Having two players drop in my ongoing Hell's Rebel's campaign (currently in book 4) played on Roll20...
play's most Tuesday evenings starting at 5:45pm pacific through 9:15pm...3 requirements
1. Must play one of the NPCs already fleshed out in campaign.. but will allow you to change some skills and maybe a feat or two to personalize the character...
2. Must be 30+ years and mature enough to leave personal and political opinions for times other than game-time... (man just want to play the game and escape...not hear weekly rants why everything sucks)
3. Must review extensive website built around this ongoing campaign of 3 years..(been a while don't remember rules for linking websites so..) look for Hell's Rebels Oregon on obsidian portal...
reply to this thread if interested or PM lucklesshero..have a good 1
What happened to you child? Why are you out here in this wilderness?
Arrac diplomacy:1d2 - 2 ⇒ (2) - 2 = 0
The spirit child looks up at the Barbarian and responds with a wailing weep to the gruff sounding voice of the uncouth Northman. I want my Mommy! She the suddenly disappears from in front of Lanfried and Grawlic and appears in a different spot of the ice maze...She seems to be talking to someone again...but none of you are close enough to hear.
The girl suddenly appears in front of Lanfried and Grawlic...her back is to both the cat and the nature inclined Dwarf. She has a luminous translucent appearance...indicating that she is not entirely part of this plane...or some type of figment. She seems to be talking to the air..
girl talking to someone (or something?) unseen... Please don't keep me here...It's so cold! I miss my mommy...*sob*
slide 17 updated.. (PS will try for a post over the weekend and 2-3 next week..sorry for the slow pace lately!)
Wassillissa begins to skirt around the clearing of boulders presumably heading for the elevated hut. You others approach cautiously...as you approach all of you see a little girl dart from one boulder to the next then seemingly disappear she says something as she runs.
dc:10 perception:
"I'm sorry don't hurt me! I never meant to call you names!
There seemed to be a look of terror on her face as she darted behind the boulders.
More than a dozen boulder-sized chunks of ice litter the clearing ahead where a strange hut sits perched on tree trunks atop a raised mound of snow-covered earth. Slide 17 Please move your characters to where you want to go and feel free to make any checks you want.
NL Cold dmg Grawlic:1d6 ⇒ 4 Grawlic has the *fatigued* condition..until he gets some place warm and is healed for at (of the cold dmg only) and/or has 8hr rest.(in a warm dry area)
Both Wassillissa and Lanfried remember that this is the same trail head and valley that the slain hunter mentioned in his note book. Therefore, they keep a sharp eye out for bear traps and soon discover the nasty traps before anyone can step on them.
Before you lies a clear trail towards the strange building on stilts. Even from this vantage point you can see that it's some type of elevated cabin; as it's roof top can be spied through the snow covered spruce and bare branched birch trees that make up this part of the woods.
You make your way towards the heart of the woodlands.The temperature, is dropping, every steadily. You come to a high ridge over looking the Somir Valley(according to Lanfried and Wassillisa's assumptions). Some distance bellow in the valley you spot a building...in a clearing that appears to be mounted on stilts or pylons. You find a switch back trail and make your way through the every deeper snow. Finally you reach the valley floor and the head of the trail going through the valley.Bloody animal tracks mark the snow where the trail descends from the ridge above.
will need fort saves (from cold) from Arrac and Grawlic, and perception checks with a +5 bonus from all of you.
Grawlic tears a huge stump of a branch from the creature While Lanfried swings and misses with his quarter staff. Wassilissa lines up a shot and lets fly at the wooden creature..The arrow seems not to be the most effective weapon but it sticks deep within the heart of the tree hindering it a little..The Frost Fir stumbles around looking for an opponent until Hassan and Arrac step up to finish it with their blades.
You group does a quick search of the area to see if any other hapless soul may have fallen victim to these territorial creatures..but you find no one only the cold wind and an otherwise silent forest. With the dropping temperature, you all decide to keep moving into the forest before night falls and catches you out in the open without shelter.
Wassilissa and Lanfried can give me survive checks to avoid getting lost. Newmark's aid another, will apply to Lanfried's roll.aid another survival:1d20 + 1 ⇒ (17) + 1 = 18
Arrac fells the frost fir in front of him with a mighty swipe ..cutting the tree creature in half. Hassan, judging the creatures to be nothing more than animated tree's..chooses to use a fire bolt, on the one attacking Grawlic. firebolt:1d20 + 6 ⇒ (15) + 6 = 21 (fire)dmg:1d6 ⇒ 5 Hassan strikes the creature and the smell of burnt pine needles and the popping of supper heated sap from the creature's body can be felt throughout the wooded valley... The bluish frost fir tries to bash through the big cat Grawlic in order to reach Hassan and his deadly fire..slam:1d20 + 3 ⇒ (12) + 3 = 15dmg:1d6 + 3 ⇒ (6) + 3 = 9 However, the nimble cat avoids the cumbersome branches..
