[PFS] GM Lithrac's The Snows of Summer (AP#67) (Inactive)

Game Master Cyril Corbaz


301 to 350 of 511 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | 11 | next > last >>
The Exchange

Male Half-Orc Barbarian 1
Defense:
HP 14/14; AC 14; Tch 11; FF 13; CMD 16; Fort: +4; Ref: +1 Will: -1
Skills:
Acrobatics: +4; Intimidate: +9; Know (nature): +4; Perception: +3; Survival: +3
Offense:
Init: +2; Spd: 40ft; CMB: +5; Greataxe +5(1d12+6/x3); Longspear +5(1d8+6/x3)

Gratmal lets out a roar as he attempts to impale the raider on his longspear.

Power Attack

Attack: 1d20 + 5 - 1 ⇒ (18) + 5 - 1 = 22
Damage: 1d8 + 4 + 3 ⇒ (4) + 4 + 3 = 11

This time, Gratmal's spear hits home.

Grand Lodge

Crit extra damage: 1d3 + 1 ⇒ (2) + 1 = 3
Sifvery's ray hits and kills one of the sickly raiders, while Gratmal finishes off the last one.

An icy voice can be heard, words stuttered as if caught by a bitter cold. "You sh-sh-shan't live an-n-nother day! F-f-feel B-b-blackfingers's wrath."

With these words he stabs Jocephus with his shortsword, the blade dripping with poison.
Shortsword: 1d20 + 6 ⇒ (19) + 6 = 251d6 + 3 ⇒ (3) + 3 = 6
Confirmation: 1d20 + 6 ⇒ (5) + 6 = 11
Fort save DC 13, 1 Con damage if failed (lasts 4 rounds or until you succed on your saving throw).

Initiative - round 7 - bold may act!
1. Kaelyn, Hskoro, Necress & zombies, Sifvery
2. Rokhar & undead minions
3. Gratmal, Jocephus

Scarab Sages

HP 31/31 | AC18 T12 FF16 | Init +2 (+2 Undergound) Perc +5 CMB +6 CMD 18 | F+5 R+3 W-1 (+2 v Mind Effects, Poison)| NG Nagaji | Bloodrager (crossblooded, spelleater) 3 | MW Dwarven Urgrosh +7; d8+4/x3 | sheet

Round 7 Initiative 19 Fatigue 1/6 - AC17

Hskoro will move back into the main room after letting go of his bloodrage.

The Exchange

AC21/T16/FF16/CMD21||HP42[42]F:+5;R:+11;W:+3||Init.+6|Percept.+8 Aasimar Bard (Archaeologist)1 / Gunslinger (Myst. Stranger) 1 / Swashbuckler) Picaroon 3

Fort: 1d20 + 4 + 2 ⇒ (6) + 4 + 2 = 12

Jocephus winces as he feels the poison take effect. "Back up! I'm hemmed in here." He calls out as he stabs again with his rapier.

Attack: 1d20 + 2 + 2 ⇒ (9) + 2 + 2 = 13
Damage: 1d6 + 1 + 2 ⇒ (3) + 1 + 2 = 6

Man, can I roll above a ten next time....

Grand Lodge

I know the feeling, remember the first fight of your Emerald Spire campaign? ;)

The blade misses the evil necromancer of doom (tm)

Initiative - round 7 - bold may act!
1. Kaelyn, Hskoro, Necress & zombies, Sifvery
2. Rokhar & undead minions
3. Gratmal, Jocephus

The Exchange

Male Half-Orc Barbarian 1
Defense:
HP 14/14; AC 14; Tch 11; FF 13; CMD 16; Fort: +4; Ref: +1 Will: -1
Skills:
Acrobatics: +4; Intimidate: +9; Know (nature): +4; Perception: +3; Survival: +3
Offense:
Init: +2; Spd: 40ft; CMB: +5; Greataxe +5(1d12+6/x3); Longspear +5(1d8+6/x3)

Gratmal double moves into a position behind Kaelyn. "Move! So Gratmal can run them through," the half-orc says with a snarl upon seeing the cluster of allies on the stairs.

