GM Endless Forms' Jade Regent (Inactive)

Game Master Mike Tuholski

Forest of Spirits (Book 4)

Combat Map

Hongal and the Forest of Spirits

LOOT!


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AC21/T15/FF17|CMD28||HP41[64]F+7|R+12|W+6||Int.+4|Percept.+16|SenMot.+5 Human Fighter(Lorewarden) 4 / Bard (Archaeologist) 3 / Ninja! 4

Jennix swings hard again, but feels his luck running out.

Attack: 1d20 + 4 + 1 ⇒ (7) + 4 + 1 = 12
Damage: 1d6 + 1 + 1 ⇒ (4) + 1 + 1 = 6


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And Zachary's luck returns to normal. Jennix is inflicted as well.

Initiative:

1. Miso and Jennix
2. Skeletons
3. Terflynn and Zachary

S2:
S5: 1 dmg
S6: 3 dmg

Miso and Terflynn are up!


Male

Terflynn picks up his candle and waits for an opening.
readied action: keros oil an adjacent skeleton

-Posted with Wayfinder


Male human (Kellid) Mnk4/Sor1/DrD6 | hp 65/115 | Init +6 | AC 27/22, T 18, FF 24/20 | CMB +15 (+17 grapple), CMD 32 (34 v. grapple) | F +11 R +9 W +11 (+2 vs exhaustion/fatigue) | Prcptn +17, blindsense SM +11 |

+1 hp from being infernally healed. 2/10
Miso will Acrobatics around S2 to try to flank S6.

Acrobatics: 1d20 + 7 ⇒ (6) + 7 = 13

Then attack!

unarmed strike: 1d20 + 2 + 2 ⇒ (14) + 2 + 2 = 18
dmg: 1d6 + 2 ⇒ (3) + 2 = 5


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AoO on Miso: 1d20 + 2 ⇒ (2) + 2 = 4
damage: 1d4 + 1 ⇒ (3) + 1 = 4

Miso moves about the skeleton, who takes a swipe at him in the process. The skeleton misses but Miso knocks the skeleton to the ground. Meanwhile Terflynn gets his oil ready in the background.

S2 claw against Miso: 1d20 + 2 ⇒ (13) + 2 = 15
damage: 1d4 + 1 ⇒ (4) + 1 = 5
S2 claw against Miso: 1d20 + 2 ⇒ (10) + 2 = 12

S5 steps into position next to Terflynn (readied action goes off); if that doesn't kill him:

S5 claw against Terflynn: 1d20 + 2 ⇒ (19) + 2 = 21
damage: 1d4 + 1 ⇒ (3) + 1 = 4
S5 claw against Terflynn: 1d20 + 2 ⇒ (9) + 2 = 11
damage: 1d4 + 1 ⇒ (4) + 1 = 5

Initiative:

1. Miso and Jennix
2. Skeletons
3. Terflynn and Zachary

S2:
S5: 1 dmg

You guys are up!


Male Human Ranger 11 (hp 83/83) | F +10 R +11 W +8 | AC 21 T 12 FF 19 CMD 28 | Init +2

Zack goes back to swinging at thin air.
Attack 1d20 + 6 ⇒ (1) + 6 = 7
Damage 1d8 + 4 ⇒ (3) + 4 = 7


AC21/T15/FF17|CMD28||HP41[64]F+7|R+12|W+6||Int.+4|Percept.+16|SenMot.+5 Human Fighter(Lorewarden) 4 / Bard (Archaeologist) 3 / Ninja! 4

Hoping his luck holds out, Jennix swings again at the skeletons.

Attack: 1d20 + 4 + 1 ⇒ (12) + 4 + 1 = 17
Damage: 1d6 + 1 + 1 ⇒ (1) + 1 + 1 = 3


Male human (Kellid) Mnk4/Sor1/DrD6 | hp 65/115 | Init +6 | AC 27/22, T 18, FF 24/20 | CMB +15 (+17 grapple), CMD 32 (34 v. grapple) | F +11 R +9 W +11 (+2 vs exhaustion/fatigue) | Prcptn +17, blindsense SM +11 |

+1 hp from being infernally healed. 3/10
Five-foot to flank with Jennix, then flurry.

flurry!: 1d20 - 1 + 2 ⇒ (12) - 1 + 2 = 13
damage: 1d6 + 2 ⇒ (1) + 2 = 3

flurry!: 1d20 - 1 + 2 ⇒ (16) - 1 + 2 = 17
damage: 1d6 + 2 ⇒ (4) + 2 = 6


Male

Readied: ranged touch
fire: 1d20 + 4 ⇒ (20) + 4 = 24, damage: 1d3 ⇒ 3
confirm: 1d20 + 4 ⇒ (19) + 4 = 23, damage: 1d3 ⇒ 3
Terflynn spits oil from his mouth across his held candle and a gout of flame consumes the skeleton before him.
Wahahaha!


