Rogzul the Whisperer
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Perception - Scent: 1d20 + 6 ⇒ (19) + 6 = 25
Rogzul looks around the room for any indication of anything that will release the arrows.
If he feels safe he'll head deeper into the tunnel.
Gregor Little Bear
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Gregor put a hand on Ironclaw as the dwarf took in the sights beyond the ice tunnel. His gaze sticks on the statues of the dwarves, and he unconsciously moves forward for a closer look.
perception: 1d20 + 7 ⇒ (9) + 7 = 16
Huron Magnusson
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"If any of you know how to locate and disarm traps, now would be the time to volunteer to go first," Huron says, "Otherwise I guess I'll lead." His greatsword in hand, he takes a few tentative steps into the room.
Readied action to attack anything that attacks him.
Yakanzi
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"I do not have any skills in traps. But I will go first so fear not and back me up." Yakanzi slaps Huron on the shoulder and then hefts his falx walking to the front and looking to see if he can detect anything of note.
Perception: 1d20 + 5 ⇒ (18) + 5 = 23
| GMsui |
Yakanzi, Gregor, and Rogzu pick apart the entrance hall. None of them find any traps, inactive or otherwise. The arrows appear to have been left by living defenders from a previous age. With them absent, so is the threat the arrows might have represented. They do, however, note and point out to the rest of the party that the ground is slippery enough with ice to impede movement (difficult terrain, Acro DC +5), and soon after Rogzul and Yakanzi find strange stonework in the northern wall, and later determine it to be a a door leading to a hidden guard's post. Though the previous residents cleared out most of the valuables before disappearing, a masterwork heavy shield and an ivory-handled crossbow remain.
The only remaining option is to continue South. It is also the most interesting option.
Thousands of icicles cover the ceiling of this cylindrical chamber. The outside edge forms a perfect circular curve, cutting into stone without mark of chisel or tool, impossibly smooth. Only places where ice flows over the stone, or where the structures have collapsed, mar the perfect precision of the cylinder. The remains of workshops and living spaces, still furnished, peak through holes in the cylindrical void. At the southern and western edges of the cavern, large portions of the stone and ice have collapsed, cutting into the immense void with piles of rubble.
You feel the air grow even colder if you approach the eastern door.
Map updated.
Rogzul the Whisperer
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Rogzul moves toward some of the remaining structures, not sure what he's looking for, but remembering that they were tasked to search for anything transportable that proved Societies suspicions that a piece of the Sky Key lay somewhere in the ruins.
Perception: 1d20 + 6 ⇒ (6) + 6 = 12
Nicholas von Dorn
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"I wonder what happened here. The perfect shapes like this are rarely a work of nature."
Nicholas spends a minute mixing and shaking some strange liquids and colorful powders, finishing by putting a pinch of dirt into the mix, which dissolves instantly. He carefully approaches the eastern door, holds his breath and gulps down the foul-tasting extract.
Detect Undead towards the eastern door
Nicholas von Dorn
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Duly noted, profile updated.
Nicholas tries to back away from the door as carefully as possible, even though his own blood pounding in his ears sounds louder to him than his footsteps.
Stealth: 1d20 + 6 ⇒ (13) + 6 = 19
Gently stumbling into Yakanzi, Nicholas quietly tells him:
"I sense something not quite dead stirring behind that door. Whether it is a victim of whatever has transpired here or the cause, I wouldn't count on its friendliness. I am not quite an expert on undead abominations, but it does feel considerably stronger than a simple animated corpse would."
Yakanzi
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After listening to ol' Nicky, Yakanzi tells the others..."Hey guys, there is something on the other side of this door that may need killing again." in his quietest voice. Then Yakanzi stands by the door until the others come up with a plan...
Huron Magnusson
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"Again?" Huron asks, raising an eyebrow. He grips his greatsword firmly and says, "Okay, who's first?" Moving over to the door, he waits for the rest of the team to assemble before moving in.
Rogzul the Whisperer
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Rogzul grunts in agreement with Baloo and loads a bolt into his crossbow.
"Open the door."
Nicholas von Dorn
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With the team gathered, Nicholas hesitates for a moment before drawing his rapier and forcefully opening the eastern door.
