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.

─► Map ◄─


351 to 400 of 3,007 << first < prev | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | 11 | 12 | 13 | next > last >>
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 bard will look for a piece of ice that might be broken and she will slip it down the back of Malusha's pants.

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

Love the RP. Let's see if Malusha notices... :-) I'm guessing a Perception check against Stealth or Sleight of Hand

Perception: 1d20 + 5 ⇒ (20) + 5 = 25

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:

Nella shivers, immediately regretting not having thought to buy some weather-appropriate clothing on the way back from the warehouse.

Too late now...let's just hope we can be quick about this!

"I wonder where we are, exactly?" she whispers as they begin to carefully explore the area.

Perception: 1d20 + 3 ⇒ (4) + 3 = 7


You slowly make your way down the sloped slippery tunnel, descending steeply along a long curve, until it opens up into another cave on the rear deck of the ship.

More braziers keep the worst of the cold at bay, but a wall of solid ice blocks access to the foredeck.

A large drum stands on the deck, and behind it is a trapdoor leading into the hold.

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 around the room, and then at the contents of the drum.

Perception: 1d20 + 5 ⇒ (18) + 5 = 23

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 slips constantly on the ice but he somehow keeps from falling down. He is completely fascinated with the ice encasing them. "Do you think this is a natural phenomenom?" he says to no one in particular.

When they get to the deck of the ship he casts Detect Magic in a broad sweep.

Is it a musical instrument drum or a container drum?

Perception: 1d20 + 5 ⇒ (12) + 5 = 17

Liberty's Edge

1 person marked this as a favorite.
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

A drum? I never took to them myself, I prefer something with more class and less, well, well, how would we say, base? Base! Get it? Anyway, maybe it is used to keep the people who are driving the boat in tune with each other? she says with a smile.

Liberty's Edge

1 person marked this as a favorite.
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

As she puts the ice down Malusha's pants I guess the ice missed the crack it was in and needed another one! eyes sparkling with mischief.

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 spun quickly when he felt the cold shard slip down his backside. "What!!" He swung his hands at an invisible enemy, imaging some giant ice monster was attacking him. Then he saw the twinkle in Phoebee's eyes and scowled at her.

"That was not nice! You scared me half to death." Slowly a smile broke on his face. "Ok. That was kinda funny."

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:

Heh...glad to see some of them are in good spirits at least, Nella chuckles to herself as she glances at Phoebee and Malusha's shenanigans. Let's hope those good spirits hold...

She casts a worried glance at Masym, unable to help but notice that his shivering has gotten markedly worse since coming through the portal. "Holding on okay? I wasn't only partly joking about the blanket-cape thing; let me know if you want mine," she whispers to the warrior.

"Huh...I know a bit about musical instruments but I'll admit that drums aren't what my family usually makes," she continues in a louder tone as she moves to inspect the craftsmanship of the drum. "Usually it's string or wind instruments...fiddles, flutes, things like that."

Craft: Musical Instruments: 1d20 + 8 ⇒ (8) + 8 = 16

And that's probably the only time that skill will ever be used outside of Day Job rolls, haha!


it is indeed a musical drum

Nella studies the drum with a professional eye. It is a relatively mundane construction that she will recognize as a type used to keep time for oarsmen when rowing ships, just as Phoebee surmised.

Masym takes a moment to examine the area for magical emanations, though as unnatural as the ice seems to him, it does not appear to have a obvious magical source that he can detect.

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:

Moving to the trap door and peering into the hold.

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

GM I think you meant to say Malusha here with the Detect Magic spell, he he.

Masym nods in thanks as he accepts the cape from the priestess and wraps it tightly around him. "Thankee much, Nella. You be too kind. I think this will help me enough ta get through this."

Once Dead-Eye peers into the hold , he readies his spear and moves to cover him.

Perception: 1d20 + 5 ⇒ (18) + 5 = 23


Oops.. ya... in home games, one of my rules for my friends is that they all have names starting with different letters =) They never listen, mind you.

