Theor Garess |
Theor dusts himself off as he stands. "Well at least we shouldn't have to worry about that happening again. It looks like the under terrain is much more settled. I guess we need to try again."
Looking back to Horaitus "Do we have any more healing? I am still pretty banged up, and I imagine the others may be as well. I am definitely going to be investing in some more healing agents once we get back to civilization."
Lynthara |
Sounds good.
Wand CLW: 1d8 + 1 ⇒ (6) + 1 = 7
Lyn's face grows a bit less weary, and she seems to recover a measure of her earlier cheerfulness. But something seems to have changed in the gnome, ever so slightly.
"Can one of you find a way up there? I feel so useless right now..."
Leiff Gunnarson |
Leiff takes a moment to come to this realization.
"On a lighter note, it does seem the imminent threat of a landslide here has reduced significantly... "
DM Rickmeister |
That it is made from quality material, and will greatly help him get up there.
DM Rickmeister |
Theor, climbing carefully, makes it all the way to the top. He can secure the rope easily enough, and can aid the climbers sufficiently so that everyone can slowly climb to the top. Nothing spectacular happens, and Leiff's backpack is the last one being dragged to the top. The rest of the journey lies ahead of you.
Theor Garess |
Theor looks to the others once everyone is up. "Right then, let's continue the journey. Where to next?"
Now on the other side Theor surveys the area to get a better idea of their surroundings.
Survival: 1d20 + 5 ⇒ (2) + 5 = 7
DM Rickmeister |
A strange rock formation, known as the Two Brothers,
lies a half-hour beyond the crevasse.
Aftr walking for about half an hour, Theor guides you to two rock formations, shaped like a pair of thick pillars. They 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.
DM Rickmeister |
You're a ranger, you know hiking and mountains :)
Horatius Lartius |
CLW for himself
1d8 + 1 ⇒ (7) + 1 = 8
1d8 + 1 ⇒ (1) + 1 = 2
Once his companions are healed Horatius turns the wand on himself, issuing a brief prayer of thanks to Erastil as the healing magic flows through him. By that time Theor had lowered the rope and so he replaces the wand and begins the climb out of the ravine.
"Well done." he says to Theor, a bit out of breath from the climb.
when they approach the twin pillars Horatius pauses to take them in. "These must be the "two brothers" we were told of. Tell me Leiff do you know much of them? Are they more than mere markers on the road?" As he listens to the bards reply he takes a few minutes to look about the structures.
T20 Perception = 21
What time of day is it at this point?
DM Rickmeister |
It's not exactly "late", but you don't want to spend the night in the snow, while being covered in fresh snow, and eating snow while drinking snow. The night will come quickly here, and the cold will be breathtaking (literally).
Leiff Gunnarson |
"Alas, i know but one legend Horatius, but i'll do my best to repeat myself as entertaining as possible.
These pillars do seem to be big brother and little brother. According to the legend these two local brothers where men of conviction. Protesting against injustice wherever they found it.
They achieved great successes keeping to a path of non-violence, upon their death their bodies were transformed into the two columns we see before us, both as unyielding as their convictions in life. The place has a hallowed history since then, the locals favored it as neutral grounds for negotiations despite the harsh climb and remote location..."
perform oratory: 1d20 + 7 ⇒ (6) + 7 = 13
Feeling it was not his best performance, Leiff takes in the area of the two brother for inspiration.
He'll assist in scouting the surroundings, gathering some wood for a campfire. He'll pull a tent from his backpack and start setting it up. Since there is quite some time fill evening he'll attempt to catch some fish for the evening meal if he finds suitable water nearby.
perception: 1d20 + 5 ⇒ (6) + 5 = 11 for scouting
knowledge nature: 1d20 + 5 ⇒ (3) + 5 = 8 to see if the water (if any) is suitable for fish.
survival (untrained): 1d20 + 1 ⇒ (1) + 1 = 2he'll use his fishing hook on a line to attempt catching some fish if the water seem suitable.
