GM Mauve's Crypt of the Everflame (Inactive)

Game Master MauveAvengr

Maps and Info!


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The Concordance

(Portrait) | Female Oread (Dwarf ancestry) Unchained Elemental Monk 2 / Crystal Tender Shaman 1 | HP:29/29 | AC:18*, T17*, FF17* | CMD:22*, FF21* | Saves: F7*(/9* fatigue/sickness) R6* W10*(/11 mind-effects) | Init:1 | Perc:11(/13 stone) | SM:11 | Speed 20ft | Elemental Fist 0+1/3 | Messenger bag reroll 1/1, Faction pin skill bonus 0/1 | Active Conditions: Prot from Evil

Will save: 1d20 + 6 + 5 ⇒ (15) + 6 + 5 = 26 (additional +1 if it is a mind-affecting effect to myself and anyone within 10ft)
"Oh! I see it now! Well, I mean, I see through it!" She looks down at her wound. (Is it still there?)

Grand Lodge

female aasimar sorceror 6 HP 32, AC/T/FF 12, 12, 10, F +5, R +5, W +6 Init +6, Perc +13

Well, they had me fooled...looked pretty real to me...


Everyone but Willard believes the orcs are illusions. They are fearsome nonetheless.

GM Screen:

?: 1d20 + 5 ⇒ (4) + 5 = 9
?: 1d12 + 4 ⇒ (6) + 4 = 10

?: 1d20 + 5 ⇒ (8) + 5 = 13
?: 1d12 + 4 ⇒ (9) + 4 = 13

The two remaining orcs attempt to swing at Maud. The dwarf-oread manages to easily dodge the attacks, knowing they are illusions.

=============

Round 2

Dominic
Maud (-10 illusionary HP)

Orc 2

Cevrik
Willard
Carlin

Orc 1
Orc 3

Dominic and Maud are up!

The Concordance

(Portrait) | Female Oread (Dwarf ancestry) Unchained Elemental Monk 2 / Crystal Tender Shaman 1 | HP:29/29 | AC:18*, T17*, FF17* | CMD:22*, FF21* | Saves: F7*(/9* fatigue/sickness) R6* W10*(/11 mind-effects) | Init:1 | Perc:11(/13 stone) | SM:11 | Speed 20ft | Elemental Fist 0+1/3 | Messenger bag reroll 1/1, Faction pin skill bonus 0/1 | Active Conditions: Prot from Evil

Maud is sick of these fake orcs, and will attempt to flurry of blows, targeting Orc #2 first.

Flurry of Blows: 1d20 + 2 ⇒ (5) + 2 = 7
Damage: 1d6 + 3 ⇒ (2) + 3 = 5

Flurry of Blows: 1d20 + 2 ⇒ (8) + 2 = 10
Damage: 1d6 + 3 ⇒ (1) + 3 = 4

Then takes a 5ft step to the southeast

Silver Crusade

Human Kensai Magus 3 [HP 27/27 | AC 17/16/11 CMD 16 | F+5 R+4 W+3 | Init +3 | Perception +2, Sense Motive +1]

Dominic watches Maud lash out like she's boxing with shadow puppets. "Not sure what to tell you Willard..." He walks straight ahead, intending to walk right through the orcs.


Maud attempts to hit the orcs, but seems to just hit air.

Dominic on the other hand, attempts to walk through one of the orcs. And he does. The orc looks confused as the magus walks through him.

GM Screen:

?: 1d20 + 5 ⇒ (10) + 5 = 15
?: 1d12 + 4 ⇒ (1) + 4 = 5

The orc then attempts to swing down its axe on the magus. Dominic is too quick on his feet and easily dodges out of the way.

=============

Round 2

Dominic
Maud (-10 illusionary HP)

Orc 2

Cevrik
Willard
Carlin

Orc 1
Orc 3

Cevrik, Willard, Carlin are up!

Willard still needs to save. Everyone else believes they are illusions.

