Once Upon a Time in the Town of George (Inactive)

Game Master wanderer82

every great adventure starts in a small town, and the town of George is home to many great heroes...


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Grand Lodge

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M Gnome HP 9/9, In +2, Per +5/+7, AC/T/FF 18/16/13, Fort +1, Ref +2, Will +0; CMB +0, CMD 14; Quarterstaff +1, 1d4+0, Crossbow +3, 1d6; Acro +2, Blff +6, Dipl +10, Intm +9, HA+9/+13, Rd +6, Slth +6

How else could he have reduced the City of Melcat to ash with naught but a ...

Hey what are you guys looking at!

Ruckus heads over to investigate with the others. If he can reach, he'll grab a blue flame torch as well.

The Exchange

Male Human Evolutionist Summoner 1 |HP 8/8 | AC 15 (T 12/FF 13)|CMB +0; CMD 12 | Fort +0, Ref +2, Will +2 | Initiative +2, Perception +0, Sense Motive +0

Wren walks over taking the torch and keeping an eye out on Bezni, checking out his findings.

Perception: 1d20 ⇒ 20

It's a relief of some sort... An extremely difficult battle, but won gloriously none-the-less.

Additionally:

Looking toward the wall...
Cast: Detect Magic

If there is any writing I can't understand when examining the walls...
Linguistics: 1d20 + 6 ⇒ (1) + 6 = 7

Grand Lodge

Male Half-Orc Barbarian/1 Str 16, Dex 14, Con 18, Int 7, Wis 10, Cha 9 HP 16, AC 17, Melee: Great Sword +4 (2d6+4, 19-20/x2), Heavy Flail +4 (1d10+4, 19-20/x2) Spcl. Atks Bite(prim,nat)+4 (1d4+3) B.Atk +1; CMB +4; CMD +16 Intimidate +5(+7cmb), Perception + 4

Jovlund keeps his back to the wall and speaks over his shoulder

The prophet will tell us its meaning. He says Razmir sees all.


@Rukus: After a bit of fumbling, you are able to dislodge a blue torch.

@Wren: The faded carving sheds no magical radiance.

Grand Lodge

Male Halfling Archaeologist 1 / Trapper 1 HP 14/14, In +3, Per +6, AC 18, T 14 ,FF 15, Fort +2, Ref +7, Will +1; CMB +1, CMD 14; sword +4, 1d6+1, bow +5, 1d6; Acr +6, App +6, Blf +7, Dip +8, Dsb +7, Kn(arc,loc) +7, Kn(oth) +3, Prf +7, SoH +6, Stl +10, Sur +3, UMD +8

adaptable luck

knowledge(religion): 1d20 + 3 + 3 ⇒ (17) + 3 + 3 = 23

Renli shakes his head disappointingly as he walks toward the carving.

"A man fighting a serpent... is it really that difficult? I mean, this is basic knowledge, the fundamental teachings upon which our Society is built! Perhaps you should all focus your studies a bit more on learning about the world around you, so you can actually interpret clues when you come across them. If all you can do is kill or lie, you won't make it very far as a Pathfinder."

Pushing through the group, he points to the carving, "The Hunter, fighting and defeating the serpent? Gentlemen, it is one of the twelve guises of Aroden!" Looking then pointing over to his right, "And over there, the man plowing rows into a field? Aroden's role as Farmer, prophesizing man's ability to grind the rocks to soil and grow life anew. And along the back wall?" Pointing back toward the torches. "The lantern bearer patrolling the streets? It is the Soldier, for Aroden said man will bring light to the dark shadows of the world."

Glancing around further, Renli continues, "This must have been some sort of temple to Aroden. Quickly, see what other reliefs have survived."

Grand Lodge

M Gnome HP 9/9, In +2, Per +5/+7, AC/T/FF 18/16/13, Fort +1, Ref +2, Will +0; CMB +0, CMD 14; Quarterstaff +1, 1d4+0, Crossbow +3, 1d6; Acro +2, Blff +6, Dipl +10, Intm +9, HA+9/+13, Rd +6, Slth +6

Right you are Rumblebelly.

