources

Goliath unleashes on the ogre.

Attack: 1d20 + 18 ⇒ (5) + 18 = 23
Damage: 2d8 + 23 ⇒ (6, 1) + 23 = 30

Attack Haste: 1d20 + 18 ⇒ (5) + 18 = 23
Damage: 2d8 + 23 ⇒ (7, 8) + 23 = 38

Attack: 1d20 + 14 ⇒ (13) + 14 = 27
Damage: 2d8 + 23 ⇒ (7, 6) + 23 = 36

Saber then attacks

Attack: 1d20 + 13 ⇒ (14) + 13 = 27
Damage SB: 1d6 + 12 ⇒ (5) + 12 = 17
Grab: 1d20 + 18 ⇒ (3) + 18 = 21

Attack: 1d20 + 13 ⇒ (9) + 13 = 22
Damage SB: 1d6 + 12 ⇒ (5) + 12 = 17
Grab: 1d20 + 18 ⇒ (12) + 18 = 30

Attack: 1d20 + 13 ⇒ (15) + 13 = 28
Damage SB: 1d6 + 12 ⇒ (2) + 12 = 14
Grab: 1d20 + 18 ⇒ (5) + 18 = 23

If it is still standing I will roll the electricity damage that jumps from the raging weapons.


8-07 Map DungeonMaster

Goliath kills the Ogre and the Sabre kills the other guy Combat over


8-07 Map DungeonMaster

Okay, so you investigate the inside of the house and it has a picture of all the humans and orcs. You know someone else is here or should be here, as there is a face missing, in other words, more picture faces than actual faces you fought, like where is Larry? Maybe they are old pictures and he died a while back, but these seem recent.

You see some treasure but also spot a poison dart trap hard to disable to get to the treasure. dc 24 to disable it.

Treasure
Treasure: Inside Marcian's locker is
an assortment of the gang's valuables
that Marcian has been holding onto
for "safekeeping." The locker contains
a wand ef spider climb (17 charges),
a small pouch holding four uncut
rubies worth 50 gp each, 179 gp in
assorted coinage, and a curious silver
mirror engraved with the image of two
lovers embracing that's worth 100 gp.
The locker also contains all RingGeir's equipment, a Dwarven heroe. dustburst pelletsAPG (3), potions of cure light
wounds (2), oils of grease (2), potion of undetectable alignment,
alchemist's fi re (2); Other Gear padded armor, club, dagger,
mwk sling with 10 bullets, amulet of natural armor +1, cold weather gear, thieves' tools , 6 gp, 9 sp. You also find the Dwarf tied up.
You know Larry the Rogue is suppose to be here? How do you proceed. Larry the Rogue is a bad guy.


Loot HP 35/35 | AC 24 F 23 T 11 |F +7, R +3, W +7 | CMD 19 | Init +2 | Perc +13| | Therm HP 34/34 |AC 19 | F +6 R +4 W +2 | CMD 15 | Resources

Goliath will search for any clues as to where Larry could have gone, or if he is hiding. Failing that he will look for any reasons he would have left.

Perception: 1d20 + 17 ⇒ (15) + 17 = 32

Does Goliath know any rumours about Larry the rogue?

Local: 1d20 + 13 ⇒ (17) + 13 = 30

Sabar will smell for any clues or hidden people.


8-07 Map DungeonMaster

Sabar knows nothing about this Rogue, only that his name is mentioned and he is dressed like a Rogue. He does notice him outside, blended in a snowy tree 100 feet from the camp. what do you do? Goliath can keep staring in the window while the others go that way, but then he'll know you see him if you look in that direction too long, but at the same time, you take your eyes off him he might move as he might have already noticed that you notice him, or he just might move around anyway.


Male CG Half-Elf Barbarian | HP 79/79, DR 4/-| AC 21 T 19 FF 13 (+4 if 2 adjacent enemies) | CMB +16*, CMD 28* *+2 Sunder| F: +10, R: +11, W: +4 | Init: +8 | Perc: +13, SM: +0, Dipl -2, UMD +10 | Speed 30 | ER Cold(5) | Rage (Controlled) 20/20, Havoc 1/1, Spell Sunder 1/rage | Rage Powers: +3 DMG vs Magic, +7 saves against magic (including allies), +1 saves against evil casters Active conditions: None

Halros will grab a potion of cure light, if that is OK with everyone

Quietly, the half-elf steps up to the door, near Goliath. "What do you see?" Without looking around, he listens to Goliaths description and plan as he readjusts the grip on his blade.


