Confirmation Group B (Inactive)

Game Master OG3


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Liberty's Edge

Male CN Nagaji Barbarian 1 | HP 17/17 | AC 16 T 11 FF 15 (-2 AC raging) | CMD +4 | F: +3 (+5 rage), R: +1, W: +1 (+3 rage) (+2 vs. mind-affecting effects & poison) | Init: +3 | Perc: +7, SM +1 | Speed 40ft | Rage: 5/5 rounds/day | Low-light Vision

K'Coro, not wanting Esdras to take all the glory...again, charges forward and chops at the hybrid creature. Charging attack w/ guidance (-2 AC): 1d20 + 4 + 2 + 1 ⇒ (15) + 4 + 2 + 1 = 22
damage (greatsword): 2d6 + 4 ⇒ (1, 6) + 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;
Esdras, the Lightning of Heaven wrote:

Esdras's readied action goes off, correct? Here is a cut and paste from the post above:

http://paizo.com/campaigns/ConfirmationGroupB/gameplay#39 wrote:


Slam with Power Attack: 1d20 + 5 ⇒ (11) + 5 = 16
Damage: 1d8 + 9 ⇒ (3) + 9 = 12

Si, Señor.


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 combined might of angel and snake man take down one of the hippogriffs.


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;

K'Coro

Esdras
Janira
Griff: in front
Pinpin
Griff: Side
Haraaum

The halfling will keep up her inspiration ,


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;

Esdras is up


LG Archon Eidolon | hp 13/13 | AC 17 (23 with Shield) T 11, FF 16 (+1 Dex, +6 natural armor, +4 Shield) | CMB +5, CMD 17 | Fort +4, Ref +1, Will +3; +4 bonus vs. poison | Init: +1 | Perc: +5, SM: +5 | Speed 30ft | Damage Reduction (1/evil), Resist electricity 5, Evasion | Spells: NA | Active conditions: Darkvision 60 ft

The Eidolon moves up and smashes it's fist into the remaining Hippogriff.

proselytizing fist: 1d20 + 5 ⇒ (19) + 5 = 24
power attacking proselytizing fist damage: 1d8 + 9 ⇒ (6) + 9 = 15


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;

Good bye griff. :(

END COMBAT


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;

Great job! Janira says. You worked together like good Pathfinders should and it does not look like anyone was hurt.


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 to travel through the wilderness, you find trails blocked by fallen objects, shortcuts overgrown, and other minor delays that slow you down more than anticipated.
Survival checks

DC 15:
or get lost

Grand Lodge

Male Human Skald (1)/Bloodrager 1 Init +1 HP 19/19 AC 16 T11 FF15 Fort +3 Ref +1 Will+2 spd 30 Per+4 Inspired Rage 13/13

Survival, untrained: 1d20 + 0 ⇒ (13) + 0 = 13


LG Archon Eidolon | hp 13/13 | AC 17 (23 with Shield) T 11, FF 16 (+1 Dex, +6 natural armor, +4 Shield) | CMB +5, CMD 17 | Fort +4, Ref +1, Will +3; +4 bonus vs. poison | Init: +1 | Perc: +5, SM: +5 | Speed 30ft | Damage Reduction (1/evil), Resist electricity 5, Evasion | Spells: NA | Active conditions: Darkvision 60 ft
Holy words of the Lord of Stags wrote:
"The first gift you ever receive is your family! A man grows from the seeds his parents plant!"

