Nicodemus of NIMH
|
Being of strong wit but not strong of arm, Nicodemus will attempt to provide useful advice to those more suited to physical exertion.
Knowledge-ANY: 1d20 + 8 + 2 + 1d6 ⇒ (9) + 8 + 2 + (1) = 20
Grandblade
|
Knowledge Engineering: 1d20 + 10 ⇒ (5) + 10 = 15
Grandblade isn't quite sure of any ideas, so he will go in for the lifting and help out his comrade Melea.
Strength Aid DC10: 1d20 + 3 ⇒ (19) + 3 = 22
| GM Hawthwile |
Melea and Grandblade heave the repaired sarcophagus out of the pit, staggering slightly under the weight of the massive stone block. The skeleton inside rattles, but does not break again from the rough landing. Based on the skid marks, Nicodemus suggests that the sarcophagus previously rested on the platform overlooking the pit.
Moving the sarcophagus (again) will require another Strength check.
What do you do?
Nicodemus of NIMH
|
"Wait for a moment, my friends.
Nicodemus examines both the sarcophagus and both the path and intended final resting place, looking for traps or perhaps secret compartments.
Perception: 1d20 + 15 + 2 + 1d6 ⇒ (15) + 15 + 2 + (6) = 38
Add 2 for traps
Azra Gambit
|
"How could any self respectin' Pafffinder do this ter a crypt. No wonder the bleedin' Quah were so angry. This is just..." Azra doesn't have words for this. Well, none for this company, at least.
| GM Hawthwile |
Nicodemus does not spot anything dangerous or secretive in either the sarcophagus or its destination.
Melea Shemroe
|
Melea keeps moving the sarcophagus. "We can only hope whatever he has eluded our divinations with renders him penniless."
Strength: 1d20 + 3 ⇒ (14) + 3 = 17
Kraak Sharpbeak
|
AidStr: 1d20 + 0 ⇒ (20) + 0 = 20
| GM Hawthwile |
Between the three of them, Melea, Grandblade, and Filicitas push the sarcophagus back onto the platform. As they wait, the other Pathfinders take a moment to investigate the doorway to the west. A large, mostly empty room featuring two statues and an incomplete staircase lies beyond - but it seems to have been spared the ravages of Lumketul's archeology.
To the south, the hallways twists and turns before branching in several different directions. To the east is the room of broken pillars that connects to the entryway. The Pathfinders continue instead to the west, finding a small chamber filled with empty crates before turning north. Pottery shards in a variety of vibrant hues litter the floor in the next room, some scattered on the steps of another incomplete staircase to the north. Another door leaves the chamber to the west.
Reassembling the pots here will require sorting the fragments correctly, either with an Appraise or relevant Craft/Profession check to separate the pots or Sleight of Hand to carefully assemble the pieces by hand before applying the [i]scavenger's stone[i].
What do you do?
Bielsi
|
Bielsi is relieved when he finds a set of statues that have not been subjected to Lumketul's attentions.
"He probably realized he couldn't move them and thus couldn't steal them so he didn't bother with them," Zarisha points out, cynically.
Bielsi glares at her because he's sure she's right, now that she's said it.
When they get to the room full of shards, he kneels, carefully picking a few up. He has no clue how this tragic jigsaw puzzle goes back together though. Were it parchment, he might be able to help. As it is, he can do little more than rise and back away, looking hopefully at his fellow agents.
Nicodemus of NIMH
|
As Nicodemus searches through the pieces, he also searches for inspiration within himself.
Sleight of Hand: 1d20 + 10 + 2 + 1d6 ⇒ (17) + 10 + 2 + (2) = 31
spend inspiration point
Azra Gambit
|
"I 'eal blokes, not pottery. It's blokes like this that make other blokes 'ate the society." Azra is getting visibly furious at the sights of the tomb.
Melea Shemroe
|
Downcast, Melea jots the room's contents onto a list of items to be mended with the stone.
| GM Hawthwile |
Nicodemus takes several minutes to sort the fragments, comparing individual pieces to carefully construct a red-glazed pot decorated with blue and grey fish motifs like a three-dimensional jigsaw puzzle. He looks to Melea as he places the last piece carefully, and as the aasimar gingerly runs the scavenger's stone along its side the cracks fade like snow evaporating in the springtime. Emboldened (and with fewer pieces to sort through), the Pathfinders restore the rest of the remaining jars in less and less time.
