It has been a century since the immortal witch Baba Yaga last visited the world, and the hour draws nigh for her return. But when she fails to appear in the frozen realm of Irrisen to usher in its newest ruler, pockets of winter begin to grow throughout the Inner Sea region. After 1,400 years of perpetual winter, the icy curse of Irrisen is spreading! What links do these strange blizzards and swaths of wintry landscapes have with Irrisen, and is there any truth to the growing rumors that the Witch Queen Elvanna has taken full control of the realm? Can her plans for the Inner Sea be thwarted, or will the Reign of Winter engulf the world?
As you creep closer to the camp you can make out more detail. For small igloos stand near each other close to a cave entrance. Behind them, some feet away stands a ring of icicles, behind those stands great columns of ice and inside stat stands a vortex of blue. Nothing living seems to move within the camp, which is somewhat worrying.
While it is clear you have not been as stealthy as you could have been, Jack's clear eyes may yet save you from what maybe a nasty Ambush. He spots small figures, fluttering though the trees trying to catch you from behind and a large bulk moving along the igloos.
It is clear to Jack that they have at the very lest spotted vic and maybe those close to him, such as Barl. If Jack says nothing it is likely Vic and Barl are gonna have a bad day, but it will also give away the rest of the group to the Pixie like creatures moving though the tree.
As you creep closer, the little sprites are simply too fast, they come fluttering out of the trees firing at you. Two tiny arrows slam into Arannis 2 hp, DC 10 con check and one into Tursk 1 hp, DC 10 con check[/ooc.
Jack runs up to the sprite that all his allies are next to with his duel daggers. hit:5 + 1d20 ⇒ 5 + (17) = 22dagger 2 hit:5 + 1d20 ⇒ 5 + (1) = 6 dagger 1:1d4 + 3 ⇒ (2) + 3 = 5 dmg
dagger 2:1d4 ⇒ 4 dmg
sneak attack:1d6 ⇒ 6 dmg.
HP 17/17, HD 2/2, AC 18, init -1 | perc.+3, pass. 13 |str 16 dex 9 con 14 int 13 wis 16* cha 11* | spear +5(1d6+3) | Male Human Outsider Cleric 2 | Effects: None
CON save:1d20 + 2 ⇒ (14) + 2 = 16; Success
HP 16/17
The cleric of Erastil grunts as the tiny arrow pierces his flesh. Showing little other regard from the attack other than grim annoyance, Tursk chants a spell.
"Old Deadeye, lend your aim to my brethren's cause."
Casting Bless on Barl, Jack, and Victor. While it lasts you can roll an additional 1d4 to attacks or saving throws. Spells left: 1st (2/3).
Kat made her actions clear, she was gonna blast one so i will NPV her doing that. As Jack has posted and Barl has not, we will switch their order this round.
Vic fires into the pixies, killing one with a hit to its chest and he tries to hide in the snow drifts. Jack takes the distraction to rip into another of the pixies, leaving it in parts as Kat blasts the third to a frozen cinder. With a bellow large blushish/white creature bursts among you. Its humanoid, dressed in furs and with long limbs and a toothy, trusk filled maw. It stands at lest right feet high. With a fury it falls onto Vic and Barl with claws and fangs. Barl avoids its fangs and a claw, however Vic did not hide well enough and its very long arms reaches out and claims its pound of flesh 8hp
Male Wood Elf Rogue 4 (Swashbuckler); AC: 16, Unarmored: 14; HP: 21/29; Saves: Advantage vs. Charm, Dex and Int; Init: +4; Perc: +4 (Passive 14), HD 4
Round 2, Sneak Att, Cunning Action (Disengage)
Vic attempts to slip inside the reach of the creature to stab it with his rapier, and then he deftly disengages from the melee, moving outside of its range.
Init +2 | HP 15/17 | AC 16(18) | S+0/D+2/C+2/I+0/W+6/C+3 | Perc +6 | Slots: 1st (2/3) | ChanDiv: 1/1 | Flare: 3/4 | HD 2/2 | Insp: [ ]
Nice, Vic! Cunning Action is pretty sweet. :D
"Whoa! Big blue guy!" Arannis shouts in alarm. He then rushes forward and blasts it with fire.
Moving around to where I can catch him in a cone without getting any allies, then casting burning hands. Fire Damage (DEX DC 13 for half):3d6 ⇒ (1, 3, 5) = 9
If he attacks me, I'll use my reaction for a flash of light in his eyes to give him disadvantage on his attack roll. Can't use it to defend my allies, though; just me. Let me know if that happens so I can mark off a use.
