EM - [PFS] Baby It's Cold Outside (Inactive)

Game Master Evil Minion

A series of 6 PFS scenarios... starting off in Absalom and ending up, for an extended stay, in the frigid environs of Irrisen, the Linnorm Kingdoms, and the Realm of the Mammoth Lords.

─► Map ◄─


2,501 to 2,550 of 3,007 << first < prev | 46 | 47 | 48 | 49 | 50 | 51 | 52 | 53 | 54 | 55 | 56 | next > last >>
Liberty's Edge

FFemale half-elf bard 5/evangelist 1 ( Pathfinder Campaign Setting: Inner Sea Gods ) NG Medium humanoid (elf, human) Init +3; Senses low-light vision; Perception +13 AC 19, touch 12, flat-footed 18 (+7 armor, +1 deflection, +1 Dex) hp 39 (6d8+6) Fort +3, Ref +7, Will +6; +2 vs. enchantments, +4 vs. bardic performance, language-dependent, and sonic Immune sleep

Is the guy that she charmed there?

Silver Crusade

Male Human Fighter (Archer) 2/Brawler 2: [HP: 34/34 ] [AC:21 T:15 F:16][CMB +6, CMD 21] [ Fort +7, Ref +8, Will +1] [Init:+5, Percep:+9]
Active Abilities:
Martial Flexibility:

There's a mid-quality whiskey in the flask.

Jones glances around the village as they are led to the town center. He's taken aback a little bit at the Kellid woman's perfect common. He starts to speak up, but bites his tongue waiting for the party's more well-spoken members to answer.

Liberty's Edge

FFemale half-elf bard 5/evangelist 1 ( Pathfinder Campaign Setting: Inner Sea Gods ) NG Medium humanoid (elf, human) Init +3; Senses low-light vision; Perception +13 AC 19, touch 12, flat-footed 18 (+7 armor, +1 deflection, +1 Dex) hp 39 (6d8+6) Fort +3, Ref +7, Will +6; +2 vs. enchantments, +4 vs. bardic performance, language-dependent, and sonic Immune sleep

I think it is time to use her words! :)

Liberty's Edge

FFemale half-elf bard 5/evangelist 1 ( Pathfinder Campaign Setting: Inner Sea Gods ) NG Medium humanoid (elf, human) Init +3; Senses low-light vision; Perception +13 AC 19, touch 12, flat-footed 18 (+7 armor, +1 deflection, +1 Dex) hp 39 (6d8+6) Fort +3, Ref +7, Will +6; +2 vs. enchantments, +4 vs. bardic performance, language-dependent, and sonic Immune sleep

Hi! I'm Phoebee and we are a group of pathfinders. We are the good guys. We helped a kellid who had been in a fight, Dolrac, with a group of outsiders and was left for dead. The bodies were being eaten by a wolverine and we helped to get him up on his feet. We mean no harm to the kellid people. In fact, I think that this is one of the best places to live, with all of those animals around, but surviving the bison stampede in the ravine was a bit harrowing.
1d20 + 13 ⇒ (8) + 13 = 21 DIPLOMACY


No, Dolrac (the guy you charmed) is not here (though Teyma mentioned his name, so they have talked to him)

As Teyma talks to you, Hiryla extracts himself and goes to talk intently with the Elders on the far side of the fire, though you can not hear what they are talking about.

The other kellids in the room continue to eat, though they have settled down some, most of them watching you intently as if waiting for something.

Once the Elders are no longer engaged, Teyma addresses them herself, relaying Phoebee's words in hallit. Whether something was lost in the translation, or it was the content, none of the Elder kellids seem overly influenced by what they hear.

Alas, Diplomacy will do you no good at this point in the proceedings! (that comes later) =)
What does come first? Well, Malusha could answer that, assuming he remembers (was back at the start of the scenario!)

Teyma looks back at you all with a serious expression. "The Elders want to hear your story." She says. "Tell us of your clan, and what brings you here."

"If your tale is good enough," She adds, smiling slightly, "Then perhaps we will tell you ours... and maybe we can help each other."

The entire room waits expectantly.

OK! You guys are being asked to tell them a story! (and by them I mean the entire village)

All of this will be using Perform (oratory), in which none of you are trained... so thus it will be just a Charisma check... so really no one has any distinct advantage in the process really, bonus-wise.

There are modifiers for certain things (past and present) that will apply. As well as possible circumstance bonuses if you RP it well!
Jones gets a bonus, cause he can speak the language, should he choose to tell a tale! Otherwise, you are going through an interpreter. (Teyma in this case)

One person can tell the story (and others can aid) or separate people can tell parts of the story (with no aiding, best story wins out). (ie: you can roll once (with aids) or take the best of three rolls (with no aids)

Sort out among yourselves who you want to tell the tale, how you want to tell it, and what actual story you want to tell.

