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

Game Master Kobash

==COMBAT MAP==


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Dots away!

Liberty's Edge

Male Human Healer/ Warrior 10

dot

Grand Lodge

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

dort

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

"Um, herro? Is anyone here?"

Kon Kon looks around the empty room. All she sees is dots. It must be one of those strange dreams again.

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' |

o

Grand Lodge

Male Half-elf UC Barbarian 4/ranger 2 | AC: 20/15/[20] (18/13/[18]) | HP 61/69 | CMB +10, CMD 22 | Fort +10, Ref +6, Will +4 | Init +2 | Perc +12 (+1 vs surprise) | Rage: 8/14
Attack:
2 claws +13 (1d8+13/x2), bite +8 (1d4+11)

Oh hey Kon Kon :-)

Dot.

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

ShadowKhan's dot

"Why can't the sssociety ever sssend me sssomeplace warm!"
Hskoro mutters under his breath as we awaits the mission briefing ...

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]

A lanky half-elf wanders into the room just as Hskoro speaks. "Because that would be the kind thing to do, and the gods forbid that these venture captains ever do anything to be kind!" he says with a laugh. "Well met! I am Arngrim, late of Magnimar and its reaches."


Aboard the Society's mobile Lodge, the ship the Grinning Pixie...

The hull of the Grinning Pixie creaks and groans in the freezing waters of Kalsgard, at the mouth of the Rimeflow River. Venture-Captain Calisro Benarry, the half-orc captain of the vessel, shivers as she strides in to her well-furnished cabin and out of the bitter winds. A Varki woman clad in leathers and a snow leopard fur coat is already seated inside the cabin. “Welcome to the Linnorm Kingdoms,” says Venture-Captain Calisro Benarry. She takes a long drag from a hip flask before continuing. “The North is no place for a free captain, but here we are. Oh, Kalsgard is fine—they’ve got stiff drink here—but you’ve got to head inland, where it’s even colder. I hope you all weren’t planning to freeze to death and packed for the weather.”

“You’ve all heard of Jormurdun? Well, that dwarven sky citadel contained an artifact called the Sky Key. King Gutheran broke it into five pieces and gave four of them to his heirs as they fled the invasion, keeping the fifth for himself. One of Gutheran’s heirs, Naldak, traveled into what is now southwestern Irrisen and established a small town called Naldak’s Point. That’s where the trail goes cold. Most likely, Baba Yaga wiped them out when she invaded. The piece of the Sky Key and the ruins of Naldak’s Point are probably buried under a millennium of ice and snow, just waiting for someone—you—to go dig them out. I’ve packed you ten blocks of blackfire clay to make the task more manageable,” the venture-captain says, handing over a backpack stuffed with black bricks. “Don’t forget to take these with you.”

“You’re heading east, up the Rimeflow and Thundering Rivers, past the Grungir Forest, and into Irrisen. Desna smiles—the site is about half a day’s hike north of Dalun, a small trade city on the Irrisen border. Take a small river boat packed with supplies and a letter of trade, make nice with the city officials, and see if you can get permission to travel inland. Head to the site and find our missing Sky Key piece. You’ll know you’re on the right track if you recover signs that the royal family settled there.”

"Watch yourselves in Irrisen. Antagonizing the locals is like poking a sleeping ice bear in the eye, except it won’t kill you as quickly. The Society is not especially welcome in Irrisen, so try to keep what friends we have, and if you can, make new ones. With that it mind, I’ve hired a local to bring you safely to Dalun.” Venture-Captain Benarry gestures toward the Varki woman. “This is Haltani, and she will guide you into and out of Irrisen alive.”

The Varki woman springs to her feet gracefully and addresses the party. “It is always a pleasure to meet travelers from faraway lands. It is true that Irrisen is a harsher land than most. Keep your wits about you, and your journey should be profitable.”

Information about Irrisen’s history.

DC 15 KN (history):

Irrisen has a violent history with all of its neighbors, but especially with the Ulfen from the Linnorm Kingdoms. Jadwiga sometimes capture and enslave Ulfen people.

