F Human? Occultist 4 Init +1 | AC 19 T11 FF18 | HP 28/29 | Fort +8, Ref +4, Will +6 (+2 cold, +2 arcane) SR10 | Perception+7 DV | Spells: 2:2/2, 1:4/4 | Foc: Abj 4/4, Conj 1/1, Trans 3/3
Hekla approaches the sergeant around the earth elemental (provoking if he can shield bash, I guess), then takes up her chosen roll, swinging at the mirror in his hand (also provoking)
Male Dwarf Skald (Boaster) 3/Investigator (Sleuth) 1 l AC 18 (13) T 10 FF 17 l HP 39/39 l F +7 R +4 W +7 l Init +2* l Perc +8/ +10* Inspiration: 2, Luck: 3
Dawrbrün is stands and watches as his companions quickly react to the remaining guard.
"If he makes it out alive, Fortune truly smiles upon him," he says to himself, nodding and giving a small sigh.
Apologies for the delay, fighting through some mental health issues which has made me not want to do anything.
By stone, blade, and fire the final remaining guard is cut down.
Combat over
Loot:
Potion of cure light wounds x2, potion of endure elements x10, potion of interrogation, screaming bolt x2 (these are worth 101 gp sans the +2 enhancement), broken attentive mirror, MW cold iron longsword, 174 gp
ATTENTIVE MIRROR:
PRICE
1,800 GP
SLOT none CL 5th WEIGHT 1/2 lb.
AURA faint abjuration and divination
This small, ornate mirror is mounted inside an enclosing
case, such as a locket, small jewelry box, or even just a leather
flap. To use an attentive mirror, the owner must spend 1 hour
gazing into the mirror in a ritual to attune herself to it. At the
end of this time, the owner can willingly give the mirror to
another creature. Thereafter, the creature that has the mirror
can use it as an emergency means of communication with
the mirror’s owner. Up to three times per day, the mirror’s
possessor can open it to alert the attuned owner. This
functions as a mental alarm with a range of 100 miles. The
White Witches of Irrisen frequently provide attentive mirrors
to their loyal minions and monstrous allies so the witches
can be notified when their agents have important news. Once
alerted, an attuned witch can then send aid or cast Irriseni
mirror sight to view the situation through the mirror and
receive a minion’s report directly.
CONSTRUCTION REQUIREMENTS COST 900 GP
Craft Wondrous Item, Irriseni mirror sight (see page 73), status
Frank takes a closer look at the broken mirror.
"This... this has white witch magic in it. I think... I think she knows we're here." he sighs.
"These guys have quite a bit of cold-iron... I wonder who they were fighting..." he adds, turning over the masterwork cold-iron long-sword in his hands.
Gnome Mesmerist (Vexing Trickster) 1 AC 18 (T14FF15) CMD 12| hp 11/11| Saves Fort +2 Ref +5 Will +1| Low-Light Vision Perception +5 | Init: +3 | Status:
Barnaby and Anticipation both wade through the rubble to begin searching the witch’s minions. Finding the Potions of Healing, they drink them.
Wasn't feeling up to snuff.
Male Dwarf Skald (Boaster) 3/Investigator (Sleuth) 1 l AC 18 (13) T 10 FF 17 l HP 39/39 l F +7 R +4 W +7 l Init +2* l Perc +8/ +10* Inspiration: 2, Luck: 3
"Could it be fixed, I wonder?" Dawrbrün says, examining the mirror. "If the witch knows where we are, it could be to our advantage to know where she is, also."
Spellcraft:1d20 + 8 ⇒ (4) + 8 = 12, or
Use Magic Device:1d20 + 7 ⇒ (17) + 7 = 24
"I'd suggest any of us who don't thrive in the cold take a couple of these potions," he adds, gesturing to the pile of endure elements (*cough*vodka*cough*) bottles. "I have a feeling the weather'll get worse before it gets better."
He reaches down and takes two of them for himself.
"I can hold on to a few of those vodkas potions." Frank explains as he starts alternating between picking them up, offering them to people who can't cast the spell, and tucking them away.
Dawrbrün knows that to fix the mirror he must know how to construct one to begin with. Craft wondrous items feat and spend half the price in components.
