GM KoKyu's Jade Regent

Game Master KoKyu

A journey of a thousand miles begins with killing a few Trolls.
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~Elf Champion (Paladin) 8~ Perc +11 (+2 to init) AC 28 HP 110 Fort +14 Ref +12 Will +13 PATHBUILDER Link

The thing is, I wasn't trying to prove who owned the box. I was pointing out that your vision and this fellows familiarity with the box did not conclusively prove that the box rightfully belonged to him.

Your vision only proves that the man trying to claim it had possession of the box at the time of your vision.

Likewise his familiarity with the box does not prove ownership. There are easy explanations for his ability to open the box outside of ownership. He could have constructed the box for the owner and then stole it. He could have merely observed the owner opening it prior to stealing it. He could have tortured the owner to learn how to open it. He could have earned the owners trust and learned how to open it.

And this doesn't even involve the magic available to characters. Remote viewing. Divination. Spellcraft and/or perception checks. If one can find and defeat magical traps and locks, surely the box can likewise be defeated.

In a world where shapeshifters are a real thing, your verification process is quite lacking. In fact, nothing we have done to this point, including the "eye-witnesses" will have defeated a Doppelganger.

You don't find it the least bit suspicious that this guy showed up in the right tavern, less than 24 hours after we recover the box. How did he know we had it? ?I don't recall shopping it around. What reason does he have to assume that it was lost in the swamp? etc etc etc.

Other than it being a McGuffin?


Pathbuilder link Perception +13| AC 24| Fort +14| Ref +12 |Will +17

In that case then I do not believe it would ever be possible to prove conclusive ownership of anything. Given that then I think the facts we have are adequate. Also the fact that he showed up in the same place the people who stole it showed up is not unlikely at all if this is the nearest/biggest town to where the incident took place. But you are right it is all for convenience sake to move the story along, like every movie and book ever written.


Childish Quasit...Rabble-Rousing +28| Fluff +25 ....| RAW -29 | Poor form +33 Watch order: Draeven, Rennyn, Anara, Fenra, Sharadei

What about a note from the GM confirming the box is a tie in to the Old Light adventure, does that work? As for the time line, those other adventurers were dead long before you got to the swamp and Bordamir was already on his way to Sandpoint.


~Half-orc Fighter 8~ Perc +16 (+2 init) AC 26 HP 132 Fort +16 Ref +13 Will +14 (bravery) PATHBUILDER Link

Draeven, arms folded, shifts his weight from one foot to the other while clearing his throat slightly.


~Elf Champion (Paladin) 8~ Perc +11 (+2 to init) AC 28 HP 110 Fort +14 Ref +12 Will +13 PATHBUILDER Link

Rennyn stands silently watching, slowly shaking his head, as the Sheriff walks off.


Childish Quasit...Rabble-Rousing +28| Fluff +25 ....| RAW -29 | Poor form +33 Watch order: Draeven, Rennyn, Anara, Fenra, Sharadei

(I assume this is in regards to Rennyn's question...)
It is clear that Sheriff Hemlock has his hands full and is prioritizing his efforts to see to the well being of the town ahead of the paladin's question. Noticing the impatience surrounding Draeven and Rennyn Belor finishes with the guards and returns, Apologies Master Rennyn, as you might have guessed I am quite busy. I've just asked those two to discretely begin preparations in the stables. Belor seems to hesitate for a moment, I have noted your interest in how we are assisting with the people. If you and Draeven are not going to head up to the Old Light right away, I could use your skills in keeping the peace near the Rusty Dragon. For now we are telling everyone to, "Try to stay calm. Although the beam is directed skyward and away from us, everyone should remain indoors. We are looking into this and as soon as we've determined what's happened, as well as the dangers this posses, we will let everyone know." The Sheriff watches your reaction carefully and you sense from his expression that he is uncertain that this was you intent. (Hardly a mind blowing response, but really his role is crowd control so the heroes can get to work.)


~Elf Champion (Paladin) 8~ Perc +11 (+2 to init) AC 28 HP 110 Fort +14 Ref +12 Will +13 PATHBUILDER Link

Did he used to be an adventurer like us, but then he took an arrow in the knee?


