Reign of Winter (private, solo)

Game Master Whack-a-Rogue

Current Map


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"No," Ringeirr whispers. Fortunately, your wolf guise continues to prove its worth as upon hearing your growl, the goblins retreat while muttering apologies.

As you continue toward your destination, you notice a robed and hooded humanoid figure approximately 50 feet ahead of you. It's looking around but hasn't looked directly at you yet. Ringeirr turns pale and motions toward a nearby alley. "That's a mirror man: a spy of the Queen. They have some magic way of speaking to the Winter Witches, who can see whatever the mirror men see. We have to hide, get it to ignore us somehow, or kill it, as if it becomes suspicious, we're done for!"

I added a picture so you can see what it looks like. It'll reach your current position in two rounds.


Female Half-Elf Witch/Ranger 7
Vitals:
HP 91/91| AC 20 T 15 FF 16 | F +9 R +9 W +9 | CMD 20 PSD 20 MSD 18 | Init +2 | Perc +11
Abilities:
Hit Dice 7/7 | Spell Points 11/14 | Martial Focus 1/1|Spiritualism 6/6 | DC 18 for Magic Sphere Abilities|DC 15 for Combat Sphere Abilities

The art has been so cool so far.

Serael freezes on her tracks. Once again, the mirrors, just like in the Pale Tower. She nods to Ringeirr and goes to the alley with him, trying to move the cart as silently as possible. She whispers to Summer "Land on a building's roof here on this alley and lay low."

She tries to find any kind of cover on the alley or recipient she can hide inside alongside Ringeirr. In extreme circumstances, she might try to hide with the fishes in the cart.

Stealth: 1d20 + 8 ⇒ (16) + 8 = 24


You quickly help Ringeirr push the cart into the alley and duck behind it. After a tense few moments, the mirror man walks around the side of a building and continues moving past your position. It glances into the alley as it passes, and then stops, making what appears to be direct eye contact with you. "What are you and that slave doing?" it intones emotionlessly.

Surprise! They have blindsight. ;-)


Female Half-Elf Witch/Ranger 7
Vitals:
HP 91/91| AC 20 T 15 FF 16 | F +9 R +9 W +9 | CMD 20 PSD 20 MSD 18 | Init +2 | Perc +11
Abilities:
Hit Dice 7/7 | Spell Points 11/14 | Martial Focus 1/1|Spiritualism 6/6 | DC 18 for Magic Sphere Abilities|DC 15 for Combat Sphere Abilities

Oops!

Serael tries to remain calm "We were just accosted by a big group goblins trying to steal my fish and my slave. I scared them off, but I was making sure they would not follow me."

This was probably pathetic behaviour from a Winter Wolf, but that was still one way to escape notice.

Influence: 1d20 + 7 ⇒ (14) + 7 = 21


Sense Motive DC 21: 1d20 + 4 ⇒ (9) + 4 = 13
There's a long, tense silence before the mirror man replies. "Understood. Carry on." It then resumes its patrol. You wait until it's safely out of sight before continuing to a house at the end of the next street. Ringeirr knocks on the door, which a brief moment later cracks open just enough for a figure to peer out. After Ringeirr exchanges a few words with the person inside, the door bursts open and a man, a woman, and several children streat out and start carrying the fish inside. "A network of neighbors will see that the food is distributed fairly," Ringeirr explains. "Unless you'd like to bring the cart with us, I can take you to Mortin now."


Female Half-Elf Witch/Ranger 7
Vitals:
HP 91/91| AC 20 T 15 FF 16 | F +9 R +9 W +9 | CMD 20 PSD 20 MSD 18 | Init +2 | Perc +11
Abilities:
Hit Dice 7/7 | Spell Points 11/14 | Martial Focus 1/1|Spiritualism 6/6 | DC 18 for Magic Sphere Abilities|DC 15 for Combat Sphere Abilities

"That's good." Serael says as she sees the people inside the house. "Let's go to Mortin."


A few blocks later, a young Ulfen man runs around the corner at top speed, slamming directly into you. He falls to his knees, panting with exhaustion. "My master's ... in a rage." A few seconds later, a muscular white-haired man rounds the same corner and skids to a stop just before he runs into you. You can tell by his scent that he's a winter wolf - and he looks furious. "Apologies. I am Korgin. This man is part of my household - or was until he decided to question how I manage my affairs. I'm sure you understand. Sometimes you just can't break that defiant streak, and they're good for nothing but a bit of sport."


Female Half-Elf Witch/Ranger 7
Vitals:
HP 91/91| AC 20 T 15 FF 16 | F +9 R +9 W +9 | CMD 20 PSD 20 MSD 18 | Init +2 | Perc +11
Abilities:
Hit Dice 7/7 | Spell Points 11/14 | Martial Focus 1/1|Spiritualism 6/6 | DC 18 for Magic Sphere Abilities|DC 15 for Combat Sphere Abilities

The realities of slavery were difficult to dodge when onewas travelled such as Serael, it never hurt any less. As a faithful of Desna, Serael would not ever leave this man to his fate, disguise be damned. But trickery was allowed.