Perception: 1d20 + 4 ⇒ (17) + 4 = 21
Init: 1d20 + 4 ⇒ (12) + 4 = 16
| GMsui |
Please don't roll initiative when you haven't been prompted. In the PbP environment, standard procedure seems to be delegating that much to the GM. It's super inefficient to have everyone roll his own in an asynchronous format. We'll use it for now, though
Amid a hundred dwellings swallowed in part or whole by the empty void, this apartment has stayed whole and unmolested. Where human ruins might smell of the now-moldering furnishings, the occupants here favored stone furniture. Apart from the large block of ice in the middle of this room, the space might appear much as it did centuries ago when dwarves still inhabited Naldak's Point.
On closer scrutiny, Nicholas notices a stout form encased within the ice, obscured by the condensation. It reveals itself to be a well-preserved dwarf a moment after the door opens when the figure bursts from the ice with a bloodcurdling screech.
Baloo: 1d20 + 2 ⇒ (2) + 2 = 4
Gregor: 1d20 + 4 ⇒ (19) + 4 = 23
Huron: 1d20 + 2 ⇒ (18) + 2 = 20
Nicholas: 12 + 4 = 16
Rogzul: 1d20 + 2 ⇒ (1) + 2 = 3
Yakanzi: 1d20 + 4 ⇒ (14) + 4 = 18
Vargrim: 1d20 + 4 ⇒ (19) + 4 = 23
Roll-Off Gregor: 1d20 ⇒ 14
Roll-Off Vargrim: 1d20 ⇒ 14
Roll-Off Gregor: 1d20 ⇒ 16
Roll-Off Vargrim: 1d20 ⇒ 14
You knew it was there, but had no notion of where or what until opening the door. Effectively, this is mutual surprise, so no surprise round. Gregor's up first, but I should note now as I forgot in the last combat that he needs to make DC 10 handle animal checks to make Ironclaw do any of the tricks he knows, DC 12 if Ironclaw takes any damage, and actually spend an action and make a DC 25/27 check to make the bear do any tricks that he does not know. You've an effective +8, so for now you only fail on a one. Note: It's a class skill for you, but you don't have it marked as such.
Icy-looking areas on the map are iced over and count as difficult terrain.
Round 1:
Gregor, Vargrim, Huron, Yakanzi, Nicholas, Baloo, Rogzul
We're getting pretty close to the end unless you guys go all murderhobo-y, so I'll be prepping sheets soon. Please roll any applicable day-job checks in the discussion thread. Grand Lodge players, this is most definitely outside of Absalom. Sovereign Court players, this mission can qualify as Society PR work, and there are a few qualifying NPCs to recruit on the way out if you haven't already. Liberty's Edge players, Irrisen is a nation of slavers. Sorta? I thought it had a warring city-states vibe from reading through, but whatever. If you're feeling chatty, you could go see how Halvor and the Dalun guard are doing at the tavern and see if the drunks are amenable to abolitionist ideology.
Gregor Little Bear
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handle animal: 1d20 + 8 ⇒ (14) + 8 = 22
"Ironclaw, attack!" Gregor sent the bear rushing in ahead of the others, hoping his teeth and claws would protect the less martial of his allies. The dwarf stood ready to call the bear back if necessary.
Ironclaw, bite: 1d20 + 3 ⇒ (14) + 3 = 17
damage: 1d6 + 3 ⇒ (6) + 3 = 9
| GMsui |
Ironclaw bites a large chunk out of the creature, and pays for it as he begins to shiver. The figure before him strikes back wildly, all frozen fury, but only manages to strike true with his bite.
Cold Aura Damage, Fort DC Half: 1d6 ⇒ 5
First Claw: 1d20 + 5 ⇒ (4) + 5 = 9
Claw Damage: 1d6 + 3 ⇒ (6) + 3 = 9
First Claw: 1d20 + 5 ⇒ (4) + 5 = 9
Claw Damage: 1d6 + 3 ⇒ (5) + 3 = 8
Bite: 1d20 + 5 ⇒ (11) + 5 = 16
Bite Damage: 1d6 + 3 ⇒ (1) + 3 = 4
Fort DC 15 against disease and another against paralysis.
Balooo
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Religion: 1d20 + 1 ⇒ (18) + 1 = 19
"It is a ghoul that radiates pure cold. To arms!"
Everyone can feel their blood start to boil a bit. Inspire Rage! +2 str/con, -1 AC, no spellcasting, Yakanzi can use his rage bonuses instead if he likes.
