Human Investigator (antiquarian) 1; Init +2; Perception +5 (+6 vs. traps); hp 9/9; AC 15/T 12/FF 13; CMD 12; Fort +1; Ref +4; Will +3
Jera moves to the door and starts to close it, looking at Mikkitar. "Get in here! Unless you've got something to deal with invisibility, we need to close this so they can't just leave!"
Human Investigator (antiquarian) 1; Init +2; Perception +5 (+6 vs. traps); hp 9/9; AC 15/T 12/FF 13; CMD 12; Fort +1; Ref +4; Will +3
Jera advances cautiously into the room with his lantern, keeping an eye and an ear open for any signs of inhabitants.
Human Investigator (antiquarian) 1; Init +2; Perception +5 (+6 vs. traps); hp 9/9; AC 15/T 12/FF 13; CMD 12; Fort +1; Ref +4; Will +3
Jera nods in agreement with Nocki's suggestion. "How close to the tavern do we want to get? They'll probably be pretty paranoid about people trying to investigate them."
Human Investigator (antiquarian) 1; Init +2; Perception +5 (+6 vs. traps); hp 9/9; AC 15/T 12/FF 13; CMD 12; Fort +1; Ref +4; Will +3
Jera does his best to appear nonthreatening, keeping his hands away from his weapons and backing up what the others have said.
Human Investigator (antiquarian) 1; Init +2; Perception +5 (+6 vs. traps); hp 9/9; AC 15/T 12/FF 13; CMD 12; Fort +1; Ref +4; Will +3
Jera moves out of the tent with the others. Much of the exchange with Zograthy having gone over his head, Jera tries to parse what he's learned.
Human Investigator (antiquarian) 1; Init +2; Perception +5 (+6 vs. traps); hp 9/9; AC 15/T 12/FF 13; CMD 12; Fort +1; Ref +4; Will +3
Jera remains mostly quiet, thinking about the new information. He speaks up only briefly.
Human Investigator (antiquarian) 1; Init +2; Perception +5 (+6 vs. traps); hp 9/9; AC 15/T 12/FF 13; CMD 12; Fort +1; Ref +4; Will +3
Jera hastily tries to explain further. "Once we figured out the correct combination of letters to open the box, it triggered a trap that summoned a pair of minor extraplanar creatures that did... this." He gestures to the chaos around the room. "We dispatched them, and the magic that called them here sent them back."
Human Investigator (antiquarian) 1; Init +2; Perception +5 (+6 vs. traps); hp 9/9; AC 15/T 12/FF 13; CMD 12; Fort +1; Ref +4; Will +3
Rereading the description of Inspiration, I can add a d6 to all of my Knowledge, Spellcraft, & Linguistics checks without expending a use of inspiration, so I'll do that in the future. (It looks like I made all the checks anyway, so it's not super important.)
Human Investigator (antiquarian) 1; Init +2; Perception +5 (+6 vs. traps); hp 9/9; AC 15/T 12/FF 13; CMD 12; Fort +1; Ref +4; Will +3
"Well, Lucre would be my guess if this is some kind of treasure box. I wonder if the letter runes could be swapped with the wrath runes on different sides of the box... Unless anyone has any other ideas as to how to arrange cruel?"
Human Investigator (antiquarian) 1; Init +2; Perception +5 (+6 vs. traps); hp 9/9; AC 15/T 12/FF 13; CMD 12; Fort +1; Ref +4; Will +3
Know. Dungeoneering: 1d20 + 7 ⇒ (10) + 7 = 17
Human Investigator (antiquarian) 1; Init +2; Perception +5 (+6 vs. traps); hp 9/9; AC 15/T 12/FF 13; CMD 12; Fort +1; Ref +4; Will +3
Jera graciously accepts the water.
Human Investigator (antiquarian) 1; Init +2; Perception +5 (+6 vs. traps); hp 9/9; AC 15/T 12/FF 13; CMD 12; Fort +1; Ref +4; Will +3
Jera nods and smiles politely to Roger as he shows Jera in.
Human Investigator (antiquarian) 1; Init +2; Perception +5 (+6 vs. traps); hp 9/9; AC 15/T 12/FF 13; CMD 12; Fort +1; Ref +4; Will +3
Jera has been staying in an inn near to Heidmarch Manor. He spent the few days prior to receiving the letter taking in the sights of the city and getting the lay of this strange, new land. Mostly, he was just trying put his thoughts away from the Pathfinder Society and the relative dismissiveness Venture-Captain Heidmarch had treated him with in their first meeting. When he receives the letter, Jera's mind cannot help but race with possibilities as to what his first assignment could be, to the point where he is practically bouncing with anticipation when he arrives.
Human Investigator (antiquarian) 1; Init +2; Perception +5 (+6 vs. traps); hp 9/9; AC 15/T 12/FF 13; CMD 12; Fort +1; Ref +4; Will +3
Oops, I forgot about background skills entirely. Changed some skills around.
Human Investigator (antiquarian) 1; Init +2; Perception +5 (+6 vs. traps); hp 9/9; AC 15/T 12/FF 13; CMD 12; Fort +1; Ref +4; Will +3
Hello everyone! Looking forward to playing. :)
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