Reign of Winter (group two) (Inactive)

Game Master Whack-a-Rogue

Ruined Temple
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HP: 0/187(226) | AC/T/FF 16/13/16(21/11/21) CMD 30(34) | Fort +18(21) Ref +9 Will +11(14) | Init +2 Rage 23/32 | Acid Res 10 Cold Res 2 | Fortification 15% | Death Curse DC 17 | Darkvision 60ft, Blindsense 30ft
Skills:
Perc +13 Intimidate +8 Knowledge (Arcana) +5 (Nature) +7 Stealth +2 Survival +9

3d6 ⇒ (2, 4, 1) = 7
3d9 ⇒ (7, 5, 1) = 13


Neverhome:
When you arrive, Old Mother Theodora's door is open, but the house appears empty. There's no sign of Zsestrian. When you enter, the door closes behind you. In front of you is a table with three Harrow cards on it: "The Avalanche", "The Foreign Trader", and "The Paladin". Further back, the rear door of the house is open, leading outside. A brown thrush is perched on the table. It points one wing at the cards, the other toward the exit. "Choose."

If you choose the cards, give me one question and a single attribute (STR, CHA, etc). Then we'll perform a Harrowing. If you're not interested, that's perfectly fine. And, yes, the Thrush just spoke to you. ;-)


Male Human (Varisian) Witch 9
Vitals:
HP:64/66| AC: 13; T: 13; FF: 11; CMD: 17 | Fort: +8; Ref: +8; Will: +9(+2 vs. fear) |Init: +6;Perc: +11;Stealth +2;Survival +2
Hexes:
Evil Eye (at will)| Cackle (At will)|Misfortune(At will)| Feather Fall (At will, self)| Levitate (Once per day)|Fly(9/9 Minutes)|Stardust 2/2|Ward(At Will))

YBD:
Zses is not surprised in the slightest to see a talking thrush, and instead slowly walks to the table. S L O W L Y

It was a sunny summer morning. A child of about six years climbed on the back of a colourful caravan wagon.
'Mom, what are you doing?'
'It's an Harrow deck, dear. It tells the future.'

Crow's shadow started to spread and flicker, and he flew on Zses's shoulder
'Really? That's so cool!'
He paused for a second.
It rained for all the night and he couldn't see even a single star. He made to ask his question, but his mother interrupted him
'Before you start asking your usual silly questions, let me say this to you, dear: the cards may not tell you what you want to hear, and I'm not going to tell it to you to make you happy. The cards may even bring bad luck'. The woman started to shuffle the deck before continuing.
'But I suppose you won't listen to me, my stubborn little child' and gave a heartfelt laugh.

Crow, that would have been almost on the verge of tear if his raven's eyes could, shouted to Zses "Don't listen to her! She's lying! If you do just one more step, there's no turning back!"
Zses always had a bad habit of not listening to advice people told him. Everyone always said that stubbornness would have brought him more than one problem.
'So,mom, will we see the stars tonight?'

"What am I, then?"

I pick Wisdom


1d9 + 1d8 + 1d7 + 1d6 + 1d5 + 1d4 + 1d3 + 1d2 ⇒ (9) + (4) + (1) + (3) + (3) + (2) + (1) + (1) = 24

Zes:
(Everything spoken comes from the Thrush)
The ancient woman shuffles her deck then draws the first card - "The Lost". "This. Confused, alone, and being driven mad by the turmoils of this world. But there is hope: thus far, you have kept your head." The cards continue to fall. "'The Queen Mother', symbolizing the bearer of all knowledge. She is closer than you realize, and - in fact - has always been with you. 'The Winged Serpent' - misaligned. You have always had the answer to your question, but you have yet to utilize your Queen Mother. Ask her - while there is still time - and she will tell you what you wish to know."

A new column. "'The Publican' and 'The Owl'. You already know much of the harshness of this world and have come close to death several times. You are lucky to have found these new comrades; their fellowship will serve you well in the days to come." She lays down "The Midwife." "But guard yourself: not all new arrivals bring joy."

A third column. "And now your future..." The blind woman quickly lays down "The Carnival" and "The Eclipse". "While you possess great arcane power inside you, you are no Wizard. Lay aside that illusion and embrace yourself for what you really are: someone like me. In addition, you must remove the doubt inside you. Your power is weak now, but if you nurture and cultivate it, it will grow to surpass even my own. If you don't, it will destroy you." The thrush pauses as Old Mother Theodora holds up one final card: "The Mute Hag." "One final caution: the evil you are fighting is greater than you realize. If you are determined to continue that path, consider the cost. Your opposition has made dark pacts with powerful entities. Are you prepared to do the same?"

If you wish, you may draw one final card. This includes the 9 on the table. If you do, roll 1d54.


