Chalmers the Redeemer |
Chalmers raises an eyebrow at Jessenia's assertation that it doesn't mean harm, glancing at the projectiles in the doorframe. He nods, and does his best.
Greetings, We have kept the biters away from you and the ancient relics of the people here. We mean you no harm. My companions and I are here to learn, perhaps you can aid us in this mission?
Diplomacy: 1d20 ⇒ 3
I am a simple warrior-priest of Pharasma, the Lady of Graves. She holds the keys to life and death, of knowledge and prophecy. We mortals serve her in the continuation of the cycle of birth, life, and death. I am charged to end undead creatures, and send them to their proper rest; returning them to the cycle. Chalmers tries to share his beliefs with the inanimate tablet, trying to gain compassion and empathy with it the kami inhabiting the tablet.
knowledge religion: 1d20 + 4 ⇒ (11) + 4 = 15
We are Pathfinders, and seek knowledge of the Pathfinders in this place long ago - there are some truths which must be unearthed, brought to the forefront of mortal knowledge again. I urge you to help us with our quest, as only through the sharing of knowledge can enlightenment be reached. The last comes out a little gruff, but a half-orc's gotta do what a half orc does.
Intimidate: 1d20 + 6 ⇒ (19) + 6 = 25
Jessenia Gaspar |
Sorry, I missed the part about doing all three checks at once.
Jessenia starts moving items away from the shikigami to get them out of reach. She stacks the ones that don't look like artifacts to form a little barricade that she hopes will help the creature feel safe... and get closer.
Knowledge (Engineering): 1d20 + 7 ⇒ (6) + 7 = 13
The "anything but Diplomacy" approach seemed trying first...
"There, now biters can't get you."
As she inches her way closer, she reaches out and casts Resistance where the runes seem to be, bracing herself for perhaps getting bitten herself.
"Some extra protection for you."
Venture Teller Play b'Post |
6 successes, Kurik remains. Botting some checks,
Merida compliments the many fine lines, construction, show of patina perfectly in balance with actual use, of the washboard.
Kurik Diplomacy: 1d20 + 9 ⇒ (13) + 9 = 22
Merida Diplomacy: 1d20 + 9 ⇒ (4) + 9 = 13
Merida intimidate: 1d20 + 8 ⇒ (18) + 8 = 26
"Gaurdian. Must keep biters away, exclaims the washboard. You keep biters away too. The shikigami calms down enough to allow the Pathfinders entry into the room.
The totem of a Shoanti man dressed in riding leathers, is incomplete, but otherwise similar to an array of Shoanti totems displayed in the gallery.
Kurik |
Sorry, had a busy weekend...
Perception: 1d20 - 2 ⇒ (10) - 2 = 8
Kurik looks around, but does not see anything out of the ordinary.
Venture Teller Play b'Post |
Please ignore the Merida comments above... wrong table!
Jessinia Perception: 1d20 ⇒ 2, Ra'ge Perc: 1d20 + 9 ⇒ (6) + 9 = 15
The base of he totem holds a hidden compartment including a sketch of a man wearing a triple-flanged helm without eyeholes, a black ring, and a scrawled note that says simply, “Helven took the base of this totem for some purpose I cannot ascertain. Perhaps he has taken it to Absalom?”
Mercival exclaims "Well done indeed! Please feel free to use the museum’s collection to research the nature of the “speaking artifact.”
Searching the collection requires a skill check, and the party can search the collection simultaneously. Each of you may attempt a Linguistics, Knowledge (geography, history, or nobility), or an applicable Craft or Profession check (such as Profession [curator] or Craft [woodworking]) to find excerpts and clues contributing to the research. You may instead make a check to aid another person on one of the above.
Ra’geh Ejtehah |
I do not have any of these skills. :-(
Chalmers the Redeemer |
Chalmers will attempt to puzzle through helping with a knowledge skill, mostly by leafing through papers trying to create helpful piles...