"Ha! No need for apology. But why waste your time with a defiant servant? Give him to me so I can througly educate him. Serael licked her own lips, thinking it might add to the disguise. "I would pay you, of course. Full price of however much you paid. I am generous when one provides me enjoyment."

Influence: 1d20 + 7 ⇒ (10) + 7 = 17


Korgin grins evilly at your offer. "I like the way you think! He cost me 75 gold pieces. Give me that, and he's all yours."


Female Half-Elf Witch/Ranger 7
Vitals:
HP 91/91| AC 20 T 15 FF 16 | F +9 R +9 W +9 | CMD 20 PSD 20 MSD 18 | Init +2 | Perc +11
Abilities:
Hit Dice 7/7 | Spell Points 11/14 | Martial Focus 1/1|Spiritualism 6/6 | DC 18 for Magic Sphere Abilities|DC 15 for Combat Sphere Abilities

"It's a done deal." Serael pays the Wolf and grabs the Ulfen man by his scruff and drags him away. When she feels they are far enough away, she whispers to the man "Do you have a safe place to go? If so, go there. You are free and you've never seen me or that man." she points to Ringeiir as she says that.

Already changed it on the inventory spreadsheet!


Interestingly, Ringeirr speaks up here and gives the man an address. "Tell whoever answers that Ringeirr sent you, and that you need help."

Once the man scurries off, Ringeirr explains. "I'm a member of the Heralds of Summer's Return: a resistance group. Mortin is a member as well. We're far too weak to defeat the witches, but we do what we can to help the oppressed. Once you have your papers, I'd love for you to meet the woman in charge, but I understand if you'd rather go your own way once you have what you need."


Female Half-Elf Witch/Ranger 7
Vitals:
HP 91/91| AC 20 T 15 FF 16 | F +9 R +9 W +9 | CMD 20 PSD 20 MSD 18 | Init +2 | Perc +11
Abilities:
Hit Dice 7/7 | Spell Points 11/14 | Martial Focus 1/1|Spiritualism 6/6 | DC 18 for Magic Sphere Abilities|DC 15 for Combat Sphere Abilities

"That's a relief, Ringeirr. We are very aligned in objectives, but I cannot involve you further than this. I would enjoy meeting your leader, however. I need all information I can get on Whitethrone;"


Ringeirr nods. "I understand."
------------------------------------------------------------------------
Houses flank each side of this quiet side street. The street dead­-ends at a house lacking any but the most basic "gingerbread" wooden trim. All of the building's windows are shuttered and closed. After Ringeirr knocks on the door, a bald, bespectacled man opens the door a crack but then throws it fully open. "Ringeirr! Come in, quickly!"

Mortin's house is small, but cozy, and there's a lit fireplace that warms the interior. Once you've explained what you need, Mortin nods. "I can do that, but it'll take a few hours. Stilyagi papers bear an arcane mark associated with one of the Jadwiga families, and those are difficult to duplicate. If you're in a hurry, I can instead make up papers marking you as the property of a winter wolf or ice troll. Those are much simpler, so I'd only need a few minutes."


Female Half-Elf Witch/Ranger 7
Vitals:
HP 91/91| AC 20 T 15 FF 16 | F +9 R +9 W +9 | CMD 20 PSD 20 MSD 18 | Init +2 | Perc +11
Abilities:
Hit Dice 7/7 | Spell Points 11/14 | Martial Focus 1/1|Spiritualism 6/6 | DC 18 for Magic Sphere Abilities|DC 15 for Combat Sphere Abilities

"Thank you, Mortin. I'm willing to wait more for the better papers. It'll give me more freedom to move around. I have to go meet a Winter Wolf in a tea house anyway, I promised it so we could pass through the checkpoint and do not want her sniffing around for me.

If that is still possible, that is!


"Very well. I'll get started immediately."
------------------------------------------------------------------------
It's certainly possible, but you'll permanently lose your wolf form a few minutes before Greta's guard shift ends due to the rimepelt's two-hour duration. It's up to you if you want to deal with that complication. ;-)


Female Half-Elf Witch/Ranger 7
Vitals:
HP 91/91| AC 20 T 15 FF 16 | F +9 R +9 W +9 | CMD 20 PSD 20 MSD 18 | Init +2 | Perc +11
Abilities:
Hit Dice 7/7 | Spell Points 11/14 | Martial Focus 1/1|Spiritualism 6/6 | DC 18 for Magic Sphere Abilities|DC 15 for Combat Sphere Abilities

You know what? I'm good! Hahahaha if problems come for these poor humans, so be it!

"...I'll just stay here, my time is running short in this form."

Serael releases Winter from her clothes and both birds hang around with her while Mortin works his magic.


