Age of Ashes - PF2 AP by DM Doctor Evil

Game Master DM DoctorEvil

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Citadel Dungeon Level

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CG Female Rogue 2 | ♥️ 25/26 | AC 18 | Fort 5; Ref 9; Will 6 | Perc +6 | ☘️ 0/1 | | Speed 25ft | Class DC 16 | ⚕: immune to battle meds | ✋: rapier | 46/46 arrows | Exploration Action: Search (+1 circ bonus on trap detection/saving throws/ac v traps)

"Well, that's odd," Elise says with a frown, trying to peek in the windows of The Reliant Book Company.

Perception: 1d20 + 5 ⇒ (20) + 5 = 25

She notices a small light in the back area and frowns, glancing back at anyone who is following. "Stay quiet. I'm going to pick the lock. Cover me." Elise pulls out her thieves' tools and kneels down, getting to work on the knob.

I know these rolls often require several thievery checks, so I'll roll probably more than I need, and DM can grab what they need. And stealth to be sneaky about it.

Stealth: 1d20 + 6 ⇒ (18) + 6 = 24
Thievery: 1d20 + 6 ⇒ (18) + 6 = 24
Thievery: 1d20 + 6 ⇒ (10) + 6 = 16
Thievery: 1d20 + 6 ⇒ (18) + 6 = 24
Thievery: 1d20 + 6 ⇒ (18) + 6 = 24

rofl, what the heck? that's a lot of 18s


| Male NG Medium Human Cleric 2 |
Temp Immune to Battle Medicine:
| Medic Battle Medicine 1/1 | ♥️ 28/28 | AC 16 | F +6 R +6 W +10 | Perc +8 | Class DC 18 | Speed 25ft | 1st: 3/3 | Healing Font 2/2 | ✋: Walking Staff ✋: Torch| Active Conditions: (Light Cast, Torch) | Default Exploration ( Searching) | ☘️ 1/1

"The manacles are only if he doesn't wish to come in willfully. I hope that he decides to come along without too much fuss," Valdrin says, while looking over the wears of Crink's shop. "I know this might be asking for much, but would you have any extra bandages, and perhaps ointments? I would like to make sure my kit is stocked with extras in case. Oh, and small, strong wooden dowels, maybe three in case."


At the bookstore, Elise spies a light in the backroom, and immediately goes to investigate. She quietly jimmies the lock on the backroom window and stealthily lifts the sash. Peering in around the drawn shade, Elise see the half-elven proprietor hunched over a book of some kind, making notes in the margin, and writing something else on parchment in her own script. The half-elven bookseller seems wholly absorbed in her work, and has noticed the intrusion, so far.

GM Rolls:

Voz Perception: 1d20 + 7 ⇒ (8) + 7 = 15


Valdrin wrote:

"The manacles are only if he doesn't wish to come in willfully. I hope that he decides to come along without too much fuss," Valdrin says, while looking over the wears of Crink's shop. "I know this might be asking for much, but would you have any extra bandages, and perhaps ointments? I would like to make sure my kit is stocked with extras in case. Oh, and small, strong wooden dowels, maybe three in case."

Any in-game function for these, or simply for flavor?


| Male NG Medium Human Cleric 2 |
Temp Immune to Battle Medicine:
| Medic Battle Medicine 1/1 | ♥️ 28/28 | AC 16 | F +6 R +6 W +10 | Perc +8 | Class DC 18 | Speed 25ft | 1st: 3/3 | Healing Font 2/2 | ✋: Walking Staff ✋: Torch| Active Conditions: (Light Cast, Torch) | Default Exploration ( Searching) | ☘️ 1/1
DM DoctorEvil wrote:
Any in-game function for these, or simply for flavor?

Just flavor, since the healer's kit doesn't have a specified amount that it holds, I'm just making sure I do my shopping to "top it off" so to speak. Plus, if we are coming back here, I might get more from him later. As a side note, having just been registered for First Aid at work, tourniquets suck for both the applier and the patient.


CG Female Rogue 2 | ♥️ 25/26 | AC 18 | Fort 5; Ref 9; Will 6 | Perc +6 | ☘️ 0/1 | | Speed 25ft | Class DC 16 | ⚕: immune to battle meds | ✋: rapier | 46/46 arrows | Exploration Action: Search (+1 circ bonus on trap detection/saving throws/ac v traps)

Valdrin, every year I take a "Stop the Bleed" training along with my ALICE training for responding to active shooters in the school building...tourniquets are not fun for anyone involved.

