Her Dark Majesty Trilogy part 1: Where The Fallen Jarls Sleep (Inactive)

Game Master Wareagle

An Ancient evil has awoken in The Land of Song and now threatens the land once more. Foreigners from across Golarion have gathered to once and for all eliminate the evil that once was...


651 to 700 of 861 << first < prev | 8 | 9 | 10 | 11 | 12 | 13 | 14 | 15 | 16 | 17 | 18 | next > last >>

Male Elf Cleric of Sarenrae/3

"Even if it does have a pumpkin for a head," Luminarion says, "I doubt it would make a very good pie."

Luminarion continues on, saying, "On a more serious note, let's decide where we're going to end up sleeping so I can get some good shuteye in."


With the party gathered and agreed on their next course of action you decide it is time to get some shuteye. You sleep much sounder than you did on your nights on the road but still these fur pelts are nothing like the bed back at Yngvars Hall.

You all awake early morning feeling quite refreshed the storm has finally let up and you can once again see the clear skys above. Now that the storm is gone you also see A large mountain a fair distance to the west this must be the one Lennart was talking of which quickly reminds you of your meeting. The party heads for Jasons tent to find him caring for the ill you all take seat like you did the morn before and wait for him to finish.

"I hope you all had a restful sleep sheltered from the storm much better than being open on the road I'm sure." He chuckles lightly before continuing on. "Now it is time to talk business, that creature reaps the bodys of men children even animals and each day I have seen it return them to Three Horn Mountain what he does there I know not but there has to be some clue as to what it is doing there and you could plan a ambush for it upon it's return. If you leave now you should reach the mountain long before it's return and perhaps get some clues as to what it is and what it is doing. Our tribe thanks you for helping us in these dire times adventurers good luck! With that said Lennart dismisses himself and tells you he is very busy this day and cannot tell you much more.

Can the spellcasters tell me what spells they have prepared under a spoiler.


Male Human (Mwangi) Wizard (Spellslinger) 1 | Init +3 | HP: 9/9, | AC: 13/T: 13/FF: 10 | Perception: +0 | F: +2/R: +3/W: +2 | CMB: +0 | CMD: 13 | Speed: 30ft

"Very well," says Aksum. "The sooner we leave, the better prepared we will be."


M Human Rogue 2 / Cleric 1 HP: 13/13 AC:16 T:13 FF:13 CMD:14 F: +3 R: +6 W: +4 Per: +8/+9 Init: +5

Khalil wakes up early, performs his obligations to Calistria, and enjoys a quick breakfast. After which, he gathers his pack and is ready to set out with the others.

Khalil's Spells:

Level 0
Light
Detect Magic
Read Magic

Level 1
Bless
Charm Person (DC 13, Will)
Cure Light Wounds


M Human Boreal Sorcerer 3
Wareagle wrote:


Can the spellcasters tell me what spells they have prepared under a spoiler.

I'm a sorcerer so dont have a list. But i figigure id chime in for completeness


Male Elf Cleric of Sarenrae/3

Luminarion will have his normal complement of spells prepped. Will be listed below.

Luminarion prepares his spells, grabs breakfast, and joins the rest of the group on the journey to the ambush site.

Combat Stats:

Combat Stats:

AC = 19 = 10(base) + 2(DEX) + 7(+1 breastplate). Touch = 12, Flat = 17
Hit points = 24/24

Spells per day:

Level 0 - 4
Level 1 - 3 + 1
Level 2 - 2 + 1

Level 0 orisons prepared
1. Light
2. Guidance
3. Resistance
4. Detect Magic

Level 1 spells prepared
1. Bless
2. Magic Stone
3. Sanctuary

Domain
Cure Light Wounds

Level 2 spells prepared
1. Spiritual Weapon
2. Silence

Domain
Cure Moderate Wounds

Can channel energy 6 times per day. Either heals 2d6 to all living things in a 30 foot radius centered on the cleric or does 2d6+3 damage to all undead in that area, DC 15 will save for them to halve the damage and they do not get their channel resistance.

Can "rebuke death" 6 times per day, using standard action to heal person below 0 hit points for 1d4+1.


Male Goblin Inquisitor Heretic 3

I cast spontaneous spells as well, so it's the same deal.


Male Elf Cleric of Sarenrae/3

And after thinking about it long enough I decided to make a minor change to the spells I had prepped. New list is below, swapped out silence for bull's strength.

