CONFIRMATION CORE #1 (Inactive)

Game Master JASON RODARTE

Map I

mAP 2

Chronicles

Minotaur
Map III


101 to 150 of 334 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | 7 | next > last >>

Female Halfling Sorceror 1 (Draconic Bloodline - Copper), Hp 7. AC13 T13 FF11. Init +3. Perception + 6

I don't have a torch. Want me to pour lamp oil on a swarm?

Emma takes a flask of lamp oil from her backpack. That's my action this round


M Silvanesti Elf Wizard (Necromancer) 6/5 Renegade Hunter Int +2 AC 22, touch 22, flat-footed 10 (+2 Dex) hp 44 (9d6+9) Fort +5, Ref +6, Will +7; +2 vs. enchantments Defensive Abilities resistance; Immune sleep;

That is a good action

Grand Lodge

Female NG Half-Elf Fighter 4 | HP: 36/36 | AC: 18 (12 Tch, 16 Fl) | CMB: +8, CMD: 20 (18 Fl) | F: +7, R: +4, W: +3 | Init: +2 | Perc: +13, SM +0 | Speed 20ft | Active conditions: none

I'm having a hard time following this combat. Can we get a recap as to where we are in the round, and who needs to act next?


M Silvanesti Elf Wizard (Necromancer) 6/5 Renegade Hunter Int +2 AC 22, touch 22, flat-footed 10 (+2 Dex) hp 44 (9d6+9) Fort +5, Ref +6, Will +7; +2 vs. enchantments Defensive Abilities resistance; Immune sleep;

Emma +
Carini
Spider #2
Jelly
Kent
Jared

Characters with a + have acted

RECAP SPIDERS everywhere. Janira has taken out of the swarms by using alchemist fire to burn the wee spiders to death. Other characters have been bitten and some have been made nauseous by the poison.


M Silvanesti Elf Wizard (Necromancer) 6/5 Renegade Hunter Int +2 AC 22, touch 22, flat-footed 10 (+2 Dex) hp 44 (9d6+9) Fort +5, Ref +6, Will +7; +2 vs. enchantments Defensive Abilities resistance; Immune sleep;
Jelly Cants wrote:
The torch damage

I thought I answered that on Thursday at 10:26 pm

Grand Lodge

M Human Ranger 1 | HP 11/11 | Init +6 | Per +5 | AC 17 : T 14 : FF 13 | Fort +2 : Ref+ 6 : Will +1 | Greatsword +3 (2d6/19-20×2)+3, Lbow +5 (1d8×3)

That it "should" but never said if it did. He swung the torch as an action, but you never said if it actually hit. I realize it's only 1 damage, but I thought it may have been overlooked or something, with the craziness of the boards.


M Silvanesti Elf Wizard (Necromancer) 6/5 Renegade Hunter Int +2 AC 22, touch 22, flat-footed 10 (+2 Dex) hp 44 (9d6+9) Fort +5, Ref +6, Will +7; +2 vs. enchantments Defensive Abilities resistance; Immune sleep;

I am sorry for not being clear, when I said should I meant that is what you needed to roll

Grand Lodge

M Human Ranger 1 | HP 11/11 | Init +6 | Per +5 | AC 17 : T 14 : FF 13 | Fort +2 : Ref+ 6 : Will +1 | Greatsword +3 (2d6/19-20×2)+3, Lbow +5 (1d8×3)
Jelly Cants wrote:

Jelly swings his torch wildly at the bottom swarm. Hoping the fire damages the swarm.

[dice=torch]1d20+3; 1d3+3

I know torches count as fire damage vs swarms, I'm just unsure how much for PFS. Some things I read were just +1, so it's your call.

That's what I rolled here for damage. Do you want to count that roll or want me to reroll? I'm just wondering if that bottom swarm took 1 point in damage or not lol I didn't mean for it to get this complicated.


