Caroliss Minerran

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96 posts. Alias of Jayson MF Kip.


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Everything I want to play is PFS Legal.

Kudos, PFS Leadership.


Map!

Chronicles are here!

Let me know if anything is out of order.

Thanks for playing!

Any feedback would be appreciated.


Map!

VC Besnik seems quite pleased.

"I knew you would triumph! Just goes to show I picked the right Pathfinders to seek out adventure while unknown dangers lurked. There could have been almost anything there! I'll contact are allies in the Five Kings Mountains to see about getting the crypt reconsecrated. Go and rest while I put our report together for the Ten. Surely, this addition to the Chronicles will put Uscalin Lodge on the map."

When he notices the blade and the remains of the Akina Yohanatatsu, he takes a slightly more serious tone.

“Though I may joke about the crusaders, they play a vital part in the service of good. You, too, have done important work today. You have removed a pressing danger and helped the spirit of an ancient hero find rest. Well done, Pathfinders. I hope you are as proud of yourselves as I am of you.”

Kivuli wrote:
“Do you know any more of the god they worshiped?"

"At first glance," he says, turning the kukri that you recovered in his hand, "I would guess it's Nulgreth- -orc god of bloodletting. I don't know too much about the details of his faith, honestly, but this symbol on the hilt is his unholy symbol. I'll be sure to include this in the report to the Ten."

"Anything else? If not, get some rest. You've earned it!" He says with a wide smile.


Map!

I did not realize how much a regular work schedule affected ability to update. (Its Spring Break this week, so I'm off.)

I should have an update sometime tonight or tomorrow, and will get chronicles sent shortly thereafter. I'll post them as PDFs on a Google drive, if that works for everyone?


Map!

At this point, you are clear of the orc squatters who have begun using this dwarven crypt as a makeshift base. You've obtained the skeleton of Akina Yohanatatsu, interred in haste during an ongoing war, and can respectfully grant her her final rest with no interruptions.

The trip back to Lastwall is uneventful.

Upon returning to the Uscalin Lodge, Venture-Captain Besnik awakes from a bit of reverie, instantly excited to hear good news. A new addition to his office is a map of Avistan with (among other places) the location you just explored in Belkzen circled.

"Any luck? Find anything worthy of the Chronicles?"


Map!

The room to the north has a statue in the northwest corner that has been battered beyond recognition. In the southwest corner, a pair or orc corpses lie haphazardly abandoned.

Kivuli's first glance notices a bit of motion inside of the top orc on the pile just before a handful of bugs burst out in a gruesome display...

Kivuli Reflex Save: 1d20 + 9 ⇒ (10) + 9 = 19

...but he deftly maneuvers away from the infestation of rot grubs, and the group can get their insect-stomping on before the bugs burrow into anyone. (It's not a swarm's worth...just about a half-dozen).

DC 15 Heal or DC 13 Knowledge Nature:
These rot grubs are an infestation- -parasites that feed on the blood of living bodies. The parasites are the cause of death for the top orc. The bottom orc shows signs of rot grub damage, but also sports a wound from a bolt and traces of malyass root paste. It is likely that both poison and rot grubs contributed to its untimely demise.

To speed us through (more-or-less) empty rooms:

The room to the east (labelled A) is another abandoned bedroom. The scent of phosphorus and sulfur hanging in the air, combined with the single singed bedroll suggests that this once was the room that the orc cheftainess called her own before they managed to open the vault room where you fought her. All of the possessions here are charred and worthless.

The room to the north (labelled B) is strewn with pottery chips, broken stone, and glass shards. Several jagged stone structures likely once were display cases, now stand like manufactured stalagmites. The statue on the dais in the northernmost corner has been shattered, and now only displays two dwarven boots.


Map!

Carefully proceeding down the hallway leads to another room being used as a makeshift bedroom for three orcs. One dingy bedroll conceals some moldy rations (including a half-eaten bar of chocolate carefully wrapped in gold foil (carefully wrapped for an orc, at least)), but otherwise this room is empty.


