A more Savage Sandpoint. A new look at an old friend.

Game Master ZenFox42


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Male Human Monk Ranks 0, Card: TBD Bennies: 2, Convictions: 0, Pace: 6 (running die d8), Parry: 7, Toughness: 8, Wounds: 0, Fatigue: 0 | Map

Jzero says to Evesk, "You are brave and eager to make a difference. But sometimes it is best to remain observant and support those in the community as they wish. They also serve who stand and wait. Stay with us and help in town until we get a request to deal with the goblins as a group. While you are a good fighter, any fighter can be overwhelmed if outnumbered. It would be a shame to lose you without any hope of rescue."


Male Aasimar (Native Outsider) Paladin, Parry: 8 (2 Shield), Toughness: 9 (3 Armor), Wounds: 0, Fatigue: 0, Low Light Vision, Aura of Courage (All Allies 60ft +1 vs Fear), Bens 3, Pwr Pts 10 / 6
GM_ZenFox42 wrote:
On second thought, I'll make the rolls to see how much damage you take from the goblins (if any).

OCC:Sounds quite viable and expedient so thank you.

Next all that means is the other players get some more down time (how many days?) to get more wages (+5 gp) and pay for their horses upkeep (-1 gp) as well as do more schmoozing ;-) with the town folk. Note of the 5gp that Evesk gets from guard duty he gives 2 gp to the house of Iomedae which in turn gives him a place to sleep and eat via their deal with the Rusty Dragon and of course 1 gp for the Horse upkeep.

The nice thing is that being a sort-of a Paladin/Cleric hybrid that means he can heal some if not most of any wounds he or Shelalu acquire and he gets to feel good about dispatching some more hated Goblins and more interaction with Shelalu.

"Precisely Jzero any fighter can become overwhelmed on their own which is why I feel I should accompany Shelalu on her venture to give her backup should something go wrong. Further there are plenty of you to upkeep the morale of the town in my absence and Iomedae willing I will return but it is Iomedae's direction I feel I must follow in this. Still I thank you for your concern as well as wise council and look forward to working with you in the future."


Evesk's adventure:

Shalelu and you try to gather intelligence on the mysterious goblin leader.

You move cautiously through the goblin lands. The landscape is unforgiving, with jagged rocks jutting from the earth and the scent of damp earth lingering in the air. You can tell you’re in goblin territory—evidence of the creatures was everywhere. Crude totems mark their borders, and the remains of their unfortunate prey are scattered along the trails.

Shalelu had learned of a small goblin meeting place nestled in a hidden valley, a place where the tribes were said to gather for important meetings. If anyone knew of this new leader, it would be the goblins here. Under the cover of night, you both approach the spot, moving silently. As you near the them, the dim glow of a fire flickers through the trees, and the guttural sounds of goblin voices reaches your ears.

You find a vantage point overlooking the meeting place. It is larger than you had expected, with dozens of goblins milling about, sharpening weapons, and tending to various tasks. The fire casts long shadows, and the smell of roasting meat mingles with the acrid stench of the goblins themselves.

You watch carefully, waiting for any sign of a leader or the discussions you hope would reveal valuable information. But what you see is disheartening. The goblins are unruly, bickering among themselves, with no clear figure of authority in sight. If there was a leader, he wasn’t making himself known tonight.

Hours pass, and still, there was nothing. Shalelu, growing impatient, whispers to you, suggesting you both move closer. Perhaps you could overhear something of value if you approach the goblins. The two of you begin to carefully descend into the group’s perimeter.

You slip between the shadows, inching closer to the goblins huddling around the fire. Shalelu's sharp ears pick up bits and pieces of conversation, but it is mostly gibberish—goblins arguing over food, boasting of minor conquests, and trading crude jokes. Nothing pointed to a leader, no mention of a name or figure that stood out.

Suddenly, you hear a noise behind you—a twig snapping underfoot. You both freeze, your hearts pounding. You turn to see a goblin sentry emerging from the darkness, his beady eyes narrowing as he spots you. Before he can raise the alarm, Shalelu moves swiftly, silencing the goblin with a single, precise strike. But the damage was done. The goblin had seen you, and others would surely notice his absence soon.

