
![]() |

Mu, what you need for a reroll is an official PFS faction shirt or Character Portfolio. Also, by the way, I think Mu should be at -5 after fast healing from last round and this round.

![]() |

Badr faces a volley of 2 arrows and a bolt as he stands his ground, musket firmly in hand.
Hooded lady in the snow
attack roll: 1d20 + 6 - 2 ⇒ (19) + 6 - 2 = 23
damage: 1d4 ⇒ 3
confirmation roll: 1d20 + 2 ⇒ (1) + 2 = 3
damage: 1d6 ⇒ 5
Archers in the room
attack roll: 1d20 + 2 ⇒ (13) + 2 = 15
damage: 1d6 ⇒ 3
confirmation roll: 1d20 + 2 ⇒ (11) + 2 = 13
damage: 1d6 ⇒ 3
Only the crossbow bolt finds its mark, but even the stalwart gunslinger looks to be in a bad way now.
Declare actions, Eldanar note that your dog is in critical condition. Shu, note that your geezer-friend is also in critical condition. But the good news is that with the cleric's current position, whilst Badr can't hit him, he's also lost line of effect to Mu and Badr.

![]() |

"That got him! You see that?" Shu laughs, then looks to the monkey slumped over in his hood. "Pu? Pu!!" Shu moves the poor monkey to the floor next to the fireplace and taps it gently with the wand, then hands it to Guilford.
"You go heal Bad!"

![]() |

Still got 2 clw potions, just stabilize guys! As long as the dog doesn´t die, he can be healed later with CLW wand.
Eldanár looks with sorrow at his wounded dog, but that only makes him more confirmed on getting rid of that energy waving bastard. He aims, shoots and reloads.
Musket: 1d20 + 8 ⇒ (15) + 8 = 231d10 + 1 ⇒ (4) + 1 = 5
Edit: with infernal healing you are automatically stabilized because you heal every round for 10 rounds. Infernal healing is on Eldanár as well, so he healed some. Also he drank a potion before and healed 6hp. Not sure where that much damage right now is coming from, who is up or down now? And a question, we didn´t see that guy hold up sonething like a symbol in some way, did we?

![]() |

I should be asleep now...but:
He has channeled energy twice now, and the second time most people made their saves, but I rolled a 5 and a 6 for damage...
Anyway, from where you are, he has cover, but your shot is sufficiently well-aimed (fueled by your anger at what he did to your pet) that it still finds its mark. As your bullet pirces his chest, he heaves but once before collapsing to the ground.
And he did grasp *something*, but you weren't able to get a good look at it, though you are certainly free to search his body after this is over. I'll see if Exiel and Badr have posted when I wake up, since there's still a rogue and 2 archers downstairs.

![]() |

Eldanár dismounts leading Ted into savety, then will shoot at the rogue and the archers.
Musket: 1d20 + 8 ⇒ (2) + 8 = 101d10 + 1 ⇒ (7) + 1 = 8 at the rogue Rouge
Musket: 1d20 + 8 ⇒ (19) + 8 = 271d10 + 1 ⇒ (8) + 1 = 9
Musket: 1d20 + 8 ⇒ (3) + 8 = 111d10 + 1 ⇒ (3) + 1 = 4
Musket: 1d20 + 8 ⇒ (6) + 8 = 141d10 + 1 ⇒ (7) + 1 = 8
Musket: 1d20 + 8 ⇒ (1) + 8 = 91d10 + 1 ⇒ (2) + 1 = 3
Repeat as necessary or put to archers.

![]() |

Badr moves so that the crossbow lady can't see him near shu and Gil any more and fishes for his potion of healing. can't edit map ATM due to iphone. Also not sure if Shu and Gil can both use the wand this turn as Inf Healing iirc is a full round spell

![]() |

Ok, that's everyone.
The two remaining archers shoot at Exiel, though the one who is bleeding nearly falls over from the effort.
attack: 1d20 + 2 ⇒ (8) + 2 = 10
damage: 1d6 ⇒ 2
attack: 1d20 + 2 ⇒ (18) + 2 = 20
damage: 1d6 ⇒ 1
One of the arrows grazes his arm.
The crossbow-lady does likewise, then moves towards the forest trail.
attack: 1d20 + 6 - 4 ⇒ (8) + 6 - 4 = 10
damage: 1d3 ⇒ 2
Pu and Mu both heal 1 hp each, new round.
Mop up time, guys, you've just about won this!

