Tervalis Confirmation III (Inactive)

Game Master JASON RODARTE

MAP I

Map 2

Chronicle

WW #1

Sheets

MINOTAUR MAP

MAP III


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Grand Lodge

Halfling Rogue 1 | HP 10/10 | AC 17 : T 15 : FF 14 : CMD 12 AC 19 : T 17 : FF 14 : CMD 14 | F +2 : R +6 : W +2 | Init +4 | Perc +8 S.M. +6 | Mwk Dagger +6, 1d3-1+1d8 | St -1 Dx +4 Co +2 In +1 Wi +2 Ch +0 | Acrobatics +8, D.D. +10, E.A. +8, Kn (r) +2, Prof. +10, S.o.H. +8, Stealth +12, Swim +3
resources:
Adaptive Luck: 3/3, Wand of CLW 46/50
CONDITIONS: none

Morthak looks the man over, and shrugs. He digs into his pouch and comes up with a handful of silver coins. He drops them into the beggar's hands. Call it 1 gp total.

"Here."

When the beggar thanks him (assuming he does), Morthak simply nods and then looks away, uninterested in gratitude or praise.

Grand Lodge

HP 15 l AC 17 (T 13/ FF 14) l F+1 R+6 W+3 l Ini +3 Perc +10 (+1 to find Traps)
spell save bonuses:
+2 vs. enchantments, +1 trait bonus vs. charm and compulsion spells or +2 if directed to break the law

Chorlo will look at the man, giving him a few coins.

"Have you been on the street long? Later today when I report back to the Lamp Lighters HQ I will see if there is any lodging we can find for you."

Upon seeing Morthak, Chorlo will smile.

"Good day, been a while since our last adventure."

Grand Lodge

male human slayer 2, HP 25/25, AC 20, T 12, FF 18, F +5, R +5, W+2, Init +4, Perc +6

Here you go....should be enough to get a roof over your head and a bit of warm grub...the inn down the street here might need a hand with their stables. Might put a few coins in your pocket... Karlos says as he fishes out a few coins from his purse. He looks around as he does, making sure he isn't being set up fir a robbery. Can't trust everyone, right? Good luck, my good man. about a gp in silver and copper


M Silvanesti Elf Wizard (Necromancer) 6/5 Renegade Hunter Int +2 AC 22, touch 22, flat-footed 10 (+2 Dex) hp 44 (9d6+9) Fort +5, Ref +6, Will +7; +2 vs. enchantments Defensive Abilities resistance; Immune sleep;

The question hangs in the air for only a scant moment before
the figure pulls back his hood to reveal the wizened face of
Venture-Captain Drandle Dreng. He gives a crooked smile,
soaked head to toe from his unprotected time in the rain. His
clothes smell faintly of cabbage.

“Sorry about that,” he says with a wink. “I always like
to play a little joke on agents when I stumble across them
during my jaunts into town. Now, why did I summon you fine
folk here again…?” Dreng shakes his head from side to side,
as though trying to knock water out of his ears, despite the
constant downpour.
“Ah yes, the Wounded Wisp! I’m undercover now and can’t
stray far from the site I’m watching, but I need someone to
retrieve a package for me from that fine establishment. It’s
among Absalom’s most storied taverns, you see, and one that
holds a special place of privilege in the Society’s lore as the place
where the organization began. Well, I could drone on and on
about it, but standing out in the rain is doing none of us any
favors.” [b]

As if anticipating agreement, the bedraggled venturecaptain
produces a small slip of folded paper from one of his
many stitched pockets. Dreng quickly shows a glimpse of the
page’s contents: a map detailing the location of the Wounded
Wisp bar.

[b] “The bartender is a woman by the name of Heryn Gale, a fine
lady who came to own the Wisp after the passing of her father
from—oh, bah, it’s really getting too cold for me to give a proper
history lesson! If you could just go to the Wisp, and tell Heryn
you’re there to pick up my parcel, it would be most appreciated.
I’ll be around here for several more hours at least.”

