[PF 2e]Age of Ashes Adventure Path

Game Master Simmyish

Pathfinder 2nd Edition adventure path Age of Ashes


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LG male Versatile Human Sorcerer 2| HP 20/20 | AC 14| F +4 R +5 W +6 | Perc +4| Stealth +1 | speed 25 | focus 1/1 | spells 1 4/4 | Active Conditions:

Nosteo turns around and continues chasing the creature. If the others are helping people out of here it's up to he and Hothfarr to put it down. "Since this thing is spitting fire I doubt my flames will hurt it any but let me try something else." He points at the thing and says something that doesn't sound nice.

1 Action: Stride. 1 square to the right. 2 squares diagonally right and up and then one more to the right.

2 actions: Casting fear. It needs to make a will save. DC 17.

Critical Success The target is unaffected.
Success The target is frightened 1.
Failure The target is frightened 2.
Critical Failure The target is frightened 3 and fleeing for 1 round.


Multiple GameMaster God 20+

As Nosteo and Hothfarr approach, the flames that have already started begin to spread.

In addition, the doors going out of the North of the chamber as another fire bursts through, spreading into the area.

Here is an updated link. Until we decide how we're going to do it in the discussion, we'll stick with the old method for now. For some reason this one worked today...


LG male Versatile Human Sorcerer 2| HP 20/20 | AC 14| F +4 R +5 W +6 | Perc +4| Stealth +1 | speed 25 | focus 1/1 | spells 1 4/4 | Active Conditions:

Did it pass the save?


Multiple GameMaster God 20+

Mephit will save: 1d20 + 7 ⇒ (11) + 7 = 18

Though shaken, the spell only has a weakened effect.

Thought I'd posted it but I realized when I was drafting that I was drafting for the fire this time, not the Mephit so took the roll out of the post and forgot to put it back - but it was a save so only frightened until the start of it's next turn.


LG human (half-orc) rogue 1 | HP 17/17 | AC 18 | F +4 R +9 W +6 | Perc +5 (+6 vs traps)| Stealth +7 25 ft. | Active Conditions: --- | Receives check to find traps even if not Searching

Aerel continues to help the panicked civilians out of danger, trusting the others to handle the threat.


N Human (half-elf) Bard 1, Truthseeker | HP 16 | F +3, R +5, W +6 | Ini + 2 | Spd25 | Perc +6 | Focus 1/1

Looking back at the others, Red asks Aerel.
Do you think they're okay?". The harrowed civilians need to be guided out safely before they take in too much smoke...


Giantborn Stormborn (Traditional Giantborn) Warrior 1 | HP 15/15 | Armor 7 | Healing 5/5 | Initiative/Movement 3 | Action Points 6/6 | Luck 11/11

Cathirix continues forward next to Hothfarr and slashes at the little fire starter.

Greatsword: 1d20 + 6 ⇒ (16) + 6 = 22
Damage (Slashing): 1d12 + 3 ⇒ (3) + 3 = 6

If it only took a single move to reach the mephit:
He follows his slash with a thrust.
Greatsword (2nd attack): 1d20 + 1 ⇒ (2) + 1 = 3


Multiple GameMaster God 20+

Aereal and Redsevic continue to help out the townsfolk caught in the fire, helping another four civilians out of danger.

That's when Cathirix finally arrives at the fire mephit and takes a strike. The first strike makes impact with the greatsword as it slashes into the mephit.

The second strike just hits the table beneath the Mephit, not making impact as the Mephit turns its attention to those that have approached it. It tries to bite down on Hothfarr

Fire Mephit attack roll vs. Hothfarr: 1d20 + 9 ⇒ (20) + 9 = 29

I'm sorry... ouch

Fire Mephit jaws piercing damage: 1d6 ⇒ 6
Fire Mpehit Jaws fire damage: 1d4 ⇒ 4

(Damage is doubled)

As the Mephit bites into Hothfarr's shoulder the searing heat from the creature burns with its fangs.

OK, Here is the updated map and the init order.

Initiative Order:

Fire Mephit
Hothfar Stonehand
Nosteo Faustus

Hazard: Town Hall Fire
Aeral of Korvosa
Redsevic Yardin
Cathirix


LG male Versatile Human Sorcerer 2| HP 20/20 | AC 14| F +4 R +5 W +6 | Perc +4| Stealth +1 | speed 25 | focus 1/1 | spells 1 4/4 | Active Conditions:

Nosteo draws his sword and growls at the mepthit. Instead of doing anything offensive however he summons some flames of his own into his other hand and points to Hothfarr.

