Tahltria
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Shivering Tahltria rubs her hand against her arms and wraps her cloak tighter around her body. She nods at Evarice's comment and heads for the ship.
"The...quick..er..we..get...from..here...the..quick..er..I..can..feel..my fin..gers..aaa..gain."
Ahmandé
|
"I guess we should have thought about the cold. I hope it's not too difficult to deal with. Let's be quick!" He makes sure to shutter the Beacon of the North before following the rest of the group, ensuring that they'll have enough oil to reopen the portal when they return.
Zachorius
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Zachorius takes a few minutes to finalize his spells for the day as the others speak with Skelg and make ready to enter the painting. He fills his ceremonial tankard with ale and drinks while he prays.
Adding Bless and Resistance to his prepared spells.
Do we need to use a rope or something to get down from our ice tunnel or is it easy to reach the ship? Will we be able to reach it to get back?
Grams Boulderstep
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Grams feels the cold but years of mental training allows him to ignore that cold for a time.
SirPeter
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Do we need to use a rope or something to get down from our ice tunnel or is it easy to reach the ship? Will we be able to reach it to get back?
It's not hard to pass through the tunnel, you don't need a rope...yet. Certainly you are able to get back, if necessary. The only peculiarity of this place is that the entire iceberg is in cold weather environment (so, prepare yourselves for a Fortitude save in an hour! :P)
This chamber where you are stays about 20 feet above the ship’s deck and you enter the tunnel to leave there. The sloped tunnel is slippery, but after a long curve it suddenly opens into another cave at the rear deck of a ship. More braziers keep the worst of the cold at bay, but a wall of solid ice blocks access to the foredeck. A large drum stands on the deck, and behind it is a trapdoor leading into the hold.
Map is updated.
Tahltria
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"The..drum...Ev..a.rice..can..you..play?"
Tahltria moves carefully towards the trapdoor her blade in hand and tries to look down the hold if possible.
Perception: 1d20 + 7 ⇒ (18) + 7 = 25
Evarice Bue
|
Evarice looks at the drums and blushes. "You want me to play? Normally, people ask me to stop..." She shakes her head. "I use woodwind instruments, so I don't have any formal training with percussion."
Cha check: 1d20 + 2 ⇒ (6) + 2 = 8
Evarice slaps the drums to an unknown beat.
I have Perform (Wind), and Ahmandé is an orator.
Hey, I have a cold weather outfit from another adventure. Yeah, I'll wear that.
Evarice kneels onto the frigid deck and pulls out a thick (but stylish and fashionable, albeit gaudy) green fur coat. She puts it on to the best of her ability. "One second...okay. Huh, I should switch hats, too."
She swaps her current hat (wide brimmed with an ostritch feather) with a tricone hat. "Okay, let's proceed."
Perception: 1d20 + 4 ⇒ (8) + 4 = 12
Ahmandé
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Hmmm, should have gone shopping for cold weather gear before we jumped through the portal, perhaps. Fortitude is not exactly my strong point.
Ahmandé give the drum a try. "It's not my specialty, but a performer has to have some skill in all instruments."
Perform (percussion): 1d20 + 3 ⇒ (4) + 3 = 7
"As I said, not my specialty." He grins at the decidedly unrhythmic pattern he was able to produce. He claps his hands hard and rubs his fingers. "Must be the cold; I feel stiff."
Seeing that Tahltria has a good view of the trapdoor; Ahmandé hangs backing, waiting to go below decks.
Zachorius
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Zach seemed confused over the beating of the drum. "Do we 'ave a reason to be beatin' out a rhythm? Seems like 'twould draw attention to us..."
Perception: 1d20 + 2 ⇒ (6) + 2 = 8
Grams Boulderstep
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Perception 1d20 + 7 ⇒ (13) + 7 = 20
Fort Save for the Cold 1d20 + 5 ⇒ (11) + 5 = 16
"No idea. Let's just be careful." Grams points out.
"If they didn't know we're here....They do now."
SirPeter
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What Evarice and Ahmandé plays only loud noises on the drum, nothing special occurred, only some nasty noises in your ears.
Nobody finds any trap on the trapdoor. More audacious, Tahltria open it a little and tries to spot, but the place is in completely darkness and she couldn't see anything in the downstairs.
Evarice Bue
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"Ask for light and you shall receive." Evarice casts light on her tricone hat and readies her longbow.
Tahltria
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"Evar..ice..shine..the..light..down. I..will... go..first"
Tahltria waits for Evarice to shine the light and stares down the hold to see what awaits them below.
