Aoine, the 15th of Deadtime, 1092 - 70 degrees in the Wastes - Outside the Mine
Sudita flies down the shaft and follows it almost an entire kilometer before the shaft, which is about twenty feet high and wide, opens up into a cavern. The mineshaft has a minecart track, the broken and damaged end of it starting about three hundred feet into the shaft, though it likely came all the way out when it was in operation. Sudita sees a door to the west which is closed, and more caverns and shafts to the north. She returns before venturing further, for her safety.
Aoine, the 15th of Deadtime, 1092 - 50 degrees inside the Mine
The group takes the mineshaft, their footfalls echoing off the stone walls. Once they reach the end the chamber opens up around them. The dank walls of the mine drip with condensation. Tracks for the old mine carts continue to the north. A wooden sign indicates a lower level in the direction of the tracks. To the east several abandoned mine carts are strewn around, piled up with dirt and dust and debris. There is an empty alcove to the west, the stairs to it covered in in black soot. Right by the alcove is a rickety wooden door.
As the party descends, Pierre's stories subside into silence. Only footfalls, the clink of chain links, the creak of packleather betrays their presence. Presence enough, if the wrong ears are listening.
Though Pierre can see remarkably well in low light for a human, he has no illusions about the necessity of light for this expedition. This far down, any light from the surface died long ago. As the tunnel opens into a cavern - natural, so far as Pierre can tell - he slows to a halt at the front of the group.
Nothing immediately jumps out at the party - so far, so good. Pierre feels vulnerable without the comforting embrace of enchanted arms and armor; the light from his Shield seems to pulse warm tones, as if in response.
Turning, nodding to Avophior and the rest, Pierre cocks his head left. He approaches, keeping his attention on the soot-covered alcove. What had been burning, here?
Dice Perception - Alcove:
1d20+26
(10)+26
Total = 36
Dice Knowledge: Dungoneering - Alcove:
1d20+34
(16)+34
Total = 50
Pierre
Male Human Magus (Skirnir) 20
3,424,500 / 3,800,000 XP | 0 / 1000 DvXP
LG Medium Humanoid demigod (?)
Senses Perception: +29, darkvision 120 ft., blindsense 60 ft., 4x human in dim & 2x in bright light
DEFENSES
AC 45, touch 23, flat-footed 37, (+9 armor, +8 shield, +8 Dex, +5 natural, +5 deflection)
hp 229 (20 HD; 20d8+7)
Fort +25, Ref +23, Will +25
Defensive Abilities: reduce all elemental damage by 10, SR 15, Missile Shield Combat, Ray Shield Combat
OFFENSE
Speed 30 ft.
Melee Cutlass Attack +28/+23/+18 (1d8+13 magic slashing, 15-20/x2 - Arcane Pool, Scabbard of Keen Edges use assumed)
Ranged Composite Longbow Attack +26/+21/+16 (1d8+11 magic piercing, 20/x3)
Ranged Ray attacks +23
Special Attacks N/A
Spell-Like Abilities (CL 20; concentration +33, automatic when using Spell Combat)
constant-endure elements
Magus 0 (DC 23)
Light
Mage Hand
Detect Magic
Disrupt Undead
Magus 1 (DC 24)
Enlarge Person
Shocking Grasp
Clarion Call
Duelist's Parry
Grease
Chill Touch
Obscuring Mist
Silent Image
Magus 2 (DC 25)
Bladed Dash
Shocking Grasp (Intensified)
Greater Detect Magic
Glitterdust
Fog Cloud
Stone Shield
Umbral Weapon
Magus 3 (DC 26)
Haste
Slow
Arcane Sight
Stinking Cloud
Wind Wall
Clay Skin
Blink
Magus 4 (DC 27)
Lightning Bolt (Intensified)
Fireball (Intensified)
Greater Invisibility
Stoneskin
Ward Shield
Ice Storm
Dimension Door
Magus 5 (DC 28)
Surface Excursion
Greater Bladed Dash
Controlled Fireball (Intensified)
Baleful Polymorph
Fire Snake
Acidic Spray
Cosmic Ray
Magus 6 (DC 29)
Chain Lightning
Form of the Dragon I
Greater Dispel Magic
Umbral Strike
True Seeing
Disintegrate
Paladin 1 (DC 16)
Knight's Calling
Challenge Evil
Cure Light Wounds
Divine Favor
Bless
Tactical Acumen
Paladin 2 (DC 17)
Ironskin
Righteous Vigor
Weapon of Awe
Bestow Grace
Blinding Ray
Paladin 3 (DC 18)
Archon's Aura
Cure Moderate Wounds
Daylight
Deadly Juggernaut
Paladin 4 (DC 19)
Chains of Light
Archon's Trumpet
Bestow Grace of the Champions
Dimensional Blade
STATISTICS
Str 26, Dex 26, Con 24, Int 36, Wis 23, Cha 23
Base Atk: +15; CMB: +23; CMD: 41
Salient Divine Abilities: N/A
Feats: Shield Focus, Lightning Reflexes, Spell Penetration, Missile Shield, Ray Shield Combat, Curative Item Mastery, Improved Shield Bash, Intensified Spell, Sacred Geometry (Empower +2 and Extend +1), Craft Magic Arms and Armor, Craft Wondrous Item, Forge Ring, Extra Arcana - Accurate Strike
Skills: Appraise +33, disable device +24, escape artist +10, fly +8, knowledge (dungeoneering, geography) +37 & (arcana, planes, nature) +36 & (history, local, religion, nobility) +33 & (engineering) + 30, sense motive +16, spellcraft +36, stealth + 24, survival +26, use magic device +29
Languages: Common, Abyssal, Celestial, Draconic, Dwarven, Elvish, Gnome, Halfling, Infernal, Orc, Sylvan, Undercommon, Necril, Sphinx
Combat Gear amulet of natural armor +5, Celestial Armor +3, ring of protection +5; Other Gear belt of physical perfection +6, cloak of resistance +5, eyes of the dragon, headband of mental superiority +6, robe of stars, ring of invisibility, ring of telekinesis, boots of teleportation, carpet of flying 10x10, scabbard of keen edges, spellstrike gloves, unfettered shirt, helm of telepathy
Pierre
Male Human Magus (Skirnir) 20
3,424,500 / 3,800,000 XP | 0 / 1000 DvXP
LG Medium Humanoid demigod (?)
