Tef-Naju

Kazmoro's page

74 posts. Organized Play character for Isinghar Thorden.


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Grand Lodge

Male LN Oread Unchained Monk 1 | HP 11/12 | AC 21* T 20* FF 18* | CMB +5, CMD 21 | F: +3, R: +4, W: +4 | Init: +2 | Perc: +7, SM: +7, Darkvision 60ft. | Move. 20ft.
Skills:
Acrobatics +6, Bluff -3, Climb +4, Diplomacy -3, Escape Artist +2, Heal +3, Intimidate -3, Perception +7, Sense Motive +7, Stealth +6, Survival +3, Swim +4

Kazmoro takes a few steps forward and gets in front of Nadric, then releases his double chained Kama against the derro.

Attack, DC Kama: 1d20 + 5 ⇒ (9) + 5 = 14
Damage, DC Kama: 1d6 + 6 ⇒ (1) + 6 = 7

Grand Lodge

Male LN Oread Unchained Monk 1 | HP 11/12 | AC 21* T 20* FF 18* | CMB +5, CMD 21 | F: +3, R: +4, W: +4 | Init: +2 | Perc: +7, SM: +7, Darkvision 60ft. | Move. 20ft.
Skills:
Acrobatics +6, Bluff -3, Climb +4, Diplomacy -3, Escape Artist +2, Heal +3, Intimidate -3, Perception +7, Sense Motive +7, Stealth +6, Survival +3, Swim +4

I’m good. Will let them come to us and avoid getting swamped!

Grand Lodge

Male LN Oread Unchained Monk 1 | HP 11/12 | AC 21* T 20* FF 18* | CMB +5, CMD 21 | F: +3, R: +4, W: +4 | Init: +2 | Perc: +7, SM: +7, Darkvision 60ft. | Move. 20ft.
Skills:
Acrobatics +6, Bluff -3, Climb +4, Diplomacy -3, Escape Artist +2, Heal +3, Intimidate -3, Perception +7, Sense Motive +7, Stealth +6, Survival +3, Swim +4

Not sure if I can see any derros.

Kazmoro moves forward and readies his double-chained kama to Attack anyone that gets into his threathen area.

Moved 20ft. forward and readies action

Readied Attack:

Readied action, Attack DC Kama: 1d20 + 4 ⇒ (9) + 4 = 13
Damage, DC Kama: 1d6 + 6 ⇒ (5) + 6 = 11

Grand Lodge

Male LN Oread Unchained Monk 1 | HP 11/12 | AC 21* T 20* FF 18* | CMB +5, CMD 21 | F: +3, R: +4, W: +4 | Init: +2 | Perc: +7, SM: +7, Darkvision 60ft. | Move. 20ft.
Skills:
Acrobatics +6, Bluff -3, Climb +4, Diplomacy -3, Escape Artist +2, Heal +3, Intimidate -3, Perception +7, Sense Motive +7, Stealth +6, Survival +3, Swim +4

If Mage Armor: AC 21, Touch 20, FF 18
If Mage Armor + Protection from Evil: AC 23, Touch 22, FF 20 (vs. evil creatures)


Not sure which spells will be cast on Kazmoro. I have adjusted to Mage Armor only in character heading and added an *

Grand Lodge

Male LN Oread Unchained Monk 1 | HP 11/12 | AC 21* T 20* FF 18* | CMB +5, CMD 21 | F: +3, R: +4, W: +4 | Init: +2 | Perc: +7, SM: +7, Darkvision 60ft. | Move. 20ft.
Skills:
Acrobatics +6, Bluff -3, Climb +4, Diplomacy -3, Escape Artist +2, Heal +3, Intimidate -3, Perception +7, Sense Motive +7, Stealth +6, Survival +3, Swim +4

Kazmoro uncoils his double-chained kama and readies himself, ”Yeah, those protection magics would be good now.”

Grand Lodge

Male LN Oread Unchained Monk 1 | HP 11/12 | AC 21* T 20* FF 18* | CMB +5, CMD 21 | F: +3, R: +4, W: +4 | Init: +2 | Perc: +7, SM: +7, Darkvision 60ft. | Move. 20ft.
Skills:
Acrobatics +6, Bluff -3, Climb +4, Diplomacy -3, Escape Artist +2, Heal +3, Intimidate -3, Perception +7, Sense Motive +7, Stealth +6, Survival +3, Swim +4

Survival: 1d20 + 3 ⇒ (20) + 3 = 23
Perception: 1d20 + 7 ⇒ (4) + 7 = 11

Kazmoro is still feeling a bit whoozy after the fight, so will lean over to Celas, "Please, bump me with the wand I gave you. Not feeling fully recovered and this place is deadly."

Can Kazmoro tell how recently the battle took place?

Grand Lodge

Male LN Oread Unchained Monk 1 | HP 11/12 | AC 21* T 20* FF 18* | CMB +5, CMD 21 | F: +3, R: +4, W: +4 | Init: +2 | Perc: +7, SM: +7, Darkvision 60ft. | Move. 20ft.
Skills:
Acrobatics +6, Bluff -3, Climb +4, Diplomacy -3, Escape Artist +2, Heal +3, Intimidate -3, Perception +7, Sense Motive +7, Stealth +6, Survival +3, Swim +4

Kazmoro has just been standing quietly in shock after the beating he took. He thanks Celas and whispers weakly, ”The creatures we face have been terribly dangerous. I welcome any protections you can share with me, but also feel so unprepared for this battle.”

He steps aside and seems to be lost in meditation.

He also pulls out a wand from his backpack, ”Please use this on me or any one of you who gets hurt.” He hands the wand of CLW to Celas.

