Oxnard's Reign of Winter

Game Master Nathanael Love

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Map Alchemist 1 | HP 10/10 | AC 12; T 11; FF 11 | CMD 11 | F +4 R +4 W +3 | Init +2 | Perc +4 | Active: None

"We need to be on the look our for the faeries as well. We can probably overpower these humans if we plan this right, but a single faerie could throw all our plans into disarray."


HP 32/35 | AC 15 (t 12, ff 15) | CMD 17 | Fort +6, Ref +3, Will +4/7* (+4 vs fear) | perception +0, sense motive +13; +2 initiative | raging song 9/12 | active effects: rage song

"Alright," Lief answers with a nod, "what do we do with this one then? Kill him? If we let him go he'll go right to them and ruin any planning we do..."


Male N Ratfolk | Alchemist 3 | HP 27/27 | AC 20 T 15 FF 16 | CMD 12| F: +3, R: +7, W: +3 | Init: +4 | Perc +8 | Speed 20ft (40ft on riding dog) | Active conditions:

“Nobody will be killed without a trial! We bind them and leave some food. Then we tell the authorities!“


Map Alchemist 1 | HP 10/10 | AC 12; T 11; FF 11 | CMD 11 | F +4 R +4 W +3 | Init +2 | Perc +4 | Active: None

"Ah, yes! Killing in cold blood is frowned upon in civilized society. And we are at least close to civilized around here. But I agree that the risk is large."

Turning his attention to the man, he adds to the intimidate factor by adding his own threat. "Run to town, find a tavern and stay there. Do not talk to anyone about any of this. If you are lucky, you can stay under the radar and save your sorry soul. If we see you or hear about you talking about us, you will not live for long."

Intimidate: 1d20 + 9 ⇒ (18) + 9 = 27


Goblinblood Jade Regent King's Land Seeker's Folly Dwarves

The bandit agrees, and you can assume he will trouble you no more


HP 32/35 | AC 15 (t 12, ff 15) | CMD 17 | Fort +6, Ref +3, Will +4/7* (+4 vs fear) | perception +0, sense motive +13; +2 initiative | raging song 9/12 | active effects: rage song

"Very well," Lief says with a shrug as the man runs away. "What is the plan then? We were fortunate to sneak up on these men, but I doubt we can count on that next time. Do we dare try to storm their building or should we try to lure them out in groups and ambush them?"


N Medium Human Oracle 2| HP 15/15 |AC: 18 FF: 16 Touch: 12 CMD: 12 FCMD: 10 | Initiative +2(with advantage) | Fort: 2 Ref: 2 Will: 3 | Speed 20ft

Runeson lets out a long exasperated sigh as he watches the bandit run back out into the wilderness.

"You southerners are far too soft with your criminals. Best case scenario that man goes back to attacking people on the road, murdering them and stealing their s*+@. We should have hanged him from this tree"

To punctuate his point he taps on a nearby tree as he speaks before turning to address Lief

"I think we should try to sneak in. If we attempt to lure them out they might figure out whats important to us and leverage their hostage against us. I think we need to hit them quick, quiet and before they realize who we are."


HP 32/35 | AC 15 (t 12, ff 15) | CMD 17 | Fort +6, Ref +3, Will +4/7* (+4 vs fear) | perception +0, sense motive +13; +2 initiative | raging song 9/12 | active effects: rage song

Says the guys with the -2 stealth 'bonus', lol


N Medium Human Oracle 2| HP 15/15 |AC: 18 FF: 16 Touch: 12 CMD: 12 FCMD: 10 | Initiative +2(with advantage) | Fort: 2 Ref: 2 Will: 3 | Speed 20ft

Stuff is gonna go sideways so fast! lol. If Runeson drops his shield he would have +2 on stealth, for whatever thats worth.


Male AC 19 HP 31Init 4 Fort 6 Ref 6 Will 1 Goblin Cavalier 1 Alchemist 1 Fighter 1

Aye. Then make what every little preparation you think prudent. And let us be on our way.

and for expediency's sacks for when the group gets moving.

stealth: 1d20 + 8 ⇒ (15) + 8 = 23
voolk stealth: 1d20 + 6 ⇒ (9) + 6 = 15


Goblinblood Jade Regent King's Land Seeker's Folly Dwarves

As you move, you come to the spot H1 on the road. . .