Gregor Little Bear
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fort, cold: 1d20 + 3 ⇒ (19) + 3 = 22
fort, disease: 1d20 + 3 ⇒ (8) + 3 = 11
fort, paralysis: 1d20 + 3 ⇒ (14) + 3 = 17
Ironclaw whimpered a it as the icy cold filled his mouth, shattering a tooth, but coming away with a huge gobbet of undead flesh. The stuff tasted foul, and then the creature bit the bear. The bite wasn't very bad, but the thing's breath was foul, and it had some magical power. The bear shrugged off the paralysis, growling to make his feelings about the situation clearly known.
Yakanzi
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Yakanzi will lovingly accept Balooos buffs...
On his turn Yakanzi will move through the bears area to attack the foe and stop at an open space to hit the ice creature with his blade...
Falx-Nodachi+PA+Rage: 1d20 + 5 + 1 - 1 ⇒ (18) + 5 + 1 - 1 = 23...DMG: 1d10 + 4 + 2 + 1 ⇒ (10) + 4 + 2 + 1 = 17
posting now since I may be indisposed for a while. could someone please move him on the map on his turn since my access to maps is not working atm
Huron Magnusson
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Huron follows Yakanzi into the room, attempting to take up a flanking position. If Yakanzi ends up south of the bear, Huron will go northeast of the ghoul; if he goes north of the bear, Huron will go southeast of the ghoul.
Greatsword attack: 1d20 + 8 ⇒ (7) + 8 = 15
Greatsword damage: 2d6 + 7 ⇒ (1, 6) + 7 = 14
Rogzul the Whisperer
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Rogzul aims his crossbow and attempts to fire off a shot despite all the people in the way, and very nearly decapitates all of his friends.Crossbow: 1d20 - 4 ⇒ (1) - 4 = -31d8 ⇒ 6
"Should have just burnt them all." He grumbles to himself.
Curse these small rooms and my only having cone spells left.
Nicholas von Dorn
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starting Raging Song is a standard action, so I think it's not up until Balooo's init count
Hoping that the appearance of two large weapon fighters distracted the unquiet dwarf enough, Nicholas dashes past him for a good flanking spot.
Nicholas will take a spot opposite Huron, possibly provoking AOO along the way if the dwarf somehow has any left. The following post assumes he isn't paralyzed.
atk: 1d20 + 7 ⇒ (6) + 7 = 13 dmg: 1d6 + 4 ⇒ (1) + 4 = 5 piercing
But the grave cold radiating from the creature numbs his fingers, and the strike is not very precise.
Fort vs cold: 1d20 + 2 ⇒ (18) + 2 = 20
| GMsui |
With a mighty swing, Yakanzi cleaves clear through the ghoul. The air loses its icy bite as Vargrim falls into a more peaceful slumber than his icy detention.
Uliyara stares on in curiosity as the party goes about documenting what they've found - Vargrim's old waraxe sitting on the table and a strange clasp still in his beard.
Roll (a) Knowledge (Local or History) and (b) Knowledge (Nobility) or Linguistics to see what you can find out about the clasp.
Inside a pack in the corner of the room, you find what must be the old dwarf's diary.
Peering around the doorframe, Uliyara asks what you've discovered, and if it's been worth the danger.
Rogzul the Whisperer
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Rogzul looks at the items in front of him and shrugs at Uliyara as he weaves a quick spell to determine anything hidden beneath the service but none of the items give the tell tale glow of magical properties.
"An axe, something on his beard and a book. I do not know if these are important. They are not magical, but maybe the Society can use them."
Gregor Little Bear
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Gregor looked at the book, and grinned. "This is his journal. Apparently the dwarves here were in danger of being frozen inside when a sorcerer named Hao Gin spirited them away. The only ones left were the clan leader here, and his runaway son. Sad tale. I wonder what caused the cataclysm this speaks of, and who this Hao Gin person is. Anyone know the name?"
Nicholas von Dorn
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"Let me see the clasp. The venture-captain mentioned some sort of artifact; if it is not magical, then perhaps it could be an important clue to something that is."
Nicholas squints his eyes, trying to concentrate on the minute details of the clasp's ornament.
