EM - [PFS] Baby It's Cold Outside (Inactive)

Game Master Evil Minion

A series of 6 PFS scenarios... starting off in Absalom and ending up, for an extended stay, in the frigid environs of Irrisen, the Linnorm Kingdoms, and the Realm of the Mammoth Lords.

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Grand Lodge

hp 43/43; (AC 15, t15, ff10); F 5*, R 3, W 4*; bab 3 +6 melee +5 range; cmb 6 cmd 21; init +4; ap 4/4; wih 42; wmm 47; folio reroll 1/1 | tengu magus (bladebound, kensai)/5 | - 12 *
skills:
acro 3, craft weapons 7, fly 10, kn arcane 9 kn dung 7, kn planes 7, perc 11/13, sm 2, spellcraft 10, stealth 4, umd 5

ok thanks

Scarab Sages

Male Human Cleric (Sarenrae) /8 | HP: 26/59 | AC: 20 T: 14 FF: 17 | CMB: +6 CMD: 20 | Fort: +8 Ref: +5 Will: +11 | Init: +4 Perc: +12

No. I thought the bad guys were dead. If they are not dead then if you allow it I'll take back my move and do something different.


You really have no way to know, other than that they fell down. But so did Masym =)

React to that as you will.

Scarab Sages

Male Human Cleric (Sarenrae) /8 | HP: 26/59 | AC: 20 T: 14 FF: 17 | CMB: +6 CMD: 20 | Fort: +8 Ref: +5 Will: +11 | Init: +4 Perc: +12

Ok then I will stay where I was and shoot the crossbow again.

Malusha pulls back on the crossbow lever and loads another bolt. He takes careful aim hoping to hit Bengeirr this time.

To hit,inspire,bless: 1d20 + 1 + 2 ⇒ (19) + 1 + 2 = 22
Confirm crit: 1d20 + 1 + 2 ⇒ (20) + 1 + 2 = 23
I assume you will roll cover %
Damage1: 1d8 ⇒ 3
Damage2: 1d8 ⇒ 5


Cover merely adds to his AC, it does not give you a miss % (that's concealment that does that)
And you forgot the +1's for the bard song

And Phoebee, you didn't actually post an action for this round =)

Wei Tchak, Masym, Malusha, Nella, Jones, Phoebee

Bold can go!

Liberty's Edge

FFemale half-elf bard 5/evangelist 1 ( Pathfinder Campaign Setting: Inner Sea Gods ) NG Medium humanoid (elf, human) Init +3; Senses low-light vision; Perception +13 AC 19, touch 12, flat-footed 18 (+7 armor, +1 deflection, +1 Dex) hp 39 (6d8+6) Fort +3, Ref +7, Will +6; +2 vs. enchantments, +4 vs. bardic performance, language-dependent, and sonic Immune sleep

Phoebee will continue her inspiration but will cast a cure light wounds on the Masym.
Wake up! Wake up! Don't be snorin' times a wasting
Wake up wake up and don't be a'borin

1d8 + 1 ⇒ (2) + 1 = 3

She shut the door and , kept the inspiration going and moved so that she would be closer to Masym when she saw him fall down

Silver Crusade

HP: 67/67 l AC: 12, T 12, FF 10 l CMD 18 l F +10, R +6, W +12 l Adoration (7/7), Channel Energy (5/5), Clarifying Channel (1/1), Inspired (1/1), Resistant Touch (7/7) l L1: 4/5, D1: 1/1, L2: 4/4, D2: 1/1, L3: 3/4, D3: 1/1, L4: 3/3, D4: 0/1 l Init +6 l Senses: Perception +4
Skills:
Craft: Musical Instruments +11, Diplomacy +13, Heal +11, Kn. Arcana +5, Kn. History +6, Kn. Planes +8, Kn. Religion +12, Linguistics +7, Sense Motive +11, Spellcraft +5
Female NG Human Cleric (Ecclesitheurge) 8 l Active Conditions:

Round 3

"No, because my soul belongs to Shelyn," Nella answers grimly as she raises her crossbow, thankful that Phoebee was able to see to Masym's wounds as well as the door. "She'll judge me as she sees fit - and Gorum the same for you."

Instead of firing on Bengeirr however she instead whispers a prayer to her goddess, calling on her protection for T'chak as he races up the stairs.

Using Blessing of the Faithful on T'chak to give him a +2 to his AC until Nella's next turn.

Silver Crusade

Male Human Fighter (Archer) 2/Brawler 2: [HP: 34/34 ] [AC:21 T:15 F:16][CMB +6, CMD 21] [ Fort +7, Ref +8, Will +1] [Init:+5, Percep:+9]
Active Abilities:
Martial Flexibility:

Jones changes his Martial Flexibility Feat to Rapid Shot (move action) then fires a shot at Bengeirr.

