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know religion: 1d20 + 5 ⇒ (9) + 5 = 14
sigh, clerics really need more skill points

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Know Religion: 1d20 + 10 ⇒ (13) + 10 = 23
In the case of people needing a proper burial, the correct rites must be used to calm the vengeful spirit. In this case, you'd need to know the Iroran rites.
Know Religion: 1d20 + 10 ⇒ (5) + 10 = 15
Sorry to say I am not familiar with them. Are you, Lore?
DC 20 if BPC will allow you to roll.

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know religion to know the proper rites dc 20: 1d20 + 5 ⇒ (10) + 5 = 15
"I'm afraid my religious studies didn't include Iroran rituals... I'm sorry."

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Well, we should still bury them and do what we can.

GM BPChocobo TK1 |

Given the number of bodies it will take about 3 hours to bury them all. You may do so if you wish.
Regardless, we'll start the next part tomorrow morning!

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"We could burn them... it would probably be faster and it is the proper Sarenraean rite."

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Hmm, if you think so. Very well.
Works for me.

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"We just need to put the bodies as close together as possible and I will use a few spells to set them all on fire... If there's any combustibles around to help keep the fire going, collecting them and adding them to the pyre would be good."

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"Sorry, wasnt much for the schooling. Dont know much about gods and such stuff... had it been about animals i might have been able to help. let me start a fire for you to burn them for proper burial."
Survival: 1d20 + 12 ⇒ (11) + 12 = 23

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As Velidor builds a nice big pyre, Lore prepares herself to perform the proper death rites over the bodies... She begins by reciting blessings to the Dawnflower, and by offering, "You have my apologies that I don't know Iroran rituals." Once the fire is burning strongly, she will add additional fire to the pyre by tossing several balls of flame into the pyre by casting produce flame. When the fire has burnt out, she again blesses the departed and adds, "May you find your way into the arms of your chosen god or goddess."

GM BPChocobo TK1 |

The party sets up a funeral pyre, hoping to appease the spirits and at least grant them some rites to the lost souls trying to make their way to the Boneyard.
With fire, the entire process will take about an hour to do safely
The party healed up and the work done, the intrepid heroes carry on to the hidden path to the monastery.
The path ends to a steeply sloping cliff face on the western side of the one of the tall mountains in the region. The keen senses of most of the party judges that the cliff is about 900 feet up, but there seems to be a ledge just over half-way up.
It's a DC 15 Climb check from everyone to make your way up!

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"I'm not much of a climber... and it's much too far for rope... Can someone strong carry me or does someone have a levitate spell they can spare?"
"Oh Wait!! I forgot... I have a fly potion I can use..." she pulls out a potion bottle from her pouch. "If someone strong enough wants to drink this and carry me up we can kill birds with one stone... otherwise, I'll just drink it myself."

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Pelkin can take-10 for 17 and make the climb. If the penalty isn't too great I could carry Lore as well.

GM BPChocobo TK1 |

@Pelkin: It would be fair to say that Lore would put you at Medium encumbrance carrying her, giving you just enough of a penalty that you couldn't T10 the check.
But I will take clever ideas for getting up the slope :)

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Lore weighs 34 lbs with about 30 lbs of equipment, so a total of about 65 lbs

GM BPChocobo TK1 |

But Pelkin has to carry all of his own gear, too :P While I don't want to get nitpicky with encumbrance, I'll stick with my ruling unless there is magic, magic items, or abilities to make things easier such as ant haul.

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yes, I know... it was just a thought... there's always Velidro or Amar... if they can't do it, there's always the fly potion.

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Well, we can try to go up 50' at a time, or maybe more if we have enough rope to link together.

GM BPChocobo TK1 |

A wholly plausible idea; if you knot the rope, it cuts the length in half, but makes the DC only 5 so everyone can pass that without a problem!

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Velidor is only at 57 lbs and can carry 66 without slowing according to Hero Labs. His climb is only +6 but will help where he can. He also has 50ft of silk rope to add.
Climb: 1d20 + 6 ⇒ (19) + 6 = 25 Velidor starts climbing to set the line for the others...

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Amarthecthel concentrates for a few seconds and then sprouts glorious wings of light.
"Or I could simply lift you each to the top,"
Fly hex. 18 Strength. Hexcrafter taxi service!

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Lore holds up her hands to be lifted by Amarthecthel... She flashes him a little grin and in her best 'little girl' voice says "Up?" Then breaks out into a laugh. "Fly me to the moon, you stud, you. I didn't know you could do this. The wings suit you. You look like an angel."

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Fine. Whatever suits you. Pelkin makes the climb by whatever means possible.

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Amarthecthel shows the mercurial nature of the elves, laughing like a child with Lore. He takes her aloft with a rush of wings. "Who says I'm not?"
He takes anyone who wishes up to the top.

