First Steps, Parts I, II, and III (Inactive)

Game Master Akinra

PFS First Steps Part I


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Sczarni

World Wound--Disappeared --Confirmation

ThThe rats are no longer using stealth It is daylight inside, they are attacking and there is nothing obstructing your view.

Grand Lodge

Male Aasimar 58507-2 | Cleric 1 | AC 17 T 12 FF 15 | HP 10/10 | F +4 R +3 W +5 | Init +4 | Perc +2

Malik steps behind Bom, placing a hand on his shoulder [b]"Let Abadar guide your hand to strike down this rat!"

Cast guidance on Bom (+1 on one attack roll, save or skill check, Bom has to declare which one he intends to use before using it)

Grand Lodge

Akinra wrote:
ThThe rats are no longer using stealth It is daylight inside, they are attacking and there is nothing obstructing your view.

Oh...well that changes everything!

"If I wanted to be a bloody rat catcher I would have applied for a job down at the wharf!" Marlowe circles around Bazresh to flank Rat 3 with Bom.

Attack: 1d20 + 6 ⇒ (10) + 6 = 16, damage: 1d6 + 2 ⇒ (4) + 2 = 6

Silver Crusade

AC25/Touch14/Flat23/CMD25||HP68[68]|Fort:+9;Ref:+6;Will:+12|Percept.+17|SenMot. +21|Init.+7 Teifling Inquisitor 9

Baz takes a step back and fires his bow at the rat.

Attack: 1d20 + 4 - 4 ⇒ (14) + 4 - 4 = 14
Damage: 1d8 + 1 ⇒ (7) + 1 = 8

Take a 5 ft step back and fire at Rat # 3

Sczarni

World Wound--Disappeared --Confirmation

Oh, my beloved rats...
Kensington's mighty attack reduces the rat to an unrecognizable mess on the floor as M'grul's rat clambers over the crate between itself and its intended target.

M'grul and Kensington share an init. of 10, the rat moves contemoraneous with Kensington.

Realizing his target is completely obliterated, Bazresh changes his target moving on Init. 8 and fires on the rat threatening his ally. 1d100 ⇒ 54 Much like his ally, he manages to thread his shot easilly between the crates, and the arrow strikes true. The dire rat falls, twitching, to the floor.

Bazresh, because the rat died on Init. 10, and you did not act until Init. 8, I switched your target.

End of Combat

The warehouse is calm and still, aside from a rather large rat's death throes. Sensing an end to the threats to his summoner, the fiendish dire rat stares blankly at M'grul.

Silver Crusade

AC25/Touch14/Flat23/CMD25||HP68[68]|Fort:+9;Ref:+6;Will:+12|Percept.+17|SenMot. +21|Init.+7 Teifling Inquisitor 9

Bazresh shrugs and goes back to searching the crates.

Not THE crate, all the others. Didn't you say there was some rope?

Sczarni

World Wound--Disappeared --Confirmation

If you are searching, please roll Perception.

Grand Lodge

Active:
Mage Armor (uflur) 1h, Longstrider Bom 1h
Human (Ulfen) 43870-4 | Ranger 9 | AC 29* T 14 FF 21 | HP 84/ 94| F +11 R +12 W +9 | Init +5* | Perc +14*; Survival +14*; Dipl. +9; Handle Comp. +15 Ulfur (Animal Companion) | init +3; Perc +4 | HP 75 (HD 8) | AC 29* T:14 FF:24 CMD 29| F:+11; R:+9; W:+2 | Bite +12/+7 (1d8+10)

"Well done comrades, well done. I appreciate the Guidance Malik. You can cast that on my whenever you want!" Bom chuckles as he retrieves his longsword, and re-wraps his javelins with the amenti.

Leaving the brainy work of the crate to the others, Bom pokes around the crates, but is careful not to get too close to the hole in the floor..

