GM Ietsuna's Crypt of the Everflame (Inactive)

Game Master Ietsuna

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Gameplay Thread goes here.

Grand Lodge

male Grippli
Spoiler:
AC 21/T 14/FF 18 HP 27 F+5 R+3 W+6 Init +6 Perception +9
Inquisitor 3

Glok Longtongue is a young grippli, about 2`1`` with maybe 35 pounds. His skin is fiery red with golden dots and great golden eyes.
In private he wears well made green tunic and baggy pants, with a brown trim and a green cap with a pink feather.
But if he on a mission, he wears a well made explorers outfit consisting of a green cotton shirt, leather vest and soft boots and gloves of deerskin, together with a breastplate, a buckler showing Erastils holy symbol, a rapier and a beautiful longbow.
His voice is a throaty croaking and he smells always a bit of fresh water.

Liberty's Edge

AC 17, touch 13, flat-footed 14 (+3 armor, +2 Dex, +1 dodge, +1 size) hp 15 (2d8+2) Fort +4, Ref +5, Will +0 Perc +5

The gnome enters into the bar and orders a ginger beer, and some cheese and meat for a snack.

Grand Lodge

Male NG Human Wizard (Mud Specialist) 4 | HP: 23/23 | AC: 15 (14 Tch, 12 Fl) | CMB: +2, CMD: 14 | F: +5, R: +4, W: +4 | Init: +2 |Perc: +5, SM: +2

Hekran's a human male of mainly Kelish descent. Leathery weather-beaten face which remarkable like Kevin Costner circa Bull Durham.

He also has a chicken familiar, named Gartempe.

Liberty's Edge

AC 17, touch 13, flat-footed 14 (+3 armor, +2 Dex, +1 dodge, +1 size) hp 15 (2d8+2) Fort +4, Ref +5, Will +0 Perc +5

The gnome looks for some bread to feed the chicken.

Grand Lodge

Male NG Human Wizard (Mud Specialist) 4 | HP: 23/23 | AC: 15 (14 Tch, 12 Fl) | CMB: +2, CMD: 14 | F: +5, R: +4, W: +4 | Init: +2 |Perc: +5, SM: +2

"Whoa, slow down there, little buddy." Hekran says, "Gartempe, if he's good, gets corn as a treat. He'd choke on bread."


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The bells atop the Temple of Erastil toll their midday song, echoing throughout the quiet town of Kassen. As the peals begin to fade, the first of the townsfolk make their way into the square, dressed in black, as if attending a funeral. They slowly fill the square, moving quietly across the cold, hard ground, their eyes downcast and mournful. A!er a few moments, a murmur passes through the crowd as it slowly parts to let Mayor Uptal through. He leads the way with a tarnished silver lantern. Behind him, an old pony drags a cart laden with backpacks and supplies.

Once he reaches the center of the crowd, Mayor Uptal stops and calls out to the assembled townsfolk. Once again the winter winds blow through the Fangwood, marking the end of another harvest. There are wolves in the woods, howling at our walls, and serpents in our shadows, waiting to strike. Just as it was one hundred and seventy-four years ago, when Kassen himself left these walls to protect us, so it is today. Where are the heroes? Where are the brave folk that will venture out to Kassen’s tomb and retrieve the flame to keep this community safe for another winter?

Liberty's Edge

AC 17, touch 13, flat-footed 14 (+3 armor, +2 Dex, +1 dodge, +1 size) hp 15 (2d8+2) Fort +4, Ref +5, Will +0 Perc +5

Duh, Hekran, I am going to break it up. I don't think anyone, except maybe the half orcs can eat an entire loaf of bread in one bite he says laughing.

