
Sorek |

Peace be unto you as well, Bjorn. A priest of Arden is a welcome sight, for my friends and I are Adventurers and Warriors seeking to help tame this area and remove the taint of Orcus from these lands. It would be nice to know that a priest of Arden has set up residence here in the Ferry, should we come back from our adventures in need of healing

brvheart |

Bjorn pours out the skanky water out of the rain barrel and casts create water to fill it with fresh water. (He thought about resist poison on Lars, but resisted the temptation!) He fills a cup with water, "To cleansing the area then!"

Aggrammar Deepdelver |

Dang it! I wanted to be the one setting up the shrine! *pouts*
"Well lad" - Aggrammar joins in on the toast - "Here's ta yer success in herdin' tha flock, and keepin' em alive"
Are we good to go?
@Sorek: Well, I could think of some wands, but I don't think we have the cash or that they would be available - however, stuff like a 10' pole to spring traps, or any other implements is always a good option? :D

brvheart |

He will be able to make some potions and scrolls as soon as he gets set up.

Sorek |

X 3 Rope, silk (50 ft.) 10 gp 5 lbs. UE
X1 String or twine (50 ft.) 1 cp 1/2 lb. UE
X1 Whistle, signal 8 sp — UE
X1 Compass 10 gp 1/2 lb. UE
x10 Piton
Source Ultimate Equipment pg. 57 (Amazon), PRPG Core Rulebook pg. 158 (Amazon)
Price 1 sp; Weight 1/2 lb.
Category Adventuring Gear
Description
A piton is an iron spike with a loop or ring on the end so you can tie a rope to it.
X1 Grappling hook
Source Ultimate Equipment pg. 57 (Amazon), PRPG Core Rulebook pg. 158 (Amazon)
Price 1 gp (common), 1,001 gp (mithral); Weight 4 lbs. (common), 2 lbs. (mithral)
Description
Throwing a grappling hook requires a ranged attack roll, treating the hook as a thrown weapon with a range increment of 10 feet. Objects with ample places to catch the hook have an AC of 5.
x1 Folding pole
Source Ultimate Equipment pg. 56 (Amazon)
Price 2 sp; Weight 10 lbs.
Category Adventuring Gear
Description
This hinged pole can be unfolded and locked in place with sliding pins, creating a 10-foot pole. When collapsed, it is only 3 feet long. Assembling or collapsing the pole is a full-round action. The hinges and pins mean it is not as strong as a one-piece pole, and is best used for probing rather than vaulting or climbing.
x2 Caltrops
Source Ultimate Equipment pg. 56 (Amazon), PRPG Core Rulebook pg. 158 (Amazon)
Price 1 gp; Weight 2 lbs.
Category Adventuring Gear
Description
A caltrop is a four-pronged metal spike crafted so that one prong always faces up no matter how the caltrop comes to rest. You scatter caltrops on the ground in the hope that your enemies step on them or are at least forced to slow down to avoid them. One 2-pound bag of caltrops covers an area 5 feet square.
total price 46gp
A folding pole for trap springing is among the items I just bought. But thanks for reminding me. I need to add these items to my inventory list

Sorek |

I'm out of money. 30 something gp left. Judging by what Pappy said we are going to run into a lot of diseases. So something to cure those would be great. But I'm sure Bjorn doesn't have anything on hand right now?
@brvheart Bjorn will be able to make scrolls potions etc.. once he gets set up. Like tomorrow or when we get back from the Mouth?
Even if Bjorn gets set up, I don't think any of us have the cash to make any significant purchases.

Aggrammar Deepdelver |

Agreed Sorek - I already have some scrolls on Aggrammar just in case. If you need to purchase anything else, he's still got 270 gold on him also.
"What now boys?" - the dwarf asks his companions as the gather - "We be ready ta leave come morrow?"

Sorek |

A good nights rest and start out first thing in the morning? Sounds good to me
@Aggrammar I cant think of anything else... Maybe Goggles of DarkVision? ;p
@Almon Elros no need to wait til you have your crunch worked out. We can say that you came to the Ferry on the boat with Bjorn the priest. We can meet Almon in the Bristleback Inn

brvheart |

He's a dwarf, why would he need goggles? Not like they sell anything like that at the trading post. You guys really need to take some crafting feats.

