GM Farmagnuðr PFS Online (Inactive)

Game Master Hayato Ken

Absalom Map.


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If you open a door, please psotion yourself and maybe the rest near you on the Map, so we know which one.

You can freely move your tokens, then hover over them and press enter, which creates a new adress line in the browser, where that new map "picture" is saved. You have to post that map-link here then for us others to see.

The Exchange

Kamu:
HP: 27/27 AC: 22 Touch: 13 FF: 19 F/R/W: +3/+6/+4 CMD: 18 Percep: +7, scent Init: +3
Nagaji Barbarian (Elemental Kin/Mad Dog) 5 HP: 50/50 AC:19 Touch: 12 FF: 17 F/R/W: +7/+3/+3 CMD: 19 Percep: +10 Init: +2 Rage 11/11

I'm going to wait for Zar to post before doing so, in case his knowledge can be of use!

Scarab Sages

HP: 14/14 | AC: 14/13/11 | Fort: +2, Ref: +2, Will: +4 | Init: +2 | Perception: +9, Low-Light | Arcane Reserve: 4/5
Spells Prepaired:
Cantrips: Acid Splash, Detect Magic, Dancing Lights, Read Magic. 1st (3/3): Shield, Enlarge Person, Color Spray

Sorry for the delay, Knowledge coming up.

K. Arcana: 1d20 + 7 ⇒ (18) + 7 = 25


Zar knows that things like vials of blood and locks of hair are commonly used ingredients to scry upon people or locate them magically.
Furhter you think that could be a very good insurance to track escaped prisoners in this case.

The Exchange

Kamu:
HP: 27/27 AC: 22 Touch: 13 FF: 19 F/R/W: +3/+6/+4 CMD: 18 Percep: +7, scent Init: +3
Nagaji Barbarian (Elemental Kin/Mad Dog) 5 HP: 50/50 AC:19 Touch: 12 FF: 17 F/R/W: +7/+3/+3 CMD: 19 Percep: +10 Init: +2 Rage 11/11

"Thanks, Ssszarzuket.", upon hearing the information (assuming you'd share).

With everyone ready, Sritaro opens the door!

Moved everyone to the left/northernmost door.

Updated map


A number of wooden chairs and other furniture are stacked in this large room, as well as a few casks. A door lies to the west, while a corridor heads southward.

Map

Sniffing at the blood and hair samples, Kamu clearly indicates that there is a track though. A track that leads to several doors in the area you were just about to leave.

Grand Lodge

F Human Witch lvl 2 Hp 12/12 AC 12, T12, FF 10. Fort +0 Ref +2 Will +3, Init+2, Perc. +2 (familiar alertness))

It dawns to Mia on this quiet, things could be a trap.

"Say, i'd not be surprised if the sisters had some guard on duty here. Hopefully not the mute big boy, he's a bit too muscular to my liking."

Grand Lodge

Female Tian-Xian Half-Elven Monk (Martial Artist)/3 | HP 4/24 | AC:17 T:16 FF:14 | CMB:+5 CMD:20 | F:+6 R:+6 Evasion W:+7 (+2 vs Enchantment) | Init:+2 | Perc:+12 Low-light vision | Move:40ft | Unarmed +4/+4 (1d6+2/20x2 B/P) | SF 3/3
Skills:
Acrobatics +7 Bluff +0 Climb +6 Diplo +0 Disable +3 Escape +6 Fly +2 Heal +5 Inti +4 Knowledge (History) +4 (Religion) +4 Perception +12 Profession (sailor) +9 Ride +2 SM +3 Stealth +7 Survival +6 Swim +6 UMD +1

This woman agrees. We must be careful.

This woman suggests we open the doors in the corridor to the south.

Scarab Sages

HP: 14/14 | AC: 14/13/11 | Fort: +2, Ref: +2, Will: +4 | Init: +2 | Perception: +9, Low-Light | Arcane Reserve: 4/5
Spells Prepaired:
Cantrips: Acid Splash, Detect Magic, Dancing Lights, Read Magic. 1st (3/3): Shield, Enlarge Person, Color Spray

Yup, Zar shares.

