The Fall of Fairhaven (Inactive)

Game Master Jubal Breakbottle

Fairhaven town map
Encounter Map: Michael Bay ending

Villain stats:
Ymial: AC 25, touch 11, flat-footed 24, CMD 23, Fort +9, Ref +5, Will +2. SR 17. DR 5/magic


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HP: 10/18 ; Bombs 4/4; Cognatogen 0/1; Summon 5/6; 1st lvl Sum 2/3; 1st lvl Ext 2/2 CLW, CLW
Stats:
AC 16, T 12, FF 14; Fort +2, Ref +4, Will +3; Init +3; Percept +6

If you by by yourself, don't go far Thondrir. We'll be able to join you after we have a look at the records.

That's what Devan is doing right now, Jubal.


Reference Image Cleric (Herald Caller) 1 | Max HP 9 | AC 14 T:10 F:14 | F+4 R+0 W+5 | Per+6 | Init+0 | CMD 9
skills:
Appraise* +4, Diplomacy +7, Intimidate +4, Knowledge (religion) +4, Perception +4, Profession (Merchant)* +7, Sense Motive +7, Spellcraft +4

Rahaal says, "I think Devan is right that we should check the records. I don't know how likely, but there's a chance that we'll find something there that saves us crucial time. What if a few of us go take an early look at the fissure while the rest of us check the records?

"I'm thinking Devan, Tris, and myself could take a look at the records. Devan, if you send Arend with the fissure crew, can you and he communicate somehow? If we do go that route, please don't go farther than is safe without getting us all together."

Fine with either all of us going to the recordhall first, or half of us making a brief initial look into the fissure.


HP: 10/18 ; Bombs 4/4; Cognatogen 0/1; Summon 5/6; 1st lvl Sum 2/3; 1st lvl Ext 2/2 CLW, CLW
Stats:
AC 16, T 12, FF 14; Fort +2, Ref +4, Will +3; Init +3; Percept +6

Arend's dead until tomorrow isn't he?


Human Hunter 3 | HP 18/23 + 3 NL | Focus 2/3 | TW.Feat: Lookout
Stats:
AC 18(17) / T14(13) / FF14 | Fort +4 Ref +7(6) Will +4 | Init. +5 | Perc.+8 | CM +3/16

"Well, seriously, if there was another way someone in this city would know it, but if you think it's wise to double check, then let's go."


Devan Steed wrote:
Arend's dead until tomorrow isn't he?

I'm not familiar with summoners, but it happened this morning.


HP: 10/18 ; Bombs 4/4; Cognatogen 0/1; Summon 5/6; 1st lvl Sum 2/3; 1st lvl Ext 2/2 CLW, CLW
Stats:
AC 16, T 12, FF 14; Fort +2, Ref +4, Will +3; Init +3; Percept +6

Yeah, needs 24 hours after he dies until I can recall him.

Do the records say anything about alternate ways into the mines? If we need some kind of skill check or something, here's a d20

1d20 ⇒ 16


Warpriest of Angradd | HP 20/27 | Fervor 1/1 | Blessings 2/4
Stats:
AC 26/12t/21ff | Fort +5 Ref +2 Will +5 (+3 vs. spells, SLA, poison) | Init. +1 | Perception +2, 60-ft. Darkvision | CM +8/20

"Esaul be plenty o' aid fer wha' we're lookin intae. An' dunnae worry 'bout granda' Baradorn: reckless is nae a word tha' fits me. Jes' lookin' fer a tunnel. Ah've nary a thought o' spelunkin' without ye lot." Thondrir claps Esaul on the back and gestures towards the climbing gear. "Lessee if ah can manage not t'fall t'me death, aye?"

Just going to look for any tunnels or openings beneath in the rift; not going to go explorinating without the rest of the party in tow.


Tris agrees with the division of teams, and goes along with Rahaal and Devan to have a peek through the old town records. She honestly doubts there'll be much about secret tunnels... but references to the town's past, and this arrangement with the dragon, that they might stumble across might be interesting.