Male Human (Varisian) Witch 9
Vitals:
HP:64/66| AC: 13; T: 13; FF: 11; CMD: 17 | Fort: +8; Ref: +8; Will: +9(+2 vs. fear) |Init: +6;Perc: +11;Stealth +2;Survival +2
Hexes:
Evil Eye (at will)| Cackle (At will)|Misfortune(At will)| Feather Fall (At will, self)| Levitate (Once per day)|Fly(9/9 Minutes)|Stardust 2/2|Ward(At Will))

YBD:
Zses will nod silently and move to draw the last card.
How does a 54-faced dice look like?: 1d54 ⇒ 34


Zes:
"The Paladin". One who stands strong in the face of adversity. Your road will be a hard one, but it's vital that you don't back down. You know what's right; and though it may inflict a heavy cost, you need to follow through. Otherwise, disaster will befall not just you, but everyone."


HP: 0/187(226) | AC/T/FF 16/13/16(21/11/21) CMD 30(34) | Fort +18(21) Ref +9 Will +11(14) | Init +2 Rage 23/32 | Acid Res 10 Cold Res 2 | Fortification 15% | Death Curse DC 17 | Darkvision 60ft, Blindsense 30ft
Skills:
Perc +13 Intimidate +8 Knowledge (Arcana) +5 (Nature) +7 Stealth +2 Survival +9

YBD:

Another talking animal, great. He'll think to himself for a monent as he views the illustrated cards and the talking animal spirit. Taking note of the Avalanche and the Paladin he'll all but ignore the Foreign Trader.

An Avalanche, something that destroys all, indiscrimately. It wipes everything away, the good, the bad, the joyful, and the undesirable.

The Paladin, I've heard about them. Protectors. Heros. Saviors.

Do I want to destroy? Or to protect?

After what feels like ages stuck in his introspection he'll finally voice a thought aloud.

"Can I even do anything?"

Neverhome picks Strength.


1d9 ⇒ 2
1d54 + 1d53 + 1d52 + 1d51 + 1d50 + 1d49 + 1d48 + 1d47 + 1d46 ⇒ (8) + (11) + (3) + (1) + (12) + (36) + (33) + (27) + (18) = 149

Neverhome:
(All speech is from the Thrush)
As you speak your words, an absolutely ancient human woman walks in through the back door. Although her clouded eyes reveal that she's completely blind, she navigates to the table effortlessly. Picking up the deck, she fans it out and extends it toward you. You draw "The Keep." "Quiet, unshakeable strength that can withstand any assault. You, my friend, can do a lot." The woman shuffles her deck and deals out three rows of three cards. "'The Cricket', 'The Cyclone', 'The Beating'. You have traveled much thus far - and this traveling led you to a treasure beyond all worth. Then it was stolen from you by evil beings, and this loss cost you dearly. You've been wandering aimlessly for quite some time now."

Old Mother Theodora reveals "The Avalanche", "The Dance", and "The Publican". "Now, once again, disaster has come upon you, but this time you can stop it before it destroys everything - but only if you remember who you used to be. Though it will cost you greatly, you cannot allow yourself to become lost in rage and grief. Also, you must be on your guard - you've already met with deception on your journey, and you must be ready for it to happen again. Things aren't always what they seem."

The final three cards are laid out slowly: "The Owl", "The Locksmith", and "The Foreign Trader". "If you continue the path you've recently set out for yourself, you'll experience firsthand the beauty and majesty of nature. Learn what you can from it; there is much wisdom to be found. If you are careful, it will lead you to strange and powerful magic that can set things right." She gestures to "The Foreign Trader". "This final card - the one you ignored - is perhaps the most important of all. It represents information and agreements. If you wish to succeed at the endeavor you've undertaken, you will have to gather what you can - and perhaps agree to some things you'd rather not. Don't lose sight of the strength inside you; if you maintain your focus, you will accomplish deeds worthy of legend."


Male Catfolk HP(54/134) Sub(54/134)
Stats:
AC21/Touch11/Flat 20 | Fort+13/Ref+8/Will +5| Init +3
Skills:
Stealth + 0, Perception +9, Sense Motive +8, Survival + 9, Intimidate +6, Diplomacy +13, Ride+15
Class (Samurai) (10)

While the others went to see the old fortune teller the feline samurai was busy, He was looking to campaign and travel to stop this evil, He was looking to keep this land safe. He had noticed how the others clearly felt uncomfortable atop the horses, Some other quick transportation would be needed. He remembered the trek over the spine when he first came to these lands, he recalled the sleds that were used my many to move across the snows and ice.

They needed something simular... and strangely enough it was easy to find. When the man gave him the price for the sleigh-wagon he paid it quickly with no haggling, removable wheels would be perfect for their needs. He did request and learn how to remove the wheels and put them back on. Next he went to see about feed for the animals, and after a bit of debate he purchased enough for 20 days of feed. Stacking it in the bottom of the sleiagon wasnt too difficult. Then came the barrels for water and the 3 large tents. Lastly he got a whole slew of heavy winter blankets. (10)

Finally the feline fellow made his way back to where it started in a way.. the tavern he had first spent the night in before the festival. There he ordered food and a large crock of milk. He did wonder how the others were faring with their old strange lady talking.

