(2) A Haunting at Perdition's Point (Inactive)

Game Master mdt

The small hamlet of Perdition's Point has always been haunted by the shadowy spirits that dwell in the forest of Cadaverwood. Locals from towns bordering the woods share terrifying tales of this haunted town, but the citizens of Perdition's Point would have you believe it's not so bad. But with the recent disappearance of two of the local children, the town is on edge. Who will step up and debunk the chilling mystery? And who was responsible for such heinous crimes?

CAMPAIGN INFORMATION

Population of Perdition's Point

Perdition's Point (Ustalev)

Perdition's Point (Village Map)

Perdition's Point (New Village Map)

Eva's Loot Emporium

Emergency Document

COMBAT/EXPLORATION MAPS

Current Map


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Witch 15 | HP 92 | AC/T/FF 29/21/24 | CMD 31 | F +12 / R +14 / W +19 | Init +4 (+0); PER +24 (+20) |

Mahb grunts, "If this was my trap, getting close to the skeletons or weapons would set it off... and I'd put a nasty surprise in one of them lockers. We can't control any of that, so let's make a deal. If anything jumps out at us, we get the hell out of this room and handle it in the hall away from those blood-sucking plants. Agreed?"

I'm not the lock-popper in this group but I'll stick around and prepare for crowd control in case something bad happens.


Skills:
Diplo +9, Intimi +9, K Arcana +8, History +8, Nature +8, Planes +8, Religion +8, Sing +10
Drow Oracle/Witch (1) Female HP 8/8
Stats:
AC/Touch/Flat 13/12/10 | Fort/Ref/Will +0/+2/+4(+6 v Enchant) |PER: +4| Init +2

"Sure, I'm wondering if maybe we can drag out the cases and open them out there instead. If they are trapped, may be better to open them away from this vampire lichen."


Witch 15 | HP 92 | AC/T/FF 29/21/24 | CMD 31 | F +12 / R +14 / W +19 | Init +4 (+0); PER +24 (+20) |

I think the lichen is covering the lockers, unless I misread the initial post. Although it's still a good idea to pull them outside - that way the possibly animating corpses are separate from the lichen and boxes.


Male
Latest Message:
Just to let you all know, I was travelling heavily 10/27 to 10/29, I'll be catching up on 10/30
Human GM

The lockers are covered with lichen, yes. They are also bolted to the floor. A common practice when you have barracks, think about lockers bolted to the wall, which is what these are taking the place of.


Skills:
Diplo +9, Intimi +9, K Arcana +8, History +8, Nature +8, Planes +8, Religion +8, Sing +10
Drow Oracle/Witch (1) Female HP 8/8
Stats:
AC/Touch/Flat 13/12/10 | Fort/Ref/Will +0/+2/+4(+6 v Enchant) |PER: +4| Init +2

"Hm, well unless we have tools for this, don't think we're moving these any time soon." Lineera then takes out her aspergelium, "Think I'm going to start pounding these guys' heads in." And with a call out the door. "Hey Riley! I'm looking for a strapping young man full of wit and guile, do you happen to know any?"


Female Half-Elf HP 38/38
Stats:
AC/Touch/Flat 18/12/16 | CMB +7 CMD 19 | Fort +7, Ref +5, Will +7 (+2 vs. enchantment) | Init +4
Skills:
Climb+0, Heal +6, K Geo/Nat/Nob +4, Perception +11, Sense Motive +7, Spellcraft +6, Survival +9, Swim +0
Ranger (Witchguard) 3 / Warpriest 1

"If our friend Riley cannot open them," Cathran starts, "I may be able to bring a more direct solution to their latches from a safe distance" she suggests with a gesture of her bardiche.


Male Human L1/3 Scout HP: 36/36
Quick Stats:
Init +5 | AC 19, t 14, ff 15 | CMB +7, CMD 21 | hp 17/36 | Fort +5, Ref +6, Will +2 | Perception +10(+12 traps)

Perception/Traps: 1d20 + 10 ⇒ (11) + 10 = 21
DD/Guidance: 1d20 + 12 + 1 ⇒ (7) + 12 + 1 = 20

Let me see Mon Amie!

Riley heads over to the lockers.