As a servant of Aroden Reborn, the Great and Mighty Razmir, I of course recognized this immediately but did not wish to reveal such truths at this time.

Bluff: 1d20 + 6 ⇒ (20) + 6 = 26

Ruckus steers Mutton over to a new section of the wall searching for another carving.

Perception: 1d20 + 7 ⇒ (7) + 7 = 14

Assuming he finds one:

See this one here depicts Aroden on a sunny hillside with some sheep. Clearly this shows Aroden's roll as... err....hmmm... A lover of sheep?


Yea a Nat 20!

If only I could use this forum dice roller on Sundays...


The carving Rukus points to is faded and worn, with a large chunk having cracked and fallen out, shattering on the ground below. It is clearly beyond the point of any recognition.


lol

Sczarni

Male Human Ranger 1 HP 15/15, In +2, Per +6, AC 16, T 12 ,FF 14, Fort +4, Ref +4, Will +2; CMB +4, CMD 16; longsword +4, 1d8+3, starknife (thrown) +3, 1d4+3; Clmb +6, Intdt +5, Perc +6, Prof +7, SlHd +6, Stlth +5, Sur+7, FE Human +2

Bezni looks at Renli and Rukus oddly for a moment. Then continues following the tracks, with a torch in each hand.


As Bezni moves forward, the soft light of the surrounding fungus mixes with the flickering glow of the nearby torches to reveal a grand chamber. A large pool of water along the chamber’s southern edge reflects the blue and green radiance to illuminate the massive stalactites that cling to the ceiling overhead. Two other tunnels branch off from this area, leading to the east and west.

Rising up from the pool is a column of rock with steeply sloped sides and a flat top, as if someone had sawn off the top of a massive stalagmite. A miniature city carved from this same stone occupies nearly the entire surface. Tiny trinkets such as ancient coins, polished semiprecious stones, and ornately braided loops of string are scattered throughout the diorama, and pale cave frogs clamber atop it. The smooth cavern floor is
covered in gravel and pebbles along the edge of the pool, and several foot-long centipedes prowl among the gravel in their search for prey.

Kneeling in the pool facing the carving is a bare-chested human-esque figure, it's head bowed down low toward the water. It's robes and armor lie folded neatly on the shore.

Grand Lodge

M Gnome HP 9/9, In +2, Per +5/+7, AC/T/FF 18/16/13, Fort +1, Ref +2, Will +0; CMB +0, CMD 14; Quarterstaff +1, 1d4+0, Crossbow +3, 1d6; Acro +2, Blff +6, Dipl +10, Intm +9, HA+9/+13, Rd +6, Slth +6

Perception: 1d20 + 7 ⇒ (7) + 7 = 14

To try and identify if the creature has any gills.

The Exchange

Male Human Evolutionist Summoner 1 |HP 8/8 | AC 15 (T 12/FF 13)|CMB +0; CMD 12 | Fort +0, Ref +2, Will +2 | Initiative +2, Perception +0, Sense Motive +0

Wren follows Bezni, but as they see the figure he doesn't move as he watches the figure intently waiting for the penitent humanoid to make a move or sound.

Stealth: 1d20 + 2 ⇒ (4) + 2 = 6
Perception: 1d20 + 0 ⇒ (20) + 0 = 20

The Exchange

? Eidolon (Outsider) Eidolon (Outsider) 1 |HP 14/14 | AC 14 (T12/FF12)|CMB +2; CMD 12 | Fort +3, Ref +4, Will +0 | Initiative +2, Perception +4, Sense Motive +0

Stalking forward a hair in front of its Human link, Sphyn looks incredulously at Wren as he could make some noise standing still.

