Griffon

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885 posts. Alias of Seraphimpunk.


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the big picture

in a sleight cut to the chase. you quickly incapacitate the goon squad pummelling the fisherman. a few well placed questions later, and indeed these are part of the Fishcamp Guards. Once incapacitated, they quickly beg for their lives. asking after Ringeirr, the guards quickly tell that their leader, Marcian Enarxion, ordered Ringeirr arrested for trying to organize the peasants of the Fishcamps to take advantage of the chaos in Whitethrone and overthrow the Fishcamp Guards. Ringeirr is currently being held in the largest wooden shack in the village, Marcian's "Guardhouse".


the big picture

sorry, been awol. Hopefully get back to posting soon.


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yeah, its evening on the same day that you got attacked.

there dont seem to be any other guards/thugs around


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you seem divided...


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they dont even seem to notice you.


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well, Giacomo's source has told you where the Fish Camp Guards are keeping Ringeirr. is that where youd like to go ?


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::crusty the clown laugh::
::shrug:: or you hang back and don't go in to town with the rest of them?


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Gondork Ramcleft wrote:
Off we go, I suppose?

and with all that i presume they got your armor off. I rather laxly believe armor comes in layers. So even a full plate suit, might have some kind of leather or chain shirt underlayer that you can leave on, under your winter outfit if you like. caladan is doing the same.


the big picture

After finding out that Ringeirr was recently arrested, your attention is drawn to the piers. A group of local men carrying ogre hooks, looking like thugs, have encircled a local fisherman. You hear them knock the fisherman to the ground, pleading "please, i can't afford to pay!"

The fisherman that you were talking to, Giacomo, points them out "That's them now, they're part of the Fishcamp Guards. Same ones who dragged Ringeirr off a few days ago."


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yes. this whole incident happened before you go into the shanty town.


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An initial round of asking around at the docks produces a slew of blank stares and shrugging shoulders.

sense motive DC 15:
they seem to be hesitant to speak, almost aftraid.
If you succeed at this check the DC of the diplomacy or intimidate check is 15 instead of 20

If you want you can try and win them over:

diplomacy DC 20:
you charm them and convince them to talk to you. An old man by the dock admits he knows of Ringeirr, who was recently “arrested” for “disturbing the peace” by the Fishcamp Guards, a group of thugs who extort money from the village for their so-called “protection.”

Or be a bit more of a bully:

intimidate DC 20:
you drag an old man face to face and demand an answer. He snivvels and says, aye, Ringeirr. He was arrested by the guards. And points off in the direction of one of the larger huts in the fish camps.


the big picture

Small groups of fisherfolk congregate on the piers or around shacks, engaged in whispered conversations, but with watchful eyes on what transpires around them.

An occasional child can also be seen, toiling to repair nets or performing some other chore.


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Arctic gulls fill the overcast sky with their cries over this small shantytown. Ramshackle huts are erected on the cold ground, hard packed and barren from generations of foot traffic. Dories and other small fishing boats are moored to dilapidated piers nearby or pulled ashore on the gray pebbled beach of Glacier Lake. The pervasive smell of fish is everywhere, sometimes fresh, but often with the underlying stench of centuries of decay.

how do you present yourselves? Do you take any care to conceal certain things? Are you visibly armed and armoured?


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They back off and allow you to pass.
Perception checks?

Once you have crossed the troll bridge, you soon enter a forest of leaf less birch trees, and after half a day of travel, the city of Whitethrone comes into sight. Nadya turns aside at this point, guiding you toward the shantytowns east of the city called the Fishcamps, where her late husband’s uncle Ringeirr lives. You ditch the sleigh, keeping the horses to see if you can sell them.

survival to cover tracks: 1d20 + 6 ⇒ (19) + 6 = 25
anyone want to take lead instead, or assist?


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Red Merrow:
"Da Dogs also good."

giant:
"Two dogs would also be great, if they won't give horse."


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Teal Merrow:

"Horse. Tax."

giant:
"We can take Horse as tax. You go then. "


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to identify the green giants:

k. local DC 13:
Merrow, quatic cousins to ogres. they're Large humanoids of the aquatic, giant subtypes. they're amphibious, but not very bright.

k. local DC 18:
no special attacks or defenses, just reach and power attack. and they usually only speak Giant.


the big picture

As your motley crew moseys up to the bridge, deciding whether the sleigh can handle it or to just ditch the sleigh now in the river, three ugly things emerge from the water.

>> it came from the frigid waters <<

They're clearly some kind of giants by their enormous stature, each looking 12 ft. tall and close to 500 lbs. These giants have pale green, scaled skin and large, webbed hands and feet. On either side of its neck are slotted gills.

