GM Computerpro82 |
Crafting: 1d20 + 8 ⇒ (17) + 8 = 25
The altar appears to have been touched by an evil dwarven god. The altar provided the dark dwarves with the equivalent of an Alarm spell when anyone crossed the bridges.
Highwire Sanja |
Highwire looks at the ripped bandages, showing the exposed already-burned flesh that now has a spreading bruise beneath it. "Um ... OK, these looks pretty messed up. I think I may need some magical healing, if possible."
I'm assuming it hasn't been enough time since the last one for another Treat Wounds ... probably only 20 or so minutes since I bandaged myself up. I have a limited use boon that I can use, if needed, but I'm assuming our resources aren't so low that's necessary yet.
While exploring the area, Highwire contemplates the battle, and how it could have gone more smoothly. Taking 10 minutes to Refocus, if possible before proceeding.
Scragatha the Goblin |
"Looks like this was just an altar of some sort. The magic is gone now."
She runs to catch up with the others and pokes her head around the corner.
"Oh! Highwire, you need a pick-me-up?" She offers a minor elixir of life. Alchemist infusion, so no cost to me
GM Computerpro82 |
As Scragatha comes around the corner, she sees
Shackles hang from short chains attached to the patched walls in this room. Pallets of filthy rags litter the floor. A stone bridge rises over the lava to the north, and another hallway leads south.
Scragatha's Perception (T): 1d20 + 7 ⇒ (3) + 7 = 10
Ra'uf Steelwheels, Dog of War's Perception (T): 1d20 + 8 ⇒ (16) + 8 = 24
Zantal's Perception (E): 1d20 + 7 ⇒ (5) + 7 = 12
Galindier's Perception (E): 1d20 + 6 ⇒ (17) + 6 = 23
Ankhef Hammerstone's Perception (T): 1d20 + 8 ⇒ (1) + 8 = 9
Highwire's Perception (T): 1d20 + 7 ⇒ (18) + 7 = 25
Ra'uf Steelwheels, Dog of War's Religion (T): 1d20 + 6 ⇒ (11) + 6 = 17
Zantal's Religion (U): 1d20 + 1 ⇒ (6) + 1 = 7
Ankhef Hammerstone's Religion (T): 1d20 + 7 ⇒ (6) + 7 = 13
Highwire's Religion (T): 1d20 + 5 ⇒ (10) + 5 = 15
a crude charcoal drawing on the wall of a dog carrying a pick.
the dog and pick symbols are associated Dranngvit, from the dwarven pantheon.
To the North, you can see an island in the molten rock, where a warhammer juts from a rock cairn.
Ra'uf Steelwheels, Dog of War |
"Huh," Ra'uf says, looking at the drawing. "Mining isn't normally a shoony thing, but I suppose we would fit down some pretty narrow tunnels."
He ponders a moment, then adds, "Though this particular symbol reminds me of the dwarven deity Dranngvit."
"Anyway, let's hurry onward. I am ready for a cool dip in the ocean as soon as we can manage it."
I am easy to bot, so feel free to do so whenever needed.
Galindier Cyndoral |
"I am in agreement with our shoony friend here. Let us not tarry needlessly," said Galindier, peering at the bridge and island for any dangers.
Perception: 1d20 + 6 ⇒ (20) + 6 = 26
Scragatha the Goblin |
Scragatha frowns at the shackles. "Uh, what a terrible place to be imprisoned. Lets get out of here, That bridge looks like it leads out of the magma area. Lets go!"
She starts walking along the bridge to the other side. Almost headless of forward dangers, too concerned about the dangerous and uncomfortable heat.
Highwire Sanja |
Highwire drinks the elixir of life. "Thanks!"
Heaiing: 1d6 ⇒ 5
They nod after taking a few minutes to get their focus back. They also take some time to search the dwarves for any useful equipment they may have. "Okay, ready to move on ... Hopefully, there'll be another clue somewhere to that last wheel on the puzzle box."