Hmm, I've heard about some spells that would require blood or hair. Those spells could be used to spy on those people or track them down. Possibly used to locate someone they took, should they escape.

Lets check those door there, where Kamu leads.


Going south, you see a wooden ladder in the southeast corner descends from above into this untidy chamber. Some pieces of broken furniture lie scattered across the floor, along with some soiled clothing. An oaken door is to the west and a corridor leads north. Turns out it´s open and you´ve been there before.
Cursory examination of the clothing lying about the room identifies outfits of dwarven pedigree for three individuals.
There are only the doors in the middle corridor left, but you didn´t really search the room yet carefully.

Grand Lodge

Female Tian-Xian Half-Elven Monk (Martial Artist)/3 | HP 4/24 | AC:17 T:16 FF:14 | CMB:+5 CMD:20 | F:+6 R:+6 Evasion W:+7 (+2 vs Enchantment) | Init:+2 | Perc:+12 Low-light vision | Move:40ft | Unarmed +4/+4 (1d6+2/20x2 B/P) | SF 3/3
Skills:
Acrobatics +7 Bluff +0 Climb +6 Diplo +0 Disable +3 Escape +6 Fly +2 Heal +5 Inti +4 Knowledge (History) +4 (Religion) +4 Perception +12 Profession (sailor) +9 Ride +2 SM +3 Stealth +7 Survival +6 Swim +6 UMD +1

Let's open the bottom left door in the center corridor, unless the trail leads to a different one.

The Exchange

Kamu:
HP: 27/27 AC: 22 Touch: 13 FF: 19 F/R/W: +3/+6/+4 CMD: 18 Percep: +7, scent Init: +3
Nagaji Barbarian (Elemental Kin/Mad Dog) 5 HP: 50/50 AC:19 Touch: 12 FF: 17 F/R/W: +7/+3/+3 CMD: 19 Percep: +10 Init: +2 Rage 11/11

After finding the strange fetish box, Sritaro dutifully looks through the chamber for any more secrets within the walls and floor.

Percep: 1d20 + 7 ⇒ (15) + 7 = 22


You could take 20 and/or aid another. Just saying. There seems to be no time pressure^^

Scarab Sages

HP: 14/14 | AC: 14/13/11 | Fort: +2, Ref: +2, Will: +4 | Init: +2 | Perception: +9, Low-Light | Arcane Reserve: 4/5
Spells Prepaired:
Cantrips: Acid Splash, Detect Magic, Dancing Lights, Read Magic. 1st (3/3): Shield, Enlarge Person, Color Spray

Zar will aid Sritaro in looking for any other secret spots.

Perception Aid: 1d20 + 7 ⇒ (19) + 7 = 26


After some scrutinious searching, you find something you believe is a secret, well hidden door in the wall. Only it appears to be locked.

Map

You are aware of the fact that you found a keyring with yeveral keys and that there are still several other unopened doors?

Grand Lodge

F Human Witch lvl 2 Hp 12/12 AC 12, T12, FF 10. Fort +0 Ref +2 Will +3, Init+2, Perc. +2 (familiar alertness))

Lol, we are.

"Neat, a secret door. Not even the crazy tinker kid back home did those things. Say, who of you carries the keyring?"

Scarab Sages

HP: 14/14 | AC: 14/13/11 | Fort: +2, Ref: +2, Will: +4 | Init: +2 | Perception: +9, Low-Light | Arcane Reserve: 4/5
Spells Prepaired:
Cantrips: Acid Splash, Detect Magic, Dancing Lights, Read Magic. 1st (3/3): Shield, Enlarge Person, Color Spray

Hmmm, secret door. Probably something important there. But perhaps we should go and check the other doors?

Grand Lodge

Female Tian-Xian Half-Elven Monk (Martial Artist)/3 | HP 4/24 | AC:17 T:16 FF:14 | CMB:+5 CMD:20 | F:+6 R:+6 Evasion W:+7 (+2 vs Enchantment) | Init:+2 | Perc:+12 Low-light vision | Move:40ft | Unarmed +4/+4 (1d6+2/20x2 B/P) | SF 3/3
Skills:
Acrobatics +7 Bluff +0 Climb +6 Diplo +0 Disable +3 Escape +6 Fly +2 Heal +5 Inti +4 Knowledge (History) +4 (Religion) +4 Perception +12 Profession (sailor) +9 Ride +2 SM +3 Stealth +7 Survival +6 Swim +6 UMD +1

I have been suggesting so for several days, real-time.