It actually took Phoebee a while to find a broken piece of ice to use for her mischief. The walls of the ice cave are incredibly smooth, and after spending some time examining them, she suspects they may have been melted out, leaving few jagged bits to break off.

Jones moves over to the trapdoor, behind the drum. It takes a bit of exertion, as it is partially frozen shut, but eventually it will get hauled up with a muffled crash. Ice crystals slowly drift down into the dark hold below and the faint smell of death wafts up. A set of steep wooden steps lead down.

Masym, peering over his shoulder, will hear the faint sounds of creaking wood.

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 shivers a bit, then throws off the impulse to give in to the cold and starts searching the ship with the others... When the trapdoor is opened and the smell wafts out he wrinkles his beak a little at the stench. "What did they do, keep the oarsmen locked up to die down here? That's barbaric... but it sure smells like it." He shrugs... "Well, no point in being shrinking violets.. shall we go down and investigate?"

Liberty's Edge

1 person marked this as a favorite.
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

It be what it be! says the half-elf. Cuz you can't stop the motion of the ocean or the rain from above, you can't stop the beat .

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 puts his finger up to his lips, and points down into the hold mouthing 'Something down there'.

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

At Masym's gesture Malusha's eyes grow big. "Something down there?" he mouths and points in the direction of the open hatch. He quickly and quietly pulls out his scimitar then moved a few steps closer to the opening in the floor.

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 bard quickly hushes and gets very quiet, trying to listen and see what is taking place.

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 pulls out an everburning torch and sees of he can see further into the hold.

Perception: 1d20 + 5 ⇒ (15) + 5 = 20


If you want to see more, you'll have to go in.

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 looks back at the group and shrugs. If it looks like everyone is ready he'll start slowly going downstairs; torch in one hand, bow in the other.

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 will follow 'Dead-Eye' down, using his low light vision to make the most of the fighter's torchlight.

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

Teeth chattering from the cold, Masym follows Wei Tchak down the hold ready for trouble.


Unable to see into the hold from the top of the steep stairs on the aft deck of the ship, Jones leads the way down into the hold, his everburning torch in hand.

The smell of death and rot fills this lower deck, even with the cold. It is darker down here without the sunlight filtering through the ice, and no braziers burn. The ice that seeks to engulf the ship above deck seems to have not reached down here, yet the air seems noticeably colder.

Shadowy movements are visible in the darkness, accompanied by an eerie creaking noise as though someone were still working the oars. By the light of the torch, you see a number of frozen corpse-like figures standing up from the the many benches that line the hold and turning slowly your way as the creaking stops.

Another figure moves toward you along the aisle between the rowing benches at a much quicker pace. It appears to be a withered human wearing an Ulfen burial mask.

Both Malusha and Nella feel something wrong about this place (beyond the fact there are apparently undead in it).

Knowledges, once you can see them:

Knowledge (religion) DC 12 (the four 'rowers', FZ):
Although at first glance, they seem to be some sort of zombie, they are covered in a layer of frost and ice and seem to radiate cold even in a room already below freezing.

Knowledge (religion) DC 13 (masked figure, HB):
The masked creature is moving quickly, and appears to be some sort of ghoul.

Knowledge (arcana) DC 22:
There appears to be a Desecrate effects going on down here, though its source is unknown.

GM Screen:
4d8 ⇒ (8, 5, 5, 2) = 20
Jones: 1d20 + 4 ⇒ (13) + 4 = 17
Malusha: 1d20 + 3 ⇒ (12) + 3 = 15
Masym: 1d20 + 4 - 1 ⇒ (6) + 4 - 1 = 9
Nella: 1d20 + 2 ⇒ (13) + 2 = 15
Phoebee: 1d20 + 3 ⇒ (17) + 3 = 20
Wei Tchak: 1d20 + 2 ⇒ (15) + 2 = 17
HB: 1d20 + 2 ⇒ (18) + 2 = 20
FZ1: 1d20 ⇒ 1
FZ2: 1d20 ⇒ 13
FZ3: 1d20 ⇒ 15
FZ4: 1d20 ⇒ 4

Only Jones, Tchak, and Masym have made it down the stairs at this point (technically, Masym's still on them), the other three are still on the deck above. Stairs are double movement to navigate.