Grand Lodge

Stats:
AC 17, 13, 14; F+5, R+4, W+0; CMD 16; Init. +5; Perception +4
Status:
14/15 HP; Bombs 2/6; Extracts: Cure Light Wounds, Shield; Active Effects: Endure Elements

Kaelyn looses another arrow and then falls back, allowing space for others.

Standard Action: Attack with longbow
Move Action: Move back down the stairs

Attack: 1d20 + 5 ⇒ (20) + 5 = 25
Damage: 1d8 + 6 ⇒ (1) + 6 = 7
Crit confirm: 1d20 + 5 ⇒ (19) + 5 = 24
Damage: 1d8 + 5 ⇒ (8) + 5 = 13

Grand Lodge

Kaelyn's hand must be guided by Desna herself, for she finds the necromancer's neck! A large gush of blood, the evil priest winces, unable to speak more than a few gargles of blood.

So it was you who stole Jocephus's good rolls! ;)
More seriously though, can you explain your damage bonus to your arrows? Composite bow gives you +2, PBS +1, but what about the rest? Moreover, the first damage roll has +6, the secon only +5, why?

"Be cursed..." he's able to articulate.

Initiative - round 7 - bold may act!
1. Kaelyn, Hskoro, Necress & zombies, Sifvery
2. Rokhar & undead minions
3. Gratmal, Jocephus

Grand Lodge

Stats:
AC 17, 13, 14; F+5, R+4, W+0; CMD 16; Init. +5; Perception +4
Status:
14/15 HP; Bombs 2/6; Extracts: Cure Light Wounds, Shield; Active Effects: Endure Elements

OH NO! I'm so sorry, I entirely screwed up my character sheet. Take off 5 damage from that shot. That's what I get for making the sheet too quickly...I had PBS and Deadly Aim activated on Hero Lab and didn't realize it, so I added those bonuses twice...it's fixed now.

Grand Lodge

I've just checked the seven pages of posts. You've done that since the very beginning of the scenario and you never noticed?

Grand Lodge

Stats:
AC 17, 13, 14; F+5, R+4, W+0; CMD 16; Init. +5; Perception +4
Status:
14/15 HP; Bombs 2/6; Extracts: Cure Light Wounds, Shield; Active Effects: Endure Elements

I've been going off of my character sheet the whole time, yes. This is the first time I've actually played this character (made with GM credit), and I was simply using the numbers I had put down. I assure you it was an honest mistake. I designed the character to be a high-damage archer, though obviously I should have realized that those numbers were too high at this level. Again, my apologies for my (perhaps egregious) error. It would have, at most, made a difference of 3 points of damage on anything that isn't a crit. And on this particular crit, the damage on a longbow is x3, so:

Damage: 1d8 + 3 ⇒ (6) + 3 = 9

Scarab Sages

Human Oracle 1 | HP 11/11 | AC 19; Tch 12; FF 17 | F +2; R +2; W +1 | CMB+1; CMD 13 | Speed 20 ft | Init +0 | Bone Club: +1 (1d6+1) | Perc +3 (deaf)

With little to do with the stairs so clogged with combatants, Necress moves back to allow her companions some room.

We should probably see if they'll come down the stairs, rather than all of us continuing to go up.

Scarab Sages

Female Elf Sorcerer 4 / Paladin 3| HP: 40/40 | AC: 14 (13 Tch, 11 Fl) | CMD: 19 | F: +9, R: +10, W: +13 | Init: +5 | Perc: +11, SM: +5 | Active conditions: none

Sifvery checks each of the bandits. Any that are not dead, she ties up and bandages. She also removes the weapons (so she searches them quickly as well).

Grand Lodge

Alright, I'll take your word for it, let's move onwards. And you're right about the crit multiplier for the bow!

Kaelyn's arrow fells the necromancer, who can't stand the pain and fall unconscious. With their master gone, the remaining undead are quickly dealt with.

End combat.