Comp Longbow: 1d20 + 7 + 2 ⇒ (10) + 7 + 2 = 19
Damage: 1d8 + 2 + 1 ⇒ (2) + 2 + 1 = 5

Add +1 to both attack and damage if he's within 30' for Point Blank Shot


Wei Tchak hurries up the stairs to try to engage Bengeirr before he can do more harm with the lantern.

Malusha manages to line up a perfect shot with his crossbow, the bolt sinking in deeply into the ulfen man's leg. Not to be outdone, Jones too manages to thread a shot up through the railing.

He is not in PBS range

Nella prays to her goddess to offer the tengu a small amount of protection as he passes, while Phoebee moves up to the fallen Masym attempting to heal some of his wounds.

Although some of the damage seem to knit itself together, the man remains unresponsive, the color drained from his face.

none of the nonlethal went away as one might have suspected, so still unconscious.

GM Screen:
CMW: 2d8 + 3 ⇒ (1, 6) + 3 = 10

The magical sword harrying Nella finally fades away, its magic spent.

Seeing Wei Tchak almost up the stairs, Bengeirr growls in annoyance. He quickly puts the lantern down, then says a prayer to Gorum causing many of his wounds to heal. He then moves forward to engage the tengu at the top of the stairs, drawing a large finely-crafted two-handed sword as he does so.

"Then it shall be combat, as is proper!" He says with a feral grin.

-- Round 4 ------
Bengeirr (5 damage)
Wei Tchak (5 damage), Masym (13 damage + 4 nonlethal), Malusha, Nella (11 damage), Jones (7 damage), Phoebee <--- We are here

Active Effects: Inspire Courage, Bless

Party is up!

Grand Lodge

hp 43/43; (AC 15, t15, ff10); F 5*, R 3, W 4*; bab 3 +6 melee +5 range; cmb 6 cmd 21; init +4; ap 4/4; wih 42; wmm 47; folio reroll 1/1 | tengu magus (bladebound, kensai)/5 | - 12 *
skills:
acro 3, craft weapons 7, fly 10, kn arcane 9 kn dung 7, kn planes 7, perc 11/13, sm 2, spellcraft 10, stealth 4, umd 5

just a quick question... Tchak is still on the stairs... is he at a penalty for being on lower ground?

Silver Crusade

Male Human Fighter (Archer) 2/Brawler 2: [HP: 34/34 ] [AC:21 T:15 F:16][CMB +6, CMD 21] [ Fort +7, Ref +8, Will +1] [Init:+5, Percep:+9]
Active Abilities:
Martial Flexibility:

Jones will take a 5' step toward Bengeirr and Rapid Shot, firing 2 arrows at him, and Using A Sure Thing on the first shot.

Comp Longbow 1: 1d20 + 7 + 2 - 2 ⇒ (10) + 7 + 2 - 2 = 17
+2 Attack on First Shot if target is Evil
Comp Longbow 2: 1d20 + 7 + 2 - 2 ⇒ (19) + 7 + 2 - 2 = 26

Damage 1: 1d8 + 2 + 1 ⇒ (6) + 2 + 1 = 9
Damage 2: 1d8 + 2 + 1 ⇒ (8) + 2 + 1 = 11

+1 Attack/Damage if PBS applies

Scarab Sages

Male Human Cleric (Sarenrae) /8 | HP: 26/59 | AC: 20 T: 14 FF: 17 | CMB: +6 CMD: 20 | Fort: +8 Ref: +5 Will: +11 | Init: +4 Perc: +12

I think that Malusha still has LOS to Bengeirr. If not, he still shoots.

Bolstered by his successful shot, Malusha reloads his crossbow to take a second shot. Once again he lines up his aim carefully and then pulls the trigger. His shot isn't quite as good as the last one was but from his location, Malusha can't tell if the bolt connected or barely missed.

To hit, bless, inspire: 1d20 + 1 + 2 ⇒ (13) + 1 + 2 = 16
Damage,if it was a hit: 1d8 + 1 ⇒ (1) + 1 = 2

Liberty's Edge

FFemale half-elf bard 5/evangelist 1 ( Pathfinder Campaign Setting: Inner Sea Gods ) NG Medium humanoid (elf, human) Init +3; Senses low-light vision; Perception +13 AC 19, touch 12, flat-footed 18 (+7 armor, +1 deflection, +1 Dex) hp 39 (6d8+6) Fort +3, Ref +7, Will +6; +2 vs. enchantments, +4 vs. bardic performance, language-dependent, and sonic Immune sleep

Is a 19 with an arrow a crit threat?

Silver Crusade

Male Human Fighter (Archer) 2/Brawler 2: [HP: 34/34 ] [AC:21 T:15 F:16][CMB +6, CMD 21] [ Fort +7, Ref +8, Will +1] [Init:+5, Percep:+9]
Active Abilities:
Martial Flexibility:
Phoebee wrote:
Is a 19 with an arrow a crit threat?

With a crossbow, yes. Bows are 20 only, but x3 on a crit.