Map!

Knowledge (Nature or Engineering) DC 11:
The source of water filling this spring has dried out. More recent drilling has tapped into a less ideal pocket of water.

A few castings of purify will provide enough water to drink and refill waterskins, but the source itself seems to be tainted.


Map!

The party respectfully loads the Shizuran Paladin corpse into the wagon, doing their best to fix it for road use.

Not going to worry about the wagon for now.

Heading north from the room with the sarcophagus and katana, a small room to the right is filled with clearly tainted water. The humid air is heavy with the smell of stagnant water.

Besides the tainted spring, the room is empty.


Map!

Just a post to let you know that I'm still following along. I'm going to let you guys continue deciding how to approach this.

You would know that either of the two options for funerary rites would be appropriate- -one befits her faith, the other her station.


Map!

Dotting for Inactivity.

Can we set this one to "completed?"


Map!

Inside the sarcophagus is an elf skeleton, interred in the fragile remains of lamellar armor. A badly damaged book lays at the side of the skeleton.

Wedged inside the front cover is a note written on one side in Dwarven, the other side in common.

"Akina Yohanatatsu, daughter of the western continent and sister to the crusade. May she find rest in the House of Torag. 4 Desnus 3771"

DC 10 Linguistics or Able to read Dwarven:
The Dwarven text is an exact translation of the Common text. It seems the dwarves intended for someone to find this body later.

The book appears to be written in a dialect of Elven, despite its Tien calligraphy. Eldon, upon casual inspection, would be able to discern that it is a Shizuran holy text. Notably, a section details traditional funerary rites and prayers for the faithful.

DC 14 Knowlege (Religion):
Shizuran tradition is to cremate the body on a pyre under the midday sun, then distribute the ashes to the deceased’s descendants.

DC 18 Knowledge (Religion):
Lastwall’s tradition is to cremate the entire body save the skull, which is etched with the name and dates of birth and death then placed in The Ossuaries of the Fallen in Vigil.

Any of the above checks successful:
In the heat of the battle, the crusader was interred where her body could be safe- -a nearby dwarven family crypt- -with the intention to give a more proper service to the slain crusader after the crusade was complete. Either a service befitting her faith or a service befitting her status as a crusader would be more appropriate.


Map!

Orophin detects the faint aura of abjuration that seems to be quickly fading. By the time the detect magic expires, the aura has faded to nothing.


Map!

The only "trap" on this blade is the negative level it imparts to evil creatures.

Crios can, with a bit of effort, remove the pitons attaching the blade to the wall. The blade is not in perfect condition, but its make is certainly Minkaian.

It is a +1 holy katana with the broken condition.

Removing the blade causes a faint, yet audible, click to occur in the sarcophagus. The ensuing moment of tension is met with silence, however.


Map!

The blade does radiate magic!

Spellcraft DC 22:
The blade is a +1 holy katana. Knowing this, you suspect it's ability to impart negative levels has kept it out of the hands of orcs.

It is certainly fair to assume this blade- -unlike anything else you've seen- -is likely one of the Yohanatatsu's. It does show signs of famahe, as the poem suggested.


Map!

This room contains little else than broken weapons and the
eye-watering stench of fouled smallclothes.

The haphazard piling of them suggest that even the orcs didn't want to go too far into this room. The uneven mound shallows out towards the entrance to the far west end.

Fast-forwarding to the next room. (Bottom left-corner room).

This room appears to be untouched by the orcs, but for fear or another cause is impossible to discern. The southernmost wall has an inscription of a sun carved into the wall, with a katana attached with pitons bisecting it.

DC 20 Know(Religion):
The holy symbol of Shizuru is a katana across a red sun.

The katana itself shows a lot of dust on the blade, with less (but still a significant amount) on the hilt. Beneath the inscription is a plainly decorated sarcophagus.


Map!

