Spell Sovereign

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Goblin Squad Member. ** Pathfinder Society GM. 644 posts (1,602 including aliases). No reviews. No lists. No wishlists. 14 Organized Play characters. 18 aliases.


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Hi all. I apologize, but I unexpectedly lost internet last weekend, and it hasn't yet returned. I will get us going again as soon as it returns. Thanks for your patience!


Hi all. I apologize, but I unexpectedly lost internet last weekend, and it hasn't yet returned. I will get us going again as soon as it returns. Thanks for your patience!


Hi all. I apologize, but I unexpectedly lost internet last weekend, and it hasn't yet returned. I will get us going again as soon as it returns. Thanks for your patience!


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Hi all. I apologize, but I unexpectedly lost internet last weekend, and it hasn't yet returned. I will get us going again as soon as it returns. Thanks for your patience!


You take the trail south, and it leads you into the full expanse of the Border Wood. You're about 5 hours into your travel for the day when the trail leads through a small clearing among the taller trees before continuing uphill and out of sight. A large chest lies half-buried in the snow, apparently dropped or discarded by those who hastily passed this way.


The boar squeals in pain as Ileana's arrow sinks into its flesh. It turns its attention toward her, and charges! The boar's tusks catch Ileana squarely in the side and rip a horrific wound in her side.

Ileana takes 12 (max) damage from the boar, dropping her unconscious.

Aldern springs forward, shouting "Ileana, no!" before stabbing with his rapier. He cuts through the creature's flesh, causing it to squeal in pain again.

Eloen can act, and Ileana can make a stabilization check.

GM only:
Attack: 1d20 + 6 ⇒ (10) + 6 = 16
Damage: 1d8 + 4 ⇒ (8) + 4 = 12
Foxglove attack: 1d20 ⇒ 7
Damage: 1d6 + 2 ⇒ (6) + 2 = 8

Boar: 4/18


Lucino:
"No, it seems as though Sandpoint was the focus of the attack. Why that would be, I have no idea."

You get the sense that Nisk is reasonably capable, but not as much of an "expert" as he pretends to be.

Aria:
The sheriff lets you know that they believe that Stoot killed himself, but refuses to speak any further about the demon shrine. "Good folk shouldn't be discussing things like that - no they shouldn't."

Afternoon, Two Days After the Goblin Attack

The day winds on, and your dinner with Aldern Foxglove is quickly approaching.

You can make a Discovery check or Influence check as normal, or you can choose to spend time at the Rusty Dragon for the afternoon waiting for dinner. If you choose the latter, you can read the spoiler below!

Rusty Dragon:
As you're sitting at the Rusty Dragon, enjoying the best food in town and a few drinks to go with it, a surly visitor slams the tavern's door open. The elderly Tian man wearing fine clothes and shouts a phrase in a strange language.
Anyone can make a Knowledge (local) check, and also let me know if you speak Tian.


As you're talking, most of you hear movement in the brush off the trail. Looking up, you see the tiny, bloodshot eyes of an ill-tempered beast glaring at you angrily above a mouth filled with sharp tusks. It seems that the boar has found you.

The boar is about 15 feet away, and the whole area is difficult terrain (we won't use a map for this - just go ahead and thematically describe your actions). Everyone but Rigel gets an action in the surprise round (only a move OR a standard action).

Initiative Order
Aldern
Eloen
Ileana
Boar
Leona
Rigel

Aldern springs to a standing position and draws his rapier, ready for the boar's charge.

Eloen and Ileana can each act with one action in the surprise round!

GM only:
Filona Init.: 1d20 + 1 ⇒ (1) + 1 = 2
Eloen Init.: 1d20 + 3 ⇒ (15) + 3 = 18
Rigel Init.: 1d20 + 1 ⇒ (8) + 1 = 9
Ileana Init.: 1d20 + 3 ⇒ (12) + 3 = 15
Leona Init.: 1d20 + 2 ⇒ (8) + 2 = 10

Eloen Perception: 1d20 + 3 ⇒ (4) + 3 = 7
Rigel Perception: 1d20 + 3 ⇒ (2) + 3 = 5
Ileana Perception: 1d20 + 8 ⇒ (4) + 8 = 12
Leona Perception: 1d20 + 4 ⇒ (13) + 4 = 17

Stealth: 1d20 ⇒ 6
Boar Initiative: 1d20 ⇒ 13
Aldern Init.: 1d20 + 7 ⇒ (18) + 7 = 25
Aldern Perception: 1d20 + 9 ⇒ (17) + 9 = 26


Brandor:
You can do Perception or Sense Motive for Discovery on the priest.

