Ice Road Trackers (Inactive)

Game Master Greycastle


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RODALAS

Your legs are the proper size for a human. he responds to Turq.


Male human fighter 6 | AC 17 (19 w shield) | hp 14/58 (6d10 HD) | Saves: +6 Str, +2 Dex, +6 Con, +0 Int, +5 Wis, +1 Cha | Second Wind used [ x ] | Action Surge used [ x ] | Init +2 | Passive Per 15 | Inspiration [ ] | Mark Retort [ 0/3 used ]

Turq stops, confused for a moment... then bursts out laughing, heartily! He claps Rodalas on the shoulder and continues on, still laughing as he takes up the lead position again!


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HP 10/15 | AC 14 | Acr +4 Dec +4 His +2 Ins +4 Int +4 Inv +2 Perc +4 Pers +5 SoH +4 Ste +5 Sur +3 | Saves: S -1, D +5, C +1, I +0, W +2, Ch +5 Adv charm, disease; Imm Sleep| Init +4 | PPerc 14; PIns 14; Pinv 12; DrkVis | Spd 30' | Insp: No | HD 2/2 | Spell DC 13 Att +5 (1: 2/3) | BardIns 2/3 | Status: Normal | Insp: Yup! |

Emmett keeps his eyes on the ground. The ground was uneven and proved challenging, and the thought of negotiating with Goblins worried him. How to approach them and avoid combat? How to connect? Would they share their values? And if not, what might be a convincing argument for them, short of strength? What had he heard about Goblins that might prove useful..?

History: 1d20 + 2 ⇒ (11) + 2 = 13


Male human fighter 6 | AC 17 (19 w shield) | hp 14/58 (6d10 HD) | Saves: +6 Str, +2 Dex, +6 Con, +0 Int, +5 Wis, +1 Cha | Second Wind used [ x ] | Action Surge used [ x ] | Init +2 | Passive Per 15 | Inspiration [ ] | Mark Retort [ 0/3 used ]

Using his maul like a pole, Turq uses its length to test for depths of each snow bank, his snow shoes keeping him at the surface. He points out deep snow drifts to the others, picking out a path for them...


Game Map DCI# 4318637857
Emmett Escheus wrote:

Emmett keeps his eyes on the ground. The ground was uneven and proved challenging, and the thought of negotiating with Goblins worried him. How to approach them and avoid combat? How to connect? Would they share their values? And if not, what might be a convincing argument for them, short of strength? What had he heard about Goblins that might prove useful..?

[dice=History]1d20+2

while this is lately a tricky subject, I am still pretty old school in my thinking that racial bias would still exist in D&D. Recent times have been changing the mindset of many in the community though. I’d be curious what you all think on this? “

@Emmett Goblinoids have a history of violence with many of the traditionally civilized races of Faerun. This does not mean than all goblinkind are evil, but the past experiences of most have not been good. Most noteably and geographically relevant at the moment, Emmett recalls when Ten Towns was embroiled in conflict with an army of monstrous creatures including goblinkind. led by a wizard named Akar Kessel. If it were not for a group of heroes from Icewind Dale, Ten Towns would likely no longer exist.

Rodalas slipped on the gem studded boots and the leather seemed to conform to his foot magical. No other magical effect seemed obvious at first but as the party left the sheltered caves and moved into the snow, it became apparent that the Eladrin’s already light steps seemed to have disappeared altogether.

As the party heads north following the banks of Redwaters Lake, the wind blowing off of the lake chills you all quite quickly. The lake itself is frozen over and with little light coming to the land, it seems likely toremain so for some time.