So Silence will purchase the sleigh-wagon o' doom. (60 gp) He will buy the feed (1 gold), A masterwork set of tools used for skinning. (55gp) 3 empty barrels (6 gp) 10 winter blankets (5 gp) and three large tents (90 gp). for a total of 217 gp


HP: 0/187(226) | AC/T/FF 16/13/16(21/11/21) CMD 30(34) | Fort +18(21) Ref +9 Will +11(14) | Init +2 Rage 23/32 | Acid Res 10 Cold Res 2 | Fortification 15% | Death Curse DC 17 | Darkvision 60ft, Blindsense 30ft
Skills:
Perc +13 Intimidate +8 Knowledge (Arcana) +5 (Nature) +7 Stealth +2 Survival +9

Can I draw a final card too? If so 1d54 ⇒ 51 and his reply will come after.

Contemplating what he's heard he'll wordlessly reach into his pocket and leave 10g on the table. "Thanks milady, and bird spirit. Things have been... put into perspective." And with that he will take his leave to rejoin the group.


Neverhome:
Old Mother Theodora gathers up her cards and stands up. As she does, a single card falls out, landing faceup on the table. "The Vision". Symbolizing a meeting with a crazy person - or a genius....


HP: 0/187(226) | AC/T/FF 16/13/16(21/11/21) CMD 30(34) | Fort +18(21) Ref +9 Will +11(14) | Init +2 Rage 23/32 | Acid Res 10 Cold Res 2 | Fortification 15% | Death Curse DC 17 | Darkvision 60ft, Blindsense 30ft
Skills:
Perc +13 Intimidate +8 Knowledge (Arcana) +5 (Nature) +7 Stealth +2 Survival +9

YBD:
It's not much of a vision if it's currently occurring :3
Neverhome will take note of the card before picking up it and handing back to its owner.


Male Human (Varisian) Witch 9
Vitals:
HP:64/66| AC: 13; T: 13; FF: 11; CMD: 17 | Fort: +8; Ref: +8; Will: +9(+2 vs. fear) |Init: +6;Perc: +11;Stealth +2;Survival +2
Hexes:
Evil Eye (at will)| Cackle (At will)|Misfortune(At will)| Feather Fall (At will, self)| Levitate (Once per day)|Fly(9/9 Minutes)|Stardust 2/2|Ward(At Will))

YBD:
Zses will bow to the Thrush and the old witch. "I can't thank you enough. I knew that the path I was setting myself upon wasn't an easy one, but now I'm sure it's the right one. Farewell." Zses will put 10G on the table and exit.

Before heading to the tavern, he will wait for Neverhome. Crow, reverted to his normal personality, will not say a single word, and only keep staring at Zses silently.
"Did you had questions that needed answers too,Lyosha? Did you find them?"
Zses will ask to the half-orc as they go back to the tavern.

As soon as he enters the building, he will wave to Silence. So, Silence, where have you been while we went to Old Mother Theodora's house?"

After the party has gathered, he will say "I've been thinking: there's no doubt we have to close this portal, but I'm not sure if a frontal assault is what we should be doing. I mean, if this 'winter portal' is actually a portal, they could use it to summon reinforcements. There's also the fact that we don't know how to close it once we get there. If only we could find Ten-Penny..." Zses will stop to ponder for a second. "So, what do you think?"


Male Catfolk HP(54/134) Sub(54/134)
Stats:
AC21/Touch11/Flat 20 | Fort+13/Ref+8/Will +5| Init +3
Skills:
Stealth + 0, Perception +9, Sense Motive +8, Survival + 9, Intimidate +6, Diplomacy +13, Ride+15
Class (Samurai) (10)

I have been buying supplies for this thing I found yes yes. It should make things for some of you who are... not as horse friendly."
He said finishing his crock of milk. At that he took them outside to show them the sleigh wagon quite proudly.

"It has little rails on the bottom, to make traveling on snow easier. We can remove the wheels yes yes so its a multi terrain vehicle. I already bought some tents and foods and water barrels, all that is left is to go be big hero's".

He finished quite proudly.

"How was the scary card laying lady?"


Vitals:
HP: 138/138 | AC: 22; T: 17; FF: 17; CMD: 27 | Fort: +14; Ref: +16; Will: +12(+2 versus fear) | Init: +5; Perc: +26; Stealth +18; Survival +20
SSGOW Sexy Shoeless Tailor of War 13!

"Nice wheels, whiskers. So how do ya propose we find the green-skinned lady?"


Male Catfolk HP(54/134) Sub(54/134)
Stats:
AC21/Touch11/Flat 20 | Fort+13/Ref+8/Will +5| Init +3
Skills:
Stealth + 0, Perception +9, Sense Motive +8, Survival + 9, Intimidate +6, Diplomacy +13, Ride+15
Class (Samurai) (10)

Perhaps she has returned to the lodge yes yes? with all the bad men gone perhaps she will be in a mood to talk? As to how to close it.. I was going to proprose we hit it a lot til it does not work. I am not a mage by trade but there has to be some sort of device holding in place right? maybe?"