Teal-haired, purple-eyed Female Gnome | Alchemist (Chirurgeon) 4 | HP: 35/35 | Low-Light
Stats:
AC: 19, Touch: 14, FF: 16 | CMB: +1, CMD: 14 | Fort +7, Ref +6 Will +1 (+2 vs illusions) (+2 vs fear and despair) (+2 vs Poison) | Bombs 8/day DC 15 Ref Half | Extracts Lvl1: 4/day, Lvl 2: 2/Day | Init +2
Skills:
Craft (Alchemy) +14 (+18 Create before AL) | Disable Device +8 | Heal +7 | Knowledge (Arcana) +10 | Knowledge (Nature) +10 | Perception +8 | Profession (Merchant) +4 | Spellcraft +10 | UMD +7

Eva pulls out a vial, "Well I did prepare one of my extract to detect undead today. So we could see if any of these skeletons are undead, but this will only last a few minutes."


Male
Latest Message:
Just to let you all know, I was travelling heavily 10/27 to 10/29, I'll be catching up on 10/30
Human GM

Riley carefully exams the first footlocker, and very carefully disarms a very well made spring thrown blade trap. The trap is, unfortunately, broken in the process.


Witch 15 | HP 92 | AC/T/FF 29/21/24 | CMD 31 | F +12 / R +14 / W +19 | Init +4 (+0); PER +24 (+20) |

Mahb pats Riley on the shoulder, "Ain't that a naughty trap."


Skills:
Diplo +9, Intimi +9, K Arcana +8, History +8, Nature +8, Planes +8, Religion +8, Sing +10
Drow Oracle/Witch (1) Female HP 8/8
Stats:
AC/Touch/Flat 13/12/10 | Fort/Ref/Will +0/+2/+4(+6 v Enchant) |PER: +4| Init +2

Lineera lets out a sigh of relief as the trap is disarmed. "Well, I'm glad we didn't have to resort to smashing it open, effective though it may be. And I think it's probably a good idea for us to not use that just yet, Eva. This place really is starting to seem like it's abandoned. At least this floor."


Male Human L1/3 Scout HP: 36/36
Quick Stats:
Init +5 | AC 19, t 14, ff 15 | CMB +7, CMD 21 | hp 17/36 | Fort +5, Ref +6, Will +2 | Perception +10(+12 traps)

Perception/Traps: 1d20 + 10 ⇒ (15) + 10 = 25
DD/Guidance: 1d20 + 12 ⇒ (4) + 12 = 16

Perception/Traps: 1d20 + 10 ⇒ (11) + 10 = 21
DD/Guidance: 1d20 + 12 ⇒ (3) + 12 = 15

Riley hits the other two lockers.


Male
Latest Message:
Just to let you all know, I was travelling heavily 10/27 to 10/29, I'll be catching up on 10/30
Human GM

Riley's nick name doesn't do him any good with the next to lockers, he finds each has a nasty spring blade trap. He tries to disarm them as he did the other, but the mechanics are different on each one. The second he merely fails at, but the third one flings several 3 inch long, 1 inch wide, blades out with enough force to drive them an inch deep into wood.

Unfortunately, it's not heading for wood, it's heading for Riley's chest.

Spring Blade Damage: 2d3 ⇒ (2, 2) = 4

DC 18 Reflex save for half-damage, or 0 damage with evasion


Male Human L1/3 Scout HP: 36/36
Quick Stats:
Init +5 | AC 19, t 14, ff 15 | CMB +7, CMD 21 | hp 17/36 | Fort +5, Ref +6, Will +2 | Perception +10(+12 traps)

Reflex: 1d20 + 6 ⇒ (3) + 6 = 9

Well...it hasn't been a very good day for me. Someone want to open the lockers?

Riley sits in a safe spot and curses his luck, wrapping the new wound.

HP:
10/28


Male
Latest Message:
Just to let you all know, I was travelling heavily 10/27 to 10/29, I'll be catching up on 10/30
Human GM

Riley tries to dodge, but slips on the lichen, and falls back as both blades hit him dead in the chest.

Then there's an involuntary motion toward the blade, as bright crimson blood on the blade explodes into a bright crimson Lichen that grows with astonishing rapidity.