I don't know what skills would be called into play for that, but Tris has linguistics and knowledge local trained, if it matters. Just let us know what to roll (or roll for us if that would be simpler).


mid afternoon

After Dvalin gives two bags holding a tangle of ropes and climbing kits, you leave the collapsed mine entrance (F9) and dozens of capable stoneshapers and metalsmiths working hard.

Esaul and Thondrir stay at the enormous fissure (F7) that opened outside the inn. The walls are jagged natural stone and loose broken earth that has become mud. In some areas, the water runs freely into the depths of the fissure, creating a spray that is making the rock walls slick. The two Samaritans start untangling the ropes and climbing kits and locating the route the previous team took down the crevasse.

Devan, Rahaal and Tris return through the Town Square (F3) and farmer refugees to the Guild Hall (F4). Yes, Miranda is still kneeling vigil over the corpse of Guildmaster Pratt. The bound guard is now conscious and none too happy with your arrival, especially with his dead partner lying nearby in the Hall of Records. While the guard continuously spews vitriol at you, you search the records for another way into the mountain.

DC 10 Perception:
will glean the historical nature of the texts, and details of the town’s history can be found within the tomes around the room.

Research in the library and a DC 15 Knowledge (local) check:
will uncover an old brittle tome, which reveals the last days of the ancient mines deep beneath Fairhaven. It includes one of the last detailed maps of the area before they were abandoned, and mentions the intersecting of the mines with an old crypt. The miners sealed the breach in reverence of the deceased. Possessing the map will provide a +4 circumstance bonus to avoid getting lost while navigating the mines. Maybe this is the same crypt Regina asked you to take Guildmaster Pratt?


HP: 10/18 ; Bombs 4/4; Cognatogen 0/1; Summon 5/6; 1st lvl Sum 2/3; 1st lvl Ext 2/2 CLW, CLW
Stats:
AC 16, T 12, FF 14; Fort +2, Ref +4, Will +3; Init +3; Percept +6

Use the roll up above for the perception.

Knowledge (Local): 1d20 + 9 ⇒ (8) + 9 = 17

"Well, seems there's a map of the mines at least. Sounds like that crypt might be worth checking out after all. There might be an entrance from it to the mines. Lets go meet up with Esaul and Thondrir and let them know. The crypt seems like a less dangerous option than the fissure, and it will likely win us some points with the natives."


Reference Image Cleric (Herald Caller) 1 | Max HP 9 | AC 14 T:10 F:14 | F+4 R+0 W+5 | Per+6 | Init+0 | CMD 9
skills:
Appraise* +4, Diplomacy +7, Intimidate +4, Knowledge (religion) +4, Perception +4, Profession (Merchant)* +7, Sense Motive +7, Spellcraft +4

"Great work! Yes, let's collect our fellows and then head to the crypt straightaway."


Are you bringing the body of Guildmaster Pratt? Who are you asking for directions to the crypt? Are you doing anything about the guard or Miranda?


HP: 10/18 ; Bombs 4/4; Cognatogen 0/1; Summon 5/6; 1st lvl Sum 2/3; 1st lvl Ext 2/2 CLW, CLW
Stats:
AC 16, T 12, FF 14; Fort +2, Ref +4, Will +3; Init +3; Percept +6

Pratt, yes. But first retrieve Esaul and Thondie. Ask Regina or whatever the gate lady's name was, since she asked us to bury Pratt there she should know where it is (if it's not on the map). The guard can stay tied up for as long as he's dominated. Miranda is useless as far as I can tell, or a really really evil good liar. Either way, no clue what to do with her.


Human Hunter 3 | HP 18/23 + 3 NL | Focus 2/3 | TW.Feat: Lookout
Stats:
AC 18(17) / T14(13) / FF14 | Fort +4 Ref +7(6) Will +4 | Init. +5 | Perc.+8 | CM +3/16

Esaul was still getting prepared with Thondrir when the group returned. "Well, this was really dangerous, I didn't want to take chances. What did you find?"