Stealth: 1d20 + 6 ⇒ (14) + 6 = 20
Perception: 1d20 + 4 ⇒ (8) + 4 = 12

Sczarni

Male Human Ranger 1 HP 15/15, In +2, Per +6, AC 16, T 12 ,FF 14, Fort +4, Ref +4, Will +2; CMB +4, CMD 16; longsword +4, 1d8+3, starknife (thrown) +3, 1d4+3; Clmb +6, Intdt +5, Perc +6, Prof +7, SlHd +6, Stlth +5, Sur+7, FE Human +2

Perception: 1d20 + 6 ⇒ (11) + 6 = 17


The mites lay dead at your feet, with nothing but filth in their pockets. Following the small river north or south reveals that the tunnel closes at either end about 100 feet from the site of the battle. Turning you head back to the chamber with the shrine and prepare to take the other route out.

Grand Lodge

M Gnome HP 9/9, In +2, Per +5/+7, AC/T/FF 18/16/13, Fort +1, Ref +2, Will +0; CMB +0, CMD 14; Quarterstaff +1, 1d4+0, Crossbow +3, 1d6; Acro +2, Blff +6, Dipl +10, Intm +9, HA+9/+13, Rd +6, Slth +6

Ruckus gives a little prayer for the fallen Insect, it appeared after all to be a loyal companion to these mites. And loyal companions are to be treasured...

Then mutton eats it...

Sczarni

Male Human Ranger 1 HP 15/15, In +2, Per +6, AC 16, T 12 ,FF 14, Fort +4, Ref +4, Will +2; CMB +4, CMD 16; longsword +4, 1d8+3, starknife (thrown) +3, 1d4+3; Clmb +6, Intdt +5, Perc +6, Prof +7, SlHd +6, Stlth +5, Sur+7, FE Human +2

Bezni will take point and head down the other route.

Keeping an eye out for trouble, or anything interesting, tracks, more frescoes, etc.

Perception: 1d20 + 6 ⇒ (6) + 6 = 12
Survival: 1d20 + 7 ⇒ (13) + 7 = 20

He will try to do so while moving quietly, though the torches make any effort of hiding rather pointless.

Stealth: 1d20 + 5 ⇒ (5) + 5 = 10


The cave’s damp air becomes increasingly stale as you continue down through this tunnel, and over time the stench of decay grows increasingly evident. The passage turns to the east and opens into a small cavern littered with bits of broken glass, rotting pieces of paper, and other unusable detritus. It narrows for a bit, then spreads out again in a second chamber, where a body in dark robes lies facedown toward the back of the cavern.

Grand Lodge

M Gnome HP 9/9, In +2, Per +5/+7, AC/T/FF 18/16/13, Fort +1, Ref +2, Will +0; CMB +0, CMD 14; Quarterstaff +1, 1d4+0, Crossbow +3, 1d6; Acro +2, Blff +6, Dipl +10, Intm +9, HA+9/+13, Rd +6, Slth +6

perception: 1d20 + 7 ⇒ (19) + 7 = 26

Sczarni

Male Human Ranger 1 HP 15/15, In +2, Per +6, AC 16, T 12 ,FF 14, Fort +4, Ref +4, Will +2; CMB +4, CMD 16; longsword +4, 1d8+3, starknife (thrown) +3, 1d4+3; Clmb +6, Intdt +5, Perc +6, Prof +7, SlHd +6, Stlth +5, Sur+7, FE Human +2

Bezni will study the figure as he approaches cautiously, as the gillmen did warn of undead.

Perception: 1d20 + 6 ⇒ (8) + 6 = 14

I don't think I said if I collected by starknife or not, I definitely would have before leaving that chamber


Rukus:
The Eye of Razmir grants you unnatural sight, drawing your attention toward the near corners of the second chamber. Just past the stone you see a few skeletons standing against the wall.

Bezni:
The floor is littered with a great deal of refuse and discarded objects. You note that the body sits in a pool of dried blood.