Casting the 2 action version of Heal on Hothfarr.

Heal: 1d8 + 8 ⇒ (6) + 8 = 14


HP: 23, AC20, Fort:+8, Ref+6, Will +5 Dwarf Fighter/1

Ouch, rolling both a crit and max damage on both damages, good thing I have lots of hp. And thanks Nosteo.

As the fire mephits teeth puncture his armour and sink into Hothfarr's flesh, the burning sensation of his wounds immediately searing shut is almost unbearable for the stout dwarf.

"A blast it you fiery bugger! You won't get the best of me!"

Hothfarr attacks the fire mephit in retaliation in kind with a powerful attack.

Attack, Power Attack: 1d20 + 9 - 5 ⇒ (16) + 9 - 5 = 202d8 + 4 ⇒ (5, 7) + 4 = 16

Then he spits at the mephit.
"You like that hmm?"

Then the gentler warmth of Nosteo's healing washes over him and he sighs in relief.
"Well that's a welcome feeling." As his destroyed flesh is able to regenerate partially. "Thanks!"

If the mephit still lives, Hothfarr will raise his shield as a last action.

Should get my AC to 20, still have to adjust to the new rules. HP = at 17 if I'm correct.


Multiple GameMaster God 20+

As Hothfarr strikes the Mephit, it falls to the ground with a whimper as it stops flying around and that threat has been dealt with, but the group are not yet out of danger.

The fire continues to expand outward as the damage had already been started, the room beginning to fill out with smoke.

Map

Initiative:
Hothfar Stonehand
Nosteo Faustus
Hazard: Town Hall Fire
Aeral of Korvosa
Redsevic Yardin
Cathirix

At this point, everyone can act before the fire so now only the fire is on the initiative, it'll be everybody and then the fire :)


HP: 23, AC20, Fort:+8, Ref+6, Will +5 Dwarf Fighter/1

Could I retcon my last action to move over to people trapped by the benches then? Seeing as the mephit has perished?


LG human (half-orc) rogue 1 | HP 17/17 | AC 18 | F +4 R +9 W +6 | Perc +5 (+6 vs traps)| Stealth +7 25 ft. | Active Conditions: --- | Receives check to find traps even if not Searching

Seeing that he'd judged his new companion's abilities well and that they'd defeated the fiery interloper, Aerel smiles slightly. He continues to hurriedly work to help the civilians out of the burning building.


LG male Versatile Human Sorcerer 2| HP 20/20 | AC 14| F +4 R +5 W +6 | Perc +4| Stealth +1 | speed 25 | focus 1/1 | spells 1 4/4 | Active Conditions:

I can't think of anything I can do to put out the flames so I'll use all my actions to help people out as well.

Nosteo nods to Hothfarr then turns and starts herding people outside.


Multiple GameMaster God 20+

I did mention the fountains round the outside - their about 200 feet away, but there are also townsfolk around... Hothfarr - that's fine, will give everyone else a chance to respond before doing the fire and stuff


Giantborn Stormborn (Traditional Giantborn) Warrior 1 | HP 15/15 | Armor 7 | Healing 5/5 | Initiative/Movement 3 | Action Points 6/6 | Luck 11/11

Cathirix heads for the exit, assisting townsfolk in whatever way he can.

Not 100% on who needs what at this exact moment


Multiple GameMaster God 20+

With the help of the counsellors, you get the remaining civilians out (there are only two left at this point) as the Town Hall burns. The civilians begin setting up a line to the fountains behind the town hall and start to put out the fire, though some damage has already been done.

As everyone who is able does so, there are others who are still too in staggered to do anything and scared about what happened. That's when there is a loud whistle that fills the air, drawing everyone's attention to Greta. She looks around, hugging some of the townspeople next to her. Others are wearily clapping her on the back in thanks for their lives. "What manner of madness just happened? This can be no accident! Did anyone see anything?" she asks.

One of the guards of the town, who was stationed outside before the fire began raises his hand, then his voice. "Aye," says the weary, uniformed man. "The clerks saw everything - it was Calmont, that cad of a bookseller's apprentice. He lit the fires in the halls next to the chamber. He also was the one who set that fire monster loose on everyone!"

A second guard shouts in assent. "Indeed!" says the other guard, a grave but steely woman. "And witnesses outside the building saw him running towards Hellknight Hill!"