Elise quietly slinks away from the window and goes back to the front, reporting to those who are there. "She's in there, she's just busy...maybe she didn't hear about what happened? One of you should knock on the door, and I'll keep an eye on her to see how she reacts."

Barring any protest from anyone, Elise will slip away again and keep an eye on Voz through the window.

Stealth: 1d20 + 6 ⇒ (5) + 6 = 11 Going to hero point that.
Stealth: 1d20 + 6 ⇒ (10) + 6 = 16


NG female (she/her) suli human thaumaturge 4 HP 44/44 | AC 21 | F +9 R +11 W +8 | Perc +8 | speed 25 ft | focus 0/0| Hero 0 | Active Conditions: None| Esoteric Lore +9

Trista's never seen a bookshop that she didn't want to barge into.

* knock * knock * knock *

"Hello! Is anyone present to assist us?"

The Exchange

AC 19 Fort +6, Ref +9, Will +5 | HP 26/26 Ancient Elf Reputation Seeker Fighter 2 | Exploration Activity: Stealth +7 | Cane in right hand, left hand open | Conditions: None

Serpens laughs at Crink. In the clink, via Crink. Sure to turn Calmont into a regular I am certain

The elf comes back to the group and sees that, like a bunch of needs, they're all gathered in a book store. He waits out front with his cane.

He stands guard. Just in case. Never know when a random arsonist might show up.


HP: 40/40|AC:18 | Fort: +8, Refl: +8, Will: +8 | Perc: +6, Init: +0, Speed 25ft Spell Slots 1st 4/4 ~ 2nd 4/4 | Focus pts 1/1 | Hero Points 1/1

Fentus will sneak around back with Elise, watching her as she deftly handles the lock on the window, putting his own thieves tool away as he notices she need no help with the lock.

Stealth: 1d20 + 5 ⇒ (16) + 5 = 21


| Male NG Medium Human Cleric 2 |
Temp Immune to Battle Medicine:
| Medic Battle Medicine 1/1 | ♥️ 28/28 | AC 16 | F +6 R +6 W +10 | Perc +8 | Class DC 18 | Speed 25ft | 1st: 3/3 | Healing Font 2/2 | ✋: Walking Staff ✋: Torch| Active Conditions: (Light Cast, Torch) | Default Exploration ( Searching) | ☘️ 1/1

Leaving Clink’s shop after browsing for a bit, Valdrin heads towards the Reliant Book Company, chatting with various townsfolk on his way. Upon getting close to the shop, he spots Mr Serpens and Trista once again, and waves. ”I see we three had the same idea! Perhaps Voz is here so we can ask some questions, or at least get a recommendation on a good book during travel.”


Crink gathers up the requested healing supplies for Valdrin, whistling a tune while he does so. "Always happy to help out those with a healing touch, I am. Perhaps your sun goddess can send a ray or two my way? For now, these other things are on the house. Just keep old Crink in mind when you have bigger needs, eh Padre?"

Valdrin and Serpens then head over to the bookstore where they see Trista knocking on the front door of what appears to be a closed shop. Elise and Fentus are not readily visible.

Trista knocks on the door calling out, and as Elise carefully lowers the window being extra careful in the process, she sees Voz Lirayne push back her chair, mutter to herself, and get up to answer the knocking.

Soon enough, the door opens, and a tall half-elven woman with long blond hair swept back in a high ponytail answers abruptly, "Yes, what is it? Can't you see we're closed? It enough trouble..." She pauses, recognizing Trista as a customer from a few days prior, and catches herself, a smile covering the scowl that she wore a few seconds prior. "Oh, hello again. Did you get the book I sent over? Not exactly what you asked, but close as I had in the collection. What can I do for you today?" She holds the door open, as to invite you in. She does turn her scowl to Serpens and Valdrin who seem to be waiting in the street for now apparent reason, closing the door behind them, if Trista enters.


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CG Female Rogue 2 | ♥️ 25/26 | AC 18 | Fort 5; Ref 9; Will 6 | Perc +6 | ☘️ 0/1 | | Speed 25ft | Class DC 16 | ⚕: immune to battle meds | ✋: rapier | 46/46 arrows | Exploration Action: Search (+1 circ bonus on trap detection/saving throws/ac v traps)

Is the window big enough that Elise would be able to slip inside and see what she's writing in the book while the others are talking to her up front? With the right stealth rolls and whatnot, obviously ;)


NG female (she/her) suli human thaumaturge 4 HP 44/44 | AC 21 | F +9 R +11 W +8 | Perc +8 | speed 25 ft | focus 0/0| Hero 0 | Active Conditions: None| Esoteric Lore +9

"Oh yes, the text was lovely. I flew through it. Interesting take on the occultic forces involved, though some rather dated beliefs, I would say." Trista almost loses herself in reflecting on the details of the text before snapping herself back to the task at hand.

