Clebsch's Reign of Winter

Game Master Clebsch RoW

Our brave adventurers are the only hope in a cold, cruel world.


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Male LN human (ifrit) sorcerer 11 | HP: 87/87 | AC: 23 (14 Tch, 19 Fl) | CMB: +3, CMD: 18 | F: +9, R: +9, W: +10 | Init: +14 | Perc: +2, SM +2 |
Spells:
5th: 5/5; 4th: 7/8; 3rd: 3/8; 2nd: 6/8; 1st: 7/8
| Speed 30 ft. | Active conditions: endure elements, [í]haste[/i], mage armor.

Pyrrhus holds his hands in his back, making no motion to pick a ruby as well, even if he smiles as if being offered something very pleasant.


Ice Cavern C2

Behind the screen:
DC 21
Thorizmond: Will: 1d20 + 7 ⇒ (15) + 7 = 22

On the Table:
vs Thorzimond DC 20 FF
Bite: 1d20 + 14 ⇒ (15) + 14 = 29
Bite Damage: 1d6 + 2 ⇒ (5) + 2 = 7
Dexterity Drain: 1d6 ⇒ 4
Claw 1: 1d20 + 14 ⇒ (20) + 14 = 34
Claw 1 damage: 1d4 + 2 ⇒ (1) + 2 = 3
Claw 1, confirm threat: 1d20 + 14 ⇒ (18) + 14 = 32
Claw 1 damage, critical: 1d4 + 2 ⇒ (3) + 2 = 5
Claw 2: 1d20 + 14 ⇒ (5) + 14 = 19
DC 19
Thorzimond: Fortitude: 1d20 + 13 ⇒ (15) + 13 = 28
Dexterity drain reduced to 1

Initiative:

Crasius: Initiative: 1d20 + 7 ⇒ (4) + 7 = 11
Ingrit: Initiative: 1d20 + 5 ⇒ (10) + 5 = 15
Pemta: Initiative: 1d20 + 3 ⇒ (19) + 3 = 22
Pyrrhus: Initiative: 1d20 + 14 ⇒ (11) + 14 = 25
Rurik: Initiative: 1d20 + 1 ⇒ (11) + 1 = 12
Thorizmond: Initiative: 1d20 + 2 ⇒ (18) + 2 = 20
NPC/Enemies
1 Initiative: 1d20 + 4 ⇒ (12) + 4 = 16
2 Initiative: 1d20 + 7 ⇒ (3) + 7 = 10

Thorizmond:
Thorizmond once again feels something tugging at his will, but again resists. He now feel certain one of the strangers is attempting mind control on him.

The robed stranger drops the bag of rubies, saying, "Refusing my master's generosity is an insult for which you must pay!"

From his hood, his head emerges. It has horns over its brows and sharp teeth with strange tenacles extending through gaps. His hands have sharp claws. He attacks the centaur, attempting to bite him and claw him. The teeth sink into Thorizmond's flank and the tentacles cause a numbing sensation that makes movement a little difficult. 7 damage from the bite and 1 point of dexterity drain.

One of the clawed hands rips deep into his gut area. Crit for 8.

Round 1
Pyrrhus
Crasius

Servant
Master in the mist
Pemta
Thorizmond
Rurik
Ingrit

Ingrit:
DC 22
Ingrit: Will, bonus: 1d20 + 5 + 2 ⇒ (16) + 5 + 2 = 23
Ingrit got another chance to resist the Dominate Person effect but fails. She does what she can to keep her allies from attacking the entity in the mist and does not attack the servant.

Pyrrhus may want to delay until after Crassius, since he usually activates Inspire Courage first thing.
Next post has the monster lore results for the humanoid with the claws and mouth tentacles.
The monster attacking Thorizmond is chaotic, evil, and extraplanar.


Ice Cavern C2

Behind the Screen:
DC 18
Crasius: Knowledge (Planes): 1d20 + 6 ⇒ (14) + 6 = 20
Rurik: Knowledge (Planes): 1d20 + 6 ⇒ (18) + 6 = 24

Ingrit and Rurik recognize the creature attacking Thorizmond. Both can read the general information. Ingrit can read one additional spoiler. Rurik can read 2.

General information:
Denizen of Leng
Shrouded in tattered leather robes, this strange humanoid looks more alien and horrific the more one studies its twitching visage.

CE Medium outsider (chaotic, evil, extraplanar)

These eerie denizens travel the universe from their strange homeland of Leng, walking uncontested only when they disguise themselves as humans by wearing loose-fitting robes and wrappings about the head and face. Under these disguises, they have horned brows, clawed fingers, mouths full of tentacles, and crooked goatish legs with cloven hooves.

Many scholars have argued over where the otherworldly realm of Leng lies—some believe it can be found among the Outer Planes, while others are convinced it can only be reached via a dimension of dreams. The denizens of Leng can travel to other planes freely, and often do so in strange, black ships, constantly seeking new breeds of slaves or trading rubies for unusual services or magical treasures. At other times, their visits are much more violent, focusing on abducting victims for use as slaves or worse. On Leng, these denizens have long fought a war against that realm’s monstrous spiders, a war that sometimes spills over into other worlds.

A denizen of Leng weighs 200 pounds and stands roughly 5-1/2 feet tall.

Damage Resistance:
None.

Immunities:
Poison

Resistances:
Cold 30, electricity 30

Spell Resistance:
Yes

Weaknesses:
None.

Special Attacks:
Dexterity Drain (Su) The otherworldly teeth and tongues of a denizen of Leng deal 1d6 points of Dexterity drain with a bite. Constructs, elementals, and other creatures that do not possess flesh are immune to this effect. A successful DC 19 Fortitude save reduces the Dexterity drain to 1 point. The save DC is Constitution-based.

Spell-Like Abilities:
Constant—tongues
3/day—detect thoughts, hypnotic pattern, levitate, minor image
1/day—locate object, plane shift (self only)

Spell Casting:
None.

Special Abilities:
Planar Fast Healing (Su) A denizen of Leng maintains a connection to Leng at all times, and when away from Leng, it has fast healing 5. It loses this ability on Leng or in areas where planar connections do not function. If killed, a denizen’s body dissolves into nothingness in 1d4 rounds, leaving behind its equipment. A slain denizen reforms in Leng, similar to a slain summoned creature; it can only be permanently killed if its fast healing is negated.

Unusual Anatomy (Ex) A denizen’s internal anatomy varies from individual to individual, and has a 50% chance to treat any critical hit or sneak attack against it as a normal hit.


Spells: 1st (5/6), 2nd (3/6), 3rd (4/5), 4 (3/3)
Skill M-Z:
Oratory +11, Perception +16, Sense Motive +11, Spellcraft +11 [+1 to identify spells from Evil Spellcasters]
Skill A-L:
Talsune Fly +13, Acrobatics +20 (19), Diplomacy +19, Arcana +11, Dungeoneering +5, Engineering +5, Geography +5, History +5, Local +5, Nature +5, Planes +8, Religion +5, Linguistics +15,
Human Male Bard [A.M.]/DD [Brass] 11; 118/118; Init +8; AC 21 (22 Haste), T 16 (17 Haste), FF 16; AC Penalty -1; Fort +9, Ref +13 (+14 Haste), Will +8, [+1 vs EC]; 13/14 BS ; HP 3; Per +16 (30 ft Blindsense), T +18 (DV,LL,Scent)

"Strange tentacles strike as rubies fall..." Crasius begins to intone as he steps further back.

I will start to Inspire Courage +2. Do you mean Crasius can read a spoiler instead of Ingrit?


