Zinou's Confirmation (Inactive)

Game Master Zinou


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Grand Lodge

Male Half Orc, Lv 2.2 - Rage- Per Day=8 (8 remain) | (+2 morale bonus on saving throws made to resist spells, supernatural abilities, and spell-like abilities) Barbarian Lv 2| AC 20 T 12 FF 18 | HP 28/28 | F +5 R +2 W +1 | CMB=6 CMD=18 | Init +4 | Perc +5

"All in good fun, Amarandlon... if your life was on the line, my axe would swing your, and your superior intellect's, way."

Dark Archive

Janira doesn't wait longer to intervene in the "verbal joust".

"Alright, alright, people, let's keep calm and remember the first lesson of pathfinders: Cooperate! We might have different advice on different matters but we have to stick together and work well for the society. This is your confirmation!"

She then takes a moment to catch her breath and eventually decides to keep going.

Led by Callan, the group finds its way in the forest without trouble as the half-orc's cunning prevents the various overgrown paths and obstacles. The dense forest opens to a wide clearing at the base of a sheer cliff. Thick vines cover the surface of the cliff stretching 30 feet overhead.

"Here! The cave entrance is behind those vines," Janira says with a broad smile as she walks to the cliff’s face. She pulls back several layers of vegetation to reveal a narrow crack in the cliff’s surface. "This is where I saw the gillmen enter." As she motions toward the aperture, the surrounding woods come alive with the sound of small animals fleeing some unseen danger and a large creature crashing through the undergrowth.

The halfling worriedly remarks, "Quick, take cover before whatever it is spots us!" As if she’d summoned the creature with her words, a massive horned monstrosity emerges from the trees. Standing eight feet tall on a pair of cloven hooves and wielding a tremendous axe, the bull-headed creature roars with unbridled anger when it spots the group. Wisely assessing that a minotaur is beyond her charges’ capabilities, Janira screams "A minotaur! There’s little chance we can stand against it. Take this bag," she continues, pulling off her backpack, "and head deeper into the caves. Finish your mission. I’ll lead it away from the caves, lose it in the forest, and join you as soon as I can. Now go! GO!" She heaves her backpack into the cave, casts a spell, and darts off toward the minotaur before turning to lure it away.

Grand Lodge

Male Half Orc, Lv 2.2 - Rage- Per Day=8 (8 remain) | (+2 morale bonus on saving throws made to resist spells, supernatural abilities, and spell-like abilities) Barbarian Lv 2| AC 20 T 12 FF 18 | HP 28/28 | F +5 R +2 W +1 | CMB=6 CMD=18 | Init +4 | Perc +5

The barbarian half-orc is torn. There has never been a fight that he has backed down from, but he has been educated in sizing up his competition and he realizes that even outnumbered 6 to 1, there is little chance of success against such a beast. Instead, he desides that maybe a leader is needed right this second.
"Hurry, fighters in first, spell casters and ranged warriors next, I will guard the opening until you all get in. Only go in far enough to evade this beast, we will regroup, light torches and decide our order of march as we continue to explore, report and cooperate." the pit-fighter chides.

Silver Crusade

Spells -/4/2 | Fervor 5/5 | Blessings 5/5 | Sacred Weapon 4/4 | Inspired | GM Reroll +1 | HP 28/28 | AC 17 (T 13 FF 14) | Init +1 | Perception +1 | Saves 6/4/8 | CMD 16 | 4 Warpriest of Erastil | Human (Varundi) Male

Jiggo laughs as Janira calms everyone down. "Cooperation is one of the cornerstones of society, Janira. I'd never forget that lesson!"

Ah yes, the minotaur. Jiggo had heard stories about them, but this was the first time he met one in person. "Stay safe, Janira! We'll catch up with you soon!" Jiggo feels powerless as he watches Janira run off and distract the beast.

He nods and enters the caves as Callan gives the suggestion. "Stay close, everyone."

Dark Archive

Everyone agrees with Callan and Jiggo?

The Exchange

Dwarf Inquisitor 1 / Hunter 2 | HP 25/25 | AC 18; Tch 12; FF 16 | F +7; R +5; W +4 | CMB+4; CMD 16 | Speed 30 ft | Init +2 | MW Dwarven Longhammer (cold iron): +5 (2d6+4/x3) | Perc +12

Io reluctantly follows the orders, but looks apprehensive for Janira's safety.

Liberty's Edge

Saves|Skills:
{F:+7|R:+2|W:+3{BR:W+2}}|{Acro+6}|{Intim+6}|{K(Arcane)+1|{UMD+6}|
{Init+2}|{Perception:+7} HP:22/22|{BR:26/26}{AC:19{BR:17}|T:12{BR:10}|FF:17{BR:15} Bloodrager 1/ Monk 1-=Character Look=-

Im cool with it things have been hard at work sorry for my delay

Hasshin follows

Dark Archive

Male Elf Wizard (Spellbinder) 4
Vitals:
HP: 19/19 | AC/T/FF: 14/14/11 | Fort 0, Ref +4, Will +3 (+4 vs. spells and SLAs, +5 vs. illusions) | CMD: 16 | Reveal Weakness used: 0/7

Amarandlon curses, but flees with the others.