Once you do, go ahead! You can decline to tell your story as well.

Scarab Sages

Male Human Cleric (Sarenrae) /8 | HP: 26/59 | AC: 20 T: 14 FF: 17 | CMB: +6 CMD: 20 | Fort: +8 Ref: +5 Will: +11 | Init: +4 Perc: +12

To everyone but the GM: Should we discuss this ooc for a bit?


Go ahead... I know I'm hoping for the 3 different story tellers options, if only so three of you get to show off your storytelling chops!
Extra bonus points if Malusha somehow works a poem in! Though I suppose they don't always translate well...

Time to see how much attention everyone's been paying since we started all this mess.

Liberty's Edge

Active Conditions:
Resources:
Bolts 17/20, Cold-Iron bolts 10/10, Silver bolts 10/10
Male Human Slayer 6 (Vanguard archetype) HP 55/55 | AC 21 , T 15, FF 16 | F: +7, R: +10, W: +4 | CMD 22 | Perc. +10 | Init. +4

I am perfectly fine in doing this OOC. After giving this some thought, I want to incorporate Masym's curse by the Lantern WAAAYYY back when he he. I do like the fact he still bears the scars of that encounter...maybe he could get a nickname such as 'Ice-Touched' or 'Winter-touched' or some such...Any suggestions are heartily welcome!

Silver Crusade

Male Human Fighter (Archer) 2/Brawler 2: [HP: 34/34 ] [AC:21 T:15 F:16][CMB +6, CMD 21] [ Fort +7, Ref +8, Will +1] [Init:+5, Percep:+9]
Active Abilities:
Martial Flexibility:

Jones will whisper to the group, "One thing to consider to whomever tells the story is they think Malusha is a chosen warrior having survived such a massive stampede. The name the Kellids keep calling him means 'stone bison.'"


1 person marked this as a favorite.
Masym Daleare wrote:
I do like the fact he still bears the scars of that encounter...maybe he could get a nickname such as 'Ice-Touched' or 'Winter-touched' or some such...Any suggestions are heartily welcome!

Aw man... coming up with a good mysterious title is always tricky! Frost and/or Rime something might work too... though I'd avoid Hoar. =) 'Hoar-Touched' would lead folks down a completely different inference path!

Liberty's Edge

FFemale half-elf bard 5/evangelist 1 ( Pathfinder Campaign Setting: Inner Sea Gods ) NG Medium humanoid (elf, human) Init +3; Senses low-light vision; Perception +13 AC 19, touch 12, flat-footed 18 (+7 armor, +1 deflection, +1 Dex) hp 39 (6d8+6) Fort +3, Ref +7, Will +6; +2 vs. enchantments, +4 vs. bardic performance, language-dependent, and sonic Immune sleep

Do you want me to tell the story since well, stories are her stock in trade? With assists if necessary?

Liberty's Edge

FFemale half-elf bard 5/evangelist 1 ( Pathfinder Campaign Setting: Inner Sea Gods ) NG Medium humanoid (elf, human) Init +3; Senses low-light vision; Perception +13 AC 19, touch 12, flat-footed 18 (+7 armor, +1 deflection, +1 Dex) hp 39 (6d8+6) Fort +3, Ref +7, Will +6; +2 vs. enchantments, +4 vs. bardic performance, language-dependent, and sonic Immune sleep

I will write more when I get home if you want me to go ahead and do it, leaving school for the week, Spring BReak

Liberty's Edge

Active Conditions:
Resources:
Bolts 17/20, Cold-Iron bolts 10/10, Silver bolts 10/10
Male Human Slayer 6 (Vanguard archetype) HP 55/55 | AC 21 , T 15, FF 16 | F: +7, R: +10, W: +4 | CMD 22 | Perc. +10 | Init. +4

I have no issues with Phoebee taking the lead here, and Masym would be willing to assist in telling his part in the story.

Grand Lodge

hp 43/43; (AC 15, t15, ff10); F 5*, R 3, W 4*; bab 3 +6 melee +5 range; cmb 6 cmd 21; init +4; ap 4/4; wih 42; wmm 47; folio reroll 1/1 | tengu magus (bladebound, kensai)/5 | - 12 *
skills:
acro 3, craft weapons 7, fly 10, kn arcane 9 kn dung 7, kn planes 7, perc 11/13, sm 2, spellcraft 10, stealth 4, umd 5

same here, though I missed one game, so have nothing to input for that part... just willing to let Phoebee take from the top since Tchak has negative charisma and no skills in perform

Silver Crusade

Male Human Fighter (Archer) 2/Brawler 2: [HP: 34/34 ] [AC:21 T:15 F:16][CMB +6, CMD 21] [ Fort +7, Ref +8, Will +1] [Init:+5, Percep:+9]
Active Abilities:
Martial Flexibility:

I'm good with whatever is decided including if you want Jones to tell one of 3 stories. Just let me know so I can start writing something up. It's going to take some time.