Knowledge, Untrained, Aid Another: 1d20 ⇒ 18
See, all these papers go together, and all these other ones look similar. Same handwriting on Shoanti customs, so we'll put it in that pile. And these are interesting, about burial practices of the Shoanti people, I wonder if they are true? he muses while organizing to the best of his ability.
Venture Teller Play b'Post |
I do not have any of these skills. :-(
You can make an argument for another skill, or aid another :)
Venture Teller Play b'Post |
Mercival is able to help the Pathfinders with cross-referencing written documents with actual artifacts. Or is able t show an original document that might have been referred t in some scholarly works. "Will this do for your reports to Kreighton Shane?"
Still two rolls remaining, but let me offer you what you have discovered so far.
Details of certain sites described in Helven Leroung’s published accounts differ from recent maps and surveys, suggesting she was never at those locations.
The word choice and syntax in Helven’s accounts are atypical of Chelish authorship, though suggestive of tales arising from oral traditions.
Depictions on some Shoanti reliefs predating the arrival of Chelish settlers bear striking parallels and similarities to Helven’s accounts.
Helven provided intelligence to Chelish forces regarding the location of a Shoanti tribe known to be plundering sites around the region.
Witnesses told Montlarion of a Chelish woman aiding a Shoanti tribe during the war before those Shoanti were slain.
Ra’geh Ejtehah |
“As merchant I, Ejtehah, see a lot magical items trade from the Mwangi!!“ he says and tries to leverage his experience.
profession merchant : 1d20 + 9 ⇒ (1) + 9 = 10
“I know some nature treasure, too! Maybe has dependent?!“ he asks.
kn nature : 1d20 + 5 ⇒ (15) + 5 = 20
Kurik |
Ra’geh Ejtehah wrote:I do not have any of these skills. :-(You can make an argument for another skill, or aid another :)
Kurik does not have any of these skills, either.
But he can be charming - and he is certain that Mercival can help Jessenia way more than he could, anyway.So he tries to sweet-talk the head curator into helping Jessenia.
"Mercival, my friend! I'm sure Jessenia is very competent, but... she cannot hope to have gained your level of experience yet. Would you be as kind as to look at the papers, too? It surely cannot hurt to have another set of eyes going over it again, right?"
Diplomacy: 1d20 + 9 ⇒ (1) + 9 = 10 D'oh! :-(
So many ones rolled... I'm starting to believe we offended the dice bot somehow... -_-
Venture Teller Play b'Post |
Mercival does indeed help the Pathfinders, though they hardly needed the (+2 to all checks) expertise of a professional museum curater (and now Dark Archives researcher!)
Montlarion had an altercation with Helven regarding Shoanti artifacts, which turned violent.
The final bit of info, to be gathered here.
Mercival is pleased to have aided the Pathfinders in their mission. The good byes are long, including a small feast that evening with tales of his ancestor and others Shoanti stories.
Venture Teller Play b'Post |
New mission, but fill in any RP or questions you have before you leave. :)
days or weeks later...
Kreighton Shange has left you another letter (see slide 3)
The natural splendor of Arthfell forest falls away to a barrier of dried-out thorns that does little to obscure the lifeless trees beyond. Frigid winds whisper through branches that claw at the sky as a mist rises out from deep within the wood.
Knowledge Local or Knowledge Nature
Creatures of the First World have called the Arthfell Forest home for longer than mortal memory. Conflicts
between the fey range from mischievous fun to deadly serious.
DC15
The Arthfell druids historically act as peacekeepers between human communities and fey. Since a schism
divided the druids, those diplomatic connections have all but dried up.
DC 20
Andoren druids celebrate the changing seasons with holidays. The most important of these celebrations occur
in spring, symbolizing new life, and autumn, symbolizing acceptance of death.
Kurik |
Knowledge (nature): 1d20 - 2 ⇒ (6) - 2 = 4 Well, that's been expected...