8-07 Map DungeonMaster

okay everyone what is the plan? Charge, half of you sneak. Is Halros too looking out the window to see? Each one of you that looks out puts you at risk of him knowing, but then maybe you'll track him better/get a better advantage. You see Larry the Rogue throw a dagger and take down an Elk cleanly, then comes down from the tree to to reclaim his dagger and climbs back up. Guys! He yells Food is ready but nobody comes or even responds to him for at least twenty seconds. Does he even know you killed the guards or is he talking to someone else perhaps more guards?


Male CG Half-Elf Barbarian | HP 79/79, DR 4/-| AC 21 T 19 FF 13 (+4 if 2 adjacent enemies) | CMB +16*, CMD 28* *+2 Sunder| F: +10, R: +11, W: +4 | Init: +8 | Perc: +13, SM: +0, Dipl -2, UMD +10 | Speed 30 | ER Cold(5) | Rage (Controlled) 20/20, Havoc 1/1, Spell Sunder 1/rage | Rage Powers: +3 DMG vs Magic, +7 saves against magic (including allies), +1 saves against evil casters Active conditions: None

Not looking out the window- just coming over to have a casual conversation with Goliath


Loot HP 35/35 | AC 24 F 23 T 11 |F +7, R +3, W +7 | CMD 19 | Init +2 | Perc +13| | Therm HP 34/34 |AC 19 | F +6 R +4 W +2 | CMD 15 | Resources

Without looking out the window Goliath will whisper, "Being watched by the man in the photo. Roguish Type. I think Sabar can outrun him and grab him. But another plan would be great."


Male CG Half-Elf Barbarian | HP 79/79, DR 4/-| AC 21 T 19 FF 13 (+4 if 2 adjacent enemies) | CMB +16*, CMD 28* *+2 Sunder| F: +10, R: +11, W: +4 | Init: +8 | Perc: +13, SM: +0, Dipl -2, UMD +10 | Speed 30 | ER Cold(5) | Rage (Controlled) 20/20, Havoc 1/1, Spell Sunder 1/rage | Rage Powers: +3 DMG vs Magic, +7 saves against magic (including allies), +1 saves against evil casters Active conditions: None

"Speed is not my forte, though I will best anyone in the open field. Who do we have that might outflank this man?"


Knowledge Checks Male N Human (Ulfen) Skald 1 - Init. +1, Senses Normal Vision Perception +0, AC 16/ touch 11/ ff 15 (buckler ON); CMD 14; hp 10/10, F+5, R+1, W+2, Speed 20 ft.

Hey... what the hell is going on? I feel like I just stepped into a funkadelic dream from the 60s! :P


Loot HP 35/35 | AC 24 F 23 T 11 |F +7, R +3, W +7 | CMD 19 | Init +2 | Perc +13| | Therm HP 34/34 |AC 19 | F +6 R +4 W +2 | CMD 15 | Resources

The house with the fey had pictures of a family. One of the people in the pictures is saying on us from the outside. That person looks roguey but I don't know how we know he is a bad guy. I could be wrong I'm a little confused.

Goliath pets sabar and cast longstrider. If people agree to the plan he will send Sabar to grab the person.


8-07 Map DungeonMaster

Sabar needs to make stealth roll and an init roll if that plan goes through. Init roll is just in case he is spotted in time to act before he does, so all you have to beat is one of the two rolls. The guy in the picture you have a reason for him to be a bad guy. Those guards you killed were in the pictures and they were bad, he probably works for them. It could be a group or a family. Then again he could be a good guy, as you haven't seen him do anything hostile.
init: 4 + 1d20 ⇒ 4 + (9) = 13
perception: 8 + 1d20 ⇒ 8 + (20) = 28


Loot HP 35/35 | AC 24 F 23 T 11 |F +7, R +3, W +7 | CMD 19 | Init +2 | Perc +13| | Therm HP 34/34 |AC 19 | F +6 R +4 W +2 | CMD 15 | Resources

Goliath will give the group a few seconds to suggest another option then he will try to deal with the situation.


Loot HP 35/35 | AC 24 F 23 T 11 |F +7, R +3, W +7 | CMD 19 | Init +2 | Perc +13| | Therm HP 34/34 |AC 19 | F +6 R +4 W +2 | CMD 15 | Resources

Stealth: 1d20 + 1 ⇒ (7) + 1 = 8
Initiative: 1d20 + 3 ⇒ (19) + 3 = 22

"Well, I'm too big to sneak why don't you come out and talk to us?"

Diplomacy: 1d20 + 16 ⇒ (3) + 16 = 19

"I really don't what to have to chase you I just want to talk."

How far away is this guy on the map?