HP 17/17, HD 2/2, AC 18, init -1 | perc.+3, pass. 13 |str 16 dex 9 con 14 int 13 wis 16* cha 11* | spear +5(1d6+3) | Male Human Outsider Cleric 2 | Effects: None
My round 1 actions remain as posted. I'll wait for the big guy to go for my round 2.
Round 1
Tursk, calls upon ol deadeye to give his companions a blessing. Barl with a yell smashes his beloved Ugla into the big guy with a solid thunk. Arannis call upon his goddess and burns it with fire, the beast roars in pain and hate fills its eyes.
Round 2
Vic moves to stab at the giant, as Kat blasts it with her fel energy.
Init round 1
Sprits (dead)
Jack, Vic,kat(went)
The big guy(went)
Tursk,Barl,Arannis (went)
Barls face screws up at the smell of burnt troll. "Blech, this thing stinks worse than the Stoats common room after Menander’s chili night!"
Ulga:1d20 + 1d4 + 5 ⇒ (18) + (2) + 5 = 25
Damage:2d6 + 3 ⇒ (2, 3) + 3 = 8
Rerolling the 2:1d6 ⇒ 3
So 9 damage on that one.
A look of realization crosses Barls face as he's fighting. "Wait, is this the troll?! Are you Tobcocker?! The look of realization turns to anger. "This is for Helen, stupid troll!"
Jack moves over to the big enemy, if he can get into melee and swings his dagger.
hit:5 + 1d20 ⇒ 5 + (19) = 24 dagger 2:5 + 1d20 ⇒ 5 + (9) = 14 dmg dagger 1:1d4 + 3 ⇒ (2) + 3 = 5dmg dagger 2:1d4 ⇒ 1 sneak attack:1d6 ⇒ 1
Barl connects with two solid hits, but the giant only bites at him 5 hp and reaches out for two claws at Arannisone hit for 13 hp. Jack gets some hits in as well, but the giant (troll?)keeps coming.
HP 17/17, HD 2/2, AC 18, init -1 | perc.+3, pass. 13 |str 16 dex 9 con 14 int 13 wis 16* cha 11* | spear +5(1d6+3) | Male Human Outsider Cleric 2 | Effects: None
Round 2
Tursk sees red when he sees his companions get mauled. First he casts a healing word on Arannis, and then he fires off a beam of radiant energy at the troll.
Healing vs. Arannis:1d4 + 6 ⇒ (3) + 6 = 9
Troll needs to make a Dex save DC 13. If he fails he takes...
Init +2 | HP 15/17 | AC 16(18) | S+0/D+2/C+2/I+0/W+6/C+3 | Perc +6 | Slots: 1st (2/3) | ChanDiv: 1/1 | Flare: 3/4 | HD 2/2 | Insp: [ ]
GM, did you apply the disadvantage from my flare when I got attacked? Also, you have me marked in initiative has having acted in Round 2, but I never posted a second action.
HP 17/17, HD 2/2, AC 18, init -1 | perc.+3, pass. 13 |str 16 dex 9 con 14 int 13 wis 16* cha 11* | spear +5(1d6+3) | Male Human Outsider Cleric 2 | Effects: None
Bless is still up until I cast another concentration spell or take damage and fail a constitution saving throw. So you still get your d4's.
@ Arannis, I forgot I will roll a second here. And its fine just make your round 2 post. Sorry, guys, I though I left a message, seems I must not have hit send or something, I was out of town this weekend.
Male Wood Elf Rogue 4 (Swashbuckler); AC: 16, Unarmored: 14; HP: 21/29; Saves: Advantage vs. Charm, Dex and Int; Init: +4; Perc: +4 (Passive 14), HD 4
Round 3, Sneak Att, Cunning Action (Disengage)
Again, Vic slips inside the reach of the creature to stab it with his rapier, and then he attempts to again deftly disengage from the melee, moving outside of its range.
HP 17/17, HD 2/2, AC 18, init -1 | perc.+3, pass. 13 |str 16 dex 9 con 14 int 13 wis 16* cha 11* | spear +5(1d6+3) | Male Human Outsider Cleric 2 | Effects: None
I'll hold off on the round 2 Healing Word then, but keep the Sacred Flame. And Bless is still up. Spells left: 1st (2/3)
Arannis hits the "troll" with a spell, inflicting some damage on the beast. Vic swings back into range slicing the giant as Barl Slams Ulga into him again. Kat lets off a blast , but misses as he alwready falls to the ground, unmoving.
