Reign of Winter (group two) (Inactive)

Game Master Whack-a-Rogue

Ruined Temple
Loot List


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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

Oh don't worry, Blik is all over this thing.

As the insect falls dead, Blik happily runs up to it, a large smile on his face.

"I've never seen a mantis this big before! This could feed us for weeks! They're so tasty, just don't eat the heads, they're very bitter. Can I have some time to break this down?"

Without even waiting for an answer, Blik will happily begin cutting the Mantis down into manageable pieces.

Take 20 on survival for a 30.


Using his vast knowledge of insect anatomy, Blik's effortlessly able to extract every last bit of meat from the mantis. (the equivalent of 5days trail rations. I know it's only half your Survival result, but I don't think one Large creature can provide 11days worth of food)

Silence analyzes the carapace and realizes that it would make some decent armor - with a bit of work. (Equivalent to Hide Armor, and you have enough material for 4 sets. Use Craft(armor) as per the rules. I'll do some research into relevant DCs and time later.)


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

Scratching his head as he sees the halfing going about methodically butchering the corpse Neverhome will bluntly ask, "Okay, what is mantis?"


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

"They're bugs that eat other bugs, and they're really good at it. While I've seen abnormally large insects before I've never seen one of these so large, normally they're about this big."

The young halfling will say holding up two fingers.

"I don't know how this one got so big, or what it's still doing in this area now that it's all snowy, they normally prefer hot weather. But they're so tasty they even eat each other! I should get a good five days worth of meals out of this one!"


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 will stop for a few moments to catch his breath, and then go back to the carriage to unwrap Crow.

He will then examine the giant insect "Yeah, I agree with Blik. I don't really know how it got so big: there's a spell that makes people bigger, and it can also be made permanent, but it shouldn't have made a little mantis this big." Then, just to be sure, Zses will cast Detect Magic on the body of the mantis, even if he doubted it would have given any results.


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!

"Yea, that was really weird. I'll pass on havin' some for dinner."


There's no magic coming off the corpse.

Whenever you're ready to continue, I'll need two Fortitude Saves. DC 16 and DC 17. You know the drill by now. Once both are done, you'll be back at the (former) Sentinel Lodge.


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 ⇒ (19) + 6 = 25

Fort: 1d20 + 6 ⇒ (3) + 6 = 9

1d6 ⇒ 1


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

Survival: 1d20 + 10 ⇒ (18) + 10 = 28

Fortitutde: 1d20 + 5 + 5 + 2 ⇒ (9) + 5 + 5 + 2 = 21
Fortitutde: 1d20 + 5 + 5 + 2 ⇒ (17) + 5 + 5 + 2 = 29


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))

"Uh, as I tought. It's just big. Very big."
Zses will then wrap Crow in the scarf and take off.

Zses's Survival: 1d20 + 2 ⇒ (10) + 2 = 12
Crow's Survival: 1d20 + 3 ⇒ (9) + 3 = 12

Zses Fortitude DC 16: 1d20 + 2 + 5 + 2 ⇒ (5) + 2 + 5 + 2 = 14
Damage: 1d6 ⇒ 2
Crow Fortitude DC 16: 1d20 + 1 + 2 + 2 ⇒ (8) + 1 + 2 + 2 = 13
Damage: 1d6 ⇒ 2

Zses Fortitude DC 17: 1d20 + 2 + 5 + 2 ⇒ (8) + 2 + 5 + 2 = 17
Crow Fortitude DC 17: 1d20 + 1 + 2 + 2 ⇒ (2) + 1 + 2 + 2 = 7
Damage: 1d6 ⇒ 6

Total Damage: 2 Nonlethal to Zses, 8 Nonlethal to Crow. Ouch!
When they're moving near the lodge, a falling raven provoked a muffled thump as he fell to the ground. Crow is at zero HP
"Crow! Crow! Dear Desna, not again." Zses will run to try to help the raven. "I..am..fine..." is the only thing Crow managed to say, and it was clear he wasn't okay at all.


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 heal said crow. " Get up, feathers."