Yes, Tchak is still on the stairs. There is no such things a 'penalty for being on lower' ground. Though Bengeirr might get a bonus =)

Grand Lodge

hp 43/43; (AC 15, t15, ff10); F 5*, R 3, W 4*; bab 3 +6 melee +5 range; cmb 6 cmd 21; init +4; ap 4/4; wih 42; wmm 47; folio reroll 1/1 | tengu magus (bladebound, kensai)/5 | - 12 *
skills:
acro 3, craft weapons 7, fly 10, kn arcane 9 kn dung 7, kn planes 7, perc 11/13, sm 2, spellcraft 10, stealth 4, umd 5

Tchak attacks Bengeirr...

to hit: 1d20 + 4 ⇒ (9) + 4 = 13
dmg if hits: 1d8 + 3 ⇒ (3) + 3 = 6


Jones slowly advances, firing arrow after arrow... but the closer he gets, the harder the shot gets, due to the railing and the upward angle.

(still not quite in PBS range)

His first shot deflects off of Bengeirr's armor harmlessly, the second however flies true, sinking deeply into the ulfen's side.

Malusha tries another shot, inspired by the success of the last, but although his aim is straight, the bolt skips off the railing and does not reach its target.

Tchak attacks with his sword, but he can't seem to get through the man's heavy armor to cause any serious injury.

-- Round 4 ------
Bengeirr (16 damage)
Wei Tchak (5 damage), Masym (13 damage + 4 nonlethal, unconscious), Malusha, Nella (11 damage), Jones (7 damage), Phoebee

Active Effects: Inspire Courage, Bless

Bold still to go! (Phoebee, you posted a bunch of times, but never with an actual action =))

Liberty's Edge

FFemale half-elf bard 5/evangelist 1 ( Pathfinder Campaign Setting: Inner Sea Gods ) NG Medium humanoid (elf, human) Init +3; Senses low-light vision; Perception +13 AC 19, touch 12, flat-footed 18 (+7 armor, +1 deflection, +1 Dex) hp 39 (6d8+6) Fort +3, Ref +7, Will +6; +2 vs. enchantments, +4 vs. bardic performance, language-dependent, and sonic Immune sleep

She cast cure light wounds on Masym


That was last round. We're on a new one. They're comin' fast and furious!

Liberty's Edge

FFemale half-elf bard 5/evangelist 1 ( Pathfinder Campaign Setting: Inner Sea Gods ) NG Medium humanoid (elf, human) Init +3; Senses low-light vision; Perception +13 AC 19, touch 12, flat-footed 18 (+7 armor, +1 deflection, +1 Dex) hp 39 (6d8+6) Fort +3, Ref +7, Will +6; +2 vs. enchantments, +4 vs. bardic performance, language-dependent, and sonic Immune sleep

The half elf, continuing her inspiration will cast ghost sound again, this time outside of the door, making it sound like people are pounding to get in.

Will save 13

Silver Crusade

HP: 67/67 l AC: 12, T 12, FF 10 l CMD 18 l F +10, R +6, W +12 l Adoration (7/7), Channel Energy (5/5), Clarifying Channel (1/1), Inspired (1/1), Resistant Touch (7/7) l L1: 4/5, D1: 1/1, L2: 4/4, D2: 1/1, L3: 3/4, D3: 1/1, L4: 3/3, D4: 0/1 l Init +6 l Senses: Perception +4
Skills:
Craft: Musical Instruments +11, Diplomacy +13, Heal +11, Kn. Arcana +5, Kn. History +6, Kn. Planes +8, Kn. Religion +12, Linguistics +7, Sense Motive +11, Spellcraft +5
Female NG Human Cleric (Ecclesitheurge) 8 l Active Conditions:

Round 4

Nella tries to ignore the sight of the downed Ulfen men slowly bleeding out on the floor, just as she tries not to focus on Masym's still but stable form on the stairs.

I'm sorry...I promise I'll do what I can for you, once I know that the rest of us won't end up on the floor too!

Realizing that Bengeirr must be in possession of some fine armor Nella calls for Shelyn's guidance rather than protection, granting T'chak extra prowess in battle.

Blessing of the Faithful on T'chak again, this time giving him a +2 to attack rolls until her next turn.


GM Screen:
Will: 1d20 + 5 ⇒ (16) + 5 = 21
Melee vs Tchak: 1d20 + 5 + 4 ⇒ (18) + 5 + 4 = 27, for 2d6 + 1 + 3 ⇒ (6, 2) + 1 + 3 = 12 damage.

Phoebee tries to cause yet more illusory distractions, but Bengeirr does not appear the type to be fooled by such simple tricks.

Standing grimly in the corner, Nella calls on Shelyn to guide Tchak's blade.

Bengeirr calls out to Gorum as he brings his giant blade around in a sweeping arc, cutting a serious gash in Tchak's hide, sending blood, and a few feathers, flying.