HP 17/17, HD 2/2, AC 18, init -1 | perc.+3, pass. 13 |str 16 dex 9 con 14 int 13 wis 16* cha 11* | spear +5(1d6+3) | Male Human Outsider Cleric 2 | Effects: None
"Is it dead?" Tursk kept a respectful distance as he watched the troll for signs of life.
The "troll" seems to be unmoving. It lays there, bleeding/ However, you can feel wind on your back, wind is coming from the circle of stone. A great deal of very, very cold wind.
"Yeah." Barl nudges the giant creature with one foot. "I think Tobblesnocker has had it."
Does it look like the creature has any possessions?
Barl smiles and nods to Vic as a light bulb, dim as it may be, seems to appear over his head. "That Lady we rescued did say something about the cold coming through a portal. Let's go see if that's it!"
HP 17/17, HD 2/2, AC 18, init -1 | perc.+3, pass. 13 |str 16 dex 9 con 14 int 13 wis 16* cha 11* | spear +5(1d6+3) | Male Human Outsider Cleric 2 | Effects: None
Tursk nods and then chants a canticle. He touches his shield and an orb of light appears on the symbol of Erastil.
HP 17/17, HD 2/2, AC 18, init -1 | perc.+3, pass. 13 |str 16 dex 9 con 14 int 13 wis 16* cha 11* | spear +5(1d6+3) | Male Human Outsider Cleric 2 | Effects: None
I'm cool with it. We can move off to the side for a moment, and huddle up for warmth.
Jack will dagger the troll one last time to be sure it is dead. hit:5 + 1d20 ⇒ 5 + (10) = 15advantage since it can't move:5 + 1d20 ⇒ 5 + (1) = 6 dmg:1d4 + 1d6 + 3 ⇒ (3) + (5) + 3 = 11
Jack stabs the "Troll" to make sure it is dead. It lays unmoving and you think of resting and patching yourself up, the vortex within the icicle ring is howling with a fury, the wind grows stronger. A surge of wind suddenly blasts from the swirling vortex in the ring of icicles,gusting outward in a stinging spray of snow and ice. Suddenly, a gaunt horseman with curling ram’s horns and wearing coal-black armor lurches a Black Rider through the portal astride a black warhorse, surrounded by tendrils of cold, dark mist.
The rider slumps in the saddle, a shard of blue ice jutting from his back. As rider and mount come to a halt in the snow, the horse suddenly dissipates into black smoke, and the horseman falls to the ground with a groan. He draws himself to a sitting position, his back rests upon one of the icicles and with a weak arm he motions to you.
"You wish to stop winter from its untimely grasp upon Golarion, yes?" He weakly calls. "I can aid you in that"
HP 17/17, HD 2/2, AC 18, init -1 | perc.+3, pass. 13 |str 16 dex 9 con 14 int 13 wis 16* cha 11* | spear +5(1d6+3) | Male Human Outsider Cleric 2 | Effects: None
"Golarion? We thought this was only a local manifestation?"
WIS (insight):1d20 + 5 ⇒ (10) + 5 = 15
Trying to determine if the knight is hostile. If not, I want to move in to heal him.
Prepared Spells (4) Domain bless, cure wounds
1st create or destroy water, guiding bolt, healing word, protection from evil and good
Proficiency (+2) Armor: light, medium, heavy and shields
Weapons: simple
Tools: pan flute
Languages: Common, Celestial, Sylvan, Ulfen
Saving Throws: Wisdom, Charisma
Skills: athletics (+4), insight (+5), medicine (+5), survival (+5)
Class Features Domain (Life) Disciple of Life: add spell level +2 to healing spells
Background Features Origin: Pilgrim
Wanderer: can feed up to 5 people with survival when in the wild.
Personality Traits: I watch over my friends and would do anything for them.
Bond: My home is the most important thing in my life.
Flaw: I am slow to trust those who are different.
Equipment On Person: mace, chain mail, spear, explorer's pack, shield, holy symbol, staff, hunting trap, trophy (bear tooth necklace), traveler's clothes, belt pouch
Trinket (69): a crystal knob from a door
Wealth: 170gp
Here's my warlock (so far). I was having trouble finding a background that fit my original concept, but with a bit of reworking that concept, I think I can make the urchin background work. Backstory and final adjustments for the rolls below will follow tomorrow.
Personality Trait: I sleep with my back to a wall or tree, with everything I own wrapped in a bundle in my arms.
Ideal: I help the people who help me - that's what keeps us alive.
Bond: I escaped my homeland after stealing an item and inadvertently witnessing an event I shouldn't have. I owe my life to the friend who helped me escape the North.
