DaWay's PFS First Steps (Group 2) (Inactive)

Game Master DaWay


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Lantern Lodge

Male

Fresh off your induction into the Society and completion of your basic training within the organization, you find yourselves in the office of Ambrus Valsin, the venture-captain in charge of daily operations in and around the Grand Lodge. His chamberlain curtly rushes you into the office. Inside you see shelves lined with handwritten journals and books on various subjects. A large mahogany desk sits in the center of the room, with a very comfortable looking chair behind the desk and two chairs sitting facing the desk.

“All right, Pathfinders! Listen up. I know you are new recruits eager to make names for yourselves in the organization, but first we need to make sure you are up to snuff and won’t get yourself killed out there. I have a number of small assignments for you and your team, and it would be best if you could finish them before the day’s end.

“Every day we get some doe-eyed hopeful or some sniveling bootlicker willing to do anything to join up with the Pathfinders. Most of them are good kids, but not all of them have the salt to make it in a world like this. It’s rough out there and I’m not just talking about the ruins, tombs, and wilderness Pathfinders find themselves in on missions. We’ve got people who look down their noses at us, folks who think we squander our resources, and agents who want to take everything we have collected. This wealth of knowledge and these items of lore make us the most powerful organization on the planet. That said, since we are fractured and widespread, it’s difficult for that power to light on anything for too long. For every friend of the Society, there are two enemies.

“Your first mission, to test your mettle and loyalties, sends you to meet a few people important to the Society living here in Absalom. These are other venture-captains or close allies of our organization, so follow their orders as you would mine. I’ve prepared a list of things I want you to do. They’re not arranged in any particular order of importance, but I want them all completed as quickly as possible. Only report to me once you complete them all. Included in the envelope you hold in your hands is the list, complete with the name of your contact, and directions to the meeting location.”

Envelope:

Assignment #17:
☐ A man named Guaril Karela runs a curio shop in the Docks called the Pickled Imp. Go to him and fill his request as a favor to the Society. I believe it has something to do with a set of rare books.
☐ Ollysta Zadrian requested aid and is expecting you at the Temple of the Shining Star in the Ascendant Court. She needs someone to deliver a parcel of medicine and curatives to a needy orphanage and verify the character of the recipient.
☐ Visit the offices of Osirian nobleman Dremdhet Salhar in the Wise Quarter. The Pathfinder Society needs to obtain permission to delve the Salhar ancestral vaults beneath Sothis. He has made a verbal agreement, and your visit makes it official. You will receive an official charter and detailed maps. Do not embarrass the Society in this matter.
☐ Chelish Paracountess Zarta Dralneen possesses an item loaned from the Vaults. Meet with her in her estate in the Ivy District and retrieve the item in her possession.

The Exchange

AC20/Touch15/Flat16/CMD23(25 vs grapple, overun, trip)||HP44[44]|Fort:+5;Ref:+11;Will:+4[+4 vs water, air, and trip]|Percept.+11|Init.+4 Aasimar Ranger (Freebooter) 4 / Bard (Sea Singer) 2

A tall man walks over and takes the envelope and opens it. He scans the contents, then hands it to the next party member.

Silver Crusade

Male Human (Ulfen) Cleric (Crusader)/1 | AC 17/Touch 10/Flat Footed 17 | HP 13 of 14 | Fort +4: Ref +0: Will +5 | Init: +0 | Perception +3

Targ takes the sheet of orders from the aasimir and studies it gravely. A look of something approaching confusion crosses his face.

He clears his throat, clearly being careful in crafting what he is about to say.

"Your pardon, Venture-Captain. But we have all trained for quite some time and these seem less like missions and more like... errands. Are we being punished for something?

Lantern Lodge

Male Tengu Fighter - Lore Warden 1 [AC 16, Touch 13, Flat 13] [HP12/13] [Fort +4, Ref +3, Will +0] [Init +3] [Perception +3 ]

Kazuo opts to receive the envelope last, taking a few extra moments to memorize the important names and locations.

Lantern Lodge

Male

These are your missions, pathfinder. This is what is available at the moment or perhaps I mistook you for one of the snot-nosed kids, and the last three years of training you was a waste. He only glances up briefly from his lowered head.