(12 damage to Tchak)

-- Round 5 ------
Bengeirr (16 damage)
Wei Tchak (17 damage), Masym (13 damage + 4 nonlethal, unconscious), Malusha, Nella (11 damage), Jones (7 damage), Phoebee <-- We are here!

Active Effects: Inspire Courage, Bless
Tchak has an additional +2 to hit this round.

Party can go!

Silver Crusade

Male Human Fighter (Archer) 2/Brawler 2: [HP: 34/34 ] [AC:21 T:15 F:16][CMB +6, CMD 21] [ Fort +7, Ref +8, Will +1] [Init:+5, Percep:+9]
Active Abilities:
Martial Flexibility:

Jones takes another 5' step and another couple shots at Bengeirr

Comp Longbow: 1d20 + 7 + 2 - 2 ⇒ (12) + 7 + 2 - 2 = 19
Damage: 1d8 + 2 + 1 ⇒ (4) + 2 + 1 = 7
Comp Longbow: 1d20 + 7 + 2 - 2 ⇒ (11) + 7 + 2 - 2 = 18
Damage: 1d8 + 2 + 1 ⇒ (2) + 2 + 1 = 5

+1 Attack and Damage if PBS applies.

Scarab Sages

Male Human Cleric (Sarenrae) /8 | HP: 26/59 | AC: 20 T: 14 FF: 17 | CMB: +6 CMD: 20 | Fort: +8 Ref: +5 Will: +11 | Init: +4 Perc: +12

Malusha shouts to Nella, "Is there anyway you can get to Tchak? He looks like he's barely standing. I just can't get there that fast!" In frustration Malusha shakes his head. His friends are suffering from serious wounds but there isn't much he can do to help. He reluctantly pulls back the level to reload his crossbow and take a shot. If Sarenrae's light shines on him, maybe he will get a lucky shot and stop this madman.

To hit, bless, inspire: 1d20 + 1 + 2 ⇒ (8) + 1 + 2 = 11

Silver Crusade

HP: 67/67 l AC: 12, T 12, FF 10 l CMD 18 l F +10, R +6, W +12 l Adoration (7/7), Channel Energy (5/5), Clarifying Channel (1/1), Inspired (1/1), Resistant Touch (7/7) l L1: 4/5, D1: 1/1, L2: 4/4, D2: 1/1, L3: 3/4, D3: 1/1, L4: 3/3, D4: 0/1 l Init +6 l Senses: Perception +4
Skills:
Craft: Musical Instruments +11, Diplomacy +13, Heal +11, Kn. Arcana +5, Kn. History +6, Kn. Planes +8, Kn. Religion +12, Linguistics +7, Sense Motive +11, Spellcraft +5
Female NG Human Cleric (Ecclesitheurge) 8 l Active Conditions:

Round 5

Crud...he's handier with that oversized meat cleaver than I thought!

Nella stretches out a hand towards T'chak as a wispy burst of divine power flows from her fingertips and encircles the tengu, healing him of some of his wounds.

Cure Light Wounds (T'chak): 1d8 + 3 ⇒ (5) + 3 = 8

She then drops her crossbow and starts to move toward the stairs to get closer to T'chak.

Nella will make use of the Reach Spell metamagic feat and spontaneous casting to convert Protection from Evil, Communal to Cure Light Wounds on T'chak. She's going to try and get as close to T'chak as she can after that.

Grand Lodge

hp 43/43; (AC 15, t15, ff10); F 5*, R 3, W 4*; bab 3 +6 melee +5 range; cmb 6 cmd 21; init +4; ap 4/4; wih 42; wmm 47; folio reroll 1/1 | tengu magus (bladebound, kensai)/5 | - 12 *
skills:
acro 3, craft weapons 7, fly 10, kn arcane 9 kn dung 7, kn planes 7, perc 11/13, sm 2, spellcraft 10, stealth 4, umd 5

Tchak, feeling emboldened by the spell and the healing, takes a vicious slash at Bengeirr...

to hit: 1d20 + 6 + 2 ⇒ (15) + 6 + 2 = 23
dmg if hits: 1d8 + 3 ⇒ (8) + 3 = 11

Liberty's Edge

FFemale half-elf bard 5/evangelist 1 ( Pathfinder Campaign Setting: Inner Sea Gods ) NG Medium humanoid (elf, human) Init +3; Senses low-light vision; Perception +13 AC 19, touch 12, flat-footed 18 (+7 armor, +1 deflection, +1 Dex) hp 39 (6d8+6) Fort +3, Ref +7, Will +6; +2 vs. enchantments, +4 vs. bardic performance, language-dependent, and sonic Immune sleep

We must get in closer, and closer and closer. Closer and closer and closer, to bring the brute down sings the bard as she continues the inspiration.


Nella will need to take a 5' step to be in range for the reach spell... pythagoras! But easy enough to do and still cast the full round metamagic spell. I shifted you one space forward.

Jones continues to fire arrows up into the loft, finally getting close enough that his accuracy is a little better. But the railing is still proving difficult to get past, as it again blocks one of his shots, though one does manage to get past it and hit his target.