Someone tell me a story!

Scarab Sages

Male Human Cleric (Sarenrae) /8 | HP: 26/59 | AC: 20 T: 14 FF: 17 | CMB: +6 CMD: 20 | Fort: +8 Ref: +5 Will: +11 | Init: +4 Perc: +12

We're getting there...

Liberty's Edge

1 person marked this as a favorite.
FFemale half-elf bard 5/evangelist 1 ( Pathfinder Campaign Setting: Inner Sea Gods ) NG Medium humanoid (elf, human) Init +3; Senses low-light vision; Perception +13 AC 19, touch 12, flat-footed 18 (+7 armor, +1 deflection, +1 Dex) hp 39 (6d8+6) Fort +3, Ref +7, Will +6; +2 vs. enchantments, +4 vs. bardic performance, language-dependent, and sonic Immune sleep

The bard stands to tell her story, and the story of her group. She waits for everyone to be silent.
Gather ye round, and ye shall hear of a band of adventurers and their story of travel, combat with many a thing, a dragon indeed is one of them, and of peril and friendship and of love unrequited.

In far away Absalom does our story begin, what seems like forever and yet not so long ago, 5 gathered a raven from the East, a priestess of the goddess of love, a priest of the Dawnflower, an archer brave, a tracker and a half-elf, to investigate a curse most dire, from lands to the North, the lands of frost and chill. she begins.

Liberty's Edge

1 person marked this as a favorite.
Active Conditions:
Resources:
Bolts 17/20, Cold-Iron bolts 10/10, Silver bolts 10/10
Male Human Slayer 6 (Vanguard archetype) HP 55/55 | AC 21 , T 15, FF 16 | F: +7, R: +10, W: +4 | CMD 22 | Perc. +10 | Init. +4

Picking up the tale from Phoebee Masym speaks up slowly, the words coming haltingly at first but as the tale flows from his lips the words flow faster as if they are begging to be sprung from his heart.

"A story you wish? Well, if a story you want then I say it all starts with me. While my name is Masym, I am also known as the Ice-touched. This is difficult to explain, especially for one not versed in magic. I can say you this: While most people travel to the Irresen, mine was a unique case; the Irresen traveled inside of me! Very nearly killed me, as the body cannot withstand the cold for long, well as the one who we wished to aid. It was a powerful curse laid upon me by the Lantern, not a lantern, but The lantern which did it. Breaking that curse was difficult, nigh impossible, yet I stand alive before you now, and the one who discovered it to begin with also lives...Yes, that cursed artifact led to our arrival here...and the start of our journey."


Don't forget the Performance check
Phoebee can save hers 'til the end if she's going to jump in, between each, as mentioned.

Liberty's Edge

FFemale half-elf bard 5/evangelist 1 ( Pathfinder Campaign Setting: Inner Sea Gods ) NG Medium humanoid (elf, human) Init +3; Senses low-light vision; Perception +13 AC 19, touch 12, flat-footed 18 (+7 armor, +1 deflection, +1 Dex) hp 39 (6d8+6) Fort +3, Ref +7, Will +6; +2 vs. enchantments, +4 vs. bardic performance, language-dependent, and sonic Immune sleep

that is her plan

Liberty's Edge

FFemale half-elf bard 5/evangelist 1 ( Pathfinder Campaign Setting: Inner Sea Gods ) NG Medium humanoid (elf, human) Init +3; Senses low-light vision; Perception +13 AC 19, touch 12, flat-footed 18 (+7 armor, +1 deflection, +1 Dex) hp 39 (6d8+6) Fort +3, Ref +7, Will +6; +2 vs. enchantments, +4 vs. bardic performance, language-dependent, and sonic Immune sleep

As Masym finishes the bard continues Servants of the goddess Shelyn and the Dawn flower accompany us, lending their aid and holy might to a cause of right. she adds.

Liberty's Edge

FFemale half-elf bard 5/evangelist 1 ( Pathfinder Campaign Setting: Inner Sea Gods ) NG Medium humanoid (elf, human) Init +3; Senses low-light vision; Perception +13 AC 19, touch 12, flat-footed 18 (+7 armor, +1 deflection, +1 Dex) hp 39 (6d8+6) Fort +3, Ref +7, Will +6; +2 vs. enchantments, +4 vs. bardic performance, language-dependent, and sonic Immune sleep

Should I add more?

Scarab Sages

Male Human Cleric (Sarenrae) /8 | HP: 26/59 | AC: 20 T: 14 FF: 17 | CMB: +6 CMD: 20 | Fort: +8 Ref: +5 Will: +11 | Init: +4 Perc: +12

I don't think so. I think that Nella is working on her post. Then it looks like Jones is ready to go.