To the victor the spoils of war:
Only mentioning noteworthy loot, not the mundane non-alchemical items.
2x Oil of Taggit (poison)
Masterwork Studded Leather Armor
Masterwork Shortsword
Masterwork Thieves' Tools
Cloak of the Yeti (magical, shoulder slot, provides permanent endure elements (cold only), +1 Natural AC, +2 Intimidate when the hood is drawn over head)
Spellbook
Set of Keys

Jocephus, I'll still need three Fort saves against poison, DC 13. The first successful roll ends the poison, while each failure until then makes you take 1 Con damage.

Scarab Sages

Female Elf Sorcerer 4 / Paladin 3| HP: 40/40 | AC: 14 (13 Tch, 11 Fl) | CMD: 19 | F: +9, R: +10, W: +13 | Init: +5 | Perc: +11, SM: +5 | Active conditions: none

"I wonder what these keys go to?"

If no one else wants the cloak, Sifvery would wear it. Nothing else holds much interest to her. It might be more useful to a front liner though.

The Exchange

AC21/T16/FF16/CMD21||HP42[42]F:+5;R:+11;W:+3||Init.+6|Percept.+8 Aasimar Bard (Archaeologist)1 / Gunslinger (Myst. Stranger) 1 / Swashbuckler) Picaroon 3

Fort: 1d20 + 4 + 2 ⇒ (2) + 4 + 2 = 8
Fort: 1d20 + 3 + 2 ⇒ (6) + 3 + 2 = 11
Fort: 1d20 + 3 + 2 ⇒ (12) + 3 + 2 = 17

Sheesh!

Jocephus holds his wound. "By Gozreh, I feel weak." Getting out his wand, he heals himself.

CLW: 1d8 + 1 ⇒ (6) + 1 = 7

Grand Lodge

Stats:
AC 17, 13, 14; F+5, R+4, W+0; CMD 16; Init. +5; Perception +4
Status:
14/15 HP; Bombs 2/6; Extracts: Cure Light Wounds, Shield; Active Effects: Endure Elements

I'd like to at least take a look at the spellbook.

Scarab Sages

Human Oracle 1 | HP 11/11 | AC 19; Tch 12; FF 17 | F +2; R +2; W +1 | CMB+1; CMD 13 | Speed 20 ft | Init +0 | Bone Club: +1 (1d6+1) | Perc +3 (deaf)

Is there a melee character that uses intimidate? I have been using intimidate from time to time, and have a +8. Aside from that, I also don't need anything...I'll defer to anyone who wants to use something.

"We now know who animated the zombies who have been travelling with us," Necress says as she looks at the dead necromancer.

"We should search the rest of the lodge, including the outbuildings," she adds as she begins to search other rooms.

There's one last unexplored area in the upstairs room...I'll start there, then move downstairs and have zombies open doors, then go in.

perception (deaf): 1d20 + 3 ⇒ (1) + 3 = 4

Scarab Sages

Female Elf Sorcerer 4 / Paladin 3| HP: 40/40 | AC: 14 (13 Tch, 11 Fl) | CMD: 19 | F: +9, R: +10, W: +13 | Init: +5 | Perc: +11, SM: +5 | Active conditions: none

Sifvery nods at Necress' comment, and proceeds to make sure the rest of the unconscious bad guys are tied and disarmed. "Perhaps we should try to get some answers from these guys? But I agree, let's first make sure we are secure. "

Scarab Sages

HP 31/31 | AC18 T12 FF16 | Init +2 (+2 Undergound) Perc +5 CMB +6 CMD 18 | F+5 R+3 W-1 (+2 v Mind Effects, Poison)| NG Nagaji | Bloodrager (crossblooded, spelleater) 3 | MW Dwarven Urgrosh +7; d8+4/x3 | sheet

Hskoro will add to the effort to search the rest of the buildings and grounds ... following Necress the unexplored upstairs room ...

Perception: 1d20 + 6 ⇒ (10) + 6 = 16

Grand Lodge

Kaelyn takes some time to inspect the spellbook, which appears to have been stolen.

Spells in the Spellbook:
alarm, chill touch, expeditious retreat, feather fall, identify, locate object, ray of enfeeblement

The rest of the Pathfinders explore the lodge, and find many things, including a trap door leading to the basement.

