Fort Inevitable Map ES3 Splinterden Loot tracker Forest map
Meurasold HP 30/30 AC 18/11/15
Zurka HP 24/24 AC 17/13/14
Mary HP 19/19 AC 12/12/10
Katara HP 12/22 AC 15/11/14
Aralu HP 17/17 AC 14/11/13
Walter HP 10/25 AC 18/13/15
Meurasod hears the crash of the gate landing on the floor and rushes back to see what all the commotion is. "What is all the noise about? You trying to let everyone know we're here?!?!" the dwarf shouts.
Katara just rolled her eyes at the dwarf yelling about announcing their presence. She would look about the room and the trap before taking note of how it looked different from the rest of the room. Maybe that would give them clues to spotting new ones. Also, she would look at the cage to open it up and let her have her minions.
"Baldrek, let us make sure to investigate each room as we go instead of just glancing in and moving on. It could prove useful."
She stated even as she made a mental note to find an ioun torch. If anything it let her hands be free.
HP 24/24, | Init +3 | AC 17 T 13 FF 14 | CMD 14 | F +4 R +4 W +2 | Per +0 | Low-light; DK 90'
Resources:
Eldritch Pool 4/4; 1st-Level Magus Spells 4/4
Zurka sighs softly as he turns to face Aralu. "Perhaps you would like your servant freed?" He asks in a soft tone. Not bothering to wait for a reply he walks over to the cage, motioning for some assistance. "Let us work together here."
HP 12/12 | AC 17 T 12 FF 15 | F +4 R +3 W +1 | CMD 17 (+ situational) PSD 12 | Init +4 | Perc +2
Abilities:
Hit Dice 1/1 | Martial Focus 1/1 | Stamina 3/3
"Sorry but I have no means of doing it, Beauty... I have no sword or axe to dismember these corpses, just a hammer and even though I'd be able to destroy them, I think this room would be completely stained by blood and gore when I finish... Can you lend me your axe, Meurasod, or work on the corpses yourself?"
"Aye, here ya go lad" the dwarf replies as he offers Baldrek his dwarven war axe. He turns back to towards the cage only to see Katara showing her true strength. "Aye girl, keep it up. You've almost got it!"
Katara manages to rise the cage all by herself, in an impressive display of strenght.
The skeleton follows Aralu's orders and gets out of the trap, while Baldrek use Meurasold's axe on the corpses, sending a mix of ichor and blood on the walls, painting the room black and red.
HP 24/24, | Init +3 | AC 17 T 13 FF 14 | CMD 14 | F +4 R +4 W +2 | Per +0 | Low-light; DK 90'
Resources:
Eldritch Pool 4/4; 1st-Level Magus Spells 4/4
Zurka nods approvingly as the party works together here. "We should get moving. Whoever set the cage trap undoubtedly heard the crash. We should not disappoint him."
I believe we are checking the north door out next?
Aralu wipes of an errant drop of blood from her face "bevor werden go, there is one oddity in this room I want to look at " she points at the wall bulging into the room.
HP 12/12 | AC 17 T 12 FF 15 | F +4 R +3 W +1 | CMD 17 (+ situational) PSD 12 | Init +4 | Perc +2
Abilities:
Hit Dice 1/1 | Martial Focus 1/1 | Stamina 3/3
DM:
Baldrek opens the secret door. He knows it would be better if he waited for his companions but they seem to be taking too long to leave the former room.
Meurasod was slowly fuming inside, like a hot kettle of tea slowly boiling. He gave a curt nod as Baldrek passed his axe back to him. He gave it a customary practice swing and headed over to pick up his shield before turning to head back to the doorway. He glanced down the hallway to see if the welcome wagon had shown up yet.
One of the potion is a Cure Moderate Wounds potion. the scroll case contains three scrolls.You cannot recognise the spells on two scrolls, and the last one bears a sigil.
DC 16 to identify the potion, DC 22 and 23 for the Scrolls, DC 15 Linguistic/know Arcana for the sigil
Baldrek:
This is a small corridor, ending in a wall...strange, isnt it?
HP 12/12 | AC 17 T 12 FF 15 | F +4 R +3 W +1 | CMD 17 (+ situational) PSD 12 | Init +4 | Perc +2
Abilities:
Hit Dice 1/1 | Martial Focus 1/1 | Stamina 3/3
Baldrek goes back to the former room and call for his companions.
"Looks like this secret passage here leads to another room... this curve here is pretty obvious... I'll look for a way to open the other end of this passage so when you are ready just let me know..."
Perception, trapfinding:10 + 7 + 1 = 18
Baldrek is pretty sure there is a secret passage here so if he doesn't find it with a 'take 10' he will 'take 20'.
Baldrek enters a bigger room, smelling of ancient dust.the room, not Baldrek.^^
This large stone chamber contains two clusters of four stone caskets each. In the center of the room, between the two groupings, stands an empty, unlit iron brazier that is covered with soot and smells faintly of past fires.
Drapes of dust-covered spider webs cling to the ceiling.
Could you place yourself on the map, you know, just in case something bad happened..^^
HP 24/24, | Init +3 | AC 17 T 13 FF 14 | CMD 14 | F +4 R +4 W +2 | Per +0 | Low-light; DK 90'
Resources:
Eldritch Pool 4/4; 1st-Level Magus Spells 4/4
Zurka cautiously advances into the room, rapier in hand as he keeps to the edge of the wall and the shadows it provides. He smirks slightly as he slips past Aralu's pet skeleton.
