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![Dervish](http://cdn.paizo.com/image/avatar/Dervish.jpg)
Shu can use the wand of Infernal Healing on them both - that will give them full hps and have them start combat hypertherma free. Taking off 2 charges
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![Lem](http://cdn.paizo.com/image/avatar/PZO1126-Lem_500.jpeg)
Ah took too long to post while breakfast. Please see discussion thread for some longer stuff. I would have given everyone a charge of endure elements and used the heatstone to get warm again.
Eldanár takes a 5 foot step and then fires on the skeleton directly west of him, which happens to be just in the right distance.
Musket: 1d20 + 8 ⇒ (2) + 8 = 101d10 ⇒ 2
He then reloads his musket with a paper cartridge.
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![Aram Zey](http://cdn.paizo.com/image/avatar/PZO9235-Aram.jpg)
Eldnanar: If you ticked off 4 charges of endure elements, I'll treat it as having been done at the start of the day, and say no one got hypothermia. =) Exiel and Mu do not need endure elements as they now have it permanently (from boon and item respectively). Have amended reference sheet accordingly.
Eldanar fires his musket at the nearest skeleton, but to no avail.
Keep in mind you are back in the snow, so the -4 penalty applies again, along with the movement penalty in snow.
Exiel, Mu and Shu are up!
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![Dervish](http://cdn.paizo.com/image/avatar/Dervish.jpg)
Not these again, he groans.
He asks Exiel to use guidence on him.
He moves labouriously through the snow and takes long and careful aim (using a grit point) to get a better range with his musket (allows touch AC to the next range increment though at -2 for range) at the skeleton to the south of the party
1d20 + 7 + 1 - 4 - 2 ⇒ (16) + 7 + 1 - 4 - 2 = 18 -1 if Exiel doesn't cast it on him.
1d12 ⇒ 12
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![Aram Zey](http://cdn.paizo.com/image/avatar/PZO9235-Aram.jpg)
Badr: technically that will happen on your turn, but I'll let you keep that attack and damage roll. =)
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![Darius Finch](http://cdn.paizo.com/image/avatar/7.-DariusFinch.jpg)
Looks like Badr wouldn't have needed it, but Exiel would have done it, so...
Exiel walks over to Badr, struggling through the snow, and casts guidance on the gunslinger.
Judging from that last battle, fighting them up close is a bad idea. I hope this blessing helps you to aim true!
. . .
After Badr shoots the skeleton in the head:
*whistle* A fine shot!
Going from the previous battle, these things don't have more than 12 hp, so pretty sure that one's down!
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![Svirfneblin](http://cdn.paizo.com/image/avatar/PZO1121-Svirfneblin_90.jpeg)
Shu narrows his eyes and raises his hands like he's holding an invisible musket. When a skeleton advanced within 30 feet he utters an incantation and pulls an invisible trigger. A grey light springs from his other finger and shoots towards the skeleton.
Disrupt Undead Touch Attack: 1d20 + 5 - 4 ⇒ (10) + 5 - 4 = 11
Damage: 1d6 + 1 ⇒ (2) + 1 = 3
He then backs away.
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![Aram Zey](http://cdn.paizo.com/image/avatar/PZO9235-Aram.jpg)
The skeletons advance on your position as badr takes aim and smashes the skull of one of the skeletons with an exceptionally well-placed shot.
Guilford attack roll: 1d20 + 3 - 4 ⇒ (4) + 3 - 4 = 3
damage: 1d4 ⇒ 4
Shu and Guilford attempt to strike at the skeletons with magic as they approach, but are unable to aim their spells though the falling snow.
Meanwhile, the skeletons close in on your front line... ...
New round! Exiel, Mu, Shu and Eldanar go before the skeletons.
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![Svirfneblin](http://cdn.paizo.com/image/avatar/PZO1121-Svirfneblin_90.jpeg)
Shu sends another ray at the closest undead and steps back again.
"Shoot and move, fools! Don't let them get near you!"
Disrupt Undead - Ranged Touch -4 included for f'n snow: 1d20 + 5 - 4 ⇒ (7) + 5 - 4 = 8 C'mon...
Damage: 1d6 + 1 ⇒ (5) + 1 = 6
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![Aram Zey](http://cdn.paizo.com/image/avatar/PZO9235-Aram.jpg)
Since Eldanar is probably asleep right now, I'll roll for him and move us along.
attack: 1d20 + 8 - 4 ⇒ (6) + 8 - 4 = 10
[attack: 1d10 ⇒ 3
Eldanar takes a shot but the snow messes up his aim.
The skeletons scramble forward. One of them manages to get to Badr and takes a swing.
attack: 1d20 + 2 ⇒ (9) + 2 = 11
attack: 1d4 + 2 + 1d6 ⇒ (3) + 2 + (5) = 10
The other moves right up to Exiel, but has no time to swing.
