PFS PbP Gameday 4 - DM Rah's 6-18 "From Under Ice" (Inactive)

Game Master Kobash

==COMBAT MAP==


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Silver Crusade

CG | Celestial Sorcerer 9 | AC (16)12/12/10 | HP 74/74 | F+8,R+7,W+9 | SR 14 vs. Spell cast by evil outsiders or with evil descriptor | Resist acid 10 & resist cold 10 | Init.+2 | Perc+3 | SenseMotive+1 | Darkvision 60' |

Reesa presented the letter of trade given to the group by their Venture Captain. "We are here to do a bit of trading. I am Reesa and these are my comerchants."

Grand Lodge

Human Lvl 3 :: HP 21/21 :: AC 18 CMD 15 :: Fort +3 Ref +6 Will +3 :: Perception +1 (Aska +5; low-light)

Kiddrik eyes the two guards nervously, but tries to keep it from showing, instead putting on a friendly front.

”You two look like you have to put up with us foreigners a lot.” He doesn’t hide his shivering as he continues, ”Forgive my ignorance, but I’d be happy to pick up a round for you two if you could point me to the best place in town to get a warm drink. Maybe some entertainment while I thaw?”

Trying to improve their attitude towards us
Diplomacy: 1d20 + 10 ⇒ (9) + 10 = 19

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

Diplomacy (Aid Another): 1d20 + 2 ⇒ (12) + 2 = 14
"Hskoro ... gem trader."


The guard considers you with a bored look for all of two seconds before waving you through the gate. "Go on then."

Beyond the gates, the grey stone buildings of Dalun stand huddled together, as if the stonework was attempting to withstand the cold. Snowy cobblestone streets lead to a tall white spire in the center of town, its sharp point piercing the blue sky; an icy sheen covers the surface, glistening in the muted sunlight.

Colorfully dressed merchants stand out against the blue, grey and white clothing worn by the citizens of Irrisen, who trot through the white cobblestone streets with immediacy. The occasional ice troll lumbers along, giving non-Jadwiga humans a disdainful snarl.

Haltani gives you the names of several prominent Jadwiga merchants with whom you can trade.

Diplomacy or Profession (merchant) to get a favorable deal.

Grand Lodge

Human Lvl 3 :: HP 21/21 :: AC 18 CMD 15 :: Fort +3 Ref +6 Will +3 :: Perception +1 (Aska +5; low-light)

Kiddrik stamps his feet as he watches a particularly large ice troll saunter by. He pitches his voice low. ”So I’m assuming we basically need to gear up, gain as much information as we can about Naldak, Naldak’s Point, and the dangers of the area around it, and then get out of town.” He looks over at the team as he tries to catch his warm breath in his cupped, frozen hands, ”I don’t think we gain much by spending unnecessary time in Dalun.”

He cocks his head to the side, hoping for any insights into what they face, as he waits to see if anyone has any additional ideas.

What does Kiddrik already know about Naldan, Naldan’s Point, or the dangers of the surrounding areas?
Knowledge (All): 1d20 + 5 ⇒ (19) + 5 = 24; +3 if Planes.

If no one has any better ideas, Kiddrik begins making his way around the taverns, markets, and traders; looking to uncover any information that might help them succeed safely and quickly. All the while—and only if pressed—he tries to suggest that he's an outlander treasure hunter looking for a quick score.

Bluff (if necessary): 1d20 + 6 ⇒ (12) + 6 = 18
Diplomacy, to Gather info (Naldan, Naldan’s point, and dangers): 1d20 + 10 ⇒ (13) + 10 = 23
Diplomacy, to get favorable deal for anyone making any purchases: 1d20 + 10 ⇒ (5) + 10 = 15

what gear do we need? Shovels, weather gear, and do we think we'll need a sled and maybe some dogs or horses to pull it?

Grand Lodge

F Kitsune URog2 | AC 17 (t 14 ff 13) CMD 14| F+0 R+7 W+1 | Init +6 Perc +4 (++1 for traps) | HP 13/13

Kon Kon shivers in the cold, and follows Kiddrik. Kon Kon wears her human form now, to better fit in. She helps Kiddrik as she can.

