Male Elf Rogue 4
perception: 1d20 + 10 ⇒ (17) + 10 = 27 Merisiel does a double take of one of the statues over his shoulder, with the feeling he's being watched. perception: 1d20 + 10 ⇒ (17) + 10 = 27 In searching the store room, Merisiel finds some blood on a needle. He points out both it and the fact that it's neither fresh nor old, to the others. perception: 1d20 + 10 ⇒ (18) + 10 = 28 Finally coming to the last room and finding it locked, Merisiel listens at the door but hears nothing, and sets to work taking his time picking the lock. taking 20 for a 33
Male Elf Rogue 4
"Arlend Hyve is the man we were supposed to contact regarding that other book, the Necronomicon, so I suggest we start there and some of us track him down as soon as possible," Merisiel says. "Maybe we should split up? Two of us can get the necessary magic and stay and review this book and as well as the other books and notes we found, and the rest of us can find Hyve."
Male Elf Rogue 4
Merisiel takes the ancient tome, but resists opening until under what passes for the sun in Carrion Hill. "Alright, all, I'm a bit confused, so let's clear something up. Whatever it is that did that destruction upstairs and left this trail of slime clearly came from here, and would appear to have been summoned in this . . . place. But where did it go? Did anyone notice any trails leading off in other directions upstairs? I can't imagine it would be difficult to track this thing, whatever it is."
Male Elf Rogue 4
"Not much of a standoff, really," Merisiel says, "since I don't think they pose much of a threat to us. I imagine there just waiting to see what we do, and where they'll have to defend themselves." "Like I said, I say we leave 'em and continue on. We have bigger things to find." With that, Mirisiel turns and leaves the room, tapping Sorin on the shoulder as he goes.
Male Elf Rogue 4
Merisiel enters the house, or the ruins of what once was a house, to see if he can find an entrance from where the monstrosity burst forth. Fort Save: 1d20 + 4 ⇒ (2) + 4 = 6 Perception: 1d20 + 10 ⇒ (16) + 10 = 26 As soon as he enters the house, however, a wave of nausea overcomes him. Take off a -2 on the perception check due to being sickened, and let me know how long the effect lasts. Thanks.
Male Elf Rogue 4
I've cut & pasted info from the Merisiel PFS preen sheet into the profile, and reformatted some of it to be easier for me to find. Just a thought - if we're going to have this wrapped up by January 4th, we're going to have to post at a fairly blistering pace since this is a full adventure and not just a scenario, right?
About IdiahIdiah "Four Fingers" At first glance: Idiah is a tall woman, about 5.5 in her stocking feet. She certainly isn't petite, but her full figure is pure muscle, not fat. You can hear her boistrous laugh from across a crowded tavern. She has a tan complexion and curly black hair that she wears pulled back in a loose knott, and a smiling face that seems to promise mischief. In town she wears a plain blouse and faded patchwork skirt with flounces that resemble those worn by Varisian women. She doesn't wear her armor in town unless she knows there will be trouble, but there is always a small hand axe holstered to her wide belt. On the road she wears scale mail she keeps in good repair and has two flails holstered to her belt, as well as a bow strapped across her back and a quiver of arrows at her hip. All her gear looks worn but well cared for. On a closer look: The flails have certainly seen use; there are flecks on them that may be rust, if you are unimaginative. Although Idiah's mouth may be smiling there are deep creases around her lips that aren't laugh lines. Her eyes may be twinkling, but they shift constantly, on alert, and the darkness beneath them isn't just from Katapeshi eye-liner. When she's nervous she rubs her left hand; oddly, she wears tan leather gloves both indoors and outdoors...you're not sure, but the ring finger of the left glove looks empty.
