World's Most Interesting Confirmation [PFS Standard 5-08] (Inactive)

Game Master Great Green God

Adventure Handouts and Maps


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He doesn't believe in 'game balance'. Gandalf always lets him pass. As a feat, he has Exotic Weapon Proficiency (beard). The city guard often question him, just because they find him so interesting. His dice bag is woven from tarrasque leather. His TPKs end game lines. His blood cures moderate wounds. He once punched a flumph. Yes, you heard me. He belongs to a prestige class whose sole requirement for entry is just being him. ♬ He is indeed, the most interesting GM in the world. ♬

The narrow tunnel twists and turns for several hundred feet before slowly opening to a wider passage. The ceiling here rises to about 10 feet and is refreshingly free of stalactites. A large hole spans the cave’s width and stretches ten feet down the path. There's a dark, unmoving shape near the bottom, in the southwest corner.

Each character may make one skill check. Open all the spoilers that apply.

knowledge (dungeoneering) or survival DC 10+:
The hole in the ground is artificial. The edges are rounded to prevent easy climbing.

knowledge (dungeoneering) or survival DC 15+:
The pit is at least a year old.

Map updated.

Sovereign Court

Half Elf Divine Hunter Paladin 4 / Life Oracle 2 [HP 62/62 | AC 20/13/17 | F+10 R+7 W+11 (+2 vs. enchantment, +2 vs. death effects) | Init +3 | Perception +5, Sense Motive +7]

Survival: 1d20 ⇒ 11

Hayden glances at the hole and squints at the shape at the bottom. "Hello?" he calls out.

He turns back to the others. "Careful, this isn't a natural hole. It might be a pit trap of some kind."

-Posted with Wayfinder

Sovereign Court

Male Vanara 1 Fighter (Drill Seargent) 5 Unchained Monk (Sage Counselor) HP 55 I AC 17:Touch17:FF14 I Fort 8:Ref 5: Will 5 I CMB 7:CMD 21 I Speed 40ft Climb 20ft I Ki Pool 5
Hengist the Mighty wrote:
"Ah, that is right." Hengist stands back up and lets most of the group get ahead of him before he follows in their trail (in the same order we marched earlier, I assume). "Thou hast used that name for them before, Balgrym. What means it?"

Monty passes by some rocks that he looks over, his voice thoughtful and musing.

Don't know if their true, but I know the tales told about them. The Azlanti where a great empire that came before us. Aroden himself was an Azlanti, before he went and croaked. Supposedly, the sky itself fell on the empire, and wiped it off the map. The capital sank to the bottom of the inner sea. But some Azlanti were to stubborn to die. They grew gills and fins, and became the "Low" azlanti, the gillmen.

Monty gives him a cheeky grin.

Least, that's what the stories say.

Scarab Sages

Male Half-Orc Monk of the Sacred Mountain 1
Stats:
HP: 10/10 | AC/T/FF: 14/13/12 | Fort +5 Ref +4 Will +5 | CMD: 17 | Stunning Fists: 1/1 | Percep +2 Init +1

Survival: 1d20 + 2 ⇒ (3) + 2 = 5

Hengist nods along as Monty tells his story. "Fascinating," he murmurs, torch held high. "And they do not consider the 'low' part of their name an insult?"

At the pit, Hengist frowns. "How canst thou tell?" he asks Hayden, lifting the torch high and peering into the hole. He watches the bundle carefully. "Shall I throw something at it? It may not be a creature at all..."

Backing up and taking a careful look at the pit, he says with a firm nod, "I believe I can make this jump! Stand clear if thou wouldst have me sojourn to the other side with a rope."

Hengist has a +5 Acrobatics check, so he's got a reasonable chance of making a jump over a 10' pit.

Dark Archive

Male Dwarf Bloodrager 1 [HP 13/13 | AC/ff/t 17/15/12 | F+5/R+2/W-1 (+2 v. poison, spells) | CMB +3 CMD 15 (+4 vs bull rush +6 vs trip +10 vs disarm) | Spd 20' Init+2 Per+4 | Rage 7/7 Hellfire 3/3 |

Take 10 on a Knowledge(dungeoneering) check for the 10.

"I think 'Azlanti' is more of the insult to other humans than the 'Low.' The Azlanti were supposed to be perfect humans, so saying the underwater variety still holds onto more of this perfection bothers the surface dwellers."

Balgrym then takes one look at the pit and snorts. "Hmm, yes, I'd rather not fall in."

Sovereign Court

Male Vanara 1 Fighter (Drill Seargent) 5 Unchained Monk (Sage Counselor) HP 55 I AC 17:Touch17:FF14 I Fort 8:Ref 5: Will 5 I CMB 7:CMD 21 I Speed 40ft Climb 20ft I Ki Pool 5

Monty taps Nina, whispering some arcane words and causing her dress to glow softly with light. Once that is done and he has a better vantage he sighs.

Let's not be to hasty Hengist. No reason to unnecessarily risk a tumble. Nina dear? Would you mind the rope? Hammer it in just here.

Nina pulls the rope out of their pack and follows the instructions, swiftly pounding the piton into the floor. As she does so, Monty ties some knots into the rope for easier climbing.

Nina dear, please go see what the thing down in the pit is. Be careful, and once you have, climb up the other side and anchor the rope to the other side for us to get across.

