GD3 - Shades of Ice (Inactive)

Game Master Magabeus


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Fiend series | Shackles

Pandora hits with one of her arrows while the other misses. The dog is bleeding hard from the arrow that hit it.

Initiative
Falinar - 7/11
Ryskovich - 16/20
Merida
Roderick
Quinray
- - -
Goblin Gold - 3 damage
Goblin Dog - 8 damage
- - -
Pandora

Sovereign Court

M dwarf AC 22/11/21 |CMD 16| HP11| F:+3 W:+1 R:+1 | Per:+2 (+4 unusual stone) | Init:+3 lvl 1 fighter (tower shield specialist)

Falinar swings his warhammer at the weird dog.

bad doggie!: 1d20 + 3 ⇒ (20) + 3 = 23
confirm crit: 1d20 + 3 ⇒ (13) + 3 = 16
damage with crit: 1d8 + 4 + 1d8 + 4 + 1d8 + 4 ⇒ (3) + 4 + (4) + 4 + (5) + 4 = 24
dmage without crit: 1d8 + 4 ⇒ (5) + 4 = 9


Fiend series | Shackles

Overkill much?

Falinar smashes his warhammer down on the weird doglike creature leaving a red paste on his hammer...

Initiative
Ryskovich - 16/20
Merida
Roderick
Quinray
- - -
Goblin Dog - 8 damage
- - -
Pandora
Falinar - 7/11

Silver Crusade

Female Human Barbarian/1 | Init +3; Perception +6 | AC 17, t 11, ff 16 | hp 14/14 | Fort +3, Ref +1, Will +2 | Speed 30/40 | Melee +7, Ranged +2 | Rage: 5/5 | Base Atk +1; CMB +5; CMD 16

Merida moves to and attacks the remaining Goblin.

Attack, IC: 1d20 + 6 + 1 ⇒ (2) + 6 + 1 = 9 Damage: 2d4 + 6 ⇒ (4, 1) + 6 = 11

The Exchange

Male Half-Elf Bard(Dirge) 2/Sorcerer(undead) 1 | AC 12 T 12 FF 10 | HP 23/23 | F +2 R +5 W +4 | Init +1 | Perc +7 | Performance Rounds 12/12 | Bloodline Power 7/7

Quinray goes to stand where Merida was standing and shoots at the remaining goblin. Shortbow+IC-Melee: 1d20 + 3 + 1 - 4 ⇒ (14) + 3 + 1 - 4 = 141d6 + 1 ⇒ (4) + 1 = 5

Grand Lodge

male Human Chirurgeon 8 AC20(24)/T15(19)/F16/CMD17 |HP 67/67 | Fort:+11;Ref:+13;Will+6 |Percept.+12 | Init.+10 (1/1 mutagen: used bombs 11/15 used) wings 2/7min {heroism, cues, endure elements, shield, mutagen}

Roderick leaves the last gobbie to the party to finish.


Fiend series | Shackles

Merida and Quinry both miss the goblin, it is cackling wildy and waves it's bow taunting you as if this is just a game.

Initiative
Ryskovich - 16/20
Roderick - in delay
- - -
Goblin - 3 damage
- - -
Merida
Falinar - 7/11
Pandora
Quinray

Dark Archive

HP 41/42, AC/T/F 21/14/18, Intimidate +3, Perception +11, Initiative +2 , F/R/W: 7/5/3 (5 v fear) Halfling Fighter (Rondelero Duelist) 5.2

on phone, please move me above Merida, thanx

Ryskovich, seeing an opening moves into the room. He stands next to Merida, hoping to deliver a crucial blow.

1d20 + 7 ⇒ (10) + 7 = 171d6 + 3 ⇒ (2) + 3 = 5

Grand Lodge

HP 94/94 | AC 24 TAC 16 FF 19 (fortification 25%) | CMD 26 | F +11 R +15 W +9 [immune poison] (evasion,+4 vs. sonic and language effects) | Sing: 28/28 Ex: 3/3 LM: 2/2 L1: 6/6 L2: 5/5 L3: 5/5 L4: 3/3 | Ini +6 | Senses +12
Skills:
Acrobatics+12,Bluff+18,Appraise+0,Climb+6,Diplo+19,Disguis+8,Escap+9,H.anim al+12,Arc+9,Dung+9,Eng+9,His+9,Local+9,Nat+9,Nob+9,Pla+9,Rel+9,Ling+7,Sing+ 18,Dance+12,S.Motives+18,SoHand+9,Spell+9,Stealth+9,UMD+17
Female Human Bard 11 | - (Inactive)

Pandora looks back at the other section of the armory, suspicious that some goblins may pass as Pathfinders while she keeps singing a beautiful song about heroes of Absalom blooding stout skalds.


Fiend series | Shackles

The armory is quiet once again as Ryskovich kills the last goblin, or is it?

Upstairs you hear the sound of several people moving about...

Out of initiative for now. The goblins have nothing worth taking should you decide to search them.