M Silvanesti Elf Wizard (Necromancer) 6/5 Renegade Hunter Int +2 AC 22, touch 22, flat-footed 10 (+2 Dex) hp 44 (9d6+9) Fort +5, Ref +6, Will +7; +2 vs. enchantments Defensive Abilities resistance; Immune sleep;

go ahead and roll but where are you getting the +3 from?

Grand Lodge

M Human Ranger 1 | HP 11/11 | Init +6 | Per +5 | AC 17 : T 14 : FF 13 | Fort +2 : Ref+ 6 : Will +1 | Greatsword +3 (2d6/19-20×2)+3, Lbow +5 (1d8×3)

Janira's Inspire for +1 and +2 Strength mod.

torch swing: 1d3 ⇒ 2

I'm totally okay with taking just the one point in damage. That is what I rolled initially, not counting Janira's inspire and jelly's strength mod. I figured strength mod wouldn't count regardless. Wasn't sure about Janira's Inspire giving +1 damage roll.


M Silvanesti Elf Wizard (Necromancer) 6/5 Renegade Hunter Int +2 AC 22, touch 22, flat-footed 10 (+2 Dex) hp 44 (9d6+9) Fort +5, Ref +6, Will +7; +2 vs. enchantments Defensive Abilities resistance; Immune sleep;

I am not sure that the Strength modifier would count though because you are using the flame and not the strength to damage.

Grand Lodge

Female NG Half-Elf Fighter 4 | HP: 36/36 | AC: 18 (12 Tch, 16 Fl) | CMB: +8, CMD: 20 (18 Fl) | F: +7, R: +4, W: +3 | Init: +2 | Perc: +13, SM +0 | Speed 20ft | Active conditions: none

Carini moves around the body of the group, positioning herself to find a better angle from which to throw. Drawing a vial of acid as she moves, she throws it at the swarm. (the swarm looks like it occupies 2 squares. If that's correct, Carini is targeting the near square so only Janira and Jelly take splash damage)

Actions:

Move action: move 20', draw acid flask
Standard action: throw acid flask
Ranged touch: 1d20 + 3 ⇒ (19) + 3 = 22
Damage, acid: 1d6 ⇒ 5 creatures within 5' take 1 point of damage
Miss direction, if required: 1d8 ⇒ 1


M Silvanesti Elf Wizard (Necromancer) 6/5 Renegade Hunter Int +2 AC 22, touch 22, flat-footed 10 (+2 Dex) hp 44 (9d6+9) Fort +5, Ref +6, Will +7; +2 vs. enchantments Defensive Abilities resistance; Immune sleep;

That hit is enough to destroy the swarm though the Halfling and Jelly get burned with the acid for 1 pt of damage.

Grand Lodge

M Human Ranger 1 | HP 11/11 | Init +6 | Per +5 | AC 17 : T 14 : FF 13 | Fort +2 : Ref+ 6 : Will +1 | Greatsword +3 (2d6/19-20×2)+3, Lbow +5 (1d8×3)

"Thank Carini." Jelly says sarcastically as he looks to the group for some healing.


M Silvanesti Elf Wizard (Necromancer) 6/5 Renegade Hunter Int +2 AC 22, touch 22, flat-footed 10 (+2 Dex) hp 44 (9d6+9) Fort +5, Ref +6, Will +7; +2 vs. enchantments Defensive Abilities resistance; Immune sleep;

LOL

Who is hurt? the Halfling inquires

Grand Lodge

M Human Ranger 1 | HP 11/11 | Init +6 | Per +5 | AC 17 : T 14 : FF 13 | Fort +2 : Ref+ 6 : Will +1 | Greatsword +3 (2d6/19-20×2)+3, Lbow +5 (1d8×3)

"I'm quite injured if you could help me. Those spiders got me good. Their poison not only injured me but I feel weak, like they drained my energy and strength."