They block the western side of the bridge, and say loudly in broken Common, "Papers please"


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you can heal up at the bridge, or after the guards. with spells or potions. either way i can read you the description of the bridge.

A small river cuts across the path, heading south toward the cliffs that overlook Glacier Lake. A stone bridge crosses the river, seemingly constructed with horse, wagon, and caravan traffic in mind. The bridge is well maintained, and the snow has been cleared from its span. Four-foot-high stone railings run along both sides of the bridge, topped at either end by iron spikes upon which clean and meticulously polished skulls have been carefully impaled and turned as if to observe the traffic. A white-painted signpost greets travelers approaching from the east. (as you are)

The sign has three boards, written in Common, and repeated in Hallit, and Skald.

Common wrote:
Foreign merchant licenses are required to do business in Whitethrone. You may be stopped for inspection without any cause. Those seeking licenses should apply at the city gates.


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and you just got 8 cure light wounds potions. you can conserve those and use spells, or you can chug potions and conserve the spells.


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Seems like they're harmless now. It would be a bit evil to just kill them in cold blood now, having surrendered and posing no threat. You can't sell their gear anywhere, they're pretty worthless to you. May as well just take what you want and let them fend for themselves out here. The wilderness might kill them anyway.


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"You killed our falcons. You took down our winter wolf commander. Believe me we rather not go back and take punishment for failure. We'll leave you alone. We just want our lives. Please, Show some mercy. "


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"Took advantage? that was the plan. We spotted you with the eagles, and then he had us wait, while he circled around to attack you from behind. We would never have disobeyed Norgrimm. Are you dumb?" he motions to the winter wolf body, "That was our commander. Norgrimm."

"Whitethrone is a fortress! you'll never get in! I don't know what whitethrone knows. Like we said, Norgrimm kept his commands and the details to himself. We're just members of the Winter Guard. Falconers. We hunt quarry, and we were his backup."


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Gondork Ramcleft wrote:
Ah, ***t. I missed that Create Treasure Map had a material component. Can I safely assume I have those so that I can cast it on the winter wolf?

you can deduct the material component for a few castings from your treasure, since its not an insignificant material component. that way you've got it for a few castings when you want it. Making the rimepelt from the winter wolf preculdes casting create treasure map on it, since prettymuch all of the supple hide / surface is taken up by the magic item.


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hunter gear x4 wrote:


2x potion of cure light wounds
studded leather
composite longbow (+2 str pull)
10x arrows
longsword
cold-weather gear
falconry gauntlet
snowshoes
6gp

"We don't know anything, please, just let us go. Norgrimm was our commander. All we know is that a White Witch ordered Norgrimm to head to a tower outside the town of Waldsby and look for a suspicious group of adventurers traveling to Whitethrone from that direction. A cleric, a snowborne, and two half-orcs, and a tiefling." he nods towards the winter wolf's body. "Please we don't know anything else, Norgrimm kept the details of the dealings to himself."

eh. its probably edible. you successfully skin the winter wolf. you've now got a magical cloak called a rimepelt. its a one-time use item when activated.

rimepelt wrote:
This snow-white fur pelt of a winter wolf can be worn over the shoulders as a cloak. The pelt functions as furs, granting its wearer a +2 bonus on Fortitude saves to resist cold weather. The wearer can, as a standard action, transform into a Large winter wolf as if using beast shape IV. In certain special locations where winter wolves have the ability to take human form, such as the Howlings district of Whitethrone or the town of Redtooth, the wearer of a rimepelt in wolf form can take human form as winter wolves do, appearing as a whitehaired, blue-eyed human. In either wolf or human form, the wearer of a rimepelt smells like a winter wolf to other winter wolves and creatures with the scent ability. When the wearer returns to his normal form, or after 2 hours have elapsed, the rimepelt becomes a mundane winter wolf pelt.


the big picture

you're correct. 5 dmg to H4. k.

H-one vs. caladan, rapid: 1d20 + 4 + 2 - 2 ⇒ (12) + 4 + 2 - 2 = 161d8 + 2 + 2 ⇒ (6) + 2 + 2 = 10
H-one vs. caladan, rapid: 1d20 + 4 + 2 - 2 ⇒ (1) + 4 + 2 - 2 = 51d8 + 2 + 2 ⇒ (7) + 2 + 2 = 11

H-four vs. nadya, rapid: 1d20 + 4 + 2 - 2 ⇒ (5) + 4 + 2 - 2 = 91d8 + 2 + 2 ⇒ (7) + 2 + 2 = 11
H-four vs. nadya, rapid: 1d20 + 4 + 2 - 2 ⇒ (1) + 4 + 2 - 2 = 51d8 + 2 + 2 ⇒ (3) + 2 + 2 = 7

i sense doom in their futures...

giacomo @ bottom of the 5th, and then round 6 is up


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Gondork Ramcleft wrote:
Next round: charge wolf

wolf's down. but for now enough that you take and drink potion and speed increase. =)

[-round 5-]
[20: nadya], [20: caladan], [19: gondork], [11:ten-penny], [10: arwyn], [9: hunters], [6: giacomo]

ten-penny, you can either hop off in motion w/ an acrobatics 17 check, or wait for it to come to a stop 25 ft. ahead, before the sleigh comes to a stop.


the big picture
Giacomo Rumble wrote:

My sled's still going, right?