The next chamber holds a pit of flame in its center, suffusing the area with a faint glow. As the Pathfinders funnel through the only entrance to the room, some of them spot writing around the edge of the brazier in Shoanti script.
Bielsi: 1d20 + 5 ⇒ (6) + 5 = 11
Zarisha: 1d20 + 6 ⇒ (4) + 6 = 10
Felicitas: 1d20 + 4 ⇒ (9) + 4 = 13
Grandblade: 1d20 + 4 ⇒ (9) + 4 = 13
Melea: 1d20 + 12 ⇒ (7) + 12 = 19
Galilah: 1d20 + 5 ⇒ (19) + 5 = 24
Nicodemus: 1d20 + 15 + 1d6 ⇒ (13) + 15 + (4) = 32
Round 1! Bold may act!
Azra
Bielsi
Zarisha
Felicitas
Grandblade
Melea
Galilah
Nicodemus
Environmental Effects:
- Token placement is only to indicate in/out of room - any character can change between the two locations with a double-move action
What do you do?
Nicodemus of NIMH
|
Kn-Religion: 1d20 + 8 + 1d6 ⇒ (20) + 8 + (6) = 34
If this haunt is susceptible to positive energy:
Nicodemus hurls a flask of holy water at the brazier.
range touch: 1d20 + 11 + 2 ⇒ (15) + 11 + 2 = 28
holy water dmg: 2d4 ⇒ (2, 3) = 5
| GM Hawthwile |
Nicodemus watches as the energy radiating off Azra seems affectless and decides to hold onto his flask of holy water. The flame in the brazier suddenly extinguishes, plunging the room into supernatural darkness that not even the children of outsiders can see through.
Azra Will vs Fear: 1d20 + 5 ⇒ (5) + 5 = 10
Bielsi Will vs Fear: 1d20 + 9 ⇒ (11) + 9 = 20
Zarisha Will vs Fear: 1d20 + 4 ⇒ (9) + 4 = 13
Felicitas Will vs Fear: 1d20 + 5 ⇒ (18) + 5 = 23
Grandblade Will vs Fear: 1d20 + 6 + 2 ⇒ (7) + 6 + 2 = 15
Melea Will vs Fear: 1d20 + 9 ⇒ (17) + 9 = 26
Galilah Will vs Fear: 1d20 + 2 ⇒ (2) + 2 = 4
Nicodemus Will vs Fear: 1d20 + 4 ⇒ (7) + 4 = 11
A bark suddenly pierces the darkness, echoing as if in a cavern. For a split second, somehow you see (but not with your eyes) a chasm before you inside a dark stony cave. The bark came from the other side, and you instinctively know you must reach it.
You are shaken. You can try to jump over the chasm with an Acrobatics check or attempt some other method of crossing.
A bark suddenly pierces the darkness, echoing as if in a cavern. For a split second, somehow you see (but not with your eyes) a chasm before you inside a dark stony cave. The bark came from the other side, and you instinctively know you must reach it.
You can try to jump over the chasm with an Acrobatics check or attempt some other method of crossing.
A bark suddenly pierces the darkness, echoing as if in a cavern. For a split second, somehow you see (but not with your eyes) a chasm before you inside a dark stony cave. The bark came from the other side, and you instinctively know you must reach it.
You are shaken. You can try to jump over the chasm with an Acrobatics check or attempt some other method of crossing.
A bark suddenly pierces the darkness, echoing as if in a cavern. For a split second, somehow you see (but not with your eyes) a chasm before you inside a dark stony cave. The bark came from the other side, and you instinctively know you must reach it.
You can try to jump over the chasm with an Acrobatics check or attempt some other method of crossing.
A bark suddenly pierces the darkness, echoing as if in a cavern. For a split second, somehow you see (but not with your eyes) a chasm before you inside a dark stony cave. The bark came from the other side, and you instinctively know you must reach it.