Grand Lodge

Male LN Oread Unchained Monk 1 | HP 11/12 | AC 21* T 20* FF 18* | CMB +5, CMD 21 | F: +3, R: +4, W: +4 | Init: +2 | Perc: +7, SM: +7, Darkvision 60ft. | Move. 20ft.
Skills:
Acrobatics +6, Bluff -3, Climb +4, Diplomacy -3, Escape Artist +2, Heal +3, Intimidate -3, Perception +7, Sense Motive +7, Stealth +6, Survival +3, Swim +4

Save Fort. DC 15 Paralysis: 1d20 + 3 ⇒ (20) + 3 = 23

Kazmoro will withdraw allowing others a better shot at the ghast.

Grand Lodge

Male LN Oread Unchained Monk 1 | HP 11/12 | AC 21* T 20* FF 18* | CMB +5, CMD 21 | F: +3, R: +4, W: +4 | Init: +2 | Perc: +7, SM: +7, Darkvision 60ft. | Move. 20ft.
Skills:
Acrobatics +6, Bluff -3, Climb +4, Diplomacy -3, Escape Artist +2, Heal +3, Intimidate -3, Perception +7, Sense Motive +7, Stealth +6, Survival +3, Swim +4

Save Fort. DC 15 Paralysis: 1d20 + 3 ⇒ (20) + 3 = 23
Save Fort. DC 14 Ghoul Fever: 1d20 + 3 ⇒ (11) + 3 = 14

The burning on his arm and the stench of the beast nearly overwhelms the sturdy monk, but he pulls from deep within his core and resists.

Grand Lodge

Male LN Oread Unchained Monk 1 | HP 11/12 | AC 21* T 20* FF 18* | CMB +5, CMD 21 | F: +3, R: +4, W: +4 | Init: +2 | Perc: +7, SM: +7, Darkvision 60ft. | Move. 20ft.
Skills:
Acrobatics +6, Bluff -3, Climb +4, Diplomacy -3, Escape Artist +2, Heal +3, Intimidate -3, Perception +7, Sense Motive +7, Stealth +6, Survival +3, Swim +4

I can take a 5ft. step and attack as standard action, correct?

Kazmoro enters the room and immediately swings at the creature lurking on his left.

Attack, DC kama: 1d20 + 5 ⇒ (14) + 5 = 19
Damage, DC kama: 1d6 + 6 ⇒ (2) + 6 = 8

Grand Lodge

Male LN Oread Unchained Monk 1 | HP 11/12 | AC 21* T 20* FF 18* | CMB +5, CMD 21 | F: +3, R: +4, W: +4 | Init: +2 | Perc: +7, SM: +7, Darkvision 60ft. | Move. 20ft.
Skills:
Acrobatics +6, Bluff -3, Climb +4, Diplomacy -3, Escape Artist +2, Heal +3, Intimidate -3, Perception +7, Sense Motive +7, Stealth +6, Survival +3, Swim +4

Kazmoro once the door is opened and will lead the group in. He is expecting critters from the noises Edmund heard coming from the other side. So he will be ready to attack with his double-chained kama.

Grand Lodge

Male LN Oread Unchained Monk 1 | HP 11/12 | AC 21* T 20* FF 18* | CMB +5, CMD 21 | F: +3, R: +4, W: +4 | Init: +2 | Perc: +7, SM: +7, Darkvision 60ft. | Move. 20ft.
Skills:
Acrobatics +6, Bluff -3, Climb +4, Diplomacy -3, Escape Artist +2, Heal +3, Intimidate -3, Perception +7, Sense Motive +7, Stealth +6, Survival +3, Swim +4

Kazmoro will scamper across the rocks.
Acrobatics, cross narrow ledges bonus: 1d20 + 6 + 8 ⇒ (9) + 6 + 8 = 23

He helps the others cross:
Acrobatics, Aid: 1d20 + 6 ⇒ (17) + 6 = 23
Acrobatics, Aid: 1d20 + 6 ⇒ (19) + 6 = 25
Acrobatics, Aid: 1d20 + 6 ⇒ (12) + 6 = 18
Acrobatics, Aid: 1d20 + 6 ⇒ (12) + 6 = 18

++++++++++

He then readies to storm the massive iron door, but looks for traps first.

Perception: 1d20 + 7 ⇒ (12) + 7 = 19

Grand Lodge

Male LN Oread Unchained Monk 1 | HP 11/12 | AC 21* T 20* FF 18* | CMB +5, CMD 21 | F: +3, R: +4, W: +4 | Init: +2 | Perc: +7, SM: +7, Darkvision 60ft. | Move. 20ft.
Skills:
Acrobatics +6, Bluff -3, Climb +4, Diplomacy -3, Escape Artist +2, Heal +3, Intimidate -3, Perception +7, Sense Motive +7, Stealth +6, Survival +3, Swim +4

Kazmoro stares intently at the painter and at his depiction on the mural.

Why no slippers I wonder? Will I loose my shoes today?

He looks down at his feet to assure himself that his footwear are still there. ”Let’s go!”

Ok, now really back. Got sucked into numerous family events.

Grand Lodge

Male LN Oread Unchained Monk 1 | HP 11/12 | AC 21* T 20* FF 18* | CMB +5, CMD 21 | F: +3, R: +4, W: +4 | Init: +2 | Perc: +7, SM: +7, Darkvision 60ft. | Move. 20ft.
Skills:
Acrobatics +6, Bluff -3, Climb +4, Diplomacy -3, Escape Artist +2, Heal +3, Intimidate -3, Perception +7, Sense Motive +7, Stealth +6, Survival +3, Swim +4

Just got back online after a number of days traveling with poor WiFi service. Should get back into the swing of things. Apologies for the delay.