The Exchange

Kamu:
HP: 27/27 AC: 22 Touch: 13 FF: 19 F/R/W: +3/+6/+4 CMD: 18 Percep: +7, scent Init: +3
Nagaji Barbarian (Elemental Kin/Mad Dog) 5 HP: 50/50 AC:19 Touch: 12 FF: 17 F/R/W: +7/+3/+3 CMD: 19 Percep: +10 Init: +2 Rage 11/11

Sritaro notes the door, then follows Yugatta. "Let'ssss make sure that nothing here will try to sssneak up on us.", hisses the nagaji before opening the first door, using a key as necessary.

Moved everyone under the assumption we're not going to open a door by ourselves. GM, can you also mark the location of the secret door for later?

New map


The door to this jail cell has a small window at eye level, blocked by three vertical iron bars. Matted straw is strewn across the floor, and a set of manacles hangs affixed to the wall opposite the entrance. Two buckets sit at the center of this dank prison.
You notice now that all other doors have those windows too.
Those cells on the west side each contain a manacled dwarf, all hanging there in desperate silence, seemingly having given in to their fate.

Grand Lodge

Female Tian-Xian Half-Elven Monk (Martial Artist)/3 | HP 4/24 | AC:17 T:16 FF:14 | CMB:+5 CMD:20 | F:+6 R:+6 Evasion W:+7 (+2 vs Enchantment) | Init:+2 | Perc:+12 Low-light vision | Move:40ft | Unarmed +4/+4 (1d6+2/20x2 B/P) | SF 3/3
Skills:
Acrobatics +7 Bluff +0 Climb +6 Diplo +0 Disable +3 Escape +6 Fly +2 Heal +5 Inti +4 Knowledge (History) +4 (Religion) +4 Perception +12 Profession (sailor) +9 Ride +2 SM +3 Stealth +7 Survival +6 Swim +6 UMD +1

Quickly, Sritaro, open the doors! This woman believes we have found our missing envoys.

The Exchange

Kamu:
HP: 27/27 AC: 22 Touch: 13 FF: 19 F/R/W: +3/+6/+4 CMD: 18 Percep: +7, scent Init: +3
Nagaji Barbarian (Elemental Kin/Mad Dog) 5 HP: 50/50 AC:19 Touch: 12 FF: 17 F/R/W: +7/+3/+3 CMD: 19 Percep: +10 Init: +2 Rage 11/11

"Someone tell them we are good.", Sritaro speaks as he moves to each cell to open the door and unlock thebmanacles.

Scarab Sages

HP: 14/14 | AC: 14/13/11 | Fort: +2, Ref: +2, Will: +4 | Init: +2 | Perception: +9, Low-Light | Arcane Reserve: 4/5
Spells Prepaired:
Cantrips: Acid Splash, Detect Magic, Dancing Lights, Read Magic. 1st (3/3): Shield, Enlarge Person, Color Spray

As Sritaro opens the first door, Zar moves in slowly his hands out wide to show that he holds nothing.

Be quiet my friend. We are Pathfinders sent to help you. Give us a moment to get you out of there.

Diplomacy if need be: 1d20 + 8 ⇒ (7) + 8 = 15

Grand Lodge

F Human Witch lvl 2 Hp 12/12 AC 12, T12, FF 10. Fort +0 Ref +2 Will +3, Init+2, Perc. +2 (familiar alertness))

"While we liberate these poor dwarves, stay alert. We've come too far now to be caught ourselves."

When the dwarves are unshackled, Mia will use her healing hex to lightend the wounds.