Malusha keeps trying to duplicate his earlier success with his crossbow, but his aim is getting progressively worse as his nerves start to affect his shooting.

Nella prays again to Shelyn, gathering the divine power and sending it across the intervening distance toward the hard pressed tengu, healing the worst of his recently gained wounds.

Inspired by all this, Wei Tchak shifts into a different sword stance, his blade snaking out with beautiful precision, Shelyn's guidance making it as much an art form as anything else. His katana finds a weak point in Bengeirr's armor, sliding in with a single deep thrust.

The ulfen man, gasps for a moment, mutters the name of his god, then collapses to the floor.

The warehouse goes momentarily silent, except for the occasional small pop as the cold surrounding the lantern meets the warm floor of the loft.

1d20 ⇒ 10

Combat Over!

Will followup in a bit...


2d20 ⇒ (6, 10) = 16

With Bengeirr and all of his men defeated, you are able to take a breather to recover and search your surroundings.

You will find that both of the ulfen warriors on the ground floor, have stabilized on their own. Though injured, both should survive. When you finally get up to the loft to check on Bengeirr however, you will find that leader of this quest for vengeance has gone on to meet Gorum as promised.

The loft itself seems to be set up as some sort of small office, with a desk against the far wall and an overturned chair beside it. There is a cot set up by the rail, overlooking the ship down below, and a large amount of valuable goods stacked to one side. Carpets, urns, sculptures, paintings and other works of art, many of which you will recognize from some of the descriptions Tyros gave you earlier of items stolen from Skelg's vault.

Bengeirr himself did not appear to carry many possessions. Just the half-plate armor he was wearing, a simple wooden holy symbol to Gorum, and the two-handed sword he wielded... the later of which appears to be of masterwork quality.

There is also the lantern, sitting on the floor by the rail where Bengeirr put it down. It is still lit, but shuttered, and radiates a slightly chill aura, easily noticeable over the heat of the warehouse.

Below, other than the sleeping rolls for the warriors, there is not much of note other than a small push cart (more akin to a wheelbarrow), and a few empty barrels and crates.

The ship is a simple one-level ulfen longship, with benches for rowers and a single mast. In the bottom of the ship, you will find seven bodies, all tightly wrapped in sailcloth. You would guess that these are the remains of Bengeirr's warriors that died in the two previous raids on Greydog Manor. Skelg apparently put up quite a fight, even after being hit by the lantern. A large lantern, similar in design to the one up in the loft, hangs from the prow, though this one seems entirely mundane.

A sweep with detect magic will reveal nothing too surprising: The lantern of course, but it will also lead you to a small box amidst the stolen items in the loft, inside of which are two potions.

You will need to use Detect Magic/Spellcraft (with perhaps a touch of Knowledge (arcana) to learn more of these items (lantern and potions)

You can also easily move the unconscious warriors out of the way, if you want to channel healing or the like
So feel free to recover as best you can.

Current Party Status:
Wei Tchak (9 damage)
Masym (13 damage + 4 nonlethal, unconscious, fatigued)
Nella (11 damage)
Jones (7 damage)
Malusha and Phoebee are fine!

A quick check outside will find no one paying any further attention to the warehouse ... but the warrior that was out there, is gone... having woken up and either escaped his bonds or been untied by someone. Whatever the case, he has decided to take the better part of valor, and flee the scene.

Liberty's Edge

FFemale half-elf bard 5/evangelist 1 ( Pathfinder Campaign Setting: Inner Sea Gods ) NG Medium humanoid (elf, human) Init +3; Senses low-light vision; Perception +13 AC 19, touch 12, flat-footed 18 (+7 armor, +1 deflection, +1 Dex) hp 39 (6d8+6) Fort +3, Ref +7, Will +6; +2 vs. enchantments, +4 vs. bardic performance, language-dependent, and sonic Immune sleep

Ooh, OOh, I have a great idea for a song now that this is done. she says as she begins to write something down on a piece of paper she finds.

Grand Lodge

hp 43/43; (AC 15, t15, ff10); F 5*, R 3, W 4*; bab 3 +6 melee +5 range; cmb 6 cmd 21; init +4; ap 4/4; wih 42; wmm 47; folio reroll 1/1 | tengu magus (bladebound, kensai)/5 | - 12 *
skills:
acro 3, craft weapons 7, fly 10, kn arcane 9 kn dung 7, kn planes 7, perc 11/13, sm 2, spellcraft 10, stealth 4, umd 5

Wei Tchak casts detect magic and checks the items found:

spellcraft potion 1: 1d20 + 7 ⇒ (6) + 7 = 13
spellcraft potion 2: 1d20 + 7 ⇒ (19) + 7 = 26
spellcraft lantern: 1d20 + 7 ⇒ (20) + 7 = 27


Wei Tchak will be able to determine that one of the potions is a potion of cure moderate wounds, the other one looks the same, though he's not entirely certain.