DC 20 KN (history):

Baba Yaga and an army of monsters, including ice trolls, winter wolves, and evil fey, invaded the eastern portion of the Land of the Linnorm Kings in 3313 AR. They took only 23 days to conquer the entire region now known as Irrisen.

DC 25 KN (history):

Every 100 years, Baba Yaga returns to Golarion and replaces the current queen with a new one. She takes the old queen away with her in a magical hut that stands on a pair of chicken legs. No one really knows where Baba Yaga takes the monarchs or why they never return.

Information about modern Irrisen.

DC 15 KN (local) or Diplomacy (gather information):

Irrisen is known as the Land of Eternal Winter, as it stays freezing year round. Powerful witches known as the White Witches rule the nation and allow monsters the same rights as humanoids. The human descendants of Baba Yaga are called Jadwiga, and are the aristocracy of Irrisen. Ulfen people who find themselves in Irrisen at the bottom of the social hierarchy; the fortunate are serfs, and the rest are slaves.

DC 20 KN (local) or Diplomacy (gather information):

Intelligent monstrous races, such as ice trolls and winter wolves, are citizens in Irrisen. Though not as socially powerful as the Jadwiga, they command considerable respect and are often able to do as they please without consequence.

DC 25 KN (local) or Diplomacy (gather information):

Recently, some younger Jadwiga have begun to question the insular culture and closed borders of Irrisen. They seek to learn about peoples outside of Irrisen, the more “exotic” the better. The White Witches have dubbed them the stilyagi, or “culture crows,” as they disregard the culture of Irrisen and mimic the cultures of other foreign lands. However, because they rarely have the opportunity to interact with foreigners, their depictions are often wildly outdated, stereotypical, and even downright offensive.

Venture-Captain Benarry takes a moment to answer any questions you have before sending you upriver. Also, if you need to purchase any gear, the Grinning Pixie’s quartermaster can sell you nearly any mundane or alchemical gear in addition to magic items worth 2,500 gp or less.

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 purchase a cold weather outfit prior to departing ...

"Well met Haltani ..."
Diplomacy: 1d20 + 2 ⇒ (3) + 2 = 5
"... One hopesss for a quick and profitable venture."

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' |

Diplomacy (Gather Info) 1d20 + 6 ⇒ (15) + 6 = 21

Reese tells the others what she had heard about Irrisen over her years. "The land of eternal winter is bitterly cold all year round. White witches run the nation, and monsters like ice trolls and winter wolves are citizens with the same rights as everyone else. The smart ones are basically free to do what they want, and no one interferes with them. The Jadwiga are Baba Yaga's descendants and run the place. The Ulfen people there are serfs and slaves. It's a different land, all right."

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

After finding a suitable outfit for the frigid weather, Kon Kon stows her daggers and shoulders her pack.

Know(local): 1d20 + 6 ⇒ (15) + 6 = 21

"My people called Irrisen," (she struggles with the double Rs) "The Land of Eternal Winter", as stays flozen all the time. Even in Tian we hear tell of the White Witches, the powerful rulers of this nation. They allow many that we would call monsters—even as ice trolls and winter wolves—the same rights as humanoids. The ice trolls are quite powerful, and are often able to do as they prease without fear of consequence."

"The human descendants of Baba Yaga are called Jadwiga, and are the aristocracy of Irrisen. Ulfen people who find themselves in Irrisen at the bottom of the social hierarchy; the fortunate are serfs, and the rest are slaves.

"It is not a nice place," she concludes.

Grand Lodge

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

Knowledge (History): 1d20 + 5 ⇒ (15) + 5 = 20
Diplomacy: 1d20 + 10 ⇒ (7) + 10 = 17

Also, I just realized Kiddrik has worked with/for VC Benarry before, in Halls of Flesheaters. :)

A young, brown-headed Taldan man sits shivering in the corner. When the Venture-Captain entered, he had given her a friendly wave of two people who at least knew of each other. Then he listens to the briefing with only a little bit of teeth clattering together.

Once the briefing seems to be over, he turns to listen first to Reesa, then to Kon Kon, then to an empty space to his left. He mutters something to the empty space, nodding his head in understanding before returning his gaze to the group.

