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1d3 ⇒ 1
Percept Quasit: 1d20 + 4 ⇒ (7) + 4 = 11
shortly after getting some sleep and 1st shift of the watch starts, what seems like a strong wind happens to pick up, though once it calms down you wonder where it might have come from, and the minute you start to move you feel as if something cold is coming your way
Quasit, and Sakitu Reflex
Reflex Quasit: 1d20 + 7 ⇒ (17) + 7 = 24
Quasit not liking this cold blowing at her, rushes to the side quickly, and tries to get a word in to Sakitu to warn her but its too late, she isn't able to move fast enough
Damage: 1d4 ⇒ 2 Sakitu takes 2 and is sickened for 3 rounds, Quasit is fine and takes 1 unless she has evasion
Bulvi: 1d20 + 2 ⇒ (15) + 2 = 17
Findurel: 1d20 + 7 ⇒ (12) + 7 = 19
Quasit: 1d20 + 6 ⇒ (6) + 6 = 12
Selena: 1d20 + 2 ⇒ (15) + 2 = 17
Sakitu: 1d20 + 2 ⇒ (13) + 2 = 15
Ibona: 1d20 ⇒ 3
GM: 1d20 + 6 ⇒ (17) + 6 = 23
GM: 1d20 + 7 ⇒ (19) + 7 = 26
Roll off Bulvi: 1d20 ⇒ 3
Roll off Selena: 1d20 ⇒ 10
one of the creatures that is just a whirl of snow, and air glides over and attack Sakitu
Slam: 1d20 + 6 ⇒ (1) + 6 = 7
while the other almost looking bat like, strikes a claw at Quasit
Claw: 1d20 + 5 ⇒ (6) + 5 = 11
The Shingles’ characteristic tangle of plank-and-rope bridges crisscross several stories above this narrow, trash-strewn alley. Shiver addicts—including those currently slumbering in the street—have transformed the alley into a makeshift flophouse, which terminates at a hovel sheltering a rusted potbelly stove.
The Cleric starts to cast again at Orladan, Need another will save
the green zombie 5' steps as well as Orange and purple all attack at Orladan
Green Slam: 1d20 + 4 ⇒ (5) + 4 = 9
all three of them missing
the captain stands, reaches over to cabinet and pulls out a scroll, unfurls it and starts to list off over 78 names of places that are known shiver dens
"we aren't able to shut down one with out 3 more taking its place, so the pesh den will stay though run out of business if you do the job that is hired of you. The ring was Frell Tann's and will be presented to his uncle when able to."
she turns her attention to Kuriq and answers "Barbassi? the local band of thugs for hire what is their connection to shiver? or for that matter anything beyond just being muscle thugs?"
as Fundir swings it catches the flesh of the blue zombie, as it explodes upon its death
Arol Fort: 1d20 + 2 ⇒ (8) + 2 = 10
after the the creature dies Arol tries to attempt aid another after moving though just shy of being able to brace
Green swings at fundir
Slam: 1d20 + 4 ⇒ (6) + 4 = 10
Purple slams into Ecthelien
Slam: 1d20 ⇒ 11
the blue skeleton falls to the ground, though that doesn't seems to detour any of the creatures at all
Tchort tears into a zombie but it still stays standing, Orladan tries to attack and though the swing seemed good with everything there, still missed.