untrained survival: 1d20 + 0 ⇒ (3) + 0 = 3

Silver Crusade

Male LG Peri-blooded Storm Caller Summoner 2 | hp 15 | AC 13, T 10, FF 13 (+3 armor) | CMB +0, CMD 10 | F: +1 R: 0 W: +3 | Resist Acid: 5, Electricity: 5, Cold: 5 | Init: 0 | Perc: +5, SM: +5 | Speed 30ft | NA | Spells: 1st 4/4 | Active conditions: Darkvision (60 feet)

untainted survival: 1d20 + 0 ⇒ (15) + 0 = 15

Liberty's Edge

Male CN Nagaji Barbarian 1 | HP 17/17 | AC 16 T 11 FF 15 (-2 AC raging) | CMD +4 | F: +3 (+5 rage), R: +1, W: +1 (+3 rage) (+2 vs. mind-affecting effects & poison) | Init: +3 | Perc: +7, SM +1 | Speed 40ft | Rage: 5/5 rounds/day | Low-light Vision

"K'Coro has never been here, but that is why the goddess Shimye says we should travel."
survival: 1d20 + 5 ⇒ (4) + 5 = 9

The Concordance

Multi-gendered Vine Leshy Phytokineticist | hp 12/12 | Init +1 | percep +6 (Low Light, Darkvision 60') | AC 15 T12 FF14 | CMD 10 | F+6 R+3 W+2 | Burn 0/7 | Kinetic Covers 0/4

Pinpin will try to help guide the group as well.

Untrained Survival: 1d20 + 2 ⇒ (16) + 2 = 18


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 leshy and the summoner are able to discern the proper way to go.

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.

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.

What do you do? Run into the cave leaving Janira to distract the minotaur? Help her fight it hoping to overcome the dangerous enemy? Or something else entirely? Party majority needed to proceed. Feel free to rearrange yourself in the white box all your tokens are currently in.

Grand Lodge

Male Human Skald (1)/Bloodrager 1 Init +1 HP 19/19 AC 16 T11 FF15 Fort +3 Ref +1 Will+2 spd 30 Per+4 Inspired Rage 13/13

By Gorum's fury, I say we put this beast down!

Lars is ready to attack the minotaur

The Concordance

Multi-gendered Vine Leshy Phytokineticist | hp 12/12 | Init +1 | percep +6 (Low Light, Darkvision 60') | AC 15 T12 FF14 | CMD 10 | F+6 R+3 W+2 | Burn 0/7 | Kinetic Covers 0/4

"Ummm, he looks pretty big... I'm sure she can outrun it, but we should probably go inside!"

Pinpin turns to run into the cave. She seems pretty agreeable to Janira's plan.


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;

Any one else sticking around?

Silver Crusade

Male LG Peri-blooded Storm Caller Summoner 2 | hp 15 | AC 13, T 10, FF 13 (+3 armor) | CMB +0, CMD 10 | F: +1 R: 0 W: +3 | Resist Acid: 5, Electricity: 5, Cold: 5 | Init: 0 | Perc: +5, SM: +5 | Speed 30ft | NA | Spells: 1st 4/4 | Active conditions: Darkvision (60 feet)

Haranum sighs and says to Esdras, "We have our orders..."

The summoner heads into the cave.


LG Archon Eidolon | hp 13/13 | AC 17 (23 with Shield) T 11, FF 16 (+1 Dex, +6 natural armor, +4 Shield) | CMB +5, CMD 17 | Fort +4, Ref +1, Will +3; +4 bonus vs. poison | Init: +1 | Perc: +5, SM: +5 | Speed 30ft | Damage Reduction (1/evil), Resist electricity 5, Evasion | Spells: NA | Active conditions: Darkvision 60 ft

The Archon's eyes narrow and focus on the minotaur, but at hearing Haranum's voice he stands straight and follows the summoner into the cave.

Liberty's Edge

Male CN Nagaji Barbarian 1 | HP 17/17 | AC 16 T 11 FF 15 (-2 AC raging) | CMD +4 | F: +3 (+5 rage), R: +1, W: +1 (+3 rage) (+2 vs. mind-affecting effects & poison) | Init: +3 | Perc: +7, SM +1 | Speed 40ft | Rage: 5/5 rounds/day | Low-light Vision

"K'Coro is not one to split up the party," says the scaly humanoid. He turns to follow the other three into the cave. "Come, fellow rager," he says to Lars. "If it is our fate to fight with yon beast, we will meet up with it again. Do not worry for Janira. The speed she left with tells K'Coro that Shimye watches over her."