The Exchange

AC20/Touch15/Flat16/CMD23(25 vs grapple, overun, trip)||HP44[44]|Fort:+5;Ref:+11;Will:+4[+4 vs water, air, and trip]|Percept.+11|Init.+4 Aasimar Ranger (Freebooter) 4 / Bard (Sea Singer) 2

Johendar shakes his head and addresses Valsin. You can be assured we will finish this in a timely manner.

Scarab Sages

Wringing his hands nervously in the corner Azizi speaks Rest easy great one. This humble servent will make haste to complete these tasks. This humble servent will prove his value to the great ones of the Society. No boot licker is this one, not recently in any case. Nasty things boots, never know where they have been. Prove his worth this one will.

I wonder if these maps of the Salhar vaults are better than those I sold to those accursed Kelish fools 5 years ago? I knew I should have made copies. Ah well, probably fakes anyways.

Sovereign Court

Male Human (Ulfen) Fighter 1

Torgil was about to say something, but after the scolding Targ took from the captain, he remains silent and eyes the paper for a moment before handing it to the next party member.

He rolls his eyes quickly as he hears Azizi sniveling and still claiming not to be a boot licker. Not pertaining to the matter much longer, he states: "Let us visit this Salhar fellow first. At least his task seems a bit more exciting than the rest. Agreed?"

Lantern Lodge

Male Tengu Fighter - Lore Warden 1 [AC 16, Touch 13, Flat 13] [HP12/13] [Fort +4, Ref +3, Will +0] [Init +3] [Perception +3 ]

Kazuo looks up from the papers and casts a glance around the room.
"I have no preference in the order we complete the tasks, but I too am somewhat intrigued by a Osirian vault."

Silver Crusade

Male Human (Ulfen) Cleric (Crusader)/1 | AC 17/Touch 10/Flat Footed 17 | HP 13 of 14 | Fort +4: Ref +0: Will +5 | Init: +0 | Perception +3

Stinging from the Venture-Captain's rebuke, Targ merely shrugs. "We're to do them all. The order makes no difference to me, unless we wish to plot them by location and travel a circle route ending back here at the end of the day to save time."

Lantern Lodge

Male

Can I get a perception check on your way to the Wise Quarter

Silver Crusade

Male Human (Ulfen) Cleric (Crusader)/1 | AC 17/Touch 10/Flat Footed 17 | HP 13 of 14 | Fort +4: Ref +0: Will +5 | Init: +0 | Perception +3

Perception Check for Targ: 1d20 + 3 ⇒ (16) + 3 = 19

The Exchange

AC20/Touch15/Flat16/CMD23(25 vs grapple, overun, trip)||HP44[44]|Fort:+5;Ref:+11;Will:+4[+4 vs water, air, and trip]|Percept.+11|Init.+4 Aasimar Ranger (Freebooter) 4 / Bard (Sea Singer) 2

Perception: 1d20 + 4 ⇒ (17) + 4 = 21

Liberty's Edge

Halfling Cleric 11 (V. Pilgrim) | HP 64/80 | AC 20 21 T 15 16 F 17 18 | F+12 R+10 W+19 (modifiers apply) | Per +20 Init +3 | 0' of dimensional hop used

Skipper looks over the envelope at some point as well.

"Personally, I think they're all exciting!" he says, bouncing on his toes a bit. "Helping orphans, visiting a Chelish Paracountess... gosh, what Pops would think to see me now!"

Cheerful halfling is cheerful.

He's happy to go along with whatever the group suggests, although as they stand in the foyer of the Lodge before hitting the streets he clears his throat for the others.

"'Hem-- do you mind if I say a prayer to Sinashakti, everyone? Bow your heads, and such? Won't be but a minute..."

Once that is concluded, he pops along to the Wise Quarter with the others.

Perception:
1d20 + 5 ⇒ (19) + 5 = 24

Nobody is obligated to allow Skipper to pray over them, of course. If your character would not let him ask Sinashakti's blessing for him, or if they did not wish to wait for the prayer, just say so either in or out of character.

It is more than just flavor text, so for purposes of Skipper's abilities I need to know who is accepting Sinashakti's blessing for the day and who is not. Unfortunately at level 1 the effect maxes out at four companions, so no matter what, one person in the party will not receive the blessing. If everyone wants it, I handle that first come, first serve.

Scarab Sages

Trailing along behind everyone else, Azizi carefully watches the passing throngs of people.

So many people to watch. So many thieves in this world always reaching my things.

