[PFS]Mike's 3-23 The Goblinblood Dead (Inactive)

Game Master Michael Hallet

Maps


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Liberty's Edge

I believe they make their lair in a cave to the north. Again, I didn't get too close to see for myself. Now, I've been helpful enough. Do you have anything to eat that you could spare?

Grand Lodge

Rambi:
Animal Rhino 9 | AC 31 | T 14 | FF 27 | HP: 41/68 | CMD 32 | Fort +11 | Ref +9 | Will +6 | Perception +5 scent | combat reflexes
Male Human Hunter 9 | AC 17 | T 12 | FF 15 | HP: 74/75 | CMD 22 | Fort +11 | Ref +11 | Will +9 | Init +5 | Perception +15 | combat reflexes

Dortlin shrugs. "Sure. Might not be to your liking though." Dortlin pulls out some rations and sets it up to make it easy for the Worg to eat without hands.

He'll then look a bit north in the area for tracks.
Survival to track: 1d20 + 8 ⇒ (20) + 8 = 28

Liberty's Edge

The worg, just happy to have something to eat that can't outrun her quickly devours it.

Sure enough, Dortlin is able to follow a set of fairly recent humanoid boot prints (small to medium size) leading to the north.

The path winds its way through the Chitterwood until it forks at the foot of a large and mangled tree. A large tear runs the length of its trunk, splitting the tree nearly in two. The southern half of the tree hangs awkwardly to the side, casting a shadow over a small dip in the land.

A small cave entrance lies partially hidden beneath the southern half of the tree that the PCs can easily locate. A crude flight of stairs lies just beyond the cave entrance, leading deeper into the earth.

Cave map is on Slide 3.

Knowledge (history or local)

15+:
You remember that the goblinoid armies often made use of underground cavern networks during the Goblinblood Wars and that many of the goblinoid survivors fled to these caverns at the end of the conflict.[/ooc]

Reaching the first cavern, you find two small goblinoid skeletons standing guard.

GM Screen:
Spark: 1d20 + 1 ⇒ (2) + 1 = 3
Dortlin: 1d20 + 3 ⇒ (11) + 3 = 14
Harrisk: 1d20 + 5 ⇒ (8) + 5 = 13
Midnar: 1d20 + 3 ⇒ (18) + 3 = 21
Selethe: 1d20 + 4 ⇒ (4) + 4 = 8
S1: 1d20 + 7 ⇒ (17) + 7 = 24
S2: 1d20 + 7 ⇒ (15) + 7 = 22

The skeletons have won initative and move up to attack. Dortlin gets an AoO on S1, Hibbert on S1 and/or S2. S1 is acting first.

Once the AoOs are resolved, I will continue with the skeleton's actions and then it will be everyone's turn.

Liberty's Edge

HP 20/20; AC (16/t11/ff15); f 5, r 1, w 0; bab 2, melee 4, ranged 3; cmb 4, cmd 15; init +1; speed 30; bloodrage 11/11, wand clw 48 | Ifrit bloodrager / 2 | -19
skills:
acro 6, climb 6, handle animal 7, intim 8, know arcana 5, perc 5, spellcraft 5, swim 6

Spark follows along behind the trackers.... and seems a bit taken aback by the appearance of the little skeletons... "THese are real things? they look like toys."

Grand Lodge

Rambi:
Animal Rhino 9 | AC 31 | T 14 | FF 27 | HP: 41/68 | CMD 32 | Fort +11 | Ref +9 | Will +6 | Perception +5 scent | combat reflexes
Male Human Hunter 9 | AC 17 | T 12 | FF 15 | HP: 74/75 | CMD 22 | Fort +11 | Ref +11 | Will +9 | Init +5 | Perception +15 | combat reflexes

I would ask for someone to use my wand of Mage Armor on Hibbert before we follow the tracks into a cave.

Hibbert

Tongue vs S1: 1d20 + 5 ⇒ (16) + 5 = 21 Grab vs S1: 1d20 + 9 ⇒ (3) + 9 = 12

If 12 grabs:
Hibbert would pull the skeleton to where it is currently placed. No aoo on S2 and no aoo for Dortlin.

