Pathfinder 1E [Pathfinder] airwalkrr's Rise of the Runelords Reborn! IC

Jekyll shakes Evret's hand with a smile, "Well met Evrett. Let's all try to find the hole in the defenses, huh?"
 

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"Aye, let's be about it." Kelvyn turns to their guide, who's been patiently waiting for them to finish their introductions, and gestures for him to lead the way up the ramp.
[/section]

[sblock=OOC]--[/sblock]

[sblock=Actions/Rolls]--[/sblock]
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[sblock=MiniStats]
[SIZE=+1]Kelvyn Damonder[/SIZE]
HP: 15/15, Speed: 20' Perception: +0

Defense: 14, Critical Defense: +08, Armor DR: 5/Magic or Large, CMD: 19
Fort: +3, Reflex: +3, Will: +0

Initiative: +3, Perception: +0, Sense Motive: +0

Weapon in Hand: None

Abilities: Str 19, Dex 16, Con 12, Int 10, Wis 10, Cha 10

Condition: None
[/sblock]
 

It has been two days since the attack by goblins on Sandpoint.

The previous day passed with no significant progress made in any direction, but a few changes were made. Early the previous morning, Sheriff Belor Hemlock had approached you with the woeful news that the grave of one of the town's former priests had been desecrated. He had closed off the graveyard to the public and requested you appoint a time today to gain entrance and examine the scene of the crime while it is still fresh. Your party was distracted from this objective however, hoping to chase down rumors of a tunnel through which goblins might have entered the city. You had reason to suspect the Glassworks, but cursory examination of the place could prove nothing. You were also waylaid by the amorous attentions of a local woman named Shayliss Vinder who seemed quite enamored with Kelvyn, but became wroth when he spurned her advances. You did call upon Sergeant Vayan, officer of the north gate, but her reputation and forthrightness was beyond reproach; she seemed genuinely baffled at how someone might leave the north gate open, admitting blame for the incident and willing to accept the consequences from Sheriff Hemlock. Finally, your party forged a new adventuring company contract. Jamir decided to leave for greener pastures while a new-comer who had assisted the town named Evrett signed on as an equal partner. Thrindar has yet to make his intentions known, but it is expected he will soon agree to the new contract as well.

The new arrangements settled, your agenda for today seems clear: the Boneyard must be investigated to discover what transpired and whether any clues were left behind as to the identity of the perpetrator; it seems no coincidence that it occurred so soon after the goblin raid. Your information currently is scant. The grave vault of one Father Ezakien Tobyn (Sandpoint's former high priest who died in a fire several years ago) has been desecrated, but the scene of the crime has yet to be examined. The discovery of the desecration was reportedly made by the current high priest, Father Abstalar Zantus, who reported it to Sheriff Hemlock.

Aside from the Boneyard, there are other things with which your party might concern themselves. You may wish to be on the lookout for Shayliss, as she was not happy after her encounter with Kelvyn. There was also the nobleman you rescued during the goblin raid, Aldern Foxglove; he desired to express his gratitude by treating you to a meal at the Rusty Dragon. Then there was the rumor of a tunnel under Sandpoint through which goblins might have entered the town for the raid (in addition to the north gate which was suspiciously left open); there were several possibilities, but you have little solid information to go on.
 


Nuko nods. "Yes; the sooner the better when it comes to looking for clues. Let's go."

If the others are agreeable he'll head towards the boneyard.
 

Evrett joins the others in the morning and listens as they review everything they have learned so far. He agrees with the others that the boneyard seems more time sensitive. The free meal and searching for the tunnel will keep for another day.
 



OOC: Map Notes: Area 1 is the Sandpoint Cathedral. Area 2 is the Boneyard. The vault you are investigating is the large grey object west-by-south-west of the eastern wall tower depicted.


You meet with Sheriff Hemlock at the Boneyard later that morning. "A warm welcome to my eyes. And thank you again for your heroism against the goblins," he says upon seeing you arrive. He proceeds to open the gate to the Boneyard and let you inside.

"Father Zantus reported that he during a routine blessing of the yard, he came across the desecrated vault over there," he states, pointing towards a 20-foot square stone structure that stands near the wall. "He noticed the door to the late Father Tobyn's grave vault was ajar. Your assistance in the investigation is desired. According to Father Zantus, the vault is used to house the remains of previous caretakers, priests, and acolytes who served at the Cathedral or the old chapel."

