GM Woran's Crypt of the Everflame (Inactive)

Game Master Woran

Map link

GM cheat sheet:

[dice=initiative Araklifest]1d20 + 5[/dice]
[dice=initiative Jurgen]1d20 + 3[/dice]
[dice=initiative Heir]1d20 + 3[/dice]
[dice=initiative Zoma-Khat]1d20 + 3[/dice]

[dice=perception Jurgen]1d20 + 5[/dice]
[dice=perception Araklifest]1d20 + 4[/dice]
[dice=perception Zoma-Khat]1d20 + 5[/dice]
[dice=perception Heir]1d20 + 1[/dice]


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Dead Suns:

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Dead Suns:

The basement of the Grand Lodge is completely silent, other than the echoing footsteps of a few over-eager scholars. The note was simple, “Meet me in storage room 34c at dawn. Bring coffee.” At the end of a long hallway, a door stands ajar and the smell of sulfur, saltpeter, and other chemicals wafts from it.
Venture Captain Michael Schwartz peers out from behind a maddeningly intricate series of glass tubes and beakers, and wipes a bit of soot off his face. “Ah, good, good, glad you all managed to find my ‘office’. Sorry for the mess, I’m in the middle of prepping extracts.”
His gravelly voice echoes down the empty hallway. He motions for you to approach before continuing. “Tell me, how many of you have heard of a town called Kassen?” Without waiting for an answer, he emerges from behind the alchemy lab, holding a stack of parchment. “Apparently it’s a minor village in northern Nirmathas, purely agrarian, mostly isolated, and completely uninteresting.” He grins. “Except, of course, for the one thing that’s interesting about it.”
“The town is less than two days travel from the resting place of the hero Kassen, a crypt that no one outside the village has set foot in since its creation. The locals call it the Crypt of the Everflame, named for a unique magical flame that was lit to honor the fallen hero. During the harvest they often send their best and brightest, in this case you, to retrieve the flame as a sort of coming of age ceremony.”
He shrugs and cracks a smile.
“The flame is what the Society cares about. We've been trying to get a team down there for years now, but the villagers are weary of strangers intruding on their sanctum. But now they have reached out to us for help. As I said, they use the crypt for a coming of age ritual, and set a few harmless traps for the unsuspecting youths. But this time, those who set they traps have not returned. Coupled with reports of bandit activity in the area, they are very worried.”
“Your mission is to go to Kassen, participate in their ceremony, and enter the crypt. Once there, make note of anything historically significant, discover what happened to the townsfolk who went and set the traps, and retrieve the flame. It should go without saying, but avoid damaging the crypt or offending the locals, we’re guests in Kassen, and would like to be invited back in the future. Remember, the most important thing is to watch each others’ backs, and get out alive. The boat leaves in six hours, but do you have any questions?”

Liberty's Edge

Male Elf Magus 2 | HP: 12/15 AC: 16 (20 with shield) | T: 13 | FF: 13 | CMB: 3 CMD: 16 | F: +4 R: +3 W: +3 | Init: +5 | Low-light vision | Spells per day: 4/3 (4/0 left)| Arcana pool 0/4

Araklifest shrugs as he hears the name of the village and the hero: "Never heard of," he admits. "Do we have anything in our records that could be usefull for this trip? I could take 5 hours to search the records and get to the boat in time, I think." As a librarian by profession he is fairly sure he can find somethng if there is more to know.


Dead Suns:

The Venture-Captain nods. "Yeah, I would have been surprised if you had heard of the place. Its really nothing more then a hamlet, and I am sure the Society wouldnt have known about it either, if it hadnt had the Everflame."

He hands over a stack of papers. "We truely dont have a lot of info about Kassen, other then its location, and a bit of its early history. Here are your travel papers."
He points out documents for each of you. “A boat will take you into Tamran. From there a river skiff is going to skirt the banks of Lake Encarthan, and head up the Tourondel River. It should take at least a week to arrive.”

