Grigori Yefimovich
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"My dear, but you are vwounded." The priest dotes over Jazmine as he retrieves his wand and touches her with it.
Use wand of cure light wounds on Jaz:
HPs Jazmine heals: 1d8 + 1 ⇒ (7) + 1 = 8
//Jazmine\\
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Nodding at the priests words, Jazmine assists in stabilizing the barbarian, than draggint him along. When the priest heals her, "Thank you! It seems that we are now even! You know, as obnoxious as you are, you really are not that bad.." she says the last over her shoulder as she walks off, taking the first watch and settling outside of the cave mouth with Giggles alternating between playing fetch with Zimti and running around outside and chasing scents.
GM Aerondor
|
The night passes without incident, although Darius starts to feel the cold somewhat. DC19 fort save for overnight
The morning dawns, windy and cloudy. The barbarian is still unconscious.
Please include survival checks with your next post.
Darius Skullcrusher
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fort: 1d20 + 9 + 5 ⇒ (6) + 9 + 5 = 20
survival: 1d20 + 1 ⇒ (10) + 1 = 11
isnt it possible to light a fire and warm ourselves around it? That would reset the cold scaling I think...
-Posted with Wayfinder
Zimti
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Zimti takes the morning to prep a few extracts, and pass one each to Ozak and Darius. "Here, try these. I think I worked out how to moderate the effects so that they won't cause you to become ill. I think."
That's Endure Elements for Darius, Ozak and Zimti. Three extracts down for the day.
The little wayang then heads over and has a look at the unconscious barbarian. "Why isn't he waking up? I don't remember hitting him that hard with the stick." Zimti pulls out the wand and prods at the barbarian.
If he needs a bit of magical help to come to, here's a charge of CLW.
Wand of CLW: 1d8 + 1 ⇒ (2) + 1 = 3
GM Aerondor
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Zimti hit hit after Jazmine had already sliced him.
With the extracts, Zimti, Darius and Ozak are all feeling much better this morning, thank you very much.
A tap of the wand brings around the Kellid, who looks at you with a degree of surprise, obviously unsure of why he has been kept alive.
How are Hanud and Grigori intending to stay warm?
Status
Jazmine Endure Elements(Jaz), 6 damage
Giggles Endure Elements(Jaz)
Zimti Endure Elements (Zim)
Ozak Endure Elements (Zim)
Darius Endure Elements (Zim)
Grigori
Hanud
Zimti
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"Oh, yeah, Jazmine gave him some tender loving care along the way. I remember now." The little wayang flashes Jazmine a smile and Grigori a more mischievously one on his way over to play with Giggles. "Anyone want to have a go at the brute?" Noticing Darius, Zimti quickly adds, " Hopefully without sending him to his grave?"
//Jazmine\\
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I thought that Grigory healed Jazmine with his CLW for 8 pts?
Jazmine goes to the prisoner, her hands spread out and empty to show no current malice, and offers him some food and water. "Theres not much that I can do for him, unless we want to heal him up some more.. but perhaps this will at least help his mood!" she says to the group. Turning to the prisoner, she asks "Do you speak common?"
GM Aerondor
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In that case, 0 damage! Just make sure you are keeping track of those wand charges. Sooner or later Grigori's wand is going to lose its magic. Oh, I can't believe I wrote that, he's getting to me too.
Grigori Yefimovich
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In the early morning as his comrades are rising, the priest mixes a potion into his vodka for "breakfast." He gestures peace with raised, unarmed hands as the kellid comes too.
"Now now, comrade Zimti," the priest frowns at the bombardier, "Let us not take any lessons from comrade Darius now about how to treat our prisoners." If and when the kellid tries to speak in response to Jazmine, and if the first few syllables are unintelligible, the priest then subtly mutters a prayer as he cups both ears for a brief moment.
Iow, cast comprehend languages, but only if the kellid is not speaking common. Drinks potion of endure elements.
GM Aerondor
|
The Kellid does not speak common.
He calls you all various names, his frustration growing. Grigori understands the gist of what he is saying:
"If you want to torture me to death, go on. I am strong. You will never catch your friends if you take the time."
Hanud The Wanderer
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GM: I took a potion of Endure Elements the prior evening, not during the day (fortitude for that), Hanud should be good until this evening since it's a 24-hour spell.
