Tervalis Evergreen Arc 1 (Inactive)

Game Master Ietsuna

Crypt of the Everflame Maps


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Liberty's Edge

Male CG Human Brawler 3.2| AC 17 (T 12/FF 15) | CMB +6 CMD 18 (FF 16) *Grapple CMB +9 CMD 21 | HP 35/37 | Init +3 | Fort +7 Ref +5 Will +2 | Perception +6 | Speed 30' | Martial Flexibility (Move Action | 4/4) - Blind-Fight,

Before the wolves show up.

Survival: 1d20 ⇒ 15 DC10 hunting +1 person every 2 points above. 15 result means can feed 3 people.

Jerrid tries his hands at hunting, something he has not done before since he is mostly a city person. But to his surprise he manages to catch and kill a small buck to put on the open fire.

Grand Lodge

Female Elf Samurai (sword saint) 3

Alarien is a lightly-tanned, athletic young elf with platinum hair she wears to shoulder-length. Her eyes, pools of deep blue sans any white, give her a fey, almost alien beauty. Unarmored, she wears a red silken blouse and black pants, and leather boots--her only weapons seem to be a shortbow, a dagger, and a well cared-for elven curve blade that she devotes entirely too much attention to. She is quiet throughout the trip, though she does engage in conversation when others speak to her.

Content to eat her trail rations for the night, her pointed elven ears twitch when she picks up wolves' howls. She frowns, and is ready when the wolves arrive, her hand on her blade. A rasp of steel on leather, and her sword clears its scabbard; she eyes the wolf warily, ready to defend herself if attacked.

Move action to draw her curve blade, and ready versus approach.

Grand Lodge

Male Human Alchemist (chirurgeon, wasteland blightbreaker) 5 | HP 38/38 | AC 21/14/17 | F+7 R+9 W+2 | Init +6 | Perc +7 | Bombs: 10/10 | Active Conditions: None

Alessio is a consistently fussy fox-person who stands a mere 5ft tall. Furry arms poking out of his leather armor surrounded by pouches and bags of all sorts. He spent the evening enjoying the fresh venison as he positively abhors the trail rations unless absolutely necessary. His longspear leans against a tree near his blanket.

He stands quickly at the sight of the wolf. Sensing imminent danger he elects to fling a bomb at the closing threat.

bomb: 1d20 + 3 ⇒ (15) + 3 = 181d6 + 3 ⇒ (6) + 3 = 9 ranged touch, DC 13 reflex for half. fire damage


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Sorry, I forgot there is a Knowledge check when they jump out.

DC 10 Knowledge Nature:
These wolves are lean, starving predators. They are just looking for a quick meal.

Wolf 3 Reflex: 1d20 + 5 ⇒ (4) + 5 = 9

Alessio's thrown flask hits as wolf 3 fails to dodge it.

The wolf (wolf 1) sniffs the air as it moves toward the camp fire. It bears its teeth as it moves into the camp.

Round 1 - Bold may Act

Wolf 3 (-9)
Alessio
Alarien
Wolf 1
Barred
Geirahöð
Jerrid
Qarma
Wolf 2

Grand Lodge

Male Human Alchemist (chirurgeon, wasteland blightbreaker) 5 | HP 38/38 | AC 21/14/17 | F+7 R+9 W+2 | Init +6 | Perc +7 | Bombs: 10/10 | Active Conditions: None

kn nat: 1d20 + 7 ⇒ (18) + 7 = 25

I may have been quick to attack. They're just hungry.

Grand Lodge

Female Elf Rogue 1

Qarma had been nibbling on what looked like rather hard and stale trail rations, but had spent more time taking swigs out of a flask she fished from some pocket somewhere than she had eating. Occasionally she shakes her chin-length red hair off her face, her eyes following various sounds in the woods, though her body seems to stay relaxed. When the wolves appear, however, she moves into a bit of a crouch, flask set aside and right hand reaching for a blade at her belt.

Qarma readies versus approach.

