PbP Gameday V - #0-04: The Frozen Fingers of Midnight (CORE) (Inactive)

Game Master SirPeter

Map

Perception:
[dice=Ahmandé Perception]1d20 + 5[/dice]
[dice=Evarice Perception]1d20 + 4[/dice]
[dice=Grams Perception]1d20 + 7[/dice]
[dice=Hádanka Perception]1d20 + 5[/dice]
[dice=Tahltria Perception]1d20 + 7[/dice]
[dice=Zachorius Perception]1d20 + 2[/dice]

Initiative:
[dice=Ahmandé Init]1d20 + 5[/dice]
[dice=Evarice Init]1d20 + 5[/dice]
[dice=Grams Init]1d20 + 8[/dice]
[dice=Hádanka Init]1d20 + 2[/dice]
[dice=Tahltria Init]1d20 + 4[/dice]
[dice=Zachorius Init]1d20 + 2[/dice]


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Grand Lodge

Elf Female Fighter 1 | AC 17 (T 14/Fl 13) | hp 12/12 | Init +4 | Fort +3 Ref +4 Will +0 | Perception +7 | Conditions:

It was self defense. Seeing as we are in Taldor we would be fined at best especially since the Ulfen is no citizen after all.

Dark Archive

GM Rolls:
Ahmandé Init: 1d20 + 5 ⇒ (18) + 5 = 23
Evarice Init: 1d20 + 5 ⇒ (14) + 5 = 19
Grams Init: 1d20 + 8 ⇒ (18) + 8 = 26
Hádanka Init: 1d20 + 2 ⇒ (7) + 2 = 9
Tahltria Init: 1d20 + 4 ⇒ (13) + 4 = 17
Zachorius Init: 1d20 + 2 ⇒ (1) + 2 = 3

Bengeirr Init: 1d20 - 1 ⇒ (6) - 1 = 5
ulfens Init: 1d20 + 2 ⇒ (5) + 2 = 7

Ahmandé walks around, trying to see through the skylights but it seems that the oiled paper and the steel grates there hindered his vision. Before he could make a more intensive inspection (read take '20), Hádanka unlocked the door with a key that he found with the bleeding ulfen, and silently motions the others to stack up at the door while he gets ready to push the door.

Once you are all prepared (please, place your tokens on the marching order outside the warehouse), the barbarian kicks the door and open it revealing the interior of the warehouse to you.

The warehouse is mostly empty, as it is not being used for storage. A stairway leads up 20 feet to a loft and under the stairs are several bedrolls. A section of the warehouse floor is open to the harbor, and a small ship is docked there.

You notice two ulfen warriors relaxing down below the loft, and a ulfen at the loft, with a huge bullseye lantern beside him. When you enter they look at you with a face of "what a hell is going on here?"

You have a surprise round.

Turn order (bold may act) - Surprise round
Grams, Ahmandé, Evarice, Tahltria, Hádanka
Ulfens (2), Bengeirr
Zachorius

Silver Crusade

| Elf Female Cleric of Shelyn 6 | GM Reroll +1 | Lightning Arc (5/5) | Barkskin +3 | HP 34/34 | Spells -/4+1/3+1/1+1 | 5/5 Channels | AC 21 (T 14 FF 17) | CMD 19 | Saves 6/7/8 | Init 5 | Perception 6

"You are all under Citizen's Arrest for the assault on Skelg's manor!" Evarice declares before casting Bless. "May the ever graceful Shelyn guide our hands!"

Casting Bless. +1 to attack rolls and vs +1 morale bonuses against fear.

Liberty's Edge

Male CN Elven Bard 5 | HP: 33/33 | AC: 17 (12 Tch, 16 Fl) | CMD: 15 (14 Fl) | F: +3, R: +6, W: +5 | Init: +3 | Perc: +9, SM +13 | Speed 30ft | Active conditions: Inspire Courage active (18/23 rounds remain)

Ahmandé comes around to the front of the building, and waits for the others before he enters the warehouse. He prepares himself to start an inspire courage bardic performance if either side starts combat.

Inspire courage as a readied action.

Grand Lodge

1/2 Orc barb 5, HP:50 of 50, AC:21, Touch:13, Flat Footed:18 F:+6, R:+4, W:+4, Init:+2, Perc:+11 (darkvision)

Silly god talkers wasting time arresting those that should just be eliminated...

