GM Baerlie
|
Tûrak moves on while drawing another bomb from his bandolier. Cormac moves through the wall again and attacks. The Phantom hits the remaining ghoul. Serpentfang readies an attack.
Aoo vs. Cormac: 1d20 + 3 ⇒ (17) + 3 = 20
Damage: 1d6 + 1 ⇒ (3) + 1 = 4
Will: 1d20 + 5 ⇒ (14) + 5 = 19
The ghoul tries to get rid of the Phantom behind him.
Bite: 1d20 + 3 ⇒ (8) + 3 = 11
Claw left: 1d20 + 3 ⇒ (18) + 3 = 21 Damage: 1d6 + 1 ⇒ (2) + 1 = 3 DC13 Fort if not immune against paralysis
Claw right: 1d20 + 3 ⇒ (1) + 3 = 4
Round 2 & 3
Bernard
Ishingka
Serpentfang
Kraww
Tûrak
Cormac
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Ghoul red -5HP
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Faren
Ishingka Thulkarian
|
Ishingka 5' steps towards the remaining ghoul, and draws her hammer, swinging it at the undead creature.
Mwork hammer, flank, power attack, rage: 1d20 + 9 ⇒ (11) + 9 = 20
for: 1d12 + 10 ⇒ (12) + 10 = 22
"That ought to do it," she growls.
GM Baerlie
|
Claws are slashing weapons as far as I could find out. And cormac is paralysed for a few rounds which doesn't matter much I think :D
Ishingka swings her hammer at the remaining ghoul, hitting it right on the head which breaks open. The creature drops and stops moving.
combat over
You uncover a hidden stash of the goods the ghouls once valued during life, including a pair of boots, a finely crafted jade brooch and a weather-worn journal.
You are able to correctly reassemble and repair the shrines which makes the once again ward the path against misfortune. repairing them takes 2 hours
Devil-Hunter Kraww
|
Perception: 1d20 + 8 ⇒ (5) + 8 = 13
Knowledge (religion): 1d20 + 6 ⇒ (20) + 6 = 26
"WARK! The broken fragments to this shrine are all here. WARK! I have the training required to sanctify it and make it whole once more. WARK! But this will take time. WARK!" To demonstrate Kraww holds up a bit of broken statuary containing a mystic third eye locked in his beak. *blink, blink*
Ishingka Thulkarian
|
"That's fine, Kraww. Whew! Ghoul brains." Ishingka, winded, wipes her hammer on a patch of snow, her talons having disappeared.
Perception: 1d20 + 5 ⇒ (8) + 5 = 13
3/8 Rage rounds used, I think.
Tûrak Kavendarth
|
Perception: 1d20 + 6 ⇒ (7) + 6 = 13
"We don't have time for this now, crow. Let's continue", says Tûrak, skeptical.
Then he continues the exploration.
Faren Ashwell
|
"That was a quick one indeed." Faren considers Kraww's idea. "How long would it take if we all helped? It would be nice to have safe passage when we come back this way."
Bernard Zeppel
|
Bernard considers his situation and replaces Cormac back within his soul. The poor spirit had taken quite the beating.
We should be on our way - the spirits will retain their anger with us either way. Trust me, I would know.
Serpentfang
|
ego: 1d6 ⇒ 2Serp's red tinge disappears and his hair hoes back to a light blonde. Hmm most of you look troubled, Ishinkga why are you so winded? What did I miss? Oh marvelous I wonder what this shrine is? Hmm... Perception: 1d20 + 7 ⇒ (20) + 7 = 27. Oh happy day look at these goodies I just found!
GM Baerlie
|
It seems nobody wants to wait for a repair of the shrines...
After Serpentfang packed the things he found you continue on the Path of Many Shrines trhough the mountains for an hour before reaching a 50-foot-wide, mile-long crevasse.
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, precariouslooking rocks.
Spring thaw has increased the chance of a rockslide on the far slope.
Climbing to the base of the crevasse requires a 50-foot climb with a DC 15 Climb check to traverse safely. The far slope of the crevasse is much steeper, requiring a 50-foot climb with a DC 20 Climb check. The stone pillars on both sides of the crevasse are sturdy and can serve as anchors for tied ropes to lessen the Climb DCs in both areas. The jagged rocks on the far side of the crevasse make easy holds for a grappling hook.
Tûrak Kavendarth
|
"Maybe Cormac could help us here, huh Bernard?", refers Turak as to whether the spirit may take the rope to the other side of the slope.
Ishingka Thulkarian
|
"Bah, I didn't buy a grapnel. Did anyone else?" says the bloodrager.
"I guess there was a bridge here. Sinashakti, what a view. I wonder what destroyed it."