Perception: 1d20 + 11 ⇒ (19) + 11 = 30

Silver Crusade

Male Human (Ulfen) Cleric (Crusader)/1 | AC 17/Touch 10/Flat Footed 17 | HP 13 of 14 | Fort +4: Ref +0: Will +5 | Init: +0 | Perception +3

Targ respectfully declines the halfling's blessing, and mouths his own prayer asking the favor of the Inheritor as the group makes their way out into the thronging streets of the City at the Center of the World.

Lantern Lodge

Male Tengu Fighter - Lore Warden 1 [AC 16, Touch 13, Flat 13] [HP12/13] [Fort +4, Ref +3, Will +0] [Init +3] [Perception +3 ]

Perception1d20 + 3 ⇒ (11) + 3 = 14
Kazuo is somewhat distracted as they travel, eagerly taking in the new sights.

Edit: Kazuo bows his head and respectfully accepts the blessing.

The Exchange

AC20/Touch15/Flat16/CMD23(25 vs grapple, overun, trip)||HP44[44]|Fort:+5;Ref:+11;Will:+4[+4 vs water, air, and trip]|Percept.+11|Init.+4 Aasimar Ranger (Freebooter) 4 / Bard (Sea Singer) 2

Johendar bows his head, but just like in church when he was a child, he keeps one eye open, glancing out his peripheral vision. Johendar then follows the group out into the streets.

Lantern Lodge

Male

Targ, Azizi, Skipper, Johender:
You see a woman eyeing you. Young and lithe, with red hair hanging in ringlets that just brush her shoulders, She wears a long skirt, embroidered with silver and black thread and a high-nnecked woolen blouse. You cannot help but notice her when a throng of people intercept your view. When it clears she is gone.

Treasures of Osirion
You make your way to the rich estate of Grand Council Member Dremdhet Salhar, and are greeted by a guard who is expecting you as your reach a wrought-iron gate.

Once inside, a servant tells you “Good day to you, Pathfinders. I am Amenopheus, the Sapphire Sage, advisor to Master Salhar. I understand you were sent here to discuss archaeological permissions. Knowing this was coming, I spoke with Master Salhar at length on the subject and have this to say.[b]

[b]“Since Osirion was reopened to exploration a decade ago, adventurers, historians, and treasure-seekers flock to my country by the hundreds, perhaps thousands. While most families with ancestral burial vaults maintain guards and keep their sites out of the hands of casual thieves, not all families have the wealth or power to restrict everyone, and as we all know, not every defense is perfectly secure. Unscrupulous tomb robbers and maligned merchant organizations cause Osirion to bleed relics into the Inner Sea—something the descendents of Ancient Osirion cannot afford. We Osiriani have thousands of years of rich history coursing through our veins, and while that power has been out of focus in recent years, we are content to wait, knowing our enemies will wear themselves down. As they fall into arrogance, folly, or greed, we wait for our return to power, knowing we bear the riches of our ancestors at our feet.

[b]“Master Salhar remains impressed by the Pathfinder Society, orating in their favor a handful of times in front of Absalom’s Grand Council, in fact. Due to previous relationships between him and the Society, Master Salhar has agreed to grant permission to the Pathfinder Society to explore his family’s vaults below Sothis. The only thing he requires is that you retrieve the map of the vaults from his own vault here. The servant will lead you to the basement and show you the room.”[b]

The Sapphire Sage’s eyes twinkle as he smirks knowingly, then he turns back to reading his book as though he had never been disturbed.

The Exchange

AC20/Touch15/Flat16/CMD23(25 vs grapple, overun, trip)||HP44[44]|Fort:+5;Ref:+11;Will:+4[+4 vs water, air, and trip]|Percept.+11|Init.+4 Aasimar Ranger (Freebooter) 4 / Bard (Sea Singer) 2

As the group approaches the Salhar estate, Johender stops abruptly and gazes across the thoroughfare for moment, with a bewildered look on his face he looks up and down the road before shaking his head and returning to the group. Did anybody notice the young lady staring at us?

Liberty's Edge

Halfling Cleric 11 (V. Pilgrim) | HP 64/80 | AC 20 21 T 15 16 F 17 18 | F+12 R+10 W+19 (modifiers apply) | Per +20 Init +3 | 0' of dimensional hop used

The halfling nudges the others at the sight of the red-headed woman. "Isn't that curious? I wonder if she's from the Lodge, keeping an eye on us. Or perhaps she's just a curious soul."