Liberty's Edge

Male CG Human Brawler 3.2| AC 17 (T 12/FF 15) | CMB +6 CMD 18 (FF 16) *Grapple CMB +9 CMD 21 | HP 35/37 | Init +3 | Fort +7 Ref +5 Will +2 | Perception +6 | Speed 30' | Martial Flexibility (Move Action | 4/4) - Blind-Fight,

Jerrid grabs a leg from the deer he killed earlier and tosses it at the wolves. "Take that and be gone. That should tied you over."


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Combat over

The wolves fall upon the deer haunch and drag it off into the woods.

The rest of the night passes uneventfully and you awake the following day to the sun glinting through the trees. After breaking camp you continue your trek through the Fangwood. As mid morning approaches the trees begin to thin, revealing a field of short, green grass that leads to the shores of a wide, calm lake reflecting the overcast sky above. A dense fog hangs over the center of the lake, obscuring the far side. Near the shore of the lake, a dark form lies next to the water. Closer investigation of the dark figure reveals it to be a human. There are huge bite marks all over the upper torso.

Perception:

Alessio: 1d20 + 4 ⇒ (14) + 4 = 18
Geirahöð: 1d20 + 6 ⇒ (4) + 6 = 10
Barred: 1d20 + 0 ⇒ (13) + 0 = 13
Jerrid: 1d20 + 4 ⇒ (10) + 4 = 14
Alarien: 1d20 + 4 ⇒ (4) + 4 = 8
Qarma: 1d20 + 6 ⇒ (7) + 6 = 13

Everyone except Alarien sees a glint in the sand near the body that turns out to be a very well made short sword some may even say it is the Work of a Master and a pouch of coins. The
coins look newly minted from the capital city of Tamran; they bear the likeness of Forest Marshal Gavirk, nominal leader of Nirmathas.

DC 10 Knowledge Local:
This man is not from Kassen—his clothing is in poor condition from exposure, but it is obviously of a kind purchased in larger cities.

DC 15 Heal:
This man has been dead for a few months.

About half a mile east along the shores of the lake you see an old campsite.

DC 15 Survival:
This camp has not been used for months.

Grand Lodge

Status: -2 STR | Wand CLW: 43/50 | 1/1 Bears Endurance | 1/1 CLW Fighter (melee) 2 | 01/20 HP | AC 22 | T 13 | F 19 | Init +4 | Per +0 | Fort +5 | Ref +2 | Will +0 | +6 Cold Iron Longsword 1d8+3 | +5 Silve Shortsword 1d6+2 19-20 | +4 Dagger 1d4+3 |

Looks like I literally slept thought the fight lol. Nice solution guys.

Once they find the body Barred just shakes his head mumbling about it being a bad way to die. He examines the sword but shrugs think his silver shortsword may be more useful some day.

Survival: 1d20 + 5 ⇒ (10) + 5 = 15

Walking with the others Barred is happy to have some other Pathfinders with him. He talks a bit, getting what little bits of background he can on the walk. When the reach the campsite kneels, examining tracks and the old fire pit.

"From the looks of this place it has been abandoned for some time. At least a couple of months I think. The firepit has seen a fair bit of weather I would think."

Grand Lodge

Male Human Alchemist (chirurgeon, wasteland blightbreaker) 5 | HP 38/38 | AC 21/14/17 | F+7 R+9 W+2 | Init +6 | Perc +7 | Bombs: 10/10 | Active Conditions: None

kn local; untrained caps at 10: 1d20 + 3 ⇒ (5) + 3 = 8

Heal: 1d20 ⇒ 15

Hmm he's been here a while. Months perhaps. It's a wonder no one's passed through here and take the coins and sword.

survival: 1d20 + 4 ⇒ (7) + 4 = 11

Turning to Barred at the campsite. This must have been that fellows camp. From Kassen? Tamran?

Sovereign Court

F Picture of Geirahöð Human
Stats:
hp 30/30 AC 21|T 11 |FF 20, F +4|R +3|W +3, Init +1, Per +8
Urban Ranger 3

Surv: 1d20 + 7 ⇒ (16) + 7 = 23 Geirod inspect the old campsite.