Liberty's Edge

Halfling Sylvan Sorcerer 1/Hunter 1; 12/12 HP; Perception +7; Fort +2, Ref +6, Will +4; AC 17, touch 14, FF 13 Melee: Club +0 1d4; Ranged: Acid Splash +4 vs touch 1d3

"Alright, this isn't fun anymore. Let's just go," and he urges Dumpling into motion going through the spectral images of Orcs.

Grand Lodge

female aasimar sorceror 6 HP 32, AC/T/FF 12, 12, 10, F +5, R +5, W +6 Init +6, Perc +13

I agree...shall me? Carlin asks as she starts to walk away.

The Concordance

Male Human (Ulfen) Arcanist 5 (Blood Arcanist) | HP: 20/22 | AC 11 (15), T 11, FF 10 | Fort 2, Ref +3, Will +5 | init +5, Perception +3 | Active Effects: None

Will Save (bonus): 1d20 + 2 + 4 ⇒ (18) + 2 + 4 = 24

The arcanist sheepishly regards his companions, putting his hand down before flinging more acid at the illusions. Apologies there, they just looked SO real! So lifelike, and even breathing. I'm impressed by their skill at conjuring...

Looking about, Willard wonders, Who would conjure an illusion of orcs, a little louder, That's not very nice you know! the Ulfen casts his eyes everywhere, seeing nothing, he invokes a magical spell..

Cast Detect Magic, looking for the source of the illusions.


With Willard making the save against the illusions, the orcs mysteriously disappear as well as Maud's imaginary wounds - though they still ache.

DC 15 Perception:

There is a scent of pipe smoke in the area.

DC 10 Knowledge (local):

Spoiler:
The pipe smoke is reminiscent of a Kassen local Holgast.

Liberty's Edge

Halfling Sylvan Sorcerer 1/Hunter 1; 12/12 HP; Perception +7; Fort +2, Ref +6, Will +4; AC 17, touch 14, FF 13 Melee: Club +0 1d4; Ranged: Acid Splash +4 vs touch 1d3

Perception: 1d20 + 6 ⇒ (11) + 6 = 17

The Concordance

Male Human (Ulfen) Arcanist 5 (Blood Arcanist) | HP: 20/22 | AC 11 (15), T 11, FF 10 | Fort 2, Ref +3, Will +5 | init +5, Perception +3 | Active Effects: None

Perception: 1d20 + 1 ⇒ (3) + 1 = 4

Hmmmm, you, whomever you are, are not very pleasant a person. Willard looks frustrated at being unable to see or find the person tormenting them with illusions.

The Concordance

(Portrait) | Female Oread (Dwarf ancestry) Unchained Elemental Monk 2 / Crystal Tender Shaman 1 | HP:29/29 | AC:18*, T17*, FF17* | CMD:22*, FF21* | Saves: F7*(/9* fatigue/sickness) R6* W10*(/11 mind-effects) | Init:1 | Perc:11(/13 stone) | SM:11 | Speed 20ft | Elemental Fist 0+1/3 | Messenger bag reroll 1/1, Faction pin skill bonus 0/1 | Active Conditions: Prot from Evil

perc: 1d20 + 8 ⇒ (4) + 8 = 12 :(


Cevrik gets a scent of pipe smoke in the area.

DC 10 Knowledge (local):

The pipe smoke is reminiscent of a Kassen local Holgast.

Liberty's Edge

Halfling Sylvan Sorcerer 1/Hunter 1; 12/12 HP; Perception +7; Fort +2, Ref +6, Will +4; AC 17, touch 14, FF 13 Melee: Club +0 1d4; Ranged: Acid Splash +4 vs touch 1d3

Victorious over the illusory Orcs, Cevrik sits up tall atop Dumpling, takes a deep inhale to puff out his chest...and immediately starts coughing.

"Ugh! Does one of you have a pipe? I distinctly smell pipe smoke. No?" he asks, looking around at the distinct lack of pipes. "Is there a village or something in this region?" And then, after a moment's thought he adds, "Or rumors of a lone pipe-smoking wizard out in these parts?"