Grand Lodge

Male LN Oread Unchained Monk 1 | HP 11/12 | AC 21* T 20* FF 18* | CMB +5, CMD 21 | F: +3, R: +4, W: +4 | Init: +2 | Perc: +7, SM: +7, Darkvision 60ft. | Move. 20ft.
Skills:
Acrobatics +6, Bluff -3, Climb +4, Diplomacy -3, Escape Artist +2, Heal +3, Intimidate -3, Perception +7, Sense Motive +7, Stealth +6, Survival +3, Swim +4

Kazmoro attacks the companion rat as it closes on him:

AoO, DC kama: 1d20 + 5 ⇒ (13) + 5 = 18
Damage, DC kama: 1d6 + 6 ⇒ (4) + 6 = 10

He then attacks the other rat that engages him:

Attack, DC kama: 1d20 + 5 ⇒ (5) + 5 = 10
Damage, DC kama: 1d6 + 6 ⇒ (5) + 6 = 11

Grand Lodge

Male LN Oread Unchained Monk 1 | HP 11/12 | AC 21* T 20* FF 18* | CMB +5, CMD 21 | F: +3, R: +4, W: +4 | Init: +2 | Perc: +7, SM: +7, Darkvision 60ft. | Move. 20ft.
Skills:
Acrobatics +6, Bluff -3, Climb +4, Diplomacy -3, Escape Artist +2, Heal +3, Intimidate -3, Perception +7, Sense Motive +7, Stealth +6, Survival +3, Swim +4

Kazmoro advances as he unwraps his double-chained kama. As soon as he sees the first rat and hears the squeaking it makes he realizes the team has been spotted.

Kn. nature, untrained: 1d20 + 0 ⇒ (10) + 0 = 10
Kn. local, untrained: 1d20 + 0 ⇒ (9) + 0 = 9

Quickly whipping his kama he slices at one of the rats (10ft. reach)

Attack, DC kama: 1d20 + 5 ⇒ (13) + 5 = 18
Damage, DC kama: 1d6 + 6 ⇒ (1) + 6 = 7

Grand Lodge

Male LN Oread Unchained Monk 1 | HP 11/12 | AC 21* T 20* FF 18* | CMB +5, CMD 21 | F: +3, R: +4, W: +4 | Init: +2 | Perc: +7, SM: +7, Darkvision 60ft. | Move. 20ft.
Skills:
Acrobatics +6, Bluff -3, Climb +4, Diplomacy -3, Escape Artist +2, Heal +3, Intimidate -3, Perception +7, Sense Motive +7, Stealth +6, Survival +3, Swim +4

Kazmoro is has no training in those Knowledge skills, so will not add more to what Nadric has already revealed.

"Lead on young man."

Grand Lodge

Male LN Oread Unchained Monk 1 | HP 11/12 | AC 21* T 20* FF 18* | CMB +5, CMD 21 | F: +3, R: +4, W: +4 | Init: +2 | Perc: +7, SM: +7, Darkvision 60ft. | Move. 20ft.
Skills:
Acrobatics +6, Bluff -3, Climb +4, Diplomacy -3, Escape Artist +2, Heal +3, Intimidate -3, Perception +7, Sense Motive +7, Stealth +6, Survival +3, Swim +4

Kazmoro enters the briefing room and stands quietly in the shadows. He listens carefully and allows his friends to ask questions. He seems irritated by the local authorities for not pursuing this cult earlier when they had gotten an advance warning.

Now we need to risk our necks again, due to lazy and/or corrupt officials.

His only remarks, "I am ready to go. I hope this time the authorities pay attention to our warnings."

Grand Lodge

Male LN Oread Unchained Monk 1 | HP 11/12 | AC 21* T 20* FF 18* | CMB +5, CMD 21 | F: +3, R: +4, W: +4 | Init: +2 | Perc: +7, SM: +7, Darkvision 60ft. | Move. 20ft.
Skills:
Acrobatics +6, Bluff -3, Climb +4, Diplomacy -3, Escape Artist +2, Heal +3, Intimidate -3, Perception +7, Sense Motive +7, Stealth +6, Survival +3, Swim +4

Will also purchase 2 flasks of alchemist's fire, because swarms suck!

Kazmoro is ready to start a new adventure.

Grand Lodge

Male LN Oread Unchained Monk 1 | HP 11/12 | AC 21* T 20* FF 18* | CMB +5, CMD 21 | F: +3, R: +4, W: +4 | Init: +2 | Perc: +7, SM: +7, Darkvision 60ft. | Move. 20ft.
Skills:
Acrobatics +6, Bluff -3, Climb +4, Diplomacy -3, Escape Artist +2, Heal +3, Intimidate -3, Perception +7, Sense Motive +7, Stealth +6, Survival +3, Swim +4

Kazmoro will use his 2PP to purchase a Wand of CLW. I greatly appreciate all the cures spent on him during this chronicle. As a 0XP character he did not have any means to cure himself, and you all jumped in without any hesitation when he needed it. That is teamwork at its best!

He will give the wand to a spell caster for use on anyone who needs it.

Grand Lodge

Male LN Oread Unchained Monk 1 | HP 11/12 | AC 21* T 20* FF 18* | CMB +5, CMD 21 | F: +3, R: +4, W: +4 | Init: +2 | Perc: +7, SM: +7, Darkvision 60ft. | Move. 20ft.
Skills:
Acrobatics +6, Bluff -3, Climb +4, Diplomacy -3, Escape Artist +2, Heal +3, Intimidate -3, Perception +7, Sense Motive +7, Stealth +6, Survival +3, Swim +4

Kazmoro charges the foul ghoul with his massive Sansetsukon over his head.

Attack, Sansetsukon + charge + shaken: 1d20 + 5 + 2 - 2 ⇒ (15) + 5 + 2 - 2 = 20
Damage, Sansetsukon: 1d10 + 6 ⇒ (10) + 6 = 16

”Feel the power of the Stone Strike!”

