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diplo: 1d20 - 1 ⇒ (20) - 1 = 19
Gimme some Aid here!
I'm sure you only have good intentions, and the town must be praised for taking care of its less fortunate, the weak, the young and the old. The world outside the town has its sins, I agree, but it has its virtues too. You say outsiders don't understand, and fear the worst. Allow me to say you might be right... but give a thought to this: do you think you understand the world outside the world, don't you think you fear the worst at first glance? May I recall you you asked us to give our weapons when we arrived, that we obeyed your rules, even without understanding them, and that we have nonetheless done everything we could to defend your folks, to the best of our abilities, without any hesitation?
Eredur watches the sherif
Let me tell you a short story. I am a dwarf, and I am proud of being one. I grew among dwarves, mostly. When I started working with the Pathfinders, I meet people from different horizons, different races, with different faiths and opinions. And if at first I was as stubborn as a dwarf can be, if I felt superior and destined to greatness throught hard work and dedication, I soon learned the most important lessons in my life, because every people I worked with into the Pathfinders allowed me to grow, to learn, to become curious and respectful of the others without being blinded by my own pride. All the things I couldn't be able to learn that easily if I stayed at home, surrounded by dwarves like me, talking only in the dwarfish tongue about dwarfish interests.

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Grilgoth is surprised as the dwarf is strangely eloquent. She is not good with people, any people but she does try to help Erudur.
Diplomacy, Aid DC 10: 1d20 - 2 ⇒ (14) - 2 = 12
"We are only trying to help. We don't mean to pry."
That is one aid but we still need one more! :)

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Aid Diplomacy: 1d20 - 3 ⇒ (1) - 3 = -2 LOL.
Baldrum nods and points to Eredur.
"What he said."
We still need one more aid! O:-P

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Ezekiel bided his time, listening to the others, While it may be off mission Nistivio, I intend to help this town, proving to them that we can indeed help. I cannot allow a threat to the innocent to stand, and I would ask you to join me in helping.
diplomacy, aid: 1d20 + 7 ⇒ (10) + 7 = 17
Thank you for sharing Sheriff, we harbor no assumptions about your people here in Mercy, we honestly just want to know about our colleague, and I trust that no one here had anything to do with it. The mystery continues alas. Please then, keep your family’s arrows. I will figure it out on my own, no bows in town mean we cannot use these arrows, but if you wish I will bear one into battle in honor of yourself, your aunt, and Mercy.

miteke |

As per the spoiler:
"Since you don’t seem likely to leave well enough alone, I’ll tell you this much—its part of how we grow up here in Mercy. We all went through that part of our lives and came out stronger than before. Why don’t you ask people in Alkenstar what they think of people with the touch of the Wastes about them? I’m sure they’d be more than happy to fill your ears with hateful drivel about ‘mutants.’ We’re different than what you see out deep in the Wastes, but would they understand that?"

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"I suggest we stay focused on the matter at hand: payment for services about to be rendered. Sheriff, I suggest that, since you and the other townsfolk seem unable to use the weapons and magical paraphernalia you would like us to use to destroy this monster, that, should we be successful, we will keep as compensation any of the items that are left intact after the battle. Should we fail, the items will be returned to you." Nistivo quickly jots down the terms in a contract and holds it out to the sheriff.

miteke |

The sheriff looks at the piece of paper handed to him with a bit of confusion.
"If you need me to sign this paper for you to deal with the creature, I will. The terms are acceptable. As you say, we have no need of them, and ridding ourselves of this creature would be worth the loss of these items."
He does give the special arrow a wistful look though.

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Nistivo retrieves the signed document and puts it in a secure inner pocket of his robes. "A pleasure doing business with you. Very well everyone, please form up--warriors to the front. We have a monster to hunt!" Nistivo moves to the rear of the formation, cradling his spotless crossbow.

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I'd like to check on the doll, if it's still here. Maybe it can give us some informations about what happened. Knowledge is power.