GM Computerpro82 |
Scragatha's Crafting (T): 1d20 + 8 ⇒ (3) + 8 = 11
Zantal's Crafting (U): 1d20 + 1 ⇒ (4) + 1 = 5
Galindier's Crafting (T): 1d20 + 4 ⇒ (2) + 4 = 6
Ankhef Hammerstone's Crafting (T): 1d20 + 3 ⇒ (2) + 3 = 5
Highwire's Crafting (U): 1d20 + 1 ⇒ (20) + 1 = 21
Scragatha's Engineering Lore (T): 1d20 + 8 ⇒ (3) + 8 = 11
Scragatha's Perception (T): 1d20 + 7 ⇒ (12) + 7 = 19
Ra'uf Steelwheels, Dog of War's Perception (T): 1d20 + 8 ⇒ (18) + 8 = 26
Zantal's Perception (E): 1d20 + 7 ⇒ (17) + 7 = 24
Galindier's Perception (E): 1d20 + 6 ⇒ (18) + 6 = 24
Ankhef Hammerstone's Perception (T): 1d20 + 8 ⇒ (12) + 8 = 20
Highwire's Perception (T): 1d20 + 7 ⇒ (19) + 7 = 26
You can tell the bridges were made well after the explosion that drove the original dwarves that made this place away.
If have seen a number of suggestions in the GM forums that this cairn should have a plaque reading "He who can pull this hammer from this stone shall be king of the dwarves.
Everyone notices a statuette of a mole peeking out from behind the cairn.
Ra'uf Steelwheels, Dog of War's Religion (T): 1d20 + 6 ⇒ (13) + 6 = 19
Zantal's Religion (U): 1d20 + 1 ⇒ (13) + 1 = 14
Ankhef Hammerstone's Religion (T): 1d20 + 7 ⇒ (7) + 7 = 14
Highwire's Religion (T): 1d20 + 5 ⇒ (5) + 5 = 10
You recognize this cairn as a monument to Magrim, dwarven god of death, fate, and the underworld. You recognize the mole as the sacred animal of Magrim and you also know that the warhammer is the god’s favored weapon.
You have now found all the chest clues
Scragatha the Goblin |
Scragatha sees the sweet sweet relief of a room not entirely surrounded by magma up ahead. "Come'on guys, there's nothing important there, let's keep moving."
She continues across the bridge.
GM Computerpro82 |
As you continue North:
The heat in this room hits like a hammer distorting the air into a shimmering haze and obscuring the faint engravings on the dark stone walls. Two undamaged spans of speckled granite stretch south over a river of lava. Between them, on an island in the molten rock, a warhammer juts from a rock cairn.
This area has dim light from the glow of the lava, which elevates the temperature here to extreme heat. Engravings on the walls advertise general goods—evidence of the market that stood here.
Scragatha's Perception (T): 1d20 + 7 ⇒ (6) + 7 = 13
Ra'uf Steelwheels, Dog of War's Perception (T): 1d20 + 8 ⇒ (11) + 8 = 19
Zantal's Perception (E): 1d20 + 7 ⇒ (16) + 7 = 23
Galindier's Perception (E): 1d20 + 6 ⇒ (1) + 6 = 7
Ankhef Hammerstone's Perception (T): 1d20 + 8 ⇒ (3) + 8 = 11
Highwire's Perception (T): 1d20 + 7 ⇒ (2) + 7 = 9
Zantal and Ra'uf realize that a Haunt is about to Manifest
RELIVE THE RENDING: 1d20 + 8 ⇒ (2) + 8 = 10
Scragatha, Avoid Notice: 1d20 + 7 ⇒ (8) + 7 = 15
Ra'uf Steelwheels, Dog of War, Scout: 1d20 + 8 ⇒ (3) + 8 = 11
Zantal, Search: 1d20 + 7 ⇒ (16) + 7 = 23
Galindier, Search: 1d20 + 6 ⇒ (16) + 6 = 22
Ankhef Hammerstone, Follow the Expert: 1d20 + 8 ⇒ (15) + 8 = 23
Highwire, Avoid Notice: 1d20 + 7 ⇒ (1) + 7 = 8
Disable [u]DC 19 Diplomacy, Intimidation, or Religion[/u] to calm the panicked spirits, or [u]DC 21 Athletics[/u] to wrestle them into a semblance of order. Four successful checks are required to deactivate the haunt, and each attempt requires two actions.