Grand Lodge

Halfling Rogue 1 | HP 10/10 | AC 17 : T 15 : FF 14 : CMD 12 AC 19 : T 17 : FF 14 : CMD 14 | F +2 : R +6 : W +2 | Init +4 | Perc +8 S.M. +6 | Mwk Dagger +6, 1d3-1+1d8 | St -1 Dx +4 Co +2 In +1 Wi +2 Ch +0 | Acrobatics +8, D.D. +10, E.A. +8, Kn (r) +2, Prof. +10, S.o.H. +8, Stealth +12, Swim +3
resources:
Adaptive Luck: 3/3, Wand of CLW 46/50
CONDITIONS: none

"Hm. Sounds easy enough. Just to be sure though... the barkeep isn't a Minotaur by any chance?"

Grand Lodge

male human slayer 2, HP 25/25, AC 20, T 12, FF 18, F +5, R +5, W+2, Init +4, Perc +6

Of course....nice disguise by the way...very effective. We will do our best sir...you can count on us. Karlos says after realizing who the beggar actually is.

Grand Lodge

HP 15 l AC 17 (T 13/ FF 14) l F+1 R+6 W+3 l Ini +3 Perc +10 (+1 to find Traps)
spell save bonuses:
+2 vs. enchantments, +1 trait bonus vs. charm and compulsion spells or +2 if directed to break the law

Chorlo is a bit taken a back.

"Good day ser, I can still look into a place for you to stay if you wish. Is the Misses mad at you that is why you are out here? as well?"

Chorlo turns in the direction of the WOunded Wisp, "SO a pick up and drop off? I can handle that ser."

Grand Lodge

Male Dwarf (+2 Con, +2 Wis, -2 Cha) Dwarf LG HP:23 /23, AC: 20 , T: 10 , FF: 20 , CMB: +5, CMD: 16, Init: 1, Per: +3 Paladin (Stonelord) lvl 2 Fort: +6, Ref: +1, Will: +5 Dagger+5(1d4+3, 19-20x2), MW Lucerne Hammer +7(1d12+4, x2)

Haha! Suckers! That's a good prank Sir, I like your style. So yer tellin me you need 6 people to go to a tavern, and pick up a package? What's the catch?

Grand Lodge

Male Human Life Oracle (Dual Cursed) 1 | AC 15 T 10 FF 15 | HP 10/10 | F +2 R +0 W +1 | Init +0

"Seems easy enough." Faustus looks at the map and then heads off to the Wounded Wisp.


M Silvanesti Elf Wizard (Necromancer) 6/5 Renegade Hunter Int +2 AC 22, touch 22, flat-footed 10 (+2 Dex) hp 44 (9d6+9) Fort +5, Ref +6, Will +7; +2 vs. enchantments Defensive Abilities resistance; Immune sleep;

The Wounded Wisp is located in the Foreign Quarter
district of Absalom, close to the grounds of the
Grand Lodge. PCs should have no difficulty finding
the establishment with the map Dreng provided.
Almost every initiate or member has heard of or seen
the building at some point. Succeeding at a DC 10
Knowledge (geography or local) check is sufficient to find
the Wounded Wisp, and Dreng’s hastily sketched map
provides basic directions even if none of the PCs know
the way already.
Built from dark, discolored wood, the exterior of the
Wounded Wisp is the image of an iconic dive bar. Stained
and barred windows obscure direct vision into the
establishment, though ruddy yellow light bleeds from a
window in the front hall. In the hours just before dawn,
the building closes long enough for menials to clean and
to give staff a rest. The only distinguishing feature on the Wisp’s exterior is a thick wooden sign hanging from
above the bar’s entrance. A brass ring fitted onto the sign
anchors a lantern—referred to by the staff as “the wisp”—
that hangs there during the evening hours.


M Silvanesti Elf Wizard (Necromancer) 6/5 Renegade Hunter Int +2 AC 22, touch 22, flat-footed 10 (+2 Dex) hp 44 (9d6+9) Fort +5, Ref +6, Will +7; +2 vs. enchantments Defensive Abilities resistance; Immune sleep;

The smell of smoke and spilled ale assails the senses in this
wide-open area. Walls of dark-stained wood make up the
sides of the Wounded Wisp, while well-used wooden tables
are spread throughout the space. A raised area in the back
of the establishment houses several additional tables and
eating areas for groups seeking more than just a good drink.
An austere bar supported by kegs instead of wooden panels
commands the northern end of the room. A stained-glass
cabinet stands behind the bar, its dark panes cracked in several
spots, yet not so opaque as to conceal the several dozen types
of hard liquor within.