Female Halfling Sorceror 1 (Draconic Bloodline - Copper), Hp 7. AC13 T13 FF11. Init +3. Perception + 6

Emma returns her oil to her pack and looks around carefully. Perception: 1d20 + 6 ⇒ (12) + 6 = 18

Grand Lodge

Male Half-Elf DEAD

Kent nods.

"Good job. That was dangerous, but it was handled efficiently."

Grand Lodge

Female NG Half-Elf Fighter 4 | HP: 36/36 | AC: 18 (12 Tch, 16 Fl) | CMB: +8, CMD: 20 (18 Fl) | F: +7, R: +4, W: +3 | Init: +2 | Perc: +13, SM +0 | Speed 20ft | Active conditions: none

Thankful that the threat is over, Carini logs the danger in her mind. Remember to mention the spider swarms in the report.

"Janira, if it's not too much trouble, I got quite a few spider bites as well. Some healing would be welcome, if you have it."

Carini is down 4 hp, with no ability damage.


M Silvanesti Elf Wizard (Necromancer) 6/5 Renegade Hunter Int +2 AC 22, touch 22, flat-footed 10 (+2 Dex) hp 44 (9d6+9) Fort +5, Ref +6, Will +7; +2 vs. enchantments Defensive Abilities resistance; Immune sleep;

The Halfling will cast CLW on Carini
1d8 + 4 ⇒ (7) + 4 = 11


M Silvanesti Elf Wizard (Necromancer) 6/5 Renegade Hunter Int +2 AC 22, touch 22, flat-footed 10 (+2 Dex) hp 44 (9d6+9) Fort +5, Ref +6, Will +7; +2 vs. enchantments Defensive Abilities resistance; Immune sleep;

She taps a wand on Jelly
1d8 + 1 ⇒ (7) + 1 = 8


M Silvanesti Elf Wizard (Necromancer) 6/5 Renegade Hunter Int +2 AC 22, touch 22, flat-footed 10 (+2 Dex) hp 44 (9d6+9) Fort +5, Ref +6, Will +7; +2 vs. enchantments Defensive Abilities resistance; Immune sleep;

LOL, now I roll high for something

The Halfling does not notice anything.

Grand Lodge

M Human Ranger 1 | HP 11/11 | Init +6 | Per +5 | AC 17 : T 14 : FF 13 | Fort +2 : Ref+ 6 : Will +1 | Greatsword +3 (2d6/19-20×2)+3, Lbow +5 (1d8×3)

"No restoration in there for a strength drained Jelly, sweet Janira." He says with an exaggerated wink. "Shall we continue our journey?" Jelly asks as he checks the spiders to see if he could nab a little poison from them.

Survival: 1d20 + 5 ⇒ (6) + 5 = 11

Perception: 1d20 + 5 ⇒ (16) + 5 = 21

[ooc]Not sure the rules on that, or if it's even possible with the class. If not, I wanna use the rolls to check the area for anything useful.


M Silvanesti Elf Wizard (Necromancer) 6/5 Renegade Hunter Int +2 AC 22, touch 22, flat-footed 10 (+2 Dex) hp 44 (9d6+9) Fort +5, Ref +6, Will +7; +2 vs. enchantments Defensive Abilities resistance; Immune sleep;

The Halfling nods no at the ranger's question
What do you mean by useful?


M Silvanesti Elf Wizard (Necromancer) 6/5 Renegade Hunter Int +2 AC 22, touch 22, flat-footed 10 (+2 Dex) hp 44 (9d6+9) Fort +5, Ref +6, Will +7; +2 vs. enchantments Defensive Abilities resistance; Immune sleep;

Going to continue on to keep things going. Jelly just let me know, remember you are in a forest so there might be sticks that you might be able to use to make arrows, eventually, but other than that there isn't much time to go foraging

The dense forest opens to a wide clearing at the base of a sheer
cliff. Thick vines cover the surface of the cliff stretching 30 feet
overhead. “Here! The cave entrance is behind those vines,”

Janira says with a broad smile as she walks to the cliff’s face. She
pulls back several layers of vegetation to reveal a narrow crack in
the cliff’s surface. “This is where I saw the gillmen enter.”