Male human fighter 6 | AC 17 (19 w shield) | hp 14/58 (6d10 HD) | Saves: +6 Str, +2 Dex, +6 Con, +0 Int, +5 Wis, +1 Cha | Second Wind used [ x ] | Action Surge used [ x ] | Init +2 | Passive Per 15 | Inspiration [ ] | Mark Retort [ 0/3 used ]

Perhaps Emmett is old enough, but Akar Kessel was about 100 years ago, by canon. ;) Just FYI. ^_^


Male human fighter 6 | AC 17 (19 w shield) | hp 14/58 (6d10 HD) | Saves: +6 Str, +2 Dex, +6 Con, +0 Int, +5 Wis, +1 Cha | Second Wind used [ x ] | Action Surge used [ x ] | Init +2 | Passive Per 15 | Inspiration [ ] | Mark Retort [ 0/3 used ]

Turq points out the Redwaters, That there's the Redwaters. It is said that the two towns on the lake had such a fierce competition fer the ol' Knuckleheads, that the waters ran red with blood, giving the lake its name... Thankfully, Good Mead found another export, their namesake!

He turns back to lead the bunch toward the North of the nearest town...


HP 10/15 | AC 14 | Acr +4 Dec +4 His +2 Ins +4 Int +4 Inv +2 Perc +4 Pers +5 SoH +4 Ste +5 Sur +3 | Saves: S -1, D +5, C +1, I +0, W +2, Ch +5 Adv charm, disease; Imm Sleep| Init +4 | PPerc 14; PIns 14; Pinv 12; DrkVis | Spd 30' | Insp: No | HD 2/2 | Spell DC 13 Att +5 (1: 2/3) | BardIns 2/3 | Status: Normal | Insp: Yup! |

"That sounds like tragedy, though my hamlet too survived on trout, and I don't know that I wouldn't have drawn blood myself, had I been stuck between a boat and a harsh winter... Anyhow, just keep your wits around you. These are Goblins we intend to discuss with. Keep an open mind, but keep your blades around in case! They've drawn our blood just as well. It's not impossible they'd seek to hunt US!"


Male Goliath Druid 2 | AC 12 | hp 17/17 (2d8 HD) | Saves: +3 Str, +1 Dex, +3 Con, +1 Int, +4 Wis, +1 Cha | Init +1 | Passive Per 12 | Inspiration [ Y]

The large humanoid trudges along behind, but protectively close to, Emmett. He merely smiles at Emmett's words and warning.


Male human fighter 6 | AC 17 (19 w shield) | hp 14/58 (6d10 HD) | Saves: +6 Str, +2 Dex, +6 Con, +0 Int, +5 Wis, +1 Cha | Second Wind used [ x ] | Action Surge used [ x ] | Init +2 | Passive Per 15 | Inspiration [ ] | Mark Retort [ 0/3 used ]

Goblin and man, Turq corrects, Let us hope that the tribesfolk are more amenable than that...


AC -2 (1 without Shield) / HP: 40/40 / THAC0 17 (15 with Scimitar)

"I'm not sure I'm followin' what ye lads are goin' on about" - Aggrammar pipes in - "But if ye be thinkin' any stinkin' goblin will ever stay true to a bargain, then ye got another thing comin'!"


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Game Map DCI# 4318637857
Turquoise 'Turq' Barreltap AL wrote:
Perhaps Emmett is old enough, but Akar Kessel was about 100 years ago, by canon. ;) Just FYI. ^_^

it wasn’t meant to be something he remembered from personal experience. He just knew the history of the event. Even then, fine details of the event would probably be unknown..


Male N Hill Dwarf L5 | HP 64/64 | AC 16 | HD 6d10 (0 used) | 2nd Wind avail Skills: Anim Hand 5, Athl 6, Decp 3, Surv 5 | Disadv on Stealth Saves: S 7, D 1, C 6, I 0, W 2, Ch 0 | Init 1 | PP 12 | Speed 25'

Well, we'll see. Whadya humans say, I ain't holdin' me breath. But ya never know.

This dwarf is getting tired of walking though all of this snow! He grumbles about it, but not too loudly.


RODALAS

The eladrin is mindful of his surroundings, knowing that enemies may abound. He looks up at Turq who clasps him on the back with a look of stunned disbelief.