After a few hours, Mortin hands you an official-looking set of papers naming you as a Stilyagi.
--------------------------------------------------------------------------- -
The winding streets of the Howlings give way to an intersection of broad thoroughfares that lead to other districts of Whitethrone, where the buildings continue to improve in the quality of their construction and the exquisite detailing of their woodwork. In the distance, the sounds of more active neighborhoods can be heard, but Whitethrone is generally somber and muted. A white sign post, painted with neat black writing, stands at the crossroads. Northeast: "Two Hills"; Southeast: "Merchants' Quarter and the Floes"; South: "Frosthall"

Two mirror men have set up a checkpoint here and gesture for your papers as you and Ringeirr approach. After a tense few moments of examination, they hand them back and motion you to pass by. "Remember: Public dancing remains strictly prohibited."

From here, where you go is up to you. Ringeirr would like to introduce you to the resistance leader, but it's ultimately your decision. This is also a good time to do some shopping, as once you leave Whitethrone, you won't have a real opportunity to do so for quite a while.


Female Half-Elf Witch/Ranger 7
Vitals:
HP 91/91| AC 20 T 15 FF 16 | F +9 R +9 W +9 | CMD 20 PSD 20 MSD 18 | Init +2 | Perc +11
Abilities:
Hit Dice 7/7 | Spell Points 11/14 | Martial Focus 1/1|Spiritualism 6/6 | DC 18 for Magic Sphere Abilities|DC 15 for Combat Sphere Abilities

"Ringeiir, if it's possible, I'd like to meet your leader first." Serael finally said after realizing she was incredibly out of her depth in Whitethrone.

She was tense all the time since entering the Howlings District, but something about the Mirror Guards and their strange warning frightened her. Meeting someone actively fighting against the regime would be a nice change of pace.

A traveler liked the roads but the sensation of being in a bigger city, "civilization", also made Serael a bit relieved, eager to sell her things. She also walked around the streets, looking for signs of Baba Yaga's hut.

I'll probably only be able to sell my itens tomorrow, so if it's okay, we can go meet the resistance leader first!


Ringeirr leads you to a bathhouse in the Floes district, where, after a knowing nod to the attendant, he takes you into a series of subterranean service tunnels that end up leading through a hidden door into a secret shrine of Milani. The shrine is small, but you see living quarters for up to a dozen people. There are no mirrors anywhere in the complex.

In charge of the shrine is a tall Ulfen woman (picture in the usual spot) who Ringeirr introduces as Solveig Ayrdahl, cleric of Milani.


Female Half-Elf Witch/Ranger 7
Vitals:
HP 91/91| AC 20 T 15 FF 16 | F +9 R +9 W +9 | CMD 20 PSD 20 MSD 18 | Init +2 | Perc +11
Abilities:
Hit Dice 7/7 | Spell Points 11/14 | Martial Focus 1/1|Spiritualism 6/6 | DC 18 for Magic Sphere Abilities|DC 15 for Combat Sphere Abilities

Milani, the Everbloom. Never really thought about it, but it's obvious in hindsight the Milanites would have a secret operation in Irrisen. Or more than one, who knows.

"Thank you, Ringeiir." she turns to Solveig and introduces herself "I'm Serael Adren, nice to meet you. I met Ringeiir through his extended family and he told me about the Heralds of Summer's Return."

Serael stopped for a second. She did not know exactly the group's ideology and while she agreed the current way Irrisen is absolutely should lead to rebellion, mentioning she is actually working towards Baba Yaga's return might directly clash with them.

But they are good people that have helped me tons in the past. I should at least reveal a little bit.

"...I'm a failed apprentice of the Winter Witches. I ran away years ago and the current situation with the portals spreading the winter led me here from Varisia. I have personally killed Radosek, another apprentice, in Waldsby and found out Baba Yaga's hut is here in Whitethrone. I'm on a one-woman mission to depose Elvanna."

She exhales, only having not revealed her role as a 'successor' of sorts of a Black Rider. Winter and Summer chirp disappointed.

"Oh sorry, one-woman and many other animals' mission to depose Elvanna."


"It seems that we have a common cause, then," Solveig replies. "The Dancing Hut is in the Market Square, but it's completely inaccessible. The night it was placed on display, a thick forest teeming with strange creatures sprouted up. Every time Elvanna's minions cut down a tree, it grows back the following morning, so the entire area's been cordoned off and placed under heavy guard."

She thinks for a bit. "Your arrival is fortuitous, though. We've recently made contact with the Iron Guard. (Whitethrone's former city guard; loyal to Baba Yaga) They hate Elvanna just as much as we do, and there's only one thing preventing them from launching a counterstrike: the white dragon Logrivich. He commands the Winter Guard. If he's removed, Elvanna's minions will be in disarray until the Winter Witches can assume control. Unfortunately, my resistance fighters aren't trained soldiers. We survive by keeping our heads down and helping from the shadows - not engaging in open combat.

"You've slain a witch, though, so I have to believe that you're a capable fighter. If you can drive away Logrivich, I can convince the Iron Guard to strike back at the Winter Guard. In the chaos, I'm sure you'd have an opportunity to enter the Market Square and find the Dancing Hut."