The lantern however, which burns with a cold bluish light, is quite rare and emits a faint illusory aura.

It is a bullseye lantern with different sized shutters, that allow for differing sized beams to be emitted.

  • The narrowest setting will open a portal inside a living creature. You've seen the effects of this last type in action, as they appear to mimic those of cold exposure, the severity depending on the length of exposure. This portal can stay open indefinitely.
  • The next largest setting opens a person-sized portal, though both the start and destination locations appear fixed. This portal will stay open as long as the lantern remains lit.
  • The largest setting seems to be capable of opening a portal large enough for a ship to pass through, though the destination location appears fixed. This portal requires a great deal of magical power to open, so can only stay open long enough to pass through... as well it might force all other portals to close prematurely for it to open.
The lantern also appears to require attunement to something, probably a ship, before it will function properly. This one is already attuned. It requires a very special fuel and although it can hold enough oil to burn for up to eight hours, this one does not appear to have much fuel remaining.

Grand Lodge

hp 43/43; (AC 15, t15, ff10); F 5*, R 3, W 4*; bab 3 +6 melee +5 range; cmb 6 cmd 21; init +4; ap 4/4; wih 42; wmm 47; folio reroll 1/1 | tengu magus (bladebound, kensai)/5 | - 12 *
skills:
acro 3, craft weapons 7, fly 10, kn arcane 9 kn dung 7, kn planes 7, perc 11/13, sm 2, spellcraft 10, stealth 4, umd 5

Tchak tries to put the lantern out if it looks like it is relightable. He tells the others everything he was able to discern about the lantern. "Perhaps we should all get on the ship and go through the portal, perhaps there we'll find a cure for Skelg, unless someone has a better idea. Or we could wake up one of the wounded and ask him how to work this thing if it can be used to cure Skelg as well as cursing him."

Silver Crusade

Male Human Fighter (Archer) 2/Brawler 2: [HP: 34/34 ] [AC:21 T:15 F:16][CMB +6, CMD 21] [ Fort +7, Ref +8, Will +1] [Init:+5, Percep:+9]
Active Abilities:
Martial Flexibility:

"Would taking the lantern to the tapestry allow us to move through the portal to the destination necessary?"

Grand Lodge

hp 43/43; (AC 15, t15, ff10); F 5*, R 3, W 4*; bab 3 +6 melee +5 range; cmb 6 cmd 21; init +4; ap 4/4; wih 42; wmm 47; folio reroll 1/1 | tengu magus (bladebound, kensai)/5 | - 12 *
skills:
acro 3, craft weapons 7, fly 10, kn arcane 9 kn dung 7, kn planes 7, perc 11/13, sm 2, spellcraft 10, stealth 4, umd 5

"I didn't think of that... and I don't know."

Liberty's Edge

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FFemale half-elf bard 5/evangelist 1 ( Pathfinder Campaign Setting: Inner Sea Gods ) NG Medium humanoid (elf, human) Init +3; Senses low-light vision; Perception +13 AC 19, touch 12, flat-footed 18 (+7 armor, +1 deflection, +1 Dex) hp 39 (6d8+6) Fort +3, Ref +7, Will +6; +2 vs. enchantments, +4 vs. bardic performance, language-dependent, and sonic Immune sleep

If we are going on a trip, I want to make sure that I am dressed for the occasion/ she says/ Can someone get the other guy up? He might be heavy to carry and he ain't my brother. she says as she smiles But I am pretty tired from that fight, we might want to rest a bit before we go off again

Grand Lodge

hp 43/43; (AC 15, t15, ff10); F 5*, R 3, W 4*; bab 3 +6 melee +5 range; cmb 6 cmd 21; init +4; ap 4/4; wih 42; wmm 47; folio reroll 1/1 | tengu magus (bladebound, kensai)/5 | - 12 *
skills:
acro 3, craft weapons 7, fly 10, kn arcane 9 kn dung 7, kn planes 7, perc 11/13, sm 2, spellcraft 10, stealth 4, umd 5

"There isn't much oil left in this lantern... we may not have time to rest." does Tchak think he can relight it if he extinguishes it?

Scarab Sages

Male Human Cleric (Sarenrae) /8 | HP: 26/59 | AC: 20 T: 14 FF: 17 | CMB: +6 CMD: 20 | Fort: +8 Ref: +5 Will: +11 | Init: +4 Perc: +12

"Everyone gather around and lets get far enough away from these guards, or whatever they were. I want to pray to Sarenrae for healing for all of you." Malusha finds a spot far enough away from the fallen guards and then channels energy.

Channel: 1d6 ⇒ 2

Noticing that this didn't have a large effect he prays again hoping to gain more favor.

Channel: 1d6 ⇒ 5

Everyone perks up quite a bit but Nella and Masym still are looking pretty bad so Malusha calls upon Sarenrae once more.

Channel: 1d6 ⇒ 3

"I think that's all I should do at this time," he says. Then he turns to look at the potion that Tchak wasn't sure on.