Dark Archive

Aerokineticist 1 HP 11/12 (4 NL) | Init +3 | AC 17 (T 13 FF 14) | CMD 14 | F +5 R +5 W +1 | Per +5, SM +1 | Effects:

Zoma shrugs, handing the Venture-Captain a mug of coffee, slightly cold for having made the trip to the storage room. "A week by boat before we get there. How very... boring." He shrugged. Boring though the voyage might sound, the idea of actually getting out and doing something, as opposed to being an object of study, held some appeal to the man.

OK, this is Redblade's kineticist. If anyone has some suggestions for starting gear particular to PFS, I'm all ears! Also, do we know if profile pics are working in the new website? I can't quite make it work yet.


Dead Suns:

The Venture-Captain gratefully accepts the mug.
"Yes. Boat travel isnt the most exciting, but I always found them to be relaxing. It gives one time to finish paperwork, without someone dumping more on your plate."

Silver Crusade

Male Kitsune Paladin (irorian) 2 : AC 19 (T 15 FF 14) |CMD 15 | HP 20/20 | F +6 R +6 W +5 +2 vs EC | Perception +0| Init +3

"How do you write with the boat rocking all over the place?


M Large Canine Level 3 druid

Reginald "Heir" de Bonaire is a snow white kitsune with cobalt blue eyes. He wears flowing white robes that are dyed black to match the kitsunes "socks" of black fur on his hands and feet and an open paw haramaki over his chest. He sits cross legged in the chair with a reassuring air of calm, almost seeming to fall asleep when not speaking.

Liberty's Edge

Init +3 | Perception +5; Sense Motive +9 | AC 20; Touch 13; FF 17 | CMD 16 | F +5; R +3; W +3 | Speed: 20 | HP 15/18 (stable) | Spells Active: none | Conditions: none | Spells remaining: {1:0/2 } | Raging Song 3/6

Jurgen was standing leaning against the doorpost with a mug of hot coffee, but startles and spills most of it over some unlucky lab implements and/or bystanders when he hears what the VC has to say.

"What?! People back home are in danger and we're going there on a leisurely boat ride? Is there no faster way?"

With a fierce look in his eyes he starts to think. "Okay, gotta pack, ready to move out.. what do I need.."


Dead Suns:

The Venture-Captain grins at Hair de Bonaire. "Practice."
He takes a sip of the bitter black coffee and grimaces. “The town has assured us that the crypt is completely abandoned, and has been for centuries. Which means you can expect it to be anything but. If I were you, I would prepare for undead; holy stuff and positive energy should be order of the day. I’d also prepare for swarms and traps.”

He gives you all a last once over. "Kassen is pretty small, you should probably make your purchases while still in Absalom.”


Dead Suns:

A sea ship brings you to Cassomir in Taldor.
A river barge takes you up the Sellen river up to lake encarthan. Stopping in Tamran, a smaller boat takes you to Nirmathas. From there its only a few days up the Tourondel River before you reach Kassen.

Kassen is small, but its docs are quite busy on this brisk autumn day. Dockworkers stop their work to gawk at you and you're quickly pointed towards the towns greathall.
Passing the temple of Erastil which dutifully tolls the midday hour, you arrive at the greathall.
Its a tall, three story structure, eaily the largest in the town.

Inside you draw more looks, although the people here are more polite then to gawk. A young cleric shows you into a small office.

Behind a large wooden desk sits a broad shouldered man who looks to be getting on in years. His long blonde hair and beard are showing streaks of gray.
The man quickly stands and gives you a firm handshake.
"Ah, thank you so much for coming. I am mayor Uptal. You must be the Pathfinders. Welcome, welcome. I hope your journey here was a pleasant one."

He gestures at a few chairs then sits down himself.
"I am glad you came as quick as you could. We are in a bit of trouble here you see, some trouble we are ill equipped for to handle ourselves. So I stuck a deal with your Venture-Captain."

He waits for you all too settle before continuing. "Our little town has a ritual. We hold it every few years. Youths from the town on the cusp of adulthood are send into the old crypt of Kassen, the founder of our town, to retrieve the Everflame. A magical flame that lights a magical latern. Its a rite of passage and a time honored tradition. A solemn affair. And a chance for us to test the mettle of our youth. And to give them a taste of adventure and danger, without getting them into real danger."