After climbing at least a hundred feet into the hills, the snowy trail finally levels off. In a clearing among the trees, a large wooden lodge overlooks a ravine spanned by a long rope bridge. Smoke rises from the lodge’s two snow-covered chimneys, and large woodpile is stacked against the outer wall. A small outbuilding stands east of the lodge, and a stone well nearly blanketed by snow is barely recognizable to the north. Several tracks lead southwest toward a detached stable.

I will take perception and stealth checks


Map Alchemist 1 | HP 10/10 | AC 12; T 11; FF 11 | CMD 11 | F +4 R +4 W +3 | Init +2 | Perc +4 | Active: None

"Sneaky just isn't my forte, but I will play along."

Stealth: 1d20 + 1 ⇒ (16) + 1 = 17
Perception: 1d20 + 1 ⇒ (2) + 1 = 3


HP 32/35 | AC 15 (t 12, ff 15) | CMD 17 | Fort +6, Ref +3, Will +4/7* (+4 vs fear) | perception +0, sense motive +13; +2 initiative | raging song 9/12 | active effects: rage song

perception: 1d20 + 8 ⇒ (19) + 8 = 27
stealth: 1d20 + 6 ⇒ (16) + 6 = 22


N Medium Human Oracle 2| HP 15/15 |AC: 18 FF: 16 Touch: 12 CMD: 12 FCMD: 10 | Initiative +2(with advantage) | Fort: 2 Ref: 2 Will: 3 | Speed 20ft

stealth: 1d20 + 2 ⇒ (19) + 2 = 21
perception: 1d20 + 1 ⇒ (19) + 1 = 20

AHHHHH, we're so stealthy!


Male N Ratfolk | Alchemist 3 | HP 27/27 | AC 20 T 15 FF 16 | CMD 12| F: +3, R: +7, W: +3 | Init: +4 | Perc +8 | Speed 20ft (40ft on riding dog) | Active conditions:

perception : 1d20 ⇒ 20

stealth : 1d20 + 8 ⇒ (8) + 8 = 16


HP 32/35 | AC 15 (t 12, ff 15) | CMD 17 | Fort +6, Ref +3, Will +4/7* (+4 vs fear) | perception +0, sense motive +13; +2 initiative | raging song 9/12 | active effects: rage song

Lol.


Male AC 19 HP 31Init 4 Fort 6 Ref 6 Will 1 Goblin Cavalier 1 Alchemist 1 Fighter 1

perception: 1d20 + 5 ⇒ (5) + 5 = 10


Goblinblood Jade Regent King's Land Seeker's Folly Dwarves

As you approach, you spot a trap- it is rigged to both trigger an alarm and to fire a crossbow bolt if tripped!

DC 20 Disable Device to disable it, or you can avoid it by going off the path and around.


Male AC 19 HP 31Init 4 Fort 6 Ref 6 Will 1 Goblin Cavalier 1 Alchemist 1 Fighter 1

Kolaach and Voolk step off the path and around the trap.


HP 32/35 | AC 15 (t 12, ff 15) | CMD 17 | Fort +6, Ref +3, Will +4/7* (+4 vs fear) | perception +0, sense motive +13; +2 initiative | raging song 9/12 | active effects: rage song

Sorry, busy weekend.

Lief turns to quietly ask what to do about the trap. When he sees Kolaach and Voolk beginning to make their way around it, he follows suit.


Goblinblood Jade Regent King's Land Seeker's Folly Dwarves

Sidestepping around the trap, but leaving it in place, you appear not to have been noticed yet.

Which direction/to which location do you head?


Map Alchemist 1 | HP 10/10 | AC 12; T 11; FF 11 | CMD 11 | F +4 R +4 W +3 | Init +2 | Perc +4 | Active: None

Which slide are we on?


Male AC 19 HP 31Init 4 Fort 6 Ref 6 Will 1 Goblin Cavalier 1 Alchemist 1 Fighter 1

slide 12 I believe. Do we want to circle all the way around to h6? Or just side step the trap and then continue on more or less the same approach?