The samurai feline began though his words sounded less sure now. It was obvious he wasn't entirely sure how to close it, but he was sure they would think of something.


HP: 0/187(226) | AC/T/FF 16/13/16(21/11/21) CMD 30(34) | Fort +18(21) Ref +9 Will +11(14) | Init +2 Rage 23/32 | Acid Res 10 Cold Res 2 | Fortification 15% | Death Curse DC 17 | Darkvision 60ft, Blindsense 30ft
Skills:
Perc +13 Intimidate +8 Knowledge (Arcana) +5 (Nature) +7 Stealth +2 Survival +9

On meeting up with Zses Neverhome will merely shrug. "Yes. But they turned into more questions than answers."

On regrouping Neverhome will nod along with Silence's suggestion. "In my experience just because something's magical doesn't mean hitting it doesn't stop working. Just need bigger sword."


GM Rolls:
1d100 ⇒ 37
1d20 + 13 ⇒ (16) + 13 = 29
Neverhome: 1d20 + 9 ⇒ (2) + 9 = 11
Crow: 1d20 + 10 ⇒ (2) + 10 = 12
Blik: 1d20 + 10 ⇒ (7) + 10 = 17
1d20 + 6 ⇒ (13) + 6 = 19
1d3 ⇒ 1

Whenever you're ready to head out, I'll need a Fort Save DC 15. Failure gives you 1d6 nonlethal cold damage + fatigue. Don't forget about the bonuses from Survival checks/cold-weather clothing/cloak of the yeti/etc.


Vitals:
HP: 138/138 | AC: 22; T: 17; FF: 17; CMD: 27 | Fort: +14; Ref: +16; Will: +12(+2 versus fear) | Init: +5; Perc: +26; Stealth +18; Survival +20
SSGOW Sexy Shoeless Tailor of War 13!

Fort: 1d20 + 6 ⇒ (17) + 6 = 23


Male Human (Varisian) Witch 9
Vitals:
HP:64/66| AC: 13; T: 13; FF: 11; CMD: 17 | Fort: +8; Ref: +8; Will: +9(+2 vs. fear) |Init: +6;Perc: +11;Stealth +2;Survival +2
Hexes:
Evil Eye (at will)| Cackle (At will)|Misfortune(At will)| Feather Fall (At will, self)| Levitate (Once per day)|Fly(9/9 Minutes)|Stardust 2/2|Ward(At Will))

Zses jaw will drop to the floor "That's...that's a lot of stuff, Silence!"
I wonder what it's like to travel on a sleigh
"All of this must cost a lot. How much money does each of us have to give to pay for all of this stuff?" he will say while reaching for his coin purse.

"Well, what Old Mother Theodora said calmed some of my worries and answered one of my questions: it looks like I'm not a wizard.That explains why I can't read this spellbook." pulling out the spellbook."I'm not sure what I actually am,tough."he will finish with a smirk.
Truth to be told, I kind of think I'm a witch or something similar...Of all the arcane arts I've gathered info on, mine seems more similar to that. Better not jump to conclusion tough.

Having learned this, that night Zses will attempt a witch ritual he rode about some time ago: he will pull out one of the pages from the spellbook, the one in which seemed to be written the spell Chill Touch, burnt it, and feeded the ashes to Crow...
Trying to learn Chill Touch, spellcraft DC 16
Spellcraft DC 16: 1d20 + 9 ⇒ (3) + 9 = 12
...completely messing things up.
"I warned you that this wouldn't have been easy..." Crow said.

Zses Survival: 1d20 + 2 ⇒ (7) + 2 = 9
Crow Survival: 1d20 + 3 ⇒ (10) + 3 = 13
Zses Fortitude: 1d20 + 2 + 5 ⇒ (15) + 2 + 5 = 22
Crow Fortitude: 1d20 + 1 + 2 ⇒ (3) + 1 + 2 = 6
Damage: 1d6 ⇒ 1
The morning after, Zses seemed to not mind the cold at all, as usual.The raven, despite being in CrowBall form, started to shiver.


HP: 0/187(226) | AC/T/FF 16/13/16(21/11/21) CMD 30(34) | Fort +18(21) Ref +9 Will +11(14) | Init +2 Rage 23/32 | Acid Res 10 Cold Res 2 | Fortification 15% | Death Curse DC 17 | Darkvision 60ft, Blindsense 30ft
Skills:
Perc +13 Intimidate +8 Knowledge (Arcana) +5 (Nature) +7 Stealth +2 Survival +9

Survival: 1d20 + 7 ⇒ (7) + 7 = 14

Yetihome seems to be enjoying his new cloak.