He doesn't have knowledge (local), but role-playing him to encourage others to roll it :=)

Silver Crusade

Human Kensai Magus 3 [HP 27/27 | AC 17/16/11 CMD 16 | F+5 R+4 W+3 | Init +3 | Perception +2, Sense Motive +1]

Knowledge, Local: 1d20 + 4 ⇒ (6) + 4 = 10

"Like the pipes that Holgast smokes? He's a local in Kassen. Why would he be out here though?"

Liberty's Edge

Halfling Sylvan Sorcerer 1/Hunter 1; 12/12 HP; Perception +7; Fort +2, Ref +6, Will +4; AC 17, touch 14, FF 13 Melee: Club +0 1d4; Ranged: Acid Splash +4 vs touch 1d3

"Hmmm, sounds like someone's trying to sabotage our lantern lighting...thingy...that we're doing," Cevrik said, looking around as if Holgast might show up simply because he was mentioned.


Grizzly Bear 2; 21/21 HP; 16 AC, 11 touch, 15 FF; Ref +4, Fort +4, Will +2 Melee: Bite +7 (1d6+5 B/P/S), 2 Claws +7 (1d6+5 P/S)

Mr. Dumplington gives what starts out sounding like a roar, but then it morphs into a yawn and the bear looks around as if curious why the group stopped for a while when there was no real threat.

Grand Lodge

female aasimar sorceror 6 HP 32, AC/T/FF 12, 12, 10, F +5, R +5, W +6 Init +6, Perc +13

Perhaps this is part of the test? A tradition of sorts? Who knows...


Whether it be sabotage or tradition, the Pathfinders aren't sure. They search around for Holgast, but can't find him anywhere.

After dealing with the illusionary orcs, the Pathfinders are able to travel in peace for the most part. They can use the map to make their way to the cave. Added the map to the slides

Please make a DC 10 survival check to see how well you follow the map. Failure means longer time on the road.

After the Pathfinders have 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.

Some of you may never have been this far away from home. No one will come save you if you're in trouble. Trees rattle in the wind. Animals hoot and holler in the dark.

Finding a suitable camping spot is first order of business. Make a DC 10 Survival check to find a suitable spot.

There is plenty of dry wood to be found to start a fire and rations can be cooked into a fine stew if everyone contributes.

Make a DC 5 Perception check to listen to the wind.

Liberty's Edge

Halfling Sylvan Sorcerer 1/Hunter 1; 12/12 HP; Perception +7; Fort +2, Ref +6, Will +4; AC 17, touch 14, FF 13 Melee: Club +0 1d4; Ranged: Acid Splash +4 vs touch 1d3

Survival: 1d20 + 6 ⇒ (17) + 6 = 23

Survival: 1d20 + 6 ⇒ (4) + 6 = 10

Perception: 1d20 + 6 ⇒ (1) + 6 = 7

The Concordance

(Portrait) | Female Oread (Dwarf ancestry) Unchained Elemental Monk 2 / Crystal Tender Shaman 1 | HP:29/29 | AC:18*, T17*, FF17* | CMD:22*, FF21* | Saves: F7*(/9* fatigue/sickness) R6* W10*(/11 mind-effects) | Init:1 | Perc:11(/13 stone) | SM:11 | Speed 20ft | Elemental Fist 0+1/3 | Messenger bag reroll 1/1, Faction pin skill bonus 0/1 | Active Conditions: Prot from Evil

Survival (map): 1d20 + 4 ⇒ (5) + 4 = 9
Survival (camp): 1d20 + 4 ⇒ (15) + 4 = 19
Perception (wind): 1d20 + 8 ⇒ (15) + 8 = 23

The Concordance

Male Human (Ulfen) Arcanist 5 (Blood Arcanist) | HP: 20/22 | AC 11 (15), T 11, FF 10 | Fort 2, Ref +3, Will +5 | init +5, Perception +3 | Active Effects: None

Observing the ever wilding surroundings around them, This is a long way from anywhere, We've gone far off the beaten path today. Should we find a place to camp, honestly I'm not used to bearing heavy burdens for a long time, and my feet ache.

