Shardra

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Pathfinder Rulebook Subscriber. FullStar Pathfinder Society GM. 1,338 posts (1,580 including aliases). 3 reviews. No lists. No wishlists. 16 Organized Play characters. 4 aliases.


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According to the notebook, the area where Dryden set the traps isn't far from here. You begin to head in that direction, moving through a forested area of the ridge, swept by cold winds. Heavy snow burdens the boughs of the evergreen trees, but someone has apparently cleared the snow from a large patch of ground to dig in the pine-needle-carpeted soil.

Donovan Perception: 1d20 - 3 ⇒ (20) - 3 = 17
Loa Kok's Perception: 1d20 + 9 ⇒ (17) + 9 = 26
Henyan Perception: 1d20 + 6 ⇒ (20) + 6 = 26
Horvan Perception: 1d20 + 5 ⇒ (12) + 5 = 17
Issi Perception: 1d20 - 1 ⇒ (1) - 1 = 0
Raggnor Perception: 1d20 + 6 ⇒ (8) + 6 = 14

The crow that recently joined Donovan cries out in alarm, as Henyan notices two of the smaller trees (still easily the size of grown men) begin to move. Cold, malevolent eyes open on their trunks, gazing at the fiery young girl, Issi.

Frost Firs' Initiative: 1d20 + 0 ⇒ (19) + 0 = 19
Donovan Initiative: 1d20 + 2 ⇒ (18) + 2 = 20
Henyan Initiative: 1d20 + 2 ⇒ (9) + 2 = 11
Horvan Initiative: 1d20 + 2 ⇒ (4) + 2 = 6
Issi Initiative: 1d20 + 7 ⇒ (10) + 7 = 17
Raggnor Initiative: 1d20 + 3 ⇒ (3) + 3 = 6

SURPRISE ROUND INITIATIVE
Donovan - 20
Frost Firs - 19
Henyan - 11


Horvan finds the hunter's pack buried in the snow. Inside, he finds 3 days of trail rations, a half-full hip flask, and a battered journal that appears to detail his efforts to hunt the giant weasel, including locations where he set bear traps for the beast.


The body lies motionless. As Raggnor approaches, he can see what looks like a hunter, judging by the broken bow and quiver of fine-looking arrows. He has seen this man before, talking to his parents: it's Dryden Kepp, a local hunter known to drink more than is wise, and who recently became something of a town laughingstock for his wild tales about a giant white weasel roaming the forest.

Raggnor's Nature knowledge: 1d20 + 4 ⇒ (9) + 4 = 13

It would seem that poor Dryden had been telling the truth, as Raggnor identifies the tracks near the man's body as those of a giant-sized weasel, easily the size of a bear. Judging by the tracks, the creature was injured, and savaged poor Dryden terribly. His fur coat is still usable, however, and Raggnor can recognize two intact +1 animal-bane arrows. The hunter would surely have come out with more provisions than this, but they must be lost in the snow. Will anyone else take time to look for them?


I'm assuming you all decided to stay together then, and are continuing along the trail?

Lady Argentea Malassene gasps in shock at the sight of Raggnor's claws, but quickly regains her composure. The cold is getting worse, however, and she isn't really dressed for this weather. The fire (and huddling for warmth) kept her alive overnight, but you'll need some kind of long-term solution.

After a few more hours on the trail, you come across a ridge stained with blood and the tracks of both a human and an animal. Nearby, in an area of reddish snow, is the body of a man. You will need to approach him to learn anything further, or you can continue past him.


Lady Malassene frowns almost imperceptibly as she looks over at the half-orc woman. Tacey sighs and shakes her head. "The only way back to Heldren takes us back in the direction of Rohkar, and there's no way I'm heading back there. I can try to get her out of the forest to another town, but it could be rough going for the princess here." she says, jerking her thumb in the direction of the Lady.

"If there are more of these strange creatures in the forest, it might be safest for us to all stay together for now." says Lady Malassene. "It feels odd to say that I might be safer among children, but it seems clear now that you are not ordinary."


It sure can be. Especially if you end up taking the feat (radiant charge? Something like that) that lets you trade LOH charges for damage.