R 1
Hassan
Newmark
Arrac
Newmark
blue frost fir (-10hp) Grawlic(-11hp) Wassillisa
Lanfried green Frost fir.(dead)
Arrac you've seen these creatures before in your homeland...they're Frostfirs a living tree related to a Treant.. very territorial and protective of their saplings.. They're known to have a sticky resin-like sap, they use to aid in disarming and grappling opponents..Also being tree like woodland creatures..they are naturally vulnerable to fire..
FYI sorry slide '11' not slide '12'
The frost firs are unsettling tree creatures of about 9' in height the first one (green) shuffles forward and is almost cleaved in half from a mighty swing from Arrac's sword..It responds with a slam attack of it's own propelled by its sudden rush..slam:1d20 + 3 + 2 ⇒ (1) + 3 + 2 = 6dmg:1d6 + 3 ⇒ (3) + 3 = 6 But the giant man's staggering swing cause the off balance creature, to miss the Barbarian.
The other Frost fir charges the leopard Grawlic, who swipes at the attacking tree thing before the tree tries to smash the smaller cat. Grawlic's claw:1d20 + 4 ⇒ (9) + 4 = 13dmg:1d3 + 1 ⇒ (2) + 1 = 3 The cat manages to scratch a large swath of bark from the creature as the creature in turn tries to club the cat with it's lanky branches. slam:1d20 + 3 + 2 ⇒ (13) + 3 + 2 = 18dmg:1d6 + 3 ⇒ (4) + 3 = 7 The tree creature slams the poor Grawlic and the poor cat yelps in pain.
Newmark trudges forward and cast a stream of magic acid at the tree attacking Grawlic ranged touch:1d20 + 3 - 4 ⇒ (3) + 3 - 4 = 2 but misses badly in the chaos of combat.
R 1 Hassan(will wait a day and then bot; he said he was busy)
Newmark
Arrac
Newmark
blue frost fir (-3hp)
Grawlic (-7hp)
Wassillisa
Lanfried
green Frost fir. (-14hp)
Grawlic grows uneasy and begins to growl at the trees..Arrac's attention turns toward's the growling cat then back to the forest just as quickly... Blinking and rubbing his eyes...Arrac swears he just saw a couple of trees move!
Suddenly the forest erupts and two nearby trees?.. party may make a knowledge nature checks Start scampering towards the party waving their branches?...limbs?... menacingly ! But Arrac is ready for them!
Surprise round! Arrac (still need a fort save from the cold DC:17)
tree thing 2 (green)
Grawlic
tree thing 1 (blue)
Your group moves on...pushing through the game trails now covered with thick snow..(two of you may take survival checks the other two may 'aid another')Newmark survival aid another Arrac:1d20 + 1 ⇒ (11) + 1 = 12...You pace slows as the temperature drops and the banks of snow grow ever thicker. (Need a fort save from Arrac and Grawlic.)
The forest grows quiet except for the occasional breeze through the trees. (Need perception checks from everyone)perception Newmark:1d20 ⇒ 13
Wassillissa tells the others who the frozen man was and cast detect magic and identifies the two magic arrows confirming that they are indeed +1 animal bane arrows. Hassan meanwhile retrieves the pack out of the snow bank and rifles through it finding; 3 days of trail rations, a hip flask full of strong applejack whiskey (you know it's strong because it isn't frozen like the the water in Dryden's waterskin), you also find a frozen but still intact journal.
contents of journal if opened:
The journal details Dryden's obsessive pursuit of the giant weasel, and mentions that he also set some bear traps at the trail head of the Somir Valley to try and capture the beast. It also mentions that he found a strange hut that is propped up on four stilts or tree trunks that resemble chicken legs. Inside, the hut, Dryden thought he saw a doll sitting just inside the door frame..but was too busy hunting the weasel to investigate further... note if any portion of the journal is read aloud or given to Newmark, he turns ghostly white at the mention of the "hut and doll".
While Wassillissa is identifying items and investigating the man's method of demise, Nemark says boldly (feeling a little left out)..Well no offense to your friend but I know what those shoes he fashioned are good for..and I've seen similar ones when I trained for a while in Irrisen. Since Lanfried and myself have the short legs it would benefit the whole group if we moved a bit faster. Newmark bends down and ustraps Dryden's snowshoes. Then Newmark takes a twig from the ground and breaks it in two one piece larger than the other.
He holds the twigs in a closed fist out to Lanfried, with only the ends showing. Longest straw gets the snoeshoes? offers Newmark.