The young cleric from before brings in hot tea for everyone. The mayor takes a few sips. "You see, before the youths go off on their quest, a few townsfolk go to the crypt to set up a traps. Fairly harmless. They'll scare and leave some bruises if they are not carefull. Our wizard conjures up some illusionary foes, for them to fight.
"In the end, they will be an experience richer, and we have the magical flame illuminate our town square for a few years more, as a symbol of hope. Only this time, the people setting up the traps have not returned. The people I send after them to check if something happened, have not returned either, and I would loathe to loose more good people. That is where you come in. You are professionals. If you help us out, deal with whatever is going on in the crypt, then the Society in turn gets to study the crypt and the Everflame, something they have been wanting to do for years."

"The crypt is about a day and a half away. We have a few supplies to help you out. We'd appreciate if you set out as quickly if you could. Some of the people might still be alive out there."

Liberty's Edge

Male Elf Magus 2 | HP: 12/15 AC: 16 (20 with shield) | T: 13 | FF: 13 | CMB: 3 CMD: 16 | F: +4 R: +3 W: +3 | Init: +5 | Low-light vision | Spells per day: 4/3 (4/0 left)| Arcana pool 0/4

Araklifest listens carefully to mayor Uptals assessment of the situation. "Do we work as professionals only, or are there still young ones who join us on their rite of passage? The experience will be much more dangerous for them than usual, but if they survive in the end even more a learning process they could benefit from."


Dead Suns:

The mayor shakes his head. "We have postponed the festivities for now, giving you the chance to sort out what is going on without adding another burden."

Silver Crusade

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Male Kitsune Paladin (irorian) 2 : AC 19 (T 15 FF 14) |CMD 15 | HP 20/20 | F +6 R +6 W +5 +2 vs EC | Perception +0| Init +3

Heir nods solemnly

"My stomach has not stopped heaving from the sea but your townsfolk could be in danger every second we delay." he has also not gotten the ink off of his hands as his writing practice did not go without incident. "Shall we begin? "


Dead Suns:

The mayor takes you outside the office, where a few bundles have been placed.
"For each of you there are 5 days’ worth of rations, a small
tent, a winter blanket, a full waterskin. If you wish, there is also a 50 feet of hempen rope, a box containing tinder and three tindertwigs, a labeled potion of cure light wounds, three torches, a grappling hook, and a small bottle of local brandy to divide amongst yourselves."

Liberty's Edge

Init +3 | Perception +5; Sense Motive +9 | AC 20; Touch 13; FF 17 | CMD 16 | F +5; R +3; W +3 | Speed: 20 | HP 15/18 (stable) | Spells Active: none | Conditions: none | Spells remaining: {1:0/2 } | Raging Song 3/6

"We came as soon as we could, when I heard there was trouble back home I had to come immediately. I'm lucky I got out of Misery Row on time to help out."

Jurgen looks around, sizing up the buildings and the people. Although he puts on a tough face he's clearly touched by the sight. "It's been a long time.. Everything looks smaller than I remember. But it's still home."

Taking the supplies and stuffing them in his packs he nods. "Yes, we should hurry."

Liberty's Edge

Male Elf Magus 2 | HP: 12/15 AC: 16 (20 with shield) | T: 13 | FF: 13 | CMB: 3 CMD: 16 | F: +4 R: +3 W: +3 | Init: +5 | Low-light vision | Spells per day: 4/3 (4/0 left)| Arcana pool 0/4

"Could we have a mule or horse to transport all our stuff? With all the rations, tents, blankets and so on, we'll be a lot slower than without," asks Grauwerd, as he looks at the bundles placed aoutside the mayors' office and with a sidelook at his smaller kitsune compagnon. "If we start within an hour, I should think we could reach the crypt tomorrow at the end of the day."


