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"I have rope. If Insert name of PC with an actual Strength score who was helpfully carrying Sombra's gear could check my sack it, and a grappling hook, are inside. I also have a scroll which will allow me to climb but I don't know how deep the chasm goes."

The iconic skald Hakon |

I missed the edit time window for my second last post, regarding 'If Hakon Jumps'.
Same as previously typed with following added:
If he fails the Reflex saving throw, he will use his Saving Finale spell (an immediate action) to reroll the failed saving throw.
rerolled Reflex save if needed: 1d20 + 2 ⇒ (5) + 2 = 7
If he does not need to use Saving Finale, he does not continue his raging song the following round - with the possible exception being if the group is in combat).

GM Roll4initiative |

I missed the edit time window for my second last post, regarding 'If Hakon Jumps'.
** spoiler omitted **
So, I'm assuming you're jumping across since you already did a bunch of rolls.

The iconic skald Hakon |

Depends on if he thinks he can safely jump across. I did not check the the spoiler tags to see what his dice rolls were - with the exception of the 'If Hakon Jumps' (to see if I got the edit done in time before the 1 hour time edit window ended, which I did not).
If his knowledge check regarding safely jumping across succeeds and it is safe to do so - he will be jumping (after everyone else gets to the other side).
If his knowledge check fails regarding safely jumping across fails and it is not safe to do so, he will be jumping (as he thinks its safe to do so).
Otherwise, he will use the plank/rope like the others did.

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"What do you think, safe?" Josheb asked. Then when Cazithiel mentioned the rope he responded, "Good idea. I have some rope. Let's get it out and we can tie off the lead person just in case that plank gives way." Josheb unslings his pack and pulls his rope. Then slinging his pack back on he offers an end to Cazithiel. "Tie off and I'll anchor or belay as you prefer to call it. If it feels pretty sturdy we can just let others hold the rope. If questionable we can tie them off. I'll cross last."

GM Roll4initiative |

Hakon determines the stone floor of the basement is level and sturdy. He waits for the others to go across before he jumps across.
Someone will need to describe how everyone is getting across with the rope. One at a time? All together in a line? How slow? In marching order listed on slide? Map is on slide 4, btw, but, this is still Theater of the Mind.

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One at a time starting with someone tied off just in case. After that, if it seems safe it will still be one at a time but the crosser can just hang onto the rope unless they prefer to tie off. Josheb will let the others anchor him from the far side when he crosses.

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"Wait. Before we start to cross, let me try to make the plank stop wobbling. Cazithiel, can you provide some divine guidance, please?"
Dr. Watson fastens his Buckler to his backpack to avoid being hindered by it, then he starts to work on the plank...
Disable Device: 1d20 + 8 ⇒ (7) + 8 = 15 +1 if guidance
If Cazithiel did not provide thieves' tools (see discussion), then -2, if he did, +0, if they are masterwork, +2.
"Darn. The other side is too unstable, it's still not safe to cross. Hakon, the ground is solid, you say? Then I'm going to jump over and check if I can stabilize the plank from there. Cazithiel, can you please provide some divine guidance for that, too?"
Dr. Watson then steps back, starts running and jumps over the chasm.
Acrobatics, long jump: 1d20 + 8 ⇒ (1) + 8 = 9
Nine feet is more than enough, according to the map and description.
He then starts to work on the plank on the other side...
Disable Device: 1d20 + 8 ⇒ (14) + 8 = 22 +1 if guidance
Again, if Cazithiel did not provide thieves' tools, then -2, if he did, +0, if they are masterwork, +2.
That should do it! :-D

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Due to his lack of Strength, Sombra would probably need to be tied to the rope and helped over lol. So one at a time is my vote except for the jumpers who are more daring. ;)