Giacomo channels again to heal Nadya, excluding H3.

[dice=Channel Energy]2d6

yup, you channel, and then the sled moves forward another 20 ft. on Nadya's turn and coasts to a stop. the dogs unsure what to do.


the big picture

(ten-penny squelches E1 for 4 dmg)

sorry arwyn, E2 and E3 are red to simulate they're dead/down/dying. you see E1 go down from ten-penny's shot right before you act. so its easy to survey the field and take down E4. and as out of control/un-drivered, it begins to slow, moving only 25 ft. this turn on ten-penny's action.

(arwyn dings E4 for 6 dmg)
(arwyn roasts E4 for 8 dmg)

The hunters try and stand their ground, and mostly split fire, shooting at Arwyn, Caldan, Giacomo and Nadya. One arrow does land a deep blow into caladan. though he's still kicking.
(H2 hurts-in-a-deep-meaningful-way-s Caladan for 12 dmg)

hunter rolls:

H-one vs. arwyn, rapid: 1d20 + 4 + 2 - 2 ⇒ (8) + 4 + 2 - 2 = 121d8 + 2 + 2 ⇒ (2) + 2 + 2 = 6
H-one vs. arwyn, rapid: 1d20 + 4 + 2 - 2 ⇒ (10) + 4 + 2 - 2 = 141d8 + 2 + 2 ⇒ (2) + 2 + 2 = 6

H-two vs. caladan, rapid: 1d20 + 4 + 2 - 2 ⇒ (3) + 4 + 2 - 2 = 71d8 + 2 + 2 ⇒ (1) + 2 + 2 = 5
H-two vs. caladan, rapid: 1d20 + 4 + 2 - 2 ⇒ (18) + 4 + 2 - 2 = 221d8 + 2 + 2 ⇒ (8) + 2 + 2 = 12

H-three vs. caladan, rapid: 1d20 + 4 + 2 - 2 ⇒ (5) + 4 + 2 - 2 = 91d8 + 2 + 2 ⇒ (3) + 2 + 2 = 7
H-three vs. caladan, rapid: 1d20 + 4 + 2 - 2 ⇒ (2) + 4 + 2 - 2 = 61d8 + 2 + 2 ⇒ (4) + 2 + 2 = 8

H-four vs. nadya, rapid: 1d20 + 4 + 2 - 2 ⇒ (4) + 4 + 2 - 2 = 81d8 + 2 + 2 ⇒ (4) + 2 + 2 = 8
H-four vs. giacomo, rapid: 1d20 + 4 - 2 ⇒ (1) + 4 - 2 = 31d8 + 2 ⇒ (1) + 2 = 3

[-round 4-]
[20: nadya], [20: caladan], [19: gondork], [11:ten-penny], [10: arwyn], [9: hunters], [6: giacomo]

[-round 5-]
[20: nadya], [20: caladan], [19: gondork], [11:ten-penny], [10: arwyn], [9: hunters], [6: giacomo]


the big picture

yeah i just wanted to say featherdusters. she'd have provoked too. but i figured from the ground, she actually could get some pull, enough to hit a bird that was flying at an unspecified 5 or 10 ft. she's got enough problems


the big picture

(Gondork hews winter wolf for 8 dmg)

The horses, spooked by the hunters, are hard to control this round. no slowing down.
(incidentally. in some odd loophole. i think the easiest way to slow down a muscle powered vehicle, is to abandon controlling the vehicle, as long as there's nothing ahead that you'll crash into. two turns of Uncontrolled (no action) will decelerate it to zero. )
if you'd like to abandon controlling it instead of spending the move action this round, i'll allow it. Nadya will be taking this tactic on her turn.