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Zachary continues his fight with nitrogen and oxygen about him. Jennix swings and once again turns a skeleton into a pile of bones. Miso connects with his punch which would normally kill it, but because it was bad-ass: Terflynn, exercising his inner carnie, releases a shot of flame from his mouth and burns the skeleton to a crisp!

Out of combat!

Each of the six skeletons carried a broken scimitar (I believe broken items sell at 1/2 what they would normally sell for). They also wore broken chain shirts.

DC 15 KN (geography) or KN (local):
They broken armor is distinctly Tian in style.

This room also contains a large jade and cherry wood chest which is worth about 250 gp. The key hangs around the neck of one of the skeletons. Once opened, it is obvious that many objects (mostly fireworks and potions) have been removed from numerous slots in the chest's velvet-lined interior-the handiwork of the Licktoad goblins, most likely. However, the cest still holds five potions of cure light wounds, two potions of cure moderate wounds, three potions of lesser restoration, a ring of climbing, a wand of identify (19 charges), a masterwork chain shirt, a masterwork cold iron wakizashi, 11 Desnan candles, and four skyrockets. It also contains 421 gp, 3820 sp, and fine jewelry worth 560 gp.

Elsewhere in the cave the parrty discovers more bones, although this time they do not move. One of them wears broken masterwork chainmail (same KN check as above) and:

Whispering Shrike:
Whispering Shrike is a +1 wakizashi of incredibly beautiful design. The sword is etched with images of seven shrikes perched on a coiling branch that runs the length of the blade. Once per day, Whispering Shrike can be used to cast shield other on any creature touched by the blade while you wield it. The blade's tsuka (hilt) has not weathered the passage of time as well as the blade itself, and until the pommel is repaired (a process requiring 600 gp, a day's work, and a DC 20 Craft [weapons] check), attacks with the weapon take a -2 penalty due to the loose grip.

DC 20 Perception:
There is a secret compartment in the hilt of the Whispering Shrike just large enough to hold a small item such as a flash or rolled piece of paper. This compartment currently holds an important letter within a miniature mithral scroll tube (worth 100 gp-too small to hold a magical scroll): the letter is written in Tien, which Terflynn can translate for everyone:

My son, my heir. You know now that I have kept secrets from you. You were always a perceptive son, and while you may not understand my reasons for secrecy, I hope that you realize it was necessary. Know that I was not angry with you for opening the warding box-I was angry with myself for withholding the truth from you and forcing you to seek out what I should have given to you. The words I spoke to you were from anger with myself, and it shames me to think of them now. I write this note as an apology, and to beg you to leave these secrets to history.

The next few days will be the most important I have faced in many years. If our family's enemies have, as I hope, forgotten us, I shall reunite with you and your wife, and your mother and I shall reveal the truth to you. But if they still seek the contents of the warding box, I fear that I may not speak to you again. The box holds our family's greatest treasure, so I have returned it to Kortun's care, and it shall remain hidden in the secret third vault under Brinewall Castle-obscured from our enemies, I hope and pray. I will not grant our foes the satisfaction of killing me themselves-if it comes to it, let my death, by my own hand, be my final act to protect you, so that our enemies believe our line ended.

I have instructed Tsutamu to keep this letter from you, delivering it to you only should I fail to return as I hope to. If I can, I will reveal all to you myself. If I cannot, this final missive from a father to a son must suffice as an apology in place of an explanation, and you must destroy this letter, flee to the south, and never return to Brinewall. If our enemies find what I have hidden, there will be nothing here for you. If they do not, they will lie in wait forever for your return.

I hope to see you again soon, my son. But my heart tells me I will not. I am sorry to have failed you. But I am proud of you, and I know you will survive this old man's shame. You are strong, and you must remain so. For if you are reading this and I am gone, know that our enemies will never stop searching for us, and that is why I cannot reveal the truth to you until I know there is no chance of them finding us again.

Rokuro Kaijitsu
Sunday, 29 Descus, 4687

DC 15 Perception check once the above DC 20 one is met:
There is a faint watermark on the paper that bears the image of a castle and the word "Brinewall"

DC 20 KN (history or local) once the above Perception checks have been made:
Brinewall is a now-deserted settlement far to the north.