Grand Lodge

HP 94/94 | AC 24 TAC 16 FF 19 (fortification 25%) | CMD 26 | F +11 R +15 W +9 [immune poison] (evasion,+4 vs. sonic and language effects) | Sing: 28/28 Ex: 3/3 LM: 2/2 L1: 6/6 L2: 5/5 L3: 5/5 L4: 3/3 | Ini +6 | Senses +12
Skills:
Acrobatics+12,Bluff+18,Appraise+0,Climb+6,Diplo+19,Disguis+8,Escap+9,H.anim al+12,Arc+9,Dung+9,Eng+9,His+9,Local+9,Nat+9,Nob+9,Pla+9,Rel+9,Ling+7,Sing+ 18,Dance+12,S.Motives+18,SoHand+9,Spell+9,Stealth+9,UMD+17
Female Human Bard 11 | - (Inactive)

Pandora approaches the right stairs, bow in hands pointing up. "Register fast if you want the lower level, I will cover up the stairs."

The woman states also her intention to go up the building if the others are to follow. And readies an attack action against any enemy going down the stairs.

Grand Lodge

male Human Chirurgeon 8 AC20(24)/T15(19)/F16/CMD17 |HP 67/67 | Fort:+11;Ref:+13;Will+6 |Percept.+12 | Init.+10 (1/1 mutagen: used bombs 11/15 used) wings 2/7min {heroism, cues, endure elements, shield, mutagen}

Roderick nods.

"Aye, up is best first. No telling how far down the basement goes, but up ends with the roofline . "

Grand Lodge

HP 94/94 | AC 24 TAC 16 FF 19 (fortification 25%) | CMD 26 | F +11 R +15 W +9 [immune poison] (evasion,+4 vs. sonic and language effects) | Sing: 28/28 Ex: 3/3 LM: 2/2 L1: 6/6 L2: 5/5 L3: 5/5 L4: 3/3 | Ini +6 | Senses +12
Skills:
Acrobatics+12,Bluff+18,Appraise+0,Climb+6,Diplo+19,Disguis+8,Escap+9,H.anim al+12,Arc+9,Dung+9,Eng+9,His+9,Local+9,Nat+9,Nob+9,Pla+9,Rel+9,Ling+7,Sing+ 18,Dance+12,S.Motives+18,SoHand+9,Spell+9,Stealth+9,UMD+17
Female Human Bard 11 | - (Inactive)

"You are totally right Roderick. They cannot got upper than the floor." smiling the woman starts going upstairs very carefully, looking for traps and enemies, in a defensive stance.
Perception: 1d20 + 4 ⇒ (11) + 4 = 15

Defensive stance (with acrobatics) +6 AC for a total 26

Silver Crusade

Female Human Barbarian/1 | Init +3; Perception +6 | AC 17, t 11, ff 16 | hp 14/14 | Fort +3, Ref +1, Will +2 | Speed 30/40 | Melee +7, Ranged +2 | Rage: 5/5 | Base Atk +1; CMB +5; CMD 16

Merdia nods to the others and motions with her free hand that she'll cover the other staircase before gripping her falchion with both hands and heading up the staircase. Ready: any act of aggression (attack) will be met with retaliation (attack).

Sovereign Court

M dwarf AC 22/11/21 |CMD 16| HP11| F:+3 W:+1 R:+1 | Per:+2 (+4 unusual stone) | Init:+3 lvl 1 fighter (tower shield specialist)

Flicking the gore off his hammer, Falinar proceeds to the foot of the stairs. "Perhaps I should lead? I make a good wall."

Grand Lodge

HP 94/94 | AC 24 TAC 16 FF 19 (fortification 25%) | CMD 26 | F +11 R +15 W +9 [immune poison] (evasion,+4 vs. sonic and language effects) | Sing: 28/28 Ex: 3/3 LM: 2/2 L1: 6/6 L2: 5/5 L3: 5/5 L4: 3/3 | Ini +6 | Senses +12
Skills:
Acrobatics+12,Bluff+18,Appraise+0,Climb+6,Diplo+19,Disguis+8,Escap+9,H.anim al+12,Arc+9,Dung+9,Eng+9,His+9,Local+9,Nat+9,Nob+9,Pla+9,Rel+9,Ling+7,Sing+ 18,Dance+12,S.Motives+18,SoHand+9,Spell+9,Stealth+9,UMD+17
Female Human Bard 11 | - (Inactive)

"Feel free if you wish Sir Falinar." says Pandora letting the dwarf advance, tower shield prepared as Pandora continues climbing the stairs looking for traps as she advances stealthy.
Stealth: 1d20 + 7 ⇒ (9) + 7 = 16


Fiend series | Shackles

The party moves upstairs and quickly scans their surroundings. Hearing noise from one the room Falinar bursts into the door. He just sees someone jump from the window!

Outside you see four people gathered, they are peering into the streets but are obviously waiting for a better moment to make a dash for it. One of them is a blackheared woman, while another looks very similar to Sven! Their attention is currently at the street, so if you are quick you might just surprise them.