HP: 10/18 ; Bombs 4/4; Cognatogen 0/1; Summon 5/6; 1st lvl Sum 2/3; 1st lvl Ext 2/2 CLW, CLW
Stats:
AC 16, T 12, FF 14; Fort +2, Ref +4, Will +3; Init +3; Percept +6

"There's probably a connection from the crypt we were asked to bury Pratt in and the mines. We figure by burying him we can earn some points with the locals and also possibly gain entrance to the mines there. We also found this map," Devan says holding the map.


Tris was too slow to ferret out knowledge, but as Devan was more than skilled at such, she's happy to simply tag along and squint at dusty tomes and nod sagely at his discoveries.

She purses her lips at the plan to take Pratt's body up the crypt. If there's still a passel of townfolk there when they come out...

She falls into step by Rahaal as they go to collect Esaul and Thondrir and tell them what they found, murmuring quietly to the priestess (and to the others, as well, but primarily Rahaal).

"I dunno if that Regina's told the townsfolk yet that Pratt is dead," she says, "but if she hasn't, then us carrying him out of there might cause some problems. You're the one who's lived here: you think these people will capsize when they realize Pratt's dead? We might want to have some nice words prepared. Better not tell them he offed himself; that gets people thinking there's no hope at all. If it gets out their leader suicided, then any desperate soul in this town will jump ship and join him unless I miss my guess."


early evening

When you regroup with Regina (the head of the militia and leading the defense of the gate), she is pleased to hear about some hope with the connection between the crypt and the mine. She offers to find you a cart to carry Pratt's body, but all animals of burden have been pressed into service. So, you will have to push the cart. She can detail some militia to help you load Pratt onto the cart to make it legitimate. Regina is comfortable with Rahaal performing the funeral ceremony.

The entrance to the crypt is at the far back of the town (F10). It runs in a crevasse for some ten miles to the old dwarven crypt. No one has been there in years.

It will take a good hour to get the cart to the Guild Hall and load up Pratt. The hike to the crypt will take another several hours. When are you leaving? Is there anything else you want to prepare and bring with you?


Human Hunter 3 | HP 18/23 + 3 NL | Focus 2/3 | TW.Feat: Lookout
Stats:
AC 18(17) / T14(13) / FF14 | Fort +4 Ref +7(6) Will +4 | Init. +5 | Perc.+8 | CM +3/16

Is it still possible to sell and buy goodies in this mess of a city?


Esaul wrote:
Is it still possible to sell and buy goodies in this mess of a city?

Probably not. What do you want?


Human Hunter 3 | HP 18/23 + 3 NL | Focus 2/3 | TW.Feat: Lookout
Stats:
AC 18(17) / T14(13) / FF14 | Fort +4 Ref +7(6) Will +4 | Init. +5 | Perc.+8 | CM +3/16

We have a couple of things to sell, but nevermind we won't be able to buy anything decent with it...

"Ready when you are, folks."


HP: 10/18 ; Bombs 4/4; Cognatogen 0/1; Summon 5/6; 1st lvl Sum 2/3; 1st lvl Ext 2/2 CLW, CLW
Stats:
AC 16, T 12, FF 14; Fort +2, Ref +4, Will +3; Init +3; Percept +6

"I'd like to wait until I can summon Arend back. We can get Pratt loaded up now, but lets wait for morning before heading out."


Where would you like to spend the night? Miranda offered you the Guildmaster Quarters. Regina would not mind.


HP: 10/18 ; Bombs 4/4; Cognatogen 0/1; Summon 5/6; 1st lvl Sum 2/3; 1st lvl Ext 2/2 CLW, CLW
Stats:
AC 16, T 12, FF 14; Fort +2, Ref +4, Will +3; Init +3; Percept +6

That works for me.


