F Human Shaman 8, Init +5, Perc +20, SM +21, CMB+8, CMD21, HP 152/152, F+10, Ref+8, Will+14, AC 20/T13/FF17 , Resist cold 10, Resist electricity 10, Resist negative energy 10, no breath, Darkvision 60ft, Constant endure elements, see in (Su) dark
Martikio:
All things considered being raised in a noble house, Alice observed and listened carefully to his story. Maybe he thickened some stuff, maybe he downplayed some details?
Sense motive:1d20 + 21 ⇒ (6) + 21 = 27
"You do realize asking a lady for her blood is really more a vampire thing, right?""[/b]
Story considered, and the insight she was given into his state of being, a memory of her mother's philosophical moods comes back to her. In which her mother opted that a good moral compass, values and kindness, can make a world of difference.
Silently smiling inside, Alice motions for you to hand her the cup.
Picking her dagger, she cuts her finger, repeatedly as it heals instantly.
She mixes the wine with the blood, then hands it back, and pours herself another cup.
Mother, we will have so much catching up to do when i revisit.
Halfling Unch rogue (bandit) Hp 32/32 AC 19, T 16, FF 14, F+4, Ref +9, Will +4 (+2 extra vs fear), Perc +10, Stealth +16, Init +5, speed 20 feet.
Zarena wrote:
Good point, but could be something else in there, since we haven't searched/disturbed it, so probably worth a look in any case. I just hope it doesn't reanimate. :)
*BRAAAAAINNS!!*
Gronilda wrote:
"Phiiiuuu! That is a good bunch of treasure!"
"Indeed. This one hasn't been sent off poor."
Like Gronilda, Lizzie takes a peek vs traps.
Perception:1d20 + 9 ⇒ (6) + 9 = 15, but dust gets in her eyes, evidently hampering decent inspection.
F Human Shaman 8, Init +5, Perc +20, SM +21, CMB+8, CMD21, HP 152/152, F+10, Ref+8, Will+14, AC 20/T13/FF17 , Resist cold 10, Resist electricity 10, Resist negative energy 10, no breath, Darkvision 60ft, Constant endure elements, see in (Su) dark
GM Wolf wrote:
Sorry folks it has been a crazy week. ER visit on Sunday, I am all clear. Then just life. Lots of doctor appointments, robotics, and being a good dad and husband.
I have a two-day training, but I will try to get us forward at night. Then, posting daily again on Sunday to Thursday nights!
F Human Shaman 8, Init +5, Perc +20, SM +21, CMB+8, CMD21, HP 152/152, F+10, Ref+8, Will+14, AC 20/T13/FF17 , Resist cold 10, Resist electricity 10, Resist negative energy 10, no breath, Darkvision 60ft, Constant endure elements, see in (Su) dark
Pathfinders are glorified tombrobbers. :)
I must admit, while running some PFS missions, the whole 'lets plunder these cultural relics that don't belong to us' thing, that does show the audacity.
Though being the GM, i just had the cultural relics 'covertly relieved' by thieves of the plundered people during the debriefing, and they would know it.
It felt justified.
But i wouldn't make a counterfeit wayfinder. It'd look too different from theirs.
F Human Shaman 8, Init +5, Perc +20, SM +21, CMB+8, CMD21, HP 152/152, F+10, Ref+8, Will+14, AC 20/T13/FF17 , Resist cold 10, Resist electricity 10, Resist negative energy 10, no breath, Darkvision 60ft, Constant endure elements, see in (Su) dark
Xandarian Quartermain wrote:
"Close enough!"
Xandarian grabs the fox tail and bites the tip before letting it go.
(all too easy)
Before biting, Xandarian is hexed through a tear in the fabric of reality, emerging just a little away and falling into a nearby water well.
Guessing that my earlier-posted action is my round one action instead of being a surprise, so not adding anything, but if I am supposed to take another action, let me know.
I'll take it as a surprise action. It would happen alongside the bad goblins drawing their swords at the friendlies.