Initiative
Bold May Act
Zantal
Ankhef Hammerstone
Galindier
Scragatha
Ra'uf Steelwheels
Highwire
RELIVE THE RENDING
Scragatha the Goblin |
Scragatha only has a +4 athletics. She's more likely to crit fail (rolling 7 or less) than succeed (rolling 17 or more). So she will not do anything at least this round
She will reload her crossbow with a frost vial (3/3 charges)
Scragatha looks around, unaware of the brewing haunt. "Huh, old market I guess. Wonder if they sold anything fun."
She moves to examine the wall engravings.
"Is it just me or is this area somehow even hotter than magma land back there?"
Zantal |
Zantal begins singing ◆((Inspire Courage)) and attempts to disarm the haunt with diplomacy. Hey there, whatever you are, we're still just peaceful explorers! diplomacy to disarm: 1d20 + 8 ⇒ (20) + 8 = 28
Ra'uf Steelwheels, Dog of War |
Ra'uf tries to determine the true nature of the haunt.
◆ Recall Knowledge (likely Religion +6)
He then decides that his martial training will serve him better than the minor amount of book learning he has.
◆◆ Disable
Athletics DC 21: 1d20 + 9 ⇒ (11) + 9 = 20
Any chance Inspire Courage applies to that? If I am wrestling spirits, that's an attack, right?
Highwire Sanja |
While Zantal distracts the spirits with kind words about being peaceful explorers, Highwire attempts to wrestle the spirits into submission.
Athletics: 1d20 + 8 ⇒ (14) + 8 = 22
GM Computerpro82 |
1 person marked this as a favorite. |
Wow. I keep seeing people talk about about how difficult people find this Haunt, and then the players at my tables just walk over it.
Zantal critically succeeds at a Diplomacy check for two successes. Yes, Ra'uf I believe this is an Attack action, like Trip or Grapple so you get the Inspire Courage and Succeed, and Highwire Succeeds as well, so you have four successes.
Zantal convinces the shades that were gathering that the group is not a threat. Ra'uf and Highwire manage to corral the few dissenting spirits.
You are out of combat.
Scragatha the Goblin |
Scragatha turns back around from the wall carvings, oblivious to the near miss of the group. "What uh were you all doing? Done playing around?"
Scragatha looks around for anything else useful or valuable before shrugging and leading the way further north.
GM Computerpro82 |
You have a room to the North and other rooms off the corridor to the West.
Which way do you want to go?
Scragatha the Goblin |
Scragatha looks back and forth between the options. "Hmmm. How about we go right guys? Sound good?"
Without actually waiting for a consensus, Scragatha peaks in the room to the right. East
GM Computerpro82 |
Scragatha looks around the corner to the East and sees an unremarkable dead end.
As Highwire enters the room to the North, he sees:
An adventurer’s pack leans against a wall here like a makeshift seat. A pile of stone debris partially blocks an exit east into a rough stone passage.
Highwire also sees the figure on the new slide 3. The figure is not very tall, so mechanically Small, about the same height as Highwire.
The figure turns around to see Highwire, and starts yelling:
Huh, wait a minute! Who are you? How did you get in here?
Galindier Cyndoral |
Galindier, feeling a tower above these shorter folk, walks in behind Highwire and greets this new face and hopefully calm them a bit, he enters the room and says, "We're explorers like yourself, I would imagine. I am Galindier Cyndoral and this one before you is Highwire, as well as our other companions. The name Elsitt Treddy would not happen to sound familiar to you, would it?"
GM Computerpro82 |
The figure responds:
No, I don't know who this Elsitt Treddy is. Who are you? You're not with the Hot Handle are you?
As you are talking, two other creatures, similar in their fire aspects approach from the West.
Scragatha the Goblin |
Scragatha turns the corner and walks into the dead end. "What? Ah, lame." she hangs her head defeated or embarrassed as she realizes it's just a dead end.
Upon hearing the shouting her snaps back up and she turns to run and rejoin the others. "Peaceful explorers!"
She eyes the fire creatures wearily. Anyone who likes this amount of heat can't be up to any good. She unslings her crossbow from her shoulder but doesn't point it at them. She yells to the other room while watching the approaching creatures. "What's going on Highwire or Galindier?"
