PFS PbP Thornkeep (The others) (Inactive)

Game Master Revvy Bitterleaf

Thornkeep level 1

Thornkeep level 1 - part B

Thornkeep the next part

The door of Seven Stars


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Scarab Sages

Aviendha swings and....misses.

Sovereign Court

Male Human Swashbuckler 8 | HP 68/68 Panache 3/3 | Init +10 Perc +11 | AC 25 T 18 FF 17 | Fort +4, Ref +12, Will +2|

Acrobatics;Derring-Do: 1d20 + 7 + 1d6 ⇒ (11) + 7 + (3) = 21 Do I get through that time? Its 1 higher then before.

Aldori: 1d20 + 6 ⇒ (2) + 6 = 81d8 + 2 ⇒ (1) + 2 = 3

Marcel tries to get past Aviendha and the skeleton again, but even if he does, he misses.

Scarab Sages

Marcel just barely manages to tumble through a skeleton..but then fails to do anything to it from the other side.

Liberty's Edge

Male Human (Andoran) Fighter (Shielded Fighter) 5/Golden Legionnaire 3 HP: 83/83 | AC: 31 | T: 16 | FF: 27 | CMD: 26 | Fort: +9 | Ref: +5| Will: +2 | Init: +2 | Perception: +0 | Sense Motive: +0

Light Mace: 1d20 + 3 ⇒ (6) + 3 = 91d6 + 2 ⇒ (6) + 2 = 8

Samuel brings his mace down again, but his footing fails him and his blow falls short.

We all seem to be rolling terribly.

Scarab Sages

Samuel brings his mace down again, but his footing fails him and his blow falls short.

init
Sam, Merrick+Lasher, Calistan
Skeletons
You guys

Damage left: 1
Damage right: 2

Scarab Sages

Draconic Sorcerer 4 [ HP 30/30 | AC 14 T 12 FF 12 | CMD 15 | F +4 R +3 W +3 | Init +1 Per +7]

Dropping his crossbow Sam draws his longspear and stabs the skeleton in front of Aviendha.

Longspear: 1d20 + 2 ⇒ (17) + 2 = 19
Dmg: 1d8 + 3 ⇒ (5) + 3 = 8

Scarab Sages

Sam drops his crossbow and stabs at a skeleton with his longspear but hampered by having the stab around Aviendha he is unable to stab his spear hard enough to deal any damage to the skeleton (He doesn't hit the skeletons AC+4. When making a melee attack against a target that isn't adjacent to you (such as with a reach weapon), use the rules for determining cover from ranged attacks - so Aviendha provides the skeleton with a +4 AC bonus).

init
Merrick+Lasher, Calistan
Skeletons
You guys

Damage left: 1
Damage right: 2

The Exchange

Trade Prince 8 HP: 75/75 | AC 29 | T 12 | FF 27 | Fort +5 | Ref +2 | Will +9 | CMD 15 | Init. +0 | Perc. +0 (Auto-fail Sound) | Diplomacy +18 | Knowledge(Planes/Religion) +14 | Spellcraft +12
Resources:
Solar Wind 8/9 | Spells - 1st: 8/8; 2nd: 8/8; 3rd: 7/7 4th: 4/4 | CLW 30/50 | Sungazer: 8/8 | Astral Caravan: 8/8
Active Spells/Abilities:
Constant Detect Poison/Disease

Calistan channels his energy once more into the skeletons.

Channel Energy: 1d6 ⇒ 4
DC 16, Will save for half

Scarab Sages

Will save left: 1d20 + 2 ⇒ (17) + 2 = 19
Will save right: 1d20 + 2 ⇒ (10) + 2 = 12

As the positive energy washes over the skeletons one of them crumbles to the floor in a pile of disassembled bones.