Hmm. Proficiencies are more like feats or class features than they are like skills, so my instinct is to say "no". That said, if some of you are already wearing heavy armor, it makes no sense that you would suddenly become more encumbered by it. I will compromise by allowing a gear swap instead, how's that?


"I will reactivate the keys. With the blood from my last heartbeat..." says the old man, carefully drawing a dagger from his belt, then pulling a bundle of white hair and a plague doctor's mask from a sack. Raising the knife, he draws it across his throat and lets the blood run over the keys, restoring their power. He then falls silent and still, his armor fading away until only the body of an old man in a black tunic remains.


The old man grimaces in pain as he adjusts himself into a seated position, then continues. “Once, I was called Illarion Matveius. Now I am known as Black Midnight. I am Baba Yaga’s Black Rider, harbinger of the Witch Queen’s return. Something has happened to Baba Yaga. Every hundred years, she returns to Irrisen to place a new daughter on the throne. But Queen Elvanna has other plans, it seems. Baba Yaga has not appeared as planned, and Elvanna intends to slay everyone loyal to her mother. She hunted down those of us who would herald Baba Yaga’s return and slew my associates. I am the last of the Three Riders. If no one stops her, Elvanna will open portals all over the world, and cover it with ice and snow. Beyond the portal is a white tower; there you can close this portal, but that will only save your home. Deeper within Irrisen, in the capitol city, Elvanna has chained the Dancing Hut of Baba Yaga, a powerful artifact that can travel great distances, even to other worlds. The hut has many keys— objects attuned to the hut—that can take it almost anywhere. I managed to secure two of these keys, but Elvanna stole their power to prevent anyone from using the hut to find her mother. Once they are reactivated, placing the keys in the hut’s cauldron will retrace Baba Yaga’s path.”


Afraid not on the familiar, but I'm happy to leave Soinari with the group for now.


The ram horn helmet melts away into shadow as Horvan approaches, revealing the aged, frail face of a man who has lived for uncountable years.

"I am dying, boy. There is nothing you can do for me. What you must do is help your homeland, and then the world. The portal at the center of this wood must be closed to spare this land an eternal winter. Then the other portals as well. You must find Baba Yaga, the true Queen of all Witches. Only she can unmake what her daughter has done. I thought I would find grown men if I followed the light, but the power...it's a little girl, and her friends. You must be very special children."


Amid a mass of trampled trees and foliage, Issi can see a man in black armor, his face covered by a helmet with curving ram horns lying crumpled on the ground, struggling to to stand up. A long shard of ice, as long as a knight's lance, pierces through him from behind. His horse lies beside him, already dead from its wounds. He looks up at the girl with the fiery hair and stretches out his hand. As if to answer him, a tongue of flame reaches out from her hair to touch him, and the forest itself seems to burst forth in red-orange light.

Tacey covers her eyes and ducks for cover, while Soinari simply turns to Donovan, Horvan, Henyan, and Raggnor and says, "It's time." just before the light envelopes them, filling each child with a sudden rush of power and strength. For some, you can hear the voices of nature surrounding you clearer than you ever have; for others, it is as though your weapons sing to be used, to pierce the hearts of the wicked, while for others still a world beyond the veil that was ever out of reach has suddenly reached back to you.

Everyone may now convert to the PC class of their choice. Any class skills that you have picked up previously will remain class skills; any skill points that you have spent can, at your option, remain as they are if you are switching to a class with fewer skill points. You can re-arrange feats as necessary, and gain two levels of whatever class(es) you choose.


"Hear what?" asks Tacey. "I didn't hear anything".

Soinari looks ahead sternly, towards the source of the crash. "I can't hear anything from here, but we'd better be careful, if this is what I think it is."

The glow around Issi's hair grows gradually brighter as she approaches the crash, until it looks as if her hair itself is on fire.


Almost....there...must...reach...the beacon... says a voice in a hoarse whisper carried on the wind.


The skeletons were bare of any possessions, though their manner of dress was vaguely Keleshite, suggesting that they may have been the remains of invaders from many, many years ago.

In the morning, as your set out on the road once more, you are interrupted by a strange, low tone, followed by a bright light that illuminates the early morning sky, and then a crashing sound nearby, as if something fell out of the sky into the trees about 60 feet ahead of you.