Sorry, thought I had posted this last night


Male human fighter 6 | AC 17 (19 w shield) | hp 14/58 (6d10 HD) | Saves: +6 Str, +2 Dex, +6 Con, +0 Int, +5 Wis, +1 Cha | Second Wind used [ x ] | Action Surge used [ x ] | Init +2 | Passive Per 15 | Inspiration [ ] | Mark Retort [ 0/3 used ]
Greycastle wrote:
Turquoise 'Turq' Barreltap AL wrote:
Perhaps Emmett is old enough, but Akar Kessel was about 100 years ago, by canon. ;) Just FYI. ^_^
it wasn’t meant to be something he remembered from personal experience. He just knew the history of the event. Even then, fine details of the event would probably be unknown..

Emmett recalls... Kinda threw me... ;)


Game Map DCI# 4318637857
Turquoise 'Turq' Barreltap AL wrote:
Emmett recalls... Kinda threw me... ;)

fair point.

As you move north following the edge of the lake as your guide you are struck by the hollow sound of the wind coming off the lake. Your own torches flickering in the wind cause the shadows to dance around you. The dim light extends beyond your torch a great distance, but it is difficult to make out much besides some dark silhouettes out on the ice and a cluster of structures to the north.

As you come closer to what Turq knows is Dougan’s Hole, you come across a series of tall stones standing before you in a triangular pattern with one central stone.

History DC 15 or Ten Towns Native:
Twenty Stone of Thruun - The only truly interesting thing about Dougan’s Hole, no one really knows who built them or why.

The sound of hammering can be heard further to the north, heavy rhythmic thuds echoing over the snow and ice.


Male human fighter 6 | AC 17 (19 w shield) | hp 14/58 (6d10 HD) | Saves: +6 Str, +2 Dex, +6 Con, +0 Int, +5 Wis, +1 Cha | Second Wind used [ x ] | Action Surge used [ x ] | Init +2 | Passive Per 15 | Inspiration [ ] | Mark Retort [ 0/3 used ]

Ah, heard about these, the Twenty Stones o' Thruun. Don't know much about them, but I would guess they got something the giant-folk, given the size, Turq cocks his head, Ya hear that? Could that be the folk we be lookin' fer?


RODALAS

We will only know if we investigate the eladrin responds.


Male human fighter 6 | AC 17 (19 w shield) | hp 14/58 (6d10 HD) | Saves: +6 Str, +2 Dex, +6 Con, +0 Int, +5 Wis, +1 Cha | Second Wind used [ x ] | Action Surge used [ x ] | Init +2 | Passive Per 15 | Inspiration [ ] | Mark Retort [ 0/3 used ]

Let's check it out! Turq begins trailblazing for his companions toward the hammering...


HP 10/15 | AC 14 | Acr +4 Dec +4 His +2 Ins +4 Int +4 Inv +2 Perc +4 Pers +5 SoH +4 Ste +5 Sur +3 | Saves: S -1, D +5, C +1, I +0, W +2, Ch +5 Adv charm, disease; Imm Sleep| Init +4 | PPerc 14; PIns 14; Pinv 12; DrkVis | Spd 30' | Insp: No | HD 2/2 | Spell DC 13 Att +5 (1: 2/3) | BardIns 2/3 | Status: Normal | Insp: Yup! |

Emmett nods, opting not to speak for fear of his teeth clattering.


AC -2 (1 without Shield) / HP: 40/40 / THAC0 17 (15 with Scimitar)

Aggrammar follows the others in silence - he is almost no more than a short and stocky mound of furs.


Game Map DCI# 4318637857

Just north of the stone formation the small village of Dougan’s Hole comes into view. The hammering seems to be coming from a figure ahead driving a wooden sign into the frozen ground. A sign with the image of you’d guess it to be a symbol for fire with a large X painted across it.

At your approach, the figure places a hand on an axe at their belt and calls out ”who’s that? Name yerselves.”


