| GM Chyro |
5ft doesn't provoke :)
A note, i can understand, but who'd you attack 1st, a girl barely on her legs or the one not listening to your villainous threat?
With the firm flanking jab, Asami deals a firm blow to Bengeirr.
"UNF....grrr, your ancestors must be so proud of your misdeeds. Mine look favorable upon me."
Come on, just a few more hp off him.
Keera Airbornt
|
Keera 5steeps near Asamy, drops her shiel in order to have that hand free if he need to cast a spell, and continues curing Asamy.
CLW: 1d8 + 1 ⇒ (8) + 1 = 9
I asume this answer your question. He´s going to attack me, no doubt.
Meanwhile, Alacorta tries to do his part of the work bitting and tearing the Ulfen cleric.
Bite, flanking: 1d20 + 2 + 2 ⇒ (5) + 2 + 2 = 91d6 + 1 ⇒ (1) + 1 = 2
Talon, flanking: 1d20 + 2 + 2 ⇒ (7) + 2 + 2 = 111d4 + 1 ⇒ (4) + 1 = 5
Talon, flanking: 1d20 + 2 + 2 ⇒ (18) + 2 + 2 = 221d4 + 1 ⇒ (4) + 1 = 5
Good job Alacorta. Send him to talk with his ancestors. There´s angry in Keera´s voice.
I drop the shield to be able to cast Windy Escape when he hits me
| GM Chyro |
"Know....that I can..face my ancestors without shame...unlike you..."
And Bengeir goes DOWN!!!!!!
Combat over.
After patching yourselves up, you take a thorough look throughout the warehouse. Inspecting the loft you notice it is set up as a small office, but there is also a cot set up here for Bengeirr. The strange lantern, likely to be the Beacon of the North, currently hangs on a chain from the ceiling. The goods stolen from Skelg’s vault are stored here. There are carpets, urns, sculptures, and other works of art, weighing a total of 800 pounds and probably worth around 3,000 gp. There is also a box containing 2 potions of cure moderate wounds.
Inspecting the ship that is docked here; in the bottom of the ship are
seven bodies tightly wrapped in sailcloth. They are remains of warriors likely killed in the two raids on Greydog Manor. A mundane lantern of similar size and design to the Beacon of the North hangs from the prow of the ship.
I'll need a fortsave from Asami against nl cold damage the portal she's got inside of her is causing.
So brave heroes, what now?
1d20 + 1 - 2 ⇒ (14) + 1 - 2 = 13
Asami
|
FORT: 1d20 + 2 ⇒ (15) + 2 = 17
Great. So Asami is now a living portal of some sort? Why can't it be to somewhere nice and tropic...
"Brr...now what?" Asami looks about as she considers their options. "And we better hurry.
| GM Chyro |
Edit: Remove your fort Asami, you're in the clear. Again there's some contradiction between the pdf and some general rulings.
It deals the dmg only once per day.
Johnny Sniper
|
if the party is not opposed, I'd like to drink one of them potions to get back up to full so I can fight again. heal: 2d8 ⇒ (3, 8) = 11
much better, assuming they let me, I'm up to 11/12, and anyone else down should use one as well since they are only good in the scenario. if out of healing spells, we can poor the other one down seles mouth as well.
Johnny Sniper
|
now lets leave the scene ASAP. after getting Sele on her feet again.
| GM Chyro |
Sele, you have permission to slap Johnny over the head ;).
Johnny, look carefully, Sele is a manly paladin.
Johnny Sniper
|
oh right, you mean I poor the first potion down her throat first then have her heal us with her healing spells. Because she can use that 11 I just rolled to put her at +8.
| GM Chyro |
Johnny, have a look at Sele's profile and tell me if it says male or female. XD
Anyway....Sele recalls the tapestry back at Skelg's mansion featured an ulfen longboat, which was missing it's traditional lantern at the front.
Baru Brimmstone
|
If everyone will list the number of HP they need to get "full", Baru will use enough charges of his wand of CLW.
"That was MUCH more challenging that I would have expected. Shall we clean up everyone's wounds before continuing?"
