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Eh, sod it. I want to have first post on the new page. AND I want it to be suitably epic. I move to the new location as shown on the map, and ready an action to cast burning hands once no one is in the square between me and the beastie.
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If it triggers:
Exiel sizes up the new threat with a faint smile. Chanting softly, he gathers the fiery enerygy within him, stoking it and channeling it into his hands. You hear a soft crackling, like that of embers in a fire, as the smell of brimstone and soot reaches your nostrils. For a moment, the air around you becomes pleasantly warm.
Still chanting, Exiel brings his hands together, and the energy surrounding his interlocked fingers flare into the outline of a draconic head. As Exiel concludes his chant with a booming triumphant roar, the mouth of the fiery draconic head opens, and you cannot be sure anymore whether the roar is coming from Exiel's throat or the fiery head as a blistering cone of fire shoots out from its burning maw.
4d4 + 4 ⇒ (4, 4, 2, 1) + 4 = 15

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Reflex: 1d20 + 2 ⇒ (20) + 2 = 22
The ghoul, amazingly quick for its kind, sidesteps just in time, avoiding the majority of the blast.

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Did Ash shoot?
Once burning hands fires:
5ft step and swing
attack: 1d20 + 4 ⇒ (9) + 4 = 13
damage: 1d12 + 3 ⇒ (3) + 3 = 6
Well... if still squeezing i might stand a chance

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Since Kyra has taken awhile to respond, I'll roll for Ash's shot. He then 5ft steps out of the way for the fireblast.
attack roll: 1d20 + 5 ⇒ (14) + 5 = 19
damage: 1d8 ⇒ 7

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Ooo...between that and the Exiel's burning hands, I think the ghoul is probably down. If Cor hit, then it's definitely down. Ghouls don't have DR against piercing, do they?

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The ghoul's head explodes in a rain of gore as the hot lead ball rips what small amount of life force that remained from the desicated body.

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I'll have my familiar take 10 on perception to scout the area to make sure it's safe. With guidance from Kyra, my familiar gets to 20 on the perception check.
If there are any more hostiles, my familiar flies back to report. If no more hostiles are found, I believe we were going to rest up in this cave to regain spells?

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Forgive the metagaming a bit (speed things along as well?), i would take 20 and search the cave throughly each 5 feet (looking up and around as well), but according to the map there is a path leading down from the cave to the area below (where we would have fallen if we got pushed off)
We should probably explore that area as well before resting.

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Forgive the metagaming a bit (speed things along as well?), i would take 20 and search the cave throughly each 5 feet (looking up and around as well), but according to the map there is a path leading down from the cave to the area below (where we would have fallen if we got pushed off)
We should probably explore that area as well before resting.
Indeed. Well, I suppose we can have Exiel's familiar scouting 'the area' to include the passage way down to 'c'.
Akinra, we need to speed this along before scheduling conflicts cost us another player. Since it's a Friday evening for you guys now, any chance of us wrapping it up this evening (for you, morning for me)? I will be able to post very regularly.

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Yes, it is. I am at Continuing Legal Education this weekend. We have to do 15 credits per year to keep our bar license in my jurisdiction. So it sucks up a lot of time.
I will be back to normal on Monday. Until then, I am taking a lot of classes on Chapter 7, 11, 12, and 13 bankruptcies.
Searching thoroughly you are able to locate (Assuming taking 10 or 20 to identify) boots of the winterlands, a finely crafted jade brooch, and a weather-worn journal.
The journal describes an adventuring parties ascent up the mountain. When the winter settled in harder and faster than usual, the members began dying off slowly. As happens far too often, the survivors resorted to cannibalism, which gave rise to their cursed afterlife.

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I'm guessing that would be the ghouls we just bumped off...
I assume we finish fixing up the shrines, then rest through the night, the Cleric disappearing whilst we sleep under 'mysterious circumstances'...sigh. Then Ralph uses his bonded item to cast Endure Elements on himself and uses the scroll on Ash, as he stated earlier.
Fast forward to next day, we press on towards the monastery?

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Boots of the winterlands, convient. With those, only 1 casting should be needed. I'd give the boots to Ash?
If we detect magic on the Jade... is it magical? Ralph can do that, iirc.