Female Half-Elf Witch/Ranger 7
Vitals:
HP 91/91| AC 20 T 15 FF 16 | F +9 R +9 W +9 | CMD 20 PSD 20 MSD 18 | Init +2 | Perc +11
Abilities:
Hit Dice 7/7 | Spell Points 11/14 | Martial Focus 1/1|Spiritualism 6/6 | DC 18 for Magic Sphere Abilities|DC 15 for Combat Sphere Abilities

"Slaying a dragon? That's exciting. But I do not have my full power at my disposal, two of my companions stayed behind for their presence would attract too much attention in the Fishcammps. With my papers, I can probably go back there, but it won't be much use depending on where Logrivich is."

Serael realizes she's thinking out loud for the benefit of Solveigh and decides to just directly ask "Where is this dragon located, anyway?"

Serael opens her bags checking if she has anything that might help. "I accept the plan, to be clear. I'll just need to prepare myself a little bit before."

Knowledge (Arcana), to check what Serael knows about white dragons: 1d20 + 12 ⇒ (4) + 12 = 16


"Logrivich makes his lair in a clock tower on the Bone Road just south of the city's north gate. (about a quarter mile from your current location and a visible landmark) I can't do anything for your companions, but I do have a few potions to spare if you think they would be useful. Take all the time you need to prepare; this location is safe, but the clock tower is full of ice trolls." She hands you a few fireworks as well. "Once Logrivich is gone, launch one of these into the air, and we'll start the attack."

She hesitates before continuing. "It's selfish, but I have a personal request. There's a prisoner kept in Logrivich's tower: an opera singer from Kintargo. If you have an opportunity to rescue her and bring her here, I'd be very grateful."

Potential Loot
Potion - cure light wounds x3
skyrocket firework x2
------------------------------------------------------------------------
White dragons are the most feral and animalistic of the chromatic dragons. Aside from some minor ice manipulation, they typically possess very little in the way of magical abilities, preferring to rely on sheer brute force to dispatch their foes. Like all dragons, their scales are an effective defense against nonmagical weaponry (DR/magic), and their breath weapon is quite dangerous (cone; cold damage; d4s).


Female Half-Elf Witch/Ranger 7
Vitals:
HP 91/91| AC 20 T 15 FF 16 | F +9 R +9 W +9 | CMD 20 PSD 20 MSD 18 | Init +2 | Perc +11
Abilities:
Hit Dice 7/7 | Spell Points 11/14 | Martial Focus 1/1|Spiritualism 6/6 | DC 18 for Magic Sphere Abilities|DC 15 for Combat Sphere Abilities

Serael carefully holds the fireworks and put them safely in her bag of holding.

"Is the prisoner the only one there? Of course I'll save her. Is she part of the Heralds, as well?"

Knowledge (Civilization): 2d20 + 5 ⇒ (5, 7) + 5 = 17 12! I'm assuming all Serael knows, then, is that Kintargo is far!

"Kintargo is so far away, did she cross a portal like I did?"


"As far as I know, she's the only captive, but she's not one of the Heralds. She came here to perform at the Frosthall Theater, but Logrivich enjoyed her singing so much that he decided to keep her indefinitely."


Female Half-Elf Witch/Ranger 7
Vitals:
HP 91/91| AC 20 T 15 FF 16 | F +9 R +9 W +9 | CMD 20 PSD 20 MSD 18 | Init +2 | Perc +11
Abilities:
Hit Dice 7/7 | Spell Points 11/14 | Martial Focus 1/1|Spiritualism 6/6 | DC 18 for Magic Sphere Abilities|DC 15 for Combat Sphere Abilities

Serael sees no problem with a rebellion group trying to free prisoners, but the entire situation seems a bit random, so she probes further.

"Oh, that's horrible. I'll make sure to rescue her. Does she have any relation to the resistance movement? Being abit more clear, if I get to rescue her, should I keep my identity and alliance with you a secret?"

Sense Motive: 1d20 + 2 ⇒ (12) + 2 = 14 Rolling pre-emptively, but might be unnecessary depending on her answer.


Based on her facial expression, there's something more to the story than what Solveig's telling you, but you don't detect any malicious intent. "She isn't part of the Heralds but does know me, so there's no need to keep secrets from her."


Female Half-Elf Witch/Ranger 7
Vitals:
HP 91/91| AC 20 T 15 FF 16 | F +9 R +9 W +9 | CMD 20 PSD 20 MSD 18 | Init +2 | Perc +11
Abilities:
Hit Dice 7/7 | Spell Points 11/14 | Martial Focus 1/1|Spiritualism 6/6 | DC 18 for Magic Sphere Abilities|DC 15 for Combat Sphere Abilities

Serael drops the subject, Solveig doesn't seem like a bad person and she did mention it was a personal matter, anyway.

"Fair enough! I'm off to the Merchant's Quarter to properly equip myself and I plan on taking today off, so I can go to the clock tower fully rested."


"Very well. You're welcome to rest here if you need somewhere away from prying eyes. We have an empty bed available."


Female Half-Elf Witch/Ranger 7
Vitals:
HP 91/91| AC 20 T 15 FF 16 | F +9 R +9 W +9 | CMD 20 PSD 20 MSD 18 | Init +2 | Perc +11
Abilities:
Hit Dice 7/7 | Spell Points 11/14 | Martial Focus 1/1|Spiritualism 6/6 | DC 18 for Magic Sphere Abilities|DC 15 for Combat Sphere Abilities

"Will do!"

