Shades of Ice, Part I: Written in Blood (Inactive)

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DungeonMaster

A few months ago, the Ulfen warrior and ambitious
jarl-to-be of the Blood Ram tribe, Hjort Fastaxe, was
the only survivor of a raid on his proud and mighty
coastal village in the Lands of the Linnorm Kings.
Though the warriors of the Blood Ram tribe fought with
all the power and prowess they possessed, they were
outnumbered, and were crushed in a matter of minutes
by forces both material and magical. Hjort only survived
because he was blasted into a ruined building by powerful
magic and left for dead; when he woke hours later and
dug himself out of the wreckage, he found that the men
of his village had been slaughtered, and the women and
children hauled off into slavery. As Hjort sorted through
the carnage, he found many bodies of the foe who dared
raid their village—and on every single one he found the
same thing: a wayfinder. Even in the north, far from the
Pathfinder Society’s headquarters in Absalom, Hjort knew
what the wayfinders meant and what they represented. His
hatred burned brighter and brighter as he packed his
gear, sharpened his weapons, and set out for Trollheim.
He planned to find these raiding Pathfinders and kill
them publicly so that everyone—especially the castellan
of Trollheim, Freyr Darkwine—would see his power and
known that he had claimed his revenge. Thus he might
both slake his thirst for blood and ingratiate himself
with Darkwine’s warriors—thereby satiating his lust for
power as well.
In Trollheim, Hjort found an unlikely ally—a darkhaired
Chelish woman named Runa White, who claimed
she too was betrayed by the Society and had tracked her
betrayers to Trollheim for revenge. In truth, Runa was
part of the Shadow Lodge mission that sacked Fastaxe’s
village (searching for ancient Linnorm artifacts of
power for a new shadow lodge in Whitethrone), and she
had stayed behind to watch for survivors or pursuit.
When she saw Hjort emerge from the carnage, raging
for revenge, a plan formed in her mind. She decides to
harness Hjort’s anger and prowess and fulfill the final
part of her mission in the wretched, backwater Land of
the Linnorm Kings: she would turn the Ulfen warrior
against the Society fully, and he would help her end their
presence in Trollheim.
Shades of Ice, Part I: Written in Blood
By Joshua J. FrostThe Shades of Ice series
Written in Blood is the first chapter in the three-part Shades
of Ice adventure arc set in Avistan’s frigid northern reaches.
All three parts of the series are designed for Tier 1–5, and are
intended to be played in order, as events in Written in Blood
lead directly into Exiles of Winter, which in turn sets the stage
of the final installment, Keep of the Huskarl King.
Pathfinder Society SCENario 4,
as a slave, and the mercenaries established a watch on his
ruined home for signs of Pathfinder visitors. Any
such Pathfinders who arrive are to be made
to pay for the attack on Hjort’s village.
As Hjort’s mercenaries keep watch on
the kidnapped researcher’s burned-out
home, Pathfinders from Absalom are
on their way north with chests full of
documents to aid him in finishing his
report. Little do these Pathfinders know
that their arrival in Trollheim may end
their time in the Society forever.
Summary
The PCs enter Trollheim seeking the
home of Rognvald Skagni, a renowned
historian of the north who is working
on a comprehensive report on the
state of government in the Lands of
the Linnorm Kings and beyond. Arriving at Skagni’s
home, the PCs find it burned to the ground and are
assaulted by men set to watch specifically for snooping
Pathfinders. At this point the PCs discover that a man
named Hjort and his female companion Runa have
targeted them for death for unknown reasons.
The PCs then search Trollheim, looking for clues
regarding Skagni, Hjort, and Runa. After what could be
days of investigation, the PCs finally get a lead: Hjort can
be found at a rough-and-tumble tavern in the market
district known as the Horned Helm.
When the PCs arrive at the Horned Helm, they find
that it’s a trap—the man claiming to be Hjort is a
decoy. The real Hjort had hoped to finally kill the PCs
by involving them in a massive (but not particularly
extraordinary, by Trollheim standards) bar brawl at
the Horned Helm. The PCs survive the brawl, and after
interrogating the decoy, discover that Hjort, Runa, and
their crew plan to assault Trollheim’s armory disguised
as Pathfinders. They intend to push the castellan, Freyr
Darkwine, to banish the Society from his land forever,
hoping that the other Linnorm Kings will quickly
follow suit. It’s up to the PCs to stop Hjort and Runa
before it’s too late.
Getting Started
Read the following aloud to get the adventure underway.
The meeting in Absalom with Drandle Dreng nearly a month
ago was brief, as always. “I have a routine mission for you,
though a dangerous routine mission,” the old man whispered
in the great hall in the Grand Lodge. Suffering from a cold and
weak from lack of food and rest, the old venture-captain looked
quite possibly the worst you’d ever seen him. Through wracking
coughs he explained, “An ally of ours in the Land of the
Linnorm Kings—Rognvald Skagni—is writing a
lengthy report on the state of government in the
northern countries of Avistan. I received a letter
from him just yesterday requesting several key
documents from the vaults here to help him
finish the report.” Venture-Captain Dreng
patted a large, heavy-looking chest next to
him. “These are the documents, and I need
you to board a ship north to deliver them to
Skagni.”
Dreng tried to stand at that point, but
a fit of coughing sent him back into his
seat. He gestured for a well-dressed,
impeccably kept man standing in the
shadows of the room to approach and
whispered raspy orders to him. The
man picked up a small pouch and a large
key and handed them both to the party.
“Venture-Captain Dreng is unwell, as you
can see. He wished me to give you this key and this pouch
of gold. The key opens the chest, and the gold will buy you
passage and get you from the Linnorm coast to Trollheim,
where Skagni resides. Whatever you do, do not let the chest
out of your sight and do not, under any circumstances, allow
it to be searched. These documents are for Mr. Skagni’s eyes
only. Are we understood?”
Dreng’s nameless servant waited for a reply and then smiled.
“Good. Now run along; Venture-Captain Dreng needs his rest.”
Allow the PCs time to purchase anything they may
need in Absalom before setting out. Remind them that the
north is cold, so they will need cold-weather gear if they
do not already have it (or they can purchase it upon their
arrival in Trollheim). The average daytime temperature
in Trollheim during this adventure is just above freezing,
and the average nighttime temperature hovers around –5°
Fahrenheit. Many of the encounters in this scenario take
place outside, so the PCs will need to be prepared to face
the elements. For more information on cold weather and
its effects, see page 437 of the Pathfinder RPG Core Rulebook.
Additionally, the chest of documents presents a small
challenge to the PCs. The chest is 2 feet wide, 4 feet long,
and 3 feet deep. It’s made of heavy oak bound with iron, and locked with an enormous, finely crafted steel lock.
The chest weighs 100 pounds, and it’s imperative the
PCs keep it safe—failing to do so means a loss of respect
within the Society. Though the PCs won’t find Skagni in
this scenario to deliver the chest to him, they will likely
rescue him at the end of the Shades of Ice Part II: Exiles of
Winter, and can deliver the chest to him then to complete
this mission.
Once the PCs are ready to travel to the Lands of the
Linnorm Kings, proceed to Act 1.