8-07 Map DungeonMaster

Who are you, and where'd you come from? Have you seen my men? In the small house on the right, which is actually a tree. Rule of Cool, since you guys put this in my head. He is actually suppose to be a bad guy, but I'm thinking of making him not one.


Loot HP 35/35 | AC 24 F 23 T 11 |F +7, R +3, W +7 | CMD 19 | Init +2 | Perc +13| | Therm HP 34/34 |AC 19 | F +6 R +4 W +2 | CMD 15 | Resources

"Your friend attacked us. It was rather fortune but they have been tricked it to following as evil witch. We tried to be peaceful, but they were not willing to talk. Why don't you tell us your story and we can all be civil."


8-07 Map DungeonMaster

I work for these guys. And I doubt they follow an evil witch. They don't tell me what they do, but if they ask me to do something I do it. Need a bounty hunter, they send me. Need food, they send me. I've worked for this cult now for three months, if they were evil, I'd know it by now. They tell me the people trying to shut down the portals are evil, and that all the fey I see attacking innocent people are actually not innocent people, as in they gotten away with crimes Scott-free. I believe them cause they found me and didn't kill me outright. They said they needed someone with my skill to right the wrongs of man. Wait, if they attacked you, then did you all rob a bank, treasury, merchant and get away with it?


Loot HP 35/35 | AC 24 F 23 T 11 |F +7, R +3, W +7 | CMD 19 | Init +2 | Perc +13| | Therm HP 34/34 |AC 19 | F +6 R +4 W +2 | CMD 15 | Resources

"I can't say I'm a good person but I am definitely not a bad one. I have committed no crimes like you have suggested. But I am responsible for protecting a family and have been attacked by fey and bandit alike. I have done what is needed to protect them. That is as much as I can say for myself. We are on our way to Whitethrone and we don't want any more conflict than needed."


8-07 Map DungeonMaster

Well, I guess I'll never really know what my cult did, so, well I guess I have food for myself now. I should probably head back to the nearest town after my dinner He then starts cooking his food.

The now free dwarf travels with you.

Part 2, the Howlings
After his rescue, Ringeirr invites the PCs to his modest
hut, where they have the opportunity to eat hot food and
rest without having to fight the elements.

He reviews what Nadya may have already told them, but then divulges a secret of which even Nadya was unaware: Sometime after
he came to terms with the los s ofhis wife and son, Ringeirr
was contacted by the underground resistance group called
the Heralds of Summer's Return. These resistance fighters
in Whitethrone are members of a clandestine cult of Milani
who maintain a secret shrine to the goddess in the city.
After meeting them, Ringeirr found a new purpose in
helping the oppressed people ofWhitethrone . Now an agent
of the Heralds, he smuggles the desperate out of the city and
brings in much needed supplies to the resistance .
Ringeirr makes it clear how difficult it has become
recently to get in and out of the city. He affirms what the
PCs have likely already learned from the Black Rider-that
Queen Elvanna has seized power from her mother, Baba
Yaga, and intends to remain on the throne on Irrisen. He
also adds that she has removed the Iron Guard from power
and instituted a new military force in its place, the Winter
Guard, loyal to her alone . Elvanna has also declared martial
law in Whitethrone, making it extremely dangerous to go
through the city's primary gates . Traffic still passes through
the city gates, but it has a slowed to a crawl, with large
contingents of the Winter Guard performing thorough
searches of anyone entering or leaving Whitethrone .
Entering the city isn't the only problem, Ringeirr
explains-citizens are routinely checked even within the
city. The PCs need papers authorizing their movement
throughout Whitethrone, not just through its gates, but
Ringeirr thinks they might be able to exploit a loophole .
He describes a privileged group of Jadwiga called stilyagi,
young nobles known for their outlandish behavior and
styles of dre s s . Like-minded stilyagi form gangs that adopt
the cultural and stylistic trappings of other lands and
peoples-even pretending to be adventurers from other
nations . With their wealth and indolent lifestyle, stilyagi
are also notorious for the recruitment of foreigners (even
those of other races) to Whitethrone to act as companions,
teachers, and advisors-at least until they grow tired of
them. Ringeirr suggests that the PCs could take the roles
of stilyagi and their foreign guests to move about the city.
While the PCs might want to forge their own identity
papers, Ringeirr knows an eccentric forger in Whitethrone
who not only can prepare the correct documents, but also
knows the secret household symbols of many of the city's
Jadwiga clans and can reproduce them with arcane marks
for added authenticity. See the sidebar on page 30 ifthe PCs
want to create their own forged papers. The forger, a man named Mortin, lives o n the borders of the district known as the Howlings, which is predominantly controlled by winter wolves, but it is the one district Ringeirr feels he might be able to get the PCs through and into the city. Thanks to an ancient pact with Baba Yaga,
winter wolves can assume human form in the Howling s .
The "Howlings Gate" is not a gate at all but rather a hole
in the city wall that gives the wolves unrestricted acces s to
their district . The wolves are responsible for security of
the district, and Ringeirr knows they're often lax about it
and susceptible to bribery.
In exchange for his help in entering Whitethrone,
Ringeirr does ask for the PCs' assistance in a side mission.
If he is going to get them into the city and take them to
Mortin, he wants to do so while bringing food to desperate
humans who are going hungry, and he'd like their help in
making the delivery.
Once they're safely inside the city, with the PCs in
posses sion of their forged papers and Ringeirr's food
delivery made, Ringeirr will take them to meet his contact
with the Heralds of Summer's Return, a woman named
Solveig Ayrdahl . Solveig is the leader of the cult of Milani
in Whitethrone, and she can give the PCs shelter in the city
and more information on the current conditions there.
If the PCs mention the Dancin. JHut, Ringeirr is aware
that the hut is somewhere in the city, supposedly put on
display. He knows little else about the artifact, but Solveig
Ayrdahl should be able to give them solid intelligence on
the hut's location. So, we need to forge to some papers, stating you work for somebody, like a guard or something. otherwise they will take your weapons, except daggers and armor, and then you have to reclaim them. Or bribe the guards there. Most appear human, but aren't any checks to diguise, bluff, or otherwise are helpful here.


