PFS1e - 7-16: Faithless and Forgotten, Part 2 - Lost Colony of Taldor (low tier) (Inactive)

Game Master MauveAvengr

Maps and Info!


101 to 150 of 549 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | next > last >>
Silver Crusade

Human Shifter | HP 13 | AC 16/12/14 | Fort+4 Ref+5 Will+3 | Init+4 | Perc+6; low-light vision

Parrameleh's hands transform into claws as she snarls and steps up to lunge at the nearest skeleton.
attack: 1d20 + 5 ⇒ (12) + 5 = 17
damage: 1d4 + 3 ⇒ (2) + 3 = 5


Kaseem moves in and is perilously close to the edge. He peers down and sees a tent, boxes, and sand down below. He channels the spirit of the King of the Heavens. A blast of pure holy energy emanates throughout the room. The skeletons all shake for a second, but then refocus their attention on the Pathfinders! (All saved for half damage).

Parrameleh moves in close behind. Claws retract from her hand and she slashes at the skeletons! Unfortunately, she seems to just tear at it's clothing. Your claws deal piercing and slashing damage, correct?

Both the green and blue skeletons now move in to the closest target - Parrameleh! Both mindlessly salute in a particular manner before charging in.

GM Screen:

?: 3d20 ⇒ (20, 16, 11) = 47

b: 1d20 + 1 ⇒ (2) + 1 = 3
?: 1d8 ⇒ 6

g: 1d20 + 1 ⇒ (18) + 1 = 19
?: 1d8 ⇒ 2

g: 1d20 - 2 ⇒ (14) - 2 = 12
?: 1d4 + 1 ⇒ (3) + 1 = 4

The blue skeleton swings its sword and the shifter easily dodges. The green skeleton steps up. One swing with its sword - direct hit! It attempts claw at Parrameleh with its other hand but it misses! 2 points of slashing damage

Suddenly, Parrameleh feels dehydrated, as water seems to be evaporating from her body. Parrameleh must make a DC 11 Fortitude save or be afflicted with a desiccated aura for 1d3+1 rounds. Will describe this aura if you fail

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

[u]Round 1[/u]

Orange (-1 HP)

Andrelis
Garaleth
Parrameleh
Kaseem

Blue (-1 HP)
Green (-5 HP)

Yuzu
Tuck

Yuzu and Tuck are up!

DC 11 Knowledge (religion) to ID these skeletons

DC 15 Knowledge (local) to ID the salute

DC 18 Knowledge (history) to ID their tattered uniforms

Remember, you have a certain amount of time before the tarp flies off! Purple star is where you need to climb up!

Silver Crusade

Human Shifter | HP 13 | AC 16/12/14 | Fort+4 Ref+5 Will+3 | Init+4 | Perc+6; low-light vision

Just piercing for Parrameleh due to her archetype.

fort: 1d20 + 4 ⇒ (15) + 4 = 19


Unfortunately, Parrameleh's strikes are not effective. His claws simply pass along the skeleton's rib cage, making a sweet melody. Possibly some sort of DR

And Parrameleh shakes off the effects of desiccation, her body doesn't feel as dry.

Grand Lodge

Female NG Kitsune Ward Speaker Samurai/3 | AC 19, T 12, FF 17 | 28/28 hp | Fort +5, Ref +3, Will +1| Init +2 (add +2 when mounted) | Percep +4 | CMD 17 | Current Kami Bonus: +10 Move Speed

Yuzu frowns; there is little space to move.

No choice...

She whistles to borrow Garaleth and Parrameleh's attentions, then shoulders her way through!

Overrun: Provokes AoO from Blue: 1d20 + 4 ⇒ (8) + 4 = 12
...Thaaaaat's likely to be a failure.