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![Aram Zey](http://cdn.paizo.com/image/avatar/PZO9235-Aram.jpg)
Sorry, Eldanar, this is the second round. Feel free to reroll that attack or change your action for round 2.
On their respective turns, Exiel and Badr will take the following cold damage from the skeletons being in your face:
Exiel: 1d6 ⇒ 5
Badr: 2d6 ⇒ (2, 5) = 7
Everyone's up again
Badr and Guilford take your actions for round 2. Exiel, Eldanar, Mu and Shu take your turns for round 3.
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![Lem](http://cdn.paizo.com/image/avatar/PZO1126-Lem_500.jpeg)
Ok attack reroll. Attacking the one north of Badr, then reloading with paper cartridge.
Musket: 1d20 + 8 - 4 - 4 ⇒ (17) + 8 - 4 - 4 = 171d10 ⇒ 3
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![Aram Zey](http://cdn.paizo.com/image/avatar/PZO9235-Aram.jpg)
Alright, Eldanar's previous shot nailed the skeleton in the chest, breaking off several ribs, though not halting its advance.
That was Eldanar's actions for round 2. What about round 3?
Shu waits for Badr and Exiel to get clear so he can get a proper shot in.
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![Lem](http://cdn.paizo.com/image/avatar/PZO1126-Lem_500.jpeg)
Musket: 1d20 + 8 - 4 - 4 ⇒ (1) + 8 - 4 - 4 = 11d10 ⇒ 4
Eldanár just repeats his action! Firing and reloading.
Only this time his musket seems not to work, since you can´t hear the by now familiar bang. Instead you see Eldanár shaking it and cursing.
Move action and one crit to remove broken condition.
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![Aram Zey](http://cdn.paizo.com/image/avatar/PZO9235-Aram.jpg)
Mu pegs the skeleton that Eldanar shot in the previous round, and it explodes in a burst of frost and bone!
damage: 1d6 ⇒ 5
Exiel Reflex: 1d20 - 2 ⇒ (8) - 2 = 6 (Bro, you need that second level of paladin soon, your ref save sucks ****)
Badr Reflex: 1d20 + 7 ⇒ (15) + 7 = 22
Badr takes 2 damage from the burst of ice, Exiel takes 5.
Waiting on actions from Exiel, Badr, Guilford. Shu has a readied action which will trigger on the skele south of Badr.
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![Aram Zey](http://cdn.paizo.com/image/avatar/PZO9235-Aram.jpg)
You shot in round 1, you are now declaring your action for round 2.
The skeletons got to you before you moved in round 2, dealing ice damage to you. (The were concentrating on moving.)
After your go in round 2, Shu will peg the skeleton with disrupt undead. Then in round 3, Eldanar and Mu will finish off the skeleton next to you and Exiel.
We're just filling in at this point what you did in round 2. =)
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![Aram Zey](http://cdn.paizo.com/image/avatar/PZO9235-Aram.jpg)
Have added a combat summary in the reference sheet to help clear confusion about what's going on. Badr's roll of 18 was in round 1, and the skeleton already exploded. There are 2 more to deal with (well, Mu will be dealing with 1 in round 3, but we still need to resolve what happened in round 2 first).
For the record, Shu was before skeletons, but delayed till after Badr, so is now after skeletons.
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![Alchemist](http://cdn.paizo.com/image/avatar/PZO1117-Alchemist_500.jpeg)
Ah, my apologies. I forgot there were three! I will back away from the remaining skeleton and use telekinetic fist.
Attack: 1d20 + 3 ⇒ (14) + 3 = 17
damage: 1d4 + 1 ⇒ (1) + 1 = 2
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![Aram Zey](http://cdn.paizo.com/image/avatar/PZO9235-Aram.jpg)
Guilford pegs the skeleton (which was hit earlier by Eldanar in round 1) with a telekinetic fist, showering Badr with a spray of ice!
But since the skeleton dies before Badr takes his move, he will only take 1d6 of ice damage from the last skeleton (the one about to be killed by Mu next turn).
Ice damage taken by Badr from exploding skeleton:
Badr reflex save: 1d20 + 7 ⇒ (8) + 7 = 15
damge: 1d6 ⇒ 1
Badr takes 1 point of ice damage.
Badr, need you to declare action for round 2 so that we can move on to round 3, which will open with Mu slinging the last skeleton dead. Also, you will be taking less cold damage since one of the skeletons is now dead.
