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

Game Master Cyril Corbaz


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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

"We still don't know what we face. I am not one for delay, but I could use a night's rest to replenish my strength (and spells) if we are not concerned about the time. And we could see this lady to safety and not have to worry about her later."

I am good either way, really...

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

Given the Society's constant need for allies, I would favor escorting the Lady back to town to ensure what good will we may have fostered remainss intact.

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)

"It seems you are in luck," Necress says. "More seem in favor of returning you to town than pressing forward immediately. Let us see to it," she says.

I don't need to rest or anything, but am happy to wait if others do.

Grand Lodge

I assume the zombies remain out of town for the night?

The trip back to Heldren is exhausting, but well-rewarding. Not only you find yourselves being acclaimed as heroes for returning the noble lady, but also given all sorts of gifts: a delicious meal, cool mead, warm bath, and of course a hefty monetary reward.

You spend a peaceful night, far from the haunting winds and snarling fey. In the morning, you wake up refreshed and ready to return into the Border Woods.

Those who need to prepare spells can renew their spell list if they wish to do so. Additionally, everyone heals his level in HP, and 1 ability damage.

Gratmal, we'll assume you found some help to return your axe to its normal size.

At approximately noon, you have returned to the Hunting Lodge, which hasn't changed since you left, save for Tenpenny's departure. She appears to have escaped your notice and vanished at some point the day before. Regardless, the trail ventures deeper into the woods, though the footsteps are lighter and smaller - few humans dared venture further.

About half an hour later, the forest stands deathly quiet where you are. Even the wind has grown still as snow softly falls through the stark branches overhead. Tracks, human in size but oddly misshapen, mar an otherwise unblemished trail through the trees. You are attacked by skeletons, but quickly dispatch them without any trouble. They appear to wear the garments of Qadiran citizens, though their presence here remains unexplained for now.

A bit later, you find yourselves in an area where the rocks and snow along the ridge you're treading upon are stained a reddish brown, and many tracks, both animal and human, cross the area. Beneath a thin layer of fresh snow, you easily spot the body of a hunter - or at least he's dressed like one. The corpse is frozen, and bears many deadly wounds.

Knowledge (nature) DC 13:
The animal tracks may belong to a giant weasel, which probably fought the hunter here before venturing deeper in the woods.

The hunter’s possessions include a variety of things that might aid you. Aside from his bloody and ripped (but still usable) cold-weather outfit, he also wears a pair of homemade snowshoes, and though his shortbow is snapped in half, two +1 animal-bane arrows remain in his quiver.

Perception DC 15:
His bloodstained pack lies half-covered by a fresh dusting of snow nearby. It holds 3 days’ worth of trail rations, a half-full hip flask of strong applejack, and a journal detailing the hunter’s efforts in tracking the giant weasel. The journal mentions the bear traps he set at the head of Somir Valley, as well as his discovery of the strange hut nearby and the even stranger doll inside it. It appears the hunter's name was Dryden Kepp, and was one of Heldren's most esteemed hunters.

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

"I think we may see Tenpenny again; ssomething about her sstory does not ring true."

[...] Finding the hunter, Hskoro will search his possessions for any clue as to his fate.
Perception: 1d20 + 4 ⇒ (11) + 4 = 15
"He wass tracking a Giant Weasel ... perhapss he found it. Hiss journal also mentions bear traps ahead ... in addition to a sstrange encounter with a doll and hut."

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 revels in the attention heaped on him and his companions. Going to bed quite stuffed and quite drunk, he rises early and prepares himself for the day ahead.

KN: nature: 1d20 + 6 ⇒ (16) + 6 = 22

Jocephus nods to Hskoro. "That makes sense, that what's these tracks are, giant weasel."

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)

Awesome, glad to hear someone can help me with my axe.

"Gratmal very happy he can use his axe again. Now Gratmal can prove his might in combat."

[...]

"Never track something you can't kill. Gratmal learn that at young age. Nature is Gratmal's home."