Senses Perception: +26, low-light vision 60 ft.
DEFENSES
AC 31, touch 15, flat-footed 26, (+6 armor, +8 shield, +5 Dex, +2 natural)
hp 240 (20 HD; 20d8+4)
Fort +16, Ref +14, Will +16
Defensive Abilities: Missile Shield Combat, Ray Shield Combat
The alcove is secure and sound, covered in soot from something which was burned inside it. Pierre can think of a dozen gods off the top of his head which would prefer a wooden idol or altar to a stone or metal one. However, the alcove is empty of any other clues, except for the brush marks in the soot which indicates the alcove was swept clean of any char coal or ash. There are no scrape marks from a stone or other heavy dias, plinth, altar, etc. being dragged away from the spot.
Following Pierre's nod, Avophior heads to the door. Looking it over he grabs the handle and gives it a tug. When it stays stubbornly shut, he grabs it with both hands and gives it a good hard yank, at which point it swings open with a loud scraping sound from where the wood was jammed into the stone floor. He scowls at it, then pushes it the rest of the way open. Walking inside Avophior turns a full circle, taking the room in.
Dice Perception:
d20+28
(13)+28
Total = 41
Dice Strength:
d20+4
(4)+4
Total = 8
Dice Strength:
d20+4
(11)+4
Total = 15
Avophior
Male Human Arcane Warlock 20
3,447,400 / 3,800,000 XP | 1 / 500 DXP
CN Medium Humanoid demigod SensesPerception: +28
DEFENSES AC 22, touch 16, flat-footed 12, (+4 armor, +6 Dex, +2 natural) hp 240 (20 HD; 20d6+6) Fort +11, Ref +12, Will +17 Defensive AbilitiesThe deity is surrounded by a divine shield that has 10 hp per divine rank (minimum 10). The shield regenerates 1 hp per divine rank each round (minimum 1). As long as a shield has hit points remaining, any and all damage done to the protected creature is dealt to the shield instead. A shield can absorb damage of any kind. The divine shield, regardless of the number of hit points it still has, grants immunity to critical hits.divine shield 10 hp
immune ability damage, ability drain, altering form (polymorphing, petrification, etc), critical hits, death effects, disease, disintegration, energy drain, mind-affecting effects, paralysis, poison, sleep, stunning
OFFENSE Speed 30 ft. Melee Dagger +14/+9 (1d4+4/19-20) Unarmed Attack +14/+9 (1d3+4 nonlethal) Ranged Ray attacks +17 or Dagger +17 (1d4+4/19-20) Special Attacks
STATISTICS Str 19, Dex 22, Con 20, Int 20, Wis 20, Cha 33 Base Atk: +10; CMB: +14; CMD: 30 Salient Divine Abilities:The deity is surrounded by a divine shield that has 10 hp per divine rank (minimum 10). The shield regenerates 1 hp per divine rank each round (minimum 1). As long as a shield has hit points remaining, any and all damage done to the protected creature is dealt to the shield instead. A shield can absorb damage of any kind. The divine shield, regardless of the number of hit points it still has, grants immunity to critical hits.Divine Shield Feats: Toughness, Combat Casting, Weapon Focus (ray), Point Blank Shot, Precise Shot, Leadership, Extra Invocation x9 Skills: bluff +34, diplomacy +31, fly +29, knowledge (arcana) & (dungeoneering) & (religion) +28, spellcraft +28, use magic device +34 Languages: Common, Abyssal, Aklo, Aquan, Auran, Celestial, Cyclops, Draconic, Dwarven, Elven, Giant, Gnoll, Gnome, Goblin, Halfling, Ignan, Infernal, Necril, Orc, Protean, Sign Language, Sphinx, Sylvan, Tengu, Terran, Undercommon SQ Immortal, divine immunities, regeneration 1, The deity is surrounded by a divine shield that has 10 hp per divine rank (minimum 10). The shield regenerates 1 hp per divine rank each round (minimum 1). As long as a shield has hit points remaining, any and all damage done to the protected creature is dealt to the shield instead. A shield can absorb damage of any kind. The divine shield, regardless of the number of hit points it still has, grants immunity to critical hits.divine shield Combat Gear mithral chain shirt, amulet of natural armor +5, bracers of armor +8, ring of protection +5; Other Gearbelt of physical perfection +6, cloak of resistance +5, eyes of the dragon, headband of mental superiority +6, robe of stars, ring of freedom of movement
Inside this room is furniture, old and rotten due to the humidity. There is a thick wool curtain in the corner of the room and on most of the floor is a massive furry hide rug. There is a flat surface on the wall on the northwest side, with a long list of neatly ordered columns of writing. From afar they look like names and dates.