If 12 does not grab:
Tongue vs S2: 1d20 + 5 ⇒ (11) + 5 = 16 Grab vs S2: 1d20 + 9 ⇒ (9) + 9 = 18 and Bardiche vs S1: 1d20 + 5 ⇒ (11) + 5 = 16 for slashing dmg: 1d10 + 4 ⇒ (2) + 4 = 6

Liberty's Edge

GM Screen:
Claw: 1d20 + 1 ⇒ (8) + 1 = 9
Claw: 1d20 + 1 ⇒ (13) + 1 = 14
Damage: 1d3 ⇒ 1

Hibbert grabs S1 who tries to claw at the frog, but is ineffective, the other frog, however, is able to take advantage of the frog being occupied and rakes it with small bony hands.

Hibbert (22/25 hp)

Everyone is up!

Grand Lodge

Rambi:
Animal Rhino 9 | AC 31 | T 14 | FF 27 | HP: 41/68 | CMD 32 | Fort +11 | Ref +9 | Will +6 | Perception +5 scent | combat reflexes
Male Human Hunter 9 | AC 17 | T 12 | FF 15 | HP: 74/75 | CMD 22 | Fort +11 | Ref +11 | Will +9 | Init +5 | Perception +15 | combat reflexes

"More skeletons. Wish I had a big hammer right now."

Dortlin will move into flanking position with Hibbert provoking from both skeletons.

Then Dortlin will attempt to cleave the grabbed skeleton.
cold iron Bardiche: 1d20 + 5 + 5 ⇒ (8) + 5 + 5 = 18 for slashing dmg: 1d10 + 4 ⇒ (3) + 4 = 7

Hibbert's action if S1 is still up:
maintain grab to dmg: 1d20 + 9 + 5 ⇒ (15) + 9 + 5 = 29 for b/s/p dmg: 1d6 + 3 ⇒ (6) + 3 = 9

Hibbert's action if S1 is down:
Tongue melee touch vs S2: 1d20 + 5 ⇒ (8) + 5 = 13 if hit grab: 1d20 + 9 ⇒ (13) + 9 = 22 then bite: 1d20 + 5 ⇒ (8) + 5 = 13 for b/s/p dmg: 6 + 3 = 9

Liberty's Edge

HP 20/20; AC (16/t11/ff15); f 5, r 1, w 0; bab 2, melee 4, ranged 3; cmb 4, cmd 15; init +1; speed 30; bloodrage 11/11, wand clw 48 | Ifrit bloodrager / 2 | -19
skills:
acro 6, climb 6, handle animal 7, intim 8, know arcana 5, perc 5, spellcraft 5, swim 6

Spark moves up and attacks skeleton1 (or 2 if 1 is down)

to hit: 1d20 + 3 - 2 ⇒ (12) + 3 - 2 = 13
dmg if hits: 1d8 + 2 ⇒ (1) + 2 = 3

Liberty's Edge

GM Screen:
Claw: 1d20 + 1 ⇒ (9) + 1 = 10
damage: 1d6 ⇒ 1
reflex: 1d20 + 3 ⇒ (1) + 3 = 4

The ungrappled skeleton swipes at Dortlin as he moves by, but it misses.
Dortlin manages to wound the skeleton, but when Hibbert bites down on it, it explodes! Shards of bone go flying wounding Hibbert, Dortlin and Selethe slightly as well as the second skeleton.

Spark moves up and misses the other skeleton.

Hibbert (21/25 hp)
Dortlin (18/19 hp)
Selethe (18/19 hp)
S2 -1 hp

Silver Crusade

female oread inquisitor of Iomedae (sanctified slayer) 3 | HP 27/27, L1 spells 4/4, touch of glory 6/6 | AC 18, T 12, FF 17 | F +6, R +4, W +7 | CMB +6, CMD 17 | Spd 15' | Perc +8 | Init +4

knowledge (local): 1d20 + 4 ⇒ (17) + 4 = 21

Selethe shares what she knows with the group. When the goblin skeletons attack, she maneuvers around for a clear stab with her longspear.

attack: 1d20 + 6 ⇒ (6) + 6 = 12
damage: 1d8 + 6 ⇒ (5) + 6 = 11

Liberty's Edge

Explosion: 1d6 ⇒ 1

The remaining skeleton explodes when Selethe stabs it.

Hibbert (20/25 hp)
Dortlin (18/19 hp)
Selethe (17/19 hp)
Spark (11/12 hp)

Grand Lodge

Rambi:
Animal Rhino 9 | AC 31 | T 14 | FF 27 | HP: 41/68 | CMD 32 | Fort +11 | Ref +9 | Will +6 | Perception +5 scent | combat reflexes
Male Human Hunter 9 | AC 17 | T 12 | FF 15 | HP: 74/75 | CMD 22 | Fort +11 | Ref +11 | Will +9 | Init +5 | Perception +15 | combat reflexes

"Spark could you use this wand of Mage Armor on Hibbert? And anyone else who feels the need for some protection."

