Quest for the Frozen Flame - PF2 AP by DM Doctor Evil

Game Master DM DoctorEvil

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Kheyji looks in more detail at the mammoth statue, but does not seem to notice anything hostile about it. Whatever it was before, it is now made of hard, cold stone and shows no signs of changing from that.

Hurik also comes to examine the stone surface of the mammoth, but doesn't notice anything different than Kheyji has already allowed.

Any other investigations here?

Secret Roll:

Hurik Nature: 1d20 + 5 ⇒ (8) + 5 = 13


Male Kellid Human Barbarian (Dragon Instinct) -3; AC 20 (Before raging), HP: 50/53, Saves F+9, R+7, W+8*

"Turned to stone? Yes. I see it. What foul magic could do such a thing?"


female half-elf AC 18 | Fort +4; Ref +9; Will +5 | HP 19 | Resistances cold 1 | Perception +5; low-light vision

Sadly no applicable skills in my eyes.

Well if it were frozen to ice, i would say it's the cold. This seems like a sinister curse though. There must be evil at work somehow. We should be careful!


AC 20 | HP 44/44 | HP 2/3 | F 11, R 10, W 7 | Per +5 | Conditions:

"Aren't there creatures that turn people to stone?" she says, racking her brain. "There was a song about That damn liazrd-chicken."


Male Kellid Human Barbarian (Dragon Instinct) -3; AC 20 (Before raging), HP: 50/53, Saves F+9, R+7, W+8*

"You would know better than I, Miriani. "


Miriani racks her brain, but can't recall things about a feathery rooster thing or what might cause petrification, but whatever is under there is barely visible now.

Secret Checks:

Miriani: 1d20 + 5 ⇒ (6) + 5 = 11


Male Kellid Human Barbarian (Dragon Instinct) -3; AC 20 (Before raging), HP: 50/53, Saves F+9, R+7, W+8*

"I could try to topple it over, but it would take quite the push even for me" The big man offers


It is an Athletics check (DC 18) to try to move the statue enough to see what has been crushed underneath.


Male Kellid Human Barbarian (Dragon Instinct) -3; AC 20 (Before raging), HP: 50/53, Saves F+9, R+7, W+8*

Hurik grows intrigued by the challenge, "Move away." And once folks do, he gives it a try.

Athletics 1d20 + 8 ⇒ (14) + 8 = 22


With a push and a tug, Hurik is able to pull the feathery carcass out from under the petrified mammoth. It is indeed some kind of feathery lizard with strange bat-like wings as well. Now that you can all see it easier, perhaps you can more easily identify the creature.

Know Arcana or Nature DC 15:
This creature was once a cockatrice, a combination of bird, bat, and lizard that is known to be able to calcify its opponents with anough pecking attacks.

Strangely, this smashed creature wears an emerald studded silver collar around its broken neck.

LMK if you choose to take the bejeweled collar and I'll add it to your Loot Tracker.

Radiant Oath

NG | she/her | Human | Cleric of Sister Cinder| HP 35/35 | AC 18 (19 w/Shield) | F +8 | R +7 | W +10 | Perc +8 | Stealth +7 | 30 ft | Hero Points 0/3 | Active conditions : awesome

Kheyji looks the creature over.

Nature Check: 1d20 + 7 ⇒ (11) + 7 = 18

"It's a cockatrice," she says. "It's like a mash up of a bird, a bat, and a lizard, and it can turn things to stone by pecking the living snot out of them. Cockatrices are... unpleasant."

Peering at the collar, she says, "Was this someone's pet? I don't even know how you would go about taming a cockatrice. Miriani, can you tell if this is some kind of magical collar? Are those a thing?"


AC 20 | HP 44/44 | HP 2/3 | F 11, R 10, W 7 | Per +5 | Conditions:

Miriani will check over the collar for any enchantments.
either way we are taking it. It's pretty!


Male Kellid Human Barbarian (Dragon Instinct) -3; AC 20 (Before raging), HP: 50/53, Saves F+9, R+7, W+8*

"So don't touch it's beak" Hurik nods "understood. I think Miriani wants to take the collar regardless."

Radiant Oath

NG | she/her | Human | Cleric of Sister Cinder| HP 35/35 | AC 18 (19 w/Shield) | F +8 | R +7 | W +10 | Perc +8 | Stealth +7 | 30 ft | Hero Points 0/3 | Active conditions : awesome
Hurik wrote:
"So don't touch it's beak" Hurik nods "understood. I think Miriani wants to take the collar regardless."