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The path eventually leaves the Grey Lake behind and the land rises steadily. The trees in this part of the forest are very old and quite gnarled. The trail leads ever deeper into the Fangwood, through a twisting maze of trees and confusing ravines. As it tops a small rise, a broad valley spreads out before it, the opposite side of which looks like a writhing serpent. Yet between the two lies a steep hill sloping down into the valley. A cold rain starts to fall, making the ground slick and treacherous. The map you were given shows the Crypt of the Everflame at the bottom of this gorge, which is marked Serpent’s Gorge on the map that was given to your party.

I need 3 Acrobatics checks for each of you to make your way down the slope to the bottom. You may choose to move down with extra care, but this will take more time.

Grand Lodge

Female Elf Samurai (sword saint) 3

Alarien notes the presence of the dead body and the abandoned campsite wordlessly. As the party arrives at the top of the steep hill, she moves to whoever has the map and takes a look at it over their shoulder. "That is our destination?" she asks, looking up from the map to the gorge. She looks back down again at the map, searching it for where the town of Kassen is in relation to the gorge. After locating it, she begins her descent down the slope.

Acrobatics: 1d20 + 3 ⇒ (6) + 3 = 9
Acrobatics: 1d20 + 3 ⇒ (16) + 3 = 19
Acrobatics: 1d20 + 3 ⇒ (11) + 3 = 14

Grand Lodge

Status: -2 STR | Wand CLW: 43/50 | 1/1 Bears Endurance | 1/1 CLW Fighter (melee) 2 | 01/20 HP | AC 22 | T 13 | F 19 | Init +4 | Per +0 | Fort +5 | Ref +2 | Will +0 | +6 Cold Iron Longsword 1d8+3 | +5 Silve Shortsword 1d6+2 19-20 | +4 Dagger 1d4+3 |

Barred looks at the decent and shakes his head.

"Well that is bad. I can either jump, which will be the same as climbing for me, or I can try a rope." he takes some time to make some knots in the rope before securing it to something heavy.

If the going slow means taking 10 that leaves me at 6 so a knoted rope should work. If not rolls are below, much like Barred who will land below where he is now.

Rolls:

Acrobatics: 1d20 - 4 ⇒ (5) - 4 = 1
Acrobatics: 1d20 - 4 ⇒ (6) - 4 = 2
Acrobatics: 1d20 - 4 ⇒ (9) - 4 = 5


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Alarien Reflex: 1d20 + 3 ⇒ (10) + 3 = 13
Dice: 1d6 ⇒ 5

As Alarien begins her descent she makes a mis-step and slides down the slope about a third of the way. There is good news and bad news in this. She is closer to the bottom, and that is good. The bad news is that she slides through a thicket and is scratched by the thorny branches then lands on a rock sustaining scratches and bruises.

Alarien, take 5 damage from the slide please

Liberty's Edge

Male CG Human Brawler 3.2| AC 17 (T 12/FF 15) | CMB +6 CMD 18 (FF 16) *Grapple CMB +9 CMD 21 | HP 35/37 | Init +3 | Fort +7 Ref +5 Will +2 | Perception +6 | Speed 30' | Martial Flexibility (Move Action | 4/4) - Blind-Fight,

Jerrid examines the body with the others, but doesn't provide any more information that would be useful. He does take up the finely crafted short sword and pouch of coin for the group's treasure collection. He'll hand the sword over to anyone that wants to use it.

----

When it starts to rain, Jerrid puts the hood up on his traveler's cloak to help alleviate some of the cold. Looking down the slope though, he realizes he will get real muddy most likely.

Acrobatics: 1d20 + 3 ⇒ (15) + 3 = 18
Acrobatics: 1d20 + 3 ⇒ (18) + 3 = 21
Acrobatics: 1d20 + 3 ⇒ (10) + 3 = 13


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I will allow the take 10 Barred.

Barred manages to slowly make his way down the slope with the use of a knotted rope. He manages to make it without incident.

Jerrid also makes it down the slope without any issues.

Sovereign Court

F Picture of Geirahöð Human
Stats:
hp 30/30 AC 21|T 11 |FF 20, F +4|R +3|W +3, Init +1, Per +8
Urban Ranger 3

Taking her time using the knotted rope the ulfen woman moves also down.


