DM Rah's "Icebound Outpost" PFS (Inactive)

Game Master Kobash

This is a PbP for Scenario # 3-19, The Icebound Outpost.
==TEMPLE MAP==


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The Exchange

Male Human Fighter 2 - HP: 20/20, - AC: 17/T: 13/FF: 14 - Percep: -1, INIT: +2 F: +7/R: +2/W: +0 - CMB: +5 - CMD: 17, Speed: 30ft

Ruford makes another mighty swing at Hildr.
Power Attack: 1d20 + 3 ⇒ (6) + 3 = 9, Damage: 1d10 + 7 ⇒ (3) + 7 = 10


Iupdated the map. Everyone outside, including both Hildr and Skell, is clear of the darkness.

Waiting on Maddie to act before continuing.

Grand Lodge

F Human Cleric of Pharasma 8 - HP 67/67 - AC 25/T: 11/FF: 25 - Perception +17 - Fort: +9, Ref: +3, Will: +12 (+1 vs. Transmutation) - CMB: +7, CMD: 17 - Speed 20 - Init. +0

Presenting her symbol of Pharasma once again, Maddie pulls forth healing energy to envelope an area 30' radius around her, excluding the visible enemies.

Channeling Positive Energy to heal, excluding Skell and Hildr (3/5 left): 1d6 ⇒ 5

Grand Lodge

Monk 5

A small voice calls out from the dark, "Herllo? Herlloooo? I think I brloke my hip." ::Uhg:: Mu stands up and stumbles around, clutching at the huge wound across his back.

stand, move forward and clockwise


Pai inflicts more damage to Hildr, but Ruford's attack misses badly. Maddie keeps everyone on their feet with more healing energy.

Mu awakens, climbs to his feet, and stumbles towards the sound of fighting, emerging from the darkness at the top of the temple steps.

Hildr turns from Garinol and steps within Ruford's reach, but swings her axe to the side and into Maddie. 11 Damage

"Heal that, wench!"

Skell slashes Ruford. 6Damage

"Bloodied this one too!" Skell laughs.

GM ROLLS:

Hildr Attack on Maddie: 1d20 + 6 ⇒ (8) + 6 = 14 hit
Damage: 1d8 + 4 ⇒ (7) + 4 = 11
Skell Attack on Ruford: 1d20 + 4 ⇒ (19) + 4 = 23 threat
Damage: 1d8 + 2 ⇒ (4) + 2 = 6
Critical confirmation: 1d20 + 4 ⇒ (5) + 4 = 9 no

Initiative Order: Round 6
Skell
Hildr
Kilian <=UP
Garinol <=UP
Drebbin
Mu
Ruford
Maddie
Pai

Silver Crusade

59/59 HP, AC: 24. FF: 18, T: 16, CMD: 23, (Dodge/Mobility, +2 vs Evil), Fort: +7, Refl: +6, Will: +7 (+2 vs Evil) , Perc: +14, (Scent, +22), Init: +8, Sense Motive +12, NG Human Inquisitor of Sarenrae 8, +12/+7 Att, 1d6+6, (15/x2)

Circling around to get her in a flank, "Don't worry Ruf, I got you".

Light Mace: 1d20 + 6 ⇒ (14) + 6 = 20
Damage: 1d6 + 1 ⇒ (1) + 1 = 2

"Oh, or not so much. . ."

Liberty's Edge

Male Human Fighter/7 (mobile fighter archetype) HP 64/64 AC21/T 14/FF 19 CMD 22/24 vs. trip & sunder Fort +8/Ref +5/ Will +6 Init +2 Perc +1|Sense Motive +1

Kilian continues to retreat back to the entrance, and will take a shot at any target that presents itself.

Attack roll, if applicable: 1d20 + 5 ⇒ (16) + 5 = 21

Damage roll: 2d4 + 4 ⇒ (1, 2) + 4 = 7


Garinol gives Hildr a glancing blow that barely registers on the savage woman.

Kilian tries to escape the darkness, but something stabs him in a vulnerable gap in his armor and he falls. 14 damage

Mu turns at the sound of his armored companion crashing to the floor and just barely notices Drebbin in the dim light of the doorway. The tiefling stabs, but trips at the last moment and misses terribly.