And finally, after all of the above (these history checks are separate from the previous one:

DC 14 KN (history):
An unknown scourge destroyed the coloy of Brinewall on the first day of Sarenith in 4687, just a few days after the date on the letter.

DC 19 KN (history):
Brinewall's last commander at the time the colony was destroyed was a man named Andril Kortun.

DC 15 KN (nobility):
Rokuro Kaijitsu was Ameiko's grandfather, which would make the letter's unnamed and intended recipient her father, the now-deceased Lonjitku Kaijitsu.

DC 25 KN (nobility):
Tsutamu was Rokuro Kaijitsu's devoted bodyguard.


Male human (Kellid) Mnk4/Sor1/DrD6 | hp 65/115 | Init +6 | AC 27/22, T 18, FF 24/20 | CMB +15 (+17 grapple), CMD 32 (34 v. grapple) | F +11 R +9 W +11 (+2 vs exhaustion/fatigue) | Prcptn +17, blindsense SM +11 |

Perception: 1d20 + 6 ⇒ (4) + 6 = 10 Ah, well.

This wakizashi has the beauty of the lotus blossom. But I am not best suited for its grace. Miso hands the blade to Jennix.


Male Human Ranger 11 (hp 83/83) | F +10 R +11 W +8 | AC 21 T 12 FF 19 CMD 28 | Init +2

Perception 1d20 + 7 ⇒ (8) + 7 = 15


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(Taking 20 is always an option.)


AC21/T15/FF17|CMD28||HP41[64]F+7|R+12|W+6||Int.+4|Percept.+16|SenMot.+5 Human Fighter(Lorewarden) 4 / Bard (Archaeologist) 3 / Ninja! 4

KN: local: 1d20 + 6 ⇒ (9) + 6 = 15
KN: geography: 1d20 + 6 ⇒ (3) + 6 = 9

Jennix limps over and begins examining the items. Hmm...this armor is of a Tian style.

T20 on Perception

Jennix begins examing the blade after Miso hands it to him. Look here! There's a secret compartment! He opens the compartment. A rolled of parchment! Jennix then scans the letter. It's from someone named Rokuro Kaijitsu. A letter to his son. Jennix holds the letter out for the others to examine. There's a faint watermark on it.

KN: history: 1d20 + 6 ⇒ (4) + 6 = 10
KN: nobility: 1d20 + 2 ⇒ (10) + 2 = 12

I don't know what to make of it, do any of you?


Male human (Kellid) Mnk4/Sor1/DrD6 | hp 65/115 | Init +6 | AC 27/22, T 18, FF 24/20 | CMB +15 (+17 grapple), CMD 32 (34 v. grapple) | F +11 R +9 W +11 (+2 vs exhaustion/fatigue) | Prcptn +17, blindsense SM +11 |

No knowledges, here, I'm afraid.

Also, Jennix: don't forget that infernal healing goes for ten rounds, so you should be somewhat better after Terflynn's "special touch." ;-)


Male

Kno(history): 1d20 + 8 ⇒ (9) + 8 = 17
Kno(local): 1d20 + 5 ⇒ (17) + 5 = 22
Kno(history): 1d20 + 8 ⇒ (2) + 8 = 10
Kno(history): 1d20 + 8 ⇒ (12) + 8 = 20

"It says 'brinewall'." Terflynn stops and thinks for a moment, then continues, "Brinewall was an old settlement off to the North. It's long since deserted. Korton, as referenced here, is probably Andril Kortun, the last commander of Brinewall."


Male Human Ranger 11 (hp 83/83) | F +10 R +11 W +8 | AC 21 T 12 FF 19 CMD 28 | Init +2

"Well, maybe we should show this stuff to Ameiko form the Rusty Dragon. She has the same last name and all. She may know more about it." Zack posits, not innately knowing a whole lot about this pile of treasure they just acquired.


Male

"I agree. Let us be off." Terflynn says as he checks inventory to ensure that all the valuables are accounted for.


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The party returns to the Rusty Dragon to speak with their friend Ameiko Kaijitsu.

Once Ameiko reads Rokuro's letter, she beccomes fascinated to the point of obsession over it. She explains, "I never had what one would call a 'stable' relationship with my father, but this revelation. . . that members of my family may have once lived in Brinewall-and might even have been there when whatever doom came to that colony. . . well, that's almost as intriguing as the wonder of what strange legacy might be hidden in this 'warding box' mentioned in the note. I have no clue as to what it might be."