As she motions toward the aperture, the surrounding woods
come alive with the sound of small animals fleeing some unseen
danger and a large creature crashing through the undergrowth.
The halfling worriedly remarks, “Quick, take cover before
whatever it is spots us!”

As if she’d summoned the creature
with her words, a massive horned monstrosity emerges from
the trees. Standing eight feet tall on a pair of cloven hooves and
wielding a tremendous axe, the bull-headed creature roars with
unbridled anger when it spots the group.
Wisely assessing that a minotaur is beyond her charges’
capabilities, Janira screams, “A minotaur! There’s little chance
we can stand against it. Take this bag,
” she continues, pulling
off her backpack, “ and head deeper into the caves. Finish your
mission. I’ll lead it away from the caves, lose it in the forest, and
join you as soon as I can. Now go! GO!”

She heaves her backpack into the cave, casts a spell, and darts off toward the minotaur before turning to lure it away.


M Silvanesti Elf Wizard (Necromancer) 6/5 Renegade Hunter Int +2 AC 22, touch 22, flat-footed 10 (+2 Dex) hp 44 (9d6+9) Fort +5, Ref +6, Will +7; +2 vs. enchantments Defensive Abilities resistance; Immune sleep;

Janira's bag Don't get the chance to look into until you get into the cave:
spoiler=Janira's Bag]
Potion of barkskin
Potions of cure light wounds (2)
Potion of feather step
Potion of vanish
Scroll of entangle
Scroll of gust of wind
Scroll of identify
Scroll of mage armor (CL 6)
Scroll of obscuring mist
Wand of burning hands (CL 3rd, 4 charges)
Wand of cure light wounds (CL 3rd, 8 charges)
Flask of Acid
Alchemist’s fire (2)
Holy water
Smokestick
Tanglefoot bag
Thunderstone

Grand Lodge

M Human Ranger 1 | HP 11/11 | Init +6 | Per +5 | AC 17 : T 14 : FF 13 | Fort +2 : Ref+ 6 : Will +1 | Greatsword +3 (2d6/19-20×2)+3, Lbow +5 (1d8×3)

Nothing in particular really. A dead body with a pack, some special plant, you never know, it's always best to keep your eyes peeled. Perhaps some sticks I could make arrows capable of being lit on fire. Or fashion some blunt arrows for skeletons.

Grand Lodge

Female NG Half-Elf Fighter 4 | HP: 36/36 | AC: 18 (12 Tch, 16 Fl) | CMB: +8, CMD: 20 (18 Fl) | F: +7, R: +4, W: +3 | Init: +2 | Perc: +13, SM +0 | Speed 20ft | Active conditions: none

Carini nods her head at Janira, trusting the elder Pathfinder to know best. "You heard her, in the cave!" Carini grabs the pack and ducks into the cave herself.


M Silvanesti Elf Wizard (Necromancer) 6/5 Renegade Hunter Int +2 AC 22, touch 22, flat-footed 10 (+2 Dex) hp 44 (9d6+9) Fort +5, Ref +6, Will +7; +2 vs. enchantments Defensive Abilities resistance; Immune sleep;

I don't think pfs craft works that way and I can't add anything like dead bodies if it isn't in the scenario.

Grand Lodge

M Human Ranger 1 | HP 11/11 | Init +6 | Per +5 | AC 17 : T 14 : FF 13 | Fort +2 : Ref+ 6 : Will +1 | Greatsword +3 (2d6/19-20×2)+3, Lbow +5 (1d8×3)

Catching his breath and drying his recently peed pants, Jelly takes a quick look in the pack. "You guys take what you wish, I have my bow. I'll be fine. Also, I can't use any of this magic hoo hah."