Flaw: If a fight can't be avoided, I'd rather kill them in their sleep than fight fair. "Fighting Fair" gets you killed.
[spoiler=Equipment]
Light Crossbow / 20 bolts
Leather Armor
2 Daggers
Staff
Arcane Focus (Orb) - stolen - shortly after which, Maeri's powers 'awakened'.
Map of "City" (hopefully to be determined w/ DM if chosen)
Belt Pouch
Common Clothes
"Whiskers"?? the mouse.
I'm currently filling out Olybrius's background now. I just want to make sure it fits his Background and class.
Jiggy
RPG Superstar 2015 Top 32, RPG Superstar 2012 Top 32
seekerofshadowlight wrote:
On backgrounds, a few of you lack them. I would like at lest a paragraph of background. I will not be choosing characters based off stats alone.
What's the general premise/location/setup? Can you tell us where the PCs are when the AP starts? That way, I can come up with a reason why I'm there and make an appropriate backstory. Or is that information contained in some sort of document related to the AP that I can look at?
Also, you left my work-in-progress wizard off your tally. :)
Pathfinder Maps, Starfinder Adventure Path, Starfinder Maps, Starfinder Society Subscriber; Pathfinder Roleplaying Game Superscriber
Jiggy wrote:
seekerofshadowlight wrote:
On backgrounds, a few of you lack them. I would like at lest a paragraph of background. I will not be choosing characters based off stats alone.
What's the general premise/location/setup? Can you tell us where the PCs are when the AP starts? That way, I can come up with a reason why I'm there and make an appropriate backstory. Or is that information contained in some sort of document related to the AP that I can look at?
Also, you left my work-in-progress wizard off your tally. :)
Jiggy
RPG Superstar 2015 Top 32, RPG Superstar 2012 Top 32
Jam412 wrote:
Jiggy wrote:
seekerofshadowlight wrote:
On backgrounds, a few of you lack them. I would like at lest a paragraph of background. I will not be choosing characters based off stats alone.
What's the general premise/location/setup? Can you tell us where the PCs are when the AP starts? That way, I can come up with a reason why I'm there and make an appropriate backstory. Or is that information contained in some sort of document related to the AP that I can look at?
Also, you left my work-in-progress wizard off your tally. :)
I'll need to adjust my flaw since Heldren is actually a pretty tolerant place. I'll have a background paragraph up along with an adjustment to my sheet by tonight. I still plan on being a local.
Prepared Spells (4) Domain bless, cure wounds
1st create or destroy water, guiding bolt, healing word, protection from evil and good
Proficiency (+2) Armor: light, medium, heavy and shields
Weapons: simple
Tools: pan flute
Languages: Common, Celestial, Sylvan, Ulfen
Saving Throws: Wisdom, Charisma
Skills: athletics (+4), insight (+5), medicine (+5), survival (+5)
Class Features Domain (Life) Disciple of Life: add spell level +2 to healing spells
Background Features Origin: Pilgrim
Wanderer: can feed up to 5 people with survival when in the wild.
Personality Traits: I watch over my friends and would do anything for them.
Ideal: Greater Good. We have a responsability to those around us.
Bond: My home is the most important thing in my life.
Flaw: I am intolerant to those who do not share my ideals.
Equipment On Person: mace, chain mail, spear, explorer's pack, shield, holy symbol, staff, hunting trap, trophy (bear tooth necklace), traveler's clothes, belt pouch
Trinket (69): a crystal knob from a door
Wealth: 170gp
Okay, fixed my crunch. Added my ideals, which I somehow forgot the first time. And I changed up my Flaw to be a more accommodating of someone who grew up in Heldren.
Tursk was thrust screaming into the world, when his father cut him from his dying mother. His parents were tracking game in the Border Wood, when they were attacked by a dire bear. His mother had killed the deadly animal with her spear but could not avoid a vicious mauling to her throat. She died saying a prayer to Old Dead Eye to watch over her newborn babe. As a memento, his father took a tooth from the dead animal and wore it as a necklace until he himself died thirteen years later from the red cough.
Having lost so much so early, Tursk yearned for family and wed early to a Qadiran woman named Holana – his mountain blossom. He moved to Demgazi, and was blissfully happy for three years before tragedy struck. A freak fire took his wife’s life while he was out on a hunt. A crystal door knob survived the fire, and he keeps it with him to this day as a reminder of his lost love.
He returned to Heldren determined to be as good a man as his wife thought him to be. He wanted to protect his hearth and home. And soon thereafter he felt the call of Old Deadeye, and opted to serve as his cleric. Some in town ponder why the ever smiling, good-natured Tursk would ever serve such a dour god as Erastil, but they do not know of his pain. Only a select few have ever seen him so unguarded.