Survival: 1d20 + 5 ⇒ (19) + 5 = 24
If Grigori translates, Hanud looks to the others and says. "Make sure the weapons are out of reach. I say we untie the lad and shoo him away. We aren't murderers, we defend ourselves. I believe that our predecessors have likely caused this issue. I dinnae that we should show them any mercy."
Grigori Yefimovich
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Grigori is inclined to agree with Hanud. "I agree, fair lady. A truce vwould be most agreeable. But I'm afraid... I cannot speak back to him, I can only understand him. Vwhat to do..." The priest continues to gesture peace to the kellid man with a smile.
Forgot GM's request last time:
Survival: 1d20 + 3 ⇒ (17) + 3 = 20
GM Aerondor
|
Both Hanud and Grigori look out the cave at the frozen wilderness. They look at the sky, and the dark clouds rushing across it. There's snow in that sky.
It is still a way off, but if you want to make it to the next spot marked on the map for a rest, you will need to hurry and minimise breaks (not to mention, not linger with your captive).
This means the equilivent of two forced marches will be required to beat the storm. OF course you are out of it where you are, but the shadow lodge is still ahead of you, and by all evidence - causing mischief.
Darius Skullcrusher
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"Thank you Zimti! Now I can finally take off this old fashioned warm weather outfit." Darius says joyfully and starts undressing until his jesters outfit shows again.
"Well if we must hurry we might as well just kill this one and be done with it. He wouldn't understand it anyway, hi hi."
fort forced march: 1d20 + 9 ⇒ (15) + 9 = 24
fort forced march: 1d20 + 9 ⇒ (19) + 9 = 28
Unfortunately song of marching is next level :)
//Jazmine\\
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Sorry, I missed that too!
Survival: 1d20 + 7 ⇒ (15) + 7 = 22
"You guys are right.. the weather is going to get really bad, and soon. Since there is no way to communicate here, I say we just try to make peace as best as we can and move on."
Jazmine makes sure that the prisoner knows that the food and water she is laying out is for him. He now has ample food and water for at least a day, and then she moves to untie him, if the rest of the party agrees.
Grigori Yefimovich
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Grigori gives the jester a sideways glance of disapproval. He goes along with Jazmine's plan to let the man go free, hopefully to be taken by him as a sign of good faith.
After the priest performs final ritual blessings for the deceased, he prepares with his comrades for the forced march ahead. During the more strenuous latter part of their trek, he tries to hide his fatigue for Jazmine's benefit.
Forced march for 2 hours (using standard rules, unless GM says otherwise):
Con vs DC 10: 1d20 + 1 ⇒ (6) + 1 = 7
Con vs DC 12: 1d20 + 1 ⇒ (12) + 1 = 13
Non-lethal damage: 1d6 ⇒ 4
//Jazmine\\
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Jazmine Con vs DC 10: 1d20 ⇒ 1
Jazmine Con vs DC 12: 1d20 ⇒ 15
Non lethal dmg: 1d6 ⇒ 6
Giggles Con vs DC 10: 1d20 + 3 ⇒ (18) + 3 = 21
Giggles Con vs DC 12: 1d20 + 3 ⇒ (11) + 3 = 14
Giggles makes the march in outstanding form and spends her time running to and fro chasing all manner of things. Jazmine, however, gets off to a rough start but manages to finish strong after she works out the kinks and soreness from a night spent in the cave.
Darius Skullcrusher
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Ow its con? Well I made both anyway ^^
Hanud The Wanderer
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Forced March DC 10: 1d20 + 3 ⇒ (15) + 3 = 18
Forced March DC 12: 1d20 + 3 ⇒ (6) + 3 = 9
Nonlethal Damage: 1d6 ⇒ 6
As Jazmine looks to our "guest," Hanud is the last to walk out the cave entrance. He ensures that the young lad is not following them, and he walks away from him.
"It will be very unpleasant soon." He says as he huffs and puffs, trying to keep up with the rest of the party.
As we are going to be fatigued at the end or during the second hour, we will continue going until we find shelter, but the nonlethal would be gone by morning, as would the fatigue... although magical healing would also eliminate the fatigue, as the rules state that: "Eliminating the nonlethal damage also eliminates the fatigue." So, we should be good with a charge (or two) from a wand or using a potion if needed.
Also, once evening hits, when he took the prior potion of Endure Elements, he will drink his last one.
GM Aerondor
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The team sets off across the frozen wilderness of the north. Wary eyes keep looking northwards, as the ominous clouds darken and close in on the group. No stop for lunch today.