"Have you seen Calmont lately? I know you're not his keeper, but he did run errands for you, correct?"


| N Human Male Magus (Sparkling Targe) 4| AC 20| Class DC 19 | Perception +6| Fortitude +9, Reflex +7, Will +8 | Speed 25 ft | | ♥️ 48/48| Shield 1 20/20 | Shield 20/20 | ☘️ 1/1 | Focus: 1/1 | ⚕: | ✋: Bastard Sword +1, Steel Shield

Olaf follows along to the shop, but decides he doesn't actually need anything and just idles in the back. Upon reaching the street he keeps watch with Serpens, since his conversational skills were typically lacking, to put it lightly.


HP: 40/40|AC:18 | Fort: +8, Refl: +8, Will: +8 | Perc: +6, Init: +0, Speed 25ft Spell Slots 1st 4/4 ~ 2nd 4/4 | Focus pts 1/1 | Hero Points 1/1

Fentus stands at the window with Elise trying to whisper quietly, "What do you think she was writing in that book? You're a local, think she might be behind this?"


CG Female Rogue 2 | ♥️ 25/26 | AC 18 | Fort 5; Ref 9; Will 6 | Perc +6 | ☘️ 0/1 | | Speed 25ft | Class DC 16 | ⚕: immune to battle meds | ✋: rapier | 46/46 arrows | Exploration Action: Search (+1 circ bonus on trap detection/saving throws/ac v traps)
Fentus Mourncrag wrote:
Fentus stands at the window with Elise trying to whisper quietly, "What do you think she was writing in that book? You're a local, think she might be behind this?"

"I honestly have no idea. She's not one of my contacts. I don't know enough to think she'd be a suspect...Calmont was just an employee at the shop. I am interested in what she's writing, though...professional interest." Elise carefully opens the window and climbs through.

Stealth: 1d20 + 6 ⇒ (2) + 6 = 8 ooooooooooooooof...if we have more than one hero point in our pool, I'll use it...I read that 3 was standard but everyone else has 1 and I can't remember/find if you said anything about it. I'm totally fine if that's the case, it'll be comical lol

Stealth, if we have more than 1 hero point: 1d20 + 6 ⇒ (14) + 6 = 20


| Male NG Medium Human Cleric 2 |
Temp Immune to Battle Medicine:
| Medic Battle Medicine 1/1 | ♥️ 28/28 | AC 16 | F +6 R +6 W +10 | Perc +8 | Class DC 18 | Speed 25ft | 1st: 3/3 | Healing Font 2/2 | ✋: Walking Staff ✋: Torch| Active Conditions: (Light Cast, Torch) | Default Exploration ( Searching) | ☘️ 1/1

Stepping forward, Valdrin bows slightly towards the half elven woman before speaking, "I do apologize for the trouble, but it seems that one of the guards saw Calmont running from the council hall, after setting it ablaze. Do you know if he was dabbling in anything, not quite on the up and up? Any information would be greatly appreciated."

diplomacy: 1d20 + 4 ⇒ (10) + 4 = 14

The Exchange

AC 19 Fort +6, Ref +9, Will +5 | HP 26/26 Ancient Elf Reputation Seeker Fighter 2 | Exploration Activity: Stealth +7 | Cane in right hand, left hand open | Conditions: None

Serpens sneers right back at her and since he doesn't understand magic anyway he remains on the porch content to miss the conversation.

Crazy old bat...


Elise "Finch" Grimms wrote:

ooooooooooooooof...if we have more than one hero point in our pool, I'll use it...I read that 3 was standard but everyone else has 1 and I can't remember/find if you said anything about it. I'm totally fine if that's the case, it'll be comical lol

Per the Core Rulebook regarding character creation, "Your character usually begins each game session with 1 Hero Point, and you can gain additional Hero Points during sessions by performing heroic deeds or devising clever strategies.


Not sure i ruled anything different, so start with 1 Hero Point, which has already been expended.


Olaf approaches the others outside the shop, and Valdrin tries to speak with the proprietor, but she has already shut the door, and either doesn't hear, or simply ignores the Sarenrite's overtures.