Dead Suns:

The mayor looks taken aback for a bit. He clearly hadnt realised you might not be able to carry the items.
"Ah, yes. Let me see about arranging that for you. Why dont you go down to the inn, have a meal on my expense, and I'll have a donkey ready for you when you are finished."


Dead Suns:

After a good meal in the inn you meet the mayor in front of the great hall. He's got a donkey which is carrying most of the survival gear with him. He solemnly hands you an old silver lantern and a map of the surrounding area. "This is the ceremonial lantern used to bring back the Everflame. No normal flame will light it. Please bring back the Everflame with you when you are done. Good luck."

Any questions for the mayor, or any last thing you want to do/buy?

Liberty's Edge

Init +3 | Perception +5; Sense Motive +9 | AC 20; Touch 13; FF 17 | CMD 16 | F +5; R +3; W +3 | Speed: 20 | HP 15/18 (stable) | Spells Active: none | Conditions: none | Spells remaining: {1:0/2 } | Raging Song 3/6

Jurgen takes the lantern from him, and carefully wraps it up in a blanket to prevent it from getting jostled. Then he turns to his companions, a twinge of impatience noticeable. "We're ready to leave, I think?"

Liberty's Edge

Male Elf Magus 2 | HP: 12/15 AC: 16 (20 with shield) | T: 13 | FF: 13 | CMB: 3 CMD: 16 | F: +4 R: +3 W: +3 | Init: +5 | Low-light vision | Spells per day: 4/3 (4/0 left)| Arcana pool 0/4

"Yes, let's go." replies Araklifest


Dead Suns:

You set out from Kassen. The mayor and a few of the townsfolk solemnly watch as you leave.

The area immediately around Kassen makes for easy travel. Logging and farming have reduced the density of the fangwood. The weather is overcast but dry, making for easy going.

After about an hour of travel, the forest grows more dense as the influence of the town doesnt reach this far. The path you have been following is still there, but becomes more of a game trail.

After about two hours of travel, the path narrows even more. It winds through the raking claws of the trees, now bear of their leaves, which crunch loudly underfoot. Up ahead, a fallen tree trunk blocks the path. Suddenly a trio of snarling humanoids leaps up from behind the log, all greenish skin and fearsome tusks, bellowing vulgar challenges.

init:

initiative Araklifest: 1d20 + 5 ⇒ (8) + 5 = 13
initiative Jurgen: 1d20 + 3 ⇒ (19) + 3 = 22
initiative Heir: 1d20 + 3 ⇒ (8) + 3 = 11
initiative Zoma-Khat: 1d20 + 3 ⇒ (5) + 3 = 8

init Orcs: 1d20 ⇒ 10

Initiative

Round 1

Jurgen
Araklifest
Heir
Orcs
Zoma-Khat

Jurgen, Araklifest and Heir can act.

Map link here

Liberty's Edge

Male Elf Magus 2 | HP: 12/15 AC: 16 (20 with shield) | T: 13 | FF: 13 | CMB: 3 CMD: 16 | F: +4 R: +3 W: +3 | Init: +5 | Low-light vision | Spells per day: 4/3 (4/0 left)| Arcana pool 0/4

Araklifest casts Shield on himself, draws his rapier and walks into the fray, heading for the leftmost humanoid.

Liberty's Edge

Init +3 | Perception +5; Sense Motive +9 | AC 20; Touch 13; FF 17 | CMD 16 | F +5; R +3; W +3 | Speed: 20 | HP 15/18 (stable) | Spells Active: none | Conditions: none | Spells remaining: {1:0/2 } | Raging Song 3/6

I'm not seeing any minis on the map, is that correct?

"Are you the ones who ambushed my neighbours? Because you just made a biiig mistake!"

K(local): 1d20 + 5 ⇒ (11) + 5 = 16

While taking a look at the ambushers Jurgen takes some steps back, putting roughly 30ft between himself and the greenskins. He also seeks to ensure the party is between him and the ruffians so that he (as archer) doesn't get cornered. And then shoots at the rightmost one.

Due to Deadeye Bowman and Precise Shot I should be able to shoot at them without cover or firing into melee penalties.