(Ten-penny twangs winter wolf for 6 dmg)

(Arwyn pings winter wolf for 11 dmg)
The winter wolf's eyes burn with rage, as if to say how. how could this happen, and I will raze your entire lineage to the ground, before slumping into the snow next to caladan.

the hunters land an immaculate shot on gondork, but it barely pierces his sub-layer of armor. And Nadya takes a powerful shot that nearly knocks her off the dog-sled. its then followed up by a swoop from one of the eagles, and she collapses, falling off the sled into the snow.
(H-two pings Gondork for 6 dmg)
(H-three nails Nadya for 12 dmg)
(E-three scratches Nadya for 6 dmg)

rolls:

H-one vs. caladan, rapid, prone: 1d20 + 4 + 2 - 2 - 4 ⇒ (16) + 4 + 2 - 2 - 4 = 161d8 + 2 + 2 ⇒ (8) + 2 + 2 = 12
H-one vs. caladan, rapid, prone: 1d20 + 4 + 2 - 2 - 4 ⇒ (12) + 4 + 2 - 2 - 4 = 121d8 + 2 + 2 ⇒ (4) + 2 + 2 = 8

H-two vs. gondork, rapid: 1d20 + 4 + 2 - 2 ⇒ (20) + 4 + 2 - 2 = 241d8 + 2 + 2 ⇒ (2) + 2 + 2 = 6
H-two vs. gondork, rapid: 1d20 + 4 + 2 - 2 ⇒ (15) + 4 + 2 - 2 = 191d8 + 2 + 2 ⇒ (1) + 2 + 2 = 5

H-three vs. nadya, rapid: 1d20 + 4 + 2 - 2 ⇒ (5) + 4 + 2 - 2 = 91d8 + 2 + 2 ⇒ (1) + 2 + 2 = 5
H-three vs. nadya, rapid: 1d20 + 4 + 2 - 2 ⇒ (18) + 4 + 2 - 2 = 221d8 + 2 + 2 ⇒ (8) + 2 + 2 = 12

H-four vs. giacomo, rapid: 1d20 + 4 - 2 ⇒ (3) + 4 - 2 = 51d8 + 2 ⇒ (5) + 2 = 7
H-four vs. giacomo, rapid: 1d20 + 4 - 2 ⇒ (11) + 4 - 2 = 131d8 + 2 ⇒ (2) + 2 = 4

H-two vs. gondork, rapid: 1d20 + 4 + 2 - 2 ⇒ (8) + 4 + 2 - 2 = 121d8 + 2 + 2 ⇒ (8) + 2 + 2 = 12

E-three vs. nadya: 1d20 + 4 + 2 ⇒ (13) + 4 + 2 = 191d4 + 2 ⇒ (4) + 2 = 6
E-three vs. giacomo: 1d20 + 4 ⇒ (5) + 4 = 91d4 ⇒ 2
reflex: 1d20 + 5 ⇒ (3) + 5 = 8

stabilize: 1d20 - 3 + 1 ⇒ (9) - 3 + 1 = 7

[-round 3-]
[20: nadya], [20: caladan], [19: wolf], [19: gondork], [11:ten-penny], [10: arwyn], [9: hunters], [6: giacomo]

[-round 3-]
[20: nadya], [20: caladan], [19: wolf], [19: gondork], [11:ten-penny], [10: arwyn], [9: hunters], [6: giacomo]


the big picture

[-round 3-]
[20: nadya], [20: caladan], [19: wolf], [19: gondork], [11:ten-penny], [10: arwyn], [9: hunters], [6: giacomo]


the big picture

the wolf rushes up, biting at caladan
bite,charge: 1d20 + 10 + 2 ⇒ (13) + 10 + 2 = 251d8 + 7 ⇒ (6) + 7 = 13

trip: 1d20 + 12 ⇒ (15) + 12 = 27
reflex to not fall out : 1d20 + 3 ⇒ (5) + 3 = 8

*cringes*


the big picture

nadya @ handle animal: 1d20 + 6 ⇒ (16) + 6 = 22
[i]Nadya finally manages to regain control of the spooked dogs, and guides the dogsled past the hunters, though she's not looking great (edit: giacomo goes before her, so that could change )
"I think we keep going right??"


the big picture

(17dmg to winter wolf from Arwyn)

h1 fires on caladan
H-one vs. caladan, rapid shot: 1d20 + 4 + 2 - 2 ⇒ (12) + 4 + 2 - 2 = 161d8 + 2 + 2 ⇒ (1) + 2 + 2 = 5
H-one vs. caladan, rapid shot: 1d20 + 4 + 2 - 2 ⇒ (11) + 4 + 2 - 2 = 151d8 + 2 + 2 ⇒ (6) + 2 + 2 = 10

h2 fires off one shot as he backs away from the sleigh's path
H-two vs. amber horse, rapid shot: 1d20 + 4 + 2 - 2 ⇒ (7) + 4 + 2 - 2 = 111d8 + 2 + 2 ⇒ (5) + 2 + 2 = 9

h3 fires a shot at ten-penny, backing away too
H-three vs. ten-penny, rapid shot: 1d20 + 4 + 2 - 2 ⇒ (10) + 4 + 2 - 2 = 141d8 + 2 + 2 ⇒ (4) + 2 + 2 = 8

h4 fires off two shots at Nadya
H-fourvs. nadya, rapid shot: 1d20 + 4 + 2 - 2 ⇒ (9) + 4 + 2 - 2 = 131d8 + 2 + 2 ⇒ (4) + 2 + 2 = 8
H-fourvs. nadya, rapid shot: 1d20 + 4 + 2 - 2 ⇒ (12) + 4 + 2 - 2 = 161d8 + 2 + 2 ⇒ (5) + 2 + 2 = 9
(H4 hits Nadya for 9dmg)