F Human Shaman 8, Init +5, Perc +20, SM +21, CMB+8, CMD21, HP 152/152, F+10, Ref+8, Will+14, AC 20/T13/FF17 , Resist cold 10, Resist electricity 10, Resist negative energy 10, no breath, Darkvision 60ft, Constant endure elements, see in (Su) dark
Vandomir wrote:
Wee Jas? Why is there a Greyhawk Deity in a Pathfinder AP?
Perhaps Abaddon is the place to be, for other settings to creep into.
F Human Shaman 8, Init +5, Perc +20, SM +21, CMB+8, CMD21, HP 152/152, F+10, Ref+8, Will+14, AC 20/T13/FF17 , Resist cold 10, Resist electricity 10, Resist negative energy 10, no breath, Darkvision 60ft, Constant endure elements, see in (Su) dark
Ulricha the Unkillable wrote:
Yeah, while Ulricha will accept the benefit of others making wishes, since it benefits everyone for her to hit harder, she's not convinced that making a wish isn't somehow selling your soul into some sort of slavery.
Honestly the Wish thing is so far the shadiest aspect of the Kingdom to her.
There's a reason Alice doesn't push her luck too much. :)
Halfling Unch rogue (bandit) Hp 32/32 AC 19, T 16, FF 14, F+4, Ref +9, Will +4 (+2 extra vs fear), Perc +10, Stealth +16, Init +5, speed 20 feet.
Zarena wrote:
I would hope it would stay away as well, and I have compassion for the situation where we are taking over their home.
Glad i'm not alone on this.
"Agreed, for the general safety, we'd best make sure the creature doesn't rat on our position. Preferably through words."
That latter needed little saying, but the whole evicting others after getting evicted themselves, just sticks on Lizzie's mind like a bad itch under one's foot.
Halfling Unch rogue (bandit) Hp 32/32 AC 19, T 16, FF 14, F+4, Ref +9, Will +4 (+2 extra vs fear), Perc +10, Stealth +16, Init +5, speed 20 feet.
Lizzie will help with the butchering of the lobster, how instructed.
Aid other:1d20 + 1 ⇒ (20) + 1 = 21
"You know, if we're lucky we'd find more opponents, that we could get meat off. Though i am not hoping for something very large, like something that is bigger than a horse."
Halfling Unch rogue (bandit) Hp 32/32 AC 19, T 16, FF 14, F+4, Ref +9, Will +4 (+2 extra vs fear), Perc +10, Stealth +16, Init +5, speed 20 feet.
GM Red wrote:
And then suddenly, a kraken emerges from the pool!
Just kidding, no traps this time :)
This bald eastern guy told stories of his team working their way through waves of time-summoned brutes and creatures. We will persevere too, one way or another. (epic times...good times)
Lizzie grabs her dagger and moves forward to the north.
F Human Shaman 8, Init +5, Perc +20, SM +21, CMB+8, CMD21, HP 152/152, F+10, Ref+8, Will+14, AC 20/T13/FF17 , Resist cold 10, Resist electricity 10, Resist negative energy 10, no breath, Darkvision 60ft, Constant endure elements, see in (Su) dark
Halfling Unch rogue (bandit) Hp 32/32 AC 19, T 16, FF 14, F+4, Ref +9, Will +4 (+2 extra vs fear), Perc +10, Stealth +16, Init +5, speed 20 feet.
The fighting over for now, Lizzie feels slightly conflicted about it.
While not on the level of what happened to their own home, they too just attacked someone's home. What of the next troglodytes they'd encounter, would it come to the same result?
She pushes back the thought. No, focus on the mission at hand. Stay safe, and be careful.
F Human Shaman 8, Init +5, Perc +20, SM +21, CMB+8, CMD21, HP 152/152, F+10, Ref+8, Will+14, AC 20/T13/FF17 , Resist cold 10, Resist electricity 10, Resist negative energy 10, no breath, Darkvision 60ft, Constant endure elements, see in (Su) dark
F Human Shaman 8, Init +5, Perc +20, SM +21, CMB+8, CMD21, HP 152/152, F+10, Ref+8, Will+14, AC 20/T13/FF17 , Resist cold 10, Resist electricity 10, Resist negative energy 10, no breath, Darkvision 60ft, Constant endure elements, see in (Su) dark
Everyone, haste is active, bonuses +1 to AC and reflex. Ulricha you'd pass that 4th save.