Knowledge Nature: 1d20 + 5 ⇒ (9) + 5 = 14

"Tracks lead off into the woods. Keep eye out for giant weasel. Don't be as ill-prepared as him" the half-orc says pointing to the man on the ground. "Keep your eyes open. Many things live in these woods."

-Posted with Wayfinder

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

Perception: 1d20 + 4 ⇒ (19) + 4 = 23
Knowledge (nature): 1d20 + 7 ⇒ (15) + 7 = 22

Looking at the arrows, Kaelyn speaks up.

"Well, these should help us if that weasel comes around again. I'd use them if no one else wants to."

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 holds up his crossbow ...

"I cannot usse them. I am happy ssomeone else can."

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

Perception: 1d20 + 8 ⇒ (5) + 8 = 13

Sifvery looks at the arrows. "I can certainly use these, seeing as the bow is my only weapon, but I think you may be more skilled than I, so they probably are best in your hands."

I really should pick up a dagger or something...

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 huddles in the cold nearby, the two zombies looking at nothing.

"We must be getting close," Necress says. "Let's press on."

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 slowly turns in a circle, taking a long look into the woods, then shrugs. "Aye, let's be going."

Perception: 1d20 + 5 ⇒ (16) + 5 = 21

Grand Lodge

By the way I'm assuming endure elements was cast again on the whole party, is that correct Jocephus?

The whole group, half-frozen zombies included, follow the seemigly endless trail. A cold wind blows through the forest atop the ridge. Heavy snow burdens the boughs of the evergreen trees, but someone has apparently cleared the snow from a large patch of ground to dig in the pine-needle-carpeted soil. Suddenly, two of the trees come out of their silent lethargy and strike at Hskoro simultaneously!

GM rolls:

Perception (Necress): 1d20 + 3 ⇒ (3) + 3 = 6 (deaf)
Perception (Gratmal): 1d20 ⇒ 12
Perception (Sifvery): 1d20 + 8 ⇒ (12) + 8 = 20
Perception (Hskoro): 1d20 + 6 ⇒ (7) + 6 = 13
Perception (Jocephus): 1d20 + 5 ⇒ (18) + 5 = 23
Perception (Kaelyn): 1d20 + 5 ⇒ (5) + 5 = 10
Stealth (FF): 1d20 + 12 ⇒ (8) + 12 = 20

Initiative (Necress): 1d20 ⇒ 15
Initiative (Gratmal): 1d20 + 1 ⇒ (20) + 1 = 21
Initiative (Sifvery): 1d20 + 2 ⇒ (14) + 2 = 16
Initiative (Hskoro): 1d20 + 2 ⇒ (11) + 2 = 13
Initiative (Jocephus): 1d20 + 3 ⇒ (14) + 3 = 17
Initiative (Kaelyn): 1d20 + 4 ⇒ (14) + 4 = 18
Initiative (FF): 1d20 ⇒ 17

Initiative - surprise round (standard action only) - bold may act
1. (Gratmal), (Kaelyn), Jocephus
2. FF
3. Sifvery, (Necress & zombies), (Hskoro)

Identify creature: Knowledge (nature) DC 11:
These treant-like creatures are known as Frost Firs. One question, plus one for each 5 points in excess to the DC.

Heavy snowdrift map

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

Yep! Jocephus would have passed the wand around.

KN: nature: 1d20 + 6 ⇒ (11) + 6 = 17 Weaknesses

"Frost firs!" Jocephus exclaims as he moves ten feet north, drawing his firearm.

Can't edit map atm.

Grand Lodge

The frost firs shake the snow off their branches and flail at Hskoro. One of the firs hits the nagaji, covering his arms with sticky resin hampering his movements.
Slam vs FF: 1d20 + 3 ⇒ (9) + 3 = 12
Slam vs FF: 1d20 + 3 ⇒ (19) + 3 = 221d6 + 3 ⇒ (4) + 3 = 7

Hskoro, I'll also need a DC 13 Reflex save, please. If you miss you take a -2 penalty on attack rolls and concentration checks because of the sticky resin.