Bleed: 1d4 ⇒ 1

ROUND 2

Riley is bleeding 1d4 per turn. This can't be stopped by healing, as the lichen is in the wound keeping it open. Mahb knows that the killing of the lichen requires fire or acid.


Witch 15 | HP 92 | AC/T/FF 29/21/24 | CMD 31 | F +12 / R +14 / W +19 | Init +4 (+0); PER +24 (+20) |

Do we need to burn/acid the lichen off Riley (possibly harming him) or do we just need to kill the original plant(s)?


Male
Latest Message:
Just to let you all know, I was travelling heavily 10/27 to 10/29, I'll be catching up on 10/30
Human GM

You need to get rid of what's on Riley. You either need something that kills only plants (like Blight or Anti-plant Sphere) or something that will affect both like the Aura of Decay ability, or Burning Hands or an Alchemist's Flask. The plant has HP equal to the HP it's taken from Riley via Bleed + 1. So, currently 2HP.


Witch 15 | HP 92 | AC/T/FF 29/21/24 | CMD 31 | F +12 / R +14 / W +19 | Init +4 (+0); PER +24 (+20) |

Hmm... I've only got one Burning Hands spell and I think the cure 3d4 DAM might be worse than the disease in that case. How about we light up a torch and smack Riley and the Lichen with it (sorry Riley)... or do we have a small oil flask we can pour cautiously and burn? Since I use my light spell I'm not carrying anything flammable at the moment.


Teal-haired, purple-eyed Female Gnome | Alchemist (Chirurgeon) 4 | HP: 35/35 | Low-Light
Stats:
AC: 19, Touch: 14, FF: 16 | CMB: +1, CMD: 14 | Fort +7, Ref +6 Will +1 (+2 vs illusions) (+2 vs fear and despair) (+2 vs Poison) | Bombs 8/day DC 15 Ref Half | Extracts Lvl1: 4/day, Lvl 2: 2/Day | Init +2
Skills:
Craft (Alchemy) +14 (+18 Create before AL) | Disable Device +8 | Heal +7 | Knowledge (Arcana) +10 | Knowledge (Nature) +10 | Perception +8 | Profession (Merchant) +4 | Spellcraft +10 | UMD +7

Well I have alchemist fire and acid flasks aplenty?


Witch 15 | HP 92 | AC/T/FF 29/21/24 | CMD 31 | F +12 / R +14 / W +19 | Init +4 (+0); PER +24 (+20) |

I'd say try some acid. Hopefully you can minimize the damage to Riley.


Teal-haired, purple-eyed Female Gnome | Alchemist (Chirurgeon) 4 | HP: 35/35 | Low-Light
Stats:
AC: 19, Touch: 14, FF: 16 | CMB: +1, CMD: 14 | Fort +7, Ref +6 Will +1 (+2 vs illusions) (+2 vs fear and despair) (+2 vs Poison) | Bombs 8/day DC 15 Ref Half | Extracts Lvl1: 4/day, Lvl 2: 2/Day | Init +2
Skills:
Craft (Alchemy) +14 (+18 Create before AL) | Disable Device +8 | Heal +7 | Knowledge (Arcana) +10 | Knowledge (Nature) +10 | Perception +8 | Profession (Merchant) +4 | Spellcraft +10 | UMD +7

Do I need to roll a Knowledge(nature) roll to know that it needs fire or acid? Or has Mahb said something about that.


Male
Latest Message:
Just to let you all know, I was travelling heavily 10/27 to 10/29, I'll be catching up on 10/30
Human GM

Nope, she hasn't said anything, so you need a DC 18 Kn(Nature) check


Teal-haired, purple-eyed Female Gnome | Alchemist (Chirurgeon) 4 | HP: 35/35 | Low-Light
Stats:
AC: 19, Touch: 14, FF: 16 | CMB: +1, CMD: 14 | Fort +7, Ref +6 Will +1 (+2 vs illusions) (+2 vs fear and despair) (+2 vs Poison) | Bombs 8/day DC 15 Ref Half | Extracts Lvl1: 4/day, Lvl 2: 2/Day | Init +2
Skills:
Craft (Alchemy) +14 (+18 Create before AL) | Disable Device +8 | Heal +7 | Knowledge (Arcana) +10 | Knowledge (Nature) +10 | Perception +8 | Profession (Merchant) +4 | Spellcraft +10 | UMD +7