Perception: 1d20 + 1 ⇒ (20) + 1 = 21

Willard stops to listen to the wind as they set camp, and offers to start the fire for dinner. The wind is speaking tonight, just listen to what it says. As I learned in the first world, anything can be a useful clue to us.

The raven on his shoulder squawks and flies up to a tree branch, giving a disdainful look to the Ulfen. Looking up, Willard grumbles in Skald

Skald:
Yes, yes, I remember what you taught me, fine. I will remind them, although they seem perfectly capable of figuring it out to me without my reminders.

Turning back to his companions, Willard says, My ever so wise... the raven interrupts with a loud squawk teacher says, should we set watches? We're pretty far out of town and wolves could be an issue. Or whomever set those illusions upon us may return to mess with our journey.

Normally, I'd need a decent amount of rest to prepare my magics for the next day, but since those orcs were just in our minds, I can take whichever watch is most helpful. As he adds some of his rations to the stewpot.

Liberty's Edge

Halfling Sylvan Sorcerer 1/Hunter 1; 12/12 HP; Perception +7; Fort +2, Ref +6, Will +4; AC 17, touch 14, FF 13 Melee: Club +0 1d4; Ranged: Acid Splash +4 vs touch 1d3

Cevrik immediately chimes in quite amicably with, "Dumpy and I can take a watch as well...if I can keep this big baby from falling asleep," and as if on cue, Dumpling yawns again.

The Concordance

(Portrait) | Female Oread (Dwarf ancestry) Unchained Elemental Monk 2 / Crystal Tender Shaman 1 | HP:29/29 | AC:18*, T17*, FF17* | CMD:22*, FF21* | Saves: F7*(/9* fatigue/sickness) R6* W10*(/11 mind-effects) | Init:1 | Perc:11(/13 stone) | SM:11 | Speed 20ft | Elemental Fist 0+1/3 | Messenger bag reroll 1/1, Faction pin skill bonus 0/1 | Active Conditions: Prot from Evil

Maud isn't great at reading maps, but is useful finding a camping spot, since she had some experience travelling the outskirts alone. She volunteers one of her rations to make stew with as well. (6 left. Probably should have asked how far away this place is before we left.)

Maud sits by the fire and takes Willard's advice and listens hard to the wind while she inspects local rocks on the ground to add to her collections.
"Interrupted sleep don't bother me, I've got no spells anyway so I don't mind taking middle watch."

Grand Lodge

female aasimar sorceror 6 HP 32, AC/T/FF 12, 12, 10, F +5, R +5, W +6 Init +6, Perc +13

I can see in the dark. And I have no need to meditate...I used none of my power today. I'll take middle watch. And if your feet ache, u should invest in a good pair of boots. Always have a good pair. But minimal heels though...you're not going to a gala at the Lodge in Absolom... Carlin muses. She casts a spell on the end of a long stick and plants it in the ground. The other end starts glowing.just a light spell...i'm good still...good thing about being a sorceror

The Concordance

(Portrait) | Female Oread (Dwarf ancestry) Unchained Elemental Monk 2 / Crystal Tender Shaman 1 | HP:29/29 | AC:18*, T17*, FF17* | CMD:22*, FF21* | Saves: F7*(/9* fatigue/sickness) R6* W10*(/11 mind-effects) | Init:1 | Perc:11(/13 stone) | SM:11 | Speed 20ft | Elemental Fist 0+1/3 | Messenger bag reroll 1/1, Faction pin skill bonus 0/1 | Active Conditions: Prot from Evil

Well hey, if the spellcasters are volunteering for watch and it's already covered then Maud will go to bed, and she sleeps... like a rock. (I'm so sorry, I couldn't help myself. :D )

Silver Crusade

Human Kensai Magus 3 [HP 27/27 | AC 17/16/11 CMD 16 | F+5 R+4 W+3 | Init +3 | Perception +2, Sense Motive +1]

Dominic summons light to shine from a stone until they can get a good fire going. He watches the others more adept at being in the wilderness build out their small camp. He finds a stout piece of wood and begins to carve it with some tools he had brought. Over the course of a couple hours, it begins to take the shape of a small figure, bearing a striking resemblance to Dumplington.