Grand Lodge

Male Human Psychic Detective 1 |HP 10/10 |AC 17/T 13/FF 14 | F+1/R+5/W+3 | CMB + 0 | CMD 13|Init +5 | Perc +5 Human
Spells:
1st 2/2
Inspiration:
4/4

Into the Caves with Issac

Dark Archive

Into the caves it is, then.

The hulking minotaur runs after your halfling mentor, enraged by some particularly well-chosen piques about the beast's ascendency being holy in far Vudra. Both Janira and her pursuer quickly disappear in the bushes, leaving you an opportunity to enter the cave.

Your guide left you a backpack filled to the brink with useful items, which are carefully labeled are cleverly-organized within the container.

Content of Janira's backpack:

potion of barkskin, potions of cure light wounds (2), potion of feather step, potion of vanish, scroll of entangle, scroll of gust of wind, scroll of identify, scroll of mage armor (CL 6), scroll of obscuring mist, wand of burning hands (CL 3rd, 4 charges), wand of cure light wounds (CL 3rd, 8 charges), acid, alchemist’s fire (2), holy water, smokestick, tanglefoot bag, thunderstone, antitoxin, sunrods (2)

Dem rollz:

Evil squirrels of death (Why did you have to look?): 1d6 + 1000 ⇒ (3) + 1000 = 1003

As you enter the cave, the narrow tunnel twists and turns for several hundred feet before slowly opening to a wider passage. A large hole spans the cave’s width and stretches ten feet down the path. At the bottom of the pit lies a small bundle of cloth. The tunnel here is 10 feet wide and 10 feet tall with a ceiling mostly devoid of stalactites.

Knowledge (Dungeoneering) or Survival DC 10:

In your opinion, the hole in the ground is artificial.

Knowledge (Dungeoneering) or Survival DC 15 (same roll):

The pit is at least a year old.

The Exchange

Dwarf Inquisitor 1 / Hunter 2 | HP 25/25 | AC 18; Tch 12; FF 16 | F +7; R +5; W +4 | CMB+4; CMD 16 | Speed 30 ft | Init +2 | MW Dwarven Longhammer (cold iron): +5 (2d6+4/x3) | Perc +12

Io looks primarily concerned about Janira as they enter the cave.

"'Ope the lass'll be alright..." he observes.

knowledge dungeoneering: 1d20 + 6 ⇒ (3) + 6 = 9
survival: 1d20 + 2 ⇒ (2) + 2 = 4

I'll take the potion of barkskin if no one wants it...

Liberty's Edge

Saves|Skills:
{F:+7|R:+2|W:+3{BR:W+2}}|{Acro+6}|{Intim+6}|{K(Arcane)+1|{UMD+6}|
{Init+2}|{Perception:+7} HP:22/22|{BR:26/26}{AC:19{BR:17}|T:12{BR:10}|FF:17{BR:15} Bloodrager 1/ Monk 1-=Character Look=-

I had my eye on it to so I can midi gate MI ac loss when I rage

Survival untrained: 1d20 ⇒ 8
K dungen untrained: 1d20 - 2 ⇒ (8) - 2 = 6

Well i dont know anything

"Sshe iss an experienssed pathfinder im ssure ssshe will be fine and me usss later"

The Exchange

Dwarf Inquisitor 1 / Hunter 2 | HP 25/25 | AC 18; Tch 12; FF 16 | F +7; R +5; W +4 | CMB+4; CMD 16 | Speed 30 ft | Init +2 | MW Dwarven Longhammer (cold iron): +5 (2d6+4/x3) | Perc +12

That's fine, take it.

Silver Crusade

Spells -/4/2 | Fervor 5/5 | Blessings 5/5 | Sacred Weapon 4/4 | Inspired | GM Reroll +1 | HP 28/28 | AC 17 (T 13 FF 14) | Init +1 | Perception +1 | Saves 6/4/8 | CMD 16 | 4 Warpriest of Erastil | Human (Varundi) Male

Jiggo hears the roars and insults from Janira fade into the forest. "Janira, be safe." he prays.

Survival: 1d20 + 4 ⇒ (7) + 4 = 11
"Hmm, definitely artificial." Jiggo notes as he sees the hole. "I wonder what lies down there. I'd climb down, but er...I'm not very good at it."

Climb, Swim and Acrobatics are untrained for me, so I'd have them at -1. Usually I make sure to put 1 point in Climb and Swim at level 1, but Warpriests...

Grand Lodge

Male Human Psychic Detective 1 |HP 10/10 |AC 17/T 13/FF 14 | F+1/R+5/W+3 | CMB + 0 | CMD 13|Init +5 | Perc +5 Human
Spells:
1st 2/2
Inspiration:
4/4

"fear not my friend we can just try a rope to you and have one of these finely muscled individuals lower you down." Issac pulls a rope from his kit and begins tying it around Jiggo's Waist.

