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 ◄─


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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 swing at the most damaged zombie in front of him that's still active.

Unarmed Strike: 1d20 + 6 + 2 ⇒ (3) + 6 + 2 = 11
Damage: 1d6 + 2 + 1 ⇒ (6) + 2 + 1 = 9

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 3

"Now we're talking!" Nella grins as Masym is able to move into the hold proper. She swiftly follows, eyes widening as she finally gets a good view of the frozen zombies.

Kn. Religion: 1d20 + 6 ⇒ (4) + 6 = 10

"I call on power from above!" she cries, holding up her holy symbol. "Back to your graves where you belong!"

Channel vs. Undead (DC 13 Will): 1d6 ⇒ 4

Please move Nella onto the ladder, thank you! Also if anyone is wondering, Nella's archetype trades out the boost to channel clerics normally get at 3rd level.


Masym joins the fray, lunging with his spear at the nearest zombie. His weapon impales the creatures face, lopping off part of its jaw, but surprisingly, it still stands.

Jones tries to finish it off, but his arm is still aching from the cold of its touch, and his blow glances off without further damage.

Nella however, has other ideas. Finally with some room, she steps partway down the steps, and calls on the glory of Shelyn.

Holy energy bursts out from her, filling the front part of the hold and washing over all four of the undead. She can feels resistance for a moment, but manages to push past it.

GM Screen:
BW: 1d20 + 3 + 1 ⇒ (2) + 3 + 1 = 6
RW: 1d20 + 3 + 1 ⇒ (15) + 3 + 1 = 19
GW: 1d20 + 3 + 1 ⇒ (4) + 3 + 1 = 8
YW: 1d20 + 3 + 1 ⇒ (5) + 3 + 1 = 9

They all real slightly from the holy energy. The zombie with Wei Tchak's glowing symbol on its chest seems lose control over one of its arms although its still going, and the one in front of Jones stops moving entirely and collapses to the ground, once more just a dead body.

-- Round 3 --------
Phoebee, Jones (6 damage), Wei Tchak, Malusha, Nella (1 damage) <--- we are here!
FZRed (14 damage), FZYellow (5 damage), FZBlue (4 damage)
Masym (fatigued, 4 non-lethal)

Group Buffs: Inspire Courage, Bless

Bold still to 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 attack red again...

to hit: 1d20 + 4 + 1 + 2 ⇒ (8) + 4 + 1 + 2 = 15 (+4 melee, +1 weapon focus, +2 bless & inspire courage)
dmg if hits: 1d8 + 3 + 1 ⇒ (2) + 3 + 1 = 6


I still don't think that's right... think you're missing the +1 for the masterwork weapon.
Though it hits anyway =)

Going to advance things along before I hit the sack here, since nothing Phoebee or Malusha can do just now will change things just yet

Seeing one of his targets weakened by Nella's holy energy, Wei Tchak strikes at it again with his sword, causing it to collapse to the floor of the hold as well.

Only two creatures remain, but both continue to attack.

GM Screen:
1d20 + 2 + 1 ⇒ (5) + 2 + 1 = 8, 1d6 + 1 ⇒ (5) + 1 = 6
1d20 + 2 + 1 ⇒ (7) + 2 + 1 = 10, 1d6 + 1 ⇒ (5) + 1 = 6

The first continues to claw at the tengu, although it seems to be having some motor control issues after the burst of positive energy, and it comes nowhere near landing a blow.

The second zombie, the one in the Taldan surcoat, tries to touch Jones with its icy grasp, but his armor easily protects him this time.

-- Round 3 --------
Phoebee, Malusha, Masym (fatigued, 4 non-lethal) <--- we are here!
-- Round 4 --------
Jones (6 damage), Wei Tchak, Nella (1 damage)
FZYellow (5 damage), FZBlue (4 damage)

Group Buffs: Inspire Courage, Bless

Party is up again!

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 acrobatics past Yellow, drop the torch he has in his hand and fire his bow.

Acrobatics: 1d20 + 8 ⇒ (5) + 8 = 13

Comp Longbow: 1d20 + 7 + 2 + 1 ⇒ (3) + 7 + 2 + 1 = 13
Damage: 1d8 + 2 + 1 + 1 ⇒ (1) + 2 + 1 + 1 = 5

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 sees Nella behind him and immediately steps to protect her. He carefully studies his opponent before striking at it with his spear.