With a growl, Hadanka rushes at the foe with weapon outthrust. rage, standard action charge, reach weapon attack, bless, and inspire courage.

guisarme attack: 1d20 + 7 + 2 + 1 + 1 ⇒ (6) + 7 + 2 + 1 + 1 = 17, if hits guisarme damage: 2d4 + 9 + 1 ⇒ (4, 4) + 9 + 1 = 18

They aren't quite in a square but I stop and attack them with 10'reach

Grand Lodge

Elf Female Fighter 1 | AC 17 (T 14/Fl 13) | hp 12/12 | Init +4 | Fort +3 Ref +4 Will +0 | Perception +7 | Conditions:

Tahltria smiles at the enthusiasm displayed by the half orc as he charges into the house. Not knowing what to expect she moves in to the building with a little more caution than her companion.

Move action 30ft

Grand Lodge

PFS#76925-40 Male Dwarf Monk 1 | HP:11/11| AC: 16/16/10|Init: +8| Perc: +7| Fort: +5| Ref: +4| Will: +3| Unarmed: +2;1d6+2| Sling: +2;1d4+2| Flurry: +1/+1;1d6+2| CMB: +3| CMD: 17|
Skills:
Acrobatics: +6| Appraise:+1| Bluff:-2| Climb:+2| Diplo:-2| Intimidate: -2| Kn.(Reli): +5| Kn. (His): +5| Sense Motive: +3| Stealth: +6| Survival: +3| Swim: +2| Prof (Chef): +7

Grams advances as well cautiously.

Dark Archive

Evarice prays to Shelyn gracing you with her blessings, as long as Ahmandé plays his body tricks to inspire you in the combat.

Furiously Hádanka invades the place and cuts deeply the blue ulfen, making him fall instantly.

Tahltria enters in the warehouse more cautiously, analysing her enemies, while Grams gets close to the door.

Turn order (bold may act) - Surprise round
Grams, Ahmandé, Evarice, Tahltria, Hádanka
Ulfens (2), Bengeirr
Zachorius

Silver Crusade

HP 10/10 | Male Human (Ulfen) Cleric 1 | AC 18, T 12, FF 16 | Fort +3, Ref +2, Will +4 | CMD 15 | Init +2, Perception +2, Sense Motive +2 | Combat Reflexes + Reach

Hadn't checked the map til now, so I moved Zach up like I'd stated in my last post.

Zachorius moves into the room to support Hádanka, making a wall of reach the enemy must pass through. He raises his spear and gets ready to strike at any that advance through his threat range.

AOO's if provoked:

Longspear AOO, bless: 1d20 + 3 + 1 ⇒ (13) + 3 + 1 = 17 Damage: 1d8 + 4 ⇒ (2) + 4 = 6
Longspear AOO, bless: 1d20 + 3 + 1 ⇒ (11) + 3 + 1 = 15 Damage: 1d8 + 4 ⇒ (5) + 4 = 9
Longspear AOO, bless: 1d20 + 3 + 1 ⇒ (16) + 3 + 1 = 20 Damage: 1d8 + 4 ⇒ (4) + 4 = 8

@GM, how high is the ceiling in here?

Dark Archive

@Zachorius: it is 20 feet up.

"Who the hell are you? How dare you...?", the ulfen at the upstairs shouts to you, just before curse you in a strange language, while the other at the downstairs turns to you raging on a battle cry.

Turn order (bold may act) - Round 1
Grams, Ahmandé, Evarice, Tahltria, Hádanka
Ulfens (2), Bengeirr
Zachorius

Silver Crusade

| Elf Female Cleric of Shelyn 6 | GM Reroll +1 | Lightning Arc (5/5) | Barkskin +3 | HP 34/34 | Spells -/4+1/3+1/1+1 | 5/5 Channels | AC 21 (T 14 FF 17) | CMD 19 | Saves 6/7/8 | Init 5 | Perception 6

"Resisting? As you wish." Evarice enters and fires at the leader.

Longbow, Bless, Inspire Courage, Cover?: 1d20 + 6 + 1 + 1 - 4 ⇒ (16) + 6 + 1 + 1 - 4 = 20
Damage: 1d8 + 1 + 1 ⇒ (2) + 1 + 1 = 4
Cover may apply since it's high up. Not sure how to resolve that.