Leiff returns to the camp after a little while without fish and fishing hook answering only with... "the fish wouldn't bite..." if asked about how it went....
Theor Garess |
Theor taking a look at the weather turns back to the others and motions toward the opening. "It is getting late, we should probably camp here. That cave might be a good place to setup camp to help avoid the elements over night."
Horatius Lartius |
"Thank you. It is good to hear that their legacy of diplomacy lives beyond them."
When talk of camping here comes up Horatius adds his agreement. "That would seem for the best. The light will not hold much longer and I think we will be grateful for whatever warmth it can provide during the remainder of our travels."
He'll then draw his sword and investigate the cave to see if anything has taken up residence in it.
DM Rickmeister |
Leiff Gunnarson |
Leiff will set up shop in the cave with a little less tent involved, he seems a tad grumpy for a little while.
When the party is set up...
"watch per two's would be best, we are one person short though, how are we going to organise?... I don't mind an extra shift but i doubt you'll be hearing stirring stories out of me tomorrow. "
DM Rickmeister |
You manage to all fit in the cave, and even start a small fire to make sure you are not suffering too much from the cold. The morning sun wakes those who are sleeping, and it doesn't take long for you to get ready.
When you leave the cave, you can feel the cold biting on every part of your body that is exposed. Those with good eyes might even see some morning light reflect on the Clouded Path Monastery, in the distance.
Horatius Lartius |
During the evening, after seeing to his gear and any of the party's needs Horatius spends some time looking about the site and cave. Eventually he stops in the back of the cave and considers something he finds there.
"There is some writing here, perhaps in the local language. Are any of you able to translate it?"
Leiff Gunnarson |
Leiff will light pull out the firefly focus from his pouch and incant a light spell so the blade of his sword glows like a torch. Afterwards he'll assist with the investigation of the markings Horatius points out.
Thaurux |
Does the nights rest heal any wounds? Still injured. Does the cloak (March 13) or the boots (April 15) do anything against the cold?
Fort: 1d20 + 3 ⇒ (9) + 3 = 12
Fort: 1d20 + 3 ⇒ (15) + 3 = 18
DM Rickmeister |
Linguistics please. You get a +2 from the light spell.
Lynthara |
Sorry, was driving all day yesterday, now just a quick check-in.
Fort: 1d20 + 2 ⇒ (13) + 2 = 15
Fort: 1d20 + 2 ⇒ (17) + 2 = 19
"Sorry, Horatius. I'm not too skilled with strange languages."
Then she rubes her hands over her arms a bit.
"It was a chilly night, though. Even with the fire."
Horatius Lartius |
Unable to translate the writings Horatius instead does his best to copy them down for later translation. Once done he prepares his gear, confirms the fire is out and then sets out with the rest.
Fort: 1d20 + 4 ⇒ (14) + 4 = 18
Fort: 1d20 + 4 ⇒ (19) + 4 = 23
DM Rickmeister |
Assuming everyone is leaving, so Theor and Leiff, please make those fort saves. :)
DM Rickmeister |
The set of scriptures, carved in Tien into the cave wall, details some of the ritual followed by pilgrims to the site.
The carvings detail a meditation process, taking at least 2 hours.
DM Rickmeister |
Leiff fort: 1d20 + 2 ⇒ (1) + 2 = 3
Leiff fort: 1d20 + 2 ⇒ (18) + 2 = 20
Theor fort: 1d20 + 5 ⇒ (4) + 5 = 9
Theor fort: 1d20 + 5 ⇒ (6) + 5 = 11
>> http://www.d20pfsrd.com/magic-items/wondrous-items/wondrous-items/a-b/boots -of-the-winterlands
The cloak is +1 on all your saves. You don't know this, but you *can* incorporate this :)
As you are walking and climbing, everyone except for Lynthara and Horatius is experiencing shortness of breath and a growing headache, fatigue, stomach illness, and dizziness.
Game term: fatigued!
..
