Oxnard's Reign of Winter

Game Master Nathanael Love

Slides


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

Kolaach downs extracts.
cure light wounds: 1d8 + 1 ⇒ (2) + 1 = 3

voolk stabilize: 1d20 + 2 ⇒ (20) + 2 = 22


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

Sorry- Attack was my intention.


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

will save: 1d20 + 4 ⇒ (17) + 4 = 21

runeson activates the wand again on troy, seeing he is still badly wounded

cure light wounds: 1d8 + 1 ⇒ (7) + 1 = 8


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

The skeletons continue swinging at Kolaach:
Claw: 1d20 + 2 - 2 ⇒ (9) + 2 - 2 = 9
Claw: 1d20 + 2 - 2 ⇒ (15) + 2 - 2 = 15 Both miss!

And at Runeson:

Claw: 1d20 + 2 ⇒ (15) + 2 = 17
Claw: 1d20 + 2 ⇒ (4) + 2 = 6 both miss!

Runeson cures Troy again.

Lief continues fleeing.

Kolaach drinks his extract. Sorry for the confusion there- I put -3 for a placeholder for the wolf taking 3 damage since I wasn't finding its HP, it's at 17/20

After Gareau's action:

Rhokar channels negative energy to heal the skeletons!
Negative Energy: 2d6 ⇒ (2, 2) = 4

Turn Order:
1. Troy
2. Skeletons
3. Runeson
4. Lief
5. Kolaach
6. Gareau
7. Rhokar

Status:
Kolaach: 6/20
Runeson: 8/15
Volk: 17/20
Troy: 9/19
Lief: Frightened 2 more rounds

Red skeleton: -3
Blue Skeleton: -3

Pending Gareau before Rhokar, then Troy before the skeletons again


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:

“Die again!!“ he cries out in pain.

Troy starts to battle dance and attacks the blue skeleton!

Scimitar cold iron, battle dance : 1d20 + 2 + 5 ⇒ (15) + 2 + 5 = 221d6 + 2 + 4 ⇒ (2) + 2 + 4 = 8


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 tries casting Daze on the blue skeleton.

Daze:

School enchantment (compulsion) [mind-affecting]; Level bard 0, inquisitor 0, magus 0, psychic 0, shaman 0, sorcerer/wizard 0, summoner/unchained summoner 0, witch 0

CASTING

Casting Time 1 standard action
Components V, S, M (a pinch of wool or similar substance)

EFFECT

Range close (25 ft. + 5 ft./2 levels)
Target one humanoid creature of 4 HD or less
Duration 1 round
Saving Throw Will negates; Spell Resistance yes

DESCRIPTION

This spell clouds the mind of a humanoid creature with 4 or fewer Hit Dice so that it takes no actions. Humanoids of 5 or more HD are not affected. A dazed subject is not stunned, so attackers get no special advantage against it. After a creature has been dazed by this spell, it is immune to the effects of this spell for 1 minute.


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:

That spell works only on humanoids.


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

Correct, Rhokar can be targetted with it, but not the skeletons.


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

Will: 1d20 + 5 ⇒ (8) + 5 = 13 Geareau dazes Rhokar, and Troy's strike is enough to destroy another skeleton!

Cold Damage: 1d6 ⇒ 2 DC 11 Reflex for Troy and Runeson for half

The Skeleton strikes out again at Kolaach:
Claw: 1d20 + 2 ⇒ (9) + 2 = 11
Damage: 1d4 + 1d6 + 1 ⇒ (4) + (1) + 1 = 6

Claw: 1d20 + 2 ⇒ (12) + 2 = 14
Damage: 1d4 + 1d6 + 1 ⇒ (3) + (5) + 1 = 9 both miss!

Turn Order:
1. Troy
2. Skeletons
3. Runeson
4. Lief
5. Kolaach
6. Gareau
7. Rhokar

Status:
Kolaach: 6/20
Runeson: 8/15 pending 1 or 2 cold damage
Volk: 17/20
Troy: 9/19 pending 1 or 2 cold damage
Lief: Frightened 1 more rounds

Red skeleton: -3

That brings up the party again!


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 10/12 | active effects: --

From somewhere downstairs, Lief’s voice echoes up to mingle with the din of combat... ”AHHhhhhhhhhhhhhhh...”