GM Roll4initiative |

Dr. Watson manages to stabilize the plank with a few stones under two corners.
Check is supposed to be without thieves' tools because it's not mechanical like a lock or swinging axe trap.
Each of you move across at less than half speed to be careful. Bartok goes last.
As Bartok moves across, his weight causes the plank to bend —severely.
@Bartok: I cannot find it on your character sheet, but, how much do you weigh? I'm assuming Bartok is built like an offensive tackle on an American football team. Over 250 lbs?
Actually, I'll roll from the Height/Weight table in CRB.
Bartok's weight: 2d12 ⇒ (9, 9) = 18 x7 = 126
126+150=276 lbs.
The plank snaps in half under Bartok's weight...
DC 16 Reflex save, or take 1d6 ⇒ 2 hp of damage from the 10' fall, spraining an ankle. DC 10 Climb check due to many handholds to climb out.

The iconic skald Hakon |

Hakon, waiting up against the wall to get a long enough running start to jump over the chasm, begins his inspiring rage raging song, "I am Hakon, Slayer of Fogulnur!"
His allies feel the supernatural effect of Hakon's words, each choosing to let his words affect them or not.
Bartok would benefit from the morale bonus to Str to help him more easily climb out of the pit.
See Inspire Rage spoiler tag to see benefits/drawbacks of accepting the raging song. You can choose when Hakon initiates a raging song, as well as at the start of each of your turns while he is using raging song. In other words, you can toggle accepting/not accepting it round by round.
Hakon jumps over the crevass, landing 1 foot past the edge of the other side.
If there are no negative consequences from his jump, Hakon moves over (with the same move action he used to jump) to offer to assist Bartok to climb out of the pit.

The iconic skald Hakon |

Hakon does not continue his raging song - so Bartok has 1 round that he can benefit from the +2 morale bonus to Strength (for an effective +1 bonus to his Climb checks).

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I've got +9 Acrobatics, so my long jump is 10' at minimum. I have Run and 40' move, so with a running start I've got a +17 Acrobatics and a minimum jump of 18'. I can practically just step across and back.

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Sombra is going with the rope; he has no chance of making that jump hehe.

The iconic skald Hakon |

Oops, I calcuated the ACP in, but forgot to include the ability modifier for his take 10. Hakon landed 3 feet past the edge of the other side.

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I'm fine...I landed on my noggin...nothing in there to hurtt... Bart says with a grin as he gets up limping a bit.
Hold the rope... he calls out before climbing up.
climb: 1d20 + 8 - 4 ⇒ (17) + 8 - 4 = 21
if i can take 10 i will...

The iconic skald Hakon |

Hakon helps to anchor the rope while Bartok climbs up.

GM Roll4initiative |

@Bartok: You didn't attempt the DC 16 Reflex save to safely leap to the other side. Would you like to try?

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I thought we were tying everyone off just to be safe or at least hanging onto the rope. that could cut the fall distance to 4' assuming we anchor the rope correctly. Or, could we get a good yank with a REF save from the far side to pull him to the side as he falls.

GM Roll4initiative |

Bartok successfully climbs out of the chasm and joins everyone on the other side.
"Good to see Bartok is okay!" Heryn calls from the other side. "That archway leads to the wine cellar. You'll find Mister Dreng's wine in there. It's a Sauerton Winery's 4697 merlot."
A12. Wine Cellar (Map on right on slide 4): After going down a short set of wooden steps...
This chamber, cooler than any other parts of the basement, is where the Wounded Wisp keeps its supply of specialty wines and ales. Now, you just need to find the bottle of wine...
You all search for the wine...
I assume at least 3 of you have a light source as you split up in pairs and search.
Josheb: 1d20 + 1 ⇒ (16) + 1 = 17
Hakon: 1d20 + 3 ⇒ (4) + 3 = 7
Cazithiel: 1d20 + 2 ⇒ (18) + 2 = 20
Sombra: 1d20 + 3 ⇒ (7) + 3 = 10
Dr. Watson: 1d20 + 5 ⇒ (14) + 5 = 19
Bartok: 1d20 + 1 ⇒ (13) + 1 = 14
Cazithiel finds the bottle after a few minutes of searching. As he tries to extract the bottle, the wine rack slides back into a short stone tunnel that leads into a hidden room beyond the cellar. A faint light shines from the room beyond...