Scarab Sages

NG female Gnome True Silvered Throne 4
Spoiler:
|AC 18, T 10, FF 18 (+4 vs SA/AoO)|HP: 31/31|F +3, R 0, W +8 (+2 vs Illusion)|Init +3, Perc +6|CMB +1 CMD 10|Wagon 1/1, Mystery Initiate 1/1, Stardust 5/5, Tongues 4/4, Guiding Star 1/1

Survival: 1d20 + 3 ⇒ (17) + 3 = 20

"The spirits of this cavern speak to me...they show me someone, I cannot see them, but I see them digging this pit. Over four seasons ago."

Dark Archive

Female ?Psychopomp?
Stats:
Eidolon 1 | AC 15 (Mage Armor +4 Barkskin +2(21)) T 14 FF 11 (Mage Armor +4 (15)) | CMD 11 | hp 7| F +3 R +1 W +0 | Spd 20' | Init +1 | Skills- Perception +4, Disguise +12, Bluff +4, Sense Motive +4, Diplomacy +4

Nina nods and follows the instructions before taking the rope in her hand.

Sure Mr. Monty. Be back in a moment.

She begins to climb down the knotted rope. take 10 climb okay?

Once she reaches the bottom, she giggles at the cold cave water.

Oooo... the water is so nice! Just one moment, let me get the thingy for you?

She walks over to investigate the shadow in the water, though she's ready for possible attack from whatever it is.


He doesn't believe in 'game balance'. Gandalf always lets him pass. As a feat, he has Exotic Weapon Proficiency (beard). The city guard often question him, just because they find him so interesting. His dice bag is woven from tarrasque leather. His TPKs end game lines. His blood cures moderate wounds. He once punched a flumph. Yes, you heard me. He belongs to a prestige class whose sole requirement for entry is just being him. ♬ He is indeed, the most interesting GM in the world. ♬

The party talks while Nina pulls out a rope and knots every foot or so. After a few minutes she ties one end to a stalagmite and then tosses the other into the water. She slowly climbs down until she hits the water.

Because there is 10 feet of water, and outsiders like Psychopomp usually breathe air, and dolls are generally not made of granite, it's actually still more of a Swim than a "walk" check regardless of how it is discribed, once you are in the water.

As a side note, given this is basically a small indoor pool there's no harm in jumping in--assuming you don't think you're staring at the top of a gelatinous cube.... ;)

Stay thirsty my friends.

Dark Archive

Female ?Psychopomp?
Stats:
Eidolon 1 | AC 15 (Mage Armor +4 Barkskin +2(21)) T 14 FF 11 (Mage Armor +4 (15)) | CMD 11 | hp 7| F +3 R +1 W +0 | Spd 20' | Init +1 | Skills- Perception +4, Disguise +12, Bluff +4, Sense Motive +4, Diplomacy +4

ah, totally agree, forgot how deep it was. Well, swim Nina!" swim: 1d20 + 3 ⇒ (11) + 3 = 14
that should be good enough hopefully...

-Posted with Wayfinder


He doesn't believe in 'game balance'. Gandalf always lets him pass. As a feat, he has Exotic Weapon Proficiency (beard). The city guard often question him, just because they find him so interesting. His dice bag is woven from tarrasque leather. His TPKs end game lines. His blood cures moderate wounds. He once punched a flumph. Yes, you heard me. He belongs to a prestige class whose sole requirement for entry is just being him. ♬ He is indeed, the most interesting GM in the world. ♬

Assuming Nina does an middling job of swimming thanks on part to the latest technological breakthroughs in the field of kung-fu grip, she can easily dive to the bottom and retrieve what turns out to be a scintillating cape of pearlescent material the likes of which the party has not seen before. It acts like finely woven cloth but is not.

Of course right now, Nina's really the only one who knows this.

Anyone else want to do anything?

Dark Archive

Female ?Psychopomp?
Stats:
Eidolon 1 | AC 15 (Mage Armor +4 Barkskin +2(21)) T 14 FF 11 (Mage Armor +4 (15)) | CMD 11 | hp 7| F +3 R +1 W +0 | Spd 20' | Init +1 | Skills- Perception +4, Disguise +12, Bluff +4, Sense Motive +4, Diplomacy +4

ya know, Monty is the doll one, Nina looks relatively normal, if perhaps like she stepped out of "the ring"

Nina clasps it around her neck and moves to the other side, trying to find purchase and climb up.

climb: 1d20 + 3 ⇒ (6) + 3 = 9

-Posted with Wayfinder

Scarab Sages

NG female Gnome True Silvered Throne 4
Spoiler:
|AC 18, T 10, FF 18 (+4 vs SA/AoO)|HP: 31/31|F +3, R 0, W +8 (+2 vs Illusion)|Init +3, Perc +6|CMB +1 CMD 10|Wagon 1/1, Mystery Initiate 1/1, Stardust 5/5, Tongues 4/4, Guiding Star 1/1

Alexis is wise enough to wait for a good bridge to somehow be made.

Scarab Sages

Male Half-Orc Monk of the Sacred Mountain 1
Stats:
HP: 10/10 | AC/T/FF: 14/13/12 | Fort +5 Ref +4 Will +5 | CMD: 17 | Stunning Fists: 1/1 | Percep +2 Init +1

"Ah, a cloak of some kind?" Hengist asks, watching Nina as she (struggles, probably) climbs up the far wall. "Dost thou need help?"

