GD3 - Shades of Ice (Inactive)

Game Master Magabeus


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Dark Archive

HP 41/42, AC/T/F 21/14/18, Intimidate +3, Perception +11, Initiative +2 , F/R/W: 7/5/3 (5 v fear) Halfling Fighter (Rondelero Duelist) 5.2

con: 1d20 + 1 ⇒ (9) + 1 = 101d20 + 1 ⇒ (16) + 1 = 17

Thanks to Quinray, Ryskovich keeps up the pace and doesn't fall behind.

Man..that..is quite..a..walk as he breathes deep breaths at the end of the journey.

Grand Lodge

Cirri's Familiar | Spells -/6/5/4/2 | Arcane Pool 11/11 | Flight Hex minutes 10/10 | GM Folio Reroll +2 | HP 86/86 | AC 21, T 12, FF 20 | Saves 11/6/8 | CMD 23 (25 vs trip) | Perception +7 | Init +1 | Female Human Magus 10 | Alignment NG |Ward not set

Cirri spends the evening practicing her defensive maneuvers. "I'm no good to the team if I go squish as soon as the fight starts..."

In the morning, Cirri retries her Wand of Cure Light Wounds.

UMD: 1d20 + 5 ⇒ (18) + 5 = 23
Cure Light Wounds: 1d8 + 1 ⇒ (4) + 1 = 5

UMD: 1d20 + 5 ⇒ (18) + 5 = 23
Cure Light Wounds: 1d8 + 1 ⇒ (2) + 1 = 3

46 charges remain

"Oh yeah! Feeling great!" Cirri grabs her gear and begins to march.

Fort Save: 1d20 + 4 ⇒ (15) + 4 = 19
Fort Save: 1d20 + 4 ⇒ (9) + 4 = 13

Cirri doesn't have much trouble keeping pace, even dancing a bit during the first hour. The second hour she stops dancing and focuses on the march. "It's kind of like rowing a boat. It's a marathon, not a sprint."

At the end of the march, Cirri turns to her allies. "Is everyone okay? I can help with any injuries, but not the fatigue."

Silver Crusade

Female Human Barbarian/1 | Init +3; Perception +6 | AC 17, t 11, ff 16 | hp 14/14 | Fort +3, Ref +1, Will +2 | Speed 30/40 | Melee +7, Ranged +2 | Rage: 5/5 | Base Atk +1; CMB +5; CMD 16

"The closest thing to this that my tribe has seen is a hurricane, I never thought I'd wish for that over something else," Merida answered Pandora as she shivered under her furs.

Con: 1d20 + 1 ⇒ (2) + 1 = 31d20 + 1 ⇒ (7) + 1 = 8 Exhausted, Nonlethal: 2d6 ⇒ (2, 2) = 4

Merida touches her face and, unable to feel it, she says, "I c-could use s-some of th-that C-Cirri..." upon receiving it, she says, "Th-thank you, I w-was built f-for much w-warmer climes."

Grand Lodge

Cirri's Familiar | Spells -/6/5/4/2 | Arcane Pool 11/11 | Flight Hex minutes 10/10 | GM Folio Reroll +2 | HP 86/86 | AC 21, T 12, FF 20 | Saves 11/6/8 | CMD 23 (25 vs trip) | Perception +7 | Init +1 | Female Human Magus 10 | Alignment NG |Ward not set

"Don't worry, Merida. I got this!" Cirri pulls out her wand and begins what seems to be an interpretive dance, tapping Merida for what seems to be a minute.

UMD: 1d20 + 5 ⇒ (4) + 5 = 9
UMD: 1d20 + 5 ⇒ (12) + 5 = 17
UMD: 1d20 + 5 ⇒ (6) + 5 = 11
UMD: 1d20 + 5 ⇒ (5) + 5 = 10
UMD: 1d20 + 5 ⇒ (10) + 5 = 15
UMD: 1d20 + 5 ⇒ (10) + 5 = 15
UMD: 1d20 + 5 ⇒ (6) + 5 = 11
UMD: 1d20 + 5 ⇒ (14) + 5 = 19
UMD: 1d20 + 5 ⇒ (14) + 5 = 19
UMD: 1d20 + 5 ⇒ (17) + 5 = 22
Cure Light Wounds: 1d8 + 1 ⇒ (7) + 1 = 8

"Sorry about that, Merida. It's cold out here, but at least we're not smashing into icebergs! Now that's scary!"

Grand Lodge

Cirri's Familiar | Spells -/6/5/4/2 | Arcane Pool 11/11 | Flight Hex minutes 10/10 | GM Folio Reroll +2 | HP 86/86 | AC 21, T 12, FF 20 | Saves 11/6/8 | CMD 23 (25 vs trip) | Perception +7 | Init +1 | Female Human Magus 10 | Alignment NG |Ward not set

Oops, these are Con checks, not Fort Saves. Cirri should have scored a 16 and 10, then on her saves.

Cirri is fatigued after the second hour, taking 1d6 ⇒ 4 points of nonlethal damage.