A surprised and worried wave ripples through the crowd at this information. "My citedal! My Bumblebrashers!" you hear the squealy distinct voice of Warbal Bumblebrasher say.

Greta raises her hand authoritatively, and the crowd begins to calm. "Friends, we will get to the bottom of this incident," she assures the crowd. "But we can't do that alone. Our city has a proud record of hiring adventurers to deal with such issues. So, on that note, who are the heroes in attendance today?" she asks, looking around over the crowd.


LG male Versatile Human Sorcerer 2| HP 20/20 | AC 14| F +4 R +5 W +6 | Perc +4| Stealth +1 | speed 25 | focus 1/1 | spells 1 4/4 | Active Conditions:

"That would be us." Nosteo indicates himself and the others.

"We have been talking with Warbal amd were already planning on taking the job at Hellknight Hill."

Avatar system is back up. This is more like what Nosteo looks like.


LG human (half-orc) rogue 1 | HP 17/17 | AC 18 | F +4 R +9 W +6 | Perc +5 (+6 vs traps)| Stealth +7 25 ft. | Active Conditions: --- | Receives check to find traps even if not Searching

Aerel nods.
"I've caught worse criminals than Calmont before."


Multiple GameMaster God 20+

"Excellent, and you demonstrated you all have talents,"[b] says Greta to Nosteo and those he indicated. [b]"So this task has now two objectives thanks to the events of today. Firstly, the council approves Warbal's request. You are to make contact with the Bumblebrashers at Citedal Altearian on Hellknight Hill, and track down Calmont and bring him to justice. Preferbably alive for questioning,"[b] Greta tells you all.

[b]"Now, for saving our townspeople, we can't let you go unrewarded," Greta says, pulling out two bottles containing red liquid. "Take these two minor healing potions, in case something terrible is at Hellknight Hill," she tells you. "For the tasks, for contacting the Bumblebrashers we can offer you 10 gold. For tracking down Calmont, and bringing him back alive for questioning, you can earn another 10 gold. The bounty for him alive is currently hire than dead, so if he is killed, there will not be full payment. Both of these rewards are paid upon completion," she tells you. "And I suggest you make haste once you've made preperations. The path itself is safe, but we do not know what is there at the moment," she explains.


Multiple GameMaster God 20+

"Excellent, and you demonstrated you all have talents," says Greta to Nosteo and those he indicated. "So this task has now two objectives thanks to the events of today. Firstly, the council approves Warbal's request. You are to make contact with the Bumblebrashers at Citedal Altearian on Hellknight Hill, and track down Calmont and bring him to justice. Preferbably alive for questioning," Greta tells you all.

"Now, for saving our townspeople, we can't let you go unrewarded," Greta says, pulling out two bottles containing red liquid. "Take these two minor healing potions, in case something terrible is at Hellknight Hill," she tells you. "For the tasks, for contacting the Bumblebrashers we can offer you 10 gold. For tracking down Calmont, and bringing him back alive for questioning, you can earn another 10 gold. The bounty for him alive is currently hire than dead, so if he is killed, there will not be full payment. Both of these rewards are paid upon completion," she tells you. "And I suggest you make haste once you've made preperations. The path itself is safe, but we do not know what is there at the moment," she explains.


HP: 23, AC20, Fort:+8, Ref+6, Will +5 Dwarf Fighter/1

Hothfarr nods as Nosteo gestures to the others that helped take care of the mephit and saved the villagers, including hothfarr himself.

"We will bring him back alive, for thorough questioning. He always seemed a bit odd, but starting a fire in his hometown seems off, perhaps even for him."

Hothfarr looks around at those gathered and smirks grimly.
And so my time of adventure begins. The circumstances could have been better, but we will prevail.

As the group eventually gathers outside, Hothfarr speaks up: "I would suggest we bring enough rope, perhaps manacles, to bind and safeguard Calmont when we do take him captive. Any other supplies we might need in this endeavour?"


LG male Versatile Human Sorcerer 2| HP 20/20 | AC 14| F +4 R +5 W +6 | Perc +4| Stealth +1 | speed 25 | focus 1/1 | spells 1 4/4 | Active Conditions:

"Yes, we will see the job done."

Nosteo points at his backpack,"I have some rope but manacles are a good idea."

If you guys want I'll keep a record of the stuff we loot. Does anyone want to hang on to the potions?