Dark Archive

@Evarice: the scenario don't mention anything about cover, but let's say that he has at least partial cover from there.

Evarice's bolt hit Bengeirr's left shoulder, hurting him deeply.

Turn order (bold may act) - Round 1
Grams, Ahmandé, Evarice, Tahltria, Hádanka
Ulfens (2), Bengeirr (4 dmg)
Zachorius

Grand Lodge

Elf Female Fighter 1 | AC 17 (T 14/Fl 13) | hp 12/12 | Init +4 | Fort +3 Ref +4 Will +0 | Perception +7 | Conditions:

Never one to back down from a battle Tahltria surveys the scene and sees her target. Drawing Dirgesinger from its sheath the now familiar sound hauntingly pierces through the room as she races up the stairs for Bengeirr.

Move 30 ft. That should place me around mid way up the stairs. I will ready an action to attack Bengeirr if he moves into range. If someone could move my token that would be great. Thank you.

Ready action: Attack Bengeirr: 1d20 + 5 ⇒ (18) + 5 = 23
damage: 1d10 + 3 ⇒ (5) + 3 = 8

confirm: 1d20 + 5 ⇒ (14) + 5 = 19
damage: 1d10 + 3 ⇒ (4) + 3 = 7

Dark Archive

@Tahltria: token placed.

Turn order (bold may act) - Round 1
Grams, Ahmandé, Evarice, Tahltria, Hádanka
Ulfens (2), Bengeirr (4 dmg)
Zachorius

Liberty's Edge

Male CN Elven Bard 5 | HP: 33/33 | AC: 17 (12 Tch, 16 Fl) | CMD: 15 (14 Fl) | F: +3, R: +6, W: +5 | Init: +3 | Perc: +9, SM +13 | Speed 30ft | Active conditions: Inspire Courage active (18/23 rounds remain)

Ahmandé continues his inspire courage performance (free action) while moving into the warehouse (move action). He draws his bow, readying an arrow to fire (move-equivalent action).

Inspire Courage:allies that can perceive the performance receive a +1 morale bonus on saving throws against charm and fear effects and a +1 competence bonus on attack and weapon damage rolls

Also, Cover provides a bonus to AC, not a penalty to attack rolls, so attackers never have to calculate cover into their roll when making an attack.

Grand Lodge

Elf Female Fighter 1 | AC 17 (T 14/Fl 13) | hp 12/12 | Init +4 | Fort +3 Ref +4 Will +0 | Perception +7 | Conditions:

Oops I forgot to add +1/+1 on my rolls for the inspire courage. Please apply if Bengeirr thinks he take me on 1 on 1.

Grand Lodge

1/2 Orc barb 5, HP:50 of 50, AC:21, Touch:13, Flat Footed:18 F:+6, R:+4, W:+4, Init:+2, Perc:+11 (darkvision)

Grams, I wasn't sure what 'advances cautiously' meant. So I just moved you a little ways in. Let us know if that is not acceptable.

Fools! What made you think pups like you could get away with attacking a Pathfinder? Hadanka attempts to split the foe with this pole axe. Then races for the stairs to eliminate the leader.

guisarme attack: 1d20 + 7 + 1 + 1 ⇒ (12) + 7 + 1 + 1 = 21, if hits guisarme damage: 2d4 + 9 + 1 ⇒ (1, 1) + 9 + 1 = 12

Grand Lodge

PFS#76925-40 Male Dwarf Monk 1 | HP:11/11| AC: 16/16/10|Init: +8| Perc: +7| Fort: +5| Ref: +4| Will: +3| Unarmed: +2;1d6+2| Sling: +2;1d4+2| Flurry: +1/+1;1d6+2| CMB: +3| CMD: 17|
Skills:
Acrobatics: +6| Appraise:+1| Bluff:-2| Climb:+2| Diplo:-2| Intimidate: -2| Kn.(Reli): +5| Kn. (His): +5| Sense Motive: +3| Stealth: +6| Survival: +3| Swim: +2| Prof (Chef): +7

Lol I moved my avatar from outside to the door but Moving in does just as well.
Grams adopts a defensive stance, just in case.