Sovereign Court

Half-Orc Kensai Magus/2, 15/15 HP, AC 18 (20 if I move 10'+), touch 16, FF 11, Saves: Fort +3, Ref +5, Will +3, Init +5, Perception +0, Speed 30', Skills: Knowledge arcana +6, knowledge dungeoneering +6, knowledge planes +6, spellcraft +6

I don't remember for sure where the skeletons started, but Gareleth's scorpion whip has reach and would threaten AoO within 10' if any of them moved more than a 5' step,

In Case Any of Them Provoked:
Trip Attempt: 1d20 + 9 ⇒ (12) + 9 = 21


None of them provoked. The orange skeleton had moved when you were flat footed. The green skeleton just 5 ft stepped up. The blue one is currently 10 ft away (he would provoke if you had 15 ft reach).

And overrun... a maneuver I've never actually seen in play... lemme read up on the rules of it really quickly.

AOO: 1d20 + 1 ⇒ (3) + 1 = 4

Yuzu runs up, attempting to bypass the skeleton in a blue uniform. It swings at her, pushing back. Unfortunately that is a fail! But at least it doesn't hit Yuzu!

Grand Lodge

|LG | Human Male |Tetori Monk 1 |HP 11/11 | AC: 15 T: 15 FF: 12| Fort +4; Ref +5; Will +4|| Init: +4 | Perception +6 |Sense Motive: +6| CMB: +4 (+9 to Grapple) CMD: 15 (18 vs Grapple) | Special Abilities: Combat Reflexes| Movement: 30ft | Active Conditions: None

Can I only climb up where that purple star is? Or can I climb up back here then over to the tarp?


You'll have to climb up inside, but can really do it anywhere. The purple star is just where you need to tie down the tarpaulin.

Grand Lodge

Male LN Half-Orc Male Cleric 3 | HP 24 / 24 | AC 17 / 11 T / 16 FF | CMD 13 | Fort + 8 Ref + 5 Will + 9 | Init +1 | Perception + 10 (Darkvision 60') | Speed 40 ft. |Conditions: None | Channels: 7 / 7 | Cleric Spells: 1st Level (3/3), 2nd Level (2/2)

If you have rank(s) in Climb, go for it.


Now that I think of it, you can climb on the outside of the building, then climb over the wall, and reattach it from the inside. That'll be two climb checks and a full round Strength check, but you wont have to pass by any skeletons!

Grand Lodge

|LG | Human Male |Tetori Monk 1 |HP 11/11 | AC: 15 T: 15 FF: 12| Fort +4; Ref +5; Will +4|| Init: +4 | Perception +6 |Sense Motive: +6| CMB: +4 (+9 to Grapple) CMD: 15 (18 vs Grapple) | Special Abilities: Combat Reflexes| Movement: 30ft | Active Conditions: None

Climb: 1d20 + 3 ⇒ (4) + 3 = 7
Climb: 1d20 + 3 ⇒ (9) + 3 = 12

Tuck tries to climb up the outside of the building to get to the tarp.


Tuck can't climb up the wall. With the sandstorm at his back, he can't get good handholds and just falls back to the ground after each attempt.

GM Screen:

?: 1d3 ⇒ 1
?: 1d20 + 3 ⇒ (6) + 3 = 9
?: 1d4 + 2 ⇒ (3) + 2 = 5

?: 1d3 ⇒ 2
?: 1d20 + 3 ⇒ (18) + 3 = 21
?: 1d4 + 2 ⇒ (1) + 2 = 3

The skeleton in orange regalia slashes out at Kaseem with one of its claws. It slips in a pile of sand and misses its attack. But with its other claw, it scratches Andrelis. 3 points of damage. Then make a DC 11 Fortitude or suffer from Desiccation. Will describe Desiccation if you fail.

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

[u]Round 2[/u]

Orange (-1 HP)

Andrelis (-3 HP, desiccated?)
Garaleth
Parrameleh
Kaseem

Blue (-1 HP)
Green (-5 HP)

Yuzu
Tuck

Andrelis must make a DC 11 Fortitude save or be desiccated

Andrelis, Garaleth, Parrameleh, and Kaseem are up!

DC 11 Knowledge (religion) to ID these skeletons

DC 15 Knowledge (local) to ID the salute

DC 18 Knowledge (history) to ID their tattered uniforms

Remember, you have a certain amount of time before the tarp flies off! Purple star is where you need to climb up!