Male LN human (ifrit) sorcerer 11 | HP: 87/87 | AC: 23 (14 Tch, 19 Fl) | CMB: +3, CMD: 18 | F: +9, R: +9, W: +10 | Init: +14 | Perc: +2, SM +2 |
Spells:
5th: 5/5; 4th: 7/8; 3rd: 3/8; 2nd: 6/8; 1st: 7/8
| Speed 30 ft. | Active conditions: endure elements, [í]haste[/i], mage armor.

"Oh..." Pyrrhus exclaims, his hands coming from behind his back and already working on a spell. ""Qalb muhtariqun, wasureat mushtaeila!""

A now familiar sensation of warmth in their hearts spreads as Pyrrhus strides into the room. "Otrri, you know how to bozerr zem, uhn?" The xiao nods, drawing a wand and wielding is as a greatsword!

Pyrrhus: casting haste on everyone and then moving inside the room.
Otri: drawing wand of magic missile and readying an action to shoot said missiles on the first enemy that appears to be casting a spell.


Ice Cavern C2

When I was working out the last post, I set up the rolls, previewed the results, and wrote the descriptions of what happened. At some point near the end of the process, I realized I needed to give Thorzimond a saving throw for the dexterity drain. I should have put that roll after all the other rolls. Instead, I inserted it at the end of the On the Table spoiler. So that roll got the result that had been the next d20 roll in the post, which then bumped all the other d20 rolls, changing the results. Rather than try to ret-con the post to the changed rolls, please accept that the results posted were correct prior to adding that saving throw and accept my apologies for the mix-up.

I'm at work now, but I'll get the NPC actions posted soon.


Ice Cavern C2

Behind the Screen:
DC 18
Pyrrhus: Knowledge (Planes): 1d20 + 6 ⇒ (15) + 6 = 21

I missed the necessary knowledge skill in Crassius' skill list, so I did not roll for him. I've updated my skill list and made the roll here. He made the roll and may look at general information and one spoiler.


Spells: 1st (5/6), 2nd (3/6), 3rd (4/5), 4 (3/3)
Skill M-Z:
Oratory +11, Perception +16, Sense Motive +11, Spellcraft +11 [+1 to identify spells from Evil Spellcasters]
Skill A-L:
Talsune Fly +13, Acrobatics +20 (19), Diplomacy +19, Arcana +11, Dungeoneering +5, Engineering +5, Geography +5, History +5, Local +5, Nature +5, Planes +8, Religion +5, Linguistics +15,
Human Male Bard [A.M.]/DD [Brass] 11; 118/118; Init +8; AC 21 (22 Haste), T 16 (17 Haste), FF 16; AC Penalty -1; Fort +9, Ref +13 (+14 Haste), Will +8, [+1 vs EC]; 13/14 BS ; HP 3; Per +16 (30 ft Blindsense), T +18 (DV,LL,Scent)

Awesome, thanks!


Ingrit Ragnarsdottir F Human Ranger (Skirmisher) 11: HP 78/87 : AC: 20 (21), T: 15, FF: 15 : Fort: +10 (+12 cold eff/ +15 cold env/ +20 with cold weather outfit. +4 to all if nonlethal) Ref: + 12 Will: +5 : Perc +12 (+18 Human/+16 Giant/+14 Fey Hunter's tricks 7/8

Ingrit guides Wapiti to move forward, not attacking, but moving to a spot directly in front of the creature in the mist. Though her hand grips her bow tightly, the string is not drawn, her eyes quickly scanning everything and everyone in the room, assessing the situation.


Ice Cavern C2

On the Table:
DC 22
Servant
Bite: 1d20 + 14 ⇒ (6) + 14 = 20
Claw 1: 1d20 + 14 ⇒ (18) + 14 = 32
Claw 1 damage: 1d4 + 2 ⇒ (1) + 2 = 3
Claw 2: 1d20 + 14 ⇒ (15) + 14 = 29
Claw 2 damage: 1d4 + 2 ⇒ (1) + 2 = 3
Master
Claw 1: 1d20 + 15 ⇒ (4) + 15 = 19
Claw 2: 1d20 + 15 ⇒ (14) + 15 = 29
Claw 2 Damage: 1d6 + 6 ⇒ (5) + 6 = 11
Tentacle 1: 1d20 + 11 ⇒ (4) + 11 = 15
Tentacle 2: 1d20 + 11 ⇒ (10) + 11 = 21
Tentacle 3: 1d20 + 11 ⇒ (9) + 11 = 20
Tentacle 4: 1d20 + 11 ⇒ (10) + 11 = 21
Tentacle Damage 4: 1d6 + 3 ⇒ (5) + 3 = 8

DC 15 Sense Motive:
Ingrit's behaving in an uncharacteristic way for the situation. She may be under the influence of an enchantment spell.

The above spoiler is for those who can observe Ingrit.

The servant continues his frenzied attack on Thorizmond. His bite misses but his claws hit, although they are relatively small and don't dig very deep. 6 damage to Thorizmond.

The glowing light winks out. Near the edge of the mist, near the ceiling, a large creature seemingly walks five feet and reaches out with claws and tentacles to attack Thorizmond as well. It is a pale, froglike creature with clawed hands, no eyes, a wide mouth, and a snout ending with pink tentacles. Lore options to follow in next post.

One of the claws rakes crimson cuts across the centaur's body, but he is able to keep the other clawed hand and all four of the tentacles from affecting him.

Pemta
Thorizmond
Rurik
Ingrit

Bold are up. Attacks on the creature in the mist have a 20% miss chance. Just borrow a rule from 2E and roll d20 flat check against DC 5.


Ice Cavern C2

Behind the screen:
DC 21
Crasius: Knowledge (Dungeoneering): 1d20 + 5 ⇒ (3) + 5 = 8

No one recognizes the monster from the mist. Only Crasius has Knowledge (Dungeoneering) and his roll was not enough.


Male Human Cleric 11 | HP 80/80 | AC 25 T 12 FF 24 | Fort +10 Ref +5 Will +13 | Initiative +1 | Perception +7 | Channel 7/7 | Inspired 1/1 | Liberation 11/11 | Rebuke Death 8/8

Rurik says, "Now that is about what I was expecting."

He casts a magic circle against evil to help edge the party's defenses.


Ice Cavern C2

Behind the Screen:
DC 22
Ingrit: Will, Magic Circle against Evil: 1d20 + 5 + 2 ⇒ (19) + 5 + 2 = 26

Ingrit:
As Rurik's protective spell affects her, Ingrit snaps out of the control the creature was exerting on her. She is free to act as she chooses.


Ingrit Ragnarsdottir F Human Ranger (Skirmisher) 11: HP 78/87 : AC: 20 (21), T: 15, FF: 15 : Fort: +10 (+12 cold eff/ +15 cold env/ +20 with cold weather outfit. +4 to all if nonlethal) Ref: + 12 Will: +5 : Perc +12 (+18 Human/+16 Giant/+14 Fey Hunter's tricks 7/8

As Rurik's protective spell washes over them all, Ingrit goes through a full-body shudder, as if just splashed with icy water. Shaking her hed, she turns to look at both of the creatures attacking Thorizmond, her eyes narrowing as she raises her bow, Wapiti taking a single step back and attacking the Denizen of Leng, while she unleashes a volley of attacks at the creature in the mist.

”Filthy mind controlling bastards!! Pyrrhus! Now would be a good time for some fire!”