Inside, Trista asks Voz about Calmont, and gets a stormy reaction. "That little rat bastard!" she cries shrilly (even Fentus and Elise can hear it). "He is so FIRED! Not only did he leave my employment without notice, he stole from me, and then tried to burn the Town Hall down too? It makes me look bad that I employed him. He wasn't even a good employee, not sure he could even alphabetize let alone work in a bookshop! That's why I'm closed today, just don't want to face the town after that. It's embarrassing. Sounds like no one really got hurt, did they?"

She sighs, and says in a calmer voice. "I'm just trying to work to get calm about all this. Sorry for the outburst. Yes, he worked for me, but doesn't anymore. I don't know anything about his motivation for starting the fire, he was a little simple-minded and often angry, but did not expect that. Now, is there anything else I can do for you? I really am in the middle of something."

Just as she finishes, there is a loud bump from the backroom, as Elise fairly tumbles through the window, landing hard on the wooden floor inside. "What was that?" says Voz, turning for the door to the office, which is partially ajar.


| Male NG Medium Human Cleric 2 |
Temp Immune to Battle Medicine:
| Medic Battle Medicine 1/1 | ♥️ 28/28 | AC 16 | F +6 R +6 W +10 | Perc +8 | Class DC 18 | Speed 25ft | 1st: 3/3 | Healing Font 2/2 | ✋: Walking Staff ✋: Torch| Active Conditions: (Light Cast, Torch) | Default Exploration ( Searching) | ☘️ 1/1

I mean, I can't but help ask, thinking she would stay by the door, lol

Sighing a bit, Valdrin stands by Serpens and Olaf, "She didn't have to slam the door before I got there. I wonder where the others are. They didn't come to the shop with us."


HP: 40/40|AC:18 | Fort: +8, Refl: +8, Will: +8 | Perc: +6, Init: +0, Speed 25ft Spell Slots 1st 4/4 ~ 2nd 4/4 | Focus pts 1/1 | Hero Points 1/1

Fentus eyes the window warily as Elise tumbles through it loudly and readies a spell if Toz comes back to investigates.

Fentus readies the Charm spell, Will save DC 17, hoping to smooth things over magically if it comes to it


CG Female Rogue 2 | ♥️ 25/26 | AC 18 | Fort 5; Ref 9; Will 6 | Perc +6 | ☘️ 0/1 | | Speed 25ft | Class DC 16 | ⚕: immune to battle meds | ✋: rapier | 46/46 arrows | Exploration Action: Search (+1 circ bonus on trap detection/saving throws/ac v traps)

Elise curses quietly under her breath, trying to still the things she bumped into on her way in. Friggen amateur hour. She thinks, mentally kicking herself. She looks around the room quickly for a place to hide, hoping her newfound friends would create a distraction that would keep Voz from coming back.

Stealth: 1d20 + 6 ⇒ (4) + 6 = 10
Perception: 1d20 + 5 ⇒ (11) + 5 = 16

I wasted all my good rolls on all those 18s earlier. :( lol


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| N Human Male Magus (Sparkling Targe) 4| AC 20| Class DC 19 | Perception +6| Fortitude +9, Reflex +7, Will +8 | Speed 25 ft | | ♥️ 48/48| Shield 1 20/20 | Shield 20/20 | ☘️ 1/1 | Focus: 1/1 | ⚕: | ✋: Bastard Sword +1, Steel Shield

for what it’s worth I’m enjoying the heck out of the bad spy comedy act


CG Female Rogue 2 | ♥️ 25/26 | AC 18 | Fort 5; Ref 9; Will 6 | Perc +6 | ☘️ 0/1 | | Speed 25ft | Class DC 16 | ⚕: immune to battle meds | ✋: rapier | 46/46 arrows | Exploration Action: Search (+1 circ bonus on trap detection/saving throws/ac v traps)

I think this is amazing and hilarious lmao I have no idea how Elise is going to get out of this


| Male NG Medium Human Cleric 2 |
Temp Immune to Battle Medicine:
| Medic Battle Medicine 1/1 | ♥️ 28/28 | AC 16 | F +6 R +6 W +10 | Perc +8 | Class DC 18 | Speed 25ft | 1st: 3/3 | Healing Font 2/2 | ✋: Walking Staff ✋: Torch| Active Conditions: (Light Cast, Torch) | Default Exploration ( Searching) | ☘️ 1/1

I'm hoping that all turns out well, but with how our bookkeeper is at the moment, I'm sure there might be a stern lecture.... Or a Benny Hill montage of running.