Spellcraft: 1d20 + 6 ⇒ (5) + 6 = 11

"Hmm. I don't quite recognize this one either."

Does the previous description include us searching the desk and also the pile of Skelg's treasure? Is there any enclosed part of the boat (hold or small cabin or chest or something)?

Silver Crusade

Male Human Fighter (Archer) 2/Brawler 2: [HP: 34/34 ] [AC:21 T:15 F:16][CMB +6, CMD 21] [ Fort +7, Ref +8, Will +1] [Init:+5, Percep:+9]
Active Abilities:
Martial Flexibility:

Jones takes a look at the unidentified potion and dips his little finger in it and takes a taste.

Perception: 1d20 + 5 ⇒ (1) + 5 = 6

He shrugs, "Tastes a little bitter."


Heh, was wondering when someone would finally wake up poor Masym!

Masym:
You remember pain... from behind... then everything went white... and bitterly cold... but at least the pain was gone.
You vaguely remember ice, slowly encasing your body, from the feet on up, until it enveloped you entirely and even the awareness of it started to fade.
Then the light briefly grew brighter, as some of the ice flaked off... drawing your attention again... but the ice started to grow back just as quickly... then yet another flash of light... and another.... and the ice shattered... until only your feet remained encased.. then all the light fades to darkness and the pain returns... the cold never left.

Then you wake up...

Nella (1 damage)
Masym (3 damage + 4 nonlethal, fatigued)

You will find the non-lethal (and fatigued condition) will not go away until you find a way to remove the underlying source... and you will continue to take more damage periodically the longer it persists.

Tchak is able to snuff out the lantern easily enough, and thinks he can light it again, if needed.

You guys have searched the building and everything in it.

Wei Tchak:
Oh, and I forgot to mention... when you were sussing out the lantern, you also would have learned that anyone who dies to the cold ... will raise again as a rare form of frozen undead creature.

Liberty's Edge

Active Conditions:
Resources:
Bolts 17/20, Cold-Iron bolts 10/10, Silver bolts 10/10
Male Human Slayer 6 (Vanguard archetype) HP 55/55 | AC 21 , T 15, FF 16 | F: +7, R: +10, W: +4 | CMD 22 | Perc. +10 | Init. +4

Masym shudders violently and cries out in pain as he slowly regains consciousness. The clerics of the party can immediately recognize Masym is not well, though he is awake.

He slowly struggles to his feet, moving as a man four times his age as he bends down to retrieve his spear. Pulling his cloak tighter around him, he looks around the warehouse noting silently what must have transpired. Seeing Bengeirr's corpse produces no reaction from the man, but on laying his eyes on the lantern held by Wei Tchak he shivers violently, his face paling in fear. "Ahhh...it still...still curses me. I can feel the cold still...the pain. Ahhh the PAIN!" He turns to face the dock where the longship is docked and hugs his body tightly before he turns to give his fellow Pathfinders a solemn look. "I am doomed, aren't I?"

Silver Crusade

HP: 67/67 l AC: 12, T 12, FF 10 l CMD 18 l F +10, R +6, W +12 l Adoration (7/7), Channel Energy (5/5), Clarifying Channel (1/1), Inspired (1/1), Resistant Touch (7/7) l L1: 4/5, D1: 1/1, L2: 4/4, D2: 1/1, L3: 3/4, D3: 1/1, L4: 3/3, D4: 0/1 l Init +6 l Senses: Perception +4
Skills:
Craft: Musical Instruments +11, Diplomacy +13, Heal +11, Kn. Arcana +5, Kn. History +6, Kn. Planes +8, Kn. Religion +12, Linguistics +7, Sense Motive +11, Spellcraft +5
Female NG Human Cleric (Ecclesitheurge) 8 l Active Conditions:

Sorry folks, I crashed hard after work last night and ended up taking a 12+ hour nap. Will catch up now...

Although Malusha's care heals most of the party's wounds, Nella notes that Masym still looks a little worse for the wear - even without the lantern's chill plaguing him.

"Here, let's at least get this fixed..." she offers quietly, drawing a wand and lightly tapping him on the shoulder.

Cure Light Wounds (Masym): 1d8 + 1 ⇒ (3) + 1 = 4 Charges remaining (49).

"And no, you're not doomed - neither is Skelg!" she suddenly adds, fiercely. "I think Jones has the right idea - something changed with that tapestry back at Skelg's home, so I think if we're going to try using the lantern to go anywhere then that's where we need to use it. I just hope we'll have enough fuel to get back."

With neither Malusha nor Jones having any luck in identifying one of the potions, she quickly decides to give it a try.

Spellcraft (Potion #1): 1d20 + 5 ⇒ (2) + 5 = 7

"No idea...I guess I should've paid more attention during Potions class," she sighs.