M Silvanesti Elf Wizard (Necromancer) 6/5 Renegade Hunter Int +2 AC 22, touch 22, flat-footed 10 (+2 Dex) hp 44 (9d6+9) Fort +5, Ref +6, Will +7; +2 vs. enchantments Defensive Abilities resistance; Immune sleep;

You see some familiar and not familiar faces in the inn.

Familiar: Janira Gavik, the Halfling bard who served in your Confirmation a few days back.

Patron 2: A devout inquisitor of Sarenrae, Aram bin Kaleel
owns Kaleel’s Curiosities, a shop in the Coins district.

Patrons 3: Garl and Shrade ( members of the Society for the past 3
years, have only traveled on a handful of missions. The
two earned field commissions after saving the lives of
a Pathfinder group deployed in Lastwall, and it’s likely
the two half-orcs never fully understood what they
were getting into.

Patron 4:
The military historian Yargos Gill is one of the few patrons who bears no
direct affiliation with the Society. Despite this, Gill has
often found himself wrapped up in the Society’s affairs

Grand Lodge

Halfling Rogue 1 | HP 10/10 | AC 17 : T 15 : FF 14 : CMD 12 AC 19 : T 17 : FF 14 : CMD 14 | F +2 : R +6 : W +2 | Init +4 | Perc +8 S.M. +6 | Mwk Dagger +6, 1d3-1+1d8 | St -1 Dx +4 Co +2 In +1 Wi +2 Ch +0 | Acrobatics +8, D.D. +10, E.A. +8, Kn (r) +2, Prof. +10, S.o.H. +8, Stealth +12, Swim +3
resources:
Adaptive Luck: 3/3, Wand of CLW 46/50
CONDITIONS: none

knowledge local (untrained): 1d20 + 1 ⇒ (8) + 1 = 9
knowledge geography (untrained): 1d20 + 1 ⇒ (7) + 1 = 8

"Someone else will have to lead the way... I don't really know this city."

-----

Upon arrival...

Morthak nods to Janira and any others he knows, and looks around to see if he can spot Heryn Gale, the bartender.

If he spots her:
He goes up to the bar and looks at the bartender.
"Are you Heryn? Greetings. We're meant to pick up something for Drandle Dreng. Do you have it?"

If he doesn't see her:
He wanders over to where Janira sits.
"Hello. How are you feeling?"

"We're supposed to find Heryn Gale. Do you know if she is here?"

Grand Lodge

male human slayer 2, HP 25/25, AC 20, T 12, FF 18, F +5, R +5, W+2, Init +4, Perc +6

Karlos heads to the bar and orders two drinks if whatever Yargos is having. He walks over and sits the drink down in front of him. Good day, sir...would you be so kind as to help me eith a few questions? I am trying to fknd out more details about a campaign my uncles were involved in during their tome in the Taldan military....diplomacy: 1d20 - 2 ⇒ (17) - 2 = 15

Grand Lodge

Male Dwarf (+2 Con, +2 Wis, -2 Cha) Dwarf LG HP:23 /23, AC: 20 , T: 10 , FF: 20 , CMB: +5, CMD: 16, Init: 1, Per: +3 Paladin (Stonelord) lvl 2 Fort: +6, Ref: +1, Will: +5 Dagger+5(1d4+3, 19-20x2), MW Lucerne Hammer +7(1d12+4, x2)

Eddie walks over to the table with the half-orcs, and turns to the barkeep.
I'll have 1 of whatever they are having and a refill for both of these gentlemen.
[i]He turns to them and says Now you look like my kind of company, tell me friends, have you fought a Minotaur before? Eddie will engage in conversation with them, and even show off his scars from the deadly encounter.
Diplomacy: 1d20 + 1 ⇒ (6) + 1 = 7

Grand Lodge

HP 15 l AC 17 (T 13/ FF 14) l F+1 R+6 W+3 l Ini +3 Perc +10 (+1 to find Traps)
spell save bonuses:
+2 vs. enchantments, +1 trait bonus vs. charm and compulsion spells or +2 if directed to break the law

Chorlo will go and sit with Janira, "Mind if I sit with you? I would like to thank you again for helping me get into the PathFinders. I will make a career out of being a PathFinder Field Agent and a Lamp Lighter."

