[PFS] Teamwork Experiment Table Æroden

Game Master Nathan Hartshorn

Map

PFS Modules with set parties, focusing on Teamwork Feats and their viability in the Organized Play environment.


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Sorry for the delay guys, life bit me hard the last few days.

Everyone manages to sprint up the boarding ramp of the Queen Gale just as the ship pushes off the dock to reach the deeper waters of the harbor. Looking back you see the incredibly red-faced Interrogator shouting and shaking his fist in your direction, but it does not appear to be much cause for alarm. I thought you fought the inquisitor no matter what, but turns out if you succeed hard enough you completely bypass the last encounter so...
Achievement Unlocked: Bloodless Scenario

I'll post wrap up either later tonight or tomorrow morning and start working on the chronicles...

Grand Lodge

Male LN Medium humanoid (human, orc) Init +1; Senses darkvision 60 ft.; Perception +10 AC 16 ouch 11, flat-footed 13 (+5armor, +1 Dex) hp 35(5d8+15) Fort +7, Ref +6, Will +4

Kontha will roar in response to the inquisitor's fist shake.

Dark Archive

M Human Paladin 3/SwashB 1/Brawler 2.0; HP 55/55; AC 24 (26 vs Evil), FF 22, T 12; F/R/W, 13/11/5; Per +7; Init +2; Lucky Number =4 Dissa grants Paired Opportunists to allies within 30 feet

"I thought we were going to lose it at the end. Every other time I've rescued Zefiro from this camp, I've had to kill a dozen guards. This time, Tsukiyo let them go home to their families. I think Krima will live this time, too." Dissa smiles with satisfaction and relief, a cathartic sigh lifts from deep un his chest, and he strips his armor and combat gear almost immediately. It seems today has been longer for him than usual, despite the relatively short mission duration.

"Where did Zarta get to?" He brushes his hands on his pants, splashes a little water on his face, then heads below the weather deck.


Sorry for the delays guys, my dog got sprayed by a skunk a day or two ago and I've been dealing with that, so I don't have chronicles near ready yet. Let me just post some blurbs from the end of the scenario to tide you over.

The Queen Gale, which sails swiftly east. On the way, Zefiro thanks you profusely, inquiring as to the fate of his histories and how they managed to learn about his whereabouts. Once in Andoran, you reconvene with Zarta Dralneen and Venture-Captain Dennel Hamshanks for debriefing. Tamrin joins the discussion partway through, having escaped Ostenso on his own under the cover of the chaos you sowed.

He proudly recounts the Ostensons’ confusion, congratulating you on a job well done. Zarta Dralneen is unaware of her connection to the fallen House Davian. Showing her the annotated history that identifies her as a descendant of House Davian causes Zarta to drop her lascivious façade for a moment. She reads the document in poignant awe before earnestly thanking you for bringing this information to light. If asked about what this means, she acknowledges that her ability to claim her ancestral legacy and lands is stymied so long as House Thrune is in power. However, the personal significance of this news is considerable, and Zarta professes needing time to sort out her feelings on the matter.
Although the Grand Lodge harbors its suspicions of Ianareth Alazario, the Society can once again launch expeditions in Cheliax.

The Exchange

Male Ulfen Battle Scion 2 HP 16/21|AC 13,T 11,FF 11|F+5 R+2 W+4 (+1 vs emo,+4 vs snd)|Init +2|Per +4 (-2 sand)
unmodified:
HP 14/19|AC 14,T 12,FF 12|F+3 R+2 W+3 (+1 vs emo,+4 vs snd)|Init +2| Per +4
More:
Raging Song: 8/13 rounds

Bozmir simply wrings out the water from his armor and clothes, reassuring Zefiro that the most important documents were saved, but sorry that not everything could be.