Backstory
Spoiler:
Idiah’s dark eyes reflect a life filled with pain and loss, and few memories of a tender hand or kind word. She once knew the love of a mother and father, but they were killed in the goblinoid wars; she was sent with other Isgeri orphans to the Sisterhood of the Golden Erinyes. The terrifying “devil nuns” said she was too ugly and clumsy to amount to anything, but between their mockery and daily beatings Idiah swore to herself that she would never be bound to the sisters or what they wanted her to become. When she was older and stronger she ran; she joind up with other refugees on the road to Elidir and begged in the streets. She grew up too fast and discovered that, although the nuns had called her ugly, it didn’t take great beauty to enter the world’s oldest profession. Desperate for love, she fell in with Bo, a soldier in Isger’s small army, and became a camp follower. Bo thought it was amusing to let her wear his armor and “train” with his weapons, but when she proved a better fighter than he, thanks to the nuns’ conditioning, and enlisted to be with him, their relationship fell apart. Idiah hated the control and discipline of army life, and the lecherous captain who tried to take advantage of her, but she stayed because of Bo, who had once promised to marry her. That day never came. While guarding the northern caravan route their patrol was attacked by bandits, who killed everyone, including Bo, and took Idiah captive. They took her to their mountain stronghold and chopped off her finger as proof for a ransom. “Take the ring finger, I won’t need it now,” she said, and didn’t cry when they chopped it off at the knuckle. The ransom will never come, she thought. The army’s talk of brotherhood doesn’t extend to enlisted camp-followers. The nuns had used her; Bo had used her; the army had used her; now the bandits were trying to use her. She had had enough. When the bandit chief came into the tent to take the severed finger, she picked up a flail in each hand from the pile of stolen weapons. “This is for Bo!” she shouted. “And this is from me!” Before her shocked guards could do anything the bandit chief lay dead at Idiah’s feet. They doubled her guard; the ransom note and finger were sent anyway. No ransom was paid, but word came that Idiah was going to be tried in absentia for treason: the garrison captain, whose advances she had turned down when she was engaged to Bo, accused her of being a spy for Molthune. Idiah learned that the bandits received aid and funding from Molthune. Since she couldn’t go back to the army she decided to stay. Her knowledge of the local patrols helped the bandits succeed, and they taught her how to survive the treacherous mountains. They admired her bravery and called her “Four Fingers,” or just “Fingers,” for short. With her help they even raided a hellknight patrol from Cheliax. That turned out to be a big mistake. The hellknight attack drew Elidir’s attention; Steward Hedvend VI was determined to “smoke ’em out.” Idiah ran again; with the bandits’ contacts in Molthune, she decided to go to Molthune and hire herself out as a mercenary. With enough coin, she hopes to make a new life for herself. But the missing finger of her left hand is a constant reminder of the lives she has already lost. Spoiler:
Human Fighter 1 CG Medium humanoid (human) Init +3; Senses Listen +3, Spot +3 -------------------------------------- DEFENSE -------------------------------------- AC 17, touch 13, flat-footed 14 (armor +4) hp 12 (1d10+1) Fort +4, Ref +3, Will +1 (+3 vs. fear) -------------------------------------- OFFENSE -------------------------------------- Speed 20 ft Melee Flail (attack +3, damage 1d8+2, 20/x2, bludgeon) or flail (off hand) (attack +2, damage 1d8+1, 20/x2) or throwing axe (attack +3, damage 1d6+2, 20/x2, range 10 ft., pierce) Ranged Shortbow (attack +4, damage 1d6, 20/x3, range 60 ft., pierce) or throwing axe (attack +4, damage 1d6, 20/x2, range 10 ft., pierce) Special Attacks trip w/flail Special Qualities xx Spells Known NA -------------------------------------- STATISTICS -------------------------------------- Str 14 (+2), Dex 16 (+3), Con 14 (+2), Int 12 (+1), Wis 12 (+1), Cha 10 (+0) Base Atk +1; Grapple +3 Feats Alertness, Two-weapon fighting, Two-weapon defense, Weapon Focus: flail Skills(Armor check penalty factored in) Climb 4 ranks+4; Handle Animal 2 ranks+2; Intimidate 2 ranks +2; Jump 4 ranks+2; Ride 2 ranks +7; Swim 4 ranks +2. Traits Courageous (+2 trait bonus on save vs. fear effects) Languages Taldane (common), Infernal Gear Traveler's outfit, scale mail, backpack, waterskin, rations (2 days), bedroll, flint/steel, torch, hemp rope 50ft., climber's kit, tent, quiver w/20 arrows, 35 gp. XP 50 (or was that a joke, Sharoth?); Next Level 1,000 |