Since it's been a day and at this point doesn't matter a whole lot, NPC-ed Merrick and Lasher in to move them closer to the action

The skeleton tries to claw it's way through Aviendha's armor again

To hit Aviendha's AC: 1d20 + 2 ⇒ (2) + 2 = 4
To hit Aviendha's AC: 1d20 + 2 ⇒ (2) + 2 = 4

but it fails horribly...twice

init
You guys
Skeleton

Damage skeleton:3

Silver Crusade

AC 27/23 (T 13, FF 26). HP 39/45, Fort +8/+8, Ref +5/+8, Will +9/+3. Init +4, CMD/CMD 8/20, Speed 20/40 ft fly 80ft
Attacks:
Mwk CI Greatsword +9 (2d6+6) 19-20/x2, Mwk Scorp Whip +9 (1d4+4) 20/x2 (disarm, trip, 15ft reach), Throwing shield +2 1d6+4 (20 ft, trip), +1 Lance +10 20/x3, Scimitar+1 +9, 1d8+5 18-20/x2, Havok: +7 1d6+6, 2x 1d4+6
Skills:
Climb +4, Diplomacy +11, Handle Animal +10, Intimidate +7, Knowledge (religion) +6, Perception +1/+6, Ride +12, Swim +8

Aviendha tries to chop the last skeleton to bits.

chop: 1d20 + 7 ⇒ (18) + 7 = 25
dmg: 2d6 + 6 ⇒ (6, 1) + 6 = 13

-Posted with Wayfinder

Scarab Sages

Aviendha finally manages to hit one of the skeletons with enough force to knock it's skull clear of the rest of it's body

The skeletons carry a short bow, a rusty scimitar and some very old, rusty and rotting armor

The exit to the north leads to another room, looking through the doorway you see;

A terrible stone idol stands on a small dais in the center of this crossshaped chamber. The idol depicts a demonic being with a birdlike
head and writhing serpents for legs; the eyes are fiery orange gems.
Ornamental pillars surround the chamber, and open archways lead from this chamber to the south and the west. An eerie soundlessness enwraps the entire chamber.

Knowledge(Planes):

You identify identify the idol as a depiction of Abraxas, demon lord of forbidden knowledge.

When you look around this room (with detect magic) you notice that the blue glow coming from the bottom of the pool is magical.

Liberty's Edge

Male Human (Andoran) Fighter (Shielded Fighter) 5/Golden Legionnaire 3 HP: 83/83 | AC: 31 | T: 16 | FF: 27 | CMD: 26 | Fort: +9 | Ref: +5| Will: +2 | Init: +2 | Perception: +0 | Sense Motive: +0

Samuel gives out a sigh of relief as the last skeleton is felled, quickly restrapping his light mace to his belt and redrawing his newest longsword.

"That proved alot more time consuming than I anticipated."

As the Andoran looks through the doorway he casts his eye across the statue.

"That looks unpleasant. Any suggestions how best to proceed?"

Scarab Sages

Draconic Sorcerer 4 [ HP 30/30 | AC 14 T 12 FF 12 | CMD 15 | F +4 R +3 W +3 | Init +1 Per +7]

Sam stores his spear, retrives and reloads his crossbow.
I see a magic aura from inside the pool. He says approuching the water pool.

Where is it coming from?

Silver Crusade

F Aasimar Summoner 2 |HP 21/21| |Init +4| |AC 15 T 12 FF 13| |F +3 R +2 W +3| |Perc +1|

Merrick approaches the pool as well.

Sovereign Court

Male Human Swashbuckler 8 | HP 68/68 Panache 3/3 | Init +10 Perc +11 | AC 25 T 18 FF 17 | Fort +4, Ref +12, Will +2|

Sword in hand, Marcel makes such to not let the spell casters get too far ahead of themselves. "If there's magic, surely it has a purpose." Perception: 1d20 + 5 ⇒ (6) + 5 = 11

The Exchange

Trade Prince 8 HP: 75/75 | AC 29 | T 12 | FF 27 | Fort +5 | Ref +2 | Will +9 | CMD 15 | Init. +0 | Perc. +0 (Auto-fail Sound) | Diplomacy +18 | Knowledge(Planes/Religion) +14 | Spellcraft +12
Resources:
Solar Wind 8/9 | Spells - 1st: 8/8; 2nd: 8/8; 3rd: 7/7 4th: 4/4 | CLW 30/50 | Sungazer: 8/8 | Astral Caravan: 8/8
Active Spells/Abilities:
Constant Detect Poison/Disease

Calistan heals himself and focuses his Detect Magic on the pool, hoping to see what spell it is or at least what school.

CLW Wand: 1d8 + 1 ⇒ (6) + 1 = 7

Spellcraft: 1d20 + 6 ⇒ (10) + 6 = 16

Silver Crusade

F Aasimar Summoner 2 |HP 21/21| |Init +4| |AC 15 T 12 FF 13| |F +3 R +2 W +3| |Perc +1|

Spellcraft aid: 1d20 + 5 ⇒ (1) + 5 = 6

"...This magic is unknown to me. Very exotic" To Calistan Merrick raises both arms palms upturned and gives him an exaggerated 'I have no clue' look.