Surprise Round, you are at the first floor

Initiative:
Initiative Falinar: 1d20 + 3 ⇒ (16) + 3 = 19
Initiative Merida: 1d20 + 3 ⇒ (7) + 3 = 10
Initiative Pandora: 1d20 + 4 ⇒ (17) + 4 = 21
Initiative Quinray: 1d20 + 1 ⇒ (18) + 1 = 19
Initiative Roderick: 1d20 + 9 ⇒ (9) + 9 = 18
Initiative Ryskovich: 1d20 + 2 ⇒ (12) + 2 = 14
Initiative Hjort: 1d20 + 2 ⇒ (3) + 2 = 5
Initiative Runa: 1d20 - 1 ⇒ (17) - 1 = 16
Initiative Gyuri: 1d20 + 6 ⇒ (3) + 6 = 9
Initiative Lazar: 1d20 + 5 ⇒ (4) + 5 = 9

Initiative
Pandora
Falinar
Quinray
Roderick
- - -
Runa - surprised
- - -
Ryskovich
Merida
- - -
Hjort - surprised
Gyuri - surprised
Lazar - surprised
- - -

Grand Lodge

male Human Chirurgeon 8 AC20(24)/T15(19)/F16/CMD17 |HP 67/67 | Fort:+11;Ref:+13;Will+6 |Percept.+12 | Init.+10 (1/1 mutagen: used bombs 11/15 used) wings 2/7min {heroism, cues, endure elements, shield, mutagen}

Which window is open? Could Roderick 5' and throw a bomb out through it in the surprise round?

Grand Lodge

HP 94/94 | AC 24 TAC 16 FF 19 (fortification 25%) | CMD 26 | F +11 R +15 W +9 [immune poison] (evasion,+4 vs. sonic and language effects) | Sing: 28/28 Ex: 3/3 LM: 2/2 L1: 6/6 L2: 5/5 L3: 5/5 L4: 3/3 | Ini +6 | Senses +12
Skills:
Acrobatics+12,Bluff+18,Appraise+0,Climb+6,Diplo+19,Disguis+8,Escap+9,H.anim al+12,Arc+9,Dung+9,Eng+9,His+9,Local+9,Nat+9,Nob+9,Pla+9,Rel+9,Ling+7,Sing+ 18,Dance+12,S.Motives+18,SoHand+9,Spell+9,Stealth+9,UMD+17
Female Human Bard 11 | - (Inactive)

Pandora steps to the corner, closer to the window. She delays in order to not affect his party members if they want to use ranged weapons, and then, after Roderick, she casts a grease spell under the suspicious people feet hoping to slow the ulfen escape.
Ref CD 13

The Exchange

Male Half-Elf Bard(Dirge) 2/Sorcerer(undead) 1 | AC 12 T 12 FF 10 | HP 23/23 | F +2 R +5 W +4 | Init +1 | Perc +7 | Performance Rounds 12/12 | Bloodline Power 7/7

Quinray walks outside while drawing his shortbow and stands near the corner.

Grand Lodge

male Human Chirurgeon 8 AC20(24)/T15(19)/F16/CMD17 |HP 67/67 | Fort:+11;Ref:+13;Will+6 |Percept.+12 | Init.+10 (1/1 mutagen: used bombs 11/15 used) wings 2/7min {heroism, cues, endure elements, shield, mutagen}

Roderick will throw a bomb at the closest of the four, as he steps to the window.

bomb,pb: 1d20 + 4 + 1 ⇒ (17) + 4 + 1 = 22 for dmg,pb: 1d6 + 4 + 1 ⇒ (1) + 4 + 1 = 6 DC13 for splash.


Fiend series | Shackles

Quinray, I have moved you back 1 spot: stairs are difficult terrain

Roderick: that's ok

Saves:

Grease
Reflex Hjort: 1d20 + 2 ⇒ (11) + 2 = 13
Reflex Runa: 1d20 - 1 ⇒ (17) - 1 = 16
Reflex Lazar: 1d20 + 1 ⇒ (17) + 1 = 18
Reflex Gyuri: 1d20 + 4 ⇒ (18) + 4 = 22
Bomb
Reflex Runa: 1d20 - 1 ⇒ (1) - 1 = 0
Reflex Lazar: 1d20 + 1 ⇒ (4) + 1 = 5
Reflex Gyuri: 1d20 + 4 ⇒ (3) + 4 = 7

Pandora's spell does not seem to affect the enemy, but Roderick's bomb surely does!

Initiative
Falinar
- - -
Runa - 6 damage + surprised
- - -
Ryskovich
Merida
- - -
Hjort - 6 damage + surprised
Gyuri - 6 damage + surprised
Lazar - 6 damage + surprised
- - -
Pandora
Quinray
Roderick

Grand Lodge

HP 94/94 | AC 24 TAC 16 FF 19 (fortification 25%) | CMD 26 | F +11 R +15 W +9 [immune poison] (evasion,+4 vs. sonic and language effects) | Sing: 28/28 Ex: 3/3 LM: 2/2 L1: 6/6 L2: 5/5 L3: 5/5 L4: 3/3 | Ini +6 | Senses +12
Skills:
Acrobatics+12,Bluff+18,Appraise+0,Climb+6,Diplo+19,Disguis+8,Escap+9,H.anim al+12,Arc+9,Dung+9,Eng+9,His+9,Local+9,Nat+9,Nob+9,Pla+9,Rel+9,Ling+7,Sing+ 18,Dance+12,S.Motives+18,SoHand+9,Spell+9,Stealth+9,UMD+17
Female Human Bard 11 | - (Inactive)

Pandora shouts "I can cast feather fall, perhaps we can jump through the windows!"

How high is the window? more than 10'? (that shall be around 3m, which is the usual height of a floor, so maybe we don't take damage by jumping.
If there is damage for window jumping, and anyone attempts to jump through the window, Pandora automatically casts Feather Fall on the party melees (1 creature per level so 3). As this is an immediate action spell, I can do it outside Pandora's turn.


