Age of Ashes (Team Alseta)

Game Master Delta Arena

Running through the fist Pf2e AP! Come forth brave adventurers and answer the call for heroes. Google Drive Folder


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You didn’t explore B15, but you did explore B16 and B17. B16 and B17 are the room where Voz performed her ritual, and the room that connects with the tunnel to the Pickled Ear.

I’m okay with you inventing the formula for the spider repellent, it still has a DC to keep it balanced. And it is a level 1 item. It’s higher level items that could make the feat significantly more powerful than intended without the time/resource consumption.

String Slimes don’t have resistances, but they are immune to quite a few things, including, but not limited to, acid, bleed, mental and slashing.


Human Male Thaumaturge 3 | HP 38/38 | AC 20 | Fort +8 ; Ref +8 ; Will +7 | Perc +7; Init: +9 | ◆◇↺

"Let's deal with this nasty slime first. Then let's explore the room beyond the skeletons last. That should be everything in this basement, I believe."

Assuming no on objects to that plan, Cerrus leads the group to the room that they believe the slime resides in, pauses to see if everyone is, and then opens the door.


map

I have marked a starting area on the map for everyone to place their tokens.


map

initiatives:

Ardoinel = 21
Cerrus = 27
Ellaeaanda = 15
Netkin = 11
Resa = 12
String Slime = 16

The green slime wriggles and turns towards the door. You can see it secreting white strings that stand out from its body like wires. The whole mass pulsates and oozes.

Ardoinel and Cerrus, you can take your turns before the slime.


”Ardoinel Oreflame” | Male Medium Aiuvarin Dwarf Magus 4 | HP 50/50 | AC 19 | F +10 R +6 W +8 | Perc +6 | Default Exploration ( ?????? ) | Speed 20ft | Active Conditions: None

Ardoinel, knowing his sword will be near-useless against a creature like this, sheathes it and unhooks the smithing hammer from his belt.

◆ Interact (Sheathe Longsword)
◆ Interact (Draw Light Hammer)

Then he readies his shield to let the slime come to him.

◆ Raise a Shield


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Human Male Thaumaturge 3 | HP 38/38 | AC 20 | Fort +8 ; Ref +8 ; Will +7 | Perc +7; Init: +9 | ◆◇↺

FYI: the remaster added the Swap action so Ardoinel could sheathe and draw for one action, leaving Ardoinel one more action. Gonna hold Cerrus actions for a bit to see if Ardoinel modifies their turn.


map

Thank you for the reminder on the Swap Action. I only remembered midway through the bloody blades fight myself, that's why they were dropping their weapons to change their weapons hahahahaha.


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Human Male Thaumaturge 3 | HP 38/38 | AC 20 | Fort +8 ; Ref +8 ; Will +7 | Perc +7; Init: +9 | ◆◇↺

@Delta Arena, I'm going to assume that Cerrus has Exploit Vulnerability going from the previous Esoteric Lore check. I'll adjust my turn if that's not true.

I'm also assuming Cerrus has his Light Hammer out since we knew about the issue with slashing and we knew the creature was in this room.

Cerrus moves into the room to create space for Resa to attack the same. "Remember, this thing is strong against slicing blades.

◆ Stride
◆ Strike w/ Light Hammer
◆ Strike w/ Light Hammer

Strike #1: 1d20 + 8 ⇒ (9) + 8 = 17
Bludgeoning Dmg: 1d6 + 3 + 3 + 2 ⇒ (6) + 3 + 3 + 2 = 14

Strike #2: 1d20 + 8 - 4 ⇒ (18) + 8 - 4 = 22
Bludgeoning Dmg: 1d6 + 3 + 3 + 2 ⇒ (1) + 3 + 3 + 2 = 9

Dmg rolls are including STR (+3), Personal Antithesis (+3), and Implement's Empowerment (+2).


”Ardoinel Oreflame” | Male Medium Aiuvarin Dwarf Magus 4 | HP 50/50 | AC 19 | F +10 R +6 W +8 | Perc +6 | Default Exploration ( ?????? ) | Speed 20ft | Active Conditions: None

With the Swap action, Ardoinel will instead charge his spellstrike.


map

Cerrus

You drive your hammer twice into the slime. Splashes of ooze fly about and land on your armour. You realize that the acid of the slime is not enough to damage your equipment.

