GM Jhaeman's PFS1 # 5-23: 'Cairn of Shadows' (CORE) (Subtier 8-9) (Inactive)

Game Master Jhaeman

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The Exchange

M Dwarf CORE Ftr1/Wiz5/EK4 | AC21 T11 FF20 | HP 89/89 | F+10 R +6 W +8 (all +2 vs spells, SLA, poison) | Init +6 | Perc +9 | CMD 23 (27 vs bull rush, trip) | Reroll 1/1 | Bonded Spell 1/1 | Active: None | Armor: On

Things in italics are just thoughts, not said out loud. And it is not "Mr. Doan" as it is not a first name and last name - it is one name that is two words. Like Crazy Horse. He always introduces himself as "Kavor Doan" and refers to himself that way. Always both words.


Finding the drainage tunnel clear, Kavor Doan leads the Pathfinders through it to see what must be their Whispered Song contact on the other side. "Nice to meet you all. Quite a bunch, aren't you! I'm Golbrier Frosh. Let's talk as we walk--I've got friends with mounts just a few miles on!"

Away from Nisroch's pitiful lights, the journey proceeds in near pitch blackness. As you walk, Frosh explains that his sources have told him about a man named Lord Maravan, leader of the expedition sent by the Onyx Alliance. "Maravan is said to be a spellcaster of some power, having trained in the Arcanamirium in Absalom, but also an accomplished duelist who studied under a Tian Xia weaponmaster! Surely a formidable foe," Frosh observes. "A friend in the Whispered Song heard him claim he was planning on recovering a minor artifact known as an ‘Obsidian Obelisk’, and that he seems to know the location of an ancient barrow known as the Cairn of Shadows which lies within Barrowmoor."

Golbrier speaks with sadness as he says: "The Cairn of Shadows is believed to be the burial mound of a horselord chieftain named Telendrak, an ancient foe of the Midnight Lord and one whom we Desnans hold in high esteem. But it has long been defiled, turned into another site of eternal pain and torment for those who displease the Umbral Court."

Grand Lodge

NG Halfling Wizard 6 | Mods: Continual Flame (Spell Level 3) | HP 36 (-0)| AC/Tch/FF 17/14/14 (Light Fortification) | CMD 13 (+1 vs. Disarm) | F/R/W +6/+8/+8 (+2 vs. fear, Boon vs. Gaze) | Speed 20ft | Init: +6 (Forewarned) | 2 Star Reroll 1/1, Diviner's Fortune 7/7, Spells/Abilities tracked on Profile | Perc: +2, SM: +0

Kaya speaks quietly in the darkness as they move, ”Do we know where this Cairn is? We could get there first, protect the item and set traps.”

Dark Archive

Bard-8: HP 56/56; GM reroll @+4 1/1;music available 8/20; Spells avail:L1 5/(5+1)L2 3/4;L3 0/2; +1 d20 bonus 1/1; Enduring Scholar (+6) 1/1; Faction pin 1/1; Archivist (+4) 1/1; Wand CLW 30/50; Loremaster 1/1; (free-scr) knock 1/1; CSW 1/1; CLW 1/1;
knowledge take 10s:
add guidance: Arcana 40; Dungeoneering 36; Engineering 37; Geography 39; History 41; Planes 40; Religion 37 ;all others 34
(Heroism active, +2 to saves and atk)AC 20 (FF:19); Fort +6; Ref +8; Will +5 (extra +4 vs sonic & language)(extra +1 when surprised/flat footed (included in FF))(extra +1 vs evil outsiders); resist cold/4; ; Init +1; Perception -2;(+1 cmd vs grapple)

Khellek sits for a moment, resting his aged frame. As he sits he considers what he knows of the Horselords and of Telendrak in particular. Then he turns his mind to the umbral court.

"This Maravan sounds like a deadly opponent. I wonder if we could claim the prize and get away before we had to face him."

Liberty's Edge

Male 1/2 orc Rng 6/Ftr 2 | HP 69 | AC 19; Touch 12; FF 18 | F +12; R +7; W +7 | CMB+14; CMD 25 | Speed 30 ft | Init +0 | Perc +11 | Stealth: +4 Ranger 5/Fighter 2
Khellek the historian wrote:


"This Maravan sounds like a deadly opponent. I wonder if we could claim the prize and get away before we had to face him."