Taking 20 on Perception to search = 26 EDIT: If you really want rolls, I throw out a few at six seconds per roll:

Perception: 1d20 + 6 ⇒ (10) + 6 = 16
Perception: 1d20 + 6 ⇒ (20) + 6 = 26
Perception: 1d20 + 6 ⇒ (6) + 6 = 12
Perception: 1d20 + 6 ⇒ (11) + 6 = 17
Perception: 1d20 + 6 ⇒ (17) + 6 = 23
Perception: 1d20 + 6 ⇒ (8) + 6 = 14
Perception: 1d20 + 6 ⇒ (4) + 6 = 10

Grand Lodge

AC12/Touch11/Flatfoot11/CMD 14||HP 17/[17]| Fort:+2 ;Ref:+1 ;Wil+2|Percept +8/Sense Motive -1 Male Tiefling (Demon Spawn) Tattooed Sorcerer 2/Abyssal Bloodline (Favoured Class)

M'grul searches long and hard for Holy Water, Alchem Acid and Alchem Fire.

Perception + 6
HW
1d20 + 6 ⇒ (19) + 6 = 25
1d20 + 6 ⇒ (20) + 6 = 26
1d20 + 6 ⇒ (18) + 6 = 24

AA
1d20 + 6 ⇒ (18) + 6 = 24
1d20 + 6 ⇒ (9) + 6 = 15
1d20 + 6 ⇒ (20) + 6 = 26

AF
1d20 + 6 ⇒ (2) + 6 = 8
1d20 + 6 ⇒ (3) + 6 = 9
1d20 + 6 ⇒ (7) + 6 = 13

Silver Crusade

AC25/Touch14/Flat23/CMD25||HP68[68]|Fort:+9;Ref:+6;Will:+12|Percept.+17|SenMot. +21|Init.+7 Teifling Inquisitor 9

1d20 + 7 ⇒ (8) + 7 = 15
1d20 + 7 ⇒ (17) + 7 = 24
1d20 + 7 ⇒ (7) + 7 = 14
1d20 + 7 ⇒ (5) + 7 = 12
1d20 + 7 ⇒ (11) + 7 = 18
1d20 + 7 ⇒ (1) + 7 = 8

Perception +7

Liberty's Edge

Male Male Human (Varisian) Magus (Hexcrafter) 2 HP 3/17; Init +1; AC 15, Touch 11, Flat 14; Fort +4; Ref +1; Will +3; Perc +6

Stullun holds a cloth against his bleeding arm trying to staunch the blood as he joins in the search.

Perception: 1d20 + 3 ⇒ (14) + 3 = 17
Perception: 1d20 + 3 ⇒ (17) + 3 = 20
Perception: 1d20 + 3 ⇒ (12) + 3 = 15
Perception: 1d20 + 3 ⇒ (17) + 3 = 20
Perception: 1d20 + 3 ⇒ (2) + 3 = 5
Perception: 1d20 + 3 ⇒ (7) + 3 = 10

Grand Lodge

Male Aasimar 58507-2 | Cleric 1 | AC 17 T 12 FF 15 | HP 10/10 | F +4 R +3 W +5 | Init +4 | Perc +2

Malik attempts to examine the crane system, staying clear of the area around the hole. He tries to see if maybe they could use it to lower someone over the crate in order to have them secure the box.

Not sure whether you which check you would want me to make

"Do we have a plan for this?"

Liberty's Edge

Male Male Human (Varisian) Magus (Hexcrafter) 2 HP 3/17; Init +1; AC 15, Touch 11, Flat 14; Fort +4; Ref +1; Will +3; Perc +6

Griting his teeth, Stullun says, "If we could find a large cloth, net or enough ropes we could create a safety net underneath the crate to catch it if it falls. Then we just try to bring it to more secure flooring."

Sczarni

World Wound--Disappeared --Confirmation

You are able to locate several hundred feet of rope and net, in ten to fifty foot lengths, in addition you find a couple decrepit sails You estimate there are also about eighty coffins, also in various states of disrepair. You also notice the crane, used for loading and unloading boats, clings to a rail running the length of the warehouse, hanging 5 feet below the high ceiling, and can slide out to extend past the loading doors along the west wall. Dedicating quite a long amount of time to searching, you find a vial of each holy water and acid. The former inside one of the coffins.

Grand Lodge

Male Aasimar 58507-2 | Cleric 1 | AC 17 T 12 FF 15 | HP 10/10 | F +4 R +3 W +5 | Init +4 | Perc +2

After everyone gathers all the supplies and Malik has had time to examine the crane system he chimes in

"Ok well, what if we pick someone up with the crane, they can secure the netting around and under the crate then secure the netting to the crane and we can simply pull the crate over to us?"