![]() |

Eldanar moves to the window and lines up a shot, but misses. (But for some reason, you suspect that his next shot will hit if she does not move out of sight. =p)

![]() |

Potion in hand Badr accepts a tap of the wand after Pu the monkey has gotten his the round before.
After me I count 3 charges of Inf. Heal used from the wand - is that the case?
He'll pause waiting to hear what happens and then reload his rifle with a standard bullet cartridge.

![]() |

Badr: 4 charges used in total. You, Mu, Pu and Eldanar.
Exiel moves in front of the lady to cut off her escape route. The woman looks worriedly at him.
Mu and Pu each recover another hp, but are unconscious.
Shu and Guilford, do you guys want to do anything?

![]() |

Shu runs to the door of the structure and calls after the woman.
"Hee! Run into forest! You cannot hide there! We are masters of that domain!"
Bluff/Intimidate whichever is more appropriate: 1d20 + 3 ⇒ (14) + 3 = 17

![]() |

Guilford won't be posting much today, so I will control him a little, since it won't affect things much at this point. He slams a fist of telekinetic energy into the face of the bleeding archer.
attack: 1d20 + 3 ⇒ (17) + 3 = 20
damag: 1d4 ⇒ 4
And takes him out. His friend sees that he is now alone against two of the 6 psychopaths who butchered their entire group, and drops his bow and raises his hands
Please don't kill me...
The hooded woman however draws a shortsword again and takes a stab at Exiel.
attack: 1d20 + 5 ⇒ (20) + 5 = 25
damag: 1d6 + 2 ⇒ (1) + 2 = 3
confirmation: 1d20 + 5 ⇒ (12) + 5 = 17
damag: 1d6 + 2 ⇒ (1) + 2 = 3
In running to catch up to her, Exiel leaves himself open for a moment, and the woman stabs at his stomach, though a last-minute sidestep and the benefit of his armor allows him to avoid it from piercing any vital organs.
This should be the final round. All that's left is the rogue. Go get her!
From her current position, the rogue has cover from Eldanar, but using his pre-rolled attacks, he manages to aim past the corner of the building, and from his vantage point, pegs her with a bullet!

![]() |

Sorry I took a long nap after staying up that late last night.
Exiel take lunges at the rogue, but her latest stab at him puts him off kilter, and he misses.
I'll have Guilford also try to support Exiel by firing a telekinetic fist, since he said he would not be posting much today.
attack roll: 1d20 + 3 - 4 - 4 ⇒ (19) + 3 - 4 - 4 = 14
damage: 1d4 ⇒ 4
The rogue stumbles forward as Guilford's telekinetic attack slams into the back of her head. Still determined to get away, she takes a 5ft step around Exiel and tries to stab him again.
attack roll: 1d20 + 5 ⇒ (9) + 5 = 14
damage: 1d6 + 2 ⇒ (1) + 2 = 3
She misses.
Per his latest post, Eldanar fires at her again, and misses.
Next round.