Heal: 1d8 + 1 ⇒ (4) + 1 = 5
Heal: 1d8 + 1 ⇒ (3) + 1 = 4
Heal: 1d8 + 1 ⇒ (3) + 1 = 4
Heal: 1d8 + 1 ⇒ (6) + 1 = 7

Grand Lodge

Female Tian-Xian Half-Elven Monk (Martial Artist)/3 | HP 4/24 | AC:17 T:16 FF:14 | CMB:+5 CMD:20 | F:+6 R:+6 Evasion W:+7 (+2 vs Enchantment) | Init:+2 | Perc:+12 Low-light vision | Move:40ft | Unarmed +4/+4 (1d6+2/20x2 B/P) | SF 3/3
Skills:
Acrobatics +7 Bluff +0 Climb +6 Diplo +0 Disable +3 Escape +6 Fly +2 Heal +5 Inti +4 Knowledge (History) +4 (Religion) +4 Perception +12 Profession (sailor) +9 Ride +2 SM +3 Stealth +7 Survival +6 Swim +6 UMD +1

Yugatta stands guard in the hallway while the others free the prisoners.


As you open the heavily screeching doors one after another you see a dwarf in each room. They are bruised and obviously poorly fed, lying manacled in the corners at the far ends of their cells.
They look at you with desperate eyes and you can tell easily that they are nearly completely broken mentally. A few days later and it would maybe have been to late for them.
The Pathfinders? The dwarf looks at you doubtingly.
Dont play any tricks with me you foul Razmiri! What else do you want from us? Feed us to those lizard monsters back there? She adds with a very hoarse voice.
They don´t look like Razmiri, Rakuska. What do you think Holfist? Are you allright? the second one interrupts her.
Am i allright? I´m bruised all over, tired beyond sleeping, nearly starved and naked! The third one looks at you.
You! If you are not Razmiri, open our shackles and give us something to drink! how do you come here and how did you find us?
After Mia did whatever she did there healing them, they look at her with big eyes. Oh, that was good. Was that magic? You don´t have anything to eat with you, do you? or some clothes? It´s cold!

No diplomacy needed. Mia can do a heal check.

Scarab Sages

HP: 14/14 | AC: 14/13/11 | Fort: +2, Ref: +2, Will: +4 | Init: +2 | Perception: +9, Low-Light | Arcane Reserve: 4/5
Spells Prepaired:
Cantrips: Acid Splash, Detect Magic, Dancing Lights, Read Magic. 1st (3/3): Shield, Enlarge Person, Color Spray

We did find some clothes, and all I have right now is this. Zar digs in his pack for some rations and offers them up. But I promise a better meal once we get you out of here.

But as for now we should probably move. Amauhak is waiting for you all on... wait. What lizard monsters?

Grand Lodge

Female Tian-Xian Half-Elven Monk (Martial Artist)/3 | HP 4/24 | AC:17 T:16 FF:14 | CMB:+5 CMD:20 | F:+6 R:+6 Evasion W:+7 (+2 vs Enchantment) | Init:+2 | Perc:+12 Low-light vision | Move:40ft | Unarmed +4/+4 (1d6+2/20x2 B/P) | SF 3/3
Skills:
Acrobatics +7 Bluff +0 Climb +6 Diplo +0 Disable +3 Escape +6 Fly +2 Heal +5 Inti +4 Knowledge (History) +4 (Religion) +4 Perception +12 Profession (sailor) +9 Ride +2 SM +3 Stealth +7 Survival +6 Swim +6 UMD +1

Yugatta stifles a laugh.

Sritaro, friend, you may wish to move back. This woman thinks you are scaring our new friends.

Grand Lodge

F Human Witch lvl 2 Hp 12/12 AC 12, T12, FF 10. Fort +0 Ref +2 Will +3, Init+2, Perc. +2 (familiar alertness))

I did roll for their healing previously, so maybe it's for something else.

Heal check: 1d20 + 8 ⇒ (1) + 8 = 9
Seriously....
Though i could try again, provided i see if my check failed its effects.