Sczarni

World Wound--Disappeared --Confirmation

Studying the crane for about five to ten minutes while the others are searching the crates Taking 10 Malik is convinced he can work the contraption simply enough.

Grand Lodge

Active:
Mage Armor (uflur) 1h, Longstrider Bom 1h
Human (Ulfen) 43870-4 | Ranger 9 | AC 29* T 14 FF 21 | HP 84/ 94| F +11 R +12 W +9 | Init +5* | Perc +14*; Survival +14*; Dipl. +9; Handle Comp. +15 Ulfur (Animal Companion) | init +3; Perc +4 | HP 75 (HD 8) | AC 29* T:14 FF:24 CMD 29| F:+11; R:+9; W:+2 | Bite +12/+7 (1d8+10)

"Sounds good. If I'm the strongest here, I'll be happy to give it shot. First let me take off my armor in case I fall in."

Bom removes his armor and shield and lets someone hook him up to the crane.

"We might want to put some of those sails underneath the crate in case its heavier than it looks. Could probably use some of your Guidance as well Malik"

When ready, Bom will attempt to lift the crate with the net.

Grand Lodge

Male Aasimar 58507-2 | Cleric 1 | AC 17 T 12 FF 15 | HP 10/10 | F +4 R +3 W +5 | Init +4 | Perc +2

Malik places a hand on Bom "May Abadar guide us in our endeavors."

Casting guidance on Bom and Malik

"Who is good with rope? Let's get the stuff all tied together so it can hold the crate and try this out."

Grand Lodge

Active:
Mage Armor (uflur) 1h, Longstrider Bom 1h
Human (Ulfen) 43870-4 | Ranger 9 | AC 29* T 14 FF 21 | HP 84/ 94| F +11 R +12 W +9 | Init +5* | Perc +14*; Survival +14*; Dipl. +9; Handle Comp. +15 Ulfur (Animal Companion) | init +3; Perc +4 | HP 75 (HD 8) | AC 29* T:14 FF:24 CMD 29| F:+11; R:+9; W:+2 | Bite +12/+7 (1d8+10)

"I might be able to help with those ropes"

With the elimination of Use Rope by Paizo, I'm going with Survival and Taking 10 on using the rope = 16

Liberty's Edge

Male Male Human (Varisian) Magus (Hexcrafter) 2 HP 3/17; Init +1; AC 15, Touch 11, Flat 14; Fort +4; Ref +1; Will +3; Perc +6

Stullun attempts to assist Bom survival: 1d20 - 1 ⇒ (3) - 1 = 2

Liberty's Edge

Male Male Human (Varisian) Magus (Hexcrafter) 2 HP 3/17; Init +1; AC 15, Touch 11, Flat 14; Fort +4; Ref +1; Will +3; Perc +6

Out of his element, Stullun annoys Bom for a minute making suggestions and pulling the wrong ropes. Seeing that he is not helping he backs away shrugging helplessly.

Grand Lodge

Active:
Mage Armor (uflur) 1h, Longstrider Bom 1h
Human (Ulfen) 43870-4 | Ranger 9 | AC 29* T 14 FF 21 | HP 84/ 94| F +11 R +12 W +9 | Init +5* | Perc +14*; Survival +14*; Dipl. +9; Handle Comp. +15 Ulfur (Animal Companion) | init +3; Perc +4 | HP 75 (HD 8) | AC 29* T:14 FF:24 CMD 29| F:+11; R:+9; W:+2 | Bite +12/+7 (1d8+10)

Bom smiles at Stullun, "Nevermind that. I'll take help whenever I can get it."

Sczarni

World Wound--Disappeared --Confirmation

Bom manages to get the rope and net secured the the crane. A couple hard tugs indicate that the tope will hold well enough.

Grand Lodge

Male Aasimar 58507-2 | Cleric 1 | AC 17 T 12 FF 15 | HP 10/10 | F +4 R +3 W +5 | Init +4 | Perc +2

Malik nods "Looks goods, let's try this out... Bom get up in the crane so we can lower you and the ropes and nets over the box and allow you to secure the crate."