GM ROLLS:
AoO on Kilian: 1d20 + 4 ⇒ (18) + 4 = 22
Damage: 2d6 + 2 ⇒ (6, 6) + 2 = 14

DS: 1d20 + 7 ⇒ (11) + 7 = 18
Mu Perception: 1d20 + 3 ⇒ (15) + 3 = 18

Attack on Mu: 1d20 + 4 ⇒ (1) + 4 = 5

Initiative Order: Round 6
Skell
Hildr
Kilian
Garinol
Drebbin
Mu <=UP
Ruford <=UP
Maddie <=UP
Pai <=UP

The Exchange

Male Human Fighter 2 - HP: 20/20, - AC: 17/T: 13/FF: 14 - Percep: -1, INIT: +2 F: +7/R: +2/W: +0 - CMB: +5 - CMD: 17, Speed: 30ft

Ruford draws his dagger and stabs at Skell.
Dagger: 1d20 + 4 ⇒ (2) + 4 = 6, Damage: 1d4 + 3 ⇒ (1) + 3 = 4

Grand Lodge

Illusionist Wizard 11; AC 14, 18 with Mage Armor; HP 21/81 (+ 0 temp HP); F+12, R +11, W+13; Init+7, Perception +12 +1 on saves vs, Transmutations | +2 on saves vs. Illusions

Pi takes a 5' step backwards and fires her wand at Hildr.

Damage 1d4 + 1 ⇒ (1) + 1 = 2

41 charges left. Current HP 7/10.

Liberty's Edge

Male Human Fighter/7 (mobile fighter archetype) HP 64/64 AC21/T 14/FF 19 CMD 22/24 vs. trip & sunder Fort +8/Ref +5/ Will +6 Init +2 Perc +1|Sense Motive +1

Stabilize roll, DC 10: 1d20 + 3 - 6 ⇒ (6) + 3 - 6 = 3

Liberty's Edge

Male Human Fighter/7 (mobile fighter archetype) HP 64/64 AC21/T 14/FF 19 CMD 22/24 vs. trip & sunder Fort +8/Ref +5/ Will +6 Init +2 Perc +1|Sense Motive +1

Question: Ruford had an attack on Hildr posted Friday morning that AFAICT was never resolved; since it would have hit AC 16 and done 15 points of damage, it might be important.


Ruford's attack vs AC 16 missed. I just neglected to reference it in the resolution post.

Liberty's Edge

Male Human Fighter/7 (mobile fighter archetype) HP 64/64 AC21/T 14/FF 19 CMD 22/24 vs. trip & sunder Fort +8/Ref +5/ Will +6 Init +2 Perc +1|Sense Motive +1

Garinol's next attack vs. AC 16 was resolved as a hit to Hildr, though. Hence my confusion.


Garinol hadn't added +2 for flanking yet because he wasn't sure it was available. It was, which allowed his attack to hit AC 18.

Grand Lodge

F Human Cleric of Pharasma 8 - HP 67/67 - AC 25/T: 11/FF: 25 - Perception +17 - Fort: +9, Ref: +3, Will: +12 (+1 vs. Transmutation) - CMB: +7, CMD: 17 - Speed 20 - Init. +0

"I have a healing potion in my backpack." Maddie calmly informs the group as she channels positive energy yet again to heal everyone nearby, excluding the two enemy humans. She then drops her crossbow and draws a dagger from her furs, wand still in her other hand.

Channeling to heal, excluding Skell and Hildr (2/5 left): 1d6 ⇒ 5

Grand Lodge

Monk 5

"Oah! You again!", Mu Ping looks over his shoulder and says to blue man with the missed dagger. "WWHAIIIAAAAAHHHH!"

flurry Reverse Elbow with Stunning DC 14 1d20 + 3 ⇒ (18) + 3 = 21; 1d6 + 3 ⇒ (5) + 3 = 8
flurry Side Kick1d20 + 3 ⇒ (5) + 3 = 8; 1d6 + 3 ⇒ (5) + 3 = 8
5' step

Status: 11-4-14+5+5+5 = 8/11 hp


Skell blocks Ruford's dagger with his shield. Pai injures Hildr again with her wand, then retreats a step. Mu strikes Drebbin with a stunning blow technique and hops back off the stairs.

