| Maraiah |
Maraiah initially doesn't notice the difference in the rocks, but once pointed out she tries to consider the possible cause or meaning.
Perception: 1d20 + 6 ⇒ (2) + 6 = 8
Knowledge Dungeoneering: 1d20 + 8 ⇒ (5) + 8 = 13
Knowledge Nature: 1d20 + 7 ⇒ (11) + 7 = 18
| Shellin |
Shellin will take a moment as they are going over Hob's possessions to organize gear. "I would like to use his bag to separate our party's gear from my own."
If no one objects, he will then place all party gear including Hob's unclaimed gear into Hob's bag of holding. He will then store Hob's bag of holding into his own bag of holding. All scrolls he will place within the side pocket of his backpack.
As they continue through the caverns he will resume casting Message on both Maraiah and Gargon.
Upon the discovery of the stones, Shellin's eyes will light up. "One can never have enough spell materials."
Taking 20 Proffesion Stonework? -2 no tools +1 Wis is 19...
Unless you want us to use Survival to Forage here
| GM Amsheagar |
With taking 20, you would fail until you succeed, which would ruin a lot of the material. Stonework would be what you want to use. That or Alchemy to set up a charge.
As you are looking at the stones on the wall, you hear foot steps behind you. As you look, you see this elf looking at a map, in a sense of confusion. He looks up and sees you looking at the rocks.
| Hallow Cailean |
Hallow wanders through the caves, consulting his map with a look of consternation on his face. That confusion comes from the fact that the piece of parchment isn't helping him orient, as he can't find his current position on it. Underground is a lot harder to navigate than the surface for the elf. His eyes leave the parchment to check the path in front of him, and he sees a motley assortment of what he assumes to be adventurers, as there's little other reason for such a diverse group of individuals to travel these caves together.
He examines the group before raising a hand in greeting. "Hello. Don't suppose you have any idea where we are, I have no blasted idea why I'm here. I mean, I know why I'm here but I thought I'd be walking here and now I don't know where in these damnable caves I'm at."
1 Targeted Bomb Admixture
1 Shield
| Shellin |
Glancing at the rest of the party, Shellin will step forward. "Fear not friend, we are just as lost as you are. We were continuing on when we stopped to examine these odd rocks."
He will extend his hand forward, "I am Shellin."
| Maraiah |
"Maraiah." the ranger says with an amicable nod. "We aren't exactly lost, in that we know how we got here and where we're headed, just not what lies ahead."
| Hallow Cailean |
"Hallow," the elf will introduce himself, examining the stones that Shellin made mention of.
Know (Nature): 1d20 + 10 ⇒ (16) + 10 = 26 Not sure if I know about them being spell components but going out on a limb and saying I can know that they aren't the normal precious gems with that Nature check.
"Hmm... interesting. They don't seem like precious gems, but they do have a certain lustre about them." The elf regards the wall, then the cave around him. "If only I'd taken those engineering seminars with Venture Captain Dreng... I might be able to figure out how to get some of them free without collapsing the tunnel." He shrugs. "But, no changing the past."
Hallow's eyes will rove over the party, as the medic in him performs a cursory examination of each one of them out of habit. He's somewhat offput when he realizes that what he had assumed to be a gnome from a distance in the dark was actually a goblin, but it hasn't tried to maul anyone yet and the alchemist is prepared to give the creature the benefit of the doubt. "I don't suppose you've room for one more traveler on your road? I'm an herbalist of sorts, skilled in healing and the like, though I've never had more than a little magic." the elf states with a flourishing bow, patting the messenger bag at his side, "Something of an alchemist as well, in that I use some of what I gather in some... dynamic ways. Pushes that tiny hint of arcane aptitude into something more useful than cantrips."
| Hallow Cailean |
Slightly offput by the goblin speaking Common and its general friendly demeanor, rather uncharacteristic of greenskin races in general, Hallow will hesitate slightly before answering. "Occasionally, yes. I mostly eat vegetables, but meat is an essential part of my diet and I prefer to kill and clean it myself."
| Shellin |
Stonework would be what you want to use. That or Alchemy to set up a charge.
A half-smile to his face, Shellin will add in: "You won't have worry for meat for a bit. We killed two bats the size of horses a few tunnels back, and thus have enough meat for all of us and then some!"
| Shellin |
Since we stagnated I guess we aren't getting the rocks XD
Everyone ok with moving on?
| Maraiah |
All my underground specializations involve traps or creatures. If you mention their value In Character Hallow might be able to do something.
| Maraiah |
Leaving enough distance for his scouting to be effective, Maraiah follows, keeping an eye out for anything of note.
Perception: 1d20 + 6 ⇒ (16) + 6 = 22 24 if involves monstrous humanoids (AUTO check hazards within 10 ft)
| Hallow Cailean |
Hallow will keep back near Shellin, more comfortable behind the main force of the party. He keeps his eyes peeled for trouble while thinking of the possible uses of those stones, now resting safely in Shellin's bag of holding.