Moving through spaces with rowing benches will cost double. The floor here is not icy, so going down the middle is normal movement.

The FZYellow is the only one in normal light right now, the rest are in dim light

-- Round 1 --------
Phoebee <--- we are here!
HB
Jones, Wei Tchak, Malusha, Nella (1 damage)
FZGreen, FZRed
Masym (fatigued, 4 non-lethal)
FZYellow, FZBlue

Phoebee can go.

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 watches Jones, Masym, and Tchak descend down the stairs and an incredibly uncomfortable feeling settles on him. "Well, we should follow them." he says to Nella and Phoebee dryly.

Waiting for my turn in the order before I move down the stairs but that is my intent.

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 Phoebee will descend into the darkness, relying on her low light vision to see. Seeing the terrible creatures who appear to be rotting and frozen she will begin to sing to inspire her friends Smelly men, smelly men, why are you rotting? Smelly men, smelly men it's not your fault.


Guys, don't just say you're going to 'move' without actually making sure you have somewhere to go. You have to move your own tokens. Please look at the map.

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

Yeah sorry. I meant to say I am going to move if Masym is out of the way. And then I will move my token on the map. Unless, of course, someone else is in the way by then.


Wasn't referring to you, was referring to Phoebee in this case. =)

For now, she does not move, though can start her performance just fine.

The masked undead, moves far quicker than most of the party can react to, as it rushes down the middle of the hold, between the rows of benches, its gnarled claws grasping and fangs showing.

Surprisingly, it speaks as it moves, the voice gravely and almost disturbing to the ears. But whatever it says is in Skald, and the words are lost on you.

GM Screen:
1d2 ⇒ 1
Bite vs Jones: 1d20 + 3 + 1 ⇒ (7) + 3 + 1 = 11

It launches itself at Jones, trying to bite him with a mouth riddled with blackened foul teeth, but luckily Jones' armor deflects the attack.

-- Round 1 --------
Phoebee
HB
Jones, Wei Tchak, Malusha, Nella (1 damage) <--- we are here!
FZGreen, FZRed
Masym (fatigued, 4 non-lethal)
FZYellow, FZBlue

Active Effects: Inspire Courage

Bold can go

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 flashes his blade in the direction of the undead that attacked 'Dead-Eye'.

to hit: 1d20 + 5 ⇒ (15) + 5 = 20
dmg if hits: 1d8 + 3 ⇒ (5) + 3 = 8

Then he attempts to defensively cast arcane mark and tries to place the mark on the same target with another slice of his blade.

cast defensively, dc 15: 1d20 + 5 ⇒ (9) + 5 = 14

but unfortunately, the proximity of the foe and the stench of death coming off him is too much for Tchak and he fails to cast the spell...

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 use a move action to activate Martial Flexibility and give himself Weapon Finesse. He'll then strike out at the undead creature.

Unarmed Strike: 1d20 + 6 + 1 ⇒ (15) + 6 + 1 = 22
Damage: 1d6 + 2 + 1 ⇒ (4) + 2 + 1 = 7

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

I think I only have like 3 more rounds of inspiration, this one included

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

ooh, inspiration, add 1 more to my to hit and dmg rolls above, so 21 to hit, and 9 dmg


Wei Tchak and Jones quickly team up on the masked ghoul... and Haldyr Bjornsson's unlife finally catches up to his life as the undead creature collapses to the cold floor of the hold.

Now for cleric positivity, I fear...

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 assume Malusha can touch Masym from where he is at. And do I need to see the creatures for channel to work on them?

Malusha hears the sounds of combat from below but he finds the stairwell crowded and blocked with Masym and the others. But he sees Masym's condition and knows that the last thing the stocky man needs would be additional afflictions. He sheaths his scimitar and then leans forward to him. "Masym, my friend, let me cast Resistance on you and give you some extra protection."

Malusha touches Masym's back and utters the words to his spell.


Channel is a burst effect, so you need line of effect (not necessarily line of sight). So yes, you would need to enter the hold to do so based on their current positions.