"Probably wise," Kheyji agrees.


female half-elf AC 18 | Fort +4; Ref +9; Will +5 | HP 19 | Resistances cold 1 | Perception +5; low-light vision

Satu looks to Miriani and Kheyji in wonder.
Huh, i've never heard of a cockatrice before. Turn you to stone by pecking? What a weird yet deadly kind of chicken. And you say someone tamed it for a pet? That someone must be kind of special.
She shakes her head in disbelief.

Awesome deed of strength though Hurik! I'll make sure to remember that for for stories to tell!


Male Kellid Human Barbarian (Dragon Instinct) -3; AC 20 (Before raging), HP: 50/53, Saves F+9, R+7, W+8*

Hurik looks a BIT pleased at the offer of his might mentioned in a story, "My thanks, Satu."

Inwardly, it pleases him more than a bit.


There are no enchantments of any kind on the collar, just silver with emerald studs. The fancy collar is worth 25gp.

This encounter does not have any fighting attached. Are there any other investigations you wish to make here at the stone mammoth, or ready to move on?


female half-elf AC 18 | Fort +4; Ref +9; Will +5 | HP 19 | Resistances cold 1 | Perception +5; low-light vision

Satu looks at the collar for a moment to find out whether she spots something familiar in the design or not.
Genealogy Lore: 1d20 + 4 ⇒ (1) + 4 = 5

Hiding a satisfied smile from Hurik she says
Let's see, perhaps whoever was here has left some tracks?

Survival: 1d20 + 4 ⇒ (18) + 4 = 22


Male Kellid Human Barbarian (Dragon Instinct) -3; AC 20 (Before raging), HP: 50/53, Saves F+9, R+7, W+8*

Hurik considers, "A good idea. I will assist..."
Aid to Satu's Survival 1d20 + 5 ⇒ (9) + 5 = 14


Nothing about the collar is familiar to Satu or any of you. Nor have any of you heard of someone putting jewelry on a cockatrice.

As Satu and Hurik look around the statue for tracks, they can clearly see where the mammoth stomped down some of the tall grass before being petrified. The bird-like foot impressions of the cockatrice are also visible. They can't be sure, but maybe there was more than one?

There doesn't seem to be any other tracks that can be made out around the stone creature.

Radiant Oath

NG | she/her | Human | Cleric of Sister Cinder| HP 35/35 | AC 18 (19 w/Shield) | F +8 | R +7 | W +10 | Perc +8 | Stealth +7 | 30 ft | Hero Points 0/3 | Active conditions : awesome

Kheyji stares at the statute, fixated on its face. "It's such a tragic end, isn't it? Alive one moment, lord of its environment, and then felled by something so small." She leans her head on one of its massive legs and breaths deep.

You are all friends with Kheyji, so you would know that she sometimes gets hyper-fixations and tunes out her surroundings. This is probably one of those times.


Male Kellid Human Barbarian (Dragon Instinct) -3; AC 20 (Before raging), HP: 50/53, Saves F+9, R+7, W+8*

"Let us hope it is not an ill omen, Kheyji. But ... it is the way of things in nature..." A beat, "Well, maybe not this turning to stone, but a small venomous creature may fell a great beast for example. We should move on so that such fates do not fall to our charges. There may have been more than one of these cockatraces ,and that means it is a danger to our charges if they lurk the tall grass. We'll have to warn them to be cautious. We must treat it as a field were we know a nest of vipers might be lurking."


Kheyji stays lost in reverie about the allegory of this situation for a while, and is silent as the rest of the scouts move out. They steer the following around the site of the stone mammoth just in case another cockatrice is in the area, and they are especially vigilant for such a beast, but see nothing further this day and eventually the following stops to make camp.

The next day they break camp early and are pleased to see that the Burning Mammoths have not yet crossed the stream and so feel their lead is getting a little more comfortable. The waypoint at Gleaming Sun Lake is probably only a day or two away and everyone's spirits are bit lifted to be this far along without disaster striking.

The next day passes quickly and without event, and the during the next, the scouts can see the the lake itself. Small waves at the center of this large lake reflect the sun and clouds, resulting in a bright mosaic of rippling light. In calmer times, the Broken Tusks might spend several weeks on the shore, fishing and collecting useful reeds. This time, however, the following does not expect to spend more than an overnight on the peaceful shore before continuing their flight.