GM Roll4initiative |

A sturdy silver chain jutting from the ceiling ends in a glowing orb that radiates yellow light across the rectangular room (A13). A simple desk of polished wood, stacked with documents and scattered notes, shelters a pair of wooden chests against the south wall. A series of cracks along the eastern and western walls form makeshift entrances into exposed caverns.
Please place your icons in room A13 on the map.

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Perception: 1d20 + 3 ⇒ (20) + 3 = 23
Sombra moves into the room after everyone else does.
He's fragile so he's going to be at the back of the party.

The iconic skald Hakon |

Hakon and Cazithiel are at the back of the marching order. See slide 2 to place your mini in.
Seeing Sombra hesitate before walking through the entrance, Hakon suggests, "Sombra, Cazithiel and I can bring up the rear in case any threats approach from behind us."
"Anyone else think the captain knew removing that bottle would reveal the concealed tunnel?"

The iconic skald Hakon |

Hakon walks to the entryway of the wine cellar to speak with Heryn.
"Heryn, do you know anything about what lies beyond the hidden room down here?"

GM Roll4initiative |

Hakon walks to the entryway of the wine cellar to speak with Heryn.
"Heryn, do you know anything about what lies beyond the hidden room down here?"
Heryn has a surprised look on her face.
"I had no idea. Been here for years and ain't ever seen that.""Anything excitin' in there?"

The iconic skald Hakon |

Bartok, I added you in to the marching order slide. Josheb already grabbed the front for single file. I will add Sombra and the doctor after I post this.
Single file from the front: Josheb, Bartok, Dr. Watson, Sombra, Cazithiel, Hakon.
Two abreast: left side from front: Josheb, Dr. Watson, Cazithiel. right side from front: Bartok, Sombra, Hakon
Does the above work for everyone?

The iconic skald Hakon |

"Will let you know. Wait a moment."Hakon tells Heryn.
Hakon walks over to Cazithiel, "Might be best for you to hand the bottle to Heryn before we do the 'explore' part of being pathfinders."

GM Roll4initiative |

As the party moves forward to check out all of the documents on the desk (I moved everyone forward into the room a bit), the click-clack of large claws and scuttling of arachnid feet on stone can be heard coming fom two of the passages...
SCORPION ATTACK!
Josheb: 1d20 + 4 ⇒ (18) + 4 = 22
Hakon: 1d20 + 2 ⇒ (16) + 2 = 18
Cazithiel: 1d20 + 8 ⇒ (4) + 8 = 12
Sombra: 1d20 + 5 ⇒ (13) + 5 = 18
Dr. Watson: 1d20 + 4 ⇒ (3) + 4 = 7
Bartok: 1d20 + 4 ⇒ (20) + 4 = 24
Scorpions: 1d20 ⇒ 18
DC 11 Knowledge (dungeoneering) to identify.
Bold may act!
Bartok
Josheb
Sombra
Hakon
Red Scorpion
Green Scorpion
Cazithiel
Dr. Watson

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Hakon and Cazithiel are at the back of the marching order. See slide 2 to place your mini in.
Seeing Sombra hesitate before walking through the entrance, Hakon suggests, "Sombra, Cazithiel and I can bring up the rear in case any threats approach from behind us."
"Anyone else think the captain knew removing that bottle would reveal the concealed tunnel?"
"Yes I think VC Dreng knew. Perhaps, besides the wine, he wants what's in the room? 'Explore, Report, Cooperate' is the Pathfinder slogan after all. We need to show initiative and see what is in that room. Can someone check it for traps?"