+1 adaptive flaming composite longbow/Rapid shot/PBS: 1d20 + 18 + 1 - 2 ⇒ (9) + 18 + 1 - 2 = 26
Magic/Manyshot/PBS: 2d8 + 6 + 2 ⇒ (5, 7) + 6 + 2 = 20
Fire: 1d6 ⇒ 1
Miss chance (DC 5): 1d20 ⇒ 5

+1 adaptive flaming composite longbow/Rapid shot/PBS: 1d20 + 18 + 1 - 2 ⇒ (8) + 18 + 1 - 2 = 25
Magic/PBS: 1d8 + 3 + 2 ⇒ (1) + 3 + 2 = 6
Fire: 1d6 ⇒ 6
Miss chance (DC 5): 1d20 ⇒ 4

+1 adaptive flaming composite longbow/Rapid shot/PBS: 1d20 + 13 + 1 - 2 ⇒ (14) + 13 + 1 - 2 = 26
Magic/PBS: 1d8 + 3 + 2 ⇒ (8) + 3 + 2 = 13
Fire: 1d6 ⇒ 3
Miss chance (DC 5): 1d20 ⇒ 4

G+$*#~MIT!!!!


HP:58/93 I AC 29 (30 w/Haste), touch 14, flat-footed 25 I Fort +10, Ref +12, Will +5(+9) I Speed 50 ft I Perception +10 (low light vision)

VS The servant
Melee gore: 1d20 + 14 ⇒ (4) + 14 = 18
Magic/piercing: 3d6 + 8 ⇒ (2, 2, 1) + 8 = 13


Female Gnome Slayer 7/Shadowdancer 3 | HP 85/106 | AC 24, touch 17, flat-footed 20 | Fort +11 | Ref + 13 | Will +8 | Init +3 | Perception +19 | Study Target (2, +2) | Current Condition: haste (+1 attack, dodge AC & Reflex, double speed)

Once things get dire, Pemta will run around and go for an attack with her longsword, focusing her attention on the creature.

Activating study target on the creature in the bottom corner.

+2 Longsword w/ Study Target: 1d20 + 13 + 2 ⇒ (6) + 13 + 2 = 21
+2 Longsword w/ Study Target: 1d20 + 8 + 2 ⇒ (17) + 8 + 2 = 27

Damage 1: 1d6 + 5 + 2 ⇒ (6) + 5 + 2 = 13
Damage 2: 1d6 + 5 + 2 ⇒ (1) + 5 + 2 = 8

If she can only make one attack with her longsword then disregard the 2nd roll


Male Male N Centaur Cavalier 11 | HP: 29/144| AC: 21 (10 Tch, 18 Fl) | CMB: +17, CMD: 28 | F: +13, R: +7, W: +7| Init: +2 | Perc: +11, Darkvision 60 | Haste Cavalier 10

Shuffling sideways to flank the servant with Ingrit and Wapiti, Thorizmond calls out to his fellows "Attack together, we can confuse it!" and draws his scimitar, setting about doing just that.

5-foot step, Using Greater Tactician as a Swift Action to grant the party members within 30 feet the use of the Outflank feat for the next 8 rounds.

Attack, Scimitar: 1d20 + 11 + 4 ⇒ (10) + 11 + 4 = 25
Damage: 1d6 + 11 ⇒ (5) + 11 = 16

Attack, Scimitar: 1d20 + 6 + 4 ⇒ (17) + 6 + 4 = 27
Damage: 1d6 + 11 ⇒ (6) + 11 = 17

Attack, Hoof: 1d20 + 6 + 4 ⇒ (20) + 6 + 4 = 30
Damage: 2d6 + 5 ⇒ (2, 2) + 5 = 9
Crit Confirm?
Attack, Hoof: 1d20 + 6 + 4 ⇒ (4) + 6 + 4 = 14
Damage: 2d6 + 5 ⇒ (4, 1) + 5 = 10

Attack, Hoof: 1d20 + 6 + 4 ⇒ (13) + 6 + 4 = 23
Damage: 2d6 + 5 ⇒ (3, 2) + 5 = 10


Male LN human (ifrit) sorcerer 11 | HP: 87/87 | AC: 23 (14 Tch, 19 Fl) | CMB: +3, CMD: 18 | F: +9, R: +9, W: +10 | Init: +14 | Perc: +2, SM +2 |
Spells:
5th: 5/5; 4th: 7/8; 3rd: 3/8; 2nd: 6/8; 1st: 7/8
| Speed 30 ft. | Active conditions: endure elements, [í]haste[/i], mage armor.
Ingrit wrote:
”Filthy mind controlling bastards!! Pyrrhus! Now would be a good time for some fire!”

"Just wish forr it!" He replies.

Guys, you are all under haste! Please do your extra attacks and don't make the support cry, ok?


Male Male N Centaur Cavalier 11 | HP: 29/144| AC: 21 (10 Tch, 18 Fl) | CMB: +17, CMD: 28 | F: +13, R: +7, W: +7| Init: +2 | Perc: +11, Darkvision 60 | Haste Cavalier 10

Extra Haste Attack:
Attack, Scimitar: 1d20 + 11 + 4 + 1 ⇒ (12) + 11 + 4 + 1 = 28
Damage, Slashing: 1d6 + 11 ⇒ (5) + 11 = 16

Also, please add +1 to my attacks in the above post. Sorry Pyrrhus!


Female Gnome Slayer 7/Shadowdancer 3 | HP 85/106 | AC 24, touch 17, flat-footed 20 | Fort +11 | Ref + 13 | Will +8 | Init +3 | Perception +19 | Study Target (2, +2) | Current Condition: haste (+1 attack, dodge AC & Reflex, double speed)

Same for adding +1 attack to my rolls above

+2 Longsword w/ Studied Target and Haste: 1d20 + 13 + 2 + 1 ⇒ (14) + 13 + 2 + 1 = 30
Longsword Damage w/ Studied Target: 1d6 + 5 + 2 ⇒ (3) + 5 + 2 = 10


HP:58/93 I AC 29 (30 w/Haste), touch 14, flat-footed 25 I Fort +10, Ref +12, Will +5(+9) I Speed 50 ft I Perception +10 (low light vision)

(Haste) Gore: 1d20 + 14 + 1 ⇒ (15) + 14 + 1 = 30
Magic/piercing: 3d6 + 8 ⇒ (5, 2, 5) + 8 = 20


Ingrit Ragnarsdottir F Human Ranger (Skirmisher) 11: HP 78/87 : AC: 20 (21), T: 15, FF: 15 : Fort: +10 (+12 cold eff/ +15 cold env/ +20 with cold weather outfit. +4 to all if nonlethal) Ref: + 12 Will: +5 : Perc +12 (+18 Human/+16 Giant/+14 Fey Hunter's tricks 7/8

+1 adaptive flaming composite longbow/Rapid shot/PBS/Haste: 1d20 + 18 + 1 - 2 + 1 ⇒ (19) + 18 + 1 - 2 + 1 = 37
Magic/PBS: 1d8 + 3 + 2 ⇒ (6) + 3 + 2 = 11
Fire: 1d6 ⇒ 3
Miss chance: 1d20 ⇒ 1

WTF??? ...hating this way of doing miss chance


Ice Cavern C2

Even with haste, you cannot take an extra attack if you move more than five feet. I've been a bit slammed these past few days, but I'll get a post up to reveal how these attacks went.


Ingrit Ragnarsdottir F Human Ranger (Skirmisher) 11: HP 78/87 : AC: 20 (21), T: 15, FF: 15 : Fort: +10 (+12 cold eff/ +15 cold env/ +20 with cold weather outfit. +4 to all if nonlethal) Ref: + 12 Will: +5 : Perc +12 (+18 Human/+16 Giant/+14 Fey Hunter's tricks 7/8

"I wish there was an ongoing source of fire near me!!" Ingrit shouts.


Ice Cavern C2

On the Table:
Pemta: Concealment flat check DC 5: 1d20 ⇒ 2

Once the threat is revealed, spells are slung making everyone fight faster and better, with rousing verse to further inspire eveyone's courage. Attacks on the creature in the mist are mostly frustrated by the strange anatomy of the monster obscured by mist. One of Ingrit's arrows penetrates the enemy. 21 to master.