Vitals:
Druid (Bat Shaman) 2; HP: 23/23 | AC: 19; T: 14; FF: 16 CMD: 14 | Fort: +5; Ref: +4; Will: +7(+9 vs. fear) | Init: +5; Perc: +10; Stealth +11; Survival +10
Spells:
6/6 | Cantrips: Guidance, Stabalize, Read Magic | Level One: Magic Stone, Mudball, Cure Light Wounds; Domain: Sleep

Blik stays at the weaponsmith's shop, impatiently bouncing about waiting for his new equipment to be finished.

Oh boy, oh boy! With my new equipment I'll be just like Hobbs! But uh, less grumpy. I wonder if all halflings are great warriors...

Missing out on all the excitement, Blik rock on his heels excitedly.


Vitals:
HP: 138/138 | AC: 22; T: 17; FF: 17; CMD: 27 | Fort: +14; Ref: +16; Will: +12(+2 versus fear) | Init: +5; Perc: +26; Stealth +18; Survival +20
SSGOW Sexy Shoeless Tailor of War 13!

If you asked Hobbes, he would say yes. Oh and he would also wait until his equipment was done being made to go out.


HP: 0/187(226) | AC/T/FF 16/13/16(21/11/21) CMD 30(34) | Fort +18(21) Ref +9 Will +11(14) | Init +2 Rage 23/32 | Acid Res 10 Cold Res 2 | Fortification 15% | Death Curse DC 17 | Darkvision 60ft, Blindsense 30ft
Skills:
Perc +13 Intimidate +8 Knowledge (Arcana) +5 (Nature) +7 Stealth +2 Survival +9

Oh, I was under the assumption that our gear being ready fell under "whenever you're ready". If it's not then Neverhome will stay until it is.


Male Catfolk HP(54/134) Sub(54/134)
Stats:
AC21/Touch11/Flat 20 | Fort+13/Ref+8/Will +5| Init +3
Skills:
Stealth + 0, Perception +9, Sense Motive +8, Survival + 9, Intimidate +6, Diplomacy +13, Ride+15
Class (Samurai) (10)

HEHE Wall of fort saves Incoming under spoiler.
survival: 1d20 + 5 ⇒ (9) + 5 = 14

fort saves:

silence fort: 1d20 + 5 + 5 ⇒ (19) + 5 + 5 = 29
Mule fort: 1d20 + 5 + 2 ⇒ (19) + 5 + 2 = 26
Charger fort: 1d20 + 5 + 2 ⇒ (16) + 5 + 2 = 23
El Horso Del Gaupo fort: 1d20 + 5 + 2 ⇒ (1) + 5 + 2 = 8
cold damage: 1d6 ⇒ 1 fatigued
Juicyfruit fort: 1d20 + 5 + 2 ⇒ (3) + 5 + 2 = 10
cold damage: 1d6 ⇒ 1 fatigued
Mr.Whiskers fort: 1d20 + 5 + 2 ⇒ (18) + 5 + 2 = 25
Pinapple fort: 1d20 + 5 + 2 ⇒ (18) + 5 + 2 = 25

When it is time to go, the feline samurai will hook both Juicyfruit and Mr. Whiskers to the wagon, assuming Blik and Hobbes will probably travel in it and perhaps friend Zsestrian. He certainly seems eager to be about and onto shutting down winter portals.

Is this a covered wagon or open topped? would perhaps being under the covered part add any other bonuses to the fort save for keeping out of the wind mostly? If not, I know Silences next projects, winterblanket horsecoats and super warm covered wagon beds.


Yes, you have all of your new gear. :-) Unfortunately, the wagon is open-topped, so the only advantage of cart-riding is increased movement speed. I'm just waiting on Blik's save. :-)


Vitals:
Druid (Bat Shaman) 2; HP: 23/23 | AC: 19; T: 14; FF: 16 CMD: 14 | Fort: +5; Ref: +4; Will: +7(+9 vs. fear) | Init: +5; Perc: +10; Stealth +11; Survival +10
Spells:
6/6 | Cantrips: Guidance, Stabalize, Read Magic | Level One: Magic Stone, Mudball, Cure Light Wounds; Domain: Sleep

Whoops, missed the save

Survival: 1d20 + 10 ⇒ (19) + 10 = 29
Fortitude: 1d20 + 5 + 5 + 2 ⇒ (10) + 5 + 5 + 2 = 22

Blik is much happier riding along in the wagon than atop Juicyfruit, happily fussing with his new armor and shield.


GM Dices:
Attack: 1d20 + 5 ⇒ (5) + 5 = 10
Group: 5d20 + 21 ⇒ (3, 3, 15, 1, 11) + 21 = 54
Baddie: 1d20 + 1 ⇒ (8) + 1 = 9

As you trundle along in your wagon, suddenly, an enormous insect flies from the trees and attacks Juicyfruit! It's razor-sharp claw barely misses the terrified horse.

Surprise Round over
Your turns

Whoever's driving the cart needs to give me a Handle Animal DC 15 (move action) to maintain control of the horses.