AC 15, due to charge

Grand Lodge

Male LN Oread Unchained Monk 1 | HP 11/12 | AC 21* T 20* FF 18* | CMB +5, CMD 21 | F: +3, R: +4, W: +4 | Init: +2 | Perc: +7, SM: +7, Darkvision 60ft. | Move. 20ft.
Skills:
Acrobatics +6, Bluff -3, Climb +4, Diplomacy -3, Escape Artist +2, Heal +3, Intimidate -3, Perception +7, Sense Motive +7, Stealth +6, Survival +3, Swim +4

Will save, DC 15: 1d20 + 4 ⇒ (12) + 4 = 16

Kazmoro is shaken, not stirred

Grand Lodge

Male LN Oread Unchained Monk 1 | HP 11/12 | AC 21* T 20* FF 18* | CMB +5, CMD 21 | F: +3, R: +4, W: +4 | Init: +2 | Perc: +7, SM: +7, Darkvision 60ft. | Move. 20ft.
Skills:
Acrobatics +6, Bluff -3, Climb +4, Diplomacy -3, Escape Artist +2, Heal +3, Intimidate -3, Perception +7, Sense Motive +7, Stealth +6, Survival +3, Swim +4

Kazmoro can only move 20ft, so would end up in same square as Celas. With the first skeleton dropping he would have double moved to in front of Celas, but then would not have been able to attack. Your call if I can retcon and move up. If allowed then he would have also switched weapons as part of his move action.

Grand Lodge

Male LN Oread Unchained Monk 1 | HP 11/12 | AC 21* T 20* FF 18* | CMB +5, CMD 21 | F: +3, R: +4, W: +4 | Init: +2 | Perc: +7, SM: +7, Darkvision 60ft. | Move. 20ft.
Skills:
Acrobatics +6, Bluff -3, Climb +4, Diplomacy -3, Escape Artist +2, Heal +3, Intimidate -3, Perception +7, Sense Motive +7, Stealth +6, Survival +3, Swim +4

Kazmoro moves into the room and attacks the skeleton with his double-chained kama.

Attack w Reach, DC kama: 1d20 + 5 ⇒ (2) + 5 = 7
Damage, DC kama: 1d6 + 6 ⇒ (4) + 6 = 10

Grand Lodge

Male LN Oread Unchained Monk 1 | HP 11/12 | AC 21* T 20* FF 18* | CMB +5, CMD 21 | F: +3, R: +4, W: +4 | Init: +2 | Perc: +7, SM: +7, Darkvision 60ft. | Move. 20ft.
Skills:
Acrobatics +6, Bluff -3, Climb +4, Diplomacy -3, Escape Artist +2, Heal +3, Intimidate -3, Perception +7, Sense Motive +7, Stealth +6, Survival +3, Swim +4

Kazmoro searches the room and bodies of the dead cultists as his companions release the prisoners.

Perception: 1d20 + 7 ⇒ (1) + 7 = 8

After that he joins Edmund and peers down the stairs that are in complete darkeness using his darkvision 60ft.

Grand Lodge

Male LN Oread Unchained Monk 1 | HP 11/12 | AC 21* T 20* FF 18* | CMB +5, CMD 21 | F: +3, R: +4, W: +4 | Init: +2 | Perc: +7, SM: +7, Darkvision 60ft. | Move. 20ft.
Skills:
Acrobatics +6, Bluff -3, Climb +4, Diplomacy -3, Escape Artist +2, Heal +3, Intimidate -3, Perception +7, Sense Motive +7, Stealth +6, Survival +3, Swim +4

Initiative countdown for Round 2 looks incorrect. Shouldn’t Kazmoro, Edmund and Razka be in bold and Thugs B unbolded?

Assumming Initiative is a typo and Kazmoro can act before Thugs

”Feel the fury of the Dragon”, he whispers at the Thugs.

Flurry DC Kama #1 on Red:

Attack, DC Kama: 1d20 + 5 ⇒ (20) + 5 = 25
Damage, DC kama: 1d6 + 6 ⇒ (4) + 6 = 10
Attack, DC Kama: 1d20 + 5 ⇒ (19) + 5 = 24
Damage, DC kama: 1d6 + 6 ⇒ (6) + 6 = 12

If Red drops, will then attack Blue

Flurry DC Kama #2 on Blue:

Attack, DC Kama: 1d20 + 5 ⇒ (2) + 5 = 7
Damage, DC kama: 1d6 + 6 ⇒ (1) + 6 = 7

Grand Lodge

Male LN Oread Unchained Monk 1 | HP 11/12 | AC 21* T 20* FF 18* | CMB +5, CMD 21 | F: +3, R: +4, W: +4 | Init: +2 | Perc: +7, SM: +7, Darkvision 60ft. | Move. 20ft.
Skills:
Acrobatics +6, Bluff -3, Climb +4, Diplomacy -3, Escape Artist +2, Heal +3, Intimidate -3, Perception +7, Sense Motive +7, Stealth +6, Survival +3, Swim +4

Kazmoro moves into the crypt and readies his double-chained Kama to strike any of the creatures as they close.

Readied Attack, 10ft reach:

Attack, DC kama: 1d20 + 5 ⇒ (13) + 5 = 18
Damage, DC kama: 1d6 + 6 ⇒ (1) + 6 = 7

May get an AoO as well so will roll the attack just in case

AoO, 10ft reach:

Attack, DC kama: 1d20 + 5 ⇒ (19) + 5 = 24
Damage, DC kama: 1d6 + 6 ⇒ (6) + 6 = 12

Grand Lodge

Male LN Oread Unchained Monk 1 | HP 11/12 | AC 21* T 20* FF 18* | CMB +5, CMD 21 | F: +3, R: +4, W: +4 | Init: +2 | Perc: +7, SM: +7, Darkvision 60ft. | Move. 20ft.
Skills:
Acrobatics +6, Bluff -3, Climb +4, Diplomacy -3, Escape Artist +2, Heal +3, Intimidate -3, Perception +7, Sense Motive +7, Stealth +6, Survival +3, Swim +4

Kazmoro looks at the Ismacco crypt searching for recent tracks and then for traps impeding access to the crypt door or activated after opening it.

Perception: 1d20 + 7 ⇒ (2) + 7 = 9

Grand Lodge

Male LN Oread Unchained Monk 1 | HP 11/12 | AC 21* T 20* FF 18* | CMB +5, CMD 21 | F: +3, R: +4, W: +4 | Init: +2 | Perc: +7, SM: +7, Darkvision 60ft. | Move. 20ft.
Skills:
Acrobatics +6, Bluff -3, Climb +4, Diplomacy -3, Escape Artist +2, Heal +3, Intimidate -3, Perception +7, Sense Motive +7, Stealth +6, Survival +3, Swim +4

”Thank you Nadric. I feel like a pin-cushion so far.”

