GM Fuzzfoot |
lol - nice post! Unfortunately, Pau takes [dice=1d6[/dice] non-lethal cold damage.
Narnel |
Fort: 1d20 + 1 ⇒ (3) + 1 = 4
Calistria's brazen breasts; it's cold here.
Do creatures actually live in places like this?
Non-lethal Damage: 1d6 ⇒ 1
Demario Whistler |
fort: 1d20 + 1 + 5 ⇒ (10) + 1 + 5 = 16
Willingly, some..times but I prefer w..w..warmer climates as well as D.W. has chattering teeth that echo the sentiments of others.
He keeps iuseyes open as they explore more of their surrounding.
perception: 1d20 + 7 ⇒ (6) + 7 = 13
GM Fuzzfoot |
The trapdoor appears to be the only option, unless you want to tunnel through some ice. (Ice has 0 hardness and 3 hit points per inch of thickness)
Meran Thanlos |
"Yes I have the lantern. Hopefully we can use it to get back." She shivers. "Down the trapdoor? Maybe get out of the wind?"
Fort: 1d20 + 1 ⇒ (9) + 1 = 10
GM Fuzzfoot |
Meran takes 1d6 ⇒ 5 non-lethal cold damage.
If you head down, please give me a marching order.
GM Fuzzfoot |
The smell of death and rot fills this lower deck, even with the cold. It is darker down here without the sunlight filtering through the ice, and no braziers burn. Shadowy movements are visible in the darkness, 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.
Demario: 1d20 + 4 ⇒ (9) + 4 = 13
Grog: 1d20 + 0 ⇒ (4) + 0 = 4
Kildrek: 1d20 - 2 ⇒ (19) - 2 = 17
Meran: 1d20 + 5 ⇒ (5) + 5 = 10
Namel: 1d20 + 4 ⇒ (13) + 4 = 17
Pau: 1d20 + 2 ⇒ (18) + 2 = 20
Frozen Zombies: 1d20 + 0 ⇒ (8) + 0 = 8
Haldyr Undead: 1d20 + 2 ⇒ (18) + 2 = 20
Round 1: (Bold may act)
Pau
Haldyr-Red
Narnel, Kildrek, Demario, Meran (3 dmg)
Grog
Pau |
Pau wasn't sure what the humanoid was, but he wasn't in the mood to take chances. He advanced and picked the creature in its solar plexus.
Attack 1d20 + 6 ⇒ (14) + 6 = 20
Damage 1d6 + 4 ⇒ (6) + 4 = 10
GM Fuzzfoot |
Pau makes a hole where he punched, clearly hurting the undead creature. It simply stares coldly from behind the mask and attacks back, clawing and biting like a savage beast.
Claw Attack: 1d20 + 3 ⇒ (1) + 3 = 4
Claw Attack: 1d20 + 3 ⇒ (15) + 3 = 18
Bite Attack: 1d20 + 3 ⇒ (10) + 3 = 13
Pau - is your current AC 19? If so, all attacks missed.
Round 1: (Bold may act)
Pau
Haldyr-Red
Narnel, Kildrek, Demario, Meran (3 dmg)
Grog
Narnel |
Narnel carefully aims at the creature that is attacking Pau:
Longbow - Shot into Melee: 1d20 + 4 - 4 ⇒ (15) + 4 - 4 = 15
Damage: 1d8 ⇒ 6
GM Fuzzfoot |
Claw Damage: 1d6 + 1 ⇒ (4) + 1 = 5
Pau, you also need to make a Fort Save, DC 13.
Luckily, Narnel puts an arrow through the eyehole of the mask, killing it.
Round 1: (Bold may act)
Pau (5 dmg, fort save needed)
Haldyr-Red
Narnel, Kildrek, Demario, Meran (3 dmg)
Grog
GM Fuzzfoot |
The ice zombies all seem pained by Kildrek's work, and stand to come and fight. Meran sings a grand tune, and Demario puts a bolt dead center in the eye of one of the zombies, destroying it instantly. (Purple gone).
The others attack.
Green vs Pau: 1d20 + 3 ⇒ (12) + 3 = 15
Orange vs Pau: 1d20 + 3 ⇒ (4) + 3 = 7
Blue vs Pau: 1d20 + 3 ⇒ (8) + 3 = 11
Round 2: (Bold may act)
Pau (5 dmg), Narnel, Kildrek, Demario, Meran (3 dmg)
Orange (4 dmg), Blue (4 dmg), Green (4 dmg)
Narnel |
Narnel moves downstairs then lines up the shot and fires at the Orange zombie.
Longbow + Point Blank + Inspiration - Shoot into Melee: 1d20 + 4 + 1 + 1 - 4 ⇒ (14) + 4 + 1 + 1 - 4 = 16
Damage: 1d8 + 1 + 1 ⇒ (5) + 1 + 1 = 7
Pau |
Pau takes a 5' step to the north and swings a right left combination at the enemy that he was now engaged with.
attack 1d20 + 5 ⇒ (13) + 5 = 18
damage 1d6 + 4 ⇒ (3) + 4 = 7
attack 1d20 + 5 ⇒ (18) + 5 = 23
damage 1d6 + 4 ⇒ (4) + 4 = 8
GM Fuzzfoot |
Does inspire courage apply to channels? If so, they are all destroyed, and if not, Pau can take out 1 and leave one with only 1 hp, so we can call it here.
