[PFS_CORE_Aerondor] 02-19 Keep of the Huscarl King (Shades of Ice part III) (Inactive)

Game Master Aerondor

Map

init:

[dice=Farlen]1d20+2[/dice]
[dice=Khagrom]1d20+4[/dice]
[dice=Stratacast]1d20+2[/dice]
[dice=Amri]1d20+1[/dice]
[dice=trouble]1d20+9[/dice]

Chronicles


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Grand Lodge

Male Human Wizard/5 (12XP)|HP42/42|AC 12( currently16 w/mage armor)/T12/FF10(currently 14)|Init+2|F+4 R+4 W+5|Perc+0| used: |8 of 8 acid darts remaining|

Farlen quickly steps back and lets some colored sand fly that at a word transforms into an array of colors that engulf the green and blue barbarians.
Casts color spray, dc 15 will save

"No good deed goes unpunished." "Those horns must be signals to be ready for approaching enemies."

Lantern Lodge

Silent tide map

Well, things don't go quite as the kellid expected.

They don't start badly you understand. That odd southerner makes a really bad attempt to punch one of them. The kellid laughs. Which turns out to be a bit of a mistake.

Snakey, slips forward and gives him a bit of a lesson about what Real Snakes(tm) do. Not those wolly white things that hang round in the north. Just to show there is no hard feelings he offers a hug, which the kellid, unfriendly beast that he is, refuses.

The dwarf then tries to get all unfriendly. Not that the kellid seem especially worried about such a short fellow, he couldn't hurt one of them big tough warriors now could he. Especially not if that is the best he can do with his hammer. More northern laughter echoes across the snowy ring as the one with blue woad does a mocking dance easily avoiding the attack.

And that is where things go wrong. See, he was so busy making fun of the southerners that he totally missed Amiri. Of course she is just a woman. So what is she doing with a sword, probably doesn't even know how to use it. And a Big sword at that. Bet she can't actually swing it which was pretty much the last thought to go through his head before everything went blank.

His best mate, with the green woad roars in anger, which was probably hallit for "You just got lucky"

will: 1d20 ⇒ 18

When lights go off in his face. This is no pathtic wanna be warrior though. He has spent years having his eyes dazzled by snow, and little lights isn't going to do anything to him!

Rather than worry about the man with pretty lights, he concentrates on teaching Amiri a lesson.
attack: 1d20 ⇒ 17
damage: 1d8 + 4 ⇒ (6) + 4 = 10
"En vil lære deg hvordan å bekjempe liten jente" he calls out.

The one who tossed a javelin earlier then draws his own sword and swings at Stratacast.
attack: 1d20 ⇒ 5
However he is obviously upset at his cousin being dispatched so easily, and misses his own stroke.

blue stabilise: 1d20 ⇒ 13

Status, bold may post:
Stratacast
Snakey
Amiri, raging 10 damage
Farlen 7 damage
Khargom 12 damage

Barbarians
blue 18 damage (dying)

The Concordance

LN Dwarf Rogue 4 | 2 Star Reroll 1/1, Mods: Trap Spotter (talent), Step Up (feat) | HP 38 (-0) | AC/Tch/FF 19/12/-- (Uncanny Dodge, +4 vs. Giants, +1 vs. Traps) | CMD (bullrush/trip) 16 (20) | F/R/W +5/+7/+4 (+1 vs. Traps, Evasion, +2 vs. poisons/spells/spell-like, +1 vs. Fire from Boon) | Speed 20ft | Perception: +9 (+2 traps, +2 stonework, +4 stone traps, darkvision), SM: +6 | Init: +4

Khargrom's eyes go wide as Amiri fells the barbarian attacker with a single strike, "Wowsa! Not that I doubted it, but jeepers that was a hell of a hit. I'll uh go help Strat over here."

Partially out of survival mode to get a bit of distance from their pissed off ally, partially out of tactical sense, Khargrom repositions and moves into a flank with Stratacast.

Double Move, route shown on map.