HP 10/15 | AC 14 | Acr +4 Dec +4 His +2 Ins +4 Int +4 Inv +2 Perc +4 Pers +5 SoH +4 Ste +5 Sur +3 | Saves: S -1, D +5, C +1, I +0, W +2, Ch +5 Adv charm, disease; Imm Sleep| Init +4 | PPerc 14; PIns 14; Pinv 12; DrkVis | Spd 30' | Insp: No | HD 2/2 | Spell DC 13 Att +5 (1: 2/3) | BardIns 2/3 | Status: Normal | Insp: Yup! |

"Travelers! And envoys, sent to discuss. We seek only warmth and to be heard!" Emmett offers, hoping his voice would carry their intention properly.

Persuasion: 1d20 + 5 ⇒ (3) + 5 = 8


Game Map DCI# 4318637857
Emmett Escheus wrote:

"Travelers! And envoys, sent to discuss. We seek only warmth and to be heard!" Emmett offers, hoping his voice would carry their intention properly.

[dice=Persuasion]1d20+5

FYI. This is not the place Mother Tusk asked you to speak with the tribesman. This is one of the ten towns of ice wind dale that is on the way to where Mother Tusk asked you to visit. By using the coast of the Redwaters lake, you can’t miss Dougan’s Hole for better or for worse. Turq would know this and probably let you know. That said, Emmett could still make the mistake, not knowing the area.


Game Map DCI# 4318637857

The figure, wrapped in warm furs, pats the top of the sign they’ve been pounding on. ”Well... you’ve been heard. Fraud you won’t be findin’ much warmth here though. If yer lookin to trade, that’d be alright, but you probably want to move on before the end of the day else you’ll be in for a cold night. “ The figure makes a gesture in the air as the finish talking.

Int check dc10:
The symbol seems to be a generic warding against evil


Male human fighter 6 | AC 17 (19 w shield) | hp 14/58 (6d10 HD) | Saves: +6 Str, +2 Dex, +6 Con, +0 Int, +5 Wis, +1 Cha | Second Wind used [ x ] | Action Surge used [ x ] | Init +2 | Passive Per 15 | Inspiration [ ] | Mark Retort [ 0/3 used ]

The name's Turq, can we get a warm meal 'afore we move on? I'm thinkin' a few o' us would benefit kindly from it, the warrior asks, knowing full well the reputation that Dougan's Hole has for a lack of hospitality...

Charisma (Persuasion): 1d20 + 3 ⇒ (20) + 3 = 23

Intelligence: 1d20 ⇒ 5

Ah, yes... Persuasive as heck, dumb as a post.


RODALAS

Int 1d20 + 1 ⇒ (2) + 1 = 3


Male N Hill Dwarf L5 | HP 64/64 | AC 16 | HD 6d10 (0 used) | 2nd Wind avail Skills: Anim Hand 5, Athl 6, Decp 3, Surv 5 | Disadv on Stealth Saves: S 7, D 1, C 6, I 0, W 2, Ch 0 | Init 1 | PP 12 | Speed 25'

Int: 1d20 ⇒ 16

Umikh sort of mimes the gesture the figure makes, and then nods his head in recognition. Somethin' we should be watchin' out fer? Aside from the obvious, he asks, gesturing at the torrid sky.


Male human fighter 6 | AC 17 (19 w shield) | hp 14/58 (6d10 HD) | Saves: +6 Str, +2 Dex, +6 Con, +0 Int, +5 Wis, +1 Cha | Second Wind used [ x ] | Action Surge used [ x ] | Init +2 | Passive Per 15 | Inspiration [ ] | Mark Retort [ 0/3 used ]

Turq cocks his head at the motion.


HP 10/15 | AC 14 | Acr +4 Dec +4 His +2 Ins +4 Int +4 Inv +2 Perc +4 Pers +5 SoH +4 Ste +5 Sur +3 | Saves: S -1, D +5, C +1, I +0, W +2, Ch +5 Adv charm, disease; Imm Sleep| Init +4 | PPerc 14; PIns 14; Pinv 12; DrkVis | Spd 30' | Insp: No | HD 2/2 | Spell DC 13 Att +5 (1: 2/3) | BardIns 2/3 | Status: Normal | Insp: Yup! |

Int: 1d20 ⇒ 10

"Aye, thanks anyways. Trade, perhaps one day. I'm sorry, with the distance, and my poor sight, I wasn't sure who you were. I am Emmet and these are my friends. We are looking for a tribe of Goblin. Have you heard of them? Hunters we heard..."