Liberty's Edge

FFemale half-elf bard 5/evangelist 1 ( Pathfinder Campaign Setting: Inner Sea Gods ) NG Medium humanoid (elf, human) Init +3; Senses low-light vision; Perception +13 AC 19, touch 12, flat-footed 18 (+7 armor, +1 deflection, +1 Dex) hp 39 (6d8+6) Fort +3, Ref +7, Will +6; +2 vs. enchantments, +4 vs. bardic performance, language-dependent, and sonic Immune sleep

The half elf will run up and hug the Masym Maybe now you wont be so cold

Scarab Sages

Male Human Cleric (Sarenrae) /8 | HP: 26/59 | AC: 20 T: 14 FF: 17 | CMB: +6 CMD: 20 | Fort: +8 Ref: +5 Will: +11 | Init: +4 Perc: +12

Malusha looks with sympathy at Masym. "I'm sorry that you are suffering still. We will somehow fix this. While you were still out Tchak told us about some of the properties of this lamp." He shakes his head slowly. "I do think there was a clue in there somewhere."

He chuckles a little when Phoebee runs up to Masym. It is always good to have cheerful people around. Especially when things get so serious.

Turning back to the whole group he says, "Yes, let's go back to Skelg's. And as quickly as possible. There must be something there to help us."

Liberty's Edge

FFemale half-elf bard 5/evangelist 1 ( Pathfinder Campaign Setting: Inner Sea Gods ) NG Medium humanoid (elf, human) Init +3; Senses low-light vision; Perception +13 AC 19, touch 12, flat-footed 18 (+7 armor, +1 deflection, +1 Dex) hp 39 (6d8+6) Fort +3, Ref +7, Will +6; +2 vs. enchantments, +4 vs. bardic performance, language-dependent, and sonic Immune sleep

Maybe Skelg will have hot chocolate or rum and coke?


What do you intend to do with the stolen booty? (there's roughly 800 lbs of it)
Or the unconscious warriors?
Also the lamp. Remember, its almost 3' tall. Its a little large to just shove in a pack or hang off your belt. Someone will need to carry it.

Liberty's Edge

Active Conditions:
Resources:
Bolts 17/20, Cold-Iron bolts 10/10, Silver bolts 10/10
Male Human Slayer 6 (Vanguard archetype) HP 55/55 | AC 21 , T 15, FF 16 | F: +7, R: +10, W: +4 | CMD 22 | Perc. +10 | Init. +4

Masym smiles gratefully at Nella's healing touch. "Thankee much, Miss Nella. And yer right. That tapestry seems to be the key to this puzzle."

When Phoebee gives him a hug, he is not surprised to discover his body not reacting at all to her body warmth.

I swear, my timing could not be worse...

He chuckles weakly at her after she lets him go. "Aye I sure could use a whole barrel of that hot chocolate! I wonder if ye can mix run in there as well?"

I say we use the pushcart to take the unconscious warriors and also the large lamp back with us to Skelg's manor.

Silver Crusade

HP: 67/67 l AC: 12, T 12, FF 10 l CMD 18 l F +10, R +6, W +12 l Adoration (7/7), Channel Energy (5/5), Clarifying Channel (1/1), Inspired (1/1), Resistant Touch (7/7) l L1: 4/5, D1: 1/1, L2: 4/4, D2: 1/1, L3: 3/4, D3: 1/1, L4: 3/3, D4: 0/1 l Init +6 l Senses: Perception +4
Skills:
Craft: Musical Instruments +11, Diplomacy +13, Heal +11, Kn. Arcana +5, Kn. History +6, Kn. Planes +8, Kn. Religion +12, Linguistics +7, Sense Motive +11, Spellcraft +5
Female NG Human Cleric (Ecclesitheurge) 8 l Active Conditions:

"Not a problem!" Nella responds cheerfully, but then her expression grows serious. "But don't ever scare us like that again, okay?"

"As for what to do next..." she furrows her brow, "let's leave Skelg's stuff here for right now. We can lock the door on our way out, so it won't be going anywhere." She glances down at the unconscious warriors and then over to the cart. "We can tie them up and take them and the lantern back in that cart; just throw some of those rugs over top of them and I don't think anyone will be the wiser. I'm pretty sure the ship in the tapestry is our next stop, but maybe we can question one of them when we get back to the manor."

Scarab Sages

Male Human Cleric (Sarenrae) /8 | HP: 26/59 | AC: 20 T: 14 FF: 17 | CMB: +6 CMD: 20 | Fort: +8 Ref: +5 Will: +11 | Init: +4 Perc: +12

"Sounds like a good idea." Malusha agrees with Nella and he starts rummaging through the pile of Skelg's belongings looking for a suitable carpet.

Silver Crusade

Male Human Fighter (Archer) 2/Brawler 2: [HP: 34/34 ] [AC:21 T:15 F:16][CMB +6, CMD 21] [ Fort +7, Ref +8, Will +1] [Init:+5, Percep:+9]
Active Abilities:
Martial Flexibility:

Jones will tie up the 2 guards and help load them on the cart.

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