The Rusty Flagon Inn (Inactive)

Game Master Nightfiend

Maps

Completed Scenarios

Found Journal:
Entry Eleven: The track down the Sellen River was unbearable. Although Captain Shearwart did his best to accommodate our clergy, the trip was tedious. Luckily, we didn’t encounter any of the river patrols that we thought might come across our path. Once we reach Cassomir, we should be boarding a sea vessel large enough to accommodate our trip to Korvosa. We haven’t heard anything from our contacts from that regen for quite some time but the shipping lanes in that area are flush with potential. I suspect, after greasing the wheel a bit, we can pick up a few extra girls Korvosa. After resupplying, we will head to Magnimar, where Jonavan has arranged for four new girls. The pickup should be smooth, considering the area is well off the beaten path. From there, we will head to Sandpoint and meet with Gidra. Her and her crew should have a solid number for us.

Entry Fourteen: We have brokered a deal with the curator of the Quarterfaux Archive’s Darrick Humphry. He heads one of Caliphas’s underground gangs, which governs the city’s sewer system. The oversized system should take us directly to the temple without having to navigate through the city with the girls.

Entry Twenty-Three: We have collected fourteen girls in total, which should be enough to justify this trip. Adding these girls to our total should please Lord Eastabon. Assuming he doesn’t eliminate any of them, we should have enough to attempt the Gulden Ritual. If the ancient text is correct, this could free Tar-Baphon.

Entry Twenty-Seven: After investigating a disturbance that took place late last night, we have concluded that Sandpoint is aware of our operation. This could undermine our plans if they choose to pursue things further. I have decided, at no small expense, to attempt an old ritual called the awakening. If successful, it will leave Sandpoint with enough on their plate to keep them occupied for quite some time.

Entry Twenty-Seven: is the last entry within the journal.

Copied Ledger Note:
“Lost Minimum Wage Guy:” On the seventh page, second entry: The curator of the Quarterfaux Archive’s Museum, which is a subdivision of the archive, is requesting help locating a missing assistant. The contract offers round trip accommodations aboard a merchant vessel to Caliphas and four paid nights at a location of the group’s choice. The contract offers 1,000 gp on completion, with another 1,000 gp if the assistant is returned. The contract is sponsored by the Quarterfaux Archive. The listed contact is the museum’s curator Cynthia Nail.

“No More Squatters:” On the sixth page, first entry: A request to investigate and eliminate suspected cult activity north of Caliphas, in Ustalav, stands out as one of the higher paying contracts. The contract provides comfortable round-trip travel and accommodations at the Vodavani Lodge for the group’s entire stay. The contract offers 2,000 gp upon conformation of the cult and another 6,000 gp if they are eliminated. The sponsor for the contract is the Royal House of Ordranti. The listed contact is Lord Leopold the III.


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Male
Skills:
Percep +10|Diplo +12 (Charming +14)|Heal +12|Kn. Rel +8|Kn. His +6|SM +8|Prof (bartender) +10|Spell +6
Aasimar|HP 30/30|F +6 R +2 W +7 Resist acid, cold and electricity 5|AC 16 (FF 15, T 11)|Init +1| Cleric/5th|Channel Energy (Su) 6d6 6/6x/day (Will DC 15)|Agile Feet (Su) 6/6Rounds/day|Dazing Touch (Sp) 6/6Rounds/day

"That sounds fine", Wayilant responded. The cleric gave his ward a small hugs. "Be a good girl, Julie." As Julie walks over to Alina, Wayilant gives the half-elf handmaiden a meaningful look of thanks. "We'll see you soon."


Date: Calistril 7th 4712 AR | Time: Evening | Weather: Overcast with Light Drizzle::

PC Tracker
Wayilant: HP -0/30| Hero Points 3 | Channels -0/6 | Spells Used:
Bryndis: HP -0/40 | Hero Points 3 | Rage -0/12 | Bane -0/3 | Spells Used:
Liotierri: HP -0/29 | Hero Points 1 | Spells Used:
Taliendra: HP -0/26 | Hero Points 1 | Bardic Performance -0/10 | Elemental Ray -0/7 | Spells Used:
Govrina: HP -0/36 | Hero Points 1 | Temp HP -0/4 | NLD 0 / Burn +0/6 | Shatter -0/1 | Tinder-twig -0/4 | -2/4 Alchemist’s Fire | -0/2 Sunrod | -0/20 Wand of Snapdragon | Wand of CLW -2/30 | Bag of Copper -6/100
Darius: HP -0/30| Arcane Reservoir -0/7 | Dancing Light -0/3 | Ruin Stone -0/1 | Potions: CLW -0/2 | Scrolls: Comprehend Language -0/1 | Mage Armor -0/4 | Monkey Fish -0/1 | Obscuring Mist -0/1 | Alchemist Fire -0/2 | Spells Used:

Alina nods in agreement and then takes Julie by the hand and heads out with Talienda.

After thoroughly inspecting the portal, the group heads back through the illusionary wall and down the corridor. There, a wooden ladder reaches forty-foot up into a small square hole, which appears to be a squeeze for the larger members of the group.


Male Arcanist 4 I HP 14/30 I AC 12 [T 12 FF 10] I Fort +3 Ref +3 Will +5 I Init +4 I CMB 0 CMD 12 I Perception +4 I Spells: 1st: 6/6 2nd: 3/3 I Arcane reservoir 5/7

Darius pulls out a scroll from his bag. He rolls it out, and reads the incantations written there. Air shimmers around the wizard, forming an invisible armor.

cast mage armor

"All right, I'm good to go up." he says.
"After you, of course." he adds, patting Bryndis on the back.


Human (Varisian) Inquisitor (Sacred Slayer) 1/Rog 3 HP 31/31 F 5, R 7 W 6, AC 18, T 13, FF 15, Perc +10

Gravi looks up the ladder, checking his whips once again crossing his torso. Great I love climbing... he grumbles, pulling out a stone which glows with magical light. He releases it, and it immediately begins slowly orbiting the inquisitor's head. At least we have some light to help us see by. he says, following Bryndis up the ladder.


Female Half-Elf Bloodrager 4| HP 40/40 | AC 16 (T 12, F 14) | CMB +8, CMD 20 | F +6, R +3, W +3 (+2 vs Charm and Compulsion) (All +1 vs Arcane Spells) | Init +3 | Perc +9 | Speed 40 | Rage 12/12

Bryndís starts up the ladder, a grim expression on her face.