Multiple GameMaster God 20+

The first stop you decide to go to is to buy some manacles. Leaving the partially burned Town Hall behind as the town begin dealing with the immediate recovery, the group make their way to find some supplies.

On the way, you pass by the Breachill Archives, a sprawling facility that keeps official town records and historical accounts dating all the way back to the settlement's founding. However, you make your way past this sprawling building and through a number of residential properties, some of which reserved for the elected town council. You cross the bridge towards the southwest that crosses over Breach Creek and arrive at the corner of the second block past the bridge, where Quarters and Bits located. From outside, there are two shops - a general store known as Bits, and an armor smith called Quarters. Asking around about manacles, there or speaking to the town guard would be the best options.


Giantborn Stormborn (Traditional Giantborn) Warrior 1 | HP 15/15 | Armor 7 | Healing 5/5 | Initiative/Movement 3 | Action Points 6/6 | Luck 11/11

At the mention of manacles Cathirix seeks out the town guard to inquire about procuring a set.


LG male Versatile Human Sorcerer 2| HP 20/20 | AC 14| F +4 R +5 W +6 | Perc +4| Stealth +1 | speed 25 | focus 1/1 | spells 1 4/4 | Active Conditions:

"I'll check out this 'Bits'."

Nosteo heads inside to see what the store offers and to check on some manacles.


Multiple GameMaster God 20+

Cathirix makes his way to one of the town guard. They have a simple pair available, but nothing too special.

When Nosteo goes into Bits, he notices that the shops happens to be a duel-shop. A counter goes across the middle of the room, and on the opposite side is the Armorsmith, Quarters and this side a more general store. Standing behind the counter is a halfling man that turns around, wearing a brown apron and says "Gooday' I heard you helped deal with that situation in the town hall a little while ago," he says. "People talk. Crink Twiddleton, at your service. What can I getchya?" Crink asks.


HP: 23, AC20, Fort:+8, Ref+6, Will +5 Dwarf Fighter/1

"I'll head on over to 'Bits' as well, Nosteo. If we go up to the citadel, I figure we could use some other supplies as well."

Hothfarr follows Nosteo to Bits and looks around for some more rope and a grappling hook.

"G'day to you Crink. How's business these days?" Hothfarr asks the halfling in order to make a little chat with his townsman.
"Aye, we've been asked to go up to the citadel. Catch Calmont back alive and bring him back. You have any extra hemp rope and a grappling hook around?"


Multiple GameMaster God 20+

"I have some rope available for ya Hothfarr, for 5 silver that is," Crink answers. "For the Grappling hook, that'll be 1 silver," he tells you as he indicates toward the coils of ropes available. It seems he keeps the Grappling hooks behind the counter, as he picks one up from underneath and places it down.


LG male Versatile Human Sorcerer 2| HP 20/20 | AC 14| F +4 R +5 W +6 | Perc +4| Stealth +1 | speed 25 | focus 1/1 | spells 1 4/4 | Active Conditions:

"Oh we just did what needed doing," Nosteo downplays their heroics. "You wouldn't know where someone could buy a good pair of manacles would you?"


LG human (half-orc) rogue 1 | HP 17/17 | AC 18 | F +4 R +9 W +6 | Perc +5 (+6 vs traps)| Stealth +7 25 ft. | Active Conditions: --- | Receives check to find traps even if not Searching

Aerel moves along with Nosteo and Hothfarr to Bits. He greets the shopkeeper politely, but doesn't enquire about any purchases of his own, having his own rope and grappling hook.


Multiple GameMaster God 20+

"Usually the town guard come asking for such things, but I heard ya'll be going to capture that tricksy Calmont. You'll want something for someone my size then. I have just the thing ya need, will cost you 3 gold though," Crink says with a smile as he holds out a hand with his palm outstreched.


Giantborn Stormborn (Traditional Giantborn) Warrior 1 | HP 15/15 | Armor 7 | Healing 5/5 | Initiative/Movement 3 | Action Points 6/6 | Luck 11/11

"Excellent, now are ya willin' to loan the manacles to us or are you going to make us pay for them, even though our plan is to bring the culprit back to you anyway?"


LG male Versatile Human Sorcerer 2| HP 20/20 | AC 14| F +4 R +5 W +6 | Perc +4| Stealth +1 | speed 25 | focus 1/1 | spells 1 4/4 | Active Conditions:

"Three gold does seem a little steep. The reward for bringing Calmont in is only 10. Maybe you can give us a discount. Seeing as we kept the town from burning down."

