Chaosorbit's PFS #3-19: The Icebound Outpost (Inactive)

Game Master Chaosorbit

map

Initiative :

Initiative
[dice=Barboo] 1d20 + 3[/dice]
[dice=Crugeon] 1d20 + 3[/dice]
[dice=Denizabyss] 1d20 + 4[/dice]
[dice=Lem] 1d20 + 8[/dice]
[dice=Throck] 1d20 + 2 [/dice]


1 to 50 of 192 << first < prev | 1 | 2 | 3 | 4 | next > last >>
Silver Crusade

Maps and Handout

In the Grand Lodge of Absalom, center of operations of the world-spanning Pathfinder Society, you have been summoned by the Master of Spells, Aram Zey, who has instructed you to meet him in a vault deep below Skyreach—and to dress warmly.

Grand Lodge

Male Halfling Barbarian (Unchained, Invulnerable Rager) 1 / hp 15 / AC 17, touch 14, flat-footed 14 / CMD 16 / Init +3 / 
Fort +5, Ref +4, Will -1; +2 vs. fear
 / Perception -2 / Speed 30 -- While raging: AC 15/12/12; hp 17; CMD 14; Will +1

Dot

Grand Lodge

Male Dwarf Fighter 1 16/16 HP / AC 21 / FF 18 / T 14 / CMD 17 / Initiative +2 / Saves ( Fort +7 Reflex +2 Will -1) / Perception -1 / Speed 20

dot

Grand Lodge

M Human Warpriest

Dot

Well I can't seem to get the Alias to show all of the information so I guess I will post as Denizabyss as that has the updated stats.

Grand Lodge

Female Gnome Bard (Prankster) 1 / HP 17/17 / AC15-T12-F14 / CMD 10 / Init +3 / Saves (Fort +2 / Ref +5/ Will +3) / Perception +6 / Speed 20 ft

Dot dot

Liberty's Edge

male Halfling Rogue (unchained) - 3 / HP 22 / AC 20 T 15 FF 16 / Fort +3, Reflex +8, Will +2 / CMD 15 / Perception +7 / Speed 20 / Init +8

.

Liberty's Edge

male Halfling Rogue (unchained) - 3 / HP 22 / AC 20 T 15 FF 16 / Fort +3, Reflex +8, Will +2 / CMD 15 / Perception +7 / Speed 20 / Init +8

Purchased cold weather gear.

Silver Crusade

Maps and Handout

@Tom - do you want me to refer to the character as Kraegur or Denizabyss?

Feel free in your post to note any purchases made prior to this meeting. Including Cold Weather Outfit, if applicable.

And we are off!
-------------

A five-by-seven-foot tapestry hangs on the wall, surrounded by a series of platforms and ladders to allow a close view of any spot upon it. The room is otherwise empty, save for the Pathfinder Society’s Master of Spells, Aram Zey, who paces impatiently before the Hao Jin Tapestry, glancing up as the door creaks open.

“Thank you for your quick arrival, Pathfinders,” Zey says curtly, speaking without making eye contact, as though his mind is moving faster than his mouth. As he continues his focused pacing, he gestures toward the tapestry.

“As I’m sure you know, we recently came into possession of this wonder behind me—the Hao Jin Tapestry—by winning the Ruby Phoenix Tournament in distant Goka. Within this piece of fabric lies an entire world in which one of Golarion’s greatest magicians placed treasures and mysteries beyond imagining. And it was supposed to be ours alone. This promise of exclusive access was made a lie, however, when the Aspis Consortium found a way into Hao Jin’s astral vault that bypassed the tapestry altogether, and Aspis agents are now busy stealing whatever they can move, hoping we will act too slowly to protect our winnings. Fortunately, a recent mission into the tapestry managed to uncover a clue about a possible Aspis base within the tapestry. That is your destination."

“The camp, interestingly, is within a great stone temple complex uprooted from the Vudran jungle many centuries ago by the sorceress herself. Since her disappearance, that part of the tapestry has been encased in a massive glacier. This temple—dedicated to a Vudran monkey-god, we believe—could prove enlightening on its own, notwithstanding the Aspis presence there. It’s a grim thought imagining what the Consortium has done to the place, but apparently more than three-quarters of it is still protected by the glacier, so we can still salvage a great deal."

“Vanaras—the simian humanoids responsible for constructing this temple—are great builders, and this temple is representative of the huge complexes that once graced the Vimada Forest before their wars with men and the rise of Khiben-Sald. It’s a representation of the cosmos, really, a series of nested squares with symbolic shrine-mountains all directed toward great Bahmenu, the mountain birthplace of the god Ragdya and, the vanaras believe, the center of the universe. This symmetry may serve you well, since it will help you predict the layout and functions of the temple as you make your way around it. Every corner of the temple will be fitted with a small shrine, all facing the symbolic mountain.”