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Bartok, I added you in to the marching order slide. Josheb already grabbed the front for single file. I will add Sombra and the doctor after I post this.
Single file from the front: Josheb, Bartok, Dr. Watson, Sombra, Cazithiel, Hakon.
Two abreast: left side from front: Josheb, Dr. Watson, Cazithiel. right side from front: Bartok, Sombra, Hakon
Does the above work for everyone?
Sounds good to me, thanks for setting it up. :)

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Seeking protection Sombra draws upon his arcane power and casts a spell.
Mage Armor time! Also using a point from his Arcane Reservoir as a free action with his Potent Magic exploit to increase the CL by 2.

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Earlier...
"Of course he knew it was there. And Heryn, never seen it my foot."
In the room with the scorpions...
"Look alive people." Josheb says as he drops his torch and steps to engage the northern scorpion.
atk, furious focus: 1d20 + 5 ⇒ (6) + 5 = 11
dmg, furious focus: 2d6 + 4 + 3 ⇒ (6, 2) + 4 + 3 = 15

The iconic skald Hakon |

"I am Hakon, Slayer of Fogulnur!" Hakon's companions feel the morale bolstering rage effect of the skald's words; each choosing whether or not to let the supernatural effect affect them. Hakon draws his axe, Limbrender into his right hand, "This is Limbrender."
Standard action to start Inspire Rage, move action to draw Limbrender and a five-foot step.
Inspired Rage As a standard action, Hakon can give all allies who accept it a +2 morale bonus to Strength and Constitution, a +1 morale bonus to Will saves, and a –1 penalty to AC. Allies can accept the bonuses and penalties on a round by round basis, but while accepting the song, they can’t cast spells, use abilities requiring concentration, or use Intelligence-based skills, Dexterity-based skills (except Acrobatics, Fly, and Ride), or Charisma-based skills (except Intimidate). Once this song is active, he doesn’t need to spend any action to maintain it but can end it at any time. He can use this ability for 11 total rounds each day, which need not be consecutive. Allies who have their own rage or bloodrage can use their own bonuses and penalties if they choose, but they can’t use any of their other abilities like rage powers or blood casting.

GM Roll4initiative |

Before I continue, does anyone want to retroactively accept Hakon's, Slayer of Fogulnur!, inspired rage?
Also, from the shocked look on Heryn's face, you realize that she legit did not know about this secret room.

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Before I continue, does anyone want to retroactively accept Hakon's, Slayer of Fogulnur!, inspired rage?
Also, from the shocked look on Heryn's face, you realize that she legit did not know about this secret room.
Sombra won't accept it for obvious reasons. 8)

GM Roll4initiative |

Hakon boosts his fellow teammates' morale with a war chant.
Bartok lands a powerful blow, cracking through the scorpion's carapace.
Sombra casts a protective spell, enveloping himself in force energy.
Josheb, inspired with rage, slashes at the scorpion, however, he has trouble getting around the corner of stone (so close!).
The green scorpion scuttles forward and attacks Josheb with claws and stinger!
Claw: 1d20 + 2 ⇒ (20) + 2 = 221d4 ⇒ 1
Claw: 1d20 + 2 ⇒ (19) + 2 = 211d4 ⇒ 1
Sting: 1d20 + 2 ⇒ (5) + 2 = 71d4 ⇒ 2
Claw (crit confirm): 1d20 + 2 ⇒ (10) + 2 = 121d4 ⇒ 2
Two claws latch onto Josheb and the scorpion tries to rip his arm off...
Rend dmg: 2d4 ⇒ (2, 4) = 6
The red scorpion also enters the chamber and strikes with all it's got on Bartok...
Claw: 1d20 + 2 ⇒ (3) + 2 = 51d4 ⇒ 2
Claw: 1d20 + 2 ⇒ (11) + 2 = 131d4 ⇒ 1
Sting: 1d20 + 2 ⇒ (8) + 2 = 101d4 ⇒ 4
Bartok's armor protects him from the attacks of the clickity-clack sting bug.
-------------
Bold may act!
Bartok (Rage)
Josheb (Rage) -8 hp
Sombra
Hakon (Rage)
Red Scorpion -9 hp
Green Scorpion
Cazithiel
Dr. Watson