Knowledge Checks Male N Human (Ulfen) Skald 1 - Init. +1, Senses Normal Vision Perception +0, AC 16/ touch 11/ ff 15 (buckler ON); CMD 14; hp 10/10, F+5, R+1, W+2, Speed 20 ft.

"Leave it to me, já?!" says Uthred as they get within a few minutes' walk from the city. He then proceeds to sing a series of spell enhancements, and in moments, he appears like a genuine stilyagi, even talking in the same accent and his hair now white like any typical Jadwiga.

Casts 1) Raiment of Command, 2) Heroism, 3) Disguise Self and 4) Cultural Adaptation. Inside his fur cloak he also holds a wand of 5) tap inner beauty closely, ready to tap himself with it if the guards come his way

Summary in regards to skills:
1. +5 diplomacy/intimidate, and everyone rolls opposed checks at -2 against Uthread;
2. +2 morale to all skills;
3. +10 to disguise;
4. you speak with a native accent/ your body language and gestures mark you as a native of the culture, and you unconsciously make small decisions that help you blend in/ +2 circumstance bonus on Diplomacy/ you also gain a +2 circumstance bonus on Disguise checks to pass yourself off as if you were a member of the culture.
5. +2 insight to all Cha checks.

Total Diplo mod: Base 14 + 5 + 2 + 2 + 2 = +25

Disguise, Disguise Self, Cultural Adaptation, Heroism, Tap Inner Beauty: 1d20 + 3 + 10 + 2 + 2 + 2 ⇒ (2) + 3 + 10 + 2 + 2 + 2 = 21

If they encounter a guard, "These are my guests from another land. I have paid for their passage so they can join my stilyagi gang. Let them pass, yes? They need to keep their weapons so that my gang finally look fearsome. I have lots of food and wine left from my journey to the border. You take yes? then expedite and give us clearance for tonight so we can enter and book inn before all the rooms are taken yes? tomorrow I'll sort them out administratively for the long term. Acceptable my dear guard yes? say, do you have brothers and sisters who would be interested to join my gang? especially if they have wicked attitude and cool hair yes?"

Diplomacy: 1d20 + 25 ⇒ (4) + 25 = 29


8-07 Map DungeonMaster

uthred comes across Greta. Tell you what, clear out this place of goblins, trolls, competing white wolf sellers, yes those competing white wolf sellers can be dangerous, sometimes and annoyance and help do the work that our slaves would do and I'll let you in for free and even let you take one with you. Come right in. You must stay here for a week as the agreement, free inn stay and food as long as you do you work and clear out the threats. She gives Uthred a smile.
She has been added to the map, and so has the new map. Map is small sized right now, will be enlarge when you are in the city and in combat.


Knowledge Checks Male N Human (Ulfen) Skald 1 - Init. +1, Senses Normal Vision Perception +0, AC 16/ touch 11/ ff 15 (buckler ON); CMD 14; hp 10/10, F+5, R+1, W+2, Speed 20 ft.

"No problems New Boss! we have a deal! point me to these fools so we can tear them a new a+$@&@$!"