Ardoinel

You gather the flames within you, ready to torch the slime.

String Slime

The mindless creature reaches out with a tentacle made of slime, and tries to bash Cerrus over and over again with it.

dice rolls:

Attack = 30
Damage = (12 bludgeoning + 5 acid) x2
Attack = 7
Attack = 20
Damage = 10 bludgeoning + 6 acid

Cerrus is unprepared for the limb that was not there a moment ago, and takes the full force of the first hit. This time, the slime does touch Cerrus' flesh, and the acid beings to burn. You take 24 bludgeoning and 10 acid from a critical Alert to the next strike, cerrus blocks the incoming limb, but he leaves himself open for the third, which manages to connect. The acid in his skin, and the fumes in his nose are enough to take Cerrus down. You take 10 bludgeoning and 5 acid.

Summary: Cerrus takes 34 bludgeoning damage and 15 acid damage, for a total of 49 damage, bringing him down to dying 1

You can all take your turns.

Grand Archive

M Hafling(-ish) Alchemist (4) HP 46/46, AC 20/ Saves: Fort +10, Ref +10, W +8/ Perception +8/ Initiative +0/ HL: 1/1/ VV: 3/5 / Hero Point 1/3/ IM 0/1/ CONST. HP 42/42 / AC 19

Netkin watches with mouth agape as Cerrus goes down. "Cerrus!!" He rushes to the side of the thaumaturge, and drags him to a place of safety so he can heal him. Move, Drag, Battle Medicine

Battle Medicine (DC 20): 1d20 + 10 ⇒ (10) + 10 = 20
HP: 2d8 + 10 ⇒ (1, 6) + 10 = 17


map

It certainly helps to have a chirurgeon on hand, because with Netkin's help, Cerrus is back up. Wounded 1 but no longer Dying


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Female Tiefling (Looks like a standard elf but short, has horns hidden by a head scarf) | HP 38/38 | AC 22 | Fort +6; Ref +12; Will +9 | Perc +9 | Rapier +11 1d6+4 Starknife +10 1d4+4 Sneak Attack 1d6 Rogue 4

Resa is completely unsure what she can do here, given she has her rapier ready and that's about it. She does try to stab the creature, hoping it will give some damage, given the rapier magical abilities. Afterwards she would move back twice to give anyone else room to get it

I'm here finally!
to hit: 1d20 + 10 ⇒ (4) + 10 = 14
to damage : 1d6 + 4 ⇒ (2) + 4 = 6


”Ardoinel Oreflame” | Male Medium Aiuvarin Dwarf Magus 4 | HP 50/50 | AC 19 | F +10 R +6 W +8 | Perc +6 | Default Exploration ( ?????? ) | Speed 20ft | Active Conditions: None

Ardoinel steps into the breach Cerrus left behind.

◆ Step

He closes his eyes, and opens them with a small burst of flame, mirrored by the fire beginning to surge from his hammer, as he raises it up and brings it down on the slime like iron on an anvil!

◆◆ SPELLSTRIKE! (Ignition)

Attack: 1d20 + 8 ⇒ (16) + 8 = 24
Damage (Bludgeoning): 1d6 + 3 ⇒ (1) + 3 = 4
Damage (Fire): 3d6 ⇒ (4, 1, 4) = 9


map

Resa

It is difficult for you to tell how much damage your rapier did, due to the nature of the slime, but you do leave a hole on the side of the creature!

Ardoinel

Your hammer lights up as it strikes the slime. A burst of flames follows inside the creature where you stroke. Parts of the lime go flying in all directions, but they burn before touching the ground.

Who wants to bot Ellaeaanda?

Grand Archive

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M Hafling(-ish) Alchemist (4) HP 46/46, AC 20/ Saves: Fort +10, Ref +10, W +8/ Perception +8/ Initiative +0/ HL: 1/1/ VV: 3/5 / Hero Point 1/3/ IM 0/1/ CONST. HP 42/42 / AC 19

Since we've been waiting for a while, I can do it!

