Female Halfling Rogue 1
"Well then, Girdark, you and I will sneak in and shoot 2 of them with our crossbows, and then head back toward this door, hopefully drawing them after us; then Boyhi and Merklii can smash them with their dwarven hammers. Hopefully the rest will follow and we can kill them too." "Absalon, you and Siofra can attack them with whatever you want whenever you have the opportunity." "Let's do it!"
Female Halfling Rogue 1
A-ha! I say quietly to no one in particular. There must be a hidden door here, and perhaps traps. I will check it out. Perception - finding traps: 1d20 + 8 ⇒ (14) + 8 = 22 Disable Device: 1d20 + 9 ⇒ (8) + 9 = 17 If I succeed in finding a door I will open it and look around. Perception: 1d20 + 7 ⇒ (20) + 7 = 27
Female Halfling Rogue 1
I take in all these details, realizing this statue is similar to the one upstairs. I reach up to loosen and remove the strip of leather, and then remove the piece of black metal from the statue's jagged teeth. Seeing nothing else, I leave the cave and return across the ledge to the other side where Siofra is waiting. I relate to her what I saw and found over there. Let's go back up this ladder and rejoin the others, and we can give them an update.
Female Halfling Rogue 1
We made it, Siofra. The bottom of that pit looks nasty. I wonder what's at the other end of this ledge? I think I am going over there and find out. Acrobatics: Taking 10: 10+10=20 I make it across and end up at N-8 and look around the area closely. Perception: 1d20 + 7 ⇒ (8) + 7 = 15
Female Halfling Rogue 1
After I round the corner I see that there are 5 more of these petrified corpses, and the hallway opens up into a chamber with the same pattern on the floor that is upstairs - I wonder what the significance of that pattern is - and it has a closed door at the far end. I say to Boyhi and Merklii, Let's go check out the door. I move to C-3. Perception: 1d20 + 7 ⇒ (14) + 7 = 21
Female Halfling Rogue 1
The posting I put up yesterday with my climb roll evaporated overnight - go figure! Anyway, Sagamancer said forget about it, so I will just do my next post from the bottom of the shaft. I take out my lantern and light it. I look around and see the broken door. Shall we see what is beyond what's left of this door? I ask my companions, and then I proceed through the jagged hole in that door.
Female Halfling Rogue 1
I understand, Merklii, I do not wish to desecrate the statues either. The item I took was just hanging on it, so I figured it was OK to take as I feel it may be a key in our search. I do not want the gems. Looking down the shaft I say to Merklii, Are you willing to accompany me down this shaft on the rungs to continue following the drag marks and see if we can find what or who made them? I have a lantern we can use. Climb: 1d20 + 7 ⇒ (3) + 7 = 10 Perception: 1d20 + 7 ⇒ (7) + 7 = 14
Female Halfling Rogue 1
After I climb back down I say, This is amazing! Do you all suppose the rest of this mask is around here somewhere? Hey, Boyhi! Are you going after the gems or not? Merklii, would you like to accompany me to that door over there, and I point to the broken door to the north, and we can examine it?
Female Halfling Rogue 1
I quickly check out the rest of the room I am in. Perception: 1d20 + 7 ⇒ (19) + 7 = 26 Then I leave the room and proceed to the rear of the hall and examine the statue there. Perception: 1d20 + 7 ⇒ (16) + 7 = 23 And I check it for traps as well. Perception (finding traps): 1d20 + 8 ⇒ (7) + 8 = 15
Female Halfling Rogue 1
Perhaps we should search for Reimme, and return his longsword to him. I move to D16 and check the door. I first check for traps, and if none are found and if it is locked, I attempt to unlock it. Perception (finding traps): 1d20 + 8 ⇒ (11) + 8 = 19 Disable device: 1d20 + 9 ⇒ (4) + 9 = 13
Female Halfling Rogue 1
Do any of you know what "Reimme" means? Or perhaps it is someone's name . . . Are any of you interested in having this medium masterwork longsword? It is too big for me to use, I say as I show it to the rest of our group. And thank you Absalon for filling me in on what all just happened.
Female Halfling Rogue 1
As I stand here waiting for replies, a thought rapidly crosses my mind and I dash across this main room of the temple and out the door into the courtyard. I quickly go to the site where I noticed the dropped weapons and retrieve the longsword and the half-full quiver of arrows and immediately dash back into the temple and join the rest of our group. I just remembered these were outside so I went and got them. and I show them to the others.