Voz pushes back into the office and spies Elise on the floor crouching behind a small chest. "What are you doing here?" she cries with evident passion. "Leave me alone, I had nothing to do with what Calmont did. Now get OUT!!! She nearly screams this last word point a stern finger at the front door entrance, and slamming the open window down with a slam. "I will call the constables if you even say a word, now move it."

She taps her foot in anger while she waits for Elise to depart.

Trista, let me know if you leave also, or want to stick around. Elise, any response, or do you just take it?


CG Female Rogue 2 | ♥️ 25/26 | AC 18 | Fort 5; Ref 9; Will 6 | Perc +6 | ☘️ 0/1 | | Speed 25ft | Class DC 16 | ⚕: immune to battle meds | ✋: rapier | 46/46 arrows | Exploration Action: Search (+1 circ bonus on trap detection/saving throws/ac v traps)

Elise decides not to push her luck in this case and just bolts from the shop on Voz's orders, a blur of red hair flying by Trista as she leaves. When she makes it outside, her face is burning with embarrassment. "Well, that was mortifying and I would very much like to leave this immediate area."


| N Human Male Magus (Sparkling Targe) 4| AC 20| Class DC 19 | Perception +6| Fortitude +9, Reflex +7, Will +8 | Speed 25 ft | | ♥️ 48/48| Shield 1 20/20 | Shield 20/20 | ☘️ 1/1 | Focus: 1/1 | ⚕: | ✋: Bastard Sword +1, Steel Shield

Olaf cocks his head a bit at the screaming, then chuckles as Elise comes out red faced.

"Well, lets go find that Hellnight Hill, little bit of time and some heroism should fix ... whatever that was."


HP: 40/40|AC:18 | Fort: +8, Refl: +8, Will: +8 | Perc: +6, Init: +0, Speed 25ft Spell Slots 1st 4/4 ~ 2nd 4/4 | Focus pts 1/1 | Hero Points 1/1

Fentus decides better than trying to bewitch the store owner and slinks from the window, rejoining the group in front of the shop. "Well, I've seen worse things before,"


CG Female Rogue 2 | ♥️ 25/26 | AC 18 | Fort 5; Ref 9; Will 6 | Perc +6 | ☘️ 0/1 | | Speed 25ft | Class DC 16 | ⚕: immune to battle meds | ✋: rapier | 46/46 arrows | Exploration Action: Search (+1 circ bonus on trap detection/saving throws/ac v traps)

"I doubt the heroism will help me forget what a mess that was," She replies dryly and begins heading out to the path to Hellknight Hill. "I can scout on ahead." It definitely wasn't an excuse to go privately nurse her wounded pride. Not at all.


| Male NG Medium Human Cleric 2 |
Temp Immune to Battle Medicine:
| Medic Battle Medicine 1/1 | ♥️ 28/28 | AC 16 | F +6 R +6 W +10 | Perc +8 | Class DC 18 | Speed 25ft | 1st: 3/3 | Healing Font 2/2 | ✋: Walking Staff ✋: Torch| Active Conditions: (Light Cast, Torch) | Default Exploration ( Searching) | ☘️ 1/1

"I'm sure things will settle, assuming that the events that happened might have a lot of folks on edge. Hopefully we can get to Hellnight Hill quickly." Tapping his toes on the ground, he looks to the skies while adjusting his pack's well worn shoulder straps before grabbing his sturdy walking stick and catching up with the others. "You might not forget Elise, but your actions can help dim the light on your," pausing for a moment while thinking of a word, "mishaps."


NG female (she/her) suli human thaumaturge 4 HP 44/44 | AC 21 | F +9 R +11 W +8 | Perc +8 | speed 25 ft | focus 0/0| Hero 0 | Active Conditions: None| Esoteric Lore +9

"Well...I suppose she is closed." Trista hurries after the rest of the group.

"Forget what? No, I'm sure it's not important. Unless it's the Bramblebrewers and their worrying smoke. We mustn't forget that."

The Exchange

AC 19 Fort +6, Ref +9, Will +5 | HP 26/26 Ancient Elf Reputation Seeker Fighter 2 | Exploration Activity: Stealth +7 | Cane in right hand, left hand open | Conditions: None

Serpens chuckles at Elise's failure. He often still saw her as a child and this really played into those childhood failures that likely haunted her.

He rapped at the woman's door with his cane one last time for good measure and then took off with the rest of the group.


Mortified, Elise rushes from the bookshop taking refuge with her astonished friends who wait outside. Trista hurries after leaving an angry, but baffled Voz Lirayne on the front steps staring after the Heroes as they depart for their adventure.