In it's shattered state it does not respond to Dawrbrün
"Obviously we look for magic runes anywhere. There has to be somewhere we can use Hatch's hints." Frank says as he moves over to one of the unopened doors.
Accompanied by his stoney friend if Frank doesn't need Terran to get him to follow...
Frank finds the privies, simple holes in the ground that drop to an underground river.
Frank's eyes are drawn to the glassy pattern of striated, crystalline ice covering the tiled floor in open alcoves to the north and south, illuminated by a soft, blue light. After fumbling through the passphrases Frank speaks the right one, "“A gathering within the hall, take one, take us all.”
Gnome Mesmerist (Vexing Trickster) 1 AC 18 (T14FF15) CMD 12| hp 11/11| Saves Fort +2 Ref +5 Will +1| Low-Light Vision Perception +5 | Init: +3 | Status:
Barnaby smiles at Frank. The Hunter looks disappointed lying at Anticipation.
Here we all thought that you had taken copious notes.
The giant Ant is seen flipping through pages of notes. Upon closer inspection, they all seem to be the same drawing of an ant sleeping iron a giant sugarcube.....
Male Dwarf Skald (Boaster) 3/Investigator (Sleuth) 1 l AC 18 (13) T 10 FF 17 l HP 39/39 l F +7 R +4 W +7 l Init +2* l Perc +8/ +10* Inspiration: 2, Luck: 3
Dawrbrün looks at the options. "Well, it's a round tower, so we'll end up back here at some point, anyway. Should we just flip a coin?"
He fishes a coin out of his pouch and holds it up, waiting expectantly for some sort of assent to his suggestion.
You feel as though you’re falling through a chilling void and then you reappear.
A crescent-shaped dining table occupies this Y-shaped chamber, while two large mirrors on the north and south walls create the illusion of an even larger space. Twenty feet overhead, an immense chandelier of ice crystals hangs from the ceiling. To the east, rounded steps access a short hallway, flanked by twin ice sculptures of dryads holding ice-carved tree limbs, creating an elaborate archway. Translucent, glasslike double doors are set in the hall’s north and south walls. To the west, two alcoves stand between three windows providing an amazing view of the wintry landscape outside the tower.
Ant smells something sweet in the air, by the statues. You’ll need to give me some kind of check to prevent them from walking over there, assuming you even want to.
Perception 50, not sure why I even put this here:
You hear the soft flutter of tiny wings, almost light a fly buzzing but lyrical like a harp playing at inhuman speeds. You are not alone here, the racket is by the statues.
'cause you forgot about Broulnindre's bonus? She could almost make that with a nat20... she'd only be 13 short... so we just need 7 successful aid-anothers and bam xD
Frank heads over to the glass-druid archway, stony fellow in toe.
"Why don't I open some doors from across the hallway?" Frank suggests.
The tiniest blood curdling scream that you’ve ever heard rings out as two fairies about the size of house cats appear from out of nowhere, surrounding Frank. ”Have at thee!” “Engarde”, the tiny warriors yell as they stab Frank in his vital areas.
Frank needs to give me two Fort saves DC 12 or be staggered for 1 round.
Rapier vs Frank wants to be hit, vs flat foot:1d20 + 8 ⇒ (4) + 8 = 12 Rapier vs Frank wants to be hit, vs flat foot:1d20 + 8 ⇒ (18) + 8 = 26 Rapier vs Frank wants to be hit, vs flat foot, confirm:1d20 + 8 ⇒ (11) + 8 = 19It’s the same damage, lol
These are atomies that have been corrupted by Winter. Like many fey you’ve encountered they are allergic to cold iron and have several magical abilities including being able to turn invisible, shrinking people and items, and creating beautiful lights. They are renowned swordsmen of the fey world, often not realizing their size and taking on creatures many times bigger than themselves. Don’t ask them about Grigs.
Round 1 Alethea <---------- Franky and friends <---------- Dawrbrün <---------- Winter atomie Barnaby and Ant Hekla Lyudmilla
BTW, "cat sized" makes me think that they have reach 0' and share squares with people they're beating up...
Maybe they're where Frank was?