Ra'uf Steelwheels, Dog of War |
1 person marked this as a favorite. |
Ra'uf moves up so he can see these fire creatures. "This place has been too hot to handle at times, but I do not recall anyone going by that name."
GM Computerpro82 |
Scragatha's Society (T): 1d20 + 8 ⇒ (14) + 8 = 22
Ra'uf Steelwheels, Dog of War's Society (T): 1d20 + 5 ⇒ (3) + 5 = 8
Zantal's Society (T): 1d20 + 5 ⇒ (17) + 5 = 22
Ankhef Hammerstone's Society (T): 1d20 + 3 ⇒ (3) + 3 = 6
Scragatha and Zantal realize these are lavasoul ifrits, probably from the dwarven city of Taggoret, which, thanks to its proximity to Droskar’s Crag, is home to many spontaneously born lavasoul ifrits.
I am Slayse. The other two are Rowsh and Yandrada. We had a bit of a falling out with the Hot Handle, uh, Guild back in Taggoret, so we decided to leave.
Skill Challenge:
During this event, each of you can attempt up to two total skill checks to earn the favor of one of the ifrits. A successful check to earn an ifrit’s favor earns the you 1 Alliance Point toward befriending that ifrit. Anyone who critically succeeds earns 2 Alliance Points, while a critical failure upsets the ifrit in some way, losing 1 Alliance Point. If you earn a number of Alliance Points with a given ifrit equal to or greater than half the number in your party (rounded up), you win over that ifrit.
Rowsh: The meekest of the ifrits, Rowsh wants to remain in Kazhlik until it’s safe, and to be left alone to provide for his companions. You can calm him with a DC 17 Diplomacy check, help him provide better food with a DC 13 Farming Lore check, or provide other tips for living off the land with a DC 15 Nature or Survival check.
Slayse: Slayse sees herself as her group’s shield and hammer, and she’s full of loud, empty threats. You can cut through the bluster with a DC 17 Diplomacy check, help her fortify the ruins with a DC 13 Warfare Lore or Crafting check, or respond to her bluster in kind with a DC 15 Intimidation check.
Yandrada: Yandrada is the unofficial leader of the group. You can convince her that you are worthy allies with a DC 17 Diplomacy check, provide a detailed plan for how the Pathfinder Society could help her group with a DC 13 Pathfinder Society Lore check, or provide other useful information for escaping safely with a DC 15 Society or Medicine check.
Scragatha the Goblin |
Scragatha re-slings her crossbow when it appears they weren't under immediate attack from the ifrits.
"I don't know much about them, but these are lavasoul ifrits. These ones seem sociable enough."
She approaches the two coming down the hallway. "If you're worried about the Hot Handle coming to cause trouble, I could give you some ideas on protecting this area. If you use some of the brown mold near the lava, you can create some, uh, lets call them, Anti-fire Bombs."
Crafting DC 13: 1d20 + 8 ⇒ (17) + 8 = 25
Depending on what others want to do, I can continue winning over Slayse, or I can help with Yandrada with +8 Society. I don't have any relevant skills to help with Rowsh.
GM Computerpro82 |
Skill Challenge:
During this event, each of you can attempt up to two total skill checks to earn the favor of one of the ifrits. A successful check to earn an ifrit’s favor earns the you 1 Alliance Point toward befriending that ifrit. Anyone who critically succeeds earns 2 Alliance Points, while a critical failure upsets the ifrit in some way, losing 1 Alliance Point. If you earn a number of Alliance Points with a given ifrit equal to or greater than half the number in your party (rounded up), you win over that ifrit.
Rowsh: The meekest of the ifrits, Rowsh wants to remain in Kazhlik until it’s safe, and to be left alone to provide for his companions. You can calm him with a DC 17 Diplomacy check, help him provide better food with a DC 13 Farming Lore check, or provide other tips for living off the land with a DC 15 Nature or Survival check.
0 successes of 3 needed
Slayse: Slayse sees herself as her group’s shield and hammer, and she’s full of loud, empty threats. You can cut through the bluster with a DC 17 Diplomacy check, help her fortify the ruins with a DC 13 Warfare Lore or Crafting check, or respond to her bluster in kind with a DC 15 Intimidation check.