Sele the Thorn
|
Well with a cure moderate wounds potion in me I shall see
CMW potion: 2d8 + 3 ⇒ (8, 5) + 3 = 16 for the second potion
"Garg! again.. dammit.... I have to get better armour, thanks all... again..." Sele gets up off the floor and retrieves his greatsword..
" I recall the tapestry back at Skelg's mansion featured an ulfen longboat, which was missing it's traditional lantern at the front, i'm not sure of the significance though..."
Keera Airbornt
|
Jhonny, you should we full healed with the putin, it is 2d8+3
And regarding to Sele, he prefers to be refered as a "he"
You need better armor, and I need to not go first. I´ve done more with a wand than with a sword.
I´ll heal myself and Asamy, cure yourself Baru and we all will be good[/b]
CLW for me: 1d8 + 1 ⇒ (4) + 1 = 5
CLW for me: 1d8 + 1 ⇒ (8) + 1 = 9
No roll for Asamy
And a portal open in the tapestry when the lamp´s light struck it, yes? We should pick the lamp and go back to Skelg's mansion.
And we should pick as much of the Skelg´s valuables as we can. Surely he´ll be gratefull to have them back. Not as much as if we save his life, but at least a little.
Sele the Thorn
|
"Sounds great, lets do what Keera said" Sele begins pack muling
| GM Chyro |
After the tiring battle at Bengeirr's warehouse, the group makes their way back to Skelg's mansion, where they are greeted by the manservant.
"I hope you have made progress, yes? If so then....., he sees the lantern, oh my, quickly head to the basement. You can leave the haul there and use the lantern on the tapestry in the basement."
You bluntly dump the haul wherever there is space and activate the lantern. A shimmering portal opens on the tapestry.
Buckle up guys, things are going to get cold from here on.
Here's where those cold outfits come in handy.
-------------------------------------------
When you step through the portal
As you step through the portal, you fid yourself in a strange ice-cave. Sunlight fiters through the walls and ceiling, and three braziers give some warmth to this otherwise chilly space. Directly ahead of you, a tunnel leads through the ice, sloping steeply downward. Behind you, a shimmering portal hangs on what appears to be a main mast embedded in the
ice. Following the mast downward, you can barely make out the blurry outline of a ship’s deck below.
Sele the Thorn
|
Bugger the ships Sele is a snakeman... he's into that cold weather gear before ya can blink.. somehow...
"Brrrr it's cold here...."
Asami
|
I'm pretty sure I noted Asami picked up (traded?) for that cold weather gear. Thanks Keera for that healing. Let's go see what's going on, and may be we can work our way to a trip to somewhere tropic, with good wine and food.
"Well, let's take what we can, including any nice things this cleric may have...hold on." Asami takes a moment to cut the straps of the fallen cleric's clothing. "Now, if someone decides to revive him...hehe." With the deed done, she quickly grabs what she can, including the spare potion, and heads back to the mansion.
...back at the mansion...
"Let's go...BRRR...you can say that again Sele." The swashbuckler looks about her as she enters the portal.
Potions are for drinking. Go for it Sele. Asami will grab the other one, although it'd be more likely someone will have to pour it down her throat than her drinking it herself.
| GM Chyro |
Johnny took that 2nd potion, couple of posts above, as long as there was no objection.
Somewhere, somewhere some deity of mischief must be smiling upon Asami, with the whole clothing sabotage going on.
Johnny Sniper
|
I will travel down the ice cave, very slowly, with my darkvision. arcobatics balance: 7 + 1d20 ⇒ 7 + (10) = 17
perception: 6 + 1d20 ⇒ 6 + (6) = 12
Baru Brimmstone
|
wand CLW: 1d8 + 1 ⇒ (4) + 1 = 5
wand CLW: 1d8 + 1 ⇒ (3) + 1 = 4
"That is suck a relief from those spiritual weapon wounds."
Baru's tail returns the wand to his belt.
"While the climate leaves something to be desired. The scenery is quite spectacular!"
Baru looks around admiring the crystal structures, ambient light, and encased ship.
"Back to the task at hand. Does anyone recognize where we are?"
| GM Chyro |
We have a change of scenery on our map.
All of you who don't have a cold weather outfit need to make a DC 15 fort save or take 1d6 nl cold damage and fatigue due to cold weather conditions.