Fiend series | Shackles

Pandora: the window is approximately at 10 ft. Ryskovich / Merida: you can take your actions, the enemy are surprised

Dark Archive

HP 41/42, AC/T/F 21/14/18, Intimidate +3, Perception +11, Initiative +2 , F/R/W: 7/5/3 (5 v fear) Halfling Fighter (Rondelero Duelist) 5.2

Is the door I am next to open? Or do I need to spend a move action to open it? I also presume the blue thing is a window? Can I choose to jump down which iirc us a DC 15 tumble check to avoid damage then make an attack if possible? Remember, I move at 30' :)

Ryskovich curses in Halfling at the current predicament. He rushes through the room and out the window, trying to cushion his fall.

tumble: 1d20 + 2 ⇒ (17) + 2 = 19

Ryskovich, hugs the wall as he goes down, then pushed off and lands on his feet. His small frame and natural agility helping his not injure himself.

attack if allowed?: 1d20 + 7 ⇒ (11) + 7 = 181d6 + 3 ⇒ (5) + 3 = 8


Fiend series | Shackles

Ryskovich tumbles through the window and lands on his feet. Falinar stands dumbfounded at everything that happens around him and wastes his opportunity to act.

Ryskovich, single action only since Runa can act before you in the first regular round. Falinar is in delay in surprise round.

Initiative, regular round
Falinar
Pandora
Quinray
Roderick
- - -
Runa - 6 damage + surprised
- - -
Ryskovich
Merida
- - -
Hjort - 6 damage + surprised
Gyuri - 6 damage + surprised
Lazar - 6 damage + surprised
- - -

Grand Lodge

HP 94/94 | AC 24 TAC 16 FF 19 (fortification 25%) | CMD 26 | F +11 R +15 W +9 [immune poison] (evasion,+4 vs. sonic and language effects) | Sing: 28/28 Ex: 3/3 LM: 2/2 L1: 6/6 L2: 5/5 L3: 5/5 L4: 3/3 | Ini +6 | Senses +12
Skills:
Acrobatics+12,Bluff+18,Appraise+0,Climb+6,Diplo+19,Disguis+8,Escap+9,H.anim al+12,Arc+9,Dung+9,Eng+9,His+9,Local+9,Nat+9,Nob+9,Pla+9,Rel+9,Ling+7,Sing+ 18,Dance+12,S.Motives+18,SoHand+9,Spell+9,Stealth+9,UMD+17
Female Human Bard 11 | - (Inactive)

Pandora casts grease again trying to slow down the thugs.
She then moves next to the window and jumps trying to properly land on the floor.
Acrobatics (soften fall): 1d20 + 7 ⇒ (15) + 7 = 22

Grand Lodge

male Human Chirurgeon 8 AC20(24)/T15(19)/F16/CMD17 |HP 67/67 | Fort:+11;Ref:+13;Will+6 |Percept.+12 | Init.+10 (1/1 mutagen: used bombs 11/15 used) wings 2/7min {heroism, cues, endure elements, shield, mutagen}

Roderick will throw another bomb through the window if given the chance.

"hey down there, catch this . "

Range, Pb, touch: 1d20 + 4 + 1 ⇒ (17) + 4 + 1 = 22 damage blast : 1d6 + 4 + 1 ⇒ (1) + 4 + 1 = 6 reflex 13 splash

The Exchange

Male Half-Elf Bard(Dirge) 2/Sorcerer(undead) 1 | AC 12 T 12 FF 10 | HP 23/23 | F +2 R +5 W +4 | Init +1 | Perc +7 | Performance Rounds 12/12 | Bloodline Power 7/7

Quinray walks around the corner, drumming his drums, as he says to the group "I would be so grateful if you don't run. We would like to talk but my fellow compatriots also seem to be willing to injure you so you can't leave. Personally, I don't want to run in the streets, but...please just don't run and talk to us first."
Diplomacy: 1d20 + 8 ⇒ (17) + 8 = 25


Fiend series | Shackles

Used Ryskovich's earlier rolled attack as his action and delaying Merida and Falinar

Combat Dice:

Grease
Reflex Hjort: 1d20 + 2 ⇒ (11) + 2 = 13
Reflex Runa: 1d20 - 1 ⇒ (7) - 1 = 6
Reflex Lazar: 1d20 + 1 ⇒ (11) + 1 = 12
Reflex Gyuri: 1d20 + 4 ⇒ (16) + 4 = 20
Bomb
Reflex Hjort: 1d20 + 2 ⇒ (8) + 2 = 10
Reflex Runa: 1d20 - 1 ⇒ (10) - 1 = 9
Reflex Lazar: 1d20 + 1 ⇒ (17) + 1 = 18

GM Screen:

Hjort Stabilize: 1d20 + 4 - 5 ⇒ (10) + 4 - 5 = 9 Dying at -6, CON 18
Runa Stabilize: 1d20 + 1 - 2 ⇒ (20) + 1 - 2 = 19 Stabilized at -2
Gyuri Stabilize: 1d20 + 0 - 3 ⇒ (5) + 0 - 3 = 2 Dying at -4, CON 10

Quinray turns around the corner only to see the enemy dropping to the ground. Roderick throws a bomb that disables the woman and a half-elf while Ryskovich drops the Sven look-alike that must be Hjort. That leaves a skinny man on the ground! The man stands up and makes some movements with his hands, moments later followed by a bolt of force that slams into Ryskovich!