"Irrisen has a violent history with all of its neighbors, but especially with the Ulfen from the Linnorm Kingdoms." He nods to the empty space without thinking, " He says Baba Yaga and an army of monsters, including ice trolls, winter wolves, and evil fey, invaded the eastern portion of the Land of the Linnorm Kings in 3313 AR. They took only 23 days to conquer the entire region now known as Irrisen. In fact, Jadwiga sometimes capture and enslave Ulfen people."

He rubs his hands together to try to create some warmth, "So I guess we should watch each others' backs."

Then the young man looks over at the group's new guide with a warm smile, "Welcome. And thanks for your help. I'll take all I can get not to become an enslaved ice cube."

Diplomacy, to get varki to like Kiddrik: 1d20 + 10 ⇒ (8) + 10 = 18


Kiddrik's words bring a grin to Haltani's face. "I am glad to be of help. And it is good to hear that you face our task with caution. Most Taldans I have met tend to throw it to the wind. And I do not think we have a glass tall enough to bring you back in cube form."

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' |

"Well, lets do this!"

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 turns to Haltani. "Shall we? Lead on."

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 stands and moves to the door. "I agree. The sooner that we are finished, the sooner I can go back south and get warm again!: he jokes.


Venture-Captain Benarry loans you the use of a small sailing boat and provides a map of Irrisen marked with the rough location of Naldak’s Point. In addition, she gives you a letter of trade, which you can use to trade for goods in Dalun, and 10 blocks of blackfire clay.

Blackfire Clay: You can apply blackfire clay to your skin as a full round action to gain a +4 alchemical bonus on saving throws to resist cold weather for one hour. Alternatively, you can combine 5 blocks over the course of a minute to create a heat source equivalent to a small campfire.

Sailing: is best done by someone trained in the sailing profession, though Uliyara offers to sail it if none in your group volunteers.

***

The wind carries the small sailing vessel upriver. On the banks, the occasional elk or deer dashes away at the sight of the ship. At night, the temperature drops dramatically while wolves howl in the distance. The trip up the Rimeflow and Thundering Rivers takes several weeks, but passes in relative safety. Most of the landscape is comprised of rocky grassland and rough hills. The Land of the Linnorm Kings is a rugged land with rugged people. Occasionally you pass fishing villages where grim people give you evaluating gazes, scowl at you, or ignore you completely.

During the trip, usually when the group camps for the night, Uliyara speaks with each of you individually. She asks you about yourselves, bringing up topics such as your homelands, your religious beliefs, your roles in the Pathfinder Society, the strange lands you have visited, and any unusual or noteworthy objects you possess. Her questions often show how little she knows about the rest of Golarion. You occasionally see Uliyara remove a pale blue diamond necklace from under her furs and gaze longingly at it.

Each PC who speaks with Uliyara can attempt a single skill check to represent the impression that she makes and potentially earn Influence Points. PCs can use Diplomacy to befriend her (Kiddrik has already succeeded with this), Bluff to tell wild stories, Intimidate to appear tough or dangerous, or Knowledge (geography) to accurately recount their travels.

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 tells a fantastic story of a young boy who came to Tien inside a giant peach. He was found by an elderly couple, who tried to eat the peach. The boy grew, befriended a talking dog, a monkey, and a pheasant. Through cunning, troupe were able to beat a horde of oppressive oni (devils), and bring peace to the land. "My grandmother saw it all."

Bluff: 1d20 + 5 ⇒ (20) + 5 = 25

After the story, Kon Kon inquires, "What is this gem you wear? It seems precious to you."

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' |

Diplomacy 1d20 + 6 ⇒ (16) + 6 = 22

Reesa reveals some details about her few adventures with the Society. She also compliments Uliyara on her expert sailing. Reesa's natural Charisma helps make a decent impression during the journey.

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: 1d20 + 2 ⇒ (18) + 2 = 20
"I am afraid that I have no sssskill with boatsss. My desert home hasss little water ... though wind it hasss in abundance.
My ancestorsss are the ancient dragonsss who once danced upon the windsss of the desert stormsss.
In my travels, I have picked up some skill with the dwarven urgosh which isss my favored weapon."