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The narrow mountain path ends at the lip of a fifty-foot-wide crevasse that stretches out of sight in both directions. A pair of carved stone pillars stands at the edge of the chasm and a matching pair of pillars can be seen on the far side. The remains of corroded iron chains, set within the stone pillars, dangle limply into the crevasse. A relatively gentle slope leads to the bottom of the crevasse. The slope on the far side is much steeper, and is covered with jagged, precarious looking rocks.
Climbing to the base of the crevasse requires a 50-foot climb. The far slope of the crevasse is much steeper, and also requires a 50-foot climb. You cannot take 20 on this task.

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Yes I can see if it is magical. From the looks of it though, Akinra already told us what was magical.
Hmm...climbing...Corwin, I believe you're up. Could you go first, and then drop a rope down for the rest of us?
By the way, my spells for the day are:
Grease (school)
Infernal Healing
Infernal Healing
Enlarge Person

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The night passes uneventfully, the following morning you prepare to make your climb. You need 8 hours rest and 1 hour to prepare spells. . .

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??? Ralph wants to prepare new spells. To prepare spells, a wizard must be rested, having had a full 8 hours sleep, and spend an hour preparing. If you want to continue on without spells, that is fine too

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Is there a map for this area?
Would Corwin know if that journal would be of interest to the Grand Lodge (my mission)
Preception check to see what might be lurking about. Looking across the chasm from this side, as well as from the bottom.
perception: 1d20 + 7 ⇒ (9) + 7 = 16
If I see a hostile target (or someone else points one out) Shoot it with a bow
attack: 1d20 + 4 ⇒ (6) + 4 = 10
damage: 1d8 ⇒ 7
If area looks clear, take 10. See if i can climb with armor.
10 + 6 (-4 armor) = 12
if not, try without armor
10 + 6 = 16
At 1 quarter speed, this climb would still take 12 seconds (2 rounds with double movement)
Will also try to do this stealthy if i can.
stealth: 1d20 + 3 ⇒ (5) + 3 = 8 (take -4 penalty if i can climb with armor)
If i still have problems (due to slipperiness) Would try to climb again with the boots we just found (Ash can be cold for a minute while i climb, lol)
if STILL can't, will use my pitons one at a time, climbing to the top. this would take 10 minutes. The climb in this fashion would exhaust my pitons. Anyone have more? or we can split the difference in some way?
Once at the top, would lower my rope down for the rest of the party.
That should just be a DC 5 check?

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Thanks Cor, hope that does the trick.
Exiel, I think you misread Akinra's posts. He knows we rested. He's just saying that it took us the rest of the night (9 hours). You're both on the same page. Idiot. =p

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Cor attempts to scale the rock wall in his armor, taking his time.
About two feet into the climb, it becomes apparent this method will not work as the warrior begins to fall backwards off the cliff face into the 50' chasm, barely catching himself before a disastrous plummet down onto some sharp granite.
Removing his armor, he attempts again, and this time makes it down. Unfortunately, he makes no progress at all in climbing the other side. The walls are simply too steep with too few handholds.
Edited, Re: Wrong tier!

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Ok forgive me Akina.
The climbing assumption i origionally made was that we were at the bottom already (due to the gentler nature of this slope) thus failing a climb UP check in armor and falling would be no big deal (already at the bottom).
coming down this side would just have been the matter of lowering a rope for the incredibly easy climb down.
Even being the case, the "gentle" slope has a DC over 15? only way i would fall is if i failed by 5 or more.
I'll stick with your ruling whatever it may be.

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Hmm...would an enlarge-person spell make it easier for him, since he becomes larger and can reach hand-holds more easily?
Edit: Cor, shall we just assume that you take 10 to climb back up, lower a rope down for us to climb down and then took 10 again to climb down so we're all at the bottom?
How many pitons do you still have? I believe we were using Kyra's earlier.

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Dude, actually, we still have that scroll of spider climb, don't we? It's a 10min/lvl spell. One casting and Cor could carry us all up one by one. Now seems to be the time to use it!