Bluff(aid): 1d20 + 5 ⇒ (12) + 5 = 17
Know(local): 1d20 + 6 ⇒ (12) + 6 = 18
Diplomacy(aid): 1d20 + 1 ⇒ (20) + 1 = 21

Silver Crusade

CG | Celestial Sorcerer 9 | AC (16)12/12/10 | HP 74/74 | F+8,R+7,W+9 | SR 14 vs. Spell cast by evil outsiders or with evil descriptor | Resist acid 10 & resist cold 10 | Init.+2 | Perc+3 | SenseMotive+1 | Darkvision 60' |

Snowshoes might be a worthwhile investment, too. And fire starters, with a bit of dry wood. Might be tough to find wood that would start burning easily out there.

Reesa tries to do the same as Kon Kon, helping the diplomat Kiddrik, although the crowd already seemed quite taken with him.

Aid another diplomacy 1d20 + 6 ⇒ (16) + 6 = 22

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 attempt to gather information about various gem stones that are specific to Irrisen and possible merchant's from which to obtain them ...
Diplomacy (Aid Another): 1d20 + 2 ⇒ (11) + 2 = 13

Grand Lodge

M Half-Elf Slayer/3 27/27hp] [AC: 17 T: 12 FF: 15] [F+4/R+5/W+2 {+2 vs Enchantment}] [CMB +6] [CMD 18] [SP 30FT] [INIT +4] [Perc +12]

Sorry about my slow posting this week. Between overtime at work and nursing school, I have pulled 3 20+ hour days this week.. If I don't have my face crammed into a book, I have been asleep.

Maybe if we can find it and any of you wavy finger types can cast it, it would be more beneficial to find a scroll of excavating rather than shovels?

Following along with the group, but leaving the shopping to those more predisposed to such things, Arngrim keeps watch over the party and makes sure that there is no funny business with the thrice damned ice trolls.

Perception: 1d20 + 10 ⇒ (16) + 10 = 26
Sense Motive: 1d20 + 1 ⇒ (14) + 1 = 15
Aid Dip. as needed: 1d20 + 5 ⇒ (17) + 5 = 22
Keeping ears open, Gather info: 1d20 + 5 ⇒ (3) + 5 = 8


Asking around Dalyn about Naldak's point does not provide any additional information about the place, though you get the strong impression that outsiders should probably get permission before poking around local ruins.

With Haltani's help you find a merchant named Alexei Kartov, and with a bit of teamwork, you get him to accept a fair trade for the goods. Alexei is also able to provide a gem that Hskoro finds particularly interesting - an Irrisen ice diamond.

After business Haltani advises you to speak with Baroness Nadya, the ruler of Dalun, to gain permission to travel farther north, but begs off joining you on that task.

"I have other business to attend to while in Dalun but tell the Baroness that 'Haltani sends her regards.'

Grand Lodge

M Half-Elf Slayer/3 27/27hp] [AC: 17 T: 12 FF: 15] [F+4/R+5/W+2 {+2 vs Enchantment}] [CMB +6] [CMD 18] [SP 30FT] [INIT +4] [Perc +12]

Satisfied with the days work, Arngrim nods at Haltani's request. "We will do so. How should we set an appointment? Or does she have audience times?"

Silver Crusade

CG | Celestial Sorcerer 9 | AC (16)12/12/10 | HP 74/74 | F+8,R+7,W+9 | SR 14 vs. Spell cast by evil outsiders or with evil descriptor | Resist acid 10 & resist cold 10 | Init.+2 | Perc+3 | SenseMotive+1 | Darkvision 60' |

"If we just show up, will she see us? Or would that be considered rude in these parts?"


"Gaining an audience with her should not be difficult. She has a garden and I'm told she is often found there." Haltani says.

***

You easily locate Baroness Nadya outside her palace, seated in a garden whose "foliage" is intricately sculpted out of ice. A group of guards stands by and although they eye you with suspicion, they grant you leave to speak with her after you lay down your weapons.