Serael leaves the hideout in the shrine of Milani and goes towards the Merchant's Quarters. On her way there, she hears avoice really close to her ear.

"Do you have a plan for the dragon?" the suddeness and proximity almost made her jump out of her skin and she looked around, taking a few seconds to realize it was Winter speaking with her.

"Oh, you can finally hear me?" the bird said nonchalantly. She spoke to her lifetime companion for the first time, rationalizing the Black Rider's powers is still affecting and increasing her abilities.

Together, they traced a plan to grab some equipment against the cold breath of the dragon and also some special arrows to particularly hurt it. On the Merchant's Quarters, Serael also searched for an enchanter and spent most of her savings on making her bow particularly strong, brimming with divine energy. No shortage of evildoers.

After the spree, they returned to the shrine, accepting Solveig's offer and slept for the first time inside Whitethrone's walls.

The next day, she went towards the clock tower, ready to slay a dragon and probably some trolls.


The clock tower is of solid stone construction and stands over 70ft tall. The clockwork gears in the tower above constantly rumble and grind, creating an ever-present noise. You realize this will make scouting more difficult - but also means it'll be harder for enemies to hear you coming. The tower contains numerous windows, but most are shut and barred to block out daylight.

A small courtyard stands outside the clock tower behind a delicate-looking white picket fence made of bones. A single step leads to a landing and a recessed set of large double doors to the north, while to the east and west stand two stone statues depicting two women in identical poses, reaching skyward as if to catch snowflakes. Neatly trimmed evergreen bushes surround the statues.
Knowledge (history) DC 15: 1d20 + 9 ⇒ (12) + 9 = 21
You recognize the statues as depicting a previous Irriseni queen, Betyrina, and her oldest daughter Zivia. The two Jadwiga were famous for their work with clockworks and constructs.

Map has been updated. Did you ever go back and retrieve Boris and Horns?


Female Half-Elf Witch/Ranger 7
Vitals:
HP 91/91| AC 20 T 15 FF 16 | F +9 R +9 W +9 | CMD 20 PSD 20 MSD 18 | Init +2 | Perc +11
Abilities:
Hit Dice 7/7 | Spell Points 11/14 | Martial Focus 1/1|Spiritualism 6/6 | DC 18 for Magic Sphere Abilities|DC 15 for Combat Sphere Abilities

Ah, I thought it was going to be impossible. If I can, Serael will return there before going to the clocktower.

Serael grabs her new wand and uses it on herself and her companions and walks around the tower searching for any window that might not be barred. If none are found, she approaches the door and searches for any kind of trap or security measure.

Perception: 1d20 + 9 ⇒ (15) + 9 = 24

Using a Resist Energy (Cold) charge on herself and on Summer. If Boris and Horns are back, Serael uses it on them as well, so either -2 or -4 charges.


Since you're a "stilyagi" now, having odd creatures following you around is easily explained. Plus, it's not fair to you if I prevent you from using a primary class feature (through no fault of your own) for more than a fairly brief window of time - especially when there's a dragon fight coming. :-)

Both the gate and the clock tower door are unlocked and untrapped.

I'll assume you go inside.
This room features hardwood floors free of dust and debris. Double doors stand to the east and west, and a single door leads north. The low rumble of some great mechanism is clearly audible in the background, accompanied by a ratcheting sound at regular intervals.


Female Half-Elf Witch/Ranger 7
Vitals:
HP 91/91| AC 20 T 15 FF 16 | F +9 R +9 W +9 | CMD 20 PSD 20 MSD 18 | Init +2 | Perc +11
Abilities:
Hit Dice 7/7 | Spell Points 11/14 | Martial Focus 1/1|Spiritualism 6/6 | DC 18 for Magic Sphere Abilities|DC 15 for Combat Sphere Abilities

That's fair, thank you. So, 4 charges were used. Charges remaining on Wand of Resist Energy (Cold): 46. 30 minutes duration on Serael, Summer, Boris and Horns.

When in doubt, go right.

Serael investigates the double door to the right Taking 10 in Perception for 19 quickly and, if nothing calls her attention, opens the door.


You hear movement inside, but the ever-present noise of the tower gears makes anything more than that impossible.
------------------------------------------------------------------------
Weapon racks line the north and south walls of this room while two armor dummies stand in the northeast and southwest corners. A long table sits near the middle of the room, covered with weapons of various sizes.