"It's weird that there were even skeletons in this part of the forest. Undead don't just conjure themselves" says Soinari.

Tacey interrupts, "I've heard that Rohkar has that kind of power, but I've never seen it myself. He's creepy enough, for sure. We'd better be back on the road early tomorrow, I'm sure he won't just let us leave with his prize hostage."


The blunt end of Henyan's axe smashes through the last skeleton, leaving you in a deathly quiet forest once again. Soinari flits over to Issi and taps her gently with a wand.

Cure Light Wounds: 1d8 + 1 ⇒ (7) + 1 = 8


Round 4: everyone arrives!

21 - Skeletons
18 - Henyan
16 - Donovan
11 - Issi
10 - Raggnor
7 - Horvan

Last skel’s attack on Horvan: 1d20 + 2 ⇒ (6) + 2 = 81d20 + 2 ⇒ (3) + 2 = 51d4 + 2 ⇒ (4) + 2 = 61d4 + 2 ⇒ (3) + 2 = 5

As Henyan, Donovan, and Raggnor arrive on the scene, they find Horvan standing over a fallen Issi, while a skeleton flails it’s claws against his shield.


Pathfinder Rulebook Subscriber

So, one question that I have about running PF1 Adventure Paths in PF2 is what to do about converting the Campaign Traits, since traits no longer exist in PF2 (having been replaced with backgrounds). Is there any official word on this, or general guidelines?


Another skeleton goes down in a pile of bones, smashed to pieces by Horvan's morning star.


Skel 2 full attack: 1d20 + 2 ⇒ (10) + 2 = 121d20 + 2 ⇒ (15) + 2 = 171d4 + 2 ⇒ (4) + 2 = 61d4 + 2 ⇒ (1) + 2 = 3
Skel 3 full attack: 1d20 + 2 ⇒ (17) + 2 = 191d20 + 2 ⇒ (2) + 2 = 41d4 + 2 ⇒ (2) + 2 = 41d4 + 2 ⇒ (1) + 2 = 3

Both of the remaining skeletons fall upon Horvan with their claws. The young man desperately blocks and parries their flailing claws with his shield, but one claw manages to get through, dealing 4 points of damage.


Horvan's morning star smashes through the skeleton's skull and it drops to the ground, lifeless once more.


Round one complete; three more rounds until the group reaches Issi and Horvan.

Round 2 Initiatives:

Raggnor Initiative: 1d20 + 3 ⇒ (7) + 3 = 10
Henyan Initiative: 1d20 + 2 ⇒ (16) + 2 = 18
Donovan Initiative: 1d20 + 2 ⇒ (14) + 2 = 16

21 - Skeletons
18 - Henyan
16 - Donovan
11 - Issi
10 - Raggnor
7 - Horvan

The skeleton that Horvan swung at spins around and counter-attacks with both claws, while its partner continues to go after Issi. The other skeleton also pursues Horvan.

Skel 1 full attack on Horvan: 1d20 + 2 ⇒ (2) + 2 = 41d20 + 2 ⇒ (16) + 2 = 181d4 + 2 ⇒ (3) + 2 = 51d4 + 2 ⇒ (1) + 2 = 3
Skel 2 pursue and attack on Horvan: 1d20 + 2 ⇒ (5) + 2 = 71d4 + 2 ⇒ (3) + 2 = 5
Skel 3 pursue and attack on Issi: 1d20 + 2 ⇒ (17) + 2 = 191d4 + 2 ⇒ (3) + 2 = 5

Horvan is struck once for 3 points of damage; Issi is struck for 5 points of damage, and is now at -2 HP.


Henyan definitely hears Issi's cries for help, granting everyone a +2 bonus on Survival checks to find her.


Henyan and Raggnor set up the camp reasonably well, while Horvan and Issi head out to gather firewood. Unfortunately, the latter two lose their direction while out exploring, and soon find themselves face to face with a trio of skeletons dressed in old, moldering Qadiran clothing, covered in frost. They wordlessly begin to attack the children.