Map Alchemist 1 | HP 10/10 | AC 12; T 11; FF 11 | CMD 11 | F +4 R +4 W +3 | Init +2 | Perc +4 | Active: None

I would say move around and back on the path.


N Medium Human Oracle 2| HP 15/15 |AC: 18 FF: 16 Touch: 12 CMD: 12 FCMD: 10 | Initiative +2(with advantage) | Fort: 2 Ref: 2 Will: 3 | Speed 20ft

Runeson nods his head down towards the tracks before whispering

"I think we should follow these tracks, hopefully catch the men unaware, might make our entrance into the building smoother


HP 32/35 | AC 15 (t 12, ff 15) | CMD 17 | Fort +6, Ref +3, Will +4/7* (+4 vs fear) | perception +0, sense motive +13; +2 initiative | raging song 9/12 | active effects: rage song

Lief shrugs then begins quietly following the footprints as instructed.


Male N Ratfolk | Alchemist 3 | HP 27/27 | AC 20 T 15 FF 16 | CMD 12| F: +3, R: +7, W: +3 | Init: +4 | Perc +8 | Speed 20ft (40ft on riding dog) | Active conditions:

Troy also follows.


Goblinblood Jade Regent King's Land Seeker's Folly Dwarves

Following the track to H3:

You can follow them easy enough through the snow.

Twin doors open into this low stable, where five stalls hold three horses and a mix of loose straw. A rack of riding gear hangs on the east wall, and a cast-iron tub sits empty in the corner.

Continuing to the Back Door at H6:

A wooden roof extends over this wide porch. Double doors provide access to the lodge itself. Two small glass windows are set in the walls to either side of the doors.

There are tracks here as well, exiting this back door, crossing to the stable, then returning, as though a bandit checks the stable periodically from here.


Male N Ratfolk | Alchemist 3 | HP 27/27 | AC 20 T 15 FF 16 | CMD 12| F: +3, R: +7, W: +3 | Init: +4 | Perc +8 | Speed 20ft (40ft on riding dog) | Active conditions:

H3

Troy slowly walks into the stables.

Stealth: 1d20 + 8 ⇒ (18) + 8 = 26

Perception: 1d20 + 0 ⇒ (7) + 0 = 7


HP 32/35 | AC 15 (t 12, ff 15) | CMD 17 | Fort +6, Ref +3, Will +4/7* (+4 vs fear) | perception +0, sense motive +13; +2 initiative | raging song 9/12 | active effects: rage song

Lief continues toward the stables with Troy.

stealth: 1d20 + 6 ⇒ (9) + 6 = 15
perception: 1d20 + 8 ⇒ (12) + 8 = 20

When they arrive and find horses, he whispers, "In this weather they must be checking on the animals regularly... you'd have to give them water a little at a time or else it would just freeze, and they may be warming it first to help the horses not to freeze... if we set an ambush here, we might be able to kill a couple of them before we try to storm the building?"


N Medium Human Oracle 2| HP 15/15 |AC: 18 FF: 16 Touch: 12 CMD: 12 FCMD: 10 | Initiative +2(with advantage) | Fort: 2 Ref: 2 Will: 3 | Speed 20ft

Runeson tracks after the rest of the party, nodding when he hears Liefs plan, speaking softly "Sounds like a plan"


Map Alchemist 1 | HP 10/10 | AC 12; T 11; FF 11 | CMD 11 | F +4 R +4 W +3 | Init +2 | Perc +4 | Active: None

Doc shrugs and follows along. He seems more distracted by trying to follow in specific footprints in the snow than looking around for danger.

Just roleplaying poor perception.


Male AC 19 HP 31Init 4 Fort 6 Ref 6 Will 1 Goblin Cavalier 1 Alchemist 1 Fighter 1

Kolaach follows and keeps an eye out for the inevitable trouble.