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I'd like to check on the doll, if it's still here. Maybe it can give us some informations about what happened. Knowledge is power.
Baldrum simply nods.

miteke |

You all enter the painted house and find the doll (see slide 10) hiding under the bed as expected. When discovered she wordlessly offers them a scrunched up scroll in her hand. It is a scroll of enter image, following that she says “I am Nira. I do not know you. You are not from Mercy. You find Mercy. You find murder." Exiting her hiding place and peering out the door she adds "Murder gone now.” She walks with an unusual lurching motion and her head hangs at an odd angle as if under great weight. The doll seems extremely confused and disoriented and not particularly eloquent.
Soulbound dolls can serve as companions, surrogate children, servants, guards, and sentries, as desired by their creators. Creators of soulbound dolls typically take care to take soul fragments from people whose personality traits the crafters wish to see in their dolls.

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Knowledge: Arcana t, guidance: 1d20 + 4 + 1 ⇒ (3) + 4 + 1 = 8 Of course it's a 3...
Using my domain ability Recall to reroll a Knowledge check:
Knowledge: Arcana t, guidance + Recall: 1d20 + 4 + 1 + 3 ⇒ (1) + 4 + 1 + 3 = 9 LOL. Just LOL.
And the Dicebot so: "You know nothing, Jon Snow Baldrum Battlehand!"
Baldrum asks: "Murder? Do you mean the cloaker?"

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24 Knowledge Arcana on a take 10.
The alchemist instantly sees what this creature is, a soul bound doll.
"Hi Nira. Do you know where your creator is?"

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Know Arcana: 1d20 + 11 ⇒ (12) + 11 = 23
Is Mercy a person?

miteke |

"Cloak... Er? ... Shadow murder. Shadow murder..."
She pauses as if she can't remember exactly who the shadow murdered and Grilgoth's question confuses her even more.
Fortunately Eredur's question leaves her on more solid intellectual footing.
Is Mercy a person?
"Mercy here, you here, you help. You help children."
Mercy is the name of the town, silly.Again she pushes the scroll at the group.
@Grilgoth & Eredur
With your rolls you can pick 2 questions from the usual list each.

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Eredur picks up the scroll, as the doll seems to want to give it to them.
Special defenses and abilities
What's happening to the children here? Are they preyed upon specifically?

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Grilgoth is curious about why the construct is in a confused state.
I will take Spell Like Abilities (if any) and a possible explanation for the current mental state of the soul bound doll.

miteke |

Spell-Like Abilities (CL 3rd, concentration +2)
3/day—light, mage hand, open/close, prestidigitation
1/day—levitate
DR 2/magic
Special Attacks splintering joints, splinterspray
Splintering Joints (Ex) As a swift action, Nira can cause vicious splinters and thorns to emerge from her joints, which deal 1d6 points of damage per round to any creature grappling her.
Splinterspray (Ex) Nira can unleash barrage of splinters and brambles from her body three times per day as a standard action. This effect creates a 15-foot conical burst of jagged splinters, dealing 3d6 points of piercing damage to all creatures in the area. A DC 11 Reflex saving throw halves this damage. The save DC is Constitution-based
The soul bound doll contains a fragment of another creature’s soul. There has been enough information given you that you should be able to figure out who that was. The binding process strips most of the individuality from the soul, making a new soulbound doll an almost blank slate. Despite this process, fragments of the original creature’s personality remain. But imagine you woke up one day with very little memory of who you were. That is the source of her confusion. It also means questioning her is likely to produce unreliable results.
She does not seem to know what happened to the children, but you may assume her previous personality did from what she has told you. Any specific questions on the topic just seem to confuse her as she searches her memories and comes up with nothing but holes. She has told you how you can find out for yourselves.

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"Hm, perhaps this 'shadow' the thing speaks of is the very same creature we've been commissioned by the sheriff to hunt! And if we find its lair, perhaps we'll find what's left of Amenira, completing two lucrative commissions at the same time."