Darius sets the pace, and everyone tries to keep up with the clowns almost supernatural vitality. Jazmine seems to tire, and Grigori is more than thankful to slow down to keep pace with her. It seems the old man is taking the trip hard. Even Hanud suffers, as the hardly dwarf works his legs to try and keep up with the taller folk. Zimti also suffers badly.
The storm hits just as the team - all but exhausted by the days efforts searches around for the cave.
Darius, fresher than the rest, is the one who spots it, as snow starts to land, blown around by increasingly large gusts of wind.
The tired team tumbles in to the darkness and out of the wind and cold.
Ten feet into this dark granite cave, a large cavern opens up, its ceiling rising as high as thirty feet. Warm, humid air fills the chamber, and colorful fungi cover the floor and walls. Beneath a layer of iridescent algae, the faint images of cave paintings can be seen on all the cavern’s walls. Signs of a rockslide block what may once have been a passage farther into the cave.
Giggles sniffs the air, and looks agitated, but happy to be out of the wind.
Status
Jazmine Endure Elements(Jaz), 6 NLD, fatigued
Giggles Endure Elements(Jaz)
Zimti Endure Elements (Zim), 5 NLD, fatigued.
Ozak Endure Elements (Zim) , 5 NLD, fatigued.
Darius Endure Elements (Zim)
Grigori Endure Elements (potion, morning); 10 NLD, fatigued.
Hanud Endure Elements (potion, evening), 6 NLD, fatigued.
The checks are actually DC12 and 14, I think it only made a difference to two of you
Grigori's second: 1d6 ⇒ 6
Ozak: 1d6 ⇒ 5
Zimiti: 2d20 ⇒ (9, 11) = 20
Zim damage: 2d6 ⇒ (3, 2) = 5
Grigori Yefimovich
|
With all gathered around in the cave, the priest holds up his silver spiral pendant and recites a brief prayer to his goddess for healing.
Observing the cave paintings, and trying his best not to continue looking winded and frigid, he remarks to Jazmine, "So. Do you enjoy art, my dear?"
Channel to heal everyone:
HP everyone heals: 1d6 ⇒ 6
Pretend to be just fine and not fatigued:
Bluff: 1d20 + 8 ⇒ (12) + 8 = 20
I believe only Grigori is now fatigued?
Zimti
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"Pain...the pain..." Zimti responds dramatically to Grigori's banter and the channeled healing. Refreshed, the little wayang notes Giggles' agitation and sidles up close to Jazmine. "Giggles seems fidgety, and not in that lets-play-fetch sorta way. Is he ok?"
GM Aerondor
|
Jazmine: 1d20 + 6 ⇒ (14) + 6 = 20
Ozak: 1d20 + 4 ⇒ (5) + 4 = 9
Darius: 1d20 + 2 ⇒ (11) + 2 = 13
Zimti: 1d20 + 2 ⇒ (18) + 2 = 20
Hanud: 1d20 + 1 ⇒ (8) + 1 = 9
Grigori: 1d20 + 1 ⇒ (15) + 1 = 16
baddies: 1d20 + 6 ⇒ (12) + 6 = 18
Grigori restores the groups morale just in time. Within a few seconds of entering the cave there is a sudden rush of tiny feet and several small lizard-like creatures rush out toward the group!
Status: Bold may post.
Zimti
Jazmine
Giggles
My little lizards
Grigori - 4 NLD, fatigued
Darius
Hanud
Ozak
//Jazmine\\
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Just as Zimti questions the little reptiles nervousness, the pack of lizards explode out from the back of the cave. Instead of answering her friend, she calls to Giggles "Get 'em, Girl!" and together, they run forward to engage. As they run forward and establish a line, Jazmine draws her sword and adopts a defensive stance, ready to receive the little pests.
Zimti
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"Ooh, Giggles has not so friendly friends here." The little wayang takes a step forward and quickly mixes a bomb to lob into the midst of the lizards, before drawing a trusty ol' club.
FA 5' step. SA Bomb at middle lizard. MA Draw club. 35' out to the middle lizard. 2nd Range -2 penalty. No PBS. Probably some sort of cover penalty. Please apply whatever is necessary.
Bomb: 1d20 + 6 ⇒ (2) + 6 = 8 Damage: 1d6 + 4 ⇒ (1) + 4 = 5
Splash 5. DC15 for half.
