[PFS PbP] CORE #0-04 Frozen Fingers of Midnight - GM Deussu (Inactive)

Game Master Deussu

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Initiatives:

[dice=Drostan]1d20+2[/dice]
[dice=Jaïr]1d20+1[/dice]
[dice=Sagart]1d20+6[/dice]
[dice=Wrigsolar]1d20+2[/dice]
[dice=Yâble]1d20+5[/dice]


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Grand Lodge

Male Human Fighter | Lv1 | AC15, T 12 FF 13 | HP= 9/13 | F+4, R+2, W+1 | CMB=5 CMD=17 | Init+4 | Perc +6
Jair Whisper wrote:

Oh! Nobody have calling me "fair" since ... a long time.

Thanks your man my friend, we head to the Rosy Fingers Tavern, not for their fried cod, but to find this rented warehouse.
It's too hot to lose any time, and I don't want to be cold but we have a man to save !

Like a spoiled little girl, Sagart rebuffs with, "Ahem, 'dearie', although ye are fetchin' to the eye of most, not all complements will be fallin' at yer feet all the time. I think Master Wrigsolar was speekin' to me!"

Not a second later, the Cleric sinks her head, her cheeks flush, and she says, "My deepest apologies, Jair... we need to be stickin' together, not actin' like children. I must learn to filter me mouth! Ye be fetchin for sure; both inside n' out."

The Exchange

Male Gnome Sorcerer (elemental (air)) 5 AC18(T13,FF16) CMD 11| HP 38/38| F +5 R +4 W +5 | Init +2, Perc +2, Sense Motive +0 | (6/8 1st left, 3/5 2nd left)

"Ladies, no need to fight over me, Wrigsolar says, putting up a hand, "If I head home with someone who's not a nice Gnomish girl, my nana will kill me. And she's a pretty powerful conjurer so I think she could actually do it."

"Are we all ready to head out? Dros, you got anything to add?"

Dark Archive

AC18(T12,FF16) CMD16| HP 61/70| F +9 R +5 W +14 | Init +1, Perc +7, Sense Motive +15 | Haste

Jair smiles back at Sagart

Don't worry my dear Sagart, you are forgiven. Your story seems so great ! You have to share it with me, around a drink after our mission, and may be we could share more than that ? I have no gnomish lady to stop me from heading home with someone.

A crystallin laughter follows Jair's speach.

On a more serious tone she adds

If we choose a more rounded approach than a direct one, I could change my looks to look like one of the guard we killed at Master Skelg's house.

The Exchange

m Dwarf init +9, perception + 11; +1 if trap; +2 if there something unsual in stone (trap or secret door) The dm roll then. "marchand" level 2. AC 17, 27/27hp; Fort +3, Ref +6, Will +3; +2 spell, spell-like and poison

I am ready.

Grand Lodge

Male Human Fighter | Lv1 | AC15, T 12 FF 13 | HP= 9/13 | F+4, R+2, W+1 | CMB=5 CMD=17 | Init+4 | Perc +6

"Whe should be shovin' off if we aim to be savin' Master Skeleg... he didn't look well, and I'm a healer by profession, ya know!"
Sagart adds, "An Lady Jair... ye no more resemble a Ulfen that I do an Orc! Ye must possess great skills to be able to pass yerself off as one!"

Dark Archive

AC18(T12,FF16) CMD16| HP 61/70| F +9 R +5 W +14 | Init +1, Perc +7, Sense Motive +15 | Haste

I do. says Jair.

The Exchange

Male Gnome Sorcerer (elemental (air)) 5 AC18(T13,FF16) CMD 11| HP 38/38| F +5 R +4 W +5 | Init +2, Perc +2, Sense Motive +0 | (6/8 1st left, 3/5 2nd left)

"Right, she's got magic," Wrigsolar says, producing a few blue sparks from his hand. Prestidigitation

The Exchange

m Dwarf init +9, perception + 11; +1 if trap; +2 if there something unsual in stone (trap or secret door) The dm roll then. "marchand" level 2. AC 17, 27/27hp; Fort +3, Ref +6, Will +3; +2 spell, spell-like and poison

Hey, i think I heard a song of this type!

Grand Lodge

Male Human Fighter | Lv1 | AC15, T 12 FF 13 | HP= 9/13 | F+4, R+2, W+1 | CMB=5 CMD=17 | Init+4 | Perc +6

The Police would approve!!