Combat Stats:

AC = 19 = 10(base) + 2(DEX) + 7(+1 breastplate). Touch = 12, Flat = 17
Hit points = 24/24

Spells per day:

Level 0 - 4
Level 1 - 3 + 1
Level 2 - 2 + 1

Level 0 orisons prepared
1. Light
2. Guidance
3. Resistance
4. Detect Magic

Level 1 spells prepared
1. Bless
2. Magic Stone
3. Sanctuary

Domain
Cure Light Wounds

Level 2 spells prepared
1. Spiritual Weapon
2. Bull's Strength

Domain
Cure Moderate Wounds

Can channel energy 6 times per day. Either heals 2d6 to all living things in a 30 foot radius centered on the cleric or does 2d6+3 damage to all undead in that area, DC 15 will save for them to halve the damage and they do not get their channel resistance.

Can "rebuke death" 6 times per day, using standard action to heal person below 0 hit points for 1d4+1.


Male Goblin Inquisitor Heretic 3

I would recommend switching out bless for another spell, as it doesn't stack and I can't change my spell known. You have variety, so use it! I'll keep shaking my short list around.


Current Effects:
Cover: Orbius Onx, sea elf sailor. HP 8/8, AC 14, CMD 11, Fort +1, Ref +2, Will +3, Init +2, Per +7, Admixture 9/9

spells:

0th- (at will)
Detect Magic
Dancing Lights
Prestidigitation
Mage Hand

1st-
Color Spray x2
Sleep
Feather Fall

2nd-
Web
Stone Call

Also have a number of scrolls and my Bonded Item to draw from in times of need


Current Effects:
Cover: Orbius Onx, sea elf sailor. HP 8/8, AC 14, CMD 11, Fort +1, Ref +2, Will +3, Init +2, Per +7, Admixture 9/9

"It would be prudent to inform our new friends of our last companion. Some embellishment regarding his particular importance to our mission may be in order to keep them from the expected revulsion and bloodshed."


Male Elf Cleric of Sarenrae/3

I decided to take Curvlk's advice and swap out "Bless" for "Endure Elements". Thus I can only help one person, but a single casting will last for an entire day. That should hopefully be the last change before we set out to do something. I should also note that as I have access to Sun Domain spells I could in a serious enough weather emergency prepare "Endure Elements" in all of my spell slots thus protecting seven people. However, that would wipe me out spell wise for anything other than channeling, "rebuking death" and using wands.

Combat Stats:

AC = 19 = 10(base) + 2(DEX) + 7(+1 breastplate). Touch = 12, Flat = 17
Hit points = 24/24

Spells per day:

Level 0 - 4
Level 1 - 3 + 1
Level 2 - 2 + 1

Level 0 orisons prepared
1. Light
2. Guidance
3. Resistance
4. Detect Magic

Level 1 spells prepared
1. Endure Elements
2. Magic Stone
3. Sanctuary

Domain
Cure Light Wounds

Level 2 spells prepared
1. Spiritual Weapon
2. Bull's Strength

Domain
Cure Moderate Wounds

Can channel energy 6 times per day. Either heals 2d6 to all living things in a 30 foot radius centered on the cleric or does 2d6+3 damage to all undead in that area, DC 15 will save for them to halve the damage and they do not get their channel resistance.

Can "rebuke death" 6 times per day, using standard action to heal person below 0 hit points for 1d4+1.


Unless a lot of low rolls are made by the party we should be ok.


Male Elf Cleric of Sarenrae/3

Famous last words ...:-)


LOL, well played


Male Human Barbarian 2/Oracle 1

Hello? Is there anybody out there?


Male Goblin Inquisitor Heretic 3

Yep!


Sorry busy time for me

Mouintians and trail.

After giving Lennart several thanks for the meals and shelter you head out early as possible to prepare your ambush. The Mountain towers high above all the rest and is know to be the tallest in all of The Land of Song. With your destination clear and within sight you make off down the road as quick as you can. Within three hour you near the towering mountains and can see just how large they really are up close, looking up you cannot even see it's peak as it is shrouded by the eerie mists above. The road leads further towards the mountain and too a makeshift path that weaves between the mountains a strange fog can be seen some 50 ft down the path and it is hard to make out anything beyond. The path is rocky and the terrain rough making it difficult for your horses and almost impossible for the wagon to continue further.


Male Elf Cleric of Sarenrae/3

Luminarion looks the situation over and says, "We might have no choice but to have the wagon turn back, and likely the horses as well. So the question would be whether or not we go back as a group or split up. Anybody have any ideas?"


Male Human Barbarian 2/Oracle 1

GM - Is the path we are on showing any signs of use? I know with the recent snows, the signs may be hard to see, but Galstak will look for any obvious signs of recent passage.

Perception: 1d20 + 6 ⇒ (7) + 6 = 13


"We should go together, where ever we go."