Sudita was nearly half as tall as Zinxi when she stood as tall as she was able. She always wanted to rest on Zinxi's shoulder, the little sorceress didn't mind. It was just an awkward sight. Zinxi was plenty strong enough to carry the weight of the creature. Even as small as she was, she could probably lift any one of the larger folk with one hand. That is if she could get a good grip on them with her small hands. The gnome woman was still in the prime of her life. She was still young. Not quite a century under her belt yet. Yes she was still young and had an entire life ahead of her. She hoped that not much of it would be spent in places like this that were devoid of magical energies. It was a strange feeling to not have her magic at hand. Thankfully she still had her friend Sudita to keep her company.
When the Baron yanked the door open she rushed in behind him to guard his back with her new metallic staff. It was a wonder. Solid adamantium. Rounded on each end she used it like a waking stick but make no mistake she knew well how to use a staff. Even a metallic one. She gave the room a once over with her sharp eyes as well as Sudita's wrapped around her shoulders as she was. Sudita didn't like this dark damp place and she said as much, several times now. "I don't like this place Mistress.""I don't care for it much myself Sudita! Stay calm and we'll be done here in a few hours with any luck my dear."
Zinxi has Low-Light vision. She will search the room.
Dice Perception:
1d20+37
(11)+37
Total = 48
Sudita will search as well with her darkvision. If Sudita uses Zinxi's ranks then this is
+27 instead.
As Xinxi - and Sudita - search the room, Pierre turns from the alcove to keep an eye on the rest of the cavern. To anyone looking out for intruders, the lights and echoes of footfalls would be telltale in this still mineshaft.
Experimentally, Pierre attempts to cast a Mage Handspectral hand from the boss of his shield; perhaps the influence of elemental earth this deep might supplant the antimagic of the Wastelands?
Dice Perception:
1d20+26
(10)+26
Total = 36
Pierre
Male Human Magus (Skirnir) 20
3,424,500 / 3,800,000 XP | 0 / 1000 DvXP
LG Medium Humanoid demigod (?)
Senses Perception: +29, darkvision 120 ft., blindsense 60 ft., 4x human in dim & 2x in bright light
DEFENSES
AC 45, touch 23, flat-footed 37, (+9 armor, +8 shield, +8 Dex, +5 natural, +5 deflection)
hp 229 (20 HD; 20d8+7)
Fort +25, Ref +23, Will +25
Defensive Abilities: reduce all elemental damage by 10, SR 15, Missile Shield Combat, Ray Shield Combat
OFFENSE
Speed 30 ft.
Melee Cutlass Attack +28/+23/+18 (1d8+13 magic slashing, 15-20/x2 - Arcane Pool, Scabbard of Keen Edges use assumed)
Ranged Composite Longbow Attack +26/+21/+16 (1d8+11 magic piercing, 20/x3)
Ranged Ray attacks +23
Special Attacks N/A
Spell-Like Abilities (CL 20; concentration +33, automatic when using Spell Combat)
constant-endure elements
Magus 0 (DC 23)
Light
Mage Hand
Detect Magic
Disrupt Undead
Magus 1 (DC 24)
Enlarge Person
Shocking Grasp
Clarion Call
Duelist's Parry
Grease
Chill Touch
Obscuring Mist
Silent Image
Magus 2 (DC 25)
Bladed Dash
Shocking Grasp (Intensified)
Greater Detect Magic
Glitterdust
Fog Cloud
Stone Shield
Umbral Weapon
Magus 3 (DC 26)
Haste
Slow
Arcane Sight
Stinking Cloud
Wind Wall
Clay Skin
Blink
Magus 4 (DC 27)
Lightning Bolt (Intensified)
Fireball (Intensified)
Greater Invisibility
Stoneskin
Ward Shield
Ice Storm
Dimension Door
Magus 5 (DC 28)
Surface Excursion
Greater Bladed Dash
Controlled Fireball (Intensified)
Baleful Polymorph
Fire Snake
Acidic Spray
Cosmic Ray
Magus 6 (DC 29)
Chain Lightning
Form of the Dragon I
Greater Dispel Magic
Umbral Strike
True Seeing
Disintegrate
Paladin 1 (DC 16)
Knight's Calling
Challenge Evil
Cure Light Wounds
Divine Favor
Bless
Tactical Acumen
Paladin 2 (DC 17)
Ironskin
Righteous Vigor
Weapon of Awe
Bestow Grace
Blinding Ray
Paladin 3 (DC 18)
Archon's Aura
Cure Moderate Wounds
Daylight
Deadly Juggernaut
Paladin 4 (DC 19)
Chains of Light
Archon's Trumpet
Bestow Grace of the Champions
Dimensional Blade
STATISTICS
Str 26, Dex 26, Con 24, Int 36, Wis 23, Cha 23
Base Atk: +15; CMB: +23; CMD: 41
Salient Divine Abilities: N/A
Feats: Shield Focus, Lightning Reflexes, Spell Penetration, Missile Shield, Ray Shield Combat, Curative Item Mastery, Improved Shield Bash, Intensified Spell, Sacred Geometry (Empower +2 and Extend +1), Craft Magic Arms and Armor, Craft Wondrous Item, Forge Ring, Extra Arcana - Accurate Strike
Skills: Appraise +33, disable device +24, escape artist +10, fly +8, knowledge (dungeoneering, geography) +37 & (arcana, planes, nature) +36 & (history, local, religion, nobility) +33 & (engineering) + 30, sense motive +16, spellcraft +36, stealth + 24, survival +26, use magic device +29
Languages: Common, Abyssal, Celestial, Draconic, Dwarven, Elvish, Gnome, Halfling, Infernal, Orc, Sylvan, Undercommon, Necril, Sphinx
Combat Gear amulet of natural armor +5, Celestial Armor +3, ring of protection +5; Other Gear belt of physical perfection +6, cloak of resistance +5, eyes of the dragon, headband of mental superiority +6, robe of stars, ring of invisibility, ring of telekinesis, boots of teleportation, carpet of flying 10x10, scabbard of keen edges, spellstrike gloves, unfettered shirt, helm of telepathy
Pierre
Male Human Magus (Skirnir) 20
3,424,500 / 3,800,000 XP | 0 / 1000 DvXP
LG Medium Humanoid demigod (?)