Citadel Altaerein, formerly a Hellknight fortress, stands just over a mile northeast of Breachill, at the end of a rocky but well-demarcated path that leads up the gradually sloping sides of Hellknight Hill. The path to the Citadel is known to be fairly safe and you travel the distance without any ill-effect.

Rising from the hilltop above is a looming structure of crumbling stone and still-imposing battlements, 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 Citadel Altaerein, the infamous former home of the Order of the Nail Hellknights, now fallen into ruin. The gate-like doors in the center of the keep hang ajar -- not surprising, since no one has maintained this facility in years.

Significant overgrowth has overtaken the perimeter around the citadel. What were once well-maintained bushes have turned to wild brambles around the entire building, in a 10-foot-wide perimeter.

Most of the citadel’s outer structure appears to remain sound. However, there are several places where the outer walls have crumbled or collapsed entirely, exposing the citadel’s interior to the elements. The exterior walls are very steep, and loose stones make climbing the walls a dangerous prospect.

There are two entrances into the citadel, the main entrance where a pair of double doors are unlocked and partially ajar. And another set of double doors farther south, which are shut fast. Additionally, broken masonry and gaps in walls allow access to the citadel for those who are so inclined.

See the new map attached at top margin for the outside outline of the Citadel. Exterior entrances are marked with arrows. There is also interior art depicting the Citadel's main entrance. Where you begin is now up to you!!!

Crafting DC 15 or Architecture Lore DC 12:
Keeps in the style of Citadel Altaerein are typically built with stairways that lead up to any lookout or battlement areas. Therefore venturing inside the keep is the best way to get to the battlements at top.

The Exchange

AC 19 Fort +6, Ref +9, Will +5 | HP 26/26 Ancient Elf Reputation Seeker Fighter 2 | Exploration Activity: Stealth +7 | Cane in right hand, left hand open | Conditions: None

Serens examines the area and snorts What a dump. Can't believe we used to be afraid of this place. He muses remembering the bad old days.

The ajar door feels like a trail Guess he was too spooked to close the thing after himself

Serpens begins doing the search exploration action as he moves towards the ajar double doors.


| Male NG Medium Human Cleric 2 |
Temp Immune to Battle Medicine:
| Medic Battle Medicine 1/1 | ♥️ 28/28 | AC 16 | F +6 R +6 W +10 | Perc +8 | Class DC 18 | Speed 25ft | 1st: 3/3 | Healing Font 2/2 | ✋: Walking Staff ✋: Torch| Active Conditions: (Light Cast, Torch) | Default Exploration ( Searching) | ☘️ 1/1

Crafting: 1d20 ⇒ 11

Valdrin, following Serpens at the elf's comments before speaking up.

"From the looks of it, this place seems like it would host a formidable amount people. As for Calmont, perhaps he was in a rush to get somewhere or to someone?"

Exploration will be to search as well.


CG Female Rogue 2 | ♥️ 25/26 | AC 18 | Fort 5; Ref 9; Will 6 | Perc +6 | ☘️ 0/1 | | Speed 25ft | Class DC 16 | ⚕: immune to battle meds | ✋: rapier | 46/46 arrows | Exploration Action: Search (+1 circ bonus on trap detection/saving throws/ac v traps)

Crafting: 1d20 + 5 ⇒ (10) + 5 = 15

"People on the run tend to be a bit careless," Elise comments, following behind. "These types of places usually have stairs that lead up to the battlements. We can get a good look at what's going on. Let me poke around ahead and scout for us. Keep us from getting surprised, maybe I'll find the stairs."

Elise sneaks ahead inside to keep an eye out for any potential threats so she can warn her new colleagues ahead of time.

Stealth: 1d20 + 6 ⇒ (1) + 6 = 7 apparently the stealth character can't stealth anymore. *frustrated huff* lol

Perception: 1d20 + 5 ⇒ (10) + 5 = 15

Relevant Feat - Trap Finder:
You have an intuitive sense that alerts you to the dangers and presence of traps. You gain a +1 circumstance bonus to Perception checks to find traps, to AC against attacks made by traps, and to saves against traps. Even if you aren’t Searching, you get a check to find traps that normally require you to be Searching. You still need to meet any other requirements to find the trap.
You can disable traps that require a proficiency rank of master in Thievery. If you have master proficiency in Thievery, you can disable traps that require a proficiency rank of legendary instead, and your circumstance bonuses against traps increase to +2.