Chorlo will order some wine


M Silvanesti Elf Wizard (Necromancer) 6/5 Renegade Hunter Int +2 AC 22, touch 22, flat-footed 10 (+2 Dex) hp 44 (9d6+9) Fort +5, Ref +6, Will +7; +2 vs. enchantments Defensive Abilities resistance; Immune sleep;

Update tomorrow, I started teaching summer school yesterday so I have been doing that and I came home today with a headache.


M Silvanesti Elf Wizard (Necromancer) 6/5 Renegade Hunter Int +2 AC 22, touch 22, flat-footed 10 (+2 Dex) hp 44 (9d6+9) Fort +5, Ref +6, Will +7; +2 vs. enchantments Defensive Abilities resistance; Immune sleep;

The Halfling is happy to have the lamp lighter join her and quickly begins talking about her latest learnings

Grand Lodge

Male Human Life Oracle (Dual Cursed) 1 | AC 15 T 10 FF 15 | HP 10/10 | F +2 R +0 W +1 | Init +0

Faustus joins Chorlo at the table.


M Silvanesti Elf Wizard (Necromancer) 6/5 Renegade Hunter Int +2 AC 22, touch 22, flat-footed 10 (+2 Dex) hp 44 (9d6+9) Fort +5, Ref +6, Will +7; +2 vs. enchantments Defensive Abilities resistance; Immune sleep;

The Halfling greets him as well.


M Silvanesti Elf Wizard (Necromancer) 6/5 Renegade Hunter Int +2 AC 22, touch 22, flat-footed 10 (+2 Dex) hp 44 (9d6+9) Fort +5, Ref +6, Will +7; +2 vs. enchantments Defensive Abilities resistance; Immune sleep;

waiting on the rest.

Dark Archive

15/15 HP, AC:18 (22 Mage Armor) , T: 18, FF: 15 (19 Mage Armor), CMD:17 , F: 2, R: 4, W: 2, Init +6, Pereption +0, LG Ifrit Elemental Ray: +3 (1d6+1 x2 8/8)

Tirf will stick with Eddie as he that he and Eddie make a good combo in combat

Grand Lodge

Halfling Rogue 1 | HP 10/10 | AC 17 : T 15 : FF 14 : CMD 12 AC 19 : T 17 : FF 14 : CMD 14 | F +2 : R +6 : W +2 | Init +4 | Perc +8 S.M. +6 | Mwk Dagger +6, 1d3-1+1d8 | St -1 Dx +4 Co +2 In +1 Wi +2 Ch +0 | Acrobatics +8, D.D. +10, E.A. +8, Kn (r) +2, Prof. +10, S.o.H. +8, Stealth +12, Swim +3
resources:
Adaptive Luck: 3/3, Wand of CLW 46/50
CONDITIONS: none

GM: Did I spot the bartender? See this post.


M Silvanesti Elf Wizard (Necromancer) 6/5 Renegade Hunter Int +2 AC 22, touch 22, flat-footed 10 (+2 Dex) hp 44 (9d6+9) Fort +5, Ref +6, Will +7; +2 vs. enchantments Defensive Abilities resistance; Immune sleep;
Morthak Bonerattle PFS wrote:
GM: Did I spot the bartender? See this post.

Sorry, I missed that.


M Silvanesti Elf Wizard (Necromancer) 6/5 Renegade Hunter Int +2 AC 22, touch 22, flat-footed 10 (+2 Dex) hp 44 (9d6+9) Fort +5, Ref +6, Will +7; +2 vs. enchantments Defensive Abilities resistance; Immune sleep;

The barkeep identifies herself at the halfling's query. She offers to escort the PCs

to the cellar to retrieve Drandle Dreng’s parcel, but asks

that they wait for her replacement to arrive so that she

can step away from the bar.