Assuming you continue:
About two hours into the hike, you find a large stone building 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.
Theor Garess |
Upon reaching the building Theor stops a moment bending over with his hands on his knees breathing deeply. He looks back to the others and points ahead "Perhaps we could rest a moment. At least there might be a small amount of shelter ahead."
Theor attempts to give it a good look to see any noticable signs of danger.
Perception: 1d20 + 5 ⇒ (4) + 5 = 9
Horatius Lartius |
Taking in the once proud building Horatiuses face turns a bit grim.
"I suppose this state of things is not unexpected given our guides words about the loss of contact with the monks. I had hoped we might find it otherwise though."
"We should be careful. Whatever is at the root of this may well have taken up residence." he warns while drawing his sword and gazing at the broken doors.
When the party has had a moment to rest he advances forward with them.
DM Rickmeister |
Please share this with the group.
Theor Garess |
Theor shrugs to Horatius when he notices him waiting for the rest of the party "Resting isn't really going to help. The air up here is too thin or something, makes it difficult to breath. Let's just get this over with so we can get back to some fresh air!"
Theor readies his weapon and moves up while trying to stay out of sight.
Stealth: 1d20 + 6 ⇒ (19) + 6 = 25
DM Rickmeister |
General information:
Much of the building has succumbed to the ravages of time.
The monastery has masonry walls and flagstone floors.
All of the doors are damaged and out of their hinges. Light rubble covers the interior floor, including smashed furniture, broken clay pots and broken masonry
Only dim light manages to find its way into the monastery structure.
The light rubble adds +2 to the DC of Acrobatics checks.
--
When you continue a little bit further:
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.
Perception checks in your next post, please!
Horatius Lartius |
Horatius scans the area, his vision lifted to the sky above for a moment by the mosaic. Shaking his head at his own naive wonder and returns his focus to the ruins around the party.
Perception: 1d20 + 1 ⇒ (7) + 1 = 8
Moving into the area he makes his way toward the fallen bell to make sure the rubble hides no threats.
DM Rickmeister |
Waiting for Leiff and Ziz. Theor, I'll just use your previous stealth check :-)
Leiff Gunnarson |
Leiff drops his backpack at the entrance with it's signature thud. He rummages trough his hip pouch for his firefly token. An incantation flows from his lips as he focusses on a large piece of rock. Slowly it starts to illuminate like a torch.
Leiff swings straps his shield to his arm and starts scouting the area with the rest holding the rock in his right hand.
perception: 1d20 + 5 ⇒ (16) + 5 = 21
DM Rickmeister |
Horatius: 1d20 + 1 ⇒ (10) + 1 = 11
Leiff: 1d20 + 2 ⇒ (8) + 2 = 10
Theor: 1d20 + 4 ⇒ (14) + 4 = 18
Lynthara: 1d20 + 6 ⇒ (4) + 6 = 10
Thauraux: 1d20 - 1 ⇒ (10) - 1 = 9
---
YR: 1d20 + 2 ⇒ (4) + 2 = 6
YR Perception: 1d20 + 10 ⇒ (4) + 10 = 14
As you are entering the forecourt, you notice a creature that looks like a monkey, but with white fur, searching through the rubble. When he turns around because of a noise, he is holding a big rock in one of his paws, and a terrified snowrabbit in the other. He roars loudly, and puffs up his chest.
DM Rickmeister |
I placed you on the map the way I thought would be logical. Since Theor is stealthing, I figure he would be some distance from the noisier people.
If you think you should be somewhere else, state why and move your token to an appropriate spot. :)
Horatius Lartius |
Don't think I'll interfere with Theor so I'll post Horatiuses action...
Catching sight of the threat Horatius acts quickly to defend the party.
Attack w/ Charge + PA: 1d20 + 4 + 2 ⇒ (10) + 4 + 2 = 16
Damage w/ PA : 2d6 + 7 ⇒ (2, 1) + 7 = 10
AC -2 for the next round