The Inheritors Mark (Inactive)

Game Master Johnnycat93

Souls: 1101

Player's Handbook

Map

Firekeeper Shandara HP 3(20)/23
Norowas HP 35(4)/35; 2 pts CON burn


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Male Human of Smog HP27/27 AC19/14/15 CMD:17 CMB+3 Init:+4 Perception:+8, Fort:+4 Ref+8 Will+4 (+2vPSN) Spellpoints: 4/7

I'll take that examining the other passages dead end revealed nothing.

Altair nods as he looks to the underground waterwheel. " It does have a natural luster. It is possible the catacombs were built underneath this place, or whoever lives here now has shaped the place to their liking."
The man standing near the edge of the cliff and feeling for the direction of the wind before breathing deeply.
Percep: 1d20 + 8 + 8 ⇒ (20) + 8 + 8 = 36
Scent based perception(+8 from Scent ability), does Altair smell the same sort of scents from the beast man camp earlier?


Spooky Skeleton Scarecrow

Norowas:

The water seems pure and drinkable.

Altair:
You do not smell any hint of the beast-men down here. Conveniently you happen to look at the basin below. It is quite deep, and though the water is clear it eventually leads down to darkness. Watching, you seem something move down in the depths. What it is you can't say, nor even what it looks like. You can only say something moved.


Male Human Thaumaturge (Soulfire Master) 4 (Demi-Gestalt Bard)
stats:
HP: (39/39) AC 16 (FF 15, Touch 11) CMD 13 FS +4, RS +2, WS +4, Initiative: +5 Perception: +8 Darkvision

The water is pure, and I am parched. Let's rest a moment. Norowas sets down his flag and shield and begins drinking the water.


HP: 38/42 | Temp HP: 4/4 | SP: 5/5 | MNVR: Bronze Lancet Charge, Hasted Leap, Oaken Shield* | Init: +5 | Per: +9

"Another 'village' perhaps?" Orntorias says as he moves towards the structures.


Male Human of Smog HP27/27 AC19/14/15 CMD:17 CMB+3 Init:+4 Perception:+8, Fort:+4 Ref+8 Will+4 (+2vPSN) Spellpoints: 4/7

Altair shrugs at the ivory knight, eyes scanning the water.
" Nothing to indicate it yet but I just saw something in the water. that basin seems much deeper than it looks so be cautious whatever is down there does not look small."


Female Human Sorcerer 4; HP 03/23; AC 15/13/13; F: +2 Ref: +3 Will: +5; Spell Points:11/12; Perception +5; Initiative +2;

The firekeeper walks towards the village, her eyes glancing to the water occasionally, but more interested in the structures ahead. She holds her bonfire blade up to provide light in the dark places, should they encounter any.


Male Human of Smog HP27/27 AC19/14/15 CMD:17 CMB+3 Init:+4 Perception:+8, Fort:+4 Ref+8 Will+4 (+2vPSN) Spellpoints: 4/7

Altair moves to the front keeping his eyes open for dangers or traps as they walk.


Male Human Thaumaturge (Soulfire Master) 4 (Demi-Gestalt Bard)
stats:
HP: (39/39) AC 16 (FF 15, Touch 11) CMD 13 FS +4, RS +2, WS +4, Initiative: +5 Perception: +8 Darkvision

Norowas retrieves his things and follows closely behind.


Spooky Skeleton Scarecrow

Approaching the structures, they could hardly be called a village. Really, it's only a half-dozen buildings built into a large, hollowed out area along the cave wall. There's a convenient platform that levels out before the path you were following leads down further. From here you have a decently sized open space before the first of the structures.

Knowledge Local DC 15:

Unlike with the home of the beastmen, the construction and design of these wooden shanties is clearly one of human origin.

Knowledge Engineering DC 15:

Upon closer examination you can now tell that the building with the water wheel is actually a sluice house, designed to control the flow of water from within.


Female Human Sorcerer 4; HP 03/23; AC 15/13/13; F: +2 Ref: +3 Will: +5; Spell Points:11/12; Perception +5; Initiative +2;

I go looking around the whaterwheel buildings

-Posted with Wayfinder


Male Human Thaumaturge (Soulfire Master) 4 (Demi-Gestalt Bard)
stats:
HP: (39/39) AC 16 (FF 15, Touch 11) CMD 13 FS +4, RS +2, WS +4, Initiative: +5 Perception: +8 Darkvision

I apologize, I thought I posted!

Knowledge Local: 1d20 + 4 ⇒ (14) + 4 = 18

Knowledge Engineering: 1d20 + 4 ⇒ (2) + 4 = 6

These houses were made by human hands, not the rough work of beasts. Perhaps some still yet dwell here, Norowas muses, following Shandara.


Spooky Skeleton Scarecrow

Moving through the shacks you are struck by a profound sense of stillness. You spy no people as you go, though it would follow that this place remain just as abandoned as the rest of the forbidden lands - at least, the areas that you have visited so far.

The building with the waterwheel is dark inside and the windows have dusty, stained glass that makes it difficult to see inside. The one door and only obvious entrance is shut and is barred from the inside.

There are deep claw marks gouged in the wooden door. Upon further extension, you can see that there are also marks on the walls and even on the roof of the building.


Female Human Sorcerer 4; HP 03/23; AC 15/13/13; F: +2 Ref: +3 Will: +5; Spell Points:11/12; Perception +5; Initiative +2;

"I wonder..." the fire keeper whispers.

She turns to the others. "We should be wary of whatever it is you saw lurking in the water. Its reach may be quite long."

-Posted with Wayfinder


HP: 38/42 | Temp HP: 4/4 | SP: 5/5 | MNVR: Bronze Lancet Charge, Hasted Leap, Oaken Shield* | Init: +5 | Per: +9

"Do you think whatever has barred itself inside is still sane?" Orntorias says aloud as he moves to the barred door. Pounding on it he calls "We mean no harm.


Male Human Thaumaturge (Soulfire Master) 4 (Demi-Gestalt Bard)
stats:
HP: (39/39) AC 16 (FF 15, Touch 11) CMD 13 FS +4, RS +2, WS +4, Initiative: +5 Perception: +8 Darkvision

Norowas accompanies the knight, addressing whomever waits behind the door. Please, speak with us. Perhaps we can help each other.
Diplomacy: 1d20 + 12 ⇒ (11) + 12 = 23


Spooky Skeleton Scarecrow

The group waits several minutes but there is no response from inside the house.


Male Human Thaumaturge (Soulfire Master) 4 (Demi-Gestalt Bard)
stats:
HP: (39/39) AC 16 (FF 15, Touch 11) CMD 13 FS +4, RS +2, WS +4, Initiative: +5 Perception: +8 Darkvision

The occupant may be wounded and unable to open the door. Orntorias, can you break it down?

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