Grand Lodge

Male Half Orc, Lv 2.2 - Rage- Per Day=8 (8 remain) | (+2 morale bonus on saving throws made to resist spells, supernatural abilities, and spell-like abilities) Barbarian Lv 2| AC 20 T 12 FF 18 | HP 28/28 | F +5 R +2 W +1 | CMB=6 CMD=18 | Init +4 | Perc +5

Survival: 1d20 + 1 ⇒ (18) + 1 = 19
"Not only is this pit not natural, it has been here for a while, at least one trip around the sun."
The Barbarian take a moment to ignite a sunrod from Janara's pack and toss it to the bottom of the pit, illuminating the bundle of cloth and floor below prior to lowering Jiggo. Callan peers over the side looking at the bottom as he does this.
Perception: 1d20 + 5 ⇒ (17) + 5 = 22

"Hasshin, Io, can you lend a hand?" The half-orc asks as he prepares to lower the warpriest.

Just so you know what it all is

Janara's Pack Items:

potion of barkskin, Barkskin toughens a creature's skin. The effect grants a +2 enhancement bonus to the creature's existing natural armor bonus. This enhancement bonus increases by 1 for every three caster levels above 3rd, to a maximum of +5 at 12th level.

The enhancement bonus provided by barkskin stacks with the target's natural armor bonus, but not with other enhancement bonuses to natural armor. A creature without natural armor has an effective natural armor bonus of +0.

potions of cure light wounds (2), When laying your hand upon a living creature, you channel positive energy that cures 1d8 points of damage + 1 point per caster level (maximum +5). Since undead are powered by negative energy, this spell deals damage to them instead of curing their wounds. An undead creature can apply spell resistance, and can attempt a Will save to take half damage.

potion of feather step, For the duration of this spell, the subject ignores the adverse movement effects of difficult terrain, and can even take 5-foot steps in difficult terrain.

potion of vanish, This spell functions like invisibility, except the effect only lasts for 1 round per caster level (maximum of 5 rounds). Like invisibility, the spell immediately ends if the subject attacks any creature.

scroll of entangle, This spell causes tall grass, weeds, and other plants to wrap around creatures in the area of effect or those that enter the area. Creatures that fail their save gain the entangled condition. Creatures that make their save can move as normal, but those that remain in the area must save again at the end of your turn. Creatures that move into the area must save immediately. Those that fail must end their movement and gain the entangled condition. Entangled creatures can attempt to break free as a move action, making a Strength or Escape Artist check. The DC for this check is equal to the DC of the spell. The entire area of effect is considered difficult terrain while the effect lasts.

If the plants in the area are covered in thorns, those in the area take 1 point of damage each time they fail a save against the entangle or fail a check made to break free. Other effects, depending on the local plants, might be possible at GM discretion.

scroll of gust of wind, This spell creates a severe blast of air (approximately 50 mph) that originates from you, affecting all creatures in its path. All flying creatures in this area take a –4 penalty on Fly skill checks. Tiny or smaller flying creatures must make a DC 25 Fly skill check or be blown back 2d6 × 10 feet and take 2d6 points of damage. Small or smaller flying creatures must make a DC 20 Fly skill check to move against the force of the wind.

A Tiny or smaller creature on the ground is knocked down and rolled 1d4 × 10 feet, taking 1d4 points of nonlethal damage per 10 feet.

Small creatures are knocked prone by the force of the wind.

Medium or smaller creatures are unable to move forward against the force of the wind unless they succeed at a DC 15 Strength check.

Large or larger creatures may move normally within a gust of wind effect.

This spell can't move a creature beyond the limit of its range.

Any creature, regardless of size, takes a –4 penalty on ranged attacks and Perception checks in the area of a gust of wind.

The force of the gust automatically extinguishes candles, torches, and similar unprotected flames. It causes protected flames, such as those in lanterns, to dance wildly and has a 50% chance to extinguish those lights.

In addition to the effects noted, a gust of wind can do anything that a sudden blast of wind would be expected to do. It can create a stinging spray of sand or dust, fan a large fire, overturn delicate awnings or hangings, heel over a small boat, and blow gases or vapors to the edge of its range.

scroll of identify, This spell functions as detect magic, except that it gives you a +10 enhancement bonus on Spellcraft checks made to identify the properties and command words of magic items in your possession. This spell does not allow you to identify artifacts.

scroll of mage armor (CL 6), An invisible but tangible field of force surrounds the subject of a mage armor spell, providing a +4 armor bonus to AC.

Unlike mundane armor, mage armor entails no armor check penalty, arcane spell failure chance, or speed reduction. Since mage armor is made of force, incorporeal creatures can't bypass it the way they do normal armor.

scroll of obscuring mist, A misty vapor arises around you. It is stationary. The vapor obscures all sight, including darkvision, beyond 5 feet. A creature 5 feet away has concealment (attacks have a 20% miss chance). Creatures farther away have total concealment (50% miss chance, and the attacker cannot use sight to locate the target).

A moderate wind (11+ mph), such as from a gust of wind spell, disperses the fog in 4 rounds. A strong wind (21+ mph) disperses the fog in 1 round. A fireball, flame strike, or similar spell burns away the fog in the explosive or fiery spell's area. A wall of fire burns away the fog in the area into which it deals damage.