Perception: 1d20 + 8 ⇒ (16) + 8 = 24
| Hallow Cailean |
Hallow regarded the tunnels. All 3 seemed fairly equal to him, no distinguishing markings and no differing reports from Gargon. "Well, all things being equal, they had a saying in the Society when I was training. 'Left is right and right is wrong.'" He shrugged. "Since we don't have any real information, I say we go left."
Ayyyyy PFS joke.
| Shellin |
Hmmm. Logic or statistic...
Slightly checked out look on his face, Shellin will speak aloud, to no one in particular, "If we are thinking about the return trip, taking a right would continue our pattern of 'right then left'. It would make the return trip amazingly easy to remember if we just have to follow the reverse, a left then a right, to eventually return to the surface."
Visibly coming back to himself Shellin will give his half smile again."Though I don't mean to put aside the wisdom of the Pathfinder Lodge!"
| Hallow Cailean |
Hallow shrugs. "If you have a pattern then stick to it. Right it is. To be quite honest we only say that so that we don't spend hours dithering over directions in unsafe ruins. Any decision is far superior to no decision."
| GM Amsheagar |
I take it that you all are headed right.
As you travel down the right path, you start to see strange writings on the wall.
As you continue, you come across a craves the drops out of sight. Across the way, you can see a passage as it continues. You see stalactites (stalagmites?) hanging down from the wall all thew way across.
| Gargon |
Not going to make the linguistics DC, but rolling anyway.
Linguistics: 1d20 + 1 ⇒ (7) + 1 = 8
Gargon looks across at the far side, trying to estimate the distance across.
Looking to see how likely jumping across would be, even using stalagmites. Geograghy check or survival? Just what popped into my head. I'll roll both.
Geography: 1d20 + 1 ⇒ (14) + 1 = 15
Survival: 1d20 ⇒ 7
| Maraiah |
C ceiling G ground. Easy way to remember which is which
Maraiah looks up, studying the stalactites intently as she looks across the distance.
Perception: 1d20 + 6 ⇒ (3) + 6 = 9
Knowledge Dungeoneering: 1d20 + 8 ⇒ (7) + 8 = 15
Knowledge Engineering: 1d20 + 8 ⇒ (4) + 8 = 12
| Shellin |
Knowledge Dungeoneering: 1d20 + 7 ⇒ (18) + 7 = 25
Shellin will take a moment to observe the rock formations and the chasm, reasoning a way across
How far across is the chasm, and is there something I could secure a rope to?
@Party I can put one of these animate rope scrolls to snake some knotted silk rope across the chasm. DC 10 to climb or maybe an Acro check of some DC to walk across
| Gargon |
Being young and agile Gargon sizes up the path across the chasm. Reaching into his backpack he pulls out 100 feet of silk rope and ties one end around his waist.
Will you please hold this. Incase I fall I don't want to die.
Perception: 1d20 + 6 ⇒ (6) + 6 = 12
He moves back a little from the ledge and runs forward launching his small body out toward the first landing, striking out toward the other side.
GM Amsheagar, can I take 10 on my jump checks please? Would give me a jump result of 17
| Hallow Cailean |
Hallow stalls Gargon's leap long enough to secure the rope to the wall with a few climber's knots, a piton from the spelunking kit, a hammer, and blunt force applied to the wall. He holds the middle of the rope loosely, in order to allow Gargon freedom for his leap while still being ready to seize hold of the lifeline should the little guy need it. "If anyone a little stronger than me wants to help hold onto this I'd really appreciate it."
| Maraiah |
When a character or creature is not in immediate danger or distracted, it may choose to take 10 on some rolls (specifically, skill checks). Pretty sure a risk of falling to your death counts as immediate danger
"I might alto be able to hit one of them with a grappling hook to provide an additional support line or another means across." Maraiah says to the others.
| Hallow Cailean |
Hallow peers into the darkness, hoping his elven eyes and the light from his and his companions' light sources is enough to see the other side of the crevasse. He looks over to Shellin after checking. "See if you can find a pebble or something and cast that light spell on it, then drop it down the hole. We might be overreacting here. Might not be too far down after all."
| Maraiah |
"Can you see the bottom?" Maraiah asks Gargon, knowing his vision was far better adapted to the darkness.
| Gargon |
Ok, here are my acrobatics checks
Acrobatics: 1d20 + 7 ⇒ (5) + 7 = 12
Acrobatics: 1d20 + 7 ⇒ (5) + 7 = 12
Acrobatics: 1d20 + 7 ⇒ (4) + 7 = 11
Acrobatics: 1d20 + 7 ⇒ (2) + 7 = 9
Acrobatics: 1d20 + 7 ⇒ (12) + 7 = 19
| Hallow Cailean |
"Or he could just jump." Hallow will track the goblin's arc through the air, ready to seize the rope and haul him back up should it become necessary.
| GM Amsheagar |
Gargon manages to get halfway before his footing slipped and he need to make a reflex save to stop him from falling to his death. using your last roll
| Shellin |
Shellin will stare wide-eyes at Gargon's Acrobatics, or lack thereof. He just... He just handed it off and jumped.
"Twist it and see what happens!"
Maybe his luck will hold...