Ellaeaanda steps confidently into the room, aims at the slime with her longbow, and releases her arrow. It will do little damage, but can provide a distraction.

Move, Draw Weapon

Devise Stratagem
Devise Stratagem: 1d20 ⇒ 11

Strike

Attack: 1d20 + 7 ⇒ (5) + 7 = 12
Damage(+ 1d6 Precision damage): 1d8 + 1d6 ⇒ (1) + (2) = 3

Shared Stratagem: Slime off-guard to Cerrus next round

EDIT: This character sheet was so difficult to wrap my head around xD


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Human Male Thaumaturge 3 | HP 38/38 | AC 20 | Fort +8 ; Ref +8 ; Will +7 | Perc +7; Init: +9 | ◆◇↺

Netkin: thanks for botting Ellaeaanda. I never found the time to really sit down and figure out Investigator.

Cerrus groggily calls out. "What? How did I end up on the ground?" He sees Ardoinel battling with the ooze. "Oh, that's why."

Cerrus stands up, moves to where his weapon and tome landed on the ground, and picks them up.

[ooc]Mostly dead turn for Cerrus. I moved Cerrus' token to where I remember him being before Netkin moved him. Might be wrong about that positioning though.


map

Thank you for botting, Netkin. And I agree, they are kinda tricky.

Ellaeaanda's arrow flies through the slime, leaving a little perforation on its wake.

Even though Cerrus sees the opening created by Ellaeaanda, the opening is gone by the time he picks up his equipment from the ground.

The slime, being attacked from all sides, lashes out against the closest opponent, Ardoinel.

dice rolls:

pseudopod vs Ardoinel = 27
Damage = 11 Bludgeoning + 5 acid
pseudopod vs Ardoinel = 21
Damage = 7 Bludgeoning + 2 acid
pseudopod vs Ardoinel = 17

The slime's attacks are unpredictable at first, Ardoinel is unable to avoid the first two of its attacks. You take 11b. + 5 acid and 7b. + 2 acid But Ardoinel begins to understand how the creature strikes, and manages to dodge the last of its attacks.

Damage Summary: Ardoinel takes 18 bludgeoning and 9 acid damage.

You can all take your turns


Human Male Thaumaturge 3 | HP 38/38 | AC 20 | Fort +8 ; Ref +8 ; Will +7 | Perc +7; Init: +9 | ◆◇↺

"Careful, this thing packs a punch." Cerrus steps up next to Ardoinel and start hammering.

◆ Step
◆ Strike w/ Light Hammer
◆ Strike w/ Light Hammer

Strike #1: 1d20 + 8 ⇒ (16) + 8 = 24
Bludgeoning Dmg: 1d6 + 3 + 3 + 2 ⇒ (1) + 3 + 3 + 2 = 9

Strike #2: 1d20 + 8 - 4 ⇒ (20) + 8 - 4 = 24
Bludgeoning Dmg: 1d6 + 3 + 3 + 2 ⇒ (4) + 3 + 3 + 2 = 12

@GM Delta Arena, I know that most oozes are immune to doubling damage on a crit. However, in another game, I found the rule that they aren't immune to other effects from crits - like Ignition's persistent damage. Just calling that out in case Ardoinel's Spellstrike was a crit. Immunity to Crit rules

Grand Archive

M Hafling(-ish) Alchemist (4) HP 46/46, AC 20/ Saves: Fort +10, Ref +10, W +8/ Perception +8/ Initiative +0/ HL: 1/1/ VV: 3/5 / Hero Point 1/3/ IM 0/1/ CONST. HP 42/42 / AC 19

I think it took me at least 30 minutes of desperately re-reading the character sheet to slightly get the hang of it :')

Frankly, I admire Lepidopteran not only for the impressive build, but also for the easiness with which they play Ellaeaanda! It's anything but easy!

Netkin moves a bit closer, picks up one of his acid flasks, and lobs the grenade vial on the slime, as far away from Ardoinel as he can.

Attack: 1d20 + 8 ⇒ (17) + 8 = 25
Damage: 2d6 ⇒ (3, 5) = 8 +2 Splash Damage

Stride, Interact, Strike

"Strong it may be, but its time is fleeting," Ellaeaanda shoots another arrow at the slime.