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:

reflex : 1d20 + 7 ⇒ (19) + 7 = 26

Troy concentrates on the man in the back and casts a ‘hideous laughter’ spell!

DC 15 will save.

He then moves over to him.


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

Kolaach downs a mutagen.+2 natural armor, +4dex,-2wis for 10 minutes

Voolk bites skeleton
Voolk bites and trips: 1d20 + 2 ⇒ (5) + 2 = 71d6 + 1 ⇒ (6) + 1 = 71d20 + 2 ⇒ (4) + 2 = 6


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

"Trying to gnaw on dem bones?"

Gareau shoots a crossbow bolt at the man by Troy.

Ranged, into melee: 1d20 + 2 - 4 ⇒ (10) + 2 - 4 = 8

The shot barely even hits the wall.


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 has cold dr/2 from his northern ancestry trait

Runeson takes a 5 foot step away from the skeleton and up against the wall, trying to put some distance between his foe, and brings his crossbow up to fire at the man next to troy

crossbow: 1d20 - 1 ⇒ (12) - 1 = 11


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

Runeson misses.

Lief runs for the final round, but is now considerably

Kolaach downs his mutagen while his wolf continues missing.

Gareau misses.

Rhokar tries again to channel negative energy, though only one skeleton remains to be heartened by it.

Will: 1d20 + 5 ⇒ (1) + 5 = 6 and Rhokar falls to the ground prone with laughter!

The skeleton lashes out at Kolaach:

Claw: 1d20 + 2 ⇒ (5) + 2 = 7
Damage: 1d4 + 1d6 + 1 ⇒ (2) + (6) + 1 = 9

Claw: 1d20 + 2 ⇒ (15) + 2 = 17
Damage: 1d4 + 1d6 + 1 ⇒ (3) + (2) + 1 = 6

but misses terribly!

Turn Order:
1. Troy
2. Skeletons
3. Runeson
4. Lief
5. Kolaach
6. Gareau
7. Rhokar

Status:
Kolaach: 6/20
Runeson: 8/15 pending
Volk: 17/20
Troy: 9/19 pending 1 or 2 cold damage
Lief: Frightened 1 more rounds

Red skeleton:
Rhokar: laughing, prone

That brings up the party again!


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:

"This ends now!!" Troy says.

He attacks the man on the ground with a nonlethal strike.

Scimitar cold iron, blade of mercy nonlethal , Battle Dance +2 : 1d20 + 2 + 5 ⇒ (7) + 2 + 5 = 141d6 + 4 + 2 + 1 ⇒ (1) + 4 + 2 + 1 = 8
intimidate demoralize free action Enforcer feat : 1d20 + 8 ⇒ (10) + 8 = 18

Round 8 of battle dance.


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

Voolk bites and trips: 1d20 + 2 ⇒ (12) + 2 = 141d6 + 1 ⇒ (4) + 1 = 51d20 + 2 ⇒ (18) + 2 = 20
Voolk bites the skeleton and retreats 5 foot at Kolaach"s guidance.

Kolaachm lobs his last bomb at the skeleton.
bomb: 1d20 + 3 + 2 ⇒ (10) + 3 + 2 = 151d6 + 2 ⇒ (1) + 2 = 3 fire(splash damage 3,dc13)


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 10/12 | active effects: --

"aaahhhhhhh...."


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

Lief rushes back towards the cabin.

Kolaach's bomb hits the skeleton, and it explodes in a shower of cold!

Rhokar focuses his will to compose himself:
Will: 1d20 + 5 ⇒ (18) + 5 = 23
and manages to stop laughing!

Troy bashes the man, and stripped of his defenses he throwqs up his hands and shouts, "Don't kill me, don't kill me!"

[ooc]Combat over[/ooc[

Status:
Kolaach: 6/20
Runeson: 8/15
Volk: 17/20
Troy: 8/19
Lief: running back 2 more rounds

Rhokar: prone, 8 nonlethal, demoralized


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 looms over the man.

“If you do not immediately start telling us what is going on here, it will get ugly for you!!“

intimidate : 1d20 + 8 ⇒ (11) + 8 = 19


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 10/12 | active effects: --

......aaaahhhHH”


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

"Yeah!" Spoken like a true sidekick.