An ice troll sits at the table, sharpening an axe while a vaguely canine beast lounges at his feet. You recognize this creature as a trollhound. Their bite carries a nasty disease.
Enemy Initiative: 2d20 + 9 ⇒ (19, 14) + 9 = 42 (average 21)
Your Initiative: 1d20 + 4 ⇒ (11) + 4 = 15
The troll is surprisingly quick to react, grabbing his axe and roaring an alarm as he stands up. The hound, meanwhile, lumbers forward and attempts to bite your leg.
Attack: 1d20 + 8 ⇒ (17) + 8 = 25 Damage: 1d10 + 6 ⇒ (6) + 6 = 12
Fortitude DC 14 vs disease


Female Half-Elf Witch/Ranger 7
Vitals:
HP 91/91| AC 20 T 15 FF 16 | F +9 R +9 W +9 | CMD 20 PSD 20 MSD 18 | Init +2 | Perc +11
Abilities:
Hit Dice 7/7 | Spell Points 11/14 | Martial Focus 1/1|Spiritualism 6/6 | DC 18 for Magic Sphere Abilities|DC 15 for Combat Sphere Abilities

The trollhound opens a gash on Serael's leg that spills blood.

Fortitude: 1d20 + 7 ⇒ (14) + 7 = 21

Serael steps back, thankful that the hound did not grab her and studies her target, shooting one of her newly-acquired fire arrows at it.

5 ft. step back, Move Action to Study Target, Standard Action to regular attack with a Flaming Arrow. Remaining Flaming Arrows: 9

+1 Holy Shortbow, Flaming Arrow, Studied Target: 1d20 + 13 ⇒ (20) + 13 = 33
Crit confirm: 1d20 + 11 ⇒ (6) + 11 = 17
Arrow damage: 1d6 + 3 ⇒ (4) + 3 = 7
Crit damage: 1d6 + 3 ⇒ (5) + 3 = 8
Flaming damage: 1d6 ⇒ 5 Fire damage
Holy damage: 2d6 ⇒ (4, 5) = 9 If the creature is evil, which I don't think it is in this case?

Summer flies around Serael, while Boris gets right next to her, both attacking the Hound, while Horns charges through the open doors to also strike.

Summer and Boris move to their current positions on the map without triggering Attacks of Opportunity. They cannot do that in a straight line, so they are not charging! Horns, however, is.

Summer:
Bite: 1d20 + 5 ⇒ (8) + 5 = 13
Bite damage: 1d4 + 2 ⇒ (2) + 2 = 4

Boris:
Bite: 1d20 + 9 ⇒ (9) + 9 = 18
Bite damage: 1d6 + 6 ⇒ (2) + 6 = 8

Horns:
Gore, charge: 1d20 + 9 ⇒ (12) + 9 = 21
Gore damage, Powerful Charge: 4d6 + 7 ⇒ (6, 1, 4, 5) + 7 = 23 -2 AC

Note to self: Next dungeon, just buff the creatures with Enhancement before entering!


Definitely don't forget to pre-buff. Your enhancements last for 5 hours at this point, and that's a good chunk of the adventuring day. I'm fine with you doing that retroactively, by the way. :-) On a related note, the Mass Enhancement talent will be an excellent option when you get an opportunity.

You and your menagerie quickly take down the trollhound, and with your flaming arrow preventing it from regenerating, you know that you won't need to worry about it getting back up. With a furious roar, the ice troll charges, swinging its axe at the closest thing within reach.
Attack (boris): 1d20 + 7 ⇒ (20) + 7 = 27 Damage: 2d6 + 4 ⇒ (2, 5) + 4 = 11
Confirm?: 1d20 + 7 ⇒ (9) + 7 = 16 Extra Damage: 2d6 + 4 ⇒ (4, 5) + 4 = 13

You might want to look into purchasing some barding for Boris and/or Horns at some point. Trolls and Dragons hit hard, and I have it on good authority that Frost Giants will feature at some point in the future. ;-)


Female Half-Elf Witch/Ranger 7
Vitals:
HP 91/91| AC 20 T 15 FF 16 | F +9 R +9 W +9 | CMD 20 PSD 20 MSD 18 | Init +2 | Perc +11
Abilities:
Hit Dice 7/7 | Spell Points 11/14 | Martial Focus 1/1|Spiritualism 6/6 | DC 18 for Magic Sphere Abilities|DC 15 for Combat Sphere Abilities

Yeah, I keep underestimating the time I can buff them for! Thanks for the retroactive, this'll be the only time. -3 sp to Greater Enhance Summer, Boris and Horns. Regarding the barding: I completely forgot it was a thing!

"Boris!" Serael screams as the ice troll almost splits the leopard in half. "Retreat for now!"

Boris' current HP: 11

Boris steps back and so does Serael, to give space for Horns, who still cannot enter the room where the troll is. Summer advances and attacks the troll while Serael unloads two flaming arrows, after studying the troll's movements.

Serael and Boris take a 5ft. step back. Serael's move action is for Studied Target and Standard Action to attack using the Barrage's special attack action (-2 to make two attacks, both flaming arrows because I need at least one to hit!). Summer 5ft. steps forward and full-round action attacks. Horns 5ft steps up to better cover Boris' retreat, but both Horns and Boris have no possible attacks to make with their standard actions.