Make sure you reset or re-prepare daily abilities like spells. There will be a set piece encounter at the Lake, I just need some time to get setup.


Male Kellid Human Barbarian (Dragon Instinct) -3; AC 20 (Before raging), HP: 50/53, Saves F+9, R+7, W+8*

Hurik checked on his family and tribe and praised them for their tenacity. Positive and attentive, he assures them all that the scouts are doing well as are all Broken tusk and he thanks them for heeding their warnings so that they might all make it safe. He checks on the most vulnerable first.

"Keep your spirits up. We are Broken Tusk, but never a broken people."

**********
And the next day , when they see the lake, he admires the beauty of it. "A pity we cannot linger."


You have spied the lake from a distance, and you decide to get closer to the shore of the resting place, just to make sure its safe to bring the following up now.

As you walk closer to the shoreline, you hear and see a wiry Kellid man about chest-deep in the water about 30' from the shore. He seems to be struggling or fighting with something beneath the surface and you can hear his cries for help!

Radiant Oath

NG | she/her | Human | Cleric of Sister Cinder| HP 35/35 | AC 18 (19 w/Shield) | F +8 | R +7 | W +10 | Perc +8 | Stealth +7 | 30 ft | Hero Points 0/3 | Active conditions : awesome

Kheyji, ever eager to assist, runs up to the shoreline and tries to see if she can tell what's happening.

Perception +7


Male Kellid Human Barbarian (Dragon Instinct) -3; AC 20 (Before raging), HP: 50/53, Saves F+9, R+7, W+8*

Hurik hears the cries for help and moves towards the water hoping to see what it is that troubles him, and if need be pull him out of there.

Perception: 1d20 + 7 ⇒ (3) + 7 = 10


female half-elf AC 18 | Fort +4; Ref +9; Will +5 | HP 19 | Resistances cold 1 | Perception +5; low-light vision

perception: 1d20 + 5 ⇒ (4) + 5 = 9

Quick, we have to help the man! What is he struggling with in the water?

Satu strides to the shoreline and addresses the man.
We're coming! What's your issue? How can we help?


AC 20 | HP 44/44 | HP 2/3 | F 11, R 10, W 7 | Per +5 | Conditions:

Miriani runs to the edge and looks over, hoping that a little height will get a better view of the situation.

Radiant Oath

NG | she/her | Human | Cleric of Sister Cinder| HP 35/35 | AC 18 (19 w/Shield) | F +8 | R +7 | W +10 | Perc +8 | Stealth +7 | 30 ft | Hero Points 0/3 | Active conditions : awesome

I guess it would help if I actually rolled my perception, wouldn't it?

Perception: 1d20 + 7 ⇒ (6) + 7 = 13

Hmmm. Maybe we all have the sun in our eyes? That must be it.


Well, technically Perception is a skill and not an action. And if you use the Seek action, it's a secret check that should be rolled by the GM anyway, but not a big deal in this case I assume you are all Seeking here, and not some other Perception action.

From your vantage on the small bluff overlooking the water, you can see a Kellid man (it's not Pakano, just reusing the token) who seems to be in a struggle with an aquatic creature of some sort. The water is chest-deep on the man, while its very reflective of the sun, it is not easy to see under its murky green surface, so exactly what kind of creature is unclear.

As you watch the man is pulled under for a moment, his head disappearing under the surface, then reappears a bit later spitting out a gout of water and looking more and more desperate. He has not seen you yet it appears, but just cries out for help to anyone within earshot as he struggles in what seems a losing battle.

Any thoughts about what to do next? If you want to assist the man, probably best to roll initiative to determine the action order.


Male Kellid Human Barbarian (Dragon Instinct) -3; AC 20 (Before raging), HP: 50/53, Saves F+9, R+7, W+8*

"I'm going in to help him" Hurik says.... ready to dive in, whether it is wise or not.

Initiative: 1d20 + 7 ⇒ (6) + 7 = 13


AC 20 | HP 44/44 | HP 2/3 | F 11, R 10, W 7 | Per +5 | Conditions:

imitative: 1d20 + 4 ⇒ (6) + 4 = 10

Radiant Oath

NG | she/her | Human | Cleric of Sister Cinder| HP 35/35 | AC 18 (19 w/Shield) | F +8 | R +7 | W +10 | Perc +8 | Stealth +7 | 30 ft | Hero Points 0/3 | Active conditions : awesome

Perception for Initiative: 1d20 + 7 ⇒ (19) + 7 = 26


Just adding rolls for Satu and Tharskh.