Initiative - surprise round (standard action only) - bold may act
1. (Gratmal), (Kaelyn), Jocephus
2. Frost Firs
3. Sifvery, (Necress & zombies), (Hskoro)

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

Reflex >DC13: 1d20 + 2 ⇒ (20) + 2 = 22

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 takes a step forward and fires an arrow at the far (more north) tree.

Attack: 1d20 + 3 ⇒ (2) + 3 = 5

Damage: 1d8 ⇒ 2

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

Knowledge (nature): 1d20 + 7 ⇒ (20) + 7 = 27

DR/hardness? Elemental Weaknesses? How to solve the resin problem?

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)

Looks like I'm still not up...

Grand Lodge

Kaelyn:
DR 2/slashing, vulnerable to fire, strong alcohol, universal solvent or fire damage should do the trick... or succeed on your Ref save in the first place!

Hskoro avoids being covered in resin while Sifvery misses her attack.

Initiative - round 1 - bold may act
1. Gratmal, Kaelyn, Jocephus
2. Frost Firs
3. Sifvery, Necress & zombies, Hskoro

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 grabs a flask of alchemist's fire and tosses it at the northern frost fir, relying on luck to hit it!

RTA: 1d20 + 4 + 2 - 4 ⇒ (18) + 4 + 2 - 4 = 20
Damage: 1d6 + 2 ⇒ (3) + 2 = 5

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

"Back up! They're weak against fire! I don't want to hit anyone!

Kaelyn begins preparations to mix a bomb and loft it at the attackers.

Standard Action: Ready an action to throw a bomb at either frostfir once my allies have had a chance to move away.

Readied Action:
Attack: 1d20 + 6 ⇒ (13) + 6 = 19
Fire Damage: 1d6 + 4 ⇒ (5) + 4 = 9
Splash Damage: 4 fire

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 will take the opportunity to see if he now normal sized axe is working properly by swinging at the nearby fir.

"Gratmal get this one!" the large half-orc says as he points at the nearest fir. Taking a big backswing, Gratmal looks to cut the fir in half in one blow.

Power Attack

Attack: 1d20 + 5 - 1 ⇒ (13) + 5 - 1 = 17
Damage: 1d12 + 6 + 3 ⇒ (7) + 6 + 3 = 16

Grand Lodge

Jocephus throws an alchemist's fire at the northern fir, and the vial explodes as soon as it makes contact with the tree's bark! You hear strange sounds of pain coming from the forest creature.

Gratmal strikes with his massive blade, and cuts the fir in half, slaying it!

Kaelyn awaits the right moment to lob her bomb.

The remaining fir, still hurt, takes a root-step forward and slams at Jocephus, but he misses its tormentor.
Slam: 1d20 + 3 ⇒ (8) + 3 = 11

Initiative - round 2 - bold may act
1. Frost Fir
2. Sifvery, Necress & zombies, Hskoro, Gratmal, Kaelyn (R), Jocephus

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 orders the zombies to attack the tree on its left side.

Not sure what some of the terrain would do to movement here...I'll have them work their way around the left, but probably won't make it this round.

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 1 Initiative 13 HP 5
Drop Crossbow
Draw Urgrosh
Urgrosh: 1d20 + 4 ⇒ (8) + 4 = 12 for Damage: 1d8 + 4 ⇒ (1) + 4 = 5

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 takes the chance to show his might again as he steps up to the other fir and aims for another killing blow.

Power Attack

Attack: 1d20 + 5 - 1 ⇒ (11) + 5 - 1 = 15
Damage: 1d12 + 6 + 3 ⇒ (2) + 6 + 3 = 11

Grand Lodge

Gratmal cuts the second fir tree in half!

End combat. I'll let you heal up and will post the next step of your journey tomorrow evening.