He rubs the faint scars left after the curing magic does its trick. Returning to the captured prisoners, ”Did you see this Dalirio yourselves? Or just heard about him? I apologize for all these questions after you have been through such a traumatic experience, but we need clues and leads to find these insane cultists and free the rest of the prisoners before more harm is done. Do you know where they were taking you?”, he points down the tunnel they came through, ”What is down that way? Are there more prisoners there?”

Then back to Nadric, ”Maybe aligning the three symbols on the tumblers will make something happen.”

He helps Nadric re-align the tumblers: Strength Check: 1d20 + 4 ⇒ (10) + 4 = 14

Grand Lodge

Male LN Oread Unchained Monk 1 | HP 11/12 | AC 21* T 20* FF 18* | CMB +5, CMD 21 | F: +3, R: +4, W: +4 | Init: +2 | Perc: +7, SM: +7, Darkvision 60ft. | Move. 20ft.
Skills:
Acrobatics +6, Bluff -3, Climb +4, Diplomacy -3, Escape Artist +2, Heal +3, Intimidate -3, Perception +7, Sense Motive +7, Stealth +6, Survival +3, Swim +4

After dropping the derro, Kazmoro returns to the fountain room and asks Nadric to please heal him.
He then helps liberate and unchain the prisoners, "Are you alright? Are you the engineers from the Hall of Wonders?"

Then looking around:

Perception: 1d20 + 7 ⇒ (14) + 7 = 21

"Look the tumblers have the same symbols / runes from the clues we followed. Maybe there is a certain pattern we need to arrange these into..."

He does not touch the tumblers but points out the symbols to everyone.

Grand Lodge

Male LN Oread Unchained Monk 1 | HP 11/12 | AC 21* T 20* FF 18* | CMB +5, CMD 21 | F: +3, R: +4, W: +4 | Init: +2 | Perc: +7, SM: +7, Darkvision 60ft. | Move. 20ft.
Skills:
Acrobatics +6, Bluff -3, Climb +4, Diplomacy -3, Escape Artist +2, Heal +3, Intimidate -3, Perception +7, Sense Motive +7, Stealth +6, Survival +3, Swim +4

Kazmoro responds to Nadric, ”Yes please I need healing, but first need to drop this creature before he alerts his friends”

AoO, DC Kama+flanking: 1d20 + 5 + 2 ⇒ (9) + 5 + 2 = 16
Damage, DC Kama: 1d6 + 6 ⇒ (5) + 6 = 11

If that does not drop him, Kazmoro pursues

Attack, DC Kama: 1d20 + 5 ⇒ (19) + 5 = 24
Damage, DC Kama: 1d6 + 6 ⇒ (1) + 6 = 7

Rushing behind the withdrawing fiend, Kazmoro flings his chained Kama at the derro’s back.

Grand Lodge

Male LN Oread Unchained Monk 1 | HP 11/12 | AC 21* T 20* FF 18* | CMB +5, CMD 21 | F: +3, R: +4, W: +4 | Init: +2 | Perc: +7, SM: +7, Darkvision 60ft. | Move. 20ft.
Skills:
Acrobatics +6, Bluff -3, Climb +4, Diplomacy -3, Escape Artist +2, Heal +3, Intimidate -3, Perception +7, Sense Motive +7, Stealth +6, Survival +3, Swim +4

Thank you for the explanation.

Grand Lodge

Male LN Oread Unchained Monk 1 | HP 11/12 | AC 21* T 20* FF 18* | CMB +5, CMD 21 | F: +3, R: +4, W: +4 | Init: +2 | Perc: +7, SM: +7, Darkvision 60ft. | Move. 20ft.
Skills:
Acrobatics +6, Bluff -3, Climb +4, Diplomacy -3, Escape Artist +2, Heal +3, Intimidate -3, Perception +7, Sense Motive +7, Stealth +6, Survival +3, Swim +4

Why was Kazmoro flat-footed? He heard the creatures earlier with his Perception check, so just curious.

Grand Lodge

Male LN Oread Unchained Monk 1 | HP 11/12 | AC 21* T 20* FF 18* | CMB +5, CMD 21 | F: +3, R: +4, W: +4 | Init: +2 | Perc: +7, SM: +7, Darkvision 60ft. | Move. 20ft.
Skills:
Acrobatics +6, Bluff -3, Climb +4, Diplomacy -3, Escape Artist +2, Heal +3, Intimidate -3, Perception +7, Sense Motive +7, Stealth +6, Survival +3, Swim +4

Sorry I missed that shift in initiative. No problem setting me back.

Grand Lodge

Male LN Oread Unchained Monk 1 | HP 11/12 | AC 21* T 20* FF 18* | CMB +5, CMD 21 | F: +3, R: +4, W: +4 | Init: +2 | Perc: +7, SM: +7, Darkvision 60ft. | Move. 20ft.
Skills:
Acrobatics +6, Bluff -3, Climb +4, Diplomacy -3, Escape Artist +2, Heal +3, Intimidate -3, Perception +7, Sense Motive +7, Stealth +6, Survival +3, Swim +4

Kazmoro moves into the room and attacks the blue goblin with his double-chained Kama.

Attack, DC kama: 1d20 + 5 ⇒ (8) + 5 = 13
Damage, DC kama: 1d6 + 6 ⇒ (4) + 6 = 10

Grand Lodge

Male LN Oread Unchained Monk 1 | HP 11/12 | AC 21* T 20* FF 18* | CMB +5, CMD 21 | F: +3, R: +4, W: +4 | Init: +2 | Perc: +7, SM: +7, Darkvision 60ft. | Move. 20ft.
Skills:
Acrobatics +6, Bluff -3, Climb +4, Diplomacy -3, Escape Artist +2, Heal +3, Intimidate -3, Perception +7, Sense Motive +7, Stealth +6, Survival +3, Swim +4

Kazmoro leads the way down the stairs. He does not need a source of light, but the numerous sources pulled out by his companions quickly makes his darkvision unnecessary.