Grand Lodge

Active:
Mage Armor (uflur) 1h, Longstrider Bom 1h
Human (Ulfen) 43870-4 | Ranger 9 | AC 29* T 14 FF 21 | HP 84/ 94| F +11 R +12 W +9 | Init +5* | Perc +14*; Survival +14*; Dipl. +9; Handle Comp. +15 Ulfur (Animal Companion) | init +3; Perc +4 | HP 75 (HD 8) | AC 29* T:14 FF:24 CMD 29| F:+11; R:+9; W:+2 | Bite +12/+7 (1d8+10)

"Do we have a plan if the crate falls?"

Silver Crusade

AC25/Touch14/Flat23/CMD25||HP68[68]|Fort:+9;Ref:+6;Will:+12|Percept.+17|SenMot. +21|Init.+7 Teifling Inquisitor 9

Sorry for the lack of posts.

Do you want me to try and get the boat under the hole just in case?

Grand Lodge

Male Aasimar 58507-2 | Cleric 1 | AC 17 T 12 FF 15 | HP 10/10 | F +4 R +3 W +5 | Init +4 | Perc +2

Malik looks to Bazresh and shrugs "It wouldn't hurt."

Grand Lodge

Although Marlowe is otherwise enjoying the spectacle with the crane, he heads outside with Bazresh to help maneuver the boat underneath the hole.

Sczarni

World Wound--Disappeared --Confirmation

Driving Check: When a driver takes a driving action, she must make a driving check to determine the maneuverability and speed of the vehicle that round. The vehicle's propulsion determines what skill is used for the driving check. A driver can always make a Wisdom check in place of a driving check. The base DCs for all driving checks are DC 5 and DC 20. Use the lower DC when the driver is not in combat and the higher DC when the driver is in combat.

For the sake of simplicity, the tide is changing, at at the moment, you do not need to worry about a current. You are not in combat.

Propulsion current (water) or muscle (pushed; 1 or 2 Medium rowers; one is the driver)
Driving Check Survival
Forward Facing boat's forward
Driving Device oars
Driving Space the center square of the rowboat

So, I need you to pick a driver and roll Survival six checks get into position (One to get the boat away, one more to get aimed the right direction, and two additional to move the distance to under the hole. One final check to actually stop under the hole.

Silver Crusade

AC25/Touch14/Flat23/CMD25||HP68[68]|Fort:+9;Ref:+6;Will:+12|Percept.+17|SenMot. +21|Init.+7 Teifling Inquisitor 9

Shall I try to drive the boat?

Grand Lodge

My Survival check is a bit higher...I should probably do it while you Aid Another?

Survival: 1d20 + 5 ⇒ (10) + 5 = 15
Survival: 1d20 + 5 ⇒ (19) + 5 = 24
Survival: 1d20 + 5 ⇒ (6) + 5 = 11
Survival: 1d20 + 5 ⇒ (7) + 5 = 12
Survival: 1d20 + 5 ⇒ (17) + 5 = 22
Survival: 1d20 + 5 ⇒ (18) + 5 = 23

Silver Crusade

AC25/Touch14/Flat23/CMD25||HP68[68]|Fort:+9;Ref:+6;Will:+12|Percept.+17|SenMot. +21|Init.+7 Teifling Inquisitor 9

Aid Another
Survival: 1d20 + 3 ⇒ (10) + 3 = 13
Survival: 1d20 + 3 ⇒ (7) + 3 = 10
Survival: 1d20 + 3 ⇒ (16) + 3 = 19
Survival: 1d20 + 3 ⇒ (2) + 3 = 5
Survival: 1d20 + 3 ⇒ (15) + 3 = 18
Survival: 1d20 + 3 ⇒ (4) + 3 = 7

Sczarni

World Wound--Disappeared --Confirmation

Tied firmly to the crane, Bom is hoisted above the crate, and carefully takes his time tying the crate to the nets and rope in place. Survival: 1d20 ⇒ 19, Acrobatics: 1d20 ⇒ 18. The knots hold fast, and with little effort, the team manages to hoist the crate to safety.