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Duh. I'm an idiot. Both for forgetting that Corwin can't be enlarged and that we had that scroll. Yes. Spider climb on Corwin. Make like spider-man. Let's move quickly after this though. We want that duration to still be on if there's another obstacle like this further ahead.
Akinra, are you willing to let me re-declare my spells? I forgot that enlarge person wouldn't affect Corwin. I'll swap it for another infernal healing if you allow. After all, we will likely need it now that Kyra's left...
Edit: forgot I needed a check to cast:
DC is scroll's caster level +1, so I have to beat a DC of 4.
Caster level check to cast scroll: 1d20 + 1 ⇒ (7) + 1 = 8

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alright... as to not waste any resources. Climb back up the "gentle" side. I will throw a rope down and just hold it while the others climb down (not risk a use rope check tieing it off)
I will LOWER the party down through sheer strength
Special: You can use a rope to haul a character upward (or lower a character) through sheer strength. You can lift double your maximum load in this manner.
My str is 14, max load is 175, for 350 total. No one person should weigh more then that, as a test i could pick them up before i lower them
Once the rest are down, I climb down after them. (lowering his own gear first as well, or distribute it evenly to the rest of the party, whichever makes more sense)
Now on the bottom, i would attempt to climb up the other side (fail, falling without much dignity on my butt)
Time to pull out the pitons boys. how many do we have? I have 10 on me, just enough to climb up this wall. Ash mind if i wear those boots? just be be more certain i don't slip. If i fall you will get them back one way or another.
I start to hammer pitons into this wall, making my way up very slowly and painstakingly. Once at the top, i lower my rope and haul them all UP the wall.

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before hammering in the pitons the scroll of spiderclimb was mentioned, thinking that is an excellent idea, he asks "spider climb or pitons?" I'm thinking the mundane method for now and save the magic... but speed could be of the essence. I'll let you decide.

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Continue with the hammering of pitons, climbing up the other side proceeding as previously mentioned, once reaching the top, lowering the rope and picking up the party
For the record, i weigh about 200 lbs with gear

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For the record, i weigh about 200 lbs with gear
Yeah...don't fall. I'm not sure even Ash has the strength to catch you. XD
And hopefully between the rope and the pitons Ralph and I can get up with a take 10. If not...spider climb might still be needed after all.
So basically if it works, we save the scroll, if it doesn't we use the scroll, but either way we get across?

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i just haul your butts up, no check needed. The pitons make the climb DC15 which the rest of you might fail... i certainly wouldn't want even a 10% chance of falling with having to make 3 separate checks (minimum)

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Taking quite some time, and making quite a bit of noise, Corwin manages to slowly work his way to the top with his pitons and rope (1/5ft = 10 needed).
The DC is 20. Pitons mage the DC 15. Taking 10 = 16 without gear/encumbrance.
Two rock formations, shaped like a pair of thick pillars, stand prominently near a cliff’s edge. One pillar stands fifteen feet tall and the smaller stands ten feet tall. A shallow cave, just to the side of the pillars, looks as if it might provide some shelter from inclement mountain weather.
Beyond this point,you will cross the 5,000-foot altitude mark and need to make hourly Fortitude saves to stave off altitude fatigue. You must each make a DC 16 Fortitude save or become fatigued. Anyone who that makes his save must continue to save each hour spent at the monastery or above 5,000 feet in altitude until returning and resting at the Two Brothers or below. The save DC increases by 1 for each consecutive save. For more information on high-altitude adventuring and altitude fatigue, see page 430 of the Pathfinder RPG Core Rulebook. You can rest here with little risk other than the harsh cold that drops to 30° F overnight. Any PC who succumbs to altitude fatigue may return here at any time to rest and remove the condition, but once he sets out again for the monastery, hourly Fortitude saves resume.

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Exiel notes that the air is getting thinner.
We'd best press on...the less time we spend here the better it will be for our continued well-being.
We press on to the monastery? How many fort saves does it take to get us there?

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Take 20 searching the statues, take 20 searching the cave (assuming reasonable size?)
20+7=27
Search as a group
Don't need nasty surprises when we come back to rest.
Can we tell about how far away the monastery is?
If searches reveal nothing, might as well press on regardless how far it is.