You're welcome.

Scarab Sages

The magic is coming from the bottom the 5ft deep pool. There are some bright blue tiles on the floor that radiate with magic, it's hard to tell with the water in between you and what you are looking at..you are only able to tell that it's some sort of magic aura..but you have no idea what it does...or did.

(What do you want to do?)

Liberty's Edge

Male Human (Andoran) Fighter (Shielded Fighter) 5/Golden Legionnaire 3 HP: 83/83 | AC: 31 | T: 16 | FF: 27 | CMD: 26 | Fort: +9 | Ref: +5| Will: +2 | Init: +2 | Perception: +0 | Sense Motive: +0

Samuel strides into the room alongside his allies, painfully unaware of the magical aura interesting his associates.

Scarab Sages

As Samuel enters the next room he notices that all sound seems to have disapeared. As he takes a step back, the sound returns..with some experimenting he's able to quickly figure out there's an aura in the room that prevents any sound from either going or out of that room.

Scarab Sages

Draconic Sorcerer 4 [ HP 30/30 | AC 14 T 12 FF 12 | CMD 15 | F +4 R +3 W +3 | Init +1 Per +7]

Using his longspear Sam tries to move one of the tiles To near the border of the pool.

Scarab Sages

The tile is actually worked into the bottom of the pool..with some effort Sam is able to find a crack in the bottom of the pool ...it takes about a minute or 2..but Sam is able to retrieve a shard of cracked tile. It doesn't glow anymore when it leaves the pool. It's just a brigthly colored blue piece of tile.

Silver Crusade

AC 27/23 (T 13, FF 26). HP 39/45, Fort +8/+8, Ref +5/+8, Will +9/+3. Init +4, CMD/CMD 8/20, Speed 20/40 ft fly 80ft
Attacks:
Mwk CI Greatsword +9 (2d6+6) 19-20/x2, Mwk Scorp Whip +9 (1d4+4) 20/x2 (disarm, trip, 15ft reach), Throwing shield +2 1d6+4 (20 ft, trip), +1 Lance +10 20/x3, Scimitar+1 +9, 1d8+5 18-20/x2, Havok: +7 1d6+6, 2x 1d4+6
Skills:
Climb +4, Diplomacy +11, Handle Animal +10, Intimidate +7, Knowledge (religion) +6, Perception +1/+6, Ride +12, Swim +8

are the tiles no longer magic when out of the water?

Scarab Sages

The magic is very old and fading already, the tiny shards you are able to take out of the pool do no retain enough of the magic ..they might detect as having had a slight magic aura...but that's it

In case you go to the next room, I've added a link to a new map

Scarab Sages

Draconic Sorcerer 4 [ HP 30/30 | AC 14 T 12 FF 12 | CMD 15 | F +4 R +3 W +3 | Init +1 Per +7]

Dissapointed Sam proceeds to the next room.

Scarab Sages

Sam notices the same lack of sound that Samuel did, with his greater knowledge of magic he's able to figure out (after moving out of the room and conversing with the other magic users in the party) that it's an magical silence spell that's linked to this room.

And just to repeat the room description give above;
A terrible stone idol stands on a small dais in the center of this crossshaped chamber. The idol depicts a demonic being with a birdlike
head and writhing serpents for legs; the eyes are fiery orange gems.
Ornamental pillars surround the chamber, and open archways lead from this chamber to the south and the west. An eerie soundlessness enwraps the entire chamber.

Scarab Sages

Draconic Sorcerer 4 [ HP 30/30 | AC 14 T 12 FF 12 | CMD 15 | F +4 R +3 W +3 | Init +1 Per +7]

Sam checks the gems to see if they have any value.

Perc for traps: 1d20 + 1 ⇒ (11) + 1 = 12
Appraise: 1d20 + 2 ⇒ (18) + 2 = 20

The Exchange

Trade Prince 8 HP: 75/75 | AC 29 | T 12 | FF 27 | Fort +5 | Ref +2 | Will +9 | CMD 15 | Init. +0 | Perc. +0 (Auto-fail Sound) | Diplomacy +18 | Knowledge(Planes/Religion) +14 | Spellcraft +12
Resources:
Solar Wind 8/9 | Spells - 1st: 8/8; 2nd: 8/8; 3rd: 7/7 4th: 4/4 | CLW 30/50 | Sungazer: 8/8 | Astral Caravan: 8/8
Active Spells/Abilities:
Constant Detect Poison/Disease

Calistan has no idea about the Silence spell and thinks everything is hunky-dory.