Round 3:
5' step to position on map.
Move: Use Studied Action against Yellow Zombie.
Attack: Shortspear vs Yellow Zombie: 1d20 + 3 - 1 + 1 + 1 + 1 ⇒ (15) + 3 - 1 + 1 + 1 + 1 = 20
damage: 1d6 + 2 - 1 + 1 + 1 ⇒ (1) + 2 - 1 + 1 + 1 = 4 piercing.
.
STATUS: Studied Target => Yellow Zombie.

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 continue her song.


Jones, you can't actually get to there and shoot while acrobaticsing (its a word!)

You move at half speed while tumbling, and with a 20' move, you'd only make it 10' in a single move... and you'd still be adjacent to it.

Not to mention you can not acrobatics at all in this way, if you're speed is reduced due to armor (unless your a dwarf)

You can still move there, you just don't really have an option to avoid the AoO

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:

Then I'll just move there, provoking. My apologies


No problem. Folks often forget that stuff... and you didn't beat his CMD anyway, so he was going to smack you regardless =)

Tired of the tight quarters, Jones moves forward down the aisle to get behind the zombies and use his bow.

GM Screen:
AoO Touch: 1d20 + 2 + 1 ⇒ (17) + 2 + 1 = 20, 1d6 + 1 ⇒ (5) + 1 = 6

The closest one reaches out as he passes, however, and a thick layer of frost forms on his shoulder causing considerable pain once more. (6 cold damage)

The momentary numbness causes him to drop his torch, but he manages to get his bow up, and fire a single arrow back at the creature that touched him. His aim is good, and the arrow sinks in deeply.

Masym moves to fill Jones' position, getting between the zombie and Nella on the steps. He thrusts his spear into the the same zombie but is dismayed to see it still standing, despite the damage.

-- Round 4 --------
Phoebee, Malusha, Jones (12 damage), Masym (fatigued, 4 non-lethal), Wei Tchak, Nella (1 damage) <--- we are here!
FZYellow (14 damage), FZBlue (4 damage)

Group Buffs: Inspire Courage, Bless

Bold still to 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 takes a swing at blue, who's right in front of him.

to hit: 1d20 + 4 + 1 + 1 + 2 - 2 ⇒ (15) + 4 + 1 + 1 + 2 - 2 = 21 (+4 melee, +1 weapon focus, +1 mw, +2 bless & inspire courage -2 for spellstrike)
dmg if hits: 1d8 + 3 + 1 ⇒ (4) + 3 + 1 = 8

then he attempts to cast defensively (arcane mark)

concentration, dc 15: 1d20 + 5 ⇒ (16) + 5 = 21

to hit: 1d20 + 4 + 1 + 1 + 2 - 2 ⇒ (17) + 4 + 1 + 1 + 2 - 2 = 23 (+4 melee, +1 weapon focus, +1 mw, +2 bless & inspire courage -2 for spellstrike)
dmg if hits: 1d8 + 3 + 1 ⇒ (7) + 3 + 1 = 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

I am not sure why the arcane mark is being included in your attack Wei


Its a magus thing, Phoebee. It allows him an extra attack if he succeeds.

With two quick slashes, Wei Tchak cuts the zombie to the ground. Only one remains!

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

magus ability, spellstrike - allows a second attack to deliver a touch spell through his weapon. otherwise, he only gets one attack in a round.

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

Though thankful for Masym's protection, Nella hops off the ladder and moves a little further into the room. "Gotta make room for the others," she says apologetically as she calls on another burst of divine power.

Channel vs. Undead (DC 13 Will): 1d6 ⇒ 5

Nella moves off the ladder to the space next to Masym; currently on mobile so can't move myself at the moment :/


GM Screen:
1d20 + 3 + 1 ⇒ (20) + 3 + 1 = 24
1d6 ⇒ 4, 1d20 + 3 + 1 ⇒ (11) + 3 + 1 = 15

OK then, going to bot Malusha for this round, as he mentioned being unavailable...

Nella steps down off the ladder, and once again calls on the holy might of Shelyn, and once again positive energy washes through the hold.

The last remaining frozen zombie stumbles and parts of him seem to have trouble moving at all.

Malusha, finally with room to come down, does so, and follows Nella's lead, calling on Sarenrae to send a second wave of positive energy.

Between the two of them it is too much for whatever negative force keeps the creature together and animated as it collapses to the ground unmoving.