Grand Lodge

Human Lvl 3 :: HP 21/21 :: AC 18 CMD 15 :: Fort +3 Ref +6 Will +3 :: Perception +1 (Aska +5; low-light)

Just being careful here, but does Kiddrik note anything suspicious about Dalun's message to the Baroness?
Sense Motive: 1d20 - 1 ⇒ (7) - 1 = 6
Note to self, see if there's a way to get Sense Motive up a bit. Here's to hoping we're not being offered up as some kind of favor. :/

Does Kiddrik know any useful info about Baroness Nadya that might help us navigate this negotiation?
Know (Local/Nobility): 1d20 + 5 ⇒ (4) + 5 = 9; sheesh, come on, dice.

Kiddrik walks into the garden, giving the guards a grin that withers a bit under their suspicious stares. "Friendly folk," he mutters to the team. "Let's just see if we can get out of here with our skins intact."

Kiddrik is quick to comply in laying down his weapons, and approaches the Baronness with a slow caution, once again trying his best to look friendly, nonthreatening, and like the lost outlander.

"Greetings, Baroness Nadya. I hope we're not interrupting. We don't want to take up much of your time, but I understand you're the woman to talk to for .." he pauses, shrugs, and smiles, "... well, pretty much anything in Dalun. May we have a few moments of your time, please?"

Diplomacy, to improve attitude towards us: 1d20 + 10 ⇒ (18) + 10 = 28

Grand Lodge

F Kitsune URog2 | AC 17 (t 14 ff 13) CMD 14| F+0 R+7 W+1 | Init +6 Perc +4 (++1 for traps) | HP 13/13

Kon Kon sets her daggers aside, and follows her companions to audience with the Baroness.

"If you prease, we would speak with you."
diplomacy(aid): 1d20 + 1 ⇒ (16) + 1 = 17

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

Diplomacy (Aid Another): 1d20 + 2 ⇒ (4) + 2 = 6
"A boon we wish to assk of thee ..."


The Baroness nods to your group and gestures to her guards to stand down.

"What is is that brings you to me?" She asks.

Grand Lodge

Human Lvl 3 :: HP 21/21 :: AC 18 CMD 15 :: Fort +3 Ref +6 Will +3 :: Perception +1 (Aska +5; low-light)

Heads up, Kiddrik's not the deceptive sort, by nature.

”We’ve heard we need the permission of local authority—your authority—to head inland, and we’d like to continue on an archaeological trail we’ve been following. Well, we were sent to follow, really. Some son of a noble supposedly made his way this direction generations ago. We’re supposed to see if there’s any truth to it. I don't believe we have far to go from Dalun, but then I really don't know the area. Explore and report, you know.”

He looks at her, his features ernest, ”Are there papers we need to sign or something? It’s the first time I’ve done this.”

Diplomacy, the request: 1d20 + 10 ⇒ (6) + 10 = 16; bah! come on, dice!

Silver Crusade

CG | Celestial Sorcerer 9 | AC (16)12/12/10 | HP 74/74 | F+8,R+7,W+9 | SR 14 vs. Spell cast by evil outsiders or with evil descriptor | Resist acid 10 & resist cold 10 | Init.+2 | Perc+3 | SenseMotive+1 | Darkvision 60' |

"He's right. We will be in and out before you know it. We might just be on a wild goose chase for all we know. But we wanted to be respectful and not trespass in your lands."

AA Diplomacy 1d20 + 6 ⇒ (19) + 6 = 25


The Baroness listens to your request, looking over the group curiously, tilting her head to examine those who remain silent. Eventually she nods. "Yes, the site you are after is not far from Dalun and I can grant you leave to go there. The land is a hostile place, so I hope you have come prepared for it."

Leaving the Baroness you reunite with Haltani near he gates and head back into the wilds.

***

Forests of evergreens open to a vast, relatively featureless snowy plain, making navigation difficult. Traveling to the dig site requires three hours of marching through the snow.

Survival check please to avoid getting lost!
Also, you will need to make three Fort saves against the cold weather. Cold weather gear gives a +5 and furs grant a +2 (that stacks). If you have spells or abilities to shield you please note them.

Grand Lodge

Human Lvl 3 :: HP 21/21 :: AC 18 CMD 15 :: Fort +3 Ref +6 Will +3 :: Perception +1 (Aska +5; low-light)

Oh, I didn't realize they stacked. Can Kiddrik pick up some furs on the way out of town?