Grand Lodge

M Halfling Hunter 1 | HP: 8/8 Str: 8 Dex: 20 Con: 10 Int: 12 Wis: 13 Cha: 10 | Init: +5 AC: 18 T:16 F: 13 CMD: 13 | Fort: +3 Reflex: +8 Will +2 | Handle Animal: +4 Knowledge (Geography/Nature): +5 Perception: +7 Stealth:+13 Ride: +9 | 1st Level Spells: 2/2

"If you have extra uses, Goliath could use one since he does close-up fighting,"

Liberty's Edge

HP 20/20; AC (16/t11/ff15); f 5, r 1, w 0; bab 2, melee 4, ranged 3; cmb 4, cmd 15; init +1; speed 30; bloodrage 11/11, wand clw 48 | Ifrit bloodrager / 2 | -19
skills:
acro 6, climb 6, handle animal 7, intim 8, know arcana 5, perc 5, spellcraft 5, swim 6

"SUre... now how does this thing work again?" she scowls a moment as she recalls her training... and finally gets the wand to operate... but it does work... lol she's never used a wand before, so just playing up her lack of experience, she is capable of using it without UMD

Grand Lodge

Rambi:
Animal Rhino 9 | AC 31 | T 14 | FF 27 | HP: 41/68 | CMD 32 | Fort +11 | Ref +9 | Will +6 | Perception +5 scent | combat reflexes
Male Human Hunter 9 | AC 17 | T 12 | FF 15 | HP: 74/75 | CMD 22 | Fort +11 | Ref +11 | Will +9 | Init +5 | Perception +15 | combat reflexes

"Thanks. And sure Goliath can have a charge."

Counting off 2 charges for now. If anyone else wanted a charge just say so.

Dortlin will also use a CLW wand charge on Hibbert. CLW: 1d8 + 1 ⇒ (7) + 1 = 8
And a charge of Heightened Awareness on himself.

After a quick search of the skeletons Perception: 1d20 + 9 ⇒ (7) + 9 = 16 Dortlin will arbitrarily stand near the south door.

Liberty's Edge

As Dortlin and Hibbert cross the room they fail to notice the pit trap about where the second skeleton was standing. Apparently it's small size and lack of flesh made it too light to trigger the trap by itself.

Dortlin and Hibbert need to make DC 20 reflex saves or fall 20' into the pit taking falling damage: 2d6 ⇒ (5, 1) = 6

After that they can make it to the door.

Grand Lodge

Rambi:
Animal Rhino 9 | AC 31 | T 14 | FF 27 | HP: 41/68 | CMD 32 | Fort +11 | Ref +9 | Will +6 | Perception +5 scent | combat reflexes
Male Human Hunter 9 | AC 17 | T 12 | FF 15 | HP: 74/75 | CMD 22 | Fort +11 | Ref +11 | Will +9 | Init +5 | Perception +15 | combat reflexes

Dortlin
Ref save: 1d20 + 4 ⇒ (6) + 4 = 10

Hibbert
ref save: 1d20 + 4 ⇒ (14) + 4 = 18

"Oof! And ouch. Little help?"

Dortlin will pull out his rope and toss it out of the pit.

Liberty's Edge

HP 20/20; AC (16/t11/ff15); f 5, r 1, w 0; bab 2, melee 4, ranged 3; cmb 4, cmd 15; init +1; speed 30; bloodrage 11/11, wand clw 48 | Ifrit bloodrager / 2 | -19
skills:
acro 6, climb 6, handle animal 7, intim 8, know arcana 5, perc 5, spellcraft 5, swim 6

Spark will grab the rope and help them climb out by holding it steady.

Scarab Sages

M Wayang M | HP: 7/7 | AC:14 ( Tch14, Fl11) | CMB: -3, CMD:10 | F:0 , R:+3 , W:+2 | Init: +3 | Perc: -1, SM: -1 Arcanist 1 (White Mage) | Speed 20ft | Re-roll 1/1 | Arcane reservoir: 1/3 | Active conditions:

"Goodness, I appear to have prepared very poorly for this! I do hope we will be alright."

Liberty's Edge

You eventually pull Dortlin and Hibbert out of the pit and open the door to the next room.

Three cramped cells line the western wall of this chamber while an exposed pit runs along the northern wall. The cells are little more than cages made of metal and old wood, with piles of dried grass barely covering the stone floors.