Dark Archive

Ahmandé and Grams went deeper inside the first floor.

Hádanka easily eliminates the other ulfen and runs upstairs.

"You bastards! You will pay for this insolence with your lives!!!!", Bengeirr cries as he directs the light of the huge lantern in Tahltria's direction...

rgd touch atk: 1d20 + 1 ⇒ (2) + 1 = 3

...but he clearly doesn't have any ability to deal with the lantern, and the light hits the roof.

Turn order (bold may act) - Round 1
Grams, Ahmandé, Evarice, Tahltria, Hádanka
Ulfens (2), Bengeirr (4 dmg)
Zachorius

Silver Crusade

HP 10/10 | Male Human (Ulfen) Cleric 1 | AC 18, T 12, FF 16 | Fort +3, Ref +2, Will +4 | CMD 15 | Init +2, Perception +2, Sense Motive +2 | Combat Reflexes + Reach

Zachorious calls on his patron for increased agility, "Hail tha Lucky Drunk, feet donnae fail me now!" He then joins the parade heading up the stairs, brushing past the others as he mounts the steps as quickly as if he were sprinting along level ground. He closes on the man, longspear at the ready. "How's about ya move away from tha lantern nice an easy now?"

Free action to expend a use of Agile Feet to ignore difficult terrain. Double move to close on the man upstairs. He is now threatened.

AOO's, if provoked:
Longspear AOO, bless: 1d20 + 3 + 1 ⇒ (16) + 3 + 1 = 20 Damage: 1d8 + 4 ⇒ (8) + 4 = 12
Longspear AOO, bless: 1d20 + 3 + 1 ⇒ (13) + 3 + 1 = 17 Damage: 1d8 + 4 ⇒ (3) + 4 = 7
Longspear AOO, bless: 1d20 + 3 + 1 ⇒ (6) + 3 + 1 = 10 Damage: 1d8 + 4 ⇒ (2) + 4 = 6

Dark Archive

"You may try to push me back, you fool!", the ulfen shouts at Zachorius.

Turn order (bold may act) - Round 2
Grams, Ahmandé, Evarice, Tahltria, Hádanka
Ulfens (2), Bengeirr (4 dmg)
Zachorius

I think this will be fast now...

Silver Crusade

| Elf Female Cleric of Shelyn 6 | GM Reroll +1 | Lightning Arc (5/5) | Barkskin +3 | HP 34/34 | Spells -/4+1/3+1/1+1 | 5/5 Channels | AC 21 (T 14 FF 17) | CMD 19 | Saves 6/7/8 | Init 5 | Perception 6

Evarice runs to the base of the stairs and fires another arrow.

Longbow, Bless, Inspire Courage: 1d20 + 6 + 1 + 1 ⇒ (2) + 6 + 1 + 1 = 10
Damage: 1d8 + 1 + 1 ⇒ (4) + 1 + 1 = 6

Missing terribly.

Liberty's Edge

Male CN Elven Bard 5 | HP: 33/33 | AC: 17 (12 Tch, 16 Fl) | CMD: 15 (14 Fl) | F: +3, R: +6, W: +5 | Init: +3 | Perc: +9, SM +13 | Speed 30ft | Active conditions: Inspire Courage active (18/23 rounds remain)

The bard continues his performance, granting inspiration to his allies. (free action) He lifts his bow, knocking an arrow and taking aim before loosing it at the Ulfen on the platform.

Shortbow, bless, inspire courage: 1d20 + 3 + 1 + 1 ⇒ (17) + 3 + 1 + 1 = 22
Damage, inspire courage: 1d6 + 1 ⇒ (5) + 1 = 6

Inspire Courage grants allies who can hear or see the performance a +1 morale bonus on saving throws against charm and fear effects and a +1 competence bonus on attack and weapon damage rolls

Grand Lodge

PFS#76925-40 Male Dwarf Monk 1 | HP:11/11| AC: 16/16/10|Init: +8| Perc: +7| Fort: +5| Ref: +4| Will: +3| Unarmed: +2;1d6+2| Sling: +2;1d4+2| Flurry: +1/+1;1d6+2| CMB: +3| CMD: 17|
Skills:
Acrobatics: +6| Appraise:+1| Bluff:-2| Climb:+2| Diplo:-2| Intimidate: -2| Kn.(Reli): +5| Kn. (His): +5| Sense Motive: +3| Stealth: +6| Survival: +3| Swim: +2| Prof (Chef): +7

Grams moves as stiftly as his short legs can do so, leaping past his companions and up the stairs!
Double Move.