Aria:
You don't find much more about the burning of the old cathedral in the records: the fire started in the Sandpoint Cathedral and spread quickly. As the town rallied to save the church, the inferno expanded, consuming the North Coast Stables, the White Deer Inn, and three homes. In the end, the church burnt to the ground, leaving the town's belved priest Ezakien Tobyn and his beautiful adopted daughter Nualia dead. You do come across a note that showed that, even though Father Tobyn's remains were found, Nualia's were not (and it was assumed that they burned in the blaze).

You also find a lot of information about The Chopper, a serial killer that was active around the same time and was caught a month before the fire. The Chopper, actually a man named Jervis Stoot, killed 26 people before he was caught, including the town's sheriff, Casp Avertin. Stoot had moved out to an island (now known as "Chopper's Isle) recently, and when they traced the murders back to the island, they found the eyes and tongues of all 26 victims, and Stoot himself dead at the base of an altar build to a birdlike demon in his home.

The third piece of information that you find is that, around the same time as both of these tragedies, Atsuii Kaijitsu, wife of Lonjiku and mother of Ameiko, fell from a cliff and died. The investigator notes that Lonjiku and Atsuii's son, Tsuto, publically accused his father of pushing his mother to her death at her funeral, but no other evidence pointed to Lonjiku's involvement, and the matter was dropped.

Theron:
You spend some time in Savah's Armory, watching her deal with customers and examining some of her wares. She seems to be a good business, but you don't notice anything that you think would be of use to you - she doesn't engage with you much while you're there.

Wendell, anything you'd like to do?


You head through the door in the southwest, and come upon another gruesome scene. On the marble floor lie the entwined bodies of multiple combatants. The hands of noble corpses grip daggers, makeshift clubs, and even a gem-encrusted rapier. Mixed in are the twice-dead bodies of zombies, their gray skin fetid and rotting.

Perception DC 25:
You hear the door across the room opening slowly and stealthily.


Sigrun wrote:
As the others tend to their wounds, she heads towards the frozen figures to see if she can make sense of just what exactly they are.
Paldo wrote:
What are the four lighter blue circles around the statue of the frozen person? Are there any identifiable markings on the frozen person that give any information about them?
Glim wrote:
He then stands and dusts off his mittens before approaching the frozen statues. Simulacra? Actual frozen people? He peers at them carefully and circles them once before turning to the tracks that Halleva is following away toward the trees.

There's only one "ice statue," and as you get closer, it's clear that this was a human that was frozen in place. The small circles are parts of his body that have been chipped off. The "ice statue" is wearing a breastplate that bears Taldan heraldry, and one of the ice chunks on the ground contains his arm holding a longsword.

Honsul wrote:
Through his plugged nose, Honsul casts Detect Magic to see if he can identify any lingering magic or traps before anyone enters the carriage.

You do not detect any magic coming from either carriage.

Paldo wrote:
Do the bodies on the ground (other than the zombies) have uniforms on or anything that would make them all part of the Lady's guard or are there any other corpses?

All of the bodies on the ground have been stripped of their weapons and armor, so don't bear any markings to identify themselves. There are a few women, but mostly men, and all of them are pierced with tiny needles and shards of ice.

Halleva wrote:
She offers no explanation for the monstrous transformation she underwent just a few moments ago, apparently not ready to discuss it with anyone, and tromps forward through the snow, keeping an eye out for tracks or anything else that may have been overlooked.
Garran wrote:
Garran gives the zombie carriage, then the overturned carriage, a quick search to see what might be available.

In searching the overturned carriage, Garran finds broken chests and boxes strewn across the ground. Inside, all that remains is three courtier's outfits. Meanwhile, Halleva moves over to help with the search of the carriage with the zombies, and finds a small jewelry box under the seat. Inside, she finds a signet ring, a pair of earrings, a set of pearl-inlaid bracelets, assorted gold and silver necklaces, and one sapphire pendant.