Dark Archive

Female ?Psychopomp?
Stats:
Eidolon 1 | AC 15 (Mage Armor +4 Barkskin +2(21)) T 14 FF 11 (Mage Armor +4 (15)) | CMD 11 | hp 7| F +3 R +1 W +0 | Spd 20' | Init +1 | Skills- Perception +4, Disguise +12, Bluff +4, Sense Motive +4, Diplomacy +4

"yes please!" Nina calls out as she tries to find better purchase.

another attempt perhaps? Just ignore if it's too soon for another die roll.
climb: 1d20 + 3 ⇒ (15) + 3 = 18

-Posted with Wayfinder

Scarab Sages

Male Half-Orc Monk of the Sacred Mountain 1
Stats:
HP: 10/10 | AC/T/FF: 14/13/12 | Fort +5 Ref +4 Will +5 | CMD: 17 | Stunning Fists: 1/1 | Percep +2 Init +1

"Nina, beware below. Just in case I have trouble," Hengist says gravely. Then he backs up, and gets a running start!

Acrobatics: 1d20 + 5 ⇒ (19) + 5 = 24

Leaping into the air over the pit, the surprisingly balletic half-orc's thigh muscles bulge in the flickering torchlight. For a moment he hangs in mid-air, suspended, dreadlocks rising behind him...then he lands on the ground, a good ten feet beyond the far lip of the pit.

"I told'st thee I could jump it," he says to Monty. His voice is grave, but he smiles as he says it. He lowers his own rope to Nina, whistling as he does so.

Dark Archive

Male Dwarf Bloodrager 1 [HP 13/13 | AC/ff/t 17/15/12 | F+5/R+2/W-1 (+2 v. poison, spells) | CMB +3 CMD 15 (+4 vs bull rush +6 vs trip +10 vs disarm) | Spd 20' Init+2 Per+4 | Rage 7/7 Hellfire 3/3 |

Balgrym grabs the rope and head down and over and up through the pit, showing considerable ability in handling the rope with one hand and the axe counterweight.

Climb: 1d20 + 6 - 3 ⇒ (3) + 6 - 3 = 6
Climb: 1d20 + 6 - 3 ⇒ (7) + 6 - 3 = 10

I see my luck with d20s continues.

Sovereign Court

hp 13/13 AC 14, T 10, FF 14 | CMD 11 | F +0 R +3 W+8 (+2 vs disease or mind, -1 vs pos energy) | Init +0, Bluff +10, Diplo +12, Intimidate +10, Percept +5 | Concentration +6 trick 5/5 | spells 3/3 | charm 1/1 | command 1/1 | reroll 0/1

Climb take 10: 10 + 0 = 10

Karayan climbs down one rope and then up the other


He doesn't believe in 'game balance'. Gandalf always lets him pass. As a feat, he has Exotic Weapon Proficiency (beard). The city guard often question him, just because they find him so interesting. His dice bag is woven from tarrasque leather. His TPKs end game lines. His blood cures moderate wounds. He once punched a flumph. Yes, you heard me. He belongs to a prestige class whose sole requirement for entry is just being him. ♬ He is indeed, the most interesting GM in the world. ♬
Karayan wrote:
Karayan climbs down one rope and...

... bobs in the 10-foot deep pool, with Balgrym who might be sinking.

Hengist the Mighty wrote:

"Nina, beware below. Just in case I have trouble," Hengist says gravely. Then he backs up, and gets a running start!

Leaping into the air over the pit, the surprisingly balletic half-orc's thigh muscles bulge in the flickering torchlight. For a moment he hangs in mid-air, suspended, dreadlocks rising behind him...then he lands on the ground, a good ten feet beyond the far lip of the pit.

"I told'st thee I could jump it," he says to Monty. His voice is grave, but he smiles as he says it. He lowers his own rope to Nina, whistling as he does so.

Funny, according to the map no one's moved an inch.... And I would not jump 24 feet straight across If I were Hengist.

So does Nina abandon her rope (and heavens forbid! Mr. Monty!) and climb up Hengist's rope (DC 5)

If folks need help moving on the maps because their phones won't let them zoom in so tight on some of the smaller maps, let me (or your fellow players with desk- or laptops) know where you want be and we'll make it happen. If folks can see the map but not alter it I would recommend installing Google Slides (the program it is done in). Besides being pretty awesome, a lot of GMs here on the boards use it as their go to map and handout program.

Map not altogether updated. I sort of need to know if there is some sort of plan; if people want to take the time to swim (and I should note there is no damage for diving 10 feet into a sufficient pool of water), or if they are just going by all the times they've hand-waved, or had hand-waved this encounter in other games because it is too darned confusing to conceptualize (particularly in sporadic texts) without a map. I'll move Hengist to the far shore (with the torch marker), and put Nina in the drink.

Dark Archive

Male Dwarf Bloodrager 1 [HP 13/13 | AC/ff/t 17/15/12 | F+5/R+2/W-1 (+2 v. poison, spells) | CMB +3 CMD 15 (+4 vs bull rush +6 vs trip +10 vs disarm) | Spd 20' Init+2 Per+4 | Rage 7/7 Hellfire 3/3 |

Swim: 1d20 + 2 - 3 ⇒ (14) + 2 - 3 = 13
Swim: 1d20 + 2 - 3 ⇒ (13) + 2 - 3 = 12

That should get me across. I don't think the water is flowing.