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Geirahöð joins the others at the bottom of the slope.

I have control of the thread now, so please see above for maps, when the time comes. We are almost inside so almost to maps stage.

Grand Lodge

Male Human Alchemist (chirurgeon, wasteland blightbreaker) 5 | HP 38/38 | AC 21/14/17 | F+7 R+9 W+2 | Init +6 | Perc +7 | Bombs: 10/10 | Active Conditions: None

Alessio looks at the slope and feels his in for a world of hurt. Someone catch me.

acro: 1d20 - 1 ⇒ (5) - 1 = 4
acro2: 1d20 - 1 ⇒ (15) - 1 = 14
acro3: 1d20 - 1 ⇒ (6) - 1 = 5


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Alessio begins his descent, but missteps very early, and quite badly. He slides all the way to the bottom of the ravine. Along the way he runs through the same thicket as Alarien, strikes several rocks and lands awkwardly at the bottom spraining his ankle.

Dice: 2d6 ⇒ (6, 4) = 10
Dice 2: 1d4 ⇒ 1

Alessio, please take 10 points of damage from the slide and 1 point of Dex damage from the ankle sprain.

Grand Lodge

Status: -2 STR | Wand CLW: 43/50 | 1/1 Bears Endurance | 1/1 CLW Fighter (melee) 2 | 01/20 HP | AC 22 | T 13 | F 19 | Init +4 | Per +0 | Fort +5 | Ref +2 | Will +0 | +6 Cold Iron Longsword 1d8+3 | +5 Silve Shortsword 1d6+2 19-20 | +4 Dagger 1d4+3 |

Can I ret-con to buy a wand of CLW with prestige. I meant to and just went to use it and to my surprise forgot to buy it.

Seeing the alchemist/fox he has been traveling with take a spill Barred shudders and reachs for the wand he forgot to buy. Looking around quickly.

"He needs help, badly. Should have used my rope."


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I'll allow the ret-con yeah.

Liberty's Edge

Male CG Human Brawler 3.2| AC 17 (T 12/FF 15) | CMB +6 CMD 18 (FF 16) *Grapple CMB +9 CMD 21 | HP 35/37 | Init +3 | Fort +7 Ref +5 Will +2 | Perception +6 | Speed 30' | Martial Flexibility (Move Action | 4/4) - Blind-Fight,

Jerrid winces in pain for Alessio as he sees him tumble badly down the slope, ending with his ankle bending in a way it should not bend.

Grand Lodge

Female Elf Samurai (sword saint) 3

Alarien loses her footing as she begins her descent, and though she manages to plow through a thicket, she is able to regain her footing before any further mishap befalls her. Gritting her teeth, she looks back up toward the others and calls, "Mind that first step!"--just in time to catch sight of Alessio's even-worse fall.

HP 8/13

Grand Lodge

Female Elf Rogue 1

Qarma can be observed noting landmarks and points of interest, at least mentally if not on paper, as they go, her eyes always shifting to take in more of their surroundings. She says little to the group, though she is not unkind. Every once in a while she takes another sip from her hip flask. Upon reaching the slope Qarma sees the careful use of a rope but elects to take quick steps forward, trusting she will stay on her feet.

acrobatics: 1d20 + 8 ⇒ (6) + 8 = 14
acrobatics: 1d20 + 8 ⇒ (18) + 8 = 26
acrobatics: 1d20 + 8 ⇒ (16) + 8 = 24


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Qarma makes it safely to teh bottom, and the group is together there. You take a second to look around.

An archway of stone is set into the side of a small hill at the bottom of the valley. Moss has overgrown many of the details, but one is still quite clear. The keystone of the arch is carved
with a flame symbol with a stylized rune in the middle. Beyond the archway is a darkened tunnel that leads to a pair of massive wooden doors, one of which is slightly ajar. A pair of horses and a trio of ponies lie slaughtered next to the archway, each corpse still tied to a post set into the ground nearby. A swarm of flies hangs lazily in the air above them.

A group of 5 people from the village came up here 3 days ago to prepare for your arrival. Their task was to enter the crypt and prepare it for you by disarming traps etc. These must be their horses and ponies.