***

At the house of the Sapphire Sage, Skipper bows deeply, then flips Amenopheus an obedient salute. "Aye, aye, sir! Pathfinders are on it, we'll fetch that map sure as Bob's my uncle. And Susan my aunt. And..."

Mercifully, someone probably hushes him up.

Just for my reference: Targ has declined the blessing, Johendar and Kazuo have accepted. Azizi and Torgil, let me know if you want the favor of the Empyreal Lord, Sinashakti.

Silver Crusade

Male Human (Ulfen) Cleric (Crusader)/1 | AC 17/Touch 10/Flat Footed 17 | HP 13 of 14 | Fort +4: Ref +0: Will +5 | Init: +0 | Perception +3

Targ considers what the halfling has to say and decides he's probably right. It would be just like Ambrus Valsin to send someone to keep an eye on them.

***

I have a feeling there's more to this than meets the eye, Targ thinks to himself, but falls in line behind the servant, making his way to the basement with the others.

The Exchange

AC20/Touch15/Flat16/CMD23(25 vs grapple, overun, trip)||HP44[44]|Fort:+5;Ref:+11;Will:+4[+4 vs water, air, and trip]|Percept.+11|Init.+4 Aasimar Ranger (Freebooter) 4 / Bard (Sea Singer) 2

Johendar comes up behind the halfling and bows deeply and solemnly to Salhar. Greetings Master Salhar, we will do as you bid.

Scarab Sages

Strange watchers are very, very bad. Thieves, bandits, tax collectors, all waiting to steal my hard won treasures. Creatures too timid to seek wealth at it's source, trying to take it from poor Azizi after he has liberated it.

Well familiar with the eyes of strange women am I, and nothing good has ever come of it. Always seeking something in return they are.

Azizi will silently accept. One can never have the blessing of too many gods. Tell stories I could about the last women who feigned interest in poor Azizi.

Silently following the others into Amenopheus's august presence, Azizi stands silently wringing his hands as the Sapphire Sage speaks. As he dismisses the party, Azizi mutters under his breath.

Ancient Osiriani:
And those descended of Ancient Osirion deserve that treasure. It is our legacy.

Lantern Lodge

Male

After leaving Amenopheus' study, the servant brings you back through the spacious estate, leading you down sturdy stone steps into the cool basement. Down a hallway, after a couple of turns, the party ends up at a plain wooden door. The servant opens the door, gesturing to the room with a bow, and waits silently for you to enter.

Silver Crusade

Male Human (Ulfen) Cleric (Crusader)/1 | AC 17/Touch 10/Flat Footed 17 | HP 13 of 14 | Fort +4: Ref +0: Will +5 | Init: +0 | Perception +3

Targ glances from side to side at his companions, shrugs, and walks through the door.

Scarab Sages

Carefully, Azizi crosses the threshold of the room, pausing to inspect the scene before him. (And also check for unexpected surprises, one can never be too careful.)

Perception: 1d20 + 11 ⇒ (6) + 11 = 17

The Exchange

AC20/Touch15/Flat16/CMD23(25 vs grapple, overun, trip)||HP44[44]|Fort:+5;Ref:+11;Will:+4[+4 vs water, air, and trip]|Percept.+11|Init.+4 Aasimar Ranger (Freebooter) 4 / Bard (Sea Singer) 2

Johender follows the others in, looking around the room.

Lantern Lodge

Male Tengu Fighter - Lore Warden 1 [AC 16, Touch 13, Flat 13] [HP12/13] [Fort +4, Ref +3, Will +0] [Init +3] [Perception +3 ]

Kazuo returns the servant's bow, and steps into the room.

Liberty's Edge

Halfling Cleric 11 (V. Pilgrim) | HP 64/80 | AC 20 21 T 15 16 F 17 18 | F+12 R+10 W+19 (modifiers apply) | Per +20 Init +3 | 0' of dimensional hop used

Skipper enters with his thumbs hooked in his belt loops, and his bright eyes looking around to see what challenge or new experience awaits him and his new colleagues here.

(Perception) 1d20 + 5 ⇒ (1) + 5 = 6

Lantern Lodge

Male

A plain stone room contains three chests: a copper-banded chest of smooth, dark wood; a red lacquered chest; and what looks to be a cube of solid steel. Behind the chests sits a low table holding a clear glass jar half full of liquid and a covered wicker basket.

