Goldur Twinthunders
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Goldur is in the black on both, but only has a +4 Climb and +3 Survival.
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Zootloot
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Zootloot scoots treacherously along the paths, his brow furrowed in concentration. "You know, I'm not all that good at balancing and climbing. I hope we get onto more steady footing soon."
-7 for climb
Goldur Twinthunders
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Agreed!
If this is measured in rounds, can I use Inspire Competence to give him a +2 on his checks?
"You know, I've heard climbing is as much a mental exercise as it is physical. And that a good climber needs dexterity as well as physical strength." Goldur chuckles. "Of course, I don't have as much of either as I used to."
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Mentys 'the Sirocco' al-Menchur
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"Indeed it is quite the experience, Goldur, a bit more reliant on the mind than amateurs might think," Mentys chuckles. "Not to worry, I'll work my way through and chart a safe path for everyone." With that, he begins his climb down, looking for safe points to place rope and pitons for the others.
Climb, Kit, ACP: 1d20 + 8 ⇒ (14) + 8 = 22
Climb, Kit, ACP: 1d20 + 8 ⇒ (12) + 8 = 20
Survival: 1d20 + 6 ⇒ (3) + 6 = 9
Magni Stonebow
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"No, no... NO! You are doing it all wrong! Try this way instead..."
Magni shouts after Mentys trying to give him advice on surviving the harsh climb...
Aid another check (survival): 1d20 + 12 ⇒ (6) + 12 = 18
GM Aerondor
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This section is measured in minutes, not rounds, so inspire courage will run out pretty fast if you use it. Actually I put you wrong here, it is two climb or two survival checks. But you made them okay.
As you work your way through the dark tunnels you feel a cruel malevolent presence all around you. The slippery surface is tricky to walk on, and there are lots of sudden drops that would injure you if you slipped into them. Your lights (I assume you are using light cantrips here, might want to confirm) reflect off jagged surfaces. Deep below you in the ice you see shapes move.
One of them sees you! It starts swimming through the ice toward you, causing the walls to shudder and groan.
Okay, easiest way to do this is two DC 13 will saves from each of you. This is a mind affecting fear effect, so any bonuses that you get against that are helpful here. For each save you fail, make an acrobatics check (DC 12) to avoid slipping over. If you fail that.. then a reflex DC 13 to avoid falling into one of the chasms and taking some damage. Round a table this might be fun with hamming up the running around, but in PBP it would possibly drag out a lot.
Time is now after 0:55 arrival
Magni Stonebow
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Will Save 01: 1d20 + 8 + 2 ⇒ (4) + 8 + 2 = 14
Will Save 02: 1d20 + 8 + 2 ⇒ (2) + 8 + 2 = 12
Despite his powerful willpower and dwarven defenses it seems the spell cast against Magni is too much for him and he...
Reflex Save: 1d20 + 2 ⇒ (7) + 2 = 9
... slips risking to fall down the chasm!
Reflex Save: 1d20 + 2 ⇒ (20) + 2 = 22
But saves himself just before dropping and possibly killing himself!
GM Aerondor
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It is not a spell or an enchantment as such.
This is actually a type of haunt, if you have specific haunt abilities you could use them on it. Channel energy or other similar types of attacks for example might drive it off.. with a little luck.
Mentys 'the Sirocco' al-Menchur
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Will 1: 1d20 + 1 ⇒ (18) + 1 = 19
Will 2: 1d20 + 1 ⇒ (13) + 1 = 14
Perception: 1d20 + 6 ⇒ (6) + 6 = 12
Mentys feels a slight mental tug and shudders, but his devotion allows him to shrug it away. Given that and Magni's near tumble, the oread draws his axes, sensing something is a little awry.
GM Aerondor
|
Status, Bold still to post
Goldur 4 damage
Xuan
Zootloot
Idna,
Lasair
Elemental companion
Wand - 9 charges
Magni
Mentys 3 damage
Time is now after 0:55 arrival
Zootloot
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Will: 1d20 + 4 ⇒ (8) + 4 = 12
Will: 1d20 + 4 ⇒ (1) + 4 = 5
Is 12 a pass or fail?
acrobatics: 1d20 - 4 ⇒ (10) - 4 = 6
reflex: 1d20 + 5 ⇒ (14) + 5 = 19
Zootloot stares into the moving ice shapes and a wave of fear rushes over him. His head spins and he loses balance. His foot slips out from under him and he falls on the ice then begins slipping down the sloped surface. At the last moment he catches himself. "Uh. Help?" he shouts to his companions. "I don't really want to fall down there."
