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"Let's do it, then." Charlies nods in agreement.

Salera, the Reformed |

Jiggo turns to her and smiles.
Everyone turns to her expectantly.
Salera looks towards the platform. "Jiggs, don't make a scene. Just give me the potion."
She drink the potion of flying, and the nubs at her shoulder blades burst with sudden growth into two wings of black feathers. "Feathers?" She shakes off the surprise and grabs some rope, to fly up to the top of the platform.
Acrobatics, if needed: 1d20 + 7 ⇒ (7) + 7 = 14

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Salera flies to the top of the platform and ties off the rope. The platform is 15 feet off the ground.
DC 10 Athletics to climb; Climb Speeds

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Not used to climbing, Charlies will be having a hard time to climb. He securely stows his spear and shield on his back and attempts to climb.
◆ Climb: Athletics: 1d20 + 1 ⇒ (9) + 1 = 10
Not bad, he is able to climb 5 feet up. He tries again.
◆ Climb: Athletics: 1d20 + 1 ⇒ (2) + 1 = 3
Oh, no! He will be falling if he doesn't manage to grab the rope.
↺ Grab an Edge: Reflex Save: 1d20 + 6 ⇒ (8) + 6 = 14
Whew! That was close. He tries to climb again.
◆ Climb: Athletics: 1d20 + 1 ⇒ (1) + 1 = 2
Charlies loses strength to keep a tight grip on the rope. He falls down back on the ground.
Am I doing it right?

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You only take damage if you fall more than 5 feet. If you're 10 feet up and you fall (and fail your Reflex save), you will take half of the distance you fell over 5 feet (i.e. 2 pts damage).

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"Whoa there, Charlies." Jiggo offers a helping hand to lift him up. "Just take it one step at a time." He grips the rope and gulps. "Like so:"
One!: 1d20 + 3 ⇒ (17) + 3 = 20
Two!: 1d20 + 3 ⇒ (2) + 3 = 5
Err, Two!: 1d20 + 3 ⇒ (2) + 3 = 5
Two?: 1d20 + 3 ⇒ (13) + 3 = 16
Yes, Three!: 1d20 + 3 ⇒ (17) + 3 = 20
Jiggo reaches the top and offers Salera a high five. "See? Not too bad." He lowers his hand when it's clear she's not reciprocating. "Maybe you could help Charlies' Angel and both of you could hoist them up? At worst I could dismiss you and bring you back here."

Salera, the Reformed |

The wind reminds her of the cool summer nights above Absalom. wind pushing her leathery wings above the noise of the city. Her belly full of pleasure and her latest target a broken mess. Her aerial maneuvers aren't as good, but it's a reminder of the joyful parts of her past life. Even if she has to now deal with regret.
Jiggo manages to stop making a fool of himself and climbs up the platform. Like she's ever going to congratulate him while in a crowd. She can't show weakness.
She frowns at his suggestion, but it will get this over with sooner. "Sure. Stay here." Salera flies down to ground level.
She cups her hands and kneels a bit. "Jiggs has a good idea: I can offer you a boost on your first attempt."
Salera has a +7 Athletics check. She will try to >Aid< anyone who wants it. Please make your on Aid checks. She can crit fail on a 2, so it's probably worth trying to get that juicy +1.

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Ember tries to scurry up the rope:
First try: Athletics to climb: 1d20 + 2 ⇒ (14) + 2 = 16
Salera tries to aid Athletics to aid: 1d20 + 7 ⇒ (10) + 7 = 17
One success
Second leg: Athletics to climb: 1d20 + 2 ⇒ (16) + 2 = 18
Salera tries to aid Athletics to aid: 1d20 + 7 ⇒ (9) + 7 = 16
Two success
Third leg: Athletics to climb: 1d20 + 2 ⇒ (14) + 2 = 16
Salera tries to aid Athletics to aid: 1d20 + 7 ⇒ (20) + 7 = 27
Wow! I did it!!
Ember manages to rather clumsily climb all the way up the rope on his first try.
Wow, I didn't think it would be that easy.
And in combat it will all be single digits.

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Frustrated on what just happened to him, Charlies looks into the contents of the satchel and gets interested at the scroll of gust of wind and the decanter of endless water.
"Uhmm, eh... Can I use this scroll or this flask? Maybe I'll just propel myself either of these to the top of that platform," Charlies asks.
"I'll choose this scroll then," he decides, and picks the scroll of gust of wind and unrolls it, reads its incantations, with his other hand ready towards the ground as it issues forth wind to propel him.
Do I have to roll some skill check or something?

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Based on the description of the spell, you can't really blow yourself upwards. Even if you were to deliberately crit fail the save, you'd blow yourself 30 upwards, take 2d6 damage, then take an additional 25 ft (12 pts) damage as you come back down.