Also, lesson learnt about GMing a pbp, a combat summary is helpful! =)
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![Dervish](http://cdn.paizo.com/image/avatar/Dervish.jpg)
Gil, Gunslingers can use a 'grit' point to extend touch range beyond the first range increment... with the final explosion that brings me to 10hps... I'll have Shu tap me with my wand of Inf Heal
With the final skeleton down, Badr again reloads with a cold iron bullet and powder after getting healed by his wand.
Badr withdraws away in round 2, behind Exiel if possible. He can move 3 squares.
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![Aram Zey](http://cdn.paizo.com/image/avatar/PZO9235-Aram.jpg)
Mu slings the last skeleton dead in round 3, Badr heals up with the wand (you may want to reconsider - since you only copped 1 exploding skeleton and 1 cold-wave from the remaining skeleton, you only took 3hp).
Exiel is still down 5hp, and may want to heal up before I make my next post.
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![Svirfneblin](http://cdn.paizo.com/image/avatar/PZO1121-Svirfneblin_90.jpeg)
"You all blind and stupid? Skeleton explode when dead... er destroyed, whatever! Next time don't let them get so close." Shu continues to grumble in Tien as he uses the Infernal wand on the injured.
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![Aram Zey](http://cdn.paizo.com/image/avatar/PZO9235-Aram.jpg)
"You all blind and stupid? Skeleton explode when dead... er destroyed, whatever! Next time don't let them get so close." Shu continues to grumble in Tien as he uses the Infernal wand in the injured.
lol including Exiel?
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![Aram Zey](http://cdn.paizo.com/image/avatar/PZO9235-Aram.jpg)
The force of the latest blast of ice knocks Exiel off his feet as the final skeleton explodes. He is still sitting on the ground shaking his head to clear it when Shu cheerfully taps him with the wand of infernal healing. Exiel suddenly jolts upright as he feels devil-blood coursing through his veinsm, accelerating his natural healing, and leaving the paladin feeling very, very dirty inside.
Exiel, I'm gonna let you handle this one while I prepare the next part.
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![Dervish](http://cdn.paizo.com/image/avatar/Dervish.jpg)
what heck, may as well for me... that big ass battle, I started with 17hps as well because I didn't heal up and it nearly killed me
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![Darius Finch](http://cdn.paizo.com/image/avatar/7.-DariusFinch.jpg)
Thanks for the text message...
Wha-hey-what? WHAT? WHAT DID YOU JUST DO TO ME! Look, I appreciate what you are trying to do, and I appreciate that as equals I have no business questioning the methods you employ...but that magic employs the use of devil blood! Ugh...I may look human, mostly, but... Exiel trails off, as if uncertain of whether to reveal something, then taking a deep breath continues but I do have some celestial blood within my veins, and it REALLY disagrees with what that magic does to me. Ugh I'm gonna be sick for awhile now...
Exiel tries not to stomp off too petulantly down the trail, and tries not to mutter too loudly under his breath, even as the magic that so irks him continues to mend his wounds... ...
------------------------------------------------------------------------
A while later, after Exiel has had time to calm down, he walks up to Shu.
I'm sorry for the earlier outburst. As I said, I appreciate you were trying to help. However, I really do not approve of that particular spell being used on me. In the future I heal myself with my own spells. But....thank you, nonetheless.
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![Aram Zey](http://cdn.paizo.com/image/avatar/PZO9235-Aram.jpg)
As you press on, you spy a dead body along the trail, amidst many boot and large paw prints in the snow...
Perception checks
Exiel: 1d20 + 3 ⇒ (5) + 3 = 8
Badr: 1d20 + 7 ⇒ (13) + 7 = 20
Mu: 1d20 + 3 ⇒ (15) + 3 = 18
Shu: 1d20 - 1 ⇒ (8) - 1 = 7
Guilford: 1d20 + 6 ⇒ (14) + 6 = 20
Eldanar: 1d20 + 8 ⇒ (7) + 8 = 15
Ted: 1d20 + 8 ⇒ (5) + 8 = 13 (Scent)
Pu: 1d20 + 5 ⇒ (11) + 5 = 16
along with a slightly-damp journal which identifies then man as one Dryden Kepp. Apparently Dryden had recently spotted a giant sloth in the woods, but when he reported his findings in Heldren, he was laughed at. Determined to have vindication, Dryden set a few bear traps in the area hoping to catch the beast. Judging from the tracks in the snow, however, the beast got the better of him.
That said, the journal does state in detail where the bear traps were laid, and will be useful in helping you avoid them. It also makes some mention of a strange hut which he discovered in the woods (it rested on what appeared to be giant chicken-legs), and an even stranger doll inside.
As for Dryden's body itself, it has a ripped (but still usable) cold-weather outfit, a pair of home-made (but very serviceable) snowshoes, and though his shortbow is snapped in half, two +1 animal-bane arrows remain in his quiver. His pack contains holds 3 days' worth of trail rations and a half-full hip flask of strong applejack, the smell of which drives Pu wild with excitement.