Tharskh: 1d20 + 8 ⇒ (16) + 8 = 24
Satu: 1d20 + 6 ⇒ (17) + 6 = 23

Additionally, the water from the shore to the man, is about 4' deep on average. To traverse the water, Small creatures must make a DC 10 Athletics check to Swim, while Medium (or larger) can choose to Swim or treat the water as greater difficult terrain (costs an additional 10' of movement per square) while Striding through it.


Struggle in the Water - Round 1

26 Kheyji
24 Tharskh
23 Satu
14 Creature
13 Hurik
12 Drowning Man
10 Miriani

I will run Tharskh unless he reappears suddenly. Feel free to take whatever encounter mode actions you think are appropriate, as if in combat. Kheyji and Satu are up first.

Secret Rolls:

Man: 1d20 + 6 ⇒ (6) + 6 = 12
Beast: 1d20 + 11 ⇒ (3) + 11 = 14

Radiant Oath

NG | she/her | Human | Cleric of Sister Cinder| HP 35/35 | AC 18 (19 w/Shield) | F +8 | R +7 | W +10 | Perc +8 | Stealth +7 | 30 ft | Hero Points 0/3 | Active conditions : awesome

Kheyji puts a hand on Hurik and says, "Sister guide you. That water looks cold."

Casting Guidance on Hurik (1 Action)

If she can get a clean shot at the creature, she'll take it.

She reaches out both hands, pointing with the left and making a pulling motion with he right. The heat in the air in a straight line between her and the creature rushes to her hand, leaving a ray of cold and ice in its wake.

Ray of Frost: 1d20 + 7 ⇒ (16) + 7 = 23 for potentially Cold Damage: 1d4 + 3 ⇒ (2) + 3 = 5

Casting Ray of Frost (2 actions).


female half-elf AC 18 | Fort +4; Ref +9; Will +5 | HP 19 | Resistances cold 1 | Perception +5; low-light vision

Satu watches Kheyji hurl a ray of bitter cold at whatever is trying to drown the man, then adds.
You think a creature living in that ice cold water will be concerned about some more cold? Don't you have some fire to cook it?

She then prepares herself with a little warsong and moves towards the water.
Performance: 1d20 + 6 ⇒ (8) + 6 = 14 vs creatures will DC.

1 Performance action and 2 move actions to move up to the shore, so i can start swimming next round.

Radiant Oath

NG | she/her | Human | Cleric of Sister Cinder| HP 35/35 | AC 18 (19 w/Shield) | F +8 | R +7 | W +10 | Perc +8 | Stealth +7 | 30 ft | Hero Points 0/3 | Active conditions : awesome

Kheyji flushes a bit. "I do! I just, well, I worried the water would put it out! And I didn't want to burn the guy..." she trails off.


Struggle in the Water - Round 1 - continued

Kheyji gives divine guidance to Hurik who is ready to bolt for the water, and then sends a frosty ray off at the creature attacking the drowning man. She can't really see any part of the underwater monster, so can't tell if it has any effect.

Nearby Satu rushes to the shore, making a performance along the way, just in case the lake-monster spies it.

Tharskh also moves up to the water's edge, nocking an arrow in case the creature breaches or appears above the waterline.

The underwater creature apparently grabs the man again, because without warning, he is pulled completely under the water, disappearing totally from view in a glug of bubbles and splashing about.

Hurik and Miriani may act now.


AC 20 | HP 44/44 | HP 2/3 | F 11, R 10, W 7 | Per +5 | Conditions:

Can I see it from up on the bluff? It should be a better angle.
Also, how is the water? Is it rough enough to have a higher DC for the untrained athletics checks I'll have to make if I can't see it?


Miriani wrote:

Can I see it from up on the bluff? It should be a better angle.

Also, how is the water? Is it rough enough to have a higher DC for the untrained athletics checks I'll have to make if I can't see it?

The water is not impossibly deep (about chest high on the man it seemed) nor is it especially wavy. It will be a DC 10 Swim check for small creatures, while medium or larger consider it greater difficult terrain to walk or make the Swim check.

Even from the higher ground, Miriani cannot see whatever is in the water with the Kellid man. The murkiness of the now-churning lake water, makes seeing under the water's surface near to impossible.