Perc +10, Init +1, AC 16, HP 24, Fort +4, Ref +4, Will +8, CMB +3, CMD 19

Kenan shrugs his shoulders at the Sheriff. If you have need of us to examine the cause of this light and explosion than I am pleased to serve. It is probably nothing after all. He states his face showing he clearly does not believe the last statement.

Kenan looks at the others before drawing his bow and heading towards the old light.


Childish Quasit...Rabble-Rousing +28| Fluff +25 ....| RAW -29 | Poor form +33 Watch order: Draeven, Rennyn, Anara, Fenra, Sharadei

Sandpoint 11:00 AM... - The Old Light
Current XP Total: 3,195 (2nd Level) (Next level at 5,000) SatNav | The Rusty Dragon
Pressing on...I would have had this up yesterday but then Paizo's Goblins appeared on my computer :(

The Old Light is built into the side of a cliff in the northwestern section of town overlooking the Varisian Gulf. The cliff face is about 120 feet in height, with the tower stretching up another 50 feet. The total height of the Old Light is approximately 170 feet over sea level making it the tallest structure in Sandpoint. From a distance its crown is a tumble of weather-beaten stones, ruined long ago. Various Thassilonian markings and writing found near the top of the tower have been interpreted by many to mean the tower was once crowned by a very bright light. The agreed upon conclusion is this was once a lighthouse. By the time enough rope has been collected (you need over 200ft) and the group gathers at the top of the cliff upon which the Old Light sits, the beam of light flutters then disappears. As you draw near, an examination of the stonework show while the cliff face rocks that jut out around the tower are moss covered, the stones of the tower itself are eerily devoid of attached life; they also seem far cooler and less eroded than one would imagine considering what's just happened. In fact the tower's masonry is quite smooth and cool to the touch. A small crack stretches along part of the tower wall facing the gulf. Large enough for a medium sized creature to enter, its location is known to practically every inhabitant of Sandpoint. Inside, a jagged stone floor approximately 21 feet by 33 feet sits about 30 feet below. From there it is a straight drop down for another 170 feet. Strewn with rubble this upper section was originally two different floors, and the stone rubble which now rests here is all that remains of the floor above. There are no other obvious exits from this room. Nearly 200 feet below the city of Sandpoint, from this vantage you can see the bottom of the ruined tower. Surprisingly clean, it looks like a carpet of sickly pale green moss littered by a few shattered chunks of stonework.

Before heading down, you already know what's there based on your own previous explorations or perhaps by what many who have gone before you have described: a few Thassilonian inscriptions on an otherwise solid circular wall. Some of these inscriptions you know to have been translated; one includes the passage “Behold the glory of Xin-Bakrakhan” and “Fear the (wrath? righteousness?) of Alaznist and her might.” Without an expert in Thassilonian to dig deeper into these markings, making the long climb down now seems fruitless as nothing you can see below looks to be capable of generating enough power to produce the beam of light.


Pathbuilder link Perception +13| AC 24| Fort +14| Ref +12 |Will +17

Maybe I missed it, but where did the light appear to emanate from? Some kind of shaft in the centre?, surrounding the whole building? If the light came from inside I don't know why we would go down the outside unless we had to to get inside.


Childish Quasit...Rabble-Rousing +28| Fluff +25 ....| RAW -29 | Poor form +33 Watch order: Draeven, Rennyn, Anara, Fenra, Sharadei

The source I'm using a little vague about the description. I've interpreted it as the light erupted from within, so like a canon, not quite as wide as the tower but almost filling the interior. As a tourist attraction, every inch of the Old Light has been explored - the crack is the only way in. It is on the exterior of the tower, facing away from the city and is an access point inside the tower to a partial floor 30ft below.


Pathbuilder link Perception +13| AC 24| Fort +14| Ref +12 |Will +17

OK

Eyeing the crack that would allow them into the tower Fenra sighs, Let's go in then.

Seeing that the light has disappeared, she volunteers to cast light on something for Jeryn knowing that the rest of them will not need to be as close to the light source.


~Human Evoker (lvl 4)~ Perc +7 Init +1 AC 19 (15+4 mage armor) HP 25 Fort +2 Ref +2 Will +4 CMB +2 CMD 17

Jeryn says Perhaps we will be able to find something or decipher some clue that others have overlooked.