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]

Diplomacy: 1d20 + 5 ⇒ (7) + 5 = 12
Arngrim tries to talk about his time as a Magnimar Ranger, but mostly just comes off at gruff and impersonal. His stories of scouting out the vast wilds around his city are pretty boring, with little that is comprehensible to anyone that has not served in the Rangers.

Grand Lodge

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

Unless Kon Kon would prefer otherwise, Kiddrik joins the two women as the Tian tells her story. The young Taldan is a wonderful audience, genuinely loving every bit of the well-told story.

When she shifts the conversation to Uliyara’s gem, Kidd turns his curiosity on the mysterious local woman, grinning encouragingly in the hopes that she’ll open up a bit. ”We know so little about you, and here you are trying to keep us foreigners alive.”


So I totally got a name wrong. You are with Haltani on the boat.

As time goes by Haltani becomes easy friends with Kiddrik, Kon Kon, Reesa, and Hskoro. Even Arngrim, who comes off a little rough around the edges, seems to have gained her trust with his many stories of the rangers of Magnimar. Though she knows this area well, it is obvious that Haltani has almost no experience, and little education, about the world outside Irrisen.

While she drinks in stories and small talk like one thirsty for knowledge, she shares little about herself, claiming that her life has been unordinary until just recently. When asked about the pendant she tucks it away and dismisses the topic with "Oh.. this was just a gift."

ROLLS:

1d20 ⇒ 19

Hskoro:
You receive a sending from your faction representative, Tahonikepsu:
“Scarab Scholar, I require your help. Find an ice diamond in Irrisen, high quality. Mined in Wintercrux, very rare. Bring to me. Possible Sage Jewel.”

Grand Lodge

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

Does Kidd suspect anything else based on her behavior/answer?
Sense Motive: 1d20 - 1 ⇒ (1) - 1 = 0

Yah, that'd be a no, I'm guessing.

"Well, it's pretty," Kiddrik says, at a loss for how to follow up the woman's awkward quiet. He seems content to watch the lands across the water slide by as he shivers despite his heavy clothes.

Yah, I got nothing here.

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 enjoyed the short voyage, as it was her first time on a seagoing vessel. "Have you always been a sailor? This is my first experience on the waters!"


"I'm no sailor." Haltani shakes her head at Reesa's suggestion. "I've just been around riverboats long enough to learn a thing or two."

Anything from Hskoro, Arngrim, or Kon Kon? Pressing on in about 5 hours.

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

Just waiting for the next scene. Other than the conversation, was there something we were supposed to do here?

You mentioned "Influence Points" ... what is the mechanic for these?

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]

The only mechanic mentioned so far was the roll mentioned: "Each PC who speaks with Uliyara can attempt a single skill check to represent the impression that she makes and potentially earn Influence Points. PCs can use Diplomacy to befriend her (Kiddrik has already succeeded with this), Bluff to tell wild stories, Intimidate to appear tough or dangerous, or Knowledge (geography) to accurately recount their travels."

Not really.. Sorry, I have started the new term in my nursing classes and have gotten bogged down already with several really rough papers. Considering the totally mediocre score Arngrim rolled, I think that the best I can get away with is the strong silent type..

Arngrim spends the nights sitting around the fire with the party, laughing and enjoying the company or taking his turns at the watch and chores. He is sociable, but clearly more used to smaller groups.

When the topic of the necklace comes up, it catches his eye.
Perception: 1d20 + 10 ⇒ (11) + 10 = 21
Sense Motive: 1d20 + 1 ⇒ (7) + 1 = 8
"That is a great gift indeed.. it must have come from someone very special." he comments.

Grand Lodge

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

Would Knowledge (Arcana, Dungeoneering, Engineering, History, Local, Nature, Nobles, Planes, or Religion) give Kiddrik any insight into the significance of the necklace stone?
Know (all of those mentioned): 1d20 + 5 ⇒ (2) + 5 = 7; +3 if Planes

Sheesh.