You can try to jump over the chasm with an Acrobatics check or attempt some other method of crossing.
A bark suddenly pierces the darkness, echoing as if in a cavern. For a split second, somehow you see (but not with your eyes) a chasm before you inside a dark stony cave. The bark came from the other side, and you instinctively know you must reach it.
You can try to jump over the chasm with an Acrobatics check or attempt some other method of crossing.
A bark suddenly pierces the darkness, echoing as if in a cavern. For a split second, somehow you see (but not with your eyes) a chasm before you inside a dark stony cave. The bark came from the other side, and you instinctively know you must reach it.
You are shaken. You can try to jump over the chasm with an Acrobatics check or attempt some other method of crossing.
A bark suddenly pierces the darkness, echoing as if in a cavern. For a split second, somehow you see (but not with your eyes) a chasm before you inside a dark stony cave. The bark came from the other side, and you instinctively know you must reach it.
You are shaken. You can try to jump over the chasm with an Acrobatics check or attempt some other method of crossing.
Round 2! Bold may act!
Azra
Bielsi
Zarisha
Felicitas
Grandblade
Melea
Galilah
Nicodemus
Environmental Effects:
- Token placement means nothing at this point
What do you do?
Grandblade
|
Lost, alone, and more than confused, Grandblade contemplates how to handle this situation. He decides to use his Anytool in a hook form and use it to help hold himself up on the jump.
He takes a few steps backwards, and then sprints forward as fast as he can. He takes a leap...
Acrobatics: 1d20 ⇒ 18
He planned for a possible collision into the wall and possible failure. If he can just reach the opposite part of the chasm and reach the wall, then he can use his hook tool to climb the rest of the way up.
Climb: 1d20 + 9 ⇒ (17) + 9 = 26
Nicodemus of NIMH
|
Acrobatics: 1d20 + 15 ⇒ (17) + 15 = 32
Melea Shemroe
|
If allowed, will activate Tiger Aspect as a swift action for +1 on the below roll.
Acrobatics, ACP: 1d20 + 6 - 2 ⇒ (14) + 6 - 2 = 18
Acrobatics, shaken: 1d20 + 9 - 2 ⇒ (18) + 9 - 2 = 25
Bielsi
|
He assumes the latter, given the circumstances, though. That doesn't change much but at least he doesn't have to worry about getting back to where he was once he overcomes this problem.
He has little hope of getting across the chasm, but there isn't much other choice.
Acrobatics minus ACP: 1d20 + 2 - 2 ⇒ (19) + 2 - 2 = 19
"We have to get the wolf statue back where it goes!" he shouts, not sure if he's the only one who's been engulfed in darkness and exile. For all he knows, he's laying on the floor with his companions standing around him trying to help.
Despite herself, and her usual stoicism, she finds herself breathing heavily, even though she doesn't breath. Her eyes dart around, trying to spot the source of the noises. The only thing she can sense is the chasm and as that is something she can do, she tries to leap across.
Acrobatics: 1d20 + 3 ⇒ (14) + 3 = 17
Azra Gambit
|
Azra quickly looks to the walls, draws a scroll of Spider Climb from her person, moves to the walls, and casts the spell, ready to walk across the walls.
This bond continues until the bonded creature dies, you die, the distance between you and the other creature exceeds medium range, or you end it as an immediate action (if you have multiple bonds active, you may end as many as you want as part of the same immediate action).
Kraak Sharpbeak
|
Acro: 1d20 + 20 ⇒ (2) + 20 = 22
| GM Hawthwile |
Another bark rings out in the dark, cutting through the sound of a fast-running river. You see without your eyes again, somehow knowing that you must cross the river before you - perhaps the unsteady log nearby would work?
The log would likely fall into the river without taking steps to secure it somehow - either devising some means of bracing it (Knowledge (engineering)) or rolling it to a better position (Strength check).
Falling damage: 3d6 ⇒ (2, 3, 5) = 10
Another bark rings out in the dark, cutting through the sound of a fast-running river. You see without your eyes again, somehow knowing that you must cross the river before you - perhaps the unsteady log nearby would work?