Grand Lodge

Male Human Fighter | Lv1 | AC15, T 12 FF 13 | HP= 9/13 | F+4, R+2, W+1 | CMB=5 CMD=17 | Init+4 | Perc +6

I don't know why this didn't post right above... Police


Sorry it took me so long to get back to this! But now my countryside venture is over and it's back to business.

The map has been updated!

The group of Pathfinders head towards the western dock as pointed by Wrigsolar, where they find an inconspicuous warehouse next to a heavily perfumed tavern called The Rosy Fingers.

The warehouse across from the Rosy Fingers Tavern is built right on the docks, part of it extending over the water. The building is thirty feet tall with no visible windows (the map's windows are an error). On the landward side is a pair of large cargo doors with a smaller door built into the right one. Piers run along either side of the building and on the seaward side is a massive set of door able to accomodate a small ship.

The street is busy, with several taverns among the warehouses. Most of the warehouses have sentries in front of them, and the ships at the docks are similarly guarded. It would otherwise be uncertain whether this is the right place if not for an Ulfen man lounging by a pile of crates just outside the warehouse, obviously on a lookout although trying to be nonchalant about it. Despite the hot Summer's sun, the warrior is clad in traditional Ulfen clothing, axes included.

It's planning time! At the moment you are assumed to be outside the map on the street within the busy crowd.

The Exchange

m Dwarf init +9, perception + 11; +1 if trap; +2 if there something unsual in stone (trap or secret door) The dm roll then. "marchand" level 2. AC 17, 27/27hp; Fort +3, Ref +6, Will +3; +2 spell, spell-like and poison

Yâble scratchs his skin."hum I wonder if a more easy access exists".

-Posted with Wayfinder

Grand Lodge

Male Human Fighter | Lv1 | AC15, T 12 FF 13 | HP= 9/13 | F+4, R+2, W+1 | CMB=5 CMD=17 | Init+4 | Perc +6

"Mistress Jair, this may be an opportunity to use your, talents and distract that lookout, ya know... what say ye? Is ye up to the task? This may give us the chance to gain entry... if we only had someone who could pick a lock or disable a device, Orrrr," the cleric exclaims as if she has just figured out the meaning of life. She continues, "Someone could swim under the back door and then simply open her up from the inside! Any water treaders amongst us?"

Sagart has an untrained swim skill of +2 (without her armor, of course)

Dark Archive

AC18(T12,FF16) CMD16| HP 61/70| F +9 R +5 W +14 | Init +1, Perc +7, Sense Motive +15 | Haste

If he is alone, I could also charm him. says Jair who adds

I have a wand of disguise self, I could land to Yâble. We could, together, under the disguise of the two Ulfen Guards come to the sentinel and tell him that Skelg is dead and it's time to go back to homeland.
I also could try to charm him under the disguise of one of the tavern's wench

Dark Archive

Dwarf Fighter 2 HP 20/20; AC 18; TCH 13; FF 15; F +6; R +3; W +2; CMB+5; CMD 18; Speed 20FT; Init +2; Perception +3

"Well, I can offer to pick the lock with my special device." Drostan mumbles while pointing at his axe.

The Exchange

m Dwarf init +9, perception + 11; +1 if trap; +2 if there something unsual in stone (trap or secret door) The dm roll then. "marchand" level 2. AC 17, 27/27hp; Fort +3, Ref +6, Will +3; +2 spell, spell-like and poison

Good idea, Jair. Let's do it. I will help you in your bluff.

Grand Lodge

Male Human Fighter | Lv1 | AC15, T 12 FF 13 | HP= 9/13 | F+4, R+2, W+1 | CMB=5 CMD=17 | Init+4 | Perc +6

"Drostan, me thinks this is a matter for finesse... I'll do the swimmin' if you will secure my pack, armor, and most weapons and bring them inside once I open the door. Our fairer Cleric and Bard will still need to distract and dispose of the guard so we aren't seen openin' the warehouse"

-Posted with Wayfinder


I friendly (and obligatory) reminder; the street is really crowded, as in any big city during business hours. To illustrate this imagine every other square filled with a commoner on the map.