In the necromancer's room, a solid chest can be found, which is easily opened with the keys you found. It contains an assortment of trophies and stolen good that have been collected for some time. There is a gold ingot with the Taldan royal seal (worth 50 gp), a spyglass stolen from a captain out of Cassomir, a silver lady’s ring (worth 25 gp), three shards of tiger’s eye gemstones taken from a Qadiran merchant (worth 10 gp each), a fine pair of leather riding boots of elven make (worth 15 gp), a silver dagger, and a leather portfolio containing several pieces of parchment, including a scroll of endure elements, two scrolls of magic weapon, and a scroll of unseen servant.

In the kitchen, a large fireplace takes up most of the north wall of the room, its radiant heat providing palpable relief from the cold weather outside. Cabinets and shelves line the remaining wall space, and four windows look out on the wintry landscape surrounding the lodge. Stirring a large cauldron of soup is a burly half-orc, who turns to you. "Thank the gods, a rescue party has come! Have you slain Rokhar and his servants? I won't cook for them a minute longer! Oh, I'm Ten-Penny Tacey, by the way."

Scarab Sages

HP 31/31 | AC18 T12 FF16 | Init +2 (+2 Undergound) Perc +5 CMB +6 CMD 18 | F+5 R+3 W-1 (+2 v Mind Effects, Poison)| NG Nagaji | Bloodrager (crossblooded, spelleater) 3 | MW Dwarven Urgrosh +7; d8+4/x3 | sheet

"Well met Ten-Penny. Are you the proprietor of thiss establisshment?"

Grand Lodge

"Err... Are you really this ignorant? I've been kidnapped by these bandits and forced to cook for them. And you, who are you exactly?"

The Exchange

AC21/T16/FF16/CMD21||HP42[42]F:+5;R:+11;W:+3||Init.+6|Percept.+8 Aasimar Bard (Archaeologist)1 / Gunslinger (Myst. Stranger) 1 / Swashbuckler) Picaroon 3

Jocephus smiles. "Indeed, we have sent the necromancer and his minons to the Boneyard. How long have you been a captive? Are there any other captives about, a woman in particular?"

Diplomacy: 1d20 + 8 ⇒ (9) + 8 = 17

"A side note. You don't know where any restorative potions or scrolls may be, do you?" He adds as an afterthought.

Scarab Sages

Female Elf Sorcerer 4 / Paladin 3| HP: 40/40 | AC: 14 (13 Tch, 11 Fl) | CMD: 19 | F: +9, R: +10, W: +13 | Init: +5 | Perc: +11, SM: +5 | Active conditions: none

"Hello, Ten-Penny. My name is Sifvery Moon, and we are in search of more than just a necromancer, I believe. Are you the only captive here, or are there others? How long have you been here, and what have you seen and heard? I hope you will help us, now that you are liberated."

Grand Lodge

"Not sure, Rokhar kept much for himself, there might be something in his chest." she thinks aloud. "I've been here for weeks, it all started when Rokhar took over this hunter's lodge after its former proprietors ran away from the cold and the fey. Can I go now? I can't wait to be free again."

Answering Sifvery, she adds "There is the captive lady in the cellar below, I think. But they killed the rest."

Scarab Sages

Female Elf Sorcerer 4 / Paladin 3| HP: 40/40 | AC: 14 (13 Tch, 11 Fl) | CMD: 19 | F: +9, R: +10, W: +13 | Init: +5 | Perc: +11, SM: +5 | Active conditions: none

Sifvery tries to sense whether Ten-Penny is trying to mislead her.

SenseMotive: 1d20 + 1 ⇒ (14) + 1 = 15

Grand Lodge

GM rolls:
1d20 + 7 ⇒ (2) + 7 = 9

Sifvery:
The half-orc cook doesn't seem at ease, and she's probably hiding something. What you can tell, however, is that she really wants to get away like she says she does.

Scarab Sages

Human Oracle 1 | HP 11/11 | AC 19; Tch 12; FF 17 | F +2; R +2; W +1 | CMB+1; CMD 13 | Speed 20 ft | Init +0 | Bone Club: +1 (1d6+1) | Perc +3 (deaf)

Unable to hear all the exchange between the cook and Sifvery, Necress contents herself to standing near the warmth of the fire.