Tris thanks Regina for the offer of the Guildmaster's building. She paces the halls of the building restlessly, understanding the wisdom of waiting til they're at full strength in the morning, but impatient to be off: if it's to be a suicide mission, she'd just as soon get the dyin' over with.

As she walks, she practices rolling a coin over and around between her knuckles. She might be a little claustrophobic and not looking forward to eventual underground travel. Maybe.


Reference Image Cleric (Herald Caller) 1 | Max HP 9 | AC 14 T:10 F:14 | F+4 R+0 W+5 | Per+6 | Init+0 | CMD 9
skills:
Appraise* +4, Diplomacy +7, Intimidate +4, Knowledge (religion) +4, Perception +4, Profession (Merchant)* +7, Sense Motive +7, Spellcraft +4

As another long day nears it's end, Rahaal's mind wanders toward the Hammerfall. She aches for something to make her smile, and to celebrate life a bit, before another long hard day. "Samaritans, I'm inclined to get a drink at the Hammerfall before I turn in. And before that, I want to check on that ensorcelled guard, if he's regained consciousness. Anyone who wants to join me for either is more than welcome."

Jubal, I don't think we discussed what we did with him. I'd assume we handed him -- bound -- over to Regina or someone Rahaal knew to be responsible in the crowd...but I don't think we discussed it so it's your call.
.
Rahaal wants to see if he's conscious, if he's still ensorcelled, and if not if he remembers anything about who dominated him.
.
At the bar, she'll want to return the papers they collected and explain the location of the chest...but mostly she's hoping to find a bard who'll sing for coin, and some good ale...a bit of enjoyment of the richness of civilization before slogging in a mine tomorrow.
.
Happy to RP out any of this, or to fast forward through it.


Rahaal, you missed some posts. Please reread this one. The dominated guard is the one yelling at you. You never said what you did with him, so I left him tied up in the Hall of Records where you tied him up.

Then the Hammer’s Rest inn is described in this post and doesn't look that inviting. Read Tris's appropriate reaction.


Reference Image Cleric (Herald Caller) 1 | Max HP 9 | AC 14 T:10 F:14 | F+4 R+0 W+5 | Per+6 | Init+0 | CMD 9
skills:
Appraise* +4, Diplomacy +7, Intimidate +4, Knowledge (religion) +4, Perception +4, Profession (Merchant)* +7, Sense Motive +7, Spellcraft +4

OK, whoops, thanks for the links. I did indeed miss stuff!
.
Could we ascertain if the guard is still ensorcelled -- or if he's now free of the spell, but (understandably) pissed about his buddy being shot through the eye? If the latter some patient diplomacy might get us useful information.
.
As far as the rest goes...this is totally just fluff, but Rahaal would be looking for some entertainment, if she knows of a way to get it. Clearly the Hammer's Rest wouldn't be that way...and it sounds like with the town as shattered as it is, we won't find it anywhere. Maybe she'll talk Tris into a card game at the end of the night.


I got your gamblin' needs right here!


Human Hunter 3 | HP 18/23 + 3 NL | Focus 2/3 | TW.Feat: Lookout
Stats:
AC 18(17) / T14(13) / FF14 | Fort +4 Ref +7(6) Will +4 | Init. +5 | Perc.+8 | CM +3/16

"Well, may I mention my point of view? I know how much you miss Arend, Devan, but we should go there today at least to clear the place. I know we're tired an all, but we still have magical resources to use today that won't sum up with tomorrow's. I'm just saying."

Imagine if, for instance, we face a shadow (or other draining something) first thing in the morning. We will be drained and lose the day! But if we go now we can return as soon as something like that happens, to rest knowing we won't have to face it again. It will be dark inside the crypt anyway...


HP: 10/18 ; Bombs 4/4; Cognatogen 0/1; Summon 5/6; 1st lvl Sum 2/3; 1st lvl Ext 2/2 CLW, CLW
Stats:
AC 16, T 12, FF 14; Fort +2, Ref +4, Will +3; Init +3; Percept +6

What time of day is it now, Jubal?