“ISEPH” TN Andriod (Skirmisher) Operative 1 | HP 18 (-0), Force Field 2/6 | AC 18 | F/R/W +5/+9/+5 | Perc +7 | Stealth +7 | Speed 25 | Hero Points 0/1 | Spells: NA | Active Conditions: NA

Amiri turns to the barbarian who thinks he can teach her a lesson, it'll be the last lesson he ever teaches. "LUCKY!?! You'll be LUCKY IF YOU END UP IN THE AFTERLIFE WITH ALL YOUR LIMBS!!!"

Attack Green, continue raging, Current AC 13, 4/6 rage left.

Large Bastard Sword: 1d20 + 5 ⇒ (9) + 5 = 14 for Slashing: 2d8 + 9 ⇒ (3, 4) + 9 = 16

Lantern Lodge

Silent tide map

Khargrom shows that discretion is the better part of valour as the irate Amri fells a second kellid with a second blow. The last remaining one roars back his own anger at her.

One left. Just as well Amri is only first level! Told you most of these fights wouldn't be too tough for you

Liberty's Edge

Male NG Human Druid 1 | HP 10/10| AC 17 T 12 FF 15 | CMB +3 CMD 15/13 | F: +5, R: +2, W: +5 | Init: +2 | Perc: +7, SM: +3 | Speed 30ft | Spells: Druid 1st 2/2| Active conditions:

Stratacast tries to deliver a knockout punch to the Kellid in front of him for underestimating a group of armed adventurers.

unarmed strike, flank: 1d20 + 3 + 2 ⇒ (6) + 3 + 2 = 11
non-lethal damage, dirty fighter: 1d3 + 3 + 1 ⇒ (3) + 3 + 1 = 7


N Medium Animal | HP 15/15 | AC 15 T 13 FF 12 | CMB +3/+7 CMD 16/13 | F: +4, R: +6, W: +1 | Init: +3 | Perc: +1, SM: +1 | Speed 20ft Climb 20ft Swim 20ft || Active conditions:

Rocky slithers up and tries to bite and wrap the remaining Kellid as well.

bite: 1d20 + 3 ⇒ (5) + 3 = 8
damage: 1d3 + 3 ⇒ (3) + 3 = 6
grab on hit: 1d20 + 7 ⇒ (6) + 7 = 13

Grand Lodge

Male Human Wizard/5 (12XP)|HP42/42|AC 12( currently16 w/mage armor)/T12/FF10(currently 14)|Init+2|F+4 R+4 W+5|Perc+0| used: |8 of 8 acid darts remaining|

Farlen pulls out a wand and pointing it at red, "Zappo".
A streak of red fires out of the wand and buries itself into the red barbarian.
dmg magic missiles wand: 1d4 + 1 ⇒ (3) + 1 = 4

Lantern Lodge

Silent tide map

The warrior blocks Stratacast's punch with his shield. Now that is hardly playing fair, and it hurt! He then dodges away from Rocky's attempt at intimate conversation. He can't however dodge the forceful bolt of magic that takes him in the chest. Growling he tries to finish off the dangerous looking snake, before stepping out of his awkward position.

attack: 1d20 ⇒ 20
crit attack?: 1d20 ⇒ 20
ouch: 3d8 + 6 ⇒ (7, 7, 2) + 6 = 22

Rocky looks... unwell.
stabilisex2 barbarians: 2d20 ⇒ (9, 17) = 26
Status, bold may post:
Stratacast
Snakey 22 damage (on -7, dying)
Amiri, raging 10 damage
Farlen 7 damage
Khargom 12 damage

Barbarians
blue 19 damage (dying)
green 16 damage (unconscious)


N Medium Animal | HP 15/15 | AC 15 T 13 FF 12 | CMB +3/+7 CMD 16/13 | F: +4, R: +6, W: +1 | Init: +3 | Perc: +1, SM: +1 | Speed 20ft Climb 20ft Swim 20ft || Active conditions:

stabilize: 1d20 + 1 ⇒ (10) + 1 = 11 Failed. It might come down to a good thing that I gave my snake toughness as his first feat.

Rocky continues to bleed out on the cold ground.