Ah. Forgot PFS was pretty strict on altering anything. Seems like it limits creativity. No worries, I didn't expect to find anything. I just rather look and know than not look and wonder. Unless I could get some blunt arrows from sticks off the ground.

Grand Lodge

Male Half-Elf DEAD

Also, Blunt Arrows are not CORE...

Kent nods, and heads inside, trusting that Janira can look after herself.

Grand Lodge

M Human Ranger 1 | HP 11/11 | Init +6 | Per +5 | AC 17 : T 14 : FF 13 | Fort +2 : Ref+ 6 : Will +1 | Greatsword +3 (2d6/19-20×2)+3, Lbow +5 (1d8×3)

It sure isn't. My mistake. Probably won't be my only core mixup.

Grand Lodge

Female NG Half-Elf Fighter 4 | HP: 36/36 | AC: 18 (12 Tch, 16 Fl) | CMB: +8, CMD: 20 (18 Fl) | F: +7, R: +4, W: +3 | Init: +2 | Perc: +13, SM +0 | Speed 20ft | Active conditions: none

Carini rummages through the bag, and grabs a few items that she thinks might help her in the caves.

Taking potion of cure light wounds (leaving 1 remaining), the flask of acid, and the tanglefoot bag.

Janira's Bag:

Potion of barkskin
Potions of cure light wounds (2) 1 to Carini
Potion of feather step
Potion of vanish
Scroll of entangle
Scroll of gust of wind
Scroll of identify
Scroll of mage armor (CL 6)
Scroll of obscuring mist
Wand of burning hands (CL 3rd, 4 charges)
Wand of cure light wounds (CL 3rd, 8 charges)
Flask of Acid to Carini
Alchemist’s fire (2)
Holy water
Smokestick
Tanglefoot bag to Carini
Thunderstone


Female Halfling Sorceror 1 (Draconic Bloodline - Copper), Hp 7. AC13 T13 FF11. Init +3. Perception + 6

Emma will take the wand of Burning hands and the arcane scrolls to use if needed.

Grand Lodge

M Human Ranger 1 | HP 11/11 | Init +6 | Per +5 | AC 17 : T 14 : FF 13 | Fort +2 : Ref+ 6 : Will +1 | Greatsword +3 (2d6/19-20×2)+3, Lbow +5 (1d8×3)

Changing his mind at all the neat toys, reaches for the potion of vanish, feather step, and the smokestick. "If yall don't mind... I'd like to try out a little hoo hah."

Janira's Bag:

Potion of barkskin
Potions of cure light wounds (2) 1 to Carini
Potion of feather step to Jelly
Potion of vanish to Jelly
Scroll of entangle to Emma
Scroll of gust of wind to Emma
Scroll of identify to Emma
Scroll of mage Armor (CL 6) to Emma
Scroll of obscuring mist
to Emma
Wand of burning hands (CL 3rd, 4 charges) to Emma
Wand of cure light wounds (CL 3rd, 8 charges)
Flask of Acid to Carini
Alchemist’s fire (2)
Holy water
Smokestick to Jelly
Tanglefoot bag to Carini
Thunderstone

I just figure if I'm scouting it might be worth having.

Anyone with UMD should probably take the CLW wand


M Silvanesti Elf Wizard (Necromancer) 6/5 Renegade Hunter Int +2 AC 22, touch 22, flat-footed 10 (+2 Dex) hp 44 (9d6+9) Fort +5, Ref +6, Will +7; +2 vs. enchantments Defensive Abilities resistance; Immune sleep;

I believe that since the ranger has it on his spell list he can use the wand


M Silvanesti Elf Wizard (Necromancer) 6/5 Renegade Hunter Int +2 AC 22, touch 22, flat-footed 10 (+2 Dex) hp 44 (9d6+9) Fort +5, Ref +6, Will +7; +2 vs. enchantments Defensive Abilities resistance; Immune sleep;

As you run into the caves, you see the minotaur chasing after Janira through the trees, fighting its way through the dense undergrowth. Soon the cacophony of the chase fades and the sounds of the forest slowly return to normal.