Perception: 1d20 + 9 ⇒ (13) + 9 = 22


Female Demon-Spawn Tiefling Kineticist 4 (Aether)
Stats:
| HP 36/36 (+4 Temp) - 0 NL|Current Burn: 0/ 6 | AC 19 * T 13 * FF 16 | Fort +7 Ref +7 Will +1 | CMB +4 / CMD 17 | Init +3 | Perception +7 / Survival +6 |Active: Force Ward+Elemental Overflow

Govrina watches as the others start to climb. While she couldn’t keep someone from falling directly, she might be able to lift an object big enough to catch someone if needed.

Perception: 1d20 + 7 ⇒ (3) + 7 = 10


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Male
Skills:
Percep +10|Diplo +12 (Charming +14)|Heal +12|Kn. Rel +8|Kn. His +6|SM +8|Prof (bartender) +10|Spell +6
Aasimar|HP 30/30|F +6 R +2 W +7 Resist acid, cold and electricity 5|AC 16 (FF 15, T 11)|Init +1| Cleric/5th|Channel Energy (Su) 6d6 6/6x/day (Will DC 15)|Agile Feet (Su) 6/6Rounds/day|Dazing Touch (Sp) 6/6Rounds/day

Wayilant follows the rest in the portal. Wayilant's player will be out of the hospital tomorrow night.


Date: Calistril 7th 4712 AR | Time: Evening | Weather: Overcast with Light Drizzle::

PC Tracker
Wayilant: HP -0/30| Hero Points 3 | Channels -0/6 | Spells Used:
Bryndis: HP -0/40 | Hero Points 3 | Rage -0/12 | Bane -0/3 | Spells Used:
Liotierri: HP -0/29 | Hero Points 1 | Spells Used:
Taliendra: HP -0/26 | Hero Points 1 | Bardic Performance -0/10 | Elemental Ray -0/7 | Spells Used:
Govrina: HP -0/36 | Hero Points 1 | Temp HP -0/4 | NLD 0 / Burn +0/6 | Shatter -0/1 | Tinder-twig -0/4 | -2/4 Alchemist’s Fire | -0/2 Sunrod | -0/20 Wand of Snapdragon | Wand of CLW -2/30 | Bag of Copper -6/100
Darius: HP -0/30| Arcane Reservoir -0/7 | Dancing Light -0/3 | Ruin Stone -0/1 | Potions: CLW -0/2 | Scrolls: Comprehend Language -0/1 | Mage Armor -0/4 | Monkey Fish -0/1 | Obscuring Mist -0/1 | Alchemist Fire -0/2 | Spells Used:

New map is posted. From what I can discern, current marching order is as follows. (Bryndis, Wayilant, Gravi, Darius, Govrina.) Unless specified otherwise, I will assume that’s the default order.

Reeking of vermin droppings, sagging walkways and cramped stairwells connect the museum’s winding upper levels. Stifling heat fills the sealed-off rooms and crannies, while cracked and rotten boards pop and creak at the slightest touch. Dry-rotted debris lie heaped atop broken furniture and shattered crates in the long-disused chambers. Boot prints make an uncertain and winding trail through the thick dust on the attic’s floors. The footprints lead to a secret door that now stands slightly ajar. Directly south of Bryndis’s current position, a second wooden door remains closed.

Bryndis Perception 22: Aside from the boot prints, which wind their way through the attic and to the secret door, nothing else seems out of place.

Govrina Perception 10: From the back of the group it is hard discern what is going on up ahead. At best, you manage to see Bryndis point at something on the ground but can quite tell what she’s referring to.

(Glad to hear you are on your way home Wayilant. I hope all went well and I wish you a speedy recovery.)


Human (Varisian) Inquisitor (Sacred Slayer) 1/Rog 3 HP 31/31 F 5, R 7 W 6, AC 18, T 13, FF 15, Perc +10

At least we have an easy time tracking him up here. Let me check the door and make sure no one's left any surpises behind for us. And it smells up here. Liotierri crosses the room, following the footprints carefully, and inspects the secret door, making sure no one's left anything behind for them.

Perception, trapfinding: 1d20 + 11 ⇒ (1) + 11 = 12

Should a trap be located:

Disable Device: 1d20 + 11 ⇒ (4) + 11 = 15

Okay those are terrible rolls...

Liotierri waves Bryndis forward, everything's fine, let's see where he went!


Female Half-Elf Bloodrager 4| HP 40/40 | AC 16 (T 12, F 14) | CMB +8, CMD 20 | F +6, R +3, W +3 (+2 vs Charm and Compulsion) (All +1 vs Arcane Spells) | Init +3 | Perc +9 | Speed 40 | Rage 12/12

While Gravi checks for nasty surprises ahead of them, Bryndís quietly puts her ear to the door beside her for a listen. She's uneasy and can feel the hairs on her body prickling up from the creepiness of the place. Maybe it's just in her mind, but she's certain there is bad energy very nearby.

Perception: 1d20 + 9 ⇒ (6) + 9 = 15


Female Demon-Spawn Tiefling Kineticist 4 (Aether)
Stats:
| HP 36/36 (+4 Temp) - 0 NL|Current Burn: 0/ 6 | AC 19 * T 13 * FF 16 | Fort +7 Ref +7 Will +1 | CMB +4 / CMD 17 | Init +3 | Perception +7 / Survival +6 |Active: Force Ward+Elemental Overflow

Not overly nervous, but going with the vibe of the place, Govrina pulls a few copper coins from her ‘ammo’ bag in case she needs them quickly.


Date: Calistril 7th 4712 AR | Time: Evening | Weather: Overcast with Light Drizzle::

PC Tracker
Wayilant: HP -0/30| Hero Points 3 | Channels -0/6 | Spells Used:
Bryndis: HP -0/40 | Hero Points 3 | Rage -0/12 | Bane -0/3 | Spells Used:
Liotierri: HP -0/29 | Hero Points 1 | Spells Used:
Taliendra: HP -0/26 | Hero Points 1 | Bardic Performance -0/10 | Elemental Ray -0/7 | Spells Used:
Govrina: HP -0/36 | Hero Points 1 | Temp HP -0/4 | NLD 0 / Burn +0/6 | Shatter -0/1 | Tinder-twig -0/4 | -2/4 Alchemist’s Fire | -0/2 Sunrod | -0/20 Wand of Snapdragon | Wand of CLW -2/30 | Bag of Copper -6/100
Darius: HP -0/30| Arcane Reservoir -0/7 | Dancing Light -0/3 | Ruin Stone -0/1 | Potions: CLW -0/2 | Scrolls: Comprehend Language -0/1 | Mage Armor -0/4 | Monkey Fish -0/1 | Obscuring Mist -0/1 | Alchemist Fire -0/2 | Spells Used:

Gravi::
Peering in through the secret door, you see an octagon shaped room. Strange, organic-looking patterns wind across the walls and ceiling of this chamber, and the stone walls look as though they had grown winding tendrils that enshroud the area. At the chamber’s center stands a massive, rust-covered device of gears and arms about fifteen feet across. The end of each arm supports a different colored sphere. Strange projections and barbed arrows point through each of the globes, their directions seemingly random. Opposite from the chamber’s entrance, a naked and clearly dead body is impaled by a rust-red arrow. The corpse faces a gray, wooden door, which stands ajar.

