Locke "Firebug" Arkham |
"Thanks. But whatever that thing was carrying, it's gotten onto me, i don't know what though, feels like a little fatigue in my leg's muscles i guess."
Could i dentify what it is with say, Heal?
Thanks to generous GM
Edit:
Heal, remember ailments: 1d20 + 1 ⇒ (7) + 1 = 8
Locke isn't getting inspiration on what ailment he could be suffering from for the time being.
Quinn Van Hjorder |
"What, Locke? I'm sorry - in the heat of the battle, I didn't see you get hurt. From now on, stick behind me - I'll do my best to keep you safe!"
Quinn sheathes his sword and checks the ground, hoping to find the best route.
Survival: 1d20 ⇒ 11
"I must admit to being clueless as which way to go..."
Uncle Tetchy |
Weren't we s'posed to go to a mountain? Shouldn't be that hard to spot, should it?
Tetchy is clearly used to look at things from the sea, and has a hard time figuring out where to go in the forest.
No survival
Locke "Firebug" Arkham |
Survival checks can be made untrained.
Survival: 1d20 + 1 ⇒ (6) + 1 = 7
Try to keep me safe huh?
"Ok Quinn, will do. I'll make sure the 1st thing getting near you in return, gets to eat a bomb before it takes a bite out of you."
Jubal Early |
Ummm Mr Tetchy sir would it be OK if I use your wand to heal Mr Arkham? He then mutters a short prayer, May the Phoenix show us the way.
Guidance
Survival: 1d20 + 7 + 1 ⇒ (7) + 7 + 1 = 15
The bird on his shoulder gives a sharp cry, He says we should go that way. Jubal says pointing.
Locke "Firebug" Arkham |
Perception: 1d20 + 5 ⇒ (15) + 5 = 20
Locke holds his pace, as he nearly stepped on something. Kneeling down, he picks up a fiery red beetle, with a few black spots.
"Well whadda ya know, a genuine firebug. Looks like a young one, it's missing some pattern marks."
He lets it walk on his gloved hand, turning his hand whenever the bug moves over the edge. It ends up going onto his sleeve and sits still on his shoulder.
.....i have a pet now, lol.
"Anyway, back on track. Say Kodo-san, what kind of animals do you have in the east that are not found over here?"
Locke "Firebug" Arkham |
Pff :)
"Aw, haha..no need to be stepped on your toes when you're not.
Matter of fact, i was told by a monk of Irori the 'san' is an honorific, nothing insulting about it, right?"
Locke shrugs, he had more exciting things on his mind.
Uncle Tetchy |
Arkham? Oh, Firebug! Of course... the booming voice sounds out. You use the fiddly stick on anyone that needs it. Try not to get hurt, and if you do, try not to die, ok?
Oh, and Names, just call me 'Uncle', everybody does. Tetchy didn't get the part about pronouncing names properly.
Oykiv |
Sorry Juval, no guidance. Yo get the check as you move for ours throw the wilderness, and the spell don´t last as long
Janira looks worried as the group is forced to move backward from time to time. Oh, please, don´t stop to see the fauna. Yo can check it in my work. And we´re not going to reach the cave in time.
I think we have lost two or three ours of time. She continues saying. If we march more quickly we´ll be able to reach the cave before the night, even if we get tired. And we should reach before the full moon to see if any gillmen is going to the cave
Now you can make a forced march, or sleep a night in the woods and reache the next day.
If you make a forced march you should make a DC 16 constitution check to avoid 1d6 nonlethal damage and became exhausted.
Well, soon-to-be-Pathfinders, what will you do? And how is your group going to decide?
Locke "Firebug" Arkham |
"That was a stop in my paces of just 17.5 seconds."
......
"I'm with Kodo here. I don't mind going on, a job done quicker is good, but it's up to the majority of votes."
Con check if we do go on: 1d20 + 1 ⇒ (18) + 1 = 19
Quinn Van Hjorder |
"I certainly wouldn't want to slow things down. I will press onward."
