Daza Cat Speaker |
Daza snorts. "There is information that we require in that crypt. We are here for that, not to steal or disturb the rest of dead. Know priest that we were not intending to harm your precious graves or anyone living within, unless forced. If your "laws" require that you try and stop us, by all means proceed."
Can my cat roll diplomacy for me? :P
something charisma based: 1d20 - 1 ⇒ (3) - 1 = 2
Lynn Kuro |
Lynn quickly ducked out of the way of the attack and made to step away from the crypt doors. "Hey you don't have to get aggressive with us we'll leave okay." Lynn started to back away with her hands held up she wasn't going to get into a hostile situation especially when she didn't need too and desperately hoped the others followed the ploy.
Daza Cat Speaker |
Unfortunately for the human(ish) bard, the lion shaman's ire is roused. Daza roars in fury at the magical assault, charging and punching at the man with balled fists.
charge!: 1d20 + 4 + 2 ⇒ (9) + 4 + 2 = 15
nonlethal: 1d3 + 3 ⇒ (3) + 3 = 6
Daza's Companion Tau |
The lion, suddenly realizing his friend was on a hunt, follows the shaman's lead and leaps upon the poor cleric, swiping with a claw
bite: 1d20 + 5 + 2 ⇒ (17) + 5 + 2 = 24
not nonlethal: 1d6 + 1 ⇒ (5) + 1 = 6
DM Amazing Red |
Lynn attempts to make peace with the irate guard while Daza and Tau decide to make war. Daza's fist only finds hard metal armor while Tau gently claws the guardsman.
Will: 1d20 + 7 ⇒ (5) + 7 = 12
And Kelevan's spell dazes the guardsman. Since he is missing his next turn, everyone can take another turn. Ushaka gets to take 2! This should be over quickly.
Ushaka |
Ushaaka move up behind him, flanking with the cat clobbers him.
Stealthy Attack: 1d20 + 3 + 2 ⇒ (15) + 3 + 2 = 20
Sneak Attack: 2d6 ⇒ (2, 3) = 5
While the man is dazed Ushaka then wails on the man with non-lethal damage.
Crush: 1d20 + 3 - 4 ⇒ (18) + 3 - 4 = 17
Non-Leathl: 1d6 ⇒ 6
Smash: 1d20 + 3 - 4 ⇒ (9) + 3 - 4 = 8
Non-Leathl: 1d6 ⇒ 1
Daza Cat Speaker |
Daza headbutts the troublesome slave of walls and ditches, dismissive of his weak form.
1d20 + 4 ⇒ (1) + 4 = 5
nonlethal: 1d3 + 3 ⇒ (1) + 3 = 4
"Down" he grunts in the direction of his friend. Tau snarls, but backs away, confused.
Ushaka |
Ushaka silently clobbers the man.
Clobber: 1d20 + 1 + 2 ⇒ (15) + 1 + 2 = 18
Damage: 2d6 ⇒ (5, 2) = 7
More Clobber: 1d20 + 1 + 2 ⇒ (4) + 1 + 2 = 7
Damage: 2d6 ⇒ (3, 4) = 7
Lynn Kuro |
Lynn became a bit frantic they were making a terrible impression of the pathfinder's society right now and it was all because of a little lie. She looked into the crypt of Arkath biteing her lip she rushed inside if they were going to get the job done they still needed to at least try to look for the clues.
She began searching around the inside of the tomb hoping that the others could at least subdue the guard for the time being.
Perception(searc): 1d20 + 5 ⇒ (15) + 5 = 20
DM Amazing Red |
Daza grows claws much like his companion while Ushaka boops the poor cleric and Kelevan knocks him to the ground. Lynn walks away from the fight and starts searching the tomb. She finds a large stone door blocking her progress inside. The guardsman swings his mace at Ushaka while his spiritual weapon disappears.
Prone: 1d20 + 1 ⇒ (3) + 1 = 4
Party is up again.
Lynn Kuro |
Lynn scowled at the door and began casting Detect Magic, while she wouldn't be able to disarm traps she would at least be able to know if any magical barriers were in place.
Ushaka |
Ushaka tries to finish knocking the man out.
swing 1: 1d20 + 1 + 2 ⇒ (6) + 1 + 2 = 9
Damage: 2d6 ⇒ (3, 5) = 8
swing 2: 1d20 + 1 + 2 ⇒ (8) + 1 + 2 = 11
Damage: 2d6 ⇒ (4, 6) = 10
Daza Cat Speaker |
Daza abandons his axe and strikes with claw and tooth.
1d20 + 4 ⇒ (8) + 4 = 12
1d4 + 3 ⇒ (4) + 3 = 7
1d20 + 4 ⇒ (20) + 4 = 24
1d4 + 3 ⇒ (3) + 3 = 6
1d20 + 4 ⇒ (16) + 4 = 20
1d4 + 3 ⇒ (4) + 3 = 7
Confirmation
1d20 + 4 ⇒ (4) + 4 = 8
1d4 + 3 ⇒ (1) + 3 = 4
Looks like maybe 13 points
Daza Cat Speaker |
Daza spits in annoyance at the Abadarian, but invokes a short burst of healing energy to keep the man from dying. Stabilize.
"Troublesome. Were we in the jungle, I would just give him over to the wild. In this city though, it would be a waste and more trouble then its worth."
Lynn Kuro |
Lynn pushed at the heavy stone door, "Drag him in slightly so that no one sees him and let's quickly search in here we've made enough of a bad reputation already."
Ushaka |
Ushaka nods and drags the guard out of sight.