M Silvanesti Elf Wizard (Necromancer) 6/5 Renegade Hunter Int +2 AC 22, touch 22, flat-footed 10 (+2 Dex) hp 44 (9d6+9) Fort +5, Ref +6, Will +7; +2 vs. enchantments Defensive Abilities resistance; Immune sleep;

. She offers to escort the PCs

to the cellar to retrieve Drandle Dreng’s parcel, but asks

that they wait for her replacement to arrive so that she

can step away from the bar.


M Silvanesti Elf Wizard (Necromancer) 6/5 Renegade Hunter Int +2 AC 22, touch 22, flat-footed 10 (+2 Dex) hp 44 (9d6+9) Fort +5, Ref +6, Will +7; +2 vs. enchantments Defensive Abilities resistance; Immune sleep;

After the PCs have had some time to

chat with the various groups relaxing at the Wounded

Wisp, Heryn Gale’s replacement finally arrives and takes

over her duties. Heryn then gathers the PCs and escorts

them to the cellars below, where she leads them to where

Drandle Dreng’s requested vintage is stored. She takes

great care in warning them about the treacherous footing

in area A11, noting that she plans on having the wooden

board replaced—an inexpensive strategy the Wisp’s staff

have favored over committing to more extensive, and

hence expensive, repairs.

Maps up tomorrow unless someone has them that they can email to me

Grand Lodge

male human slayer 2, HP 25/25, AC 20, T 12, FF 18, F +5, R +5, W+2, Init +4, Perc +6

Karlos looks across the gap. Any volunteers to jump?

Grand Lodge

HP 15 l AC 17 (T 13/ FF 14) l F+1 R+6 W+3 l Ini +3 Perc +10 (+1 to find Traps)
spell save bonuses:
+2 vs. enchantments, +1 trait bonus vs. charm and compulsion spells or +2 if directed to break the law

Chorlo will attempt to walk across the board.

Acrobatics: 1d20 + 4 ⇒ (8) + 4 = 12


M Silvanesti Elf Wizard (Necromancer) 6/5 Renegade Hunter Int +2 AC 22, touch 22, flat-footed 10 (+2 Dex) hp 44 (9d6+9) Fort +5, Ref +6, Will +7; +2 vs. enchantments Defensive Abilities resistance; Immune sleep;

Chorlo makes it ahead

I ho[e to be able to continue this tomorrow, teaching summer school has kicked my booty. I haven't forgotten and I feel bad about not posting so much. That will be changing, summer school ends Wed,

Grand Lodge

male human slayer 2, HP 25/25, AC 20, T 12, FF 18, F +5, R +5, W+2, Init +4, Perc +6

all good man....no worries

Grand Lodge

Male Human Life Oracle (Dual Cursed) 1 | AC 15 T 10 FF 15 | HP 10/10 | F +2 R +0 W +1 | Init +0

Faustus pulls out a knotted rope and grappling hook out of his backpack. "Can we anchor both ends?" He looks a bit nervous looking at the depth of the pit.

Grand Lodge

Halfling Rogue 1 | HP 10/10 | AC 17 : T 15 : FF 14 : CMD 12 AC 19 : T 17 : FF 14 : CMD 14 | F +2 : R +6 : W +2 | Init +4 | Perc +8 S.M. +6 | Mwk Dagger +6, 1d3-1+1d8 | St -1 Dx +4 Co +2 In +1 Wi +2 Ch +0 | Acrobatics +8, D.D. +10, E.A. +8, Kn (r) +2, Prof. +10, S.o.H. +8, Stealth +12, Swim +3
resources:
Adaptive Luck: 3/3, Wand of CLW 46/50
CONDITIONS: none

Do we have a map yet?

How wide is the treacherous area?

