Can you all make three Fortitude Saves at DC 20
Chapter 1: Welcome to Paxectel Island
Can you all make three Fortitude Saves at DC 20
Rolls
Fort Save 1 - (1d20+14)
(8) + 14 = 22
Fort Save 2 - (1d20+14)
(18) + 14 = 32
Fort Save 3 - (1d20+14)
(12) + 14 = 26
Rolls
Fortitude Save (+17, +1 Bardic Performance) - (1d20+18)
(14) + 18 = 32
Fortitude Save 2 (+17, +1 Bardic Performance) - (1d20+18)
(12) + 18 = 30
Fortitude Save 3 (+17, +1 Bardic Performance) - (1d20+18)
(14) + 18 = 32
Rolls
Singer 1 - (1d20+9)
(8) + 9 = 17
Singer 3 - (1d20+9)
(5) + 9 = 14
Z 1 - (1d20+10)
(13) + 10 = 23
Z2 - (1d20+10)
(18) + 10 = 28
Z3 - (1d20+10)
(15) + 10 = 25
It is a beautiful stone statue, about 18 feet high and 6 feet wide. The face is carved as a near-life representation of the Lady Trinity and her three faces, Charity, Faith and Hope.
As you approach the shrine, you all feel a bit refreshed, elated and as if you are somehow wiser than you were before. You notice something at the foot of the statue. A small moonstone bead, not unlike the ones from the necklace that shattered back in the inn.
Elandra finds Mabharo's God of Fire. It is a small token which can be activated to cast Fire Shield. It has one use.
You all have the Blessing of Fortune - You may use it at any time to reroll a single ability check, attack roll, saving throw or skill check, taking the better result. The Blessing may be used once.
Rolls
Perception to look for traps - (1d20+25)
(5) + 25 = 30
Singer continues to look around the desolate island and waits for Ziesra to return with her information. Ziesra flies up to a height of 40 feet and begins making flying a serpentine pattern that extends outward 40ft East & West and progresses south as the party moves. Primarily looking for signs of life and threats, but also anything of interest.
Rolls
Singer Perception (search) - (1d20+0)
(4) = 4
Ziesra Perception - (1d20+9)
(19) + 9 = 28
Rolls
Spellcraft - Detect Magic - (1d20+20)
(15) + 20 = 35
Aenwyn detects a faint aura coming from the entire island. The signature of the aura is strange to her, a kind of ancient and powerful magics she has never before encounter.
Following Dimal, the group heads due south (towards building I). The first building they reach (I) is heavily damaged and several trees have fallen on the roof. It looks like it used to be an armoury, although the interior is bare of anything useful. The only remnants that indicate a purpose are the shelves and and stone racks designed to hold weapons and armour. Pressing along (towards J) the group finds a copse filled with trees and rocks big enough to climb over. There is a shrine here with symbols indicating a deity forgotten by time. The final building in this group (K) looks like it used to be a barracks. It too is in disrepair and several trees have crashed through the ceiling.
Continuing to explore, the group moves along the path (towards O/N, from around behind I) across the yellow grassy field they see a stream leading into a cave of some sort. The cave is over twenty feet high and extends into deep darkness several dozen feet back. The air is surprisingly cool, the walls smooth and the dirt floor umarred by footprints. You can hear muffled voices coming from the depths, and straining it sounds like it may be the voices of those who were in the inn the night before. Standing at the edge you see a narrow staircase descending into the black depths. The sense of magical energy grows stronger as you stand at the top of the stairs.