If I can take 10, I'll have a 19 Kn(Nature)


Male
Latest Message:
Just to let you all know, I was travelling heavily 10/27 to 10/29, I'll be catching up on 10/30
Human GM

Good enough


Teal-haired, purple-eyed Female Gnome | Alchemist (Chirurgeon) 4 | HP: 35/35 | Low-Light
Stats:
AC: 19, Touch: 14, FF: 16 | CMB: +1, CMD: 14 | Fort +7, Ref +6 Will +1 (+2 vs illusions) (+2 vs fear and despair) (+2 vs Poison) | Bombs 8/day DC 15 Ref Half | Extracts Lvl1: 4/day, Lvl 2: 2/Day | Init +2
Skills:
Craft (Alchemy) +14 (+18 Create before AL) | Disable Device +8 | Heal +7 | Knowledge (Arcana) +10 | Knowledge (Nature) +10 | Perception +8 | Profession (Merchant) +4 | Spellcraft +10 | UMD +7

Eva rushed over to Riley, pulling out a flask of acid as she did. "This might hurt some, but I'll patch it up after." Unstopping it, she poured the acid on the Lichen.

Choosing to not add my Int mod to Damage
Acid Damage: 1d6 ⇒ 2
Splash: 1


Male
Latest Message:
Just to let you all know, I was travelling heavily 10/27 to 10/29, I'll be catching up on 10/30
Human GM

Actually, you can't, since you didn't throw it. :) Throw Anything has to be thrown. :)

The acid burns into Riley's chest, but it also burns off the lichen. Riley continues to bleed, but now it's a normal bleed, and will seal over with healing.


Witch 15 | HP 92 | AC/T/FF 29/21/24 | CMD 31 | F +12 / R +14 / W +19 | Init +4 (+0); PER +24 (+20) |

Doh! Apologies. I had a post mentioning that but either it got eaten or I forgot to send it.


Teal-haired, purple-eyed Female Gnome | Alchemist (Chirurgeon) 4 | HP: 35/35 | Low-Light
Stats:
AC: 19, Touch: 14, FF: 16 | CMB: +1, CMD: 14 | Fort +7, Ref +6 Will +1 (+2 vs illusions) (+2 vs fear and despair) (+2 vs Poison) | Bombs 8/day DC 15 Ref Half | Extracts Lvl1: 4/day, Lvl 2: 2/Day | Init +2
Skills:
Craft (Alchemy) +14 (+18 Create before AL) | Disable Device +8 | Heal +7 | Knowledge (Arcana) +10 | Knowledge (Nature) +10 | Perception +8 | Profession (Merchant) +4 | Spellcraft +10 | UMD +7

@Mahb: It's okay. :)
@mdt: And I didn't think that it would but, thought I would Clarify that I didn't wish to use it :)

Pocketing the now empty flask, Eva pulls out another cure potion and holds it to Riley's mouth. "Drink."

Cure Potion: 1d8 ⇒ 8

Once Riley has drank the potion, she gives him a smile. "That's better. How about I help you with that last trap. Less mishaps likely that way."


Female Half-Elf HP 38/38
Stats:
AC/Touch/Flat 18/12/16 | CMB +7 CMD 19 | Fort +7, Ref +5, Will +7 (+2 vs. enchantment) | Init +4
Skills:
Climb+0, Heal +6, K Geo/Nat/Nob +4, Perception +11, Sense Motive +7, Spellcraft +6, Survival +9, Swim +0
Ranger (Witchguard) 3 / Warpriest 1

Cathran levels a steely gaze at Riley's acid treatment--although there is a very slight wince to be seen, if one looks for it. "The longer we stay here, the more I grow to dislike this place," she quietly growls. "If we plan on trying to circumvent these other traps, let us have more acid at the ready. Or you could try to apply it to the vampiric weed itself. In either case, we shall stand by with aid," Cathran asserts. "What was in that first locker that you managed to open, by the way?"