Liberty's Edge

FFemale half-elf bard 5/evangelist 1 ( Pathfinder Campaign Setting: Inner Sea Gods ) NG Medium humanoid (elf, human) Init +3; Senses low-light vision; Perception +13 AC 19, touch 12, flat-footed 18 (+7 armor, +1 deflection, +1 Dex) hp 39 (6d8+6) Fort +3, Ref +7, Will +6; +2 vs. enchantments, +4 vs. bardic performance, language-dependent, and sonic Immune sleep

I am going to go ahead and make her Peform check now as to not hold up the game any more than is necessary.
1d20 + 3 ⇒ (15) + 3 = 18

Silver Crusade

HP: 67/67 l AC: 12, T 12, FF 10 l CMD 18 l F +10, R +6, W +12 l Adoration (7/7), Channel Energy (5/5), Clarifying Channel (1/1), Inspired (1/1), Resistant Touch (7/7) l L1: 4/5, D1: 1/1, L2: 4/4, D2: 1/1, L3: 3/4, D3: 1/1, L4: 3/3, D4: 0/1 l Init +6 l Senses: Perception +4
Skills:
Craft: Musical Instruments +11, Diplomacy +13, Heal +11, Kn. Arcana +5, Kn. History +6, Kn. Planes +8, Kn. Religion +12, Linguistics +7, Sense Motive +11, Spellcraft +5
Female NG Human Cleric (Ecclesitheurge) 8 l Active Conditions:

Taking her cue, Nella clears her throat and steps up to share the next part of their tale.

"Our arrival in Irrisen was...well, something out of a story. Brought there by a magic lantern to aid a Daughter of Witches! Aid her we did and in return she arranged for our safe passage away from her land, for all know that foreigners like ourselves are in mortal danger in the Land of Witches," she begins.

"The passage was arranged, with those sympathetic to our clan and our mission. But there was a catch, because such tales much more boring without them. To escort a group of goblins out of the Land of Witches to Trollheim. They called themselves the Frostfurs and they were a wily bunch - ever looking for ways to escape our sight and ever hungry."

"We made our way across the Land of Witches towards Trollheim, encountering many hazards such as hungry wolves and other goblin tribes. When at last we were nearly to Trollheim, we stopped for the night at an outpost of those we thought were friends. But we were betrayed - these men and women were under secret orders to slaughter our charges, for they didn't look kindly on the idea of bringing their sworn foes into their country. Though we didn't want to, we were forced to do battle to protect the goblins. We tried to spare those we could and left them to recover from their injuries as we pressed on to the city of Trollheim."

Perform: Oratory (Untrained): 1d20 + 2 ⇒ (16) + 2 = 18

Liberty's Edge

Active Conditions:
Resources:
Bolts 17/20, Cold-Iron bolts 10/10, Silver bolts 10/10
Male Human Slayer 6 (Vanguard archetype) HP 55/55 | AC 21 , T 15, FF 16 | F: +7, R: +10, W: +4 | CMD 22 | Perc. +10 | Init. +4

Oops, let me get my Perform Oratory check here: 1d20 + 0 ⇒ (7) + 0 = 7


That's what you get going through an interpreter =)

Who's next?
Is it Tchak with the Trollheim section, Jones with the Whitethrone section, and Malusha with the current leg?

Grand Lodge

hp 43/43; (AC 15, t15, ff10); F 5*, R 3, W 4*; bab 3 +6 melee +5 range; cmb 6 cmd 21; init +4; ap 4/4; wih 42; wmm 47; folio reroll 1/1 | tengu magus (bladebound, kensai)/5 | - 12 *
skills:
acro 3, craft weapons 7, fly 10, kn arcane 9 kn dung 7, kn planes 7, perc 11/13, sm 2, spellcraft 10, stealth 4, umd 5

Tchak is declining to speak, as he tends to alienate people rather than engage them. He'll defer to someone else.

Scarab Sages

Male Human Cleric (Sarenrae) /8 | HP: 26/59 | AC: 20 T: 14 FF: 17 | CMB: +6 CMD: 20 | Fort: +8 Ref: +5 Will: +11 | Init: +4 Perc: +12

Nice Nella! I think that since Tchak is disinclined, Phoebee can skip to Jones (he said he's ready) and then Malusha is ready after that.

Liberty's Edge

FFemale half-elf bard 5/evangelist 1 ( Pathfinder Campaign Setting: Inner Sea Gods ) NG Medium humanoid (elf, human) Init +3; Senses low-light vision; Perception +13 AC 19, touch 12, flat-footed 18 (+7 armor, +1 deflection, +1 Dex) hp 39 (6d8+6) Fort +3, Ref +7, Will +6; +2 vs. enchantments, +4 vs. bardic performance, language-dependent, and sonic Immune sleep

[ooc] Looks like it is up and running pretty steady now [/b]

As the cleric finishes the bard continues The warrior archer has some to add to this our story

Silver Crusade

1 person marked this as a favorite.
Male Human Fighter (Archer) 2/Brawler 2: [HP: 34/34 ] [AC:21 T:15 F:16][CMB +6, CMD 21] [ Fort +7, Ref +8, Will +1] [Init:+5, Percep:+9]
Active Abilities:
Martial Flexibility:

Jones does a double take as Wei Tchak declines to speak. Unsure of himself, he steps forward anyway. Speaking in Hallit, he's a little shakey at first, but seems to get more comfortable as he speaks.