Grand Lodge

male human slayer 2, HP 25/25, AC 20, T 12, FF 18, F +5, R +5, W+2, Init +4, Perc +6

I can anchor the rope myself, then walk across with the rest of you ready to pull me up should I fall....unless we can find a decent spot for that hook... Karlos says as he looks around for a spot for the hook.

perc: 1d20 + 5 ⇒ (18) + 5 = 23

Grand Lodge

HP 15 l AC 17 (T 13/ FF 14) l F+1 R+6 W+3 l Ini +3 Perc +10 (+1 to find Traps)
spell save bonuses:
+2 vs. enchantments, +1 trait bonus vs. charm and compulsion spells or +2 if directed to break the law

"Just throw me the rope and I will anchor it over there!" Chorlo says from the other side.

Grand Lodge

Male Dwarf (+2 Con, +2 Wis, -2 Cha) Dwarf LG HP:23 /23, AC: 20 , T: 10 , FF: 20 , CMB: +5, CMD: 16, Init: 1, Per: +3 Paladin (Stonelord) lvl 2 Fort: +6, Ref: +1, Will: +5 Dagger+5(1d4+3, 19-20x2), MW Lucerne Hammer +7(1d12+4, x2)

For the love...give me the rope. Without waiting for a response,Eddie snatches the rope, and walks across to the other side.Acrobatics: 1d20 + 6 ⇒ (6) + 6 = 12 Wow cut the one close lol There, now let's move this along, can't believe our mission is to get some wine, of all the.... Eddie continues muttering to himself, a little annoyed at the seemingly pointless mission.

Grand Lodge

male human slayer 2, HP 25/25, AC 20, T 12, FF 18, F +5, R +5, W+2, Init +4, Perc +6

Well, hold on to the rope then...some of us aren't quite as nimble as others... Karlos says as he carefully tries to cross the board as the others hold the end of the rope.

acro: 1d20 + 2 - 5 ⇒ (15) + 2 - 5 = 12


M Silvanesti Elf Wizard (Necromancer) 6/5 Renegade Hunter Int +2 AC 22, touch 22, flat-footed 10 (+2 Dex) hp 44 (9d6+9) Fort +5, Ref +6, Will +7; +2 vs. enchantments Defensive Abilities resistance; Immune sleep;

It looks like the bridge is 10' across

The slayer makes it across the gap as does Eddie.

Grand Lodge

Male Human Life Oracle (Dual Cursed) 1 | AC 15 T 10 FF 15 | HP 10/10 | F +2 R +0 W +1 | Init +0

Once the rope is secure, Faustus can climb across.

"Take 10" Climb of 7 with knotted rope

Grand Lodge

Halfling Rogue 1 | HP 10/10 | AC 17 : T 15 : FF 14 : CMD 12 AC 19 : T 17 : FF 14 : CMD 14 | F +2 : R +6 : W +2 | Init +4 | Perc +8 S.M. +6 | Mwk Dagger +6, 1d3-1+1d8 | St -1 Dx +4 Co +2 In +1 Wi +2 Ch +0 | Acrobatics +8, D.D. +10, E.A. +8, Kn (r) +2, Prof. +10, S.o.H. +8, Stealth +12, Swim +3
resources:
Adaptive Luck: 3/3, Wand of CLW 46/50
CONDITIONS: none

If there is room to start running:

Morthak takes a short run and then jumps.

acrobatics take 10: 10 + 8 = 18

Enough to jump across an 18' gap.

Dark Archive

15/15 HP, AC:18 (22 Mage Armor) , T: 18, FF: 15 (19 Mage Armor), CMD:17 , F: 2, R: 4, W: 2, Init +6, Pereption +0, LG Ifrit Elemental Ray: +3 (1d6+1 x2 8/8)

guess last post got eaten.

Tirf will take rope and climb across and secure it the other side

-Posted with Wayfinder


M Silvanesti Elf Wizard (Necromancer) 6/5 Renegade Hunter Int +2 AC 22, touch 22, flat-footed 10 (+2 Dex) hp 44 (9d6+9) Fort +5, Ref +6, Will +7; +2 vs. enchantments Defensive Abilities resistance; Immune sleep;

Everyone makes it safely over the gap.


M Silvanesti Elf Wizard (Necromancer) 6/5 Renegade Hunter Int +2 AC 22, touch 22, flat-footed 10 (+2 Dex) hp 44 (9d6+9) Fort +5, Ref +6, Will +7; +2 vs. enchantments Defensive Abilities resistance; Immune sleep;

As you walk into the room you see the wine bottle on a shelf.