Kurik scratches his head.
"These thorns and trees do look strange... that's the local breed of plants, right?"
He has no idea about nature at all, it seems.
Ra’geh Ejtehah |
kn nature : 1d20 + 5 ⇒ (7) + 5 = 12
Ejtehah moves forward to the forest.
Chalmers the Redeemer |
Chalmers looks at the woods before them, These woods have eyes I feel.he shudders, adjusting his shield and resting his hand on the head of his warhammer.
Peering at the fog, he attempts to determine if its origin is something he's trained in, or not. Knowledge religion: 1d20 + 4 ⇒ (7) + 4 = 11 Does anyone know the nature of this mist, is it natural or caused by something we must be aware of.
We seek evidence of duplicity among these early Pathfinders, this seems like we should be careful here.
Venture Teller Play b'Post |
Tending the bramble wall is a colorful druid. "WhoaWhoaWhoa," she says, "You can't go in there! It is much too dangerous. Why do you think we even put a such a high wall, with big spiky thorns on it? You would not believe the virurlance of the blight. The blight causes plants to wither and travelers to become lost.!
She is attending to the wall, "The magic is powerful, due to the thicket’s magic, the thorns become brittle and dry if they are not
regularly maintained."
EDIT: the wayfinders' point directly through the bramble wall.
Chalmers the Redeemer |
Chalmers respectfully holds up his hand, waiting for the druid to acknowledge his presence like a school child. We've got this Wayfinder, which helps us not get lost, he'll point to whomever has the wayfinder. See, we're Pathfinders and are looking for some old clues about one of the Pathfinders who may have stashed it in there somewhere.
Venture Teller Play b'Post |
Way to the both the key words :)
"You are with the Society? I daresay you will indeed pass on your own safety and find what you are looking for." She nods her colorful head. "And no. I suppose you will not get lost with one of those finder tools, but it is still dangerous." She pauses, "The Shadow Pact, a group of violent lycanthropic druids, have repeatedly attacked the boundary, believing powerful weapons are hidden within."
"Oh!" she exclaims. "Where are my manners? I am Adelyn Rhinon, Greenfire Adept," she announces. "The Greenfire Circle—a druid circle striving to balance many local factions—believes the thicket within is blighted from a senseless massacre of druids that occurred centuries earlier. They believe the blight causes plants to wither and travelers to become lost."
After introductions are finished and the party is ready to proceed, Adelyn parts the thorns, revealing a foreboding woodland that fills the space beyond. Tall, naked trees are interspersed with the occasional needle-covered fir, and the ground is barren with no signs of fauna.
Only one person can make the check, the others can of course aid,
DC 15
Ra’geh Ejtehah |
survival : 1d20 + 8 ⇒ (16) + 8 = 24
Ejtehah leads you in.
perception : 1d20 + 9 ⇒ (19) + 9 = 28
”Here look! I find the center of maze. We have made it!
Oh look!! There to be a robed figure from a tree!!!“ he says in broken common!
He walks towards her.
”You are who?! I Ejtehah!!“
Chalmers the Redeemer |
Perception: 1d20 + 3 ⇒ (8) + 3 = 11
Chamlers rests his hand on his warhammer, prepared to draw should the figure be threatening. Good work Ejtehah, thank you for leading us here. he peers about, instead focusing on the figure seen by Ejtehah than anything else.
Venture Teller Play b'Post |
Upon approaching the robed figure reveals an odd fact. It is literally 'from the tree.' It is clear the figure was carved or somehow grown from the living tree. There are a couple others elsewhere in area.
Thick undergrowth chokes the ground in this open thicket, and clutching ivy climbs the posts and eves of an abandoned lumber mill on the thicket’s far side. Though the light of the sun reaches all but the darkest corners of this vine-covered garden, the air still bears an oppressive quality, as though neither light nor humanoid life is truly welcome.