Scarab Sages

Male LN Half-Orc Warpriest of Magdh 4 | HP: 27/27 | AC: 20 18 (14 12 Tch, 16 Fl) | CMD: 21 19 (19 17 Fl) | F: +10 +8, R: +8 +6, W: +12 +10 | Init: +2 | Perc: +11, SM +7 | Speed 20ft | Active conditions: shield of faith, heroism

The Armenian Man--a tall half-orc, dressed in an odd assortment of thrown-together clothing and gear--draws out a harrow deck and begins beseeching his patron for insight, shuffling the cards and dealing them out one by one. I wonder who the heroes are. Who does Magdh call for this task? As the cards come out, each seems to point to one or another of his former companions! That little gnome, the man with the chicken, the one who hits with books! The angry half-orc, and the grippli! Maybe even that cranky lady from before (though, this is dark, and ill-fortuned. Maybe she not one? Aaaaaand... The Armenian Man too?

"So be it. MAGDH HAS DECIDED!!!" He booms. "We are the heroes; it is us. What will you have us do?"

Liberty's Edge

AC 17, touch 13, flat-footed 14 (+3 armor, +2 Dex, +1 dodge, +1 size) hp 15 (2d8+2) Fort +4, Ref +5, Will +0 Perc +5

The gnome sees the Armenian Man and jumps up on his shoulders and tries to balance again.


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After a moment the mayor continues. Which of you shall have the honor of carrying the lantern? This lantern shall be taken into the monument to Kassen and brough back filled with the fire that is found therein.

There are 6 packs on the cart. Each contains 5 days worth of rations, a small tent, a winter blanket, a full waterskin, and a piece of the
Trail Map that leads from Kassen to the Crypt of the Everflame.

GM Stuff:
1=Roland
2=Gnickygnack
3=Glok
4=Armenian
5=Hekran
6=Graktul

Roll 1: 1d6 ⇒ 1
Roll 2: 1d6 ⇒ 4
Roll 3: 1d6 ⇒ 3
Roll 4: 1d6 ⇒ 5
Roll 5: 1d6 ⇒ 2
Roll 6: 1d6 ⇒ 2


Roland:
Your pack also contains 50 feet of hempen rope

Armenian:
Your pack also contains a box containing tinder and three tindertwigs

Glok:
Your pack also contains a labeled potion of cure light wounds

Hekran:
Your pack also contains three torches

Gnickygnack:
Your pack also contains a grappling hook

Graktul:
Your pack also contains a small bottle of local brandy.

The mayor once again speaks to the townsfolk. I present to you the brave heroes who will follow in Kassen’s footsteps to retrieve the Everflame! Some of them may not return, but I say to you that their sacrifice shall not be forgotten. Go, brave heroes, and do not return until you have the eternal fire. With that, the mayor points to the south, the direction of Kassen’s tomb. The townsfolk begin waving goodbye with cold, solemn looks on most of their faces.

Grand Lodge

male Grippli
Spoiler:
AC 21/T 14/FF 18 HP 27 F+5 R+3 W+6 Init +6 Perception +9
Inquisitor 3

Glok looks at his pack and smiles.
"Was that nice of him!"

Sovereign Court

Male Human (Preacher/Living Grimoire) Inquisitor 3| AC 20/12/19 | HP 30/30(+5 temp HP)| F+5,R+2,W+3 | CMD 16| Init+7,Perc+6,SenseMotive+7| Hand of the Acolyte 6/6 | Speed 20’ | Determination 1/day

Roland nodded at his compatriots. ”Looks like the fates have brought us together again,” the Pastor smiled as they accepted their new challenge. ”Let’s go bring back that flame!”

Liberty's Edge

Male Half-Orc Unchained Barbarian (1.2) | HP 14/14 | AC 18(w/shield 20) T 12 FF 18 CMB +5 CMD +17 | F +4 R +2 W +1 | Init. +2 | +1 to saves against Enchantment spells/effects | +5 Perc | Rages 4/6 | Spd. 30

Approaching the group as the mayor points and declares them heroes.

The massive half-orc looks around.

Where are these heroes he is talking about...Last I thought heroes don't get payed the same as mercs.

Looking into the pack he grabbed.

Hmm...at least there is something to drink tonight, though may have to be slightly circumspect.

Liberty's Edge

AC 17, touch 13, flat-footed 14 (+3 armor, +2 Dex, +1 dodge, +1 size) hp 15 (2d8+2) Fort +4, Ref +5, Will +0 Perc +5

The gnome waves to everyone and bows and claps for the group.