Grand Lodge

Male LN Half-Orc Male Cleric 3 | HP 24 / 24 | AC 17 / 11 T / 16 FF | CMD 13 | Fort + 8 Ref + 5 Will + 9 | Init +1 | Perception + 10 (Darkvision 60') | Speed 40 ft. |Conditions: None | Channels: 7 / 7 | Cleric Spells: 1st Level (3/3), 2nd Level (2/2)

Kaseem is a card-carrying member of the 'I can't Climb' club with 0 ranks, 0 Strength 'bonus', and a -1 ACP. So he'll channel and hopefully do better damage and maybe all of the skeletons won't make their saves.

Sombra presents his holy symbol of Ra (again) and shouts, "May the power of Ra warm your backs foul creatures!"

Channel Energy: 1d6 ⇒ 3

DC 14 Will save for half damage.

Silver Crusade

Human Shifter | HP 13 | AC 16/12/14 | Fort+4 Ref+5 Will+3 | Init+4 | Perc+6; low-light vision

Parrameleh yowls and her pupils draw into thin lines.
Shifting into minor form. AC increases by one.

Frustrated by the ineffectiveness of her claws, the young woman grabs the club from her belt and swings with all of her might at the green-tinged skeleton.
power attack: 1d20 + 3 ⇒ (2) + 3 = 5
bludgeoning damage: 1d6 + 5 ⇒ (1) + 5 = 6

Sovereign Court

Male Elf Rogue (Unchained) (Scout) 4 HP26/26; AC 18 T14 FF 14; Fort: 1 Reflex +8 Will +1; Initiative +4 Perception+9, Active Effects: NONE

Fortitude save: 1d20 ⇒ 15

That is making me thirsty, that hurt! the elf cries out, as he thrusts out both shortswords quickly at the creature.

Main hand, cold iron: 1d20 + 6 ⇒ (7) + 6 = 13
offhand: 1d20 + 6 ⇒ (13) + 6 = 19

Cold Iron Damage: 1d6 ⇒ 1
damage: 1d6 ⇒ 5

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

Sovereign Court

Half-Orc Kensai Magus/2, 15/15 HP, AC 18 (20 if I move 10'+), touch 16, FF 11, Saves: Fort +3, Ref +5, Will +3, Init +5, Perception +0, Speed 30', Skills: Knowledge arcana +6, knowledge dungeoneering +6, knowledge planes +6, spellcraft +6

Gareleth uses his wand again to blast at the skeleton blocking the way to the tarp green.

Magic Missile: 1d4 + 1 ⇒ (3) + 1 = 4


Kaseem holds his holy symbol close to him and shouts at the top of his lungs. Andrelis's ears start ringing! Two of the skeletons stand on their feet, almost unaffected. But a rib falls from the blue one - it's feels the full force.

Parrameleh takes one look at the green skeleton. His claws - ineffective. His club - ineffective. What will he try next?

Andrelis too fights the skeleton. All he manages to do is cut up the skeleton's already tattered clothing. One miss, one does not bypass DR

Gareleth takes matters into his own hands. He draws a wand and a tiny missile flies towards the green skeleton. It looks up as the missile enters its eye socket and explodes the skull into millions of tiny pieces. Dead!

GM Screen:

?: 1d20 + 3 ⇒ (19) + 3 = 22
?: 1d20 + 3 ⇒ (1) + 3 = 4
?: 1d20 + 3 ⇒ (13) + 3 = 16

?: 1d20 + 1 ⇒ (5) + 1 = 6
?: 1d8 ⇒ 2

?: 1d20 - 2 ⇒ (3) - 2 = 1
?: 1d4 + 1 ⇒ (1) + 1 = 2

The skeleton in blue tries to slash at Parrameleh but its attempts are humorous. It keeps sliding in the sand, losing its footing, and nearly falling to the ground.

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

[u]Round 2[/u]

Orange (-2 HP)

Andrelis (-3 HP)
Garaleth
Parrameleh
Kaseem

Blue (-4 HP)
Green

Yuzu
Tuck

Yuzu and Tuck are up!