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

Kolaach drinks another extract.

cure light wounds: 1d8 + 1 ⇒ (1) + 1 = 2


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

"It was all the cold fey! They forced us to help them, I swear it. I have information on them that could be valuable."


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:

"Then talk! What information do you have?!


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 are listening... spill your guts before we spill em for you!"
Aid intimidation: 1d20 + 9 ⇒ (3) + 9 = 12


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

"It was Izoze and Teb Knotten- they wanted the woman. She's in the cellar, I can unlock it for you!"


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

Yes we already fund the lady. What we are wanting to know is where to find the fey and what they are planing.


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 10/12 | active effects: --

Lief comes charging up the stairs, his sword ready in his hands. When he finds the villain subdued he mutters, "sh!t... sorry about that... that's never happened to me before..."


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

He explains that the winter fey are coming through a portal (at area "P" on the map on slide 5).

He also takes you to another room and shows you one of the fey creatures which he has held in a cage if you want to interrogate the fey directly.

Rhokar's gear:

Combat Gear scroll of animate dead (10 HD), greenblood
oil (1), oil of taggit (2); Other Gear mwk studded leather,
dagger, light crossbow with 10 bolts, mwk short sword,
cloak of the yeti (see page 60), mwk thieves’ tools, ring of
keys (key to trap door in area H7, chest in H11, and cage
in area H16), spellbook (contains alarm, chill touch,
expeditious retreat, feather fall, identify, locate object, and ray
of enfeeblement), 15 gold

three scrolls of lesser animate
deadUM (2 HD) in this storeroom, as well as 2
more doses of greenblood oil and a small
lockbox containing 25 pp, 150 gp, 180
sp, and a blue quartz “ice diamond”
from Irrisen worth 100 gp that he
took from Vrixx. Rohkar has also
stockpiled three oils of magic weapon
and 10 flasks of alchemist’s fire as
an insurance policy against Teb
Knotten, Izoze, and the cold fey.


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

"Animate dead... this explains the zombies, I think. Bad juju."

Making sure all of the stuff is accounted for, the Doctor considers the fey. "We should try to get it to talk."


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 nods.

“It is unbelievable that such outside forces are threatening our communities! We have to find out what these fey want here! So let us interrogate them! And let us see how this portal looks like!“


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

to the Fey. Why are your people causing so much disruption to the lives and livelihoods of the Area? What do you want to accomplish? Where is this Portal of yours Located? And what is on the other side of it?


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

The Fey confirms the basic details of the story, including the location being where Rhokar said it was, but is either unaware or unwilling to tell more about why exactly the portal was opened.

I am assuming the party rests for the night here and recovers to full HP before setting out again the next day. Sorry, I'll post the kickoff to the next segment tomorrow during the day-- will probably want to split out useful gear before departing as well


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 10/12 | active effects: --

Lief looks at all the stuff they found, unsure of how these adventurers handled claiming such things. "So... uh... we split the coins and gems up evenly?" he asks awkwardly. "I don't have any use for scrolls or spellbooks, but I wouldn't complain about a magic weapon oil, or another flask or two of alchemist's fire."


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

"Agreed. What do we have of use?"


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:

”I have little appreciation for Gold alone! If this means that we can buy equipment which helps us to get rid of these enemies of our lands then I of course would take what we can get!“ Troy says.

”So what do we do now?! I am not that bright and now that we are traveling together I just want you to know that I usually don’t have the best ideas!“ he says with a little emotional sadness.


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 10/12 | active effects: --

Lief listens to Troy’s confession then offers, ”well, I don’t know what agreement you made about rescuing the fancy lady, but it seems like there’s two choices for us to pick between... either we bring her back right away, and we could sell whatever we don’t want and buy more things that we do want while we’re in town, then we go check out this portal; or, we leave the fancy lady here alone while we check out the portal, and hope she’s okay until we get back and take her to town?”


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

"As anxious as I am to get to the bottom of this, let's get the fair Lady back to safety and regroup. Never go ill-prepared, that's my motto."