Grand Lodge

Male Human Fighter | Lv1 | AC15, T 12 FF 13 | HP= 9/13 | F+4, R+2, W+1 | CMB=5 CMD=17 | Init+4 | Perc +6

Based on the crowded nature of the street, we could wait the rush out in the Pub or cause a big enough distraction where the throng itself shields our entry... Just thoughts

-Posted with Wayfinder

The Exchange

m Dwarf init +9, perception + 11; +1 if trap; +2 if there something unsual in stone (trap or secret door) The dm roll then. "marchand" level 2. AC 17, 27/27hp; Fort +3, Ref +6, Will +3; +2 spell, spell-like and poison

Using money has work last time right?

Dark Archive

AC18(T12,FF16) CMD16| HP 61/70| F +9 R +5 W +14 | Init +1, Perc +7, Sense Motive +15 | Haste

Jaïr lends her wand of disguise self to Yâble and then uses it on her.

Disguise: 1d20 + 10 + 1 ⇒ (11) + 10 + 1 = 22

Then as an Ulfen she approaches the guard and casts a spell charm person Will DC16 (17 if he could be attracted by her)


So Jaïr and Yâble have both now disguised themselves as Ulfen warriors, similar to those two back at the manor? Disguise checks should be made secret as per the skill description, but I'll let it slide on Jaïr's occasion now, and roll Yâble's disguise under a spoiler tag. Also, Jaïr gets a -2 to her disguise roll because she's disguising herself as someone of the opposite gender. (I don't know how that charming trait should work then...)

Secret rolls:

Disguise: 1d20 + 10 + 4 ⇒ (9) + 10 + 4 = 23
Guard's perception Y: 1d20 + 1 ⇒ (5) + 1 = 6
Guard's perception J: 1d20 + 1 ⇒ (20) + 1 = 21
Guard's will save: 1d20 + 1 ⇒ (14) + 1 = 15

As Jaïr and Yâble approach, the Ulfen guard stands up and looks at them both, starting to speak with a language neither recognize. Right after that the man begins to look suspiciously at Jaïr chest region as if something is not right.

The guard is apparently so distracted by his companion's gender shuffle he doesn't pay enough attention to Jaïr's spellcasting. Her charm spell apparently pays off, and the guard's face turns into a grinning smile showing all the rundown teeth. He chuckles and points at Jaïr's chest and speaks odd words, apparently asking something in a tongue-in-cheek manner.

None of you speak Skald.

Dark Archive

AC18(T12,FF16) CMD16| HP 61/70| F +9 R +5 W +14 | Init +1, Perc +7, Sense Motive +15 | Haste

Jair smiles at the guard and says Speak common, you know He want we blend in.

Bluff (take 10): 10 + 8 = 18 +1 if he could be attracted to Jair

The Exchange

m Dwarf init +9, perception + 11; +1 if trap; +2 if there something unsual in stone (trap or secret door) The dm roll then. "marchand" level 2. AC 17, 27/27hp; Fort +3, Ref +6, Will +3; +2 spell, spell-like and poison

Yes, it's important

Bluff aid another Bluff: 1d20 + 4 ⇒ (4) + 4 = 8

Grand Lodge

Male Human Fighter | Lv1 | AC15, T 12 FF 13 | HP= 9/13 | F+4, R+2, W+1 | CMB=5 CMD=17 | Init+4 | Perc +6

Sagart, on the western dock and outside the view of most passers by, will prepare for her short swim under the seaward side of the warehouse. She will hand her pack, hammer armor and crossbow over to Dros, telling him to wait for her signal, a knock on the western side which will signal the door is unlocked.
Lastly she will cast guidance on herself as she makes her swim...
Swim: 1d20 + 2 + 1 ⇒ (17) + 2 + 1 = 20


"Åh right," the Ulfen man says with broken common, "what är you doing here? You were supposed to look after that Skelg?"

"Och why you have breasts now, Joakim? Sudden change of heart, hreh hreh. Or maybe you're not Joakim at all."

Meanwhile Drostan and Sagart have moved to the western pier. After Sagart has taken off her cumbersome equipment she plunges into the water and easily gets under the shipyard doors.

Once she gets her head above the waterline she quickly determines there are more people inside the warehouse. From where she's at she can't see any of them, but can hear their footsteps and foreign speech.

There's also a small Ulfen longship docked in the cramped space. It's a simple one-level, single-mast ship capable of oversea sailing. From the prow of the ship hangs a lantern.

The warehouse gets its light from skylights; grated holes on the roof covered with oiled paper to keep out rain.

Map has been updated!