Grand Lodge

Elf Female Fighter 1 | AC 17 (T 14/Fl 13) | hp 12/12 | Init +4 | Fort +3 Ref +4 Will +0 | Perception +7 | Conditions:

Tahltria watches as the ulfen fails trying to use the lantern's magic against her. Moving swiftly she races past the others positioning herself close enough to strike the ulfen with dirgesinger.

Elven curved blade+inspire: 1d20 + 5 + 1 ⇒ (12) + 5 + 1 = 18
damage: 1d10 + 3 + 1 ⇒ (9) + 3 + 1 = 13

Grand Lodge

1/2 Orc barb 5, HP:50 of 50, AC:21, Touch:13, Flat Footed:18 F:+6, R:+4, W:+4, Init:+2, Perc:+11 (darkvision)

Hadanka yells, Thanks for taking the easy way.
Hadanka moves up the rest of the stairs and slashes at the remaining foe with this pole axe.

guisarme attack: 1d20 + 7 + 1 + 1 ⇒ (2) + 7 + 1 + 1 = 11, if hits guisarme damage: 2d4 + 9 + 1 ⇒ (3, 4) + 9 + 1 = 17

if he does anything to generate an AoO:

guisarme attack: 1d20 + 7 + 1 + 1 ⇒ (4) + 7 + 1 + 1 = 13, if hits guisarme damage: 2d4 + 9 + 1 ⇒ (4, 2) + 9 + 1 = 16

dang! both are almost certain to miss

Dark Archive

GM Rolls:
Concentration DC 19: 1d20 + 5 ⇒ (20) + 5 = 25
Cure Moderate Wounds: 2d8 + 3 ⇒ (2, 2) + 3 = 7

This time, Evarice's arrow flies away from its target.

But Ahmandé's arrow was precise, despite the partial cover that is benefiting the last ulfen.

By his side, the dwarf runs up the stairs to meet his comrades.

Tahltria swings dirgesinger and cuts deeply Bengirr, who howls in pain as his blood floods the floor.

When everyone thought that Hádanka would finish with the northman, the light from the lantern hindered the half-orc's vision, making his guisarme not hit the target this time, giving the ulfen a chance to breathe for a while.

The ulfen takes a deep breath, holds a symbol in a hand and heals some of his wounds. "You will pay for this...", he said, aware that those could be his last words.

Turn order (bold may act) - Round 2
Grams, Ahmandé, Evarice, Tahltria, Hádanka
Ulfens (2), Bengeirr (16 dmg)
Zachorius

Silver Crusade

HP 10/10 | Male Human (Ulfen) Cleric 1 | AC 18, T 12, FF 16 | Fort +3, Ref +2, Will +4 | CMD 15 | Init +2, Perception +2, Sense Motive +2 | Combat Reflexes + Reach

"Ah, but it's yer payment come due now!" Zach cries out before jabbing with his spear.

Longspear attack, bless, IC: 1d20 + 3 + 1 + 1 ⇒ (12) + 3 + 1 + 1 = 17 Damage: 1d8 + 4 + 1 ⇒ (6) + 4 + 1 = 11

AOO's, if provoked:

Longspear AOO, bless, IC: 1d20 + 3 + 1 + 1 ⇒ (7) + 3 + 1 + 1 = 12 Damage: 1d8 + 4 + 1 ⇒ (2) + 4 + 1 = 7
Longspear AOO, bless, IC: 1d20 + 3 + 1 + 1 ⇒ (12) + 3 + 1 + 1 = 17 Damage: 1d8 + 4 + 1 ⇒ (3) + 4 + 1 = 8
Longspear AOO, bless, IC: 1d20 + 3 + 1 + 1 ⇒ (5) + 3 + 1 + 1 = 10 Damage: 1d8 + 4 + 1 ⇒ (3) + 4 + 1 = 8

Dark Archive

And after tell his words, Zachorius impales Bengeirr with his spear, making him fall unconscious and bleeding on the floor.

End of combat.