Liberty's Edge

Male NG Human Druid 1 | HP 10/10| AC 17 T 12 FF 15 | CMB +3 CMD 15/13 | F: +5, R: +2, W: +5 | Init: +2 | Perc: +7, SM: +3 | Speed 30ft | Spells: Druid 1st 2/2| Active conditions:

Hoping to end the fight quickly to tend to his beloved snake, Staracast tries to punch the Kellid again.

unarmed strike: 1d20 + 3 ⇒ (1) + 3 = 4

Grand Lodge

Male Human Wizard/5 (12XP)|HP42/42|AC 12( currently16 w/mage armor)/T12/FF10(currently 14)|Init+2|F+4 R+4 W+5|Perc+0| used: |8 of 8 acid darts remaining|

Farlen advances forward attempting to get a clean shot, but can't quite get one. He speaks a word and points his outstretched arm at the barbarian.
acid bolt vs touch with pbs, precise, but cover: 1d20 + 4 - 4 ⇒ (13) + 4 - 4 = 13
dmg: 1d6 + 2 ⇒ (4) + 2 = 6

"Surrender and let's help your friends! We are not here to fight. We are just passing through."

The Concordance

LN Dwarf Rogue 4 | 2 Star Reroll 1/1, Mods: Trap Spotter (talent), Step Up (feat) | HP 38 (-0) | AC/Tch/FF 19/12/-- (Uncanny Dodge, +4 vs. Giants, +1 vs. Traps) | CMD (bullrush/trip) 16 (20) | F/R/W +5/+7/+4 (+1 vs. Traps, Evasion, +2 vs. poisons/spells/spell-like, +1 vs. Fire from Boon) | Speed 20ft | Perception: +9 (+2 traps, +2 stonework, +4 stone traps, darkvision), SM: +6 | Init: +4

Khargrom takes a loop around the stone and sees his last chance to allow the fool to live, while still being able to save the sneky snek. He drops his warhammer and pulls his sap while moving and readies to strike when the enemy is distracted by Amiri moving up to slaughter him. "I'll distract him lass, get in there and take him out!"

Free to drop warhammer, Move 20 ft while drawing Sap, Readied to strike when Amiri moves into flanking.

Readied:
MW Sap + Flanking: 1d20 + 5 + 2 ⇒ (3) + 5 + 2 = 10 for Bludgeoning/NL + Sneak Attack: 1d6 + 2 + 2d6 ⇒ (3) + 2 + (3, 1) = 9

Well I guess the dicebot wants this guy dead too, NL attacks all missing. :(


“ISEPH” TN Andriod (Skirmisher) Operative 1 | HP 18 (-0), Force Field 2/6 | AC 18 | F/R/W +5/+9/+5 | Perc +7 | Stealth +7 | Speed 25 | Hero Points 0/1 | Spells: NA | Active Conditions: NA

Amiri slowly stomps up, closing the distance between her and the last enemy who just killed her friend's snake. Her rage bubbles clearly to the surface as she takes a mighty overhanded slash down towards the enemy. "SNAKE IS FRIEND TOO!"

Large Bastard Sword + Flank: 1d20 + 5 + 2 ⇒ (2) + 5 + 2 = 9 for Slashing: 2d8 + 9 ⇒ (2, 1) + 9 = 12

Hmmm... us roll good. Current AC 13, 3/6 rage left.

Lantern Lodge

Silent tide map

Khargrom and Amiri try to doubleteam the last barbarian, but the only one who is able to actually hurt him is the wizard. The barbarian howls in pain as acid bites through his winter clothing.

With Amiri in range, he takes a swing at her...
attack: 1d20 ⇒ 8

But can't land the blow.

stab: 1d20 ⇒ 5

Status, bold may post:
Stratacast
Snakey 22 damage (on -8, dying)
Amiri, raging 10 damage
Farlen 7 damage
Khargom 12 damage

Barbarians
blue 20 damage (dying)
green 16 damage (unconscious)

Liberty's Edge

Male NG Human Druid 1 | HP 10/10| AC 17 T 12 FF 15 | CMB +3 CMD 15/13 | F: +5, R: +2, W: +5 | Init: +2 | Perc: +7, SM: +3 | Speed 30ft | Spells: Druid 1st 2/2| Active conditions:

Staracast keeps on trying, undeterred by his lack of success so far.