“Even an abandoned temple is a holy place to the vanaras, as it is to most of the Vudrani as well, and we hope you respect that fact. If you can save the sanctuary from the insolence of the blasted Aspis, it may draw the mirthful and enlightened eye of Ragdya himself upon our Society.”

It's time to enter the tapestry, so if you have questions for the Master of Spells now's the time.

Grand Lodge

M Human Warpriest

@David to keep from causing confusion, just refer to him as Denizabyss. He also purchased Arctic kit/Cold outfit

Denizabyss is a rugged man around the age of 30 who shows many battle scars that mirror his wisdom. He is dressed in layers of furs befitting the colder climate.

Denizabyss turns to the Master of Spells and asks a few questions.

Good Sir. Do you have any idea of the types of creatures or resistance we should be expecting? Do you have any recommended items or additional gear we should take besides our Arctic gear?

He turns to the rest of the gathered Pathfinders.

I am Denizabyss the Inquisitor for those of you who do not know me. It is imperative that we destroy these interlopers and heretics! I look forward to adventuring and battling with all of you. I am skilled with the longbow and promise to bring swift justice those who oppose us!

He acknowledges all of the other pathfinders with a hearty smile and shoulder clap.

If nothing else is needed and everyone else is ready, he steps into the tapestry with the rest of the party.

Silver Crusade

Maps and Handout

Zey always short with those he speaks with answer the second question first. Well it seems you followed my instructions regarding the weather, good. Other than that I would expect you are prepared. There's no time for shopping excursions now.

That said, feel free to purchase anything you think is appropriate as if you had done so ahead of time.

As to what might be there. Conditions have changed significantly since Hao Jin’s time. The wildlife in that part of the tapestry probably matched the jungle setting from which the temple was taken, and the advent of an ice age has no doubt killed or driven away the original inhabitants. There’s no telling, however, what has cropped up since then. As for the Aspis, we simply know they were attempting to establish a base of operations in a glacier. Our analysis of the patterns and shapes on the tapestry indicates that this is where they must be doing so, but until you go and investigate, we won’t know much more about their resources or any other Consortium threats to our operations within the tapestry.

Grand Lodge

Male Dwarf Fighter 1 16/16 HP / AC 21 / FF 18 / T 14 / CMD 17 / Initiative +2 / Saves ( Fort +7 Reflex +2 Will -1) / Perception -1 / Speed 20

While the master of spells and Denizabyss were talking, a squat and heavily armored dwarf with the face of an overweight boulder stood staring at something, well actually nothing over Zey's head. Only after Denizabyss' clap on the shoulder, which did not make the dwarf move in the slightest, did he come to life and, striking his light flail against his chest, say
I'm Throck. No Aspis will get past my shield.
He then proceeds to move his gaze to the tapestry, and with heavy armored footsteps trudges through the tapestry.
Throck has purchased cold weather gear as well

Grand Lodge

Female Gnome Bard (Prankster) 1 / HP 17/17 / AC15-T12-F14 / CMD 10 / Init +3 / Saves (Fort +2 / Ref +5/ Will +3) / Perception +6 / Speed 20 ft

As all were talking, Barboo bounces into the area

Hello everyone. My name is Barboo and singing is my game.

She sings out in a loud alto voice. She has been busy singing at the Wounded Wisp since her last adventure and looks forward to this new one although cold temperatures are not her favorite.

As she looks around, she notices that Crugeon and Lem are there as well.

Oh my, if it isn't my friends Lem and Crugeon. Glad to see you again. Denizabyss, why last time we had an elf with that name. He was a great help as I am sure you will be on this adventure. Glad to meet you Throck. You look like you could be of great help. Would any of you like to give me your wands of cure that I may use if needed?

With that, Barboo looks up at the tapestry.

Grand Lodge

Male Halfling Barbarian (Unchained, Invulnerable Rager) 1 / hp 15 / AC 17, touch 14, flat-footed 14 / CMD 16 / Init +3 / 
Fort +5, Ref +4, Will -1; +2 vs. fear
 / Perception -2 / Speed 30 -- While raging: AC 15/12/12; hp 17; CMD 14; Will +1

As the group is assembling, you hear the grating sound of steel on stone as Crugeon scampers into the room dragging his scimitar behind him. Barboo's keen ears immediately detect a change of pitch in the sound of the steel and she and Lem note that the scimitar, while still tiny, appears to be of outstanding craftsmanship. It is obviously new, but the halfling has already filed 3 notches in the back of the blade, near the guard.