Realizing you had lost the element of surprise, you both know you have to act fast. You decide to retreat, hoping to escape before the goblins could discover your presence. But as you turn to leave, a strange silence fell over the camp. The goblins have stopped their chatter.

You both hesitate, curiosity piqued. But as you strain to see or hear what had captured the goblins' attention, a loud, grating horn echos through the valley—a signal. The goblins scramble to their feet, grabbing weapons and moving with unexpected urgency. The group is in an uproar, and you realize your window for escape is closing fast.

With no other option, you both make a break for it, dashing back through the forest with the sound of goblin footsteps not far behind. You run through the dense underbrush, hearts pounding, until you reach the safety of a concealed ravine you had spotted earlier.

Breathless, you huddle in the shadows, waiting for the goblins to pass. The goblins run past you, towards the sound of the horn, on an unknown mission.

As the forest returned to its eerie quiet, you both exchange frustrated glances. You had risked everything, only to find no real information. Whoever is leading the goblins remains a mystery, eluding you at every turn.

After a week of further investigation with no results, Shalelu says it’s time to go back to Sandpoint and report.

On your way back, you run into a small group of goblins who were so well-hidden that they actually managed to surprise you as they jump up from their coverings of leaves and sticks. Altho there are more of them than you, and they have a shaman, you manage to take them all out, but not without taking a few scrapes and scratches from their twisted blades.

Damage inflicted :
Knife: 1d4 + 1d4 ⇒ (3) + (2) = 5
Knife: 1d4 + 1d4 ⇒ (4) + (1) = 5
Knife: 1d4 + 1d4 ⇒ (4) + (1) = 5
ACE!: 1d4 ⇒ 2 = 7
No Wounds


Male Aasimar (Native Outsider) Paladin, Parry: 8 (2 Shield), Toughness: 9 (3 Armor), Wounds: 0, Fatigue: 0, Low Light Vision, Aura of Courage (All Allies 60ft +1 vs Fear), Bens 3, Pwr Pts 10 / 6

OCC: Awesome that was cool, thanks for the effort it is appreciated.

Oh and maybe they came across a slightly injured young lion while they were out -- I mean I am not sure how long before we get to 2nd level so just an suggestion -- I am sure he will eventually find one some how when you deem it fully appropriate.


Evesk - the next Advancement is two small-dungeon crawls away, so you'll have to wait a while...

ALL - you get a Conviction point for your work so far. Conviction is explained on page 121 of the PF for SW Core Rules book (in my version, at least). Spend it when things look dire...

Anyone know how to insert an image into a post? My own image, not an image on a website. I think I've seen it done before...


Ag d8. Sm d4. Sp d6 Str d10 Vi. d6 | Pace 6 Parry 6 (+2w/ shield, +1 w/ 2H Sword) Size 1 Toughness 9 (3)

After a few hours of walking around and perhaps a little snacking Velrek stops and realizes he's starting to feel at 'home' here and that both makes him happy but also a little scared..

Ooh. Conviction! I do not know how to put images in a post. Don't see it in the 'how to' section and the FAQ's just list the same info. :)


A few days after Evesk returns, you are approached in the Rusty Tavern by a timid elderly Halfling woman named Bethana Corwin, a maid who works for Ameiko Kaijitsu, the owner of the Rusty Dragon. She’s obviously upset and asks to speak to the group somewhere in private. Going to one of your rooms, she says "I think Ameiko is missing. I woke this morning to find she hadn’t already started breakfast for the first time I can remember. I got worried, and knocked on Ameiko’s door but didn’t get any answer. Normally I would never do this, but I was worried, so I entered her room to find it empty and the bed unslept in. Then I found a crumpled piece of parchment near the bed—a note from Ameiko’s older brother Tsuto. Here it is - it was written in Minkaian, but she's been teaching me the language, so I translated it."

Click HERE to see the note (maybe right-click on it and open it in a new tab).

"There's a lot of tension and bad feelings between everyone in the family, but it would take too long to explain it all. I'm worried that Tsuto’s up to no good. Since Sheriff Hemlock’s out of town, you are the only ones I can turn to. I beg you, please go to the Glassworks and find out what happened to Ameiko as soon as possible."