unarmed strike: 1d20 + 3 ⇒ (13) + 3 = 16
non-lethal damage: 1d3 + 3 ⇒ (3) + 3 = 6

Grand Lodge

Male Human Wizard/5 (12XP)|HP42/42|AC 12( currently16 w/mage armor)/T12/FF10(currently 14)|Init+2|F+4 R+4 W+5|Perc+0| used: |8 of 8 acid darts remaining|

Farlen again moves around the stone circle looking for a clear opening at the barbarian. He finds one and fires another blast of acid.
acid bolt vs touch with pbs, precise shot: 1d20 + 4 ⇒ (19) + 4 = 23
dmg acid: 1d6 + 2 ⇒ (1) + 2 = 3

"This is pointless. Surrender! We can discuss this."

Lantern Lodge

Silent tide map

The last barbarian goes down, unconscious in the snow.

Combat over, for now. You still have a snake and a barbarian very near death.

Grand Lodge

Male Human Wizard/5 (12XP)|HP42/42|AC 12( currently16 w/mage armor)/T12/FF10(currently 14)|Init+2|F+4 R+4 W+5|Perc+0| used: |8 of 8 acid darts remaining|

Seeing as how Farlen is right next to the blue barbarian, he will attempt a heal check.
heal check: 1d20 ⇒ 1

"Stratacast, you may want to hurry. If this man is depending on me to save him, he is surely lost."

Liberty's Edge

Male NG Human Druid 1 | HP 10/10| AC 17 T 12 FF 15 | CMB +3 CMD 15/13 | F: +5, R: +2, W: +5 | Init: +2 | Perc: +7, SM: +3 | Speed 30ft | Spells: Druid 1st 2/2| Active conditions:

"Let me make sure my snake doesn't die first. Does anyone know first aid?" he asks while trying to stem the flow of blood.

heal check: 1d20 + 3 ⇒ (4) + 3 = 7


N Medium Animal | HP 15/15 | AC 15 T 13 FF 12 | CMB +3/+7 CMD 16/13 | F: +4, R: +6, W: +1 | Init: +3 | Perc: +1, SM: +1 | Speed 20ft Climb 20ft Swim 20ft || Active conditions:

stabilize: 1d20 + 1 ⇒ (13) + 1 = 14 -9hp
stabilize: 1d20 + 1 ⇒ (11) + 1 = 12 -10hp

The Concordance

LN Dwarf Rogue 4 | 2 Star Reroll 1/1, Mods: Trap Spotter (talent), Step Up (feat) | HP 38 (-0) | AC/Tch/FF 19/12/-- (Uncanny Dodge, +4 vs. Giants, +1 vs. Traps) | CMD (bullrush/trip) 16 (20) | F/R/W +5/+7/+4 (+1 vs. Traps, Evasion, +2 vs. poisons/spells/spell-like, +1 vs. Fire from Boon) | Speed 20ft | Perception: +9 (+2 traps, +2 stonework, +4 stone traps, darkvision), SM: +6 | Init: +4

”I’ve seen enough battles to know what ta try, but with a snake I can’t guarantee anything.” He moves over and tries to stop the bleeding.

Heal: 1d20 + 2 ⇒ (11) + 2 = 13

”Take the wand from my pocket and give it a go!”

Liberty's Edge

Male NG Human Druid 1 | HP 10/10| AC 17 T 12 FF 15 | CMB +3 CMD 15/13 | F: +5, R: +2, W: +5 | Init: +2 | Perc: +7, SM: +3 | Speed 30ft | Spells: Druid 1st 2/2| Active conditions:

"My thanks. I'll be sure to return the favor as I do more work for the society, sir Dwarf." Staracast says as he taps Rocky with the wand.

CLW: 1d8 + 1 ⇒ (2) + 1 = 3 I'll carry him now that he is stable.

"Now, lets make sure we haven't killed the natives."

heal on kellids: 1d20 + 3 ⇒ (8) + 3 = 11
heal on kellids: 1d20 + 3 ⇒ (14) + 3 = 17

Lantern Lodge

Silent tide map

Not going to use the wand on that kellid he is rapidly bleeding out?
stabilizex2: 2d20 ⇒ (1, 15) = 16

Carrying Rocky will be tough, he is a medium sized snake. Which means his weight is likely going to put you into a heavily burdened state.