UMD: 1d20 + 5 ⇒ (9) + 5 = 14
UMD: 1d20 + 5 ⇒ (4) + 5 = 9
UMD: 1d20 + 5 ⇒ (8) + 5 = 13
UMD: 1d20 + 5 ⇒ (18) + 5 = 23

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

44 charges remain

After some more dancing and poking herself in the ribs by accident a few times, Cirri eliminates the numb feeling in her legs.

The Exchange

Male Half-Elf Bard(Dirge) 2/Sorcerer(undead) 1 | AC 12 T 12 FF 10 | HP 23/23 | F +2 R +5 W +4 | Init +1 | Perc +7 | Performance Rounds 12/12 | Bloodline Power 7/7

After watching Cirri wave the wand around ineffectively until she finally finishes healing herself and Merida, Quinray snaps out of whatever fascination was ahold of him and says "If you want, you can let me use the healing wands. They seem to give you a hard time but they don't to me."
In other words, Quinray has Cure Light Wounds memorized so he can use the CLW wands without needing to use UMD rolls

Grand Lodge

Cirri's Familiar | Spells -/6/5/4/2 | Arcane Pool 11/11 | Flight Hex minutes 10/10 | GM Folio Reroll +2 | HP 86/86 | AC 21, T 12, FF 20 | Saves 11/6/8 | CMD 23 (25 vs trip) | Perception +7 | Init +1 | Female Human Magus 10 | Alignment NG |Ward not set

"Hey, that's a great idea! Hold onto this, please." Cirri debates explaining to Quinray why this works, but decides the mission is more important right now. She then hands Quinray her wand of Cure Light Wounds over.

Dark Archive

HP 41/42, AC/T/F 21/14/18, Intimidate +3, Perception +11, Initiative +2 , F/R/W: 7/5/3 (5 v fear) Halfling Fighter (Rondelero Duelist) 5.2

The way wands work is: if the spell is ON your spell list you can use a wand even if you don't have it prepared or known; in the case of bards. So you can use a Wand of CLW irregardless of whether you know it or not :)

Grand Lodge

male Human Chirurgeon 8 AC20(24)/T15(19)/F16/CMD17 |HP 67/67 | Fort:+11;Ref:+13;Will+6 |Percept.+12 | Init.+10 (1/1 mutagen: used bombs 11/15 used) wings 2/7min {heroism, cues, endure elements, shield, mutagen}

Con : 1d20 + 2 ⇒ (9) + 2 = 11

Con: 1d20 + 2 ⇒ (15) + 2 = 17

Grand Lodge

male Human Chirurgeon 8 AC20(24)/T15(19)/F16/CMD17 |HP 67/67 | Fort:+11;Ref:+13;Will+6 |Percept.+12 | Init.+10 (1/1 mutagen: used bombs 11/15 used) wings 2/7min {heroism, cues, endure elements, shield, mutagen}

Con : 1d20 + 2 ⇒ (14) + 2 = 16

Con: 1d20 + 2 ⇒ (10) + 2 = 12

Roderick is very tired by the end, but forces himself to keep moving.

"blasted blizzards and cold ."

Grand Lodge

male Human Chirurgeon 8 AC20(24)/T15(19)/F16/CMD17 |HP 67/67 | Fort:+11;Ref:+13;Will+6 |Percept.+12 | Init.+10 (1/1 mutagen: used bombs 11/15 used) wings 2/7min {heroism, cues, endure elements, shield, mutagen}

Ryskovich - does the rule on wand-use work for alchemists the same way? Roderick has CLW on his list by his archetype

Dark Archive

HP 41/42, AC/T/F 21/14/18, Intimidate +3, Perception +11, Initiative +2 , F/R/W: 7/5/3 (5 v fear) Halfling Fighter (Rondelero Duelist) 5.2

Idk, I have never played an alchemist before , sorry.

Grand Lodge

Cirri's Familiar | Spells -/6/5/4/2 | Arcane Pool 11/11 | Flight Hex minutes 10/10 | GM Folio Reroll +2 | HP 86/86 | AC 21, T 12, FF 20 | Saves 11/6/8 | CMD 23 (25 vs trip) | Perception +7 | Init +1 | Female Human Magus 10 | Alignment NG |Ward not set
Roderick Xim wrote:
Ryskovich - does the rule on wand-use work for alchemists the same way? Roderick has CLW on his list by his archetype

Yes, you can.

The wand is a spell trigger item, so alchemists can use it as long as it's on their formula list.

Scrolls are spell completion items. Alchemists can't complete spells, so you would need a UMB check to fake it.


Fiend series | Shackles

Initiative:

Initiative Cirri: 1d20 + 1 ⇒ (8) + 1 = 9
Initiative Merida: 1d20 + 3 - 3 ⇒ (12) + 3 - 3 = 12
Initiative Pandora: 1d20 + 4 - 1 ⇒ (17) + 4 - 1 = 20
Initiative Quinray: 1d20 + 1 ⇒ (20) + 1 = 21
Initiative Roderick: 1d20 + 9 ⇒ (9) + 9 = 18
Initiative Ryskovich: 1d20 + 2 ⇒ (7) + 2 = 9
Initiative Dinos: 1d20 + 6 ⇒ (13) + 6 = 19

The storm brakes just as the Pathfinders stumble into the entrance to the cave that was depicted on the map.