Male LG Mountain Dwarf Wild Magic Sorcerer 4, Barbarian 3 | HP: 58/58 | AC: 19 | Init: +2 | Pass Perc: 9 | HD (4d6+3d12): 4+2/3+2 | Speed 25 | Sorcery Points: 4/4 | Spells: 4/4, 3/3 | Rage: 3/3 | Saves: STR+2 DEX+2 CON+5 INT+0 WIS-1 CHA+5 | Resistance: Poison | Inspiration: 1 | Active effects:

Sorry for my absence gang, it's been a long, busy week

Baldrick stands, stiffly, next to his companions, frowning slightly as he tries to figure out what this [human?] is all about:

Insight: 1d20 - 1 ⇒ (5) - 1 = 4

Pointing at the sign, he blurts: "Hey, what's that for? No fires?"


Male human fighter 6 | AC 17 (19 w shield) | hp 14/58 (6d10 HD) | Saves: +6 Str, +2 Dex, +6 Con, +0 Int, +5 Wis, +1 Cha | Second Wind used [ x ] | Action Surge used [ x ] | Init +2 | Passive Per 15 | Inspiration [ ] | Mark Retort [ 0/3 used ]

@DM, the hunters are supposed to be North of Dougan's Hole? Or am I mis-remembering?


Game Map DCI# 4318637857
Turquoise 'Turq' Barreltap AL wrote:
@DM, the hunters are supposed to be North of Dougan's Hole? Or am I mis-remembering?

That is correct. There a small forest north of Dougan’s Hole where the hunters reside.

@Emmett and Turq”Name’s Foster” The figure, even through all the fur, seems remiss to say ”Sorry friend, I’m afraid even stew is needin to be traded for these days. This darkness has the lake froze over, so fishin ain’t so easy, and hunting game in the dark is tough too. Best I can offer is some shelter out of the wind, but your best off to not be here come...” the figure looks up to the sky and shrugs. ”...dark. Else you’ll be in for a long cold night.” Turq gets the impression that this is the best offer you’re going to get. ”As to goblins, well I heard some goblins are livin with the tribe of barbarians in the forest not far from here. Assumin they came down off the glacier.”

@Baldrick”This?” Foster says patting the sign, ”Tonight is the night of the month we sacrifice to Auril. There’ll be no fires tonight.“


Male human fighter 6 | AC 17 (19 w shield) | hp 14/58 (6d10 HD) | Saves: +6 Str, +2 Dex, +6 Con, +0 Int, +5 Wis, +1 Cha | Second Wind used [ x ] | Action Surge used [ x ] | Init +2 | Passive Per 15 | Inspiration [ ] | Mark Retort [ 0/3 used ]

Ah, well ye have me thanks, Foster, Turq shakes his head before turning to his companions, Best we get movin'. We'll pass through town and if something strikes yer fancy, we can trade. If not, we'll blow through like the wind...


Male LG Mountain Dwarf Wild Magic Sorcerer 4, Barbarian 3 | HP: 58/58 | AC: 19 | Init: +2 | Pass Perc: 9 | HD (4d6+3d12): 4+2/3+2 | Speed 25 | Sorcery Points: 4/4 | Spells: 4/4, 3/3 | Rage: 3/3 | Saves: STR+2 DEX+2 CON+5 INT+0 WIS-1 CHA+5 | Resistance: Poison | Inspiration: 1 | Active effects:

Religion: 1d20 + 0 ⇒ (16) + 0 = 16

Baldrick nods, knowingly (whether or not he knows anything)

"Ohh - sure. So, no fires in town. And nobody taking in visitors either, I guess."