Also Frank triggered AoO from each xD
Male Dwarf Skald (Boaster) 3/Investigator (Sleuth) 1 l AC 18 (13) T 10 FF 17 l HP 39/39 l F +7 R +4 W +7 l Init +2* l Perc +8/ +10* Inspiration: 2, Luck: 3
Dawrbrün climbs on top of the table, and draws raises his maul-axe.
The pair flutter towards Hekla and begin to concentrate on something, giving her precious opportunity with their guard down. They both provoke from Hekla. For expediency they have AC 17 and DR 2/cold iron.
Both of the Atomie’s fade from view, turning invisible again. Unless see below.
If Hekla does 6 or more damage to one:
Concentration:1d20 + 10 ⇒ (7) + 10 = 17
Hekla disrupts one of the atomie’s spells making stay visible.
You should be able to sus out their square but if you need help DC 20 perception to do so.
F Human? Occultist 4 Init +1 | AC 19 T11 FF18 | HP 28/29 | Fort +8, Ref +4, Will +6 (+2 cold, +2 arcane) SR10 | Perception+7 DV | Spells: 2:2/2, 1:4/4 | Foc: Abj 4/4, Conj 1/1, Trans 3/3
Hekla doesn't have Combat Reflexes so unfortunately she'd still be flat-footed and unable to make AoOs.
She watches them disappear in front of her eyes, grins, takes a take back, and then the space in front of her erupts into coruscating ice crystals that cling to everything in the area.
Casting Glitterdust centered on the door so it won't his any of us, will save DC 16
Male Dwarf Skald (Boaster) 3/Investigator (Sleuth) 1 l AC 18 (13) T 10 FF 17 l HP 39/39 l F +7 R +4 W +7 l Init +2* l Perc +8/ +10* Inspiration: 2, Luck: 3
Female Ulfen Human 3rd lvl Gingerbread Witch 1 Init +1 | AC 14 (TAC 14 FF 13) | HP 18/18| Fort +3, Ref +2, Will +4 (-2 Fey) 12 CMD | Perception+2 LLV | Spells: 1:3/3, Fey Magic 1: 1/1| Conditions:None
Lyudmilla tears herself away from the sweet smell and backs away with Frank before giving a quick shot of her crossbow at the pesky interlopers.
She offers a shout in Sylvan to their combatants dripping with bravado. “Vhat treats do you defend in these dark halls, fair fey? You vill not keep them from us!”
Male Dwarf Skald (Boaster) 3/Investigator (Sleuth) 1 l AC 18 (13) T 10 FF 17 l HP 39/39 l F +7 R +4 W +7 l Init +2* l Perc +8/ +10* Inspiration: 2, Luck: 3
Regeneration (Ex) No form of attack can suppress the tarrasque's regeneration—it regenerates even if disintegrated or slain by a death effect. If the tarrasque fails a save against an effect that would kill it instantly, it rises from death 3 rounds later with 1 hit point if no further damage is inflicted upon its remains. It can be banished or otherwise transported as a means to save a region, but the method to truly kill it has yet to be discovered.
Maybe CdG might work after all? Seems like RAI is that death effects work
F Human? Occultist 4 Init +1 | AC 19 T11 FF18 | HP 28/29 | Fort +8, Ref +4, Will +6 (+2 cold, +2 arcane) SR10 | Perception+7 DV | Spells: 2:2/2, 1:4/4 | Foc: Abj 4/4, Conj 1/1, Trans 3/3
Level Up:
+6 HP
+1 BAB
+1 Reflex Save
+1 1st-level spell per day (+2 total with int boost)
+1 Focus Point [+2 total with Int boost]
Focus Power: Sudden Speed [transmutation]
Feat: Awakened Hag Heritage
Skills: 7+3 from extra int - Disable Device, Diplomacy, Use Magic Device, Spellcraft, Perception, Kn: Arcana, +2 Kn: Planes, Kn: History, kn: Engineering
Background Skills: Appraise, Sleight of Hand,
LG Female Human Virtuous Bravo 3/Rondelero Swashbuckler 1 | 35/36 HP | AC19 T15 FF14 | CMD20 | F +8 R +10 W +5 | Spd 30 | Init +4 | Perc +3 | Acrobatics +11, Craft (Jewelry) +7, Diplomacy +9, Intimidate +9, Knowledge (Religion) +4, Perception +3, Perform (Dance) +9 | Lay on Hands 1/3 | Panache 2/2 | Smite 1/1 | Active Conditions: None
Paladin 2!