Day job:
Perform(oratory): 1d20 + 7 ⇒ (11) + 7 = 18

Grand Lodge

Male LN Medium humanoid (human, orc) Init +1; Senses darkvision 60 ft.; Perception +10 AC 16 ouch 11, flat-footed 13 (+5armor, +1 Dex) hp 35(5d8+15) Fort +7, Ref +6, Will +4

Poor dog. I grew up in the mountains with lots of the little stinkers around


In the depths of the Osirian desert, a sandstorm has recently uncovered a mighty pyramid that was buried beneath the sand for ages. Lost for centuries, the pyramid has not yet revealed its secrets, but one crumbling papyrus scroll found in the Great Library of Tephu contains references to the tomb of an ancient Osirian king known only as the Pharaoh of Sphinxes. Word of the pyramid’s discovery has spread far and fast. Archaeologists, explorers, and tomb robbers from across the Inner Sea are gathering in Osirion’s taverns and inns to plan expeditions into the desert, each vying to be the first to plunder the tomb’s treasures. Pathfinders, being some combination of the three above, are also keen to get into the pyramid.

You find yourselves before the low table of Venture-Captain Norden Balentiir. The VC has given you the opportunity to explore the pyramid and record whatever it is you find within. "Pathfinders," he says with a grin, "I don't have to tell you how important this could be. It is our job to record facts and history and this pyramid will likely provide us with plenty of both. I expect the utmost professionalism on this mission. You will follow the River Sphinx until it turns back to the sea. There you will ford the river and continue on your journey directly south for another 40 miles. Camels have been provided for you to reach your destination, though note these are not combat trained mounts and will flee at the first sign of danger. Any questions?"

Dark Archive

M Human Paladin 3/SwashB 1/Brawler 2.0; HP 55/55; AC 24 (26 vs Evil), FF 22, T 12; F/R/W, 13/11/5; Per +7; Init +2; Lucky Number =4 Dissa grants Paired Opportunists to allies within 30 feet

Sorry I didn't post over the weekend. I officiated a retirement ceremony for one of my troops on Friday, my parents were visiting, and on Saturday my youngest of 5 turned 1. What a weekend!

As the Pathfinders settle in at the waiting room, Dissa welcomes each in turn, focusing on the Undine Cleric. "Hello again! How fitting to have a divine conduit of the Osirian gods in our expedition to the ancient desert. Do you still refrain from eating beef and pork, or have you not yet taken that vow?"

Dissa shambles in to the briefing room, looking tired and feeble despite his young, athletic build. He leans heavily on his Fauchard, like a walking staff that is a natural extension of his body. He sighs with relief as he settles into the leather chairs.

He opens with a smile and a question, "Venture-Captain Balentiir, my role on these explorations focuses on protection and manual labor. I'm not as old as I used to be, but I can't fight as well as I will soon. Can you tell us of dangers will we find both on our journey and in the Pyramid? Are there any local legends of the dangers within? That is my specialty."

Grand Lodge

Male LN Medium humanoid (human, orc) Init +1; Senses darkvision 60 ft.; Perception +10 AC 16 ouch 11, flat-footed 13 (+5armor, +1 Dex) hp 35(5d8+15) Fort +7, Ref +6, Will +4

I need to level tonight

Do we have anything that might help against the undead.

Dark Archive

M Human Paladin 3/SwashB 1/Brawler 2.0; HP 55/55; AC 24 (26 vs Evil), FF 22, T 12; F/R/W, 13/11/5; Per +7; Init +2; Lucky Number =4 Dissa grants Paired Opportunists to allies within 30 feet

I spent my Prestige Points on a scroll with 5x Lesser Restoration spells in it. We've got wands of CLW, butore are always good. I have no plan for incorporeal foes.

Dark Archive

M Human Paladin 3/SwashB 1/Brawler 2.0; HP 55/55; AC 24 (26 vs Evil), FF 22, T 12; F/R/W, 13/11/5; Per +7; Init +2; Lucky Number =4 Dissa grants Paired Opportunists to allies within 30 feet

*But more are always good


The VC shrugs, "No rumors of what could be inside, so go prepared for anything. Osirions know how to build a mean tomb, so any traps they may have placed will likely still be active, and they may have guardians that require no air, food, or rest, which cover a variety of undead and constructs. You're all experienced agents at this point, you know the drill when it comes to plumbing unexplored depths."