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

"Could I prevail upon ssomeone to provide me help on my injuries?"

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 shivers in the cold and looks around the clearing.

The trees likely didn't intentionally horde treasure, but perhaps they had killed something that had something useful. She looks around the base of each tree to see if she discovers anything.

take 20 perception (deaf): 20 + 3 = 23

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

"Sorry, Hskoro, I can do nothing for your wounds. I can try to bandage them, but I expect others may have some training in this area.."

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 nods as he approaches Hskoro and takes out a wand, tapping it to the nagaji.

CLW: 2d8 + 2 ⇒ (5, 6) + 2 = 13

"There you go! Right as rain, as my ma used to say." Looking around at his party members, he holds up the wand. "Anyone else injured?"

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

"Thank you; I am very Grateful Jocephuss."

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 appears not to have heard Jocephus, but also looks to be uninjured.

Sorry I don't have a wand yet!

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 am only slightly injured. A good nights rest should fix me up."

Grand Lodge

Necress is unable to find anything useful in the vicinity. Once Hskoro's wounds are healed, the party continues its journey through the snow-covered forest. A few dozen yards further, bloody animal tracks mark the snow where the trail descends from the ridge above. They are the same as those you spotted earlier, and belong to a giant weasel. Thanks to the help of Kepp's journal, you are able to determine that there are traps ahead, and can easily avoid them.

As you descend into Somir Valley, you come into a clearing. More than a dozen boulder-sized chunks of ice litter the clearing ahead where a strange hut sits perched on tree trunks atop a raised mound of snow-covered earth.

Among the ice boulders, the blueish, almost transparent image of a shivering young Ulfen girl suddenly appears out of thin air.

Ice Block Maze Map

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 listen and observe the image as he puts away his crossbow and draws his Urgrosh, ready to respond if attacked ...

Perception: 1d20 + 6 ⇒ (11) + 6 = 17

Ready Action:
Urgrosh: 1d20 + 4 ⇒ (11) + 4 = 15 for Slashing: 1d8 + 4 ⇒ (1) + 4 = 5

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 and waves at the girl. "Hullo there little one. What are you doing out here?"

Diplomacy: 1d20 + 8 ⇒ (8) + 8 = 16

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 smiles at the girl. "What can we do for you? Are you another here to speak to me?"

diplomacy aid: 1d20 + 4 ⇒ (11) + 4 = 15

knowledge religion: 1d20 + 5 ⇒ (8) + 5 = 13 Seems undead...ya?

Grand Lodge

Necress:
Other than being able to say it's probably a ghost of some kind, you don't manage to identify it.

As soon as you call out to her, she darts away, moving deeper into the field of boulders, clearly distraught and afraid.

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)

"A ghost...and not the first I've seen," Necress says to the others.

"Whether malevolent or simply trapped here, she may yet prove to be an obstacle..."

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)

"Regardless, let's keep going," Necress says. She orders the zombies to take the lead, and keeps to the north side of the ice blocks.

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 nods and follows. "Are we following the girl, or investigating the hut?" He asks.

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

"I do not like either choice; however, the hut may provide better cluess to the unusual weather."

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)

I suppose if we still see her, we should follow her. Otherwise I suggest we move toward the hut.

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'll keep an eye out for her as we move toward the hut," Kaelyn says, nocking an arrow and looking around.

Perception: 1d20 + 4 ⇒ (9) + 4 = 13

Grand Lodge

A few feet further in the maze, the ghost appears again, this time speaking in an eerie voice. "I'm sorry! Don't hurt me! I never meant to call you names!"

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

"Am I the only one that finds this creepy? "

Sifvery has an arrow ready, in case there is a sudden attack.

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 is unable to read the ghost's lips at this distance, but continues moving toward her.

"I can help you...like I help all the others," Necress says to the ghost. "I'm surprised the rest of you can see this one," she mentions to the others.

Grand Lodge

You can attempt a Diplomacy check, Necress.

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