Dark Archive

Female Human Cleric 4 HP: 24/24 | AC: 13 | T: 9 | FF: 13 | CMD: 12 | Fort: +5 | Ref: +1 | Will: +8 | Init: -1 | Perc: +3 | Sense Motive: +3

Selena buys a cold weather outfit for 8 gp.

Grand Lodge

Male Human Slayer 1|HP:3/11|AC:16|T:12|FF:14|CMB:+4|CMD:+16|Fort:+3|Ref:+4|Will:+1|Init:+2|Pe rc:+5|Surv:+5|Stealth+6|Low-Light|

Licen buys a cold weather outfit for 8gp

Grand Lodge

Female Elf Wizard/5 HP: 11/27 | AC: 14 T: 12 FF: 12 {+4 for Mage Armor} | CMD: 15 | CMB: +3 | Fort: +3 | Ref: +5 | Will: +8 | Ini: +4 | Perc: +9|

Amelia will go shopping as well I am at work right now and don't have access to the documents I need. I will update this tonight

Silver Crusade

HP 60/60; Reroll @+4 0/1; Wand 11/50 Ranger 7; Init +3; Perc +14 (+4 vs human, +2 vs evil outsiders ;+2 in urban areas); AC 20; Fort +6; Ref +9; Will +4
Wolf:
: HP 30/30; AC 21; Bite@+6 (d6+3+trip); move 50'

Oleander, after hearing the briefing nods.
"Humans are so...petty.", that doesn't stop her joining the others in shopping for furs.