Dark Archive

M Human Paladin 3/SwashB 1/Brawler 2.0; HP 55/55; AC 24 (26 vs Evil), FF 22, T 12; F/R/W, 13/11/5; Per +7; Init +2; Lucky Number =4 Dissa grants Paired Opportunists to allies within 30 feet

"Well, Venture-Captain, it looks like an easy trip with a simple task. I guess we'll see you in about three weeks." With that, the paladin lurches to his feet, bracing heavily on his Fauchard to rise from the comfortable chair. He begins walking toward the door, and extends his hand in front of his friends.

"Shall we?" Dissa politely gestures for the others to precede him. He waits patiently for the others to exit before closing the door behind him.


The journey takes time, and it is a new experience for most everyone, rising before the sun and traveling until midday before a few hours break, then travelling again until dusk. Once a truly bad sandstorm hits, but you find a small wadi and are able to hunker down and avoid the worst of it. The camels only try to bite once and spit any time Kontha growls at them, but are sturdy enough mounts. Finally, you reach the site of the pyramid.

An incredible man-made mountain, the pyramid rises out of the desert sands, a relic of an earlier age. Its limestone casing blocks are weathered from millennia of scouring sands, but the structure seems solid and intact. A stone wall, buttressed by drifts of sand, surrounds the entire structure. To the east stands a squat stone building,connected to the pyramid by a long, covered causeway. No visible entrances to the pyramid’s interior can be seen.

Dark Archive

M Human Paladin 3/SwashB 1/Brawler 2.0; HP 55/55; AC 24 (26 vs Evil), FF 22, T 12; F/R/W, 13/11/5; Per +7; Init +2; Lucky Number =4 Dissa grants Paired Opportunists to allies within 30 feet

"I would bet that temple has the main entrance to the pyramid. How about we go check it out?" Dissa points toward the sunrise, and nudges his camel in that direction.

"I plan to tether Joe Cool inside the temple once we make sure it's safe. He's been a good mount, and I certainly don't want to walk back to Sothis." Dissa rubs the neck of his camel affectionately, as he has performed his duty admirably.

Scarab Sages

Init +4 HP 15/35 AC:22 FF:18 F:8 R:7 W:11 Percp 11 Combat Reflexes UndineCleric 3 / flowing monk 2

"Yes I agree! As for traps and guardians, I've never been much one for tomb rob-I mean, artifact recovery - from Osirian tombs. I can put spirits to rest and more vile things, but I am of little use against constructs. This might be a bit difficult if we don't have a trapmaster, though I'm of some use at finding the things I wouldn't know how to turn them off."

Dark Archive

M Human Paladin 3/SwashB 1/Brawler 2.0; HP 55/55; AC 24 (26 vs Evil), FF 22, T 12; F/R/W, 13/11/5; Per +7; Init +2; Lucky Number =4 Dissa grants Paired Opportunists to allies within 30 feet

"Marina, it's so nice to see you again. Do you still only eat rice and fish?" Dissa asks. He opens his hand toward Dulomak and Bozmir, "Tomorrow, when i meet these two for the first time, I will order rice, fish, and an egg. Just like old times!"


A rectangular building constructed of large stone blocks sits on the
desert sands to the east of the pyramid. A wide portico opens to
the east, its ceiling supported by two rows of red granite columns. A
dark passage leads deeper into the temple to the west.

DC 5 Perception:
The portico walls were once carved in relief, but the centuries of windblown sand have obscured the details of anything here.