Wapiti and Thorzimond flank the servant and inflict major hurt. Wapiti does 20 and Thorzimond does 52.

I did not mark it on the map but I mentioned in the description that the monster in the mist is near the ceiling, which is 25 feet high. Without a reach weapon, Pemta could not attack this monster. She can instead use her first rolled attack against the servant or she can retcon her sword attack and make a ranged attack or some other action against the master in the mist.


Female Gnome Slayer 7/Shadowdancer 3 | HP 85/106 | AC 24, touch 17, flat-footed 20 | Fort +11 | Ref + 13 | Will +8 | Init +3 | Perception +19 | Study Target (2, +2) | Current Condition: haste (+1 attack, dodge AC & Reflex, double speed)
Clebsch RoW wrote:

** spoiler omitted **

Once the threat is revealed, spells are slung making everyone fight faster and better, with rousing verse to further inspire eveyone's courage. Attacks on the creature in the mist are mostly frustrated by the strange anatomy of the monster obscured by mist. One of Ingrit's arrows penetrates the enemy. 21 to master.

Wapiti and Thorzimond flank the servant and inflict major hurt. Wapiti does 20 and Thorzimond does 52.

I did not mark it on the map but I mentioned in the description that the monster in the mist is near the ceiling, which is 25 feet high. Without a reach weapon, Pemta could not attack this monster. She can instead use her first rolled attack against the servant or she can retcon her sword attack and make a ranged attack or some other action against the master in the mist.

I'll change the attack against the servant if she can't hit the monster in the mist.


Ice Cavern C2

On the Table:
Target:1=P,2=T,3=W: 1d3 ⇒ 1 Pemta AC 24
Bite: 1d20 + 14 ⇒ (4) + 14 = 18

Servant
Target:1=P,2=T,3=W: 1d3 ⇒ 1 Pemta AC 24
Claw 1: 1d20 + 14 ⇒ (10) + 14 = 24
Claw 1 damage: 1d4 + 2 ⇒ (1) + 2 = 3

Target:1=P,2=T,3=W: 1d3 ⇒ 1 Pemta AC 24
Claw 2: 1d20 + 14 ⇒ (15) + 14 = 29
Claw 2 damage: 1d4 + 2 ⇒ (1) + 2 = 3

Master
Target:1=P,2=T,3=W: 1d3 ⇒ 3 Wapiti AC 29
Claw 1: 1d20 + 15 ⇒ (6) + 15 = 21

Target:1=P,2=T,3=W: 1d3 ⇒ 1 Pemta AC 24
Claw 2: 1d20 + 15 ⇒ (3) + 15 = 18

Target:1=P,2=T,3=W: 1d3 ⇒ 2 Thorizmond AC 22
Tentacle 1: 1d20 + 11 ⇒ (16) + 11 = 27
Tentacle Damage 1: 1d6 + 3 ⇒ (6) + 3 = 9

Target:1=P,2=T,3=W: 1d3 ⇒ 3 Wapiti AC 29
Tentacle 2: 1d20 + 11 ⇒ (13) + 11 = 24

Target:1=P,2=T,3=W: 1d3 ⇒ 2 Thorizmond AC 22
Tentacle 3: 1d20 + 11 ⇒ (6) + 11 = 17

Target:1=P,2=T,3=W: 1d3 ⇒ 3 Wapiti AC 29
Tentacle 4: 1d20 + 11 ⇒ (4) + 11 = 15
Tentacle Damage 4: 1d6 + 3 ⇒ (5) + 3 = 8

Pemta slashes the servant with her longsword, putting him very close to death's door. 13 to servant.

The servant's wounds heal a little, indicating it has some form of innate regeneration, but it is very little compared to the vicious wounds already received.

It calls out, "Master! Save me!" He attacks Pemta with his bite and claws, but only scratches her a bit. 6 damage

Whether the master was trying to save his servant or just himself, he reached out from the haze and tried to claw his enemies and grab them with his tentacles. The claws missed Wapiti and Pemta, while one of its tentacles lashed into Wapiti and another into Thorizmond. Thorizmond takes 9 damage and Wapiti 8.

Crasius (IC, Haste)
Pyrrhus (IC, Haste)
Rurik (IC, Haste, MCAE 10 ft radius)
Ingrit (IC, Haste)
Wapiti (8 lethal, IC, Haste)
Pemta (6 lethalIC, Haste)
Thorzimond (24 lethal, -1 Dex, IC, Haste)

Round 3
Servant (80 lethal)
Master (21 lethal, 15 feet above the floor, concealment 20% miss chance)

Buffs: Inspire Courage: +2 morale bonus on saving throws against charm and fear effects and a +2 competence bonus on attack and weapon damage rolls;

Haste: +1 bonus on attack rolls and a +1 dodge bonus to AC and Reflex saves. When making a full attack action, a hasted creature may make one extra attack with one natural or manufactured weapon. The attack is made using the creature's full base attack bonus, plus any modifiers appropriate to the situation, plus All of the hasted creature's modes of movement (including land movement, burrow, climb, fly, and swim) increase by 30 feet, to a maximum of twice the subject's normal speed using that form of movement. This increase counts as an enhancement bonus;

Those within 10 feet of Ruric gain benefits of magic circle against evil: +2 deflection bonus to AC and a +2 resistance bonus on saves. Both these bonuses apply against attacks made or effects created by evil creatures. These two are definitely evil.


Male LN human (ifrit) sorcerer 11 | HP: 87/87 | AC: 23 (14 Tch, 19 Fl) | CMB: +3, CMD: 18 | F: +9, R: +9, W: +10 | Init: +14 | Perc: +2, SM +2 |
Spells:
5th: 5/5; 4th: 7/8; 3rd: 3/8; 2nd: 6/8; 1st: 7/8
| Speed 30 ft. | Active conditions: endure elements, [í]haste[/i], mage armor.

Pyrrhus zips past Rurik, putting himself in the thick of it, which is usually a bad move. However, sometimes it is worth to take some risks. "Grranted!" He exclaims to Ingrit, and after a couple gestures he takes a huge breath... before breathing out a blast of fire to envelop both enemies!

Concentration (DC 23): 1d20 + 17 ⇒ (8) + 17 = 25

Using Blood Piercing. One use remaining.

Blood Piercing (Su) When Pyrrhus casts a sorcerer spell that deals damage, creatures affected it reduces their energy resistance and spell resistance against its effects by an amount equal to Pyyrhus's Charisma modifier (7).

Dragon's Breath: 10d6 ⇒ (2, 3, 6, 4, 3, 2, 4, 2, 4, 1) = 31 DC 22 for half

AC: 24 (15 Tch, 20 Fl) | CMB: +5, CMD: 19 | R: +9, W: +10 (+2 vs. charm and fear)

Otri keeps readying an action to magic missile if the enemies try to spellcast!


Female Gnome Slayer 7/Shadowdancer 3 | HP 85/106 | AC 24, touch 17, flat-footed 20 | Fort +11 | Ref + 13 | Will +8 | Init +3 | Perception +19 | Study Target (2, +2) | Current Condition: haste (+1 attack, dodge AC & Reflex, double speed)

Pemta narrows her focus onto the servant, and goes all out with the attack, swinging her swords in a dancing grace.