2 successes of 3 needed
Yandrada: Yandrada is the unofficial leader of the group. You can convince her that you are worthy allies with a DC 17 Diplomacy check, provide a detailed plan for how the Pathfinder Society could help her group with a DC 13 Pathfinder Society Lore check, or provide other useful information for escaping safely with a DC 15 Society or Medicine check.
0 successes of 3 needed
Bold may act
Zantal
Ankhef Hammerstone
Galindier
Scragatha: one of two checks done
Ra'uf Steelwheels
Highwire
Highwire Sanja |
Highwire discusses with Slayse various defense options and helps to fortify the ruins.
Warfare Lore: 1d20 + 7 ⇒ (4) + 7 = 11
Will reroll that with a hero point.
Warfare Lore: 1d20 + 7 ⇒ (20) + 7 = 27
Nice! Especially since I don't have any of the other skills
After a bit of work, Highwire seems to have helped create quite a defensible position.
Only other creative thing I can think of ... Can I win them over by entering Burning Embers Stance and showing them I have studied the ways of fire? Maybe an attack or Acrobatica roll to do something impressive.
Scragatha the Goblin |
Having shown off her improvisational crafting skills to Slayse, Scragatha moves on to talk to Yandrada.
"Listen, if you are looking for ways to get out of trouble more long term. There are plenty of organizations that would gladly help you relocate or provide protection in exchange for simple work or even on a charity basis."
Society DC15: 1d20 + 8 ⇒ (3) + 8 = 11
Not going to reroll, you guys got this!
GM Computerpro82 |
Highwire, the issue with that is that the one who would be impressed with the martial prowess is Slayse, and your group already have her convinced. Your next best best is to try and convince Yandrada that you are worthy allies, which will be more difficult. If you can hit a DC 19 with your Attack Roll or Acrobatics Check, you'll have a success.
Skill Challenge:
During this event, each of you can attempt up to two total skill checks to earn the favor of one of the ifrits. A successful check to earn an ifrit’s favor earns you 1 Alliance Point toward befriending that ifrit. Anyone who critically succeeds earns 2 Alliance Points, while a critical failure upsets the ifrit in some way, losing 1 Alliance Point. If you earn a number of Alliance Points with a given ifrit equal to or greater than half the number in your party (rounded up), you win over that ifrit.
Rowsh: The meekest of the ifrits, Rowsh wants to remain in Kazhlik until it’s safe, and to be left alone to provide for his companions. You can calm him with a DC 17 Diplomacy check, help him provide better food with a DC 13 Farming Lore check, or provide other tips for living off the land with a DC 15 Nature or Survival check.
0 successes of 3 needed
Slayse: Slayse sees herself as her group’s shield and hammer, and she’s full of loud, empty threats. You can cut through the bluster with a DC 17 Diplomacy check, help her fortify the ruins with a DC 13 Warfare Lore or Crafting check, or respond to her bluster in kind with a DC 15 Intimidation check.
4 successes of 3 needed DONE
Yandrada: Yandrada is the unofficial leader of the group. You can convince her that you are worthy allies with a DC 17 Diplomacy check, provide a detailed plan for how the Pathfinder Society could help her group with a DC 13 Pathfinder Society Lore check, or provide other useful information for escaping safely with a DC 15 Society or Medicine check.
0 successes of 3 needed
Bold may act
Zantal
Ankhef Hammerstone
Galindier
Scragatha:
Ra'uf Steelwheels
Highwire - one of two checks done
Zantal |
Zantal steps casually over to Rowsh and says Listen, you've got nothing to worry about! That stuff about being peaceful explorers was all nonsense, we can slaughter anything that gets in our way! diplomacy to calm: 1d20 + 8 ⇒ (12) + 8 = 20 He then keeps chatting. Those statues at the beginning? Yeah, we crushed them, easy peasy, no problem. diplomacy to calm: 1d20 + 8 ⇒ (3) + 8 = 11
GM Computerpro82 |
Zantal's arguments start out strong, but peter out after a few minutes.