A pair of carved and brightly painted granite columns support the ceiling of this darkened, roughly triangular chamber. To the east, stone statues of a regal man holding a crook and flail and wearing a striped cloth headdress stand on either side of the chamber, though the head of one of the two statues now lies cracked and broken on the alabaster floor. Two more stone statues depicting winged creatures with leonine bodies and falcons’ heads sit beyond. The smooth granite walls are decorated with hieroglyphs and faded murals that depict loyal subjects and slaves presenting offerings to a pharaoh who sits on a gilded throne, flanked by winged, falcon-headed lions. A passageway to the west stretches off into darkness.

DC 20 Kn. (History or Nobility):
You recognize the pharaoh as Sekh-pa-Mefer III, the Pharaoh of Sphinxes.

DC 15 Kn. (Arcana):
The winged guardians of the pharaoh are hieracosphinxes.

(Separate) DC 15 Perception:
Just before the entrance of the passageway the floor is slightly raised. Looking closer you realize it is a pressure plate, though you're not sure what to. Whatever it is, it's probably bad.

Dark Archive

M Human Paladin 3/SwashB 1/Brawler 2.0; HP 55/55; AC 24 (26 vs Evil), FF 22, T 12; F/R/W, 13/11/5; Per +7; Init +2; Lucky Number =4 Dissa grants Paired Opportunists to allies within 30 feet

Perception: 1d20 + 1 ⇒ (12) + 1 = 13

"It looks like time and sand have destroyed some once-beautiful carvings. I wonder how old this thing is?" Dissa says as he drags a few gauntleted fingers over the etched walls.

Perception: 1d20 + 1 ⇒ (13) + 1 = 14

Dissa looks around for a good place to tether the camels. "Dulomak, do you think these creatures legs would make a good post for tying our mounts?" Dissa reaches into his pocket, shoveling a handful of grain under the snout of Joe Cool.

Grand Lodge

Male LN Medium humanoid (human, orc) Init +1; Senses darkvision 60 ft.; Perception +10 AC 16 ouch 11, flat-footed 13 (+5armor, +1 Dex) hp 35(5d8+15) Fort +7, Ref +6, Will +4

perception #1 1d20 + 8 ⇒ (18) + 8 = 26
perception 1d20 + 8 ⇒ (7) + 8 = 15 2nd

Just before the entrance of the passageway the floor is slightly raised. Looking closer you realize it is a pressure plate, though you're not sure what to. Whatever it is, it's probably bad.

Grand Lodge

Male LN Medium humanoid (human, orc) Init +1; Senses darkvision 60 ft.; Perception +10 AC 16 ouch 11, flat-footed 13 (+5armor, +1 Dex) hp 35(5d8+15) Fort +7, Ref +6, Will +4

survival 1d20 + 8 ⇒ (1) + 8 = 9 to see if he knows best place to tye mounts

We don't have to worry about water as he knows create water for now

Scarab Sages

Init +4 HP 15/35 AC:22 FF:18 F:8 R:7 W:11 Percp 11 Combat Reflexes UndineCleric 3 / flowing monk 2

"Ok, well lets step over the pressure plate then."


There are a few places to tie your camels without having to worry about them.

Stepping carefully over the plate now that Dulomak has pointed out you start down the corridor. Shafts of sunlight shine down from slots in the ceiling of this long, straight corridor, illuminating the piles of sand that have accumulated beneath each slot. Elaborate carved reliefs, their paint now faded with time, cover the walls on both sides of the passage, depicting the legendary deeds of a great pharaoh.

A pair of heavy stone doors carved with images of rampant sphinxes stand at the terminus of the long causeway. The stone doors are heavy and stuck closed (hardness 8, hp 60, break DC 28), but up to two characters can work together to open the doors, adding the results of their Strength checks together.

DC 25 Perception after doors are opened:
The floor for a ten foot stretch after the door has a slight decline, indicating that the floor will swing away beneath you, probably with any weight you put on it.