"If that's all the watches, then it suits me. I didn't expend any spells, but a good night's sleep is always worthwhile. Hopefully tomorrow we'll be finished with the errand and headed back victorious!"


The Pathfinders are able to navigate the map easily. Without it, they may have gotten lost. Lucky they have it!

As they approach evening, the Pathfinders get tired. Maud is able to find a suitable spot - level ground surrounded on three sides by a thicket of bushes.

In the distance, the Pathfinders can hear howling. After setting up camp, starting a fire, and making dinner, the howling grows closer and closer. Then ... it eerily becomes silent.

GM Screen:

?: 1d20 + 6 ⇒ (14) + 6 = 20

DC 20 Perception:

About half an hour after the howling stops, you spot a lone wolf on the edges of camp in the shadows.

Liberty's Edge

Halfling Sylvan Sorcerer 1/Hunter 1; 12/12 HP; Perception +7; Fort +2, Ref +6, Will +4; AC 17, touch 14, FF 13 Melee: Club +0 1d4; Ranged: Acid Splash +4 vs touch 1d3

Perception: 1d20 + 6 ⇒ (15) + 6 = 21

"Wolf!" Cevrik calls out as he points into the shadows at the edge of the camp. The Halfling gets an ornery grin as he pats the bear and says, "Pretty sure this enemy is real, buddy. Yep. 51% sure."

If Cevrik can also take a standard action, I'd like to cast acid maw on Dumpling. If not, that's fine.


Grizzly Bear 2; 21/21 HP; 16 AC, 11 touch, 15 FF; Ref +4, Fort +4, Will +2 Melee: Bite +7 (1d6+5 B/P/S), 2 Claws +7 (1d6+5 P/S)

Perception: 1d20 + 0 ⇒ (3) + 0 = 3

Dumpling has the scent ability, so he can find the direction as a move action even if he can't pinpoint the exact spot

All semblance of yawning and sleepiness disappears as the bear is suddenly very serious as he sniffs the air and then turns with focus and wicked intent in vaguely the direction of the wolf.

The Concordance

Male Human (Ulfen) Arcanist 5 (Blood Arcanist) | HP: 20/22 | AC 11 (15), T 11, FF 10 | Fort 2, Ref +3, Will +5 | init +5, Perception +3 | Active Effects: None

Willard, nor his familiar see anything out of the ordinary, instead being focused on the fire and the mediocre food they collectively cooked up.

Perception: 1d20 + 1 ⇒ (10) + 1 = 11
Munnin Perception: 1d20 + 9 ⇒ (3) + 9 = 12

Hearing Cevrik point out the wolf, Willard tries not to attract attention, What do we do? Will it just go away on its own?. He shifts his seat nervously, uncertain about what to do next.


The wolf realizes it's been spotted.

GM Screen:

Willard: 1d20 + 5 ⇒ (7) + 5 = 12
Maud: 1d20 + 1 ⇒ (19) + 1 = 20
Calin: 1d20 + 1 ⇒ (5) + 1 = 6
Cevrik: 1d20 + 6 ⇒ (19) + 6 = 25
Dominic: 1d20 + 3 ⇒ (1) + 3 = 4

Wolf: 1d20 + 2 ⇒ (16) + 2 = 18

================

Round 1

Cevrik
Maud

Wolf

Willard
Calin
Dominic

Cevrik and Maud are up. Assume you are sitting down near the fire. You wont have your weapons out and some of you may not have armor on.