Longsword Attack 1 w/ Studied Target and Haste: 1d20 + 13 + 2 + 1 ⇒ (2) + 13 + 2 + 1 = 18
Longsword Attack 2 w/ Studied Target and Haste: 1d20 + 8 + 2 + 1 ⇒ (13) + 8 + 2 + 1 = 24

Shortsword Attack 1 w/ Studied Target and Haste: 1d20 + 13 + 2 + 1 ⇒ (16) + 13 + 2 + 1 = 32
Shortsword Attack 2 w/ Studied Target and Haste: 1d20 + 8 + 2 + 1 ⇒ (15) + 8 + 2 + 1 = 26

Longsword Damage 1 w/ Studied Target: 1d6 + 5 + 2 ⇒ (6) + 5 + 2 = 13
Longsword Damage 2 w/ Studied Target: 1d6 + 5 + 2 ⇒ (1) + 5 + 2 = 8

Shortsword Damage 1 w/ Studied Target: 1d4 + 3 + 2 ⇒ (3) + 3 + 2 = 8
Shortsword Damage 1 w/ Studied Target: 1d4 + 3 + 2 ⇒ (4) + 3 + 2 = 9

if I'm missing an extra attack let me know and I'll roll. If I rolled too many, ignore how many are extra.


Spells: 1st (5/6), 2nd (3/6), 3rd (4/5), 4 (3/3)
Skill M-Z:
Oratory +11, Perception +16, Sense Motive +11, Spellcraft +11 [+1 to identify spells from Evil Spellcasters]
Skill A-L:
Talsune Fly +13, Acrobatics +20 (19), Diplomacy +19, Arcana +11, Dungeoneering +5, Engineering +5, Geography +5, History +5, Local +5, Nature +5, Planes +8, Religion +5, Linguistics +15,
Human Male Bard [A.M.]/DD [Brass] 11; 118/118; Init +8; AC 21 (22 Haste), T 16 (17 Haste), FF 16; AC Penalty -1; Fort +9, Ref +13 (+14 Haste), Will +8, [+1 vs EC]; 13/14 BS ; HP 3; Per +16 (30 ft Blindsense), T +18 (DV,LL,Scent)

Crasius continues his chant, "...tentacles meant to ensnare and hold the mind..."

Another round of Inspire Courage and then I blast the minion with all my shots using Clustered Shot. Add up all of the damage and apply any DR once. I ignore cover from allies who benefit from my Inspire Courage ability.

Primary Attack: +2 Adaptive Composite Longbow Attack, PBS, Inspire Courage, Heroism, Haste, Rapid Shot, Deadly Shot: 1d20 + 12 + 1 + 2 + 2 + 1 - 2 - 2 ⇒ (8) + 12 + 1 + 2 + 2 + 1 - 2 - 2 = 22

+2 Adaptive Composite Longbow Damage, Gravity Bow, PBS, Inspire Courage, Deadly Shot: 2d6 + 6 + 1 + 2 + 2 + 4 ⇒ (1, 3) + 6 + 1 + 2 + 2 + 4 = 19

Rapid Attack: +2 Adaptive Composite Longbow Attack, PBS, Inspire Courage, Heroism, Haste, Rapid Shot, Deadly Shot: 1d20 + 12 + 1 + 2 + 2 + 1 - 2 - 2 ⇒ (6) + 12 + 1 + 2 + 2 + 1 - 2 - 2 = 20

+2 Adaptive Composite Longbow Damage, Gravity Bow, PBS, Inspire Courage, Deadly Shot: 2d6 + 6 + 1 + 2 + 2 + 4 ⇒ (4, 4) + 6 + 1 + 2 + 2 + 4 = 23

Haste Attack: +2 Adaptive Composite Longbow Attack, PBS, Inspire Courage, Heroism, Haste, Rapid Shot, Deadly Shot: 1d20 + 12 + 1 + 2 + 2 + 1 - 2 - 2 ⇒ (4) + 12 + 1 + 2 + 2 + 1 - 2 - 2 = 18

+2 Adaptive Composite Longbow Damage, Gravity Bow, PBS, Inspire Courage, Deadly Shot: 2d6 + 6 + 1 + 2 + 2 + 4 ⇒ (3, 4) + 6 + 1 + 2 + 2 + 4 = 22

Secondary Attack: +2 Adaptive Composite Longbow Attack, PBS, Inspire Courage, Heroism, Haste, Rapid Shot, Deadly Shot: 1d20 + 7 + 1 + 2 + 2 + 1 - 2 - 2 ⇒ (3) + 7 + 1 + 2 + 2 + 1 - 2 - 2 = 12

+2 Adaptive Composite Longbow Damage, Gravity Bow, PBS, Inspire Courage, Deadly Shot: 2d6 + 6 + 1 + 2 + 2 + 4 ⇒ (2, 2) + 6 + 1 + 2 + 2 + 4 = 19


Male Male N Centaur Cavalier 11 | HP: 29/144| AC: 21 (10 Tch, 18 Fl) | CMB: +17, CMD: 28 | F: +13, R: +7, W: +7| Init: +2 | Perc: +11, Darkvision 60 | Haste Cavalier 10

Thorizmond continues his flurry of rapid attacks, trying to take the servant down so that they can deal with the master.

Attack, Scimitar: 1d20 + 12 + 4 ⇒ (10) + 12 + 4 = 26
Damage, Slashing: 1d6 + 11 ⇒ (2) + 11 = 13

Attack, Scimitar: 1d20 + 12 + 4 ⇒ (13) + 12 + 4 = 29
Damage, Slashing: 1d6 + 11 ⇒ (5) + 11 = 16

Attack, Scimitar: 1d20 + 7 + 4 ⇒ (2) + 7 + 4 = 13
Damage, Slashing: 1d6 + 11 ⇒ (4) + 11 = 15

Attack, Hoof: 1d20 + 7 + 4 ⇒ (6) + 7 + 4 = 17
Damage, Bludgeoning: 2d6 + 5 ⇒ (2, 6) + 5 = 13

Attack, Hoof: 1d20 + 7 + 4 ⇒ (3) + 7 + 4 = 14
Damage, Bludgeoning: 2d6 + 5 ⇒ (4, 1) + 5 = 10


Ice Cavern C2

On the Table:
1 DC 5, concealment: 1d20 ⇒ 2
2 DC 5, concealment: 1d20 ⇒ 2
3 DC 5, concealment: 1d20 ⇒ 10
Pyrrhus: SR Check: 1d20 + 10 ⇒ (16) + 10 = 26
DC 22
Servant: Reflex, Helpless: 1d20 + 2 ⇒ (8) + 2 = 10
Master: Reflex: 1d20 + 9 ⇒ (14) + 9 = 23

Crasius' first arrow slays the servant and he drops to the ground. Directing his other shots at the master, they either miss due to the obscuring fog or fail to penetrate the creature's skin.

Pyrrhus breaths fire on the two. He senses the master has spell resistance, but he overcomes it. The creature avoids some of the damage by covering vital spots, but still is burned. In addition, the mist remains unaffected by the heat, which is odd. 31 damage to the servant, 15 to the master. Neither appears to have any resistance to fire.

Pemta can hack at the crispy, inert remains of the servant or retcon and do something else. Likewise, Thorzimond may want to attack the master, although he'll need a reach weapon or a ranged attack.

DC 21 Will:
You recognize the mist as a shadow conjuration, an illusion spell that you now can ignore.

Rurik (IC, Haste, MCAE 10 ft radius)
Ingrit (IC, Haste)
Wapiti (IC, Haste)
Pemta (IC, Haste)
Thorzimond (15 lethal, -1 Dex, IC, Haste)

Round 3
servant (130 lethal, unconscious, fast healing 5)
master (36 lethal)
Crasius (IC, Haste)
Pyrrhus (IC, Haste)


Ingrit Ragnarsdottir F Human Ranger (Skirmisher) 11: HP 78/87 : AC: 20 (21), T: 15, FF: 15 : Fort: +10 (+12 cold eff/ +15 cold env/ +20 with cold weather outfit. +4 to all if nonlethal) Ref: + 12 Will: +5 : Perc +12 (+18 Human/+16 Giant/+14 Fey Hunter's tricks 7/8

A hint of a smile crosses Ingrit's lips, as Pyrrhus breathes a gout of flames. "Thank you!"