Dark Archive

M Human Paladin 3/SwashB 1/Brawler 2.0; HP 55/55; AC 24 (26 vs Evil), FF 22, T 12; F/R/W, 13/11/5; Per +7; Init +2; Lucky Number =4 Dissa grants Paired Opportunists to allies within 30 feet

"And this is where I shine. While you may do all the reading and the navigating and the documentation, I'm here to open doors and take down monsters. Tsukiyo will bless me, I'm sure." Dissa pops his wand of Fallback Strategy from his wrist sheath. Once cast, he braced the pommel of his Fauchard against a fissure in the stonework and pushes mightily.

Strength Check: 1d20 + 4 ⇒ (11) + 4 = 15 Fallback Strategy

Strength Check: 1d20 + 4 ⇒ (6) + 4 = 10

"Um. This door may be a two person job. Kontha, can you help me out?"

Grand Lodge

Male LN Medium humanoid (human, orc) Init +1; Senses darkvision 60 ft.; Perception +10 AC 16 ouch 11, flat-footed 13 (+5armor, +1 Dex) hp 35(5d8+15) Fort +7, Ref +6, Will +4

Str Check 1d20 + 2 ⇒ (8) + 2 = 10

Grand Lodge

Male LN Medium humanoid (human, orc) Init +1; Senses darkvision 60 ft.; Perception +10 AC 16 ouch 11, flat-footed 13 (+5armor, +1 Dex) hp 35(5d8+15) Fort +7, Ref +6, Will +4

Is the magus still with us?

Grand Lodge

Male LN Medium humanoid (human, orc) Init +1; Senses darkvision 60 ft.; Perception +10 AC 16 ouch 11, flat-footed 13 (+5armor, +1 Dex) hp 35(5d8+15) Fort +7, Ref +6, Will +4

He will try again 1d20 + 2 ⇒ (14) + 2 = 16

Grand Lodge

Male LN Medium humanoid (human, orc) Init +1; Senses darkvision 60 ft.; Perception +10 AC 16 ouch 11, flat-footed 13 (+5armor, +1 Dex) hp 35(5d8+15) Fort +7, Ref +6, Will +4

T-Rex's arent the strongest of dinos, I think because of their little hands :)

Dark Archive

M Human Paladin 3/SwashB 1/Brawler 2.0; HP 55/55; AC 24 (26 vs Evil), FF 22, T 12; F/R/W, 13/11/5; Per +7; Init +2; Lucky Number =4 Dissa grants Paired Opportunists to allies within 30 feet

"Kontha, your half-orc is very effective. Well done. The Prince of the Moon is very fickle. Perhaps I should try again." Dissa shoves again, trying to use a little teamwork.

Strength Check: 1d20 + 4 ⇒ (1) + 4 = 5

Strength Check: 1d20 + 4 ⇒ (15) + 4 = 19

Success! The door has been opened. "Apparently Tsukiyo needed to teach me a lesson about working together. Forgive me, Kontha, Bozmir, and Marina for not cooperating." Dissa bows to his companions.


The door creaks open, sand drifting from the hinges, as well as something more congealed.

Scarab Sages

Init +4 HP 15/35 AC:22 FF:18 F:8 R:7 W:11 Percp 11 Combat Reflexes UndineCleric 3 / flowing monk 2

"Onward! Marina cautiously goes in.

Grand Lodge

Male LN Medium humanoid (human, orc) Init +1; Senses darkvision 60 ft.; Perception +10 AC 16 ouch 11, flat-footed 13 (+5armor, +1 Dex) hp 35(5d8+15) Fort +7, Ref +6, Will +4

Is the skald still with us?

Dark Archive

M Human Paladin 3/SwashB 1/Brawler 2.0; HP 55/55; AC 24 (26 vs Evil), FF 22, T 12; F/R/W, 13/11/5; Per +7; Init +2; Lucky Number =4 Dissa grants Paired Opportunists to allies within 30 feet

Good Question, Kontha. Also, looks like no one is going to make the DC 25 perception check to dodge the pit trap. No time like the present.