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 everyone heads into the cave system without Janira, you hear her shout in Giant to the minotaur. For those of you that speak Giant, you clearly understand these are insults that don't translate well to common. For those of you that don't speak Giant, you can still these are insults thanks to her tone and the fact that she blows raspberries at the minotaur before luring it away into the forest.
Everyone has a flashback to what Janira said the day they started their mission, "Let's see... a potion of barkskin, two potions of cure light wounds, a potion of feather step, a potion of vanish, a scroll of entangle, a scroll of gust of wind, a scroll of identify, a sandwich...make that three.., a scroll of mage armor, a scroll of obscuring mist, a wand of burning hands with a couple uses left, a wand of cure light wounds with a handful of charges, some trail rations, an acid, two alchemist’s fires, one holy water, a smokestick, two tanglefoot bags, one thunderstone, an antitoxin, two sunrods, and about thirty bolts." she finally looks up after going through her backpack and blushes a little, "Always be prepared you know..." she says with a smile.
These are exactly the items you find in her bag, minus the food, crossbow, bolts, and whip (the food, she ate, the weapons, she's carrying).

Once the group finishes rummaging through her bag, they look around to get their bearings. This cave system stretches deep below the foothills of the Kortos Mounts, though most of it is accessible only through a narrow keyhole tunnel, the one that Janira discovered and led you to. 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. Water from stalactites and the distant rushing of underground streams creates an eerie backdrop as you explore the caves. 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 you go deeper into the caves. 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.
For the sake of simplicity, especially with so many items, I'll just assume everyone has access to everything both in and out of combat for consumables. Make sure when/if you use one of Janira's items, you make it clear, like "Eden downs Janira's potion of barkskin" so that other players and myself know it was used. I'll keep a list in a spoiler on my posts from now out and scratch out used items.


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 contents of the bag
1 potion of barkskin
2 potions of cure light wounds
1 potion of feather step
1 potion of vanish
1 scroll of entangle
1 scroll of gust of wind
1 scroll of identify
1 scroll of mage armor CL6
1 scroll of obscuring mist
1 wand of burning hands CL 3, 4 charges
1 wand of cure light wounds CL 3, 6 charges
1 vial of acid
2 alchemist’s fires
1 holy water
1 smokestick,
2 tanglefoot bags
1 thunderstone
1 antitoxin
2 sunrods


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;

s you continue into the caves, you are greeted with a narrow tunnel that twists and turns for several hundred feet before slowly opening to a
wider passage. A large hole about 10ft across and 20ft deep spans the cave’s width and stretches down the path.

Upon inspecting this hole, the party realizes that it is an already exposed and flooded pit trap. The water in the pit rises nearly halfway up, about 10 feet, and upon further inspection you can see a bundle of cloth at the bottom. If you wish to continue going deeper in the caves, you will have to figure out how to get across the pit, whether by swimming and climbing, jumping, or some other solution.

The Concordance

Multi-gendered Vine Leshy Phytokineticist | hp 12/12 | Init +1 | percep +6 (Low Light, Darkvision 60') | AC 15 T12 FF14 | CMD 10 | F+6 R+3 W+2 | Burn 0/7 | Kinetic Covers 0/4

Pinpin looks down in the pit to find the bundle. "Hmmm... I think Chokey can climb down there pretty easy to get that. As for the pit, I'm pretty sure I can make it..."

With that, you see one of the vines crawl out from Pinpin's body and climb down the wall It has a climb speed, so unless the DC is greater than 20, it makes it with ease. While Chokey climbs down, Pinpin backs up about ten feet, and you see the most adorable thing as he runs towards the pit on his short and stubby legs and leaps across!

Take 10 on an acrobatics check for a total of 10, which should clear the pit with the 10 foot head start.