Male Human L1/3 Scout HP: 36/36
Quick Stats:
Init +5 | AC 19, t 14, ff 15 | CMB +7, CMD 21 | hp 17/36 | Fort +5, Ref +6, Will +2 | Perception +10(+12 traps)

Riley chugs the potion and thanks Eva. Holy crap. What is this place!


Skills:
Diplo +9, Intimi +9, K Arcana +8, History +8, Nature +8, Planes +8, Religion +8, Sing +10
Drow Oracle/Witch (1) Female HP 8/8
Stats:
AC/Touch/Flat 13/12/10 | Fort/Ref/Will +0/+2/+4(+6 v Enchant) |PER: +4| Init +2

Lineera frowns "Next time, maybe we should just torch the room and douse it after. This are metal lockboxes after all. Are you okay Riley?"


Male
Latest Message:
Just to let you all know, I was travelling heavily 10/27 to 10/29, I'll be catching up on 10/30
Human GM

As the GM, I feel constrained to point out that setting the building you are trying to explore on fire is probably contraindicated to finding clues.

There are 3 footlockers (each appears to have two locks and two doors, but only one trap). Riley has disabled the trap on #1. There are 2 locked doors on #1. #2 has two doors and 1 trap, and #3 has two doors and 1 trap. Each footlocker is about two feet deep, one foot thick, and four foot wide. So each half of the footlocker is 2x2x1 ft in area.


Teal-haired, purple-eyed Female Gnome | Alchemist (Chirurgeon) 4 | HP: 35/35 | Low-Light
Stats:
AC: 19, Touch: 14, FF: 16 | CMB: +1, CMD: 14 | Fort +7, Ref +6 Will +1 (+2 vs illusions) (+2 vs fear and despair) (+2 vs Poison) | Bombs 8/day DC 15 Ref Half | Extracts Lvl1: 4/day, Lvl 2: 2/Day | Init +2
Skills:
Craft (Alchemy) +14 (+18 Create before AL) | Disable Device +8 | Heal +7 | Knowledge (Arcana) +10 | Knowledge (Nature) +10 | Perception +8 | Profession (Merchant) +4 | Spellcraft +10 | UMD +7

"A deathtrap." Eva's face is all straight and serious before breaking out into a smile with a laugh. "And torching it is an option as long as you are not concerned with anything that's fire sensitive."


Skills:
Diplo +9, Intimi +9, K Arcana +8, History +8, Nature +8, Planes +8, Religion +8, Sing +10
Drow Oracle/Witch (1) Female HP 8/8
Stats:
AC/Touch/Flat 13/12/10 | Fort/Ref/Will +0/+2/+4(+6 v Enchant) |PER: +4| Init +2

I the player, am in favor of what mdt and Eva are saying.

Lineera face doesn't really cheer with Eva's joking. "I still think it's better than dying over some paper. Whatever's in those boxes can't be worth as much as our lives. But... I guess can we at least clear the lichen away from the lockers before we go any further?"


Male Human L1/3 Scout HP: 36/36
Quick Stats:
Init +5 | AC 19, t 14, ff 15 | CMB +7, CMD 21 | hp 17/36 | Fort +5, Ref +6, Will +2 | Perception +10(+12 traps)

HP:
16

If there is a way to clear it out, I can go back to opening the locks.


Male
Latest Message:
Just to let you all know, I was travelling heavily 10/27 to 10/29, I'll be catching up on 10/30
Human GM

The footlockers are covered with lichen, and it's even growing inside the locks and traps. Any attempt to clean it out would set off the traps.


Male Human L1/3 Scout HP: 36/36
Quick Stats:
Init +5 | AC 19, t 14, ff 15 | CMB +7, CMD 21 | hp 17/36 | Fort +5, Ref +6, Will +2 | Perception +10(+12 traps)

DD/Guidance: 1d20 + 12 ⇒ (15) + 12 = 27

Riley attempts another trap on a box.


Male Human L1/3 Scout HP: 36/36
Quick Stats:
Init +5 | AC 19, t 14, ff 15 | CMB +7, CMD 21 | hp 17/36 | Fort +5, Ref +6, Will +2 | Perception +10(+12 traps)

If I get this trap disabled, I'll start working on the four locks of the first two footlockers before attempting the last trap.