She pulls out her rope. "We'll still need to climb, Turak," she says, grinning at her fellow half-orc.
Devil-Hunter Kraww
|
Kraww glowers darkly at the party for not wanting to remain and tend to the holy site.
"Waarrrr, No good will come of it. This place is infested with evil spirits. This bodes ill for us."
Knowledge (nature): 1d20 + 5 ⇒ (19) + 5 = 24
"Between the shrines and our destination lay a wall of rocks unsettled by winter's passing. We should tread carefully to avoid a rockslide. WARK."
Bernard Zeppel
|
Bernard allows Cormac to come out of him again and hands him the rope, if Bernard presses himself up against the wall, he can keep himself juuust close enough for his spirit tether to let Cormac drop off the rope.
There we have it, we should all be able to get across now
Tûrak Kavendarth
|
"We'll still need to climb, Turak"
"Yeah, but with a rope it will become more easier, huh? And we don't need a grapnel. Cormac can just tie the rope in a sturdy and safe place."
The alchemist decided just to ignore the plagues of Kraww. "If this place really have evil spirits, I'll put them in their places."
After Cormac fix the rope, Turak satisfy itself that it is firm enough and uses it to cross the site.
GM Baerlie
|
Bernard sends his phantom to mount the rope on the other side of the broken bridge. assuming you all take 10 With the rope you are all able to get to the other side of the crevasse.
You move and and after about half an hour of walking you see a strange rock formation, known as the Two Brothers. 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.
The taller of the two formations is known as Big Brother and the smaller is known as Little Brother. Local legend maintains that the Two Brothers were once men who successfully protested against injustices using peaceful and nonviolent means. Upon death, their bodies were transformed into unyielding rock, corresponding to their nature in life. It was not uncommon for representatives of opposing groups to endure the harsh climb to meet here to engage in peaceful negotiation. Often a representative from the monastery would also be present to ensure that the peace was maintained or even to act as mediator.
Tûrak Kavendarth
|
Knowledge (local): 1d20 + 9 ⇒ (19) + 9 = 28
"I think it is not the yeti's lair, Ishingka".
Tûrak explains:
"I read about it in one volume of the Pathfinder Chronicles, just don't remember in which for now. But, I can tell you that the taller of the two formations is known as Big Brother and the smaller is known as Little Brother. Local legend maintains that the Two Brothers were once men who successfully protested against injustices using peaceful and nonviolent means. Upon death, their bodies were transformed into unyielding rock, corresponding to their nature in life. It was not uncommon for representatives of opposing groups to endure the harsh climb to meet here to engage in peaceful negotiation. Often a representative from the monastery would also be present to ensure that the peace was maintained or even to act as mediator."
After a short pause, he continues:
"Interesting how those men need these rocks to make peace. So, it seems that it is not our final destination, let's continue in our way."
Before continue, Tûrak just watch the statues more carefully.
Perception: 1d20 + 6 ⇒ (17) + 6 = 23
GM Baerlie
|
The Clouded Path Monastery lies 2 hours’ travel up a steep incline from the Two Brothers, and takes the PCs above 5,000-foot altitude. DC16 Fort or become fatigued
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.
This is the Clouded Path Monastery that Venture-Captain Amara Li instructed you to locate. The monastery once served as a place of learning for those following the teachings of the Iroran faith. The monks who once lived and trained within the monastery have long since left and much of the building has succumbed to the ravages of time.
Tûrak Kavendarth
|
Outfit, Cold-Weather helps in this Fort save? Tûrak didn't found anything special at the statues?
Faren Ashwell
|
Fort: 1d20 + 3 ⇒ (2) + 3 = 5
"I am beat. Climbing mountains in armor may not have been wise on my part." Faren wipes sweat from his brow.
Ishingka Thulkarian
|
Fortitude: 1d20 + 6 ⇒ (6) + 6 = 12
great, no raging now!
"Oy! Faren, I'm with you," says Ishingka, bending over to place her hands on her thighs. "Seems most of the places I've been were flatland cities. Is there anything we can do to fight the altitude?"
Serpentfang
|
Fort: 1d20 + 2 ⇒ (2) + 2 = 4 I hate to admit this guys but I'm pooped, I've been trying to keep up, but I dunno how much I got left in my little legs.. For the first time on the trip Mr. Fang seems down, like the mountain has beat him physically and mentally.
Tûrak Kavendarth
|
Fort DC 16: 1d20 + 7 ⇒ (16) + 7 = 23
"Well, I'm ok, but if you wanna rest, there is a small cave near to the Two Brothers. It maybe a safe place to rest."
Ishingka Thulkarian
|
If we aren't going to recover from the altitude sickness, I suggest we descend and then try again tomorrow. With Guidance and whatever else we can throw at the rolls.