Skill Challenge:
During this event, each of you can attempt up to two total skill checks to earn the favor of one of the ifrits. A successful check to earn an ifrit’s favor earns you 1 Alliance Point toward befriending that ifrit. Anyone who critically succeeds earns 2 Alliance Points, while a critical failure upsets the ifrit in some way, losing 1 Alliance Point. If you earn a number of Alliance Points with a given ifrit equal to or greater than half the number in your party (rounded up), you win over that ifrit.
Rowsh: The meekest of the ifrits, Rowsh wants to remain in Kazhlik until it’s safe, and to be left alone to provide for his companions. You can calm him with a DC 17 Diplomacy check, help him provide better food with a DC 13 Farming Lore check, or provide other tips for living off the land with a DC 15 Nature or Survival check.
1 successes of 3 needed
Slayse: Slayse sees herself as her group’s shield and hammer, and she’s full of loud, empty threats. You can cut through the bluster with a DC 17 Diplomacy check, help her fortify the ruins with a DC 13 Warfare Lore or Crafting check, or respond to her bluster in kind with a DC 15 Intimidation check.
4 successes of 3 needed DONE
Yandrada: Yandrada is the unofficial leader of the group. You can convince her that you are worthy allies with a DC 17 Diplomacy check, provide a detailed plan for how the Pathfinder Society could help her group with a DC 13 Pathfinder Society Lore check, or provide other useful information for escaping safely with a DC 15 Society or Medicine check.
0 successes of 3 needed
Bold may act
Zantal
Ankhef Hammerstone
Galindier
Scragatha:
Ra'uf Steelwheels
Highwire one of two checks done
Highwire Sanja |
Highwire enters Burning Embers Stance, pulling off a series of movements from one of their more rigorous training katas.
Attack roll: 1d20 + 8 ⇒ (7) + 8 = 15
Galindier Cyndoral |
Galindier shares his wealth of knowledge covering viticulture with Rowsh, detailing what crops he has found that compliment them, and suggesting the best land near where they are at to consider starting such an enterprise.
Alcohol Lore, subbing in for Farming: 1d20 + 4 ⇒ (17) + 4 = 21
GM Computerpro82 |
Skill Challenge:
During this event, each of you can attempt up to two total skill checks to earn the favor of one of the ifrits. A successful check to earn an ifrit’s favor earns you 1 Alliance Point toward befriending that ifrit. Anyone who critically succeeds earns 2 Alliance Points, while a critical failure upsets the ifrit in some way, losing 1 Alliance Point. If you earn a number of Alliance Points with a given ifrit equal to or greater than half the number in your party (rounded up), you win over that ifrit.
Rowsh: The meekest of the ifrits, Rowsh wants to remain in Kazhlik until it’s safe, and to be left alone to provide for his companions. You can calm him with a DC 17 Diplomacy check, help him provide better food with a DC 13 Farming Lore check, or provide other tips for living off the land with a DC 15 Nature or Survival check.
2 successes of 3 needed
Slayse: Slayse sees herself as her group’s shield and hammer, and she’s full of loud, empty threats. You can cut through the bluster with a DC 17 Diplomacy check, help her fortify the ruins with a DC 13 Warfare Lore or Crafting check, or respond to her bluster in kind with a DC 15 Intimidation check.
4 successes of 3 needed DONE
Yandrada: Yandrada is the unofficial leader of the group. You can convince her that you are worthy allies with a DC 17 Diplomacy check, provide a detailed plan for how the Pathfinder Society could help her group with a DC 13 Pathfinder Society Lore check, or provide other useful information for escaping safely with a DC 15 Society or Medicine check.
0 successes of 3 needed
Bold may act
Zantal
Ankhef Hammerstone
Galindier one of two actions used
Scragatha:
Ra'uf Steelwheels
Highwire
Galindier Cyndoral |
Sorry I overlooked the two success detail. I initially read it on Fri but forgot.
Galindier's discussion with Rowsh will continue with suggestions for complimentary meal prep.
Cooking: 1d20 + 4 ⇒ (19) + 4 = 23 Huzzah!
GM Computerpro82 |
Galindier's culinary expertise is particularly impressive to Rowsh.
Skill Challenge:
During this event, each of you can attempt up to two total skill checks to earn the favor of one of the ifrits. A successful check to earn an ifrit’s favor earns you 1 Alliance Point toward befriending that ifrit. Anyone who critically succeeds earns 2 Alliance Points, while a critical failure upsets the ifrit in some way, losing 1 Alliance Point. If you earn a number of Alliance Points with a given ifrit equal to or greater than half the number in your party (rounded up), you win over that ifrit.