This cave system stretches deep below the foothills of the Kortos Mounts, though most of it is accessible only through a narrow keyhole tunnel. All of the tunnels in this area are between 3 and 10 feet wide and vary equally in height, though most are a comfortable 7 or more feet wide in each dimension. The caves are damp and water dripping from stalactites and the distant rushing of underground streams creates an eerie backdrop. The caves’ walls are patterned with blue-green luminescent fungi that provide dim light.

Petroglyphs—most depicting marine animals or spiral shapes—periodically decorate the tunnels’ walls, becoming increasingly frequent as you move farther in. The rough surface of the carvings provides a natural platform for the fungi, causing it to grow thicker and making the carvings glow slightly brighter than their surroundings.
The narrow tunnel twists and turns for several hundred feet
before slowly opening to a wider passage. A large hole spans
the cave’s width and stretches ten feet down the path. At the
bottom of the pit lies a small bundle of cloth.

The tunnel here is 10 feet wide and 10 feet tall with a
ceiling mostly devoid of stalactites

KNOW DUNGEON OR SURVIVAL DC 10:
The hole is artificial.

spoiler=KNOW DUNGEON OR SURVIVAL DC 15] The hole is at least a year old and whoever created the pit dug it with rounded ednges to keep people from getting out [/SPOILER]

Grand Lodge

Male Half-Elf DEAD

Survival: 1d20 + 0 ⇒ (4) + 0 = 4.

Pulling out a rope and grappling hook, Kent, unwilling to shimmy down into the pit, decides to go fishing for the cloth bundle.


Female Halfling Sorceror 1 (Draconic Bloodline - Copper), Hp 7. AC13 T13 FF11. Init +3. Perception + 6

Emma uses Mage Hand to try and retrieve the cloth bundle.

Grand Lodge

Female NG Half-Elf Fighter 4 | HP: 36/36 | AC: 18 (12 Tch, 16 Fl) | CMB: +8, CMD: 20 (18 Fl) | F: +7, R: +4, W: +3 | Init: +2 | Perc: +13, SM +0 | Speed 20ft | Active conditions: none

Carini finds the petroglyphs to be fascinating, and studies them with interest, especially those with the glowing fungus.

Knowledge (dungeoneering): 1d20 + 5 ⇒ (20) + 5 = 25

She studies the pit when they get to it; certain details about its construction become immediately apparent. "This isn't natural." She says. "I'd say it was dug out probably a year ago or so. Look here at the edges; see how it's rounded? That's deliberate; it was made so that someone inside wouldn't be able to escape."

Grand Lodge

M Human Ranger 1 | HP 11/11 | Init +6 | Per +5 | AC 17 : T 14 : FF 13 | Fort +2 : Ref+ 6 : Will +1 | Greatsword +3 (2d6/19-20×2)+3, Lbow +5 (1d8×3)

"Luck we didn't all fall in. If yall ain't able to snag it I'll jump down and one of you can help me back up.

If neither of them get to it Jelly jumps down to snag the bundle and then calls for a rope to climb back up.

Climb: 1d20 + 6 ⇒ (18) + 6 = 24

Grand Lodge

M Human Cleric of Erastil 1 | Initiative +2 | HP 8/8 | AC (17/12/15) | Saves +3 +2 +5 | Longbow +2 (1d8/x3) | CMB +0 CMD 12 |

Wow I missed a lot. Gonna wait on what the DM says before I post anything.

Grand Lodge

Female NG Half-Elf Fighter 4 | HP: 36/36 | AC: 18 (12 Tch, 16 Fl) | CMB: +8, CMD: 20 (18 Fl) | F: +7, R: +4, W: +3 | Init: +2 | Perc: +13, SM +0 | Speed 20ft | Active conditions: none

Carini removes a long rope and grappling hook from her bag, and begins looking for something she can use on the other side as a target to latch it to. If she's able to find something, she will throw it across.