Constitution: 1d20 + 1 ⇒ (14) + 1 = 15
-Posted with Wayfinder
Jubal Early |
We'll um I guess we can press on. Jubal says nervously.
Fort: 1d20 + 2 ⇒ (14) + 2 = 16
Uncle Tetchy |
Con; NL damage: 1d20 + 2 ⇒ (3) + 2 = 51d6 ⇒ 2
*Cough*... *wheeze* Tetchy says after a while
Blast this uneven ground! Give me a gale on the Arcadia every day, this sodden mud it terrible!
Names, I think I'd feel better if you used the fiddly stick again. I think Van and Kodo could also use some.
Locke "Firebug" Arkham |
[sarcasm]
"Sure....a carriage is easily hidden when we enter a cave in the mountains, totally inconspicuous. It is also entirely impossible to nick the carriage along with the horses if we enter a said cave. ^^"
[/sarcasm]
Oykiv |
The dense forest opens to a wide clearing at the base of a sheer cliff. Thick vines cover the surface of the cliff stretching 30 feet overhead. “Here! The cave entrance is behind those vines,” Janira says with a broad smile stopping to cast spells to heal the fatigued members You still have the -2 to Str and Des and can´t charge neither run
Well, traveling in comfort is not why I became a Pethfinder, but everyone has his own reasons. Says Janira as she walks to the cliff’s face. Then, she pulls back several layers of vegetation to reveal a narrow crack in the cliff’s surface. “This is where I saw the gillmen enter.”
As she motions toward the aperture, the surrounding woods come alive with the sound of small animals fleeing some unseen danger and a large creature crashing through the undergrowth. The halfling worriedly remarks, “Quick, take cover before whatever it is spots us!” As if she’d summoned the creature with her words, a massive horned monstrosity emerges from the trees. Standing eight feet tall on a pair of cloven hooves and wielding a tremendous axe, the bull-headed creature roars with unbridled anger when it spots the group.
Wisely assessing that a minotaur is beyond yours capabilities, Janira screams, “A minotaur! There’s little chance we can stand against it. Take this bag,” she continues, pulling off her backpack, “and head deeper into the caves. Finish your mission. I’ll lead it away from the caves, lose it in the forest, and join you as soon as I can. Now go! GO!” She heaves her backpack into the cave, casts a spell, and darts off toward the minotaur before turning to lure it away.
If you want to fight, you can put yourself in the map. If you want to go inside the cave just say it
Locke "Firebug" Arkham |
Though Locke liked to solve problems with bombs, he was a smart enough guy to know when to avoid a fight.
"I second her motion, no need to lose our heads to that axe or our insides to its horns."
Jubal Early |
Oh, dear! Oh, dear! Oh, dear! Jubal exclaims as he scurries into the cave.
Quinn Van Hjorder |
"Agreed. Though I hold no love for minotaurs, I believe the challenge may be a bit much for us at this time. There is no shame for an honest assessment of one's ability!" He assures his companions (but mostly himself) as he follows the party to the cave.
Oykiv |
potion of barkskin, potions of cure light wounds (2), potion of feather step, potion of vanish, wand of burning hands (CL 3rd, 4 charges), wand of cure light wounds (CL 3rd, 8 charges), acid, alchemist’s fire (2), holy water, smokestick, tanglefoot bags (2), thunderstone.
You find several footprints in the soil left by a web-toed humanoid who traveled this way only hours before.
As you go deeper into the cave you can see caves’ walls are patterned with blue-green luminescent fungi that provide dim light. Also, there are petroglyphs depicting marine mammals, more frequent as you walk, which appears to glow slightly brighter than its surrondings due to the fungi accumilated in them..
The narrow tunnel twists and turns for several hundred feet before slowly opening to a wider passage. A large hole spans the cave’s width and stretches ten feet down the path. At the bottom of the pit lies a small bundle of cloth between several sharped spikes.