This spell does not function underwater.

wand of burning hands (CL 3rd, 4 charges), A cone of searing flame shoots from your fingertips. Any creature in the area of the flames takes 1d4 points of fire damage per caster level (maximum 5d4). Flammable materials burn if the flames touch them. A character can extinguish burning items as a full-round action.

wand of cure light wounds (CL 3rd, 8 charges), When laying your hand upon a living creature, you channel positive energy that cures 1d8 points of damage + 1 point per caster level (maximum +5). Since undead are powered by negative energy, this spell deals damage to them instead of curing their wounds. An undead creature can apply spell resistance, and can attempt a Will save to take half damage.

acid, You can throw a flask of acid as a splash weapon. Treat this attack as a ranged touch attack with a range increment of 10 feet. A direct hit deals 1d6 points of acid damage. Every creature within 5 feet of the point where the acid hits takes 1 point of acid damage from the splash.

alchemist’s fire (2), Alchemist's fire is a mix of several volatile liquids that ignite when exposed to air. You can throw a flask of alchemist's fire as a splash weapon. Treat this attack as a ranged touch attack with a range increment of 10 feet.
A direct hit deals 1d6 points of fire damage. Every creature within 5 feet of the point where the flask hits takes 1 point of fire damage from the splash. On the round following a direct hit, the target takes an additional 1d6 points of damage. If desired, the target can use a full-round action to attempt to extinguish the flames before taking this additional damage. Extinguishing the flames requires a DC 15 Reflex save. Rolling on the ground provides the target a +2 bonus on the save. Leaping into a large body of water or magically extinguishing the flames automatically smothers the fire. Crafting this item is a DC 20 Craft (alchemy) check.

holy water, Holy water damages undead creatures and evil outsiders almost as if it were acid. A flask of holy water can be thrown as a splash weapon.
Treat this attack as a ranged touch attack with a range increment of 10 feet. A flask breaks if thrown against the body of a corporeal creature, but to use it against an incorporeal creature, you must open the flask and pour the holy water out onto the target. Thus, you can douse an incorporeal creature with holy water only if you are adjacent to it. Doing so is a ranged touch attack that does not provoke attacks of opportunity.
A direct hit by a flask of holy water deals 2d4 points of damage to an undead creature or an evil outsider. Each such creature within 5 feet of the point where the flask hits takes 1 point of damage from the splash.
Temples to good deities sell holy water at cost (making no profit). Holy water is made using the bless water spell.

smokestick, This alchemically treated wooden stick instantly creates thick, opaque smoke when burned. The smoke fills a 10-foot cube (treat the effect as a fog cloud spell, except that a moderate or stronger wind dissipates the smoke in 1 round). The stick is consumed after 1 round, and the smoke dissipates naturally after 1 minute.

tanglefoot bag, A tanglefoot bag is a small sack filled with tar, resin, and other sticky substances. When you throw a tanglefoot bag at a creature (as a ranged touch attack with a range increment of 10 feet), the bag comes apart and goo bursts out, entangling the target and then becoming tough and resilient upon exposure to air. An entangled creature takes a –2 penalty on attack rolls and a –4 penalty to Dexterity and must make a DC 15 Reflex save or be glued to the floor, unable to move. Even on a successful save, it can move only at half speed. Huge or larger creatures are unaffected by a tanglefoot bag. A flying creature is not stuck to the floor, but it must make a DC 15 Reflex save or be unable to fly (assuming it uses its wings to fly) and fall to the ground. A tanglefoot bag does not function underwater.
A creature that is glued to the floor (or unable to fly) can break free by making a DC 17 Strength check or by dealing 15 points of damage to the goo with a slashing weapon. A creature trying to scrape goo off itself, or another creature assisting, does not need to make an attack roll; hitting the goo is automatic, after which the creature that hit makes a damage roll to see how much of the goo was scraped off. Once free, the creature can move (including flying) at half speed. If the entangled creature attempts to cast a spell, it must make a concentration check with a DC of 15 + the spell's level or be unable to cast the spell. The goo becomes brittle and fragile after 2d4 rounds, cracking apart and losing its effectiveness. An application of universal solvent to a stuck creature dissolves the alchemical goo immediately. Crafting this item is a DC 25 Craft (alchemy) check.

thunderstone, You can throw this stone as a ranged attack with a range increment of 20 feet. When it strikes a hard surface (or is struck hard), it creates a deafening bang that is treated as a sonic attack. Each creature within a 10-foot-radius spread must make a DC 15 Fortitude save or be deafened for 1 hour. A deafened creature, in addition to the obvious effects, takes a –4 penalty on initiative and has a 20% chance to miscast and lose any spell with a verbal component that it tries to cast.
Since you don't need to hit a specific target, you can simply aim at a particular 5-foot square. Treat the target square as AC 5. Crafting this item is a DC 25 Craft (alchemy) check.

antitoxin, This substance counteracts a specific toxin. If you drink a vial of antitoxin, you gain a +5 alchemical bonus on Fortitude saving throws against poison for 1 hour.

sunrods (2)This 1-foot-long, gold-tipped iron rod glows brightly when struck (a standard action). It sheds normal light in a 30-foot radius and increases the light level by one step for an additional 30 feet beyond that area (darkness becomes dim light and dim light becomes normal light). A sunrod does not increase the light level in normal light or bright light. It glows for 6 hours, after which the gold tip is burned out and worthless.