Chokey will then wiggle-swim its way across the pit and grab the cloak, before climbing up the far side. Swim: 1d20 - 2 ⇒ (18) - 2 = 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;

The leshy makes it across the pit.

Grand Lodge

Male Human Skald (1)/Bloodrager 1 Init +1 HP 19/19 AC 16 T11 FF15 Fort +3 Ref +1 Will+2 spd 30 Per+4 Inspired Rage 13/13

Take 10 for Acrobatics too, total 10+5-3 Armor penalty=12

Lars, still fuming about running from a battle promising glory and bloodshed, runs and jump over the pit

Let's hope the minotaur is still alive and we can avenge the loss of our guide later!


LG Archon Eidolon | hp 13/13 | AC 17 (23 with Shield) T 11, FF 16 (+1 Dex, +6 natural armor, +4 Shield) | CMB +5, CMD 17 | Fort +4, Ref +1, Will +3; +4 bonus vs. poison | Init: +1 | Perc: +5, SM: +5 | Speed 30ft | Damage Reduction (1/evil), Resist electricity 5, Evasion | Spells: NA | Active conditions: Darkvision 60 ft

The Archon examines the pit for a few seconds and moves into a proper position. Esdras runs and leaps over the pit.

take 10 on acrobatics to jump: 10+5 = 15

Silver Crusade

Male LG Peri-blooded Storm Caller Summoner 2 | hp 15 | AC 13, T 10, FF 13 (+3 armor) | CMB +0, CMD 10 | F: +1 R: 0 W: +3 | Resist Acid: 5, Electricity: 5, Cold: 5 | Init: 0 | Perc: +5, SM: +5 | Speed 30ft | NA | Spells: 1st 4/4 | Active conditions: Darkvision (60 feet)

Haranum carefully chooses the narrowest point he can to jump. With a brief prayer to Sarenrae he leaps across.

Take 10 to jump: 10


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;

3 of the group make it over the pit/

Liberty's Edge

Male CN Nagaji Barbarian 1 | HP 17/17 | AC 16 T 11 FF 15 (-2 AC raging) | CMD +4 | F: +3 (+5 rage), R: +1, W: +1 (+3 rage) (+2 vs. mind-affecting effects & poison) | Init: +3 | Perc: +7, SM +1 | Speed 40ft | Rage: 5/5 rounds/day | Low-light Vision

K'Coro watches after the others and realizes he can also easily make this jump. Take 10 to jump: 10+7=17

The Concordance

Multi-gendered Vine Leshy Phytokineticist | hp 12/12 | Init +1 | percep +6 (Low Light, Darkvision 60') | AC 15 T12 FF14 | CMD 10 | F+6 R+3 W+2 | Burn 0/7 | Kinetic Covers 0/4

Was my familiar able to grab the bundle in the pit?


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;
Pinpin the Leshy wrote:
Was my familiar able to grab the bundle in the pit?

oOPS. I missed that.

He does,


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;

Having successfully navigated the pit, the party continues onward, with the more magically adept of the group possibly checking the bundle of cloth along the way.

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. Even the most basic magical skills easily tell you that these are everburning torches.

The carvings here are different in style from the petroglyphs found elsewhere in the caves, and they appear to be extremely old. Scattered throughout the cave are phrases referencing Aroden, and images that depict these passages.

Know Religion/History DC 15:

The carvings focus on parables that feature Aroden’s 12 guises, meant to illustrate his hopes for humanity, however many of the carvings are damaged beyond recognition and only four remain visible. These four are the craftsman, fisherman, merchant, and shepherd.

The Craftsman is depicted creating shoes, pots, jewelry, and other moveable goods, referencing Aroden’s delight at seeing his people express their ingenuity in creating new products from raw materials.
The Fisherman is depicted hauling in an enormous catch of small fsh to take back to Absalom, illustrating Aroden’s declaration that a great host of creatures could accomplish a great task, whether that be taming the wilds or feeding a nation.
The Merchant is depicted weighing and trading coins of different sizes, a reference to the holy text’s proverb that peace brings trade and prosperity to all people.
The Shepherd is depicted herding animals out of a crowded city to the pastures beyond, just as Aroden blessed leaders with the foresight to direct people to the tasks and places that best suit them.