"Ow!" The tiefling rubs his jaw in the dim light, but seems to have avoided being stunned.

Maddie channels energy into a healing burst. Kilian is behind a wall and does not receive healing from this.

Hildr spins away from Maddie and brings her axe down at Garinol, but he gets his shield up in time to block it.

Skell thrusts at Ruford, but the sword fails to penetrate his armor.

GM ROLLS:

Concealment 20% from Mu's attack: 1d100 ⇒ 96 hit
Save vs Stun: 1d20 + 2 ⇒ (18) + 2 = 20 success

Hildr attack on Garinol: 1d20 + 6 ⇒ (2) + 6 = 8
Skell attack on Ruford: 1d20 + 4 ⇒ (9) + 4 = 13

Initiative Order: Round 6
Skell
Hildr
Kilian <=UP Give me a stabilization check
Garinol <=UP
Drebbin
Mu
Ruford
Maddie
Pai

Liberty's Edge

Male Human Fighter/7 (mobile fighter archetype) HP 64/64 AC21/T 14/FF 19 CMD 22/24 vs. trip & sunder Fort +8/Ref +5/ Will +6 Init +2 Perc +1|Sense Motive +1

Stabilization check: 1d20 + 2 - 7 ⇒ (4) + 2 - 7 = -1

Not today.

The Exchange

Male Human Fighter 2 - HP: 20/20, - AC: 17/T: 13/FF: 14 - Percep: -1, INIT: +2 F: +7/R: +2/W: +0 - CMB: +5 - CMD: 17, Speed: 30ft

Ruford swings again with his dagger against Skell.
Dagger: 1d20 + 4 ⇒ (3) + 4 = 7, Damage: 1d4 + 3 ⇒ (2) + 3 = 5

These dice are out to kill us.


Going to act for Garinol since he said he might be absent.

Garinol steps to the side to flank Hildr opposite Maddie and clips Hildr in the side of the head with his mace, staggering her.

Drebbin steps from the temple, casting the area in dim shadows 20% concealment against any attack within the shaded area. He thrusts his short sword down at Mu, giving him a gash on the shoulder. 3 Damage

Skell easily dodges Ruford's dagger thrust.

GM ROLLS:

Attack on Hildr: 1d20 + 6 ⇒ (13) + 6 = 19 Hit
Damage: 1d6 + 1 ⇒ (2) + 1 = 3
Drebbin Attack on Mu: 1d20 + 5 ⇒ (17) + 5 = 22 Hit
Damage: 1d6 + 2 ⇒ (1) + 2 = 3

Initiative Order: Round 6
Skell
Hildr
Kilian
Garinol
Drebbin
Mu <=UP
Ruford (Already acted)
Maddie <=UP
Pai <=UP

Grand Lodge

Illusionist Wizard 11; AC 14, 18 with Mage Armor; HP 21/81 (+ 0 temp HP); F+12, R +11, W+13; Init+7, Perception +12 +1 on saves vs, Transmutations | +2 on saves vs. Illusions

Pai fires another bolt of force at Hildr.

Damage 1d4 + 1 ⇒ (4) + 1 = 5

full hp now. 40 charges left on wand.


Pai's magic impacts against Hildr and she finally falls.

Initiative update...
Mu <=UP
Ruford (Already acted)
Maddie <=UP
Pai (Already acted)

Grand Lodge

Monk 5

Mu Ping continues the offensive.

flurry Inverted Punch 1d20 + 3 ⇒ (15) + 3 = 18; 1d6 + 3 ⇒ (1) + 3 = 4
flurry Inverted Punch 1d20 + 3 ⇒ (17) + 3 = 20; 1d6 + 3 ⇒ (3) + 3 = 6
5' step

Status: 11-4-14+5+5+5-3 = 5/11 hp

Grand Lodge

F Human Cleric of Pharasma 8 - HP 67/67 - AC 25/T: 11/FF: 25 - Perception +17 - Fort: +9, Ref: +3, Will: +12 (+1 vs. Transmutation) - CMB: +7, CMD: 17 - Speed 20 - Init. +0

"May Pharasma judge you appropriately..." Maddie prays before sticking her dagger into Hildr's throat in a coup de grace.