Grinning and winking at Fenra he says We are, after all, the finest group of adventurers Sandpoint has ever seen!

With that he checks over his belongings, making sure he is ready, before offering the tip of his staff to Fenra to bestow her charm of light upon.


~Half-orc Fighter 8~ Perc +16 (+2 init) AC 26 HP 132 Fort +16 Ref +13 Will +14 (bravery) PATHBUILDER Link
Jeryn Taekiir wrote:
Grinning and winking at Fenra... before offering the "tip of his staff" to her to bestow her "charm of light" upon.

*rolls eyes*


Jeryn Taekiir wrote:
Jeryn says, We are, after all, the finest group of adventurers Sandpoint has ever seen!

*clears throat loudly*


~Human Evoker (lvl 4)~ Perc +7 Init +1 AC 19 (15+4 mage armor) HP 25 Fort +2 Ref +2 Will +4 CMB +2 CMD 17

Well it wouldn't make sense to put it on the shaft of the staff and the staff seems like a better place than on his person because then he could hold it in front of him like a torch. Innuendo wasn't purposeful but I won't deny it is there..


Perc +10, Init +1, AC 16, HP 24, Fort +4, Ref +4, Will +8, CMB +3, CMD 19

Is it just me or is this going beyond PG??


Perc +10, Init +1, AC 16, HP 24, Fort +4, Ref +4, Will +8, CMB +3, CMD 19

Kenan stretches a tight skinned smile at Fenra. After you M'lady. He says to her in a slight mocking tone before entering through the crack in the wall.


Pathbuilder link Perception +13| AC 24| Fort +14| Ref +12 |Will +17
Kenan Forgesmasher wrote:
Is it just me or is this going beyond PG??

Some people just see innuendo everywhere.

And really! you want the healer to enter first! So did Kenan just say after you then barge in ahead anyway?

Fenra gives a puzzled look to Kenan before syaing, Perhaps the ones who see in the dark can take the lead.


~Elf Champion (Paladin) 8~ Perc +11 (+2 to init) AC 28 HP 110 Fort +14 Ref +12 Will +13 PATHBUILDER Link

Yeah. You, Chris and Mathew are the innocent ones here. Right.


~Half-orc Fighter 8~ Perc +16 (+2 init) AC 26 HP 132 Fort +16 Ref +13 Will +14 (bravery) PATHBUILDER Link

Are you waiting on me?

Draeven steps through the opening...


Childish Quasit...Rabble-Rousing +28| Fluff +25 ....| RAW -29 | Poor form +33 Watch order: Draeven, Rennyn, Anara, Fenra, Sharadei

D&D isn't D&D without the usual themes ;)
"GM: Well done! Everyone heads back to town to rest and divide treasure. What do you do?
Cleric: I head to the nearest temple to make offerings and give thanks.
Fighter: I head to the tavern, start drinking and look for some wenches.
Rogue: Yeah! Same here.
Wizard: Ale please!"

Sandpoint 11:00 AM... - The Old Light
Current XP Total: 3,195 (2nd Level) (Next level at 5,000) SatNav | The Rusty Dragon
Sorry for the delay, was waiting for someone to use the ropes gathered but then I got distracted by family stuff and well, a few days ticked by...

Noticing the 30ft drop, (player X) wisely ties off one end of a section of rope to a nearby boulder jutting out from the cliff face. With the rope in place you safely make your way down to the partial floor. The air is noticeably warmer here and casting your eyes up at the top, you see the tower is open; the blue sky overhead illuminates much of the interior and floor below. Secured deep within the face of the tower wall, a few spikes left behind by previous groups sit idle. Using these, (X) secures the rest of the rope then throws the coils over the edge.
It is a long way down, longer for those not wearing gloves and your hands are relieved when your feet finally do touch ground. From above the pale green moss looked soft and inviting however your first steps onto the foliage are met with gentle cracks and crunches as though stepping upon broken egg shells. Despite the heavy rains which had plagued Sandpoint this week, the floor here is bone dry yet the air has cooled to just above what would be considered normal. Logic whispers, The beam of light has burned off any moisture here. Fitted stonework flooring fills a circular chamber approximately 150ft in diameter. The walls are as smooth and cool as the exterior walls above. Ten feet above and all around these walls is inscribed ancient Thassilonian symbols. Other than concluding the symbols and characters etched here are very similar to runes of some kind, the language is very difficult to decipher. Close inspection of the walls and floor reveal no indications of doors or any other means of generating the beam of light. As you move however, your footsteps easily crush and crumble the dried moss. The dried layer is strangely not attached to the stonework below and you can easily clear away a portion of the floor. As you do more Thassilonian writing is revealed.