Jiggy
RPG Superstar 2015 Top 32, RPG Superstar 2012 Top 32
Trinket:1d100 ⇒ 36
A vest with 100 tiny pockets. Interesting.
Helen Gardamum:
Backstory
A native of Irrisen, Helen Gardamum is petite for an ulfen, meaning she is of a size that others would consider normal. With her less viking-esque size also comes a more bookish temperament, inclining her to the study of all things written. When she was in her late teens, she traveled to Oppara in Taldor to study languages and wizardry, both of which she picked up with ease, graduating ahead of schedule. Wanting a break from the big city, Helen has now traveled to Heldren, where she can enjoy a small-town atmosphere while within a reasonable distance of Zimar (and particularly its libraries). She's been in town for a few weeks, and is just settling in for a comfortable chapter of her life... or so she thinks.
Racial Abilities
Speed 30ft
Proficient in one skill of choice
Gain one feat (Linguist)
Feats Linguist - Increase INT by 1 (max 20). Learn 3 languages. Can create written ciphers; to read, must either be taught by me, succeed on INT check (DC = INT score + prof, currently DC 18), or use magic to decipher.
Class Abilities Cantrips Known: 3
Spells prepared per day: 4
Arcane Recovery: Once per day during a short rest, I can recover spent spell slots of levels totalling half my wizard level (rounded up).
Ritual casting: I can ritual-cast any ritual spell in my spellbook, even if I don't have it prepared.
Background (Pending GM approval) Linguist: Gain 4 languages.
Skill and Tool Proficiencies
Arcana +5
History +5
Investigation +5
Total Cantrips Known: 3
Fire Bolt (120ft, VS): Ranged spell attack, 1d10 fire damage.
Light (Tch, 1hr, VM): Target glows bright20/dim20.
Prestidigitation (1 action/10ft/VS): You create one of the following magical effects within range:
- Instantaneous harmless sensory effect (sparks, wind, faint music, smell, etc)
- Ignite/snuff a candle/torch/campfire
- Clean/soil object up to 1 cubic ft
- Chill/warm/flavor up to 1 cubic ft nonliving material for 1hr
- Make a color, small mark, or symbol appear for 1hr
- Create nonmagical trinket/illusory image in hand for 1 round
Can have up to 3 running at once.
Spellbook Comprehend Languages (ritual, VSM): Understand all language for 1hr, but for writing I have to be touching it.
Detect Magic (ritual, VS, conc:10min): Sense magic within 30ft, can spend action to see aura and know school.
Identify (ritual, VSM, 100gp pearl, 1min): Learn magic properties of something I touch during the whole casting. Magic item, I learn how it works, charges, etc. Object/creature affected by spells, I learn which spells.
Mage armor (VSM, 8hrs): Touch an armorless creature, its AC becomes 13+DEX for duration.
Magic Missile (120ft, VS): Shoot 3 darts for 1d4+1 force damage each.
Sleep (90ft, VSM, 1min): Pick a point of origin for a 20ft radius. 5d8 HP worth of creatures (center first) fall asleep. Does not affect undead or creatures immune to charm.
Spellcasting Save DC: 13 1st-level slots per day: 2
Spells Prepared (4): comprehend languages, mage armor, magic missile, sleep
Inventory
Dagger
Component pouch
Scholar's pack (backpack, book of lore, bottle of ink, inkpen, 10x parchment, bag of sand, small knife)
Spellbook
Pearl worth 100gp
Vest with 100 tiny pockets
Cash: 10gp
I'm sure I've probably forgotten something, but there it is. The backstory's somewhat basic, but the player's guide didn't offer much more than "be in Heldren", so I didn't know what other tie-ins I could make. I'm open to feedback. :)
As far as backstory goes, I went with my character is completely new and foreign to Heldren and its neighboring cities. I decided to just create a character out of personality instead of just creating a character that knows much about the city he is in or any of the nearby locations.
Jenrah here. I changed her name, and I'm not sure if this is the final avatar I'll use (not that it matters at this point), but here is "Maeri", including backstory. Let me know if I'm missing anything.
Rolled Trinket was #14 - "An enormous scale, perhaps from a dragon"
@seekerofshadowlight: Are we still on pace to close recruitment on Friday, the 19th, with decisions regarding party make-up to be made? Just curious...
Yeah it will close Friday as we seem to have reached our limit of interest. I will be out Friday night so I likely will not post up the group selected until Saturday.