Knowledge(dungeoneering) DC 13:
It's a praying mantis of enormous proportions. If it grabs you, it'll start to nomnom (gains a bite attack against grappled targets). It can also reach reeaallyy far to attack extremely far-away targets (situational 20ft reach)


HP: 0/187(226) | AC/T/FF 16/13/16(21/11/21) CMD 30(34) | Fort +18(21) Ref +9 Will +11(14) | Init +2 Rage 23/32 | Acid Res 10 Cold Res 2 | Fortification 15% | Death Curse DC 17 | Darkvision 60ft, Blindsense 30ft
Skills:
Perc +13 Intimidate +8 Knowledge (Arcana) +5 (Nature) +7 Stealth +2 Survival +9

Neverhome will hop down out of the sled acrobatics: 1d20 + 2 ⇒ (19) + 2 = 21 to try out his new sword, hoping it would do some good against whatever in hell the forest had now thrown at them.

Attack: 1d20 + 5 ⇒ (20) + 5 = 25
Confirmation: 1d20 + 5 ⇒ (6) + 5 = 11

Damage: 2d6 + 3 ⇒ (1, 3) + 3 = 7
if confirmed
Damage: 4d6 + 6 ⇒ (6, 4, 5, 6) + 6 = 27


Male Catfolk HP(54/134) Sub(54/134)
Stats:
AC21/Touch11/Flat 20 | Fort+13/Ref+8/Will +5| Init +3
Skills:
Stealth + 0, Perception +9, Sense Motive +8, Survival + 9, Intimidate +6, Diplomacy +13, Ride+15
Class (Samurai) (10)

Well Silence would have certainly not been in the cart he would have stayed mounted on Mule, but no worries, I will be more clear the next time.

"Thats a really big bug."

The Feline said gripping the hilt of his katana. He moved an leapt from the wagon bringing the sword down with both hands from over his head at the giant mantis.

overhead leaping slash attack!: 1d20 + 6 ⇒ (16) + 6 = 22
damage: 1d8 + 3 ⇒ (2) + 3 = 5

Or i could have just leapt to watch friend Neverhome esplode it... nice hit!


HP: 0/187(226) | AC/T/FF 16/13/16(21/11/21) CMD 30(34) | Fort +18(21) Ref +9 Will +11(14) | Init +2 Rage 23/32 | Acid Res 10 Cold Res 2 | Fortification 15% | Death Curse DC 17 | Darkvision 60ft, Blindsense 30ft
Skills:
Perc +13 Intimidate +8 Knowledge (Arcana) +5 (Nature) +7 Stealth +2 Survival +9

thankies :3... I should have also pushed Zses off when I jumped down so he'd take AoO instead lol I kid I kid :3


Vitals:
HP: 138/138 | AC: 22; T: 17; FF: 17; CMD: 27 | Fort: +14; Ref: +16; Will: +12(+2 versus fear) | Init: +5; Perc: +26; Stealth +18; Survival +20
SSGOW Sexy Shoeless Tailor of War 13!

Hobbes will stay behind his cover and shoot his bow.

Cover, Melee: 1d20 + 6 - 8 ⇒ (20) + 6 - 8 = 18

Cover, Melee, Confirm?: 1d20 + 6 - 8 ⇒ (5) + 6 - 8 = 3

1d6 ⇒ 6


Vitals:
Druid (Bat Shaman) 2; HP: 23/23 | AC: 19; T: 14; FF: 16 CMD: 14 | Fort: +5; Ref: +4; Will: +7(+9 vs. fear) | Init: +5; Perc: +10; Stealth +11; Survival +10
Spells:
6/6 | Cantrips: Guidance, Stabalize, Read Magic | Level One: Magic Stone, Mudball, Cure Light Wounds; Domain: Sleep

Blik's mouth will begin to water when he sees the giant insect buzz in, but he'll cry out when it attacks his horse Juicyfruit. Blik will attempt to calm the animals as best he can, but working with large herbavores is far outside his comfort zone.

I guess I need to pick up some Handle Animal. Blik will use Animal Empathy to try and calm the horses as a standard, he'll pull his sling as a move.

Animal Empathy: 1d20 + 2 ⇒ (9) + 2 = 11


Male Human (Varisian) Witch 9
Vitals:
HP:64/66| AC: 13; T: 13; FF: 11; CMD: 17 | Fort: +8; Ref: +8; Will: +9(+2 vs. fear) |Init: +6;Perc: +11;Stealth +2;Survival +2
Hexes:
Evil Eye (at will)| Cackle (At will)|Misfortune(At will)| Feather Fall (At will, self)| Levitate (Once per day)|Fly(9/9 Minutes)|Stardust 2/2|Ward(At Will))

"What?"
Know.(Dungeoneering): 1d20 ⇒ 8
Giant insects weren't something that you see every day, but Zses couldn't help but to think that this wasn't the first time something like that happened to him.

Those wings were huge. And that scent, that damn scent. Everyone started dropping to the ground and then...