Damage: 1d4 + 1 ⇒ (1) + 1 = 2
Crit Damage: 1d4 + 1 ⇒ (3) + 1 = 4

Trying to reduce number of enemy combatants in case channeling is necessary again

The Exchange

Male Human Fighter 2 - HP: 20/20, - AC: 17/T: 13/FF: 14 - Percep: -1, INIT: +2 F: +7/R: +2/W: +0 - CMB: +5 - CMD: 17, Speed: 30ft

It's good to carry something like a greataxe for a coup de grace.


Mu lands two solid punches that knock Drebbin off the stairs and send him crashing unconscious to the ice. The dim light in the area, however, remains.

Skell screams as Maddie plunges her dagger into Hildr, and charges across the ice to swing his sword at her before she can finish her bloody business. He trips slightly on the ice though, and his sword goes wide.

GM ROLLS:

20% Concealment vs Mu: 1d100 ⇒ 52 miss
20% Concealment vs Mu: 1d100 ⇒ 54 miss
random: 1d2 ⇒ 1

Ruford AoO on Skell: 1d20 + 4 ⇒ (6) + 4 = 10 miss
Skell vs Maddie: 1d20 + 4 ⇒ (6) + 4 = 10 miss



Initiative Order: Round 7
Skell
Hildr (down and dying)
Kilian <=UP
Garinol <=UP
Drebbin (down and dying)
Mu <=UP
Ruford <=UP
Maddie <=UP
Pai <=UP

Grand Lodge

Monk 5

"No moah tawk!", Mu Ping leaps on Skell.

5' step
flurry Flying Kick 1d20 + 3 ⇒ (15) + 3 = 18; 1d6 + 3 ⇒ (2) + 3 = 5
flurry Knee Strike 1d20 + 3 ⇒ (5) + 3 = 8; 1d6 + 3 ⇒ (6) + 3 = 9

Status: 11-4-14+5+5+5-3 = 5/11 hp

The Exchange

Male Human Fighter 2 - HP: 20/20, - AC: 17/T: 13/FF: 14 - Percep: -1, INIT: +2 F: +7/R: +2/W: +0 - CMB: +5 - CMD: 17, Speed: 30ft

Feeling more confident in victory, Ruford makes a swift stab at Skell.
Dagger: 1d20 + 4 ⇒ (13) + 4 = 17, Damage: 1d4 + 3 ⇒ (2) + 3 = 5

Silver Crusade

59/59 HP, AC: 24. FF: 18, T: 16, CMD: 23, (Dodge/Mobility, +2 vs Evil), Fort: +7, Refl: +6, Will: +7 (+2 vs Evil) , Perc: +14, (Scent, +22), Init: +8, Sense Motive +12, NG Human Inquisitor of Sarenrae 8, +12/+7 Att, 1d6+6, (15/x2)

"This Skell might be willing to listen to reason withwout the woman to poison his ear. What do yoy say Skell. Do you want to live?

Could someone roll an Intimidate for me please.

@ DM- Yes thanks for rolling for me. I tried to post earlier and Paizo went down. Im cool with it if I cant post within a reasonable amout of time.

The Exchange

Male Human Fighter 2 - HP: 20/20, - AC: 17/T: 13/FF: 14 - Percep: -1, INIT: +2 F: +7/R: +2/W: +0 - CMB: +5 - CMD: 17, Speed: 30ft

If I may
Garinol intimidate: 1d20 + 7 ⇒ (15) + 7 = 22
You're taking my good rolls!

Grand Lodge

Illusionist Wizard 11; AC 14, 18 with Mage Armor; HP 21/81 (+ 0 temp HP); F+12, R +11, W+13; Init+7, Perception +12 +1 on saves vs, Transmutations | +2 on saves vs. Illusions

Im going to wait to see what happens before using another wand charge.

Grand Lodge

F Human Cleric of Pharasma 8 - HP 67/67 - AC 25/T: 11/FF: 25 - Perception +17 - Fort: +9, Ref: +3, Will: +12 (+1 vs. Transmutation) - CMB: +7, CMD: 17 - Speed 20 - Init. +0

“If you yield, I will stabilize her and you both will live.” Maddie offers as she avoids the man's strike.