Grand Lodge

Female NG Kitsune Ward Speaker Samurai/3 | AC 19, T 12, FF 17 | 28/28 hp | Fort +5, Ref +3, Will +1| Init +2 (add +2 when mounted) | Percep +4 | CMD 17 | Current Kami Bonus: +10 Move Speed

Yuzu, finally seeing an opening, hustles into position and brings her blade alongside her!

Nodachi Attack vs. Blue: 1d20 + 4 ⇒ (20) + 4 = 24
Nodachi Slashing Damage: 1d10 + 6 ⇒ (6) + 6 = 12
Oooo
Crit?: 1d20 + 4 ⇒ (17) + 4 = 21
Extra Crit Damage: 1d10 + 6 ⇒ (6) + 6 = 12

OOF, hate to be that guy right now!


Yuzu lobs off the head of the skeleton without breaking a sweat. Easy!

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

[u]Round 2[/u]

Orange (-2 HP)

Andrelis (-3 HP)
Garaleth
Parrameleh
Kaseem

Blue
Green

Yuzu
Tuck

Tuck is up!


Just a reminder that Tuck is up

Grand Lodge

|LG | Human Male |Tetori Monk 1 |HP 11/11 | AC: 15 T: 15 FF: 12| Fort +4; Ref +5; Will +4|| Init: +4 | Perception +6 |Sense Motive: +6| CMB: +4 (+9 to Grapple) CMD: 15 (18 vs Grapple) | Special Abilities: Combat Reflexes| Movement: 30ft | Active Conditions: None

Welp, that post got eaten by the forums...

Climb: 1d20 + 3 ⇒ (5) + 3 = 8
Climb: 1d20 + 3 ⇒ (12) + 3 = 15

Tuck continues to try to get up the wall.


With the sand buffeting on his back, Tuck struggles to climb. Intially, he gets a foot up before falling off. But then he manages to climb to the top. Success, but still on the outside. Will need a climb check to get on the inside, then a full round Strength check to tie down the tarpaulin.

GM Screen:

?: 1d3 ⇒ 3
?: 1d20 + 1 ⇒ (20) + 1 = 21
crit?: 1d20 + 1 ⇒ (2) + 1 = 3
?: 1d8 ⇒ 3
crit?: 1d8 ⇒ 4

?: 1d3 ⇒ 3
?: 1d20 - 2 ⇒ (1) - 2 = -1
?: 1d4 + 1 ⇒ (2) + 1 = 3

As the last zombie stares at the Pathfinders, it choses to attack Parrameleh. It's spear digs deep in the shifter's side crit, but not confirmed. 3 points of damage!. Parrameleh feels the water evaporate from his body. Please make a DC 11 Fortitude save or suffer Desiccated.

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

[u]Round 2[/u]

Orange (-2 HP)

Andrelis (-3 HP)
Garaleth
Parrameleh (-3 hp, desiccated?)
Kaseem

Blue
Green

Yuzu
Tuck

Andrelis, Garaleth, Parrameleh, and Kaseem are up!

Grand Lodge

Male LN Half-Orc Male Cleric 3 | HP 24 / 24 | AC 17 / 11 T / 16 FF | CMD 13 | Fort + 8 Ref + 5 Will + 9 | Init +1 | Perception + 10 (Darkvision 60') | Speed 40 ft. |Conditions: None | Channels: 7 / 7 | Cleric Spells: 1st Level (3/3), 2nd Level (2/2)

Kaseem draws his morningstar in an attempt to strike the skeleton!

Morningstar: 1d20 + 0 ⇒ (15) + 0 = 151d8 ⇒ 6

Sovereign Court

Male Elf Rogue (Unchained) (Scout) 4 HP26/26; AC 18 T14 FF 14; Fort: 1 Reflex +8 Will +1; Initiative +4 Perception+9, Active Effects: NONE

Andrelis will wave his swords at the skeleton, attempting to drive it into Kaseem's strike...