"This opportunity to track down a family secret and finally get out in the world on an adventure-it's too much to ignore! I would fear to go alone though. And I must say, I'm impressed with you lot! What do you say we all head north to Brinewall and seek out this hidden family legacy of mine? What do you say?"

"I've got a few friends that I'm sure will accompany us-the ranger Shalelu Andosana, he'll be handy in a pinch; perhaps you already know him? Oh, and the caravan master Sandru Vhiski, he'll be essential for such a big party. I bet Koya Mvashti, the local cleric of Desna, would be excited to come along as well. Safety in numbers, right?"

Ameiko is nearly dancing about the bar in excitement. "Come on! Think of the treasure and the fame and the excitement!"

To prepare for the journey, Ameiko offers 2000 gp in financing to purchase supplies, new wagons, and to pay for additional traveler wages if the party thinks additional workers/scouts/etc. are needed.

The caravan rules presented in the Jade Regent Player's Guide aren't necessary for the adventure and aren't part of the PFS sanctioned content so I'll leave it up to you guys how detailed you want to get with the caravan. It could be neat to build up the caravan since it's something unique to this AP but if you guys would rather just leap to Brinewall I can do that too.

I will familiarize myself with the caravan rules later in case you guys want to do that but I think most of the caravan planning will be on your end.


Male

You mean we could hypothetically abscond with 2000gp and then fast-forward to Brinewall?
As a sidenote, is that 2k total or per-person?


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2000 gp total and it's meant to go towards the caravan. RP-wise I think the NPCs and caravan are coming along with you no matter what. But the Player's Guide has special rules for buying more wagons and hiring people and whatnot. I haven't looked at it in a while so I don't remember the exact scope of it.

I've heard the caravan rules can be a bit clunky but it actually might be easier via PbP (or harder, I don't know). I'm willing to try it and work with it unless the party deems that it's not worth while and just wants me to fast-forward to Brinewall.


Male Human Ranger 11 (hp 83/83) | F +10 R +11 W +8 | AC 21 T 12 FF 19 CMD 28 | Init +2

The caravan rules break pretty fast. You will have to rewrite them from the ground up for them to work at all after the start of book 3. I would vote for not using them and having them run in the background, mostly to save you the work. Also, did Shalelu get a sex change or was that a typo? That would seriously alter my background if so, haha.

As for the loot, I do not see the animal bane arrows on the list that I took, but I put the colors I intend to use on the bottom.


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Whoops, that was a typo, sorry. Lol. Too late to edit it.


Male Human Ranger 11 (hp 83/83) | F +10 R +11 W +8 | AC 21 T 12 FF 19 CMD 28 | Init +2

No problems, just checking, haha.


Male human (Kellid) Mnk4/Sor1/DrD6 | hp 65/115 | Init +6 | AC 27/22, T 18, FF 24/20 | CMB +15 (+17 grapple), CMD 32 (34 v. grapple) | F +11 R +9 W +11 (+2 vs exhaustion/fatigue) | Prcptn +17, blindsense SM +11 |

LOL, yep I thought the same thing about Shalelu. :-D

I agree with Sethious that it's best overall if the caravan just sort of runs in the background. I don't think they break exactly, but it's a whole lot of work on your part that really isn't needed.


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Alright, no caravan then. We'll skip along to Brinewall soon; likely tomorrow or Monday. Spend some time shopping if you feel like it.


Male Human Ranger 11 (hp 83/83) | F +10 R +11 W +8 | AC 21 T 12 FF 19 CMD 28 | Init +2

"I would be more than happy to assist you and Shelelu in your travels." Zack says, volunteering for the trip.

What was the gold split exactly?


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Once Sandru's caravan is prepared and ready to go, Ameiko leaves her manor in southern Sandpoint in the care of her house staff and makes sure that her employees are ready to handle running business at the Rusty Dragon.

The journey to Brinewall takes the caravan from Sandpoint up along the Lost Coast Raod, passes through the villages of Galduria and Solf's Ear, cuts through the northeastern reach of Churlwood, and eventually reaches the northern town of Roderic's Cove. Sandru prefers to avoid Riddleport entirely, following an old track north of Roderic's Cove that skirts the southern Stony Mountains, then winds up into the Velashu Uplands, following the river northwest to a low pass in the mountains and then due north into the Nolands and, eventually, to Brinewall.