The rescued crate holds a smaller mahogany box inside, which contains five books and a few loose sheets of paper in a leather folder. The titles and subjects seem completely unrelated to each other: Practical Thaumaturgy In Accordance with Creation, Geographic Anomalies of the Inner Sea, Under Kaer Maga: A Trial and Travel, Physiology of Dragons: An Illustrated Reference, Lost Sarusan. The leather folder contains cargo manifestos, warehouse inventories, and other financial logs from a dozen different merchant houses and trade guilds.

The crate also contains 10 sets of masterwork thieves’ tools, three flasks of alchemist’s fire, a flask of acid, a dozen jars of various inks, a footprint book*, adamantine weapon blanch*, three bags of powder*, a deck of marked cards*, and two sets of average loaded dice*. (Items marked with an asterisk may be found in the Advanced Player’s Guide.)

Grand Lodge

"We'll it was a nice boat ride anyway!" Returning to the warehouse Marlowe rummages through the rescued crate.

Unless there are any objections Marlowe will take a bag of powder and whichever Alchemists Flasks that no one else claims, (I've got two of my own...so if someone else would rather take them please feel free.)

Sczarni

World Wound--Disappeared --Confirmation

Just so you are all aware, at the end of each PFS scenario, you lose all the items you have found in the scenario. You generally earn the right to purchase the items on your chronicle sheet, but you do not get to carry the item over (generally). So use it or lose it. May as well save your items, and use those found.

Grand Lodge

Active:
Mage Armor (uflur) 1h, Longstrider Bom 1h
Human (Ulfen) 43870-4 | Ranger 9 | AC 29* T 14 FF 21 | HP 84/ 94| F +11 R +12 W +9 | Init +5* | Perc +14*; Survival +14*; Dipl. +9; Handle Comp. +15 Ulfur (Animal Companion) | init +3; Perc +4 | HP 75 (HD 8) | AC 29* T:14 FF:24 CMD 29| F:+11; R:+9; W:+2 | Bite +12/+7 (1d8+10)

Bom wasn't the smartest fox in the forest, but he know a thing about having the right tool for the job and putting it in the right person's hands. Grabbing one of the Alchemist Flask, he hands it to Stullun,

"You should probably take one of these as you've got the best aim of anyone here." Bom didn't bother handing Stullun a set of thieve's tools because he knew the rogue would want to pick his own set.

Next Bom grabbed the acid flask and handed it to M'grul.

"I've studded some spellcraft and I believe this will make your acid attack just a little stronger when use as a spell component."

Handing the adamantine blanch to Bazresh, "Let's use this on our ammunition. I'll put it on one of my javelins and you can coat as many arrows as you can. This way if we need the penetrating power, we'll have it."

Bom grabs a bag of powder for himself.

Finally Bom turns to the group,

"It occurs to me that if every task involves combat, we'd better marshal our resources. Let's not be too quick to use up spells and potions unless our backs are against the wall. I'd rather have it and not have needed it than need it and not have it."

Grand Lodge

Male Aasimar 58507-2 | Cleric 1 | AC 17 T 12 FF 15 | HP 10/10 | F +4 R +3 W +5 | Init +4 | Perc +2

Malik takes stock of the items noting nothing of particular use aside from the documents they had been tasked to fetch.

"Well it looks like we found what we came for, let's get this back. We have many other takes to complete for the Venture Captain before the day is done."

Liberty's Edge

Male Male Human (Varisian) Magus (Hexcrafter) 2 HP 3/17; Init +1; AC 15, Touch 11, Flat 14; Fort +4; Ref +1; Will +3; Perc +6

Thinking of future need, Stullun pockets a set of theive's tools, cards, dice, and one flask of Alchemist's Fire.

In case he has need during this adventure, he may buy at the end as well.

Still holding the makeshift bandage over his wounded arm, he says,"I agree Malik, lets go. The stink and filth of this place is sure to infect this wound if we linger longer."

Grand Lodge

Male Aasimar 58507-2 | Cleric 1 | AC 17 T 12 FF 15 | HP 10/10 | F +4 R +3 W +5 | Init +4 | Perc +2

I though Baz took 4 damage and Stullen (who was mistakenly noted as Bom) would have taken 2 but the rat missed?