@Pau, these guys are a different sort of undead. You don't need a fort save, but you do take 1d6 ⇒ 4 cold damage from it's touch.
The ice zombies are all destroyed.
Anyone want to do anything before moving up the ladder to the other end of the ship?
Kildrek Autumnwind |
Kildrek will offer to heal everyone with a wand, whether its his own or the others. Just roll your own healing but let me know if its a charge on my wand or not.
Pau |
Pau pulls two wands, the first was to cure him and the second was to cast Mage Armor on himself. "Could I get some help over here?"
CLW 1d8 + 1 ⇒ (1) + 1 = 2
CLW 1d8 + 1 ⇒ (2) + 1 = 3
CLW 1d8 + 1 ⇒ (2) + 1 = 3
CLW 1d8 + 1 ⇒ (2) + 1 = 3
GM Fuzzfoot |
Feel free to chime in with additional actions, but I will post the next bit just to keep us moving along.
You climb up the ladder to the deck of the ship. The soft glow of sunlight again penetrates into this ice cave, and several braziers burn near the walls. A beautiful woman stands next to a simple chair, facing you. Other furniture in the chamber suggests that this is her private quarters. The woman looks you over as though judging a draft animal, and asks, “Have you come to work the oars? I am in need of more rowers.”
Pau |
"Nope. We are here for answers. Show her the lantern. Tell us how to reverse these bad effects from this!"
GM Fuzzfoot |
"Ah! You brought the lantern! Very good. I am Natalya Yagevna, widow of Haldyr Bjornsson, trapped here in this ice. "
"Who are you? And what are your intentions?"
GM Fuzzfoot |
"Poor Skelg - it must truly pain him. But know this - I would like three things. First, hand me over the Beacon of the North. It belongs here on this ship, and is rightfully mine. Second, I would like to be freed from this icy prison. And finally, I would like a companion to sail away with me. "
So, you seem to be trying diplomacy first, and you can tell that her current attitude is unfriendly (which is certainly better than hostile). You can make diplomacy checks to try to improve this, or you can roleplay/take certain actions that could also have an effect without necessarily rolling the dice. Of course, you can also initiate combat, or you could try other forms of persuasion.
Narnel |
To answer your question, we are Pathfinders acting as Skelg's agents in return for his service to our organization.
Just to be clear, if we get you some or all of the things you want, will you help us remove the curse from Skelg?
GM Fuzzfoot |
"I help my friends. Will you be counting yourselves among them?"
Kildrek Autumnwind |
Sense Motive: 1d20 + 4 ⇒ (3) + 4 = 7
Well, I don't see why we got to be enemies. This companion you're talkin' about, you got someone in mind? Do we havta fetch 'em or somethin'?
Diplo: 1d20 + 2 ⇒ (13) + 2 = 15
Demario Whistler |
sense: 1d20 ⇒ 8
I don't like to fight unnecessarily either. It is pleasant to find a civil person willing to talk it out as well. It may take us time to fulfill your request, will you be accommodating us with extra time?
diplomacy: 1d20 + 8 ⇒ (6) + 8 = 14
Narnel |
Sense motive: 1d20 - 1 ⇒ (13) - 1 = 12
The bigger question then if we are friends is if you consider Skrlg a friend. I understand he did risk his own neck to save you and this ship. It was directly because of that that he was attacked by your late husbands son and cursed by that lantern. If he had not ventured to save your life he would be laying abed today.
Pau |
Sense Motive 1d20 + 6 ⇒ (4) + 6 = 10
Diplomacy aid 1d20 - 1 ⇒ (6) - 1 = 5
"Not fighting is always better than fighting. No reason for either of us to take a thrashing. Let's work this out civilized like."
GM Fuzzfoot |
Boy, you guys suck at diplomacy rolls.
"You blame me for Skelg's predicament? How dare you! You can freeze to undeath and become my zombie rowers like the others, and then I will simply take what is mine!" She attacks, but a few of you react slightly quicker.
Demario: 1d20 + 4 ⇒ (11) + 4 = 15
Grog: 1d20 + 0 ⇒ (5) + 0 = 5
Kildrek: 1d20 - 2 ⇒ (18) - 2 = 16
Meran: 1d20 + 5 ⇒ (6) + 5 = 11
Namel: 1d20 + 4 ⇒ (12) + 4 = 16
Pau: 1d20 + 2 ⇒ (6) + 2 = 8
Natalya: 1d20 + 2 ⇒ (12) + 2 = 14
Round 1: (Bold may act)
Narnel, Kildrek, Demario
Natalya
Pau, Meran, Grog
Narnel |
Wait, That's not what I said.....
Without thinking Narnel brings his bow up send snaps off a shot:
Longbow + Point Blank: 1d20 + 4 + 1 ⇒ (15) + 4 + 1 = 20
Damage: 1d8 + 1 ⇒ (5) + 1 = 6