The Exchange

m Dwarf init +9, perception + 11; +1 if trap; +2 if there something unsual in stone (trap or secret door) The dm roll then. "marchand" level 2. AC 17, 27/27hp; Fort +3, Ref +6, Will +3; +2 spell, spell-like and poison

What do we do? Calm down Yâble. There are only one. If we fail... let's fail greatly!

Magic! ,says Yâble in his best effort of broken common. Some adventurers have come to see Skelg. We tried to repulse them, but they were insistent. So we fought them inside. They were no match against us ulfen, but they were using strange magic. One of those spell transformed Joakim there into a women. They were wearing all the same symbol, maybe Skelg has some ties with them. We thought it was better to tell what we sow now. The ice cube can't even move now and his follower is too weak to move also.

Grand Lodge

Male Human Fighter | Lv1 | AC15, T 12 FF 13 | HP= 9/13 | F+4, R+2, W+1 | CMB=5 CMD=17 | Init+4 | Perc +6

Question: is the ship sitting bow and lantern facing "in" (towards the land) or is it on the seaward doors side? Also, how high off the water is the lantern?
Stealth: 1d20 + 2 ⇒ (12) + 2 = 14
Climb: 1d20 + 2 ⇒ (18) + 2 = 20

Bow on the landward side,(pulled in):

Sagart will attempt to keep the hull of the longship between her and the voices, and stealthily move to the front of the boat and swipe the lantern.

Bow on the seaward side,(backed in):

Sagart will attempt to swipe the lantern from the prow.


The prow is facing seaward side. I'll say it's about 2 feet above the waterline, so it is reachable.

GM rolls:

Stealth with modifiers: 1d20 + 1 - 5 + 2 ⇒ (17) + 1 - 5 + 2 = 15
Perception bonus, distracted, favorable conditions from water splashing.
Yâble's Bluff: 1d20 + 4 ⇒ (19) + 4 = 23
Sense Motive: 1d20 + 1 ⇒ (11) + 1 = 12

As Sagart reaches to the lantern and grabs it, she loses her balance and falls down back to the water creating a larger splash than intended. She was detected, or at least the splash was, and two men speak with each other in Skald and walk over to the edge. So far Sagart remains unseen on the other side of the ship.

Outside the Ulfen warrior chuckles again and relaxes a bit, obviously buying Yâble's story. "Ja, strange things happened there!" the man says, "maybe sage can fix Joakim once we get back. But Bengeirr said you should wait until everything is ready, then we get you back and sail away. Not wise to disobey Bengeirr, even if turned into woman!"

Grand Lodge

Male Human Fighter | Lv1 | AC15, T 12 FF 13 | HP= 9/13 | F+4, R+2, W+1 | CMB=5 CMD=17 | Init+4 | Perc +6

swim: 1d20 + 2 ⇒ (12) + 2 = 14
Sagart will hold her breath and dive deeper to avoid detection, looking to swim back under the warehouse sea door and back to Dros and Wrig on the western pier, keeping the lantern in tow.
I assume calm waters (DC 10) here in the port area...?

Dark Archive

AC18(T12,FF16) CMD16| HP 61/70| F +9 R +5 W +14 | Init +1, Perc +7, Sense Motive +15 | Haste

Yah, don't like town... Can you open it for me ? Please ? says Jair I need to speak with Bengeirr

She then turns to the disguise Yâble and adds

Go back to the manoir. I will handle things with the boss

But she tries to pass a secret message to her comrade.

Bluff (secret message DC15): 10 + 8 = 18 get the other while I have his attention

The Exchange

m Dwarf init +9, perception + 11; +1 if trap; +2 if there something unsual in stone (trap or secret door) The dm roll then. "marchand" level 2. AC 17, 27/27hp; Fort +3, Ref +6, Will +3; +2 spell, spell-like and poison

Ja, I understand Joakim

Yâble restreat to find the others.


Sagart plunges below the waterline and swims out of the warehouse with ease, and reemerges on the safe side of the warehouse. She and Drostan both hear some disgruntled speech coming inside, but nothing else.

"Sure, you är not in a condition to fight, not with breasts! Hreh hreh," the Ulfen man chuckles and escorts Jaïr over to the warehouse door and unlocks it. "Ladies first, hreh."