Perception: 1d20 + 7 ⇒ (3) + 7 = 10
SirPeter
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Evarice Init: 1d20 + 5 ⇒ (12) + 5 = 17
Grams Init: 1d20 + 8 ⇒ (13) + 8 = 21
Hádanka Init: 1d20 + 2 ⇒ (19) + 2 = 21
Tahltria Init: 1d20 + 4 ⇒ (2) + 4 = 6
Zachorius Init: 1d20 + 2 ⇒ (19) + 2 = 21
Zombies Init: 1d20 ⇒ 20
Haldyr Init: 1d20 + 2 ⇒ (12) + 2 = 14
The smell of death and rot fills this lower deck, even with the cold. It is darker down here without the sunlight filtering through the ice, and no braziers burn. Shadowy movements are visible in the darkness, accompanied by an eerie creaking noise as though someone were still working the oars. A figure moves toward you along the aisle between the rowing benches. It appears to be a withered human wearing an Ulfen burial mask, who turns to Tahltria and bawls words in an obscure language, which sounds terrifying to your ears (worse than the drum played by Ahmandé and Evarice).
Turn order (bold may act) - Round 1
Grams, Hádanka, Zachorius
blue, green, red, yellow
Evarice, Ahmandé
Badass
Tahltria
Grams Boulderstep
|
"What was that?" Grams exclaims.
PFS CORE - Hádanka
|
Sorry folks, I didn't know there was no cell service where we were going.
Before boarding. Grams, can you use this on me before we board? scroll of endure elements
Since surprise is lost, Hadanka moves past Tahltria. Stop and I won't need to kill you.
Ready an attack in case any move into his reach range. Plus AoO if they move through his reach range.
guisarme attack: 1d20 + 5 ⇒ (6) + 5 = 11, if hits damage: 2d4 + 6 ⇒ (2, 4) + 6 = 12
guisarme AoO1: 1d20 + 5 ⇒ (8) + 5 = 13, if hits AoO1 damage: 2d4 + 6 ⇒ (2, 4) + 6 = 12
guisarme AoO2: 1d20 + 5 ⇒ (20) + 5 = 25, if hits AoO2 damage: 2d4 + 6 ⇒ (3, 1) + 6 = 10
guisarme AoO3: 1d20 + 5 ⇒ (19) + 5 = 24, if hits AoO3 damage: 2d4 + 6 ⇒ (2, 3) + 6 = 11
Tahltria
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Staring at the creature she whispers loudly back to the others "A..wither..ed... nor..ther..ner..with a..MASK...comes..for..us...yell..ing..at...ano..ther...four..with..er..ed.. I..can...not..say..if..it..LIVES..or..not..but..it..looks..to..keep..us...from..leav..ing".
Evarice Bue
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"Not alive?" Evarice ponders and tries to comprehend what they are.
Knowledge(Religion): 1d20 + 7 ⇒ (7) + 7 = 14
Grams Boulderstep
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I think you meant Evarice. Grams can't cast a spell at all.....
SirPeter
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@Hádanka, sure, Evarice could cast it on you before, no problem..
Despite the not-so-good angle, Evarice can notice that the "four withered" that Tahltria referred were zombies, but not common zombies, they are freezing, she never seen or read something about this kind of zombies before. She doesn't know if this kind of zombies have different traits from the standards.
Hadanka moves past Tahltria and advertises to his enemies: "Stop and I won't need to kill you."
Turn order (bold may act) - Round 1
Grams, Hádanka, Zachorius
blue, green, red, yellow
Evarice, Ahmandé
Badass
Tahltria
Grams Boulderstep
|
Grams delays.
Evarice Bue
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"Not alive, yes. Some kind of freezing zombies- I don't know the specifics. But I will grant them their final rest."
Evarice very slowly reaches for her holy symbol (Damn you initiative!)
Grams Boulderstep
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Till last in init. Want to see if I can get a flurry in.
SirPeter
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@Grams fine. @Zachorius is delayed too.
You see when the four zombies walks in the direction of Hadánka, that kills one of them immediately and opens big wounds in another two of them.
Turn order (bold may act) - Round 1
Hádanka
blue, green, red (dmg 10), yellow (dmg 11)
Zachorius, Evarice, Ahmandé
Badass
Tahltria, Grams
Evarice Bue
|
Evarice runs downstairs, pulls out her glaive with one hand and her holy symbol with the other.
"Those without life yet the rage to exist...rest."
Using Channel Energy to harm undead within 30 feet.
Positive Energy: 2d6 ⇒ (4, 2) = 6
She will also lunge at the first zombie who approaches her.
Glaive: 1d20 + 4 ⇒ (18) + 4 = 22
Damage: 1d10 + 1 ⇒ (2) + 1 = 3
Grams Boulderstep
|
Thank you GM. On the other hand, Evarice's channel might just finish things for her.
SirPeter
|
Evarice fills the place with her divinity power, exploding the red and yellow zombies. The blue zombie resisted the cleric's positive energy, resolute.