As you walk up to the structure, you pass many gravestones and a small number of similar vaults and crypts, all of which are sealed. As you come within 20 feet of the vault, you notice that the door does indeed hang ajar, just enough for a person to enter or exit.
[sblock=Jekyll, Thrindar, and Evret]DC 13 Perception check automatic success: The ground around the place is churned up as well. Many of the footprints are goblin prints, but some of them appear to have been left by a larger humanoid. Further investigation could reveal more details.
[sblock=Survival DC 13]You confirm that about six goblins and one Medium humanoid climbed the wall, then approached and entered the vault.
[/sblock]
[/sblock]
 

Evret strolls towards the open crypt. On his way he looks at the tombstone to see if he recognizes any important family names from around town. At the crypt he sticks his head in the door and looks around. He gives the door a push to see how hard it was to open or if it makes any noises that people might have heard.
 

[section]



After the fruitless search of the Glassworks, Kelvyn accompanies the others in the group to Sheriff Hemlock's office. He listens gravely as the Sheriff describes the finding of the desecrated tomb in the Boneyard, but says nothing. Possibly his mind is on his run-in with the townie girl, and the trouble that might cause, or possibly on their efforts to locate the goblin entrance. Or maybe he's thinking of home. Regardless, once it's time for action the big man settles his blades and armor more comfortably and heads out for the Boneyard wtih Jekyll, Evrett and Thrindar. His quiet demeanor continues as he watches them examine the tomb before entering, but there is an impatient light growing in his eyes.
[/section]

[sblock=OOC]--[/sblock]
In the middle of a train ride from Chicago to Washington State. Good to get this one moving again!
[sblock=Actions/Rolls]--[/sblock]
_______________
[sblock=MiniStats]
[SIZE=+1]Kelvyn Damonder[/SIZE]
HP: 15/15, Speed: 20' Perception: +0

Defense: 14, Critical Defense: +08, Armor DR: 5/Magic or Large, CMD: 19
Fort: +3, Reflex: +3, Will: +0

Initiative: +3, Perception: +0, Sense Motive: +0

Weapon in Hand: None

Abilities: Str 19, Dex 16, Con 12, Int 10, Wis 10, Cha 10

Condition: None
[/sblock]
 

[sblock=Evret]Roll Knowledge (nobility) to see if Evret notices any important family names from around town.[/sblock]
Evret shoves the door open with ease, though it disturbs a bit of dust on the ground. It is clear the door was very recently opened after being closed for what is likely years. Inside, Evret spies several sarcophagi standing against the walls, most of which are closed, and a few without coverings. However, one has had its slab removed. What is more disturbing however is two piles of bones. They suddenly stir as the door to the vault is opened, rising up to take on a human shape. Their long, bony fingers reach out to claw at the living, and they wield rusty blades as they lunge towards Evret (surprise action).

OOC:
BEGIN COMBAT!

Initiative
Kelvyn
Evret
Thrindar
Skeletons (threatening Evret)
All player characters

Skeleton 1: AC ?? (broken chain shirt), HP ??/??, Fort ??, Ref ??, Will ??, Melee broken scimitar +? (?d?+?/20/x2), Melee claw +?/+? (?d?+?/20/x2), Ranged none, CMB ??, CMD ??
Skeleton 2: AC ?? (broken chain shirt), HP ??/??, Fort ??, Ref ??, Will ??, Melee broken scimitar +? (?d?+?/20/x2), Melee claw +?/+? (?d?+?/20/x2), Ranged none, CMB ??, CMD ??

A couple reminders how I run combat:
[*] Players act as a group. Order is not important for players unless you want to wait and see what other characters do. If you act before the skeletons, feel free to act in any order as if any characters who rolled higher than you delayed.
[*] Remember, try not to worry about tactical positioning too much. Imagine the scene as I have described it in your mind's eye and act accordingly. I'm going to give you the benefit of the doubt most of the time concerning positioning. E.g. if you imagine there is room to tumble around to the other side of the skeletons, just roll your Acrobatics check

[MENTION=49929]Scott DeWar[/MENTION], I noticed your stat block on the RG isn't complete. Also I couldn't find a place for Initiative. When you have time, please complete the stat block, including a mini stat block with key info I can find quickly like initiative, perception, vision type, AC, and saving throws.
 

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