Knowledge Arcana or Geography (DC 15):
The device in the center of the room is an orrery depiction of Golarion’s known solar system.

Bryndis Perception 15: The room beyond the wooden door is silent.


Male Arcanist 4 I HP 14/30 I AC 12 [T 12 FF 10] I Fort +3 Ref +3 Will +5 I Init +4 I CMB 0 CMD 12 I Perception +4 I Spells: 1st: 6/6 2nd: 3/3 I Arcane reservoir 5/7

Darius follows Gravi, and once the inquisitor signals the route to be clear, he peers into the room

Kn. Arcana: 1d20 + 12 ⇒ (19) + 12 = 31

"Oh, and orrery..." he whispers to the others. "Impressive."


Date: Calistril 7th 4712 AR | Time: Evening | Weather: Overcast with Light Drizzle::

PC Tracker
Wayilant: HP -0/30| Hero Points 3 | Channels -0/6 | Spells Used:
Bryndis: HP -0/40 | Hero Points 3 | Rage -0/12 | Bane -0/3 | Spells Used:
Liotierri: HP -0/29 | Hero Points 1 | Spells Used:
Taliendra: HP -0/26 | Hero Points 1 | Bardic Performance -0/10 | Elemental Ray -0/7 | Spells Used:
Govrina: HP -0/36 | Hero Points 1 | Temp HP -0/4 | NLD 0 / Burn +0/6 | Shatter -0/1 | Tinder-twig -0/4 | -2/4 Alchemist’s Fire | -0/2 Sunrod | -0/20 Wand of Snapdragon | Wand of CLW -2/30 | Bag of Copper -6/100
Darius: HP -0/30| Arcane Reservoir -0/7 | Dancing Light -0/3 | Ruin Stone -0/1 | Potions: CLW -0/2 | Scrolls: Comprehend Language -0/1 | Mage Armor -0/4 | Monkey Fish -0/1 | Obscuring Mist -0/1 | Alchemist Fire -0/2 | Spells Used:

Once Darius reaches Gravi, he manages to get a glimpse of the orrery before a ten-foot section of the floor collapses. Wood splinters and rotten boards plummet forty foot into one of the lower exhibit halls.

Falling Damage: 4d6 ⇒ (6, 4, 1, 5) = 16
(Both Gravi and Darius need to make a Reflex Save (DC 21) to avoid the fall.


Female Demon-Spawn Tiefling Kineticist 4 (Aether)
Stats:
| HP 36/36 (+4 Temp) - 0 NL|Current Burn: 0/ 6 | AC 19 * T 13 * FF 16 | Fort +7 Ref +7 Will +1 | CMB +4 / CMD 17 | Init +3 | Perception +7 / Survival +6 |Active: Force Ward+Elemental Overflow

Spitballing here, but if I can 'catch' a falling board with my powers could that small piece of semi-steady floor give them some sort of a minor bonus to their Reflex saves?


Govrina Fireblood wrote:
Spitballing here, but if I can 'catch' a falling board with my powers could that small piece of semi-steady floor give them some sort of a minor bonus to their Reflex saves?

I would say yes to this with a stipulation and a couple options. First, you would need to make the same reflex save as they do in order to invoke the skill in time. In this particular case, the hazard calls for a fairly high reflex. A 21 reflex save with only a +3 to react would be considered difficult. If successful, it would grant both targets a +2 to their saves. The other alternative would be to spend a Hero point, which would guarantee success and grant either target a +4 to their roll, or both targets a +2. This choice would need to be stated before their roll is made. If stated after their roll is made, then the bonus would be a +2 to a single target or a +1 to both targets.

Hero point bonus:
Bonus: If used before a roll is made, a hero point grants you a +8-luck bonus to any one d20 roll. If used after a roll is made, this bonus is reduced to +4. You can use a hero point to grant this bonus to another character, as long as you are in the same location and your character can reasonably affect the outcome of the roll (such as distracting a monster, shouting words of encouragement, or otherwise aiding another with the check). Hero Points spent to aid another character grant only half the listed bonus (+4 before the roll, +2 after the roll).

Hero Points


Male Arcanist 4 I HP 14/30 I AC 12 [T 12 FF 10] I Fort +3 Ref +3 Will +5 I Init +4 I CMB 0 CMD 12 I Perception +4 I Spells: 1st: 6/6 2nd: 3/3 I Arcane reservoir 5/7

Ref: 1d20 + 3 ⇒ (7) + 3 = 10

Ce pana mea? Just as he peers in, Darius suddenly sinks through the floor. The smell of rotten wood clearly tells the analytical mind why this is happening. If he only had less of an analytical, and more of a responsive mind, he might have had grabbed the edges of the hole and prevent the fall in the first place.

But no. No acrobatic swings, dodges or rolls to avoid falling. Instead, a loud crash, followed by very long set of curses. The words might be from some very shady corner of Varisian vocabulary, but their rough meaning is easily figured out.


Female Demon-Spawn Tiefling Kineticist 4 (Aether)
Stats:
| HP 36/36 (+4 Temp) - 0 NL|Current Burn: 0/ 6 | AC 19 * T 13 * FF 16 | Fort +7 Ref +7 Will +1 | CMB +4 / CMD 17 | Init +3 | Perception +7 / Survival +6 |Active: Force Ward+Elemental Overflow

Govrina gasps as she reaches out to the debris falling and her mists envelope a larger chunk of rotting debris, making them it as stable as an iron log. Athough it may be too late...?

I would have spent the hero point in advance of their rolls, and divide the bonus between the two. For a +2 to both. Sorry Darius, I tried.