Liberty's Edge

Saves|Skills:
{F:+7|R:+2|W:+3{BR:W+2}}|{Acro+6}|{Intim+6}|{K(Arcane)+1|{UMD+6}|
{Init+2}|{Perception:+7} HP:22/22|{BR:26/26}{AC:19{BR:17}|T:12{BR:10}|FF:17{BR:15} Bloodrager 1/ Monk 1-=Character Look=-

thanks that's why the barkskin is good for me since I have na of 1 ^_^
Hasshin moves with callan to help the others down the hole "my friend would it make the Desscent easssier If we tie sssome knotsss in to the rope.."

Dark Archive

Male Elf Wizard (Spellbinder) 4
Vitals:
HP: 19/19 | AC/T/FF: 14/14/11 | Fort 0, Ref +4, Will +3 (+4 vs. spells and SLAs, +5 vs. illusions) | CMD: 16 | Reveal Weakness used: 0/7

"I'm quite certain Miss Gavix will be fine," Amarandlon snaps, though he looks oddly worried when he does so. "In the meantime...the best thing we can do for her is likely to find what we came for, and get out as quickly as possible. Then, if she either eludes the minotaur or needs our assistance, we'll be able to meet up with her again."

Glancing through Janira's bag, the wizard's eyes widen. "Well now...I can make excellent use of some of these scrolls, if no one else desires them. Or, frankly, even if they do."

Most obvious one is mage armor since I think I'm the only one who can actually benefit from it since I don't wear armor. (Heck, if we don't think she minds us using her stuff, I might cast that now...it'll last six hours.) But Amarandlon can cast most of those. He can hang onto the wand of burning hands as well, if people want.

As the group prepares to lower Jiggo into the hole, Amarandlon steps up to the edge and peers down into it. He smirks. "Now, my friend Io, you will see why spending some time to prepare my mind, in the long run, can be just as useful as toting around ropes, alchemical items, or other mundane gear." Assuming the pit is 25' or fewer deep, at least. Pointing his finger dramatically at the bundle at the bottom of the pit, Amarandlon mutters a word and frowns in concentration.

Assuming the pit is less than 25' deep, I cast mage hand and attempt to lift the bundle up. If it's obviously more than 25', then...just ignore the above, I guess. :P

Dark Archive

Thanks for the work on the items, Callan!

After quick investigation, you determine that the pit 20 feet deep.

What do you decide to do? You know indeed that tying knots on a rope decreases the length by half but the climb is a lot easier. DC 10 becomes DC 5. Remember you can take 10.

Liberty's Edge

Saves|Skills:
{F:+7|R:+2|W:+3{BR:W+2}}|{Acro+6}|{Intim+6}|{K(Arcane)+1|{UMD+6}|
{Init+2}|{Perception:+7} HP:22/22|{BR:26/26}{AC:19{BR:17}|T:12{BR:10}|FF:17{BR:15} Bloodrager 1/ Monk 1-=Character Look=-

yards let's go ahead and put then knots on that thing

Hasshin make knotted hand rungs into the rope and holds it with callan "OK whosss firsst"

Dark Archive

Male Elf Wizard (Spellbinder) 4
Vitals:
HP: 19/19 | AC/T/FF: 14/14/11 | Fort 0, Ref +4, Will +3 (+4 vs. spells and SLAs, +5 vs. illusions) | CMD: 16 | Reveal Weakness used: 0/7

...mage hand? Why drop ourselves into the yawning pit if we don't need to?

Liberty's Edge

Saves|Skills:
{F:+7|R:+2|W:+3{BR:W+2}}|{Acro+6}|{Intim+6}|{K(Arcane)+1|{UMD+6}|
{Init+2}|{Perception:+7} HP:22/22|{BR:26/26}{AC:19{BR:17}|T:12{BR:10}|FF:17{BR:15} Bloodrager 1/ Monk 1-=Character Look=-

oh my bad I thought that we would need to go into the pit to advance the game, I have never played the conformation myself so sorry if I misunderstood. Well if you hand gets it and we don't need to drop then dissemination regard my previous post ^_^

Dark Archive

Male Elf Wizard (Spellbinder) 4
Vitals:
HP: 19/19 | AC/T/FF: 14/14/11 | Fort 0, Ref +4, Will +3 (+4 vs. spells and SLAs, +5 vs. illusions) | CMD: 16 | Reveal Weakness used: 0/7

Don't get me wrong, we still might! Especially if there's no other way to get past the pit...but just in case that cloth bundle bites or something, it seems worth trying to pull it out with a magic hand rather than jumping down there with it! :P

Silver Crusade

Spells -/4/2 | Fervor 5/5 | Blessings 5/5 | Sacred Weapon 4/4 | Inspired | GM Reroll +1 | HP 28/28 | AC 17 (T 13 FF 14) | Init +1 | Perception +1 | Saves 6/4/8 | CMD 16 | 4 Warpriest of Erastil | Human (Varundi) Male

Well, we still to cross the pit, right? Jiggo will be your guinea pig anyway. He'll climb down, check out the cloth and see if there is a way around the pit.