Could someone volunteer to keep track of loot? Maybe set up a share doc somewhere?

Garran wrote:
Garran slogs over to look at the icy statue. He tries to remember if he ever read about anything of the kind in his church studies.

You don't think you've ever heard about anything like this in your religious studies.

DC 18 Knowledge (planes):
You can't be sure, but you think it's possible that this was the work of an ice mephit.

As you all walk around the area, you see clearly that a path leads south through the forest, and it contains clear tracks from a group of humanoids and horses that followed the path southward.


Fiona wrote:
Perhaps coming with us would be dangerous for you sir, you might want to head out with the others instead of deeper in with us. Either way I can heal you if you are hurt now.

"I'm not hurt, but thank you. And no, I'd rather stay with you. Yes, yes - the Emperor would prefer if I do, I'm sure of it. He wouldn't want anything to happen to me, and anyways, I must give him a full report of the situation. Yes, I'll stay with you I believe."

The only door you aren't sure where it leads is to the southwest. What would you like to do?


Aldern seems fascinated by hearing about Eloen's history, not taking his eyes from her as she talks, mumbling things like "incredible" and "what a life you've led" at even the most mundane details.

He eventually turns his head toward Ileana as she describes how to find a boar.

"Yes, indeed! In fact . . ." he trails off as he looks to the side of the trail you're on. More swiftly than you would have anticipated, he swings down off his horse and moves to the side of the trail.

"We might have something here! Ileana, come take a look - what do you think?"

Survival DC 11:
Aldern points to one of the very mud pits Ileana mentioned, and you can see clear signs that a boar has been there recently.


Aria:
"Yeah, I heard a bit about it. Father Tobyn's tomb, wasn't it? I always thought there was something a bit strange about his death. We were already reeling from all that business with The Chopper, and just a month after he was caught, the cathedral burned down, killing Father Tobyn and his adopted daughter. How could a fire like that have started without someone causing it? I just don't know..."

Lucino:
In talking with Nisk, you start to get the sense that his alchemical abilities don't come from his vast knowledge of the research behind alchemy. In fact, based on some of his conversations with customers, and the quick look you got at some of his concoctions, you're a bit worried that he's not the alchemist he presents himself as.

You think that anyone who presents themselves as an expert alchemist makes Nisk nervous, and would have trouble Influencing him.

Theron:
You can do an Appraise check, Perception check, or Sense Motive check for Discovery.


Hi all, apologies for the delay! We'll be back up and running tomorrow!


Hi all, apologies for the delay! We'll be back up and running tomorrow!


Hi all, apologies for the delay! We'll be back up and running tomorrow!


Hi all, apologies for the delay! We'll be back up and running tomorrow!


Despite the surprise, Sigrun's axe finds its way right into the chest of the zombie, staggering the creature backwards as it connects.

Horn's flurry of attacks rips what's left of the zombie to pieces, and it stops moving as it collapses to the ground.

The zombies once again howl in pain as Garran's holy light engulfs them, though they seem less affected than before.

As the grease washes over the zombies, two of the lost their footing and fall to the carriage floor.

The one that remained standing from the Grease is quickly torn to pieces by Halleva's claws.

As the remaining zombies begin to stand, Glim's bomb explodes, washing them in fire. When the smoke clears, it's clear that all of the zombies are dead.

Combat over!

GM Only:
Red: 1d20 + 3 ⇒ (19) + 3 = 22
Blue: 1d20 + 3 ⇒ (17) + 3 = 20
Yellow: 1d20 + 3 ⇒ (20) + 3 = 23

Red: 1d20 ⇒ 15
Blue: 1d20 ⇒ 3
Yellow: 1d20 ⇒ 3

Reflex: 1d20 ⇒ 14

Red: 1/19
Green: -8/19
Blue: -1/19
Yellow: 0/19


DC 20 Knowledge (nobility):
Now that you've had a moment to look at him, you are able to recognize the man as Magistros Sebastus Hustavan, Emperor Stavian III’s consul for the fourth district of Oppara Prefecture.