Skeleton Initiative: 1d20 + 6 ⇒ (15) + 6 = 21
Issi Initiative: 1d20 + 7 ⇒ (4) + 7 = 11
Horvan Initiative: 1d20 + 2 ⇒ (5) + 2 = 7

Skel 1's attack on Issi: 1d20 + 2 ⇒ (14) + 2 = 16
Skel 2's attack on Horvan: 1d20 + 2 ⇒ (12) + 2 = 14
Skel 3's attack on Issi: 1d20 + 2 ⇒ (12) + 2 = 14

Skel 1's damage on Issi: 1d4 + 2 ⇒ (2) + 2 = 4
Skel 3's damage on Issi: 1d4 + 2 ⇒ (1) + 2 = 3

Issi is clawed terribly for 7 points of damage!

Issi is next, then Horvan. Anyone else who wants to find them will need to roll Survival (DC 13) to locate their direction, and roll 1d4 to determine how many rounds it will take for you to reach them.


The temperatures continue to drop further as you move deeper into the forest, putting distance between yourselves and the bandits. Soinari suggests that you begin looking for a clearing to settle in for the night and shelter from the cold. Tacey has little to offer in terms of advice; she's clearly a city girl, and not that familiar with surviving in the wilds. One wonders how she even ended up with those bandits in the first place.

At last, you find yourselves nearing a clearing. 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.


I'm moving this week, which means my access and posting will be spotty until I've got my stuff in the new place and my internet hooked up. Apologies for the interruption in advance.


Issi Flamehair wrote:

Oh cripes.... :D

Can I reselect my feats - since I'm going for a different class now my choices don't make as much sense as they did before.

Also - do I get my new spells, or do I have to wait and reprep?

Sure. Kids are pretty adaptable :)

If anyone else needs to do so, feel free.


Yes


Not quite yet. Without spoiling too much, I wanted that moment to happen when you encounter a certain magical creature :)


It is a rope and wood bridge. Let's go with a basic strength check to see how quickly you can saw through the bridge's ropes

Raggnor sawing through the ropes: 1d20 + 2 ⇒ (4) + 2 = 6

One of the raiders does make it across before Raggnor can fully collapse the bridge, but Henyan's spear fatally impales him and shortly thereafter the bridge collapses. You're safe, at least temporarily.

You are also now level 2


"I don't know, I've never been this way before" Tacey says.

Meanwhile, the door of the cabin is now wide open and a group of raiders, led by a man in armor with an unfamiliar symbol hanging around his neck, are headed towards the bridge. You have a slight head start, but it's unlikely that it'll last for long. You're nearing the end of the bridge. What will you do?


Izoze's grappling escape: 1d20 + 3 ⇒ (9) + 3 = 12
Izoze's wriggles helplessly in the young orc's grasp, but can't quite escape. On his turn, Raggnor can attempt to pin Izoze, which will render them helpless and open to a Coup de Grace.

Soinari heals Raggnor with her wand:
Cure Light Wounds: 1d8 + 1 ⇒ (1) + 1 = 2

Tacey attacks the grappled blue creature:
Tacey's attack: 1d20 + 5 ⇒ (20) + 5 = 253d6 + 2 ⇒ (3, 5, 4) + 2 = 14
Tacey's confirmation: 1d20 + 5 ⇒ (17) + 5 = 22

Tacey beheads the creature, whatever it was, and immediately begins hustling you all across the bridge. Those of you watching the cabin can see the door beginning to open....

we are now out of combat time. Sorry an NPC stole the kill, everyone. You still get credit!


Theater of the mind; I am currently assuming that you are fighting Izoze right in front of the bridge, but not on it. Henyan can move into melee if he wants to.

Horvan isn't quite able to connect with the small, nimble creature, but he provides a valuable flanking partner for Donovan, who nearly connects with a mortal blow. He deals 10 points of damage with his flail, and while it feels as though the creature isn't as damaged as it should be, it is definitely hurt. Raggnor, meanwhile, manages to grapple the creature!

Izoze's AoO: 1d20 + 5 ⇒ (19) + 5 = 241d3 + 2 ⇒ (3) + 2 = 5

The creature, which has leathery wings, claws, and small horns (and, again, is quite blue) manages to scratch him for 5 points of damage, but is now grappled, losing its DEX bonus to AC.