Perception: 1d20 + 7 ⇒ (10) + 7 = 17

I have placed Kazmoro inside the red path. Can he move from here, or getting to this point was his move or standard action? A bit confused by the instructions.

Grand Lodge

Male LN Oread Unchained Monk 1 | HP 11/12 | AC 21* T 20* FF 18* | CMB +5, CMD 21 | F: +3, R: +4, W: +4 | Init: +2 | Perc: +7, SM: +7, Darkvision 60ft. | Move. 20ft.
Skills:
Acrobatics +6, Bluff -3, Climb +4, Diplomacy -3, Escape Artist +2, Heal +3, Intimidate -3, Perception +7, Sense Motive +7, Stealth +6, Survival +3, Swim +4

Kazmoro readies his double chained Kama and moves towards Edmund.

He gulps down the potion of CLW.
CLW: 1d8 + 1 ⇒ (3) + 1 = 4

Grand Lodge

Male LN Oread Unchained Monk 1 | HP 11/12 | AC 21* T 20* FF 18* | CMB +5, CMD 21 | F: +3, R: +4, W: +4 | Init: +2 | Perc: +7, SM: +7, Darkvision 60ft. | Move. 20ft.
Skills:
Acrobatics +6, Bluff -3, Climb +4, Diplomacy -3, Escape Artist +2, Heal +3, Intimidate -3, Perception +7, Sense Motive +7, Stealth +6, Survival +3, Swim +4

”Thank you Edmund. I did not realize how much fun I would have trying to figure out these clues.”

Damage, unarmed strike: 1d6 + 4 ⇒ (2) + 4 = 6
Damage, unarmed strike: 1d6 + 4 ⇒ (4) + 4 = 8

He attacks the wall twice for good measure.

Grand Lodge

Male LN Oread Unchained Monk 1 | HP 11/12 | AC 21* T 20* FF 18* | CMB +5, CMD 21 | F: +3, R: +4, W: +4 | Init: +2 | Perc: +7, SM: +7, Darkvision 60ft. | Move. 20ft.
Skills:
Acrobatics +6, Bluff -3, Climb +4, Diplomacy -3, Escape Artist +2, Heal +3, Intimidate -3, Perception +7, Sense Motive +7, Stealth +6, Survival +3, Swim +4

Strength Check: 1d20 + 4 ⇒ (10) + 4 = 14

Grand Lodge

Male LN Oread Unchained Monk 1 | HP 11/12 | AC 21* T 20* FF 18* | CMB +5, CMD 21 | F: +3, R: +4, W: +4 | Init: +2 | Perc: +7, SM: +7, Darkvision 60ft. | Move. 20ft.
Skills:
Acrobatics +6, Bluff -3, Climb +4, Diplomacy -3, Escape Artist +2, Heal +3, Intimidate -3, Perception +7, Sense Motive +7, Stealth +6, Survival +3, Swim +4

”The second rune looks like the towers of the Admiralty Citadel.”

Slide 2, Area 7

Perception: 1d20 + 7 ⇒ (6) + 7 = 13

Kazmoro notices the “I” on the wall, then looks at the third painting and mimicking the figure pushes against the wall pressing against the same areas on the wall as depicted in the painting.

Hope this works

Grand Lodge

Male LN Oread Unchained Monk 1 | HP 11/12 | AC 21* T 20* FF 18* | CMB +5, CMD 21 | F: +3, R: +4, W: +4 | Init: +2 | Perc: +7, SM: +7, Darkvision 60ft. | Move. 20ft.
Skills:
Acrobatics +6, Bluff -3, Climb +4, Diplomacy -3, Escape Artist +2, Heal +3, Intimidate -3, Perception +7, Sense Motive +7, Stealth +6, Survival +3, Swim +4

"That rune looks like the part of the city of Cassomir where Pharasma's Pulpit is located!"

He points on the map to Area 8 Slide 2, Location 8

Grand Lodge

Male LN Oread Unchained Monk 1 | HP 11/12 | AC 21* T 20* FF 18* | CMB +5, CMD 21 | F: +3, R: +4, W: +4 | Init: +2 | Perc: +7, SM: +7, Darkvision 60ft. | Move. 20ft.
Skills:
Acrobatics +6, Bluff -3, Climb +4, Diplomacy -3, Escape Artist +2, Heal +3, Intimidate -3, Perception +7, Sense Motive +7, Stealth +6, Survival +3, Swim +4

Kazmoro needs some healing and wouldn't mind a potion. If no objections he will take one and consume it while we walk around the city.

Grand Lodge

Male LN Oread Unchained Monk 1 | HP 11/12 | AC 21* T 20* FF 18* | CMB +5, CMD 21 | F: +3, R: +4, W: +4 | Init: +2 | Perc: +7, SM: +7, Darkvision 60ft. | Move. 20ft.
Skills:
Acrobatics +6, Bluff -3, Climb +4, Diplomacy -3, Escape Artist +2, Heal +3, Intimidate -3, Perception +7, Sense Motive +7, Stealth +6, Survival +3, Swim +4

"Here are the paintings. We brought them with us. You can see that all three paintings have this lone figure fighting off the invading forces.” He points to the figure in the paintings:

Painting 1:

It shows a very twisted perspective of what Kazmoro described. The once-beautiful statue stares back transformed, her visage twisted into a demonic snarl. Short humanoids with large, black eyes torment cowering prisoners in the painting’s background. Brandishing a radiant holy symbol, a lone figure fails to fight them off.

Painting 2:

The second painting depicts a stately, white stone building. Three-foot-tall bas-reliefs circle the building’s outside walls at ground level, though they are warped and twisted in the crazed painter’s art. Derros stand atop the hall’s steps and seem to punish criminals—all of whom are wearing the robes of Taldan government officials. At the southwest corner of the building, the bas-relief glows a bright white. The same lone figure from the other paintings attempts to sooth a group of frightened children by playing a flute— the notes are actually painted above him on the canvas.