H1 whistles, and recalls E1
E2 harries ten-penny, whilte E3 and E4 harry Nadya
E2 talon vs. ten-penny: 1d20 + 4 + 2 ⇒ (9) + 4 + 2 = 151d4 + 2 ⇒ (1) + 2 = 3

E3 talon vs. nadya: 1d20 + 4 + 2 ⇒ (9) + 4 + 2 = 151d4 + 2 ⇒ (3) + 2 = 5
E3 talon vs. nadya: 1d20 + 4 + 2 ⇒ (12) + 4 + 2 = 181d4 + 2 ⇒ (4) + 2 = 6
(E3 hits Nadya for 6 dmg)

[-round 2-]
[20: nadya], [20: caladan], [19: wolf], [19: gondork], [11:ten-penny], [10: arwyn], [9: hunters], [6: giacomo]

[-round 3-]
[20: nadya], [20: caladan], [19: wolf], [19: gondork], [11:ten-penny], [10: arwyn], [9: hunters], [6: giacomo]


the big picture

you were. you were at 20, healed 7 to 27. then took 17 dmg to leave you at 10 hp.

a failure. but you manage to keep going straight.
and you still have a standard action for round 2 if you want it.

Gondork shouts for Arwyn to focus on the wolf, while he takes care of the eagles. Ten penny then glides the sleigh away from all three. The hunters ahead just narrowly being missed by the horses as they begin to ride right by.

[-round 2-]
[20: nadya], [20: caladan], [19: wolf], [19: gondork], [11:ten-penny], [10: arwyn], [9: hunters], [6: giacomo]

history:

[round 2]
nadya - fails drive check, move action to ready axe
caladan - smacks h1 for 7 dmg.
wolf - breathes cold ( gondork: 17 dmg, ten-penny: 15 dmg, caladan 3 dmg, arwyn 6 dmg )
gondork - legacy weapon on arwyn's bow, moves to balance on the sleigh
ten-penny - fails drive check (standard action TBD)
arwyn - <?>
hunters - <?>
giacomo - <?>

[round 1]
nadya - fails drive check
caladan - shoots wolf for 4 dmg
wolf - bites arwyn for 15 dmg and trips her
gondork - hits wolf for 10 dmg
ten-penny - successful drive check, attempts to demoralize wolf
arwyn - stands and shoots wolf for 7 dmg
hunters - 20 dmg to ten-penny from h1, 10 dmg to giacomo from h3, 11 dmg to caladan from two eagles, 1 dmg to giacomo from an eagle
giacomo - channels to heal everyone for 7


the big picture
Giacomo Rumble wrote:
I'd like to do this before Nadya makes her move and we shoot ahead of the rest. Also, I think a number fell away from my damage total, but I see I'm damaged for 10.

you were hit twice. once for 10, once for 1. should be down 11 from max on the map.

the wolf rushes up again, veering in between the carts, and unleashes his icy breath on everyone in the sleigh.
cold: 6d6 ⇒ (2, 3, 1, 1, 6, 4) = 17
arwyn: 1d20 + 8 ⇒ (12) + 8 = 20 8 6 cold damage
ten-penny: 1d20 + 10 ⇒ (3) + 10 = 13 17 cold dmg
caladan: 1d20 + 3 ⇒ (18) + 3 = 21 8 3 cold damage
gondork: 1d20 + 2 ⇒ (11) + 2 = 13 17 cold dmg

he doesn't seem demoralized.


the big picture

(10 dmg to winter wolf from gondork)

(6 dmg to winter wolf from arwyn - its not point blank by the time the cart moves forward and you stand up, and shoot, but 50 ft. forward is good as you don't provoke twice =D)

The hunters take aim, and shoot at the drivers.
(20 dmg to ten-penny from H1)
(10 dmg to giacomo from h3)

the hunters whistle various things, and the eagles come down, attacking giacomo and caladan.
(11 dmg to caladan)
(1 dmg to giacomo)

rolls:

H-one vs. ten-penny, rapid shot: 1d20 + 4 + 2 - 2 ⇒ (20) + 4 + 2 - 2 = 241d8 + 2 + 2 ⇒ (5) + 2 + 2 = 9
H-one vs. ten-penny, rapid shot: 1d20 + 4 + 2 - 2 ⇒ (20) + 4 + 2 - 2 = 241d8 + 2 + 2 ⇒ (7) + 2 + 2 = 11
(20 dmg to ten-penny from H1)