He held his head and grunted. This was not the time or place to remember that. He turned his gaze to the giant insect.*
*Evil Eye DC 15(7 rounds, save reduces), -2 to saves
"We have much more important things to do than staying here playing with you,bug." he scoffed.*
*Cackle


Male Catfolk HP(54/134) Sub(54/134)
Stats:
AC21/Touch11/Flat 20 | Fort+13/Ref+8/Will +5| Init +3
Skills:
Stealth + 0, Perception +9, Sense Motive +8, Survival + 9, Intimidate +6, Diplomacy +13, Ride+15
Class (Samurai) (10)

Oh I have handle animal >.< Just seemed more feline samurai to take the leap of at the giant bug yes yes. Sorry friend Blik!


GM Rolls:
AoO: 1d20 + 5 ⇒ (16) + 5 = 21
Grab: 1d20 + 11 ⇒ (14) + 11 = 25
Bite: 1d20 ⇒ 6
Damage: 1d6 + 3 ⇒ (1) + 3 = 4

Maintain: 1d20 + 11 + 5 ⇒ (17) + 11 + 5 = 33
Damage: 1d6 + 3 ⇒ (3) + 3 = 6

The bug seems completely unaffected by Zes' magic. (mindless creature, ftw!) Neverhome and Hobbes manage to land their attacks. Silence's dramatic sword dive hits as well, but the mantis lands a nasty scratch in return (you take 4pts damage and are grappled). Meanwhile, Blik tries - and fails - to calm the horses, and they take off! Then, the mantis continues to nomnom on the tasty Catfolk (take another 6pts damage).

New Round
Your turns

Well, you've managed to split the party. Nice job. *evil GM grin* Pay attention to the map, there's over 50ft separation between the cart group and the ground group. Silence, since Mule's combat-trained, I'm ruling that he's sticking close to you; he's the horse that's not 50ft+ away. Cart People: the horses are going to keep running until they get tired or someone calms them down. Handle Animal DC 15.


Vitals:
HP: 138/138 | AC: 22; T: 17; FF: 17; CMD: 27 | Fort: +14; Ref: +16; Will: +12(+2 versus fear) | Init: +5; Perc: +26; Stealth +18; Survival +20
SSGOW Sexy Shoeless Tailor of War 13!

"There, there. Just calm down, ya crazy horses. No one will hurt ya." Hobbes will try to calm the horses.

Handle Animal: 1d20 + 5 ⇒ (10) + 5 = 15


Male Human (Varisian) Witch 9
Vitals:
HP:64/66| AC: 13; T: 13; FF: 11; CMD: 17 | Fort: +8; Ref: +8; Will: +9(+2 vs. fear) |Init: +6;Perc: +11;Stealth +2;Survival +2
Hexes:
Evil Eye (at will)| Cackle (At will)|Misfortune(At will)| Feather Fall (At will, self)| Levitate (Once per day)|Fly(9/9 Minutes)|Stardust 2/2|Ward(At Will))

As soon as the cart stopped, Zses will dart off to help Silence and Neverhome, turning only for a second to shout to Crow, who stayed on the carriage "Stay there, okay?"

What is this thing? I get arctic tatzlwyrms and the like, but why would something like this be here? Is this one of the creatures the Sentinels freed in the woods to get some work?

If the carriage was 50 foot away, I should be in range
Gathering the last ounce of breath he had left, Zses will shout to the insect.*
"HEY! Put my friend down, now!"

*Ear-piercing scream, DC Fortitude 15 or dazed for 1 round
Damage: 2d6 ⇒ (5, 1) = 6


Vitals:
Druid (Bat Shaman) 2; HP: 23/23 | AC: 19; T: 14; FF: 16 CMD: 14 | Fort: +5; Ref: +4; Will: +7(+9 vs. fear) | Init: +5; Perc: +10; Stealth +11; Survival +10
Spells:
6/6 | Cantrips: Guidance, Stabalize, Read Magic | Level One: Magic Stone, Mudball, Cure Light Wounds; Domain: Sleep

When it's clear Hobbes has the animals under control, Blik will hop off of the wagon and follow Zsestrian as best he can, lobbing a sling stone at the gigantic insect.

Move back towards the fight 20 feet.

Ranged Attack: 1d20 + 6 - 4 ⇒ (7) + 6 - 4 = 9
Damage: 1d3 + 2 ⇒ (1) + 2 = 3


Male Catfolk HP(54/134) Sub(54/134)
Stats:
AC21/Touch11/Flat 20 | Fort+13/Ref+8/Will +5| Init +3
Skills:
Stealth + 0, Perception +9, Sense Motive +8, Survival + 9, Intimidate +6, Diplomacy +13, Ride+15
Class (Samurai) (10)

"Stupid bug thing!" Silence growls out pain.
"Samurai are not for eating! Mule! Smoosh it! He adds channeling his inner reserve and healing. Godless healing as a move action for the W!
healing: 1d8 + 2 ⇒ (4) + 2 = 6
He then tries to pry apart the pincers chewing on him.
You know, i have never read up on the pathfinder grapple rules. I assume im adding my CMB versus its CMD? Samumao is at 16/20 hp
break grapple check: 1d20 + 4 ⇒ (8) + 4 = 12
Mule comes rushing up to bite the bug back!
bite: 1d20 + 5 ⇒ (12) + 5 = 17
damage: 1d4 + 3 ⇒ (2) + 3 = 5