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That would be a lot of damage then. I was thinking of doing it at an angle, with some little math, maybe he can make it on the top. But the chances of getting a critical failure and the damage it may incur would not be helpful. Can I take my last post back? Maybe I'll just go to trying to climb again.

Salera, the Reformed |

As Salera can fly and has a +7 bonus to Athletics. Just like Ember Redclaw did, you could ask her to >Aid< your attempts. If she hits DC 20, she gives you a +1 bonus on your next check.
If the goal is to get you to the top, maybe you could hold onto the rope while everyone pulls you up?

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Yes. you can unread the scroll. The only time you will take damage is when you're 10' up and crit fail.

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Charlies did not finish reading the contents of the scroll and rolls it back into the satchel. He braves himself to try again by tying himself with the rope and be pulled up, thanks to Sin and Grallen.
"Thanks, you know." he says happily to Sin and Grallen. He also happily accepts Salera's aid to climb him up. Estes also offers his hand to help.
Maybe tying himself with the rope and be pulled up will be enough.

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Charlies tries to climb again with Salera's help.
Charlies: Athletics: 1d20 + 1 ⇒ (2) + 1 = 3
Salera: Athletics to Aid: 1d20 + 7 ⇒ (17) + 7 = 24
Success.
Charlies: Athletics: 1d20 + 1 ⇒ (18) + 1 = 19
Salera: Athletics to Aid: 1d20 + 7 ⇒ (2) + 7 = 9
Success.
Charlies: Athletics: 1d20 + 1 ⇒ (1) + 1 = 2
Salera: Athletics to Aid: 1d20 + 7 ⇒ (3) + 7 = 10
Fail
Charlies: Reflex Save: 1d20 + 1 ⇒ (11) + 1 = 12
Salera: Reflex Save: 1d20 + 7 ⇒ (14) + 7 = 21
Success.
Charlies: Athletics: 1d20 + 1 ⇒ (9) + 1 = 10
Salera: Athletics to Aid: 1d20 + 7 ⇒ (19) + 7 = 26
Success.
Charlies is able to climb up the paltform, thanks to Salera.

Estes, Charlies' Angel |

Estes glides up into the platform.

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Eventually Charlies makes it up to the top. Sorrina is pleased with your effort and determination.
Charlies, your first check is a fail. Aid check only gives +1 to your roll if the one aiding you makes a DC 20 check. The Aid check does not make your failed check succeed.

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Sorrina leads you to a side of the hall where an elaborately staged darkwood door stands against a wall.
"Your task is to open the door. But we have made preparations to keep the door sealed, so your task won't be as easy as you think."

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"Hmm, we have a wand of >Knock<. Is anyone good at picking locks?"
"Oh! And we should look for traps, too."
Salera has a +7 bonus to Thievery. Knock provides a +4 bonus. Does anyone have a better bonus? This spell is Arcane and Occult, so Jiggo can't use the wand.
Someone with more than a +4 Perception should check for traps, too.

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"Nice wand. Can't use it..."
Sindy walks up to the door and takes a very close look at it...
perception: 1d20 + 6 ⇒ (8) + 6 = 14
Thinking it looks safe she says "No reason not to try the obvious thing.." and tries to just open it by hand...

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Ember Redclaw also watches to see what happens when Sindrailla tries the door.
I can't understand the magic in that wand of Knock either.

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”Nice door in front of us.” Charlies tries to be useful. He looks for details at the elaborately staged darkwood door.
Perception: 1d20 + 4 ⇒ (16) + 4 = 20
What do I see that can be important?

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You don't see anything remarkable about the door
Sindrailla tries the door but it doesn't budge. Sorrina laughs quietly. "Good. Trying the obvious."

Salera, the Reformed |

"If the door is just locked, I can try to open it." She walks up to the door and checks for traps or tricks.
Perception +4 to Search
"Well, looks good to me, then. Let's open this thing."
Thievery +7 to fiddle with the door and try to open it, assuming she finds a lock.

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Salera Perception: 1d20 + 4 ⇒ (17) + 4 = 21
Salera, there is a lock. No tricks or traps. Just a locked door. You will need Thieves Tools to unlock the door.

Salera, the Reformed |

"Jiggs, hand me a lockpick." Salera puts her hand behind her and waits. "Jiggs?" Jiggo shrugs and she sighs. "Riiiight."
She turns to the rest of the party. "Does anyone have thieves tools? This thing is just locked." She rotates her wrist, annoyed. "Ooor you could force the door open."
If someone has Thieves Tools, I'd like to borrow them to unlock the door. Otherwise we'll need to use Athletics to >Force Open< the door. Salera has a +4.