GM Notes:

Climb checks vs. DC 5...going down its pretty much automatic that everyone makes it.
Jeryn Knowledge Arcana DC 30: 1d20 + 9 ⇒ (5) + 9 = 14
Jeryn Knowledge Linguistics DC 30: 1d20 + 9 ⇒ (10) + 9 = 19
Rennyn Perception: 1d20 + 8 ⇒ (2) + 8 = 10
Fenra Perception: 1d20 + 7 ⇒ (17) + 7 = 24
Jeryn Perception: 1d20 + 7 ⇒ (5) + 7 = 12
Draeven Perception: 1d20 + 5 ⇒ (12) + 5 = 17
Kenan Perception: 1d20 + 9 ⇒ (19) + 9 = 28

oKOyA:

*spoiler alert*: Is there writing that is only visible with detect magic or can I put this in without stomping over the rules too much?


Pathbuilder link Perception +13| AC 24| Fort +14| Ref +12 |Will +17

Fenra wonders aloud, Is this it?

She moves the moss aside but, not being an expert in languages she does comprehend the strange writings. She turns to Jeryn,

What make you of these?She asks, indicating the likely runes.

A few murmurs brings to her the ability to sense magical auras and she searches the room for any. Detect magic


~Elf Champion (Paladin) 8~ Perc +11 (+2 to init) AC 28 HP 110 Fort +14 Ref +12 Will +13 PATHBUILDER Link

I think things are bogged down because nobody has any clue as to how this place is arranged or what/where we can do/go. That is my issue at least.

GM:
I think you are looking to use something like arcane mark

Rennyn steps up beside Fenra, casts a spell, and then begins translating the ancient Thassilonian symbols for her. (casting comprehend languages)


Childish Quasit...Rabble-Rousing +28| Fluff +25 ....| RAW -29 | Poor form +33 Watch order: Draeven, Rennyn, Anara, Fenra, Sharadei

Sandpoint 11:00 AM... - The Old Light
Current XP Total: 3,195 (2nd Level) (Next level at 5,000) SatNav | The Rusty Dragon | The Old Light

Its a circular chamber with no visible doors. Thassilonian symbols line the walls 10ft up and on the floor. Map is up.

With glowing eyes, the oracle and paladin get to work making sense of the markings which surround them. Of the inscriptions set upon the wall the message translates as: “Look at Xin-Bakrakhan Triumphant,” which with a bit more insight might also be taken to read "Behold the glory of Xin-Bakrakhan". Other parts of the floor repeat, “With Alaznist's potent wrath is discomposure". A scholarly interpretation might be "Fear the wrath of Alaznist and her might.” This much was already discovered by previous groups and is known to you. Adding to this your skills to see into the mysterious world of the arcane, other runes appear. Spaced in between the markings on the wall are runes of a different nature. Despite his efforts*, these markings bear little meaning to Rennyn in terms of a message but the meanings suggest, "Power, Fire, Light, Focus, Combine". Upon the floor other runes appear. Etched separately from those inscribed, these markings signify "When facing Xin-Bakrakhan, one will or should(?) surrender to Alaznist's word."

* Although the magical markings are visible, comprehend languages is not a perfect translation and lets you seeing literal meanings.


Perc +10, Init +1, AC 16, HP 24, Fort +4, Ref +4, Will +8, CMB +3, CMD 19

Kenan examines the area for any signs of hidden passages and leaves the magic stuff to the others.


Pathbuilder link Perception +13| AC 24| Fort +14| Ref +12 |Will +17

Do all of the markings appear to be the same age?