GM Aerondor
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12 is a fail for the will, and a pass for acrobatics. Zoot needs to make a second acrobatics check for the second will save
Twice during the trip down Zoot flees in fear from the presence in the ice, the first time he slips over and only narrowly avoids falling down a crevasse...
Status, Bold still to post
Goldur 4 damage
Xuan
Idna,
Lasair
Elemental companion
Wand - 9 charges
Magni
Mentys 3 damage
Zootloot - second acrobatics/reflex required.
Time is now after 0:55 arrival
Zootloot
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acrobatics: 1d20 - 4 ⇒ (19) - 4 = 15
Made the second acrobatics save. I already RP'd this so it might be awkward to add to it.
Idna Fornan
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Will save: 1d20 + 2 ⇒ (7) + 2 = 9
Will save: 1d20 + 2 ⇒ (16) + 2 = 18
Acrobatics: 1d20 - 5 ⇒ (15) - 5 = 10
Reflex save: 1d20 + 2 ⇒ (15) + 2 = 17
Idna is visibly startled by the shape, slipping on the ice and only narrowly avoiding the cracks. Having been caught off guard once, she steels herself against the fright when it approaches again, lifts herself back to her feet, and presses onward across the ice.
GM Aerondor
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Zoot and Idna manage to stop themselves as they temporarily flee in panic.
Who does have light sources as a matter of interest?
Status, Bold still to post
Goldur 4 damage
Xuan
Lasair
Elemental companion
Wand - 9 charges
Magni
Mentys 3 damage
Zootloot -
Idna,
Time is now after 0:55 arrival
Lasair McMaraugh
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Will vs. Fear: 1d20 + 6 ⇒ (16) + 6 = 22
Will vs. Fear: 1d20 + 6 ⇒ (6) + 6 = 12
Acrobatics: 1d20 + 4 ⇒ (5) + 4 = 9
Reflex: 1d20 + 3 ⇒ (20) + 3 = 23
Lasair doesn't even notice the creature's first attack, but an inappropriately timed peek downwards sends the sorcerer stumbling. He trips on the ice and slips away, but just at the right moment sends a stream of heat from his hands to melt some of the floor and get a good grasp.
Perception: 1d20 + 7 ⇒ (8) + 7 = 15
"Watch out guys; you might not get as lucky as I did, and this seems like quite the drop from here."
Goldur Twinthunders
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Will: 1d20 + 6 ⇒ (20) + 6 = 26
Will: 1d20 + 6 ⇒ (3) + 6 = 9
Acrobatics (lol): 1d20 - 2 ⇒ (5) - 2 = 3
Reflex: 1d20 + 1 ⇒ (14) + 1 = 15
Well at least I'm not the only one who does this...
Some part of Goldur must've seen his two small companions nearly fall, and thought it looked like a good idea. Despite his best efforts, fear grips him and he loses his balance on the ice. Just as he's about to fall down into the icy depths, he catches himself on a jagged formation. "Oh dear. I'm all right, I'm all right... but very much hoping that whatever's down there stays where it is."
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| GM Hmm |
★ - OVERSEER ANNOUNCEMENT - ★
“We’ve discovered a path to the Vault Entrance!” Sorrina Westyr’s image appears drenched but defiant, in the midst of pouring heavy rain. Ignoring the water sleeting off her, the Master of Spells points with her wand as she illuminates the asteroid map behind her. “Reports from those traveling through the Ice Reservoir indicate that most of the enemies in that region have been mopped up, though a few scattered groups may still be dealing with ongoing fights.” She taps the map. “We’ve discovered an entrance to the Vault through this area. If you’re nearby, proceed here as fast as you can!”
Then a serious expression crosses her face. “Our efforts have not gone without notice. My divinations indicate that Kelizandri, the Brackish Emperor himself, is displeased and wreaking havoc. Beware of flash floods and rain! Take care, Pathfinders!”
AREA E: The Ice Reservoir, is claimed and free for travel! GMs, there is a Water Event happening now!
GM Aerondor
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Just as you exit the ice tunnels, a flash flood comes tearing down the tunnel and knocking the party about.