I would like to make a Diplomacy. I'm not sure if it should be a secret roll but my bonus is +7.


Multiple GameMaster God 20+

Secret Roll:
Nosteo Diplomacy Check: 1d20 + 7 ⇒ (18) + 7 = 25

"I suppose I can do it for 2 gold, 7 silver" Crink tells you "but if you complete the task that was assigned, those that have successfully completed a task from the Call for Heroes then the shops around town do offer discounts," Crink says. "Until then, I can't do any better," he says.


HP: 23, AC20, Fort:+8, Ref+6, Will +5 Dwarf Fighter/1

Hothfarr searches for his coin purse as Crink converses with the others. Eventually he coints out 6 silver pieces and puts them down on the counter.

"There y'go Crink! Thank ye very much, if we need to scale a wall or scale the mountain I owe you one now."

Hothfarr grins as he takes the supplies from the counter.


LG male Versatile Human Sorcerer 2| HP 20/20 | AC 14| F +4 R +5 W +6 | Perc +4| Stealth +1 | speed 25 | focus 1/1 | spells 1 4/4 | Active Conditions:

"Fair enough," Nosteo says with a smile. He pays for the manacles and heads outside with a farewll.

"Are we ready to start this job?"


Multiple GameMaster God 20+

Having purchased supplies, you gather yourselves together once more, and begin making your way to the Citedal.

The citedal itself is just over a mile to the northeast of the settlement of Breachill, so it's not a long journey there, and it's a well known path that is fairly safe to travel.

As you get closer, a looming structure of crumbling stone and still-imposing battlements rise up from the hilltop, though verdant nature is reclaiming the site. Plumes of red smoke - which ambassador Warbal believes to be distress signals from the Bumblebrasher goblins - rise from the roof of the keep's central tower. This place can only be Citedal Alterian, the infamous former home of the Order of the Nail Hellknights, now fallen to ruin. The gate-like doors in the center of the keep hang ajar - not surprising, since no one has maintaned this facility in years.

You notice a hillock nearby should a break need to be taken during your exploration of the citadel later on.


LG male Versatile Human Sorcerer 2| HP 20/20 | AC 14| F +4 R +5 W +6 | Perc +4| Stealth +1 | speed 25 | focus 1/1 | spells 1 4/4 | Active Conditions:

"I don't suppose any of you are expert trackers? How are we going to find Calmont?" Nosteo says as he pulls out his sword. He has no intention on going inside without a blade in hand.


LG human (half-orc) rogue 1 | HP 17/17 | AC 18 | F +4 R +9 W +6 | Perc +5 (+6 vs traps)| Stealth +7 25 ft. | Active Conditions: --- | Receives check to find traps even if not Searching

"I've got some experience with tracking. I'll have a look around."
Perception: 1d20 + 5 ⇒ (9) + 5 = 14
Survival for tracks if needed: 1d20 + 3 ⇒ (11) + 3 = 14


HP: 23, AC20, Fort:+8, Ref+6, Will +5 Dwarf Fighter/1

Hothfarr keeps his weapon and shield close at hand as well.

"Best if we stay close enough to each other. Never know what might spring out at us from the overgrowth."

The stout dwarf says as he keeps an eye out as the party moves further up the hill.

Perception: 1d20 + 7 ⇒ (14) + 7 = 21


Multiple GameMaster God 20+

Apart from obvious plume of smoke coming out from the center, there is also significant overgrowth that has overtaking the perimeter around the citadel perimeter. There are wild brambles that surround the entire Citadel.

Most of the outer structure of the citedal remains sound. There are several places, however, where the walls have crumbled or even entirely collapsed from age, exposing the interior of the citedal to the elements. However, this has left piles of loose rocks in between the walls where they have fallen.

There are two entrances that were obviously used while the place was active. The doors to the Foyer of the place is standing ajar, But there's also another door further to the south of the building, instead of the center. The walls themselves made of reinforced masonary.

So you can plan things, Here is a visual reference


N Human (half-elf) Bard 1, Truthseeker | HP 16 | F +3, R +5, W +6 | Ini + 2 | Spd25 | Perc +6 | Focus 1/1

Red took a moment to marvel at the citadel. For all the years that it stood, the structure still made for a magnificent sight. The plume of smoke formed a vermilion column which actually complemented the remaining architecture. The overgrowth clung to the citadel with the embrace of a desperate lover. When time allowed, Red would have to attempt a sketch of the building. It would not look this way forever and this moment deserved to be remembered.