The sky starts to loom ominous.

Grand Lodge

Male Human Wizard/5 (12XP)|HP42/42|AC 12( currently16 w/mage armor)/T12/FF10(currently 14)|Init+2|F+4 R+4 W+5|Perc+0| used: |8 of 8 acid darts remaining|

"Here use this on him. I would feel forever remorseful if we healed a snake, but let a man die to save a few gold"

Farlen hands his cure light wounds wand to the druid.

"Yes, I realize they were just trying to kill us. But, still life is not to be wasted."

Liberty's Edge

Male NG Human Druid 1 | HP 10/10| AC 17 T 12 FF 15 | CMB +3 CMD 15/13 | F: +5, R: +2, W: +5 | Init: +2 | Perc: +7, SM: +3 | Speed 30ft | Spells: Druid 1st 2/2| Active conditions:

Wasn't going to use someone elses wand charges on NPCs. My own wand? Definitely. I also thought only one Kellid was bleeding out still and I figured my second heal check (success) would be enough to keep him alive.

The Concordance

LN Dwarf Rogue 4 | 2 Star Reroll 1/1, Mods: Trap Spotter (talent), Step Up (feat) | HP 38 (-0) | AC/Tch/FF 19/12/-- (Uncanny Dodge, +4 vs. Giants, +1 vs. Traps) | CMD (bullrush/trip) 16 (20) | F/R/W +5/+7/+4 (+1 vs. Traps, Evasion, +2 vs. poisons/spells/spell-like, +1 vs. Fire from Boon) | Speed 20ft | Perception: +9 (+2 traps, +2 stonework, +4 stone traps, darkvision), SM: +6 | Init: +4

You can burn as many charges as necessary to get Rocky back up from Khargrom’s wand. I appreciate you not assuming anything about using our resources, but I and Khargrom want the group at full strength. Busy day for me today, will try to post more soon.

Liberty's Edge

Male NG Human Druid 1 | HP 10/10| AC 17 T 12 FF 15 | CMB +3 CMD 15/13 | F: +5, R: +2, W: +5 | Init: +2 | Perc: +7, SM: +3 | Speed 30ft | Spells: Druid 1st 2/2| Active conditions:

What, you don't want to carry a human sized snake across the tundra? Thanks Khargrom!

Stracast bandages up the wounds on the Kellids before using Khargrom's wand on his snake, "Well, Rocky here owes you one, as do I. What should we do with the Kellids? They will probably die if we leave them like this, but we probably can't carry all of them with us. Maybe we could tie their hands behind their back and wake them up enough to let them walk back home?" he says before facing Amiri, "What do you know about their culture, other than they don't like women? Should we wake them back up?"

CLW: 1d8 + 1 ⇒ (3) + 1 = 4 -6/15
CLW: 1d8 + 1 ⇒ (8) + 1 = 9 +5/15
CLW: 1d8 + 1 ⇒ (6) + 1 = 7 +12/15


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“ISEPH” TN Andriod (Skirmisher) Operative 1 | HP 18 (-0), Force Field 2/6 | AC 18 | F/R/W +5/+9/+5 | Perc +7 | Stealth +7 | Speed 25 | Hero Points 0/1 | Spells: NA | Active Conditions: NA

As the last immediate threat collapses to the ground before she could put her sword through his throat, Amiri manages to stay her hand and begins the difficult process of slowing her breathing and relaxing her muscles. The process often leaves her extremely tired for a short bit, so she buries her weapon into the ground and leans heavily against it.

She spits on the ground as the snake charmer asks her further questions, "Why do you think I know anything about this tribe. It isn't my tribe. Obviously they hate outsiders and would probably rather die in battle then be saved by them. You want to save them, fine. Craft a sled and I'll drag their bodies along behind. You all move slow anyway, won't be hard to keep up."

She turns to the druid, "Snake good? Heal this cut next?"

Khargrom nods his assent to use the wand on her and then asks for it to be used on himself next before slipping it back into a pocket.