Grog scoffs "If my axe can make him bleed we can kill him!"

maybe you should be more of a team player bud

His demeanor changes a bit. "But if you guys want in and then OUT quickly I can run as fast as most others too and I'm okay with keeping quiet"

Liberty's Edge

Male Human (Shoanti) AC22(24) Haste AC 25/T16/FF22 F+8/R+13(14)/W+7 57/57 init +8/Per +12 Rogue 7/Cleric 1 Move 50'Active effects haste, heroism, and inspiring courage.

Two Blades listened to Golbrier describe Telendrak's burial mound.
"Do you know anything about what might be in there, like undead, evil fey, or foul creatures of the planes?" he asked.


Golbrier nods at Kaya. "My allies are trying to find out the precise location of the Cairn of Shadows, as Barrowmoor's a big place! I've arranged a route with sympathizers to our cause, and word will come down the chain if someone discovers something useful for us." He shakes his head and gives an apologetic shrug to Two Blades' question. "Sorry, no idea. But go in expecting the worst, and you can only be proved right or pleasantly wrong!"

After about an hour's walk, you see a remote farmhouse in the distance. "Wait here," Golbrier instructs. When he returns, he gives you an 'all clear' signal. "The next stretch is free of Silent Enforcers, and the Whispered Song has left us mounts just over the next hill. It'll take us about a week to get to Barrowmoor, but we'll have friends along the way!"

If anyone wants to do anything before setting off on this journey across Nidal, now's the time.

Dark Archive

Bard-8: HP 56/56; GM reroll @+4 1/1;music available 8/20; Spells avail:L1 5/(5+1)L2 3/4;L3 0/2; +1 d20 bonus 1/1; Enduring Scholar (+6) 1/1; Faction pin 1/1; Archivist (+4) 1/1; Wand CLW 30/50; Loremaster 1/1; (free-scr) knock 1/1; CSW 1/1; CLW 1/1;
knowledge take 10s:
add guidance: Arcana 40; Dungeoneering 36; Engineering 37; Geography 39; History 41; Planes 40; Religion 37 ;all others 34
(Heroism active, +2 to saves and atk)AC 20 (FF:19); Fort +6; Ref +8; Will +5 (extra +4 vs sonic & language)(extra +1 when surprised/flat footed (included in FF))(extra +1 vs evil outsiders); resist cold/4; ; Init +1; Perception -2;(+1 cmd vs grapple)

Are we likely to need anything specific such as cold weather gear?

The scholar considers the route and what obstacles his students are likely to face on the trip.

"Aside from the locals..." he begins.

"Perhaps we should try to disguise our tracks incase that bounty hunter decides we were the ones responsible for her loss. Or at least adopt a token disguise?"

Dark Archive

AC18(T12,FF16) CMD16| HP 61/70| F +9 R +5 W +14 | Init +1, Perc +7, Sense Motive +15 | Haste

I can transformed all of us as other people for less than a minute, short, but enough if someone sees us departing. proposes Jair.

I could also calls for my god's protection and be sure nobody could track us by magical means for a few days. But it will cost.

Jair will prepares endure elements for herself.

As for our enemy, it could be better if he faces the danger first. It could help us caught them unaware and with less problem.

Liberty's Edge

Male Human (Shoanti) AC22(24) Haste AC 25/T16/FF22 F+8/R+13(14)/W+7 57/57 init +8/Per +12 Rogue 7/Cleric 1 Move 50'Active effects haste, heroism, and inspiring courage.

Two Blade nodded in agreement before the group departed. As a precaution, he wrapped his scarf around his face to help hide it.

Alkso prepare Endue Elements for himself


After taking precautions against harsh weather, recognition by locals, or being tracked by Alya, the Pathfinders make good time. True to his word, Golbrier has arranged things with his extensive network of contacts so that a potentially perilous journey proceeds without a hitch!