"Well, if you were more than peasants, you'd know not to speak to me that way. But I can look past all of that since you saved my life! I have no idea why these creatures are here, and I don't really care. I shall stay with you, however - that seems safest for all involved."


Aria:
Just want to clarify - why several days later? Not a problem, just want to make sure I know what you're going for.

Lucino:
For the Knowledge check, you can do Knowledge (arcana) or Knowledge (local). For the Discovery check, you can do Craft (alchemy) or Sense Motive.

In addition to a Discovery or Influence check, you can also spend your morning doing something to help with your investigation. Just another option for you.


Aldern continues to chat a bit with Rigel, but then slows his horse a bit to ride alongside Eloen.

"And what about you? You can't tell me that someone as impressive with a bow as you are hasn't spent time traveling around the region at least?" With that he flashes his best smile and waits for a reply.

Back in town . . .

"Yes, yes, fine - we can start now. I have a set of glassware that needs cleaning in the back. Think you can handle that?" His mood seems to be somewhat more sour than it was the last time you saw him.

Unfortunately not a success on the Influence check this time :( but you're definitely in as an apprentice!


Most of the theatergoers who had been trapped in the room rush away, looking for an exit. But one man approaches. He's a tall, frighteningly thin man of advanced age with short, gray hair that clings to his head as if it were bathed in cooking oil and a white beard that's been meticulously trimmed and braided. He wears a blue silk shoulder sash over long white robes, and his fingers are encrusted with bejeweled rings.

"Thank the gods you saved me! I'm not sure what this city would do without me, quite frankly. Who knew peasants like yourselves could bring such glory to Taldor?"


Let's open things up a bit, shall we?

The two southern zombies, finding themselves blocked by their fellow undead at the door of the carriage, slam into the wood and break through.

No more cover!

The two northern zombies slam heavy fists toward Horn and Halleva. Horn, well trained for battle, dodges the blow easily, but Halleva, in her rage, takes the full force of the attack.

Halleva takes 7 damage from the zombie. Everyone can act!

GM only:
Horn: 1d20 + 4 ⇒ (2) + 4 = 6
Damage: 1d6 + 4 ⇒ (6) + 4 = 10
Halleva: 1d20 + 4 ⇒ (14) + 4 = 18
Damage: 1d6 + 4 ⇒ (3) + 4 = 7


Nope, no critical fumbles. Also, remember that we're in difficult terrain, so each square costs two moves and no five-foot steps (and meaning that Halleva can only take one attack).

Horn's vicious bite tears chunks of flesh from the undead corpse, but the rock from Linge's sling merely bounces off the creature.

Sigrun's axe misses the zombie, but breaks a hole in the side of the carriage.

Halleva tears at the zombie as well, scratching long marks into the creature's chest.

The zombies moan in pain as the holy light of Iomedae engulfs them.

Honsul and Gritil's attacks fly well over the heads of the creatures and slam into the carriage.

GM only:
Red: 1d20 + 3 ⇒ (4) + 3 = 7
Green: 1d20 + 3 ⇒ (2) + 3 = 5
Blue: 1d20 + 3 ⇒ (15) + 3 = 18
Yellow: 1d20 + 3 ⇒ (7) + 3 = 10

Red: 4/19
Green: 4/19
Blue: 15/19
Yellow: 13/19


I use the IFTTT app to give me notifications for all of my games. I think the directions here are pretty helpful.


Glim - I'm going to shift you to targeting red because (even though it's not clear on the map), brown and blue are still mostly inside the carriage and definitely not visible from where you are. Targeting red will keep you from hitting any of your companions with the splash.

The zombies grunt in rage as the fire washes over them, but doesn't seem to slow their surge forward.

GM only:
Red: 15/19
Green: 15/19
Blue: 17/19
Yellow: 17/19

Green: 1d20 ⇒ 1
Blue: 1d20 ⇒ 15
Yellow: 1d20 ⇒ 14


Linge:
For normal attacking, you won't have to make a check. But normal attacking only applies to humanoids, monstrous humanoids, giants, and other animals. You'll have to use a second trick (also on Attack) to get Horn to easily attack unnatural creatures like undead and aberrations. If you want to replace one of your tricks with a second Attack, that's fine though.