He doesn't believe in 'game balance'. Gandalf always lets him pass. As a feat, he has Exotic Weapon Proficiency (beard). The city guard often question him, just because they find him so interesting. His dice bag is woven from tarrasque leather. His TPKs end game lines. His blood cures moderate wounds. He once punched a flumph. Yes, you heard me. He belongs to a prestige class whose sole requirement for entry is just being him. ♬ He is indeed, the most interesting GM in the world. ♬
Balgrym One Hand wrote:
That should get me across. I don't think the water is flowing.

Yep, just a Swim DC 10, I just needed to know that you were aware that it was a tad humid down there.

So with one hand held aloft with the party torch, a bail of rope lashed around his sinewy form clutched in one hand Hengist prepares to haul the others out.

Scarab Sages

Male Half-Orc Monk of the Sacred Mountain 1
Stats:
HP: 10/10 | AC/T/FF: 14/13/12 | Fort +5 Ref +4 Will +5 | CMD: 17 | Stunning Fists: 1/1 | Percep +2 Init +1

Whoops, sorry. The issue is actually that I've never seen this done with a map before, so I didn't think to look for one! While Hengist could probably haul the others out...

Once Nina is out, Hengist takes a moment to pound one of the pitons from his climber's kit into the stone floor and tie the rope off on that. He then steps out of the way to make sure the ledge on the far side of the pit is clear.

Sovereign Court

Half Elf Divine Hunter Paladin 4 / Life Oracle 2 [HP 62/62 | AC 20/13/17 | F+10 R+7 W+11 (+2 vs. enchantment, +2 vs. death effects) | Init +3 | Perception +5, Sense Motive +7]

Sorry, everyone. A bad storm knocked out my internet for a bit.

Hayden nods at Balgrym swimming across. "This seems the easiest. We can lower down on one rope and climb up the other. The two ropes should help anyone who cant swim. The last person can retrieve the rope and jump into the water."

-Posted with Wayfinder

Sovereign Court

Male Vanara 1 Fighter (Drill Seargent) 5 Unchained Monk (Sage Counselor) HP 55 I AC 17:Touch17:FF14 I Fort 8:Ref 5: Will 5 I CMB 7:CMD 21 I Speed 40ft Climb 20ft I Ki Pool 5

Nina waits calmly as Monty climbs down the rope. The small man's limbs seem weak and trembling as he climbs down, and she waits until he's in the water next to her. He climbs up the other side muttering about "Inconvenient holes in the ground". Once they are both up the other side, he wrings a few bits of cloth of water.

Well, a water hole seems to fit the gillperson coming this way. Seems odd that there wasn't an easy way across.

Standing out of the water, Nina giggles and twirls with the fancy cape around her shoulders.

It's so pretty!

Scarab Sages

NG female Gnome True Silvered Throne 4
Spoiler:
|AC 18, T 10, FF 18 (+4 vs SA/AoO)|HP: 31/31|F +3, R 0, W +8 (+2 vs Illusion)|Init +3, Perc +6|CMB +1 CMD 10|Wagon 1/1, Mystery Initiate 1/1, Stardust 5/5, Tongues 4/4, Guiding Star 1/1

I'm standing here with -4 to my Climb and Swim modifiers....

Alexis looks down into the pit and sighs; she much prefers looking up.

"I'm not a good swimmer. Could one of you grab the bottom of this rope while I hold onto the top here?"

With that, she takes the rope and dives in, trusting to destiny.

Swim: 1d20 - 4 ⇒ (13) - 4 = 9


He doesn't believe in 'game balance'. Gandalf always lets him pass. As a feat, he has Exotic Weapon Proficiency (beard). The city guard often question him, just because they find him so interesting. His dice bag is woven from tarrasque leather. His TPKs end game lines. His blood cures moderate wounds. He once punched a flumph. Yes, you heard me. He belongs to a prestige class whose sole requirement for entry is just being him. ♬ He is indeed, the most interesting GM in the world. ♬
Hengist the Mighty wrote:
Whoops, sorry. The issue is actually that I've never seen this done with a map before, so I didn't think to look for one! While Hengist could probably haul the others out.

Yeah, I figured as much. Mental muscle memory. It crept into a game I ran where the party was traversing a sewer full of bad air and natural gas once. They were confronted by a swarm and the first thing they all did was reach for the alchemist fire (well, one guy dove for the water) still the air was much cleaner afterwards and they did defeat the swarm....

Playing this encounter either online without a map can be difficult to pull off. Here's hoping the picture is worth a thousand words.

It's the weekend so I'll let everyone have a post or two to more figure out how to get across.

Scarab Sages

Male Half-Orc Monk of the Sacred Mountain 1
Stats:
HP: 10/10 | AC/T/FF: 14/13/12 | Fort +5 Ref +4 Will +5 | CMD: 17 | Stunning Fists: 1/1 | Percep +2 Init +1

"Er..." Hengist watches Alexis uncertainly. "Dost thou need help?"