"Great point, Marina. Onward." Dissa moves down the corridor.

Scarab Sages

Init +4 HP 15/35 AC:22 FF:18 F:8 R:7 W:11 Percp 11 Combat Reflexes UndineCleric 3 / flowing monk 2

oh, I missed that there was a check entirely..
perception: 1d20 + 10 ⇒ (9) + 10 = 19
but I didn't see it anyway.


Marina and Dissa step forward, and the floor swings out beneath them, as though scared off by their touch. Reflex DC 20 please, or fall 30 feet into the pit.

Grand Lodge

Male LN Medium humanoid (human, orc) Init +1; Senses darkvision 60 ft.; Perception +10 AC 16 ouch 11, flat-footed 13 (+5armor, +1 Dex) hp 35(5d8+15) Fort +7, Ref +6, Will +4

Kontha doesn't talk, lol

Scarab Sages

Init +4 HP 15/35 AC:22 FF:18 F:8 R:7 W:11 Percp 11 Combat Reflexes UndineCleric 3 / flowing monk 2

reflex: 1d20 + 7 ⇒ (15) + 7 = 22
"yikes!" Marina jumps back.

Dark Archive

M Human Paladin 3/SwashB 1/Brawler 2.0; HP 55/55; AC 24 (26 vs Evil), FF 22, T 12; F/R/W, 13/11/5; Per +7; Init +2; Lucky Number =4 Dissa grants Paired Opportunists to allies within 30 feet

Dissa attempts to roll away from the pit.

Reflex DC 20: 1d20 + 5 ⇒ (6) + 5 = 11

"Oh no! Aaaahhhhhh...." The paladin plummets to the bottom.

Grand Lodge

Male LN Medium humanoid (human, orc) Init +1; Senses darkvision 60 ft.; Perception +10 AC 16 ouch 11, flat-footed 13 (+5armor, +1 Dex) hp 35(5d8+15) Fort +7, Ref +6, Will +4

Do you see anything down there? he asks the paladin


Falling!: 3d6 ⇒ (2, 1, 5) = 8

The only thing Dissa sees in the dark of the pit are several rat-holes and a very ancient, and brittle, skeleton.

Dark Archive

M Human Paladin 3/SwashB 1/Brawler 2.0; HP 55/55; AC 24 (26 vs Evil), FF 22, T 12; F/R/W, 13/11/5; Per +7; Init +2; Lucky Number =4 Dissa grants Paired Opportunists to allies within 30 feet

Dissa whips the blade of his Fauchard around, and smashes the skeleton before it can attack.

Fauchard Power Attack: 1d20 + 7 ⇒ (18) + 7 = 25

Crit Confirm: 1d20 + 7 ⇒ (2) + 7 = 9

Fauchard Damage: 1d10 + 9 ⇒ (10) + 9 = 19

"This skeleton attempted to ambush me, but not today. The denizens of this tomb are due to meet a similar fate." Dissa preemptively strikes at a likely noncombatant.

Perception: 1d20 + 1 ⇒ (16) + 1 = 17

"Other than that, can anyone throw me a rope?" The paladin looks for an easy way out of the pit.

Dissa casts Detect Evil just to be extra sure the skeleton is thoroughly dead.


Thoroughly dead.

Dark Archive

M Human Paladin 3/SwashB 1/Brawler 2.0; HP 55/55; AC 24 (26 vs Evil), FF 22, T 12; F/R/W, 13/11/5; Per +7; Init +2; Lucky Number =4 Dissa grants Paired Opportunists to allies within 30 feet

I actually figured it wasn't a monster, just an old pile of bones. I thought it would be funny to have Dissa spooked and convinced every shadow is an enemy. As they say, "There's No Kill Like Overkill." :-)

Scarab Sages

Init +4 HP 15/35 AC:22 FF:18 F:8 R:7 W:11 Percp 11 Combat Reflexes UndineCleric 3 / flowing monk 2

"Good thinking! Can't be too careful!" Marina calls cheekily. "I have a rope, just gotta find something to tie it to!"
Assuming she can do so, or get a stronger party member to hold it, she tosses the rope down.