1d8 + 1 ⇒ (7) + 1 = 8


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 ⇒ (11) + 7 = 18

"It's still getting colder? This is worse than I thought."


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)

wall of saves:

survival: 1d20 + 4 ⇒ (5) + 4 = 9

Silence fortsave: 1d20 + 5 + 5 ⇒ (3) + 5 + 5 = 13
cold damage: 1d6 ⇒ 3
Mule fortsave: 1d20 + 5 + 2 ⇒ (17) + 5 + 2 = 24
Charger fortsave: 1d20 + 5 + 2 ⇒ (2) + 5 + 2 = 9
cold damage: 1d6 ⇒ 1
El Horso Del Gaupo fortsave: 1d20 + 5 + 2 ⇒ (15) + 5 + 2 = 22
Juicyfruit fortsave: 1d20 + 5 + 2 ⇒ (16) + 5 + 2 = 23
Mr.Whiskers fortsave: 1d20 + 5 + 2 ⇒ (5) + 5 + 2 = 12
cold damage: 1d6 ⇒ 3
Pinapple fortsave: 1d20 + 5 + 2 ⇒ (11) + 5 + 2 = 18

Silence2 fortsave: 1d20 + 5 + 5 ⇒ (15) + 5 + 5 = 25
Mule2 fortsave: 1d20 + 5 + 2 ⇒ (6) + 5 + 2 = 13
cold damage: 1d6 ⇒ 6
Charger2 fortsave: 1d20 + 5 + 2 ⇒ (18) + 5 + 2 = 25
El Horso Del Gaupo2 fortsave: 1d20 + 5 + 2 ⇒ (17) + 5 + 2 = 24
Juicyfruit2 fortsave: 1d20 + 5 + 2 ⇒ (7) + 5 + 2 = 14
cold damage: 1d6 ⇒ 4
Mr.Whiskers2 fortsave: 1d20 + 5 + 2 ⇒ (17) + 5 + 2 = 24
Pinapple2 fortsave: 1d20 + 5 + 2 ⇒ (14) + 5 + 2 = 21

total subdual damage
Silence - 3 El Horso - 1
Mule - 6 Mr. Whiskers - 3
Charger - 1 Pinapple - 0

As they approached their new home Silence of course had his ears perk up . He kinda hoped that cute half orc tenpenny returned. Way back home in the lands of Tian he couldnt think of a single one of the daimyo's Samurai who wasnt married, except for a few of the younglings like himself. He shook those thoughts off however as they approached. the Sleagon could go in the stables, but it was so cold there was no way he was leaving the horses in their. the place had plenty of space on that ground floor.. and a fire place!

How much light is availible in estimation? if a few hours worth he would be tempting to scout about the place for an hour or so, if night is falling its time for mantis soup!


There's still plenty of light. Assuming you left Heldren in the morning, it's no later than noon. :-)


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)

Then lunchtime! rest up the cold horsies! (yay fire!) maybe a quick catnap and esploring around. see if we cant start to triangulate where the bad things are coming from!


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

We actually found a map that should lead us right to the portal. We could rest up and head right there.


Just let me know what everyone's doing. :-)


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 missed that, lets take a lunch break then warm up and go be big damn heros yes yes


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

Works for me.


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!

Good with that plan


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

Sounds good to me!


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)

Silence entered 'Their' new base and moved to the large fireplace, hoping the coals perhaps still had some heat to them. Regardless he would go about rebuilding the flame so they could enjoy some mantis stew.
"Friend Ten-penny? Are you here? Your Bad boss is no more, its safe yes yes!"
He called on the off chance while they had left she had somehow wandered in.

"We are making special mantis stew you can join us if you like.

He added pausing to listen for any possible response.

Just in case!


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 was strangely eager to discover how mantises tasted like.

Before lunch, he will go again to Rokhar's room to search a journal and similar items where there could be some information that could give them an advantage on the winter feys.
Perception: 1d20 + 5 ⇒ (14) + 5 = 19
"Maybe he kept a record of the Sentinel's jobs, or something..."

Whatever the results, he will also check again the map of the location of the winter portal, to see if there were any strategic places from where they could observe the portal before attacking.