HP: 0/187(226) | AC/T/FF 16/13/16(21/11/21) CMD 30(34) | Fort +18(21) Ref +9 Will +11(14) | Init +2 Rage 23/32 | Acid Res 10 Cold Res 2 | Fortification 15% | Death Curse DC 17 | Darkvision 60ft, Blindsense 30ft
Skills:
Perc +13 Intimidate +8 Knowledge (Arcana) +5 (Nature) +7 Stealth +2 Survival +9

"Put. The. Kitty. Down." Despite his anger getting the better of him Neverhome will take care not to hit his ally.

Greatsword Attack: 1d20 + 5 ⇒ (4) + 5 = 9
Damage: 2d6 + 3 ⇒ (2, 3) + 3 = 8


Male Catfolk HP(54/134) Sub(54/134)
Stats:
AC21/Touch11/Flat 20 | Fort+13/Ref+8/Will +5| Init +3
Skills:
Stealth + 0, Perception +9, Sense Motive +8, Survival + 9, Intimidate +6, Diplomacy +13, Ride+15
Class (Samurai) (10)

Ive seen that line in a movie somewhere.. only it was a bunneh i think.


HP: 0/187(226) | AC/T/FF 16/13/16(21/11/21) CMD 30(34) | Fort +18(21) Ref +9 Will +11(14) | Init +2 Rage 23/32 | Acid Res 10 Cold Res 2 | Fortification 15% | Death Curse DC 17 | Darkvision 60ft, Blindsense 30ft
Skills:
Perc +13 Intimidate +8 Knowledge (Arcana) +5 (Nature) +7 Stealth +2 Survival +9

Yep, Con Air.


@Zes: that's a Range: close spell, so 30ft. Also, it's 1d6/2 levels.


Male Human (Varisian) Witch 9
Vitals:
HP:64/66| AC: 13; T: 13; FF: 11; CMD: 17 | Fort: +8; Ref: +8; Will: +9(+2 vs. fear) |Init: +6;Perc: +11;Stealth +2;Survival +2
Hexes:
Evil Eye (at will)| Cackle (At will)|Misfortune(At will)| Feather Fall (At will, self)| Levitate (Once per day)|Fly(9/9 Minutes)|Stardust 2/2|Ward(At Will))

Ugh, forgot to move myself <.< I meant, if the spell range is 30ft, and I move 30ft to the mantis, I should be in range.
Ear-piercing scream damage: 1d6 ⇒ 2


GM Rolls:
Fort: 1d20 + 7 ⇒ (4) + 7 = 11

Mule bites the bug hard, but it maintains its grip on Silence. Then Zes appears to yell something, and it drops the Samurai (failed save).

New Round
Your turns


Vitals:
HP: 138/138 | AC: 22; T: 17; FF: 17; CMD: 27 | Fort: +14; Ref: +16; Will: +12(+2 versus fear) | Init: +5; Perc: +26; Stealth +18; Survival +20
SSGOW Sexy Shoeless Tailor of War 13!

Hobbes tries to get the horses to go back to the fight.

Handle Animal: 1d20 + 5 ⇒ (9) + 5 = 14

He then fires his bow again at the bug.

Melee: 1d20 + 2 ⇒ (8) + 2 = 10

1d6 ⇒ 5


Male Catfolk HP(54/134) Sub(54/134)
Stats:
AC21/Touch11/Flat 20 | Fort+13/Ref+8/Will +5| Init +3
Skills:
Stealth + 0, Perception +9, Sense Motive +8, Survival + 9, Intimidate +6, Diplomacy +13, Ride+15
Class (Samurai) (10)

"These lands are... strange!"

The feline samurai began glad the bug had let him go, he tried to thank it by attempting to remove its head with his katana.

attack roll: 1d20 + 6 ⇒ (16) + 6 = 22
damage: 1d8 + 3 ⇒ (7) + 3 = 10


And that'll kill it. Combat is over.


Male Catfolk HP(54/134) Sub(54/134)
Stats:
AC21/Touch11/Flat 20 | Fort+13/Ref+8/Will +5| Init +3
Skills:
Stealth + 0, Perception +9, Sense Motive +8, Survival + 9, Intimidate +6, Diplomacy +13, Ride+15
Class (Samurai) (10)

He took deep breaths and looked at the giant insect...then licked his lips.
"I wonder..." He began poking the creature to see if it had any 'meaty' parts.

So really, crabs are underwater spiders basically, shrimp are practically underwater insects... would a knowledge survival check allow silence to scavenge some 'delicacies'? Also its carapace, hard enough perhaps to make some sort of chitinous armor? :)?

survival check: 1d20 + 4 ⇒ (10) + 4 = 14 add a +2 if the MW skinning tools help!

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