About halfway through the seventh day of travel, Golbrier calls a halt so he can speak with one of his contacts privately. When he returns, he says "Good news is that we're almost at Barrowmoor. Bad news is that my contact says the Onyx Alliance has already found the Cairn of Shadows and started excavating it. But, good news again, he was able to pinpoint the location and we can be there within hours. Um. Maybe now's the time I should tell you that I'll lead you there, but I won't be going in. I'm a lover . . . and a singer . . . and a bit of a dancer, but not a fighter."

I'm normally a stickler for weather, terrain, navigation, rations, and all that good stuff, but the scenario hand-waves it, so we'll assume you make good time, the Whispered Song has cleared the route of danger, and it feeds you to boot!

Grand Lodge

NG Halfling Wizard 6 | Mods: Continual Flame (Spell Level 3) | HP 36 (-0)| AC/Tch/FF 17/14/14 (Light Fortification) | CMD 13 (+1 vs. Disarm) | F/R/W +6/+8/+8 (+2 vs. fear, Boon vs. Gaze) | Speed 20ft | Init: +6 (Forewarned) | 2 Star Reroll 1/1, Diviner's Fortune 7/7, Spells/Abilities tracked on Profile | Perc: +2, SM: +0

Are we cool to change a couple daily prepared spells still? I didn’t get a chance to post since we started and ended the week of traveling. If so, I just want to swap out a ‘speak with animals’ for a ‘longstrider’ in my daily prepared spells.

”Excellent! We will catch the fiends red handed.”

While heading the last short bit to the Cairn, she looks for some berries along the way (to use with goodberry).


@Kaya: Yep, you can prepare spells as desired.

The Exchange

M Dwarf CORE Ftr1/Wiz5/EK4 | AC21 T11 FF20 | HP 89/89 | F+10 R +6 W +8 (all +2 vs spells, SLA, poison) | Init +6 | Perc +9 | CMD 23 (27 vs bull rush, trip) | Reroll 1/1 | Bonded Spell 1/1 | Active: None | Armor: On

Kavor Doan will stick to his usual "fighter-mode" spells for the most part.

Endure Elements can be one of these if needed because it can be cast before he dons his armor in the morning.

The rest are V-only or cantrips
0: Detect Magic, Read Magic, Mage Hand, Light
1: True Strike (x2), Feather Fall, Alarm, Hold Portal, Endure Elements
2: Still Shield, Still Magic Missile, Still Enlarge Person, Still Burning Hands, Blur
3: Still See Invisibility, Still Levitate, Still Resist Energy, Displacement
4: Still Fly, Still Haste

(He is pretty lousy at Fly checks with his armor, which is why he now prepares Levitate; a lot of PF1 experience with armored casters has taught me that Levitate remains valuable long after you get Fly.)

"Very well, Golbrier. I, myself, am a wizard, a warrior, a merchant, and a diplomat, and so we will see how my skills match up against this Maravan who is rumored to be similarly versatile. If fighting is not one of your skills, then are you good at hiding? I hope you can remain safe outside."

Dark Archive

AC18(T12,FF16) CMD16| HP 61/70| F +9 R +5 W +14 | Init +1, Perc +7, Sense Motive +15 | Haste

This mission is doomed to fail, better that you stay outside and report our fate.

Says emotionlessly Jair before adding in a more spirited voice.

I'm ready. My spells selection is wide enough for all situations.

. 5th—breath of life (DC 22), charm monster[D] (DC 24), greater command (DC 24)
. . 4th—confusion[D] (DC 23), cure critical wounds, death ward, freedom of movement
. . 3rd—cure serious wounds, dispel magic, prayer, stone shape, suggestion[D] (DC 22), wind wall
. . 2nd—calm emotions (DC 21), remove paralysis, hold person (3, DC 21), invisibility[D], resist energy
. . 1st—charm person[D] (DC 20), command (DC 20), command (DC 20), cure light wounds, endure elements, obscuring mist, remove fear
. . 0 (at will)—detect magic, guidance, read magic, stabilize