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;

Or Appraise/Perception, DC 17, +2 to your check if you know Azlanti, +2 to your check if you know Aquan, these bonuses stack:
The carvings focus on parables that feature Aroden’s 12 guises, meant to illustrate his hopes for humanity, however many of the carvings are damaged beyond recognition and only four remain visible. These four are the craftsman, fisherman, merchant, and shepherd.

The Craftsman is depicted creating shoes, pots, jewelry, and other moveable goods, referencing Aroden’s delight at seeing his people express their ingenuity in creating new products from raw materials.
The Fisherman is depicted hauling in an enormous catch of small fsh to take back to Absalom, illustrating Aroden’s declaration that a great host of creatures could accomplish a great task, whether that be taming the wilds or feeding a nation.
The Merchant is depicted weighing and trading coins of different sizes, a reference to the holy text’s proverb that peace brings trade and prosperity to all people.
The Shepherd is depicted herding animals out of a crowded city to the pastures beyond, just as Aroden blessed leaders with the foresight to direct people to the tasks and places that best suit them.

Spellcraft, Detect Magic required, DC 10:
Even though Aroden disappeared or died over a century ago, these caves store a hint of his divine magic, akin to a wand with a single charge left.


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;

Through the wide tunnel you can see the soft light of the surrounding fungus mixing with the flickering glow of the nearby torches that reveal a grand chamber.

A large pool of water along the chamber’s southern edge reflects the blue and green radiance to illuminate the massive stalactites that cling to the ceiling overhead. Two other tunnels branch off from this area, leading to the east and west.

Rising up from the pool is a column of rock with steeply sloped sides and a flat top, as if someone had sawn off the top of a massive stalagmite. A miniature city carved from this same stone occupies nearly the entire surface. Tiny trinkets such as ancient coins, polished semi-precious stones, and ornately braided loops of string are scattered throughout the diorama, and pale cave frogs clamber atop it. The smooth cavern floor is covered in gravel and pebbles along the edge of the pool, and several foot-long centipedes prowl among the gravel in their search for prey.
Kneeling in the pool of water, back toward you, you see what appears to match the description of a Gillmen

Grand Lodge

Male Human Skald (1)/Bloodrager 1 Init +1 HP 19/19 AC 16 T11 FF15 Fort +3 Ref +1 Will+2 spd 30 Per+4 Inspired Rage 13/13

Bardic Knowledge (Ex): A skald adds 1/2 his class level (minimum 1) on all Knowledge checks, and can attempt all Knowledge checks untrained.

Know Religion: 1d20 + 1 + 1 ⇒ (18) + 1 + 1 = 20

Lars gives back the information about Aroden and his many guises, pointing to the four carvings still recognisable

These four are all that remains: fisherman, craftman, merchant and sheperd. Nothing about being a warrior, that's why Aroden is no more a god while Gorum is worshipped in all his Glory and will be worshipped till the End of Days, the last battle.

Silver Crusade

Male LG Peri-blooded Storm Caller Summoner 2 | hp 15 | AC 13, T 10, FF 13 (+3 armor) | CMB +0, CMD 10 | F: +1 R: 0 W: +3 | Resist Acid: 5, Electricity: 5, Cold: 5 | Init: 0 | Perc: +5, SM: +5 | Speed 30ft | NA | Spells: 1st 4/4 | Active conditions: Darkvision (60 feet)

Casts detect magic and examines the statues.
"There is still a faint aura of divine magic here..."