The log would likely fall into the river without taking steps to secure it somehow - either devising some means of bracing it (Knowledge (engineering)) or rolling it to a better position (Strength check).
Falling damage: 3d6 ⇒ (3, 2, 1) = 6
Another bark rings out in the dark, cutting through the sound of a fast-running river. You see without your eyes again, somehow knowing that you must cross the river before you - perhaps the unsteady log nearby would work?
The log would likely fall into the river without taking steps to secure it somehow - either devising some means of bracing it (Knowledge (engineering)) or rolling it to a better position (Strength check).
Falling damage: 3d6 ⇒ (3, 6, 1) = 10
Another bark rings out in the dark, cutting through the sound of a fast-running river. You see without your eyes again, somehow knowing that you must cross the river before you - perhaps the unsteady log nearby would work?
The log would likely fall into the river without taking steps to secure it somehow - either devising some means of bracing it (Knowledge (engineering)) or rolling it to a better position (Strength check).
Falling damage: 3d6 ⇒ (1, 5, 2) = 8
Another bark rings out in the dark, cutting through the sound of a fast-running river. You see without your eyes again, somehow knowing that you must cross the river before you - perhaps the unsteady log nearby would work?
The log would likely fall into the river without taking steps to secure it somehow - either devising some means of bracing it (Knowledge (engineering)) or rolling it to a better position (Strength check).
Falling damage: 3d6 ⇒ (3, 6, 6) = 15
Another bark rings out in the dark, cutting through the sound of a fast-running river. You see without your eyes again, somehow knowing that you must cross the river before you - perhaps the unsteady log nearby would work?
The log would likely fall into the river without taking steps to secure it somehow - either devising some means of bracing it (Knowledge (engineering)) or rolling it to a better position (Strength check).
Another bark rings out in the dark, cutting through the sound of a fast-running river. You see without your eyes again, somehow knowing that you must cross the river before you - perhaps the unsteady log nearby would work?
The log would likely fall into the river without taking steps to secure it somehow - either devising some means of bracing it (Knowledge (engineering)) or rolling it to a better position (Strength check).
Another bark rings out in the dark, cutting through the sound of a fast-running river. You see without your eyes again, somehow knowing that you must cross the river before you - perhaps the unsteady log nearby would work?
The log would likely fall into the river without taking steps to secure it somehow - either devising some means of bracing it (Knowledge (engineering)) or rolling it to a better position (Strength check).
"Round" 3! Bold may act!
Azra
Bielsi
Zarisha
Felicitas
Grandblade
Melea
Galilah
Nicodemus
Environmental Effects:
- Token placement means nothing at this point
What do you do?
Bielsi
|
"I normally have a great deal of sympathy for lost spirits, friend, but this is just annoying!" he calls out to whatever is causing this.
It just takes one look for him to know that the log isn't going to stay in place properly.
He strokes his bare chin thoughtfully. "The one thing I haven't studied is how to build things. But maybe if I push..."
Strength Check: 1d20 + 2 ⇒ (2) + 2 = 4
He's pretty sure that isn't right but doesn't have much other choice but to try especially as he is suddenly feeling sick and weak, his cheeks and eyes sinking, his breathing coming laboriously, his muscles feeling rubbery because...
Of course, how he was supposed to know that would be more useful in this situation...not to mention the fact that her ectoplasmic form was much more useful in the ogre battle makes no difference to her.
Still, in her irritation, when she sees the log and realizes that she's going to need to wrestle it in place, she feels no compunction about drawing lifeforce through their link together, growing bigger and stronger.
Strength Check with Usurping Manifestation: 1d20 + 2 ⇒ (2) + 2 = 4
She releases the hold, shrinking back down to her normal size before crossing.
Melea Shemroe
|
Strength: 1d20 + 2 ⇒ (4) + 2 = 6
Strength, shaken: 1d20 + 5 - 2 ⇒ (3) + 5 - 2 = 6
Nicodemus of NIMH
|
| GM Hawthwile |
Botting Filicitas
Damage: 3d6 ⇒ (5, 5, 2) = 12
The bark comes again, this time from above. Somehow in the pitch-black darkness, you see a sheer rock wall and know you must ascend it.