Sovereign Court

Half Elf Divine Hunter Paladin 4 / Life Oracle 2 [HP 62/62 | AC 20/13/17 | F+10 R+7 W+11 (+2 vs. enchantment, +2 vs. death effects) | Init +3 | Perception +5, Sense Motive +7]

While the others climb down and swim across, Hayden decides his armor is too restrictive to allow him to do the same. He takes off his breastplate and attaches it to his pack.

"Look out!" He hurls it across the pit and to the far side where others are waiting. "Keep that safe there for me!" He glances down and sees Alexis struggling in the water.

"Hang on, Alexis, I'm coming!" He quickly begins down the rope to try and pull her out of the water.

Climb: 1d20 + 2 ⇒ (12) + 2 = 14

Sovereign Court

hp 13/13 AC 14, T 10, FF 14 | CMD 11 | F +0 R +3 W+8 (+2 vs disease or mind, -1 vs pos energy) | Init +0, Bluff +10, Diplo +12, Intimidate +10, Percept +5 | Concentration +6 trick 5/5 | spells 3/3 | charm 1/1 | command 1/1 | reroll 0/1

Rolls:
Swim: 1d20 - 3 ⇒ (1) - 3 = -2 Goes underwater
Swim: 1d20 - 3 ⇒ (6) - 3 = 3 Still underwater
Swim: 1d20 - 3 ⇒ (2) - 3 = -1 Still underwater
Swim: 1d20 - 3 ⇒ (3) - 3 = 0 Still underwater
Swim: 1d20 - 3 ⇒ (15) - 3 = 12 Manages to come up
Swim: 1d20 - 3 ⇒ (15) - 3 = 12 Swims to other side

After he has climbed down he holds on to the rope. Taking a deep breath he kicks against the wall, eager to get to the other side. Immediately he disappears under water! Time is ticking away while he struggles with the weight of his pack. Finally he manages to break the surface again! Gasping for breath he pushes against the wall again, and manages to grasp the rope at the other side of the pit.

He waits for a long minute, hanging on the rope and still breathing hard. He finally climbs up the rope, making good use of the knots tied in it. When he emerges at the lip he holds out a hand, hoping someone will help him get over the edge.

He lays on the floor, panting for a while "I am not cut out for these things!"

When he finally regains his composure he stands up and casts a quick spell, drying his hair and clothes "Shall I cast this on you too? It will remove the moisture"


He doesn't believe in 'game balance'. Gandalf always lets him pass. As a feat, he has Exotic Weapon Proficiency (beard). The city guard often question him, just because they find him so interesting. His dice bag is woven from tarrasque leather. His TPKs end game lines. His blood cures moderate wounds. He once punched a flumph. Yes, you heard me. He belongs to a prestige class whose sole requirement for entry is just being him. ♬ He is indeed, the most interesting GM in the world. ♬

Eventually, after the sacrifice of some time, and dryness, and possibly a length of knotted rope by Nina and Mr. Monty, the party makes it to the far side of the pit.

The the irregular path continues into the depths. The air grows musty. The ceiling drips and the walls run with condensation, and pale moss-like fungi. An unseen river rushes through the stone nearby into some subterranean estuary, its power marked by noise, and vibration.

Increasingly as the party progresses deeper in, they note at points the pattern of the fungi becoming more regular. Soon it becomes apparent that the blue-green moss is clinging to parts of the wall where various hands, by various means, have, over the span of centuries, etched the walls with petroglyphs depicting rough humanoid figures, aquatic flora, fauna, strange spiral sigils, and other less identifiable drawings that seem to be some combination of the others. The drawings seem to grow older the further the party plumbs, glowing faintly in ropy, fungal relief.

At this point the party is not exactly sure how deep they are only that they have been traveling for about a half-hour.

Condition: Damp stone floor Acrobatics checks made in the caves are made at +2 difficulty.

Sovereign Court

Male Vanara 1 Fighter (Drill Seargent) 5 Unchained Monk (Sage Counselor) HP 55 I AC 17:Touch17:FF14 I Fort 8:Ref 5: Will 5 I CMB 7:CMD 21 I Speed 40ft Climb 20ft I Ki Pool 5

Mr. Monty and Nina leave the length of rope behind, just in case a quick exit is needed as a backup to the boards.

Nina carries Monty once again, who looks at all the petroglyphs with awe. Monty looks at them and nods, trying to piece together what they could possibly mean.

Don't suppose anyone thought to bring along paper and ink did they? I've got chalk and could do some rubbings, but seem to have neglected to bring paper.

Dark Archive

Male Dwarf Bloodrager 1 [HP 13/13 | AC/ff/t 17/15/12 | F+5/R+2/W-1 (+2 v. poison, spells) | CMB +3 CMD 15 (+4 vs bull rush +6 vs trip +10 vs disarm) | Spd 20' Init+2 Per+4 | Rage 7/7 Hellfire 3/3 |

Balgrym nods. "No pen or paper here, but I would endavor to memorize these carvings. This will be important."

Sovereign Court

Half Elf Divine Hunter Paladin 4 / Life Oracle 2 [HP 62/62 | AC 20/13/17 | F+10 R+7 W+11 (+2 vs. enchantment, +2 vs. death effects) | Init +3 | Perception +5, Sense Motive +7]

Hayden peers at the glyphs. "Can anyone sense if they are magical? I've heard of such things as traps." He scans the symbols for any hint of evil, but also for anything which might be related to a religious or noble symbol that he recognizes.