Attack, aid another: 1d20 + 6 ⇒ (7) + 6 = 13

Silver Crusade

Human Shifter | HP 13 | AC 16/12/14 | Fort+4 Ref+5 Will+3 | Init+4 | Perc+6; low-light vision

fort: 1d20 + 4 ⇒ (16) + 4 = 20

Silver Crusade

Human Shifter | HP 13 | AC 16/12/14 | Fort+4 Ref+5 Will+3 | Init+4 | Perc+6; low-light vision

She swings again at the undead, two-handing her club.
power attack: 1d20 + 3 ⇒ (9) + 3 = 12
damage: 1d6 + 7 ⇒ (4) + 7 = 11


Andrelis swings his sword at the skeleton, momentarily twisting it enough for Kaseem to smash it to pieces. Parrameleh manages to shake off the desication effect as her body stops losing water. Then she comes in to smash the remaining bones scattered on the floor - just to make sure it's dead.

All enemies are dead. But will keep you in rounds until you tie down the tarpaulin.

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

[u]Round 2[/u]

Andrelis (-3 HP)
Garaleth
Parrameleh (-3 hp)
Kaseem
Yuzu
Tuck

Garaleth, Yuzu, and Tuck are up!

Grand Lodge

Female NG Kitsune Ward Speaker Samurai/3 | AC 19, T 12, FF 17 | 28/28 hp | Fort +5, Ref +3, Will +1| Init +2 (add +2 when mounted) | Percep +4 | CMD 17 | Current Kami Bonus: +10 Move Speed

Yuzu knows that her heavy armor is going to slow her down; she instead gets down on one knee and clasps her hands in front of her to give anyone that needs it a boost!

Aid Another to Climb: STR: 1d20 + 2 ⇒ (9) + 2 = 11

Sovereign Court

Half-Orc Kensai Magus/2, 15/15 HP, AC 18 (20 if I move 10'+), touch 16, FF 11, Saves: Fort +3, Ref +5, Will +3, Init +5, Perception +0, Speed 30', Skills: Knowledge arcana +6, knowledge dungeoneering +6, knowledge planes +6, spellcraft +6

Gareleth sees Yuzu move to provide a boost to a party member and he opts to do the same.

Aid Another Climb: 1d20 + 0 ⇒ (12) + 0 = 12

Silver Crusade

Human Shifter | HP 13 | AC 16/12/14 | Fort+4 Ref+5 Will+3 | Init+4 | Perc+6; low-light vision

If the skeleton was destroyed then...

Parrameleh moves over to the wall and tries to climb with her allies' help.
climb with aid: 1d20 + 1 + 2 + 2 ⇒ (15) + 1 + 2 + 2 = 20

Grand Lodge

Male LN Half-Orc Male Cleric 3 | HP 24 / 24 | AC 17 / 11 T / 16 FF | CMD 13 | Fort + 8 Ref + 5 Will + 9 | Init +1 | Perception + 10 (Darkvision 60') | Speed 40 ft. |Conditions: None | Channels: 7 / 7 | Cleric Spells: 1st Level (3/3), 2nd Level (2/2)

"Praise be to Ra for he guided my hand!"

Kaseem takes time away from celebrating to attempt to help someone climb.

Aid Another Climb: 1d20 + 0 ⇒ (17) + 0 = 17


@Kaseem, still waiting for Tuck to post for this round.

With the help of her allies, Parrameleh climbs up the wall!

Tuck is currently on the outside of the wall, wind and sand buffeting his back. All Tuck needs to do is climb over the wall and he will be next to Parrameleh. Assuming he gets over the wall, he'll be able to assist Parrameleh in tying down the tarpaulin.

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

[u]Round 2[/u]

Andrelis (-3 HP)
Garaleth
Parrameleh (-3 hp)
Kaseem
Yuzu
Tuck

Tuck is up!

Silver Crusade

Human Shifter | HP 13 | AC 16/12/14 | Fort+4 Ref+5 Will+3 | Init+4 | Perc+6; low-light vision

Parrameleh struggles with the tarp.

strength: 1d20 + 3 ⇒ (15) + 3 = 18


Parrameleh ties down the tarp before Tuck can climb the wall. Tuck now must drop down and enter through the door.

Once the tarp is tied down, the sound of the raging storm outside subsides. The wind buffets the door occasionally and sand still is everywhere!