Fort: 1d20 + 1 + 5 + 2 ⇒ (13) + 1 + 5 + 2 = 21
Fort: 1d20 + 1 + 5 + 2 ⇒ (7) + 1 + 5 + 2 = 15
Fort: 1d20 + 1 + 5 + 2 ⇒ (7) + 1 + 5 + 2 = 15

He also has some Endure Elements scrolls, and if he began taking damage or penalties from the weather, he'd use one.

EDIT: and Surival...
Survival: 1d20 - 1 ⇒ (19) - 1 = 18

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

Survival (Aid Another): 1d20 + 4 ⇒ (9) + 4 = 13
Fortitude: 1d20 + 5 + 5 ⇒ (13) + 5 + 5 = 23 With Cold Wx Gear
Fortitude: 1d20 + 5 + 5 ⇒ (6) + 5 + 5 = 16 With Cold Wx Gear
Fortitude: 1d20 + 5 + 5 ⇒ (17) + 5 + 5 = 27 With Cold Wx Gear

Silver Crusade

CG | Celestial Sorcerer 9 | AC (16)12/12/10 | HP 74/74 | F+8,R+7,W+9 | SR 14 vs. Spell cast by evil outsiders or with evil descriptor | Resist acid 10 & resist cold 10 | Init.+2 | Perc+3 | SenseMotive+1 | Darkvision 60' |

Reesa uses her scroll of Endure Elements. Are he Fort saves still required of her?

Survival Aid Another 1d20 + 1 ⇒ (11) + 1 = 12

Grand Lodge

M Half-Elf Slayer/3 27/27hp] [AC: 17 T: 12 FF: 15] [F+4/R+5/W+2 {+2 vs Enchantment}] [CMB +6] [CMD 18] [SP 30FT] [INIT +4] [Perc +12]

As they head out into the wilderness, Arngrim takes one of his Endure Elements potions.
Survival: 1d20 + 5 ⇒ (18) + 5 = 23
"Here! I found the path, and we need to go this way."

Grand Lodge

F Kitsune URog2 | AC 17 (t 14 ff 13) CMD 14| F+0 R+7 W+1 | Init +6 Perc +4 (++1 for traps) | HP 13/13

Fort: 1d20 + 0 + 5 ⇒ (13) + 0 + 5 = 18
Fort: 1d20 + 0 + 5 ⇒ (19) + 0 + 5 = 24
Fort: 1d20 + 0 + 5 ⇒ (12) + 0 + 5 = 17

Kon Kon shivers uncontrollably.


With Haltani's assistance your small group trudges through the cold terrain. Though all of you have taken precautions to ward off the cold, Kiddrick catches a chill that just won't go away.

Kiddrick takes 2d6 ⇒ (4, 1) = 5 points of nonlethal damage, which cannot be healed until you enter a warmer area.

The plains give way to rugged hills and the ground becomes hard and icy. Ahead, an enormous rocky mound protrudes from the ground, covered in ice and snow. On the northeast side of the mound, thick walls of ice cascade down the side of the hill like a miniature glacier. Two shapeless stone monoliths stand near the base of the mound.

You essentially need to find a way through the ice wall.

Grand Lodge

Human Lvl 3 :: HP 21/21 :: AC 18 CMD 15 :: Fort +3 Ref +6 Will +3 :: Perception +1 (Aska +5; low-light)

So I couldn't use Endure Elements and then heal up?

Silver Crusade

CG | Celestial Sorcerer 9 | AC (16)12/12/10 | HP 74/74 | F+8,R+7,W+9 | SR 14 vs. Spell cast by evil outsiders or with evil descriptor | Resist acid 10 & resist cold 10 | Init.+2 | Perc+3 | SenseMotive+1 | Darkvision 60' |

"Hiw are we going to get through is wall? Maybe there is a passageway we can find," Reesa auggests as they face the ice wall.


@Kiddrick: sorry, missed the contingency plan you had. Yes, using a scroll of endure elements would allow you to heal up.