Devise Stratagem: 1d20 ⇒ 11

Strike: 1d20 + 7 ⇒ (19) + 7 = 26
Damage (+ 1d6 Precision Damage): 1d8 + 1d6 ⇒ (8) + (3) = 11

Shared Stratagem: Slime is off-guard to Ardoinel

Waiting to see if the slime is still alive before I take 2 other actions


map

Cerrus

Thank you for the reminder, I needed it. I had actually overlooked the immunity to criticals entirely. The slime is still on fire.

The slime is a large target, and the light hammer squashes through it with each of your swings.

Netkin

The vial smashes against the string slime, the acid bursts out from it and merges into the body of the slime. Your friends, however, are not safe from it, as Cerrus and Ardoinel are showered in droplets of acid. Cerrus and Ardoinel take 2 acid damage

Splash damage is dealt 5 feet from the target, although I'll happily change it if I'm reading that wrong. I'll post the rule in the discussion.

Another arrow, another hole left in its mass as the projectile carves through slime.

The slime is still alive, although it is in critical condition.


”Ardoinel Oreflame” | Male Medium Aiuvarin Dwarf Magus 4 | HP 50/50 | AC 19 | F +10 R +6 W +8 | Perc +6 | Default Exploration ( ?????? ) | Speed 20ft | Active Conditions: None

Ardoinel focuses his energy once more shaping and redirecting the fire within to his hammer.

◆ Recharge Spellstrike

And when ready, strikes at the ooze with his hammer burning bright!

◆◆ Spellstrike (ignition)

Attack: 1d20 + 8 ⇒ (11) + 8 = 19
Damage (Bludgeoning): 1d6 + 3 ⇒ (1) + 3 = 4
Damage (Fire): 3d6 ⇒ (1, 5, 4) = 10


Female Tiefling (Looks like a standard elf but short, has horns hidden by a head scarf) | HP 38/38 | AC 22 | Fort +6; Ref +12; Will +9 | Perc +9 | Rapier +11 1d6+4 Starknife +10 1d4+4 Sneak Attack 1d6 Rogue 4

Resa attacks again with her rapier, still not carrying anything better just yet, but she does try her two attacks at it, hoping to bring it down

to hit: 1d20 + 10 ⇒ (17) + 10 = 27
to damage: 1d6 + 4 ⇒ (3) + 4 = 7
to hit: 1d20 + 5 ⇒ (19) + 5 = 24
to damage: 1d6 + 4 ⇒ (3) + 4 = 7


map

Ardoinel's fiery assault leaves only a few wriggling pieces of the slime still standing, which Resa quickly skewers with her rapier. All that remains now is to clean up the harmless goo left behind.

You all get 40xp for defeating the slime.

Grand Archive

M Hafling(-ish) Alchemist (4) HP 46/46, AC 20/ Saves: Fort +10, Ref +10, W +8/ Perception +8/ Initiative +0/ HL: 1/1/ VV: 3/5 / Hero Point 1/3/ IM 0/1/ CONST. HP 42/42 / AC 19

"Sorry sorry... I splashed you a bit!!" Netkin apologises profusely to Ardoinel and Cerrus.

He swiftly patches the thaumaturge up.

Crafting (Medicine, DC 20): 1d20 + 10 ⇒ (19) + 10 = 29
HP: 2d8 + 10 ⇒ (1, 5) + 10 = 16

Ellaeaanda moves in to treat the rest of his wounds, but quickly takes a step back. "There is little left to treat; and time is on our side. You will recover."

Medicine (DC 20): 1d20 + 10 ⇒ (9) + 10 = 19
HP: 2d8 + 10 ⇒ (7, 5) + 10 = 22

"So are we done with the citadel?" Netkin asks hopefully. "Or do we still have things to do?"


map

By the time Netkin is done patching up the thaumaturge, he is running low on his unguents and balms, and there is not enough left to effectively treat Ardoinel.


Human Male Thaumaturge 3 | HP 38/38 | AC 20 | Fort +8 ; Ref +8 ; Will +7 | Perc +7; Init: +9 | ◆◇↺

I have us at 886 xp if my memory is correct.