Regarding Influence - the benefit of gaining this is not immediately apparent.
Kiddrik - not with a roll like that. :)

A bend in the river and several large rocks cause white-water rapids across most of the water's breadth; only a narrow channel with a swift current flows without obstruction near the southern bank. Tall trees grow on either shore, casting shadows with their large overhanging branches.

As you pass beneath these trees suddenly a large triangular net rises from the water.

Profession - Sailor: 1d20 + 5 ⇒ (11) + 5 = 16

Despite Haltani's best efforts the boat becomes entangled in the net and the jarring stop in motion causes everything and everyone to lurch forward.

DC 15 Ref or fall prone

"What business have you traveling toward Irrisen?" A man's voice calls out from the shore and a large Ulfen steps into view. He has a wild beard, is clearly accustomed to life in the woods, and has the bearing of one who has seen several battle. Although he has a longspear slung across his back, he does not have it drawn. "Speak quickly. We will need to search your boat before you can go any further." Another man steps out a few feet further down the river.

DC 15 Sense Motive:

They are wary but don't seem to intend to initiate violence.

Grand Lodge

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

Reflex: 1d20 + 4 ⇒ (1) + 4 = 5
Sense Motive: 1d20 - 1 ⇒ (3) - 1 = 2

Kiddrik might ought to have stayed in bed today. :/

Kiddrik stays on the deck, doing his best to look as non-threatening as possible as he grins miserably over at the massive Ulfen.

”The academic sort,” he replies, keeping his tone friendly. ”We have a lead on an archaeological find that could put our little crew in the history books. You looking for something in particular?" He gives the man his most friendly smile, " I always hate to get on the wrong side of such large spear-wielding men.”

Diplomacy: 1d20 + 10 ⇒ (13) + 10 = 23
Kiddrik has Silver Tongued, meaning he can shift the man's attitude 3 steps if his roll is good enough. :)

He looks the man over for anything that would indicate whether this Ulfen is a friend or foe of Irrisen.
Know (Local): 1d20 + 5 ⇒ (16) + 5 = 21

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]

Reflex: 1d20 + 4 ⇒ (16) + 4 = 20
Arngrim shows that he is as nimble as any full elf, keeping his feet and actually advancing towards the newest problem before even he realizes that he almost went overboard.

Aid Diplomacy: 1d20 + 5 ⇒ (7) + 5 = 12
Sense Motive: 1d20 + 1 ⇒ (14) + 1 = 15
"It is as my friend states. We come to these lands in search of history, and wish no one any harm, good sir."

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' |

Reflex 1d20 + 2 ⇒ (14) + 2 = 16

Reesa keeps her feet, barely. "My friends are correct. We Are here for study and wish no violence, especially from someone as mighty as you."

Aid Another Diplomacy 1d20 + 6 ⇒ (9) + 6 = 15

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 DC 15: 1d20 + 2 ⇒ (17) + 2 = 19
Hskoro grumbles as his manages to keep his footing when the boat halts it momentum ...

Diplomacy (Aid): 1d20 + 2 ⇒ (14) + 2 = 16
"With apologiesssss ... we are no threat here."


The Ulfen regards your group for a moment. "These are the lands of my people, and we question all strangers that pass through it. If you are peaceful sort, and on a journey for knowledge, then you should have no issue with a search of your vessel. After that I think you should follow us to Whiterook and talk to our battle leader, Halvor."

Haltani stays quiet; she seems very nervous to go with the Ulfen.

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' |

"We have been cooperative but we are on a schedule. We simply do not have time to go off traipsing through the woods to godsknowwhere. I don't have an objection to you taking a quick look around the vessel, but we can't go with you, I'm afraid. "


Go ahead and make another diplomacy roll if you are trying to convince them to let you pass without a detour.

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' |

I want to be sure the rest of the group is cool with my suggested course of action before I try this. I don't want to speak for everyone and get us in a grawl of the others want to cooperate. .

Assuming they are okay with it, Diplomacy 1d20 + 6 ⇒ (11) + 6 = 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

Hskoro directs his hypnotic gaze (DC 13 w/ -2 will save out of combat) upon the speaker ...