Grand Lodge

Male Dwarf (+2 Con, +2 Wis, -2 Cha) Dwarf LG HP:23 /23, AC: 20 , T: 10 , FF: 20 , CMB: +5, CMD: 16, Init: 1, Per: +3 Paladin (Stonelord) lvl 2 Fort: +6, Ref: +1, Will: +5 Dagger+5(1d4+3, 19-20x2), MW Lucerne Hammer +7(1d12+4, x2)

Thats the prize, we'll go ahead and grab it...
Eddie will look for anything out of place as whoever approaches, and will stop them if something stands out.
Perception: 1d20 ⇒ 10

Grand Lodge

Halfling Rogue 1 | HP 10/10 | AC 17 : T 15 : FF 14 : CMD 12 AC 19 : T 17 : FF 14 : CMD 14 | F +2 : R +6 : W +2 | Init +4 | Perc +8 S.M. +6 | Mwk Dagger +6, 1d3-1+1d8 | St -1 Dx +4 Co +2 In +1 Wi +2 Ch +0 | Acrobatics +8, D.D. +10, E.A. +8, Kn (r) +2, Prof. +10, S.o.H. +8, Stealth +12, Swim +3
resources:
Adaptive Luck: 3/3, Wand of CLW 46/50
CONDITIONS: none

"They needed all of us to get this bottle? There must be more to it."

perception: 1d20 + 8 ⇒ (9) + 8 = 17


M Silvanesti Elf Wizard (Necromancer) 6/5 Renegade Hunter Int +2 AC 22, touch 22, flat-footed 10 (+2 Dex) hp 44 (9d6+9) Fort +5, Ref +6, Will +7; +2 vs. enchantments Defensive Abilities resistance; Immune sleep;

Nothing seems to stand out from what you can tell.

Grand Lodge

HP 15 l AC 17 (T 13/ FF 14) l F+1 R+6 W+3 l Ini +3 Perc +10 (+1 to find Traps)
spell save bonuses:
+2 vs. enchantments, +1 trait bonus vs. charm and compulsion spells or +2 if directed to break the law

Chorlo will walk up and take the bottle.

"This feels much to easy"

Grand Lodge

male human slayer 2, HP 25/25, AC 20, T 12, FF 18, F +5, R +5, W+2, Init +4, Perc +6

Aye...this reeks of a setup or a test of some sort....I am hoping for a test... Karlos says as he looks about. perc: 1d20 + 5 ⇒ (15) + 5 = 20


M Silvanesti Elf Wizard (Necromancer) 6/5 Renegade Hunter Int +2 AC 22, touch 22, flat-footed 10 (+2 Dex) hp 44 (9d6+9) Fort +5, Ref +6, Will +7; +2 vs. enchantments Defensive Abilities resistance; Immune sleep;

tHE bottle is somewhat stuck. Instead, the wine rack slides to the side, ancient gears creaking ominously, revealing a short passage that leads to a rectangular room. A sturdy silver chain jutting from the ceiling ends in a glowing orb that radiates yellow light across the room. A simple desk of polished wood, stacked with documents and scattered notes, shelters a pair of wooden chests against the south wall. A series of cracks along the eastern and western walls form makeshift entrances into exposed caverns.

Grand Lodge

Halfling Rogue 1 | HP 10/10 | AC 17 : T 15 : FF 14 : CMD 12 AC 19 : T 17 : FF 14 : CMD 14 | F +2 : R +6 : W +2 | Init +4 | Perc +8 S.M. +6 | Mwk Dagger +6, 1d3-1+1d8 | St -1 Dx +4 Co +2 In +1 Wi +2 Ch +0 | Acrobatics +8, D.D. +10, E.A. +8, Kn (r) +2, Prof. +10, S.o.H. +8, Stealth +12, Swim +3
resources:
Adaptive Luck: 3/3, Wand of CLW 46/50
CONDITIONS: none

"Well they say we are to explore, investigate, and report. We should do that, I guess."

Morthak begins to look carefully at the entrance, checking for traps.

perception: 1d20 + 8 ⇒ (4) + 8 = 12

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