Ten feet into this dark granite cave, a large cavern opens up, its ceiling rising as high as thirty feet. Warm, humid air fills the chamber, and colorful fungi cover the floor and walls. Beneath a layer of iridescent algae, the faint images of cave paintings can be seen on all the cavern’s walls. Signs of a rockslide block what may once have been a passage farther into the cave.

At the back end of the cave you see three tiny lizardlike creatures basking in the warmth of the cave. They stand up as soon as they see you and start hissing at you.

Initiative
Pandora - fatigued, STR & DEX -2
Quinray
- - -
Dinosaurs
- - -
Cirri - fatigued, STR & DEX -2
Merida - exhausted, STR & DEX -6
Roderick - fatigued, STR & DEX -2
Ryskovich

Grand Lodge

Cirri's Familiar | Spells -/6/5/4/2 | Arcane Pool 11/11 | Flight Hex minutes 10/10 | GM Folio Reroll +2 | HP 86/86 | AC 21, T 12, FF 20 | Saves 11/6/8 | CMD 23 (25 vs trip) | Perception +7 | Init +1 | Female Human Magus 10 | Alignment NG |Ward not set

Dinosaurs? Oh, they're tiny. Cirri can't ride those!

Knowledge(Nature): 1d20 + 5 ⇒ (15) + 5 = 20

Grand Lodge

HP 94/94 | AC 24 TAC 16 FF 19 (fortification 25%) | CMD 26 | F +11 R +15 W +9 [immune poison] (evasion,+4 vs. sonic and language effects) | Sing: 28/28 Ex: 3/3 LM: 2/2 L1: 6/6 L2: 5/5 L3: 5/5 L4: 3/3 | Ini +6 | Senses +12
Skills:
Acrobatics+12,Bluff+18,Appraise+0,Climb+6,Diplo+19,Disguis+8,Escap+9,H.anim al+12,Arc+9,Dung+9,Eng+9,His+9,Local+9,Nat+9,Nob+9,Pla+9,Rel+9,Ling+7,Sing+ 18,Dance+12,S.Motives+18,SoHand+9,Spell+9,Stealth+9,UMD+17
Female Human Bard 11 | - (Inactive)

"Reptiles!! " exclaims Pandora as she starts casting a spell Sleep, will happen just before my next turn and steps to the Northwest just next to Ryskovick.

Knowledge: 1d20 ⇒ 8
Apply the relevant bonus from my skills in the status bar please. Non-trained knowledges I can roll with a +3 bonus due to Bardic Knowledge.

The Exchange

Male Half-Elf Bard(Dirge) 2/Sorcerer(undead) 1 | AC 12 T 12 FF 10 | HP 23/23 | F +2 R +5 W +4 | Init +1 | Perc +7 | Performance Rounds 12/12 | Bloodline Power 7/7

Hoping to counteract everyone's fatigue, Quinray begins playing his drums in earnest. Inspire courage.


Fiend series | Shackles

Pandora:
These dinosaurs are compsognathi, their bite is poisonous

Cirri:
These dinosaurs are compsognathi, their bite is poisonous. The poison causes the victim to loose strenght. They feel at home both in water and on land. They will most likely die outside in the cold.

Dice:

Pandora
Attack: 1d20 + 1 + 2 ⇒ (1) + 1 + 2 = 4
Damage: 1d3 - 1 ⇒ (2) - 1 = 1
Roderick
Attack: 1d20 + 1 + 2 ⇒ (6) + 1 + 2 = 9
Damage: 1d3 - 1 ⇒ (3) - 1 = 2
Cirri
Attack: 1d20 + 1 + 2 ⇒ (8) + 1 + 2 = 11
Damage: 1d3 - 1 ⇒ (3) - 1 = 2

The dinosaurs charge! Unfortunately for them their muscles react poorly to the colder area near the entrance of the cave and they all miss.

Initiative
Inspire Courage active +1/+1 on weapon attacks
Cirri - fatigued, STR & DEX -2
Merida - exhausted, STR & DEX -6
Roderick - fatigued, STR & DEX -2
Ryskovich
Pandora - fatigued, STR & DEX -2
Quinray
- - -
Dinosaurs
- - -

Pandora, I assume you have readied a bow instead of a melee weapon. Anyone with combat reflexes?

Grand Lodge

HP 94/94 | AC 24 TAC 16 FF 19 (fortification 25%) | CMD 26 | F +11 R +15 W +9 [immune poison] (evasion,+4 vs. sonic and language effects) | Sing: 28/28 Ex: 3/3 LM: 2/2 L1: 6/6 L2: 5/5 L3: 5/5 L4: 3/3 | Ini +6 | Senses +12
Skills:
Acrobatics+12,Bluff+18,Appraise+0,Climb+6,Diplo+19,Disguis+8,Escap+9,H.anim al+12,Arc+9,Dung+9,Eng+9,His+9,Local+9,Nat+9,Nob+9,Pla+9,Rel+9,Ling+7,Sing+ 18,Dance+12,S.Motives+18,SoHand+9,Spell+9,Stealth+9,UMD+17
Female Human Bard 11 | - (Inactive)

Sure, I am with bow in one hand and the other free (buckler in fact).