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 nods in gratefulness of the proffered protection. "I do thank you Malusha, but I have no intention of getting close to them." He smiles as he lifts up his cloak exposing a series of holy water vials. "Always be prepared."

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:

Nella's Round 1

Although she can't really see much of what's happening down below, Nella can certainly get an idea based on the stench drifting up from the hold. Thinking fast, she pulls out a wand and twirls it in an arc. "How many?" she calls down, reluctant to rush past the others and into a waiting horde.

Nella will pull her wand of Bless (move action) and then use it (standard action). I'm hoping that will get everyone in the party, even accounting for the height difference between the two levels of the ship. Wand charges remaining (48).


Everyone's close enough to the hatch that it will work fine.

With limited space in which to maneuver, the party's options are somewhat limited.

After Wei Tchak and Jones manage to destroy the remains of the ghoul, Malusha and Nella can only offer some divine assistance from the entrance.

The zombie-like creatures stumble forward awkwardly, not really avoiding the benches and oars in their way, merely intent on reaching the living Pathfinders, rottings fingers reaching out. Their movements are stilted and slow, however, and they can do little else just yet but get closer.

The temperature seems to cool a little more.

The two frozen zombies do nothing but move.

Edit: screw it... am moving the other two as well, Masym unexpectedly delays =)... now everyone will be together.

-- Round 1 --------
FZGreen, FZRed, FZYellow, FZBlue
Masym (fatigued, 4 non-lethal) <--- we are here!
-- Round 2 --------
Phoebee, Jones, Wei Tchak, Malusha, Nella (1 damage)

Group Buffs: Inspire Courage, Bless

Masym is up, then everyone else.

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

I ain't got no place to go, no place to goooo,
that's right, I'm here all night, with no place to go

Keeping up her inspiration.

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 swing at green.

Unarmed Strike: 1d20 + 6 + 2 ⇒ (15) + 6 + 2 = 23
Damage: 1d6 + 2 ⇒ (3) + 2 = 5

I assume the zombies didn't take damage from that strike . . .

"If anyone knows how to fight these things, now is the time to let us know!


No one's tried to make a knowledge check yet, so have not revealed anything of note. Admittedly, most of the ones with the appropriate knowledge can't see the critters yet, so its understandable =)

Technically, if I ignore the grid lines on the map, there's room for 3 people to stand abreast at the front there (with half a square to the left and half a square to the right). But both Jones and Tchak would need to shift that half a square (left or right) to make the room.
Assuming you wanted more space up front. =)

Oh, and Phoebee, you'd used 10 rounds of performance up to the ship here. So you actually had 6 left at the start of this fight (2 of those down now)

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 nods in reply, "I know holy water will work!" He then tosses a vial of holy water on the closest zombie.

Round 1:
Move: Draw vial of Holy Water.
Attack: Toss vial at Green Zombie.
Ranged Touch: 1d20 + 4 - 1 + 1 + 1 ⇒ (16) + 4 - 1 + 1 + 1 = 21
damage: 2d4 ⇒ (2, 2) = 4. A direct hit by a flask of holy water deals damage to an undead creature or an evil outsider. Each such creature within 5 feet of the point where the flask hits takes 1 point of damage from the splash.

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 hears the commotion downstairs then shouts down there. "Jones. Tchak. Are those undead things down there? If you move out of the way then Nella or I could come down and call down some holy power." He looks to Nella to confirm.

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:

Nella's Round 2

"Yep! But if you think you all can handle it, we'll try to do what we can from up here," Nella responds, evidently reluctant to attempt to push her way down into the hold lest she end up putting herself at needless risk. Still, she couldn't just sit around while the three below were fighting for their lives.

"Shelyn, protect my friend from these foes!" she calls out, pointing down at the partially-visible form of Tchak.

Blessing of the Faithful on Tchak to give him a +2 to AC until Nella's next turn!