Icy on the ship surfaces count as difficult terrain, meaning 2 squares instead of 1.
You're in an iceberg :) , one with an interior to boot, talking about luxury.
You notice nothing spectacular, aside from the slippery slope down.
You come down to area S2. It's safe to get the others down there.
Johnny Sniper
|
If I can see my allies, I signal quietly that it is safe to be down here. as I want to stealth.
| GM Chyro |
Well you went down the tunnel, so of course you'd have to go back to stealthily signal them it's safe.
Johnny Sniper
|
I move onto the ship. climb if needed: 3 + 1d20 ⇒ 3 + (19) = 22
and if that is a trap door, I open it.
Baru Brimmstone
|
fort: 1d20 + 4 ⇒ (12) + 4 = 16
"This cold environment is taxing, but not horrible. Perhaps I will look into an extract that can counteract the effects of extreme weather conditions."
| GM Chyro |
Ok then.
Johnny finds nobody on the ship's main deck (S2), then comes back up to signal the others that it is safe to come down. He does climb over the edge onto the main deck.
More braziers keep the worst of the cold at bay, but a wall of solid ice blocks access to the foredeck. A large drum stands on the deck, and
behind it is a trapdoor leading into the hold. The drum isn't magical.
This as a drum used to make the rowers of an ulfen longboat row in pace.
Johnny eagerly opens the trap door and notices a 10ft ladder going down to the hold below.
Sele the Thorn
|
Sele moves to where Johhny is and looks around the deck and then for any other exits from the cavern/place
| GM Chyro |
Correction here, that was a 10ft downward stairs, not a vertical ladder.
Aside from the tunnel and the trapdoor, no ways of travel exist, since a thick wall of ice prevents access to the front of the ship.
Sele the Thorn
|
Sele looks down into the hold
"Anyone have a light spell or source of light? For those of us without darkvision"
Johnny Sniper
|
I go down the stairs, holding on tightly to the railing.
Keera Airbornt
|
Uh, eh. Forgive me for being so absent. I haven´t seen so many ice in my whole life. Heck, in my home a boat inside an iceberg will we unconveivable.
Yes Sele, I have a light spell. I´ll cast it in your greatsword, so you´ll have allways light "at hand". Then Keera proceeds to cast the spell.
She takes her time to instructs Alacorta to follow her, and goes down behind Sele a Jhonny. Take 20 for the heel trick
Alacorta Fort: 1d20 + 2 ⇒ (7) + 2 = 9 There´s not an "animal companion cold outfit"
Alacorta shivers, it´s not a natural place for him and it´s ovbious for anyone he doesn´t like to be here.
Keera starts caressing her, I know, I know... We prefer warmer places, but we will not stay long here.
| GM Chyro |
Roc nl cold + fatigue: 1d6 ⇒ 6
Alacorta is fatigued. On the map you're going 'around' the stairs, entering the hold along the side of the ship.
As Johnny eagerly heads down, Sele gets his sword 'enlightened', after which he follows Johnny down. Keera and the others are coming from -or staying on, the main deck. But as the two men head down their noses are filled with a odor most foul. The smell of death and rot fils this lower deck, even with the cold. It is darker down here without the sunlight fitering through the ice, and no braziers burn. Shadowy movements are visible in the darkness (to darkvision & those with light sources), accompanied by an eerie creaking noise as though someone were still working the oars. A figure moves toward you along the aisle between the rowing benches. It appears to be a withered human wearing an Ulfen burial mask.
I don' care if ye'r cold, keep rowing ya swabs!
Note, Johnny & Sele's interaction will likely go off before everybody's in the hold.
| GM Chyro |
Does it make you guys happy if i told you the ship is the final act of the mission?
Johnny Sniper
|
does the shadowy figure seems to notice us yet, or is is just there?
anyway, I move over and will try to hide behind the benches if possible, and crawl underneath the benches, if possible. stealth: 0 + 1d20 ⇒ 0 + (6) = 6
Asami
|
I...don't...know...I dimly remember another final act on a ship...
At the sight of the moving figure Asami pauses, and eyes the masked man warily. Perhaps I should get a mask of my own...
| GM Chyro |
Johnny, as per above yes, it was approaching you and Sele when you two came down. And the move over, could you next time specify where? Otherwise you're giving me a general liberty of guessing only.