CLW on Amiri: 2d8 + 2 ⇒ (4, 6) + 2 = 12 (2 charges used)

CLW on Khargrom: 2d8 + 2 ⇒ (6, 4) + 2 = 12 (2 charges used)

The Concordance

LN Dwarf Rogue 4 | 2 Star Reroll 1/1, Mods: Trap Spotter (talent), Step Up (feat) | HP 38 (-0) | AC/Tch/FF 19/12/-- (Uncanny Dodge, +4 vs. Giants, +1 vs. Traps) | CMD (bullrush/trip) 16 (20) | F/R/W +5/+7/+4 (+1 vs. Traps, Evasion, +2 vs. poisons/spells/spell-like, +1 vs. Fire from Boon) | Speed 20ft | Perception: +9 (+2 traps, +2 stonework, +4 stone traps, darkvision), SM: +6 | Init: +4

Using what he finds on the bodies (cloth, rope, weapon shafts, etc...) Khargrom attempts to craft a makeshift sled for Amiri to pull the bodies along behind the group.

Craft: Anything: 1d20 + 1 ⇒ (18) + 1 = 19

For the record, Khargrom marked off 8 charges from his wand. 4 for snake, 2 for Amiri, 2 for Khargrom.

Grand Lodge

Male Human Wizard/5 (12XP)|HP42/42|AC 12( currently16 w/mage armor)/T12/FF10(currently 14)|Init+2|F+4 R+4 W+5|Perc+0| used: |8 of 8 acid darts remaining|

While you are at it, Farlen is wounded and would appreciate a tap or two with his clw wand.

"Do you really think we need to take them with us? Can't we just shelter them and give them some food? This is like their back yard. They probably can survive better than us"

Grand Lodge

Male Human Wizard/5 (12XP)|HP42/42|AC 12( currently16 w/mage armor)/T12/FF10(currently 14)|Init+2|F+4 R+4 W+5|Perc+0| used: |8 of 8 acid darts remaining|

Assuming Stratacast helps Farlen to use Farlen's clw wand.
clw wand: 1d8 + 1 ⇒ (1) + 1 = 2
clw wand: 1d8 + 1 ⇒ (1) + 1 = 2
clw wand: 1d8 + 1 ⇒ (3) + 1 = 4

Lantern Lodge

Silent tide map

There is, according to your map, a nearby cave. That was where you were going to shelter for the night. You could always take them there with you. One of them at least is likely to wake up overnight with a sore head, but not life threatening wounds.

Liberty's Edge

Male NG Human Druid 1 | HP 10/10| AC 17 T 12 FF 15 | CMB +3 CMD 15/13 | F: +5, R: +2, W: +5 | Init: +2 | Perc: +7, SM: +3 | Speed 30ft | Spells: Druid 1st 2/2| Active conditions:

"Well, lets at least take them to the cave on our map. We'll tie their hands and someone has to keep watch anyway, but we can let them free when they wake up." Stratacast says as he helps use the wand on his allies.

Grand Lodge

Male Human Wizard/5 (12XP)|HP42/42|AC 12( currently16 w/mage armor)/T12/FF10(currently 14)|Init+2|F+4 R+4 W+5|Perc+0| used: |8 of 8 acid darts remaining|

"Let's do it. I can help with a sled."

Farlen grabs a rope to help.

"Let's move out"8

Lantern Lodge

Silent tide map

You pass a cold night, which is slightly warmer due to the presence of the extra bodies in the cave. One of them does indeed come to overnight, but is in no condition to escape his bonds.

Liberty's Edge

Male NG Human Druid 1 | HP 10/10| AC 17 T 12 FF 15 | CMB +3 CMD 15/13 | F: +5, R: +2, W: +5 | Init: +2 | Perc: +7, SM: +3 | Speed 30ft | Spells: Druid 1st 2/2| Active conditions:

Unless someone intends to try and communicate with the Kellids, Stratacast sets about freeing them.

In the morning, Stracast approaches the Kellid that is awake, making sure not to bring a weapon or shield. He shows his hands are empty and motions his two hands coming apart, to indicate that he means to free them from their bonds, and then pantomimes running out of the cave, to indicate that they should leave. Finally, he hands the Kellid that is awake the rope to the sled so he can pull his two friends.