Jubal wrote:
The hike to the crypt will take another several hours.


If it is still relatively early in the day, I'd vote for going today without Arend, it's true, just because it seems like time is of the essence in rescuing these miners.


Reference Image Cleric (Herald Caller) 1 | Max HP 9 | AC 14 T:10 F:14 | F+4 R+0 W+5 | Per+6 | Init+0 | CMD 9
skills:
Appraise* +4, Diplomacy +7, Intimidate +4, Knowledge (religion) +4, Perception +4, Profession (Merchant)* +7, Sense Motive +7, Spellcraft +4
Jubal Breakbottle wrote:

early evening

That said, folks could be dying as we speak. Pressing on may be the right choice. Rahaal is convinced.

EDIT: If we go, we'll want to stash camping gear in/near the crypt.


Human Hunter 3 | HP 18/23 + 3 NL | Focus 2/3 | TW.Feat: Lookout
Stats:
AC 18(17) / T14(13) / FF14 | Fort +4 Ref +7(6) Will +4 | Init. +5 | Perc.+8 | CM +3/16

Better to sleep on the wild than in a city about to be destroyed... People could get crazy!


Reference Image Cleric (Herald Caller) 1 | Max HP 9 | AC 14 T:10 F:14 | F+4 R+0 W+5 | Per+6 | Init+0 | CMD 9
skills:
Appraise* +4, Diplomacy +7, Intimidate +4, Knowledge (religion) +4, Perception +4, Profession (Merchant)* +7, Sense Motive +7, Spellcraft +4

HA! Better to enjoy the benefits of civlization than another night in the dirt...but duty calls.


Warpriest of Angradd | HP 20/27 | Fervor 1/1 | Blessings 2/4
Stats:
AC 26/12t/21ff | Fort +5 Ref +2 Will +5 (+3 vs. spells, SLA, poison) | Init. +1 | Perception +2, 60-ft. Darkvision | CM +8/20

Thondrir's a dwarf. Find a reason to drink, and he'll oblige.


HP: 10/18 ; Bombs 4/4; Cognatogen 0/1; Summon 5/6; 1st lvl Sum 2/3; 1st lvl Ext 2/2 CLW, CLW
Stats:
AC 16, T 12, FF 14; Fort +2, Ref +4, Will +3; Init +3; Percept +6

Alright, fine let's go now. Hope we don't regret it later.


Evening

After a hour, you stand before the crevasse entrance (F10) heading toward the crypt. Guildmaster Pratt lays underneath a decorated rug on a handcart. The preparation went as smoothly as possible with the detail of militia literally doing the heavy lifting. When the refugees who are settled in the Town Square became aware of Pratt's impeding funeral, they cycled through waves of emotion of shock, grief, and fear. Rahaal assured them that Regina was in charge, and the militia detail supported that claim.

Miranda decided she was too grief-stricken to accompany you to that far away crypt in the middle of the night. She would go later during the day. The guards were also take care of by the militia detail. The dead one was looted for his kit and dropped in a mass grave. The dominated one was taken to the gate for the militia to watch.

On the way, you pass the gardens (F8) of Fairhaven. They are surprisingly lush, beautiful and dominate the highest tier of the city. The waterfalls are diverted into two small rivers that feed the flora, all of which is tended to a meticulous degree. While many of the city’s buildings have suffered greatly from the earthquake, the garden’s growth seems unimpeded. A cracked path here and there is all that there is to indicate a calamity ever transpired here. Numerous tents can be found in amidst the flora housing townsfolk who have lost their homes to the earthquake.

The trail is mostly 5 ft wide with occasional larger widths, so I need a single file marching order. Pratt's cart is a 5-ft square. Whoever is in front of it is constantly pulling. Whoever is behind is occasionally pushing when its wheels catch on a rock.