![]() |

Despite giving the rogue a 'chance', Exiel proceeds to cut her down, staining the snow with her blood. When the sole survivor of your onslaught sees Exiel dragging her body into the lodge, he gives up any notion of fighting or escaping, instead blubbering about the various (and highly imaginative) fates-worse-than-death that await him after you turn him over to the witches of Irrisen.
Eventually, however, you are able to impress upon the man that you are not agents of the white witches, though you may well turn him over to them anyway if he doesn't shut up.
The roaring fire in the fireplace provides a welcome warmth that allows you to search the bodies of the fallen and the lodge itself in relative comfort.
Padded armor x 9
Buckler x 9
short sword x 9
short bow x 9
arrows x 167
72gp 45 sp
elixir of hiding
potion of invisibility
potion of pass without trace
potion of spider climb
tanglefoot bag
leather armor
dagger
mwk hand crossbow with 9 bolts
shortsword
climber's kit
crow bar
grappling hook
key
mwk thieves' tools
silk rope (5o ft.)
28 gp
green blood oil (1)
oil of taggit (2)
mwk studded leather
dagger
light crossbow with 10 bolts
mwk short sword
cloak of the yeti
mwk thieves' tools
keys
spell book (contains alarm, chill touch, expeditious retreat, feather fall, identify, locate object, and ray of enfeeblement)
15 gp
A pitch-black icon that looks like a shield, or perhaps a smooth, featureless mask, with a white 8-pointed star where, if it was a mask, the left eye would be

![]() |

A maple chest in one of the rooms, which you unlock using one of the keys from the cleric, containing
a gold ingot engraved with the Taldan royal seal (worth 50 gp)
a spyglass
a silver lady's ring (worth 25 gp)
three shards of tiger's eye gemstones (worth 10 gp each)
a fine pair of leather riding boots of elven make (worth 15 gp)
Perception checks
Exiel: 1d20 + 3 ⇒ (11) + 3 = 14
Badr: 1d20 + 7 ⇒ (14) + 7 = 21
Mu: 1d20 + 3 ⇒ (10) + 3 = 13
Shu: 1d20 - 1 ⇒ (6) - 1 = 5
Guilford: 1d20 + 6 ⇒ (1) + 6 = 7
Eldanar: 1d20 + 8 ⇒ (4) + 8 = 12
Ted: 1d20 + 8 ⇒ (4) + 8 = 12 (Scent)
Pu: 1d20 + 5 ⇒ (3) + 5 = 8
a silver dagger with a hidden compartment in the hilt (found by Badr) containing i dose of small centipede poison
scroll of endure elements
two scrolls of magic weapon
scroll of unseen servant
---------------------------------------------------------------------
In another chest (unlocked with the rogue's key), you find:
a healer's kit (5 uses remaining)
25 sp
potion oflesser restoration
---------------------------------------------------------------------
The stables outside house 3 horses and riding harnesses (saddles, bits, bridles etc) for all 3.
---------------------------------------------------------------------
Finally, in a locked storeroom upstairs which you unlock with one of the cleric's keys, you find:
three scrolls of lesser animate dead (2 HD)
2 more doses of greenblood oil
small lockbox containing 25 pp, 150 gp, 180 sp
a blue quartz "ice diamond" from lrrisen worth 100 gp
three oils of magic weapon
10 flasks of alchemist's fire