Senses Perception: +26, low-light vision 60 ft.
DEFENSES
AC 31, touch 15, flat-footed 26, (+6 armor, +8 shield, +5 Dex, +2 natural)
hp 240 (20 HD; 20d8+4)
Fort +16, Ref +14, Will +16
Defensive Abilities: Missile Shield Combat, Ray Shield Combat
Aoine, the 15th of Deadtime, 1092 - 50 degrees inside the Mine
Magic appears equally suppressed here in the mine, the nature of this place running more deeply than the stone can protect from, assuming the earth has any influence on the effect.
Zinxi spots an odd bulge under the fur carpet, and when tossed back, finds a small gold statue in the shape of Angradd, the golden idol representing his characteristic gold armor and battle axe in exquisite detail. More than the weight of the solid gold it is made from, the intricate craftsmanship would but the value of this item in the thousands of groats.
When everyone stops to listen, the shaft ahead remains silent, save for the drip of water.
Hearing nothing, and having no luck with power - besides the artefact glowing on his right arm - Pierre rejoins the party.
"Nice find, good craftsmanship. Could you show me exactly where you found it? Ah, but we're not here on a dig, never you mind. "
His tone is just a murmur, but they are the first words he's spoken since they entered the mines. "We're alone as far as can tell without scrying or Truesight. At least, for present. I see no pressing reason not to continue straight down the mineshaft, once we've checked those old carts for signs of recent use, in our marching order, following the ancient route. Still, that is the opinion of one... "
He breaks off meaningfully, inviting commentary.
If the party wants to investigate the minecarts and move on, here's a perception and dungeoneering to shortcut.
Dice perception, search old minecarts:
1d20+26
(1)+26
Total = 27
Dice knowledge dungeoneering, recent use of minecarts:
1d20+34
(11)+34
Total = 45
Pierre
Male Human Magus (Skirnir) 20
3,424,500 / 3,800,000 XP | 0 / 1000 DvXP
LG Medium Humanoid demigod (?)
Senses Perception: +29, darkvision 120 ft., blindsense 60 ft., 4x human in dim & 2x in bright light
DEFENSES
AC 45, touch 23, flat-footed 37, (+9 armor, +8 shield, +8 Dex, +5 natural, +5 deflection)
hp 229 (20 HD; 20d8+7)
Fort +25, Ref +23, Will +25
Defensive Abilities: reduce all elemental damage by 10, SR 15, Missile Shield Combat, Ray Shield Combat
OFFENSE
Speed 30 ft.
Melee Cutlass Attack +28/+23/+18 (1d8+13 magic slashing, 15-20/x2 - Arcane Pool, Scabbard of Keen Edges use assumed)
Ranged Composite Longbow Attack +26/+21/+16 (1d8+11 magic piercing, 20/x3)
Ranged Ray attacks +23
Special Attacks N/A
Spell-Like Abilities (CL 20; concentration +33, automatic when using Spell Combat)
constant-endure elements
Magus 0 (DC 23)
Light
Mage Hand
Detect Magic
Disrupt Undead
Magus 1 (DC 24)
Enlarge Person
Shocking Grasp
Clarion Call
Duelist's Parry
Grease
Chill Touch
Obscuring Mist
Silent Image
Magus 2 (DC 25)
Bladed Dash
Shocking Grasp (Intensified)
Greater Detect Magic
Glitterdust
Fog Cloud
Stone Shield
Umbral Weapon
Magus 3 (DC 26)
Haste
Slow
Arcane Sight
Stinking Cloud
Wind Wall
Clay Skin
Blink
Magus 4 (DC 27)
Lightning Bolt (Intensified)
Fireball (Intensified)
Greater Invisibility
Stoneskin
Ward Shield
Ice Storm
Dimension Door
Magus 5 (DC 28)
Surface Excursion
Greater Bladed Dash
Controlled Fireball (Intensified)
Baleful Polymorph
Fire Snake
Acidic Spray
Cosmic Ray
Magus 6 (DC 29)
Chain Lightning
Form of the Dragon I
Greater Dispel Magic
Umbral Strike
True Seeing
Disintegrate
Paladin 1 (DC 16)
Knight's Calling
Challenge Evil
Cure Light Wounds
Divine Favor
Bless
Tactical Acumen
Paladin 2 (DC 17)
Ironskin
Righteous Vigor
Weapon of Awe
Bestow Grace
Blinding Ray
Paladin 3 (DC 18)
Archon's Aura
Cure Moderate Wounds
Daylight
Deadly Juggernaut
Paladin 4 (DC 19)
Chains of Light
Archon's Trumpet
Bestow Grace of the Champions
Dimensional Blade
STATISTICS
Str 26, Dex 26, Con 24, Int 36, Wis 23, Cha 23
Base Atk: +15; CMB: +23; CMD: 41
Salient Divine Abilities: N/A
Feats: Shield Focus, Lightning Reflexes, Spell Penetration, Missile Shield, Ray Shield Combat, Curative Item Mastery, Improved Shield Bash, Intensified Spell, Sacred Geometry (Empower +2 and Extend +1), Craft Magic Arms and Armor, Craft Wondrous Item, Forge Ring, Extra Arcana - Accurate Strike
Skills: Appraise +33, disable device +24, escape artist +10, fly +8, knowledge (dungeoneering, geography) +37 & (arcana, planes, nature) +36 & (history, local, religion, nobility) +33 & (engineering) + 30, sense motive +16, spellcraft +36, stealth + 24, survival +26, use magic device +29
Languages: Common, Abyssal, Celestial, Draconic, Dwarven, Elvish, Gnome, Halfling, Infernal, Orc, Sylvan, Undercommon, Necril, Sphinx
Combat Gear amulet of natural armor +5, Celestial Armor +3, ring of protection +5; Other Gear belt of physical perfection +6, cloak of resistance +5, eyes of the dragon, headband of mental superiority +6, robe of stars, ring of invisibility, ring of telekinesis, boots of teleportation, carpet of flying 10x10, scabbard of keen edges, spellstrike gloves, unfettered shirt, helm of telepathy
Pierre
Male Human Magus (Skirnir) 20
3,424,500 / 3,800,000 XP | 0 / 1000 DvXP
LG Medium Humanoid demigod (?)