DC 10 Heal:
The animals outside were slain 2 days ago with crude blades or perhaps claws.

DC 15 Perception:
You uncover scattered human bones beneath one of the horse corpses. You can make a Strength check to move the corpse if you want to investigate further.

DC 10 Perception:
Looking at the saddle bags one appears to have not been empties yet. It contains 2 days’ worth of rations, a pair of large, comfortable pillows, a quiver with 10 blunt arrows (as normal arrows, but they only deal nonlethal damage), and 2 pints of lamp oil.

When you are ready to move inside please make a strength check to push open the heavy, wooden door.

Liberty's Edge

Male CG Human Brawler 3.2| AC 17 (T 12/FF 15) | CMB +6 CMD 18 (FF 16) *Grapple CMB +9 CMD 21 | HP 35/37 | Init +3 | Fort +7 Ref +5 Will +2 | Perception +6 | Speed 30' | Martial Flexibility (Move Action | 4/4) - Blind-Fight,

Perception: 1d20 + 4 ⇒ (19) + 4 = 23

Jerrid investigates the gruesome scene. "It looks like they might have been ambushed. One of the saddle bags still has stuff inside."

Jerrid pulls out the 2 days' worth of rations and 2 pints of lamp oil to put in his own backpack. "They might be useful later. There are also someone arrows in here if any of you can use them."

Jerrid then goes to investigate the horses and spots human bones beneath one. "Some bones here. Maybe they can give a clue."

Strength Check to move corpse: 1d20 + 3 ⇒ (20) + 3 = 23

Wow... I hope I continue to roll that good when combat arrives.


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Jerrid:
Under the horse you find a complete human skeleton, although it looks to be quite an old one. It looks to have been trampled to death by a horse.

Grand Lodge

Status: -2 STR | Wand CLW: 43/50 | 1/1 Bears Endurance | 1/1 CLW Fighter (melee) 2 | 01/20 HP | AC 22 | T 13 | F 19 | Init +4 | Per +0 | Fort +5 | Ref +2 | Will +0 | +6 Cold Iron Longsword 1d8+3 | +5 Silve Shortsword 1d6+2 19-20 | +4 Dagger 1d4+3 |

Barred after rummaging around pulls out a wand with a sense of triumph.

"This should heal them if any of you are better at using it then me feel free."

He holds the wand out to the others.

CLW or UMD anyone? I can try but it will be blind luck.

Grand Lodge

Status: -2 STR | Wand CLW: 43/50 | 1/1 Bears Endurance | 1/1 CLW Fighter (melee) 2 | 01/20 HP | AC 22 | T 13 | F 19 | Init +4 | Per +0 | Fort +5 | Ref +2 | Will +0 | +6 Cold Iron Longsword 1d8+3 | +5 Silve Shortsword 1d6+2 19-20 | +4 Dagger 1d4+3 |

Looking his new companions he offers the wand to Alarien.

"Alarien, I am betting you can use this better then I, just give it back when done."

Grand Lodge

Female Elf Samurai (sword saint) 3

Alarien swats at the cloud of flies over the beasts of burden, attempting to disperse the noxious cloud. "This is a bad sign," she notes, allowing Jarrid the 'honor' of getting his hands dirty inspecting the corpses.

When Barred hands her the wand, she looks at it, then at him, then back. Taking the wand, she says, "I'm not sure I will be much better. But I will try." The swordmaiden notes the wand's command word, then attempts to will it to work on Alessio.

Heal: 1d20 + 1 ⇒ (12) + 1 = 13
Perception: 1d20 + 4 ⇒ (10) + 4 = 14

Use Magic Device: 1d20 + 4 ⇒ (6) + 4 = 10
Use Magic Device: 1d20 + 4 ⇒ (8) + 4 = 12
Use Magic Device: 1d20 + 4 ⇒ (13) + 4 = 17
Use Magic Device: 1d20 + 4 ⇒ (9) + 4 = 13
Use Magic Device: 1d20 + 4 ⇒ (1) + 4 = 5

After multiple attempts, she frowns in pique and looks back to Barred. "I think you may be better off trying it. I'm not getting anywhere, here."