Composite Longbow: 1d20 + 6 ⇒ (13) + 6 = 19

Damage: 1d8 + 3 ⇒ (3) + 3 = 6


Dead Suns:

Can you see them now? I think I put sharing permissions wrong. Ive adjusted them now. Ive moved Araklifest but not Jurgen.

Araklifest: Casts shield and moves forward a bit.

Jurgen: Checks out the orcs. Strangely enough they dont have any particular clan fetishes displayed.

The arrow shoots true and hits the red orc straight in the chest, making it howl in pain.

Liberty's Edge

Init +3 | Perception +5; Sense Motive +9 | AC 20; Touch 13; FF 17 | CMD 16 | F +5; R +3; W +3 | Speed: 20 | HP 15/18 (stable) | Spells Active: none | Conditions: none | Spells remaining: {1:0/2 } | Raging Song 3/6

Okay, I thought we were coming from the other side. Let's say I shot at Red.

Dark Archive

Aerokineticist 1 HP 11/12 (4 NL) | Init +3 | AC 17 (T 13 FF 14) | CMD 14 | F +5 R +5 W +1 | Per +5, SM +1 | Effects:

Zoma bristles at the sight of the orcs. Sure, there's no way these guys have anything to do with the a*#%*&%s who tried to sacrifice me to Rull, but that doens't mean they're nice guys.

"You fellas should have stayed behind your log," he glares, as lightning plays up and down his arms.

Waiting on Heir before I zap one.


Dead Suns:

I'll put Heir in delay

Orcs: Shouting ferocious war cries, the Orcs charge forward.

charge blue at Jurgen: 1d20 + 5 + 2 ⇒ (4) + 5 + 2 = 11
charge red at Jurgen: 1d20 + 5 + 2 ⇒ (3) + 5 + 2 = 10

charge green at Araklifest: 1d20 + 5 + 2 ⇒ (10) + 5 + 2 = 17

The diceroller has spoken!

Initiative

Round 1

Jurgen
Araklifest
Orcs
Zoma-Khat
Heir

Zoma-Khat and Heir can act!

GM only:

Jurgen: 1d20 + 3 ⇒ (13) + 3 = 16
Araklifest: 1d20 + 3 ⇒ (16) + 3 = 19

Araklifest only:

When the Orc takes a swing at you... you think its a fake! This is an illusion!

Dark Archive

Aerokineticist 1 HP 11/12 (4 NL) | Init +3 | AC 17 (T 13 FF 14) | CMD 14 | F +5 R +5 W +1 | Per +5, SM +1 | Effects:

Zoma reaches out toward the nearest orc, lightning sizzling off his hands. "Fry."

That should be vs. green, I think. The one engaged with Araklifest. PB and Precise shot in effect.

Electric Blast: 1d20 + 4 ⇒ (8) + 4 = 12 vs touch
Electric Damage: 1d6 + 1 + 1 ⇒ (2) + 1 + 1 = 4

Liberty's Edge

Male Elf Magus 2 | HP: 12/15 AC: 16 (20 with shield) | T: 13 | FF: 13 | CMB: 3 CMD: 16 | F: +4 R: +3 W: +3 | Init: +5 | Low-light vision | Spells per day: 4/3 (4/0 left)| Arcana pool 0/4

Araklifest gets a better chance to take a good look at the charging orc and when the orc takes a swing at the elf, he is sure: "These orcs are not real!, They are an illusion. The real culprit behind this attack sits elsewhere," and he looks around quickly, searching for the hiding place of the person who casts this illusion.

Spoiler:
perception: 1d20 + 4 ⇒ (4) + 4 = 8

Silver Crusade

Male Kitsune Paladin (irorian) 2 : AC 19 (T 15 FF 14) |CMD 15 | HP 20/20 | F +6 R +6 W +5 +2 vs EC | Perception +0| Init +3

"how did my brothers say this works..."SAFEWORD?" "

Perception check perception: 1d20 + 2 ⇒ (15) + 2 = 17


Dead Suns:

Zoma-Khat: Loosens a bolt of electricity at Green, zapping the orc real good.