In a blur of movement, she repeatedly draws her bowstring, releasing a series of rock-hard arrows formed of solidified ash that sail unerringly through the fog, at their target.

+1 adaptive flaming composite longbow/Rapid shot/PBS/IC/Haste: 1d20 + 18 + 1 - 2 + 2 + 1 ⇒ (20) + 18 + 1 - 2 + 2 + 1 = 40
Magic/Manyshot/PBS/IC: 2d8 + 6 + 2 + 2 ⇒ (7, 7) + 6 + 2 + 2 = 24
Fire: 1d6 ⇒ 2

CRIT CONFIRMATION
+1 adaptive flaming composite longbow/Rapid shot/PBS/IC/Haste: 1d20 + 18 + 1 - 2 + 2 + 1 ⇒ (18) + 18 + 1 - 2 + 2 + 1 = 38
Magic/Manyshot/PBS/IC: 4d8 + 12 + 4 + 4 ⇒ (6, 2, 4, 2) + 12 + 4 + 4 = 34

+1 adaptive flaming composite longbow/Rapid shot/PBS/IC/Haste: 1d20 + 18 + 1 - 2 + 2 + 1 ⇒ (10) + 18 + 1 - 2 + 2 + 1 = 30
Magic/PBS/IC: 1d8 + 3 + 1 + 2 ⇒ (2) + 3 + 1 + 2 = 8
Fire: 1d6 ⇒ 5

+1 adaptive flaming composite longbow/Rapid shot/PBS/IC/Haste: 1d20 + 18 + 1 - 2 + 2 + 1 ⇒ (8) + 18 + 1 - 2 + 2 + 1 = 28
Magic/PBS/IC: 1d8 + 3 + 1 + 2 ⇒ (8) + 3 + 1 + 2 = 14
Fire: 1d6 ⇒ 6

+1 adaptive flaming composite longbow/Rapid shot/PBS/IC/Haste: 1d20 + 13 + 1 - 2 + 2 + 1 ⇒ (1) + 13 + 1 - 2 + 2 + 1 = 16
Magic/PBS/IC: 1d8 + 3 + 1 + 2 ⇒ (5) + 3 + 1 + 2 = 11
Fire: 1d6 ⇒ 4

When within 5ft of flame size of torch, ignore concealment miss chances from smoke, ash, dust, fog, and other airborne particles. (Last shot still misses because of the Nat 1)


HP:58/93 I AC 29 (30 w/Haste), touch 14, flat-footed 25 I Fort +10, Ref +12, Will +5(+9) I Speed 50 ft I Perception +10 (low light vision)

Unable to reach the monster above them, Wapiti waits, ready to attack should the enemy fall.


Ice Cavern C2

Ingrit's flaming arrows take the strange creature near death. 93 damage to the master.

The creature has 4 hp left, AC 25. Note the Will save spoiler above.

Rurik may act. Pemta and Thorizmond may ret-con previous posts since the servant was taken out before their turns started.


Male Male N Centaur Cavalier 11 | HP: 29/144| AC: 21 (10 Tch, 18 Fl) | CMB: +17, CMD: 28 | F: +13, R: +7, W: +7| Init: +2 | Perc: +11, Darkvision 60 | Haste Cavalier 10

Dropping his scimitar and shield as the servant falls, Thorizmond draws his longbow and looses an arrow.

Attack, Longbow: 1d20 + 13 ⇒ (17) + 13 = 30
Damage, Magical/Piercing: 1d8 + 6 ⇒ (2) + 6 = 8


Ice Cavern C2

Behind the Screen:
DC 21
Thorizmond: Will: 1d20 + 7 ⇒ (6) + 7 = 13

On the Table:
DC 5: 1d20 ⇒ 20

Behind the Screen:
DC 20
Crasius: Appraise, untrained: 1d20 + 1 ⇒ (14) + 1 = 15
Ingrit: Appraise, untrained: 1d20 ⇒ 5
Pemta: Appraise, untrained: 1d20 ⇒ 17
Pyrrhus: Appraise: 1d20 + 15 ⇒ (8) + 15 = 23
Rurik: Appraise, untrained: 1d20 + 1 ⇒ (1) + 1 = 2
Thorizmond: Appraise, untrained: 1d20 + 1 ⇒ (13) + 1 = 14

Thorizmond aims his arrow carefully and hits one more vital organ in the strange creature in the mist. It drifts to the ground as the mist fades. The strange creature defies identification. You will eventually figure out it is a Moon Beast. His only possession is a small black glass ball 3 to 4 inches in diameter, which detects as magical.

Rurik and Ingrit recognize the other creature as a Denizen of Leng. His pouch of rubies contains 15 gems plus a larger ruby. A small, moving
humanoid figure is visible inside the large ruby, as if it were
trapped inside the gem, which detects as magical.

Pyrrhus:
Pyrrhus thinks the small rubies are worth 100 gp each while the large would be worth 6,000 gp.

DC 28 Knowledge (Arcana):
The ruby is the material component for a trap the soul spell. You know that breaking the gem can free the trapped soul.

DC 24 Spellcraft Check with Detect Magic:
The glass sphee is an [url=https://www.aonprd.com/MagicWondrousDisplay.aspx?FinalName=Eye%20of%20the%20Void]Eye of the Void[/i]

The DC is 14 is Identify is used.

A search of the storehouse turns up no more valuable items, but you do notice rungs of a ladder set into the bricks of the chimney in the north room, with a trap door at the top. No lock prevents it from being opened and no traps are detected.

Looking through the trap door:
This square room appears to be a cozy wooden cabin. Shelves packed with esoteric knickknacks and strange ingredients line the walls. A stone fireplace with a large mantel takes up the room’s northwest corner, while opposite the room’s only door stands a simple wooden table on which rests a cracked clay bowl. A large blackened cauldron sits in the center of the room. See map far NW corner.


Ice Cavern C2

You've found the exit to the hut and can begin to explore the location beyond. I assume you will want to investigate the other places in the garden. To save time, here is what you find.

East: A wide variety of plants, from mundane shrubs to aromatic herbs to colorful exotic flowers, grow in unkempt profusion in this garden. Glass greenhouses and fenced enclosures hold more greenery, and a grove of larger trees flanks the garden. A small wooden shed sits to the southwest. While most of the plant life here is harmless, a few of the larger enclosures hold specimens of more dangerous plant creatures: a basidirond, an assassin vine, and a shambling mound. These creatures attack anyone entering their enclosures. Several pounds of valuable spices in the garden, including allspice, nutmeg, saffron, and various rare herbs are ready to be harvested and are worth 450 gp in total. In addition to mundane gardening tools, the garden shed contains a cupboard holding a container of defoliant polish (Ultimate Equipment 291), four oils of goodberry, a wand of plant growth (9 charges), a wand of speak with plants (12 charges), and six flasks of alchemical defoliant (Ultimate Equipment 103).

Southeast: A tangled mass of overflowing weeds and thorny brambles grows in profusion here. A scattering of bleached bones lies entwined in the barbed tendrils of the wiry thicket. A giant flytrap lurks in the thicket, lying in wait to ambush anything that can provide it with sustenance.

South: Several flat-topped tree stumps stand amid thick grass in this clearing, hinting that this place was once as thickly forested as the surrounding wood. One of the stumps is actually a Wolf-in-Sheep's-Clothing with a lure of an old domestic cat sitting on it. The cat, while part of the WISC, turns out to be an intelligent former familiar of a former queen of Irrisen and daughter of Baba Yaga. It shares a few things it knows about the hut before combat with the WISC (nothing vital). Killing the monster also kills the cat, but the cat can be brought back to life, either with raise dead (thanks to the cat’s daily castings of gentle repose), reincarnate, or similar spells. In this case, Syvet (as the cat is named) can accompany the PCs and continue to share information with them, effectively becoming a recurring NPC (and provide companionship for Fisk).