Sovereign Court

F Picture of Geirahöð Human
Stats:
hp 30/30 AC 21|T 11 |FF 20, F +4|R +3|W +3, Init +1, Per +8
Urban Ranger 3

Helping Jerrid Geirood looks at the old skeleton. Let´s hope you fight with Gorums flock.
"I can use the wand no worries."

Grand Lodge

Female Elf Rogue 1

Qarma has gone from being quietly attentive to some higher stage of visible alertness, the hip flask now tucked securely away. Wrinkling her nose slightly, she steps in to also investigate the scene, though she lets Jerrid go first.

perception: 1d20 + 6 ⇒ (3) + 6 = 9

Yeah, doesn't see anything new there.

Grand Lodge

Status: -2 STR | Wand CLW: 43/50 | 1/1 Bears Endurance | 1/1 CLW Fighter (melee) 2 | 01/20 HP | AC 22 | T 13 | F 19 | Init +4 | Per +0 | Fort +5 | Ref +2 | Will +0 | +6 Cold Iron Longsword 1d8+3 | +5 Silve Shortsword 1d6+2 19-20 | +4 Dagger 1d4+3 |

Barred shrugs as the wand is passed around.

"I just keep it for when I get myself all cut up. Should learn to work it someday."

Barred section process went like this elf=magic. What can you expect from a bartender.

Liberty's Edge

Male CG Human Brawler 3.2| AC 17 (T 12/FF 15) | CMB +6 CMD 18 (FF 16) *Grapple CMB +9 CMD 21 | HP 35/37 | Init +3 | Fort +7 Ref +5 Will +2 | Perception +6 | Speed 30' | Martial Flexibility (Move Action | 4/4) - Blind-Fight,

Jerrid looks at the skeleton. "That is real old and looks to have been trampled by the horse. I suspect it might have been an undead. That would explain why the horses were slaughtered like this."

He gets up from his inspection and looks at the door. "Well. We might as well get this over with and head in."

Jerrid moves to the doors and attempts to push them open. However the strain of moving the horse's corpse might have temporarily drained him of strength.

Strength: 1d20 + 3 ⇒ (5) + 3 = 8

Grand Lodge

Female Elf Rogue 1

Qarma moves to the door to see if she might be able to lend Jerrid a hand, putting her shoulder into the push.

strength: 1d20 + 1 ⇒ (13) + 1 = 14


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Jerrid and Qarma put their shoulders to the door. They do not quite have the strength to shift it between the two of them.

Grand Lodge

Female Elf Samurai (sword saint) 3

Alarien hands off Barred's wand to Geirahod. "If you would be so kind," she says, indicating both Alessio and herself.

Grand Lodge

Male Human Alchemist (chirurgeon, wasteland blightbreaker) 5 | HP 38/38 | AC 21/14/17 | F+7 R+9 W+2 | Init +6 | Perc +7 | Bombs: 10/10 | Active Conditions: None

Alessio stands, barely stable. He motions to the wand getting passed around the group. I can use. ouch ouch ouch

Sovereign Court

F Picture of Geirahöð Human
Stats:
hp 30/30 AC 21|T 11 |FF 20, F +4|R +3|W +3, Init +1, Per +8
Urban Ranger 3

Geirood will do so quickly.Roll yourself. I am sometimes so very unlucky.

Grand Lodge

Male Human Alchemist (chirurgeon, wasteland blightbreaker) 5 | HP 38/38 | AC 21/14/17 | F+7 R+9 W+2 | Init +6 | Perc +7 | Bombs: 10/10 | Active Conditions: None

I actually have one on my char sheet. i'll burn a few.

clw: 1d8 + 1 ⇒ (1) + 1 = 2
clw2: 1d8 + 1 ⇒ (4) + 1 = 5
clw3: 1d8 + 1 ⇒ (6) + 1 = 7

Grand Lodge

Female Elf Samurai (sword saint) 3

CLW: 1d8 + 1 ⇒ (3) + 1 = 4
CLW: 1d8 + 1 ⇒ (5) + 1 = 6

HP 13/13

Grand Lodge

Status: -2 STR | Wand CLW: 43/50 | 1/1 Bears Endurance | 1/1 CLW Fighter (melee) 2 | 01/20 HP | AC 22 | T 13 | F 19 | Init +4 | Per +0 | Fort +5 | Ref +2 | Will +0 | +6 Cold Iron Longsword 1d8+3 | +5 Silve Shortsword 1d6+2 19-20 | +4 Dagger 1d4+3 |

"Well I am not much with the wand but I can probably help you two with the door."