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The Crypt is roughly 40 miles journey by foot from the town of Kassen. You begin walking along the path and the land surrounding the path changes from farm land to scrubby forest.

The narrow path winds through the raking claws of the trees, now bereft of their leaves, which crunch loudly underfoot. Up ahead, a fallen tree trunk blocks the path. Suddenly a trio of snarling humanoids leaps up from behind the log, all greenish skin and fearsome tusks, bellowing vulgar challenges.

DC 5 Knowledge Local:
These are orcs

The maps are linked at the top of the page. For enemies I use icons with coloured borders. I think this is relatively standard.
If you have issues with colour perception or similar please let me know and I can find an alternate means of differentiating enemies.

Scarab Sages

Consumed:
1 charge of mage armor, 2 charges of cure light wounds
Female Elf Witch CN 1 - Init +8*; Perc +10; AC 17, T 16, FF 15; hp 8/9; Fort +2, Ref +2, Will +3 | Current Effects: Mage Armor

A witch appears behind the group.

"Ah, my old friend, Graktul, long time no kill. What fools do we have before us? Do you have any prayers for them, Roland, before I put them to sleep?"

Ne'er is famously bad at diplomacy...

Diplomacy: 1d20 - 2 ⇒ (20) - 2 = 18

Well, except maybe today.

Scarab Sages

Greensting Scorpion hp 5 | AC 18 | Perc +9 | Stealth +15 | Knowledge +5* (when Ne'er has ranks) | dark vision 60ft

Pinch waves a pincher at Gnickygnack.


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I'll roll initiative soon

Liberty's Edge

AC 17, touch 13, flat-footed 14 (+3 armor, +2 Dex, +1 dodge, +1 size) hp 15 (2d8+2) Fort +4, Ref +5, Will +0 Perc +5

The gnome waves a little finger at Pinch.

Kinda like the redrum redrum from the Shining

Sovereign Court

Male Human (Preacher/Living Grimoire) Inquisitor 3| AC 20/12/19 | HP 30/30(+5 temp HP)| F+5,R+2,W+3 | CMD 16| Init+7,Perc+6,SenseMotive+7| Hand of the Acolyte 6/6 | Speed 20’ | Determination 1/day

Untrained Know. Local 1d20 + 3 ⇒ (11) + 3 = 14

Roland shakes his head at seeing the beasts. ”Orcs! Uncivilized beasts for sure. It’d be best to prepare for the worst!”

Scarab Sages

Consumed:
1 charge of mage armor, 2 charges of cure light wounds
Female Elf Witch CN 1 - Init +8*; Perc +10; AC 17, T 16, FF 15; hp 8/9; Fort +2, Ref +2, Will +3 | Current Effects: Mage Armor

Ne'erduwyl responds to the vulgar insults. "Graktul, hawthasak beraska lookfa burkan pask lurkunum fawk"

Orcish:
"Graktul did your mothers in an Absolom whorehouse"

Perhaps Ne'erduwyl's brand of "diplomacy" will work on these fellows...

Grand Lodge

male Grippli
Spoiler:
AC 21/T 14/FF 18 HP 27 F+5 R+3 W+6 Init +6 Perception +9
Inquisitor 3

Glok quickly draws his wand and uses it to cast divine favor on himself!

Liberty's Edge

Male Half-Orc Unchained Barbarian (1.2) | HP 14/14 | AC 18(w/shield 20) T 12 FF 18 CMB +5 CMD +17 | F +4 R +2 W +1 | Init. +2 | +1 to saves against Enchantment spells/effects | +5 Perc | Rages 4/6 | Spd. 30

Seeing the new "friends" pop up like little jack in the boxes. Graktul reaches over his shoulder and brushes the new head for his heavy flail.

Hearing Neer's return to their challenge Graktul then reaches down and assertively adjusts his codpiece.

Orkish:
Can't say I was impressed; it took all of them together to even make it worth the few coppers.