I will do my best to get an update sometime today, but work is a bit hectic right now.

If I cannot get an update this afternoon, I will be sure to get one tomorrow.


Map!

Kivuli's estoc finally manages to put out the fire- -though perhaps not in the manner he had hoped- -her last breath exhaling in an explosion of flame and dead orc flesh.

From what it looks like, this would hit Crios, Waki, and Kivuli.

Parting Fire Blast: 3d6 + 6 ⇒ (1, 5, 6) + 6 = 18


Map!

Assuming that happens, to smooth things along:

Orophin casts create water above the orc, which stymies the flames in a small spot on her body for a brief moment, the flames quickly reignite.


Map!

The dead orc and the unconscious orc each have the following gear (as there are two instances of each item, you can attempt each of these spellcraft rolls twice):

Scroll, DC 18 Spellcraft:
scroll of cat's grace

Scroll, DC 18 Spellcraft:
scroll of glitterdust

Wand, DC 16 Spellcraft:
wand of cure light wounds

Cloak, DC 20 Spellcraft:
cloak of resistance, +1

The burning chieftainess has a similar cloak, though the embroidery around the outside is significantly finer.

Between the two of them and their belongings in the room, there are also 2 masterwork chain shirts, 2 masterwork scimitars, 2 masterwork drums, and 12 javelins.

The orc warleader continues to radiate flame. Her armor detects as magical, as does a single potion at her belt.

The Chieftainess's Armor, Spellcraft DC 23:
+1 human-defiant (bone) studded leather

Note: While the orc's body burns, removing her armor will cause 3 points of fire damage each round. It will take one character 1 minute or two characters 5 rounds.

Potion, DC 16 Spellcraft:
potion of cure light wounds

You have one orc corpse, one unconscious orc, and one unconscious orc that is on fire. What do you do?


Map!

Feeling around on the smoldering orc chieftainess finds that she is very hot to the touch. 3 points of fire damage for each round you spend fiddling with her body.

She has a suit of studded leather with bone chips where metal rivets would normally be (which detects as magical), as well as a leather glove that is lined with jagged chunks of obsidian (masterwork cestus).

More updates to come in a few hours...


Map!

@Eldon: Evasion does not apply. The Reflex save was to keep from catching fire.

Waki's strike draws blood from the last upright orc, who collapses in a heap in the corner. It's just a decorative +1 kukri.

Stabilization: 1d20 - 1 ⇒ (19) - 1 = 18

As the haze of battles lifts, there is one dead orc (Zurgo) while the other drummer (Thrash) lies unconscious in the corner.

The orc leader (Shirish) continues to smolder in the center of the room, both unconscious and stable.


Map!

Crios pounds the orc into submission, while Orophin keeps the life from slipping out of her completely.

Sense Motive DC 20:
The one upright orc seems to be eyeing the exit, hoping for a chance to escape. You get the sense that he is now only fighting because he is cornered.


Map!

Crios's first attack knocks Shirish to the ground! While she lies unconscious her body continues to smolder.

In case you'd like to hold the second attack, you have the option.


Map!

Eldon thrusts his rapier into the growing flame but fails to make purchase.

"YOU ARE ASH," she sneers, more a statement than a threat as she completes her delivery.

Touch!: 1d20 + 11 + 1 ⇒ (19) + 11 + 1 = 31 for Fire Damage: 4d6 + 6 + 1 ⇒ (4, 4, 2, 3) + 6 + 1 = 20 (x1.5) = 30 fire damage.

Eldon Reflex Save: 1d20 + 10 ⇒ (15) + 10 = 25

While painful, Eldon manages to quell the aftermath of the fire before his clothing catches.

Conditions:

Kivuli: Healed to full
Waki: Healed to full
Eldon: 30 damage (unless you have fire resistance?), shaken
Necress: Healed to full
Thrash: 23 damage
Shirish: 41 damage
Zurgo: Unconscious

bless is active.