Grand Lodge

Human Lvl 3 :: HP 21/21 :: AC 18 CMD 15 :: Fort +3 Ref +6 Will +3 :: Perception +1 (Aska +5; low-light)

No problem, and cool. Scroll of Endure Elements used and ...
Wand of CLW: 1d8 + 1 ⇒ (7) + 1 = 8

Kiddrik, looking much more healthy since he stopped trying to tough it out in the cold, looks across at the ice wall. He seems at a loss.

"I'm guessing torches would be ineffective? Do we need to go through? Or can we simply look for a way over or around? And if we must go through, do you think the fire brick things would work?"

Grand Lodge

F Kitsune URog2 | AC 17 (t 14 ff 13) CMD 14| F+0 R+7 W+1 | Init +6 Perc +4 (++1 for traps) | HP 13/13

"Interesting idea. Do try." Kon Kon's words are clipped in the cold, as if she's attempting to conserve body heat.

Grand Lodge

Human Lvl 3 :: HP 21/21 :: AC 18 CMD 15 :: Fort +3 Ref +6 Will +3 :: Perception +1 (Aska +5; low-light)

I'm a little unclear based on the description. Are we close enough to actually look for a way through? If not, that'd be my suggestion, to get close and investigate.

Grand Lodge

M Half-Elf Slayer/3 27/27hp] [AC: 17 T: 12 FF: 15] [F+4/R+5/W+2 {+2 vs Enchantment}] [CMB +6] [CMD 18] [SP 30FT] [INIT +4] [Perc +12]

If he can...
Arngrim moves forward and examines the ice wall blocking their path.
Perception: 1d20 + 10 ⇒ (10) + 10 = 20


Venture-Captain Calisro Benarry said the way is probably buried, and the ice wall seems to block the only way in.

Grand Lodge

Human Lvl 3 :: HP 21/21 :: AC 18 CMD 15 :: Fort +3 Ref +6 Will +3 :: Perception +1 (Aska +5; low-light)

Kiddrik goes to pull out the pack with the backfire clay bricks. (I'm assuming we were instructed on how to use these?)

"Anyone want to help me set these up?"

Is there some check to know how much to use? Or does it basically just work for us?

Grand Lodge

F Kitsune URog2 | AC 17 (t 14 ff 13) CMD 14| F+0 R+7 W+1 | Init +6 Perc +4 (++1 for traps) | HP 13/13

"He gave us ten, and said to use them to clear ice. That be all I remember."

Grand Lodge

M Half-Elf Slayer/3 27/27hp] [AC: 17 T: 12 FF: 15] [F+4/R+5/W+2 {+2 vs Enchantment}] [CMB +6] [CMD 18] [SP 30FT] [INIT +4] [Perc +12]

Arngrim will help Kiddrik set up the bricks.
"Well, Lets set a few up, and see how well they work before we just stack them all together. It may be that we have to tunnel a little bit before we find a way though.. "

Arngrim sets a couple up side by side the width of a doorway and looks for the groups response.

Silver Crusade

CG | Celestial Sorcerer 9 | AC (16)12/12/10 | HP 74/74 | F+8,R+7,W+9 | SR 14 vs. Spell cast by evil outsiders or with evil descriptor | Resist acid 10 & resist cold 10 | Init.+2 | Perc+3 | SenseMotive+1 | Darkvision 60' |

"Let's try the two and see how that does. If we need more, we can use the rest of them."

Grand Lodge

F Kitsune URog2 | AC 17 (t 14 ff 13) CMD 14| F+0 R+7 W+1 | Init +6 Perc +4 (++1 for traps) | HP 13/13

"Two sounds like a good start. Set more in hole later to direct blast."

Grand Lodge

Human Lvl 3 :: HP 21/21 :: AC 18 CMD 15 :: Fort +3 Ref +6 Will +3 :: Perception +1 (Aska +5; low-light)

Kiddrik nods, happy to be helpful as they place the first two bricks.

Then he gets clear as they prepare to activate them.


Placing the bricks together causes them to begin to heat up. The ice starts to melt away. However, the rustle of snow in a nearby mound alerts you to a visitor. Rising from the frozen landscape is the white form of a winter wolf!

"Rigory?" Haltani gasps when she spies the creature.