Knowledge, Religion: 1d20 + 5 ⇒ (8) + 5 = 13
Knowledge, Nobility: 1d20 + 5 ⇒ (6) + 5 = 11

Detect Evil on the glyphs. (btw, the link for the glyphs doesn't work.)

Hayden has also redressed in his armor

Scarab Sages

NG female Gnome True Silvered Throne 4
Spoiler:
|AC 18, T 10, FF 18 (+4 vs SA/AoO)|HP: 31/31|F +3, R 0, W +8 (+2 vs Illusion)|Init +3, Perc +6|CMB +1 CMD 10|Wagon 1/1, Mystery Initiate 1/1, Stardust 5/5, Tongues 4/4, Guiding Star 1/1

"Of course I brought stationery. Really, was I the only one?"

Alexis stands at the base of the petroglyphs like a reverent patron at a fine museum.

detect magic/Spellcraft: 1d20 + 7 ⇒ (10) + 7 = 17

Linguistics: 1d20 + 7 ⇒ (7) + 7 = 14 See also my list of known languages in case one of them fits.

She gently takes a sheet of parchment out of her backpack

Which do we think would be better for these, DM: Pen and ink, or chalk rubbing?

Sovereign Court

hp 13/13 AC 14, T 10, FF 14 | CMD 11 | F +0 R +3 W+8 (+2 vs disease or mind, -1 vs pos energy) | Init +0, Bluff +10, Diplo +12, Intimidate +10, Percept +5 | Concentration +6 trick 5/5 | spells 3/3 | charm 1/1 | command 1/1 | reroll 0/1

Karayan scribbles some notes in his notebook.

"Should we take a sample of the fungi? We probably should try to get the dimensions of this cavern, who took the string that was in Janira's pack?"

Dark Archive

Male Dwarf Bloodrager 1 [HP 13/13 | AC/ff/t 17/15/12 | F+5/R+2/W-1 (+2 v. poison, spells) | CMB +3 CMD 15 (+4 vs bull rush +6 vs trip +10 vs disarm) | Spd 20' Init+2 Per+4 | Rage 7/7 Hellfire 3/3 |

Balgrym studies the glyphs to see if he knows anything about them.

Knowledge(Arcana): 1d20 + 7 ⇒ (5) + 7 = 12
Knowledge(History): 1d20 + 4 ⇒ (8) + 4 = 12


He doesn't believe in 'game balance'. Gandalf always lets him pass. As a feat, he has Exotic Weapon Proficiency (beard). The city guard often question him, just because they find him so interesting. His dice bag is woven from tarrasque leather. His TPKs end game lines. His blood cures moderate wounds. He once punched a flumph. Yes, you heard me. He belongs to a prestige class whose sole requirement for entry is just being him. ♬ He is indeed, the most interesting GM in the world. ♬
Alexis "The Odd" Trismegistis wrote:
Which do we think would be better for these, DM: Pen and ink, or chalk rubbing?

Whatever is driest. ;)

Beyond that, rubbings won't really work unless you clear the mossy fungi off first, and even then these walls are themselves not especially smooth around most of the drawings, and some are not carved all that deep. You could however lift sections of distinct, individual etchings. There are many dozen individual artists represented here, though and probably not enough to get more than a representative sampling even if you use all the ink and paper in the group's collective supply.

A question to the group. How many rubbings/drawings would you like to make (expressed as a rough percentage of your available ink, chalk, and paper)?

linguistics DC 15 or sense motive DC 20:
The drawings in the tunnels seem to be a sort of archeological graffiti, marks to show who may have passed through here down through the ages. Some you suspect depict the travails of those who came here.

After drying their soaked sheets of paper, and damp bricks that were once books, the party sets to work gathering data.

Karayan wrote:

Karayan scribbles some notes in his notebook.

"Should we take a sample of the fungi? We probably should try to get the dimensions of this cavern, who took the string that was in Janira's pack?"

No caverns yet, just an irregular tunnel (averaging 3-7 feet wide and 6-9 feet tall) with many short dead end passages to either side. The main tunnel stretches for hundreds of feet and is anything but straight. You can use the tunnel depicted on the current number 1 slide of the map folio though the section depicted is a bit wide compared to most of the tunnel's length.

Scarab Sages

NG female Gnome True Silvered Throne 4
Spoiler:
|AC 18, T 10, FF 18 (+4 vs SA/AoO)|HP: 31/31|F +3, R 0, W +8 (+2 vs Illusion)|Init +3, Perc +6|CMB +1 CMD 10|Wagon 1/1, Mystery Initiate 1/1, Stardust 5/5, Tongues 4/4, Guiding Star 1/1

Linguistics: 1d20 + 7 ⇒ (17) + 7 = 24

"I think this is actually graffiti - passersby through the ages made their presence known, and...some of these may be representations of what they went through to get here."

"In short, this place is sacred enough to be a centuries-old place of pilgrimage, yet profane enough that pilgrims don't mind leaving graffiti."