Seeing Lem and Barboo, his face lights up in a genuine, if childlike, smile. Friends here! Crug-on happy! He hops excitedly from foot to foot with glee before running over and giving them each a tiny, halfling bear hug.

Seeing Throck and Denizabiss, his smile fades slightly and his brow furrows. After a second, he realizes that they are not enemies and smiles (although not as broadly as before). Holding his scimitar out flat in front of him in 2 hands, he stands to his full 2'8" and exclaims, Got cutter. Do hurting!

You notice that his armor is an oddly wound band of leather with seemingly randomly placed rivets and studs. You could swear that it almost looks like a belt for a larger creature. Overtop that, he is bundled in cold weather wools and has a bandolier over one shoulder that seems to be holding some alchemical vials. On top of it all are thick furs laying over his shoulders.

As the Master of Spells drones on, Crugeon gets a vacant look on his face and has a slight smile form on his lips. [b]Pretty colors, [b] he murmurs as he stares at the tapestry,

Crugeon and Barboo both have cold weather gear and 2 Potions of CLW each. Crugeon also bought furs and a heatstone. Regardless of my PC's Int score of 7, I don't have any questions. I can never think of anything to ask at this part of the scenario.

Liberty's Edge

male Halfling Rogue (unchained) - 3 / HP 22 / AC 20 T 15 FF 16 / Fort +3, Reflex +8, Will +2 / CMD 15 / Perception +7 / Speed 20 / Init +8

Lem greets Barboo and Crugeon warmly and then introduces himself to Throck and Denizabyss.

Glad we'll all be traveling together. If I understand correctly, we'll be walking thru that tapestry and come out the other side on a glacier! Amazing! What else do we know of this magician and her tapestry that might aid us on this present quest? Do we know what the aspis agents have already stolen? How will we get back or maybe signal you that we are done or need help? Do you have any equipment or resources you're providing to the mission?

Silver Crusade

Maps and Handout

Zey responds to Lem's queries, The Tian sorceress Hao Jin created the artifact, the Hao Jin Tapestry centuries ago. It is the gateway to a demiplane, the home to numerous different locations and environments. Hard telling what the Aspis have made off with already. When you arrive in the Tapestry, a 2-foot-diameter sphere of pulsing blue light will float behind you. A creature stepping into its own extraplanar eddy is shifted back to the Material Plane, to the same place it traveled from.

Zey points to a spot marked in the bottom right corner of the tapestry. Speak the command word here. He orders and holds a piece of paper with word 'Ragdya'. Once spoken you suddenly appear in unfamiliar surroundings with a blue bauble hovering behind you.

Symmetrical and colossal, the brownish-red stones of the Temple of Ragdya emerge from the glacier, hinting broadly at the scope and immensity of the vanaran complex. Sinuous nymphs, mighty tigers, and trumpeting elephants—frozen in ruddy stone—encrust the temple’s outer friezes. Packed snow and ice clad depictions of vanaras in jungle scenes, creating an odd dissonance between the climate illustrated in the carvings and the frigid conditions of the temple. The wind howls, and muted voices drift from within the temple. Even more eerily, a strange hooting and shrieking issues from the temple’s cornices and spires, as if by some magical or artificial means the calls of thousands of monkeys echo the sound of the arctic storm. A wide doorway stands unobstructed, providing ingress to the columned courtyard within.

Grand Lodge

M Human Warpriest

Let's hope that it is as easy to get back as it was to get here. Be wary as even though the Aspis may not be expecting us, they may have set up guards or other eyes to watch for any enemies.

Denizabyss quickly surveys the area while preparing for any potential battle or surprises that might occur.

Denizabyss Perception: 1d20 + 7 ⇒ (14) + 7 = 21
Denizabyss Survival: 1d20 + 3 ⇒ (16) + 3 = 19
Denizabyss Stealth: 1d20 + 7 ⇒ (3) + 7 = 10

Grand Lodge

Male Halfling Barbarian (Unchained, Invulnerable Rager) 1 / hp 15 / AC 17, touch 14, flat-footed 14 / CMD 16 / Init +3 / 
Fort +5, Ref +4, Will -1; +2 vs. fear
 / Perception -2 / Speed 30 -- While raging: AC 15/12/12; hp 17; CMD 14; Will +1

Stepping through the portal, Crugeon's eyes widen and he spins to look back at the hovering blue bauble with a frown. Still distrusting magic, he stares down the bauble until the hooting and shrieking sounds catch his attention. Monkeys? Monkeys funny! He thinks as his head swivels around looking for the source of the sounds. Seeing no monkeys, his attention returns to the adventure group. Scimitar dragging, he hustles up to the wide doorway as quietly as possible. He gives Lem and Barboo a friendly nod as he passes them, but scowls slightly when Denizabyss catches his eye. Not sure if friend. He thinks upon considering the human again.