Sorek |

I was hoping he would spend 20k that he has hidden away somewhere to buy ME the Darkvision Goggles

Almon Elros |

very rare late night post
Taking his leave after finally gathering all his books and scrolls, the awkward elf exits the boat and makes his way of the docks. He seems pleasant to those he meets, but is poor with small talk. As he makes his way and town, he catalogues the names of buildings and the establishment owners. Upon reaching the inn he takes to listening to tales from drunks and the like (just going to assume same stuff as jar'k).

Thousand-Faced Koan |

After chatting around with Sorek and catching up on the finer points of Pappy's tale regarding the Mouth (which he dazed through) he picks up a bundle of cold iron arrows. is that 20 arrows for 4 gp?

Sorek |

Hi ho, Hi ho, off to the Mouth we go da da de da, da da de da, Hi ho hi ho hi ho

brvheart |

As you follow the river bank to the west you come up to another river going to the south after about two miles. There seems to be something sticking out of the ground in front of the river.

Sorek |

rolls twice in Perception checks in Eyes of the Crane Stance. takes best result.
Perception: 1d20 + 11 ⇒ (8) + 11 = 19
Perception: 1d20 + 11 ⇒ (12) + 11 = 23
Upon seeing the foul statue Sorek detects Evil and detects Psionics (same as detect magic w/transparency rules).
Sorek passes on the results of his examination to the rest of the group.
If the statue is non-magical not evil he wants to deface it in someway. While leaving it as a marker to find their way back to the Ferry.
Let's see if we can make this statue a little less foul while preserving it as a way-marker. Let's cut off the head and wings while leaving the arm pointing to the southwest.
Taking out a hammer and piton from his magical bag he begins chipping away and then looks up and says Thomas this will go much faster if you do the deed
After the statue has been defaced and de-winged, we follow its outstretched arm to the SouthWest.
If the statue is magical or trapped we will need to re-think these actions

brvheart |

As you travel southwest another mile or so past the wooded hill you come to a ford at the river to the west or can continue south.

brvheart |

That is the idea of a ford. Not like the dwarves in my Lost Lands game huh? They are doing the swimming while the half elves are like, water. Are you kidding?

brvheart |

The ford might be 2' deep here. The only one up to his waist is the dwarf.

brvheart |

As you cross the river you enter a wood. It becomes thicker as you head south east.

Good Thomas |

Good Thomas sits on a rock and pulls off each boot with a frown. He takes a moment to pour the water out, then sighs as he pulls each back on and stands. With each step, the leather squishes.
Still, in short order he's leading the way alongside Lars into the woods. As the canopy overhead thickens and the light beneath the branches grows darker, he slows and casts an uneasy look up above him and all around.
"Reminds me of a time I ran into a wood filled with spiders," he says to the group. "They were all over. Webs the size of barn doors. Above us, to the sides, everywhere. We cut and run. Didn't want those things leaping down on us."
Survival: 1d20 + 6 ⇒ (13) + 6 = 19
He shakes his broad shoulders as if shrugging off the memory, and then keeping his hand on the pommel of his greatsword, continues to follow the path.

Sorek |

Seeing everyone ford through the river in full clothing and armor Sorek takes a minute to shed his boots and pants so they don't get wet.
On the other side of the ford hearing the squishing of everyone's waterlogged boots as we continue our march deeper into the woods No armor and dry boots. A good combination. as he smiles to himself saying nothing
-Posted with Wayfinder

brvheart |

Toward the middle of these woods, the trees begin to get darker and stranger, some of them having octopus-like suckers on their trunks and branches, others almost seem to have malevolent faces in the pattern of their bark. Moving through this area becomes more and more difficult— the trees and the underbrush almost seem to be getting in the way of the characters’ passage deliberately. Moreover, and perhaps most disturbing, the forest becomes darker than it ought to be.

Sorek |

Survival: 1d20 + 6 ⇒ (12) + 6 = 18
survival check to make sure we are following the map where pappy marked the Mouth
Perception: 1d20 + 11 ⇒ (11) + 11 = 22
Perception: 1d20 + 11 ⇒ (8) + 11 = 19
perception check, just in case it's necessary

brvheart |

By the time you reach the center you will need to be carrying light sources
in order to see. At the center of the woods there is a stone cottage with a garden fenced around with human bones and skulls.