Grand Lodge

Male Half-Orc Barbarian/1 Str 16, Dex 14, Con 18, Int 7, Wis 10, Cha 9 HP 16, AC 17, Melee: Great Sword +4 (2d6+4, 19-20/x2), Heavy Flail +4 (1d10+4, 19-20/x2) Spcl. Atks Bite(prim,nat)+4 (1d4+3) B.Atk +1; CMB +4; CMD +16 Intimidate +5(+7cmb), Perception + 4

Jovlund follows in step casually but with searching eyes and ears.

perception: 1d20 + 4 ⇒ (4) + 4 = 8

Grand Lodge

Male Half-Orc Barbarian/1 Str 16, Dex 14, Con 18, Int 7, Wis 10, Cha 9 HP 16, AC 17, Melee: Great Sword +4 (2d6+4, 19-20/x2), Heavy Flail +4 (1d10+4, 19-20/x2) Spcl. Atks Bite(prim,nat)+4 (1d4+3) B.Atk +1; CMB +4; CMD +16 Intimidate +5(+7cmb), Perception + 4

[me thinks we're getting lazy and should probably have a meetup on google

Sczarni

Male Human Ranger 1 HP 15/15, In +2, Per +6, AC 16, T 12 ,FF 14, Fort +4, Ref +4, Will +2; CMB +4, CMD 16; longsword +4, 1d8+3, starknife (thrown) +3, 1d4+3; Clmb +6, Intdt +5, Perc +6, Prof +7, SlHd +6, Stlth +5, Sur+7, FE Human +2

Bezni will approach the body carefully and try to determine its cause of death.

Perception: 1d20 + 6 ⇒ (14) + 6 = 20
Stealth: 1d20 + 5 ⇒ (6) + 5 = 11

Grand Lodge

M Gnome HP 9/9, In +2, Per +5/+7, AC/T/FF 18/16/13, Fort +1, Ref +2, Will +0; CMB +0, CMD 14; Quarterstaff +1, 1d4+0, Crossbow +3, 1d6; Acro +2, Blff +6, Dipl +10, Intm +9, HA+9/+13, Rd +6, Slth +6

GM:
Are they animated and armed, or just dead bodies?


rukus & bezni:
the skeletons are motionless, but standing, suggesting some kind of unnatural animation


sorry if i wasn't clear, my second perception check was to search the body and try to find out how it died

Grand Lodge

M Gnome HP 9/9, In +2, Per +5/+7, AC/T/FF 18/16/13, Fort +1, Ref +2, Will +0; CMB +0, CMD 14; Quarterstaff +1, 1d4+0, Crossbow +3, 1d6; Acro +2, Blff +6, Dipl +10, Intm +9, HA+9/+13, Rd +6, Slth +6

Hmmmm, the foot bones connected to the leg bone. The leg bones connected to the knee bone. The knee bones connected to the thigh bones. Dem bones, dem bones, dem dancing bones. Dem bones, dem bones...

Out of seemingly nowhere Ruckus starts humming on old children's tune.


ah, ok, retcon
Benzi steps forward and kneels down to examine the body... and gets attacked by a pair of skeletons!

skeleton #1 claw: 1d20 + 2 ⇒ (17) + 2 = 19
skeleton #1 claw: 1d20 + 2 ⇒ (2) + 2 = 4

1 hit
skeleton #1 damage: 1d4 + 2 ⇒ (3) + 2 = 5

--------------------------------------------
INITIATIVE
--------------------------------------------

rolls:

initiative(rukus): 1d20 + 2 ⇒ (17) + 2 = 19
initiative(mutton): 1d20 + 2 ⇒ (7) + 2 = 9
initiative(bezni): 1d20 + 2 ⇒ (3) + 2 = 5
initiative(jovlund): 1d20 + 2 ⇒ (6) + 2 = 8
initiative(wren): 1d20 + 2 ⇒ (15) + 2 = 17
initiative(sphyn): 1d20 + 2 ⇒ (18) + 2 = 20
initiative(renli): 1d20 + 3 ⇒ (4) + 3 = 7
initiative(MONSTERS): 1d20 + 6 ⇒ (7) + 6 = 13

Sphyn
Rukus
Wren
MONSTERS
Mutton
Jovlund
Renli
Bezni

Grand Lodge

M Gnome HP 9/9, In +2, Per +5/+7, AC/T/FF 18/16/13, Fort +1, Ref +2, Will +0; CMB +0, CMD 14; Quarterstaff +1, 1d4+0, Crossbow +3, 1d6; Acro +2, Blff +6, Dipl +10, Intm +9, HA+9/+13, Rd +6, Slth +6

"Dem Bones!!!"