Pandora sees how the compsognathi steps over all the team without her able to do much about it "Be careful! Their bite is poisonous!", that said, she continues trying to cast the spell, even in the new weird condition "Try to not stay around, my sleep spell is almost up to happen! I will try to hold it until you all have moved!"

I will wait for the companions to take their actions before going with mine, so perhaps there is a clearer spot for landing the spell. Otherwise, or if you people think I should avoid hitting you, I will just resign it.

Grand Lodge

male Human Chirurgeon 8 AC20(24)/T15(19)/F16/CMD17 |HP 67/67 | Fort:+11;Ref:+13;Will+6 |Percept.+12 | Init.+10 (1/1 mutagen: used bombs 11/15 used) wings 2/7min {heroism, cues, endure elements, shield, mutagen}

roderick will move out of the area and ready to throw a bomb once his companions clear out .

"A sound plan, Pandora ."

Grand Lodge

Cirri's Familiar | Spells -/6/5/4/2 | Arcane Pool 11/11 | Flight Hex minutes 10/10 | GM Folio Reroll +2 | HP 86/86 | AC 21, T 12, FF 20 | Saves 11/6/8 | CMD 23 (25 vs trip) | Perception +7 | Init +1 | Female Human Magus 10 | Alignment NG |Ward not set

"Those cute dinosaurs have poisonous bites- oh, Pandora said that already. It saps your strength away, so be careful!"

Cirri will defensively cast Frostbite.
Concentration Check DC 17: 1d20 + 2 + 3 + 4 ⇒ (10) + 2 + 3 + 4 = 19

"And they'll die in the extreme cold...this cave must be really warm to support them."

With spellstrike, Cirri gets a free melee attack to deliver the spell. She will spend an arcane point to give her staff a +1 enchantment for 1 minute.
quarterstaff+1, fatigued: 1d20 + 4 + 1 - 1 ⇒ (20) + 4 + 1 - 1 = 24
quarterstaff damage, fatigued: 1d6 + 3 + 1 - 1 ⇒ (5) + 3 + 1 - 1 = 8
frostbite nonlethal cold damage: 1d6 + 2 ⇒ (3) + 2 = 5 Target is fatigued until this nonlethal damage is healed off. Cirri can make 1 more touch attack with this spell.

Hey, that's a 20
Confirm: 1d20 + 4 + 1 - 1 ⇒ (14) + 4 + 1 - 1 = 18 Oh yeah!
quarterstaff crit: 1d6 + 3 + 1 - 1 ⇒ (1) + 3 + 1 - 1 = 4
frostbite crit: 1d6 + 2 ⇒ (1) + 2 = 3

"Nature finds a way, I guess."

If the dinosaur survived:

Cirri practices a backstep she learned while in town and hops out of the dinosaur's reach.

Acrobatics to avoid AoO: 1d20 + 2 ⇒ (4) + 2 = 6

Cirri can only move at half speed while using Acrobatics.

If the dinosaur didn't survive:

Cirri frowns at the fallen dinosaur, then quickly retreats further into the cavern to give Roderick and Pandora some room.

Please move Cirri 2 squares up.


Fiend series | Shackles

That's one dead dinosaur!

I don't get the move: spellcombat is a fullround action, so only a five foot step allowed. I have moved you back 2 squares

Edit: forget the above: you were not using spellcombat, moved you as requested

Edit2: and ninja'ed!

Grand Lodge

Cirri's Familiar | Spells -/6/5/4/2 | Arcane Pool 11/11 | Flight Hex minutes 10/10 | GM Folio Reroll +2 | HP 86/86 | AC 21, T 12, FF 20 | Saves 11/6/8 | CMD 23 (25 vs trip) | Perception +7 | Init +1 | Female Human Magus 10 | Alignment NG |Ward not set
GMG wrote:

That's one dead dinosaur!

I don't get the move: spellstrike is a fullround action, so only a five foot step allowed

Spell Combat is a fullround action.

Spellstrike comes for free with casting a spell. Frostbite's casting time is a standard action, so Cirri should still have her move action.

The Exchange

Male Half-Elf Bard(Dirge) 2/Sorcerer(undead) 1 | AC 12 T 12 FF 10 | HP 23/23 | F +2 R +5 W +4 | Init +1 | Perc +7 | Performance Rounds 12/12 | Bloodline Power 7/7

Continuing his performance, Quinray walks 10 ft away while drawing his whip then lashes out at the closest compie.Whip+IC: 1d20 + 4 + 1 ⇒ (9) + 4 + 1 = 14
"Life always finds a way, Cirri. Especially the lives that are out to end ours."

Dark Archive

HP 41/42, AC/T/F 21/14/18, Intimidate +3, Perception +11, Initiative +2 , F/R/W: 7/5/3 (5 v fear) Halfling Fighter (Rondelero Duelist) 5.2

Ryskovich's ch steps towards Roderick and takes a couple swings at the dinosaur.

falcata: 1d20 + 8 ⇒ (12) + 8 = 201d6 + 4 ⇒ (2) + 4 = 6
buckler: 1d20 + 6 ⇒ (8) + 6 = 141d2 + 1 ⇒ (2) + 1 = 3


Fiend series | Shackles

Ryskovich hits a dinosaur with his falcata, but his buckler misses. Quinray's whip attack also misses.