Sovereign Court

Half Elf Divine Hunter Paladin 4 / Life Oracle 2 [HP 62/62 | AC 20/13/17 | F+10 R+7 W+11 (+2 vs. enchantment, +2 vs. death effects) | Init +3 | Perception +5, Sense Motive +7]

"Then perhaps we shouldn't worry much about these. There may be more interesting things worth our time deeper down."

Sovereign Court

Male Vanara 1 Fighter (Drill Seargent) 5 Unchained Monk (Sage Counselor) HP 55 I AC 17:Touch17:FF14 I Fort 8:Ref 5: Will 5 I CMB 7:CMD 21 I Speed 40ft Climb 20ft I Ki Pool 5

"Agreed. Commit to memory what we can here, save the paper for more important things. Let's continue."

-Posted with Wayfinder

Sovereign Court

hp 13/13 AC 14, T 10, FF 14 | CMD 11 | F +0 R +3 W+8 (+2 vs disease or mind, -1 vs pos energy) | Init +0, Bluff +10, Diplo +12, Intimidate +10, Percept +5 | Concentration +6 trick 5/5 | spells 3/3 | charm 1/1 | command 1/1 | reroll 0/1

"Alright, that makes sense. I will make some sketches of the way we entered by. Not only for our report, but I also want to be able to find the way back out.


He doesn't believe in 'game balance'. Gandalf always lets him pass. As a feat, he has Exotic Weapon Proficiency (beard). The city guard often question him, just because they find him so interesting. His dice bag is woven from tarrasque leather. His TPKs end game lines. His blood cures moderate wounds. He once punched a flumph. Yes, you heard me. He belongs to a prestige class whose sole requirement for entry is just being him. ♬ He is indeed, the most interesting GM in the world. ♬

The damp tunnels continue on, leading deeper beneath the Kortos Mounts until they eventually open into a large cavern. The air is cooler here. What must have once been beautifully carved reliefs and inscriptions have since weathered heavily, their features dulled and softened to the point that it is hard to distinguish what each once depicted. A wide tunnel exits the cavern on its far side, and blue-burning torches line the passageway’s walls, casting everything in their weird light.

Deciphering the images and writing is difficult because of their eroded state.

Each character may make one Skill check to decipher the images in this room. Open all the spoilers that apply. The writing combines Aquan and Azlanti, and a PC receives a +2 bonus on his skill check for each of these languages he can understand.

Knowledge (history or religion) or Linguistics DC 15+ OR Appraise or Perception DC 17+:
The carvings here are different in style from the petroglyphs found elsewhere in the caves, and are much older.
Scattered throughout the cave are inscriptions from The History and Future of Humanity, the principle holy text of the century-dead god Aroden, and images that depict these passages.

The carvings focus on parables that feature Aroden’s 12 guises, meant to illustrate his hopes for humanity: the artist, beggar, craftsman, farmer, fisherman, hunter, merchant, scholar, shepherd, soldier, tailor, and thief.

1d12 ⇒ 5

This one for example depicts The Fisherman, an old salt in yellow rain gear holding a ship's wheel, and presiding over a huge haul of tiny stick-shaped fish!

Knowledge (history or religion) or Linguistics DC 18+ OR Appraise or Perception DC 20+:
You've deciphered another of Aroden’s 12 guises, meant to illustrate his hopes for humanity!

2d12 ⇒ (5, 1) = 6

This time it is The Artist, a young man with a tin of paint beautifying the city with big, colorful, stylized lettering upon the facings of it's buildings, bridges, and walls. Most depict the god's own name, but some are short phrases of encouragement!

Knowledge (history or religion) or Linguistics DC 21+ OR Appraise or Perception DC 23+:
You've deciphered another of Aroden’s 12 guises, meant to illustrate his hopes for humanity!

1d12 ⇒ 12

You've uncovered The Thief, a diabolically sly fellow in a skintight black suit that hides his identity. He steals only things worth taking. In the light of day all of his worthy victims proudly gossip that they too have been robbed by someone who knows quality when they see it!

Knowledge (history or religion) or Linguistics DC 24+ OR Appraise or Perception DC 26+:
You've deciphered another of Aroden’s 12 guises, meant to illustrate his hopes for humanity!

1d12 ⇒ 6

Oh my goodness! It's The Hunter, a big tough guy who with the help of giant constructs, and techno-magic weaponry defeats the evil, giant monsters bent upon destroying his city on a nearly weekly basis! He's seen besting a giant moth, a fire-breathing lizard, a big ape, and a flying turtle, and then parading about the defeated beasts in the now half-ruined city while accompanied by huge cheering crowds!

Sovereign Court

Male Vanara 1 Fighter (Drill Seargent) 5 Unchained Monk (Sage Counselor) HP 55 I AC 17:Touch17:FF14 I Fort 8:Ref 5: Will 5 I CMB 7:CMD 21 I Speed 40ft Climb 20ft I Ki Pool 5

Lacking the proper Skills, Monty and Nina settle for looking as close as they can at each image and writing and collaborating together to try and piece something together, Nina looking at the symbols with her superior sight and Monty pointing and helping her with which ones to mark down.

Nina Perception: 1d20 + 4 ⇒ (3) + 4 = 7
Monty Perception assist: 1d20 ⇒ 19 +4 on success.

Damn dice, why must you betray me so? If you'll let me get away with a role reversal the following happens, if not, please ignore!
After not getting to far that way, Monty climbs up on Nina's shoulders to look at them again from closer up.