Crug-on peek. He whispers as he sidles up to the door frame and carefully looks around for danger.

Stealth: 1d20 + 5 ⇒ (10) + 5 = 15
Perception: 1d20 - 2 ⇒ (20) - 2 = 18

Grand Lodge

Female Gnome Bard (Prankster) 1 / HP 17/17 / AC15-T12-F14 / CMD 10 / Init +3 / Saves (Fort +2 / Ref +5/ Will +3) / Perception +6 / Speed 20 ft

As Barboo emerges from the portal, she is immediately hit by the cold frosty air.

Brrr!! I sure am glad I have my cold weather gear on!

She surveys the area and is glad to see that all of her fellow adventurers were there with her. She hums a little tune to let them know all is well.

Perception: 1d20 + 5 ⇒ (3) + 5 = 8

Barboo wonders what the noises are and where they are coming from.

Knowledge(local): 1d20 + 8 ⇒ (1) + 8 = 9

Knowledge(nature): 1d20 + 8 ⇒ (6) + 8 = 14

Ok Crugeon, lead the way.

I read where I was supposed to carry your wands for cure. Let me know if you want me to have.

Grand Lodge

Male Dwarf Fighter 1 16/16 HP / AC 21 / FF 18 / T 14 / CMD 17 / Initiative +2 / Saves ( Fort +7 Reflex +2 Will -1) / Perception -1 / Speed 20

On arriving at the temple, Throck notices the doorway in front of him. While he contemplates whether or not to go in, the scrawny little thing with a knife runs over to check the door, and Throck takes that as a signal to advance. Taking out his flail and heavy shield, the walking pile of inexorable armor strides, or stomps through the door, without any regard for his surroundings or stealth.

On passing Crudgeon, Throck booms
Don't worry little Crug-on! Throck will peek as well!

Throck goes through the door

Silver Crusade

Maps and Handout

map

Moving forward you find yourself at a crossroads. Four columns stand vigil in this open-air courtyard, a wide doorway opening in the center of each wall. To the east, a huge banyan lies fallen across the wide bridge that once permitted access to the great gates of the temple. To the north and south stretches a ten-foot-wide walkway running along the temple’s exterior wall. A wide moat of black ice separates this walkway and the inner complex. To the south, a crude wooden ramp leads from the walkway to the ice’s surface ten feet below. Two steep stone stairways lead up from the ice to doorways in symmetrical chambers flanking the main entrance on the other side of the moat.

Grand Lodge

M Human Warpriest

@Barboo, I have a wand of cure light wounds but I also have the spell on my list so I will keep and use as needed. Others may pass as needed or maybe Crugeon or Lem may pass your theirs

As Denizabyss comes into the area with his fellow adventurers, he looks around for any signs of the Aspis or other dangers.

Denizabyss Perception: 1d20 + 7 ⇒ (18) + 7 = 25

Well it seems we won't be walking straight across the bridge. I'm not sure I'm a fan of going down as it would put us at a disadvantage in the case of an ambush. Shall we take the outside path or go down the stairs?

Denizabyss keeps crouched and perceptive as he keeps his arrow nocked and at the ready for any trouble.

Grand Lodge

Male Halfling Barbarian (Unchained, Invulnerable Rager) 1 / hp 15 / AC 17, touch 14, flat-footed 14 / CMD 16 / Init +3 / 
Fort +5, Ref +4, Will -1; +2 vs. fear
 / Perception -2 / Speed 30 -- While raging: AC 15/12/12; hp 17; CMD 14; Will +1

@Chaosorbit - Is the tree climbable?

Crugeon looks at the tree with a questioning gaze. Wonder what on other side? Climb? Maybe see? He thinks. Hearing Denizabyss make a suggestion, he shrugs his shoulders, thinking that sounds wise too. If the tree looks climbable, he'll clamber to the top and have a look. If not, then he'll head south (right) since that way appears open. He will try to stay at the front of the group, but might be coaxed to stay behind the walking tin-can if Lem or Barboo suggest it.

As he passes Barboo, he hands her a small wand with a smile. If Crug-on hurt, Barboo make better! With that, he skips off to the tree (or the south passage), scimitar tip bouncing on the ground behind him as it dangles from his hand. @Barboo - you now have my wand of CLW :)

Climb: 1d20 + 3 ⇒ (2) + 3 = 5

Liberty's Edge

male Halfling Rogue (unchained) - 3 / HP 22 / AC 20 T 15 FF 16 / Fort +3, Reflex +8, Will +2 / CMD 15 / Perception +7 / Speed 20 / Init +8

I also pass off my wand of cure light wounds to Barboo.