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"You need to be prepared for any eventuality! What if you were in the field and I'm not around to help you?!" Sorrina scolds, while handing Salera a set of lockpicks.
To open the lock, you need 4 successful checks at DC 20. Crit success counts as 2 successes. Crit fail means you break the tools.

Salera, the Reformed |

Salera smiles politely and takes the lockpicks. She briefly shows her rage to Jiggo before hiding it behind a smile. Time to get busy.
1d20 + 7 + 1 ⇒ (16) + 7 + 1 = 24 Success!
1d20 + 7 ⇒ (12) + 7 = 19
1d20 + 7 ⇒ (1) + 7 = 8 Oof
The picks break in her hand after half a minute. "We should have been prepared to use replacement picks..."

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I thought someone could cast Knock or had a scroll. Salonviel can cast arcane spells.
Salonviel gets out his own Thieves' Tools and tries the door.
Pick A Lock Thievery: 1d20 + 7 ⇒ (19) + 7 = 26
Pick A Lock Thievery: 1d20 + 7 ⇒ (17) + 7 = 24
Pick A Lock Thievery: 1d20 + 7 ⇒ (8) + 7 = 15
Pick A Lock Thievery: 1d20 + 7 ⇒ (13) + 7 = 20

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Salonviel, I think you might be the only one who can use the Wand of Knock. I only cast Divine spells, so the Wand is a Mystery to me.
None of the other casters can do Arcane or Occult spells, so we can't use the wand. Using it doesn't auto-open the door anymore. It does give a +4 bonus on Athletics or Thievery checks to open the door.
I do think Salonviel could open the door with one more roll, since he has not Crit failed.

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"Same here, Charlies speaks to put himself as cooperating. He feels useless at the moment.

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Sorrina looks on, amazed as the party successfully opens the door, though at the cost of her thieves tools. She gets her tools back from Salera with a slight huff...
"For your third challenge, remember that you don’t always have to fight your enemies. Sometimes it’s much, much wiser to sneak past them. Just be quiet as you cross the chamber of the slumbering dragon."
A smiling Sorrina leads you to an antechamber off the main hall. Lying on the floor and occupying most of the hallway is a large, plush, stuffed dragon. Sorrina speaks in a stage whisper, clearly enjoying describing the challenge.
"You need to cross the hallway without waking the dragon. If he wakes, you need to appease him or he will devour you all with his stuffed, satin, pillow-like teeth."
"All kidding aside, though, if the dragon attacks you, you fail. The creature will have abilities like a real dragon so plan your tactics accordingly."

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Jiggo's eyes widen with glee. "How long did it take to sew the dragon together? Did you invite the seamster's guild to make it? I know this one sewing class that helps children learn how to sew, can I invite them-"
Salera smiles and ruffles his hair. "Right, right. The mission." He looks through the satchel of goods.
"A scroll of >Silence<... it would work on one of us, easily."
>Sleep< scroll... only Salonviel can use it. If talking fails that may be our only chance to put it back to bed."
"I say we let Salera and Charlies' angel stay here until we finish sneaking past. Then we can dismiss and summon them when we're done."
Jiggo has a +4 to Stealth and a +7 Diplomacy. He would like to use Stealth to sneak past the dragon, and fall back on Diplomacy to apologize profusely to the dragon/bribe with other satchel items. Does anyone have a different suggestion?

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Sounds like a plan to me.
Once everyone is ready Sin will slowly and quietly try to pass the er... Dragon. She will also be looking for the best path for everyone following up...
stealth: 1d20 + 5 ⇒ (9) + 5 = 14
perception: 1d20 + 6 ⇒ (14) + 6 = 20

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"You need to go for now, my friend." Charlies says to Estes and unsummons him. The angel dissolves into glitter dust, and the Charlie's sigil stops glowing. He then walks across the hall and tries not to make any noise. He raises his shield and readies his spear.
Stealth: 1d20 + 1 ⇒ (10) + 1 = 11
Unfortunately, his nervous self for the 'dragon' makes his spear accidentally hit his raised shield with a clang.
Diplomacy: 1d20 + 6 ⇒ (15) + 6 = 21

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"Maybe we should render you silent?" Jiggo hands Ember the scroll of >Silence< "Just in case."
Jiggo waves Salera goodbye. She rolls her eyes as she disapates. The glowing smile on his hands fade away, and he prepares to move around the dragon with cat like tread!
Stealth: 1d20 + 4 ⇒ (20) + 4 = 24
He practically floats across the hallway, around the cutest plush dragon ever. How many kids' days would brighten up riding it?

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Ember uses the scroll of Silence on himself, and tiptoes past the Dragon, fake and demeaning as it is.
Once he is across, he whispers
Nasty parody of a dragon that is. Nothing like a True Dragon