+1 Holy Shortbow, Flaming Arrow, Studied Target, Barrage - Attack 1: 1d20 + 11 ⇒ (11) + 11 = 22
Arrow damage: 1d6 + 3 ⇒ (6) + 3 = 9
Flaming Arrow: 1d6 ⇒ 3 fire damage
Holy damage: 2d6 ⇒ (6, 5) = 11 if evil
+1 Holy Shortbow, Flaming Arrow, Studied Target, Barrage - Attack 2: 1d20 + 11 ⇒ (16) + 11 = 27
Arrow damage: 1d6 + 3 ⇒ (1) + 3 = 4
Flaming Arrow: 1d6 ⇒ 4 fire damage
Holy damage: 2d6 ⇒ (4, 5) = 9 if evil

Current Flaming Arrows: 7

Summer:

Bite, enhanced: 1d20 + 8 ⇒ (2) + 8 = 10
Bite damage: 1d4 + 5 ⇒ (4) + 5 = 9
Talons 1, enhanced: 1d20 + 8 ⇒ (17) + 8 = 25
Talons 1 damage: 1d4 + 5 ⇒ (1) + 5 = 6
Talons 2, enhanced: 1d20 + 8 ⇒ (15) + 8 = 23
Talons 2 damage: 1d4 + 5 ⇒ (3) + 5 = 8


You can always enhance yourself as well. ;-)

Your flaming arrows inflict massive damage to the troll, but it's Summer's talons that deal the final blow.

Potential Loot
Large Battleaxe
MW Composite Longbow (STR +2)
MW Scale Mail
Leather Collar studded with 'ice diamonds' (worth 100gp)
Ring of Keys
11gp


Female Half-Elf Witch/Ranger 7
Vitals:
HP 91/91| AC 20 T 15 FF 16 | F +9 R +9 W +9 | CMD 20 PSD 20 MSD 18 | Init +2 | Perc +11
Abilities:
Hit Dice 7/7 | Spell Points 11/14 | Martial Focus 1/1|Spiritualism 6/6 | DC 18 for Magic Sphere Abilities|DC 15 for Combat Sphere Abilities

Serael finally exhales after all the tension from the sudden attack. The ice troll alarmed probably the entire tower, I have no time to waste.

So she quickly concentrates on the spirituality of the tower and channels the spirits lingering from past combats here, gaining a deeper insight into the healing abilities of the trolls.

Standard Action to use Spiritualism, picking up two Life Sphere (Cure) talents: Restore Capacity and Restore Senses. I've seen nothing about the Life Sphere talents not stacking, so I assume for now I heal 1d8+15? In case they do not stack, just -5 from the next roll.

She approaches Boris, who had been badly hurt and uses her empowered healing magic on him.

Life Sphere, Cure, on Boris: 1d8 + 15 ⇒ (7) + 15 = 22
Boris' Current HP: 33

Serael also picks up one of her potion of cure light wounds from her bag and driks it herself. Have to save on my magic.

Potion of Cure Light Wounds, Serael: 1d8 + 1 ⇒ (7) + 1 = 8

Finally, she empowers herself as well, before picking up the longbow, the scale mail, the 'ice diamonds', the money and the ring of keys, before heading for the double doors on the southern wall of the room where the troll was. She checks for traps Taking 10 for 19 and, if closed, tries the keys she just got.

-2sp total, for healing and enhancing, -1 potion.


A giant-sized bed sits in the southwest corner of this spacious room, and a large polar bear rug sprawls across the floor. Several small tables occupy the corners of the room, along with a chest in the southeast. Behind it on the wall hangs a large mirror.

Potential Loot
Potion - spider climb
Human Skull x12 (brightly polished)


Female Half-Elf Witch/Ranger 7
Vitals:
HP 91/91| AC 20 T 15 FF 16 | F +9 R +9 W +9 | CMD 20 PSD 20 MSD 18 | Init +2 | Perc +11
Abilities:
Hit Dice 7/7 | Spell Points 11/14 | Martial Focus 1/1|Spiritualism 6/6 | DC 18 for Magic Sphere Abilities|DC 15 for Combat Sphere Abilities

Serael picks up the potion and tries not to think about the origin of so many skulls. This is probably that troll's room...

She goes back where she fought the troll and the trollhound and goes east now.


This room contains little more than a bed and a footlocker. The bed, such as it is, is sized for a giant - soiled sheets and a flattened, lice-ridden pillow heaped atop a lumpy straw-filled sack. The footlocker contains a number of stolen children's toys, mostly broken.


Female Half-Elf Witch/Ranger 7
Vitals:
HP 91/91| AC 20 T 15 FF 16 | F +9 R +9 W +9 | CMD 20 PSD 20 MSD 18 | Init +2 | Perc +11
Abilities:
Hit Dice 7/7 | Spell Points 11/14 | Martial Focus 1/1|Spiritualism 6/6 | DC 18 for Magic Sphere Abilities|DC 15 for Combat Sphere Abilities

The opera singer probably wouldn't be here near the entrance, anyway, but since there was a troll nearby, he could be a guard... I have to comb through this tower.

Serael decides to go north from the previous room, following same procedure as before.


Three prison cells line the north wall of this chamber, while a fourth cell is set in an alcove to the east. Toward the northeast corner stands a large butcher's block covered with old bloodstains. A cleaver too large for human hands is embedded in it. A bare table rests along the west wall.