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

my reckoning of the loot so far
Armor & Sheilds
MWK Studded Leather
3 Studded Leather
5 Leather
MWK Chain Shirt
Breastplate
3 Padded
2 Light Wooden Shields
3 Bucklers

Weapons
2 Tiny Short Swords
MWK Short Sword
3 Short Swords
MWK Long Sword
7 Long Swords
2 Spears
MWK Dagger
Dagger
4 Light Crossbows (Runeson, Faisal, Kolaach)
2 tiny Short Bows
3 Short Bow(Kolaach)
MWK Hand Crossbow
Animation
35 Blots(17 used if I counted correctly)
20 Tiny Arrows
60 Arrows(5 used)
12 Hand Crossbow Bolts

Magical Gear
Wand of Curer Light Wound(Runeson)
3 Scrolls of Lesser Animate Dead(UM 2HD)
Scroll of Animate Dead(10HD)
Cloak of the Yeti(page 60)
Potions/Oils
Elixir of Hiding
Potion of Invisibility
Potion of Pass without Trace
Potion of Spider Climb
3 Oil of Magic Weapon
Potion of Lesser Restoration
3 Green Blood Oil
3 Oil of Taggit
Alchemical Items
Tangle Foot Bag
10 flask of Alchemist Fire
Equipment
Healer's Kit
Climbers Kit
Crowbar(Lief)
Grappling hook
2 MWK Thieve's Tools
50 ft Silk Rope
Pouch, Belt
Winter Blanket
Other Goods(not all worth taking)
Bear Skin Rug
Some Linens
Random Bedding and Bandit Clothing
Various Furniture
Mounted Dear Heads
Several Looted Chests
Cage with Caped Fey
Key
Ring of Key

SpellBook
Alarm
Chill Touch
Expeditious Retreat
Feather Fall
Identify
Locate Object
Ray of Enfeeblement

25PP 246GP 205SP
240GP of Assorted Goods
A Blue Quarts Ice Diamond(100GP)(came with a long back story might be Important latter)

In General, Kolach would take one of any Range weapons along with ammunition for it. most of the gear is too large for him to use. He would also be amused by keeping a tiny short sword. He is also built as a splash weapon user. And has to check the spellbook still to see if he can Translate the spells into formulas.

gusses it was too long or some other formatting error for it all to be ooc


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

You can add spells on the alchemist list to your formula book from the spell book

The next day you depart, beginning to cross the bridge that will lead you on towards the portal. . .

A bridge made of rope and wooden planks spans a narrow ravine. It’s
already covered in ice and snow, and it sways alarmingly in the icy winds blowing through the gorge. The turbulent waters of a fast-moving creek surge through a couple of waterfalls far below.

Perceptions:

Gareau Perception: 1d20 + 1 ⇒ (18) + 1 = 19
Kolaach Perception: 1d20 + 5 ⇒ (10) + 5 = 15
Runeson Perception: 1d20 + 1 ⇒ (7) + 1 = 8
Troy Perception: 1d20 + 0 ⇒ (11) + 0 = 11
Lief Perception: 1d20 + 8 ⇒ (8) + 8 = 16

initiative:

Gareau Init: 1d20 + 3 ⇒ (19) + 3 = 22
Kolaach Initiative: 1d20 + 4 ⇒ (17) + 4 = 21
Runeson Init: 1d20 + 2 ⇒ (1) + 2 = 3
Runeson Init: 1d20 + 2 ⇒ (18) + 2 = 20
Troy Initiative: 1d20 + 8 ⇒ (11) + 8 = 19
Lief Initiative: 1d20 + 1 ⇒ (5) + 1 = 6
Izoze Initiative: 1d20 + 6 ⇒ (4) + 6 = 10

Surprise Round

You do not even see, at first, the creature which surprises you all by breathing a cone of icy breath!

This will catch Lief and Troy
Ice Damage: 1d4 ⇒ 1
DC 13 Reflex for half; sickened if failed

Round 1

Turn order:
1. Gareau
2. Kolaach
3. Runeson
4. Troy

5. Izoze
6. Lief

DC 13 Knowledge Planes:
This is an ice mephit- besides the obvious breathe weapon they can summon more of their type, use a magic missile, and chill metal; they resist non-magic weapons, and are immune to cold and vulnerable to fire

That brings up everyone but Lief who go before the enemy on round 1


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

bomb: 1d20 + 3 ⇒ (12) + 3 = 151d6 + 2 ⇒ (1) + 2 = 3 fire(splash damage 3,dc13)
Voolk bites and trips: 1d20 + 2 ⇒ (8) + 2 = 101d6 + 1 ⇒ (3) + 1 = 41d20 + 2 ⇒ (19) + 2 = 21
+4 to the attack roll if not engage in melee combat yet.