Combat Over!

Masym, I need you to make a Fortitude Save (DC 16).

If you fail:
You take 1d6 ⇒ 5 more nonlethal cold damage.

The chill of the hold, and the frozen undead seem to have affected Masym in some way. At first you think he might be getting better, as he doesn't appear to be shivering anymore.

But his lips are turning blue and he is cold to the touch, and you quickly realize his condition is actually worsening, not getting better.

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

Fortitude save DC 16: 1d20 + 3 ⇒ (16) + 3 = 19

Masym stares at the fallen corpses and lowers his spear slowly, as the rush of combat leaves his body. He shivers violently as the cold seems to take hold of him, but he seems to have shaken off the worst of the chill effects. "Can we keep movin' please?" he asks softly.

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 gives a cursory search of the fallen, using detect magic to make sure there's nothing of great value on them, then looks for another way out of here... doors, doorways, whatever.


A quick search of the remains will reveal little you haven't already seen.

Tchak points out a magical aura on the elaborate silver and gold mask worn by the first undead that was killed. There is an almost palpable sense of 'wrongness' coming off of it.

Knowledge (arcana) DC 17:
It has a faint evocation aura.

Spellcraft (with detect magic) DC 18:
It appears to have a permanent Desecrate spell on it

He also will detect a very dim magical aura near the central mast, but it fades before he can determine more.

The hold is otherwise, empty. You see oars along the benches, although the other ends appear to be frozen solid in the ice.

The only ways out are the ladder up to the aft deck that you came down, and another on the far side of the hold that would lead up to the forward deck.

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

That is interesting. I didn't know about the arcane mark. Pretty snazzy

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

it's a touch spell, so it works and has a lower dc for the concentration check

"That mask seems wrong somehow... not sure we should even take it with us... Let's go back up topside... He checks out the ladder on the other end to see if goes up to an area we haven't been to yet, and if so, he'll go up that way and take a peek.

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:

"Can I get some healing before we head up?"

Jones has the cleric heal him with his wand.

CLW: 1d8 + 1 ⇒ (7) + 1 = 8
CLW: 1d8 + 1 ⇒ (4) + 1 = 5

After healing, Jones will follow the magus, torch in one hand, bow in the other.

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'm back. Had a great time at the Oregon coast as a chaperone for my kids' school two-day field trip. It should be no surprise that sleeping in a cabin with 7 freshman boys is not the best way to get a good night's sleep.

Malusha watches the last of the undead crumple to the ground. "That seems to be the last of them. I pray that we don't see any more." Then he notices the undead creature with the mask. "What is that?" he exclaims and tries to discern its magical properties. But the magic is beyond him.

Spellcraft: 1d20 + 6 ⇒ (2) + 6 = 8

He follows Jones to the other end of the boat.


You guys did find a healing potion earlier, just as a reminder.

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:

"I'm just glad that everyone is okay," Nella breathes, relaxing a bit now that the zombies have been taken care of. "Tchak, you said the mask seemed 'wrong'? I wonder why?" she asks as she draws closer, curious. She offers a quick prayer to Shelyn for aid in reading magical auras, then kneels down to have a better look.

Spellcraft (DC 18): 1d20 + 5 ⇒ (10) + 5 = 15

"Hum...it's definitely magical like you said, but I can't quite pin down the actual effect," she sighs, standing back up. "We'd better just leave it where it is for now. Hey, wait...is that a Taldan uniform?" she asks, pointing to one of the bodies. "I guess we know what became of Tyrfyr," she sighs.

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

spellcraft: 1d20 + 7 ⇒ (11) + 7 = 18

just realized I never rolled spellcraft on the mask... so there it is

"The mask has a permanent desecrate on it.. an item best destroyed, maybe we should take it with us and turn it over to a good church to be unenchanted or destroyed. On the other hand, having it with us might be a bad idea... what do you think we should do with 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, his teeth chattering from the cold, shakes his head. "I say we leave it. Not until we are sure how to destroy it."


It would appear you have indeed discovered the fate of poor Tirfyr, trapped on this side of the portal when it closed last, three days prior.

Deciding to leave the mask alone for now, you continue up the far steps, to the front of the ship, Wei Tchak leading the way. Unlike the rear hatch, this one does not appear to be frozen shut, and opens easily.