Anyone have knowledge geography? That might help.


Male Human (Mwangi) Wizard (Spellslinger) 1 | Init +3 | HP: 9/9, | AC: 13/T: 13/FF: 10 | Perception: +0 | F: +2/R: +3/W: +2 | CMB: +0 | CMD: 13 | Speed: 30ft

Knowledge (Geography):1d20 + 5 ⇒ (2) + 5 = 7 to look for an alternate path.


Male Goblin Inquisitor Heretic 3

Curvlk peers into the mists, and takes in the surroundings.1d20 + 9 ⇒ (12) + 9 = 21
"It would be a good place for an ambush, my compatriots. Would you like me to scout ahead?"


Current Effects:
Cover: Orbius Onx, sea elf sailor. HP 8/8, AC 14, CMD 11, Fort +1, Ref +2, Will +3, Init +2, Per +7, Admixture 9/9

Retrieving a scroll full of maps from somewhere behind his cloak, Spectrum attempts to find out more about the route ahead of them, and any others that may be near by.

1d20 + 5 ⇒ (17) + 5 = 22 Knowledge: Geography, untrained but with the proper tools to make an untrained check.


Knowledge Geography DC17 or a map:
This path is uncharted on any map of the area however there is a path on the opposite side of the mountain that leads up the mountain and not between like the one before you.

No matter how hard you look or any angle you cannot see through the thick fog ahead and no side passages are within your sight the snow gently falls down and is much more reliving than the storm yesterday. No animal humanoid or other tracks are easily spotted around the area.

perception DC 14:
There is a set of wagon tracks leading into the fog it is hardly noticeable but is obviously fairly recent as any tracks made during the storm yesterday are obviously long since covered up. Strangely enough however no other tracks can be found as if the wagon just dragged itself along. How anyone could have managed to drag a wagon though the rocky path is well beyond you.

Perception Dc 22:
You look deeper into the wagon tracks and notice small humanoid tracks as well. Someone took the time to conceal these tracks but strangely did not do so with the wagon tracks. These are the only tracks visible but such a small creature is incapable of dragging such a large wagon on their own especially through such rocky terrain.


Perception check:1d20 + 7 ⇒ (3) + 7 = 10

edit: Darn. The dice gods are against me.


Male Human (Mwangi) Wizard (Spellslinger) 1 | Init +3 | HP: 9/9, | AC: 13/T: 13/FF: 10 | Perception: +0 | F: +2/R: +3/W: +2 | CMB: +0 | CMD: 13 | Speed: 30ft

Perception: 1d20 + 5 ⇒ (11) + 5 = 16


M Human Boreal Sorcerer 3

Perception:1d20 + 1 ⇒ (5) + 1 = 6


Male Elf Cleric of Sarenrae/3

Luminarion gets out his seeing eye dog. :-)

Perception check

1d20 + 5 ⇒ (7) + 5 = 12

Tracks? What tracks? :-(


Male Goblin Inquisitor Heretic 3

Missed it by one!!


M Human Rogue 2 / Cleric 1 HP: 13/13 AC:16 T:13 FF:13 CMD:14 F: +3 R: +6 W: +4 Per: +8/+9 Init: +5

Perception 1d20 + 8 ⇒ (15) + 8 = 23

Looking closely at the trail, Khalil points to a set a shallow ruts running parallel to each other in the snow.

"It looks like a wagon passed through here not long ago." He frowns a bit at the tracks and then says, "It's strange though. I'm not sure how they got the wagon up that trail." He points to some small footprints in the snow. "These are humanoid prints, although I doubt anything of that size could drag a wagon up that rocky trail. But there's no other horse or other draft animal prints, so it is a bit of a mystery."


Male Human Barbarian 2/Oracle 1

"You have good eyes, Khalil. Are the tracks heading up the mountain or down, though?"


Male Goblin Inquisitor Heretic 3

"Ah, I see!The goblin rumbled as the unlikely cleric pointed out the smaller tracks. Well hidden, tracks. I would not be surprised if such creatures who could be so well hidden might have the means to use a strength of cunning or magic to make up for a lack of physical prowess." The goblin took a closer look at the tracks, trying to recognize them.
Survival check to recognize the tracks and see where they were headed. Or not. >.<1d20 + 8 ⇒ (1) + 8 = 9


M Human Rogue 2 / Cleric 1 HP: 13/13 AC:16 T:13 FF:13 CMD:14 F: +3 R: +6 W: +4 Per: +8/+9 Init: +5

Pointing ahead and into the fog, Khalil says to Galstak, "The tracks lead in the same direction we are going. Up the mountain, and it did look as though they were making an attempt to keep their passage hidden."


survival check to see what information can be gained:1d20 + 7 ⇒ (4) + 7 = 11
For tracking I it is a +8


Gregers stares blankly at the fogs. "That mist, it is unnatural something is wrong here I can sense it." Egil walks up beside Gregers and nods. "Aye lad foul work is at play here that mist it seems to me to be some sort of...magic." Egil says back to Gregers though it be loud enough for all to here.