1d4 + 2 ⇒ (4) + 2 = 6

DC 16 Spellcraft:
Magic Missile and the +2 is correct (Evoker)

Ryskovich and Pandora notice that the yard is quite slippery, preventing everyone to move very fast
If move more than your speed (by taking 2 move actions / charge) you need to pass a reflex safe at the start to avoid falling prone)

Initiative
Pandora
Quinray
Roderick
Ryskovich 14/20
Falinar
Merida
- - -
Lazar - 9 damage
Hjort - 20 damage + dying/dead/stabilized
Runa - 12 damage + dying/dead/stabilized
Gyuri - 12 damage + dying/dead/stabilized
- - -

Grand Lodge

HP 94/94 | AC 24 TAC 16 FF 19 (fortification 25%) | CMD 26 | F +11 R +15 W +9 [immune poison] (evasion,+4 vs. sonic and language effects) | Sing: 28/28 Ex: 3/3 LM: 2/2 L1: 6/6 L2: 5/5 L3: 5/5 L4: 3/3 | Ini +6 | Senses +12
Skills:
Acrobatics+12,Bluff+18,Appraise+0,Climb+6,Diplo+19,Disguis+8,Escap+9,H.anim al+12,Arc+9,Dung+9,Eng+9,His+9,Local+9,Nat+9,Nob+9,Pla+9,Rel+9,Ling+7,Sing+ 18,Dance+12,S.Motives+18,SoHand+9,Spell+9,Stealth+9,UMD+17
Female Human Bard 11 | - (Inactive)

Making a great effort not to slipper in the greasy courtyard, Pandora sets two arrows in her bow without moving a foot, and fires them at the standing man aiming at his legs.
Shortbow-Rapid shot+Precise shot+Point blank shot: 1d20 + 7 - 2 + 1 ⇒ (13) + 7 - 2 + 1 = 19
Piercing damage: 1d6 + 2 + 1 ⇒ (5) + 2 + 1 = 8
Shortbow-Rapid shot+Precise shot+Point blank shot: 1d20 + 7 - 2 + 1 ⇒ (12) + 7 - 2 + 1 = 18
Piercing damage: 1d6 + 2 + 1 ⇒ (3) + 2 + 1 = 6
"You! Surrender! There's nothing you can do to run away!" commands the woman with grieve voice.

I don't know if Quinray was inspiring courage, if so +1 was not taken into my rolls


Fiend series | Shackles

Out of combat!

You stabilize, bind and bring the enemy back to consciousness using some potions you find on them.

You then interrogate Hjort and learn the following

Hjort's story wrote:

A few months ago Hjort was the only survivor of a raid on his proud and mighty coastal village in the Lands of the Linnorm Kings.

Though the warriors of the Blood Ram tribe fought with all the power and prowess they possessed, they were outnumbered, and were crushed in a matter of minutes by forces both material and magical. Hjort only survived because he was blasted into a ruined building by powerful magic and left for dead; when he woke hours later and dug himself out of the wreckage, he found that the men
of his village had been slaughtered, and the women and children hauled off into slavery. As Hjort sorted through the carnage, he found many bodies of the foe who dared raid their village—and on every single one he found the same thing: a wayfinder.

Even in the north, far from the Pathfinder Society’s headquarters in Absalom, Hjort knew what the wayfinders meant and what they represented. His hatred burned brighter and brighter as he packed his gear, sharpened his weapons, and set out for Trollheim.
He planned to find these raiding Pathfinders and kill them publicly so that everyone—especially the castellan of Trollheim, Freyr Darkwine—would see his power and known that he had claimed his revenge. Thus he might both slake his thirst for blood and ingratiate himself with Darkwine’s warriors—thereby satiating his lust for power as well.

In Trollheim, Hjort found an unlikely ally — Runa White, who claimed
she too was betrayed by the Society and had tracked her betrayers to Trollheim for revenge.

You are dumbfounded at this story, especially because Hjort tells it honestly as far as you can indicate. You then turn to the Chelish woman. It takes some more time to get her to tell the truth but in the end she admits

Runa's story wrote:


In truth, Runa was part of the Shadow Lodge mission that sacked Hjort’s village (searching for ancient Linnorm artifacts of power for a new shadow lodge in Whitethrone), and she had stayed behind to watch for survivors or pursuit.

When she saw Hjort emerge from the carnage, raging for revenge, a plan formed in her mind. She decides to harness Hjort’s anger and prowess and fulfill the final part of her mission in the wretched, backwater Land of the Linnorm Kings: she would turn the Ulfen warrior against the Society fully, and he would help her end their presence in Trollheim.

After careful plotting and hiring mercenaries, Runa and Hjort grabbed the one stalwart ally of the Society who they knew for certain lived in Trollheim: Rognvald Skagni, an expert historian on the three nations of northern Avistan west of the Worldwound—the Lands of the Linnorm Kings, Irrisen, and the Realm of the Mammoth Lords.