Diplomacy: 1d20 + 2 ⇒ (16) + 2 = 18


Skell raises his sword, but hesitates at Maddie's words.

"Do it! Save her and I'll yield!"

Coup de grace is a full-round action. I'm assuming Maddie stopped mid-stab?

Liberty's Edge

Male Human Fighter/7 (mobile fighter archetype) HP 64/64 AC21/T 14/FF 19 CMD 22/24 vs. trip & sunder Fort +8/Ref +5/ Will +6 Init +2 Perc +1|Sense Motive +1

Stabilize check: 1d20 + 2 - 8 ⇒ (9) + 2 - 8 = 3

Hey, not this time either.

Silver Crusade

59/59 HP, AC: 24. FF: 18, T: 16, CMD: 23, (Dodge/Mobility, +2 vs Evil), Fort: +7, Refl: +6, Will: +7 (+2 vs Evil) , Perc: +14, (Scent, +22), Init: +8, Sense Motive +12, NG Human Inquisitor of Sarenrae 8, +12/+7 Att, 1d6+6, (15/x2)

Putting my own weapon away, " Drop your sword Mr Skell.

"Kilian. You okay in there buddy. Dont come out swinging, ok."

Grand Lodge

F Human Cleric of Pharasma 8 - HP 67/67 - AC 25/T: 11/FF: 25 - Perception +17 - Fort: +9, Ref: +3, Will: +12 (+1 vs. Transmutation) - CMB: +7, CMD: 17 - Speed 20 - Init. +0

Yes, Maddie stopped mid-stab.

Instead of ending Hildr's life, Maddie immediately changes course at Skell's words and tries to save it.

Heal check to stabilize Hildr: 1d20 + 7 ⇒ (3) + 7 = 10

"I'm working on it. Could someone find Killian and use my wand or potion if he's unconscious? I don't want him to die while I doing this."

Assuming Hildr doesn't die the next round, a PC looks for Killian, and Skell continues to not attack

Heal check #2: 1d20 + 7 ⇒ (15) + 7 = 22

"Now, drop your weapon and yield."

Liberty's Edge

Male Human Fighter/7 (mobile fighter archetype) HP 64/64 AC21/T 14/FF 19 CMD 22/24 vs. trip & sunder Fort +8/Ref +5/ Will +6 Init +2 Perc +1|Sense Motive +1

"...."

The Exchange

Male Human Fighter 2 - HP: 20/20, - AC: 17/T: 13/FF: 14 - Percep: -1, INIT: +2 F: +7/R: +2/W: +0 - CMB: +5 - CMD: 17, Speed: 30ft

Ruford gets in position to cut down either Hildr or Skell if they make a move.

Grand Lodge

Monk 5

Mu Ping halts his attack if possible.


Skell throws down his sword and surrenders.

Grand Lodge

F Human Cleric of Pharasma 8 - HP 67/67 - AC 25/T: 11/FF: 25 - Perception +17 - Fort: +9, Ref: +3, Will: +12 (+1 vs. Transmutation) - CMB: +7, CMD: 17 - Speed 20 - Init. +0

Sighing with relief, Maddie leaves Skell's surrender to the others as she goes to look for Killian. Poking her head into the temple, she sees his unconscious form and rushes over to him, using her wand on him several times.

CLW wand (47/50): 1d8 + 1 ⇒ (7) + 1 = 8
CLW wand (46/50): 1d8 + 1 ⇒ (2) + 1 = 3
CLW wand (45/50): 1d8 + 1 ⇒ (6) + 1 = 7

”We survived, barely.” She explains tersely when he awakens.

Grand Lodge

Monk 5

Mu brings out some rope to bind their hands ,and also group tie their bodies together.

Silver Crusade

59/59 HP, AC: 24. FF: 18, T: 16, CMD: 23, (Dodge/Mobility, +2 vs Evil), Fort: +7, Refl: +6, Will: +7 (+2 vs Evil) , Perc: +14, (Scent, +22), Init: +8, Sense Motive +12, NG Human Inquisitor of Sarenrae 8, +12/+7 Att, 1d6+6, (15/x2)

I was assuming that since we couldn't se him, we didn't actually know Kilian had fallen.