Spellcraft: 1d20 + 8 ⇒ (7) + 8 = 15

The Concordance

Multi-gendered Vine Leshy Phytokineticist | hp 12/12 | Init +1 | percep +6 (Low Light, Darkvision 60') | AC 15 T12 FF14 | CMD 10 | F+6 R+3 W+2 | Burn 0/7 | Kinetic Covers 0/4

Pinpin looks at Haranum after they see him cast a spell. He waddle-walks up to Haranum, and then she asks "Hey, umm... do you think you could check this? It looks like it's in pretty good condition, despite being at the bottom of that water pit. Chokey was a good li'l plant and got it for us!" the Leshy says with a big grin, then they reach out and pet one, slightly different looking vine coiled around him. "Who's a good li'l plant~? You are!" The vine seems to actually respond to this, but also...seems annoyed maybe at all the praise.

She then goes and starts to wander around, looking at the walls, trying to make heads or tails of them.

Perception: 1d20 + 6 ⇒ (17) + 6 = 23

"Oh hey! These are that human god! That one who made the city of Absalom! They're, like, four of the masks he wears! You humans are SOOOOO interesting!" he says.

Silver Crusade

Male LG Peri-blooded Storm Caller Summoner 2 | hp 15 | AC 13, T 10, FF 13 (+3 armor) | CMB +0, CMD 10 | F: +1 R: 0 W: +3 | Resist Acid: 5, Electricity: 5, Cold: 5 | Init: 0 | Perc: +5, SM: +5 | Speed 30ft | NA | Spells: 1st 4/4 | Active conditions: Darkvision (60 feet)

"Absolutely, Pinpin."

Detect Magic for 3 turns then Spellcraft
Spellcraft: 1d20 + 8 ⇒ (18) + 8 = 26

While concentrating on the magic he asks Pinpin, "May I ask why you call your friend... 'Chokey'?"

After a pause, "Explanations please, demonstrations not required."


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 like the leshy


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 summoner detects that the cloak is a cloak of resistance +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;

Havving successfully navigated the pit, the party continues onward, with the more magically adept of the group possibly checking the bundle of cloth along the way.
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. Even the most basic magical skills easily tell you that these are everburning torches.
The carvings here are different in style from the petroglyphs found elsewhere in the caves, and they appear to be extremely old. Scattered throughout the cave are phrases referencing Aroden, and images that depict these passages.


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;

know Religion/History DC 15:

The carvings focus on parables that feature Aroden’s 12 guises, meant to illustrate his hopes for humanity, however many of the carvings are damaged beyond recognition and only four remain visible. These four are the craftsman, fisherman, merchant, and shepherd.

The Craftsman is depicted creating shoes, pots, jewelry, and other moveable goods, referencing Aroden’s delight at seeing his people express their ingenuity in creating new products from raw materials.
The Fisherman is depicted hauling in an enormous catch of small fsh to take back to Absalom, illustrating Aroden’s declaration that a great host of creatures could accomplish a great task, whether that be taming the wilds or feeding a nation.
The Merchant is depicted weighing and trading coins of different sizes, a reference to the holy text’s proverb that peace brings trade and prosperity to all people.
The Shepherd is depicted herding animals out of a crowded city to the pastures beyond, just as Aroden blessed leaders with the foresight to direct people to the tasks and places that best suit them.


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;

Or Appraise/Perception, DC 17, +2 to your check if you know Azlanti, +2 to your check if you know Aquan, these bonuses stack::
The carvings focus on parables that feature Aroden’s 12 guises, meant to illustrate his hopes for humanity, however many of the carvings are damaged beyond recognition and only four remain visible. These four are the craftsman, fisherman, merchant, and shepherd.

The Craftsman is depicted creating shoes, pots, jewelry, and other moveable goods, referencing Aroden’s delight at seeing his people express their ingenuity in creating new products from raw materials.
The Fisherman is depicted hauling in an enormous catch of small fsh to take back to Absalom, illustrating Aroden’s declaration that a great host of creatures could accomplish a great task, whether that be taming the wilds or feeding a nation.
The Merchant is depicted weighing and trading coins of different sizes, a reference to the holy text’s proverb that peace brings trade and prosperity to all people.
The Shepherd is depicted herding animals out of a crowded city to the pastures beyond, just as Aroden blessed leaders with the foresight to direct people to the tasks and places that best suit them.