The ground here is covered in plant life, and it is not easy to walk through. It counts as difficult terrain; succeeding at a DC 13
Acrobatics check at the start of their turn allows a creature to move at normal speed. We are not in turns, but since everyone might be moving at different speeds, I need to know where you are relative to each other. Slide six has a map (with bad fog of war) :)
Ra’geh Ejtehah |
Ejtehah moves forward and transforms his hands into vicious dinosaur claws!!
acrobatics : 1d20 + 2 ⇒ (19) + 2 = 21
Kurik |
Kurik follows his comrades...
Acrobatics - ACP: 1d20 + 0 - 7 ⇒ (12) + 0 - 7 = 5
...slowly, very slowly.
Chalmers the Redeemer |
Chalmers, in his armor, moves slowly forward, scanning for whatever may appear.
Acrobatics: 1d20 - 4 ⇒ (1) - 4 = -3
Knowledge, Religion: 1d20 + 4 ⇒ (11) + 4 = 15
Huh, that is one of the eldest, Ng, the eldest who watches over secrets, roads, and the seasons... Interesting. Chalmers unloops his warhammer, preparing for anything.
Venture Teller Play b'Post |
Jessenia acrobatics: 1d20 + 1 ⇒ (15) + 1 = 16
Ra’geh Ejtehah Perception: 1d20 + 9 ⇒ (14) + 9 = 23
Ejtehah and Jessenia find the vines, leaves and roots less of an issue than his comrades, so they are ahead when the rest of the party suddenly hears a scream.
One of the gourds seems to split open, a narrow band of yellow light across its orange surface. Another slit appears, looking nothing less than a malevelant pair of eyes. There is a third slit larger and redder than the other two and gout of flame bursts from this eerie grin.
fire!: 1d10 ⇒ 10 Ejtehah gets caught & can succeed at a Reflex for half damage. Also Ejtehah is near enough to require a Will save.
Kurik: 1d20 + 0 ⇒ (16) + 0 = 16
Ra’geh Ejtehah: 1d20 + 1 ⇒ (9) + 1 = 10
Jessenia Gaspar: 1d20 + 1 ⇒ (2) + 1 = 3
VT 1: 1d20 + 2 ⇒ (1) + 2 = 3
Round 1 (difficult terrain)
Chalmers (17) <-- here now Reflex & Will saves needed
Kurik (16) <-- here now
Ejthehah (10) <-- here now
gourd creature (3)
Jessenia (3) Relfex & Will saves needed
Kurik |
Also Ejtehah is near enough to require a Will save.
Round 1 (difficult terrain)
Chalmers (17) <-- here now Reflex & Will saves needed <=== ???
Kurik (16) <-- here now
Ejthehah (10) <-- here now
gourd creature (3)
Jessenia (3) Relfex & Will saves needed
Shouldn't it be Ejtehah needing to make will and reflex saves?
Also, there's currently no fog of war on slide 6. I don't want to cheat... ;-)Ra’geh Ejtehah |
reflex: 1d20 + 4 ⇒ (19) + 4 = 23
will: 1d20 + 5 ⇒ (11) + 5 = 16
"Arghh!!"
Ejtehah moves forward and attacks the creature that burned him!
Shifter Claw attack: 1d20 + 5 ⇒ (14) + 5 = 191d4 + 3 ⇒ (1) + 3 = 4
Chalmers the Redeemer |
reflex: 1d20 + 1 ⇒ (18) + 1 = 19
Will: 1d20 + 5 ⇒ (3) + 5 = 8
Chalmers moves forward, armor encumbering him in the overgrowth toward where the fire emenated from.
Not sure If I was close enough to make both saves or not, but here they are! Let me know what happened :D
Jessenia Gaspar |
Religion: 1d20 + 7 ⇒ (9) + 7 = 16
(before battle) “That creature looks like Ng the Eldest god. They’re a secretive one but watch over roads and the seasons.”