H-two vs. caladan, rapid shot: 1d20 + 4 + 2 - 2 ⇒ (13) + 4 + 2 - 2 = 171d8 + 2 + 2 ⇒ (6) + 2 + 2 = 10
H-two vs. caladan, rapid shot: 1d20 + 4 + 2 - 2 ⇒ (5) + 4 + 2 - 2 = 91d8 + 2 + 2 ⇒ (6) + 2 + 2 = 10

- AC 18 w/o shield -

H-three vs. giacomo, rapid shot: 1d20 + 4 - 2 ⇒ (16) + 4 - 2 = 181d8 + 2 ⇒ (8) + 2 = 10
H-three vs. giacomo, rapid shot: 1d20 + 4 - 2 ⇒ (12) + 4 - 2 = 141d8 + 2 ⇒ (2) + 2 = 4
(- AC 15 b/c still flat-footed )-
(10 dmg to giacomo from h3


H-four vs. nadya, rapid shot: 1d20 + 4 + 2 - 2 ⇒ (8) + 4 + 2 - 2 = 121d8 + 2 + 2 ⇒ (6) + 2 + 2 = 10
H-four vs. nadya, rapid shot: 1d20 + 4 + 2 - 2 ⇒ (8) + 4 + 2 - 2 = 121d8 + 2 + 2 ⇒ (1) + 2 + 2 = 5

H-one vs. ten-penny, 1st confirm: 1d20 + 4 + 2 - 2 ⇒ (1) + 4 + 2 - 2 = 52d8 + 8 ⇒ (8, 1) + 8 = 17
H-one vs. ten-penny, 2nd confirm: 1d20 + 4 + 2 - 2 ⇒ (2) + 4 + 2 - 2 = 62d8 + 8 ⇒ (4, 7) + 8 = 19

H1 talon vs. caladan: 1d20 + 4 + 1 + 2 ⇒ (13) + 4 + 1 + 2 = 201d4 + 2 ⇒ (3) + 2 = 5
H2 talon vs. caladan: 1d20 + 4 + 1 + 2 ⇒ (18) + 4 + 1 + 2 = 251d4 + 2 ⇒ (4) + 2 = 6

H3 talon vs. giacomo: 1d20 + 4 + 1 ⇒ (19) + 4 + 1 = 241d4 ⇒ 1
H4 talon vs. giacomo: 1d20 + 4 + 1 ⇒ (7) + 4 + 1 = 121d4 ⇒ 3

[-round 1-]
[20: nadya], [20: caladan], [19: wolf], [19: gondork], [11:ten-penny], [10: arwyn], [9: hunters], [6: giacomo]

[-round 2-]
[20: nadya], [20: caladan], [19: wolf], [19: gondork], [11:ten-penny], [10: arwyn], [9: hunters], [6: giacomo]


the big picture

The Winter Wolf races along the snow, seeming to swiftly and likely magically move over the snow without it impeding it. charging Arwyn on the back of the sleigh
bite, charge: 1d20 + 10 + 2 ⇒ (17) + 10 + 2 = 291d8 + 7 ⇒ (6) + 7 = 13 plus cold: 1d6 ⇒ 4
trip: 1d20 + 12 ⇒ (14) + 12 = 26

reflex save vs falling out of the sleigh DC 10
arwyn: 1d20 + 8 ⇒ (13) + 8 = 21
(15 damage to Arwyn, and prone)

for the sleigh, even if you slow down, i think you'll still move forward 25 ft. this round as you have to decelerate. ten-penny rolled well enough that she could maneuver the sleigh, and move forward 50 ft. and turn a bit within a 45-degree arc, or she rolled high enough, if you want to try a dead halt, you could probably manage it.


the big picture

no rest for the weary. shit just gets thrown at you on the road. +D


the big picture

rolls:

arwyn: 1d20 + 9 + 2 ⇒ (11) + 9 + 2 = 22
caladan: 1d20 + 1 ⇒ (8) + 1 = 9
gondork: 1d20 + 11 ⇒ (14) + 11 = 25
giacomo: 1d20 + 2 ⇒ (13) + 2 = 15
10p: 1d20 + 6 ⇒ (10) + 6 = 16
nadya: 1d20 + 5 + 2 ⇒ (20) + 5 + 2 = 27

snow: 1d20 + 8 ⇒ (1) + 8 = 9

initiatives
arwyn: 1d20 + 3 + 2 ⇒ (5) + 3 + 2 = 10
caladan: 1d20 + 1 ⇒ (19) + 1 = 20
gondork: 1d20 + 1 ⇒ (18) + 1 = 19
giacomo: 1d20 + 4 ⇒ (2) + 4 = 6
10p: 1d20 + 5 ⇒ (6) + 5 = 11
nadya: 1d20 + 2 + 2 ⇒ (16) + 2 + 2 = 20
wolf: 1d20 + 5 ⇒ (14) + 5 = 19
hunters: 1d20 + 2 ⇒ (7) + 2 = 9