If Lanfried wants a shot at the snoeshoes please roll a D20 un-adjusted on your first roll of your next post. Otherwise Newmark shrugs his shoulders and says something to the effect of "suit yourself!" and dons the snoeshoes himself. If you pause to bury Dryden it will cost you an hour of time an another fort save (DC:17 is the next one); otherwise there is nothing else to see here..decide what you want to do next.
Wassillissa thinks she recognizes the poor sod after digging him out..
Wassillisa:
You knew this man, he had sold pelts to your father on occasion. Dryden Kepp, was a local hunter and ranger, when you were a young girl he was a little bit of a legend for having killed two local wood cats that had been taking local livestock. Unfortunately, Dryden was known to nip from his hip flask on a regular basis and therefore sometimes mocked. Recently, he had returned from a hunting foray in the Border Woods with a story about a giant white weasel roaming the forest.
This was some weeks ago, before the snow started falling heavy and the three new comers you now travel with..(Newmark, Hassan, and Arrac.) arrived.
Unfortunately for Dryden, the townsfolk of Heldren scoffed at his tale of giant critters in the woods. The townsfolk criticism must have only spurred Dryden to hunt down the beast, so he could make a trophy of it and prove everyone wrong. It seems a sad ending for someone you had admired. He had no surviving kin that you know of.
Wassillissa is quiet as she inspects the body. She pulls off several significant items off the man as she inspects his wounds. She nods in resigned acceptance as she determines indeed some giant animal had mauled this poor man. In a pile next to the man Wassillissa reverently lays a few of the man's former possessions. A Homemade pair of snowshoes, 5 arrows, a compound short bow that's been snapped in half, and a large hunter's knife (treat as MW dagger).
Hassan is silent while all this transpires. He is alert however scaning the area for possible ambush or predators. In a nearby snowbank, not far from the body, Hassan spots the strap of of some type of leather satchel.
While Wassillissa digs the rest of the body out, Newmark intrested..cast detect magic on the frozen man's body, and discovers two of the arrows are magical.
Arrac leads the group at a steady pace, Hassan spots the rust spots, that indeed now appears to be blood. Hassan also spots what appears to be a frozen leg sticking halfway out of a snowbank. Meanwhile Wassillisa, investigates the tracks and determines the large animal tracks indicate that, a rare Giant Weasel might be in the area and that it could be injured.
Arrac should be down -4? -10 from from the neigh crit, -1 from the cold damage for -11, +7 from the CLW. Also, I guess Arrac is leading?
If you read it it again there were two sources of cold dmg. in that round. You started at -10hp (corrected from when I forgot to apply DR before), You hit the skeleton but took cold dmg doing so..(3hp dmg reduced to 1) then the skeleton exploded in a shower of cold for (4dmg reduced to 2hp dmg.) Therefore you were at -13hp dmg when you recieved 7hp of healing from Hassan.Please remember lady Argentea gave you guys a wand of cure lt wounds (17 charges) both Hassan and Lanfried can use it with no risk. I just can't make them use it.
OK currently Grawlic is (down) -10hp...and Arrac is -6hp (after Hassan heals him once)...all characters are fine in the cold.
You move deeper into the woods following a game trail that the bandit that ambushed you told you about. (need a survival check from however is in front ...the others can assist)
Eventually, you reach an area.. where the rocks and snow along a ridge near the trail, seemed to be stained with a reddish brown (almost as if a huge rusty piece of metal was dripping stained water over the entire area). There are many tracks of both animal and humanionds that, cross the area.
cold dmg Arrac:1d6 ⇒ 3Arrac takes one dmg while swinging his hammer.
Arrac's hammer smashes the frozen skeleton to pieces igniting yet another blast of cold in the undead's creature's death throes. cold blast dmg:1d6 ⇒ 4Grawlic and Arrac roll a reflex save. DC:11 for half dmg...
Combat over.
As the shattered pieces of the skeleton drop to the ground, the area grows quiet again.. only a light wind blowing through the tops of the snow covered evergreens.
You check the gear of the undead and find nothing of real value. A quick scout of the area, reveals nothing of interest, as well.
Grawlic and anyone else that needs a Fort save for cold weather (Arrac?) please give me a fort save vs cold weather..(DC:16 or take 1d6 NL dmg. and fatigued)
Will wait for Arrac and Grawlic's saves before proceeding..
Arrac ur correct I forgot to take off ur DR..will adjust.
Both Wassillissa and Arrac fire rays at the nimble undead freezing bag of bones..Wasssillissa's misses but Hassan's strikes home.. causing several of the bones on the skeleton, to make a loud *Popping* sound..hover, the unnatural thing remains standing...