The farther north this route goes, the more disused the roads become. By the time the caravan winds through the Velashu Uplands, the road is little more than a track. With the loss of Brinewall as a viable port, most trade between Varisia and the Lands of the Linnorm Kings has been via the sea route, but the trail the caravan follos isn't completely abandoned. Sandru is quick to point out that several Varisian caravans take the route yearly, although he does admit that they generally make a wide detour around Brinewall, which is b elieve by most to be haunted, cursed, or both. Overall, the journey from Sandpoint to Brinewall covers about 500 miles and takes about 16 days to reach the destination.

The track you've been following passes about half a mile east of Brinewall, continuing north and crossing the Steam River into the Nolands over a weathered wood-and-stone bridge. An old signpost about a hundred yards south of this bridge reads "To Brinewall," and points down an overgrown trail that winds through a forest. This track quickly fades away entirely into the undergrowth and further progress toward the ruined village must be made on foot. Sandru stops the caravan near the river and begins setting up camp for an extended stay.

One the final few days of travel, however, things are not looking good for Ameiko. As the caravan nears Brinewall, Ameiko grows more and more listless and sickly. She tries to hide her condition but by the time the caravan pulls up to Steam River Ameiko is pale and shaky. As Sandru is directing the caravan workers, Ameiko collapses to the ground, unconscious.

DC 20 Heal:
Ameiko is in some sort of magically induced coma.

Sandru, Koya, and Shalelu are concerned for Ameiko and believe that her sickness has something to do with the Kaijitsu legacy hidden somewhere in Brinewall. Although Ameiko is unconscious, she seems to be sleeping peacefully and Sandru, Koya, and Salelu agree to remain with the caravan to protect Ameiko and watch over her while you all travel further on to discover what you may. They hold hopes that if you head into Brinewall you may be able to solve the mystery of what's afflicting their friend.

Just as the party is checking in on Ameiko for a last time before venturing towards Brinewall, Ameiko begins to mutter under her breath. "一宝超过两个密封在第三储藏库。 。 。 。"

Tien:
"One treasure beyond two seals in the third vault. . . ."

The woodlands are particularly dense with undergrowth but the party eventually emerges to see a small lagoon with an abandoned town nearby.


Male human (Kellid) Mnk4/Sor1/DrD6 | hp 65/115 | Init +6 | AC 27/22, T 18, FF 24/20 | CMB +15 (+17 grapple), CMD 32 (34 v. grapple) | F +11 R +9 W +11 (+2 vs exhaustion/fatigue) | Prcptn +17, blindsense SM +11 |

Heal: 1d20 + 4 ⇒ (12) + 4 = 16

I cannot determine what ails our Lady Kaijitsu, but she does not appear well. If a foray into the Brinewall can find the root of her malady, I say we make all haste there at once.


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Map is updated.

Emerging from the woods, the party sees a lighthouse straight ahead. Its roof caved many years ago and it is now little more than an empty shell.

DC 15 Perception:
While searching about the rubble, you find a partially crushed strongbow containing 93 gp and a single rusty key.

Heading south towards the village, the party finds an eerily abandoned town with barracks, smithy, several homes, a glassworks, a trading post, and a stable all empty.

A rickety wooden fence surrounds the clearing beyond that served as the cemetery. The gates are made of iron and flanked on either side by statues of a beautiful woman with butterfly wings.

DC 10 KN (religion):
Desna


Male human (Kellid) Mnk4/Sor1/DrD6 | hp 65/115 | Init +6 | AC 27/22, T 18, FF 24/20 | CMB +15 (+17 grapple), CMD 32 (34 v. grapple) | F +11 R +9 W +11 (+2 vs exhaustion/fatigue) | Prcptn +17, blindsense SM +11 |

T10 Perception = 16

Miso turns the strongbox over to Terflynn, then studies the key for a moment before handing it to Jennix.


AC21/T15/FF17|CMD28||HP41[64]F+7|R+12|W+6||Int.+4|Percept.+16|SenMot.+5 Human Fighter(Lorewarden) 4 / Bard (Archaeologist) 3 / Ninja! 4

Untrained Heal: 1d20 + 2 ⇒ (20) + 2 = 22
Perception: 1d20 + 5 ⇒ (18) + 5 = 23
KN: religion: 1d20 + 2 ⇒ (17) + 2 = 19

Now I get high rolls.

Jennix spends time at Ameiko's side examining her. I think she's in some sort of magically induced coma... When she speaks, he translates. She mentions something about..."the treasure being behind two seals in the third vault.