~Elf Champion (Paladin) 8~ Perc +11 (+2 to init) AC 28 HP 110 Fort +14 Ref +12 Will +13 PATHBUILDER Link

Seeing as we did not bring the "key" (Bordamir) to this door, we aren't likely going to proceed any further.

I'm fully aware of comprehend languages limitation. I'm not entirely sure you are. :) (ie. there really shouldn't be a question about "will or should(?)".

Anyone know how to say "wrath" in ancient Thassilonian?


~Half-orc Fighter 8~ Perc +16 (+2 init) AC 26 HP 132 Fort +16 Ref +13 Will +14 (bravery) PATHBUILDER Link

Draeven examines the ground closely, looking for any sign that someone else was recently within the tower.

perception: 1d20 + 5 ⇒ (6) + 5 = 11


Perc +10, Init +1, AC 16, HP 24, Fort +4, Ref +4, Will +8, CMB +3, CMD 19

I do not speak thassilonian but I am sure Jeryn must. He states while giving Jeryn a nudge in the ribs.


Childish Quasit...Rabble-Rousing +28| Fluff +25 ....| RAW -29 | Poor form +33 Watch order: Draeven, Rennyn, Anara, Fenra, Sharadei

Sandpoint 11:02 AM... - The Old Light
Current XP Total: 3,195 (2nd Level) (Next level at 5,000) SatNav | The Rusty Dragon | The Old Light

Fenra: Yes.
Kenan: Taking 20
An expert in ancient Thassilonian would know how...

As the others focus their sights on the mystical properties of the chamber, Kenan takes a closer look at the masonry surrounding them. Trying to find something within the architecture of the stones is a more challenging task than he'd originally anticipated. The seams of each joint are perfectly fitted, cut specifically for each placement and devoid of pattern. Having been momentarily distracted with talk, the monk catches something out of the corner of his eye. After covering nearly 75 feet of wall and now facing east, Kenan sees a hint of difference between the gaps of the head and bed joints along a few of the cut stones. The gaps trace an odd outline but if he is right, Could this be a door?


~Half-orc Fighter 8~ Perc +16 (+2 init) AC 26 HP 132 Fort +16 Ref +13 Will +14 (bravery) PATHBUILDER Link

Retcon: Seeing as how Kenan is taking 20...

Draeven examines the ground closely, looking for any sign that someone else was recently within the tower.

Take 20 +6 = 26


~Elf Champion (Paladin) 8~ Perc +11 (+2 to init) AC 28 HP 110 Fort +14 Ref +12 Will +13 PATHBUILDER Link

After watching Kenan meticulously search the wall for over half an hour, Rennyn is stunned when one is actually found. First someone tells me nobody has confirmed the fate of an entire community, nor visited it in the intervening decades, and now we find a secret door in a ruin supposedly investigated extensively? Did no one cast a simple spell to reveal secret doors any of the multitude of times this place was previously examined? Rennyn remarks incredulously.

Noting the direction of the apparent portal, Rennyn thinks to himself, "That is odd, I'm pretty sure that Xin-Bakrakhan was to the north west of here."


Childish Quasit...Rabble-Rousing +28| Fluff +25 ....| RAW -29 | Poor form +33 Watch order: Draeven, Rennyn, Anara, Fenra, Sharadei

At DC 30, I suppose this speaks to the group's superior skills (he does get +11 for unusual stonework) :P ...also the Old Light has a reputation as being a waste of time, thus keeping more experienced groups away.
The map I have shows the door is to the east but you're right as this conflicts with the rest of the Golarion maps. *Turns the page around* RETCON: Portal direction is to the west... and a little to the north :)
Are you referring to Thassilon? How many people actively look for Atlantis? Its fate, like Thassilon, is buried in thousands of years of myth and legend with very little evidence to point those who do look in the right direction.

Unfortunately the ranger's inspection of the floor reveals nothing the group has not already discovered.


~Half-orc Fighter 8~ Perc +16 (+2 init) AC 26 HP 132 Fort +16 Ref +13 Will +14 (bravery) PATHBUILDER Link

+11 isn't that remarkable and detect secret doors is a 1st level spell. And to become known as a "waste of time" implys people spent time in the first place.