Looking a bit closer at the carriage as Garran approaches, you see marks of Taldan heraldry and extensive damage from the arrows that litter its side. A spear has been wedged between the handles of the carriage doors to hold them closed.

Garran slides the spear out and swings open the door. Immediately, a number of corpses wearing soiled rags, their flesh rotting off their bones, pile out of through the doors.

Knowledge (relgion) DC 11:
These are zombies, undead creatures that resist anything but slashing damage. You also know undead traits.

A flash of light bursts in front of one of the creatures, but it doesn't react in the slightest.

Initiative Order
Honsul & Gritil - readied action (go ahead and roll the telekenetic projectile attack and damage, and you can act for Gritil)
Paldo - readied action (already handled - see above)
Glim
Linge & Horn
Halleva
Garran
Sigrun
Zombies

We'll do block initiative, so everyone can act! (though Honsul and Paldo already have, technically) Only two of the creatures are out the door, so the other two have cover at this point.

GM only:
Garran: 1d20 + 1 ⇒ (7) + 1 = 8
Linge: 1d20 + 2 ⇒ (19) + 2 = 21
Glim: 1d20 + 3 ⇒ (19) + 3 = 22
Garran: 1d20 + 1 ⇒ (15) + 1 = 16
Halleva: 1d20 + 1 ⇒ (20) + 1 = 21
Sigrun: 1d20 + 1 ⇒ (3) + 1 = 4
Paldo: 1d20 + 3 ⇒ (4) + 3 = 7
Honsul: 1d20 + 4 ⇒ (3) + 4 = 7
Zombies: 1d20 ⇒ 3


Filona:
You can make another Bluff check to Influence him (since you know that works as long as you roll well enough), you can try to Influence him in some other way (I could imagine trying to impress him in some way, trying to intimidate him if that was your forte, etc.), or try another Discovery check to learn something else about how best to Influence him by using Craft (alchemy) or Sense Motive.

Rigel wrote:
Aldern, do you have any business you conduct? I would like to hear of your travels, if you've been anywhere distant and exotic...

"Oh, I can't say I've done much very exciting. I'm primarily a land broker - my family owns a number of properties in Southern Varisia, and I take care of them and rent them out, nothing very exciting; but what about you - Desna is the goddess of travel, no? You must have quite a life!"

Rigel:
You notice a number of things in your conversation with Aldern as the horses are being prepared: he seems genuinely interested in hearing about your life - much more so than sharing any details about his. You also notice that he keeps briefly looking away over your shoulder toward Eloen before returning to make eye contact with you.

You learn that talking about yourself will gain you a bonus on Influence checks, and that he clearly has a soft spot for Eloen.

Ileana:
You overhear some of the conversation between Aldern and Rigel, and you're pretty sure that Aldern is deflecting the conversation away from himself toward Rigel - but not for any malicious reason. He seems genuinely curious.

You learn that talking about yourself with Aldern will give you a bonus on checks to Influence him.


Morning, Two Days After the Attack

The sun is shining again, and life seems truly to have gone back to normal, for most at least. You have dinner with Aldern Foxglove that evening, but you have the day to yourselves.

Discovery check, Influence check, or something else!


The man with the pick stops laughing just in time to feel Testudo's lance pierce directly through him. He tries to speak, but coughs up blood instead and crumples to the ground.

The zombies, seeing their master fall, grunt in rage and slam themselves into the nearest targets - Gwen and Testudo. Their attacks are nowhere near lethal, though, and Gwen and Testudo shake them off easily.

Just a couple of human zombies left to finish off - everyone can act!

GM only:
Gwen: 1d20 + 5 ⇒ (2) + 5 = 7
Damage: 1d6 + 4 ⇒ (4) + 4 = 8
Testudo: 1d20 + 5 ⇒ (8) + 5 = 13
Damage: 1d6 + 4 ⇒ (4) + 4 = 8


Haha fair question. It’s just a one-day trek. You’ll be home in time for Ameiko to (hopefully) roast up the boar that night.


Looking more closely at the ice statue, Paldo can now clearly tell that it is indeed a frozen person, though with parts of his body chiseled off and dropped at his feet.

No sign of magic, though.

Garran wrote:
Let's get into position, and I'll pop the door open.