Female Halfling Rogue 1
"Here, Siofra, will you please have a look at this black feather and see if you can identify what kind a bird it came from? It might enlighten us if we knew." "Also, does anyone recognize what this symbol on the floor signifies?" "Then I agree with Absalon, let's continue following the drag marks, with our weapons ready."
Female Halfling Rogue 1
"Merklii, thank you for the information on Lissala and the history of her worshippers. Most helpful. And please thank Ore for the blessing - I am sure we will need it!" I say, "Can anyone identify what bird that feather is from?" "Let's proceed carefully toward the empty pool and statue at the back and check them out." I move from V9 to R9, light crossbow ready. I assume Merklii, Boyhi, and Siofra will follow. GM: I thought Henric, Abslom, and Girdark had stayed outside the temple to stand watch.
Female Halfling Rogue 1
I take stock of our group and say, "OK, let's proceed. I'll go first with Boyhi behind me, followed by Merklii, and with Siofra at the end. If we get into serious trouble, Siofra, will you try and go back to summon the others to come help us? The rest of you keep a lookout out here." We start out, following the drag marks to the temple entrance. I say, "Let's try and be as quiet as we can." Stealthily I lead our group into the dark interior and once we are all in, pause long enough for our eyes to become accustomed to the dark. We look around and study our surroundings. Stealth: 1d20 + 14 ⇒ (4) + 14 = 18 Perception: 1d20 + 7 ⇒ (14) + 7 = 21
Female Halfling Rogue 1
"Merklii, I hope you come with me! And be sure you bring the Ore. I am sure your dark vision and your other talents will be vital in our exploration of the situation in the temple." Turning to Boyhi, I say, "Good. I know we will need your defense skills." "What about the rest of you? Are you coming or standing watch?" About Black Dow: DM O' The North"They say Black Dow; DM O' The North's killed more players than winter, and rolls the bones o' fate in the a cold, dour land behind a screen of skulls." (apologies to Joe Abercrombie for the above bastardization!) A pre-amble for my PFRPG pbp conversion of the classic UK 2 & 3 series The Sentinel & The Gauntlet aka "THE IOBARIAN SAGA": Murder one night... Mercy the next... Strange script inscribed upon the walls in blood. The cold land of Iobaria is as unyielding as the Icerime mountains, deep as the waters of the Lake of Mists & Veils, mysterious as the ancient destinies once forged there. Yet now in a forgotten village, within a forgotten realm, once proudly independent folk plead the help of strangers. Will you aid them? The Protagonists Mark Sweetman: Ragnar Sköld Född; Ulfen Human Barbarian (Invulnerable Rager) 3
The PBP Gazetteer Places:
The Berghof Regional map shows the location of the 4 "villages" in the area [some are barely hamlets, but are loosely referred to as villages] and main geographic features. They are (with their Auld Iobarian (AI) translations): Berghof [BERG-HOFF] (AI: "Place of Icy Hills") - Western region of Iobaria. Once part of Issian Iobaria, and as a result has stronger links to the nation of Brevoy and Choral the Conqueror[i] - a barbaric warlord of antiquity. Kustnir [KOOST-NEAR] (AI: [i]"Coast-near") – An isolated fishing village on the shores of the Lake of Mist and Dreams. Its inhabitants are beset by strange murders and fell deeds. Gánnáhwǽr [GANNA-WER] (AI: "Go-nowhere") - The region of Berghof's trading post - not big but pretty well stocked and well defended. Merchants and caravans coming to & from Brevoy use the trade route (dotted white) which takes them through the dangerous mountains- the Icerime Peaks. Hálbriden [HALE-BRYDEN] (AI: "Safe-wooden-boards") – The region’s largest village. The folk living here a particularly religious and fearful of the plagues that have swept Iobaria in the past. As a result they keep their healers/druids close and strangers are rarely welcomed. Ciselwella [KIZEL-WELLA] (AI: "Gravel-well") - A small logging hamlet who ply their trade on the outskirts of the Storith Wood. They mainly recover deadfall and are mindful of the fey that inhabit the wood. Nirrus River [NYR-RUSS] (AI: “The Cliff-flow”) - The headwaters of the Nirrus give it its name—springs and a series of small lakes feed into the riverbed from the Icerime Peaks and their foothills, often flowing or falling off cliffs into the five main tributaries that become the Nirrus. The Nirrus can be forded at several points throughout the region, and is a source of both freshwater fish and precious metals washed down from the Icerimes. Currently established bridges exist East & West of Hálbriden and due North of Ciselwella. A ferry point also exists at the river mouth near Kustnir.