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Grilgoth nods at Nistivo's prognostication.
"You might indeed be right about this but let us hope that we find Amenira alive and well."
"At any rate hunting down the Cloaker seems to be our best course of action."

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Eredur picks up the scroll, as the doll seems to want to give it to them.
Special defenses and abilities
What's happening to the children here? Are they preyed upon specifically?
"I think that's what this scroll of enter image is for - to find out..."

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"Hm, perhaps this 'shadow' the thing speaks of is the very same creature we've been commissioned by the sheriff to hunt! And if we find its lair, perhaps we'll find what's left of Amenira, completing two lucrative commissions at the same time."
"I agree. Hopefully we can find something good in its lair."

miteke |

Enter image is on most spellcaster's spell lists. It is a level 3 spell which will require a caster level check of 5 if you are not of sufficient level, but your level 5 wizard could cast it with ease.
You all set off to follow the bats. Five miles south of Mercy, a dark crevice splits open the landscape. An oppressive heat pours out of the fracture, and the area smells like rotting flesh. Though not too deep (30'), the descent looks dark, warm, and claustrophobic, and gets messier the further you descend with dripping vines and tangles of branches. The upper part of the descent looks pretty easy to navigate, though some climbing skill or luck is required. From the looks of things, though, as you get lower it will get significantly more difficult.
If you made a a DC 20

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Baldrum checks out the crevice with mundane means and with detect magic.
Perception, guidance: 1d20 + 7 + 1 ⇒ (3) + 7 + 1 = 11 (rolled just for flavor)
"There's a moderate aura of transmutation and conjuration down there. Looks like we came to the right place. We have to climb down, but the lower part seems very difficult. However, I carry more than enough rope - if we make knots that should make it easier to climb."
The monk starts to knot his ropes.
Baldrum has 2x 50ft silk rope. Even knotted it covers 50ft of distance.
If we do not find anything to tie the rope to, Baldrum will hold the rope for the others and afterwards climb down normally. He is also willing to lower those down who aren't confident in their climbing skills.
Edit: forgot to roll the climb check... *facepalm*
Climb, guidance: 1d20 + 7 + 1 ⇒ (12) + 7 + 1 = 20

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"I suggest we make a great deal of noise and lure the monster out. Better to fight it on open ground than in its lair. And, that cavern looks filthy!"

miteke |

Master Nistivo Cirek's plan to avoid the descent does not work. Do I see a wand of prestidigitation in his future?
Master Nistivo Cirek can practically hear Master Marcos Farabellus berating him for worrying about getting dirty. With relief he realizes that it is only in his head :)
I will need climb rolls from each of you. Your climbing speed is 1/4 your movement which is 5' per roll for most of you. You may go faster (1/2 your movement) but the roll will be at -5. Fewer rolls but harder rolls. Because of the rope the DC is 5, but because of the moisture in the lower half making the rope slippery it becomes a DC 10 after the first 15'.

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Grilgoth looks at her canine and decides that it is best to leave him behind for now.
Handle Animal, DC 10, Guard: 1d20 - 2 ⇒ (14) - 2 = 12
The alchemist is surprised when Fluffy takes her command after the first attempt.
"Good doggie!"
"Ok, I am going to need a couple of minutes before we go down."
The alchemists whips up a couple of extracts in two minutes flat. She then downs two extracts straight away. She easily grabs her backpack off of her faithful hound with her new found carrying capacity. The alchemist drinks an extract of Monkey Fish and a potion of Mage Armor right before descending below with the provided rope.
Potion Consumed: Mage Armor.
Extracts Consumed: Heightened Awareness, Ant Haul and Monkey Fish.
Climb check 16 on a take 10. She has a Climb Speed of 10 feet as well so she retains her dexterity bonus while climbing.