Knowledge: Local: 1d20 + 7 ⇒ (20) + 7 = 27 for Clasp (a)
Knowledge: Nobility: 1d20 + 7 + 1d6 ⇒ (10) + 7 + (4) = 21 for Clasp (b), using Inspiration
Knowledge: History: 1d20 + 7 ⇒ (6) + 7 = 13 for Hao Jin
| GMsui |
It doesn't help in this scenario, but I belive, Nicholas, that if you're trained in a knowledge skill as an investigator, you add your inspiration die for free.
Nicholas knows that the beard clasp is a gladdringgoch, a traditional beard or hair clasp that a clan’s leader wears as a mark of status.
He also recognizes the inscribed rune for one of King Gutheran’s family lines; this rune served as the basis for the modern dwarven rune for “royalty” or “king’s blood.”
Nick surmises that Hao Gin is probably a Dwarven transliteration of Hao Jin, a name that should by now be quite familiar to even junior members of the society. She was a powerful sorceress who, hundreds of years ago, swept up large portions Golarion, whether lands, flora, fauna, or even more sentient specimens, to populate the private demiplane she kept inside her eponymous Tapestry like an extravagant trophy case. The subject matter is common knowledge by now because of the society's exploits about three years ago in claiming her Tapestry as a prize in the Ruby Phoenix Tournament and its intervening efforts to explore the demiplane, catalog the lore it holds, and acquire the treasures secreted within.
As you ready yourselves to depart, disappointed that the Sky Key piece has not been here for centuries but confident that it is within the Society's exclusive grasp, you encounter a rather unfriendly group. A Jadwiga warrior, flanked by a creaking creature that seems to be carved from clearest ice and a decidedly warmer-looking white bear, stands at the entrance to Naldak's Point. By his posture he defies you to try to move past him, but he speaks a clearer message in a booming voice. "Absconders!" he shouts. "Who are you and what are you doing with one of our number?"
Dalun's sigil is quite clearly visible painted upon his tabard.
Try to talk him down, and give me your Diplomacy. Try not to meta too hard with whom and whether you're assisting.
Gregor Little Bear
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"We are explorers, traveling with a guide of the Jadwiga, who is accompanying us by her choice, and under the good graces of Baroness Nadya."
diplomacy: 1d20 + 0 ⇒ (11) + 0 = 11
Rogzul the Whisperer
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Rogzul stiffens at the questioning, and snorts in anger at being asked to explain himself.
"Hal- Uliyara is our friend and guide in Irrisen. We travel with permission. Permission we earned from the Baroness."
Diplomacy: 1d20 + 7 ⇒ (4) + 7 = 11
Well, the streak had to end eventually I guess.
| GMsui |
| GMsui |
Uliyara stumbles a bit as she recognizes the face of the questioner. "Enough, Kiryena!" she shouts. "I would not travel as Uliyara with those who might betray that trust. The proof lies behind you - the wolf pup, no doubt one of Urgalena's agents. Where my own kin meant me harm, when an ancient enemy would rise from an icy tomb to tear at me, they have defended me."
She continues, breathlessly, before her counterpart can respond. "Cousin, I have traveled with them for weeks. I imagine you know only the dispassionate orders of my mother. It is by these Pathfinders' deeds that men of Whiterook now spills ale in our city rather than blood. They have proven themselves explorers and storytellers, trained in eye and tongue more than the baser, bloodier talents."
She calms down a bit. "Perhaps these are traits and deeds not typical of outsiders. But if these men are typical among their society, then it is a folly we have not sought an alliance with them yet. It is a wonder I've not left to join them yet."
"Uliyara!" shouts Kiryena, nearly snarling.
"Enough, cousin," says Uliyara, flatly. "Take me to my mother. Perhaps she'll heed my words moreso than she heeded theirs."
With that, Kiryena and her escort guide you and Uliyara back to Dalun, where certain events that I'll get around to writing soon-ish-ish transpire favorably.
Basically, by indulging Uliyara-as-Haltani's desire to learn about the outside world and by in general making friends of the society and mediating new peaces between third parties where appropriate, you've impressed Uliyara so much that she gives quite a speech defending you and the Society and espousing your virtues when her own kind would question your intentions. In effect, this is an automatic aid-another with a scaling (in this case massive) bonus depending on how much you've impressed her. So good job on getting here, guys. We're more or less done, but there's an extended debrief that I'll need to get around to writing along with your chronicle sheets this weekend. Thanks for playing, sorry for my delays, and I hope you've all had at least a little fun.