Miss: 1d8 ⇒ 7
The bomb floats wide right, splashing one of the lizards in the process. The uncoordinated Zimti sighs as he scratches his head with his club at the poor trajectory, and begins muttering some calculations on how to adjust for his next throw.
GM Aerondor
|
ref: 1d20 ⇒ 17
One of the lizards is singed by the misplaced bomb, but they surge forward swarming over Jazmine!
AOO-Jaz: 1d20 ⇒ 17
AOO-Giggles: 1d20 ⇒ 18
dam-jaz: 1d10 ⇒ 1
dam-gig: 1d6 ⇒ 5
Both Jazmine and Giggles manage to wound some as they get closer.
atttack: 3d20 ⇒ (10, 19, 17) = 46
damage: 1d3 - 1 ⇒ (1) - 1 = 0
Only one manages to get a good bite on her, but the creatures fang seem to have some noxious effect on the hunter...
Fort DC 12 save please
Status: Bold may post.
Grigori - 4 NLD, fatigued
Darius
Hanud
Ozak
Zimti
Jazmine 1 NLD; Poison save DC 12 required
Giggles
Lizard red - 2 damage
Lizard green - 1 damage
Lizard blue - 5 damage
Darius Skullcrusher
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"Squashing time!"
Darius yells and starts slamming down with his large sword to clear away the little lizards.
attack: 1d20 + 6 - 1 ⇒ (17) + 6 - 1 = 22
dmg: 1d10 + 5 + 3 ⇒ (6) + 5 + 3 = 14
Ozak Zhou
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Ozak moves up being careful to stay out of their reach, drawing a wakizashi. Then he attacks one of the lizards.
Attack: 1d20 + 6 + 2 ⇒ (12) + 6 + 2 = 20
Damage: 1d6 + 1 + 1d6 ⇒ (5) + 1 + (6) = 12
I would attack whatever one i get a flank too.
Hanud The Wanderer
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Hanud grins at Darius' comment for once.
"Agreed!" Hanud shouts as he draws his waraxe to try to chop one of the blasted monsters off of Jazmine.
Attack: 1d20 + 6 ⇒ (11) + 6 = 17
Damage: 1d10 + 2 ⇒ (7) + 2 = 9
GM Aerondor
|
The beasts crawling all over Jazmine are quickly dispatched by her pathfinder allies, leaving surprisingly few marks on her. Given how close the flashing blades came to her face, she would be forgiven for feeling a little worried.
With the odd lizards (that Jazmine now recognises as small dinosaurs) dispatched, the team has a chance to look around the cave.
There is evidence of a passage leading off from it, currently closed off by a rockfall.
Looks pretty solidly shut, not much chance of anything getting through there to bother you.
The cavern's tall walls are covered with cave painting under a thin layer of faintly glowing algae.
The paintings depict a castle at the base of a mountain. Outside the castle, a large creature with wings and a long neck lies on the ground before a figure lifting a huge red axe over its head to strike. Other humanoid figures cluster around the scene. The mural is then interrupted
by a repeated design: two mammoths with a smaller one in tow marching east. This motif is repeated over and over in an orderly line from the top wall of the cave to the bottom. There are 30 copies of this design.
The next scene shows the wielder of the red axe lying on a raised mound within the castle, his weapon clutched to his chest. Other figures leave the castle carrying large bags on their shoulders.
The drawings continue on the other side of the cave, showing an avalanche cascading down to cover the tower. The last drawing shows more of the humanoid figures standing over the edge overlooking the castle’s previous location, while four drawings of the moon in various
states arc above the scene. In this last picture, all of the humanoid figures have a smear of white color around their lower faces.
The creature on the ground in the first painting was originally painted white, but that time has eroded whatever the painter used to show this color. The character brandishing the axe was also painted white, but around the face, suggesting a large white beard.
The axe-wielding figure in the first scene is different from the other humanoids depicted, as he is shown with a white beard, a feature uncommon among the Kellid peoples. The painting of the three mammoths symbolizes migration, and each painting of three mammoths stands for the passage of a single year. The moon in its various stages symbolizes eternity or a period of time that cannot be depicted with the migration symbol, usually meaning hundreds of years.
Please include an extra perception check with your next post.