Grand Lodge

Female Elf Wizard/5 HP: 11/27 | AC: 14 T: 12 FF: 12 {+4 for Mage Armor} | CMD: 15 | CMB: +3 | Fort: +3 | Ref: +5 | Will: +8 | Ini: +4 | Perc: +9|

After a trip to the tailor, the weapon smith, and a few other sundries, Amelia is finally finished with her shopping and ready to head out.
She has purchased a Composite longbow +1, an Elven Curved Blade, cold weather gear, arrows, and 3 potions of CLW
She looks about her, and says "Well, I am ready when you guys are!"

Silver Crusade

HP 60/60; Reroll @+4 0/1; Wand 11/50 Ranger 7; Init +3; Perc +14 (+4 vs human, +2 vs evil outsiders ;+2 in urban areas); AC 20; Fort +6; Ref +9; Will +4
Wolf:
: HP 30/30; AC 21; Bite@+6 (d6+3+trip); move 50'

Oleander smiles at Amelia. "You remind me of my brother. He too is a wizard, but I'm not sure I'd trust him with a bow!"

Grand Lodge

Female Elf Wizard/5 HP: 11/27 | AC: 14 T: 12 FF: 12 {+4 for Mage Armor} | CMD: 15 | CMB: +3 | Fort: +3 | Ref: +5 | Will: +8 | Ini: +4 | Perc: +9|

"Most wizards, yes. I quite agree!" Amelia says with a laugh "However, in my clan, all elves were taught the sword and bow almost from birth! I do not claim any special abilities with it, but when my spells run low or things get really hairy, I can at least still defend myself."

Scarab Sages

Human Warpriest 6| AC 21/23 T 13 FF 18/20 | HP 46/46 | F +7 (8) R +5 (6) W +9 (10) | Init +2 | Perc +3| Blessings 6/6 Fervor 6/6 Sacred Weapon 6/6 Channel Energy 3/3| Lvl 2: 4/4; Lvl 1: 5/5 Orizon: 5/at will

Huni follows the others and purchases a set of cold weather clothing (8gp). "I am also prepared"

Grand Lodge

Male Human Slayer 1|HP:3/11|AC:16|T:12|FF:14|CMB:+4|CMD:+16|Fort:+3|Ref:+4|Will:+1|Init:+2|Pe rc:+5|Surv:+5|Stealth+6|Low-Light|

Licen says to the group at large
Interesting group, quite evenly balanced with martial, magical and divine all thrown in and it is always good to have a few keen sighted elves along.

Elvish:
"Greetings."

Silver Crusade

HP 60/60; Reroll @+4 0/1; Wand 11/50 Ranger 7; Init +3; Perc +14 (+4 vs human, +2 vs evil outsiders ;+2 in urban areas); AC 20; Fort +6; Ref +9; Will +4
Wolf:
: HP 30/30; AC 21; Bite@+6 (d6+3+trip); move 50'

"At least you speak a civilised tongue" scowls Oleander.

Oleander doesn't really like humans, and has a low charisma to start with. It doesn't stop her saving their lives though :-)

Grand Lodge

Male Human Slayer 1|HP:3/11|AC:16|T:12|FF:14|CMB:+4|CMD:+16|Fort:+3|Ref:+4|Will:+1|Init:+2|Pe rc:+5|Surv:+5|Stealth+6|Low-Light|

Licens appearance is much like his image, a few scars that don't really perturb him but add to his image.

Licen appraises Oleander with his eyes, a calculation of capabilities and then looks away to the next possible threat.

Licen is a cold killer, when he needs to, you almost get the impression that anything he says if it's not tactical is an attempt to act the correct part for the time


DungeonMaster

If I have the wrong modifiers, just let me know.

heal: 3 + 1d20 ⇒ 3 + (17) = 20 Selena
heal: 1 + 1d20 ⇒ 1 + (7) = 8 Licen
heal: 2 + 1d20 ⇒ 2 + (7) = 9 Amelia Rose
heal: 2 + 1d20 ⇒ 2 + (1) = 3 Oleander Anwamanë
heal: 3 + 1d20 ⇒ 3 + (8) = 11 Huni
heal: 5 + 1d20 ⇒ 5 + (6) = 11 Asmyte

perception: 3 + 1d20 ⇒ 3 + (18) = 21 Selena
perception: 5 + 1d20 ⇒ 5 + (5) = 10 Licen
perception: 4 + 1d20 ⇒ 4 + (8) = 12 amelia rose
perception: 9 + 1d20 ⇒ 9 + (11) = 20 Oleander Anwamane
perception: 3 + 1d20 ⇒ 3 + (18) = 21 Huni
perception: 3 + 1d20 ⇒ 3 + (5) = 8 Asmythe