R 3
Hassan
Lanfried
Grawlic(-8hp) Arrac(-10hp)
Green (-4hp)
Wassallissa
Newmark
Grawlic's fur continues to take on frost in close proximity to the frozen skeleton...cold dmg:1d6 ⇒ 4 the poor cat shivers uncontrollably as it's jaws snap on air and it's claws rake the just bare bone of the skeleton...(DR/5 bludgeoning) doing no damage whatsoever to the undead... The freezing horror just manages to dodge Arrac's massive blow. The freezing skeleton drops it's nearly broken scimitar and attacks both Arrac and the cat. claw 1 (arrac):1d20 + 2 ⇒ (20) + 2 = 22dmg:1d4 + 2 + 1d6 ⇒ (1) + 2 + (5) = 8claw 2 (Grawlic):1d20 + 2 ⇒ (1) + 2 = 3dmg:1d4 + 2 + 1d6 ⇒ (1) + 2 + (4) = 7confirm crit on Arrac:1d20 + 2 ⇒ (13) + 2 = 15
The skeleton rakes it's hand across the Arrac's chest nearly reaching the big man's throat..fortunately the Northman pulls away before the undead rips his throats out.
Newmark, pushes forward through the snow.
R 2
Hassan
Lanfried
Grawlic (-8hp)
Arrac (-12hp)
Green (-1hp) Wassallissa
Newmark
boting Arrac's reflex save.arrac's reflex:1d20 + 2 ⇒ (4) + 2 = 6
both Wassillissa and Hassan send bolts of energy towards the green skeleton Wassillissa nicks it Hassan misses it completely.
R 2
Hassan
Lanfried
Grawlic(-4hp) Arrac (-4hp)
Green (-1hp)
Wassallissa
Newmark
After Arrac comes down hard on his opponent Lanfried loose with his sling, both shatter their opponents bones, causing a a disruptive force of cold to *explode* from the remains of the skeletons. Fortunately no one is near the one Lanfried struck with his sling stone, however, Arrac's close proximity does not spare him completely from the effects of his adversary's death throes explode into a cascade of cold energy.
Note Arrac needs to make a DC:11 reflex for 1/2 dmg.cold blast damage from blue:1d6 ⇒ 6
Lanfired then orders Grawlic to attack the green frozen undead shambler.. Grawlic bounds up taking a nasty bite tearing of several of the skeleton's ribs ...but, in the process the poor cat's noose and mouth are nearly frozen as the unnatural biting cold emitting from the undead hurts the luckless animal as it in turn damages the undead. cold dmg to Grawlic:1d6 ⇒ 4
The green skeleton attacks the cat in front of it.
scimitar:1d20 ⇒ 5dmg:1d6 + 1d6 ⇒ (3) + (5) = 8claw:1d20 - 3 ⇒ (3) - 3 = 0dmg:1d3 ⇒ 3
Newmark trudges forward to get a better look at what's going on in the battlefield.
R 1 / R 2
Hassan
Lanfried
Grawlic
Arrac
Green
Wassallissa
Newmark
Arrac approaches the skeleton and smashes it to pieces , however, it's freezing aura can be felt keenly...cold dmg:1d6 ⇒ 1 Arrac's familiarity with cold environments easily shrugs off the cold damage however.
R 1
Hassan
red
blueDead again! Lanfried
Grawlic
Arrac
Green
Wassallissa
Newmark
Hassan fires off a ray of energy as the red frost skeleton ambles towards the party through the think snow. The Ray goes wide and the skeleton continues it's pace unhindered.
R 1
Hassan
red
blue
Lanfried
Grawlic
Arrac
Green
Wassallissa
Newmark
both donkey's seem fine for now..[+13 on their fort saves to resit cold {+5 normal fort, +4 endurance, +4 cold weather barding}] Also, Lanfried if I'm not mistaken you need to pick your spells at a specific time of day..you don't get to keep open spell slots using whatever spell is useful at the time. Your current spells listed are cure light wounds, faerie fire, endure elements....0th-detect magic, guidance(DC 13), purify food and drink, resistance(DC 13).....I'll allow you to 'swap out the faerie fire this time but I'm mandating your other slot was cure lt wounds (as it said on your Paizo character profile) Normally a druid prays in the morning or evening (actually could you please establish the time of day you pray for your spells..pick between Sunrise and Sunset please)...OK still waiting on Hassan's action.
Some of the cold weather rules are up for GM interpretation...but the basics are here...
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.
discussion thread for cold.(I take it both Lanfried and Hassan have cast endure elements? What about Grawlic?) FYI you guys are on slide 11.
Hassan notes that the tracks are vaguely humanoid but too light for most humans. Moments later Arrac learns why..Three of those dreaded frost skeletons amble down the path towards your party.