Silver Crusade

| Elf Female Cleric of Shelyn 6 | GM Reroll +1 | Lightning Arc (5/5) | Barkskin +3 | HP 34/34 | Spells -/4+1/3+1/1+1 | 5/5 Channels | AC 21 (T 14 FF 17) | CMD 19 | Saves 6/7/8 | Init 5 | Perception 6

Evarice will cast stabilize as necessary to stop the bleeding. "Well done." She looks at the lantern Bengeirr carried. "This must be it. We don't have much time to take them into custody- just tie them up and we can arrest them later."

Evarice eventually checks for the missing arrow.
Even is good: 1d2 ⇒ 2
Finding it mostly intact.

Dark Archive

Evarice stabilizes the wounded ulfens and you eventually find some ropes at the ship's deck, and tie up those northmen. Now you have the huge bullseye lantern. To where now, Pathfinders?

Silver Crusade

HP 10/10 | Male Human (Ulfen) Cleric 1 | AC 18, T 12, FF 16 | Fort +3, Ref +2, Will +4 | CMD 15 | Init +2, Perception +2, Sense Motive +2 | Combat Reflexes + Reach

"Let's give tha place a good once over before we give it tha laugh."

Zach is suggesting we search the warehouse thoroughly before we head back to Skelg.

Grand Lodge

Elf Female Fighter 1 | AC 17 (T 14/Fl 13) | hp 12/12 | Init +4 | Fort +3 Ref +4 Will +0 | Perception +7 | Conditions:

Tahltria nods but makes certain to cover the lantern with burlap or to place it in a bag or box and then goes about searching the room.

Perception: 1d20 + 7 ⇒ (17) + 7 = 24

Liberty's Edge

Male CN Elven Bard 5 | HP: 33/33 | AC: 17 (12 Tch, 16 Fl) | CMD: 15 (14 Fl) | F: +3, R: +6, W: +5 | Init: +3 | Perc: +9, SM +13 | Speed 30ft | Active conditions: Inspire Courage active (18/23 rounds remain)

Ahmandé joins in the search of the warehouse. When done, he suggests their next course of action. ”I think we need to return this lantern to Skleg’s house and see what it does with that painting.”

Perception: 1d20 + 5 ⇒ (10) + 5 = 15

Silver Crusade

| Elf Female Cleric of Shelyn 6 | GM Reroll +1 | Lightning Arc (5/5) | Barkskin +3 | HP 34/34 | Spells -/4+1/3+1/1+1 | 5/5 Channels | AC 21 (T 14 FF 17) | CMD 19 | Saves 6/7/8 | Init 5 | Perception 6

Perception: 1d20 + 4 ⇒ (13) + 4 = 17
Evarice takes a look around for more incriminating evidence of Bengeirr's wrong doing.

"That's a good idea, Ahmandé. Let's head back."

Grand Lodge

PFS#76925-40 Male Dwarf Monk 1 | HP:11/11| AC: 16/16/10|Init: +8| Perc: +7| Fort: +5| Ref: +4| Will: +3| Unarmed: +2;1d6+2| Sling: +2;1d4+2| Flurry: +1/+1;1d6+2| CMB: +3| CMD: 17|
Skills:
Acrobatics: +6| Appraise:+1| Bluff:-2| Climb:+2| Diplo:-2| Intimidate: -2| Kn.(Reli): +5| Kn. (His): +5| Sense Motive: +3| Stealth: +6| Survival: +3| Swim: +2| Prof (Chef): +7

Grams grabs for what they came for.
The lantern.

"Best we do it quickly and leave" as he too joins in the search.
Perception 1d20 + 7 ⇒ (9) + 7 = 16
"This lantern should be brought back as soon as we are done here."

Dark Archive

After tie up the ulfens, you search the entire warehouse and find carpets, urns, sculptures and other works of art, and a box containing 2 potions. You conclude that those items were stolen from Skelg's vault when Bengeirr's men went there.

What you gonna do?

Silver Crusade

| Elf Female Cleric of Shelyn 6 | GM Reroll +1 | Lightning Arc (5/5) | Barkskin +3 | HP 34/34 | Spells -/4+1/3+1/1+1 | 5/5 Channels | AC 21 (T 14 FF 17) | CMD 19 | Saves 6/7/8 | Init 5 | Perception 6

"The potions are worth it. But let's head back to Skelg. We can return for the rest later."