Dark Archive

Bard-8: HP 56/56; GM reroll @+4 1/1;music available 8/20; Spells avail:L1 5/(5+1)L2 3/4;L3 0/2; +1 d20 bonus 1/1; Enduring Scholar (+6) 1/1; Faction pin 1/1; Archivist (+4) 1/1; Wand CLW 30/50; Loremaster 1/1; (free-scr) knock 1/1; CSW 1/1; CLW 1/1;
knowledge take 10s:
add guidance: Arcana 40; Dungeoneering 36; Engineering 37; Geography 39; History 41; Planes 40; Religion 37 ;all others 34
(Heroism active, +2 to saves and atk)AC 20 (FF:19); Fort +6; Ref +8; Will +5 (extra +4 vs sonic & language)(extra +1 when surprised/flat footed (included in FF))(extra +1 vs evil outsiders); resist cold/4; ; Init +1; Perception -2;(+1 cmd vs grapple)

Khellek looks over his group of students with a slightly worried expression on his face.

"Now, there is no need to tell you there are dangers within. But I think that we are pretty well prepared. Take nothing at face value! "

He then starts to offer some more specific advice.


"You are all so brave!" Golbrier observes, becoming misty-eyed. "Takes these--you can put them to better use than me!" He takes off his silk vest and pulls a pair of boots out of his pack. "They're enchanted!"

Golbrier leads you further on until you reach the foothills of the Mindspin Mountains in what is known as the Atteran Ranches region of Nidal. The Barrowmoor is dotted with charcoal-encrusted mounds. "These mounds hold the remains of the first inhabitants of our land. Locals have a taboo about entering Barrowmoor, believing that ancient curses will fall upon any trespassers. I tend to agree with them!" He looks around for a few minutes, and then points. "That must be the one!"

The barrow mound holding the entrance to the Cairn of Shadows is a tall mount of rock and gray earth, thirty feet in diameter and twenty feet high. One side has been excavated with piles of dirt and loose rocks tossed about. The excavation into the tomb is only a few yards deep, beyond which is an archway made of black stone.

"May Lady Luck walk with you, whatever may come."

Golbrier has given you a vest of escape and boots of striding and springing.

Liberty's Edge

Male Human (Shoanti) AC22(24) Haste AC 25/T16/FF22 F+8/R+13(14)/W+7 57/57 init +8/Per +12 Rogue 7/Cleric 1 Move 50'Active effects haste, heroism, and inspiring courage.

Two Blades nodded in agreement as he looked over the entrance to the Cairn of Shadows. "Cairn of Shadows, I am known as Two Blades in the Shadows, pleased to meet you. he said with a bow.

"May the natural shadows protect us and let's hope there are not the other type here"

Perception, +2 for traps: 1d20 + 12 ⇒ (11) + 12 = 23

Liberty's Edge

Male 1/2 orc Rng 6/Ftr 2 | HP 69 | AC 19; Touch 12; FF 18 | F +12; R +7; W +7 | CMB+14; CMD 25 | Speed 30 ft | Init +0 | Perc +11 | Stealth: +4 Ranger 5/Fighter 2

"Anyone mind if I wear the boots?"

Dark Archive

Bard-8: HP 56/56; GM reroll @+4 1/1;music available 8/20; Spells avail:L1 5/(5+1)L2 3/4;L3 0/2; +1 d20 bonus 1/1; Enduring Scholar (+6) 1/1; Faction pin 1/1; Archivist (+4) 1/1; Wand CLW 30/50; Loremaster 1/1; (free-scr) knock 1/1; CSW 1/1; CLW 1/1;
knowledge take 10s:
add guidance: Arcana 40; Dungeoneering 36; Engineering 37; Geography 39; History 41; Planes 40; Religion 37 ;all others 34
(Heroism active, +2 to saves and atk)AC 20 (FF:19); Fort +6; Ref +8; Will +5 (extra +4 vs sonic & language)(extra +1 when surprised/flat footed (included in FF))(extra +1 vs evil outsiders); resist cold/4; ; Init +1; Perception -2;(+1 cmd vs grapple)

Khellek offers a short bow to Grog.

"Go ahead Mr Grog. I suspect they will be more use to you than that will to me."