You can easily climb up the ladder to the fore deck and what appears to be another ice cave. The soft glow of sunlight again penetrates through the ice, brightly illuminating the entire cave. As well, several braziers burn near the walls, so it is slightly warmer than below.

The deck here has numerous pieces of furniture laid out in such a way as to suggests some sort of private quarters.

A beautiful woman stands next to a simple chair, facing you. Her hair is raven black, and her skin almost as pale as the ice around her.

She looks you over as though judging a draft animal, and asks in strongly accented common, "Haf you come to vork oarz?"

"Vould seem I am in need ov more rowers." She adds.

Think kinda Natasha from Rocky and Bullwinkle, accent-wise =)

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

"Your ship is encased in ice.. doesn't matter if you had oarsmen or not, you're not going anywhere... who are you and why are you here with your ship stuck in ice?"

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 to mention those rowers were a little past their prime," Nella adds, looking around with amazement. "And my friend here has a point - this is an odd place for anyone to be."


The woman looks back with a disapproving scowl as she draws herself up to her full height

"I am Natalya Irina Yagevna." She says haughtily. "Jadwiga ov Irrisen. Widow ov Haldyr Bjornsson ov Varisia."

She pauses a moment, then adds "Who you likely hat misfortune to meet below."

"If you haf not come to row, den who are you and what do you do aboard my sheep?"

Knowledge (geography) or Knowledge (arcana) DC 15:
The jadwiga are the descendants of the Witch Queen Baba Yaga and are the ruling class of the land of Irrisen, which exists in a perpetual winter.

She looks at you all crossly, as if you had just interrupted some sort of important social event, rather than found her alone on an ice-encased vessel.

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

know arcane dc 15: 1d20 + 7 ⇒ (10) + 7 = 17

"That term is oddly familiar for some reason... jadwiga... jadwiga... ah yes... a direct descendant of baba yaga, yes? and a witch as well, as I recall. Your imperious nature makes more sense now. Sorry about the demise of your spouse. He was a little ripe. And I am Wei Tchak, we are Pathfinders, come here in search of a cure for the curse of the lantern, nothing more... Sorry to disappoint."


"I know nothing ov curses, or lanterns." She replies with a displeased frown towards the tengu.

Heh, the 8 charisma magus is not necessarily the best spokesperson =)

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

Since this canoe is all icey and not going any where, maybe we can work together to get it out of this hunk o chunk of ice?

1d20 + 7 ⇒ (20) + 7 = 27 Diplomacy


Natalya turns towards Phoebee, and seems about to say something, then deflates slightly.

"Da. Ice has proven unexpected problem." She concedes glancing around her unhappily.

She then turns her stern gaze back on the party. "You haf solution to dis?"

Although her initial unfriendliness seems to have abated, she still does not appear to have warmed much to your presence yet.

"How is it dat you haf come to be here?" She adds, suspiciously.

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 is perplexed by her attitude. At first it seemed that she was hostile towards the group but now she is asking for help. He tries to read her actions.

SenseMotive: 1d20 + 4 ⇒ (8) + 4 = 12

Is she trying to trick them or plotting some evil plan? Or is she just confused and trying to get out of here? Is she a threat? The roll probably isn't high enough to tell Malusha anything.

Her look makes him nervous but she said she didn't know about the lantern. He holds it up in front of him. "So you don't know anything about this lantern?" He watches closely for her reaction.

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

Listen Toots, we came through the the picture with the lantern which is making people sick. It is a magical lantern and the lantern is magical

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's eyes widen on hearing the news she was related to the infamous Baba Yaga.

Aye, she is not one to trifle with!

"Miss Phoebee here is correct, Missus Yagevna. We traveled here through a portal inside a tapestry back in Absalom. We are trying to undo the curse which has befallen both myself and the one who...ahhh...another person. We think the lantern is tied both to my curse and also the ice which has encased your ship, so helping us break the curse here will also help you." He says in a respectful tone.

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:

"That's right," Nella nods in agreement. Although hesitant to mention more than she has to, curiosity gets the better of her. "Um, you wouldn't happen to know of a Skelg, would you?" she asks hesitantly.

Diplomacy (Aid Another: Phoebee): 1d20 + 8 ⇒ (8) + 8 = 16


1d20 ⇒ 4

As Malusha hesitantly holds up the lantern, here eyes register recognition.

"You haf Beacon?" She says, in surprise. "But I gayf to..."