Grand Lodge

Active:
Mage Armor (uflur) 1h, Longstrider Bom 1h
Human (Ulfen) 43870-4 | Ranger 9 | AC 29* T 14 FF 21 | HP 84/ 94| F +11 R +12 W +9 | Init +5* | Perc +14*; Survival +14*; Dipl. +9; Handle Comp. +15 Ulfur (Animal Companion) | init +3; Perc +4 | HP 75 (HD 8) | AC 29* T:14 FF:24 CMD 29| F:+11; R:+9; W:+2 | Bite +12/+7 (1d8+10)

Stullun, are you sure you were hit? The rat rolled a 9 on its attack, iirc

Sczarni

World Wound--Disappeared --Confirmation

Yes, the AC hit was only 9 for Stullun.

Silver Crusade

AC25/Touch14/Flat23/CMD25||HP68[68]|Fort:+9;Ref:+6;Will:+12|Percept.+17|SenMot. +21|Init.+7 Teifling Inquisitor 9

Bazaar nods to Bom's offer of the weapon blanch. Where to now? he asks, walking toward the door with a slight limp.

Liberty's Edge

Male Male Human (Varisian) Magus (Hexcrafter) 2 HP 3/17; Init +1; AC 15, Touch 11, Flat 14; Fort +4; Ref +1; Will +3; Perc +6

Nevermind the injury stuff then :-p.

"Let's turn in the books, then on to the next task.

Sczarni

World Wound--Disappeared --Confirmation

The Varisian smiles as you hand over the books, "Very well done indeed! I will see too it personally that you each receive a fair compensation for your work! I assume you have other business to attand to, so I will not belabor you with coin counting. Your funds will be waiting for you by this evening at the Pathfinder Lodge. Good luck, and if you ever need anything less . . . mundane for your 'work', you know where to find me."

Grand Lodge

AC12/Touch11/Flatfoot11/CMD 14||HP 17/[17]| Fort:+2 ;Ref:+1 ;Wil+2|Percept +8/Sense Motive -1 Male Tiefling (Demon Spawn) Tattooed Sorcerer 2/Abyssal Bloodline (Favoured Class)

wWhaat iiis tHe nExt TaasKKk?

Grand Lodge

Active:
Mage Armor (uflur) 1h, Longstrider Bom 1h
Human (Ulfen) 43870-4 | Ranger 9 | AC 29* T 14 FF 21 | HP 84/ 94| F +11 R +12 W +9 | Init +5* | Perc +14*; Survival +14*; Dipl. +9; Handle Comp. +15 Ulfur (Animal Companion) | init +3; Perc +4 | HP 75 (HD 8) | AC 29* T:14 FF:24 CMD 29| F:+11; R:+9; W:+2 | Bite +12/+7 (1d8+10)

Bom looks at the sheet with their assignments. "Let us visit the Osirian nobleman in the Wise Quarter.

And I suggest anyone who is injured heal up if you are able. We cannot afford to be less than at our best."

Bom was a firm believer in maintaining one's health. One night when Bom had had enough to drink, he spent some time reading some of the old Pathfinder Chronicles. Danger was a way of life for Pathfinders. It lurked around every street corner and waited on the others side of every doorway.

Liberty's Edge

Male Male Human (Varisian) Magus (Hexcrafter) 2 HP 3/17; Init +1; AC 15, Touch 11, Flat 14; Fort +4; Ref +1; Will +3; Perc +6

Idly flipping through the marked deck of cards he grabbed from the chest with intricate skill, Stullun agrees.

"I agree with Bom, let us move quickly to our next quest and the Wise Quarter is as good as any."

Sczarni

World Wound--Disappeared --Confirmation

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.

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.

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.

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.

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 turns, you find yourselves up at a plain wooden door. The servant opens the door, gesturing to the room with a bow, and waits silently for you enter. If questioned, he remains silent and stoic, simply waiting for you to enter the vault so that the door may be locked, as per his instruction.

Entering the plain stone room, you notice it 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.

Grand Lodge

AC12/Touch11/Flatfoot11/CMD 14||HP 17/[17]| Fort:+2 ;Ref:+1 ;Wil+2|Percept +8/Sense Motive -1 Male Tiefling (Demon Spawn) Tattooed Sorcerer 2/Abyssal Bloodline (Favoured Class)

IiNterrestiNg...

He walks over and examines the chests.

A rIddLe - iT SseeMs.

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