Painting 3:

The third painting depicts the northeast retaining wall upon the sea. It shows dozens of angry derros smashing brightly-painted urns against the retaining wall, while the same lone figure from the other paintings frantically attempts to push down an obviously barred door in the middle of the wall, presumably to escape another group of menacing derros that seems to pursue him.

"I believe that figure means something... I just do not know what." He snorts in frustration.

Grand Lodge

Male LN Oread Unchained Monk 1 | HP 11/12 | AC 21* T 20* FF 18* | CMB +5, CMD 21 | F: +3, R: +4, W: +4 | Init: +2 | Perc: +7, SM: +7, Darkvision 60ft. | Move. 20ft.
Skills:
Acrobatics +6, Bluff -3, Climb +4, Diplomacy -3, Escape Artist +2, Heal +3, Intimidate -3, Perception +7, Sense Motive +7, Stealth +6, Survival +3, Swim +4

How does the secret compartment open? Since there is no keyhole, is there some other mechanism to open, like an impression against which a certain specific object needs to be pressed, or a light needs to shine on, etc?

Kazmoro remembers that the paintings all had a figure with a holy symbol. Would the symbol fit into somewhere along the secret compartment?

Grand Lodge

Male LN Oread Unchained Monk 1 | HP 11/12 | AC 21* T 20* FF 18* | CMB +5, CMD 21 | F: +3, R: +4, W: +4 | Init: +2 | Perc: +7, SM: +7, Darkvision 60ft. | Move. 20ft.
Skills:
Acrobatics +6, Bluff -3, Climb +4, Diplomacy -3, Escape Artist +2, Heal +3, Intimidate -3, Perception +7, Sense Motive +7, Stealth +6, Survival +3, Swim +4

Perception: 1d20 + 7 ⇒ (14) + 7 = 21

”There is a secret compartment here that I missed earlier... Looks locked.”

Grand Lodge

Male LN Oread Unchained Monk 1 | HP 11/12 | AC 21* T 20* FF 18* | CMB +5, CMD 21 | F: +3, R: +4, W: +4 | Init: +2 | Perc: +7, SM: +7, Darkvision 60ft. | Move. 20ft.
Skills:
Acrobatics +6, Bluff -3, Climb +4, Diplomacy -3, Escape Artist +2, Heal +3, Intimidate -3, Perception +7, Sense Motive +7, Stealth +6, Survival +3, Swim +4

Kazmoro votes to go first to the intersection of the three buildings:

"We might get lucky and catch up with the cultists."

Grand Lodge

Male LN Oread Unchained Monk 1 | HP 11/12 | AC 21* T 20* FF 18* | CMB +5, CMD 21 | F: +3, R: +4, W: +4 | Init: +2 | Perc: +7, SM: +7, Darkvision 60ft. | Move. 20ft.
Skills:
Acrobatics +6, Bluff -3, Climb +4, Diplomacy -3, Escape Artist +2, Heal +3, Intimidate -3, Perception +7, Sense Motive +7, Stealth +6, Survival +3, Swim +4

”Queck, are there monuments or statues in front of each of these buildings or only some? I think we need to visit each building that has a monument or statue in front, then look for an “I” and confirm if only 3 monuments have the “I”. Then we can triangulate. Additionally I would start with the Hall of Records and Quickfell Abbey, since those were the hints the madman in prison gave us. It may even be that we need to triangulate between Swift Prison, the Hall of Records and Quickfell Abbey.”

Kazmoro seems to be exhausted after that intervention, as he usually does not speak much.

On the map, triangulating between those three buildings, where does it point to?

EDIT: @GM Batpony: can you uncover the map legend of Cassomir, so that we can look at names of buildings 2-8. I have a feeling we are triangulating towards 7.

Grand Lodge

Male LN Oread Unchained Monk 1 | HP 11/12 | AC 21* T 20* FF 18* | CMB +5, CMD 21 | F: +3, R: +4, W: +4 | Init: +2 | Perc: +7, SM: +7, Darkvision 60ft. | Move. 20ft.
Skills:
Acrobatics +6, Bluff -3, Climb +4, Diplomacy -3, Escape Artist +2, Heal +3, Intimidate -3, Perception +7, Sense Motive +7, Stealth +6, Survival +3, Swim +4

I am the front line fighter of the group
Zero knowledge skills :-(

The oread monk fumbles around in his backpack looking for a map. He doesn’t find one...

Grand Lodge

Male LN Oread Unchained Monk 1 | HP 11/12 | AC 21* T 20* FF 18* | CMB +5, CMD 21 | F: +3, R: +4, W: +4 | Init: +2 | Perc: +7, SM: +7, Darkvision 60ft. | Move. 20ft.
Skills:
Acrobatics +6, Bluff -3, Climb +4, Diplomacy -3, Escape Artist +2, Heal +3, Intimidate -3, Perception +7, Sense Motive +7, Stealth +6, Survival +3, Swim +4

"Queck, which buildings were built by the Ismacco family? Do you know if the golden statue that guards the entrance to Swift Prison is one of these three monuments you mention?"

Kazmoro speculates remembering the strange "I" he saw on the gilded statue.

That "I" may be related to the Ismacco family?

Grand Lodge

Male LN Oread Unchained Monk 1 | HP 11/12 | AC 21* T 20* FF 18* | CMB +5, CMD 21 | F: +3, R: +4, W: +4 | Init: +2 | Perc: +7, SM: +7, Darkvision 60ft. | Move. 20ft.
Skills:
Acrobatics +6, Bluff -3, Climb +4, Diplomacy -3, Escape Artist +2, Heal +3, Intimidate -3, Perception +7, Sense Motive +7, Stealth +6, Survival +3, Swim +4

We need to make haste... Dalirio? I do not remember the name but glad my companions do. We need to get to the Crypt of Fools.