Hallit:
"After our dealings with the Frostfurs, we met back up with our tengu friend in Trollheim. When he found us, he was dragging a chest and orders to deliver the chest to a fellow Pathfinder, Rognvald Skagni. But, as we went to make a simple delivery, Skagni's home had been burnt down, and Skagni was missing. We tracked down those who kidnapped Skagni as an Ulfen man, Hjort Fastaxe and a Chelish woman, Runa White. We later found out that Runa was part of a group called the Shadow Lodge. They had framed the Pathfinders for burning down Hjort's village, thus coercing Hjort to fight against us. We tracked them down, and found that the Shadow Lodge has a base of operations in an abandoned brewery in Whitethrone. We made our way into Whitethrone and to the brewery, only to have to fight our way through a few Frostfur goblins and one big, ugly goblin who was helping run a slave trade. Among the slaves was our fellow Pathfinder, Rognvald Skagni. He told us of a group of Shadow Lodge folks looking for a weapon on their way to the Keep of the Huscarl King.

"But that's not the story you want to hear from me. You want to hear of our battle with the former owner of this," Jones holds up the white dragon scale. "As we entered the room the Shadow Lodge kept their prisoner, the floor iced over, I began to enter the room first as a blast of cold breath hit me head on. Looking up, I saw the mighty beast. A white dragon! Without hesitation, I draw my bow and loose a deadly accurate arrow between its scales on its chest. But one arrow isn't going to bring this beast to the ground. The beast lands and lashes out at us, I dodge most of its blow, move and take another shot at it. Hitting it once more. As the rest of my compatriots come in and furiously attack at it, I move to loose one more arrow, but the jaws of great beast pierce through my armor and I'm thrown to the corner unconscious." At this point, Jones shows the still dented breastplate to his audience. "I come to due to the healing power of Saranrae to find out these great warriors had, together, dealt the final blows to the White Dragon, Aralantryx."

As he finishes his part of the story, he stands awkwardly in front of the group for a moment, then steps back to let the next person speak.

Perform: 1d20 - 1 ⇒ (18) - 1 = 17

Scarab Sages

1 person marked this as a favorite.
Male Human Cleric (Sarenrae) /8 | HP: 26/59 | AC: 20 T: 14 FF: 17 | CMB: +6 CMD: 20 | Fort: +8 Ref: +5 Will: +11 | Init: +4 Perc: +12

Impatient, not waiting for Phoebee...

Malusha steps forward to address the gathered kellid. He pauses for a second to collect his thoughts and then begins.

"At first it was only a hint of thunder. Something we just heard in the distance. But then, before we could even think, we saw the stampeding herd bearing down on us. We had only seconds to get out of the way so we immediately raced to the canyon walls and began to climb. Fortunately for my companions, they mostly were able to scramble up the walls. But I, not used to this kind of climbing, couldn't make any progress. I had no choice but to face the beasts while on the ground."

Malusha pauses and looks at the audience.

"I could see the steaming breath billowing out in front of the rampage and bits of frozen earth and ice being flung into the air by their pounding hooves. Then the mindless force of the herd smashed into me. My body was buffeted and battered as bison after bison raced past. Just as I was about to slip from consciousness and fall beneath their hooves, divine healing energy flowed through me, channeled from Shelyn through our lovely and beautiful cleric, Nella. This gave me enough energy to call upon my own goddess."

"But the onslaught continued. Even as the healing energy reknit my body I was continuing to be bashed and bruised. Still, as the stampede rushed past and tapered off, I was left standing. The thunder faded down the canyon."

Malusha pauses again as he remembers his fear in the situation then he adds a final word.

"At the moment I didn't feel very brave but I knew I had to survive. I resolved to survive and, with the help of my friends, I did. In my land there is a saying 'Vuu duu veevuuti leeshan duu motee je.' This means 'A fire in the heart is hotter than the sun.'."

Malusha looks profoundly at the kellids, bows and then steps back to let Phoebee take over.