After the battle is over Newmark shivers... Don't know what that thing was...but it was certainly not natural. Newmark spits and the spittle crystallizes before hitting the ground. Seems colder on this side of the bridge the Dwarf remarks.
Newmark makes a few arcane gestures and then his shivering settles a bit, Best take all the precautions we have ...it's not getting any warmer! Indeed...it does seem to be getting colder...
(Everyone who doesn't have endure elements please make a fort save vs cold)donkey 1 fort save vs cold:1d20 + 5 + 4 + 4 ⇒ (19) + 5 + 4 + 4 = 32donkey 2 fort save vs cold:1d20 + 5 + 4 + 4 ⇒ (18) + 5 + 4 + 4 = 31 (PS. be helpful if you guys named the donkeys..that way I don't have to write 'donkey 1' ect..)
After about an hour hike past the bridge, you come upon an oddity. The forest stands deathly quiet here. Even the wind has grown still as snow softly falls through the stark branches overhead. Tracks, human in size but oddly misshapen, mar an otherwise unblemished trail through the trees.
Wassillissa misses with her bow as does Lanfried with his sling.
However:
Hassan's fire bolt seems to actual harm the creature more than it ought to have.
flying Ice creature wrote:
Arghh! Scream the flying Icy blue skinned creature as Hassan's fire strikes it's flank. It turns to the Inquisitor and states in it's crystalline voice, Izoze, will freeze your bones southern man! I swear I'll laugh when I hear your bones crack!
Then Arrac's axe comes flying at the creature end over end striking squarely, in what surely would of killed a lesser creature...but somehow this creature's supernatural resistances help it to stave off much of the blow. It looks hurt now, the creature glances going back and forth between the big Ulfen and Hassan.
Then:
Newmark finishes casting his spell and a celestial eagle appears in back of the flying horror. The Eagle Immediately sets about, trying to rip the smaller creature apart with talon and beak. talon 1:1d20 + 3 ⇒ (20) + 3 = 23dmg:1d4 + 2 + 1 ⇒ (2) + 2 + 1 = 5talon 2:1d20 + 3 ⇒ (15) + 3 = 18dmg:1d4 + 2 + 1 ⇒ (3) + 2 + 1 = 6beak:1d20 + 3 ⇒ (12) + 3 = 15dmg:1d4 + 2 + 1 ⇒ (4) + 2 + 1 = 7confrim crit:1d20 + 3 ⇒ (14) + 3 = 17crit dmg:1d4 + 2 ⇒ (4) + 2 = 6 A flurry of blood feathers and blue skin erupts in the middle of the sky...the Eagle grabs hold of the Icy flyer and doesn't let go! Quickly both of them start descending to the ravine below as a couple of you glimpse the eagle tearing at the motionless body of the Ice creature as it plummets caught in the Eagle's merciless talons. A moment later the a great KA! *Screech*! of victory , echos off the canyon walls ...as the eagle soars past the bridge once again ascending 20' over the group not yet on the bridge. In it's Talons is the viscous little head of what was once the ice creature!
We've been playing what 3 years now? We've bumped heads on occasion..and we'll I believe there's mutual respect and admiration ...
That being said,
everyone has had their say , " I think everyone's position is understood."
We can probably move on and resolve this in role-play from here on out.
BTW Jered you did catch that "I don't believe your murder hobos" right? I used that explicit statement, to call to attention that, focusing on some lost loot isn't generally how I've seen you guys play before. Both of you have made it abundantly clear at this point, "your characters would have had issue with releasing the prisoners (not yourselves)" and that you're not trying to dictate to me, "how to play my character"...
To that I say "fair enough..let's move on"
side note for GM and Rant about PFS:
( 2 sides notes..Tony think your doing a great job as GM and thanks for running the game. Having the light "go out" seemed a bit deus ex machina ..in the moment but I looked back at your GMing style and came to the conclusion that your definitely a GM that likes to keep the main plot moving forward and not indulge too much side stuff so in this manor you're consistent and I have no gripe. Other side Note is Pathfinder Society? You guys (meaning your characters) seemed to have a problem with Celia offering membership to PFS? Perhaps you were just playing your characters but underworld agents and thugs would be precisely who the Pathfinder society would recruit as agents...(i know you know this)...Perhaps in character you object to Celia's authority to sponsor such an offer? If you view Pathfinder Society as anything but, an amalgamation of the National Geographic society and the Illumanati please lets debate! (for fun!) They are in my estimation the single most powerful political usurpers in all of the Inner Sea (perhaps even Golarion) having their fingers in every pie! Influencing elections, messing with state and local politics, and outright thieving national treasures from unwary nations. All led by a small group of people who wear mask to conceal their identities! They're the prototypical semi-secrete society! Hell if we were playing James bond they would be Spectre! So Celia offering the tower-girls employment may be beyond her mandate (though how recruitment is done is not defined) ..but, certainly it wouldn't be shocking from a moral standpoint...