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 keep an eye out for Ten-Penny as they renter the lodge.
Perception: 1d20 + 11 ⇒ (2) + 11 = 13

Is the stew any good?


There's no sign of Ten-Penny, but nothing seems to have wandered in, so you have the Lodge to yourselves. You appear to have found everything of interest when you first searched the place after the Sentinel Battle Royale.

As for the stew, whoever made it should roll Profession(cook) to determine how it tastes. ;-)


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

Could I roll survival instead?

Profession: Bug Chef: 1d20 + 3 ⇒ (2) + 3 = 5

Or maybe...

Survival (on bugs): 1d20 + 10 ⇒ (8) + 10 = 18

Blik will excitedly go about preparing the mantis for most of his friends, thinking about the battle to come is more than a little distracting, and he may not have been fully paying attention.


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 will take the first plate of the Mantis Stew...

...and it kind of tasted like nothing.
Sure, the meat was soft, but there was no seasoning, no flavor, it was almost tasteless.
Uh, Blik must have tried so hard to cook this. It's already incredible he knew what where the edible parts, but he kind of need to work on the cooking part of it. I feel bad to tell him...
Bluff: 1d20 - 1 ⇒ (5) - 1 = 4
"Thanks Blik!It was delicious!"
Zses was aware that that must have sounded like one of the most forced sentences he ever said in his whole life.


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

Sense Motive: 1d20 + 3 ⇒ (3) + 3 = 6

So close! I love that Zses rolls terribly on bluffs!

Blik will look mortified, and sulk around the building for a little while.
I knew I shouldn't have cooked it! Raw bugs are the best!


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

While sry of it Neverhome will still accept a bowl of mantis soup.
Fortitude: 1d20 + 8 ⇒ (12) + 8 = 20
"Is... Filling" he'll say nonplussed as he chews the soup for a few moments before swallowing.


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)

Did we leave their neat little tabards behind? Silence is so gonna wear one now, I mean we are the new high sentinals yes yes?

Silence too accepted the stew and ate it stoicly. He could see Blik appear a bit crestfallen. That would not do no no.

"It is fine friend Blik, it needs a bit of spice yes yes, but for what you had to work with it will do. Besides Heros dont do cooking in the stories... they do heroic things and we are heros. . . we will work on the cooking part as we go. A shame about that Ten-penny perhaps we might run across her as we look for this portal."

diplonacy: 1d20 + 6 ⇒ (18) + 6 = 24

Seriously i never would have imagined Silence being so diplomatic...except when it comes to pretty girls giving him the 'hey' eyes evicdently >^.^<


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!

"Hero's can cook. In fact my cousin is a gourmet chef when he's not bein' a hero. He even has his own Order."


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)

Silence brought his hand comically up to his fact and took a deep breath.

"Of course Halfling hero's can cook... I meant other heros dont cook..."

He said with emphasis trying to subtly point out the gnomes distress that his meal wasnt going... so well.

bluff: 1d20 + 1 ⇒ (17) + 1 = 18

Im not sure what to roll to well try to pull the wool over poor blik's proverbial eyes. *lawls* trying to make him feel better and mr.pink over there ruining it *grins* I so love this group I swear!


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

...Uh, Blik is a Halfling...

Blik will mope about a while longer, but eventually his nervousness about the battle to come will win out.

"Should we, uh head 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

Huh? This whole time I thought he was an elf...

"If you are ready. Did you not have any soup?"


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 thought he was a batman >.< I knew that...I really did just for some reason when i was typing that post up my head said gnome.. I am very very sorry! *hangs head in proverbial shame*


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

Heh, just making sure

"Y-yeah, I'm ready! I ate when I was making the stew!"


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)

did we spend enough time to reset the fort saves for the cold?