"Your guide is not who she claims to be." The wolf stares back at Haltani. "She hides her face behind illusion, but cannot conceal her scent. Her true name is Uliyara, and she is the daughter of Baroness Nadya, the White Witch of Dalun. Her aunt, the Baroness Urgalaena, has sent me to retrieve her." Turning its blue eyes upon your group it bears its teeth threateningly. "Interfere I will call the pack down upon you."

Haltani's face goes pale at the sight of the wolf. Turning to your group, she admits her deception. "I apologize. Rigory tells the truth. I am Uliyara, daughter of the Baroness Nadya. I apologize for deceiving you, but I meant no harm. Most outsiders distrust the Jadwiga, and even though I do not possess the talent for witchcraft, I did not want to be judged by my heritage. All I want is to help my people by learning about outsiders and hopefully establishing trade with them. I don't know why my aunt would send Rigory after me, but I don't wish to go with him."

Silver Crusade

CG | Celestial Sorcerer 9 | AC (16)12/12/10 | HP 74/74 | F+8,R+7,W+9 | SR 14 vs. Spell cast by evil outsiders or with evil descriptor | Resist acid 10 & resist cold 10 | Init.+2 | Perc+3 | SenseMotive+1 | Darkvision 60' |

Sense Motive Wolf 1d20 + 1 ⇒ (20) + 1 = 21

Sense Motive Uliyara 1d20 + 1 ⇒ (13) + 1 = 14

Grand Lodge

F Kitsune URog2 | AC 17 (t 14 ff 13) CMD 14| F+0 R+7 W+1 | Init +6 Perc +4 (++1 for traps) | HP 13/13

"With due lespect," says Kon Kon, her accent becoming heavier due to her stress, "The autholity to demand her presence would rest with Baroness Ndya, whose land this is, and who is her direct kin, not with some other, no matter how noble."

"And how are we to trust your bona fides?"
Diplomacy(aid another): 10 + 1 = 11

Sense Motive(aid another), re Wolf: 1d20 + 4 ⇒ (3) + 4 = 7
Sense Motive(aid another), re Uliyara: 1d20 + 4 ⇒ (8) + 4 = 12

Grand Lodge

Human Lvl 3 :: HP 21/21 :: AC 18 CMD 15 :: Fort +3 Ref +6 Will +3 :: Perception +1 (Aska +5; low-light)

Sense Motive, White Wolf: 1d20 - 1 ⇒ (6) - 1 = 5
Sense Motive, Uliyara: 1d20 - 1 ⇒ (3) - 1 = 2
Hmmm … unlikely to be useful.

Does Kiddrik know anything useful about Baroness Urgalaena? Especially of her views on outsiders or the Society specifically?
Knowledge (Local): 1d20 + 5 ⇒ (5) + 5 = 10

Kiddrik gives a nervous glance between the two, suddenly very aware of their precarious situation. "You put us in a tough spot, Halta— uh ... Uliyara," he manages to say, as much to buy time as anything else. Then he looks to the white wolf, "What will Baroness Urgalaena do with her? Has she done something wrong?"

He does his best to be confident and friendly, not knowing at all if a wolf would respond well to a smile. "We don't want to be in the middle of this. Uliyara is our guide, and as my friend here says, we have Baroness Nadya's blessing on our journey. Maybe your business with Uliyara could wait until we finish our agreed-upon business here? We don't plan to take long."

Diplomacy: 1d20 + 10 ⇒ (10) + 10 = 20

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

Sense Motive (Aid Another): 1d20 ⇒ 16 Wolf
Sense Motive (Aid Another): 1d20 ⇒ 17 Uliyara
Diplomacy (Aid Another): 1d20 + 2 ⇒ (20) + 2 = 22
"Indeed, having jussst obtained leave from the Baronesss to travel her landsss with our present guide, it ssseems our need hasss primacy ... I promissse we won't be long as I greatly dissslike the weather here."