Perform(oratory): 1d20 ⇒ 20

Grand Lodge

hp 43/43; (AC 15, t15, ff10); F 5*, R 3, W 4*; bab 3 +6 melee +5 range; cmb 6 cmd 21; init +4; ap 4/4; wih 42; wmm 47; folio reroll 1/1 | tengu magus (bladebound, kensai)/5 | - 12 *
skills:
acro 3, craft weapons 7, fly 10, kn arcane 9 kn dung 7, kn planes 7, perc 11/13, sm 2, spellcraft 10, stealth 4, umd 5

"Nicely told Malusha... you've got a flair for storytelling. I wish I could contribute something, but public speaking is not my forte... I'd likely just alienate them. Your description of the stampede was very colorful, told from the unique perspective of a stampede survivor. I was there, and even I'm impressed by your tale. Well done."


At the urging of your hosts, you start to relay bits and pieces of how you came to be in the frozen northern lands, and why you are here in the Snowmask's realm now.

Phoebee starts with an introduction, Teyma standing off to the side, doing her best to translate the words into hallit. The gathered kellids listen intently, trying to watch the person telling the tale, and listen to Teyma's words at the same time.

Things do not start off well...

Although Masym's story is heartfealt, the emotion in his voice makes it hard for Teyma to pick up all the words, and she has trouble translating it all properly. By the time he is finished, the listeners look more confused than entertained.

Luckily things pick up from there, as Phoebee jumps back in and introduces Nella, who steps up to continue the tail, her words loud and clear. Her story of your escape from Irrisen and goblin shenanigans seems to draw their attention... but you do get the feeling the Snowmask's are empathizing more with the Blackraven's predicament then your own by the end... especially when she talks of dragging their enemies into their own lands.

You will notice a few frowns as Wei Tchak chooses not to participate, not the least of which is from Jones, who hadn't expected to fill in that part of the story as well!

As the archer steps forward, even though he is somewhat out of his element, the story he tells finally seems to find some traction.

When his words come in hallit, there is a murmur of surprise, and suddenly smiles all around, as the listeners at last find they can place all their attention on the storyteller. The story he tells seems to equally draw them in. Kidnapped friends and deceit seems to appeal to them, as well as finally naming the enemy they face. Talk of the dragon seems to draw them even more, and once he has finished his tale, many of them whisper quietly among themselves and the elders across the fire give each other meaningful glances.

Finally it is Malusha's turn. You notice many of the younger warriors seem to be paying particular attention as the Garundi man starts his story.

His tale is well crafted, and flows with emotion and gravitas, and based on the looks on the faces of those listening, much of that must be translating through the interpreter as well. When he is done, you notice the young warriors. Some look disappointed, others vindicated, by his words. Clearly hearing it was healing magic from another that kept him going was not what they wanted to hear, though everyone was entertained by it, none the less!

There is a quiet wave of chatter from the assembled kellids, realizing the tale is done.


Eventually, a wizened old woman stands up slowly across from the fire, and the room becomes almost instantly quiet again.

Her face is painted like the others, and her words hold strength and resonance that belies her withered frame. Teyma quickly takes center stage once more, and begins to translate the elder woman's words back to you.

"Your tales speak loudly." she translates, in Common, "If these foreigners you tell of indeed head for the Keep, then that is of great concern."

"But you must hear our story first, to know how it impacts yours."

The old woman looks around the room, not just at you, the story she's about to tell apparently meant for all present, though the others have probably heard if many times before.

"This is the story that the elders told me when I was a child." She continues. "Once, a great warrior came to our lands from the South, though his blood and his beard were of the West, in the land where the first dragons hunt and kill."

"With gold and magic this warrior built a stone keep at the base of a mighty mountain." Although the old woman does not look up, you will note a few of the Snowmask's eyes glance to the northeast.

"During this time he came to us, in peace, and invited us to his hearth with gifts of furs. Humbly he asked the elders of our clan if he could hunt with them and share in our ways. Quickly he proved himself a friend to all, sharing in our customs and sharing his with us."

"By the time the last stone was laid in his keep, he had hunted with the elders many times, and made many kills. His axe, sheathed in fire, had protected us from the white wolves and the yetis, just as we too had used our food and furs to keep him warm against the deepest colds. When his banner was raised, the elders were guests in his hall, and some of his own house had already merged their blood with our own. For years the king and our elders prospered, and we learned of crafts, weapons, and
ways different from those that came before."

"Then the white wyrms came."

You can almost feel the tenseness in the air from the gathered listeners.

"For beneath the keep, in the iced caverns below, the dragons had bred. For years their eggs slept and waited. When they hatched, they plagued the king and his new house, but he fought them back with the strength of his arm and the fire of his axe, and the battle was nearly won."

"But when a matriarch of the white returned to tend her brood, she was furious at the king and threw herself on the keep in madness. In the season of the longest nights, still the sun set and rose again before the battle was decided. The King struck the wyrm down, even though his armor and his beard were white with the ice of her breath. Our elders made trophies and talismans from what remained of the beast, and helped rebuild the crumbled tower."