Hjort, Runa, and their mercenaries took Skagni in an evening raid, murdered his servants, and burned his house to the ground. Skagni was sent to Irrisenas a slave, and the mercenaries established a watch on his ruined home for signs of Pathfinder visitors. Any such Pathfinders who arrive are to be made to pay for the attack on Hjort’s village.

Runa also carries several damning documents that explain that the entire plot to kidnap Skagni and use Hjort to tarnish the Pathfinder Society’s reputation in the Lands of the Linnorm Kings was organized by a Shadow Lodge agent named Caggrigar and his man in Irrisen called Vermund.

Seems you have to deliver a certain chest to Irissen....

END OF PART 1

Grand Lodge

HP 94/94 | AC 24 TAC 16 FF 19 (fortification 25%) | CMD 26 | F +11 R +15 W +9 [immune poison] (evasion,+4 vs. sonic and language effects) | Sing: 28/28 Ex: 3/3 LM: 2/2 L1: 6/6 L2: 5/5 L3: 5/5 L4: 3/3 | Ini +6 | Senses +12
Skills:
Acrobatics+12,Bluff+18,Appraise+0,Climb+6,Diplo+19,Disguis+8,Escap+9,H.anim al+12,Arc+9,Dung+9,Eng+9,His+9,Local+9,Nat+9,Nob+9,Pla+9,Rel+9,Ling+7,Sing+ 18,Dance+12,S.Motives+18,SoHand+9,Spell+9,Stealth+9,UMD+17
Female Human Bard 11 | - (Inactive)

Pandora looks at the traitor Runa despised "So you sent Skagni into Irissen... Tsk... Well, that will take us extra time for our delivery. I guess the Society will like us to solve Skagni problems too and not let him at his own look." then looking at the others around "I am in with continuing with the mission. We made a good team dealing with this unexpected trouble. What are your thoughts?"

The Exchange

Male Half-Elf Bard(Dirge) 2/Sorcerer(undead) 1 | AC 12 T 12 FF 10 | HP 23/23 | F +2 R +5 W +4 | Init +1 | Perc +7 | Performance Rounds 12/12 | Bloodline Power 7/7

"We have to deliver a chest now? Why does this kind of thing happen to me? At least I have a donkey that can carry it. Poor thing. Not that I would trade spots with it mind you. We might as well continue." Quinray says despondently.

Grand Lodge

male Human Chirurgeon 8 AC20(24)/T15(19)/F16/CMD17 |HP 67/67 | Fort:+11;Ref:+13;Will+6 |Percept.+12 | Init.+10 (1/1 mutagen: used bombs 11/15 used) wings 2/7min {heroism, cues, endure elements, shield, mutagen}

"Very well. As my first mission, I learned much and would be pleased to continue on with this team."

Roderick looks around nodding to the others in respect.


Fiend series | Shackles

Your time in Trollheim ended quickly when you discovered clues leading to Whitethrone, the capital of Irrisen and home of Baba Yaga’s white witch daughters. Traveling across the border from the Lands of the Linnorm Kings into Irrisen is no small feat, but you managed it by joining a mixed caravan of hunters and merchants headed for Whitethrone on a diplomatic mission. The merchants warned you that Whitethrone has been up in arms against Pathfinders recently, and you would likely need to sneak into the city.

Things were going well until terrifying ice trolls and soldiers of Whitethrone’s Iron Guard who, it seems, were not interested in speaking to a diplomatic mission, ambushed the caravan. You barely escaped with their lives, though most of the caravan did not.

A biting wind blows from the north and snow blows in blinding drifts amid numbing fog. The bone-white walls of Whitethrone, capital of Irrisen and home of Baba Yaga’s white witch daughters, rises into the frigid northern night. Somewhere within is the Shadow Lodge headquarters hinted at in Trollheim where the poor historian Rognvald Skagni is being held. Reaching this point was a difficult challenge, but gaining entry into the city itself presents the greatest obstacle yet.

The city is surrounded by imposing bone-white stone walls. The walls are 40 feet tall and perfectly flat, it will be very difficult if not impossible to find enough hand and footholds to climb up.

Whitethrone’s harbor on Glacier Lake is certainly the largest breach in the city’s walls, but it also presents the most difficult means of entering the city. Moving, churning ice chokes the harbor, breaking apart and crashing together without warning, sending the unprepared trespasser to a watery grave in frigid waters.

The Royal Palace—the seat of the queen of Irrisen—sits in the center of the harbor. Constructed entirely of ice and reaching a height far above the surface of the water, the palace provides a clear view of the frozen lake below.

Another breach in the walls can be found in the northeast face of the bone-white walls. Knowledge Local Check DC 15 to remember something about this gap

Off course there are also the city gates that are opened during the day.

- - -

Everyone please make a fortitude save for cold. You can use the survival skill to get a bonus. Please also include in your post if you wear a cold weather outfit

We will assume Merida and Falinar are still with you, not participating in anything. If they refrain from posting for two weeks since their last post they are out. I am certain you can handle these scenarios between the four of you at low tier.