GM INFO:
4 burn, inspire courage

Up Next: Everyone!


Map!

Will Save v. Command: 1d20 ⇒ 20

Perhaps something is lost in translation, but Necress's silent pleas for the enemies to lie down go unheard.

With a look of embarrassment at being caught off-guard, Thrash steps back into the corner and beings drumming, using his fist against his breastplate in absence of an actual instrument. He draws a scimitar and holds it out menacingly, in hopes to gain quarter.

The drumming only seems to anger the burning orc, Shirish, as the expression on her face seems to morph into a terrible charred skeleton face, with blast marks surrounding her charred eye sockets that seem to look more through than at Eldon.

Eldon, Will Save v. Fear, (incl. bless): 1d20 + 4 + 1 ⇒ (10) + 4 + 1 = 15 You will be shaken for 1 round.

”FLAME CONSUMES ALL AND I ALONE ARE REBORN,” she sneers in broken Common.

Undaunted by her unconscious ally lying at her side, she stands over his body, her flames amplifying twofold and filling the area around with the unsettlingly sweet smell of cooking meat. The raging inferno seems to coalesce in her hand as she winds up to throw a gout of it at Eldon.

This will provoke from Eldon (who is shaken).

Up Next: Attack of Opportunity, Eldon


Map!

So, this weekend turned out to be pretty busy. I do apologize.

It gave you guys a chance to discuss the finer points of casting silent spells, so there's that.

Update to come.


Map!

Fortification, Low Negates: 1d100 ⇒ 10

As Waki spends a moment remembering a time before the tinnitus, Orophin moves to assuage the physical wounding.

Crios makes a solid hit on the orc on fire (who does not have any metal gear, for the record).

Eldon silences Zurgo with a bit of quick arcane rapierwork, but finds making precise strikes difficult on the orc wreathed in flame.

Conditions:

Kivuli: Healed to full, stunned
Waki: 7 Healed to full, stunned
Eldon: Healed to full
Necress: Healed to full
Thrash: 23 damage
Shirish: 41 damage
Zurgo: Unconscious

bless is active.

Up Next (Round 1): Necress, Kivuli (Stunned)


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Map!

Kivuli: Your critical hit confirmed, turning your normal attack (1d6+5) into the critical version (double that- -2d6+10). You don't get both.

Quickly met with overwhelming numbers, the injured orc seems to react the only way he knows how, by screaming. Taking a step back, he waves his hands a little, amplifying the sound to painful levels!

Spellcraft DC 17:
The orc is casting sound burst.

Kivuli, Eldon, Waki, and Necress each suffer 1d8 ⇒ 7 sonic damage!

Fort Saves:

Kivuli Fort: 1d20 + 3 ⇒ (6) + 3 = 9
Eldon Fort: 1d20 + 6 ⇒ (14) + 6 = 20
Waki Fort: 1d20 + 3 ⇒ (2) + 3 = 5
Necress Fort: 1d20 + 4 ⇒ (12) + 4 = 16

From what I can find, it seems like the sonic damage would still apply to Necress...

Sonic: Sonic effects transmit energy to the target through frequent oscillations of pressure through the air, water, or ground. Sounds that are too high or too low for the humanoid ear to detect can still transmit enough energy to cause harm, which means that these effects can even affect deafened creatures. Sound effects can cause hit point damage, deafness, dizziness, nausea, pain, shortness of breath, and temporary blindness, and can detect creatures using batlike echolocation.

The overwhelming quantity of noise leaves Kivuli and Waki a bit worse for wear. You are stunned for one round.

Conditions:

Kivuli: 7 damage, stunned
Waki: 7 damage, stunned
Eldon: 7 damage
Necress: 7 damage
Thrash: 23 damage
Shirish: 6 damage

bless is active.

Up Next (Round 1): Everyone!


Map!

Yeah, surprise rounds are limited to a single move or standard action. A 5-foot step and a swift action are both fair game. Kivuli was in the doorway, so could likely do a "partial charge" for his action.