Following suit with Hothfarr, Red cast his gaze around the party while Aerel of Korvosa looks for signs of Camont's passage.

perception: 1d20 + 6 ⇒ (17) + 6 = 23


Multiple GameMaster God 20+

There are many tracks that lead into the citedal, the path is well-worn. It's possible Calmont's tracks are one of those among them, but you can't be sure.


LG male Versatile Human Sorcerer 2| HP 20/20 | AC 14| F +4 R +5 W +6 | Perc +4| Stealth +1 | speed 25 | focus 1/1 | spells 1 4/4 | Active Conditions:

"Well, I guess there's nothing to do but head inside."

Nosteo feels his anticipation growing. This citadel probably won't teach him anything about his own past but maybe he can learn something about the Hellknights. Plus, he had planned on getting some experience with the whole adventuring thing before coming here and here they are at the doorsteps. He grimaces and grips his pommel a little tighter, they are doing a good deed and there's no room for cowardice.


LG human (half-orc) rogue 1 | HP 17/17 | AC 18 | F +4 R +9 W +6 | Perc +5 (+6 vs traps)| Stealth +7 25 ft. | Active Conditions: --- | Receives check to find traps even if not Searching

Aerel relays what little he's found to the rest of the group. He does a last-minute check of his equipment, then draws his shortsword and begins to move toward the ruined citadel.
"Alright. Let's go."


Giantborn Stormborn (Traditional Giantborn) Warrior 1 | HP 15/15 | Armor 7 | Healing 5/5 | Initiative/Movement 3 | Action Points 6/6 | Luck 11/11

With his greatsword in hand Cathirix moves cautiously to enter the citadel, using his sword he moves the door to create a greater opening. This pile of rubble better have some answers, he thinks to himself as he steps inside.


Multiple GameMaster God 20+

You carefully open the doors to the entrance, noticing they are a little rusty. There is also some writing above the doorframe

Infernal speakers only:
"Savagery must be quelled in the land, home, and mind."

The room opens beyond into a rather large amalgamation of a formal receiving parlor, and ruined husk. There are outdated suits of Hellknight armor that line the north and south walls that are dented and rusted. Each of the suits of armor on display either leaning or entirely tipped over and missing some of the full set. A helmet here, a breastplate there, the gauntlets from a third, all missing. What's left is what is unsalvagable.

Broken furniture is also scattered around the room, along with what looks like the half-chewed carcasses of several small prey animals. There is a wide stretch of black, or at least now it is black, carpet that is covered in dirt that leads to two large doors. One to the northwest, and the other to the southeast.

There are scuff marks on the western wall where it was obvious artwork and paintings or other framed documents may have once hung. Prominently displayed on each wall is a seal that depicts a sunburst made of nails, similar to a symbol at the entrance. Toward the ceiling of the room is the same motto as the one around the outer doorframe, however this time it has matching lines of Common and Infernal. "Savegery must be quelled in the land, home, and mind.

Wondering around the room are three dogs. Each of them covered in scabs and rashes, that look toward you quietly as you enter with caution. You can tell from the scabs that these dogs are probably goblin dogs.


HP: 23, AC20, Fort:+8, Ref+6, Will +5 Dwarf Fighter/1

Hothfarr moves into the room with the others, whistling soft and low in awe and amazement and also an underlying tone of something else.

Good. Good... The inside is a mess, but the stonework is still somewhat of a state to be repaired. It will take a lot, but this place is salvageable. I wonder how much of it is...

Hothfarr inspects the walls and ceiling of this room to see any problems or weak points in it. Hoping to see what is still sturdy and strong.

Lore (Engineering or Architecture): 1d20 + 4 ⇒ (14) + 4 = 18

Only then he notices the goblin dogs and looks to the others.

"I wonder where their masters went. Any traces of their whereabouts?"

The dwarf says as he looks around for tracks or traces of goblins.
Perception: 1d20 + 7 ⇒ (13) + 7 = 20


LG male Versatile Human Sorcerer 2| HP 20/20 | AC 14| F +4 R +5 W +6 | Perc +4| Stealth +1 | speed 25 | focus 1/1 | spells 1 4/4 | Active Conditions:

"I wonder just how tame those things are..."

"Since the goblins live here there's probably signs of them all over the place. I'd bet we're better off just looking around the place."

Nosteo points at the northwestern door,"How about that way?"

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