Male
Skills:
Percep +10|Diplo +12 (Charming +14)|Heal +12|Kn. Rel +8|Kn. His +6|SM +8|Prof (bartender) +10|Spell +6
Aasimar|HP 30/30|F +6 R +2 W +7 Resist acid, cold and electricity 5|AC 16 (FF 15, T 11)|Init +1| Cleric/5th|Channel Energy (Su) 6d6 6/6x/day (Will DC 15)|Agile Feet (Su) 6/6Rounds/day|Dazing Touch (Sp) 6/6Rounds/day

Wayilant tries his best carefully help Darius up from the hole in the floor. Reflex: 1d20 + 2 ⇒ (8) + 2 = 10


Wayilant Arden wrote:
Wayilant tries his best carefully help Darius up from the hole in the floor. [dice=Reflex]1d20 + 2

With a 50' length of rope, helping them back up into the attic shouldn't be an issue. That, or they could simply return to the ladder. The five-foot by ten-foot hole in the floor may pose a challenge, depending on how you decide to overcome it.


Male
Skills:
Percep +10|Diplo +12 (Charming +14)|Heal +12|Kn. Rel +8|Kn. His +6|SM +8|Prof (bartender) +10|Spell +6
Aasimar|HP 30/30|F +6 R +2 W +7 Resist acid, cold and electricity 5|AC 16 (FF 15, T 11)|Init +1| Cleric/5th|Channel Energy (Su) 6d6 6/6x/day (Will DC 15)|Agile Feet (Su) 6/6Rounds/day|Dazing Touch (Sp) 6/6Rounds/day

Wayilant takes the rope from his backpack, and lowers it down to Darius. The cleric asks the Bryndis for her stern muscle and general assistance.


Female Half-Elf Bloodrager 4| HP 40/40 | AC 16 (T 12, F 14) | CMB +8, CMD 20 | F +6, R +3, W +3 (+2 vs Charm and Compulsion) (All +1 vs Arcane Spells) | Init +3 | Perc +9 | Speed 40 | Rage 12/12

Before she's going to start hauling people up by rope, which will surely put weight on the floor, Bryndís checks what remains to see if it's sturdy enough to trust.

Perception: 1d20 + 9 ⇒ (20) + 9 = 29


Male Arcanist 4 I HP 14/30 I AC 12 [T 12 FF 10] I Fort +3 Ref +3 Will +5 I Init +4 I CMB 0 CMD 12 I Perception +4 I Spells: 1st: 6/6 2nd: 3/3 I Arcane reservoir 5/7

Darius struggles a bit with the rope, not ever being one for much physical activity. But finally manages to climb up, accompanied by long not verses formed of, and only of, curses.

"Thank you, friends. I am alive. Not well, but alive. And I have to say I hate this place already."

I was thinking the more physically able people would've jumped to the room before helping Darius (and possibly Gravi) up. Although the room might present new dangers...

Also, did we have a wand of CLW or similar easy way of healing?


Female Demon-Spawn Tiefling Kineticist 4 (Aether)
Stats:
| HP 36/36 (+4 Temp) - 0 NL|Current Burn: 0/ 6 | AC 19 * T 13 * FF 16 | Fort +7 Ref +7 Will +1 | CMB +4 / CMD 17 | Init +3 | Perception +7 / Survival +6 |Active: Force Ward+Elemental Overflow

We are still waiting on Gravi's Reflex roll too. Right? As far as hauling anyone up, all we have to do is tie a rope around somebody and I can haul anyone who weighs less than 400 lbs up without a problem using the rope. I can up that to 4000 lbs if I push myself. Yes I have a wand of CLW, but it is not fully charged and was meant for emergencies mainly.


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Date: Calistril 7th 4712 AR | Time: Evening | Weather: Overcast with Light Drizzle::

PC Tracker
Wayilant: HP -0/30| Hero Points 3 | Channels -0/6 | Spells Used:
Bryndis: HP -0/40 | Hero Points 3 | Rage -0/12 | Bane -0/3 | Spells Used:
Liotierri: HP -0/29 | Hero Points 1 | Spells Used:
Taliendra: HP -0/26 | Hero Points 1 | Bardic Performance -0/10 | Elemental Ray -0/7 | Spells Used:
Govrina: HP -0/36 | Hero Points 1 | Temp HP -0/4 | NLD 0 / Burn +0/6 | Shatter -0/1 | Tinder-twig -0/4 | -2/4 Alchemist’s Fire | -0/2 Sunrod | -0/20 Wand of Snapdragon | Wand of CLW -2/30 | Bag of Copper -6/100
Darius: HP -0/30| Arcane Reservoir -0/7 | Dancing Light -0/3 | Ruin Stone -0/1 | Potions: CLW -0/2 | Scrolls: Comprehend Language -0/1 | Mage Armor -0/4 | Monkey Fish -0/1 | Obscuring Mist -0/1 | Alchemist Fire -0/2 | Spells Used:

In order to move forward, I’m going to make Gravi’s save.

Gravi’s Save: 1d20 + 7 + 2 ⇒ (17) + 7 + 2 = 26

Just as the floor beneath the two adventure’s feet gives way, Govrina manages to focus enough of her energy to bring the process into slow motion. It’s almost as if the remainder of the rotten boards are refusing to accept their fate and simply fall to the ground. Quick as a cat, Gravi manages to press off of one of the Simi-floating boards and then pull himself over to the secret door. In doing so, he manages to avoid the fall. Unfortunately, Darius was not as lucky. In a heated panic, the arcanist grabbed for anything he could get his hands on while loudly reciting a number of colorful profanities. In the end, he was unable to get hold of anything, which resulted in an impact that could be heard fare above. Between the debris, and the distance the arcanist fell, there is little doubt Darius suffered a painful tumble.

Bryndis: Perception 29 Moments after the fall, Bryndis begins inspecting the edges of the hole that now covers a five-foot by ten-foot section of the floor in front of the secret door. After a detailed inspection, she concludes that the remainder of the floor is sturdy enough to support a solid load. In addition, she also noticed a fifteen-foot-long scaffolding in the lower exhibit hall. Multiple boards running the length of the scaffolding look as if they could be used to cover the hole.

Soon, a hemp rope descends down into the room below. With Bryndis and Wayilant both securing the rope, Darius makes an attempt to climb it. The process becomes daunting, considering the rope is unknotted and difficult to keep hold of. Soon, the rope beings pulling Darius up. When Darius looks up, expecting to see the two adventures pulling heavily on the rope, he is caught a little off guard when he sees nether pulling on the rope at all. In fact, the rope seems to be doing all the work on its own.