Loot HP 35/35 | AC 24 F 23 T 11 |F +7, R +3, W +7 | CMD 19 | Init +2 | Perc +13| | Therm HP 34/34 |AC 19 | F +6 R +4 W +2 | CMD 15 | Resources

Goliath just follows along with the plan happy to know there are other freedom fighters that this decades are not wasted.


Male CG Half-Elf Barbarian | HP 79/79, DR 4/-| AC 21 T 19 FF 13 (+4 if 2 adjacent enemies) | CMB +16*, CMD 28* *+2 Sunder| F: +10, R: +11, W: +4 | Init: +8 | Perc: +13, SM: +0, Dipl -2, UMD +10 | Speed 30 | ER Cold(5) | Rage (Controlled) 20/20, Havoc 1/1, Spell Sunder 1/rage | Rage Powers: +3 DMG vs Magic, +7 saves against magic (including allies), +1 saves against evil casters Active conditions: None

Halros does his best not to speak- if approached he will only speak in (and respond to) draconic. Walking through the city, he unfurls his cloak- exposing the just the simple silks underneath. They are bright blue against the white background- with intricate and foreign designs.

"Are these Winter Guard merely fighters? Or do they wield the magics of the white throne?"

Fearsome assassin reduced to petty errand boy at the behest of this... culture.


8-07 Map DungeonMaster

They have magic, or at least the winter wolves can look human. Goblins are all over the place, and few if any would have magic. Some are good, others or many are bad.

Where in town do you want to start looking for bad goblins. Near grocery shops, near houses, near blacksmithing places, manufacturing places, jails (not actual jails, they hold slaves not prisoners), or near playgrounds and parks?


Loot HP 35/35 | AC 24 F 23 T 11 |F +7, R +3, W +7 | CMD 19 | Init +2 | Perc +13| | Therm HP 34/34 |AC 19 | F +6 R +4 W +2 | CMD 15 | Resources

"We should start with places that would benefit a gang shops and smithys if we go around being heroes it my draw attention to us."

I would like to try and use this:

A guildbreaker spends most of his time in cities and large population centers. As a result, he gains an innate sense of comings and goings in the hustle around him. When in an urban environment, a guildbreaker can use the Survival skill to gather information, but only about the movements of creatures and what sort of people (races, social classes, predominant professions, and the like) occupy the community.

Unlike with the normal way to gather information, the guildbreaker studies the signs of the city instead of asking around, so it doesn’t spread word about the nature of his questions to others.

Read the city: 1d20 + 15 ⇒ (11) + 15 = 26


8-07 Map DungeonMaster

Goliath sees what is going on or hears about it. And knows the dangers. One group of goblins just mugged an old lady and took her purse, another group just robbed a small convenient store within the past five minutes. Two different groups on opposite sides of the city, they don't necessarily live in the far corners, but he only has time to purse one. He is even able to figure out what apartments they live in, or where they were last seen. No need to roll a survival check or anything, just pick one of the two groups. You'll be fighting different types of goblins.


Loot HP 35/35 | AC 24 F 23 T 11 |F +7, R +3, W +7 | CMD 19 | Init +2 | Perc +13| | Therm HP 34/34 |AC 19 | F +6 R +4 W +2 | CMD 15 | Resources

Let go for the first group near grocery shops, near houses, near blacksmithing places, manufacturing places, jails.


Knowledge Checks Male N Human (Ulfen) Skald 1 - Init. +1, Senses Normal Vision Perception +0, AC 16/ touch 11/ ff 15 (buckler ON); CMD 14; hp 10/10, F+5, R+1, W+2, Speed 20 ft.

Agreed!


8-07 Map DungeonMaster

goliath and Uthred and the rest follow a group of 4 Goblins and a Winter wolf to an alley they are hidden in. The goblins immiately point weapons at the heroes. The one is wearing robes. They are all wearing Breatsplate armor, except for the one in robes. Two of them in armor are carrying Masterwork Bastard Sword. The other one is carrying a Masterwork pistol.
init: 3 + 1d20 ⇒ 3 + (12) = 15 goblins.
init: 1d20 + 1 ⇒ (14) + 1 = 15 Uthred
init: 1d20 + 3 ⇒ (10) + 3 = 13 Goliath
init: 1d20 + 8 ⇒ (14) + 8 = 22 Halros
init: 6 + 1d20 ⇒ 6 + (9) = 15 Talrgram

501 to 550 of 654 << first < prev | 4 | 5 | 6 | 7 | 8 | 9 | 10 | 11 | 12 | 13 | 14 | next > last >>
Community / Forums / Online Campaigns / Play-by-Post / Reign of Winter in Winter All Messageboards

Want to post a reply? Sign in.