Issi and Henyan (should he decide to move in and attack) still have actions this round.


Horvan's blade strikes true, but the hard, icy exterior of this creature seems unharmed, despite the cold iron. Perhaps this is not a fey creature after all?

Tacey is keeping the creature at bay for now, so it doesn't approach Henyan's readied spear. in the first found.

Second Round:

Izoze's attacks: 1d20 + 5 ⇒ (20) + 5 = 251d20 + 5 ⇒ (9) + 5 = 141d3 + 1 ⇒ (1) + 1 = 21d3 + 1 ⇒ (1) + 1 = 2
Izoze's Crit confirm: 1d20 + 5 ⇒ (12) + 5 = 17
The creature claws Tacey's throat for a critical attack, dealing 4 points of damage. Tacey attempts to leap over the creature to take its flank with the rest of you...
Tacey's Acrobatics: 1d20 + 9 ⇒ (8) + 9 = 17
...she succeeds, gaining a bonus to attack and her sneak attack damage if she hits!
Tacey's attack: 1d20 + 5 ⇒ (1) + 5 = 63d6 + 2 ⇒ (2, 2, 2) + 2 = 8
Sadly, Tacey lands off-balance and nearly slips off of the bridge before regaining her balance. Happily, one of you will gain a +2 flanking bonus in round 2.

Soinari points her finger at the creature and attempts to cloud its mind...
Izoze's Will save: 1d20 + 3 ⇒ (14) + 3 = 17
...but fails.


Round One:

Enemies/NPCs
Henyan
Issi
Horvan
Donovan
Raggnor

The blue creature flies forward and slashes at Tacey with its claws...
Izoze's attack: 1d20 + 5 ⇒ (18) + 5 = 231d3 + 1 ⇒ (2) + 1 = 3
...opening up a cut on Tacey's forearm.

Tacey's attack: 1d20 + 5 ⇒ (4) + 5 = 91d6 + 2 ⇒ (3) + 2 = 5
Tacey draws her short sword and tries to counterattack, but the cut on her arm seems to be distracting her.

Izoze's reflex save: 1d20 + 5 ⇒ (10) + 5 = 15
Soinari begins to glow more brightly until she releases a burst of energy at the blue creature, who leaps out of the way, taking no damage.


Perception: 1d20 ⇒ 11
Secret: 1d20 + 12 ⇒ (10) + 12 = 22
Issi: 1d20 + 2 ⇒ (18) + 2 = 20
Donovan: 1d20 ⇒ 8
Henyan: 1d20 + 2 ⇒ (5) + 2 = 7
Horvan: 1d20 + 4 ⇒ (2) + 4 = 6
Raggnor: 1d20 + 2 ⇒ (17) + 2 = 19
Tacey: 1d20 + 5 ⇒ (19) + 5 = 24
Before you can cross the bridge itself, there is a sudden burst of frigid air, seemingly from nowhere. Tacey sees something, however, and places herself in front of the group.

Tacey's reflex: 1d20 + 6 ⇒ (19) + 6 = 25

A large vortex of icy wind blows past Tacey, and when you can see again, there is a small blue creature with malefic yellow eyes on the bridge.

Donovan's Initiative: 1d20 + 3 ⇒ (5) + 3 = 8
Henyan's Initiative: 1d20 + 3 ⇒ (14) + 3 = 17
Issi's Initiative: 1d20 + 7 ⇒ (9) + 7 = 16
Raggnor's Initiative: 1d20 + 3 ⇒ (3) + 3 = 6
Horvan's Initiative: 1d20 + 2 ⇒ (7) + 2 = 9
Enemies/NPCs: 1d20 + 6 ⇒ (19) + 6 = 25


"There are horses in the stable, but there's no way we could get to them without getting caught. Do you think we could find our way back aroubnd if we went across that bridge? It doesn't look like we have anyone posted there." says Tacey, pointing at the bridge.


"I'd better find more than friendly faces there if I'm risking my life to save some snooty princess." Tacey replies.

"You kids don't know what you've gotten into. Rohkar has...powers. He's not a normal man. And those fairies...look, we'd better rush out of here. The problem is those guys are watching the road back to town. Still, I like our chances in that forest better than I like our chances in here."