She must really treasure that pile of bones!
Perception:1d20 ⇒ 12
DM:
Zurka pockets the potions and scrolls for later examination. Was he able to determine what scrolls they are? I rolled his checks earlier in a previous spoiler. For reference here they are:
Perception (Identify potion): 1d20 ⇒ 6
Spellcraft (Scroll #1, DC 22): 1d20 + 5 ⇒ (17) + 5 = 22
Spellcraft (Scroll #2, DC 23): 1d20 + 5 ⇒ (18) + 5 = 23
Knowledge Arcana (sigil): 1d20 + 6 ⇒ (7) + 6 = 13
One of the potion is a Cure Moderate Wounds potion. the scroll case contains three scrolls.You cannot recognise the spells on two scrolls, and the last one bears a sigil.
DC 16 to identify the potion, DC 22 and 23 for the Scrolls, DC 15 Linguistic/know Arcana for the sigil
As Baldrek approaches the closest casket,a chill breeze arises from nowhere with an eerie howl.
The room seems to darken, and in the sudden gloom, scores of small
spectral eyeballs appear, drifting with the breeze.
They peer intensely before fading away.
Six skeletons get out of their caskets, ready to kill you and bring you back in their tombs to rot for the rest of eternity...
Init roll
Meurasold
Baldrek
Aralu&Bob the Skelly
Katara
Skeletons
Mary
Zurka
Note that the skeletons will need one round to get out of their casket and so won't attack, but they have partial cover (+2 AC, +1 to Ref saves)
HP 12/12 | AC 17 T 12 FF 15 | F +4 R +3 W +1 | CMD 17 (+ situational) PSD 12 | Init +4 | Perc +2
Abilities:
Hit Dice 1/1 | Martial Focus 1/1 | Stamina 3/3
I'm a little in doubt if there is space between the caskets for Baldrek to stand and if the skeletons are on the upper or bottom of their caskets... I moved Baldrek in a way to not put him on the center of the room but still able to hit so if his position is not legal, put him somewhere taking this points in consideration.
Always quick on his feet, Baldrek moves forward, between the northwestern caskets and swings his maul at one of the skeletons.
The dwarf hustles past the others as he makes his way up to stand along side Baldrek. Axe drawn and shield at the ready, he waits stoically for trouble to approach.
@Aralu: I'll check on pdf. Probably a broken scimitar.
@Baldrek: the skeletons have higher ground advantage, the caskets being at a man's chest height, on a small mound of earth.
F Half-Orc Alchemist 1; HP 9/9; Bombs 4/4; AC 15 (T:12/FF:13); CMD 12; Saves (F:4/R:5/W:2); Init +2; Darkvision 60ft, Perception +5 (+7 vs traps & hidden doors), Sense Motive +1
Hmm, well Mary, since we don't have anyone with trapfinding (unless Katara wants to use a slayer talent for it), you can always use your whiles to send one of them boys ahead to... ahem... 'scout' for the things. I'm not so good at the subtlety, though, aside from poisons and such.
F Half-Orc Alchemist 1; HP 9/9; Bombs 4/4; AC 15 (T:12/FF:13); CMD 12; Saves (F:4/R:5/W:2); Init +2; Darkvision 60ft, Perception +5 (+7 vs traps & hidden doors), Sense Motive +1
Lol. I could take the Trap Breaker or Crypt Breaker archetype if necessary, but I'm not sure I wanna...
Anyway, if I remember correctly, this is set to run from levels 1 to 12is(depending on how Lil" Eschie is running the thing) so multiclassing isn't necessarily a bad idea...
It's a long adventure, so you 'll have time to plan!
I don't know yet if you will level up automatically or if I keep the XP, on a medium track. As you are 6 characters, I may add a few monsters here and there to keep things interesting.
Do you have a preference? (Xp-Level vs Auto-Level?)
I can grab trap finding next level. Does anyone have Disable Device? If not I'll move one of my skills. I don't mind biting the bullet for the team on that one.
Because as long as it isn't a magical trap we can still find it with perception.
HP 24/24, | Init +3 | AC 17 T 13 FF 14 | CMD 14 | F +4 R +4 W +2 | Per +0 | Low-light; DK 90'
Resources:
Eldritch Pool 4/4; 1st-Level Magus Spells 4/4
I second the notion of using expendable minions here, as Zurkas Perception is horrible. He does have darkvision 90' so he can see farther than the rest of you, theoretically anyway, he he.
Whatever is easier for the GM. We'll get there either way. Auto-leveling should be easier on the GM, especially when the party is above the expected size. You don't have to worry about the numbers being off and adding more to get the players over the hump. It's not as accurate, but it's definitely easier for everybody.
Can you check (or uncheck) Nickadeamous on the player's tab please. I seem to be have a similar problem, although my character is shown correctly. Thanks.
Does anyone have any objections if I shift my alignment from Neutral Evil to Lawful evil? The more he comes to life, the more he feels like he'd have a code and would honor contracts. He's seeming more mercenary-like now that he has joined the dark side.
No objections on my part.
This is your character.
Besides, you don't know each other very much yet, so the other characters can't know which alignement everyone is.
It would seem they haven't reached the spire yet, but they have left the inn. Typical good aligned party, always running off without hatching a diabolical plan.
Well now I'm just curious to what she says to those on fire...we'll definitely have to set someone that isn't me on fire.
I don't have enough gold to pick up the few supplies we need, but I can play through that scene now to get it out of the way. Otherwise I can wander about town a little to see what's where.