The Glassworks is building #20 on the westside of Sandpoint in the map in the Campaign Info page.


Ag d8. Sm d4. Sp d6 Str d10 Vi. d6 | Pace 6 Parry 6 (+2w/ shield, +1 w/ 2H Sword) Size 1 Toughness 9 (3)

Velrek jumps up,"Well, of course we'll go find her!"
He then looks to the rest of the group, "Uh, assuming everyone wants to."

He stuffs the last bit of an apple tart in his mouth and goes to grab his gear.


Male Aasimar (Native Outsider) Paladin, Parry: 8 (2 Shield), Toughness: 9 (3 Armor), Wounds: 0, Fatigue: 0, Low Light Vision, Aura of Courage (All Allies 60ft +1 vs Fear), Bens 3, Pwr Pts 10 / 6

More calmly Evesk replies to Bethana's request and Velrek's as well, "Of course I will go and check this out. If she is trapped or in danger, I will do my best to free here and prevent her from harm." He then looks to the remainder of the group, "Will you be accompanying Velrek and I?"

Already dressed for patrolling Evesk does not need to get his gear, and will await the others before heading out to the Glassworks building.


Female Half-elf Sorcerer; Parry 5(7 w/spell), RATN 4(6 w/spell), Toughness 8(3); Bennies : 3

Ceri says "Of course. Just give me a few minutes to put on my gear."


Male Human Monk Ranks 0, Card: TBD Bennies: 2, Convictions: 0, Pace: 6 (running die d8), Parry: 7, Toughness: 8, Wounds: 0, Fatigue: 0 | Map

Jzero looks at the original note and verifies the halfling's translation.

"Tell us how find Glassworks place. If she went there last midnight, she has not been missing long. Perhaps we can find her."

After grabbing his gear, Jzero is ready to go.


The translation was accurate.

She gives you directions (basically, walk west hugging the wharf, then when it ends go north until you see a big building with a sign that says "Kaijitsu Glassworks". It's like a 5-10 minute walk.

When you get there, smoke is coming out of the chimneys, but curtains have been drawn over all the windows, and all the doors are locked.

What do you do?


Male Human Monk Ranks 0, Card: TBD Bennies: 2, Convictions: 0, Pace: 6 (running die d8), Parry: 7, Toughness: 8, Wounds: 0, Fatigue: 0 | Map

"Shall we knock? It is possible there is innocent explanation for Ameiko's failure to return from midnight meeting."

While the group discusses this, Jzero walks along the exterior of the glassworks, looking for an entry point that might be reached by climbing the wall, such as an open window on an upper floor or a skylight on the roof.

He also looks at any windows to see if breaking a window could provide an entry point, although he's not ready to take such an action until evidence of foul play is discovered.

He listens at a few windows.

Notice: 1d6 ⇒ 4
Wild: 1d6 ⇒ 4


ALL- once you get closer, you can plainly hear the rumble of the furnaces.

Jzero/ALL - it would take an Athletics roll to climb the wall to the roof.

Jzero faintly hears some kind of voices coming from inside, but you can't identify them.

Since you can't see inside the windows, it's hard to tell where breaking one of them would get you to inside the building. Maybe the foundry floor, maybe a locked office.

Anyone have any ideas how to do a "dungeon crawl" without a map? There's a map in the book, but I'd have to be constantly editing it, revealing what you can see as you look around, once you get in. I'm not very keen on that, but can do it if that's the only way. I could try a verbal description of what you see as you get into each room if that would be satisfactory enough...but you wouldn't get an overall view of how the rooms are connected.


Ag d8. Sm d4. Sp d6 Str d10 Vi. d6 | Pace 6 Parry 6 (+2w/ shield, +1 w/ 2H Sword) Size 1 Toughness 9 (3)

Velrek also looks for a way in...

notice: 1d6 ⇒ 6
wild: 1d6 ⇒ 2

notice xplode: 1d6 ⇒ 2


Male Human Monk Ranks 0, Card: TBD Bennies: 2, Convictions: 0, Pace: 6 (running die d8), Parry: 7, Toughness: 8, Wounds: 0, Fatigue: 0 | Map

If no one objects, Jzero will pound loudly on the main entrance, wait a minute and pound again. If no one responds, he'll look for a good way to climb up to the roof to see if he can see in a skylight.