Cevrik:

You can attempt a DC 20 Wild Empathy check.

Liberty's Edge

Halfling Sylvan Sorcerer 1/Hunter 1; 12/12 HP; Perception +7; Fort +2, Ref +6, Will +4; AC 17, touch 14, FF 13 Melee: Club +0 1d4; Ranged: Acid Splash +4 vs touch 1d3

The beauty of light armor: you can sleep in it with no penalties.
Also I didn't see a response to if Cevrik could cast a spell during the perception time or not, so I'll assume no.

While Cevrik does know of ways to try to calm wild beasts, he also knows that Dumpling has just been itching for a fight, so he casts a quick spell on his friend acid maw and the duo rushes forward towards the wolf.


Grizzly Bear 2; 21/21 HP; 16 AC, 11 touch, 15 FF; Ref +4, Fort +4, Will +2 Melee: Bite +7 (1d6+5 B/P/S), 2 Claws +7 (1d6+5 P/S)

Through Cevrik's guiding, Dumpling is steered directly to the wolf he'd smelled and opens his magically enchanted jaws to try to end his foe in one quick motion.

Bite: 1d20 + 6 ⇒ (16) + 6 = 221d6 + 5 + 1d4 ⇒ (3) + 5 + (3) = 11

If we're attacked:
Cevrik will try a ride attempt to steer Dumpling out of the way if the bear is attacked (requiring the ride check to equal or beat the attack roll--it's the mounted combat feat) or will do a DC 15 ride check to take cover behind Dumpling if he is attacked. Either is an immediate action, so he can only do one of them and only once per round. Ride: 1d20 + 9 ⇒ (16) + 9 = 25


Mr. Dumplington charges at the wolf. With an acidic maw, he bites down hard!

And the wolf goes down with a yelp.

DC 10 Knowledge (nature):

The wolf was lean and probably starving. If you had thrown it some meat, it would have ran off happily.

The Concordance

(Portrait) | Female Oread (Dwarf ancestry) Unchained Elemental Monk 2 / Crystal Tender Shaman 1 | HP:29/29 | AC:18*, T17*, FF17* | CMD:22*, FF21* | Saves: F7*(/9* fatigue/sickness) R6* W10*(/11 mind-effects) | Init:1 | Perc:11(/13 stone) | SM:11 | Speed 20ft | Elemental Fist 0+1/3 | Messenger bag reroll 1/1, Faction pin skill bonus 0/1 | Active Conditions: Prot from Evil

Aw, poor wolfie
Maud is distracted by her pretty rocks and takes a nanosecond too long to jump up off her log, and by then the 'threat' is ended, so she shrugs and continues her inspection.
"This one I got in the mountain near my home, see how it has a thin vein of amethyst running through it?" she will happily mutter to anyone showing a modicum of interest. Or within 5 feet.

Liberty's Edge

Halfling Sylvan Sorcerer 1/Hunter 1; 12/12 HP; Perception +7; Fort +2, Ref +6, Will +4; AC 17, touch 14, FF 13 Melee: Club +0 1d4; Ranged: Acid Splash +4 vs touch 1d3

Surveying their quick and efficient victory, Cevrik looks around muttering, "Where there's a wolf, there's often a pack," and searches the shadows for more canine forms.

Perception: 1d20 + 6 ⇒ (10) + 6 = 16

Assuming he finds none Cevrik hops down from Dumpling saying, "A shame to waste good meat and a pelt," and begins working to skin the beast and get some meat roasting over a fire...at least he wants to. "Anyone have a dagger I can borrow? I seem to not own one." Oops! That DC's gonna be really high trying to skin the wolf with a club!