This leaves Gravi at the secret door’s entrance and the rest of the group on the other side of the hole. Darius has made it back up into the attic, by the use of the fifty-foot rope and Govrina’s ability. Govrina can remove a hero point. To the best of the group’s ability, the walkway seems secure. I don’t believe anyone has engineering, but I could be simply overlooking it.


Human (Varisian) Inquisitor (Sacred Slayer) 1/Rog 3 HP 31/31 F 5, R 7 W 6, AC 18, T 13, FF 15, Perc +10

Apologies, life's been really real for the last week or so!

That was, well, exciting. There's a thing over here, I don't know what to call it and are those boots? beneath it? He casts about without moving to see if there is anything in the room, Can you think of a way over here? I can probably make the jump back, but I'm not necessarily the one you want poking at odd mystical things here. he asks.


Female Demon-Spawn Tiefling Kineticist 4 (Aether)
Stats:
| HP 36/36 (+4 Temp) - 0 NL|Current Burn: 0/ 6 | AC 19 * T 13 * FF 16 | Fort +7 Ref +7 Will +1 | CMB +4 / CMD 17 | Init +3 | Perception +7 / Survival +6 |Active: Force Ward+Elemental Overflow

I have Engineering at +6. It’s the skill I get access to from being a telekinetic.
Know(Engineering): 1d20 + 6 ⇒ (3) + 6 = 9


Gravi: No worries, I assumed as much. That's why I took the liberty. I normally try not to impose a GM roll on anything damaging or harmful, but I will step in on occasions like this, when I need to move things forward. I suppose it would have been worse if I failed the roll. )

Govrina Knowledge Engineering 9: The floor seems structurally safe. Although its crossbeams look to be sold, most of floor's planks appear to be old and warn. You surmise that it should hold firm under normal load, but you wouldn't recommend doubling up on any one spot. The part of the floor that broke, did so due to being worn out. The floor's supports, which firmly run on both sides of the walkway, seems structurally sound. (Moving forward, I will note the fact that you have that knowledge covered. Thanks for pointing it out.)


Female Demon-Spawn Tiefling Kineticist 4 (Aether)
Stats:
| HP 36/36 (+4 Temp) - 0 NL|Current Burn: 0/ 6 | AC 19 * T 13 * FF 16 | Fort +7 Ref +7 Will +1 | CMB +4 / CMD 17 | Init +3 | Perception +7 / Survival +6 |Active: Force Ward+Elemental Overflow

Govrina will pass on the floor's structural info to all the others.


Female Half-Elf Bloodrager 4| HP 40/40 | AC 16 (T 12, F 14) | CMB +8, CMD 20 | F +6, R +3, W +3 (+2 vs Charm and Compulsion) (All +1 vs Arcane Spells) | Init +3 | Perc +9 | Speed 40 | Rage 12/12

Bryndís tells Govrina about the boards on the scaffolding below.

"Can you pull them or float them up here so we can cover over the hole?"


Female Demon-Spawn Tiefling Kineticist 4 (Aether)
Stats:
| HP 36/36 (+4 Temp) - 0 NL|Current Burn: 0/ 6 | AC 19 * T 13 * FF 16 | Fort +7 Ref +7 Will +1 | CMB +4 / CMD 17 | Init +3 | Perception +7 / Survival +6 |Active: Force Ward+Elemental Overflow

Nodding, Govrina easily floats the largest pieces and carefully sets them safely nearby for Bryndis.

"Just be careful. Too much weight in a single place could cause more to collapse. It might be easier to simple rope off this area until they can send someone up here to repair things."


Date: Calistril 7th 4712 AR | Time: Evening | Weather: Overcast with Light Drizzle::

PC Tracker
Wayilant: HP -0/30| Hero Points 3 | Channels -0/6 | Spells Used:
Bryndis: HP -0/40 | Hero Points 3 | Rage -0/12 | Bane -0/3 | Spells Used:
Liotierri: HP -0/29 | Hero Points 1 | Spells Used:
Taliendra: HP -0/26 | Hero Points 1 | Bardic Performance -0/10 | Elemental Ray -0/7 | Spells Used:
Govrina: HP -0/36 | Hero Points 1 | Temp HP -0/4 | NLD 0 / Burn +0/6 | Shatter -0/1 | Tinder-twig -0/4 | -2/4 Alchemist’s Fire | -0/2 Sunrod | -0/20 Wand of Snapdragon | Wand of CLW -2/30 | Bag of Copper -6/100
Darius: HP -0/30| Arcane Reservoir -0/7 | Dancing Light -0/3 | Ruin Stone -0/1 | Potions: CLW -0/2 | Scrolls: Comprehend Language -0/1 | Mage Armor -0/4 | Monkey Fish -0/1 | Obscuring Mist -0/1 | Alchemist Fire -0/2 | Spells Used:

Govrina moves the two fifteen-foot planks from the scaffolding up into the attic. It doesn’t take long before they’re across the ten-foot-long beach in the attic’s floor. Now, with a clear path to the other side, the group is able to proceed across the two wobbly boards.


Male
Skills:
Percep +10|Diplo +12 (Charming +14)|Heal +12|Kn. Rel +8|Kn. His +6|SM +8|Prof (bartender) +10|Spell +6
Aasimar|HP 30/30|F +6 R +2 W +7 Resist acid, cold and electricity 5|AC 16 (FF 15, T 11)|Init +1| Cleric/5th|Channel Energy (Su) 6d6 6/6x/day (Will DC 15)|Agile Feet (Su) 6/6Rounds/day|Dazing Touch (Sp) 6/6Rounds/day

"Nicely done, 'Rina", Wayilant nods.


Female Demon-Spawn Tiefling Kineticist 4 (Aether)
Stats:
| HP 36/36 (+4 Temp) - 0 NL|Current Burn: 0/ 6 | AC 19 * T 13 * FF 16 | Fort +7 Ref +7 Will +1 | CMB +4 / CMD 17 | Init +3 | Perception +7 / Survival +6 |Active: Force Ward+Elemental Overflow

Bowing gently to Wayilant's complement, she smiles and waves the others to cross like a doorman at a count's castle.

"This way to the hors d'oeuvre, ladies and gentlemen! Mind your feet! This carpet is delicate."