But now, you are free to explore. There are two tents here and a few boxes/crates. There is also two sets of ladders that go down. At the bottom of the second set, maybe 20 feet below, another room opens up, out of view.

What do you do?

Sovereign Court

Male Elf Rogue (Unchained) (Scout) 4 HP26/26; AC 18 T14 FF 14; Fort: 1 Reflex +8 Will +1; Initiative +4 Perception+9, Active Effects: NONE

Andrelis looks up at Parrameleh, Good work up there! and then calls to Tuck, You should get in here Tuck before it gets worse.

Andrelis will cross to the crates and examine them for anything of note before heading down the ladders.


Please make a Perception check if you are investigating the crates and/or tents.

Sovereign Court

Male Elf Rogue (Unchained) (Scout) 4 HP26/26; AC 18 T14 FF 14; Fort: 1 Reflex +8 Will +1; Initiative +4 Perception+9, Active Effects: NONE

Perception: 1d20 + 7 ⇒ (9) + 7 = 16 +1 to notice traps

Silver Crusade

Human Shifter | HP 13 | AC 16/12/14 | Fort+4 Ref+5 Will+3 | Init+4 | Perc+6; low-light vision

Parrameleh also helps with the search.
perception: 1d20 + 6 ⇒ (13) + 6 = 19

Grand Lodge

1 person marked this as a favorite.
Female NG Kitsune Ward Speaker Samurai/3 | AC 19, T 12, FF 17 | 28/28 hp | Fort +5, Ref +3, Will +1| Init +2 (add +2 when mounted) | Percep +4 | CMD 17 | Current Kami Bonus: +10 Move Speed

Yuzu hefts her nodachi over her shoulder-- blade kept high, of course, to avoid accidentally skewering her companions or half-accidentally skewering Gareleth. She does some searching of her own...

Perception: 1d20 + 4 ⇒ (10) + 4 = 14

...but is unable to find any way to bring Satsuki with her.

Oh, wait, is she supposed to be looking for something else?

Grand Lodge

Male LN Half-Orc Male Cleric 3 | HP 24 / 24 | AC 17 / 11 T / 16 FF | CMD 13 | Fort + 8 Ref + 5 Will + 9 | Init +1 | Perception + 10 (Darkvision 60') | Speed 40 ft. |Conditions: None | Channels: 7 / 7 | Cleric Spells: 1st Level (3/3), 2nd Level (2/2)

Kaseem checks the tents:

Perception: 1d20 + 8 ⇒ (20) + 8 = 28

Grand Lodge

|LG | Human Male |Tetori Monk 1 |HP 11/11 | AC: 15 T: 15 FF: 12| Fort +4; Ref +5; Will +4|| Init: +4 | Perception +6 |Sense Motive: +6| CMB: +4 (+9 to Grapple) CMD: 15 (18 vs Grapple) | Special Abilities: Combat Reflexes| Movement: 30ft | Active Conditions: None

Tuck chuckles as Parrameleh nimbly gets the job done.
He sits for a moment with his feet hanging over the edge.

"Well I feel a bit silly. At least the ruins took my weight."

Hoping done he passes out some dried dates as the party looks around.

Perception: 1d20 + 6 ⇒ (5) + 6 = 11


Looking at the skeletons, each has a broken longsword and a broken chain shirt - worth practically nothing. Kaseem searches the eastern tent while Yuzu looks for Satsuki. Kaseem finds a discarded potion and a coil of iron rope. Andrelis looks out for traps but does not find any!

Spoiler:
=Potion: DC 18 Perception or Spellcraft]The potion is a potion of cure moderate wounds.

Beyond the potion and the coil of rope, nothing else seems to pop out at the Pathfinders. Only one way to go now - down the ladders!

Grand Lodge

Male LN Half-Orc Male Cleric 3 | HP 24 / 24 | AC 17 / 11 T / 16 FF | CMD 13 | Fort + 8 Ref + 5 Will + 9 | Init +1 | Perception + 10 (Darkvision 60') | Speed 40 ft. |Conditions: None | Channels: 7 / 7 | Cleric Spells: 1st Level (3/3), 2nd Level (2/2)
GM Mauve wrote:

Looking at the skeletons, each has a broken longsword and a broken chain shirt - worth practically nothing. Kaseem searches the eastern tent while Yuzu looks for Satsuki. Kaseem finds a discarded potion and a coil of iron rope. Andrelis looks out for traps but does not find any!