Initiative
Inspire Courage active +1/+1 on weapon attacks
Merida - exhausted, STR & DEX -6
Roderick - fatigued, STR & DEX -2
Pandora - fatigued, STR & DEX -2
- - -
Dinosaurs
- - -
Cirri - fatigued, STR & DEX -2
Ryskovich
Quinray

Grand Lodge

HP 94/94 | AC 24 TAC 16 FF 19 (fortification 25%) | CMD 26 | F +11 R +15 W +9 [immune poison] (evasion,+4 vs. sonic and language effects) | Sing: 28/28 Ex: 3/3 LM: 2/2 L1: 6/6 L2: 5/5 L3: 5/5 L4: 3/3 | Ini +6 | Senses +12
Skills:
Acrobatics+12,Bluff+18,Appraise+0,Climb+6,Diplo+19,Disguis+8,Escap+9,H.anim al+12,Arc+9,Dung+9,Eng+9,His+9,Local+9,Nat+9,Nob+9,Pla+9,Rel+9,Ling+7,Sing+ 18,Dance+12,S.Motives+18,SoHand+9,Spell+9,Stealth+9,UMD+17
Female Human Bard 11 | - (Inactive)

At Pandora initiative point, just after Roderick moves and readies his action, the previous sleep spell triggers. Pandora sets the area over her, hoping the creatures are inferior in power to herself.
Will DC 14

If the dinosaurs have 4 HD each one or more:

The spell takes effect though over the bard herself.
Will: 1d20 + 3 ⇒ (18) + 3 = 21

If one or both dinosaurs resist:

Pandora raises her bow and sets an arrow in the air towards the offending dinosaur.
mwk shortbow+PB+IC: 1d20 + 8 + 1 + 1 ⇒ (14) + 8 + 1 + 1 = 24
Piercing damage+PB+IC: 1d8 + 2 + 1 + 1 ⇒ (4) + 2 + 1 + 1 = 8
My square dinosaur may take an AoO due to my movement

If both dinosaurs sleep:

"Ok, let's bring those dinosaurs where they cannot be a problem to us." Pandora helps the others bind the dinosaurs and bring them outside the cave.

Silver Crusade

Female Human Barbarian/1 | Init +3; Perception +6 | AC 17, t 11, ff 16 | hp 14/14 | Fort +3, Ref +1, Will +2 | Speed 30/40 | Melee +7, Ranged +2 | Rage: 5/5 | Base Atk +1; CMB +5; CMD 16

Merida stays out of range of Pandora's sleep spell, and fires off a crossbow bolt at the red dinosaur.

Lt Crossbow, Exhausted, I.C.: 1d20 - 3 + 1 ⇒ (18) - 3 + 1 = 16 Damage: 1d8 + 1 ⇒ (5) + 1 = 6

Grand Lodge

male Human Chirurgeon 8 AC20(24)/T15(19)/F16/CMD17 |HP 67/67 | Fort:+11;Ref:+13;Will+6 |Percept.+12 | Init.+10 (1/1 mutagen: used bombs 11/15 used) wings 2/7min {heroism, cues, endure elements, shield, mutagen}

Roderick, from his vantage away from the small dinosaurs, will hurl a bomb if either one if it is not sleeping.

Bomb, range, pb: 1d20 + 4 + 1 + 1 ⇒ (6) + 4 + 1 + 1 = 12 Blast dmg : 1d6 + 3 + 1 + 1 ⇒ (6) + 3 + 1 + 1 = 11 dc 13 splash for another 6 fire dmg.


Fiend series | Shackles

Will Save: 1d20 ⇒ 8

Merida kills one dinosaur and the last one falls asleep from Pandora's spell.

Combat over!

You investigate the cave and find some old bones.

Perception DC15:
Between these bones you find 3 bandages of rapid recovery, 2 masterwork throwing axes, a masterwork bolas, 3 potions, 6 pairs of snowshoes, and a wandcarved from a smilodon’s tooth, and a bag of unworked gemstones.

The cavern’s tall walls are covered with cave paintings under a thin layer of faintly glowing algae.

The paintings depict a castle at the base of a mountain. Outside the castle, a large creature with wings and a long neck lies on the ground before a figure lifting a huge red axe over its head to strike. Other humanoid figures cluster around the scene. The mural is then interrupted by a repeated design: two mammoths with a smaller one in tow marching east. This motif is repeated over and over in an orderly line from the top wall of the cave to the bottom. There are 30 copies of this design.

The next scene shows the wielder of the red axe lying on a raised mound within the castle, his weapon clutched to his chest. Other figures leave the castle carrying large bags on their shoulders. The drawings continue on the other side of the cave, showing an avalanche cascading down to cover the tower.

The last drawing shows more of the humanoid figures standing over the edge overlooking the castle’s previous location, while four drawings of the moon in various states arc above the scene. In this last picture, all of the humanoid figures have a smear of white color aroundtheir lower faces.

Perception DC18:
The creature on the ground in the first painting was originally painted white, but that time has eroded whatever the painter used to show this color. The character brandishing the axe was also painted white, but around the face, suggesting a large white beard.