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A 'reset' point of sorts?
Search and then press on it is. If we are taking 20, Exiel's familiar takes us to 29. More than enough, I should hope.
Once we press on, Fort saves (use as many as required):
1d20 + 2 ⇒ (19) + 2 = 21
1d20 + 2 ⇒ (6) + 2 = 8
1d20 + 2 ⇒ (15) + 2 = 17
1d20 + 2 ⇒ (5) + 2 = 7
1d20 + 2 ⇒ (13) + 2 = 15
1d20 + 2 ⇒ (14) + 2 = 16
1d20 + 2 ⇒ (2) + 2 = 4
1d20 + 2 ⇒ (5) + 2 = 7
1d20 + 2 ⇒ (12) + 2 = 14
1d20 + 2 ⇒ (8) + 2 = 10
Edit: well crap, if we take more than 1 hour, I'm fatigued.
Edit: Another 10 for Ash
1d20 + 4 ⇒ (3) + 4 = 7
1d20 + 4 ⇒ (5) + 4 = 9
1d20 + 4 ⇒ (18) + 4 = 22
1d20 + 4 ⇒ (4) + 4 = 8
1d20 + 4 ⇒ (14) + 4 = 18
1d20 + 4 ⇒ (6) + 4 = 10
1d20 + 4 ⇒ (8) + 4 = 12
1d20 + 4 ⇒ (3) + 4 = 7
1d20 + 4 ⇒ (4) + 4 = 8
1d20 + 4 ⇒ (9) + 4 = 13
Edit: Sorry Ash.

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Good plan on the pre-rolls...My turn I guess:
Fort saves:
1d20 + 2 ⇒ (11) + 2 = 13
1d20 + 2 ⇒ (6) + 2 = 8
1d20 + 2 ⇒ (19) + 2 = 21
1d20 + 2 ⇒ (17) + 2 = 19
1d20 + 2 ⇒ (17) + 2 = 19
1d20 + 2 ⇒ (10) + 2 = 12
1d20 + 2 ⇒ (20) + 2 = 22
1d20 + 2 ⇒ (18) + 2 = 20
1d20 + 2 ⇒ (15) + 2 = 17
1d20 + 2 ⇒ (15) + 2 = 17
Yeah...crap.

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The Clouded Path Monastery lies 2 hours’ travel up a steep incline from the Two Brothers. Nothing of interest is found at the statues, other than their name (recognizable wit K. Local). The cave is empty, buy provides warmth and cover from the elements.
A large stone building lies nestled in a shallow stone cul-desac, hollowed out from the surrounding mountainside. The building shows evidence of poor maintenance—the roof is missing several tiles and the once-proud, central double doors lie in a pile of ruined timbers. The remains of a giant bell, and the wooden structure meant to support and sound it, dominate the center of the flagstone courtyard before the stone structure.
Atop a ten-foot rise of gray stone steps stands a wide paved forecourt surrounded by worn, red-painted wood pillars and faded rust-colored walls. A massive copper bell rests in the center of the area, surrounded by a mess of wooden scaffolds and a carved-smooth tree trunk, all collapsed into a pile around the carillon. The north wall features an intricate mosaic of monks walking on clouds. A pair of staircases flanks the wall, leading up to a ten-foot-high porch and three sets of wooden doors beyond.
1d20: 1d20 + 11 ⇒ (5) + 11 = 16
1d20: 1d20 + 2 ⇒ (9) + 2 = 11
You are all fatigued. Perception checks please, then Init.

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Exiel's Perception: 1d20 + 7 ⇒ (14) + 7 = 21
Lucien's Perception: 1d20 + 9 ⇒ (12) + 9 = 21
Initiative: 1d20 + 2 ⇒ (18) + 2 = 20

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Perception
1d20 ⇒ 1
Initiative
1d20 - 1 ⇒ (5) - 1 = 4
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Ash's perception
1d20 + 7 ⇒ (7) + 7 = 14
Ash's Initiative
1d20 + 4 ⇒ (13) + 4 = 17
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Edit: What on earth...a 1 and a 5? My luck sucks today.