The Exchange

Male Half-Elf Bard(Dirge) 2/Sorcerer(undead) 1 | AC 12 T 12 FF 10 | HP 23/23 | F +2 R +5 W +4 | Init +1 | Perc +7 | Performance Rounds 12/12 | Bloodline Power 7/7

K(local): 1d20 + 2 ⇒ (2) + 2 = 4
Fort Save: 1d20 + 2 + 5 ⇒ (17) + 2 + 5 = 24
Bundled up in his cold weather outfit, Quinray hardly feels the cold. Looking at the city, he says "Why does this always happen? Faced with a challenge that may just be impossible without a quarrel, I mean. Maybe we can sneak in through that breach in the wall in the northeast face?"

Grand Lodge

male Human Chirurgeon 8 AC20(24)/T15(19)/F16/CMD17 |HP 67/67 | Fort:+11;Ref:+13;Will+6 |Percept.+12 | Init.+10 (1/1 mutagen: used bombs 11/15 used) wings 2/7min {heroism, cues, endure elements, shield, mutagen}

Fort + gear: 1d20 + 3 + 5 ⇒ (18) + 3 + 5 = 26 vs cold

Roderick trudges along with the other, not fond of the cold, but not complaining.

"Aye, we will need luck on our side as the locals will not be . "

Grand Lodge

HP 94/94 | AC 24 TAC 16 FF 19 (fortification 25%) | CMD 26 | F +11 R +15 W +9 [immune poison] (evasion,+4 vs. sonic and language effects) | Sing: 28/28 Ex: 3/3 LM: 2/2 L1: 6/6 L2: 5/5 L3: 5/5 L4: 3/3 | Ini +6 | Senses +12
Skills:
Acrobatics+12,Bluff+18,Appraise+0,Climb+6,Diplo+19,Disguis+8,Escap+9,H.anim al+12,Arc+9,Dung+9,Eng+9,His+9,Local+9,Nat+9,Nob+9,Pla+9,Rel+9,Ling+7,Sing+ 18,Dance+12,S.Motives+18,SoHand+9,Spell+9,Stealth+9,UMD+17
Female Human Bard 11 | - (Inactive)

Cleaning a bit her cloths, Pandora looks around to the city from the distance at the privileged point of view the party has found "This is being harder than I thought. And know those walls over here, they seem so difficult to trespass." Looking carefully at the crevice in the middle of the walls, Pandora tries to recall rumors and information about engineering "I have seen those walls previously..."
K. local: 1d20 + 6 ⇒ (9) + 6 = 15
K. engineering: 1d20 + 6 ⇒ (11) + 6 = 17

The weather is cold outside, and Pandora has chosen a very bad place to look over the city. Nevertheless she is well covered by her cold weather cloths.
Survival: 1d20 - 2 ⇒ (3) - 2 = 1
Fortitude+Cold weather outfit: 1d20 + 4 + 5 ⇒ (8) + 4 + 5 = 17
"You know... I bought this cloths during a mission, we had to go into an ulfen house in Absalom, it was cold like a freezer there. I was good I took them to this mission, I haven't thought about remaining back home in the North for so long."

Looking at the city defences she adds "Perhaps we can wait for some hours here, check what are the protocols for entering in and out, checking when they change guards and select the best moment to go in." touching certain stick at her side "I have a disguise stick, I don't know if you can use it, if so, we might pass unnoticed as Irrisen citizens. We just need to look very sad and defeated returning home after some hard labour day."

If nothing found about the wall, Pandora will like to observe the guard patterns for some time.
About the scenario, I am ok with it. I can also leave and let you get someone with lower level if you wish, perhaps I am a bit too much overleveled for the scenario.


Fiend series | Shackles

Pandora remembers the following:

Whitethrone is a bustling city of nearly 25,000 souls, with snow goblins, ice trolls, winter wolves, and worgs counted among them and possessing the same rights as humanfolk.

The city’s Howlings district is home to most of the lupines who can walk in human form there due to the magics of Baba Yaga. Irrisen is a neutral evil nation and you would be wise to watch your step: merchants are barely tolerated, foreigners even less so, and those seen as adventurers need to watch their step as their kind has a reputation for murdering monsters...

The breach in the wall leads directly to the Howlings district. Though many smugglers also use the gap, you are unaware at the system of bribes and signals used. You know that you would be detected in one sniff by a magically altered winter wolf in human form.

If you stay to watch the guards you have to give me another fortitude save vs the cold weather

Grand Lodge

HP 94/94 | AC 24 TAC 16 FF 19 (fortification 25%) | CMD 26 | F +11 R +15 W +9 [immune poison] (evasion,+4 vs. sonic and language effects) | Sing: 28/28 Ex: 3/3 LM: 2/2 L1: 6/6 L2: 5/5 L3: 5/5 L4: 3/3 | Ini +6 | Senses +12
Skills:
Acrobatics+12,Bluff+18,Appraise+0,Climb+6,Diplo+19,Disguis+8,Escap+9,H.anim al+12,Arc+9,Dung+9,Eng+9,His+9,Local+9,Nat+9,Nob+9,Pla+9,Rel+9,Ling+7,Sing+ 18,Dance+12,S.Motives+18,SoHand+9,Spell+9,Stealth+9,UMD+17
Female Human Bard 11 | - (Inactive)

Pandora shares his knowledge with the rest of the party. "This city here, has monsters as normal citizens, and we better not venture there showing ourselves as adventurers, even less as pathfinders I would say." shaking his hands in order to make them warmer, the woman resumes "For what I've heard, there is a breach in the wall that leads directly to the Howlings district, but there we will certainly find werewolves and similar lupine beasts." Pandora looks directly at his fellows eyes at this point.