Perception: 1d20 + 10 ⇒ (20) + 10 = 30
Ranged touch: 1d20 + 3 ⇒ (13) + 3 = 16


M Silvanesti Elf Wizard (Necromancer) 6/5 Renegade Hunter Int +2 AC 22, touch 22, flat-footed 10 (+2 Dex) hp 44 (9d6+9) Fort +5, Ref +6, Will +7; +2 vs. enchantments Defensive Abilities resistance; Immune sleep;

Emma, this is the first time in all of the times I have DMed or played this that someone has used mage hand on the cloak [/b]

The Halfling is able to lift the bundle of cloak out of the pit and it is a cloak, kind of ratty, but still in wearable condition.

[ooc] As far as being able to make a latch on the other side, the polished edges are not going to allow for that

Eventually the party is able to traverse the pit to get to the other side.


Female Halfling Sorceror 1 (Draconic Bloodline - Copper), Hp 7. AC13 T13 FF11. Init +3. Perception + 6

Emma will use Detect Magic and Spellcraft to try and identify if the Cloak is magic? Spellcraft: 1d20 + 5 ⇒ (13) + 5 = 18

If it's not magic she will look through it for any clues as to who wore it, and does it have any hidden pockets?
Perception: 1d20 + 6 ⇒ (12) + 6 = 18

Grand Lodge

Male Half-Elf DEAD

Note: If the Cloak is Magical then Mage Hand would not have worked on it...


M Silvanesti Elf Wizard (Necromancer) 6/5 Renegade Hunter Int +2 AC 22, touch 22, flat-footed 10 (+2 Dex) hp 44 (9d6+9) Fort +5, Ref +6, Will +7; +2 vs. enchantments Defensive Abilities resistance; Immune sleep;

RETCON The mage hand could not pick up the cloak

Grand Lodge

M Human Ranger 1 | HP 11/11 | Init +6 | Per +5 | AC 17 : T 14 : FF 13 | Fort +2 : Ref+ 6 : Will +1 | Greatsword +3 (2d6/19-20×2)+3, Lbow +5 (1d8×3)

We can use my action above picking it up and climbing out. Then handing it to someone with detect magic.


M Silvanesti Elf Wizard (Necromancer) 6/5 Renegade Hunter Int +2 AC 22, touch 22, flat-footed 10 (+2 Dex) hp 44 (9d6+9) Fort +5, Ref +6, Will +7; +2 vs. enchantments Defensive Abilities resistance; Immune sleep;

Spellcraft check please


M Silvanesti Elf Wizard (Necromancer) 6/5 Renegade Hunter Int +2 AC 22, touch 22, flat-footed 10 (+2 Dex) hp 44 (9d6+9) Fort +5, Ref +6, Will +7; +2 vs. enchantments Defensive Abilities resistance; Immune sleep;

As you continue afterwards....
The tunnels continue on, leading deeper beneath the Kortos Mounts until they eventually open into a large cavern. What must have once been beautifully carved reliefs and inscriptions have since weathered heavily, their features dulled and softened to the point that it is hard to distinguish what each once depicted.
A wide tunnel exits the cavern on its far side, and blue-burning torches line the passageway’s walls.
Scattered throughout the cave are inscriptions.
All but 4 scenes accompanying them are illegible. Those that are, are difficult to decipher due to their eroded state.
You can make 4 separate checks each, 1 for each scene.
This is a DC 15 Kn. Religion or History check. Alternatively, you can make a perception or appraise at a -2 penalty.
The language on it is a mix of Aquan & Azlanti, you get a +2 bonus on your check for each language you know.
You still have the cloak that was found.

101 to 150 of 334 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | 7 | next > last >>
Community / Forums / Online Campaigns / Play-by-Post / CONFIRMATION CORE GAME PLAY All Messageboards

Want to post a reply? Sign in.