A Climb check would the most straightforward method of ascent, but perhaps you have another idea?
(-22)
Damage: 3d6 ⇒ (1, 5, 4) = 10
The bark comes again, this time from above. Somehow in the pitch-black darkness, you see a sheer rock wall and know you must ascend it.
A Climb check would the most straightforward method of ascent, but perhaps you have another idea?
(-16, Shaken)
You feel around on the ground and find several stones to wedge under the log. Testing it for rocking, you are satisfied with your work and carefully make your way across the river below.
The bark comes again, this time from above. Somehow in the pitch-black darkness, you see a sheer rock wall and know you must ascend it.
A Climb check would the most straightforward method of ascent, but perhaps you have another idea?
(-10)
Damage: 3d6 ⇒ (2, 5, 2) = 9
The bark comes again, this time from above. Somehow in the pitch-black darkness, you see a sheer rock wall and know you must ascend it.
A Climb check would the most straightforward method of ascent, but perhaps you have another idea?
(-17)
Damage: 3d6 ⇒ (2, 2, 6) = 10
The bark comes again, this time from above. Somehow in the pitch-black darkness, you see a sheer rock wall and know you must ascend it.
A Climb check would the most straightforward method of ascent, but perhaps you have another idea?
(-16)
Damage: 3d6 ⇒ (2, 5, 5) = 12
The bark comes again, this time from above. Somehow in the pitch-black darkness, you see a sheer rock wall and know you must ascend it.
A Climb check would the most straightforward method of ascent, but perhaps you have another idea?
(-12, Shaken)
Damage: 3d6 ⇒ (3, 1, 6) = 10
The bark comes again, this time from above. Somehow in the pitch-black darkness, you see a sheer rock wall and know you must ascend it.
A Climb check would the most straightforward method of ascent, but perhaps you have another idea?
(-10, Shaken)
"Round" 4! Bold may act!
Azra
Bielsi
Zarisha
Felicitas
Grandblade
Melea
Galilah
Nicodemus
Environmental Effects:
- Token placement means nothing at this point
What do you do?
Melea Shemroe
|
Activating Monkey Aspect for +4 Climb.
Climb: 1d20 + 2 - 2 + 4 ⇒ (18) + 2 - 2 + 4 = 22
Can I adjust Galilah's Animal Aspect from wherever we are? It doesn't seem to have a range limit, so I assume it'd still work as long as we're on the same plane. If so, +3 to the below roll.
Climb: 1d20 + 7 - 3 ⇒ (4) + 7 - 3 = 8
Bielsi
|
Of course, he's shivering and battered. He uses his wand to heal himself before attempting what he is relatively sure will be a no more successful climb.
CLW wand: 1d8 + 1 ⇒ (3) + 1 = 4
Climb minus ACP: 1d20 + 2 - 2 ⇒ (6) + 2 - 2 = 6
That would certainly make the next step easier...
Climb minus shaken: 1d20 + 1 - 2 ⇒ (6) + 1 - 2 = 5
Nicodemus of NIMH
|
An Inspired Climb of Derring do: 1d20 + 4 + 1d6 + 1d6 ⇒ (10) + 4 + (3) + (1) = 18
Grandblade
|
The Aphorite tries again to tackle the problem, but this time going with a climb out.
Climb: 1d20 + 9 ⇒ (13) + 9 = 22
Kraak Sharpbeak
|
| GM Hawthwile |
Strength: 1d20 - 1 ⇒ (6) - 1 = 5
With few other options, you push the log to a sturdier position. Testing it for rocking, you are satisfied with your work and carefully make your way across the river below. As you are partway across, the log suddenly comes loose, dumping you into the icy water that drags you across the rocks and stones of the riverbed before depositing you on a large boulder in the middle of the stream.
Damage: 3d6 ⇒ (2, 2, 4) = 8
The bark comes again, this time from above. Somehow in the pitch-black darkness, you see a sheer rock wall and know you must ascend it. Slowly, you find footholds and handholds by touch until you pull yourself over the edge of the cliff.