Goblinblood Jade Regent King's Land Seeker's Folly Dwarves

If you can place yourselves where you want to start inside the stables and give me another stealth roll; Kolaach- someone will also need a handle animal check to keep the horses calm when your wolf comes inside


Male N Ratfolk | Alchemist 3 | HP 27/27 | AC 20 T 15 FF 16 | CMD 12| F: +3, R: +7, W: +3 | Init: +4 | Perc +8 | Speed 20ft (40ft on riding dog) | Active conditions:

Troy sees the horses and tries to calm them down.

"Easy ... easy .." he whispers.

Handle Animal: 1d20 + 4 ⇒ (12) + 4 = 16


Map Alchemist 1 | HP 10/10 | AC 12; T 11; FF 11 | CMD 11 | F +4 R +4 W +3 | Init +2 | Perc +4 | Active: None

Doctor Gareau works with Troy to help keep the animals calm.

Handle Animal, aid: 1d20 + 2 ⇒ (10) + 2 = 12


HP 32/35 | AC 15 (t 12, ff 15) | CMD 17 | Fort +6, Ref +3, Will +4/7* (+4 vs fear) | perception +0, sense motive +13; +2 initiative | raging song 9/12 | active effects: rage song

Lief moves to help with the horses, but decides that Troy and the Doctor have things under control. Instead, he finds a place to hide near the door and does his best to squeeze himself into it.

stealth: 1d20 + 6 ⇒ (14) + 6 = 20


Male AC 19 HP 31Init 4 Fort 6 Ref 6 Will 1 Goblin Cavalier 1 Alchemist 1 Fighter 1

stealth: 1d20 + 8 ⇒ (18) + 8 = 26
voolk stealth: 1d20 + 6 ⇒ (16) + 6 = 22


N Medium Human Oracle 2| HP 15/15 |AC: 18 FF: 16 Touch: 12 CMD: 12 FCMD: 10 | Initiative +2(with advantage) | Fort: 2 Ref: 2 Will: 3 | Speed 20ft

runeson finds a space in the stable to try to hide himself.

Stealth: 1d20 + 2 ⇒ (1) + 2 = 3

I'm so sorry for what I've done to us lol.


Map Alchemist 1 | HP 10/10 | AC 12; T 11; FF 11 | CMD 11 | F +4 R +4 W +3 | Init +2 | Perc +4 | Active: None

Ha! What did you do, shout "Hey, I'm hiding here!"


HP 32/35 | AC 15 (t 12, ff 15) | CMD 17 | Fort +6, Ref +3, Will +4/7* (+4 vs fear) | perception +0, sense motive +13; +2 initiative | raging song 9/12 | active effects: rage song

Lol


Goblinblood Jade Regent King's Land Seeker's Folly Dwarves

You get into position and wait, and sure enough after 15 or 20 very cold, quiet minutes, the door to the stable swings open and two bandits appear to be checking on the horses.

Right at this moment, Runeson decides to let out a massive sneeze:
Perception: 1d20 ⇒ 18
Perception: 1d20 ⇒ 6

And sure enough the bandits hear you!

Realizing the chance for surprise is gone here, you prepare to strike. . .

Initiative:

Gareau Init: 1d20 + 3 ⇒ (8) + 3 = 11
Kolaach Initiative: 1d20 + 4 ⇒ (14) + 4 = 18
Runeson Init: 1d20 + 2 ⇒ (9) + 2 = 11
Runeson Init: 1d20 + 2 ⇒ (5) + 2 = 7
Troy Initiative: 1d20 + 8 ⇒ (4) + 8 = 12
Lief Initiative: 1d20 + 1 ⇒ (16) + 1 = 17
Bandits Initiative: 1d20 + 1 ⇒ (13) + 1 = 14

Turn Order:

1. Kolaach 18
2. Lief 17

3. Bandits 14
4. Troy 12
5. Gareau 11
6. Runeson 11

Looking for Kolaach and Lief before the bandits! The door there to the left of the map is open, opening the other is a move action


HP 32/35 | AC 15 (t 12, ff 15) | CMD 17 | Fort +6, Ref +3, Will +4/7* (+4 vs fear) | perception +0, sense motive +13; +2 initiative | raging song 9/12 | active effects: rage song

sh!t... better try to clear the door in case someone has to run down the other guard before he gets to the main building...