Act 1: A House In Ruins
(CR 2)
The directions to Skagni’s home provided by VentureCaptain
Dreng’s assistant are unclear, but after a few wrong
turns due to poor handwriting, the party finally locates
their destination. But there’s a problem: it’s been burned
to the ground. All that remains are the stone ruins of the
small home’s walls and a few scattered piles of rubble.
Where the directions indicate Skagni’s house should be
stands only the charred husk of a burnt-out building. Bits of
burnt timber and ruined furniture lie scattered about, but if
anything remained after the fire, it seems to have been picked
over and looted. Though most of the walls are blackened
with soot, a patch along the former front of the residence
still shows relatively clean, white walls. Smeared across those
white walls, written in reddish-brown letters four feet tall, are
the words, “Pathfinders go home.”

Selena and Huni:

It takes a simple DC 10 Heal check to determine that
the writing is indeed blood—from whom, it’s impossible
to tell. There is nothing of value in the ruins—Runa
and Hjort dragged off all of the valuables (including the
former resident, Rognvald Skagni), and the locals then
pilfered anything salvageable. Skagni’s now-ruined
home sits in a sparse neighborhood of scattered stone
and timber homes on the very edge of town. When the
PCs arrive, the streets are quiet and deserted. None of the
locals can tell the PCs much about what happened, only
that the house burned down a few weeks ago

And the dc was 25 to notice the perception, take 20 would not have been possible due to circumstances.

init: -1 + 1d20 ⇒ -1 + (4) = 3 Selena
init: 2 + 1d20 ⇒ 2 + (19) = 21 Licen Setokill
init: 2 + 1d20 ⇒ 2 + (12) = 14 amelia rose
init: 3 + 1d20 ⇒ 3 + (3) = 6 Oleander Anwamanë
init: 3 + 1d20 ⇒ 3 + (7) = 10 Huni
init: 1d20 + 6 ⇒ (14) + 6 = 20 Asmyte
init: 1 + 1d20 ⇒ 1 + (2) = 3 thug 1
init: 2 + 1d20 ⇒ 2 + (1) = 3 thug 2
init: 3 + 1d20 ⇒ 3 + (5) = 8 thug 3
init: 1 + 1d20 ⇒ 1 + (20) = 21 boss thug

For those of you wondering the enemy did get a surprise round, but all they in this surprise round is move, because we were out of range.

Creatures: Hjort left behind a band of his mercenaries
to watch the house. They’re camped in a small copse of
trees about 50 feet north of the house in a small, forested
area just off the neighborhood’s small, rutted street (a
PC must succeed at a DC 25 Perception check to notice
them). At first they simply observe, but as the PCs discuss
what to do or poke around the ruins, it becomes clear that
the PCs aren’t simply looters—they may be Pathfinders.
Skagni’s men have clear orders: kill any Pathfinders and
capture their leader (see Handout 1 and Handout 2 on
page 21)

A house in ruins map if someone decides to use ooc knowledge because I gave you all the AP, it wouldn't bother me, though try to resist looking at any info besides the maps, and try to resist metagamin, but mainly I did this go give you the maps, which is located in that link. The boss is at the top of the map in the center. Two thugs in the upper left and one thug in the upper right. You are all within 30 feet of the top squares. If you really want to be specific, we will call the first square 1,1 move to the right one space and it is 2,1. Hopefully people know how grids work and it goes x axis first, y axis 2nd. The boss is in 8,10. Two thugs in squares 6,10 and 7,10. and the third thug in 11,10.

Licen Seto Kill is up.
then the boss
then everyone else except Selena and Oleander.
if people can tell us what square number they move to or are in or want to be in, that would be great. I move to square, 8,9 to get within melee range of the boss.

Scarab Sages

Human Warpriest 6| AC 21/23 T 13 FF 18/20 | HP 46/46 | F +7 (8) R +5 (6) W +9 (10) | Init +2 | Perc +3| Blessings 6/6 Fervor 6/6 Sacred Weapon 6/6 Channel Energy 3/3| Lvl 2: 4/4; Lvl 1: 5/5 Orizon: 5/at will

"Now this was not expected." Huni adjusts the chest of papers that he is carrying as he wonders what to do next.