As the party enters Brinewall, Jennix stops at a pile of rubble and pulls out an old strongbox. Opening it, he says. Look here, it contains a gold and a rusty key. Desna is smiling on us. He finishes, motioning toward the statues.


Male

Terflynn notes the gold in his ledger and takes the key. "What do you suppose this might unlock?" he says, idly turning it over in his hands. "I'll give this more attention later. For now, a cemetery seems a good a place as any to find the source of a curse."


Male Human Ranger 11 (hp 83/83) | F +10 R +11 W +8 | AC 21 T 12 FF 19 CMD 28 | Init +2

"Could be anything. I don't think I saw any doors in the lighthouse." Zack comments, following behind the others.


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gm rolls:

Jennix: 1d20 + 5 ⇒ (14) + 5 = 19
Miso: 1d20 + 6 ⇒ (4) + 6 = 10
Terflynn: 1d20 + 2 ⇒ (20) + 2 = 22
Zachary: 1d20 + 7 ⇒ (20) + 7 = 27

As the party stands before the cemetery gates, a small high-pitched voice issues from statue. "It's been a long, long time since I've seen a friendly face around here. What could you be doing around Brinewall?"


AC21/T15/FF17|CMD28||HP41[64]F+7|R+12|W+6||Int.+4|Percept.+16|SenMot.+5 Human Fighter(Lorewarden) 4 / Bard (Archaeologist) 3 / Ninja! 4

Jennix peers around, looking for the speaker. Good day to you! I'm afraid the sun is in my eyes, where are you?

Perception: 1d20 + 5 ⇒ (17) + 5 = 22
Diplomacy: 1d20 + 6 ⇒ (4) + 6 = 10


Male

Terflynn runs his fingers down the fetching of an arrow absentmindedly while Jennix tries to engage in conversation.

-Posted with Wayfinder


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"I'm right here in front of you, silly!" the voice issues from the statue once again. "You look like friendly enough folks but who are you and what brings you to Brinewall?"


Male Human Ranger 11 (hp 83/83) | F +10 R +11 W +8 | AC 21 T 12 FF 19 CMD 28 | Init +2

"We are here on a friend's behalf. She has some sort of curse on her. Unless you are the one causing it, I would say we are friendly."
Zack responds to the statue.


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The voice laughs a bit, almost giggles. "No, I'm not the one causing it. A curse? You should probably head for the castle for such a thing. You'll need to fight your way in; there's many nasty things that have moved in there. So be careful! I wish your friend the best of luck."


Male Human Ranger 11 (hp 83/83) | F +10 R +11 W +8 | AC 21 T 12 FF 19 CMD 28 | Init +2

"In the castle? What sort of things are in there?" Zack asks the statue.


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"Hmm, well I'm afraid I haven't been in there in a long time. I try to avoid it. I tried for my part to keep it clean for a while but it was too much for me to handle. You lot look pretty capable though!"


Male

Knowledge check to figure out why/how a statue is talking to us?


AC21/T15/FF17|CMD28||HP41[64]F+7|R+12|W+6||Int.+4|Percept.+16|SenMot.+5 Human Fighter(Lorewarden) 4 / Bard (Archaeologist) 3 / Ninja! 4

Please forgive my ignorance, but what are you? Jennix then holds his hand out to the statue. Dear me, where are my manners. I'm Jennix, Jennix Caerwyllien.


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Nobody has any idea how or why this statue of Desna would be talking to you.

The voice laughs. "Oh, I'm just a friend. It's good to meet you, Jennix Caerwyllien. And his friends. Feel free to come back any time. The font in the cemetery still works and is always full of holy water, should you want it. And I can vouch that the cemetery is the one truly safe place near here, should you need to rest or retreat. I hope your journey through the castle is not too tough though.


Male Human Ranger 11 (hp 83/83) | F +10 R +11 W +8 | AC 21 T 12 FF 19 CMD 28 | Init +2

"Thank you for the offer. I am Zack. May we ask your name?" Zack asks, continuing the strange conversation.


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"Oh, I'm just a messenger. A messenger of Desna. Come back and ask for me if you need anything. I'll be around."

Off to the castle then?


Male

Can I nab some holy water first? Witches aren't great against undead.


The Flaxseed Pathfinder Lodge

Yep. The font is in the cemetery; you can just fill up any containers you have.


Male Human Ranger 11 (hp 83/83) | F +10 R +11 W +8 | AC 21 T 12 FF 19 CMD 28 | Init +2

Off to the castle sounds fine to me.

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