Thassilon does not equal Atlantis. Much is known about it. It's location is known (it is essentially ancient Varisia). Monuments and ruins are everywhere. We are standing in one. The Irespan bridge in Magnimar. The gigantic statue head at Thistletop. The "lost" city of Xin-Shalast. Etc etc etc.

Do you want help checking that door Kenan?

perception: 1d20 + 8 ⇒ (20) + 8 = 28 or aid another


Childish Quasit...Rabble-Rousing +28| Fluff +25 ....| RAW -29 | Poor form +33 Watch order: Draeven, Rennyn, Anara, Fenra, Sharadei

Sandpoint 11:02 AM... - The Old Light
Current XP Total: 3,195 (2nd Level) (Next level at 5,000) SatNav | The Rusty Dragon | The Old Light

Stepping next forward, Draeven lends his eyes to the monk's find. There is indeed a gap, albeit only a hair's width, outlining a jagged doorway. With no visible handle and seeing nothing overly suspicious, the two surmise the barrier is likely safe to touch or manipulate.

In the interest of saving a bit of time, should someone decide applying a great deal of force to push on the doorway, a barely noticeable flexing is revealed. This leads you to conclude that something is blocking the door or that it is barred in some way.


~Half-orc Fighter 8~ Perc +16 (+2 init) AC 26 HP 132 Fort +16 Ref +13 Will +14 (bravery) PATHBUILDER Link

Draeven was actually checking for traps.

The portal is blocked. Unless someone has an idea on how to open it, or bypass it, we are done here for now.


~Elf Champion (Paladin) 8~ Perc +11 (+2 to init) AC 28 HP 110 Fort +14 Ref +12 Will +13 PATHBUILDER Link

We could procure either some tools, hammers and such, to break the door open, or we could try to acquire a magical means to open the door. A wand or scroll of knock should do the trick.

Jeryn, do you want to check about town and see?


~Human Evoker (lvl 4)~ Perc +7 Init +1 AC 19 (15+4 mage armor) HP 25 Fort +2 Ref +2 Will +4 CMB +2 CMD 17

Hmm...wrath...ancient Thasellonian..

He ponders on it for a moment.

Linguistics: 1d20 + 9 ⇒ (19) + 9 = 28

Jeryn seems to share Rennyn's derision at the thoroughness of previous explorers.

He moves over to the passage way and inspects it. Perhaps I could summon a creature to the other side and have them clear the obstruction? I do not know the names of any denizens of the lower worlds but I could perhaps summon a dog and have them try to push against the obstruction or take hold of it in their teeth and pull it away.

The only other thing I could think of would be to use a mage hand to see if there is anything that could be manipulated on the other side. If neither of these is feasible, I shall return to town and see about that knock wand or scroll.

No idea if those are valid uses of summon creature/mage hand but I have limited (i.e. zero) experience still sorry


Childish Quasit...Rabble-Rousing +28| Fluff +25 ....| RAW -29 | Poor form +33 Watch order: Draeven, Rennyn, Anara, Fenra, Sharadei

Creative, and given my history with rules, I'm probably wrong about this :P but you need to be able to speak with the creature summoned in order to give it instructions. Also, you need to see the location the creature will be appearing at - no one likes to be summoned into a wall. Similar problem for mage hand. I'll let you cast it behind the door, but it can't tell you what's there and if one of the levers there is labelled, "Ignition" you'll be wishing you hadn't sent it in with instructions to start pulling on things. :)
So, everyone is just going to forget about the expert(s) in ancient Thassilonian sitting in the Rusty Dragon??


~Half-orc Fighter 8~ Perc +16 (+2 init) AC 26 HP 132 Fort +16 Ref +13 Will +14 (bravery) PATHBUILDER Link

You need line of sight or line of effect for most spells. So no summoning to the other side of the door. And you do need to speak the language of whatever you summon to give it instructions beyond attacking your enemies. Mage Hand is not an Unseen Servant and does not follow instructions. It is a force effect that allows you to manipulate things at a distance. It is not autonomous and has a duration of concentration.

Draeven responds to Jeryn, Given the lack of a locking mechanism from this side I suspect the door is magically held. As Rennyn is alluding to, you likely need to utter a passphrase or some such thing. Even being on the other side won't likely allow the door to be opened.