The Cabin: The shelves contain a variety of spell components and mundane alchemical ingredients, in addition to numerous trinkets that normally function as keys to dimensionally transport the hut. All of these keys, however, have been deactivated, with the exception of the keys the PCs have already acquired and used (such as the frost giant’s beard, plague doctor’s mask, dragon scale, and gold nugget), which may be found on the shelves as well.
When a character bearing the mantle of the Black Rider first enters this room, three ravens suddenly take to the air, cawing loudly as they fly about the room. The ravens are only quasi-real, the product of a shadow conjuration spell mimicking the summon minor monster spell (Ultimate Magic). Reminiscent of the three raven oracles encountered in the hut’s Iobaria layout, the ravens cry out, “Baba Yaga has gone on, off to see her only son. But a trail she left behind, if the breadcrumbs you can find!” before picking up several objects off the shelves and dropping them in front of the PCs. First, they take a stuffed two-headed eagle from a shelf, then place an iron spur and a drinking horn beside it. Next, they take an elephant tusk and a small hand mirror and drop them atop a bearskin rug. The ravens then disappear, repeating their cryptic phrase a final time.
While most of the items in this room are nonmagical, 4 doses of flying ointment (Ultimate Equipment 299) can be found on the shelves, and a habit of the winter explorer hangs on a hook next to the outer door.

Habit of the winter explorer :

PRICE 13,380 GP
SLOT body
CL 3rd
WEIGHT 7 lbs.
AURA faint abjuration and transmutation

This warm outfit consists of a woolen coat and pants, boots, gloves, and a heavy fur cloak with a leather hood. The habit of the winter explorer provides a constant endure elements effect in cold weather (it has no effect in warm weather), and the wearer gains a +2 bonus on saving throws against magic cold effects and spells with the cold descript or.
When the hood of the habit is drawn up around the head, the wearer’s eyes turn a piercing sky blue color. The wearer becomes immune to
snow blindness and gains the ability to see through natural or magical fog, sleet, snow, and other similar weather conditions with a range of 60 feet.
The habit of the winter explorer also grants its wearer a +4 competence bonus on Stealth checks made in cold weather (temperatures below 40° F). In addition, once per day in cold weather, the wearer may turn invisible for 3 rounds as the vanish spell (Pathfinder RPG Advanced Player’s Guide 253). All pieces of the habit of the winter explorer must be worn for the item to function.
CONSTRUCTION REQUIREMENTS COST 6,690 GP
Craft Wondrous Item, darkvision, endure elements, resist energy, vanish APG

I forgot to RP this, but Zorka would have been with the PCs while they explored the garden area. She is not familiar with this configuration of the hut, however. Fisk would have been tagging along as well. Fisk, for the new players, is the familiar of a deceased witch, a former PC.


Male LN human (ifrit) sorcerer 11 | HP: 87/87 | AC: 23 (14 Tch, 19 Fl) | CMB: +3, CMD: 18 | F: +9, R: +9, W: +10 | Init: +14 | Perc: +2, SM +2 |
Spells:
5th: 5/5; 4th: 7/8; 3rd: 3/8; 2nd: 6/8; 1st: 7/8
| Speed 30 ft. | Active conditions: endure elements, [í]haste[/i], mage armor.

Knowledge (Arcana): 1d20 + 15 ⇒ (5) + 15 = 20
Spellcraft: 1d20 + 15 ⇒ (13) + 15 = 28

"Both of zese arre sinisterr." He says, handling both the sphere and the gem. "Zerre is magic in ze gem, but I believe it not magic item. Don't know what it is, but ze trrapped perrson inside disturrbs me."

"Zis spherre I know what it is... Eye of ze Void it is called. Upon command it will open and strrike fearr in hearrt of men." He watches the others reactions upon this revelation. He was new to the group so was unsure if they'd be comfortable with the use of such thing.


Male Male N Centaur Cavalier 11 | HP: 29/144| AC: 21 (10 Tch, 18 Fl) | CMB: +17, CMD: 28 | F: +13, R: +7, W: +7| Init: +2 | Perc: +11, Darkvision 60 | Haste Cavalier 10

"A trapped person, you say? Is there any way of discerning who it is?"


Male Human Cleric 11 | HP 80/80 | AC 25 T 12 FF 24 | Fort +10 Ref +5 Will +13 | Initiative +1 | Perception +7 | Channel 7/7 | Inspired 1/1 | Liberation 11/11 | Rebuke Death 8/8

"Hrm. Otherworldly creatures, entities from beyond the void. Probably the results of various summoning spells," the cleric idly muses. "The ravens' message about breadcrumbs... what heraldry has a two-headed eagle on it?"

Not trained in Knowledge (nobility).


Spells: 1st (5/6), 2nd (3/6), 3rd (4/5), 4 (3/3)
Skill M-Z:
Oratory +11, Perception +16, Sense Motive +11, Spellcraft +11 [+1 to identify spells from Evil Spellcasters]
Skill A-L:
Talsune Fly +13, Acrobatics +20 (19), Diplomacy +19, Arcana +11, Dungeoneering +5, Engineering +5, Geography +5, History +5, Local +5, Nature +5, Planes +8, Religion +5, Linguistics +15,
Human Male Bard [A.M.]/DD [Brass] 11; 118/118; Init +8; AC 21 (22 Haste), T 16 (17 Haste), FF 16; AC Penalty -1; Fort +9, Ref +13 (+14 Haste), Will +8, [+1 vs EC]; 13/14 BS ; HP 3; Per +16 (30 ft Blindsense), T +18 (DV,LL,Scent)

Arcana+Heroism: 1d20 + 11 + 2 ⇒ (3) + 11 + 2 = 16 Nope.

"We should free whoever is in the gem." Crasius says with a look of concern, and then continues, "But I am not sure how. Perhaps we can try and dispel the magic?"


Male LN human (ifrit) sorcerer 11 | HP: 87/87 | AC: 23 (14 Tch, 19 Fl) | CMB: +3, CMD: 18 | F: +9, R: +9, W: +10 | Init: +14 | Perc: +2, SM +2 |
Spells:
5th: 5/5; 4th: 7/8; 3rd: 3/8; 2nd: 6/8; 1st: 7/8
| Speed 30 ft. | Active conditions: endure elements, [í]haste[/i], mage armor.

K. Nobility: 1d20 + 8 ⇒ (12) + 8 = 20 Follow up to Rurik's comment.

"We can cerrtainly trry... but zerre is chance of who is trrabbed to be evil and wish us harrm." He looks to the others, before readying himself.

Dispel Magic: 1d20 + 10 ⇒ (17) + 10 = 27 Should work up to Caster Level 16. Not sure if this is enough.


Spells: 1st (5/6), 2nd (3/6), 3rd (4/5), 4 (3/3)
Skill M-Z:
Oratory +11, Perception +16, Sense Motive +11, Spellcraft +11 [+1 to identify spells from Evil Spellcasters]
Skill A-L:
Talsune Fly +13, Acrobatics +20 (19), Diplomacy +19, Arcana +11, Dungeoneering +5, Engineering +5, Geography +5, History +5, Local +5, Nature +5, Planes +8, Religion +5, Linguistics +15,
Human Male Bard [A.M.]/DD [Brass] 11; 118/118; Init +8; AC 21 (22 Haste), T 16 (17 Haste), FF 16; AC Penalty -1; Fort +9, Ref +13 (+14 Haste), Will +8, [+1 vs EC]; 13/14 BS ; HP 3; Per +16 (30 ft Blindsense), T +18 (DV,LL,Scent)

"Perhaps they will be violently evil, but if that is the case it is better that we deal with them then someone who is not prepared to face such a threat." Crasius says as he knocks an arrow.