Senses Perception: +26, low-light vision 60 ft.
DEFENSES
AC 31, touch 15, flat-footed 26, (+6 armor, +8 shield, +5 Dex, +2 natural)
hp 240 (20 HD; 20d8+4)
Fort +16, Ref +14, Will +16
Defensive Abilities: Missile Shield Combat, Ray Shield Combat
The little gnome woman was not impressed by the golden statue. It could possibly be an item of power but it would not be possible to test it until they returned to the city and it's limited magical surges. She studied it for a few minutes before she was ready to stow it and follow along the main passage of the mine. "Indeed it is of the highest quality of craftmanship. It will warrant further study." The sorceress tucked the heavy statue away in her new mundane pack. It was new like the two waterskins she made sure everyone had.
Before the small group set out Zinxi had a suggestion about the marching order. "Jarmuld should take the lead with his nighteyes. I don't believe that Sudita will mind taking a short scouting trip from time to time but I think Jarmuld will spot any dangers more easily than her. Pierre and his shield should probably bring up the rear with the Baron and myself in the center." It wasn't long before they little band set out and Zinxi and Sudita kept their eyes wide for any dangers.
Appraisal of statue -
Dice Appraise:
1d20+25
(4)+25
Total = 29
Zinxi - Perception= +37 Sudita w/darkvision +8 or +27.
The old, grizzled dwarf takes a great big whiff as the group enters the mineshaft. He lets out a relieved exhale from the depths of his broad frame. He smiles as if returning to a familiar home. The march deeper and deeper draws only a jaunty tune. Occasionally, they can hear a few muttered lyrics ("I am a dwarf ... digging a hole ... diga diga hole ... digging a hole").
Humming to himself, poleaxe over his shoulder, Jarmuld follows the others into the side room. He waits while the others pick through the new area. For himself, the dwarf's attention turns to the chart on the wall. Shuffling over, he lets his eyes Take 10 on Perception: 48 (+2 involving stone, automatic check).
Take 10 on Knowledge (Dungeoneering): 45.skim the list for anything unusual or at least how far back it goes.
Stepping back after a bit, Jarmuld looks up. He smiles beneath his whiskers at the urging. "Certainly! Happy to take point down the tunnel." His hum softens to barely louder than his breathing. Though, they could almost swear the heavy tread of his boots continues the rhythm. While not the most discreet spelunker, it is hard not to feel a Aegis: 10' aura, +3 morale to AC/CMD/Will (not himself)little heartened just by staying near the intrepid explorer.
Jarmuld Stonson HP: 402/402, Initiative: +10; Perception: +41 AC/Touch/Flat: 25/16/21, +4 dodge (stance), +4 dodge vs giants CMD: 44, +4 dodge (stance), +2 vs bull-rush/overrun/sunder/hamstring, +4 racial bull-rush/trip/drag on ground, +4 dodge vs giants Fort/Ref/Will: +25/18/26, +2 racial vs poison/spells/sla, +4 vs giant sla/supernatural Speed: 20' (not reduced by armor/encumbrance, nor by natural undergrowth) DR: convert 5 lethal to nonlethal per attack Status: dead magic
Abilities:
AoOs 11/r, regular attacks can affect with Greater Hamstring on hit
Bull-rush: stand. or first attack, no AoO, d20+30+4 move 5'+5'/+5, move provokes AoO from allies
Hamstring: no AoO, d20+31+4 entangled 1r+1/+5, stop move on AoO
Sunder: no AoO, d20+31+2cx,20 d12+15ci2
Extended Defense: 1/d, im. 1 counter used as free at will until next turn
Blessed Correction: roll 2x and take better for Diplomacy, Intimidate, or Perform (oratory), 10/10
Challenge: swift, 1/1, -2 AC vs all but target, +6 morale for 1 min. after target attacks other, +20 damage, switch to new after defeat
Tactician: swift, feat to all allies within 30', 13r, 5/5
Armiger's Mark: free mark after dealing damage (even after AoO but not vs mindless), 11r, -4 attack vs others, +13% arcane SF, <13 marks at once, 13 marks/d
Effects:
Darkvision 60'
normal speed & no damage from natural undergrowth
no trail/tracking in natural terrain
Immune: aging
Aegis: 10' aura, +3 morale to AC/CMD/Will (not self)
Defensive Reach: nonreach - +5' reach for AoO/Counters; reach - threaten adjacent also
Stance of the Thunderbrand: +4 dodge AC, +5' reach, move always provoke AoO (even 5' step)
Paired Opportun. teamwork (adjacent): +4 cicrum. AoO vs foe both threaten, provoke vs ally -> provoke vs you
Escape Route teamwork: allies not provoke AoO for movement through own squares or adjacent
Maneuvers: 5 readied
-Steel Shell counter6: opposed attack + shield to negate, if ail DR 20/-
-Iron Defender's Riposte counter7: vs ally w/in20', move adjacent, opposed attack+shield to negate, then counter +4d6 & F29 or daze d4r
-Rush to the Fray charge strike7: ignore difficult terrain, make a melee attack or combat maneuver attempt against each opponent within reach with +5d6 damage or +5 competence CMB, respectively, separate attack roll against each target.