Rowsh: The meekest of the ifrits, Rowsh wants to remain in Kazhlik until it’s safe, and to be left alone to provide for his companions. You can calm him with a DC 17 Diplomacy check, help him provide better food with a DC 13 Farming Lore check, or provide other tips for living off the land with a DC 15 Nature or Survival check.
3 successes of 3 needed DONE
Slayse: Slayse sees herself as her group’s shield and hammer, and she’s full of loud, empty threats. You can cut through the bluster with a DC 17 Diplomacy check, help her fortify the ruins with a DC 13 Warfare Lore or Crafting check, or respond to her bluster in kind with a DC 15 Intimidation check.
4 successes of 3 needed DONE
Yandrada: Yandrada is the unofficial leader of the group. You can convince her that you are worthy allies with a DC 17 Diplomacy check, provide a detailed plan for how the Pathfinder Society could help her group with a DC 13 Pathfinder Society Lore check, or provide other useful information for escaping safely with a DC 15 Society or Medicine check.
0 successes of 3 needed
Bold may act
Zantal
Ankhef Hammerstone
Galindier
Scragatha:
Ra'uf Steelwheels
Highwire
Ra'uf Steelwheels, Dog of War |
"We have survived many perils to get here, but that means that we were able to survive, so getting out should be no harder. And I have treated a number of conditions in the process, so if something should happen on the way out, you can try..."
Medicine DC 15: 1d20 + 6 ⇒ (7) + 6 = 13
Medicine DC 15: 1d20 + 6 ⇒ (15) + 6 = 21
"Wait a tick, I can tie that bandage better..."
Medicine DC 15, Hero Point, Promotional Vestments: 1d20 + 6 + 1 ⇒ (8) + 6 + 1 = 15
GM Computerpro82 |
When you return to the area covered by the blue box, Galindier notices the floor is covered with Obsidian, which is created by rapidly cooling lava and is potentially quite valuable.
When you go back and open the puzzle chest, you find:
Several bottles of Chelaxian wine that remain valuable for their historic significance, with the date 3979 visible on the labels. They’re worth 2 gp
In addition, the chest holds a +1 clan dagger; one side of the blade bears an etching of a dwarven city with a magmafall safely running through it—it clearly originated in Jernashall, Tar Khadurrm’s famed center of trade.
After you pick up the bodies of the two prospectors (Gethel and Floria.) You have an uneventful return to Olfden, where Venture-Captain Luna Aldred receives your report. She thanks you for your service and promises to call on you again if she plans any further expeditions in search of Tar Khadurrm history.
When you return the prospectors’ bodies, Elsitt heaves a sob before gratefully giving you your promised reward: two-thirds of his payment from Luna.
He immediately begins preparations to hold a funeral, which he invites you to attend.
This concludes scenario 2-19, Enter the Pallid Peak for Paizocon 2022. I will report this scenario today, but leave the thread open to the end of the week. I will send out chronicle sheets by Friday, or whenever I see everyone has completed downtime activities in the Discussion tab.
I hope everyone had fun.
Ra'uf Steelwheels, Dog of War |
Milani is not a deity that many dwarves bother with, but Ra'uf will still give the dead a brief blessing before wheeling away.
Scragatha the Goblin |
1 person marked this as a favorite. |
Scragatha is happy to chat up the ifrits. Despite not liking the intense heat, she did have an affinity for fire.
Her small frame isn't conducive to helping haul the bodies back but she tries to assist the group on their return journey as best she can,. offering water and scouting ahead for dangers.
As she takes her leave, she bows. "Thank you all for an eventful mission. Please look me up next time you need my expertise."
Thanks all! It was fun! Scragatha is now level 3! Woo!
Galindier Cyndoral |
Galindier immediately appraises the wine, looking over the vintage. "This is agreeable. We could sell this for some decent coin. If you all find yourself in Kyonin, do make a stop at Cyndoral Vineyards. I will make sure you are given a warm welcome,delicious meal, and a bottle to take home; on the house of course."