Knowledge (history or local) DC 15:
The axe-wielding figure in the first scene is different from the other humanoids depicted, as he is shown with a white beard, a feature uncommon among the Kellid peoples. The painting of the three mammoths symbolizes migration, and each painting of three mammoths stands for the passage of a single year. The moon in its various stages symbolizes eternity or a period of time that cannot be depicted with the migration symbol, usually meaning hundreds of years.

Grand Lodge

Cirri's Familiar | Spells -/6/5/4/2 | Arcane Pool 11/11 | Flight Hex minutes 10/10 | GM Folio Reroll +2 | HP 86/86 | AC 21, T 12, FF 20 | Saves 11/6/8 | CMD 23 (25 vs trip) | Perception +7 | Init +1 | Female Human Magus 10 | Alignment NG |Ward not set

Perception 1: 1d20 + 0 ⇒ (14) + 0 = 14
Perception 2: 1d20 + 0 ⇒ (16) + 0 = 16
Wrong order, dice!

"Hmm. I wonder what all this means...I got nothin'."

Dark Archive

HP 41/42, AC/T/F 21/14/18, Intimidate +3, Perception +11, Initiative +2 , F/R/W: 7/5/3 (5 v fear) Halfling Fighter (Rondelero Duelist) 5.2

per 1,2: 1d20 + 9 ⇒ (20) + 9 = 291d20 + 9 ⇒ (9) + 9 = 18

While rummaging through the cave, Ryskovich notices a glint out of the corner of his eye. Upon further inspection, he finds 3 bandages of rapid recovery, 2 masterwork throwing axes, a masterwork bolas, 3 potions, 6 pairs of snowshoes, and a wandcarved from a smilodon’s tooth, and a bag of unworked gemstones.

Can someone identify these, I was never really good at magical endeavors

Grand Lodge

HP 94/94 | AC 24 TAC 16 FF 19 (fortification 25%) | CMD 26 | F +11 R +15 W +9 [immune poison] (evasion,+4 vs. sonic and language effects) | Sing: 28/28 Ex: 3/3 LM: 2/2 L1: 6/6 L2: 5/5 L3: 5/5 L4: 3/3 | Ini +6 | Senses +12
Skills:
Acrobatics+12,Bluff+18,Appraise+0,Climb+6,Diplo+19,Disguis+8,Escap+9,H.anim al+12,Arc+9,Dung+9,Eng+9,His+9,Local+9,Nat+9,Nob+9,Pla+9,Rel+9,Ling+7,Sing+ 18,Dance+12,S.Motives+18,SoHand+9,Spell+9,Stealth+9,UMD+17
Female Human Bard 11 | - (Inactive)

Pandora observes, marvelled, the paintings in the cave "Wow! This is impressive! This might be ancient drawings from almost forgotten events. Perhaps that tower is a symbol of the place we are looking for."
K. local: 1d20 + 6 ⇒ (11) + 6 = 17

"Look, the axe-wielding figure in the first scene is different from the other humanoids depicted, as he is shown with a white beard, a feature uncommon among the Kellid peoples. The painting of the three mammoths symbolizes migration, and each painting of three mammoths stands for the passage of a single year. The moon in its various stages symbolizes eternity or a period of time that cannot be depicted with the migration symbol, usually meaning hundreds of years." relates Pandora to the rest of the party.

As Ryskovich hands the items, she casts detect magic and tries to identify them.
Spellcraft potion 1: 1d20 + 4 ⇒ (4) + 4 = 8
Spellcraft potion 2: 1d20 + 4 ⇒ (3) + 4 = 7
Spellcraft potion 3: 1d20 + 4 ⇒ (20) + 4 = 24
Wand: 1d20 + 4 ⇒ (19) + 4 = 23

As the party starts to look for a nice place in the cave to rest, Pandora ignites a small fire to get into temperature.
"Where do you think the Lodge is heading exactly? What that place is? I hope we are not venturing too much inside the snow territory. Have you heard tales about the mountains at the edge of the world?"

At next day Pandora will press to continue the march following the Lodge, once recovered from the fatigue.

Silver Crusade

Female Human Barbarian/1 | Init +3; Perception +6 | AC 17, t 11, ff 16 | hp 14/14 | Fort +3, Ref +1, Will +2 | Speed 30/40 | Melee +7, Ranged +2 | Rage: 5/5 | Base Atk +1; CMB +5; CMD 16

Merida happily accepts a pair of the snowshoes and eyeballs the throwing axes. She knows that someone a bit more dexterous would likely get more use out of them, but she wouldn't mind having something that can be used both up close and at a distance.


Fiend series | Shackles

Pandora identifies the third potion as a potion of endure elements and the wand as a fully charged wand of longstrider.

