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The two of you quietly follow the trail and find a small building that had obviously been barricaded. The bark cafe has been tossed aside and lots of it shows acid burns on it.
Moving inside you see a horror story. Inside the room are five dried up and withered bodies. Two small 3 large. Their armor has been shredded and toward open there are weapons that have been melted in some cases. There was obviously A terrific battle here with those weapons and magic. Make a heal check to learn more
The group slowly begins moving, with Darry, and Gene staying behind, they get a little ways out, when Bazzle slips and plummets into the water. Immediately he feels something really large in the water
6d20 + 15 ⇒ (4, 13, 6, 3, 18, 3) + 15 = 62
Heroes win Initiative GO
Bazzle you are in calm water so to move or tread water is a DC 10
You are now in combat. It is a DC 10 Acro to move on the dock, Donnen to secure the rope it will be a full round action. No one knows what is down there, bazzle, you think it is circling around you
went with Bleeding attack and took another major magic so i can now do Shield 3 times per day and Vanish 3 times per day. Thinking of taking enlarge person, or magic missile instead, or maybe silent image
I really just need to figure out what i want this level so at level 7 i can take the one that lets me swap out my magic talents.
Katz begins to patrol around the perimeter, he does manage to step on a plank that snaps and cracks under his weight, but he and others manage to make a sweep.
Around the area marked A2
A fifteen-foot-wide loading dock abuts the side of the
The doors are closed at the moment, you suspect were it day time they would be open
Around the area marked A3
A slippery boardwalk clings to the side of the fishery, held
You need to make me an Acro check of 10 for every 10 feet to avoid slipping and falling into the water here. If you want to get around back I will need a few of those.
ok moving us on.
As Gene leads out heroes out the door the fortune teller speaks.
Be very careful, he is devious and I am sure his hideout is as well.
The heroes make there way to the fishery, easily enough. The front door
The reek of brine and the stink of week-dead fish hang thickly in
1d20 ⇒ 19
The door opens
The cloying stink of this room is nearly
On the bed is the fattest, nastiest ogre you have ever seen, along with that are three undead zombie ogres, peppered with arrows which immediately move to block the path to the bed
HOW YOU CAN USE HARROW POINTS
Dexterity Rerolls: Spend a Harrow Point to reroll any one
She begins to flip,
The Lost (CE)
You all see clearly your past, how you have been wronged, yet we must look past your own wrongs to a deeper meaning. There is a great wisdom to the order of nature that has brought us all together.
She turns more
The Keep* (NG)
Yet above all else we now know that you can not be shaken. You cannot be threatened you will not waver. This is good, as you are faced with what must seem like an impossible situation, as you move towards what could be an unrelenting disastor for not only you, but the city itsefl
The Queen Mother (LN)
As you fight your foes, you must ally yourself to a common cause, this can bring about a groundswell of allies to overwhelm all foes, and this will shift you from your despair into a bright future.
With that she hands out a single card to each of you.
make a note of your card on your profile