Wait up guys! Going to have to be 3 moves ahead of this team if we want to explore anything. Ok, Crugeon and Throck, can we move as a team together? Or sometimes I may ask you to wait so I can peak ahead. Crugeon I'm sure you can be very quiet when you want to but that slicer of yours can be very noisy. And Throck, well, I'm glad you're on our side!

perception: 1d20 + 6 ⇒ (12) + 6 = 18

I look around the area and peak down into the ice wondering about how fun it would be slide across to the other side. Does it look thick enough for that?

Probably should head south down the walkway...although, Crugeon I see you eyeing that tree. A good idea to clamber up there for a better look if it's climbable. Want me to take a look for you?

climb: 1d20 + 6 ⇒ (2) + 6 = 8

Boy, neither of us should climb this tree!

Grand Lodge

Male Dwarf Fighter 1 16/16 HP / AC 21 / FF 18 / T 14 / CMD 17 / Initiative +2 / Saves ( Fort +7 Reflex +2 Will -1) / Perception -1 / Speed 20

Throck, like water, decides to take the path of least resistance. He didn't hear Lem either because of the huge padded helmet on his head or the fact that he can only really use a couple of his senses at a time without going into sensory overload. Throck starts trekking to the right, hoping to either get around the tree blocking the way, or to see what's behind it.

Perception: 1d20 - 1 ⇒ (3) - 1 = 2

Well, I guess a big helmet doesn't yield good sight. Maybe he should get some goggles

Grand Lodge

Male Dwarf Fighter 1 16/16 HP / AC 21 / FF 18 / T 14 / CMD 17 / Initiative +2 / Saves ( Fort +7 Reflex +2 Will -1) / Perception -1 / Speed 20

Throck also hands his poky stick of healing to Barboo's armload of wands

Silver Crusade

Maps and Handout

The group begins to scout about, just as Crugeon begins to climb the tree, Denizabyss notices a snare trap has been set up on top of the downed tree trunk and warns the barbarian just in time. Other than the trap you don't spot any other threats, friends or foes.

Throck makes the most progress moving down to the right exterior path.

Grand Lodge

M Human Warpriest

Hey Crugeon, watch out for that trap!

Denizabyss lets out a little sigh.

Whew, that was a close one! Lem, do you think you might be able to disable that trap?

Denizabyss takes a moment to center himself and casts Detect Magic and attempts to sense if anything appears in the area or possibly even any other magical traps. He continues checking for any magical auras while scouting behind the rest of the team.

Would it be a good idea to get Barboo to go ahead and get Flagbearer and Inspiration going as wouldn't they possibly help us with any saves we might need? Plus, not sure we are going to be the stealthy party anyway.

Grand Lodge

Male Halfling Barbarian (Unchained, Invulnerable Rager) 1 / hp 15 / AC 17, touch 14, flat-footed 14 / CMD 16 / Init +3 / 
Fort +5, Ref +4, Will -1; +2 vs. fear
 / Perception -2 / Speed 30 -- While raging: AC 15/12/12; hp 17; CMD 14; Will +1

Crugeon comes to a halt when Denizabyss yells up at him. At first he turns and glares at the inquisitor, but after the trap is pointed out to him, his eyes go wide and he turns back with a friendly smile for the human.

Deni good at trap looking. He says with eyebrows raised, then with a frown and furrowed brow says, Crug-on good at dusty looking. Not good trap looking. As though coming to a decision on something important, Crugeon nods to himself and then looks back at Denizabyss with a huge grin on his tiny face. Deni now friend too!

Crugeon waits on the tree for Lem to find his way up the unusually difficult tree. Once he is able to get a look over the edge, he'll take a peek.

A little banner of courage and some inspiring song would be great! It will ruin any surprise, but I'm certain that Throck and Crugeon will ruin it eventually anyway.

Liberty's Edge

male Halfling Rogue (unchained) - 3 / HP 22 / AC 20 T 15 FF 16 / Fort +3, Reflex +8, Will +2 / CMD 15 / Perception +7 / Speed 20 / Init +8

@chaosorbit--If possible I guess since no rush I can take ten to climb up to the trap?

disable device: 1d20 + 10 ⇒ (18) + 10 = 28

Grand Lodge

Female Gnome Bard (Prankster) 1 / HP 17/17 / AC15-T12-F14 / CMD 10 / Init +3 / Saves (Fort +2 / Ref +5/ Will +3) / Perception +6 / Speed 20 ft

Barboo holding back while the rest of the party moves forward, accepts the wands and unfurls the flag and starts her bardic performance of courage. Barboo also holds her dagger just in case.

Thanks for the wands, hope we don't need them. She says before beginning her song.