Quick Dismount(Ride): 1d20 + 6 ⇒ (11) + 6 = 17

Mutton, go get yourself a nice bone to snack on.

Ruckus gives Mutton the signal to attack, then readies his quarterstaff in case he is charged. (Total Defense, AC is now 22)

Grand Lodge

Ruckus' Animal Companion; HP 14/14, In +5, Per +5/+7, Scent, AC/T/FF 16/12/14, Fort +5, Ref +5, Will +1; CMB +2, CMD 14; Bite +2 1d6+1 +Trip; Acro +2, Surv +5 AC Lvl1

GROWL!

Charge: 1d20 + 2 + 2 ⇒ (13) + 2 + 2 = 17
Bite Damage: 1d6 + 1 ⇒ (3) + 1 = 4
Trip (If hit): 1d20 + 2 + 2 ⇒ (13) + 2 + 2 = 17

Sczarni

Male Human Ranger 1 HP 15/15, In +2, Per +6, AC 16, T 12 ,FF 14, Fort +4, Ref +4, Will +2; CMB +4, CMD 16; longsword +4, 1d8+3, starknife (thrown) +3, 1d4+3; Clmb +6, Intdt +5, Perc +6, Prof +7, SlHd +6, Stlth +5, Sur+7, FE Human +2

Bezni will drop his torch and punch one of the skeletons with his Cestus. (standard)

Attack: 1d20 + 4 ⇒ (15) + 4 = 191d4 + 3 ⇒ (2) + 3 = 5

Then take a step back and ready his buckler. (move)

Grand Lodge

Male Half-Orc Barbarian/1 Str 16, Dex 14, Con 18, Int 7, Wis 10, Cha 9 HP 16, AC 17, Melee: Great Sword +4 (2d6+4, 19-20/x2), Heavy Flail +4 (1d10+4, 19-20/x2) Spcl. Atks Bite(prim,nat)+4 (1d4+3) B.Atk +1; CMB +4; CMD +16 Intimidate +5(+7cmb), Perception + 4

Jovlund charges if able and attacks with his flail

Attack, Flail: 1d20 + 4 ⇒ (16) + 4 = 20 +2 if charging
Dmg: 1d10 + 4 ⇒ (6) + 4 = 10


Wren and his otherworldly pet Sphyn pause in shock as the skeletons attack Bezni.

(MONSTERS)
The first two skeletons turn from Bezni and move to assault Rukus and Jovlund, while two more emerge from the shadows, attacking Bezni and Wren.

skeleton vs Wren: 1d20 + 2 ⇒ (19) + 2 = 21

skeleton vs Bezni: 1d20 + 2 ⇒ (10) + 2 = 12

skeleton vs Rukus: 1d20 + 2 ⇒ (19) + 2 = 21

skeleton vs Jovlund: 1d20 + 2 ⇒ (20) + 2 = 22

------

damage to Wren: 1d4 + 2 ⇒ (1) + 2 = 3

damage to Jovlund: 1d4 + 2 ⇒ (1) + 2 = 3

Mutton attacks the skeleton, its teeth causing little damage but he is successful in tripping the boney assailant to the ground.

Bezni's fist smashes the skeleton above him, casting it across the stone floor.

Jovlund's mighty flail comes around, shattering the skeleton that just clawed him.

-----------
Renli, then top of the order. ben, you have been holding so your action will happen whenever you post

Grand Lodge

Male Halfling Archaeologist 1 / Trapper 1 HP 14/14, In +3, Per +6, AC 18, T 14 ,FF 15, Fort +2, Ref +7, Will +1; CMB +1, CMD 14; sword +4, 1d6+1, bow +5, 1d6; Acr +6, App +6, Blf +7, Dip +8, Dsb +7, Kn(arc,loc) +7, Kn(oth) +3, Prf +7, SoH +6, Stl +10, Sur +3, UMD +8

Renli steps up behind the skeleton attacking his namesake and, taking on the blessing of Cayden, swings his walking stick mightily.