Plus Turak won't have to re-roll. :)
Tûrak Kavendarth
|
Why won't you recover from the altitude sickness? It will be a rest... Or am I wrong? I really don't know. Can I make a Survival or Kn. Nature check to know this?
GM Baerlie
|
You recover as soon as you reach an altitude level below 5,000 ft., the cave is below this line so you recover.
Low Peak or High Pass (5,000 to 15,000 feet): Ascending to the highest slopes of low mountains, or most normal travel through high mountains, falls into this category. All non-acclimated creatures labor to breathe in the thin air at this altitude. Characters must succeed on a Fortitude save each hour (DC 15, +1 per previous check) or be fatigued. The fatigue ends when the character descends to an altitude with more air. Acclimated characters do not have to attempt the Fortitude save.
You head to the cave near the Two Brothers and rest for the night. This time the camp is not attacked by wild animals and you can relax and prepare for the next day.
The GM rules that you acclimated a bit during the night and awards a +2 bonus to your saves the next day.
Tûrak Kavendarth
|
@GM Baerlie, Tûrak will prepare different extracts for the day, ok?
Devil-Hunter Kraww
|
You recover as soon as you reach an altitude level below 5,000 ft., the cave is below this line so you recover.
** spoiler omitted **You head to the cave near the Two Brothers and rest for the night. This time the camp is not attacked by wild animals and you can relax and prepare for the next day.
The GM rules that you acclimated a bit during the night and awards a +2 bonus to your saves the next day.
So....
Fortitude: 1d20 + 3 + 2 ⇒ (3) + 3 + 2 = 8 It's okay. I really wasn't going to rage today anyhow.
Bernard Zeppel
|
Fort: 1d20 + 6 ⇒ (16) + 6 = 22
Bernard does much better today, looking much rejuvenated after that night of rest.
Just to be careful, he has Cormac tucked inside of his person for now, drawing on his strength of personality.
Tûrak Kavendarth
|
Tûrak feels as good as a healthy baby in the altitude.
"Let's continue with this, fellas."
Fort DC 16: 1d20 + 7 + 2 ⇒ (18) + 7 + 2 = 27
Serpentfang
|
Serp rises feeling better after the nights rest. Fort Save: 1d20 + 2 + 2 ⇒ (18) + 2 + 2 = 22. Good idea Turak, let's be off then.
Ishingka Thulkarian
|
Fort: 1d20 + 6 + 2 ⇒ (19) + 6 + 2 = 27
"Ah....good morning, friends! Perhaps I can mountaineer after all," exclaims Ishingka, stretching.
She pulls out a jar of something muddy looking. "For scaring yeti," she says, winking.
Tûrak Kavendarth
|
[dice=Fort]1d20 + 6 + 2
"Ah....good morning, friends! Perhaps I can mountaineer after all," exclaims Ishingka, stretching.
She pulls out a jar of something muddy looking. "For scaring yeti," she says, winking.
Remember that you have a potion of enlarge person with you, given by Tûrak. :)
Devil-Hunter Kraww
|
[dice=Fort]1d20 + 6 + 2
"Ah....good morning, friends! Perhaps I can mountaineer after all," exclaims Ishingka, stretching.
She pulls out a jar of something muddy looking. "For scaring yeti," she says, winking.
Kraww cocks his head at the jar.
GM Baerlie
|
You attempt to climbt the path to the monastery the next morning and most of you feel better than yesterday. You can even enjoy the view from the mountain top.
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.
When the monastery was still in use, the monks who lived and meditated there would sound the massive copper bell here to mark the passage of time, helping them structure their daily lives and strict training schedules. Since the monastery’s abandonment, the ropes holding the wooden support structure failed, leaving behind a collapsed pile of broken timbers.
The monastery has masonry walls and flagstone floors. Something has damaged or torn out all of the doors. The front yard is occupied by a young yeti, which uses the wooden structure and bell as a primitive shelter. The yeti attacks as soon as you enter the monastery.
Ini Kraww: 1d20 + 4 ⇒ (7) + 4 = 11
Ini Bernard: 1d20 + 3 ⇒ (1) + 3 = 4
Ini Cormac: 1d20 + 2 ⇒ (20) + 2 = 22
Ini Faren: 1d20 + 2 ⇒ (15) + 2 = 17
Ini Ishingka: 1d20 + 2 ⇒ (9) + 2 = 11
Ini Serpentfang: 1d20 + 3 ⇒ (9) + 3 = 12
Ini Tûrka: 1d20 + 2 ⇒ (2) + 2 = 4
Ini Yeti: 1d20 + 2 ⇒ (12) + 2 = 14
Round 1
Cormac
Faren
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Yeti
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Serpentfang
Kraww
Ishingka
Bernard
Tûrak