Turn order (bold may act) - Round 1
Hádanka
blue (dmg 3), green, red, yellow
Zachorius, Evarice, Ahmandé
Badass
Tahltria, Grams
Ahmandé
|
Ahmandé steps down into the ship's hold. Looking over the chaos, he sees that it's actually quite in hand. He draws his bow and gets ready to fire in the next round, if needed.
SirPeter
|
1d6 + 1 ⇒ (2) + 1 = 3
Ok, Zachorius is delayed.
The big figure wearing an Ulfen burial mask runs in Hádankas' direction and tries to hit him with putrid claws, but misses the target.
Turn order (bold may act) - Round 1
Hádanka
blue (dmg 3), green, red, yellow
Evarice, Ahmandé
Badass
Tahltria, Grams, Zachorius
Tahltria
|
Navigating around her party members Tahltria moves up beside Hádanka and strikes with Dirgesinger cutting in an upward motion.
Elven Blade: 1d20 + 5 ⇒ (14) + 5 = 19
damage: 1d10 + 3 ⇒ (9) + 3 = 12
Grams Boulderstep
|
Grams comes up and realises he'll come up severely short.......literally as he finds no other to get to his quarry.
Move and well total defense
SirPeter
|
zombie DC 13: 1d20 + 3 ⇒ (12) + 3 = 15
As Evarice, Zachorius goes down and channel positive energy to harm the undeads there and this makes the big one scream in pain and then he explodes.
The blue zombie resists, glorious.
Positive Energy: 1d6 ⇒ 6
Turn order (bold may act) - Round 2
Hádanka
blue (dmg 6), green, red, yellow
Evarice, Ahmandé
Badass
Tahltria, Grams, Zachorius
Zachorius
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Hello! Very sorry for my absence. My laptop charging cord got mangled and I lost power before I noticed it had happened. Then I had some trouble finding a replacement, but I am back online again! Thanks for botting me, SirPeter.
SirPeter
|
Delayed @Hádanka to keep the things moving.
The glorious blue zombie rips Hádanka with its icy claw, hurting the barbarian superficially. (1 cold damage)
Turn order (bold may act) - Round 2
blue (dmg 6), green, red, yellow
Hádanka (dmg 1), Evarice, Ahmandé
Badass
Tahltria, Grams, Zachorius
Evarice Bue
|
Evarice lunges forward with her glaive, past Hádanka.
Glaive: 1d20 + 4 ⇒ (4) + 4 = 8
Damage: 1d10 + 1 ⇒ (4) + 1 = 5
Her weapon lodges itself into one of the floorboards. She frees it, then steps aside to let the other fighters through.
PFS CORE - Hádanka
|
Oops! Sorry, I misread and thought they were all dead. (Dead again, re-dead, dead-er ?!?)
Hrunh! With a grunt, Hadanka kicks one of the fallen out of his way to give himself room to swing.
glaive attack: 1d20 + 5 ⇒ (11) + 5 = 16, if hits damage: 2d4 + 6 ⇒ (1, 4) + 6 = 11
Evarice Bue
|
"Now, rest easy. May your souls find peace." Evarice gives a short prayer before hanging her symbol back on her fashionable winter belt.
"Do you want me to heal that, Hádanka? That kind of frost bitten bruise should heal overnight."
After getting her answer (and channelling if need be) she looks to the ladder. "So. Onward."
Ahmandé
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Arms crossing his chest, Ahmandé rubs his shoulders trying to stay warm.
He nods his head in the direction of the ladder at the opposite end of the ship; "Let's go; I'm already starting to get too cold!"
Tahltria
|
Tahltria passes by each creature and searches them for anything of worth especially the creature with the mask.
"One..of..you..check..the..mask..or any..thing..for..magic.
perception: 1d20 + 7 ⇒ (3) + 7 = 10
Ahmandé
|
Ahmandé is almost to the ladder when Tahltria requests some magical divining. Eager to get moving, he nonetheless acquiesces to her request. Cold breath misting from his face, he returns to the middle of the hold and helps her examine the corpses.
Die rolls if needed
Knowledge (arcana): 1d20 + 2 ⇒ (12) + 2 = 14
Knowledge (arcana): 1d20 + 2 ⇒ (14) + 2 = 16
Knowledge (arcana): 1d20 + 2 ⇒ (20) + 2 = 22
Spellcraft, elven magic: 1d20 + 5 + 2 ⇒ (16) + 5 + 2 = 23
Spellcraft, elven magic: 1d20 + 5 + 2 ⇒ (1) + 5 + 2 = 8
Spellcraft, elven magic: 1d20 + 5 + 2 ⇒ (2) + 5 + 2 = 9