I also need to know sources of light, because it is now dark. Occasionally, you will get some dim starlight when you break out of the crevasse, but some time it will be pitch black.


Night

The old winding trail snakes its way through the rocky slopes behind Fairhaven’s gardens and leads deeper into the mountains. The trail is rocky and untended and over-looks Ymial's massive army camping in the valley at two points.

About nine miles out of Fairhaven exists the nearly overgrown tomb entrance. It appears that it has been quite some time since anyone has visited the tomb to revere the forgotten dead though. There isn’t much on the outside that betrays the existence of a dwarven crypt, with the old stone arches having weathered down to a shadow of their former glory. The surrounding area is thick with overgrowth, over which the stone wall of the mountain rises. Evidence of the old dwarf door is barely perceptible in the rock face, the impressions of ancient runes having been worn down by centuries of exposure to the elements.

DC 15 Perception check:
Reveals the presence of bits of bone and fur matted in clumps in the underbrush as they near the door.

DC 10 Knowledge (nature) check:
Confirms these are giant owl pellets.

DC 15 Knowledge (arcana) check:
Further identifies the pellets as owlbear droppings.

The old stone doors of the crypt were long ago broken from their pivot points. One door yet remains upright, though it is slightly ajar. The other has fallen inward, and is cracked in multiple places. Each door consists of a slab of stone about 5 feet high, 3 feet wide and 6 inches thick, weighing about 1,300 pounds.

There is ample room (40 ft square) in front of the crypt to camp amid some trees, bushes, and two large monoliths.


Human Hunter 3 | HP 18/23 + 3 NL | Focus 2/3 | TW.Feat: Lookout
Stats:
AC 18(17) / T14(13) / FF14 | Fort +4 Ref +7(6) Will +4 | Init. +5 | Perc.+8 | CM +3/16

Already regretting having suggested to come to the crypts this late, Esaul helps to pull the cart, while Light scouts a few feet ahead of the line. Esaul is immediately ahead of the cart, but the wolf is probably the first of the line to scent any foreign smell on the road. When the ambient light is not enough, he uses the Light cantrip on the bottom of the cart, to light the road but not much farther.

Perception: 1d20 + 8 ⇒ (13) + 8 = 21
K.Nature: 1d20 + 5 ⇒ (9) + 5 = 14

He realizes something at the door, and shares his knowledge while looking around for possible threats.
"Watch out, Giant Owls are mighty hunters at dim-lighted places, but if we are finding only pellets, there's probably a bigger predator around."

"Let's check the inside?"


HP: 10/18 ; Bombs 4/4; Cognatogen 0/1; Summon 5/6; 1st lvl Sum 2/3; 1st lvl Ext 2/2 CLW, CLW
Stats:
AC 16, T 12, FF 14; Fort +2, Ref +4, Will +3; Init +3; Percept +6

Perception: 1d20 + 6 ⇒ (13) + 6 = 19
Knowledge (Nature): 1d20 + 7 ⇒ (4) + 7 = 11
Knowledge (Arcana): 1d20 + 7 ⇒ (14) + 7 = 21

"Those are owlbear droppings, son. Worse than any bird I'd wager. Lets be real careful going in there. If there's an owlbear denned up in this crypt we've got a tough fight ahead of us."


Perception: 1d20 + 5 ⇒ (2) + 5 = 7

Tris can't see crap. Literally. Between the darkness and her own general lack of woods-savviness, she only looks bemused at the mention of owlbear droppings.

Devan's words don't put her at ease, though. An owlbear. Great. She has never fought one, and doesn't really want to start tonight.

"I'm going to light a torch," she mutters, and gets out her flint and steel to do just that. The warm glow of flame in her left hand makes her feel a bit better about the ominous blackness of the crypt entrance ahead. Magic light's all well and good, but sometimes you want to feel the heat of the flame too.

Not that the view the other direction is much better. The winking campfires of Ymial's army are... too many to easily count from up here. It doesn't inspire personal confidence in their ability to prevail at all.