Liberty's Edge

AC 17, touch 13, flat-footed 14 (+3 armor, +2 Dex, +1 dodge, +1 size) hp 15 (2d8+2) Fort +4, Ref +5, Will +0 Perc +5

Grabbing a hold of his little gnomish hook hammer he asks Graktusl
Relatives of yours?


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Initiative:

Roland: 1d20 + 7 ⇒ (4) + 7 = 11
Gnickygnack: 1d20 + 4 ⇒ (2) + 4 = 6
Glok: 1d20 + 3 ⇒ (19) + 3 = 22
Armenian: 1d20 + 2 ⇒ (6) + 2 = 8
Hekran: 1d20 + 2 ⇒ (6) + 2 = 8
Graktul: 1d20 + 2 ⇒ (3) + 2 = 5
Orcs: 1d20 + 0 ⇒ (20) + 0 = 20

Combat Round 1 - Bold May Act

Glok
Orcs
Roland
Armenian
Hekron
Gnickygnack
Graktul

Grand Lodge

male Grippli
Spoiler:
AC 21/T 14/FF 18 HP 27 F+5 R+3 W+6 Init +6 Perception +9
Inquisitor 3

Glok quickly nocks an arrow and calls upon his judgement of destruction for some extra bang and shoots at the first orc.
Attack: 1d20 + 9 ⇒ (14) + 9 = 231d6 + 5 ⇒ (3) + 5 = 8


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Glok shoots and arrow right into the Red orc.

Glok Will Save: 1d20 + 5 ⇒ (9) + 5 = 14

The orcs move toward the group, weapons drawn.

Combat Round 1/2 - Bold May Act

Glok
Orcs (Red -8, Blue, Yellow)
Roland
Armenian
Hekron
Gnickygnack
Graktul

Grand Lodge

male Grippli
Spoiler:
AC 21/T 14/FF 18 HP 27 F+5 R+3 W+6 Init +6 Perception +9
Inquisitor 3

Smilingly Glok nocks another arrow and shoots.
Attack: 1d20 + 9 ⇒ (18) + 9 = 271d6 + 5 ⇒ (1) + 5 = 6

Sovereign Court

Male Human (Preacher/Living Grimoire) Inquisitor 3| AC 20/12/19 | HP 30/30(+5 temp HP)| F+5,R+2,W+3 | CMD 16| Init+7,Perc+6,SenseMotive+7| Hand of the Acolyte 6/6 | Speed 20’ | Determination 1/day

Roland double moves to the square just southwest of the red orc.

Would someone move me please? Thanks.

Grand Lodge

Male NG Human Wizard (Mud Specialist) 4 | HP: 23/23 | AC: 15 (14 Tch, 12 Fl) | CMB: +2, CMD: 14 | F: +5, R: +4, W: +4 | Init: +2 |Perc: +5, SM: +2

Got you, Roland.

knowledge local: 1d20 + 8 ⇒ (15) + 8 = 23

"Gods-be-damned orcs, a couple of them ran off with some of my sheep a season past."

Hekran moves forward and unleashes from his sleeve a wave of hindering muck.

those red squares show his hindering muck.

hindering muck:
Hindering Muck (Su): As a standard action, you can create a 15-foot cone of sticky mud. Any creature in the cone must succeed at a Reflex save (DC = 10 + half your wizard level + your Intelligence modifier =14) or become entangled for 1 round for every wizard level you have. An affected creature can take a standard action that provokes attacks of opportunity to wipe off enough of the mud to remove the entangled condition. Jumping into a large body of water or being subject to an effect that creates a substantial amount of water (such as a casting of create water) removes all the mud on a creature. You can use this ability a number of times per day equal to 3 + your Intelligence modifier.

DC 14 reflex save or be entangled. for a round.

Scarab Sages

Consumed:
1 charge of mage armor, 2 charges of cure light wounds
Female Elf Witch CN 1 - Init +8*; Perc +10; AC 17, T 16, FF 15; hp 8/9; Fort +2, Ref +2, Will +3 | Current Effects: Mage Armor

Ne'erduwyl casts sleep dc 16 -- red, blue, yellow all in range.

"Sigh, I guess it's nap time."