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![Svirfneblin](http://cdn.paizo.com/image/avatar/PZO1121-Svirfneblin_90.jpeg)
Shu leans back from Exiel's verbal assault. Pu hides in his turban. When the tirade ends, Shu looks at the wand stupidly, then back to Exiel with innocent wide eyes. He then points to Guilford. "This belong to him!" But Exiel is already trudging away through the snow.
I know it belongs to Badr, but it got passed around before landing in Shu's hands, so he thinks it belongs to Guilford.
Later, when Exiel returns...
Shu nods solemnly to the Aasimar, and promises not to use the wand on him again.
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![Darius Finch](http://cdn.paizo.com/image/avatar/7.-DariusFinch.jpg)
Exiel gives Guilford a disapproving look before sighing and says whoever it belongs to...just...use it, but not on me. I'll make do without it.
Then privately to himself, he mutters Or at least I hope I do...
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![Aram Zey](http://cdn.paizo.com/image/avatar/PZO9235-Aram.jpg)
Pressing further along, you find your way to the top of the ridge, and continue to follow the tracks along it. A cold wind blows through the forest atop the ridge, and heavy snow burdens the boughs of the evergreen trees. However, it does look as if someone has recently cleared the snow from a large patch of ground to dig in the pine-needle-carpeted soil. You recognise the patches as the locations of the beartraps you just read about in the journal, and sidestep them.
As you press on, however, a pair of trees near the trail suddenly spring to life!
Initiatives
Exiel:: 1d20 + 5 ⇒ (14) + 5 = 19
Badr:: 1d20 + 4 ⇒ (6) + 4 = 10
Mu:: 1d20 + 2 ⇒ (12) + 2 = 14
Shu:: 1d20 + 3 ⇒ (15) + 3 = 18
Guilford:: 1d20 + 7 ⇒ (18) + 7 = 25
Eldanar:: 1d20 + 4 ⇒ (6) + 4 = 10
Beastie:: 1d20 ⇒ 2
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![Svirfneblin](http://cdn.paizo.com/image/avatar/PZO1121-Svirfneblin_90.jpeg)
GM, is there enough information on the hut and the doll in the hunter's book to identify anything about it with a knowledge roll? If so, Shu will use his Storyteller trait to try and remember anything useful. That will be a knowledge check with a +6 bonus.
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![Aram Zey](http://cdn.paizo.com/image/avatar/PZO9235-Aram.jpg)
GM, is there enough information on the hut and the doll in the hunter's book to identify anything about it with a knowledge roll? If so, Shu will use his Storyteller trait to try and remember anything useful. That will be a knowledge check with a +6 bonus.
The book does nothing more than mention the strange hut, and that the doll looked really creepy. In fact, the area near the hut seemed to creep him out for some reason, though he seemed reluctant to write much about it.
That said...
knowledge local: 1d20 + 6 ⇒ (19) + 6 = 25
Most people have at least heard of the sentinel huts that the white witches of Irrisen erect huts along the border of Irrisen.
You know that they resemble the fabled chicken-legged Dancing Hut of Baba Yaga herself, and are designed to ward of trespassers. These huts each contain only a single porcelain doll in the imagine of a crone. However, each of these dolls also contain the corrupted soul of a stolen child, and at night these dolls come alive and hunt any foolish enough to invade Irrisen. There is no known way to free the soul of the child short of destroying the doll, though attacking said doll usually serves to cause it to retaliate regardless of the time of day.
What such a doll and such a hut may be doing here, however, you have absolutely no idea.
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![Aram Zey](http://cdn.paizo.com/image/avatar/PZO9235-Aram.jpg)
Aaaaand with that,
Declare actions!
You all go before the trees do. Strangely enough, trees tend to not be too lively...though as far as trees go the ones marching towards Exiel certainly are amongst the liveliest you've seen!
Also, correct me if I'm wrong, but no one has ranks in knowledge:nature?
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![Alchemist](http://cdn.paizo.com/image/avatar/PZO1117-Alchemist_500.jpeg)
Guilford moves 10' straight ahead and punches with his telekinetic fist at the tree near Badr.
"Sorry, old chap, about getting you with ice for that last skeleton! I didn't know my blow would finish him. Hopefully this tree will prove less lethal."
Attack: 1d20 + 3 ⇒ (1) + 3 = 4
Damage: 1d4 + 1 ⇒ (2) + 1 = 3
[ooc[Telekintic fist: 4/7 remaining[/ooc]
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![Aram Zey](http://cdn.paizo.com/image/avatar/PZO9235-Aram.jpg)
Guilford's telekinetic blast misses the moving fir.
Edit: My mistake, I don't know what I was looking at...