Reflex: 1d20 + 2 ⇒ (15) + 2 = 17
Will: 1d20 + 4 ⇒ (19) + 4 = 23
Jessenia immediately activates her Mind Barrier to try and block some damage. Then, she pushes her way through the underbrush to stand next to one of the creatures that attacked.
Any knowledge check I can roll on these?
Venture Teller Play b'Post |
Chalmers clambers over the vines and roots and shoots in this verdant field.
Ejthehah claws draw a sticky sweet fluid from the creature!
Round 1 (difficult terrain The Acrobatics check happen each round you want to move.)
Chalmers (17) moves (double? or <--here now) (Reflex wasn't needed, the will Save only kicks in when you get within 20 feet.)
Kurik (16) <-- here now
Ejthehah (10): Reflex & Will saves needed (succeeded at both). Slashes at gourd creature.
gourd creature (3) 4
Jessenia (3) Reflex & Will saves needed (succeeded at both).
Kurik |
"I'm coming, Ejtehah!"
Acrobatics - ACP: 1d20 + 0 - 7 ⇒ (20) + 0 - 7 = 13 Wow, made the 5% chance! :-)
Kurik runs towards the creature and draws his greatsword.
Seeing that his friends are being attacked danger, he suddenly advances faster than before!
(double move, now flanking with Ejtehah)
Will save: 1d20 + 0 ⇒ (7) + 0 = 7 That was to be expected...
Chalmers the Redeemer |
Chalmers double moved on the map, sorry I should have specified. With the armor and the entangling effect, he's going to be a little slow! Probably should have cast bless in the first round, but I wasn't thinking.
Venture Teller Play b'Post |
With the surprise of its breath weapon so successfull, the creature decides to fertilize its area with the blood of a Mwangi.
1d20 + 5 ⇒ (13) + 5 = 18, squEEEze: 1d4 + 4 ⇒ (4) + 4 = 8 plus entangle (Reflex DC 16 negates the entangle)
Round 1 (difficult terrain The Acrobatics check happen each round you want to move.)
Chalmers (17) moves
Kurik (16) moves Nat 20!
Ejthehah (10): Slashes at gourd creature. (Reflex save needed)
gourd creature (3) 4
Jessenia (3) <--here now
then, in R2 Chalmers, Kurik, & Ejthehah
Kurik |
Kurik will use Detect Evil (at will, move action) and attack with his greatsword using Power Attack. I assume he did not make the will save, and he is flanking with Ejthehah.
Venture Teller Play b'Post |
Jessenia joins the combat a little late, but a lot heavy with the steel. The gourd begins leaking harmless flames through the new gash the half-elf has added!
Round 2 (difficult terrain The Acrobatics check happen each round you want to move.)
Chalmers (17): <--here now
Kurik (16): <--here now
Ejthehah (10): <--here now
gourd creature (3) 4+10+
Jessenia (3):
Chalmers (17) moves
Kurik (16) moves and strikes. Nat 20!
Ejthehah (10): Slashes at gourd creature. (Reflex save needed)
gourd creature (3) 4+10 misses Ejthehah
[b]Jessenia (3):chops viciously!
Ra’geh Ejtehah |
Ejtehah attacks the creature that burned him!
Shifter Claw attack left, flank: 1d20 + 5 + 2 ⇒ (20) + 5 + 2 = 271d4 + 3 ⇒ (2) + 3 = 5
Crit?: 1d20 + 5 + 2 ⇒ (1) + 5 + 2 = 81d4 + 3 ⇒ (1) + 3 = 4
Shifter Claw attack right, flank: 1d20 + 5 + 2 ⇒ (8) + 5 + 2 = 151d4 + 3 ⇒ (3) + 3 = 6
Kurik |
Kurik uses Detect Evil (move action) and attacks the creature.