Female Half-Elf Bloodrager 4| HP 40/40 | AC 16 (T 12, F 14) | CMB +8, CMD 20 | F +6, R +3, W +3 (+2 vs Charm and Compulsion) (All +1 vs Arcane Spells) | Init +3 | Perc +9 | Speed 40 | Rage 12/12

Bryndís expects that most of the others will want to stare at the door and ponder over it for a while, so she no need to crowd to the front where she will be in their way. She waits.


Male Arcanist 4 I HP 14/30 I AC 12 [T 12 FF 10] I Fort +3 Ref +3 Will +5 I Init +4 I CMB 0 CMD 12 I Perception +4 I Spells: 1st: 6/6 2nd: 3/3 I Arcane reservoir 5/7

"Good job, Govrina! Now, if you don't mind, I'm not going first (learned my painful lesson)" Darius says, dusting his clothes which have picked a slight grey tint after the fall.


Human (Varisian) Inquisitor (Sacred Slayer) 1/Rog 3 HP 31/31 F 5, R 7 W 6, AC 18, T 13, FF 15, Perc +10

Now feeling like backup is there, Liotierri crosses the chamber, examining the metal thing in the middle of the room.

Perception: 1d20 + 10 ⇒ (19) + 10 = 29


Date: Calistril 7th 4712 AR | Time: Evening | Weather: Overcast with Light Drizzle::

PC Tracker
Wayilant: HP -0/30| Hero Points 3 | Channels -0/6 | Spells Used:
Bryndis: HP -0/40 | Hero Points 3 | Rage -0/12 | Bane -0/3 | Spells Used:
Liotierri: HP -0/29 | Hero Points 1 | Spells Used:
Taliendra: HP -0/26 | Hero Points 1 | Bardic Performance -0/10 | Elemental Ray -0/7 | Spells Used:
Govrina: HP -0/36 | Hero Points 1 | Temp HP -0/4 | NLD 0 / Burn +0/6 | Shatter -0/1 | Tinder-twig -0/4 | -2/4 Alchemist’s Fire | -0/2 Sunrod | -0/20 Wand of Snapdragon | Wand of CLW -2/30 | Bag of Copper -6/100
Darius: HP -0/30| Arcane Reservoir -0/7 | Dancing Light -0/3 | Ruin Stone -0/1 | Potions: CLW -0/2 | Scrolls: Comprehend Language -0/1 | Mage Armor -0/4 | Monkey Fish -0/1 | Obscuring Mist -0/1 | Alchemist Fire -0/2 | Spells Used:

Gravi:
Perception 29: As you enter the room, you think you hear the sound of brains being eaten. Immediately, your attention is drawn to the naked corps. The limp body quickly turns green and begins spewing acidic looking puss all over itself. (Because of your high perception roll, and the fact you are the only one in the room, you get to act in the surprise round.)

Initiative:

Wayilant Init: 1d20 + 1 ⇒ (15) + 1 = 16
Bryndis Init: 1d20 + 3 ⇒ (8) + 3 = 11
Darius Init: 1d20 + 4 ⇒ (2) + 4 = 6
Gravi Init: 1d20 + 3 ⇒ (20) + 3 = 23
Darius Init: 1d20 + 4 ⇒ (10) + 4 = 14
Govrina Init: 1d20 + 3 ⇒ (19) + 3 = 22

Surprise Round (You may take a standard or move action during this round.)

Gravi (23)
Unknown (10)

Gravi is up


Human (Varisian) Inquisitor (Sacred Slayer) 1/Rog 3 HP 31/31 F 5, R 7 W 6, AC 18, T 13, FF 15, Perc +10

GM question:
Is the unknown the body, or something else that I see with my perception roll?


Gravi:
As fare as you can tell, the corps is the only thing within the room that is active. More or less, the hair on the back of your neck is standing up as the corps turns green and begins spewing acidic looking pus from large boils. Your gut is telling you something bad is about to happen, even though you're not entirely sure what. That said, the corps is the only thing in the room that appears to be doing anything. That coupled with the sound of brains being eaten has set off your internal alarms.


Date: Calistril 7th 4712 AR | Time: Evening | Weather: Overcast with Light Drizzle::

PC Tracker
Wayilant: HP -0/30| Hero Points 3 | Channels -0/6 | Spells Used:
Bryndis: HP -0/40 | Hero Points 3 | Rage -0/12 | Bane -0/3 | Spells Used:
Liotierri: HP -0/29 | Hero Points 1 | Spells Used:
Taliendra: HP -0/26 | Hero Points 1 | Bardic Performance -0/10 | Elemental Ray -0/7 | Spells Used:
Govrina: HP -0/36 | Hero Points 1 | Temp HP -0/4 | NLD 0 / Burn +0/6 | Shatter -0/1 | Tinder-twig -0/4 | -2/4 Alchemist’s Fire | -0/2 Sunrod | -0/20 Wand of Snapdragon | Wand of CLW -2/30 | Bag of Copper -6/100
Darius: HP -0/30| Arcane Reservoir -0/7 | Dancing Light -0/3 | Ruin Stone -0/1 | Potions: CLW -0/2 | Scrolls: Comprehend Language -0/1 | Mage Armor -0/4 | Monkey Fish -0/1 | Obscuring Mist -0/1 | Alchemist Fire -0/2 | Spells Used:

Gravi (Bot) Unsure about what’s going on with the corps on the other side of the room, Gravi decides to make his way across the wobbly boards and out of the secret room.

Almost immediately after the inquisitor exits the room, the sound of something striking the wall can be heard.

Round 1

Gravi (23)
Govrina (22)
Wayilant (16)
Darius (14)
Bryndis (11)
Unknown (10)

The rest of the group is up.


Male Arcanist 4 I HP 14/30 I AC 12 [T 12 FF 10] I Fort +3 Ref +3 Will +5 I Init +4 I CMB 0 CMD 12 I Perception +4 I Spells: 1st: 6/6 2nd: 3/3 I Arcane reservoir 5/7

So Gravi went into the orrery room, and heard/saw something and then fled out of the room?


Male
Skills:
Percep +10|Diplo +12 (Charming +14)|Heal +12|Kn. Rel +8|Kn. His +6|SM +8|Prof (bartender) +10|Spell +6
Aasimar|HP 30/30|F +6 R +2 W +7 Resist acid, cold and electricity 5|AC 16 (FF 15, T 11)|Init +1| Cleric/5th|Channel Energy (Su) 6d6 6/6x/day (Will DC 15)|Agile Feet (Su) 6/6Rounds/day|Dazing Touch (Sp) 6/6Rounds/day

Wayilant holds his holy symbol aloft as he walks the wooden blanks to enter the orrery.
Perception: 1d20 + 10 ⇒ (1) + 10 = 11
"If there is anyone here, show yourself!!"