Grand Lodge

Male Human Slayer 1|HP:3/11|AC:16|T:12|FF:14|CMB:+4|CMD:+16|Fort:+3|Ref:+4|Will:+1|Init:+2|Pe rc:+5|Surv:+5|Stealth+6|Low-Light|

Upon seeing the thugs Licen advises
There appear to be 4 targets in that building, we should engage and overwhelm the leader first whos put himself out in the open"

Licen will delay for now until init 10

Licen goes over the tactical implications in his head., I don't think I should charge forth alone against several thugs when I don't know the tactical capabilities of the group backing me up. I'll delay slightly and see what happens


DungeonMaster

the boss will move up to have cover from range attacks and throw an axe at Licen. though you to will have cover because of what is in his kind of in his way.

hit: 4 + 1d20 - 4 ⇒ 4 + (12) - 4 = 12 forgot the distance penalties, still a miss though.

Group 2 of heroes are up.

Scarab Sages

Human Warpriest 6| AC 21/23 T 13 FF 18/20 | HP 46/46 | F +7 (8) R +5 (6) W +9 (10) | Init +2 | Perc +3| Blessings 6/6 Fervor 6/6 Sacred Weapon 6/6 Channel Energy 3/3| Lvl 2: 4/4; Lvl 1: 5/5 Orizon: 5/at will

Huni moves forward and kicks out at the leader.

Unarmed Strike
to hit 1d20 + 4 ⇒ (17) + 4 = 21 to hurt 1d6 + 3 ⇒ (6) + 3 = 9


DungeonMaster

ouch, he felt that one as that went straight to his stomach and cracked part of his ribs.

Licen, amelia, asymthe is up.

Grand Lodge

Female Elf Wizard/5 HP: 11/27 | AC: 14 T: 12 FF: 12 {+4 for Mage Armor} | CMD: 15 | CMB: +3 | Fort: +3 | Ref: +5 | Will: +8 | Ini: +4 | Perc: +9|

Amelia casts Sleep on the leader
Spell DC to beat is 16 Will negates


DungeonMaster

will: -1 + 1d20 ⇒ -1 + (10) = 9 yep he is asleep. for how many rounds, amelia?

the other guards twitch in fear. wake him up, now one screams. at least one of them will try on their turn, they can't fight without their boss.

Licen is up

Grand Lodge

Male Human Slayer 1|HP:3/11|AC:16|T:12|FF:14|CMB:+4|CMD:+16|Fort:+3|Ref:+4|Will:+1|Init:+2|Pe rc:+5|Surv:+5|Stealth+6|Low-Light|

Licen hearing the call of the troops to wake the Boss senses an opportunity to maybe demoralise them.

Licen charges a thug drawing his Greatsword on the way. He makes no sound other than drawing of his sword and the thunder of his footfalls.

Attack and Damage: 1d20 + 4 ⇒ (20) + 4 = 242d6 + 4 ⇒ (4, 5) + 4 = 13

Crit Confirm Check and Damage: 1d20 + 4 ⇒ (1) + 4 = 52d6 + 4 ⇒ (2, 1) + 4 = 7

Grand Lodge

Female Elf Wizard/5 HP: 11/27 | AC: 14 T: 12 FF: 12 {+4 for Mage Armor} | CMD: 15 | CMB: +3 | Fort: +3 | Ref: +5 | Will: +8 | Ini: +4 | Perc: +9|

he is asleep for 1 min.. that makes 10 rounds, I think???
Edit: yup. Just looked it up 10 rounds =1 min


DungeonMaster

I think that was 7 squares, I don't know where you were, but you are a melee type, we could say you started a square to 2 closer, since people never go to choose their starting positions.

the thug is still alive, but his morale says...Morale The thugs fight so long as their boss is alive. Should
their boss fall, they flee if reduced to fewer than 5 hit points.

the 2nd part of it says if their boss falls, not dies. That fact that the boss is asleep means he did fall, because you can't sleep while standing. RAW means I could take the 2nd part of that very literal. It is not his turn yet anyway though, so I have time to decide that.

one of the thugs moves over and tries to hit Seto with his axe, as there would be not a whole lot of room to move back and throw axe, plus he does not want to be closer to the other team. Too bad he can't get flanking which is what he wants to do, but you are just out of reach for that. He was planning to wake up the boss, but realizes you have them in a corner and hit one of his buddies really hard, if he too can get you in a corner, they could down you.