I’m good ... seriously I just don’t want anyone infringing on anyone else’s role-play , there’s a team aspect agreed.. but I disagree with the notion I need to discuss everything that could effect loot or party well being before role- playing the character. Heck, I was just in a Pathfinder Society game where one of the players after specifically being briefed not to, ( by the VC) told the town residents that we were pathfinders investigating a murder. The affect -4 on all charisma checks for the remainder of the adventure for everyone! No one was happy but no one suggested her character should have asked everyone before she acted either.
Now if a player is purposely playing an agent provocateur type ie. shouting come out and fight as the party tries to sneak past the dragon’s lair. Or like in games I’ve played in where the rogue steals left and right from his own party.. I could see the GM exercising a little fiat.. But Celia is just acting as the headstrong brat she is.. so yeah I’m ready to move on.. no need to warn me if you want to slap Celia’ down in character or even decide your characters just can’t trust her anymore.. my whole point is I don’t think we need to consult each other every time our characters take an action that effects the others. We can if we want to but what would be the point of creating a faux personality if it were just an product of group think?
Ok off the soap box
But I do have some comments about what the Pathfinder Society is and Who it accepts. But no need to delve into that rabbit hole unless you guys want another spirited discussion on this thread! LOL
Wait a minute there’s a big difference between my character encouraging other characters to act a certain way and me as a player encouraging you as players to act a certain way! That’s completely out of context.. feel like I’m caught in some kind of political argument where semantics are in play! What exactly did I ; me lucklesshero , do to piss everyone off so much? Am I understanding this correctly? Do I need to get your permission to play my character as moody , independent, and rash? Just because it might effect your character? Since when does playing the black sheep get you black listed? You guys act like I just stabbed your characters in their sleep!
Sorry to role-play and interrupt your murder hobo game! ( you both deserve that comment Squint and Barkot even though I don’t believe it)
You both need to separate the characters from the player , I don’t mind you not liking her actions in game but , I refuse to ask permission to play my character as I see fit! Stop being babies ; and put a sword through her in game or whatever your character would do! But, don’t accuse me of trying to take ownership of your characters , and don’t try to take ownership of mine!
I mean WTF? If you guys just want to play a low key kick in the door game fine but I assumed we had some role-play leeway, the best part of this game so far for me was when we roll-played out Squint and Celia’s argument about cowardice and eventual cathartic results... but I seriously think I need not ( and don’t want to) ask your permission to play my character as I see fit. I really never thought you all would ever put another player in a box like that. Sigh sign of the times..
Wassillisa's arrow misses....but she manages to avoid any damage from the cold breathe (actuality her DR/2 cold adsorbed the remaining 1 dmg) The ice creature flutters back 10' from the bridge remaining 10' above the bridge level. It then begins a complex ritual of some sort.
perception DC:15:
Curiously some of the creature's wounds appear to be healing!
Arrac's arrow streaks toward the creature and finds purchase, The cold iron arrow sticks in the creature but not as deeply as Arrac thought it might. It's evident this creature is not natural and has some resistance to your weapons including those made of cold iron.
Knowledge arcana Newmark:1d20 + 8 ⇒ (3) + 8 = 11 guys sorry Newmark's knowledge checks are in the toilet right now..if you have knowledge planes, knowledge arcana, even heal checks might help gain some info..
Newmark not knowing what else to do..starts summoning a celestial eagle.
The cone envelopes the three on the bridge, Grawlic howls in pain as the icy frost causes crystals to form between his claws and block his nostrils until he rubs his nose against the frozen ropes of the bridge. The Cat is clearly affected (Grawlic takes 3hp dmg and is 'sickened'for 3 rounds)
sickened:
The character takes a –2 penalty on all attack rolls, weapon damage rolls, saving throws, skill checks, and ability checks.
Hassan's shot just misses the creature fly high over it's head. Lanfried shakes off most of the frost breathe then, loads his sling and lets loose; striking a solid blow that, hardly seems to phase the creature. Only a tiny red mark appears on it's lithe frame even though Lanfried's shot was strong and true.
The little ice creature shifts in the air a bit and ends up hovering about 10' above the bridge just off to the side off it. It looks down at you and says in common, with a voice that sounds like breaking crystal, So you've returned interlopers! Turn back now and await your doom like the other sheep...or if you'd rather.. The creature appears to shrug it's shoulders while flapping it's wings, I can expedite your decision! The creature then proceeds to open it's little maw and a freezing mist gushes from it's mouth, enveloping the two people (and cat) on the bridge. dmg:1d4 ⇒ 3Need a reflex save (vs cold: please make it even if DR would reduce dmg to '0') After expelling it's freezing gas the creature chortles like a maniac, Ha! you look like idiots sliding around on that weak bridge! Har!