Darius Radulescu wrote:
So Gravi went into the orrery room, and heard/saw something and then fled out of the room?

More or less, yes. He would have likely explained what he saw, which was the corps turning green and erupting with boils. Shortly after vacating the room, the sound of something striking the wall could be heard from your location. Sorry for the delay, I wanted to give Gravi ample time to reply on his own accord. Because there hasn't been a post since June 7th, I chose to move him out of the room to avoid any further delays.


Female Demon-Spawn Tiefling Kineticist 4 (Aether)
Stats:
| HP 36/36 (+4 Temp) - 0 NL|Current Burn: 0/ 6 | AC 19 * T 13 * FF 16 | Fort +7 Ref +7 Will +1 | CMB +4 / CMD 17 | Init +3 | Perception +7 / Survival +6 |Active: Force Ward+Elemental Overflow

Being in the back of the group, there is little Govrina can do but wait. She does frown at the sound of whatever is in the other room. She stands ready to blast something with a coin she pulled earlier…


Female Half-Elf Bloodrager 4| HP 40/40 | AC 16 (T 12, F 14) | CMB +8, CMD 20 | F +6, R +3, W +3 (+2 vs Charm and Compulsion) (All +1 vs Arcane Spells) | Init +3 | Perc +9 | Speed 40 | Rage 12/12

Bryndís has no idea what's going on, but the broad theme of Gravi's exit is "very bad". She maintains her position, but draws her weapon and readies herself to meet anything that might be coming out of the room after Gravi.

Start Rage, Hold attack.

Perception: 1d20 + 9 ⇒ (8) + 9 = 17

Attack:1d20 + 10 ⇒ (9) + 10 = 19

Damage: 2d6 + 9 + 1 ⇒ (5, 4) + 9 + 1 = 19


Male Arcanist 4 I HP 14/30 I AC 12 [T 12 FF 10] I Fort +3 Ref +3 Will +5 I Init +4 I CMB 0 CMD 12 I Perception +4 I Spells: 1st: 6/6 2nd: 3/3 I Arcane reservoir 5/7

"What is going on in there??" Darius shouts. But he keeps to his decision, he is not going in first, nor among the first.

Delay, and act after the unknown


Date: Calistril 7th 4712 AR | Time: Evening | Weather: Overcast with Light Drizzle::

PC Tracker
Wayilant: HP -0/30| Hero Points 3 | Channels -0/6 | Spells Used:
Bryndis: HP -0/40 | Hero Points 3 | Rage -0/12 | Bane -0/3 | Spells Used:
Liotierri: HP -0/29 | Hero Points 1 | Spells Used:
Taliendra: HP -0/26 | Hero Points 1 | Bardic Performance -0/10 | Elemental Ray -0/7 | Spells Used:
Govrina: HP -0/36 | Hero Points 1 | Temp HP -0/4 | NLD 0 / Burn +0/6 | Shatter -0/1 | Tinder-twig -0/4 | -2/4 Alchemist’s Fire | -0/2 Sunrod | -0/20 Wand of Snapdragon | Wand of CLW -2/30 | Bag of Copper -6/100
Darius: HP -0/30| Arcane Reservoir -0/7 | Dancing Light -0/3 | Ruin Stone -0/1 | Potions: CLW -0/2 | Scrolls: Comprehend Language -0/1 | Mage Armor -0/4 | Monkey Fish -0/1 | Obscuring Mist -0/1 | Alchemist Fire -0/2 | Spells Used:

Wayilant:
Wayilant Perception 11: From your current position it isn’t easy to get a clear view of the corps. From what you can see, the corps meets the description of Andrew Swarez. It is currently caught up in the gears of the orrery and is covered in festering boils that are currently popping and discharging a greenish looking fluid. In addition, the corpse’s skin is a dark looking green.

Wayilant or Gravi, Knowledge Religion (DC 16):
After considering everything that you have seen, this situation brings to mind some of your past religious readings about haunts. Usually created by extreme conditions at the time of their death, haunts always arise from a source of terrific mental or physical anguish endured by living, tormented creatures. A single, source of suffering can create multiple haunts, or multiple sources could consolidate into a single haunt. The relative power of the source has little bearing on the strength of the resulting haunt—it’s the magnitude of the suffering or despair that created the haunt that decides its power. Often, undead inhabit regions infested with haunts—it’s even possible for a person who dies to rise as a ghost (or other undead) and trigger the creation of numerous haunts. A haunt infuses a specific area, and often multiple haunted areas exist within a single structure. The classic haunted house isn’t a single haunt, but usually a dozen or more haunted areas spread throughout the structure.

Although haunts function like traps, they are difficult to detect since they cannot be easily observed until the round in which they manifest. Detect undead or detect alignment spells of the appropriate type allow an observer a chance to notice a haunt even before it manifests (allowing that character the appropriate check to notice the haunt, but at a –4 penalty). A haunt can infuse a maximum area with a 5-foot radius per point of CR possessed by the haunt, but the actual area is usually limited by the size of the room in which the haunt is located.

When a haunt is triggered, its effects manifest at initiative rank 10 in a surprise round. All characters in the haunt’s proximity can attempt to notice the haunt at the start of this surprise round by making a notice check). All haunts detect life sources and trigger as a result of the approach of or contact with living creatures, but some haunts can be tricked by effects like hide from undead or invisibility. On the surprise round in which a haunt manifests, positive energy applied to the haunt (via channeled energy, cure spells, and the like) can damage the haunt’s hit points (a haunt never gains a Will save to lessen the damage done by such effects, and attacks that require a successful attack roll to work must strike AC 10 in order to affect the haunt and not merely the physical structure it inhabits). Unless the haunt has an unusual weakness, no other form of attack can reduce its hit points. If the haunt is reduced to 0 hit points by positive energy, it is neutralized— if this occurs before the haunt takes its action at initiative rank 10, its effect does not occur.

A haunt can have virtually any effect identical to an existing spell effect, but often with different—and distinctly more frightening or unnerving—sensory or physical features than that spell effect normally has. (A haunt that has an effect not identical to an existing spell is certainly possible, but this requires designing a new spell effect.) A haunt might cause a room to explode into flames (duplicating fireball or fire storm), infuse a chamber with fear (duplicating cause fear, scare, or fear), or try to frighten a target to death (duplicating phantasmal killer or slay living).