Climb: 1d20 + 1 ⇒ (20) + 1 = 21
Swim: 1d20 + 1 ⇒ (5) + 1 = 6
Swim: 1d20 + 1 ⇒ (5) + 1 = 6
Swim: 1d20 + 1 ⇒ (17) + 1 = 18
Climb: 1d20 + 1 ⇒ (14) + 1 = 15

Well, after he flounders a bit.

Dark Archive

@Amarandlon: What do you want to do with mage hand?
@Jiggo: Do you use a rope to climb down? Anyway, you succeed in going down. Also, there's no water in the pit :)

Jiggo climbs down the pit and examine the bundle of cloth. It is a cloak.

What next?

Silver Crusade

Spells -/4/2 | Fervor 5/5 | Blessings 5/5 | Sacred Weapon 4/4 | Inspired | GM Reroll +1 | HP 28/28 | AC 17 (T 13 FF 14) | Init +1 | Perception +1 | Saves 6/4/8 | CMD 16 | 4 Warpriest of Erastil | Human (Varundi) Male

Hasshin offers a rope to Issac, who ties it around Jiggo. Using the rope to climb down, Jiggo grabs the cloak.

"Hmm, looks like a cloak to me. I'll bring it up, but I do want to see what's on the other side."

Jiggo climbs up the other side of the pit and looks around.

The Exchange

Dwarf Inquisitor 1 / Hunter 2 | HP 25/25 | AC 18; Tch 12; FF 16 | F +7; R +5; W +4 | CMB+4; CMD 16 | Speed 30 ft | Init +2 | MW Dwarven Longhammer (cold iron): +5 (2d6+4/x3) | Perc +12

Io frowns at the pit.

"Well, 'les yer prepared ta use yer magical voodoo ta transport us all 'cross this pit, we best get climbin'," Io responds to the wizard.

He promptly climbs down the knotted rope and back up the other side.

climb: 1d20 - 2 ⇒ (19) - 2 = 17
climb: 1d20 - 2 ⇒ (19) - 2 = 17

Dark Archive

Male Elf Wizard (Spellbinder) 4
Vitals:
HP: 19/19 | AC/T/FF: 14/14/11 | Fort 0, Ref +4, Will +3 (+4 vs. spells and SLAs, +5 vs. illusions) | CMD: 16 | Reveal Weakness used: 0/7

Haha, never mind, was intending to use it to examine the cloak in case it was useful or dangerous.

Grumbling, Amarandlon descends down the knotted rope. Ungracefully.

Taking 10 to climb down and back up. Not gonna risk my delicate elven bones unless I have to.

Grand Lodge

Male Half Orc, Lv 2.2 - Rage- Per Day=8 (8 remain) | (+2 morale bonus on saving throws made to resist spells, supernatural abilities, and spell-like abilities) Barbarian Lv 2| AC 20 T 12 FF 18 | HP 28/28 | F +5 R +2 W +1 | CMB=6 CMD=18 | Init +4 | Perc +5

Callan suggests an Arcaine member of the group should aid him in the examination of the cloak. i.e. Detect Magic after he climbs down.
(Take 10+1 Climb)
Perception: 1d20 + 5 ⇒ (9) + 5 = 14

Silver Crusade

Spells -/4/2 | Fervor 5/5 | Blessings 5/5 | Sacred Weapon 4/4 | Inspired | GM Reroll +1 | HP 28/28 | AC 17 (T 13 FF 14) | Init +1 | Perception +1 | Saves 6/4/8 | CMD 16 | 4 Warpriest of Erastil | Human (Varundi) Male

Jiggo will take the wand of Cure Light Wounds and a flask of acid.

Liberty's Edge

Saves|Skills:
{F:+7|R:+2|W:+3{BR:W+2}}|{Acro+6}|{Intim+6}|{K(Arcane)+1|{UMD+6}|
{Init+2}|{Perception:+7} HP:22/22|{BR:26/26}{AC:19{BR:17}|T:12{BR:10}|FF:17{BR:15} Bloodrager 1/ Monk 1-=Character Look=-

climb: 1d20 - 1 ⇒ (16) - 1 = 15 just made it lol

Hasshin slides down the side of the hole landing softly on his feet

Grand Lodge

Male Human Psychic Detective 1 |HP 10/10 |AC 17/T 13/FF 14 | F+1/R+5/W+3 | CMB + 0 | CMD 13|Init +5 | Perc +5 Human
Spells:
1st 2/2
Inspiration:
4/4

"Climbing is not my speciality. Once your on the other side we can string a rope to make the crossing easier." Issac seems uneasy in the Natural Cavern.

The Exchange

Dwarf Inquisitor 1 / Hunter 2 | HP 25/25 | AC 18; Tch 12; FF 16 | F +7; R +5; W +4 | CMB+4; CMD 16 | Speed 30 ft | Init +2 | MW Dwarven Longhammer (cold iron): +5 (2d6+4/x3) | Perc +12

Once to the other side of the chasm, Io looks around for anything that might help Isaac cross more easily.

"Nae sure a tightrope would be any easier," the dwarf responds.

perception: 1d20 + 6 ⇒ (10) + 6 = 16

Dark Archive

Nice roll, Hasshin! What's the plan, Isaac?