Monty Perception: 1d20 ⇒ 15
Nina Perception assist: 1d20 + 4 ⇒ (16) + 4 = 20 +2 on success.

Of course, now she gets a 20. -_-

Even working together, the pair mostly manage to just take down some notes and copies of the various symbols and are unable to be of much use deciphering them. Monty offers to assist anyone else in their review of the reliefs if they allow him.

Monty Perception assist someone else + 4: 1d20 ⇒ 4

Dark Archive

Male Dwarf Bloodrager 1 [HP 13/13 | AC/ff/t 17/15/12 | F+5/R+2/W-1 (+2 v. poison, spells) | CMB +3 CMD 15 (+4 vs bull rush +6 vs trip +10 vs disarm) | Spd 20' Init+2 Per+4 | Rage 7/7 Hellfire 3/3 |

Knowledge(History): 1d20 + 4 ⇒ (9) + 4 = 13

"I feel like I should recognize something here. I'm not sure what, though."

Scarab Sages

NG female Gnome True Silvered Throne 4
Spoiler:
|AC 18, T 10, FF 18 (+4 vs SA/AoO)|HP: 31/31|F +3, R 0, W +8 (+2 vs Illusion)|Init +3, Perc +6|CMB +1 CMD 10|Wagon 1/1, Mystery Initiate 1/1, Stardust 5/5, Tongues 4/4, Guiding Star 1/1

Knowledge (History): 1d20 + 6 ⇒ (12) + 6 = 18
Mystery Initiate reroll: 1d20 + 6 ⇒ (13) + 6 = 19 *shakes tiny fist*

"Why, this is Arodenite iconography! I think it's the 12 Guises, avatars He took to set examples for the Human race to aspire to. This one here's the Fisherman, for example...and this one's the Artist, who paints beauty and inspiration all over Human civilization's walls."

"The others I'm not so sure about...."

Scarab Sages

Male Half-Orc Monk of the Sacred Mountain 1
Stats:
HP: 10/10 | AC/T/FF: 14/13/12 | Fort +5 Ref +4 Will +5 | CMD: 17 | Stunning Fists: 1/1 | Percep +2 Init +1

Knowledge (Religion): 1d20 + 3 ⇒ (19) + 3 = 22

Hengist, holding the torch high, nods sagely. He'd kept quiet in the parts of the passage with the petroglyphs (not having paper or ink on his person), but he's in more familiar ground now. "Alexis has the right of it. Arodenite indeed...and this third image is the Thief. A clever and tricky vision of humanity! Legends say that those he stole from would boast of the theft." He frowns. "I never did truly understand that part of the legend, but then I am no scholar..."

Stooping so that he can look more closely at some of the writing, he comments, "This script is odd. Perhaps it would be good to make some rubbings or copies of it? I am sure that the Dean would want to know about it, especially if it is as old as it looks."

Sovereign Court

hp 13/13 AC 14, T 10, FF 14 | CMD 11 | F +0 R +3 W+8 (+2 vs disease or mind, -1 vs pos energy) | Init +0, Bluff +10, Diplo +12, Intimidate +10, Percept +5 | Concentration +6 trick 5/5 | spells 3/3 | charm 1/1 | command 1/1 | reroll 0/1

Perception: 1d20 + 5 ⇒ (8) + 5 = 13

"I would never have guessed you know that much about religion Hengist! I will make some copies. Do you know what the other nine guises are?"

Sovereign Court

Half Elf Divine Hunter Paladin 4 / Life Oracle 2 [HP 62/62 | AC 20/13/17 | F+10 R+7 W+11 (+2 vs. enchantment, +2 vs. death effects) | Init +3 | Perception +5, Sense Motive +7]

Knowledge, religion: 1d20 + 5 ⇒ (20) + 5 = 25

"And this one is the Hunter. He's shown defeating multiple menaces to defend the city."

"These are the things we should take rubbings of. I'm sure Janria would be excited to see these."

Sovereign Court

Male Vanara 1 Fighter (Drill Seargent) 5 Unchained Monk (Sage Counselor) HP 55 I AC 17:Touch17:FF14 I Fort 8:Ref 5: Will 5 I CMB 7:CMD 21 I Speed 40ft Climb 20ft I Ki Pool 5

Hell yeah Greyrun!

Borrowing the paper from the others, Mr. Monty stands on Nina's shoulders and takes rubbings of each of the carvings before hopping down and laying them out in front of the crew.

They are all quiet beautiful in their ways. I suppose we should move to the next cavern?

Dark Archive

Female ?Psychopomp?
Stats:
Eidolon 1 | AC 15 (Mage Armor +4 Barkskin +2(21)) T 14 FF 11 (Mage Armor +4 (15)) | CMD 11 | hp 7| F +3 R +1 W +0 | Spd 20' | Init +1 | Skills- Perception +4, Disguise +12, Bluff +4, Sense Motive +4, Diplomacy +4

Nina, while everybody is looking at the drawings, swishes the new cloak back and forth a few times.

[b]It's so pretty... do you think it could be magic? Or a special treasure? [b]

Mr. Monty looks at it for a moment, letting his magic flow through him.

Almost forgot about that cloak. Detect magic, Spellcraft: 1d20 + 6 ⇒ (9) + 6 = 15

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