A neutralized haunt is not destroyed and can manifest again after a period of time—to destroy a haunt, a specific action must be taken in the region to end the effect forever (such as burning a haunted house to the ground or burying the bones of the slaves who died on the site to create the haunt). This specific act is different for every haunt (although a number of nearby haunts often share the same destruction act).

Some haunts are persistent, and their immediate effects continue beyond the surprise round into actual full rounds. Persistent haunts continue to trigger their haunt effects once per round on their initiative rank until destroyed or they no longer have a target. All primary effects created by a haunt are mind-affecting fear effects, even those that actually produce physical effects. Immunity to fear grants immunity to a haunt’s direct effects, but not to secondary effects that arise as a result of the haunt’s attack.

Everyone Else, Knowledge Religion (DC 18):
After considering the description that the others have given, this situation brings to mind something you read about haunts and ghosts. Usually created by extreme conditions at the time of their death, spirits like this always arise from a source of terrific mental or physical anguish endured by living, tormented creatures. A single, source of suffering can create multiple haunts, or multiple sources could consolidate into a single haunt. The relative power of the source has little bearing on the strength of the resulting haunt—it’s the magnitude of the suffering or despair that created the haunt that decides its power. Often, undead inhabit regions infested with haunts—it’s even possible for a person who dies to rise as a ghost (or other undead) and trigger the creation of numerous haunts. A haunt infuses a specific area, and often multiple haunted areas exist within a single structure. The classic haunted house isn’t a single haunt, but usually a dozen or more haunted areas spread throughout the structure.

Although haunts function like traps, they are difficult to detect since they cannot be easily observed until the round in which they manifest. Detect undead or detect alignment spells of the appropriate type allow an observer a chance to notice a haunt even before it manifests (allowing that character the appropriate check to notice the haunt, but at a –4 penalty). A haunt can infuse a maximum area with a 5-foot radius per point of CR possessed by the haunt, but the actual area is usually limited by the size of the room in which the haunt is located.

When a haunt is triggered, its effects manifest at initiative rank 10 in a surprise round. All characters in the haunt’s proximity can attempt to notice the haunt at the start of this surprise round by making a notice check). All haunts detect life sources and trigger as a result of the approach of or contact with living creatures, but some haunts can be tricked by effects like hide from undead or invisibility. On the surprise round in which a haunt manifests, positive energy applied to the haunt (via channeled energy, cure spells, and the like) can damage the haunt’s hit points (a haunt never gains a Will save to lessen the damage done by such effects, and attacks that require a successful attack roll to work must strike AC 10 in order to affect the haunt and not merely the physical structure it inhabits). Unless the haunt has an unusual weakness, no other form of attack can reduce its hit points. If the haunt is reduced to 0 hit points by positive energy, it is neutralized— if this occurs before the haunt takes its action at initiative rank 10, its effect does not occur.

A haunt can have virtually any effect identical to an existing spell effect, but often with different—and distinctly more frightening or unnerving—sensory or physical features than that spell effect normally has. (A haunt that has an effect not identical to an existing spell is certainly possible, but this requires designing a new spell effect.) A haunt might cause a room to explode into flames (duplicating fireball or fire storm), infuse a chamber with fear (duplicating cause fear, scare, or fear), or try to frighten a target to death (duplicating phantasmal killer or slay living).

A neutralized haunt is not destroyed and can manifest again after a period of time—to destroy a haunt, a specific action must be taken in the region to end the effect forever (such as burning a haunted house to the ground or burying the bones of the slaves who died on the site to create the haunt). This specific act is different for every haunt (although a number of nearby haunts often share the same destruction act).

Some haunts are persistent, and their immediate effects continue beyond the surprise round into actual full rounds. Persistent haunts continue to trigger their haunt effects once per round on their initiative rank until destroyed or they no longer have a target. All primary effects created by a haunt are mind-affecting fear effects, even those that actually produce physical effects. Immunity to fear grants immunity to a haunt’s direct effects, but not to secondary effects that arise as a result of the haunt’s attack.

Shortly after Wayilant enters the room, everyone receives a horrific vision. In the vision, a withered humanoid figure with an elongated, pointed tongue bursts forth from a gray door and grabs the then-living Swarez, subsequently tearing him apart with its jagged claws and teeth. As the terrifying vision fades, the monster hisses, “The gate shall soon open!”

After the horrific assault, a moment of peace comes over you while you see yourself standing outside the museum over a grave with a headstone that reads "Andrew Swarez."

After the vision fades, an elongated green projectile shoots out of the corps towards Wayilant. The green acidic projectile strikes the Orrery and sizzles as it drips from the device to the ground.

Corps (Attack): 1d20 + 6 ⇒ (1) + 6 = 7
(Acid Damage): 2d4 ⇒ (3, 2) = 5

Round 2

Gravi (23)
Govrina (22)
Wayilant (16)
Darius (14)
Bryndis (11)
Unknown (10)

The party is up. I’m going to assume Gravi’s player is distracted and thus afk. I will shadow him until he returns. Gravi, if you return, please feel free to jump in at any time.


Male
Skills:
Percep +10|Diplo +12 (Charming +14)|Heal +12|Kn. Rel +8|Kn. His +6|SM +8|Prof (bartender) +10|Spell +6
Aasimar|HP 30/30|F +6 R +2 W +7 Resist acid, cold and electricity 5|AC 16 (FF 15, T 11)|Init +1| Cleric/5th|Channel Energy (Su) 6d6 6/6x/day (Will DC 15)|Agile Feet (Su) 6/6Rounds/day|Dazing Touch (Sp) 6/6Rounds/day

Round 2
Knowledge (religion): 1d20 + 8 ⇒ (11) + 8 = 19
The cleric knows he experienced his first haunt. Knowing the Slayers are now in Ustalav, haunts might become more commonplace.

Wayilant's revelry is ended by the wayward shot of acid from the corpse. "Aaah!" The caydenite exclaimed.

What skill would you use to identify the corpse and it's traits?


Female Demon-Spawn Tiefling Kineticist 4 (Aether)
Stats:
| HP 36/36 (+4 Temp) - 0 NL|Current Burn: 0/ 6 | AC 19 * T 13 * FF 16 | Fort +7 Ref +7 Will +1 | CMB +4 / CMD 17 | Init +3 | Perception +7 / Survival +6 |Active: Force Ward+Elemental Overflow

Can the rest of us even see what is going on?

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