Are there any relevant checks we can make as to what type of creatures are associated with these places and Nidal in particular? And if so... I'm keen to learn about resistances and immunities of them

Dark Archive

AC18(T12,FF16) CMD16| HP 61/70| F +9 R +5 W +14 | Init +1, Perc +7, Sense Motive +15 | Haste

Take the boots, I don't mind. Says Jair before adding in a disheartened tone The mission is doomed anyway...

She draws her wand of bless and says. Lets go.


As Grog dons the magical boots, Two Blades in the Shadows examines the entrance for danger.

@Khellek: Sorry, you can make inferences from what you've learned so far, but there are no standalone knowledge checks for more.

@Jair: You're sounding like my doomsayer oracle of Groetus PFS!

Two Blades:
You don't believe there are any traps on the entrance per se, but you can't help but notice there are no footprints on the far side of the archway. It's as if those who pass through it simply . . . disappear.

Grand Lodge

NG Halfling Wizard 6 | Mods: Continual Flame (Spell Level 3) | HP 36 (-0)| AC/Tch/FF 17/14/14 (Light Fortification) | CMD 13 (+1 vs. Disarm) | F/R/W +6/+8/+8 (+2 vs. fear, Boon vs. Gaze) | Speed 20ft | Init: +6 (Forewarned) | 2 Star Reroll 1/1, Diviner's Fortune 7/7, Spells/Abilities tracked on Profile | Perc: +2, SM: +0

Kaya touches their guide’s arm as she moves up towards the Cairn, ”The spirits of the land will protect you, take cover and wait for our return.”

She pulls a wand, activates it to sharpen Droog’s claws and teeth then casts a different spell upon herself, suddenly moving quicker than before. And lastly she touches Droog again and her fur thickens quite a bit (barkskin 70m).

Dark Archive

AC18(T12,FF16) CMD16| HP 61/70| F +9 R +5 W +14 | Init +1, Perc +7, Sense Motive +15 | Haste

Jair went to Hell, and haven't came back her full self :D

The Exchange

M Dwarf CORE Ftr1/Wiz5/EK4 | AC21 T11 FF20 | HP 89/89 | F+10 R +6 W +8 (all +2 vs spells, SLA, poison) | Init +6 | Perc +9 | CMD 23 (27 vs bull rush, trip) | Reroll 1/1 | Bonded Spell 1/1 | Active: None | Armor: On

@Two Blades in the Shadows - do you want the Vest of Escape?

Kavor Doan draws his wand of Shield and enters the barrow.

Liberty's Edge

Male Human (Shoanti) AC22(24) Haste AC 25/T16/FF22 F+8/R+13(14)/W+7 57/57 init +8/Per +12 Rogue 7/Cleric 1 Move 50'Active effects haste, heroism, and inspiring courage.

Two Blades looked closer at the entrance way. "Something doesn't look right. The footsteps disappear on the other side." he said.

Yes, will gladly take the vest. I suspect that I will need the bonuses:)

Dark Archive

AC18(T12,FF16) CMD16| HP 61/70| F +9 R +5 W +14 | Init +1, Perc +7, Sense Motive +15 | Haste

Jair comes closer, calls for her god's guidance and casts detect magic in the area.

May the secret of Magic helps me.

Casts Guidance and Detect Magic

Dark Archive

Bard-8: HP 56/56; GM reroll @+4 1/1;music available 8/20; Spells avail:L1 5/(5+1)L2 3/4;L3 0/2; +1 d20 bonus 1/1; Enduring Scholar (+6) 1/1; Faction pin 1/1; Archivist (+4) 1/1; Wand CLW 30/50; Loremaster 1/1; (free-scr) knock 1/1; CSW 1/1; CLW 1/1;
knowledge take 10s:
add guidance: Arcana 40; Dungeoneering 36; Engineering 37; Geography 39; History 41; Planes 40; Religion 37 ;all others 34
(Heroism active, +2 to saves and atk)AC 20 (FF:19); Fort +6; Ref +8; Will +5 (extra +4 vs sonic & language)(extra +1 when surprised/flat footed (included in FF))(extra +1 vs evil outsiders); resist cold/4; ; Init +1; Perception -2;(+1 cmd vs grapple)

Khellek takes off his glasses, peers into the entrance, polishes them, and then peers again.