Exploration will be scout.


| N Human Male Magus (Sparkling Targe) 4| AC 20| Class DC 19 | Perception +6| Fortitude +9, Reflex +7, Will +8 | Speed 25 ft | | ♥️ 48/48| Shield 1 20/20 | Shield 20/20 | ☘️ 1/1 | Focus: 1/1 | ⚕: | ✋: Bastard Sword +1, Steel Shield

Crafting: 1d20 + 6 ⇒ (1) + 6 = 7

Olaf eyes the fortress with a critical eye, "Would have been formidable place in good repair with stout warriors on those walls. Now... I guess we choose which hole to enter. Even so.." he trails off and draws both his blade and one of his steel shields, "Could be more danger here, almost certainly will be." he finishes with a wary eye as he follows with the bulk of the group, ready for an ambush.

Defend exploration activity


Battered, reinforced doors hang ajar at this main entrance to Citadel Altaerein, once the headquarters of the Hellknight Order of the Nail. Above the doorframe, a tarnished seal depicting a sunburst made of nails stands out in relief on the keep’s stonework. Under the seal runs a worn but clear line of carved text.

Infernal:
"Savagery must be quelled in the land, home, and mind," reads the inscription

It is easy to see the scrabbling marks on the bolt locks of the great doors from years of looters or monster intrusion. It is also evident the doors are not locked, since they are partially ajar, not enough to see easily into the foyer beyond however.

There does not seem to be any threat in the overgrowth around the entrance. Elise does not see any traps on the door, but her careful examination reveals significant rust and dents around the doors' hinges and she realizes how noisy simply shoving the doors open might be. She does suppose that carefully opening, or squeezing through might be possible without any loud sounds but would require single file entry.

Move inside? Carefully? or just pull the doors open to see?


CG Female Rogue 2 | ♥️ 25/26 | AC 18 | Fort 5; Ref 9; Will 6 | Perc +6 | ☘️ 0/1 | | Speed 25ft | Class DC 16 | ⚕: immune to battle meds | ✋: rapier | 46/46 arrows | Exploration Action: Search (+1 circ bonus on trap detection/saving throws/ac v traps)

"Door's really rusty," Elise shares with everyone, pointing out where the hinges will likely betray their entrance, should they open the doors. "If we slip in one by one, we can probably make it without making too much noise...or I can go look for another entrance." She regards her new colleagues with a raised eyebrow, awaiting their opinions.


HP: 40/40|AC:18 | Fort: +8, Refl: +8, Will: +8 | Perc: +6, Init: +0, Speed 25ft Spell Slots 1st 4/4 ~ 2nd 4/4 | Focus pts 1/1 | Hero Points 1/1

Fentus stands in awe of the castle, whispering to himself, "A clue to find you father is in here, I'll find it,"

Shaking the worry from his mind as he can't help but gawk at the Castle ruins, he attempts to sneak up alongside Elise.

Stealth: 1d20 + 5 ⇒ (2) + 5 = 7 Peas in a pod I guess

Stumbling over the rocks though as his mind wasn't really focused on the task at hand, he sees the inscription that runs along the seal. Whispering to Elise, "Hunh, look it says "Savagery must be quelled in the land, home, and mind", I wonder if that is the motto of the Order of the Nail,"


NG female (she/her) suli human thaumaturge 4 HP 44/44 | AC 21 | F +9 R +11 W +8 | Perc +8 | speed 25 ft | focus 0/0| Hero 0 | Active Conditions: None| Esoteric Lore +9

"We should try to be quiet." Trista makes the statement without judgement; she didn't even notice the branches snapping and rocks sliding under Fentus and Elise's feet.

"Interesting carvings, though I don't recognize them."

Exploration Activity is Investigate, with Esoteric Lore (+7 for haunts, curses, and creatures, +5 for everything else.) Also, I have Dubious Knowledge (sorry).

Stealth: 1d20 + 6 ⇒ (10) + 6 = 16


| N Human Male Magus (Sparkling Targe) 4| AC 20| Class DC 19 | Perception +6| Fortitude +9, Reflex +7, Will +8 | Speed 25 ft | | ♥️ 48/48| Shield 1 20/20 | Shield 20/20 | ☘️ 1/1 | Focus: 1/1 | ⚕: | ✋: Bastard Sword +1, Steel Shield

Considering the racket their "scouts" made approaching the door, Olaf follows to the door.

"Sure, but in case they are waiting, let me go through first." he says softly, slightly raising his shield as to why he should go first. "Unless you want to sneak in."