R1
Ice Creature
Hassan Lanfried (need a reflex) Grawlic (need a reflex) Arrac Wassillisa (need a reflex) Newmark
Bold may go, 1st roll must be reflex save for those that need them.
Ok so when I read your character sheet it had thieves tools , the word masterwork and then backpack ( think there was a comma in there too) I know you guys have a set of MW thieves tools I just assumed Wassillissa carried them... the I’ll rework the encumbrance with a MW backpack .. let me know if your carrying the MW thieves tools as well. The language comes from your heritage.. it says Ulfen in your profile so it automatically has u speaking Ulfen and common . The fine folks of Heldern can supply u with a water skin at no charge.. I’ll put it on the donkey
OK Wassillissa I just put your character on Herolab..there are several things I need answered.
1. Basically to keep your character at light encumbrance...Wassillissa (str. 10 ) can only wear her armor, cold weather outfit, carry 20 arrows (assumed 10 normal 10 cold iron), long bow, MW longsword, and shortsword..everything else (yes everything backpack potions ect.. must be carried by the donkey or you risk being at least medium encumbrance)..
This is important because being encumbered beyond light will reduce many of your skills and lower your AC: from '17' to '16'
2. There is no sleigh available in this town..it's southern taldor...(i'll refund the 100gp) after paying the balance on the wand of magic weapon you have 125 g.p. 9sp 2cp (btw don't see a waterskin on your sheet)
3. According to Herolab you may pick one more language
4. Your bloodline class skill you've chosen, you currently have no ranks in..(Knowledge Arcana) therefore, you still won't be able to make checks in that particular knowledge beyond DC:10...
5. What is your favored class sorcerer or Ranger?
6. What boon did you take for your favored class? H.P...skill point..companion skill point? ect... (right now I have your HP..so your HP is 17 right now)
7 currently I have your skill ranks(not total bonus only skills you put actual ranks in) like thus: 2 ranks climb, 1 disable device (btw when you use with your MW tools your mod is +11), 1 rank heal, 1 rank K nature, 1 rank K dungeoneering, 2 ranks perception, 1 rank ride, 1 rank spellcraft, 1 rank stealth, 2 ranks survive, 1 rank swim.
Ok please address these items for me Wassillissa...I know I've suggested this before...but the spell Ant Haul might be a better fit for you than mage armor...mage armor currently only adds +1 to your AC:...(which is nullified if your encumbered anyway..) Ant Haul on the other hand lets you carry most of your equipment on you and not worry about penalties...Let me know your solution one way or the other..
Ok people Here in this post is where I posted what items are available in the village. Arrac...Unfortunately there were no potions of enlarge person available.. there is enough cold iron available to make your items however...Lanfried, as you can see from the list...there is one potion of magic fang available...also you were given a wand of cure lt wounds (17 charges) by Lady Argentea...
No other, stuff is available ...it's a small village...
Though Newmark is happy to put 75gp towards the wand of magic weapon if the party wants to 'go in together' on it..Newmark will use it for any member of the party who request...will need 285gp more to afford it though.
Lanfried and Wassiliisa begin to cross the bridge Celia grabs one end of the rope and hands the remaining coil to Arrac. The bridge croaks precariously but seems sturdy enough. Knowledge engineering check applies
Lanfried gets to the middle of the bridge with Wassillissa following closely behind.
DC: 22 perception for Lanfried and Wassillissa DC: 24 everyone else:
You notice, a small ice creature watching over the ravine (and bridge), perched in a tree on the opposite side of the gorge from the lodge. (knowledge planes to identify creature)
After the epic battle at the Hunting lodge, the group is quite beat up. Despite, Lady Argentea's desire to leave immediately back for Heldren. You stay at the lodge several days recovering and burning the dead. Wassillissa suffers some small symptoms of chill bane shakes but, her formidable constitution shakes off most of the effects..
After a couple days recover at the lodge, your group disposes of the little evil fey sprite discretely and quietly. You board up the room where the obviously sick bandits stayed and decide to trek back to Heldren.
When you arrive in Heldren your greeted as the heroes that you are. Soon a group of guardsmen come to retrieve lady Argentea, and she rewards you for your valiant service. (already posted on discussion page)
The town council has a meeting a couple days after, you arrive and just about everyone in town is there. Most consider it a blessing that there are heroes in town that are willing to investigate the unusual weather and Lady Argentea hinted that she would be speaking to other nobles in Taldor to get word to Grand Prince Stavian III; notifying him of the emergency developing in the south.