"Perhaps there is some type of teleportation magic and the entrance just marks a transition point?"

He considers matters for a moment as he investigates it.

Casts detect magic

"Mr Grog and Mr... well.. Blades? I think I have some additional advice for you."

Casts heroism on the Grog and Two blades in the shadows, as well as himself. This is an extended version so hopefully good for as long as we are in there.

Liberty's Edge

Male 1/2 orc Rng 6/Ftr 2 | HP 69 | AC 19; Touch 12; FF 18 | F +12; R +7; W +7 | CMB+14; CMD 25 | Speed 30 ft | Init +0 | Perc +11 | Stealth: +4 Ranger 5/Fighter 2

Grog grips his axe. "You guys ready to go in?"


Just as Jair and Khellek begin examining the archway with magic, Kavor Doan steps into the archway and suddenly disappears from sight!

Jair & Khellek:
Your Round 1 result tells you that the archway radiates magic.

Kavor Doan:
You suddenly find yourself in a large hall that stretches to some great height, its ceiling too high to see. Chains of every size and length hang from above, filling the space with delicate clinks and slow scraping sounds as they gently sway in some unfelt breeze.
The depth and height of the chamber are difficult to assess as the chains obscure vision beyond a few feet, but through the forest of chains comes the sound of strangely slow running water. The archway is still visible behind you, but you don't see anything but darkness on the far side.

Liberty's Edge

Male Human (Shoanti) AC22(24) Haste AC 25/T16/FF22 F+8/R+13(14)/W+7 57/57 init +8/Per +12 Rogue 7/Cleric 1 Move 50'Active effects haste, heroism, and inspiring courage.

"I guess we had may as well follow Kavor Doan" Two Blades said as eh drew his rapier and short sword. "Let's go" he added.

Grand Lodge

NG Halfling Wizard 6 | Mods: Continual Flame (Spell Level 3) | HP 36 (-0)| AC/Tch/FF 17/14/14 (Light Fortification) | CMD 13 (+1 vs. Disarm) | F/R/W +6/+8/+8 (+2 vs. fear, Boon vs. Gaze) | Speed 20ft | Init: +6 (Forewarned) | 2 Star Reroll 1/1, Diviner's Fortune 7/7, Spells/Abilities tracked on Profile | Perc: +2, SM: +0

Kaya activates light upon her hide armor and waits to see if anything is discovered by the more knowledgeable of the group.

Dark Archive

Bard-8: HP 56/56; GM reroll @+4 1/1;music available 8/20; Spells avail:L1 5/(5+1)L2 3/4;L3 0/2; +1 d20 bonus 1/1; Enduring Scholar (+6) 1/1; Faction pin 1/1; Archivist (+4) 1/1; Wand CLW 30/50; Loremaster 1/1; (free-scr) knock 1/1; CSW 1/1; CLW 1/1;
knowledge take 10s:
add guidance: Arcana 40; Dungeoneering 36; Engineering 37; Geography 39; History 41; Planes 40; Religion 37 ;all others 34
(Heroism active, +2 to saves and atk)AC 20 (FF:19); Fort +6; Ref +8; Will +5 (extra +4 vs sonic & language)(extra +1 when surprised/flat footed (included in FF))(extra +1 vs evil outsiders); resist cold/4; ; Init +1; Perception -2;(+1 cmd vs grapple)

Khellek keeps studying the portal as the others start to file through it.

"Knowledge is power." he mutters.

Dark Archive

AC18(T12,FF16) CMD16| HP 61/70| F +9 R +5 W +14 | Init +1, Perc +7, Sense Motive +15 | Haste

Agreed. says Jair who continues to concentrate on the magic.


As Two Blades urges action, Khellek and Jair continue concentrating.

Khellek & Jair:
In your second round of concentration, you discern there's a single strong magical aura permeating the archway. You can go ahead and roll a Knowledge (arcana) check for the third round of concentration.