Charge rules:
Movement During a Charge: You must move before your attack, not after. You must move at least 10 feet (2 squares) and may move up to double your speed directly toward the designated opponent. If you move a distance equal to your speed or less, you can also draw a weapon during a charge attack if your base attack bonus is at least +1.

You must have a clear path toward the opponent, and nothing can hinder your movement (such as difficult terrain or obstacles). You must move to the closest space from which you can attack the opponent. If this space is occupied or otherwise blocked, you can't charge. If any line from your starting space to the ending space passes through a square that blocks movement, slows movement, or contains a creature (even an ally), you can't charge. Helpless creatures don't stop a charge.

If you don't have line of sight to the opponent at the start of your turn, you can't charge that opponent.

You can't take a 5-foot step in the same round as a charge.

If you are able to take only a standard action on your turn, you can still charge, but you are only allowed to move up to your speed (instead of up to double your speed) and you cannot draw a weapon unless you possess the Quick Draw feat. You can't use this option unless you are restricted to taking only a standard action on your turn.

We'll skip your 'regular initative' action for now, Crios.

Orophin casts bless, as Kivuli darts inward, plunging his blade a good seven inches into the nearest orc's sternum.

Waki moves to set up a flank, and Crios blasts the burning orc lady with his staff.


Conditions:

Kivuli: Charged (-2 AC)
Thrash: 23 damage
Shirish: 6 damage

bless is active.

Up Next (Surprise Round): Eldon & Necress!


Map!

Enemy Perceptions:

Shirish: 1d20 + 7 ⇒ (14) + 7 = 21
Zurgo: 1d20 + 6 ⇒ (7) + 6 = 13
Thrash: 1d20 + 6 ⇒ (20) + 6 = 26

Eldon opens the door as quietly as he can. The party looks in and sees a pair of orcs sit on either side of what appears to be a female orc that is on fire. The leftmost orc seems to be cooking a stirge on a skewer simply by holding it next to her. He wears a scimitar in a shoddy scabbard and sits on a large drum. The one to the right is scraping some unintelligible mark into the floor as he looks up at the newly opened door and asks impatiently, "Приносили ли вы обед?" Seeing the influx of light and shadows in the background, he shouts to his left, "Королева! Zrugo!" Seemingly hoping to get the attention of his compatriots.

Orc:
"You bring more food?" followed by "Queen! Zurgo!"

The party has a surprise round! Thrash gets to react.

Initiatives:

Crios: 1d20 + 5 ⇒ (13) + 5 = 18
Eldon: 1d20 + 6 ⇒ (15) + 6 = 21
Kivuli: 1d20 + 6 ⇒ (16) + 6 = 22
Necress: 1d20 - 2 ⇒ (18) - 2 = 16
Orophin: 1d20 + 1 ⇒ (19) + 1 = 20
Waki: 1d20 + 6 ⇒ (11) + 6 = 17

Shirish: 1d20 + 3 ⇒ (2) + 3 = 5
Zurgo: 1d20 + 1 ⇒ (11) + 1 = 12
Thrash: 1d20 + 1 ⇒ (15) + 1 = 16

So much for individual rolls to split up the party. I'll have Necress join the main group for ease-of-combat purposes.

As the party is bunched up in initiative, for simplicity purposes, we will resolve actions in post order. It's a surprise round, so you are limited to a move or standard action.

Surprise Round: Everyone!


Map!

Inspection shows that while this door shows signs of forced entry, the damage to the locking mechanism seems ancient compared to several more recent dents and dings. Intricate dwarven designs of a family of dwarves have been damaged by a combination of blunt force and application of fire to the point where only one is still recognizable.

Knowledge (Religion) DC 20:
The one dwarf that can be recognized despite the damage is the goddess Angradd, daughter of Torag. It is likely that the entire family of Torag once was displayed on this door- -the majority of the dwarven pantheon.