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 10/12 | active effects: --

Lief's furry hide is unscathed by the ice.

I have cold resist 7. Usually you don't have to save for secondary effects if you don't take any damage from an attack like this, but if this one is an exception let me know and I'll roll it.


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:

reflex : 1d20 + 7 ⇒ (7) + 7 = 14

“Who are you? The enemies of this land I guess!!!“

acrobatics to move half speed to the other side : 1d20 + 8 ⇒ (8) + 8 = 16

And as he is not successful and even provoked, he tries again.

acrobatics to move half speed to the other side : 1d20 + 8 ⇒ (20) + 8 = 28


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

Knowledge, planes: 1d20 + 8 ⇒ (5) + 8 = 13

"Beware! An an ice mephit!"

Gareau immediate tries to put the evil eye on the little creature, targeting the creature's AC.

"Boo-ha-ha, gingus khanicus goo!"

Evil eye:
The witch can cause doubt to creep into the mind of a foe within 30 feet that she can see. The target takes a –2 penalty on one of the following (witch's choice): AC, ability checks, attack rolls, saving throws, or skill checks. This hex lasts for a number of rounds equal to 3 + the witch's Intelligence modifier. A Will save reduces this to just 1 round. This is a mind-affecting effect. At 8th level the penalty increases to –4.

"Use fire on the thing, if you have it - something magical if you don't! They are not going to be damaged by cold or ice, nor as much by normal weapons. And besides that frost breath we see, they can also make your metal armor and weapons very, very cold. "


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

Round 1
Will: 1d20 + 3 ⇒ (3) + 3 = 6 If you can try to say which stat you are targetting when using this please fail!

Kolaach hits with his bomb, but the wolf misses.

Troy gets across to the other side with a nimble move.

Izoze lashes out at Kolaach:
Claw: 1d20 + 5 ⇒ (19) + 5 = 24
Damage: 1d3 + 1 ⇒ (1) + 1 = 2

Claw: 1d20 + 5 ⇒ (10) + 5 = 15
Damage: 1d3 + 1 ⇒ (1) + 1 = 2
one hit!

Turn order:
1. Gareau
2. Kolaach
3. Runeson
4. Troy
5. Izoze
6. Lief

Troy: -1
Kolaach: -2

mephit: -4

That brings up the party again; Runeson can act for rounds 1 and 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:

"This ends now!!" Troy says.

He whirls around and attacks the creature with a nonlethal strike.

Scimitar cold iron, blade of mercy nonlethal , Battle Dance +2 : 1d20 + 2 + 5 ⇒ (14) + 2 + 5 = 211d6 + 4 + 2 + 1 ⇒ (2) + 4 + 2 + 1 = 9
intimidate demoralize free action Enforcer feat : 1d20 + 8 ⇒ (4) + 8 = 12

Move action to start Round 1 of battle dance.


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 10/12 | active effects: --

Lief contemplates stepping back to draw and throw a flask of alchemist's fire, but decides the risk of hitting one of his new friends is greater than the expected benefit. Instead, he raises his large sword up over his head and brings it whistling down at the icy menace.

greatsword (flank): 1d20 + 5 + 2 ⇒ (14) + 5 + 2 = 21
for: 2d6 + 9 ⇒ (3, 4) + 9 = 16


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

bomb: 1d20 + 3 ⇒ (8) + 3 = 111d6 + 2 ⇒ (2) + 2 = 4 fire(splash damage 3,dc13)
Voolk bites and trips: 1d20 + 2 ⇒ (12) + 2 = 141d6 + 1 ⇒ (5) + 1 = 61d20 + 2 ⇒ (1) + 2 = 3


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 did this time - AC was the target, so he is at -2.

Gareau watches the action, and even attempts to fire a bolt at the little critter.

Attack, ranged, into combat: 1d20 + 3 - 4 ⇒ (13) + 3 - 4 = 12

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