Grand Lodge

HP 94/94 | AC 24 TAC 16 FF 19 (fortification 25%) | CMD 26 | F +11 R +15 W +9 [immune poison] (evasion,+4 vs. sonic and language effects) | Sing: 28/28 Ex: 3/3 LM: 2/2 L1: 6/6 L2: 5/5 L3: 5/5 L4: 3/3 | Ini +6 | Senses +12
Skills:
Acrobatics+12,Bluff+18,Appraise+0,Climb+6,Diplo+19,Disguis+8,Escap+9,H.anim al+12,Arc+9,Dung+9,Eng+9,His+9,Local+9,Nat+9,Nob+9,Pla+9,Rel+9,Ling+7,Sing+ 18,Dance+12,S.Motives+18,SoHand+9,Spell+9,Stealth+9,UMD+17
Female Human Bard 11 | - (Inactive)

"Ah! These two potions I cannot identify with my powers. Perhaps a small sip will work." Pandora smells and tastes a little bit of the pots to identify them "I can bed they are the same as the other ones."
Perception (identify through taste) DC 15+pot CL pot 1: 1d20 + 5 ⇒ (19) + 5 = 24
Perception (identify through taste) DC 15+pot CL pot 2: 1d20 + 5 ⇒ (17) + 5 = 22

"Look, with this wand we can move quite much faster. And the potions will help us endure the cold outside. There is only 3, so perhaps we should decide for the ones having more troubles with it. I have cold weather and I am quite used to the cold of the North. Whom will pick a pot? We can drink them tomorrow after waking up." suggests the woman.


Fiend series | Shackles

Barkskin and another endure elements

Grand Lodge

Cirri's Familiar | Spells -/6/5/4/2 | Arcane Pool 11/11 | Flight Hex minutes 10/10 | GM Folio Reroll +2 | HP 86/86 | AC 21, T 12, FF 20 | Saves 11/6/8 | CMD 23 (25 vs trip) | Perception +7 | Init +1 | Female Human Magus 10 | Alignment NG |Ward not set

"I'll take the potion of barkskin." Cirri asks. "I think I've taken a lot of hits lately..."

Cirri will also take a pair of snowshoes.

Silver Crusade

Female Human Barbarian/1 | Init +3; Perception +6 | AC 17, t 11, ff 16 | hp 14/14 | Fort +3, Ref +1, Will +2 | Speed 30/40 | Melee +7, Ranged +2 | Rage: 5/5 | Base Atk +1; CMB +5; CMD 16

"I'm better suited to hotter climes, so I'll very much like to use one of those potions."

Grand Lodge

male Human Chirurgeon 8 AC20(24)/T15(19)/F16/CMD17 |HP 67/67 | Fort:+11;Ref:+13;Will+6 |Percept.+12 | Init.+10 (1/1 mutagen: used bombs 11/15 used) wings 2/7min {heroism, cues, endure elements, shield, mutagen}

Roderick will take a potion and a pair of snowshoes.

" These will indeed come in very handy. "


Fiend series | Shackles

Daily uses reset!

After a warm and relaxed night in the warm cave you head out again the next morning. The storm has gone and the sky is clear. Your path slopes downward as you approach a series of high, rocky cliffs on the edge of the Tusk Mountains.

Near midday, Skagni’s map directs you through a narrow ravine of ice and rock. The shriek of a snowy owl dances off the high, rough walls of ice and rock inside this gorge, and the long shadows inside make it feel like evening rather than midday. Although the canyon provides a direct path through the rocky terrain of this area, the other side is almost invisible from the entrance. In the snow drenched plains leading to the gorge mouth mammoths and aurochs paw at the new snow to unearth scrub grass. You see some humanoid tracks leading into the gorge.

Perception DC25:
Prior to entering the gorge you see what look like humanoids moving around some of the mammoths and aurochs in the
surrounding area.

Silver Crusade

Female Human Barbarian/1 | Init +3; Perception +6 | AC 17, t 11, ff 16 | hp 14/14 | Fort +3, Ref +1, Will +2 | Speed 30/40 | Melee +7, Ranged +2 | Rage: 5/5 | Base Atk +1; CMB +5; CMD 16

Feeling fully rested, Merida ties her heavy wool cloak tight around her, fits her boots with the snowshoes, and follows the map with her comrades. She remarks to Cirri on the way that although she'd much rather be back home on the Taldane coast, she knew she'd never seen a more beautiful landscape than this.

Perc: 1d20 + 6 ⇒ (20) + 6 = 26

Merida crouches low as they approach the gorge and whispers to the others, "It seems there are some people among the mammoths and aurochs up ahead." She puts a hand on the hilt of her falchion until they can determine what kind of people they are exactly. That is, friend or foe. Is there another roll for that? Or are we meant to just take a gamble? Either way, Merida readies a charging attack at the first sign of aggression against her or her mates.

Grand Lodge

male Human Chirurgeon 8 AC20(24)/T15(19)/F16/CMD17 |HP 67/67 | Fort:+11;Ref:+13;Will+6 |Percept.+12 | Init.+10 (1/1 mutagen: used bombs 11/15 used) wings 2/7min {heroism, cues, endure elements, shield, mutagen}

Perc: 1d20 + 5 ⇒ (15) + 5 = 20

Roderick continues along, enjoying the change in weather.

"Ah, your eyes are more keen than mine, Merida . Can you make out numbers or insignia? . "

The Exchange

Male Half-Elf Bard(Dirge) 2/Sorcerer(undead) 1 | AC 12 T 12 FF 10 | HP 23/23 | F +2 R +5 W +4 | Init +1 | Perc +7 | Performance Rounds 12/12 | Bloodline Power 7/7

With snowshoes on his feet, Quinray follows the map.
Perception: 1d20 + 5 ⇒ (16) + 5 = 21
Unable to see anything, he follows Merida's lead.