Scarab Sages

Sam detect no traps and thinks the orange gems are worth 100 gp each and can easily be pried loose from the statue.

Scarab Sages

Draconic Sorcerer 4 [ HP 30/30 | AC 14 T 12 FF 12 | CMD 15 | F +4 R +3 W +3 | Init +1 Per +7]

Smiling Sam retrieves the gems and do an "ok" signal with his right hand to the group before storing them into a pocket.

Scarab Sages

Nothing else can be found in this room.

As you move towards the other exit and look in you see;
A large stone dais in this chamber supports a great sarcophagus. The lid, once carved in the image of a sleeping ancient warrior, is cracked into two pieces and lies askew.

The dead bodies of several adventurers lie crumpled on the floor: a man with a shaven head wearing battered scraps of leather, a dark-haired woman in scholarly robes, and a yellow-haired elf in hide trappings.

Map updated

Scarab Sages

What do you want to do?

Silver Crusade

AC 27/23 (T 13, FF 26). HP 39/45, Fort +8/+8, Ref +5/+8, Will +9/+3. Init +4, CMD/CMD 8/20, Speed 20/40 ft fly 80ft
Attacks:
Mwk CI Greatsword +9 (2d6+6) 19-20/x2, Mwk Scorp Whip +9 (1d4+4) 20/x2 (disarm, trip, 15ft reach), Throwing shield +2 1d6+4 (20 ft, trip), +1 Lance +10 20/x3, Scimitar+1 +9, 1d8+5 18-20/x2, Havok: +7 1d6+6, 2x 1d4+6
Skills:
Climb +4, Diplomacy +11, Handle Animal +10, Intimidate +7, Knowledge (religion) +6, Perception +1/+6, Ride +12, Swim +8

Aviendha studies the corpses. What killed them. Do the still have valuabls on them?

heal: 1d20 + 2 ⇒ (15) + 2 = 17

-Posted with Wayfinder

Scarab Sages

As Aviendha moves closer to take a look at the corpses she notices that they slowly start to rise up from the floor.

Two of them look like walking corpses only wearing a few soiled rags, with flesh rotting off their bones as they stumbles forward, arms outstretched.
The other one seems a bit A LOT more scary; The flesh of this walking corpse is rotting and putrid, its body skeletal in places and its eye sockets glowing with red light.

Knowledge (Religion) DC 10::

Two of them look like the flesh is rotting of their bones, the are zombies.

Knowledge (Religion) DC 12::

The one with the fiery red eyes is a wight..it can drain levels

Init Marcel: 1d20 + 3 ⇒ (15) + 3 = 18
Init Aviendha: 1d20 + 1 ⇒ (13) + 1 = 14
Init Sam: 1d20 + 2 ⇒ (8) + 2 = 10
Init Merrick: 1d20 + 4 ⇒ (6) + 4 = 10
Init Samuel: 1d20 + 2 ⇒ (3) + 2 = 5
Init Calistan: 1d20 - 5 ⇒ (17) - 5 = 12
Init Z: 1d20 + 0 ⇒ (15) + 0 = 15
Init W: 1d20 + 1 ⇒ (3) + 1 = 4

init
You guys
undead

Silver Crusade

AC 27/23 (T 13, FF 26). HP 39/45, Fort +8/+8, Ref +5/+8, Will +9/+3. Init +4, CMD/CMD 8/20, Speed 20/40 ft fly 80ft
Attacks:
Mwk CI Greatsword +9 (2d6+6) 19-20/x2, Mwk Scorp Whip +9 (1d4+4) 20/x2 (disarm, trip, 15ft reach), Throwing shield +2 1d6+4 (20 ft, trip), +1 Lance +10 20/x3, Scimitar+1 +9, 1d8+5 18-20/x2, Havok: +7 1d6+6, 2x 1d4+6
Skills:
Climb +4, Diplomacy +11, Handle Animal +10, Intimidate +7, Knowledge (religion) +6, Perception +1/+6, Ride +12, Swim +8

"Undead creatures! You will not live past this day!"