** spoiler omitted **

Beyond the potion and the coil of rope, nothing else seems to pop out at the Pathfinders. Only one way to go now - down the ladders!

Perception: 1d20 + 8 ⇒ (14) + 8 = 22

"Look at the treasures we've found already! I can't wait to see what's down below!"

Kaseem climbs down one of the ladders to the next area.

Kaseem will take 10 on his Climb check.

Sovereign Court

Half-Orc Kensai Magus/2, 15/15 HP, AC 18 (20 if I move 10'+), touch 16, FF 11, Saves: Fort +3, Ref +5, Will +3, Init +5, Perception +0, Speed 30', Skills: Knowledge arcana +6, knowledge dungeoneering +6, knowledge planes +6, spellcraft +6

Gareleth looks at the ladders and says, "Best if I check those for traps first," still fully believing that he's good at trapfinding.

Perception: 1d20 + 0 ⇒ (19) + 0 = 19


Kaseem also finds a small shard of pottery under a crate. Initially, he can't tell, but upon closer inspection, he discovers it's Taldan in design.

The ladders down are a DC 0 Climb check, so everyone should be able to climb down.

The Pathfinders reach the bottom chamber. The cold, dark stone chamber has walls covered in ancient markings that ages have worn to the point of illegibility. The higher portions holds a dried-up well, a ladder leading up (which you just descended from), and descending stairs to the north. The lower portion to the south has two ancient buildings and a collapsed passageway. The floor has fallen near the eastern wall, exposing another chamber below. A robed corpse lies at the bottom of the ladder (white face).

[ooc]Now is time for the fun stuff, archaeology! What do you want to investigate first: the body, the well, the hole, the two ancient buildings/collapsed passageway? There are also interesting clay pots you can check out.

Grand Lodge

Male LN Half-Orc Male Cleric 3 | HP 24 / 24 | AC 17 / 11 T / 16 FF | CMD 13 | Fort + 8 Ref + 5 Will + 9 | Init +1 | Perception + 10 (Darkvision 60') | Speed 40 ft. |Conditions: None | Channels: 7 / 7 | Cleric Spells: 1st Level (3/3), 2nd Level (2/2)

Kaseem moves to the robed corpse to determine cause of death and if there's anything interesting/odd in its possession.

Perception: 1d20 + 8 ⇒ (8) + 8 = 16

Heal: 1d20 + 7 ⇒ (7) + 7 = 14

Grand Lodge

|LG | Human Male |Tetori Monk 1 |HP 11/11 | AC: 15 T: 15 FF: 12| Fort +4; Ref +5; Will +4|| Init: +4 | Perception +6 |Sense Motive: +6| CMB: +4 (+9 to Grapple) CMD: 15 (18 vs Grapple) | Special Abilities: Combat Reflexes| Movement: 30ft | Active Conditions: None

Tuck follows Kaseem

"It might be worth sticking together... Remember who that ghoul came out of the wall in that other place?"

Sovereign Court

Half-Orc Kensai Magus/2, 15/15 HP, AC 18 (20 if I move 10'+), touch 16, FF 11, Saves: Fort +3, Ref +5, Will +3, Init +5, Perception +0, Speed 30', Skills: Knowledge arcana +6, knowledge dungeoneering +6, knowledge planes +6, spellcraft +6

"Speaking of things coming out of things," Gareleth says while moving towards the well, "I don't trust this," and he looks down the well.

Perception: 1d20 + 0 ⇒ (9) + 0 = 9

And if he sees no threats, he's detect magic in the well and then around the rest of the room.

1 to 50 of 549 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | next > last >>
Community / Forums / Online Campaigns / Play-by-Post / PFS1e - 7-14: Faithless and Forgotten, Part 2 - Lost Colony of Taldo (low tier) All Messageboards

Want to post a reply? Sign in.