Grand Lodge

Male Human Fighter | Lv1 | AC15, T 12 FF 13 | HP= 9/13 | F+4, R+2, W+1 | CMB=5 CMD=17 | Init+4 | Perc +6

Sagart will ask Drostan, "Oi! Howzbout helpin' a fair damsel in distress and get me back to Warrior Priestess mode..." meaning to receive help with her armor. She continues "an' look wha' I found on their boat!" The Cleric holds up the lantern before quickly stuffing it into her pack.

She will also quickly describe the general layout of the warehouse to include the skylights and the fact that there were more people inside the warehouse to Drostan and Wrigsolar.


Pushing, waiting for player action.

As Jaïr opens the warehouse door as directed by the Ulfen guard, she sees a tall room open, with a small ship docked on the side. A steep staircase next to the eastern wall leads up to a loft 20 feet above the ground level. Immediately two Ulfen guards turn their gaze towards the door while they were wondering what's going on in the waters. Another man comes to watch up from the loft, leaning against the wooden railing. This man on the loft is obviously the leader of the group, Bengeirr, visibly by his more decorative horned helmet.

GM:

Guard 2: 1d20 + 1 ⇒ (11) + 1 = 12
Guard 3: 1d20 + 1 ⇒ (19) + 1 = 20
Bengeirr: 1d20 + 2 ⇒ (11) + 2 = 13

One of the guards by the ship points at Jaïr and shouts something in Skald, but it as apparent her disguise has failed her, and since he is not charmed, the guard isn't taking the sight in a favorable way. He is apparently insisting on Jaïr to leave, conclusive from the finger pointing outside the warehouse.

Grand Lodge

Male human (mwangi) AC 12, touch 12, flat-footed 10 (+0 armor, +2 dex, +0 shield) hp 18/15 Fort +4, Ref +2, Will +3 +2 itit Wizard) 2

(To our other player. ok guys. Need to be what that we do better. Be a murderhobo!

(To Bengeirr. so Yâble come.) Bengeirr. Give us back the magic lantern our you will regret it!

Dark Archive

AC18(T12,FF16) CMD16| HP 61/70| F +9 R +5 W +14 | Init +1, Perc +7, Sense Motive +15 | Haste

Jaïr turned to his "friend" and said

Pleased, defend me ! I'm in a woman body !

Diplomacy (DD20+Charisma Bonus): 1d20 + 5 ⇒ (16) + 5 = 21 +1 if the charmed guard could be attracted by Jaïr


GM:

Bengeirr: 1d20 + 2 ⇒ (1) + 2 = 3

The confusion begins as Jaïr disguised as the Ulfen guard Joakim asks the other guard a favor, and Yâble emerges to the door still in disguise, and addresses Bengeirr.

"What is the meaning of this?" Bengeirr shouts from his loft, "why are you here? You two should be back at Skelg the Puny's manor making sure he suffers the worst fate a sad warrior can face! Have you gone utterly mad?"

Bengeirr is obviously cautious, and as a result all guards draw their axes ready to repel intruders.

No combat yet. Get creative now.

Dark Archive

AC18(T12,FF16) CMD16| HP 61/70| F +9 R +5 W +14 | Init +1, Perc +7, Sense Motive +15 | Haste

My Lord ! I was transformed in a Woman ! One of Skelg's men came back from the tapisserie with a ... a ... a thing ! And pointed at me !
Then, I was transformed in ... in ... in a woman ! Look !
I think that the lantern you took from him could reverse that.
As we managed to take care of Skelg's man, other people came and in the confusion they took the thing as we drive them out.

We followed them and they are still in town, we can attack them and took the "thing". It's not far ! Me and two other men I'm sure we will be able to handle this thing.

Bluff: 1d20 + 8 ⇒ (10) + 8 = 18 +1 if they can be attracted to Jair

The Exchange

m Dwarf init +9, perception + 11; +1 if trap; +2 if there something unsual in stone (trap or secret door) The dm roll then. "marchand" level 2. AC 17, 27/27hp; Fort +3, Ref +6, Will +3; +2 spell, spell-like and poison

"Yeah, what she said!" aid another bluff: 1d20 + 4 ⇒ (2) + 4 = 6

-Posted with Wayfinder


GM:

Sense Motive: 1d20 + 2 ⇒ (2) + 2 = 4

Bengeirr seems to buy Jaïr's bluff.

"They took the thing? What thing?" Bengeirr asks, a bit alarmed but not as hostile as before, "what is this sorcery, they could be hunting for me now. Alright then. Sven, Olav, accompany Joakim and Gustav and hunt these others before they reach here and inflict their foul magic on me too!"