Fiend series | Shackles

Merida, ahead is the gorge, these people are walking amongst the giant cattle to your sides. The nearest person is some 200 ft away. It seems as if they are minding their own business.

Grand Lodge

HP 94/94 | AC 24 TAC 16 FF 19 (fortification 25%) | CMD 26 | F +11 R +15 W +9 [immune poison] (evasion,+4 vs. sonic and language effects) | Sing: 28/28 Ex: 3/3 LM: 2/2 L1: 6/6 L2: 5/5 L3: 5/5 L4: 3/3 | Ini +6 | Senses +12
Skills:
Acrobatics+12,Bluff+18,Appraise+0,Climb+6,Diplo+19,Disguis+8,Escap+9,H.anim al+12,Arc+9,Dung+9,Eng+9,His+9,Local+9,Nat+9,Nob+9,Pla+9,Rel+9,Ling+7,Sing+ 18,Dance+12,S.Motives+18,SoHand+9,Spell+9,Stealth+9,UMD+17
Female Human Bard 11 | - (Inactive)

Pandora just realizes about the people once Merida points them out. The woman rolls her head with the hood and says "Mammoth shepherds. We are now in the lands of the Mammoth Lords. We better try not to cause any trouble to them."

Pandora examines the tracks going into the gorge.
Survival (tracks over snow): 1d20 - 2 ⇒ (1) - 2 = -1
"I can guess those tracks are from the lodge members we are pursuing. They should be inside right now." looking at the others she adds "Camo'n press up! We want to reach that place."

The bard moves along the field and enters the gorge following the obvious tracks over the snow while readying her longbow.


Fiend series | Shackles

You enter the gorge and see that the tracks only go in a short distance (some 20 ft) and then return. To the side of the gorge you see the remains of a large saber-toothed tiger, partly eaten by scavengers.

Heal DC15:
despite being a top predator in this region, the tiger appears to have suffered extreme bludgeoning damage as if trampled to death. The fractures are numerous, suggesting multiple creatures were involved in the trampling.

Grand Lodge

Cirri's Familiar | Spells -/6/5/4/2 | Arcane Pool 11/11 | Flight Hex minutes 10/10 | GM Folio Reroll +2 | HP 86/86 | AC 21, T 12, FF 20 | Saves 11/6/8 | CMD 23 (25 vs trip) | Perception +7 | Init +1 | Female Human Magus 10 | Alignment NG |Ward not set

Cirri is busy taking notes about the new creatures and climates. "Yeah Merida, I'm used to a lot of tropical locales. There's this one port I used to frequent for work. They have mugs of ale as big as your head-"

Cirri sees a bunch of mammoths, but also recognizes everyone has gone quiet.

"Mammoth Lords, huh? They tamed them? That would be kinda cool to ride one."

Aid Survival: 1d20 + 0 ⇒ (8) + 0 = 8 Cirri tries to help Pandora track the Shadow Lodge, but is unable to over all this snow.

Heal: 1d20 - 1 ⇒ (20) - 1 = 19
"Is that a saber-toothed tiger? Wait, Tigers are predators. What kills a predator besides old age? Um...it was trampled. Lots of, something trampled this guy. The mammoths, maybe?"

Grand Lodge

HP 94/94 | AC 24 TAC 16 FF 19 (fortification 25%) | CMD 26 | F +11 R +15 W +9 [immune poison] (evasion,+4 vs. sonic and language effects) | Sing: 28/28 Ex: 3/3 LM: 2/2 L1: 6/6 L2: 5/5 L3: 5/5 L4: 3/3 | Ini +6 | Senses +12
Skills:
Acrobatics+12,Bluff+18,Appraise+0,Climb+6,Diplo+19,Disguis+8,Escap+9,H.anim al+12,Arc+9,Dung+9,Eng+9,His+9,Local+9,Nat+9,Nob+9,Pla+9,Rel+9,Ling+7,Sing+ 18,Dance+12,S.Motives+18,SoHand+9,Spell+9,Stealth+9,UMD+17
Female Human Bard 11 | - (Inactive)

Pandora nods Cirri "Yes, indeed in these lands the ones who temper the mammoths are often chosen as leaders. They usually hold the leadership and live for as long as they can demonstrate their physical power over the rest and endure this land." the woman seems to recall something from her past.

As Cirri discovers the saber-toothed tiger she adds "Indeed, mammoths can seem peaceful creatures, but if enraged they become truly amazing foes. I hope we better don't have them against us. Let's continue our search."

The bard resumes walking inside the gorge while looking carefully at the dangers above and ahead.
Perception: 1d20 + 5 ⇒ (10) + 5 = 15

Silver Crusade

Female Human Barbarian/1 | Init +3; Perception +6 | AC 17, t 11, ff 16 | hp 14/14 | Fort +3, Ref +1, Will +2 | Speed 30/40 | Melee +7, Ranged +2 | Rage: 5/5 | Base Atk +1; CMB +5; CMD 16

"Oh, I see, yeah. We'll steer clear of both Mammoth and Lord." Merida follows Pandora onward, also keeping a weather eye.

perc: 1d20 + 6 ⇒ (13) + 6 = 19

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