CG Female Rogue 2 | ♥️ 25/26 | AC 18 | Fort 5; Ref 9; Will 6 | Perc +6 | ☘️ 0/1 | | Speed 25ft | Class DC 16 | ⚕: immune to battle meds | ✋: rapier | 46/46 arrows | Exploration Action: Search (+1 circ bonus on trap detection/saving throws/ac v traps)

Elise steps to the side and gestures for Olaf to lead, a sour look on her face. "At the rate things are going for me, I'll bring the whole keep down upon us. Better you lead."

The Exchange

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AC 19 Fort +6, Ref +9, Will +5 | HP 26/26 Ancient Elf Reputation Seeker Fighter 2 | Exploration Activity: Stealth +7 | Cane in right hand, left hand open | Conditions: None

Serepns pulls open the door carefully and grunts This is...somehow still awful even without all the fascists.


Mr Serpens opens the door very carefully and slowly, trying to keep the bruised and battered hinges from making a terrible squeak. He is successful in getting the opening to the foyer of the Citadel open just enough for all to enter and peer inside.

Lighting here is dim, even though no roof covers the entry. The large room beyond the doors appears to be a cluttered amalgamation of a formal receiving parlor and a ruined husk. Dented, rusted, and otherwise ruined suits of outdated Hellknight armor line the north and south walls; each display is leaning or entirely tipped over and missing its helm, gauntlets, boots or other pieces. Broken furniture is scattered about the area, as are what look like half-chewed carcasses of several small prey animals. A wide but dirty stretch of black carpet leads to two large doors, one to the northwest, and one to the southwest. Scuffs on the walls indicate where valuable paintings or framed documents once hung. Prominently displayed on each wall is a seal depicting a sunburst made of nails, carved in relief and identical to the one above the outer front doors. Toward the ceiling running the length of each wall, is the same motto, but this time presented in matching lines of Common and Infernal: Savagery must be quelled in the land, home, and mind."

Lounging around the ruined foyer are four quadruped creatures. They are hairless and have blunt noses, thin bodies, and narrow legs. Their face is shaped perhaps more rat-like with large incisor teeth prominent. A thick white dander is visible on the creatures hides, even from a distance.

Recall Knowledge Nature DC 15:
These medium creatures are known as goblin dogs, even if they appear to be more rodent-like. They are often found with goblin tribes who sometimes employ them as hunters or pets. Goblin dog dander can be quite irritating to non-goblins if they come into contact with it.

The beasts raise their heads as you enter, alerted to your presence by the change in light, if not the scent or sound. One growls low in its throat, but none move to attack, or even rise to their feet when they see you.

Please note, I have added a link for Tactical Map at top margin which we will use for encounters (if any) in rooms you enter. The main Citadel map link will give you a frame of reference to the rest of the structure and will generally not be used for encounters, but rather for exploration. No initiative or encounter mode yet, as the beasts have not attacked.


| Male NG Medium Human Cleric 2 |
Temp Immune to Battle Medicine:
| Medic Battle Medicine 1/1 | ♥️ 28/28 | AC 16 | F +6 R +6 W +10 | Perc +8 | Class DC 18 | Speed 25ft | 1st: 3/3 | Healing Font 2/2 | ✋: Walking Staff ✋: Torch| Active Conditions: (Light Cast, Torch) | Default Exploration ( Searching) | ☘️ 1/1

Walking closer to the group, Valdrin tries to peer over the shoulders of the others. "What's in there? Do you see anything?" Noticing the dim light, he casts light on his staff.

Okay, I like this tactic for the maps. I might have to borrow it, lol.


NG female (she/her) suli human thaumaturge 4 HP 44/44 | AC 21 | F +9 R +11 W +8 | Perc +8 | speed 25 ft | focus 0/0| Hero 0 | Active Conditions: None| Esoteric Lore +9

Esoteric Lore: 1d20 + 7 ⇒ (5) + 7 = 12

"Some sort of creature. They look...disagreeable."


HP: 40/40|AC:18 | Fort: +8, Refl: +8, Will: +8 | Perc: +6, Init: +0, Speed 25ft Spell Slots 1st 4/4 ~ 2nd 4/4 | Focus pts 1/1 | Hero Points 1/1

Fentus allows the others to enter the room before him, eyeing the room from outside, hesitant to step inside. He's journeyed all this way for answers but now the thought of stepping into an abandoned castle, let alone an abandoned Hellknight castle has him a wavering. This new found hero business is a little harder than he thought it would be.

Seeing the mange-y looking dogs in the foyer, he casts a spell, producing a ball of fire in his hand, just in case anything might happen. The fact that they didn't attack right away seems like a good sign.

"Uhhh maybe we should find another entrance, one with less uhhh naked-dog-rats at it,"


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