hit: 3 + 1d20 ⇒ 3 + (9) = 12

Oleander Anwamanë is up, followed by 2 thugs

Grand Lodge

Male Human Slayer 1|HP:3/11|AC:16|T:12|FF:14|CMB:+4|CMD:+16|Fort:+3|Ref:+4|Will:+1|Init:+2|Pe rc:+5|Surv:+5|Stealth+6|Low-Light|

Thanks and whew he just missed me AC 13 atm -2 because of charge

Silver Crusade

HP 60/60; Reroll @+4 0/1; Wand 11/50 Ranger 7; Init +3; Perc +14 (+4 vs human, +2 vs evil outsiders ;+2 in urban areas); AC 20; Fort +6; Ref +9; Will +4
Wolf:
: HP 30/30; AC 21; Bite@+6 (d6+3+trip); move 50'

Oleander moves forward to get a clear shot at the closest of the regular thugs. She then looses off an arrow.

attack: 1d20 + 8 ⇒ (2) + 8 = 10 <=assumes human
damage: 1d8 + 5 ⇒ (1) + 5 = 6 <=again assumes human

Obviously she is still somewhat suprised!


DungeonMaster

okay the 1 thug can't stand to be any closer to Licen, so he will swing and then shift. He was going to drink a potion, but he is too close for comfort.
hit: 3 + 1d20 ⇒ 3 + (12) = 15

the other one will shift and take his place and swing. the one that is severly hurt is technically speaking, halfway off the map in case you were wondering.

hit: 3 + 1d20 ⇒ 3 + (16) = 19

Seto was hit twice for dmg: 2d6 + 2 ⇒ (3, 3) + 2 = 8 slashing. but Seto just soaks up the damage like no tomorrow and can still fight.

Selena is up, then round 2 with anyone who has init 10 or above, assuming the boss don't wake up

I think the boss can still make will saving throws to wake up? If not then ignore this roll. Edit: even if that were true he still failed his will saving throw.

on the bosses turn will: -1 + 1d20 ⇒ -1 + (12) = 11

Grand Lodge

Female Elf Wizard/5 HP: 11/27 | AC: 14 T: 12 FF: 12 {+4 for Mage Armor} | CMD: 15 | CMB: +3 | Fort: +3 | Ref: +5 | Will: +8 | Ini: +4 | Perc: +9|

my understanding is that once the initial save is failed, he is out for the duration of the spell..

Dark Archive

Female Human Cleric 4 HP: 24/24 | AC: 13 | T: 9 | FF: 13 | CMD: 12 | Fort: +5 | Ref: +1 | Will: +8 | Init: -1 | Perc: +3 | Sense Motive: +3

Selena moves and ends her turn, unable to reach enemies and fairly confident everyone else has this.

Grand Lodge

Female Elf Wizard/5 HP: 11/27 | AC: 14 T: 12 FF: 12 {+4 for Mage Armor} | CMD: 15 | CMB: +3 | Fort: +3 | Ref: +5 | Will: +8 | Ini: +4 | Perc: +9|

Amelia, wanting to keep her spells for when they are really needed, draws her bow, and fires at the thug that is farthest forward.
Attack: 1d20 + 3 ⇒ (15) + 3 = 18
Damage: 1d8 + 1 ⇒ (3) + 1 = 4


DungeonMaster

Amelia fires but misses the thug as she tries to sneak by one thug with her arrow and it does, but digs into his armor instead of into his skin.. the one furthest away would have cover.

Grand Lodge

Female Elf Wizard/5 HP: 11/27 | AC: 14 T: 12 FF: 12 {+4 for Mage Armor} | CMD: 15 | CMB: +3 | Fort: +3 | Ref: +5 | Will: +8 | Ini: +4 | Perc: +9|

I meant the farthest forward.. the one that is in the middle of the map nearest the leader.. square 4,9 counting from the bottom left


DungeonMaster

oh gotcha, still a miss though, since you don't have precise shot

Edit: honestly though, your ray of frost is a zero level spell, which means at will and it is versus touch. If you are using the PFSRD20 website, I know it is confusing and it says you get 3 level 0 spells per day, but really it means you can prepare 3 level 0 spells per day and they are at wills, if this changes your action, you can have used ray of frost if you like, and you would only have to reroll damage, since that 18 would hit ac. First time I played a wizard I was told about this I too though I only get 3 level 0's per day when really it meant I can have 3 prepared per day and didn't know they were at wills.