Tacey quietly slides open the westernmost window in the kitchen (not the one that opens onto the porch, the one next to the shed) and begins hustling everyone outside.

As you post about where you wish to head once you're outside, please include a stealth roll


1d20 + 4 ⇒ (5) + 4 = 9
Tacey looks around nervously. "What the hell did I just do? Rohkar is going to kill me when he finds out...how the hell did you even find her?"


My current understanding is that everyone has fled into the kitchen, with Raggnor holding the door closed

Footsteps outside of the door approach, and Raggnor can feel someone trying to open the door.

"Oi! The door is stuck! Tacey, open up!"

More footsteps, coming down the stairs this time, and then the voice of Tacey:

"Quiet down, you'll wake the whole house. What do you want?" she asks.

"This door is stuck, see?" says the bandit, trying the door again.

Bandit's strength check: 1d20 + 1 ⇒ (13) + 1 = 14
Raggnor's strength check: 1d20 + 2 ⇒ (9) + 2 = 11

The bandit yanks the door open.

Lady Argentea's stealth: 1d20 + 1 ⇒ (9) + 1 = 10
Bandit's Perception: 1d20 ⇒ 4
Tacey's Perception: 1d20 + 5 ⇒ (11) + 5 = 16
"What's a bunch of kids doing in the kitchen? You runnin' a nursery on the side, Tacey?"

Tacey rolls her eyes and sighs. "Don't look at me, I didn't bring them here, I'm just stuck looking after them. Go back to your post, they were just goofing around."

Tacey's bluff: 1d20 + 7 ⇒ (11) + 7 = 18
Bandit's Sense Motive: 1d20 - 1 ⇒ (2) - 1 = 1

Tacey gives Raggnor a mischievous wink while the two bandits go back to the other side of the main room, then Tacey enters the kitchen, closing the door behind her.


Sure Raggnor, lets give that a try :)


Perception: 1d20 ⇒ 16
Stealth, average: 1d20 + 2 ⇒ (14) + 2 = 16

You hear voices from the other side of the room, beyond the fireplace.

"Did you hear that? Sounds like that lady..."

"Lets go check on it."

You have exactly one round of preparation to make before they arrive. You could hide, draw weapons, go back into the cellar, or something else entirely.


Henyan can see a fairly cramped 10X20 cellar filled with boxes. A half-eaten bowl of porridge sits in a corner, next to a disheveled woman wearing a dirty, but obviously once finely made (and quite expensive) dress. Her eyes are piercing, and even in this dark and dingy place, she carries an air of authority. She appears to be slightly injured.

"A dwarf? In this place? she asks, as her eyes slowly adjust to the light streaming in from above.


Horvan (who succeeded at Perception) and Donovan(who just had the right idea) hit upon the solution: underneath the bearskin rug is a trap door leading to an underground cellar. What will you do next?


Perception, with a circumstance bonus: 1d20 + 0 + 2 ⇒ (3) + 0 + 2 = 5

Donovan exits the kitchen and looks at the bear skin rug. It looks like it came from a pretty large bear. Poor bear.


Heading into the room, you find a sturdy bed heaped with blankets sits near the only window, and a large maple chest occupies the southwest corner. The chest has a very sturdy lock, and there is nothing else of interest in the room.


Stealth: 1d20 + 3 ⇒ (7) + 3 = 10
Perception: 1d20 ⇒ 1

Raggnor sees a group of men who have set up sleeping rolls in what used to be a dining room. They have barricaded a door to the outside, and three of them are napping (and snoring) while two others gaze furtively out of the windows to the outside. They do not take notice of Raggnor, not because he was particularly quiet, but rather because they are clearly more focused on looking out for someone coming from the other direction.

Issi's sweep of for magical auras does not detect anything in particular, but perhaps she will find something more mundane...

Issi's Perception: 1d20 + 2 ⇒ (12) + 2 = 14

...or perhaps not.

The Map


What is Issi up to?

Raggnor and Horvan do a search of the trophy room but don't find anything unusual in the immediate area, though they can hear light snoring from the other side of the fireplace (area H13).


The room Raggnor enters appears to be an unused bedroom. There is a plain bed and a wardrobe inside.

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