Can Evarice tell what these potions are with a perception check?
Perception: 1d20 + 4 ⇒ (7) + 4 = 11
Perception: 1d20 + 4 ⇒ (4) + 4 = 8
Apparently not, lol

Grand Lodge

Elf Female Fighter 1 | AC 17 (T 14/Fl 13) | hp 12/12 | Init +4 | Fort +3 Ref +4 Will +0 | Perception +7 | Conditions:

"Let..us...hurry We..have..de..layed..long..enough. We..can..tell..Ben..girr..that..his treasures..are..here."

Talhtria heads down the stairs and waits for the others.

Dark Archive

Evarice wrote:
Can Evarice tell what these potions are with a perception check?

Certainly... not with these checks. :P

So, you'll go back to the Greydog Manor only with the lantern and will leave behind all of these items, even the potions?

Grand Lodge

PFS#76925-40 Male Dwarf Monk 1 | HP:11/11| AC: 16/16/10|Init: +8| Perc: +7| Fort: +5| Ref: +4| Will: +3| Unarmed: +2;1d6+2| Sling: +2;1d4+2| Flurry: +1/+1;1d6+2| CMB: +3| CMD: 17|
Skills:
Acrobatics: +6| Appraise:+1| Bluff:-2| Climb:+2| Diplo:-2| Intimidate: -2| Kn.(Reli): +5| Kn. (His): +5| Sense Motive: +3| Stealth: +6| Survival: +3| Swim: +2| Prof (Chef): +7

Grams will take them all. He'll search to see if anything can be taken before trying to identify the potions.
Perception 1d20 + 7 ⇒ (4) + 7 = 11
Perception 1d20 + 7 ⇒ (12) + 7 = 19
Perception 1d20 + 7 ⇒ (2) + 7 = 9

Grand Lodge

Elf Female Fighter 1 | AC 17 (T 14/Fl 13) | hp 12/12 | Init +4 | Fort +3 Ref +4 Will +0 | Perception +7 | Conditions:

Are there any wagons or carts here? Or horses? They can't have walked over with all this stuff by hand alone

Liberty's Edge

Male CN Elven Bard 5 | HP: 33/33 | AC: 17 (12 Tch, 16 Fl) | CMD: 15 (14 Fl) | F: +3, R: +6, W: +5 | Init: +3 | Perc: +9, SM +13 | Speed 30ft | Active conditions: Inspire Courage active (18/23 rounds remain)

Ahmandé will take a look at the potions and other items found.

Spellcraft DC 15:
Detect Magic: 1st Round: Presence or absence of magical auras.

2nd Round: Number of different magical auras and the power of the most potent aura.

3rd Round: The strength and location of each aura. If the items or creatures bearing the auras are in line of sight, you can make Knowledge (arcana) skill checks to determine the school of magic involved in each. (Make one check per aura: DC 15 + spell level, or 15 + 1/2 caster level for a nonspell effect.) If the aura emanates from a magic item, you can attempt to identify its properties (see Spellcraft).

Knowledge (arcana), first potion: 1d20 + 2 ⇒ (7) + 2 = 9
Knowledge (arcana), second potion: 1d20 + 2 ⇒ (18) + 2 = 20
Knowledge (arcana), lantern: 1d20 + 2 ⇒ (16) + 2 = 18

Spellcraft, first potion: 1d20 + 7 ⇒ (15) + 7 = 22
Spellcraft, second potion: 1d20 + 7 ⇒ (19) + 7 = 26
Spellcraft, lantern: 1d20 + 7 ⇒ (13) + 7 = 20

If other items are revealed to be magical, please feel free to make the Knowledge & Spellcraft rolls for those, too.

Ahmandé examines the door, trying to see if they can lock it behind them. "If we can lock this, we can leave the mundane goods behind for Skleg to recover later. Our objective is to find a way to save the man from his unnatural affliction; the lantern is somehow key to that. And we should certainly bring the potions and any other magic with us. I don't want to leave his goods unprotected, but recovery of stolen goods is also outside of our mandate."