![]() |

Well done thus far, guys, you took on an entire mini 'dungeon' all at once, and managed to (barely) all survive!
25 pp, 313gp 290sp 18cp
Weapons/Armor(superior)
Cold-iron longsword (cannot be sold, must be returned) [Exiel]
Masterwork Longsword [Exiel]
masterwork chain shirt [Badr]
composite longbow (+1 Str) with 12 arrows [Badr]
mwk hand crossbow with 9 bolts
masterwork handaxe
masterwork dagger
masterwork short sword
masterwork studded leather
a silver dagger with a hidden compartment in the hilt containing i dose of small centipede poison
Weapons/Armor(generic)
Breastplate
padded armors x12
leather armor x 6
studded leather armor x3
light wooden shields x2
Buckler x 12
longswords x7
spear x3 (including the one used 'lock the zombie-carriage)
dagger x 3
shortsword x 13
light crossbow x4
shortbow x12
Crossbow bolt x35
arrows x227
Misc treasure (for selling)
Lady Argentea Malassene's signet ring
3 Courtiers outfits (worth 90gp)
Assorted jewels worth 240gp
a gold ingot engraved with the Taldan royal seal (worth 50 gp)
a silver lady's ring (worth 25 gp)
three shards of tiger's eye gemstones (worth 10 gp each)
a fine pair of leather riding boots of elven make (worth 15 gp)
a blue quartz "ice diamond" from lrrisen worth 100 gp
potions/elixirs/scrolls
elixir of hiding
potion of invisibility
potion of pass without trace
potion of spider climb
three oils of magic weapon
potion oflesser restoration
scroll of endure elements
two scrolls of magic weapon
scroll of unseen servant
three scrolls of lesser animate dead (2 HD)
Tools
10 flasks of alchemist's fire
tanglefoot bag
green blood oil (3)
oil of taggit (2)
a healer's kit (5 uses remaining)
a spyglass
climber's kit
crow bar
grappling hook
mwk thieves' tools x 2
silk rope (5o ft.)
A pitch-black icon that looks like a shield, or perhaps a smooth, featureless mask, with a white 8-pointed star where, if it was a mask, the left eye would be
spell book (contains alarm, chill touch, expeditious retreat, feather fall, identify, locate object, and ray of enfeeblement)
Magic Items
cloak of the yeti (Constant endure elements effect in cold weather, +1 natural armor, +2 Intimidate)
Animals
3 horses (saddled)
In the storeroom upstairs, you also find, locked in a small iron cage, a little elfin figure with wings, not unlike one of the trio who ambushed you earlier this morning. When questioned, he curses at you in fluent common, promising an increasingly horrifying number of tortures he expects his friends to inflict upon you when you find them. He refuses to tell you anything of use or otherwise of interest.
Perception checks
Exiel: 1d20 + 3 ⇒ (2) + 3 = 5
Badr: 1d20 + 7 ⇒ (15) + 7 = 22
Mu: 1d20 + 3 ⇒ (10) + 3 = 13
Shu: 1d20 - 1 ⇒ (2) - 1 = 1
Guilford: 1d20 + 6 ⇒ (1) + 6 = 7
Eldanar: 1d20 + 8 ⇒ (9) + 8 = 17
Ted: 1d20 + 8 ⇒ (19) + 8 = 27 (Scent)
Pu: 1d20 + 5 ⇒ (15) + 5 = 20
And in the trophy room, Ted finds and sniffs at a trapdoor bearing an iron lock. A quick test shows that one of the keys from the cleric also unlocks the lock, and you open it to find a 10ft high ladder leading down into a cellar where a Taldan woman in a well-made if now dirty and slightly ripped dress sits on the floor. She stands up as light shines into her little dungeon, and looks up at you with her arms folded.
I suppose from the commotion upstairs and the blood on some of you that you've been fighting against those disgusting bandits. Well then, are you the rescue-party?
How do you wish to handle these discoveries?

![]() |

Thanks for sorting the loot for us! Was getting a little difficult to read those endless lists!
Exiel will upgrade to the masterwork studded leather.
Shall we discuss the other loot in the discussion thread?
Exiel will bow to her from the top of the trap door and say:
Milady Argentea Malassene, the Pathfinder Society heard of your plight, and we were indeed sent to rescue you. I trust you are unharmed? Those rogues did not hurt you, did they?
He invites her to climb up the ladder, offering a hand to her as she gets to the top.

![]() |

The woman climbs the ladder without accepting Exiel's hand.
I am fine and perfectly able to climbing the ladder on my own, thank you. Pathfinders? I was expecting Taldor to send troops. Or at least the Heldren militia. But I suppose this was for the best. You treasure-hunters are probably better-equipped to handle the icy flying monstrosities that attacked my caravan along with those rogues you just killed. There were winged imps that sprayed light and ice, even a misshapen hulking brute with huge claws and tusk-like teeth. Oh, I shudder to think of it!
Enough of this. I have been through enough and I deserve a hot bath and good food to soothe my nerves. Have you arranged a carriage for me?
She sees your uneasy (or incredulous, depending on your disposition) expressions and sighs.
Treasure hunters. Huh. None of the chivalry and consideration. It is a sign of the times, I tell you, when a lady has to suffer rescue at other than a noble Taldan knight who arranges a proper rescue. No offense, you did well enough. But surely you at least have horses? You cannot expect a lady to walk all the way back.
You remember that whilst searching the lodge, you found 3 horses in the stables outside. And whilst you may be tempted to slap the woman, you remember that one of the reasons Aram Zey sent you on this mission was to ingratiate the Pathfinder Society with the Taldan upper class.