2 seperate kn. religion checks. If you beat the checks by 5, you'll get extra info.
The ones in the back clearly look like zombies, but a chilly variant.
Seeing the man in the mask with clear claws and a mouth filled with sharp teeth, this man is clearly a ghoul. Ghouls are sort of sentient and pretty nasty, lacking the staggered motion normal zombies have.
The other figures stand up as well as the man in the mask approaches Johnny & Sele. Sele notices red zombie is wearing an amulet of a silver battleaxe with a locke of blonde hair. Blue zombie has 2 arrows sticking out of him and is wearing the uniform of Skelg's guard. While the others proceed coming down the stairs, Johnny crouches behind a bench, but the withered man comes closer to him as he noticed.
Claw vs Johnny, prone.: 1d20 + 4 ⇒ (16) + 4 = 20 Dmg +freezing chill: 1d6 + 3 ⇒ (6) + 3 = 9 Fort Johnny, duration: 1d20 + 3 ⇒ (1) + 3 = 41d4 + 1 ⇒ (4) + 1 = 5
The claw rends him for 9 damage and Johnny feels a chilling cold, his chilled muscles prevent him from moving for 5 rounds. The others have now come down the stairs.
Alistar: 1d20 + 3 ⇒ (14) + 3 = 17
Asami: 1d20 + 4 ⇒ (16) + 4 = 20
Baru: 1d20 + 3 ⇒ (17) + 3 = 20
Johnny: 1d20 + 3 ⇒ (18) + 3 = 21
Keera: 1d20 + 3 ⇒ (15) + 3 = 18
Roc: 1d20 + 4 ⇒ (4) + 4 = 8
Sele: 1d20 + 1 ⇒ (6) + 1 = 7
Zombies: 1d20 - 1 ⇒ (1) - 1 = 0
Zombie leader: 1d20 + 2 ⇒ (19) + 2 = 21
The chilling hold, round 1.
Johnny Paralysed.
Zombie leader: Keera, Sele: 1d2 ⇒ 2
Bite: 1d20 + 4 ⇒ (7) + 4 = 11 Claw: 1d20 + 4 ⇒ (2) + 4 = 61d3 + 2 ⇒ (2) + 2 = 4 Claw: 1d20 + 4 ⇒ (5) + 4 = 91d3 + 2 ⇒ (3) + 2 = 5 The masked thing bites and claws at Sele, its cold fetid mouth hungry for his flesh. But Sele steps away in time to dodge it all.
Asami & Baru
Keera & Alistar
Roc & Sele
Zombies
R
B
G
P
Good guys are up.
Johnny Sniper
|
when I moved over, I re-positioned myself on the map, I moved south one square
Asami
|
Asami draws her rapier as she steps forth. "Drop your guard!" The swashbuckler encourages as she lunges at the offending Ulfen(?) with her rapier.
Yeah, I know, but it's all she knows. Gonna have to do something about that before level 2. Any penalties for Asami still? Like fatigue?
Rapier!: 1d20 + 7 ⇒ (6) + 7 = 13 Damage: 1d6 + 4 ⇒ (6) + 4 = 10
If Parry beats attack roll:
Riposte!: 1d20 + 7 ⇒ (6) + 7 = 13 Damage: 1d6 + 4 ⇒ (6) + 4 = 10
Baru Brimmstone
|
Baru moves north of Asami, fumbles around with some components and tosses a tanglefoot bomb at the red enemy
ranged touch: tanglefoot bomb: 1d20 + 5 ⇒ (12) + 5 = 17 dc:15 reflex, entagled + glued to floor.
damage: 1d6 + 4 ⇒ (2) + 4 = 6 splash = 5 damage DC:15 reflex for half
"Y'all stay back! Don't move!"
| GM Chyro |
Posting from tablet, haven't got their stats on me atm.
What's the duration of the tangle Baru?
Asami
|
Sele the Thorn
|
i'll post if my actions no longer apply i'll re-do
Does Sele notice anything else about the room or he attackers?