The cells are filled with children: three boys and three girls between the ages of six to twelve. They're currently being terrorized by a tall white-skinned bugbear. Between this distraction and the ever-present noise of the clock tower mechanism, they don't appear to heard the sounds of your prior combat.


Female Half-Elf Witch/Ranger 7
Vitals:
HP 91/91| AC 20 T 15 FF 16 | F +9 R +9 W +9 | CMD 20 PSD 20 MSD 18 | Init +2 | Perc +11
Abilities:
Hit Dice 7/7 | Spell Points 11/14 | Martial Focus 1/1|Spiritualism 6/6 | DC 18 for Magic Sphere Abilities|DC 15 for Combat Sphere Abilities

Children in danger again, I cannot let what happened to Nadya's daughter happen again...

Serael decides to not try talking first at least this time and kicks down the door, opening fire on the bugbear!

I don't know if this constitutes a surprise round, so I'll hold off for now!

Initiative: 1d20 + 2 ⇒ (7) + 2 = 9


It is a surprise round. Have fun! :-)


Female Half-Elf Witch/Ranger 7
Vitals:
HP 91/91| AC 20 T 15 FF 16 | F +9 R +9 W +9 | CMD 20 PSD 20 MSD 18 | Init +2 | Perc +11
Abilities:
Hit Dice 7/7 | Spell Points 11/14 | Martial Focus 1/1|Spiritualism 6/6 | DC 18 for Magic Sphere Abilities|DC 15 for Combat Sphere Abilities

Summer and Boris just move each to one side of the bugbear, to impede its escape. This opens the way for Horns to charge as Serael fires one regular arrow at the creature!

+1 Holy Shortbow, Enhanced: 1d20 + 12 ⇒ (8) + 12 = 20
Shortbow damage: 1d6 + 3 ⇒ (3) + 3 = 6
Sneak Attack damage: 1d6 ⇒ 2
Holy damage, if evil: 2d6 ⇒ (5, 6) = 11

Horns:

Gore, enhanced, charge: 1d20 + 12 ⇒ (13) + 12 = 25
Powerful Charge damage: 4d6 + 10 ⇒ (1, 2, 3, 3) + 10 = 19


The bugbear jumps in surprise as he's impaled by first your arrow and then by Horns's ... horns. He turns to face you and growls, "I am not afraid of fire." That's when one of the children yells, "Then be afraid of this!" and dumps a bag of marbles from her dress pocket all over the floor.
Bugbear Reflex DC 10: 1d20 + 8 ⇒ (15) + 8 = 23
Bugbear Initiative: 1d20 + 3 ⇒ (12) + 3 = 15
The bugbear deftly avoids the marbles and swings a battleaxe at Horns!
Attack: 1d20 + 9 ⇒ (19) + 9 = 28 Damage: 1d8 + 7 ⇒ (2) + 7 = 9

Bugbear: 38pts damage


Female Half-Elf Witch/Ranger 7
Vitals:
HP 91/91| AC 20 T 15 FF 16 | F +9 R +9 W +9 | CMD 20 PSD 20 MSD 18 | Init +2 | Perc +11
Abilities:
Hit Dice 7/7 | Spell Points 11/14 | Martial Focus 1/1|Spiritualism 6/6 | DC 18 for Magic Sphere Abilities|DC 15 for Combat Sphere Abilities

Horns gets hurt by the swing of the battleaxe, but pushes on fighting. The bugbear is ganged up by the flanking Summer and Boris, while Horns keeps goring and Serael gives support from the back.

Summer and Boris move to the flanks to attack the Bugbear. Serael uses a move action to Studied Target and a Standard to attack. Horns takesa full-round action to attack. Summer moves first than Boris both both trigger AoO from the bugbear.

Serael:

+1 Holy Shortbow, Enhanced, Studied Target: 1d20 + 14 ⇒ (1) + 14 = 15
Shortbow damage: 1d6 + 5 ⇒ (1) + 5 = 6
Sneak Attack: 1d6 ⇒ 3
Holy damage: 2d6 ⇒ (2, 5) = 7

Summer:
Bite, enhanced, flanking: 1d20 + 10 ⇒ (16) + 10 = 26
Bite damage: 1d4 + 5 ⇒ (1) + 5 = 6

Boris:
Bite, enhanced, flanking: 1d20 + 14 ⇒ (13) + 14 = 27
Bite damage: 1d6 + 9 ⇒ (1) + 9 = 10

Horns:
Gore, enhanced: 1d20 + 10 ⇒ (12) + 10 = 22
Gore damage: 2d6 + 8 ⇒ (4, 5) + 8 = 17
Hooves 1: 1d20 + 5 ⇒ (7) + 5 = 12
Hooves 1 damage: 1d4 + 5 ⇒ (1) + 5 = 6
Hooves 2: 1d20 + 5 ⇒ (9) + 5 = 14
Hooves 2 damage: 1d4 + 5 ⇒ (4) + 5 = 9

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