The Concordance

LN Dwarf Rogue 4 | 2 Star Reroll 1/1, Mods: Trap Spotter (talent), Step Up (feat) | HP 38 (-0) | AC/Tch/FF 19/12/-- (Uncanny Dodge, +4 vs. Giants, +1 vs. Traps) | CMD (bullrush/trip) 16 (20) | F/R/W +5/+7/+4 (+1 vs. Traps, Evasion, +2 vs. poisons/spells/spell-like, +1 vs. Fire from Boon) | Speed 20ft | Perception: +9 (+2 traps, +2 stonework, +4 stone traps, darkvision), SM: +6 | Init: +4

Khargrom stands by, not far away but close enough to help if things go south.

Lantern Lodge

Silent tide map

There is only one in a state that he can move. When he realises you are letting him go he looks confused, makes sure his comrades are as well protected as he can, and then runs off to the east.
'
Outside the sky is overcast and ominous. Heavy grey clouds loom low overhead and the bitterly cold weather starts to take a turn for the worse.

survival DC15:
There is a storm heading down from the north, and looks like it might intersect with the path you are following...

You could probably stay ahead of it if you undertook a forced march..

Liberty's Edge

Male NG Human Druid 1 | HP 10/10| AC 17 T 12 FF 15 | CMB +3 CMD 15/13 | F: +5, R: +2, W: +5 | Init: +2 | Perc: +7, SM: +3 | Speed 30ft | Spells: Druid 1st 2/2| Active conditions:

Hey didn't want to take his allies on the sled? If so, we've got a long way to go with this sled of dead weight.

survival: 1d20 + 9 ⇒ (10) + 9 = 19

Once outside, Sratacast looks to the sky, "Storms coming from the North. We need to move fast if we want to avoid getting caught in it."

Lantern Lodge

Silent tide map

If you are offering him the sled, he'll load them onto it and drag them off too.

The day is long, bitterly cold, but at least without obvious threats. Obvious threats other than the weather that is, which surely has killed more people than the all the mega-fauna combined.

You'll need to make a pair of forced march checks if you want to avoid the weather. These are a CON check (DC 12 and then 14). Failure makes you fatigued and gives you some NL damage. On the plus side you rested overnight, so get your level in HP back. Alternatively you can risk the storm itself.

Status:
Stratacast
Snakey
Amiri,
Farlen
Khargom

The Concordance

LN Dwarf Rogue 4 | 2 Star Reroll 1/1, Mods: Trap Spotter (talent), Step Up (feat) | HP 38 (-0) | AC/Tch/FF 19/12/-- (Uncanny Dodge, +4 vs. Giants, +1 vs. Traps) | CMD (bullrush/trip) 16 (20) | F/R/W +5/+7/+4 (+1 vs. Traps, Evasion, +2 vs. poisons/spells/spell-like, +1 vs. Fire from Boon) | Speed 20ft | Perception: +9 (+2 traps, +2 stonework, +4 stone traps, darkvision), SM: +6 | Init: +4

Khargrom agrees and attempts to keep up with his faster allies, "I ain't quick in short distances, but I can really keep going longer than most. Should be able to keep up."

Con DC 12: 1d20 + 3 ⇒ (14) + 3 = 17

Con DC 14: 1d20 + 3 ⇒ (15) + 3 = 18

Grand Lodge

Male Human Wizard/5 (12XP)|HP42/42|AC 12( currently16 w/mage armor)/T12/FF10(currently 14)|Init+2|F+4 R+4 W+5|Perc+0| used: |8 of 8 acid darts remaining|

"Just keep walking..."

dc12 con check: 1d20 + 1 ⇒ (11) + 1 = 12
dc14 con check: 1d20 + 1 ⇒ (8) + 1 = 9

Lantern Lodge

Silent tide map

Khargrom is as good as he word. Steadily eating up the miles. While Farlen starts strong, the wizard's lack of endurance starts to tell by the end of the day.