Dark Archive

Isaac, with your strength and armor, you can do it easily. Let's move things forward and say that you all climb down the rope and up thanks to Callan's grappling hook, Hasshin climbs down without a rope because he can.
Does anyone has detect magic memorized/known (except our wizard) to try to see if there's something magic with the cloak?

After everyone has crossed the exposed pit, the party continues his journey underground throughout deep tunnels leading deeper beneath the Kortos Mounts until they eventually open into a large cavern. 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. Only four carvings can still be deciphered, all the other ones are too faded to be legible, having sustained severe erosion.

A Knowledge (history or religion) or Linguistics check is needed to understand one carved section. Alternatively, you can use Appraise or Perception with a –2 penalty. Every character rolls only once for the carvings altogether, a higher roll meaning more carvings deciphered. To clarify, that's one roll per person.

Dey see me rollin...: 4d12 ⇒ (12, 3, 5, 9) = 29

Grand Lodge

Male Half Orc, Lv 2.2 - Rage- Per Day=8 (8 remain) | (+2 morale bonus on saving throws made to resist spells, supernatural abilities, and spell-like abilities) Barbarian Lv 2| AC 20 T 12 FF 18 | HP 28/28 | F +5 R +2 W +1 | CMB=6 CMD=18 | Init +4 | Perc +5

perception: 1d20 + 5 - 2 ⇒ (14) + 5 - 2 = 17

Callan looks intently at the carved reliefs, trying to decipher their meaning.

-Posted with Wayfinder

Dark Archive

I just forgot that the carvings also combines Azlanti and Aquan. A PC knowing both gets a +2 circumstance bonus on his check.

Liberty's Edge

Saves|Skills:
{F:+7|R:+2|W:+3{BR:W+2}}|{Acro+6}|{Intim+6}|{K(Arcane)+1|{UMD+6}|
{Init+2}|{Perception:+7} HP:22/22|{BR:26/26}{AC:19{BR:17}|T:12{BR:10}|FF:17{BR:15} Bloodrager 1/ Monk 1-=Character Look=-

Hasshin looks about as well

perception: 1d20 + 2 ⇒ (11) + 2 = 13

Silver Crusade

Spells -/4/2 | Fervor 5/5 | Blessings 5/5 | Sacred Weapon 4/4 | Inspired | GM Reroll +1 | HP 28/28 | AC 17 (T 13 FF 14) | Init +1 | Perception +1 | Saves 6/4/8 | CMD 16 | 4 Warpriest of Erastil | Human (Varundi) Male

"Hmm, beautiful carvings. They seem...hmm."
Knowledge(Religion): 1d20 + 4 ⇒ (13) + 4 = 17

Jiggo ponders the meaning of these and their significance.

The Exchange

Dwarf Inquisitor 1 / Hunter 2 | HP 25/25 | AC 18; Tch 12; FF 16 | F +7; R +5; W +4 | CMB+4; CMD 16 | Speed 30 ft | Init +2 | MW Dwarven Longhammer (cold iron): +5 (2d6+4/x3) | Perc +12

"Not related ta Dranngvit, that's fer certain..." Io muses as he examines the carvings.

knowledge religion: 1d20 + 6 ⇒ (6) + 6 = 12

Dark Archive

Male Elf Wizard (Spellbinder) 4
Vitals:
HP: 19/19 | AC/T/FF: 14/14/11 | Fort 0, Ref +4, Will +3 (+4 vs. spells and SLAs, +5 vs. illusions) | CMD: 16 | Reveal Weakness used: 0/7

Knowledge (History): 1d20 + 8 ⇒ (13) + 8 = 21

"Aha," Amarandlon says, with a smile that borders on a smirk...

Dark Archive

I was waiting for an attempt from Isaac but let's move on.

Callan and Hasshin uncover the meaning of two carvings, while Jiggo and Io on the other side understand the meaning of the two others. A little while afterwards, Amarandlon comes by and casually describes the carvings already discovered, provoking a little tension between the members of the group. Well done, everyone!
Apparently these are guidelines to perform rituals dedicated to the dead god of humanity, Aroden. They are inscriptions from the 'History and Future of Humanity', the principle holy text of 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. However, the only four to remain in a decent, legible state are the craftsman, the hunter, the shepherd and the soldier.

The Craftsman is depicted creating shoes, pots, jewelry, and other moveable goods, referencing Aroden’s delight at seeing his people express their ingenuity in creating new products from raw materials.

The Fisherman is depicted hauling in an enormous catch of small fish to take back to Absalom, illustrating Aroden's declaration that a great host of creatures could accomplish a great task, whether that be taming the wilds or feeding a nation.

The Shepherd is depicted herding animals out of a crowded city to the pastures beyond, just as Aroden blessed leaders with the foresight to direct people to the tasks and places that best suit them.

The Thief is depicted stealing a gem from a shop while whispering a prayer, an allusion to a passage saying that larceny - though illegal - is a form of praise, far anything worth stealing is also worthy of praise for its craftsmanship.