Survival: 1d20 + 6 ⇒ (3) + 6 = 9

The Concordance

(Portrait) | Female Oread (Dwarf ancestry) Unchained Elemental Monk 2 / Crystal Tender Shaman 1 | HP:29/29 | AC:18*, T17*, FF17* | CMD:22*, FF21* | Saves: F7*(/9* fatigue/sickness) R6* W10*(/11 mind-effects) | Init:1 | Perc:11(/13 stone) | SM:11 | Speed 20ft | Elemental Fist 0+1/3 | Messenger bag reroll 1/1, Faction pin skill bonus 0/1 | Active Conditions: Prot from Evil

Maud doesn't have a dagger, but if not one else does either she will offer her big curved temple sword? But it's exotic, so maybe Maud should just try it herself, since she's proficient? If the pelt isn't already mangled that is.

Grand Lodge

female aasimar sorceror 6 HP 32, AC/T/FF 12, 12, 10, F +5, R +5, W +6 Init +6, Perc +13

Poor thing...was probably hungry and scared. But sometimes the hunter becomes the prey. I have a dagger. Just make sure it's been cleaned properly when you're done, please. Now...I need my beauty sleep. When you wake me for my watch, could you have a mug of tea ready, if you don't mind? Thanks!tge aasimar says sweetly as she heads back to her bedroll and promptly goes back to sleep

Silver Crusade

Human Kensai Magus 3 [HP 27/27 | AC 17/16/11 CMD 16 | F+5 R+4 W+3 | Init +3 | Perception +2, Sense Motive +1]

Dominic is standing with his whip in hand, ready to lash the wolf. But seeing Dumplington put the wolf down, he smiles and nods. "Good work."

Liberty's Edge

Halfling Sylvan Sorcerer 1/Hunter 1; 12/12 HP; Perception +7; Fort +2, Ref +6, Will +4; AC 17, touch 14, FF 13 Melee: Club +0 1d4; Ranged: Acid Splash +4 vs touch 1d3

Cevrik takes the dagger from the lovely Aasimar and his eyes linger almost as if he's only just noticed her. "Thank you," he finally manages to respond.

A moment later, after she has requested her tea at watch time, Cevrik says, "Dumpy and I are all wound up from the tussle, so why don't we take first watch?" And then I can awaken that beauty and be the knight in shining armor bringing her her tea he thinks.

He then sets to work trying to skin the beast and prepare some meat, but seems a bit distracted. And that is how I made that bad roll part of the narrative :=)

Assuming nothing goes wrong on his watch, Cevrik and Dumpy keep an eye out and then Cevrik does his utmost to prepare the finest cup of tea he has ever prepared and then gently goes to awaken the fiery sorceress.


The group manages to butcher the corpse of the wolf - nothing goes to waste around here! The rest of the night passes uneventfully. Whoever is on watch hears wolves howl in the distance but nothing approaches.

The next morning, the group can easily pack up their gear and head off through the Fangwood. Early in the morning, the trail leads the Pathfinders to the shores of the Grey Lake - a place to refill their waterskins and stop for a rest.

The trees begin to thing, revealing a field of short, green grass that leads to the shores of a wide, calm lake reflecting the overcast sky above. A dense fog hangs over the center of the lake, obscuring the far side. near the short of the lake, a dark form lies next to the water - a corpse of a man.

DC 10 Perception:
Much of the man's gear has rotted to worthlessness. But you uncover a masterwork short sword and a coin pouch with 87 gp inside. The coins look newly minted from the capital city of Tamran; they bear the likeness of Forest marshal Gavirk, nominal leader of Nirmathas.

DC 10 Knowledge (local):
This man doesn't look like he's from Kassen - his clothing is in poor condition from exposure but its obviously of a kind purchased in larger cities.

DC 5 Heal:
There are huge bite marks all over the man's upper torso.

DC 15 Heal:
This man has been dead for a few months.