The dwarves recognize their own cloths:
That...that´s our clothes...and some others. They beginn to dress hastily.Hey give me my trousers!....No it´s mine!....Mine´s missing. Guess i´ll have to take this....did you see some scarfs?
Once they are dressed they seem ready to go, albeit very tired and exhausted. Watching them for some minutes, Mia can tell that they must have missed a lot of sleep and been treated very badly. Although they only have minor scratches, they were beaten brutally and suffered an overall very rough treatment. After asking them, they tell you what happened:
We bypassed Xer only to be waylaid by a faith barge. Those brigands took all our gold and stuff. We were captured, but not before we gave them a good fight. I took several down personally. Rakuska´s head bobs down a bit and she mumbles on There were some too many though and they took us then, beat the sense out of me and brought us here with hoods on our heads. They only removed them right before the Inn´s gates. Then....then it started. A merciless Razmiri cleric calling herself Holy Ahendile interrogated us. She had real pleasure all the time, that sadist. Don´t know why, but she is convinced we are in the country for some subversive, nefarious purpose.
The mute brought us food from time to time, he even sneaked in treats from the kitchen on two occasions. It was a long time, i´m not entirely sure how long we have been here.

Pechas and Holfist lay their hands on her shoulders in a consoling style and the trio makes a miserable appearance.
Anyway Rakuska, better let´s get out of here before that woman comes back!

Grand Lodge

Female Tian-Xian Half-Elven Monk (Martial Artist)/3 | HP 4/24 | AC:17 T:16 FF:14 | CMB:+5 CMD:20 | F:+6 R:+6 Evasion W:+7 (+2 vs Enchantment) | Init:+2 | Perc:+12 Low-light vision | Move:40ft | Unarmed +4/+4 (1d6+2/20x2 B/P) | SF 3/3
Skills:
Acrobatics +7 Bluff +0 Climb +6 Diplo +0 Disable +3 Escape +6 Fly +2 Heal +5 Inti +4 Knowledge (History) +4 (Religion) +4 Perception +12 Profession (sailor) +9 Ride +2 SM +3 Stealth +7 Survival +6 Swim +6 UMD +1

This woman is sorry for your ordeal, but it is over now. You are under our protection now.

To the party, Yugatta says,

This crime cannot go unpunished, nor can this behavior be allowed to continue. This woman thinks we must capture the innkeepers and return them to the Pathfinder organization, so that we may find this "Ahendile" person and bring her to justice.

Grand Lodge

F Human Witch lvl 2 Hp 12/12 AC 12, T12, FF 10. Fort +0 Ref +2 Will +3, Init+2, Perc. +2 (familiar alertness))

"I agree on punishment, but we have to find out how much of a risk the 3 sisters pose. They could be crafty. But from what i hear now, the mute has a kind side."

Grand Lodge

Female Tian-Xian Half-Elven Monk (Martial Artist)/3 | HP 4/24 | AC:17 T:16 FF:14 | CMB:+5 CMD:20 | F:+6 R:+6 Evasion W:+7 (+2 vs Enchantment) | Init:+2 | Perc:+12 Low-light vision | Move:40ft | Unarmed +4/+4 (1d6+2/20x2 B/P) | SF 3/3
Skills:
Acrobatics +7 Bluff +0 Climb +6 Diplo +0 Disable +3 Escape +6 Fly +2 Heal +5 Inti +4 Knowledge (History) +4 (Religion) +4 Perception +12 Profession (sailor) +9 Ride +2 SM +3 Stealth +7 Survival +6 Swim +6 UMD +1

This woman thinks the secret door must be investigated as well.

To the rescued dwarves, she asks,

This woman carries only a sling and bullets for weapons, but they are yours if you wish to stay with us until we complete our investigation. Do you assent?

The Exchange

Kamu:
HP: 27/27 AC: 22 Touch: 13 FF: 19 F/R/W: +3/+6/+4 CMD: 18 Percep: +7, scent Init: +3
Nagaji Barbarian (Elemental Kin/Mad Dog) 5 HP: 50/50 AC:19 Touch: 12 FF: 17 F/R/W: +7/+3/+3 CMD: 19 Percep: +10 Init: +2 Rage 11/11

"Let's not overssstay our welcome. We are here to find our quarry and essscape, but there may be advantage to knowing our enemies and ssslowing them down."

Have we explored both sides of the hallway doors, or is the secret door the only one left?