Eldon:
You hear faint sounds behind the door. Barely audible, you can't make any sense of it, but there certainly seems to be some life in the room.

The door itself contains an arrow trap but has long since ran out of ammunition.

Kivuli:
The door contains an arrow trap, but has long since ran out of ammunition.


Map!

It seems like the party intends on regrouping and re-assessing your plan. I'll let you have a chance to make that decision. When you're ready to explore something new or desire any clarifications from me, please let me know.


Map!

While you cannot read the script, you do notice a few symbols repeated over and over again to make the same words.

A statue in the eastern end of the room appears to be...rotting?

Knowledge (Arcana) DC 18:
The 'rotting' statue is a (badly) taxidermied rock hydra.

Not really in a great place for me to edit the map. Expect a more detailed update tomorrow.


Map!

To the south of Eldon and Waki is a room with a handful of Dwarven carvings on the opposite wall. From this distance, you can make out little.

Can anyone read Dwarven?

Kivuli's inspection of the steel door shows that it was forced open at one point, but now simply is closed. The latch that once locked the door is disassembled, and lies discarded next to an axe trap that was disabled long ago.


Map!

The room Eldon is in is empty.


Map!

Close inspection shows that all of the traps are inoperative. Some are disabled- -belts are snapped and gears removed from a couple of hidden ballista. Others have been triggered and are in need of repair. In the northwest corner loose flagstone reveals purple-stained vents that likely once spewed poisonous gas but now just seep clean air.

Nothing in the room of traps detects as magical.


Map!

The room south of Eldon is empty. It was perhaps once a storeroom, judging by the scuff marks on the stone that may have been made by large crates. Currently, the room is bare.


Map!

Forewarning:

The aforementioned convention starts tomorrow. While I expect no issue tomorrow or Friday (as I still have to work, and can update pretty easily during), Saturday and Sunday will be pretty hit-or-miss.

That said, business as usual.

Also, any feedback would be appreciated. I'm still a little green as far as the GM side of PbP goes, so any suggestions or criticisms would be welcome.


Map!

The kukri can be removed easily enough- -Orophin's inspection shows it to be a +1 kukri, though the ornate handle makes it worth significantly more as a display piece.

Kivuli, acting as pointman, sees a room full of traps- -somewhere between six and eight of them- -some triggered, some disabled. A heavy steel door closes off a passageway to the south.


Map!

Heading south from the room with the pool, the party passes through a room with a singular statue of a dwarven man strangling a snake. A single faintly-glowing kukri is jabbed into the heart of the statue. Dwarven script circles the base.

Knowledge (Religion) DC 20 or able to read Dwarven:
The statue depicts Kols, one of Torag's sons, demigod of duty. The inscription retells a tale where Kols successfully turned Droskar into a snake and nearly strangled him before Droskar slipped away.

The blade seems to be a more recent act of vandalism, and is in remarkably good shape, considering it's been jabbed into a solid stone statue. It's handle is made of bloodstone and has stitching reminiscent of the holy symbol of Nulgreth (which the party identified in the room with the stirges).

Further south (in the room where Eldon is currently on the map), is an empty storeroom. A passage leads south from this room.

A hallway from the room with the statue leads further east, opening into another room.


Map!

Peering into the room with the dais and blue glowing skull, Waki (and anyone else) sees a wagon with a broken axle parked haphazardly behind it. Crates with similar logos to the satchel you found in the last room spill off its back end. Upon closer review, each crate has been pried open and ransacked. A battered ledger is wedged in a compartment.

Varisian:
Incomplete ledgers detail a caravan route from Magnimar in Varisia to Vigil in Lastwall. The owner of the caravan appears to be a Varisian man named Sandru Vishki. Whether or not he was the ill-fated driver of this wagon is indiscernible.

Knowledge (Local) DC 28:
The skull once belonged to a rune giant.