DungeonMaster

Huni and Licen is up

Grand Lodge

Female Elf Wizard/5 HP: 11/27 | AC: 14 T: 12 FF: 12 {+4 for Mage Armor} | CMD: 15 | CMB: +3 | Fort: +3 | Ref: +5 | Will: +8 | Ini: +4 | Perc: +9|

Well now.. that totally changes my game up.. I appreciate that. This is the first wizard that I have ever played, and although I have played one module with her, (Mists of Mwangi) I failed the save entering the museum and spent the entire time as an ape with an intelligence of 8. It was a great chance to RP, and I played the hell out of it, but didnt learn a damn thing about spell casting! So yes, lets reroll that, and I will take ray of frost. As a side note, would you mind if I adjusted my learned spells for 0 level to reflect this? Thank you
Damage: 1d3 ⇒ 2


DungeonMaster

and it doesn't do much, but the thug did feel that as a blast of ice goes up his back.

and since you can make as many changes to your character while still level 1, as according to pfs rules, you would be able to sell that bow back for full value instead of half, if now is the time you figured out that bow is now useless to you.

Grand Lodge

Male Human Slayer 1|HP:3/11|AC:16|T:12|FF:14|CMB:+4|CMD:+16|Fort:+3|Ref:+4|Will:+1|Init:+2|Pe rc:+5|Surv:+5|Stealth+6|Low-Light|

Licen stumbles with the dual hits and grimaces through the pain to strike back

Studied target on thug attacking him +1 th and damg

Licen attacks
Attack and Damage: 1d20 + 5 ⇒ (16) + 5 = 212d6 + 5 ⇒ (6, 1) + 5 = 12


DungeonMaster

they both hit you, but regardless of which one you choose, they are both still alive.
Licen takes his revenge and that one is in panic. though not the condition panic.
that one you just hit will probably have to take a withdraw action, or a shift and drink potion action. Either way you now have 2 thugs on the defensive this turn, or possible one dead thug and the other on the defensive if Huni finishes one off.

Scarab Sages

Human Warpriest 6| AC 21/23 T 13 FF 18/20 | HP 46/46 | F +7 (8) R +5 (6) W +9 (10) | Init +2 | Perc +3| Blessings 6/6 Fervor 6/6 Sacred Weapon 6/6 Channel Energy 3/3| Lvl 2: 4/4; Lvl 1: 5/5 Orizon: 5/at will

Stupid post eating monster bit me again.
Huni moves over to the closest thug and strikes out at him.
Unarmed Strike: flank
to hit 1d20 + 4 + 2 ⇒ (1) + 4 + 2 = 7 to hurt 1d6 + 3 ⇒ (5) + 3 = 8


DungeonMaster

okay, so the thug that is up will take a withdraw action.

Selena and Oleander are up for round two. if you want to do nothing, I need to know that too, so I don't end up waiting around for you to post.

then the other two thugs for round two

Dark Archive

Female Human Cleric 4 HP: 24/24 | AC: 13 | T: 9 | FF: 13 | CMD: 12 | Fort: +5 | Ref: +1 | Will: +8 | Init: -1 | Perc: +3 | Sense Motive: +3

Considering they are both miles away, I couldn't do anything even if I wanted to.

Silver Crusade

HP 60/60; Reroll @+4 0/1; Wand 11/50 Ranger 7; Init +3; Perc +14 (+4 vs human, +2 vs evil outsiders ;+2 in urban areas); AC 20; Fort +6; Ref +9; Will +4
Wolf:
: HP 30/30; AC 21; Bite@+6 (d6+3+trip); move 50'

Oleander takes a step 5' step right and unleashes a pair of arrow.
rapidshot1 at thug to SE: 1d20 + 6 ⇒ (20) + 6 = 26
crit confirm: 1d20 + 6 ⇒ (20) + 6 = 26
Pitty we don't do double crits!
damage: 3d8 + 15 ⇒ (2, 8, 2) + 15 = 27

rapidshot2 at thug to south, not in melee: 1d20 + 6 ⇒ (20) + 6 = 26
crit confirm: 1d20 + 6 ⇒ (1) + 6 = 7
Ahh balance is restored
damage: 1d8 + 5 ⇒ (7) + 5 = 12


DungeonMaster

Oleander shoots an arrow which splits into 100 pieces in mid air, some pieces go into the thugs head, others into his chest, others into his stomach and more into his arms and legs piercing him almost all the way through and out the back.

then shoots the other through the heart.