GM only:

will save: 1d20 + 4 + 1 ⇒ (12) + 4 + 1 = 17

Zoma-Khat only:

Now that you had a warning from Araklifest and you interacted with the orc... Araklifest is right! This is a fake orc!

Araklifest: Warning the party members would sure help them against the illusions. Checking about, you dont find anything out of the ordinary that quickly.

Heir: Checks around, but its had to get any details in the scuffle, and even harder to hear anything with the howling orks.

Round 2

Jurgen
Araklifest
Orcs
Zoma-Khat
Heir

Jurgen can act. Araklifest has used his standard looking around. Can take a move action if he wishes.

Liberty's Edge

Init +3 | Perception +5; Sense Motive +9 | AC 20; Touch 13; FF 17 | CMD 16 | F +5; R +3; W +3 | Speed: 20 | HP 15/18 (stable) | Spells Active: none | Conditions: none | Spells remaining: {1:0/2 } | Raging Song 3/6

We were warned of an illusion, so that triggers a free save with +4

disbelief: 1d20 + 8 ⇒ (9) + 8 = 17


Dead Suns:

OMG! That Orc is an illusion!!!!

Dark Archive

Aerokineticist 1 HP 11/12 (4 NL) | Init +3 | AC 17 (T 13 FF 14) | CMD 14 | F +5 R +5 W +1 | Per +5, SM +1 | Effects:

So then, is this a real orc...?

Liberty's Edge

Init +3 | Perception +5; Sense Motive +9 | AC 20; Touch 13; FF 17 | CMD 16 | F +5; R +3; W +3 | Speed: 20 | HP 15/18 (stable) | Spells Active: none | Conditions: none | Spells remaining: {1:0/2 } | Raging Song 3/6

Growling with frustration Jurgen turns to look around for a prankster move action

Perception: 1d20 + 5 ⇒ (8) + 5 = 13

and keeps looking standard

Perception: 1d20 + 5 ⇒ (4) + 5 = 9

"Whoever you are, you had your fun. But people are in danger, we don't have time for this!"

Silver Crusade

Male Kitsune Paladin (irorian) 2 : AC 19 (T 15 FF 14) |CMD 15 | HP 20/20 | F +6 R +6 W +5 +2 vs EC | Perception +0| Init +3

"A problem that is only as real as your mind makes it is no problem at all. "


Dead Suns:

will save heir: 1d20 + 5 + 4 ⇒ (10) + 5 + 4 = 19

With everyone convinced that the orcs arent real, the fight becomes a bit of a farce. The illusionary orcs swing their axes, harmlesly passing trough the group.

This continues for a minute or so, then the forms quietly fade.

Searching the area thoroughly, you find signs that someone set up a magical trap here, a week or two ago judging by the faded signs.

Dark Archive

Aerokineticist 1 HP 11/12 (4 NL) | Init +3 | AC 17 (T 13 FF 14) | CMD 14 | F +5 R +5 W +1 | Per +5, SM +1 | Effects:

Upon finding the trap, Zoma frowns. "Hmm, the fellow back in Kassen said that there were things set up to scare the townsfolk taking the challenge. This is probably part of that, no?"

Silver Crusade

Male Kitsune Paladin (irorian) 2 : AC 19 (T 15 FF 14) |CMD 15 | HP 20/20 | F +6 R +6 W +5 +2 vs EC | Perception +0| Init +3

"Probably. But it worries me that such a skilled magician was unable to handle the current situation. "

Liberty's Edge

Male Elf Magus 2 | HP: 12/15 AC: 16 (20 with shield) | T: 13 | FF: 13 | CMB: 3 CMD: 16 | F: +4 R: +3 W: +3 | Init: +5 | Low-light vision | Spells per day: 4/3 (4/0 left)| Arcana pool 0/4

"We still are not so far away from Kassen. We don't know if this magician was with the men that went to the tomb, do we? But if he did, it gives reason for more worries, I agree."