GM Stuff:
Them: 3d20 + 18 ⇒ (9, 6, 3) + 18 = 36
You: 5d20 + 21 ⇒ (5, 5, 7, 2, 4) + 21 = 44
Red: 1d20 + 2 ⇒ (20) + 2 = 22
Blue: 1d20 + 2 ⇒ (7) + 2 = 9
Green: 1d20 + 2 ⇒ (14) + 2 = 16
Confirm: 1d20 + 2 ⇒ (2) + 2 = 4
Silence/Mule: 2d100 ⇒ (55, 74) = 129
Damage: 2d4 + 2 + 2d6 ⇒ (2, 4) + 2 + (2, 5) = 15

Round One Begin
You ride along for a while, when - suddenly - there's a sudden movement from around the trail bend. Before you can react, three skeletons rush forward and attack Mule! Red and Green both connect with icy claws (Mule takes 8pts damage + 7pts cold).

MAP IS LIVE! Your turns. Silence, it's currently a Handle Animal DC 14 to give Mule orders due to his being damaged twice.


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 try to calm Mule down. I think the +2 to the DC only applies once.

Handle Animal: 1d20 + 5 ⇒ (7) + 5 = 12

He then gets out of the cart.


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)

Do these look like the skeletons that espoloded on us? or just like skeletons? did they look any different?
handle animal: 1d20 + 5 ⇒ (3) + 5 = 8

More skeletons! Abomanations!"

He growled out as Mule danced about from its injuries. Mule was having none of these skeletons that was for sure. He slid from the saddle giving his friend a chance to withdraw As he struck at the blue skeleton defensively (-4 to hit, +2 to ac total ac is now 20)

defensiveattack: 1d20 + 6 - 4 ⇒ (7) + 6 - 4 = 9
damage: 1d8 + 3 ⇒ (4) + 3 = 7

Mule HP 5/20


They look like the fun explody kind.


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

"M-more!? Oh no!"

Blik will jump up onto his seat, twirling his sling skillfully. He'll shoot off a bullet at the Blue skeleton.

Attack: 1d20 + 3 ⇒ (19) + 3 = 22
Damage: 1d3 + 2 ⇒ (2) + 2 = 4


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

"I prefer the skeletons that stay in the ground honestly." Neverhome will say nonplussed as he gets out of the Slaygon and makes his way over to the [oov]Green[/ooc]Skeleton, his weapon drawn and ready to swing.

Greatsword Attack: 1d20 + 5 ⇒ (11) + 5 = 16
Greatsword Damage: 2d6 + 3 ⇒ (1, 5) + 3 = 9


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 will pull out his crossbow and fire at blue
to hit: 1d20 + 3 ⇒ (11) + 3 = 14
1d6 ⇒ 1


Blik and Neverhome re-kill their targets. The resulting icy explosions catch Mule as well.

Mule needs two Reflex Saves DC 11. First failure means 1d6 ⇒ 2 cold damage. Second failure means 1d6 ⇒ 6 cold damage. Successful saves deal half damage.

Silence/Neverhome need one Reflex Save DC 11. Failure means 1d6 ⇒ 6 cold damage. Successful save deals half damage.

I'll update with the remaining Skelly's actions once saves are made.


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

Reflex: 1d20 + 3 ⇒ (4) + 3 = 7
So that's 4 Damage.
"I forgot they did that..."


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)

reflex1: 1d20 + 4 ⇒ (4) + 4 = 8
reflex2: 1d20 + 4 ⇒ (10) + 4 = 14
Mule takes 5 damage and is now staggered!

slience reflex: 1d20 + 3 ⇒ (1) + 3 = 4
Silence takes 6 damages


Round Two Begin!
Claw: 1d20 + 2 ⇒ (1) + 2 = 3
Claw: 1d20 + 2 ⇒ (7) + 2 = 9

The one remaining skeleton mindlessly continues to claw at Mule. Fortunately, it misses badly.

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 moves forward while drawing his shield and smashes it into the skeleton!

PA: 1d20 + 3 - 1 ⇒ (4) + 3 - 1 = 6

Or not.


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 leaps off his seat into the snow, letting a stone bullet fly from mid-air at the last skeleton as he does, landing with a big poof in the snow.

Ranged Attack: 1d20 + 3 ⇒ (14) + 3 = 17
Damage: 1d3 + 2 ⇒ (1) + 2 = 3

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