"The mammoths crossed the plains ten times, three times over before the great king passed, and still the dragons were kept at bay. When the hour of his dying came, the great and generous Huscarl King gave all within his castle to those that had served and befriended his house, save for his mighty axe. With this, the elders buried him, and as we raise a mound of stones over the dead when the earth is too cold to dig, so did the elders bring the mountain down atop our king. Ever since have we held vigil over his tomb and what lies within. We remember his lessons, his ways that bled into the ways of the elders to become our ways. And we remember his beard, first white with frost, then with age, as it symbolizes what he protected us from and what he stood watch against."

Her story done, the elderly woman takes a seat once more, another of the elders speak up as Teyma translates.

"And now you say these Shadow warriors seek to defile the resting place of our ancient ally?"

Liberty's Edge

FFemale half-elf bard 5/evangelist 1 ( Pathfinder Campaign Setting: Inner Sea Gods ) NG Medium humanoid (elf, human) Init +3; Senses low-light vision; Perception +13 AC 19, touch 12, flat-footed 18 (+7 armor, +1 deflection, +1 Dex) hp 39 (6d8+6) Fort +3, Ref +7, Will +6; +2 vs. enchantments, +4 vs. bardic performance, language-dependent, and sonic Immune sleep

They do. The Shadow warriors seem intent on causing strife and discontent where ever they go the bard states. But we mean to stop them


Phoebee, give me the diplomacy check now =)

Silver Crusade

HP: 67/67 l AC: 12, T 12, FF 10 l CMD 18 l F +10, R +6, W +12 l Adoration (7/7), Channel Energy (5/5), Clarifying Channel (1/1), Inspired (1/1), Resistant Touch (7/7) l L1: 4/5, D1: 1/1, L2: 4/4, D2: 1/1, L3: 3/4, D3: 1/1, L4: 3/3, D4: 0/1 l Init +6 l Senses: Perception +4
Skills:
Craft: Musical Instruments +11, Diplomacy +13, Heal +11, Kn. Arcana +5, Kn. History +6, Kn. Planes +8, Kn. Religion +12, Linguistics +7, Sense Motive +11, Spellcraft +5
Female NG Human Cleric (Ecclesitheurge) 8 l Active Conditions:

"Wait...the paintings in the cave!" Nella gasps. "That's who they were about - the Huscarl King! We had no idea how important he was to your people."

"It must be his axe that they're after," she adds. "That would make the most sense, based on the story you've told."

Her face sets in determination. "Phoebee is right - we mean to stop them, if you'll have our aid."

Diplomacy (Aid Another): 1d20 + 9 ⇒ (20) + 9 = 29
_______

Rolling to Aid Phoebee now just to keep things moving along now that we're over the storytelling bump, hehe. *edit* Dang, wasn't expecting that nice of a roll!

Scarab Sages

Male Human Cleric (Sarenrae) /8 | HP: 26/59 | AC: 20 T: 14 FF: 17 | CMB: +6 CMD: 20 | Fort: +8 Ref: +5 Will: +11 | Init: +4 Perc: +12

"Yes, we are here to stop them." Malusha adds.

Diplomacy (aid): 1d20 + 4 ⇒ (9) + 4 = 13


Well, technically, anyone can make the Diplomacy check... So that will do!


The Elder nods solemnly, glancing back at the others, before intoning some more words, motioning towards Hiryla as Teyma translates.

"Disturbing Ranulf's resting place is an affront that must be answered. Jedrak's Shard must remain here."

The old kellids and Hiryla confer for a few minutes more, and you realize that most of the other Snowmasks have filed out of the hall while you conversed. Soon the Elders make their way out as well, leaving only you, Hiryla, Teyma, and a few kellid warriors.

"Chief Hiryla says you will leave at first light for the Keep." Teyma instructs. "He himself will accompany you, along with a few handpicked warriors. These Shadow invaders may find the Shard... but they will not leave these lands with it." He looks down at her missing leg and sighs, clearly wishing she could go as well.

Pointing towards the kellids that remain behind she adds. "They will show you where you can bed down. Rest well, for they will be off as soon as there is light enough to see. This far north, that time will come sooner than you think."

Going to pause for a bit here, while the messageboard issues get sorted out!
You will have a night of rest, then off to the Keep!

Silver Crusade

HP: 67/67 l AC: 12, T 12, FF 10 l CMD 18 l F +10, R +6, W +12 l Adoration (7/7), Channel Energy (5/5), Clarifying Channel (1/1), Inspired (1/1), Resistant Touch (7/7) l L1: 4/5, D1: 1/1, L2: 4/4, D2: 1/1, L3: 3/4, D3: 1/1, L4: 3/3, D4: 0/1 l Init +6 l Senses: Perception +4
Skills:
Craft: Musical Instruments +11, Diplomacy +13, Heal +11, Kn. Arcana +5, Kn. History +6, Kn. Planes +8, Kn. Religion +12, Linguistics +7, Sense Motive +11, Spellcraft +5
Female NG Human Cleric (Ecclesitheurge) 8 l Active Conditions:

Nella breathes a sigh of relief. Finally, not only would they be able to get a proper rest but now they'd actually have some help going forward!