F Sylph Storm Druid 1, Speed 30ft, Fort +3, Ref +2, Will +5, Perc. +5, Sense Motive +8, Darkvision 30ft, Init +4, AC 15/13/12
Joanna Whitehall wrote:
Thanks, BD. I appreciate it. I just got the news a few minutes ago that she passed away. It hurts, but it's a bittersweet pain. We miss her, but she no longer suffers.
Counting on the successful warding off in Fairbrooke to give some breathing space, preparations have been made. About 10 of the thin portable barriers have been made. With the premise of moving in the dark, a few villagers had been creative, having mounted oval shapes on the upper edge, in hopes to give it a vague resemblance of it being a few people moving together.
To raise morale, the town council issued a round on the house for the participants.
======================================================
February 18th, morning.
The fort still being a little over 2 days march away, the crowd gathers early in the morning, checking their rations and assorted weapons.
Limited though their number may be, it being a 5th of the town's people, they are motivated. By 9.00 in the morning, you and the others set out.
2d100 ⇒ (1, 1) = 2Ok, that's truly remarkable.
A pleasant breeze blows today.
Perception 18:
On your way, you pass by a beautiful lake. A big 30 by 30 ft rock formation stands at its shore. Some fallen leaves from the nearby trees are picked up by the wind. However, while they normally would hit and drop when hitting a rock formation, some leaves seem to stop momentarily in odd places, like mid-air, before getting picked up again. As if they had been stopped by something.
Detect magic.
Spoiler:
Moderate illusion magic is at work here.
Spellcraft 20.
Spoiler:
You've heard mention of illusion magics able to hide or mask the appearance of terrain or even structures. Bracadan mages call it 'Mirage Arcana'.
Sorry for the pause.
------------------------------
[ooc]Question for the team: The infiltration team would focus on opening the gates mainly.
All things getting considered, the doubters get convinced by their fellow council members.
During the following 4 days, a group from Fairhaven heads for Fairbrook to collect those willing to participate in the covert mission. They return with two from Fairbrook, which includes the redhead ranger.
From Fairhaven, a trio complete the team.
Infiltration team consists of a muscle, ranger, cleric, rogue, and a jack of all trades.
Fairhaven constructs a several 10ft wide portable barriers. It looks like a large portable version of those woven fences, but high as a tower shield. By plan, about 40 able townsfolk will assist in the diversion, carrying the barriers and fighting if need be. Generally divided into smaller groups.
However, with Estelle and Strom staying in town, the town asks for a cleric to join you.
Halfling Unch rogue (bandit) Hp 32/32 AC 19, T 16, FF 14, F+4, Ref +9, Will +4 (+2 extra vs fear), Perc +10, Stealth +16, Init +5, speed 20 feet.
Lizzie doesn't have a shovel, but will help in whatever other way possible. Dragging the bodies into proper graves and such, making a short prayer to Desna for the souls of the departed.
F Human Shaman 8, Init +5, Perc +20, SM +21, CMB+8, CMD21, HP 152/152, F+10, Ref+8, Will+14, AC 20/T13/FF17 , Resist cold 10, Resist electricity 10, Resist negative energy 10, no breath, Darkvision 60ft, Constant endure elements, see in (Su) dark
GM Wolf wrote:
The force wall is actually a globe and it cuts Ulricha, the baron, and deamon slimes from the rest of you.
** spoiler omitted **
Round 10
Vandomir aims high at the Archer demon on the ceiling piercing it's face with one of his bows. The creature shrieks out in pain and returns arrows to Vandomir.
A great horned red glowing spirit leaves the globe and flies up through the ceiling.
An immense crack of sorts can be heard and a lot of glass shattering after.
The wizard vanishes. ** spoiler omitted **
Round 11
The deamon on the ceiling vanishes on his turn.
** spoiler omitted **
With the fire wall down you can see scorch marks on the otherside of the courtroom. Though no bodies can be found. End of combat, no threats... for now.