Barred stretches, flexing his powerful arms a little bit and reaches for the door.

Stregnth: 1d20 + 3 ⇒ (3) + 3 = 6

His grip is bad though and his hand have trouble getting a good grip.

Well that went about perfectly didn't it.

Grand Lodge

Female Elf Samurai (sword saint) 3

Strength: 1d20 + 2 ⇒ (18) + 2 = 20

After the healing takes effect from Barred's wand, the kensai turns her attention to the party's door problem. Walking over to the door, she stares intently at a particular spot on it. After a couple of moments, she thrusts her hands outward.

Grand Lodge

Male Human Alchemist (chirurgeon, wasteland blightbreaker) 5 | HP 38/38 | AC 21/14/17 | F+7 R+9 W+2 | Init +6 | Perc +7 | Bombs: 10/10 | Active Conditions: None

strength aid: 1d20 + 1 ⇒ (18) + 1 = 19

Alessio leans in to help.

Sovereign Court

F Picture of Geirahöð Human
Stats:
hp 30/30 AC 21|T 11 |FF 20, F +4|R +3|W +3, Init +1, Per +8
Urban Ranger 3

Aid Str: 1d20 + 4 ⇒ (14) + 4 = 18


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The combined efforts of the party (some contributing more than others, but who's watching) manage to push the door open.

As the heavy doors swing open, the faint light from outside reveals a long chamber with risen platforms on either side. A faded painting of Kassen is on the far wall. The room appears to be the site of a gruesome battle, with two bodies piled in the center and a number of skeletons scattered around. An echoing wail can be heard somewhere in the distance, beyond this foul chamber.

Geirahöð and Jerrid can barely see in darkness. It is only the light coming through the doorway that allows them to make out the vague features of the room while Alessio, Alarien and Qarma see a little better than their human counterparts, but Barred can see just fine in the darkness of the crypt.

DC 15 Knowledge Local:
The two bodies in the centre match the descriptions of Gerol and Vark. Both were friends of the mayor.

There are two packs against a wall. One pack contains a large pillow and two quivers (each containing 10 blunted arrows). The other pack has 2 days’ worth of rations, a full waterskin,
and a pair of smokesticks.

DC 15 Perception:
The wailing seems to be coming from a room to the east.

There is also 8 piles of bones here. Two seem to be smashed, but the other 6 seem to be just piles of bones with no substantial damage.

Visit the map and place yourselves inside the room. We will establish a marching order soon, but for now put yourselves within the room please.

Grand Lodge

Male Human Alchemist (chirurgeon, wasteland blightbreaker) 5 | HP 38/38 | AC 21/14/17 | F+7 R+9 W+2 | Init +6 | Perc +7 | Bombs: 10/10 | Active Conditions: None

looks like we need a little more map revealed.

perc: 1d20 + 4 ⇒ (20) + 4 = 24

Alessio's ears perk up. Do you hear that? Some wailing, to the east.

Liberty's Edge

Male CG Human Brawler 3.2| AC 17 (T 12/FF 15) | CMB +6 CMD 18 (FF 16) *Grapple CMB +9 CMD 21 | HP 35/37 | Init +3 | Fort +7 Ref +5 Will +2 | Perception +6 | Speed 30' | Martial Flexibility (Move Action | 4/4) - Blind-Fight,

Perception: 1d20 + 4 ⇒ (19) + 4 = 23

Jerrid moves into the room and tilts his head to listen to the wailing. "Agreed. It is coming from the east."

If the casters don't use a Light spell, Jerrid will ignite one of his Torches to provide some light.

Jerrid will rummage through the two packs against the wall. Grabbing the rations and smokesticks. "Never know when those might become useful."

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