"We are clearly not who you are looking for. You ssshould allow ussss to go on our way."

Grand Lodge

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

Diplomacy: 1d20 + 10 ⇒ (18) + 10 = 28

"I'll even help you with your inspection, if you'd like. But opportunities like this don't wait around. She's right. Unless you want important historical items to fall into the seriously wrong hands, we must keep going. Please."

Also, Halvor and Whiterook, does Kiddrik know these to be enemies of Irresen?
Know (Local): 1d20 + 5 ⇒ (2) + 5 = 7

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 shrugs and goes along with the group.
Really no thoughts either way. A side trip could prove useful, but I am fine with this.

Diplomacy: 1d20 + 5 ⇒ (20) + 5 = 25
"With all respects, sir.. you may, of course, search our vessel. That is very clearly within the rights of you and your people. You can never be too safe, and I commend you for your efforts to protect your people. However, I pray that you allow us to continue on our way. Perhaps we could reach an agreement that once our quest is fulfilled, that we return to your people and give an accounting? The stories that we hope to share will be very worthwhile!"


The two men move to give the boat a search, the lead one stopping for a moment to regard Hskoro.

Will vs Gaze: 1d20 + 2 ⇒ (17) + 2 = 19

The people of these lands must be used to magical effects because he blinks and rubs his eyes, then looks suspiciously at the nagaji. Luckily the effect is subtle, and the complicity of the rest of the group convinces him and his companion to let you pass their checkpoint.

Once you've sailed on out of sight, Haltani gives an audible sigh of relief. "You all have silver tongues. Ulfen guards are rarely swayed in their opinions."

***

As you travel into Irrisen, the temperature drops dramatically, falling to well below freezing. In the distance, log cabins march across the snowy fields, walking on knobby wooden legs.

During the trip, you see a winter wolf on the north bank, following the boat.

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

Reflex: 1d20 + 6 ⇒ (11) + 6 = 17
Sense Motive: 1d20 + 4 ⇒ (11) + 4 = 15

Kon Kon managers to keep her feet in the encounter. She would have helped negotiate, but the words passed too quickly, and her knowledge of Talden is still somewhat limited.

Sorry, it's been a long weekend.

She wraps her winter coat around her tightly during the journey, reverting to her natural form in the vain hope her fur will help keep her warm.

She eyes the wolf warily, daring her party's attention to it.
Perception: 1d20 + 4 ⇒ (10) + 4 = 14

"Does anyone know how long it been following?"

Grand Lodge

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

Once it's pointed out, Kiddrik squints to follow the winter wolf's movement for a few minites. Then he looks over at Haltani, "Is there any way to know if it's an agent of the witches or just a curious ... citizen? It makes me nervous, and I'd rather not have it trailing us to our site." He gives a shiver that has little to do with the freezing temperatures. "I mean, should we talk to it? Try to convince it we're not worth its time?"

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' |

"Forget the wolves, look at those walking cabins! I've never seen anything like that before!"

Grand Lodge

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

Actually, does Kiddrik know if this winter wolf is likely to be an agent of Irresen or just a curious wolf?
Knowledge (any): 1d20 + 5 ⇒ (16) + 5 = 21


Kiddrik, there is no way to tell.

Grand Lodge

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

Good to know. Does Haltani have an answer for Kiddrik's question?


Sorry Kiddrik, I missed that question being directed at Haltani.

Haltani shakes her head. "I couldn't say. I think it would be best to try and ignore it. If it wanted something, it would have probably challenged us already."

Though the shadowing wolf is unnerving, it eventually turns away and vanishes into the snow.

***

Stone cliffs mark the border of Irrisen on the northern bank. Chill winds send flurries of snow over the edge, landing in the river and on the grassy bank of the southern shore where maple trees fight the icy doom of Irrisen’s endless winter. A long, narrow cart path winds its way up the side of the cliff from the docks to Dalun’s iron gates. Guards and their Irriseni ice bear companions wait just outside the gates.

As you reach the gates one of the guards holds up a hand to halt you. "State your names and business."

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