Ingrit Ragnarsdottir F Human Ranger (Skirmisher) 11: HP 78/87 : AC: 20 (21), T: 15, FF: 15 : Fort: +10 (+12 cold eff/ +15 cold env/ +20 with cold weather outfit. +4 to all if nonlethal) Ref: + 12 Will: +5 : Perc +12 (+18 Human/+16 Giant/+14 Fey Hunter's tricks 7/8

"That may not be the best idea. There is no guarantee that whatever is trapped in that gem isn't more dangerous that whatever put it in there..and we lack the magic to put it back." Ingrit says, looking at the large ruby doubtfully. ”If the orb can create fear…well it may yet be useful, and might even avoid bloodshed at some point.”


Male Male N Centaur Cavalier 11 | HP: 29/144| AC: 21 (10 Tch, 18 Fl) | CMB: +17, CMD: 28 | F: +13, R: +7, W: +7| Init: +2 | Perc: +11, Darkvision 60 | Haste Cavalier 10

"Is it not possible to identify the person, or at least gain some general understanding of their capabilities, before freeing them?"


Ingrit Ragnarsdottir F Human Ranger (Skirmisher) 11: HP 78/87 : AC: 20 (21), T: 15, FF: 15 : Fort: +10 (+12 cold eff/ +15 cold env/ +20 with cold weather outfit. +4 to all if nonlethal) Ref: + 12 Will: +5 : Perc +12 (+18 Human/+16 Giant/+14 Fey Hunter's tricks 7/8

"No idea, magic is far from my specialty." Ingrit replies.


Ice Cavern C2

Behind the screen:
DC 15
Crasius: Knowledge (Planes): 1d20 + 6 ⇒ (17) + 6 = 23
Pyrrhus: Knowledge (Planes): 1d20 + 6 ⇒ (20) + 6 = 26
Rurik: Knowledge (Planes): 1d20 + 6 ⇒ (9) + 6 = 15

I'm assuming the dispel is done in the main room of the hut at the top of the ladder.

Crasius is able to dispel the magic effect, which releases the soul trapped in the gem. There is a flash and a bit of smoke in which there suddenly appears a ten foot tall, 500 pound humanoid with blue skin clad in loose, flowing robes. Its alien face has too many eyes and its hand have too few fingers.

He looks around cautiously, but when no one attacks him or casts any spells at him, he relaxes and speaks a sentence no one understands. Then he says another sentence in another language. Eventually he says something draconic, which Pyrrhus understands, and after a few words back and forth, the stranger begins talking in common.

"A thousand blessing upon your houses and all your descendants! Thank you for freeing me. I am Zilvazaraat, a peddler of wondrous wares from across the Great Beyond. I am a Mercane. Perhaps you have heard of my people?"

Indeed, Crasius, Pyrrhus, and Rurik have heard of the Mercane.

He concentrates and on the table next to him appears a well crafted, expensive looking chest. He opens the chest saying, "May I interest you in purchasing some of my magical wares?"

He opens the chest and begins pulling out various items, which he describes and sets on the table for your examination.

You may purchase any of the items you can afford. He will also purchase magic items you may want to sell, although for this he will have to plane shift away and return the following day with the payment. A way will be made available to you to summon him in the future if you wish find magic items, much like seeking magic items from magic shops in large cities.

Items for sale:
A +1 defiant (chaotic outsiders) mithral buckler (5,155 gp), a +1 darkwood composite longbow (+4 Str) (2,830 gp), an elemental gem (fire) (2,250 gp), an oil of bless weapon (50 gp), a ring of sustenance (2,500 gp), a stonemist cloak (3,500 gp), a scroll of searing light (375 gp), a scroll of elemental body I (700 gp), and a
wand of see invisibility (38 charges) (3,420 gp).


Ice Cavern C2

Behind the screen:
DC 20
Crasius: Knowledge (Geography): 1d20 + 5 ⇒ (17) + 5 = 22
Ingrit: Knowledge (Geography), cold: 1d20 + 9 + 3 ⇒ (12) + 9 + 3 = 24
Pemta: Knowledge (Geography): 1d20 + 8 ⇒ (11) + 8 = 19
Pyrrhus: Knowledge (Geography): 1d20 + 15 ⇒ (19) + 15 = 34

From posts on the Discussion Thread, it sounds like people want to sell some things to Zilvazaraat.

Zilvazaraat examines the magic items offered to him for purchase, discusses a fair price the usual 50% of the normal cost of the item and takes leave of the Dancing Hut with a promise to return in a day with payment. He can make the payment in whatever form is desired: gold, platinum or gems. Note: he only purchases magic items, not normal gear.

With a day to rest, attention turns to what is outside the hut. It is in a region where the ground is covered with snow and in a mountainous area. As this landscape is observed, however, it quickly becomes clear that this is not Golarion. The sun is bright but tiny, illuminating the area with only dim light until a few hours before noon and after, when the light is not as bright as on Golarion. In game terms, sunlight provides dim light most of the morning and afternoon, and only normal light in the middle of the day. The temperature averages around 30° F during the day and 10° F at night. At night, no moon can be seen, although the constellations look normal to a casual glance.

PCs may rest, recover, heal, prepare spells, and do anything else they choose.

Zilvazaraat returns as promised with payment in the agreed upon form. He gives everyone an opportunity to purchases his wares. Whether or not anyone purchases anything, he gives the group a small sculpture of a raven made out of polished obsidian. It is magical and Zilvazaraat explains that its magic allows the possessor to send him a message.

"Activate the raven," and he demonstrates how that is done, at which point the stone turns into an actual normal sized raven. "Tell the raven whatever you want me to get and then dispatch him to find me. This he will do and I will locate the item and use the raven's magic to return to wherever the sender of the message is. We can then agree on a price and you may purchase it."

The time this takes is typically 1d4 days depending on the rarity of the item. In game mechanic terms, the mercane functions as a large city in terms of his items available and purchasing power (base value 8,000 gp, purchase limit 50,000 gp). Items that cost more than 8,000 gp may be available, but the delay in Zilvazaraat's return will be longer, depending on the item's rarity.

Take a few days to decide on any items to sell or buy. Try to conclude this business by Friday (July 5), at which point, the exploration of the world begins.


Ice Cavern C2

Once everyone is ready, it becomes time for the group to act on the message from the ravens, given when they first reached the outer room, “Baba Yaga has gone on, off to see her only son. But a trail she left behind, if the breadcrumbs you can find!”

The clues provided, a two-headed eagle and the juxtaposition of a spur and a drinking horn, will have to solved to find the keys that will take the hut to the place Baba Yaga wants those with the mantle of the riders to go.

After hiking uphill to a place with a good perspective on the surrounding country, the view reveals rugged snow-covered mountains in all directions. Nothing can be seen to indicate any civilization, communities, fortresses, or even a road or smoke from a campfire.

Soon however, someone spots a flying creature approaching. The hilltop is barren and no hiding places are available to get away from view and, in any case, the creature flies fast enough to pass over the group at an altitude of 50 feet before any significant movement could take them out of sight. This reveals the creature to be two, something that looks like a dragon as large as a horse or other riding mount, with a humanoid in armor sitting on a saddle over the flyers wings and shoulders.

The rider is in plate armor, which makes it hard to see its features, although it appears to be female at least. She has a lance, bow and arrows, and a spear. Her armor has a crimson cape, and the helmet has an ornament like a horse tail in similarly bright red. An odd thing, the dragon-like creature has a large sized glaive attached where its front limbs could draw it and perhaps wield it. It has red scales.

Neither the rider nor the mount have yet made any aggressive actions suggesting the group is under attack. What do you do? At this moment, it is 50 feet above you in a level glide trajectory.

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