Climbing rolls, if needed:
Athletics: 1d8 ⇒ 4
Wild: 1d6 ⇒ 1

If that was successful and he can see in a skylight:
Notice: 1d6 ⇒ 5
Wild: 1d6 ⇒ 1
My wild dice are not very wild.


Velrek is sure there's no already-open way in.

Jzero - there are two skylights on the roof. Looking thru the closest one, you see what appears to be a gift shop, with many beautifully crafted objects all made of glass. The skylight is locked from the inside.


Male Aasimar (Native Outsider) Paladin, Parry: 8 (2 Shield), Toughness: 9 (3 Armor), Wounds: 0, Fatigue: 0, Low Light Vision, Aura of Courage (All Allies 60ft +1 vs Fear), Bens 3, Pwr Pts 10 / 6

Evesk waits at the main door with Jzero after he knocks on it. When Jzero moves off to check out the roof Evesk pounds louder on the door with periodioc pauses pounding a bit louder each time.

Unless Jzero signals otherwise or someone comes to the door, Evesk will attempt to open the door forcefully unless it appears to be a reinforced door in which case he will make it such, by perhaps stacking nearby boxes or using an inverted rain barrel, that he can gain easier access to a window through which he will then crash if that looks possible or gain entry however appears possible.

For in his mind if no one answers the door and it is obvious someone is here then something afoul is afoot and an end must be put to it immediately.

OCC: If you need rolls let me know.


Male Human Monk Ranks 0, Card: TBD Bennies: 2, Convictions: 0, Pace: 6 (running die d8), Parry: 7, Toughness: 8, Wounds: 0, Fatigue: 0 | Map

It appears none of us has the thievery skill, so it looks like breaking and entering. Jzero has rope so he could break the skylight, lower himself and try to find a door he can open from the inside or a window. I believe he is looking into the circular room at the west end, near the A2 marker. If so he can see the room is empty and has a door to the exterior. That might be a good option.

Or he can return and we can try a window. Do the windows have bars covering them on the outside or any evident way to open them? See Discussion thread for information on a map of the exterior for an idea of the building.


Ag d8. Sm d4. Sp d6 Str d10 Vi. d6 | Pace 6 Parry 6 (+2w/ shield, +1 w/ 2H Sword) Size 1 Toughness 9 (3)

If Jzero says he is going through the skylight:
"Hold up, my friend. I shall go with you."

athletics: 1d6 ⇒ 5
wild: 1d6 ⇒ 4

If the front door or another ground level entrance is the answer:
"Let me lend a little weight to this endeavor..."

Strength: 1d10 ⇒ 3
wild: 1d6 ⇒ 1
"Oof. Strong door..."


I'm assuming you're all at the door at A12 (to the right of the A13 marker on the map), since it's the main public entrance. There's a wooden sign near it that says "Kaijitsu Glassworks".

The ground-level windows are about 4 feet above ground level, don't appear to have any bars, and no way to open them from the outside.

With all the pounding on the main door, as Evesk prepares to break the door in, townsfolk from nearby stores start to wander over and ask questions :

"Whatchadoin?"
"Why are you trying to get in?"
"Maybe the place is closed for some reason?"
"Are the heroes of Sandpoint trying to break into a private business?"
"Maybe you should head up to Kaijitsu Manor to talk to Lonjiku or his servants first?"

Jzero can just barely hear their voices from the rooftop. You are standing above A1.

FYI - if it comes to it, breaking the door down requires a 2 or better Fighting roll, and at least 10 Damage. No extra d6 Damage die on a Fighting Raise, and Damage dice don't Ace. If your damage is bigger than your Toughness (unarmored if you're using your bare fists) by 4, you'd take 1 Wound.

What do you do?