"Right. So. Who's first, or do we want to chuck in a glowing rock or something?"


Warpriest of Angradd | HP 20/27 | Fervor 1/1 | Blessings 2/4
Stats:
AC 26/12t/21ff | Fort +5 Ref +2 Will +5 (+3 vs. spells, SLA, poison) | Init. +1 | Perception +2, 60-ft. Darkvision | CM +8/20

"Ah'll be takin' point if ye don' mind. Dunnae reckon any of ye can see what's what inside." Thondrir spares a quick glance around the clearing. "An' if an owlbear's lurkin' atween us an' a mine, best ye 'ave a suit o' armor fer its beak, aye?"


HP: 10/18 ; Bombs 4/4; Cognatogen 0/1; Summon 5/6; 1st lvl Sum 2/3; 1st lvl Ext 2/2 CLW, CLW
Stats:
AC 16, T 12, FF 14; Fort +2, Ref +4, Will +3; Init +3; Percept +6

"Thank you, old friend. I'm right hesitant to attempt this with Arend gone and most of my magic used up. But I've still got my bombs."


Map

Place yourselves on the map and tell me what your plan is.


HP: 10/18 ; Bombs 4/4; Cognatogen 0/1; Summon 5/6; 1st lvl Sum 2/3; 1st lvl Ext 2/2 CLW, CLW
Stats:
AC 16, T 12, FF 14; Fort +2, Ref +4, Will +3; Init +3; Percept +6

I'm fine with where I am, but the permissions aren't set so we can move our icons. I think Thondrir going up to the door first is a good idea.


Human Hunter 3 | HP 18/23 + 3 NL | Focus 2/3 | TW.Feat: Lookout
Stats:
AC 18(17) / T14(13) / FF14 | Fort +4 Ref +7(6) Will +4 | Init. +5 | Perc.+8 | CM +3/16

YES!!! Freaking old style rpg map!!! I love it!

Esaul will follow after the short dwarf at G10, with Light behind him at G11. He has his bow ready.


Try editing now.


Human Hunter 3 | HP 18/23 + 3 NL | Focus 2/3 | TW.Feat: Lookout
Stats:
AC 18(17) / T14(13) / FF14 | Fort +4 Ref +7(6) Will +4 | Init. +5 | Perc.+8 | CM +3/16

done.


Tris sidles up behind 'grandpappy' Thondrir, her torch in one hand and her rapier in the other.

"Ready when you are, old man," she teases, to cover up her current state of nerves. Great. Great. Going into the earth, with tight walls all around you and no fresh air and the knowledge of all that rock pressing in on you from all sides...

I think the plan is for Thondrir to move forward and for us to follow, essentially. Tris will at least check for traps on doors, etc.

By the light of her torch, Tris tries to peer inside and make sure the stone is safe to walk on, and no tripwires or anything set up by some especially fiendish owlbear.

Perception: 1d20 + 5 ⇒ (12) + 5 = 17 +1 for traps


Reference Image Cleric (Herald Caller) 1 | Max HP 9 | AC 14 T:10 F:14 | F+4 R+0 W+5 | Per+6 | Init+0 | CMD 9
skills:
Appraise* +4, Diplomacy +7, Intimidate +4, Knowledge (religion) +4, Perception +4, Profession (Merchant)* +7, Sense Motive +7, Spellcraft +4

Rahaal falls in at the back, beside Devan. She begins to speak of Justice and Duty in an uplifting, rhythmic cadence:

"Samaritans. The day has been long, but the foes of justice do not tire, nor do the trapped citizens of Fairhaven down in the mine have the luxury of rest. Therefore let us find courage in the rightness of our task."

______________

Stnd: Inspire courage. >> NOTE TO ALL, you note have +1 Competence bonus to hit and damage, and +1 morale vs fear.
.
Resources: 8/11 rounds sermonic performance left
Spells spent today: summon monster i , enthrall

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