-Meteor Spiral Thrust standard strike5: +8d6, ignore DR, F27 or nausea d3r
-Discipline of the Pride boost5: share combat feat 3r, 30' area allies
Defensive Focus (refresh 8 maneuvers): increase threatened area by 20', +16 CMD vs Acrobatics
Stances:
Golden Commander's Stance 3: 30' aura, adjacent allies flanking regardless of position
Stance of the Thunderbrand 5: +4 dodge AC, +5' reach, move always provoke AoO (even 5' step)
Abilities:
Trample: 3d6+15 Reflex DC30 for half, vs huge or smaller
AoO: 4/r
Grapple: maintain via move, swift: another at -5 after maintain
Slam: standard grapple - prone in adjacent square & end grapple, +4 CMD vs dangerous, unarmed damage if solid
Snatch: auto damage vs medium, standard: flung creature travels 1d6 × 10' and takes 1d6/10'
Effects:
low-light vision, scent
companion link
Stalwart Steed (negate partial F/W)
Indefatigable (immune: fatigue)
Hefty Brute (counts as gargantuan for size abilities)
Mounted Challenge (half challenge bonuses/penalties)
__________________
"The baby has known the dragon intimately ever since he had an imagination. What the fairy tale provides for him is a St. George to kill the dragon."
-G.K. Chesterton, Tremendous Trifles (1909), XVII: "The Red Angel"
The writing on the wall is a neatly ordered list of columns, written in dwarven and in dwarf script. The first appear to be names. Next to them are locations, all of them locations in the mine such as specific numbered mine shafts. The final column are all dates. The record here is complete save for a cluster of three names (Korfead, Alfomreal, and Thomeal) all written at the same time, with a location of "ᚪᛒᚪᚾᛞᚩᚾᛖᛞ: ᛠᛋᛏᛖᚱᚾ ᛏᚢᚾᚾᛖᛚ | ᚢᛈᛈᛖᚱ ᛚᛖᚠᛖᛚ" and no date attached.
Moving down the mine a ways the cavern opens up on the right. Pots and vases are strewn about, and on the opposite end of the opening a pathway is cluttered from floor to ceiling by rubble. Several mining picks lean up against the rubble. One of the pots has wilting flowers. Near the left side of the cavern is a small pass through door to the main trackway, and above it is a crudely rigged dead fall trap with a trip wire and a stone.
The man and his Shield keep walking forward, bathing the path and party ahead in divine light. He keeps an eye behind, in his role as rearguard.
He looks sideline at Jarmuld. "Seems to me that whoever was last here, left in a hurry. Not as tidy as I'd expect from Dwarven miners making an orderly exit. Makes me wonder what they were trying to seal in down that shaft...and how successful they were. Without magic, I'd say we'll find where whoever - or whatever - it may be managed to get loose about the same time it finds us."
Pierre looks for traps, other than the painfully obvious tripwire. He doesn't expect to find much, considering his own assessment; still, he has been quite wrong in the past, and sure to repeat in the future...
Dice Look for Traps, Perception:
1d20+23
(18)+23
Total = 41
Pierre
Male Human Magus (Skirnir) 20
3,424,500 / 3,800,000 XP | 0 / 1000 DvXP
LG Medium Humanoid demigod (?)
Senses Perception: +29, darkvision 120 ft., blindsense 60 ft., 4x human in dim & 2x in bright light
DEFENSES
AC 45, touch 23, flat-footed 37, (+9 armor, +8 shield, +8 Dex, +5 natural, +5 deflection)
hp 229 (20 HD; 20d8+7)
Fort +25, Ref +23, Will +25
Defensive Abilities: reduce all elemental damage by 10, SR 15, Missile Shield Combat, Ray Shield Combat
OFFENSE
Speed 30 ft.