GM BPChocobo TK1 |

I'll count that as a success! More by Monday
-Posted with Wayfinder

GM BPChocobo TK1 |

The party, using teamwork and elven flight, make their way up the cliff! About 500' from the bottom, a barren ledge set into the jagged stone of the cliff face provides a magnificent view out across the rocky foothills.
The runes are Vudrani symbols of annihilation, darkness, and the unknown mixed in with unholy verses of Dhalavei's texts.
Map updated with real map stuff! Well, as much as you can see :)

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know religion: 1d20 + 5 ⇒ (17) + 5 = 22
Lore advises the party as to the runes. (read the spoiler, folks)

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I assume the runes are on the ledge somewhere? Pelkin will check the area for magic and alignments as well as other pitfalls. He will also cast See Invisibility on himself finally, since I always forget to do this sorta stuff before doing this sorta stuff.
Perception: 1d20 + 18 ⇒ (9) + 18 = 27
If satisfied thst all is well he will lead the party in.

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"Not exactly a welcome mat is it?" Velidor says to the others and unslings his musket...

GM BPChocobo TK1 |

There are 2 magic auras, one one each pillar round circle on map. I'll take a Spellcraft on each one.
One of the glyphs is a glyph of warding
There is a symbol of pain among the runes.
-Posted with Wayfinder

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spellcraft dc 22: 1d20 + 4 ⇒ (3) + 4 = 7
LOre has no chance on the second one
Lore casts detect magic and checks out the pillar, then shrugs, completely baffled.

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Pelkin looks to the magus for his skill in this area. I'll simply try to assist Amar.
Spellcraft left: 1d20 + 5 ⇒ (4) + 5 = 9
Spellcraft right: 1d20 + 5 ⇒ (17) + 5 = 22

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Spellcraft left: 1d20 + 17 ⇒ (1) + 17 = 18
Spellcraft right, w/ assist from Pelkin: 1d20 + 17 + 2 ⇒ (8) + 17 + 2 = 27
"The sigil on the right is a symbol of pain," says Amarthecthel. "As the name suggests, approaching it is likely to be excruciating. The writing on the left is simply too obscure for me."

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"Well that is a pretty pickle to get past then...suggestions?"

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"I have a couple of scrolls of dispel magic... I could try those on the symbol and whatever is on the other pillar." Lore starts rummaging in her pouch for the scrolls, then holds them up. "Yes, these are them... I am loath to try to pass these magics, whatever they might be, without trying to remove them. Or if someone has stone shape, maybe you could just remake the one pillar to cover the symbol at least."

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My wand of CLW is expended, can someone give me a couple of taps of theirs? I'm down 10 HP.
Pelkin nods to Lore. I believe simply dispelling the wards would be best.

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Lore taps Pelkin with her wand of clw:
clw Pelkin: 1d8 + 1 ⇒ (2) + 1 = 3
clw Pelkin: 1d8 + 1 ⇒ (6) + 1 = 7

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"So what do the rest of you think I should do... read the scroll? or have you a better idea?"

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spellcraft 1d20 + 7 ⇒ (8) + 7 = 15
spellcraft 1d20 + 7 ⇒ (18) + 7 = 25
The gnome stares at the runes while everyone is talking.
"pain! It is a rune of pai.... Yeah what Amary said!"

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"That sounds worthy of being dispelled too... shall I try them both? I do have two scrolls."

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Yes, I think this is a fine time for these scrolls.

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"I'm a little afraid to use them... I've had them for so long and I'm scared they will fail when i read them... How about I read one and someone else read the other?"

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velidor digs his heal stick out of his backpack and hands it to Pelkin after noticing the man and his wounds...
tap as needed to remain front line

GM BPChocobo TK1 |

Just give me those dispel checks when you are ready :) And let me know if you're aiming for the symbol of pain or the other one.

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Lore will start with the symbol of pain and the lesser of the two scrolls...
dispel magic, dc unknown on glyph of warding: 1d20 + 9 ⇒ (1) + 9 = 10
oh for sarenrae's sake... I KNEW the dicebot would hate me for these rolls...
When it fails so badly, she cries softly and then wipes her tears away... "I'm sorry, it didn't work... I will try the other one if no one else wants to do it... but please don't be mad if it doesn't work either."
dispel magic, dc unknown on symbol of pain: 1d20 + 10 ⇒ (16) + 10 = 26
well that's much better... hope it worked.

GM BPChocobo TK1 |

Although one of the words seem smudged on the first scroll, causing Lore to fail her first attempt, the other scroll is read perfectly and Amarthecthel can determine that the symbol of pain has been removed. The other mysterious magic marking still remains.

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Pelkin heals himself, thanking Velidor. Let me hold this for a moment.
CLW: 1d8 + 1 ⇒ (8) + 1 = 9 Good enough.
If we have no other way to disable this trap, perhaps I should just trigger it. Stand back.
Pelkin will cast Resistance on everyone and Heroism on himself and then try to move through the passageway, triggering the rune. If someone has a better idea, I'm game.

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"I was thinking the same thing, but far be it from me to try to talk you out of it if your mind's made up," says Amarthecthel drily.

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Do you wish to take my place? We could flip a coin if you'd like. Assuming his offer is turned down, Pelkin will proceed.