Status:
Grigori - 4 NLD, fatigued
Darius
Hanud
Ozak
Zimti
Jazmine 1 NLD; Poison save DC 12 required
Giggles
Darius Skullcrusher
|
perception: 1d20 + 4 ⇒ (2) + 4 = 6
know local: 1d20 + 9 ⇒ (17) + 9 = 26
perception: 1d20 + 4 ⇒ (13) + 4 = 17
Darius looks over the paintings without much attention and tells the group about the meaning of the symbols. He yawns profusely shortly after and then starts skinning the little dinosaurs.
"Hmm, perhaps a new belt?"
//Jazmine\\
|
Fort save: 1d20 + 4 ⇒ (7) + 4 = 11
Perception 1: 1d20 + 9 ⇒ (6) + 9 = 15
Perception 2: 1d20 + 9 ⇒ (6) + 9 = 15
Wisdom: 1d20 + 2 ⇒ (10) + 2 = 12
The sting of the poison makes the cave of little concern to Jazmine as she tries to fight through the effects. The battle wraps up around her, and she looks up with just enough clarity to as Darious "What is it with you and your obsession with skinning things??!! Thats just not normal.."
Darius Skullcrusher
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"Well, good leather and skin is hard to come by these days. And the prices. If you don't provide your own materials it is soooo expensive." Darius says as if it is nothing strange.
GM Aerondor
|
Jazmine takes STR damage: 1d2 ⇒ 1 and must make another save.
The tired Grigori, immediately sensing an opportunity, dashes over the Jazmine and fusses over her wounds.
Heal heal, add +4 to your next fort save
While she is being tended, Jazmine's eyes wander the cave, as to Darius's. Both alight on a grisly sight. Several dead bodies, obviously having been feasted on my the dinosaurs, lie in one corner of the cave.
A quick search of them turns up three sets of bandages (magical); a nice throwing axe, a nice bolas, three potions, six pairs of snowshoes, a wand (magical) carved from some long tooth, and a small bag of un cut gems.
Status:
Grigori - 4 NLD, fatigued
Darius
Hanud
Ozak
Zimti
Jazmine 1 NLD; 1 STR damage; Poison save DC 12 required
Giggles
Darius Skullcrusher
|
spellcraft bandages: 1d20 + 6 ⇒ (8) + 6 = 14 spellcraft pot: 1d20 + 6 ⇒ (7) + 6 = 13 spellcraft pot: 1d20 + 6 ⇒ (3) + 6 = 9 spellcraft pot: 1d20 + 6 ⇒ (2) + 6 = 8
spellcraft wand: 1d20 + 6 ⇒ (18) + 6 = 24
Darius studies the gear for a moment.
"Alas we are too late for the feast. But the little dinosaurs could provide a nice snack. I heard they taste like chicken. " He says afterwards, licking his lips.
-Posted with Wayfinder
GM Aerondor
|
Ozak tries to identify the potions. He has no idea about the first or second, but the third tastes familiar - Endure elements!
Darius can't identify the bandages or the first two potions either, but the wand... is a wand of longstrider.
Status:
Grigori - 4 NLD, fatigued
Darius
Hanud
Ozak
Zimti
Jazmine 1 NLD; 1 STR damage; Poison save DC 12 required
Giggles
//Jazmine\\
|
Fort Save: 1d20 + 4 ⇒ (4) + 4 = 8
Ouch... Not good..These dice are not liking me!!
Spellcraft/Ident Potion 1: 1d20 + 6 ⇒ (4) + 6 = 10
Spellcraft/Ident Potion 2: 1d20 + 6 ⇒ (10) + 6 = 16
Spellcraft/Ident Bandages: 1d20 + 6 ⇒ (1) + 6 = 7
GM Aerondor
|
With the help of Grigori who has only slightly wandering hands, Jazmine quickly throws off the poison.
While she can't make out the first potion or the bandages, she identifies the second potion as another endure elements.
Status:
Grigori - 4 NLD, fatigued
Darius
Hanud
Ozak
Zimti
Jazmine 1 NLD; 1 STR damage; Poison save DC 12 required
Giggles
Zimti
|
"Ooh, a potion! Let me see if I can unravel the mysteries of it!" Zimti leans in and offers to take the unknown potion from Jazmine as the alchemical wayang studies it.
Craft Alchemy as detect magic: 1d20 + 10 ⇒ (7) + 10 = 17
GM Aerondor
|
Even Zimti is puzzled by the potion.
Wow, it must be a special potion if you all fail you rolls on it. Talk about poor rolling! Still, better against a potion than in battle.