Looking south from the room with the pool, Eldon, Crios, and Kivuli see a room with a pair of hallways turning back to the east.


Map!

Update sometime today.

Question: Have you gals and guys explored the octagonal room completely? Or do you need me to re-introduce that one?

Also, currently it appears some of you are headed one direction, and some of you in another. Is this intentional or merely a facet of PbP and incongruous presence at the computer?


Map!

The root is also magical, so...

Spellcraft: 1d20 + 8 ⇒ (10) + 8 = 18

Crios recognizes two potions of cure moderate wounds but does not recognize the third (different) potion. The gnarled yucca is a wand- -burning hands, CL5.


Map!

The bag does not explode, perhaps by the will of Crios himself. Hard to say.

Peering inside, he sees three stoppered vials that detect as magical, 5 unstoppered vials that do not, a gnarled yucca root, and several sheets of ruined nonmagical parchment.


Map!

In the room you are currently in:

Eldon's inspection of the strange statue convinces him that it is just a strange statue. The rubble strewn about the room seems to be made from the same stone, suggesting another statue once stood here.

In the room you are heading:

Regrouping and proceeding around the corner, Eldon (and likely soon after everyone else) sees that the next room is clear of any immediate threat. Its floor is covered with slimy plant growth. A rectangular basin of clear, warm water fills most of this room, leaving only a five-foot walkway around the edge. The humid air rising from the pool keeps plants, including forms of moss and fungi, alive along the room’s walls and ceiling.

Knowledge (Dungeoneering) DC 10:
All of the fungus in the room is harmless.

Survival DC 15:
The water in this basin is stagnant. While it is potable, it is tainted and not likely viable as a permanent water source.

The slimy growths on this floor around the basin are equivalent to a grease spell for the purposes of movement.

Perception Rolls:

Crios: 1d20 + 8 ⇒ (11) + 8 = 19
Eldon: 1d20 + 9 ⇒ (6) + 9 = 15 (+1 v. traps)
Kivuli: 1d20 + 9 ⇒ (7) + 9 = 16
Necress: 1d20 + 4 ⇒ (4) + 4 = 8 (deaf)
Orophin: 1d20 ⇒ 12
Waki: 1d20 + 8 ⇒ (20) + 8 = 28

At first glance, both Waki and Crios notice a small satchel sitting at the bottom of the pool.


Map!

The group of adventurers moves forward, covering each other as they head around the southeast corner of the room with the creepy statue. It leads to a small recess with a stairway leading down. Whatever tectonic event that exposed the crypt, however, has severed the passageway connecting it to lower levels. A bit of exploratory excavation proves fruitless.

Where next?


Map!

Glad to help. I've had games get orphaned, and I've had orphaned games get picked up, so I'm happy to pay it forward.


Map!

Kivuli and Hiro stay ever vigilant for orcs, but the room they peer into appears to be empty, save for the stone visage of a horrifying creature with several tentacles for a face sitting in the corner of this room. The creature appears to be rearing back in preparation to strike. Rubble is strewn about the floor of the room. (Not difficult terrain or anything, just lots of broken stone.)

Two separate paths lead from the rubble-strewn room, one curving back towards the west, another wider passage leading further southeast.

Reading through your previous work, it seems you guys are pretty stealthy and efficient. I will present anything you could see at a cursory glance as part of the room description, as well as anything a single perception check would get you. To keep things moving, if something requires a check, is anyone offended if I roll those for you?


Map!

Hola and Aloha!

It looks like I'm gonna take over for our esteemed DMCC and get you guys through the rest of the scenario. I've got a bit of catching up to do, but I hope to have an update made sometime today.

I will request your patience- -this will be my second foray into PbP GMing- -but if you're willing to put up with a few minor bumps, I'm sure the road will be smooth enough.

A note on posting frequency: I will do everything in my power to get an update each weekday, but weekends will be hit and miss endeavors (there's a local con next weekend, for example). I will keep everyone posted.

Thanks in advance!