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Red Reflex: 1d20 ⇒ 1
Blue Reflex: 1d20 ⇒ 8

Red Will: 1d20 - 1 ⇒ (16) - 1 = 15
Blue Will: 1d20 - 1 ⇒ (3) - 1 = 2
Yellow Will: 1d20 - 1 ⇒ (3) - 1 = 2

All three orcs are sleeping, while red and blue are also entangled.

Hekron Will: 1d20 + 2 ⇒ (19) + 2 = 21
Neerduwyl Will: 1d20 + 3 ⇒ (7) + 3 = 10

Hekron:
These orcs aren't even real. They are an illusion

Combat Round 1/2 - Bold May Act

Glok
Red Orc (-8, Entangled 1 round & Sleeping 10 rounds)
Blue Orc (Entangled 1 round and Sleeping 10 rounds)
Yellow Orc (Sleeping 10 rounds)
Roland
Armenian
Hekron
Gnickygnack
Graktul
Neerduwyl

Liberty's Edge

Male Half-Orc Unchained Barbarian (1.2) | HP 14/14 | AC 18(w/shield 20) T 12 FF 18 CMB +5 CMD +17 | F +4 R +2 W +1 | Init. +2 | +1 to saves against Enchantment spells/effects | +5 Perc | Rages 4/6 | Spd. 30

Moving around the southern part of the map Graktul gets into position to threaten both the red and blue orcs. On the way he pulls out his new heavy flail and takes a full swing at the blue orc.

Attack, BAB, Str, MW, PA: 1d20 + 1 + 4 + 1 - 1 ⇒ (2) + 1 + 4 + 1 - 1 = 7
Damage, Str, PA: 1d10 + 6 + 3 ⇒ (6) + 6 + 3 = 15

Though he apparently isn't used to the new balance of his flail.

Liberty's Edge

AC 17, touch 13, flat-footed 14 (+3 armor, +2 Dex, +1 dodge, +1 size) hp 15 (2d8+2) Fort +4, Ref +5, Will +0 Perc +5

The gnome will go and smack one that is entangled
1d20 + 2 ⇒ (3) + 2 = 5
1d6 + 1 ⇒ (5) + 1 = 6

Can someone move me please?

Scarab Sages

Consumed:
1 charge of mage armor, 2 charges of cure light wounds
Female Elf Witch CN 1 - Init +8*; Perc +10; AC 17, T 16, FF 15; hp 8/9; Fort +2, Ref +2, Will +3 | Current Effects: Mage Armor

Ne'erduwyl pulls out a silk rope from her backpack.

"You know, we could just tie them up, leave them dreaming and move along. But if you want to murder them in cold blood, don't let me stop you." says Ne'erduwyl.


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So I let the game sit for a bit over the long weekend/ Paizocon. Back in to it now.

Combat Round 2/3 - Bold May Act

Glok
Red Orc (-8, Sleeping 9 rounds)
Blue Orc (Sleeping 9 rounds)
Yellow Orc (Sleeping 9 rounds)
Roland
Armenian (Has action for previous turn also)
Hekron
Gnickygnack
Graktul
Neerduwyl

Liberty's Edge

AC 17, touch 13, flat-footed 14 (+3 armor, +2 Dex, +1 dodge, +1 size) hp 15 (2d8+2) Fort +4, Ref +5, Will +0 Perc +5

They are all asleep now correct?

Sovereign Court

Male Human (Preacher/Living Grimoire) Inquisitor 3| AC 20/12/19 | HP 30/30(+5 temp HP)| F+5,R+2,W+3 | CMD 16| Init+7,Perc+6,SenseMotive+7| Hand of the Acolyte 6/6 | Speed 20’ | Determination 1/day

The Pastor decided the inured orc must be put down after all, as he smashed with his book

Attack 1d20 + 4 ⇒ (10) + 4 = 14
Damage 1d6 + 3 ⇒ (4) + 3 = 7


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GM Rolls:
Roland Will: 1d20 + 2 ⇒ (7) + 2 = 9

Yes, they are sleeping

Grand Lodge

male Grippli
Spoiler:
AC 21/T 14/FF 18 HP 27 F+5 R+3 W+6 Init +6 Perception +9
Inquisitor 3

"We do kill them?"
Glok asks the others, not knowing what to do now.