The cleric looking at Orladan just mutters loud enough "Kill for me"
Orladan I need a will save
the Cyan, Purple and Green all swing at Tchort
Cyan Slam: 1d20 + 4 ⇒ (11) + 4 = 15
Purple Damage: 1d6 + 4 ⇒ (3) + 4 = 7
the slightly shiny bit was a ring on a partially consumed finger, the ring itself bears the Tann Family crest
"Barbassi I don't know, though maybe someone might in a place called Fever Dream Alley, they might know about him there or someone else" he shrugs slightly and starts to insists politely enough that you please leave
Fair enough then, just fyi don't put it as untrained when posted
Spec Defenses - None
weaknesses - none
Purple Ref: 1d20 ⇒ 5
I will edit Selena for the fatigue, I missed it in the post
the creature seems to not notice Quasit slink off somewhere, and notices the nice shiny infront if it
Perception: 1d20 + 8 ⇒ (5) + 8 = 13
Attack: 1d20 + 6 ⇒ (20) + 6 = 26
Damage: 1d8 + 4 ⇒ (7) + 4 = 11
the creature sinks teeth in around bulvi's chest and bites in firmly, though doesn't seem to let go, it attaches itself to bulvi
The Creature automatically latches onto its target when it successfully makes the listed attack. The Creature is considered grappling, but the target is not. The target can attack or grapple the Creature as normal, or break the attach with a successful grapple or Escape Artist check.
Ibona gasps and whispsers to herself "Giant Weasel" 1 thing to know about it
Fundir Fort: 1d20 + 3 ⇒ (5) + 3 = 8
as Fundir swings at the Red creature he seems to have dropped the beast however it seems to explode with a burst of pus, rot, and its own juices, and as Fundir was going to grin with the kill, part of it got into his mouth
1d4 ⇒ 4 days till onset
the others move closer to the group
Bulvi: 1d20 + 2 ⇒ (9) + 2 = 11
Findurel: 1d20 + 7 ⇒ (7) + 7 = 14
Quasit: 1d20 + 6 ⇒ (19) + 6 = 25
Selena: 1d20 + 2 ⇒ (13) + 2 = 15
Sakitu: 1d20 + 2 ⇒ (13) + 2 = 15
Ibona: 1d20 ⇒ 4
GM: 1d20 + 3 ⇒ (18) + 3 = 21
Selena Roll off: 1d20 + 2 ⇒ (8) + 2 = 10
Sakitu Roll off: 1d20 + 2 ⇒ (13) + 2 = 15
the snow in the area seems to be coming down harder, then any of the previous areas (Range attack penalty) and the cold seems to be dropping further then when you first entered the woods however you spot what looks like possibly this giant weasel that was in the hunters journal.
Sakitu, Ibona, and Selena seems to feel the cold seeping into them each taking
Sakitu: 1d4 ⇒ 2
as non lethal damage, though they have started to feel the effects of Hypothermia (fatigue)
as the cloth comes towards Shiva and while it is examined, there is no poison, though it seems familiar from a previous article that you all might have come across
however, upon moving the cloth, Theodric catches the glimpse of something that shines in the hog pen, albeit very very faint.
"The City well, the town well, the main market well, whatever you want to call it, I know nothing of this Spider Brotherhood, as for the shiver trade specifically, Barbassi's men supply here now and then thats all I know about it, I don't know where it comes from, or who makes it"
The adventure begins in the village of Heldren, a small village in Taldor just north of the Border Wood near Qadira. as you travel the woods, you start heading South west, though right now you have come around a bend and making your way westward towards a valley, which holds something that will take you somewhere probably (trying not to spoil it)
the man shrugs "The cloth is probably just left over from one of the bodies the hogs were fed" he takes a moment to look the group over a bit more
"you sure you aren't part of Barbassi's band, you look like you would, and you definitely act like you would be, always so brash, headstrong in you think you know best, if you aren't, they are the local hired thugs that come here with Shiver looking for a place to unwind, tell stories of their exploits or something, I can't tell when they are out of it, nor do I care."
there are no traps, though Fundir and Arol notice the sounds of trudging bodies coming to you, from the sounds you know its more then 2 but you can't tell exactly how many. Fundir you notice one of them almost right away (which helps since it means you aren't surprised)
that is what I am assuming from my understanding of the direction you stated, and yes on the second slide
Fundir you don't see any traps, and as you make your way down the hallway you see the following
The corridor opens up into a winding catacomb. The walls are skillfully carved with deep recesses where bodies might have once lain. All that remains now are cobwebs, dust, and the tattered remains of ancient clothing. The stench of rotting flesh is overpowering here, but the source is not evident.
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