Male
Latest Message:
Just to let you all know, I was travelling heavily 10/27 to 10/29, I'll be catching up on 10/30
Human GM

Riley disables the trap that he failed to previously. Fortunately, as there were 3 more blades in the trap. It looks as if the trap can hold 10 blades.


Teal-haired, purple-eyed Female Gnome | Alchemist (Chirurgeon) 4 | HP: 35/35 | Low-Light
Stats:
AC: 19, Touch: 14, FF: 16 | CMB: +1, CMD: 14 | Fort +7, Ref +6 Will +1 (+2 vs illusions) (+2 vs fear and despair) (+2 vs Poison) | Bombs 8/day DC 15 Ref Half | Extracts Lvl1: 4/day, Lvl 2: 2/Day | Init +2
Skills:
Craft (Alchemy) +14 (+18 Create before AL) | Disable Device +8 | Heal +7 | Knowledge (Arcana) +10 | Knowledge (Nature) +10 | Perception +8 | Profession (Merchant) +4 | Spellcraft +10 | UMD +7

"That could leave us with a dead end if we destroy everything. What if what's in these lockers leads us to the children? Or possibly a way to wake them up? If we are careful, I'm sure we'll be alright. We just weren't as careful as we need to be."


Male Human L1/3 Scout HP: 36/36
Quick Stats:
Init +5 | AC 19, t 14, ff 15 | CMB +7, CMD 21 | hp 17/36 | Fort +5, Ref +6, Will +2 | Perception +10(+12 traps)

Does it appear I can break the four locks off of the four doors that are no longer trapped? Or do I need to pick them?


Male
Latest Message:
Just to let you all know, I was travelling heavily 10/27 to 10/29, I'll be catching up on 10/30
Human GM

They are internalized locks, not hanging locks. You could break the locker itself, but breaking the lock would be difficult given its' imbedded in the locker


Male Human L1/3 Scout HP: 36/36
Quick Stats:
Init +5 | AC 19, t 14, ff 15 | CMB +7, CMD 21 | hp 17/36 | Fort +5, Ref +6, Will +2 | Perception +10(+12 traps)

DD/Guidance: 1d20 + 12 ⇒ (6) + 12 = 18
DD/Guidance: 1d20 + 12 ⇒ (19) + 12 = 31
DD/Guidance: 1d20 + 12 ⇒ (4) + 12 = 16
DD/Guidance: 1d20 + 12 ⇒ (15) + 12 = 27

Riley attempts to open the four locks that are not trapped.

DD/Guidance: 1d20 + 12 ⇒ (16) + 12 = 28

Next he tackles the last trap. If successful, he attempts the last two locks.

DD/Guidance: 1d20 + 12 ⇒ (4) + 12 = 16
DD/Guidance: 1d20 + 12 ⇒ (16) + 12 = 28

If I fail on the locks, can I take 20 with enough time?


Male
Latest Message:
Just to let you all know, I was travelling heavily 10/27 to 10/29, I'll be catching up on 10/30
Human GM

No, but on the locks you can take 10. You couldn't on the disable device on the last trap. But you got the last trap as well.

Riley takes a couple of minutes and quickly goes through and unlocks the six foot lockers.

Perception: 1d20 + 12 ⇒ (20) + 12 = 32 Highest Per in Group + 2 Aid Other
Perception: 1d20 + 12 ⇒ (4) + 12 = 16 Highest Per in Group + 2 Aid Other
Perception: 1d20 + 12 ⇒ (8) + 12 = 20 Highest Per in Group + 2 Aid Other
Perception: 1d20 + 12 ⇒ (19) + 12 = 31 Highest Per in Group + 2 Aid Other
Perception: 1d20 + 12 ⇒ (16) + 12 = 28 Highest Per in Group + 2 Aid Other
Perception: 1d20 + 12 ⇒ (7) + 12 = 19 Highest Per in Group + 2 Aid Other

Inside the 6 footlockers are 6 uniforms that are in surprisingly good shape. They look as if they had been packed in it recently. The uniforms are all the same, and all have the same chevron on the arm.