Aviendha says a quick prayer to Desna, she pull out her whip and tries to trip the wight. She will end up next to the wight so when it stands up she can hit it again (with her spiked fist), while making room for the others.

trip: 1d20 + 10 ⇒ (5) + 10 = 15

Scarab Sages

They didn't stand up yet..so tripping won't help much right now..

Liberty's Edge

Male Human (Andoran) Fighter (Shielded Fighter) 5/Golden Legionnaire 3 HP: 83/83 | AC: 31 | T: 16 | FF: 27 | CMD: 26 | Fort: +9 | Ref: +5| Will: +2 | Init: +2 | Perception: +0 | Sense Motive: +0

Samuel steps in to engage the undead as it rises.

"First goblins, and now more cursed dead!

Despite his concerns, the Andoran raises his longsword and swings down at the rising creature.

Masterwork Longsword: 1d20 + 4 ⇒ (11) + 4 = 151d8 + 2 ⇒ (5) + 2 = 7

Add +4 to that to hit if it's prone.

Scarab Sages

Draconic Sorcerer 4 [ HP 30/30 | AC 14 T 12 FF 12 | CMD 15 | F +4 R +3 W +3 | Init +1 Per +7]

Posting from mobile, can somebody please move my icon. It looks like I can get only the undeads with my spell but the map is opening a little funny for me.

Sam moves to Samael's side and unleash a fury of flames upon the undead from his clawed hands.
Burning Hands: 3d4 + 3 ⇒ (1, 1, 3) + 3 = 8
Move, cast spell and grow claws

Scarab Sages

Someone moved the map...which means the tokens got shifted. I'll try to fix it as best as I can and hope everyone ends up in the place they are supposed to be

Samuel moves forward and use his sword to slice a rather large chunk of flesh from one of the rising undead.

Sam moves forward and unleashes a sheet of flames which washes over the undead as they rise from the floor as he does so his fingers start to turn into claws.

Reflex save left: 1d20 + 0 ⇒ (1) + 0 = 1
Reflex save middle: 1d20 + 2 ⇒ (4) + 2 = 6
Reflex save right: 1d20 + 0 ⇒ (20) + 0 = 20

Only one if able to twist to the side enough to avoid some of the fire.

init
Merrick+Lasher, Marcel, Calistan (+Aviendha with a different standard)
Undead

Damage left: 8
Damage middle: 8
Damage right: 11

Silver Crusade

AC 27/23 (T 13, FF 26). HP 39/45, Fort +8/+8, Ref +5/+8, Will +9/+3. Init +4, CMD/CMD 8/20, Speed 20/40 ft fly 80ft
Attacks:
Mwk CI Greatsword +9 (2d6+6) 19-20/x2, Mwk Scorp Whip +9 (1d4+4) 20/x2 (disarm, trip, 15ft reach), Throwing shield +2 1d6+4 (20 ft, trip), +1 Lance +10 20/x3, Scimitar+1 +9, 1d8+5 18-20/x2, Havok: +7 1d6+6, 2x 1d4+6
Skills:
Climb +4, Diplomacy +11, Handle Animal +10, Intimidate +7, Knowledge (religion) +6, Perception +1/+6, Ride +12, Swim +8

Ah in that case Aviendha attacks the wight with her whip.

attack: 1d20 + 8 + 4 ⇒ (14) + 8 + 4 = 26
slashing dmg: 1d6 + 4 ⇒ (5) + 4 = 9

Sovereign Court

Male Human Swashbuckler 8 | HP 68/68 Panache 3/3 | Init +10 Perc +11 | AC 25 T 18 FF 17 | Fort +4, Ref +12, Will +2|

Marcel will move in and attack the one that looks different from the others.

Aldori: 1d20 + 6 + 2 ⇒ (4) + 6 + 2 = 121d8 + 2 ⇒ (6) + 2 = 8 I guess that might hit prone flat footed. I didn't include the +4 for them being prone since its actually a penalty to their AC.

Scarab Sages

Aviendha lashes out with her whip at the prone target, slashing it across it's back tearing of lots of dead flesh.