Dark Archive

AC18(T12,FF16) CMD16| HP 61/70| F +9 R +5 W +14 | Init +1, Perc +7, Sense Motive +15 | Haste

GM, Jair & Khellec:
Know. Arcana: 1d20 + 7 + 1 ⇒ (17) + 7 + 1 = 25

Jair finishes to concentrates for 3 rounds and understand a little more about the magic in place.


Jair:
You believe a conjuration (teleportation) effect is in play here!

The Exchange

M Dwarf CORE Ftr1/Wiz5/EK4 | AC21 T11 FF20 | HP 89/89 | F+10 R +6 W +8 (all +2 vs spells, SLA, poison) | Init +6 | Perc +9 | CMD 23 (27 vs bull rush, trip) | Reroll 1/1 | Bonded Spell 1/1 | Active: None | Armor: On

Kavor Doan:
The Eldritch Knight tries to discern what might have happened.
Would Spellcraft allow him to figure it out?
Spellcraft: 1d20 + 10 ⇒ (2) + 10 = 12
He waits quietly for a few moments, listening.
Perception: 1d20 + 9 ⇒ (11) + 9 = 20

Dark Archive

Bard-8: HP 56/56; GM reroll @+4 1/1;music available 8/20; Spells avail:L1 5/(5+1)L2 3/4;L3 0/2; +1 d20 bonus 1/1; Enduring Scholar (+6) 1/1; Faction pin 1/1; Archivist (+4) 1/1; Wand CLW 30/50; Loremaster 1/1; (free-scr) knock 1/1; CSW 1/1; CLW 1/1;
knowledge take 10s:
add guidance: Arcana 40; Dungeoneering 36; Engineering 37; Geography 39; History 41; Planes 40; Religion 37 ;all others 34
(Heroism active, +2 to saves and atk)AC 20 (FF:19); Fort +6; Ref +8; Will +5 (extra +4 vs sonic & language)(extra +1 when surprised/flat footed (included in FF))(extra +1 vs evil outsiders); resist cold/4; ; Init +1; Perception -2;(+1 cmd vs grapple)

Khellek considers the aura

GM:
arcana T10: 10 + 30 = 40


With one of their number disappeared, the remaining Pathfinders try to discern what has happened.

Khellek:
The archway radiates conjuration (teleportation) magic of a particular kind associated with interplanar travel!

Kavor Doan:
The magical effect seems inexplicable--one moment you were walking toward the archway and suddenly you reappeared a few feet beyond it, and your allies have vanished! Meanwhile, the ominous creaking and scraping of the chains continues. Because of how dense they are, it's hard to see more than a few feet in any direction.Sorry, you failed the Spellcraft check.

Grand Lodge

NG Halfling Wizard 6 | Mods: Continual Flame (Spell Level 3) | HP 36 (-0)| AC/Tch/FF 17/14/14 (Light Fortification) | CMD 13 (+1 vs. Disarm) | F/R/W +6/+8/+8 (+2 vs. fear, Boon vs. Gaze) | Speed 20ft | Init: +6 (Forewarned) | 2 Star Reroll 1/1, Diviner's Fortune 7/7, Spells/Abilities tracked on Profile | Perc: +2, SM: +0

Kaya moves up to the entrance with her kitty, ”So what is it? Illusion? Disintegration? Transportation? Something else?”

Dark Archive

Bard-8: HP 56/56; GM reroll @+4 1/1;music available 8/20; Spells avail:L1 5/(5+1)L2 3/4;L3 0/2; +1 d20 bonus 1/1; Enduring Scholar (+6) 1/1; Faction pin 1/1; Archivist (+4) 1/1; Wand CLW 30/50; Loremaster 1/1; (free-scr) knock 1/1; CSW 1/1; CLW 1/1;
knowledge take 10s:
add guidance: Arcana 40; Dungeoneering 36; Engineering 37; Geography 39; History 41; Planes 40; Religion 37 ;all others 34
(Heroism active, +2 to saves and atk)AC 20 (FF:19); Fort +6; Ref +8; Will +5 (extra +4 vs sonic & language)(extra +1 when surprised/flat footed (included in FF))(extra +1 vs evil outsiders); resist cold/4; ; Init +1; Perception -2;(+1 cmd vs grapple)

Khellek growls. "Dimensional magic. They have not just been whisked away to another place, but another plane."