Additionally, there are...

6 coin purses with a total of 423 gp, 178 sp, and 223 cp
6 silver MW daggers in black leather sheaths, each engraved with the same chevron.
6 cloaks, also with the same chevron on the back.

Int Check, DC 10 (Riley & Cathran only):

Those uniforms and chevrons look familiar...

Int Check, DC 14 (Riley & Cathran only):

Those uniforms and chevrons look familiar... You're sure you've seen them recently, within the last 6 months.

Int Check, DC 18 (Riley & Cathran only):

Those uniforms and chevrons look familiar... You're sure you've seen them recently, within the last 6 months. Oh, right, the mercenaries at the bar where you met, the ones that were handing out the pictures of the weird pointy hat people asking if anyone had seen someone like it.


Skills:
Diplo +9, Intimi +9, K Arcana +8, History +8, Nature +8, Planes +8, Religion +8, Sing +10
Drow Oracle/Witch (1) Female HP 8/8
Stats:
AC/Touch/Flat 13/12/10 | Fort/Ref/Will +0/+2/+4(+6 v Enchant) |PER: +4| Init +2

Lineera lets out a low whistle when she sees the arrayed money. "Not bad pay for grunts. It's strange though, the silver daggers would indicate that they're hunting undead, not serving it. I mean, I guess I'm a necromancer who's armed to fight undead, so it's not unfathomable, but still. Maybe there's someone else in here than us? Hopefully friendly? These clothes seem rather new, and if they're hunting undead they may well be on our side."


Witch 15 | HP 92 | AC/T/FF 29/21/24 | CMD 31 | F +12 / R +14 / W +19 | Init +4 (+0); PER +24 (+20) |

Mahb eyes the corpses on the beds. "Or they were on our side..."


Male Human L1/3 Scout HP: 36/36
Quick Stats:
Init +5 | AC 19, t 14, ff 15 | CMB +7, CMD 21 | hp 17/36 | Fort +5, Ref +6, Will +2 | Perception +10(+12 traps)

Int Check: 1d20 ⇒ 20

Unfortunately, Riley is too exhausted from the damage to notice anything.

It's up to you Cathran!

I would like one of those fine silver daggers if no one minds.

My first roll for int was a 8. Somehow I double posted and got a 20. It wasn't my first roll though.


Skills:
Diplo +9, Intimi +9, K Arcana +8, History +8, Nature +8, Planes +8, Religion +8, Sing +10
Drow Oracle/Witch (1) Female HP 8/8
Stats:
AC/Touch/Flat 13/12/10 | Fort/Ref/Will +0/+2/+4(+6 v Enchant) |PER: +4| Init +2

"Yeah, that's possible. If that's the case, they didn't decompose naturally though. Given the age of the clothes, there'd still be something left of these guys, especially if they got stabbed, the lichen would've sucked them dry, keep the corpses from rotting quickly.

And go ahead Riley, even if we all wanted them, there's enough to go around."


Female Half-Elf HP 38/38
Stats:
AC/Touch/Flat 18/12/16 | CMB +7 CMD 19 | Fort +7, Ref +5, Will +7 (+2 vs. enchantment) | Init +4
Skills:
Climb+0, Heal +6, K Geo/Nat/Nob +4, Perception +11, Sense Motive +7, Spellcraft +6, Survival +9, Swim +0
Ranger (Witchguard) 3 / Warpriest 1

Int: 1d20 ⇒ 2 Welp.

Cathran wrinkles her brow. "Perhaps there is a more active hostility in this place than the emptiness of this floor would suggest." She looks from the uniforms to the self-impaled skeletons on the bunks and back. "If they were pursuing the same foe we chase, we should be careful. In any case, these daggers may come in handy--hopefully they will be of more use to us than their former owners," Cathran suggests, picking up one of the sheathed blades.

"Let us ascend the tower stairs--and be ready for vile traps and evil workings. Are we ready to face what may come? Perhaps we should tend to our wounds first--Eva, do you still have that wand?"

Are there any undead that are weak to silver (or have DR/silver)? Should I give you a Kn Religion check for that?
Also, I added the money and daggers to our loot list. Do we want to take any uniforms or cloaks?

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