Cerrus thanks Netkin for his healing. "Thank you for patching up me up. You were the one who got me back on my feet in the battle, too, right?"

While others are worked one, Cerrus spends a bit of time searching the room for interesting bits and bobs.

Secret Perception check:
1d20 + 7 ⇒ (5) + 7 = 12

After the search, Cerrus realizes that he could still use some rest time to recover. "Perhaps, we should linger here before continuing our search of the Citadel. I believe there was another room past the skeletal guards that we could investigate."


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Elf Investigator 4 | HP 38/38 | AC 20 | Fort +6, Ref +10, Will +11 | Perception +11 (Low-light vision) | 40' speed | Prepared Spells: Void Warp, Light | Focus 1/1 | Investigations - Cinderclaws (how unleash Dahak), Spider Lady | Conditions: That's Odd | ◆◇↺

Ellaeaanda helps to clean up the mess left behind by the slime and surveys the room before turning her attention to the injured. With sure hands she continues treating the wounds that Netkin could not, though not at the same level of skill as the alchemist.

Perception +10. Treat Wounds on Ardoinel and Cerrus using Assurance (for 17 on Medicine via DC 15) and Continual Recovery

Treat Wounds (Ardoinel): 2d8 ⇒ (6, 2) = 8
Treat Wounds (Ardoinel): 2d8 ⇒ (1, 1) = 2
Treat Wounds (Cerrus): 2d8 ⇒ (6, 1) = 7

Just a friendly reminder--if you could all track your current HP in your PC's status line that would help the healers a lot!


”Ardoinel Oreflame” | Male Medium Aiuvarin Dwarf Magus 4 | HP 50/50 | AC 19 | F +10 R +6 W +8 | Perc +6 | Default Exploration ( ?????? ) | Speed 20ft | Active Conditions: None

"Thank you, Ellaeaanda," Ardoinel says as she treats his wounds.

He takes out a cloth from a pocket in his apron and tries to clean some of the slime off his armor, shield and hammer. Then he rehooks the hammer to his belt and draws his sword again.

Then he joins Cerrus in searching the chamber.

Perception: 1d20 + 5 ⇒ (19) + 5 = 24


map

Cerrus

Yes, I also have 886xp

Cerrus and Ardoinel

You see broken armour and weapon racks and forging equipment. But one of the weapons still survives, it is a magical battleaxe lying by a few undigested bones still covered in slime.

Ellaeaanda

You follow Ardoinel's and Cerrus' recovery closely, taking about half an hour cleaning and dreassing their wounds to remove the corrosive material. Thanks to the combined treatment of your care and Netkin's concoctions, the Magus and the Thaumaturge carry on adventuring.


Human Male Thaumaturge 3 | HP 38/38 | AC 20 | Fort +8 ; Ref +8 ; Will +7 | Perc +7; Init: +9 | ◆◇↺

"Hey, Ardoinel. Look at the runes on this battle axe. They seem to be more than decorations. I wonder what they are."

Esoteric Lore to Identify???: 1d20 + 11 - 2 ⇒ (6) + 11 - 2 = 15

@Delta Arena, I know that the four magical tradition skills are usually used to identify. Just curious if you'd permit Esoteric Lore. No worries if not.

Grand Archive

M Hafling(-ish) Alchemist (4) HP 46/46, AC 20/ Saves: Fort +10, Ref +10, W +8/ Perception +8/ Initiative +0/ HL: 1/1/ VV: 3/5 / Hero Point 1/3/ IM 0/1/ CONST. HP 42/42 / AC 19
Ellaeaanda wrote:


Just a friendly reminder--if you could all track your current HP in your PC's status line that would help the healers a lot!

PREACH!!

Help your local doctors by saying where it hurts, and how badly!!! :P

Netkin has a look at the axe as well - out of curiosity if nothing else.