Dead Suns:

After the disconcerting encounter with the illusionary orcs, and searching the surrounding area, you continue onwards, following the trail.
After having followed the map for most of the day, the sunlight begins to fade and a cold wind begins to rattle through the leafless forest. There is now no sign of civilization in sight.
Its time to begin thinking of making camp.

Everyone can make a survival check, even untrained

Silver Crusade

Male Kitsune Paladin (irorian) 2 : AC 19 (T 15 FF 14) |CMD 15 | HP 20/20 | F +6 R +6 W +5 +2 vs EC | Perception +0| Init +3

oh i, i will survive: 1d20 + 0 ⇒ (9) + 0 = 9

Dark Archive

Aerokineticist 1 HP 11/12 (4 NL) | Init +3 | AC 17 (T 13 FF 14) | CMD 14 | F +5 R +5 W +1 | Per +5, SM +1 | Effects:

Survival: 1d20 + 1 ⇒ (2) + 1 = 3

Wow.

Liberty's Edge

Male Elf Magus 2 | HP: 12/15 AC: 16 (20 with shield) | T: 13 | FF: 13 | CMB: 3 CMD: 16 | F: +4 R: +3 W: +3 | Init: +5 | Low-light vision | Spells per day: 4/3 (4/0 left)| Arcana pool 0/4

Survival: 1d20 + 0 ⇒ (11) + 0 = 11

Liberty's Edge

Init +3 | Perception +5; Sense Motive +9 | AC 20; Touch 13; FF 17 | CMD 16 | F +5; R +3; W +3 | Speed: 20 | HP 15/18 (stable) | Spells Active: none | Conditions: none | Spells remaining: {1:0/2 } | Raging Song 3/6

"It's been a while since I went camping outside.. spent a lot of time cooped up in Misery Row.

Survival: 1d20 ⇒ 12


Dead Suns:

While Zoma-Khat nearly walks into a patch of poison ivy (stopped in time by Araklifest), Jurgen finds a suitable camping spot.
Its a nice level spot, surrounded on three sides by a thicket of bushes.
There is plenty of dry wood to be found to start a fire, and the rations you received from Kassen can be cooked into a fine stew.

GM rolls:

perception Jurgen: 1d20 + 5 ⇒ (12) + 5 = 17
perception Araklifest: 1d20 + 4 ⇒ (11) + 4 = 15
perception Zoma-Khat: 1d20 + 5 ⇒ (11) + 5 = 16
perception Heir: 1d20 + 1 ⇒ (16) + 1 = 17

As you are sitting around the campfire, you all hear howling off in the distance.

What are your plans for tonight?

Liberty's Edge

Male Elf Magus 2 | HP: 12/15 AC: 16 (20 with shield) | T: 13 | FF: 13 | CMB: 3 CMD: 16 | F: +4 R: +3 W: +3 | Init: +5 | Low-light vision | Spells per day: 4/3 (4/0 left)| Arcana pool 0/4

"With those wolves howling, we should keep the fire burning. So we have to keep watch, as always when traveling in the wilderness," suggests Araklifest. He volunteers for the second or third watch, always the hardest to keep.

Liberty's Edge

Init +3 | Perception +5; Sense Motive +9 | AC 20; Touch 13; FF 17 | CMD 16 | F +5; R +3; W +3 | Speed: 20 | HP 15/18 (stable) | Spells Active: none | Conditions: none | Spells remaining: {1:0/2 } | Raging Song 3/6

"I say we have rotating watches of two. Just in case they come close really quietly, two pairs of ears and eyes is better than one. And sleep in your lighter armor if you got it." He finishes muttering while looking at his breastplate. "Shoulda gone with the lighter model..."


Dead Suns:

gm rolls:

wolf stealth: 1d20 + 6 ⇒ (11) + 6 = 17
perception Jurgen: 1d20 + 5 ⇒ (14) + 5 = 19
perception Araklifest: 1d20 + 4 ⇒ (20) + 4 = 24

Jurgen and Araklifest keep watch together, keeping the fire burning high.
About half an hour into their watch, they both spot a wolf skulking around at the edge of the firelight.

What are you going to do? You can make a know. nature check if you have it.

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