Marcel moves closer as well and sticks his rapier in the still prone body, piercing it..and almost pinning it to the floor

init
Merrick+Lasher, Calistan
Undead

Damage left: 8
Damage middle: 23
Damage right: 11

Sovereign Court

Male Human Swashbuckler 8 | HP 68/68 Panache 3/3 | Init +10 Perc +11 | AC 25 T 18 FF 17 | Fort +4, Ref +12, Will +2|

The Aldori dueling sword is not a rapier, it's nearly identical to the longsword, and it does slashing damage :)

Scarab Sages

Marcèl Lebeda wrote:
The Aldori dueling sword is not a rapier, it's nearly identical to the longsword, and it does slashing damage :)

You are right, sorry swashbuckler stereo typing here :0

Scarab Sages

Also for everyone standing next to one of the undead..go ahead and roll an AOO for when they try to rise, in case you end up getting to take it (and add a preferred target just in case there would be a choice)..saves time to roll it now instead of later..or me having to roll for it and getting blamed cause I rolled a 1 ;)

Sovereign Court

Male Human Swashbuckler 8 | HP 68/68 Panache 3/3 | Init +10 Perc +11 | AC 25 T 18 FF 17 | Fort +4, Ref +12, Will +2|

AOO:middle preferred: 1d20 + 6 + 2 ⇒ (3) + 6 + 2 = 111d8 + 2 ⇒ (3) + 2 = 5

Silver Crusade

AC 27/23 (T 13, FF 26). HP 39/45, Fort +8/+8, Ref +5/+8, Will +9/+3. Init +4, CMD/CMD 8/20, Speed 20/40 ft fly 80ft
Attacks:
Mwk CI Greatsword +9 (2d6+6) 19-20/x2, Mwk Scorp Whip +9 (1d4+4) 20/x2 (disarm, trip, 15ft reach), Throwing shield +2 1d6+4 (20 ft, trip), +1 Lance +10 20/x3, Scimitar+1 +9, 1d8+5 18-20/x2, Havok: +7 1d6+6, 2x 1d4+6
Skills:
Climb +4, Diplomacy +11, Handle Animal +10, Intimidate +7, Knowledge (religion) +6, Perception +1/+6, Ride +12, Swim +8

aoo, middle one: 1d20 + 5 + 4 ⇒ (17) + 5 + 4 = 26
dmg with spiked fist: 1d4 + 4 ⇒ (3) + 4 = 7
Don't forget the +4 from prone Marcel ;)

Scarab Sages

Draconic Sorcerer 4 [ HP 30/30 | AC 14 T 12 FF 12 | CMD 15 | F +4 R +3 W +3 | Init +1 Per +7]

AoO claw at right zombie: 1d20 + 2 + 4 ⇒ (15) + 2 + 4 = 21
Dmg: 1d4 + 2 ⇒ (2) + 2 = 4

The Exchange

Trade Prince 8 HP: 75/75 | AC 29 | T 12 | FF 27 | Fort +5 | Ref +2 | Will +9 | CMD 15 | Init. +0 | Perc. +0 (Auto-fail Sound) | Diplomacy +18 | Knowledge(Planes/Religion) +14 | Spellcraft +12
Resources:
Solar Wind 8/9 | Spells - 1st: 8/8; 2nd: 8/8; 3rd: 7/7 4th: 4/4 | CLW 30/50 | Sungazer: 8/8 | Astral Caravan: 8/8
Active Spells/Abilities:
Constant Detect Poison/Disease

Computer died on me, but I'm back.

Calistan moves forward and channel energy against the monsters!

Channel Energy: 1d6 ⇒ 6
Will save for half, DC 16.

Scarab Sages

Will save Left: 1d20 + 3 ⇒ (4) + 3 = 7
Will save Middle: 1d20 + 5 ⇒ (17) + 5 = 22
Will save Right: 1d20 + 3 ⇒ (2) + 3 = 5

As Calistan's holy energy washes over all 3 of the undead you can see the dark essence that's animating them get blown away by the positive energy..their bodies fall down to the floor before they can rise, for good measure you beat on them some more as they lift a bit of the floor....before getting slammed down again for good.

Out of combat

The corpse in the middle has on one of the hands that you managed to chop off is a silver signet ring. It has an emblem on it, most likely representing some noble house

Appraise DC 15:

The ring is worth somewhere between 125 and 175 gp

The corpses have no other possessions and the sarcophagus with the broken lid is empty.

Even when you do a thorough search of the room you don't come across anything else of interest to you.

As you look down the corridor towards the next room..you see that it's cloaked in shadows..it's quite dark and unnerving.

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