Barboo waits for instructions but wonders if it is better to be high on the ledge or to go down the steps? She is happy that Lem has disabled the trap. She wonders if she could climb up and over the tree. She also checks on the building and if there are any inhabitants nearby.

Perception: 1d20 + 5 ⇒ (1) + 5 = 6

Climb: 1d20 - 3 ⇒ (11) - 3 = 8

Knowledge(engineering): 1d20 + 8 ⇒ (2) + 8 = 10

Knowledge(local): 1d20 + 8 ⇒ (13) + 8 = 21

Well, looks like climbing and perceiving are not in the cards

Silver Crusade

Maps and Handout

Denizabyss looks for magical auras but find none about. Then with Barboo providing moral support, Lem is able to climb the tree taking his time and then expertly disables the trap. Once on top he can see a wide courtyard ahead with Bas relief carvings cover every inch of its curved surface, it seems to be unoccupied.

Once the coast is clear Crugeon joins him on top of the tree.

Everyone going over the tree or something else? Last I check Throck was wandering in a different direction.

Grand Lodge

M Human Warpriest

Denizabyss tries to get Throck's attention.

Hey Throck! Wait up! How well can you climb? It seems 2 of our friends are already up the tree and everything looks clear. Shall we climb the tree and circle back if needed? I would rather stay off the ice myself.

Denizabyss climbs over the tree with his fellow adventurers and helps Throck and Barboo as needed over the tree (assuming we are going that way)

I'll take 10 or 20 whichever is needed to climb the tree especially since we don't seem to be in any immediate trouble

Denizabyss stands on top of the tree and keeps crouched and perceptive as he keeps his arrow nocked and at the ready for any trouble.

Denizabyss Perception: 1d20 + 7 ⇒ (13) + 7 = 20

Grand Lodge

Female Gnome Bard (Prankster) 1 / HP 17/17 / AC15-T12-F14 / CMD 10 / Init +3 / Saves (Fort +2 / Ref +5/ Will +3) / Perception +6 / Speed 20 ft

Barboo stops her song since there is no immediate danger seen. Lem reports what he sees from high in the tree.

That area sounds like something to see. Looks like with the help of Denizabyss I will be able to climb up and over the tree. Thanks, Denizabyss!

Barboo sings her thanks in a soprano voice.

I wonder what we will find in the courtyard?

Perception: 1d20 + 5 ⇒ (20) + 5 = 25

Knowledge(local): 1d20 + 8 ⇒ (17) + 8 = 25

Knowledge(nature): 1d20 + 8 ⇒ (15) + 8 = 23

Silver Crusade

Maps and Handout

Let's call one of those a knowledge religion roll

After successfully scaling the tree Assuming Throck joins the others you find yourself in the courtyard. The Bas Reliefs Lem was mentioning can now be more clearly seen. These carvings cover every inch of the curved wall straight ahead — winsome apsaras, vanara heroes, and avatars of the monkey lord himself all seem frozen in the bone-chilling cold. In stark contrast with the celestial beings carved on the curved wall, a carved throng of evil covers the walls of the courtyard itself—fiendish asuras, great black nagas, and goblinoid hordes are frozen in stone as they besiege the mountain rising from the temple’s center. Barboo recognizes that these carvings represent a structured catalog of outsiders affiliated with Vudra, from the wickedest to the most enlightened.

Grand Lodge

Male Dwarf Fighter 1 16/16 HP / AC 21 / FF 18 / T 14 / CMD 17 / Initiative +2 / Saves ( Fort +7 Reflex +2 Will -1) / Perception -1 / Speed 20

Trock moves ahead to catch any foes that might try to attack the party from the hallways.

This is all assuming there aren't any traps or anything that might spring up

Grand Lodge

Male Halfling Barbarian (Unchained, Invulnerable Rager) 1 / hp 15 / AC 17, touch 14, flat-footed 14 / CMD 16 / Init +3 / 
Fort +5, Ref +4, Will -1; +2 vs. fear
 / Perception -2 / Speed 30 -- While raging: AC 15/12/12; hp 17; CMD 14; Will +1

Crugeon creeps up to the left passage way, eyeing the evil depictions with a mixture of confusion and disgust. Once at the corner, he will attempt to peek around the corner, remaining hidden if possible. Take 10 on stealth = 15.

Silver Crusade

Maps and Handout

Crugeon quietly peeks around the corner and sees that the courtyard continues around to the right; while a doorway can be seen to the left.

Grand Lodge

Female Gnome Bard (Prankster) 1 / HP 17/17 / AC15-T12-F14 / CMD 10 / Init +3 / Saves (Fort +2 / Ref +5/ Will +3) / Perception +6 / Speed 20 ft

Barboo is excited to see all of the carving and confused by the evil frozen in the stone. She perks around the corner and looks to the right to see if there is anything there. Quickly moving back if she sees anything.