![]() |

Shu likes pretty ladies. "Do not worry, lady. We might not have horses, but bandits were nice enough to leave some in their wills. Hee hee." Pu, feeling much better after his hellish healing, grins from his usual perch atop the gnome's head.
"Still, riding back might be prudent to be done in morning. From what you say, there might still be fey out there, and we need rest before risking journey. I suggest blankets and more wood in fireplace."
diplomacy: 1d20 + 3 ⇒ (13) + 3 = 16

![]() |

It is as my little friend here says. We are wounded and in need of rest if we are to properly protect you on the way back to Heldren. If you will permit us to rest and recuperate, we will see to your return the following morning. You will, of course, have the best room and bed available for your personal use.
Casts guidance
diplomacy: 1d20 + 10 ⇒ (14) + 10 = 24

![]() |

The Taldan noblewoman looks at your group, especially Mu, who is by now back to his normal size but still groggy from being knocked out a couple of times.
Yes I suppose there is some sense in that. Very well. Find a pot and boil some water for me. I will inspect the rooms myself and give you instructions on how to set it up. You there, the smooth-talking one. No wipe that grin off your face, I do NOT fancy slumming with peasantry. However your muscles will be useful for rearranging the furniture, so I want you to be ready when I am done inspecting the rooms. The rest of you, as you were.
With that, the Taldan woman goes about inspecting the rooms, eventually selecting for herself the largest room closest to the fire (H11). She puts Exiel to work rearranging the furniture and looking for new sheets, and gets a little uppity about the amount of time you take to perform as simple a task as boiling water (which you are able to - room H8 is actually a decently-stocked kitchen).
Despite all of that, you get the impression that, as far as she is concerned, she is trying to make concessions for you for rescuing her, and you wonder with some trepidation what life as her servant must be like!
That said, you spend the rest of the day resting near the fire (or in one of the remaining rooms, if you prefer). Night falls and passes uneventfully (apart from the occasional order from her ladyship), and come the morning you saddle up the horses and make your way back to Heldren.

![]() |

Feel free to insert some roleplaying here. I will check back tomorrow morning (by Singapore time). There will be no combat between going back to Heldren and returning to the lodge to investigate the footprints leading over the bridge, so feel free to discuss how you will use the equipment found and what you want to keep/trade. For the sake of convenience, I will let you know now that Lady Malassene will reward the group with a letter of credit for an additional 500gp upon return to Heldren, so take that into account. Shu and Exiel have already started the discussing in the discussion thread.
I have updated the reference sheet to account for the overnight rest and the remaining rounds of infernal healing. My next post will cover what happens back at Heldren, and will end with you crossing the bridge to follow the path to your deaths...I mean deeper into the forest. Ahem. ;)

![]() |

When Mu finally comes to he finds Shu sitting cross-legged on his chest reading through a book. Pu chitters, and Shu looks down.
"You have nice nap? We won."
Shu returns to reading.

![]() |

"Well done, comrades! I'm glad I was assigned to such a fine team. Shu, you are welcome to review my spellbook. Would you be kind enough to share some scrolls, if possible? There are a few spells here I'd love to write down."

![]() |

Your trip back to Heldren is uneasy, but ultimately uneventful. The people of the town welcome you back as heroes, and the local temple to Erastil heals you all free of charge as a reward for your valor. When Elder Safander tells the people that you are from the Pathfinder Society, the people give murmurs of approval - and you reckon Aram Zey would approve of this outcome. Lady Malassene herself, though scant with her thanks, nonetheless gives your group a letter for credit for 500gp, and a letter expressing gratitude to the Pathfinder Society in general, and to your group in particular. You reckon returning this letter to Aram Zey will ensure that you earn some prestige within the society. ;)
You spend the rest of the day resting, recuperating, acquiring new equipment, and generally enjoyig the hospitality of the town, but come the next morning, you become mindful that Aram Zey also had another task for you.
You complete your preparations and set off once more, making your way back to the lodge without incident apart from the biting cold (those of you without endure elements, make 3 fort saves in your next post - if you don't I will roll them for you).