"Teyma, I know the situation isn't the best but that's still the best news I've heard all day," she smiles. "Thank you! We'll be sure to get plenty of rest for tomorrow."
_________

A warm, dry place to sleep and some new allies to help with the last leg of this little excursion? Sign me up!

Liberty's Edge

FFemale half-elf bard 5/evangelist 1 ( Pathfinder Campaign Setting: Inner Sea Gods ) NG Medium humanoid (elf, human) Init +3; Senses low-light vision; Perception +13 AC 19, touch 12, flat-footed 18 (+7 armor, +1 deflection, +1 Dex) hp 39 (6d8+6) Fort +3, Ref +7, Will +6; +2 vs. enchantments, +4 vs. bardic performance, language-dependent, and sonic Immune sleep

I hate this thing not updating and then the system going down doenst help

Liberty's Edge

FFemale half-elf bard 5/evangelist 1 ( Pathfinder Campaign Setting: Inner Sea Gods ) NG Medium humanoid (elf, human) Init +3; Senses low-light vision; Perception +13 AC 19, touch 12, flat-footed 18 (+7 armor, +1 deflection, +1 Dex) hp 39 (6d8+6) Fort +3, Ref +7, Will +6; +2 vs. enchantments, +4 vs. bardic performance, language-dependent, and sonic Immune sleep

1d20 + 13 ⇒ (18) + 13 = 31 diplomacy

take that Nella :p

Silver Crusade

HP: 67/67 l AC: 12, T 12, FF 10 l CMD 18 l F +10, R +6, W +12 l Adoration (7/7), Channel Energy (5/5), Clarifying Channel (1/1), Inspired (1/1), Resistant Touch (7/7) l L1: 4/5, D1: 1/1, L2: 4/4, D2: 1/1, L3: 3/4, D3: 1/1, L4: 3/3, D4: 0/1 l Init +6 l Senses: Perception +4
Skills:
Craft: Musical Instruments +11, Diplomacy +13, Heal +11, Kn. Arcana +5, Kn. History +6, Kn. Planes +8, Kn. Religion +12, Linguistics +7, Sense Motive +11, Spellcraft +5
Female NG Human Cleric (Ecclesitheurge) 8 l Active Conditions:

^Well I never :P

Grand Lodge

hp 43/43; (AC 15, t15, ff10); F 5*, R 3, W 4*; bab 3 +6 melee +5 range; cmb 6 cmd 21; init +4; ap 4/4; wih 42; wmm 47; folio reroll 1/1 | tengu magus (bladebound, kensai)/5 | - 12 *
skills:
acro 3, craft weapons 7, fly 10, kn arcane 9 kn dung 7, kn planes 7, perc 11/13, sm 2, spellcraft 10, stealth 4, umd 5

Tchak tsks and shakes his head. "I did us no favor by not telling part of the story. I'm sorry, friends. But really, I'm no good at such things and speaking would have done worse than offending them a little I think." Tchak looks a bit anxious and also hopeful that that is correct.

Liberty's Edge

Active Conditions:
Resources:
Bolts 17/20, Cold-Iron bolts 10/10, Silver bolts 10/10
Male Human Slayer 6 (Vanguard archetype) HP 55/55 | AC 21 , T 15, FF 16 | F: +7, R: +10, W: +4 | CMD 22 | Perc. +10 | Init. +4

Masym smiles at the tengu. "It is probably a good thing you did not speak, my friend. Look at how they reacted when I played the part of the storyteller." He shakes his head ruefully. "I was trained to kill, not to speak of killing."

Grand Lodge

hp 43/43; (AC 15, t15, ff10); F 5*, R 3, W 4*; bab 3 +6 melee +5 range; cmb 6 cmd 21; init +4; ap 4/4; wih 42; wmm 47; folio reroll 1/1 | tengu magus (bladebound, kensai)/5 | - 12 *
skills:
acro 3, craft weapons 7, fly 10, kn arcane 9 kn dung 7, kn planes 7, perc 11/13, sm 2, spellcraft 10, stealth 4, umd 5

"Same here... well, I.. sorta same thing... I was trained in the way of the blade, not the tongue. You did better than I would have, I'm sure."


Actually, not speaking was worse then blowing the check =)

2,501 to 2,550 of 3,007 << first < prev | 46 | 47 | 48 | 49 | 50 | 51 | 52 | 53 | 54 | 55 | 56 | next > last >>
Community / Forums / Online Campaigns / Play-by-Post / The Frozen Fingers of Midnight All Messageboards

Want to post a reply? Sign in.