You should all be able to move yourself on the map, and then let me know when you're going to open the door!


Eloen wrote:
But what if your quarry proves to be more than you'd anticipated?

"Oh I'm quite sure that won't be the case. Plus, I have you all with me, and I've seen what you can do with goblins." As he says this, he tries to force a genuine laugh but you can tell that he's still a bit shaken up from the goblin ordeal.

Ileana wrote:
Do you have anyone to track for you, or were you counting on me for that?

"Oh, I can track a bit, but I'm sure you're much better. I'd be ever so pleased if you'd join us so that I can learn from your skills."

Leona wrote:
So, which one is mine?

"Whichever you'd like! Does one strike your fancy in particular?"

The journey takes about an hour to get to the Tickwood, so you'll have a chance for a social round with Aldern. Discovery checks can be made with Perception or Sense Motive, or you can make an Influence check of your own choice.

Also Filona, let me know what you want to do back in town!


The snow is falling steadily enough that Glim isn't able to find any sign of tracks, but he and Garran both hear muffled sounds of movement inside the eastern carriage just as Horn perks up, smelling something foul from that same direction, and begins to growl.


Garran wrote:
I'm assuming that the Northern Ancestry trait counts as "some other way of combating the cold".

Yes, indeed.

After another hour or so of traveling through the blowing wind and snow, you see something on the road ahead. Moving closer, you see that the road is littered with debris and the corpses of slain humans and horses. A carriage stands in the roadway, its team of horses missing or cut free, while another overturned carriage lies sprawled and broken next to the tree line. Further along, more bodies have fallen around what appears to be a statue of ice. A snowy trail leads deeper into the forest.

Map is here. Let me know what you want to do - but be specific :) You can also find the map on the top of the page and in the campaign tab.


Locke's bomb hits the bugbear zombie, lighting it on fire and splashing on the surrounding zombies. Two of the zombies collapse into flames on the ground.

Seeing the flames, Gwen loosens her grip on the bugbear zombie, taking the opportunity to two strikes at the zombie's chest. She can't reach it on the first strike, but connects solidly on the second, and the bugbear zombie also collapses to the ground in flames.

Meanwhile, the man with the pick laughs as Fiona tries to cast a spell on him.

"With Zyphus on my side, you think you can control me?! Ha!"

Testudo can act - and has a clear charge lane on the man with the pick!

GM only:
Cleric: 15/42
Blue: -1/12
Green: 1/12
Purple: -1/12
Red: 1/12
Bugbear: -7/42

Blue: 1d20 ⇒ 5
Green: 1d20 ⇒ 20
Purple: 1d20 ⇒ 12
Red: 1d20 ⇒ 20

Will save: 1d20 + 8 ⇒ (12) + 8 = 20

Flurry: 1d20 + 9 ⇒ (4) + 9 = 13
Damage: 1d8 + 5 ⇒ (3) + 5 = 8
Flurry: 1d20 + 9 ⇒ (20) + 9 = 29
Damage: 1d8 + 5 ⇒ (7) + 5 = 12
Flurry: 1d20 + 9 ⇒ (11) + 9 = 20
Damage: 1d8 + 5 ⇒ (8) + 5 = 13


You four of you together are able to get Brandor and Aria back to the cathedral, where Father Zantus heals them and any wounds each of you might have by channeling positive energy.

Feel free to continue to discuss anything you'd like to discuss about what you discovered!

You all return to your rooms eventually, considering all that happened that day, all you learned, and all the questions you still have.

Theron:
Upon returning for the night to wherever you're sleeping, you enter your room and find that someone has placed a note on your bed, along with a nice bottle of wine. The note reads:

"My hero -

You've saved us all from the dangers that lie outside our walls. How can we ever repay you? I hope this wine is a start - perhaps we can enjoy it together?

With Love,

Your Secret Admirer

Upon reading it, you now think of a few instances during the day where you walked by a group of young women in town, and the giggled as you past before turning away. You hadn't noticed their attention before, but now you're beginning to.


Rigel:
Before leaving the common room and heading up to your room, you notice a table of young ladies who have been looking over in your direction and giggling through your meal and meeting with Aldern. When they see you looking, the burst into a fit of giggles and look away.