CMB Goldur: 1d20 + 9 ⇒ (5) + 9 = 14
CMB Xuan: 1d20 + 9 ⇒ (11) + 9 = 20
CMB Lasair: 1d20 + 9 ⇒ (18) + 9 = 27
CMB Magni: 1d20 + 9 ⇒ (2) + 9 = 11
CMB MEntys: 1d20 + 9 ⇒ (14) + 9 = 23
CMB Zoot: 1d20 + 9 ⇒ (6) + 9 = 15
CMB Idna: 1d20 + 9 ⇒ (3) + 9 = 12
Lasair reflex: 1d20 + 3 ⇒ (1) + 3 = 4
Lasair damage: 1d6 + 2 ⇒ (6) + 2 = 8
zoot reflex: 1d20 + 5 ⇒ (7) + 5 = 12
zoot damage: 1d3 + 1 ⇒ (2) + 1 = 3
Menthys ref: 1d20 + 5 ⇒ (6) + 5 = 11
Ment damage: 1d3 + 1 ⇒ (1) + 1 = 2
Goldur reflex: 1d20 + 1 ⇒ (13) + 1 = 14
Goldur damage: 1d3 + 1 ⇒ (2) + 1 = 3
travel time: 1d6 + 4 ⇒ (2) + 4 = 6
The frozen tunnels level off, causing the melting water to accumulate in bone-chilling pools. Droplets run down the thawing walls with supernatural purpose, whittling away relief carvings of an enormous dragon devouring entire cities.
Bodies of what were once prison guards lay around here, it appears other pathfinders got here ahead of you.
Okay, you have three basic choices. You can search around this area to try and find more pockets of resistance. You can move to the earth or fire paths. Or you could advance inward towards the centre. In a week we'll be pressing on to the centre anyway, but if you want to find out more about what happens on the water path that still contributes to the overall success of the mission.
Status,
Goldur 7 damage
Xuan
Lasair 8 damage
Elemental companion
Wand - 9 charges
Magni
Mentys 5 damage
Zootloot - 3 damage
Idna,
Time is now after 1:01 arrival
Goldur Twinthunders
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Goldur stands up carefully after being dumped unceremoniously onto the icy floor of another tunnel. "It's a good thing we have that protection spell about us. That water is cold enough to freeze your muscles solid."
Will use some charges of that wand.
CLW: 1d8 + 1 ⇒ (6) + 1 = 7
Sweet, back at full.
-Posted with Wayfinder
Mentys 'the Sirocco' al-Menchur
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Mentys picks up the wand next, sputtering in annoyance.
CLW: 1d8 + 1 ⇒ (6) + 1 = 7
Would rather go down the earth path, but no huge preference.
Zootloot
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Zootloot scoots along the floor as the water pushes him a long. A few bumps and bruises later and he pops back up on his feet. "Well, that was refreshing. I guess we'd better keep on keeping on."
I prefer to continue on the water path.
GM Aerondor
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The team hears sound from the way ahead, it looks like maybe not all the guards are dead!
If you want extra healing before combat, I'm happy to retcon it
Status, bold may post
Goldur
Xuan
Lasair 8 damage
Magni
Mentys 5 damage
Zootloot - 3 damage
Idna,
Elemental companion
Wand - 8 charges
Time is now after 1:01 arrival
Idna Fornan
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Idna tumbles down the passage amidst the churning water, but her armor largely protects her from bumps and bruises. Hearing the activity down the passageway, she draws her sword and hustles toward the front of the group.
Double move
Zootloot
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I'll use one of the CLW charges.
CLW: 1d8 + 1 ⇒ (1) + 1 = 2
Zootloot follows along carefully with the others.
double move
Lasair McMaraugh
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I'll use one of the charges before combat too.
CLW: 1d8 + 1 ⇒ (8) + 1 = 9 More than enough!
Lasair takes off in a different direction from the others, preferring to spread out should anyone spring a trap or a large blasty spell be used.
Mentys 'the Sirocco' al-Menchur
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I already used a charge in my previous post, I'm back at full.
Mentys draws his weapons and moves to the front.
Double move.
Goldur Twinthunders
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Goldur pulls out one of his hammers and sticks with the group.
-Posted with Wayfinder
GM Aerondor
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The team slips (sometimes quite literaly) through the tunnel. The rain from above continues down making the area distinctly damp. From up ahead the watery guards move quickly toward the group.
Status, bold may post
Goldur
Xuan
Lasair
Magni
Mentys 5 damage
Zootloot - 1 damage
Idna,
Elemental companion
Wand - 5 charges
Time is now after 1:01 arrival
Lasair McMaraugh
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Lasair slides forward, ignoring the unnatural downpour. Seeing the guards rush past his tunnel, an idea pops into the pyromancer's head. A sneak-attack burning hands... sweet!