Liberty's Edge

Halfling Sylvan Sorcerer 1/Hunter 1; 12/12 HP; Perception +7; Fort +2, Ref +6, Will +4; AC 17, touch 14, FF 13 Melee: Club +0 1d4; Ranged: Acid Splash +4 vs touch 1d3

Perception: 1d20 + 6 ⇒ (19) + 6 = 25

I don't have Knowledge Local

Heal: 1d20 + 2 ⇒ (10) + 2 = 12

Heal: 1d20 + 2 ⇒ (11) + 2 = 13

Looking over the corpse, Cevrik announces, "It appears something bit this fella. Bit him to death even. Ooo, but it left his coin purse! I mean, poor fellow, but it would be a shame to let this go to waste. Ooo, and a nice sword! I mean, if no one else wants it, I feel like I should use it to avenge his death and stuff."

Oh yeah, untrained 10's are a thing!

Knowledge Local: 1d20 + 0 ⇒ (13) + 0 = 13

"I mean, doesn't look like he's local based on the clothes, so no relatives nearby to take this back to, right?"


Cevrik Brandleroote wrote:

I don't have Knowledge Local

You can roll any DC 10 (or less) knowledge check untrained I believe.

The Concordance

Male Human (Ulfen) Arcanist 5 (Blood Arcanist) | HP: 20/22 | AC 11 (15), T 11, FF 10 | Fort 2, Ref +3, Will +5 | init +5, Perception +3 | Active Effects: None

Perception: 1d20 + 1 ⇒ (12) + 1 = 13 Willard fishes a short sword and pouch of coin from the dead man in the lake. He wasn't short of coin, and these are new. Can anyone use this blade? Looks shiny and valuable.

Munin Knowledge (local): 1d20 - 2 + 1 ⇒ (19) - 2 + 1 = 18

The Raven squawks at Willard in Skald,

Skald:
those aren't the clothes of a man from Kassen, he's from somewhere else...

Putting his hands up Willard gets a frustrated look, Yes, Yes, Munnin says those aren't the clothes of a man from Kassen, he's likely from a much larger city somewhere.

Silver Crusade

Human Kensai Magus 3 [HP 27/27 | AC 17/16/11 CMD 16 | F+5 R+4 W+3 | Init +3 | Perception +2, Sense Motive +1]

Knowledge, Local: 1d20 + 4 ⇒ (18) + 4 = 22

"Munnin is right. No one in Kassen dresses like this. I mean, not normally anyway. And i don't recognize him."

"What do you think killed him? The wolves?"

The Concordance

(Portrait) | Female Oread (Dwarf ancestry) Unchained Elemental Monk 2 / Crystal Tender Shaman 1 | HP:29/29 | AC:18*, T17*, FF17* | CMD:22*, FF21* | Saves: F7*(/9* fatigue/sickness) R6* W10*(/11 mind-effects) | Init:1 | Perc:11(/13 stone) | SM:11 | Speed 20ft | Elemental Fist 0+1/3 | Messenger bag reroll 1/1, Faction pin skill bonus 0/1 | Active Conditions: Prot from Evil

Maud inspects the corpse.
Heal DC15: 1d20 + 4 ⇒ (20) + 4 = 24
"It looks like he's been dead... quite a while. Several months. Yet hasn't been looted - how curious."

Perception: 1d20 + 8 ⇒ (9) + 8 = 17
"These coins look like Nirmathas currency. Perhaps he's from there."


The bite is a whole lot bigger than a wolf's bite.

Liberty's Edge

Halfling Sylvan Sorcerer 1/Hunter 1; 12/12 HP; Perception +7; Fort +2, Ref +6, Will +4; AC 17, touch 14, FF 13 Melee: Club +0 1d4; Ranged: Acid Splash +4 vs touch 1d3

"Right, not a wolf," Cevrik says, hurriedly climbing back up on Dumpling's back, "might be the water. Water beast. Back away from the shore line!" and he wields the masterwork short sword (unless someone else claimed it) as he steers Dumpling to put them between the shoreline and Carlin as he gives her a big grin and says, "I'll protect you, m'lady," and turns his attention back to the lake.

Perception Check for Threats: 1d20 + 6 ⇒ (20) + 6 = 26

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