Morning, Three Days After the Attack

The sun is shining, as it seems to do so often in Sandpoint, when you arise the following morning. When you arrive at the Goblin Squash Stables (for those heading there), you see Aldern along with three manservants, and a set of horses for each of them and each of you.

"Good morning friends! A beautiful day for a hunt, don't you think?"

Filona - let me know what you'd like to do for a social round this morning.


About two hours into your journey, the temperatures begin to plummet, the winds pick up, and you start seeing signs of snow, a sight almost unheard of in southern Taldor at this time of year. The farther you travel, the more ground is covered in snow.

Until I say otherwise, now that you're in this strange pocket of winter, the following things apply:
- Sight-based perception checks take a -4 penalty
- ranged attacks take a -4 penalty
- all snow-covered ground is considered difficult terrain

Also, if you do not have a cold weather outfit (or some other way of combating the cold), make a Fortitude save.


Lucino looks around but doesn't find anything else of note.

The sheriff continues to ponder for a moment, and then looks around at their unconscious companions on the floor of the tomb.

"Perhaps you three can help me carry these two back to Father Zantus? He can help patch them up - they'll need some rest for sure."


Sensing the way the mood of the group is going, Aldern quickly changes his tactics.

"A feast it is, then! I'm sure Ameiko will turn the spoils of our hunt into something fantastic! I'll go speak with her, but let's meet at the stables at sunrise tomorrow and we can head out!"

With that, he stands and goes to speak with Ameiko, leaving before anyone else can turn down his offer.

So just to be clear - it sounds like Filona is the only one not participating? Filona, you'll be able to have a couple of social rounds during the following day that the others don't have.


"I can't imagine," the sheriff says. "Father Tobyn was well loved by this community."

Lucino:
You don't think that your average goblin would have any interest in (and would likely be terrified of) a corpse.


Rather than bot Fiona, I'm going to have her delay - she can act whenever she returns.

Still on fire, the man with the pick drops to the ground in an effort to put out the flames, but is unable to do so. The fires surrounding him continue to burn.

Locke, Gwen, and Fiona can act!

GM only:
Reflex: 1d20 + 5 ⇒ (11) + 5 = 16
Damage: 1d6 ⇒ 4

Cleric: 15/42
Blue: 8/12
Green: 5/12
Purple: 8/12
Red: 5/12
Bugbear: 27/42


Rarely has a stranger set of heroes set out on a journey from the small town of Heldren, but other than the councilwoman, no one comes to see them off.

The information Yuln provided reveals that the site of the ambush sits about 5 miles outside of Heldren, which you think will take you about 3 hours to reach.

Let me know what you're thinking in terms of formation (or at least where you individually would like to be), and feel free to spend some time getting to know each other :)


Happy birthday!

I should have made it more clear - there aren't any cold iron weapons available in town besides the magical sling bullets and Yuln's sword.


Yes, the robe of bones is empty. Anything else you all want to do here? Any speculation?


Leona wrote:
I don't think I'm properly equip to stalk an animal and I don't have a bow.

"Oh, don't worry about that! I can supply you with anything you need - I've already secured horses for all of us as well!"

Ileana wrote:
What did you plan to do with the hide and the meat once you were finished?

"Well, it's all for sport in my opinion, but do whatever you'd like once we finish our task!"

Rigel wrote:
Perhaps we can set aside the boar spears and just have an outing?

"You're quite right about the journey being the most important part, but why miss out on the fun of a bit of hunting as well?! Don't worry, trained goblin killers like you won't have any trouble!"


I'm not too concerned about the XP honestly, so please feel free to suggest whatever you'd like. And also, if certain people want to stay back in town while others go on the hunt, that's fine too. I definitely don't want to force anyone to do anything they don't want to. And you don't get the sense that he'll fly of the handle or anything if you decline.


Linge wrote:
Would you be in possession of something belonging to Lady Thurdanhelm?

"Bring that pack over to me," he says, pointing feebly toward the door. When you bring it to him, he rummages around in it for a moment before pulling out a ring.

"This should do. The lady had . . . removed it as we left Zimar and asked me to sell it when we returned to Oppara. But previously, she wore it often."

I'll give you the rest of the morning to purchase anything else you'd like, and then we'll kick things off!

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