Kazmoro drills his unblinking eyes into the poor gnome engineer, somehow expecting his grilling visage will encourage her to cough up more leads and better information.

Full Name

Kyra Lightstep

Race

Human

Classes/Levels

Paladin/2 | AC: 19/12/17 | HP: 17/17 | F: +5 | R: +4 | W: +5 | Init: +2 | Perc: +0 | SM: +0

Size

Medium

Age

18

Alignment

LG

Deity

Law and Good (concepts)

Strength 18
Dexterity 14
Constitution 10
Intelligence 10
Wisdom 10
Charisma 14

About Kyra Lightstep

Kyra is five foot six in height and has a head topped with black hair. Her blue eyes stare with determination out over a sharp nose, though the eyes often soften with mercy or mirth. She has a minor scar on her cheek, as well as scars normally kept covered by clothes, and has a tattoo of the sun on her back.

Kyra Lightstep
Female human paladin
LG Medium humanoid (human)
Init +2; Senses Normal human; Perception +0
Experience: 1000

Spoiler:
--------------------
DEFENSE
--------------------
AC 19, touch 12, flat-footed 17 (+5 armor, +2 shield, +2 Dex)
hp 17 Current: 17/17
Fort +5, Ref +5, Will +4
Defensive Abilities
--------------------
OFFENSE
--------------------
Speed 30 ft.
Melee Longsword +6 (1d8+4)
Heavy steel shield +6 (1d4+4)
Ranged Light crossbow +4 (1d8)
Special Attacks Smite Evil (once per day, works against evil targets, charisma bonus to attack and damage rolls, bonus increases by +2 against evil outsiders and undead and dragons, deflection bonus to armor against target equal to charisma modifier)

--------------------
STATISTICS
--------------------

Spoiler:
Str 18 (+4), Dex 14 (+2), Con 10 (+0), Int 10 (+0), Wis 10 (+0), Cha 14 (+2)
Base Attack +2; CMB +6; CMD +18
Feats Combat Reflexes, Persuasive
Traits Anatomist, Armor Expert
Skills Diplomacy +9, Heal +5, Knowledge (religion) +5, Sense Motive +5
Languages Common

Combat Gear Scale mail (Armor +5, Max Dex +3, ACP -3 (-4, +1 trait), Max Speed 20ft) (worn), heavy steel shield (Armor +2, ACP -2) (worn), longsword (Attack +6, 1d8+5) (worn), light crossbow (Attack +4, 1d8) (worn), crossbow bolts (10) (worn)
Other Gear Backpack (worn), bedroll (in backpack), belt pouch (worn), cheap holy text (backpack), a flint and steel (belt pouch), an iron pot (backpack), a mess kit (backpack), rope (50 feet) (backpack), soap (backpack), torches (10) (backpack), trail rations (10 days) (backpack), a waterskin (worn), wooden holy symbol (belt pouch), explorer's outfit (worn), cold weather outfit (backpack), Aldori dueling blade (backpack)
Weight 100/200/300 current: 99
GP: 10

--------------------
SPECIAL ABILITIES
--------------------

Spoiler:
Aura of Good (Ex): The power of a paladin’s aura of good is equal to her paladin level.
Detect Evil (Sp): At will, a paladin can use detect evil, as the spell. A paladin can, as a move action, concentrate on a single item or individual within 60 feet and determine if it is evil, learning the strength of its aura as if having studied it for 3 rounds. While focusing on one individual or object, the paladin does not detect evil in any other object or individual within range.
Smite Evil (Su): Once per day, works against evil targets, charisma bonus to attack and damage rolls, bonus increases by +2 against evil outsiders and undead and dragons, deflection bonus to armor against target equal to charisma modifier.
Divine Grace (Su): At 2nd level, a paladin gains a bonus equal to her Charisma bonus (if any) on all saving throws.
Lay On Hands (Su): Beginning at 2nd level, a paladin can heal wounds (her own or those of others) by touch. Each day she can use this ability a number of times equal to 1/2 her paladin level plus her Charisma modifier. With one use of this ability, a paladin can heal 1d6 hit points of damage for every two paladin levels she possesses. Using this ability is a standard action, unless the paladin targets herself, in which case it is a swift action. Despite the name of this ability, a paladin only needs one free hand to use this ability.

Alternatively, a paladin can use this healing power to deal damage to undead creatures, dealing 1d6 points of damage for every two levels the paladin possesses. Using lay on hands in this way requires a successful melee touch attack and doesn't provoke an attack of opportunity. Undead do not receive a saving throw against this damage.

Race

Spoiler:
+2 to One Ability Score: Human characters get a +2 bonus to one ability score of their choice at creation to represent their varied nature.

Medium: Humans are Medium creatures and have no bonuses or penalties due to their size.

Normal Speed: Humans have a base speed of 30 feet.

Bonus Feat: Humans select one extra feat at 1st level.

Skilled: Humans gain an additional skill rank at first level and one additional rank whenever they gain a level.

Languages: Humans begin play speaking Common. Humans with high Intelligence scores can choose any languages they want (except secret languages, such as Druidic).

--------------------
BACKGROUND
--------------------

Spoiler:
Kyra Lightstep grew up in a small town, and it was there that she eventually learned how to be a paladin. Her life started with her parents murdered by brigands, which in turn led to her both having an interest in justice and toward having a bit of a temper. She temper boiled over one day when she ended up in a fight with a neighbor boy, one she had been long-feuding with for reasons she's long-since forgotten. When the fight ended, she decided to pursue martial training.

Surprisingly, she was accepted by a paladin who lived in town, who trained her under his other apprentices. Though the others mocked her for not following a single god and her instructor was not happy with it, Kyra did not feel any particular compulsion to choose. Instead, she devoted herself to the concepts of law and good. And, over time, that temper she had as a youth became mild, though it still flared on occasion.

Soon, Kyra was a full paladin, and was hearing about an offer to settle the Greenbelt. Despite the fact her instructor was still not happy with her not having chosen a deity, he gave her his blessing.