The last thug will try to fight since he is feeling well and the only one that has not been hit and will swing at seto. hit: 3 + 1d20 ⇒ 3 + (14) = 17
dmg: 1d6 + 1 ⇒ (6) + 1 = 7 no you're not dead, just unconscious at -5, but we do have a healer, not to mention all 3 thugs have potions of healing on them, which someone could grab and stuff it down your unconcious body, although it would take a move action to get there and a move action to get the potion, then a 2nd person could move action to get there as well grab the potion off of the pc and a move action to stuff it down your unconscious body. And you don't roll con saving throw until your turn, which is at init of 10. Or someone can do a basic heal check first aid to stabilize you on your turn.

Top of round 3, begin.


DungeonMaster
Selena Maya wrote:
Considering they are both miles away, I couldn't do anything even if I wanted to.

cure light wounds on seto, even if you didn't have it prepared, clerics have spontaneous casting, meaning that can cast healing spells without preparing them, though they still use a spell slot.

I don't know who has all played what before, so I try to give out pointers to people as a DM.

Scarab Sages

Human Warpriest 6| AC 21/23 T 13 FF 18/20 | HP 46/46 | F +7 (8) R +5 (6) W +9 (10) | Init +2 | Perc +3| Blessings 6/6 Fervor 6/6 Sacred Weapon 6/6 Channel Energy 3/3| Lvl 2: 4/4; Lvl 1: 5/5 Orizon: 5/at will

Huni moves up to give the last thug something to worry about. Hopefully Seto will be able to hold on until he can get some help.

Unarmed Strike
to hit 1d20 + 4 ⇒ (1) + 4 = 5 to hurt 1d6 + 3 ⇒ (1) + 3 = 4

Grand Lodge

Male Human Slayer 1|HP:3/11|AC:16|T:12|FF:14|CMB:+4|CMD:+16|Fort:+3|Ref:+4|Will:+1|Init:+2|Pe rc:+5|Surv:+5|Stealth+6|Low-Light|

[ooc]-4 thanks, 11 - 8 =3 -7 = -4.... ;o) might save me for a round.[ooc]

Grand Lodge

Female Elf Wizard/5 HP: 11/27 | AC: 14 T: 12 FF: 12 {+4 for Mage Armor} | CMD: 15 | CMB: +3 | Fort: +3 | Ref: +5 | Will: +8 | Ini: +4 | Perc: +9|

Amelia will move forward 30'. I can't move my token while on my phone.. if someone could do that I would appreciate it. Next turn I will either use a potion or cast.. whatever the need may be.

Scarab Sages

Human Warpriest 6| AC 21/23 T 13 FF 18/20 | HP 46/46 | F +7 (8) R +5 (6) W +9 (10) | Init +2 | Perc +3| Blessings 6/6 Fervor 6/6 Sacred Weapon 6/6 Channel Energy 3/3| Lvl 2: 4/4; Lvl 1: 5/5 Orizon: 5/at will

Done

Dark Archive

Female Human Cleric 4 HP: 24/24 | AC: 13 | T: 9 | FF: 13 | CMD: 12 | Fort: +5 | Ref: +1 | Will: +8 | Init: -1 | Perc: +3 | Sense Motive: +3
Quote:
cure light wounds on seto,

Doesn't work, I'm a neutral cleric worshiping a Neutral God thats channeling negative energy, ergo, I don't get to spontaneously cast CW spells. I don't mind accepting advice, provided its actually useful to me :(

What I CAN do is slap him with a CLW wand (why does no-one else have one) so he doesn't kick the bucket.

CLW Wand: 1d8 + 1 ⇒ (3) + 1 = 4

Grand Lodge

Male Human Slayer 1|HP:3/11|AC:16|T:12|FF:14|CMB:+4|CMD:+16|Fort:+3|Ref:+4|Will:+1|Init:+2|Pe rc:+5|Surv:+5|Stealth+6|Low-Light|

First outting with this character for me, probably the same for the others, nw that Licen is on 0 hp he can move around and stuff yes?

Licen says "Thankyou Selena"

If he can move

Licen goes and loots the Thugs and grabs healing potions, he takes the first. Before taking any more i'll seek party approval

CLW Potion: 1d8 + 1 ⇒ (5) + 1 = 6


DungeonMaster

Oleander is up

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