Turq wrote:
we'll blow through like the wind...

"I guess we might have to, if we're going to be back before dark."


Male Goliath Druid 2 | AC 12 | hp 17/17 (2d8 HD) | Saves: +3 Str, +1 Dex, +3 Con, +1 Int, +4 Wis, +1 Cha | Init +1 | Passive Per 12 | Inspiration [ Y]

Mир gives a friendly smile and plods along after Emmett.


Game Map DCI# 4318637857

Mechanically, this would be an option to take a short rest and you can trade standard gear at a 1:1 ratio for value. Unfortunately coin has less value here atm.


Male N Hill Dwarf L5 | HP 64/64 | AC 16 | HD 6d10 (0 used) | 2nd Wind avail Skills: Anim Hand 5, Athl 6, Decp 3, Surv 5 | Disadv on Stealth Saves: S 7, D 1, C 6, I 0, W 2, Ch 0 | Init 1 | PP 12 | Speed 25'

Bah, we should just keep on going. he mutters to his friends, uneasy about the combination of the roiling sky and their impending sacrifice.


Male human fighter 6 | AC 17 (19 w shield) | hp 14/58 (6d10 HD) | Saves: +6 Str, +2 Dex, +6 Con, +0 Int, +5 Wis, +1 Cha | Second Wind used [ x ] | Action Surge used [ x ] | Init +2 | Passive Per 15 | Inspiration [ ] | Mark Retort [ 0/3 used ]

Aye, I agree. Let us blow on through and find us some tribesfolk!


HP 10/15 | AC 14 | Acr +4 Dec +4 His +2 Ins +4 Int +4 Inv +2 Perc +4 Pers +5 SoH +4 Ste +5 Sur +3 | Saves: S -1, D +5, C +1, I +0, W +2, Ch +5 Adv charm, disease; Imm Sleep| Init +4 | PPerc 14; PIns 14; Pinv 12; DrkVis | Spd 30' | Insp: No | HD 2/2 | Spell DC 13 Att +5 (1: 2/3) | BardIns 2/3 | Status: Normal | Insp: Yup! |

Emmett thanks Foster and wishes him a great celebration. He adds how he too will keep Auril in his thoughts as he pursues his journey.

"We might meet again on our way back!"


RODALAS

We should be away. We cannot do much here/ the eladrin says.


AC -2 (1 without Shield) / HP: 40/40 / THAC0 17 (15 with Scimitar)

"No fire heh? I'm sure goblins will be lovin' that - they be seein' prety well in the dark, the damned bastards" - Aggrammar commented matter of fact as they continued.


Game Map DCI# 4318637857

Foster nods to all of you as you decide to move on. It’s not much further beyond Dougan’s Hole that the darker shadow of a tree line appears on the tundra. Knowing this must be the forest in question, you push toward for another hour before reaching the wood.

Moving into the woods, you see the oak and pine trees here grow tall and healthy. Newly hewn stumps evidence recent, though not extensive, lumbering activity. A well-trodden footpath provides easy progress deeper into the forest.

Moving deeper, you see many animal tracks, as well as a few places where animal tracks intersect with human-sized prints.

A successful DC 15 Wisdom (Survival):
the check indicates that a group of three or four adult human-sized people and a smaller person felled a large reindeer and dragged it away. It’s easy to follow those tracks to the northeast, once found.


Male LG Mountain Dwarf Wild Magic Sorcerer 4, Barbarian 3 | HP: 58/58 | AC: 19 | Init: +2 | Pass Perc: 9 | HD (4d6+3d12): 4+2/3+2 | Speed 25 | Sorcery Points: 4/4 | Spells: 4/4, 3/3 | Rage: 3/3 | Saves: STR+2 DEX+2 CON+5 INT+0 WIS-1 CHA+5 | Resistance: Poison | Inspiration: 1 | Active effects:
Aggrammar Deepdelver wrote:
"they be seein' prety well in the dark, the damned bastards"

Baldrick looks concerned "Are... are you feeling alright, friend Aggrammar? Do you have trouble seeing in the dark?" Abruptly he clams up and his eyes widen: Oh no! - maybe hill dwarves can't see in the dark. Aloud, awkwardly, he says: "Well, that's okay. We'll keep a light on for you."