Perception: 1d20 + 5 ⇒ (8) + 5 = 13
Sele uses Smite Evil on the masked thingie, the leader and attacks
Greatsword: 1d20 + 8 ⇒ (13) + 8 = 212d6 + 5 ⇒ (4, 1) + 5 = 10 No dr and i get +3 ac vs it
| GM Chyro |
Right, got my trusty laptop again...thing's getting old.
Anyone recall the request to look for Tyrfir?
Nothing of note besides undead hungry for your flesh.
The two in the back are too far to notice any details.
Asami makes a fast jab at the monstrosity that was probably Haldyr.
Her fatigue however prevents a hit. Yeah..fatigue penalty on your attack rolls & -1 AC, as is with the roc.
While she does that, Baru comes up and lobs a tanglefoot at the two closest zombies.
Ref red vs full: 1d20 - 1 ⇒ (20) - 1 = 19 Ref blue vs partial: 1d20 - 1 ⇒ (17) - 1 = 16
Red zombie takes a square hit as Baru's bomb hits its chest, its wobbly movement apparantly saving it from the bomb's worst effect. A smell of scorched flesh is now present. Blue zombie does so, but barely.
Alistar moves a bit and shoots at blue zombie.
Shot: 1d20 + 4 ⇒ (8) + 4 = 12 Dmg: 1d8 ⇒ 2, the zombie now has 3 arrows in it.
Keera
Roc
Sele (posted actions)
Zombies
Baru Brimmstone
|
Stupid zombies and their crit save!
"Burn baby BURN!"
Keera Airbornt
|
Keera squeezes to the north and cast a flare in the face of the Masked guy Fort negates DC 13. Then she instructs Alacorta to tear the masked guy down.
Handle animal: 1d20 + 8 ⇒ (2) + 8 = 10 almost failed
bite, exhausted: 1d20 + 2 - 1 ⇒ (2) + 2 - 1 = 31d6 + 1 ⇒ (1) + 1 = 2
talon, exhausted: 1d20 + 2 - 1 ⇒ (5) + 2 - 1 = 61d4 + 1 ⇒ (3) + 1 = 4
talon, exhausted: 1d20 + 2 - 1 ⇒ (19) + 2 - 1 = 201d4 + 1 ⇒ (1) + 1 = 2
| GM Chyro |
I mentioned fatigue as -1 to attack and AC, this is due to -2 str & -2 Dex. Alacorta's dmg is reduced by 1.
Fort Haldyr: 1d20 + 2 ⇒ (19) + 2 = 21
Keera's sudden flash does little to Haldyr, meanwhile the roc goes in for the attack. Despite being fatigued, it manages to get in a hit, although a shallow one. Sele however swings his greatsword firmly at Haldyr, producing a sickening display of frozen meat and bones. The ghoul grabs the blade and pulls it out again with a devious fanged grin.
Zombie quartet;
Red moves up to face Baru.
Blue moves to approach from the south.
Green heads up to Asami.
Purple steps only a bit forward.
Johnny is paralyzed
Haldyr attacks and misses Sele
Alistar shoots blue zombie for 2 damage.
Asami attacks and misses Haldyr
Baru throws a bomb, hitting red & blue, who avoid it's effect.
Keera flares Haldyr, he saves.
Roc & Sele attack Haldyr for a total of 11 damage.
Zombies move forward.
The chilling hold, round 2
Johnny, paralyzed 4 rounds.
Haldyr, now presented with 2 standing yummy targets, lashes out at more than 1 target. He bites at Sele, who dodges easily.
He lashes with both claws at Asami, hitting once for 5 damage. Asami withstands the chill that has hold of Johnny.
Asami & Baru
Keera & Alistar
Roc & Sele
Zombie quartet
Asami, Sele: 1d2 ⇒ 2
Bite: 1d20 + 4 ⇒ (10) + 4 = 141d6 + 3 ⇒ (3) + 3 = 6
Asami, Sele: 1d2 ⇒ 1
Claw: 1d20 + 2 ⇒ (16) + 2 = 181d3 + 2 ⇒ (3) + 2 = 5
Asami, Sele: 1d2 ⇒ 1
Claw: 1d20 + 2 ⇒ (8) + 2 = 101d3 + 2 ⇒ (2) + 2 = 4
Fort Asami: 1d20 + 2 ⇒ (12) + 2 = 14
Good guys are up!