Melee Cutlass Attack +28/+23/+18 (1d8+13 magic slashing, 15-20/x2 - Arcane Pool, Scabbard of Keen Edges use assumed)
Ranged Composite Longbow Attack +26/+21/+16 (1d8+11 magic piercing, 20/x3)
Ranged Ray attacks +23
Special Attacks N/A
Spell-Like Abilities (CL 20; concentration +33, automatic when using Spell Combat)
constant-endure elements
Magus 0 (DC 23)
Light
Mage Hand
Detect Magic
Disrupt Undead
Magus 1 (DC 24)
Enlarge Person
Shocking Grasp
Clarion Call
Duelist's Parry
Grease
Chill Touch
Obscuring Mist
Silent Image
Magus 2 (DC 25)
Bladed Dash
Shocking Grasp (Intensified)
Greater Detect Magic
Glitterdust
Fog Cloud
Stone Shield
Umbral Weapon
Magus 3 (DC 26)
Haste
Slow
Arcane Sight
Stinking Cloud
Wind Wall
Clay Skin
Blink
Magus 4 (DC 27)
Lightning Bolt (Intensified)
Fireball (Intensified)
Greater Invisibility
Stoneskin
Ward Shield
Ice Storm
Dimension Door
Magus 5 (DC 28)
Surface Excursion
Greater Bladed Dash
Controlled Fireball (Intensified)
Baleful Polymorph
Fire Snake
Acidic Spray
Cosmic Ray
Magus 6 (DC 29)
Chain Lightning
Form of the Dragon I
Greater Dispel Magic
Umbral Strike
True Seeing
Disintegrate
Paladin 1 (DC 16)
Knight's Calling
Challenge Evil
Cure Light Wounds
Divine Favor
Bless
Tactical Acumen
Paladin 2 (DC 17)
Ironskin
Righteous Vigor
Weapon of Awe
Bestow Grace
Blinding Ray
Paladin 3 (DC 18)
Archon's Aura
Cure Moderate Wounds
Daylight
Deadly Juggernaut
Paladin 4 (DC 19)
Chains of Light
Archon's Trumpet
Bestow Grace of the Champions
Dimensional Blade
STATISTICS
Str 26, Dex 26, Con 24, Int 36, Wis 23, Cha 23
Base Atk: +15; CMB: +23; CMD: 41
Salient Divine Abilities: N/A
Feats: Shield Focus, Lightning Reflexes, Spell Penetration, Missile Shield, Ray Shield Combat, Curative Item Mastery, Improved Shield Bash, Intensified Spell, Sacred Geometry (Empower +2 and Extend +1), Craft Magic Arms and Armor, Craft Wondrous Item, Forge Ring, Extra Arcana - Accurate Strike
Skills: Appraise +33, disable device +24, escape artist +10, fly +8, knowledge (dungeoneering, geography) +37 & (arcana, planes, nature) +36 & (history, local, religion, nobility) +33 & (engineering) + 30, sense motive +16, spellcraft +36, stealth + 24, survival +26, use magic device +29
Languages: Common, Abyssal, Celestial, Draconic, Dwarven, Elvish, Gnome, Halfling, Infernal, Orc, Sylvan, Undercommon, Necril, Sphinx
Combat Gear amulet of natural armor +5, Celestial Armor +3, ring of protection +5; Other Gear belt of physical perfection +6, cloak of resistance +5, eyes of the dragon, headband of mental superiority +6, robe of stars, ring of invisibility, ring of telekinesis, boots of teleportation, carpet of flying 10x10, scabbard of keen edges, spellstrike gloves, unfettered shirt, helm of telepathy
Pierre
Male Human Magus (Skirnir) 20
3,424,500 / 3,800,000 XP | 0 / 1000 DvXP
LG Medium Humanoid demigod (?)
Senses Perception: +26, low-light vision 60 ft.
DEFENSES
AC 31, touch 15, flat-footed 26, (+6 armor, +8 shield, +5 Dex, +2 natural)
hp 240 (20 HD; 20d8+4)
Fort +16, Ref +14, Will +16
Defensive Abilities: Missile Shield Combat, Ray Shield Combat
As Jarmuld enters the room Avophior exits to make room. While he waits he kicks at the trash by the overturned carts. Once they make their way further into the space he regards the deadfall trip with disinterest. Perking up when Pierre regards the cave in, he asks, "You think that was intentional, but also sloppy? You're proposing we dig it out so it's not behind us when it breaks itself loose?"
Avophior
Male Human Arcane Warlock 20
3,447,400 / 3,800,000 XP | 1 / 500 DXP
CN Medium Humanoid demigod SensesPerception: +28
DEFENSES AC 22, touch 16, flat-footed 12, (+4 armor, +6 Dex, +2 natural) hp 240 (20 HD; 20d6+6) Fort +11, Ref +12, Will +17 Defensive AbilitiesThe deity is surrounded by a divine shield that has 10 hp per divine rank (minimum 10). The shield regenerates 1 hp per divine rank each round (minimum 1). As long as a shield has hit points remaining, any and all damage done to the protected creature is dealt to the shield instead. A shield can absorb damage of any kind. The divine shield, regardless of the number of hit points it still has, grants immunity to critical hits.divine shield 10 hp
immune ability damage, ability drain, altering form (polymorphing, petrification, etc), critical hits, death effects, disease, disintegration, energy drain, mind-affecting effects, paralysis, poison, sleep, stunning
OFFENSE Speed 30 ft. Melee Dagger +14/+9 (1d4+4/19-20) Unarmed Attack +14/+9 (1d3+4 nonlethal) Ranged Ray attacks +17 or Dagger +17 (1d4+4/19-20) Special Attacks
STATISTICS Str 19, Dex 22, Con 20, Int 20, Wis 20, Cha 33 Base Atk: +10; CMB: +14; CMD: 30 Salient Divine Abilities:The deity is surrounded by a divine shield that has 10 hp per divine rank (minimum 10). The shield regenerates 1 hp per divine rank each round (minimum 1). As long as a shield has hit points remaining, any and all damage done to the protected creature is dealt to the shield instead. A shield can absorb damage of any kind. The divine shield, regardless of the number of hit points it still has, grants immunity to critical hits.Divine Shield Feats: Toughness, Combat Casting, Weapon Focus (ray), Point Blank Shot, Precise Shot, Leadership, Extra Invocation x9 Skills: bluff +34, diplomacy +31, fly +29, knowledge (arcana) & (dungeoneering) & (religion) +28, spellcraft +28, use magic device +34 Languages: Common, Abyssal, Aklo, Aquan, Auran, Celestial, Cyclops, Draconic, Dwarven, Elven, Giant, Gnoll, Gnome, Goblin, Halfling, Ignan, Infernal, Necril, Orc, Protean, Sign Language, Sphinx, Sylvan, Tengu, Terran, Undercommon SQ Immortal, divine immunities, regeneration 1, The deity is surrounded by a divine shield that has 10 hp per divine rank (minimum 10). The shield regenerates 1 hp per divine rank each round (minimum 1). As long as a shield has hit points remaining, any and all damage done to the protected creature is dealt to the shield instead. A shield can absorb damage of any kind. The divine shield, regardless of the number of hit points it still has, grants immunity to critical hits.divine shield Combat Gear mithral chain shirt, amulet of natural armor +5, bracers of armor +8, ring of protection +5; Other Gearbelt of physical perfection +6, cloak of resistance +5, eyes of the dragon, headband of mental superiority +6, robe of stars, ring of freedom of movement
Pierre cocks his head musingly. "Hmm, I wasn't proposing any excavation - unless you think the rubble doesn't extend too far? Without magic," Pierre shrugs, "I don't think our time is, say, best spent digging through that. That said, an unexpected escape route could be beneficial."