The other cells are all empty and the secret door leads to something like a guard lounge chamber, but it´s empty besides some mysterious scratches here and there as well as blobs of something that looks like old, dried brown-red slime. Definately not blood though.

Pechas Domri, a Pahmet dwarf as it turns out, thanks you for your timely intervention and wishes you the blessings of the Diamond Sage.
In Zar´s head rings something. He heard that name before from his Osiriani colleagues, something to do with something they were searching.
Gonna move you along a bit soonish.

The Exchange

Kamu:
HP: 27/27 AC: 22 Touch: 13 FF: 19 F/R/W: +3/+6/+4 CMD: 18 Percep: +7, scent Init: +3
Nagaji Barbarian (Elemental Kin/Mad Dog) 5 HP: 50/50 AC:19 Touch: 12 FF: 17 F/R/W: +7/+3/+3 CMD: 19 Percep: +10 Init: +2 Rage 11/11

"Thank us when we make our essscape. The contract's not done yet.", Sritaro urging the party to make haste.

Scarab Sages

HP: 14/14 | AC: 14/13/11 | Fort: +2, Ref: +2, Will: +4 | Init: +2 | Perception: +9, Low-Light | Arcane Reserve: 4/5
Spells Prepaired:
Cantrips: Acid Splash, Detect Magic, Dancing Lights, Read Magic. 1st (3/3): Shield, Enlarge Person, Color Spray

Yes, these people will need to pay for what they did, Zar nods but then takes a breath. [/b]But that is not our place at the moment. We need to get back to our barge and get these ones to safety. We can contact the Society and perhaps another crew can get back out here.[/b]

Zar responds back to Pechas in Osiriani. I will take the blessing to heart. Perhaps when you feel better, we can talk more.

The Exchange

Kamu:
HP: 27/27 AC: 22 Touch: 13 FF: 19 F/R/W: +3/+6/+4 CMD: 18 Percep: +7, scent Init: +3
Nagaji Barbarian (Elemental Kin/Mad Dog) 5 HP: 50/50 AC:19 Touch: 12 FF: 17 F/R/W: +7/+3/+3 CMD: 19 Percep: +10 Init: +2 Rage 11/11

Sritaro will ask Yugatta to take the lead with him, moving somewhat ahead of the others and their charge to make sure the passage is still secure.

Grand Lodge

Female Tian-Xian Half-Elven Monk (Martial Artist)/3 | HP 4/24 | AC:17 T:16 FF:14 | CMB:+5 CMD:20 | F:+6 R:+6 Evasion W:+7 (+2 vs Enchantment) | Init:+2 | Perc:+12 Low-light vision | Move:40ft | Unarmed +4/+4 (1d6+2/20x2 B/P) | SF 3/3
Skills:
Acrobatics +7 Bluff +0 Climb +6 Diplo +0 Disable +3 Escape +6 Fly +2 Heal +5 Inti +4 Knowledge (History) +4 (Religion) +4 Perception +12 Profession (sailor) +9 Ride +2 SM +3 Stealth +7 Survival +6 Swim +6 UMD +1

This woman is honored by your request.


You let the dwarves dress and take some sips of water, then they are ready to go, even if very exhausted. It´s clear, should you meet any resistance, they are not fit to fight.

There are two exits, the ladder where you came in and another one in the south-east corner of the complex. I guess no one left some stuff in any room back in the Inn? Where will you go?

Scarab Sages

HP: 14/14 | AC: 14/13/11 | Fort: +2, Ref: +2, Will: +4 | Init: +2 | Perception: +9, Low-Light | Arcane Reserve: 4/5
Spells Prepaired:
Cantrips: Acid Splash, Detect Magic, Dancing Lights, Read Magic. 1st (3/3): Shield, Enlarge Person, Color Spray

Well we have a choice. Heading back the way we came or trying the new path. Going back, we know the way, but it leads out within the inn. We could be spotted. Going out the new way, we don't know where we'll end up but it might let out where we can escape freely.