The cave continues further south. The soft light of the surrounding fungus mixes with the flickering glow of the nearby torches to reveal a grand chamber. A large pool of water along the chamber’s southern edge reflects the blue and green radiance to illuminate the massive stalactites that cling to the ceiling overhead. Two other tunnels branch off from this area, leading to the east and west. Rising up from the pool is a column of rock with steeply sloped sides and a flat top, as if someone had sawn off the top of a massive stalagmite. A miniature city carved from this same stone occupies nearly the entire surface. Tiny trinkets such as ancient coins, polished semiprecious stones, and ornately braided loops of string are scattered throughout the diorama, and pale cave frogs clamber atop it. The smooth cavern floor is covered in gravel and pebbles along the edge of the pool, and several foot-long centipedes prowl among the gravel in their search for prey.

Kneeling in the water is a lone gillman who appears to be meditating - he didn't react when you entered despite your not being particularly stealthy. You can't see his face as he turns his back to you.

Knowledge (history or local) DC 15 - identifying the miniature city:

The city represented is indeed Absalom, but an older version of the City at the Center of the World, probably dating back to the times Aroden was still present on Golarion.

Silver Crusade

Spells -/4/2 | Fervor 5/5 | Blessings 5/5 | Sacred Weapon 4/4 | Inspired | GM Reroll +1 | HP 28/28 | AC 17 (T 13 FF 14) | Init +1 | Perception +1 | Saves 6/4/8 | CMD 16 | 4 Warpriest of Erastil | Human (Varundi) Male

"Oh, thank you for the description, Amarandlon. I guess we found an old place of worship..." Jiggo scribbles into his notebook.

As they approach the gillman, Jiggo notes the man is meditating. "Oh, he must be in deep contemplation...I'd hate to break his concentration."

Grand Lodge

Male Half Orc, Lv 2.2 - Rage- Per Day=8 (8 remain) | (+2 morale bonus on saving throws made to resist spells, supernatural abilities, and spell-like abilities) Barbarian Lv 2| AC 20 T 12 FF 18 | HP 28/28 | F +5 R +2 W +1 | CMB=6 CMD=18 | Init +4 | Perc +5

Callan shoulders his axe and unslings his short bow and nocks an arrow, he looks all around but keeps the business end of his arrow pointed towards the back of the gillman.
Perception: 1d20 + 5 ⇒ (17) + 5 = 22

The Exchange

Dwarf Inquisitor 1 / Hunter 2 | HP 25/25 | AC 18; Tch 12; FF 16 | F +7; R +5; W +4 | CMB+4; CMD 16 | Speed 30 ft | Init +2 | MW Dwarven Longhammer (cold iron): +5 (2d6+4/x3) | Perc +12

"Amazing subterranean beauty," Io nods as they partake of the wonders of the cavern.

"Oi! What's that?" he whispers as they view the figure in the water.

Silver Crusade

Spells -/4/2 | Fervor 5/5 | Blessings 5/5 | Sacred Weapon 4/4 | Inspired | GM Reroll +1 | HP 28/28 | AC 17 (T 13 FF 14) | Init +1 | Perception +1 | Saves 6/4/8 | CMD 16 | 4 Warpriest of Erastil | Human (Varundi) Male

"It is quite beautiful, eh? I suppose for the sake of this mission, maybe we can ask him for more information..."

Jiggo walks up to the meditating man and waves in his direction. "I'm very sorry, sir. My allies and I were looking around through the cavern here. The art is quite beautiful, and we noticed the minuature city and the murals dedicated to Aroden not too far from here. Do you know their significance?"

Diplomacy: 1d20 + 5 ⇒ (14) + 5 = 19

Jiggo pulls out the friendliest smile he can muster.

Dark Archive

The gillman doesn't move at all. Not an inch of his body. He's likely in a deep form of meditation or... prayer, you don't really know. The only thing you can tell is that he breathes, though.

Grand Lodge

Male Human Psychic Detective 1 |HP 10/10 |AC 17/T 13/FF 14 | F+1/R+5/W+3 | CMB + 0 | CMD 13|Init +5 | Perc +5 Human
Spells:
1st 2/2
Inspiration:
4/4

"I think we should approach him with caution maybe move around to get a look if he is sleeping or in meditation?" Issac suggests this while finding the lone Gillman quite odd.

Liberty's Edge

Saves|Skills:
{F:+7|R:+2|W:+3{BR:W+2}}|{Acro+6}|{Intim+6}|{K(Arcane)+1|{UMD+6}|
{Init+2}|{Perception:+7} HP:22/22|{BR:26/26}{AC:19{BR:17}|T:12{BR:10}|FF:17{BR:15} Bloodrager 1/ Monk 1-=Character Look=-

"right then there iss only one way to move forward keep watch" Hasshin moves up to the gillman and give him a shake "Well hello there we have some quesstionsss"

Grand Lodge

Male Half Orc, Lv 2.2 - Rage- Per Day=8 (8 remain) | (+2 morale bonus on saving throws made to resist spells, supernatural abilities, and spell-like abilities) Barbarian Lv 2| AC 20 T 12 FF 18 | HP 28/28 | F +5 R +2 W +1 | CMB=6 CMD=18 | Init +4 | Perc +5

Callan moves up to cover his friends Jiggo and Hasshin with his shortbow.

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