@Greycastle: Do we know what "sacrifices to Auril" are going to involve? And to whom "no fires" applies?

Survival: 1d20 - 1 ⇒ (20) - 1 = 19
Damn! I've been rolling really well. In my experience, that means I'll be relying on the rest of you in combat :P

Returning from the call of nature, Baldrick jerks a thumb over his shoulder: "Uh, sirs? I dunno how important it is, but there's some broken arrows, a pool of blood, and some drag marks in the snow back there. Could be from the hunters?"


Male human fighter 6 | AC 17 (19 w shield) | hp 14/58 (6d10 HD) | Saves: +6 Str, +2 Dex, +6 Con, +0 Int, +5 Wis, +1 Cha | Second Wind used [ x ] | Action Surge used [ x ] | Init +2 | Passive Per 15 | Inspiration [ ] | Mark Retort [ 0/3 used ]

Wisdom: 1d20 + 1 ⇒ (10) + 1 = 11

Good eye, 'Rick, Turq inspects the evidence of the tribesfolk, It likely is, simple arrowheads... The trail heads off that way, we'd best follow. Be wary of signs, lest we wander too far.

Is the dragging trail easy to follow?


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Male LG Mountain Dwarf Wild Magic Sorcerer 4, Barbarian 3 | HP: 58/58 | AC: 19 | Init: +2 | Pass Perc: 9 | HD (4d6+3d12): 4+2/3+2 | Speed 25 | Sorcery Points: 4/4 | Spells: 4/4, 3/3 | Rage: 3/3 | Saves: STR+2 DEX+2 CON+5 INT+0 WIS-1 CHA+5 | Resistance: Poison | Inspiration: 1 | Active effects:
Turq wrote:
Is the dragging trail easy to follow?

DM wrote under the spoiler: "It’s easy to follow those tracks to the northeast, once found"

y'all are definitely going to get the wrong impression about Baldrick if I keep rolling 20s on these WIS checks...


Male human fighter 6 | AC 17 (19 w shield) | hp 14/58 (6d10 HD) | Saves: +6 Str, +2 Dex, +6 Con, +0 Int, +5 Wis, +1 Cha | Second Wind used [ x ] | Action Surge used [ x ] | Init +2 | Passive Per 15 | Inspiration [ ] | Mark Retort [ 0/3 used ]

Haha, thus is the power of the dice!

Turq slaps Baldrick on the back, Well then, let's get the blood pumping!

The stout human warrior shuffles forward on his snowshoes!


RODALAS

Survival 1d20 + 3 ⇒ (16) + 3 = 19 Survival

The eladrin will move on to follow the trail.


Male N Hill Dwarf L5 | HP 64/64 | AC 16 | HD 6d10 (0 used) | 2nd Wind avail Skills: Anim Hand 5, Athl 6, Decp 3, Surv 5 | Disadv on Stealth Saves: S 7, D 1, C 6, I 0, W 2, Ch 0 | Init 1 | PP 12 | Speed 25'

Survival: 1d20 + 4 ⇒ (18) + 4 = 22 LOL with the rolls, we're going to die next battle.

Umikh checks out the very obvious hunt and drag marks, and follows off after Turq.

If someone has issues seeing, he can travel closely with me until we feel it's safe to light a torch.


Male Goliath Druid 2 | AC 12 | hp 17/17 (2d8 HD) | Saves: +3 Str, +1 Dex, +3 Con, +1 Int, +4 Wis, +1 Cha | Init +1 | Passive Per 12 | Inspiration [ Y]

Survival: 1d20 + 4 ⇒ (13) + 4 = 17

The goliath surveys the scene and looks as if he were about to say something. In his hesitation other party members say what he sees. He closes his heavily bearded mouth with a smile and continues trudging on in tow.

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