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Dr. Watson will take the rage bonus this round.
The investigator steps forward, draws his rapier and tries to stab the red scorpion in front of him.
Rapier: 1d20 + 4 ⇒ (10) + 4 = 14 weapon finesse
Piercing, rage: 1d6 + 1 ⇒ (4) + 1 = 5

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I do not accept the rage bonus.
An umbral mist emerges from Cazithiel's third eye, snakes down his arm, and off toward the green scorpion.
Touch of Darkness attack: 1d20 + 4 ⇒ (14) + 4 = 18
The dark mist settles over the scorpion's head, clouding its vision.
Everyone has Concealment against the green scorpion for 1 round, so it gains a 20% miss chance to all attacks.
He then steps away from the corner, finding a place in the center of the room to let Hakon approach, and to get close to Josheb.

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I do not accept the rage bonus.
An umbral mist emerges from Cazithiel's third eye, snakes down his arm, and off toward the green scorpion.
[dice=Touch of Darkness attack]1d20+4
The dark mist settles over the scorpion's head, clouding its vision.
Everyone has Concealment against the green scorpion for 1 round, so it gains a 20% miss chance to all attacks.
He then steps away from the corner, finding a place in the center of the room to let Hakon approach, and to get close to Josheb.
Since the table just 'started' and we didn't have much prep time to discuss issues Cazithiel has Sombra's CLW wand since Sombra can't use it.

The iconic skald Hakon |

Apologies if should have waited for you to tell top of initiative group to act. I am probably going to be away from my computer for most of tonight and did not want to potentially hold up the game until tomorrow.
"This is her twin, Hagrum's Keel." Hakon continues his rage-inducing poem as he draws Hagrum's Keel into his left hand, steps forward and attacks the green scorpion with Limbrender.
Free action to continue Inspired Rage, move action to draw Hagrum's Keel, 5-foot step, and attack with Limbrender.
Hakon is affected by raging song this round. Skalds do not have the restrictions regarding concentration and skill use that allies have when benefitting from Inspire Rage, so unless I state otherwise Hakon will always be affected when he is using raging song for Inspire Rage, as the only time he would not want to affect himself is when he does not want the penalty to AC.
melee axe, x3 crit multiplier: 1d20 + 5 ⇒ (1) + 5 = 61d6 + 4 ⇒ (6) + 4 = 10

The iconic skald Hakon |

Sombra, did you take a 5-foot step as part of your 1st round (or 2nd round turn) to step farther away from the green scorpion? If so on Hakon's next (3rd round) turn, he will step into the space Sombra was in so he is not attacking the scorpion from around the corner.
GM: If we get to the third round tonight, feel free to make Hakon's rolls (first axe melee +3, damage 1d6+4/x3), (second axe melee +3, damage 1d6+2/x3). He will take a 5-foot step before his attacks to get into a better fighting position. See my profile to see next lyrics of Hakon's Inspire Rage raging song.

The iconic skald Hakon |

Reminder to everyone that while under effect of Hakon's Inspire Rage, you have +2 morale bonus to Con (+1 bonus to Fort saves and +1 hit point/hit die).

GM Roll4initiative |

Dr. Watson thrusts his rapier forward, driving the blade into the center of the red scorpion's forehead. The creature convulses violently, then flips onto its back, legs twitching, then goes completely still. Red killed!
Cazithiel hinders the green scorpion's sight with a spell.
Hakon swings his axe at the scorpion. Unfortunately, it skims over the creature's head and the axe head smashes into the corner wall, taking out a big chunk. Crit miss.
Round 2. Bold may act!
Bartok (Rage)
Josheb (Rage) -8 hp
Sombra
Hakon (Rage)
Red Scorpion
Green Scorpion (20% miss)
Cazithiel
Dr. Watson (Rage)