Grand Lodge

Rambi:
Animal Rhino 9 | AC 31 | T 14 | FF 27 | HP: 41/68 | CMD 32 | Fort +11 | Ref +9 | Will +6 | Perception +5 scent | combat reflexes
Male Human Hunter 9 | AC 17 | T 12 | FF 15 | HP: 74/75 | CMD 22 | Fort +11 | Ref +11 | Will +9 | Init +5 | Perception +15 | combat reflexes

"Before we move on hold up."

Wand of CLW on Dortlin: 1d8 + 1 ⇒ (8) + 1 = 9
Wand of CLW on Hibbert: 1d8 + 1 ⇒ (5) + 1 = 6

"Alright."

Dortlin and Hibbert will move into the room.

Silver Crusade

female oread inquisitor of Iomedae (sanctified slayer) 3 | HP 27/27, L1 spells 4/4, touch of glory 6/6 | AC 18, T 12, FF 17 | F +6, R +4, W +7 | CMB +6, CMD 17 | Spd 15' | Perc +8 | Init +4

"This is certainly odd. Careful!" Selethe has a look inside the cages, watchful for danger.

perception: 1d20 + 7 ⇒ (4) + 7 = 11

Liberty's Edge

HP 20/20; AC (16/t11/ff15); f 5, r 1, w 0; bab 2, melee 4, ranged 3; cmb 4, cmd 15; init +1; speed 30; bloodrage 11/11, wand clw 48 | Ifrit bloodrager / 2 | -19
skills:
acro 6, climb 6, handle animal 7, intim 8, know arcana 5, perc 5, spellcraft 5, swim 6

Spark will examine the cages as well to see if they are occupied.

Grand Lodge

M Halfling Hunter 1 | HP: 8/8 Str: 8 Dex: 20 Con: 10 Int: 12 Wis: 13 Cha: 10 | Init: +5 AC: 18 T:16 F: 13 CMD: 13 | Fort: +3 Reflex: +8 Will +2 | Handle Animal: +4 Knowledge (Geography/Nature): +5 Perception: +7 Stealth:+13 Ride: +9 | 1st Level Spells: 2/2

Harrisk hangs towards the back with a look of concern on his face.

"Maybe we should be more thorough so we don't set off any more traps."

Grand Lodge

Rambi:
Animal Rhino 9 | AC 31 | T 14 | FF 27 | HP: 41/68 | CMD 32 | Fort +11 | Ref +9 | Will +6 | Perception +5 scent | combat reflexes
Male Human Hunter 9 | AC 17 | T 12 | FF 15 | HP: 74/75 | CMD 22 | Fort +11 | Ref +11 | Will +9 | Init +5 | Perception +15 | combat reflexes

Think we are waiting on Midnar.

Scarab Sages

M Wayang M | HP: 7/7 | AC:14 ( Tch14, Fl11) | CMB: -3, CMD:10 | F:0 , R:+3 , W:+2 | Init: +3 | Perc: -1, SM: -1 Arcanist 1 (White Mage) | Speed 20ft | Re-roll 1/1 | Arcane reservoir: 1/3 | Active conditions:

"Wait up!", exclaims Midnar, rushing in, slowed by his cloak and crouching posture. "Oh my! What have we here? Most peculiar."
perception: 1d20 - 1 ⇒ (15) - 1 = 14

Scarab Sages

M Wayang M | HP: 7/7 | AC:14 ( Tch14, Fl11) | CMB: -3, CMD:10 | F:0 , R:+3 , W:+2 | Init: +3 | Perc: -1, SM: -1 Arcanist 1 (White Mage) | Speed 20ft | Re-roll 1/1 | Arcane reservoir: 1/3 | Active conditions:

Also, cast detect magic and do a sweep of both rooms.

Liberty's Edge

GM Screen:
Spark: 1d20 + 4 ⇒ (15) + 4 = 19
Dortlin: 1d20 + 7 ⇒ (2) + 7 = 9
Selethe: 1d20 + 7 ⇒ (6) + 7 = 13

As you explore the room, suddenly a feeling of dread washes over you as the humidity in the room plummets, drying out everything near the pit.

Unfortunately for you, everyone close enough to possibly notice the haunt before it acted failed to do so.

Spark, Dortlin, Selethe and Midnar need to make Fortitude saving throws.