The next day, as Nadya clandestinely gathers provisions, and you head out, theres a sense of peace. Nadya no longer has to worry about her sons on the journey, they've got protection and are safe. She can focus on guiding you to her contact by Whitethrone. Restocked, you make better time travelling without having to constantly stop at the sign of game and hunt.

After lunch, after travelling about five hours, Arwyn, Gondork, and Nadya notice several birds hunting through the morning. First one, then two eagles sighted as you start travelling. When a third and fourth are spotted after lunch, you realize something is up, its not possibly the same birds. You think you're being hunted, and someone is possibly on your trail, coming at you from ahead, the route from whitethrone. four humanoids on skis, armed with bows.

Then you hear it. churning through snow, rushing on all fours behind you, breaking from the line of trees. at first from the distance you think its another boreal wolf. then you realize from the size of its eyes, one blue, one violet, and so clear even from the distance... its a white wolf the size of a horse. its 100 ft. behind you and closing fast. the humans ahead are perhaps 100 ft. ahead as well. Four eagles are in flight about 40 ft. up, halfway between you and the hunters. since they alert everyone, we'll skip surprise round, as you see everyone approaching, and enough of you spotted the birds to alert you to the hunter's presence. Nadya is driving her dogsled alongside your sled, driven by either ten-penny or caladan at 50 ft. per round. You'll need a handle animal or profession (driver) check DC 15 to stop suddenly, safely, or to maneuver around the hunters.
i didn't check the actual vehicle rules well. just skimmed them and approximating.

[-round 1-]
[20: nadya], [20: caladan], [19: wolf], [19: gondork], [11:ten-penny], [10: arwyn], [9: hunters], [6: giacomo]

white wolf knowledge:

k. arcana DC 15:
A winter wolf. A large magical beast of the cold subtype. Infamous in Irrisen for the Howlings, a district in White Throne where they live. Often associated with the Winter Witches, and known for their breath, said to be so cold it can freeze everything within a fifteen foot cone. 6d6 cold, relfex DC 17. 15 ft. cone. Its said that the pelt of one with Heterochromia can be skinned and turned into a magical pelt, said to allow its wearer to shapeshift into a winter wolf. Winter Wolves are immune to the cold, but vulnerable to fire damage.

k. arcana DC 20:
they possess scent, darkvision, and low-light vision. but don't normally possess any other special attacks, defenses or spell like abilities. some extraordinary members of their species are said to be capable of even more damaging breath weapons, up to thirty feet.


the big picture

a whole new meaning to unconditional rewards


the big picture

"I'm not a very violent faun... its ok. I'm just glad to be back home. I'm just sorry I brought all of this with me. and Mom, I'm so sorry they killed Borvald. I'll move in to the barn and fix it up, and keep an eye on you all."


the big picture

the faun then plays Deep Slumber, puts you all to sleep and leaves with all of your belongings. peace out humans reads the note. ( just kidding )


the big picture

ooh, ooh. right, forgot that. but it might blind her, n then she can't run much.
reflex: 1d20 + 11 ⇒ (15) + 11 = 26
4d4 ⇒ (1, 4, 3, 3) = 11

that tops her out at 26 dmg ( 3dmg after fast healing +12 axe + 11 burst ). which causes her to go down. woo hoo. ok, so one less bad nasty fey in the world. she has a small rapier on her, but nothing much else of value besides some fey clothes.

Garen:
"I didn't realize how capricious and cruel they were. They took me in when i ran into them on the road, and heled me get by. When I told them my story, about how the villagers ostracized my mother for keeping me, and forced us to live on the outskirts of the village. How I ran away, since I could tell I was the reason my mother was being alienated... The quickling couple became outraged that "verminous humans" would presume to be ashamed of fey relations instead of the other way around. They made me come here, to punish the village, starting with my mother. I tried to stop them, but they overpowered me and kept me tied up in the barn. They kept saying that this would toughen me up. But it was as though their hearts were as cold as the winter snow here. "


the big picture

a nice hat for a ranger or tracker. the +5 comp on survival is cool. but to just give a bonus on saves vs. cold... kinda lame for not at least conferring endure elements at that price.


the big picture

Maret's cottage is on the outskirts of Ellsprin, its just after dark by the time you return from the abandoned barn with Garen. Maret barely has room, but she's plenty of food, and insists you all stay the night, cooking up a great feast for you all.