DM Amazing Red |
Though it is a little difficult, Lynn is able to push open the heavy door and it opens with a loud grinding sound. The interior of Arkath’s sarcophagus is empty save for the stonemason’s long-dead skeleton. Inspecting the corpse you discover a small silver coin inside the skeleton’s mouth.
This is a pathfinder's coin. This apparently simple coin, usually styled to resemble ancient currency, hides intricate gold and platinum wires within. This matrix, carefully modeled after fragmentary Azlanti coins, causes the Pathfinder’s coin to rise an inch into the air and slowly spin in place if placed atop a wayfinder. In addition, when levitating above a wayfinder, the coin can be given a message of 25 words or fewer. This message repeats in the speaker’s voice the next time the coin is floated above a wayfinder. Only one message may be stored at a time, and once it is triggered, the message is expended and a new one may be recorded.
Lynn Kuro |
Lynn removes the coin from the skeleton's mouth but replaces it with a gold coin of her own in a way to show respect to the dead.
spellcraft: 1d20 + 2 ⇒ (20) + 2 = 22
"A pathfinder coin here? I think these ones are used to record a message but only when you use it alongside a wayfinder. Does anyone know where we could use one to see if it has a message in it?"
Ushaka |
Ushaka nods at Daza's suggestion.
"I'm sure Janira would help us out."
Ushaka |
Ushaka heads over to Janira
"Can we see your wayfinder for a moment, we found one of these."
Ushaka motions to Lynn.
Lynn Kuro |
"Oh yes, we found a coin and I believe it reacts with a wayfinder."
Lynn fished out the coin that they had retrieved from the tomb holding it in her hand, ]b]"Though if it does have a message imprinted onto it I believe we should take care to listen well."[/b]
DM Amazing Red |
"Yea, no problem." Janira says handing over her wayfinder. As one of you places the coin over the device, the coin hovers in mid air, slowly spinning in place. You hear a message coming from the coin.
"The path and chamber are complete, hidden behind the nameplate of the requested aspirant and guarded by the word you requested. Fimbrik will add more."
Lynn Kuro |
Lynn removed the coin and placed it again repeating the message back to the depleted coin.
"The path and chamber are complete, hidden behind the nameplate of the requested aspirant and guarded by the word you requested. Fimbrik will add more."
Once the coin stopped floating she removed it and closed the wayfinder gently handing it back to Janira, "Thank you again, we need to go see this Fimbrik and see what he was supposed to add to the chamber in question. I'll hold onto the coin for now, we might be back for your help again Janira."
Ushaka |
Knowledge Local Take 10=> 16.
If Ushaka doesn't recognize the name he will ask Janira.
DM Amazing Red |
Finding the noome's home is easy enough for the group. You travel to the Wise Quarter.The home itself is an impressive stone dwelling reminiscent of what one might expect from an eccentric wizard’s home. A brick step leads to Fimbrik’s front entrance, which is locked with a rusty lock. Numerous stacks of newspapers—roughly 2 years’ worth of monthly copies—are piled around the door and crammed into a thin slot at its base. Each rounded corner of the building has a large window, allowing creatures to look into the structure without difficulty.
Lynn Kuro |
Lynn moved around to the rounded side of the house to get a peek inside the house she'd much rather not have an encounter like the previous one turned sour.
Perception: 1d20 + 5 ⇒ (14) + 5 = 19
DM Amazing Red |
A large sofa sits awkwardly near the entrance, facing toward the center of the room. Sets of chairs and tables are arranged throughout, and statues of grandiose gnomes occupy the corners of the room. A set of stairs at the northern edge of the chamber leads to a basement . A second set of stairs leads up.
Ushaka |
Ushaka will carefully avoid tripping over the paper while he moves up to the door and listens, trying to keep out of sight of the windows.
Perception: 1d20 + 5 ⇒ (5) + 5 = 10
Ushaka |
Ushaka looks back to his companions, makes an O with his left hand and then shrugs his shoulders and knocks loudly.
Ushaka |
Ushaka will check and see if the door is trapped.
Perception: 1d20 + 5 ⇒ (1) + 5 = 6 +1 vs magical traps
Ushaka looks to Daza and speaks softly, "You got any spare nature blessings, I have trouble concatenating on prayer and locks at the same time."
Assuming no traps are found and the door is locked Ushaka will pull out his tools and work on the lock.
Take 10 Disable Device => 19 hoping for a guidance to hit 20
Daza Cat Speaker |
Daza considers Ushaka. "May the sun warm your face, and may you hunt well".
Guidance.
Daza will stride in followed by Tau; he eyes the lifeless and decaying filth suspiciously.
perception: 1d20 + 7 ⇒ (18) + 7 = 25
DM Amazing Red |
Daza and Tau walk in, and as soon as they do so, the sofa is knocked over by two fiery evil looking beetles that suddenly appear as if summoned. You then see a summoning circle underneath them!
B: 1d20 ⇒ 6
D: 1d20 + 1 ⇒ (8) + 1 = 9
K: 1d20 + 2 ⇒ (3) + 2 = 5
L: 1d20 + 5 ⇒ (6) + 5 = 11
U: 1d20 + 5 ⇒ (14) + 5 = 19
Everyone but Kelevan is up!
Lynn Kuro |
Lynn moved just beside Daza and Tau spotting the devilish beetles. J8
She really didn't want to deal with fighting even less so fighting giant flaming beetles with their spindly legs and their disgusting carapace.
Lynn's voice began to rise in a sharp pitch as she began to focus a spell
Chord of Shards 15ft cone DC 14reflex negate
damage: 2d6 ⇒ (5, 4) = 9