Grand Lodge

Rambi:
Animal Rhino 9 | AC 31 | T 14 | FF 27 | HP: 41/68 | CMD 32 | Fort +11 | Ref +9 | Will +6 | Perception +5 scent | combat reflexes
Male Human Hunter 9 | AC 17 | T 12 | FF 15 | HP: 74/75 | CMD 22 | Fort +11 | Ref +11 | Will +9 | Init +5 | Perception +15 | combat reflexes

Fort save DC?: 1d20 + 5 ⇒ (19) + 5 = 24

Scarab Sages

M Wayang M | HP: 7/7 | AC:14 ( Tch14, Fl11) | CMB: -3, CMD:10 | F:0 , R:+3 , W:+2 | Init: +3 | Perc: -1, SM: -1 Arcanist 1 (White Mage) | Speed 20ft | Re-roll 1/1 | Arcane reservoir: 1/3 | Active conditions:

fort: 1d20 ⇒ 9
"Gosh, I feel sick all of a sudden..."

Liberty's Edge

HP 20/20; AC (16/t11/ff15); f 5, r 1, w 0; bab 2, melee 4, ranged 3; cmb 4, cmd 15; init +1; speed 30; bloodrage 11/11, wand clw 48 | Ifrit bloodrager / 2 | -19
skills:
acro 6, climb 6, handle animal 7, intim 8, know arcana 5, perc 5, spellcraft 5, swim 6

fort save: 1d20 + 4 ⇒ (14) + 4 = 18

Silver Crusade

female oread inquisitor of Iomedae (sanctified slayer) 3 | HP 27/27, L1 spells 4/4, touch of glory 6/6 | AC 18, T 12, FF 17 | F +6, R +4, W +7 | CMB +6, CMD 17 | Spd 15' | Perc +8 | Init +4

fort: 1d20 + 5 ⇒ (15) + 5 = 20

Liberty's Edge

As the area around the pit becomes supernaturally dry, the Pathfinders reach for their waterskins. After a few moments, the regular humidity returns to the room, relieving you of your thirst, all of you that is, except for Midnar who after downing his entire supply of water, still feels parched as though he hadn't drank a drop.

Knowledge (religion)

12+:
A haunt is a manifestation of a creature or group that died in some tragic or gruesome way. Slow, lingering, painful deaths are usually better at producing haunts due to the build up of fear, anger, terror, etc., but a particularly violent death could cause one to spring up. In this instance, you surmise that some prisoner must have been left here without food or water, and slowly died of thirst.

17+:
Haunts sometimes have an immediately harmful effect, but other times lay a curse of sorts on their victim that is reminiscent of the way that victim died. In this case, the haunt is threatening to cause Midnar to die of thirst. No amount of water will quench that thirst within the wayang. Likely the only 2 things that can be done is to wait out the curse, however long that takes, and hope Midnar can survive, or find a way to permanently destroy the haunt.

Silver Crusade

female oread inquisitor of Iomedae (sanctified slayer) 3 | HP 27/27, L1 spells 4/4, touch of glory 6/6 | AC 18, T 12, FF 17 | F +6, R +4, W +7 | CMB +6, CMD 17 | Spd 15' | Perc +8 | Init +4

knowledge (religion): 1d20 + 3 ⇒ (20) + 3 = 23

"It seems a prisoner must have died here of thirst, slowly and terribly. There is a memory of that event here which has taken root in Midnar. We will likely either have to wait it out and hope he survives or try to find a way to end the haunt here once and for all."

Any chance that roll will give me a hint as to how to destroy the haunt?

Liberty's Edge

You would know that a haunt is localized to the area of the demise of its creator and that destroying one is some way related to putting the spirit at rest in a way that brings comfort to it based on the way it died. But more than that will require more careful examination of the area.

Silver Crusade

female oread inquisitor of Iomedae (sanctified slayer) 3 | HP 27/27, L1 spells 4/4, touch of glory 6/6 | AC 18, T 12, FF 17 | F +6, R +4, W +7 | CMB +6, CMD 17 | Spd 15' | Perc +8 | Init +4

Selethe sets to examining the haunted area more thoroughly.

perception: 1d20 + 7 ⇒ (19) + 7 = 26

Liberty's Edge

Where would you like to start your examination?

Grand Lodge

Rambi:
Animal Rhino 9 | AC 31 | T 14 | FF 27 | HP: 41/68 | CMD 32 | Fort +11 | Ref +9 | Will +6 | Perception +5 scent | combat reflexes
Male Human Hunter 9 | AC 17 | T 12 | FF 15 | HP: 74/75 | CMD 22 | Fort +11 | Ref +11 | Will +9 | Init +5 | Perception +15 | combat reflexes

"If a prisoner is connected to this it stands to reason that the cages are involved. Hey! Ghost! We are happy to help but try giving us a clue before taking out your anger on us."