She explains that Ellsprin is just down the road, she's just on the outskirts, and you can resupply with food in the morning. Garen plays pipes for all the children as the meal winds down, and even Giacomo and Nadya share a dance. Ten-penny and Gondork exchange an odd 'should we?' glance,

You have a chance to eat and heal up, and rest for the evening.

Maret and Nadya become friends, and Maret invites Nadya to let the twins stay with her until she finishes her obligation to you all. Garen says he's going to stick around nearby to keep an eye on both families and help protect them.

feel free to do or say whatever you want, it may change things. i'm just dishing it out in broad strokes to keep it flowing. if i misdirect , just correct.

So on the morning of the eight day of your travels, you reach the small village of Ellsprin on the shores of the Glacier Lake. Whitethrone is perhaps two days down the road. You have a chance to buy some more rations for your journey. Though the town is too small to have anything of interest beyond a few 1st level potions or scrolls if you want to inquire. But this close to Whitethrone, it might draw more ire, so you keep to yourselves, just getting rations and grain for the horses.

Nadya explains to Orm and Mjoli, that Maret will be looking after them, like their kind neighbor did in Waldsby, as the boys are more than used to their mother needing to go on trecks to support them. They stoicly hug her and kiss, but don't say goodbye.

anything else you'd like to do? or off on the final leg of your journey to Whitethrone?


the big picture

ten-penny deftly dodges its spear and moves into flank, her short sword deeply wounding the twigjack, but not knocking it off its feet. Arwyn's shot shatters its skull into splinters
(12 dmg from ten-penny to twigjack)
(18 dmg from arwyn to twigjack)

Seeing the twigjack fall to splinters, gondork moves over by the door, readying for Zzababa to spring attack in again, and brings his battleaxe in for a deep wound as she does.
(ac 21 misses, but you're just not including the bless this round. so 12 dmg from gondork to zzababa)

Seeing her tactics fail, but a bit invigorated by the cold, Zzababa zips in to take one final swing at ten-penny before leaving, and receives an axe to the gut, throwing off her aim horribly. she stumbles a bit, but takes off into the forrest, not looking back.
"You'll regret this Garen. You'll pay for this treachery someday."
rapier: 1d20 + 10 ⇒ (1) + 10 = 111d4 ⇒ 2 plus cold: 1d6 ⇒ 4

after its clear that she's gone and not coming back to the frey, Garen comes up to you and asks, "Is it true? Did, did my mother ask you to save me? Thank you, whoever you are. I'm Garen."

you have some time to introduce yourselves, and pick up some things Zzababa was in too much of a rush to take with her when she left:


the big picture

forgot to put the 5ft step on the map. you may be able to try and get the twigjack too. it seems to be trying to get closer to the cold so it can start fast-healing.

the faun seems conflicted, but takes out his pipes, and starts playing a melody
twigjack: 1d20 + 6 ⇒ (12) + 6 = 18

nadya fires a shot at the twigjack
longbow: 1d20 + 5 + 1 + 1 - 4 ⇒ (14) + 5 + 1 + 1 - 4 = 171d8 + 1 + 1 ⇒ (2) + 1 + 1 = 4

caladan takes the charge lane down the aisle to smash at the twigjack
morningstar, charge, bless: 1d20 + 6 + 2 + 1 - 1 ⇒ (10) + 6 + 2 + 1 - 1 = 181d8 + 3 + 2 ⇒ (1) + 3 + 2 = 6
aaah, too bad it wasn't debilitated this turn

[ round 3 ]
[24: ten-penny], [21: arwyn], [18: gondork], [17: twigjack], [17: zzababa], [14: giacomo], [8: faun], [5: nadya], [3: caladan]


the big picture

(8 dmg to twigjack)

he does have reach with his spear. despite being tiny! he needs a 20 to hit you... but that's a different story...
spear: 1d20 + 4 ⇒ (1) + 4 = 5

zzababa zips in, taking advantage of the flank, and both she and the twigjack sneak attack ten-penny. then zzababa zips out the back door out of sight. the twigjack, having readied, can only five ft shift out of the flank.

twigjack: 1d20 + 4 + 2 ⇒ (2) + 4 + 2 = 81d4 + 2d6 ⇒ (2) + (6, 3) = 11 plus cold: 1d6 ⇒ 4
zzababa: 1d20 + 10 + 2 ⇒ (14) + 10 + 2 = 261d4 + 1d6 ⇒ (1) + (5) = 6 plus cold: 1d6 ⇒ 3
(9 dmg to ten-penny)

[ round 2 ]
[24: ten-penny], [21: arwyn], [18: gondork], [17: twigjack], [17: zzababa], [14: giacomo], [8: faun], [5: nadya], [3: caladan]