Her voice trails off for a moment as there is a sudden intake of breath and a name escapes her lips in a whisper. She starts to fidget.

"Is he here?" She asks, trying to see past you like there might be more coming up from the hold. "Skelg?"

"I had not expected him to return." She says, willfully forcing her hands to stop moving and trying her best to put on an air of indifference again.

"Da. I know dis man." She says calmly, in response to Nella's query.

Malusha or any other DC 12 Sense Motive:
Her entire attitude seems to change. One hands starts trying to straighten hair that is not out of place, the other works on flattening creases in a dress that is not wrinkled.

She suddenly seems hopeful.

It is fairly obvious she does indeed know Skelg... and would like to know him better, based on the slight flush working its way across her cheeks, but is doing her best to appear proper.

"Peeg ov husband ov mine. As much deplorable in death as in life. Vanted me put to torch with the sheep. His in death as in life. My sheep! My life!"

She looks around at the ice-entombed vessel a moment, letting her perturbation subside.

"But thees Skelg." She says, the tone of her voice changing as she recounts the memories. "He sayfed me from flame. Put to sword dogs who would do such tasks. We sailed off together."

She almost sighs. "Such a man. Dat Haldyr could never be."

"Deserved fate." She adds with a hint of spite, looking down to the hold below. "Left only to man oars and go nowhere in cold... as he did in other things."

"I asked Skelg only for sheep, so to return home. Allowed him da rest."

She points at the lantern held by Malusha. "Beacon was one ov rest."

She seems a little friendlier now... though still trying to maintain a regal demeanor

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 seems ready to open his beak and talk, then thinks better of it, since he is so undiplomatic.. he lets the others do the talking.

sense motive: 1d20 ⇒ 4


Talk away. Just was trying to encourage other folks to hop in and lead up to the diplomacy checks... she starts off unfriendly.

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:

Sense Motive: 1d20 + 1 ⇒ (10) + 1 = 11

Jones stays in the back, letting the more diplomatic ones handle this seemingly delicate situation.

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'm sorry but Skelg did not come with us. He is sick. In fact, we have come here trying to help Skelg. This lantern," he holds up the large lantern as best he can, "This lantern seems to be the key. Someone named Bengeirr used it to afflict Skelg with a bitter cold." He paused for a bit to let Natalya catch up with what he was saying.

"Maybe you can help us. Where did all of this cold ice come from?"


Heh, I keep wanting to have long RP conversations, but those can take a while in PbP. Will try not to drag this on for too long.

"Sick?!" Natalya exclaims, as one delicate hand comes up to her mouth. "Oh no!"

"Bengeirr vas Haldyr's son." She explains.

"His first vife." She adds, quickly. "Better den father, but far too quick to anger. Not surprising he would seek out Skelg." She seems unconcerned as to his fate.

GM Screen:
NK: 1d20 + 9 ⇒ (5) + 9 = 14
NS: 1d20 + 11 ⇒ (19) + 11 = 30
NB: 1d20 + 11 ⇒ (17) + 11 = 28

She motions for the lantern and (assuming you let her see it) says a quick divination, before studying it carefully, her lips pursed thoughtfully.

"Dis is Beacon ov North." She says, finally. "Made by Jadwiga."

She winces ruefully, "I had not known it was such until it was gone. Mother must haf included it with the dowry so I had vay home."

"Bengeirr vould know nothing of dis magic." She frowns. "If he used it wrong, could have many unfortunate results."

She glances at the glacier encasing her, nodding slightly.

"Da! It must be so. Perhaps can still fix. Get home." She frowns slightly, thinking, before adding. "But Skelg. So far avay, it might not help."

"But if he ver here."

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

"We could use the magic of the lantern maybe to get him here... but not sure if there's enough oil left in it to do so."

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:

Sense Motive: 1d20 + 7 ⇒ (2) + 7 = 9

Though she can't really get a good read on Natalya's mood, Nella feels encouraged by the slight relaxation in her demeanor. She nods as Malusha explains further. "Yes, Skelg called on us to try and find a way to break the curse on him. That's why we're here."


Natalya frowns at Tchak's statement, "If not enough for dat. Not enough for anything else either."

She lifts the lantern up and shakes his, listening to the fuel slosh around inside.

"Only Jadwiga can make more." She explains.

"But still some left."

She seems conflicted.

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

"Well, you're a jadwiga, or that's how you introduced yourself. If we need more, could you make it?"

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