GM:
If I continue to concentrate can I tell any more? Such as what plane?


Khellek:
As your Take 10 on Knowledge (planes) is a 40, I think it'd be fair for you to realise it must be a demiplane that you're not familiar with.

Dark Archive

AC18(T12,FF16) CMD16| HP 61/70| F +9 R +5 W +14 | Init +1, Perc +7, Sense Motive +15 | Haste

In this case, we need to go too. I don't like to go blind, but it seems that the only way to get inside.

Jair waits for Khellec's go before moving in.

Dark Archive

Bard-8: HP 56/56; GM reroll @+4 1/1;music available 8/20; Spells avail:L1 5/(5+1)L2 3/4;L3 0/2; +1 d20 bonus 1/1; Enduring Scholar (+6) 1/1; Faction pin 1/1; Archivist (+4) 1/1; Wand CLW 30/50; Loremaster 1/1; (free-scr) knock 1/1; CSW 1/1; CLW 1/1;
knowledge take 10s:
add guidance: Arcana 40; Dungeoneering 36; Engineering 37; Geography 39; History 41; Planes 40; Religion 37 ;all others 34
(Heroism active, +2 to saves and atk)AC 20 (FF:19); Fort +6; Ref +8; Will +5 (extra +4 vs sonic & language)(extra +1 when surprised/flat footed (included in FF))(extra +1 vs evil outsiders); resist cold/4; ; Init +1; Perception -2;(+1 cmd vs grapple)

"Yes, I agree ms Whisper. I conject the gate is to some type of demi-plane. And given its location... I fear it will be a most unpleasant experience."

The scholar sighs, draws his walking stick and plunges into the cain's entrance.

Grand Lodge

NG Halfling Wizard 6 | Mods: Continual Flame (Spell Level 3) | HP 36 (-0)| AC/Tch/FF 17/14/14 (Light Fortification) | CMD 13 (+1 vs. Disarm) | F/R/W +6/+8/+8 (+2 vs. fear, Boon vs. Gaze) | Speed 20ft | Init: +6 (Forewarned) | 2 Star Reroll 1/1, Diviner's Fortune 7/7, Spells/Abilities tracked on Profile | Perc: +2, SM: +0

As soon as Khellek indicates it theoretically could be safe to head in, Kaya and Droogami step through.

Liberty's Edge

Male 1/2 orc Rng 6/Ftr 2 | HP 69 | AC 19; Touch 12; FF 18 | F +12; R +7; W +7 | CMB+14; CMD 25 | Speed 30 ft | Init +0 | Perc +11 | Stealth: +4 Ranger 5/Fighter 2

Grog jumps in.

"Here goes nothin'!"


The remaining Pathfinders decide to jump through the archway! After a moment's disorientation, they find themselves in a large hall that stretches to some great height, its ceiling too high to see.

Chains of every size and length hang from above, filling the space with delicate clinks and slow scraping sounds as they gently sway in some unfelt breeze.

The depth and height of the chamber are difficult to assess as the chains obscure vision beyond a few feet, but through the forest of chains comes the sound of strangely slow running water.

Just behind, the archway stands, but nothing can be seen through it.

Fortunately, Kavor Doan is here, having had the wisdom to wait for his allies.

Dark Archive

AC18(T12,FF16) CMD16| HP 61/70| F +9 R +5 W +14 | Init +1, Perc +7, Sense Motive +15 | Haste

Jair puts away her wayfinder to cast light and says Lets go. then adds doomed awaits us all.

The Exchange

M Dwarf CORE Ftr1/Wiz5/EK4 | AC21 T11 FF20 | HP 89/89 | F+10 R +6 W +8 (all +2 vs spells, SLA, poison) | Init +6 | Perc +9 | CMD 23 (27 vs bull rush, trip) | Reroll 1/1 | Bonded Spell 1/1 | Active: None | Armor: On

Kavor Doan takes a moment for his eyes to adjust to the Light spell.

Humans...

"Glad you made it. Should we seek out the source of that sound? Possibly a stream."

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