Stepping over to where he is a clear angle to attack from, Lief raises his greatsword and hacks at the guard in front of him.

power attack vs ff: 1d20 + 5 ⇒ (5) + 5 = 10
for: 2d6 + 9 ⇒ (4, 3) + 9 = 16


N Medium Human Oracle 2| HP 15/15 |AC: 18 FF: 16 Touch: 12 CMD: 12 FCMD: 10 | Initiative +2(with advantage) | Fort: 2 Ref: 2 Will: 3 | Speed 20ft

"I mean, what are the odds" Runeson mutters to himself as he aims his crossbow at the bandit on his left.

crossbow: 1d20 - 2 ⇒ (12) - 2 = 10
damage: 1d8 ⇒ 6


HP 32/35 | AC 15 (t 12, ff 15) | CMD 17 | Fort +6, Ref +3, Will +4/7* (+4 vs fear) | perception +0, sense motive +13; +2 initiative | raging song 9/12 | active effects: rage song

Well... if he's got a 10 AC he's pretty screwed... smh


Male AC 19 HP 31Init 4 Fort 6 Ref 6 Will 1 Goblin Cavalier 1 Alchemist 1 Fighter 1

Kolaach aims towards the first guard and fires the crossbow
light crossbow: 1d20 + 6 - 5 ⇒ (3) + 6 - 5 = 41d8 ⇒ 1
Voolk bites: 1d20 + 2 ⇒ (15) + 2 = 171d6 + 1 ⇒ (5) + 1 = 6
trip: 1d20 + 2 ⇒ (12) + 2 = 14


Goblinblood Jade Regent King's Land Seeker's Folly Dwarves

Round 1
Kolaach misses with his crossbow, but the wolf bites the bandit and trips him.

Lief misses.

The bandit on the ground curses, pulling his short sword and stabbing at the wolf.

Short Sword, prone: 1d20 + 3 - 4 ⇒ (8) + 3 - 4 = 7
Damage: 1d6 + 1 ⇒ (2) + 1 = 3

The other bandit draws his short bow, and tracking back fires at Lief.
Short Bow: 1d20 + 2 ⇒ (9) + 2 = 11
Damage: 1d6 ⇒ 4

Runeson fires, and misses.

1. Kolaach 18
2. Lief 17
3. Bandits 14
4. Troy 12
5. Gareau 11
6. Runeson 11

Blue bandit: -6, prone

Pending Troy, Gareau to close round 1, then Kolaach and Lief before the bandits in round 2


Male N Ratfolk | Alchemist 3 | HP 27/27 | AC 20 T 15 FF 16 | CMD 12| F: +3, R: +7, W: +3 | Init: +4 | Perc +8 | Speed 20ft (40ft on riding dog) | Active conditions:

Troy walks out of the other door and hits the bandit!

"Wrong choice of profession"

Scimitar cold iron, blade of mercy nonlethal : 1d20 + 5 ⇒ (14) + 5 = 191d6 + 4 + 1 ⇒ (5) + 4 + 1 = 10

intimidate demoralize free action Enforcer feat : 1d20 + 8 ⇒ (2) + 8 = 10


Map Alchemist 1 | HP 10/10 | AC 12; T 11; FF 11 | CMD 11 | F +4 R +4 W +3 | Init +2 | Perc +4 | Active: None

Gareau pulls out a small branch and plucks off some green to start waving it at Lief. (Get it - using a leaf to help a Lief?)

Doctor Gareau uses a Fortune hex on Lief, allowing him 2 rolls for his next attack. Good luck!

Fortune Hex:
The witch can grant a creature within 30 feet a bit of good luck for 1 round. The target can call upon this good luck once per round, allowing him to reroll any ability check, attack roll, saving throw, or skill check, taking the better result. He must decide to use this ability before the first roll is made


Male AC 19 HP 31Init 4 Fort 6 Ref 6 Will 1 Goblin Cavalier 1 Alchemist 1 Fighter 1

firing at the fleeing bandit
lightcrossbow: 1d20 + 5 ⇒ (4) + 5 = 91d8 ⇒ 8

Voolk bites prone bandit
bite: 1d20 + 2 ⇒ (17) + 2 = 19

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