Male Human Monk Ranks 0, Card: TBD Bennies: 2, Convictions: 0, Pace: 6 (running die d8), Parry: 7, Toughness: 8, Wounds: 0, Fatigue: 0 | Map

Jzero, seeing the townsfolk draw near, ties a rope to something (if he can) and climbs down on a side of the building where the townsfolk cannot see. While others are dealing with the curious, Jzero walks clockwise around the glassworks, listening at doors and windows, noting other entrances and meets back up to report what he saw, once the townspeople are appeased and disperse, assuming they are and do.

Athletics: 1d8 ⇒ 6
Wild: 1d6 ⇒ 4
For the climb back down.


There are multiple chimneys coming up out of the roof to tie a rope to.

So what are the rest of you doing regarding the townsfolk?


Ag d8. Sm d4. Sp d6 Str d10 Vi. d6 | Pace 6 Parry 6 (+2w/ shield, +1 w/ 2H Sword) Size 1 Toughness 9 (3)

Velrek looks around at the group members and does possibly the last thing he should.
He opens his mouth.
"Ah, well, we have a missing citizen and the evidence points to them being here. Time may be of the essence. We were just trying to find a good way in..."
He figures honesty with the good people of this town is the best strategy!


Male Aasimar (Native Outsider) Paladin, Parry: 8 (2 Shield), Toughness: 9 (3 Armor), Wounds: 0, Fatigue: 0, Low Light Vision, Aura of Courage (All Allies 60ft +1 vs Fear), Bens 3, Pwr Pts 10 / 6

Evesk radiates confidence and authority and concurs with Velrek, "We have evidence that something may be happening here and we are simply doing our best to quickly fully ascertain the fullness of the situation. We are also aware that something is inside but it is not choosing to respond which may mean more citizens are in danger of harm. Please stand back so as not to accidently get injured by anything that might come out from within as we attempt to gain access. Oh and if it proves to not have been necessary, I will personally compensate the owner for any damage done to their building, as not only being a guard but a responsible citizen of this town."

Persuasion: 1d8 ⇒ 8
Wild: 1d6 ⇒ 6

Persuasion Ace: 1d8 ⇒ 3
Wild Ace: 1d6 ⇒ 5

Persuasion Total = 11
Wild Total = 11


One person in the crowd speaks up and says to Evesk "Boy you use a lot of big words, but I guess you have a good reason to try and get in there."

The crowd stops asking questions, and backs up a bit, but stays there watching.

So, now about getting in...what do you all do?


Male Human Monk Ranks 0, Card: TBD Bennies: 2, Convictions: 0, Pace: 6 (running die d8), Parry: 7, Toughness: 8, Wounds: 0, Fatigue: 0 | Map

Jzero gets back around to where the others are and reports that as far as he can see, the shop at the round room at the west was empty. "It has examples of what plant can produce and some items with prices. No one is there. I could get back to roof, break window, lower down on rope, and open door from inside. All other doors locked and windows blocked. Do businesses here often operate in such secrecy?"


Ag d8. Sm d4. Sp d6 Str d10 Vi. d6 | Pace 6 Parry 6 (+2w/ shield, +1 w/ 2H Sword) Size 1 Toughness 9 (3)

"well, if it's nothing, I don't know what'll cost less, a door or a window. Want me to go with you?"


Male Aasimar (Native Outsider) Paladin, Parry: 8 (2 Shield), Toughness: 9 (3 Armor), Wounds: 0, Fatigue: 0, Low Light Vision, Aura of Courage (All Allies 60ft +1 vs Fear), Bens 3, Pwr Pts 10 / 6

Evesk listens to Jzero and Velrek and while doing so, just out of curiousity, test to see if the front door can just be opened.

He then turns to Ceri and asks, "Would you have a way to just magically open this door or a window?

If the front door appears locked and Ceri replies no, he says Jzero and Velrek, "Yes that sounds like a good plan and seems like the least destructive means of entry. You two go to the roof and first see if you can just open or remove that window before breaking it but break it if you must. I will wait here with Ceri for you to open the door. Then we can see what is what, unless you find it on your way to the front door. Either be careful, we do not know what we may be dealing with."

OCC: So is Ceri still with us btw?