Dortlin will start searching the southmost cage.

Perception: 1d20 + 7 ⇒ (3) + 7 = 10

Silver Crusade

female oread inquisitor of Iomedae (sanctified slayer) 3 | HP 27/27, L1 spells 4/4, touch of glory 6/6 | AC 18, T 12, FF 17 | F +6, R +4, W +7 | CMB +6, CMD 17 | Spd 15' | Perc +8 | Init +4

Selethe inspects the middle cage. "Someone check that third cage!"

Liberty's Edge

HP 20/20; AC (16/t11/ff15); f 5, r 1, w 0; bab 2, melee 4, ranged 3; cmb 4, cmd 15; init +1; speed 30; bloodrage 11/11, wand clw 48 | Ifrit bloodrager / 2 | -19
skills:
acro 6, climb 6, handle animal 7, intim 8, know arcana 5, perc 5, spellcraft 5, swim 6

Spark searches the third cage.

perception: 1d20 + 4 ⇒ (4) + 4 = 8

"Hello, spirit.. if you're here, show yourself and help us understand how to help you."

Liberty's Edge

The cages all appear to b empty except for rotted scraps of cloth, small bones and grime of unknown composition.

Grand Lodge

Rambi:
Animal Rhino 9 | AC 31 | T 14 | FF 27 | HP: 41/68 | CMD 32 | Fort +11 | Ref +9 | Will +6 | Perception +5 scent | combat reflexes
Male Human Hunter 9 | AC 17 | T 12 | FF 15 | HP: 74/75 | CMD 22 | Fort +11 | Ref +11 | Will +9 | Init +5 | Perception +15 | combat reflexes

"Maybe further in."

Dortlin will cast Guidance on himself and check the West door for traps.
Perception: 1d20 + 7 + 1 ⇒ (3) + 7 + 1 = 11

Liberty's Edge

Don't forget the Description of the room.

Grand Lodge

Rambi:
Animal Rhino 9 | AC 31 | T 14 | FF 27 | HP: 41/68 | CMD 32 | Fort +11 | Ref +9 | Will +6 | Perception +5 scent | combat reflexes
Male Human Hunter 9 | AC 17 | T 12 | FF 15 | HP: 74/75 | CMD 22 | Fort +11 | Ref +11 | Will +9 | Init +5 | Perception +15 | combat reflexes

I think we were thinking the exposed pit was the one Dortlin fell into. If it is a different one then by all means we should investigate it and the dried grass.

Liberty's Edge

Yes, it's a different one.

Scarab Sages

M Wayang M | HP: 7/7 | AC:14 ( Tch14, Fl11) | CMB: -3, CMD:10 | F:0 , R:+3 , W:+2 | Init: +3 | Perc: -1, SM: -1 Arcanist 1 (White Mage) | Speed 20ft | Re-roll 1/1 | Arcane reservoir: 1/3 | Active conditions:

"I'm dying, I'm dying! Water, please, give me your water!"
I'm assuming the thirst prevents Midbar from concentrating and helping search?

Grand Lodge

M Halfling Hunter 1 | HP: 8/8 Str: 8 Dex: 20 Con: 10 Int: 12 Wis: 13 Cha: 10 | Init: +5 AC: 18 T:16 F: 13 CMD: 13 | Fort: +3 Reflex: +8 Will +2 | Handle Animal: +4 Knowledge (Geography/Nature): +5 Perception: +7 Stealth:+13 Ride: +9 | 1st Level Spells: 2/2

"I can make water for you," Harrisk says sheepishly from the doorway and casts create water on a container for Midnar to drink from.

Liberty's Edge

No matter how much Midnar drinks, he continues to feel thirsty as though he hadn't touched a drop in days.

Liberty's Edge

The pit descends 30 feet into a pit of dried bones. You can't really tell much more from the top though.

Silver Crusade

female oread inquisitor of Iomedae (sanctified slayer) 3 | HP 27/27, L1 spells 4/4, touch of glory 6/6 | AC 18, T 12, FF 17 | F +6, R +4, W +7 | CMB +6, CMD 17 | Spd 15' | Perc +8 | Init +4

Selethe finds a spot to tie off her rope. Then she casts light on the other end and drops it down the mysterious pit. "I'm not much of a climber. Who's first?"

If no one else wants to go she will remove her armor and climb down.

climb no armor: 1d20 + 4 ⇒ (6) + 4 = 10

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