![]() |

Beyond the back porch of the lodge lies a bridge where several more footprints lead into the woods once more.
The bridge spans a narrow ravine and is covered in ice and snow, and the turbulent waters of a fast- moving creek surge through a couple of waterfalls far below. It sways alarmingly in the icy winds blowing through the gorge, though by crossing slowly and carefully, you make it across without incident.
The forest beyond stands deathly quiet. As you go deeper into the woods, even the wind grows still as snow softly falls through the stark branches overhead. Trancks, human-sized but oddly misshapen, mar an otherwise unblemished trail through the trees.
I see you are still sorting out equipment, so I will wait till you do before proceeding.

![]() |

The loot situation has changed, please see my latest post.
We will resume from the point where you are back in the forest in 7 hours time, unless everyone has posted before then.

![]() |
1 person marked this as a favorite. |

Whistling off-tune, Shu saunters through the snow in his traveler's robes, his cold weather outfit stored in Mu's pack. It's pretty clear he's using magic to endure the elements. Pu perches atop the gnome's head, wrapped in a thick blanket, looking like a monkey-faced turban. Apparently, his familiar doesn't get the benefits of Shu's "great power".
Or maybe Shu's just cheap.

![]() |

Ok, I'm back, and it's time to roll some fort saves:
Exiel: immune
Badr: saves made, all passed
Shu: Immune
Mu 1:: 1d20 + 4 + 5 + 2 ⇒ (7) + 4 + 5 + 2 = 18
Mu 2:: 1d20 + 4 + 5 + 2 ⇒ (12) + 4 + 5 + 2 = 23
Mu 3:: 1d20 + 4 + 5 + 2 ⇒ (13) + 4 + 5 + 2 = 24
Guilford 1: 1d20 + 1 + 5 ⇒ (5) + 1 + 5 = 11
Guilford 2: 1d20 + 1 + 5 ⇒ (18) + 1 + 5 = 24
Guilford 3: 1d20 + 1 + 5 ⇒ (18) + 1 + 5 = 24
Eldanar 1: 1d20 + 2 + 5 ⇒ (6) + 2 + 5 = 13
Eldanar 2: 1d20 + 2 + 5 ⇒ (10) + 2 + 5 = 17
Eldanar 3: 1d20 + 2 + 5 ⇒ (3) + 2 + 5 = 10
Unfortunately, without periodic battles to warm their bodies, Guilford and Eldanar succumb to the cold (disregard if you manged to get endure elements cast on yourselves).
Damage to Guilford: 1d6 ⇒ 3
Damage to Eldanar: 2d6 ⇒ (1, 5) = 6
Feel free to amend the sheet if your preparations had included endure elements spells, or if you decide to use some form of healing before the events of the next post.

![]() |

As you press on through the forest, you see ahead of you three figures…three skeletal figures, with unfortunately familiar cold-blue flames flickering within them. They turn slowly to look at you, then start to scramble through the snow towards you!
Initiatives
Exiel:: 1d20 + 5 ⇒ (20) + 5 = 25
Badr:: 1d20 + 4 ⇒ (5) + 4 = 9
Mu:: 1d20 + 2 ⇒ (15) + 2 = 17
Shu:: 1d20 + 3 ⇒ (20) + 3 = 23
Guilford:: 1d20 + 7 ⇒ (1) + 7 = 8
Eldanar:: 1d20 + 4 ⇒ (16) + 4 = 20
Skeletons:: 1d20 + 6 ⇒ (3) + 6 = 9
Everyone except Badr and Guilford, declare your actions!