Arcana?: 1d20 + 8 ⇒ (20) + 8 = 28


Elf Investigator 4 | HP 38/38 | AC 20 | Fort +6, Ref +10, Will +11 | Perception +11 (Low-light vision) | 40' speed | Prepared Spells: Void Warp, Light | Focus 1/1 | Investigations - Cinderclaws (how unleash Dahak), Spider Lady | Conditions: That's Odd | ◆◇↺

With softly glowing eyes, Ellaeaanda calmly peers at the axe, opening her mind to see the unseen. “Magical indeed,” she advises her companions while trying to ascertain the exact properties of the item.

Cast Read Aura; everyone gets +2 to Identify Magic on the axe.

Identify Magic:
Arcana/Occultism: 1d20 + 9 + 2 ⇒ (20) + 9 + 2 = 31 If Religion or Nature is relevant instead, subtract 1 from the roll


map

Honestly? It was supposed to be just a +1 Battle Axe, but with all the effort you went through to identify it, I'll make it a +1 Cold Iron Battle Axe

Grand Archive

M Hafling(-ish) Alchemist (4) HP 46/46, AC 20/ Saves: Fort +10, Ref +10, W +8/ Perception +8/ Initiative +0/ HL: 1/1/ VV: 3/5 / Hero Point 1/3/ IM 0/1/ CONST. HP 42/42 / AC 19

"Oh - I don't think I've ever seen a Cold Iron weapon before! I wonder what it's useful against. Anyone wants it?"


Human Male Thaumaturge 3 | HP 38/38 | AC 20 | Fort +8 ; Ref +8 ; Will +7 | Perc +7; Init: +9 | ◆◇↺

"I certainly could use the battle axe. Ardoinel, would you like to lay claim to it?"


”Ardoinel Oreflame” | Male Medium Aiuvarin Dwarf Magus 4 | HP 50/50 | AC 19 | F +10 R +6 W +8 | Perc +6 | Default Exploration ( ?????? ) | Speed 20ft | Active Conditions: None

Ardoinel reverently takes the axe from Cerrus and turns it over in his hands a few times, tracing the runes with his soot-covered fingers and humming a snatch of a Toragdan forge-hymn.

Any obvious style to it? Dwarven? Taldan? Gnomic? Infernal Chelaxian? :P

Once he identifies the style, he holds it back out to Cerrus.

"As much as it's worthy of my father's kin and clan, I think it would serve better in your hands, Cerrus. Its cold-forged head will cleave through demon horn, daemon neck and fey-twisted branch alike."

I'm a sword-guy, through and through.


Female Tiefling (Looks like a standard elf but short, has horns hidden by a head scarf) | HP 38/38 | AC 22 | Fort +6; Ref +12; Will +9 | Perc +9 | Rapier +11 1d6+4 Starknife +10 1d4+4 Sneak Attack 1d6 Rogue 4

"So dwarves really all fight with swords and axes? And how do you know so much about the difference in the different foes?" Resa ask, given her help here had not been much outside of the slimes given her lack of ability to use axes.


”Ardoinel Oreflame” | Male Medium Aiuvarin Dwarf Magus 4 | HP 50/50 | AC 19 | F +10 R +6 W +8 | Perc +6 | Default Exploration ( ?????? ) | Speed 20ft | Active Conditions: None

"And picks and hammers too," Ardoinel replies with a chuckle. "It's less an understanding of the difference between foes and more an understanding of the singular metal."


map

The axe has an elongated head, with a relatively narrow blade at the end of it somewhat of an "L" shape. It's style is not known to Ardoinel, but it is clearly foreign, from beyond Avistan. Casmaron, or Garundi, perhaps.

Grand Archive

M Hafling(-ish) Alchemist (4) HP 46/46, AC 20/ Saves: Fort +10, Ref +10, W +8/ Perception +8/ Initiative +0/ HL: 1/1/ VV: 3/5 / Hero Point 1/3/ IM 0/1/ CONST. HP 42/42 / AC 19

"That's interesting!" Netkin comments, but he makes no move to grab the axe. He's so slight that he'd be much more likely to keel over the second he attempts to lift it.

"So we go back to the skeletons' room?"


”Ardoinel Oreflame” | Male Medium Aiuvarin Dwarf Magus 4 | HP 50/50 | AC 19 | F +10 R +6 W +8 | Perc +6 | Default Exploration ( ?????? ) | Speed 20ft | Active Conditions: None

Remind me, have we cleared the rest of this level apart from harmless residents like Pib and Zarf?