"The guard there will smell us at five hundred metres or more, he is a winter wolf in human form." trying to guess a solution she continues "Perhaps we can wait for a group of smugglers to go in, and try to disguise as part of them, or at least look what kind of signals they follow."

While the party decides it's chances, Pandora keeps looking attentively at the guards, trying to guess some pattern that can help her know how everybody can go inside the city without taking attention.
Survival: 1d20 - 2 ⇒ (1) - 2 = -1
Fortitude+Cold weather outfit: 1d20 + 4 + 5 ⇒ (14) + 4 + 5 = 23

The Exchange

Male Half-Elf Bard(Dirge) 2/Sorcerer(undead) 1 | AC 12 T 12 FF 10 | HP 23/23 | F +2 R +5 W +4 | Init +1 | Perc +7 | Performance Rounds 12/12 | Bloodline Power 7/7

Fort Save+Outfit: 1d20 + 2 + 5 ⇒ (14) + 2 + 5 = 21
Quinray stays bundled up in his outfit while watching the guards with Pandora.

Grand Lodge

male Human Chirurgeon 8 AC20(24)/T15(19)/F16/CMD17 |HP 67/67 | Fort:+11;Ref:+13;Will+6 |Percept.+12 | Init.+10 (1/1 mutagen: used bombs 11/15 used) wings 2/7min {heroism, cues, endure elements, shield, mutagen}

Roderick stays with the others, watching and waiting.

Fort+gear : 1d20 + 3 + 5 ⇒ (19) + 3 + 5 = 27 vs cold

Dark Archive

HP 41/42, AC/T/F 21/14/18, Intimidate +3, Perception +11, Initiative +2 , F/R/W: 7/5/3 (5 v fear) Halfling Fighter (Rondelero Duelist) 5.2

Ryskovich, grabs his furs, and bounds them closer to his chest. He tries his best to warm his hands, and wraps the various cloth around his mouth to keep the cold from his lungs.

fort cold: 1d20 + 5 + 5 ⇒ (13) + 5 + 5 = 23

So, this doesn't seem to be an easy task, since we are the foreigners here...plus we are not so welcome. So, any plans folks?

Grand Lodge

HP 94/94 | AC 24 TAC 16 FF 19 (fortification 25%) | CMD 26 | F +11 R +15 W +9 [immune poison] (evasion,+4 vs. sonic and language effects) | Sing: 28/28 Ex: 3/3 LM: 2/2 L1: 6/6 L2: 5/5 L3: 5/5 L4: 3/3 | Ini +6 | Senses +12
Skills:
Acrobatics+12,Bluff+18,Appraise+0,Climb+6,Diplo+19,Disguis+8,Escap+9,H.anim al+12,Arc+9,Dung+9,Eng+9,His+9,Local+9,Nat+9,Nob+9,Pla+9,Rel+9,Ling+7,Sing+ 18,Dance+12,S.Motives+18,SoHand+9,Spell+9,Stealth+9,UMD+17
Female Human Bard 11 | - (Inactive)

If nothing useful or relevant happens during the extra guard, Pandora will suggest to go check the wall breach entrance in the northeast, during dusk if possible.

Grand Lodge

Cirri's Familiar | Spells -/6/5/4/2 | Arcane Pool 11/11 | Flight Hex minutes 10/10 | GM Folio Reroll +2 | HP 86/86 | AC 21, T 12, FF 20 | Saves 11/6/8 | CMD 23 (25 vs trip) | Perception +7 | Init +1 | Female Human Magus 10 | Alignment NG |Ward not set

Fort vs Cold: 1d20 + 3 + 5 ⇒ (20) + 3 + 5 = 28 Bundled up like a bug in rug!

Stealth: 1d20 + 1 ⇒ (18) + 1 = 19 Don't want to get caught by another troll...sometimes I'm good at this. Take that sis!

Snow. It's almost as fun as the sea. Cirri thinks to herself. The Venture-Captain's instructions were confusing. She got into a couple of brawls when she reached Trollheim before working things out. She joined a caravan that was slaughtered by wolves and ice trolls. And it's only when she dug out of the wreckage she noticed the pathfinders with the chest they need to deliver!

Once she's close enough to the group. "Hey everybody. I'm Cirri Merryweather. I'm here to help!"

Wisdom: 1d20 - 1 ⇒ (10) - 1 = 9 Cirri briefly flashes her wayfinder before realizing that's a bad idea and stowing it away.

Sovereign Court

M dwarf AC 22/11/21 |CMD 16| HP11| F:+3 W:+1 R:+1 | Per:+2 (+4 unusual stone) | Init:+3 lvl 1 fighter (tower shield specialist)

Wrapping his heavy cloak tighter around himself, Falinar watches the guards with Pandora.

Fort vs Cold: 1d20 + 3 + 5 ⇒ (2) + 3 + 5 = 10

Dark Archive

HP 41/42, AC/T/F 21/14/18, Intimidate +3, Perception +11, Initiative +2 , F/R/W: 7/5/3 (5 v fear) Halfling Fighter (Rondelero Duelist) 5.2

Welcome to the cold depths of nowheresville Cirri. Any help is welcome, since we are the outsiders in these neck of the woods

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