club attack: 1d20 + 2 + 2 + 2 ⇒ (6) + 2 + 2 + 2 = 12
club damage: 1d4 + 1 + 2 ⇒ (1) + 1 + 2 = 4

Grand Lodge

M Gnome HP 9/9, In +2, Per +5/+7, AC/T/FF 18/16/13, Fort +1, Ref +2, Will +0; CMB +0, CMD 14; Quarterstaff +1, 1d4+0, Crossbow +3, 1d6; Acro +2, Blff +6, Dipl +10, Intm +9, HA+9/+13, Rd +6, Slth +6

I assume Mutton tripped the skeleton attacking Ruckus

QuarterStaff Attack: 1d20 + 1 + 4 ⇒ (15) + 1 + 4 = 20 +4 for attacking a prone target
Damage: 1d4 + 0 ⇒ (4) + 0 = 4

"That a'boy. Keep on him Mutton."

Sczarni

Male Human Ranger 1 HP 15/15, In +2, Per +6, AC 16, T 12 ,FF 14, Fort +4, Ref +4, Will +2; CMB +4, CMD 16; longsword +4, 1d8+3, starknife (thrown) +3, 1d4+3; Clmb +6, Intdt +5, Perc +6, Prof +7, SlHd +6, Stlth +5, Sur+7, FE Human +2

If there are any left by the time Bezni gets to go again

Bezni charges a skeleton attacking one of his fellow pathfinders and attempts to clobber it with a good hook from his cestus.

Attack: 1d20 + 4 + 2 ⇒ (5) + 4 + 2 = 111d4 + 3 ⇒ (3) + 3 = 6


With the might of Razmir, Rukus shatters the skeleton down before him.

skeleton attack: wren: 1d20 + 2 ⇒ (3) + 2 = 5
The skeleton attacking Wren misses with its claw.

Bezni steps toward the stunned Wren and swings at the final skeleton, destroying it as well.

combat complete

The Exchange

Male Human Evolutionist Summoner 1 |HP 8/8 | AC 15 (T 12/FF 13)|CMB +0; CMD 12 | Fort +0, Ref +2, Will +2 | Initiative +2, Perception +0, Sense Motive +0

Wren straightens his clothing and armor.

Well... that was over quickly... I think you all handled that admirably. Perhaps next time, I shall enter the melee as well.

The Exchange

? Eidolon (Outsider) Eidolon (Outsider) 1 |HP 14/14 | AC 14 (T12/FF12)|CMB +2; CMD 12 | Fort +3, Ref +4, Will +0 | Initiative +2, Perception +4, Sense Motive +0

Sphyn poke grins and gives, what you believe to be, a snickering laugh directed toward Wren.

Grand Lodge

M Gnome HP 9/9, In +2, Per +5/+7, AC/T/FF 18/16/13, Fort +1, Ref +2, Will +0; CMB +0, CMD 14; Quarterstaff +1, 1d4+0, Crossbow +3, 1d6; Acro +2, Blff +6, Dipl +10, Intm +9, HA+9/+13, Rd +6, Slth +6

Ruckus is stunned into silence by the fact that he actually hit and destroyed the skeleton with a stick...

Sczarni

Male Human Ranger 1 HP 15/15, In +2, Per +6, AC 16, T 12 ,FF 14, Fort +4, Ref +4, Will +2; CMB +4, CMD 16; longsword +4, 1d8+3, starknife (thrown) +3, 1d4+3; Clmb +6, Intdt +5, Perc +6, Prof +7, SlHd +6, Stlth +5, Sur+7, FE Human +2

Now that the threat is passed, Bezni will present himself to the group for assistance, as he's quit the bloody mess.

He's down 9 of his 15 hp

"Hey, Renli, Ruckus, think you can use that stickamathingy on me again, I'm painting the floor over here."

Once said aid is delivered, Bezni will continue searching this chamber (and the body) now that it is devoid of danger.