Grand Lodge

PFS#76925-40 Male Dwarf Monk 1 | HP:11/11| AC: 16/16/10|Init: +8| Perc: +7| Fort: +5| Ref: +4| Will: +3| Unarmed: +2;1d6+2| Sling: +2;1d4+2| Flurry: +1/+1;1d6+2| CMB: +3| CMD: 17|
Skills:
Acrobatics: +6| Appraise:+1| Bluff:-2| Climb:+2| Diplo:-2| Intimidate: -2| Kn.(Reli): +5| Kn. (His): +5| Sense Motive: +3| Stealth: +6| Survival: +3| Swim: +2| Prof (Chef): +7

Did I managed to identify one fo the potions.

Dark Archive

Ahmandé and Grams identified the potions, they are potions of cure moderate wounds.

Ahmandé :
This is what you discovered for now, inspecting the lantern: The Beacon of the North is a huge bullseye lantern designed to be hung on the prow of a ship. To activate its powers requires a special lamp oil that only the white witches of Irrisen know how to create. It can hold enough oil to burn for 8 hours, although it currently has only 2 hours of oil remaining. When lit, the lantern burns with a cold light, and if the burning oil is used as a weapon, it does cold damage instead of fire damage. The lantern also opens portals under the right circumstances. Creating a portal of any size consumes 10 minutes of oil.

So, you took the lantern and the potions, then went back to the Greydog Manor.

"It's good to see you back, Pathfinders. You found that bastard?", Skelg looks at you with hope, but still freezing.

You will stay with the box and the potions, or will give them back to Skelg?

Liberty's Edge

Male CN Elven Bard 5 | HP: 33/33 | AC: 17 (12 Tch, 16 Fl) | CMD: 15 (14 Fl) | F: +3, R: +6, W: +5 | Init: +3 | Perc: +9, SM +13 | Speed 30ft | Active conditions: Inspire Courage active (18/23 rounds remain)

Ahmandé explains to both Skleg and the rest of the party what he's discovered about the lantern. (read spoiler) "So I think that we can use this to open the portal in the painting; maybe through there we can find a cure to the illness this has caused?"

Silver Crusade

| Elf Female Cleric of Shelyn 6 | GM Reroll +1 | Lightning Arc (5/5) | Barkskin +3 | HP 34/34 | Spells -/4+1/3+1/1+1 | 5/5 Channels | AC 21 (T 14 FF 17) | CMD 19 | Saves 6/7/8 | Init 5 | Perception 6

"Yes, Bengeirr has been defeated. He's unconscious in his warehouse. We'll arrest him as soon we've saved you."

She turns to Ahmandé. "I think that's a good idea. At the very least we'll know what happened to your friend, Skelg."

Liberty's Edge

Male CN Elven Bard 5 | HP: 33/33 | AC: 17 (12 Tch, 16 Fl) | CMD: 15 (14 Fl) | F: +3, R: +6, W: +5 | Init: +3 | Perc: +9, SM +13 | Speed 30ft | Active conditions: Inspire Courage active (18/23 rounds remain)

Holding the two potions, Ahmandé begs a favor of Skleg. "I believe these are yours, Skleg. They could prove most useful if we're to venture through the painting. Would you be willing to allow us to take them with?"

Dark Archive

"Sounds fair to me", Skelg tells to Ahmandé about the potions. After a short farewell, you went to Greydog Manor's basement and shines The Beacon of the North on the tapestry there.

Once you do this, a portal is opened in front of you... and you cross it, to find your answers.

As you step through the portal, you find yourself in a strange ice-cave. Sunlight filters through the walls and ceiling, and three braziers give some warmth to this otherwise chilly space. Directly ahead of you, a tunnel leads through the ice, sloping steeply downward. Behind you, a shimmering portal hangs on what appears to be a main mast embedded in the ice. Following the mast downward, you can barely make out the blurry outline of a ship’s deck below.

Silver Crusade

| Elf Female Cleric of Shelyn 6 | GM Reroll +1 | Lightning Arc (5/5) | Barkskin +3 | HP 34/34 | Spells -/4+1/3+1/1+1 | 5/5 Channels | AC 21 (T 14 FF 17) | CMD 19 | Saves 6/7/8 | Init 5 | Perception 6

"Brrrr. Now i see where the cold comes from." Evarice eyes the ship. "Let's board the ship, there may be clues in there."

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