Liberty's Edge

male Halfling Rogue (unchained) - 3 / HP 22 / AC 20 T 15 FF 16 / Fort +3, Reflex +8, Will +2 / CMD 15 / Perception +7 / Speed 20 / Init +8

If no one minds, why don't I sneak ahead down the left corridor then maybe back to the right. Do a quick explore by myself?

I try and motion to Crugeon to wait and come if he hears sounds of battle or me yelling his name.

We did already find one trap, why don't I look ahead and make sure we don't have any more. Ok with everyone?

stealth: 1d20 + 14 ⇒ (15) + 14 = 29

perception: 1d20 + 6 ⇒ (6) + 6 = 12

disable device: 1d20 + 10 ⇒ (13) + 10 = 23

Silver Crusade

Maps and Handout

Barboo peeks around the other corner and it seems to parallel the other side Crugeon peeked at. Again nothing is about.

Lem takes control and begins to scout ahead for the group. He heads to the left of the courtyard, and looks into the doorway to the left first. Inside he finds a shrine that looks as though it was constructed only yesterday, its intricate stonework unblemished by time, vandals, or weather. A statue of a beautiful four-armed woman bearing a scroll in each hand rests beneath a tall spire. Images of daring acts of heroism, long journeys, and unrequited love fill the walls. A hallway leads west and another north, but all seems quiet inside.

Moving ahead Lem can hear the sounds of noise from chiseling, cracking ice, and heaving workers.

The sheer walls of the glacier dominate this open courtyard, towering as high or higher than the central sanctum’s tall, spired dome on the courtyard’s south end. A wide set of stairs leads up into the sanctum itself, while a lone statue stands out as the only feature of the courtyard, whose walls are encased in thick ice.

Four workers ill-dressed for the cold weather hack at the glacial eastern wall of the courtyard with rusted picks. Each is covered in sweat as though working in 90-degree heat. A leathery-skinned man, short and squat, who looks to have just come out of weeks spent under the harsh desert sun of another world. He is dressed in bulky, bone-studded leather lined with furs. He chuckles as he lashes with his whip at one of the workers, who has slipped and fallen into the shin-deep snow made of the glacial shavings. Get up ya puke! A tawny cat paces behind the man.

Lem seems to go undetected.

Will let you decide next course of action, continue to scout the other side or move to the left...let me know.

Grand Lodge

M Human Warpriest

Denizabyss looks at the evil carvings and statues and tries to recall any additional information.

Denizabyss Knowledge(Religion): 1d20 + 4 ⇒ (6) + 4 = 10
Denizabyss Perception: 1d20 + 7 ⇒ (16) + 7 = 23

Assuming that Lem comes back and informs the rest of us of what he found

After hearing the information from Lem, a disgusted look comes over his face. I dislike any type of slavery. He lowers his voice and talks with the others.

Should we try to surprise the slaver and get some questions answered or try to intimidate, bluff, or persuade him to give us additional information?
We definitely need to do something about him before we make contact with any others as we don't need any reinforcements coming if a battle ensues.
Maybe Lem should look in the other rooms and the other side to make sure there are no others while we prepare our strategy for engaging the man with the whip.

Denizabyss keeps an arrow nocked and ready regardless of the decision as he definitely doesn't like the area.

Liberty's Edge

male Halfling Rogue (unchained) - 3 / HP 22 / AC 20 T 15 FF 16 / Fort +3, Reflex +8, Will +2 / CMD 15 / Perception +7 / Speed 20 / Init +8

I’ll pop back and fill everyone in on what I saw. Maybe Denizabyss can hang around the corner ready to snipe the slaver if needed, sending crudgeon in after he fires to “clean up” if things go south. Meanwhile I would like to quietly explore the northwest corner of the map to clear that section. Then we can decide if we check to the right or go ahead and address the slaver situation. Thoughts?

Liberty's Edge

male Halfling Rogue (unchained) - 3 / HP 22 / AC 20 T 15 FF 16 / Fort +3, Reflex +8, Will +2 / CMD 15 / Perception +7 / Speed 20 / Init +8

stealth: 1d20 + 14 ⇒ (5) + 14 = 19

perception: 1d20 + 6 ⇒ (3) + 6 = 9

disable device: 1d20 + 10 ⇒ (11) + 10 = 21

Rolled some rolls in case I need them and to keep things going, doesn't mean I need to use them if someone has a better idea!