"Okay Skell, why did Hildr attack us?"

Grand Lodge

F Human Cleric of Pharasma 8 - HP 67/67 - AC 25/T: 11/FF: 25 - Perception +17 - Fort: +9, Ref: +3, Will: +12 (+1 vs. Transmutation) - CMB: +7, CMD: 17 - Speed 20 - Init. +0

Maddie assumed that since he hadn't join the group, Killian was probably in trouble based on the way the combat had been going. If this is problematic, I'll retract her previous actions. Just trying to move play along.

Silver Crusade

59/59 HP, AC: 24. FF: 18, T: 16, CMD: 23, (Dodge/Mobility, +2 vs Evil), Fort: +7, Refl: +6, Will: +7 (+2 vs Evil) , Perc: +14, (Scent, +22), Init: +8, Sense Motive +12, NG Human Inquisitor of Sarenrae 8, +12/+7 Att, 1d6+6, (15/x2)

Oh no, your good, I'm not saying that to reprimand you, just pointing out why I hadn't run in there for him yet, and also because I'm mostly on my phone and it's really difficult to look at character sheet and flip back to post with a lot of rolls. I also can't use the map from my phone. It's weird and way to easy to mess things up. I have some cures too so you don't have to waste yours, just hard to use them.

Silver Crusade

59/59 HP, AC: 24. FF: 18, T: 16, CMD: 23, (Dodge/Mobility, +2 vs Evil), Fort: +7, Refl: +6, Will: +7 (+2 vs Evil) , Perc: +14, (Scent, +22), Init: +8, Sense Motive +12, NG Human Inquisitor of Sarenrae 8, +12/+7 Att, 1d6+6, (15/x2)

Actually, that dos remind me. . . "Does anyone carry a wand or potion of healing on them? Something that can be used if you take a hit that puts you down and we are low on resources."

My character doesn't, but will soon, typically having a Wand of CLW in a wrist sheath of their Right arm.

Grand Lodge

Illusionist Wizard 11; AC 14, 18 with Mage Armor; HP 21/81 (+ 0 temp HP); F+12, R +11, W+13; Init+7, Perception +12 +1 on saves vs, Transmutations | +2 on saves vs. Illusions

Pai has two CLW potions and a wand of infernal healing she hasn't used yet.

Pai makes sure everyone is healed, offering her wand of infernal healing, but explaining its strange abilities, understanding if someone doesn't want to use it.


Skell isn't very talkative beyond answering the question posed by Yanos.

"Never seen you before, and we weren't expecting new agents. That makes you Pathfinders, and that's why we attacked."

As you gather the three agents and tie them up it is discovered that Drabbin's condition has stabilized, and he might live if given medical attention at some point.

A search of them reveals that each carries a bronze Aspis shield hidden under their clothing. In addition a search of Drabbin’s pack reveals an exquisite tiny silver statuette of the Vudran goddess Likha, and a gold seal, such as one would use to mark letters and edicts, with the imprint of a 10-tusked elephant. The seal reads is written in Vudrani script, a language none in your group can read.

Drabbin is also carrying the following items - potion of cure light wounds, a thunderstone, masterwork studded leather, short sword, daggers (5), ice cleats, and thieves’ tools.

Hildr carries a potion of cure light wounds, chain shirt, masterwork heavy wooden shield, battleaxe, light crossbow with 10 bolts, and ice cleats.

Skell carries masterwork chainmail, a heavy wooden shield, a heavy crossbow with 10 bolts, a longsword, and ice cleats.

GM ROLLS:

Drabbin stabilize: 1d20 + 2 ⇒ (2) + 2 = 4 fail
Drabbin stabilize: 1d20 + 2 ⇒ (18) + 2 = 20 Stable

The Exchange

Male Human Fighter 2 - HP: 20/20, - AC: 17/T: 13/FF: 14 - Percep: -1, INIT: +2 F: +7/R: +2/W: +0 - CMB: +5 - CMD: 17, Speed: 30ft

"I suppose we'd better heal this infernal thing." Ruford says with a gesture at Drabbin.
"I'll take some cleats and this longsword. Everyone good with that?"
Do ice cleats slow down normal over-land movement or otherwise impair normal function?

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