Sneak: 1d20 + 6 ⇒ (18) + 6 = 24
Xuan Wu
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Xuan trudges forward, and takes a swing at Blue.
Punch: 1d20 + 4 ⇒ (20) + 4 = 24, for 1d6 + 4 ⇒ (3) + 4 = 7 damage.
Crit Confirmation: 1d20 + 4 ⇒ (11) + 4 = 15, for 1d6 + 4 ⇒ (3) + 4 = 7 damage.
Zootloot
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As per his normal form, Zootloot cheerfully grabs his one-stringed guitar as soon as the battle commences. He jumps right into a jaunty song about people slipping and falling on wet ice. In some strange way he manages to make this inspiring to his friends.
At the same time he steps to the side so that Goldur can get past him.
Inspire courage
GM Aerondor
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Xuan moves up and smashes the blue figure, while Zoot starts up a jaunty tune. Laisair slips into the icy shadows.
Status, bold may post ; inspire courage active +1/+1
Goldur
Magni
Mentys 5 damage
Idna,
Blue 14 damage
Red
Xuan
Zootloot - 1 damage
Lasair (sneak 24)
Elemental companion
Wand - 5 charges
Time is now after 1:01 arrival
GM Aerondor
|
Botting as time is passing
Goldur and Menthys close the distance. Menthys takes a swing at the same one Xuan did, while Magni tries a sling against the closest
Masterwork Battleaxe, single attack: 1d20 + 7 ⇒ (15) + 7 = 22
Damage: 1d8 + 4 ⇒ (3) + 4 = 7
Ranged attack roll (Sling): 1d20 + 3 - 4 ⇒ (18) + 3 - 4 = 17 -> Damage roll: 1d4 ⇒ 2
Both hit! Mantys drops the creature at the back, while Magni's stone does a little damage.
The elemental attacks who: 1d3 ⇒ 3 Idna!
attack: 1d20 ⇒ 18
damage: 1d6 + 4 ⇒ (5) + 4 = 9
In this watery envrionment, it appears much stronger than the sickened ones you met above. It lands a solid blow on her.
Status, bold may post ; inspire courage active +1/+1
Xuan
Zootloot - 1 damage
Lasair (sneak 24)
Idna, 9 damage
Goldur
Magni
Mentys 5 damage
Red 3 damage
Elemental companion
Wand - 5 charges
Time is now after 1:01 arrival
Zootloot
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I can't tell for sure on the map but is one of the bad guys coming up from behind?
Zootloot slowly and carefully steps closer to the main group but keeps singing his song.
Idna Fornan
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It hit my 23 AC? Yikes!
Idna recoils from the attack and swings back at it with her sword.
Attack (cold iron longsword, inspire courage): 1d20 + 2 + 1 ⇒ (16) + 2 + 1 = 19
Damage (inspire courage): 1d8 + 3 + 1 ⇒ (6) + 3 + 1 = 10
GM Aerondor
|
Yeap, he rolled well. The elemental at the back is your friendly one. He will join in one battle of your choosing.
Idna trades blows with the last elemental, and manages to knock it back into the puddle it emerged from.
Combat over
You continue on downward....
Several tunnels lead into this expansive ice cavern, in which rests an enormous block of ice bound in chains that hang from the icicle-covered ceiling. Hundreds of figures are flash-frozen within, caught in a moment of horror and agony. At the front of the inanimate crowd stands a regally clad giant who stares ahead with defiance.
Essentially you need to either melt the ice somehow, or break the chains... This chamber is supernaturally cold, and you'll take one point of cold damage every round you are in here.
Status,
Xuan
Zootloot - 1 damage
Lasair
Idna, 9 damage
Goldur
Magni
Mentys 5 damage
Elemental companion
Wand - 5 charges
Transition time: 1d6 + 4 ⇒ (1) + 4 = 5
Time is now after 1:07 arrival
Lasair McMaraugh
|
Lasair pops out of his branch of the cavern, fire already lit in his hands, when he sees his allies made quick work of the elementals.
"Come on!"
melt the ice somehow
Seeing the gigantic block of ice, the pyromancer smiles and looks at his hands.
"Mind if I do?"
Would Burning Hands manage to melt the block?
GM Aerondor
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You could certainly try burning hands. Roll the damage if you try casting the spell. The chains are 70' if you want to try and use a disable device check, you'll have get up there somehow.