Silver Crusade

Maps and Handout

Rolls:

Lem P: 1d20 + 6 ⇒ (14) + 6 = 20
Lem I: 1d20 + 8 ⇒ (5) + 8 = 13

Lem moves into the room with the shrine to clear it. He suddenly feels a rush of cold air and hears a lonely sighing.

Liberty's Edge

male Halfling Rogue (unchained) - 3 / HP 22 / AC 20 T 15 FF 16 / Fort +3, Reflex +8, Will +2 / CMD 15 / Perception +7 / Speed 20 / Init +8

Am I still in control of myself? Is the shrine figure moving or anything? If I am feeling threatened I'll give a bird signal, otherwise I'll try and figure the source of sound or cold.

Grand Lodge

Female Gnome Bard (Prankster) 1 / HP 17/17 / AC15-T12-F14 / CMD 10 / Init +3 / Saves (Fort +2 / Ref +5/ Will +3) / Perception +6 / Speed 20 ft

Barboo listens to Lem as he reports on what he has seen.

In a hushed voice I will try and get the kitty to come over and see if I can get some answers.

She pulls off a small piece of her rations and places it down to lure the kitty over. She uses her skill of talking to animals to ask the kitty what the slaver is up to and if he has any weapons other than the whip.

Hearing the sighing, Barboo quickly tries to figure out what is making the sound.

Perception: 1d20 + 5 ⇒ (10) + 5 = 15

Knowledge(religion): 1d20 + 8 ⇒ (12) + 8 = 20

Knowledge(nature): 1d20 + 8 ⇒ (1) + 8 = 9

Knowledge(local): 1d20 + 8 ⇒ (13) + 8 = 21

Silver Crusade

Maps and Handout

In a instant, a lot of thoughts cross through Lem's mind, he tries to give a bird whistle. But in that moment, a sensation of deep cold
and despair overtakes Lem.

touch attack: 1d20 + 2 ⇒ (3) + 2 = 5
damage: 1d6 ⇒ 1

But Lem instinctively ducks down, and then the cold seems to pass.

Barboo nearby trying to lure the cat over, knows what has just manifested - a haunt! Also know as hazardous region created by unquiet spirits that react violently to the presence of the living. They often pass quickly, but sometimes return.

Grand Lodge

M Human Warpriest

In preparation for an upcoming combat, Denizabyss casts Resistance on himself and then proceeds slowly and quietly in preparation for taking out the Slave Master.

If possible, I would take 10 for Stealth. If I can't, then let me know and I'll roll, otherwise, it is

Stealth: 10 + 8 = 18

As he works towards getting a clear shot from cover on the slaver, he catches Lem's encounter with the Haunt.

Denizabyss Knowledge(Religion): 1d20 + 4 + 3 ⇒ (17) + 4 + 3 = 24
Denizabyss Perception: 1d20 + 7 ⇒ (13) + 7 = 20

Noticing the haunt has moved on and Lem seems to be fine except for looking a little chilled, he continues moving to get a good shot on the slaver either after Barboo gets information from the cat or if the slaver notices our movements.

As he settles in cover, he studies the slaver and identifies a few prime target areas to shoot at Study Target+1

Hopefully, the haunt stays away

Grand Lodge

Male Halfling Barbarian (Unchained, Invulnerable Rager) 1 / hp 15 / AC 17, touch 14, flat-footed 14 / CMD 16 / Init +3 / 
Fort +5, Ref +4, Will -1; +2 vs. fear
 / Perception -2 / Speed 30 -- While raging: AC 15/12/12; hp 17; CMD 14; Will +1

Oblivious to Lem's brush with the occult, Crugeon sneaks up to the corner, eyes wide with barely contained anticipation. After peeking around the corner, he looks back an Denizabyss and waits for the signal to charge in.
Take 10 on Stealth: 10 + 5 = 15

Fuzzy kitty... He whispers to himself as he waits at the corner. Overhearing him,Barboo isn't sure if he's excited to be able to pet the soft fur, or looking forward to a quick snack!

Grand Lodge

Female Gnome Bard (Prankster) 1 / HP 17/17 / AC15-T12-F14 / CMD 10 / Init +3 / Saves (Fort +2 / Ref +5/ Will +3) / Perception +6 / Speed 20 ft

Barboo looks at Crugeon and whispers
Not a meal for you! Maybe the kitty will give me some answers

With the flag still unfurled Barboo begins to sing a song of courage quietly so that Denizabyss, Crugeon and Lem can take care of the slaver and the haunt if it returns.

Barboo pulls our her dagger just incase something comes her way.

151 to 192 of 192 << first < prev | 1 | 2 | 3 | 4 | next > last >>
Community / Forums / Online Campaigns / Play-by-Post / Chaosorbit's PFS #3-19: The Icebound Outpost All Messageboards

Want to post a reply? Sign in.