Perception on Body: 1d20 + 6 ⇒ (7) + 6 = 13

Perception on Room: 1d20 + 6 ⇒ (11) + 6 = 17

Grand Lodge

Male Halfling Archaeologist 1 / Trapper 1 HP 14/14, In +3, Per +6, AC 18, T 14 ,FF 15, Fort +2, Ref +7, Will +1; CMB +1, CMD 14; sword +4, 1d6+1, bow +5, 1d6; Acr +6, App +6, Blf +7, Dip +8, Dsb +7, Kn(arc,loc) +7, Kn(oth) +3, Prf +7, SoH +6, Stl +10, Sur +3, UMD +8

Coming up to Bezni, "I'd be glad to."
cure light wand: 1d8 + 1 ⇒ (5) + 1 = 6

After lending his skill with magical wands, Renli tries to identify the corpse, then sets about exploring the chamber.

knowledge(local): 1d20 + 7 ⇒ (6) + 7 = 13 "This guys is awfully pale, even for a corpse. Note the angular features, I think he may have been a dhampir."

perception: 1d20 + 5 ⇒ (18) + 5 = 23
Turning to the others, he calls back, "Guys, there is a secret tunnel leading out of this chamber"


As Bezni searches the room and the corpse, he notes that the body wears the cliched black robes of an 'evil wizard'. On the body you find a notebook describing his plans to "raise an army of the dead gillmen".

About the chamber you find some beat up gear and a scattering of coins, along with a very nice longsword and finely crafted light wooden shield.

Sczarni

Male Human Ranger 1 HP 15/15, In +2, Per +6, AC 16, T 12 ,FF 14, Fort +4, Ref +4, Will +2; CMB +4, CMD 16; longsword +4, 1d8+3, starknife (thrown) +3, 1d4+3; Clmb +6, Intdt +5, Perc +6, Prof +7, SlHd +6, Stlth +5, Sur+7, FE Human +2

"Hey, looks pretty nice, if no one else is going to use these, I may as well"

Bezni will take the Longsword and Shield, and use them for the time being.

Does anyone have appraise?

Bezni will then open and investigate what lies beyond the secret door.

The Exchange

Male Human Evolutionist Summoner 1 |HP 8/8 | AC 15 (T 12/FF 13)|CMB +0; CMD 12 | Fort +0, Ref +2, Will +2 | Initiative +2, Perception +0, Sense Motive +0

Wren makes his way up to Benzi as he opens the door with Sphyn by his side to investigate.


The secret door leads to a maze of tight passages that include steep ascents and short climbs as they wind from west to east. As you travel, you begin to hear the sounds of a distant battle echoing through the caves. Moving quicker, you start to hear a voice chanting out inspirational tales of famous Pathfinders and the heroic deeds — by all the Gods of Golarion, Janira is still alive! And given the snorting response, she is still battling the minotaur somewhere up ahead.

Grand Lodge

M Gnome HP 9/9, In +2, Per +5/+7, AC/T/FF 18/16/13, Fort +1, Ref +2, Will +0; CMB +0, CMD 14; Quarterstaff +1, 1d4+0, Crossbow +3, 1d6; Acro +2, Blff +6, Dipl +10, Intm +9, HA+9/+13, Rd +6, Slth +6

"Come Mutton, let us follow along and see what else needs a clubbing."

Assuming I hear the sounds as well.

"Ah! The Minotaur lives! Quickly let us join in the fray!"

Ruckus then casts Virtue upon Mutton, granting him a temporary hit point for the next minute.


Battle Map

As you emerge from the cave, the moonlight of the surface world above provides a welcome reprieve from the blue and green fungus of the caverns below, and light illuminates a stream whose water is hastened by runoff from a recent storm further up the mountains. A ledge to the west rises up to the nearby forest canopy.

Nearly 100 feet from the cave’s entrance, Janira Gavix is locked in combat with her relentless minotaur foe in a clearing on the southern bank of the stream. Both Janira and the minotaur have several wounds, and the minotaur's axe looks damaged. As you emerge from the cave, Janira shouts, “You vile beast! I know not what drives your black heart, but I shall not fail in my duty. I shall see you driven from this forest, back to the hills from whence you came!”

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