1d6 ⇒ 6
Bypassing the hole
The tunnel here is 10 feet wide and 10 feet tall with a
ceiling mostly devoid of stalactites
This is not a natural hole, but one digged in the cave´s ground.
seeing how much fungi is in the hole walls, you can assure it has been digged at least one year ago.
To bypass the hole you could jump, with a DC 10 check. You can try to climb its walls to go down and up with a DC 15 check, or suggest your own method to cross it
Locke "Firebug" Arkham |
Survival on prints: 1d20 + 1 ⇒ (3) + 1 = 4
What kind of weird feet are these?
Kn. Dungeoneering (untrained): 1d20 + 4 ⇒ (12) + 4 = 16
"That's no natural hole, it's been made manually. Whoever did is likely fond of their privacy."
Jubal Early |
I do hope she knows what she is doing. Jubal says as he sifts through Janira´s backpack. If its OK with all of you I"ll hold on to the wands and the Alchemical gear. Some of the bigger folk should probably take the potions.
Survival 1: 1d20 + 7 ⇒ (14) + 7 = 21
Survival 2: 1d20 + 7 ⇒ (20) + 7 = 27
Survival 3: 1d20 + 7 ⇒ (18) + 7 = 25
Well this is definitely the right stop. There seems to be quite a few tracks here from humanoids with webbed toes. And, Mr Arkham is correct this pit was dug by hand, guessing from the fungal growth on the edges it was most likely done about 1 year ago. I have some rope which should make climbing down a lot safer. I don't think its enough to get back up the other side though.
Quinn Van Hjorder |
Quinn looks around at the cave. "Interesting, though I have no knowledge or experience with such environs." He watches Tetchy leap across the hole.
"Bravo, good sir! You could be in a circus with that kind of acrobatic wizardry!" The paladin claps his hands enthusiastically.
Jubal Early |
Jubal with slowly climb down and back up the other side.
Take 10 for an 8 with the use of a rope should still work.
Locke "Firebug" Arkham |
As far as i know, i just have to roll the distance to beat with a running jump.
Locke takes a running jump, ending on the other side with a foot lenght, ending with a shoulder roll, before getting up.
Acrobatics: 1d20 + 3 ⇒ (10) + 3 = 13
"I've had better days, now let's see if there's something interesting here.
Quinn Van Hjorder |
Quinn will wait until the rope is secure before attempting its use. "I regret that such displays of acrobatic prowess are difficult when encumbered by my armor..."
Climb: 1d20 - 1 ⇒ (16) - 1 = 15
Oykiv |
Yes Locke, to jump over a 10 feet hole you need to beat a DC 10 jump check. Well in this case it should be a DC 12 due the slippery floor, but I forgot it and it wouldn´t had change anything
The group starts to cross the hole, with the acrobatic sailor, the not-so-emcumbered warrior and the sick alchemist jumping to the other side and helping the climbers with a rope.
Only two people are up to cross, Kodo, and Jubal who realized someone rounded the pit walls to avoin nobody could brace against it and is pondering the better way to cross.
Jubal, usually this will be enough, but in this case the pit creator has worked against that possibility.
But rope will help decreasing the climb check to DC 10
Zakon Hellborn |
To bypass the hole you could jump, with a DC 10 check. You can try to climb its walls to go down and up with a DC 15 check, or suggest your own method to cross it
Zakon can climb down and up the pit with the DC 15 check. With two people holding the 50 foot rope on both sides of the pit, can everyone take a 10 to cross it?
Locke "Firebug" Arkham |
With two people holding the 50 foot rope on both sides of the pit, can everyone take a 10 to cross it?
Wait, lemme spit in my hands first.....oops, you're on the bottom, you ok?
Oykiv |
No Zakon, Jubal has a 8 with a take 10 in climb, but he can take 10 to jump.
Also, if nobody wants to do as Uncle suggested, he can go down an up by himself
Seeing how climbing will be harder for him than jumping he jumps carefully to be on the other side of the pit.
When you take the rag out of the pit, you see its cap. A wet and muddy cap, but besides that, well preserved.