With the lady's rescue, it appears we are nearly done here...but what of the unnatural cold? We have seen no clues as to its origin.

Scarab Sages

Female Elf Sorcerer 4 / Paladin 3| HP: 40/40 | AC: 14 (13 Tch, 11 Fl) | CMD: 19 | F: +9, R: +10, W: +13 | Init: +5 | Perc: +11, SM: +5 | Active conditions: none

"Be at ease, Ten-Penny. We mean you no harm. But I do hope you won't mind sticking around until we sort out what happened here. First, how do we find this lady? I assume it is in the basement, but can you lead us to her?"

Grand Lodge

"Sure, it's underneath the bear rug in the the trohphy room." She points her finger at the old bear pelt lying on the ground, where you indeed found the trapdoor. ... but haven't opened it yet, I think?

Scarab Sages

Human Oracle 1 | HP 11/11 | AC 19; Tch 12; FF 17 | F +2; R +2; W +1 | CMB+1; CMD 13 | Speed 20 ft | Init +0 | Bone Club: +1 (1d6+1) | Perc +3 (deaf)

"Let us open the trapdoor and rescue the poor damsel," Necress suggests, though her voice drips in sarcasm.

After removing the bear rug, she motions for her minions.

"Open it!" she orders.

perception (deaf): 1d20 + 3 ⇒ (11) + 3 = 14

Grand Lodge

Not sure if zombies are capable of fine manipulation like opening a trap door, but I'll assume someone from the (slighty sleepy/inactive) team does open it.

A half-dozen boxes and barrels take up the majority of this underground cellar. A rough blanket lies spread on the floor in the southeast corner next to a bowl of half-eaten food. A 10-foot-high wooden ladder provides access to the cellar. On the ground, an injured woman rests, bearing her chin high despite the circumstances.

"Who's there?! I warn you, if you have come to torment me again, I won't give you the satisfaction of complaining."

Scarab Sages

Female Elf Sorcerer 4 / Paladin 3| HP: 40/40 | AC: 14 (13 Tch, 11 Fl) | CMD: 19 | F: +9, R: +10, W: +13 | Init: +5 | Perc: +11, SM: +5 | Active conditions: none

"No, maam. We are not here to torture you. Actually, we seem to be rescuing you. Please come up if you are able, and we can talk."

She turns to Necress so that she can see Sifvery's lips. She whispers, "Perhaps you should ask your friends to back away, so as not to frighten the lady. She may have known them when they were living..."

Scarab Sages

Human Oracle 1 | HP 11/11 | AC 19; Tch 12; FF 17 | F +2; R +2; W +1 | CMB+1; CMD 13 | Speed 20 ft | Init +0 | Bone Club: +1 (1d6+1) | Perc +3 (deaf)

Necress waves off the zombies. "You are right...their repulsiveness is one of their drawbacks," she says as she calls them back.

You are right...zombies probably not best for opening trap doors.

Grand Lodge

"A rescue party, then. How delightful. You certainly took your sweet time, didn't you? Regardless, I am grateful for your heroics. Shall we leave now?"

Scarab Sages

Female Elf Sorcerer 4 / Paladin 3| HP: 40/40 | AC: 14 (13 Tch, 11 Fl) | CMD: 19 | F: +9, R: +10, W: +13 | Init: +5 | Perc: +11, SM: +5 | Active conditions: none

"Truth be told, Lady, but a rescue is not our mission. We did, however, happen upon your caravan, and thought perhaps your attackers were the ones we seek. Something is creating the local frosty effects, and we are looking to find the cause. Is there anything you can tell us that may help in this quest?"

Scarab Sages

Human Oracle 1 | HP 11/11 | AC 19; Tch 12; FF 17 | F +2; R +2; W +1 | CMB+1; CMD 13 | Speed 20 ft | Init +0 | Bone Club: +1 (1d6+1) | Perc +3 (deaf)

"Yes, what have you seen since you've been here?" Necress adds.

Grand Lodge

The Lady looks around in the dank and dark cellar, and ironizes. "I guess I've seen true wonders! This place is such a beautiful thing to behold after all."