WabbitHuntr |

Sorek manifests Inertial Armor (+4ac)
Releases his Ioun Torch And then manifests http://www.d20pfsrd.com/psionics-unleashed/psionic-powers/m/my-light causing light to shine from his eyes
"I think detecting for the presence of evil is probably unnecessary in this case " But he begins using his detect evil ability anyway trying to focus on the location of any evil presence particularly if it is just inside the cottage or if there are other sources of evil around us
-Posted with Wayfinder

Good Thomas |

"Well, ain't that a sight," mutters Good Thomas as he comes to a stop, and plants the tip of his greatsword in the loam so as to rest his hands on the hilt. He takes a good long moment to study the cottage, then exhales sharply through his nose as he glances about the under-canopy and then to his companions.
"Who wants to wager there's a wise old witch within, ready to warmly welcome us with whiskey?"
He gives his shoulders a shake, and then lifts his sword with one hand so that the muscles of his arm writhe like pythons beneath his skin. "Koan, you fancy taking a look in through the window?"

Aggrammar Deepdelver |

'What the..?' - Aggrammar begins at the sight of the strange cottage, then stares mouth agape as Sorek begins spewing light from his eyes.
He seems shaken from his stupor as Good Thomas suggests that Koan takes a peek first - 'Good thinkin' as always lad' - he compliments his fighter companion.

Sorek |

Wait... Sorek whispers quietly with a look of concentration upon his face
There is an Evil presence within. Give me a moment to see if I can sense anything more
Detect Evil
School divination; Level cleric/oracle 1, inquisitor 1
CASTING
Casting Time 1 standard action
Component V, S, DF
EFFECT
Range 60 ft.
Area cone-shaped emanation
Duration concentration, up to 10 min./ level (D)
Saving Throw none; Spell Resistance no
DESCRIPTION
You can sense the presence of evil. The amount of information revealed depends on how long you study a particular area or subject.
1st Round: Presence or absence of evil.
2nd Round: Number of evil auras (creatures, objects, or spells) in the area and the power of the most potent evil aura present.
If you are of good alignment, and the strongest evil aura's power is overwhelming (see below), and the HD or level of the aura's source is at least twice your character level, you are stunned for 1 round and the spell ends.
3rd Round: The power and location of each aura. If an aura is outside your line of sight, then you discern its direction but not its exact location.
Aura Power
Editor's Note
There is no official Errata or FAQ correcting the value of the "None" entry for "Aligned creature" on the Aura Power table from "5 or lower" to "4 or lower". This correction is made based on the Paizo PRD and common sense evaluation.
An evil aura's power depends on the type of evil creature or object that you're detecting and its HD, caster level, or (in the case of a cleric) class level; see the table below. If an aura falls into more than one strength category, the spell indicates the stronger of the two.
Creature/Object Aura Power
None Faint Moderate Strong Overwhelming
Aligned creature1 (HD) 4 or lower 5-10 11-25 26-50 51 or higher
Aligned Undead (HD) --
2 or lower 3-8 9-20 21 or higher
Aligned Outsider (HD) --
1 or lower 2-4 5-10 11 or higher
Cleric or paladin of an aligned deity2 (class levels) --
1 2-4 5-10 11 or higher
Aligned magic item or spell (caster level) 5 or lower 6-10 11-15 16-20 21 or higher 1 Except for Undead and Outsider, which have their own entries on the table.
2 Some characters who are not clerics may radiate an aura of equivalent power. The class description will indicate whether this applies.
Lingering Aura: An evil aura lingers after its original source dissipates (in the case of a spell) or is destroyed (in the case of a creature or magic item). If detect evil is cast and directed at such a location, the spell indicates an aura strength of dim (even weaker than a faint aura). How long the aura lingers at this dim level depends on its original power:
Original Strength Duration of Lingering Aura
Faint 1d6 rounds
Moderate 1d6 minutes
Strong 1d6x10 minutes
Overwhelming 1d6 days
Animals, traps, poisons, and other potential perils are not evil, and as such this spell does not detect them. Creatures with actively evil intents count as evil creatures for the purpose of this spell.
Each round, you can turn to detect evil in a new area. The spell can penetrate barriers, but 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt blocks it.