Once all of you enter the room, the servant shuts the door and locks it behind you. Written on the back of the door is the message: "Within these cases lies your quest and your way out"

Liberty's Edge

Halfling Cleric 11 (V. Pilgrim) | HP 64/80 | AC 20 21 T 15 16 F 17 18 | F+12 R+10 W+19 (modifiers apply) | Per +20 Init +3 | 0' of dimensional hop used

"Oh-ho! Looks like some sort of puzzle," Skipper says, sounding delighted by this. He saunters over to the chests, circling them once and then looking over the basket and the glass-- not touching anything yet.

"Well, let's see what we have," he murmurs, and gestures with his fingers. A few words under his breath, and the halfling scanning the items for signs of enchantment.

Detecting Magic, obviously.

Lantern Lodge

Male

Skipper:
The wicker basket has something that radiates a faint aura of transmutation.
The copper-banded chest radiates an aura of illusion.
The steel chest has something that also radiates a faint aura of transmutation.

Liberty's Edge

Halfling Cleric 11 (V. Pilgrim) | HP 64/80 | AC 20 21 T 15 16 F 17 18 | F+12 R+10 W+19 (modifiers apply) | Per +20 Init +3 | 0' of dimensional hop used

"Hm, well isn't that interesting!"

Skipper relays what he's learned to his colleagues. After mentioning the schools of enchantment on each item, he says, "If you'll give me a few moments, my friends, I might be able to figure out exactly what spells are in play..."

He sits down in front of the basket and peers intently at it from a few inches away, as if trying to read the very weave of the basket itself.

Eventually he will move on to the other objects.

(Spellcraft on the basket's aura) 1d20 + 5 ⇒ (9) + 5 = 14
(Spellcraft on the copper-banded chest's aura) 1d20 + 5 ⇒ (17) + 5 = 22
(Spellcraft on the steel chest's aura) 1d20 + 5 ⇒ (1) + 5 = 6

Sovereign Court

Male Human (Ulfen) Fighter 1

DM, as it seems I'm the only one playing in the EU timezone, please feel free to make any "passive" rolls (such as perception, etc.) for my character. Skipper, Torgil declines the blessing aswell.

Torgil whirls around when he hears the door close behind them, rushes to it and finds it locked. He pounds the door with his heavy fist. "Hey! What is this trickery?! You can't lock us in here, Torag damn you!" he yells. As there is no reply, he turns back to his companions. Taking a few deep breaths to calm down, the warrior speaks again "Well I guess we got more than just an errand to run, eh Targ?" before bursting into a short but bellowing laughter.

Torgil walks up to the three chests and eyes them. Grabbing his axe into his right hand, he tries if the dark wooden chest is locked or not.

Scarab Sages

In a hurry are we Torgil? Or should we be more closely looking before chopping chests open with axes?

Removing a small metal flask from his belt, Azizi imbibes the contents before examining each of the objects in the room.

Azizi is drinking his cryptbreakers draught. He will be taking 10 on his perception checks, giving him a 25.

Sovereign Court

Male Human (Ulfen) Fighter 1

"Typical southerners speak! It's a bunch of chests. What could go wrong?" the hulking Ulfen says and proceeds to open the dark wooden chest.

Lantern Lodge

Male Tengu Fighter - Lore Warden 1 [AC 16, Touch 13, Flat 13] [HP12/13] [Fort +4, Ref +3, Will +0] [Init +3] [Perception +3 ]

Kazuo steps past the chests, examining the jar of liquid and wicker basket.

Perception:
1d20 + 3 ⇒ (16) + 3 = 19

The Exchange

AC20/Touch15/Flat16/CMD23(25 vs grapple, overun, trip)||HP44[44]|Fort:+5;Ref:+11;Will:+4[+4 vs water, air, and trip]|Percept.+11|Init.+4 Aasimar Ranger (Freebooter) 4 / Bard (Sea Singer) 2

Johender puts a hand on the big Ulfen's arm. Easy friend, I think Salhar had something else in mind when he put us to this test. I'm sure we'll find a time to put that axe to use, but I don't think this is it.

Sovereign Court

Male Human (Ulfen) Fighter 1

"Calm down. I'm not going to use the axe, just going to open this chest. Let's say the axe is more of just reassurance, alright?" Thorgil says and reaches to the chest's latch with his left hand, gripping his axe still tight in the right hand.