GM KoKyu wrote:

So, everyone is just going to forget about the expert(s) in ancient Thassilonian sitting in the Rusty Dragon??

Rennyn previously wrote:
Seeing as we did not bring the "key" (Bordamir) to this door, we aren't likely going to proceed any further.

Yup. Totally forgot.


Pathbuilder link Perception +13| AC 24| Fort +14| Ref +12 |Will +17

Let's go see if Bordamir has recovered enough to take a look at these writings. I'm sure if nothing else they will be of scholarly interest to him.


~Half-orc Fighter 8~ Perc +16 (+2 init) AC 26 HP 132 Fort +16 Ref +13 Will +14 (bravery) PATHBUILDER Link

Do you think he will be able to rope down here? And get back up?


~Elf Champion (Paladin) 8~ Perc +11 (+2 to init) AC 28 HP 110 Fort +14 Ref +12 Will +13 PATHBUILDER Link

If you wish to lead him here, some of us will continue looking for other hidden doors...


Childish Quasit...Rabble-Rousing +28| Fluff +25 ....| RAW -29 | Poor form +33 Watch order: Draeven, Rennyn, Anara, Fenra, Sharadei

Sandpoint 11:02 AM... - The Old Light
Current XP Total: 3,195 (2nd Level) (Next level at 5,000) SatNav | The Rusty Dragon | The Old Light

Oops! Sorry Rennyn. One of my many bad habits is not routinely reviewing previous posts :C*ack*

Who's staying and who's is going?

GM Notes:

I may need help with the climb checks :) I'm looking at 29 checks to go from the bottom to the top, but I'd like to take 10 up until half way. And a DC 5 is listed but shouldn't there be a limit to how high you can climb? It seems like a PC could climb forever as long a he has a rope! When does fatigue kick in? You know what, never mind - we don't need to get into that discussion here. Only Jeryn and Fenra are in any real danger of falling somewhere along the way and only on a roll of 1 or 2. If they choose to go I'll just roll half of the checks. Ok?


~Elf Champion (Paladin) 8~ Perc +11 (+2 to init) AC 28 HP 110 Fort +14 Ref +12 Will +13 PATHBUILDER Link

I am thoroughly confused. 29 checks? I thought we only decended 30'? Not 200'+. And with a DC 5 (assuming rope with wall to brace against?) everyone can take 10 and auto succeed anyhow. What am I missing?


Childish Quasit...Rabble-Rousing +28| Fluff +25 ....| RAW -29 | Poor form +33 Watch order: Draeven, Rennyn, Anara, Fenra, Sharadei
Thu, Jan 14, 2016, 09:39 am GM wrote:
Inside, a jagged stone floor approximately 21 feet by 33 feet sits about 30 feet below. From there it is a straight drop down for another 170 feet.

The first landing is 30ft down. The bottom is another 170ft from there (this is where the secret door is). Given the height, (170ft) there is danger involved at one point.


~Elf Champion (Paladin) 8~ Perc +11 (+2 to init) AC 28 HP 110 Fort +14 Ref +12 Will +13 PATHBUILDER Link

The confusion likely stems from you only mentioning the 30' decent and the fact that you only made one check for the descent. You need to make more than 1 to decend 200'. All is moot given the DC 5. No checks are required.


~Elf Champion (Paladin) 8~ Perc +11 (+2 to init) AC 28 HP 110 Fort +14 Ref +12 Will +13 PATHBUILDER Link

Does it really matter who goes and who stays?

Why don't you go Jeryn, and if Bordamir seems disinclined to join us, you can see about those scrolls. Maybe pick them up either way...


Childish Quasit...Rabble-Rousing +28| Fluff +25 ....| RAW -29 | Poor form +33 Watch order: Draeven, Rennyn, Anara, Fenra, Sharadei

Sandpoint 11:22 AM... - The Old Light
Current XP Total: 3,195 (2nd Level) (Next level at 5,000) SatNav | The Rusty Dragon | The Old Light

Simple. When the beam ignites again I need to know who is still in the firing chamber :) Bot-ing the wizard...tapping FF on the remote.