However, it is soon apparent...that no help of any consequence will be coming any time soon. Therefore, it will be up to your party to investigate the strange occurrence of the weather and it's possible implications. You spend a total of 6 days in Heldren preparing for your foray back into the Border wood. Newmark spends much of that time working on his spellbook but, also orders '10' cold iron crossbow bolts from Isker Euphram (the town blacksmith); just in case.. as he mentions. Newmark is also seen talking to both Tessaraea Willowbark (female elven owner of the Apothecary) and Old Mother Theodora (resident soothsayer and rumored witch).
Should be noted: Newmark has purchased two alchemist fire, one weapon blanch 'cold iron', 10 cold iron bolts, and a scroll of sleep, 5 tinder twigs, a two man tent, some Blackfire clay (10 lb). The last two items he's packed on one the donkeys (who themselves have makeshift cold weather blankets covering them to help them survive the cold +4 to saves vs cold weather)
After spending the six days in Heldren, the group treks back out into the wilderness and decides to stop at the hunting lodge again for one more night. The group enjoys a hot meal and somewhat light conversation that night with a roaring fire in the hearth...At night you all turn in and sleep with troubled dreams... of your homelands covered in endless seas of ice.
The next morning after having a warm breakfast and preparing your spells you set out...There's a bridge going over a gorge that leads into the heart of the Borderwood you now stand before it.
A bridge made of rope and wooden planks spans a narrow ravine. It’s covered in ice and snow, and it sways alarmingly in the icy winds blowing through the gorge. The turbulent waters of a fast-moving creek surge through a couple of waterfalls far below.
OK guys you saw this bridge on your first trip here..but didn't investigate or go further for want of getting Lady Argentea back to Hedren. Lanfried's knowledge of the local terrain means that he knows it's at least 5 miles in either direction through heavy snow to find another place to cross this ravine. What do you do?
ready set go!
Guys if you bought something in the 6 days at the village I'll allow it retro actively (as long as it fit's within the constraints I've out-lined...after 1st combat encounter...no retro buying allowed..)
Please make sure your characters are updated on the boards as I will be transporting them my Herolab to keep accurate account of ammo, rations, conditions, ect...(Hassan already sent me his updated herolab portfolio thx!)
I'm going to skip a lot of the roll-play in the city assuming your group will accept the councils suggestion and request to investigate further (you all have your individual reasons for doing so as well)...
Since no one claimed any of the other potions Newmark will claim the potion of invisibility (it fits well with him being a summoner wizard)...
Hassan why don't you take the elixir of hiding and Wassillissa you get the potion of 'pass without trace' (might be useful if you scout ahead sometime)
Ok game-play post will be posted in next half hour...am shooting for 4-5 post by myself next week...hope to ramp it up even more as retro-con starts gearing down.
guys one last shop keeping thing there's 4 more potions to be handed out... figure the best way at this point is roll-off 1d100 highest roll gets to pick first. Lowest roll gets nada..
Choices:
Potion of invisibility Potion of spider climb Potion of pass without trace elixir of hiding
It should be noted that between the smith and apothecary there’s enough materials and time to craft 5 weapon blanches ‘ cold iron’ you’ll get to buy them at 1/2 price (25gp each) if you order some. Also the smith has enough time and materials to make one cold iron weapon and 50 cold iron arrowheads ( or two weapons or 100 arrows) the arrows and weapons unfortunately will be at full cost as you’ll have exhausted his supply of cold iron.
OK so only a few touches on the division of treasure and then we'll start playing again...
The approximate total value of treasure was 8092gp (according to Herolab)
A few big magic items will through that total off (namely the +1 shortsword and the cloak of the Yeti) to simplify things I propose the following... (btw most of the 'un-identified non-magic liquids were poisons which I sold)
There's 2735gp to be had in cash after most items are sold..
These group items don't count towards a person's share (just need to know who's carrying what): silk rope, crowbar, MW thieves tools, wand of cure lt wounds (17 charges), grappling hook, 10 alchemist fire. (please let me know who's carrying what off this list..Newmark will carry 1 alchemist fire.)
Hassan: get's cloak of the Yeti, 1 potion oil of magic weapon. 250gp
Arrac 2 oils' of magic weapon, 756gp
Wassillisa +1 short sword, MW studded leather armor (fixed for free) 300gp
Lanfried scroll of endure elements, 1 scroll of magic weapon, 1 potion of resist cold 10/ 700gp
Newmark 2 scrolls of lesser animate dead, 1 scroll of unseen servant, 1 scroll of magic weapon (copied into spell-book) 729gp
Let me know if you think this a fair distribution...(fyi...the GP can be made into gems or platinum for easier carrying ..) fyi I highly suggest you do not sell the +1 shorstsword a lot of creatures u will be facing have DR magic ...