Silver Crusade

Male Human (Ulfen) Cleric (Crusader)/1 | AC 17/Touch 10/Flat Footed 17 | HP 13 of 14 | Fort +4: Ref +0: Will +5 | Init: +0 | Perception +3

Targ reads the message on the back of the door, looks at the collection of objects in the room, and considers the halfling's words. Some sort of puzzle...

He heaves a deep sigh and says, "I was right back at the lodge. We are being punished for something."

Scarab Sages

Azizi looks up from his study of the straw basket in response to Targ's comment.

Punished???? What is life but an unending series of puzzles whose solution can only elevate the status of those who are clever. By giving us this puzzle, we are simply presented with the opportunity to prove our worth and advance in life.

Silver Crusade

Male Human (Ulfen) Cleric (Crusader)/1 | AC 17/Touch 10/Flat Footed 17 | HP 13 of 14 | Fort +4: Ref +0: Will +5 | Init: +0 | Perception +3

Targ considers Azizi for a moment, then says, "For me, life is an unending series of opportunities to serve the will of Iomedae. So I suppose I should puzzle out how to do that now."

With that, he draws his longsword and approaches the wicker basket. "What's in here, I wonder," he says, as he flicks the cover off with his sword's tip.

Lantern Lodge

Male Tengu Fighter - Lore Warden 1 [AC 16, Touch 13, Flat 13] [HP12/13] [Fort +4, Ref +3, Will +0] [Init +3] [Perception +3 ]

Assuming the perception check on the jar doesn't reveal anything useful

Kazuo turns to Johendar and/or Skipper

"Do either of you sense anything about this liquid?"

Lantern Lodge

Male

Skipper:
The copper-banded chest is an illusion, the others you get no information on

Torgil your hand seems to pass right through the copper-banded chest almost as if it wasn't there.

Torgil, WILL DC 12:
You disbelieve the illusion.

Kazou:
You notice a small scaled green hid writhing at the bottom of the wicker basket. You notice a chemical reaction in the water of the class jar, as if some bubbles are forming around the key.

Targ flicks the cloth from the wicker basket and with it a blue stone key. Revealing an angry green viper who reaches out to strike the paladins hand. His fangs dripping venom.

Viper attack Targ: 1d20 + 5 ⇒ (19) + 5 = 24
Damage plus poison: 1d2 - 2 ⇒ (1) - 2 = -1

FORT save please Targ if the attack is successful.

The Exchange

AC20/Touch15/Flat16/CMD23(25 vs grapple, overun, trip)||HP44[44]|Fort:+5;Ref:+11;Will:+4[+4 vs water, air, and trip]|Percept.+11|Init.+4 Aasimar Ranger (Freebooter) 4 / Bard (Sea Singer) 2

Johender shakes his head. So much for puzzling this out with our heads.

Silver Crusade

Male Human (Ulfen) Cleric (Crusader)/1 | AC 17/Touch 10/Flat Footed 17 | HP 13 of 14 | Fort +4: Ref +0: Will +5 | Init: +0 | Perception +3

"Nine Hells! Targ curses, pulling his hand back.

Fortitude Save: 1d20 + 4 ⇒ (5) + 4 = 9

Targ's a cleric, by the way, not a paladin. And what damage should I note? 1 point of nonlethal, per Minimum Damage rules at p. 179 of the Core Rulebook?

Lantern Lodge

Male Tengu Fighter - Lore Warden 1 [AC 16, Touch 13, Flat 13] [HP12/13] [Fort +4, Ref +3, Will +0] [Init +3] [Perception +3 ]

Do we need to enter combat?

"Wait-!"

Kazuo attempts to warn Targ in vain.

Lantern Lodge

Male

yes you receive 1 point of Nonlethal damage and you make the save so no worry about the venom. the encounter was designed as a trap but I have the stats if you wish to enter combat. You do have the key out of the basket though.

Silver Crusade

Male Human (Ulfen) Cleric (Crusader)/1 | AC 17/Touch 10/Flat Footed 17 | HP 13 of 14 | Fort +4: Ref +0: Will +5 | Init: +0 | Perception +3

If the snake is still there threatening and spitting, Targ at least would like to take a whack at it with his sword. If it instead slithers off into the darkness of the basement or some such then he'll just suck at the wound on the back of his hand and let it go. Little harm done.

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