People:
Ffolk O' Kustnir Pater Fisc: Eolder of Kustnir
Culture:
Marc = gold mark [gp]
Foes & Fauna:
Cold Weather Conditions:
Cold and exposure deal nonlethal damage to the victim. A character cannot recover from the damage dealt by a cold environment until she gets out of the cold and warms up again. Once a character has taken an amount of nonlethal damage equal to her total hit points, any further damage from a cold environment is lethal damage. An unprotected character in cold weather (below 40° F) must make a Fortitude save each hour (DC 15, +1 per previous check) or take 1d6 points of nonlethal damage. A character who has the Survival skill may receive a bonus on this saving throw and might be able to apply this bonus to other characters as well (see the skill description). In conditions of severe cold or exposure (below 0° F), an unprotected character must make a Fortitude save once every 10 minutes (DC 15, +1 per previous check), taking 1d6 points of nonlethal damage on each failed save. A character who has the Survival skill may receive a bonus on this saving throw and might be able to apply this bonus to other characters as well. Characters wearing a cold weather outfit only need check once per hour for cold and exposure damage. A character who takes any nonlethal damage from cold or exposure is beset by frostbite or hypothermia (treat her as fatigued). These penalties end when the character recovers the nonlethal damage she took from the cold and exposure. Extreme cold (below –20° F) deals 1d6 points of lethal damage per minute (no save). In addition, a character must make a Fortitude save (DC 15, +1 per previous check) or take 1d4 points of nonlethal damage. New Spells:
Source: Otyughnomicon; Northern Waste Otyugh [Purple Duck Games] HIBERNATE
A hibernate spell causes a comatose slumber to come upon one or more warm-blooded creatures. Roll 1d4 per two caster levels to determine how many total HD of creatures can be affected. Creatures with the fewest HD are affected first. Among creatures with equal HD, those who are closest to the spell’s point of origin are affected first. No creature with 5 or more HD is affected, and HD that are not sufficient to affect a creature are wasted. Hibernating creatures are helpless. Slapping or wounding awakens affected creatures, but normal noise
ICE SHAPE
You can form an existing piece of ice into any shape that suits your purpose. For example, the caster can make an ice weapon, a special trapdoor, or a crude idol. Ice shape also permits the caster to reshape an ice door to make an exit where one didn’t exist or to seal a door shut. While it’s possible to make crude coffers, doors, and so forth with ice shape, fine detail isn’t possible. There is a 30% chance that any shape including moving parts simply doesn’t work. MELD INTO ICE
Meld into ice enables you to meld your body and possessions into a single block of ice. The ice must be large enough to accommodate your body in all three dimensions. When the casting is complete, you and not more than 100 pounds of nonliving gear merge with the ice. A Perception check (DC 25) reveals a shadowy shape within the ice. If either condition is violated, the spell fails and is wasted. While in the ice, you remain in contact, however tenuous, with the face of the ice through which he melded. You remain aware of the passage of time and can cast spells on yourself, while hiding in the ice. Nothing that goes on outside the ice can be seen, but you can still hear what happens around him. Minor physical damage to the ice does not harm the caster, but its partial destruction to the extent that you no longer fit within it expels you and deals the caster 5d6 points of damage. The ice’s complete destruction expels the you and slays him instantly unless he succeeds at a Fortitude save (DC 18). Even if you make your save, you still take 5d6 points of damage. At any time before the duration expires, you can step out of the ice through the surface that you entered. If the spell’s duration expires or the effect is dispelled before you voluntarily exit the ice, you are violently expelled and take 5d6 points of damage. The following spells harm the caster if cast upon the ice that the caster is occupying: Ice shape deals the caster 3d6 points of damage but does not expel the caster. Faerie ice expels the caster and then slays the caster instantly unless he succeeds at a Fortitude save (DC 18), in which case the caster is merely expelled. Finally, passwall expels the caster without damage. SILENT AND UNSEEN
You gain a +10 bonus to Stealth for 1 minute. In addition, for the spell’s duration any enemy targeting you with a melee, ranged or ranged touch attack must make a Will save or believe you vanish before their eyes (you do not actually vanish, but your opponent thinks you do for the purpose of their attack.) SNOW BLINDNESS
The reflecting snow and ice flashes brightly and all reflected
MAPS: Iobarian Saga Map 1: Realm of Iobaria Iobarian Saga Map 2: Berghof Regional Map Flavour Translator for Auld Iobarian (using Old English) Email: dmblackdow@gmail.com |