Grand Lodge

M Half-Elf Slayer/3 27/27hp] [AC: 17 T: 12 FF: 15] [F+4/R+5/W+2 {+2 vs Enchantment}] [CMB +6] [CMD 18] [SP 30FT] [INIT +4] [Perc +12]

Well, it seems that yall have the sense motive covered... lol

Oloch steps forward, talking to the wolf, but keeping his eyes moving through the area all around them.
It seems to me that a... beneficial arrangement could be made here, if everyone keeps an open mind. We certainly wish for no feud with you and yours, Great Wolf, but we are here with the knowledge and blessings of the local government. Perhaps, we could convince you to stay at our side, allow us to finish our mission while you keep your charge close, and then we return, with your majestic escort, to the court of Baroness Urgalaena where this can be resolved way over all of our heads. You serve your patron honorably, we are able to meet our goals, and the whole legal issue is settled between those whose interests are concerned."

Perception: 1d20 + 10 ⇒ (9) + 10 = 19 Looking for the rest of the wolfpack
Diplomacy: 1d20 + 5 ⇒ (16) + 5 = 21


"What the Baroness Urgalaena wants is none of your concern, outsider. There will be no other arrangements. She comes with me. Now."

Rigory hackles rise as he begins to draw in a deep breath.

Reesa:
You think Rigory might be overreaching his ability and authority here. You also believe that its pack is not nearby.

Arngrim:
You don't see any sign of a pack to back up Rigory.

Knowledge Arcana DC 8:
Winter wolves can breath a cone of cold. Rigory, however, seems young and may not have as powerful a breath weapon as a mature wolf.

Knowledge Arcana DC 13:
Winter wolves are vulnerable to fire.

Good work on all the sense motive and diplomacy checks. However, upon refusal there was only one possible outcome to this encounter.

ROLLS:

INITIATIVE
Arngrim: 1d20 + 2 ⇒ (8) + 2 = 10
Hskoro: 1d20 + 2 ⇒ (17) + 2 = 19
Kiddrik: 1d20 + 1 ⇒ (19) + 1 = 20
Kon Kon: 1d20 + 6 ⇒ (2) + 6 = 8
Reesa: 1d20 + 2 ⇒ (3) + 2 = 5
Uliyara: 1d20 + 2 ⇒ (14) + 2 = 16
Rigory: 1d20 + 7 ⇒ (8) + 7 = 15

INITIATIVE
Kiddrik ⇒UP
Hskoro ⇒UP
Uliyara ⇒UP

Rigory
Arngrim
Kon Kon
Reesa

Map Updated

Grand Lodge

Human Lvl 3 :: HP 21/21 :: AC 18 CMD 15 :: Fort +3 Ref +6 Will +3 :: Perception +1 (Aska +5; low-light)

Know (Local): 1d20 + 5 ⇒ (15) + 5 = 20

Kiddrik hustles up to the front of the group, muttering along the way. "Yah, I see it. No. What do you mean? Oh, not full-grown? Gotcha, I'll tell'em." He slides to a stop in the snow, pointing his longspear at the winter wolf as he intones a few phrases of ancient power, which sends a wave of warmth which steels the minds and hearts of the group.

Then, his voice picks up, and he seems to now be talking to everyone. "He's a young winter wolf, so his icy breath weapon might not be as strong. Also, his kind are vulnerable to fire!"

Move three squares to the right (still haven't figured out how to adjust the map from my iPhone, can someone move Kiddrik?). Then cast Bless, affecting the whole group. (Duration 2 minutes)

Grand Lodge

M Half-Elf Slayer/3 27/27hp] [AC: 17 T: 12 FF: 15] [F+4/R+5/W+2 {+2 vs Enchantment}] [CMB +6] [CMD 18] [SP 30FT] [INIT +4] [Perc +12]

Got ya covered, Kiddrik. You are moved.

"I see no other wolves hidden in the snow. Chances are that he is bluffing!"

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 Raging (1/8); Elemental Strike (1/3); Bless
Knowledge (Arcana): 1d20 + 4 ⇒ (9) + 4 = 13

Hskoro advances and attacks in a Rage ...
Urgosh: 1d20 + 6 + 2 + 1 ⇒ (18) + 6 + 2 + 1 = 27 for Slashing: 1d8 + 7 ⇒ (7) + 7 = 14 and Fire: 1d6 ⇒ 1

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