Elf Investigator 4 | HP 38/38 | AC 20 | Fort +6, Ref +10, Will +11 | Perception +11 (Low-light vision) | 40' speed | Prepared Spells: Void Warp, Light | Focus 1/1 | Investigations - Cinderclaws (how unleash Dahak), Spider Lady | Conditions: That's Odd | ◆◇↺

With the axe given to Cerrus, Ellaeaanda nods in agreement with Netkin. “Little remains but the one room we have not yet seen.” She starts walking back towards said room. “Then certain of their safety the Bumblebrashers may feel.”

I believe (?) B15 is the last unexplored room, so let’s go there.


Human Male Thaumaturge 3 | HP 38/38 | AC 20 | Fort +8 ; Ref +8 ; Will +7 | Perc +7; Init: +9 | ◆◇↺

Cerrus nods at Ardoinel in appreciation for the axe. He uses a few practice swings to get used to the new weapon.

"Yes, the room beyond the skeletons has not been visited yet. Unless there is a hidden room we haven't found, that is all that remains."


map

Cerrus, I have added the axe to my copy of your character sheet.

I will assume you head into B15

Past the skeletons lies a room with narrow stone walls filled with coffin-sized compartments that stretch from the floor to the ceiling. Most of these compartments seem to be occupied with shroud-covered bodies, though some of them are conspicuously empty.

Scattered on the floor of the room lie four hellknight helments.

The room is dark, and quiet.

Grand Archive

M Hafling(-ish) Alchemist (4) HP 46/46, AC 20/ Saves: Fort +10, Ref +10, W +8/ Perception +8/ Initiative +0/ HL: 1/1/ VV: 3/5 / Hero Point 1/3/ IM 0/1/ CONST. HP 42/42 / AC 19

"... Do you think they're all gone?" Netkin looks nervously around the room as if something might jump him.

Perception: 1d20 + 7 ⇒ (14) + 7 = 21


Human Male Thaumaturge 3 | HP 38/38 | AC 20 | Fort +8 ; Ref +8 ; Will +7 | Perc +7; Init: +9 | ◆◇↺

Cerrus accompanies Netkin in a search of the room. "Perhaps, the Hellknights left behind treasures that can aid us as we travel back on Voz's trail."

Secret Perception:
1d20 + 7 ⇒ (19) + 7 = 26


Elf Investigator 4 | HP 38/38 | AC 20 | Fort +6, Ref +10, Will +11 | Perception +11 (Low-light vision) | 40' speed | Prepared Spells: Void Warp, Light | Focus 1/1 | Investigations - Cinderclaws (how unleash Dahak), Spider Lady | Conditions: That's Odd | ◆◇↺

Ellaeaanda solemnly shakes her head when Cerrus talks about gaining treasures from this room. “Disturb not the dead, lest they disturb you. Already left her mark Voz has, I fear.” The elf incants another orb of light to brighten the room and focuses her investigation on the empty compartments.

Perception: 1d20 + 10 ⇒ (17) + 10 = 27

How many compartments are empty? Can she tell if the helmets belong to certain compartments?


Female Tiefling (Looks like a standard elf but short, has horns hidden by a head scarf) | HP 38/38 | AC 22 | Fort +6; Ref +12; Will +9 | Perc +9 | Rapier +11 1d6+4 Starknife +10 1d4+4 Sneak Attack 1d6 Rogue 4

Resa keeps to herself when it comes to the dead, her unease around them clear. She had seen many dead in her life, but it was newly dead, or else worse, risen dead. Neither of which anyone would wish to view, so this place of rest was making her itch to get out.

" Or we could just make sure nothing is here, and quickly leave. Respectfully of course." Her nervous voice perhaps echoed in the room


map

There room is quiet and there seems to be no treasure among these bones.

Empty compartments, there are four. These four compartments, unlike the occupied ones, also have carved runes along the edges of the burial niches. The runes match those of the ward Resa deactivated, and seem to be unactive.

It is impossible to tell which of the four helmets belonged to which compartment.

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