Spellcraft, Detect Magic required, DC 10:
Even though Aroden disappeared or died over a century ago, these caves store a hint of his divine magic, akin to a wand with a single charge left.


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;

Through the wide tunnel you can see the soft light of the surrounding fungus mixing with the flickering glow of the nearby torches that reveal a grand chamber.

A large pool of water along the chamber’s southern edge reflects the blue and green radiance to illuminate the massive stalactites that cling to the ceiling overhead. Two other tunnels branch off from this area, leading to the east and west.

Rising up from the pool is a column of rock with steeply sloped sides and a flat top, as if someone had sawn off the top of a massive stalagmite. A miniature city carved from this same stone occupies nearly the entire surface. Tiny trinkets such as ancient coins, polished semi-precious stones, and ornately braided loops of string are scattered throughout the diorama, and pale cave frogs clamber atop it. The smooth cavern floor is covered in gravel and pebbles along the edge of the pool, and several foot-long centipedes prowl among the gravel in their search for prey.
Kneeling in the pool of water, back toward you, you see what appears to match the description of a Gillmen

Grand Lodge

Male Human Skald (1)/Bloodrager 1 Init +1 HP 19/19 AC 16 T11 FF15 Fort +3 Ref +1 Will+2 spd 30 Per+4 Inspired Rage 13/13

Know History: 1d20 + 1 + 1 ⇒ (6) + 1 + 1 = 8

Lars doesn't bother with the pics on the walls.

When he sees the gillman, he tries to check if he has some weapons nearby first

Perception: 1d20 + 4 ⇒ (8) + 4 = 12

Silver Crusade

Male LG Peri-blooded Storm Caller Summoner 2 | hp 15 | AC 13, T 10, FF 13 (+3 armor) | CMB +0, CMD 10 | F: +1 R: 0 W: +3 | Resist Acid: 5, Electricity: 5, Cold: 5 | Init: 0 | Perc: +5, SM: +5 | Speed 30ft | NA | Spells: 1st 4/4 | Active conditions: Darkvision (60 feet)

Knowledge Religion: 1d20 + 6 ⇒ (12) + 6 = 18

"More real Arodenite carvings! These are the Craftsmen, Merchant, Fisherman and Shepherd"

Haranum casts Detect Magic on the carvings and begins to examine them.

Spellcraft: 1d20 + 8 ⇒ (18) + 8 = 26

"Just like the others, barely any magic, but it is there!"

Liberty's Edge

Male CN Nagaji Barbarian 1 | HP 17/17 | AC 16 T 11 FF 15 (-2 AC raging) | CMD +4 | F: +3 (+5 rage), R: +1, W: +1 (+3 rage) (+2 vs. mind-affecting effects & poison) | Init: +3 | Perc: +7, SM +1 | Speed 40ft | Rage: 5/5 rounds/day | Low-light Vision

"K'Coro is unsure about these gillmen. Did this one set the beast outside as a trap for us?"
He readies his grip on his greatsword and tries to quietly approach the kneeling figure.
stealth: 1d20 + 1 ⇒ (15) + 1 = 16

The Concordance

Multi-gendered Vine Leshy Phytokineticist | hp 12/12 | Init +1 | percep +6 (Low Light, Darkvision 60') | AC 15 T12 FF14 | CMD 10 | F+6 R+3 W+2 | Burn 0/7 | Kinetic Covers 0/4

The leshy starts to waddle-walk towards the kneeling man in the pool. He looks towards Haranum and says "I'll tell you more about him later. I think we should go see this person over here first!"

As they walk, she calls out to the man in the pool "Ummm.... Hey! You there! Hi! Who are you? We're Pathfinders! Or... at least, we will be! Ummm... Who are you?"

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