Greatsword with Power Attack + Flank: 1d20 + 4 + 2 ⇒ (19) + 4 + 2 = 25 for Slashing: 2d6 + 9 ⇒ (2, 1) + 9 = 12
crit? Greatsword with Power Attack + Flank + Anatomist: 1d20 + 4 + 2 + 1 ⇒ (10) + 4 + 2 + 1 = 17 for Slashing: 2d6 + 9 ⇒ (6, 3) + 9 = 18
Chalmers the Redeemer |
Seeing his companions landing such stout blows on the pumpkin creature, Chamlers attempts to move forward and join the fray.
Acrobatics: 1d20 - 4 ⇒ (20) - 4 = 16
finally getting his footing atop the vegetable mess, he skips forward, armor not slowing him much, and launches a quick, overhand strike with his warhammer.
attack: 1d20 + 4 ⇒ (12) + 4 = 16
damage, bludgeoning: 1d8 + 3 ⇒ (2) + 3 = 5
Venture Teller Play b'Post |
Chalmers overhand strike smashes the creature's gourd wide open. The fire in its eyes dims. Kurik's slice does much the same, reducing the vines to little more than green slush. Almost as lethal, Etjhaheh claws rip into gourd and vine alike!
Nat 20!
Technically the Chalmer's blow took the creature down, but how can I take away two critical hits on the same round!
The split-crack grin of the guard suddenly brightens again! Then the eyes light up. They pulse rhythmically, flashing brighter and faster with each successive beat.
Technically, Kurik and Etjahah have full actions left, or you can take a move action after Chalmers has killed the creature. Would you like to retcon?
The eyes flash faster, orange glow reflecting off the leaves and vines all about the area.
Round 2 (difficult terrain The Acrobatics check happen each round you want to move.)
Chalmers (17): moved & smashed jack o lantern
[b]Kurik (16): <--here now?? retcon/move?
Ejthehah (10): <--here now ?? retcon/move?
gourd creature (3) 4+10+5 (+5+6+12+18=?)
Jessenia (3): <--here now
Ra’geh Ejtehah |
Thanks GM, if possible Ejtehah would move and attack once only.
Kurik |
Thanks GM! If possible Kurik would like to retcon to this (very paladin-typical) action:
As soon as Kurik recognizes the danger, he tries to push Chalmers out of harms way.
"Get down!"
I assume Chalmers moved straight up and is standing right next to Kurik - I put a grey copy of Chalmers' token there.
Kurik attempts a bull rush, using the already rolled D20 from the attack roll above + CMB: 19 + 5 = 24 vs. CMD 14
===> Chalmers is pushed 5 + 10 = 15 feet. (orange arrow)
Kurik moves as far as he can with him...
Acrobatics - ACP: 1d20 + 0 - 7 ⇒ (3) + 0 - 7 = -4
...which isn't very far (2 squares, red arrow) - but getting Chalmers out of harm's way is his first priority.
I'm excited - thats' my first bull rush attempt in Pathfinder! :-) I just hope I got all the rules right...
Venture Teller Play b'Post |
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Using the previous roll, Etjhah Acrobatics is enough to ignore difficult terrain. (30 feet away). Yes, the bull rush looks correct to me (Chalmers and Kurik both move 2 squares). Jessenia moved up to attack last round.
The eyes and mouth of the gourd flash ever faster. The rhythm is so fast it becomes just a solid glowing light. For one hearbeat, two heartbeats... Boom! the creature's head explodes into a ball of fire! Jessenia and the paladin are caught in the radius, with only Kurik's brave actions preventing Chalmers from also being charred!
bBOOMm: 2d6 ⇒ (2, 2) = 4 Reflex 12 or better for half).
Venture Teller Play b'Post |
After taknign a minute to recover the Pathfinders have a.chance to look around. While there are a few more pumpkins in this overly thick patch, none of them are the carved-mouth, glowing eyes, fire breathing, head exploding kind.
A crumbling lumber mill, unremarkable except for the large wooden statue of Ng protruding from the front, stands to the north.