Male Elf Cleric of Sarenrae/3

Upon hearing that a spell might be active in the area Luminarion uses a "Detect Magic" orison to see if he can pick up on any magic auras.


Current Effects:
Cover: Orbius Onx, sea elf sailor. HP 8/8, AC 14, CMD 11, Fort +1, Ref +2, Will +3, Init +2, Per +7, Admixture 9/9

Rolling up his maps, Spectrum looks at Gregers sideways, scoffing a bit that the rugged man could pretend to know the first thing about magic.

Know: Arcana 1d20 + 11 ⇒ (11) + 11 = 22


M Human Boreal Sorcerer 3

Hmmm what could this mist be? as Morphet ponders the mist
Know Arcana:1d20 + 5 ⇒ (19) + 5 = 24
He will also cast Detect magic
and if magic is detected try spellcraft
SpellCraft:1d20 + 8 ⇒ (6) + 8 = 14
If nothing is known Morphet suggests This looks dangerous but we cant let it stop us in our mission, we should be extra vigilant and keep moving."


Detect Magic:
The fog has an overwhelming Conjuration aura about it you also sense that there are two spells at work her but can only read one to full effect.

Spellcraft DC 29 or Knowledge Arcana DC 34:
The spell is a permanent effect of the Solid Fog wizard spell it was no doubt made by a powerful wizard with enough magic prowess to conjure such fog and cast Permanency upon it.

Know Arcana DC 15:
The thick fog is by no means natural and is the work of mighty magics that from either a wizard or sorcerer as you note no such spell in divine magic, such a spell only lasts but a few minutes but this has obviously been standing for a very long time, either whatever wizard that conjured this such fog was of great power or they have another means to make it stand indefinably.


Male Elf Cleric of Sarenrae/3

Luminarion says, "Egil is right. There is magic associated with that mist. Rather strong magic in fact. It is possible that we could become the ambushees instead of the ambushers. If we decide to proceed we should do so with caution."


"Well we have little choice in the matter it is the only path and we agreed to help the Shaman and his tribe if we move on we should proceed with great caution, so who wants to go first." Says Gregers as he looks around for volunteers.


"Being one of the designated scouts I have no problem taking the lead. I would however like someone who can fight well within a reasonable distance in case I run into trouble."


Male Goblin Inquisitor Heretic 3

Curvlk steps forward. "If we cannot see our opponents, then our opponents could not likely see us. I believe I am the most likely to escape the notice of those who might lie in wait, so allow me to scout a short while ahead of the group." The goblin cocked his comically large head in thought. "Do we have a length of rope that we could perhaps tie about my waist? If I were to walk through the fog into a crevasse, or into the arms of the enemy, pulling on the rope might allow you to find me, or me to warn you silently of what is to come."


"Ok, that works. I have rope. How much space do you want between yourself and the next person behind you?"


Male Goblin Inquisitor Heretic 3

"Perhaps 15 or 20 feet would be a good length. Enough to explore the area well enough and still manage to keep cover from the rest of the group. If I find danger in the form of enemies, I could pull the rope three times, four times if I need help, and five times if I am coming back to report something else." proposed the the goblin.


Male Elf Cleric of Sarenrae/3

And one long hard pull followed by the rope going slack means he got eaten. ;-)

Luminarion simply positions himself so that he is near the front of the group and says to the others, "Curvlk's plan sounds reasonable."


Male Goblin Inquisitor Heretic 3

The strange looking goblin pulled his warm grey winter cloak close to him and over his head as best he could and finished securing the rope around his waist. Curvlk rumbled to his companions."When ever you all are ready, I am prepared to begin my expedition into mist."


What order is everyone going in and who is going to hold the rope, Also just how far back is space between Curvlk and the person behind him it is important :)


M Human Boreal Sorcerer 3

Morphet will go in when others besides Curvlk Go in, and doesn't not plan to hold the rope as he probably the weakest of the bunch.

1 to 50 of 861 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | next > last >>
Community / Forums / Online Campaigns / Play-by-Post / Where the Fallen Jarls Sleep: The Rise of Mogens All Messageboards

Want to post a reply? Sign in.