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Climb: 1d20 + 1 ⇒ (14) + 1 = 15
After using charges of his wand of magic armor to give himself and his familiar And anyone who needs it, so far 2 charges used some more protection, Eredur climbs the rope down

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@Patchouli - In general heavy armor is a trap option in PFS where exploration and mobility is important. You will need to shed your armor or heal yourself after falling or you could get lucky (a 13 is not an impossible roll). :)
Grilgoth is sure to keep her distance from the less sure footed (or handed) members of the party during her descent down the rope.

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@Patchouli - In general heavy armor is a trap option in PFS where exploration and mobility is important. You will need to shed your armor or heal yourself after falling or you could get lucky (a 13 is not an impossible roll). :)
Grilgoth is sure to keep her distance from the less sure footed (or handed) members of the party during her descent down the rope.
Well, for a fighter heavy armor can work as armor training comes online bit by bit. Also, a decent STR score and one skill rank in climb (if it’s a class skill for your char) can get you far. Same goes for swimming, btw.
@Patchouli: I already offered to lower you (and anyone else who doesn't really want to climb) down - let's see what our GM says...
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@Patchouli - In general heavy armor is a trap option in PFS where exploration and mobility is important. You will need to shed your armor or heal yourself after falling or you could get lucky (a 13 is not an impossible roll). :)
Grilgoth is sure to keep her distance from the less sure footed (or handed) members of the party during her descent down the rope.
Are you suggesting Patchouli to undress in front of the group? Also, she got built-in Freedom of Movement from Liberation domain, which helps. She is only 3xp and can't even afford a potion of Monkey Fish after buying that armor.

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Generally there are substantial undergarments underneath heavy armor. Not only for modesty but for practical purposes as well (imagine the chafing!). It does seem to be the reasonable thing to do from a non-gaming standpoint but it does not really matter too much in-game. At worst it would be a few charges off a healing wand if you fall. :)

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Are you suggesting Patchouli to undress in front of the group?
I don't think it was meant that way. ;-)
Also, she got built-in Freedom of Movement from Liberation domain, which helps. She is only 3xp and can't even afford a potion of Monkey Fish after buying that armor.
Even if you could afford it that spell wouldn't help you:
Your hands and feet alter to make you better at climbing and swimming. You gain a 10 foot climb speed and swim speed. This spell has no effect if you are wearing medium or heavy armor or carrying a medium or heavy load.
But at higher levels there is always the fly spell.

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[dice=Climb]1d20+1
After using charges of his wand of magic armor to give himself and his familiar And anyone who needs it, so far 2 charges used some more protection, Eredur climbs the rope down
Baldrum definitely wants mage armor cast on him! He even has his own wand, so no charges needed from yours.

miteke |

FYI: Monkey Fish is a personal spell and can't be made into a potion. Spider climb or Alter Self are options though more expensive. Baldrum does bring up a good point. There are safer ways of descending that being tricked into making those climb rolls I asked for :) At least nobody has fallen yet! As for taking 10, there is some arguments against it but I would agree that you can take 10.

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With an actual Climb speed (like with an extract of Monkey Climb or a potion of Spider Climb) you can always take 10 on your climb checks. Generally you can take 10 on a climb check unless you are in a stressful situation. So yes unless the GM decides otherwise.
Most characters should be able to jump a ten foot pit, climb a rope or stay afloat in calm water outside of combat conditions. If your character cannot do something a peasant commoner can do routinely then consider a magical solution for these obstacles. :)

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Feather fall could help too. Don't bother to climb.

miteke |

Actually feather fall is immediate. So let folks climb and if one fails you zap with feather fall to make the fall harmless. So, really, feather fall is idea for use WITH climbing. But I think you should have some fun with this and have your characters do what their personalities might lead them to do. Be brave, foolish, tentative, or creative.

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Good advice GM. :)

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Well, with a synchronized group jump we could use feather fall (more or less) safely... ;-) It will not help us on our way back, though.
Baldrum lowers down anyone who doesn't want to climb.
He will be the last one to climb down.
Take 10 Climb: 10 + 7 = 17

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I suppose using the rope lower the DC too? Or does it allows us to take 10?