Liberty's Edge

Male Half-Orc Unchained Barbarian (1.2) | HP 14/14 | AC 18(w/shield 20) T 12 FF 18 CMB +5 CMD +17 | F +4 R +2 W +1 | Init. +2 | +1 to saves against Enchantment spells/effects | +5 Perc | Rages 4/6 | Spd. 30

Turning to Neer.

If you have rope we can tie them up...Really no enjoyment to be had fighting helpless opponents.

Scarab Sages

Male LN Half-Orc Warpriest of Magdh 4 | HP: 27/27 | AC: 20 18 (14 12 Tch, 16 Fl) | CMD: 21 19 (19 17 Fl) | F: +10 +8, R: +8 +6, W: +12 +10 | Init: +2 | Perc: +11, SM +7 | Speed 20ft | Active conditions: shield of faith, heroism

The Armenian Man moves towards the orcs, intent on delivering a punishment for their ambush. He draws his scythe as he goes and delivers a truly terrible blow.

Actions:

Round 1 - Double Move: 35'
Round 2 - Full round: coup de grace vs. yellow

Damage, S: 8d4 + 16 ⇒ (3, 2, 4, 4, 3, 2, 1, 2) + 16 = 37

Coup de grace wrote:

As a full-round action, you can use a melee weapon to deliver a coup de grace (pronounced "coo day grahs") to a helpless opponent. You can also use a bow or crossbow, provided you are adjacent to the target.

You automatically hit and score a critical hit. If the defender survives the damage, he must make a Fortitude save (DC 10 + damage dealt) or die. A rogue also gets her extra sneak attack damage against a helpless opponent when delivering a coup de grace.

Delivering a coup de grace provokes attacks of opportunity from threatening opponents.

You can't deliver a coup de grace against a creature that is immune to critical hits. You can deliver a coup de grace against a creature with total concealment, but doing this requires two consecutive full-round actions (one to "find" the creature once you've determined what square it's in, and one to deliver the coup de grace).


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GM Rolls:
Armenian Will: 1d20 + 7 ⇒ (9) + 7 = 16

Armenian:
The orcs are an illusion and not real.

Liberty's Edge

AC 17, touch 13, flat-footed 14 (+3 armor, +2 Dex, +1 dodge, +1 size) hp 15 (2d8+2) Fort +4, Ref +5, Will +0 Perc +5

I dont think that we should kill them though they are nasty and smelly. We might be killing Graktul's uncle or something." he states.

Scarab Sages

Male LN Half-Orc Warpriest of Magdh 4 | HP: 27/27 | AC: 20 18 (14 12 Tch, 16 Fl) | CMD: 21 19 (19 17 Fl) | F: +10 +8, R: +8 +6, W: +12 +10 | Init: +2 | Perc: +11, SM +7 | Speed 20ft | Active conditions: shield of faith, heroism

"HahahahahahahahahahahahahahahaHAHAHAHAHAHAHAHAHA" The Armenian Man doubles over laughing when his scythe decapitates the orc with ease... too much ease.

As he stands up from clutching his belly in mirth, he points his scythe at the other orcs, appearing so restful in their slumber. "They're not real. Magdh is keeping us amused, she is."

He chortles a few more times, and keeps smiling to himself frequently and broadly as he begins to scan the woods.

"But if there be fake orcs, there be a reason. What is the reason?"

Perception: 1d20 + 8 ⇒ (18) + 8 = 26

Scarab Sages

Male LN Half-Orc Warpriest of Magdh 4 | HP: 27/27 | AC: 20 18 (14 12 Tch, 16 Fl) | CMD: 21 19 (19 17 Fl) | F: +10 +8, R: +8 +6, W: +12 +10 | Init: +2 | Perc: +11, SM +7 | Speed 20ft | Active conditions: shield of faith, heroism

@GM, if nothing immediately happens, The Armenian Man will take out the Elixir of Treasure Seeking (boon) that he earned from Silverhex Chronicles and drink it. If he has to respond to something in combat rounds, he will drink this immediately after the combat rounds are done.