"And the Beacon of the North won't fix your affliction, Joakim. You saw what happened to Skelg when the light him, hehe. You'd only freeze to death."

The two guards, one being a bit more concerned, nod and sheath their axes and rush to the door, ready to leave the warehouse with Jaïr and Yâble. The guard who stayed on a lookout at the crates will remain.

Jaïr and Yâble are expected to leave with two Ulfen guards, leaving only one guard and Bengeirr at the warehouse. If you wish to proceed in a different way, for example try to lure them into a trap or lose them on the busy streets of Absalom, detail your plan accordingly.

Also, I haven't seen a single post by Wrigsolar or Drostan since JUNE. I'll PM them about their whereabouts but if I receive no reply within by 14th of July, I'll have to drop them. That would take the player count to three, in which case a pregen would appear to fill in the empty space.

Dark Archive

Dwarf Fighter 2 HP 20/20; AC 18; TCH 13; FF 15; F +6; R +3; W +2; CMB+5; CMD 18; Speed 20FT; Init +2; Perception +3

Sorry, still reading the posts, but I don't know what to do so I remained silent.

Drostan will help Sagart with her armor. "Stop moving, It's hard enough to put this on!"

The Exchange

Male Gnome Sorcerer (elemental (air)) 5 AC18(T13,FF16) CMD 11| HP 38/38| F +5 R +4 W +5 | Init +2, Perc +2, Sense Motive +0 | (6/8 1st left, 3/5 2nd left)

Yeah, I honestly didn't really have any idea how Wrigsolar could contribute here. Combined with a recent promotion at work, I didn't really have a lot of time to contribute

"Do they see us? Wrig whispers as he peers across the dock, "They're too far for me to color spray..."

Stealth: 1d20 + 6 ⇒ (9) + 6 = 15 +4 for being small

Grand Lodge

Male Human Fighter | Lv1 | AC15, T 12 FF 13 | HP= 9/13 | F+4, R+2, W+1 | CMB=5 CMD=17 | Init+4 | Perc +6

Sagart will peer around the corner of the warehouse, looking towards the east, to see who and how may emerge from the front door. Based on the crowed nature of the streets, she urges Drostan and Wrigsolar to "blend in" as they attempt to follow Jair and Yable and assist whatever plan they hatch

Dark Archive

Dwarf Fighter 2 HP 20/20; AC 18; TCH 13; FF 15; F +6; R +3; W +2; CMB+5; CMD 18; Speed 20FT; Init +2; Perception +3

Drinstand follows Sagart's sign and tries to blend in.


Wrigsolar, Drostan, and Sagart all stay well hidden from the Ulfen guards, who couldn't spot them through the crowd. In fact the Ulfen guard hasn't even seen them before and wouldn't recognize them at all.

I'm going along with my initial proposal; Jaïr and Yâble leave offscreen (but remain in play, so detail what are you going to do!), and the rest remain.

Once the band of disguised pathfinders and Ulfen men leave the scene, the one left locks the door and returns to the crates.

Grand Lodge

Male human (mwangi) AC 12, touch 12, flat-footed 10 (+0 armor, +2 dex, +0 shield) hp 18/15 Fort +4, Ref +2, Will +3 +2 itit Wizard) 2

Yâble/Gustav nod to Bengeirr.

Grand Lodge

Male Human Fighter | Lv1 | AC15, T 12 FF 13 | HP= 9/13 | F+4, R+2, W+1 | CMB=5 CMD=17 | Init+4 | Perc +6

Sagart will take a quick moment to examine the lantern she swiped from the bow of the longboat, seeing if she can positively identify it as the Beacon of the North.
perception: 1d20 + 5 ⇒ (3) + 5 = 8
If there are any inscriptions she will cast Read Magic.


Sagart's Appraise: 1d20 ⇒ 15

Although Sagart only takes a quick glance at the beacon, he can easily tell this one is not magical. The workmanship is sloppy, and the lantern could barely hold a light when lit. Additionally, a magical lantern wouldn't have as many dents and knocks as this one has.

This is just an ordinary lantern.

Grand Lodge

Male Human Fighter | Lv1 | AC15, T 12 FF 13 | HP= 9/13 | F+4, R+2, W+1 | CMB=5 CMD=17 | Init+4 | Perc +6

damn it!
Sagart tells the others of her discovery... "I thought that was a tad too easy..."

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