Thinking some more, "I'm prepared to spend a minute or two tossing boulders, but it would certainly attract attention. Ultimately, I'm ambivalent; if we're voting, I'll have to abstain in the matter of 'Clear Rubble vs. Forge Ahead.'"
Pierre waits for the party to provide further input.
Pierre
Male Human Magus (Skirnir) 20
3,424,500 / 3,800,000 XP | 0 / 1000 DvXP
LG Medium Humanoid demigod (?)
Senses Perception: +29, darkvision 120 ft., blindsense 60 ft., 4x human in dim & 2x in bright light
DEFENSES
AC 45, touch 23, flat-footed 37, (+9 armor, +8 shield, +8 Dex, +5 natural, +5 deflection)
hp 229 (20 HD; 20d8+7)
Fort +25, Ref +23, Will +25
Defensive Abilities: reduce all elemental damage by 10, SR 15, Missile Shield Combat, Ray Shield Combat
OFFENSE
Speed 30 ft.
Melee Cutlass Attack +28/+23/+18 (1d8+13 magic slashing, 15-20/x2 - Arcane Pool, Scabbard of Keen Edges use assumed)
Ranged Composite Longbow Attack +26/+21/+16 (1d8+11 magic piercing, 20/x3)
Ranged Ray attacks +23
Special Attacks N/A
Spell-Like Abilities (CL 20; concentration +33, automatic when using Spell Combat)
constant-endure elements
Magus 0 (DC 23)
Light
Mage Hand
Detect Magic
Disrupt Undead
Magus 1 (DC 24)
Enlarge Person
Shocking Grasp
Clarion Call
Duelist's Parry
Grease
Chill Touch
Obscuring Mist
Silent Image
Magus 2 (DC 25)
Bladed Dash
Shocking Grasp (Intensified)
Greater Detect Magic
Glitterdust
Fog Cloud
Stone Shield
Umbral Weapon
Magus 3 (DC 26)
Haste
Slow
Arcane Sight
Stinking Cloud
Wind Wall
Clay Skin
Blink
Magus 4 (DC 27)
Lightning Bolt (Intensified)
Fireball (Intensified)
Greater Invisibility
Stoneskin
Ward Shield
Ice Storm
Dimension Door
Magus 5 (DC 28)
Surface Excursion
Greater Bladed Dash
Controlled Fireball (Intensified)
Baleful Polymorph
Fire Snake
Acidic Spray
Cosmic Ray
Magus 6 (DC 29)
Chain Lightning
Form of the Dragon I
Greater Dispel Magic
Umbral Strike
True Seeing
Disintegrate
Paladin 1 (DC 16)
Knight's Calling
Challenge Evil
Cure Light Wounds
Divine Favor
Bless
Tactical Acumen
Paladin 2 (DC 17)
Ironskin
Righteous Vigor
Weapon of Awe
Bestow Grace
Blinding Ray
Paladin 3 (DC 18)
Archon's Aura
Cure Moderate Wounds
Daylight
Deadly Juggernaut
Paladin 4 (DC 19)
Chains of Light
Archon's Trumpet
Bestow Grace of the Champions
Dimensional Blade
STATISTICS
Str 26, Dex 26, Con 24, Int 36, Wis 23, Cha 23
Base Atk: +15; CMB: +23; CMD: 41
Salient Divine Abilities: N/A
Feats: Shield Focus, Lightning Reflexes, Spell Penetration, Missile Shield, Ray Shield Combat, Curative Item Mastery, Improved Shield Bash, Intensified Spell, Sacred Geometry (Empower +2 and Extend +1), Craft Magic Arms and Armor, Craft Wondrous Item, Forge Ring, Extra Arcana - Accurate Strike
Skills: Appraise +33, disable device +24, escape artist +10, fly +8, knowledge (dungeoneering, geography) +37 & (arcana, planes, nature) +36 & (history, local, religion, nobility) +33 & (engineering) + 30, sense motive +16, spellcraft +36, stealth + 24, survival +26, use magic device +29
Languages: Common, Abyssal, Celestial, Draconic, Dwarven, Elvish, Gnome, Halfling, Infernal, Orc, Sylvan, Undercommon, Necril, Sphinx
Combat Gear amulet of natural armor +5, Celestial Armor +3, ring of protection +5; Other Gear belt of physical perfection +6, cloak of resistance +5, eyes of the dragon, headband of mental superiority +6, robe of stars, ring of invisibility, ring of telekinesis, boots of teleportation, carpet of flying 10x10, scabbard of keen edges, spellstrike gloves, unfettered shirt, helm of telepathy
Pierre
Male Human Magus (Skirnir) 20
3,424,500 / 3,800,000 XP | 0 / 1000 DvXP
LG Medium Humanoid demigod (?)
Senses Perception: +26, low-light vision 60 ft.
DEFENSES
AC 31, touch 15, flat-footed 26, (+6 armor, +8 shield, +5 Dex, +2 natural)
hp 240 (20 HD; 20d8+4)
Fort +16, Ref +14, Will +16
Defensive Abilities: Missile Shield Combat, Ray Shield Combat