If you have lethal damage and are within 20 feet of the globe of force you need to make the fort saves vs. Fleshweep. If you fail the disease progresses and damages you each time. Up to 4 saves per round. We can waive these saves but everyone likely takes the damage 3 times then. If you are immune to disease disregard.
GM, had the wizard made his save vs Stinking Cloud i cast at round 9? DC 19 Fort. If he didn't pass, he's too nauseated to cast any spells.
Halfling Unch rogue (bandit) Hp 32/32 AC 19, T 16, FF 14, F+4, Ref +9, Will +4 (+2 extra vs fear), Perc +10, Stealth +16, Init +5, speed 20 feet.
Grymwold wrote:
Tracking encumbrance is UGGHHHH! But in this case, it's obviously warranted as an integral part of the encounter. It's just another reason why, in a game with access to magic-marts, a Bag of Holding is usually the party's first communal purchase.
Meanwhile, the original bag of holding was used by Mary Poppins. :)
F Human Shaman 8, Init +5, Perc +20, SM +21, CMB+8, CMD21, HP 152/152, F+10, Ref+8, Will+14, AC 20/T13/FF17 , Resist cold 10, Resist electricity 10, Resist negative energy 10, no breath, Darkvision 60ft, Constant endure elements, see in (Su) dark
GM, a question about the room. Is the ceiling high enough, and the wizard thus high up enough in the air, to safely throw a 20 by 20 area spell on him, without affecting my allies?
Halfling Unch rogue (bandit) Hp 32/32 AC 19, T 16, FF 14, F+4, Ref +9, Will +4 (+2 extra vs fear), Perc +10, Stealth +16, Init +5, speed 20 feet.
GM Red wrote:
Grymwold, Zarena, and Ghost take down one of the two archers, leaving a single hobgoblin to fight on his own.
He looks at his fallen companion and turns to the party, a look of hatred on his face. Scowling in anger, he swiftly turns and starts to sprint away from the fight.
He's about 45 feet off the left edge of the map if you intend to chase him. If not, out of combat
F Human Shaman 8, Init +5, Perc +20, SM +21, CMB+8, CMD21, HP 152/152, F+10, Ref+8, Will+14, AC 20/T13/FF17 , Resist cold 10, Resist electricity 10, Resist negative energy 10, no breath, Darkvision 60ft, Constant endure elements, see in (Su) dark
Severa nods to Neas in thanks "Do you know any more about the tunnel, such as where in the fort it originates? If anyone sneaks up through the tunnel, they would want to know where they will be!"
"The very first tunnel started in the keep of the fort. I think it is likely the same goes for the last tunnel. The keep holds the commander's quarters and war room on the 1nd floor. An assembly room, and quarters for guests and guards on the ground floor. And an underground prison. That is what is documented. What is outside within the fort's walls may have been subject to which side held the fort at a given time. I would guess the tunnel starts in one of the quarters. Given Avlee held it last, i wouldn't say it improbable that they put a fork in the path, or a trap or two to slow pursuers."
She raises a finger in warning.
"Avlee had implemented magical defenses against outside attacking forces, which needed no speech activation. In case you are thinking about that as well. I have no details on what, but it did require manual activation."
Severa nods thoughtfully to Astella as she listens to Neas. "That is very interesting and useful. Do you know of any rumors or hints as to the location of the new tunnel? Does the newer tunnel face the river like the old one?"
"Most likely, that would be the most useful. Supposedly the outside entrypoint would be pointed out by 'the wooden dragon's claw'. Information wasn't documented more than that."
F Human Shaman 8, Init +5, Perc +20, SM +21, CMB+8, CMD21, HP 152/152, F+10, Ref+8, Will+14, AC 20/T13/FF17 , Resist cold 10, Resist electricity 10, Resist negative energy 10, no breath, Darkvision 60ft, Constant endure elements, see in (Su) dark
Alice hopes the possessed victims don't die under the combat prowess of Ulricha. Not that she could do much about it. At least not without using her innate ability to channel life for a small amount, which would heal all within 30ft.
Round 3
Alice hexes Xandarian for protective luck, and chants to prolong it on him and Ulricha.
Sylvan:
"If we can, please avoid killing the humans, they are not in control of themselves."