A small pop is heard as Seltyiel suddenly appears several feet in the air and lands sprawled on the ground. You can distinctly hear him muttering, "Stupid scrying Shane, sending me only Nethys knows where..." Looking up he realizes that he's at his destination. "Oh," he says, dusting himself off and standing, "I didn't expect to find you all so soon. Dissa, Dulomak, Kontha...Hmm, I've never met you before." He takes the rope from Marina as he introduces himself, "Seltyiel, sword-mage by trade, Pathfinder as necessary."

Grand Lodge

Male LN Medium humanoid (human, orc) Init +1; Senses darkvision 60 ft.; Perception +10 AC 16 ouch 11, flat-footed 13 (+5armor, +1 Dex) hp 35(5d8+15) Fort +7, Ref +6, Will +4

Good to see you again, Seltyiel. remarks the half orc while the t rex gives him a friendly head butt.


Seltyiel flashes a very quick grin at the half-orc and puts one hand on the T-rex. "Dissa, how many times have you fallen in this hole?" he calls as he hauls the Paladin up. I figure with the amount of times he's been around Dissa would explain Tsukiyo a bit to Seltyiel. Once everyone is back together and across the gap you are able to observe the room in more detail.

Tall, pink granite columns, carved and painted to resemble palm trees, stand around the perimeter of this chamber, supporting the barrel vault of the ceiling. Slabs of the same pink granite line the walls. A stone sarcophagus stands alone on the limestone floor in the center of the room. Beyond, a dark doorway leads deeper into the pyramid to the west.

SECRET ROLLS!:
Hidden!: 1d20 + 30 ⇒ (4) + 30 = 34

DC 15 Perception:
There are two concealed doors in this chamber, one to the North, the other to the South.

DC 34 Perception:
Not only do you realize there are secret doors, you notice that there are eyes peeking from the stonework of the sarcophagus, looking at you, and, is that moisture gathering along the lid drool?

Dark Archive

M Human Paladin 3/SwashB 1/Brawler 2.0; HP 55/55; AC 24 (26 vs Evil), FF 22, T 12; F/R/W, 13/11/5; Per +7; Init +2; Lucky Number =4 Dissa grants Paired Opportunists to allies within 30 feet

Dissa nods to the newly arriving mage. "Surprisingly, I think that's the first time I've fallen in that pit. Usually Barid, Jaegar, Claire, or Marina points it out. I guess this time we weren't paying attention." The paladin pops out his wand of Cure Light Wounds and bursts two charges of healing into his crushed hip and ribs. "Speaking of being careful, I'm going to take a peek in every new room and corridor. Can you all spare a few seconds for Tsukiyo to search for evil?"

Dissa casts Detect Evil and scans the room. He will plan to do this in every new corridor and room throughout the dungeon. Undead are about!

Dissa's eyes look like smooth orbs of Jade Green, and a faint beam of jade light sweeps from his eyes to the surrounding chamber and corridor.

Perception: 1d20 + 1 ⇒ (1) + 1 = 2

"Looks like we're safe and sound. As Marina said, onward." Dissa presses warily down the corridor, assuming Detect Evil yields no results.


Nothing is radiating with the tell-tale aura that an evil presence provides.

Dark Archive

M Human Paladin 3/SwashB 1/Brawler 2.0; HP 55/55; AC 24 (26 vs Evil), FF 22, T 12; F/R/W, 13/11/5; Per +7; Init +2; Lucky Number =4 Dissa grants Paired Opportunists to allies within 30 feet

Dissa presses forward to examine the sarcophagus.

Perception: 1d20 + 1 ⇒ (16) + 1 = 17

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