+8 HP
+1 BAB
+1 to Fort and Will
+1 Adventuring Skill Rank to Acrobatics, Diplomacy, Intimidate
+1 Background Skill Rank to Craft (Jewelry) and Perform (Dance)
Lay on Hands 3/day for 1d6
Divine Grace!
Feat: Combat Reflexes
Bonus Feat from Black Rider: Slashing Grace (Falcata)
FCB: +1 cold resistance
Male Dwarf Skald (Boaster) 3/Investigator (Sleuth) 1 l AC 18 (13) T 10 FF 17 l HP 39/39 l F +7 R +4 W +7 l Init +2* l Perc +8/ +10* Inspiration: 2, Luck: 3
Skald 3
+11 HP (Toughness included)
+1 BAB
+1 Reflex Save
+1 to all skills and Background skills
Song of Endurance Class Ability
Feat: Toughness
FCB: +1 skill point
Black Rider Bonus: +2 Charisma
New 0-level Spell: spark
New 1st level Spell: chord of shards
LG Female Human Virtuous Bravo 3/Rondelero Swashbuckler 1 | 35/36 HP | AC19 T15 FF14 | CMD20 | F +8 R +10 W +5 | Spd 30 | Init +4 | Perc +3 | Acrobatics +11, Craft (Jewelry) +7, Diplomacy +9, Intimidate +9, Knowledge (Religion) +4, Perception +3, Perform (Dance) +9 | Lay on Hands 1/3 | Panache 2/2 | Smite 1/1 | Active Conditions: None
Level up!
+8 HP
+1 Dex
+1 BAB
+1 Reflex
FCB to resist cold for a total of 5
Class features: Aura of Courage, Divine Health, Nimble
+1 to my armor and falcata
Skills: Acrobatics, Diplomacy, Intimidate, Craft (Jewelry), and Perform (Dance)
phat lewt
okay, so finally splitting the loot from the first outing and the second:
83 gp and 3sp from the lady's bag o' gold (write that down if you hadn't already)
+2436gp (minus the gold we didn't get for selling things you wanted to keep: like one of us getting 436gp and one yeti cape, for example)
Frank:
2168gp (500gp of it as that nearly flawless diamond we found)
+
yay half-priced goodies
leather scroll case
unseen servant scroll
a scroll with the following spells: alarm, chill touch, expeditious retreat, feather fall, identify, locate object, and ray of enfeeblement
mwk thieves tools
mwk thieves tools
50' silk rope
TL;DR:
get your 83gp and 3sp if you haven't
also +2436 gp (minus the sell price of items you're keeping, like 2k for the yeti cape, 100gp for the breastplate, or 125 gp for the mwk chainshirt)
Male Dwarf Skald (Boaster) 3/Investigator (Sleuth) 1 l AC 18 (13) T 10 FF 17 l HP 39/39 l F +7 R +4 W +7 l Init +2* l Perc +8/ +10* Inspiration: 2, Luck: 3
I am going to look for these three items:
A Thundering Maul-Axe, 1-75 success:1d100 ⇒ 41
A Handy Haversack, 1-75 success:1d100 ⇒ 37
A Cloak of the Night Sky, 1-75 success:1d100 ⇒ 43
Dang! I was kinda hoping I'd fail on one or two to make the decision process easier.
Posting here as well in case you missed the discord message.
Alright folks it pains me to do this. I just don't have the drive to run PbPs anymore. My post rate has languished and it's because it's more of a job than a hobby now.
I had thought that running my favorite module might reinvigorate me but it hasn't. So it's time I stop kidding myself. I'm burnt out and it's not going to get better unless I take a long, like at least a year, break.
It's absolutely me and not you. You're all wonderful players and you deserve better. I stuck around this long because it's the only context I interact with y'all and I'm going to miss it.
If anyone in either of my games wants to continue the adventure I will absolutely be around to help transition to a new GM.
I'm also up to play, which is a selfish desire, but an honest one FWiW.