Female Half-elf Sorcerer; Parry 5(7 w/spell), RATN 4(6 w/spell), Toughness 8(3); Bennies : 3

Ceri's still around, but she doesn't say much because I don't want her to chime in on party decisions, in case y'all think she's speaking from GM knowledge or that I'm trying to nudge you in a certain direction. With the understanding that she doesn't, I'll let her engage in discussions more. But thanks for reminding me about her, I hadn't considered using her skills in this situation.

In response to Evesk's question, Ceri suddenly says "Wait a minute! I can transform into an air elemental, and if there's any cracks in that door, I can get thru them!" I figure this is something I as player would have thought of, so...

Spellcasting & Wild: 1d8 ⇒ 61d6 ⇒ 6
Wild ACE!: 1d6 ⇒ 1 = 7, Success

You see her physical body appear to evaporate into a small whirlwind of air. The watching townsfolk gasp in amazement. It approaches the door, finds a small gap at the bottom of the door, and moves thru it to inside the building.

A few seconds later, you hear her muffled voice from inside the building "There's a bar across the door, give me a minute..." and a few seconds later you hear a loud thud. The door opens, and Ceri welcomes you in with a bow and a flourish. "Sorry, sometimes I forget all the things I can do." 12 PP left.

You're in room A12 at the bottom (see map by clicking on the link in any of Jzero's post's headers). It appears to be a reception room for customers. There's two doors to the north (not shown), let's call them "north-left" and "north-right", and one to the west.

Which way?

ALL - please see discussion...


Ag d8. Sm d4. Sp d6 Str d10 Vi. d6 | Pace 6 Parry 6 (+2w/ shield, +1 w/ 2H Sword) Size 1 Toughness 9 (3)

"You are amazing, Ceri. You also saved Evesk a few gold! Now, shall we take a look around for our missing person?"
He steps in and looks around, points to the door to the right.

"Shall we start here?"


Male Human Monk Ranks 0, Card: TBD Bennies: 2, Convictions: 0, Pace: 6 (running die d8), Parry: 7, Toughness: 8, Wounds: 0, Fatigue: 0 | Map

Jzero nods his thanks at Ceri. He advises the townsfolk remain outside, promising to return with news if there turns out to be a reasonable explanation for all this.

In the room, he glances around for any signs of trouble. Then he holds up a hand and places his ear to each door, listening for sounds of activity beyond.

I'm going to suggest that we establish a standard operating procedure of listening at doors and checking for traps so we don't have to post this every time we want to move into a new room. The GM knows our notice dice and can roll for us if he knows there is the chance of hearing things or finding evidence of traps. Since I have access to the map, I'll let Evesk and Velrek decide which door to enter. I adjusted the map spoilers to give a view of the doors.


Ag d8. Sm d4. Sp d6 Str d10 Vi. d6 | Pace 6 Parry 6 (+2w/ shield, +1 w/ 2H Sword) Size 1 Toughness 9 (3)

Good idea.


Male Aasimar (Native Outsider) Paladin, Parry: 8 (2 Shield), Toughness: 9 (3 Armor), Wounds: 0, Fatigue: 0, Low Light Vision, Aura of Courage (All Allies 60ft +1 vs Fear), Bens 3, Pwr Pts 10 / 6

Evesk not being a highly perceptive individual waits to get feedback from Jzero.


ALL - please see Discussion about door and trap Notices...

Generic Notice: 1d6 ⇒ 51d6 ⇒ 4 = 5, Success (I did this before I read Velrek's response in Discussion)

You don't hear any noise coming from behind any of the doors.

Which door do you want to take?


Ag d8. Sm d4. Sp d6 Str d10 Vi. d6 | Pace 6 Parry 6 (+2w/ shield, +1 w/ 2H Sword) Size 1 Toughness 9 (3)

Velrek opens the door to the right and looks in.


Male Human Monk Ranks 0, Card: TBD Bennies: 2, Convictions: 0, Pace: 6 (running die d8), Parry: 7, Toughness: 8, Wounds: 0, Fatigue: 0 | Map

I was just going to post a random roll to see which door Jzero would suggest if it were up to him. Velrek ninjaed me, however, which is fine. My random roll was also to look in that room. Looks like room A14.


A14 is a small room with several cabinets and shelves all containing files of contracts.

A13 is a small but luxuriously decorated office for more private meetings with important customers.