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

Clerics have some really nice support spells. Illusions don't work too well on undead

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 moves to the side to give others room to come down and strikes at red.

to hit: 1d20 + 5 ⇒ (3) + 5 = 8
dmg if hits: 1d8 + 3 ⇒ (6) + 3 = 9

then, using spellstrike, he casts arcane mark and strikes again, assuming the spell goes off.

concentration dc 15: 1d20 + 5 ⇒ (20) + 5 = 25

to hit: 1d20 + 5 ⇒ (10) + 5 = 15
dmg if hits: 1d8 + 3 ⇒ (7) + 3 = 10


With little room to maneuver, Phoebe continues to inspire her companions from the top deck, while Nella sends a protective prayer Tchak's way and Malusha tries to get someone to make room for them to go down.

Jones throws a fist at the nearest frozen zombie, who appears to have been an ulfen man in life, now reduced to an animated frozen corpse with an arrow clearly jutting out of its throat. Jones' blow connects with a satisfying thunk as bits of ice fall from around where he hit. Being undead however, the creature does not seem to overly care.

They do not appear to have the same DR as regular zombies, so your damage goes through!

Masym decides to keep his distance and lobs a small vial, over the heads of his companions in the front, which lands and breaks open on the head of the creature Jones just punched. The liquid immediately begins to boil and hiss, and small bits of zombie flesh and ice come flaking off. Two of the other nearby zombies are splashed by the effect, and take a small amount of damage as well.

Tchak decides to finally move, to make way for others who might want to come down, as he bears down on one of the other creatures still stumbling along through the rowing benches. His first swing misses in the confined space, but he quickly says a small arcane spell, and strikes again. The second swing connects, leaving a gash across the undead creature's body, and a strange glowing rune to mark the swords passage.

Tchak, I don't think you're calculating your attack right while using spellstrike (Should be 1 (bab) + 3 (str) + 1 (mwk) + 1 (wpn focus) - 2 (spellstrike) for a +4 (Or am I missing the extra point somewhere?). And you've yet to once actually include any of the group buffs going on (which then should have you at a +6 and an extra point of damage) =)

Now that you can see them all relatively clearly, you will note all of them appear to have once been ulfen, the two on the left dressed in some sort of ceremonial armor, the one to Jones's right wearing a surcoat with a familiar Taldan crest on it.

But now the undead creatures respond!

GM Screen:

Touch vs Jones: 1d20 + 2 + 1 ⇒ (9) + 2 + 1 = 12, 1d6 + 1 ⇒ (1) + 1 = 2
Touch vs Jones: 1d20 + 2 + 1 ⇒ (17) + 2 + 1 = 20, 1d6 + 1 ⇒ (5) + 1 = 6
Touch vs Wei Tchak: 1d20 + 2 + 1 ⇒ (4) + 2 + 1 = 7, 1d6 + 1 ⇒ (3) + 1 = 4

Both the ones next to Jones reach out with icy hands. He manages to avoid one, but the other manages to grasp him, however briefly, causing a deep painful cold to rush up his arm. (6 cold damage)

The other two, both head towards the tengu, though only the one he struck gets a chance to attack with its frigid touch. The other one only managing to stumble over the bench and close in.

-- Round 2 --------
Masym (fatigued, 4 non-lethal) <--- we are here!
-- Round 3 --------
Phoebee, Jones (6 damage), Wei Tchak, Malusha, Nella (1 damage)
FZGreen (9 damage), FZRed (12 damage), FZYellow (1 damage), FZBlue

Group Buffs: Inspire Courage, Bless

Masym is up, then everyone else.

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 jumps down off the ladder and readies his spear to strike at the zombie harassing Jones. "Right here for you!" He yells encouragingly.

Round 2:
Move: climb off the ladder to position on map.
Attack: Shortspear vs Green Zombie: 1d20 + 3 - 1 + 1 + 1 ⇒ (13) + 3 - 1 + 1 + 1 = 17
damage: 1d6 + 2 - 1 + 1 ⇒ (4) + 2 - 1 + 1 = 6 piercing.

351 to 400 of 3,007 << first < prev | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | 11 | 12 | 13 | next > last >>
Community / Forums / Online Campaigns / Play-by-Post / The Frozen Fingers of Midnight All Messageboards

Want to post a reply? Sign in.