She tries to stand, but manages it only after a few tries, her legs still weak from the imprisonment.

"I cannot tell you anything about what is going on. All I know is that those bandits were planning on ransoming me for a hefty sum. I'm sorry I can't be of more help, but we should leave now. I miss sunlight."

Scarab Sages

Female Elf Sorcerer 4 / Paladin 3| HP: 40/40 | AC: 14 (13 Tch, 11 Fl) | CMD: 19 | F: +9, R: +10, W: +13 | Init: +5 | Perc: +11, SM: +5 | Active conditions: none

Sifvery helps her out.

Grand Lodge

Alright, what are your plans for now?

Scarab Sages

Human Oracle 1 | HP 11/11 | AC 19; Tch 12; FF 17 | F +2; R +2; W +1 | CMB+1; CMD 13 | Speed 20 ft | Init +0 | Bone Club: +1 (1d6+1) | Perc +3 (deaf)

"Yes, by all means go get some sun," Necress says, "while we decide what to do next."

She turns to the gathering Pathfinders. "What now? We still have not seen any evidence of what is causing this cold, save reports of fey and bandits. Those we have both encountered already. Are we missing something here? Does the trail continue on past this lodge?" she wonders.

Grand Lodge

The trail indeed continues past the lodge, though this one is obviously less traveled by humanoids. It seems to cross the bridge and lead further deep into the forest.

Scarab Sages

Female Elf Sorcerer 4 / Paladin 3| HP: 40/40 | AC: 14 (13 Tch, 11 Fl) | CMD: 19 | F: +9, R: +10, W: +13 | Init: +5 | Perc: +11, SM: +5 | Active conditions: none

Assuming that the lady confirms the cook's story and is comfortable staying together, I suggest we move on down the path. We can come back to check on them later.

Grand Lodge

Stats:
AC 17, 13, 14; F+5, R+4, W+0; CMD 16; Init. +5; Perception +4
Status:
14/15 HP; Bombs 2/6; Extracts: Cure Light Wounds, Shield; Active Effects: Endure Elements

"Yes, I agree with Sifvery. It is good that we saved the lady, but there is more going on here. Are there any bandits left alive that we could question?"

Grand Lodge

The noble Lady protests, but it is a fair backswing for her harsh words earlier. As you're about to leave, she suddenly calls out. "Wait! I'll tell you what I know. I just thought you wouldn't want to escort me back to Heldren if I told you what is in these woods. The bandits were allied to some fey creatures touched by winter. It appears they answer to Teb Knotten. Though I've never seen him, I've heard my captors speak of him in great fear. Please, will you escort be back to the village now? I expect there will be a reward."

Scarab Sages

Human Oracle 1 | HP 11/11 | AC 19; Tch 12; FF 17 | F +2; R +2; W +1 | CMB+1; CMD 13 | Speed 20 ft | Init +0 | Bone Club: +1 (1d6+1) | Perc +3 (deaf)

How long would it take to take her back to the village? I don't have a great concept of how long it took us to get here.

"I am not sure that is the best idea," Necress says. "It is quite dangerous in the wild...it might be safer for all of us if we left you here at the lodge with provisions, then return for you after we deal with this Teb Knotten," she says.

Grand Lodge

About six hours to get back? That would allow you to spend great night in Heldren, then come back tomorrow morning. You don't have to do everything in one go, but time might have an impact. Your choice.

-Posted with Wayfinder

The Exchange

AC21/T16/FF16/CMD21||HP42[42]F:+5;R:+11;W:+3||Init.+6|Percept.+8 Aasimar Bard (Archaeologist)1 / Gunslinger (Myst. Stranger) 1 / Swashbuckler) Picaroon 3

What time is it now?

"Perhaps we should escort the lady back before we move forward. If the area is teeming with fey, what makes this cabin aafe?"

Grand Lodge

Early afternoon.

1 to 50 of 511 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | next > last >>
Community / Forums / Online Campaigns / Play-by-Post / GM Lithrac's Snows of Summer (AP#67) All Messageboards

Want to post a reply? Sign in.