That leaves the upper-right door.

You hear no sounds and detect no traps.

Opening it, you see a hallway with several doors in it (map updated).

The bottom-left door leads to the small office.

The upper-left double-doors and the door at the end of the right-going hall are important, someone should decide which one to take first.


Sorry, there's another door adjacent to the double-doors, you have 3 options.


Ag d8. Sm d4. Sp d6 Str d10 Vi. d6 | Pace 6 Parry 6 (+2w/ shield, +1 w/ 2H Sword) Size 1 Toughness 9 (3)

Forgetting they didn't start this very quietly Velrek uses his low inside voice and points to the double doors.
"Big doors first, correct? Wait, or was it always go right? Meh, double doors it is..."


Male Aasimar (Native Outsider) Paladin, Parry: 8 (2 Shield), Toughness: 9 (3 Armor), Wounds: 0, Fatigue: 0, Low Light Vision, Aura of Courage (All Allies 60ft +1 vs Fear), Bens 3, Pwr Pts 10 / 6

Evesk continues with the others when they get to the room that splits to the left and to the right Evesk suggests, "I think we should go this way," he points to the left, "perhaps the double doors first." He still waits and lets those that seem more skilled at checking the doors do what they do best while he remains vigilant and ready to defend them should something dangerous be found.


You hear no sounds and detect no traps.

When you open the double doors, you see a *long* hallway stretching off into the distance for almost 100 feet. You can only see one door about halfway down the length of the hallway. Jzero, can you please update the map? My editing skills are non-existent at this point, and please check your PM, thanks!

Onward down the new hall, or check out the other nearby doors first while you're here?


Male Aasimar (Native Outsider) Paladin, Parry: 8 (2 Shield), Toughness: 9 (3 Armor), Wounds: 0, Fatigue: 0, Low Light Vision, Aura of Courage (All Allies 60ft +1 vs Fear), Bens 3, Pwr Pts 10 / 6

Evesk looks down the long hall and then asks, "Is it safe to open this other door?" He indicates the the single door that is also upon the left side. He found it strange that they had not encountered anyone yet for surely something was here but where was the question and more importantly where was the lady?


Ag d8. Sm d4. Sp d6 Str d10 Vi. d6 | Pace 6 Parry 6 (+2w/ shield, +1 w/ 2H Sword) Size 1 Toughness 9 (3)

"Yeah, best to not leave unchecked doors behind us."


That door leads into room A11, which has six very comfortable-looking padded leather seats.

In the spirit of not leaving unchecked doors behind you, there's only the far-right door. It leads to a loading room (A16). A wheelbarrow sits against a wall here, and shelves on the walls contain additional reagents to create different colors of glass. It has doors on the "north", "south", "east", and "west" walls.

A safe on the floor hangs open and empty.

Do you want to investigate here further, or go back to the long hallway going north-ish?


Male Human Monk Ranks 0, Card: TBD Bennies: 2, Convictions: 0, Pace: 6 (running die d8), Parry: 7, Toughness: 8, Wounds: 0, Fatigue: 0 | Map

Map adjusted. I'd suggest checking A15 (West wall as listed above).

Jzero looks more closely at the safe, curious if there is evidence it was forced open.

Notice: 1d6 ⇒ 3
Wild: 1d6 ⇒ 3


Jzero can't tell if the safe was forced open or not.


Ag d8. Sm d4. Sp d6 Str d10 Vi. d6 | Pace 6 Parry 6 (+2w/ shield, +1 w/ 2H Sword) Size 1 Toughness 9 (3)

Velrek also takes a look at he safe.

notice: 1d6 ⇒ 3
wild: 1d6 ⇒ 4


Male Aasimar (Native Outsider) Paladin, Parry: 8 (2 Shield), Toughness: 9 (3 Armor), Wounds: 0, Fatigue: 0, Low Light Vision, Aura of Courage (All Allies 60ft +1 vs Fear), Bens 3, Pwr Pts 10 / 6

Evesk watches the other two check out the open safe and asks, "Find anything of interest?"


Velrek is pretty sure the safe was not forced open.

Do you want to investigate the four doors here further, or go back to the long hallway going north-ish?

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