Farlen NL damage: 1d6 ⇒ 4

Status: bold still to post
Stratacast
Snakey
Amiri,

Farlen Fatigued; 4NL damage;
Khargom

Liberty's Edge

Male NG Human Druid 1 | HP 10/10| AC 17 T 12 FF 15 | CMB +3 CMD 15/13 | F: +5, R: +2, W: +5 | Init: +2 | Perc: +7, SM: +3 | Speed 30ft | Spells: Druid 1st 2/2| Active conditions:

Seeing his allies begin dashing through the snow, Stratacast speaks up,"I think I could have lead us through the storm, but getting tired now is probably better than dying in a blizzard, so off we go."

con check, DC 12: 1d20 + 2 ⇒ (15) + 2 = 17
con check, DC 14: 1d20 + 2 ⇒ (10) + 2 = 12


N Medium Animal | HP 15/15 | AC 15 T 13 FF 12 | CMB +3/+7 CMD 16/13 | F: +4, R: +6, W: +1 | Init: +3 | Perc: +1, SM: +1 | Speed 20ft Climb 20ft Swim 20ft || Active conditions:

con check, DC 12: 1d20 + 1 ⇒ (14) + 1 = 15
con check, DC 14: 1d20 + 1 ⇒ (12) + 1 = 13

Grand Lodge

Male Human Wizard/5 (12XP)|HP42/42|AC 12( currently16 w/mage armor)/T12/FF10(currently 14)|Init+2|F+4 R+4 W+5|Perc+0| used: |8 of 8 acid darts remaining|

Looks like we just need Amiri to roll and we can roll on.

"Man, my feet hurt." "Anyone have some epossum salt? As much as I would like to soak my feet. You know what would really be wonderful? ...Some mutton with gravy, carrots and potatoes, and a big slice of berry pie." "Is the Inn much further?"

Lantern Lodge

Silent tide map

CON for Amri: 2d20 ⇒ (5, 3) = 8

Poor Amri doesn't have a good day of it. That oversized sword of hers seems to weigh more with each hour, and the cold seeps into its metal, further chilling her down. Let's not even get started with the wind-chill on her exposed midriff.

Just as the snow starts to fall in anger, you spot an opening in the hillside before you. Surely this is the shelter that the map promised!

Ten feet into this dark granite cave, a large cavern opens up, its ceiling rising as high as thirty feet. Warm, humid air fills the chamber, and colorful fungi cover the floor and walls. Beneath a layer of iridescent algae, the faint images of cave paintings can be seen on all the cavern’s walls. Signs of a rockslide block what may once have been a passage farther into the cave.

NL: 2d6 ⇒ (2, 6) = 8

Status: bold still to post
Stratacast
Snakey
Amiri, Fatigued, 8NL damage
Farlen Fatigued; 4NL damage;
Khargom

The Concordance

LN Dwarf Rogue 4 | 2 Star Reroll 1/1, Mods: Trap Spotter (talent), Step Up (feat) | HP 38 (-0) | AC/Tch/FF 19/12/-- (Uncanny Dodge, +4 vs. Giants, +1 vs. Traps) | CMD (bullrush/trip) 16 (20) | F/R/W +5/+7/+4 (+1 vs. Traps, Evasion, +2 vs. poisons/spells/spell-like, +1 vs. Fire from Boon) | Speed 20ft | Perception: +9 (+2 traps, +2 stonework, +4 stone traps, darkvision), SM: +6 | Init: +4

Khargrom steps into the warm cave and then turns to his allies with a whisper, "we got lucky with the last cave, no one inside. Let me scout this one out. You all get ready to save my bacon if I find a bear or shark or something."

Stealth: 1d20 + 8 ⇒ (4) + 8 = 12

Perception: 1d20 + 8 ⇒ (17) + 8 = 25 (Traps +1, Stonework +2, Stonetraps +3)

Grand Lodge

Male Human Wizard/5 (12XP)|HP42/42|AC 12( currently16 w/mage armor)/T12/FF10(currently 14)|Init+2|F+4 R+4 W+5|Perc+0| used: |8 of 8 acid darts remaining|

Farlen looks at the fungi. "Is that stuff way over there harmful?"

know dungeoneering: 1d20 + 8 ⇒ (20) + 8 = 28

"let's go through the colors, it doesn't appear green, not slime then. It doesn't appear yellow, nor yellow mold then. Is I radiating cold, no, then it is not brown mold. Could be an ooze in disguise. That is the catch all."

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