As painful as it is for Draeven to watch, Jeryn begins his struggle up the long length of rope. The wizard's climb is mildly entertaining however; one minute he makes excellent progress using an impressive hand over hand technique that even a seasoned climber would find remarkable. The next minute borders on terrifying. Sweating hands lead to several slips and it is only by shear determination, and quick footing, that these fumbles do not turn dire. Swinging his leg over the first landing, it takes the last of Jeryn's strength just for him to manage climbing up the last section of rope. Partially obscured from view below, a short yelp tells those waiting below that this last section was the hardest.

Stepping out into the early afternoon sun, Jeryn avoids queries from the Sheriff and makes his way back to the Rusty Dragon. Inside, a ruffled Bordamir sits at the bar next to Brodert. In front of the plump scholar, two empty shot glasses sit on the wooden counter top with a third waiting in his hand. Brodert nurses a pint as Ameiko watches with a kind of vacant stare. Either she is thoroughly bored with the two men's topic of conversation or the Tian is lost in thought. The hostess greets Jeryn in her usual, Oh, hey Jeryn, manner, however it is rather un-energetic. With the whole of Sandpoint on edge, Ameiko's cool head seems out of place.

Bordamir and Brodert listen intently to the wizard's report of glowing runes and a concealed door. Enthused, Bordamir downs his drink and slams the glass down on the bar, I knew it! Brodert, how exciting is this?! I simply can't resist going to see it!
The two men agree to meet Jeryn back at the tower as Jeryn heads to the Feathered Serpent to procure some magical assistance opening the portal. Fortunately, Voon has what Jeryn needs (Please subtract 150gp for a scroll of Knock) and the wizard is soon back at the opening leading down into the Old Light.

The three men slide their way down the first section of rope to the landing but neither Bordamir nor Brodert seem very happy with the idea of another 170ft shimmy, not with their current blood alcohol. Opening the wooden box, Bordamir grins at Brodert and Jeryn as he takes out his leather journal and three vials, Are you game my friend?
I'd be thrilled! replies Brodert. Offering the third vial to Jeryn, Bordamir closes the box again then gently wiggles off the small cork topper before downing the pale liquid in one swift gulp. Taking a deep breath, the scholar grins before stepping backwards off the platform. But instead of dropping like a stone, the man's decent is caught as though in slow motion. *Brimming with confidence once again, it is by no mere coincidence that Bordamir has exactly what is needed tucked inside his wooden box. Having researched this site, the scholar knew of the long drop to the bottom and has used his wealth to secure enough of this useful potion for both himself and those he'd intended to hire as escorts. Giggling all the way down, Bordamir turns to face the slowly approaching stonework floor below and places his glasses upon his face to gaze at the runes, Wonderful! They are still intact! Nearing the ground, Bordamir flaps his arms frantically as he tries to right himself once again but fails miserably. As the ground greets his face, the plump man manages to shield his face at the last second with his arms.

We'll pick it up from here...

GM Notes:
Am not making 29 checks. 30ft increments will do *waves hand*.
Climb check 30ft DC5 : 1d20 + 1 ⇒ (17) + 1 = 18
Climb check 60ft DC5: 1d20 + 1 ⇒ (7) + 1 = 8
Climb check 90ft DC5: 1d20 + 1 ⇒ (18) + 1 = 19
Climb check 120ft DC5: 1d20 + 1 ⇒ (8) + 1 = 9
Climb check 150ft DC5: 1d20 + 1 ⇒ (10) + 1 = 11
Climb check to the platform DC5: 1d20 + 1 ⇒ (19) + 1 = 20
Climb check 30ft to the crack DC5: 1d20 + 1 ⇒ (5) + 1 = 6

Seeing as I didn't bother to roll for a scroll of mending earlier, I won't bother with all those tables this time either, but we'll take a bit of a chance....50/50!
1-50 Scroll of Knock is in Voon's inventory, 51-100 something else: 1d100 ⇒ 22
*The Side Adventure I'm using gives these potions to the PCs at the start but when I chose to switch out Brodert for a more eccentric Bordamir, the potions went into the wooden box. Accessing these depended on accepting Bordamir's offer of employment.

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