Secret Check:

Miriani: 1d20 + 3 ⇒ (13) + 3 = 16


Male Kellid Human Barbarian (Dragon Instinct) -3; AC 20 (Before raging), HP: 50/53, Saves F+9, R+7, W+8*

Hurik moves into the water, and chooses to swim... despite the shallowness, in hope of finding the man and what ever is drowning him.

Enter the water, so Swim twice I believe... Athletics 1d20 + 8 ⇒ (14) + 8 = 22
Athletics 1d20 + 8 ⇒ (11) + 8 = 19
Search 3rd action, so perception? 1d20 + 7 ⇒ (15) + 7 = 22


AC 20 | HP 44/44 | HP 2/3 | F 11, R 10, W 7 | Per +5 | Conditions:

Miriani jumps in...

athletics: 1d20 + 0 ⇒ (10) + 0 = 10
If she can see the creature, she'll attack with a produce wind.

attack: 1d20 + 8 ⇒ (14) + 8 = 22
damage: 1d4 + 4 ⇒ (3) + 4 = 7


Struggle in the Water - Round 1 - concluded

Hurik leaps into the stillness of the lake and makes good progress towards where the man was once seen. Even as he gets closer, the attacking creature remains unlocated.

After a long time, the man's head appears aback above the water again, and he spies the party moving toward him. "Help!" he calls out, his eyes wide with fear. "It's got me!"

Miriani jumps off the bluff into the shallow water. She doesn't sink, but also doesn't make much progress once in the water. No enemy is visible, so she holds her attack.

End of Round 1


truggle in the Water - Round 2

26 Kheyji
24 Tharskh
23 Satu
14 Creature
13 Hurik (swimming)
12 Drowning Man
10 Miriani (swimming)

Tharskh carefully sets down his bow, and rushes to the water to also provide assistance. He gets about even with Hurik as the moves deftly through the water.

Kheyji and Satu are up now, if they wish to act.

Tharskh Athletics' to swim: 1d20 + 6 ⇒ (16) + 6 = 22


female half-elf AC 18 | Fort +4; Ref +9; Will +5 | HP 19 | Resistances cold 1 | Perception +5; low-light vision

Seeing the others in the water, Satu draws her rapier and then jumps into the water as well, swimming over.

Athletics: 1d20 + 6 ⇒ (20) + 6 = 26

Athletics: 1d20 + 6 ⇒ (13) + 6 = 19

Radiant Oath

NG | she/her | Human | Cleric of Sister Cinder| HP 35/35 | AC 18 (19 w/Shield) | F +8 | R +7 | W +10 | Perc +8 | Stealth +7 | 30 ft | Hero Points 0/3 | Active conditions : awesome

Kheyji unslings her crossbow and readies it. "Why does it have to be water?!"

Knowing she is not the strongest of swimmers, she instead loads her weapon and levels it.


Struggle in the Water - Round 2 - continued

As Satu gets to the water's edge, she draws her melee weapon and splashes into the cold water, hoping to go help save the man who is being attacked.

Kheyji chooses not to jump in, but instead readies her crossbow in case the unseen enemy appears above the waterline.

The monster in the water still does not appear, but perhaps it loses its grip on the man, who seems to get his arms free for a moment, at least.

Hurik is next up.

Secret Checks:


Male Kellid Human Barbarian (Dragon Instinct) -3; AC 20 (Before raging), HP: 50/53, Saves F+9, R+7, W+8*

Hurik mentally curses as he still does not see the creature. At least he sees the man. He swims to him...
Athletics 1d20 + 8 ⇒ (17) + 8 = 25

Grabs him if he truly appears to be loose , keeping him above the surface and yelling "Let's get you to the shore while we can", and then tries to swim back with him towards shore. He hasn't seen the monster, but if they can get to the shore it may not matter.

First action was swim, second to grab the guy, and third to pull him towards the shore. Not sure i need to roll to hit if if he's willing? It's not exactly a grapple. Here's two more athletics rolls to try..first for grapple, second for swiming him back. If the grabbing the fellow fails then the third action will be a perception instead to see the thing ;)

1d20 + 8 ⇒ (15) + 8 = 23 (to grab fellow and pull him towards shore)
1d20 + 8 ⇒ (9) + 8 = 17 (to swim towards shore... or if the fellow can't be grabbed, then... Perception search roll is...) 1d20 + 7 ⇒ (8) + 7 = 15

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