Grand Lodge

Female Tian-Xian Half-Elven Monk (Martial Artist)/3 | HP 4/24 | AC:17 T:16 FF:14 | CMB:+5 CMD:20 | F:+6 R:+6 Evasion W:+7 (+2 vs Enchantment) | Init:+2 | Perc:+12 Low-light vision | Move:40ft | Unarmed +4/+4 (1d6+2/20x2 B/P) | SF 3/3
Skills:
Acrobatics +7 Bluff +0 Climb +6 Diplo +0 Disable +3 Escape +6 Fly +2 Heal +5 Inti +4 Knowledge (History) +4 (Religion) +4 Perception +12 Profession (sailor) +9 Ride +2 SM +3 Stealth +7 Survival +6 Swim +6 UMD +1

This woman thinks we cannot leave the secret door unexplored. It may have clues that are important.

Grand Lodge

F Human Witch lvl 2 Hp 12/12 AC 12, T12, FF 10. Fort +0 Ref +2 Will +3, Init+2, Perc. +2 (familiar alertness))

"Fair enough, but if we are indeed to investigate the door, best get our dwarven friends here to safety first."

The Exchange

Kamu:
HP: 27/27 AC: 22 Touch: 13 FF: 19 F/R/W: +3/+6/+4 CMD: 18 Percep: +7, scent Init: +3
Nagaji Barbarian (Elemental Kin/Mad Dog) 5 HP: 50/50 AC:19 Touch: 12 FF: 17 F/R/W: +7/+3/+3 CMD: 19 Percep: +10 Init: +2 Rage 11/11

I thought we opened the secret door, did we not?


You already opened up the secret door and found mothing special there.
It seemed to be an empty guard room.

The dwarves are looking at you, full of hope and with big eyes, yet utterly exhausted from their confinement, waiting for you to lead the way and take them back home.

Map.

There are two ladders, the one in the south-west where you came from and another one north-east symbolized as black bars about you don´t know where it leads, yet.

Please tell me which way you want to leave.

Grand Lodge

Female Tian-Xian Half-Elven Monk (Martial Artist)/3 | HP 4/24 | AC:17 T:16 FF:14 | CMB:+5 CMD:20 | F:+6 R:+6 Evasion W:+7 (+2 vs Enchantment) | Init:+2 | Perc:+12 Low-light vision | Move:40ft | Unarmed +4/+4 (1d6+2/20x2 B/P) | SF 3/3
Skills:
Acrobatics +7 Bluff +0 Climb +6 Diplo +0 Disable +3 Escape +6 Fly +2 Heal +5 Inti +4 Knowledge (History) +4 (Religion) +4 Perception +12 Profession (sailor) +9 Ride +2 SM +3 Stealth +7 Survival +6 Swim +6 UMD +1

I vote north-east.

Scarab Sages

HP: 14/14 | AC: 14/13/11 | Fort: +2, Ref: +2, Will: +4 | Init: +2 | Perception: +9, Low-Light | Arcane Reserve: 4/5
Spells Prepaired:
Cantrips: Acid Splash, Detect Magic, Dancing Lights, Read Magic. 1st (3/3): Shield, Enlarge Person, Color Spray

Yeah north east

Grand Lodge

F Human Witch lvl 2 Hp 12/12 AC 12, T12, FF 10. Fort +0 Ref +2 Will +3, Init+2, Perc. +2 (familiar alertness))

Ok.

The Exchange

Kamu:
HP: 27/27 AC: 22 Touch: 13 FF: 19 F/R/W: +3/+6/+4 CMD: 18 Percep: +7, scent Init: +3
Nagaji Barbarian (Elemental Kin/Mad Dog) 5 HP: 50/50 AC:19 Touch: 12 FF: 17 F/R/W: +7/+3/+3 CMD: 19 Percep: +10 Init: +2 Rage 11/11

Well might as well go with the consensus!


Map.

You climb up the ladder, which is blocked by something. Sritaro can easily remove by pushing it aside though. As you climb through, you find yourselves in the Inns bathroom. IT´s right in the middle of the night and the door is closed, there´s no light other than that which you brought with you. The dwarves had considerable difficulties climbing up due to exhaustion, but they did it in the end. Last one to climb was Kamu.

Will Save DC 10:

You couldn´t resist to giggle at Kamu the Dinosaur climbing up the ladder with his short arms, the view was just to funny.

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