(-8)
Damage: 3d6 ⇒ (3, 3, 4) = 10
(-28)
Damage: 3d6 ⇒ (6, 4, 4) = 14
(-30)
Damage: 3d6 ⇒ (4, 5, 5) = 14
(-24)
(-17)
(-16)
Damage: 3d6 ⇒ (3, 1, 6) = 10
(-22)
Damage: 3d6 ⇒ (3, 1, 2) = 6
(-16)
As suddenly as they died, the flames suddenly reappear and illuminate the stone walls of the sepulcher.
What do you do?
Bielsi
|
"Well...that was unpleasant," Bielsi comments as the darkness disappears and the fire springs back up.
He looks around for the appropriate place to put the wolf statue before something else unpleasant happens.
Perception: 1d20 + 5 ⇒ (8) + 5 = 13
Melea Shemroe
|
Melea checks to see if the many wounds she has accrued are still there. If everyone else is in similar shape, she looks expectantly at Azra.
| GM Hawthwile |
Yes, things are back to normal now. Well, as normal as Pathfinder ever is. X-D And yes, the wounds are very much still present.
As Bielsi places the wolf statue next to the flame pit, another vision washes over the Pathfinders:
A young Shoanti hunter sits atop a cliff overlooking a sprawling forest. A massive wolf lies next to him, head on her paws. The hunter and the wolf get up and turn to walk away as the sun rises, bathing the forest in its orange glow.
A sense of peace washes over the Pathfinders as hackles they didn't realized were raised slowly lower.
What do you do?
Bielsi
|
Bielsi reviews the notes they have. "I think that's it," he says. "Other than repairing Hearth Keeper's stone and trying to figure out what to do with the pillars in that second room. Maybe there's a safe way to approach it from this direction."
He looks questioningly at his companions, knowing at least one of them has been keeping a list of tasks to go back to complete.
Nicodemus of NIMH
|
Nicodemus dramatically smacks himself in the forehead. "Losing my stalwart companion Patsy has left me a bit out of sorts. Please excuse my inattentiveness."
Nicodemus quickly pulls out his notes from the mission briefing. "Ah yes, we should have returned the ring to the skeleton whose remains we restored in the round room. I was spending too much time admiring the strength of my compatriots, instead of using my own strong wits."
Nicodemus will lead the party back to the round room and place the scarab beetle ring on the hand of the skeleton. He'll do his best to judge which finger might have been the right one when the skeleton was alive.
Perception?: 1d20 + 15 + 1d6 ⇒ (13) + 15 + (3) = 31
If it should be a Knowledge check, reduce the result by 7. Not sure if there even is an appropriate skill for this one. Profession-mortician?
| GM Hawthwile |
As Filicitas and Grandblade life the sarcophagus lid, Nicodemus takes his best guess and slips the scarab ring onto one of the skeleton's fingers. Bielsi leads the way to the east, the Pathfinders finding the other side of the large room scattered with pillars and unsteady ceiling, and Melea pointing out one section right above the doorway that looks ready to fall.
What do you do?
Melea Shemroe
|
Melea passes up on further healing for the moment. She watches the fragile section for imminent collapse, and to find somewhere safe and close enough to use the scavenger's stone. "It would do to fix this, I believe. We have secured much already."
Perception: 1d20 + 12 + 5 ⇒ (11) + 12 + 5 = 28
Kraak Sharpbeak
|
Felicitas quickly taps herself twice with her heal stick.
I take an average of 5 per use. If you prefer me to roll for heals out of combat, I can do so!
Grandblade
|
Grandblade looks over the archway to see if there is a way to reinforce the structure.
Knowledge Engineering: 1d20 + 10 ⇒ (7) + 10 = 17
Nicodemus of NIMH
|
Pondering Patsy's fate, Nicodemus will go ahead and ask his compatriots to finish healing the last of his wounds with his wand.
CLW: 1d8 + 1 ⇒ (5) + 1 = 6
With channel, that should top him off.
Then he turns to the task at hand.
Knowledge Engineering: 1d20 + 8 + 1d6 ⇒ (9) + 8 + (1) = 18