Silverhex Chronicles wrote:
Elixir of Treasure Seeking: One of the special treasures you recovered while seeking fame and fortune was a flask of liquid that glowed softly with golden light. Drinking this elixir gives you the ability to find treasure in unlikely places, granting you a +2 competence bonus on Appraise and Perception checks for duration of an entire adventure. In addition, if you earn less than the maximum gold piece reward during an adventure, your sharpened senses lead you to a small cache of gold and gems that increases your gold earned by 150 gp (up to the maximum reward given in the adventure). When you use this boon, cross it of your Chronicle sheet.


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I always have an issue with this in PFS since it assumes you are members of the town and not PFS agents. Going to make a small background knowledge dump. I have copied this from the module background to give you some context.

Ekat Kassen was a crusader and fortune seeker who came to serve Lastwall in the year 4515 AR. While he fought with distinction, he soon realized that he wanted more from life and le$ the Lastwall military to find his fortune elsewhere. His travels took him all over the region around Lake Encarthan, and he decided to settle down in 4522 after a very profitable adventure. Using a sizable portion of his fortune, he set out to tame a small area of the Fangwood on the banks of the Tourondel River, making it a natural stopover for those traveling up and down the river to Skelt. For the next 10 years, the town, which was then known as Kassen’s Hold, grew and prospered.

All that changed when Asar Vergas came to Kassen’s Hold with a host of mercenaries under his command. Asar was an old companion of Ekat, and the two had traveled together for some time before splitting up just after Ekat’s last adventure. Over the years, Asar became sure that Ekat had cheated him after that adventure. Promising great wealth to his mercenaries, Asar raided the town relentlessly for 2 months. Finally, the townsfolk managed to locate Asar’s camp in an ancient crypt deep in the forest, and Ekat himself went out to deal with his old companion. The battle was terribly bloody, with only a few townsfolk coming back to tell the tale. In the end, Asar was slain and his mercenaries scattered, but Ekat suffered a mortal wound. He died 2 days later, on the 11th day of Neth, 4535. In honor of their beloved founder, the townsfolk buried Kassen in the ancient crypt, interring his bones in a place of honor, above the simple sarcophagi used to inter Asar, his mercenaries, and the townsfolk that lost their lives in the bitter struggle. They placed an eternal flame above Kassen’s final resting place, so that all who visited might find warmth in the wilderness.

Over the years, the Crypt of the Everflame has become an important part of the history of the town, now simply called Kassen. The townsfolk view the crypt as a memorial to those diffcult first years of the town’s history. Every autumn, a few of the townsfolk make a pilgrimage to the crypt to light a lantern from the flame and bring it back to town, where it is preserved all winter, a symbol of the town’s resilience. Most years, the town mayor and a group of dignitaries perform this quest. Every few years, however, a handful of younger townsfolk are given the honor of lighting the lantern. Many see this as a passage into adulthood, a taste of adventure before settling down to work and marriage. The quest starts out as a solemn ceremony in town, where the townsfolk gather to wish the adventurers luck, just as it was when Kassen himself left to fight the mercenaries. When the adventurers return a few days later, the town holds a great celebration in their honor. This also marks the final harvest celebration before the long winter.

Grand Lodge

male Grippli
Spoiler:
AC 21/T 14/FF 18 HP 27 F+5 R+3 W+6 Init +6 Perception +9
Inquisitor 3

Glok looks around too, after regaining his spent arrows.
Perc: 1d20 + 8 ⇒ (19) + 8 = 27

Sovereign Court

Male Human (Preacher/Living Grimoire) Inquisitor 3| AC 20/12/19 | HP 30/30(+5 temp HP)| F+5,R+2,W+3 | CMD 16| Init+7,Perc+6,SenseMotive+7| Hand of the Acolyte 6/6 | Speed 20’ | Determination 1/day

Roland gets to his feet again, after realizing he was pounding his book into the earth instead of onto the wounded orc. ”Someone is playing games with us,” he growled.

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